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Originally Posted by JandK
Originally Posted by Avadon
Originally Posted by Zyllos
I so feel the same way. Leaving reactions the way it is just makes everything completely different than 5ed.

Ignoring 5e entirely... The current reaction system is just flat out bad. Consuming very limited resources on a random automatic target isn't anyone's idea of good game design.

I don't know about that. I can understand why there are people who don't want to deal with pop-ups asking if they want to use this or that reaction.

At least give people the OPTION! I would love those popups if it means controlling my own resources!

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Originally Posted by Avadon
Ignoring 5e entirely... The current reaction system is just flat out bad. Consuming very limited resources on a random automatic target isn't anyone's idea of good game design.
I second this - I thought reactions were bad BEFORE I learned how they work in 5e, or at least it’s interpretation in Solasta. In BG3 they are just not a thing from players perspective. It is so rare for me to open reaction submenu and change anything. Reactions are too unreliable to be utilized as a usefool tool as we have no way of targeting them.

Think of XCOM and how much tinkering one has to do to make use of overwatch - and it’s the only “reaction” those game has. Add multiple and situational reactions and you are left with players just ignoring the system entirely - BG3 doesn’t treat it as a resource equal to full and bonus actions, and it totally should do so.

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Originally Posted by Avadon
Does anyone currently enjoy how Hellish Rebuke works?

I do. That's one of the spell I actually like a lot.

Honestly, and I'm not trying to be difficult here, but I don't think I'd like it nearly as much if I had to micromanage when it was used. I prefer it the way it is, personally. Same with the riposte ability.

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Re-reading the Combat Inspiration tooltip (and since my game hasn't fully patched yet so I can't test it out myself), it sounds like this is how Combat Inspiration actually works despite my initial impressions.

1) The Bard grants Combat Inspiration to a party member.
2) The party member gets a free action to decide which parameter to use the die on. The die is still expended on the next roll if conditions are met.

So the party member would still get to hold onto the die, as long as they don't yet decide how the die should be used during their turn. Using it to boost your attack rolls or damage rolls would work out if you choose how the die should be used right before you attack, but it becomes finicky against incoming things like saving throws or the AC boost since you have far less control over that for obvious reasons.

Last edited by Saito Hikari; 07/07/22 08:49 PM.
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I can't even pretend that there was something I genuinely liked about this PFH.

"Swarm AI" (aka concurrent turns for minions etc) may be the ONE meaningful improvement, but even that would need to be tested as there are potential downsides (did Larian lump up as "concurrent movements only NPC that were adjacent in the initiative queue or literally anything on screen, making initiative rolls implicitly stacked against the player?) and right now I can hardly find any drive to play the game once again, given the abysmal amount of additions and improvements.

We got a "new" race that is a hilarious mismatch with the new class (so a playthrough pairing the two for the sake of novelty is not exactly advisable) and a new class that will be capped in level 30 minutes into EA as usual and, as the previous point implied, no level cap increased.

Last but not least, the reaction system keeps moving toward "We'll automatize as many things as possible for you", EXACTLY as I suggested as a possible outcome in my "worst case scenario" yesterday.


Party control in Baldur's Gate 3 is a complete mess that begs to be addressed. SAY NO TO THE TOILET CHAIN
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Originally Posted by Tuco
I can't even pretend that there was something I genuinely liked about this PFH.

"Swarm AI" (aka concurrent turns for minions etc) may be the ONE meaningful improvement, but even that would need to be tested as there are potential downsides (did Larian lump up as "concurrent movements only NPC that were adjacent in the initiative queue or literally anything on screen, making initiative rolls implicitly stacked against the player?) and right now I can hardly find any drive to play the game once again, given the abysmal amount of additions and improvements.

We got a "new" race that is a hilarious mismatch with the new class (so a playthrough pairing the two for the sake of novelty is not exactly advisable) and a new class that will be capped in level 30 minutes into EA as usual and, as the previous point implied, no level cap increased.

Last but not least, the reaction system keeps moving toward "We'll automatize as many things as possible for you", EXACTLY as I suggested as a possible outcome in my "worst case scenario" yesterday.

And...they kept the toilet chain.

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Originally Posted by Archaven
so no reactions again... are they really making a dnd5e game?

Nope!

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I didnt like how Huge that chest they dug up was , it just looked foolish
the patch seems really small since its been 7 months? since the last big patch
more hair - but beards are the same? and cant get highlights
main hair does not have sliders so you have to have bright colour or no colour
Gnomes just look too close to Halflings, cant even see a Hight difference from char customisation, dunno if there is one?
new class is pretty cool for adding advantage to stuff and being a support class.
the swarm thing doesn't really feel much different it is slightly faster, dunno if its just because iv only done "tutorial" fights
overall i feel pretty disappointed about this whole patch

Last edited by Xzoviac; 07/07/22 10:14 PM.
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Originally Posted by Tuco
I can't even pretend that there was something I genuinely liked about this PFH.

"Swarm AI" (aka concurrent turns for minions etc) may be the ONE meaningful improvement, but even that would need to be tested as there are potential downsides (did Larian lump up as "concurrent movements only NPC that were adjacent in the initiative queue or literally anything on screen, making initiative rolls implicitly stacked against the player?) and right now I can hardly find any drive to play the game once again, given the abysmal amount of additions and improvements.
This was my reaction exactly, for both the panel as a whole and the swarm A.I. thing. On the one hand, as someone who finds TB combat extremely tedious, this should help me with that. But I fear that in big fights one of my party can/will get overwhelmed by a swarm of enemies rushing that one character. A low-HP character being swarmed by several wolves, for example, could get killed in one round.

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Originally Posted by kanisatha
Originally Posted by Tuco
I can't even pretend that there was something I genuinely liked about this PFH.

"Swarm AI" (aka concurrent turns for minions etc) may be the ONE meaningful improvement, but even that would need to be tested as there are potential downsides (did Larian lump up as "concurrent movements only NPC that were adjacent in the initiative queue or literally anything on screen, making initiative rolls implicitly stacked against the player?) and right now I can hardly find any drive to play the game once again, given the abysmal amount of additions and improvements.
This was my reaction exactly, for both the panel as a whole and the swarm A.I. thing. On the one hand, as someone who finds TB combat extremely tedious, this should help me with that. But I fear that in big fights one of my party can/will get overwhelmed by a swarm of enemies rushing that one character. A low-HP character being swarmed by several wolves, for example, could get killed in one round.
They work off Initiative. so its not really "swarm" so its maybe 2-3 mobs moving and interacting at the same time instead of waiting for each one for 3 seconds

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Stuff that got my attention:

-Bard class and gnomes. 96 insults from the Bard <-----------My second favorite addition to this patch. I LOVE insults wink
-Hair color options...ok that was a cool bit of cosmetic porn. EA & Activision would charge you $$$ and your soul for this.
-Elves acting/looking more like elves?? Could not see the difference...then again, I am an half-elf in real life.
-DOS shovels & buried treasures. lol. Nice troll Larian:) not sure players will be digging this.
-TONS of graphical changes/additions. My eyes bled out when reading the patch notes.
-Hey! My FAVORITE addition. They did sorta what I asked : make combat faster by moving minor mobs together, the swarm mechanic! THATS a great change. The BEST change imho.
-More reactive companions during dialogues! <-----------My third favorite addition. Next patch, please add dirty banters to this!
-The UI looks feels a bit nicer. I guess?
-A boatload of more bug fixes...way more than new gameplay/system features sadly. Lots of annoying stuff remains unchanged for now.

On a personal side-note...this game STILL looks too colorful for a Baldurs Gate game. And apparently it's gonna have the same childish humor as Divinity Original Sin 1&2. <sad> but understandable. Im 42 and except more <fantastic realistic gritty dread with a touch of humor> than Pocahontas and talking bears having tea in a pool of blood.

Last edited by mr_planescapist; 08/07/22 12:21 AM.
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Alice in DoS2 Act 2 was the dumbest fight in the entire game.

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In case anyone needed a confirmation.

[Linked Image from cdn.discordapp.com]

They would not waste their time implementing Bard and coding separate toggles for every single effect if a reaction overhaul was coming.

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Can someone explain the schnoz on Swen's armor?

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Reactionbros... we lost...

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I'm glad they reworked Detect Thoughts, it was only with the InfiniteDT mod that I ever felt satisfied using it, and that stopped working a while ago.

I'll reserve my thoughts on the reactions when I finally get a run through

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Neat, my Bard just ate two opportunity attacks to the face at the very beginning of his turn against two of the three intellect devourers at the beach even though he did not move at all. The two devourers did dash at him during their turns and they both acted before he did. I know they were opportunity attacks because dash was an action + the chat log literally says they were opportunity attacks.

More things to iron out...

The scene where you meet Astarion did get slight changes though. Not sure if it was added in this patch, but now your other party members aren't awkwardly staring at Astarion manhandling you anymore. Astarion will actually acknowledge their presence and tell them to back off (and Gale threatens to incinerate Astarion if he does attack the player character).

Last edited by Saito Hikari; 08/07/22 01:57 AM.
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I've got a beef about that scene now.

Playing DOS 2. Meet Sebille. She somehow puts a needle to my throat.

Seriously? I wish I hadn't played DOS 2 now. You did the same exact thing with Sebille and Astarion? MC meets Rogue Elf. Rogue Elf viciously, for no real reason, puts blade to throat. Other companions do nothing. Not even a flinch to help. Same as BG3 prior to this patch.

At least Astarion apologizes.

I'm with the change the whole Astarion meet and greet scene now after that. It's too similar, and it just makes people want to kill him. It also doesn't make a lot of sense. He saw us on the ship. He assumes we're with the mind flayers. So, he tries to singlehandedly accost us to get answers? Maybe if we were alone, that makes sense, but with SH and possibly others? No. If he was outnumbered, it makes no sense. He should be more friendly and try to sweet talk answers out of us... Or something. I don't know. Just something different.

I am noticing a lot of similarities in story. Not cool.

MC captured and on ship. Something goes wrong. MC must escape boat, but fails to do so. Miraculous something saves MC from death. MC starts on beach and works their way about. Meets companions one by one. One elf rogue puts blade to throat and threatens. Wizard seems friendly but arrogant and condescending, like Fane.

Sigh.

Having SH react to Astarion is at least something. I am happy with that. It's just... Why almost make it identical. It's really too similar.

Expertise is awesome, though. Thank you for that Larian. Finally!

Last edited by GM4Him; 08/07/22 03:04 AM.
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Good lord is this patch buggy.

Goblin fight at the entrance of the grove. All of the NPCs stand outside of the gates after the fight is resolved. At least reloading the game fixes it and they advance into the grove proper.

Talked to Wyll. Picking the Bard dialogue option softlocked the game. Now I have to watch the introductory cutscene with Wyll trying to teach the tiefling kid how to wield his sword again. EDIT: Tried that dialogue option again a second time, and softlocked again. Avoid it until it's fixed.

I wonder why we can't skip cutscenes/dialogue yet? Is something like that even in the works?

Last edited by Saito Hikari; 08/07/22 04:04 AM.
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Is anyone else having trouble with summons, like mage hand and familiar? I have the red death box stuck on the screen beside my character portrait.

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