Larian Banner: Baldur's Gate Patch 9
Previous Thread
Next Thread
Print Thread
Joined: Nov 2021
K
journeyman
OP Offline
journeyman
K
Joined: Nov 2021
The Great:
- The Grymforge area addition is visually stunning and well thought out.

- The Wild Magic Sorcerer sub-class is well designed and executed. I was worried that the wild magic surges would adversely affect the experience and I am glad to report that they did not. This is my favoite sub-class, at the moment.

- Disengage is no longer a bonus action

- Differences in elevation no longer give advantage / disadvantage

- Surface effects have been removed / toned down.


The Good:
- Many bugs that I experienced during earlier playthroughs have been addressed.

- Many of quality of life improvements have been made to make the game less tedious.

- Removing advantage/disadvantage for being higher/lower is a good change, but the I think the +/- modifiers to attack rolls should be removed. I think adding a physical damage modifier to piercing/slashing/bludgeoning attacks attacks is perhaps appropriate, but I am not a fan of the modifiers to attack rolls.


The Bad:
- PCs walk into lava to get into range for ranged attacks and kill themselves.

- The mushroom hunter quest was bugged. I gave Baelen his backpack and then gave him a scroll of Misty Step. In both cases, nothing happened.

- The Grymforge is bugged. I was not able to reuse the forge, after defeating the guardian.

- Even after the latest hotfixes, dead characters are still occasionally sliding. They often slide through walls and cannot be resurrected.

- Warlocks with Devil's Sight still cannot make ranged attacks into or out of magical darkness. If this is an intentional nerf, then Larian needs to make that clear when Warlocks are selecting invocations.

- It is still too easy to push enemies off cliffs, when they are not standing at the edge of a cliff. The crazy distances that characters get shoved is cheesy and detracts from the game.

- It isn't clear which "powerful" magical items Gale is or is not able to consume. It seems like any magical item should be fair game, but the dialog options are limited to a couple items that don't necessarily seem more or less powerful than others.

- The first time that I fast traveled to camp, my camp follower (Gale) became hostile and attacked the rest of my party.

- The Gith Patrol encounter is still lacking an opportunity for an "insight" and/or "investigation' check that the Gith Patrol will likely be hostile to Lae'zel. While there are plenty of warnings that the the Gith Patrol is dangerous, there is still no warning that they are inclined to kill Lae'zel (and the entire party, by extension). All of the dialog that I have seen seems to indicate that Lae'zel considers these Gith to be allies that will help with access to the Creche. Most players are likely going to assume that the Gith will not be hostile and subsequently die.

- I am still not a fan of the physics used for non-magical jumping and shoving. The non-magical jumping distances are comically far, expecially for high Str, athletic characters. A high strength characters jump distance is approximately equal to their movement distance. Shoves tend to launch characters comically far. Any shoves at the top of a staircase will result in an arc that clears the entire staircase. It is also possible to shove characters off ledges, even when they aren't standing particularly close to the edge. While the jumping physics may be hard to correct at this point, given how the maps are designed, I would really like to see Larian change the shoving physics to be more realistic. I would like to see the jumping distances set to the distances used for 8 or 10 Str and then only scaled very slightly (if at all) for athletics proficiency.

- Still not a fan of jump, shove, and drinking potions being a bonus actions. Would much rather that jump and bonus actions be restricted per the 5E ruleset.

- Still not a fan of throwing healing potions at downed characters

- Still not a fan on the poor implementation of rogues. Sneak attack seems very buggy / poorly implemented. I don't understand why expertise hasn't been implemented.

- If a character has disadvantage, there should be an explanation why the character has disadvantage

- A lot of the existing spell and ability descriptions are inadequate.


The Ugly:
- The game crashed about 10 times during a 24 hour playthrough.

- There are still a fairly large number of bugs, even after almost a year of early access.

- On balance, most of the deviations from 5E mechanics do not feel like improvements. Some of the worst offenders have been removed, but many still remain. It doesn't feel like there has been much urgency to fix all of the problems / detrimental legacy issues from DOS2 that have been identified.

- There are still a lot of D&D class abilities that have not been implemented for classes that have available since the early release. It seems weird to me that Larian has moved on to creating new classes without fixing the problems with the initial classes and mechanics. Please prioritize fixing the things that are broken, before adding new content.

- Charging full price for an early access game that is not stable and still has a lot of bugs that can severely impact enjoyment of the game is unethical, in my opinion. It especially disappointing when the game has been out for so long and there are still significant stability issues and so many major bugs. I don't mind small appetizers. However, if a restaurant charged you for an appetizer that was not thoroughly cooked, you wouldn't be happy about it. Game developers should not be charging full-price for games that still have major bugs and stability issues. For this reason, I cannot currently recommend BG3 in early access to others.

- After a year of early access, I have to say I am disappointed in how little progress appears to have been made in fixing the long-standing issues. Patch 6 also seems to have introduced a lot of new bugs. Some changes have been made to improve the game, which I appreciate, but I am definitely becoming concerned that many outstanding issues will never be fixed and that more bugs will be introduced into the game in subsequent patches.

Last edited by Kind_Flayer; 24/11/21 03:19 PM.
Joined: Oct 2020
Location: Liberec
veteran
Online Embarrased
veteran
Joined: Oct 2020
Location: Liberec
Originally Posted by Kind_Flayer
- It isn't clear which "powerful" magical items Gale is or is not able to consume. It seems like any magical item should be fair game, but the dialog options are limited to a couple items that don't necessarily seem more or less powerful than others.
I believe they all have Story property and cannot be sold.


I still dont understand why cant we change Race for our hirelings. frown
Lets us play Githyanki as racist as they trully are! frown
Joined: Oct 2020
Location: Down Under
enthusiast
Offline
enthusiast
Joined: Oct 2020
Location: Down Under
Originally Posted by Kind_Flayer
- The Wild Magic Sorcerer sub-class is well designed and executed. I was worried that the wild magic surges would adversely affect the experience and I am glad to report that they did not. This is my favoite sub-class, at the moment.
If only I could say the same. The spell limit is almost too frustrating, and wild magic works in a rather peculiar way. In my playthrough (ended with clearing of the Selune's temple, got levelcapped way before that) I only had an actual wild surge once, and the ensuing battle wiped out almost the entire party (I got "5 surges in 5 turns", which resulted in 2 magma mephits and a couple of failed saves).

Of course, it wasn't the only surge, but all others were caused by Tides Of Chaos.

Joined: Nov 2021
K
journeyman
OP Offline
journeyman
K
Joined: Nov 2021
Originally Posted by RutgerF
If only I could say the same. The spell limit is almost too frustrating, and wild magic works in a rather peculiar way. In my playthrough (ended with clearing of the Selune's temple, got levelcapped way before that) I only had an actual wild surge once, and the ensuing battle wiped out almost the entire party (I got "5 surges in 5 turns", which resulted in 2 magma mephits and a couple of failed saves).

Of course, it wasn't the only surge, but all others were caused by Tides Of Chaos.

I did not use Tides Of Chaos during combat and had very few wild magic surges. I cannot recall a single instance where a wild magic surge resulted in my entire party dying. I used Tides Of Chaos for out of combat skill checks and there was essentially no downside, when using Tides of Chaos out of combat.

In D&D, Sorcerer's trade off staying power and spell diversity for metamagic and it seems like Larian's implementation is consistent with 5E. I think the trade-offs ends up being well balanced.

Joined: Nov 2021
K
journeyman
OP Offline
journeyman
K
Joined: Nov 2021
Originally Posted by RagnarokCzD
Originally Posted by Kind_Flayer
- It isn't clear which "powerful" magical items Gale is or is not able to consume. It seems like any magical item should be fair game, but the dialog options are limited to a couple items that don't necessarily seem more or less powerful than others.
I believe they all have Story property and cannot be sold.

Based on the dialog in the game, it seems like any magical item should work. Giving a select few magical items the story property seems a bit cheesy and contrived. My recommendation to Larian would be to make any magical item consumable and then possibly balancing this by making Gale needing to consume magical items more often.

Joined: Nov 2021
Location: United States
apprentice
Offline
apprentice
Joined: Nov 2021
Location: United States
I agree with a lot of your feedback on what's good, and some of what's bad. I personally love shoving people far distances and using thunder to toss multiple people off of things, so I wouldn't want it to change personally, but I see what you're saying about it being a little cheesy. I also don't mind the modifier system with things like high ground, as I think high ground should offer some kind of advantage, but I've noticed that enemies being in shadows is pretty wonky at the moment. Even if you wear a ring that's supposed to allow you to hit creatures in darkness, it doesn't seem to work. And I agree that the situation of magical items with Gale is not very intuitive, it was one of the few things that I had to google to understand what was going on, which is always immersion-breaking. That, and the moon-puzzle that leads to the Underdark.

Joined: Sep 2021
S
member
Offline
member
S
Joined: Sep 2021
+1 on shoving creatures only when they are close to the edge.


Link Copied to Clipboard
Powered by UBB.threads™ PHP Forum Software 7.7.5