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Originally Posted by Stabbey
Originally Posted by Zachb34
Because if you cast blood letting on yourself, it keeps bleeding UNTIL it creates a pool of blood. But Leech absorbs it preventing that until you hit full health... so essentially you get full healed EVERY turn...

It's game breaking, and that's not even factoring in the other overpowered ones...


You can't cast Bloodletting on yourself, only on others.


You can cast it on your allies.

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There is no condition to only stop when a pool of blood is created, though. Start a new game on hard with a lone wolf leech maxing constitution, and you can heal to less than full health at level 1 with no other HP bonuses. The reason a pool of blood is created after healing stops is because there is more blood produced than the character can currently heal with their hit point value, not because that is the condition for it stopping.

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Originally Posted by Raze

There is no condition to only stop when a pool of blood is created, though. Start a new game on hard with a lone wolf leech maxing constitution, and you can heal to less than full health at level 1 with no other HP bonuses. The reason a pool of blood is created after healing stops is because there is more blood produced than the character can currently heal with their hit point value, not because that is the condition for it stopping.


So later on it's more balanced? Might wanna make Leech require being a higher level before it unlocks then.

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I dislike Overpowered AND Underpowered skills/traits in games.

There are some useless talents that need to be replaced with more interesting ones and some combinations that need to be nerfed.

That's te point of balancing, to make everything more interesting.

When a game balance allows some skills to be too stronger than others then it becomes a bit of a problem. Not that they should remove the Talents but to buff some, nerf some and replace a few useless ones to allow for more varied builds.

Full working and varied builds that have little difference in power should be the priority.

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The Leech getting full-healed by Bleeding status could easily be fixed by adding "Immune to Bleeding" as an additional effect to Leech.

Originally Posted by Gordyne
I dislike Overpowered AND Underpowered skills/traits in games.

There are some useless talents that need to be replaced with more interesting ones and some combinations that need to be nerfed.

That's te point of balancing, to make everything more interesting.

When a game balance allows some skills to be too stronger than others then it becomes a bit of a problem. Not that they should remove the Talents but to buff some, nerf some and replace a few useless ones to allow for more varied builds.

Full working and varied builds that have little difference in power should be the priority.


Yes, so much more needs to be done with Talents, they are mostly unimpressive. There's a lot of potential things which can be done. In another thread I made some suggestions.

Originally Posted by Stabbey
More Talents are needed.
You can only get seven all game (2 to start, and 5 the rest of the game), and I'm still not really wowed by them. It should be a matter of making hard choices between which of the really GOOD Talents you want to take, instead of unenthusiastically taking some uninspiring one which is good enough.

Please see my thread on why some Talents are bad. (Demon and Ice King are terrible and have no business being Rank 5-requiring Talents)

Slippery Eel - This talent was mentioned long ago as something that let you evade attacks of opportunity. That seemed like a really useful one. Why isn't it in the game? It should require a base of Speed 8-9 to take, but no Ability requirements.

Crafting Rank 4-5 lets you take the Talent "Scavenger", which gives you a 33 percent chance to receive an extra drop from the crafting materials table upon a kill by someone with the perk, or upon opening a container. When it goes off you get an "Item Scavenged!" message like the "Lucky Find" one.
Scavenger Table:

75 percent chance to get a common crafting item.
15 percent chance to get a slightly less common and useful item
8 percent chance to get a rarer item.
2 percent chance to get a very rare and expensive crafting item.

That is a less than one percent chance to get a rare crafting item from a container, and it only works with a BASE of 4-5 points into that skill, +Crafting from items does not count.


Talents available below Rank 5 in School X
This is a untapped goldmine of potential opportunity for making good Talents. In terms of Skill requirement talents, the magic skill talents only work with rank 5, so if you want those elemental-school Talents, it's either max the skill or get nothing.

Rank 5 is a long way off from level 1, and it's a wasted opportunity to only have Talents for Rank 5.

There is certainly lots and lots of room for different talents you can use at lower levels. Plus, once you start adding in additional magic-skill-X-required talents, you can reshuffle some of them and put the better ones at the top.


Talents that grant Special Skills

Larian has very thoughtfully made an eight category of Skills that don't fit anything else: Special. A simple-but-effective idea is for Talents that grant some Special Skills if you have a base of X in a skill. So all of these will require you to take their respective Talents.

Examples:

Expert Marksman Rank 5's "Elemental Ranger" passive talent would be an ideal candidate for this: Instead of giving it a passive chance for a normal shot to add elemental damage to an enemy standing in an elemental surface, it instead grants you the skill Stance: Elemental Shot, which has a 100% chance for the normal shot to add elemental damage to an enemy standing in an elemental surface, BUT IT CAN BE TOGGLED ON AND OFF, so you can control the use of it, instead of unwillingly healing enemies standing in a surface they absorb.

Blacksmithing Rank 3 lets you take a Talent that grants you the Special skill "Armour Break". When cast on an enemy, this reduces their armour protection by 50 percent for 3 turns.

Armour Specialist Rank 4 lets you take a Talent that grants you the Special skill "Armourers Insight". When cast on an ally, this increases their armour protection by 40 percent for three turns.

Telekinesis Rank 3 lets you take a Talent that grants you the Special skill "Crush Windpipe", which does crushing damage with a chance to mute for 3 turns.

Telekinesis 5 lets you take a Talent that grants you the Special skill "Aneurysm", which does a large amount of crushing damage and sets Bleeding status. Anything without a brain, like Undead, mechanisms, and elementals are immune and take no damage. Admittedly that sounds like it could be a pain to code. It's just an example.

Loremaster Rank 5 lets you take a Talent that grants you the Special skill "Bore", an AoE sleep spell. (Sleep status just means the target misses a turn. Willpower saves.)

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Some nice suggestions there.

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Personally, I would have like to have seen all non-combat related skills/talents have their own tree with their own level unlocks.

Really hard to justify picking anything that doesn't give you a straight combat bonus.

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[quote=Thorsten]Game is not broken. Just a bit easy for a gamers minority and that's just it. How somebody knowing that could still use combinations like the one mentioned is above my skill level ...
[/quote]

I agree with that. However, even if the game is still fun and interesting, it's not very difficult, even if you are not a "power gamer". (Except when you go in areas where ennemies get higher levels. I did this "mistake" when I started... and then, you have to stay far, and fights are very long. Of course, after a pretty tough start other parts seem easy, especially areas where ennemies are lower levels... When you explore everything, you "find" a lot of XP.)
I kept stuff for the moment I really need it. At the end, I didn't use any scroll, any potion, any food, any special arrow, or any resurection! (About the food, effects seemed really short and weak...) And I didn't save during fights.

It's sure that -for me- glasscanon is overpowered, even if I really liked to play with it. (I got 2 wizards and 1 warrior with it. Not for my archer/rogue, because I put a lot in dexterity and perception, and not in constitution.) It's not so hard to stay alive, especially if you have a good constitution. However, it's really powerful to play with a lot of AP, especially with a lot of speed and constitution!!! (At the end, you can easily get more than 20 AP per turn. With "haste", my warrior got 28 AP each turn, it hurts a lot...) I even changed to try in Hard, and it was ok.
As I said, I liked glasscanon, so I don't know what to think about it. It's the same for other "powerful" talents: it's not perfect, but it's couragous, it really changes some rules, and it's fun. (On the other hand, no excuse for too weak / useless talents! ;) There is another post about it.)
For glasscanon, maybe a more balanced option would be something like "-xx% hp, and +x AP per turn"? (Example: -30% hp, +4 AP ?) It would be less powerful. That said, if the hp malus is not big enough, you will not really feel it...
Maybe glasscanon needs an armour / magical restistance / dodge malus, so you become really more fragile? HP is not everything... (neither do AP, I know)


The biggest problem for me is still the... IA! There is few "big fails", but there is also few smart moves. If ennemies were less "stupid", sometimes the game would be less easy, and "extreme builds" would be less easy to manage. But it's not an easy problem to solve! :) I should not exaggerate: fights look ok... but when you think about it, it's (very?) rare that ennemies chose the best option for them, isn't it?
Anyway, there is a lot of possibilities to try in game, sometimes you have to change you strategies, you have to react to ennemies, and mostly, it's a lot of fun. So, I wouldn't say that the game is broken. :)

Last edited by chouia; 04/12/14 02:37 AM.
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