Larian Banner: Baldur's Gate Patch 9
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Put entire party in stealth slightly away from the enemies.
Summon imp.
Cast invisibility on yourself (imp).
Fly into enemy camp.
Use bite or claws.
Enemies go into surprised 1st round.
Use this round to recast invisibility.
Pass following turn.
Enemies forget you exist and go back to their business. (some do cast heals on themselves)
Repeat bite attack.
Enemies still go into surprised round. (not 100% everytime, but most of the time if you wait for a few sec before attacking again they will)
Cast invisibility again in surprise round.
Repeat untill all enemies are dead.
If you ever fail and imp dies then you can just resummon him after he dies for free anyway.

You still get xp if you are just chilling in stealth with party close enough.
The initiative roll doesnt matter since you recast invis during surprised round.
Maybe put internal cd on how often enemies can be surprised or something?
Also maybe limit amount of imps that you can summon. (1 imp per short rest/long rest or something, although having it take up a spellslot might be excessive)
You could also give imp limited invisibility spells slots or something.

Last edited by Niathlak; 22/11/21 01:49 AM.
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Well, i would call that cheesing the AI. If the AI loses its target it goes back to the state it was before the attack, looping from there. While that may seem broken or illogical i think its not. It would be nice if the AI would go into an "alerted" state for a while after the first attack to not get surprised anymore and be able to
attack the next time. Depending on the enemy. Stupid mobs should just stand around dumbfouded. I like that.
That selfheal after such an attack is something that annoys me to no end...while for enemies capable of healing it is totally ok, mobs that are not should be able to be cheesed. Hit n Run tactics may be not the fairest of things but are totally OK.
If a developer wants a certain encounter to be not cheesable a certain way they should get their heads spinning to create a battlefield tactic for the AI that makes this impossible. Just having the Mob re-heal to full is just fking lazy.

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Originally Posted by UnknownEvil
It would be nice if the AI would go into an "alerted" state for a while after the first attack to not get surprised anymore and be able to
attack the next time. Depending on the enemy. Stupid mobs should just stand around dumbfouded.

Def think this would be a good solution!

Currently I can cheese every encounter i want with the imp except those that start via dialogue tho, so I think the Imp does might need a slight fix too.
1-2 Limited invisibility spellslots per imp, 1 imp summon per short rest should fix it. Although I know in regular dnd that pact of the chain isnt super popular already so maybe nerfing it even further is a bit excessive.

Would also be cool if the AI tried to get the invisible target out of invis with aoe stuff etc, maybe later down the line we get more powerful enemies with see invisibility and they wont be cheeseable.

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You can more or less break the whole game with a familiar atm laugh.

Invisibilty is something that needs to be thought through. either it is OP or useless most of the time. Picking um an item also breaks invisibility atm. Pickpocketing not if you succeed i think.

That alerted state should not even be hard to program since whenever you try to pick a red item up and get seen, the NPC turns with you and keeps you in his sight so you don't do it again.

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Also hiding seems to break the game. My thief can fire a shot back off a small amount go back into hiding and nobody knows where he is so they don't move. It allowed me to solo most of the goblin village without taking a single attack.

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I wrote a thread on separating attacks from movement, with the idea that after you attack you wouldn't be able to become invisible or stealth until the next movement round allowing everyone to respond before you disappear.


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