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So I've been playing a goolock this patch, and while I like the idea of this new feature(even though it's straight home brew) I don't feel it procs enough to be comparable to the Fiend's Dark Ones blessing.

Dark ones blessing is very easy to get up, and it gets better as your level goes up.
Mortal Reminder requires a critical hit to proc. Critical hits just don't happen all that much in D&D, and right now at the levels we're playing at, if we do get a critical hit, it's usually also a kill.

I think a better way to make mortal Reminder feel more useful is for it to proc on any hit, not just critical, but to balance that out, don't make it an automatic frightened. Give it a wisdom saving throw so the enemy has a chance to avoid it.
Mortal Reminder would now be avoidable, but it would proc alot more often making it more useful in the long run.
Right now, it just doesn't really do anything, due to only activating on critical hits.

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It frightens not only the enemy you crit against but all nearby enemies. It is already quite strong because every hit against a sleeping target from the close up is an auto crit, same works for knocked out npcs. It is already quite good depending on the setup. Also warlocks can shoot 2 projectiles/action with EB starting from level 5 and it raises the proc chance.

Last edited by neprostoman; 24/12/22 01:33 AM.
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Originally Posted by neprostoman
It frightens not only the enemy you crit against but all nearby enemies. It is already quite strong because every hit against a sleeping target from the close up is an auto crit, same works for knocked out npcs. It is already quite good depending on the setup. Also warlocks can shoot 2 projectiles/action with EB starting from level 5 and it raises the proc chance.
Yes, but I find whenever I do crit, regardless of whether they're asleep, or just a real crit, it usually just kills the enemy. What's the range of "nearby"? I haven't seen any enemies be close enough for them to be feared as well.
I don't know, maybe it gets better at level 5, but to me it just seems to never happen. The few times I do crit, it just kills them.

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Originally Posted by neprostoman
It frightens not only the enemy you crit against but all nearby enemies. It is already quite strong because every hit against a sleeping target from the close up is an auto crit, same works for knocked out npcs. It is already quite good depending on the setup. Also warlocks can shoot 2 projectiles/action with EB starting from level 5 and it raises the proc chance.

Scorching ray can also be a really good spell because it's a triple hit. Combined with the extra d6 from hex that spell can be murder.

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I think they should either change “mortal reminder” or replace it with another subclass feature.

There are a couple ways to get autocrits for a combo, but it generally isn’t worth the hassle. Sleep only affects low HP enemies that will just die upon a crit. Hold person affects high HP enemies, but they generally just remain paralyzed for the 1 turn of fear from mortal reminder. It isn’t a terrible combo, if there are other nearby enemies, but the situations where is very useful just don’t come up that often.

Personally, I think there are plenty of alternatives that would be much nicer, such as:

- Detect thoughts always on (only useful out of combat)
- +1 to spell save DC (since the other unique sub-class features are save-or-suck spells)
- Advantage on saving throws against being frightened or charmed

Last edited by Kind_Flayer; 24/12/22 03:43 AM.
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I tested it out today. I managed to trigger multiple enemies to have the frighten effect. the approximate range of the effect is a 2-3m surrounding the target.

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It's a super strong ability, a no save, no concentration, fear effect that's party friendly. The always on Detect Thoughts suggestion would definitely be more thematic, though I don't know whether Detect Thoughts is still bugged since last time I tried it out.

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Originally Posted by Kind_Flayer
Personally, I think there are plenty of alternatives that would be much nicer, such as:

- Detect thoughts always on (only useful out of combat)

I would much prefer this. I think its not too strong, it fits really nicely thematically, and it gives the goolock some great roleplay options.

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yeah it's great..shouldn't be touched at all.

Still needs more spells to counter all the fire crap fiend gets fire ball ??? scorching rays?!? command spell?! And what do we get with Great Old One? Phantasmal Force Dissonant Whispers(ok i guess still not scorching ray) Tasha's Hideous Laughter not all that great if compared to the fireball..

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Originally Posted by Kind_Flayer
I think they should either change “mortal reminder” or replace it with another subclass feature.

There are a couple ways to get autocrits for a combo, but it generally isn’t worth the hassle. Sleep only affects low HP enemies that will just die upon a crit. Hold person affects high HP enemies, but they generally just remain paralyzed for the 1 turn of fear from mortal reminder. It isn’t a terrible combo, if there are other nearby enemies, but the situations where is very useful just don’t come up that often.

Personally, I think there are plenty of alternatives that would be much nicer, such as:

- Detect thoughts always on (only useful out of combat)
- +1 to spell save DC (since the other unique sub-class features are save-or-suck spells)
- Advantage on saving throws against being frightened or charmed
an no spells like Detect thoughts or talk to animals should never be a primary class skill. As a extra fluff thrown in sure but nothing more.

They make class weaker in combat if they are used as such.. Especially as BG 3 is full of scrolls items and potions that all do the same thing.

Last edited by Lastman; 19/01/23 09:52 AM.
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I have had enemies touching didn't become frightened after a crit face it the feature is bullshit

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Locking thread to prevent duplicate discussions on the same topic. Please continue discussion in thread https://forums.larian.com/ubbthreads.php?ubb=showflat&Number=849935.


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