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#945330 18/07/24 03:20 AM
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Got the game a few months ago and largely it is pretty good. But noticed a few things I hope to be addressed in the next update.

1. The ability to have your summons wait for you by command. I can ungroup from the rest of my party and try and use a druids flight form to get around explosives or sneak through them but Scratch decides he would rather walk barefoot through hades to be by his master and gets him or both of us discovered or killed in the process.

2. An ability for Wizards to research to learn a random unknown Cantrip or spell. Whether it costs gold or maybe even using the Arcane Recovery charges to do it would be great. I say this because it gets really difficult to get access to many scrolls as you level. My imagined option would possibly be a level 1 spell that learns a random spell or cantrip of the rank below it that can be upcast. And if there is no spell or cantrip at that level to learn, it just refunds the charge. Will touch onto this more later with another suggestion.

3. When you highlight a scroll, it also shows you who in your party also recorded that scroll as a wizard. So you know if you need to purchase that scroll to learn it or not. Sucks trying to figure out which spells you are missing unless you created a list of it off to the side to reference.

4. This is a combination of suggestions that would largely impact the overall economy of the game which is really messed up with its current implementation where it stealing is such a huge thing.

A) Disable "Send to Camp".

B) Disable "Go to Camp" or using waypoints when in any dungeon or hostile area with the exception of when you are directly beside a waypoint in that area.

C) Disable "Go to Camp" for 60 seconds after pickpocketing or stealing anything. You actually have to avoid being caught not just port out as soon as taking it.

As much as I would like to suggestion disabling "Go to Camp" entirely when not near a waypoint, that might interfere when it comes to getting cutscenes or when Gale needs to *Act 1 Spoiler*.

D) Vendors no longer purchase or sells useless stuff. No vendor would honestly want to purchase an empty water bottle or a rotten apple anyways.

E) Vendors no longer carry their wears on their person anymore which doesn't even logically make sense but instead their wares is stored in a chest near them that is too heavy to move and locked with a really high difficulty lock. The key is on their person but can only be lifted after they are killed (Unconscious doesn't count).


This removes the whole "Loot Goblin" mindset as the useless stuff doesn't sell and is only there for flavor of the area and as something to throw. This also removes the whole mindset of looting vendors clean and resetting. This also makes filling up with arrows and scrolls much harder since you can't steal camp the vendors for them or their gold anymore. This also makes the carry weight of the items matter as you can't just port home or send it to camp the second you get full.

A vendor buying a Sword, Dagger or valuable gem is understandable, them buying a rotten apple or an empty bucket largely doesn't. And I have a halfling thief with gloves that give advantage on sleight of hand and with guidance I only have a 1 in 8,000 chance of failing on stealing anything with a DC of 3 or less so I am effectively able to steal everything blind, portal away from them instantly only to return and sell it all back to them to get their gold or large items and then steal it all again.

And since you aren't spawn camping vendors for scrolls anymore the Arcane Research type spell I suggested in #2 becomes a good offset for it, especially if you are stuck having to long rest to refill those slots which leads to you using your camp supplies more and more chances to come across missing interactions.



5. Since this greatly weakens the benefits of Sleight of Hand since you can't break the world stealing everything with wreckless abandon, a good offset for this would actually be a way to buff pickpocket outside of vendors by way of reverse pickpocketing small things into others inventory. Mainly thinking about explosives or vials of opened poisons to knock them unconscious, weaken them, or give them different status effects they will get suspicious when they start to take effect but won't know where you are unless it fails. Which would also give you a reason to get in close with a Rogue for something other than just a 1 hit kill attack.

6. Anything you reverse pickpocket into an NPC they will notice eventually, with the heavier it is, the faster they notice, so if you tried putting a barrel or a corpse on them they will notice instantly but if you put a vial on them they won't notice till its too late.

7. Circle of the Moon Druid suggestions. I played a feral druid in WoW back in the day and loved shifting classes in general but honestly it needs mods here to really scratch that itch so...

A) Allow more gear and feats to work in Wild Shape Form. As it stands, it is like playing Krieg from Borderlands as none of the gear is important and you can play naked in your primary role only worse as your forms don't even scale with your levels. At least with Krieg, his talents actually mattered.

B) Allow your forms to actually scale with your levels some. No form should become completely useless compared to other forms as you level. Give each form a niche they fill.

C) Allow your forms to actually benefit from your stats. As it stands, I can (And have) dumped my Strength, Dex, and Constitution as none of them matter in form and you can throw on the dex gloves if you need initiative while in caster form.

D) A mod did this great. Make forms a Ritual spell and Circle of the Moon gets 1 free shift at the start of combat while shifting from 1 form to another is free but your health percentage stays so no free heals.


8. While the next patch might be the last content patch. I would try and setup a program where the best mods could eventually make their ways into the base game with the mod authors permission and credits. While this would likely be relegated mainly to fixes and UI updates, this could easily be extended to newer classes, subclasses, races and gear. This would give everyone a greater base to build on over time with each update adding more content or fewer issues and give many mod authors a drive to strive to hopefully have their credits in the official games staff credits one day.

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9. Containers (Including corpses) should have weight limits. Seems really weird that I can shove 7+ corpses into a single skeleton.

10. If you REALLY need a vendor that buys and sells trash items, Mol would realistically be the only one to care and while I haven't made it to act 2 yet, If she ever evolves and grows, I doubt she would then either.

11. Allow the other idols to also provide some form of buff, even if they are minor. Just seems weird that Silvanus would provide Nature and Animal Handling yet the Shar and Selune do nothing.

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Originally Posted by Fuguss
1. The ability to have your summons wait for you by command. I can ungroup from the rest of my party and try and use a druids flight form to get around explosives or sneak through them but Scratch decides he would rather walk barefoot through hades to be by his master and gets him or both of us discovered or killed in the process.

Familiars can be ungrouped to prevent this though. Sadly, it has to be done manually as the "Ungroup Party" shortcut does not do so.

Originally Posted by Fuguss
2. An ability for Wizards to research to learn a random unknown Cantrip or spell.

This is not only unfounded in the ruleset, but it's also unnecessary. Wizards don't NEED to learn every spell possible.

Honestly, it's entirely fine if a Wizard doesn't even learn any spells outside what they pick as they level up. Learning additional spells through scrolls is simply a bonus for them to access a few additional spells, it's not required as a means to learn every spell imaginable.

Originally Posted by Fuguss
4. This is a combination of suggestions that would largely impact the overall economy of the game which is really messed up with its current implementation where it stealing is such a huge thing.

Stealing is only a huge thing if you make it a huge thing.

Personally, I don't bother with it because it is completely unecessary. Since even without being a loot goblin I earn more than enough gold to buy literally everything in the game and still be sitting on 10k+ gold.

Originally Posted by Fuguss
A vendor buying a Sword, Dagger or valuable gem is understandable, them buying a rotten apple or an empty bucket largely doesn't.

Them buying an empty bucket makes sense. Remember that they're general vendors, not your personal arms dealer. They can sell things like buckets and empty bottles to regular folk who might use such things. (Technically even a rotten apple could be useful to some... Get a bunch of rotten apples, make cider)

Originally Posted by Fuguss
A) Allow more gear and feats to work in Wild Shape Form. As it stands, it is like playing Krieg from Borderlands as none of the gear is important and you can play naked in your primary role only worse as your forms don't even scale with your levels. At least with Krieg, his talents actually mattered.

1) Forms do scale with level. All forms get additional health based on your Druid level. As well as increased damage dice at levels 4, 8 and 12.

2) Forms get their extra attacks at level 5 and level 10.

3) Most feats do work with Wild Shape.

Though, I do share the sentiment of having more gear function while Wild Shaped (Though, there would likely be a lot of balance issues given some of the powerful magic items available...)

Originally Posted by Fuguss
C) Allow your forms to actually benefit from your stats. As it stands, I can (And have) dumped my Strength, Dex, and Constitution as none of them matter in form and you can throw on the dex gloves if you need initiative while in caster form.

That's the entire point of Wild Shaping though. You physically transform and thus get the physical characteristics of the animal you become. Mechanically, it allows you to build for heavy Wisdom to enhance your spell casting while still being able to shift into a Wild Shape and be effective at fighting,

Originally Posted by Fuguss
11. Allow the other idols to also provide some form of buff, even if they are minor. Just seems weird that Silvanus would provide Nature and Animal Handling yet the Shar and Selune do nothing.

Not that weird. Not all idols are imbued with power. Most idols are just statues, like the various statues you can find of Shar and Selune. The Idol of Silvanus is specifically imbued with power, which is why it's revered by the Druids.

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@Taril

1)I didn't notice I could manually ungroup Scratch or Shovel. Will have to double check into that next time I play.

2) Wizards don't NEED to learn every spell but so long as Withers, multi-classing, and hirelings are a thing, that will be an issue here as learning those old spells get difficult as you level past them and the drops and vendor purchases reflect that. And just because you don't NEED those spells doesn't mean you aren't trying to collect them or certain ones which, unfortunately, on here requires you to camp vendors to hope for them to appear while you are at the levels for them to drop. Maybe if they included a vendor in Act 2 and 3 that sells every scroll for Cantrips through level 4 then it wouldn't be near as big of an issue. And this is a game that requires you to farm vendors for wizard spells unforunately with its current implementation unless you want to cut yourself off from access to those spells easily.

4) Stealing might not be a huge part of the game for you, but you also don't bother to try and get the wizard scrolls to fill out Gales arsenal. Stealing and the fact that vendors purchase everything even if they would never really sell it is a good part of the reason WHY the economy on the game is so jacked up. Buying an empty bucket doesn't make sense unless your vendor operates a thrift shop that might actually have a buyer for them. A vendor would not purchase rotten food unless they operated a vineyard and even then they likely wouldn't because they would already own their own field of them to get them for much cheaper than they could ever purchase them for. Vendors buying EVERYTHING, makes absolutely zero sense.

With the forms, I have noticed many feats are completely useless in the forms, even tavern brawler only half functions in it without mods. And as far as scaling with it, I am also thinking of this, after you get the Owlbear form,how much reason do you have to go to the older bear form.

And the entire point of the forms isn't to ignore the stats, you go to the forms to use their ability and benefits. Increasing your strength, dex, or constitution on top of your stats is understandable, but as it stands. I am running 15 Int, 17 Wis, and 16 Char and the rest empty because they don't matter except for initiative which I can already get with gloves if I need it in caster form or shifting into the forms before the fight starts.


11) Why is the Silvanus statue imbued but the others are not? Is he stronger than the rest? I understand not all idols need to be imbued but it doesn't make sense to have 1 idol that is imbued but having zero equivalents for any other god in a world where there are multiple gods.


I understand this is based on DnD, but some things make more sense when on tabletop than when actually put into a videogame. Same as going the other way around.

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Originally Posted by Fuguss
2) Wizards don't NEED to learn every spell but so long as Withers, are a thing And just because you don't NEED those spells doesn't mean you aren't trying to collect them or certain ones

Those "Certain ones" can be easily selected when you pick spells for your level up. With Withers allowing you to respec at any time, you can re-assign the ones you pick while leveling. There is no real NEED to farm scrolls at all, you can get all the spells you require and are aiming for easily enough.

The only exception is if you're doing something unconventional, like a 1 level dip into Wizard and scribing up higher level spells (Including ones you don't get scrolls for like Counterspell)... But there's already pushback to this entire notion of Wizard levels not mattering for scribing, let alone further supporting it with bunches of access to learning spells as a Wizard even without the required scrolls.

Originally Posted by Fuguss
but you also don't bother to try and get the wizard scrolls to fill out Gales arsenal.

Even if I wanted to, I'm not limited by gold. As I said, I'm not a Loot Goblin, I don't pick up everything, I don't bother with most items. Yet still I can buy every item from every vendor in the game and still be swimming in so much gold that my characters are getting encumbered by the weight of gold alone.

There is very little reason to actually bother with stealing and/or various knicknacks given the plethora of gold the game throws at you constantly.

Originally Posted by Fuguss
A vendor would not purchase rotten food unless they operated a vineyard and even then they likely wouldn't because they would already own their own field of them to get them for much cheaper than they could ever purchase them for. Vendors buying EVERYTHING, makes absolutely zero sense.

Vendors will buy anything because they sell anything. As I mentioned before, they're not your personal arms dealers. They will sell to locals. You know? Regular people? People that will have uses for things like a random bucket? A random empty bottle?

Maybe you can argue that some vendors, like A'jak'nir Jeera wouldn't buy everything since not only is she more of a military focused dealer, she explicitly mentions not wanting to buy dirty goods from you... With maybe a couple of other vendors might be more selective of what items they purchase (Like some vendors in the city where they have a specific store - Like Tolna in the Sorcerous Sundries or Fentonson/Fytz in the Stoormshore Armoury) but overall, it's not the biggest of deals. It certainly doesn't impact the games economy (As I've mentioned twice now, I'm not a loot goblin and still have tons of gold)

Originally Posted by Fuguss
I have noticed many feats are completely useless in the forms, even tavern brawler only half functions in it without mods.

Most feats work in the forms. At least, the ones that actually are applicable due to being combat related feats.

Originally Posted by Fuguss
And as far as scaling with it, I am also thinking of this, after you get the Owlbear form,how much reason do you have to go to the older bear form.

Plenty. Owlbear and regular Bear offer 2 different roles. Regular Bear is a tank, it has a taunt. Owlbear is more of a CC based damage dealer where it focuses on knocking things down while pummeling them.

Similarly, other forms have some benefits to make them useful, like Panther is excellent at initiating combats because it gets infinite uses of permanent invisibility. Deep Rothe is a CC machine able to lock down groups of enemies by charging through them repeatedly. Bear is excellent for those times when your party is in trouble and you need to pull focus away.

It's really only Badger and Spider forms that become useless. Spider is just useless anyway. Badger's only strength is its mobility from Burrow but gets outclassed by Owlbear and Saber-Tooth.

Originally Posted by Fuguss
And the entire point of the forms isn't to ignore the stats, you go to the forms to use their ability and benefits.

Yes it is. That's how their design has been in DnD for decades. Since Druid is a primarily caster class, the idea is that you'd normally be focusing on stats like Wisdom. Which would make a core class mechanic in Wild Shaping useless as you'd have rubbish stats in a form. In the same way as if you had to stat into Str/Dex your spell casting would become useless as a result.

So instead of pitting these different aspects of the class against each other, they made it so that when you become an animal, you get the stats of the animal. Which not only helps with character building, but also makes sense (When you completely change your physical form... You gain different physical attributes)

Still, it's not like you cannot influence your forms stats, several feats will provide their stat bonuses to forms. As well as you have things like potions of strength that can set your forms STR to a specific value.

Originally Posted by Fuguss
11) Why is the Silvanus statue imbued but the others are not? Is he stronger than the rest? I understand not all idols need to be imbued but it doesn't make sense to have 1 idol that is imbued but having zero equivalents for any other god in a world where there are multiple gods.

His statue is imbued because we find it in the hands of people who actively worship him. The Shar and Selunite idols we find in abandoned ruins. Most logically any idols for other gods that have power, would be in the hands of people who worship said god and thus keep their holy relics close (If they exist at all. Not all gods might even bother to imbue an idol with their power... Heck, Baal, Bane and Myrkul seemingly prefer to imbue people over idols - Hence some story related interactions that I won't spoil as you mentioned in your original post having not made it into Act 2 yet)

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So you are saying that 100% every spell in the wizard arsenal is available by level up and there isn't a single spell that is only learnable through scrolls except for Shovel? My main mindset of this is you actually using the ability to build your spell collection as you level or you trying to respec your character at level 12 to wizard and trying to learn the spells you missed since you didn't level with them. With the ability to actually learn spells at random with an ability or a vendor that sells all the old stuff, that at least gives you a way to fill out the missing stuff or what you are looking for for later.

And if you already have access to EVERY spell in the wizard arsenal just from leveling up, what's the purpose of the scribing ability? Is it largely just useless "Flavor" for the class that isn't really an advantage beyond saving time at Withers when you want to change your spell loadout while still remaining a wizard or the spec you currently are?

As for the forms and their stats, I can understand it from a tabletop perspective, but from a gameplay perspective, it doesn't really translate over that great. Don't get me wrong, have a druid with maxed Wisdom, Intellect and Charisma because Strength, Dexterity, and Constitution are completely worthless to me makes for a pretty good party face but the fact that those other stats are completely useless for 1 of the 3 subclasses seems off. The Spore actually care at least about Constitution and Dex and they aren't even the melee oriented subclass. Even wizards and sorcerers care about those stats some as casters.

Guess I can give it to you on the idols part.

My big thing I am getting is, I can understand some of these things likely translate over very well to the table top, not so much to the videogame section of it.

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Originally Posted by Fuguss
So you are saying that 100% every spell in the wizard arsenal is available by level up and there isn't a single spell that is only learnable through scrolls except for Shovel?

There's a few in Act 3 that is only learnable through scrolls (Artistry of War, Summon Deva and Dethrone), but otherwise yes. Wizards can only scribe what is in their spell list, which can be accessed via their level ups.

Originally Posted by Fuguss
And if you already have access to EVERY spell in the wizard arsenal just from leveling up, what's the purpose of the scribing ability? Is it largely just useless "Flavor" for the class that isn't really an advantage beyond saving time at Withers when you want to change your spell loadout while still remaining a wizard or the spec you currently are?

Yes. It's largely a holdover from settings where Withers doesn't exist, such as tabletop. Whereby it is used to expand your known spells so you can have more options available to memorize for the day.

In BG3, with Withers enabling respeccing for free (Literally, if you pickpocket your 200g back since he doesn't care if you do or even if you fail...) enables you to freely swap out your known spells which obfuscates the need to bother scribing.

As such, the mechanic is mostly used by people doing single level Wizard dips and using Headband of Intellect to boost their Int to 17 to utilize certain powerful Wizard spells on their non-Wizard caster (As spell slots are shared so as long as you're a full caster you can scribe level 6 Wizard spells to use with your level 6 spell slots) - Which is not possible outside of BG3 because the actual ruling in TT is that your ability to scribe is based entirely on your Wizard level, not your spell slot level.

Originally Posted by Fuguss
Don't get me wrong, have a druid with maxed Wisdom, Intellect and Charisma because Strength, Dexterity, and Constitution are completely worthless to me makes for a pretty good party face but the fact that those other stats are completely useless for 1 of the 3 subclasses seems off. The Spore actually care at least about Constitution and Dex and they aren't even the melee oriented subclass.

Dexterity and Constitution aren't completely worthless, you yourself even mention using Gloves of Dexterity meaning the stat has worth.

The thing about Druids is that they're primarily casters, with a secondary melee class mechanic. As such, using a Druid to its fullest, will involve using both spells and Wild Shapes (Aside from Spore where the idea is to use Symbiotic Entity in lieu of Wild Shapes). This is more pronounced outside of BG3 (Because BG3 makes resting basically free, you can always have your 2 Wild Shape uses available for basically every fight), as you have to economize your resources meaning you will be using spells a lot and saving Wild Shape uses for when it's most beneficial.

Ergo, you'd be wanting Dex and Con just the same as any other caster, in order to provide AC (In case you're not using heavy armour), initiative and health. Even if you're going Circle of the Moon which has more focus on Wild Shapes, without free resting you're limited in how often you're able to utilize Wild Shapes and thus must fall back on the spell casting available to the class and will therefore be in your humanoid form and hence your physical stats are relevant.

Originally Posted by Fuguss
My big thing I am getting is, I can understand some of these things likely translate over very well to the table top, not so much to the videogame section of it.

Most of what is poorly translated is not to do with it being a video game, but rather in this specific video game's designs.

Wizard scribing is rendered moot because of Withers. Circle of the Moon feels bad because you're able to Wild Shape for every fight due to ease of resting allowing one to forget that they're a caster class (Thus you start to think "What's the point of having 3 stats do nothing because I'm Wild Shaped 99% of the time?").

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Interesting when it comes to the Wizard learning and Withers, I was under the assumption that there would be multiple spells that you flat out COULDN'T learn outside of scribing just due to it existing. The use of multi-classing with it still does give it a use at least though. But honestly, still prefer to just be able to swap them out between battles then having to do a full on respec just to change out my spell list if I am staying in the same subclass.

When it comes to a Circle of the Moon druid though, Dex and Con ARE largely worthless as you completely overwrite your own with your forms and I mentioned the gloves for those situations where you HAVE to start in caster form due to trying to be the face but you don't even need to do that if you don't mind someone other than Tav talking for that encounter.

Why would I want Dex or Constitution though when I am in Wild Shape from the start of combat till the end? The only time Dex would come in handy is if I started the fight in caster form for initiative which I can just start it in Wild Shape many/most times to avoid needing that and the main time I would need Constitution is if they hit me hard enough that they killed my Wild Shape at which point I can largely just shift out and back in during my turn using a bonus action and avoid that entirely as I would get 2 wild shapes per combat normally. Constitution and Dex would matter if I am Circle of the Land or Spore, but Moon, not so much unless I am caught in caster which is like a Wizard caught without his Mage Armor up.

I think I have a different mindset of what Circle of the Moon is compared to what it was meant to be, similar to how they did with Druids in old school WoW. I see them as Forms with a little bit of caster thrown in while other see them as caster with a little bit of forms thrown in.

Full disclosure, I never really got into DnD myself and actually got into this game by a recommendation from my nephew. And while I love the graphics, the story seems on point and don't mind the point and click style of combat, the WASD and Native Camera mods are the main things that made this game playable to me and if I had to point and click my way through EVERYTHING, I would have likely refunded it on day one.

As far as shifting, I use a mod that restricts me to a single Wild Shape charge but makes the shifting itself a ritual spell and allowed 1 free shift my first turn of combat only and it allows me to shift from 1 form directly into another for free but my life percentage stays the same so I don't get a free heal from it.

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Originally Posted by Fuguss
Why would I want Dex or Constitution though when I am in Wild Shape from the start of combat till the end?

Well that's the thing.

BG3 enables this freely, because you can replenish your Wild Shape charges ridiculously easily, so you always have 2 charges available and can spend all day Wild Shaped if you want.

Following the actual ruleset from DnD, you're more limited. Given the limit of 2 short rests per day and one long rest at night. That gives you only 6 uses of Wild Shape per day (At least until 20th level when you gain unlimited access to Wild Shapes). In addition you're only able to stay in a Wild Shape for a number of hours equal to half your Druid level.

Thus, outside of the specific design of BG3, it's more likely that you will not be in Wild Shape from the start of combat until the end. You are likely to have encounters where you simply don't have access to Wild Shapes or choose not to use a Wild Shape in order to leave the option open at a later time.

Originally Posted by Fuguss
I think I have a different mindset of what Circle of the Moon is compared to what it was meant to be, similar to how they did with Druids in old school WoW. I see them as Forms with a little bit of caster thrown in while other see them as caster with a little bit of forms thrown in.

Aye, DnD Druid is a little different to Feral (And now Guardian) Druids from WoW.

DnD Druid is primarily a caster, that gets access to forms (At 18th level they even get access to spell casting while Wild Shaped)

While Feral/Guardian Druids in WoW are primarily shapeshifters that have a few spells (With old school Feral boosting both Bear and Cat forms making them incredibly flexible by allowing them to shift between the 2 at will with them being fully powered... Which is one of the reasons why Bear ended up being split off into the Guardian specialization)

Even with Circle of the Moon's focus towards boosting Wild Shapes, the Druid is still overall primarily a caster. (Though they can be pretty devastating shifters at 20th level, with unlimited Wild Shape uses and the ability to shift as a Bonus action, you can do some crazy shenanigans, much like the old school WoW Druids only with FAR more options)

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Was an old school TBC Feral back in the day in WoW. Honestly considered that to be Feral druids at their best. I wasn't going to out rogue a rogue or out warrior a warrior but I could hold my own in most things and PvP wasn't about being a 1 trick pony but about picking your opponents weaknesses apart. It really didn't need a lot to fix the overall balance issues with it, just blizzard refused to fix anything with it till they could break something else for fear of them overdoing it. But they had zero issues letting Paladins rule of WotLK with an iron fist almost till they end. From WotLK onward, Feral just didn't feel like a feral anymore. Tried to come back in MoP once, my arms Warrior was a bigger hybrid than my Feral druid while leveling. Had the DPS of my cat form in Cat spec while also having the armor of my bear and was passively healing for only a little less than my druid would if he dropped form and spam healed till OOM.

With the DnD vs BG3, that could be a real hard thing to balance. If they tried to go full RAW it would make the game less balanced and less fun but if they try to balance it as a game primarily they risk making the DnD players mad for not following the rules.

Oh well, hopefully they spend a while after they finish the content trying to fine tune the balance and mechanics. They do #8 on the list and the modders might do much of that heavy lifting for them.

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I wish the bard's vicious mockery line was logged in the combat log.The text goes away too fast on screen.
I do also love the preparation of this spell. "Listen to me" and other variants before casting on a victim. And then bang. The vm line, which unfortunately I miss too often. If it was written to the combat log it would be so much more fun.

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Some more suggestions.

12. I just got Minthara, shouldn't she have the "Branded" tag? Notice it was missing.

13. Have Non-Lethal Attacks actually have more a narrative impact on the game instead of just 1 or 2 places where it actually matters and the rest might as well be dead.
Like if you wipe out the Goblin Camp with Non-Lethal Attacks the Chicken Chase areas is converted into a prison to hold all the living Goblins who don't want to talk to you anymore while the actual leaders are put in cells at the Grove.
And if you side with the Goblin Camp and knock out the Grove, the Goblins at least thank you for leaving them alive so they could play with them and kill them themselves.
Or if you knock out the family of the girl the Hag has in Act 1, it actually acknowledges they are alive instead of still treating them like they are dead.
But the whole "Unconscious means dead unless we say otherwise" just doesn't logically make sense.

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Non-lethal makes little sense anyway. How do you non-lethal attack someone with a Greataxe?

Using the flat side or shaft? That's still blunt force that can be very lethal and you are certainly not doing the same amount of damage as if you hit someone with the blade.

It should be that you have to use an unarmed attack or that it automatically counts as one if you want to do non-lethal damage.

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Originally Posted by papercut_ninja
you are certainly not doing the same amount of damage as if you hit someone with the blade.

Arguable. Anyone wearing mail or plate armour would actually receive MORE damage from a blunt force attack than a blade, given the way such armours resist and deflect cuts.

Of course, this doesn't jive with DnD's take on how armour functions, in which armour only provides a chance to deflect incoming attacks and has no impact on attacks that hit (Which is the AC system - AC is derived by the chance for an attack to not land correctly and thus deal no damage, based on your ability to move out of the way (DEX scaling), for armour to deflect an attack (Armour bonuses), or for magics to absorb the attack (Mage Armour) which negates the concept of things like padded armour, mail and plate armours which feature the ability to reduce the effectiveness of incoming attacks by absorbing impact or resisting cuts/piercing. The only nod to such things is Heavy Armour and its damage reduction bonus and the Heavy Armour Mastery feat)

Which is one of the reasons why I'm not overly keen on DnD's entire AC system. It's very much one dimensional (Which to be honest, is true about many other systems such as the typical "Armour = Damage reduction"). Armour provides 2 layered protection, exacerbated by it also being formed of at least 2 layers - A padded undercoat and then a harder leather/mail/plate overcoat. With the hard overcoat mitigating slashes and piercing (With the ability to deflect some attacks), and the undercoat mitigating blunt force.

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Originally Posted by Taril
Arguable. Anyone wearing mail or plate armour would actually receive MORE damage from a blunt force attack than a blade, given the way such armours resist and deflect cuts.

No, because not all blunt weapons are the same. Blunt weapons specifically designed as a counter to armor are more effective than blades that aren't. But there are blade weapons, such as pole axes or halberds, designed with armor piercing in mind that are just as effective against armor.

The shaft of a greataxe is just a stick and the flat side of the axe is just a paddle. Neither of these have any efficiency when it comes to damaging someone in armor. You are better of striking with the blade even if the armor will deflect some of the force because at least the force is more concentrated.

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Originally Posted by papercut_ninja
No, because not all blunt weapons are the same.

Yes actually. Because maximizing blunt force damage is better against armour than using ineffective cuts that will damage your blade more than the opponent.

It's literally the logic behind the Muderstroke where you grasp a sword by the blade and hit with the hilt because that's far more effective against armour than the blade.

Originally Posted by papercut_ninja
The shaft of a greataxe is just a stick and the flat side of the axe is just a paddle. Neither of these have any efficiency when it comes to damaging someone in armor. You are better of striking with the blade even if the armor will deflect some of the force because at least the force is more concentrated.

Both the shaft and flat side of a greataxe (Though, you'd most likely use the back of the axe head because double-bit axes are not logical to use in any sort of combat scenario) are far more effective against armour than the blade.

The axe head still provides weight to allow a bluntened side of an axe head to hit with heft and "Just a stick" (Like a stick - or Club, isn't one of the most successful weapons in all of human history and why quarterstaff sparring is rare due to its extremely high lethality even when going easy in sparring and wearing full protective gear) is literally still more effective than a blade for producing blunt force. Given a blade is easily deflected (Especially by plate) and has some of its force redirected into rolling or chipping the edge (Rendering your edge useless in addition to being less effective during that strike)

There's a reason why historical manuscripts show that in armour knight vs armoured knight fighting, the best course of action is to throw down your weapon and start grappling the opponent. Since your weapon is largely useless against the armour, your best bet is to grapple the opponent to the ground, pin them down and then pull out a dagger and plunge it into a gap between their armour (Or into the eye slits in their helmet).

Originally Posted by papercut_ninja
But there are blade weapons, such as pole axes or halberds, designed with armor piercing in mind that are just as effective against armor.

Yes. These are designed with armour piercing in mind. By the addition of hammer heads and spikes that are used INSTEAD of the blade when facing armour.

There are no blades that are designed to beat armour, because blades simply do not function against metal armours. Since blades are made thin so they actually cut (Yes, even axe heads. A battle axe has a large and very thin head rather than your typical wood axe that is the opposite, with a small but thick head. Since battle axes are designed to slice into flesh while wood axes are designed either to chop into trees or to wedge into logs to split them), they are very weak to hitting anything hard, with plate armour (And all metallic helmets) being designed to cause blades to deflect off the curves (Which is why the trope of "Boob-plate" is so cringe, because the design of having breast protrusions would mean deflecting attacks towards the centre of the chest...)

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The original point being that even if you switch your attack somehow you are still doing lethal damage. If a Great Axe does 2d6 damage with a full swing using its' blade, there is no scenario where you could use that weapon and do 2d6 damage without it being just as lethal.

The only way I see you being able to subdue someone into unconsciousness without it being potentially lethal is by using some form of grapple to put them in a chokehold or by concussive blows to the head. These forms of attacks would obviously not do as much damage as attacking someone with the full force of a weapon designed to do lethal damage.

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The logic of whether the weapon CAN to non-lethal damage or not is kinda besides the point, I agree the logic of it doesn't make much sense in that regard either but the main point I am making is that non-lethal damage in this game has literally zero impact in almost every scenario in the game beyond maybe 2 points where it inexplicably does for some reason.

Modify non-lethal attacks to the point it has at least some narrative difference on the game. I can understand the guys raiding Withers tomb disappearing after they wake up if you don't kill them since they would just run off somewhere. But goblins raiding the grove or those in the grove if you raid it or the fact that knocking the hag's victims family out still counts as killing them.

Shouldn't have a case of unconscious equals dead in almost all situations except a few because "Reasons".


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