Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
if you're really having that hard of a time, however, just turn down the difficulty; it will give you enough time to trivialize the encounter (not that the 4 turns you get on Tactician isn't more than enough to save every hostage).
Moreover, the encounter is completely skippable. Destroying the Steel Watch before fighting Gortash is not mandatory, nor is fighting Gortash at all, nor is going to the Iron Throne to destroy the Steel Watch, nor is saving all of the prisoners if you do go to the Iron Throne (or any of them, for that matter).
How much more optional could the encounter be, in your opinion?
You're not forced to do it.
Even if you do it, you can escape right away and not save anyone and that'll be the end of that. It's all part of the decision making you've been doing so far.
The fact that you think it's mandatory means you have no idea about the different routes you can take to complete different quests.
Also I think so far in the game many players are focused on their playstyle so much they sometimes forget that the game offers multiple solutions to solve things. First time in the Iron throne I tried to beat it with brute force which did not work out well for me. After a while and some failings I tried it with invisibility spell, haste, dimensions doors etc and with changing my tactic I managed to save enough Gondiers to get them to revolt, save Ravengard and that friendly Mindflayer.
It did felt like a movie for me :
my character and the duke were the last ones and close to the escape but couldn't move. My Shar managed to get down to toss me a potion and use a spell to teleport the duke at the LAST TURN. I was almost sweating from the stress.
The person that said that 4 turns are "more than enough" has 0 clue what they are talking about btw.
Kind of a lame encounter imo but I guess since I don't have to do it the quality of it apparently doesn't matter.
The game practically drowns you in Misty Step, Dimension Door, Haste, Expeditious Retreat, and other mobility items, scrolls, potions, Illithid Powers, etc. How a player could not have access to at least a consumable mobility enhancing item per party member by the end-game is beyond me. Hell, you can literally have your strongest character chuck the other party members / Gondians for a mobility boost if you're in a pinch.
Yes, the NPCs' pathfinding occasionally bugs out and might ruin an attempt if you're concerned with saving them all, and I could see how an unexpecting player could fail their first attempt. However, saving every prisoner is completely doable in the timeframe given by Tactician mode, and is easily doable with the increased turn timer on lower difficulties.
I had (just) enough time to even loot the optional treasure chests. tactician mode.
I guess If I can oneshot every encounter with a broken multiclass build, that also means that larian should design the difficulty around that? Because Tactician mode means I have to minmax everything in a game that should allow choices?
"Impossible unless you do X and Y" is just terrible design, no matter how much copium you huff.
"pathing occasionally bugs" It always amazes me how you keyboard warriors like to downplay the flaws of this game. This happens very often in that encounter.
Also lmao imagine thinking that anything in this game takes any skill. Brain issue.