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I'm not interested in experimenting with a new patch on a game in progress. Especailly without more detailed information on it's exact effects. Maybe in a later playthrough. And I did not abuse the overrpowerful spells. I certainly have had no desire to use the "Force Field" exploit on my tank. I think everyone should decide on the application of the patch with a clear understanding of the risks. Who knows? It could break games in progress. That has happened more often than not with these kinds of patches to NWN 2, for example. As a general principle I take the prudent approach and do not apply patches mid-game unless it has been demonstrated without a doubt that it will not break my playthrough in progress. |
Well I'm already noticing some differences, and they're all positive so far. The biggest difference to me is the random loot drops. I'm getting a lot less crappy random drops - i.e. frostrocks, etc, and more money and health potions now.
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I am downloading the patch because I play a rogue with two daggers and like to take Leliana with me. I appreciate daggers doing more damage now if you have the right stats.
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Didn't they promise the bow fix in this patch?
Kinda weird they didn't include it. |
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I was contemplating a replay as a bow user at some point, but it's not like I'm in a hurry :) |
The console fixes are coming but need to be cleared through MS and Sony first so when they do it you will see it. Installing the last patch will update you for all previous patch changes…no need to do the previous ones first.
Has anyone installed the patch over a current save game yet and have it work? |
I think the bowfix only affects shortbows and crossbows? I seem to recall reading that longbows will continue to work like they currently work - based both on strength and dex for damage. I made a longbow user, and the damage was quite high (even on bosses, Arrow of Slaying will do 150ish damage in one shot - on white monsters, it will instantly kill them by doing 500+ damage. The highest I have seen was 768 damage on some poor darkspawn).
Anyway, a dual wielder will certainly do more damage overall, but they lack the ability to more or less instantly take out enemy casters or archers. |
I already did the dual wielder build - and I have no interest in playing a warrior or mage, so I'm not really left with much.
As I feared before release, their character mechanics are painfully inferior to D&D 3.5 edition, but it's still better than Mass Effect and enough for at least a couple of interesting characters. |
They have to be really careful with the bow changed because in some later encounters there are literally several ranks of enemy archers. Those were tricky to get through as is.
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Indeed.
I understand why they are careful about making bows much more powerful. |
I've been playing with it and I can't really tell that much of a difference with my spells. A level 16-17 mage with a focus on cold spells still does a ton of damage. I also use prison to freeze up another foe, while waiting for CoC to recharge. Everything still seems to work fine.
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Quite agree.
Pathetic balance issue. They can't make bows competitive without breaking balance? That's just weak. |
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They really did tone down Winter's Grasp and Cone of Cold. Some battles have gotten harder whereas before, Morrigan could just freeze everyone and I would hack away. I mean she still freezes people, it just seems they come out a lot quicker. |
Oh man, coc was pretty excessive but winters grasp too? Bummed
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The patch doesn't cause any issues for old save games. All the nerfed spells are still great spells (still among the best in game, actually) but feel a bit more reasonable now. They've taken a softly-softly approach to nerfing, which is good. It really does suck when a previously awesome spell gets nerfed into uselesness. Nothing like that here.
The problem with archers is that encounters have been balanced for the current power of archers. Archer-heavy encounters could become unreasonably difficult if they buffed archers without retooling the encounters. That's something that takes time, and I'd rather they not hold up all the things they have fixed for this patch until they redo those encounters. When you keep holding off on patches until one more thing is fixed, then the patches don't materialise, and us punters get grumpy. It's like holding off on buying a new computer for that cool piece of tech that's just around the corner. By the time that tech is out, there are two other new techs just on the horizon. Anyway, there's no excuse not to instal this patch, except for being a wuss :wry: PS: there are still loads of AoE crowd control abilities. Sleep is pretty insane, instant-cast AoE, no friendly fire, longish duration, breaks on damage. You drop it on a group, and then kill them one by one. On top of all that, there is the synergy with Horror and Nightmare. Mass Paralyse is similar, only it has a cast time, but doesn't break on damage. I can reccomend the respec mod. It has worked seamlessly for me so far, and it allows to experiment with different spells and abilities. It also lets you unspend the talent that the game spends for you at the start, which is great, because I hated being a two weapon fighter but having to have a talent wasted in Shield Bash! Apart from anything else, it just seemed very untidy. It lets you respend all your attribute points, skills and talents/spells. It takes into account bonus points you might have from books, plot points, etc. I also used it to turn Lelianna into a dagger Rogue. This way I can explore all the different NPCs and still optomise the party for combat. Being able to respec obviously affects game balance, as it allow you to create a better optomised party, and reclaim wasted points. So if you're having difficulty with the game, this could help too. If not, perhaps adjust the difficulty up one level. |
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