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#605844 25/06/17 09:11 AM
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janmi Offline OP
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Blessing and cursing the surfaces constantly makes the game too complicated. Make the cooldown timers longer for those abilities, because otherwise planning ahead becomes 2x more difficult, and can make the battles overwhelming. I like to have different options, but this has gone a tad too far imho. smile

And a question: Will the controller support & split-screen be added in the last early access update or on release day?

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Surfaces alone have honestly become a pain to the player so much that my friend and I deliberately try not to create them so we don't have to deal with them ourselves. Often we avoid stunning an enemy because they have a water surface or stupid amounts of blood under them and it would cause us to become stunned ourselves, fire often seems to end up travelling farther than we expect and poison has become just as much of a problem, especially when combined with fire as the explosion damage seems to almost kill us every time when most other things don't even come close to that kind of damage. Sticking with physical attacks and knockdown seem to be our best options so far... to feel punished for using the effects of your class or skills should not be a mechanic in any game because why on earth would you use them then? We certainly have refrained from using most of the skills we used to love in D:OS1 as they cause more problems than they solve now.

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It's hard to put a cooldown on most of the sources of Curse at least, since it's most frequently caused by causing Void creatures to bleed.

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Originally Posted by LokiGoC
Surfaces alone have honestly become a pain to the player so much that my friend and I deliberately try not to create them so we don't have to deal with them ourselves...

... to feel punished for using the effects of your class or skills should not be a mechanic in any game because why on earth would you use them then? We certainly have refrained from using most of the skills we used to love in D:OS1 as they cause more problems than they solve now.


Amen. The fights in the early access campaign are ok, because there aren't too many spells yet. But the Arena isn't as much fun, because it gets way too complicated to enjoy all the fights due to the blessing/cursing hassle. It's can be fun, but after a few fights it became irritating.

And since moving costs a ton of AP, it's better just to stand in the surface and suffer the costs. And because of that, it becomes an optimization battle with the blessing/cursing cooldown meters. This is not fun, it's VERY tiresome. mad

(And one more thing I haven't enjoyed in DOS: smoke from poison explosions makes me not use poison. It's impossible to evaluate what you can hit after the explosion (because the smoke blocks you view completely to some targets), before the explosion that is. Too random to be fun. Otherwise, these are amazing games!! thankyou wave )

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Bless definitely needs a longer cooldown, a higher AP cost, or both. Cursing, as Trace says, mostly comes from void blood, so that's hard to control.

I think some kind of global solution to surface combos is in order: What if a surface interaction, say blessing a character on a surface, didn't transform the entire surface into a blessed variant, but only blessed a small section of the surface below the character, maybe blessing more and more of it as the character walks around.

Similarly, electrifying a puddle of water could have a limited range, say 5-6m from the origin point of the air damage.

Maybe this overcomplicates things, I dunno, but it would help keep surfaces more in check.

I also think exploding could deal less damage, buffing the fire/poison skills slightly to make up for that. Right now it feels a good fire/poison wand DW combo can do more damage than most skills because of the explosion combo.

More surface/cloud removal skills will also help, but that feels more like a bandaid than dealing with the fundamental problems.

Originally Posted by janmi
(And one more thing I haven't enjoyed in DOS: smoke from poison explosions makes me not use poison. It's impossible to evaluate what you can hit after the explosion (because the smoke blocks you view completely to some targets), before the explosion that is. Too random to be fun. Otherwise, these are amazing games!! thankyou wave )


I also agree that smoke can be a huge pain. It's hard to see, and often times one tiny speck of smoke in front a character can make them essentially blind. Would be interesting if smoke didn't completely block vision, but reduced your range according to how thick the cloud is, maybe even like 1m of smoke means you have 1m range less in that direction, though perhaps 1m of smoke should be 2 or 3m of less range, or even worked as a percentage reduction so it affects melee characters less than ranged ones.

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I don't have an inherent problem with things being overly complicated since I enjoy having a certain amount of chaos that prevents combat from getting 'algorithmic'; where you end up with a tidy flowchart approach to 90% of the fights.

I do agree though that with how drastically and rapidly the ground changes in the current game it starts feeling inconsequential as a result. It almost doesn't matter what the current state of the ground is since it will probably change - maybe several times - each turn, and you are almost always able to easily change it yourself, especially with bless that people have mentioned. It lets you "fix" the ground regardless of your class which isn't very exciting.

I've only done one playthrough of the EA so this is just my first impression, but currently there's so much going on on the ground that it ends up feeling like noise that I often tune out.

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Personally I feel like the current setup is good. It's chaotic. Yes, you can in theory bless anything,b ut the moment it's cursed it neutralizes, then likely gets bumped all the way to full cursed a moment later And thent here's wheny ouh ave to bless just to counteract a massive cursed field. And blessing uses at least one AP, which prevents you from getting a full other set of attacks out.

And it's not even like it matters what your class is, because you can customize yourself to be literally anything from the get-go, utterly disregarding class save for the weapon it starts you with.

Honestly? I just also wish that we had access to curse as a skill, because I'd love to be able to make the fields between me and my enemies that much more dangerous.

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Originally Posted by Roros
I do agree though that with how drastically and rapidly the ground changes in the current game it starts feeling inconsequential as a result. It almost doesn't matter what the current state of the ground is since it will probably change - maybe several times - each turn, and you are almost always able to easily change it yourself, especially with bless that people have mentioned. It lets you "fix" the ground regardless of your class which isn't very exciting.


This is the problem.

At first I really liked the idea of blessing/cursing, but it just loses being fun by taking too much work to figure out how to use it to your advantage, and this happens on almost every turn. That's way too much.

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Originally Posted by TraceChaos
...And blessing uses at least one AP, which prevents you from getting a full other set of attacks out.

I think it's worth mentioning that blessed surfaces affect enemies as well. You can just as easily buff them as you can your own party, especially since there's usually an enemy who will move into melee range.

Originally Posted by TraceChaos
I just also wish that we had access to curse as a skill, because I'd love to be able to make the fields between me and my enemies that much more dangerous.

I have a feeling we will eventually get curse as a skill, because it's an ability already in the game (you can tweak some files, like in Baardvark's mod, that allows you to obtain curse). I've used it a bit and it's pretty fun to curse large lakes of electrified water, though recently I've had issues with that cursed water turning back to normal within a couple of turns.

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Originally Posted by LaughingLeader
I have a feeling we will eventually get curse as a skill, because it's an ability already in the game (you can tweak some files, like in Baardvark's mod, that allows you to obtain curse).
There's a cursing wand also (WPN_RC_Unique_CurseWand)


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