A liar is someone who won't believe someone else is telling the truth? Regardless, I don't think I've accused you of anything. You did in fact assume "nostalgia goggles", and refused to believe it could be anything else.
I was rather tired and phrased it poorly. You said
"Yeah, go ahead and assume all you want. You're going to, no matter what I say."
So, according to you, there are two possibilities here:
1, I'm an idiot and can't see the truth, hence I'll keep assuming
2, I'm smart enough to see the truth...but I'll lie about that fact and keep claiming otherwise
If you can come up with a third alternative that isn't accusatory/insulting then I am all ears...but every possibility I've thought of so far boils down to me being stupid/blind/etc (choice 1) or knowing otherwise but lying about it (choice 2). Remember, according to you I'm *always* going to be publicly assuming.
And I don't refuse to believe it could be anything else...but the other alternatives are less charitable to *you.* Hence I was trying to avoid them.
I'm just telling you that I won't make a claim that I don't believe to be true.
But you're perfectly content to disagree with a claim that you apparently have no real knowledge of?
"However, I completely disagree with what you say, can't see where you're coming from, and really can't take anything away from your assessment of the DA:O combat."
*You* asserted that my statement was wrong...when you're ignorant of the subject, apparently. You're basically in the position of saying "If doctors announced a cure for cancer was found I'd be willing to say they were wrong because I don't personally believe it...but I wouldn't be willing to say they were right because I don't know whether they're right or wrong."
If you don't have enough knowledge or interest in something, you *withhold* judgment.
Whether someone chooses to seek and exploit game mechanics is no concern of mine. I don't do it, because I would get no satisfaction from it, so I can't say from experience whether it is as you say. Hypothetically, though, if a thing exists which is broken, then I agree that thing is broken.
I'm not concerned or interested in "balance" in these games, though. This is a team-based game like D&D, and D&D is certainly not balanced.
Exploit? The spell freaking says "The caster erects a telekinetic barrier around a target, who becomes completely immune to damage for the duration of the spell but cannot move. Friendly fire possible." It is perfectly natural to think "Uh-oh, tank (or, heck, any party member) is getting hit hard, let's make him immune to let him recover"...at which point you realize the mobs are programmed to *keep* attacking the immune target. That's insanely obvious. Which then directly leads to "Hey, the tank isn't doing much damage anyway -- why not Force Field him as much as possible?"
This isn't some complex hunt for obscure game mechanics here. This is basic stuff right in front of your nose that the game hands to you with the very spell description.
And if you're not concerned or interested in balance, then why are you attempting to disagree with someone who clearly IS interested in balance? Heck, your last sentence seems to indicate that you think it probably *isn't* balanced since it was based on another non-balanced game! But you said
"DA:O had some significant balance issues and broken gameplay systems...but I liked the combat overall in spite of the flaws present and thoroughly enjoyed the game as a whole"
was a *lie.* Not "something you weren't sure about" but an actual *lie* meaning you thought it was false.
I mean, what's next? Using the Fireball targeting graphic to avoid hitting friendlies is seeking and exploiting game mechanics? This is not up up down down right left right right or something here.
That does not say I was struggling. You're misinterpreting. It says that I thought it would have been hard if I didn't have consumables, because up until that point I had never used a healer and did all my healing with poultices. Once I understood how Wynne's role was supposed to be played, who I acquired in that dungeon but didn't really figure out how to use until later, I no longer needed poultices. And as it says elsewhere in that post, I didn't have a hard time, and loved the dungeon. I could take a character in there at the earliest opportunity without an ample supply now that I have that understanding, and I would not be crippled as I had expected.
Actually, as you said elsewhere in the post...
"challenging fights"
Wynne isn't even massively relevant either -- sure, she's a slightly better healer than Morrigan but Morrigan can heal just fine too. Your entire post is about how you struggled through the dungeon and needed massive amounts of consumables to make it through. If the problem (which you never stated) was that you were struggling because you didn't have a healer...then that is still struggling at the time. Because you didn't know the game mechanics yet, so you struggled.
It feels like you're trying to be contrary for the sake of being contrary now: "Oh, I didn't *actually* struggle back there, it was just hard because I didn't know how to play yet."
1) Low levels of NWN and DAO have less discrepancy in terms of mage survivability than high levels, due to the additional standard attacks per round in NWN every few levels. I don't complain about survivability of Sorcerers/Wizards on first 7-8 levels, but rather past level 12 or so.
I'm...feeling dumbfounded here. I have never heard people complain about the lack of mage survivability at high levels before -- people complain about mages being squishy at low levels. High level mages in NWN/D&D just become demigods.
2) I wasn't talking about just staying there doing nothing. I can record similar video from the final boss battle in Aielund Saga act III, and if I just come close to 3 enemies and do nothing, I will probably die even faster. I was talking about casting disabling spells, for example (I specifically mentioned Mind Blast above). Maybe I am doing something wrong, but, aside from Invisibility, I don't see any viable option for a Sorcerer/Wizard from NWN to be able to stand in front of melee enemies any significant time.
You have things like Shadow Shield and Premonition/Stoneskin. You have 50% concealment long term from Improved Invis normally (or godlike super Improved Invis in Aielund short term). You have damage shields in the form of Elemental Shield/Acid Sheath. Hell, one of the most common tactics on PWs is to *get* hit as a mage and kill hordes of monsters with the damage return from ES/AS.
And that's not counting things like just killing the enemies far more easily than you could in DA:O.
I mean, what part(s) in particular troubled you? I will seriously go and record some solo sorcerer play in Aielund at a few points if it helps you. I'm just at a loss here -- the whole DA:O system was designed in part to *remove* the whole "Linear Warriors, Quadratic Wizards" problem of D&D where Wizards were so weak early on and then turned into gods by making Mages stronger initially but weaker late game compared to NWN/D&D.
In Dragon Age: Origins Alistair can withstand more beating than Morrigan, but he still will suffer a lot - the difference is, maybe, 3 times, but not more than that. In NWN yesterday, in the mentioned final boss battle, Robert (Fighter) stood in front of 4-5 strong melee enemies for over 3 minutes, and I only had to heal him with +10 kits a couple of times. In comparison, when such an enemy was in front of my Sorcerer (with Stoneskin on!), he would deal roughly 25 damage to the Sorcerer with each hit, that is 100 damage per round (maybe 125; I don't know what level they were), that is, even with 20 constitution, the Sorcerer would inevitably die in 3 rounds, unless she could kill the enemy in that time (she could, barely). So, what difference between Fighter and Sorcerer do we have here? I don't even want to count it, but it is well over 50 times.
Stoneskin is not really a good spell and that might be part of your problem -- unless burst damage is a serious concern then all it does is effectively pre-emptively heal 100 HP...which is less than one Heal potion at that point. What about Premonition -- was that up? That's 40%+ reduction from the golems. How about Improved Invisibility? Were your damage shields up -- you should have been reflecting something like 50ish damage per hit you took?
Time wise, you're saying it takes Robert 180 seconds to kill 5 enemies, or 36 seconds per enemy. And whatever you were doing Sorcerer wise, you were killing the enemy in more like 12-18 seconds...and unless you were doing something single target specifically, you could in theory kill all *five* enemies in those 12-18 seconds compared to 180 seconds for Robert.
Also, why are you healing with +10 Heal kits when you have unlimited 110 HP potions available?...
In DAO, mages can use mana potions, with the stronger ones restoring more than half mana. There is a certain cooldown between the usage, but on higher levels, when half of your mana is enough to cast 7-8 spells in a row, it is barely an issue.
Plus, mana regenerates on its own as well, and with some items and buffs this regeneration can be pretty significant.
In NWN, once you've run out of spells, you are toast. You can use scrolls, rods and such, of course, but relying on them never did me any good.
And...how often do you rest? I mean, a level 20 Sorcerer is guaranteed to have at least 7 spells per level with 9 charisma modifier...plus probably more from gear. That's over two minutes of continuous *hasted* spellcasting just looking at level 3+ spells...and those spells are far more devastating than the DA:O ones in general.
Your same argument could apply within NWN as well -- fighters can attack indefinitely while mages will run out of spells. Better nerf those overpowered fighters and buff those poor mages, right? Except...the opposite is true and modules/worlds nerf mages/clerics/druics while buffing fighters because casters are so powerful in D&D. I mean, have you seen how powerful IGMS is in "standard" modules that don't make any balance changes? You can literally see a boss and then go Time Stop -> Max IGMS -> Max IGMS -> Max IGMS = 720 incoming damage for the boss within a 3-6 second window.
Well, I can solo DAO, DA2 and, I think, DAI too with any class too. A lot of craziness is possible if one is willing to put in enough time in it (I even saw a naked weaponless run in Witcher 2 in Dark Mode - pure masochism, of course, but it is possible). But this is beside the point.
Is it, though? Your whole point seemed to be "Mages at high level in NWN are so fragile that they need tanks to protect them"...so if I can easily solo as a mage in NWN, doesn't that indicate your point isn't correct?
Regarding Invis, that tends to be a lower level magic tactic since you don't have other spells to cast anyway and your auto-attacks are pretty useless. At the higher level you're referring to survival is usually not an issue for mages.
Control wise, I did create a tool to give better direction to companions (if you select an enemy with it all of your companions will go attack it -- massive improvement in many of the situations which both you since you can actually get the tanks to charge in first).