MagicalMaster wrote...
I thought the story was interesting, though after I finished I realized I could have finished the module in like 10 minutes flat
I take that back. I can do it in seven minutes flat, including the time to level and build the character. If you want to see a speed run skipping 90% or more of the content and blazing through the main quest as quickly as possible, video is here (quality isn't the best, sorry, need to figure out better FRAPS settings for NWN):
Note: this is definitely not playing the module as intended!
henesua wrote...
BUT I did not use any henchmen and I never rested in my play through - which (since most of my NWN experience is on PWs or with friends in multiplayer) is how I am used to playing.
I don't think going for 45-60 minutes or whatever as a level 12 mage really makes any sense. You'd need to recast your turn based spells four times and even your hour based ones at least twice. It might make sense in a party where theoretically you only use spells to turn the tide of larger battles, but not solo. Doing it without henchmen might be interesting (as a sorcerer) - but I fear it would mainly involve more resting. You either need to use short term damage shields (2.4 minutes EXTENDED) or nuke the enemies (which means even more resting). Or try to do something like Webshaman's Melee Mage.
Default summons won't cut it.
henesua wrote...
Anyway my point: Since MM was not playing a ranger, druid or barbarian, they probably would have lost the game had the henchman died (or had to use up resources resurrecting the hench).
How so? And do you mean without resting? Based on what I saw, I don't think soloing it as a fighter type would be too bad - not sure why you think the ranger/druid/barbarian is essential.
henesua wrote...
Anyway, just some thoughts. I enjoyed Snow Hunt, and found it challenging, but I did play a Ranger, a typically fragile melee class who's benefits come in my view primarily from their skills which this module enhanced by giving them the ability to track.
How exactly were you playing your ranger?
See, if I was going to play a pure ranger in this mode, I'd probably get Heavy Armor proficiency and go sword and board. Were you going dex based dual-wielding or?...
Also, what fight(s) did you find the most difficult? I'd be interested in trying them as something similar to what you did and see whether it was a matter of sorcerers being blatantly overpowered or something
rogueknight333 wrote...
If you are talking about the Crag Cats, they do not actually spawn on top of the player, they just use stealth.
There was one orc encounter that seemed to sort of spawn on players - think it was the last one you encountered in the cases if you went east to west. If you went west to east I don't think it would have been a problem.
rogueknight333 wrote...
Congratulations! In my entire career as a NWN builder, you are the first person to ever suggest that any combat I designed might be too easy. If you would like to read through all the comments on my Swordflight modules, many of which blast me for making modules that are too insanely difficult, you will see why I hardly dare make them any harder than I do (though, to be sure, the encounters in this short module are nowhere near as carefully designed or finely balanced as those in the Swordflight series tend to be). It appears you made excellent use of the resources provided, as I encourage people to do.
I only brought that up because the module advertised more difficult content, otherwise I wouldn't consider the difficultly to be relevant. I do wonder if the others are using the potions and scabbards, though.
What would you consider to be the HARDEST type of character/class to do Swordflight with? I might give that a try. In general, though, I'm definitely atypical in terms of how people play- I'm a heroic raider in WoW and very much an outlier.
rogueknight333 wrote...
Not playing with the henchman is one method of making things more challenging, if you want to do that. I was a little worried that making it so easy to cast Flame Weapon had the potential to make things too easy, given the number of enemies vulnerable to fire damage, but figured that even with that capability more people would lean to finding it too hard than too easy (which so far seems to be the case).
The fire vulnerability doesn't really matter in this case - even without it that's still a free 13 damage per hit.
rogueknight333 wrote...
Contrary to RPG conventions, the final boss is not the most difficult fight. I considered beefing him up a bit, but decided not to bother since finding him is the main point, and also because if he were too powerful it would not be logical that he was trying to hide rather than just attacking you the minute you show up in the region.
Well, part of the issue seemed to be that his AC mattered more than his HP - so hitting him with spells annihilated him but he would survive more against physical attacks. If anything I'd up his HP and decrease his AC, I suppose.
Mainly just seemed a complete pushover on both my initial playthrough with the hench and you can see the result in the speedrun above. I was wondering how he even SURVIVED in the wilderness with him being that weak. And it seemed weird that he didn't immmediately surrender - he knows you're tough enough to survive in the wildnerness and now you're confronting him, which is basically certain death for him if he fights. Seems he should have tried to immediately run if he knew he was THAT outmatched.
Modifié par MagicalMaster, 05 mars 2013 - 07:21 .