Larian Banner: Baldur's Gate Patch 9
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#843677 04/02/23 01:58 PM
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Hi. Got some ideas. Here they are:

Character creation:
1. Add an option to choose body-type for character creation screen. It's bad to have only one option. It will be so cool to have tough barbarian/warrior/paladin instead of...this one we have now.

Miscellaneous:
1. Add cinematic for jumping critical hit.
2. Add item sets for classes which can be upgraded.
3. Add an option to re-color armor and weapons hilts.
4. Add unique models for unique items.
5. Add an option to customize armor and weapons: add damaging effects (poison/fire/lightning/ice and etc.) for weapons and same resistance effects for armor.

Classes
Hunter:
1. Add "Piercing shot" ability for Hunter subclass.
Explanation: Hunter releases special arrow that pierces first target and deals damage to a second target that is behind the first one (in line). First target takes full damage and "bleed effect", the second one - just full damage without "bleed effect". Can be activated 2 times per Long Rest.
2. Add "Silencing Shot" ability for Hunter subclass.
Explanation: Hunter releases special arrow that silences target. Can be activated 2 times per Short Rest.

Barbarian:
1. Add "Rampage" ability for Berserker subclass.
Explanation: Barbarian makes whirlwind strike dealing damage and knocking targets prone. Can be activated 2 times per Long Rest.
Or: Barbarian begins to whirl and then run over (whirling run) a short distance dealing damage and places "bleed effect" on every damaged target. Can be activated 2 times per Long Rest.
2. Add "Blind Rage" ability to Berserker subclass.
Explanation: Berserker strikes multiply times with low accuracy one target. Can be activated 2 times per Short Rest.
3. Add "Leaping strike" for Barbarian class.
Explanation: Barbarian leaps on targeted area dealing AoE damage. Has a chance to knock targets prone. Ability can be activated 2 times per Short Rest.

Rogue:
1. Add "Shadow Assault" ability.
Explanation: Rogue teleports from target to target 3 times dealing damage and poisoning them. Requires Stealth. Ability will be interrupted if Rogue missed. Can be activated 2 times per Long Rest.
2. Add "Throw dagger" ability.
Explanation: Rogue throws dagger that deals damage and places "poison" and "root" effects on target. Requires simple dagger in inventory. Can be activated 2 times per Short Rest.
3. Add "Exposed" ability.
Explanation: Rogue has +30% dodge chance and has +30% critical chance for 2 turns. Requires 50% or less HP. Can be activated 2 times per Long Rest.

Fighter:
1. Add "Readiness" ability.
Explanation: Fighter takes defensive stance taking 50% less damage from all sources except "magic" damage and parrying any melee attack dealing -30% less damage to attacker. While in that stance Fighter can't attack or move. Can be activated 2 times per Short Rest.
2. Add "Warbringer" ability.
Explanation: Fighter charges to single target dealing cone damage and places "bleed" effect on damaged targets. Requires non-light weapons. Can be activated 2 times per Long Rest.

Paladin:
1. Add "Exorcist Aura" spell.
Explanation: Paladin activates special ability which infuses Paladin with light (as Light cantrip spell) and deals low radiant damage to nearby fey/fiends/undead in a small radius for 2 turns. Each character's level increases its radius and damage. This spell can be activated 2 times per Long Rest.
2. Add "Avenger" spell.
Explanation: Paladin casts spell that blinds nearby enemies in a small radius and gives Paladin +50% critical chance for 1 turn. This spell will be automatically activated free (has no spell cost) if companion downed. Spell can be activated free 1 time per Short Rest.

P.S.: Abilities/spells names are for example.

Ramzesis #843700 04/02/23 04:48 PM
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These mechanical suggestions for the most part just make all characters stronger, further invalidating existing class abilities and the process of leveling up to get cooler abilities.

If you want these to be default abilities that each of these classes get at level 1, then I'd recommend a drawback to each of these to make them mechanically ~equivalent to a basic attack/cantrip. This would then add flexibility to characters without directly increasing their power. Otherwise, they should be class abilities granted at certain levels.

This one:
Originally Posted by Ramzesis
Fighter:
1. Add "Readiness" ability.
Explanation: Fighter takes defensive stance taking 50% less damage from all sources except "magic" damage and parrying any melee attack dealing -30% less damage to attacker. While in that stance Fighter can't attack or move. Can be activated 2 times per Short Rest.
is similar to something that *should* be in the game for ALL classes: the Dodge action. Characters spend their action to dodge, giving them advantage on Dex Saving Throws and enemies have Disadvantage to attack them until the start of the character' next turn.

Ramzesis #843718 04/02/23 09:09 PM
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Most of that is too "World of Warcraft" for my tastes.

As for customization options...since we are still in EA i do hope that those will be available after release.

Ramzesis #843742 05/02/23 09:49 AM
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Originally Posted by Ramzesis
1. Add an option to choose body-type for character creation screen.
This feature was semi-confrimmed in last Larian trailer, released at Game Awards ...
There was person that looked clearly as PC Barbarian Human, and he certainly was bulked.

I for one hope for tiny body option for my Warlock.

Originally Posted by Ramzesis
1. Add cinematic for jumping critical hit.
What?

Originally Posted by Ramzesis
4. Add unique models for unique items.
Wich unique item dont have unique model? O_o

Originally Posted by Ramzesis
5. Add an option to customize armor and weapons: add damaging effects (poison/fire/lightning/ice and etc.) for weapons and same resistance effects for armor.
So, you want to create your own elemental equipment?
Doesnt seem to be fitting the theme honestly. :-/ But as a reward for some quest in Baldur's Gate (or simmilar place where we WOULD have needed equipment) ... why not.

As for the rest ...
I see no reason to coment on it, this game is supposed to be based on DnD, im no expert but dont remember any of abilities you described to be anywhere in DnD, so chance for them to appear in game should be bellow zero.


I still dont understand why cant we change Race for our hirelings. frown
Lets us play Githyanki as racist as they trully are! frown
Ramzesis #843796 05/02/23 09:21 PM
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Jump attacks look absolutely ridiculous, combat looks silly enough already, in my opinion. I can't even bring Astarion along anymore, as his silly jumping sneak attack is just too much. As far as the rest, I was told it planned to be the 'definitive D&D 5e representation in a video game' when I bought it. And while it hasn't turned out to be that, obviously, I can only hope it doesn't veer too much further from D&D 5e.

Ramzesis #843805 05/02/23 10:33 PM
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Keep in mind that this game is based on Dungeons and Dragons, so altering abilities of classes or subclasses would probably make a bunch of people (including myself) unhappy.
Some of your suggestions are things you can do in DnD, they just require higher levels or subclasses and feats that we don't have during early access. Some things are possible with different classes than you suggested (or multiclassing) and other suggestions sound a bit too powerful.


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