Re: What a lying, lying game!
Shadowbart
Yesterday at 11:30 PM
Starting fight against coffin skeletons outside mirror with Necromancy of Thay. Hit 81% critical miss, nope, awesome power of time reversal Hit Turn ends (level 4) Ripost as someone runs up, hit My turn, critical miss, again, nope, awesome power of time reversal They cycle through their turns, still alive Miss, nope, time reversal One attacks me, critical miss I ripost, critical miss That's 4 critica misses in the first 13 attacks, 2 by me.Next cycle round through them, one does two critical misses in a row. Hit, miss Next cycle round, 4 left, 2 of them do a critical miss Me, critical miss, nope-ing time reversal Hit Go-round, a few hits and misses Me, hit Go-round, 3 left, 2 arrow hits, mitigated by the gloves, one critical miss Me, miss (2) Go-round, miss miss miss Me, critical miss Go-round, miss hit hit Me, miss (4, I need a 5 to hit with my bonuses) Go-round, critical miss, miss, miss Go-round, hit, miss, miss Me, hit (down to 2) Go-round, miss, hit, one runs away, me critical miss on opportunity attack Me, miss 3 Go-round, miss, hit Me, miss 4 (need 5 now that oil of accuracy has worn off) Go-round, miss, miss Me, hit Go-round, miss, miss Me, critical miss Go-round, miss, miss Me, critical miss Go-round, miss, miss Me, critical miss Go-round, miss, hit (gloves mitigate) Me, miss, 2 Go-round, miss, miss Me, critical miss Go-round, miss, miss Me, miss, 3 Go-round, miss, critical miss Me, hit, down to 1 Go-round, hit Me, hit Go-round, miss Me, hit, fight over By my count, including reloads and their swings, that's 18 critical misses in 82 swings. The stats on this are disturbing. Playing "Brutal" mod difficulty, both sides swing with disadvantage. Chance of a critical miss with disadvantage is 1 - chance of not a crit, which is 1 - (19/20 * 19/20) = 0.0975, or a little less than 10%. I thought I'd try Google AI for the fun of it: Chance of a 0.0975 event occuring 18 times in 82 tries AI Overview The chance of an event with a 0.0975 probability occurring exactly 18 times in 82 tries is approximately 0.0522% (or 1 in 1,914). If you are looking for the probability of the event occurring 18 or more times, the chance is approximately 0.0806% (or 1 in 1,240). "About 18" would be a little more likely still. Regardless, even that is wayyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyy out of the realm of reasonable chance. Again, this is all the freaking time. Any explanations? Or does the code have an Exciting-i-nator Engine? What a pretty graph from AI!
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Re: Door problem still there.
Lotus Noctus
Yesterday at 07:29 PM
At least for the pillar bug. This can be easily avoided by changing the camera angle. However, I often run into another problem with prone enemies where the attack goes through but doesn't deal any damage, and the enemy automatically dodges it.
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Re: Cannot remove my friends character....
Salo
Yesterday at 11:12 AM
If you dismiss the character to camp, they should be kept in Wither's Wardrobe of Wayward Friends, freeing space in your party for other characters until they're taken out or if your friend ever re-joins.
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Re: Inspect
Salo
Yesterday at 11:03 AM
Square button and Examine it should allow you to inspect the spell!
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Re: Enemy Health Turned Off
Ircher
Yesterday at 03:28 AM
I think it's pretty cool. You can still see the relative amount of health that's left, so you can make tactical decisions based on that. I don't think not knowing the exact amount increases difficulty that much. The only thing it really prevents is knowing whether you're likely to kill a character at full health in one round. Otherwise, you can estimate and plan based on the percentage of health left.
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Re: Mouse scroll WAY too fast
therbaderb
Yesterday at 12:43 AM
I want to third this. It really is quite terrible in my humble opinion to the point of nearly breaking the game for me. It's certainly hampering my enjoyment of it a great deal!
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Re: macOS currently known issues and limitations
therbaderb
Yesterday at 12:41 AM
Why on earth has the trackpad scrolling problem not been addressed yet? I still can't believe there's no way to adjust this in-game. I've been trying everything I can think to including using LinearMouse to work around this problem, all to no avail. Is someone at Larian looking into this? Please? Someone?
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Re: What difficulty level for a new player?
OrcLv3
25/05/26 09:44 PM
Welcome, to this very dead part of the forum. Is hard mode doable for a first playthrough , or does it rely on previous game knowledge and would prove too frustrating? The latter, by far. The game has its way of surprising you with far too powerful creeps among a hundred pushovers. Also: No resetting skill or attribute points. Its all about knowing which spells are viable and in which order to explore the overworld. Normal mode has the same problems, but is manageable.
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Re: Coming from DD, wondering about difficulty level
OrcLv3
25/05/26 05:41 PM
Since it's been a month, I doubt you are still looking for an answer, anyways:
Generally, the enemy balancing is much better in BD, so no more sudden OHKOs. Magic is awful early on and there are, again, lots of skills that are not worth your time. This time you can reset them in exchange for money though. Also charms are so OP and money is so abundant, that every build either becomes viable or can be switched out lategame.
If your DD playthrough taught you how to exploit every broken game mechanic you could go for hard mode. If not, that may involve lots of grinding, which is easily the worst part of BD, in which case I cannot recommend it.
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Re: Will this game FINALLY take world simulation to the next level?
Taril
25/05/26 01:11 AM
I can't imagine them abandoning coop, and for multiplayer single maps seem like a handy feature. I think it is perfectly fine to have their preferred structure (other studios do as well), I just hope the narrative content will fits more naturally with the gameplay experience. I'm not familiar with playing BG3 co-op enough to know the intricacies of why single maps have any impact at all (And as a MMO efficianado, I'm even more baffled by the notion that single maps somehow affect multiplayer at all) I mean, obviously, it all depends how well designed the system is. But personally, generally I find RPG systems with cooldowns (Tyranny, D:OS1&2, Dragon Age) to tend to boil down to repetitive loops - have a sequence of skills you will use in loop as they get out of cooldown. Aye, it depends a lot on how it actually ends up being designed. There are ways to get around repetitve loops. Such as varied cooldown timers or focus on more situational skills. Divinity could help shake up skill usage by expanding on the AP system. If they increased the amount of AP characters get from 2/5 (3/5 as Lone Wolf) up to say 5/15 (8/15 as Lone Wolf) and went in on making skills use a variety of different AP costs (1, 2, 3, 4 and 5 AP cost skills compared to mostly 2 AP with a few 1 AP skills here and there) then you can have the flexibility of AP usage being a part of your skill choice. Thus, maybe you have skills you want to use as often as possible. But then you have to figure out how to use the rest of your AP based on what you have available - Factoring in other skill cooldowns and AP costs (As well as what skills are actually useful at the time) Though I suppose that an issue that goes beyond what resource is tied to the skills - but with per rest, I find, at least myself, restrain more from using skills until necessary - Pillars of Eternity1 system working probably best for me: some common abilities per encounter, stronger skills tied to rest, with rest having soft limit that can be easily bypassed if need be, but annoying enough to encourage efficient rest pacing. I find per rest skills kind of awkward to be honest. Firstly, I usually end up erring towards martial users who ignore such mechanisms (Or casters that bypass it, such as Cipher in PoE). Since... Then I have a character who can work at full power without any "Per Rest" nonsense artificially limiting them. Which is one of my biggest gripes with this kind of spell usage. Take for example my WotR character; They can run into battle and attack 23+ times per turn as many times as they like, absolutely decimating most of the enemies in a battle single handedly. Meanwhile, in the same game, Mage characters can only be effective for so long, while they get continuously weaker over time as they run out of higher level spell slots until they become literally useless. Then there's always the issue of design can often make the entire system fall flat. Games like BG3 and PoE let you spam rests freely to recover all resources (PoE2 also has the absolutely busted Blood Mage which gives you infinite casts of whatever level spells you want due to the way their ability that "Refreshes a random spent spell slot" works when you've only used a single spell slot I.e. It isn't random, it just refreshes that spent spell slot. So you can literally just spam Level 10 spells every turn for as long as you want) Also, it can bring up that phenomena where someone (Such as myself) doesn't use consumables at all because of the "Save it for later" mentality. Whereby you then end up with a character who underperforms using low power skills (Like Cantrips, or a weak Crossbow) 99.99% of the time because of the nature of not being aware of exactly how many encounters you'll get in and thus cannot properly ration your spell usage and so just end up "Saving for later" all your actual spells. Which is an aspect that I find bizarre that actually became a thing for a TT game system, whereby things aren't set in stone and even DM's have to make stuff up on the fly to adapt to parties actions. Making the spell rationing situation even worse because not even the designer of the game knows exactly how many fights they will want to include, let alone the player who has to decide when to use their precious spell slots.
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Re: Tav Refuses to Move
Skyflyerjen
24/05/26 04:27 AM
Hello, thanks for replying!! I will just have to try that. She is blessed by a certain pain-loving god, so she'll lose that, but at this point, it's worth it to save my game!
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Sleep/Resting mechanic
Little Red
24/05/26 01:33 AM
I’d love to see resting as a tactical decision rather than a safe reset button.
You can choose any location to sleep , the environment and location determine the chance of something coming across you If everyone sleeps - maximum healing but high ambush risk If you choose a party member to stand watch they heal slower but reduce ambush chance Badly injured characters must sleep deeply to heal, more chance of ambush
Camp location, weather, shelter , injury and exhaustion suddenly become systems that can create stories naturally.
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Re: Stuck at the Watchful Sentinels In Boreas Prison
raiskader
23/05/26 12:49 PM
I will necro this thread as it was my first result on google in 2026 to add what I found by trial and error since I had neiher fire res or tp I could use.
- The dead center is a vision free zone - Smoke arrows will allow you to create dark pockets for character(s) to pass through undetected
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