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Joined: Dec 2017
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Originally Posted by DenverRalphy
Given the latest patch, the biggest issue players have is that Taunt is basically acting like Charm.

If you or one of your companions is taunted, then the player should still have full control over the character. AI should not take over. If you're taunted, you should still have full control of the character, and be able to cast buffs/heals upon your companions. However negative effects/damage dealing skills should only be targetable upon the enemy toon that landed the taunt. Heck, even make sure the character can't move away from the taunter, but only toward (if they so choose to move). But no, Taunt shouldn't be a Charm mechanic.

Granted, it's a "limited" charm in that it will still attack an enemy, it's likely to burn skills you don't want set into multi-turn cooldowns.

Case in point, enemy casts shackles on a toon, then gets a guaranteed taunt on that same toon. You lose every option to NOT attack that toon if the AI takes over. And you watch as your toon kills itself.



I just posted about this on the Steam Forums not yesterday.

My solution is very similar to yours in that a Taunted Playercharacter should ONLY be limited and allowed to attack the Taunter and all other targets are invalid.
I would even go as far as to say other party members are also invalid as to force the player into attacking the Taunter or doing nothing (effectively loosing a turn which also has tactical value to the battle).
I would be okay with not being able to cast buffs or friendly spells on your party during the taunt duration as the character is supposed to be enraged or focused on the Taunter specifically.

I 100% agree that under no circumstances should Taunt release control from the player.
Even more so with the new update to taunt costing 2 action points but circumventing ALL armors.

Last edited by CapN Squirrel; 08/02/18 07:27 PM.
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Taunt is not fun the way it works now. The worst thing is that it uses items from the character's inventory, encouraging us to not have items in our bags. I would be completely fine with just having it limit what we can target, but having it control our characters is just immensely frustrating.

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my question about taunt is that while I think AI in this game is really good, why do my guys act like retards when taunted?
can't I use some of that AI the enemy uses?


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Oh yeah that too, they usually do the most pointless things, one time my main casted Nether swap between my ranger who was on highground and an enemy on lowground then used Teleportation on the same enemy to lowground.

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yeah, I assume the issue is just that enemies have a very limited skillset compared to 100 options your guy might have, and the enemies are also in a predetermined environment, so all this allows for a certain amount of scripting and IF THENs.

so, maybe the answer is to have your guy just get enraged and attack with w/e weapon they have, avoiding the myriad skill/item issues
this kind of bones any caster class, so I would also have taunt resisted by magic armor --- not sure why enemies get a piercing taunt
did they ever address this?

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I agree with this. Since Taunt pierces armor, is really annoying to deal with enemies capable of casting it. I suggest modifying the behaviour on allies by only allowing them to attack the caster (which is what taunt should do anyway).

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