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#642175 10/02/18 11:50 AM
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I will continue to update this thread as patches are released or I stumble upon more issues.

It's a weird dynamic with games like these. Playing this on higher difficulties, the more you pay attention to details the more you bring out the game's flaws...

Bugs
1)
The wand & shield attack clone bug [size:8pt](link)[/size] still hasn't been fixed after months. Equipping a wand & shield together will clone every attack you make at the start of the animation. The clone deals full damage, cannot miss and triggers effects like venom coating a second time.
Not even source spells can match the damage potential of simple attacks. This bug makes damage spells obsolete.

2)
Ordering a character to walk up a ladder with their last AP automatically fails (no path) and consumes the AP.

3)
During the lady vengance fight, Dallis' minions can create water using whirlwind attack.

4)
Fighting Murga in the second arena, when the voidwoken breaks out the game skips your turn. That fight is unfair enough as it is without such schennanigans

5)
The combination of Venom Coating & Dizzy / sick animation of Lizards [size:8pt](link)[/size] causes massive FPS drops . Tested on 2 different PC. As soon as I override the sickness animation caused by curse my FPS goes way up again. Dito whenever the lizard off screen (moved the camera). Doesn't happen without venom coating.

6)
Oily blob doesn't bleed or trail anything when set on fire. Especially not oil.

7)
Laser Ray has no sound effect [size:8pt](link)[/size]. It even seems to mute battle music during it's animation creating just a deep, disappointing void.

8)
Laser Ray cannot be cast down from high ground anymore.

9)
Summoning totems and incarnets they will be damaged by ground effects like the fire you're trying to infuse them with before infusion immunity is applied.
=> Cannot summon full HP / Magic armor minion.


10)

All options for disabling auto hotbar are buggy. I use them all and:
Unlearned spells removed after UI reload. Especially annoying with those unlearned from transformations. Pyramid is disregards settings and is automatically added / removed. Unlearning any spell creates a template skill [size:8pt](link)[/size][/u] on your hotbar using a fist attack icon and tooltip of the ability next to it.

11)
Delay turn puts characters in nonsensical order. When multiple characters delay their turn then the resulting sub/priority group has no internal order. At the end of the turn they're neither catching up on their turns in the order they delayed it, nor their internal initiative balance.

12)
Delay turn & Cryogenic Statis results in 2 turns skipped. 2 characters:
A: in need of cryogenic stasis, high initiative.
B: has cryogenic stasis, low initative.
A delays. B cast stasis. => A's delayed turn is skipped AND the next one too for 2 skipped turns in total rather than 1.


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[u]Gameplay
1)
There is no way to turn and face a backstabber other than attacking him. Even if you do turn to face him casting a buff on yourself resets your rotation to what it was at start of turn / combat.
Even worse, rotation isn't synched between players in multiplayer. You cannot tell your real rotation and whether you need to or even can fix it.
=> It's pretty much impossible and up to sheer randomness to avoid being backstabbed.

2)
Summoning used to be too strong, but now incarnets are defenseless. Their damage is still good but with their low HP and armor any random monster can just walk up to them and one-shot them. Then you're sitting on your cooldown like a moron.

I'll chaulk that up to player error. Don't know what I did wrong or doing right now but my summon is suddenly tanky enough.

3)
Flaming Tongues is pointless.
Enemies are either ranged attackers OR use a teleport to engage you in melee hence the spell is never triggered.

4)
Quana's encounter is ridiculous. I know there are ways to cheese it or avoid it entirely but think about what you have created for a minute and reflect on whether that challenging design or just plain punishing:
-A boss, which summons minions, which summon minions, which summon minions. No cooldown. No max count. No regard to basic rules of the game.
-The boss almost has 2 immunties. The minions all have immunties and there is an immunty aura for the entire pack that you cannot stop.
-At least 3 of those minions can dominate one of your 4 party members each.
-The boss not only has 3 immuties in total, but also cleric support and starts the fight with a gifted frost armor (player's curtosy) and a free turn for her pain link
=> Essentially cannot be focused down.

I like difficult games. I like difficult RPGs. I don't like this. Give the AI a fluke of coordination and this party has the potential to end you within a single turn with no way to defend yourself. At the same time it has virtually no weakness you could exploit in a fair fight.

5)
Players are at a severe tactical disadvantage compared to the Ai, because the game doesn't support the player when he's navigating the battle field.
Finding a spot from where you get a line of sight for that high ground jump or a clear shot for your projectile comes down to poking around in the dark. Meanwhile the AI simply calculates the most optimal route.

This was never an issue with 2D turn based games where lines of sight and visitable tiles were fairly obvious but this game is 3D through and through, yet doesn't accounts for the new challenges.

Same is true for dancing around smoke. Seems like nomatter what I do smoke always obstructs my line of sight. At the same time, I don't recall a single instance where the AI was ever bothered by it. Most of the time it doesn't even have to move... and then I can't fire back using the exact same "non-existant" line of fire the Ai just abused.

6)
Pressure Spike cannot clear clowd effects, because you have no line of sight for the cast. How ironic.



-------------------------------------------------------


I do appreciate that you realized such a fantastic concept of a game. It's probably unavoidable with such complexity to have bugs creep in but I do hope you're still working to iron them out.

Last edited by Escadin; 12/02/18 05:13 PM.
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maybe if your caster picked up a skillbook you could use uncanny evasion to avoid backstabs, bruh

also, the pawn talent is great for getting the right position to attack


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The ladder bug seems to appear only when you have 1 AP remaining to cover the climbing distance. But sure it is very frustrating indeed.

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To add to what is written in that guy's steam thread: The cloned wand attack doesn't even miss if the real one does. Free unavoidable damage.


Originally Posted by spellkowski
maybe if your caster picked up a skillbook you could use uncanny evasion to avoid backstabs, bruh
This is not a fix for the problem that you cannot control the direction you're facing, less so in multiplayer.

Originally Posted by spellkowski
also, the pawn talent is great for getting the right position to attack
No duh.
------
Originally Posted by orangumangotang
The ladder bug seems to appear only when you have 1 AP remaining to cover the climbing distance. But sure it is very frustrating indeed.

Thanks I wasn't aware of that condition.

Last edited by Escadin; 10/02/18 08:50 PM.
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ok, then if you have the pawn then you don't need to throw away heaps of AP blindly trying to find a spot from where you get a line of sight

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Edited my OP.

Should be (hopefully) free of grudge and also added a ton of new bugs and gamebalance issues.

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Can't agree on your third gameplay point. With two infusions and max summoning your incarnate is on par with any same lvl npc you are facing until the very late of the game. I think it shines mostly around lvl 8 when its spells deal almost twice the damage of a spell caster going full int. And later on it is just a good distraction tool against your enemies.

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-Added videos to my OP to showcase some of the bugs.

-Changed description of bug #5. It wasn't actually ice causing the fps drops - it's a combination of venom coating + dizzy / sickness animation of lizards. Video included.



Originally Posted by orangumangotang
Can't agree on your third gameplay point. With two infusions and max summoning your incarnate is on par with any same lvl npc you are facing until the very late of the game. I think it shines mostly around lvl 8 when its spells deal almost twice the damage of a spell caster going full int. And later on it is just a good distraction tool against your enemies.

I don't know how you can disagree with me here. It's a matter of fact my incarnate has only around half the HP and armor of my average party member, NPC have usually more HP and armor than my average party member and NPCs deal enough damage per hit to kill the incarnate in 1-2 and my party members in 2-4 hits. Summoning skill is at level 6, party is level 12.

Last edited by Escadin; 11/02/18 09:35 PM.
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rush your summoning to lvl 10 + I think he becomes a monster

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Originally Posted by spellkowski
rush your summoning to lvl 10 + I think he becomes a monster

I see. Well I will try.

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Just bring Quana to 1 HP ("living on the edge") before blessing her - you will easily one shot her with a party member with enough initiative.

My mindset for combat in this game is that the combat here is actually the complete opposite of what it is in other games... in most games today it's about "omgroflulz headshotz1!1337", here it is about solving the puzzle, the riddle a combat situation is. Like chess, but with fancy animation, magic and in 3D. Which is very enjoyable, I would LOVE to play arena, if I could connect to it.

Besides that - if you happen to forget the combination between playthroughs and / or have no lockpicks, you can always use thievery to get the information and the key to Surreys tomb from her petrified body.

---

Having said that: yes, the last big patch is a bit buggy... but keep in mind that it was REALLY a big one and in software engineering such things can happen.

I have sent two savegames regarding the wand & shield-bug myself, with a bit of additional analysis... for me it's about waiting for my first tactician playthrough, because I want to go 2x caster. I'm confident that we will get a patch at some point which will fix it, but I'm also aware that sometimes bugs like this can be pretty nasty to find, especially when there is no good reproducibilty (I work as a software engineer myself and I HAVE spent whole working days on bugs which were fixed in the end by changing a single line of code before - this is not caused by the bug itself but by the reproducibilty... if it takes you 5 hour to reproduce wrongful behaviour, then you can imagine what happens).

Last edited by Firesong; 11/02/18 10:50 PM.

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Originally Posted by Firesong
Just bring Quana to 1 HP ("living on the edge") before blessing her - you will easily one shot her with a party member with enough initiative.

My mindset for combat in this game is that the combat here is actually the complete opposite of what it is in other games... in most games today it's about "omgroflulz headshotz1!1337", here it is about solving the puzzle, the riddle a combat situation is. Like chess, but with fancy animation, magic and in 3D. Which is very enjoyable, I would LOVE to play arena, if I could connect to it.

Besides that - if you happen to forget the combination between playthroughs and / or have no lockpicks, you can always use thievery to get the information and the key to Surreys tomb from her petrified body.

As I said: Cheesing or avoiding the fight isn't a problem. Taking the fight and enjoying it is, because of how massively unfair it is designed.

I didn't even bring her down to 1 HP. Just destroyed everyone in the room while they were still petrified and got full exp + loot. I would have prefered to fight them head on and test my party. Except that all those immunities and dominates they throw around doesn't leave me a chance to do anything. Not with this setup at least... perhaps if I was power gaming 4 backstabber scoundrels.

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Yeah I was picturing the situation when you rush summoning with an ability point talent (idk how it is called in eng) until 10 points invested. Then you get a big incarnate which has like 50% more hp and armor plus you will get 100% more from high summoning itself. That summoning rush strat really shines with lone wolf talent allowing you to get 10 summoning at lvl 3 just wtf it is so broken dude laugh

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There is no cheesing in this game. Just creative thinking and using what is there to use.

I think it was a good decision to make Quana like this - it encourages alternative strategies instead of being just another fight which one would forget afterwards.

There are multiple fights like this in the game - Dallis @ Fort Joy, the ship battle for some (for me it was insanely hard the first time I did it), the claymen (which made me wipe 10 times or so on my first attempt at a playthrough, now I'm at a point where this one takes me a bit less than 2 full rounds), Aetera, the level 18 troll, Alice Alisceon, Quana...

They play an important role I think... being a true test of strategic thinking and the ability to solve problems with out of the box thinking.

Maybe the out of the box part is to say "goodbye" to the idea that a fight is always about attrition (armor down -> health down -> death, round by round). Sometimes it's just overpowering.

In the blackpits mines there is a combat with this arrogant, self righteous magister guy. Yesterday I wanted to get through this one even faster than last time.

What did I do? Used enrage + ballistic shot on my cloaked archer, one shot him. Not that it was a hard fight at all, ever... but I was in the mood for totally overpowering the enemy, for RP reasons as well (as in: "we were the underdogs, now we're ripping them magister pigs apart like nothing").

Was that cheesing? I don't think so, either.


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Added 2 more bugs #11 and #12. Although, I'm not sure whether #11 isn't intended and thus rather a candidate for gameplay issues.



Originally Posted by Firesong
There is no cheesing in this game. Just creative thinking and using what is there to use.

I think it was a good decision to make Quana like this - it encourages alternative strategies instead of being just another fight which one would forget afterwards.

I don't know. Destroying inanimate objects doesn't really fill me with a sense of accomplishment. :P
I don't want to draw a solid line here but this particular fight really does strike me as bad nomatter how you deal with it, because of how hit and miss it is. Either you avoid the encounter alltogether rather than just weakening it or you're facing a potentially unstoppable enemy.

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I agree with Firesong here. The first time you try some fights can be utterly punishing but as soon as you understand the game mechanics and skills at your disposal, the tables will turn.

I did the magister at the blackpits fight but instead of fighting him at first sight, I waited for the voidwoken to finish them all; after that I easily killed the remaining ones. You may call this cheesy, but it's another available strategy.

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Guys you're missing the point.

I never said anything is wrong with the black pit encounters.
The voidwokens all have a weakness to one element and take full damage by two others. The magisters don't have any special resistances.
There is high ground everywhere waiting to be used. Oil barrels and long walking paths make sure you get the most out of teleport. In general the environment is begging to be used to your advantage.
Every fight has more than 2 factions making sure you don't get all the attention.
Voidwokens don't have magic armor.

That's the complete opposite of what I'm complaining about. Those are all extremely enjoyable and fun encounters and if anything they support my point by providing a positive example of how it can be done better.

Quana's encounter has none of that.
Her entire party is immune to 2-3 elements and against all other angles of attack they're well protected. No obvious weakness and any fallen minion will be easily replaced. She even gets gifted first turn and free frost armor.

There is no highground, no barrels no nothing. You're locked in a plain leveled, small cage with a superior force (in number and quality) and there is nobody but yourself to take the blows.
Even worse, she could turn 3/4 party members against you by second turn with domination spam.

The only option provided is to NOT TAKE THE FIGHT AT ALL, whereas the black pits always offer you a thrid option: Take the fight in a clever way leveling the advantages.

The above is also not what I call "cheesing".

Last edited by Escadin; 12/02/18 05:15 PM.
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@Escadin

I agree on your points about the bugs, but the difficulty of this game is already very low and not all fights should offer the same playing field (high ground, barrels, an easy way to kite).

From the way you're talking about the Quana fight, I figure you're just starting out and haven't played this game a lot, or you don't have much experience with different strategies, buffs, hard counters, cooldown management, positioning and line of sight. That is ok. We've all been there at some point. Larian designed this game with this in mind when they introduced multiple difficulties. You can always lower the difficulty, and in the off chance you started on tactician, and you don't want to restart, you can always come back once you've outleveled the encounter and you'll be fine.

The point I'm trying to make is: don't try to force homogenization of content, just because you're stuck in one place, or you think a fight lacks some gameplay mechanics.

My friend and I started a blind Lone Wolf playthrough on tactician without knowing that the talent trivializes the game (especially later on), so at some point around level 15-16, when almost everything was dying in the first turn, we decided to both drop the LW talent. Since origin characters are no longer available in Act 2 and we were too excited about the story to restart so far into the game, we decided to try and stay as a 2 player party without LW, think that the game would force us to restart sooner or later. Well, to our amazement and after a bit of struggle in Act 2 and the first part of Act 3, the game yet again became easy towards the end, in Act 4. Even though there was plenty of room for potential exploiting, or cheesy builds like double physical, we stayed caster/melee and we tried to fight each fight as it was intended - ie. not stacking additional barrels or pulling monsters far away so that they bug out. After completing it, we both thought that the game was amazing, with our only complaint being that it didn't have another built-in difficulty above tactician.

My intention here is not to brag. I am only trying to explain my point of view so that maybe you could understand that complaining about a certain encounter not being balanced or a skill underperforming and suggesting changes that would further make this game easier, would only ruin the experience for others. While you yourself have room for changing difficulties/getting better at the game, players that have mastered it have no built-in way to make it more difficult.

Last edited by Makt; 16/02/18 09:53 AM.
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Originally Posted by Makt
@Escadin

From the way you're talking about the Quana fight, I figure you're just starting out and haven't played this game a lot, or you don't have much experience with different strategies, buffs, hard counters, cooldown management, positioning and line of sight.

You're wrong.
However, from the way you're talking about it I figure you know exactly what the key to Quana's encounter is so perhaps you should simply state it (which would have easily solved this) instead of generalizing my quarrel with this specific fight onto the rest of the game like everyone else.
Kinda getting tired of this.

It's a simple concept:
- Boss has better stats, higher initiative, special abilities and outnumbers the player with their minions.
- Boss also has a weakness perceptive players can capitalize. An elemental weakness, an armor weakness, a certain CC which is easily applied, a strategical point of interest in their arena (choke point, high ground, traps, hazards etc) and all that good stuff devs use to compose interesting encounter puzzles for RPGs.
It's the meat of the genre and this game is very good at it in general.

Consequential Quana should haveanything of those - as in at least a single one of them. But she doesn't. You either come back with the superior stats and brute force through her weaker armor or you skip the fight entirely by completing the alternative quest or smashing her right on the spot while she's still petrified.
That's not interesting.

Every other encounter in the game has that, so as far as you fear of homogenization goes your nightmares have already come true.



Last edited by Escadin; 16/02/18 11:59 AM.
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Unfortunately I cannot edit the OP anymore.

No idea how to keep it up to date now... For example, I just found out you actually did fix flame tongues already.

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