Larian Banner: Baldur's Gate Patch 9
Previous Thread
Next Thread
Print Thread
Page 2 of 6 1 2 3 4 5 6
Joined: Oct 2020
N
journeyman
Offline
journeyman
N
Joined: Oct 2020
i really don't get most of the changes from 5e.
they unbalanced so many things by changing them even though they were perfectly fine before.
i am not a purist but don't fix things that are not broken.

Joined: Oct 2020
stranger
Offline
stranger
Joined: Oct 2020
Originally Posted by Pupito
Originally Posted by Tuco
Generally speaking I'm way more in favor of combat that is quick and lethal (on both sides). I don't like having to hit the same target several times as an attacker (especially when it's supposed to be a "weak one") and I don't like sponging damage as target.
This just to confirm that I'm not a big fan of this choice, on paper.


Yeah, quick and brutal combat is one of the great feelings just about any game that does it right. My first ever D&D 5e adventure our first combat was against, of course, some goblins. Pretty weak creatures, and nothing felt better than hearing the description of how our barbarian just decapitated a goblin with his great axe in a single swing or the warlock just eldritch blasted a goblin straight to the shadow realm lol. Goblins are supposed to be weak, easy to beat creatures that can spell trouble in large numbers or if they ambush you. It's not supposed to take my fighter 3 or 4 hits to kill a goblin. I should be hacking, slashing, and burning my way through goblins with very few problems.

Plus it would make larger combats go by faster and feel more satisfying if the horde of goblins coming at me was easier to kill. If my party of 4 could kill 1 or 2 goblins each every round of combat, tossing 20 goblins at me wouldn't feel like a slog. Especially when the wizard pulls out a more powerful spell and takes out 3 or 4 in a single go.

Make Goblins less on AC and Hit point but rise their damage and distance they can walk per turn.

Joined: Jul 2014
enthusiast
Offline
enthusiast
Joined: Jul 2014
Where do you see these 7 AC goblins? Most of them are 12AC from what I see. It is lower than 15AC stock goblin with shield and their HP hovers around ~12HP area most of the time, which is higher than stock 7, but these are not some drastic differences there.

Overall, my recurring feedback was that there are too much misses as a whole. I certainly prefer 12AC over 15AC, I certainly do not fancy gameplay of spending an hour trading misses. It would be better in real time mode game, where every round takes 6 seconds flat and a few misses will just prolong combat by half a minute or so, but here a round can go good 2 minutes+. I don't really want 1 hour battles, unless it's maybe a key Act fight like that
second Druid Grove gate battle.
and even then 1 hour would be pushing it really.

You can consider this change a homebrew which is perfectly fine. Larian is a DM in this case and it's within their power to make changes that they think will benefit the game. It's same thing as them tweaking other stuff, like dipping, surfaces or even making their own version of Ranger (thanks god for that, even WoTC do not know what to do with this class with all the revisions, rollbacks and errata for 5e Ranger).

A fair point on spell effectiveness and yes it also might mean they would need rebalance a lot and they will. We can already see a lot of changes and it's not the last of those, EA will last 1 year+. I would not worry about Fireball at this point, especially because it will for sure leave a fire surface that is pretty powerful in BG3 for zillion reasons. If anything they might need to nerf Fireball a bit, just like they did with Firebolt. Same goes for sleep - if they really will up HP across the board, they will buff Sleep and similar spells too eventually.

---

Also, quite frankly. This game will last good 80 hours single playthrough. Some people here say "whelp, misses would be more exciting if there would be blocks and different miss animations" and they certainly need to put these in, but let's be real - it would be nice and all first 2-3 encounters, but then the miss trading would get very stale very fast anyway, the end result. Pretty sure, I would not give a damn if that skeleton warrior parries me with a sword or blocks with a shield or just sidesteps 60 hours in on several misses in a row - it would be just annoyance all the same.

Last edited by Gaidax; 17/10/20 12:11 PM.
Joined: Aug 2014
veteran
OP Offline
veteran
Joined: Aug 2014
Originally Posted by Sharp
I suspect part of the reason they made the change to monster HP is because they wanted to implement surfaces. If you have a lower HP enemy, surfaces are much more effective as they are not mitigated by AC.


Change one thing in a well tested and balanced system, then you have to change something else, then you have to change two more things... chain reaction.

The game would benefit greatly from drastically reduced surface use. Concentration spells are nerfed to oblivion when you have to wade through seas of fire everywhere.

Joined: May 2014
D
member
Offline
member
D
Joined: May 2014
Non dnd players want to hit, Larian satisfies them.

Joined: Jul 2014
enthusiast
Offline
enthusiast
Joined: Jul 2014
Originally Posted by 1varangian
Originally Posted by Sharp
I suspect part of the reason they made the change to monster HP is because they wanted to implement surfaces. If you have a lower HP enemy, surfaces are much more effective as they are not mitigated by AC.


Change one thing in a well tested and balanced system, then you have to change something else, then you have to change two more things... chain reaction.

The game would benefit greatly from drastically reduced surface use. Concentration spells are nerfed to oblivion when you have to wade through seas of fire everywhere.


I think claiming 5e is a well tested and balanced system is a bit of a tall order.

They revised, changed and modified it many times already. Heck there is a new book coming up with even more changes and you most certainly have pretty big issues in 5e as is, let's not pretend it is some sort of perfection there - far from it.

Joined: Aug 2014
veteran
OP Offline
veteran
Joined: Aug 2014
Originally Posted by Gaidax
A fair point on spell effectiveness and yes it also might mean they would need rebalance a lot and they will. We can already see a lot of changes and it's not the last of those, EA will last 1 year+. I would not worry about Fireball at this point, especially because it will for sure leave a fire surface that is pretty powerful in BG3 for zillion reasons. If anything they might need to nerf Fireball a bit, just like they did with Firebolt. Same goes for sleep - if they really will up HP across the board, they will buff Sleep and similar spells too eventually.

.

That's the whole point of this post. I don't want them to start rebalancing and changing everything for trivial reasons.

They ONLY need to make the misses exciting so it looks like intense combat instead of incompetent PC's. And that's something a video game can do better than tabletop anyway.

Joined: Jul 2014
enthusiast
Offline
enthusiast
Joined: Jul 2014
Originally Posted by 1varangian
That's the whole point of this post. I don't want them to start rebalancing and changing everything for trivial reasons.

They ONLY need to make the misses exciting so it looks like intense combat instead of incompetent PC's. And that's something a video game can do better than tabletop anyway.


I do not agree it's "trivial" reasons. All said and done this game is not only for 5e purists, it is also a big AAA D&D title that needs to be successful for both Larian and WoTC - this means many people who are unfamiliar with D&D and/or 5e need to be welcomed and quite a few 5e quirks are a tough thing to swallow for many.

So yes, they do tweaks being aware it's not a game for just a bunch of D&D geeks' elite club, but for millions potential players outside that. They know too well those Xcom 99% memes and I am sure they want to try and alleviate that pain at least somewhat.

It is a known fact that Larian asked for this and other changes from WoTC and got a green light for it, because they both need the game to not be a frustrating experience for newcomers. My take is that it is absolutely fine, because bottom line - the more people buy it and the better rep it gets from general crowd - the more chance I'll get Baldur's Gate 3 expansion and Baldur's Gate 4 this century. If this means that your goblins have to get down to 12AC and up to 12HP and surfaces and such need to be more available, so be it.

---

All in all, we're looking at normal difficulty now. I am sure after all said and done, they will also add higher difficulties that might be closer to what you so desire. And failing all that - you can count on mods that will make adjustments close to 5e - I can assure you there will be those 100%.

Last edited by Gaidax; 17/10/20 12:32 PM.
Joined: Oct 2020
E
enthusiast
Offline
enthusiast
E
Joined: Oct 2020
Originally Posted by 1varangian
Originally Posted by Gaidax
A fair point on spell effectiveness and yes it also might mean they would need rebalance a lot and they will. We can already see a lot of changes and it's not the last of those, EA will last 1 year+. I would not worry about Fireball at this point, especially because it will for sure leave a fire surface that is pretty powerful in BG3 for zillion reasons. If anything they might need to nerf Fireball a bit, just like they did with Firebolt. Same goes for sleep - if they really will up HP across the board, they will buff Sleep and similar spells too eventually.

.

That's the whole point of this post. I don't want them to start rebalancing and changing everything for trivial reasons.

They ONLY need to make the misses exciting so it looks like intense combat instead of incompetent PC's. And that's something a video game can do better than tabletop anyway.


Look, an epic "miss" animation is cool and all, but that will become old very quickly. So I don't see the point in that. If I am seeing it 50% of the time (which would happen at AC 15 with lower level chars) I will get bored regardless.

Plus, at with low AC creatures disadvantage is much less punishing, and disadvantage on attacks (at least ranged) does seem to come up more in the game than in 5e because of reduced ranges/verticality.

Joined: Oct 2020
L
member
Offline
member
L
Joined: Oct 2020
Originally Posted by Eugerome
Look, an epic "miss" animation is cool and all, but that will become old very quickly. So I don't see the point in that. If I am seeing it 50% of the time (which would happen at AC 15 with lower level chars) I will get bored regardless.
I posted this in another thread already, but I think it's a great solution to the problem:

Originally Posted by 0Muttley0
If you roll under 10 - Complete miss
If you roll over base but under dex - they dodge out of way
If you roll over base/dex but under armour - glancing blow(no damage)
If you roll over base/dex/armour but under shield - they block it away with shield
If you roll over total AC thats a hit(with damage)
Make animations based on this.

It was also pointed out in the other thread that an animation for spell based AC should be added between dodging and armor.




Last edited by Labayu; 17/10/20 12:37 PM.
Joined: Jul 2014
enthusiast
Offline
enthusiast
Joined: Jul 2014
Originally Posted by Labayu
Originally Posted by Eugerome
Look, an epic "miss" animation is cool and all, but that will become old very quickly. So I don't see the point in that. If I am seeing it 50% of the time (which would happen at AC 15 with lower level chars) I will get bored regardless.
I posted this in another thread already, but I think it's a great solution to the problem:

Originally Posted by 0Muttley0
If you roll under 10 - Complete miss
If you roll over base but under dex - they dodge out of way
If you roll over base/dex but under armour - glancing blow(no damage)
If you roll over base/dex/armour but under shield - they block it away with shield
If you roll over total AC thats a hit(with damage)
Make animations based on this.

It was also pointed out in the other thread that an animation for spell based AC should be added.


I think you did not understand what the person was talking about. It does not matter if miss would have the most amazing animation ever that makes goblins Naruto-run away from your arrows or do feats of acrobatics worthy of circus performance or go full Jedi and parry your arrows and spells with their swords. It's ok - they can add these regardless and I bet they will. First 10-20, heck 30 times you see it you'll be "waaaw so cool", but after that it would be just "ok these misses are just bullshit, sheesh".

The main point of the quote was that no - missing half the time constantly is simply not fun in a video game like this. There is a reason why Xcom is such a meme and its hit rates are higher as is. People need to remember that this is not a tabletop game, we will have much more combat here, much more frequently than in any of the TT runs.

Last edited by Gaidax; 17/10/20 12:42 PM.
Joined: Oct 2020
Z
journeyman
Offline
journeyman
Z
Joined: Oct 2020
And there is also a fix possible for that "missing 3 times in a row" thing. There are already games out there which let the player decide through a setting which kind of dice they want to use. There is the normal dice you can get 4 ones in a row and others which try to reduce the cahnce of that happening by lowering the chance of rolling a certain number if you already rolled that one in the last say 10 rolls and increase the chances for the other numbers.

Joined: Oct 2020
E
enthusiast
Offline
enthusiast
E
Joined: Oct 2020
Originally Posted by Labayu
Originally Posted by Eugerome
Look, an epic "miss" animation is cool and all, but that will become old very quickly. So I don't see the point in that. If I am seeing it 50% of the time (which would happen at AC 15 with lower level chars) I will get bored regardless.
I posted this in another thread already, but I think it's a great solution to the problem:

Originally Posted by 0Muttley0
If you roll under 10 - Complete miss
If you roll over base but under dex - they dodge out of way
If you roll over base/dex but under armour - glancing blow(no damage)
If you roll over base/dex/armour but under shield - they block it away with shield
If you roll over total AC thats a hit(with damage)
Make animations based on this.

It was also pointed out in the other thread that an animation for spell based AC should be added between dodging and armor.


So instead of having 2 animations per enemy type you want 5? If not more. That is a lot of extra work for the team to do.

And all it does it hope that you don't get bored of the animations while you are facing the same type of enemy. Which is unlikely, at least in the case of goblins.

Joined: Oct 2017
enthusiast
Offline
enthusiast
Joined: Oct 2017
Originally Posted by 1varangian
Originally Posted by Sharp
I suspect part of the reason they made the change to monster HP is because they wanted to implement surfaces. If you have a lower HP enemy, surfaces are much more effective as they are not mitigated by AC.


Change one thing in a well tested and balanced system, then you have to change something else, then you have to change two more things... chain reaction.

The game would benefit greatly from drastically reduced surface use. Concentration spells are nerfed to oblivion when you have to wade through seas of fire everywhere.


From my personal experience, I don't find the surfaces to be overbearing. I have completed the EA twice solo now, once with a ranger and once with a wizard and in neither solo run did I run into a situation where I felt like surfaces were a problem. I definitely did not feel like concentration being interrupted by surfaces was an issue either and I relied heavily on expeditious retreat on the wizard run and heavily on hunter's mark in the hunter run. I have vivid memories of fights like the black pits in dos 2, which I was not a fan of and despite all the criticism I see of surfaces in BG 3, I don't feel like they are ever present. They may be a balance concern, but they certainly don't feel like they outstay their welcome.

Last edited by Sharp; 17/10/20 12:41 PM.
Joined: Oct 2020
L
member
Offline
member
L
Joined: Oct 2020
Originally Posted by Gaidax
The main point of the quote was that no - missing half the time constantly is simply not fun in a video game like this.
I don't relate to this, or understand how doubling the HPs and thus number of hits needed to kill is somehow better.

Last edited by Labayu; 17/10/20 12:45 PM.
Joined: Oct 2020
Z
journeyman
Offline
journeyman
Z
Joined: Oct 2020
Originally Posted by Labayu
Originally Posted by Gaidax
The main point of the quote was that no - missing half the time constantly is simply not fun in a video game like this.
I don't relate this, or understand how doubling the HPs and thus number of hits needed to kill is somehow better.


It reduces the dependency of luck. Killing an enemy with 2 hits is safe. High AC could mean you kill an enemy with one miss and a hit or 10 misses an a hit.

Joined: Aug 2014
veteran
OP Offline
veteran
Joined: Aug 2014
For reference, goblins don't have 7AC, Intellect Devourers do.

Booyahg is 8AC 9HP
Tracker is 10AC 10HP
Brawler is 12AC 12HP
Za'krug boss is 12AC 19HP

All significantly down from 15AC and up from 6HP though.

Bubgbear is 15AC 27HP.


Joined: Jul 2014
enthusiast
Offline
enthusiast
Joined: Jul 2014
Originally Posted by Labayu
Originally Posted by Gaidax
The main point of the quote was that no - missing half the time constantly is simply not fun in a video game like this.
I don't relate to this, or understand how doubling the HPs and thus number of hits needed to kill is somehow better.


It is a matter of perception, which is an important thing for something like a video game. Hence my Xcom references.

Miss is perceived as a frustrating waste of your turn, where as hit is a hit - you took action and it succeeded. Even if in the end it would average out to be the same - having much less of your turns effectively wasted is already a more positive gaming experience.

It is a psychology and there are reasons why this way it is better than a complete RNG-fest.

Joined: Oct 2020
Z
journeyman
Offline
journeyman
Z
Joined: Oct 2020
I would like it as well if they stick to the DnD 5e rules, giving Goblins high AC and low HP. High AC low HP enemies are simply not meant to be attacked by weapons. Use Spells or skills that target attribute saves. Or inflict status effects on them (e.g. prone, sleep). Or use AoE spells and skils to increase your chance of hitting. But giving them low AC and high HP just to make the standard 2H melee Fighter more viable in every situation sounds kind of dull to me.

Joined: Aug 2014
veteran
OP Offline
veteran
Joined: Aug 2014
Originally Posted by Gaidax
Originally Posted by Labayu
Originally Posted by Eugerome
Look, an epic "miss" animation is cool and all, but that will become old very quickly. So I don't see the point in that. If I am seeing it 50% of the time (which would happen at AC 15 with lower level chars) I will get bored regardless.
I posted this in another thread already, but I think it's a great solution to the problem:

Originally Posted by 0Muttley0
If you roll under 10 - Complete miss
If you roll over base but under dex - they dodge out of way
If you roll over base/dex but under armour - glancing blow(no damage)
If you roll over base/dex/armour but under shield - they block it away with shield
If you roll over total AC thats a hit(with damage)
Make animations based on this.

It was also pointed out in the other thread that an animation for spell based AC should be added.


I think you did not understand what the person was talking about. It does not matter if miss would have the most amazing animation ever that makes goblins Naruto-run away from your arrows or do feats of acrobatics worthy of circus performance or go full Jedi and parry your arrows and spells with their swords. It's ok - they can add these regardless and I bet they will. First 10-20, heck 30 times you see it you'll be "waaaw so cool", but after that it would be just "ok these misses are just bullshit, sheesh".

The main point of the quote was that no - missing half the time constantly is simply not fun in a video game like this. There is a reason why Xcom is such a meme and its hit rates are higher as is. People need to remember that this is not a tabletop game, we will have much more combat here, much more frequently than in any of the TT runs.

Better visual feedback on what's actually happening in combat would be a very good thing. When everyone hits all the time, you have no distinction between evasive Rogues and tanky Fighters. Combat is just about depleting inflated HP pools, which I did not like at all in Divinity.

I'm 100% having more fun when enemies miss me, if I dodge or block or tank the attack. I hate it when I have 1500HP that steadily get depleted as nothing ever misses. And same rules need to apply to PC's and monsters.


Page 2 of 6 1 2 3 4 5 6

Link Copied to Clipboard
Powered by UBB.threads™ PHP Forum Software 7.7.5