Larian Banner: Baldur's Gate Patch 9
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Glad to give my feedback.

Originally Posted by Salo
Do you mean selecting the current character through their round portrait on the bottom left? Just making sure I'm understanding this point correctly laugh

Yes, I'm talking about the round portrait attached to the hotbar. In previous patches with the old UI the portrait on the hotbar had the same functionality as the portraits on the initiative track and the party view on the left.
So i used to be able to select something like healing word and just target the portrait. This funktionality got missing with the new UI - you can still see the 100% to hit show up though.


I have some more Feedback:

After watching many streams I noticed people struggle with a few things:

27. In party inventory (default TAB) people get confused because the weapon and armor proficientcy in the tooltip is always displayed for the selected character, even if you hover over another characters equipment. For example if your sorcerer is selected and you hover over the figher, it shows no proficientcy with the armor and weapons, beacuse that's what the sorcerer is proficent with.
28. The default padded armor astarion wears has disadvantage on stealth checks. Many players don't realize this and wear it for the entire playthrough because it looks nice. I suggest to change it from "padded light armor" to "clothing" or "leather armor" for that reason. (padded has the disadvantage according to D&D rules)
29. People also have trouble to figure out how to get through walls or mine the mithril, because they don't use "examine". Therefore it would be nice if the Characters would say something like: "maybe a hammer or some explosives could break it down" when they encounter a wall or mithril... something to make it more obvious. Maybe add a "how to examine" or "walls and ores" to the tutorial.
30. Make the default pick for spells/abilities on level up well rounded, since many inexperienced players pick default. Battlemaster maneuvers that target different saving throws, witchbolt on Gale is a trap, bless + bane is a bit of a waste on Shadowheart...
31. Once you start a Lockpick or Disarm check you can't exit until you rolled at least once.

Inventory:

32. It's most optimal to sell with your highest charisma character and 100 attitude, so i always select that character. It would be nice to be able to sell stuff from the entire party invetory with the selected character, eliminating the need to drag each item into the characters inventory.
33. It would be very conventient if we could access an extended party inventory while at camp, meaning: press TAB, see party invenotry + camp chest + inventories of companions not currently in the party.
34. When selecting camp supplies for a long rest, it should be able to pull from the camp chest too.
35. When we open an inventory like a chest, we can make the window longer, it would be nice if we could make it wider too.

Character progression:

36. There should be a way to see what class features you'll get at higher levels. Otherwise the only way of knowing what you get at higher levels is by having played before or maybe by reading a D&D manual.
37. It would be great if we could edit the first level of our companions to a degree when we initially get them: maybe I'd prefer blind fighting or defence over great weapon fighting for Lae'zel. Let me choose the spells for Gale. Different expertise or racial cantrip for Astarion...

Combat:

38. When attacking from stealth, we don't enter combat unless discovered. When a creature is out of combat it does a full heal after 6sec (1turn). This can waste resources and can be frustrating. it would make more sense for the AI to seek cover in opposite direction of the attack (which is highlighted by a wite light) and heal slowly over several rounds before returning to its post or alternatively when attacked seek out the attacker based on the knowledge of said white light...
39. currently if I decide to just attack someone that is part of a faction, I wont enter combat, but dialogue instead: "there's consequeces to your bad behavior, maybe talk your way out". This feels really clunky to me. How about being able to enter combat in case of an attack, and having an option to sheath your weapon and attempt to talk your way out (which would only work in situations where you engage with a faction, that has a jail and all the mechanics you already implemented)

Again, thanks for reading.

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Originally Posted by Extrem Ekzem
33. It would be very conventient if we could access an extended party inventory while at camp, meaning: press TAB, see party invenotry + camp chest + inventories of companions not currently in the party.

36. There should be a way to see what class features you'll get at higher levels. Otherwise the only way of knowing what you get at higher levels is by having played before or maybe by reading a D&D manual.

39. currently if I decide to just attack someone that is part of a faction, I wont enter combat, but dialogue instead: "there's consequeces to your bad behavior, maybe talk your way out". This feels really clunky to me. How about being able to enter combat in case of an attack, and having an option to sheath your weapon and attempt to talk your way out (which would only work in situations where you engage with a faction, that has a jail and all the mechanics you already implemented)
I'll highlight and echo these three.

33.) It is incredibly annoying to go through 2 dialogue windows, one involving the same companion snark I hear every time I remove them from my party, just to (de)equip a specific party member.

36.) Yes. Information relevant to BG3 should be found within BG3. Players shouldn't have to go to outside sources to see what abilities a class will give them at later levels.

39.) Some type of negotiate/intimidate system during combat would be very nice, for many scenarios. "Oops I misclicked and would rather not reload. Peace?" or "I don't want to go through the trouble of fighting you," or maybe even "I want to interrogate you instead of just killing you." This could also extend to knocking enemies out nonlethally; when they woke up they'd come you to and you'd have the chance to persuade/intimidate them to remain non-hostile.

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Originally Posted by Extrem Ekzem
9. The game really doesn't need a two modes for trades: you could just implement "Trade" into "Barter".

12. One of the few classes that commonly uses a bow is the rogue. Sadly the rogue will likely never use any of the special arrows because it's not compatible with sneak attack the way it is programmed at the moment.

31. Once you start a Lockpick or Disarm check you can't exit until you rolled at least once.

33. It would be very conventient if we could access an extended party inventory while at camp, meaning: press TAB, see party invenotry + camp chest + inventories of companions not currently in the party.

36. There should be a way to see what class features you'll get at higher levels. Otherwise the only way of knowing what you get at higher levels is by having played before or maybe by reading a D&D manual.

+1 to all these! I agree with many of the other points, too, but selected the ones I’ve not seen discussed as much on this forum recently.

Re party inventory shown at camp, I wouldn’t mind if only the current party are shown in the tab screen, so that it wouldn’t need to deal with more than 4 people, if items carried by other companions and especially the travellers chest were shown when selecting the option to show party inventory in the individual inventory screen.

Originally Posted by Extrem Ekzem
15. It doesnt make sense to me that the arcane canons at the arcane tower turn of as you power the tower, wouldn't it make more sense if they'd turn on at that point?

I rationalise this as them being the kind of burglar deterrent you set when you’re out. Lenore has set it up so that when she’s away, she’ll turn off the main tower and this will activate the outer defences, but when the main tower is activated the presumption is that she’s in residence so the turrets deactivate as she doesn’t want to fry legitimate guests and can take care of illegitimate ones herself.

Originally Posted by Extrem Ekzem
26. At the arcane tower on the ground floor there is a pipe inside and outsite that you can discover with a perception check. it doesnt seem to do anything though? I expected to be able to maybe send a familiar through it, so it can open the door for you...?

I was struggling with this yesterday. Familiars can get through, but the place you click is above and slightly to the left of the actual pipe graphic and place where the hover tooltip appears. You can find it using the other Hole tooltip that appears with Alt, but it does need tidying up.

Originally Posted by Extrem Ekzem
28. The default padded armor astarion wears has disadvantage on stealth checks. Many players don't realize this and wear it for the entire playthrough because it looks nice. I suggest to change it from "padded light armor" to "clothing" or "leather armor" for that reason. (padded has the disadvantage according to D&D rules)

Wow, if Astarion’s default armour does indeed impose stealth check disadvantage then no I hadn’t noticed this. If so, then definitely agree that should be changed.

Last edited by The_Red_Queen; 14/08/22 08:58 PM.

"You may call it 'nonsense' if you like, but I've heard nonsense, compared with which that would be as sensible as a dictionary!"
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