" wow It appears Teran is on her period, or is he always argumentative and if you have a problem with a game you're just an imbecile?
I think you misunderstood what I was saying though I see how it could have been interpreted as being insulting, let me explain. I was not calling anyone in particular an imbecile, certainly not anyone posting in this thread. I didn't amend it because the person I was replying to (Toblender) seemed to understand what I meant. I'm sure a lot of people have legitimate cause to complain however a lot of the time complaints can be solved simply by adjusting tactics.
Anyways I'm playing mostly on the Third Person Camera on the pc and isometric for hard encounters, this is my first playtrough on nightmare+, and the AI just plain sucks, they do not apply the abilities smartly enough, maybe on normal its less noticeable but on Nightmare+(the plus stands for a mod that makes nightmare a little harder, since regular was a cakewalk, the game is still too easy but meh, and the reason is that I micromanage all the npc's most of the time and no I do not have multiple mages) their stupidity is annoying on occasions where I need them to behave the most, I had less problems in BG2, and I heard for consoles there difficulty is easier(though you don't get the isometric camera so maybe not really much easier) for all the hype the AI was getting they sure failed.
I do not think the ability to set tactics was intended to be a fully functioning AI, merely something to be used in addition to your personal micromanagement or perhaps something to keep you from having to micromanage during easier fights. If you want to judge the game's ai you really need to look at your enemies in a fight. Sometimes they do stupid things but generally their ai is quite good. I'm not sure what AI hype you are referring to, a quick google search didn't really bring anything promising up.
As far as builds go, two mages is pretty weak in my opinion. Their dps would be significantly lower than a warrior or rogue specced right and the added flexibility of a second mage is not really worth the loss of dps on any difficulty level but especially on nightmare. The only time I ever ran with two mages was for my "hard" playthrough. I built the whole party around not having a designated tank or healer and focusing on maximizing dps. Most fights ended before anyone needed a heal. I'm not sure the second mage providing a second weapon enchant (kinetic + fire one on each mage) and added utility provides enough damage to justify over a rogue/warrior. It would be a no brainer if haste didn't cancel out momentum but unfortunately it does even though momentum is a superior buff. This group butchered enemies so fast that you could brute force annihilate bosses like brood mother without worrying about adds or the other strategic elements of these fights.
On such amusing occasion is on the deserted building in denerim and I had the AI on, there's tar everywhere, I have shale on aggressive, there is a mage with 5 archers and casts fireball, it knocks back my tank into the tar, light the tar with the fire, the mage litterally walks toward him near the flaming tar and the tank starts fighting while inside the tar and then the mage moves back after like 4 seconds of getting hit by shale(and shale still getting 24 or so damage the whole time) shale follows him after having half the life taking out by the tar fire and eventually dies thanks to the archers =/ .
This is the kind of thing that proves (in my opinion) the point I have about the over all game ai. In two play throughs I've never seen a single enemy stand in fire unless they were trapped or under the effects of a crowd control spell. Party member ai on the other hand follows your instructions in the priority you set. In effect if you set your tactics telling Shale you are creating a priority list and Shale will always try to do whichever command has the highest priority. You may be able to alter his behavior by setting a tactic telling him to move if standing in a fire patch or some other form of sustained aoe though in truth I don't know if there is an a specific tactic that allows for this... if there are not, there are mods out there that unlock all tactics including the ones npc use for your own use on your party members.
Setting it up yourself is usually the way to go except for some cases like for Alistair, where a defender is good enough but you can only make it better by adding more commands, one problem is that they are missing a lot of AI commands I would find useful, like running away(I really expected to have the ability to have my archers AI stun an enemy, run a certain amount of distance and keep attacking, hell just lure the enemy away and run a marathon until my fighter gets there, cautious fails miserably here), changing the behavious, use skills when an enemy has just fallen in battle or making skills work when a certain npc has a certain number of enemies surrounding him(for the walking bomb, which I actually forgot I had until now). Overall pretty good game but nowhere near perfect. "
Tactics like this really wouldn't be a good idea. If you let your party members run based on a rigid command you'll find them running away turning a winnable fight into a wipe. Running away would also hurt. I really think a minimalist approach is the way to go, the less your group does automatically the more effective they are under your guidance. In my games I simply set tactics in order to make sure all my characters always have all their sustained abilities up... like telling Alistair to always use shield wall, taunt, and precise striking for example. Yeah, the game says targets tend to go after heavily armored characters, but I haven't noticed that it makes a difference, the AI seems more geared to try and go straight for your weaker party members. I have had situations where a tank is in front in massive armor, with threaten and taunt activated, and the enemy STILL goes straight for the healer in the back who hasn't inflicted a single point of damage.
There are numerous factors at play here. Agro is not determined purely by damage done but also by other contributing factors like who was first seen, proximity to enemies, and what buffs or debuffs you might have toggled on. Personally I've never seen this situation occur unless my mage was the first party member they saw or she had entropy toggled on.
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