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stranger
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OP
stranger
Joined: Feb 2022
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Hi
Here is my feedback
User interface:
1. I like the new UI, but I'm sad that the hotbar character portrait of the currently selected character isn't targetable with spells and other actions anymore. Other character portraits still have this interactivity. The "+ icon" for leveling up isn't clickable anymore either. 2. I don't understand the purple dot on the character portraits, it seems to just indicate that there is an effect (any) on you, which seems to be pointless information. So if you have any kind of buff active all the time, it's just there all the time for no good reason it seems. 3. I'd love to be able to drag certain conditional abilities like the "great weapon master: bonus attack" onto my hotbar instead of having it just show up out of nowhere on the opposite site where all the attacking buttons are. It would be good if it could just stay on my hotbar grayed out until i've met the conditions, like other icons already do. 4. I'm not a fan of story related items being highlighted orange. It makes them look like legendary/magical items or somthing like that. There has to be another way to distinguish them like a little quest icon, like a feather and quill or a little star - something like that would be more fitting than color which is used to indicate what kind of magical tier an item is supposed to be. 5. Inventory management is quite tedious right now. It would be great if you could just make a box by dragging your cursor to mark multiple things and then open context menu to send to camp or just drag your whole selection into another inventory. you know much like you can do with folders in windows. 6. Many tooltips could benefit form more accurate discription. For example th Athletic and Mobile Feat could tell you how many meters/feet of movement speed you gain. 7. If you give a creature the "Wet Condition" they gain vulnerability to lightning and frost damage, however a creature such as Grym who is immune to those damage types is still immune which is fine but it displays it as vulnerable if you examine Grym. 8. At the moment you can only reset ALL your keybinds to default. It would be great to be able to reset individual keybinds to default. 9. The game really doesn't need a two modes for trades: you could just implement "Trade" into "Barter", since all "Trade" does is sell for gold with a click, you could do that in "Barter"-mode with something like ctrl+click instead of having two modes. If you choose to keep the clunky two mode system, please make the game remember which mode you chose, so you don't have to switch every time you want to do a trade. 10. It would be nice if we could have a indicatior for light levels that is similar to cone of vision you get from holding L-Shift. That way we can see all of the information at once on the screen, rather than needing to move the curser to every space and checking the little sun icon. Light levels are quite important gameplaywise but there just isnt a good way to accuratly see them right now. Same goes for the cone of darkvision some characters have, you can't see where it ends and such.
Gameplay:
11. In combat if you missclick it's rather punishing. In other turnbased games you can at least reset movement, if it's just movement, without an event like an action taking place. And after taking an action you can reset your "rest-movement" with just a button press. 12. One of the few classes that commonly uses a bow is the rogue. Sadly the rogue will likely never use any of the special arrows because it's not compatible with sneak attack the way it is programmed at the moment. There is nothing in 5e rules against it as far as I know and it would add more variety and fun to rogue gameplay, if you could use a special arrow as part of your ranged sneak attack. 13. My solution for the reaction system: add 3 modes to the passive buttons - "off", "on" and "on with prompt box asking for confirmation" that way the player can choose how much the game is slowed down. i think there are a lot of people who would choose "on with prompt box asking for confirmation" only for some important reactions and otherwise let the game autopilot. 14. If you throw a potion directly at the face of a character it should theoretically inflict bludgeoning damage along with the potion effect. 15. It doesnt make sense to me that the arcane canons at the arcane tower turn of as you power the tower, wouldn't it make more sense if they'd turn on at that point?
Would be nice:
16. I had the most fun in DOS2 when strategically moving freind and foe around the battlefield with aerothurgy. The D&D spell for this would be vortex warp, it's not part of the players handbook but you already got the code for it. 17. Whyll the warlock, the blade... isn't a hexblade? I know it's not in the players handbook but... really? that would be a bummer. 18. Multiclassing is an optional rule but it wouldnt be much work to add and so much fun. 19. We might not be able to import characters into the game, but maybe we could at least save our character creation as a preset?
Bugs:
20. You can't sneak in places like: in the nautiloid, the room before the helm. because there is some issue with invisible cones of vision from the two cambions that spawn in there later. And at the Ancient Forge where the imps pop up after you used the hammer during the encounter with grym. Their vision is already there stopping you from sneaking, before these units have been spawned in. 21. If you side with Nere and do the encounter his vision causes you to do stealth roles even though he's a friendly. 22. Npcs moving their cone of vision erratically causes your characters to roll multiple stealth checks. 23. There are many items of the same type that wont stack in the game. 24. The Ping Beacon doesnt seem to work. 25. Warlocks can just stay out of combat and summon infinite imps: Other characters start a combat, imp flies in invisible and gets a free attack, warlock summons new imp which unsummons the old one, new imp gets to enter combat and gets a free hit. This can be repeated until the combat is over. 26. At the arcane tower on the ground floor there is a pipe inside and outsite that you can discover with a perception check. it doesnt seem to do anything though? I expected to be able to maybe send a familiar through it, so it can open the door for you...?
The game looks very good so far, great quality. The only thing that could ruin it would be, if it was unfinished and rushed to release like so many other games these days.
Thanks for reading.
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addict
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addict
Joined: Oct 2020
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Firstly, welcome to the forums !
Secondly, that's a very nice feedback report.
Thirdly (and I don't think that me saying this has any sort of worth or weight at the end of the day, but hey), I agree with pretty much everything said.
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addict
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addict
Joined: Sep 2017
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18. Larian confirmed multiclassing will be in the official release 24. Ping hasn't worked since Day 1 of EA. I've been adamant in asking for it because it is integral to cohesive co-op play and stratagem 25. This can also be done with Druid Flaming Sphere just killing enemies without engaging in combat. It's a hole in Larian's code with respect to summons.
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veteran
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veteran
Joined: Dec 2020
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About Wyll being a hexblade: that would make so much sense, sadly his patron storywise is Mizora, a cambion. I don't know, how much they had to change storywise, if they made her a being from the Shadowfell. I agree with pretty much anything in the list.
"We are all stories in the end. Just make it a good one."
Doctor Who
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member
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member
Joined: Aug 2021
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Actually they can reflavour to his eye being an artefact of power. The artefact may be of shadowfell origin, so it wouldn't contradict with mizora being a cambion
add hexblade warlock, pls
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member
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member
Joined: Aug 2021
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Great feedback report, thank you! +1 to everything
add hexblade warlock, pls
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veteran
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veteran
Joined: Feb 2021
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I always thought Wyll should be Pact of the Blade because he has a Rapier, and warlocks aren't proficient with rapiers. With Pact of the Blade, he'd have a magically summoned blade that could take the form of a rapier.
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addict
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addict
Joined: Oct 2020
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I always thought Wyll should be Pact of the Blade because he has a Rapier, and warlocks aren't proficient with rapiers. With Pact of the Blade, he'd have a magically summoned blade that could take the form of a rapier. I think so as well, especially considering that Pact of the Blade is a PHB option if I'm not mistaken while Hexblade is not.
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old hand
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old hand
Joined: Apr 2022
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Hopefully they will adjust the "final Wyll" as well as other characters accordingly. Otherwise I can only recommend the OP to send the whole thing (Link to this forum thread) again directly to Larian: https://larian.com/support/baldur-s-gate-3#modal
Last edited by Lotus Noctus; 26/07/22 11:32 AM.
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veteran
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veteran
Joined: Jun 2020
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Regarding Wyll - what the game doesn't convey too well is that the form of your pact and your patron, are two different and independent things, not contingent upon one another. Wyll should certainly be a pact of the blade (because his other handbook choices opposite that are tome and chain), and that doesn't interfere with him having his patron be Fiend (whose other handbook options are Old One and Archfey).
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veteran
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veteran
Joined: Feb 2021
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I think they shouldn't let us choose his pact, tbh. When we meet him, he should be at least level 2 already and have his pact set as Pact of the Blade instead of giving him a free Rapier weapon Prof.
Hex blade would be cool though for a custom character option, but as mentioned, that's not PHB.
Last edited by GM4Him; 26/07/22 12:46 PM.
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veteran
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veteran
Joined: Oct 2020
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I think they shouldn't let us choose his pact, tbh. When we meet him, he should be at least level 2 already and have his pact set as Pact of the Blade instead of giving him a free Rapier weapon Prof. Problem here is replayability ... If you give him Pact of the Blade, his character will be a lot more focused to certain gameplay, than when you make him lvl 1 and let people play him however they want ...
I still dont understand why cant we change Race for our hirelings.  Lets us play Githyanki as racist as they trully are!
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addict
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addict
Joined: Sep 2017
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Why write the corny Blade of the Frontiers stuff if you had to homebrew it? There has to be something we don't know yet.
Or else Larian is really silly for doing that
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Van'tal
Unregistered
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Van'tal
Unregistered
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Wyll can be a Hexblade...did that once. Patch8 readyUnder additional features in the description: An extra addon is available to make Wyll a Hexblade.
Last edited by Van'tal; 26/07/22 03:24 PM.
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veteran
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veteran
Joined: Oct 2020
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I really like how they distinguis visualy Eldrich Blasts for every subclas! I wonder if they even alterned animation to feel less necrotic and more ... related to that subclass. Also, feel free to corect me but the main problem with Wyll as a Hexblade is that they basicaly have pact with their weapons, wich dont goes from Fiends ... and we allready know he have pact with Mizora. But on the other hand, there is enough other "exceptions" to oversigh this one aswell. 
I still dont understand why cant we change Race for our hirelings.  Lets us play Githyanki as racist as they trully are!
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member
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member
Joined: Aug 2021
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A lot of tables reflavour "pact with a weapon" into "pact with a mystirous artifact" . So it can be Wyll's eye
add hexblade warlock, pls
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veteran
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veteran
Joined: Dec 2020
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Wyll can be a Hexblade...did that once. Patch8 readyUnder additional features in the description: An extra addon is available to make Wyll a Hexblade. Nice, that this mod is up again. I loved playing those subclasses. And I might try out Wyll as a Hexblade, even though it doesn't really make sense storywise with Mizora as his patron
"We are all stories in the end. Just make it a good one."
Doctor Who
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Van'tal
Unregistered
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Van'tal
Unregistered
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I really like how they distinguis visualy Eldrich Blasts for every subclas! I wonder if they even alterned animation to feel less necrotic and more ... related to that subclass. Also, feel free to corect me but the main problem with Wyll as a Hexblade is that they basicaly have pact with their weapons, wich dont goes from Fiends ... and we allready know he have pact with Mizora. But on the other hand, there is enough other "exceptions" to oversigh this one aswell.  I like him as Fiend Pack...he gets fireball. He has Eldritch Spear for that extra reach and two blasts now. ...and the super-imp concept is pretty fun...an invisible AOE striker for all damage occasions, with nice resists and poison immunity. A nice extra: because wyll's spell slots auto upgrade, he casts his invisibility as an AoE (nothing to do with Fiend). Great for say., running past the Mask people to get Ethel, if you want to try to save them. Many uses for group invisibility...battle setup, yada, yada, and WOW, didn't think of that yet.
Last edited by Van'tal; 27/07/22 04:22 AM.
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enthusiast
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enthusiast
Joined: Jun 2012
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12 - there should just be a quiver slot, like there always was in the older games, and regular missiles (arrows, bolts, perhaps even bullets if we ever get slings) should also be a thing. The magical arrows could be more abundant, perhaps with separate rarer versions that do damage AND create a surface, and the more common ones that just do extra damage. 13 - a great idea, actually. 14 - I think it does? I definitely had a mishap where a potion thrown at a dying character killed them by doing 1 damage.
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Community Manager
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Community Manager
Joined: Jul 2022
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Hey! Thanks so much for the in-depth feedback list! Just a quick question: 1. I like the new UI, but I'm sad that the hotbar character portrait of the currently selected character isn't targetable with spells and other actions anymore. Other character portraits still have this interactivity. The "+ icon" for leveling up isn't clickable anymore either. It should be possible at the moment to target the currently selected character both clicking on the portrait on the Initiative track and the party view on the left. Do you mean selecting the current character through their round portrait on the bottom left? Just making sure I'm understanding this point correctly 
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