Here are the improvements/issues I’ve found with Patch 5.
Controller support has been vastly improved. I still recommend playing this game completely on PC, but it is now playable as a console title.
You used to be able to repair the broken spear by using the old smithy building in the blighted village. This seems to have been deactivated for now.
If you have an ally within 5ft of an enemy that is not incapacitated, you do not need advantage in the attack roll to obtain your sneak attack within the 5E rule set. This works in BG3 with melee weapons pretty consistently. I’ve noticed that with ranged weapons this seems to get a bit wonky. It won’t always work.
The disengage ability being an action rather than a bonus action is great, this really took away from the rogue in earlier patches. Shove should be an attack, however. So for levels 1-4 everyone can either make an attack roll, or choose to shove the target. Characters with extra attack can choose to use shove as one of their attacks. With causing fall damage being such a great way to take out the enemies, this helps with balance. It is also in line with the 5E rule set.
Magic missile is supposed to roll a single d4 for damage, and that number is used for all of the missiles. Magic Missiles are also supposed to be guaranteed hits. I’ve often had 1-2 of them hit while the others smack into branches or clip the hit boxes in benches, etc. the targeting lines don’t show anything blocking the path.
Advantage/disadvantage: if you have one or more of each it is supposed to be a straight roll. I’ve seen situations where BG3 seems to calculate how many of each is applied with the one in the majority taking the cake.
To hit percentages seem to have been redesigned to XCOM standards. My entire party can have a 95% chance to hit, and we will all miss. Yet a level 1 goblin can hit an AC of 18 every single time. Enemy critical hits happen far more often. Player critical hits are more rare.
The new dice roller is great, I love the visuals. That said, being able to have Shadowheart cast guidance on you while you’re trying to perform an insight check against her feels weird, lol. I’ve seen several checks where you aren’t allowed to use guidance at all, so not allowing a character to help you get one over on them should be a thing.
The gnolls have always been a tough fight, but the now separate gnoll gnasher patrol seems to have received a buff directly from Bhaal himself. 3 attacks per round, advantage on every shot on every turn, and more crits than Taliesin Jaffe.
If you have a familiar/beast companion, you can get stuck in turn based mode which requires a reload to a point before you entered turn based mode. NPCs also freak out regarding these summons, often running away or threatening your summon.
Being enwebbed by the well phase spiders stops you from making ranged attacks for some reason. I love the infection ability of the ettercaps, but the character should be able to make a save each turn to end the effect.
Attacking the hag in her house causes the game to follow her throughout her escape sequence. This ends with the game camera half clipped through a wall showing the ocean. It will flicker on and off in an infinite loop until you reload. The entire hag area crashes constantly. The Mask of Vengeance in the hag area gets an infinite amount of reactions per turn. You only get one per turn in 5E, unless you burn a finite resource like ki points.
Reactions are still tied to a toggle. This is fine if you only have one type of reaction. Battle Master fighters, for example, can end up having several. Casters with Hellish Rebuke and Counterspell is another example. There are situations where you need to be able to choose which one to use when it is not your turn. This should be a pop up window whenever the prerequisites are met.
The Great Old One patron is still an option without much meat in its bones.
Invoke duplicity is a hollow shell compared to the 5E version.
If you start a combat with one 1st level spell left, you can sometimes spam it indefinitely for that combat.
Edit: Ladders are bugged in the Selune Temple area. The traders in the goblin camp with the fire barrels: if the barrels are detonated the floor is forever on fire even after a long rest (even when the flames disappear). The Druid grove wolf plate cannot be combined with the pedestal anymore? I have the tablet, I interact with the pedestal, and nothing happens. All four characters.
Thanks for continuing to listen to community feedback. I can’t wait for Patch 6!
Last edited by Chukkensorc; 12/08/21 10:09 AM.