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Hey there Larians laugh I have come here because I have accidentally clicked at the forum button instead of the play at the game start up menu. But since i am already here and i am seeing tons of really good points in these replies and feedbacks i thought of dropping in one of my own as well laugh

Basically what i have noticed is that all heroes have access to all the skills at one or more points in the leveling process. Of course it is logical that anyone could possible learn any spell but "Arcane Trickster" would probably not want to learn a spell that heals others or grants them magical armor in battle and on the other hand a druid would probably not want to learn a missile or an acid arrow because those are a nature damaging skills and that is not cool in "Druid" circles.
What I am proposing is further separation of skills/actions/spells between classes accordingly to what class/subclass the hero becomes.

Wizard - imho wizard does not need spells such as Invisibility, Chill Touch, Friends, Charm, Retreat, Feather landing, Fog and Grease for a simple reason that these are not as much a Magiclal abilities that a wizard would necessarily need in combat and many of them are more alchemy oriented or personality trait oriented skills that a wizard who seeks to get better in his knowledge of arcane could find inferior and/or a waste of time. On the Other hand Wizard shouold be having skills such as Aid (for his own purposes) Silence, Invoke Duplication, Create Fire/Water/Wind/Earth, Illusion and such because those are clearly skills that would help him defend himself in combat and as such becoming a master of elements or a mind of a foe is definitelly a wizard worthy goal.

Cleric - I do not understand why Clerics got mind manipulating skills - Illusion, Duplicity and Silence, I thought clerics are healing class that casts protective and fire related spells mostly, I am not arguing that they might learn that but it seemed a bit off. Also there is WAY too many healing spells taht could be just a single spell that levels in either effectivness or cast times per turn. - There is 5 diferent heal spells that all do the same thing - instead you could simply have single target healing spell that can be used more times and gets stronger by leveling it and 1 AoE spell that heals or clenses conditions depending on the users choice of levelilng it

Fighter seemed alright to me but the Eldricht Knight seems a bit off as well - For example the spell pool is same as for Wizard and Cleric and Arcane Trickster. If you want to have a knight casting battle related spells you should get a certain focus on it. for example - Fear : frightens enemies and they run away - increases distance by lvl of spell. - . Fury - Increase friendly hero or yours critical hit chance - increases bonus % by lvl. - . and stuff like that - Ofc there could be a knight firing fire bolts from the tip of his longsword but main focus of a magic wielding knight should be aiding his comrades and becoming a symbol of the battlefield to strategically win any battle.

Rogue - i have a lot to say about Rogue because I enjoy laugh - Basically Rogue gets very little alterations as it levels - Arcane Trickster is basically a Warlock with only diference by being able to use sneak attacks. and again the poll of the magic skills is the same as for any magic using class. I would rather sugest them being rather using spells that put enemis to sleep or cast confusion on them or help allies sneak around. Because as i said a rogue casting armor on ally is just weird. Arcane Trickster could for example using teleporting skills that would let him save up his stamina or use skill like this - Spacing cut - you open a small portal you create and within a range of 10 m you can attack enemy without spending a movement applying cripple and bleed to them for 1 turn. - with leveling it your range increases. And if you use ranged weapon you fire an arrow through that portal without consuming an attack ability.
And as for Thief - poor thief - he doesnt get any bonus at all - Why? No bonus ability no nothing. I was hoping for at least some Steal or whatever that would allow you to steal something from enemy mid combat and use it against them - For example if you are near enemy and you succesfuly steal from them they loose weapon or a poison from their inventory or a heal potion its a melee skill so why not. Also i expected some acrobatic skills too. Imean if you hone your skills and get really acrobatic to become a good thief you should be able to at least kick someone off from their feet or knock them down by a punch or whatever. Throwing a handfull of dust in someones face is also an option. Using Traps for them as well. Throw a spike trap on the ground that is invisible to enemy and if they cross it they get poison or bleeding or they get knocked down. Just something. I was so surprised when i found out Thief gets nothing i had to come up with some ideas.

Warlock seems like a really nice concept but i would expect him to get his conjuring abilities sooner but thats okay. Also draining life from enemies would seem really fitting since I understand Warlock as a sort of a Nercomancer of the game but that is maybe just a misconception.

As for Ranger i havent played it yet so i can't really tell.

Thanks for reading if you got all the way down here. laugh and game on this game will surely be great one day when it is fully released i truly enjoy every time i play it.

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Invisibility, fog, grease and featherfall are GROSSLY useful.

Friends is even more useful than that.

I think you're misunderstanding how good some spells are. Are you just expecting wizards to only nuke stuff?

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Jaxter

Based on your first sentence you probably won't see this response for a long time or even ever but there are a few points I disagree with.

From your post I can see that you have a very distinct idea what each class is and or should do in a party. Nothing wrong with that. But DnD is more openminded than that, letting players imagine themselves how their character fits into the story. Ragnarok is gonna have a field day with me for this, based on our disagreements in other threads, but what I'm basically saying is that the intention of the rules and what's available to each class is to not bulldoze them into a certain mold. A druid might have nothing against acid since for them, decay is a natural part of life. A wizard might focus their studies into any field of magical nature, or use his knowledge to be sneaky etc. A cleric might follow a deity that thrives on their followers being deceitful. etc etc etc.

There are rules and restrictions to make each class distinct and balanced but still allow players to play the way they want. Right now, several of those rules hasn't been implemented yet. Wizards for example is not supposed to be able to learn spells from cleric/druid list. And clerics should only get a limited selection of arcane(wiz/sorc/bard) spells based on their deity) which I though was the case.

But I do agree with you that currently, rogues got a brutal bashing when Larian decided that "some dnd rules don't translate well to a video game" (which for me means mechanically, but for them, apparently, means "not fun")

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Originally Posted by Imora DalSyn
Invisibility, fog, grease and featherfall are GROSSLY useful.

Friends is even more useful than that.
Fog would be much more usefull if it would work as tooltip say ...
Sadly enemies are totally able to hit you in middle of fog by their ranged attacks. frown

Friends is doublle edged sword ...
It requires taking some risks, or metagaming to use it most effectively ... but over and over, it can easily get you into lot more throubles. laugh


I still dont understand why cant we change Race for our hirelings. frown
Lets us play Githyanki as racist as they trully are! frown

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