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#589087 25/09/16 12:08 AM
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Long story short: the number of consumables/scrolls/grenades/arrows available for use during a single combat encounter should be limited in a similar fashion to how memory limits the number of abilities available.

The reason for it is quite simple: characters who rely primarily on their abilities, are unfairly disadvantaged when compared to characters who instead rely on items(especially true of characters with Ranged weapons and special arrows), because there is currently no limit(beyond the quantity owned) to the number and variety of those, that one can use.

While this obviously does not really come into play in a controlled environment such as the Arena, it remains a valid concern in general.

As per the title of this thread, I suggest this be done through an item belt: a set number of slots that the items being used must be put into before they can be used in combat. Each slot holding a limited quantity of a given item, and the able to be refilled in combat in a fashion similar to equipping a weapon(though without a talent to bypass the AP cost).

Talents could be made available to expand the number and capacity of the "Item Belt" slots.

Naqel #589103 25/09/16 01:41 AM
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It's not a bad idea but I think it goes contrary to the intent of a lot of the items, specifically grenades which are helpers for weaker players with bad builds.

Arrows I think would have to be excluded though because they are too much a key to ranger builds as their skills really aren't up to par with others.


Another similar option is items in inventory vs the "belt" require more AP.

Naqel #589105 25/09/16 01:53 AM
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Originally Posted by Naqel
Long story short: the number of consumables/scrolls/grenades/arrows available for use during a single combat encounter should be limited in a similar fashion to how memory limits the number of abilities available.

Ahem, no, definitely not. On the opposite, the game should offer as much freedom in combat as possible.

But if people want such mechanics for a super-hard difficulty mode, I'm fine with it. A mod could do that as well.

Last edited by LordCrash; 25/09/16 01:55 AM.

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SniperHF #589108 25/09/16 02:20 AM
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Arrows and grenades are the worst offenders though.

When you need to use them, you can dump all your stock without any sort of cooldown, as fast as the AP will let you.

On the other hand, just bumping the AP cost straight up would take away from their responsiveness.

Hence, a belt with refills: you can still use one or two for cheap, but any extras will slow you down to one per turn(2 at best with 6 AP).

Naqel #589125 25/09/16 07:30 AM
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I couldn't disagree more. Items are consumables and still cost AP. You cannot rely on them for every combat, so they are meant to have an impact on the game.
Also why would it even matter in a single player or cooperative campign?
People will not be using campign mode for serious PvP, thats what the arena is for.

Also if items are OP then what do we make of barrels? You can still prestack almost any combat encounter if you like.

Its fine if you want to play the game with heavy limitations to items. Just decide to play the game that way. Just don't try to restrict how everyone else haveto play the game.

Naqel #589153 25/09/16 11:43 AM
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Originally Posted by Naqel
When you need to use them, you can dump all your stock without any sort of cooldown, as fast as the AP will let you.

You can - but then you won't have any left for the next encounters...

The best way to balance grenades is to make them rare, really rare, so that players usually only use them in kind of emergencies and not spam them.

Special arrows though are the archer's bread and butter and I don't find them overpowered. On the opposite, their very existence make the archer a viable build in the first place. His signature is that he is pretty flexible but only medium-powered build. His damage output is average, his skill power is average and his defensive values are average. Wtihout the possibility to use a lot of special arrows this build would imo clearly be disadvantaged compared to other builds.


And if you really want to cripple yourself in every possible way in combat I suggest you might create/use a mod for it.

Last edited by LordCrash; 25/09/16 11:44 AM.

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Naqel #589161 25/09/16 01:31 PM
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Or just play honor mode. When you feel playing the game on honor mode is too easy, make up rules to gimp yourself with if you like. ^^

Naqel #589162 25/09/16 01:44 PM
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imho cosumables are on a great spot especially arrows

LordCrash #589231 25/09/16 06:27 PM
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Originally Posted by LordCrash
The best way to balance grenades is to make them rare, really rare, so that players usually only use them in kind of emergencies and not spam them.

Gotta disagree there. As a main rogue/thief player myself, grenades are important for offensive and I want them to be abundant in quantity. As for balance, you can tweak the radius, distance, damage, special effects, items required to craft them, their price, skills needed to use them, but one thing that hurts the rogue/thief is not having access to them.

Plumpbiscuit #589235 25/09/16 06:34 PM
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Originally Posted by Plumpbiscuit
Originally Posted by LordCrash
The best way to balance grenades is to make them rare, really rare, so that players usually only use them in kind of emergencies and not spam them.

Gotta disagree there. As a main rogue/thief player myself, grenades are important for offensive and I want them to be abundant in quantity. As for balance, you can tweak the radius, distance, damage, special effects, items required to craft them, their price, skills needed to use them, but one thing that hurts the rogue/thief is not having access to them.

I do love grenades myself but I don't think they were originally envisioned to be excessively important for a specific build (other than arrows). If rogues lack offensive capabilites they should imo get better skills first.

How about a skill that for example generates two magical grenades only the rogue himself can use in an encounter? That way the rogue would gain offensive capabilities without spamming grenades and influencing the balance for the whole party.


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Naqel #589237 25/09/16 06:35 PM
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That would work, but would make the early game for a rogue hard since it pushes the player to invest in the grenade skill and they may not be able to get that straight away.

Plumpbiscuit #589240 25/09/16 06:39 PM
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Originally Posted by Plumpbiscuit
That would work, but would make the early game for a rogue hard since it pushes the player to invest in the grenade skill and they may not be able to get that straight away.

Well, that's a balancing issue. I can't say too much about that without knowing each and every skill available for the rogue at various levels.

And of course the rogue could still use normal grenades. I just don't think that you should have excessive numbers of them art your disposal. If the rogues uses one, two or even three in one encounter, it's imo fine. That should be doable with a bit of exploring and a bit of shopping. But an inventory full of grenades is imo negatively influencing the balancing too much for the whole party.


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Naqel #589241 25/09/16 06:40 PM
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One way of balancing them is have a chance modified whether the grenade will become a "dud" when thrown or not. Investing points into this skill reduces the dud chance?

Plumpbiscuit #589243 25/09/16 06:42 PM
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Originally Posted by Plumpbiscuit
One way of balancing them is have a chance modified whether the grenade will become a "dud" when thrown or not. Investing points into this skill reduces the dud chance?

Sounds interesting but there is a problem with that: other party member might never use grenades again due to the small chance of success which would reduce the overall freedom and the range of viable possibilities in combat.

So such a mechanic might benefit the rogue but on the back of all the other party members.


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Plumpbiscuit #589249 25/09/16 06:55 PM
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Originally Posted by Plumpbiscuit
One way of balancing them is have a chance modified whether the grenade will become a "dud" when thrown or not. Investing points into this skill reduces the dud chance?


That's absolutely terrible. I'd rather just nerf the amount of grenades you get than make the ones you get possibly useless unless you invest valuable points into a "Make grenades not useless" tax.


LordCrash #589296 25/09/16 09:58 PM
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Originally Posted by LordCrash
The best way to balance grenades is to make them rare, really rare, so that players usually only use them in kind of emergencies and not spam them.


That's the absolute worst way to balance any 'consumable' item.
You end up with an Elixir scenario: An item so rare(and powerful), that you never use it in case you need it more in the next fight.


Ideally, those items should be available for every fight(specifically because they are there to cover for weaknesses of your deck), especially if you make the effort to bolster your stock through crafting or purchase.

For the sake of consistency with the Memory deck system, there should be at the very least a soft cap on the number you can effectively deploy in a single fight(how many you can deploy in general is already soft-capped by the supplies you can find/buy).

Naqel #589304 25/09/16 10:28 PM
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That's a good point about the Elixir, because I never ever once used the item Elixir in a Final Fantasy game because I'm always so paranoid when I'm actually going to need to use it. So to me, the elixir is a useless item. And I don't want grenades to be useless.

Naqel #589310 25/09/16 10:41 PM
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Originally Posted by Naqel
That's the absolute worst way to balance any 'consumable' item.
You end up with an Elixir scenario: An item so rare(and powerful), that you never use it in case you need it more in the next fight.

I agree and in general there is nothing wrong with that imo. Consumables always work that way anyway (or they are pretty much meaningless or weak). Grenades are just own option in battle. If you can manage without them there is nothing wrong. If you save them up for later there's nothing wrong with that either. Imo there should be a good chance to restock your arsenal but only to certain level, determined by general scarcity of grenades and ingredients to be found in the world and at merchants.

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Ideally, those items should be available for every fight(specifically because they are there to cover for weaknesses of your deck), especially if you make the effort to bolster your stock through crafting or purchase.

Nothing wrong with that. Rare doesn't mean that you only find one granade every 10 hours. It means that you have only a limited number of grenades no matter what.

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For the sake of consistency with the Memory deck system, there should be at the very least a soft cap on the number you can effectively deploy in a single fight(how many you can deploy in general is already soft-capped by the supplies you can find/buy).

I don't see the issue. The supply of grenades was already pretty scarce in the EA version. There is no need to further limit them for single encounters imo. And the more you progress in the game the less powerful grenades will get anyway. At the end of act 1 and intensive exploration I had perhaps 20 grenades and I only used a few in encounters. I would say that they are indeed kind of rare and that you're not spammed with them.

And there is also no consistency issue here imo either. Consumables and skills with cooldowns are different breeds with different pecularities. The only scenario in which your belt would work is one in which your consumables stock pretty much automatically refilled after battle (think somethink like Witcher 3 potions). But that would really be inconsistent with the whole rest of the Divinity world and its overall systematic design.


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