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#586758 18/09/16 03:06 PM
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stranger
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Hey - Just some feedback and a suggestion:

Is there any way we could consider having the 'leadership' skill have some sort of effect on the person taking it? I feel like I am punishing the character in question who takes it, or I need to make two characters in the party 'leaders' in order to get the best use out of it in its current implementation.

My suggestion would be to make the bonus for the leader that goes to themselves more utility, support, or defensive in nature- perhaps a boost to the trap/item detection of the wits stat with 1 party member in sight, a bonus to physical/magic armor with 2 party members in sight, a bonus to persuasion when 3 party members are in sight?

Just a thought.

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stranger
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I really like this idea wink

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old hand
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In the first game Leadership was SUPER DUPER powerful and as such having two people take it was entirely justified.

This game? Meh :P Leadership is nice but not super nice.

That said though... Give it to someone who doesn't really use the bonus as much.

So in conclusion: I can't think one way or another. I do think Larian should at least consider if Leadership should remain that way... Just call it "tactics"

Joined: Apr 2011
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It's a combat skill hidden in the non-combat skills.
Due to that, it's pretty much the most useful skill of civilian skills. I mean, seriously, why did they stuff it there, it makes no sense.

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Originally Posted by Hassat Hunter
It's a combat skill hidden in the non-combat skills.
Due to that, it's pretty much the most useful skill of civilian skills. I mean, seriously, why did they stuff it there, it makes no sense.


Balancing. You get way more combat points -> able to push Leadership way higher. And leadership ( except for the +10 initiative ) isnt as strong as in OS1. It is nice to have but not a must ( well it is but only because of the initiative xD ).

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Yeah, but now you can pick either leadership (combat skill) or such AWESOME (sarcasm intended) skills like barter, thievery, lucky charm or persuasion that does not work.

Heck, I put my own points in lucky charm considering "they all suck, might aswell see if they improved this one from D:OS(EE)" (answer: no). Humans already start with one point (bad decision that aside) too.

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Originally Posted by Hassat Hunter
Yeah, but now you can pick either leadership (combat skill) or such AWESOME (sarcasm intended) skills like barter, thievery, lucky charm or persuasion that does not work.

Heck, I put my own points in lucky charm considering "they all suck, might aswell see if they improved this one from D:OS(EE)" (answer: no). Humans already start with one point (bad decision that aside) too.


Most of these are utility skills. As is Leadership right now. Yes it makes you a bit stronger but so does stealing and/or buying stuff you couldnt afford before.

If gold is as sparse as it is in act 1 bartering becomes quite good. Thievery is now stealing + lockpicking ( maybe add some chests that really need lockpicking ). Lucky charm should be removed as it is either a) so weak nobody wants it or b) just a bit usefull and only 1 char should loot ( bad for multiplayer ). Sneaking is nice. Maybe buff loremaster a bit ( like ignore some resistances ).
Never tried persuasion but it sounded good ( if working ).

I also think humans shouldnt start with +1 leadership ( no one really should ). Same reasons why no one should start with +strength etc. if just forces you to make one of your humans a leadership guy.

I would like to see the +initiative removed from leadership ( the main reason to skill it ) and/or buff the others a bit.

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Originally Posted by Darkraign
Maybe buff loremaster a bit ( like ignore some resistances ).

Then that would make it too a combat skill.
Might aswell remove the combat/civil distinction if all civil skills become combat skills.


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