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cbarbagallo: Only the prologue was nerfed. The rest is the same, as far as I can tell.
Indeed. We changed almost nothing in terms of global balance in 1.2. Only few minor changes in prologue.

I'm wondering why many people saying that game is easier after 1.2
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Kindo: I wish more people would turn the difficulty down if they're having trouble, rather than stubbornly going at it, again and again, before finally going on forums to complain about the game.
Playing the game on easy does not really help you when you bump it up to hard. The reason is you defeat the mobs on easy and learn bad techniques because those mobs don't block or use abilities. This reinforces the run in and bash them tactic which is what gets you killed on hard.

The key is to know that you basically follow a pattern of quen/block, hit once or twice and roll away to new position and repeat. On easy you kill the mobs much faster which means you pick up a bad habit of not rolling soon enough. And on easy you can charge in and start wacking the mobs since they won't parry you. But on hard you need to time it so not to hit a mob that is on defense.

My advice is to stict with normal and not go easy. But as others have pointed out the 1.2 patch really roned down the difficulty in the prologue so most should be able to do it now without too many issues.
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SniperHf: BG1&2 "SPAM LEFT CLICK"
And what are you actually spamming in BG2 with your left clicks? Which spell and what party member? I agree with your other comments but in no way was BG ever a mash one button type of game. You had to put up defenses for your party, have someone cast spells to lower the defenses of the mobs while the tank grabbed aggro and the DPS guys could then attack. Finally the healer kept people alive.
Post edited June 20, 2011 by Goodmongo
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Aaden: FYI: combat was nerfed BIG time with 1.2. It was a painful learning curve in vanilla. But agree: Once you figured it out, it's quite easy. :)
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m6a6t6i: Combat wasn't nerfed in 1.2. What makes you think that?
Errr... have you tried the Dragon burning hoardings part of the prologue before 1.2?
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m6a6t6i: Combat wasn't nerfed in 1.2. What makes you think that?
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AvatarOfLight: Errr... have you tried the Dragon burning hoardings part of the prologue before 1.2?
The key was to wait a little before charging forward ASSHEAD IN full blast as the dumber ones did!! Stick close to the king and let the opponents come towards you in 1.1!! Pick your targets and roll-evade thus it was easy, only died once because of my stupidness in that section.
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Gidzin: The key was to wait a little before charging forward ASSHEAD IN full blast as the dumber ones did!! Stick close to the king and let the opponents come towards you in 1.1!! Pick your targets and roll-evade thus it was easy, only died once because of my stupidness in that section.
Noone was asking how to beat it mate ;)
That tactic was the way to go, but it didn't work v. well in vanilla, because the hoardings burned down in no time whatsoever. That section WAS extremely difficult, and now it no longer is.The poster I quoted seemed unaware of this.
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Aaden: FYI: combat was nerfed BIG time with 1.2. It was a painful learning curve in vanilla. But agree: Once you figured it out, it's quite easy. :)
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m6a6t6i: Combat wasn't nerfed in 1.2. What makes you think that?
Yeah, you're right. I was unprecise. What I meant is, that Prologue is (from my personal perception: a lot) easier, which flattens the learning curve and therefore giving the IMPRESSION of TW2 being a lot easier.
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Goodmongo: And what are you actually spamming in BG2 with your left clicks? Which spell and what party member? I agree with your other comments but in no way was BG ever a mash one button type of game. You had to put up defenses for your party, have someone cast spells to lower the defenses of the mobs while the tank grabbed aggro and the DPS guys could then attack. Finally the healer kept people alive.
That's exactly my point, most RPG's are as complicated as you make it. In TW2 you can use swords, bombs, potions, signs, melee, parry, roll; or you can just sit there with quen and flail wildly. In BG1/2 yes you can have a dynamic party with diverse skill sets and abilities to use against enemies. But you can also just let the AI scripts do the work and sit there with your fighter swinging away and still win.
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Goodmongo: And what are you actually spamming in BG2 with your left clicks? Which spell and what party member? I agree with your other comments but in no way was BG ever a mash one button type of game. You had to put up defenses for your party, have someone cast spells to lower the defenses of the mobs while the tank grabbed aggro and the DPS guys could then attack. Finally the healer kept people alive.
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SniperHf: That's exactly my point, most RPG's are as complicated as you make it. In TW2 you can use swords, bombs, potions, signs, melee, parry, roll; or you can just sit there with quen and flail wildly. In BG1/2 yes you can have a dynamic party with diverse skill sets and abilities to use against enemies. But you can also just let the AI scripts do the work and sit there with your fighter swinging away and still win.
To be honest - that was our goal to achieve that. Allowing completing the game using different gameplay styles. Quen will be nerfed in 1.3
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SniperHf: That's exactly my point, most RPG's are as complicated as you make it. In TW2 you can use swords, bombs, potions, signs, melee, parry, roll; or you can just sit there with quen and flail wildly. In BG1/2 yes you can have a dynamic party with diverse skill sets and abilities to use against enemies. But you can also just let the AI scripts do the work and sit there with your fighter swinging away and still win.
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m6a6t6i: To be honest - that was our goal to achieve that. Allowing completing the game using different gameplay styles. Quen will be nerfed in 1.3
The biggest issue in balancing combat is crowd control. Quen is a type of crowd control in that it lets you ignore multiple mobs while you concentrate on one guy. If you nerf quen you should either make using yarden easier, buffing aard to push the mobs back or make mob parrying easier.

One of the issues I have is how riposte works for instance. In a one on one fight it's a good ideea and works pretty well. But when facing multiple mobs it doesn't work at all. I hold parry and the mobs all come forward. The guy I'm targeting (and I have to target someone) also holds parry while others then attack. My block is used up but not on the guy I'm targeting and I don't have time to switch targets and get riposte to work. So basically these options are useless in mob figthts.
This game is really easy for me.. I played on normal settings.. Completed 'Roche' path with 24 Unused skillpoints. All signs unupgraded, taking 200% damage from flanks.

Other than Operator.. no challenge. Gonna play Hard with 'Iorwerth' path now.
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m6a6t6i: To be honest - that was our goal to achieve that. Allowing completing the game using different gameplay styles. Quen will be nerfed in 1.3
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Goodmongo: The biggest issue in balancing combat is crowd control. Quen is a type of crowd control in that it lets you ignore multiple mobs while you concentrate on one guy. If you nerf quen you should either make using yarden easier, buffing aard to push the mobs back or make mob parrying easier.

One of the issues I have is how riposte works for instance. In a one on one fight it's a good ideea and works pretty well. But when facing multiple mobs it doesn't work at all. I hold parry and the mobs all come forward. The guy I'm targeting (and I have to target someone) also holds parry while others then attack. My block is used up but not on the guy I'm targeting and I don't have time to switch targets and get riposte to work. So basically these options are useless in mob figthts.
Have you tried hard? In my experience, quen only buys you enough time to get a few hits in on that difficulty.
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Goodmongo: The biggest issue in balancing combat is crowd control. Quen is a type of crowd control in that it lets you ignore multiple mobs while you concentrate on one guy. If you nerf quen you should either make using yarden easier, buffing aard to push the mobs back or make mob parrying easier.
Strongly dependent upon your build. A mage with heavy Destructive Magic, Sign Intensity, Aard and Igni, for instance, can excel at wiping out large numbers of not super-strong monsters. The extra points in Igni and Aard give area damage. Conversely, there's no way to focus that area damage onto a single target, and a mage is less likely to e.g. have the +150 vitality / +20% damage resistance or so of Invincibility and some of the other buffs of the swordsman tree, so a pure mage's skills aren't quite as great against e.g. single strong heavies, many of whom can also rather quickly drop your Quen if you're bothering to use it.
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Goodmongo: The biggest issue in balancing combat is crowd control. Quen is a type of crowd control in that it lets you ignore multiple mobs while you concentrate on one guy. If you nerf quen you should either make using yarden easier, buffing aard to push the mobs back or make mob parrying easier.

One of the issues I have is how riposte works for instance. In a one on one fight it's a good ideea and works pretty well. But when facing multiple mobs it doesn't work at all. I hold parry and the mobs all come forward. The guy I'm targeting (and I have to target someone) also holds parry while others then attack. My block is used up but not on the guy I'm targeting and I don't have time to switch targets and get riposte to work. So basically these options are useless in mob figthts.
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Kahunaburger: Have you tried hard? In my experience, quen only buys you enough time to get a few hits in on that difficulty.
I referring only to hard mode. You don't need quen on normal or easy. On hard I can take three or four hits to the back with a full quen. That usually allows me 3-4 hits on the mob I'm trying to kill.
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Goodmongo: The biggest issue in balancing combat is crowd control. Quen is a type of crowd control in that it lets you ignore multiple mobs while you concentrate on one guy. If you nerf quen you should either make using yarden easier, buffing aard to push the mobs back or make mob parrying easier.
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lw2jgog: Strongly dependent upon your build. A mage with heavy Destructive Magic, Sign Intensity, Aard and Igni, for instance, can excel at wiping out large numbers of not super-strong monsters. The extra points in Igni and Aard give area damage. Conversely, there's no way to focus that area damage onto a single target, and a mage is less likely to e.g. have the +150 vitality / +20% damage resistance or so of Invincibility and some of the other buffs of the swordsman tree, so a pure mage's skills aren't quite as great against e.g. single strong heavies, many of whom can also rather quickly drop your Quen if you're bothering to use it.
Problem is you don't have those capabilities till chapter 2 when the game is much easier anyway. So for chapter one you rely on quen and swords/bombs.
Post edited June 21, 2011 by Goodmongo
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Goodmongo: The biggest issue in balancing combat is crowd control. Quen is a type of crowd control in that it lets you ignore multiple mobs while you concentrate on one guy. If you nerf quen you should either make using yarden easier, buffing aard to push the mobs back or make mob parrying easier.

One of the issues I have is how riposte works for instance. In a one on one fight it's a good ideea and works pretty well. But when facing multiple mobs it doesn't work at all. I hold parry and the mobs all come forward. The guy I'm targeting (and I have to target someone) also holds parry while others then attack. My block is used up but not on the guy I'm targeting and I don't have time to switch targets and get riposte to work. So basically these options are useless in mob figthts.
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Kahunaburger: Have you tried hard? In my experience, quen only buys you enough time to get a few hits in on that difficulty.
Man I'm playing this game all the time. Use google ;)

Agree with many of your opinions. You must remember that balancing game which allows you to play using different gameplay styles is harder than normal ones. We are gathering all the feedback from you and our own thoughts ofc. We will provide great balance improvement in next patches for sure. But step by step. We don't wanna ruin the game feeling we achieved already ( personaly I think we did it good in a such short period of time). But I think it's obvious to you.
Post edited June 22, 2011 by m6a6t6i