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#745818 21/12/20 12:25 PM
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An honest review after 50 hours of gameplay and a 20 years of playing all kinds of RPGs and stuff, I think this game is promising as a stand alone game and a playground for modders and players.

Most of the things I will write here has been already discussed probably and took into account but nevermind I want this game to be good so that I can play over and over again.


- High/Low ground Buffs, too effective if it stays like this. Accuracy roll check is a pain already and the effect of it makes this game too strictly force players to run for the high ground. İt needs an urgent balance.
- Check rolls/ target rolls should be seen so that players can see that it is worth a try or to leave and come back when they are stronger etc.
- Must involve other party members to be involve dialogue checks interrupts etc so that social skills actually be useful.
- Going to the camp should be limited or balanced so that it actually means something. Here are some ideas; Some place should restrict it to be used abusively so that you need to step up your game cause you know when you go deeper into the dungeon (i.e. Goblin place) you need your resources or be in a disadvantage. But it leads to player to go in battle some of it walk back or fast travel outside camp and come back. so maybe restrict fast travel, camp and some of the battle repetitive
- Scripted battles needs to be a little bit rng. For example you know there are 6 goblins up ahead in the next room but which one is a healer which one is a ranger you shouldn't know. Also the placement and the number of the mobs. Make it more random so that every gameplay will be slightly feel different than each other.
- Character creation... I'm sure the game doesn't show the full potential of it and it will be extended so add some sliders so that not every character you make is a beauty model or something.
- Weapon models and unique skills. Cleave should not be the only thing you can do with a two handed sword. Just need more content so that actually we search the world for more and more things.
- Some of the magic shouldn't be that flashy or maybe a choice to do it secretly whatever. Will make game more interesting.
- Dodge/Block... I don't understand why there is no command so you can put your tank in front of a door block the way and focus on defending the others. Should be implemented immediately.
- No restrict of changing the weapon equipment or item transfer in the middle of battle. Nothing comes in my mind to actually balance this but when you think like every turn is like 6 seconds, it feels a little stupid to prepare your party with equipment items between turns also even before the fight.
- Saving throws of magic/ or terrain effects should be in the DnD for some magics (I don't feel like to go in detail for this cause it has been discussed in another thread).
- Day time/night time so that darkvision become more focal outside of buildings, caves and dungeons.
- Maybe some camp encounters can be cool.
- Jump is OP now. should be restricted by

So far these are the things that comes to my mind. I am not a developer nor a programmer so i don't know those are applicable or not but for sure those can make the replayability and versatility of the game so so much better in my opinion.

Also most of the wizard tools act like a range attack and the accuracy save throws act like a normal range attack. I'm not sure it is originally in DnD actually but most of the time i found myself make an range crowbow attack with my wizard than to cast a cantrip attack. Also Magic missile's accuracy is %100. was it always like this or am I too lucky that everytime i tried was the best condition to use to?

Anyway I hope devs take account all of the loyal players out here to make the game as its best or maybe a core build for DnD gameplay.

Please correct my points and add your opinions of the game more so that we can have a masterpiece. These days the games are getting are more flashy but empty inside. We miss those good, deep, fun to play games.

Swag2fun #745839 21/12/20 03:57 PM
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Originally Posted by Swag2fun
- High/Low ground Buffs, too effective if it stays like this. Accuracy roll check is a pain already and the effect of it makes this game too strictly force players to run for the high ground. İt needs an urgent balance.
- Going to the camp should be limited or balanced so that it actually means something. Here are some ideas; Some place should restrict it to be used abusively so that you need to step up your game cause you know when you go deeper into the dungeon (i.e. Goblin place) you need your resources or be in a disadvantage. But it leads to player to go in battle some of it walk back or fast travel outside camp and come back. so maybe restrict fast travel, camp and some of the battle repetitive
- Jump is OP now. should be restricted by
I totally agree


Originally Posted by Swag2fun
- Weapon models and unique skills. Cleave should not be the only thing you can do with a two handed sword. Just need more content so that actually we search the world for more and more things.
As a D&D fan, the Cleave is weird ... but it's cool: it's kind of like a free spell. However, if you know how many things you get every time you level up (especially at medium-high levels), you understand that from a certain moment, you will no longer even use the Cleave (probably already from 5th level).

Originally Posted by Swag2fun
- Day time/night time so that darkvision become more focal outside of buildings, caves and dungeons.
In D&D, darkvision only affects the game indoors: the light of the moon and stars is enough for a human (ok, in D&D you have disadvantage to perception checks, but not much else).
Day time/night time (if it's automatic, like in the witcher) forces you to long rest and aggravates the problem you wrote before... unless you implement the entire Exhaustion level system.
But perhaps it would be fun if the player chooses to "wait for the night" to better evade some enemies. Or maybe there could be special events or night stages.

Originally Posted by Swag2fun
Also most of the wizard tools act like a range attack and the accuracy save throws act like a normal range attack. I'm not sure it is originally in DnD actually but most of the time i found myself make an range crowbow attack with my wizard than to cast a cantrip attack. Also Magic missile's accuracy is %100. was it always like this or am I too lucky that everytime i tried was the best condition to use to?
Yes, that's it: magic missile does little damage (for a 1st slot spell) but hits 100%.
At low levels, cantrips are better than a crossbow only because they hit better. However, from 5th level, wizard leaves the crossbow and uses only cantrips: every 4-5 levels they increase their damage, until they become better than the 1st slot spells.


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