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Joined: Jul 2014
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I'm having a blast playing this game, the turn based combat is top notch in my opinion.

The only thing I'm feeling is a little lacking is the leveling. When one of my characters level, instead of seeing lots of tempting options and specializations, I often feel the choice is a bit lacking.

For example, I have 2 Wizards where I'm starting to find it difficult to make them unique to each other. Because as I level the points I have available tend to best spent on similar skills.

I'm only level 7, so my question is, does the level choice get more interesting later levels?
Things like;
1. Choosing an element to specialize which gives a boost to that element but makes the opposite element less powerful.
2. Making 1 spell/skill usable once a day for no action points.
etc.

Basically something more like DnD leveling where there is a ton of customization options.

PS. It's Saturday, I have a hangover and only had 1 coffee so far. That's my excuse is my points/questions doesn't make any sense. :P

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On top of being able to use more skills from a school when you rank that school up, multiple skills have minimum school levels. If you are below that, then the skills cost +2 AP per level below the school it expects you to be.

It costs a considerable amount to rank up skills at 1+current rank to advance to the next.

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Does it suddenly get more interesting? No. But I'd suggest that it's up to you to make it interesting. So you have two mages? They shouldn't be specced similarly at all (well, except for the fact that you'll want to pump their INT a fair bit). You know that fire on water makes steam, so make one wizard with a higher initiative and give him/her hydro, aero and geo; give the other one pyro, witch, and aero. Let the one who acts first lay down water (to control fiery areas) or ooze (for damage) and then blast it all with your pyro. If you've laid down water and then steam it, when the next turn starts you can shock it to make it a roiling bundle of stun and then start teleporting stray monsters into the middle of it - they'll take falling damage, damage one other enemy if you make them land very close, and then they'll get shocked and stunned by the storm cloud you've created. Anyone who gets away while teleport is on cooldown can be blinded or just blown apart.

By about level 10, though, both mages should have at least one point in each casting skill, just because it's great to have redundancy (blind is so sickeningly powerful that it essentially makes any fight you want into a purely, perfectly controlled massacre of the helpless - at least for the first twelve levels or so - I haven't finished the game yet). You won't find anything like the dizzying array of options in 3.5ed D&D, but as long as you plan your party as a whole, and not as four individuals who happen to be walking in mostly the same direction, you should have plenty of distinctiveness available to you.

Last edited by OneFiercePuppy; 05/07/14 03:07 AM.
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Cool, thanks OFP.

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I agree. In particular, the talent options are lacking. There are pretty clear cut best options and very little that will define your character. Lone Wolf and Glass Cannon have the most dramatic pros/cons, but don't actually specialize your character that much. Zombie is interesting but seems pretty weak.

Some more pro/con type talents, some that really force you to specialize but reward you for it, some that do the opposite and make more hybrid characters a better option, etc. etc.

I am also playing 2 mages, and they have literally the exact same combat stats and talents. The only difference is in a few non-combat skills that wouldn't make sense to take on both characters.












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