Originally Posted by JandK
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.
I dont like it honestly ...
One of aspect of equipment was allways choosing and create combinations ... to add another and another buff seems little off. :-/

Originally Posted by JandK
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 have no problem with LOTS AND LOTS of magical items ...
I just cant help the feelin that we should keep something for later. laugh

I mean, we are not even at 1/3 of game ... and we allready have so many magical equipment, so we have at least two or three things per slot to choose from. laugh

Originally Posted by JandK
I've never used them. I read what the effects were and immediately dismissed them as not useful.
I see ...
Well, i never used Ritual Axe truth be told ... but if that Mace would be working, i would certainly use it a lot ... especialy in situations where lot of enemies stands together. smile

Originally Posted by JandK
I don't think I agree with you here. That damage could hit any nearby target, including your companions.
If you are foolish enough to keep them close to someone equipped with that item, then yes. laugh
But that is not misstake of item. wink

Originally Posted by JandK
And taking constant extra damage in battle yourself... just seems like a really bad idea. That stuff adds up and drains resources.
As far as i know its 1d6/2 (since the mace also gives you resistance) ...
So you get up to 3 damage (not so horrible), to deal up to 6 damage to every enemy around ... sure its not exactly earthshaking bonus if you are fighting 1:1 ... but 1:5 in Kuotoa encounter ... well, that is entirely different story. laugh

Also you can (and in my honest opinion should) combine that with other items like:
https://baldursgate3.wiki.fextralife.com/Absolute's+Talisman > this seems like must have if you are trying some selfdamaging builds ... it can litteraly save your life
https://baldursgate3.wiki.fextralife.com/The+Whispering+Promise > auto bless for single round once you get healing from any source (yes, including that neckage mentioned earlier) ...
https://baldursgate3.wiki.fextralife.com/Slippery+Chain+Shirt > or https://baldursgate3.wiki.fextralife.com/Dark+Justiciar+Mail > depends on your playstyle, personaly i would pick Justiciar Mail (especialy in Underdark) to kill them faster. laugh
https://baldursgate3.wiki.fextralife.com/Absolute's+Warboard > if you are branded and if that necrotic damage will surpass your concentration check (wich i doubt) ... therefore https://baldursgate3.wiki.fextralife.com/Glowing+Shield > seems like right choice, it push the talisman even futher to be only second option ...
https://baldursgate3.wiki.fextralife.com/Grymskull+Helm > primaly to protect against crittical hits ... but that reduction of hit change for enemies is also great smile
https://baldursgate3.wiki.fextralife.com/Hellrider's+Pride > boosts your survivability with every single passive heal ...
And finaly https://baldursgate3.wiki.fextralife.com/Boots+of+Aid+and+Comfort > boosts every single passive heal so much that bonus from this item will fully consume that potential damage you do to youreself. laugh

Of course you will not have all that right in the begining ...
But with every other item you get that mace become stronger and stronger, since you are canceling its negative effect laugh

Originally Posted by JandK
Yes, you're right, the wielder not the target, my mistake.

But the point remains, in my opinion.
Depends ...
The point is the same as with Loviathar mace ... so far i only tryed Warlock build for Tav HP < 50% ... and it was powerfull as hells and i didnt even feel the fact that i was easy target. laugh

I tryed to combine it with Scorching Ray build ... incredibly strong, but didnt last long since you still only have 3 casts per fight ...
I tryed to combine it with Eldrich Blast ... weaker, but safer ...
And i tryed to combine it with Ray of Sickness from Hags staff ... there i see the true potential, combined with Scorching ray build i was able to give brutal burst, and then sustain quite solid damage, while the staff curse effect (4 damage with every cast ... 2 with Poison resistance ring) helped me keeping myself around 50%, once i overhealed accientaly. laugh

I believe this all should be replicable with Sorcerer ... spiced with metamagic this could be huge gamebreaker. laugh

Originally Posted by JandK
I just see an item like this and really want the ability to upgrade it.
We would probably not agree on this ...
I dislike upgrading items that stays with you, it seems much more fun to me to have artefacts that completely altern you playstile. smile

Originally Posted by JandK
Oh, c'mon. Wyll couldn't land a hit against anyone with a blade, what with his 13 Dex and 8 Str.
It would require additional tuning, true.

Originally Posted by JandK
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.
That is the thing ...
I dont necesary concider him to be "a big awesome villain" ... hardly even a boss at end of single questline. :-/
Same as Ragzlin, Minthara, Gut, Kagha, Halsin, that Necromancer Duergar, Spider Matriarch or Githyanki patrol.

And it have uses for more than 11th level warlock ... only 11th level warlock with double its value, nothing more. laugh

Originally Posted by JandK
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?
Well ... in my opinion, we should be able to get some +1 gear during Act 1 ...
Its obviously impossible to say wich one should be sooner and wich later, since there will be nothing stoping you (as far as we know) to go Shadowcursed lands before Grimforge or vice versa ...

But notice i said "some" ...
If our whole party will have +1gear in every possible slot, it starts to feel cheap. :-/

Exactly as those vendors in Druid Grove ... we get our hands on some of best equipment in EA right there ... potentialy in first two hours of gameplay. laugh


Originally Posted by JandK
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 coulds be said for litteraly every item that dont suits the build you *curently* play. :-/
But once again, that is not misstake of that item ...
You simply have to choose ... or you can pray that Larian will implement transmogrify options. laugh

Last edited by RagnarokCzD; 08/11/21 10:27 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