The AoE was perhaps funnier in the first game because they had a real effect, even if it was a little overdone to my taste. And in the second game they reduced the effect and played with the dual armour system to try and reach a sort of balance.
In a sense, I had fun with the dual armour, finding the spells that would deplete one and others that would work once it had been removed despite the other type. But that, the reduced potency of all the effects, and the turn-based mode made fights very long.
... And a bit overdone again too, like the beach with those sort of oil blobs exploding all over the place. It was amusing the first 10-20 minutes.
The world, the freedom of action and movement were great. That's something I miss in Pathfinder and most other CRPGs sometimes. Larian is really more sim-oriented, and that allow the player to become quite creative. Other games compensate that with more complex rulesets.
In a sense, I had fun with the dual armour, finding the spells that would deplete one and others that would work once it had been removed despite the other type. But that, the reduced potency of all the effects, and the turn-based mode made fights very long.
... And a bit overdone again too, like the beach with those sort of oil blobs exploding all over the place. It was amusing the first 10-20 minutes.
The world, the freedom of action and movement were great. That's something I miss in Pathfinder and most other CRPGs sometimes. Larian is really more sim-oriented, and that allow the player to become quite creative. Other games compensate that with more complex rulesets.