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SlayerDorian

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Everything posted by SlayerDorian

  1. I agree that they could use a little imagination love. But power-wise, they are quite good. Petrify is basically an instant win (though, it should probably be nerfed a bit). Excellent point about there being an overabudnace of cipher converstaion advantages. This seems unbalanced on a whole, not just wizards. Also, I doubt you were stopping time and summoning too many balor in Badur's Gate 1. I'd lay odds that that kind of stuff will come with a higher level cap. Though, again, how do go beyond petrify? There will probably need to be a significant rework of spell power when more levels get added.
  2. Actually, bringing up the number of enemies and power of enemies is not only valid, but it is extremely valid. They are all equally part of the balancing act. Changing one affects the others significantly. - If you have less and/or less powerful enemies, you need rest less to recover from combat. - If you have more enemies or more powerful enemies, you need to rest more to reover from combat. This creates a new challenge that goes beyond defeating a single encounter. It is defeating an entire dungeon - or leg of the adventure. This, sadly, is something that many RPGs actually lack. Rising to this challenge is the same as rising to the challenge of kiling an ogre, but your strategy will be different. It will need to be bigger. Defeating that ogre is now just a small part of that larger strategy and how you did it now becomes important. Conservation of firepower is not something to be tossed aside. As with spells, you also don't want your fighter's health to expire too quickly by taking to much damage in every encounter. Managing health may be more straightforward - use better armor. Picking the right spells at the right time, using only what is necessary, and knowing when your spells become necessary is definitely a higher level of gameplay that may take a little getting used to, granted. I actually do use wizards, they are great, I also rarely need them to rest more often than the fighters in the party because I strategize to use spells in step with how hard my front line is getting hit. Even on PoTD, I generally have 2 and almost never go below 1 camping supplies on hand. If your idea of a wizard is constantly slinging super powered spells every chance they get, well, that is not how wizards work in this game. The amount of spells they can cast is part of their class balance. The ability to summon a burst of power comes at a cost - if it didn't, then there'd be no reason to use a class that has a constant medium level of power when you can just be running at ultra power the whole time. Part of the experience is to go beyond the single encounter challenge and play/strategize on a higher (or bigger, if you want to call it that instead) level. If anyone is still having a hard time of it on easy, I recommend reading some guides. On a side note: Just because some other game's rules let you have unlimited rests in the wilderness does not mean that breaking the rules in this game is not cheating. Breaking the rules is, by definition, cheating.
  3. If you find that you need more camping supplies than you can carry, you're playing on too hard of a difficulty setting. There are places you can rest in dungeons without any limits. There are more than enough camping supplies laying around in dungeons. There is an overall strategy beyond each individual encounter. Making rests too available would nullify this aspect of the game - that would be a bad thing. If you have the simple option of more camping supplies, then you might as well ask for: - Less enemies - Enemies with less health - Enemies do less damage - Enemies hit you less - Make it easier to hit the enemies .... Oh wait, that's called easy mode. I recommend switching to that or making an effort to grasp the strategy beyond winning a single fight. Something that many people don't realise is that game balance in a single player game is still extremely important. Every aspect has to be taken into account. With the health system and per rest vs. per encounter system, how often the player can rest is critically important. If you simply toss that aside, it eliminates a huge amount of balance. The limit is an essential part of the difficulty setting. Hard mode would not be hard if you had unlimited rests (not that it's really that hard now, but that isn't the point here). It would be like having the option to disable enemy spells and special powers because they are "annoying" in PotD - well, guess what, you aren't playing PotD anymore. There are a few options here: - Select an easier difficult setting - Learn the strategy that goes beyond winning a couple encounters - Cheat (via console, mods, or whatever)
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