Larian Banner: Baldur's Gate Patch 9
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Originally Posted by dwig
You can always install a mod to get randomness if that is your preference

And you can always install a mod to get hand placed if that is your preference.

In fact, there are actually plenty of DOS2 equipment mods that do provide hand placed loot.

Meanwhile, there are far fewer mods that provide random loot for BG3 (If there even is one... I haven't seen one so far, though I haven't looked exhaustively in a while. Every item mod I've seen is handplaced or shoved in the Tutorial Chest)

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oops posted in wrong thread

Last edited by Ranxerox; 25/12/25 02:30 AM.
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Originally Posted by Taril
Meanwhile, there are far fewer mods that provide random loot for BG3
That's understandable.
Not a lot of people may want to add shit to their plate on purpose.


Party control in Baldur's Gate 3 is a complete mess that begs to be addressed. SAY NO TO THE TOILET CHAIN
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Originally Posted by Lying Dandy
I hate random loot with random stats, so I'm hoping this is something Larian will avoid. Constantly having to evaluate and swap out new pieces of gear seemingly after every encounter is exhausting.

The item-bloat and inv managements for the DOS games are hell. I just want it to be like it was automatic at this point, just one click and you get more of items which you already have. Assuming larian won't make them all useful, which is unlikely. At least it was templateable in DOS1 since a subset of items was very useful, while DOS2 forgets everything, making 99% of what you pick up no more than clutter, and these items, such as grenades, become hyper-useless very early on in the game, as if the game forgot its core and a now-useless mechanic stayed in.

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Personally I like items that give characters unique abilities. In that way the always remain relevant.

As for passive bonuses, I'd love the ability to upgrade items to keep them relevant to my level.

An interesting idea would be that certain unique items can level up gaining new abilities as they do so (or, even better, you can select from a small pool of abilities to add).

This wouldn't need as many levels as a character but, if max character level is 20, you could have 4-5 item level ups. These unique items should be obtained from story or side-quests boss fights.

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Originally Posted by daedalus7
Personally I like items that give characters unique abilities. In that way the always remain relevant.
To be clear, I don't think EVRY single magic item you find should always "remain relevant" across the entire game. There should obviously be some degree of variation in quality.
But I'm a strong advocate for:

- making the gap between tiers relatively gradual and marginal. The difference between +1, +2 and +3 weapons in D&D is a perfect example of the concept, but not necessarily the only way to go.
- having a limited number of tiers. There should be early game/low value items, good ones, excellent ones... Maybe legendary ones too. But that's it. If you find something that "seems very good" it should stay relevant for hours and maybe even become part of a solid build, not be disposable after every level up or so.
- making the unique "secondary effects" of your items more relevant that the numerical ramp up in power. As from a previous example: moving from "+1 damage" to "+2 damage and does double damage to undead" is a lot more compelling than "+2, +3+, +4, +5, +6" and so on.

Quote
As for passive bonuses, I'd love the ability to upgrade items to keep them relevant to my level.
Might & Magic X Legacy had something like this and it worked fairly well.

The game had a baseline of randomize loot ranked in more or less 5-6 tiers of quality (can't remember exactly) and then every now and then you could loot golden pieces of equipment called "Relics" which had the interesting characteristic of starting as basic items in power (they were at the level of a good early game magic item and nothing more) and then rank up in level for three more times. At level 2 they were decidedly better, at level 3 very strong and at level 4 they became basically "best in class" in their respective category of weapon/armor.

Of course as a result by the end game they were basically the only items that really mattered for your party and every non-relic item was just a placeholder/vendor trash waiting to be replaced.

Last edited by Tuco; 2 hours ago.

Party control in Baldur's Gate 3 is a complete mess that begs to be addressed. SAY NO TO THE TOILET CHAIN
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