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Icezera

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Everything posted by Icezera

  1. I don't understand why you want simple. The whole point of SR and SCS is to make the game more complex by balancing out things and adding more viable options. SR makes the game complex by adding more depth to spells, adding more options, and giving us players more room for interesting situations with new spells and effects. Trying to take that complexity out of the game runs contrary to the whole point of this mod and others like them. Finally, however flawed AD&D may be, this game is not AD&D. It is based of it, yes, but the whole video game system makes it a very different ruleset and thus we work with this to make it good. Thus, any criticism of 'old-school' design is not valid. You have to critique it in its context of BG2, especially SR BG2 and, further, it seems like SR+AI enhancement BG2. I understand this is an open forum to discuss your opinions and attempt to shape how the mod develops, but please don't try to construe a valid tactical interplay that has been introduced with SR+AI enhancements as a design flaw or source of ui frustration. There is a real choice presented to players whether or not to use normal weapons. Taking that decision away just for your personal satisfaction when you can simply opt not to use them and use the other valid tactical choice is a huge flaw in your argument.
  2. Ok, so I'm not sure exactly how it's working, but mages that go invisible are usually revealed to me when I use True Sight or they simply reveal themselves. I can't be sure whether Non-Detection plays a part since I can't remember the battle logs for each battle, but I'm having no problems right now. Once enemies are visible (but still considered invisible for purposes of targeting), I can tear down their spell protections and then hit them with a True Sight to make them targetable by Breach. Secondly, I am highly in favor of keeping Protection from Magical Weapons. It is essential to keeping enemy mages alive. Without that spell, they simply die to fighters since there is absolutely no reason to even tear down their spell protections if a fighter can just hit them. Sure stoneskin might take some time to burn through and such, but it makes the game far too easy which is not something I like given how easy vanilla BG is anyway. It is easily countered and fits as a 6th level spell. Finally, I don't understand the complaints of people who say they don't want to carry around normal weapons. I thought this game's combat was all about thinking ahead, bringing the right items to prepare, and using your items to their full effect. A normal weapon can be quick-slotted so it doesn't even take up space in your inventory. And I don't understand the logic behind disliking the option to carry around normal weapons. If you hate them that much, simply go the long way of tearing down each and every mage protection which is easy anyway since you have so many more options in Spell Revisions compared to vanilla SCS. Secondly, if you dislike carrying around normal weapons, why use your inventory for anything but loot? Normal weapons are not 'inferior' they are an alternative tactical option. Otherwise, stat modifying potions are 'inferior' since a caster can replicate the effects, wands and summoning items are 'inferior' because they are just mage spells in item forms, and heck, even scrolls are 'inferior' since they just take up inventory space to cast lower level versions of spells you could simply memorize! But we know that isn't true. Stat modifying potions are important since they allow instant use in battle to change stats like giving 50% magical resist, especially to non-caster classes allowing your casters to do something else. Wands and summoning items are useful because of their flexibility and allowing one to memorize other useful spells and scrolls accomplish the same effect to a greater degree. Thus, normal weapons are also a tactical option as valid counterplay to enemy mages and I don't understand anyone who wants to get rid of counterplay in favor of simply turning Protection from Magical Weapons into full weapon immunity. Spell Revisions + SCS is already much easier than plain SCS so I would be opposed to any changes making the game easier.
  3. A question on dealing with enemy mages. I'm using SCS + Spell rev and sometimes, mages use non-detection + Improved invisibilities. In plain SCS, I could get around the similar combo of immunity:div + Improved invis with thief detect but in spell rev, it says that non-detection protects against that too. So, how do I deal with this?
  4. Just have a quick question with bg2tweaks compatibility. bg2tweaks introduces the shapeshifter rebalancing and while I welcome it, it also comes with a few spell changes. How does that work with this mod? For example, allowing druids access to some cleric spells and changing conjure animals
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