Originally Posted by Mxiio
Originally Posted by Blakhart

I always used advantage as much as I can, gaining elevated positions, clearing line of sight etc. I realise that Armor Class plays into it as well. But im standing next to an ogre trying to use Eldritch Blast or Necrotic touch from an elevated position and being given a 4% chance to hit? 10% with a bow from the same spot (restarted and repositioned Laezel t the same spot to test the differences)? I dont think so.


Ranged attacks and spells that rely on rolls have disadvantage while you are in Melee.

Originally Posted by Blakhart

The only time I have seen 75% or better hit chance on ANY of my characters has been either melee vs prone target or from Magic Missle.


What is the mod on your attacks? +1, +2, +3 etc.?
I'm doing a Warlock playthrough right now and I have not had any such issue at all, most of the time I'm in the 80%-95% range.

Originally Posted by Blakhart

I pointed this out before too but will again: The most damage spells and effects I have noticed int he game so far are Shatter and thrown items like Alchemists fire. They seem to pretty much hit everything in the area, regardless of needing much hit chance at all, and do quite a lot of damage. For instance my best Eldritch blast so far has hit for 14 damage, at level 4. Against a single target. I cast shatter, and hit 3 targets for 17??? Before I got annoyed during one of the Gnoll fights and quit for the night, I threw an alchemists fire and damaged 3 of them for 10+ Damage. My spells arent doing that much and thats really making me go "why dont i just toss bombs around instead of even bothering with low hit% spells"


Eldritch Blast is a Cantrip, Shatter is a 2nd Level Spell. If Eldritch Blast did the same or more damage there would be no reason to use actual Spells.

Originally Posted by Blakhart

DUring one of the big goblin fights the boss threw (ima ssuming alchemist fire) or a bomb and hit 3 of my heroes for 14, 17 and 16 damage each. At level 3 that was most of the wizard and clerics health.


Don't clump up your characters?

Originally Posted by Blakhart

I just think overall tuning needs to be done to lighten up on the strict interpretation of the combat mechanics because its no fun when you're missing 66% of your attack...i say 66% because thats a near approximation of how much Ive noted I miss in a majority of at-level fights. This band of heroes have to be the absolute worst fighters I have ever seen.


Utilize effects more when you pick a fight, acid will reduce the AC of affected characters by 2, hex will give them disadvantage vs. an ability of your choice. With the combat system as is, I have killed the Cambions (level 5) and Commander (level 8) with all classes, if anything the DOS elements of BG3 makes it too easy.
A simple combo would be use your Warlock to cast Hex with Dex Disadvantage and to have Gale spam Ray of Frost, then have Lazael and Astarion smack prone targets.






So for example on the Ogre fight... I played this through about 12 times. I get what youre saying about being close proximity is disadvantgae for range but there should be other tools to use which arent necessarily there. And frankly, a cantrip like necrotic touch shouldnt see THAT much disadvantgae even at close range. I dont have an issue with some factoring going on - but when youre telling me i basically may as well not bother - thats just shooting yourself int he foot for the sake of literal interpretation which is just dumb game design. During the same fight Laezel never had above 55% chance to hit in melee range.



I get what youre saying about Eldritch Blast vs Shatter. I guess more to the point though is the fact that the AoE spells and Effects (from simple thrown items) are outdamaging base spells. Seems silly. Seems silly to me that an NPC can toss a bottle and do more damage to my whole party than some of my most reliable spells and cantrips do. You also have to bear in mind that due to the quite literal flowing of the game design, that you have to CAMP in order to regen your spell slots - which is typical DnD.

Unfortunately this is not a tabletop DnD. People do not want to have to go through a couple of fights then camp all the time just so they have their spells back. THe cantrips SHOULD be a little bit stronger int he PC model BECAUSE you dont want to camp constantly just to be fight-worthy again. THe fights are currently challenging enough that you need to have a very prepared party to take them on.

DOnt be a smartass about the clumping of characters. This isnt my first rodeo. Unfortunately because of the way party movement works sometimes, you know, when you first enter a scene your characters arent always lined up exactly how you'd like them. The goblin boss got the first move on that one and tossed a bomb - what am I to do? I ended up restarting from an earlier save and approached it differently - but AGAIN its just pointing out the absurd level of preparation and detail youre forcing players to have to account for EVERY encounter.


The encounters are setup in such a way that you have to be really spot on to win at every step of the way. The game is way too challenging right now for I think a majority of people whoa re going to play this game. I'm ok with it as I dont mind being challenged - but if you want the game to be this hardcore it's not going to get the same following that Divinity had.