Larian Banner: Baldur's Gate Patch 9
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Joined: Oct 2020
stranger
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stranger
Joined: Oct 2020
Hi!

So the title says it all...played one full playthrough and most of another. These are just some general thoughts as I have gone through the game, partially as a reaction to a lot of other threads, but also some I have not seen yet (which may still be out there). Still not done with doing more playthroughs, so I might update this list if I think of anything else or forget anything.

  • Visuals/music are great already, and are shaping up to be even better. As a music nerd, I really need to check out the Symphony of Sin!
  • I do feel like some of the spell descriptions are a little vague, especially regarding duration for those that last until a long rest
  • While I'm not against the idea, I feel that if thief's tools are single-use, this should be in the description for those of us who are used to them being permanent
  • While there may be some coding reasons why this was done (I know next to nothing about coding), sneak attack can be a awkward as a stand-alone command. Is it possible to connect it to a status (such as "Threatened")?
  • I have seen and agreed with a number of posters who think that shove/jump/disengage should be a full action, besides the D&D mechanics, since it does give so much more importance to the action (i.e. "Should I attack, or shove this guy off a cliff?")
  • On a similar note, I also think that jump/disengage should be a separate action, considering enemies seem to already be able to do it. This is more personal preference though.
  • I typically prefer having an option to hide equipped helmets, so hopefully this is coming in later, especially since helmets still aren't great with long eared characters
  • Loving the wide variety of races already available, especially with adding variants from Mordenkainen's!
  • I know there's been some talk about re-speccing, similar to DOS2. While I think this is a great idea so we don't need to re-design our character (my ranger's animal handling proficiency was practically useless due to my constant use of Speak with Animals), I don't think it should go into changing class entirely since it could cause so many complications in a game with specially defined classes. My only possible exception to this is if multi-classing, as I could see where a "cool" multi-class idea could easily go awry

While I'm worried what this will do to my post, I also did want to address the elephant in the room regarding the constant elemental surfaces debate. This could be because of my strategy, but I personally did not see too many surfaces, especially compared to DOS2. I do agree that some enemies, particularly goblins, tend to default to these tactics, but not to the point I thought it defined the game. I also see why low level spells/cantrips creating a surface could be considered overkill. I think I may have seen a similar suggestion elsewhere, but perhaps giving appropriate spells a chance to create a surface, based on spell level, could be an alternative solution? (again, I know nothing about code, so not sure how complicated this would be) I actually can see why Larian would want to use surfaces as it does seem like the wild power of magic would be able to create those surfaces, but I am glad that Larian showed some restraint, and didn't, say, include a clone of
The Blackpits
from DOS2.

Overall, yeah, there might have been a lot of "negative" suggestions above, but only because they were the easiest to write about. Technical issues aside (this was my first EA experience ever), I was excited to play this and can't wait for the gradual increases in EA and eventually the final release!

Joined: Oct 2020
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just a little on "respecing". The allow you to do this in D&D Adventure League as many times as you want before level 4. The first thing you do at level 5 solidifies your choices. The only thing you have to do is ensure you're starting items are returned if you change backgrounds.

This can be abused, allowing for "min-maxing" of tier 1 content. Essentially you can just have a setup that is efficient and then do some crazy modules with fat loot, then at level 5 you setup your forever build with the sweet items you cherry picked content for. In this game, the content will be static and the same every time, so its arguable if respec may actually be a nice thing.... knowing that your companions may leave you based on your decisions you may want to change your class after the first act. All they really need to do is put in a nice system for hiring generic companions like ing DOS2 (lizard lady on the boat after the first act). With the option to hire mercenaries, you could just replace whatever roles you lose to choices (if you side with the Gobbos)

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I'm on the side that respec-ing has basically become an industry standard, and almost a must-have feature in a modern RPG (especially ones with complicated character systems).

Despite its potential to ruin immersion, it's just too big of a "campaign saving" tool not to include. RPG games are a huge time commitment. There are so many people new to 5E D&D - the system and the classes - and there are going to be many people who make mistakes in their builds, or choose a class thinking it sounds amazing and regretting it when it comes to play.

There's a reason why even Kingmaker eventually added this feature in. It's almost an expected feature in an RPG at this day and age.

Joined: Oct 2020
stranger
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stranger
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Quote
All they really need to do is put in a nice system for hiring generic companions like ing DOS2 (lizard lady on the boat after the first act). With the option to hire mercenaries, you could just replace whatever roles you lose to choices (if you side with the Gobbos)

I think Larian has mentioned including the ability to hire generic characters, so this seems like a possibility. I can also see how updating stats can be useful if a concept doesn't work out, but I do try to avoid min/maxing whenever possible. I also tend to have ideas ahead of time and automatically sell items that are "useless", then may realize I need to change something and it's not useless after all, so this was a bit of a personal preference, lol.

Quote
Despite its potential to ruin immersion, it's just too big of a "campaign saving" tool not to include. RPG games are a huge time commitment. There are so many people new to 5E D&D - the system and the classes - and there are going to be many people who make mistakes in their builds, or choose a class thinking it sounds amazing and regretting it when it comes to play.

There's a reason why even Kingmaker eventually added this feature in. It's almost an expected feature in an RPG at this day and age.


I agree, this has become VERY common nowadays. I don't think it's a bad thing though, since it does provide more accessibility. Any of the examples I have seen that have this feature and actually have a defined class system (Dragon Age Inquisition, both Pillars of Eternity games) have never allowed you to change your class though, so that was part of the reason I was against it. Again, mostly a personal decision, so if it does end up implemented, I will probably just not use it.


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