Larian Banner: Baldur's Gate Patch 9
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Joined: Sep 2017
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Greetings,

After playing this game for quite a bit, I came across some minor annoyances. I have some suggestions that I think could easily be implemented. They may already be in the game and I simply don't know. In no particular order:

Party - A Split/Join All toggle. Having to manually split the party to get everyone in position before a battle gets kinda annoying.

Inventory - Expand/Collapse All toggle.

Trade - Make it so that sell items are not cancelled when swapping characters. That way they can all drop their stuff into Trade and then select the character with the highest Bargain skill to actually do the selling.

Inventory - Why can't I drop items into the Inventory of the character i'm currently looking at?

Inventory/Trade - An amount field next to slider. I'm sure i'm not the first person to ask for this.

Combat - Movement pathing showing intervening hazardous terrain, via color marking or icons. Think XCOM2.

Combat - Setting waypoints to move around said hazards. XCOM2 again.

Skills - 2H skill change from 5% Crit severity to Crit rate or Accuracy. Str fighters have no natural way to increase Crit Rate!

Combat - Bows and Xbows should not be able to target enemies in melee range.

Skills - Provoke is weak. Frankly, I expect something more from a Warfare 2 skill. It should either ignore Armor, do damage (to scrape off that last bit of armor), increased range (pulling ranged dps off your squishies), last 2 turns or have a shorter CD or some combination of the above.

Skills - Give Leadership the same AoE as Encourage, as they are thematically identical. Given the amount of AoE flying around, 5m is way too short to be worth the points investment.

Craft - Lockpick craft book should be available early on. It makes lockpicking for new players much more viable.

UI - "Are you sure?" prompt after assigning all skill/attribute point, to "lock in" allocations. Also prompt when clicking on red item. It happens more often than i'd like; perhaps it could be toggled off in Options.

UI - The damage listed on the character sheet should calculate the -50% offhand damage penalty.

UI - Rain of Blood targeting AoE is far larger than it actually is.

Your thoughts? Can mods fix this?

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'Yes' to all of them, for some even a 'yes!!!', except:

Bow/crossbow nerf: No. Just no, if absolutely required for balance (which I don't see), give ranged weapon wielders a penalty to dodge or crit or something but I'd really hope for the times of ranged weapons having dead zones to be over. Even D&D had no deadzones, and you could all but eliminate the penalties by taking appropriate feats. Besides, have you seen Legolas in Return of the King? Try telling me again that (at least elves) can't use bows and arrows in melee. xD

2h buff: Nah. Wits increases crit for 2h just like for all other weapons, so 2h users intent on increasing crit can use this or gear with crit rate in mind. Clarity of Mind and other such buffs can further massively buff crit rate. Only scoundrels get the unique backstab mechanic with daggers anyway. I see no real value in this change.

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Except it begs the question: why even have escapes like Crippling Shot and Tactical Retreat? If I have no reason to get away, I don't need such things outside of CC. Scoundrel has mobility skills because of the need to get into melee range and get into backstab arcs. Without a minimum range, Huntsman ranged DPS has zero reason to move outside of LOS/Elevation advantage.

It's also reflected in the AI. Why even bother getting away from melee if they could just stand there and shoot you in the face? Yet they'll take Opportunity Attacks to do so.

2H buff: Requiring allocation into a specific Atttribute to get the most out of isn't what i'd call good design. Scoundrel can get away with it because of the auto-crit that comes with Backstab on daggers, which the skills require anyways. But not for 2H Weapons. Not sure exactly what they could do instead, maybe increase the weapon reach?

Last edited by John Doe; 27/09/17 11:27 PM.
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Tactical you often need more to get on high ground. If the enemie gets in close range with your archer, you already kind of failed.

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Another one:

Inventory - Shift+Click and Ctrl+Click item select.

Joined: Jul 2017
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I like your proposals. Especially the last one, why is it not possible to mark and send items in a bundle? Such a chore to put stuff from one pack to the other.

However, I'm with Terodil, "no" to a minimum distance for ranged. I don't see a need for this. Tactical Retreat is for winning high positions mainly, to use the Huntsman buff. If not, it is probably used anyway to get away from a high damage melee instead of shooting it out point blank with relatively low armor on you.

Your twohander idea would be actually quite a nerf. Is this the intention? You can get a lot of crit chance with gear and points in Wits, I have 68% on my twohanded warrior with lvl 16 and I read of near 100% crit chances later. If you put away the crit damage from "Twohanded", you weaken the build.

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I kind of agree that melee range bow attacks are kinda weird. I might be more inclined to use an accuracy penalty rather than completely forbidding it, but then you have a ui issue of making that obvious to the player.

Leadership, I definitely agree with.

"Are you sure?" prompt after assigning all skill/attribute point --- uh no thanks. Why not just click the ability once you're ready to make your decision? If respecs weren't so easy I might change my mind about this but it's fine in it's current state imho. I don't want to have to do 4 extra dialogue boxes every level up.

The one I want *the most* is the chain/unchain all buttons. Setting up for encounters is such a chore that I rarely bother with it unless I've already failed it a couple times.

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Here's a reddit post that should gain a lot of visibility:
https://www.reddit.com/r/DivinityOr..._more_enjoyable_divinity_original_sin_2/

It basically states all the QoL suggestions one could possibly think.

For the 2H buff, I think 2H is already too strong. The comparison between 1H+Shield and 2H is just obnoxious, 2H is way stronger. The damage disparity doesn't acquire for the lost of defenses, meaning the critical hit (which isn't too hard to obtain on higher levels) is strong enough to almost one shot everything. Heck, it even makes scoundrels seem weak.

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Originally Posted by Cronstintein
"Are you sure?" prompt after assigning all skill/attribute point --- uh no thanks. Why not just click the ability once you're ready to make your decision? If respecs weren't so easy I might change my mind about this but it's fine in it's current state imho. I don't want to have to do 4 extra dialogue boxes every level up.


Yeah, I was thinking more of the new player experience. Free respecs are available once the Lady of War arc is done, but that isn't for some time. I guess the early game is forgiving enough to allow for some mistakes along the way.

I've been using my spare time looking into modding some of this stuff myself, but a lot of it isn't as intuitive as I thought. There're plenty of guides, but none of them seems to address a lot of requests from either QoL post.

Last edited by John Doe; 28/09/17 11:56 PM.

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