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Joined: Jul 2014
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I really like the Armor meters. Having a 100% chance to CC someone when the armor is down is great.
CC shouldnt involve RNG.
RNG in damage is like +-20%. RNG in CCs is always 0 or 1.
CC in OS1 was way to strong because you could just CClock enemies in round 1. Now you cant ( except for Hailstrike ) + Enemies cant CClock you -> you dont need the highest initiative to not get instantly fucked.

I am also against having a chance to cc as long as the target has some armor left.

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I prefer a separate metre for physical and magic armour..... more skill and RP choices. I mean, a wizard will typically have lots of magic armour and little physical, so it's good to differentiate and have skills tailored specifically towards one or the other.

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I like the idea; but concern about skill point usage to raise - but yea i like it for the most part. Fortify (geno spell) restores armor protection; what restores magic protection ?

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Perhaps a spell that buffs magic armour or restores it? Or a mixture of herbs, that would reduce AP useage.

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There is an ice spell that works the same as fortify but increases magic armor instead.

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That seems pretty "nIce", which spell is that?

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Originally Posted by Plumpbiscuit
That seems pretty "nIce", which spell is that?


Armour of frost.

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Originally Posted by Darkraign
I really like the Armor meters. Having a 100% chance to CC someone when the armor is down is great.
CC shouldnt involve RNG.
RNG in damage is like +-20%. RNG in CCs is always 0 or 1.


And as currently ingame, it's gone with a single attack and you're 100% exposed. Same for foes.
Except the players can use this wisely to keep their CC till armor is done and the AI is stupid and blows their loads.
Probably to compensate, AI gets waaaaaaaaaaaaaaaaay more AP than the player. Which again leads to them just whitering your armor away in one shot and stunning you the next.

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Originally Posted by Hassat Hunter
Originally Posted by Darkraign
I really like the Armor meters. Having a 100% chance to CC someone when the armor is down is great.
CC shouldnt involve RNG.
RNG in damage is like +-20%. RNG in CCs is always 0 or 1.


And as currently ingame, it's gone with a single attack and you're 100% exposed. Same for foes.
Except the players can use this wisely to keep their CC till armor is done and the AI is stupid and blows their loads.
Probably to compensate, AI gets waaaaaaaaaaaaaaaaay more AP than the player. Which again leads to them just whitering your armor away in one shot and stunning you the next.


Except for Hailstrike no 1AP skill can just blow away all the armor. + we only have normal mode no tactician and only act 1. I dont think AI has more AP right now.

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I really like it as is, and think its a vast improvement to the willpower/fortitude stats of DOS1. I do wish there were more ways to regen physical and magical armor in combat though. I also don't think ANY enemy, boss or not, should be outright immune to every cc effects like the last boss seemed to be. Its one of my biggest pet peeves in rpgs when something is immune to all or most crowd control effects, so it becomes a race to out damage the boss before it kills you, and I personally find it boring (I thank Larian from with all my heart for not having anything like that in DOS1 and DOS EE). I'd prefer bosses just be loaded with magic and physical armor, and you have to find ways to get rid of them quick if you want to cc them.

Last edited by Damashi; 18/09/16 06:19 PM.
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The one thing I REALLY REALLY don't like about it is that...

It kind of vastly improved CC because of it. Don't got armor or magic armor? Well now you have absolutely no resistance to anything.

And given that magic and armor are usually paper thin in a fight (most enemies worth their salt take down your armor or magic armor in a single turn)... yeah...

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you know i think it would feel far more statisfying to fight against people in armor if there would be an animation playing if you knock down the armor. Like flying bits of armor something of that. some visual representation.

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Perhaps the details could use refinement but I really like the system, it's interesting and original. I also like how much more clear armor values are this way

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Originally Posted by Kindulas
Perhaps the details could use refinement but I really like the system, it's interesting and original. I also like how much more clear armor values are this way


Yeah that is kind of how I feel. The armor system can work, it just needs to be tweeked.

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Also in favour of new armor system and tactical options, but also miss other ways to resist status effects. In DOS1 i liked the various defensive stats and immunity equipment & spells, hoping to get something like this in during beta.

Status defence could come from elemental resistance, spells/skills, equipment, talents, and maybe even stats (str to help resist knockdown, wits vs charm, etc) or skill points (high skills helping defend against that 'school'). Partial resists and/or chance to break free early could be an interesting addition.

Does the system take into account that some statuses can be good or bad depending on resistance? ie; Right now, would someone with 110% fire resist and zero mag armor get burning status (for negative damage) or would they resist the burning? Would magical armor prevent the burning? Could they be burned by allies? (similar with poison, healing and zombies but there i expect the talent may supersede the general system).

ps: Being burned at 110% fire resist is very much better than being frozen at 110% cold resist.

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