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I am SO encouraged by how many people are supporting this post. It gives me hope that maybe Larian will do these things and produce some of the main things I've been hoping to see in the game. The more people who support this list...

After especially the more recent debates I've been having with some individuals on this forum, the positive feedback is so very much a blessing.

Max!!! You're my favorite person on the forum right now. I feel like you just took everything and put it together in a way that everyone is understanding and totally in agreement with or at least mostly in agreement with. Amazing!

That said, I hear the distant thunder of the nay sayers... Brace yourselves. smile

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Thanks for doing this, I can only imagine how much time this must have taken. I wish there was a way to +1 suggestions so that we could tell what has the biggest consensus in this list and build a community-based order of priority, but agree with GM4Him that most of those are great !

Personally not a fan of a 5 or 6 member party, but there are so many people asking for it that I'll bow to the majority's opinion. I just don't see this happening given the current state of development... Hope I'm wrong.

Thanks for giving a voice to us poor rogues who want to have a bit more value frown (Cunning Action + Expertise + Auto-sneak attack).

Is there a way we could add this to the mega thread section ?

Last edited by sheffie01; 08/11/21 07:11 PM.
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Originally Posted by sheffie01
Thanks for doing this, I can only imagine how much time this must have taken. I wish there was a way to +1 suggestions so that we could tell what has the biggest consensus in this list and build a community-based order of priority, but agree with GM4Him that most of those are great !

Personally not a fan of a 5 or 6 member party, but there are so many people asking for it that I'll bow to the majority's opinion. I just don't see this happening given the current state of development... Hope I'm wrong.

Thanks for giving a voice to us poor rogues who want to have a bit more value frown (Cunning Action + Expertise + Auto-sneak attack).

Is there a way we could add this to the mega thread section ?

Totally agree! My poor Rogues! Their Expertise is gone, anyone can drink potions as a Bonus so Fast Hands is now not as good, Cunning Action is not as good too because anyone can Hide as a Bonus (at least Disengage is now an Action so Rogues get the Bonus Action Disengage and Dash... though they can REALLY Dash now because of this)... but mainly the Expertise!!! Make the Rogues special again in some way, at least! Please!

I'd prioritize Movement Mechanics, Inventory Management and UI first, personally. I spend more time accidentally clicking on things, including party members, managing tons and tons of items in inventory, and I am always arranging and rearranging my hotbar otherwise I can't find the special moves I'm trying to use like off hand attack or Menacing Strike Melee or one of my more important spells. Constant micro-managing of everything is really wearing the game down.

As much as I'd LOVE things like Day/Night and Party of 6, the game would be much more fun with some basic redesign of these three elements.

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I must say i was surprised (at first) ​how much i just noded and had nothing to say ...
Yet there are few notes i feel urge to mention:

1,6 Remove dipping ...
I mean, i would not cry for loosing this option ... but i kinda like it, and i dont think it "reduce appeal of 1d4 Elemental weapons" ... for example Screaming Rapier with its +1d4 psychic and another +1d4 for dipping in fire seems wery appealing to me. laugh
(not sure if that is even possible tho, didnt try yet laugh )

Honestly i would not remove dipping ...
I would rather make it require (and consume) single Grease Bottle ... that would seem much more logical, immersive and mechanicaly corect. :3

1,11 Swap weapons should not be possible anymore after you made an action, a bonus action or a free action during your turn.
I dont quite see the reason here ... maybe you didnt noticed, but your AC remains unchanged if your character switch from 1H+Shield to Ranged weapon ...
Wich kinda make sence to me, since the shield is still there and its still incerasing total amount of armor you have ... its only now protecting your back, instead your front. laugh

The only effect swaping weapon have, is that when you hold a Ranged weapon, your oponents dont provoke AOO at all ... im honestly not quite sure how this works in DnD (and im too lazy to reseach :P ) ... but since Swaping weapons is free action, i would expect on the contrary my characters to do that automaticly, if there is AOO option. :-/

1.12 Weapons slots should be fully customisable ( >< 1 melee slot and 1 range slot)
Not sure if i understand this corectly ... you say that we should be able to have 2Meele or 2Ranged weapons equipped if we wish to?
If so ... then +1 ...

Only i would like to add that i would also like (a lot actualy) to see 3rd weapon slot ...
It might seem like too much, but i cant help it, it just feels right to me. :-/
When my Fighter goes to battle, i wish to see him as prepared as possible ... wich means shield + small weapon, ranged weapon, and heavy weapon. :3

That just feels much better than drag everything in bag and switch your equipment during the battle (wich should imho not be possible at all, maybe except re-equiping disarmed weapons). laugh

3.2 Surfaces should always trigger a saving throw at every turn to avoid damages (not to insta break concentration and insta deal damages).
Feel free to corect me, this is serious question ...
But shouldnt succesfull saving throw only halven the damage you get (unless you have Evasion) ?

I mean it works that way for every AoE spell i know, so ... it would make sence to use same rules for Larian AoE, no?

3.4 Surface items (arrows, potions), features (spider spitting poison) and spells should never create a surface if the character dodge the attack.
Here i would dare to say that they should never create surface at all ...

Or aply the same rule that is suggested for spells in 3,6 ... either target character and get +Elemental damage ... or target ground and create surface ... but never both.

6.3 More camp cinematic during a long rest.
Personaly i would appeciate if we would be able to start those cinematic conversations every time we visit our camp, once they are "ulocked" ...
If we miss some before our Long rest, we should be able to catch up next day in the morning.

8.1 Rationalize the main UI element.
There is not much to say ... i like my action bar and i hope i will be allowed to keep it, but make it bigger (a lot bigger! ... at least twice, but prefferably thrice as much)

8.2 Remove useless icons to rationalize the hotbar
Same as abowe ... i would say dont remove anything, just add another option for people who dislike this one ...
Icons are allready implemented "not remove them" costs you nothing. :-/

8.3 Create category buttons to rationalize the hotbar
Yup ...
But again, dont delete what we allready have just bcs there would be other option. :-/

12.3 Sneak attack should be automatic
Pure disagree ... i want to decide when i want use my resources myself! :-/

12.5 Aradin should not say "form a line"
xD

12.7 Increase the party size to 5
Well, at least ...
But OPTIONAL 6 would still be better. :P

12.8 Allow us to custom a main and a secondary color for all our characters.
Not sure what are you talking about ...
Gear collors? O_o

13.4 Reasons to side with Minthara when you meet her looks very uninterresting.
I dare to disagree here ...
Minthara is promissing us power and goddess blessing ... we are also able to get some gold out of her ... that should be enough. :-/
I would really hate to see this storyline to turn into mindless chasing of some powerfull item reward. frown

-------------------------------------------------------------------------------------

For everything else ... unconditioned +1! laugh

Last edited by RagnarokCzD; 08/11/21 08:11 PM.

I still dont understand why cant we change Race for our hirelings. frown
Lets us play Githyanki as racist as they trully are! frown
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Originally Posted by GM4Him
[quote=sheffie01] Constant micro-managing of everything is really wearing the game down.

The hotbar drives me bonkers especially when you accidentally drag an icon 0.1mm by mistake and take it off the bar. Then you spend 10 minutes trying to figure out what icon you removed as most spells and cantrips are pointless. Also the hotkeys to open menus are spread all over the keyboard and non-intuitive to say the least. Add the camera and movement madness with verticality psychosis from trying to see or move somehwere and the game can be unpleasant.

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Originally Posted by mrfuji3
Originally Posted by Imora DalSyn
Still. Makes the metamagic useless when I can just twin spell the fireball for the same effect.
RAW, you can't twin fireball. You can only twin spells that have a single target. Twin is still more powerful than Quicken, but not so much more powerful that quicken is useless. Honestly the ~best use for Quicken is to be able to cast a spell and then take a normal action (hide, disengage, dodge). [For more conversation about this - whether it is a good or bad rule - let's move to the dedicated Quicken Metamagic thread here]

I'll post later about these suggestions Maximuuus. Most I agree with, but there are some I either strongly disagree with (e.g., Stun as a weapon action - don't mess with the action economy) or think aren't worth the effort. But good job compiling all this; thanks for all the effort you put in!

Twinning magic missile makes sense because for some bizarre reason you can make the missiles hit different targets, but I don't see them following 5e rules for this. I'm very skeptical of developers.

And I kinda prefer pathfinder rules now that I'm looking at 5e. They took all the fun out of sorc. (pathfinder 1 rules are what I'm more familiar with). https://www.d20pfsrd.com/feats/metamagic-feats/quicken-spell-metamagic/

You can cast two spells with metamagic. Time stop, four rounds. Fireball, quicken fireball, fireball, quicken fireball, fireball, quicken fireball, red dragon sorc add a bunch of d6 to fire spelks, 12 targets... I needed a die roller program and a calculator to add that all up. Was disgusting lol.

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I totally agree with these points. TBF i have never even used the dip weapon but that is just me not using that a lot laugh And I definitelly want to see more Bonus actions because yea as you say it really limits the opions and you are stuck to autoattacks really quickly. also i managed to save whole Aardins company because i am just taht good so i dont think he needs revenge xD but that is beside the point

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Originally Posted by Maximuuus
Originally Posted by Flooter
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10.1 Gale should not eat magical items.
It's wierd and boring.

Weird, sure. But boring? Could you explain why you feel that way?

Because I don't like to loose my best items for such reasons. Annoying may be a better word than boring ?

Yep, classic french speaker's error.
Annoying = qui me pose problème = ennuyeux
Boring = qui ne retient pas mon attention = ennuyeux

Though I disagree that the items Gale asks for are the best available, I can understand if that's how you feel.

PS : J'ai trouvé ta chaîne Youtube et m'y suis abonné. Chuis un fanboy, même si t'as tort pour Gale.


Larian, please make accessibility a priority for upcoming patches.
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Originally Posted by GM4Him
Thought of another one. Dialogues tied to short rest camps and not just long rest. Obviously some are going to still need to be tied to long rest, but not a good majority of them. Gale's Go to Hell and Mirror, are just 2 examples.

I though about it but to be honnest, I think it would be harder than we think both because the lights are handcrafted and because some scenes require a specific position for NPCs and so on.
Of course if I'm wrong, why not.

Originally Posted by 1varangian
I wholeheartedly agree with the spirit of this list.

Details...

Pommel Strike can't inflict Stun, or we will have very OP and easily achieved stunlocks on our hands.

Dipping would be fine and make sense if it required a consumable instead of being a "no-brainer always do".

I would rather not throw an exhaustion mechanic on top of everything for weapon abilities or generic combat moves. An AC penalty could work well enough if you attempt something special like Cleave or Topple. It makes sense you have to lower your guard to do special moves. A more controversial option could be a HP cost. HP are an abstract that include stamina after all.

Special mention for healing surfaces and healing clouds from potions. Remove without delay, please. This is not Diablo 3 where healing balls are collected from the battlefield. This is not how potions work in the Forgotten Realms and is non-negotiable.

Honnestly I'm not sure about dipping. I though about many solutions too but... Would it make more sense with a consumable ?
Probably, but it would still require a lot of work... Visually, it's really wierd and being able to dip so easily in a candle or a torch is not really interresting in my opinion.
Maybe it should only be possible in a fire surface, which would add synergies with another requested feature : target the ground to create surfaces.

But even with a consumable, isn't it too powerfull to be a bonus action ? Maybe it should last less turns ?
I don't really know how to balance it even if to be honnest, my first intention when I start writing this wasn't to "remove dipping".

More details about weapons actions bellow.


Originally Posted by mrfuji3
1- COMBATS - I suggest modifications to 1.5 (charge action) and 1.10 (weapon actions)
1.5 A charge action should be implemented
1.10 Weapons attack should be reworked.
A "charge" action should only be a weapon ability, not a generic ability. Which I think it already is with the spear...? But it should still provoke Attack of Opportunities, possibly at advantage. Don't give out free disengage.

I agree that weapon abilities should not be limited usage and importantly should have significant drawbacks. I disagree with all of your examples except for Weakening and Hamstring. Topple and Flourish should just be the Shove Prone and Help action respectively, and Pommel Strike is OP and steps on the toes of the monk class. Don't mess with the (enemy) action economy.

Cleave is okay, but only if Larian implements other sources of exhaustion in BG3 (e.g., adventuring for too long without resting) but also discourages frequent long resting. Otherwise it's a fairly weak penalty. I suggest that all of the cleave attacks are made at disadvantage.

3 - SURFACE - I emphasize 3.6 (deal direct damage to single target OR creature surface, never both)..
Being able to target a creature for direct damage or the ground for more widespread, but less damage is the best of both worlds. The most important aspects are:
- There should never be guaranteed damage from these types of spells (that RAW do no damage on a miss). If you target a character, a miss does 0 damage. If you target the ground, characters should get a ST to entirely avoid surface damage.
- There should rarely be multiple instances of damage (except for specific spells like Magic Missile and Acid Arrow)

6- RESTING - I emphasize 6.1 (short rest improvement) and 6.5 (Camp should have a physical location)
6.1 Short rest improvement. I strongly agree that short rests should be more than the click of a button. Certain cutscenes/companion dialogue should be available during short rests, and you should be able to choose what resources to regain (hit dice, arcane recovery, etc)
6.5 Temporal rift - camps should be somewhere - yes

10- COMPANIONS - I disagree with 10.1 (Gale & magical items). It's fine for Gale to eat a few magical items; we are given many. But we should have a choice in what items to feed him. I.e., he shouldn't ask for a specific item, and if we don't feed him that one he (spoiler). We should be able to say "No" and he'll ask for a different one.

11- SNEAKING / HIDING - I emphasize 11.1 (hearing radius in addition to sight cone)

12- MISC - I disagree with 12.3 (Sneak Attack should be automatic). It should be a toggle.

Edit: I'll again say that this is a great summary and compilation of issues. Thanks Maximuuus!

We won't agree about the charge. I really think a fighter with a shield should always be able to charge. So is another class with a two handed weapon and so on...
If a "topple" or "pommel strike" action is definitely not something you should do with every weapons, a charge is in my opinion.

But whatever, if you agree I'd like a bit more details about your and varangian's disagreement with my exemples.
I forgot to mention something very important, but of course topple and pomel strike would not be guaranteed.
It should require an attack roll, maybe a skill check VS opponent skill check, maybe attack roll with disadvantage or something... you both are better than I do to balance homebrew rules but topple = shove prone while flourish = DnD help action is definitely what I had in mind even if I have not been exhaustive enough to explain it properly.

That said, why shouldn't we able to stun the ennemy with an action if the trade off is well balanced ?

I also agree with you and varangian with exhaustion. It's probably not a good solution and to be honnest, in my word document "not sure about the trade off" is written.
Attacks with disadvantage as you suggest is probably better.

About Gale : yes, it would definitely be better if we were able to choose what items to give. I have the feeling that the game takes me back a reward by asking me to gie something to Gale. But I could live with it if I was able to choose and if the game allowed me to see the items properties in dialogs. When I see the name of the items, I don't know what I accept or refuse to give...

About sneak attack to be honnest I wrote it because it's something that comes really often here. I'm fine with a toggle. And I'm also fine with nothing more than now even if I understand why it's not really a good solution.

Originally Posted by Icelyn
From your list I especially hope they add nonorigin companions and ritual casting.😊

Disagree with not being able to cast 2 spells. I love casting Misty Step + another spell or a healing spell + another spell!

I though about it too. I also like being able to use Misty step + another spell but I cannot think about another solution not to make casters OP at higher levels.
Maybe we should not be able to cast 2 spells that deals damage in the same turn... meaning you'll be able to cast what you want then a heal, a misty step, a bless, a hold person and all kind of spells.
Not sure if it would be possible and balanced or not.

Originally Posted by Jaxter
I totally agree with these points. TBF i have never even used the dip weapon but that is just me not using that a lot laugh And I definitelly want to see more Bonus actions because yea as you say it really limits the opions and you are stuck to autoattacks really quickly. also i managed to save whole Aardins company because i am just taht good so i dont think he needs revenge xD but that is beside the point

I'm fighting for LESS bonus actions since 1 year so if something I wrote let you think that I'm in favor of more bonus action, please tell me so I can edit smile

Originally Posted by Flooter
PS : J'ai trouvé ta chaîne Youtube et m'y suis abonné. Chuis un fanboy, même si t'as tort pour Gale.

Merci !!
Ok ca va, je pourrais vivre avec le truc de Gale smile

@Ragna, I'll answer you ! But it always takes a lot of time to answer you, so I'll do it tomorrow laugh
And I'll edit a few things. As I said, reading this forum is always inspiring.

Last edited by Maximuuus; 08/11/21 10:07 PM.

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I'm a bit on the fence with Misty Step + Thunderwave because of the abundance of "I win" locations for that combo. The combo can still be pulled off next turn after the target has had a chance to react to it or at least smack you in the face for teleporting next to them.

Was action economy on that list? Like how Thief subclass and the Fire Circlet grant extra Bonus Actions? I think they should stop fiddling with the action economy like that. Things like always Dash or double Dash can easily break the game. More actions per turn simply does not lead to more fun or better gameplay in this system.

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Originally Posted by Maximuuus
@Ragna, I'll answer you ! But it always takes a lot of time to answer you, so I'll do it tomorrow laugh
And I'll edit a few things. As I said, reading this forum is always inspiring.
[Linked Image from i.redd.it]

smile


I still dont understand why cant we change Race for our hirelings. frown
Lets us play Githyanki as racist as they trully are! frown
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Originally Posted by Maximuuus
We won't agree about the charge. I really think a fighter with a shield should always be able to charge. So is another class with a two handed weapon and so on...
If a "topple" or "pommel strike" action is definitely not something you should do with every weapons, a charge is in my opinion.

But whatever, if you agree I'd like a bit more details about your and varangian's disagreement with my exemples.
I forgot to mention something very important, but of course topple and pomel strike would not be guaranteed.
It should require an attack roll, maybe a skill check VS opponent skill check, maybe attack roll with disadvantage or something... you both are better than I do to balance homebrew rules but topple = shove prone while flourish = DnD help action is definitely what I had in mind even if I have not been exhaustive enough to explain it properly.

That said, why shouldn't we able to stun the ennemy with an action if the trade off is well balanced ?
Charge- that's fair actually. I retract my disagreement, conditional on it being a fair tradeoff and not just a free Dash (no free disengage, requires all your movement, moving in a straight line, some other penalty)

I have no problem with Topple (no damage), but it should just be the Shove Prone action available to every class. No need to make it a weapon ability.
I wouldn't be opposed to a weapon ability that deals damage AND has a chance to knock prone (enemy makes ST), but is made at disadvantage to compensate. Though I think this is not needed if Larian properly implements shove prone.

Stun:
The problem with stun is that it's just so incredibly powerful. Let's consider the "common" D&D 5e abilities that stun (or paralyze, which is essentially the same condition):
- Monk's Stunning Strike: it costs a ki point (very valuable), requires a successful hit, does damage, and the enemy has to fail a ST. Oh and you don't get it before 5th level.
- 5th level spell Hold Monster. Somewhat the 2nd level spell Hold Person, but that only affects humanoids.
That's basically it, at least for spells below 6th level. As far as I know, only Monk gets it as a class ability.

The only implementation of a Stunning Weapon Ability that approaches a level of "balance" for a normal weapon ability (i.e., equivalent to an attack roll for 1d8+3 damage) is:
- No damage, requires a successful attack made at disadvantage, AND the enemy has to fail a ST.
Even with all these penalties, this will still succeed about ~25% of the time (assuming 70% chance to hit normally and 50% chance to fail ST), and basically guarantees the enemy dies before they get to act again (they skip their next turn, attacks are made at advantage against them, and they auto-fail Dex STs). In a party-based game, OHKOs are not great design (*cough cough Shoving into pits*)

Perhaps by "Stun", you meant "lose their standard action." This is better, but incredibly powerful. Maaaaaaaybe balanced by having the attack made at disadvantage AND the enemy has to fail a ST. Is a 20-25% chance of making the enemy lose their action more, less, or equally powerful as a ~65-70% chance of dealing 1d8+3 points of damage? I'd argue more powerful, especially at higher levels where enemies have much more HP.
tl;dr: Stun is too powerful to give out, so will almost certainly be OP. Even the chance to make the enemy lose their action is often going to be more powerful than a normal weapon attack. I don't believe that Larian can (or really if it's even possible) to balance Stun as a weapon ability available to all characters (at level 1).

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Agree with everything.

Only other request is to make Volo chubby again.

Oh, and more variations in attack animations, decapitations, dismemberment and ending sequences. Apply dirt to scenarios as well. Remove NPCs that are not traveling with you from minicamps.

Last edited by IrenicusBG3; 09/11/21 03:25 AM.
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Dipping never used it in 268 hours - it should go.
Movement yeah that and camera still need work.
Balancing around camping/food/ how easy to long rest.
Hide gives advantage to any class ? Never noticed but yes rogue class seems less specialised - game breaking ..no I still like using Astarian in my parties or playing a rogue - mind you last I played d&d was 3rd edition.
Surfaces - yeah still seems to be a lot of damage poison especially nasty but I do like using some of the area effect items keeps things fresh and balanced cause all the enemies have them.
Day night cycle yeah but a non issue for me personally.
4 players - perfect - turn based - perfect - again for me personally - I get those who want the choice I just don’t think there is the time to implement it …

A lot of effort there Maximus - and some very valid suggestions

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This is a really good write up, Max! Thanks for keeping up the effort while some of us are more worn out ^.^

I second most off your points as well, and you know the ones I disagree on already, more or less ^.^

For the record though:

Quote
13.7 We should not be able to cast 2 level 1+ spells during the same turn.

You're implying with this that you don't want people to be able to counterspell the enemy that is attempting to counterspell your fireball - something that you explicitly can do in core rules. Just like you can "Meteor Sarm -> Counterspell -> (action surge) Twin-Disintegrate", legally, in one turn... but you cannot "Shield of Faith -> Counterspell" at all. The bonus action spell rule is ridiculous and stupid in the RAW. Quicken spell, with Sorc, is the only actual reason it exists - and that should be controlled by rewriting Quicken itself. In Larian's game, the smoothest way to make the spellcasting fair and flexible is too leave us with the ability to cast with all parts of our turn economy, without an arbitrary limitation, and to simply rewrite Quicken itself to read:

Quote
"Quickened Spell:
When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting. If you cast a spell as a bonus action using this Metamagic, you can't use an action to cast another spell during the same turn, unless it is a cantrip."


This prevents the quicken spell break, but still allows player to flexibly cast with their Actions and BAs elsewise (as others have noted, there's no real 'break' with the actual Ba spells that exist) - and also allows them to counterspell mid-turn if they need to, regardless of the situation. So, this is the solution I'd like to push for on that score.

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Thank you for the thread Maximuus. I agree with almost all of the points, you mentioned.


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Originally Posted by RagnarokCzD
I must say i was surprised (at first) ​how much i just noded and had nothing to say ...
Yet there are few notes i feel urge to mention:

1,6 Remove dipping ...
I mean, i would not cry for loosing this option ... but i kinda like it, and i dont think it "reduce appeal of 1d4 Elemental weapons" ... for example Screaming Rapier with its +1d4 psychic and another +1d4 for dipping in fire seems wery appealing to me. laugh
(not sure if that is even possible tho, didnt try yet laugh )

Honestly i would not remove dipping ...
I would rather make it require (and consume) single Grease Bottle ... that would seem much more logical, immersive and mechanicaly correct. :3

As I said, I'm not especially for a removal of dipping but i can't find an interresting solution.
A consumable requirement like a grease bottle would just allow us to "fire" our weapons just as we can "poison" them (the torch and candle thing make any other requirement obsolete)

Is that really bad ? Not so much (except visually). But is that really cool ? I don't think so.
Bottle of grease + fire surface could probably be better but still not awesome in my opinion.


Quote
1,11 Swap weapons should not be possible anymore after you made an action, a bonus action or a free action during your turn.
I dont quite see the reason here ... maybe you didnt noticed, but your AC remains unchanged if your character switch from 1H+Shield to Ranged weapon ...
Wich kinda make sence to me, since the shield is still there and its still incerasing total amount of armor you have ... its only now protecting your back, instead your front. laugh

The only effect swaping weapon have, is that when you hold a Ranged weapon, your oponents dont provoke AOO at all ... im honestly not quite sure how this works in DnD (and im too lazy to reseach :P ) ... but since Swaping weapons is free action, i would expect on the contrary my characters to do that automaticly, if there is AOO option. :-/

I didn't notice, but this is really something that should change in my opinion... Especially if they allow more weapons slots as you suggested and if you can fully custom your slots.
Everyone would carry a shield to increase it's AC by 2... Which does not seem a good and balanced rule at all to me.


Quote
1.12 Weapons slots should be fully customisable ( >< 1 melee slot and 1 range slot)
Not sure if i understand this corectly ... you say that we should be able to have 2Meele or 2Ranged weapons equipped if we wish to?
If so ... then +1 ...

Only i would like to add that i would also like (a lot actualy) to see 3rd weapon slot ...
It might seem like too much, but i cant help it, it just feels right to me. :-/
When my Fighter goes to battle, i wish to see him as prepared as possible ... wich means shield + small weapon, ranged weapon, and heavy weapon. :3

That just feels much better than drag everything in bag and switch your equipment during the battle (wich should imho not be possible at all, maybe except re-equiping disarmed weapons). laugh

That's exactly what I meant.
But you're right, a third weapon slot would be even better.


Quote
3.2 Surfaces should always trigger a saving throw at every turn to avoid damages (not to insta break concentration and insta deal damages).
Feel free to corect me, this is serious question ...
But shouldnt succesfull saving throw only halven the damage you get (unless you have Evasion) ?

I mean it works that way for every AoE spell i know, so ... it would make sence to use same rules for Larian AoE, no?

Yes, maybe.
We don't have enough details about the concentration mechanic in BG3 to find a good balance imo.

On the other hand, if they allowed us to target the ground with spells...
Firebolt on a target = 1 to 8 damages
Firebolt on the ground = 1 to 4 damages (1-2 with a sucessfull ST) + a possible condition that add another 1D4 damage/turn.

Is that balance ? I don't know. We don't have more details about "surfaces conditions" (burning).


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3.4 Surface items (arrows, potions), features (spider spitting poison) and spells should never create a surface if the character dodge the attack.
Here i would dare to say that they should never create surface at all ...

Or aply the same rule that is suggested for spells in 3,6 ... either target character and get +Elemental damage ... or target ground and create surface ... but never both.

To be honnest I could live without any surfaces and I'm also absolutely fine with your suggestion.
But I could live with consumables/ a few special attacks creating surfaces too, especially If they agree to change spells (3.6).
We should not forget that they LOVE surfaces so it seemed a bit much to ask them to remove them all when I wrote this.

Quote
8.1 Rationalize the main UI element.
There is not much to say ... i like my action bar and i hope i will be allowed to keep it, but make it bigger (a lot bigger! ... at least twice, but prefferably thrice as much)

This part of the thread was not about the hotbar. If you look at the picture, you'll see that the UI elements are really all over the screen, they have different size and don't follow any coherent pattern (or scheme, don't know the best word to use).

If this is not clear feel free to say it, I'll try to add a few screenshot and compare with other games.

Quote
8.2 Remove useless icons to rationalize the hotbar
Same as abowe ... i would say dont remove anything, just add another option for people who dislike this one ...
Icons are allready implemented "not remove them" costs you nothing. :-/

Remove them cost me because i won't be able to do a sneak ranged attack if I remove this icon.
What GM4 is talking about in his thread is, in exemple to create a single button "sneak attack" rather than "melee sneak attack" + "range sneak attack" buttons.
Your active weapon slots would determine if it's a range or a melee sneak attack. There are a lot of interresting exemples in his thread.

It make sense and it would really help with the hotbar, whatever we like it or not.

Quote
8.3 Create category buttons to rationalize the hotbar
Yup ...
But again, dont delete what we allready have just bcs there would be other option. :-/

That's the idea.

Quote
12.3 Sneak attack should be automatic
Pure disagree ... i want to decide when i want use my resources myself! :-/

You cannot because, in exemple you can never use your sneak attack for an AOO or with your second weapon (bonus action).
MrFuji suggested a toggle rather than a button, which would probably be better. It would be especially usefull if they finally choose to add the ready action.

I'll edit this because you're right, automatic would not be good.

Quote
12.8 Allow us to custom a main and a secondary color for all our characters.
Not sure what are you talking about ...
Gear collors? O_o

Yeah it's the idea, like in the old games or in a few other games.

Quote
13.4 Reasons to side with Minthara when you meet her looks very uninterresting.
I dare to disagree here ...
Minthara is promissing us power and goddess blessing ... we are also able to get some gold out of her ... that should be enough. :-/
I would really hate to see this storyline to turn into mindless chasing of some powerfull item reward. frown

I did not side with Minthara a lot and usually I enter the goblins camp with an idea in mind : kill them all^^
That said, I tried something else in my patch 6 playthrough and tried to hear both sides arguments.

I just tried again : when you're talking to her, she say "second me, obey me" and nothing more. She does not promise any power and godess blessing at all.
As the leader of the "evil" faction, Minthara should give you arguments to side with her to make the evil path appealing.

Save the poor tieffelin and fight the cruel goblins is appealing.
Becoming Minthara and the Absolute's minion like Gut or the hobgoblin is not.

A few changes in the dialog could easily solve this.

Last edited by Maximuuus; 09/11/21 12:59 PM.

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Nice work, would be nice to get a reaction from Larian on these subjects , especially if they are already sure something will not be implemented in the game , it would save everyone's time and prevent build up of expectation ( not saying anything = not denying = almost confirming , according to the desperate) that would only lead to bitter disappointment (CDPR) if discussions weren't brought to a closure before launch.

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Originally Posted by Maximuuus
Bottle of grease + fire surface could probably be better but still not awesome in my opinion.
Its the best i can do im affraid. laugh

Originally Posted by Maximuuus
Everyone would carry a shield to increase it's AC by 2... Which does not seem a good and balanced rule at all to me.
I see what you mean ...
Well, i thought it would be cool if Shield would give you AC only when hold ... not to have +2AC for free for everyone. laugh
I expressed myself poorly once again. -_-

Or at least there should be some proficiency condition ...
I mean right now, if you Equip your spellcaster (tested few seconds back with Sorcerer and Gale) ... you block out your specllcasting, since you are not Proficient ...
Druid as far as i know can wear shield without any punishment, since they are Proficient ...

But Rogue can wear shield he is not proficient with, with litteraly no punishment except loosing offhand attack. O_o

//Edit:
I just tested it properly (and read something from DnD rules to know how to even test it)
And wearing Shield while not proficient with it blocks out spellcasting, and it also gives you permanent disadvantage for all Str and Dex attacks (maybe even all skills, didnt checked that) ...

Now, there is new problem ...
If you will aply shield AC only when you hold it in your hand, Rogues will get option to raise their AP while not attacking ... while they should have disadvantage at all time.
If you will aply shield AC at all time, others will get free +2AC and full damage from 2H weapon ...

I start to see why they decided to do single Meele and single Ranged slot. laugh

Originally Posted by Maximuuus
But you're right, a third weapon slot would be even better.
I had little different idea in mind first time i sugested this ...
I wanted to have Meele weapon slot, ranged weapon slot and "feature" (or w/e, its working title) slot ...

Where "feature" slot would work for music instruments for bards, and things like lantern or torch (or other items that will be there for non-combat purposes ... even tho Torch is with its 1d4+1d4 one of best weapons for start laugh ) ...
With options for martial focused classes to use that one as slot for second Meele, or Ranged weapon ... to distinct them a little from spellcasters.

I must admit i dint realize that would also mean that they would get free +2AC at all time. frown :-/

Originally Posted by Maximuuus
To be honnest I could live without any surfaces and I'm also absolutely fine with your suggestion.
But I could live with consumables/ a few special attacks creating surfaces too, especially If they agree to change spells (3.6).
We should not forget that they LOVE surfaces so it seemed a bit much to ask them to remove them all when I wrote this.
Well, i see that exactly the same. laugh
That is why i would like to see option to do either rather than both ...

And (wich i would say its cruicial) tooltips should explicitly told us everything that item will do ...
Curently Arrow of Fire tells you only that it adds 1d4 Fire damage to your attack (the tooltip of Wikipedia is clearer, since it also states that it create fire surface, wich ingame you dont know until you use it) ...
So therefore you expect 1d4 damage ... but surprise surprise! There is also 1d4 fire damage per round for two rounds, that can also hit your party members, and each of those fire damages (3 rolls) can cause target to get burning wich if i remember corectly is also 1d4 Fire damage per round for 2 rounds ...

So tooltip tells us that this Arrow "adds 1d4 Fire damage"
But this Arrow actualy gives us 1d4 + 1d4 ... + 1d4 next round ... with 3 saving throws, wich also if failed gives 1d4 + 1d4 next round ... so 5d4 total potential damage. laugh
That is not insignificant change!

That is exactly why i would like to see both for spells and theese arrows (and potentialy even throwing items) tooltip that say:
"Firebolt:
Hurl a mote of fire that deals 1d10 Fire damage, if casted on enemy.
OR you can cast it on the ground to create 1m radius giving 1d4 Fire damage per round for 2 rounds to everyone standing in it on start of their turn."

"Arrow of Fire:
Adds a mote of fire to a ranged attack.
Targets hit by the arrow take an extra 1d4 Fire damage.
OR you can shoot it to the ground to create 1m radius giving 1d4/2 ( /2 for ballance purposes) Fire damage per round for 2 rounds to everyone standing in it on start of their turn."

And quite honestly, to have perfect experience for myself ... i would not stop there and continue with throwing items:
"Alchemist Fire:
Deals 1d4 per turn for 2 turns to any creature it hits.
OR by hitting the ground instead create 1m radius giving 1d4 Fire damage per round for 2 rounds to everyone standing in it on start of their turn."

Just for the record curent Alchemist fire tooltip litteraly say:
"Deals 1d4 Fire damage per turn to any creature it hits."
Not even word about existence of AoE effect, its radius, its damage, or its duration. :-/

Originally Posted by Maximuuus
This part of the thread was not about the hotbar. If you look at the picture, you'll see that the UI elements are really all over the screen, they have different size...
The UI does not give us a good overwiew in combats and is really disorganized to me.

If this does not look clear to you feel free to say, I'll try to add a few screenshot and compare with other games.
Well, i play wow a lot ... so im used to have some informations here and some there ...
It suits me much better than having everything squeezed at one place. :-/

I gues this is pure matter of taste.

Originally Posted by Maximuuus
Originally Posted by RagnarokCzD
8.2 Remove useless icons to rationalize the hotbar
Same as abowe ... i would say dont remove anything, just add another option for people who dislike this one ...
Icons are allready implemented "not remove them" costs you nothing. :-/
Remove them cost me because i won't be able to do a sneak ranged attack if I remove this icon.
What GM4 is talking about in his thread is, in exemple to create a single button "sneak attack" rather than "melee sneak attack" + "range sneak attack" buttons.
Your active weapon slots would determine if it's a range or a melee sneak attack. There are a lot of interresting exemples in his thread.

It make sense and it would really help with the hotbar, whatever we like it or not.
I know that topic, you might notice my comentary right there. laugh

And i agree remove them would cost us ... that is why i said dont remove.
And i claimed that keep icons we allready have cost larian no additional resources, since they allready created them. smile

As i stated in that GM4HIMs topic ...
If you will only have "sneak attack" button and let game to determine if you wish to do meele or ranged Sneak Attack by wich weapon you curetly hold, how would you like to do Off-Hand Sneak Attack?
(I know you curently cant ... but you should have the option concidering the rules, so we should keep that option in mind ...)

The only solution i managed to find was to make "Add Sneak attack bonus" button simmilar to how Metamagic is implemented right now* ... you click on "Add Sneak attack bonus", all 3 affected buttons (Meele, Ranged and Off-hand) will start to shine and you know that with your next attack, wichever you pick you will give 1d6(or more in later levels) ...

This way you should be able to do any Sneak Attack and any Regular Attack at any time ... and that is what we want, isnt it?

*Note:
I would also like Larian to move that metamagic bar from its curent place to another row abowe our curent action bar ... for one, metamagic is taking us precious space on hotbar ... for two, it have to be allways on and there is even no way to reduce it to single column ... and for three, the same method could be then used to every other mechanic that alterns your curent attack or spellcasting ...
Sneak attack? > Toggle button in "metamagic" bar ...
Battlemaster maneuvers? > Toggle button in "metamagic" bar ...

And if we would have THIS ...
We would also be able to imlpement one general "metamagic button" (even tho it would not be "metamagic" since it would not require sorcery points, it would simply altern spells from pure DnD to more Larian style, so lets call it Larianmagic) for every spellcaster in game, that will say (and do in ideal case laugh ):
"Sacrifice single damage dice to create surface effect."
>> That way every Wizard ... Sorcerer ... w/e, would be able to Cast Chromatic orb either as brutal damage brust that gives 3d8 ... or as not so brutal damage burst that gives 2d8+1d8/2 for 2 turns as AoE effect.
But not just Chromatic orb, but every spell they have ... just as you suggested in 3,6 ... only with much more explicit control over what will happen. smile

(Since i dunno how often this happened to you, but i allready few times killed my teammate, since enemies are still animated in combat and they simply moved those few millimeters in exactly same moment as i clicked my mouse button ... so if difference between attacking enemy and attacking ground under enemy would be that, im little affraid that people would be still able to create surface effects accidentaly ...
Wich is with this sugestion impossible. wink )

Originally Posted by Maximuuus
Originally Posted by RagnarokCzD
8.3 Create category buttons to rationalize the hotbar
Yup ...
But again, dont delete what we allready have just bcs there would be other option. :-/
That's the idea.
I certainly hope so ... the problem is that was the idea when upcasting pop-up window was discuised and suggested ... and you see what do we have now. :-/
So understand my urge to keep mentioning this please. laugh

Originally Posted by Maximuuus
I just tried again : when you're talking to her, she say "second me, obey me" and nothing more. She does not promise any power and godess blessing at all.
I really dont know what to say. laugh
[Linked Image from i.imgur.com]
[Linked Image from i.imgur.com]

Last edited by RagnarokCzD; 09/11/21 02:05 PM.

I still dont understand why cant we change Race for our hirelings. frown
Lets us play Githyanki as racist as they trully are! frown
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I don't have these lines of dialogs AT ALL.

Maybe because you're playing a drow ? Or maybe because you already accept to side with her ?
EDIT : yes, this is only something she told if you told her where the grove is.

Last edited by Maximuuus; 09/11/21 03:01 PM.

French Speaking Youtube Channel with a lot of BG3 videos : https://www.youtube.com/c/maximuuus
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