Larian Banner: Baldur's Gate Patch 9
Previous Thread
Next Thread
Print Thread
Joined: Jul 2022
O
Oboro Offline OP
apprentice
OP Offline
apprentice
O
Joined: Jul 2022
I introduce myself to new I am Oboro, early access players, I have 243 hours of play, and I have been doing assignments since the release of early access. I mainly play Rogue even if I have already done assignments as a druid, warlock, paladins and a little rangers on early access. Here is my feedback on the game and what should be improved or changed. This list is not exhaustive and is only there to maintain a discussion. I hope therme that a developer will take a look if it can inspire him. I am French and therefore sometimes my translation does not correspond exactly to what I want to explain, be indulgent.


Feedback and corrections

Shove : Shove should be an action instead of a bonus action and only 5 feet. Currently players are frustrated with losing a hero on a bonus action. Currently a goblin could kill a level 20 hero on a single die roll. I like the idea of pushing an enemy off a cliff but unfortunately you can't loot them afterwards. Either way, it's abused, there are already enough skills and spells to push someone, please don't add more.

Jump: Jumping should be part of the move, not a bonus action.

Scroll : I can use scrolls with any class. I'm happy to be able to throw fireballs with my rogue but that shouldn't happen. In the player handbook only caster classes can use them. We should take that away from the other classes.

Faces : Some faces are too big, have big lips, are deformed or have a square jaw, elves do not always look like elves. Here are some images to illustrate my purpose. There are mods on nexus mods that add very beautiful faces.

https://ibb.co/M83PR27

Drink a potion : All characters and enemies can drink a potion as a bonus action. In the player handbook it normally takes an action. Again, my rogue who has two bonus actions is extremely strong with this. Drink potion should be an action and not a bonus action.

Hairstyles : Some hairstyles have collision problems, go into the ears, cross the head, leave skin ridges. I know that you wanted to give us a maximum of choice by mixing the hairstyles of the various races but that is not very well executed. There are mods on nexus mods that add very beautiful hairstyles.

Dodge : It would be good to implement dodge action in the game as well as in the player handbook. When you can't hit a target because you don't have enough movement, you're happy to be able to do the dodge action. A monk who concentrates on dodging, a knight who brandishes his shield, a warrior who prepares to parry. We need dodge action please.

Ready : The ready action is missing. This action allows you to prepare your character to react when an enemy arrives nearby. It's a bit like chess, it allows you to plan a step ahead. Very useful on a thief who has the initiative and no ally to make a backstab

Inventory : The inventory is too messy. The keys overwhelm the inventory, the objects are not grouped together, the icons are very small and the explanations of certain objects are too vague or ambiguous

Skill bars : The skill bar is too small. There are storage within storage, the weapon attack icons all look the same and we get lost. Objects, spells like command ect , are too rough. I've been playing in custom mode and so far my level 5 characters are doing pretty well because I've sorted out a lot of useless spells and objects, but the higher the levels go up, the less space I'll have.

Reaction system (to improve) : I love your new reaction system. Smite is pleasant to use, it is practical, intuitive but it lacks the backstab which works in the same way as smite in reaction, as well as uncanny dodge of the level 5 thief which is activated in modde toggle... what a shame. Don't forget shield and feather fall too please. The icons that appear at the top right of the skill bar are useless in my opinion.

Multiclassing : I know you are going to implement it, but there are still 6 months left before the release, so I prefer to say it, we are still waiting.

Rogue : My favorite class. I find it very good, especially because you can use scrolls, two potions in one turn with the thief subclass, shove 2 time, 2 time run, or run and disengage. To be honest actually, this class is OP. We need backstab as a reaction (like smite) , and we need uncanny dodge as a reaction too. I wish I could backstab my second attack if I missed the first. I wish I could do a weapon skill with an extra backstab, just like smite. Please fix the rogue. Like the player handbook.

Paladin : My class for patch 9. Very strong, AC 21 with shield of faith, shield and adamantium armor. I find the interaction rather well done, the judgment, the devotion, ect. On the other hand the oathbreaker is to be improved, I broke my oath by opening a red door, that of sazza which had been unlocked before by shadowhearts. If I had killed an innocent I could understand, but opening a door I think is too much

Warrior : A very powerful class. Nothing to say except that it takes more maneuvers for the master of war. Like the player handbook.

Wizard : Need shield , shield reaction , and feather fall reaction. That's what I'm asking. Like the player handbook.

Barbarian : Reckless attack should work on all attacks instead of just one. It should have a toggle mod on its own. Both for the barbarian and for the minotaur’s. Like the player handbook.

Druid : The moon druid can transform into any creature he has seen or knows of. I haven't tested it since but normally druids can turn into brown bear, like halsin or druids in druid grove.

Map : The places to visit are too close to each other. Cave, city, village, cemetery, chapel, marsh, once again I hope that the next maps will be more spaced out. For the underdark I find it normal, but not the surface.

Magic Items : Magic Items are either good, useless, unplayable, or too weird (Momentum ? Lightning charge ? Wrath ? Reeling ? Frostbite ? Lightning Blast ? Why do that ? ) . Items that require 50% health or less will only be used by Barbarians under Bear's Rage.

Ugly helm : Lots of hats and helmets are super ugly. Your armors and weapons are beautiful, but your helmets, please change the developer who takes care of the hats.




Complete Magic Item Suggestions
Hello larian ! Game Master has my spare time, I'm disappointed with the items you created for the most part. They do not stimulate the desire to play them and are only good to be sold. Remember to increase the price of certain items with merchants so that low level players take a little time to obtain them.I will list here the fixes you could make to make magic items more attractive without being abused. Enjoy !

WEAPONS

Weapons and armor +1 : Increases attack and damage by +1 or CA +1
Nothing to change, his weapons and armors are standard, well balanced, it's the one I use all the time.

Ghythyanki Weapons : Increases attack damage to 1D4 psychik damages if your health is under 50%.
Requires less than 50% life, most classes die very quickly, even my paladin with 21 CA. To get this weapon it is necessary to defeat the gith patrol which is very strong, all its to have a crap weapon. These weapons don't even have the +1 bonus. The cambion sword in the tutorial does the same damage (fire) but without the 50% condition. For it to be used add +1 in enchantment and remove the 50% condition.

Adamantium Weapons : On hit target get reelin for one turn (or 2 with two handed).
A useless weapon. Which applies -1 to hit on a target you hit. To be attractive give them a +1 enchantment bonus please.

Susur Weapons : Increases attack and damage by +1 , On hit target get mute for one turn.
An effective weapon that applies silence and benefits from a correct +1 bonus. Nothing to change, they are attractive.

Club of hill giant strenght : Basic green club
This club should have a +2 bonus provided our character has 21 strength (like a giant)

Ritual dagger : Give blessing on hit. (+4 to hit and saving throw)
Not bad but without the bonus of +1 this weapon will never be used, especially since this dagger is only 1D4 and a priest will take care of putting us under blessing easily (See below the objects)

Goblinmane dagger : Goblin have disadvantage on attack roll against the wielder.
Situational but I can understand. Give them +1 and +1D4 percing damage against goblins to make this item the real goblin killer !

Assassin touch : Deal 1D4 necrotic damage to sleeping or knocked target.
Too situational and she'll never play. You should instead give them +1 and +1D6 damage on backstab (melee) for rogue

Sorrow : (glaive)The wielder take 1 psychic damage when hit a target and give ensnaring strike spell.
Useless, never played. Put ensnaring strike on hit and +1 enchantment

Blooded greataxe : Give 1D4 additional slashing damage if the wield have less than 50% life.
Sorry, the everburn blade natively does 1D4 more fire damage without conditions and is obtained from the tutorial. Give this weapon 1D4 unconditional slashing damage and a +1 enchantment.

Exterminator axe : Give +1D6 fire damage against plant , insect or small creatures. (lol)
Everburning blade is better again. You should add +1D6 damage to it when the target has less than 50% healt. And an enchantment of +1. As her, she will proudly wear her name.

Sword of justice : +1 enchantment and shield of faith on one target per rest.
Strong and perfect , maybe the best two handed sword actually , change nothing and dont let gayle eat this object lol.

Ligth of creation : Hallberd : +1D6 lightning damage , +1 enchantment , you can be stun when you hit a target with this weapons.
Powerful weapon but which will stun you many times, without object which immunizes to stun it is not very profitable. Don't change this object.

Dragon grasp : Give +1D4 slashing damage to the target burning.
This weapon should inflict 1D4 slashing damage constantly and have a +1 enchantment. Seriously, who's playing an axe that only does 1D6 damage with a strength build.

Giantbreaker : On hit target get reeling (-1 to hit)
Need just +1 on his item to be nice.

Skybreaker : Little hammer (1D4) : Give searing smite for the wielder. Enchantment +1
Low weapon damage should be offset by 1D4 additional lightning damage to carry his name.

Phalar Aluve : Sword +1
Should have an effect that grants immunity to fear or grants darkvision.

Loviatars's courge : +1D6 necrotic damage around you on hit. (on yourself too) But give resist to necrotic damage.
+1 enchantement should be perfect for this cursed weapons.

Shattered flail : Heal 1D6 when the wielder hit a target. If he dont hit , he get madness. (IA control you)
Very strong and perfect. Cursed item . Dont change anything. Better when you have a lot of attack like level five. (actually madness crash your game , be carefull)

Corellon grace : Staff : Give blessing if someone hit you and you dont wear armor. (+1D4 to hit and saving throw)
Good for monk , need +1 bonus on this to be effectiv.

Nature Snare : Staff : Chance to Ensnare target on hit.
Pefect on monk , but need +1 again or will be never played.

Rain dancer : Create water 1 time per day.
My priest laugh.

Mourning frost : 3 item to create this : Inflict frostbite one turn on hit with spell (+1 cold damage with ice spell).
Remove this poor effect. Should reduce an enemy's mobility by 50% on a Constitution check with a spell. Then you can help your team with support wizard instead of permanent fireball wizard.

Staff of arcane blessing : Blessing give additionnal 1D4 to hit and saving throw (+2D4 to hit for spell).
Perfect , its my main weapons for shadow hearts.

The spell sparkler : Give lithning charge on spell. (+1 to hit and damage on spell. On 8 charge give +1D8 lightning damage on target)
Very strong. Really strange to use.

Sword of screams : +1D4 psychic damage on hit (nere's rapier)
Strong and effective. Need a +1 enchantment I think to be a main weapons.

Shortsword of first blood : +1d8 slashing damage on target with 100% Heal points.
Perfect. Not cheated. Maybe +1 bonus can be good but not necessary. He carry his name. I like this kind of item.

The watcher's guide / Jagged spear : If you miss hit , you get advantages on next attack.
Good but need +1 enchantment bonus.

Vision of the absolute : Spear : deal 2D6 slahsing damage on creature that sport multiple eyes (spider , ect)
Nice , but need again +1 bonus enchantment.

Intransigent hammer : When critical hit or kill enemie , target around prone.
Nice ! But need again +1 bonus or I take faithbreaker or warhammer +1.

ARMORS

Circlet of blasting : Scorching ray (lv2 spell) one time per long rest.
Useless. Should be : Every turn your next spell inflicts +1D4 force damage.

Helmet of smiting : When you applie smite conditions you get temporary hit point equal to your charisma modifier.
Near useless. Should be when we smite everytime. We cant cumulate temporary hit point , then , multiple smite reset only and its not cheated.

Helmet of grits : Give one bonus action when your life is under 50%. (+1 dex saving throw)
Another item that requires less than 50% health. An additional bonus action is very strong, but on a character it will be little used because you die very quickly. For it to be used you should add a bonus action if our character kills a target or performs a critical hit. Like the grand master weapons feat.

Dark justiciar mask : Intimidation +1.
Should be +2 intimidation because I prefer to be immunie against critical hit instead.

Dark justiciar helm : +1 to saving thow when you are obscured by shadow. Immune to critical hit.
You should remove the obscured conditions or give this bonus on shar's priest only to be fluff.

Spidersilk armor : (12 CA + dex) : +1 stealth.
Must be a +1 armor to be effective or no one will wear this.


Blazer of benevolence : (11 CA + dex) : When you use bardic inspiration you gain 4 temporaly hit points.
Must be a native 12 CA armor and get +1 armor enchantment to be effective.

Thoe oak father embrace : ( 13 CA , medium armor) When undead hit you they receive 1D6 radiant damage. When beast hit you , they deal 1D6 radiant damages.
Native armor is too weak. Unnecessary passive and too situational. Should be: Inflicts 1D4 radiant damage to an enemy hitting you. With a +1 enchantment bonus and a native AC of 14.

Adamantine scale mail : (CA 14 , medium armor) When a melee attack hits you, the attacker is sent Reeling for 2 turns.
Need +1 enchantment to be effective. Without her she is useless.

Dark justiciar mail : (13 CA , medium armor) While Obscured by shadow, the wearer deals 1d4 Necrotic damage to attackers that hit them with a Melee Attack.
Native armor too weak, no +1 bonus, and 1D4 damage under conditions = nobody plays this. Remove the condition and Up the CA to make this item effective.

Robust chain shirt : (13 CA , medium armor) When the wearer has 50% Hit Points or less and is damaged by a melee attack, they deal 1d4 Piercing damage to the attacker.
Native armor too weak, no +1 bonus, and 1D4 damage under conditions = nobody plays this. Remove the condition and Up the CA to make this item effective. (repeat mode)

The jolty vest : (13 CA , medium armor) When the wearer takes damage while having Lightning Charges, the attacker must succed a Dexterity Saving Throw or become Shocked.
Native armor too weak, no +1 bonus...again , useless.

Bloodguzzler Garb : (10 CA , clothing) During combat, when the wearer starts their turn with 50% Hits Points or less, they gain Wrath (+1 damage) for 1 Turn.
Requires less than 50% health for a mediocre and useless boost. Give this boost without conditions and for 3 turn at the beginning of every fight.

The real sparky sparkwall : +3 CA shield : Ligtning aura ?
The best early access shield but which has an active which consumes your charge to increase your next damage... not practical.

GLOVES

Gloves of fire resistances : When the wearer has 50% Hit Points or less, they have Fire Resistance.
Lol, having half your life to resist fire... there is a ring that makes you immune to electricity but for fire you need a big condition and gloves... what a joke . Remove the condition on this gloves please.

Hellrider's pride : When you heal another creature, it gains resistance against Bludgeoning, Piercing and Slashing damage dealt by weapon attacks. Strength Saving Throws +1
Extremely strong. fortunately the wearer does not receive this resistance.



Gloves of succours : When you use Lay on Hands on a target with 50% or less of its hit points left, you also grant it Resistance against Bludgeoning, Piercing, and Slashing damage dealt by weapon attacks . Strength Saving Throws +1
Look at hellrider's pride just above and tell me you're not kidding. Here you have to have less than 50% of your life, use lay of hand which only targets a character and which is an action. Remove this condition please , its stupid.

BOOTS

Boot of aid and confort : When the wearer heals a target, it gains an additional 3 Temporary Hit Points.
The enemies hit so hard that it's not 3 life points that will save our character. You should double this value and put 6 temporary hit points.

Featherlight boots : When the wearer has 50% Hits Points or less, their Movement Speed is increased by 3m.
A ring has the same effect as his shoes but without condition. Seriously, do you have different teams on each part of armor? If so, she should communicate, there is a lot of inconsistency. Remove the condition to make this object effective.

Boots of striding : When you cast a spell that requires concentration, you gain Momentum. (+15 feet) While you are concentrating, you cannot be pushed or get knocked Prone.
Probably Maximuuus favorite shoes. little wink for you haha. This condition is strange, you should remove it and rename it in : Maximuuus's Boots , with a description such as this: Maximus wanted to keep his feet on the ground. (Maximuuus voulait garder les pieds sur terre xD)

ACCESSORIES

The absolute talisman : When the wearer has less than 25% of their hit points left and deals damage, they gain1d8 hit points.
Except on a barbarian under rage its useless. Everyone die in 2-3 hit then... when we have 25%. Should be this time 50% or under conditions. This is the only time I say that lol.

Amulet of element torment : When the wearer stands in certain surfaces (such as fire) and deals damage, the target also suffers the surface's effects.
Should be immune the wielder to the surface effect.


Amulet of selune chosen : Heal 1d8-1 hit points. A creature you touch regains 1d8-1 hit points, but potentially falls into a slumber.
Useless. Let Gayle eat this shit.

Illmater aids : Non-Cantrip spells deal an additional 1d4 Force damage when the wearer drops to half their Hit Points or lower.
Should be without conditions...1D4 force one time per turn.

The sapphire spark : When the wearer casts Magic Missile, throw one more dart of force and deals an additional 1d4 force damage.
You modified it and now it is fine, leave it as it is. Thank you larian for listening the community.

Moondrop pendant : When the wearer has 50% Hit Points or less, they don't provoke Opportunity Attacks.
Could do better. Remove the conditions. When the wearer of the amulet provokes an attack of opportunity, the attacker has a disadvantage.

RING

Bracing Brand : After shoving an enemy, the wearer gains a +1 to their Armour Class until their next turn.
Should give +1 armor class permanently

Spurred band : During combat, when the wearer starts their turn with 50% Hit Points or less, they gain Momentum for 1 turn.
Remove the 50% conditions and its ok. Not cheated.

I have not mentioned all the objects because I believe that there are correct ones that are well done and others that are not very powerful but need to be present.

Last edited by Oboro; 22/12/22 11:36 PM.
Joined: Feb 2021
Location: Alaska
member
Offline
member
Joined: Feb 2021
Location: Alaska
You might add the range problem as well. I mentioned it here: https://forums.larian.com/ubbthreads.php?ubb=showflat&Number=837026#Post837026

Joined: Sep 2017
G
addict
Offline
addict
G
Joined: Sep 2017
I keep waiting to see what they will add to Phalar in EA. Surely, it will actually have meaning (value or story) eventually.

I wonder why they put it in EA at all when it doesn't give anything or interact with any NPCs.

Joined: Dec 2022
addict
Offline
addict
Joined: Dec 2022
+1 Good sugesstions.

Especially on the rogue part (my fav class, too)


Councellor Florrick's favorite Warlock.

Back Black Geyser's DLC: https://www.kickstarter.com/projects/grapeocean/black-geyser-dlc-tales-of-the-moon-cult (RTwP Isometric cRPG inspired by BG1).
Joined: Jul 2022
O
Oboro Offline OP
apprentice
OP Offline
apprentice
O
Joined: Jul 2022
I agree with you Aazo but unfortunately their battle area and battle arena are too small. They have adapted the distances so as not to create an imbalance. Even if I agree with you I think they can't go back. (Especially as close to the release)

Joined: Dec 2022
P
member
Offline
member
P
Joined: Dec 2022
Two things only I would lightly disagree on.
First is Selune's chosen. That can actually be a great item if you use it on elves/half elves. Since it's a cantrip you can cast it over and over. Can be a nice method to heal out of combat if you are out of or don't want to burn a short rest or potions. Also if you use it with the healer items that grant temporary hitpoints on heal you can buff your squad out with a little extra beef before starting a combat encounter. As a combat item though I would agree, it's not great. Better to just use a potion or healing spell as a bonus action in combat since Selune's dream counts as a full action.

Second would be circlet of blasting. This has a niche on warlocks with Hex or anyone who take warlock initiate and gets Hex. Multi-hit spells like scorching ray are made crazy strong by the extra damage procs from each hit. Using the circlet on a warlock lets you launch a super damaging attack without sacrificing a lvl 2 spell slot to do it with a normal scorching ray. So it isn't entirely useless. I certainly wouldn't be upset if it got a rework on it as your suggestions would give it a more mainstream use.

Joined: Apr 2022
Location: Germany
old hand
Offline
old hand
Joined: Apr 2022
Location: Germany
They really should get rid of or at least limit all those uncreative "under 50 % hit points" items. How many more items of this type should we be inundated with? This doesn't just make certain classes (especially if they wear a full set of them...) like the Barbarian or the possible future Blood Hunter too strong.

Please don't misunderstand, it's related to balancing after all and was certainly "well-intentioned". But "well-intentioned" does not equal "well-implemented." There must be other ways to support the party with low HP / low level.... For example, Rings of Protection, among others.

Fun fact: Indeed, all helmets are ugly and we should be able to feed Gale all of them.

Last edited by Lotus Noctus; 23/12/22 09:11 AM.
Joined: Jul 2022
O
Oboro Offline OP
apprentice
OP Offline
apprentice
O
Joined: Jul 2022
Originally Posted by Princeps08
Two things only I would lightly disagree on.
First is Selune's chosen. That can actually be a great item if you use it on elves/half elves. Since it's a cantrip you can cast it over and over. Can be a nice method to heal out of combat if you are out of or don't want to burn a short rest or potions. Also if you use it with the healer items that grant temporary hitpoints on heal you can buff your squad out with a little extra beef before starting a combat encounter. As a combat item though I would agree, it's not great. Better to just use a potion or healing spell as a bonus action in combat since Selune's dream counts as a full action.

Second would be circlet of blasting. This has a niche on warlocks with Hex or anyone who take warlock initiate and gets Hex. Multi-hit spells like scorching ray are made crazy strong by the extra damage procs from each hit. Using the circlet on a warlock lets you launch a super damaging attack without sacrificing a lvl 2 spell slot to do it with a normal scorching ray. So it isn't entirely useless. I certainly wouldn't be upset if it got a rework on it as your suggestions would give it a more mainstream use.

You did well to say it, I did not know that Selune chosen had become a cantrip (It may not be so bad after all).

For circlet of blasting it is indeed interesting from this point of view, even if eldritch blast gives multi hit on target as a cantrip (1D10 eldricht blast + 5 agonizing blast + 1D6 Hex ) * 2 because Lv 5 Eldricht blast.

Lotus noctus : If only it were possible lol, and at some point gayle told us: I can't stand it anymore... I'm going to get indigestion, I'd rather explode than eat more.

Last edited by Oboro; 23/12/22 09:25 AM.
Joined: Mar 2020
Location: Belfast
veteran
Offline
veteran
Joined: Mar 2020
Location: Belfast
+1 to most of it. you can also send the feedback directly to Larian through the game's launcher.

Joined: Jul 2022
O
Oboro Offline OP
apprentice
OP Offline
apprentice
O
Joined: Jul 2022
Originally Posted by Wormerine
+1 to most of it. you can also send the feedback directly to Larian through the game's launcher.

I didn't know, thank you very much, I just did it.

Joined: Feb 2020
Location: Belgium
veteran
Offline
veteran
Joined: Feb 2020
Location: Belgium
Cool, encore un francophone smile
Merci pour ton feedback bien complet ! Je suis assez d'accord avec toi en général.

I'll do a thread like that too at some point but I'd just like to highlight a few things.

Originally Posted by Oboro
Jump: Jumping should be part of the move, not a bonus action.

I'd like it to be a part of movement only but I can live with it being a bonus action.

BUT jump also have something that makes melee character tedious to play. When you jump before moving, you can move further than if you just walk. Let's say if you can move 10m, if you jump previously you'll be able to reach a target that is at 14m.
It mean that jumping to move further is a common / optimal tactic to use for characters that have to engage ennemies. It doesn't make sense visually, it is not really interresting gameplay-wise and it gives us a huge advantage over ennemies.
Having ways to improve our characters mobility is fine (and we already have a few others), but not through jumping. Jumping should consume the proper amount of speed when used in my opinion.


Originally Posted by Oboro
Drink a potion : All characters and enemies can drink a potion as a bonus action. In the player handbook it normally takes an action. Again, my rogue who has two bonus actions is extremely strong with this. Drink potion should be an action and not a bonus action.

I think it works well as a bonus action. What doesn't to me is that we can too easily have additionnal bonus actions per characters (through items).
That said, I haven't played rogue a lot.


Originally Posted by Oboro
Complete Magic Item Suggestions

I often agree with your suggestions. It would make a lot of items more appealing. Too many of them don't even have +1, what become important very soon however to have a reasonable %to hit.

I'd just like to talk about the adamantine set.
It definitely needs +1, but I'd personnaly like to have different effects on different items. Currently, I think that using the shield + the armor + a weapon as a set (it is a set of item) is useless... because it is all about "reeling".
I'd like to equip the adamantine set on my main character but it doesn't worth it at all according to me. +1 enchantment would partially solve that I guess but I'd like more variation on items effects.

(not at all talking about fancy effects and charges like the other "sets" of items... Just regular magic items but with different bonuses so it is not suboptimal to use more than 1 item / character).


Originally Posted by Oboro
I agree with you Aazo but unfortunately their battle area and battle arena are too small. They have adapted the distances so as not to create an imbalance. Even if I agree with you I think they can't go back. (Especially as close to the release)

I disagree. I have tried yesterday to change the range of all range weapons and it works well. The values does not need to be the DnD values.

If you set the longbow to 30M (the maximum you can in the game) and keep the DnD proportion between weapons range, heavy crossbow would be 20M, short bow/light crossbow would be 16M and hand crossbow would be 6M.
I've personnaly set values to 8M/18M/22M/30M and it works well for now. Have to try a few more combats though.

Last edited by Maximuuus; 23/12/22 10:00 AM.

French Speaking Youtube Channel with a lot of BG3 videos : https://www.youtube.com/c/maximuuus
Joined: Aug 2019
enthusiast
Offline
enthusiast
Joined: Aug 2019
I agree with the vast majority of the first section, the game would simply work better if these these rules were transferred directly from 5e. The game would also feel like a D&D game, both viscerally and visually. As far as the items, and I hate to say it, but I don't think many can be salvaged in any real way. Magic items in a D&D game should feel like D&D magic items. However, the philosophy of design is not being used when making new items.

Some uncommon items can be nerfed, and some uncommon items can work within the context of lower level, an area that one expects level four and five character to be in could contain them. Most of these uncommon items that would be appropriate have specific uses in specific situations, give the wielder something cool to do once per day, and most often don't reproduce spell effects of greater than the party can cast at the time. They can simply serve to spice up some of the encounters. One doesn't need to vomit magic items all over the player, many times less is more. The items become more precious and cooler when they are fewer.

Joined: Aug 2014
veteran
Offline
veteran
Joined: Aug 2014
The first part I mostly agree on.

Rogue getting extra Bonus Actions is more of a problem than what you can actually do with those actions. The extra actions should be removed. Those are explicitly warned against in DMG, and for a good reason.

The scroll use for non-casters really needs to be removed. Why make spellcasters redundant like that, letting Barbarians solve problems in the same way by just using scrolls? Stuff like Detect Thoughts should require a Wizard or Sorcerer in the party, to give them a purpose and to make magic feel special. For warriors, using scrolls should be an Eldritch Knight perk, to give them the deserved flavor.

As for the items, there are too many useless items, or items with nonsensical mmo-like properties. Way too many conditional items where the condition doesn't make any sense or makes the item too weak to use. Too many useless sets of armor that are overshadowed by the Scale Mail +1 from the very first merchant.

The new minor conditions like Wrath, Momentum, Lightning Charges, Reeling, Frostbite etc. feel like complete fluff. It's getting messy. Hundreds of hours in the game and I still have no idea what they even do, nor do I particularly care. A condition should be significant and there should be as few as possible. More conditions does not equal better game, quite on the contrary.

Axing the durations of control type spells is not cool. This should be an effective way of playing a Wizard.

The way Hold Person and similar effects allow a Saving Throw at the start of a turn is wrong, and nerfs these spells unnecessarily. A target gets two saves to completely avoid a Hold or Blindness effect.

Another big one is how Concentration spells in general are neutered by spamming surfaces and other unavoidable damage + the fact that you can't take cover to protect yourself while concentrating.

V
Van'tal
Unregistered
Van'tal
Unregistered
V
Huge praiseworthy improvements:


Flying

...OK, so they didn't rebuild the engine to include the 3D features of D&D, outside of cinematics.
They polished up flying to make you think they did...kinda like putting a time machine in a Delorean..."It just works".


Jaheira and Minsc

A feature I didn't know I wanted until I saw it. It's "the tie that binds".
"Heroic / "good" characters? Can it be?
Hint: no potty mouth...it's VERY lazy writing. Karlach dropping F-bombs turned me off strait away.
Hint #2: Emotionally stable characters display patients and a reasonable amount of humility, in spite of what they have endured.
Elminster should be a required cameo. More familiar faces would further solidify your tale.


Reaction system

Was that so difficult?


Level 5

You can finally get real test data for adjusting the difficulty of encounters.


Level 3 spells

only gripe is Spirit Guardians...the correct range is 5m not 3m. Don't nerf, make encounters more difficult (at least in hard and ludicrous mode).


Failed Musicians

When you start feeling like playing Honeycomb Havoc from Mario Party was a bad idea.


Bug fixes

Time will tell...the thoroughness is impressive though.

Last edited by Van'tal; 23/12/22 03:38 PM.

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