Larian Banner: Baldur's Gate Patch 9
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#626834 05/10/17 10:37 PM
Joined: Sep 2017
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I3link Offline OP
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Hi guys

I feel like vitality needs a bit of reworking in this game. There are several perks which involve boosting your vitality as well as the constitution stat, but the problem is that any build that revolves around boosting your vitality isn't gonna be viable because as soon as the enemy touches your health pool you can get CC'd. This makes the constitution stat, and picture of health trait completely useless, or just too unreliable to use. To make vitality buffs viable we need to be given some sort of incentive to boost vitality, either some sort of way to counter CC's or just something which balances it.

Thanks

Cris

Joined: Sep 2017
apprentice
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apprentice
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This is a symptom of the armour system needing a rework, not a problem that can be solved with just vitality in mind.

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I3link Offline OP
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I actually quite enjoy the armour system overall, like a mage might have no physical armour so you can try to keep him away from melee, or a warrior might have low magic armour but you could have a mage provide them with magic armour from spells. A rogue could have high dodge and/or otherwise use mobility or stealth to avoid getting hit. But the vitality part I just don't get, you are basically severely punished if any character takes damage to their vitality via CC's therefore every character either needs sufficient armour/magic armour or to avoid damage altogether.

Vitality therefore, and skills/stats that increase it are completely useless because if you're anticipating to take any damage in the enemy's turn then it's a bad strategy. This also throws a lot of the necromancer skills out of the window as they are all about being low on vitality or regenerating it.

Last edited by I3link; 06/10/17 07:03 AM.

Moderated by  gbnf 

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