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Joined: May 2014
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@Stabbey
I wasn't able to play 1.0.80 yet, so take this advice with a grain of salt: flanking & precision stance was all i ever needed, even on high difficulty -> just use a second melee or summon to get flanking bonus. If you are fighting someone 1vs1, he/she actullly should have a decent chance to not be hit (simulating evasion & non-shield parry).


Last edited by pts; 06/06/14 12:08 PM.
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Originally Posted by pts
@Stabbey
I wasn't able to play 1.0.80 yet,


You're replying to a post with actual numbers, asking "is this right" with theorycraft. I was saying that this seems to be forcing me to play in a specific way by building my characters in a specific way or engaging enemies in only a specific way. Your suggestion may work, but even if it does, that's saying 'you must play in this specific way'.

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Originally Posted by Stabbey

You're replying to a post with actual numbers, asking "is this right" with theorycraft. I was saying that this seems to be forcing me to play in a specific way by building my characters in a specific way or engaging enemies in only a specific way. Your suggestion may work, but even if it does, that's saying 'you must play in this specific way'.


Might be wrong to reply without having played the most current version, but what i'm trying to say in general is this: in a 1vs1 fight, unless you are a completely superiour combatant, you shouldn't be able to hit your enemy every time or even most of the time. This can be changed by attacking with superior numbers (-> flanking), by status effects etc. But for an enemy that is aware of you, not distracted, same or higher level, i think 58% hit chance is too high rather than too low.


Last edited by pts; 06/06/14 01:03 PM.
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A bit more weapons with lower Str requirement would alleviate this particular issue, i think.
But - at the cost of damage and accuracy.

So, a higher level weapon, with 10 str requirement would inflict more damage and be more precise (just adding to the pverall precision or chance to hit) while those that require only 8 or 9 str would give lower accuracy bonuses, such as described and lower damage per hit.

Then you would have some choice in how to build a fighter.

- additionally, maybe those enemies have high dexterity so thats what causes such lower chance to hit to be the result?


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Originally Posted by Stabbey
This is a cross-post, but it's related to progression:


Madora, who is Level 5, with 9 Strength (8 + 1 from Gear), has only a 58% chance to hit a level 6 Seaside thug (melee, not crossbow) who is right beside her. That seems excessively low for a 1 level difference.

Yes, I admit that I did not spend the attribute point I got at level 4 on Strength - the only one I was guaranteed to have - I spent it on Constitution instead, which seemed to be perfectly reasonable, since Madora was my sole melee attacker.

A lot of the 2H weapons I'm finding at this level want 10 Strength to use. This means that +STR gear or spending all your attribute points into STR is required, not optional.

If the equipment and accuracy requirements are going to be THIS strict, so strict that I can't do anything else except pump Strength with every point I get, then I think there's a problem.

That's not encouraging freedom, it's restricting you to only a very narrow build, with no room for even SLIGHT deviations. I mean, the difference is just that I spent my Fighter's first attribute point onto CON and not STR - what's wrong with that?

If the problem is that I'm fighting enemy groups one level higher than I am, that's also an issue. That kind of thing will definitely force players into engaging enemies in one, and only one, specific order.

I'm playing on Hard difficulty.


And with that, I beg this once more:

Originally Posted by Gyson
I've brought this up before, but as far as I can see the problem still exists.

I want one of my characters be more "tank-like", where the focus is more on a defensive build that focuses on survival and less on being an offensive powerhouse.

Ever since "Warrior" gear was changed to have a STR(ength) requirement, I'm having to allocate points that I wanted to put into CON(stitution) into STR instead. Because, without STR, I can't use the appropriate level armor or weapons.

This seems broken, and I really would like to see this reworked, perhaps in a way where current STR based gear instead relies on a new check, one that takes both STR and CON scores into account. So, if "5" is the base stat and a piece of armor currently requires 9 STR, make it instead require 14 "Might", and "Might" is the total of your Strength + Constitution scores.

In this way, the following characters could wear a piece of armor with a "Might" requirement of 14:

Mighty Dominus GlassJaw - STR 9, CON 5
Rocksteady the Unmoving - STR 5, CON 9
Well Balanced Wilford - STR 7, CON 7

Because, otherwise, I'm having a difficult time investing in Constitution as a Warrior. If I want the best Warrior gear, I'm stuck spilling points into Strength. And it's weird, considering how the forums used to complain about Constitution being too useful (before all these changes happened). Now it seems to have shifted to the other extreme.


http://www.larian.com/forums/ubbthreads.php?ubb=showflat&Main=40109&Number=495264#Post495264

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