Larian Banner: Baldur's Gate Patch 9
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Joined: Dec 2022
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apprentice
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apprentice
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Joined: Dec 2022
It's supposed to be 2d10. It should never do 4d10. I'm sorry if I can't feel empathy for a 2nd level spell doing it's intended damage for you. It's a great spell regardless, I genuinely don't see the problem with it, aside from not being able to move it while wildshaped.

Joined: Jun 2020
veteran
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veteran
Joined: Jun 2020
Consider, Hintermist:

It's doing damage at the wrong time, and only sometimes doing damage at the correct time. This means that if you use the spell in what should be a tactically sound way, you may, in fact, receive no damage whatsoever from it. Suppose you place your moonbeam in a choke point that the majority of nearby enemies (let's say 4 of them) will need to move through to reach you - if the spell was working properly, each creature that entered the moonbeam or started its turn there would make a save and take damage as they ran through to reach you. As it works in bg3 right now, the spell attempts to do damage when cast (but no-one was in the choke point so nothing happened), and then seems to be often failing to process targets entering or starting in it at all, so only some, or possibly none, of those four targets will take the hit as they run through to your party.

Don't defend this.

Joined: Jan 2023
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old hand
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old hand
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Joined: Jan 2023
Then don't. As said, flameblade build has way better damage per turn and is also a level 2 spell.

The only good thing about moonbeam is the 100% hit chance. As mentioned, enemies can save against this spell. It's not a true 2d20. It's 5.5 damage for your whole turn (yes, that's right. 5.5 damage a turn at level 5, you can't do a second attack). If you get lucky, you get 10.5 damage a turn. Your only saving grace is an offhand ranged attack, 3.5 extra damage. Excuse me, but moonbeam as meant to be, is trash. Situationally good If it worked, but overall trash. It's near OP at level 2 and then just drops off into the abyss.

Moonbeam is a good alternative to trying to hit something with a ranged attack that will probably miss (ignores AC!). For the druid. That's it. That's the whole point. However, the price is your general damage per turn dropping off horribly.

If the druid had more damage spells than flameblade and that shockspell, it could be alright. As is, you're either a poor tank, a poorer wizard, or perhaps, a terrible paladin. Seriously, the free /cantrip/ from the hag's staff is better than fucking moonbeam. No matter how you play the druid, it's a worse version of some other class. Unless Larian has a sudden power jump planned (looking at you, owlbear!), the class is doomed.

Joined: Jan 2021
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stranger
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stranger
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Joined: Jan 2021
Well, last I played a druid, if the wild shape form died the druid was dead, too.
The druid is by no means even similar to its 5e P&P counterpart.

Joined: Feb 2022
Location: UK
Volunteer Moderator
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Location: UK
I submitted a bug report to Larian about various issues related to druids, and Larian support confirmed that Moonbeam should be moveable in wildshape and that should be fixed by full release.

But they said that inability to reapply Heat Metal was as per design (though they weren't sure about Chain Lightning) as it was being regarded as casting a spell. To me, that looks like an unwarranted departure from the 5e rules that state "Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast." and I've given that feedback directly to Larian.

If it's something you feel strongly about, too, then you might want to use the feedback form on the launcher or via Larian's support site to do the same!


"You may call it 'nonsense' if you like, but I've heard nonsense, compared with which that would be as sensible as a dictionary!"
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