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member
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member
Joined: Oct 2020
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Larian already said no DLC ?!? Not even a proper expansion either. There was a comment later that DLC may be an option after the original they were thinking about it after they discussed it with the team due to games success.
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enthusiast
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enthusiast
Joined: Oct 2020
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That's BS. Sir Lora was a DLC for DOS2.
And they have confirmed that they're looking into DLC's. And Minthara VA has hinted at it.
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journeyman
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journeyman
Joined: Sep 2017
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Gameplay Content around the principle of character development, it would please me, again seen from old school time, for the classes to have schools, orders, halls and there then trainers who want to be paid and one is sent for new skills on tasks. In addition for mages still tasks to bring back new spells from crypts, fortresses, dungeons, etc. to capture, or first assemble from parts.
The trainers have different locations and are logically distributed in the world according to class. That is, you won't find any druid trainers in the city, and rogue trainers can be found in the city in the thieves' guild, which you first have to get into via story and in-game tasks.
In addition, I would like the specializations that you do not simply choose them, but in the game about story, his deeds, found places, etc. before the choice is made and decides. This has a lot of potential for a nice amount of story around the classes and also takes into account the play style and choice of main class, which creates a lot of replayability value.
A budding mage who wants to be a necromancer won't find this in the mage tower, but should rather hang out in graveyards and make friends with the graveyard guard there. And if you want to be an assassin, you'll have to eliminate people in an ice-cold way before you even get the choice, if someone becomes aware of you and your deeds. So shift some authentic good and evil behavior to the class choice as well.
Or a hunter will first have to track down his trainer himself in the wilderness and only then find a hidden camp with people who live in the wilderness and collect trophies etc.
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Story When it comes to story, I always like a separation at some point into good and evil and the player has to make a choice. Then there are completely different specialization classes per side and completely different storylines, places and tasks that you can see and get.
That means you can play through the game at least 2x just because of the separate storyline and the completely different feeling and then there are the many different class specializations. So a lot of stuff and a lot of chances. It does not necessarily have to be only good against evil in the story. This can be touched on here and there in addition to the main story.
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member
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member
Joined: Oct 2020
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Yes this was confirmed that DLC was being looked at initial response was that DLC would be not on immediate drawing board however they took that back in a later comment due to overwhelming player response. I could see them splitting the team in half to work with half the team on Divinity original sin 3 and half on baulders gate 3 dlc content. Originally they had planned to add a dungeon editing tool, weapons rings and armor crafting system confirmed as well. You can also see referance to additional content related to story in game yet to be completed as well as they had mentioned plans to be able to fully explore baulders gate itself. That was advised in prior news feed releases.
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member
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member
Joined: Oct 2020
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Also they have said forever they wanted to push the evil arch to do that they really need to make more choice with companions or just strait up allow minthra and halsin in the same party without killing halsin which seems to be not the route they want to go so in order to allow full exploration of an evil arch without restricting you on companions like the previous baulders gate games they need to make more evil optional companions. I would suggest Neer and Dror Ragslin as they already have story plots that tie into the main story as it stands and would make good options as replacements for 2 origin characters to tie in perfectly with the existing story line. Neer with great options to add a warlock with a different subclass tie into the great old one and dror ragslin provides another barbarian option. I think great dlc options would be getting companions for the other classes that have no origin character option. A Story Arch Option to replace Shadow Heart with Balthazar could be an option. As well if you want to take that route. Sarvok and Viconia for Minsc and Jaheria. There are plenty of options available you could even look at a gondian or a Ironhand gnome as an artificer to add a dlc for artificer. Aasimir DLC could use Dame Aldain vs Lorakan or Kagha as as DLC. I would lean on kagha as it fills the Paladin for good vs druid for evil balance. There are tons of options they have without even adding to many additional assets to the existing game. Most of those assets already work in the existing game with full funcionality.
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stranger
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stranger
Joined: Oct 2023
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vamp class ooo idea
vampire class would be different but can be any race also ..
the thing is they should do something so the story allow us be a vampire from start i bet astarion and other companions would have cool dialog , if anything it would make it cooler for us dark loving people also maybe werewolf people love the wolves lol ..
the vampire or spawn class would be cool the people in world could treat us diffrent like drow and others that people don't like .. but also the fact we could have special gifts like maybe turn in to mist or vampire bat form lol...
this be cool ..
but this is just a idea and ideas sometimes don't make it but its cool idea to give and i thought people might like the idea of being vampire spawn ... or just vampire ..
picking from the the two maybe it also could have a background or maybe just a class,,
i think this would be super to try out there are mods but imagine if it was in the game from the start awesome aye .. also astarion would not be left out then lol
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enthusiast
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enthusiast
Joined: Oct 2020
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vamp class ooo idea
vampire class would be different but can be any race also ..
the thing is they should do something so the story allow us be a vampire from start i bet astarion and other companions would have cool dialog , if anything it would make it cooler for us dark loving people also maybe werewolf people love the wolves lol ..
the vampire or spawn class would be cool the people in world could treat us diffrent like drow and others that people don't like .. but also the fact we could have special gifts like maybe turn in to mist or vampire bat form lol...
this be cool ..
but this is just a idea and ideas sometimes don't make it but its cool idea to give and i thought people might like the idea of being vampire spawn ... or just vampire ..
picking from the the two maybe it also could have a background or maybe just a class,,
i think this would be super to try out there are mods but imagine if it was in the game from the start awesome aye .. also astarion would not be left out then lol There's no Vampire class in D&D, however there is a Dhampyr race aka Day Walkers which would give you some of the same things as Vampires, like Dark Vision, Deathless Nature (you don't breath, meaning you can't drown or breath in poison fumes), Free level 2 Spell, Spider Climb at level 1 (at 3rd level, You can move up, down, across vertical surfaces and upside down along ceilings, while leaving your hands free.) and Vampiric Bite like Astarion, He might call you a Half-Breed, Also the half the race could be from any of the mortal races, while also being half vampire, despite half humans versions being the most common.
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member
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member
Joined: Oct 2020
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There are a few characters in the game could easily have options to fit into the game as potential Good and Evil expanded DLC.
Alfina - Bard could be recruited at the end of act 2. Performance as a bonus skill, and a +1 passive bonus to charisma checks. Dror Ragslin - Barbarian could be recruited with his own story arch to replace a character at the end of act 1. Has a rally ability. Kagha - Already fits into the story an arch could be added to say she wants to join the party following some druid stuff that happens in act 2 with a character she had issues with in act 1 depending if you went evil in the grove. Druid and ability to summon teela. Neer - Perfect fit at the end of act 1 to replace a character already set to leave the party if you went evil depending on choices as a warlock of the Old One Build and unique shield of screams ability. Sarthe Baretha - Paladin option for gith this could be great with existing gith gear and you could add the +4 armor class +1d6 damage ability once per long rest and astral knowledge. Zanner Toobin - Artificer option Battle Smith Wulbrun - Artificer option Alchemist Balthzar - Could replace another character depending on choices adding a necromancer to the party. The Dark Urge - Recruited to the party if you dont play tav or tav if you dont play the dark urge.
There are currently no recruitable Companion Monks, Sorcerers, or Bards, Only druids and rangers are good playthrough and only paladin is evil play through. There are also no recruitable companion Half Orcs, Dwarves, Gnomes, Halflings or Dragonborne these also give some room to expand in different areas. Adding some smalls quests and zones to aquire a little extra gear in all 3 acts could give some more diversity and the good and evil expansion almost feels like a must so there is alot of room to play with some of these character options. There could be a ton of optional content added.
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journeyman
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journeyman
Joined: Oct 2021
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Some additions and changes for potential patch / DLC content.
- More races, with first picks being Aasimar and full Orcs (as their NPC are already in the game, so Larian should already have template models to work with). - New class: Artificer - already exists in 5e and can be an interesting option both on its own and as a multiclass with Wizard (since both use Intelligence as a major spellcasting ability). - New companions, who can even be picked from already existing NPC like Halsin and Minthara were. For example, I could easily see Barcus Wroot as a potential Artificer companion. Other possible additions are Bard Helia (from cut content) or Alfira (since she wants to write a song about our adventures anyway, might as well travel with us), a Monk who could be recruited in Mountain Pass (since the location is quite thematical for him), a good aligned Paladin (so that you can have both him and Halsin simultaneously) and a Sorcerer companion, for example Wild Magic Sorcerer Delina (existing character in 5e and could have interesting interactions with Minsc and allow to create a party of Tav + 3 5e lore established characters). If Larian would want, they could add some evil-aligned companions as well (Kagha as the evil aligned Druid, somebody from Moonrise Towers like Z'rell / Balthazar and so on). - New spells. While they hesitate to implement 7+ level spells, there are also many not implemented 0-6 level spells from different books that could be added. From Absorb Elements (which even already exists in game on some items) and some elemental spells (as non-Fire elements severely lack spell variety, especially Acid and even Fire has some not implemented spells like Immolation) to melee-oriented catrips like Greenfire Blade / Booming Blade. - More class features. For example, there are still many Fighting Styles and Battlemaster Maneures to be added. Sorcerer also could use more Metamagic options - for example, Empower Spell that was not implemented and exists in PHB and Transmuted Spell, which is severely lacked by non-Fire Draconic Sorcerers. - New locations. For example, Upper City could be explorable, portals in House of Hope could lead to small locations in different cities / continents (in a manner of Jungle accessible from Circus of the Last Days) and become usable after defeating its master, Underdark could have more locations and so on. - More player choices for Act 3. Slight spoilers ahead - for example it should be possible to convince entity behind Dream Visitor to at least hear out his captive and have a possibility for their cooperation, either via very hard Persuasion check or additional / secret quest. As rational and smart he is, for some reason such simple thing as reducing captive's leash to let him speak and hear him out (while keeping him imprisoned) to negotiate and potentially make a truce and then release him without fear of losing protection or getting killed doesn't come to his mind. There is also a certain ring of mental protection that could find more usage in the game, including mentioned situation - if negotiations fail and captive would refuse to cooperate with the prisoner, you could give Dream Visitor this ring to avoid getting enthralled and let him go and then release the captive and that would affect the final fight. - Slight spoilers ahead: It would make much more sense and be more immersive if all your non-active companions would participate in final battle as independent NPC (like Astarion during kidnap attempt if he is not in active party), at least in the courtyard fight (number of enemies there could be increased to compensate and after this fight they could remain behind to hold off enemy reinforcements and you would fight the final boss only with current party to avoid balance issues). They all have no less reasons to fight for Baldur's Gate than allies from Gather Your Allies quest and should actively participate instead of 2 just mostly providing moral support from the castle and remaining just chilling somewhere while city is being destroyed. - More ways to access certain items in the game. Examples are Potent Robe for Dark Urge playthrough and Ring of Protection for people who don't want to steal an item to get it. - More bosses, if possible with unique OST themes and potentially singing in it themselves. Those who completed an optional Act 3 location know who I am talking about and looks like majority of players enjoyed such boss battle.
Last edited by Volsalex; 05/10/23 11:30 AM.
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stranger
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stranger
Joined: Oct 2023
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Hi all. I have a proposal to add new five races to the DLS 1. Make Hobgoblin playable 2. Verdan 3. Triton 4. Vedalken 5. Kor ![[Linked Image from cdn-thumbs.imagevenue.com]](https://cdn-thumbs.imagevenue.com/ae/54/99/ME16XISG_t.jpg)
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member
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member
Joined: Sep 2023
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As far as DLC's go, I think more classes and a higher difficulty is a natural choice as well as expanding the evil playthrough. But I'd love story DLC's to explore ending story options for companions. Ideas: 1. Re-forge the Crown with Gale. 2. A journey for a cure for Vampirism for Astarion (only available for spawn). Possibly bring Jaheira since she knows about it? Could be an option to bring Minsc too (with really funny dialogue about how much Astarion hates him lol) 3. Bringing Shadowheart back to Selune and possibly incorporating quests with Isobel and Dame Aylin for that. 4. Flying back with Lae'zel to fight the forces of Valkith if you're a Gith player or you've earned their respect (only available if Lae'zel rejects Valkith). 5. Any chance to have an actual companion quest for Minthara. 6. Instead of getting Wyll out of his contract the weird and half-baked way it happens in-game, make it a quest to return to Avernis and incorporate Karlach's story into it. 7. Naturally, a companion party/get-together either before the final fight or after with extra romance scenes and see the companions interact with each other and see them have drinking games, fun conversations. I'd love to find out how they all feel about each other. (draw from Mass Effect Citadel DLC; its a gold standard example.) 8. Something for the Dark Urge character possibly post-game that includes an extensive journey to control the impulse. Include companion reactions to your journey and possibly make it emotional for your romance.
#JusticeForAstarion
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stranger
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stranger
Joined: Oct 2023
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It would be possible to add unique mechanics for each of the 4 races.
Triton - the ability to breathe underwater and explore flooded caves.
Kor - the ability to climb steep cliffs and heal partners.
Verdan - improved stealth and theft skill.
Vedalken - the ability to collect additional mechanical arms that provide additional action points.
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enthusiast
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enthusiast
Joined: Oct 2020
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It would be possible to add unique mechanics for each of the 4 races.
Triton - the ability to breathe underwater and explore flooded caves.
Kor - the ability to climb steep cliffs and heal partners.
Verdan - improved stealth and theft skill.
Vedalken - the ability to collect additional mechanical arms that provide additional action points. Water Breathing should also be give to Aquatic Elves, if they also become playable
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member
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member
Joined: Oct 2020
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On concept with classes there are only 2 core classes to DND not included to the game after that its all subclasses. Blood Hunter and Artificer everything else comes in the form of subclasses. I wouldnt expect them to add additional classes other than those if they add the blood hunter even.
Sub classes I would expect over time: Barbarian - Battle Rager, Storm Herald Bard - Colledge of Glamor, Colledge of Whispers Cleric - Death, Twilight Druid - Circle of Dreams, Circle of Stars Fighter - Arcane Archer, Purple Dragon Knight, Samurai Paladin - Oath of Conquest, Oath Of Redemption Monk - Drunken Master, Way of Long Death Ranger - Swarmkeeper, Monster Hunter Rogue - Swashbuckler, Scout Sorcerer - Shadow, Abberant Mind Warlock - Hexblade, The Undying Wizard - Blade Singing
Races - Aasimir, Goblins, Hobgoblins, Genasi, Githzerai and a few more subraces I would't expect to see much more than that race wise. Id probably expect to see alot more tiefling subraces added.
If they did additional levels I would expect it in later content possible a big 13-14 level expansion, later a big 15-16 expansion then the 17-20 push at the end as that is where spell casting starts to spike in power. I wouldnt expect to see them add races from other settings such as warforged as much as it would be cool I wouldnt expect to see that happen.
I would expect initial DLC to be focused on balancing the good and evil story focusing on more content in Act 1 and 2. Additional Items possibly adding the hobgoblin race and some extra companions for the Evil Side.
The Second DLC I would expect a DLC to include artificer and 2 more companions for each side and fleshing out act 3 content and Item Crafting.
Third DLC I would expect subclasses for the other classes Aasimir maybe another companion or 2 for each side level cap increased to 14 much more end game content. Party Size to 5. 4th difficulty mode.
Fourth DLC More subclasses, Githzerai, Subraces, more areas to explore, Goblins, Item options, Additional class options like wild shapes different ranger pets, more spells.
Fifth DLC Dungeon Master Mode.
Sixth DLC levels 15-16 news zones Genasi, Possibly some more subclasses more companions. Party Size to 6. 5th difficulty mode.
Seventh DLC - Build your camp expansion here I would add a feature to let players build a keep add some more items and a few more quests flesh out some of the existing zones endings.
Eighth DLC - Origins Expanded - Just additional origin Stories. More items more quest areas grouped zones.
Ninth DLC - Levels 17-20 high level content.
Blood Hunter could be added more sub classes but this is kind of what I would expect.
Hirelings expanded origins expanded more companions items and adventures could all be mixed in as smaller dlcs. As well as sub classes and subraces.
Id expect a small DLC at around 5.99, a Medium content add DLC at around 14.99 and a larger level cap dlc maybe in the 25.99 range as its more like an expansion. I wouldnt expect like crazy things like minotaurs as playable characters or vampires or anything extreme thats more what mods are for they could add options to home brew some classes with templates but I wouldnt expect that home brewing armor and weapons I see as more realistic if you want mad power spikes or Gigantic war parties which I myself enjoy the mod for removing party size limits. I would not expect to see that in a DLC. But expanding the party size as high as 8 - 10 I could see as a genuine possibility with additional difficulty levels more companions ect added. Hirelings expanded would be great as well. But thinking in relm of possibilities I would lean more on expanding off existing content first. The largest DLC needed being a DLC to balance the benefits of a being the good guy vs playing evil as you lose out on a ton of content for very little return with an evil play through. While its fun it feels like your punished for being bad. Which is bad for game play experience.
Neer and Dror Ragslin already fit perfect into the base story as replacement characters for 2 of the characters. Kagha is another character that could be arched into this story line. But there are plenty of options.
Last edited by acatlas; 06/10/23 02:39 AM.
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addict
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addict
Joined: Dec 2022
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I'd prefer simple story expansion, no new class, no new races, no need to rework the base game to fit the new class/races - although some aspect of base game do need a bit of touch up.
It can start in the middle of the game during House of Hope raid, the hook is already there.
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member
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member
Joined: Oct 2020
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It would be nice to hear something before the holidays as to if anything is planned.
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stranger
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stranger
Joined: Oct 2023
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It would be possible to add unique mechanics for each of the 4 races.
Triton - the ability to breathe underwater and explore flooded caves.
Kor - the ability to climb steep cliffs and heal partners.
Verdan - improved stealth and theft skill.
Vedalken - the ability to collect additional mechanical arms that provide additional action points. Water Breathing should also be give to Aquatic Elves, if they also become playable Then moon elves are also needed, like the ancient enemies of the Drow
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enthusiast
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enthusiast
Joined: Oct 2020
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It would be possible to add unique mechanics for each of the 4 races.
Triton - the ability to breathe underwater and explore flooded caves.
Kor - the ability to climb steep cliffs and heal partners.
Verdan - improved stealth and theft skill.
Vedalken - the ability to collect additional mechanical arms that provide additional action points. Water Breathing should also be give to Aquatic Elves, if they also become playable Then moon elves are also needed, like the ancient enemies of the Drow Moon Elves are already playable in BG3, what do you think High Elves are?, High Elf race covers both the Sun Elves and the Moon Elves, High Elves is just 2 elven races posing as one singular race.
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member
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member
Joined: Oct 2020
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The biggest thing the game needs in a DLC early out is better story line for going dark side. Being evil in the game is like a double punishment. I did the good play through the first play through. Evil the second play through excited to do an evil side play through and I honestly felt like I got the short end of the stick playing the evil side. You cant go full dark side without losing most of the companions or having them hate you. You lose out on tons of gear, there are a couple of small choices that benefit you for being evil and are equal to the good choice most of the time you just get the short straw. Which is the direct opposite reason of why a character would choose to play evil in a large number of cases you need alternate equally cool options to make it as fun to be the bad guy in its own way. Different companions areas with some different gear options to make up for what was lost. Not have most of the companions bail on you and get 0 replacements and be forced to use hirlings. Make some evil options. Yes people will make mods and tools to counter this but there is nothing wrong with that preventing 1 character to not be named from going back to act 1 and killing 1 character in act 1 to stop them both being in the same party is annoying. People have been getting more and more creative to get around this its cool it wasnt intented just fix it and if they want to go crazy far to make it happen fine. There is no way to experience everything in 1 play through. Even doing that as ive done it. But being evil you miss out on a ton of content for 0 return its a drastic punishment and there should be a DLC as the first DLC made to fix that.
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enthusiast
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enthusiast
Joined: Oct 2021
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I'd prefer simple story expansion, no new class, no new races, no need to rework the base game to fit the new class/races - although some aspect of base game do need a bit of touch up.
It can start in the middle of the game during House of Hope raid, the hook is already there. Completely agree with this. No clue how much work it is for them to add new classes, races, sub-classes, etc. But I'd rather get new story content than new classes or races to play. I also imagine a new origin character would be way too much work for the return they would get - but maybe they could introduce a Jaheira/Minsc type character later in the game during whatever the new DLC is as well. I also do not mind if the story itself is 'self-contained'. Meaning that it has little impact on the main story or events of the game. You just get teleported somewhere else during the main story and there is 5-20 hours of content or something like that in some other new area. I think it would even be great if they churned out multiple 'smaller' areas... similar to the size of the Underdark area or Grymforge with their own little activities and stuff like that. The one thing I know I do not want is 'after the ending' content. I hope they leave the ending as is.
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