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.


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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.


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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.


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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.

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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.

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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.

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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.

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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.

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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.

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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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