Larian Banner: Baldur's Gate Patch 9
Previous Thread
Next Thread
Print Thread
Joined: Mar 2018
S
apprentice
OP Offline
apprentice
S
Joined: Mar 2018
One obvious problem i have seen and reported before is the interaction of gaining temporary hit points. this problem has actually gotten worse, it still doesnt work if you have any effect lingering that grants temporary hitpoints you cant gain new temporary hit points without a full rest. an example is if you say cast armor of agythys then trigger dark ones blessing, dark ones blessing will not overwrite the temp hp, even worse however if you lose all of your temp hp from armor of agythys and the spell is supposed to end it does not and you still cant gain temp hitpoints. I have also had situations where dark ones blessing,abjuration wizard effect, false life, etc. just dont function at all for no reason. I think what you need is to change armor of agythys to provides 2 buffs one that makes it retaliate for x damage for the next x damage done to you and a separate pool of temp HP. then whenever a new temporary HP effect happens compare current temp hp to new temp hp and choose the larger amount. Temp HP is a large mechanic in 5th edition, frequently it is used instead of AC to tank up classes.

Additionally sneak attack is still not working properly. It is implemented as a button, this makes it quite a bit less effective than it should be. Normally in 5th edition sneak attack can be used whenever you successfully confirm a hit once per turn. in its current state it does not mechanically work the same, in raw if the rogue would dual wield or have multiple attacks you could miss and then hit and then declare that second hit your sneak attack. In the present in game implementation you have to gamble which hit will hit, it makes sneak attack much less likely to happen especially with lower accuracy numbers when fighting bosses like the bullette or phase spider queen.

Both of these issues have been in the game a really long time i reported them multiple times along the cycle.

Joined: Jun 2022
Location: outback nsw
veteran
Offline
veteran
Joined: Jun 2022
Location: outback nsw
Sneak attack is working more or less as intended with regard to which attack = the game engine design limits your options

Yes having disadvantage kills it even if you also have advantage but there are many ways to improve hit chance


Luke Skywalker: I don't, I don't believe it.
Yoda: That is why you failed.
Joined: Jun 2022
Location: outback nsw
veteran
Offline
veteran
Joined: Jun 2022
Location: outback nsw
Imo the temp hit points boils down to the basic game play and that can't be fixed until all the patches are finished... When you have a team in Japan working on Monk and the guys in Poland making Paladin it locks out making basic changes so everyone has the same baseline to work from

The joy of a big game EA just means it always takes more time smile


Luke Skywalker: I don't, I don't believe it.
Yoda: That is why you failed.
Joined: Jul 2022
Location: Moscow, Russia
veteran
Offline
veteran
Joined: Jul 2022
Location: Moscow, Russia
Originally Posted by Ussnorway
Yes having disadvantage kills it even if you also have advantage but there are many ways to improve hit chance

That actually seems to be wrong. I thought the same and I filed a bug report to Larian, when my Astarion had disadvantage from heat metal yet had advantage from obscured by shadows and I was able to make a sneak attack against an enemy within 1.5m from my ally. Raze responded and said it was working as intended, so the "can't have disadvantage" part is related only to the 1.5m ally condition.

Joined: Jun 2020
veteran
Offline
veteran
Joined: Jun 2020
The way sneak attack is supposed to work is that you must either have advantage on the attack roll (that is, the roll you are making is an advantage roll; the factors that go into this are irrelevant), or else you need a creature hostile to your target (usually and ally of yours, but not necessarily) that is within melee range and is not itself incapacitated, and you must not have disadvantage on the roll (that is, you must not be rolling two dice and taking the lower - the factors that go into this are irrelevant).

This means that if you have disadvantage coming from five sources, and advantage coming from one source, as well as an ally in melee range of your target then Yes you can use and apply your sneak attack, because the Roll you are making is not at disadvantage - it is a flat, normal roll.

Up until the last time I checked, this was not working correctly in BG3 - and that any source of disadvantage, regardless of whether your actual roll was at disadvantage or not, was knocking out your sneak attack, when it should not have been - this has always been the case in BG3, but was not as visible because up until patch 6 (I believe), it still let you use the sneak attack button - it just didn't apply it if it didn't think the conditions were satisfied. As of patch 6, however, sneak attack was made to give an error and lock out instead, when it though the conditions weren't met, and this made the mistake in the coding far more visible to far more players.

At most recent checks, this was still being a problem and sneak attack was not allowing itself to be used in many circumstances when it should rightly be satisfied; if this has been truly fixed, then that's good to hear.

This does not negate the fact that sneak attack is still drastically reduced in its flexibility and availability in BG3 compared to the 5e system which Larian have sold this game on being a landmark representation of; we need to be able to apply our sneak attack to any suitable attack roll, once per turn - including on opportunity attacks on other creature's turns.


Link Copied to Clipboard
Powered by UBB.threads™ PHP Forum Software 7.7.5