Black Elk
Habitué
- Messages
- 514
This is easily one of the more frustrating battles in the game I think. The Bhaalist assassins ambushing us at the bank.
Like please show me just how worthless the "Detect Invisibility" spell truly is lol.
It's as if the encounter was designed to showcase all the cracks in the stealth/counterstealth game. Detect Presence from the random neutral NPCs working practically every time, just not for some reason when the enemy is standing right behind me? Also this punk trying to hide behind the curtain... Good thing Wyll learned his lvl 5 smite!
Similar to the Gauntlet of Shar, the Iron Bank showcases one of the more annoying puzzles in the entire game as well. I suppose at least nobody is going to die on an invisible bridge here, but again why showcase the group/ungroup and party movement jank trying to hit these dialtones? The only thing more ridiculous are the rooms that have like 50 floor panel traps, none of which will go off unless someone tries to click and disarm one. It's like after people complained so much about characters randomly walking into traps, that they just gave up and made it so that nobody ever walks on one. Just kinda goofy, like it could have been a whole thing, instead just sort of a joke. I think a game like this would have been much better served by us setting traps as opposed to disarming them, and trying to ambush rather being ambushed, but I guess it's whatever. I wanted to start doing Beck style maneuvers to smash our instruments into random wall fixtures, or casting thunderwave into a crowd of my own party members just trying to get a reveal once per round. Felt like a fairly pointless timesink for an otherwise potentially fun heist.
What really screwed me though, is that I gained a level right before entering the Vault. For some reason the prepared Priest spells for my Multi-Class characters will completely reset whenever the character levels up. So Shadowheart suddenly had all the worst spells in the hotbar in completely different position. I really wonder like who decided which of these standard spells were going to be the defaults? Because they're generally pretty terrible choices.
If I'd had Spirit Guardians prepared the fight would have been over in a sensible amount of time, instead we had to juggle. Just like on the Nautiloid where she should obviously have Command prepped, and Bless so she can get the most out of the restoration pod, instead they stick the player with a bunch of middling buffs. I imagine someone new to the game could play for several hours possibly hundreds of hours without realizing that their default spell lists are totally weaksauce. I gave up trying to maintain an orderly hotbar long ago, but it's just one of those things.
Agonized over Magical Secrets for a while. Since I already have 1 lvl in Wizard, we're highly incentivized to choose a Spell that cannot be obtained through other means, like from scrolls, so basically a Spell from another class list or that doesn't have a scroll. I chose Counterspell and Sanctuary there. I wanted to choose an attack spell since it'll be using my prime in CHA, but most of those were already available or known. The Multi into Bard means that Shadowheart is still one level off gaining the Djinni, and Gale cannot yet write the Globe, so a bit of a lagfest trying to catch up.
Wishing I had a cool bandit mask like any off those assassins we just spent forever trying to kill. Or Skeeve Stabwell back at the guild hehe
We'll just be counting quartertones for a while I guess. We're going to camp right here in the middle of the Vault. I doubt Glitterbeard will mind, given that he's definitely already dead. Vault no 9 better have something decent in it, for all that trouble we took on lol
Like please show me just how worthless the "Detect Invisibility" spell truly is lol.
It's as if the encounter was designed to showcase all the cracks in the stealth/counterstealth game. Detect Presence from the random neutral NPCs working practically every time, just not for some reason when the enemy is standing right behind me? Also this punk trying to hide behind the curtain... Good thing Wyll learned his lvl 5 smite!
Similar to the Gauntlet of Shar, the Iron Bank showcases one of the more annoying puzzles in the entire game as well. I suppose at least nobody is going to die on an invisible bridge here, but again why showcase the group/ungroup and party movement jank trying to hit these dialtones? The only thing more ridiculous are the rooms that have like 50 floor panel traps, none of which will go off unless someone tries to click and disarm one. It's like after people complained so much about characters randomly walking into traps, that they just gave up and made it so that nobody ever walks on one. Just kinda goofy, like it could have been a whole thing, instead just sort of a joke. I think a game like this would have been much better served by us setting traps as opposed to disarming them, and trying to ambush rather being ambushed, but I guess it's whatever. I wanted to start doing Beck style maneuvers to smash our instruments into random wall fixtures, or casting thunderwave into a crowd of my own party members just trying to get a reveal once per round. Felt like a fairly pointless timesink for an otherwise potentially fun heist.
What really screwed me though, is that I gained a level right before entering the Vault. For some reason the prepared Priest spells for my Multi-Class characters will completely reset whenever the character levels up. So Shadowheart suddenly had all the worst spells in the hotbar in completely different position. I really wonder like who decided which of these standard spells were going to be the defaults? Because they're generally pretty terrible choices.
If I'd had Spirit Guardians prepared the fight would have been over in a sensible amount of time, instead we had to juggle. Just like on the Nautiloid where she should obviously have Command prepped, and Bless so she can get the most out of the restoration pod, instead they stick the player with a bunch of middling buffs. I imagine someone new to the game could play for several hours possibly hundreds of hours without realizing that their default spell lists are totally weaksauce. I gave up trying to maintain an orderly hotbar long ago, but it's just one of those things.
Agonized over Magical Secrets for a while. Since I already have 1 lvl in Wizard, we're highly incentivized to choose a Spell that cannot be obtained through other means, like from scrolls, so basically a Spell from another class list or that doesn't have a scroll. I chose Counterspell and Sanctuary there. I wanted to choose an attack spell since it'll be using my prime in CHA, but most of those were already available or known. The Multi into Bard means that Shadowheart is still one level off gaining the Djinni, and Gale cannot yet write the Globe, so a bit of a lagfest trying to catch up.
Wishing I had a cool bandit mask like any off those assassins we just spent forever trying to kill. Or Skeeve Stabwell back at the guild hehe
We'll just be counting quartertones for a while I guess. We're going to camp right here in the middle of the Vault. I doubt Glitterbeard will mind, given that he's definitely already dead. Vault no 9 better have something decent in it, for all that trouble we took on lol