Pathfinder: Kingmaker

Pathfinder: Kingmaker

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BloodDragon Jan 11, 2019 @ 6:35pm
Nymph House balancing
Is there anyone here who thinks the insane difficulty spike in the house at the edge of time is ok?
Unlike most people here i didn't think that the game was too difficult on normal.
Most encounters were challengeing but fun but the house is just broken, the rogue archers simply destroy anything and the normal soldiers have insane AC.

If you agree please vote here.
http://www.strawpoll.me/17214401
Last edited by BloodDragon; Jan 11, 2019 @ 6:36pm
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Showing 1-10 of 10 comments
corisai Jan 11, 2019 @ 6:52pm 
No, it's endgame. And actually nerfed a lot so now don't pose any serious challenge.

Use your spells wisely and you will cut through it.

Cmon, people kill them with solo spellcaster on unfair. Get gud :)

Originally posted by dodo00d:
If you agree please vote here.

And if not? It's a bit rude to ask for a vote only from players that agree with you, isn't it? xD
Last edited by corisai; Jan 11, 2019 @ 6:53pm
BloodDragon Jan 11, 2019 @ 7:04pm 
Originally posted by corisai:
No, it's endgame. And actually nerfed a lot so now don't pose any serious challenge.

Use your spells wisely and you will cut through it.

Cmon, people kill them with solo spellcaster on unfair. Get gud :)

Originally posted by dodo00d:
If you agree please vote here.

And if not? It's a bit rude to ask for a vote only from players that agree with you, isn't it? xD

What spells do you use?
corisai Jan 11, 2019 @ 7:08pm 
Originally posted by dodo00d:
What spells do you use?

Freedom of Moverment is mandatory for those fights. Rest buffs are standart one (aka buff everything is possible that stack together xD).

Sirocco & Stinking Cloud control them extremely well.

AT sneak Chain Lighting still deadly and AT Hellfire Ray still making one-shots (use deny dex to ac against monarchs).

Necromancy school too have some nice spells that will help you to deal with them (wild hunt weakest save is Fortitude).
TeeQueue Jan 11, 2019 @ 7:08pm 
He used greater shout before it was nerfed. 4d6 rounds of stun, halved on save = 'and now i win the fight for free.'

You couldn't do it solo nowadays without getting extremely lucky or doing one fight, or maybe two, and then resting to regain summons.
corisai Jan 11, 2019 @ 7:12pm 
Originally posted by TeeQueue:
You couldn't do it solo nowadays without getting extremely lucky or doing one fight, or maybe two, and then resting to regain summons.

Lol.

Seriously? Get gud. Just a quick google:

https://youtu.be/U3wMtgDKrWg

P.S. I don't mention Greater Shout because it WAS broken totaly and completely. Pure cheat.
BloodDragon Jan 12, 2019 @ 11:35am 
This is so stupid making non magic classes useless in the last dungeon is simply ♥♥♥♥♥♥ game design
Last edited by BloodDragon; Jan 12, 2019 @ 11:52am
Brian Sirith Jan 12, 2019 @ 12:44pm 
Stormbolts work great. They stun them nicely. I had Octavia, Tristian and my cleric making sure the Wild Hunt was sitting around dazed while Reg and Val killed them off.
Tanlaus Jan 12, 2019 @ 2:29pm 
Originally posted by dodo00d:
This is so stupid making non magic classes useless in the last dungeon is simply ♥♥♥♥♥♥ game design

Not useless at all. You still need a front line to protect your casters. And you still need melee to hack away at the wild hunt who haven’t gone down to spells.

On another note, while I don’t think the encounters are too difficult anymore- they were toned down a lot in the last few months- I still think there are just too many of them.

Even with being able to rest and recover spells as you need, it gets to be a slog after awhile. It’s the one part of the game I really can’t play for hours because after two or three of the same fight I find myself getting bored and doing something else for awhile.
wizard1200 Jan 12, 2019 @ 2:35pm 
Originally posted by Tanlaus:
On another note, while I don’t think the encounters are too difficult anymore- they were toned down a lot in the last few months- I still think there are just too many of them.

Yep, i think that is the problem and i hope that some of the enemies will be replaced.
Kung Fury Jan 13, 2019 @ 4:54am 
Originally posted by Tanlaus:
Originally posted by dodo00d:
This is so stupid making non magic classes useless in the last dungeon is simply ♥♥♥♥♥♥ game design

Not useless at all. You still need a front line to protect your casters. And you still need melee to hack away at the wild hunt who haven’t gone down to spells.

In a way it is. I pretty much build my team around heavy buff and not a lot of aoe spells and damage spellcaster.

I litterally rolled over the whole game with that setup (challenging difficulty)...until the House at the edge. Now I am having huge difficulties to progress since my building choices that worked during the first 150h (150h !!) are now making it like i'm playing in unfair.

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Date Posted: Jan 11, 2019 @ 6:35pm
Posts: 10