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Joined: Jul 2014
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Having to rely on a finite number of tool kits to pick locks and disarm traps is really detracting from my enjoyment of the game.

Why have consumable tools? If you were going to take that route, shouldn't spells have spell components?

I'm really enjoying the game but the design decisions for the rogue skills are terrible. It really feels like the game revolves around magic users at the moment.


Your Rose Colored Spectacles of Nostalgia appear to be cracked. Maybe it's time to look forward to something.
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crafting helps with this

Joined: Apr 2013
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i really love my thief; very effective in battles and also in city/dungeon exploring

Last edited by Fanest; 01/07/14 09:58 AM.
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As trap disarming and lockpicking provides no XP, you may as well detonate the traps from afar. Trap Disarm kits are expensive--once a mine is detected, your characters will automatically avoid them anyway when moving. As for locked things, you could bash the door or chest--and then repair the weapon. Just some alternatives if the tools seem too limited.

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Or you could simply break locked chests/doors with your mage. It doesn't even cost you anything

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Originally Posted by cilantroll
As trap disarming and lockpicking provides no XP, you may as well detonate the traps from afar. Trap Disarm kits are expensive--once a mine is detected, your characters will automatically avoid them anyway when moving. As for locked things, you could bash the door or chest--and then repair the weapon. Just some alternatives if the tools seem too limited.


I'm well aware of the alternatives, but I really want to go around disarming them and unlocking things. I love thief gameplay in RPGs and I find consumable kits to be counter productive to making that particular gameplay enjoyable. I could easily roll a wizard and just run around blowing everything up, but when I roll a Thief, I really want to enjoy playing like a thief not a wizard or a fighter.


Your Rose Colored Spectacles of Nostalgia appear to be cracked. Maybe it's time to look forward to something.
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Hello,
I got one question( sorry if this has been already answered) is using a spell or weapon to destroy the chest affect the item we can get ?( broken item like in NVN for example) Cause i have left a bunch of chest because i had nothing to open them.

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I'm not really sure what the real purpose of the thief is in this game. I've played games like DA:O where you just HAD to have a rogue in the party or you would not be able to unlock anything. But in this game my Ranger just shoots traps with her bow and my Cleric just carries some extra sticks just for bashing locks. Both can sneak apparently very well. Just not sure what the need of a rogue/thief is in this game anymore. There is nothing really unique to them.

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Originally Posted by LeBurns
I'm not really sure what the real purpose of the thief is in this game. I've played games like DA:O where you just HAD to have a rogue in the party or you would not be able to unlock anything. But in this game my Ranger just shoots traps with her bow and my Cleric just carries some extra sticks just for bashing locks. Both can sneak apparently very well. Just not sure what the need of a rogue/thief is in this game anymore. There is nothing really unique to them.


Neither do I and that's why I felt the need to make a thread about it. Currently I am enjoying Wasteland 2 more because in Wasteland 2 there are several different lockpicking style skills, none of which require "lockpicks" that disappear on use. Wasteland 2 has safecracking, lockpicking, toaster repair, all of which open different kind of containers and reward you with loot or secrets. I just thought Divinity would have done a better job considering how deep the mechanics are for character progression and skills.

I like that there are different ways of doing things, but a thief should be the optimal way of getting into locked containers without having to lose his lockpick set every single time (and trap disarm).

Games in the past have penalised "bashing" containers open with a chance to damage the loot, it offered higher risk for taking the easy route. There is no penalty or offset for bashing things open in D:OS, but there is double the penalty for using the skill (investment of skill points AND consuming lockpicks/tools).


Your Rose Colored Spectacles of Nostalgia appear to be cracked. Maybe it's time to look forward to something.
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Comparing to TES games, the older games had lockpicks for rogues, bashing for fighters and Open Spell for mages. And yes the bashing degraded your items and could damage items. The mage had to use Magicka. The rogue, if you had one, was the way to go for locks ... as it should be. Now forward to the current TES game and any dork with a lockpick can pick a Master lock in the mini-game. Not something I've ever been happy about.

But in this game it seems that playing the 'classic' rogue gives no real advantage at all. Course I think it is mainly due to how you have to work a 'classless' system. Everyone has to be able to do anything ... but in this case even choosing the rogue-like skills doesn't help you much as they just are not needed.

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In this game it is less advantageous to be a rogue and use lockpicks. As I mentioned earlier, to pick a lock, you must invest points into the skill as well as have a consumable item (lockpick). Traditional thievery suffers double the penalty for no clear advantage when compared to bashing it open or blowing it up.

Even going back as far as table top games, wizards had a "knock" spell that would unlock things, but they had a limited number of spells they could cast per day. The brawny fighters could bash containers open but risked damaging the contents and their weapons. The thieves took their time to pick the lock, their risk was failure, fumbling and breaking their tools, or triggering inlaid traps. Each had a risk, a penalty and each had their just reward. In D:OR it is more beneficial to avoid taking a rogue altogether, take a cleric and a wizard instead, you will have a larger repertoire of spells to suit a variety of situations and the cleric can just bash open any locked containers. The fact that the Thief is useless really bugs me because I really love playing thieves in the traditional table top manner.


Your Rose Colored Spectacles of Nostalgia appear to be cracked. Maybe it's time to look forward to something.
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I guess the idea behind lockpicks is so you can do it steathily from sneak. If you find a door guarded by towns guards, you can't exactly start blowing up the door with the guard in front of it unless you want to kill all the guards in the area.

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Originally Posted by Yawb111
I guess the idea behind lockpicks is so you can do it steathily from sneak. If you find a door guarded by towns guards, you can't exactly start blowing up the door with the guard in front of it unless you want to kill all the guards in the area.


I just have to wonder how many times that perfect scenario happens as compared to the times you can just bash things.

I'm running a male Cleric (Eric) and female Ranger (Raven) and I just don't see the need for either of them to ever waste a point on any rogue skills.


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