Larian Banner: Baldur's Gate Patch 9
Active Threads | Active Posts | Unanswered Today | Since Yesterday | This Week
Baldur's Gate III - Suggestions & Feedback Jump to new posts
Re: Love & Extreme, Utter Disappointment with Leveling: Level 12 Cap Issue Taril 3 minutes ago
Originally Posted by Halycon Styxland
level is exceptionally important and hard to do without.

It is not.

In many cases, level is completely redundant and easily done away with.

Originally Posted by Halycon Styxland
The point of leveling is that you have a measurement of the power of the character.

Which is not unique to "Levels".

There's plenty of methods to measure character power without levels. Such as equipment quality (Gearscore), stat points, skill points and basically everything that is normally acquired alongside a "Level" without the actual "Level" itself.

Originally Posted by Halycon Styxland
In an open game world, its even less desireable to not have level. It basically means you cannot have progress at all.

That is so laughably untrue.

There are and have been many ways to have progress without levels.

In the DLC for Elden Ring, Shadow of the Erdtree, they created progression by way of having your character collect "Scadutree Fragments" something independent of levels that provided progression (Which was implemented as they wanted to create a form of progression irrespective of player levels. So even a "Max Level" character would have to progress through the DLC like a non-max level character). This is on top of the base mechanic of the entire Soulsborne series where "Level" simply means how expensive it is to gain stat points (As well as online matchmaking)

In GTA you progress by acquiring new homes and opening up new locations on the map to be able to acquire better weapons and vehicles.

Many open world games feature some sort of skill points or other forms of character progression from doing certain side activities, which are independent of levels. (For example, Cyberpunk 2077's DLC Phantom Liberty has the Relic points from interacting with Relic Point nodes. It also has Cyberware Capacity which can be obtained through Cyberware Capacity Shards)

Heck, we can even look at something like GW2, where you have Hero Points as a non-level based progression system. In an MMO. As well as Elder Scrolls Online and its Skyshards to gain skill points (ESO also has its Champion Point system. Whereby after Level 50 CP 160 you stop "Levelling" meaning gear, stat and enemy scaling ceases. Your only progression is then through acquiring Champion Points and investing them into the Champion Skill Trees)

Originally Posted by Halycon Styxland
It by the way also helps the player. If I can see the level of the opponent, I can know if I should avoid them for now.

Which is again, independent of levels. It's plenty possible to convey enemy threat level without levels. Heck, even with levels you still often have the basic quantifier of colour (Grey = Trivial. White = Equal. Yellow = Slightly tougher. Orange = Fairly strong. Red = Tough. SKULLS = DANGER). Which is again, not reliant on levels.

Originally Posted by Halycon Styxland
And games that keep the level of your opponents the same as your own are really bad. They remove all meaning from level.

Which is literally all games.

Either they dynamically scale with you. Or your natural progression means you are constantly facing equally strong enemies. Which is the point as to why levels are redundant when all "Progression" from them is rendered moot when enemies simply scale equally with you.

The only exception is static enemy levels means you can sequence break to encounter easier or tougher enemies. (Or in the case of things like JRPG's, you can grind to artificially inflate your level). Which is usually a minor aspect of the game and not generally the intended way of playing (With again, exceptions. In this case, based on poorly balanced level curves. Such as in Kingdoms of Amalur: Reckoning where you very quickly and easily outlevel zones by just doing their story)
7 133 Read More
General Discussion Jump to new posts
Re: What races are planned for Divinity and party size? Expecting more or less? Taril 55 minutes ago
Originally Posted by Halycon Styxland
- Lizard(men/kind/folk) which apparently Larian just calls Lizards which makes absolutely no sense to me because lizard is already the word for a type of animal. So whats bad about using an artificial word that does NOT clash with a well established real world word, like in TES Argonian ?

Transparency and ease. Making up new terms takes some more effort and isn't always clear what is meant by it. So often existing terminology is used for clarity (For example, many settings have "Earth" magic despite their planet not being called "Earth" thus there is no reason for the term "Earth" to exist)

Especially back when Larian were first making Divinity games and wrote the established lore, it was less common to come up with new terminology for things.

Originally Posted by Halycon Styxland
Also, speculative, these races could also be playable, or appear as companions:

Halflings are also possible. They are in the lore, but have yet to be seen.

Originally Posted by Halycon Styxland
- Eternals which are a part of the lore as the precursors to all races

Technically, Eternal is not a race. Much in the same way "Wizard" isn't a race.

Races were created in the image of Eternals - Meaning that they would in fact be the 6 main races from the Seven Gods (The 7th "Race" being the aforementioned "Wizard" which isn't a race - There are Wizards among all the main races)

Originally Posted by Halycon Styxland
All in all I'm under the impression this is a surprisingly short list of races that are playable, and a surprisingly low number of race differences as well.

For comparison, in BG3 there are a total of 11 races and a total of 31 subraces. Not all of them have much differences (Lightfoot vs Strongheart Halfling barely matters 99% of the time), but overall theres a substantial difference in gameplay from picking your race.

Divinity races have more impact than BG3's races.

BG3 races don't really affect gameplay outside of maybe a minor buff or a crappy spell.

With Divinity, you have things like Undead that completely change gameplay by way of being harmed by healing effects and healed by poison effects as well as having Elves who can consume pieces of corpses to gain new skills and see memories of the person they eat.

Original Sin 2's races had also more impact in dialogue (While BG3 basically has very little besides Drow)

This is on top of the minor buffs and crappy spells.

Prior editions of D&D had more substantial effects from race than BG3 (I.e. Human master race due to their free bonus feat. As well as racial stat modifiers), with 5e and BG3 especially, races have been watered down a lot.
78 18,581 Read More
Baldur's Gate III - Modding Jump to new posts
Mod Requests: Subclass + Makeup / Facial Scar EchoGG 2 hours ago
Hello! I am looking to work with a modder(s) for getting a homebrew subclass I created added into the game and for a custom makeup/facial scar option to be added.

I'm new to the forums overall, but here are the details for my requests;

Subclass:
https://homebrewery.naturalcrit.com/share/3WFnIOTI2fIq

Makeup / Scar option:
[img]https://media.discordapp.net/attach...format=webp&width=960&height=960[/img]Image Attached/Available upon request if the link doesn't work.


Thank you!
0 18 Read More
Baldur's Gate III - Latest News Jump to new posts
Re: Hotfix #36 Now Live! Version Number: 4.1.1.7209685 Halycon Styxland 9 hours ago
Originally Posted by Street Hero
Visible shield mod fix?
Must I ask every god damn time?

Hahah lol.

Apparently you really have to ?

I can get over such details though, so that doesnt bother me too much. The vast majority of my games dont use mods at all anyway.

Astarion suddenly no longer having the inventory tab in the overview bothers me a lot more.

The bugs of the current hotfix are a bit much though, so I reverted to the one between the official hotfix 35 and 36 (GoG called it Patch 8 Hotfix 7). Of course unless you keep past versions, you wont have access to it anymore.
18 5,339 Read More
Baldur's Gate III - General Jump to new posts
Re: Enemy Health Turned Off Halycon Styxland Yesterday at 08:08 PM
No idea what your question is.

Yes that option exists.

Yes I once tried that. I didnt like it. Not knowing your opponents health is kind of very unrealistic and really not fun.
2 310 Read More
General Jump to new posts
Coming from DD, wondering about difficulty level Eckhardt Yesterday at 04:47 AM
Hi, I'm currently playing Divine Divinity, planning to start Beyond Divinity next. I'd like some advice about the difficulty/tuning for Beyond Divinity.

For context: I finished Original Sin 2 in the highest difficulty, and enjoyed it. I play most games in the highest difficulty. I'm playing Divine Divinity in Hard difficulty as a melee warrior, and it's... not fun. The one-shotting boss type enemies are not interesting. I have seen post after post after post talking about how "you should just use the scorpion traps", or "just use a bow", or "just use magic", but being that this is a single character RPG, I expect a melee build to be minimally viable in hard difficulty.

Now, that said, I am almost finished with the game playing only melee (no bows/ranged attacks used or built for). It's not impossible. It's taken a lot of avoiding boss enemies and coming back for them later, and using some amount of "cheese" like polymorph (which frankly is OP). It's just not enjoyable; the majority of the game is really good and balanced, and I love that I have to play tactically, but when an unremarkable zombie one shots me in an area where all enemies were doing maybe 1/10th to 1/8th of my health per hit, that is not my idea of fun.

With that said: what is the difficulty in Beyond Divinity like? Likewise for Divinity 2 if that's okay to ask here. I'm wondering whether there are certain builds I should just flat-out avoid, or if the difficulty tuning is more in line with what Larian achieved in Original Sin 2.
0 60 Read More
Baldur's Gate III - General Jump to new posts
Re: BG3 Fan Fiction SPOILERS and POTENTIAL SPOILERS GM4Him 24/04/26 08:39 PM
Update: Part 3, Chapter 24 is now published.

BG3.5 - Hellraisers (Fanfiction)
Baldur's Gate 3.5: Hellraisers - an original fanfic story that is a sequel to Baldur's Gate 3 Fanfic: The Afflicted. It picks up immediately after the events of Baldur's Gate 3 as characters from the previous fanfic - Fiovay, Kai, Aelun, Vlyn, and the other members of their party - travel to Avernus. Their quest is to save Karlach but also to hopefully find and rescue Darson, Aelun's father, from the clutches of Demogorgon.

Here is the link to the blog site: https://baldursgate3hellraisers.blogspot.com/2025/10/baldurs-gate-35-hellraisers.html
220 113,661 Read More
Powered by UBB.threads™ PHP Forum Software 7.7.5