I am an avid Baldurs Gate fan that put hundreds of hours into both BG1 and BG2. I think you have done beautiful and amazing things with Baldur's Gate III, however, you have made it ridiculously hard. I have been a game developer for 16 years and this is one of the hardest and most frustrating games I have ever played. I hate to literally save every encounter multiple times as I die and get killed unless I have the perfect rolls continuously. It is not fun. This game should be fun, engaging and balanced You pretty much setup every fight where the enemy has the advantage of high ground, and the AI is brutal! It immediately moves to maximum distance and maximum height where as a player you do not have the benefit of that, or even figuring out optimal move position, as you can't take back your moves (often times accidentally clicking). So every fight feels like the enemy gets initiative, moves to the high ground advantage and just picks you off, typically targeting the weakest character. This has been one of the most frustrating gaming experiences I have ever encountered. But, I am determined. I love Baldur's Gate and believe in it's potential. PLEASE, balance this game to be fun and fair, because right now it is not. I have to tell all of my gamer friends not to spend any time or money on this game as it is so unbalanced and frustrating! Hoping for positive change!
What fights are you having problems with? I know some areas are level based and showing up early just makes it harder on you. The AI does have a problem with targeting the weakest character. Presuming it will be fixed before launch or the combat will be laughably stupid.
- Normal : use jump to backstab ennemies with your melee. Always go higher.
- Easy : use jump, highground, backstab, dip your weapons, coat them with poison, eat food during combats
- Very easy :use jump, highground, backstab dip, poison, food, shove your ennemies as much as possible, use scrolls, potions, grenades, barrels,..
There's always something more powerfull (and WTF) in BG3. The limit is the explosion of the whole map with barrels.
You should probably think a bit less "strategy". Just go higher before the battle begin and you'll probably win every encounter. Being higher is kind of "god mode".
Maximuuus is right. The game is hard if you play it like a DnD game. The game is easy if you cheese the hell out of it.
More advice: - Multiple alpha strike Send your party away from the enemy and separate them. One char sneaks to the enemy, goes to a good position and uses the most powerful ability against the enemy. Combat will start. Now select another char (still out of combat) and do the same (sneak to enemy and join combat from a good position with your best attack). Repeat this for every char and don“t forget your summons (warlock imp, ranger animal companion) - shoot and hide Use one character with a ranged weapon. Sneak to a position were you can shoot the enemy but you are outside of their vision cone. Shoot them, hide and move a bit. The enemy will just stand there and you can repeat this over and over.
Prof. Dr. Dr. Mad S. Tist
World leading expert of artificial stupidity. Because there are too many people who work on artificial intelligence already
@Maximuuus > Extra Super Easy: use jump, highground, backstab dip, poison, food, shove your ennemies as much as possible, use scrolls, potions, grenades, barrels, ... and before every conversation sneak the rest of your party (except the talker) to advantage positions in case anything goes wrong.
I still dont understand why cant we change Race for our hirelings. Lets us play Githyanki as racist as they trully are!
I think it depends what you compare BG3 to. It is much harder than BG1 and BG2, but that is because enemies in the old games are, to put it bluntly, acting stupid most of the time. Their default action is to attack whichever characters from your party they saw first. On the other hand you have some encounters which can result in a party wipe, if you don't know what abilities & spells the enemies use, such as the infamous mage assassin in the Friendly Arm Inn in BG1, or Kangaxx in BG2.
But I've been playing BG1 and BG2 with the Sword Coast Stratagems mod for years now, and that mod improves enemy actions. They attack whomever has for example the worst armor (which can be very dangerous when facing enemy rogues), and they will switch targets if they cannot do damage. So for me BG3 is just the right challenge: enemies are not acting stupid, but neither do they have instakill abilities like Kangaxx' imprisonment.
For example, I am currently running a party with Wyll and he has a summon imp ability. So I sometimes use that imp to lure enemies to the party, making them abandon their terrain advantage.
This latest patch definitely upped the difficulty a noticeable bit in my experience. The AI are much more aware of the mechanics now and uses them more actively now it seems.
I've not found anything in BG3 harder than Kangaxx, the Beholder lair or the Irenicus fights. Kangaxx I simply could not beat until I read up some hints and tricks.
Sure, you're going to get party-wiped, or at least have a lot of resources depleted, the first time you come across some of these foes. But a little preparation - getting the best possible equipment/AC, taking on allies (familiars, sac spiders, Andrick & Brynna, Sazza, Flind/Rugan, Glut), positioning, potions, spell buffs - makes most of them much smoother. And as another poster mentioned, some encounters are just best left until level 4 (spiders, Gith, Minotaurs, Bulette, Kuo-Tua).
The spiders are a good example. If you wander in blind at level 2 with no prep and without having found the Spiderstep boots, yes, you're probably going to struggle. But go in at level 3 or 4 with all your characters having 18+ AC, the Boots, access to Misty Step, the ring of poison resistance and 2/3 potions of same, then sneak around and kill all the eggs, plop down some candles to light your bows on and a barrel to cast Light on, give Lae'zel a potion of hill giant strength/haste and THEN start the fight, it almost feels too easy.
Last night I was trying to do same and got spotted after killing only one batch of eggs, but still managed to take down the matriarch, the other 2 phase spiders and the spiderlings while total party casualties were 10 damage to Shadowheart and 7 to Wyll.
BG3 plays very differently from 1 and 2. If you want some tips on improving your tactics, try watching a couple of vids by, say, Retcon Raider or WolfheartFPS.
Last edited by Adiktus; 07/03/2102:19 PM. Reason: Added video tip
Those creatures can OS anyone and many other can OS unadvertised weaker characters.
Gnolls archers : 3 * 1D8+3 - average damages 22.5/turn.
I think redcap and other underdark creatures are also very powerfull. And obviously the gith patrol.
Keep in mind we're level 4 and we haven't met ANY really hard bosses...
I guess there are more insta kill in BG3 than in any other D&D games. Hopefully rez scrolls are cheap so it just doesn't matter but if perma death was something in BG3 and if a rez scroll was not so cheap... I guess It would be an issue way more than in the old games.
One problem, imo, is that the movement system makes it very difficult to scout ahead. Therefore you have to lose and save and reload several of the fights at least once -- often more than once -- to figure out a surival tactic. Many encounters even seemed totally unwinnable the first time I stumbled into them. After several restarts I know that, with enough foreknowledge, and luck with the dies, it is winnable. But this method -- having to lose one or more times before being able to win -- IS quite frustrating.
I felt exactly like the OP when I started with Patch 3. I had played all the old games from the 90's and on (BG, Icewind Dale, Neverwinter and the Dragon Age and Pillars games), but this was the hardest and most frustrating game to come into without knowing how to fight properly to begin with. A few You Tube videos and some guide reading and I got much better. However, I don't think making a game with the assumption everyone will research best practices first is the best idea.
I don't do a lot of the cheese - I don't dip (I forget) and I don't jump around all over the place. But I do go for high ground and use magic/scrolls and eat a lot of food. I can now win most fights comfortably outside the Underdark.
For me now it is not the AI advantage that annoys me, it's the RNG. Both with and without weighted dice it still kind of sucks, at least for me anyway. I've never seen so many Critical Misses in a D20 based game (including 5 in a row for my team once) and I swear Shadowheart is cursed - she consistently misses anything whenever the tooltip says 70/75% to hit. This draws the combat out, especially in the bigger fights. The only plus side is the RNG hates the AI as much, so I don't get wiped out in a round when they inevitably win the Initiative roll.
One problem, imo, is that the movement system makes it very difficult to scout ahead. Therefore you have to lose and save and reload several of the fights at least once -- often more than once -- to figure out a surival tactic. Many encounters even seemed totally unwinnable the first time I stumbled into them. After several restarts I know that, with enough foreknowledge, and luck with the dies, it is winnable. But this method -- having to lose one or more times before being able to win -- IS quite frustrating.
Having to retry some hard fights is normal in a computer game.
The problem is that the game expects the player to cheese the hell out of it. I mean that it helps a lot to perform actions that no sane GM would ever allow.
Edit: Because the game expects you to act like this, the enemies are very strong. This means it is very hard if you play like a normal person would.
Last edited by Madscientist; 07/03/2104:29 PM.
Prof. Dr. Dr. Mad S. Tist
World leading expert of artificial stupidity. Because there are too many people who work on artificial intelligence already
One problem, imo, is that the movement system makes it very difficult to scout ahead. Therefore you have to lose and save and reload several of the fights at least once -- often more than once -- to figure out a surival tactic. Many encounters even seemed totally unwinnable the first time I stumbled into them. After several restarts I know that, with enough foreknowledge, and luck with the dies, it is winnable. But this method -- having to lose one or more times before being able to win -- IS quite frustrating.
It's rumored (or maybe confirmed?) that when the game is released out of Early Access there will be a choice of difficulty settings. Presumably we're playing on the "Normal" or "Experienced with DnD games" setting, and there will be an easier setting below that. And something even harder for masochists, or those who already know every encounter inside and out.
So we're playing at an encounter level that gives Larian the best feedback on what is and isn't working with game balance. If it was any easier -- if we were roflstomping every encounter -- they wouldn't have as much player feedback to work with. The current difficulty is also a good way to find out where players have found exploits and other ways to cheese the combat, like the Multiple Alpha Strike mentioned above. And then they can decide to either remove those exploits or leave them in.
Personally, I haven't found the combat super difficult except when I wandered into areas in Act 1 where it's obviously intended to be a geared-up level 4 encounter and I'm not there yet. I'd rather have the game designed this way than with a "flat" difficulty where all encounters are the same, and after reaching level 4 every combat is a cakewalk. It keeps the challenge high.
About the only real frustration I have is with strings of bad RNG rolls, especially with spell attacks. It's a bit immersion-breaking to have the mage or cleric in my party miss spell attacks so often in a row. I guess it's better than having it hit every time and needing to be nerfed for balance, but it still has me yelling at the monitor when it happens.
I don't know, even on first playthrough, I only had problems with attacking grove and spider boss. But it was fun, first experience for a normal level of difficulty is quite decent. Main rule is don't treat it like a board game, treat it like a video game, and then you will quickly understand what's what.
I noticed that for many DnD fans this game seems difficult, a strange coincidence.
I don't know, even on first playthrough, I only had problems with attacking grove and spider boss. But it was fun, first experience for a normal level of difficulty is quite decent. Main rule is don't treat it like a board game, treat it like a video game, and then you will quickly understand what's what.
I noticed that for many DnD fans this game seems difficult, a strange coincidence.
Maybe it's easier for DoS fans ?
I'm not a DnD fan nor a DoS fan and I played lots of tactical TB game... the first playthrough was difficult to me.
The first playthrough was difficult for me too. I know nothing about DOS, but I do play DnD regulary and still had problems. It took me a while to learn the mechanics such as high ground, surfaces etc.
"We are all stories in the end. Just make it a good one."
I don't know, even on first playthrough, I only had problems with attacking grove and spider boss. But it was fun, first experience for a normal level of difficulty is quite decent. Main rule is don't treat it like a board game, treat it like a video game, and then you will quickly understand what's what.
I noticed that for many DnD fans this game seems difficult, a strange coincidence.
Maybe not a coincidence if DnD is all they've ever played.
I played all the early Infinity Engine DnD-based games, but also a bunch of other ones like DOS 1 and 2, Pillars of Eternity 1 and 2, and most recently Wasteland 3. I don't find BG3 especially difficult. Very tough in a few individual encounters but that's expected. Maybe it's a little easier for someone familiar with other game systems.
One problem, imo, is that the movement system makes it very difficult to scout ahead. Therefore you have to lose and save and reload several of the fights at least once -- often more than once -- to figure out a surival tactic. Many encounters even seemed totally unwinnable the first time I stumbled into them. After several restarts I know that, with enough foreknowledge, and luck with the dies, it is winnable. But this method -- having to lose one or more times before being able to win -- IS quite frustrating.
It's rumored (or maybe confirmed?) that when the game is released out of Early Access there will be a choice of difficulty settings. Presumably we're playing on the "Normal" or "Experienced with DnD games" setting, and there will be an easier setting below that. And something even harder for masochists, or those who already know every encounter inside and out.
Except that "Experienced with DnD games" is actually detrimental because to succed you must not play BG3 like a D&D game but more like a turn based Overwatch.
What people call "hard" is basically being the victims of the poor RNG this game is so fond of.
Fights go radically different based on whether you're missing half your attacks or not, which is why uniformly this game is all about every single class playing like a rogue and sneaking around to high ground.
It's very one dimensional combat with an incredible amount of cheese available in terms of consumables and environmental actions like pushing something off a cliff or detonating a barrel doing half the HP of a boss but a spell that uses a spell slot if it's lucky enough to land does around 1/10th their HP at best.
The first playthrough was difficult for me too. I know nothing about DOS, but I do play DnD regulary and still had problems. It took me a while to learn the mechanics such as high ground, surfaces etc.
Even without knowing any Larian gimmicks, I didn't think the game was too hard my first walkthrough. Definitely the hag and spider matriarch were difficult without prior knowledge. The gnolls and githyanki were also tough but only because of Larian homebrew.
I guess it wasn't as hard for me because I played the game somewhat straight, meaning I was careful of my spell resources and focused a lot of physical range attacks. I didn't know I could long rest at will so I budgeted my expendable spells. I learned by mistake, just how powerful bows and crossbows were in this game. I may have lucked out a lot on some encounters by getting height advantage without even knowing since I tend to try to find ground that is easily defensible (bottleneck).
Once I learned of all the Larian stuff, the game is a joke. I think the only encounter that is remotely hard is the koa-toa and only because they have a bunch of archers in height advantage and it's hard to get to them since you are surrounded by the others.
I'm not a DnD fan nor a DoS fan and I played lots of tactical TB game... the first playthrough was difficult to me.
I guess we have found something.
But I didn't play only DOS, for me DOS was just another isometry game after PoE. So I don't know, in DOS for me main difference was tactical pause, not fight difficulty.
The most difficult fight in BG3 for me was spider, because "bonuses" don't work. There is a specific mechanic with web and strategy with destruction of eggs. In theory, you can push a spider into a hole (I didn't know this first time), but it doesn't give a 100% guarantee, especially after patch 3. But it's boss so... It's fine. I mean, I think it should be difficult.
The best thing I've seen the AI do so far: an imp shot at a nautiloid tank, blowing it up to cause me damage.
LMAO ... Sorry .. you cracked me up !
Looks like these days, this type of thread is getting popular, here's one from steam (although there's lots of emotion/drama in that thread: to me that's the meaning of "cheese" ): https://steamcommunity.com/app/1086940/discussions/0/3109144584157646562/ I replied few times thinking of helping, but I think the drama was too high.
@maximuus and @Madscientist provided good summary & advise.
The key is positioning and don't keep all those scrolls & potions for the end of the game
Last edited by Starlights; 08/03/2103:42 AM.
Arguing with an engineer is like wrestling with a pig in the mud. After a bit, you realize the pig enjoys it.
I noticed that for many DnD fans this game seems difficult, a strange coincidence.
Maybe not a coincidence if DnD is all they've ever played.
This may be the case if they don't play video games and only tabletop, also a lot of groups don't start at low levels because they are "too hard" (more like you can't rush into something and expect to instantly win.) I play DnD but have never played DOS, and usually only play TPS or other types of real time games. I did not find this game difficult on my first playthrough but I tend to play ranged and stealth in most games and am also used to real time tactical positioning. The hardest part of combat for me is having to micromanage the camera so I can see where all the enemies are since there is no Z axis.
Stealth (and ranged) is something I really recommend for anyone having issues with combat, not because the AI is stupid, but because you won't walk into anything before you are ready to deal with it. Also in areas with higher ground, it is often possible to shoot ladders to stop enemies from coming up behind you. Use spells like Web and Grease to keep enemies where you want them or to lump them together so you can set them on fire (with cheese or spells.) Other than this, Maximuuus and Madscientist already gave the best ways to add varying levels of cheese to change difficulty levels.
The first playthrough was difficult for me too. I know nothing about DOS, but I do play DnD regulary and still had problems. It took me a while to learn the mechanics such as high ground, surfaces etc.
Even without knowing any Larian gimmicks, I didn't think the game was too hard my first walkthrough. Definitely the hag and spider matriarch were difficult without prior knowledge. The gnolls and githyanki were also tough but only because of Larian homebrew.
I guess it wasn't as hard for me because I played the game somewhat straight, meaning I was careful of my spell resources and focused a lot of physical range attacks. I didn't know I could long rest at will so I budgeted my expendable spells. I learned by mistake, just how powerful bows and crossbows were in this game. I may have lucked out a lot on some encounters by getting height advantage without even knowing since I tend to try to find ground that is easily defensible (bottleneck).
Once I learned of all the Larian stuff, the game is a joke. I think the only encounter that is remotely hard is the koa-toa and only because they have a bunch of archers in height advantage and it's hard to get to them since you are surrounded by the others.
Nowadays I don't have much problems anymore too. After I learned the mechanics, it became much easier. I never encountered the Kuo-Toa, searched the whole Underdark, but never found them.
"We are all stories in the end. Just make it a good one."
I really think that the problem with the difficulty of the game comes from the two VERY unbalanced system they use.
D&D is balanced to be D&D. Their homebrew are balanced to be powerfull. But those systems aren't balanced together at all.
Players has to find something in the middle but most D&D things are not powerfull enough while Larian's homebrew looks like "cheese".
How could they create a normal difficulty level arround "cheats" and arround "weak" features/spells/attacks/weapons at the same time ?
A better balance between those mechanics could probably solve many issues with the difficulty and increase our viable/creative solutions to deal with combats. The easiest way is to tone down their homebrew/items/mechanics first. THEN they'll be able to balance monsters.
Missing is something else and according to me, it comes from a bad understanding of the rules of advantage.
What people call "hard" is basically being the victims of the poor RNG this game is so fond of.
Fights go radically different based on whether you're missing half your attacks or not, which is why uniformly this game is all about every single class playing like a rogue and sneaking around to high ground.
It's very one dimensional combat with an incredible amount of cheese available in terms of consumables and environmental actions like pushing something off a cliff or detonating a barrel doing half the HP of a boss but a spell that uses a spell slot if it's lucky enough to land does around 1/10th their HP at best.
Pretty much. I don'y agree on the missing your attacks part, i've played games where missing is basically all you're doing at higher difficulties (Kingmaker), but the rest is pretty much how it is. And i would also add that, for now, every hard encounter is basically the same. At first 'weak' minions standing on highground and spamming ranged aoe spells that deal high dmg/status effects, and then the boss doing the same but with way more hp and in melee range.
If it was the same in DoS i get why people say it gets tiring after a while. It's not there for me yet, but it's pretty stark there are no real tactics, just one way to handle things and having to do it over and over again.
Backstab and highground. I didnāt explore under dark in my playthrough (which I hear is the hardest bit) but all the topside content was a breeze. I died only once when fighting the Hag.
In my rogue playthrough, I was scouting alone through the underdark and came across the kuo-toa. My rogue solo'd them.
In my fight with Gut, my rogue killed Gut while locked in the room with her while my party took out the other goblins outside the door.
I'm currently playing a beast master ranger, using a raven as a companion. I didn't do any prep work on the spiders. I just rushed in, started the fight and won. I didn't bother breaking the eggs; I fought the little spiders also. My raven companion and Wyll's imp did most of the work with the small spiders.
With the hag, I discovered the fireplace passage. That made her go hostile and attack me. Without landing a single critical, I beat her before she escaped to where she keeps Mayrina prisoner.
I'm not using barrels. I haven't dipped once. I haven't used a single specialty arrow.
Shrug. I get that other people are having problems, but I'm just not seeing it. For what it's worth, I'm really enjoying the combat, and I think it's interesting maneuvering through the terrain.
What people call "hard" is basically being the victims of the poor RNG this game is so fond of.
Fights go radically different based on whether you're missing half your attacks or not, which is why uniformly this game is all about every single class playing like a rogue and sneaking around to high ground.
It's very one dimensional combat with an incredible amount of cheese available in terms of consumables and environmental actions like pushing something off a cliff or detonating a barrel doing half the HP of a boss but a spell that uses a spell slot if it's lucky enough to land does around 1/10th their HP at best.
People are complaining when they miss 3rd attack in a row ... I never heared anyone complaining about his character just survived double number of those misses in single round.
I still dont understand why cant we change Race for our hirelings. Lets us play Githyanki as racist as they trully are!
Since I've played DoS2 in Tactician Mode, I think nothing could be more difficult than fighting a lvl 15 boss when you are 5 levels under. Man, DoS2 on tactician mode gave me a lot of rage quits and screams and anything in my range I could throw at my TV. Ofc I didn't throw anything at my TV, but God knows the unraveling rage I felt whenever things gone (very) wrong in my gameplay. For me, BG3 is being difficult for most people only because of bad RNG when casting spells: same thing usually happens to me as I don't have luck with RNG most of the time. Honestly, if you think BG3 is hard then you never really played a real difficult game. Besides all the rage I felt playing DoS2 in tactician mode, dude, I absolutely LOVE that game. It is unfair at some moments, but at the same time the feeling you get when you beat some really hard fight is priceless.
Ofc there are some fights in BG3 that you aren't meant to encounter when low level, but this is what makes this game versatile: you can try even if you are underleveled. As I said, it may be unfair, but when you are victorious you don't even think about the unfairness nor the bad dice rolls.
Hard? BG3 is hard?....man have you ever played a single game of DnD? Have you ever had a lvl 4 character see an adult dragon an actually fight and win? Really, how do you mean it's hard? "Oh I have bad RNG", yeah...true. But even if you had the best RNG, if you are a lvl 2 character and you are trying to fight 10 goblins in a true DnD session, you are going to be wiped. There are a lot of rules that go both ways in combat that are not yet implemented (I hope it's something that will be implemented), like flanking that would make every single battle with a lot of enemies really hard.
SO, if you want an easy game, go play something you don't have to think a lot. If you have 16years of game development and think BG3 is hard....man...what are you programing?
BG3 has it's flaws. I have a lot of things that I want to see how they will implement and honestly, it'll make the game probably 3x more hard and those are things that are almost necessary for DnD.
Last edited by Krefit; 08/03/2110:51 PM. Reason: I'm bad at spelling sometimes
I am an avid Baldurs Gate fan that put hundreds of hours into both BG1 and BG2. I think you have done beautiful and amazing things with Baldur's Gate III, however, you have made it ridiculously hard. I have been a game developer for 16 years and this is one of the hardest and most frustrating games I have ever played. I hate to literally save every encounter multiple times as I die and get killed unless I have the perfect rolls continuously. It is not fun. This game should be fun, engaging and balanced You pretty much setup every fight where the enemy has the advantage of high ground, and the AI is brutal! It immediately moves to maximum distance and maximum height where as a player you do not have the benefit of that, or even figuring out optimal move position, as you can't take back your moves (often times accidentally clicking). So every fight feels like the enemy gets initiative, moves to the high ground advantage and just picks you off, typically targeting the weakest character. This has been one of the most frustrating gaming experiences I have ever encountered. But, I am determined. I love Baldur's Gate and believe in it's potential. PLEASE, balance this game to be fun and fair, because right now it is not. I have to tell all of my gamer friends not to spend any time or money on this game as it is so unbalanced and frustrating! Hoping for positive change!
The curious thing is: BG3 is indeed balanced at some point. Dude, come on: the funniest thing I've saw happening in this game was when my boyfriend literally pushed the Hag down into the abyss with his tadpole skill. Man, we laughed for 5 minutes straight cuz even Sven couldn't do it. The funniest thing is that could easily happen with us as well if the enemy has a push/pull skill.
You don't need to get perfect rolls everytime since the enemies also miss their hits on you. You can't expect to easily win a fight against a Minotaur when it is lvl 5 and you are lvl 3. BG3 is not a MMORPG where you can win regardless your strategy, BG3 is based on a tabletop system and every single level counts, including the strategy you choose to follow.
Yesterday I've had a boss fight at Curse of Strahd tabletop session. We were at level 5, and if we were only one level above, we certainly would be creating new characters for the next session. This is why I'm saying: every single level counts in your fights.
Based on my experience with DoS2, I think we are playing on Normal-to-Hard difficulty setting on BG3. Enemies are smart and they use scenario elements against us in some fights, and usually attack our weaker party member randomly. If we were experiencing a Tactician Mode-like setting, I'd say enemies would fully focus on our weaker party members first, using scenario elements, scrolls and any environment shenanigans to completely wipe our chances of victory.
The AI can read our thoughts on Tactician Mode, dude, I'm saying this cuz I've been through it twice.
Last edited by Vensatra; 08/03/2111:07 PM. Reason: Typos
I'm pretty sure there'll be one or two levels of difficulty both lower and higher. I saw a Josh Sawyer video and he said to remember the EA fans were not likely to be the typical player because they were the biggest fans, early adopters and those who were willing to really understand the mechanics. You have to make a game for all the 'normies' too if you want to be successful. I'm sure there'll be a level difficulty for those that find it too tough now.
Reading a lot of the replies and the other threads in this forum I think people actually think the priority is to make it as close to 5e as possible, no homebrew. While I can't speak for WotC obviously, I'm pretty sure this is not the case. I'm pretty sure the priority is to sell as many copies and introduce as many people to the basic concept and world as possible. If they lose a few purists along then way so be it.
When Neverwinter Nights came out lots of people complained about the liberties it took. But it sold a lot and spawned 2 expansions and a sequel which also spawned two expansions. It did what it was supposed to do, made a lot of money and introduced a lot of people to dnd that wouldn't have been introduced.
That's why I don't think backstab and height advantage will go. It's a nice simple way for someone unfamiliar with the rules of dnd and unwilling to learn them all for a videogame to 'game' the system and enjoy it.
It definitely would be nice if you could actually turn these off as a difficulty slider for people who want it. I hope, actually, that they give a lot of options in difficulty that you can customise. That would be cool.
I totally agree with OP on this one, Iām finding the combat very frustrating and not very fun.
I see a lot of people putting out the advice: backstab, high-ground, scrolls! ...but this is supposed to be a ROLE-PLAYING game. I donāt want to have to resort to playing all of my characters like a ranged-rogue. I want to use all of my characters unique spells and skills!
And, I mean, at least in my experience the RNG during combat is so unfavorable towards the player. During dialog choices it feels a bit better, but definitely not combat. Iāve missed so many ā85% chance to hitā shots that I now consider 85% to be more like 30% and anything below 60% to just being an automatic miss.
...and you know this would be okay if it also applied to the enemy AI but it absolutely does not. They have way better accuracy and damage.
Just tonight I was trying to take the goblin camp...I had the high ground with an 85% chance to hit using my Warlockās Eldritch Blast. It missed 3 times in a row and when it finally connected it only did 3 damage. On the next turn a level 2 goblin from a lower position sniped me for 8 hit points and caused my character to fall off a cliff instantly killing me.
Like...I have never had anywhere CLOSE to that same kind of luck on my turns. It shouldnāt be this frustrating to fight a bunch of low level goblins.
As I said it before, the game gets hard when you play it as a D&D game. Engaging enemies in melee without dipping, and things like cleave which does not exist in D&D the way Larian implemented it, without jumping behind someone to backstab, without using nonsense Larian grenades, without WMD barrels, without shoving being the main damage dealer and without having everyone being ranged and climb as high as possible or stealthing even though they suck at stealth which does not matter because of the short vision cones.
I am an avid Baldurs Gate fan that put hundreds of hours into both BG1 and BG2. I think you have done beautiful and amazing things with Baldur's Gate III, however, you have made it ridiculously hard. I have been a game developer for 16 years and this is one of the hardest and most frustrating games I have ever played. I hate to literally save every encounter multiple times as I die and get killed unless I have the perfect rolls continuously. It is not fun. This game should be fun, engaging and balanced You pretty much setup every fight where the enemy has the advantage of high ground, and the AI is brutal! It immediately moves to maximum distance and maximum height where as a player you do not have the benefit of that, or even figuring out optimal move position, as you can't take back your moves (often times accidentally clicking). So every fight feels like the enemy gets initiative, moves to the high ground advantage and just picks you off, typically targeting the weakest character. This has been one of the most frustrating gaming experiences I have ever encountered. But, I am determined. I love Baldur's Gate and believe in it's potential. PLEASE, balance this game to be fun and fair, because right now it is not. I have to tell all of my gamer friends not to spend any time or money on this game as it is so unbalanced and frustrating! Hoping for positive change!
Obviously you never played games like Ninja Gaiden or Dark Souls. There are difficult fights, but I would say this game isn't even as hard as DOS2. Either way, more than likely, they will have difficulty modes in the live version.
4 companions is abit shit. Change it to 6 for cake. <link removed by mod>
Iām doing that now and itās fun because thereās more banter going on. I also find it comical they stand in a bowling pin triangle formation. I keep waiting for a big boulder to stomp them.
Hmm...I should go visit those guys smuggling the chest...
Last edited by Sadurian; 10/03/2105:50 AM. Reason: Mod edit: hyperlink removed
I totally agree with OP on this one, Iām finding the combat very frustrating and not very fun.
I see a lot of people putting out the advice: backstab, high-ground, scrolls! ...but this is supposed to be a ROLE-PLAYING game. I donāt want to have to resort to playing all of my characters like a ranged-rogue. I want to use all of my characters unique spells and skills!
And, I mean, at least in my experience the RNG during combat is so unfavorable towards the player. During dialog choices it feels a bit better, but definitely not combat. Iāve missed so many ā85% chance to hitā shots that I now consider 85% to be more like 30% and anything below 60% to just being an automatic miss.
...and you know this would be okay if it also applied to the enemy AI but it absolutely does not. They have way better accuracy and damage.
Just tonight I was trying to take the goblin camp...I had the high ground with an 85% chance to hit using my Warlockās Eldritch Blast. It missed 3 times in a row and when it finally connected it only did 3 damage. On the next turn a level 2 goblin from a lower position sniped me for 8 hit points and caused my character to fall off a cliff instantly killing me.
Like...I have never had anywhere CLOSE to that same kind of luck on my turns. It shouldnāt be this frustrating to fight a bunch of low level goblins.
Tend to agree with this.
I found combat either too hard or too easy.
Too hard when you played "normally" ie as you would the first time you walked in there without exploiting the mechanics - you frequently get disadvantage of low ground, grenades getting lobbed and taking damage 2 or 3 times from it, missing many attacks with <45% chance to hit, missing spells due to low ground disadvantage etc.
Too easy when you knew what was coming, carefully positioned your party and/or used known exploits - high ground advantage (suddenly your to hit chance is 95% ffs!), just eat a pig's head after getting shot by a duergar with 3 attacks (!), shove people off things for 3 x damage you could do with your weapon etc.
I'm not sure either experience was optimal. I feel like with a well balanced, robust party not every encounter should have you in mortal peril!
I totally agree with OP on this one, Iām finding the combat very frustrating and not very fun.
I see a lot of people putting out the advice: backstab, high-ground, scrolls! ...but this is supposed to be a ROLE-PLAYING game. I donāt want to have to resort to playing all of my characters like a ranged-rogue. I want to use all of my characters unique spells and skills!
Well, I am currently playing a druid, and she has been using shapeshifting, spells and melee in various encounters. Out of this, the only thing she isn't that good is melee, because her stat distribution is fitting a spellcaster more, and also because I'm not very good with melee classes in general. A bit ironic, because a lot of time in cRPGs people recommend fighters as easy to play, but it isn't so for me.
So far my experience with the druid that they are very flexible and open up a lot of possibilities for the party. Of course what works depends on the companions, not only their strengths, but also weaknesses. For example, my current party has two characters vulnerable to sleep, so they occassionaly get knocked out. And since one of them is Laezel, that can pose some problems in melee. Though the sleeping animation is kind of cute, lol.
I totally agree with OP on this one, Iām finding the combat very frustrating and not very fun.
I see a lot of people putting out the advice: backstab, high-ground, scrolls! ...but this is supposed to be a ROLE-PLAYING game. I donāt want to have to resort to playing all of my characters like a ranged-rogue. I want to use all of my characters unique spells and skills!
Well, I am currently playing a druid, and she has been using shapeshifting, spells and melee in various encounters. Out of this, the only thing she isn't that good is melee, because her stat distribution is fitting a spellcaster more, and also because I'm not very good with melee classes in general. A bit ironic, because a lot of time in cRPGs people recommend fighters as easy to play, but it isn't so for me.
So far my experience with the druid that they are very flexible and open up a lot of possibilities for the party. Of course what works depends on the companions, not only their strengths, but also weaknesses. For example, my current party has two characters vulnerable to sleep, so they occassionaly get knocked out. And since one of them is Laezel, that can pose some problems in melee. Though the sleeping animation is kind of cute, lol.
That's not really related to this thread but Shillelagh allow you to use weapons with your wisdom (shillelagh or flame blade - 1H + shield or dualwield). Druids are really not so bad in melee.
That's not really related to this thread but Shillelagh allow you to use weapons with your wisdom (shillelagh or flame blade - 1H + shield or dualwield). Druids are really not so bad in melee.
But I am at playing melee characters. So it balances out.
I find BG3 combat very easy really but of course it is some messed up version of 5e (if even that).
Coming from playing so many different TTRPG's since the 80's (D&D being the main one since 2nd ed on up) this is simple. NOW if you think BG3 is hard, for those who have not tried playing TT D&D I suggest, if possible, you do. Then we can talk and compare.
You're kidding right? There's an insane amount of cheese and gimmicks that is beyond ridiculous. Of course i wasn't expecting anything near challenging since it's Larian.
I think this game has just right difficulty level. You can make it so much easier if you start abusing potion of hill giants, speed potions and invisibility potions. Also stealth is broken. You can just kill everything with one character and stealth. Just go behind wall or rock and shoot arrows, go hide, shoot arrows etc. Enemies just eat those arrows and be like "What's that? Arrow to the head? Just another day, nothing to be worried about.".
I think this game has just right difficulty level. You can make it so much easier if you start abusing potion of hill giants, speed potions and invisibility potions. Also stealth is broken. You can just kill everything with one character and stealth. Just go behind wall or rock and shoot arrows, go hide, shoot arrows etc. Enemies just eat those arrows and be like "What's that? Arrow to the head? Just another day, nothing to be worried about.".
You don't really have to use this. Just care about backstab and highground (the intended basics) and really, the game is easy with a party of 4.
I recently ended a playthrough with a solo druid. Except the 10 firsts hours, it's the only challenge I have ever had and it's doable without potion of hill giant or exploiting hide...
As soon as you know the basics you understand how bad the balance is. The difficulty of some encounters only exist because a few ennemies have WTF features and can OS your characters... nothing more. Strategy is close to 0 in this game.
The harder combats would be a joke if we could reach level 5.
I think this game has just right difficulty level. You can make it so much easier if you start abusing potion of hill giants, speed potions and invisibility potions. Also stealth is broken. You can just kill everything with one character and stealth. Just go behind wall or rock and shoot arrows, go hide, shoot arrows etc. Enemies just eat those arrows and be like "What's that? Arrow to the head? Just another day, nothing to be worried about.".
You don't really have to use this. Just care about backstab and highground (the intended basics) and really, the game is easy with a party of 4.
I recently ended a playthrough with a solo druid. Except the 10 firsts hours, it's the only challenge I have ever had and it's doable without potion of hill giant or exploiting hide...
As soon as you know the basics you understand how bad the balance is. The difficulty of some encounters only exist because a few ennemies have WTF features and can OS your characters... nothing more. Strategy is close to 0 in this game.
The harder combats would be a joke if we could reach level 5.
How do you manage the Fights in the Underdark with a solo Druid?
I thought the game was pretty challenging on my 1st playthrough. On my second it was trivial. Somethings that need to change;
You should not be able to use the camera to scout through closed doors. Those bad guys inside should be able to jump me the second I open the door and I should be able to spy on them by panning the camera through the door. Same thing with secret rooms. It kinda defeats the purpose of a secret room when you can see the room through the wall.
You should not be able to gain advantage for having the high ground or by standing behind an enemy. Having free advantage all the time completely breaks the 5e rules set and makes stuff like Sneak Attack completely broken.
You should not be able to surprise almost every encounter by attacking them while they are in conversation with another character.
Starting the fight with 1 character while the other 3 hide in the shadows or in the rafters is REALLY cheesy and that tactic can be used on almost every encounter. You basically get a free opening attack with 3 out of 4 party members. I think its ok that this is a strategy, but enemies need a LOT more health so that your alpha strike does not remove half the enemies in the encounter before they get to act.
So basically you want to take Rogues main attacking style away and leave him with nothing but regular attack. Rogues don't even get second attack at 5th level. Damn, that's cold, I'd hate be a rogue!
In every game there are ways to "cheat" and make the game easy. It's on you to decide whether you want to be a cheater. In real life you can stab someone in the back, you just have to decide do you want to be that kind of person.
Yea, the game is a cake a walk if you hide, attack, hide. The enemies are too stupid to properly perceive the player and their perception field is too narrow. But even the stealth system has issues, detection is global and neutral/friendly creatures are able to break you out of stealth. 5e as a whole made magical gear common and a necessity to be able to play balanced, However Larian has made those far and few between and are "cursed" in the sense that they are detrimental as well.
It's because is not an actual D&D game, you have to play it like a Larian Gimmickfest. Barrelmancer, Throwmancer or Stealthmancer. Don't forget to always climb the high ground lol.
Yea, the game is a cake a walk if you hide, attack, hide. The enemies are too stupid to properly perceive the player and their perception field is too narrow. But even the stealth system has issues, detection is global and neutral/friendly creatures are able to break you out of stealth.
This. Pretty much all fights can be solo'd, except for that one creature down under that heals out of combat.
I thought the game was pretty challenging on my 1st playthrough. On my second it was trivial. Somethings that need to change;
You should not be able to use the camera to scout through closed doors. Those bad guys inside should be able to jump me the second I open the door and I should be able to spy on them by panning the camera through the door. Same thing with secret rooms. It kinda defeats the purpose of a secret room when you can see the room through the wall.
You should not be able to gain advantage for having the high ground or by standing behind an enemy. Having free advantage all the time completely breaks the 5e rules set and makes stuff like Sneak Attack completely broken.
You should not be able to surprise almost every encounter by attacking them while they are in conversation with another character.
Starting the fight with 1 character while the other 3 hide in the shadows or in the rafters is REALLY cheesy and that tactic can be used on almost every encounter. You basically get a free opening attack with 3 out of 4 party members. I think its ok that this is a strategy, but enemies need a LOT more health so that your alpha strike does not remove half the enemies in the encounter before they get to act.
Stealth is actually a thing as an opener for classes that have bonuses ( Rogue and Ranger come to mind ), the main issue here is that it can be used infinitely and breaks the enemy A.I. when you enter combat and use it again after every attack from long range. It could be easily fixed if it was a full action instead of bonus action for example ( That way the player decides wether is better to hide or attack in his turn ) but i still believe they should change the A.I. to move where the last attack came from so the player is at least forced to move around. The way it is atm this cheese can be used even by a 3 year old.
Originally Posted by MrSam
@Rippley
So basically you want to take Rogues main attacking style away and leave him with nothing but regular attack. Rogues don't even get second attack at 5th level. Damn, that's cold, I'd hate be a rogue!
In every game there are ways to "cheat" and make the game easy. It's on you to decide whether you want to be a cheater. In real life you can stab someone in the back, you just have to decide do you want to be that kind of person.
All classes aren't supposed to be able to backstab, that's another big issue that trivializes the whole Class System which is almost as fake as the one they have in DOS2. You even have backstabbing bears here.
Again Larian, Stealth should not the Invisible Spell and enemies shouldn't be able to detect Invisible characters even if they are close to each other. Invisibility should be voided by any action or by taking dmg and should only be allowed for scouting areas ahead because it still gonna give you the first action advantage. So no placing 9000 barrels or crates while invisible either since each placement should count as an actual action.
We talked about this a lot... But the help action in RAW also allow players to distract ennemies to offer an advantage to other characters. The flanking rules could also do the job, such as faery fire, inviibility and/or hide...
There should have many ways to offer advantages to rogue's sneak attack instead of one that is obviously better than anything else.
Yea, the game is a cake a walk if you hide, attack, hide. The enemies are too stupid to properly perceive the player and their perception field is too narrow. But even the stealth system has issues, detection is global and neutral/friendly creatures are able to break you out of stealth.
This. Pretty much all fights can be solo'd, except for that one creature down under that heals out of combat.
You mean Bulette?
Someone soloed it too ... 2:47 (Not mine video. :-/ )
Last edited by RagnarokCzD; 16/03/2109:02 PM.
I still dont understand why cant we change Race for our hirelings. Lets us play Githyanki as racist as they trully are!
I generally don't think the balance is too bad (at least not to the point where only exploits can win). The only "larian mechanic" that I really felt like I needed to use is the high ground advantage and backstab - mainly because even if you don't use it, the enemy will still do it.
There was another thread on the forums discussing the Gith Patrol fight, where someone claimed the fight was nigh impossible without all sorts of exploits (which was contrary to my experience). I ended up recording a couple of videos with a pretty sub-optimized, no-exploit party just to see if it was really the case (since I believed that fight was far from impossible).
That same unoptimized, derpy team basically 100%ed the game and every encounter the same way.
In my experience, outside of some insanely bad initiative RNG, every fight is pretty winnable, especially when you start getting more and more magical items.
For context, when I say no exploit for the Gith Fight, I did use backstab and high ground, but not the following:
No pre-position (running the chained party right in)
No pre-buffing (outside of Aid, which is an always cast because it lasts forever)
No usage of psionic powers
No 1-time consumables (i.e. haste potion, wyvern poison)
No munching of food mid-fight
Very limited magical items (Sword of Justice and a headband on a Gale who already had 18 INT)
Edited: I just realize this post might sound a bit like a "git gud" post, and that really isn't my intention. It's just that I think it's just important to distinguish that the current difficulty isn't impossible and cheese-only. I'd be happy to see a wide range of difficulty added to the game, I just hope Larian doesn't tone it down for the harder ones.
I generally don't think the balance is too bad (at least not to the point where only exploits can win). The only "larian mechanic" that I really felt like I needed to use is the high ground advantage and backstab - mainly because even if you don't use it, the enemy will still do it.
There was another thread on the forums discussing the Gith Patrol fight, where someone claimed the fight was nigh impossible without all sorts of exploits (which was contrary to my experience). I ended up recording a couple of videos with a pretty sub-optimized, no-exploit party just to see if it was really the case (since I believed that fight was far from impossible).
That same unoptimized, derpy team basically 100%ed the game and every encounter the same way.
In my experience, outside of some insanely bad initiative RNG, every fight is pretty winnable, especially when you start getting more and more magical items.
For context, when I say no exploit for the Gith Fight, I did use backstab and high ground, but not the following:
No pre-position (running the chained party right in)
No pre-buffing (outside of Aid, which is an always cast because it lasts forever)
No usage of psionic powers
No 1-time consumables (i.e. haste potion, wyvern poison)
No munching of food mid-fight
Very limited magical items (Sword of Justice and a headband on a Gale who already had 18 INT)
Edited: I just realize this post might sound a bit like a "git gud" post, and that really isn't my intention. It's just that I think it's just important to distinguish that the current difficulty isn't impossible and cheese-only. I'd be happy to see a wide range of difficulty added to the game, I just hope Larian doesn't tone it down for the harder ones.
Because if you don't use it, the ennemy will still do it ? Or because GWM would suck without it ?
Ennemies are really bad at exploiting those mechanics. They just rush highround without anything in mind and if they sometimes try to backstab, it's not really common. If they are running behind, you'll always have an AOO with advantage. You're AOO safe because you're explotiing a bug, saving in the same time your bonus action to take as much healing potions as necessary...
Honnestly backstab and highground are the most usual OP mechanics in the game... and you have to exploit them to succeed. This is the minimum requirement and if a strategy game with tons of spells, features and so-called "choices" turns arround 2 mechanics, I call this a bad balance.
If they fix the AOO exploit, it's done for newcomers and the difficulty will increase a lot - even for us that have played for hours. And I hope they'll fix it because this is just non sense.
I generally don't think the balance is too bad (at least not to the point where only exploits can win). The only "larian mechanic" that I really felt like I needed to use is the high ground advantage and backstab - mainly because even if you don't use it, the enemy will still do it.
There was another thread on the forums discussing the Gith Patrol fight, where someone claimed the fight was nigh impossible without all sorts of exploits (which was contrary to my experience). I ended up recording a couple of videos with a pretty sub-optimized, no-exploit party just to see if it was really the case (since I believed that fight was far from impossible).
That same unoptimized, derpy team basically 100%ed the game and every encounter the same way.
In my experience, outside of some insanely bad initiative RNG, every fight is pretty winnable, especially when you start getting more and more magical items.
For context, when I say no exploit for the Gith Fight, I did use backstab and high ground, but not the following:
No pre-position (running the chained party right in)
No pre-buffing (outside of Aid, which is an always cast because it lasts forever)
No usage of psionic powers
No 1-time consumables (i.e. haste potion, wyvern poison)
No munching of food mid-fight
Very limited magical items (Sword of Justice and a headband on a Gale who already had 18 INT)
Edited: I just realize this post might sound a bit like a "git gud" post, and that really isn't my intention. It's just that I think it's just important to distinguish that the current difficulty isn't impossible and cheese-only. I'd be happy to see a wide range of difficulty added to the game, I just hope Larian doesn't tone it down for the harder ones.
I remember a post like that he rushed to the patrol and couldn't defeat it. The game has level based areas, so it'll be harder if you go their early.
I'm going to guess you was level 4 when going the patrol, not 2.
I'm going to guess you was level 4 when going the patrol, not 2.
In the specific thread I linked to, the OP was trying to do it with a level 4 party. I don't recall the thread where someone was trying it at level 2 - but you'll kind of have REALLY go out of your way to get the the patrol prior to 3. I normally hit level 3 by the time I make it into the Druid Grove for the first time (if I do the ruins).
For the run I did in my video, I was level 4 - I chose to do the Gnolls/Flind fight right before the Gith Patrol, which had levelled me up from 3 to 4.
Side note, I will 100% take some form of level based encounters over the Skyrim "everyone scales to your level" system, which is 100% immersion breaking for me.
Side note, I will 100% take some form of level based encounters over the Skyrim "everyone scales to your level" system, which is 100% immersion breaking for me.
It is totally fine if you can find some enemies where you have to come back later while others are easy if you find them while you have some levels more.
good examples: Gothic1+2, Risen: You can go almost everywhere from the start, but almost everything can kill you. Through experiance YOU become stronger and you can explore more areas. bad example: Oblivion: After beating tons of demons you face bandits in epic equipment and goblins are almost impossible to beat. It was one of the few games I quit because game mechanics were too frustrating.
By the way, I finished DOS1, but I never finished DOS2. The extreme stat inflation basically forced you to do all encounters in a specific order. There were moments where it was very helpful to solve quests in a specific way to maximize exp early because one level more can make a huge difference in some encounters. I also disliked random equipment and that the whole map was filled with necrofire or similar stuff after every battle. From my point of view BG3 is a step in the right direction, but the step is not far enough.
Prof. Dr. Dr. Mad S. Tist
World leading expert of artificial stupidity. Because there are too many people who work on artificial intelligence already
Again Larian, Stealth should not the Invisible Spell and enemies shouldn't be able to detect Invisible characters even if they are close to each other. Invisibility should be voided by any action or by taking dmg and should only be allowed for scouting areas ahead because it still gonna give you the first action advantage. So no placing 9000 barrels or crates while invisible either since each placement should count as an actual action.
Honestly I think this is beyond redemption. When you want to use spells, attacks, and tactics to defeat your enemies like in D&D 5e, you should play Solasta.
When you want to have fun using Barrelmancy, Backstab Stealthing, Pit Shoving, and High Ground Jumping, then Baldur's Gate III is the game for you.
Honnestly backstab and highground are the most usual OP mechanics in the game... and you have to exploit them to succeed. This is the minimum requirement and if a strategy game with tons of spells, features and so-called "choices" turns arround 2 mechanics, I call this a bad balance.
Well, for me the easiest of the previously challenging fights was with a druid party (level 3) against the redcaps. Found a narrow path, then shifted the druid in spider form and cast web, started combat via ranged attack and then kept plinking away. It took some time, as the ranged hit chance was mediocre, but the spider can keep spamming web indefinitely. I had to use one of those void bulbs to keep them in the webs, but that is because I didn't have any characters with thunderwave or repelling blast. So I don't think you need backstab etc. when it comes to level-appropriate content. However, currently the characters are locked at level 4, while I suspect the githyanki & underdark are level 5 content.
Now druid no. 2 is on the way, but this time Wyll wisely chose repelling blast.
I'm going to guess you was level 4 when going the patrol, not 2.
In the specific thread I linked to, the OP was trying to do it with a level 4 party. I don't recall the thread where someone was trying it at level 2 - but you'll kind of have REALLY go out of your way to get the the patrol prior to 3. I normally hit level 3 by the time I make it into the Druid Grove for the first time (if I do the ruins).
For the run I did in my video, I was level 4 - I chose to do the Gnolls/Flind fight right before the Gith Patrol, which had levelled me up from 3 to 4.
Side note, I will 100% take some form of level based encounters over the Skyrim "everyone scales to your level" system, which is 100% immersion breaking for me.
Oop the way you typed it sounded like the link led to a vid.
So basically you want to take Rogues main attacking style away and leave him with nothing but regular attack. Rogues don't even get second attack at 5th level. Damn, that's cold, I'd hate be a rogue!
In every game there are ways to "cheat" and make the game easy. It's on you to decide whether you want to be a cheater. In real life you can stab someone in the back, you just have to decide do you want to be that kind of person.
All classes aren't supposed to be able to backstab, that's another big issue that trivializes the whole Class System which is almost as fake as the one they have in DOS2. You even have backstabbing bears here.
What? Backstab is just Larians take on the flanking rules.
By the rules, [i]no[/] class is supposed to be able to backstab. Backstabbing is something Larian has added, not something they've moved from one class to all.
All classes aren't supposed to be able to backstab, that's another big issue that trivializes the whole Class System which is almost as fake as the one they have in DOS2. You even have backstabbing bears here.
What? Backstab is just Larians take on the flanking rules.
By the rules, [i]no[/] class is supposed to be able to backstab. Backstabbing is something Larian has added, not something they've moved from one class to all.
I actually think it's Larian's implementation on the combat facing rules (from chapter 8 of the Dungeon Master's Guide). Basically, shield bonus only applies to attacks from the front or the same side of the shield, and attacks from behind have advantage.
It's an obscure variant rule that few tables actually use, but it's technically a legit D&D 5e mechanic.
How do you manage the Fights in the Underdark with a solo Druid?
Go to YouTube, type "sin tee" in search bar and watch his most recent video. It's super easy especially if you prepare before the fights.
The simpler answer to this sentence is "play like a fighter, exploit dual wield" and before you get conjure flame blade, just play longbow wood elf with moonbeam in the meantime.
You could go through sin tee's videos and they're all the same thing. Either abuse flame axe+ offhand with fire dip for huge burst damage from dual wield, play a caster with fire ray helm and force missile necklace, or a battlemaster 2H build. Doesn't matter the class, basically plays the same because the balance of actual class skills, and particularly how worthless most spells outside force missile/fire ray/inflict wounds are, and the fact the only utility spell you get to use courtesy of the trash Concentration mechanic is Bless because Bless makes a huge different in landing non-martial attacks.
The spell casting in this game is totally horrendous gameplay. Even the melee is not that much more interesting even if it's supremely better.
Divinity by far had a far better repertoire of spells and combat. The sheer variety of melee attacks and spell combos isn't even close compared to this snoozefest of "single ability per turn that, if not a melee backstab, may probably miss 40-50% of the time" is among the worst design decisions in place.
Honestly there is a fair learning curve here. Just going in clueless tends to end very poorly. On my first playthrough I died, a LOT however it should be noted that said playthrough was on and older patch so my "first" time experience is of little value in this instance, that being said as compared with before.. it's quite a bit easier than it was.
I actually think it's Larian's implementation on the combat facing rules (from chapter 8 of the Dungeon Master's Guide). Basically, shield bonus only applies to attacks from the front or the same side of the shield, and attacks from behind have advantage.
It's an obscure variant rule that few tables actually use, but it's technically a legit D&D 5e mechanic.
A key part of the optional facing rules is that creatures, as a reaction, can rotate themselves in response to enemy movement and thus prevent backstabs. Additionally, at least how I'd read it, when you move from the front of an enemy to the back, you'd provoke an AoO because you are moving out of the enemy's reach/threatened zone.
The game still does not make a serious effort to teach new players how to play it. The difficulty scale is going to be way off depending on experience or familiarity. The game assumes that we already know Dungeons and Dragons, otherwise virtually none of the information presented at character creation would make much sense. But it also builds off a familiarity with DOS systems, such that even someone who already knows D&D or BG1/2 pretty well may still struggle with it. Not to harp on it again, but in 4 major patches since EA began, the Prologue/Tutorial on the Nautiloid has remained basically unchanged. By now that part of the game should be like a masterwork in introductions to gameplay lol.
I think what is needed is a low pressure combat environment with no rewards, where the new player can figure out what's going on at whatever pace they might need.
In BG1 this was handled pretty effectively before even leaving Candlekeep, when the PC was approached by the Gatewarden and asked if they wanted to train in group combat...
"I've arsked Obe the illusionist to run through a few simulations fer ye down in the storage cellars. Just follow me this way an' I'll unlock the door fer ye..."
The PC then fights a series of illusionary monsters of different types in a progressively more challenging group combat scenario. They join a fight ongoing with a ready-made party covering all the basic classes and abilities. It happens in a discrete area detached from the rest of the main game so the player doesn't get to keep any of the experience or items from the encounters in the trainer. It was a simple way for the new player to learn how to navigate the game's combat systems and also basic stuff like equipment and consumables via the pre-built party or from the magical chest in the middle of the warehouse gauntlet. The player could finish till the end or stop at any point if they got bored, and they couldn't actually be killed since it was all an illusion without real consequences outside of the training.
Something like that could easily happen as a narrative conceit in the Grove, where Wyll is already training the Tieflings how to fight. That's a bit far into the game for a combat tutorial, but it could at least serve as a practice zone. That would give Larian somewhere to show off monster types or environmental effects and the like, in a low pressure arena type setting. I think the illusions idea is an easy one, just because it's been done before doesn't mean its a bad call. They need a place where they can really do up a tips and tricks type trainer with focused attention on all the systems we have available in this game. Done with slightly less urgency than would be suggested by a crashing spelljammer ship in the cold open.
Yea, the game is a cake a walk if you hide, attack, hide. The enemies are too stupid to properly perceive the player and their perception field is too narrow. But even the stealth system has issues, detection is global and neutral/friendly creatures are able to break you out of stealth.
This. Pretty much all fights can be solo'd, except for that one creature down under that heals out of combat.
You mean Bulette?
Someone soloed it too ... 2:47 (Not mine video. :-/ )
what skill does he have in the video? Thief ? and which talent did he choose? which level is he and where did he get the invisibility potions from?
Literally every question you have is answered in the video. He is 4th level Wood Elf thief and he took moderately armored feat instead of ability increase at 4th level because that way he could increase his dexterity to 18 and get to wear medium armor to get AC to 17. You get penalty to stealth from wearing medium armor but he said that he doesn't care because he doesn't use stealth.
Anyways, how can you even play the game if you didn't get those answers from watching the video? I mean those answers literally hits you in the face and you didn't get them, lord have mercy.
Literally every question you have is answered in the video. He is 4th level Wood Elf thief and he took moderately armored feat instead of ability increase at 4th level because that way he could increase his dexterity to 18 and get to wear medium armor to get AC to 17. You get penalty to stealth from wearing medium armor but he said that he doesn't care because he doesn't use stealth.
Anyways, how can you even play the game if you didn't get those answers from watching the video? I mean those answers literally hits in your face and you didn't get them, lord have mercy.
Penalty to stealth is mitigated by wood elf anyways and the guy abuses invis pots as well, so who needs stealth when you have true invis to guarantee surprise attacks and first turn from backstab. Potion of Speed on top to get an extra turn over the enemy as they derp around plotting next turn. Brilliant combat design.
About high ground and backstab ... Im not sure what game it was, but in some i read one tip in loading screen stuck in my head: Whenever possible, try to bypass the enemy's defences and attack from the side, history will not ask how heroic your failed frontal attack looked.
Originally Posted by MrSam
Anyways, how can you even play the game if you didn't get those answers from watching the video? I mean those answers literally hits you in the face and you didn't get them, lord have mercy.
I presume he just jumped to 2:47
I still dont understand why cant we change Race for our hirelings. Lets us play Githyanki as racist as they trully are!
Except you can get same AC of 17 from wearing studded leather armor +1 which you can get in EA and don't have to get any penalty to stealth. Or from wearing robe and casting mage armor scroll.
Short version: - The game is hard if you play it like a DnD game - The game is easy if you abuse all the stuff that Larian changed compared to DnD
and what are these things?
Its also written in the link I posted. short and incomplete list: - When there is some shadow/darkness: shoot at the enemy, hide and move a bit, repeat. When enemies cannot see you they just do nothing and wait to be killed. - Drop some explosive barrels near the enemy, then blow them up. - Attack enemies from behind to get backstab advantage. Jump behind them if walking would provoke AoO. - When using ranged attacks always shoot from above to get hight advantage. - Place your party away from the enemy and unchain them. The first char sneaks to the enemy and uses his best ability from a good position from stealth. Then the second char sneaks to the enemy and uses the best ability from a good position from stealth. And so on, don“t forget summons or animal companions. - Every char has a candle. Dropping, igniting and picking it up is a free action. Dip your weapon in the candle for extra fire damage. Always pick it up so you do not forget it. Dipping a weapon breaks stealth so be careful if you start combat this way. - Shove enemies off the map. When they cannot see you (stealth or invisible) shove has 100% success chance. You miss the loot though.
There are more things, but these things make the game pathetically easy.
Prof. Dr. Dr. Mad S. Tist
World leading expert of artificial stupidity. Because there are too many people who work on artificial intelligence already
Literally every question you have is answered in the video. He is 4th level Wood Elf thief and he took moderately armored feat instead of ability increase at 4th level because that way he could increase his dexterity to 18 and get to wear medium armor to get AC to 17. You get penalty to stealth from wearing medium armor but he said that he doesn't care because he doesn't use stealth.
Anyways, how can you even play the game if you didn't get those answers from watching the video? I mean those answers literally hits you in the face and you didn't get them, lord have mercy.
i don't understand english, so translate everything here with google translate but thanks for the help
Short version: - The game is hard if you play it like a DnD game - The game is easy if you abuse all the stuff that Larian changed compared to DnD
and what are these things?
Its also written in the link I posted. short and incomplete list: - When there is some shadow/darkness: shoot at the enemy, hide and move a bit, repeat. When enemies cannot see you they just do nothing and wait to be killed. - Drop some explosive barrels near the enemy, then blow them up. - Attack enemies from behind to get backstab advantage. Jump behind them if walking would provoke AoO. - When using ranged attacks always shoot from above to get hight advantage. - Place your party away from the enemy and unchain them. The first char sneaks to the enemy and uses his best ability from a good position from stealth. Then the second char sneaks to the enemy and uses the best ability from a good position from stealth. And so on, don“t forget summons or animal companions. - Every char has a candle. Dropping, igniting and picking it up is a free action. Dip your weapon in the candle for extra fire damage. Always pick it up so you do not forget it. Dipping a weapon breaks stealth so be careful if you start combat this way. - Shove enemies off the map. When they cannot see you (stealth or invisible) shove has 100% success chance. You miss the loot though.
There are more things, but these things make the game pathetically easy.
thank you, it's just stupid if you have to translate everything into German and then back into English to ask. but thank you already. I still have a problem somehow the invisibility potions seem to be very rare, but in the video he uses them more often or .. the villain's exact tactics I still have a hard time the way he plays it.
Short version: - The game is hard if you play it like a DnD game - The game is easy if you abuse all the stuff that Larian changed compared to DnD
and what are these things?
Its also written in the link I posted. short and incomplete list: - When there is some shadow/darkness: shoot at the enemy, hide and move a bit, repeat. When enemies cannot see you they just do nothing and wait to be killed. - Drop some explosive barrels near the enemy, then blow them up. - Attack enemies from behind to get backstab advantage. Jump behind them if walking would provoke AoO. - When using ranged attacks always shoot from above to get hight advantage. - Place your party away from the enemy and unchain them. The first char sneaks to the enemy and uses his best ability from a good position from stealth. Then the second char sneaks to the enemy and uses the best ability from a good position from stealth. And so on, don“t forget summons or animal companions. - Every char has a candle. Dropping, igniting and picking it up is a free action. Dip your weapon in the candle for extra fire damage. Always pick it up so you do not forget it. Dipping a weapon breaks stealth so be careful if you start combat this way. - Shove enemies off the map. When they cannot see you (stealth or invisible) shove has 100% success chance. You miss the loot though.
There are more things, but these things make the game pathetically easy.
thank you, it's just stupid if you have to translate everything into German and then back into English to ask. but thank you already. I still have a problem somehow the invisibility potions seem to be very rare, but in the video he uses them more often or .. the villain's exact tactics I still have a hard time the way he plays it.why is he taking a speed drink? before an attack? speed that you can do another action so attack again?
When you drink potion of speed you get haste. Haste has these effects, "Target's speed is doubled. It also gains a +2 bonus to AC, advantage to Dex. saves and 1 additional action." so you get one extra main hand attack.
You can buy invisibility potions from Auntie Ethel from Druid Grove and Roah Moonglow from Shattered Sanctum (Goblin camp). When you take long rest, merchants usually replenish their stock so you can buy more potions after resting.
Can you change the language setting in BG3 or how do you manage to play it if you don't understand english?
I play the game in german and my steam account is set to german. I am not sure were I could change the language of the game. Do I have to do it in the steam settings?
Apart from the bugs I have posted, the german translation is good.
Prof. Dr. Dr. Mad S. Tist
World leading expert of artificial stupidity. Because there are too many people who work on artificial intelligence already
yes for me it's not a problem in german but on the video it wasn't in german so i struggled a bit, but now i found it with me. As I understand now, he takes the invisibility potion in the first fight at the beginning with a main attack and so the opponent is surprised so he can attack again after the end of his round, and in the second he takes the speed potion and therefore has another action free . I'm slowly getting behind it, still having a hard time surprising the opponents. Do you have any tips?
but to be surprised you have to attack it from behind or from the side, so it doesn't matter what kind of attack or does it have to be the main attack?
can I let opponents look in a different direction so that I can attack covertly without being discovered?
yes you would think, somehow I almost never manage
Is there actually a possibility to realign your skills and talents or do you have to start a new game every time, especially with regard to early access, if you have an advantage then you could test more.
I play the game in german and my steam account is set to german. I am not sure were I could change the language of the game. Do I have to do it in the steam settings?
Apart from the bugs I have posted, the german translation is good.
All classes aren't supposed to be able to backstab, that's another big issue that trivializes the whole Class System which is almost as fake as the one they have in DOS2. You even have backstabbing bears here.
What? Backstab is just Larians take on the flanking rules.
By the rules, [i]no[/] class is supposed to be able to backstab. Backstabbing is something Larian has added, not something they've moved from one class to all.
I actually think it's Larian's implementation on the combat facing rules (from chapter 8 of the Dungeon Master's Guide). Basically, shield bonus only applies to attacks from the front or the same side of the shield, and attacks from behind have advantage.
It's an obscure variant rule that few tables actually use, but it's technically a legit D&D 5e mechanic.
You are probably right, I didn't actually know of that rule myself.
The game still does not make a serious effort to teach new players how to play it.
Its not only an issue with teaching players how to Larian cheese, many people, especially fans of older BG games, do not want to play a bunny hopping fortnite character, no matter how well the game explains it.
When you drink potion of speed you get haste. Haste has these effects, "Target's speed is doubled. It also gains a +2 bonus to AC, advantage to Dex. saves and 1 additional action." so you get one extra main hand attack.
You can buy invisibility potions from Auntie Ethel from Druid Grove and Roah Moonglow from Shattered Sanctum (Goblin camp). When you take long rest, merchants usually replenish their stock so you can buy more potions after resting.
Can you change the language setting in BG3 or how do you manage to play it if you don't understand english?
Too bad you need to leave alive the sadistic hag or the slavetrader halfling to keep access to OP options. I chose to wreck them like the shitheads they are and deserve. Game was a lot harder as a result, but nothing Lazael or Shadowheart (aka Inflict Wounds lady) can't fix.
A lot of the conversational perks of charisma also revolve around letting villains get off easy, so you don't feel rewarded for passing charisma skill checks.
So basically you want to take Rogues main attacking style away and leave him with nothing but regular attack. Rogues don't even get second attack at 5th level. Damn, that's cold, I'd hate be a rogue!
In every game there are ways to "cheat" and make the game easy. It's on you to decide whether you want to be a cheater. In real life you can stab someone in the back, you just have to decide do you want to be that kind of person.
All classes aren't supposed to be able to backstab, that's another big issue that trivializes the whole Class System which is almost as fake as the one they have in DOS2. You even have backstabbing bears here.
What? Backstab is just Larians take on the flanking rules.
By the rules, [i]no[/] class is supposed to be able to backstab. Backstabbing is something Larian has added, not something they've moved from one class to all.
Apparently for Larian, a D&D ruleset is whatever they feel like it so no surprises here. I know that in 5e for they changed it to Sneak Attacks for Rogues instead of having an official backstab ability since it's the most dumbed down ruleset but i still don't agree how they implemented the whole flanking system in this game. A lot of stuff needs a massive nerf ( Height Advantage, Stealth ) and particularly changing a bunch of bonus actions to full actions ( Jump, Hide ). Cause i don't see them deleting the massive amount of grenades, projectiles, healing sources and barrels anyway.
The whole "Not adjusted for Newbies" thing could easily be fixed with a complete scripted combat tutorial that can be unchecked/untoggled by players the second time they start a new game. Personally I prefer discovering stuff instead of being spoonfed like a whiny baby all the time, specially in crpgs. I still don't like how insanely easy and exploitable this game is atm.
Backstab was changed to sneak attack in 3.0. Rogues are still the only class with sneak attack in BG3. Backstab in BG3 has nothing to do with 2nd ed backstabbing. It's not an equivalent kind of ability. There's no reason to say no class but rogues should get Backstab advantage just because Thieves had a completely different ability I 2nd ed that was called backstab. That's just... it doesn't even enter into the computation. It's irrelevant.
Backstab was changed to sneak attack in 3.0. Rogues are still the only class with sneak attack in BG3. Backstab in BG3 has nothing to do with 2nd ed backstabbing. It's not an equivalent kind of ability. There's no reason to say no class but rogues should get Backstab advantage just because Thieves had a completely different ability I 2nd ed that was called backstab. That's just... it doesn't even enter into the computation. It's irrelevant.
The thing is there's nothing special about a rogue in this game because of how busted flanking is atm where everyone just bunny hops to each other back's like froggers. Which is why melee feels also stupid. Stuff like that is what is trivializing classes in general. Just having a reskinned and slightly different version of the same class and calling it other class doesn't cut it up for me.
Originally Posted by Thomson
Originally Posted by JDCrenton
Again Larian, Stealth should not the Invisible Spell and enemies shouldn't be able to detect Invisible characters even if they are close to each other. Invisibility should be voided by any action or by taking dmg and should only be allowed for scouting areas ahead because it still gonna give you the first action advantage. So no placing 9000 barrels or crates while invisible either since each placement should count as an actual action.
Honestly I think this is beyond redemption. When you want to use spells, attacks, and tactics to defeat your enemies like in D&D 5e, you should play Solasta.
When you want to have fun using Barrelmancy, Backstab Stealthing, Pit Shoving, and High Ground Jumping, then Baldur's Gate III is the game for you.
I guess you just have to uninstall the game and move on with your life. Let us play it instead. Thanks.
This is why no one takes you blind fanboys seriously. You're not entitled to tell ppl what they should do either. A conformist never did anything worthy ever. Learn History.
I'm not a fanboy. I have played BG1 but not BG2. Never have I played anything other D&D related. I think the game is fun to play the way it is. Larian should do the game for the larger mass of people not for just some small circle of super nerd D&D players.
I'm not a fanboy. I have played BG1 but not BG2. Never have I played anything other D&D related. I think the game is fun to play the way it is. Larian should do the game for the larger mass of people not for just some small circle of super nerd D&D players.
It's interesting that they should make a game for ppl like you that don't care about having a functional, balanced and serviceable game. I thought a developer was interested in making a good game but i guess i was wrong.
Larian has pretty smart people, so I trust that they know how to best implement everything in this game and what ever they decide I'm willing to learn to live with.
Larian has pretty smart people, so I trust that they know how to best implement everything in this game and what ever they decide I'm willing to learn to live with.
And because the majority have "assumptions" and/or a low level of expectations, constructive criticism are only made by what becomes the "vocal minority".
Thanks for being a part of this EA mate, the game is probably going to be better at release if you "trust that they know everything"
It's interesting that they should make a game for ppl like you that don't care about having a functional, balanced and serviceable game. I thought a developer was interested in making a good game but i guess i was wrong.
Consider this a final warning. Lay off the personal attacks or lay off the forum.
For the rest of you. Discuss the game and your reactions and opinions, but do not start insulting or making assumptions about other posters. This is pretty basic forum etiquette and we expect people to act as civilised adults. If you cannot make your point without resorting to abuse or snarky little attacks, then this is not the place for you.
Backstab was changed to sneak attack in 3.0. Rogues are still the only class with sneak attack in BG3. Backstab in BG3 has nothing to do with 2nd ed backstabbing. It's not an equivalent kind of ability. There's no reason to say no class but rogues should get Backstab advantage just because Thieves had a completely different ability I 2nd ed that was called backstab. That's just... it doesn't even enter into the computation. It's irrelevant.
The thing is there's nothing special about a rogue in this game because of how busted flanking is atm where everyone just bunny hops to each other back's like froggers. Which is why melee feels also stupid. Stuff like that is what is trivializing classes in general. Just having a reskinned and slightly different version of the same class and calling it other class doesn't cut it up for me.
Rogues have sneak attack. Nobody else has sneak attack.
Backstab was changed to sneak attack in 3.0. Rogues are still the only class with sneak attack in BG3. Backstab in BG3 has nothing to do with 2nd ed backstabbing. It's not an equivalent kind of ability. There's no reason to say no class but rogues should get Backstab advantage just because Thieves had a completely different ability I 2nd ed that was called backstab. That's just... it doesn't even enter into the computation. It's irrelevant.
The thing is there's nothing special about a rogue in this game because of how busted flanking is atm where everyone just bunny hops to each other back's like froggers. Which is why melee feels also stupid. Stuff like that is what is trivializing classes in general. Just having a reskinned and slightly different version of the same class and calling it other class doesn't cut it up for me.
Rogues have sneak attack. Nobody else has sneak attack.
And like the other martial classes, flame dip, oil of sharpness, wyvern's potion to add another ~15-21 damage to your attacks, and dual wielding classes attack twice to boot to trigger the effects of burn dipping and poison coating. Plus surprise attacks from stealth provide a guaranteed crit.
The problem with casters is their hit rates on their spells are worse no matter what, and most importantly the consumables and weapon coating effects that break melee don't affect caster spells at all.
In fact, I'd say what really drives this huge gap is consumables.
In every solo cheese video you've seen, fire dipping, poison coating, invis pots, oil of sharpness, potion of speed, and wyvern or basic potion are used to completely trivialize encounters just as much as stealth cheese and pushing creatures off walls.
Backstab was changed to sneak attack in 3.0. Rogues are still the only class with sneak attack in BG3. Backstab in BG3 has nothing to do with 2nd ed backstabbing. It's not an equivalent kind of ability. There's no reason to say no class but rogues should get Backstab advantage just because Thieves had a completely different ability I 2nd ed that was called backstab. That's just... it doesn't even enter into the computation. It's irrelevant.
The thing is there's nothing special about a rogue in this game because of how busted flanking is atm where everyone just bunny hops to each other back's like froggers. Which is why melee feels also stupid. Stuff like that is what is trivializing classes in general. Just having a reskinned and slightly different version of the same class and calling it other class doesn't cut it up for me.
Rogues have sneak attack. Nobody else has sneak attack.
And like the other martial classes, flame dip, oil of sharpness, wyvern's potion to add another ~15-21 damage to your attacks, and dual wielding classes attack twice to boot to trigger the effects of burn dipping and poison coating. Plus surprise attacks from stealth provide a guaranteed crit.
The problem with casters is their hit rates on their spells are worse no matter what, and most importantly the consumables and weapon coating effects that break melee don't affect caster spells at all.
In fact, I'd say what really drives this huge gap is consumables.
In every solo cheese video you've seen, fire dipping, poison coating, invis pots, oil of sharpness, potion of speed, and wyvern or basic potion are used to completely trivialize encounters just as much as stealth cheese and pushing creatures off walls.
I agree consumables are a big part of the situation.
WOW, so the biggest problem people have with this game is that you have so many options to make yourself powerful and do all sorts of stuff. I guess you would be happy if we couldn't do anything but standard attack face to face and shooting spells, that's it.
WOW, so the biggest problem people have with this game is that you have so many options to make yourself powerful and do all sorts of stuff. I guess you would be happy if we couldn't do anything but standard attack face to face and shooting spells, that's it.
Personally, I would like for the classes to feel impactful as they do in D&D. Using spells should be fun and attacking face to face should be fun.
Universal buffed abilities like jump/disengage, shove, dip, etc. combined with the plethora of consumables isn't exciting or interesting. For example, two Minotaurs against a part of four (at level four) is considered deadly when using exp tables to balance encounters. Same as what has been brought up in this thread. It's just anti-fun to have a deadly encounter > use infinite long rest > go to next deadly encounter. The player is supplemented with consumables to attempt to balance it out, but it's boring.
Why choose a class when consumables make more impact? Why not buff the classes if Larian wants deadly encounters throughout the game? If I choose to play paladin I want the game to feel impactful for choosing that class. Not that I coated a weapon in wyvern poison.
No one is forcing you to use consumables. I have played the EA through with three different classes and I have used just one speed potion in spider boss fight because I would have died without it, that's all, no other consumables, not a single one. I don't understand what's the problem, you don't like to use consumables then don't, but if you do, you have the option to do so.
No one is forcing you to use consumables. I have played the EA through with three different classes and I have used just one speed potion in spider boss fight because I would have died without it, that's all, no other consumables, not a single one. I don't understand what's the problem, you don't like to use consumables then don't, but if you do, you have the option to do so.
The problem is the game would be more fun if combat was balanced around the idea of limited rest and other principles from D&D 5e. Ramping up difficulty and adding in cheese doesn't make combat fun.
I've played through the game several times without consumables. In patch 3 and 4 combat has been stale and there are many threads on the topic for why it is stale. for example. Some more,and another.
WOW, so the biggest problem people have with this game is that you have so many options to make yourself powerful and do all sorts of stuff. I guess you would be happy if we couldn't do anything but standard attack face to face and shooting spells, that's it.
When a very limited number of mechanics are OP and necessary to enjoy the game, it's not an option anymore. If we only stick to the basics BG3's combats only rely on highground and backstab : the game is designed for us to use those 2 mechanics in every combats.
You should probably read the mega-thread about it to understand why those 2 mechanics reduced A LOT our possibilities if you compare to what D&D has to offer.
And yeah, I'd like to have options like consummables and why not some kind of more immersive dipping... But I don't want to trade the fun VS a bit more options. Barellmancy and surfaces exploit are a pure choices for fun. Dipping,consummables, shockwave, etc... should be tactical choices but at the moment, using them is kind of a god mode. Troubles with the matriarch ? Take a speed potion and use shockwave once or twice if necessary. Congratz, you just OS one of the harder boss.
Should we really as players choose not to use so many mechanics to have fun ? When you're playing a FPS are you planning not to use grenades or medipacks ? When you're playing XCOM are you planning not to use the psionic powers ? Do you consider using the force in KOTOR as a cheesy mechanics ? No... Because things in games are balanced...
When time has come to play at a higher difficulty level you're trying because you are better. Your strategies are better, you know the synergies between companions, you know the strenght and weaknesses of ennemies... It's not working like this in BG3. The difficulty only rely on the mechanics you choose to use or not.
We're not talking about a difficulty that is a bit more or less easy/hard. We're talking about a game that is extremely frustrating if you don't use the basics cheese and extremeley easy if you use everything.
The game is not balanced at all and that's the only problem. Nearly no one asked to remove anything... But many of us asked for a real balance between the tons of mechanics created by Larian and those that comes from D&D.
I think there ought to be a happy medium between Bulette or Githyanki Patrol or Redcaps one shotting 2-3 of your party members on the first turn through a flurry of multi-actions and dice roll garbage, or completely trivializing and not doing anything for 2 turns and dying in 2 action sequences because you used a martial class with stealth and a speed pot or wyvern potion or a void bulb into caustic brine+explosion.
It's really demoralizing when a limited use spell slot iconic to your wizard or warlock or landing a charm spell is a low RNG, low impact headache while throwing two items gained at lv1 from some starting scenario and restocked by a vendor every long rest completely dwarfs the impact of your native class kit.
You really can't take seriously a person who's trying to justify invis and haste pot abuse, or the fact rogues/fighters/martial playstyles are solo killing Bulette/Spectator/Ethel in 2 turns because the game mechanics are not well balanced.
And like the other martial classes, flame dip, oil of sharpness, wyvern's potion to add another ~15-21 damage to your attacks, and dual wielding classes attack twice to boot to trigger the effects of burn dipping and poison coating. Plus surprise attacks from stealth provide a guaranteed crit.
Surprise from Stealth doesn't give critical hits. That's a mechanic only the Assassin Rogue Subclass gets (currently not in game).
Originally Posted by Zenith
The problem with casters is their hit rates on their spells are worse no matter what, and most importantly the consumables and weapon coating effects that break melee don't affect caster spells at all.
In fact, I'd say what really drives this huge gap is consumables.
Agree that consumables definitely benefit weapon users more. Although I'm not sure if the overall picture for spell casting is as bleak as your statement. Especially if we try to look beyond the EA level cap.
Casters also have "implementation changes" that benefit them: 1. Unlimited resting - means they can always unload their best spells, every fight 2. No bonus action spell casting restrictions - this is a HUGE buff compared to table top
With 5E RAW, it's normally not possible to cast 2 leveled spells using your bonus action + action (i.e. Misty Step and then Thunderwave in the same turn). This restriction has been removed in BG3 and it'll have HUGE implications once the sorcerer is implemented (hello Quicken Spell) and casters get higher level spells.
Overall, martials (especially Paladins and Fighters) will likely continue to be the master of all-in single target damage. That is mostly true in 5E table top, and nothing in BG3 currently indicate that will be different (maybe if they really mess up Smite). Casters tend to be superb battle field controllers and the best source of AOE damage source.
In regards to caster accuracy - they definitely suffer relative to a weapon user (who gets consumables and advantage) - since only a few spells (usually weaker ones) uses the spell-attack mechanic. However, there is a stealth buff to caster accuracy that BG3 lets you take advantage of - we get perfect information in this game. Unlike Table Top, where monster stats are typically hidden from you - in BG3, you have access to almost every stat it has - which means as a caster, you can pick-and-choose weakness to exploit - like a weak saving throws to target.
Even in table top, casters have always given up raw-single-target accuracy (since they don't get weapon enhancements or fighting styles) for more versatility in attack methods and AOE capabilities. Martials will always need to target a monsters AC to land a hit - whereas with the right spells, a caster can target any of the 6 saving throws, AC, HP (i.e. Sleep, Power-Words), or sometimes just straight up say f-u and hit you in a way that you cannot defend against (i.e. Force Cage, Maze, Magic Missile).
Consider the Cleric's Command spell. You'll usually see a 60-65% hit chance max (target against WIS saves, which is often pretty low for many enemies). However, if you cast it at level 2 and target 2 enemies with it - you now have a 84-88% of at least affecting 1 enemy.
This kind of AOE accuracy improvement will become more and more of a factor as we progress pass level 4 - especially once we get some of the deadliest AOE spells at level 5 (Fear, Hypnotic Pattern, Slow, Fireball). With those spells, you will be able to target up to 5-6 enemies with each cast, and potentially halving an enemy force with just 1 action.
Originally Posted by Zenith
In every solo cheese video you've seen, fire dipping, poison coating, invis pots, oil of sharpness, potion of speed, and wyvern or basic potion are used to completely trivialize encounters just as much as stealth cheese and pushing creatures off walls.
While I have issues with many of Larian's mechanics, the approaches used in an expert, meta-gamed solo run isn't a good indicator of how mechanics should be balanced for the general population. I absolutely love what Sin Tee does, but we should keep in mind that the man has 519 hours in BG3 and is basically meta-gaming every encounter in the game down to the tee.
His videos tend to makes most games' mechanics look ridiculous. Consumable abuse is much easier when you know exactly where to find everything, when and how to stock up (i.e. rest and buy X 50 times before you progress Quest X). He knows what to expect and when a consumable needs to be used - i.e. pop an invisibility potion prior to the Bulette encounter (because otherwise you might get surprised), and has much of the game reduced down to a science.
Now onto this approach. Any system is always going to have 1 approach that simply does the most damage to a single target. In some games, it's spell casting. In PF:KM, it's a combination of massive sneak attack dies and tons of attacks. In DOS2, it's necromancy. In the current BG3 EA, it's currently two-weapon fighting with tons of damage "riders" (i.e. poison, fire dip, etc). Him choosing to overload on melee damage doesn't make it the be-all-end-all approach to this game. It's simply a tool chosen because it works with his specific strategy and circumstance.
In solo-mode, action economy becomes completely skewed towards the enemy (i.e. at best, the yours-to-enemy action ratio is 1:1. At worst, it can be 5:1 or more). Because of this, abusing the surprise round mechanic is almost a must, since it can double you efficiency up front (and isn't controlled by RNG). Speed-to-kill almost becomes one of the most viable strategy in most encounters because you simply lack the HP and resources to survive any form of retaliation and long term battle. However, just because maximum damage is potentially the only approach for solo play, doesn't mean it is for party play.
This skewing of the action economy severely affects the types of spells and tactics that are effective for solo characters.
To demonstrate, let's say the Command: Halt spell is now 100% accurate (no save, target simply loses their turn). Even with this change, Sin Tee will almost NEVER use that spell as a solo-er because of his scarcity of action economy. A 1-to-1 trade in action (1 action to cast spell. Enemy loses 1 action) means he basically burns a spell slot to delay everything by a turn even in the best circumstance.
However, for a party-based player, this 100% accurate CC spell will break tons of encounters. Can you imagine how much of a joke the Bulette fight would be if this spell existed? One character can simply keep it locked-down for 7 turns (total spell slots) while the 3 others slowly take their time to butcher it.
Lastly, even with Sin Tee, melee-poison-dipping alpha striking isn't the only approach. For example, in his Druid Playthrough - you see him rely on kiting with Moonbeam in the Red Cap encounter because the # of enemy actions and enemy damage is simply too much to overcome with alpha strike. Does this make Moonbeam and it's crazy damage efficiency (up to 40d10+ for a level 2 spell slot) is absolutely broken? No, it just makes it the best spell to use there given his circumstance.
Larian has pretty smart people, so I trust that they know how to best implement everything in this game and what ever they decide I'm willing to learn to live with.
And like the other martial classes, flame dip, oil of sharpness, wyvern's potion to add another ~15-21 damage to your attacks, and dual wielding classes attack twice to boot to trigger the effects of burn dipping and poison coating. Plus surprise attacks from stealth provide a guaranteed crit.
Surprise from Stealth doesn't give critical hits. That's a mechanic only the Assassin Rogue Subclass gets (currently not in game).
Originally Posted by Zenith
The problem with casters is their hit rates on their spells are worse no matter what, and most importantly the consumables and weapon coating effects that break melee don't affect caster spells at all.
In fact, I'd say what really drives this huge gap is consumables.
Agree that consumables definitely benefit weapon users more. Although I'm not sure if the overall picture for spell casting is as bleak as your statement. Especially if we try to look beyond the EA level cap.
Casters also have "implementation changes" that benefit them: 1. Unlimited resting - means they can always unload their best spells, every fight 2. No bonus action spell casting restrictions - this is a HUGE buff compared to table top.
With 5E RAW, it's normally not possible to cast 2 leveled spells using your bonus action + action (i.e. Misty Step and then Thunderwave in the same turn). This restriction has been removed in BG3 and it'll have HUGE implications once the sorcerer is implemented (hello Quicken Spell) and casters get higher level spells
Overall, martials (especially Paladins and Fighters) will likely continue to be the master of all-in single target damage. That is mostly true in 5E table top, and nothing in BG3 currently indicate that will be different (maybe if they really mess up Smite). Casters tend to be superb battle field controllers and the best source of AOE damage source.
In regards to caster accuracy - they definitely suffer relative to a weapon user (who gets consumables and advantage) - since only a few spells (usually weaker ones) uses the spell-attack mechanic. However, there is a stealth buff to caster accuracy that BG3 lets you take advantage of - we get perfect information in this game. Unlike Table Top, where monster stats are typically hidden from you - in BG3, you have access to almost every stat it has - which means as a caster, you can pick-and-choose weakness to exploit - like a weak saving throws to target.
Even in table top, casters have always given up raw-single-target accuracy (since they don't get weapon enhancements or fighting styles) for more versatility in attack methods and AOE capabilities. Martials will always need to target a monsters AC to land a hit - whereas with the right spells, a caster can target any of the 6 saving throws, AC, HP (i.e. Sleep, Power-Words), or sometimes just straight up say f-u and hit you in a way that you cannot defend against (i.e. Force Cage, Maze, Magic Missile)
Consider the Cleric's Command spell. You'll usually see a 60-65% hit chance max (target against WIS saves, which is often pretty low for many enemies). However, if you cast it at level 2 and target 2 enemies with it - you now have a 84-88% of at least affecting 1 enemy.
This kind of AOE accuracy improvement will become more and more of a factor as we progress pass level 4 - especially once we get some of the deadliest AOE spells at level 5 (Fear, Hypnotic Pattern, Slow, Fireball). With those spells, you will be able to target up to 5-6 enemies with each cast, and potentially halving an enemy force with just 1 action.
Originally Posted by Zenith
In every solo cheese video you've seen, fire dipping, poison coating, invis pots, oil of sharpness, potion of speed, and wyvern or basic potion are used to completely trivialize encounters just as much as stealth cheese and pushing creatures off walls.
While I have issues with many of Larian's mechanics, the approaches used in an expert, meta-gamed solo run isn't a good indicator of how mechanics should be balanced for the general population. I absolutely love what Sin Tee does, but we should keep in mind that the man has 519 hours in BG3 and is basically meta-gaming every encounter in the game down to the tee.
His videos tend to makes most games' mechanics look ridiculous. Consumable abuse is much easier when you know exactly where to find everything, when and how to stock up (i.e. rest and buy X 50 times before you progress Quest X). He knows what to expect and when a consumable needs to be used - i.e. pop an invisibility potion prior to the Bulette encounter (because otherwise you might get surprised), and has much of the game reduced down to a science.
Now onto this approach. Any system is always going to have 1 approach that simply does the most damage to a single target. In some games, it's spell casting. In PF:KM, it's a combination of massive sneak attack dies and tons of attacks. In DOS2, it's necromancy. In the current BG3 EA, it's currently two-weapon fighting with tons of damage "riders" (i.e. poison, fire dip, etc). Him choosing to overload on melee damage doesn't make it the be-all-end-all approach to this game. It's simply a tool chosen because it works with his specific strategy and circumstance.
In solo-mode, action economy becomes completely skewed towards the enemy (i.e. at best, the yours-to-enemy action ratio is 1:1. At worst, it can be 5:1 or more). Because of this, abusing the surprise round mechanic is almost a must, since it can double you efficiency up front (and isn't controlled by RNG). Speed-to-kill almost becomes one of the most viable strategy in most encounters because you simply lack the HP and resources to survive any form of retaliation and long term battle. However, just because maximum damage is potentially the only approach for solo play, doesn't mean it is for party play.
This skewing of the action economy severely affects the types of spells and tactics that are effective for solo characters.
To demonstrate, let's say the Command: Halt spell is now 100% accurate (no save, target simply loses their turn). Even with this change, Sin Tee will almost NEVER use that spell as a solo-er because of his scarcity of action economy. A 1-to-1 trade in action (1 action to cast spell. Enemy loses 1 action) means he basically burns a spell slot to delay everything by a turn even in the best circumstance.
However, for a party-based player, this 100% accurate CC spell will break tons of encounters. Can you imagine how much of a joke the Bulette fight would be if this spell existed? One character can simply keep it locked-down for 7 turns (total spell slots) while the 3 others slowly take their time to butcher it.
Lastly, even with Sin Tee, melee-poison-dipping alpha striking isn't the only approach. For example, in his Druid Playthrough - you see him rely on kiting with Moonbeam in the Red Cap encounter because the # of enemy actions and enemy damage is simply too much to overcome with alpha strike. Does this make Moonbeam and it's crazy damage efficiency (up to 40d10+ for a level 2 spell slot) is absolutely broken? No, it just makes it the best spell to use there given his circumstance.
You are completely ignoring the fact that it's Larian's design choices that have made Sin Tee's solo runs possible. The fact that he is stacking all of them to accomplish the feat, has no bearing on the fact that it's Larian's decisions to deviate from the rules so sharply that his exploitations are even possible.
Sin Tee can't pull off what he does in those videos if Larian doesn't homebrew their own 5E rules and slap them on top of the DOS environmental/barrel/surface spam framework, and instead stays closer to 5E rules.
You are completely ignoring the fact that it's Larian's design choices that have made Sin Tee's solo runs possible. The fact that he is stacking all of them to accomplish the feat, has no bearing on the fact that it's Larian's decisions to deviate from the rules so sharply that his exploitations are even possible.
Sin Tee can't pull off what he does in those videos if Larian doesn't homebrew their own 5E rules and slap them on top of the DOS environmental/barrel/surface spam framework, and instead stays closer to 5E rules.
Firstly, my whole point was that solo-combat is a fringe method of gameplay and really isn't the best way to evaluate what works and what doesn't in BG3.
Now regarding Sin Tee and soloing - Larian's design choices are merely the current method he's employed to solo this game.
It's impossible to prove that the game is not solo-able without this - but I'd put my money on him being able to do it. Especially considering that a closer adherence to the 5E Table Top will simply bring in half a decade of even better thought out cheese from the table top community. 5E is simply too ripe with explolits (i.e. people have come up with ways to solo a 30 CR Tiamat with a level 4 character)
As long as the game offers significant freedom, and there is no DM intervention to moderate meta-gaming, players will likely find a way to solo a single player D&D game. Even PF:KM unfair and IWD2 Heart of Winter Mode, where monster statistics are monstrously skewed, are solo-able.
You are completely ignoring the fact that it's Larian's design choices that have made Sin Tee's solo runs possible. The fact that he is stacking all of them to accomplish the feat, has no bearing on the fact that it's Larian's decisions to deviate from the rules so sharply that his exploitations are even possible.
Sin Tee can't pull off what he does in those videos if Larian doesn't homebrew their own 5E rules and slap them on top of the DOS environmental/barrel/surface spam framework, and instead stays closer to 5E rules.
Larian's design choices are merely the current method employed by Sin Tee to solo this game.
It's impossible to prove that the game is not solo-able without this - but I'd put my money on him being able to do it. Especially considering that a closer adherence to the 5E Table Top will simply bring in half a decade of even better thought out cheese from the table top community. 5E is simply too ripe with explolits (i.e. people have come up with ways to solo a 30 CR Tiamat with a level 4 character)
As long as the game offers significant freedom, and there is no DM intervention to moderate meta-gaming, players will likely find a way to solo a single player D&D game. Even PF:KM unfair and IWD2 Heart of Winter Mode, where monster statistics are monstrously skewed, are solo-able.
Every run-through he has, he's exploiting Larian's poor design decisions, and deviations from actual 5E rules. Those systems don't exist to be exploited if Larian doesn't include them.
As to your "Level 4 Insta"kill" Tiamat Cheese", it's dead off the bat if you actually read the post "This is just a thought experiment and not a viable in a real game in any way whatsoever... However..." and then goes on to rely on Wait until you have a Natural 20 on Portent and another that is either Low or High. and Hopefully beat Tiamat on initiative (using the second Portent to help)
That's a far cry from Sin Tee putting multiple videos up of him using Larian's poor design decisions to solo run the game. At this point you just sound like an apologist TBH.
The fact that he's using every broken Larian homebrew rule to do this with a single character, has no bearing on the fact that their homebrew rules, are in fact, broken.
Every run-through he has, he's exploiting Larian's poor design decisions, and deviations from actual 5E rules. Those systems don't exist to be exploited if Larian doesn't include them.
As to your "Level 4 Insta"kill" Tiamat Cheese", it's dead off the bat if you actually read the post "This is just a thought experiment and not a viable in a real game in any way whatsoever... However..." and then goes on to rely on Wait until you have a Natural 20 on Portent and another that is either Low or High. and Hopefully beat Tiamat on initiative (using the second Portent to help)
That's a far cry from Sin Tee putting multiple videos up of him using Larian's poor design decisions to solo run the game. At this point you just sound like an apologist TBH.
The fact that he's using every broken Larian homebrew rule to do this with a single character, has no bearing on the fact that their homebrew rules, are in fact, broken.
Actually, the non-viable part of the level 4 Tiamat Cheese is getting access to Wave, a legendary weapon. The 2x portent rolls aren't impossible - and the initiative part is mainly to ensure the thought experiment has a 100% success rate (which even Sin Tee doesn't get in his attack rolls). Realistically, investing in the lucky or alert feat will basically guarantee a success it since Tiamat has a whooping +0 to initiative. Or better yet in a videogame context - reload.
The point is that RAW 5e is ripe with potential abuses, and without a DM to manage metagaming and videogame-isms like reloads, the system can be broken.
If you're simply going to be calling people with differing opinions apologists, I honestly don't see a point in further discussion.
Every run-through he has, he's exploiting Larian's poor design decisions, and deviations from actual 5E rules. Those systems don't exist to be exploited if Larian doesn't include them.
As to your "Level 4 Insta"kill" Tiamat Cheese", it's dead off the bat if you actually read the post "This is just a thought experiment and not a viable in a real game in any way whatsoever... However..." and then goes on to rely on Wait until you have a Natural 20 on Portent and another that is either Low or High. and Hopefully beat Tiamat on initiative (using the second Portent to help)
That's a far cry from Sin Tee putting multiple videos up of him using Larian's poor design decisions to solo run the game. At this point you just sound like an apologist TBH.
The fact that he's using every broken Larian homebrew rule to do this with a single character, has no bearing on the fact that their homebrew rules, are in fact, broken.
Actually, the non-viable part of the level 4 Tiamat Cheese is getting access to Wave, a legendary weapon. The 2x portent rolls aren't impossible - and the initiative part is mainly to ensure the thought experiment has a 100% success rate (which even Sin Tee doesn't get in his attack rolls). Realistically, investing in the lucky or alert feat will basically guarantee a success it since Tiamat has a whooping +0 to initiative. Or better yet in a videogame context - reload.
The point is that RAW 5e is ripe with potential abuses, and without a DM to manage metagaming and videogame-isms like reloads, the system can be broken.
If you're simply going to be calling people with differing opinions apologists, I honestly don't see a point in further discussion.
Getting wave isn't the only ridiculous and "never happening" part of that scenario. Read up on Tiamat's abilities, there's a reason she's level 30 CR.
Frightful Presence. Each creature of Tiamat's choice that is within 240 feet of Tiamat and aware of her must succeed on a DC 26 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Tiamat's Frightful Presence for the next 24 hours.
Frightened creatures can't willingly move closer to the source of their fright; a level 4 character never gets close enough to make use of portent, haste, or wave.
Regardless, none of that exercise in creating a ridiculous scenario that has no chance of actually occurring in tabletop DnD, has any bearing on Sin Tee's actually video proof of Larian's homebrew rules being broken in their deviation from actul 5th edition.
At this point you just sound like an apologist TBH.
Modify your approach to discussions. You were very close to a short holiday for that one, especially as I have dropped a very clear warning in this very thread not to insult other posters.
I find baldurs gate 3 perfectly difficult. Its one of the last games i find enjoyable because its not super easy.
But some information on game mechanics could be added, right now you have to google out what weapon is dexterity based, what is strenght based, who can use metal armor and who cant, and what all the stuff actually really means. Game doesnt tell you almost any of it.
To be fair, the supply of useful consumables does seem quite limited. I've never got my hands on more than two lots of wyvern poison or 3-4 oils of sharpness, and I am tediously thorough, trading with even minor NPCs, searching out every treasure chest, etc. (Potions of invisibility and speed are more plentiful - maybe 15-20 of each if you search exhaustively - but they're much less impactful.) It means you can't just cheese your way through every encounter and have to conserve your resources for the truly hard battles.
I find baldurs gate 3 perfectly difficult. Its one of the last games i find enjoyable because its not super easy.
But some information on game mechanics could be added, right now you have to google out what weapon is dexterity based, what is strenght based, who can use metal armor and who cant, and what all the stuff actually really means. Game doesnt tell you almost any of it.
Once you realize that broken game mechanics and rule changes trump class features and tactics, the game becomes a cake walk for all but the annoying fights where monsters have been changed in an attempt to compensate for the broken game mechanics.
I agree with this and will add.... just skip your characters altogether, summon the Imp, go invisible, kill enemies until it dies, then summon another, rinse and repeat.
I know how to make the game easy, but the problem is I don't want to. I don't want to play the Imp. I don't want to just sneak, throw barrels, and kill enemies with my familiars (I had a playthrough where I did 50% of the encounters with a cat). I want to enjoy all the cool spells and things Larian has put into the game. Unfortunately, the encounters are so difficult that I always have to resort to playing barrels, sneak, Imp, and 1 or 2 main weapons/spells in my arsenal. I haven't used 80% of the spells because if I try anything but the most damaging spells I have it ends up in a party wipe. I would love to see the data on how often each spell is used. I bet 10% of them are used 99% of the time. What good is having all these awesome things in the game if you can't use them.
This morning, I was using the Imp, I was invisible and sheathed, and snuck up behind a stationary character. My percent hit chance was 50%. Think about that. 50% to hit an unaware enemy a foot in front of me. I missed! Then, the guy who is across the room reading a map instantly casts bless, runs across the room, and fires a guiding bolt 30 feet up in the air, hits my other sheathed character who is hiding in the shadows, knocks them off the edge, and they fall to their death. So, I can't hit the stationary target in front of me, but an enemy who is engrossed in something else can immediately buff their party and kill one of my team who is not even in the room. So..... I stacked a room full of barrels and blew them all up as I typically have to do.
The game could be amazing. Unfortunately, I feel like the developers are so worried about making the game too easy that they make it so hard that you can't experiment or role play. I realize it must be an extremely difficult task to balance the game for the best players and well as beginners, but the current game balance seems to difficult and forces me to play it a specific way. Maybe they could add a difficulty slide where enemies have reduced perception or a reduction to their rolls. I want to be able to play the game with the difficulty as it is today for a challenge, but I also want to be able to experiment with all the cool things they have put in the game. The way the encounters are right now I just keep doing the same thing over and over in combat.
I agree with this and will add.... just skip your characters altogether, summon the Imp, go invisible, kill enemies until it dies, then summon another, rinse and repeat.
I know how to make the game easy, but the problem is I don't want to. I don't want to play the Imp. I don't want to just sneak, throw barrels, and kill enemies with my familiars (I had a playthrough where I did 50% of the encounters with a cat). I want to enjoy all the cool spells and things Larian has put into the game. Unfortunately, the encounters are so difficult that I always have to resort to playing barrels, sneak, Imp, and 1 or 2 main weapons/spells in my arsenal. I haven't used 80% of the spells because if I try anything but the most damaging spells I have it ends up in a party wipe. I would love to see the data on how often each spell is used. I bet 10% of them are used 99% of the time. What good is having all these awesome things in the game if you can't use them.
This morning, I was using the Imp, I was invisible and sheathed, and snuck up behind a stationary character. My percent hit chance was 50%. Think about that. 50% to hit an unaware enemy a foot in front of me. I missed! Then, the guy who is across the room reading a map instantly casts bless, runs across the room, and fires a guiding bolt 30 feet up in the air, hits my other sheathed character who is hiding in the shadows, knocks them off the edge, and they fall to their death. So, I can't hit the stationary target in front of me, but an enemy who is engrossed in something else can immediately buff their party and kill one of my team who is not even in the room. So..... I stacked a room full of barrels and blew them all up as I typically have to do.
The game could be amazing. Unfortunately, I feel like the developers are so worried about making the game too easy that they make it so hard that you can't experiment or role play. I realize it must be an extremely difficult task to balance the game for the best players and well as beginners, but the current game balance seems to difficult and forces me to play it a specific way. Maybe they could add a difficulty slide where enemies have reduced perception or a reduction to their rolls. I want to be able to play the game with the difficulty as it is today for a challenge, but I also want to be able to experiment with all the cool things they have put in the game. The way the encounters are right now I just keep doing the same thing over and over in combat.
These issues could have all been avoided for the most part, if Larian had stuck to 5E rules instead of modifying everything and adding in DOS features. Now they are stuck trying to change enemies, to fix the problem they've created with their homebrew rules.
At this point you just sound like an apologist TBH.
Modify your approach to discussions. You were very close to a short holiday for that one, especially as I have dropped a very clear warning in this very thread not to insult other posters.
I don't think "apologist" is an insult, and saying someone sounds like one is even further removed. If he said, "You sound like their lawyer" would that be an insult? It's essentially the same thing. Is it bad to be a lawyer now? I am one, so I'd be personally insulted by that. I'm just trying to better understand the rules. Also, I don't mean to derail the conversation but you brought it up.
I know how to make the game easy, but the problem is I don't want to. I don't want to play the Imp. I don't want to just sneak, throw barrels, and kill enemies with my familiars (I had a playthrough where I did 50% of the encounters with a cat). I want to enjoy all the cool spells and things Larian has put into the game. Unfortunately, the encounters are so difficult that I always have to resort to playing barrels, sneak, Imp, and 1 or 2 main weapons/spells in my arsenal. I haven't used 80% of the spells because if I try anything but the most damaging spells I have it ends up in a party wipe. I would love to see the data on how often each spell is used. I bet 10% of them are used 99% of the time. What good is having all these awesome things in the game if you can't use them.
Thank you, this perfectly sums up what I think is wrong with this game.
I just got to the two minotaurs in the the underdark. My previous save was a few hours before this point so I had no choice but to fight them. I was only able to beat them because one of the minotaurs one shot the other one, plus shadowheart and wyll by doing a 76 damage jump off the cliff.
I spent 40 minutes trying to figure out how to maneuver Astarion and Wyll so they wouldn't die on the first turn. I eventually just came to the conclusion that I had to run and try again later, so I chugged 4 haste potions and sprinted out asap while one of the minotaurs was stunned with Halt.
My fight with dror I had to have my whole team hide while Halsin soloed 4-5 enemies as they trickled in through the door on the left. I couldn't have anyone but my main character, a battlemaster fighter with 16 ac and 30ish hp anywhere near the combat because they would just die in one turn. I tried positioning wyll and astarion on the rafters above so they could pick people off at a distance and with a height advantage but dror just ignored Halsin and my fighter and climbed up the ladder so he could knock the other two off and down them in one hit.
I agree with the quote above me, the combat should be doable without having to game the heck out of it or get really lucky.
I just got to the two minotaurs in the the underdark. My previous save was a few hours before this point so I had no choice but to fight them. I was only able to beat them because one of the minotaurs one shot the other one, plus shadowheart and wyll by doing a 76 damage jump off the cliff.
I spent 40 minutes trying to figure out how to maneuver Astarion and Wyll so they wouldn't die on the first turn. I eventually just came to the conclusion that I had to run and try again later, so I chugged 4 haste potions and sprinted out asap while one of the minotaurs was stunned with Halt.
My fight with dror I had to have my whole team hide while Halsin soloed 4-5 enemies as they trickled in through the door on the left. I couldn't have anyone but my main character, a battlemaster fighter with 16 ac and 30ish hp anywhere near the combat because they would just die in one turn. I tried positioning wyll and astarion on the rafters above so they could pick people off at a distance and with a height advantage but dror just ignored Halsin and my fighter and climbed up the ladder so he could knock the other two off and down them in one hit.
I agree with the quote above me, the combat should be doable without having to game the heck out of it or get really lucky.
This is the consequence of Larian shifting the focus of combat from party members and their abilities, to maximizing the use of every environmental factor in every fight. It's no longer about how you use your characters and their abilities, as much as it is getting your characters in a position in the environment to do as much damage as quickly as possible via push/height/surface effects/barralmancy.
As I said it before, the game gets hard when you play it as a D&D game. Engaging enemies in melee without dipping, and things like cleave which does not exist in D&D the way Larian implemented it, without jumping behind someone to backstab, without using nonsense Larian grenades, without WMD barrels, without shoving being the main damage dealer and without having everyone being ranged and climb as high as possible or stealthing even though they suck at stealth which does not matter because of the short vision cones.
Man I do none of that stuff, and have never found anything majorly difficult in the combat other than maybe the spider matriarch, and that thing in the under dark that pops from the ground (sorry can't think of its name atm). Yeah there is a couple fights that I wipe on a few times, but that is the way it should be. Though I will admit, I use the crap out of cleave. But the only one I put behind an enemy is the rogue.
Yeah Larian cheese is almost hilarious, but it is not necessary to fight any of the battles to be able to conquer them efficiently.
The game is hard if you play it like a DnD game. The game is easy if you cheese the hell out of it.
This right here is exactly my problem. I don't want to cheese fights by abusing jump, shove, or tiny movement exploits.
I don't want to be forced to "use the environment" for every battle. I want my fighter to fight and my Wizards to use their spells to beat the encounter.
Not drop a candle and ignite my sword on fire. lol, like what the hell is that??
Even in an D&D game, basic physics still applies. And whenever it doesn't. we call it "magic". Which, IMO, is much more fun being a special or rarer thing.
Right now the rarest thing in BG3 EA is a human. Or an NPC who isn't also a spell caster. Every goblin, bandit, and merchant I've met can cast 2nd level spells. I mean come on.. each class is supposed to be heroic. Not common!
As I said it before, the game gets hard when you play it as a D&D game. Engaging enemies in melee without dipping, and things like cleave which does not exist in D&D the way Larian implemented it, without jumping behind someone to backstab, without using nonsense Larian grenades, without WMD barrels, without shoving being the main damage dealer and without having everyone being ranged and climb as high as possible or stealthing even though they suck at stealth which does not matter because of the short vision cones.
Man I do none of that stuff, and have never found anything majorly difficult in the combat other than maybe the spider matriarch, and that thing in the under dark that pops from the ground (sorry can't think of its name atm). Yeah there is a couple fights that I wipe on a few times, but that is the way it should be. Though I will admit, I use the crap out of cleave. But the only one I put behind an enemy is the rogue.
Yeah Larian cheese is almost hilarious, but it is not necessary to fight any of the battles to be able to conquer them efficiently.
@Pandemonica We must be playing two different games, because the only way my lvl 2 party could possibly beat the Spider matriarch fight was by cheesing it with the environment. I tried it at least 8 times.
Between herself, two phase spiders, and the 20 or so spider-lings, unless you got lucky with crits. It was practically impossible.
All the three spiders will teleport away (without triggering any attacks of opportunity) and kill a party member in one or two turns. Oh and IIRC, also poisoning them with disadvantage for the rest of the fight lol.
You couldn't out heal that damage and you couldn't get close. GGWP
Why are you trying the Matriarch fight as level 2, even? First times I played BG it was quite dificult, but those encounters I found hard then are easy now. Even minotaurs or the Bulette are not that big of a challenge. The most difficult fight in the entire EA is the Githyanki Patrol (that one is still very hard after 200 hrs of gameplay) and the Matriarch Spider.
I find it refreshing that there are difficclt fights where you have to think carefully about the use of potions and skills. I almost never use environmmental stuff to win the battle and that Dror fight isn't all that hard to fight out normally. It's not reasy but it's marely a reasonable challenge if you know how to build and equip your characters. But of course it helps that I have played this EA through so many times.
Howeve,r there will be a difficulty slider when the game relases, so I really don't see the problem here.
I find the game pretty easy now. My first play-through maybe a year ago i had a couple difficult encounters. Second play-through with sorceror main character i stomped through the game pretty easily. Third play-through with berserker im not finished with yet but overall the class seems pretty OP and im betting im going to complete it without having anyone reach 0 hp. I cant wait for increased difficulty options!
If you think the Sorcerer is OP try Barbarian in Berserker mode with GWM feat and Reckless Attack. I't so good, and throwing axes can also topple the enemy. But most of all it does good damage and have a high hit chance because it also uses Strength. I am having a blast with it as we speak.
The game is hard if you play it like a DnD game. The game is easy if you cheese the hell out of it.
This right here is exactly my problem. I don't want to cheese fights by abusing jump, shove, or tiny movement exploits.
I don't want to be forced to "use the environment" for every battle. I want my fighter to fight and my Wizards to use their spells to beat the encounter.
Not drop a candle and ignite my sword on fire. lol, like what the hell is that??
Do you seek some advice with this problem?
I would advice you: Then dont. :P
I dont do any of those "abuses" you mentioned, my fighters are fighting, my casters are casting, and my enemies are dying ... everything works well. If they dont to you ... maybe check some guides, since there is solid chance you do something wrong. :-/
I still dont understand why cant we change Race for our hirelings. Lets us play Githyanki as racist as they trully are!
Why are you trying the Matriarch fight as level 2, even?
I'm not sure I understand you're question here. As the player, you have no idea how tough any new encounter will be. You don't even know if there even will be an encounter?? The first thing I found in my game was find the druid grove, and they told me to kill the Goblins, then in the first part of the Goblin camp there was a water well which leads you to an underground cave with the Matriarch spider.
I must have missed the sign on the well that reads, "hey, you're too low level for this fight, come back later!"
Originally Posted by Cantila
I almost never use environmmental stuff to win the battle and that Dror fight isn't all that hard to fight out normally. It's not reasy but it's marely a reasonable challenge if you know how to build and equip your characters. But of course it helps that I have played this EA through so many times.
Yeah, it seems really silly that you are assuming everyone else has also played this EA multiple times.. and expect others to know how to build and equip their characters. Actually, I don't think I even have anything to equip them with?? Besides a couple of minor magic items that mostly do nothing in combat.
I've also just accepted the default\recommended stats and spells. So they should definitely not be built incorrectly.
Originally Posted by Cantila
Howeve,r there will be a difficulty slider when the game relases, so I really don't see the problem here.
You don't see a problem with the fact you have to already know all the encounters, what levels you should be for what encounters, and know how to properly build out your characters. And have access to items I've yet to even see?
It's hard with such a map design to guide players in the good lair depending their levels.
The matriarch is a boss fight for level 4 characters but you can run into it really soon without any warning about the danger of the area. This fight can be extremely easy or extremely hard even for level 4 characters, as most "hard" combats in the game. Again, depending the tools you're using the experience can change A LOT, which is not a good thing imo (unbalanced tools = unbalanced difficulty).
An exemple of tips for that fight : you can shove/thunderwave the matriarch in the pit in the middle of the room to OS her... Yes, you can OS the boss with a bonus action.
The game is hard if you play it like a DnD game. The game is easy if you cheese the hell out of it.
This right here is exactly my problem. I don't want to cheese fights by abusing jump, shove, or tiny movement exploits.
I don't want to be forced to "use the environment" for every battle. I want my fighter to fight and my Wizards to use their spells to beat the encounter.
Not drop a candle and ignite my sword on fire. lol, like what the hell is that??
Do you seek some advice with this problem?
I would advice you: Then dont. :P
I dont do any of those "abuses" you mentioned, my fighters are fighting, my casters are casting, and my enemies are dying ... everything works well. If they dont to you ... maybe check some guides, since there is solid chance you do something wrong. :-/
So funny enough, I spent a bit of time reading and watching guides today. And they actually all pretty much repeat what @Madscientist said. Abuse the jump mechanic, use consumables like barrels and grenades. Only one guide mentioned target prioritization. If you happen to know of any good guides, please let me know. Otherwise, the message is obvious, your fighter should be creating surfaces and shoving enemies.
I am reading things like "only send one party member into combat at first, then do the same for each other party member one at a time". Sounds like fun!
My guess is just like the comment right after yours, you've been playing this game a lot and have already memorized most of it so you can max out your characters and prepare ahead of time for all your fights.
Happy you are enjoying yourself, but I hope Larian is listening to constructive feedback from new players.
The game is hard if you play it like a DnD game. The game is easy if you cheese the hell out of it.
This right here is exactly my problem. I don't want to cheese fights by abusing jump, shove, or tiny movement exploits.
I don't want to be forced to "use the environment" for every battle. I want my fighter to fight and my Wizards to use their spells to beat the encounter.
Not drop a candle and ignite my sword on fire. lol, like what the hell is that??
Do you seek some advice with this problem?
I would advice you: Then dont. :P
I dont do any of those "abuses" you mentioned, my fighters are fighting, my casters are casting, and my enemies are dying ... everything works well. If they dont to you ... maybe check some guides, since there is solid chance you do something wrong. :-/
So funny enough, I spent a bit of time reading and watching guides today. And they actually all pretty much repeat what @Madscientist said. Abuse the jump mechanic, use consumables like barrels and grenades. Only one guide mentioned target prioritization. If you happen to know of any good guides, please let me know. Otherwise, the message is obvious, your fighter should be creating surfaces and shoving enemies.
I am reading things like "only send one party member into combat at first, then do the same for each other party member one at a time". Sounds like fun!
My guess is just like the comment right after yours, you've been playing this game a lot and have already memorized most of it so you can max out your characters and prepare ahead of time for all your fights.
Happy you are enjoying yourself, but I hope Larian is listening to constructive feedback from new players.
Try the guides by Fextralife on youtube (or written)
Why are you trying the Matriarch fight as level 2, even?
I'm not sure I understand you're question here. As the player, you have no idea how tough any new encounter will be. You don't even know if there even will be an encounter?? The first thing I found in my game was find the druid grove, and they told me to kill the Goblins, then in the first part of the Goblin camp there was a water well which leads you to an underground cave with the Matriarch spider.
I must have missed the sign on the well that reads, "hey, you're too low level for this fight, come back later!"
My first play through EA I encountered the matriarch pretty quickly as well. One look at its HP from a distance told me to come back later. So yes, there are signs if you pay attention.
I'm not sure I understand you're question here. As the player, you have no idea how tough any new encounter will be. You don't even know if there even will be an encounter?? The first thing I found in my game was find the druid grove, and they told me to kill the Goblins, then in the first part of the Goblin camp there was a water well which leads you to an underground cave with the Matriarch spider.
I must have missed the sign on the well that reads, "hey, you're too low level for this fight, come back later!"
That is what stealth and exploration are for, it's not like you jump down the well and land on top of the matriarch. You can find a room in the caves with the clues that there might be something more powerful down there (and how it came to be). You can scout ahead to find out what it is exactly. You can then decide whether it's even worth fighting at low level, considering these caves are clearly not inhabited by the goblins the druids have asked you to kill.
Originally Posted by Cantila
If you think the Sorcerer is OP try Barbarian in Berserker mode with GWM feat and Reckless Attack. I't so good, and throwing axes can also topple the enemy. But most of all it does good damage and have a high hit chance because it also uses Strength. I am having a blast with it as we speak.
I have to admit berserkers are the first fighter type that I'm enjoying playing, because of their dialogues.
My first play through EA I encountered the matriarch pretty quickly as well. One look at its HP from a distance told me to come back later. So yes, there are signs if you pay attention.
That's fair. I did have a hard time with the Ettins and phase spiders before it too. Honestly, I just thought it was me. Like "I should be able to beat these enemies. Otherwise, it wouldn't there in front of me. It's a video game and game designers don't put in fights you can't win." Apparently they do, lol.
But I think most players have that same mentality. It's a video game. Of course you are supposed to fight the monsters. Maybe the game should look for ways to tell the player to not think that here. And that we should be expected to turn around in dungeons. Not my idea of fun, but if that's the game the devs want to make, it would be nice to not have to waste an hour learning it the hard way...
Originally Posted by ash elemental
You can find a room in the caves with the clues that there might be something more powerful down there (and how it came to be). You can scout ahead to find out what it is exactly. You can then decide whether it's even worth fighting at low level
How? Based on what? The spookiness of the text?
I like to explore, so I actually did find all the books and lore. (Gale got an inspiration point from it). Every monster in a video game is built up to be a big and scary.
But let's say I did exactly that. I read the in-game lore about the spider. And said, "too spooky!" So now what, should I come back in another level? Or three? Maybe the fight requires a special story item I have yet to learn about.
If someone does what you are suggesting, they would have absolutely no clue when they should return.
So people should play the whole game assuming any scary monster should be avoided and miss out on the content that they paid for? I think you're a being silly goose
Shortly: it's RPG, with hostile encounters not being necessarily lethal for anyone (you know stealth, persuation, intimidation...), and your character supposed to have common sence and you're supposed to role-play it. So the way of thinking like "Oh! I see a hostile encounter! Kill it with fire!" is not for this genre of games at all.
I like to explore, so I actually did find all the books and lore. (Gale got an inspiration point from it). Every monster in a video game is built up to be a big and scary.
But let's say I did exactly that. I read the in-game lore about the spider. And said, "too spooky!" So now what, should I come back in another level? Or three? Maybe the fight requires a special story item I have yet to learn about.
That is just your assumption based on ignoring the "stealth and exploration" part of my post.
The books are a hint. You can use that hint and stealth the caves and find out it's a giant spider, larger than the kind that surrounds it. You can examine it, which lets you know how many hitpoints, resistances, level etc. If you do not know how much damage on average your party can deal, and therefore how long it will take them to take monster down, any new enemy will be tough in the game.
This is an open map game. The devs have no way of telling what part of it players choose to explore first, depending on the plot. You were for example told to kill the goblins, yet decided to take a detour to kill spiders in a cave that clearly is not the goblin lair. And that spider cave is an entrance to an even tougher place. At which point the only way to make it easy for players who assume everything they find on their way should be easy would be to introduce level scaling.
And not every new player thinks like that, at least not in this genre (cRPG). The original BG games were like that as well; open maps where you could encounter monsters too tough to kill, and where the game gave you hints about them through storytelling.
If you happen to know of any good guides, please let me know.
Personaly i watch Wolfheart guides ... So i would recomend those:
Originally Posted by Hagrim
My guess is just like the comment right after yours, you've been playing this game a lot and have already memorized most of it so you can max out your characters and prepare ahead of time for all your fights.
I have and maybe i can ... But i dont.
Im too lazy and forgetive to do that. True i dont need to test my artefacts and spells since i allready know wich suits my style best ... that probably helps me a lot ... but except that? I would not say that im going to encounters anyhow prepared. I often starting battle unhealed, with wasted spellslots and unused arcane recharge, sometimes with wrong weapon that i switched for some purpose and forget to switch back, etc. etc.
Last edited by RagnarokCzD; 22/02/2211:16 AM.
I still dont understand why cant we change Race for our hirelings. Lets us play Githyanki as racist as they trully are!
Some fights require more resources than others, of course. The githyanki patrol, for instance. I've never actually lost a fight against them, and I rarely bother with prep work or getting the high ground. But I do find that I lean on resources like potions and such much more heavily in that fight than others.
With Ethel, some folks say she's difficult, but my biggest problem is not killing her too fast in her house. I usually want to wait to kill her in her den. In fairness, I almost always have a magic missile spell at hand in that fight, making it much easier when her illusory doubles appear.
The Bulette is a rush to do as much damage as possible. I've never failed to kill the Bulette in the first three turns, but I admit it can be difficult, and I sometimes have to push myself. This is another fight where I rely heavier than usual on resources, specifically poison. It's also good to get some light or faerie fire on the creature, although I wouldn't call that foreknowledge. It's obviously difficult to hit; you notice that in combat right away, so it's immediately apparent that you need extra light or faerie fire to land enough hits.
I've heard people say the Minotaurs are tough, but I've never had a problem with them. I usually just concentrate all my damage on them one at a time until they've both fallen.
I always try to stay aware of my positioning, and I make a point of knowing what resources I have at hand. I think a big problem some players have is that they forget about their scrolls and potions and such. Part of what I mean about positioning is being cognizant of what threats are around you. Put yourself in a position that isn't attractive to your enemies. You don't want to tempt them into shoving you, and it's important to keep in mind that it's always better if your enemy dashes toward you instead of you dashing toward your enemy.
Use your effects. If you're trying to close in on an enemy, try to disarm them from range along the way. Try to frighten them, if possible.
Some people trade out weapons to take advantage of vulnerabilities. For example, they'll use blunt weapons on skeletons. I've never bothered with any of that, although it's probably smart to factor those things into your choices. For me, the skeletons fall plenty fast to a sword... fast enough that I don't have to worry about pulling out a club.
Which other fights are difficult? I suppose there's the druid grove. In that fight, I like to keep my companions close, but slightly separated. It's probably the best, most difficult fight in the entire game. Maybe a close second to Nere and the Duergar, assuming you don't have any help from rebel Duergar and you're not using any explosives to soften the targets.
Those fights are resource heavy. Concentrate on your positioning and use your inventory. Do you have any void bulbs left? If so, great. You can use those to reposition your enemies, helping to control the field. It's good to concentrate a few of your attacks so you can eliminate enemies from your opposition as quickly as possible.
A lot of it is just controlling your enemies and the battlefield as much as possible, all while remaining conscious of your positioning and utilizing your scrolls, potions, bombs, and poisons when and where necessary.
I think its a GOOD thing that the game be ridiculously hard. Gamers now-days get way too but-hurt feelings on a GAME OVER. The problem is, the game isn't.
It seems hard until you get what Larian really wants you to do, forget D&D and use LHR (Larian House Rules) gimmicks/cheese the battles. The <problem> is we have choice but AI does NOT. We can force ourselves to play D&D style (ignore barrels, pretend shoove is a regular action, turn the gamma/brightness down to simulate day/night cycles...) but the AI in combat will use LHR...
I think its a GOOD thing that the game be ridiculously hard. Gamers now-days get way too but-hurt feelings on a GAME OVER. The problem is, the game isn't.
It seems hard until you get what Larian really wants you to do, forget D&D and use LHR (Larian House Rules) gimmicks/cheese the battles. The <problem> is we have choice but AI does NOT. We can force ourselves to play D&D style but the AI in combat will use LHR...
You do not need gimmicks or cheese to defeat the encounters.
I think its a GOOD thing that the game be ridiculously hard. Gamers now-days get way too but-hurt feelings on a GAME OVER. The problem is, the game isn't.
It seems hard until you get what Larian really wants you to do, forget D&D and use LHR (Larian House Rules) gimmicks/cheese the battles. The <problem> is we have choice but AI does NOT. We can force ourselves to play D&D style but the AI in combat will use LHR...
You do not need gimmicks or cheese to defeat the encounters.
Exactly and you don't need spells/magic/abilities to win an encounter. Larian House Rules makes that possible.
In MANY ways i have to agree with the OP. I felt this the first time with the spider lair at first. i personally did this in 2 parts because i came back after going to other games and waiting for patches. After having come back i realize that its the AI itself. it plays a bit 'unrealistic' (i know i know its a game and also a fantasy one but hear me out to help fix this and make this a wonderful game).
After having come back to the game i remembered this area 'slightly' after going down the well in that there were a lot of spiders so i never finished my first time playing (i assumed i was too low level).
This time around i was LV capped at 4. Unless you know that the Matriarch will unleash all these eggs on you in this encounter, the moment they spot you; its pretty clear that you should stealth this and fire bomb the eggs before alerting the actual spiders patrolling or they will all teleport to you and others; thus wreaking non stop poison dmg. THUS DEFEATING THE PURPOSE OF PLAYING THE GAME VS RELOADING ALL THE TIME. But i reloaded about 4x to see how i could only get them to target the barbarian who is my front line.
Thus in your beefiest barb (trying out barb). All the whilst you keep your party FAR FAR AWAY so that they only go for your beefy melee cuz well, ya want those folks in front and it pained me to figure out how without everything rushing past them to go for the lower hp characters. this meant many reloads cuz the game wanted to always go for my other characters even though only ONE was actually doing any dmg. Barb: Just burned yo community down! what ya got?! them: i see a wizard with my 6 int that is 100' away from you, clearly them. erm........ wut?
The AI in this game is VERY UNREALISTIC of enemies running straight through them for guess who? everyone with lower hp! WHY in the world would ANYTHING dash past a beefy guy with a double bladed axe that just killed all your children, neighbors, friends, firebombed your house to the ground; to hit that guy in the back literally doing nothing to avoid conflict (yes i tested mechanics and they meant nothing).
So i reloaded again, kept my party WAY WAY back instead of FAR FAR (yes i kept them back further cuz way way is a legit measurement) if i did not do this, EVERY thing will phase around and make your world unfun. (dont matter if he's the most threatening as they lop spider bits left and right). this other member has far less hp, so we as spiders with insect intelligence (6 for phase), will go for them instead. (cuz we can totally spot the weaker hp folks ofc!) Which is in my HONEST opinion, stupid. if i knew that there is very little challenge. if i DON'T, its nearly a death sentence unless of course once again; i KNOW THIS and use anti toxin on every party member before hand, buff to the max because i KNOW this fight. Forcing reloads?? Stop all that reload crap please.
This is all COMPLETLY against what DnD is about. Accomplishing things 'another way'. Which i love how you can do with dialogs now. Not everything has to be combat oriented. +1 on that at least.
This was another problem in DOS2 IMO. everything had this 'we have to teleport mojo' to EVERYTHING that IMO FORCED you to build different to counter it by taking TP (teleport) options for EVERY character. then it became more 'BALANCED'????' again; STUPID. FORCING ANY PLAYER INTO TAKING CERTAIN ABILITIES BECAUSE THE GAME ABUSES IT, IS VERY VERY BAD.
Also i think it's the fight itself having simply too many phase spiders. these things traditionally are difficult to begin with. I've played PNP for over 20+ years and i can honestly tell you i probably would never put a matriarch in there with so many offspring at even level 4, let alone the clusters if no one knew about them in the first place.
Fix your AI. If a living creature doesnt want to die, but fight, they are not going to provoke all the time to get to that lower hp guy or 'easier target'. that's not an easier target. its poor AI. i know i wouldnt run through a raging barbarian and 2 other folks forming a line to jump over them and get hit multiple times to get that 1 guy. that just makes 0 sense to me.
In the end does it make it harder? I can literally just rush in there and get an idea then use the magical reload right? not fun. Is the AI in this game as stupid as DOS2? yep.
You're doing great things here though Larian. just remember the roots of DnD. Customization. Choices matter. AI do not always have a box of rocks in thine head. Everything has self preservation sheesh. Be a better GM. i believe in you!
we shouldnt have to make perfect reloading choices or be forced to build a certain way. Thanks for reading :)
My experience with this fight is it can go sour pretty quickly, but overall it doesnāt feel as punishing as your description. Wiping out the eggs first is a good idea, although I didnāt manage it in my last playthrough which was actually a lot of fun because your barb can throw the baby spiders at the matriarch. Positioning and push tactics can really help in this encounter, especially using thunderwave to clear the babies. Repelling blast or hitting the web bridges can also really help with some hefty fall damage.
1. Lack of D&D 5e rules makes the game more volatile. Because of all the homebrew, you either learn the gimmicks and defeat enemies easily or you get pounded by the enemies and have to save scum until you figure out what the gimmicks are.
2. Lack of D&D 5e monster/enemy stats. Phase spiders are melee assassins, not teleporting poison spitters. They should suddenly appear and attack. Next round, they attack and disappear. Next round, appear and attack. Once you know you're facing them, common tactic is squishy mages in the middle and tanks outside. Ready action is also vital when fighting them, but there is no ready action in BG3 yet. So, the whole combat with phase spiders goes completely against D&D.
How to beat phase spiders easy in BG3?
When they're on webs, shoot them out from under them. They take fall damage, and the Matriarch takes a lot of it when she falls. Stealth is also your best friend. Have Astarion sit in shadows and snipe enemies and Hide. Wash rinse and repeat. Before triggering the fight snipe the eggs. Also spread out. The poison spit hurts multiple characters at the same time if clumped together. Drink potions as Bonus action and/or have cleric use healing word to keep health up. Focus on minions first. Facing mama when she's pissed and having other spiders still around can be more than enough to wipe you in a single round.
I don't have many problems with any fights in the game now that I know the gimmicks. Only if I refuse to use them can the fights be challenging... Unless I get unlucky with initiative, of course. Had to reload the Gith fight a number of times because of bad initiative. One round, they kill 2 or 3 characters before I can even go once. THAT'S the kind of volatility I'm talking about. You shouldn't have an encounter where you can die before you can even go once simply because of bad initiative rolls. That's frustrating and it needs to be fixed. I want fights to be hard, yes, but not so much so that I have to save scum or apply weird gimmicks. I want solid strategy.
I quite honestly dont understand even single sentence in Dartez post. O_o
I catched something about AI ... something about spiders ... and something about targeting ... So ... unless i conected the dots incorectly:
I would just like to remind my humble suggestion, that was around here aproximately year ago, where i asked for different behaviour patterns for certain enemy types ...
Few examples: - For animals like spiders, wolves, (owl)bear It would make sence to me that they would try to surround our party ... or try to cut us out from separated party member ... while allways attacking to nearest victim, bcs that one in animal eyes should be the most eminent threat! Either that ... or switching targets based on who damaged it mostly in last round ... i mean even owlbear should understand that Person-A who missed it 3 times isnt such threat as Person-B who just reduced it to 30%. Last alterntive would be animals targeting largest of nearest target ... reasons are the same ... huge Half-Orc will in animal eyes looks like much more eminent threat, than Halfling who stands right next to him.
- For dumm, but sentient (or semi-sentient) creatures like Goblins, Kobolds, etc ... It would make sence to me that they should understand that dude in the back with robe is caster ... and therefore all ranged attacks should be aimed at him. But meele Goblins should also try to hold our meele fighters from their ranged troops ... so, to each their own kind of tactics ...
- And for trained AND sentient creatures, like Githyanki, Tiefling soldiers, Flaming Fist, etc ... I would REALLY love to see some sort of tactical thinking behind their movement ... there is nothing sadder in my eyes than Githyanki who see my mage on the bridge, and runs towards him on foot ... while usualy die in the process ... instead of misty step, void bulb, thundering arrow, etc (there is many possibilities) or the cheapest tactics of them all, simply move out of range and defend themselves. -_- They should certainly understand value of retreat, regroup and flank ... they should not engage, once odds are strongly against them ... and most importantly, they CERTAINLY SHOULD understand corect order in wich they should eliminate enemies ... its just as much sad when you see Githyanki fighting your Barbarian, while your cleric keep healing him unharmed and unthreatened. -_-
Feel free to hate me for saying this ... but that bridge in githyanki encounter should be in my honest opinion trap for player, not "easy win" feature.
Originally Posted by GM4Him
you either learn the gimmicks and defeat enemies easily or you get pounded by the enemies and have to save scum until you figure out what the gimmicks are
This is just bullshit.
I still dont understand why cant we change Race for our hirelings. Lets us play Githyanki as racist as they trully are!
I think you basically hit the nail on the head as far as what the op was trying to say. So it seems like you did understand what he was saying. He was saying that the fights are too hard because the AI is not controlling enemy units the way they probably should be controlled. The spiders, for example, shouldn't be going after the weakest people just like you said.
As far as your comment to me goes, I understand that you disagree, but if I'm not the only one saying it, I have to disagree that it is, using a less vulgar term, rubbish. I gave it perfect example of the gimmicks you can use to easily defeat the spiders.
Interestingly, you kind of gave a gimmick yourself with the Gith. Based on the feedback that I've seen on various posts and forums, I know I'm not alone in saying that the Gith fight is very hard unless you show up totally prepared for it, or you win initiative, or both. Sure, if you have the foresight to approach the fight in such a way where you are going to sneak several people up on the bridge, because you're expecting a fight, long resting beforehand, etc., then yes the fight is not as difficult. But even you admitted that this is only because the AI isn't exactly utilizing the best strategy for them. If it did, the fight would be a whole lot harder whether you're prepared for it ahead of time or not. In other words, the gimmick is that if you expect a fight is coming and you therefore take The High ground, you're most likely going to win the fight.
The problem I have with the game is that unless you find the right gimmick, battles like this one and the spider fight are a whole lot more difficult. Unless you know what to expect or what is coming, you are likely going to get your butt handed to you in many of the fights.
I like challenging fights, but I do not like having to find just the right gimmick to win.
That said, once the level cap is lifted, that changes a lot of things. By the time I reach that fight, I may be level five, which would then make the fight a whole lot less difficult even without a gimmick.
Oh you missunderstand me ... I never said that "gimmicks" (whatever that is suppose to mean) arent present ... that would be ridiculous.
Sure they "are there" ... sure they are prepared for player to use (that is kinda their only reason for existence ) ... All i say is that claiming that you "havig to find them is the only way to win" is simply not true.
I dont have any arguments for my claim, only my own experience ... I finished the game countless times ... i have 787,5 hours played ... and so far i finished every single combat that is there, without abusing any absurd nonsence that is prepared there for me to use ... but i use them now, bcs its fun.
Yes, i admit it i often just nuke Githyanki out of the bridge, bcs killing them for 248th time is simply not fun anymore. But when i decided to try ... i attacked them, with my whole group on the ground, and i managed to kill them ... it wasnt easy, i never claim such thing, but it was totally possible!
Yes, i admit it i often just shoot the webs under spider matriarch ... But when i decided to try ... i fighted her face to face ... and quite honestly (since she was hovering in Patch 7) she was not even so challenging for my Barbarian/Wizard/Rogue/Cleric group.
And Hag? Dont make me laugh ... unless you stealth around Masks, in wich case those two encounters happens at once and that is BRUTAL ... Her alone is quite easy, i even think that i rarely (maybe even never) had to heal, when i fight her.
I still dont understand why cant we change Race for our hirelings. Lets us play Githyanki as racist as they trully are!
I mean ... You say: "You need to use gimmics to kill enemies in this game." I say: "No you dont, its easier tho ... but certainly not required." You say: "You just prooved my point."
Where is any logic in that?
Last edited by RagnarokCzD; 29/03/2202:01 PM.
I still dont understand why cant we change Race for our hirelings. Lets us play Githyanki as racist as they trully are!
But when i decided to try ... i attacked them, with my whole group on the ground, and i managed to kill them ... it wasnt easy, i never claim such thing, but it was totally possible![/spoiler]
Of course it's possible. Maybe it took you one try each time. Good for you. First time I ever faced the Gith patrol - and I know I'm not alone (again, read many similar stories) - I walked under the bridge expecting a fight. I was gearing up for it. I didn't use high ground because I felt that it was broken - what with Advantage/Disadvantage at the time - and I thought, "Okay. Roleplaying my character, he was a cleric who was ready to support Lae'zel if things went wrong. He and the others were nearby so they could have her back. But I tried to position myself well ahead of time. Battle started, as I expected, and the Gith won initiative and killed Lae'zel in the first round before she could go. Then they Misty Stepped to my cleric and wiped him also (or sniped him with a crossbow from a distance). Cut my party in half before I could even take a turn. Had to reload like 8 times before I finally beat it.
That's the normal experience I still have to this day. Unless I use the gimmick and go to the bridge, or unless I win initiative, or I shove several off the edge using insane shove distances, it's pretty much game over. Might as well reload. And that's my whole point. You should not design your combat encounters so that if you lose initiative it's pretty much time to reload. That's too unbalanced and volatile. If bad luck comes your way, you should have a harder time winning, but you shouldn't necessarily have to reload.
Why? Because it's an RPG. I want to be able to play through the game, and if I play through smartly, I don't have to reload. Reloading in an RPG, to people like me, is a cheat. It's like playing Undertale. If I just have enough determination, you'll win because you have the ability to face a fight, travel back in time to a save point, and try again. No. That's not RPGing. That's a video game gimmick. You are essentially gaining intel on an enemy by trying the fight once, dying, reloading and coming back to try something new until you figure out just the right trick to win.
Now, don't get me wrong. If the game goes really badly, and I die, I don't want to have to start all over from scratch. If bad luck is really against me, I'll reload and try again. But I don't want that to be the norm.
Again, Solasta has done this so very well. My current game, I haven't even died once. Not a single character has died. Several times, they've fallen and I've had to use magic or a potion to revive them in time before they die, but none has died and made me reload. Combat encounters are challenging, and sometimes I've thought, "Holy crap! I'm going to lose this fight and I'm going to have to reload," but then I find some way to turn it around and win.
I've even had fights, like I mentioned in a different post about random encounters, where I really thought, "Dang! I should have managed my resources better. Now I'm going to have to reload," only to scrape by and win. THAT'S exciting gameplay. It's not so hard that I'm having to reload a dozen times to find a way to win or to just get freaking lucky and win. Even if things are going wrong, I still might pull through and turn it around.
But here is where you proved my point:
[quote=RagnarokCzD]And Hag? Dont make me laugh ... unless you stealth around Masks, in wich case those two encounters happens at once and that is BRUTAL ... Her alone is quite easy, i even think that i rarely (maybe even never) had to heal, when i fight her.
How does this prove my point? The gimmick in the hag fight is "unless you stealth around Masks, in wich case those two encounters happens at once and that is BRUTAL..." In other words, unless you do something that is really quite weird from a story perspective - or is really only possible because of janky stealth mechanics - aka long rest and/or sneak around Masks and/or whatever you must do so that both encounters don't happen at once - both encounters together are BRUTAL.
And, frankly, her alone being "quite easy" is maybe your experience, but again me and others are not so on your side with that one either. Her duplicating herself and getting to go several times per turn blasting your characters with spells is not easy. I wonder what strategies you've used to make that fight so easy. Were they gimmicks or legit strategy?
Either way, in order to beat the hag, you can't just face her upstairs with the redcaps, face the Masks and then face the Hag and win all in one story arc, no long resting, event - well, I suppose you COULD, but the fact that it is BRUTAL means that it is a bit too hard. The story arc really doesn't make sense unless you do it all at once. It's weird that she just waits for you to leave her lair, long rest, and then return full strength to fight her, and it's weird that your entire party can sneak past the Masks the way they're positioned unless your party is REALLY good at sneaking. Maybe Pass Without Trace might make it believable, but especially if you're trying it out with people wearing armor with Disadvantage, stealth should be next to impossible in that area.
But again, stealth being the way it is, that is just a gimmick to be exploited. Sure, all fights are easy if I exploit the stealth system. I could wipe the Masks, and have, using broken Stealth.
And THAT'S my point. It's easy with gimmicks, and brutal if played without them.
you either learn the gimmicks and defeat enemies easily or you get pounded by the enemies and have to save scum until you figure out what the gimmicks are
Originally Posted by GM4Him
having to find just the right gimmick to win.
See? In both cases you claim that you NEED to use them in order to win, and THAT as i said:
Originally Posted by RagnarokCzD
claiming that you "having to find them is the only way to win" is simply not true.
Is false.
---
Now for the rest ...
Originally Posted by GM4Him
The gimmick in the hag fight is "unless you stealth around Masks, in wich case those two encounters happens at once and that is BRUTAL..." In other words, unless you do something that is really quite weird from a story perspective - or is really only possible because of janky stealth mechanics - aka long rest and/or sneak around Masks and/or whatever you must do so that both encounters don't happen at once - both encounters together are BRUTAL.
This has ben twisted so hard im surprised it didnt died and fell off on its own. I thought you have seen Hag's Lair. O_o
But just to be sure ... > You enter, meet few poor souls cursed in various way ... you get through her magical door ... and then there is a room with 4 people wearing masks, that keeps them under Hag's control ... Now you can sneak past them, by abusing "janky stealth mechanics" as you said indeed ... But you can also use Protection from Evil and Good on yourself and wear the same mask from the first room ... in such case they will concider you as one of them and will not attack. > You get past them, no gimmick included, perfectly logical from story perspective. You can also simply kill them all, wich kinda makes sence since they are in your way and they are hostile. > Then you get futher into the lair, you get through some posion/explosive/fire traps ... and you finaly arive to the "room" (for lack of better term) where Hag herself is. Now you fight ... and she can either fight alone, or (if you were foolish enough to let them live and concious) she summons her Masked friends to help her against you.
In other words, you just "used janky stealth gimmick" (to use your own words) to make your fight aproximately 4 (one per mask) times harder. So ... if anything, this particular example certainly dont proove any point that gimmicks makes the game easy.
Also, since that is just twisted quote from my example, i did that on purpose, in one of playthroughs i decided to try save as much souls from Hag as possible, so i surpassed the mask by using the spare mask. And it backfired as angry ram. But at least the fight was challenging once again. :3 Sometimes i wonder if she would summon Red Caps aswell if i let them live ... maybe i try it some day.
Originally Posted by GM4Him
Were they gimmicks or legit strategy?
You tell me ... Every time she duplicate, i simply use Magic Missile ... one dart per every single one of them and they *poof* away.
Mostly those clones dont attack even once. But yes, i admit sometimes i prepare in advance for this fight by giving The Sapphire Spark to Lae'zel, or Shadowheart, before i go there.
Originally Posted by GM4Him
Either way, in order to beat the hag, you can't just face her upstairs with the redcaps, face the Masks and then face the Hag and win all in one story arc, no long resting, event - well, I suppose you COULD
Ben there, done that.
When i knocked out by non-lethal attack Marina's Brothers ... and then find out that if i long rest, i find their corpses in the swamp ... i was determined to spare their lives, to see if the game will respond in any way ... if i get the option to tell Marina that her Brothers were searching for her, and i beated them, but they should be alive and well ... Sadly, no new dialogue option showed up ... i just finished the battles with no reward for my extra efford ... it was disapointing.
Originally Posted by GM4Him
but the fact that it is BRUTAL means that it is a bit too hard.
Challenging ... yes. But not brutal, not at all ... since you have peace time between those fights, you can fully heal yourself ... scrolls substitued missing spellslots quite well, and since i was only level 4 their (obviously corect) lack of upcasting was not an issue.
The hardest challenge on that for me was to keep going ... I could easily say "nah, screw this shit" any time, and just get out and rest. But i didnt want to.
Anyway what i say was brutal was fighting Hag and Masks at once ... no in between single Long Rest, AT ONCE. Like both in single encounter.
Originally Posted by GM4Him
It's weird that she just waits for you to leave her lair, long rest, and then return full strength to fight her
I dont think its too weird ... I mean concidering her speech if you get there is that she is comfident that you have no chance to beat her after all. O_o Also you say "wait until you return in full strength" ... from "story perspective" she could easily presumed that you lost interest and leave ... but surprise surprise, you returned next day.
Originally Posted by GM4Him
and it's weird that your entire party can sneak past the Masks the way they're positioned unless your party is REALLY good at sneaking. Maybe Pass Without Trace might make it believable, but especially if you're trying it out with people wearing armor with Disadvantage, stealth should be next to impossible in that area.
Its actualy not so hard if you really want to stealth through ... When you enter the room, first wall on your right is low enough so most characters can jump on it ... then you send your best sneaking agent (prefferably improved with some buffs) forward to extinguish the torch ... so masked HUMAN loose most of his sight ... and everyone else in the room stands behind some wall, or pillar ... so your party simply climb down and rush towards the waterfall. You dont really even need turn based mode to do this.
But if you would demand stealthing through while not abusing vision cones ... Well, basicaly all you need are 4 potions of invisibility. Wich is no problem to get by that time you reach this point.
Originally Posted by GM4Him
But again, stealth being the way it is, that is just a gimmick to be exploited. Sure, all fights are easy if I exploit the stealth system. I could wipe the Masks, and have, using broken Stealth.
That is for example one of gimmics i never ever used. Reason is simple: It seems boring.
//Edit: Oh now i see that huge quote isnt actualy a quote. Well, i gues i should read it aswell ... expect another edit with reaction. :P
Originally Posted by GM4Him
Of course it's possible.
That was my whole point.
You are the one who said you "need" to use gimmicks in order to win ... If its "of course possible" without it ... then you dont "need" to do that. :P
Dont be mad at me ... that is just how the word "need" is defined.
Originally Posted by GM4Him
Maybe it took you one try each time. Good for you.
Dont remember actualy, but im sure i made some bad decisions leading to my death between all those games. So certainly not each time.
Originally Posted by GM4Him
I thought, "Okay. Roleplaying my character, he was a cleric who was ready to support Lae'zel if things went wrong. He and the others were nearby so they could have her back. But I tried to position myself well ahead of time. Battle started, as I expected, and the Gith won initiative and killed Lae'zel in the first round before she could go. Then they Misty Stepped to my cleric and wiped him also (or sniped him with a crossbow from a distance). Cut my party in half before I could even take a turn. Had to reload like 8 times before I finally beat it.
Well, tough luck i gues. :-/
Funny enough, i still remember my first encounter with them ... back in those times you probably remember Lae'zel leave your group and run toward other Githyanki ... I thought, roleplaying my character: "Okey. Someone should probably go with her and make sure everything will go well ... on the other hand i allready heared from Zoru that they are merciless killers, Kithrak just said to Beretha "question, kill, then move on", and they just killed bunch of people just bcs they could ... so you two, hide here and wait if something went wrong." You know what was best? My warlock managed to persuate Kithrak to use her services in search for the weapon and no fight happened at all that time.
Second time i was there i rush with my whole group, confident that i shall once again talk out of it ... well, i didnt ... and i can asure you that they wiped the floor with my party. But i get there unprepared, wounded, exhausted (meaning low spellslots) etc. so that was no big surprise.
Since then i usualy hide two of my group up there "in case something went wrong" ... I dont even remember when i decided to challenge myself and kill them with whole party starting on the ground ... i used misty step on start of the fight to get some distance obviously, but not to the top of that bridge. I dont deny that i came prepared, i had (almost?) everything done from the surface (i never go to the Underdark first) Gale had few Shatter scrolls (3 i think) so he can keep on pushing after spellslots will be out, wich also helped a lot ... and i buffed my party properly before the battle started. But in my own eyes, i managed to kill them fairly. :3
Originally Posted by GM4Him
That's the normal experience I still have to this day. Unless I use the gimmick and go to the bridge, or unless I win initiative, or I shove several off the edge using insane shove distances, it's pretty much game over. Might as well reload.
Have you ever concidered that you do something wrong? :-/
Originally Posted by GM4Him
You should not design your combat encounters so that if you lose initiative it's pretty much time to reload. That's too unbalanced and volatile. If bad luck comes your way, you should have a harder time winning, but you shouldn't necessarily have to reload.
I get it you have bad experience ... But im still convinced that they are not what are you describing ... based on for change my own experience.
Yes, Githyanki fight is hard if you start on same level as them ... but no, it is not impossible and no, its certainly not "necessarily have to reload". :-/
Originally Posted by GM4Him
and if I play through smartly, I don't have to reload.
I really dont waant to be unnecesary harsh here ... But concidering that we "know" each other for almost a year now, and concidering that i have seen countless description of what you concider "play smartly" ...
I dare to say that your and mine ... and as it seems also your and Larians ... image of smart play is just different. :-/
Originally Posted by GM4Him
Again, Solasta has done this so very well. My current game, I haven't even died once. Not a single character has died. Several times, they've fallen and I've had to use magic or a potion to revive them in time before they die, but none has died and made me reload. Combat encounters are challenging, and sometimes I've thought, "Holy crap! I'm going to lose this fight and I'm going to have to reload," but then I find some way to turn it around and win.
Eh ... I gues i should skip this coment, since im missing important context.
But we both know that i dont do things just bcs i "should". So one thing i must say ... i dont think that "one person being able to get through some game smoothly and without any problems" is in any way showing how well is that game done. :-/ At best, it certainly shows how well this game fits that particular player ... but hardly anything more.
Originally Posted by GM4Him
It's not so hard that I'm having to reload a dozen times to find a way to win or to just get freaking lucky and win.
You know saying it like this ... it almost feels like every time you die in the game, you simply reload and go do exactly the same expecting different outcome. :-/
Once i did something simmilar ... Just for the lols, i decided to "solo" Demon General on Nautiloid ... so i created Fighter Dwarf 17-14-17-something ... i steal Lae'zel armor, i get Shield and Battleaxe ... Shadowheart gave me Protection from Evil and Good ... and we get to fight ... cleared first part of the room ... killed Illithid ... then i moved girls somewhere safe, Quick Save, and started my duel ... I died in 3rd or 4th round ... quite embarasing, but RNG is a bitch. So a loaded ... and then it hit me ... i loaded in middle of the fight, exactly at the spot when all was prepared and i just started my duel ... so i decided to abuse savescuming so hard, so even the definition of savescuming would be embarased for it ... and it was not just possible, it worked like a charm. All i needed was to hit F5 after every single sucesfull hit ... and since my character died on first swing from general, when i loaded (once MC die, tutorial ends) i returned only single turn. xD It was long and tedious fight ... but in the end, General was dead by nitpicking ony those swings when he missed. xD
Anyway that was just the funny part ... My point of this reaction is that if *i* die in combat, i usualy try different approach.
Originally Posted by GM4Him
Even if things are going wrong, I still might pull through and turn it around.
I believe you can ... and i believe it, bcs that is exactly what i do. :-/
Last edited by RagnarokCzD; 29/03/2206:13 PM.
I still dont understand why cant we change Race for our hirelings. Lets us play Githyanki as racist as they trully are!
The alternative to being dog-piled by the spiders is to park your party a ways back...then send a single player to range pull (All whopping 18 meters) then run like hell back to the group.
As they approach, dog-pile them. Babies die quick to Area Of Effect spells (AOE), or say cleave attacks.
I would not say the game is hard, hard is a matter of skill, the game is unfair. You winning or loosing has nothing to do with you, but a rng number. This is why it feels much worse then dos2. In DOS2 you win because your smart. Here you win because you either cheesed, or you fought and got lucky with a roll.
eg:
1) you shove- you fail, you likely just died or lost 50% of your hp OR you win, you got no control over encounter 2) use magic; most magic so far is 1d20 for companions, fails 70% of time, makes companion useless, may as well take lone wolf [if it existed] or just physical [also applies for all status effects] 3) Uses a heal, heals for 1 hp- you reload. Heals should always be a flat number. Heal 5 +[1d20], Heal 10 + 1d12, Heal 15 1d6, Heal 20 + 1d6 + ad6, and heal 25 1d6, 1d6, 1d20 for tier 5
These are the main scenerios that lead to major problems. Makes the game feel bad
RNG is meant to create excitement. You attack and might not always do the same amount of damage. You heal, it may not be a lot, or it may be a ton. You shove, you may get your enemy off you and your companions. You might not.
The problem isn't the RNG. It's the extremes in BG3, and that's the point. Shove shouldn't be so extreme. 5 ft is all you should be able to be pushed... Or knocked prone. It should very rarely send you off a cliff or into lava.
It is the extremes that make the RNG so bad. It's not the RNG itself.
I would not say the game is hard, hard is a matter of skill, the game is unfair. You winning or loosing has nothing to do with you, but a rng number. This is why it feels much worse then dos2. In DOS2 you win because your smart. Here you win because you either cheesed, or you fought and got lucky with a roll.
eg:
1) you shove- you fail, you likely just died or lost 50% of your hp OR you win, you got no control over encounter 2) use magic; most magic so far is 1d20 for companions, fails 70% of time, makes companion useless, may as well take lone wolf [if it existed] or just physical [also applies for all status effects] 3) Uses a heal, heals for 1 hp- you reload. Heals should always be a flat number. Heal 5 +[1d20], Heal 10 + 1d12, Heal 15 1d6, Heal 20 + 1d6 + ad6, and heal 25 1d6, 1d6, 1d20 for tier 5
These are the main scenerios that lead to major problems. Makes the game feel bad
Agree about shove, but not your #2 and I don't exactly understand your #3.
2)
Attack-Roll spells are equally, if not more, likely to hit than physical attacks. Both a level-1 Wizard with an Int of 16 and a level-1 Fighter with a Str of 16 have a +5 to hit against AC. But a spellcaster is also more likely to benefit from the high ground +2-to-hit bonus than a martial character. Cantrips do less damage, sure, but leveled spells typically do more.
Saving Throw spells, on the other hand, are relatively weaker. Enemies in BG3 (mostly goblins) have slightly lowered ACs and increased HP, but their saving throws remain unchanged. Thus you're less likely to hit them with ST spells and such spells do relatively less damage. Even still, the chance is almost always going to be >50% unless you have disadvantage.
Ah, are you casting spells while adjacent to an enemy? Doing so gives you disadvantage on your spell attack roll, which might explain the "70% chance to fail" you're reporting.
3.) Are you saying that you want all healing to only heal a flat amount? Or do you want healing to be a flat amount plus a random amount? If the latter, then that's how most healing in the game currently works. Healing potion is 2d4+2, cure wounds is 1d8+[spellcasting modifier-typically 3 or 4], etc. It's disappointing when you only heal the minimum from a potion, but given that it's only a bonus action cost, averaged over multiple rounds you'll probably heal the average.
The key difference between the randomness in #1 vs #2 and #3 is that #1 is too powerful. A single shove can OHKO a party member or enemy, which is bad. Whereas the latter effects are small enough that a single one can't usually turn the tide of battle on its own - it requires casting that spell for multiple rounds and/or adding to damage dealt from other party members.
2) use magic; most magic so far is 1d20 for companions, fails 70% of time, makes companion useless, may as well take lone wolf [if it existed] or just physical [also applies for all status effects]
Are you referring to Sacred Flame, by any chance? Don't use it, it's complete rubbish. I regularly have 5-6 misses in a row with it against even the simplest enemies. Also, pay attention to (dis)advantage. It severely skews your chances on attack, regardless of what you use.
But generally, it looks like DnD is not your thing.
Its not that i do not like DnD, Kotor 1 and 2 as well as dragon age origins are my fav RPGs. I am fine with saving throws and advantage, i do not like when the entire game is that thou. If you look at those games, they feel much better because you winning or loosing has a lot more to do with how you manage your position, your abilities, likewise you get save rolls just as much as the enemy does. In my own experience, enemies would save throw against me 50% of cases, but i would only in like 10%. That just does not feel very good.
There are randomness in many turn based rpg, even not based on DnD. But you'll probably learn how to improve your hit chances like you do in other games. DnD is much more complex than a lot of games... Sad that Larian hasen't implemented somekind of cover system because it's really easy to understand and to play with. More than saving throws.
There are randomness in many turn based rpg, even not based on DnD. But you'll probably learn how to improve your hit chances like you do in other games. DnD is much more complex than a lot of games... Sad that Larian hasen't implemented somekind of cover system because it's really easy to understand and to play with. More than saving throws.
That is why Xcom is a better game lol. Its so much more intuitive, and puts more control in the hands of the player over rng.
There are randomness in many turn based rpg, even not based on DnD. But you'll probably learn how to improve your hit chances like you do in other games. DnD is much more complex than a lot of games... Sad that Larian hasen't implemented somekind of cover system because it's really easy to understand and to play with. More than saving throws.
That is why Xcom is a better game lol. Its so much more intuitive, and puts more control in the hands of the player over rng.
I would not really say that because even if I'm a fan, I had been very frustrated by RNG in Xcom more than in any other games. But yes most mechanics are easy to understand. DnD is a great and deeper system in which you have more options to control your %to hit, but it just takes a lot of time to learn the rules... and it's not very well implemented in BG3 tbh.
Mostly talking about reactions, the cover system, the lack of options in combats or options that have been reworked for the worse (i.e shove, help), the resting system that screw a lot of tactical value a DnD game could have, the massive amount of consummables and potions and scrolls that makes classes less unique, the lack of consequences when a character die (a few gold at worse),...
There are randomness in many turn based rpg, even not based on DnD. But you'll probably learn how to improve your hit chances like you do in other games. DnD is much more complex than a lot of games... Sad that Larian hasen't implemented somekind of cover system because it's really easy to understand and to play with. More than saving throws.
That is why Xcom is a better game lol. Its so much more intuitive, and puts more control in the hands of the player over rng.
I would not really say that because even if I'm a fan, I had been very frustrated by RNG in Xcom more than in any other games. But yes most mechanics are easy to understand. DnD is a great and deeper system in which you have more options to control your %to hit, but it just takes a lot of time to learn the rules... and it's not very well implemented in BG3 tbh.
Mostly talking about reactions, the cover system, the lack of options in combats or options that have been reworked for the worse (i.e shove, help), the resting system that screw a lot of tactical value a DnD game could have, the massive amount of consummables and potions and scrolls that makes classes less unique, the lack of consequences when a character die (a few gold at worse),...
Ye i dont understand why there are so many potions and bombs everywhere in dos2 or Bg3. in DnD they are exceptionally rare. They are supposed to be something you save until you are screwed, with the exception of Titan Quest [not sure if you would consider that a soft dnd system]. I do not want to be a living mixer just chugging pots every round because i get a bad roll.
RNG is meant to create excitement. You attack and might not always do the same amount of damage. You heal, it may not be a lot, or it may be a ton. You shove, you may get your enemy off you and your companions. You might not.
The problem isn't the RNG. It's the extremes in BG3, and that's the point. Shove shouldn't be so extreme. 5 ft is all you should be able to be pushed... Or knocked prone. It should very rarely send you off a cliff or into lava.
It is the extremes that make the RNG so bad. It's not the RNG itself.
+1 to the OP.
It is the extremes or the lack of balance in the mechanics that make it feel way too hard at firstā¦and then way too easy once you know how to exploit those same mechanics.
My first playthrough was as a wizard. The first 15-20 hours consisted of getting dropped within a round or two in most encounters as you were targeted by, often, overpowered enemies. When you got a chance to loose a spell before getting downed, they frequently missed (felt like always). The last 10 hours I got the mechanics but basically ended up being an archer with a crossbow who misty-stepped to high ground straight away. Wizards are hard at low levels, I get that, but it wasnāt fulfilling in either phase.
Started a second playthrough as an actual ranger based archer. As I knew the mechanics and encounters, I annihilated everything for the first 10-15 hours but it was so repetitive I gave up.
Donāt recall such extremes in an rpg experience before and I can only explain it by lack of balance/extremes (eg shoving) in the mechanics.
The extremes are why I'm trying to get more of a balanced 5e RAW difficulty setting. Doesn't have to be hardcore strict 5e, but something much closer.
But again, balanced around 5e. Don't give me 5e after you've balanced encounters around homebrew and then the only way I can play 5e is of I'm going up against ridiculously hard enemies.
I've tested the encounters in BG3 with tabletop. Almost every encounter is Deadly CR after the grove. Spiders, gnolls, Gith patrol... Especially the Underdark like the bulette and minotaurs and especially with party of 4 at level 4.
Balance encounters for 5e rules around party of 4 Custom with 2 Origin, total of 6, and use proper enemy 5e stats and you can keep all encounters as is. Even the beginning intellect devourers are doable with party of 5 (4 customs and Shadowheart) if you use proper 5e stats and make them as wounded as they are now.
Itās like theyāve assumed everyone will exploit the mechanics and so theyāve made enemies ridiculously overpowered to compensate.
Which leads to the game either feeling too hard or too easy.
It doesnāt feel right. Sure, youāre at risk of dying in rpgs if you make poor choices, are underprepared or wander into the wrong situation. But the amount of enemies that can one shot you at low levels in BG3 is just silly.
Itās like theyāve assumed everyone will exploit the mechanics and so theyāve made enemies ridiculously overpowered to compensate.
Which leads to the game either feeling too hard or too easy.
It doesnāt feel right. Sure, youāre at risk of dying in rpgs if you make poor choices, are underprepared or wander into the wrong situation. But the amount of enemies that can one shot you at low levels in BG3 is just silly.
Not 100%. They've realized that some encounters were too hard using 5e stats. So, they EITHER nerfed enemies or overpowered them.
Nerfed enemies include all imps in the prologue. When they first released the EA, imps had resistance like they should, but people freaked out that they were too hard, so instead of switching to easier fiends, they nerfed the imps so they can't sting, turn invisible or have resistance.
Another enemy nerfed is intellect devourers who have no resistance, can't devour intellect or body thief anyone. So, they are all underpowered devourers.
Skeletons guarding the Necromancer lair were also severely nerfed. It used to be a really hard fight with like 8 skeletons. They reduced it to like 3. It's pretty lame now. I'd like 8 skeletons with proper 5e stats. It's work just fine, then. 13 HP and AC. +4 to hit. Yeah. We can take em.
Wood woads and mud mephits were also nerfed because the encounter was too hard. That'll happen, though, when you put a party of 4 level 4 or less players against 2 wood woads and mephits that can replicate super easily. A mud mephit has a 25% chance to produce 1d4 more once per day, but those mephits can replicate real fast and without fail. So, they had to nerf all enemies there so they wouldn't be too hard.
Minthara is kinda nerfed. Ragzlin should be like a Hobgoblin Warlord, so he's also nerfed. Then, to compensate, Halsin is terribly weak for a druid leader who is supposed to have fought Dark Justiciars over a hundred years earlier. Olodan is weak for a powerful shadow druid, etc., Etc., Etc.
OP enemies are phase spiders and the hag (green hags aren't supposed to be as tough as she is. They're not supposed to solo you. They're supposed to fight you with their coven for max effectiveness, or they fight alongside minions). Phase spiders who can teleport and spit poison goo on everyone are pretty dang op phase spiders. A hag who can create 2 more versions of herself and each gets to attack with spells each round is also quite OP.
The Gith fight is super hard, but honestly, they are done pretty well. The issue with that fight is that they are way too tough for level 4 or lower characters. If you were level 5, it would make a HUGE difference. Same with the minotaurs, hook horrors and bulette.
Honestly, the whole game needs a good encounter rebalancing using proper 5e stats as the base.
All that said, I'm replaying it again, though, and really trying to do what I did the first time. I'm trying to roleplay. I made a barbarian half-elf and a, going through playing as if I am really him going through all this. Without any rebalancing or tweaks, game as is, I am able to get to the dank crypt without a single rest. I just used my first short rest because I wanted to replenish Shadowheart's Invoke Duplicity. Haven't used a single potion or nothing - not even the healing chambers on the Nautiloid.
I'm going to continue to push on without a long rest as long as I can because, you know, I've got this thing in my head that I'm afraid will turn me into a mind flayer. We'll see how far I can go.
The other day I was trying to do quest with Nere in Grymforge... But each my try I was ending with 9 hostile duergars with much higher initiative, so I found that battle just impossible for me. So after several tries I start abusing game mechanics by killing non-hostile npcs *before* doing last quest dialog. I was sneaking to the NPC, hit with knifes to remove like 2/3 of hp bar, then persuade them that I meant no harm ("Yes, I just hit you twice with knife in back, but that was just a friendly sparring, don't pay attention!"), then quickly hit again before they heal, and then persuade everyone around that it wasn't me ("How can you think about me that badly? I am a tender peace lily, I never harmed anyone in my life! Well, yes, I am a drow and I stand on the corpse of your friend with a bloodied knife, but I assure you it is 500% not me!"). Or just push them in lava. 30% chance to push is not big, so I was pushing, persuading that I just did it by mistake, then pushing again, persuading, pushing, persuading... Then persuade everyone around that it wasn't me.
That was absolutely absurd and silly situation that had nothing to do with role-playing or having fun. And I would have never done that under any normal game circumstances... but I just stuck with the quest and was not able to play further. Someone enjoys such gameplay. I don't. I play such games for story and rpg. And from rpg point approaching NPC, talking and, maybe, fighting, is normal. Sneaking behind, positioning companions in sneak on high ground *before* talking, moving characters around to hit while main character is in dialog mode, positioning explosive barrels with magic hand around NPC etc. has, imho, absolutely nothing to do with role-playing. Or with immersion. The immersion is just blown away completely.
Waiting for the story mode. So I can enjoy the story without abusing mechanics and without companions who are "missing" while trying to hit an enemy in the back with knife from sneak standing 10 cm away... I have no idea how they manage to do so.. Probably they are just completely blind... though I am not sure that even a blind person would miss from such a distance
What is wrong with positioning in advance? O_o I mean sure in DnD session usualy everyone wants to be in middle of the action, since nobody wants to miss opourtunity to steal their few seconds on spotlight ... and you can hardly intervene with dialogue, when you are hiding in shadows 20m away preparing your poisoned arrow.
But in general ... Positioning and preparing for bad things that can (and will, since we are going to start them) happen seems totally in line with story, and roleplay to me. O_o
I still dont understand why cant we change Race for our hirelings. Lets us play Githyanki as racist as they trully are!
What is wrong with positioning in advance? O_o I mean sure in DnD session usualy everyone wants to be in middle of the action, since nobody wants to miss opourtunity to steal their few seconds on spotlight ... and you can hardly intervene with dialogue, when you are hiding in shadows 20m away preparing your poisoned arrow.
But in general ... Positioning and preparing for bad things that can (and will, since we are going to start them) happen seems totally in line with story, and roleplay to me. O_o
Because that works good when you are replaying the game and know where the danger is. Or if there is a big DANGER sign. If you are just approaching a nice house of an old lady you don't know that you have first to sneak inside, take high grounds and then go talking If you are entering a hug lair you don't know that in that particular room you must spread and go in sneak in particular direction because there is a hug in stealth If you are running with explosives to help free people trapped with poison you don't know that you first must remove some neutral npcs and then position companions in sneak
I doubt that when you was playing that game first time you was 100% moving in stealth and with your group split around and taking positions around any npc you met
Not any, just those who looked like they would cause throubles when provoked ... You know ... like Githyanki patrol, Duergars on the beach (as far as i know they werent stealthing in first builds), Duergars at Grymforge, all Goblin leaders, ... in short any group that was at least little biger, or scarier than mine.
Actualy when i first time approached the house, i allready killed redcaps, so i kinda "should have know" there is something off ... but no, i didnt position my party there, since conversation started once i entered the house. But also i didnt need to, since one jump from those doors get you to high ground.
As for the lair itself, you start there on High Ground aswell, so again no position needed.
I still dont understand why cant we change Race for our hirelings. Lets us play Githyanki as racist as they trully are!
Actualy when i first time approached the house, i allready killed redcaps, so i kinda "should have know" there is something off ... but no, i didnt position my party there, since conversation started once i entered the house. But also i didnt need to, since one jump from those doors get you to high ground.
As for the lair itself, you start there on High Ground aswell, so again no position needed.
Well, I didn't killed redcaps reventively because, well, I don't have habit of attacking non-hostile npc/mobs just because i see them So I was just completely stuck with battle, because that redcaps appeared to be much stronger then my "all so mighty" companions
And in the lair... yes, you start on high ground, and with -1 turn, 3 hags and bunch of debuffs Was only manages to kill her with "move one character in sneak until you will see hag through stealth, put silence, then move other characters in sneak into battle one by one" guide. All that "one character is frozen in battle/dialog and others can run around and do what they want as long as they want" stuff just feels very wrong for me...
What is wrong with positioning in advance? O_o I mean sure in DnD session usualy everyone wants to be in middle of the action, since nobody wants to miss opourtunity to steal their few seconds on spotlight ... and you can hardly intervene with dialogue, when you are hiding in shadows 20m away preparing your poisoned arrow.
I think you answered yourself here - if it was entirely hostile dungeon with enemies set to attack then it would be a different matter. Of course, majority of players will want to experience the story content, so it is not good if that results in worse combat experience.
I donāt remember that encounter being too challenging, except the constant danger of being one-shot to death with shove due to nearness of lava and death pits on almost all sides of the arena.
What is wrong with positioning in advance? O_o I mean sure in DnD session usualy everyone wants to be in middle of the action, since nobody wants to miss opourtunity to steal their few seconds on spotlight ... and you can hardly intervene with dialogue, when you are hiding in shadows 20m away preparing your poisoned arrow.
I think you answered yourself here - if it was entirely hostile dungeon with enemies set to attack then it would be a different matter. Of course, majority of players will want to experience the story content, so it is not good if that results in worse combat experience.
I donāt remember that encounter being too challenging, except the constant danger of being one-shot to death with shove due to nearness of lava and death pits on almost all sides of the arena.
In which case, positioning doesn't matter because you can be shoved into lava anywhere, practically.
But it depends on if you side with Brithvar or not, and how many duergar you killed during your exploration. If you are more of a pacifist, that duergar fight is brutal. To make it easier, you need to be a murder hobo as you go around Grymforge, slowly killing them off here and there. And then you need to pick sides so that they will fight each other.
I'm with Dierdre on this one, though. I had the same experiences. My first playthrough, I expected trouble with the hag, but that doesn't mean I'd show up at her house taking positions all around it and only sending one person inside or something. I showed up and walked in with my party because I expected they'd possibly be needed INSIDE. She runs out in no time, and the next thing I know, redcaps have made it to the house and are in melee range while I was battling her thinking I needed to kill her fast.
Is that bad strategy on my part? Maybe. Either way, it wasn't fun.
I donāt remember that encounter being too challenging, except the constant danger of being one-shot to death with shove due to nearness of lava and death pits on almost all sides of the arena.
If you are about my problem with duergars, the main problem for me was 9 enemies, that is "a little bit" too much for my party of 4 + Nere who is somewhere there. And yes, flying into lava was a 100% part of the battle
Well, I didn't killed redcaps reventively because, well, I don't have habit of attacking non-hostile npc/mobs just because i see them
I wonder where did you get that ...
Actualy what happened was that my character succed in Nature(i believe?) check and realized that all around her is just ilusion ... then i told it to Redcaps, bcs i had no desire to play at sheeps with them ... then they started to threaten me ... and when i bothered then enough (talked to each of them) they simply had enough of it and attacked me instead.
So, as i said ... the result was that i allready killed recaps ... everything else are your own false presumptions.
And result of THAT was when i entered the house i was not coming to "smiling old lady in her cute house in the woods" ... but i allready known, that this woman who just few minutes ago teleported away in green cloud of smoke lives in poisonous swamp, surounded by murderous sadistic fae creatures ...
Originally Posted by Deirdre
And in the lair... yes, you start on high ground, and with -1 turn, 3 hags and bunch of debuffs
And just in next turn you reduce their numbers back to 1, if you either have caster or are willing to use scrolls with your non-caster character.
Originally Posted by Deirdre
Was only manages to kill her with "move one character in sneak until you will see hag through stealth, put silence, then move other characters in sneak into battle one by one" guide.
Im not sure if i would call anything that encourages abusing exploits a "guide". :-/ Wanna my advice?
Ethel clones dissapear after first damage they recedive ... So either use AoE spells, or multitarget spells ...
My personal favourite for this fight are Magic Missiles, bcs they never miss as long as they even can be casted on target ... Magic Missiles level 2 > 4 missiles > 4 targets > 1 Hag left. Works like a charm.
Originally Posted by Deirdre
All that "one character is frozen in battle/dialog and others can run around and do what they want as long as they want" stuff just feels very wrong for me...
Yup, thats bcs its simple exploit.
But thats not what im talking about ... You know, you can in most situation position your party before you even start talking ... from roleplay perspective you can call it "just in case" ...
Sure, sometimes its easier like Grymforge, or GIthyanki fights ... sometimes it is impossible, like in boat fight ... But its allways usefull.
Originally Posted by Wormerine
Of course, majority of players will want to experience the story content, so it is not good if that results in worse combat experience.
I believe they can ... There is only one character who can speak anyway ... even tho i admit that if you are playing Sorcerer, or Wizard, you send your Tav into much greater danger to talk ... compared to Barbarian Tav for example.
But just the fact that in nearby bush Rogue with prepared bow is awaiting first sign of battle doesnt mean at all, that you "cant enjoy story". O_o
Originally Posted by Wormerine
I donāt remember that encounter being too challenging, except the constant danger of being one-shot to death with shove due to nearness of lava and death pits on almost all sides of the arena.
Honestly, me neither ... it is one of the more tedious, that much is certainly true ... But nothing earthshaking.
It even seemed funny to me when i was there, that it felt much easier than Githyanki battle, while there is much more Duergars, and they all also have level 5!
There is certainly several ways to make this game a lot thougher for yourself tho ... So without any futher details, who can tell what caused this difficiulty? :-/
I still dont understand why cant we change Race for our hirelings. Lets us play Githyanki as racist as they trully are!
Many of us are telling since the beginning that the difficulty and the balance of combats are very affecyed by Larian's homebrew rules and the necessity they have to rebalance all monsters. This has not changed and the game can still range from hard to very easy depending what you use (and your knwoledge of the system but that is not unusual).
It's still strange and I'm still very worried about higher difficulty levels. But let's be honnest it's way better now than before... Thanks to patch 5 and 6.
So ... today i decided to take a little different approach. And i rushed right to Nere ... i blown up the cave-in and save Nere ... then i sided with him ...
Combat was fast ... fist shove was Lae'zel > insta death ... next turn it was Wyll > insta death ... both from the middle of the room. next turn was Gale, i misty stepped to the high ground and Thunderwave the Duergar down ... next turn they snoved Nere into lava ... poor Nere. then my Barbarian Frenzyed ... Next round i also activated tadpole power ... And then it was pretty much single strike killing.
So i reloaded ... And try it again, with pissing nere off. Nobody shoved anybody this time ... my i got whipped my ass hard Wyll missed all 5 attacks he had ... Gale was mind controlled and killed Lae'zel ... and my Barbarian stand no chace against everyone else.
So i reload again ... and i wonder how will it end this time.
I still dont understand why cant we change Race for our hirelings. Lets us play Githyanki as racist as they trully are!
There is only one character who can speak anyway ...
Incorrect(?) Companions interject in conversations so it make sense to keep them with you as often as possible. They also can support you in roll checks, so again - unintuitive to expect players to keep them away. Control system is clunky and unresponsive so Larian really shouldn't expect players to not unchain character too often.
(disclaimer: I don't know if companions interjections and ability to support PC in skill rolls is dependent on distance or being chained to them. If it is, then my argument stands. If it is not - that it's just silly.)
Originally Posted by GM4Him
In which case, positioning doesn't matter because you can be shoved into lava anywhere, practically.
Yes, that was the most outrageous shove-centric experience I had in the game: an overwhelming number of enemies doing shove almost every turn, and if you fail the check just once you're dead. Perhaps, having to pray every turn for enemies to not shove my party to death have overidden any other issues this encounter might have had. Can't say. Did it once, and am not going within proximity of this fight until shove stops being Finger of Death that NPCs can cast as bonus action on every turn.
Companions interject in conversations so it make sense to keep them with you as often as possible.
Yeah i gues you have to make your choice ... I made mine and im quite fine with the outcome.
Originally Posted by Wormerine
They also can support you in roll checks
You mean guidance? You can do that yourself, there is neck for that.
Originally Posted by Wormerine
unintuitive to expect players to keep them away. Control system is clunky and unresponsive so Larian really shouldn't expect players to not unchain character too often.
This both is pure matter of personal prefferences ...
Originally Posted by Wormerine
(disclaimer: I don't know if companions interjections and ability to support PC in skill rolls is dependent on distance or being chained to them. If it is, then my argument stands. If it is not - that it's just silly.)
Me neither.
I still dont understand why cant we change Race for our hirelings. Lets us play Githyanki as racist as they trully are!
unintuitive to expect players to keep them away. Control system is clunky and unresponsive so Larian really shouldn't expect players to not unchain character too often.
This both is pure matter of personal prefferences ...
No it is not. One might like playing shooters with controller, but mouse and keyboard is objectivelly more accurate and efficient. You might don't mind current system, but as I explained at length it is less efficient then what I consider to be an expected standard.