Larian Banner: Baldur's Gate Patch 9
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Huge amount of non-combat&exploration skills means that many people ignore them or put a point here and there so it does nothing.

Merging some of these is good way of "streamlinig" (oh god, how much I hate this word!) much better than dumb down the combat by reducing AP.

I was thinking about similar idea. Merge non-combat skills to some bloks then add a combat&exploration bonus on it.

Tinker - merges craft&blackmith&Loremaster(items) and gives significant % bonus for find a craft material. Of course the base mats spawn % is decimated. It works same similar to Luck. If the skilled crafter is in the area, to 12m distance. Any opened container or killed enemy has a chance to spawn material. The nice animation above the head included.(Similar to four-leave.) This pretty much prevents craft bitch parked in Hall of heroes.

Charisma, Leadership, Barter,Loremaster(enemy stats) these should me grouped too. Somehow.
Charisma+Barter= Way of Bard add Luck for find a base item loot.
Leadership+Loremaster(enemy stats) = Way of Warlord add % to crit chance

Also Leadership bonuses should be changed. Currently it gives bonuses more suited for melee but the owner of the skill do not receive notin. That is hilarious for Knight class. Knight burns skill points to boost hit chance and crit of your mage and rogue friends? Hilarious. That is design flaw.

Last edited by gGeo; 20/11/15 01:49 AM.
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Neat idea to severely nerf the crafting mats by default and separate loremaster (ennemies and items).

I agree that leadership could affect the character that has it. Originally I was thinking that it should disappear but this buff forces you to pay attention to line of vision (I do not know if it's good design or bad design, but it's gameplay). But indeed it could work for the wearer of this skill, and simply be nerfed a bit (since you give it to the wearer, you improves its efficiency by 33% in a 4 char party, you could nerf by that amount).

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Originally Posted by gGeo
Huge amount of non-combat&exploration skills means that many people ignore them or put a point here and there so it does nothing.

Merging some of these is good way of "streamlinig" (oh god, how much I hate this word!) much better than dumb down the combat by reducing AP.

I was thinking about similar idea. Merge non-combat skills to some bloks then add a combat&exploration bonus on it.

Tinker - merges craft&blackmith&Loremaster(items) and gives significant % bonus for find a craft material. Of course the base mats spawn % is decimated. It works same similar to Luck. If the skilled crafter is in the area, to 12m distance. Any opened container or killed enemy has a chance to spawn material. The nice animation above the head included.(Similar to four-leave.) This pretty much prevents craft bitch parked in Hall of heroes.

Charisma, Leadership, Barter,Loremaster(enemy stats) these should me grouped too. Somehow.
Charisma+Barter= Way of Bard add Luck for find a base item loot.
Leadership+Loremaster(enemy stats) = Way of Warlord add % to crit chance

Also Leadership bonuses should be changed. Currently it gives bonuses more suited for melee but the owner of the skill do not receive notin. That is hilarious for Knight class. Knight burns skill points to boost hit chance and crit of your mage and rogue friends? Hilarious. That is design flaw.


While I'm not really keen on merging various abilities, and would rather just improve weaker abilities or add combat utility to all trees, remove gear bonuses, and maybe give people a few more ability points -- I gotta say I REALLY like the idea of crafting working sort of like lucky charm where you get more ingredient drops if you have crafting skills, instead of just being able to collect ingredients and send it to your craftslave. The way I see it, a crafter would probably know much better than others what plants and monster parts to collect than someone with no knowledge, and that justifies why someone with crafting skill would find more ingredients. Maybe you could merge crafting and loremaster in this way, but I don't think it's necessary. I see loremaster more focused on magic, crafting on material stuff.


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Originally Posted by Baardvark
a crafter would probably know much better than others what plants and monster parts to collect than someone with no knowledge, and that justifies why someone with crafting skill would find more ingredients.
Exactly as you say!
If you are McGyver you detect a lot of explosive things around. laugh
https://www.youtube.com/watch?v=tfjhbw7Clzc

As we have some materials usable with certain high skill, it should be so, that you can find mats usable by the current crafter level and one level higher.
So if you have 0 point in Craft&Blacksmit= Tinker then you could find mats for first skill level recipes only and with very low chance.

Last edited by gGeo; 24/11/15 07:50 AM.
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Not sure yet, but it kind of seems like D:OS 2 you're going to have 4 main characters and that's it. No craft mules, no rogue you hire just to steal everything. The only way I can see craft mules being balanced besides some kind of lucky charm effect for crafters is if it's extremely expensive to hire a dedicated crafter.

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