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I find that, when this guy is standing right there being *stunned*, or when he is knocked down and lying on the ground, my character swings at him and *Miss*, it feels really awkward. It doesn't feel right. Now if you tell me, maybe my character is just so sloppy, they can still miss someone who is standing still like a statue, then I'd say, I don't think 50+ Finesse can still be considered "sloppy". And even so, that miss should be way, way less likely to happen - not 5%.

In the Baldur's Gate games, if the target is incapacitated, your attack against them is an automatic hit - you don't have to roll at all. So maybe in D:OS it doesn't necessarily have to be guaranteed, 100% hit chance, but at least something along that line would be nice, and it would make more sense too, I think. Maybe something like an extra 10-20 accuracy to any attack against an incapacitated character. Also remove Dodging percentage completely from incapacitated characters?

A similar issue is with blocking with a shield. How do you block when you're stunned? Some shields give you a blocking chance. When that effect triggers, the character instantly turns to face the attacker, and the attack is blocked. Now how does that happen if the one holding the shield is *stunned*? Seeing a stunned guy turn around and block your strike with his shield, it just feels wrong. You want to see it for yourself, try fighting Linder Kemm...

Last edited by Try2Handing; 08/10/17 02:33 PM.

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The 100% to hit was a thing in D:OS1, and from what I understand it was removed for two reasons. The first being that most CC abilities in the game ignore dodge mechanics entirely, you're either in the AOE or you're not; which makes dodging less viable. Wouldn't be an issue in of itself it it wasn't for the fact that there are about 4 different kinds of stuns to use on multiple spells and abilities meaning that the dodge mechanic itself was rarely ever used.

Turn 1: Shock into Stun
Turn 2: Wet into Frozen
Turn 3: Knocked Down
Turn 4: (If you're fancy) A good ol' petrify or other saucy CC like Blind, Smoke, or similar.

So the long and short is that the 100% to hit was basically removed because accuracy as a mechanic would not really be a meaningful thing anymore. It definitely feels unintuative, but I think you'll find that in the long term it works better in this particular game. D:OS1 was almost entirely "Can you stun this guy for me so I can hit him?"
I try my best to just roleplay it out in my head. You're on the ground but roll to evade a hit, you're electrocuted but able to through the haze capable of moving yourself out of harms way. You're... Petrified... So... You see, the earth gods themselves... Um... I'll get back to you.

Then again, maybe I'm wrong. Why you trusting strangers on the internet anyway?


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Ok, the last bit was pretty funny. But let me see if I get what you're saying. Are you saying that, with the amount of cc potential in the game, you can cc enemies so hard that, if the 100% hit chance is a thing, you would be always hitting enemies, never missing? Basically you're saying that, there is so much cc in the game, it offsets the "missing an incapacitated enemy" thing?

If that's what you're saying, wellll.... I don't quite feel that way. I don't find that in every fight I can perma cc every single one of the other team and so if I get 100% hit chance, I would never miss anyone and Accuracy would be meaningless. That's not what happens in my case. And I'd like to believe that I'm pretty decent at grouping up enemies to cc as many of them at once as I can. And it's not like the enemies always let me throw all my cc's successfully at their team, either. And not all team comps have the same amount of cc potential; my team might not have that much cc to spare.

But anyway, my point is that, let's say, in this particular fight, this particular guy is really hard to cc'd, when you finally manage to cc him, you really want to dish out as much damage as you can on him, right? It just feels very unsatisfying when you miss him, especially when you use a hard-hitting skill, and especially in tough fights, where every hit counts.

Also, Battle Stomp *can* miss...


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My advice is to try out D:OS1:EE to see if you like that system better. That is also a pretty lovely game. 100% to hit on all CC'd characters.


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I have played D:OS - only once though. Tbh, I can't remember much about it anymore. At least, as far as this particular issue is concerned.

I have the EE edition, and wanted to go through it at least once, but only got to level 7 then stopped. It was a while ago. Maybe I'll go through it sometime in the future...


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Originally Posted by CatR
You're... Petrified... So... You see, the earth gods themselves... Um... I'll get back to you.

How about: you're petrified so your skin has hardened causing some attacks to be deflected.


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Originally Posted by Try2Handing
I have played D:OS - only once though. Tbh, I can't remember much about it anymore. At least, as far as this particular issue is concerned.

I have the EE edition, and wanted to go through it at least once, but only got to level 7 then stopped. It was a while ago. Maybe I'll go through it sometime in the future...


I think playing with either system you'll just find both are flawed. It's hard to find a good balance between excessive CC and limp CC.

Originally Posted by Undesirable
Originally Posted by CatR
You're... Petrified... So... You see, the earth gods themselves... Um... I'll get back to you.

How about: you're petrified so your skin has hardened causing some attacks to be deflected.


Power of Severe Callouses, 2 ap, 1 source.


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Let's say in the first D:OS it was really easy to cc enemies and then you get 100% hit chance on them... That was basically the problem, right? Then isn't that what the armor system was invented to fix in D:OS2? The armor system in D:OS2 is meant to make it harder to cc enemies. So once you have managed to pull off those cc's, you should be rewarded. You shouldn't have to face the fact that you can still miss, and there's nothing you can do about it.

You make it so that it's harder to cc, right? THEN you still allow the enemies a chance to get away with it after you have managed to cc them?

Anyway, my point is that, I'm really bugged by what I just said above. I'm sure there are players who find it less of an issue.

Last edited by Try2Handing; 09/10/17 12:01 PM.

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I am not entirely in disagreement with you. But overall I think that the armour system isn't working quite like the developers intended it to. The game definitely needs some balance tweaks; I wouldn't mind that the armour system gets more robust and the CCs more powerful to compensate. But, hey, patches are coming.


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