Not sure we should ask questions like that in this thread, but to answer with another question: what's the difference between 2 turns with 1 action per turn compared to 1 turn with 2 actions?

I thought you were browsing through other threads, looking for combat related stuff and integrating what majority thinks would be good.

For me personally the most important thing about battles is that they are varied and always challenging (on hard difficulty level). It would be lovely if it was close to true D&D (while still ignoring a lot of rules from D&D like for example limited ability to cast spells with no free hand, or spell components, or changing weapons in the middle of the fight, because these rules - admittedly quite fun to work with in tabletop - would not make the game better), not only because that's what I know & like, but also because it could be used as an introduction tool to tabletop. If it's a different system, maybe even better.

Larian's basic understanding on what turn is seems incorrect. To me it's an abstract representation on what happens in real time. For example in D&D during your turn other characters do stuff like attacks of oportunity, reactions and performing readied action, but that's not everything. Taking backstabbing as an example: when you move around (or jump through /rolling my eyes/) enemy, they are not frozen in time. They either move to face you all the time (default D&D rules: everybody is aware of everything happening around them - simple but effective), they use this opportunity to attack before you move out of their sight (optional facing rules that probably not many people use, and would be hard to explain in BG3 if implemented fully, e.g. why is my AC lower by 2 when I'm backstabbed while holding shield?) or they might get flanked if two of your characters are on the opposite side (most often used optional rule, but bashed by many, because it gives advantage too easily).

D&D or not, combat in BG3 has currently a lot of problems. In current state of the game, there are hundreds if not thousands little bugs not even related to what system is used. Here is a copy-paste of Redzone9000's rant on discord from a couple of hours ago:

Quote
in my opinion .. the biggest problem right now is how the tactical combat is playing out
enemies seem to get attack of opportunities on us when they should NOT have, it happens when you literally just ran up to attack and enemy sometimes too, and the worst part about this is that your character started to swing their weapon but enemies reaction CANCELLED your attack animation so your character never even got their attack off, but the game still used up your Action for that turn
and i think i know what's causing it too
there's an invisible "grid" that we're playing on
whenever your character tries to attack enemies, your character wants to MOVE before they attack a lot of times when they don't even need to move - the same thing happens when you try to loot boxes, your character decides they want to move and stand in a different position before they loot - for no apparent reason - i think they're trying to line up with the invisible grid
same thing happens when you run up to enemies and combat happens, your character often turns their BACK on enemies for no apparent reason right when combat starts, giving them advantage on you if they run up and melee
your character was trying to line up to the invisible grid
whenever you try to move your character they always want to move along this invisible grid, and this is fine, but a lot of times you try to attack, or jump, and your stupid character wants to MOVE before doing it when they shouldn't, they're in a perfectly fine position to jump or use an attack but they insist on moving before they do it, which gives enemies an attack of opportunity
and even when your character doesn't appear to need to move before doing it, enemies STILL often get an opportunity attack on you for no apparent reason AND it takes away your character's action for that turn because of animation cancelling.
honestly i'd rather have grid squares with simplified movement and positioning instead, that WORKS RIGHT instead of the current system with it's flaws
AOE's from spells like grease, thunderwave etc, don't work how they should.
it's supposed to be an omnidirectional pushback in a 15' cube originating from you.
instead, it's only 1 direction and it isn't a "wall" instead it's more like a cleave attack (if enemies are even SLIGHTLY above or below you, they won't get hit by the AoE)
the same issue with grease or any other ground effect.. if you cast it on an area of steps - the grease will only appear on ONE step - none of the steps that are slightly above or slightly below the casted location will have any grease on them
so areas with uneven ground or any steps at all, grease doesn't work properly not will any other ground effect or aoe effect, they're all like 2d surface effects
many times, when you want to try to use thunderwave to push enemies, it'll be on some steps - when like 1 enemy is right in front of you on the same step, another enemy is right behind him on the next step down (but the spell should totally hit him and it doesn't, it only hits the one on the same "plane" as you)
and this is just one of the MANY thing that make warlock and wiz really inferior to fighters rogues and rangers right now
i've put all of this in feedback, but not all of it in bug reports
the thing is, feedback isn't for reporting bugs, and the bug report system they use is a pain in the ass so no i only report major bugs
also, there's no way the developers aren't aware of these issues
i'm 100% they know about them, whether they decide to put the work in to polish them up is another question, they might be more focused on other bugs or content
the only class i play anymore is rogue btw
every other class pales in comparison in current bg3 version
m4joraYesterday at 1:50 PM
Dont assume they test all kind of random stuff. Im quite sure there is a lot of things they are not aware of.
I used grease a lot for example. Just not on stairs, so i had no idea it was like that. So maybe it s the same for the testing team
Redzone9000Yesterday at 1:50 PM
the fact that hunter's mark and hex don't stack is also a giant oversight
if you have two players using hex on same enemy, the original hex gets removed, concentration broken, and spell slot lost (no re-apply)
same happens with hunter's mark
so in multiplayer, 2 players using warlock (or like, cleric who grabbed warlock initiate at lvl 4 for some extra damage), or 2 players using ranger's doesn't really work
hex and hunter's mark should be stackable if multiple players use them on same enemy
(only the caster of hex/hunter's mark should do bonus damage against that target, but they should both be able to apply their hex or hunter's mark to the same enemy so that they both can do the damage they're supposed to be able to deal to the target)
also, the visibility of hex could be improved. hunter's mark puts a nice big red floaty orb above them so it's easy to see which target has your hunter's mark.. hex on the other hand could use a similar floating icon so that it's easier for warlock to track which enemy they hexed.. it'd also be nice if players had an option to customize what their hex / hunter's mark looks like when it's above enemies head too, so that multiple warlocks or multiple rangers' could have an easier time tracking which enemy they've got the debuff on
for this reason, when i play multiplayer sessions, i try to discourage players from using 2 rangers or 2 warlocks


The above is only a small potion of what we probably might agree are pure bugs.

Last edited by mg666; 19/11/20 12:49 AM.