Larian Banner: Baldur's Gate Patch 9
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#785249 04/08/21 06:57 PM
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Pupito Offline OP
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So, recently got back into playing BG3 a bit after not touching it since it came out basically, and have to say I really enjoy some of the changes you've made so far. Untying disengage from jump is a godsend because I got so sick of the battles turning into a game of hopscotch. Removing all the constant surface effects that basically every single thing in the game caused is another big blessing, absolutely love it. However, the UI feels a bit clunky in my opinion. Maybe I just got too used to the UI from Solasta, but swapping from a very clear cut "this button casts spells, this button does a main hand attack, this one is for bonus attacks and this one is for bonus spells" UI to a hot bar crammed full of more spells/abilities than it can comfortably hold is annoying.

I'd hope to see something a bit more streamlined by the time the game releases, because a hot bar to hold all of our spells/abilities/items is just a mess. Also, if I click on an enemy to attack them while dual wielding weapons, it should only use the main hand action attack and not force me to use my bonus action attack in the same click. What if I wanted to use my bonus action for something else afterwards, but now it's been forced upon me to use it for an attack? I shouldn't be forced into using my bonus action first if I want to use it for something besides attacking.

Haven't gone too far in on this patch yet, so I don't know how the monsters are looking these days, but hopefully you either have or plan to rework them so they actually fit with their abilities from the Monster Manual. I remember the first run through I did the gnolls had a stupid amount of attacks per turn, on top of abilities that were not only not part of their MM abilities list but seemed to be some weird homebrew stuff that didn't even bother giving me a way to check what it does. If you're going to toss random homebrew abilities into the game, we need a way of knowing what they actually do.

The wizards arcane recovery should be something you do after finishing a short rest, not an ability you can just decide to do whenever you want. Not only does it make it possible to regain spell slots on the wizard whenever you want instead of after a short rest as it should be, but it's yet another icon taking up space on the hot bar.

Hellish rebuke is still a spell I have to cast beforehand? Seriously? Please tell me there is a rework to reactions coming, because having to cast a reaction spell beforehand kind of defeats the point of it being a reaction spell. That and having to toggle my reaction attacks on or off instead of just being given the option of whether I want to use it at this time or not is tedious. I don't want to attack the goblin moving away from me with my reaction, so I'll just toggle reactions off, but oh wait I do want to attack the bugbear moving away from me so I need to leave reactions on...but then if the goblin moves away first it automatically attacks that instead.

Are magic missiles fixed yet, or do they still collide with terrain even though they're supposed to be guaranteed hits that ignore terrain and everything else to damage the targets?

My final issue is just performance based issues. My game drops frames and stutters a bit whenever spells are used or some other similar effect happens, and I'm hoping there are some performance improvements coming to help with this. I love how well you've brought the characters to life, being able to actually free shadowheart on the ship and find her on the beach instead of at the locked door is a nice little change, and she seems to be a much friendlier character now which is another welcome change from all the characters except Gale just being jerks the entire time. Love the progress I've seen so far such as limiting short rests to 2 a day and making food a resource for long rests instead of some kind of Skyrim style heal where you scarf down as many cheese wheels as possible to get your hp back up. Suddenly my HP potions and healing spells actually feel useful instead of being what I turn to when I've run out of apples.

The only thing I really want to see is less freestyle DOS2 type stuff and more sticking to the actual D&D books and lore, magic items and weapons should be rather rare and useful items, not something we can find all over the place so we end up with more magic items than a store that actually sells magical items by the end. Monsters should stick to the Monster Manual, don't just randomly nerf or buff monsters however you please, especially when there are better ways to go about it. Feel like a monster in one area needs a nerf? Either replace it with a weaker monster, or have some dead bodies or something nearby like it just finished a fight and has been wounded, so it starts out already injured. Feel like a monster in an area needs a buff instead? Replace it with a different, more difficult monster, or just add in a few more supporter monsters. Don't just randomly throw BS homebrew abilities and arbitrary stat buffs/nerfs onto them. Other than these issues, which I'm hoping you guys are working on or plan to work on in the future already, a pretty good job so far! Keep it up!

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Great feedback. A lot of people feel the same way about a lot of these things. The reaction system is something they are apparently still working on so we will see what happens there. UI needs improvement. And of course the game is far from optimized.


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Hi pupito !
I second Black, this is a great feedback.

+1 for everything you said.


French Speaking Youtube Channel with a lot of BG3 videos : https://www.youtube.com/c/maximuuus
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Something else that came to mind while reading some other topics here on the forums: being able to choose our starting equipment? Creating our character the way we want is kind of a big part of D&D, and this does include what equipment we start with. The classes get options for their starting gear in the PHB and such for a reason, because maybe you like to play a cleric with a mace and a shield but I want a warhammer on mine instead (just an example, don't even remember if warhammer is one of the proper starting equipment options for the cleric).

And stealth. Please, for the love of god, make it so when I make one of my characters go into stealth they all go into stealth as well. I am so tired of having to click through each of the 4 characters to tell each one to individually be stealthy. If my PC in front starts being stealthy, then having shadowheart and gale behind me just continuing along like a couple of bumbling idiots until I force them into stealth as well is not helpful. Also, make it so ungrouping party members is easier. The whole "drag to unchain" thing is annoying. A simple button to press that selects the entire party, or select them by individual portraits to only control that one character and have the others stay put is much simpler to use.

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Originally Posted by Pupito
Hellish rebuke is still a spell I have to cast beforehand? Seriously? Please tell me there is a rework to reactions coming, because having to cast a reaction spell beforehand kind of defeats the point of it being a reaction spell. That and having to toggle my reaction attacks on or off instead of just being given the option of whether I want to use it at this time or not is tedious. I don't want to attack the goblin moving away from me with my reaction, so I'll just toggle reactions off, but oh wait I do want to attack the bugbear moving away from me so I need to leave reactions on...but then if the goblin moves away first it automatically attacks that instead.
In the last Panel From Hell, something with reactions is in the pipeline. But we don't know when or what.

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Originally Posted by DragonSnooz
In the last Panel From Hell, something with reactions is in the pipeline. But we don't know when or what.

Well that's good to know! Reactions are one of the clunkier feeling things in the game currently, so it's good to know they're looking into them at least. Now to just convince the devs that silver and copper pieces actually exist in D&D and not everything is gold...

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Originally Posted by Pupito
Also, if I click on an enemy to attack them while dual wielding weapons, it should only use the main hand action attack and not force me to use my bonus action attack in the same click.
It's really really really easy to miss, but there is a toggle for it below melee/ranged toggle, on the left side of the UI.


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