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journeyman
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OP
journeyman
Joined: Oct 2020
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Bards are great!! And Gnomes are great too!! I love these!! I started a Githyanki bard and a Gnome barbarian, and my Githyanki bard really know how to throw some bad words!! Great Job!!! And I also picked up some thoughts.
Animation:
>> Please move the Shortsword to be carried on the belt like the Dagger(although I do fancy DAO Duncan's style of sword carrying, but Duncan paid heavy price for doing so);
>> Please do the same with Raiper and Scimitar as well(I know it would be fine or even appropriate for gnome to carry a Rapier or Scimitar on their back, but at least for Rapier, in Puss In Boots, Rapier looks great on that cat's belt);
UI:
>> Please maybe create 2in1 buttons for Dash, Disengage, so I don't need to have 2 Dash buttons and 2 Disengage buttons if I can do those with Bonus Action(Maybe not that necessary though since Rogue and Barbarian don't have too much skill icons displayed);
>> Please create Allin1 buttons for Melee Attack, Ranged Attack, Cantrip usage, Spell Casting, Scroll/Trinket Casting, Potion Usage. (We need a cleaner hotbar): ============================================================================================================================= ||Default Bonus Action||----Default Action---------------------||---------------Dynamic Expand------------<>---------------Special/Passive--------------|| ||-------------------------||-------------------------------------------||----------------------------------------------<>------------------------/-----------------------|| ||--------*1---------------||---------*2-------------------------------||----------------*3----------------------------<>--------*4-------------/----------*5-----------|| ||-------------------------||-------------------------------------------||----------------------------------------------<>------------------------/-----------------------|| ||-------------------------||-------------------------------------------||----------------------------------------------<>------------------------/-----------------------|| ============================================================================================================================= *1: put Jump, Dip*6, Hide, Potion usage (4 buttons in total); *2: put Dash, Disengage, Help, Scroll/Trinket Casting, Melee Attack(includes Makeshift Attack), Ranged Attack(includes Throw Attack), (6 buttons in total) ____If the current character can use magic, then also display Cantrip Casting and Spell Casting (2 buttons in in total); *3: this is the Dynamic Expand Area for Allin1 buttons' sub-category icons, if an Allin1 or 2in1 button was clicked, display its sub-category buttons in this area. ____Example 1,____if Dash was clicked, ___________in this Expand Area display Blue Dash and Brown Dash. ____Example 2,____if Melee Attack was clicked, ____in this Expand Area display Basic Melee Attack, Makeshift Attack, Weapon's Special Attacks, Basic Offhand Melee Attack, Class Special Melee Attacks. *4: this is the Special Spell area, for special spells such as Barbarian's Enrage/End rage, Wizard's recharge spell slots, Warlock's sequence Hex, Druid's Hurl Fire; *5: this is the Passive area, let it share the same spot with the Special Spell area in order to save space, and provide a button to switch between Special and Passive; *6: Dip and Push, one of them should go to the Melee Attack's sub-category and become an Action instead of Bonus Action.
>> Please make the melee weapon slots into a main weapon loadout that can be able to equip range weapons;
>> Please make the Range weapon slots into sidearm slots, that can only store 1 weapon, to replace whatever I have in my main weapon loadout if been switched to. Say, my main weapon loadout was a sword and a shield, if my sidearm slots stores a dagger in main hand slot, when weapon switched, replace my sword into that dagger; if my sidearm slots stores a dagger in off hand slot, when weapon switched, replace my shield into that dagger; if my sidearm slots stores a longbow, when weapon switched, replace both my sword and shield into that longbow. As you can see, since this sidearm slots concept allows to store only 1 weapon/shield, there should be no conflict. And, in order to make this system to be clear enough for players to track, use a darkened display method in Inventory: if I currently have my sidearm equipped, then make the "suppressed" or "replaced" main weapon loadout item to be darkened, or give it/them an alpha blur. As for the hotbar area: ============================== --______-______ ----------_____ -|--------|--------|--------|--------| -|--*M---|--*O---|-<==>-|---*S ---| -|______|_____|--------|______| ------------------------------------------ ============================== *M: the Main hand weapon from the Main Weapon Loadout *O: the Off hand Weapon from the Main Weapon Loadout *S: the sidearm Weapon to be switched to (when switched, don't actually switch the item's icon, just darken the suppressed item's icon) *another benefit from this mockup is that now if the game always display both the Main Weapon loadout and the sidearm on character, the character would look great.
>> Please allow a character to always have his weapon unsheathed, by adding a small checker in Inventory interface(it is a shame not to see Gale by default put his staff on his back while the game has great idle animation for staff holding, while I have no issue seeing Astarion putting his dagger on his belt)
>> Please add a line of quick combat access slots to the Character's Inventory interface, to store Scrolls, Potions, and other items that I might want to throw, as long as it wasn't heavier than 5weight, and make these items to be the only ones that could be displayed when I choose Potion Usage, Scroll Casting, and Throw. So that for example, when I click Throw, it would no longer display all my inventory but instead display only my equipped melee weapons, and items I stored in these quick access slots. As for boots, seriously, if I haven't taken off my boots first yet still wish them on a goblin's face, that would be called a Kick, not Throw, besides, boots throwing already has op dmg in EA xD. Back to the topic, one of the problem BG3 currently has in term of Combat, is that as soon as I progressed to about level4, I started gotten overwhelmed by my inventory items, to Throw, I see too many unwanted items in the displayed list, to Drink, I see too many unwanted potions among too many unrelated other items in my inventory, same thing goes to scroll casting as well, even with the latest UI upgrade, this feeling of been overwhelmed by loads and loads of items in my inventory still persists. Managing the inventory outside of the combat is one thing, but going through my inventory frequently during the combat encounters is another. Also, in balance design wise, if we look into DnD's class design, classes like the Wizard has a rule about Prepared Spells, why does DnD have to make Wizard class to prepare those spells first? Why can't Wizard Class to cast just any spell that they already learned? It's because spells means special solutions for certain situations, and so do Scrolls and Potions. If one need to prepare Spell first for each trip of the adventure, then Scrolls and potions would also benefit, in matter of balancing, from the similar restriction of preparation. Otherwise, if I got all those scrolls and potions in every combat at my disposal at will, then every combat encounter I'm going to face after lvl4 would only have petty differences on the enemies' hp, because on my side, I got all solutions. Potions and scrolls are meant to be an compensation solution to what the natural spell casters have, and they are not meant to replace the natural spell casters in every tactical situation.
Balance on Combat Action/Bonus Action:
>> Please make drop item, loot item, pick up item to cost an Action point just like Throw;
>> Please make switch weapon to cost an Action point if has no free hand, else, cost a Bonus Action instead. For example, if I currently have my rapier unsheathed, then to switch to my bow, cost only a Bonus Action, but if I currently have my greatsword unsheathed, then to switch to my bow, cost me an Action instead;
>> Please make climb to cost a Bonus Action, and climbing ladder or similar interaction to cost both Action and Bonus Action. So that the super jump can be of more use;
Balance on Combat Miscs:
>> Please make it so that if a character was equipped with a weapon that can't be sheathed(that EverBurning Greatsword), then this character should not be able to do switch weapon at all;
>> Please make it so that to Dip a weapon and set it on fire, it need first to be coated with some kind of oil, because you can't magically set a longsword's blade on fire by just dip it on a regular candle;
>> Please forbid throwing barrels directly from inventory. Heavy things like barrels should be first placed onto the ground, to add a extra depth for the combat encounters.
Thank you for reading!!!
Last edited by ioci; 14/07/22 10:17 PM.
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journeyman
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OP
journeyman
Joined: Oct 2020
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Forgot to mention 3 things: Companions: >> Please give Lae'zel a Dueling feat so that she could be benefit from fighting in a style similar to her iconic featured art; >> Please give Wyll 14 in Str instead of 14 in Int and give him Longsword proficiency instead of Rapier proficiency so that he could be as cool as his supa cool featured art. Besides, according to the story, he grew up in a farm, so he would more likely to have good strength than having scholarship education. And, more importantly, he had a bad history with goblins, so if he want revenge, he should be good in strength, otherwise he might still been pushed around by goblins. Character Creation: >> Please don't give proficiency of the whole list of simple/martial weapon if one was supposed to know the category. Just gives a limited amount, 2 or 3, for player to pick. Fighters can pick more; >> Please make the starting weapon/armor to be only related to the Background or Race, instead of the Class. And let player to choose which weapon or armor to start with according to what the picked background provides, in a method that skill picking uses. while Race can provide starting armor/weapon that each their own racial proficiency suggests, background can do something like this: - Soldier______________a Martial Weapon of any kind___________________________________________and a chainmail or a ringmail;
- Entertainer__________weapon between Longsword, Rapier, Short Sword, Dagger___________________and a bard light armor or bard cloth;
- Folk Hero____________weapon between Long Sword, Spear, Light Crossbow, Short Bow_____________and a leather or hide armor;
- Guild Artisian_________weapon between Dagger, Light Hammer, Staff, Club_______________________and a commoner cloth;
- Noble________________weapon between Polished Dagger, Rapier, Staff___________________________and a noble cloth;
- Outlander____________weapon between Handaxe, Spear, Dagger, short bow, long bow______________and a hide armor;
- Sage_________________weapon between Dagger, Staff_________________________________________and a Mage Robe;
- Urchin_______________weapon between Dagger, Short Sword, Club______________________________and a commoner cloth;
- Acolyte______________weapon between Dagger, Mace_________________________________________and a chainmail, or a Mage Robe
- Charlatan____________weapon between Rapier, Short Sword, Longsword, Dagger__________________and a Leather armor or a commoner cloth, or a bard armor
- Criminal_____________weapon between Dagger, Short Sword, Great Club, Club____________________and a Leather armor, or a commoner cloth, or a noble cloth
Last edited by ioci; 14/07/22 10:24 PM.
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