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Rasch Offline OP
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Hi.
Before nitpicking, I just want to say that you've made a great game so far smile

As I've been playing, I've really stared to desire some way to reduce the VFXs on the characters. Especially spells, but also abilities like Blessing of the Trickster.

Perhaps a slider in the settings for spell/ability VFX opacity could be added?

I don't mind the individual effects, but when you start layering on spells and abilities everyone becomes glowing, flashing points of lights (reference to 4E D&D campaign setting unintentional, but still pun :P).
I just prefer magic to be a bit more subtle.

Looking at the spell descriptions in the core D&D books, they seem intentionally left vague for similar reasons. Everyone has their own preferences on what magic should look like. Hope something like this would not be too much trouble to add.

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I agree. The obtrusive VFX bother me too, especially the ones that last for more than 1 minute.

The really bad ones are Mage Armor and Arcane Ward. They're always on, which basically means your Wizard can never look normal. Mage Armor is +3 AC, not a force field. It's similar to wearing a Chain Shirt, not exactly a game changing buff that demands a huge visual. Both permanent protections should be completely invisible when "passive" and only briefly flash appropriate VFX when the Wizard is attacked or when Arcane Ward actually soaks damage i.e. when Mage Armor or Arcane Ward are activated.

Also from a roleplaying point of view. Why aren't NPC's reacting to your character looking like a glowing force egg?

If Wizards look like sparkling light bulbs 24/7 already at level 1, what will they look like at level 7 or 10?

Barkskin could be toned down as well.

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Only if it comes with an option to take it up a notch from base. Melee needs flashier combat animations.

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I've been hoping the VFX are placeholders until we get something Larian is more committed too. (Similar to what we saw with lighting for cinematics).

I don't know if a slider to reduce would alleviate the issue. Overall I'm open to any changes that will improve VFX for buffs/debuffs in the game.

Here's what I wrote in another thread.
Originally Posted by DragonSnooz
Visuals
Spell buffs need better visual effects. I like most visuals in the game but these have been a sticking point for all of early access. So many of these are just drab. The constant pulse of these are not pleasing to the eye either. I hope these are placeholders, I'm just burnt out on seeing them. I've waited to post this feedback as I wanted to phrase it in the nicest way possible.
Bless reminds me of Warner Bros cartoons where after getting hit on the head a character would see birds or stars. I would be okay if it was only a visual on the portrait. I don't like the the animation for Bless at all.
Hex shows up on the warlock and it's target. The animation is a pulsing red/purple stain that reminds me of when a guest has spilled wine on my carpet. I don't know how else to explain how unappealing the animation for hex is.
Mage Armour & Shield of Faith are just white stains pulsing on the character. Again I'd prefer just a graphic on the character portrait with the animations on the character model removed. I don't want to use Mage Armour because it makes my character look ridiculous.
Armour of Agathys makes your warlock look like there is secretly a freezer underneath their armor. My character looks like they are more concerned with carrying Ben & Jerry's safely across Faerûn instead of getting their tadpole removed. I expected Armour of Agathys to look more like a pair of ice shoulder pads.

Originally Posted by Aishaddai
Only if it comes with an option to take it up a notch from base. Melee needs flashier combat animations.
I'd be open to this too. Melee animations have very little intrigue. Improving all the VFX in the game would be good for the game.

Last edited by DragonSnooz; 23/03/21 09:31 PM.
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Originally Posted by Aishaddai
Only if it comes with an option to take it up a notch from base. Melee needs flashier combat animations.
Melee needs animations that look more exciting and more accurately reflect what is actually going on in combat.

I.e. a "miss" in D&D is not an incompetent attacker doing a clean miss like BG3 presents it. A "miss" accounts for armor deflection, shield blocking, dodging, magical protections etc. So a miss is actually the defender succeeding in deflecting or dodging. These animations would make combat look more intense while also not making the attacker feel like they suck. And heavy armor tanks need to feel like they just soak the damage, like... tanks.

Knowing whether or not the target is avoiding damage because of armor or dodging could also be relevant in knowing how to best overcome their defense. Like using entangle, hold or other immobilize effects on evasive targets. Not sure if 5e has ways to remove dodge AC like earlier editions but that could actually be a good house rule. Or if someone is tanky and their armor deflects a lot of hits, they probably don't have a lot of Dex so use Grease or something that attacks Dex.

Last edited by 1varangian; 23/03/21 08:53 PM.
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Originally Posted by 1varangian
Melee needs animations that look more exciting and more accurately reflect what is actually going on in combat.

I.e. a "miss" in D&D is not an incompetent attacker doing a clean miss like BG3 presents it. A "miss" accounts for armor deflection, shield blocking, dodging, magical protections etc. So a miss is actually the defender succeeding in deflecting or dodging. These animations would make combat look more intense while also not making the attacker feel like they suck. And heavy armor tanks need to feel like they just soak the damage, like... tanks.

Knowing whether or not the target is avoiding damage because of armor or dodging could also be relevant in knowing how to best overcome their defense. Like using entangle, hold or other immobilize effects on evasive targets. Not sure if 5e has ways to remove dodge AC like earlier editions but that could actually be a good house rule. Or if someone is tanky and their armor deflects a lot of hits, they probably don't have a lot of Dex so use Grease or something that attacks Dex.
+1
5e tackles "removing dodge AC" with the same blunt instrument is uses (almost) everywhere, applying advantage or disadvantage to attacks. Entangle and Web restrain enemies, giving attackers advantage to hit them and giving disadvantage to any entangled characters' attacks. The only difference is, as you mentioned, Entangle is resisted by Str and Web (initially) by Dex.

But yeah, Larian could certainly do something to account for these types of situations. If you attack a restrained enemy and still miss, have the attack always be blocked by the armor rather than a miss entirely. It's silly to entirely miss a stationary target. If the enemy is taking the Dodge action, have all misses be dodges. Etc for other sources of advantage/disadvantage.
This would require a bit of effort, but I think it's worth it.

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So far Shields don't exist for me. No shield block, no "bonk" metallic sound, no high impact alpha shield bash, not even a shield throw.

We really need shield block animations, weapon block animations, and armor block animations since we already have dodge. It would even help relay information. Larian aren't showing any love for melee and are all in on magic. They added weapon abilities and I think thats it? I'm not sure.

Will this change? I can only hope and dream. Not holding my breath though. I just want melee to feel cool for RP. I don't care as much about numbers than I do looking cool for roleplaying.

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Despite this being slightly tangential to VFX, I'll add my two cents to the discussion on melee combat flair.
I would assume this to mostly be a matter of animation variety and sheer quantity, and not VFX (particle effects and the like). I certainly hope you guys aren't asking for over-the-top melee combat particle effects. crazy
It's not unreasonable to believe that more combat animations will be added further down the production pipeline.

While it is a nice idea, I doubt we will see "blocked by armor".
An important factor in game design is clear player feedback. If you show a character hitting, but not inflicting HP reduction, that muddles the player feedback (did I do damage or not? Will have to check enemy health bar). One could argue this being less important in a tactical game, where player reactions are not being challenged, than say a first-person shooter. Still, I doubt this will make the cut.
I do however agree that melee combat lacks that punchiness to it.
Shield blocking, deflection and dodging would be nice though.

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Originally Posted by Rasch
Despite this being slightly tangential to VFX, I'll add my two cents to the discussion on melee combat flair.
I would assume this to mostly be a matter of animation variety and sheer quantity, and not VFX (particle effects and the like). I certainly hope you guys aren't asking for over-the-top melee combat particle effects. crazy
It's not unreasonable to believe that more combat animations will be added further down the production pipeline.

While it is a nice idea, I doubt we will see "blocked by armor".
An important factor in game design is clear player feedback. If you show a character hitting, but not inflicting HP reduction, that muddles the player feedback (did I do damage or not? Will have to check enemy health bar). One could argue this being less important in a tactical game, where player reactions are not being challenged, than say a first-person shooter. Still, I doubt this will make the cut.
I do however agree that melee combat lacks that punchiness to it.
Shield blocking, deflection and dodging would be nice though.
I don't want VFX (particle effects) in melee. Some sparks and motion wooshies are ok but it needs to look real.

Agree about the feedback importance and that how armor works in D&D (soak all or nothing) complicates things. But the main question is "how much damage did I do?" and it's pretty clear with the floaty number.

Whether the enemy avoids damage because of armor AC, dodge AC, or a magical protection is also feedback. Not as relevant in 5e, but it could be house ruled to be more meaningful. If you see a magical barrier block the damage it's a hint to have your caster throw a Dispel Magic in. BG3 showing that as a dodge gives false feedback.

Impact is what I want to feel in melee, especially with heavily armored characters. Or the lack of impact on a Rogue or Monk. smile

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Originally Posted by 1varangian
I don't want VFX (particle effects) in melee. Some sparks and motion wooshies are ok but it needs to look real.

Agree about the feedback importance and that how armor works in D&D (soak all or nothing) complicates things. But the main question is "how much damage did I do?" and it's pretty clear with the floaty number.

Whether the enemy avoids damage because of armor AC, dodge AC, or a magical protection is also feedback. Not as relevant in 5e, but it could be house ruled to be more meaningful. If you see a magical barrier block the damage it's a hint to have your caster throw a Dispel Magic in. BG3 showing that as a dodge gives false feedback.

Impact is what I want to feel in melee, especially with heavily armored characters. Or the lack of impact on a Rogue or Monk. smile

Excellent points. I'm now really hoping for cool animation with VFX if a spellcaster uses the Shield spell laugh
Also, player feedback can be given in other forms than visual. Audio "barks" like an "Oh no" from the PC or a "Can't hit me" from the enemy goes a long way to convey the feedback as well.


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