Larian Banner: Baldur's Gate Patch 9
Previous Thread
Next Thread
Print Thread
Page 2 of 2 1 2
Joined: Mar 2020
veteran
Offline
veteran
Joined: Mar 2020
Originally Posted by andreasrylander
Oh god YES!!! So much this!!! I want more normal combat encounters without high ground chases and bombs and enemies being one million miles away -_-

Yes. And you can do fun and creative things using the existing ruleset. Solasta has taught me that putting flying enemies to sleep is an incredibly powerful tactic. Sleep = fall damage + prone status. Yikes, flying is risky . . .

The difference in attitude is clear -- one set of devs has made a study of the ruleset and thought creatively. Another set doesn't really understand the ruleset and think that new elements need to be added to make the game fun.

Joined: Jan 2017
G
addict
Offline
addict
G
Joined: Jan 2017
Originally Posted by KillerRabbit
Originally Posted by andreasrylander
Oh god YES!!! So much this!!! I want more normal combat encounters without high ground chases and bombs and enemies being one million miles away -_-

Yes. And you can do fun and creative things using the existing ruleset. Solasta has taught me that putting flying enemies to sleep is an incredibly powerful tactic. Sleep = fall damage + prone status. Yikes, flying is risky . . .

The difference in attitude is clear -- one set of devs has made a study of the ruleset and thought creatively. Another set doesn't really understand the ruleset and think that new elements need to be added to make the game fun.
In my PnP game the other day, we had a very vertical fight that included an enemy paladin on a summoned griffon steed. Casting dispel magic on that steed when they were 120 feet in the air, watching the paladin fall and crush his own allies was far better than any number of exploding barrels, magic arrows, grenades, and dipped weapons put together.

5e already gives us the tools to get creative and do crazy fun things. More is fine, but not if it's going to detract from the things that already make us special.

Joined: Mar 2020
veteran
Offline
veteran
Joined: Mar 2020
Nice!

It's all fun and games until someone dispels the griffon

Joined: Dec 2020
old hand
Offline
old hand
Joined: Dec 2020
Originally Posted by Naerytar
I don't really buy the "you don't have to use it" argument. You can apply that to everything. A specific subclass is way too strong? You don't have to use it. Some magic item completely breaks the game? You don't have to use it.
Feels like a blanket excuse for any balance issue...

I want to say that this is literally the only cRPG I've observed within the past 4 years that I've become familiar with the genre where this specific defense of 'Don't like overpowered thing? Don't use it!' is brought up so much. I've only ever seen this argument for jRPGs beforehand. It's almost like there's something inherently wrong with the balance in this game for it to be the go to argument for dismissing criticism.

Originally Posted by Rhobar121
In every game there are by far the best tactics that can easily spoil the fun if you abuse them.
What is the difference between putting a few barrels on yourself from stacking many skull traps to one shot the boss in BG2?
Or releasing cloudkill into the room from the very edge of the screen? This was by far the most effective tactic in most fights.
Technically, none of these methods were even an exploit.

If you discovered an immortality exploit (as in the older bg) would you use it as it is the most optimal way to play

There is a gigantic contextual difference between a spell that's overpowered when used in a very specific way, and something literally every character can do from level 1 that's outright stressed by the environmental design. There isn't a tutorial on using cloudkill, but there is one for height/backstab advantage, and there are conveniently placed ledges and barrels everywhere in comparison.

Last edited by Saito Hikari; 05/04/21 06:30 PM.
Joined: Sep 2017
G
addict
Offline
addict
G
Joined: Sep 2017
Originally Posted by Saito Hikari
Originally Posted by Naerytar
I don't really buy the "you don't have to use it" argument. You can apply that to everything. A specific subclass is way too strong? You don't have to use it. Some magic item completely breaks the game? You don't have to use it.
Feels like a blanket excuse for any balance issue...

I want to say that this is literally the only cRPG I've observed within the past 4 years that I've become familiar with the genre where this specific defense of 'Don't like overpowered thing? Don't use it!' is brought up so much. I've only ever seen this argument for jRPGs beforehand. It's almost like there's something inherently wrong with the balance in this game for it to be the go to argument for dismissing criticism.

There is a gigantic contextual difference between a spell that's overpowered when used in a very specific way, and something literally every character can do from level 1 that's outright stressed by the environmental design. There isn't a tutorial on using cloudkill, but there is one for height/backstab advantage, and there are conveniently placed ledges and barrels everywhere in comparison.

It is not a valid fix for high ground advantage, anyway. How can you avoid using high ground entirely and expect the game to be fair. So you would, at times, willingly place yourself at disadvantage rolls just to avoid using high ground?

And what if you found yourself in high ground and then have an enemy below you. Do you skip your turn until you can move down?

Page 2 of 2 1 2

Link Copied to Clipboard
Powered by UBB.threads™ PHP Forum Software 7.7.5