Larian Banner: Baldur's Gate Patch 9
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So far, 99% of the updates made for patch 7 are fantastic. Most everything is so much smoother and more polished.

However, there are few places where I believe some changes should be made.

First, and probably the least important, but most disappointing change, is that in the bite scene if you let Astarion drink your blood, he no longer has the line, "This is a gift you know. I won't forget it." I think that line was way too on point for his character and so well delivered that now seeing the scene without it is just hollow and not nearly as well transitioned. I very strongly request that it be worked back into the script. Oh and speaking of disappointing companion reaction changes, the sex scene between the bugbear and Buthir no longer triggers commentary before or after the encounter from Astarion. This is a really amusing mini scene, and it was very characteristic for Astarion. I don't think Shadowheart reacted either, and her original reaction was also in character. So, I really believe these companion reactions to that scene should be re-added. It's the little dialogues, like all of the above examples and more, that really helps to fill out the characters and make it truly immersive, as they should interact with what you say and do.

Second, this is is not really a patch 7 issue in general, just an issue that's there that has been there all along, but when playing a multiplayer game, automatic cutscenes seem to randomly choose a player to interact with it. I think there needs to be a better system for this. For example, maybe the player who is controlling the companion that the cutscene features is the one who gets the scene. Or maybe the person who initiates the camp is the who gets it. But having it randomized like this gives scenes to a player who doesn't want a particular scene or doesn't care about a particular companion's back story or approval and takes the scene away from another player who may want it or does care about the companion approval/backstory. In the case of other scenes where it's not just one companion or a character who's not a companion at all (Raphael, for example), I know this is would be much more difficult, so perhaps these instances could continue to choose a random player to interact. There is also still an issue with multiplayer camping, where one person will go to camp but if there's a cutscene in the middle of the night, after everything is done and one player clicks the bedroll or fire to go back to the world, only one player is sent while the other is still in camp and if they try to do the same to rejoin the first player, it initiates another rest. This led to my party having to go through resting 5 times at one point, before we could get everyone back out into the world at the same time.

The added cinematics are amazing and really help fill out what is already there, so that all is super exciting. The new cinematic and design for Karlach is amazing and so much more authentic feeling.

Third, the newly added barbarian class is amazing and easily one of my favorites already. However, there is a rage feature that is not currently working as it should in DND; once a rage ends, the player becomes exhausted, granting certain debuffs. I noticed with my barbarians, nothing happens when the rage ends, so I sincerely would like this to be addressed.

Finally, a very minor change I would suggest is add all companion approval rating scales to the main [I] inventory, maybe at the bottom on the left hand panel, so we can easily scroll through and check on how much certain snarky companions hate (or love) us.

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Wooo! In the secret passage
we can finally disable statues, AND disarm traped chest

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The Exhaustion is only on the Berzerker subclass, but it seems they will not be implementing this into the game.

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Originally Posted by Wormerine
Wooo! In the secret passage
we can finally disable statues, AND disarm traped chest
I liked that change.


Party control in Baldur's Gate 3 is a complete mess that begs to be addressed. SAY NO TO THE TOILET CHAIN
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Originally Posted by DraigoZarovich
The Exhaustion is only on the Berzerker subclass, but it seems they will not be implementing this into the game.

A "feature" that Larian are wise not to include in the BG3, as it should have been dropped in errata years ago, or with Tasha's changes. It's the number 1 reason no one plays berserker in 5E.

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Yeah I am glad that stupid exhaustiong thing was dropped from barbarians, but it should still be something that could happen in game

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Originally Posted by TheBalzan
Originally Posted by DraigoZarovich
The Exhaustion is only on the Berzerker subclass, but it seems they will not be implementing this into the game.

A "feature" that Larian are wise not to include in the BG3, as it should have been dropped in errata years ago, or with Tasha's changes. It's the number 1 reason no one plays berserker in 5E.
The free Long Rest spam would largely negate even severe Exhaustion in BG3 anyway.

Berserkers are ridiculously OP compared to other martials right now. Especially since they get that extra attack or Enraged Throw with Bonus Action. Larian have also added items that grant MORE bonus actions and are spamming Potions of Haste everywhere. BG3 Berserker can get 4 attacks per turn easily before level 5, when they will have 5 attacks. That's completely absurd.

They should redesign the Exhaustion from Frenzy so that it would be significant but not crippling. Frenzy is too powerful and it needs some balance. Or tone the class down in some other way.

And the extra Bonus Actions from items need to go completely.

Last edited by 1varangian; 18/02/22 02:06 PM.
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I agree. The way I've balanced Berserker at my table is by having them lose a turn after rage is lost, the same thing that happens upon the loss of Haste. Perhaps they could do the same, not that it would matter with how short fights are right now. I am glad to see the subclass finally being used, but it is truly broken without that drawback.

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They really need to get rid of these extra actions AND remove the double surprise rounds.

What's the point of even having combat in this game if a Berserker can drink a Haste potion, wear an Extra Bonus Action helm and surprise attack Auntie Ethel to get 9 Greataxe Frenzy attacks in before she even gets a turn. Lol it's so stupid. And you can still add poison to that too if the damage somehow isn't enough to murder a boss. +Reckless Advantage +an axe that deals +1d4.. seriously.

Last edited by 1varangian; 18/02/22 02:35 PM.
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The present implementation of the Berserker removes any challenge from the game. Why does each new classes' implementation need to be more ridiculous than the last?

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Firstly I enjoyed the addition of the Barbarian class, it seems to have powerful offensive and defensive application and definitely strong rp riffing potential.

Secondly, enjoyed seeing some new magic items strewn about, makes it worthwhile travelling through this now overly familiar part of the sword coast.

One thing I'd like to see addressed is often in game the closest character to an npc triggers a cutscene conversation and that character is stuck doing the talking. I think there's a button to switch characters in the bottom left of the screen but last I knew this doesn't change your options for who's doing the talking or skill checks relative to the conversation. I hope that you can choose who does the talking or skill checks/interaction in the future. I understand there may be some encounters where you want it to be situational depending on circumstances like npc disposition, or a trap or you know leaving some things arbitrary. It is just frustrating at times to watch a party member totally unsuited to diplomacy basically railroad the party, time to reload hehe ...

Another thing that was a little quirky is the ability "Endless Rage" being a bonus action. It should really just be a passive or constant effect tacked on to your rage ability, it seems very clunky to have it this way.

Fifthly things I am hopefully looking forward too in future patches: Variant Human, Polearm Mastery, Sentry, Sharpshooter, Green Flame Blade, Hexblade, Gloomstalker, ... and in general stuff in the Sword Coast Adventurer's Guide makes sense right? Hopefully ...

And finally, please please please 5th level and multiclassing oh please and many blessings unto you when you do laugh

Last edited by L07D_Gn4$h37; 18/02/22 08:48 PM.
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Originally Posted by DraigoZarovich
I agree. The way I've balanced Berserker at my table is by having them lose a turn after rage is lost, the same thing that happens upon the loss of Haste. Perhaps they could do the same, not that it would matter with how short fights are right now. I am glad to see the subclass finally being used, but it is truly broken without that drawback.
An immediate debuff that would only impact the same fight would be better design than giving some crippling long lasting debuff that would be meaningless with BG3s rest button anyway.

They still need to address the insane burst damage though. Even before the berserker alpha strikes just ended even boss fights or the Githyanki patrol. And giving the bosses HP bloat on a harder difficulty is definitely not the answer either. It would just force the player to exploit the alpha strikes and surprise rounds which is not fun, reactive or dynamic.


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