Larian Banner: Baldur's Gate Patch 9
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Joined: Sep 2016
apprentice
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apprentice
Joined: Sep 2016
First of all, i am really liking this new Armor system, if all enemies would have the same amount of Phys and Magical armor, that would cause a problem, but sometimes i come across enemies that have around 150 more Armor than the others, so im glad i have hybrid damage.

Ok so, my complaints so far, i think theres a lot of CC that should bypass Armor
-Taunt
-Slowed
-Chilled
-Shocked
-Silenced
-Bleeding?
Its simply annoying to not be able to control the battlefield a little until you have destroyed the armor, its only a face on bashing game until 1 armor is broken (and its usually yours first)

And about the % chance of doing CC on weapons, its way too low! 10% to cause Shocked??? Its so useless with the current system, it will always get resisted most of the time, for exemple right now i have a Crossbow that slows at 20% chance, sounds good....but Slow is useful during the early stage of the fight...not when they are almost dead and up in your face, pretty much every added effect on weapons are useless, making that lesser status effect bypasses the Armor would fix this issue

What do you guys think? Also i feel like larian is completely ignoring this frown while theres a lot of complaints about the current system, i think that this could be a good solutions

Last edited by Bromantic; 20/09/17 06:34 AM.
Joined: Sep 2016
apprentice
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apprentice
Joined: Sep 2016
I'm really hoping that someone will make a mod for this if this isnt implemented lol

Joined: May 2014
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A good way to fix this new save throw system is, every time u hit the enemy's armour, there's a chance for they to fail the save throw check so the CC kick in, chance is decided by how much damage u make against their current armour amount. So for example if the enemy has 100 magic armour and u casted a fireball which cause 50 fire damage, there should be 50% he failed the save check and got burning status. If you did 90 fire damage, the chance will be increased to 90%. And no matter how low the damage is, there should be a 5% to success, just like other classic d&d games.


Moderated by  gbnf 

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