Originally Posted by Victordeus
Speaking of balance, I aggroed the entire goblin camp by trying to get that goblin to kiss my feet. What ensued was an epic fight where I only had two characters using high ground to murder most of the camp(and only my ranger was alive at the end). BUT during the fight, a level one NPC used color spray 5 times (4 of which were in a row). Now, that's either a crapload of money he wasted on scrolls or the NPC's don't use spell slots like the heroes do. Just like the level 4 archers firing twice, or the level 5 gnoll archers firing three times. I love Larian, but I'm questioning a lot of their design choices for this game(which I wouldn't do as much if it wasn't marketed as a D&D game).



Yup. Enemies don't care about spell slots, they straight up cheat. Not including the crap ton of grenades and special arrows. The enemies are also "Larian'd" up. Where they are given some weird attacks and things just...for the sake of it? Like "oh give it more" It's designed by a DM that has barely played DnD. Like Phase spiders having range. The whole point of their teleport is to teleport in, melee then get out next turn. Giving you 1 turn to hit them. Now they just teleport, range attack and just keep doing it. It took me forever to kill 1 spider because it kept going high up in a place I couldn't even see and just using range because...Larian. -.- Every monster has this issue, including Minotaurs.

This is their stats from 5e directly.
Charge: If the minotaur moves at least 10 ft. straight toward a target and then hits it with a gore Attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 ft. away and knocked prone.

Labyrinthine Recall: The minotaur can perfectly recall any path it has traveled.

Reckless: At the start of its turn, the minotaur can gain advantage on all melee weapon Attack rolls it makes during that turn, but Attack rolls against it have advantage until the start of its next turn.

Actions Greataxe: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) slashing damage.

Gore: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.

No where there is a prone jump attack with 3x attack. Right now these Minotaurs, while sharing the same base hp and AC, have a speed of fucking 60, can not only Charge for 2d8 but also do a AOE Jump that does 1d8 damage and can knock prone anyone in its rather large radius, and on top of that, they get a multi attack. That means that one Minotaur, without its Greataxe, can jump, deal 1d8 damage and knock everyone prone, then do a Gore attack with advantage twice, dealing 2d8+4 each time, and then charge through for another 2d8. In one round, one of these fuckers can do 7d8, without the use of any resource whatsoever. Oh, and they also have Reckless attack, which means that if they fail to knock you prone, they got advantage anyway.