Larian Banner: Baldur's Gate Patch 9
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Joined: Sep 2016
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stranger
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stranger
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Joined: Sep 2016
I noticed that hammers do not have innate crushing damage. Well basically it seems like slashing/crushing was removed from game. I thought this was strange since we kept piercing.
I was hoping that like the previous game, each damage type would have different pros and cons.
Crushing - does extra damage to armor
slashing - best damage to flesh non armored
pierce - weaker damage to flesh, but armor ignore percentage.

Something along those lines don't quote on the idea but are these factors still in the game or were they removed for not being popular? Lastly we have spears but it doesn't seem we fully thought out their place in the game.

Joined: Jul 2017
old hand
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old hand
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There is no such diverse non-magical damage you wrote of, except of physical damage and piercing damage. Which is a pity, I would really appreciate if it would be like in your proposals. Would add variety, making sense gamewise and also if you look at weapons performance in the real world.

Joined: Sep 2017
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apprentice
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Piercing damage in this game ignores both armors and does damage directly to vitality. It's not really a type of physical damage per se, it's more like a third, entirely separate type of damage.

Joined: Sep 2017
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stranger
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I believe we all agree there is a serious problem with build diversity but here is a little thing I noticed.

All the weapons in the game are tied to 1 stat and usually they are different if they share the same stat.

2hand int weapon = staff
1hand int weapon = wand

2hand finesse weapon = spear
2hand ranged finesse weapon = bow/crossbow
1hand finesse weapon = dagger

Now strength. Has 3 1hands that have no different playstyle or anything besides look.

The main problem and solution I believe we need is more hybrid stat weapons. An example

Crossbow = str/finesse as a crossbow was usually used by extremely strong soldiers, most the time even stronger than a knight just to pull the string back.

Sword = Str/finesse as a sword can easily be used to backstab with. Or if that would be too op then scratch that.

axe = pure strength

Mace = str/int because this game is seriously lacking in hybrid builds of battlemages and paladins. The magisters all use mace + sheild with plate/cloth mix up. But pulling a 50/50 str and int build leaves you lacklusting as you can only use 1 of the stats at once making your build combined with the awful armor system completely useless and is better off rolling pure heavy armor 2hand pure strength user for all your runs. Leaving out any build diversity that suggest anything other than mage, archer, warrior and rogue.

Joined: Sep 2017
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stranger
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I like the idea that swords could create bleeding to non armoured targets or even go further and have different types of swords like a rapier would be different to a straight sword, mace/hammers could do more damage to armour, spears could maybe do armour piercing and axes for more straight up damage. Currently you just pick the weapon that does the most damage.... Quite basic when you consider how much depth the game's magic system is.

Joined: Sep 2017
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stranger
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I agree that weapon types should feel different from each other, but making them hybrid just changes the stat it scaled with, nothing ells. A mace would still feel the same as an axe, even if they scale from a different stat.

I would just give every weapon something unique compared to other weapons. like how daggers got lower base damage, but will always crit from behind. Or that spears got more range compared to the other 2h weapons.

Joined: Sep 2017
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stranger
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Sure daggers and spears have some unique features, but swords, axes and hammers aren't any different, basically you could equip a 2h sword and it could well be a 2h hammer and it wouldn't make any difference. It would just be nice to distinguish the difference between the three types, because otherwise could just have swords and take axes and hammers out of the game completely, and it wouldn't make any difference, apart from some aesthetic choices.


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