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
That's a really easy fight if you know -where- to engage him from vs going directly at em at first. There's a side way here there is a broken set of stairs where the displacer beast is at. If you keep the team on the far side of the stairs, kill the displacer beast then have 1 toon grab aggro of the other mobs, they'll typically jump down 1-2 near the displacer beast spot and you can range them easily. Some of the support mobs will also stay stuck up on the ledge and not engage either.
The boss tends to not jump down to where the displacer beast was dispatched either in the early turns. Eventually he will but by then you can still range him from the ledge easily or if he's the last, you can just take him down from that spot as a team where the displace beast was.
His AI also too seems to get disrupted from jumping down if you put wall of fire, cloud of daggers or other aoe spells right up at the lip of where he normally would jump down from his main level. He'll sometimes just walk in and out of those aoes and take damage stupidly then too. It just depends on how you position them. He also cant jump down if the other mobs are lined up on that same lip and not jumped down to the displacer beast spot too.
But yeah if you engage him from the other direction the fight becomes much harder.
That's actually what I've been doing. I've taken out the displacer beast just by standing on the broken stairs and ranging it to death in two rounds. Poor thing never even gets a chance to move! Then I've kept my sorceror and Astarion up on the stairs, and had Karla just down to the displacer's corpse to draw in aggro since she's got the tankiest stats.
But it's all pointless. I've heaped defensive spells on all my characters--Armor of Agathys, Mirror Image, Blur, you name it--and they all have ACs of 16 or higher...but that doesn't mean ♥♥♥♥. Any of the meregons get within range, it's two shots and I'm dead. They crit constantly and I never do.
When they clump up--and they usually do--I've been tossing smokepowder bombs on them. Worthless. They do *at most* ten points of damage.
This is something that's been frustrating about this game since the very beginning. I don't care what anyone says, "balanced" mode is a load of ♥♥♥♥♥♥♥♥. I've got a literal library of scrolls (offensive, defensive, and utility), potions out the wazoo, bombs, poisons....None of it matters. Fights are either no contest (I massacred the skeledudes in the silent library without any of my characters getting hit more than once) or impossibly frustrating.
Anyway, I'm going to try to talk to the demon, as I have a 20 CHA on my sorceror. I've been trying to talk my way through every encounter because the combat is just so ♥♥♥♥♥♥♥♥♥ frustrating.
The speech check to get rid of the merovingian minions is pretty easy. I dont remember what it was for the displacer beast either 20 or 30 roll? but even with just the displacer and boss the fight was pretty doable.
Instead sit outside the hallway and wait till his guards pat outside. Engage them and funnel them through the hallway and use AOE and it's easy. Sleet storm is stupid OP on his minions/beasts, but also stupidly buggy so scum save so be prepared for a lot of save/reloads.
I think you can also stealth in and 1 shot him with a monk as well...
The combat in this game is SO bad.
Yup. This game is HORRENDOUSLY unbalanced. Making it stupid hard if you don't have the right 'gimmick' build, and stupid easy if you do.
There's nothing in between. There's no 'engaging' or 'challenging' mode. You either delete them, or they delete you. There's no middle ground. It's TERRIBLE game design.
Completely untrue, I had an epic fight with this demon and his minions, they gave me a hard fight and I gave them a pretty hard one too, my team got hit very hard and I hit them very hard, I won the fight but I used lot of ressources, spells and potions to win it and my party is strong.
Use sustained aoes on that upper ledge. Not smoke bombs. Because the AI on the mods will get stuck on them like cloud of daggers. Darkness related ones the AI tends to more permanently have them avoid but when using cloud of daggers they tend to go in and stay in or go out and back in.
Also I dont usually keep any toons down on the lower area once the other mobs have pulled aggro. I keep them up top on the stairs to range instead and only drop 1 down when aggro is lost for some reason OR if a spell aoe needs to be reapplied to the top area.
Also , if you start getting multiples down from the stairs as they round the corner, then other aoes can help arrow aoes more recommended than smoke bombs btw.
I've done it both on middle and easy difficulties and didnt lose anyone both runs.
What btw is your full party (including your tav) comprised of exactly?
Aoes that are really helpful on the upper ledge when they bunch there:
-Cloud of daggers (even better if upcast)
-acid and fire on the ground. Ice less so as its just prone chance.
-Stinking cloud (but its AI triggering tends to be not unlike darkness one so less effective imo
-web to hold em but if they're not well positions this makes combat troublesomely longer
-Entangle(like web in the above regards)
-spike growth
-Hunger of hadar
And the list goes on. But again most of those are for the upper ledge where they bunch, Use short term aoes once they get down from there and pick off accordingly.
If you walk in and talk to him, 2 of your men will be down before they even get a turn.