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This one is simple. Encourage needs to scale more effectively into the late game. Clear-minded does almost the same thing, but at least scales into later acts making it far more valuable since they cost the same AP.

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Yes. It starts out as weak and it only gets weaker as the game goes on. +1 to an attribute is a lot smaller in D:OS 2 than it was in D:OS 1, and you also get a lot more attribute points in D:OS 2. It is nowhere nearly as strong enough to warrant a 6 turn cooldown. Apparently it only goes up to +1 STR/INT/FIN and +4 CON by level 22, which is bad.

I recommend that it get at least +1 to all every 5 levels, capping at +5, for +25% to STR/FIN/INT and +35% to CON. Heck, the bonus to CON alone would make it worthwhile.

Also, Dwarves Petrifying Touch is bad for costing 2 AP - you can always find something better to do with 2 AP than that. It would be better if it was 1 AP. Hell, you could even get rid of the damage and use it on allies to clear and block some enemy status effects.

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It's fine, everyone getting +1 to all stats and +3 to Con, cumulatively that's a ton of stat and that +Con also acts as a heal in a tough spot.

Not sure why you think that innate abilities should be something huge anyway. Blood Sacrifice syndrome? IMO that one is the outlier rather than others being weak.

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It's a ton of stats that amounts to nothing, Gaidax.

The innate abilities are still racial features that give players a chance to differ their playstyles both in and out of combat; the abilities like Encourage, Petrifying Touch, etc help define those changes alongside their more passive bonuses. These bonuses and abilities should be worthwhile additions to the players' arsenal, not wasted space.

Encourage is fundamentally useless due to its generally broken implementation, and it does need to be fixed.



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You did not even explain what's broken about it. It is not AoE clarity, so it's broken? It's fine for 1 AP and it does not amount to nothing, the health gain is quite nice and it's still +mainstat for everyone in the party.

It would be broken if it would actually scale all stats, then it would be something you want to rotate as opposed to being situational like all innates, except for Flesh Sacrifice, which is still a bit out of the line there, but what else can you do about it really, make lose 1AP next turn?

Same with Petrification, which is a great hard CC, that is not a knockdown actually.

Last edited by Gaidax; 27/09/17 11:14 AM.
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Originally Posted by Gaidax
It's fine, everyone getting +1 to all stats and +3 to Con, cumulatively that's a ton of stat and that +Con also acts as a heal in a tough spot.


The CON isn't bad, but I dispute that it's a "ton of stats". You have 42 attribute points by level 22, so let's say say that only half of which will be going into your primary stat. 21 * 5% = 105%. Adding an additional +10% is not much.


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Not sure why you think that innate abilities should be something huge anyway. Blood Sacrifice syndrome? IMO that one is the outlier rather than others being weak.


Racial abilities should be useful throughout the game. Everyone can always use +1 AP. Even Fire Breath seems to scale reasonably well in the full version.


Originally Posted by Gaidax
You did not even explain what's broken about it. It is not AoE clarity, so it's broken? It's fine for 1 AP and it does not amount to nothing, the health gain is quite nice and it's still +mainstat for everyone in the party.

It would be broken if it would actually scale all stats, then it would be something you want to rotate as opposed to being situational like all innates, except for Flesh Sacrifice, which is still a bit out of the line there, but what else can you do about it really, make lose 1AP next turn?


Oh no heaven forbid there be a reason to take 2 humans in the party. The skill has a 6 turn cooldown. That's fine, but I want it to be worthwhile. If someoone wants to be STRATEGIC and use Encourage to keep buffs going, what, exactly, is the problem with that?

I'm not even suggesting that it scale a whole lot, I think capping it at +5, one point every five levels is fine. You are the one making the claim that a buff of 1/10th is super-powerful.


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Same with Petrification, which is a great hard CC, that is not a knockdown actually.


My complaint about Petryifying Touch is that its AP cost is too high for something which:
- Does low damage
- Can only be cast at melee range
- Requires the target to be stripped of Magic Armor
- Lasts for only one turn

I can usually find something better to do with those 2 AP.


When compared to the Petrifying Visage spell which costs the same amount of AP, but
- does more damage
- hits an incredibly large area

For just 2 points into Polymorph (and the same armor restriction).

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I got to a point in the game where i don't even consider using it, doesn't even feel it would make that much of a difference. Then you check things like Peace of Mind and it gives 4x (so to speak) benefit compared to what encourage would do, yea it needs some sort of change or better scaling.

Last edited by 3lackrose; 01/10/17 03:11 AM.

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