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<center>Ways in which Improved Faldorn is a Cheating B****:</center></font>
Oh, and if anyone out there has ever beaten Improved Faldorn (legally), please assure us that it can be done! Preferably without using a Rebalanced Shapeshifter or Anti-Paladin->Druid. |
In the Tactics readme, it even directly states some of that:
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"State" is not the same as "justify."
I liked the Improved Druid Grove. Improved Faldorn sucks warthog unmentionables. |
I don't have Improved Druid Grove installed to check Faldorn's stats, so how many proficiencies does she have? She shouldn't be able to have more than 1 proficiency in each weapon category.
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Her proficiencies are all legal. It's her Base ApR that's set to 4.
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And if she is so bloody tough let at least Cernd kick her butt - but he dies too. :mad:
[ 06-23-2004, 02:57 AM: Message edited by: Leslie ] |
If Six says it sucks warthog unmentionables, I believe him that it isn't fair/fun/etc. However, Six, are you totally opposed to Tactics "cheating" to the very letter of the law? In real p'n'p D&D, the DM can fudge skills in any direction he pleases, especially to make an enemy more challenging. That's the point of Tactics, it seems to me. The game rules apply to the players; the dungeon master is free to create an NPC or a creature beyond the normal limitations of their race or class, to provide challenge to the players and their limitations. Giving a human enemy 19 STR doesn't seem unreasonable at all. Of course the DM should still make vaulnerabilities for the enemy, else it would be impossible and no fun for the player. What I hope to glean from SixOfSpades reviews, is not whether Tactics cheats, but whether a Tactics battle is winnable/challenging/and fun.
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I've got a NRL party going and I plan on getting to her right before Improved Irenicus since I can't face her afterwards. ;) |
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Example 1: There is a Demi-Lich (reasonably) late in the game that is immune to instant death. This means that it is immune to the Undead-slaying abilities of weapons like Azuredge, and also to the Turn Undead ability of a very high-level Cleric (and a party Cleric could very well be high-level enough to Turn a Demi-Lich by the time they meet this one). Now, this is a cheat. But all it really does is make the battle less contingent on cheesy tactics like Reloading until the Demi-Lich fails his Save vs. Death. Example 2: In the Improved Twisted Rune, the Rune Assassins can all see invisible targets. This makes less sense than in the previous example, since it'd be next to impossible for a Thief to hear somebody sneaking around in a room with tons of spells flying all over the place. I'd have preferred having them actually Detect Illusions, but at least Weimer has this in his defense: The Rune Assassins really aren't much of a threat anyway, and they could see the invisible even in the original, unmodded game (go to the Tanner's basement and see for yourself). Example 3: TorGal's Claw, on top of its being a +3 weapon with some rather nice on-hit enchantments, does 2D6+3 damage. I think the only other SoA weapons that can beat it in terms of raw damage are Warblade and Carsomyr, at 1D12+4 and 1D12+5, respectively. Since when does a Dagger do more damage than a Two-Handed Sword? Quote:
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1) Keep Jaheira in the party. 2) Wait until your primary Wizard is around Level 20. (Putting Jaheira around Levels 16/14, with about 4 HLAs.) 3) Return to the Druid Grove, and buff Jaheira up with everything that lasts longer than 1 turn. 4) Have Jaheira cast all her Insect Plagues and Creeping Dooms on somebody with Boots of Speed, who keeps running away from the bugs to postpone them. 5) Finally, shield Jaheira with a Death Ward, have her Doom herself, and cast Otiluke's Resilient Sphere on her until it sticks. 6) Have Jaheira cast Regeneration on herself for good luck. 7) Have your frantically-running-away-from-insects guy talk to Faldorn, and start the "duel." 8) Hope that Otiluke's does what it says, and makes Jaheira immune to pretty much everything. Since it was cast by a Level 20 caster, Faldorn (who is Level 15) has about a 1% chance of Dispelling it. 9) Have your high-level Wizard(s) empty all their Remove Magics as close to Faldorn as they can get them. Provided Faldorn's buffs are dispellable at all, a Level 20 caster should have a 75% chance of dispelling them. 10) When you're out of Remove Magics, finally have frantically-running-away-from-insects guy run over to the edge of the pit, close to Faldorn. The bugs will hit him and spread to her and her damned Spirit Animals. 11) Have Jaheira cast Cure Disease so she can see again. 12) Hit Faldorn's side of the pit with every damn Area-of-effect spell you've got, except the ones that do Cold or Electricity damage. 13) If Faldorn is still alive by the time the Otiluke's expires, have Jaheira ready to Shapeshift Fire Elemental, and Greater Whirlwind for dear life. After going through all of this, one must sit back and say, "What the #$&@ is up with that $%^*!?!?!" At this point, the prospect of fighting Faldorn <u>without</u> a Druid (as in the old TimeStop -> Shapeshift Mindflayer) is starting to look like the more reasonable alternative. But until Weimer corrects this, I'll probably just stick with uninstalling the Improved Druid Grove every time I get to Faldorn, and putting it back when I've beaten her. [ 06-24-2004, 03:57 AM: Message edited by: SixOfSpades ] |
What do you think about the odds if
1) the challenging druid was able to keep his or her equipment during the fight, or 2) you could say screw the laws of the ritual and have any member of your party fight Faldorn I don't know how the game engine or modding works so maybe those aren't even possible fixes, but if they were it might make for a fair fight. Your above strategy is a bit of a lengthy process. A high level Sorceror with 3 remove magics in a sequencer equipped with the Robe of Vecna could let them loose as soon as Faldorn goes red and have her dispelled while Jaheira is casting Insect Plague. Jaheira's Insects will hit her before she can cast and then you could run like hell with Jaheira while hitting the Arena with AoE spells. Do remove magics and AoE spells make their way into the Arena BTW? I've never tried. [ 06-24-2004, 04:33 AM: Message edited by: SpongeBobTheDestoyer ] |
Or... Hardiness and Armor of Faith stack. Slap them on Jaheira, and all of the Green Protection scrolls you can get. Improved Haste, Haste, and the Boots of Speed. Regeneration, and IH will double-time Regeneration. Iron Skins. Cure Disease (it works versus NB?!) to get rid of the blindness (I'll take your word on it). Shapeshift to Fire Elemental, and Critical Hit HLA. Waste Faldorn. [img]smile.gif[/img]
This is all purely theorectical, because I've never actually played the Druid Grove component, becuase I never knew it existed until a couple of days ago. (sticking with reinstalling, trusting that weimer wouldn't stick anything n ew in. [img]tongue.gif[/img] ) |
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A) Good luck, Faldorn's immortal except against another Druid, or B) She isn't immortal, which would trash a nice bit of roleplay that I wouldn't like to lose. I've always held all of the Druid Grove mumbo-jumbo to mean that Faldorn is tapping into the power of the ley lines to call forth the Earth Mother's power into the highest local Druid, thus making her invincible. It's only a challenge of Druid vs. Druid that can confuse the Mother, thus causing her to not bestow her power at all, thus making Faldorn....pretty much just another Druid. A Level 15 Druid, all right, but nothing otherwise special about her. (Which, of course, raises the question of what the hell Faldorn did to jump all the way up to ToB levels by the time the rest of the BG1 crew can even get to the Druid Grove, but we'll probably have to live with that.) Quote:
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I don't think Remove Magics or other AoE spells make it into the arena, come to think of it... I believe I tried it once and it didn't work. I hope for your sakes that I'm wrong.
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Unless Weimer changed it, AoE spells do not reach in the circle. I've tried that on several occasions and it never worked for me.
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And correct me if I'm wrong... but doesn't Otiluke's Resilient Sphere also hold its target? That means she can't cast anything on herself...
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If no AoE spells can cross the "wall," then pretty much the only option is to have a party Sorcerer (or Mage, if you've done WK) continually casting Wish. Is it me, or should Weimer have noticed something was slightly amiss when Improved Faldorn became more difficult to beat than Improved Irenicus?
My alternative plan of attack involves Jaheira sitting in the Sphere until Faldorn's Nature's Beauties and FireStorms are gone, and then casting things like Insect Plague and Storm of Vengeance on herself--they might not make it out of the Sphere, but it's worth a shot--and then summoning up a storm (Conjure Animals, Greater Elemental Summoning). The Summons should appear next to Jaheira if she casts the spells on herself, and since they're not in the Sphere they should be free to attack. I strongly doubt that Otiluke's Holds its target--but if it is, you can always use Free Action. Of course, I can't speak with certainty on this, not having put any of it into action--but I will. My Nalia is currently Level 16, have patience. |
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I was thinking about this today & came up with a couple of things to try using weimer-cheese to beat weimer-cheese (it'll take me a while to get back there to try these out, so if anyone wants to, please do)...
- Can Solaufein Dimension Door into the pit? I know it's very cheesy to pass items into the pit, but if Sola can DD in, he could "legitimately" carry some Druid-friendly items in with him, right? And then help out with fight... - What about Improved Kitthix? Can it DD into the pit to help with the fight, even if summoned outside the pit? ... &, getting away from weimer-cheese... - How about targeted Summons? those that you can pick the spawning point - can someone outside the pit summon a Planetar (or whatever, that's very high level) into the pit? - my last run through I didn't have Jaheira & didn't feel like levelling up Cernd, so I CTRL-J'ed my Thief into the pit, set a bunch of traps, CTRL-J'ed him out, then let Cernd fight it out with the benefit of the massive trap damage & he won - extremely cheesy/cheating, but only slightly more so than just CTRL-Y'ing Faldorn, which seems equally justified. Even if any of those work, it still means clearing the Druid Grove is a "right before confronting Irenicus" battle, which is silly. (while I'm at it, I'd just like to say that Improved Druid Grove rules, while Improved Faldorn utterly sucks) - Imrahil |
Check out this topic:
http://forums.pocketplane.net/index.php?topic=15435.0 It outlines what some people have done that works, though quite a few involve cheese. The winning strategy without cheese: Quote:
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Well, some findings.
I must now regretfully confirm that Area of Effect spells will not cross the perimeter of the arena, even if their center is outside the pit. This includes Teleport Field, so the guy who said that he Telly'd Faldorn outside the pit to be slain by the rest of the party must have been playing with Multi-Strongholds on. Otiluke's Resilient Sphere does indeed Hold the target, even with Free Action applied. Wish they'd thought to mention this in the spell description. Bugger! Quote:
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------------------------------------------------------------------------------- My objections: 1) Improved Faldorn forces the player to include Cernd and/or Jaheira as a permanent member of the party, or to be a Druid on their own account, which is an unreasonable requirement for a major quest. 2) Improved Faldorn forces the player to wait until the very final stages of SoA (after Improved Bodhi, maybe even after Watchers' Keep) before they can even begin to stand a chance against her, which is absolutely ludicrous. 3) Improved Faldorn cheats in so many ways that I can't even number them. Among the most offensive ways are the fact that she attacks while casting spells, the fact that she casts Nature's Beauty (and yet is immune to it herself), the fact that she has buffs and immunities not available to Druids of any level, and the fact that when she enters combat, all of her buffs are cast for her for free (whether she had them memorized or not) and in 0 time. ------------------------------------------------------------------------------- I have previously said that Weimer writes code well, but doesn't know jack about game balance. I think his own words of "I am getting the impression from many sources that Imp Faldorn is, shall we say, a bit strong," reveal just how out-of-touch he is. Perhaps when he was playtesting the difficulty of Improved Faldorn prior to release, he was doing so with an AntiPaladin->Mage under All-Strongholds. [ 07-02-2004, 09:27 AM: Message edited by: SixOfSpades ] |
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I noticed there's a new One Day NPC out - a Druid at that, so I imagine I'll have an opportunity to try some new tricks on Faldorn shortly. I agree about it forcing you to take a Druid along now - maybe weimer could make it so, if you don't recruit Cernd, he gets Imoen's Belt in that fight, so there's a non-cheesy way of just bypassing the whole thing. - Imrahil |
Euh... You're starting to make a believer out of me. =/ A Druid could possibly get high enough of a level to have Dispel Magic succeed, but it'll be a job trying to get it to finish. Physical damage is nigh impossible (damn Ironskins), not to mention the sheer crappiness of a Druid's thac0 and ApR (well, our Druids --;; ) and the fact there is only one weapon usable. Elemental damage, similarily, will not be of much use unless you can Dispel Magic. Not to mention NB is neutralized... And damaging her is going to be a bitch as well, because of Regeneration. Now, I cancel out even Spirit Troll's Regeneration by using a good ole Slow. But Druids don't have slow, and in this fight, nothing could give slow.
Here's what I could gleam from CTRL-Q'ing Faldorn into my party: Fire and Cold both heal her, with a res level of 127%. 100% Electricity is also on, making almost all elemental attacks point/useless. thac0 of 2, with an ApR of 4. Without any armor, she's going to be hitting every time, with 24 damage every hit. Unless CTRL-Q makes all buffs permanent, she gains all of the bonuses of the spells permanently, as none of them were dispelled after resting. 40% MR, and the normal effects of Armor of Faith. Bloody hell... She beat a Deva one on one. She draws with an Elemental Prince (it got unsummoned). None of them did any damage to each other. Well, I suppose we should be glad weimer didn't Imp. Haste her as well. [img]tongue.gif[/img] [ 07-02-2004, 02:24 PM: Message edited by: Assassin ] |
I do not disagree that Improved Faldorn is too difficult (or, impossible) to beat. I do not disagree that Faldorn's stats/abils are outside the normal limitations.
I like Six's reviews (except the part when he said Weimer is out-of-touch... in the Weimer quote you gave he appears to be sarastic in saying she's "shall we say, a bit strong"). Weimer knows what he's doing, he's doing it on purpose and it is in fact the very point of Tactics, isn't it? Now maybe this particular componant is beyond, and if all of Tactics was this hard it would be no fun at all. But is it still within what you bargin-for when you install Tactics? Now, to my real point for this post. If I can phrase it. The best way I can think of to say it is: WHY SHOULD your character be able to slaughter any and all enemies in the game? Should there not be forces which are stronger than you, at any given level/chapter? Do you really insist that in the entire life of a baahlspawn, you should never face a battle you cannot win? (I'm not offering justification for why Faldorn would be that one power you couldn't defeat -- how about Eliminster, god-like powers, etc. -- but more generally stating that the world could/should include forces more powerful than you at any time.) What's broken about the game if you turn around and leave? Trademeet town is screwed, you lose a little experience and an item. Life goes on, and you fight other evils elsewhere. It's not like some loop that won't let you escape until you win, that would truly be unreasonable. Six already answered this above: Quote:
1) "Forces the player to include...a Druid... which is an unreasonable requirement for a major quest." >> No. It would be more unreasonable to say that the entire game-world should include nothing which is for-druids-only. That would be to throw away the whole idea of the Druidic hierarchy, the challenge for leadership. It is a "major" quest, but it is optional and untimed. Any other class can clear this quest up until Faldorn, and then tuck your tail and go home with the knowledge that you did not have the birthright to fight against a druidic leader in her home-grove. 2) "Improved Faldorn forces the player to wait until the very final stages of SoA." SO?? What is wrong with Tactics Mod (which is designed to make the game harder), changing one of the easiest quests from the very start of the game, into one of the hardest quests which you must save until the very end *if* you want to fight it? (I would actually advise, don't fight it, but admit there is a force you cannot beat and go home until you are prepared to return with god-like vengence). 3) "Improved Faldorn cheats in so many ways that I can't even number them." From the perspective of game-engine and rulebook technicalities, yes, of course you are right. From a standpoint of "Is this fun?" you may also be right, Faldorn cheats so it is not fun. BUT from a role-playing perspective, as a former Dungeon Master myself, I absolutely think that the game-world SHOULD present challenges which are inexplicable and unusual/unique creatures with abilities beyond the normal (perhaps a flying ogre, perhaps an inate ability for a b-spawn such as SlayerChange). I also believe the game should include enemies which are unbeatable through sheer force. (Ideally, to make it fun, there should be an alternative way around it, at least to escape it, if not defeat it). FINALLY, the only justification I can offer for Faldorn's powers-beyond-what-druid-should have: Faldorn does say that she is magically enhanced and empowered while she is in her Druid's Grove shelter. There are many enemies throughout fantasy who are stronger in their home, not because of the walls but because of some kind of shared-power thing (Guess I am thinking of Saruman in Isengard before it is breached). This makes sense for someone like a Druid leader who is literally feeding on the power of her grove. Really, if you could just go in there and stomp the leader on the druid turf with no equipment, that should be saying a lot. There's no question really, that this Faldorn is virtually unpassable at any stage of the game you're likely to be there, even if you wait. Unless you cheat or cheese significantly. I guess I agree that is going too far, but I'm trying to justify it. I'm thinking if I was a DM, and I had put that in my campaign to force the players to find other 'tactics...' What do you think? Has Weimer said he's going to tone it down? [ 07-02-2004, 07:42 PM: Message edited by: Hank Parsons ] |
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Well, I beat the bitch.
Did a bit more testing before any serious attempts were made; no, Traps placed outside the area do not fire in response to Hostiles inside (no matter how close to the Traps they get). Kitthix does not Dimension Door into the pit, but Nymphs do--but only after it's too late to be much help (I didn't try Improved Kitthix). The party had taken out everything except Improved Bodhi. Nalia was indeed Level 20, and Jaheira was indeed Levels 16/14. Buffs included: Ironskins, Oil of Speed, Improved Haste, Potion of Storm Giant Strength, Potion of Agility, Potion of Fortitude, Potion of Heroism, Potion of Invulnerability, Potion of Absorbtion, Potion of Magic Shielding (or Blocking, or Protection, one of those), Magic Resistance (for a total of 90% MR), Death Ward, Armor of Faith, Chaotic Commands, Free Action, Resist Fear, Protection from Fire, Resist Fire/Cold, Regeneration, Improved Invisibility, and Hardiness. A Cure Disease was memorized to dispel the Blindness. Once in the pit, Jaheira immediately cast Creeping Doom on herself, and was amazed to see that it actually got through Faldorn's Magic Resistance for once. But that happy thought quickly faded when I looked around the floor of the pit and saw that there was nothing to fight with--no Staves on the ground. Yes, I'm sure. Rightfully perturbed, I CLUA'd one in ("staf01") and passed it to Jaheira--who used it and got the dreaded Weapon Ineffective. Well, I certainly wasn't going to put up with that shit, so I had Anomen toss Pitchwife over the wall. As a result, Faldorn was finished long before she started casting Heal--damage over time bows to no spellcaster. Jaheira cast no spells other than her Creeping Doom during the fight, and still had some Ironskins left from the night before. Then I did it again, with the same buffs, but with Jaheira using her Earth Elemental Transformation instead of Pitchwife. Faldorn fared better in this fight, eating through the Stoneskins and getting Jaheira down to about 50% health (even with Regeneration active) before she died. Overpowered? You bet your ass. Quote:
Not to mention the fact that Weimer has more than likely made Faldorn's buffs permanent anyway, as you said above. I'm just glad she doesn't cast Dispel. :rolleyes: Quote:
"Weimer knows what he's doing" .....well, that could be taken more than one way, couldn't it? Does Weimer know that he's making the game more difficult? Yes he does. Does Weimer know that he's blowing things completely out of proportion? Apparently not. (And yes, there IS such a thing as proportion. It is NOT cool to take an NPC that was just another average (heck, below average) NPC in BG1, and turn her into the approximate difficulty level of Demogorgon.) "The very point of Tactics" ....that, too, deserves consideration. Is the point of Tactics to juice up all encounters to the level of Solaufein/Valen/Improved Small Teeth Pass munchkinfests? Is the point of Tactics to force SoA parties to wither and die, again and again, against a string of ToB-powered opponents? Or is the object of Tactics to make the game <u>better?</u> Quote:
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Awesome answer to my questions, Six. You're cool as hell man. Way to go -- on beating Faldorn, on accomplishing your research, and mainly on responding to my line of questions.
Loved the part where you conceeded that a Tarrasque should be able to beat a bhaal-spawn. I just hope you're not mad at Wiemer, cuz I know he does look at your input. SixOfSpades is talked about in the last Tactics ReadMe. I would not be surprised if he looked very carefully at your suggestions before the next release of Tactics. And since there have been 5 updates to Tactics in the past few months, I would assume there will be another and that he will end up toning down Faldorn. Only detail I did not agree with: Six said, "Think of all the big fights in the game, and how many of them SHOULD outrank a Level 15 Druid in terms of difficulty... ...etc." Now, I do not think that a Random City Encounter SHOULD be more powerful than Faldorn! NO way. That would be saying that the Random Encounter enemies could have waltzed up to Druid's Grove and won. How about Mind Flayers and Beholders? The PC can beat them, surely Faldorn could beat them, especially if they came into her Earth Mother sanctuary. A lesser demon? More powerful than one who has the support of the Earth Mother? Nah. Liches, Dragons, Baalor, Eliminster -- yes, these should be more powerful than Faldorn at face value one-on-one (e.g. Dragon vs. Faldorn). But -- you would be allowed to face Dragon with party and equipment, when compared with facing Faldorn naked, the Faldorn battle should be harder. I liked your explanation about the Druidic Challenge and how the Earth Mother would be unsure whom to award favor, in a Challenge. Perhaps for some reason -- be it magic, Time of Troubles, Earth Mother not wanting Bhaal-spawn to take over the grove, or whatever -- you can pretend that Earth Mother granted extraordinary partisan protections to Faldorn in an effort to keep her as the leader and block you out of the Druidic hierarchy. Goes against Druidic tradition, maybe, but the time-period of the game involves numerous unusual gods-politics. Thanks again for your research and replies. |
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What I personally don't like about Improved Faldorn is that it really doesn't require any tactics. It requires pre-knowledge and knowledge more than any specific tactics. Let's just say that you didn't know how hard Faldorn is. No preknowledge whatsoever. There is no way that you would survive. There is no indication that she's roughly on the level of a certain Demon Prince. All of the other components (save the Chapter 6 ones, I suppose) are beatable with a before-Underdark (level 13'ish range) party. This one isn't. I mean; okay, let's look at Firkraag. With some good luck, one could beat even Firkraag at a fairly low level. I haven't tried it at that low of a level yet (respecting the Vampires [img]tongue.gif[/img] ), but I know that it's definately possible at level 13. Firkraag is at level 25! With 3 ApR. Yes, Faldorn could possibly be harder, but she's a bit too hard. I mean, how come I don't get those cool powers when I become the leader of the Grove? On a side note, do any of you know just how much of a bloody difference having Improved Haste makes? It's so powerful... Now, I'm starting to divide up battles in three sections: Before Improved Haste, after Improved Haste, and after Time Stop. Faldorn is in the Time Stop range. All of the rest are in the Improved Haste range. Not tthat I have anything against Tactics. I like Tactics, as SixoOfSpades can attest to (remember that long thread where you were trying to make the impossible battle? [img]tongue.gif[/img] ), but this one is going slightly over the brink. While I was reading up and looking for that thread, here's something that I found: http://www.ironworksforum.com/ubb/no...=018880#000000 ; scroll down a bit, and see some people's view on NB. =/ And here's a little tidbit from the thread I was looking for: http://www.ironworksforum.com/ubb/cg...2;t=021290;p=4 Improved Demons have been made, and if you look at page 3 (where Alson talks about Ascension), a solo Cleric has finished Ascension. :D [ 07-05-2004, 08:58 PM: Message edited by: Assassin ] |
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There's needs to be an alternative - maybe even one that doesn't result in defeating Faldorn but still saves Trademeet - so the story can continue. Good parties don't get the chance to poison the Grove, after all. - Imrahil |
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But remember a major difference. You face Firkragg with a whole party, with equipment. You face Faldorn naked alone. If you faced Firkragg solo-naked, you would quickly find out that he is just as hard as Faldorn and probably worse. Finally, how do you know you didn't get those cool powers when you became leader of the grove? Did you ever get attacked inside your Druid's Grove sanctuary? Did you ever get challenged for the Druidic leadership? Cuz if you did, and the Earth Mother wanted to keep you for some reason, I imagine she would buff you and defend you quite strongly. A PC should not be more powerful than Nature itself.... (Just providing one possible role-playing explanation for Improved Faldorn). |
There's also the matter of the dark and evil rituals she used to bond herself to the grove, doing damage to nature. This implies that nature would not normally convey such protections upon a Great Druid. No, protections provided to druids most likely manifest in good old spells.
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Or perhaps he released Improved Faldorn like this just so he could watch me spout off about her. [img]smile.gif[/img] I have been sharpening my tongue on the grindstone of Jaheira's heart, after all. I will draw up a concise list of what I think would be good for Faldorn, and send it to him. He hasn't yet responded to the rebalanced Sahuagin .CREs I sent him a couple of weeks ago, but the man's only human. (Should have been a Gnome--the INT bonus is great for this sort of thing.) Quote:
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If Faldorn was actually intelligent, meaning she depended on a smart AI to see what spells I was using and the best means to counter them, I would respect her. But the only emotion I can hold for a creature that simply relies of cheesy immunities far beyond those available to the player (in what's supposed to be a fair fight) is sheer contempt. Quote:
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[ 07-06-2004, 07:08 AM: Message edited by: SixOfSpades ] |
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I used Allison, the One Day NPC, instead of Cernd, but the same things should apply despite Cernd's kit. - Imrahil |
1] You can't damage her without Shapeshifting, as the Staff given can't damage her. And the forms that you do get (are they enchanted enough?) can't reliably get past her regeneration until HLAs.
2] Immune to all of the Druidic elemental spells, forcing one to use a summon or bludgeon her to death. See 1] for clarification on the need for HLAs to damage using the Druid itself. None of the other spells work reliably to damage, as even Creeping Doom bows down to her regeneration. 3] There are no summons, which, in a one-on-one battle, may beat Faldorn. This include Devas and Elemental Princes. Doesn't that just seem a bit too strong? Now, onto tactics: 3 Decays seems to be enough to knock out whatever the heck she has on, and although the Spell Deflection animation is still on, the fourth one seems to have some effect on slowing her down. Something to test would be if slowing her down will also slow down her insane regeneration (via a spell). ADD] I found out that Faldorn is immune to the both of the damages that Implosion deals out. |
How about if one of Faldorn's spirit summons drops a staff that CAN hit her? So the Tactic required, would be to think of picking up a weapon from the ground (and then you'd still have to mega buffed, and still get somewhat lucky). Just an idea.
IRT Assassin "There are no summons, which, in a one-on-one battle, may beat Faldorn. This include Devas and Elemental Princes. Doesn't that just seem a bit too strong?" >> Um no, why would this be too strong? Are you saying you should be able to simply SUMMON, out of thin air, a creature which can beat the most difficult challenges of SOA?? If you could do that, then why not just summon through the whole game and not even play your character? Elemental Princes, come on they are a joke, your character could kill an ele prince any day of the week, of course a Druid master should be able to beat an Elemental Prince. If they couldn't then something would be wrong. |
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- Imrahil EDIT: stupid spelling mistake [ 07-06-2004, 03:30 PM: Message edited by: Imrahil ] |
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It is a viable strategy with a Totemic Druid/Cleric combination to waste the entire early and even a bit of the middle game with Spirit Animals/Fire Elementals/Aerial Servants. Just Haste them, follow a step behind, and waste. Mages fall to Insect Plague before they can Death Spell them, and nothing can really last that long against that combination early/middle game. Quote:
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I'm just saying that Faldorn is a SoA battle, so let it be beatable with SoA abilities and with a Druid under the SoA experience cap without any mods and without needing to reload 2 dozen times just to get her to fail her save or something. None of this bloody nonesense of having to use some 5 million experience warrior with a HLA. [ 07-06-2004, 03:49 PM: Message edited by: Assassin ] |
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It just stands to reason that if the HLA Summons do well (or even win) against the current stronghold bad guys, where you could, if you chose to, have them + a well-equipped party, then they should (theoretically at least) do equally well against Faldorn, where you have no party & no equipment. - Imrahil |
The first order of business is to make the Improved Druid Grove and Improved Faldorn into separate components of Tactics.
What I'd Like To See In Improved Faldorn:</font>
Opinions? <hr> It's true that allowing the challenger to retain his/her equipment is pretty much the only way of letting past experiences benefit you (since pure Druids do not gain levels in SoA), but that presents one hell of a power imbalance: If the party Druid is allowed to use Pitchwife, Fulcrum, or Water's Talon, it's pretty much Game Over for Faldorn, even her current version. Even the Dagger of Venom is capable of rendering her completely helpless. So I opted for the "low-key" equipment setup, to shift the focus back on the combatants themselves. Personally, given my experiences of A) There not being any weapons on the ground at all, and B) Faldorn being immune to the one I hacked in, I'm wondering what the heck is going on between my game and the one with that Kensai(12)->Druid who beat Faldorn to death with his Grandmastery in Staves. [ 07-07-2004, 02:41 AM: Message edited by: SixOfSpades ] |
Great thread. Glad to see no one got too upset if I played the Faldorn's Advocate for a bit. On the whole I agree with Six's recommendations and the need to tone this down. I just wanted to make the point about challenges existing in the world that are greater than the PC.
In the interest of full disclosure, of course, I have never come close to beating Improved Faldorn legally. I was going to leave the grove and chalk her up to an unbeatable enemy. But I ended up going back and winning with tons of cheese (Cntrl-R and Cntrl-J were used, but not Cntrl-Y) - not what I normally do. Frankly, I would prefer a Faldorn who is beatable legitly. Do it Weimer! |
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