Larian Banner: Baldur's Gate Patch 9
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Joined: Dec 2016
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One issue with the game atm is that you CANNOT use any other character skill while someone is casting or is in the skill animation.

For example, casting a buff spell like Haste or Burn my eyes. Until the first character finish the whole animation and put his hand down, no other character can use any skill.

With how fast the turn ticks outside of combat, having to wait until one characters finish is a huge duration loss for buffs in general.

Can you make it possible to put multiple characters into pre-cast for different skills and use them all at the same time?

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that would give players too much advantage. Stacking ton of buffs before battles is a thing in other rpg but i cant see its a thing for Divinity Original Sin , it would be unfair for the Al.

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Originally Posted by tee
that would give players too much advantage. Stacking ton of buffs before battles is a thing in other rpg but i cant see its a thing for Divinity Original Sin , it would be unfair for the Al.


You can already do it in the current game because majority of the buffs last 3 turns except for a few really powerful one that you will use last to minimize the loss. It's just extremely obnoxious to time when one spell end to immediately use the next one to minimize the overall duration loss while also taking way longer than it should to buff before a fight.

There's also cases like where I want to clear the environment of the poison or oils but I can't use battlestomp while the other character is using Fireball.

And it's one of the reason I don't bother having multiple mages atm. I wanted to do something like "2 mages work together, one uses fossil strike and another one uses fireball at the start and it both clashes into each other at the start of the fight for massive explosion" but teamwork is not allowed out-of-combat.

Last edited by Ellezard; 09/02/17 01:59 AM.
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This has been a frustrating issue since D:OS1. For me it's not even a matter of trying to combo hits or stack buffs or anything, but just kind of feels clunky. What I don't get is, in multiplayer you can cast skills at the same time right? But not in singleplayer for some reason.

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Yeah, I find that annoying as well. I don't see why the game has to lock onto the character casting the spell when out of combat.

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I will assume the game actually treats your whole team as "1 single player main" and there's only 1 action quota so while that is filled, no one can acts.

This might actually be a nightmare to fix as the companions aren't really treated as their own objects and are just stat+model+skill.

Last edited by Ellezard; 09/02/17 07:30 PM.
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Raze recently mentioned the technical reasons for locking controls until the animation has ended. If I may quote this (D:OS EE - Bugs and issues):

Originally Posted by Raze

The casting animation delay is deliberate; there was an issue where casting a spell on another character, switching to them and moving before the casting animation was complete would result in the cooldown being triggered, but the spell effect not applying.


I'm quite 'uncertain' if this is a good compromise. The several seconds lasting Snickers-time after every skill related action quickly becomes extremly unpleasant, considering the need to heal your party, remove surfaces etc. (which all would be fine, if there wasn't this delay). If there's no unlaborious way to solve said issue, I'd rather prefer an avoidable and non-severe bug over a forced loss of control.


My mods for DOS 1 EE: FasterAnimations - QuietDay - Samaritan

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