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simple tweaks to make nightmare more fun/challenging


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#1
Downluck

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Clear at this point that nightmare is too easily exploited and/or abused.  Doubt anything will happen, but we could come up with some easy tweaks that bioware could patch in for a nm+ mode:

 

1. More prowlers and prowler type enemies in every zone

2. Enemy wizards are more dangerous and casts panic, freezes, paralyze spells

3. 

4. Enemy warriors actively utilize buffs and debuffs, like horn of valor

5. Tweak armor value so it's impossible to stack to such a point that incoming damage is a joke

6. Tweak defense values 

7. Tweak certain passives like Turn the Bolt so it's not blatantly too powerful

8. Nerf shield defense value

9. Knight Enchanter's blade no longer counts as a spell



#2
Kortok

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Hopefully someone just mods it.  I play BG2 with tons of mods and it is a totally different game.  That said this game doesn't have the replay value of BG2.



#3
Kage

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% defenses are too good. Makes the first part of the game difficult, since you are saving less damage, but lategame super easy, since you are avoiding so much damage BEFORE armor.

Also, some abilities are just broken OP, but thats ok in a SP RPG. People love being OP, and if you want challenge you can play around those abilities

#4
Selea

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9. Knight Enchanter's blade no longer counts as a spell

 

The problem of KE is not Spirit Blade, it is Fade Shield. Spirit Blade is fine as a spell as it is. If you turn the blade in a normal attack hit then the spec has no more sense since all the synergy with the other mage's skills is gone.

The skill that breaks the KE spec is Fade Shield and its problematic has nothing to do with damage/combos but with invulnerability. An early skill that works on attacks and spells alike, that replenishes barrier on damage done (and a vast amount at it) with no drawback whatsoever on doing such (differently from other comparable class skills that do similar things, as Shield Wall for example) is evidently broken from a balance prospective.

As for the sentence "this is a SP rgp and since it is then OP means nothing": this point of view is nonsense because in a party RPG - no matter if SP or not - roles must be balanced one with another, elsewhere internal synergies have no more sense. There's no problem whatsoever on having a certain build turning OP if that's the result of investment on that build by the player (as with planning of the skills, crafting the right items, playing the class with skill etc.), however there's an huge problem if that OPness happens automatically, with no player involvement required at all. In this case no matter if the game is SP or not, it is something that 1) makes the above mentioned roles dynamic irrelevant since the OP is not really tied to the role, but it is something that's in reality outside of it, and 2) it makes the gameplay boring since no involvement is required at all from the player, and player involvement is the primary requisite for a fulfilling and enjoyable gameplay.


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