Larian Banner: Baldur's Gate Patch 9
Previous Thread
Next Thread
Print Thread
Joined: Dec 2016
J
journeyman
OP Offline
journeyman
J
Joined: Dec 2016
I did a playthrough where I decided to go "toolbox" mode. I invested at least one point in memory every other level, and spread my skill points across multiple types of skills in order to maximize the different skills I can put on each character.

By the end of the game, every character had fortify, regeneration, and armor of frost, followed by all the appropriate skills for whatever build I had decided to go with on that character.

The result of it was that combat began to feel trivial. The combined efforts of multiple enemies full turns could be nullified by a couple AP on one character, up to and including the CC effects the enemy may have broken through my armor with. I even noticed that my characters were all almost always at full vitality because I could casually use an extra AP to cast regeneration on someone. Were I to do that tactic again, I wouldn't even feel bad about taking the "+10% accuracy and damage at full vitaltiy" talent, which I previously avoided in favor of more reliable bonuses.

And all of this was possible with just one point in hydrosophist and one point in geomancer on every character, an investment of just 2 levels' worth of points, while still developing their strengths through stats. If I were to propose a solution, I would say that maybe you should increase the AP cost of such healing abilities to 2 AP each, or remove the "cure ailment" aspect of it, or do some solution where the base healing of such abilities are very low, and the "extra healing" percentages gained through the hydrosophist and geomancer skills are much higher.

One thing that I would love to test but cannot at the moment is how this strategy fares at higher levels. It may just be that this strategy serves very well on the island but would fail me later on, but from what I've seen I only know that this strategy makes the party extremely durable and the enemy runs out of gas, and you give up very little in terms of character advancement.

Joined: Jan 2017
T
stranger
Offline
stranger
T
Joined: Jan 2017
Don't forget about using bedrolls. I believe that if you go to rest you should not be able to do anything, like being knocked down. Resting instantly heals me 100hp (at Lvl 7) which i believe is too overpowered. Also I agree with everything on this post aswell. There are far too many cheap healing powers.

Joined: Feb 2015
G
addict
Offline
addict
G
Joined: Feb 2015
DOS1 skills and stats had some issues. But those were known, described on many guides, tested by thousands players. Polish that system is most obvious process for a sequel.

Start a new stat/skill system from scratch is like a reinvent wheel when you need a facelift of a car for the new season.
Dont understand why they do that.

Last edited by gGeo; 05/01/17 01:17 PM.
Joined: Jan 2009
veteran
Offline
veteran
Joined: Jan 2009
Originally Posted by TaintedEnergy
Don't forget about using bedrolls. I believe that if you go to rest you should not be able to do anything, like being knocked down. Resting instantly heals me 100hp (at Lvl 7) which i believe is too overpowered. Also I agree with everything on this post aswell. There are far too many cheap healing powers.


Wait, is this implying that you can use bedrolls in combat? I never thought to try that. Obviously, that should not be allowed at all.


Moderated by  gbnf 

Link Copied to Clipboard
Powered by UBB.threads™ PHP Forum Software 7.7.5