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Joined: Nov 2016
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Originally Posted by vometia
Hmm, good point. I was thinking of this original cover art:


[Linked Image]


which has two "goth women" in addition to Red Prince, Beast, Lohse and Ifan. I'm assuming they're Sebille and our undead chap(ess) but I'm not sure which is meant to be which: at a guess, Sebille is the one modelling the latest fashion in pointy arrows. And of course the characters have mostly changed quite a bit since then anyway.


I think that the woman with the collar-thing isn't an origin, but rather Dallis / a Magister.

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Originally Posted by Fluffington
You want to talk about immersion breaking shit? LET THE LIST BEGIN:

- Starting with weapons. On an experimental table. Stupid.
- Magisters having a mind link on par with the PROTOSS. If I kill one of them behind closes doors, that should NOT mean every last member on the ship suddenly has a strange desire to rip my spinal cord out with their BARE HANDS. BUT SURE, OKAY?
- Why do townsfolk still try to kill you when they are several levels below you, have not been attacked and have no reason to attack you?
- Your party is limited to 4, but with multiple players, you can get up to 8. (Sharing Xp is a simple workaround for quests.)
-Wendigo literally one-shots every magister on the ship when you first meet her, but the next time you see each other she uses nothing but flasks and her weapon. Okay? This is the WORST and most ANTICLIMACTIC fight in the game. You see her wave a hand and kill dozens of people, but when YOU get to fight her, she's weaker than a child?
- After the rage nerf, Warrior-damage builds are flat out terrible. While, on the flip side, a rogue built for pure finesse and up-to-date daggers can one-button-slaughter things a level higher than it. I don't remember throwing a dagger to do MULTIPLE TIMES MY BASIC ATTACK DAMAGE. Even without abusive glitches, Sebi can do roughly 400 damage in a turn at level 7. For reference, that is 3 times her health bar or twice her health bar and armor.
- There are STILL weapons that are flat out terrible, regardless of build. "Sure, let me slap on that greatsword with +5 int that ALSO has a 14 STR requirement. On my mage. Melee mage?"
- The number of glitches have shot through the roof. Ignoring the infinite AP glitch with Time Warp, why do potions STILL hurt zombies? They have nothing to do with magical "Healing Magic" or "Holy Power". It's a bottle of wiggity woogity that makes the booboos go away. Zombies have booboos. Fuck you. This is blatant discrimination.
- Decay should not harm Zombies who receive healing from poison. The debuff clearly says "Healing", not POISON. As does the Zombie Tooltip, implying that health from poison is NOT healing. But sure, let's make the zombie talent even more worthless. Do you want us to RP or not?
- Several zones still don't scale correctly. This becomes GLARINGLY obvious in the two zones after you leave Act I. Things go from level 7-8 to 13. Without abusing glitches, this becomes stupidly tedious to complete. It just further proves that Teleport is BEYOND mandatory on ALL 4 members for some fights.
- Time warp causes some FREAKY bugs, okay? I implore you to use them on a character in a fight that has a cutscene after it.
- I've said it before and I'll say it again. The player is NOT given enough XP. In a game system where each level is SEVERAL rungs of HP, Damage and Initiative up on the ladder, ALWAYS going last gets boring FAST. Even my rogue with 24 wit lost out to a normal mob because it was a higher level. A mob that was a zombie.
- Zombie NPCs should always have 0 wit and initiative. How is this something people need to tell you? You can't have their animations take 40 years to give the impression of lethargy BUT also have them go first. IT MAKES NO SENSE. FIX INITIATIVE!


You just reminded me how much I hated Zombies could cast spells in Radeka fight and that the carrion beetles can use coaglated spit twice and each time they do the animation. I just did not understand how zombies could cast spells...

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