![]() It's probably also the reason why I don't like playing characters that rely on their pets. Sorry, but it's just a personal thing, I just feel like the way the game's setup he's stupid powerful compared to everyone else. I'll let Octavia use it (obviously) since it's not as out of hand, but it does get insane with Nok-Nok. But, lately as a personal thing, I've been trying to avoid the over abuse of sneak attack, sort of like how I avoid abusing traps in BG runs unless I'm actually playing a rogue myself. If it's your first run, I highly encourage you to abuse the hell out of Nok-Nok, he's even written by Chris Avellone. I just don't find the game interesting enough if he's around. ![]() I've generally been shying away from him lately because of that. ![]() I didn't have much trouble finding the lair in my first playthrough, but in all fairness, Nok-Nok (and sneak attack in general) is stupidly overpowered in pathfinder. It definitely helps, and pins down a lot of them, but if they're tough a few can slip through. I've certainly had some enemies escape from a sirocco on challenging. I also found there were so many more fights in the BG games (especially the first one) where you could just drop a fireball and kill everything. Plus a lot of spell equivalents from BG to P:K now do friendly fire like sleep and confusion, so you can't just throw them down anywhere. This is even using heightened spells and taking the spell penetration feats. Maybe I just get unlucky, but I don't tend to get everyone with AOEs in P:K, like in the BG games. Maybe it's just that everyone hasn't worked out the finest details in the game, yet, but I haven't had as easy of a time with that dragon as Firkraag. I always liked using that spell that gives spell resistance 20% or 40% (a priest spell I forget the name of, and can't recall the exact numbers since it's been awhile), then hit him with lower resistance until he's got no spell resistance left, throw in a greater Mailison, and you can smack him around with any spells you want. You could just dump a pile of traps at Firkraag's feat and instantly win the fight. The only thing that's difficult in the fight with Vordakai is that he finger of deaths your weakest party member, so generally winds up nuking Octavia or Linzi, but ya those alchemist's bombs are kind of over powered at times, especially since there's a bomb that'll work on anything.īut for a fair comparison, you can't just win the fight with the dragon in the mountains (I forget his name) in P:K with just sirrocco and stinking cloud and bombs. I've got to say, I didn't find the cyclops dungeon that difficult, you mainly just need enough rations and castings of restoration to get through it, and there are rations to be found in that dungeon. I haven't taken a full mage through Varnhold's lot, so can't comment on that. The metamagic options in Pathfinder do give you some ways to make magic more effective against higher save enemies, especially heighten spell. Cloud kill's probably the closest, but even then there's a lot of fights where it doesn't do much or anything at all. I don't feel like Pathfinder has any spells that make so many encounters a cake walk. For the first several levels, sleep will win a huge amount of fights and chaos will take you through a good chunk of BG2. ![]() I mostly agree with that, but there some spells in BG that if you get them off, you win. It's the same situation as in BG, where a properly built mage can make the game much easier for the rest of the party, even with the limited resting & time limits. In PK, you can really up the spell dc with spell focuses and heighten, so unless you play on hard or unfair difficulty, the enemies will have problems resisting the effects. In general, I've found disabling spells to be far more powerful in PK than in BG, where you only get greater malison to deal with enemy saving throws. It was one of the buffs I've always had on my party, it's so useful. On a side note, wisps (and a lot of other enemies) are very easy with the stinking cloud spell, because they have weak fortitude saves and you can protect your own party with the delay poison spell. I never got the witch to attack and only learned that it can end in a fight after reading about it, so it's not as difficult as you make it to be. (I'm thinking specifically of Marl in Feldpost's Inn, and the Flaming Fist officers south of Beregost, but there are a lot of other cases.) After all, years ago, I didn't know how to give "all the right answers" to the Baldur's Gate dialogues, and some of those, even when you give good, diplomatic, role-played answers, lead to bad consequences, if the answers you gave didn't fit the dialogue tree puzzle the developers made that lead to the "good" outcome. ![]() I had been thinking that since there was a dialogue option I didn't see, maybe my own game-ending experience was on me. ![]()
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