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gGeo Offline OP
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Always apply the biggest bonus only from items
- for attributes and skills I am sure its improvement
- for elements resistences I dont know ...

reasons :
- cumulative bonuses creates ridiculous high attribute stats which means own numbers are less important. Its All about items
- ability to accumulate bonuses might change difficulty. A physical focused party which finds mostly Int+ random items will differs from mage based party
- put on 2 rings of lore and hat and belt before you identify items is tedious. One item changing for strippers is more than enough
- it creates poison play like stealing items by equipping a lot of steal + items

2. Improvements
By item you can only improve the skill, not open a new skill. e.g. ring of fire +1 Pyro will help a pyro mage but do not allow cast for warrior

This and introduce a barrier for opening a new school. Would make build somehow differentiate. e.g. help to prevent everyone to do anything just by re-equip.

Last edited by vometia; 07/03/17 02:25 PM. Reason: title
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I disagree completely. Stacking ability-boosters are a staple of these sorts of games, known as RPGs by some, to he point that I'd dare say it's a necessity.

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This would be a massive limitation to the kind of loot you could reasonably equip. There would have to be a much, much greater pool of bonuses on items for this to be not completely obnoxious. Attribute bonuses on items are too generous right now for sure, but this is a matter of tweaking numbers, maybe decreasing the number of slots certain attributes would appear on.

I wouldn't be averse to your second suggestion, requiring at least one actual point invested in the ability for item bonuses. Maybe even something like you can only gain as many points in an ability from items as you have invested (like, you have 1 points invested in thievery, you can only gain 1 point from items; 2 points in thievery invested, you can gain 2 more points from items). This is more relevant for civil abilities than combat ones.

Last edited by Baardvark; 06/03/17 11:07 PM.
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If you want to earn a Pyro-Skill you need a real point in Pyro, that is already in the game, at least it should be. Only exception skills elves learned from Corpse eating.

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Originally Posted by Kalrakh
If you want to earn a Pyro-Skill you need a real point in Pyro, that is already in the game, at least it should be. Only exception skills elves learned from Corpse eating.


Should probably also apply to thievery. If you want to steal, should need points invested in thievery not gear bonuses. Same with telekinesis. Same with crafting when it's added. Probably loremaster too.

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Originally Posted by TraceChaos
I disagree completely. Stacking ability-boosters are a staple of these sorts of games, known as RPGs by some, to he point that I'd dare say it's a necessity.

Bullshit, you can have an RPG without even having items to begin with.

Not to mention that the most popular and enduring RPG of all time, Dungeons and Dragons, works exactly that way, to the point where many bonuses don't even stack with spells of a similar effect, because the spell being permanently cast on the item is the source of it's bonus.

The idea doesn't exactly work for Divinity for other reasons, but those are mostly related to the system not working in the first place.

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Originally Posted by Kalrakh
If you want to earn a Pyro-Skill you need a real point in Pyro, that is already in the game, at least it should be. Only exception skills elves learned from Corpse eating.
You are right. In the past you could learn any pyro skill by equipping an item with +1 pyro and then removing it. Since the last couple of releases you can't.

There are plenty of items that give you a specific skill after level 7 or so. Gloves that give you Shocking Touch, boots giving Fortify, that sort of thing. These don't require any point in the relevant skill to use - perhaps that is what the OP meant. It seems fair enough to me though as you can't learn things you haven't put a point in - only use the skill on an item - and you lose that skill if you unequip the item again.

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Originally Posted by Alanta
Originally Posted by Kalrakh
If you want to earn a Pyro-Skill you need a real point in Pyro, that is already in the game, at least it should be. Only exception skills elves learned from Corpse eating.


Should probably also apply to thievery. If you want to steal, should need points invested in thievery not gear bonuses. Same with telekinesis. Same with crafting when it's added. Probably loremaster too.
Right, Learning combat skills thru items was removed, recently. But civil schools still works old way. I mixed it up, sorry for that.
Anyway, you still get bonus of a first point even if you have non. That should be fixed for sure.

I am quite pleased that idea of fair restrictions is acceptable. So, more precise idea is here:
a school combat or civil school might be improved by item only if the base/initial point is learned by level up skill points

e.g. Pyro ring +1 works only if you have Skill pyro for at least 1 already.Does it work you guys ? :]

Items which unlocks skills, spells means that it Unlocks it. e.g. like you are granted memory to get it.
There is a nice proverb:
Its not a staff who casts, its magician.
So, the item which Unlocks a spell is used a mage who understand proper level of casting.
e.g. example :Fire staff of fireballs can be used by Pyro mage of 3rd+ to cast Fireballs which are 3rd level spell. Same staff in the hand of a barbar Conan can be used to smash heads, that all.

Get noticed, the items which grants a skills are very powerful and has a potential to broke memory system. A mage who has 10 staffs in the pocket has 10 more spells. e.g. Can dump memory attribute.
Did I explain that better this time?

Also, there is a similar issue with scrolls. They are plenty so any fighter can make a firework. Becouse of game flow and possible locks, player need access to all scrools but some limited way.
Proposed rule:
Any scrool can be used by anyone. However, if you are not skilled in particular school it takes more time to activate.
1. Casting time is longer for so many AP as level_of_spell is higher than level_of_skill.
2. Casting from scrolls takes time to unfold, manipulate paper, read so a spell takes always 2AP more than usual.

e.g. warrior activating resurrect scroll need pay 7AP tax than a skilled necromancer of 5th level who cast it from memory. Yes, I thing that ress in the combat is awful mechanic and should go.

Add cumulative attribute
current Item generation is so wild and creates so crazy OP items that a simple rule apply just one attribute bonus makes the game readable again. Not stacking bonuses rules are widely used in many games (AD&D - NWN, Pillars of Ethernity, ... ) for the same reason. Prevent to create a god by unexpected item combination.

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I have opened this topic as an general approach mechanic talk. All the QQ topics about certain skill is OP feels irelevant to me. It looks to me that game has so wonky rule-set, that a discussion about numbers of specific skills are nonsense.

Last edited by gGeo; 07/03/17 07:48 PM.
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If you can only use the fireball skill of a staff if you could learn fireball itself, why even bother about the staff? If the only good thing the staff gives it the fireball skill, you are better of learning the skill and equipping better staffs.

At current state I think you can't equip staffs during fights to learn and use their skills, because you can't change your loadout during fight. At least this problem with the Staff of Magus Skill 1-2 patches ago.

Also changing equipment still cost those precious ActionPoints, and you are probably most times just better off doing something different with them.

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Originally Posted by gGeo
Get noticed, the items which grants a skills are very powerful and has a potential to broke memory system. A mage who has 10 staffs in the pocket has 10 more spells. e.g. Can dump memory attribute.
Did I explain that better this time?
In my opinion no, you didn't explain it better.

A mage can equip one staff at a time not 10. There is a AP cost for changing it.

Having 10 staffs with different inherent skills (even if they exist) is not really any different from having 10 skills you don't have the memory to use except you could use 2AP during combat to swap one for the other.

It is almost NEVER worth spending half your turn AP to swap one weapon for another.


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