The current evil playthrough could be classified as a chaotic evil, simply because there is little of choice besides slaughtering everyone. You cannot infulence what will happen to the tieflings, you cannot cause an internal war in goblin camp, there are not enough quests there. You can't influence how siege is being played out either.
For example a neutral evil, lawful evil, true neutral characters could still side with the Absolute only because they could see this as a chance for cure (I will not give spoilers why, unless asked to do so), but they absolutely wouldn't just decide to slay everyone in the grove. After all if they pretend to be a "good guy", who during the siege comes and actually lets them go out safely, (because either we persuaded Minthara, killed/bribed goblins to stay away they can get some Benefit from this later in Baldurs Gate 3 -> such as improved reputation etc. That doesn't mean that druids would be spared though.

The lack of choice is what boggles me the most, because for the good side we've the entire Kagha quest, interaction with the Parents, quest with Harpies, you can even kill the druids but when you save the grove Halsin says that it's okay. So there is other way to finish the whole plotline on the "good" side than on the "evil" one. That is a problem. The lack of choice.

How could this be solved? I have explored the options in another topic.
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Problem:Not enough options are present
Solution:
a)Another quest from Minthara before attacking should be present. The questline ends too quickly compared to the "good" side.
b)There aren't enough possible outcomes for tieflings. Solutions mentioned in this thread include:
- Sell them to slavery ... either to Zhentarim, or to Underdark
- Sacrifice them for the Absolute ... either right there, or send them to Moonrise Towers
- Give them to goblins
- Let them go, to spread word of what happened here ... with possibility to send goblins after them.
c)We should be able to weaken the druid grove by playing on the conflict between Druid Kagha and Zevlor. A way to make them fight between each other should exist, like showing the tieflings that Kagha works for Shadow druids, which would result in her + few of druids (not all) fighting against Zevlor, us and tieflings + druids loyal to Halsin.
d)Zevlor, Kagha, Halsin should be possible to capture.

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If we happen to fight the drow lady, after the camp celebration and knock her out, no matter the previous treatment (if we were nice to her, or not) and we return to camp after the long rest, she is initiating the fight with 1 hp. Even if we knock her out again + come back after another long rest. It makes no sense.
We should be able to capture her afterwards or decide to patch her up. (if we treated her well and failed the 5 DC persuasion check)
Both could happen as well at same time.

Exact same problem happens with Halsin, when he attacks us. We can cause infinite amount of fights with him being 1 hp at the start.
Could be easily solved by a dialog happening between him and us, with a possibility to not kill him and via persuasion still gain the help (although the degree should be lesser, compared to the "good side"). He should be possible to capture here as well, if fight happens.

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Problem: Currently, the siege on both sides isn't the most interesting combat in the game, because:
a) It's long due to big amount of combatants
b) We can't influence it much
c) Little outcomes exist except wiping out the enemies

Solution:
- Possibility of convincing the leader of Goblins to use the secret tunnel, resulting in different scenario of attack. Cutscene should appear at the start, with PC deciding which side to take. The attackers should divide into 2 groups, one coming from the tunnels and one from the side of the gate.
- Leader of the opposing force dying/being knocked out/incapitated should affect their soldiers negatively.
- Killing enough enemies should not only affect the combat effectivness of the particular side, but also if enough combatants die, the rest should flee.
- During the fight, Minthara and Zevlor should be brought down to 1 hp first, instead of being outright killed. Only player should be able to finish them off for good. Scroll of revieve/resurrection should still be able to bring them back though.


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Problem: Outcomes of the battle being different, instead of just killing all the enemies.
a) Minthara is knocked out, battle ends. Zevlor talks to us, what to do with new prisoner.
The options should include:
- Giving her to druids/tieflings
- Finishing her off
- Taking her as a prisoner
b) Minthara is dead, battle is over. Current version of cutscene is started.
c) Minthara is unable to fight, due to being too wounded and exhausted, but still conscious + fight is over. First, we can approach her, to ask a few questions and possibly foreshadow our intentions, then cutscene with Zevlor discussing with us about what to do with drow starts. Or we just finish her off.
d) Attackers flee, the Drow warlord is at full health. Tries to escape, ends up being captured. Altered cutscene with Zevlor plays.
e) The Cleric of Absolute is surrounded by the enemies and the rest of her soldiers flee. She tries to make the last stand. Player should be given the possiblity to persuade her to surrender, promising no harm etc. Otherwise she fights until the moment of not being able to fight anymore (1 hp). PC gets to decide to do with warlord afterwards.

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4)Goblin Camp and evil path
Problem: It's very hard to get inside without being a drow or helping Sazza.
Solution:
Siding with goblins during the first grove fight should let us obtain Symbol of the Absolute, carried by all of the cultists, essentially acting as a proof that we are one of them. Same symbol should be possible to loot from one of Goblins, obtained via persuasion/intimidation from the guards at first gate, or we could just force the guards to give it to us via strength, simliar to how we convince the Novice Crusher to listen to us.
This would solve the need for multiple DC due to numerous guards asking for our identity.

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Problem: Game puts a pressure on us, to side with tieflings, or straight tells us "how bad we are now", like what happens with Volo in the camp during the celebration, or the fact that we are handed down the broken lute belonging to Alfira previously. This results in deterring effect towards undecided players.

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Problem: The evil questline is too short and we are told too little about it, until the very end.
Solution: Adding a bit of mind-reading checks here and there, adding a few quests in the Goblin Camp area, with some being restricted only to evil path.
This is especially visible when looking at how often we are told, almost straight from the start, how powerful Halsin is, who is he, what abilities he has etc. The lack of simliar narration for the "bad guys" is a little disappointing.

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5) Important characters (Kagha, Zevlor, Halsin, Dror, Priestess Gut, Minthara) should feature additional possibilites, such as:
a) resurrecting, either as an ally (if for example Halsin dies during the escape fight), or just so that we can capture them afterwards
b) capture for interrogation and in case of Minthara and Halsin, convincing them to join our side (not instantly obviously)
Our interactions with prisoners should be varied, in terms of how well we treat them. Especially the 2 most important npcs in act 1, who show a good potential for next acts - Minthara and Halsin.
A good treatment (such as being given a bedroll inside the prison cage, normal food instead of bread and water, etc.) could give an opportunity to recruit them later as a companions (and if player wishes to) even romance. It would be interesting too, seeing how we can either redeem/drag them towards the darkness.

Taken from:
https://forums.larian.com/ubbthreads.php?ubb=showflat&Number=748888&page=2


There are numerous problems with basically every part when it comes to the evil side. It certainly has to be improved, so that it's not really 1 option that is possible to be done there.
If I want to roleplay an selfish character who sides with Absolute only for the power/possible way to cure, but doesn't want to cause unneeded harm? Can't be done.
Capturing prisoners for information or to possibly drag them towards darkness? Can't be done.

Last edited by TheOnlyRealTav; 03/03/21 07:47 AM.