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Here's what I'm looking for:
My MC has the Nature's Snare staff. It's pretty good. It has a nice special ability. That's great. He picks up the Selune Staff. Hmmm. Maybe I should keep both. Why? Because Selune's Staff is just as good as Nature's Snare, but it has a different ability that is just as good as Nature's Snare but I might use it against different enemies. Maybe the Selune Staff casts a Blinding Spell, but the Blinding Spell only works on creatures of the Underdark, like Drow and Duergar and Myconids and such. Or maybe it does more damage against such beings.
Another perfect example is already in the game, but my point is I'd like more of it. I pick up the spear Watcher's Whatever (can't remember the name right now). That's got a nice stat. If I miss, I get advantage on my next roll. Oh, but I forged the Absolute spear that gives me bonuses against spiders and other multi-eyed creatures. So I want to keep that spear around in case I fight like, you know, phase spiders. Later, I pick up another spear that does ice damage.
The sword in the stone is just a longsword + 1. Because they made a big deal out of it, I was hoping for some sort of neat special ability like, "This sword longs to drink the blood of evil drow. When you deal damage to drow, it is as if they are vulnerable to the sword's damage, meaning you deal double damage to them." Ah! Now you have a truly awesome blade, but it is only truly awesome against evil drow. Duergar, nope. Kua-toas, nope. Just evil drow. So, I might not even use it right away, but when I suddenly encounter drow, I'm having Lae'zel whip that puppy out to kick some serious drow butt.
THAT is what I think the game needs. Don't make a big deal out of a weapon and give it a special cutscene and then just make it a sword + 1. I should be able to buy a sword + 1 eventually from vendors as the game progresses. Adventure loot you find in chests and in special places, that is when you should be finding the really special weapons and equipment with special abilities and such.
And the loot you can buy at vendors in the Underdark should be better than the loot you can buy from Aron and Dammon in the grove. The further you go in the game, the better the equipment that the vendor's sell. That's how it's supposed to work.
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apprentice
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"But still 8 - 9 -10 is really overrated, since 10 was original level cap for whole game and Swen told us that it will be "slightly incerased somewhere abowe 10" ... i really doubt they mean by that it would be doubled. laugh So i dare to say that if we will be really lucky, we could potentialy squeeze level 6 out of WHOLE Act-1 (Moonrise included) in full release, but i doubt they allow us to get much higher."
Also remember, in both the original games, you got the bulk of your levels in the first act, then 2-3 more in 2nd, and 1-2 more in last. They didn't "cap" you per se as is being done now, but they knew, based on required content and if you played the optional, where your character should be. That was over 20 years ago. I'm gonna go out on a limb here and say Larian can make the same projections. The biggest problem right now is that the xp schedule has been severely abbreviated.
As far a magical items, returning to the original topic, +1 weapons in the hands of level 4 characters is right on track with every version of the game. What's going to be the tell is if and when we will be able to enchant weapons/armor/items with the full release, let alone to able to make our own with are the anvils laying about that we can supposedly use. And, like it has been said, 5e is least about powerful items and more about powerful characters. Don't be terribly surprised if we complete the game with not enough +3 weapons to go around.
Last edited by Barverak; 29/10/21 05:40 PM.
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Oh, but I forged the Absolute spear that gives me bonuses against spiders and other multi-eyed creatures. So I want to keep that spear around in case I fight like, you know, phase spiders. Just for the record ... Did you know that Vision of the Absolute spear have quite high chance (or i was extremely lucky since it triggered with almost every third attack with it) to blind your target, wich causes all attack rolls against it to have Advantage?  The sword in the stone is just a longsword + 1. Because they made a big deal out of it, I was hoping for some sort of neat special ability like, "This sword longs to drink the blood of evil drow. When you deal damage to drow, it is as if they are vulnerable to the sword's damage, meaning you deal double damage to them." Ah! Now you have a truly awesome blade, but it is only truly awesome against evil drow. Duergar, nope. Kua-toas, nope. Just evil drow. So, I might not even use it right away, but when I suddenly encounter drow, I'm having Lae'zel whip that puppy out to kick some serious drow butt. Interesting idea ... But i would like to see some relation to that blood offering ... i mean if the sword likes to drink blood of Evil Drow, then you would need to offer blood of Evil Drow to even get it. :P Honestly simmilar effect as Sorrow have seem quite fitting to this particular sword. Damage wielder for *X*Dmg with every strike in exchange for some bonus ... or special action that would give vielder some buff, in exchange for part of his HP ... But to make double damage for free? :-/ Hells, you are pushing it again. -_- Such ability should cost you at least 25% of your Curent Max HP. :-/ Wich on the other hand sounds interesting ... sacrifice significant amount of blood to feed Swords hunger and give him power to make target of your next strike vulnerable. Also remember, in both the original games, you got the bulk of your levels in the first act, then 2-3 more in 2nd, and 1-2 more in last. They didn't "cap" you per se as is being done now, but they knew, based on required content and if you played the optional, where your character should be. That was over 20 years ago. I'm gonna go out on a limb here and say Larian can make the same projections. The biggest problem right now is that the xp schedule has been severely abbreviated. Im aware ... not related to previous games, but to XP needed for levels in DnD ... But still i wonder if in previous games you had option to lead your story through 3 Entirely different regions ... and i really wonder if Larian will somehow limit our option to choose wich path we will take. To make it a little more clear (hopefully) Right now i dare to say that there are 3 ways to Moonrise Towers ... Grimforge, Shadowcursed Lands and Mountain Pass ... i wonder if we pick one in final game, if we still will be able to go to the other two, and complete quests there aswell ... Since if so ... that would significaly raise amount of our potential XP before reaching Moonrise. O_o Or if we will choose one, and others will be locked for us somehow ... like you choose Grimforge, Shadowcursed lands will close themselves by some magical thorns, and mountain pass will colapse ... you choose any other, and that boat swimming to Grimforge will simply leave withtout you (+ the other thing). As far a magical items, returning to the original topic, +1 weapons in the hands of level 4 characters is right on track with every version of the game. What's going to be the tell is if and when we will be able to enchant weapons/armor/items with the full release, let alone to able to make our own with are the anvils laying about that we can supposedly use. And, like it has been said, 5e is least about powerful items and more about powerful characters. Don't be terribly surprised if we complete the game with not enough +3 weapons to go around. In my humble opinion +1 weapons should be perfectly fine as our rewards ... But in that case they should not be offered by every single vendor in game. :-/ That makes them feel cheap and common ... and find some feels not so awesome then. :-/
Last edited by RagnarokCzD; 29/10/21 07:21 PM.
I still dont understand why cant we change Race for our hirelings.  Lets us play Githyanki as racist as they trully are!
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THAT is what I think the game needs. Don't make a big deal out of a weapon and give it a special cutscene and then just make it a sword + 1. I should be able to buy a sword + 1 eventually from vendors as the game progresses. Adventure loot you find in chests and in special places, that is when you should be finding the really special weapons and equipment with special abilities and such. I so much disagree with this ! +1 weapons are a great reward. Or at least, they're supposed to be. But there are so much OP items in the game that +1 weapons look uninterresting... But they aren't (+5% to hit, + 1 damage) Don't you have enough "special" items in the game ? You know, items completely OP, items completely broken, items you'll never use because the trade off is ridiculous.... It's really cool to find some "special" items, but a +1 weapon should be something cool. Personaly I'm happier when I find a +1 longsword than when it is a shattered flail or a broken item that makes magic missile a level 1 spell that deal 6D4+3 damages (never miss...) or another that gives +2D4 poison damage to my dualwielding rogue when I'm using a bonus action to heal... On top of that, if a weapon that deals more damage to drow (we only fight drow ONCE in act 1) is a "better item" than a +1 item... Really, I cannot agree with you on this thread. In my humble opinion +1 weapons should be perfectly fine as our rewards ... But in that case they should not be offered by every single vendor in game. :-/ That makes them feel cheap and common ... and find some feels not so awesome then. :-/ Agree with Ragna' on this one. Definitely.
Last edited by Maximuuus; 29/10/21 08:39 PM.
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OK. Let me rephrase. I think I gave the wrong impression.
If you do a cutscene and make a big deal out of a sword that drinks your blood to get it, then that sword seems like it should have some sort of special ability. So, the drow blade makes perfect sense to have something special about it like Advantage against Drow or causes Drow to have vulnerability to the weapon so it does extra damage since the story behind it would fit something like that.
I shouldn't have made it sound like +1 weapons are lame. I do agree that by Level 4, characters shouldn't be acquiring items of +2 or more. That should be rare, and I also agree that special items with special abilities should be much more rare.
I guess my main point is I think what you're saying Maximuuus. By the time I got this Longsword + 1, it was just not special and I'm not going to likely use it. And that's what saddens me about it. It wasn't special at all. They made a big deal out of it, and it was like, "whaa whaaa!"
And the Sussa Bark Sword also isn't all that. It's a Greatsword + 1, so I think it's good, don't get me wrong, but I was expecting some sort of special ability like "Causes Magic Disruption - Spellcasters hit by it cannot cast spells for 1 round" or something like that. So, it's not really better than a Greataxe I can buy from the hobgoblin vendor (I think it was him) where it is a Greataxe + 1, or the Greataxe you can get earlier that does more damage if your foe is half health. After all the work you put into it to get the sword, the reward of only a + 1 doesn't seem very special.
And so, what I'm trying to say is that if a weapon requires a lot of work or they give it a story or make a big deal out of it, THOSE are the items that should be special. I shouldn't find Nature's Snare, for example, in a random chest in the Secret Tunnels because that is a pretty powerful staff. That should be something more like a quest reward for saving the grove or something.
I just think the bottom line is what we seem to always go back to. If you try to make everything grand and epic, nothing feels grand and epic. If you give us tons of super awesome weapons, then no weapons are truly awesome and special.
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Yes, there are a lot of low-power "underwhelming" items to be found, but that seems in keeping with a level-4 EA release.
The selection of items that are actually useful to you will depend on your party composition and how you play.
My current play has S'Heart, Gale, Wyll and an MC that is a Drow Red-Draco Sorceror, doing the "Good Party" path through the underdark. So, none of my party has familiarity with martial weapons, one can use medium armor and one can use light armor. This means that most of the arms and armor are of no use to me, regardless of their properties. Instead, buying non-martial weapons like light crossbow+1, rapier+1 etc suddenly becomes worthwhile, when I would not normally bother buying weapons or armor at all.
On the other hand, with 4 magic users, almost all of the circlets, amulets, rings, boots and gauntlets are helpful, even if you need to buy them. S'Heart currently has 3 items that trigger bonuses when she heals a character. Each effect individully is weak, but together they are quite strong. Similarly, the Sorceror and Warlock have limited "known" spells, but these can be augmented with numerous "weak" magic items that allow access to a single spell, so the "limited" magic users can select complimentary spells in their portfolio.
There are definitely gaps in the item coverage, of course. Non-armor clothing has been sparse - belts and cloaks are non-existant, boots, gloves and normal outfits are extremely limited. And I would have liked to see at least a couple of more effective weapons (+1/+1D4, say),
Generally, at this point in early access, I don't really have a problem with what we can find; but for release, needing to provide for more classes/races etc, there should really be a wider selection of broadly useful items. I don't mean stronger, I mean with less of the conditionality that tends to accompany existing items, and more balanced across the usable slots and proficiencies.
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since the story behind it would fit something like that. Ehm ... that "story" you talking about is that 4 seconds cutscene with two dialog option of wich one is certain gain and another is possible gain if you win the roll? O_o By the time I got this Longsword + 1, it was just not special and I'm not going to likely use it. I wonder what "better" weapon you had. I mean, Longswords dont seem like best kind of weapons in general to me ... Astarion have no uses for them at all, since they are not Finesse ... Lae'zel would loose her Great Weapon fighting perk, so give her something two handed seems better ... Shadowheart is not proficient with them ... (but her profficiencies are topic of its own ...) As well as everyone else (i didnt check Wyll, but i have my doubts ... he tend to be played as Ranged dps anyway) So ... feel free to corect me, but it seems to me like basicaly the only character that can use Longsword with full effectivity is Fighter Tav. O_o And the Sussa Bark Sword also isn't all that. It's a Greatsword + 1, so I think it's good, don't get me wrong, but I was expecting some sort of special ability like "Causes Magic Disruption - Spellcasters hit by it cannot cast spells for 1 round" or something like that. Ehm ... that is exactly what it does.  Well, technicaly it "silences" your target for 1 Round ... but that sounds just the same to me. At least is did in last patch ... didnt check patch 6 yet to be honest. If this effect is lost, i would dare to say BUG.  So, it's not really better than a Greataxe I can buy from the hobgoblin vendor (I think it was him) where it is a Greataxe + 1, or the Greataxe you can get earlier that does more damage if your foe is half health. You mean this one? https://baldursgate3.wiki.fextralife.com/Blooded+GreataxeAs it seems its not even +1 ... but that might be misstake of that Wiki, since it dont list many effects yet. Also, the tooltip works other way around, if YOU have less than 50% then you give +1d6 damage ... Or did you mean this one? https://baldursgate3.wiki.fextralife.com/Exterminator's+Axe That gives extra 1d6 all the time, but only to certain creatures ... As far as i know right now there is no plant or insect enemy (gosh i hope they dont count Spiders as Insects :-/ ) ... about small creatures, im not quite sure what that is suppose to mean honestly. :-/ And so, what I'm trying to say is that if a weapon requires a lot of work or they give it a story or make a big deal out of it, THOSE are the items that should be special. I shouldn't find Nature's Snare, for example, in a random chest in the Secret Tunnels because that is a pretty powerful staff. That should be something more like a quest reward for saving the grove or something. Funny you mention that ... Since aquiring this staff seems to be a little more work than to aquire that +1 Longswords ... i mean you are suppose to either search for key or sucess in two rolls (disarm and lockpick) ... that is without any doubt a more work than either win single roll (pull the sword out) or pick a dialogue choice (use your blood). And yet in Staff case you seem to claim that amount of required work is insufficient ... And in Sword case you talk about it like it was an hour long epic quest ... Non-armor clothing has been sparse Non-armor clothing is lacking in every way it even could ... Variety of Magical Properties ... different models ... option to pair it with some other parts of gear and looking good (sory, but having a robe and Leather Gloves does NOT look good)
I still dont understand why cant we change Race for our hirelings.  Lets us play Githyanki as racist as they trully are!
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Non-armor clothing has been sparse Non-armor clothing is lacking in every way it even could ... Variety of Magical Properties ... different models ... option to pair it with some other parts of gear and looking good (sory, but having a robe and Leather Gloves does NOT look good) Hey, you can use metal gloves too, you know  But, yes, I agree that it's difficult to "look the part" with so little model variety. So far, I think every single "robe" has been a retexture of Gale's. The Sorceror default is, at least, something different, but it suffers from the problem of animating single surface 3D models, making it look like a culotte jumpsuit. 
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I wish to believe that theese "robes" we find right now are just placeholders ... Same to original class starting gear ... i mean come on, Druids and Sorcerers got their own super design armors, and Fighter, Cleric, Wizard, Rogue and Ranger (ESPECIALY ROGUE AND RANGER!!!) are wearing generic stuff we find tons of in first few minutes of EA? :-/ Thats disapointing. Almost as dissapointing as killing Flaming Fist Mercenary for that incredibly beautifull breastplate ... and find out that they drops "generic leather amor" 
I still dont understand why cant we change Race for our hirelings.  Lets us play Githyanki as racist as they trully are!
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Ha! Yes. "What you see is what you get" has never really applied to RPG loot.
As you say, let's hope that this is addressed later in the development cycle. I certainly hope visual variety is not left solely to the modding community.
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Ha! Yes. "What you see is what you get" has never really applied to RPG loot. True ... (even tho there are exceptions) But i believe its about time to change this and make that change new rule!  I mean everyone wish for his project to be revolutionary in something ... Larian obviously wish to be first one who will bring explicit(ish?) sexual scenes ... and sex unrelated to feelings ... So ... why not add something else to the mix?  Lets tear down old standards, and forget frustration of the past ... lets say "Bye-Bye" once and for all to this stupid system. 
I still dont understand why cant we change Race for our hirelings.  Lets us play Githyanki as racist as they trully are!
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All I know is, I walk up to the vendors in the Grove and immediately buy Scale +1. No armor in EA that I've found since is that good for medium armor proficiency. Lae'zel never finds anything more than her Half Plate which looks really awesome but it's only standard half plate. You can find a few wizard and druid armor that give different bonuses, but they're not particularly great.
And the same is true for weapons, for the most part. Most you can get from the vendors in the Grove, and they are more special on average than the ones you acquire from quests.
My personal experience? By the time I hit the Underdark, I'm mostly maxed out on gear. Nothing I find in the Underdark has been particularly good. I switched Astarion from Leather +1 to Drow Leather Armor and it was identical stat-wise with nothing special about it. Boring. You may be happy, but I am finding these supposedly unique items disappointing that they make big deals out of, like the Longsword +1.
It's like saying, "You picked up Cazador's Vampiric Fang, a super awesome sword.". What does it do? Does it suck people's souls?
"Nope. Just +1 damage."
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I switched Astarion from Leather +1 to Drow Leather Armor and it was identical stat-wise with nothing special about it. Boring. Drow Leather gives you +1 to Stealth checks ... I think i start to see where your frustration originates ... you are comparing only AC and ignoring everything else.
Last edited by RagnarokCzD; 31/10/21 08:18 AM.
I still dont understand why cant we change Race for our hirelings.  Lets us play Githyanki as racist as they trully are!
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There are a lot of disappointing weapons and armor, in my opinion. Here are a few that come to mind:
1. Phalar Aluve: this is a named sword stuck in stone that you can get by engaging in a blood ritual. It turns out to be a +1 sword, same as what the blacksmith Dammon offers (who, I might add, scoffs at his own inventory, insisting he could do better in a more stable environment).
2. Mourning Frost: this is listed as a "legendary" item. It's a staff that was broken into three parts, each held by a rival drow. What does it do? Nothing, unless you happen to be holding it while you cast a cold spell, and then it adds a single point of damage. This qualifies as legendary?
3. Adamantine Armor and Weapons: surely all the world would know of the great Adamantine Forge if it were active again, for surely such a forge would upset the balance of all the known realms... wait, what? You mean Dammon the refugee blacksmith makes better stuff? Oh, okay, hmm. (Please, please, pretty please fix this.)
4. Sorrow: sure, it's neat for story purposes, but taking a point of damage yourself every time you use it to damage an opponent? While I appreciate the story aspect and the feeling of it, who is actually using this thing? That's the point. No one wants to use a weapon like this, not without a benefit that makes the drawback worthwhile. A point of damage is a lot of damage to worry about when you're navigating combats and healing potions. I'm trying to avoid damage while dealing damage, not hurt myself. So the cool weapon that used to be owned by the paladin of Shar goes unused. (I know I can't be the only one who really wants to use this for the flavor.)
5. Ritual Axe & Loviatar's Scourge: again, I appreciate the flavor, and I can accept it with these two weapons. But I wish the benefit of using them was balanced a little better... something to tempt me into using them despite the heavy drawback.
6. Githyanki weapons: these swords that do psychic damage seem interesting at first, but they only work when the target is at less than 50% health? I'd rather have something consistent. Really, I don't want to be calculating current hit points in the middle of a fight to figure out which weapon is best to use. I like the flavor of the weapons, and I'd at least like to be able to give one of them to Lae'zel (especially since the combat to get them is so difficult, it would feel like a real prize). But there's no benefit for Lae'zel to carry one, at least at the moment. She already has better options in either the Everburn Blade or the Sword of Justice.
7. Shortsword of First Blood: I actually like this sword a lot, but I wish it had a +1 enchantment. It's a sword that's best used in the primary hand so that it gets the first strike, but it lacks that +1, making it less likely to hit, and thus not as useful in the primary hand. This always leaves me feeling a little disappointed, and I inevitably decide not to use it.
8. Blooded Greataxe: meh, another one of those weapons that only works when the target has less than 50% of their hit points. Things like this are better in theory than they actually turn out being in practice.
9. Ritual Staff: you get this from goblins, and it looks cool. But it's just a cool looking quarterstaff with a cool name. I'm not saying there's anything wrong with that, it's just that it gets your hopes up when you first see it, and then you're quickly disappointed because it doesn't live up to your expectation.
10. Dragon's Grasp: it deals extra damage to targets that are already burning. Kind of neat, I guess, but it's such a rare thing to be able to take advantage of. I suppose you could work it into some sort of strategy, but all of that seems like more effort than it's worth.
11. Sword of Screams: I love Nere as a villain, and I love the look of this sword, and the name of it is ... wow, what a great name, and then I get it, and... it's not terrible. It doesn't say so in the listing, but it does an extra 1d4 in psychic damage, and that's okay. But... a part of me was hoping this sword was what gave Nere the "Shield of Screams" ability he displays in combat.
12. Shields, any of them: not a single shield with a +1 anywhere? You'd think there'd be at least one somewhere; in fact, Minthara's Iron Banded Shield is listed as a +1 on the overall wiki page, but it's not. It's just a standard shield.
13. Simple Robes: so many of these NPCs look good, and then you take their loot and get simple robes that look like generic simple robes. I'd like some more interesting looks, and I keep feeling disappointed. I get that this is early access, but there's a lot to be said for how the outfits look.
14. Dark Justiciar Helm: I was hoping this would look like the helmet of Shar that's found in the Blighted Village, only that it would have enhanced properties (and maybe a dark jewel embedded within). So I was disappointed in the look of it, to start. But I was also disappointed when I realized that it only gave a +1 to saves in limited circumstances. Which I guess is better than nothing, and it also protects against crits, which is great. Still. I don't know. I guess I want Shadowheart to wear it, for flavor, which means I want it to look great *and* I want the benefit to clearly outweigh other potential choices for her, like Wapira's Crown, for instance.
15. Dark Justiciar Mask: this is another item I really want to consider for Shadowheart, but a +1 to intimidate isn't enticing enough for a piece of head gear. I can understand how some players might mix and match items depending on the circumstances in the game. Like, a player might put the mask on if they know an "intimidation" role is coming, but that's not really how I enjoy playing. I'd much rather find a stable and consistent outfit.
Anyway, I'm sure there are more items, but these are ones that immediately come to mind.
And it's worth mentioning, there are plenty of pieces of armor and weapons that I *do* like. This is just a list of ones I particularly found disappointing for one reason or another.
ETA: Oh, I almost forgot one. Also:
16. Light of Creation: awesome weapon, but it has the chance to stun the wielder? C'mon, isn't that a little harsh? I guess it would be understandable if the chance was something like 5-10%, but from what I gather, it's not. It's more like 25-30%, meaning you're getting stunned every 3 to 4 times you use the weapon. That's a lot. It basically makes this weapon unusable, removing it from any reasonable consideration. But consider, if it only had a chance to stun the wielder every 10 to 20 hits, well, I could see someone being more likely to take that chance and enjoy the flavor of the weapon.
Last edited by JandK; 07/11/21 06:53 AM.
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Regarding the Sussur Bark weapons... I actually think they're pretty great.
I only have one suggestion for them: the benefit should apply to any version of the weapon type that's thrown into the fire.
For instance, right now it only works with ordinary daggers, sickles, and great swords.
I think it would be wonderful if it worked with *any* dagger, sickle, or great sword. Meaning, if you tossed a +1 dagger into the flames, then it should give that dagger the silence ability. Or if you tossed in Worgfang, then it should give it a +1 and the silence ability on top of what Worgfang already has.
That way you, as the player, would feel a deeper connection to your weapon, like you've been through something. To use Worgfang as an example again, it's a dagger you find and get used to, and the you have this rare opportunity to upgrade it into something even more special. I could see wanting to keep a weapon like that around for a long time just for the flavor.
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Meaning, if you tossed a +1 dagger into the flames, then it should give that dagger the silence ability. I believe Surssur weapons do have +1 enchantments ... not sure about dagger tho, since i usualy make 2H Sword for Lae'zel, but that one certainly had it. Personaly i would appreciate much more if we could simply create all weapons ... or at least all meele weapons, since i can understand that silencing Bow is pretty OP.  I would also understand if we would not be able to create proper 1H weapons (like Longswords, shortswords, etc) for ballance reasons ... since that would be probably the reason for why this buff is aplicable only to weakest meele weapons we have. :-/ I mean i like to play Dwarfs ... and maybe i just have different expectations for that race, but "Blades" dont exactly match them in my eyes ... when i play Dwarf, im using Maces and Axes and it simply feels right. Therefore i would really like to have option to also create 2H Mace or 2H Axe ... since there allready is 2H Sussur Weapon, so this is indeed only flavour matter. :P 1. Phalar Aluve: this is a named sword stuck in stone that you can get by engaging in a blood ritual. It turns out to be a +1 sword, same as what the blacksmith Dammon offers (who, I might add, scoffs at his own inventory, insisting he could do better in a more stable environment). Agreed ... Dammon should not offer +1 equipment ... That way all +1 loot would feel more special. :P 3. Adamantine Armor and Weapons: surely all the world would know of the great Adamantine Forge if it were active again, for surely such a forge would upset the balance of all the known realms... wait, what? You mean Dammon the refugee blacksmith makes better stuff? Oh, okay, hmm. (Please, please, pretty please fix this.) As far as i know he does not offer "better" equipment ... The simmilar quality at best. I mean the math is simple here either +1 for you, or -1 for your enemies ... the result is the same. Sure people could argue that -1 is applied only after you allready are hit ... but you can also see that as tactical opourtunity to protect your party better ... i mean many enemies is attacking lowest AC party member, so they have best change to land the strike ... therefore if you make your Adamantine wearing Tank one point lower than your cleric, he sudently become a trap for your enemies.  But i agree it would feel much better if Adamantine gear would actualy have +1 enchantment ... I mean, in the whole EA every person who mentions Adamantine gear is talking about it as if that is something so epic and awesome you will not change it until end of the game itself ... its questionable potential compared to regular gear you get from second vendor you meet in this game kinda diminish that feeling.  4. Sorrow: sure, it's neat for story purposes, but taking a point of damage yourself every time you use it to damage an opponent? While I appreciate the story aspect and the feeling of it, who is actually using this thing? That's the point. No one wants to use a weapon like this, not without a benefit that makes the drawback worthwhile. A point of damage is a lot of damage to worry about when you're navigating combats and healing potions. I'm trying to avoid damage while dealing damage, not hurt myself. So the cool weapon that used to be owned by the paladin of Shar goes unused. (I know I can't be the only one who really wants to use this for the flavor.) I never used Sorrow, that is true ... But its more bcs it is a Glaive ... and i really dont have any use for weapon that takes both slots and yet gives only 1d10+1 ... when i can easily find other weapons that gives 2d6+1 or 1d12+1 ... I would say that this Glave should be merged with Nature's Snare ... Having change to ensnare our enemies with every strike AND possibility to do that on purpose once per long rest ... well, that sounds like something i would concider to do. (Especialy if that would proc even in Druid forms ... hells, that would be awesome!) Also ... i noticed you didnt list Staff of Crones ... That also gives you damage (that can be halved with ring) ... yet its really great item in my honest opinion. 5. Ritual Axe & Loviatar's Scourge: again, I appreciate the flavor, and I can accept it with these two weapons. But I wish the benefit of using them was balanced a little better... something to tempt me into using them despite the heavy drawback. I never managed to proc Loviathar's Scourge Necrotic damage ... I mean the visual effect is right there, but no damage happened. :-/ So i presumed its bug ... Have you managed to make them work, or were you just reading tooltip?  Also for the mace itself ... i think you are underestimating it here ... 1d6 Bludgeoning + 1d6 Necrotic to every nearby target ... hells that is some powerfull enchantment, of course the more powerfull the more your enemies stack ... :3 Yes it will give you 1d6/2 Necrotic too ... but hey, that is not so bad when you think about it.  6. Githyanki weapons: these swords that do psychic damage seem interesting at first, but they only work when the target is at less than 50% health? I'd rather have something consistent. Really, I don't want to be calculating current hit points in the middle of a fight to figure out which weapon is best to use. I like the flavor of the weapons, and I'd at least like to be able to give one of them to Lae'zel (especially since the combat to get them is so difficult, it would feel like a real prize). But there's no benefit for Lae'zel to carry one, at least at the moment. She already has better options in either the Everburn Blade or the Sword of Justice. Corection: It requires wielder to have less than 50% HP, not target.  I was also little disapointed when those weapons lost their +1 they had in the past ... But i dont think they are necesarily "worse" than the other two you mentioned ... Sure Sword of Justice is powerfull as hells, but on the other hand once you use its spell (and lost the concentration ... i would never switch it until i hold its buff since it dont seems fair to me) ... it becomes regular +1 sword ... Sure Everburning blade is also quite strong ... on the other hand, Fire resistance is one of most common in the game and it dont even have +1.  I would dare to say that Sussur Sword would be right choice here ... it also have +1, and its effect is permanent (and also potentialy powerfull as hells).  7. Shortsword of First Blood: I actually like this sword a lot, but I wish it had a +1 enchantment. It's a sword that's best used in the primary hand so that it gets the first strike, but it lacks that +1, making it less likely to hit, and thus not as useful in the primary hand. This always leaves me feeling a little disappointed, and I inevitably decide not to use it. I dare to disagree here! I believe this is exactly how magic items should work ... you have either one, or another bonus ... and it depend on your playstile to decide wich you wish to use ... I mean once you have perfect item for every playstyle, there is no reaon to have any other items.  8. Blooded Greataxe: meh, another one of those weapons that only works when the target has less than 50% of their hit points. Things like this are better in theory than they actually turn out being in practice. Corection: It requires wielder to have less than 50% HP, not target.  And actualy im kinda looking forward to test this axe with my Barbarian once he will be out ... I dont believe it will be hard to keep him with lowered HP ... i mean, it would probably be easier than keeping him at max HP.  And if you think about some build: 9. Ritual Staff: you get this from goblins, and it looks cool. But it's just a cool looking quarterstaff with a cool name. I'm not saying there's anything wrong with that, it's just that it gets your hopes up when you first see it, and then you're quickly disappointed because it doesn't live up to your expectation. I never even thought about that ... I mean its one of first items we get, and its not even magical ... i allways seen that as just regular item with cool design, simmilar to those items you get from Wood Woads and now Armor and Shield you get from Minthara. 10. Dragon's Grasp: it deals extra damage to targets that are already burning. Kind of neat, I guess, but it's such a rare thing to be able to take advantage of. I suppose you could work it into some sort of strategy, but all of that seems like more effort than it's worth. It depends ... If you are playing fire warlock (as i do  ) and you are wearing https://baldursgate3.wiki.fextralife.com/Gloves+of+Flint+and+Steel ... wich is kinda "must have" in this build ... its practicaly free 2d4 for your tank and that is not something you should dismiss as "more effort that it's worth".  11. Sword of Screams: I love Nere as a villain, and I love the look of this sword, and the name of it is ... wow, what a great name, and then I get it, and... it's not terrible. It doesn't say so in the listing, but it does an extra 1d4 in psychic damage, and that's okay. But... a part of me was hoping this sword was what gave Nere the "Shield of Screams" ability he displays in combat. Just imagine that potential for Wyll ... 1d8 for Rapier ... +1d4 from screams ... +1d4 From Hex ... +Dex/Str modifier ... +Charisma modifier (at level 11, so ... probably will wear other weapon by that time  ) ... *2 (at level 5 ... since you can get kinda multiattack) ... I would say that is pretty awesome.  12. Shields, any of them: not a single shield with a +1 anywhere? You'd think there'd be at least one somewhere; in fact, Minthara's Iron Banded Shield is listed as a +1 on the overall wiki page, but it's not. It's just a standard shield. We are not even in 1/3 of the game ... keep some loot for later.  13. Simple Robes: so many of these NPCs look good, and then you take their loot and get simple robes that look like generic simple robes. I'd like some more interesting looks, and I keep feeling disappointed. I get that this is early access, but there's a lot to be said for how the outfits look. Agreed 14. Dark Justiciar Helm: I was hoping this would look like the helmet of Shar that's found in the Blighted Village, only that it would have enhanced properties (and maybe a dark jewel embedded within). So I was disappointed in the look of it, to start. But I was also disappointed when I realized that it only gave a +1 to saves in limited circumstances. Which I guess is better than nothing, and it also protects against crits, which is great. Still. I don't know. I guess I want Shadowheart to wear it, for flavor, which means I want it to look great *and* I want the benefit to clearly outweigh other potential choices for her, like Wapira's Crown, for instance. Agreed on model part ... But this item is once again perfect example of how this should work ... If you are using Shadowheart as tank, in the Underdark (or other dungeons) this is actualy great item ... since it only conciders if you are in shadows, not if your oponent have darkvision ... and you are practicaly allways in shadows there (unless you create some source of light).  Wampira's Crown is also great item, but only if you are using Shadowheart as your support/healer character ... wich i usualy dont when i play Ranger or Druid for example, since they can fill that rolle good enough (sure, not as good as Life cleric ... but who can match character that is litteraly created for that role). 15. Dark Justiciar Mask: this is another item I really want to consider for Shadowheart, but a +1 to intimidate isn't enticing enough for a piece of head gear. I can understand how some players might mix and match items depending on the circumstances in the game. Like, a player might put the mask on if they know an "intimidation" role is coming, but that's not really how I enjoy playing. I'd much rather find a stable and consistent outfit. I wonder where that "i concider for Shadowheart" come from.  I mean yeah, its related to Shar ... and that is it i would say.  Sory, but this item is good as it is ... it doesnt suit your playstile, since you dont like to switch gear often (and i get you, since i dont do that either  ) ... But that is our problem, not the item.  16. Light of Creation: awesome weapon, but it has the chance to stun the wielder? C'mon, isn't that a little harsh? I guess it would be understandable if the chance was something like 5-10%, but from what I gather, it's not. It's more like 25-30%, meaning you're getting stunned every 3 to 4 times you use the weapon. That's a lot. It basically makes this weapon unusable, removing it from any reasonable consideration. But consider, if it only had a chance to stun the wielder every 10 to 20 hits, well, I could see someone being more likely to take that chance and enjoy the flavor of the weapon. [spoiler]I wish to believe that this is actualy hint from Larian that we will get Warforged race in full release ... since as far as i know, its gives that damage only if your character "is not construct" ... wich should apply for Warforged ... Also there are some datamined prooves of this theory ... but we all know that datamining is not the best source of information to base your expectations on.[spoiler]
I still dont understand why cant we change Race for our hirelings.  Lets us play Githyanki as racist as they trully are!
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veteran
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veteran
Joined: Feb 2020
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There are a lot of disappointing weapons and armor, in my opinion. Here are a few that come to mind:
1. Phalar Aluve: this is a named sword stuck in stone that you can get by engaging in a blood ritual. It turns out to be a +1 sword, same as what the blacksmith Dammon offers (who, I might add, scoffs at his own inventory, insisting he could do better in a more stable environment).
2. Mourning Frost: this is listed as a "legendary" item. It's a staff that was broken into three parts, each held by a rival drow. What does it do? Nothing, unless you happen to be holding it while you cast a cold spell, and then it adds a single point of damage. This qualifies as legendary?
3. Adamantine Armor and Weapons: surely all the world would know of the great Adamantine Forge if it were active again, for surely such a forge would upset the balance of all the known realms... wait, what? You mean Dammon the refugee blacksmith makes better stuff? Oh, okay, hmm. (Please, please, pretty please fix this.)
4. Sorrow: sure, it's neat for story purposes, but taking a point of damage yourself every time you use it to damage an opponent? While I appreciate the story aspect and the feeling of it, who is actually using this thing? That's the point. No one wants to use a weapon like this, not without a benefit that makes the drawback worthwhile. A point of damage is a lot of damage to worry about when you're navigating combats and healing potions. I'm trying to avoid damage while dealing damage, not hurt myself. So the cool weapon that used to be owned by the paladin of Shar goes unused. (I know I can't be the only one who really wants to use this for the flavor.)
5. Ritual Axe & Loviatar's Scourge: again, I appreciate the flavor, and I can accept it with these two weapons. But I wish the benefit of using them was balanced a little better... something to tempt me into using them despite the heavy drawback.
6. Githyanki weapons: these swords that do psychic damage seem interesting at first, but they only work when the target is at less than 50% health? I'd rather have something consistent. Really, I don't want to be calculating current hit points in the middle of a fight to figure out which weapon is best to use. I like the flavor of the weapons, and I'd at least like to be able to give one of them to Lae'zel (especially since the combat to get them is so difficult, it would feel like a real prize). But there's no benefit for Lae'zel to carry one, at least at the moment. She already has better options in either the Everburn Blade or the Sword of Justice.
7. Shortsword of First Blood: I actually like this sword a lot, but I wish it had a +1 enchantment. It's a sword that's best used in the primary hand so that it gets the first strike, but it lacks that +1, making it less likely to hit, and thus not as useful in the primary hand. This always leaves me feeling a little disappointed, and I inevitably decide not to use it.
8. Blooded Greataxe: meh, another one of those weapons that only works when the target has less than 50% of their hit points. Things like this are better in theory than they actually turn out being in practice.
9. Ritual Staff: you get this from goblins, and it looks cool. But it's just a cool looking quarterstaff with a cool name. I'm not saying there's anything wrong with that, it's just that it gets your hopes up when you first see it, and then you're quickly disappointed because it doesn't live up to your expectation.
10. Dragon's Grasp: it deals extra damage to targets that are already burning. Kind of neat, I guess, but it's such a rare thing to be able to take advantage of. I suppose you could work it into some sort of strategy, but all of that seems like more effort than it's worth.
11. Sword of Screams: I love Nere as a villain, and I love the look of this sword, and the name of it is ... wow, what a great name, and then I get it, and... it's not terrible. It doesn't say so in the listing, but it does an extra 1d4 in psychic damage, and that's okay. But... a part of me was hoping this sword was what gave Nere the "Shield of Screams" ability he displays in combat.
12. Shields, any of them: not a single shield with a +1 anywhere? You'd think there'd be at least one somewhere; in fact, Minthara's Iron Banded Shield is listed as a +1 on the overall wiki page, but it's not. It's just a standard shield.
13. Simple Robes: so many of these NPCs look good, and then you take their loot and get simple robes that look like generic simple robes. I'd like some more interesting looks, and I keep feeling disappointed. I get that this is early access, but there's a lot to be said for how the outfits look.
14. Dark Justiciar Helm: I was hoping this would look like the helmet of Shar that's found in the Blighted Village, only that it would have enhanced properties (and maybe a dark jewel embedded within). So I was disappointed in the look of it, to start. But I was also disappointed when I realized that it only gave a +1 to saves in limited circumstances. Which I guess is better than nothing, and it also protects against crits, which is great. Still. I don't know. I guess I want Shadowheart to wear it, for flavor, which means I want it to look great *and* I want the benefit to clearly outweigh other potential choices for her, like Wapira's Crown, for instance.
15. Dark Justiciar Mask: this is another item I really want to consider for Shadowheart, but a +1 to intimidate isn't enticing enough for a piece of head gear. I can understand how some players might mix and match items depending on the circumstances in the game. Like, a player might put the mask on if they know an "intimidation" role is coming, but that's not really how I enjoy playing. I'd much rather find a stable and consistent outfit.
Anyway, I'm sure there are more items, but these are ones that immediately come to mind.
And it's worth mentioning, there are plenty of pieces of armor and weapons that I *do* like. This is just a list of ones I particularly found disappointing for one reason or another.
ETA: Oh, I almost forgot one. Also:
16. Light of Creation: awesome weapon, but it has the chance to stun the wielder? C'mon, isn't that a little harsh? I guess it would be understandable if the chance was something like 5-10%, but from what I gather, it's not. It's more like 25-30%, meaning you're getting stunned every 3 to 4 times you use the weapon. That's a lot. It basically makes this weapon unusable, removing it from any reasonable consideration. But consider, if it only had a chance to stun the wielder every 10 to 20 hits, well, I could see someone being more likely to take that chance and enjoy the flavor of the weapon. +1 But I'd also like to add the shattered flail and the OP "when you heal" items.
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enthusiast
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enthusiast
Joined: Oct 2020
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Mourning frost made me scratch my head when I combined it. "Legendary" weapons in D&D are quite frankly insane. Almost always +3 hit +3 damage with virous interesting magic properties like deals an extra 2d10 cold + 1d12 necrotic AND raises two stats to 19 or fires a projectile that has a 250ft range and does 1d8 force damage for every 10ft it travels (25d8@250ft) passing though walls, monsters solid rock.....In other words "legendary. Attuned Legendary items can turn a lv 1 character into a demi-god. They are extremely rare if nearly impossible to obtain given the power of them.
Frostbite incidentally normally does 1d6 cold damage per turn until the creature rolls a con save or soemthing like that. That would be pretty amazing considering you could inflict 3 enemies with frostbite with a magic missile. However a +1 to cold damage even on a cone of cold would be something on the lower end of "uncommon".
I do understand this level of power in EA would be OP but the aim of the game is indeed to be OP. As an adventurer you would jump at the chance to obtain any legendary item as it would quite literally buy you a kingdom.
Long story short mourning frost gave me a sad face. lol
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veteran
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veteran
Joined: Oct 2021
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I just want to wear Nere's outfit, okay? Is that too much to ask?
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veteran
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veteran
Joined: Oct 2021
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I believe Surssur weapons do have +1 enchantments ... not sure about dagger tho, since i usualy make 2H Sword for Lae'zel, but that one certainly had it. I'm saying it's only working with mundane items right now, but I think it would be nice if the Sussur qualities could be added to any version of the weapons in question, including ones that are already magical. Worgfang is a magical dagger, for instance, but it doesn't have a +1 enchantment. I think it would be nice if you could further enchant it with the Sussur qualities of both +1 and Silence. Same with the Ritual Dagger, where it would keep the Ritual Dagger abilities and add the Sussur qualities. Or if you threw in a dagger that was already +1 that it would just add the Silence ability (because it's already +1 and that quality shouldn't stack). I'm mostly okay with it just being for a few different types of weapons, but I'd be thrilled if they opened it up to every type. Agreed ... Dammon should not offer +1 equipment ... That way all +1 loot would feel more special. :P At some point, you just have to accept that you're not playing in a low magic setting. There's a lot of magic floating around, and while a +1 is nice at 4th level, a named sword with an introduction like we get from Phalar Aluve should be more, much more, in fact. It shouldn't even be comparable to what Dammon is offering for sale in the grove. That's what makes it *special*, as in more than a common vendor item. I never managed to proc Loviathar's Scourge Necrotic damage ... I mean the visual effect is right there, but no damage happened. :-/ So i presumed its bug ... Have you managed to make them work, or were you just reading tooltip?  I've never used them. I read what the effects were and immediately dismissed them as not useful. Also for the mace itself ... i think you are underestimating it here ... 1d6 Bludgeoning + 1d6 Necrotic to every nearby target ... hells that is some powerfull enchantment, of course the more powerfull the more your enemies stack ... :3 Yes it will give you 1d6/2 Necrotic too ... but hey, that is not so bad when you think about it.  I don't think I agree with you here. That damage could hit any nearby target, including your companions. And taking constant extra damage in battle yourself... just seems like a really bad idea. That stuff adds up and drains resources. Corection: It requires wielder to have less than 50% HP, not target.  Yes, you're right, the wielder not the target, my mistake. But the point remains, in my opinion. I dare to disagree here! I believe this is exactly how magic items should work ... you have either one, or another bonus ... and it depend on your playstile to decide wich you wish to use ... I don't think you're necessarily wrong. I just see an item like this and really want the ability to upgrade it. Just imagine that potential for Wyll ... 1d8 for Rapier ... +1d4 from screams ... +1d4 From Hex ... +Dex/Str modifier ... +Charisma modifier (at level 11, so ... probably will wear other weapon by that time  ) ... *2 (at level 5 ... since you can get kinda multiattack) ... I would say that is pretty awesome.  Oh, c'mon. Wyll couldn't land a hit against anyone with a blade, what with his 13 Dex and 8 Str. And a rapier like that from a big awesome villain like Nere should be great for more characters than a theoretical 11th level warlock. Give it a bonus to hit. Let it do a Shield of Screams once a long rest. Live a little. We are not even in 1/3 of the game ... keep some loot for later.  Exactly how many hours do you think we should play before we get a +1 shield? I don't feel like this is a big ask. Are you saying we should be mid-game before getting a +1 shield? Sory, but this item is good as it is ... it doesnt suit your playstile, since you dont like to switch gear often (and i get you, since i dont do that either  ) ... But that is our problem, not the item.  A headgear slot item that gives a +1 to a skill isn't a good item. Especially when it's a Shar item. Plenty of players want to be able to build and outfit a bada** dark paladin. Shar and the Dark Justiciars have been built up by this point. The look has to equal the hype, and so does the sense of danger and evil. A lot of that can come across in how these items are portrayed, both in aesthetic and mechanic. This is a story opportunity for Larian, and I feel like the ball is being dropped. Warforged ... Also there are some datamined prooves of this theory ... but we all know that datamining is not the best source of information to base your expectations on.[spoiler] I would be very surprised.
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