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Hello all! Here is a compilation of suggestions about content additions and changes / improvements for possible DLC or Definitive Edition. Larian representatives said that they wanted to do more, but did not know what (at that time at least), so we could help them with some old and new ideas. Here are some:

New locations:
- Upper City. Even though Karlach's quest resolution was moved to Avernus, there is still potential content that could be explored here - getting allies against Gortash alongside Florrick, House of Wonders, some general nobility issues and politics games and so on.
- Avernus. Epilogue heavily hints about continuation of Karlach's story in Avernus and we could simply help her. Even if Karlach was killed by player / left / died in endgame, there are still potential plots there - Raphael's machinations (if he is alive) or vengeance of Mephistopheles (if Raphael was killed).
- Portals in House of Hope. They could activate after Raphael's death and allow to explore a bit of other cities and continents in a manner similar to Chult's jungle secret area.

New playable races:
- Goblins - already exist in the game and are a playable race in 5e.
- Orcs - already exist in the game and are a playable race in 5e.
- Aasimar - at least one exists in BG3, so Larian already has a base for their model and could work from that.

New class: Artificer.
The game already has several representatives of this class (most notably Gondians and one of them even accompanies you in Steel Watcher's foundry), so Larian should already have some basics and foundations of this class and could just expand it into a full class in DLC / Definitive Edition. It also would provide second Intelligence based class for Wizards to potentially multiclass with and would bring Intelligence more in line with other caster main attributes.

New subclasses - one for each existing class, but if adding a new subclass for every class would take too much work, new subclasses could be added to classes that have only 3 currently to bring them more in line with classes that already have 4-8 subclasses implemented.

New companions - entirely new companions could be nice, but since creating new stories and characters might take several more years and that would be too long / too much work, Larian could instead take several existing NPC and turn them into companions. They should get enough work put into them to not repeat Halsin's case, but at least they already have their model, lore and role in the world and many of them are already involved in the plot.
Artificer companion - Barcus Wroot or Dammon. Barcus is already heavily involved into Act 2 and 3 plotlines and could just participate in them personally as a companion - save Wulbren in Act 2, deal with Gondians / Wulbren in Act 3 and so on. As for Dammon, he can have heavy involvement in Avernus part, as he both could help Karlach fix her engine like before or get rare materials for new crafts and potentially visit Carixim again, perform a hard quest for him and get / craft a powerful item as a reward. As for his shop, he could simply leave an associate to provide similar wares.
Bard companion - Helia or Alfira. Helia was a datamined Bard companion, but was either not ready or scrapped before release. Larian likely still has her foundations, so if wanted they could fix her issues or have enough time to complete and release her as a companion. As for Alfira - while she does not play much role in Act 1, in Act 2 she could join to save other tieflings from Moonrise Towers and in Act 3 accompany our party to successfully write a song about us. As for her goal to open a school, she could simply do that after the events of BG3 and tell us about its progress in the epilogue party.
Monk companion - One of Orpheus Honor Guard. When we fight them at the end of Act 2, one of the assailants that come through the portal and attack us in camp could survive the encounter and escape. We could later meet him / her in Act 3, for example in Sharess Caress alongside Voss and if we agree to help free Orpheus, he / she could become a companion with plot of getting Orphic Hammer and freeing the prince. Such companion could have additional antagonism with Vlaakith aligned Laezel, interactions with Orpheus and could even offer himself / herself for transformation in addition to existing options.
Sorcerer companion - that is harder, since we almost don't meet them in the game. Might require entirely new NPC or potentially canon Dark Urge (White Dragonborn Sorcerer) available as a companion.

New spells - decision of whether to raise level cap and implement level 7+ spells is up to Larian, but there are also many non-implemented level 1-6 spells and cantrips including from non-PHB books that can be added or are even already implemented in the game (like Absorb Elements, Shadow Blade etc). Many of them could improve existing playstyles or even add new ones including:
- Spellblade cantrips like Green-Flame Blade, Booming Blade and even One DND True Strike - they could find good usage in gish / spellblade builds and could help make Eldritch Knights and Arcane Tricksters more competitive with other classes and subclasses.
- Non-Fire based elemental cantrips and spells - they could help address the issue of Fire dominating elemental focused builds and non-Fire Draconic Sorcerers having too limited selection of boosted spells to play with. These include Storm Sphere (currently missing large AoE Lightning spell without target cap for the AoE), Thunderclap (currently missing Thunder damage cantrip), Tasha's Caustic Brew and Vitriolic Sphere (currently missing AoE Acid spells for non-Warlocks), Dragon's Breath (variable damage type cone spell that is pretty much already implemented in game via Dragonborn racial ability, could massively help elemental builds that lack low level AoE spells like Lightning, Acid and Poison) and so on.
- More non-implemented Druid spells to make them less reliant on Concentration for offensive caster builds (with spells like Tidal Wave, Erupting Earth etc) or provide more forms of unique utility that are not accessible for Wizards and Clerics (with spells like Maelstrom, Healing Spirit etc).

New class features - some existing classes could get expanded list of their features for bigger build variety or addressing some of their issues. These involve:
- Fighting Styles and Battlemaster Maneuvers (for example Parry maneuver and Interception style could be helpful for tank Fighter builds)
- Metamagic options: Empowered Spell (exists in PHB, but for some reason not in BG3, if the reason is being hard to code into game engine, it could just add Charisma modifier to one damage roll of affected spell instead), Transmuted Spell (would help non-Fire based Sorcerer builds to become more competitive), Seeking Spell (already exists on one item in game, but is also too expensive, should cost 1 Sorcery Point for any spell like One DND version) etc.

Plot changes and additions - some of existing plot parts could use additions, improvements and changes for immersion, more player choices or better narrative direction. Several examples:
- All companions that remained in camp should participate in final battle, at least the courtyard part. They have just as much or even more motives to fight final boss than allies from Gather Your Allies and should not just sit out in camp / somewhere while the final battle occurs. They could for example be added as AI controlled allied NPC in the courtyard fight and number of enemies there could be increased to compensate - that would both allow to make that battle more epic and immersive and at the same time keep its difficulty on similar level - you get more allies, but more enemies as well. After this battle, they could "cover our back and deal with reinforcements", so that only initial party of 4 would fight the final boss and there could be no need to tweak that battle as well.
- There should be a secret (unlocked by specific quest or item) or very hard option to persuade Emperor to awaken Orpheus and talk to him (while keeping him imprisoned) and persuade Orpheus to work with us and Emperor, potentially as two separate difficult Persuasion checks. If you succeed both, they make a truce and both help you in final battle, but number of enemies there is increased to compensate. For additional flavour and secret reward, you could make imprisoned Orpheus agree to cooperate with us and Emperor via Persuasion check only for players that haven't consumed any additional tadpoles - that is both lore appropriate (since if you have more than just your initial tadpole in your brain Orpheus should feel that and understand that you willingly consumed more tadpoles and treat you accordingly) and provides a reward for players that avoided using them whole game.
- More usage for Mind Protection Ring you receive from Omeluum. It could provide additional options in existing plots - help you avoid being trasformed on failed check in Moonrise Towers, be given to Emperor if you decide to free Orpheus and fail Persuasion checks (then he could still leave, but would have no need to join the final boss and could just not participate in final fight at all) and so on.
- Ethel has letters to other Hags in Baldur's Gate, but we never meet them, even if we kill her. That could be changed and expanded upon - if we oppose / kill Ethel in her lair, she could ally with other Hags or they could try to avenge her, creating an additional plotline.
- Companion quests for Halsin and Minthara in Act 3. For Halsin - Cloakwood is near the Baldur's Gate, so he could deal with some Shadow Druids plot in / near the city, especially if you revealed and stopped the plot in grove earlier and Shadow Druids try to get a revenge. For Minthara - since she opposes her clan after the battle with Absolute and before the epilogue, she could get a quest that would better explain her motives for this crusade (outside of just not worshiping Lolth anymore) - for example being ambushed in Baldur's Gate by Baenre assasins and investigating that further.
- Potential companion quest for Minsc as well and a bit of HP increase for Boo - he is too squishy against high-level enemies. Going for the eyes is a dangerous job.
- Possibility to cure non-ascended Astarion of vampirism (for example in Avernus / via God Gale's intervention / using Gale's scroll of True Resurrection etc).

Balance changes - many spells are undertuned (even if they were directly copied from tabletop - they are undertuned there as well) and could use boosts. Examples are:
True Strike - its advantage gain could be useful for Arcane Tricksters, but most other classes get more value from just attacking twice - at worst they get similar chance to land a hit and at best they hit twice and deal more damage. It could use a boost for competitiveness.
Suggestion: Make it additionally increase damage of affected attack or just replace with One D&D version that turned it into a melee spell attack with several damage types to pick from and bonus damage at higher levels.
Witch Bolt - even on Storm Sorcerer / Lightning based Draconic Sorcerer it is severely undertuned and hardly competitive, even more so on other classes.
Suggestion: At the very least make the link activation cost bonus action instead of action and if needed increase initial damage. That could give it some niche of Concentration based damage over time effect with better action economy cost than currently.
Chromatic Orb - can be useful at lower levels, but gets outclassed at higher levels by offensive cantrips and Ice Knife.
Suggestion: Increase its base damage by 1d8 when character gets level 10. That would keep its lower level scaling similar and in line, but can keep it competitive even at level 10+.
Barkskin - fixed 16 AC does not scale well, especially in late game, where cloth with Mage Armour can have similar AC without cost of Concentration and with getting additional benefits from shields and AC boosting items.
Suggestion: Remove Concentration requirement (since Mage Armour does not have it) and make Barkskin scale with the level of character it is applied to - for example from 16 AC for level 1-4 to 18-20 AC for level 12. That would resolve its scaling issue, but still keep it different from Mage Armour.
Magic Weapon - provides too low value for both Concentration and spell slot cost.
Suggestion: Remove Concentration requirement, that would turn it into just a buff for allies at the cost of spell slot in a manner of Longstrider. If needed, to prevent camp abuse it could be active only if its caster is in the party.
Phantasmal Force - does too low damage, especially for Concentration cost.
Suggestion: Just needs a decent damage buff and possibility to upscale, for example 2d6 damage per turn with similar upscaling. That would provide 6d6 (avg 21) damage of flexible damage type per turn on spell level 4 and can make it competitive, but still a bit inferior to Phantasmal Killer with 4d10 (avg 22) damage + frighten per turn and keep the usual rule of upcasted spell not being better than spell of that level.
Shatter - does decent damage at its base spell level, but starting from spell level 3 has bad scaling that makes it entirely outclassed by other AoE spells, especially Fireball and Glyph of Warding.
Suggestion: Make it upscale to 5d8 damage at spell level 3 and then get usual 1d8 damage increase per spell level. That would make it more competitive at higher levels.
Ray of Enfeeblement - too low effect for both spell slot and Concentration cost, especially compared to spells like Hold Person and even Blade Ward.
Suggestion: Should affect Dexterity based damage output as well, no longer require Concentration (since other debuff spell Blindness does not require it) and upscale in a similar manner to it. That would turn it into competitive and alternative to Blindness debuff spell.
Grasping Vine - is severy undertuned compared to most other summons and for some reason requires Concentration while other summons don't.
Suggestion: Remove Concentration requirement, increase its HP and add some damage to its pulling attack. That should make it more competitive with other spells.
Wall of Stone - decent, but high level enemies break it too easy.
Suggestion: Increase its health and allow to be upcasted with 6th level spell slot with more health.
Circle of Death - is a bit undertuned, as for example Otiluke's Freezing Sphere (other 6th level spell) has similar radius, but does 2d6 more damage and has additional benefits.
Suggestion: Increase damage of Circle of Death to 8d8 or 10d6.

That sums up the list of suggestions. Feel free to add some in comments and thank you for reading!

Last edited by Volsalex; 07/12/23 12:04 PM.
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Rather than seeing them do a bunch of work expanding the existing game, I would rather see a brand new adventure pack using the existing assets. They could set it around Baldur's Gate or move elsewhere in the Realm.

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I assume a DOS2 level of definitive edition.

1. 2+1 new origins/act 1 companions to have one for every class and round out the races.
- Helia as "short race" bard. Would also tie in very well with Shadowhearts story and the werewolves in Cazadors place can be used for her personal quest.

- Half-Orc or Dragonborn monk

- And the, optional, +1 would be act 1 Minsc as he comes so late that he does not have much content and hardly counts as filling out the ranger slot because of that.

2. Heavy rework of the Emperor in act 3

While I would prefer his complete removal in favor of Daisy the more realistic option is a act 3 rework including:

- Tadpole consequences.
That tadpoles can be used without consequences is not only lame but also contradicts some content like how you are losing part of yourself when using the ilithid dialogue option. (And no, black veins in the face that don't change anything do not count as consequence).
Instead, using tadpoles should lock you out of some endings and the loss of your self should be made more visible and affect dialogues and quests.

- More ending options outside of the Emperor.
The Emperor feels very railroaded, especially with the nonsensical "you need a mind flayer" restriction. There must be more option for the endgame when confronting the brain based on previous actions and tadpole status like Omeluum (and/or his ring), Raphael, doing it without help/mind flayer, ect.

- Less Gary Stu Emperor.
The Emperors link to Balduran is not interesting but at best causes eye rolling, serves no purpose and required retcons to Balduran and still leaves big plot holes.
Remove this link and give the Emperor, if you insist on keeping him, a more interesting and less "super special" story.

3. Make Gortash (and other political movers) more important.
Currently Gortash is a joke, being neither a dangerous combatant not threatening politically in any way. Others like Cazador also suffer from this, relative to their lore.

- Split apart Orin and Gortash by making the upper city a sub zone like Grymforge and also move some content there like Cazador

- Make BG3 more hostile and repressive with NPCs not talking to the PCs at all (at least quest relevant dialogue), only trading a reduced stock at high prices and having zones off limits. Only have it (gradually) open up by undermining, killing or allying with Gortash.

- Make getting to Gortash (or killing him early) a series of very hard battles which can only be avoided by undermining him (gradually, the more you do it, the less battles there will be) or by having allied yourself ith people like Cazador or Raphael (and make it very hard to back out again, including killing them afterwards)

4. Remove or change Sarevok
The way he is implemented now does not fit the events of ToB at all. He does not really serve any purpose so remove him completely or at least change him to be more lore accurate.

5. Very optional, but would be a nice touch, allow the use of Gales scroll of True Ressurection to raise a special plot relevant NPC which larger effects on the story. Stelmane, Ansur, ect.

Last edited by Ixal; 04/12/23 09:23 PM.
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Well in my Opinion the New Ending kinda Gave me all i wanted from the Hero Path..
And Some of then left open ended like could Have another DLC/adventure for us in the Future

In My last Game ever..
I and Shadow went out in the world and have already some adventures like she told yu in the beggining in the party..
Astarion and Minsc Kinda Working Toguether even so that Minsc is a little Bit Bother that Astarion always Move his lair without telling hin where he is Going..
(Btw Astarion in my Game Turn into a Hero of the Night.. amazing. the dude discover that he can Suck the Blood out of Evil dudes without nobody Caring.. haha)
Lae'zel Became the Comet Her Self im so Proud of my Sister that i just want to Gank Vlakith with Her Larian.. Just let me do it.. and She even Went on Diplomatic Relation with the Githzerai.. wow.. Leazel For real yu are badass. lol
Jaheira was kinda Bored.. even ask me if i wanted to Run around and do Some Hero Stuff with Her.. but if shadow is open to it i do it.. ho cares ? im a Dragon and a Demon Slayer already i bet i can handle anything she trow at me. haha
Maybe become a God Slayer parhapps ? i would like that.haha

But like i told.. They left open ended for Something.. But the way it Is i Liked a Lot..
9/10
i would only Gave then a 10/10 when they Fix the rest that are still little Bit Broken..haha
But its really ok at the moment the Game.. running super Nice in most Places Better than before.

Oh i Forgot.. Boo Became the Master Pimp Boo and Minsc Have a new companion a Little Dude that are really terrified of Boo..haha

But if i Can Dream. i Would Love a DLC related to the Netherese empire..
Just Gave me Some Flying Badass City and Karsus Reincarned as some Lich and i would go Nuts and sell my soul to take hin down.
(yeah Karsus actually did not Die in the Fall.. he became a Patreon for Locks just forget the Name.)

I always Love Netherese empire..
The Flying Citys actually were a Rite of Passage if yu guys did not Know..
For yu to Be Called a ArchWizard in the empire..
Yu Had to Cut down the Top of the Montain, lift that thing switch his Side, use the Badass artifact that use the Weav as Power and Bang.
Yu are a Archwizard Now with your own Flying City..haha
So amazing.. Just Look around Most Things related to then are like these.. always giga chad feeling.
( i always felt so Funny Gale Thinking he was a Archwizard.. ok Gale Ok.. just Dream bro.. yu cannot use 11 or like karsus 12 lvl spell bro. sorry yu are not one)

Last edited by Thorvic; 04/12/23 05:57 PM.
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Would be nice if they dipped outside of PHB a little bit more for some extra spells and subclasses.

If I were to suggest subclasses:

Barbarian - Ancestral Guardian
Bard - College of Eloquence
Cleric - Death Domain mostly because I tend to always play Death Domain (But given the story probably not the most fitting), Twilight Domain could be good.
Druid - Circle of Stars
Fighter - Rune Knight
Monk - Way of the Drunken Master could be interesting (Especially since there are items in the game that directly benefit being drunk which currently have little use)
Paladin - Oath of the Crown
Ranger - Fey Wanderer
Thief - Swashbuckler
Sorcerer - Aberrant Mind
Warlock - Fathomless
Wizard - Bladesinger

Artificer class would be cool as well. I'd imagine there could be some interesting dialogue options with various characters to boot.

A bunch of new magic items would be nice too. Even more so if they backed up some builds made more viable by the new subclasses and spells (Like, better Acid support with some Acid spells for Acid Sorcerer)

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Originally Posted by Ixal
2. Heavy rework of the Emperor in act 3

While I would prefer his complete removal in favor of Daisy the more realistic option is a act 3 rework including:

- Tadpole consequences.
That tadpoles can be used without consequences is not only lame but also contradicts some content like how you are losing art if yourself when using the ilithid dialogue option. (And no, black veins in the face that don't change anything do not count as consequence).
Instead, using tadpoles should lock you out of some endings and the loss of your self should be made more visible and affect dialogues and quests.

- More ending options outside of the Emperor.
The Emperor feels very railroaded, especially with the nonsensical "you need a mind flayer" restriction. There must be more option for the endgame when confronting the brain based on previous actions and tadpole status like Omeluum (and/or his ring), Raphael, doing it without help/mind flayer, ect.

- Less Gary Stu Emperor.
The Emperors link to Balduran is not interesting but at best causes eye rolling, serves no purpose and required retcons to Balduran and still leaves big plot holes.
Remove this link and give the Emperor, if you insist on keeping him, a more interesting and less "super special" story.

3. Make Gortash (and other political movers) more important.
Currently Gortash is a joke, being neither a dangerous combatant not threatening politically in any way. Others like Cazador also sugfer from this, relative to their lore.

- Split apart Orin and Gortash by making the upper city a sub zone like Grymforge and also move some content there like Cazador

Yes please, all this.

And an artificer class/companion.

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I agree about Gortash - he could use more moments of dangerous / intimidating presence in the game. Pretty much he felt like a dangerous villain in Iron Throne and in other parts of Act 3 his presence was not noticeable much.
His power as a boss could use some boosts as well, he was the easiest boss of 3 (assuming you do the Disable Steel Watchers quest). For example, as he is the chosen of Bane, he could posess some powerful mind-control abilities that would turn one or several party members against you with difficult enough condition to bring them to senses (more difficult than just breaking Concentration like in Dominate Person's case).

Last edited by Volsalex; 05/12/23 03:08 PM.
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Some additions to the opening post:
- Companion quests for Halsin and Minthara in Act 3. For Halsin - Cloakwood is near the Baldur's Gate, so he could deal with some Shadow Druids plot in / near the city, especially if you revealed and stopped the plot in grove earlier and Shadow Druids try to get a revenge. For Minthara - since she opposes her clan after the battle with Absolute and before the epilogue, she could get a quest that would better explain her motives for this crusade (outside of just not worshiping Lolth anymore) - for example being ambushed in Baldur's Gate by Baenre assasins and investigating that further.
- Potential companion quest for Minsc as well and a bit of HP increase for Boo - he is too squishy against high-level enemies. Going for the eyes is a dangerous job.
- Possibility to cure non-ascended Astarion of vampirism (for example in Avernus / via God Gale's intervention / using Gale's scroll of True Resurrection etc).

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Originally Posted by Volsalex
- Possibility to cure non-ascended Astarion of vampirism (for example in Avernus / via God Gale's intervention / using Gale's scroll of True Resurrection etc).

Pretty sure Jaheira knows something about cures for vampirism too. But if they let that happen they also have to give Karlach a working heart.

I'd settle for finding a way for him to go out in the sun once in a while.

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Getting Karlach a working heart is hinted at the epilogue, though whether we participate in that or it is just a "hopeful ending" for her remains to be seen. For Astarion it is not as hopeful, since while he says he would grab opportunity to cure vampirism if he gets it there is no concrete solution for him yet unlike Karlach. Though I agree - if one of them gets a solution to their problem in-game, second should get it as well.

Additions to opening post:
- New equipment, including legendary items. Currently there are no legendary cape, boots, jewelry, cloth, light & medium armour that could be added and offensive casters have just 1 staff weapon for several classes to share and could get more. There are also suprisingly no rare and higher rarity Light Crossbows and that could definitely be looked at.
- More options for difficulty customization in custom mode including possibility to add at least some tweaks from Honour mode - for example action economy / damage modifiers stacking changes / Haste tweaks etc.
- More optionally accessible spells for thematic subclasses or their classes in general. For example, Light Domain Clerics could get access to Sunbeam (as it is an optional spell for them in 5e), Copper Draconic Bloodline Sorcerers could learn or get from ancestry Acid Arrow (since it is one of the only decently scaling single-target Acid spells in 5e) and so on.
- Added several balance suggestions for not mentioned earlier undertuned / underused spells:
Color Spray: Quickly loses uses value at higher levels, as even Rogues that want advantage get things like bonus action True Strike, advantage on Stealth checks for bonus action Hide and so on and don't need it as much. Could use a boost.
Suggestion: Increase its duration to 2 turns - it would match duration of Sleep and can make the spell a bit more competitive, since it would be able to grant advantage for more than one turn.
Dethrone: Since it is comparable to a 6th level spell like other legendary spells, it should be once per short rest just like they are.
Contagion / Flesh to Stone / Flesh to Gold: They have decent effect, but necessity to wait 3 rounds and fail up to 4 saving throws severely reduces their viability, especially since many battles are already over by that time. Could use a faster ramp-up to become more competitive, for example 1 less round of ramp-up and 1 less failed saving throw for all of these spells.
True Strike - in addition to suggestions in starting post (can no longer edit), should not require Concentration. Its effect is already arguable on its own and Concentration on top is excessive.

Last edited by Volsalex; 10/12/23 03:42 PM.
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Against any cure for Astarion spawn except for some kind of cloak. The sun is the price of his redemption. If you give him a complete cure for vampirism, then the ritual will lose its value.
But let us go to the masquerade ball, please...


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Originally Posted by Nyloth
Against any cure for Astarion spawn except for some kind of cloak. The sun is the price of his redemption. If you give him a complete cure for vampirism, then the ritual will lose its value.
But let us go to the masquerade ball, please...

100% - if AA is meant to ‘lose his humanity’ as a consequence of his new power, than spawn Astarion needs to stay as a normal vampire. No sunlight, no running water, the whole deal.

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I like more content for/ with Wyll and Karlach, who both got the least amount of content of all origin companions.
I really would love an Avernus DLC, where you can go with those two to deal with Mizora ( and this time give Wyll some agency) and find a solution for Karlachs heart.
I think the rest of the companions have enough content as is, but Will and Karlach are the unloved step children, especially Wyll, who is the most barebone and doesn't even have an agenda in his own story.


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Funny thing i would like to See and get on my mind lately since i stoped playing the game..
is the Letter i get from the Blood lady in Moonrise Tower.
That thing really creep the hell out of Me.
like i created a moster no Joke.
So Since in my Game Astarion, Minsc get to the Underdark and her is in Menzoberranza i beleave.
(she tell yu in the Letter that she will go to the Ruins of Her Family House.)

I Would Like to See Some More of the Underdark too.
Even for Minthi wich is a character that at the moment its not getting too much love since she was locked in the darker Path..
Menzoberranza would be great i belave..
Another one i already Talked about.. its Facing Vlakith.. but this is too Hard would be too much becouse of Lore yata,yata,yata.. haha
But More about the Netherill empire would work.. Bunch of Strong Lichs come from there, the flying Citys, the conection with the Crow in the Game and the stones.
Could work..
And in my game Me, Shadow, Jaheira, Minsc, Astarion we are all still out there for adventure i belave ..haha
i could use then in a DLC if they did not make something unrelated with the Main history/Origins..
Like New Custom char or anything like that..

Thats is Just a Personal Wish..
i Really would love a Smaller Cell camp..
meaning Getting rid of the open spaces when yu dont Bring all of then.. its really Ugly..
There are simple and easy ways to solve this.. no joke and would increase the replay of the Game.
if yu Cant Bring all Origin in 1 Run yu would Have to Play it Again. xD
Personal Tent would like to. dont need to Be Custom tent.
Just gave me One as custom char. xD

Last edited by Thorvic; 11/12/23 04:09 PM.
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I agree, Avernus endgame / post-basic game DLC could have a lot of content:
- Fixing Karlach's heart (if she is alive / in party) of saving her soul from Zariel (if she died).
- Wyll either dealing with Mizora peacefully / violently (for example, if he broke the pact, but saved Ravengard, she intends to eventually strike the Duke down, so that could be a preemptive measure or result of another attempt on his life) or breaking the pact with Mizora / Zariel (if he kept it to save Ravengard).
- Dammon joining party for example as a companion / camp follower to help Karlach and / or retrieve new rare materials for his crafts, maybe even from Karixim himself, with whom he is personally acquainted as hinted in his items.
- Astarion either having to deal with Mephistopheles because he became Ascended Vampire via his ritual or searching for a cure to vampirism (since looks like Mephistopheles knows how to cure it, maybe even without sacrificing 7000 souls).
- Raphael's machinations if he is alive, but did not get the crown or his war in Avernus if he got it or vengeance of Mephistopheles if Raphael was killed by a player (or even him getting reborn and having personal vendetta against the party).
And so on.

As for comments for Astarion vampirism above, while that makes some sense, it is still not exactly that - he ascends not only to "cure" vampirism, but also to get a lot of power, so him finding a cure to it in good path - partial or full - still does not negate that, as in both cases he is not affected by its drawbacks, but in one case he still remains just an Elf Rogue with limited power (good path) and in second he is stronger than even a high vampire (being the Ascended one), but can easily get corrupted and turn into another Cazador. That would still keep the consequences meaningful, but different.

Last edited by Volsalex; 11/12/23 04:19 PM.
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I would also like to see more of the Underdark if there is DLC. It's a very beautiful and perfectly hostile environment in this game. And maybe I would get a chance to see how my vampire spawn are doing.

Dammon joining the party for any reason would be great.

Last edited by t1mekill3r; 11/12/23 04:12 PM. Reason: Dammon
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I was just thinking the other day how it would be awesome to have some sort of cinematic "relive" option to go through the battle after it's done, in real-time. smile I don't know how feasible that would be but imagine that! I mean, obviously, in D&D environment you have those combat rounds which take 6 seconds of real time. Imagine if we could see the combat play out in real time after it's done!

Would this be possible? I'm asking purely from the technical, dev perspective, I have no idea what it would take to make that happen, not even sure if current hardware is capable of generating something like that on a whim, given all the variables or even how it would look like maybe it would just be a few seconds of living mess :P

Buuuut, if something could be done I'd pay for it through a DLC laugh Especially if there would be an option to save the cinematics for later. smile

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1. Information about Astarion's evil past as a magistrate.
The first and most important thing I wish for in DLC\Definitive or future large patches. That detail would make Evil path with him more fulfilling and interesting. Truly "The Great Path of Evil", as stated.

I have an idea on how to make it happen. For example, it could be added to Cazador's safe, which he kept just as a memory because he was pretty obsessed with Astarion.
There's no dialog I'm hoping for. I was thinking of including the hag sisters in the game, where they would show the worst sides of the character\evil and nasty in a companion to poke fun at the feelings of the lovers\friends. It'll also help bring out a different side of Wyll. Astarion's gonna have a lot on his plate. He doesn't remember the color of his eyes. But he remembers the excellent calamari at the The Elfsong tavern that was served 200 years ago. So I think the major twist in his life he should probably know. Or not? Or yes? A mystery. The lack of that mosaic with the past is a weakness in his plot, especially for the evil path. But that's pretty to much, I think.
So just dusty pages would be great.

2. More Lore. Books. More Lore about vampires in my case. (I know "Wizards of the Coast" references at least).
Also, we have a conceptually new idea for a "living vampire" Ascension, I'd go to Avernus to get as many details as possible.

3. Scenes from Early Access.
EA was more extensive in scenes than the release, there are fewer of them. Some quite harmless ones, like the Astarion and barn scene, there was a little conversation afterward.
The scene in the mushroom colony was very revealing of the Astarion character. The gnome-stuff Astarion still has and a whole bunch more. The scenes from EA whether they are there or not don't change anything. Game still has Astarion-edgy-things.
My first pain - Druid Nettie. I wanted poison, but not to drink, for enemies and not to kill Nettie, trick her - it was the perfect plan, the most logical, the best. But it wasn't in the answers. My surprise that such a possibility was in the early access was beyond description. When I learned that Astarion had a reaction to it, my surprise tripled.
So in the definitive edition, I'd like that very much to look at some of these tiny and gorgeous scenes.

4. Cinematic epilogues for each main ending. Such as the first clip, something epic. For me, the most interesting ones are the gorgeous medieval fantasy ships on which the Lord and his consort will taste the pleasures of Faerun. The posh Masquerades and the opulence of Baldur's Gate, too.

5. Upper city, if Larian decides to go for it. Medieval aristocracy, refined outfits, corruption and intrigue are my cup of tea. The shine behind the rough metal in his blood. I want it all.
Speaking of characters we can meet there, Cazador. In the game, play?r can "betray" Astarion, but that doesn't have a continue. It is still fight Cazador. Betrayal will have consequences.
So, if the Upper City shows up, one possible guide for the path of evil would be Cazador. Somewhere in his palace. We can listen about Astarion (and what jokes he told). Learn about the intrigue and the dark side of Baldur's Gate.

6. Nere as a companion. Nere as a romantic interest. Or the ability to take him to camp (surely, which is more realistic). There aren't many companions for the evil path, so this will be nice.

7. I would really like to meet a dragon. I started reading about them recently in DnD they are amazing creatures. They can turn into humans. A little quest with one of them would be very interesting. Dungeons and Dragons, after all.

Last edited by LiryFire; 15/12/23 07:24 PM.
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My Wishlist for Future Updates

1. Increased Level Cap

2. New Playable Races: Dhampir, Aasimar and Kitsune

3. New Classes: Blood Hunter, Artificer, Cavalier, Magus and Shifter

4. New and More Subclasses

5. All races of any class being able to choose a Deity if they want to, along with a new Atheist option

6. Four New Companions of more race variety: (F) Dhampir, (M) Half-Orc, (F) Aasimar and the last one can either be a (M) Dragonborn or a (M) Dwarf, (M) Gnome or (M) Halfling since we don't have any short companions. ( I listed Four to keep the gender ratio balanced in case that's what Larian was going for)

7. More polished animated tails for Tieflings and Dragonborns along with making the armor show on their tails like it did for the Lizards from DOS2.

8. More variety of Minions for Necromancy builds and more pets for Beastmaster like a Utahraptor, Drake, a Panther and a Sabertooth or replace the Sabertooth with a Lion.

9. Adding more armor on the Beastmaster's pets when they evolve since it always felt weird to me to see them with only the helmet changing the most in regards to appearance. Maybe even give them some elemental abilities too.

10. Add more Wild Shape Charges for Moon Druids and make it where we can still talk to people while polymorphed and still be involved in cutscene (including automatic ones) instead of it going to the next closest companion if we're polymorphed.

11. More benefits to the Draconic Bloodlines for Sorcerers, like Claws for example.

12. Re-add some of the stuffs I heard Dragonborns had from previous versions of DnD like Darkvision, Weapon and Armor Proficiency and Scalable breath weapons if they haven't done it already.

13. New Weapons: Guns, Gunswords, Scythes, Double Bladed Weapons, Bastard Swords, Estocs, more Adamantine Item options, Fauchards and Poleaxes.

14. Two more weapon slots, one for melee and one for ranged in case someone want to limit themselves to either only melee or ranged.

Last edited by Zarkrai; 17/12/23 08:34 AM. Reason: Thought of more stuffs to add.
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1. [Armored] Owlbear Cub for Beastmaster

2. Deities for Paladins and Monks [Or Acolyte background, or just everyone - with default set to none].

3. Dress up kit over Actual kit, much like how SWTOR handles it. No, *exactly* like how SWTOR handles it.

4. More vampire abilites for Astarion. Give him immunity to poison and fire vulnerability or something. Or make him respawn at camp at no cost.

5. Some benefits to races. Dragonborn are supercool, but there's no mechanical benefit to them.

6. Give the Dwarfs some love. Add some cool looking sturdy dwarven armor and a hammer version of the Trident

7. Make Tridents count as a polearm

8. Add Umberlee as a deity. NPC reactions to her reactivity should be the same as Talos, anyway.

9. Do *something* with the Emperor / forced Illithid at the end to make that feel natural and organic {Omeluum]. Give us an option to cure ourselves of the tadpole and go without him.


Fear my wrath, for it is great indeed.
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