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#521195 16/07/14 06:52 PM
Joined: Jul 2009
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apprentice
OP Offline
apprentice
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Joined: Jul 2009
I think the balance of the talents should be improved:

All Skilled Up:
Gives you 3 (4 with Lone Wolf) extra Ability Points to spend.

Anaconda:
Increases the Poison Resistance by 50%.

Arrow Recovery:
Gives you a 50% chance to recover a special arrow after shooting it.

Back-Stabber:
Allows a character to back-stab with daggers and knives.

Bigger and Better:
Gives you 2 extra Attribute Points to spend.

Bully:
Gives you 50% extra damage against opponents that are slowed, crippled or knocked down. Only works with melee or ranged weaposn.

Comeback Kid:
When an opponent lands the blow that should kill you, Comeback Kid will leave you with 1 health as long as you had more than 1 left.

Courageous:
Increases your Initiative by 3.

Demon:
A character with Demon has a 40% chance to burn an opponent who strikes with a melee weapon.

Elemental Affinity:
Lowers the Action Point cost of spells by 1 when standing in a surface of the same element.

Elemental Ranger:
Arrows inflict (Level X 3) bonus elemental damage depending on the surface on which your target is standing.

Escapist:
You do not provoke an Attack of Opportunity.

Far Out Man:
Increases the range of spells and scrolls by 2 m.

Five-Star Diner > Drunken Master:
Increases the effect of healing potions by 50%.

Glass Cannon:
A character with Glass Cannon receives a 50% penalty to base vitality, a bonus of 4 points to Start and Maximum Action Points and a bonus of 2 points to Recovery Action Points.

Guerrilla:
Doubles your attack damage while sneaking.

Headstrong:
A character with Headstrong cannot be stunned.

Ice King:
A character with Ice King has a 40% chance to freeze an opponent who strikes with a melee weapon.

Know-it-All > Summoner:
Increases the vitality of summoned units by 50%.

Leech:
You heal (Damage X 0.25) points with every physical melee or ranged attack.

Light Stepper:
You are immune to trap damage.

Lightning Rod:
A character with Lightning Rod has a 40% chance to stun an opponent who strikes with a melee weapon.

Lone Wolf:
A character with Lone Wolf can no longer have a companion but receives a 80% bonus to base vitality, 2 bonus to Recovery and maximum Action Points and an extra ability point on level up.

Morning Person:
Should be removed.

My Precious:
Your gear will never loose durability.

Opportunist:
Should be removed, because everyone should be able to make an Attack of Opportunity.

Packmule:
Reduces the AP cost of changing weapons or armours by 1.

Pet Pal:
Enables you to talk to animals.

Picture of Health:
Gives you 25% extra Vitality.

Politician
Should be removed.

Quickdraw:
Reduces 1 AP from the cost of using ranged weapons.

Scientist:
Should be removed.

Sidestep:
Gives you 15% extra chance to evade hits.

Sidewinder:
Removes your defense penalty when flanked.

Speedcreeper:
A character with Speedcreeper moves at normal speed while sneaking.

Stand Your Ground:
A character with Stand Your Ground cannot be knocked down.

Stench:
Melee opponents will find you less attractive in combat.

Swift Footed:
Gives you a 20% movement bonus.

Thick Skin:
Gives you (Level x 1.5) extra base armour.

Voluble Mage:
Gives you immunity to Muted.

Walk it Off > Mages Friend:
Increases all positive status durations by 1 turn.

Weather the Storm:
Gives you a 25% extra Elemental Resistances.

Weatherproof:
Makes you immune to environmental effects.

What a Rush:
Increases your recovery and maximum Action Points by 2 when your health is below 50%.

Zombie:
Should be removed, because Anaconda increases the Poison Resistance by 50%.

Last edited by Wizard1200; 16/07/14 08:11 PM.
Joined: Jul 2009
W
apprentice
OP Offline
apprentice
W
Joined: Jul 2009
What do you think about this suggestion?

Last edited by Wizard1200; 16/07/14 08:12 PM.

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