Pathfinder: Kingmaker

Pathfinder: Kingmaker

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Propsken Nov 1, 2018 @ 2:12pm
RANT: Wild Hunt *ssholes
I need to get this off my chest.

I love the game. I do. Sure, it's not perfect; I have my gripes. Bugs left and right, strange quest/alignment decisions, unintuitive UIs - lots of things that get me to raise and eyebrow from time to time. But very few of those truly get under my skin. They don't take away from my enjoying the game's scope, story, beauty etc...

Except for these c*nts.

*breathes in sharply*

The Wild Hunt enemies have an at-will power that not only deals sneak attack damage but also perma-blinds you. AN AT-WILL POWER. THAT PERMABLINDS. AND SNEAK ATTACKS. Oh, and they have some kind of gaze/aura that can stun you for many rounds, which is always on. AN AT-WILL POWER. THAT STUNS. So three quarters of he time you can't do cr*p, and when you can, you're failing half of the time. And in the meanwhile they're ganking the ever-living sh*t out of you.

You meet them the first time during (I believe) the Bald Hilltop event at the end of your struggles against Pitax. It's a tough battle, even if you know what you're heading into. Even if you're playing on Story difficulty. It requires incredibly specific tactics, tailored to the fight, and a healthy dose of luck.

But that's not enough. Oh no, no no no. There's more of them. They're all over the place in Nyrissa's little private demesne in the First World during the final chapter. I tried avoiding them; no can do! I tried ambushing them; to no avail!

I don't mind a good challenge every now and again, but this? This is just rediculous. I'm playing on Story difficulty so I can enjoy the story WITHOUT a challenge; I should be steamrolling over everything that isn't a boss.These w*nkstains completely circumvent the difficulty setting, making it look like Unfair.

It's also bad encounter design, period. You do not design encounters where every single enemy is capable of completely disabling the entire party. You do not design encounters that require extremely specific, tailor-made tactics to succeed. You do not design encounters where your odds of success are almost purely based on luck.

This isn't a challenge; it's downright cheating on the DM's (or in this case, devs') part. It's punishing a player for his (or her) play-style. If it weren't for the dice being rolled, it'd be a "rocks fall, everybody dies" moment.

This. Is. Not. Challenging.
This. Is. Not. Balanced.
This. Is. Not. Fun.

I'm usualy a lot more composed and constructive with my criticism, but this has gotten my feathers ruffled beyond belief. These enemies, I believe, REALLY need to be revisited.

*exhales*

</rant>
Last edited by Propsken; Nov 1, 2018 @ 2:13pm
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Showing 31-45 of 57 comments
[TGC] MadGod Nov 4, 2018 @ 3:01am 
Originally posted by Nekekami:
Those Wild Hunt enemies are totally out of balance.

Reiterating that they are unbalanced does not make it any more true. They are balanced to be beaten by an entire 5 man party of at least level 19, better level 20, since they bring friends. Is your party level 19/20? No? Then expect to be slapped around. And they are much stronger than on paper due to the fact that MANY things that can be used to soften the sting of their abilities (some as cheap as 10gp (smoked goggles) ) are not in game.

Here is the typical way it plays out with them for my party:
Perma-blind, perma-paralyzed from the very start of every damn fight. So basically just 3 of my 6 are still in the fight once it started. And they only have a 50% hit chance with result in every 6th roll actually hitting (yes - I did count that given the many attempts I had!!). And their attacks are ridiculously high, fast and frequently. Just for "fun" I used a stop watch on my 20th(!!) attempt to win a fight against one of their mobs. Their toal best was 24 seconds to cut down my whole party with all debuffs available. Fun indeed.

I am aware of the fact that it is a harsh fight if you pick it (apparently, you do not have to...you can finish that part without attacking the monarchs), but the fact is you face fey which are chaotic and between "level" 22 and 26.

1. Shield of Law. Gives you a Spell Resistance of 25 against any spell of chaotics, unfortunately not against the supernatural ability (gaze). Also gives save bonuses. Melee attacks will cause a slow on the enemy each time they hit, unless they save. Which admittedly they will unless unlucky. ("normal" save dc of SoL should be around 25/27-ish. Will save bonus of scout is 21.) If they fail once, they cannot re-save and are slowed for 1 round/level. Use on tank/undead chick.

2. Freedom of Movement: Gives you immuntiy to movement impairing abilities, including paralysis.

3. Undead Chick is immune to the gaze since it only affects humanoids, monstrous humanoids and animals. Since undead are immune to mind-affecting magic, you cannot confuse them either. If you have her with you, they cannot shut her down unless they mow her down.

4. Buy "remove blindness" pots. Potions can be used by anyone as a move action, even when blinded. You will not fail your save every time (unless you are seriously underleveled and then you should not attack them.).

5. use "communal resist elements" for electricity and cold damage.

6. use displacement. Fey have no true seeing, only the hound ignores the concealment.

7. use "communal delay poison" to make sure you are not hit by cloudkill or stinking cloud.

Since there is no time stop, the 2 greater dispels the monarchs have are harsh, since you cannot use the "stop" to rebuff.

Things that have many many fast melee attacks (hasted maybe) are a wonderful target for fireshield (if in game), not THAT useful here since all fey of that level have 10 fire resistance. Still, each hit will do 16-21 damage (6-11 after res) @ level 15. Every bit helps tho. Fey of that level often use cold stuff since they are immune to cold (mostly). So that will reduce damage as well, since you would effectively gain evasion vs. cold spells with a save.

The only way to prepare for such an encounter is to push your saves as high as you possibly can, play to the weaknesses (very little at this level). One idea is using enervation on the strongest ones (maybe empowered) to take their sting away and give your tanky guys a chance to not get mown down. If you can beat their formidable spell resistance.

Finally..you can use the (hopefully) bugged "greater shout" to just stun the entire encounter for at least 2-12 rounds after a successful save. :) And if you have that more than once, it should be game over. Not how the spell works in pnp, but it does so here.

There is another, completely revolutionary move you could make. Do not attack an optional encounter unless you are powerful enough to beat it?

Basically you complain about not being able to beat things that are not designed to be beaten by your party at that level and attack them anyway. Sounds like a case of "learning the hard way" to me. Murder-hoboing does not always pay off.

Shadenuat Nov 4, 2018 @ 3:05am 
They are OP in PnP as well and I don't have problems with that, but I think this

https://www.reddit.com/r/Pathfinder_Kingmaker/comments/9tn304/why_the_wild_hunt_is_the_absolute_worst_part_of/

breaks it down well.

They are designed as elite assassins/munchkin hunters but used as trash mobs for whole endgame.

Generally speaking PK does good job at balancing out zerg rushes, unique encounters and raid bosses destroying you across all acts, but that changes in Act 6+. There it is mostly zerg rushes, and custom encounters are nearly not as interesting. Bandit camp in Act 1 is designed better than any endgame location.

Shield of Law
Itsatrap. It does almost nothing. They will Penetrate resistance easy enough, bonuses do not stack, and its main thing (protection from mind affecting effects) does not work.
Last edited by Shadenuat; Nov 4, 2018 @ 3:14am
Propsken Nov 4, 2018 @ 3:08am 
@MadGod: You're not wrong - some of the Wild Hunt encounters are considered optional. But you need to face them at least twice that I know of: Once at the Bald Hilltop, and once alongside phase three of the endboss. So in a way, they're not that optional, really.
Great tips, though. Too bad those only serve to highlight one of my points: you need WAAYY too specific tactics to tackle them effectively. Any encounter should be doable with (among others) brute force tactics. They should be tougher, but not impossible. Not like this.
Last edited by Propsken; Nov 4, 2018 @ 3:09am
Propsken Nov 4, 2018 @ 3:10am 
@Shadenaut: Yeah, I noticed the effort levels began dropping off towards the end game. A bit of a curse that hangs over most projects, I guess. Time constraints, reduced motivation - who knows.
[TGC] MadGod Nov 4, 2018 @ 3:27am 
Shield of Law
Itsatrap. It does almost nothing. They will Penetrate resistance easy enough, bonuses do not stack, and its main thing (protection from mind affecting effects) does not work.

1. Easy enough? Even the monarchs are only CL 17, so there is a 35% chance of their spells bouncing. Scout is CL 15, so 45%, Archer is CL 13, so 55%. Call me old-fashioned, I will happily take that along with the save bonuses that will work against all attacks, not chaos only.

2. Protection from Alignment and thus SoL does not protect against mind affecting magic. Mind blank does. It protects against being able to control creatures after you put a mind affecting effect on them. The fey do no such thing.

the +4 on AC and saves MIGHT not be useful indeed. The rest surely is. And a tip...the main thing of SoL is also the slow effect that will really ♥♥♥♥ up multiattack capable creatures. Each attack triggers it and having to make 4+ saves a round...the 1-5 will fall eventually.
Last edited by [TGC] MadGod; Nov 4, 2018 @ 3:29am
Shadenuat Nov 4, 2018 @ 3:37am 
Neither Gaze or Crystal are affected by SR in game, and save bonus is Resistance so it doesn't stack - just like Deflection doesn't.

And their CL is higher than that, at least on higher difficulties. Somewhere like 23+.

SoL does not protect against mind affecting magic
Written right in the spell description that it should.

But whatever - even if it's only particular spells and not Gazes, what does it matter? It's worthless 8th level spell. I guess you can cast it for just some SR.

Mind blank does
Also Resistance bonus so 8-9th level spell for a +2 to save, supah.

...you even played this game?
Last edited by Shadenuat; Nov 4, 2018 @ 3:51am
[TGC] MadGod Nov 4, 2018 @ 3:50am 
Originally posted by Shadenuat:
Neither Gaze or Crystal are affected by SR in game, and save bonus is Resistance so it doesn't stack - just like Deflection doesn't.

And their CL is higher than that, at least on higher difficulties. Somewhere like 23+.

Owlcat has stated the stuff they increase with higher difficulties. Attributes, Saves, DCs. No CL afaik. But if you quote me something along that line or show me a log pointing towards such a ridiculous CL, I would stand corrected.

And of course Supernatural Abilities are not affected, but since all the wild hunt members have powerful spells at their disposal, a 25 SR is more than welcome. Having a disintigrate with 26d6 from an archer bounce off you with a 55% chance is much nicer than having to eat that damage.

I am aware of the non-stacking nature...but the +4 from a level 8 spell is just a little icing on the cake. The slow and SR is much more powerful.
Shadenuat Nov 4, 2018 @ 3:54am 
It's +2, since endgame cloaks are +6.

As for now, playing with saves and SR is just not worth it, hard CCing them works a lot better.

They use Slay Living mosty, not Disintigrate (Archers). They don't actually have all abilities from PnP, their ability selection is a bit more limited and also bugged for some of them I think.
Last edited by Shadenuat; Nov 4, 2018 @ 3:57am
[TGC] MadGod Nov 4, 2018 @ 4:00am 
Originally posted by Shadenuat:
...you even played this game?

Yep. And I have yet to die to any encounter I have faced. But since I know math, unlike some people, I have come to use every little thing at my disposal and win. Even if half the party ends up unconscious, because that can be fixed easily.
Shadenuat Nov 4, 2018 @ 4:02am 
Well, your math is wrong. And having half your dudes unconscious is not very effective.
Last edited by Shadenuat; Nov 4, 2018 @ 4:05am
Propsken Nov 4, 2018 @ 4:03am 
*grabs popcorn*
'ere we go again.
Shadenuat Nov 4, 2018 @ 4:08am 
All I'm saying - Anti-alignment spells in this game are kinda ♥♥♥♥ .

All his other points i.e. CC & Delay Poison, Greater Shout, FoA, Jaethal are correct.
Last edited by Shadenuat; Nov 4, 2018 @ 4:09am
[TGC] MadGod Nov 4, 2018 @ 4:20am 
Originally posted by Shadenuat:
It's +2, since endgame cloaks are +6.

As for now, playing with saves and SR is just not worth it, hard CCing them works a lot better.

They use Slay Living mosty, not Disintigrate (Archers). They don't actually have all abilities from PnP, their ability selection is a bit more limited and also bugged for some of them I think.

Slay living is even easier to counter (death ward) and bounces from SR as well.

And do not tell people an SR of 25 is not worth it. Especially with "trash" that has lower caster levels. Every tank should run that spell. Slay living would first bounce from SR and if not, it is swallowed by death ward. Immunity achieved.

And are there no other cloaks but +6 res cloaks you want to use on your characters? That strikes me odd. So ALL your characters have +6 res cloaks?

Every character that does not have a +8 res bonus to ALL mind saves should have a protection spell that runs for 24 hours, especially those with bad will/fort saves. Even a +2 means another 10% chance to get away. If you do not need that, to each their own.

But that is everyone's decision. I try to tell people to scrape together every point when you face enemies of that level. If you fail to do so, you might regret it.
Shadenuat Nov 4, 2018 @ 4:27am 
The way their arrows (including Slay Living) behave with Death Ward is also buggy and was actually reported by some folk.

In the endgame? Against enemies that you want to save? Generally I've seen enemies having no problems overcoming SR.

I did as far as had a few characters with enough Will to only fail against Gazes on a 1. The problem is, it doesn't work like in PnP (where I believe if you passed save once, you are immune for 24 hours? Unless it is Monarch), and there are many enemies, so you end up rolling a 1 eventually and get stuck for a minute.

Having someone with 32+ Will during endgame is useful, especially if that someone can remove paralyze from others, but it is not really a reliable tactic. The final boss, if someone indeed doesn't wear +Resist items, you might try it - after all, you only get auto-dispelled by boss twice, and his CL is "just" a 30.

Having Freedom of Action on and items that give you it all the time, or having inherent high saves (i.e. Paladins) works very well however as an extra layer of defense.
Last edited by Shadenuat; Nov 4, 2018 @ 4:29am
[TGC] MadGod Nov 4, 2018 @ 4:27am 
Originally posted by Shadenuat:
All I'm saying - Anti-alignment spells in this game are kinda ♥♥♥♥ .

Reiterating a non-fact does not add truth to it.

I will give you one point. The game gives you no help in checking if things are evil/good or chaos/law. But if you check on that, you would find out that most encounters in this campaign are either chaotic or evil.

So running either Shield of Law/Cloak of Chaos/Holy Aura/Unholy Aura requires metagaming and the google master. But they will never be useless. Neither will be protection from Alignment in a non-crpg environment.

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Date Posted: Nov 1, 2018 @ 2:12pm
Posts: 57