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Originally Posted by Elebhra
Warlocks are fine. If used only as ranged striker (Hex + Eldricht Blast) their performance will be similar to most other options for those roles. They will perform better than ranged rogues most of the time and bit worse than fighters. It's boring, but it's rather a choice of a player than a fault of the class. You can do other stuff with your spell slots, Cloud of Daggers with Repelling Blast can be more fun etc.

Repelling blast is not made less powerful by BA Shove. Firstly most characters already have better uses for BA than shoving, especially since Larian added BA Use Object and BA Hide for everyone and Jump requires BA. While sometimes shove can kill a creature, it doesn't happen as often as people imply. Poisoning a weapon, getting advantage through hide, jumping to actually reach a target, offhand weapon attack, Pommel Strike, Flourish are all there, even if you don't have BA usage granted by your class. Secondly having more ways to move a target makes it generally more powerful. Single Shove from La'zel might not do much, but if she shares a turn with Wyll, they can move a target further, increasing likelihood of forced movement leading to something beneficial for the party.

Pact of the Chain is buffed compared to 5e, Imp adds decent chunk of damage and utility. I suspect that both Pact of the Blade and of the Tome will see some changes compared to 5e to balance the pacts accordingly. If introduced RAW they would be almost pointless considering the changes Larian made (abundance of magical weapons, no ritual casting) and the nature of video game format as well (combat focus, lack of more complex interactions). Fiend is a strong subclass, with really good blasting spells and great defensive features. Great Old One is probably still being worked on, but 1st level spell selection (which is great) might be reason enough to try it out.

As for short rest dependency, are people actually long resting for each fight? It's hard for me to believe that average player who tends hoards every potion and scroll however abundant they are, would suddenly feel differently about resting supplies. Resting before every fight is possible (as it is in most crpgs from BG1 to WOTR), but I never felt it's necessary or fun or encouraged to do so. 2 short rests per 1 long is actually decent for pact magic compared to usual spellcasting.

I agree with most of this, except for the part about warlocks not sucking.

Also, in my experience, rogues outperform warlocks at range. The rogue gets weapon damage plus attribute plus poison plus sneak attack. It could be argued that sneak attack doesn't always apply, but it does more often than not.

In addition to this, the rogue potentially gets to use two ranged weapons in the same attack, one in each hand.

Now, an above post mentioned that the warlock's eldritch blast gets additional attacks in the same round as the warlock levels up. I accept that this probably makes a difference. I just haven't seen it yet because I only know the first four levels of the class.

*

As a roleplaying note, I find it odd that these warlocks are making pacts and selling their souls for... an eldritch blast. I get that some folks would be tempted if offered great strength or intellect or wealth or skill. But here comes the devil with your offer: "Yeah, um, I'll let you shoot a beam of energy outta your palm, and for that I get your soul. Deal?"

Not to mention how obvious it must be to everyone that Timmy sold his soul. There goes Timmy, shooting energy beams outta his palm. He's trying to tell folks he's a sorcerer, but yeah, that looks an awful lot like the eldritch blast so many of the young folks are selling their souls for these days.

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JandK. You are missing MANY elements of the warlock. It's not just about a person selling their soul to a devil. That's just the very basic Warlock archtype.

Warlocks can have a variety of patrons such as the Archfey and the Great Old One. And, what most people don't realize, is that Warlocks are more about their Eldritch Invocations and Pact Boons than about spellcasting. Spellcasting is part of their overall class package, but they aren't meant to be wizards or sorcerers. They are meant to be a support class that has a wide variety of possibilities.

Take my daughter's character, Ava Riss - a Level 6 Tiefling Warlock whose patron is Titania of the Summer Court (the Archfey patron). Abilities include: Agonizing Blast (dealing +4 damage to Eldritch Blast because her Charisma is 18), Armor of Shadows (providing her with Mage Armor pretty much 24/7), Fey Presence (allowing her to use an Action to intimidate or charm creatures within a 10-foot radius), Misty Escape (allowing her to teleport away from enemies and turn invisible for a round), Repelling Blast (shoving enemies she hits with Eldritch Blast), and she can use Mage Hand, Minor Illusion, Faerie Fire, Find Familiar (an imp, for crying out loud with full imp stats) Hellish Rebuke, Mage Armor, Sleep, Witch Bolt, Calm Emotions, Phantasmal Force, Major Image, and Vampiric Touch. Yes, she only gets 2 spell slots, but she restores them every short rest. She's the leader of her party, and she kicks serious butt.

That said, if I were to make her in BG3, I'm not sure she'd be that awesome.

So, is that your point, JandK? That the implementation of warlock in BG3 is not good? Or are you saying you just don't like Warlocks?

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Warlocks are OK as long as they get short rests all the time. If not, I would say they work very well in SOME settings. I played a warlock in a setting where magic was uncommon and outlawed and managed to play a "spider in the web" kind of character to managed to confuse and play people against each other by constantly shifting my appearance with Mask of many faces, and deception. He was ok in battle if he spammed EB, but the spell slot restriction is just ... wow.

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I can only comment on the game implementation. I haven't played tabletop since 3.5/pathfinder years ago.

In general, now that you mention all the other patrons, it seems even weirder that the warlock class universally gets and relies so heavily on the eldritch blast.

Okay, so I'm shopping around for a patron. Mr. Devil, what do I get with you? Eldritch blast? Okay, that's something. Let's see. Miss Fey, what do I get with you? Oh, eldritch blast? Hmm. Okay. Well, let's see, hello there Thing From Beyond, what do I get with you? Wait. Seriously? Eldritch blast?

*

I think it's the whole class I have a problem with. Not only do I find it mechanically weak, at least in the first four levels, I also find it... lacking in flavor, especially given the potential it could have.

For instance, I think it would be nice if the different "pact types" basically amounted to a totally different type of character. One could be a hulking warrior with unnatural strength. Another a demented psionicist, while still another could become so beautiful as to charm all around.

Just a list of different things that the character could get for the pact. Like, one character might get all these extra skills while another character gets a big bonus to a particular stat, and maybe somebody else just gets an extra 40 hit points and a natural AC of 13 or something.

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If you compare how Hex + EB Warlock performs vs Longbow + Poison rogue it's indeed favorable for rogues up to level 4, 5-8 it's warlock, 9-10 rogue, 12 back to warlock (if you get to sneak every round and poison present) and yes it's mostly due to extra cast of EB. I haven't checked how Hand Crossbow work in BG3, but they don't push Hand Crossbow build ahead of extra EB casts at same levels. Be mindful that I didn't factor the Imp Damage for Warlock and it can be quite a significant boost.

Comparing just DPR gives half a picture, but I would expect a lot lower numbers for Warlock to consider class to suck.

*

Agree with RP side wholeheartedly.

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Overall Warlocks kinda suck if you are looking to do anything other then spam Edlritch Blast. If you do want to do that though, theyre fine..

With all the verticality in bg3 knocking people off ledges makes them better then in the typical pnp game id say unless the DM is actively keeping the verticality in mind. But most ive played with dont.

This all said, its kind of a D&D problem and not a Larian problem. I think their interpretation of the Warlock is actually done quite nicely.

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Hexblade...Reach Weapon...Polearm Master...Level 5 2nd attack...Armor of Agathys...Mirror Image = tanky melee goodness

4 attacks at level 5:

2 main + 1 "but-end of the Reach Weapon attack" + one reaction attack

10' reach...so hit and back up and wait for the advance to trigger the reaction.


BTW this worked for my barbarian with mods in BG3.

Wounded and retreating...the only one left standing...out pops an invisible Githyanki Captain for the ambush kill...my reaction triggered and she was dead (I had beat her down pretty good before hand).


The Hexblade mod in BG3 is great if it is patch ready. you can also use the Devil's Sight / Darkness combo to gain advantage and whomp enemies good. I used a Great sword with Great Weapon Fighting in the first play-through (limited to level 4).

Having Wyll to help cast extra Darkness spells made controlling the battlefield pretty easy. Advantage is powerful! If they implement Elvin Accuracy then you are a crit fisher.

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What do you mean, the sorcerer with no sorcery points kinda sucks? How is that possible?


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Have you tried not being a warlock?

totally kidding. It is my least favorite class so far for sure. I am not saying theyre bad but I certianly dont ejnjoy.

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Originally Posted by JandK
I can only comment on the game implementation. I haven't played tabletop since 3.5/pathfinder years ago.

In general, now that you mention all the other patrons, it seems even weirder that the warlock class universally gets and relies so heavily on the eldritch blast.

Okay, so I'm shopping around for a patron. Mr. Devil, what do I get with you? Eldritch blast? Okay, that's something. Let's see. Miss Fey, what do I get with you? Oh, eldritch blast? Hmm. Okay. Well, let's see, hello there Thing From Beyond, what do I get with you? Wait. Seriously? Eldritch blast?

*

I think it's the whole class I have a problem with. Not only do I find it mechanically weak, at least in the first four levels, I also find it... lacking in flavor, especially given the potential it could have.

For instance, I think it would be nice if the different "pact types" basically amounted to a totally different type of character. One could be a hulking warrior with unnatural strength. Another a demented psionicist, while still another could become so beautiful as to charm all around.

Just a list of different things that the character could get for the pact. Like, one character might get all these extra skills while another character gets a big bonus to a particular stat, and maybe somebody else just gets an extra 40 hit points and a natural AC of 13 or something.

In combat the different pacts usually do rely on EB because the designers wanted that to be the main feature of warlock combat. Don't know why, exactly, but it's probably easier than making sub-classes that are practically their own class.

For the effects of different pacts, that's already somewhat in the 5e books. The Archfey patron, for example, grants abilities around charming and resisting charms. I don't think they can charm everyone at once, because that would be broken, but it's in that vein. And the typical combat warlock is the hexblade who specializes in a weapon and gets some nice bonuses for it. A hulking brute warlock isn't in flavor since that's not the archetype. If you want a hulking brute you need one of the martial classes, not a caster/support.

You're not wrong that warlocks are mechanically weak. They were and are in 5e as a pure class and their power was mostly as a 1-2 level multiclass dip since their features are front loaded and EB scales with character level, not class level. EB's number of attacks scales which gives you 90% of a warlock's combat capability, synergizing greatly with other Charisma classes like Paladin, Bard, and Sorcerer. Plus, you get two invocations at lvl 2 which can let you cast Mage Armor at will which synergizes with an Abjuration Wizard who can use Mage Armor to pump their Arcane Ward (basically an HP shield) between fights

There are only a few good pure warlocks and those are unimplemented pacts/subclasses. Probably because those nice features are fairly unique, mechanically, and would require a lot of coding to make work.

I love the flavor around Warlocks and I understand why you think that selling your soul to become a mechanically weak class is a bit much. But you also have to remember that a lvl 1 character is still supposed to be a special person, likely one of the notables of the local village. A person who stands out above the rest. Most people are not like that. And you can guess that a few will be so envious that they'd sell their souls to be at that level. Or so foolish as to think that they'd be able to retain their souls, or otherwise not pay for their pact. One of the best parts of being a warlock is that the DM can throw in quest hooks via the pact by having the patron desire some work from you that might be counter to what the party wants, or just open up a new side quest to entertain people for a bit and let someone RP a while.

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Originally Posted by mrfuji3
Originally Posted by RagnarokCzD
Originally Posted by mrfuji3
2.) Repelling Blast would be AMAZING for Warlocks with BG3's verticality-focused maps...if everyone didn't get Shove as a BA. Since they do, it's redundant.
Feel free to corect me ... but when you shove, your enemy can make saving throw ... while with Repelling Blast its 100% (presuming you hit ofc).
It still seems quite fine to me. O_o
That's correct (mostly. The enemy should make an opposed Athletics or Acrobatics skill check, not a saving throw), but your word "presuming" is doing a lot of work in that parenthetical! You should have a similar chance to hit with EB as a martial character has with Shove, but everyone gets BA Shove for free while Warlocks still have to take an invocation to get Repelling Blast. BA Shove doesn't completely invalidate warlocks' Repelling Blast, but it does majorly intrude on an area that warlocks can possible excel at, making them a relatively less powerful class.

The benefit to Repelling Blast is that if you hit you'll do damage AND shove. In that way, it's most comparable to Fighter's Pushing Attack or Monk's Open Hand Technique (2 other things which BA Shove steps on the toes of).
Not to mention there's nothing cool about pushing enemies tactically when everyone is doing it as a BA basically every single round. Combat is basically a dumb shove fest, with ledges and lava everywhere.

A move like Shove should be a tactical choice, not a free extra maneuver whenever you feel like it.

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Originally Posted by 1varangian
Originally Posted by mrfuji3
Originally Posted by RagnarokCzD
Originally Posted by mrfuji3
2.) Repelling Blast would be AMAZING for Warlocks with BG3's verticality-focused maps...if everyone didn't get Shove as a BA. Since they do, it's redundant.
Feel free to corect me ... but when you shove, your enemy can make saving throw ... while with Repelling Blast its 100% (presuming you hit ofc).
It still seems quite fine to me. O_o
That's correct (mostly. The enemy should make an opposed Athletics or Acrobatics skill check, not a saving throw), but your word "presuming" is doing a lot of work in that parenthetical! You should have a similar chance to hit with EB as a martial character has with Shove, but everyone gets BA Shove for free while Warlocks still have to take an invocation to get Repelling Blast. BA Shove doesn't completely invalidate warlocks' Repelling Blast, but it does majorly intrude on an area that warlocks can possible excel at, making them a relatively less powerful class.

The benefit to Repelling Blast is that if you hit you'll do damage AND shove. In that way, it's most comparable to Fighter's Pushing Attack or Monk's Open Hand Technique (2 other things which BA Shove steps on the toes of).
Not to mention there's nothing cool about pushing enemies tactically when everyone is doing it as a BA basically every single round. Combat is basically a dumb shove fest, with ledges and lava everywhere.

A move like Shove should be a tactical choice, not a free extra maneuver whenever you feel like it.

*Agree* Shove should not be a free attack...but I never abused the mechanic and I avoid ledges (or fire and pull back a couple steps).

Grasp of Hadar (if they implement it) is the pull version of Repelling Blast (neither of these are an "extra attack")

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The Sucklock kinda wars.

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Originally Posted by Van'tal
Hexblade...Reach Weapon...Polearm Master...Level 5 2nd attack...Armor of Agathys...Mirror Image = tanky melee goodness

4 attacks at level 5:

2 main + 1 "but-end of the Reach Weapon attack" + one reaction attack

10' reach...so hit and back up and wait for the advance to trigger the reaction.


BTW this worked for my barbarian with mods in BG3.

Wounded and retreating...the only one left standing...out pops an invisible Githyanki Captain for the ambush kill...my reaction triggered and she was dead (I had beat her down pretty good before hand).


The Hexblade mod in BG3 is great if it is patch ready. you can also use the Devil's Sight / Darkness combo to gain advantage and whomp enemies good. I used a Great sword with Great Weapon Fighting in the first play-through (limited to level 4).

Having Wyll to help cast extra Darkness spells made controlling the battlefield pretty easy. Advantage is powerful! If they implement Elvin Accuracy then you are a crit fisher.

This

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I always found PHB Warlocks to be pretty underwhelming. Like Ranger and Monk, they didn't get the good options we expect from them until much later.

This will improve once we get Pact of the Blade, IMO, but without Hexblade that too will be less than people expect. Bladelocks are decent, but no PHB archetype complimented it too well.


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Bladelock will be strong once rolling for stats is in. Its primary weakness is multiple attribute dependence, which can be fixed by pressing the reroll button a bunch of times. It should definitely be avoided by point buy purists.

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Originally Posted by mercurial_ann
It is because of 2 per day short rest restriction - once they rework rest system(hopefully), it will become more balanced. + i think we miss out the strongest warlock sub class - hexblade

Wait hex blade class got turned into a subclass for warlock...lol

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Warlock is awesome! I've tried ranger, warlock, Druid, sorcerer, and now paladin and warlock is my favorite! Eldritch blast is such a consistent source of high damage, and repelling blast is crazy fun! My easiest play through was when I had a MC warlock and Wyll with Shadowheart and Gale. My warlocks were just tearing the enemies up. Wyll does have some poor stat distribution so I give him the moderately armored feat at level 4. I didn't think I'd love warlock so much but I think it's my favorite class now. I just hope that we get the archfey subclass because I love the fey! 😋

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Originally Posted by GM4Him
As for the short rest - Why would I NOT long rest after every fight if there are no negative consequences? That way my full casters get to actually USE their spell slots each fight. Having a Wizard/Sorcerer in the party (7 spell slots at lvl 4) VS a Warlock (2 spell slots at lvl 4) for each encounter .... yeah thats a no brainer for me.

And this is why Warlock sucks in BG3. If you can long rest after every fight with no penalty or no legit incentive to short rest instead, the primary thing that makes Warlock a valid class is stripped from it.

The only downside I know is that if you take too long to get Nere out of the cave he and the gnomes suffocate and die. If the gnome dies, you don't get the quest to save them. If Nere dies... maybe other stuff?

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Originally Posted by JandK
Originally Posted by Tuco
Eldrich Blast is probably as powerful as a cantrip can ever hope to be and some occasional extra utility in the form of extra spells can helps not to mention that as a charisma-based class the warlock is implicitly a good fit as the "face" of the party.
The strength of the cantrip: a d10? Then you can elect to use an invocation slot to add in your attribute bonus. Now it's up to the power level of a heavy crossbow. Great, I guess. Shrug.
At level 5 you get 2 blasts with 2 Charisma bonuses applied, and 2 Hex dice applied.

Then in the current patch Agonizing Blast applies to BOTH the Blast and Hex AND Lightning Charges if you have that item; bug or homebrew is unknown right now. Heavy crossbows don't get the extra attack at level 5 unless you take a feat, and have a Strength requirement, and need Dex to get a to-hit bonus. Warlocks just need Charisma.

Warlocks don't get great spell flexibility precisely because EB is hands-down the best cantrip in 5e. The class just feels a little lacking in BG3 because we don't have many sub-classes or class features yet.

Last edited by Elessaria666; 07/01/23 10:08 PM.
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