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stranger
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OP
stranger
Joined: Oct 2021
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The topic of the push has been raised here before, someone wanted it to remain a bonus action, someone to be ordinary(including me).
I wanted to consider the problem with the dream spell. Now this is a fixed value and you can't risk a dice roll to increase the amount of hp for euthanasia. To put 1 enemy to sleep, one spell cell is missing, you need to spend the second one at once (oh, don't forget that there are still elves among the enemies who are generally immune). So you spend the second cell of the spell, your action to put the enemy to sleep for 2 moves (instead of 10), and it's not even paralysis, he will wake up after the first blow. At that time, to wake him up, you only need to spend a bonus action, which costs nothing at all. As a result, the second cell and the whole move goes nowhere, the opponent may not even miss his own. I had just such an interesting fight - my magician spent a move and put the enemy to sleep, he was pushed, he didn't even miss a move.
Their magician did the same, put my druid to sleep, Asterion pushed him, he didn't miss his turn either.
It didn't even look funny, but sad. I understand that it is unlikely that they will already make a push with a normal action, but can he at least not wake up magically euthanized enemies? Even my allies. You are welcome. Ideally, make the push a normal action. But what is.
Regarding the topic of jumping.
I wanted to suggest that during the step-by-step actions, the length of the jump was completely tied to the speed of movement. This is very much about racial characters with low speed. I will give an example of My fight with deep dwarves. It's not profitable for them to run to me if they don't hit me a little with an attack. Then what are they doing? That's right, they jump! They don't have enough speed, they just jump. Why walk and run when you can jump, it's much faster. That's why I would like to completely tie the jump to speed. In the exploration mode, you can jump as usual (you have a lot of time to run away), but in the step-by-step mode there was a binding. Everyone here who has a lot of strength is warriors, barbarians.. they jump. Turns into a mini-hulk contest.
Thank you for listening to my complaints.
Last edited by Higobi; 03/09/23 05:13 PM.
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enthusiast
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enthusiast
Joined: Apr 2013
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Sleep is still a useful spell but you have to consider how easy it is for enemies to wake each other up. Use it in situations where they are isolated. If you put an enemy to sleep, it misses it's go and another character has to dash to reach it before waking it up then you've done pretty well for a level 1 spell slot. Alternatively it is useful to end fights.
As for jumping yeah, it's kind of bizarre jumping is actually FASTER than running. Difficult terrain is scarcely a thing since enemies just jump up over and aroud it.
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journeyman
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journeyman
Joined: Sep 2023
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To me, it's evident that Baldur's Gate 3 is not fully polished, especially when it comes to Act 3. This segment feels less refined and gives the impression that it was expedited towards completion. I'm hopeful that a definitive edition will be released that addresses these concerns in Act 3. Yet, even with potential improvements and added content, there's the inherent issue of players reaching level 12 before delving deep into most of Act 3's quests. In my subsequent playthrough, I utilized the "multiclass to level 20" and "party limit begone" mods. These not only provided a heightened sense of progression but also eliminated the need to continuously swap party members, which is particularly useful since many Act 3 quests are closely intertwined with companion narratives. On a lighter note, I found it amusing to embark on a GTA-style killing spree, battling endless city guards. Ultimately, I'm optimistic about the game receiving the necessary endgame enhancements in the future.
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journeyman
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journeyman
Joined: Sep 2023
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To me, it's evident that Baldur's Gate 3 is not fully polished, especially when it comes to Act 3. This segment feels less refined and gives the impression that it was expedited towards completion. I'm hopeful that a definitive edition will be released that addresses these concerns in Act 3. Yet, even with potential improvements and added content, there's the inherent issue of players reaching level 12 before delving deep into most of Act 3's quests. In my subsequent playthrough, I utilized the "multiclass to level 20" and "party limit begone" mods. These not only provided a heightened sense of progression but also eliminated the need to continuously swap party members, which is particularly useful since many Act 3 quests are closely intertwined with companion narratives. On a lighter note, I found it amusing to embark on a GTA-style killing spree, battling endless city guards. Ultimately, I'm optimistic about the game receiving the necessary endgame enhancements in the future.
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journeyman
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journeyman
Joined: Sep 2023
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To me, it's evident that Baldur's Gate 3 is not fully polished, especially when it comes to Act 3. This segment feels less refined and gives the impression that it was expedited towards completion. I'm hopeful that a definitive edition will be released that addresses these concerns in Act 3. Yet, even with potential improvements and added content, there's the inherent issue of players reaching level 12 before delving deep into most of Act 3's quests. In my subsequent playthrough, I utilized the "multiclass to level 20" and "party limit begone" mods. These not only provided a heightened sense of progression but also eliminated the need to continuously swap party members, which is particularly useful since many Act 3 quests are closely intertwined with companion narratives. On a lighter note, I found it amusing to embark on a GTA-style killing spree, battling endless city guards. Ultimately, I'm optimistic about the game receiving the necessary endgame enhancements in the future.
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stranger
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OP
stranger
Joined: Oct 2021
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Sleep is still a useful spell but you have to consider how easy it is for enemies to wake each other up. Use it in situations where they are isolated. If you put an enemy to sleep, it misses it's go and another character has to dash to reach it before waking it up then you've done pretty well for a level 1 spell slot. Alternatively it is useful to end fights.
As for jumping yeah, it's kind of bizarre jumping is actually FASTER than running. Difficult terrain is scarcely a thing since enemies just jump up over and aroud it. The problem is that it is very difficult to find a single target. They are all nearby and there are many of them. Goblins, bandits. I also wrote that the opponents may not even miss their turn, one of the many enemies will push him, you need to look not only for a single target, but so that she also goes before everyone else. There was also a problem with only the first cell, but this is not enough to put the bandit to sleep, because of their large hp. In dnd, you roll a 5d8 cube, here it is fixed below average. It is necessary to spend at least a second cell and most likely it will fly away to nowhere.
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enthusiast
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enthusiast
Joined: Apr 2013
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In BG3 sleep is 24, the average of 5d8 is 22.5. The fact it's guaranteed though means that 24 is MUCH stronger than 5d8. You know exactly what you're getting and full control over targets which is a massive massive buff. You can target the next enemy in initiative order so you absolutely know you can stop them acting. In a situation where there's a lot of grouped enemies and the one that moves next has more than 24hp it's not useful specifically because push is just such an effective counter. But there are situations where it's extremely useful because you can target specific enemies freely based on their hp and initiative order.
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stranger
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stranger
Joined: Sep 2023
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Question: I often see enemies pushing each other to wake them up. Why don't they use the 'Help' action instead? When I have a character who is asleep and someone who isn't strong enough to push them has to get them up, I can use the same action as reviving downed allies. However, I never see the enemies do this. Any particular reason?
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