Yeah, it needs more variety in encounter design beyond just throwing a crapload of enemies at you. I think, mechanically, they had issues with escaping from this result since they clearly seemed to want to make stuff like crowd control spells always feel useful, so the result of that is being able to lock down *any* enemy in the game pretty trivially. The level 6 petrify spell was mentioned above, and...lol, yeah. When enemies are never immune or with high enough saves to avoid it outright, you lose out on cool duel potential with mages and legendary creatures and whatnot.
I mean, you can hard CC literally any boss in the game without even casting some sort of lower resistances/saves spell or stripping protections or anything like you'd have to in an infinity engine game. You can knockdown, confuse, sleep, stun, petrify, hobble, terrify...anyone.
Even relatively low level boss fights in BG2 would have, like, chain contingencies going off, immunity spells from magical weapons, from arrows, from spells, invisibility, duplications, spell reflection, etc. etc. etc.
There's also a lot more scary, dangerous, lethal stuff in the IE games. Getting level drained was *never* fun, especially before you had a party member who could remove it, but it was a crazy and hardcore mechanic that made the stakes seem really high, and that made it memorable and worthwhile. Same thing for disintegration, petrification (of the permanent kind), magical imprisonment, etc. etc. Yes, this maybe encouraged more save scumming, but it also made the enemies you were fighting seem incredibly dangerous, and coming out of the Underdark in one piece all the more satisfying.
I mean, you can hard CC literally any boss in the game without even casting some sort of lower resistances/saves spell or stripping protections or anything like you'd have to in an infinity engine game. You can knockdown, confuse, sleep, stun, petrify, hobble, terrify...anyone.
Even relatively low level boss fights in BG2 would have, like, chain contingencies going off, immunity spells from magical weapons, from arrows, from spells, invisibility, duplications, spell reflection, etc. etc. etc.
There's also a lot more scary, dangerous, lethal stuff in the IE games. Getting level drained was *never* fun, especially before you had a party member who could remove it, but it was a crazy and hardcore mechanic that made the stakes seem really high, and that made it memorable and worthwhile. Same thing for disintegration, petrification (of the permanent kind), magical imprisonment, etc. etc. Yes, this maybe encouraged more save scumming, but it also made the enemies you were fighting seem incredibly dangerous, and coming out of the Underdark in one piece all the more satisfying.