Larian Banner: Baldur's Gate Patch 9
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Joined: Oct 2020
apprentice
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I know lots of people have put forward various ideas regarding the jump/disengage situation. Personally, very much in favour of separating jump from disengage. Disengage is a careful action that involves keeping your defenses up as you move away, without leaving an opening for your opponent - leaping around the battlefield is the opposite of that.

Beyond that though, I'm not sure why jump is implemented as something you have to actively specify to do. As it is, there isn't really any player skill involved in the active jumps, and having to manually do it for each member of your party when you're traversing the map is pretty painful.

I would prefer to see long jump incorporated into movement naturally, and most high jumps replaced with climbing (high jumping also just looks absurd), and then incorporated into the pathfinding AI.

This would mean that your characters would automatically jump up to the distance they should be able to based on Strength when traversing the map. See a ledge you want to get to? Just click and your character will make the jump automatically as part of the movement if they are able. If the selected character has too low a strength to reach, in-game feedback should indicate they are unable to reach due to low strength (allowing you to cast Jump on them if you need to temporarily give them that boost). When in combat or turn-based pause, jumping should use up your available movement like any other move.

This could also be part of improving pathfinding AI generally. See that obvious patch of slippery ice? Companions can use their jump to avoid it while following the party leader.


Last edited by someoneinatree; 09/10/20 06:43 AM.
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I'm not sure they'll be able to auto-jump correctly. However, being able to jump... JUMP out of danger while being surrounded by 3 murderous enemies is a gross violation of the rules as intended in 5e and should be changed. We absolutely it to incur an attack of opportunity, and preferably to have the disengage option as well. It really shouldn't use your bonus action either, it should just be movement.

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apprentice
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Originally Posted by Slapstick
I'm not sure they'll be able to auto-jump correctly.


It certainly isn't a simple change. But considering some elements of it have already been included in the AI (notice how when you are in jump mode, the interface calculates moves before the jump that may be required by showing you a little ghost of your character where you will move to before jumping) - I'm hoping there are elements of that code that could be expanded upon.

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journeyman
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+1

Jumping each character over an obstacle gets old real fast.

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journeyman
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Bonus actions and spells are by far and away the biggest problems in the game as it's available right now.

Disengage and stealth should be actions, or be on a cooldown. Or if they're really just going to do this and commit to giving every character in the game the ability to attack and stealth/disengage on the same turn as only rogues should be able to do, then they should give rogues something outrageously powerful to compensate. Make all regular attacks eligible for the backstab bonus or something.

Last edited by Deemer; 09/10/20 07:55 AM.

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