Larian Studios
Posted By: vometia Early Access gameplay feedback compendium - 09/10/20 12:38 AM
UNOFFICIAL LIST OF REQUESTS, THEMES, ETC

ALLCAPS because because this is one of my random ideas rather than an official request, but I figured it would be helpful to create a list of prevailing themes that are coming up in the feedback forum so they aren't forgotten in in the noise.

Please feel free to reply with stuff you want included; but please check first that it is not already listed.

I would also appreciate it if submissions are kept brief: a one-line overview and a link to an existing discussion would be most helpful to me as this is just something I'm doing in my own time.

Please keep any debates about any given subject in its own topic where it can be reviewed in detail if necessary; that would be really helpful to me. Thanks! Emerging subthreads will either be pared off into their own discussions or pruned: which isn't me laying down the law, it's just to ensure I can keep up.

Updates may will be applied sporadically so don't panic if it's not included straight away.

List I: frequent and/or high importance

  • Character creation: more diversity, i.e. heads, head-parts, sliders etc.
  • Turn-based/Real Time with Pause: The Debate.
  • Party dialogue: let the player choose who speaks.
    Have companion skill proficiencies be accessible in the dialogue, and be able to use their skill proficiencies (important especially when dialogue is initiated on the player and they can't pick the companion that should actually talk)
    e.g. I talk to someone who wants to learn some fighting moves, I'm no Fighter, but Lae'zel is. I should be able to pick Laezel (Fighter) - Dialogue option and let her do the explaining.
  • Surfaces, i.e. ice, grease, fire, acid etc: there are far too many of them. Reduction rather than removal.
  • in addition: Cantrips shouldn't create surfaces, there are higher spells that do things like that
  • Dialogue selection: Space bar should only advance through dialogue, not select options.
  • Scrolls, scrolls everywhere. Too many scrolls.
  • Containers: who so many? Why so empty?
  • Better inventory management with bags inside our inventory. Naming them, sorting them, and being able to drag items directly into them (as opposed to opening the bag and putting the item into a specific slot)

List II: D&D rulebook

  • Dice rolls: these should have the bonus/penalty modifier added to the value of the dice rather than subtracted to the target. Apparently this is not just a subjective matter but contradicts the D&D rules that rolling a 1 is an automatic fail no matter what.
  • Cantrip damage like acid shouldn't cause -2AC if it's not in the rulebook; Fire Bolt should not leave a fiery area with nothing to set on fire, Ray of Frost should only freeze the ground when there's liquid on it, etc. -- maybe rein in surface effects in general (debate)
  • Duelling bonus. Wrong tooltip description for Dueling fighting style passive: the bonus applies when you hold a 1H weapon in one hand and no other weapon - e.g. also when the other hand holds a shield.
  • Spell preparation: according to PHB, spell-preparing classes can only prepare spells during a long rest (make it subject to difficulty maybe)
  • Spellcasting frequency: according to PHB, casting two spells per turn should not be possible. Bonus Action Spells can only be combined with a cantrip (for instance, you cannot cast Bless and Healing Word on your turn)

List III: user interface

  • Holding ALT and clicking a container in the world should open the container, not put the container in my inventory.
  • Place auto-sort button somewhere easier to find.

List IV: other

  • Character creation. Various points of issue:
    1. clearer view of skill proficiencies and their sources (for instance, "you get this Skill because of your race / background, etc.") - full list, distinguish non-proficient, half-proficient, proficient and expertise
    2. record all "passives" (stuff like 'Dueling' fighting style) on the character sheet as well
    3. resolve when skill proficiencies overlap (for example, getting Stealth from Street Urchin background + get Stealth from Lightfoot Halfling should resolve in me getting to pick another skill proficiency instead)
    4. better ability score tooltips: do not just describe the role of the attributes for classes + combat, explain their meaning also for dialogue etc.
  • NPC Dialogue: NPCs who at the moment of talking to them only have one-liners to offer should not trigger a 'zoomed' dialogue view (or: make it an option whether it does)
  • Party pathfinding: improve so that they don't walk straight into hazards.
  • Guaranteed skill-checks: If there's literally zero chance to fail, I shouldn't need to roll.
  • Fog of War.
  • The Jump/Disengage is too OP, everyone is a kangaroo right now
  • Jumping should decrease movement or have lesser range based on how much you moved
  • Most of the bonus actions shouldn't be bonus actions, that reduces the value of the rogue class, maybe some of them should be subject to attacks of opportunity.
  • Any class can use a scroll, when it should be limited by skill or intelligence
  • (I haven't tested this, but people have posted pictures) wizards can learn healing? That makes them way too OP.
  • Weapons: game should let player opt to use versatile weapons 1H or 2H regardless whether their offhand is empty or not
  • A proper party size: 5 or 6 character party, 4 is too limiting for a D&D computer game.
  • Map markers: Be able to make our own notes on the map.
  • Vertical targeting: Raise and lower map floors so targeting isn't just restricted to the floor our character is on.

Thanks to CamKitty, malks, endolex, Stabbey, Malkie, Certheri and everyone else who took the time to reply, offer feedback, ideas and so on.

Updates added: please don't panic about the categories, names, duplicates or if I haven't included your stuff yet. It's early days and still a bit rough around the edges, but it's a start.

Note to myself: I have got to here so far.
And yeah, I know the list is very short at the outset. I suspect it won't stay short for long...
For the love of god any conversation of import needs to drag the whole party in and decisions should be a thing where the most able person (or whomever the party chooses) says or does a thing. That is HOW a DnD party works. THe charismatic person talks to the guard, not the brain dead fighter because he walked into the room first and no one in the party is even aware they are talking.

SO yeah, dialogues involving everyone and letting the most able person (or whomever the party allows) to do things. Heck could be as simple as the vote system now, where say I select an option and the other two select my face that appears to agree to let that answer/action go.

PS: I just realize I recognize you from the forums during div 2 EA. Heya :O
Originally Posted by CamKitty
For the love of god any conversation of import needs to drag the whole party in and decisions should be a thing where the most able person (or whomever the party chooses) says or does a thing. That is HOW a DnD party works. THe charismatic person talks to the guard, not the brain dead fighter because he walked into the room first and no one in the party is even aware they are talking.


Completely agree. When I saw the "switch character" button during dialogue, I was really excited because that's what I expected the button did.

I still like the switch character button, but I would love a way to switch who answers a question as well.

EDIT: Also, are you wanting just any list of requests people have? Or are you specifically just wanting people to put in things that they see a lot of?
Posted By: malks Re: Early Access gameplay feedback compendium - 09/10/20 12:59 AM
Great idea.

A few that I have seen way too often.

I won't make the case for every one of them, people have done so much better than me in the forums, and I'm sure they will show up or someone can find it, this is just a compilation so we can get things going faster.


-Less surfaces, it just feels too much like divinity to have fire and ice and water everywhere every battle, people want to play it more like DnD, focus on what each class is better at. It's not a get rid of the surfaces, but really really tone them down.

-Cantrips shouldn't create surfaces, there are higher spells that do things like that

-Damages from cantrips like acid shouldn't cause -2AC if it's not in the rulebook

-The Jump/Disengage is too OP, everyone is a kangaroo right now

-Jumping should decrease movement or have lesser range based on how much you moved

-Most of the bonus actions shouldn't be bonus actions, that reduces the value of the rogue class, maybe some of them should be subject to attacks of opportunity.

-Scrolls, scrolls everywhere. Too many scrolls.

-Any class can use a scroll, when it should be limited by skill or intelligence

-(I haven't tested this, but people have posted pictures) wizards can learn heal? That makes them way too OP.


Geez, that's all I could remember atm.
Thank you for creating this! Digging through all my previous posts:

Character creation + character sheet:
- clearer view of skill proficiencies and their sources (for instance, "you get this Skill because of your race / background, etc.") - full list, distinguish non-proficient, half-proficient, proficient and expertise
- record all "passives" (stuff like 'Dueling' fighting style) on the character sheet as well
- resolve when skill proficiencies overlap (for example, getting Stealth from Street Urchin background + get Stealth from Lightfoot Halfling should resolve in me getting to pick another skill proficiency instead)
- better ability score tooltips: do not just describe the role of the attributes for classes + combat, explain their meaning also for dialogue etc.

Dialogue:
- have companion skill proficiencies be accessible in the dialogue, and be able to use their skill proficiencies (important especially when dialogue is initiated on the player and they can't pick the companion that should actually talk)
example: I talk to someone who wants to learn some fighting moves, I'm no Fighter, but Lae'zel is. I should be able to pick Laezel (Fighter) - Dialogue option and let her do the explaining.

Equip weapons:
- game should let player opt to use versatile weapons 1H or 2H regardless whether their offhand is empty or not

5E Ruleset conflicts:
- according to PHB, spell-preparing classes can only prepare spells during a long rest (make it subject to difficulty maybe)
- according to PHB, casting two spells per turn should not be possible. Bonus Action Spells can only be combined with a cantrip (for instance, you cannot cast Bless and Healing Word on your turn)
- wrong tooltip description for Dueling fighting style passive: the bonus applies when you hold a 1H weapon in one hand and no other weapon - e.g. also when the other hand holds a shield
- cantrips should not be able to cause surface effects. Fire Bolt should not leave a fiery area with nothing to set on fire, Ray of Frost should only freeze the ground when there's liquid on it, etc. -- maybe reign in surface effects in general (debate)

Quality of Life / miscellaneous:
- true 4k resolution UI, main menu + chargen - at the moment it appears just "enlarged"
- Fast Travel: let us click directly on the waypoints on the map
- Let us ressurect / revivify NPCs that die in a fight
- sheathed shields should be visible on the back
- rapiers and other 1H weapons are usually not carried on the back when sheathed, but on your side
- Torches should not be considered a weapon of any restricted proficiency - currently Mages cannot carry one...


Posted By: Malkie Re: Early Access gameplay feedback compendium - 09/10/20 01:08 AM
I'm assuming its primarily about frequent requests to reduce reposting. I'm also incredibly surprised that one of the most frequent requests on this board isn't in that initial post, thankfully though most reposting has stopped since one thread gained enough traction to stay near the front.


A proper party size : 5 or 6 character party, 4 is too limiting for a D&D computer game.
Originally Posted by CamKitty
For the love of god any conversation of import needs to drag the whole party in and decisions should be a thing where the most able person (or whomever the party chooses) says or does a thing. That is HOW a DnD party works. THe charismatic person talks to the guard, not the brain dead fighter because he walked into the room first and no one in the party is even aware they are talking.

SO yeah, dialogues involving everyone and letting the most able person (or whomever the party allows) to do things. Heck could be as simple as the vote system now, where say I select an option and the other two select my face that appears to agree to let that answer/action go.

I shall add something to that effect. I'll look for a discussion unless you have one handy.

Originally Posted by CamKitty
PS: I just realize I recognize you from the forums during div 2 EA. Heya :O

Oh yeah, thought I recognised the name! smile

Originally Posted by Certheri
EDIT: Also, are you wanting just any list of requests people have? Or are you specifically just wanting people to put in things that they see a lot of?

Either is fine: I've created two lists, one for frequent suggestions we see a lot of and another for other occasional/one-off requests. I can't promise nor even predict how either list will be interpreted by the devs but I figured it was the most effective way of being heard. In doing so I'm not setting myself up as any sort of arbiter or gatekeeper, just a compiler of lists.

Also thanks for the lists, guys! Most helpful, and how did I not think to include surfaces from the outset? And the many empty containers, for that matter...
Originally Posted by Malkie
I'm assuming its primarily about frequent requests to reduce reposting.

It's mostly so that stuff isn't overlooked. As much as I try to merge related discussions if I see them (which I admit I'm not totally keeping up with) that's not my priority here, it's so that people's feedback is actually, well, fed back.
- NPCs who at the moment of talking to them only have one-liners to offer should not trigger a 'zoomed' dialogue view (or: make it an option whether it does)
Okay, well I made a fairly detailed list replying to someone else's thread, but since you said you just want one-liners I'll just link it and summarize: my list, for more detail if something seems confusing

1. Better party member pathfinding so that they don't walk straight into hazards

2. Auto success on 1s for skill checks. If there's literally zero chance to fail, I shouldn't need to roll.

3. I would like to be able to access the inventory of my teammates at camp when they aren't in my party.

4. Space bar should only advance through dialogue, not select options.

5. Be able to make our own notes on the map.

6. Raise and lower map floors so targeting isn't just restricted to the floor our character is on.

7. Better inventory management with bags inside our inventory. Naming them, sorting them, and being able to drag items directly into them (as opposed to opening the bag and putting the item into a specific slot)

8. Holding ALT and clicking a container in the world should open the container, not put the container in my inventory.

9. Add more actions, like active search, readying an action, and dodge.
Originally Posted by CamKitty
For the love of god any conversation of import needs to drag the whole party in and decisions should be a thing where the most able person (or whomever the party chooses) says or does a thing.


That's already on the way. See 44:00 in this interview:

https://www.twitch.tv/videos/763351879


Originally Posted by malks

-(I haven't tested this, but people have posted pictures) wizards can learn heal? That makes them way too OP.


That is a known issue, it will be fixed.

***

The Dodge action is also going to be added as well at some point.
Posted By: Zyllos Re: Early Access gameplay feedback compendium - 09/10/20 01:25 AM
1. Many spells and abilities that can be used for reaction need to be added and for those that matter, a target needs to be allow so it doesn't fire off on the first time it goes off.

2. Cantrips shouldn't cause surface effects unless the surface can happen from it's basic effects (firebolt on grease/web, ray of frost on water/blood). Creating surface effects from nothing is what higher level spells do.
Main things I've been focused on:

1) Improved demarcation of class abilities - eg. scrolls only being usable by classes the spell list appears on, including Wizards only learning spells from their list; make disengage and hide an Action so that Rogue's Cunning Action feature feels significant

2) Separate jump from disengage - jump is part of movement, disengage is an action before movement.

3) Character creation UI - currently not enough information / tooltips, including clear information about archetypes/subclasses available at later levels so people know what specialisation to aim for as this impacts ability scores too.

4) Hotbar UI - currently too many different things combined. Personally I suggest separate "quick actions" hotbar for whatever you most commonly use, whether that's your weapon attack or a cantrip; and an "all actions" toolbar below it that has various pop-up menus for different categories like class abilities, spells, potions, grenades/arrows etc.

5) Declutter the world - reduce the number of placeables that allow interaction (whether looting or being moved around); and improve the usefulness of the "highlight objects" keybind (L-alt by default) so that it highlights ALL lootables and important interactions.

6) Reduce surfaces focus in combat. While some aspects of this should remain as it can make encounters more interesting, having too much of it feels too much like Divinity.


The "throw" mechanic is currently broken in a fun but abuseable way. You can get behind certain unbreakable walls by placing your character or companion next to the wall and then having another character throw them into the wall. This will actually place the thrown character *inside* the wall and the game doesn't know what to do so it just lets that character walk out of the wall on either side.
Thank you for this thread! In no particular order...

1) Don't give everyone the ability to disengage/hide as a bonus action. I don't know if rogues get anything to make up for this loss but so far this just seems to just make them feel weaker as a result.

2) Find a way to integrate sneak attack into the main/regular attack if possible. So then it can trigger on bonus action attacks and the like.

3) Agreeing with others on requesting cantrips not leaving surface effects in general.

4) Targeting via clicking on portraits.

5) Allowing other party members to step in for the dialogue.

6) Allow all hairstyles to be available to either gender please.

7) Scar options in character creator would be nice too.

8) Longbows, shortbows, and crossbows all having the same range doesn't make sense. Longbows and crossbows should have a longer range than shortbows.

Edit -

9) Rogues are missing expertise! Rogues are supposed to be very reliable with skills outside of combat, hence their extra proficiencies and able to select some to have double the bonus.

- Rules: Lots of conditions (ensnared, burning, etc.) allow for saving throws every turn by the affected character. When a character gets ensnared by Ensnaring Strike, they should get a STR saving throw at the beginning of each of their turns to break free on their own.
- Ready action: Characters should be able to use their action / bonus action and reaction to set up an attack, spell or other thing to do when a certain condition is met (enemy appears, moves, etc.)
Just a small note, rolling a 1 is only an automatic faliure on attack rolls, not skill checks. Other then that, great list!
- QoL: using the 'Highlight' function should also highlight containers and basically everything that is clickable
Thanks for making this!

1. Party size. Lots of people asking for 6 character parties.

2. Party control. Movement doesn't need better AI, it needs a root and branch rethink. It's better than DOS but I'm still walking into traps and falling off cliffs. Lots of people asking for this.

3. Okay no one else is asking for this but if a spell's only target is 'self' you shouldn't need to cast and then target. Just cast False Life or similar on self by default.

4. Love the hairstyles and heads but elves need a head that makes them look like something other than 'thin human'. On at lease one head elven noses need to be smaller. The Shadowheart graphic at the top of the forum gets it right but in game her nose is disproportionate to her head.

5. Sorry, don't agree. Please don't de-clutter the world or reduce the number of scrolls -- larian got this one right. Loving the loot lust, glad my level 2 wizard always has something to do.

6. Make it easy to change appearance -- my toon is vain and likes to change hairstyles and makeup often. Please feed her vanity. ( Maybe even include fabric dye -- something that never really happened in DOS2 )

7. Hide the helmet!



Just a few things I don't see on the list yet.

1. We need non-combat XP. This is not something that would be nice; it is downright critical if you want people to use their imagination and try different things.
2. Stealth in combat needs to be fixed. This is probably a tall order since it involves tweaking enemy AI, but it's ridiculous that enemies don't even try to look for the stealthed archer sniping them.
3. Pressing L Alt should highlight containers and objects lying on tables/ surfaces as well, and not just corpses.
4. Sneak Attack should be melded into the normal attack and only show up when the conditions are met. We don't need another button to click.
5. Adjust starting gear/ equipment not just to class but also subclass, background, and other choices made at character creation.
Posted By: Bray Re: Early Access gameplay feedback compendium - 09/10/20 02:34 AM
1. Left alt needs to highlight more. Currently it misses a lot.

2. If we arn't getting 5-6 man party. At least allow us customization over one more character.

3. Give me some hotbar customization options (larger, more without scrolling), and stop auto-filling it with useless junk.

4. Differentiate 'free-actions' and 'actions' visually on the hotbar.

5. Allow casting of spells to be target the parties portraits

6. Shove is really OP in certain situations

7. Auto-learning spells on level up feels weird.
Please include "More manual dice rolls added to game. Perhaps option to include combat dice rolls, manual skill checks in open environment, etc." in high frequency requests.
+1 to adding non-combat XP to the list please! There are some great interactions to be had with NPCs, and players should be rewarded for resolving non-combat situations.
I am not sure if a bug or not, but silencing enemies using verbal effects does not stop those effects from continuing to affect players IE: Harpy Songs. I almost died to continual cc when they were sitting in the silence spell. Somehow We could hear them sing through it and in it.
- Please show the dice roll when listening in on a dialogue. Without that, it just looks like there's an awkward pause whenever a party member has to make a roll.




Posted By: malks Re: Early Access gameplay feedback compendium - 09/10/20 02:49 AM
Hey Vometia, I forgot it before: THANK YOU for pinning this post. You're doing a great job!

I'm really looking forward for the complete version of the game, but despite everything I really like the game.
I haven't finished the EA yet, I seem to find myself more concerned about some of the posts around the forums than playing....



I've seen quite a few posts asking and discussing about an open development roadmap.

I know it's early, really early, but yeah, maybe it would be good after consideration of all these points people are suggesting, to post at least a list of what Larian would plan to be working on?

Trying to get in here things I haven't seen in other replies or on the list:

-Open Development Roadmap
-Hide helmet option (seen it about 4~5 times, I'd like it too, hehe)
-short rests in between long rests could be increased to 2 (many people +1'd that if I recall)
-Warlock: Great Old One doesn't have any sub class features. (this was on my first post, b4 I found the feedback tool)
-Have a "pointer" to where we're moving, just saying it's occupied/has not enough space makes it hard to figure out what's the best next position
-Allow vertical angling of the camera. I originally posted this, but I've seen it a few more times. We can't really look up, even from the shoulder camera it still feels like we can't see all we would like to.
-Alignments, there were some posts about choosing alignments. 5e doesn't take alignments too strictly, but it could enrich dialogue and choices.
-Backgrounds should be story-impactful, not only mechanical (saw this a few times)

Here's a small personal request:
-Hexblade warlock and its mellee related invocations.

And another personal request I think has zero chance of being fulfilled:
-Could we turn into werewolves? Love werewolves.

PS: Been writing this for a while, some suggestions may be repeated.

EDIT: Alignments!!!!
Posted By: Zyllos Re: Early Access gameplay feedback compendium - 09/10/20 02:50 AM
1. Dash should be a full action, leaving Uncanny Action: Dash a Bonus Action, so Rogues can Dash and still have a full action in the same turn.

2. Jump needs to use all movement when performed.

3. Jump should not be a disengage (acts like normal movement). Add Acrobatics to roll out of combat based on skill check Dexterity vs the AoO attack performed.

4. Shove should be a attack action, not a bonus action. Other feats/ect can turn it into a bonus action.
Here's one someone else did, which I agree with:

All Death Saving Throws for PC's should be rolled manually. Force the game into turn-based mode for the dying character and all nearby characters if a character is making death saves during exploration or other non-combat situations.

EDIT: This does not apply to automatic failures from taking damage, nor to any automatic successes.

***

Allow for the creation of a "Custom" Background: You can pick any two skills, or possibly one skill and one tool proficiency (which really only means Thieves Tools at this time.) The UI for this is something similar you'll need anyway for the Bard class, which gives you proficiency in any three skills.

***

Standard Human is not worth using, because almost no decent build is going to need a +1 in three different ability scores. You made the Ranger different, surely you can do SOMETHING for the Standard Human.

Alternatively, even if the Feats aren't ready yet, add in the Variant Human for the +2 to two ability scores of your choice, and a bonus skill proficiency, and add the level 1 Feat feature in a later update.
Originally Posted by someoneinatree
+1 to adding non-combat XP to the list please! There are some great interactions to be had with NPCs, and players should be rewarded for resolving non-combat situations.

From a personal perspective I'd also like to see this: I dunno how it fits in with D&D since, well, I don't really know anything about D&D (so I'm grateful to those who do!) but I've often thought that RPGs in general can be too combat-focussed for my tastes. XP from non-combat stuff goes some way to addressing that.

More catching up tomorrow. My brain needs a rest!
I'm aware it's been said before, but I just want to add my voice to those who are requesting a better party-based dialogue system as written in the quote below. That's really the one thing that is preventing this game from being truly great. D&D is about party cooperation.

Originally Posted by vometia

[*] Party dialogue: let the player choose who speaks.
Have companion skill proficiencies be accessible in the dialogue, and be able to use their skill proficiencies (important especially when dialogue is initiated on the player and they can't pick the companion that should actually talk)
e.g. I talk to someone who wants to learn some fighting moves, I'm no Fighter, but Lae'zel is. I should be able to pick Laezel (Fighter) - Dialogue option and let her do the explaining.



Posted By: TMS Re: Early Access gameplay feedback compendium - 09/10/20 03:18 AM
I'm really liking the game so far, great job. My recommendations at the moment are:

1) PoE 1 and 2 did make me feel sooner that I was a part of a living and breathing larger world. For the most part, in the first few hours of this game, such references are limited to a few references to the city of Baldur's Gate.

2) Please have a world map to travel on, like in BG 1&2 and the POE games... don't do each chapter as a massive map like in DOS 1 & 2... just please don't... it felt way too gamey (e.g., stage 1, stage 2, stage 3...)

3) At times the Chapter 1 map feels so large and so many pathway options it is overwhelming. In line with my 2nd comment above, I recommend Larian consider splitting the map into two different maps and putting them on a world map as two different areas.

4) I don't think jumping should allow players to move farther in a turn than running. This encourages players to jump whenever they move, which IMO takes away some of the traditional D&D immersion.

5) I was able to cheese the combat by hiding in stealth, shooting to engage the enemy in combat, and then going back into stealth at the end of my combat turn. If you engage the enemy like that outside of their line of sight, they won't see you and will just stay still during their turn. One would think that the AI would at least have the enemy either run to cover or (for beasts, perhaps) run in the direction of the shot.
- As much as I love how OP it is, we shouldn't be able to short/long rest near enemies, especially since long rest takes us back to camp.

- Speaking of, the teleportation system also feels OP. I get it frees up a lot of time, but it got me out of several sticky situations when it shouldn't have (shouldn't be able to teleport out of the goblin castle/temple/whatever)

- Running around naked elicited no response from anyone. Seems everyone is cool with my now a stripper as a side gig tiefling
Hmmm....

I like the jump/disengage combo...I see I might be in the minority.

I like that "hide" is an option.

I intensely dislike how easily killable the "familiars" are

Please don't make my followers walk into snares/traps/fire while following me when I didn't do that.

I think that heals (low level heals) should be available to non-clerics.
A couple of other suggestions I've seen:

- Allow us to set our NPC companions' stats. That way, if we'd like to, say, make Astarian an Eldritch Scoundrel rogue, he can actually have the Intelligence to make that viable. Poor, dumb vampire.

- Double-press spacebar to end combat turns, either by default or as an option. Depending on your desk setup, it can be very easy to smack the bar by accident.

- Shared party inventory. I know Larian really loves making players manage each character's inventories separately, for some reason, but it's unnecessary busy work. And especially so if they increase the party size as I hope they do.
After finishing up the current early access, it's very easy to agree with everyone on cantrips shouldn't have surfaces. A lot of the harder fights became trivial when using frost ray has a high chance to slip someone right as it hits them, knocking them prone instantly, sometimes getting some enemies trapped cause they keep failing the check( Since the surface is just a bit wider then them, they still need to make 1-2 checks before they can leave unless they jump.) Some surfaces also don't seem to ever go away, the Brine bombs being a bad one since it hurts on walking. Else then that, I just have a couple suggestions for other things.

1. Warlock GOO subclass 1st level feature, or the current lack of one. Since telepathy might be kinda hard to use since it's a ribbon feature, Why not just let it give you a bonus use of the tadpole power, since it already uses a form of telepathy and wouldn't be a stretch to call it an eldritch ability.

2. Weapon selection on Character creation. Only cause if you build your character around a certain weapon, it sucks to hope you can find what you need eventually.

3. The entangled roots, and how lethal they are outside combat. I'm completely fine with people getting trapped in them, but not if they also hurt you outside combat. They also make you make a saving throw a little too often, with almost having a full party wipe cause I was running by and the AI walked into them. Have the damage effect just be a combat thing, since outta combat most characters aren't gonna rip themselves out and get hurt anyways.

4. This one is a spoiler so
Please don't have the absolute plot line telling me to head to the moon towers to get tested just end with "Haha, evil dood betrays you". I was surprised and excited when I could talk down the drow from killing me in the camp and she even offered a guide to get there. Having a failure option for it is fine but I wanna have at least some chance to side with them if I can. Also one of my favorite dnd books is The illithiad, which I recommend a read
Originally Posted by SerKaelwain
I'm aware it's been said before, but I just want to add my voice to those who are requesting a better party-based dialogue system as written in the quote below. That's really the one thing that is preventing this game from being truly great. D&D is about party cooperation.



The beauty of the table top is that it lends itself to interpretation and improvisation. The DM can wave a role if the player proves sufficiently clever and no video game yet possesses such flexibility. Computer games should play to their strengths, instead of rolling for persuasion or knowledge, reduce it to pass fail. If someone in the party possesses the required proficiency let it ride. If it is an NPC rather than the player, let their chance of assisting be dependent upon how invested they are in the outcome (is it their own quest? is it one they care even care about?) and their relationship with the player. That is sort of how real people interact anyway. Besides, on the table top, a failed roll stops nothing. Someone with a similar skill, or another skill but similar aims, can try again. That isn't an option in games like these, and shouldn't be because it would make the challenge feel redundant if one simply failed and NPCs always salvaged the situation for them (victory is meaningless without the possibility of failure). DnD is a deterministic game, help make the player's choices meaningful.

Second, the dice which are used in DnD were chosen, I imagine, according to two basic criteria: How well they roll on a physical surface and second how greatly they allow for variation. This studio should work with the strengths that digital systems have. Reduce everything to equivalent fractions. A 65% chance to hit doesn't need to be processed on a 1-100 scale. Reduce it to three parts, two of which result in success and then players won't run into nearly as many unlikely outcomes when they attempt an action. Round up where you need to in order to make it work, keeping it in the player's favor since the developers control literally every other aspect of the game except for the player's actions (and even those are heavily influenced by what that developers allow). Many developers will boast how their random number generators are accurate in 3,000, or 10,000 rolls but the truth of the matter is no player is ever going to track more than 100, and more than likely will make their judgment on 20. If you are going to use percentiles to help guide player decisions you should do everything you can to make them dead accurate. We have all played X Com right? We all have our own (numerous) experiences of such egregious bullshit it made us set down our controllers in disgust however much we enjoyed the game. One can accept losing do to poor coordination or inferior tactics, but losing when you have done everything right except getting a few rolls you needed is always bitter.

Posted By: Cahir Re: Early Access gameplay feedback compendium - 09/10/20 04:13 AM
Item descriptions: please Larian, make item descriptions longer, more immersive and contain a fair chunk of lore, like it was in BG1 and BG2. When I'm looking at the description of simple battleaxe or longsword, I literally want to cry. This was one of those little details that really made previous games shine. This was also the thing that was bugging me in Divinity Original Sin series, but I hoped it will be taken care in BG3.
Originally Posted by vometia
Originally Posted by someoneinatree
+1 to adding non-combat XP to the list please! There are some great interactions to be had with NPCs, and players should be rewarded for resolving non-combat situations.

From a personal perspective I'd also like to see this: I dunno how it fits in with D&D since, well, I don't really know anything about D&D (so I'm grateful to those who do!) but I've often thought that RPGs in general can be too combat-focussed for my tastes. XP from non-combat stuff goes some way to addressing that.

More catching up tomorrow. My brain needs a rest!


It is not uncommon for DM's to give out xp based on interactions, but I would just suggest that it not be too much. Just use it as a slight reward to show people that they did something cool using text, instead of an attack. I dont' know how you have the questlines set though. I would 100% be behind giving the exp that would be lost from not murder hoboing.
Druids that shapechange should not die after shapechanging. If they take damage that reduces hp to 0, they revert to normal form and take any remaining damage to their actual hp.
Originally Posted by starglam
Druids that shapechange should not die after shapechanging. If they take damage that reduces hp to 0, they revert to normal form and take any remaining damage to their actual hp.



Druids are altering their physique not crawling inside a separate creature and taking over control. If a druid dies in combat, whether he was a bear at the time or not is immaterial.
On character creation; most of the female options are very lovely...the males... oh heaven's it's "Beauty and the Beast" all over again, and the men are NOT beautiful (most of them).

Also can there be a less neon green option for green hair?
Tattoos - white is highly/overly visible, all the other colors need more oomph.
Originally Posted by DistantStranger
Originally Posted by starglam
Druids that shapechange should not die after shapechanging. If they take damage that reduces hp to 0, they revert to normal form and take any remaining damage to their actual hp.



Druids are altering their physique not crawling inside a separate creature and taking over control. If a druid dies in combat, whether he was a bear at the time or not is immaterial.


That's not how the 5e rules lay it out.

Originally Posted by 5e Player's Handbook
When you transform, you assume the beast's Hit Points and Hit Dice. When you revert to your normal form, you return to the number of Hit Points you had before you transformed. However, if you revert as a result of Dropping to 0 Hit Points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 Hit Points, you aren't knocked Unconscious.


You take any excess damage to your person, but if you're just reduced to 0 HP when shapeshifted, you simply return to your normal self.
Originally Posted by endolex
Thank you for creating this! Digging through all my previous posts:

Character creation + character sheet:
- clearer view of skill proficiencies and their sources (for instance, "you get this Skill because of your race / background, etc.") - full list, distinguish non-proficient, half-proficient, proficient and expertise
- record all "passives" (stuff like 'Dueling' fighting style) on the character sheet as well
- resolve when skill proficiencies overlap (for example, getting Stealth from Street Urchin background + get Stealth from Lightfoot Halfling should resolve in me getting to pick another skill proficiency instead)
- better ability score tooltips: do not just describe the role of the attributes for classes + combat, explain their meaning also for dialogue etc.

Dialogue:
- have companion skill proficiencies be accessible in the dialogue, and be able to use their skill proficiencies (important especially when dialogue is initiated on the player and they can't pick the companion that should actually talk)
example: I talk to someone who wants to learn some fighting moves, I'm no Fighter, but Lae'zel is. I should be able to pick Laezel (Fighter) - Dialogue option and let her do the explaining.

Equip weapons:
- game should let player opt to use versatile weapons 1H or 2H regardless whether their offhand is empty or not

5E Ruleset conflicts:
- according to PHB, spell-preparing classes can only prepare spells during a long rest (make it subject to difficulty maybe)
- according to PHB, casting two spells per turn should not be possible. Bonus Action Spells can only be combined with a cantrip (for instance, you cannot cast Bless and Healing Word on your turn)
- wrong tooltip description for Dueling fighting style passive: the bonus applies when you hold a 1H weapon in one hand and no other weapon - e.g. also when the other hand holds a shield
- cantrips should not be able to cause surface effects. Fire Bolt should not leave a fiery area with nothing to set on fire, Ray of Frost should only freeze the ground when there's liquid on it, etc. -- maybe reign in surface effects in general (debate)

Quality of Life / miscellaneous:
- true 4k resolution UI, main menu + chargen - at the moment it appears just "enlarged"
- Fast Travel: let us click directly on the waypoints on the map
- Let us ressurect / revivify NPCs that die in a fight
- sheathed shields should be visible on the back
- rapiers and other 1H weapons are usually not carried on the back when sheathed, but on your side
- Torches should not be considered a weapon of any restricted proficiency - currently Mages cannot carry one...




Just throwing in my support of this post, especially concerning the disconcerting visuals of having weapons stowed on your back instead of at your hip as they should be. Please, no polearms sheathed at back either, they should be held or unequiped.
Originally Posted by Certheri

That's not how the 5e rules lay it out.



Appreciate the correction. I don't play. . .anything other than rogues actually. . .and I haven't been in a party with a druid for years. I would still say the mechanic strikes me as counter intuitive. Dead is dead.
Instead of % chance to hit, I'd like to know Advantage/Disadvantage and why when I con the foes.

Example: Advantage (Threatened); Disadvantage (Blind)

If more than one thing is giving me disadvantage, I just need to know what I can fix.
My primary issue is related to performance.

I'm right in the middle between minimum specs and recommended specs, but get terrible amounts of stutter and poor fps, in particular when outside.
Of course, everything's silky smooth if I'm in a smaller interior location like a cave or dungeon of some kind.
I believe that this may have something to do with exactly how much world texture is being drawn? It almost feels as though the entire main map/outside world is all being rendered no matter where our characters are located.
And if I'm being honest, I'd much rather have my immediate viewable relevant surroundings look decent and be able to maintain a decent frame rate than have mountains or hillsides that are very, very far away look stunningly gorgeous.

I don't know anything about development or what's possible, but I'd love to see something along the lines of some type of "fog of war" or maybe a diameter around the party where things are textured and accounted for, but not everything within 100 miles is drawn-in and constantly taxing hardware whether we're near it or viewing it or not. Possibly even something as simple as a draw distance slider? I know that there's an option for smaller landscape details like flora and fauna and whatnot, but applying that same principle to the world in general would make a huge difference for a lot of people. That way, everyone with a build strong enough to see the entire world can, but those who still fall within spec who don't have a high-end rig can still enjoy a smooth experience. I'm sure that it's very different from a technical standpoint, but I had virtually no issues whatsoever playing Divinity: Original Sin 2 on very, very high settings, and I'm still struggling with the lowest of the low here because of what I suspect to be that draw distance issue.

Of course I understand that this is Early Access and that some optimization will take place, but I'll be devastated if the current way that the world is being rendered remains the same and will continue to plague me into retail release when I'm within the parameters to maybe not enjoy the prettiest experience, but a decent-looking one that's stable.
Posted By: Mekino Re: Early Access gameplay feedback compendium - 09/10/20 05:22 AM
Personally I would like to see custom characters stand out a bit more in dialog. Here's an example, I made a Wizard so high INT, proficiency in Arcana and History, so when I bumped into the Wizard companion who I would be inviting to join my party he talked to me the same way he spoke to a Cleric or Ranger custom character "You're not a wizard are you." and rather than my character being able to respond to the other Wizard with anything more intelligent to say than "Yeah, I'm a Wizard" and other generic dialog was disappointing. I'm certainly not looking for a snowflake character, but at least some different options more than what is being presented. I mean if the Wizard companion knows so much, why wouldn't my character? I know it means more work to animate, record vocal dialog reponses, and potentially bogging down the game without getting into the plot and such. Just saying it would be nice.
My suggestions :

1. Include name generator that could generate names, fitting for the race. Since I usually refer to PHB myself to think of a name for my character.

2. I know this might be difficult to implement, but I would love to have a proper Reaction implementation. As in, I could pick wether to react to an event or not.
Currently Attack of Opportunity is automatic, and Hellish Rebuke pretty much says that "if you use this spell, you expect yourself to get hit and would rather get hit than ending the encounter with Shatter or Magic Missile".
I would love for it to be properly implemented, so Featherfall and Hellish Rebuke becomes reaction spell. And we could get some staples like Shield and Counterspell as well.

Feedback :

1. There are quite a lot of infinite loop conversation in the game right now. (The one with caged goblin, and the one with wounded Tiefling for example)
Oh something that I forgot to mention before, is that I would like the combat log to default to the most recent entry.

Every time I opened the combat log it would be in some arbitrary spot, and I'd have to scroll down, but if I'm opening the combat log then 99/100 times it's because I want to see details on what just happened.
Ok, fun, I few I cam up with...

UI:
- right-click interaction with portraits, like opening char sheet or inventory.
- option to sele select whole party for simulatnous stealth, jumping, attacking the same target, etc.
- make characters position when not on screen more visible (edge indicators).

Rules:
- 5E has the option for group afforts. let the whole group roll as a team on stuff like breaking down doors, etc.
- better class implementation: who gehts to learn what spells; treat familiars as enteties, not spell effects that go away on rest, etc.

Presentation
- character models need more love: let us equip backpacks, cloaks, quivers, etc. and make weapons appear as they should.
- customize armor appearance - mutliple models for the same type armor.

Misc.
- more different difficulties. everything up to true pnp mode, complete with hunger, thirst and fatigue mechanics.

...to be continued.
Two QOL things:
- I would like to be able to loot items with a single click instead of two
- When fast travelling I expected to be able to click a portal and teleport directly rather than having to click from the fast travel list of locations on the right.

Question about Fire Bolt:
In 5e Fire Bolt does 1d10 damage. In BG3 it does 1d6. Is this intentional? I'm thinking maybe due to the fires that get started it does damage over time? In any case it was unexpected.
Better camera control with vertical tilt.
Camera should follow the person when fully zoomed in and we should then be able to play as that person with movementkeys.
I'm new to forums in general really, but is there a way to give this a boost or like or something like that? This is a really good post that has just about every general issue I and many others have!

Also I am 100% a turn-based gamer. As much as I love the lore to Baldur's Gate 1 and 2, I was never able to play the games because of the pausing gameplay. It seemed very disruptive and actually gave me a headache the times I tried playing.
Originally Posted by Medirby
I'm new to forums in general really, but is there a way to give this a boost or like or something like that? This is a really good post that has just about every general issue I and many others have!

Also I am 100% a turn-based gamer. As much as I love the lore to Baldur's Gate 1 and 2, I was never able to play the games because of the pausing gameplay. It seemed very disruptive and actually gave me a headache the times I tried playing.


Ever tried the "auto pause on turn end" option that existed in BG? Just saying, you COULD play the series in turn based mode if you wanted to.

Nevermind - not a discussion thread.
User interface



D&D Rulebook

  • End concentration by will: You need to be able to end your own concentration at will, at anytime.
  • Hold action: Super important. Let me hold my action to a later point of the initiative.


Much more to come wink
Great Game any way
My five cents:
* Do not listen to those who complain about the Early Access as if it is a complete game.
* The game is really enjoyable with gorgeous graphics
* The game does seem to have quite a few bugs but I have encountered very few gamebreaking/story related bugs
* The game does feel like a Divinity game rather than a BG game. It is hard to explain why though. I am probably too stuck in having played the original BG games as they came out so long ago
User interface


Hey I was wondering if you could add a bard, The Bard is an essential part of a D&D setting and I think it would be really cool if we could play as a bard and I think it could work, a Bard is essentially a person who weaves magic through instrument, would the team ever consider adding it at all?
- Delay Turn and Ready Action. These are core components of tabletop D&D tactics.
Posted By: Bray Re: Early Access gameplay feedback compendium - 09/10/20 07:11 AM
Originally Posted by Johnnyferalcat
Hey I was wondering if you could add a bard, The Bard is an essential part of a D&D setting and I think it would be really cool if we could play as a bard and I think it could work, a Bard is essentially a person who weaves magic through instrument, would the team ever consider adding it at all?


You should really have a look at the future plans beforehand.
They have many many things planned.
-Disengage jumping (distance) and remake the absurd animation (it looks like marvels hulk, if you jump high on a rock) +1

-Disable fasttravel on the minimap icon. Activate it only directly on runes (fasttravel points). Reduce fasttravelpoints radical, because we want to explore the map oldschool and dont want to teleport.

-Rework the restingsystem. You can beam yourself anytime magically out of a dungeon. We want to rest in a dungeon at a campfire. The "end of day" (long rest) option should setup a small campfire and bedrool at your position and only available, if there is a campfire. Fasttravel to main camp only available at runes (fasttravel points). Anymore: we want to enter and leave the camp normaly, not only via teleport. The onetime small resting should have a animation, like sitting down for while and do not heal only hp directly.

-Minimap is unclear - not clearly arranged. compass is out of the map

-Map: Be able to make our own notes on the map. +1
Anymore its unclear too and displaced if you setup your desktop scale higher then 100%.

-Baggage looks strange. Pleace add shields to the sword on the back, because if you draw your weapon the shield appears out of nowhere.
Anymore we need quivers, because its looks naked and unrealistic without a backquiver. Shordsword etc. should stay in a scabbard at you belt and not on your back.

-Party dialogue: let the player choose who speaks. +1

-A proper party size: 5 or 6 character party, 4 is too limiting for a D&D computer game. +1

-Character creation: more heads, size of the character

-Skill-checks: more detailled infos before diceroll

-More infos in chatwindow (lockpicking dc for example)

Bugs
-a wizard can learn cleric scrolls
-shopsitems reset after fasttravel (you can buy same things again)
Others


- Familiars shouldn't be able to attack unless you are a Pact of the Chain warlock, even then you have to give up your own Attack.
- Familiars should be able to grant the help action and deliver touch based spells with their reaction though.
- Reactions need a rework it's currently impossible to use featherfall for it's intended purpose. It's also impossible to implement the Ready action
- You shouldn't be able to tell your percentage chance to hit, you should just see your own result and whether that hits or misses. Same with knowing the DC of skill checks.
- You shouldn't get advantage for having high ground. If anything high ground could allow ignoring half or quarter cover if you get a better angle.
- Disengage should be separate from jumping and an action
- Jumping should use 5e jumping rules. Long jump is your strength score in feet *if you have a 10ft run up* otherwise it's half that. High jump is 3 + strength mod in feet with the 10 run up. You shouldn't be able to jump onto the roof of a house without the jump spell or the boots of striding and springing. Or be a monk. It shouldn't be a bonus action, just part of movement.
- Fast travel shouldn't use teleportation unless it's somehow tied to the wriggly wriggly worm in your head. That's pretty high level magic that you just use to save walking 100m. If fast travel is needed, just have it be signposts and there's a time skip while you walk there.
- Weapon skills like cleave and pin down aren't 5e things. If you insist on including them, make them part of a new feat or a fighting style
- It's too easy to camp, and there doesn't seem to be any chance to getting attacked in the night as you seem to be in some demiplane. Watch orders and random encounters are part of 5e, unless you have tiny hut or magnificent mansion.
- Short rests should also take an hour, and give you the option to spend hit dice to regain health. Not sure what the method is of regaining health on a short rest currently is. Depending on where you decide to short rest there could be interruptions as well.

I'm sure I'll think of more later.
Got another presentation/UI one:
Give the UI more of a pen and paper feel... right now itts too modern and slik for a Baldurs's Gate game. I'm talking more rustic fonts, paper/parchment backgrounds, stuff like that.
Posted By: rfuzzo Re: Early Access gameplay feedback compendium - 09/10/20 07:57 AM
noo, please don't. If I wanted to play an old game, I play the original... I actually think the UI is way too cluttered.
Jumping:
Some sort of indication if a jump would result in falling damage would be nice. Perhaps use the system that projects a white character shadow when you haveto move a bitr to make an attack and the game shows you to where. If there was a white landing shadow for safe jumps and a red one for risky jumps. (Im not asking for it to be 100% accurate, just a risk indicator of some sort)

Magic Missiles:
When shooting all three missiles at the same target they all have a separate arc, while this looks cool visually it can cause an issue with terrain. I had an instance outside the tiefling camp there I had line of sight to an enemy and aimed three missiles on it, but two of the missiles collided with terrain in the way so it was only 1/3 effective. For magic missiles in particular this is a problem since this spell has the tradeoff of lower but consistent damage that always hit. If I can see a target and aim all three missiles at one target then all three should hit.

Update post about rules changes:
Some sort of community update talking about what stuff are intentional changes to classes and what is stuff thats not there at the moment but are planned to be implemented. (Im not asking to know exact details or dates, I know that would be impossible, just some insight as to what are intentional class changes and what is just an EA thing, and possibly what might be an upcoming feature in the near future.)
Posted By: Cahir Re: Early Access gameplay feedback compendium - 09/10/20 08:28 AM
Originally Posted by WarBaby2
Got another presentation/UI one:
Give the UI more of a pen and paper feel... right now itts too modern and slik for a Baldurs's Gate game. I'm talking more rustic fonts, paper/parchment backgrounds, stuff like that.


I agree with this. Especially items modern appearence, with all these rotate options, looks jarring. And item descriptions are often just one or two sentences. I really hope it's a placeholder.
IMO, your placement of jumping/action related stuff shouldn't be under other, they should be under the rulebook section.

- get closer to pnp. It's kind of covered, but i don't think the wording is quite right. The action economy can and should be as close to pnp as possible tbh. Same for jump rules, there's literally zero need to come up with ideas for either of those things, they're well defined and clear in 5e ruleset. Jump and disengage should be separate things. - D&D rulebook

- add the other missing actions fomr PHB/DMG: Disarm, Overrun, Tumble, Help, Ready, maybe even mark - D&D rulebook

- rogues shouldn't have two bonus actions. - D&D rulebook

- scrolls shouldn't be limitd by skill or intelligence, they should be limited by class spell list. - D&D rulebook

- add the cantrips that do specifically make surfaces (create bonfire and shape water).

- sneak attack should be automatic rather than an activated ability for rogues
User interface - I spent a LOT of time in character creation, and once in game there is pretty much no way to get a good closeup / screenshot of my character. Disappointing.
I'm really surprised that disengage is not mentioned! EVERY enemy in the game can disengage, move then shoot an arrow to my face. IT MAKES NO SENSE and it also limits the rogue's usefulness.
Originally Posted by WarBaby2
Got another presentation/UI one:
Give the UI more of a pen and paper feel... right now itts too modern and slik for a Baldurs's Gate game. I'm talking more rustic fonts, paper/parchment backgrounds, stuff like that.

Originally Posted by rfuzzo
noo, please don't. If I wanted to play an old game, I play the original... I actually think the UI is way too cluttered.

IMHO the answer to this one is probably with modding as there's no single UI that will keep everyone happy. I'll still list it as needing "more customisation options" or something like that, as it would be nice to do as much as possible in-game.

Originally Posted by lele83x
I'm really surprised that disengage is not mentioned! EVERY enemy in the game can disengage, move then shoot an arrow to my face. IT MAKES NO SENSE and it also limits the rogue's usefulness.

That's the point of the exercise, to make sure everything is included. The original OP (OOP?) only had three things listed when I posted it! I think disengage is listed but it could be clearer so I'll do that when it gets its next review.
Great list so far, I would agree with many things on it. Found a slight mistake tho:

Originally Posted by vometia

[list]
[*] Dice rolls: these should have the bonus/penalty modifier added to the value of the dice rather than subtracted to the target. Apparently this is not just a subjective matter but contradicts the D&D rules that rolling a 1 is an automatic fail no matter what.


Natural 1s and 20s as in automatic failure and success are only a thing in Attack Rolls and Death Saves. A skillcheck with a 1 is not an automatic failure. If you have a +9 modifier you will never have to roll for any skill check 10 or lower, as it would be a success no matter the roll.
Posted By: Akari Re: Early Access gameplay feedback compendium - 09/10/20 09:18 AM
There has being a lot of discussion about reactions, triggers and the ability to select when and whitch reaction to apply in a more d&d way.

Posted By: Lynoa Re: Early Access gameplay feedback compendium - 09/10/20 09:22 AM
I just found this threat, since I posted my stuff in another, here is the link to full thing: Link
Short description and update:

- highlighting should highliight all
- all characters should partake in dialog
- camera needs changes (range you can go and in combat -> multi level (floors) are hard to work at atm)
- Character creation: more information
- a "Chat" funktion to reread if someone aprroves or not and other dialoges.


Originally Posted by Akari
There has being a lot of discussion about reactions, triggers and the ability to select when and whitch reaction to apply in a more d&d way. It's weird for me that its not in the list.

That's the purpose of the list: it's not definitive but rather a WIP as an effort to make sure important things aren't overlooked. I'll add it next time I edit the OP.
Posted By: Lynoa Re: Early Access gameplay feedback compendium - 09/10/20 09:57 AM
I just started a new game and tehre is kind of a no go, when you create your : who do you dream of

- If you choose a man, he wears the same dress and jewellery as the female version...

At least it would be nice to change the clothes pritty please. (since I am female and play a female character, I would like to be allowed to dream of a man dressed as one XD)
Verry good idea Vometia
Thanks
Another suggestion to add in first post : chain/unchain system. How to select and group your party members.

Example in folowing topics :
http://forums.larian.com/ubbthreads.php?ubb=showflat&Number=683088&gonew=1#UNREAD
http://forums.larian.com/ubbthreads.php?ubb=showflat&Number=680868&page=1
Increase the amount of sources the game draws from, including mordenkainen and volo, for character backgrounds

Restore reaction spells to abjurers, incl durability of magical shields, and ensure that monsters like the Beholder Spectator actually get their reactions/Legendary actions abilities (dragons get them too)

include multiattack for creatures/PCs that can actually use it (Lae'zel should be able to, as all Gith warriors as per MM can do two attacks), as should the Intellect devourer. Astarion kind of does already. Thugs, however, don't.







Pickpocketing:
I like the new system where you make a roll for each item, it makes it way more interesting to decide how much you want to push your luck.
I would however like to see slighly more complex teactions to theft from NPCs.

• Since you can pickpocket someone any number of times it would be more immersive if vendors are capable of more modes than looking for a thief or "everything is fine". Perhaps the difficulty could increase if you come back to steal from a vendor that has noticed things going missing but havnt found a culprit to represent them being more alert?

• Another thing Id like to see is if NPCs didnt always immediately notice something getting stolen no matter how small. Like if I swipe a key or a potion from someone and roll really well it feels weird that they always know something was stolen 2 seconds after you close their inventory. Perhaps this could work something like narrowly succeeding your slight of hand check will make them notice like they do now, but if you roll a 15 on a required difficulty of 5 it feels like they wouldnt/shouldnt immediately know something is missing.


Edit: changing post because someone had already provided the answer
Originally Posted by Dark_Ansem
Increase the amount of sources the game draws from, including mordenkainen and volo, for character backgrounds

Restore reaction spells to abjurers, incl durability of magical shields, and ensure that monsters like the Beholder Spectator actually get their reactions/Legendary actions abilities (dragons get them too)

include multiattack for creatures/PCs that can actually use it (Lae'zel should be able to, as all Gith warriors as per MM can do two attacks), as should the Intellect devourer. Astarion kind of does already. Thugs, however, don't.


Yes it would be very noce to see something like the hexblade warlock. From what I understand warlocks is a class wizards have been looking at as somewhat underwhelming in power but havnt done stuff fore like the ranger because so many players think they are cool and are prepared to overlook them being a slightly weaker class. The hexblade kind odresses a lot of whats missing from making warlocks semi melee viable casters. Looking at stats of what type of warlock people tend to play on a statistical level the hexblade is overwhelmingly popular and kinda shows the weakness of the other subclasses.
Posted By: Akari Re: Early Access gameplay feedback compendium - 09/10/20 11:19 AM
There is the option about how to justify in game the camp mecanic, giving the player a rod of security or similar item during the rest tutorial will achieve that.
-> Spells informations, specially when you need to decide which spells you're preparing on the K menu. I miss being able to read the spells before choosing them and have the exact information on duration, range, target effect and damage, if it does damage or save , it'd be nice to know our save spell DC on that screen as well.
Posted By: Akari Re: Early Access gameplay feedback compendium - 09/10/20 11:23 AM
Originally Posted by Dark_Ansem
Increase the amount of sources the game draws from, including mordenkainen and volo, for character backgrounds

Restore reaction spells to abjurers, incl durability of magical shields, and ensure that monsters like the Beholder Spectator actually get their reactions/Legendary actions abilities (dragons get them too)

include multiattack for creatures/PCs that can actually use it (Lae'zel should be able to, as all Gith warriors as per MM can do two attacks), as should the Intellect devourer. Astarion kind of does already. Thugs, however, don't.



PCs dont get multiatack, La'zel will get 2 atacks at lvl 5 (with extra attack not multiatack). 3 at lvl 11 if the game goes to that lvl, Larian said they will try 10 as max but is not final yet.
Posted By: Akari Re: Early Access gameplay feedback compendium - 09/10/20 11:25 AM
Originally Posted by HeavensBells
-> Spells informations, specially when you need to decide which spells you're preparing on the K menu. I miss being able to read the spells before choosing them and have the exact information on duration, range, target effect and damage, if it does damage or save , it'd be nice to know our save spell DC on that screen as well.



yep, this is important, not only on spells, in everything. Right now you need to know it or go to the players handbook/dndbeyond or similar.
Posted By: malks Re: Early Access gameplay feedback compendium - 09/10/20 11:26 AM
Originally Posted by Skallewag
Originally Posted by Dark_Ansem
Increase the amount of sources the game draws from, including mordenkainen and volo, for character backgrounds

Restore reaction spells to abjurers, incl durability of magical shields, and ensure that monsters like the Beholder Spectator actually get their reactions/Legendary actions abilities (dragons get them too)

include multiattack for creatures/PCs that can actually use it (Lae'zel should be able to, as all Gith warriors as per MM can do two attacks), as should the Intellect devourer. Astarion kind of does already. Thugs, however, don't.


Yes it would be very noce to see something like the hexblade warlock. From what I understand warlocks is a class wizards have been looking at as somewhat underwhelming in power but havnt done stuff fore like the ranger because so many players think they are cool and are prepared to overlook them being a slightly weaker class. The hexblade kind odresses a lot of whats missing from making warlocks semi melee viable casters. Looking at stats of what type of warlock people tend to play on a statistical level the hexblade is overwhelmingly popular and kinda shows the weakness of the other subclasses.


+1 it's my favorite class
Can we get Bladesingers, Hexblade makes melee viable warlocks, Bladesinger makes melee viable Wizards. Both allow alternative play styles for existing classes so are excellent. (Valor Bards too obviously)
Posted By: Akari Re: Early Access gameplay feedback compendium - 09/10/20 11:28 AM
Another one, that now requires jump but it should not.

Characters should be able to pass through ally characters spaces during movement as long as the movement does not end there. Right now they block each other pathing but you should not block ally pathing. As now, it forces you to use the op jump/disengage to go over your companions.

Whe should have cover. Right now we have full cover "path blocked" but non bonus to ac depending on partial blocks, no going down or hidding behind half cover. I want to hide my mage behind a table or a barrel and get the bonus for it.
Posted By: malks Re: Early Access gameplay feedback compendium - 09/10/20 11:38 AM
Originally Posted by blindhamster
Can we get Bladesingers, Hexblade makes melee viable warlocks, Bladesinger makes melee viable Wizards. Both allow alternative play styles for existing classes so are excellent. (Valor Bards too obviously)

+1

College of swords bard too. These are all gorgeous.
Posted By: malks Re: Early Access gameplay feedback compendium - 09/10/20 11:40 AM
Rewarding non combat solutions:

My suggestion for this idea is to give xp per encounter resolution, not by killing enemies.

So wether you kill or lie through it you get the same anount of xp. Killing afterwards wouldnt give xp since the encounter was already solved.

This is like the milestone but on smaller scale, so if you get to an encounter or not, your total xp will differ from play to play.
Posted By: Jonneh Re: Early Access gameplay feedback compendium - 09/10/20 11:46 AM
Great idea, thanks for the thread. Posting my feedback on Rangers in this post;
Ranger Feedback (and some general gameplay)

Favoured Enemy
I like what you’ve done with this, and it is interesting though it is just a bunch of free skill proficiencies and cantrips etc. I’d like to see this expanded and refined once you add more cantrips. One featuring thorn whip and green flame blade would be nice, fitting the ranger fantasy.
I strongly suggest including the following as a base benefit of favoured enemy/foe from the UA Subclasses (soon to be published in the next D&D book) https://media.wizards.com/2019/dnd/downloads/UA-ClassFeatures.pdf
Favoured Foe 1st-level ranger feature (replaces Favoured Enemy)
You can call on your bond with nature to mark a creature as your favoured enemy for a time: you know the hunter’s mark spell, and Wisdom is your spellcasting ability for it. You can use it a certain number of times without expending a spell slot and without requiring concentration— a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest. When you gain the Spellcasting feature at 2nd level, hunter’s mark doesn’t count against the number of ranger spells you know.
Hunters mark is like sneak attack on rogues for the TT RPG – you are balanced to have its damage pretty much all the time, and requiring concentration for it, spending spell slots etc is just too consuming on the Ranger – this is evident in your game as well. The ability to recast it for free as a bonus action if the target dies should remain as well, this all plays into the real fantasy of a ranger as an expert hunter.

TLDR for your summary;

*Include the Favoured Foe feature for Rangers; Hunters Mark can be cast for free as a bonus action (not requiring a spell slot, or concentration) [Wisdom Modifier] number of times per day.
*Include more "Favoured Foe" types, including ones using other cantrips like Thorn Whip and Green Flame Blade

Equipment
Rangers should start with a longbow. It’s a bit annoying not to have access to one for so long in the game, until you come upon the druid encampment. I also feel like access to a magical bow is missing for a long time, while most other magical weapons are available for other classes.
Rangers should also start with an offhand weapon, or a single martial main hand in which they are proficient.
Arrows aren’t a thing (yet?) and I’m not sure it adds very much to the game to have limited ammunition, but the character should wear a quiver at least, probably even make it an item (d&d has magical quivers as magic items, so it makes sense we have mundane ones to eventually replace with a magic item).
I think that the magical arrows which drop from DOS1/2 should do something a bit more special for Rangers. Perhaps empower the next two shots from your quiver with their effects? Give you two fire arrows, two lightning arrows? When you get the extra attack feature these will be used up quickly instead of being inventory fodder. 1D4 fire on a couple of shots is hardly game breaking, but it is a cool way to use these items.

TLDR for your summary;

*Rangers should start with a Long Bow, and the option of a single main hand or both main and offhand weapons
*Magical bows seem much more rare than other magic items at present
*Quivers should be an item (definatle a visible part of an archer character), ammunition to be debated/decided
*Magical Arrow items to have an interesting and special mechanic for Rangers (work on the next X shots, debate)


Speak with Animals
The “Speak with dead” feature in your game offers a recast of the ability for free once you have used it once. Consider adding this for Speak with Animals as well! This again is in the upcoming class changes for Rangers in 5E
Primal Awareness 3rd-level ranger feature (replaces Primeval Awareness)
You can focus your awareness through the interconnections of nature: you learn additional spells when you reach certain levels in this class if you don’t already know them, as shown in the Primal Awareness Spells table. These spells don’t count against the number of ranger spells you know. Primal Awareness Spells Ranger
Level Spell 3rd detect magic, speak with animals
5th beast sense, locate animals or plants
9th speak with plants
13th locate creature
17th commune with nature
You can cast each of these spells once without expending a spell slot. Once you cast a spell in this way, you can’t do so again until you finish a long rest.

*Speak with animals should work the same way as speak with dead already does, recast for free (or cast for free always as a ranger at level 3, as per 5E UA (soon to be published in the next book))

Colossus Slayer
Currently very bugged, doesn’t seem to work. Should be a D8 extra damage on any hit against a target already hurt? (once per turn) – Noticed a few times that damage does not seem to be in the combat log after hitting a damaged target.


Missing Spells
Hoping this is just because you have not gotten around to it, but Goodberry is missing (a real mainstay of Ranger play) as well as absorb elements and detect magic. I’m hoping detect magic will be there. I thought about it when we discovered Shadowheart’s pod in the tutorial, using detect magic to try and solve releasing her. Logically that means dispel magic should be in too, but level 3 so not appropriate for this puzzle at level 1.

Athletics/Acrobatics
These are not used at the moment, which is annoying. Surely, they should affect your jump distance as well as strength. Other cool implementations could include giving you bonuses to climbing etc so that it costs you less movement to get the high ground so valued by a bow user. This is exactly what a DM might ask for in a table top game, the player to make one of these checks to get high up for an advantage attacking.

TLDR for your summary;

*Athletics and Acrobatics to affect jump distance, vertical movement.
Posted By: Jonneh Re: Early Access gameplay feedback compendium - 09/10/20 11:48 AM
General feedback on EA experience here:

Camera


Is there a reason to lock the camera angle/tilt? I can’t remember if DOS/DOS2 was like this, but its really annoying when you’re fighting someone inside a building from outside, or when they’re above/below you significantly. I feel like I constantly want to angle the camera but all you can do is zoom, go to top down view (tactical) or swivel/pan around.

TLDR for your summary;

*More camera freedom


Combat

I think its too fast. Funny right? I heard Larian saying that speeding up combat was a focus for them in one of the pre-EA panels/shows/updates. I think it has gone too far the other way. We’re not given the time to enjoy combat, and a lot of the nuances fly by without really penetrating the scalp because the combat log zooms by and has separate lines that you have to mouse over in specific places to see the rolls, and what happened. Half the time as my light cleric it was hard to tell my reaction was going off, and if you check the combat log you can’t even see any acknowledgement that it was used. Speeding up combat was used as the reasoning for reactions having to be automatic, more on that later, and honestly its pretty hard to tell what is going on from one moment to the next, though some of the battle verticality and spread, combined with the camera angle lock might be to blame.

Even the crit marker is bad at the moment, because it’s the only dice roll you see but it completely hides the damage you do, putting you into some kind of action cam which often hides the actual impact of the attack. More on putting the dice on screen later.

The time it takes for some NPCs to “decide” what to do is vexing, and this is not intended I guess, so not part of my feedback above. I’m really talking about how fast activated skills fly by doing their thing. Something that is a d20 roll, followed by damage dice is over in half a second right now and I'd prefer it was a few seconds long I guess so we could see what is happening. It may also pave the way for a better reaction system.....

TLDR for your summary;

*Large debate about reactions (and how nerfed they are as automatic, non player controlled)
*Large debate around the pace of combat
*AI "thinking" delay/bug aritifically extends combat time
*See more dice?


Reactions

Automated reactions are not as bad as I first thought they would be. It makes sense for some things. AoO is fine, when it’s the only thing you have anyway, and stuff like “Shield” (Currently not ingame?) or even Riposte (battlemaster). The problem comes when a class has multiple reaction triggers, some more preferred or appropriate than others, or when an iconic and powerful reaction needs specific player agency and control to a) be used most effectively and/or b) to make the player feel powerful and like they’re having a key impact. Counterspell and Cutting Words would be my examples here. I don’t see any way of implementing these automatically, without nerfing them or changing them. Cutting words is a dice roll, and the caster is meant to know the attack result before they decide to use it. Moreover the caster might or would use this to prevent an attack on a key ally at a key moment, when an opportunity presents itself. Warding flare is another good example (improved). Impose disadvantage on a creature you can see attacking a creature other than you. Automatically this will just trigger on the first attack following the clerics players turn? I want to be able to save my wizard with it, or myself, or however I choose to use it. Choose being the key word. What about counterspell? Will I just stop some half-caster’s cantrip because it’s the first spell cast after my turn, leaving the party wide open for the fireball?

I’m not sure of the solution. But given that I feel like combat is already too fast, I’d honestly prefer interrupting the combat flow to present the player with a few seconds worth of “do you want to counter this spell?” rather than destroying these iconic abilities to make them work under the automated system. Please rethink this!


TLDR for your summary;

*Automatic reactions will not work for some more complex reactions for other classes/features from higher levels or not yet implemented
*Solution needed, do not want to see all these nerfed or left out to fit in with automated system currently in game


Rolls

I feel like we don’t see enough dice for a D&D game. I kind of get why a lot of it is hidden, and I’m not saying that we need to see every dice roll, but there are options here. We could just have toggles for a lot of it, so you can see your damage rolls and have it presented on screen instead of the “floating combat text” that shows just your damage – an option people could disable if they wanted.

Initiative is a good one for me. Currently I can’t even find where you see your initiative (number), you just get placed on the initiative track and that’s it. I feel like I want to see the dice, and see my bonus get added. It can feel pretty bad when you’re really low in a big fight. If you see the bad roll, then at least you experienced it on screen and understand what happened. Put the numbers on the portraits of the turn order too.

Doing this on screen I think could help make the combat more D&D, as well as solve some of the pacing issues mentioned above. I consider this a great multiplayer feature as well to be honest, anyone who has played D&D knows that one of the simple joys is looking at your friends damage dice and seeing those 4 D8s roll really high above average. Let us see that if we want, gate it behind an option if you think not everyone wants to see – but I’d be willing to bet it would be popular.


TLDR for your summary;

*See more dice/rolls ingame.
*All players in multiplayer should see dice rolls from allies
*Option to have attack/damage/initiative (basically any roll) show on the screen, at least the result (not neccessarily a rolling dice like a skill check)


(Multiplayer) Dialogues

Some fellas made a couple of great threads on this already https://www.reddit.com/r/BaldursGat...larians_dialogue_system_doesnt_work_for/ which I agree with 100%. https://www.reddit.com/r/BaldursGate3/comments/j6q59j/feedback_using_the_best_speaker_in_party/

First, my personal pet peeve, automatic dialogues or ambush dialogues. You need to bloody well pull ALL the players into it, not just the one who triggered it. I do not want to miss things because someone was exploring ahead a bit. It makes no sense and can only create a negative multiplayer experience. I’d also say that manually selected and started dialogues should also pull in all players to “auto listen”, and they can have the option to leave (but not start more dialogues) if they’re wanting to sell etc.

Further to this, the best party members bonus should be used for any checks. NPCs are talking to the party, not the player who happened to click them first. Your party will have a ‘face’ who does your persuading, a wizard who does your arcane divining and a cleric who knows about religion. And everything in between. Maybe you have some massive holes, but thats how you decided to play! Making it the person who clicks first who gets to do the checks makes no sense when you consider it a cooperative party experience, especially in multiplayer, at least most of the time. I’m sure there are some cases where it makes sense. I guess if I’m using speak with animals, I shouldn’t get to use my bard’s charisma for checks while talking to a chihuahua, and you can balance those edge cases by enforcing the checks to be from the relevant player where appropriate. For the most part though put the player's name in the conversation response so we know whos bonus is being used (and who is providing the option if its a cool race/class/background/etc option) and give us all options so other party members can chip in. That person should then see the DC and click the dice, and that character should be the one who says the dialogue. Currently other players in multiplayer can’t see these rolls either, but they should. Rolling dice and watching others roll dice is the backbone of fun in D&D!

In the same way, the current voting system isn’t really a voting system as far as I can tell. It’s a vote suggestion, and the person controlling the dialogue can ignore the rest of the party and pick what they want. I’m not sure how big a deal this is, but it doesn’t fit with the party/cooperative spirit of the game again. NPCs are generally talking to the party, not just the player who clicked them first.

The DC reduction based on your skill bonus also doesn’t make sense. Obviously it’s the same, mathematically, but it doesn’t feel as good. Likewise your “guidance” bonus doesn’t even get shown to you. You should see the Guidance dice roll next to your D20, and then see them all get added up with your bonuses to your result. Reducing down a DC just makes it feel like there was no point in rolling the check somehow, and yes, that is just human psychology but what can I tell you. D&D have been doing it this way for years, and it works!


TLDR for your summary;

*Don't allow people in multiplayer to so easily miss story content/dialogue from conversations, bring all players into the conversation by default (allow them to leave if they want to do something else)
*Already mentioned in your summery, NPCs should talk to the party, not just the initiating player - other party members skill should be available to use for checks
*"Voting" system is more of a suggesstion system at the moment, do we want democracy? (debate)
*Show skills and bonuses, show bonus dice and let us roll them, dont reduce the DC



UI (Spell Slots/Spell Levels)


Adding a button for every spell slot level you can cast a low level spell is not a scalable solution, and the space economy it destroys even at level 3-4 is already showing that. I would suggest revisiting this with spells being represented by single icons, and then the spell slot levels for each spell being presented. Maybe even do it both ways, so you can select the slot first and then that changes all the spells on your bar to that spell slot level of each spell so you can mouseover and read the increase. The base should always be in the tooltip as well, so you can more easily see what the higher slot is giving you in terms of upgrade.

The way they get splashed onto the bar is also annoying, especially with every potion, scroll and usable ending up there too. Which brings me to..


TLDR for your summary;

*UI is not scalable for multiple spell slot versions of the same spell, make better. (Select Spell slot first, then click spell? - Make it obvious when some spells don't have a higher effect using a higher slot (EG, Fairy Fire)



Inventory Junk


There is too much inventory bloat imo, and not enough sorting options etc to help you manage it. With better options for sorting/selling I'm sure it could work, but honestly there are too many scrolls and potions etc dropping at the moment. I'm pretty sure spell scrolls are meant to be a lot more rare in the D&D setting, and having them littering the world like this is a bit silly I think.

I hate, with a passion, the fact that keys dont disappear when you've used them. Or have a tooltip saying if you've used them. Make it easy on us, please! We've got a tadpole in our brains, I don't need an hour of inventory shuffling when we get back to town, only to find 10 keys with no idea if they're all safe to throw away. Have a heart!

TLDR for your summary;

*Make keys go away when we've unlocked the item they are for, maybe even have them as a separate inventory
*Too much junk around, too many scrolls. Loot in D&D is generally gold, and gems etc - weapons armor etc should be around, but more rare


Encounter XP (non-violent resolution)

There are already loads of encounters in the game where you can resolve a situation through dialogue, with nonviolent solutions. This is great, and is how D&D is supposed to be played! Awesome! However, a DM would also give you the XP for resolving the encounter. Probably the same as if you had defeated the encounter with combat. It makes sense to do this, but it doesn’t seem like Larian are doing this. There are a lot of guides for DOS/DOS2 where you simply kill everyone in sight for the “better” XP path through the game, and it’s a fundamental flaw. I’d honestly prefer milestone progression where the party levels up at key quest completions than have a situation where the best way is just always going to be murder your way through Faehrun, and all the other planes. Resolving a situation with good check rolls, using your out of combat skills should be just as rewarding as using your in combat skills to murder everyone! Switch to milestone progression, or just reward the XP for each encounter much more evenly. 100% parity isn't required, but at the moment I feel like you get WAY more for just doing murder death kill. If I am wrong, its not presented very well.


TLDR for your summary;

*Already debated widely - killing everything is by far the better choice at the moment, peaceful or lawful/good playthroughs are a perfectly valid playstyle, reward them too with XP/loot
Also, I think we need more feedback for dice rolls, showing our bonuses/maluses
-> Another smaller improvement in Character Creation: Choosing your starting weapon. In D&D every class has their starting proficiencies, which means a few array of possible weapons and armor you could choose to start with. I'd love to be able to choose my starting weapon whether should if be a Longsword for my Fighter or a Greataxe, maybe a Mace for my Cleric or a Warhammer. Also I'd be able to choose a Leather or Scale Mail as stated in the character creation in 5E.

Link to the thread: Choosing starting gear
Nice to see a response to my thread: http://forums.larian.com/ubbthreads.php?ubb=showflat&Number=682351#Post682351

Can you please add key bindings not saving in Stadia to your list?

Thanks!
Casting spells during dialogue should be possible.

I mean spells like Friends, Charm Person, Detect Thoughts, etc. Too often I have those spells prepared, but end up in an important dialogue without realizing it's about to happen. I really don't want to keep hitting Quicksave every 20 seconds so that I can reload and cast those spells where I feel it's important. There's already a "Start battle" button in dialogue and I've never pressed it. I'd like there to be "Cast a spell" button as well, filtered to only show dialogue-relevant spells.
Posted By: Akari Re: Early Access gameplay feedback compendium - 09/10/20 12:26 PM
Another suggestion : Savegames

Make savegames per character instead of general? So that if you are playing multiple campaings you have your autosaves and quicksaves "per campain"

I just feal that its easy to implement and could avoid things like .. a player using only quicksaves testing another character and overriding the initial campain
Posted By: Akari Re: Early Access gameplay feedback compendium - 09/10/20 12:27 PM
Originally Posted by Mythago
Casting spells during dialogue should be possible.

I mean spells like Friends, Charm Person, Detect Thoughts, etc. Too often I have those spells prepared, but end up in an important dialogue without realizing it's about to happen. I really don't want to keep hitting Quicksave every 20 seconds so that I can reload and cast those spells where I feel it's important. There's already a "Start battle" button in dialogue and I've never pressed it. I'd like there to be "Cast a spell" button as well, filtered to only show dialogue-relevant spells.



+1
Posted By: malks Re: Early Access gameplay feedback compendium - 09/10/20 12:43 PM
Originally Posted by Akari
Originally Posted by Mythago
Casting spells during dialogue should be possible.

I mean spells like Friends, Charm Person, Detect Thoughts, etc. Too often I have those spells prepared, but end up in an important dialogue without realizing it's about to happen. I really don't want to keep hitting Quicksave every 20 seconds so that I can reload and cast those spells where I feel it's important. There's already a "Start battle" button in dialogue and I've never pressed it. I'd like there to be "Cast a spell" button as well, filtered to only show dialogue-relevant spells.



+1

Definetely +1
Originally Posted by malks
Originally Posted by Akari
Originally Posted by Mythago
Casting spells during dialogue should be possible.

I mean spells like Friends, Charm Person, Detect Thoughts, etc. Too often I have those spells prepared, but end up in an important dialogue without realizing it's about to happen. I really don't want to keep hitting Quicksave every 20 seconds so that I can reload and cast those spells where I feel it's important. There's already a "Start battle" button in dialogue and I've never pressed it. I'd like there to be "Cast a spell" button as well, filtered to only show dialogue-relevant spells.



+1

Definetely +1

yes, this.
Posted By: malks Re: Early Access gameplay feedback compendium - 09/10/20 12:48 PM
http://forums.larian.com/ubbthreads.php?ubb=showflat&Number=683573&gonew=1#UNREAD

This post is a good example why most bonus actions atm shouldn't be bonus actions.

Same happens for the shove/jump disengage mechanic.

Hide is something else that as a bonus should be rogue only.
Posted By: malks Re: Early Access gameplay feedback compendium - 09/10/20 12:52 PM
http://forums.larian.com/ubbthreads.php?ubb=showflat&Number=683249&gonew=1#UNREAD

Part of the reduce surfaces suggestion annoying so many is also the many barrels everywhere.

Also I think they should be too heavy to carry. Most we could do is push them from sonewhwere close.

Originally Posted by endolex
- QoL: using the 'Highlight' function should also highlight containers and basically everything that is clickable


+1

Unless they are gonna tie this mechanic into perception or something, when i press alt i should see all of the interactive items my character could see.
Posting this from my Narrative Flow Critique which has gotten buried from all the amazing suggestions :P

Story Critiques

-Narrative Flow: I wake up on a beach, a larian staple, and then pick up these potential companions. So far so good, but...I could just make camp with one of them and it leads to a deep conversation...with a person I just met. Very little game time has passed and I'm already talking with this companion about things that should perhaps come later in the story. It makes more sense if I wait to level 2 to head to camp, and have some combat experience, but just hopping into camp right after getting shadowheart felt...awkward. This happened several times throughout the game where I would go into camp and it would lead to some important story bits...but I didn't feel like my character was ready for that bit just yet. Not enough actual time had passed. So, I found myself avoiding going to camp because I didn't want to get pulled into some narrative hook

-Act 1 Ending: It didn't feel like an ending. I didn't feel like I'd accomplished anything of note to define the transition into Act 2. Perhaps this is unrealistic expectations from previous CRPGS, but the end of Act 1 always felt like you'd accomplished something amazing our had developed some real relationships with your teammates. Whereas, going into act 2, I feel like my relationships with my teammates are fairly similar to where they started. Yes, I've learned a bit about them, but nothing momentous has happened. There was no boss fight. No really major accomplishment. Just trudging down the underdark.

-Companions: I really enjoyed the companions...but they're all gary-stus/mary-sue's. Each of them have their own special snow-flakeness to them. Vampire? Check. Explosive wizard? Check. etc. I think there needs to be more cohesion among the writers. As it stands, the companions all feel super-special in their own way, which is nice, but it does two things. One, it makes your custom origin PC seemingly less special and two, it creates a more jilted story. There needs to be more cohesion in the story t elling.

-Origins: I know it would be some work, but I strongly encourage Larian to consider adding 2-3 hours of gameplay around your custom player's origin. For example, you're a Drow-lolth sworn, you spend a few in-game hours learning about your culture and how you got kidnapped by the Mind-flayers. As it stands, I really didn't feel much connection to my PC until about halfway into Act 1. I'd really like to flesh out my pc as a person in game before getting thrown into the insanity.
Originally Posted by Arthellion
-Origins: I know it would be some work, but I strongly encourage Larian to consider adding 2-3 hours of gameplay around your custom player's origin. For example, you're a Drow-lolth sworn, you spend a few in-game hours learning about your culture and how you got kidnapped by the Mind-flayers. As it stands, I really didn't feel much connection to my PC until about halfway into Act 1. I'd really like to flesh out my pc as a person in game before getting thrown into the insanity.


Oh yes, this, please... bump up the starting lvl for the main story to 3 and give us 1-2 hours of prologue per origin story... it would also soften the punch of meeting all those super special "DM's nightmare" characters later. We know it's you first foray into the Realms, Larian, but you really can't go that allout from the outset in this setting, as you could in your own, it's charring!
Posted By: malks Re: Early Access gameplay feedback compendium - 09/10/20 01:13 PM
http://forums.larian.com/ubbthreads.php?ubb=showflat&Number=682503#Post682503

Ive seen more posts asking for grapple.

I think it would really give the fighter more options.

We dont need a full grappling animation. Just that it exists and restrains the enemy would already be great. I think a full grappling animation would be too costy, in both time abd money so I guess that's why it wasnt added.

Anyways. Many requests for grappling action, which would come great to accompany the separstion of jump disengage [ one column more, all filled]
Originally Posted by someoneinatree
Main things I've been focused on:

1) Improved demarcation of class abilities - eg. scrolls only being usable by classes the spell list appears on, including Wizards only learning spells from their list; make disengage and hide an Action so that Rogue's Cunning Action feature feels significant



This, so much this. I made an account just to come on here and post this and agree. Classes MUST be more unique. Every class needs to have its clear limitations. Allowing everyone to use the same spells (even if they are barely a magic user) is not good. That was one of my biggest issues with DOS1 & 2 - classes felt generic.
Posted By: Tuco Re: Early Access gameplay feedback compendium - 09/10/20 01:18 PM
Well, great job. This is a very good summary thread.

Can I have my thread about party movement added to the list of the "somewhat popular" complains?
http://forums.larian.com/ubbthreads.php?ubb=showflat&Number=679414&nt=3&page=1

Not to toot my own horn but the feedback so far seems to be overwhelmingly in favor of what I'm suggesting.

Posted By: Albi Re: Early Access gameplay feedback compendium - 09/10/20 01:21 PM
I've already wrote this in that thread, i'd like to be able to use the left mouse button to select the characters by clicking or dragging. I'm not a fan of the "portraits chain" system.
Posted By: Tuco Re: Early Access gameplay feedback compendium - 09/10/20 01:24 PM
Originally Posted by Albi
I've already wrote this in that thread, i'd like to be able to use the left mouse button to select the characters by clicking or dragging. I'm not a fan of the "portraits chain" system.

Good man!
Incidentally, exactly what I was linking about a post before yours!
Posted By: malks Re: Early Access gameplay feedback compendium - 09/10/20 01:43 PM
Originally Posted by TravelingBuddha
Originally Posted by someoneinatree
Main things I've been focused on:

1) Improved demarcation of class abilities - eg. scrolls only being usable by classes the spell list appears on, including Wizards only learning spells from their list; make disengage and hide an Action so that Rogue's Cunning Action feature feels significant



This, so much this. I made an account just to come on here and post this and agree. Classes MUST be more unique. Every class needs to have its clear limitations. Allowing everyone to use the same spells (even if they are barely a magic user) is not good. That was one of my biggest issues with DOS1 & 2 - classes felt generic.


Dos is classless, so that was fine there.

In BG3 however I have to agree.

5e does allow everyone to use scrolls though.

But maybe if the usage was limited by proficiency a specific skill like Arcana and Religion, for arcane and divine magics respectively, it would improve the character uniqueness and flavour, giving even more importance to the background choice.

Edit: maybe if not proficient you could use with a check based on spell level and failure could be a little worse than nothing happening? Just another idea.
Originally Posted by malks
5e does allow everyone to use scrolls though.


That's the misconception Larian has fallen victim to, too, I guess: Yes, all characters can use MAGIC scrolls - which are basically one-use magic items, but only casters can use (and, in the case of Wizards, copy) SPELL scrolls - ie. scrolls on which actual arcane/divine spells have been written on to be used by casters who have to those spells on their list of useable spells. As it happens, most scrolls you can find in the game right now are of the latter variety, and should NOT be useable by everyone.
Originally Posted by malks

5e does allow everyone to use scrolls though.


Actually, no, it doesn't

https://roll20.net/compendium/dnd5e/Spell%20Scroll#content

To use a scorll in 5e, you need the spell that is scribed in the scroll to be on your class spell list. Or you need to be a level 13 thief.
- Add more companions, and a custom party from the beginning. link

- Turn-based/Real Time with Pause link

- A proper party size (5 or 6) link

- Alignment and reputation

- Party pathfinding and Party formations link

- how about weather conditions / dynamic weather (maybe storms), and see the times of the day happen, day and night cycle (dawn, dusk, midnight) very important in d&d and implemented in the old games (bg1&2)

- non-combat XP (Encounter XP (non-violent resolution)).

- Disable fasttravel on the minimap icon. Activate it only directly on runes (fasttravel points). Reduce fasttravelpoints radical, because we want to explore the map oldschool and dont want to teleport.

- Better inventory management

- Outline all usable spots on ALT

- Rework the restingsystem. Maybe two short rest?

- Got another presentation/UI one, a old one (pen paper feel) and new fonts

- Jumping only for rogues

- Fog of war

- Weapons: game should let player opt to use versatile weapons 1H or 2H regardless whether their offhand is empty or not. Longbows, shortbows, and crossbows all having the same range doesn't make sense. Longbows and crossbows should have a longer range than shortbows.



Originally Posted by WarBaby2
Originally Posted by malks
5e does allow everyone to use scrolls though.


That's the misconception Larian has fallen victim to, too, I guess: Yes, all characters can use MAGIC scrolls - which are basically one-use magic items, but only casters can use (and, in the case of Wizards, copy) SPELL scrolls - ie. scrolls on which actual arcane/divine spells have been written on to be used by casters who have to those spells on their list of useable spells. As it happens, most scrolls you can find in the game right now are of the latter variety, and should NOT be useable by everyone.


That's actually true, for example what the famous scroll of revivify actually does is cast the spell which the actual text is:
Quote
Revivify
3rd level of necromancy
Casting Time: 1 action
Range: Touch
Components: V S M (Diamonds worth 300 gp, which the spell consumes)
Duration: Instantaneous
Classes: Cleric, Paladin
You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can’t return to life a creature that has died of old age, nor can it restore any missing body parts.


In the end all spells have class restrictions, and only reading isn't enough to cast them if you're not part of that class, as well as you can't just read it and learn.

Altough this scroll might be the only one you could argue anyone should be able to use cause you know dying sucks. Even if we have skeleboi at camp.
Posted By: malks Re: Early Access gameplay feedback compendium - 09/10/20 01:56 PM
Originally Posted by WarBaby2
Originally Posted by malks
5e does allow everyone to use scrolls though.


That's the misconception Larian has fallen victim to, too, I guess: Yes, all characters can use MAGIC scrolls - which are basically one-use magic items, but only casters can use (and, in the case of Wizards, copy) SPELL scrolls - ie. scrolls on which actual arcane/divine spells have been written on to be used by casters who have to those spells on their list of useable spells. As it happens, most scrolls you can find in the game right now are of the latter variety, and should NOT be useable by everyone.


I can't get to the books right now. I'm at work.

But as I recall, there are divine scrolls in 5e. Anyone can use them.
i was wrong here, thanks for verifying.


I am for the proficiency in skill requirement, otherwise maybe check or no use at all. For this game it would make more sense, be cooler, more realistic and pull it away from DOS, something that's been raging many people.

The books rule it's class limited. That would be fine too.
Posted By: malks Re: Early Access gameplay feedback compendium - 09/10/20 01:59 PM
Originally Posted by blindhamster
Originally Posted by malks

5e does allow everyone to use scrolls though.


Actually, no, it doesn't

https://roll20.net/compendium/dnd5e/Spell%20Scroll#content

To use a scorll in 5e, you need the spell that is scribed in the scroll to be on your class spell list. Or you need to be a level 13 thief.


Thank you, that solves it.
Dice rolls: these should have the bonus/penalty modifier added to the value of the dice rather than subtracted to the target. Apparently this is not just a subjective matter but contradicts the D&D rules that rolling a 1 is an automatic fail no matter what.

When you said an automatic 1 means a fail on D&D, do you know that is not in the rules right? It is a house rule. Unless it is during combat a 1 can still mean success if you have enough bonus added to it.





Posted By: Jonneh Re: Early Access gameplay feedback compendium - 09/10/20 02:19 PM
Combat is too easy.

I think its clear for any of you min/max RPG vets and D&D vets. Once you know what you're doing its really pathetically easy. Most of the goblin camp dies to a single hit, and thats before we have any huge AOEs.

Stuff needs more HP, more enemy healers, more challenge.
Posted By: Akari Re: Early Access gameplay feedback compendium - 09/10/20 02:23 PM
I'm not longer so sure about the cantrips surfaces one .. I dont like the barrels but about the cantrips i changed opinion after more than 20 hours of playing.

In the start i thought .. why are we changing the rules?, firebolt is 1d10 thats it ... then i thought well .. it could be that in p&p they cant implement that as is too much dice to keep track for a cantrip and in the game is ok.
Then i saw ice with prone in the ice cantrip, and acid surface with -2 ac in acid splash

Now I'm liking it, why?
- Firebolt does the same damage, but can do damage if fails, now its 1d6 attack +1d4 saving throw, and can combo with other spells like it did in dragon age origin for example, (but please dont set 800 explosive barrels)
- Frostbolt 1d8 with slow, + prone if save fail, it also combo with fire, so if you frost+fire with 2 mages you make wet (more on this later)
- Acid splash, 1d8 + (-2) ac, but also affect your melee chars, usefull vs bosses
- Shocking grasp, does extra damage vs wet (combo there)

Do you reallize the options it gives you? you could combo 2-3 casters and do cool combos, and you no longer have a "firebolt is the best always! (unless inmunity)" because lets be real, in 5E i never pick anything other than firebolt. Sometimes if you have prior campain knowledge you can pick other think like the one that cuts healing, but really? you never pick anything other than firebolt . (lets forget booming blade here, thats for melee)

Now i just made a new campaing with a wizard, and first spell was acid splash
Posted By: Tuco Re: Early Access gameplay feedback compendium - 09/10/20 02:23 PM
Originally Posted by Jonneh
Combat is too easy.

I think its clear for any of you min/max RPG vets and D&D vets. Once you know what you're doing its really pathetically easy. Most of the goblin camp dies to a single hit, and thats before we have any huge AOEs.

Stuff needs more HP, more enemy healers, more challenge.

Nah.
Originally Posted by malks
Originally Posted by WarBaby2
Originally Posted by malks
5e does allow everyone to use scrolls though.


That's the misconception Larian has fallen victim to, too, I guess: Yes, all characters can use MAGIC scrolls - which are basically one-use magic items, but only casters can use (and, in the case of Wizards, copy) SPELL scrolls - ie. scrolls on which actual arcane/divine spells have been written on to be used by casters who have to those spells on their list of useable spells. As it happens, most scrolls you can find in the game right now are of the latter variety, and should NOT be useable by everyone.


I can't get to the books right now. I'm at work.

But as I recall, there are divine scrolls in 5e. Anyone can use them.
i was wrong here, thanks for verifying.


I am for the proficiency in skill requirement, otherwise maybe check or no use at all. For this game it would make more sense, be cooler, more realistic and pull it away from DOS, something that's been raging many people.

The books rule it's class limited. That would be fine too.


It definitely takes away from the game to have the classes less unique. I'm not coming to this game as someone who ever played the original Baldur's Gate games, nor have I played any D&D game. However, my bf and I were so amped up for this game, we've been planning on building a second PC just so we can play co-op. However, if classes are made to be more distinct (and limited where appropriate), then that might not happen.
hasn't been noted that some weapons (spears and quarterstaves) are fixed 2h instead of Versatile. They should be Versatile

about empty containers: most of them should just not be interactable with
Originally Posted by Jonneh
Combat is too easy.

I think its clear for any of you min/max RPG vets and D&D vets. Once you know what you're doing its really pathetically easy. Most of the goblin camp dies to a single hit, and thats before we have any huge AOEs.

Stuff needs more HP, more enemy healers, more challenge.

goblins should be this much weak, its theyr job. I'd say tier 1 enemies in general (1-4 PC lvl) are supposed to not pose that much of challange. Higher tiers and theyr higher CR monster are the real deal
Originally Posted by Jonneh
Combat is too easy.

I think its clear for any of you min/max RPG vets and D&D vets. Once you know what you're doing its really pathetically easy. Most of the goblin camp dies to a single hit, and thats before we have any huge AOEs.

Stuff needs more HP, more enemy healers, more challenge.


We are level 1-4 right now (altough a bunch of goblins for level 4s is a bit easy) so it's ok. Later on I do think we're getting more of the bestiary which would be a challenge and harder experience as I hope. D&D has so many monsters on the bestiary they should try using as many as they can.
Posted By: Jonneh Re: Early Access gameplay feedback compendium - 09/10/20 02:41 PM
Originally Posted by kasakoff
Originally Posted by Jonneh
Combat is too easy.

I think its clear for any of you min/max RPG vets and D&D vets. Once you know what you're doing its really pathetically easy. Most of the goblin camp dies to a single hit, and thats before we have any huge AOEs.

Stuff needs more HP, more enemy healers, more challenge.

goblins should be this much weak, its theyr job. I'd say tier 1 enemies in general (1-4 PC lvl) are supposed to not pose that much of challange. Higher tiers and theyr higher CR monster are the real deal



A rogue practically one shot the 50 health boss with one sneak attack. Individual goblins might be that weak, but to make the encounter more difficult you'd have a lot more of them or some worgs/trolls joining in.
Posted By: Jonneh Re: Early Access gameplay feedback compendium - 09/10/20 02:42 PM
*The rest system is too simple, too open to abuse

http://forums.larian.com//ubbthreads.php?ubb=showflat&Number=683853
The Urchin and Criminal backgrounds doesn't seem to grant proficiency in Thieves' Tools/Trap Disarm Kits (which should come as a set in terms of proficiency bonuses).

IF Disguise Kits are going to be a thing (and disguises might be a thing because of the Disguise Self spell), the Charlatan, Entertainer, and Urchin backgrounds should grant proficiency in that.
IF Forgery is going to be in the game (a long shot), the Charlatan background should grant proficiency in that.

***

When casting spells which can be cast at a higher level, clicking on the spell should bring up a floating menu to select which spell level to cast it at. If you have no slots of a certain level, it should be grayed-out and unselectable. The current implementation of having multiple levels of spells scattered around the hotbar is just plain bad.
Posted By: kitnal Re: Early Access gameplay feedback compendium - 09/10/20 02:53 PM
replying to make sure this stays near the top of the boards because this is top tier!

Maybe also adding:
1) reactions being a toggle is really bad when you are going to use a spell slot. You don't want to toggle on counterspell or shield to find out it is something you don't want to stop and waste a spell slot
2)Maybe sorting out how spell casting times for (i.e if a spell takes 1-10 minutes only being able to cast it outside of combat or if it takes even longer only during the campfire).
3)just... find familiar is wrong, feels wrong. what did they do to it.


One thing I noticed about scrolls i don't like (but I'm taking advantage of) is that Wizards can copy divine scrolls. Now my wizard can heal and cast guiding bolt lol.
Posted By: malks Re: Early Access gameplay feedback compendium - 09/10/20 03:04 PM
Originally Posted by Akari
I'm not longer so sure about the cantrips surfaces one .. I dont like the barrels but about the cantrips i changed opinion after more than 20 hours of playing.

In the start i thought .. why are we changing the rules?, firebolt is 1d10 thats it ... then i thought well .. it could be that in p&p they cant implement that as is too much dice to keep track for a cantrip and in the game is ok.
Then i saw ice with prone in the ice cantrip, and acid surface with -2 ac in acid splash

Now I'm liking it, why?
- Firebolt does the same damage, but can do damage if fails, now its 1d6 attack +1d4 saving throw, and can combo with other spells like it did in dragon age origin for example, (but please dont set 800 explosive barrels)
- Frostbolt 1d8 with slow, + prone if save fail, it also combo with fire, so if you frost+fire with 2 mages you make wet (more on this later)
- Acid splash, 1d8 + (-2) ac, but also affect your melee chars, usefull vs bosses
- Shocking grasp, does extra damage vs wet (combo there)

Do you reallize the options it gives you? you could combo 2-3 casters and do cool combos, and you no longer have a "firebolt is the best always! (unless inmunity)" because lets be real, in 5E i never pick anything other than firebolt. Sometimes if you have prior campain knowledge you can pick other think like the one that cuts healing, but really? you never pick anything other than firebolt . (lets forget booming blade here, thats for melee)

Now i just made a new campaing with a wizard, and first spell was acid splash

Awesome yeah I had first thought that would be good too.

But then, what about martial classes? Might as well get rid of them cause wizards will be ruling it from 1 to 20....
-Minor illusion needs to be more than a "distraction.*


Should have options of what it can do. Distracting noise. Small wall. Etc.
Posted By: malks Re: Early Access gameplay feedback compendium - 09/10/20 03:06 PM
Originally Posted by Jonneh
Combat is too easy.

I think its clear for any of you min/max RPG vets and D&D vets. Once you know what you're doing its really pathetically easy. Most of the goblin camp dies to a single hit, and thats before we have any huge AOEs.

Stuff needs more HP, more enemy healers, more challenge.

I think as right now it's ok for a normal difficulty.

Higher difficulties should get more challenginf than what we have at the moment, but it could be easier for the easy and very easy.

Not everyone is a veteran.

Edit:typo
Posted By: malks Re: Early Access gameplay feedback compendium - 09/10/20 03:18 PM
http://forums.larian.com//ubbthreads.php?ubb=showflat&Number=683936&#Post683936

This is a first but I have to post it here since that would be pretty frickin awesome.

Weather and day/night cycles.

Edit: explanation
Posted By: Jonneh Re: Early Access gameplay feedback compendium - 09/10/20 03:19 PM
Originally Posted by malks
Originally Posted by Jonneh
Combat is too easy.

I think its clear for any of you min/max RPG vets and D&D vets. Once you know what you're doing its really pathetically easy. Most of the goblin camp dies to a single hit, and thats before we have any huge AOEs.

Stuff needs more HP, more enemy healers, more challenge.

I think as right now it's ok for a normal difficulty.

Higher difficulties should get more challenginf than what we have at the moment, but it could be easier for the easy and very easy.

Not everyone is a veteran.

Edit:typo



I'd be ok with this so long as there were one or two higher settings, yes
Posted By: Tuco Re: Early Access gameplay feedback compendium - 09/10/20 03:22 PM
Originally Posted by malks
http://forums.larian.com//ubbthreads.php?ubb=showflat&Number=683936&#Post683936

This is a first but I have to post it here since that would be pretty frickin awesome.

Weather and day/night cycles.

Edit: explanation

Larian has been pretty adamant about the fact that they can't be bothered implementing a day/night cycle since they think it's too much work for too little return.

A bit of a bummer, if you ask me, but also fairly old news at this point.
Thank you for making and maintaining this thread!


Wizard

Firebolt: Feels lackluster. What is supposed to be wizard's bread and butter attack is now something that destroys their webs and grease, leaves annoying un-immersive fire puddles everywhere and does less on hit damage than Ray of Frost, a CC spell.
Ray of Frost: The slowed movement would be better than the annoying puddle melee fighters get affected by.
Find Familiar: Not being able to use this as a ritual or cast spells through it kinda just makes it feel like a ranger pet, not a celestial/fay/fiend you have made your servant through magic. Having to resummon it after every long rest is annoying and hopefully by the time EA is done we have all the animals listed in the PhB as options ( bat, frog (toad), hawk, lizard, octopus, owl, P
poisonous snake, fish (quipper), sea horse, and weasel missing)
Control Water: Can't pour water into a lock and use Control Water to make it freeze and break the lock. 0/10 unplayable.


Gameplay

Companions should not trigger dialogue: Contrary to some other feedback I've seen, I never want to do dialogue as my companion, they are an NPC. Main character should always be the face of the party in singleplayer.
Sneak Attack: Should be automated when requirements are met. The UI should also indicate when the requirements are met on the target.
Starting Gear: You should be able to choose your starting gear based on your class and proficiencies like you can in PnP. For example, Life Clerics should get their heavy armor and Githyanki Wizards their medium armor in the creation.
Rests: Two short rests per a long rest would be better.
Speeding up animations: Option to speed up enemy turn animations would make the combat go faster. Games such as Pathfinder: Kingmaker and Fire Emblem: Three Houses have this function and it's great.
Group Movement: If linked, everyone should crouch when the PC crouches. Similarly, everyone should jump when the PC jumps up a hill.
Hidden Character and Initiative: If close enough to combat, hidden characters should absolutely be part of the initiative roll. Having to manually drag them into the combat is just weird.
Invoke Duplicity: This skill was butchered bad. At the very least let the cleric cast spells through it.
Carry Weight: Party sharing inventory and weight would be a great QoL change because shuffling loot around from low STR character to high STR character or having to loot on a specific character at all times is annoying.
Food: The healing effect is just devaluing potions, rest and healing abilities and trivializing resource management while the items are cluttering inventory.
Seduction: There is no seduction dialogues. Larian plz
Amulets: Oh god the amulets! Why are they everywhere, why is there no enchanted rings?


UI
Spell Preparation: The spellbook UI doesn't clearly tell how many spells you can have prepared.
Spells on Hotbar: The hotbar is terrible for casters. Not being able to tell what level a spell is at glance is bad.


Originally Posted by Jonneh
Combat is too easy.

I think its clear for any of you min/max RPG vets and D&D vets. Once you know what you're doing its really pathetically easy. Most of the goblin camp dies to a single hit, and thats before we have any huge AOEs.

Stuff needs more HP, more enemy healers, more challenge.


I agree that knowing the game makes a huge impact and once you know the ins and outs combat becomes too easy. But isnt that more of an effect of not having extra difficulty settings at the moment? To me at leadt it seems like the combat is reasonably tuned for someone who isnt a DnD expert, so good stuff like hardcoe and ability to level beyond 4 is comming, just further down the line.
@Zeraman

Very good point regarding hidden companions. If they are close to the characters entering combat they should all be included in the battle. The game allready has a mechanic for a suprise round, so if an enemy hasnt spotted a companion just include that character in the combat and allow them to take the extra action in the suprise round. If they are close but too far to attack anyone the first round then they will simply haveto spend the start of the encounter dashing towards the action. Its a good lesson in "dont split the party". wink
http://forums.larian.com//ubbthreads.php?ubb=showflat&Number=683249

This is my opinion on the whole Barrells situation. IT's literally absurd how they're everywhere. Once you start thinking about who would've just stack 5 oil barrels in a chapel in the underdark, just to leave them there, there is no coming back.
Quote
Rests: Two short rests per a long rest would be better.


agree but more: I rember official 5e balancing mantra of 4 short rests between long rests. Otherwise we just go all long rest classes and long rest all the way (btw like BG1&2 did)
Also selecting how much dices to spend to heal would be nice if more than one rest is allowed.
Originally Posted by kasakoff
Quote
Rests: Two short rests per a long rest would be better.


agree but more: I rember official 5e balancing mantra of 4 short rests between long rests. Otherwise we just go all long rest classes and long rest all the way (btw like BG1&2 did)
Also selecting how much dices to spend to heal would be nice if more than one rest is allowed.


Actually BG1 and BG2 adressed this well with hidden timers, since each long rest added another day on the campaign's time, and companion quests which of course you could ignore. For example if you long rested way too much and didn't progress much into a companion's quests they'd get angry and urge you to please focus on it and if enough time passed some of them would just plain get up and leave your party.
So, I haven't played a lot yet. And I've read the OP of this thread and I think I have my two cents to add. I played around 6 hours of the game and have mainly focused on bugs or strange behaviour, not really the same kind of improvements that I see in the OP.

Here's what I found:
* First campfire, talk with Gale. Just before he says the line "That's not abstract.", the dialog options already appear.
* Inside the Dank Crypt, all the way in the back are objects you can interact with through walls.
* Turn order doesn't always get respected during combat (this happened to me during the fight in the dank crypt)
* In the cutscene when opening the sarcophagus in the Dank Crypt, my dwarf appears to be pushing the whole sarcophagus instead of the lid at some point.
* When jumping to certain heights, Shadowheart's ponytail got stuck at some point resulting in a terrible tearing where her ponytail suddenly grew by 5 meters. It reset itself at the end of the jump animation, though.
* The icon for a bloodstone looks more like a rat's tail
* Splitting items in the trade screen doesn't work, I tried splitting 3 Rope, in a pile of 2 and 1, I end up with 3 every time.
* In The Hollow I attacked some random NPC's and most of them turned agressive, but when it was their turn to act in combat, nobody did anything.
* After switching a character during exploration, I have to recenter the camera on that character

I hope this is of use to somebody
Another point: Make optional, hide or drop altogether the % to hit indicators. D&D isn't Fallout or X-COM.

...and another: With the absence of a dynamic day/night cycle, how about letting us choose to rest during the day, so we can explore at night?
Posted By: Albi Re: Early Access gameplay feedback compendium - 09/10/20 04:52 PM
Ugh...you really want the fog of war? Like on the map while exploring? Because in my opinion it's such a bad effect, it ruins the exploration and doesn't let you appreciate the environment.
Posted By: malks Re: Early Access gameplay feedback compendium - 09/10/20 04:58 PM
Originally Posted by Albi
Ugh...you really want the fog of war? Like on the map while exploring? Because in my opinion it's such a bad effect, it ruins the exploration and doesn't let you appreciate the environment.


It could work if it only hid enemies and chests or what's behind a closed wall.
Posted By: Gurig Re: Early Access gameplay feedback compendium - 09/10/20 05:00 PM
I don't know if anyone said that or not, but! I think adding information about a lot of game moments from the 5th edition in a FAQ in game would be a useful thing. I mean, when my character gets a lvl up, he gets the number of hp equal to d6+another bonuses (warrior) if i select the mode with raising the static number of hp (I mean, it seems to me that there should be explanations why after the level up I got exactly ** the number of HP) . And a lot of things like this. I say it because a lot of players has no idea what is d&d
Posted By: Koshea Re: Early Access gameplay feedback compendium - 09/10/20 05:02 PM
So I got early release to help make the game better, since I can't find a good way to submit feedback in game, guess I'll do so here. After let's say 20 hours of very slow methodical play (just the way I like)

-Sometimes when NPC's die and the animation can't put them on flat land the model really bugs out on how it lands in a very distorted way
-I'm just going to assume inventory management still has several iterations to go through before it's finished, there's a lot here to be done
-I can unmemorize and memorize spells in the middle of the day. Example, after a battle I can unmemorize bless, memorize prayer of healing, cast prayer of healing to heal everyone, unmemorize prayer of healing and memorize bless again. Same with create water, no reason to take up a memorization slot when you can flip to these spells whenever needed. This should be something you can change only during long rests.
-Fighter superiority dice don't seem to be decreasing when you successfully hit an enemy with riposte, menacing attack or pushing attack. Once I get those they just become default attacks
-If I'm right next to an enemy and want to move around to his flank or to threaten multiple creatures, it's a 50/50 chance whether I leave melee range when I don't need to and provide an opportunity attack.
-When next to a creature and using jump/disengage, sometimes you take a step away first, provoke the attack you were trying to avoid provoking and then make the jump.
-As a dualist when looking at my character sheet I don't see the extra damage displayed, I only know it's being applied by hitting something (usually party members for testing) and seeing it added in the combat log.
-The combat log entry for sneak attack is just awful, can we just see an extra d6 rolled for every odd level? that's chunky and fun!
-When moving in combat can I see my character's circle as well as the threat range of his currently equiped weapon at the end of the movement line? Sometimes I'm trying to get to a certain spot while staying in threat range of an enemy during a dash and often I didn't get close enough to the enemy to threaten them.
-Shove is a neat idea but as a bonus action with no cost it's getting a bit abusive, if you're in melee and don't have a bonus action you need to do, why not try it? Maybe make it 1 time use and have a short rest refresh?
-Still a small sample size, so I'll keep recording results, but in 22 skill checks so far only 6 of them have rolled double digits on the dice, 27% when it should be 55% over a long period. If it truely is random and ends up equaling out over the long haul that's great, but I don't won't enjoy loaded dice weighed against me.
-Force Attack needs a keybind
-Jump needsd a keybind
-If your whole party is linked and you jump somewhere, could the rest of your party follow if every member is capable of making the jump?
-Would be nice to be able to target abilities on other people with the portraits, if I want to second wind or activate dash or some such and I already have the screen centered on where I want to end up, having to go back to click them is inconvenient.
-Playing a fighter (and presumably will be the case when I play a life cleric) the first thing I did was steal Lae'zel's armor, giving her mine, is that expected or should it be bound to her in some way?
-As a PC Fighter dualist, it took me a long time to find a second shield, so I stole shadowheart's and she had to go without for quite a while, could we get a guaranteed spawn of such simple gear a bit earlier?
-The vendor price gouging seems a bit overtuned, the 750gp value owlbear egg sells for 300gp and then that same egg can be bought back for 1875gp that's quite a huge swing. If that's the goal, great, accomplished but I will never buy from a vendor at those kind of prices. And feel like I need to pick up every plate and bucket I can find just to hose vendor's over by squeezing another gold coin out of them. Could we establish that vendor's sell for the listed value and buy for whatever meager percentage of the listed value they want, that way it doesn't appear they are double dipping on the FU bong?
-I'm not sure what weight value you get overencumbered movement penalties at but it doesn't seem to be at carry weight, I can go well over before I see the encumbered status pop up.
-Do you need to wear boots for anything in this game because those starter one's everyone comes with sure sell well.
-Party Size - not sure what can be done about this at this point but 4 person party feels WAY too limiting in DnD where classes naturally specialize players in one way or another. Having 2 fighters or 2 wizards in a party of 4 REALLY feels like you are forgoing some other necessary component of party balance and as such truly limits the party composition you can bring. I can see challenge runs where you only take 4 but my current party has 2 fighters and no arcane casters despite 2 such classes being available, just no spots, need a healer and rogue for sure.
-Opening up containers is taking a lot of time, but it's an RPG, that's what you do, opening up containers and finding nothing in them most of the time doesn't as probably intended make that one time you do find something cool fun, it just makes most of the game where you find nothing dull and depressing.
-First time at camp with Astarion, rafael shows up, have a conversation then talk to him, he immediatly blurts out "I'm not trading a vampiric master for a fiendish one" I've watched the pre-release stuff where they played as Astarion and knew he was a vampire, but if I hadn't, that's quite the spoiler.

edit - some were already mentioned on the front page, just now finished reading that post
Im not sure fog of war on the physical map would work that great and it would kinda ruin the environments.
something to add to surfaces topic: no surface should be permanent. The bibberfang fumes in the Hag's hideout just keep coming back after detonating them and there seems no way to block them off, and that's just plain silly, especially since there's no way to spam 'create water' without expending spell slots.
I know this is how it worked lots of times in DOS2, but please for the love of the gods, let's not do this here.
Here are just some things i think.

Really like the contextual roll out in the world. Moving rocks and trying to figure out stuff to get to secret areas are so much fun.
I would like a "ping" system in multiplayer to show everyone what i want them to se/focus on. Since it is a pretty big world with lots of secrets that would be cool instead of giving directions that always end in "your or my right?".
Quality of live things that i would like is a marking system to sell/give/take multiple things, instead of one item at a time.

Finally something that i personally would like to se. Some extended gore system, like chopped heads, exploded bodies, contextual damadge bodies (lightning,frost,force,fire etc) and show that killed them and giving them a unique look.
I played some D&D and all of my DMs gave detailed events in and out of combat whenever you succeded or failed. Especially in combat, i would like a "finishing system", when you score a critical hit or just doing the finishing blow a contextual animation plays with that respective character killing with a fancy animation. If you are a wizard them you do some kind of incantation and burn someone to cinders, of you are a warrior with a two handed weapon you cut them in half etc etc. Think Dragon Age orgins animations, or Witcher 3 finishing animations.

Just some suggestions, would love to know what you all think.
I'm not sure If anyone mentioned that yet, as this thread is too huge to read through. But I have a few improvement suggestions, which would really improve the game immersion:

1) More attention to the companions in the cut scenes. There is a scene where my main character was blown away by a wind, and others were just staying a few steps behind, staring around.

2) Add interactivity into the cut scenes. if I am travelling with a party I would like to see all of them looking around a crypt or interacting with a main character within a cut scene, dropping a few lines, not just the main character doing everything.

And as we are playing DnD game:

3) Why is character alignment feature completely missing? I really liked having moral/order-related dialogue options depending on character's alignment in Neverwinter Nights games, for ex.
I feel like everything I want to bring up has been brought up. I just want a vote ticker so we can all be heard for certain things.

Like surfaces, fix them silly so much to say about this not being D:OS2 please!

Character sheet, make them look a little like PnP(Pen and Paper) and included everything like my fighting style.

Cantrips, see surfaces. And fix damages/ranges/etc.

Scrolls, um.... it wasn't broke in PnP, it didn't need fixing, put it back.

Weird free weapon feats/moves. I mean it is kind of cool, like something you might try in PnP by asking the DM, but they would always say "Roll at disadvantage". So keep them, just roll at disadvantage. Or just remove them.

Jump, um cool... whoa wait.... oh shit the snowball is getting bigger!! By level 4 all the enemies seem to jump farther then my max bow range and they all knock the whole group over. Sheesh calm this shit down. Plus separate it from disengage and make it a part of your movement.

Disengage, bonus action free for all! I still don't know how I feel about all these new bonus actions. But I do feel that changing them was not an improvement. Even the potion as an action was fine. I didn't need that many potions until it became normal for the ground to be covered in exploding acid fire and other terrain effects. (And I know Critical Roll uses potions as a bonus action, but they are cheesy too.)

If you wanted to add all this weird non-DnD stuff to "make it more fun." or "Certain things need to bla bla computers!" then you should have just added stuff from DnD that already exists. Like Dodge, Ready Action (at minimum an overwatch feature.) grapple (Just have the PC extend their arms to 'hold' whatever would be grappled. It doesn't have to look like wwe.) and let the levels fly! Level 20 in a CRPG is a cake to manage, don't stop at 10.

But yeah, some type of tally vote for these themes. That would be cool.
P.S. I don't want the first D&D 5e CRPG to turn into a floor of hot lava, jumping and pushing contest. Please, please don't let it.
Originally Posted by malks
Originally Posted by Albi
Ugh...you really want the fog of war? Like on the map while exploring? Because in my opinion it's such a bad effect, it ruins the exploration and doesn't let you appreciate the environment.


It could work if it only hid enemies and chests or what's behind a closed wall.

Definitely. Outdoor fog of war isn’t generally necessary, but in dungeons it makes sense. Being able to see a room with no obvious entrance is lame. What’s the point in having a secret door if the room it leads to isn’t secret at all?
Originally Posted by sWoRD43
P.S. I don't want the first D&D 5e CRPG to turn into a floor of hot lava, jumping and pushing contest. Please, please don't let it.



...well, as it stands right now we are more along the lines of "losely based on D&D5e", but yea, I agree.
Originally Posted by Eremitae

3) Why is character alignment feature completely missing? I really liked having moral/order-related dialogue options depending on character's alignment in Neverwinter Nights games, for ex.


DnD 5e kinda just ignores alignments, actually. Alignment is "defined" in the player handbook, but hardly anything ever uses it. See this link for a very interesting rant on the topic.
Posted By: Dida Re: Early Access gameplay feedback compendium - 09/10/20 07:21 PM
I just finished the EA content.
Some observations:
- Missing the cleric spell Spiritual Hammer - it is kind of iconic and what Clerics use almost universally for their bonus action.

- Some of the warlock invocations are not working - specifically Devil's sight doesn't allow the warlock to see in magical darkness created by the darkness spell.

- The Great Weapon Fighter feat is not allowing a bonus action attack upon kill / crit.

- Rogue's should have sneak atk dmg of 2d6 starting at 3rd level - currently it stays the same at 1d6

- The first enemy encountered after jumping down into the underdark (no spoiler) seems to be immune to Thunderwave. I cast it on them 3 times, and they never rolled to save or took damage. Also they seem to have 3 actions and a bonus action apeice... dunno if that is intended or not.

- I have a ring that seems to indicate it provides darkvision (pierces the deepest shadows - Sunrise Ring or something like that) but it does nothing.

- I found a magic polearm that is supposed to do 1 psychic dmg when used in melee - I can handle 1 psychic dmg / attack, but it actually does half the damage done as psychic to the wielder. Taking 12 psychic dmg every time I attack when I only have 30 hp is ... well - who would use that for more than 1 fight?

- There don't seem to be any cloaks, belts or magic helms ... maybe 1 hood of shadows.

- There are no or minimal experience rewards for successful roleplay or succeeding on rolls in the cutscenes. The result is very slow xp gain for a group that succeeds at the rolls in conversations compared to the group that just murder-hobos their way thru the game. Why talk to those 8 goblins for zero xp instead of killing them all for 25xp / each?

- The dancing lights and light cantrips do not seem to be providing light. A target that has a 55% chance of being hit due to being obscured by shadows, retains that same hit chance after casting light / dancing lights.

- Negative dex mods do not reduce the armor class while wearing armor. The whole idea behind dumping the dex stat is that you can use armor to make up for it. Plate provides 18 AC even with 8 in dex... not 17 due to the -1 score.

- For most classes CHA is a dump stat - but with all of the cutscenes there is almost always a CHA based roll. This is all well and good when the story is the thing, but when the only way to avoid a massive fight is with a CHA based roll - it is difficult to avoid constantly save-scumming due to having no FACE character in the party. Without Sorcerers, Paladin, or Bards - the only viable option is the Warlock and with only a few of the invocations working, it's like having a gimped wizard in the group just hoping for a decent roll in the dialogue to avoid ... well, murder hoboing thru. In a party - everyone would roll, but in game - whoever is talking does the rolling - so that 8 CHA Githyanki is screwing us all while the 16 CHA warlock cringes on the sidelines.
Posted By: Sigi98 Re: Early Access gameplay feedback compendium - 09/10/20 07:34 PM
More customization of our characters, including quivers, backpacks, cloaks and different armour colours.

Also, make our companions in camp do more than just standing around and read some book or something. Make them walk around, talk to each other etc., so they feel more alive an real.
Posted By: Koshea Re: Early Access gameplay feedback compendium - 09/10/20 07:52 PM
Originally Posted by Dida
- Negative dex mods do not reduce the armor class while wearing armor. The whole idea behind dumping the dex stat is that you can use armor to make up for it. Plate provides 18 AC even with 8 in dex... not 17 due to the -1 score.


This is by 5e design, Heavy Armor specifically does not take into account your Dexterity Modifier, either it's bonus or penalty
Posted By: Gourls Re: Early Access gameplay feedback compendium - 09/10/20 08:00 PM
Thanks for compiling this great list! I'm going to try and avoid suggestions I've already seen, though I'll give a quick +1 to a lot of things, including especially party size (please pleas please Larian, change your mind about "committing" to just a few companions -- your own listed inspirational games both used 6-person parties. It won't break the game. It will be extra work.. but you're already doing that anyway. LET ME TAKE ALL MY FRIENDS).

Anyhoot, on to actual suggestions!

Please show more information on the character sheet panels. There are drop-down menus already, but even they don't contain much in the way of information. For example, I couldn't see the warlock invocations I'd taken, even though I knew I'd selected them (partially I wanted to make sure I had selected them, as Devil's Sight seems to not work on Wyll). Having more information about choices that are coming up would be good too. A preview of what's to come at later levels. I have the benefit of a lot of experience with D&D and fifth edition in particular. Many of your players don't have that and it can be tough to feel like you're really planning your character when you don't know what they'll be able to do. The increased information isn't going to bother those who won't care to see it, but it will be helpful for those who want to be more deliberate about plotting their characters' progressions without having to either buy a PHB or pull up D&D Beyond at the same time and pour over things.

If I fail a passive Perception check, don't tell me about it. This alerts me to the fact that there's something here I'm not seeing. A DM with players can (and should) keep track of their players' passive senses to compare them to traps and hidden foes. Watching my whole party whiff a Perception roll and then walk into a tripwire just makes me feel like a rube. Don't make me feel like a rube. And, then when I do notice something, I feel even cooler about it. Hurray! My ears/eyeballs work! Or Shadowheart's do or something.

I know Sven has mentioned the incoming (sometime) option to change the classes of NPCs. I am very much against this, though especially if Larian sticks to its guns about the locked party size being 4, it will be pretty necessary. Even if that isn't the case, I would desperately like to restat my NPCs from the ground up. Honestly, I'd like the ability to change some of their racial things too. Not change the race itself, but I mean Astarion having minor image as a cantrip makes sense thematically, but the spell isn't very useful and I'd rather give him some other cantrip. I also wish that variant human were a thing because both Wyll and Gale would benefit far more from that. And, I mean, you're using variant rules already (two subraces of drow? potions as a bonus action? everyone apparently has cunning action?), so surely this wouldn't be too tough to implement?

More tooltips and tutorials that you don't have to hunt down. I didn't know how to just sell something for gold. The button to do it looks like a scale above the "Barter" button, but there's no tooltip explaining what it does, and I at least didn't automatically think "oh that means gold for the item I put in the barter box." The hotbar is also a hot mess, but I think enough folks have probably remarked on this that it's a known issue. I like the idea of quick items (potions, scrolls, etc.) being its own "tab," then having separate tabs for spell slots. Click on my second level spell slots tab and I'll see all my second level spells I've prepared, as well as my first level ones cast at a second level slot. A rundown on spell slots would probably also be good for folks who have no idea what those are. I only knew to go looking for how to upcast magic missile or healing word because I've played D&D before. Folks who haven't aren't going to realize that's even a thing without you explaining it to them. I'm sure it's in the tutorials menu, but I shouldn't have to go to a separate menu to find out how the main resource of a class works. Your game should tell me when I first come across it. Give veterans the option to turn the tutorial pop-ups off.

Please give us an inventory autosort. For the love of God, Montresor.

Breaking my promise to not mention things others have brought up again to specifically call out sheathed weapons. I don't think I've ever seen anyone carry a rapier on their back. Except, perhaps, in Dragon Age and it looked just as ridiculous in that game too. It's even more absurd when it's, say, a dagger. If you're going to show us idle weapons on our person, do the same for shields, please. I'd honestly prefer no idle weapons showing to having every single weapon stored on the characters' backs.

I'm not sure this isn't in the works, but more voices for player-made characters would be nice. I would like more variety than "British" or "British but a little lower register."
Originally Posted by Darth Rauko
- Add more companions, and a custom party from the beginning. link

- Turn-based/Real Time with Pause link

- A proper party size (5 or 6) link

- Alignment and reputation

- Party pathfinding and Party formations link

- how about weather conditions / dynamic weather (maybe storms), and see the times of the day happen, day and night cycle (dawn, dusk, midnight) very important in d&d and implemented in the old games (bg1&2)

- non-combat XP (Encounter XP (non-violent resolution)).

- Disable fasttravel on the minimap icon. Activate it only directly on runes (fasttravel points). Reduce fasttravelpoints radical, because we want to explore the map oldschool and dont want to teleport.

- Better inventory management

- Outline all usable spots on ALT

- Rework the restingsystem. Maybe two short rest?

- Got another presentation/UI one, a old one (pen paper feel) and new fonts

- Jumping only for rogues

- Fog of war

- Weapons: game should let player opt to use versatile weapons 1H or 2H regardless whether their offhand is empty or not. Longbows, shortbows, and crossbows all having the same range doesn't make sense. Longbows and crossbows should have a longer range than shortbows.




+ multiclass and dual class (for humans!)
Posted By: Gourls Re: Early Access gameplay feedback compendium - 09/10/20 08:18 PM
Originally Posted by Darth Rauko



+ multiclass and dual class (for humans!)


Dual class is a thing of the past in 5th edition! Everyone just multiclasses now and when you level up, you choose what class you're leveling, since XP is based on character level, not class level.
Originally Posted by Darth Rauko
Originally Posted by Darth Rauko
- Add more companions, and a custom party from the beginning. link

- Turn-based/Real Time with Pause link

- A proper party size (5 or 6) link

- Alignment and reputation

- Party pathfinding and Party formations link

- how about weather conditions / dynamic weather (maybe storms), and see the times of the day happen, day and night cycle (dawn, dusk, midnight) very important in d&d and implemented in the old games (bg1&2)

- non-combat XP (Encounter XP (non-violent resolution)).

- Disable fasttravel on the minimap icon. Activate it only directly on runes (fasttravel points). Reduce fasttravelpoints radical, because we want to explore the map oldschool and dont want to teleport.

- Better inventory management

- Outline all usable spots on ALT

- Rework the restingsystem. Maybe two short rest?

- Got another presentation/UI one, a old one (pen paper feel) and new fonts

- Jumping only for rogues

- Fog of war

- Weapons: game should let player opt to use versatile weapons 1H or 2H regardless whether their offhand is empty or not. Longbows, shortbows, and crossbows all having the same range doesn't make sense. Longbows and crossbows should have a longer range than shortbows.




+ multiclass and dual class (for humans!)


In D&D 5e, its all just multiclassing, and multi classing isn't like in 2e. it's closer to dual classing, except you can freely keep increasing either classes level, and you don't start XP back at 0 again.
Originally Posted by Darth Rauko


+ multiclass and dual class (for humans!)


Now you are talking about 2nd edition rules. ^^ But the 5e multiclassing system is both easier to use, and more effective and not restricted to specific races. If you are unfamiliar with how it works in 5e there are just two simple things to keep track of.
1. Every class levels at the same rate, rogues dont level faster than others and so on.
2. When you have enough XP to level up you can take the new level in any class in any order. You never loose any old class features while leveling up a new class, and you dont "leave" a class behind when starting a new one. You can start as lv1 fihter, then pick up a level as rogue, and then go back and take another level of fighter.

To figure out what stuff your character has you just total the stuff from each class you have taken, so if you do as the example above you would have a lv3 character that has the abilities of a lv2 fighter + a lv1 rogue. (it is slightly more complex but that is a close aproximation of how it works.)
A suggestion someone made elsewhere that I really liked was to make failed perceptionchecks invisible.
Posted By: KnuX Re: Early Access gameplay feedback compendium - 09/10/20 09:29 PM
Could we please see both equipped ranged AND melee weapons at the same time?
I hate it when weapons appear and disappear from characters.
Also, if the melee weapons could be sheathed at the hip that would be much better.
It's a bit strange to see a rapier or short sword, or other one-handed weapons stored on the character's back.
Finally, some more visual customization that would be very welcome would be cloaks and backpacks.
I know this stuff is hard and time consuming to implement, but in my opinion these small visual details would set the game apart as a next-generation title.
Posted By: malks Re: Early Access gameplay feedback compendium - 09/10/20 09:33 PM
Originally Posted by KnuX
Could we please see both equipped ranged AND melee weapons at the same time?
I hate it when weapons appear and disappear from characters.
Also, if the melee weapons could be sheathed at the hip that would be much better.
It's a bit strange to see a rapier or short sword, or other one-handed weapons stored on the character's back.
Finally, some more visual customization that would be very welcome would be cloaks and backpacks.
I know this stuff is hard and time consuming to implement, but in my opinion these small visual details would set the game apart as a next-generation title.



+1
Posted By: Zyllos Re: Early Access gameplay feedback compendium - 09/10/20 09:38 PM
Stealth combat once combat has already begin by someone else should not allow another character to continue to stay stealth and act as if out of combat.
As suggested by @kasakoff, spears and quarterstaffs are lacking their versatile trait.These two weapons are the only versatile simple weapons available to non-martial classes, which makes them extra special. (Link to the topic in this forum)
Ouch, already 9 pages...

Forgive me, I only read the first page. My understanding is that the first post will be updated from time to time to keep up with new ideas / system ?

Here's part of my list then :

1 - Silent main protagonist
I don't think it will be added but it's a big one for me. I don't mind having only 1 or 2 voices to chose from at the creation, but having my main character standing still looking concerned without emitting a sound is really disturbing ! Especially since there is a close up on him everytime he has to talk !
It's also disturbing in a AAA game of 2020 / early 2021 ! For exemple mass effect have full voice (male & female) on each of the 4 usual dialogue options in every conversation... and it's from 2007!!!

2 - Silent companions
Same for them : I remember my companions engaging each other, and engaging with me about pretty much everything since Baldur's Gate 1, even more in BG2 (anomen/keldorn, aerie/korgan, jan jansen/everyone, etc.) It was also a very good part in DAO (Morrigan/Mabari :D) and of course Mass Effect.
=> Talking companions during dialogues and in random parts of the game is a real bonus for immersion. Right know it looks like I have ragdolls with me.

3 - Camp empty
Right now, the camp is just a mini map with few rollbeds and companions standing still. Once again, the comparison with other game (the class base in BG2, the Normandy in mass effect, the stronghold in POE.... even DAO, with the cinematic talks and the merchant) is not good. If it's only to switch companions go back to BG2 with companions having a life, a goal and that could be hired at specific places. If not, they need to flesh out the place and interaction between the companions and us !

4 - team movements
It's already on the first message, so very quickly :
- need to automatize some movements outside fights (like jumping an obstacle for all members of the party)
- need to spread out the members of the party, there is often collision at the begining of combat because of it.

5 - Wallhack scouting !
Another already in the first message :
I can see through walls in dungeon, so even without trying too, i can see hidden rooms, or enemies beyond close doors :-/ kinda ruins the thing. => fog of war...

6 - First companions are all mean...
I know there will be more companion in the final game, but right know the first 4 are all bastards.
- Shadowheart is an heartless priest... of Shar
- Laezel is straight out comptentuous & mean
- Astarion is straight out try to murder us
- Gale is straight out pompuous and arrogant...
I mean : ok, if everyone hate me, I won't want to play with them... so I won't want to play the game.
=> Huge need to balance between mean and nice characters encounter, to avoid people quitting the game after 2h saying "ok, fuck you too, i quit" : Companions = friends. Right now it just feel like having mercenaries.






PS :
Quote
J'aime le fromage.

Tout le monde aime le fromage grin
Posted By: clavis Re: Early Access gameplay feedback compendium - 09/10/20 10:34 PM
Moved my own list of suggestions and feed back. found here maybe?? http://forums.larian.com/ubbthreads.php?ubb=showflat&Number=684752#Post684752

I have compiled some of my own feedback and suggestions for you to gaze upon. I will first state what I am reviewing, then proceed to tell you my view, followed at times by 5e rules and how it fits. This game may very well be the first time anyone has jumped into a D&D setting and they are getting over whelmed and confused.

1. Ranger beastmaster - currently your using the same animals for beastmaster and familairs. This is per the rules incorrect, it maybe a place holder atm still it's incorrect. Familairs are non combat animals that can be used for scouting for the most part. Animal companions are combat animals that grow alongside their rangers. In 5e the rules make this subclass useless. Having to sacrifice your own actions to attack with the pet. I personally house rule it as a seperate party member, to bring the animal companion alive, and make them useful.

2. Racial Cantrips = The dancing lights seems a place holder to me it's in a couple different racial cantrips, much the other being thaumaturgy. I posted about the drow and why I feel it's need to be changed and why. The same goes for the others, many of the races in 5e with an extra 'cantrip' type thing utilize up to a level 2 spell, with set amount of uses. These 'cantrips' fit in with the flavor of the Race. Currently the cantrips really don't fit the race, drow have no need or use for dancing lights to use drow as an example.

3. Tutorial/ship = If this is a tutorial area it needs to be fleshed out, explaining many of the games mechanics. Currently it is simply the basics that are familair to every rpg fan, such as movement, camera control. There is no explanation on how concentration works (only able to focus on one con spell at a time. more with certain items etc.) Nor does it explain how to active something like Witchbolts every round activation. Some explanation is needed to discribe the way your using difficulty and boosts from skills. Ie. A perception check all we see is the number rolled on the dice, from my view it seems your putting the boosts, or negatives from skills into the difficulty of the roll. A starting difficulty of 15 is lowered to 10 if you have a skill of +5, if so this is confusing for people in the game.

4. Buttons/inventory/toolbars = Many of the buttons for instance the way you go individual inventories vs what you have in everyones inventory is far to small. The toolbars for your 'hot items' gets stuck in battle and the buttons to shrink it or enlarge it are to small. I'm unsure what several of the buttons do do to their size.

5. Alt key = Unsure if this is a bug, or is working as intended, yet it is only showing certain items. Bodies, etc. Things like plates, clams, barbed container (pretty much junk that gives 1 gp and has weight) are not showing up. I can see to reduce clutter on screen, or make someone look around yet I personally like to snag everything even if it's just to examine them then toss them away.

6. Cut scenes involving movement = several of the cut scenes show you approaching an item, or person yet when it ends your in the exact spot you started from. Unsure if bug, or intended, or if it's a code thing. This has me shaking my head do to me not knowing why. Yet if possible it would be nice to end up where your at on the cutscene.

7. Companions = OMG the moment La'ezol opened her mouth she earned the nickname Bitchy Wench! I love to hate her, and hate to love her. Great job. Not only on her but the others as well, they actually feel different, and so far eachs actions reflect their personality.

8. Us = If I saved him and he doesn't show up in my camp I will bloody cry!!! My favorite character so far. Cause I'm wierd like that.

9. Witchbolt and other activation spells = The per round activiation for this is buried in your hot bar along with potions scrolls etc. It's far to easy to lose expecailly for ones like me who pile scrolls onto their wizards. I feel it should be more prevalent perhaps like the round click it pops up somewhere near there large enough to attract attention, or have a brief tutorial stating this is where you reactive a spell per round. Currently I find myself having to dig, and search.

10. Story so far = The moment Chosen showed up in dailogue my desire to continue playing died a litt...okay it nearly killed me. I didn't uninstall hoping that it's not going to be the typical only you can do this yada yada. It's to over done. What happened to normal people doing extradonary things (sorry I can't spell) which is the basis of D&D. Your a normal person that evolves into a powerful force. NOT this prophecy states that a child will be born to rule the galaxy. This is a pet peeve of mine, I know probably to late to change it, and I may be in the minority. Just food for thought.

11. Dual wielding = Is currently broken any one handed weapon can be dual wielded per 5e rules. Atm daggers, and short swords seem to be the only ones capable of this. The off hand is automatic in game (not 100% on this) yet in 5e it would use your bonus action. (could just be code issue). This is fine with me, what isn't fine is I can only dual wield daggers, and short swords I've noticed. I can't dual a longsword or dagger, a Rapier and dagger, a battle axe and dagger. It's just dagger dagger, shortsword dagger, shortsword shortsword. (May be on the to do list.)

12. CG and cutscenes = Needs work on some can tell your working on it. Those that are complete are looking really good, and the transition is rather nice, not an eye sore. What does bother me is listed below


A. = Gale if your playing a female says the exact same thing as if your playing a male. Yet he goes out of his way deliver a flirting remark to Shadowheart, what my female is chopped liver!! Seriously though his character feels to be a flirty type from his interchange with Shadowheart.

B. = The cutscene with Fang Elf (Al, or whatever his name is. I like him just forget his names spelling) where is the other (usually Shadowheart is with you) member of your party? Like seriously Miss I'm the only important one (Shadowheart) is the completely missing. A cry of watch out, or even having her come to your aid, an interchange between Fang boy (Al) would be nice. Maybe Al tells her 'Back off" or something short and sweet. Right now it is immersion breaking to me.

13. Writing = The writing is rather good you can tell each line is so far flowing naturally with a few minor things that have been listed by others. I'm enjoying it immensely and can almost feel how each character is saying things that the character would without it coming off as forced, or incoherent.

14. Attacking a thrall upon the ship. Here I'm not a 100% sure about why it happens. So you attack a thrall on the ship just after the cutscene where the dragon breaks off the front. Everything attacks you so far so good I can see this. Yet in the drained cleric room, just after you see the imprisoned Shadowheart there is another intellect devourer that attacks you. Maybe he was psionically connected to the other one you kill b4 Shadowhearts room. Yet if you don't attack the thralls it leaves you alone. Unsure why this is, yet to me it feels kinda iffy.

15. Super awareness of AI = See above for explanation. Unsure if there are other moments like above, it could be code, or whatever again I'm unsure as to the why. What I do know is it is mind boggling to me how something half way across a map knows you attack and murdered all of it's buddies, when ALL of them where killed. No witnesses, total massacre and yet JoJo the goblin/druid/whatever knows you did it. If there is a reason for it, okay cool. If there is not please just don't make it like this.

16 = All the containers = I like these it adds more tactical feel to the play, if it's tastefully done. Tastefully done as in if they make sense to be there, not just to add another tactical option when in truth it makes no sense for them to be there. Odd chemicals on an Illithid ship, okay cool I can see it. Barrels of oil in random places in the middle of a ruin.... ..... ..... why by Lloth are they there? is it by the adventuring party? Why are the carrying around that much lamp oil? They plan on staying a year in there? Why'd they pay that much for it when they'll probably have to leave it behind?

17. Familairs = I am sure it will be changed, yet currently I'm not a fan of the choices. Most seem more geared towards neutral or good characters, not towards evil aligned characters. Not played much with them so thats my only view.

18. Game balance = So far I've only gotten through to the Druid Grove, do to me creating different characters and builds. Trying out different approaches to each fight/scene etc. With all my parties I'm not really challenged. The closest I came to a party wipe is my wizard falling repeatedly in the halfling fight, when I had a party of Warlock, Shadowheart, Fang Elf, and Gale the flirt. I know it's on normal and your watching statistics that are reported to you. Also know others are struggling. (put the last two in to explain to others that yes I understand) just feedback.

Thank you for reading this, any questions feel free to contact me vie forum mail, or my email (which I don't check all that much). So far I am really enjoying the game would love it but CHOSEN.

sincerely yours

Clavis Darkheart (not shadowheart but darkheart, born long before Shadowheart came into being.)
Originally Posted by Eremitae
I'm not sure If anyone mentioned that yet, as this thread is too huge to read through. But I have a few improvement suggestions, which would really improve the game immersion:

1) More attention to the companions in the cut scenes. There is a scene where my main character weas blown away buy a wind, and others were just staying a few steps behind, staring around.

2) Add interactivity into the cut scenes. if I am travelling with a party I would like to see all of them looking around a crypt or interacting with a main character within a cut scene, dropping a few lines, not just the main character doing everything.

And as we are playing DnD game:

3) Why is character alignment feature completely missing? I really liked having moral/order-related dialogue options depending on character's alignment in Neverwinter Nights games, for ex.


+3 on all that hehe
Originally Posted by clavis

10. Story so far = The moment Chosen showed up in dailogue my desire to continue playing died a litt...okay it nearly killed me. I didn't uninstall hoping that it's not going to be the typical only you can do this yada yada. It's to over done. What happened to normal people doing extradonary things (sorry I can't spell) which is the basis of D&D. Your a normal person that evolves into a powerful force. NOT this prophecy states that a child will be born to rule the galaxy. This is a pet peeve of mine, I know probably to late to change it, and I may be in the minority. Just food for thought.


hmm... in Baldur's gate, you're litteraly the son of a god XD
But I agree, the jesus-like guy, that's an overused rope. Might be too late to change that though
1. Display Grid for Combat - Look at Wasteland 3's system. Grid pops into existence at the start of combat, goes away after. Please tighten up the grid as well. At the moment, the 'area' for area of effects spells shows the underlying grid system and it shows why it makes combat feel so janky. They are so small that you even have tenth of a feet measured out. That shouldn't exist in 5e and it makes it extremely difficult to judge whether you might be in an AoE or not. The 'area' for AoE effects should be static. You can see great examples of this in Wasteland 3, PKM, etc.

2. Movement Indicator - Please give a better movement indicator. I often can't even see the 'line' because of all the surface effects or camera position. More importantly, I can't tell whether I'll be in range for a standard attack or not. Lastly, account for Difficulty Terrain. At the moment, when I start movement and it says I'll end up somewhere (with a yellow indicator for difficult terrain), but after I click I stop short because of the Difficult Terrain. Have it show the final movement location *before* confirming movement.

4. Rename "Backstab" to "Flanking" - Because that's what it is. Directional Facing doesn't exist in 5e, and it is clearly another port of a DoS effect. Make it so "Flanking" doesn't require you to be 'behind' your target, just on the roughly opposite side of them from another friendly character. With how janky the grid movement system is, it is impossible to tell whether you'll be in the 'backstab' position because you didn't port over the DoS backstab indicator. Flanking is an Optional Rule per the DMG, so use that.

5. Change Bonus Action Combat Tricks into Actions - Change all of the 'extra' combat options you added (Jump, Shove, Dip, etc.) to require you to use your Action, rather than Bonus Action. Having them be Bonus Actions right now severely diminishes the value of class features like a Rogue's Cunning Action, a Monk's Ki, spells like Misty Step, etc. Having a spellcaster Disengage from an enemy that has ran into melee with them should be a big sacrifice for the magic user, either in using their Action to Disengage, or by using a leveled spell.

6. More than 1 Follower - Allow for more than 1 'follower' per character. Right now, if a Ranger takes the Find Familiar Option, and then later selects Beast Master, they've just made their Find Familiar option completely useless because they can't use both at the same time. I've already had the game bug out and have both on screen so the engine can handle it. This will become more relevant as higher level spells become available like Conjure Animals, Animate Dead, etc.

7. Versatile Weapon Review - Add a button for switching between 1 and 2 hands for a Versatile weapon. For example, I might want my Ranger to wield his Longsword in 1 hand to take advantage of his Dueling Fighting Style. At the moment that's impossible without forcing him to equip a Shield. Tied to this is you need to check the rules for which weapons are Versatile (Spears, Quarterstaffs, etc.)

8. Spell Effects Polish and Removing Screen Shake - Please do another pass on your spell effects. Remove the screen 'shake' for when you select a spell but before you target it. Again, I know this particular effect is a DoS port and you like the effect, but it makes it really hard to argue that the game is an actual spiritual successor to the BG series. For example, https://www.youtube.com/watch?v=Zcu4KFZOKtM here are a multitude of spells being cast in the BG series. Each has their own feel to them (especially within different spell schools) based on the words used, colors, motions, etc. Right now, each spell in the game has a very 'samey' feel to them because of that obnoxious effect upon selection. It overrides everything else that's done to make spells feel different.

9. Add the Grapple Function - You clearly love forced movement (Shove as a BA and significantly stronger than 5e rules normally allow), so I'm surprised this wasn't already implemented. Grapple check to prevent movement until broken (or magic is used like Misty Step), and ideally then able to move the Grappled creature at half-speed (unless too big to grapple in the first place).

10. The British Are NOT Coming - Unholy hells did Larian only hire British voice actors and tell them not to try something, anything different? Seriously, this is just inexcusable. In the opening 1 minute of BG II we get about 4 different accents. There's no excuse why Elf, Human, Halfling, Goblin, Tiefling, and literally everyone else I've encountered in a game as diverse as D&D to *all* have British accents. Once you realize that, it just breaks immersion completely in dialogued cut scenes.

11. Redo Party Selection Mechanics - I'm sorry, but even in DoS and DoS 2 the party selection and movement mechanic was terrible. I can't count the number of times I had my party accidentally start combat or trigger traps because I forgot to 'unchain' them or whatever. The chaining system never worked well. Just go back to Shift + F1, F2, etc or highlighting in a box who you want to select on screen. It worked in BG 1, BG 2, IWD, Wasteland 3, PKM, and literally every other non-Larian RPG, and it did not work in DoS 1/2. Please change it.

12. Stylized Party Portraits - Come on, this was a huge deal in the BG series. The stylized portraits gave a lot of life to characters, even if their gear didn't necessarily match up. Right now the portraits are terrible and look like bland in-game models. There is so much of the UI ported from DoS, changing to stylized portraits would go a long way towards shifting the 'feel' of the game towards BG 3, rather than DoS 3.

13. Sanitize the DoS-only Ported Items - For example, Trap Kits. There is no such thing as a trap kit in D&D. You either use your Thieves' Tools or just a regular check. Same for Tongs, Hammers, etc. They are even the same in-game model right now, again shifting that needle towards looking like DoS 3 instead of BG 3.

14. Sanitize the DoS-only Ported UI Elements - For example, the Lockpicking progress bar. Have it be a rolled check, you already have that system in place. Change the hotbars to allow for selecting a spell level and seeing what's available, rather than having to slot every single spell based on spell level. Having 6+ Cure Wounds at higher level is going to be a PITA.

15. Remove 'Swiss Army Knife' Items to Enhance Character/Playthrough Uniqueness - Right now pretty much every utility spell has an 'infinite cast' item somewhere in the game. Speak with Animals, Speak with the Dead, Protection from Good/Evil, etc. This makes it so item hunting is more important than making meaningful character choices. Yes you *could* take that damaging spell....but then you might be missing out on being able to speak to that sus looking red cow over there. Those sort of meaningful choices are core to D&D.

16. Adjust Combat Ranges - Right now the game heavily, *heavily* favors Ranged combat. Fixing the free Disengage/Jump as a Bonus Action into requiring your Action would help this a lot, but just in general it is really hard to get into melee combat given how far away most fights start taking place, especially fights that are automatically triggered rather than by the enemy seeing you.

17. Fix Dual Wielding Thief Rogue - They can currently make 2 Bonus Action attacks. While I get that "Thief" rogues in 5e don't translate well to a cRPG, that is just broken.

18. Make Ladders/Climbing Cost Movement - Right now you can climb a ladder, vines, rock faces, etc. for free, without using any movement. This shouldn't be the case, as there are specific rules in 5e that make it cost double movement and even sometimes an Athletics/Acrobatics check. This also makes certain races/spells/items more valuable because they are capable of ignoring those restrictions.

19. Tone Down Enemy 'Special' Attacks - Sometimes a goblin is just a goblin. They aren't lugging around scrolls, 7 vials of alchemists fire, etc. Having every fight involve tons of mechanics from enemies just diminishes the value of when those 'special' attacks actually happen. Not every fight has to be special, sometimes it's just expending resources or for RP flavor.

20. WIZARDS SHOULDN'T BE ABLE TO LEARN ALL SPELLS - Sorry for the caps, but Wizards can only learn spells already on the Wizard's spell list. As much as I love having Bless and Healing Word on my Wizard, that isn't possible without Multiclassing or taking certain feats. I'm assuming this is actually a bug?

21. Only Certain Spellcasters Can Use Scrolls - Per the rules of 5e, most scrolls can only be read by a class that has the spell on their available spell list. They need to make a Spell Casting Ability Modifier Check (i.e. a straight Charisma for Sorcerers and Bards, Int for Wizards, Wisdom for Clerics) to cast spells from a scroll that are higher than they currently have access too (like a level 4 Wizard trying to use a scroll of Fireball to cast the spell). There are some specific scrolls that can be used by everybody (Scrolls of X Protection). This is another change to help the game feel like BG rather than DoS, because in the BG games that the way it worked, and it's how it works in 5e.

22. Ritual Casting - Self explanatory. Probably needs some balancing (longer ritual spells might trigger a random enemy encounter). But a Wizard shouldn't have to burn a spell to summon a familiar.

23. Identify Spell - Self explanatory. Identify an item was a key part of BG. Has a component cost (albeit not expended).

24. Spell Component Costs - Some spells are supposed to cost money to cast as a balancing feature, such as Find Familiar. Introduces a massive shift in the value of certain spells and how much you want to protect your familiar at early levels.
Posted By: malks Re: Early Access gameplay feedback compendium - 09/10/20 11:42 PM
Originally Posted by Isaac Springsong
1. Display Grid for Combat - Look at Wasteland 3's system. Grid pops into existence at the start of combat, goes away after. Please tighten up the grid as well. At the moment, the 'area' for area of effects spells shows the underlying grid system and it shows why it makes combat feel so janky. They are so small that you even have tenth of a feet measured out. That shouldn't exist in 5e and it makes it extremely difficult to judge whether you might be in an AoE or not. The 'area' for AoE effects should be static. You can see great examples of this in Wasteland 3, PKM, etc.

2. Movement Indicator - Please give a better movement indicator. I often can't even see the 'line' because of all the surface effects or camera position. More importantly, I can't tell whether I'll be in range for a standard attack or not. Lastly, account for Difficulty Terrain. At the moment, when I start movement and it says I'll end up somewhere (with a yellow indicator for difficult terrain), but after I click I stop short because of the Difficult Terrain. Have it show the final movement location *before* confirming movement.

4. Rename "Backstab" to "Flanking" - Because that's what it is. Directional Facing doesn't exist in 5e, and it is clearly another port of a DoS effect. Make it so "Flanking" doesn't require you to be 'behind' your target, just on the roughly opposite side of them from another friendly character. With how janky the grid movement system is, it is impossible to tell whether you'll be in the 'backstab' position because you didn't port over the DoS backstab indicator. Flanking is an Optional Rule per the DMG, so use that.

5. Change Bonus Action Combat Tricks into Actions - Change all of the 'extra' combat options you added (Jump, Shove, Dip, etc.) to require you to use your Action, rather than Bonus Action. Having them be Bonus Actions right now severely diminishes the value of class features like a Rogue's Cunning Action, a Monk's Ki, spells like Misty Step, etc. Having a spellcaster Disengage from an enemy that has ran into melee with them should be a big sacrifice for the magic user, either in using their Action to Disengage, or by using a leveled spell.

6. More than 1 Follower - Allow for more than 1 'follower' per character. Right now, if a Ranger takes the Find Familiar Option, and then later selects Beast Master, they've just made their Find Familiar option completely useless because they can't use both at the same time. I've already had the game bug out and have both on screen so the engine can handle it. This will become more relevant as higher level spells become available like Conjure Animals, Animate Dead, etc.

7. Versatile Weapon Review - Add a button for switching between 1 and 2 hands for a Versatile weapon. For example, I might want my Ranger to wield his Longsword in 1 hand to take advantage of his Dueling Fighting Style. At the moment that's impossible without forcing him to equip a Shield. Tied to this is you need to check the rules for which weapons are Versatile (Spears, Quarterstaffs, etc.)

8. Spell Effects Polish and Removing Screen Shake - Please do another pass on your spell effects. Remove the screen 'shake' for when you select a spell but before you target it. Again, I know this particular effect is a DoS port and you like the effect, but it makes it really hard to argue that the game is an actual spiritual successor to the BG series. For example, https://www.youtube.com/watch?v=Zcu4KFZOKtM here are a multitude of spells being cast in the BG series. Each has their own feel to them (especially within different spell schools) based on the words used, colors, motions, etc. Right now, each spell in the game has a very 'samey' feel to them because of that obnoxious effect upon selection. It overrides everything else that's done to make spells feel different.

9. Add the Grapple Function - You clearly love forced movement (Shove as a BA and significantly stronger than 5e rules normally allow), so I'm surprised this wasn't already implemented. Grapple check to prevent movement until broken (or magic is used like Misty Step), and ideally then able to move the Grappled creature at half-speed (unless too big to grapple in the first place).

10. The British Are NOT Coming - Unholy hells did Larian only hire British voice actors and tell them not to try something, anything different? Seriously, this is just inexcusable. In the opening 1 minute of BG II we get about 4 different accents. There's no excuse why Elf, Human, Halfling, Goblin, Tiefling, and literally everyone else I've encountered in a game as diverse as D&D to *all* have British accents. Once you realize that, it just breaks immersion completely in dialogued cut scenes.

11. Redo Party Selection Mechanics - I'm sorry, but even in DoS and DoS 2 the party selection and movement mechanic was terrible. I can't count the number of times I had my party accidentally start combat or trigger traps because I forgot to 'unchain' them or whatever. The chaining system never worked well. Just go back to Shift + F1, F2, etc or highlighting in a box who you want to select on screen. It worked in BG 1, BG 2, IWD, Wasteland 3, PKM, and literally every other non-Larian RPG, and it did not work in DoS 1/2. Please change it.

12. Stylized Party Portraits - Come on, this was a huge deal in the BG series. The stylized portraits gave a lot of life to characters, even if their gear didn't necessarily match up. Right now the portraits are terrible and look like bland in-game models. There is so much of the UI ported from DoS, changing to stylized portraits would go a long way towards shifting the 'feel' of the game towards BG 3, rather than DoS 3.

13. Sanitize the DoS-only Ported Items - For example, Trap Kits. There is no such thing as a trap kit in D&D. You either use your Thieves' Tools or just a regular check. Same for Tongs, Hammers, etc. They are even the same in-game model right now, again shifting that needle towards looking like DoS 3 instead of BG 3.

14. Sanitize the DoS-only Ported UI Elements - For example, the Lockpicking progress bar. Have it be a rolled check, you already have that system in place. Change the hotbars to allow for selecting a spell level and seeing what's available, rather than having to slot every single spell based on spell level. Having 6+ Cure Wounds at higher level is going to be a PITA.

15. Remove 'Swiss Army Knife' Items to Enhance Character/Playthrough Uniqueness - Right now pretty much every utility spell has an 'infinite cast' item somewhere in the game. Speak with Animals, Speak with the Dead, Protection from Good/Evil, etc. This makes it so item hunting is more important than making meaningful character choices. Yes you *could* take that damaging spell....but then you might be missing out on being able to speak to that sus looking red cow over there. Those sort of meaningful choices are core to D&D.

16. Adjust Combat Ranges - Right now the game heavily, *heavily* favors Ranged combat. Fixing the free Disengage/Jump as a Bonus Action into requiring your Action would help this a lot, but just in general it is really hard to get into melee combat given how far away most fights start taking place, especially fights that are automatically triggered rather than by the enemy seeing you.

17. Fix Dual Wielding Thief Rogue - They can currently make 2 Bonus Action attacks. While I get that "Thief" rogues in 5e don't translate well to a cRPG, that is just broken.

18. Make Ladders/Climbing Cost Movement - Right now you can climb a ladder, vines, rock faces, etc. for free, without using any movement. This shouldn't be the case, as there are specific rules in 5e that make it cost double movement and even sometimes an Athletics/Acrobatics check. This also makes certain races/spells/items more valuable because they are capable of ignoring those restrictions.

19. Tone Down Enemy 'Special' Attacks - Sometimes a goblin is just a goblin. They aren't lugging around scrolls, 7 vials of alchemists fire, etc. Having every fight involve tons of mechanics from enemies just diminishes the value of when those 'special' attacks actually happen. Not every fight has to be special, sometimes it's just expending resources or for RP flavor.

20. WIZARDS SHOULDN'T BE ABLE TO LEARN ALL SPELLS - Sorry for the caps, but Wizards can only learn spells already on the Wizard's spell list. As much as I love having Bless and Healing Word on my Wizard, that isn't possible without Multiclassing or taking certain feats. I'm assuming this is actually a bug?

21. Only Certain Spellcasters Can Use Scrolls - Per the rules of 5e, most scrolls can only be read by a class that has the spell on their available spell list. They need to make a Spell Casting Ability Modifier Check (i.e. a straight Charisma for Sorcerers and Bards, Int for Wizards, Wisdom for Clerics) to cast spells from a scroll that are higher than they currently have access too (like a level 4 Wizard trying to use a scroll of Fireball to cast the spell). There are some specific scrolls that can be used by everybody (Scrolls of X Protection). This is another change to help the game feel like BG rather than DoS, because in the BG games that the way it worked, and it's how it works in 5e.

22. Ritual Casting - Self explanatory. Probably needs some balancing (longer ritual spells might trigger a random enemy encounter). But a Wizard shouldn't have to burn a spell to summon a familiar.

23. Identify Spell - Self explanatory. Identify an item was a key part of BG. Has a component cost (albeit not expended).

24. Spell Component Costs - Some spells are supposed to cost money to cast as a balancing feature, such as Find Familiar. Introduces a massive shift in the value of certain spells and how much you want to protect your familiar at early levels.


Agreed to almost everything.

Just a note on your point 16, I think that removing the jump/disengage will actually make it harder for mellee to get into fights.
Even so, I am in favor of separating those two actions.

Another note on the same topic... How do you propose they adjust combat range?
Because, unless most hostile enemies wait patiently for you to walk to their side, or you're always full on sneaking with a rogue, people will always call you out and get ready to fight from as far as they can communicate.
I mean is every enemy always staring at the exact door you came through. Or around cliffs of through dark? :P
Posted By: Patryn Re: Early Access gameplay feedback compendium - 10/10/20 12:08 AM
Summarized suggestions
1. Spellcasting UI by spell level separate from the hotbar.
2. Spells/abilities that can only target self or have no target should activate in one click.
3. Shared party inventory/bartering.
4. Left alt toggle option.

Spellcasting UI
I saw a few people mention this but it needs to be repeated. Spells currently take up too much space in your hotbar. By level 3 I already have more spells/abilities/useful items on my hotbar where I have to scroll to a second page. This problem will get way worse as you continue to level up.

I think a much more elegant solution would be to have your available spells (prepared spells for casters such as clerics, druids, wizards etc.)/(known spells for casters such as bards, warlocks, etc.) show up when you click the spell slot rectangles above the movement bar. So if you wanted to cast sleep, you'd click Spell Slot I, then click sleep, then target and cast it. For spells upcast at a higher level, for example casting sleep with a level 2 slot, sleep should show under Spell Slot II, perhaps in a separated position above your normal level 2 spells. If you adopted this method a cantrip rectangle should be added as well.

I think this would really clean up the interface and if players wanted to they could still hotkey spells they use very regularly and have the rest of them organized just a few clicks away. A less elegant solution would be to allow you to cast spells from the spell UI (default hotkey K) but it would be pretty unintuitive since it shows all your character's spells at once.

Self Target/No Target Spells/Abilities
Spells and abilities which can only target yourself, for example Mage Armor or Dash, should not require you to click the button and then click yourself/a random spot on the screen. I find this very unintuitive and inconsistent as abilities like hide happen immediately. I've watched streams of new players who struggle using Dash because they click it and nothing seems to happen.

Shared Party Inventory
Micromanaging weight and bartering was extremely frustrating in DOS1&2 and remains frustrating in BG3. Please just have a shared inventory that uses the combined carry weight of your party.

Left Alt Toggle
Let players enable an option to toggle left alt on or off instead of having to hold it down 90% of the time. Once again I found this very frustrating in DOS2 and would love if this option was made available in BG3. I understand not everyone wants to see all the tool tips all the time but for those of us who do a toggle would be greatly appreciated. Also I agree with the several other suggestions that anything clickable (and not hidden) should show up when left alt is pressed down/toggled on. In addition, an option to hide empty containers/bodies (instead of marking them as empty) would be very welcome as well.
For me it is confusing, that you can attack with off hand separately, when you got two weapon fighting, it feels like as if it could be done automatically.

Same with Jump at exploration mode, that could be automatic as well. So no jumping one by one.
Originally Posted by Minsc1122
For me it is confusing, that you can attack with off hand separately, when you got two weapon fighting, it feels like as if it could be done automatically.

It's done that way because attacking with the offhand weapon is a bonus action.

I'm really glad to see that Fog of War has been suggested a few times, as that may help substantially with performance. Right now my FPS suffers the most on the bigger maps outside.
Originally Posted by SirMoogle
Originally Posted by Minsc1122
For me it is confusing, that you can attack with off hand separately, when you got two weapon fighting, it feels like as if it could be done automatically.

It's done that way because attacking with the offhand weapon is a bonus action.


Could be, that the book says that, but still it is something that they could build in their own two weapon fighting system. It feels like, that I have to click too many times to attack, especially that most of them are miss with off hand.
- track the relative difficulty of quests in the Journal (relative to player level), so players won't keep running into encounters which they aren't meant to be doing yet.
For example, Lae'Zel wants to find her fellow Githyanki. But once you get there, a fight starts. If you're not Level 4 yet at that point, you are very likely to die.
This happens with a lot of quests that are simply too high level but easily reachable by the player anyway.
Originally Posted by Minsc1122
Same with Jump at exploration mode, that could be automatic as well. So no jumping one by one.


I would differ somewhat here, scouting is the most important part of exploration, but I would prefer if the rest of the group would follow on their own without having to individually manage them.
Originally Posted by Minsc1122
Originally Posted by SirMoogle
Originally Posted by Minsc1122
For me it is confusing, that you can attack with off hand separately, when you got two weapon fighting, it feels like as if it could be done automatically.

It's done that way because attacking with the offhand weapon is a bonus action.


Could be, that the book says that, but still it is something that they could build in their own two weapon fighting system. It feels like, that I have to click too many times to attack, especially that most of them are miss with off hand.


Making them one attack would be a nerf because when they are separated you have the option of attacking two different targets.
Originally Posted by DistantStranger
Originally Posted by Minsc1122
Same with Jump at exploration mode, that could be automatic as well. So no jumping one by one.


I would differ somewhat here, scouting is the most important part of exploration, but I would prefer if the rest of the group would follow on their own without having to individually manage them.


I felt like a button, that tries to makes an auto jump to somewhere in exploration mode to a visible area, would make the jump/movement more fluid and natural, but you got a point.
Being able to resurect NPCs in a fight or after a fight would be a good idea. I found it sad that I couldn't resurect some of them when the opportunity arised especially since they can survive the fight. Also giving them death saves could be nice, but not entirly necessary
Posted By: clavis Re: Early Access gameplay feedback compendium - 10/10/20 02:10 AM
I'm not for sure wether to bug this or if it's feedback, or suggestion. Hotbars are a hot mess at 1280x 1024 screen setting. As your hotbar grows it forces itself out of side of screen. Trying to readjust and place things in the order you want by increasing there size and and decreasing is an effort in futility. As a very anal person when it comes to hotbars and inventory thats irks me to no end. The size that seems to work for this screen size on my lap top is 14 with 7 slots on top and 7 on bottom. I'm going to say if you have a set number of hot bar slots per page it may fix this issue. Keeping everything in each slot per page. Or if you I can't believe I'm saying this Do like Wow and have hotbars in certain positions. Sorry I'm an infidel. maybe a way to create your own hotbars. (if it's there I'm not seeing it) It drives me mad having not having all my spells together, my potions together, etc. Please I'm crazy enough. If anyone has seen a way to create own hotbar please send me message vie forum mail.

Okay, almost sane. no wait thats a bug.
For the love of god can we get the variant humans before the other races? The ordinary humans just feel lazy and every other race seems to have sub-races already.

Also +1 to everything else, especially environmental effects on cantrips. Either that or every refund should come with the joints they're smoking.
Great list! Thanks for compiling it. Many of the issues I have, are listed already.

Some other issues I have:

- The ability to disengage as a bonus action for everyone. This removes some of the identity of the agile classes (Rogue/Monk).
- Shove as a bonus action: Larian has done a good job making maps where shove can be utilized to great effect. But giving us shove as a bonus action lowers the tactical choices you have. Instead of weighing the option between attacking or shoving someone down a cliff, you just do both. (Feats like Shield Master also becomes pretty useless if everyone can bonus action shove). Shove is more than strong enough as an action when you have places to shove people down.
- The help action gives a downed character 1 hp right away. Why not follow the 5e rules instead? Use a medicine check to stabilize the character and they wake up 1d4 hours later. In a videogame you could translate that to after combat is over. Letting the help action heal someone right away, lowers the importance of magical healing in D&D. It might be the old grognard in me, but I think you should panic when your cleric goes down.
- The control system. Controlling the party feels utterly clunky especially when there are traps, environmental effects or enemies close by. I am hoping for a more precise, classical system. The current system seems like it is made for a controller, not mouse and keyboard. Hopefully we can get an option at least.
- Too many magic items at low level. They do not feel special at all.
- I know this last one has been mentioned by others, but I feel the need to repeat it. The environmental effects from many spells are weird, unbalancing and unnecessary. I know Larian is fond of cluttering the ground with damaging areas, but it feels out of place in D&D. And you already have spells that create such effects (Cloudkill, Fireball etc) at higher levels. If Larian wants to emulate the TTRPG experience, I don't think small puddles of acid should burn through my boots and nearly kill me (especially if that small puddle is made by arrows or a cantrip), that feels more videogamey to me.




A minor thing, but the first investigation check on the "Nursery", if you pass it, perhaps it should put more emphasis on "volatile" and make it clearer "hey, touch this and it will explode". Right now, it doesn't seem as clear as it could be what the succesful check is attempting to tell you.
I'd like to add one point that also bothered me.

Why on earth are attributes capped at 17? usually they're 18, or 19 for that +3 bonus.
There's enough of an investment into them to justify the point spend, feels like a poor attempt to prevent min-maxing. But instead of having different kinds of optimal builds, there's simply one kind of optimal build available. In baldurs gate 1, you can go up to 19 str with a half-orc. Increase the attribute limit I say.

Also +1 to the shove not being a bonus action. The game is rediculous since every turn you're pretty much shoving the enemy whenever possible for tactical advantages, which every turn after hitting them anyway.
Lol. Oh Vometia you speedy angel. I just wish I had noticed this post before spending 14 hours going through 841 threads in an attempt to compile a list just like this. Well shame on me for not paying attention smile
Originally Posted by Luckbealady
I'd like to add one point that also bothered me.

Why on earth are attributes capped at 17? usually they're 18, or 19 for that +3 bonus.


This is 5e.

Currently, the system being used is Point Buy, which has a cap on 15 in an attribute. You can get up to +2 from a racial bonus, hence, 17.

However, there isn't really any point in having an odd value in an attribute, unless you plan to take a feat which adds +1 to it, so it might be better to reduce that to 16 and spend those saved points somewhere else.
Originally Posted by malks
Originally Posted by Isaac Springsong


16. Adjust Combat Ranges - Right now the game heavily, *heavily* favors Ranged combat. Fixing the free Disengage/Jump as a Bonus Action into requiring your Action would help this a lot, but just in general it is really hard to get into melee combat given how far away most fights start taking place, especially fights that are automatically triggered rather than by the enemy seeing you.



Agreed to almost everything.

Just a note on your point 16, I think that removing the jump/disengage will actually make it harder for mellee to get into fights.
Even so, I am in favor of separating those two actions.

Another note on the same topic... How do you propose they adjust combat range?
Because, unless most hostile enemies wait patiently for you to walk to their side, or you're always full on sneaking with a rogue, people will always call you out and get ready to fight from as far as they can communicate.


It will potentially make it harder to get into melee, but once they are there, it would make it significantly harder for enemies to leave melee. Which gives incentives for melee characters to Dash into combat to then become 'sticky' and prevent enemies from moving away.

You adjust combat range by adjusting maps and enemy positions. Larian loves open maps. There are almost no fights in BG 3 that are in tight dungeon corridors, close in ambushes in jungle terrain, etc. Even house have ludicrous dimensions so it takes 2 full Dash turns just to get across them.
EA need a CHA based class added there is all but CHA one why
1. Rogues Should Have Expertise - Again, I really don't understand why this wasn't added. It's a huge part of their class.
Great list!

If I had to pick just one thing it would be more camera options.

The high angle iso style tilt and tight zoom maybe looks more cinematic but isn't giving the full party control vibe I'm after in Baldur's Gate. I'd like to pull way off, god-mode style. The current default max zoom reminds me of like going back and playing BG1 after BG2 came out, just too zoomed in. I always find myself wanting to pull back as far as possible to see more of the environment. Either that or I want to be more in the drivers seat for the run and gun with the full tilt, including up hehe.

Best Elk
For hit chance, perhaps have it show a die value to hit instead of percentage? This would be more in line with the way combat is managed in PnP where players determine the difficulty to hit based on what hit and what did not (by observing each others rolls). Great thread BtW
1. UI is too big, unnecessary big. Can cause problems if played at not wide-screen resolutions. It all can be neatly placed in a single line (maybe two, rather thin lines), like in DOS:II, the best isometric RPG on the market. Why you want so much to be so "different" from DOS:II? It is the best, so take the best from it, and build on top. Don't listen to whiny fools who say that "it resembles DOS:II too much", it is a compliment. Remember UI from worldwide gameplay reveal at PAX? It was a very good base to build on. Just enhance it (there was two lines, but second was basically empty, huge health/movement bars, huge icons of effects on top of the portraits, map was not good, now it's better). Fully adjustable single/double Skills line(s), where you can put anything, this is the perfect UI. Not a bunch of sections, with unnecessary "design" elements.

2. Portraits. First, I don't need 2 portraits in my UI, one in corner (party) and one in the middle of the screen. I see whom I've chosen, I don't need additional clutter portrait in the center. Secondly, portraits now look like it's renders of naked models. Third, add casting spells on portraits.

3. Add books. Many books. Game is empty now, give us some LORE, there is a lot of D&D Lore.

4. Add full descriptions of Spells, when you learn it as a Wizard, Lore description. Like
"Polymorph
4th-level transmutation
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a caterpillar cocoon)
Duration: Concentration, up to 1 hour
This spell transforms a creature that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. The spell has no effect on a shapechanger or a creature with 0 hit points.
The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less than the target’s (or the target’s level, if it doesn’t have a challenge rating). The target’s game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. It retains its alignment and personality.
The target assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn’t reduce the creature’s normal form to 0 hit points, it isn’t knocked unconscious.
The creature is limited in the actions it can perform by the nature of its new form, and it can’t speak, cast spells, or take any other action that requires hands or speech.
The target’s gear melds into the new form. The creature can’t activate, use, wield, or otherwise benefit from any of its equipment.
"

Also, in-game, explain on what exactly you need 50 gold to learn a spell, add some explanations, like a DM would do.

5. Add some crafting. Artificers can craft A LOT of stuff in 5th ed. (arrows, potions, poisons, grenades, armour, etc.), basically, "on their knee", can infuse items with magic, attune magic items, craft a magic items with different levels of rarity, Wizards can scribe scrolls, so add full on crating system in the game, please.
Posted By: Koshea Re: Early Access gameplay feedback compendium - 10/10/20 06:47 AM
Originally Posted by nikssana
EA need a CHA based class added there is all but CHA one why


Warlock Class is in the game and CHA based

Sorcerer is incredibly similar to wizard so no reason to make it an EA class as well, and Bard is, well bard is a 5th wheel in a 4 man max party. So Warlock you get.

I'm glad the class types are very distinct, maybe the ranger has some gray area between warrior and rogue but otherwise very distinct playstyles for all the EA classes while they fine tune the game.
I think it might be because people unfamiliar with DnD wont nessecarily look at fighters as a viable archer class.
Also I think they view the ranger as more likely to need tweaks and changes during the EA and thus they make them available to play and leave feedback on.
Posted By: Jonneh Re: Early Access gameplay feedback compendium - 10/10/20 07:36 AM
Originally Posted by Minsc1122
Originally Posted by SirMoogle
Originally Posted by Minsc1122
For me it is confusing, that you can attack with off hand separately, when you got two weapon fighting, it feels like as if it could be done automatically.

It's done that way because attacking with the offhand weapon is a bonus action.


Could be, that the book says that, but still it is something that they could build in their own two weapon fighting system. It feels like, that I have to click too many times to attack, especially that most of them are miss with off hand.


You can already do this by simply clicking the opponent, that defaults to both main and offhand attacks at the same time.
Posted By: Jonneh Re: Early Access gameplay feedback compendium - 10/10/20 07:41 AM
Originally Posted by Luckbealady
For the love of god can we get the variant humans before the other races? The ordinary humans just feel lazy and every other race seems to have sub-races already.

Also +1 to everything else, especially environmental effects on cantrips. Either that or every refund should come with the joints they're smoking.


What would be the point before they've implemented feats? The available list is pretty short right now.
Posted By: Jonneh Re: Early Access gameplay feedback compendium - 10/10/20 07:50 AM
Originally Posted by nikssana
EA need a CHA based class added there is all but CHA one why


... Warlock? And what difference does that make, anyway?
A few things:
- Perhaps there needs to be a better tutorial as to stealth and character's entering combat. It took me some time to realise why certain characters were not entering initiative.
- Action surge has on occasion failed to actually provide me with an extra action.
- There has been occasion where I have not been able to end a character's turn, and it's not been clear as to why, even after checking other characters.
- It would be helpful for a mass "stealth/unstealth" button, particularly out of combat.
- Jump out of threatened range needs to be corrected.

Thank you for your continued work. Both developers and those focused on ease of communications on the forums.
Posted By: Jonneh Re: Early Access gameplay feedback compendium - 10/10/20 08:03 AM
Originally Posted by Koshea
Originally Posted by nikssana
EA need a CHA based class added there is all but CHA one why


Warlock Class is in the game and CHA based

Sorcerer is incredibly similar to wizard so no reason to make it an EA class as well, and Bard is, well bard is a 5th wheel in a 4 man max party. So Warlock you get.

I'm glad the class types are very distinct, maybe the ranger has some gray area between warrior and rogue but otherwise very distinct playstyles for all the EA classes while they fine tune the game.


Extremely strange swipe at bards, actually one of the top tier classes of 5e.

Sorcerer's also have meta magic, an extremely different spin on the caster archetype.
Posted By: Koshea Re: Early Access gameplay feedback compendium - 10/10/20 08:17 AM
Originally Posted by Jonneh
Originally Posted by Koshea
Originally Posted by nikssana
EA need a CHA based class added there is all but CHA one why


Warlock Class is in the game and CHA based

Sorcerer is incredibly similar to wizard so no reason to make it an EA class as well, and Bard is, well bard is a 5th wheel in a 4 man max party. So Warlock you get.

I'm glad the class types are very distinct, maybe the ranger has some gray area between warrior and rogue but otherwise very distinct playstyles for all the EA classes while they fine tune the game.


Extremely strange swipe at bards, actually one of the top tier classes of 5e.

Sorcerer's also have meta magic, an extremely different spin on the caster archetype.


I like bards, I really do, but when there's only 4 people they dno't fill any of the needed niche's very well on their own (they may do fine as the healer), they make great support of other classes.
Absolutely, sorcerers are great with metamagic, not saying they don't have differences but they cast the exact same spells as a wizard so you pick one of the two if your trying to limit the classes you have to focus on. Every class is different I want all the classes in the final game, not knocking any class here, but it's obvious they needed to focus on getting a few classes right and of the 3 CHA classes the Warlock was the most unique stand out of the three.
Posted By: Alquin Re: Early Access gameplay feedback compendium - 10/10/20 08:18 AM
I think seeing as Shadowheart is one of the first npc you encounter and how limited we are for options i think there should be an effort put in for greater parity between the offical books and how the game handles the trickery clerics channel divinity.

Channel Divinity: Invoke duplicity
Starting at 2nd level, you can use your Channel Divinity to create an illusory duplicate of yourself.

As an action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you.

For the duration, you can cast spells as though you were in the illusion's space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target.


As of now in the game it is a stationary training dummy that grants advantage to allies within close proximity.

I've used the power once and i doubt i will again. With how large the maps are, and agile the enemies are, without spending considerable resources managing the battlefield a stationary dummy that does not attract attention to itself will rarely be useful.
Posted By: Koshea Re: Early Access gameplay feedback compendium - 10/10/20 08:19 AM
Need a way to cancel concentration on a spell just by cancelling it, until then make sure you pick a cantrip like mage hand that requires concentration so you can manually cancel other spells like fog cloud after battle.
Oh come on now. Its different yes, but calling it extremely different is a bit of a stretch. Sorcs are more similar to wizards than they are to any other class, so if sorcs are extremely different to wizards then they are ultra mega hyper different to other classes. :p
A quickloot button like Baldur's Gate Enhanced Edition would be welcome for looting a load of corpses.

Also someone else pointed out that the level up button was in the exact same place as the accept button for levelling up, so if you click a bit too eagerly you'll instantly level up without a chance to review the screen.
Um, do doknow space is the default keybinding for "take everything" right?
Originally Posted by Skallewag
Um, do doknow space is the default keybinding for "take everything" right?


In BG1/2 it'd bring up a quickbar of all the surrounding bodies in range. Much quicker than going through each one individually.

Can be a lot to loot after some battles.
Posted By: Loug Re: Early Access gameplay feedback compendium - 10/10/20 08:37 AM
Originally Posted by Koshea

I like bards, I really do, but when there's only 4 people they dno't fill any of the needed niche's very well on their own (they may do fine as the healer), they make great support of other classes.


In 5E, Bard are full caster. I would agree than in most rpg, support classes tend to shine with larger party. However, that's not what bard are in 5E.They can fulfill almost any roll (from healer to CCer, etc.) and be really good at it as long as you build them appropriately.
HEALING

Please remove the magical healing from mundane food.

Eating pork chops or garlic as a bonus action in melee to heal is a ridiculous concept. It doesn't belong in an RPG.

If this was put in because there is a problem with the HP economy to keep the game flowing, use other solutions that make sense. Short Rests. Or even just letting everyone heal some HP after every fight automatically. A breather to shake off some combat fatigue.

Reserve potions and healing spells for emergency use and keep them rare and valuable assets. So don't turn food healing into more potions either.
1. Seconding literally all of the things on the list currently, as well as food healing. Maybe food healing should be tied to a difficulty setting?

Honestly the abundance of verticality, healing potions, foods, and condition-free resting (why bother taking prayer of healing?) makes it feel silly to bring a Cleric. I get not wanting players to be forced to bring a certain
companion, but having choices like that have even some consequence could be nice.

2. Summons with the Fly ability are super silly currently. Can go places without triggering fights (have only really tried this in a few fights, and all of them had triggers involving cutscenes). Being able to fully explore areas for free, drag items back to the party, etc is pretty broken. Some sort of max-distance-from-summoner seems needed. Mainly in regards to Imp, given that it can literally go invisible, permanently, too.

3. Another thing I havent really seen mentioned in regards to fights with verticality is that a lot of the time, you can basically break the encounter by just..destroying a ladder. "Smart play" is one thing, but when enemies just stare up at you blankly when they cannot reach or hit you isnt really engaging. A system for them to find cover that isn't Directly next to them or to try and get away might solve this. Specifically thinking of the main goblin camp w/ the ladder by Novice Crusher. Go up it, break it, and none of the melee goblins can reach you and you can move and LOS every goblin. They just stand still. There are plenty of places to move to to hide from, get away from, and even another way to reach the party in that area. Enemy AI in general just kinda needs work I guess.
Posted By: Sigi98 Re: Early Access gameplay feedback compendium - 10/10/20 09:08 AM
I might have just been missing it, but where is the dodge action? Having no dodge action is catastrophal for the rouge.
Posted By: Thine Re: Early Access gameplay feedback compendium - 10/10/20 09:28 AM
I want to be able to create fat, thin, muscular, tall characters, being able to play a real muscular warrior that would be great.
Posted By: Koshea Re: Early Access gameplay feedback compendium - 10/10/20 09:29 AM
Originally Posted by Loug
In 5E, Bard are full caster. I would agree than in most rpg, support classes tend to shine with larger party. However, that's not what bard are in 5E.They can fulfill almost any roll (from healer to CCer, etc.) and be really good at it as long as you build them appropriately.



I'm not knocking bards, I've played a couple, I've played with several others, they are a fun class they are a cool class, but they struggle to fill any of the staple roles (CC isn't a role on it's own) and with only a 4 man party it's rough to find a spot for them. They aren't going to out rogue a rogue for trap finding and damage, they aren't going to out wizard a wizard as the arcane caster/ranged damage dealer, they aren't going to out tank a fighter as a melee beatstick. They can be just about as good (only lacking revivify) of a healer as a non-life domain cleric or druid so they got that going for them.

Having said all that, this topic was initially raised about CHA based characters in Early Access. The Warlock was the CHA based character they chose over bard, they were the most unique.

Now, bards are coming, maybe later in early access, maybe in the full game, and I will definitely be playing one weather they expand the party size or not. If they don't I will take my bard as a healer who can CC, and if they do increase the party size I'll have all kinds of options for party balance to play around with and many types of bards become valid.
Oh now I understand what you mean. Yea I wouldnt be opposed to that. Thats a nice feature and Id love to see it. (the only minor issue with such a loot function is that it can diminish the narrative importance of for example finding a letter or something story significant on the body of someone specific.
Posted By: melhom Re: Early Access gameplay feedback compendium - 10/10/20 09:32 AM
First of all, thank you so much for early access, already had a lot of fun!
Some feedback from Russia:

- ITS _really_ need to implement scaling of the interface and fonts.
Like many players, I use a big TV + wireless keyboard and mouse.
To make out texts and interface elements, you have to sit almost as close as in front of a monitor(
This also includes the size of icons in the inventory, they are too small, as in Witcher (this is not cool), the real size of objects looks much better, like it was in Arcanum etc.

- A lot of bugs on the camera, it often jumps up and at the fantastic angles)

- I fully agree with the advice about the fog of war!
Now you can see what is happening behind closed doors smile
Originally Posted by Sigi98
I might have just been missing it, but where is the dodge action? Having no dodge action is catastrophal for the rouge.


There isn't one. This will also impact Monk a lot when it's added.
I know this topic has already been talked about. Certheri made some amazing points. I just want to add to the proper party size topic. Thank you. smile

http://forums.larian.com/ubbthreads.php?ubb=showflat&Number=685704#Post685704
Another point in favor of party size is that it would make the approval mechanic a bit more interesting since it will be harder to maintain a cohesive group of 6 characters.
The current hide function should be replaced with crouch and take movement, with hide a separate Action (also so the Hide Cunning Action can be a thing). Fighting in the main goblin camp there is quite often I'd want to crouch behind low walls for cover, but if the character is slightly in a vision field they stand up again.
New to the forums, signed up to give feedback on a game I am very much enjoying. I'm in agreement with the entirety of the opening list, as well as much of the commentary posted afterwards.


Originally Posted by vometia
Cantrip damage like acid shouldn't cause -2AC if it's not in the rulebook; Fire Bolt should not leave a fiery area with nothing to set on fire, Ray of Frost should only freeze the ground when there's liquid on it, etc. -- maybe rein in surface effects in general


I'm unsure if its been mentioned before, but in the case of the reduction of surface effects (which I think should be done) the cantrip firebolt should be restored to its proper damage. I'm unsure if other cantrips are suffering from this but firebolt currently does 1d6 fire damage, when it should be doing 1d10.
Anyway. Here is the list I compiledand and will try to make sure that I've deleted topics you've already mentioned. Sadly I do not have links to the individual topics where the excerpts are taken from. And I'm not going through 841 threads again smile
And sorry for a long list but tried to include pretty much everything except:

races/classes as more is coming
Reaction, as we know Larian is working on that
Bugs and glitches, as that belongs in that sub forum
Multiplayer and technical problems across platforms, as that also belong otherwise


So, for those that have some time to waste. Enjoy smile



Category: Character Creation


heterochromatic eyes and opaque eyes for tieflings

Change body volume/height.

Half Elf doesn't get Extra Skill like in the D&D Rulebook, is this intended?

Add more Backgrounds (Only way to get Perception for a Class that doesn't have it in its Class Skill is to take Sailor Background)

Add tail options for tieflings

Roll for stats vs point buy

Beards for elves. Call it a fake one for lore reasons if needed.

Add full access to information about how your character may develop, future feats etc.

All voices available for each gender is cool. but should be sorted.

"who do you desire" part -Yay or nay?. Discussion

Be able to choose deity. Maybe even ones outside D&D multiverse. I.e. The flying spaghetti monster etc.

Able to choose alignment yes or no? How much should it affect gameplay?

Makeup options: lipstick and face blush etc.

Customize/Choose visuals on your D20

Why no surname or sobriquet?

Name generator based on races



Category: User interface


UI is not very intuitive - lot of confusion where to find stuff. Make it more streamlined

Party formation arrangement choice (so you could set up how the characters were arranged, similar to the old BG games).

Separate spell book in UI for combat:

Spell icons. Having to slot a different icon for every possible level of every spell makes the hotbar incredibly cluttered. It would be much neater and more convenient if you only had to slot a given spell once, but when you click on it a smaller menu pops up to allow you to select which level you wish to cast it at.

TAB instead of LEFT ALT to highlight interactive objects. ALL interactive objects.

Allow targeting via portraits. Unnecessary to have several portraits of active PC.

Button to stop concentration on spells

Add the Dodge action and the Grapple function

It would be nice to see where you are reputation-wise with your party members

Being able to hide the UI

take inspiration from dragon age origin

A "Default Action" slot beside the current weapon attacks that we could drag things like a cantrip into would be great.

- an active search function. The passive perception works great for what it's supposed to do, but it would be nice to be able to actively,

Can we have an in-game notepad? like notes in the journal?


Category: Companions


Possible to re-assign the existing ability scores for companions? - not re-roll new ones, just move the old ones around. Right now, for instance, Astarion makes a poor Arcane Trickster because of poor int.

Animal companions should be psychical party members and have dialogue like in NWN. not conjured. Also add in a mule as an option.

Group movement improvements. auto jump. able to choose all. formations etc

I'd love if Lae'zel had specific dialogue for a Githyanki character

don't force my entire party to collapse back on the position of the individual who triggered the event. If you allow your players to take the initiative and make preparations in response to clues given in the environment it will deepen their immersion and enjoyment of the game.

I would love to be able to tell my Party members to "Wait here"

being able fill out your party witch custom made characters


Category: Conversation


Spells during conversation. Charm Person is used to gain advantage on Charisma checks, but no spells can be cast while talking to someone, and casting it outside of conversation triggers combat.

Voiced personal character dialogue too expensive?

speech DC should either be hidden all time or be visible in dialogue choice. or decided by class/high INT/WIS i e wizards know before hand. dumb characters don't.

Award XP for non combat solutions. i e friendly dialogue checks, lock picking etc.

Keep dc checks to one per conversation

dialogue choice tags, like adding a (hostile), (friendly), and (neutral) tag next to each option to guide us on how we want to RP our character.

Breaking the 4th wall. (I don't know if it was an accident of the performance of an actor or not but my favorite part of the game, so far, was a brief second when I failed a roll to crush a parasite and the last part of the outtake scene, my character broke the 4th wall, looked right at me and looked very disappointed in me. I sincerely hope that wasn't an accident because that was awesome!)

Conversation checks DC is too high

Add Dialogue lines in a UI-Log/journal for later reference

Dices. Add option to hide mechanic always.

Background choices should affect dialogue


Category: Combat


Enemy AI too intelligent. Different action pattern for different enemy types possible?

Cover system

Go straight to reload screen after whole party is downed.

Option to show hidden dice rolls i e attack rolls etc

Sneak attack should be automatic.

it would be interesting if after losing HPs and going under a certain threshold, enemies could be susceptible to be intimidated, persuaded to yield or scared by our characters using a social dice roll as their standard action for the round.

Option to allow us to manually roll the death save

Remove the screen 'shake' for when you select a spell but before you target it

Add flanking.

Switch percentages to rolls or hide it all together

Implementing an optional grid system

to examine a creatures stats to plan against them, maybe have it optional that a player must make a successful check (Arcana, History, Nature, Religion, Insight, etc.) against that creature to figure out its weaknesses

Ability to administer health potion to companion during combat. I e downed companions

Streamline dash ability, Too many clicks right now

Let a Character delay the initiative (or hold an action).

Double-tap of the space bar to end a character's turn in combat. More than once, I've been a clumsy idiot and bumped space without meaning to.

Change Monster levels to their CR from the books? Or have show HP instead of level


Category: Out of combat/world exploring


Better camera controls. add wasd movement and camera on mouse

Option to hide mini map

More short rests

Please let us click directly on the map to fast travel to the waypoints instead of having to use the side menu.

Be able to click on mini map and party goes there by automatic

Long rest punishment? Real danger - that the tadpole can really harm you and maybe lead to a negative story ending. Or maybe you are forced to take the pact with the deamon to survive or when you tried to rest in a dungeon and some enemies could break this action

Long Rests should consume food and/or water, to make its use lesser and give the player a sensation of "lost resources".

random encounters

Saving throws added for out of combat hazards.

Be able to pause the game

more auto-saves

i'm missing the immersive part of the game. For example, i think that the tavern was very important to set a pace for the previous games.
make the wild parts more alive, perhaps adding animals interacting with each other in random ways, like a wolf hunting a deer or a bear defending its young.

Use a magic item you find on the Mind Flayer ship and have it once per day create a Lymonds Tiny Hut. instead of having a camp in the forest.

keyboard shortcut for jump

pickpocketing mechanic. explanation and execution?

Right Click Party Interactions

Every character should be able to hold a torch

More books with depth


Category: System


Choose starting equipment

Spear should be versatile(thrown?)

Scrolls beside revify should not be able for everyone

Introduce components for higher level spells

When reading notes and books that are carried in players inventory, you're instantly returned to the game instead of the inventory screen. If possible could this be changed to return to the inventory screen instead of back to the game?

Daggers, rapiers and shortswords are piercing weapons not slashing

items color-coded based on rarity. yay or nay?

Arachnophobia mode

Add more in game accessibility options like subs for people with deafness. Less buttons needed to be pressed for people with movement disabilities etc

Slider for font size?

option for hidden save file of rolls per playthrough so you can't just save-bumming

better tutorials for players not into d&d

Explanation about trading. how base value changes to final price by reputation etc. That armor and weapons only retain half their value when sold etc

So my suggestion is to be able to separate out playthroughs under "load campaign. right now saves for different characters are mixed together and quick saves can overide quicksaves from other playthroughs.

Access to Candlekeep in Act 3 or we riot

Loading Screen: More Tips & Images


Category: Visuals


visible shield when sheathed

visible quiver

Put swords in scabbards, on your hip. Naked weapons glued to your back is silly nonsense.

toggle hiding helm

more animations for melee.

More variety in spellcasting voices


Category: Other


Spider egg weights 30 pounds. Intentional?

list of changes made by larian compaired to 5e

patron interaction for warlocks? yay or nay?


There you have it!
Given that you can make a bearded purple human woman it seems kinda silly to restrict elf facial hair because elves dont look like that according to the lore. If we go by lore humans are not purple either. ^^
Btw, this is a compilation of 841 threads made by the community so far with excerpts taken from those threads + some made by myself so when it says "I", it doesn't mean that I suggested it. And several things I don't agree with but have taken into the compilation for fairness.
Posted By: Karnos Re: Early Access gameplay feedback compendium - 10/10/20 01:20 PM
In my view, the single greatest issue in BG3 is how it handles spell/ability resource management: i.e., the long/short rest mechanic.

Short rests should be available whenever you're able to take a breather, not just once per day. The D&D 5th ed. rules as written place no limit on the numer of short rests a day and mandate a duration of 1 hour. Many DM's have house rules reducing this even further: Matt Mercer of Critical Role, for instance, allows his players to take short rests lasting only a few minutes.

Long rests, conversely, should be available only once per in-game day, and it is crucial that there be real, tangible consequences to the in-game passage of time, so players don't just blow all spell slots every fight. I can't stress this enough.

Now, while I personally abhor the resource recovery mechanisms of D&D 5th ed. and much prefer encounter-scope systems like the one in DOS2, BG3 is attempting to implement the former. Thus, class and overall game balance are impacted tremendously by how the implementation is carried out.

Example:

Assuming 5th level characters, four fights per in-game day, a short rest between each (i.e., four short rests), and finally a long rest:

* A fighter would be able to use 4 Action Surges (1 per fight),
* A warlock would be able to use 8 spell slots (2 per fight),
* A cleric would be ablel to use 4 (1st), 3 (2rd), and 2 (3rd) spell slots distributed as they saw fit across the day.

Assuming 5th level characters, four fights and unlimited long rests:

* A fighter would be able to use 4 Action Surges (1 per fight),
* A warlock would be able to use 8 spell slots (2 per fight),
* A cleric would be ablel to use 16 (1st), 12 (2rd), and 8 (3rd) spell slots.

Obviously, the second scenario is utterly imbalanced and would render content appropriate for fighters, warlocks, and other short rest-based classes utterly trivial for clerics, wizards, and other classes based on long-rest resource recovery.
Originally Posted by Jonneh
Originally Posted by Koshea
Originally Posted by nikssana
EA need a CHA based class added there is all but CHA one why


Warlock Class is in the game and CHA based

Sorcerer is incredibly similar to wizard so no reason to make it an EA class as well, and Bard is, well bard is a 5th wheel in a 4 man max party. So Warlock you get.

I'm glad the class types are very distinct, maybe the ranger has some gray area between warrior and rogue but otherwise very distinct playstyles for all the EA classes while they fine tune the game.


Extremely strange swipe at bards, actually one of the top tier classes of 5e.

Sorcerer's also have meta magic, an extremely different spin on the caster archetype.


This comes back to the need for Larian to better differentiate classes.
Posted By: Agi Re: Early Access gameplay feedback compendium - 10/10/20 01:46 PM
Originally Posted by Patryn
Summarized suggestions
1. Spellcasting UI by spell level separate from the hotbar.
2. Spells/abilities that can only target self or have no target should activate in one click.
3. Shared party inventory/bartering.
4. Left alt toggle option.
...


Fully agree on all that: the hotbar as it is now is a mess; spells and abilities should be separate from scrolls and potions. If i can use Dash only on myself no need to double click to activate and micromanaging the inventory is just a pain in the you_know_where and adds nothing to the game.

I want to add another suggestion about trading. We all know how to do it:
move the Paladin, Druid, whoever is the most charismatic in talk range of the merchant; must be done because it would often not be able to walk
load him with everything you want to sell: three platemail suits, a couple halberds and mauls, half a dozen sacks of potatoes and flour
have him talk to the merchant and get the best prices

You dont need to be very smart to do that and it's just an annoyance that repeats every bloody time we need to unload our loot to cash in. If you want to give a value to charisma, usually a dump stats if you are not one of the classes that need it, use the best charisma of the members of the party even if the one talking to the shopkeer is an half orc warrior
A) Perhaps the very first Tutorial message should be "Tutorial messages appear in the top right under the map" and be very difficult to miss. Right now it is pretty easy to miss the tutorial messages, as those are a bit subtle. That's great for replays, it's only not realizing you need to look there the first time through which is a problem.

B) Remove Trap Disarm Kits, and have Thieves Tools be used for trap disarming. However, if you fail to disarm a trap, the Thieves Tools are not consumed like for failed lockpicking, but the trap triggers.

C) Ritual Spellcasting should be added. To reflect the amount of time the actual rules say it takes, it should take 30 seconds to 1 minute of real time to ritually cast a spell. This will give it the appropriate feeling that this is not something you can do quickly.
I've done my best to keep in mind 12 pages of suggestions which I have read but apologies if there is any duplication;

I know the game is in EA so will not comment on stability, quest breaks, glitches and what I believe will likely be implemented (like additional spells, NPCs, dialogue options or items)


General:

0. Why do I care? - We need to care about our character and companions. Give us reasons to bond, dislike, agree, argue and generally care.
(I believe Larian always intend to do this but I found the absence of even basic motivation and background in EA surprising.)

1. If dynamic night & day is too much of a hassle can we have a static night/day? -Stealth is much easier at night.
2. Travelling merchants to allow basic items would be useful
3. Merchant protection - If they have a lot of gold and magic items they are a magnet for thieving. They should have guards etc but they should also be up for grabs if you're pillaging.
4. Local knowledge - you should be able to talk to the locals to understand what's happening in and around your location. Without knowing preparation becomes very difficult.
5. Reputation - doing things that are highly visible should garner a repuration one way or another
6. You made us link steam to the LArian account and allow crash reports - why not templated feedback reports? Multiple choice so you don;t get massive lists liek this?

Exploration:

1. Party formations - Everyone likes a different setup like a specific NPC in the middle or up front etc.
2. When a role to detect a trap etc *is successful* the party should auto stop. -Walked into a few detected traps
3. Environment clues - example; owlbear caves tend to have owlbear tracks, scent remains etc.
4. Consumption mechanics - food and water necessities of some sort could add to the need to make camp and converse with NPCs.
5. Water exploration - swimming or boating could present some great opportunities.
6. Aerial exploration - hot air balloon? Dragon riding? Potion of levitation?

Stealth:

1. At some point I'd expect enemies to move. Camping forever does not allow a lot of stealth
2. If I can move boxes and pile them 3-4 high why can't I jump on top of them?
3. Jumping is an OK replacement mechanic but some form of flying, climbing, grappling will add great options.
4. Disguising ourselves should be possible. That includes using a box or bush as moving cover.
5. Jumping always works - no danger in walking a narrow beam 10 meters off the ground. Tension makes scenes.

Combat:

1. Collateral/spalsh damage - Missing an enemy with a ranged weapon might hit a close-by enemy or someone behind.
2. Acid is a terrible thing it makes no sense that it only causes an AC penalty. Call it corrosion or something.
3. Injury - bleeding, broken bones, incapacitation, limb loss etc would add a lot to the riskiness of battle and the necessity of rest.
4. Morale/emotions - the last 10HP golbin charging at my 4th level group makes no sense. That little runt should run for its life. Only undead and other special states fight to the death without question.
Fear, panic, amok, courage, rage etc should all be included in battle.
5. Set actions - basic actions that require no class seem to be missing; like charging at an enemy, choosing to focus only on defence or protecting an NPC by physically blocking access to it and keeping between it and an attacker
6. Attack from above - jumping down on an enemy seems a foregone conclusion if we can jump up.
7. Combinations - it would be nice if afte rdeveloping a bond with an NPC that attacks can combine. Push/pull etc.


I hope this list is useful and helps enrich a game with massive potential.
A great list. And Larian, this is really great work you've done. I hope your devs are seeing all this feedback as a sign of respect for your craft and a love of DnD.

Here's my adds to this post:
- On the character panel screens (sheet, equipment, inventory, etc), make the currently active/selected character easier to identify
- Make scrolls show whether Wizards have or haven't learned it (either one)
- Make weapons and armour list who in your party has the proficiency to use it (don't list them if they don't). Use a coloured font for their name or add coloured dot to show the rarity of the item they currently have equipped in that slot.
- Fix the targeting when you're in a building. We're getting far too much pathing to the roof when we're clicking things inside
- Can we get a ground highlight for places we can jump to just like the sneak/visibility indicators?
- Ancient Mud Mephits seem to summon 2-3 Young Mud Mephits each. If they can't get to you, combat drags out while waiting for each mephit to figure out that it can't get to you.
- Dragging and moving characters in the party display (bottom left) seems too easy, while dragging and moving items in inventory seems too hard/laggy
- Can we get a "hold shift to select multiple" option for inventory items? Make it easy to drag a group from one place to another, or to tag as Wares or not, etc
- Can you make higher level spells stand out differently to lower level spells in the Spellbook screen? For example, we can see all the spell level 2 spells AND the spell level 1 spells on the Spell Level 2 line. Of course I'd like to be able to hotbar slot spells based on their level, but in the spellbook I'd like to see on each spell level line which spells can only be prepared from that spell level.
- Maybe make a row of buttons above the hotbar that represent Cantrips (C) and spell levels 1 - 9, allow us to hover over them to bring up a list of prepared spells at that level? One more button to the left for innate abilities, and we'd have a far neater hotbar that we wouldn't have to keep fiddling with.
- In combat, make climbing use movement
- Please remove fast travel in lieu of the very valuable Wizard teleporting spells (and mounted travel later/expansions, and possible Ranger abilities). It's okay to make us walk everywhere and have us want these things if we know we can achieve fast travel through sensical game mechanics. Heck, keep fast travel in if it means having to pay some wizard or ranger service for it (at least, until our Wizard/s can cast those spells themselves, and use their spell slots for it).
- When conversation choices show that a skill check will happen, add what our current skill mods are (e.g. PERSUASION +3, INTIMIDATION +5, DECEPTION +3)
This is pretty vague but just my consensus on the game right now. Pretty cool game for early access. The story and character's are very enjoyable and exciting, i loved the story side. Very immersive and lets me sink into the game.

The content at the moment is satisfying. I laughed outload when I saw the early access end cutscene, that was soo good. Thank you Swen Vincke, and the rest of your team.

Really liked the character creation and races option. Sad I couldn't get Astarion to turn me into a vampire. Was exited to play as a Mephistopheles Tiefling, cause Nightcrawler kek and liked the options of horns, skin tone and tattoos.

I think after all the hours of playing early access my biggest issue was dialogue rolls being absurd even for simple, plain and simple talking and chatting making it a nightmare to speak to people. Not because of the roll system, i like that. I mean there's multiple normal dialogue options that should not have a roll or at the very least should be adjusted to very low requirements to pass. It felt awful to play and never feel comfortable talking to any npc in case of a failure. I just think some dialogue rolls needs changing.
Also adding companions to the dialogue, so if you fail talking... Why can't your companions take over and smooth things or make matters worse? Why can't they interact when i fail a roll. Don't they get a say? Instead of repeating the same dialogue like they've never seen my companions, even when my companion is right in front of them? I really think features like that should be in the game. The way followers are included in conversations, they need more life in them, they're almost souless husks. In different playthroughs with the same followers, only pretty rarely would they comment or develop/show their character which was really interesting, but there wasn't enough of it to really take in. I'm very keen for character development and watching followers develop further and possible rivalry/friendships/relationships in future. That's my milk and cookies there.

Please continue to evolve different interactions with npc's predicaments, i really liked that Larian added different options to cure and ail certain npc's. I liked having to look through my bags or buy something, thinking in theory this would work and then finding out it worked was absolutely awesome.

As for bugs, my biggest issue would be clipping issues and texture tearing with glitched corpses zooming large limbs like a seizure. Then the freezing or crashing. Which has been reported. Changing to direct x 11 did help smooth things, but i could see constant stuttering and a reduction in smoothness in gameplay, bare in mind it's early access.

I doo like the combat it keeps it's classic crpg, especially close to divinity 1,2. However I think their needs to be a speed game up option and an actual pause button or when you press esc and go into menu and options, that needs to actually pause the game and not just keep it running in background.

I will say the best combat in an crpg game i've ever experienced was from Pillars of Eternity 2 and that still remains my favorite, nothing has beaten it. especially for combat mechanics and the speed/fun of each encounter. I could get the momentum to really enjoy the unique moves and combos. Where i feel that's lackluster in Baldur's Gate 3 and Divinity 1,2. Magic is flashy and cool, but it lacks the oomf and muster that can't seem to be emulated from imagination alone in DnD.

Please look at Pillars of Eternity 2 for example of great rts combat... well at least in my own selfish opinion.

The biggest flaw that needs attention is the a.i. Very glitchy, very unstable and awful. In all my playthroughs i've had enemies kill their allies because of nothing?? I cannot even comprehend why a group of enemies multiple times have killed each other when they're allies and then trying to kill me in a bloody threesome free for all murder bash???? Then passive npc's attacking other passive friendly npc's that were needed for quests, Bloody hell, they started attacking each other. What the F? I had to reload several times because of the a.i is awful. Could be for some reason giving a boon, heal or using psionic magic on a.i cause other a.i to trigger some recognize enemy script. But it's bad, and needs editing. As does the following stuttering and slowness. Clicking and following does not feel smooth, but very clunky and troublesome.


Also I think another problem with the game is that it feels, looks and acts like a re-skinned Divinity 2 game that's not finished. Like if Divinity 2 had a mod, this is it, but on an insane level. It just feels less like a Baldur's gate game if that makes sense. I really don't want to piss off developers and say their work doesn't suit Badlur's Gate. But I cannot say that I don't get this idea crawling into my head every time I play Baldur's Gate 3. As in it'll become a meme that Baldur's Gate 3 is just Divinity 3.
Then there's levels being too big, but also having twisted linear pathways that actually make it smaller, but wasted time in not a fun way at all by having to walk back and forth each taking a long while, even making simple tasks take much longer and finding myself getting bored, getting lost retracing to find a path, and it wasn't inside a maze.

This is just my biased opinion like everyone else's. I'm just being honest of my experience playing the game.

Lastly and through it all, the game is and can be very enjoyable. I don't regret my purchase, and I continue to enjoy the game. Look forward to further progress and updates. And a thank you to the developers for their hard work.
Good evening everyone.
I have just finished my first playthrough and I would like to make some suggestions to help make the game better. Hope this is the right place for it.

General:
1. I missed an option to set up game difficulty. Is it available in the EA? If it's not, I hope it will be implemented. At the moment it feels like I'm playing on a hard difficulty, and I just want to enjoy the story.

2. It feels like there is a very big gap in strength+survivability between levels (mostly because of HP). When I am lvl 1 and I meet lvl 3 enemies it is a guaranteed loss.

Companions:
1. I'm sorry to say this, but I recruited my party members mostly as firepower and not as companions or friends.
All characters (with the exception of Astarion, maybe) are very hostile towards my hero and secretive. It is not cool when nobody wants to tell you about themselves, because they have some dark secrets.
I can't say anything about Wyll yet, as I haven't met him in my first playthrough. However, after certain game event Wyll miraculously appeared in my camp and even commented on how bravely we fought together.

2. It would be nice to know which class our companions are when we recruit them. Of course, it can easily be checked when they are in your party, but if you miss someone during your journey (like I did with Wyll), you will have no idea who/what class he is until you make him a party member.

Combat:
1. I have played DOS2 and I know that turn-based combat cane take a lot of time, but each fight taking 30-60 minutes is way too much. It may have to do with the game balance or my very bad luck in game.
There are some areas like Goblin Camp with dozens of enemies. If you enter combat with 12+ goblins it takes ages to finish the fight. It is not fun when you attack a goblin in one room and actually pull the whole mob from everywhere around the camp (even behind the doors and walls). Wouldn't it make more sense to limit the number of enemies by room/visibility range?

2. Is my hero/party very weak?
I am trying to pick up and buy the best items from traders, but whenever I go I feel like I am very undergeared and 'underskilled'. Constant misses make the fights event worse. I am spending way too many healing potions and resurrection scrolls.

3. It would be nice to have an option to run away from unwanted fights by moving far enough from enemies.

4. Sometimes it seems that enemies are moving very slowly (visually). Would be nice to speed them up.

5. Please make it possible to target party members and enemies by clicking on their portraits.

Exploration:
I wish my companions could follow me to the areas where they have to jump. Now it takes extra time to manually move each party member across a chasm or up a hill.

Camp:
How do I resurrect my party members through the hooded skeleton in my camp if I can't travel to camp when even one party member is dead? Maybe I'm not understanding something, but from the dialogue with the skeleton I got the idea that he should be able to do it for coin.


Miscellaneous:
The icons for Invisibility and Illusion spells are very much alike! It's confusing.




Just my 2cents, I like the game so far, I like the dialog and the way the game looks and the way the game feels,

I understand that the game is early access but it feels very clunky in,
- In moving around the map
- General UI (waypoints on the map and adding all of wares to sell, etc)
- Combat (its slowed down by alot of pauses by enemies) and just doesn't feel as smooth as DOS2
- Vertical Looking (either in combat or just moving around)

But I do like the game alot so far but all the bugs have taken away from the experience but hopefully they will all be fixed by release,
And best of luck to the Devs!!.
Moving into the game pretty slowly so im not terribly far in but i did want to chime in with a few things.

- Why is lighting a torch such a granular process? Do my characters really have no way to just light a torch? i really have to find another source of fire and use the dip command?
- If you jump somewhere please have companions that CAN make the jump do so
- Cantrips are doing a lot of damage early on because they are also doing environment damage. Fire Bolt specifically says "A flammable object hit by this spell ignites if it isn't being worn or carried." We shouldnt be taking double hits from these.
- The UI for characters / inventory feels redundant. Theres 3? screens for it? Charcter, inventory, equipment. I feel like this could be consolidated.
- Spell Duration needs to be in the tooltip. For instance there is no way to know how long Mage Armor will last until you cast it and look at the BUFF tooltip after the fact

Enjoying it a lot. Cant wait for just...more.
My first suggestion is this: make magic feel special by reserving special effects for magic, reduce the importance of surface effects, get rid of the 'dipping weapons in surface option' and most importantly make magic items (including spell scrolls) rare. I really didn't like the banality of magic items in DOS2.


My 30-hours of playtime critiques:

1) Perks / abilities / passives / etc DO NOT appear in the character sheet. For example, at level 2 for warlock I chose "Agonizing Blast" and "Devil's Sight" as additional passives. However, NOWHERE in the character sheet (or entire game) does it display that I now have these for my warlock. I would only know I have them because I remember picking them. It is a serious oversight to not have ALL of the character progressions and advancements display in the character sheet.

2) Unclear status effects on spells, lack of a compendium. Many spells that cause status effects are unclear in what they actually do. For example, "Blind." The tooltip on this spell states it causes "Blindness" that can be shaken off with a saving throw, but it does not state what the actual effects of Blindness are. Does Blindness mean that attacks can't be made? Or does it mean they just have less of a chance to hit? The tooltip on the spell is incomplete in this sense, and the lack of a compendium means that I cannot look it up anywhere in the game. Another example is "Silence," which creates a sphere in which all creatures are "Silenced." What does Silenced mean? Does it mean they are literally silent, or does it mean they cannot cast abilities? Again, the spell tooltip is unclear. This is true for MANY spells. Either expand the tooltips, or create a compendium where the player can read about status effects and what they do.

3) Hidden details on spells / abilities that are not listed in the tooltip. One example here being "Hex." If the concentration of Hex is ever broken, Hex can be recast on another target without the use of a spell slot. This is not mentioned on the tooltip. Another example is "Shatter," which is an AoE spell, but nowhere on the tooltip is it actually listed as AoE. It makes me wonder how many other spells have hidden effects that I am unaware of.

4) Inconsistent rules. The example here being if I cast "Darkness," why is it that my warlock with Devil's Sight cannot see or attack in the zone of Darkness? If the rules are supposed to follow D&D, then my warlock SHOULD BE ABLE to see and attack in the Darkness spell effect. In this game, that is not the case, and it is unclear why. Furthermore, how does this make "Darkness" any different from "Fog?" Perhaps this is a simple oversight in game design and programming.

5) Lack of a rulebook. If the entire game is based on the rules of D&D and even plays exactly like D&D with dice rolls, why not include an in-game rulebook? It's easy enough to google all sorts of rules, but at least including the basics would make sense. This of course would simply be a quality of life change, and an optional compendium that exists for players that want it.
Posted By: Sigi98 Re: Early Access gameplay feedback compendium - 10/10/20 07:48 PM
Perception checks need to be more noticable. often times I succeed on a check, but I cannot see on what.

More body types. Maybe I want to play as a wizard with a little beer belly, or a lanky dwarf.

Currently no d20 roll on lockpicking, instead a bar like in DOS2. Would like to see how difficult the lock is to pick. However, on disarming traps there is a d20 roll.

I should not be able to lockpick some rocks that block the entrnce to a cave. Rather, make it a Strength check to see if I can move the rocks out of the way (specifically the rocks in front of the dragon's lair in the druid grove)
Posted By: flimmo Re: Early Access gameplay feedback compendium - 10/10/20 08:03 PM
Jump definitely needs a keybind, i use it more than stealth
Originally Posted by Marktheshark

2) Unclear status effects on spells, lack of a compendium. Many spells that cause status effects are unclear in what they actually do. For example, "Blind." The tooltip on this spell states it causes "Blindness" that can be shaken off with a saving throw, but it does not state what the actual effects of Blindness are. Does Blindness mean that attacks can't be made? Or does it mean they just have less of a chance to hit? The tooltip on the spell is incomplete in this sense, and the lack of a compendium means that I cannot look it up anywhere in the game. Another example is "Silence," which creates a sphere in which all creatures are "Silenced." What does Silenced mean? Does it mean they are literally silent, or does it mean they cannot cast abilities? Again, the spell tooltip is unclear. This is true for MANY spells. Either expand the tooltips, or create a compendium where the player can read about status effects and what they do.



Funny enough they messed up silence in general, with plenty of creatures still capable of vocal things in the silence bubble
Posted By: Sigi98 Re: Early Access gameplay feedback compendium - 10/10/20 08:52 PM
The rogue misses everything that makes this class my favorite in D&D. Sneak attack also when I have advantage, not just when I am sneaking. Sneak attack damage increase at higher levels. Dodge action. Bonus action disengage, while other characters should have to use an action for disengage. EXPERTISE.

In particular, whats up with the arcane tickster? They are all about that mage hand, yet they dont get it by default, but can choose to pick it or any other cantrip from their list. Also, only the arcane trickster should have an invisible mage hand. If my wizard casts mage hand, it should be visible.
Wizard of abjuration school only have a weak and useless arcane ward with 3 hp at level 4 with 18 int, it should be wizard level * 2 + int modifier which is 12 hp. Also arcane ward does not work like a temp hp and should not be overrided by effects that gives temp hps. Besides, arcane ward should be rechargable, so the buff should not disappear if it breaks, instead, casting any abjuration spell with more than lv.1 should recharge 2 * spell level hp to it. Also lack of reaction spells like shield and ritual casting with alarm makes abjuration wizard weak.
Posted By: Sigi98 Re: Early Access gameplay feedback compendium - 10/10/20 09:17 PM
Please give us the option to make our own notes to quests in the journal. The information provided in the journal is often very limited and sometimes I just forget about things that, at first, seem minor, but are actually important.
-a UI specifically for spell casting is sorely needed, where I can easily view all currently memorized spells and cast them from that UI. Could even add casting functionality to the current spellbook menu
Originally Posted by Minsc1122
Originally Posted by SirMoogle
Originally Posted by Minsc1122
For me it is confusing, that you can attack with off hand separately, when you got two weapon fighting, it feels like as if it could be done automatically.

It's done that way because attacking with the offhand weapon is a bonus action.


Could be, that the book says that, but still it is something that they could build in their own two weapon fighting system. It feels like, that I have to click too many times to attack, especially that most of them are miss with off hand.
Making them full attacks that don't cost a bonus action would tip gameplay towards dual-wielding as it's always better to reduce your opponent's action economy, and some classes have features that require bonus actions; that forces players to consider whether or not dual-wielding is worth it.
Posted By: Niya Re: Early Access gameplay feedback compendium - 10/10/20 10:50 PM
Definitely fog of war is needed. Seeing all breaks the mystery for me (that was the case in DOS 2). Would love to see the unseen world blurred/greyed or just plain dark.

Remove fast traveling from any point. Tie it with travel points on map spread around the world in "safe" spots. Also, connect these "safe" spots with long rests, so that only in certain places you can "freshen" up. I want to travel, I want to move, I want to take my time and walk to certain places, without instant transmision. Oh, and maybe add a chance for a random encounter if we happen to revisit already seen places?
Posted By: mahe4 Re: Early Access gameplay feedback compendium - 10/10/20 10:55 PM
Originally Posted by Sigi98
In particular, whats up with the arcane tickster? They are all about that mage hand, yet they dont get it by default, but can choose to pick it or any other cantrip from their list.

to be fair, that is exactly how arcane trickster is in the phb. you don't get mage hand as extra cantrip, you have to use one of you cantrip choices for mage hand.
Originally Posted by mahe4
Originally Posted by Sigi98
In particular, whats up with the arcane tickster? They are all about that mage hand, yet they dont get it by default, but can choose to pick it or any other cantrip from their list.

to be fair, that is exactly how arcane trickster is in the phb. you don't get mage hand as extra cantrip, you have to use one of you cantrip choices for mage hand.

wrong.

In PNP, they get mage hand plus 2 more cantrips. says so in the PHB, top of page 98
Posted By: mahe4 Re: Early Access gameplay feedback compendium - 10/10/20 11:07 PM
Originally Posted by blindhamster
Originally Posted by mahe4
Originally Posted by Sigi98
In particular, whats up with the arcane tickster? They are all about that mage hand, yet they dont get it by default, but can choose to pick it or any other cantrip from their list.

to be fair, that is exactly how arcane trickster is in the phb. you don't get mage hand as extra cantrip, you have to use one of you cantrip choices for mage hand.

wrong.

In PNP, they get mage hand plus 2 more cantrips. says so in the PHB, top of page 98

i just looked it up and i stand corrected.
i have no idea, where i got that idea from...
Map reveal improvements?

As the map reveals itself, the water bodies still remain covered (see spoiler image) since technically characters can't go there. But I think it would be better if they would reveal those parts when you get close to them as it can look like areas that remained unexplored and can be confusing.

[Linked Image]
Suggestions:

*Being able to click on a map/mini map to have the selected character move on it

*being able to rotate characters in character sheet view

*action and movement should be connected more fluidly, for example, once you reach the end of your movement, if you click to move again you should automatically spend your action to dash, not have to click the dash action, click to confirm it and then click again to move the 2nd time
Feedback:

- Disarming and unlocking chests should be worth it since they cost lockpicks / tools. A trapped and locked chest should not contain just an agate or 10 gold. (I'm looking at you Zentharim hideout), especially not after sneaking past several aggro npc's. Risk / reward kind of thing.

- Dialogue results should not only be a free pass or combat. Maybe the npc will turn you away and not talk to you anymore or extort you for money, something other than combat yes/no.

- Less combat please, some of us enjoy the story and the companions more than a full blown turn based slog fest chained back to back. Or give options to circumvent combat with dialogue or stealth more often. I do love me some nice stealth maps with traps, buttons and secret doors instead of obligatory fights around every corner.

- Remove vendor trash. Especially vendor trash that is unclear to be vendor trash like ropes.

- Baldur's Gate 1/2 didn't have many containers, and those that were there had something useful in them. If you want to decorate the place use containers that aren't interactable please.

- Please don't dump potions / actions / scrolls / spells etc in the same toolbar.

- Food should be useable directly from the inventory instead of having to drag it to a slot in the toolbar first.

- Sort inventory button, get rid of the empty slots in inventory when clicking it and order items by type in the 'all' tab.

- Please get rid of the blood on the bedroll in camp after the biting incident. It's kind of gross having to sleep in blood every night.

- Why is my female char putting her hands on her hips in cutscenes in such a masculine way? I'm getting Dragon Age: Inquisition gorilla vibes here frown


Posted By: Koshea Re: Early Access gameplay feedback compendium - 11/10/20 12:40 AM
Originally Posted by Moirnelithe
Feedback:
- Disarming and unlocking chests should be worth it since they cost lockpicks / tools. A trapped and locked chest should not contain just an agate or 10 gold. (I'm looking at you Zentharim hideout), especially not after sneaking past several aggro npc's. Risk / reward kind of thing.


Or just don't have them be expended, I don't recall ever having purchased a set of thieves tools in a tabletop game when it wasn't at character creation.
Posted By: Athann Re: Early Access gameplay feedback compendium - 11/10/20 02:06 AM
Feedback:

-expand the party to 6 or 5 if you can't with 6.

-the longsword is too big.

-don't stop at lvl 14 or 12 for the game, expand to 20 please, you said you are going to give us multiclass, but lvl 14 for multiclass is a bit disappointing.

- More subclasses, the ranger have only two subclasses, i hope there is going to be more (gloom stalker, horizonwalker etc...). i know it is still Ea and some subclasses will not be implemented for obvious reasons (like the cavalier, gunslinger or samurai)

-we needs more origins for our characters (faceless, faction agent, far traveler, folk hero, inheritor, outlander, Pirate etc...) those i quoted are coherant with the game.

-Includes the psi classes , we have a tadpole who have psi powers, it is an opportunity to add them into the game.
I feel like this is an important one.

We were playing through multiplayer earlier taking care to save manually as we went. Someone accidentally attacked an NPC in camp. we laughed, we cried, we reloaded the save. BUT it hadnt been overwriting the save despite the acknowledging the prompts so we were loaded all the way back to the beginning of our session losing hours of game time.
I accidentally posted this in the general chat without seeing this. Sorry for any repetitions, but i spent so long on it already that i feel pretty done with it and dont feel like going over it a fourth time.

First of all id like to say thanks for a great game! I have really been enjoying diving into your world, and right now i have just over 40 hours played. This said, i came here to give you some feedback on things i think can be improved in the game.

Gameplay

1) More information about what things acctually do. For instance, right now magic missles does 1d4+int/cha score of the caster. This information is nowhere to be found and this stretches across alot of different spells. I get that the simplicity is helpful for new players, but i think there should also be an option to right click the spell to get more details on how it acctually works.

Once you hit level 3 you also get the option to spend a second level spell slot to cast an improved version of the spell, instead of some spells just naturally becoming better with level. With levels i think the current system is limiting the usefullness of some spells going forward. I dont see myself casting 5 magic missles over a fireball at level three pretty much ever, for example. It will also make my castbar become way overcrowded going forward.

Another example is mage armor. I get the option to cast it as a level 2 spell, however i have no way at all of knowing what is acctually improved with it, which makes me want to use the first level instead so i can keep the few level 2 spells i have. Just make it improve with level, and if you right click it you can find out how - with a simple tooltip for the new players when just hovering over it.

3) Same goes for AC ingame. I couldnt find anywhere describing how it acctually works. Perhaps being able to right click pretty much everything in the character sheet should bring up a popup window explaining it.

4) Concentration. There needs to be ways around only being able to concentrate at one spell at a time. Sure, it works right now - but once my cleric is level 9, what are the odds im going to want to spend my one and only concentrated spell on keeping bless up? Alternatively, fewer spells should be concentrated spells. As a ranger, i start with "true strike", but very quickly get another spell which improves hit rate - with the added benefit of it being a bonus action on recast. I am also only able to keep one of them up because both demands concentration.

5) Jumping. I really enjoy being able to jump around in combat or in the world, but when going across somewhere i have to select every single character and jump one at a time. Make the other characters follow what i do. This applies to stealth as well. And please let me know if my character is going to hurt itself jumping, cause sometimes its really hard to tell how high up i am.

6) Dualwielding for warriors is practicly useless right now. I get to chose between option a) having my warrior use a greatsword doing 2d6 with the added benefit of having cleave, as well as being able to jump around on the battlefield - or b) having 2 weapons dealing 1d6 each and expending my bonus action. I dont think a regular hit should expend the bonus action for the offhand.

7) I feel like alot of balancing needs to be done to spells overall. There is no reason id ever want to cast melfs acid arrow dealing 4d4+1d4 next round over the firespell that deals 2d6x3 spread out however i want. Another example is familiars. Some of them are practicly useless. As i go with the beastmaster class for my ranger, the familiar spell i get initially with the ranger is also redundant as i cant both keep a familiar and an animal companion. I think it would be better to get to chose class at level 1 already, and having each class tailored to avoid overlapping.

8) Animal speaking / Detect Thoughts / Charm person castable in dialogue. Pretty much self explanatory.

9) Renaming familiars / animal companions. Some people really do enjoy that RP feeling in the game, and if youre playing a ranger having travelled with your bear companion your entire life - i feel it is logical for it to have a name.

10) More cutscenes. Just short ones are enough. An example is when you enter the blighted village, and goblins are on the rooftops. Imagine just a short cutscene with the party walking in, and an arrow hits before their feet. "not one step further" -> into dialogue. Just a few more, too many could take away from repeated playthroughs.

11) Level cap. I found myself hitting level 4 when i had played about half the act. The later parts can also be quite challenging. Most things in the underdark were really hard. Upping it to 5 in the first act seems to be an easy fix.

12) I really wish there was a way for me to add another cleric to my party without having to play with the super annoying Shadowheart. Perhaps this will resolve itself when more characters enter the game, but i think there should be way more playable NPCs than there currently are.

13) Iniative. Id really like to see a small window with initiative being rolled for. Alternatively, add it as an option to the combat log for players interested. I also couldnt find anywhere to see my actual attack rolls, something i really enjoyed about BG2.

14) Fast travel shouldnt be possible from everywhere. After killing the goblin leaders i just fasttraveled out of there, completely avoiding the rest of the camp.

15) Traps. My clumsy characters keeps running over them even though another character has detected the trap and i know its there. Perhaps once a trap is detected, game should automaticly go to turn based mode.

16) Pathing needs to be smarter for my companions. Sometimes characters seem to get stuck in spots for no reason. During the owlbear event my character started talking to the owlbear, but got instantly interrupted by Astarion randomly coming from the other direction - somehow triggering hostility and breaking the dialogue.

Glitches
These are the glitches i can remember that i came across. In no particular order.

1) Critical hits. All i can see is a dice splitting, i cant even see the number or the actual hit. Sometimes the character hit with enough damage spins out of control and its model seems to stretch out over... well different things.

2) Basilisk in underdark wiped 3 characters with its roll before turn based mode kicked in.

3) Sometimes my character gets stuck, completely unable to take an action. I solved it by saving and reloading the game.

4) I eldrich blasted a minotaur in the underdark and it got stuck in a position on a bridge where it could do nothing. No ranged spells or attacks could hit it, and instead seemed to hit the air behind it. I ran up and hit it with melee weapons, but it never did anything back.


All in all, despite the huge list of prefered changes above, i absolutely loved every minute of gameplay and i really think the game is in good hands. Thanks alot!
Posted By: Gourls Re: Early Access gameplay feedback compendium - 11/10/20 03:02 AM
I've seen several posts in this thread that are essentially about things that are 5e rules, which is the ruleset the game is based on. I'm cherry-picking here (sorry Danneuber), but there are reasons for this stuff.

Originally Posted by Danneuber


1) More information about what things acctually do. For instance, right now magic missles does 1d4+int/cha score of the caster. This information is nowhere to be found and this stretches across alot of different spells. I get that the simplicity is helpful for new players, but i think there should also be an option to right click the spell to get more details on how it acctually works.


For magic missile, the damage calculation is 1d4+1 per missile, or at least it should be. But I agree, lengthier spell descriptions would be helpful.

Originally Posted by Danneuber

Once you hit level 3 you also get the option to spend a second level spell slot to cast an improved version of the spell, instead of some spells just naturally becoming better with level. With levels i think the current system is limiting the usefullness of some spells going forward. I dont see myself casting 5 magic missles over a fireball at level three pretty much ever, for example. It will also make my castbar become way overcrowded going forward.

Another example is mage armor. I get the option to cast it as a level 2 spell, however i have no way at all of knowing what is acctually improved with it, which makes me want to use the first level instead so i can keep the few level 2 spells i have. Just make it improve with level, and if you right click it you can find out how - with a simple tooltip for the new players when just hovering over it.


This is how spell slots in 5th edition work. Having expanded spell descriptions would help explain this, but not all spells scale up. Mage armor, for example, doesn't (and shouldn't). Others do. There are situations where using fireball instead of magic missile isn't a great idea.


Originally Posted by Danneuber

4) Concentration. There needs to be ways around only being able to concentrate at one spell at a time. Sure, it works right now - but once my cleric is level 9, what are the odds im going to want to spend my one and only concentrated spell on keeping bless up? Alternatively, fewer spells should be concentrated spells. As a ranger, i start with "true strike", but very quickly get another spell which improves hit rate - with the added benefit of it being a bonus action on recast. I am also only able to keep one of them up because both demands concentration.


This is another rule of 5e. You can only concentrate on one spell at a time. Concentration is a resource to manage. Some class spell lists have more concentration spells than others. This is more of a case for expanding the party size to 6 than anything, imo. They don't need to change 5e's rules more than they already have.

Originally Posted by Danneuber

6) Dualwielding for warriors is practicly useless right now. I get to chose between option a) having my warrior use a greatsword doing 2d6 with the added benefit of having cleave, as well as being able to jump around on the battlefield - or b) having 2 weapons dealing 1d6 each and expending my bonus action. I dont think a regular hit should expend the bonus action for the offhand.


This is how dual wielding in 5e works. Offhand is a bonus action. It is very strong at low levels but tapers off pretty quickly in effectiveness. There's no real reason to build around it unless, maybe, you're not proficient in shields and pick up the defensive duelist feat.

Originally Posted by Danneuber

11) Level cap. I found myself hitting level 4 when i had played about half the act. The later parts can also be quite challenging. Most things in the underdark were really hard. Upping it to 5 in the first act seems to be an easy fix.


I'm not sure we even have all of act one doable just yet? I know they've said for now the cap is 4, but I'm not sure it'll stay there. To me, from a story perspective, it makes the most sense to end Act 1 with your arrival in Baldur's Gate. Maybe Larian feels differently, I dunno.

All in all, I think this is a pretty strong case that Larian needs to invest more time in tutorials and meatier explanations of mechanics and the like up front. It's a lot of information, but there's a reason the Dungeons & Dragons Players Handbook is so thick. There's a lotta information. If you're not coming to the game with a robust working knowledge of 5e, there's not enough of an explanation of how things work or why.
I didn't see this one listed yet:

It's an optional rule in the PHB that you can use Strength instead of Charisma for Intimidation checks. Intimidation Checks should use the highest modifier of STR or CHA. This would help with the Barbarian and Fighter and others for certain social skill checks.

I admit that I don't know how to clearly express that in character creation and the Character panels except listing it under BOTH Strength and Charisma.


****

Short rests right now feel unfinished. They're functional, but lackluster and underwhelming. You hit a button and you get some health back. There isn't even any GUI element, just a button by the map.

Is that even using up your hit dice to heal? If you have more than one Hit die, do you get the option to spend more than one? What if you're full or near full and don't want to spend any?
I think Short Rests need a dedicated GUI where you can choose how many hit dice to roll, including none. You can roll the dice one at a time and stop when you're satisfied, or when you're out of dice to spend.

When done, click the "Finish Short Rest" button.

****

The game interprets throwing a health potion at an unconscious Findal as "MURDER Findal, using a health potion." I would rather it didn't.

Okay, YES, he was technically unconscious and unable to drink anything I threw at him, but I think the context of what I was trying to do was clear.
Currently just finished the EA after completing the majority of the currently available content on a more or less Chaotic Neutral Half-Wood Elf Rogue. I played with primarily Gale, Shadowheart, and Lae'zel and romanced Shadowheart. Most folks don't seem to be understanding what happens in EA lol but I think you guys are doing superb work integrating 5e into a gaming system. Plan to run through completion again on a Lawful Good Drow Fighter and a Neutral Evil Tiefling Warlock. Want to play a Lawful Neutral Dhampir/Vampire/Vampire Spawn Sorceress fighting their nature eventually or a neutral good Human Lycanthrope Psionic.

CHARACTER CREATION:
Customization:
-Really enjoying the possibilities here, made a few intriguing Tieflings and Dwarves so far; I think a pair of interesting features would be separate sclera and iris color spots or body sliders but I know the work behind those features is no easy task. Maybe more head options for all races.
Get the grizzled 5-o-clock shadow beard option into the game lol

Races:
-Half-Elves to look more akin to their 5e art in the books, not outsplayed ears like bugbears just obviously more subtle elven ears that pay better credence to the blend of elven + X ancestry.
-As far as races are concerned I'd like to see Orcs, Goblins, Yuan-Ti for their dark sides and actually well written rich cultures, maybe Kenku for some real obscure conversations, Goliaths for the power barbarian build, Vampires or Vampire Spawn (since it's a sidestep from Astarion) and Lycanthropy eventually show up as they lead to some fun gameplay dynamics, later when BGII: EE got mod support it made for tense and silly moments for gameplay, like failing the Wisdom save and shifting in a public place or suddenly attacking your party and having to deal with the consequences or forgetting your sunblock cloak on your vamp and taking some serious damage.

DIALOGUE:
Dialogue Selection:
-I agree to have spacebar only be for advancing dialogue not making selections; led to a few frustrating re-loads

Romance:
-I'm not sure if it was my charming rogue or not, but it felt like some serious main character syndrome for every fallower in the party to find you irresistible at the Tiefling party which felt less organic lol

MECHANICS/GAMEPLAY:
Containers:
-The varied clutter is great, I like that most containers are empty and it feels like itemization is right;

Items:
-Rare items feel rare (albeit some feel quite weak and more punishing towards the player than functional).

Leaps/Shoves:
-Shoving is great, lead to many fun puzzle solving moments (pushing goblins into spider pits and hook horrors off cliffs) jumping is fine; very strong on Githyanki as it should be but should probably provoke attacks of opportunity for all but the rougeish-types.
I just got done with my early access run and I wanted to offer my feedback.

I enjoy playing around with illusions when I play 5e and I think giving players a choice in what they make - kind of like what you're doing with Disguise Self - would go a long way towards making an illusionist both fun and viable. Here are just a few suggestions, which may or may not fit.
  • The player conjures up a terrifying visage, forcing enemies who see it to make a saving throw. If they fail, then they spend their remaining movement fleeing in the opposite direction. Alternatively, it could give them the feared status.
  • The player creates an illusion of a valuable jewel lying on the ground. Ideally an npc's reaction would be based on their personality, but since this is a video game they'd probably have to succeed on a saving throw or they'd walk over to pick up the object... setting them up to get punted off a cliff, locked in a cage, etc.
  • Something distracting is created, such as a doomsayer trying to preach about the end of times. While enemies are distracted, player characters have advantage on stealth rolls.


Here's some more general recommendations/feedback.
  • Please stick to 5e's ruleset as closely as possible. I know some changes are necessary since this is a video game(and if I'm being honest 5e's ranger class needs a buff), but it's a pretty good system for the most part and I know a lot of people really want to feel like they're playing D&D 5e in video game form. I feel like this will make balancing the game easier as well.
  • It'd be cool to see dice rolls during combat. Maybe as an optional feature, since I'm sure just as many players don't want to see them.
  • If you're not already planning on it, you might consider adding some subclasses not in the PHB. Personally I'm a big fan of Swashbucklers, but maybe you could do polls to figure out what people want most.
  • Would it be possible to change how surfaces work or is that baked into the Divinity engine? I'm thinking fire would be less annoying(and more true to D&D) if it was slow to spread, but would also spread to wooden objects such as crates and walkways. I feel like other surfaces probably shouldn't spread at all.
  • A way to tell the whole party to do things would be a nice QoL change. Sneaking in particular comes to mind.
  • I thought resurrection scrolls seemed a bit rare. It'd also be cool if you could have someone strong(such as Lae'zel) carry her dead companions body to camp to be stored until resurrected.
  • Personally I think allowing two short rests would be better than just one. It felt like I was relying on long rests a lot simply to renew my spells.
  • Food almost makes healing too easy. Since I played without Shadowheart, I figured I'd have to invest some money into healing potions.

Wow, this thread has gotten HUGE! @vometia, are you planning on updating the list further?
I have a list of bugs, but I'm less versed in the quality of life stuff (changing my notepad doc now lol). But I do have a couple things to add:

I absolutely loathe trading (in this game -- because I have played so many others!). I need to be able to click many at once, sell all to wares, etc. The drag and drop doesn't seem to work smoothly, so if I assign objects to wares, then let me sell them all at once. It is also not made clear between trade and barter. While I figured it out after fumbling around, I would like it to be a bit more obvious. Same with menus that allow me to trade with NPCs, not random traders in town.

Minimize completed quests in the Journal. Got spoiled in Divine Divinity wink I realize this was not how the OG BG went, but it was not what I liked doing -- painstakingly filtering manually every time I looked in my journal.

I'd also like to be able to filter the crit hit cutscenes. Nice and all, but repetitive and glitchy after a time. Just the text is enough for me while I am getting smacked into the next chasm.

I also believe it has been mentioned, but if not, I would like to have the option or have it more clear when dice rolls happen in combat. I think the feature somewhat exists (mousing over the log for each action), but it's either incomplete, buggy, or just not clear. Would like it to be consistent (sorry if that's just in progress!!!!)
I tried something during my 2. game and it totally broke the immersion..



So I'm in my 2. game and killed all the druids without even saying "Hello." The response of everyone around me was a let down. They were just "okayish" with it after I said that the druids were wrong - even though I did not talk to them.
I mean I just killed them without talking, slept one night between their corpses and after we woke up EVERYONE in the camp was DEAD. All druids and ALL Tieflings and my group was like "yeah you are right...you did the right thing...LET'S FIND HALSIN!!!!111" After a bloodshed like that at least 1-2 companions should have a serious talk with me. Because of us innocent people and children died and we cannot justify it at all.
That was a little...off. I had the option to tell Halsin that I killed all druids but that is not enough for a choice like that.
Also..okay I lied..ONE Tiefling was alive at the gate. BUT she also did not criticize me at ALL.
Also in the Goblin Town I could not tell the Drow that I alrady killed the druids and she did not see it even though I let her read my mind.



Also a general issue: More companions. Not in the actualy group but in general. It looks like we are going to stick with these companions and IMO there should be more and also different races. No halfling or dwarf companion is a letdown - for me at least.

Also:

I drank Gutt's potion and ended up in proison. I was saved and Gutt was killed. I returned to my group but no one even asked me what happenend.

Posted By: Labayu Re: Early Access gameplay feedback compendium - 11/10/20 06:03 AM
Originally Posted by Gabriel Farishta
Wow, this thread has gotten HUGE! @vometia, are you planning on updating the list further?
It probably would get updated more if the requested submission format was followed:

Originally Posted by vometia
I would also appreciate it if submissions are kept brief: a one-line overview and a link to an existing discussion would be most helpful to me as this is just something I'm doing in my own time.
Keep balancing and ruleset as close to 5e as possible.

Two very large threads with this same theme:

http://forums.larian.com/ubbthreads.php?ubb=showflat&Number=682937#Post682937

http://forums.larian.com/ubbthreads.php?ubb=showflat&Number=678025#Post678025









Starting to mess around with what are concentration spells is a quick way to unbalance DnD. You are correct that a 9h level cleric will not be wanting to concentrate on a bless spell, here are the reasons why that is not an argument to circumvent that spell being a concentration spell:

1. The cleric will be concentrating on a more powerfull spell, the class is balanced around getting more powerfull spells, not around stacking a pile of concentration spells on top of eachother.

2. By lv9 the party will have a significantly improved stats and magic weapons helping them with their chance to hit stuff so bless will have less impact.

3. Clerics can swap out what spells they have on a whim so it "costs" them noting to pick a spell that is good at low levels and then replace that whenthere are more usefull things to do. This is a general thing with many DnD spells, they are simply good at certain levles but less usefull at higher levels.
Posted By: Tiuva Re: Early Access gameplay feedback compendium - 11/10/20 07:18 AM
First of all, a big thank you to Vometia for compiling all of this. smile



Originally Posted by Danneuber
I accidentally posted this in the general chat without seeing this. Sorry for any repetitions, but i spent so long on it already that i feel pretty done with it and dont feel like going over it a fourth time.

First of all id like to say thanks for a great game! I have really been enjoying diving into your world, and right now i have just over 40 hours played. This said, i came here to give you some feedback on things i think can be improved in the game.
.......

All in all, despite the huge list of prefered changes above, i absolutely loved every minute of gameplay and i really think the game is in good hands. Thanks alot!



I agree with pretty much everything in this post. ( #687550 )


I'll try to keep this short and to the point and link to active discussions as much as possible:


1) SMARTER AI: not just the party, but also the enemy AI ought to be better at avoiding / moving out of hazardous surfaces
(e.g.: had an entire group of 5 enemies stand in fire without moving out of it, simply because they couldn't SEE my hiding party, while my wizard was going in and out of hiding refreshing said fire surface every 2 turns)

In line with this:

- reduce the overall amount / availability of hazardous surfaces (barrels, cantrips causing surfaces as a side effect, etc.)
http://forums.larian.com/ubbthreads.php?ubb=showflat&Number=678022#Post678022
http://forums.larian.com/ubbthreads.php?ubb=showflat&Number=683249#Post683249)

- make the AI respond smarter to discovered TRAPS (if a trap is detected, everyone in the party should know it is there and avoid it)
- HIDING, when available, is pretty op when enemies MAKE NO EFFORT TO LOOK FOR YOU, despite you slowly killing them off from the shadows


2) COMBAT MOVEMENT / movement in general: make it more visible if performing an action or moving will have negative consequences for the character (e.g. move through a hazardous surface, jump damage). Make placing characters individually easier to accomplish.
http://forums.larian.com/ubbthreads.php?ubb=showflat&Number=679414#Post679414
http://forums.larian.com/ubbthreads.php?ubb=showflat&Number=683088#Post683088 )


3) CONVERSATION: Make spells / abilities that influence the outcome of a conversation available DURING a conversation, especially if you have triggered a cutscene and can't 'prepare' with a spell beforehand. Also, allow switching of characters during a conversation.
http://forums.larian.com/ubbthreads.php?ubb=showflat&Number=678618#Post678618

Pressing space bar should not select a speech option.
http://forums.larian.com/ubbthreads.php?ubb=showflat&Number=677426#Post677426

Do not trigger a cutscene for one-liners.


4) CONTAINERS: When opening a container / bookcase, automatically close the tab when opening the next container or when moving away.


5) DECLUTTER: reduce the amount of random and worthless objects, reduce the amount of (empty) containers.

In line with this: make the 'HIGHLIGHT' function actually mean something by highlighting every interactable object.


6) PERCEPTION CHECKS: better highlight of what was actually perceived (focus in, flashing outline over a longer time, etc.)
http://forums.larian.com/ubbthreads.php?ubb=showflat&Number=686176#Post686176


7) PARTY QoL: Buttons for the entire party: Hold party, stealth party, etc.


8) HIDE HELMETS
http://forums.larian.com/ubbthreads.php?ubb=showflat&Number=677686#Post677686


9) XP REWARD for resolving a situation through conversation instead of combat
(link to the discussion the BG3 reddit: https://www.reddit.com/r/BaldursGate3/comments/j8t1oq/feedback_dont_punish_players_for_solving/ )


10) COMPANIONS: make them be more invested in the story and actually react to certain situations instead of simply standing around.
( e.g. meeting Astarion: http://forums.larian.com/ubbthreads.php?ubb=showflat&Number=682627#Post682627 )

Posted By: Sigi98 Re: Early Access gameplay feedback compendium - 11/10/20 07:48 AM
A button to skip the tutorial would be nice. After playing through it 5 times, it becomes a little tedious.

(SPOILER, obv.) at the tiefling party, every one of my companions seems to be either romantically interested in me, or at least jealous of me picking someone else to romance, even though some of them have a very low attitude towards me. This just kind of makes no sense.

EDIT: another thing. I know you have built the game and all encounters for four party members, but wouldn't rebalancing it for 5 or 6 be worth it? Even if you say 6 is too much, I think we would all be happy with 5 too... So many things would be improved: first of all, just the FEELING of a D&D party would be improved in an instant. Also, more different classes in your team = more fun. Must I go on..?
Just got to the end of EA content. A lot to love here so far. There were however a few things that bothered me, and I feel like I can't be alone in this.

1. Some of the deviations from 5e are good or even necessary calls, some are not. And vice versa.

The big one in the spell department is Detect Thoughts. At the table, you are always supposed to be able to hear surface thoughts, and the save they make is for you to probe deeper. Detect Thoughts as currently implemented feels like its not worth my time, and the same is true of the rest of the social spells (as well as adjacent abilities like guidance). This is tied in with one of the vice versa issues: the reliance on dice rolls in social situations. So, rarely in dnd is a dice roll pass/fail when it comes to social situations and role play moments. It's about degrees. But the amount of them combined with the dramatic swings they often are attached to makes the game feel so capricious and also a little unfun. A DM can interpret die results and use them to help the player tell the story they are going for while also incorporating that failure. A video game cannot, and it feels like the die rolls as they currently exist are a relic of trying to "be dnd" without understanding the spirit of the thing. More emphasis on player choice and less on die rolls being the end all and be all, while still having a roll to play, would be welcome.

2. The Companions

If I can be glib for a moment I would like to suggest the good writers at Larian get some knew tabletop groups going. This is because, generally speaking, dnd does not consist of a bunch of assholes sitting around a fire being shitty to each other, and it worries me that they seem to think it is. Comradery is one of the core experiences of dnd, and when it is absent it is usually a special circumstance. The lack of it felt very jarring and really disinterested me in engaging with what seems like a pretty big part of the game. Character conflict can be interesting, but so can actually enjoying being around these characters. And I feel like "writing interesting female characters means making them incredible shitty to the player and every other character no matter what" has been demonstrated over the years as a generally bad look, but here we are. And truthfully, while I liked being around Gale and Wyll more, they were just as one dimensional in behavior. It felt like I was interacting the with the description of a character but not the character itself, if you follow. Weirdly the character I liked the least at first, Ast, was the one I enjoyed the most simply because his reactions felt dynamic, like he actually changed depending on how he was treated and the things that happened, even if he isn't the deepest of wells in terms of story.

Also, I feel like larian is gonna hear this a lot, but please, I'm begging em, tone down how romance works. If I had expressed interest, flirted with, or indeed had at least some sort of moment or time spent with a character I could see it, but just having every character walk up and be like "so who ya gonna bone" on the same night was some of the clunkiest shit I've ever seen.

3. More characters allowed in party please

So, there is no way they don't know what the action economy is in terms of 5e and how important it is, but for anyone who needs clarification, the "rule" is this: "if the players and the enemies are of comparably equal power, the side with the most actions generally wins". And that feels pretty true in this game as well. Whenever my party was outnumbered, the game went from fun to "keep resurrecting the same person so the enemies can keep dogpiling them" and I only made it through because of luck, meanwhile someone who could be helping is back at camp sipping red wine and curling up with the 16th copy of A is for Azuth I found. It made combat feel arbitrarily swingy and I often won feeling like I didn't really outthink my enemies, and it made losing feel just as capricious.
"Press O for tactical view"

The max zoom-out distance achievable in the tactical view is the one I want for Iso roaming about, I wish the camera was free to move there instead of locked straight overhead.


UI I'd like to be able to move the elements around. Mini map or chat to the left say. Or character portraits along the vertical side instead of at the bottom. Then there'd be more room for the spell bars and whatnot along the bottom and enough space to fit 6 portraits without it crowing out the field of view overmuch.
I've been playing a little now and just wanted to leave some feedback on the resting mechanic. I'm guessing it won't be the most popular opinion, but anyway...

First off: I'm a casual gamer. I love RPG, but am only vaguely familiar with D&D and honestly do not thing it works well in video games. I find DoS combat vastly superior to Pillars and Pathfinder because it does not deal with the whole rest mechanic. By the time I reached the end of Pillars, I hated whenever I was drawn into a fight. In part, this is my own fault. You see, I'm a hoarder. I'm that gamer who picks up potions and scrolls and hangs on to them for the entirety of the game because I might need them later on. So I reach the end of the game with a whole bunch of potions that are even too low level for me to use. This is a me problem, of course, but I know I'm not the only gamer like this and it feeds into why I really do not like the abilities being tied to the resting mechanic.

I'm hoarding my abilities and spells because I might need them more later. I'm cycling through the same basic attacks on all my characters because of this restriction and while I am for now enjoying the fights, I can see BG falling into the same pitfall as Pillars where I absolutely loathe the combat because it takes too long as I'm holding on to my more fun abilities for a time when I will need them more. Yes, this means I need to get better at balancing things, but it just sucks the fun out of the combat for me.

DoS is a game where I love each and every battle I come up against. It's a challenge without me feeling hampered. I get a kick when an ability comes off its cooldown and I can throw a devastating AOE at the enemy. It is fun and it's thrilling while still being a challenge, and isn't that the point of combat in a game? With BG, it's more about wheedling down the enemy with basic attacks and if you get really into a bind, maybe pulling out one of those superior abilities and hope it isn't too late and saves my ass. While I haven't reached the point yet where it feels like a slog to get through a battle, I feel it's a matter of time for that to happen.

I'm fine with the one action/one movement each turn thing. I'm not so much fine with the restrictions based on my spells and special abilities which forms a mental wall to me and turns combat into a slow slog rather than a part of the game I am thrilled to go through. I would very much love to see this replaced by a cooldown or even a limit per encounter. Or perhaps a mix where it's only a handful of over powerful abilities that are tied to needing to rest. Right now as my ranger, I'm constantly going with my basic attack and that's it.

That said, I do want the camping mechanic to stay. I love having a spot to go to where you can talk to your companions. I just really wish there was more freedom in the combat system. It might be fun in real live D&D (I assumeà, but I find it tedious and restrictive in video games.

Other than that: I love the character creation. I do hope for some more variety between the races with their own types of tattoos etc (a bit more short hair options for female would be nice as well). It's absolutely gorgeous however and I adore my Drow. I love the attention to detail how the colours in the game change when I go from character with dark vision to one without. I definitely plan on making a different race character just to see how much it impacts dialog as I was surprised at how much impact it has on conversations. I like how it makes it really feel like race has an impact other than a few stats.

While I haven't gotten far yet and I'm sure I'll have additional remarks later, this to me is the major flaw I ran in to. That said, I'm definitely looking forward to continuing and love how this is shaping up to be. If the combat can just get ironed out and feel less restrictive, this will be an amazing game.
I'm happy this compilation thread was made! I'm going to repost things I've suggested so far to add to this one list, so I apologize if it's already been read.

First, I love this game. Thank you for making a 5E RPG.
The Thief Rogue feature of an extra bonus action is really cool. I love being able to use light weapons and attacking three times. That is a good payoff for losing a lot of other options. I still really want the rogue Inquisitive or Swashbuckler classes.

The Rogue seriously needs their Expertise.
Sneak Attack needs to apply passively to off hand attacks if your main attack misses. If I attack twice and only the second hits (or third) then the sneak attack should still apply. This should also passively affect reaction attacks. (The rule is sneak attack once per turn, not round.)
Acrobatics seems useless so far but its normally my favorite skill. I would like uses for this in combat. You could make it an acrobatics maneuver to run around behind someone to backstab them (because right now anyone can do that for free.)
Allowing every character to disengage as a bonus action obviously makes melee combat weak, but I think you've heard that plenty.
The Rogue's Cunning Action would be nice to have improved more to separate them from what all characters can now do.
The Dodge action is missing.
There's no option to Feint, but I would like an action to use two weapon attacks in this way. Feinting with one to gain advantage on the other. Using skills other than just Deception for this same type of action would be great.
The Rogue is unable to run out of cover and make a sneak attack if they enter someone's line of sight in the process. Normally this should still work if they can reach the target and attack within their turn.
Triggering combat against many enemies at once due to one hostile action against a single target is sometimes uncalled for. Example: Sneak attacking an unaware or SLEEPING enemy, and not dealing enough damage to instantly kill them, so the entire area immediately targets and attacks you.

Face options are divided in an odd way. For males, the half elves have prettier faces, but they have body hair you can't edit. The full elves are hairless, but the faces are rougher and less attractive. It could be solved by simply allowing all face shapes for both, and allowing body hair choice. Some limited choice for body type would be nice too. (Waist size, limb thickness, muscle tone texture.)

Please allow us to only gain XP for the active members in the party, so that there is a reward for having a smaller party, or all the way to solo play to level much faster.

The dual wielder feat does not function, this may be known already. There's no AC increase even when both weapons are out in a combat stance.

It would be good if throwing a light or finesse weapon could become a bonus action (so a dual wielding rogue can "throw" knives with each hand.)

Cover.
One thing I would love to see is using enemies as "cover" against other attackers.
The obvious way would be grappling one and holding them as a shield, but other methods not relying on STR would be better. (Since I obviously love the rogue.)
It's impossible for now since everyone can just disengage and run around any cover and avoid AOO.
Using chokepoints and arranging multiple enemies in a confined space so only a couple can hit you at once is an important tactic to have.
This could be another use for an acrobatics maneuver.
Another concept is impaling someone with one hand (since pin-down is already a concept) to keep them from running and using them as half cover.
I know that's a lot of "ideas" but these are things players actually do in my 5E games.

Thank you for reading.
Posted By: Zress Re: Early Access gameplay feedback compendium - 11/10/20 09:39 AM
Dash shouldn't break invisibility.
Posted By: Nexano Re: Early Access gameplay feedback compendium - 11/10/20 09:59 AM
Current list of 5e serrious issues i noticed so far.
- Free prepeared spells change for anyone: No class can do it in base. "Longrest" only ability is free.
- Help action not implemented. One of the most basic core mechanics is missing - resulting in save scumming.
- Dodge action not implemented. Again one of most basic actions just don't exist.
- Wizards can learn divine spells. That's not just issue it's huge rude violation of spellcasting system. That's really really bad.
- Rogues missing expertise. Double prof bonus on skillschecks it's cournerstone of class.
- Cunning action limited to dash - just terrible. Dash, Disengage, Hide is basics of basics. SHould be reworked.
- Characters jump can exeed overall character speed - rude violation again. Still not fatal and giving some intresting options.
- Warlock missing 3 lvl. Pact boon feature.
- Hobo party. Normal heavy armor just don't exist and no options to choose starting gear. Not fatal but should be cosidered for all classes.
- Shadowheart borned to suffer. I really can't imagine someone create character that's limited with medium armor and have 8 Dex even in my worst nighmare. Probably stats should be tweaked. Clumsy trickster - absurd. Period.
- Ranger have strange and basically OP options in pregen inculding feat worth abilities. Why other classes don't?
- Animal compainion current realisations is one big mess. You have 11hp wolf(without default pack tactics ability) and piggy, 19 hp bear and... 32 hp spider with poisonous attack. Last one is raven that's merged from familiars and don't have any hp. AC summon is limitless. So you can spam 32 hp pet that's stronger then fighter for free. Nice.
- Ranger with one of backgrounds can cast summon familiar as rirual. Default ritual caster is wizard but he must spend speeslot each time.
- Bless spell working random you can't choose who you will bless. Bane - same issue. Targeting should be same way as Scorching Ray.
- Rogue sneak attack seems to be don't adding sometimes or don't adds at all with basic condition "rogue ally in melee with enemy" - which is core rogue mechanics.
Will stop for now and keepd digging.

P.S. Sorry if i'm repeating other ppl issues.
Posted By: Zress Re: Early Access gameplay feedback compendium - 11/10/20 10:11 AM
While holding two weapons a character attacks with both of them in the same attack action, and then can use a bonus action to attack with the off-hand again. A Rogue Thief can attack with the off-hand twice, granting them 4 attack in total at level 3.
Reactions could maybe use more work to add some player agency in deciding when to trigger reactions more strategically (especially if more intricate reactions like counterspell, bardic cutting words or shield are added).

Thought I would suggest since I haven't seen it elsewhere.
Posted By: Mxiio Re: Early Access gameplay feedback compendium - 11/10/20 11:35 AM
My biggest concern so far is the exploitability of Firewine, Smokepowder and Oil Barrels. While they may be rather heavy, collecting and depositing them in the Camp is fairly simple.
Once you run into a difficult'ish encounter, such as the Githyanki or the Hag, you can simply hide outside their view, place barrel after barrel after barrel in the middle of their position without them reacting, then finish them off with an Alchemist Fire, Fire Arrow or Fire Bolt to bypass the entire encounter without ever being in danger.

My second biggest concern would be the exploitability of stealth vs. the AI in its' current state. To stress the absolute broken state of this, I just finished completing an entire playthrough, killing every single thing that I could find while exploring the entire map with the exception of the encounter on the boat while sailing to the end of the Early access content. I did so without a party, twice, playing a Rogue Thief and then a Dex based Fighter. The simple tactic, hide, activate turn-based when approaching enemies, fire from high ground when possible, then walk half my movement away and end the turn. Repeat.
The AI will default to "Planning Next Move" in 99% of the cases without the enemies ever thinking to take cover, group up, search for me or flee. Granted, a few encounters I cheesed even harder - a handful of which I used the Barrels mentioned above and another I used the wannabe Beholder in a necklace. Oh and lastly on the theme of AI, walking through loading doors resets battle entirely making a handful of locations even easier to beat.

Now, in terms of requests I would really like to see;
The Crossbows be affected by the Loading property that disallows multiple shots from it during a single round. A heavy crossbow can deal way too much damage in the hands of a fighter with access to action surge in a single round.
Bless, Bane and other spells that target a number of creatures to allow the player to actually select the targets and not just have it randomized in an area.
Add the Word of Radiance cantrip for clerics.
Remove the ability for Wizards to learn class specific and divine spells from scrolls.
Add an interface that shows details on progression for a given class and subclass - i.e. when I create a Fighter I would like to be able to see what I can expect from the coming levels.
Show DCs, Dice rolls and bonuses instead of adjusting the DC to your bonus, I know it might seem more complicated, but I think it highlights what you are good at and what you are not more clearly.
Add an option to see dice rolls on attacks etc. instead of or in addition to x%

My biggest, most precious dream for Baldurs Gate 3 is the inclusion of the Import/Export/Pre-generate Character options which were found in the old Baldur's Gate games. Second to that would be an option to Roll for stats rather than Point Buy, or possibly add 2 more options for Point Buy, one with less points and another with more - catering for those who want a harder or easier game.

As others have said in different threads the percentage number to hit should be an unknown when you first encounter a new creature. You are not supposed to know its AC, Resistances, ect.

The solution imo is what they do in alot of other games, make a Bestiary of sorts to keep track of known information. Where at first you dont know the creatures stats at all (maybe not even its name, that that might be to much) then as you attack it and test abilities on it you learn its stats. I would tie this to difficulty since im sure many newer players would prefer to just see the %. Likewise you could find lore books, talk to NPCs or perhaps make nature/religion/arcana rolls ect to have a chance to learn a number of the creatures stats. This is how it is done at the table in DND and i don't see why it should be done differently.

edit/Link to thread: https://forums.larian.com/ubbthreads.php?ubb=showflat&Main=91032&Number=695613
Posted By: Mxiio Re: Early Access gameplay feedback compendium - 11/10/20 11:49 AM
Originally Posted by 00zim00
As others have said in different threads the percentage number to hit should be an unknown when you first encounter a new creature. You are not supposed to know its AC, Resistances, ect.

The solution imo is what they do in alot of other games, make a Bestiary of sorts to keep track of known information. Where at first you dont know the creatures stats at all (maybe not even its name, that that might be to much) then as you attack it and test abilities on it you learn its stats. I would tie this to difficulty since im sure many newer players would prefer to just see the %. Likewise you could find lore books, talk to NPCs or perhaps make nature/religion/arcana rolls ect to have a chance to learn a number of the creatures stats. This is how it is done at the table in DND and i don't see why it should be done differently.



By showing just your Dice Roll and Bonus (i.e. 12 + 3) you would not be showing the AC of the target smile
I have to agree with most being said here. My worst concernsa re this

1) Highlight feature (ALT) not highlighting nearly everything interactable. What the hell?
1b) when it actually highlights lootable objects and you click them, they go into your inventory. I mean like... seriously? Why would I ever want to pick up a chest full of items? Ok, there might some reason sometimes, but it absolutely totally should never ever be the *default* action

2) party size - I really hate how a lot of modern (c)RPGs cap party size at 4, it is so pointlessly limiting. I really loved the flexibility of 6-man party. So much more fun. I mean, if there is enough choice of characters, the current origin characters are just not enough, but I assume there will be a lot more eventually.

3) yeah, do let us cast buffing spells during dialogue

4) yeah, the companions seem to ignore a lot of what my character is doing, having not much opinions of their own

5) jumping - please, when you are jumping in normal mode, make other characters jump after the leading one automatically. ordering everyone to jump one by one is the most annoying thing ever, it makes no sesne out of combat.

Funny bonus issues:
6) so I think Wylle died before I could meet him. Was I supposed to meet him after the goblin fight in fornt of the druid grove? I noticed there is a corpse named Wylle, it was a random defender that jumped into the fry, trying to melee solo five goblins... Kinda unfortunate, really, I am playing an evil cleric and I was quite looking forward to running with a warlock...

7) Astarion - it is pretty funny that he has issues running water, being hurt because of vampiric flesh, long before you learn he is a vampire. I mean of course he cant not have issues, but maybe the effect could have different name at first?
I don't approve of this list. It's far to subjective and a one-liner sometimes doesn't do the feature request justice.
One of the things that bothers me (and I haven't seen it mentioned) is how experience is handled.

I feel like the "getting experience for killing" is a highly limiting approach - it enforces the mindset of "kill first, speak with dead later".
While there were moments during exploration where I was given some amount of experience, I have no indication to suggest that the "diplomatic approach" give me any experience (I legitimately don't know if you get experience for that - I did not look it up and, as mentioned, there was no indication of it happening in game).

Another thing to note is how experience that is earner (the actual method is irrelevant) gets distributed. There are several ways that I have seen this to be handled:
1) Global type where the progress bar is the same for everyone ensuring that there is zero disparity between all of the characters. This, I believe, would be the best option since multiplayer exists. And even in single player, it would be preferable to NOT have a party member that is 2-3 levels behind (I don't actually know if the party members that stay in camp get any experience, because I only had 4 people for reasons beyond my control).
2) 'Follow the leader' type, which is similar to the Global type, but where the "main character" has a marginal lead over everyone else (who are otherwise equal to each other), however, not a significant lead (5-10% ahead). Dragon Age uses this method, I believe. This ensures that "your character" is always equal - sometimes superior - to the rest of the party, however, this won't translate well to multiplayer, so it's not a valid solution.
3) Individual experience with various degrees, such as only active party members, only living party members, etc. In some modes of play, such as solo play - even though the 5e ruleset should not allow for it, from my experience - this is preferable, because the idea is to have a single character that is significantly ahead of the curve. This is a fairly common approach to such games, although not everyone enjoys it. Pathfinder Kingmaker seems to have made a good - if obvious - compromise: there is a setting that changes between "global party experience" and "active party only".
Originally Posted by Daniel213
I don't approve of this list. It's far to subjective and a one-liner sometimes doesn't do the feature request justice.


I simply could not resist. One-liner is okay, though, for dismissing the whole thread? laugh
Originally Posted by 00zim00
As others have said in different threads the percentage number to hit should be an unknown when you first encounter a new creature. You are not supposed to know its AC, Resistances, ect.

The solution imo is what they do in alot of other games, make a Bestiary of sorts to keep track of known information. Where at first you dont know the creatures stats at all (maybe not even its name, that that might be to much) then as you attack it and test abilities on it you learn its stats. I would tie this to difficulty since im sure many newer players would prefer to just see the %. Likewise you could find lore books, talk to NPCs or perhaps make nature/religion/arcana rolls ect to have a chance to learn a number of the creatures stats. This is how it is done at the table in DND and i don't see why it should be done differently.

This is really cool feature in Pillars of Eternity and I'd really like to see that in BG3.

Maybe roll Investigation checks for humanoids. No idea how it works in 5e.
Has it been mentioned yet that nobodies hands move during dialogue? Everyone just keeps theirs hands flat, no pointing. Seems very strange and distracting once you see it.
Posted By: Mat22 Re: Early Access gameplay feedback compendium - 11/10/20 01:40 PM
Hello, my 2 cents as well. Like what i see so far, this EA is a great foundation to what's still to come.
All in all, there's a lot what i like in the current status of the game, the Larian team did an incredible job on this EA start, here are things what i personally would prefer to see in upcoming updates/patches. if im overlooking something already in there, sorry.

- couple of things need double-clicking atm, if there is no specific reason for it i would prefer to click less on an action to make it work
- some actions would be nice if they can apply to whole party with a shortkey? (all party hide for example). this might be solved with some party selection mechanics
- im very pleased with spells/cantrips and the idea of actions like throw, jump etc but im with those saying the basic actions like jump with the automatic disengage (and probably dash/shove) need tweaks and combat actions need more experimenting as currently combat is a little bit samey in the long term (and unnecessarily long with the whole party keep jumping/dashing around at the end of most rounds) and positioning beyond getting the high ground and attack of opportunities dont have too much weight atm. my understanding is that characters with more physical abilites (rather than magical) could use exclusive access to some unique physical abilities and skills, so they can make sure an enemy is not getting through them to attack the party's backline (wizards and archers) directly (taunting the enemy, knocking them down with a charge, disarming them or grabbing them so they cannot move, jump on their back etc). not sure about the weapon-specific special skills anybody can do with the weapon like pin down or cleave. my wizard is pinning a couple of enemies down with a bow which is a little strange. some experimenting with which characters have access to which actions based on skills/class/abilities would be good to see, it's EA after all and we are guinea pigs
- i hope we get teamwork feats/actions (careful targeting, secret language, team manouvers)
- i know more difficulty options are coming, i would like to have a difficulty option at final release which enables to save any time during the game but not in combat. this would make combats tense, the choice to get into a battle more tough it would probably generate more pre-planning before and during combat actions, and this would obviously make the RNG premutations much-much more valuable. I dont save scum every roll (never at dialogue skill checks) but i tend to load a save back quickly during combat instead starting to think in alternative solutions also im not that cautious with initiating any combat overall and usually im getting away with that and the occasionally bad RNG just frustrates me instead of making me think. Battle Brothers is a good example, it has a turn based combat system with not a lot of actions (no magic stuff), still the combat is really tense because you know you cannot save during it, not even when you had some bad rolls, you just know you have to win the fight somehow, from the start (when you are not even sure if you will have a good or bad streak)
- to be able to build traps would be nice (not by anyone but maybe with a specific skill/class), this could be ecouraged again with a no-save-in-combat difficulty option
- im also +1 for the idea to not know enemy stats/percentages until i dont experience them and to have a constantly growing bestiary (maybe difficulty option?)
- please give XP for non-combat solutions as well
- so far my favourite moments of the game is when the party discusses how they should solve their problems. very nice to see their thoughs and interactions it gives them a lot of character and it has a great im in a party where everybody thinks differently vibe, which is what i liked in earlier BG games. related to COOP my favourite moments in DOS1 was when we were able to criticize/admire the way the other one solved (or wants to solve) a quest or mock each other related to a critical fail or just pass some wisdom via our characters words regarding the world around us. cool and unique feature and i think it would go well with the approve/doesnt approve system
- would be nice to have a wait for evening button. the party might (especially an evil party) want to sneak into a goblin camp at night instead of daytime or rob an area. the game doesnt really need to have dynamic day-night cycle and npc schedules per se, but i think if the game has a cool light/dark dynamic already it would be nice to build on that and have the option to be able to wander around at night too
- i saw mentioned during interviews more use to social spells are coming which is great (charm, detect thoughts etc)

That's all, its already looking great im looking forward to future patches and improvements
A really cool way to implement such a bestiary is to link it to stuff like the books of the world and making successfull skillchecks on various bits of lore. So the bestiary starts out mostly empty, but f you read a book about goblins or owlbeards or ancient forgotten magic that stuff gets added to the reference page.
Animations during dialogue is clearly something that is heavily subject to both change, full implementation and polish. Hand movement, mouth movement, holding items properly (Astarion keeps trying to threaten you with the backside of his knife when you forst meet him.), etc. All that stuff is at a rough draft stage. Enough is there to present a sketch of what you might be able to expect in the finished game, but its not done yet.
-Mage Hand doesn't seem to work with anything. I've not been able to put out any candles or throw switches/levers?
-Concept art for loading screens? I'm confident you're holding back stuff for loading screens, but I'm getting bored of seeing the same few splashes; it would be nice to see concept art for the environments, or to be extreme, have a folder in the game's directory to load them from, so players can add their own
Posted By: Labayu Re: Early Access gameplay feedback compendium - 11/10/20 02:32 PM
Originally Posted by Daniel213
I don't approve of this list. It's far to subjective and a one-liner sometimes doesn't do the feature request justice.
That's why each one is a link to a thread discussing the issue.

And that's why the following request was made:

Originally Posted by vometia
I would also appreciate it if submissions are kept brief: a one-line overview and a link to an existing discussion would be most helpful to me as this is just something I'm doing in my own time.
But few seem to be following the format, which is unfortunate because I think that will make it harder for Larian to assess each proposal.


Originally Posted by Zress
While holding two weapons a character attacks with both of them in the same attack action, and then can use a bonus action to attack with the off-hand again. A Rogue Thief can attack with the off-hand twice, granting them 4 attack in total at level 3.

I'm pretty sure that's not how dual wielding works. The offhand is NOT used automatically.
Originally Posted by Labayu
But few seem to be following the format, which is unfortunate because I think that will make it harder for Larian to assess each proposal.


This is so correct. And it's an universal flaw with discussion forums. Unless the topic is very precise or the forum is split up into very precise sub forums, people tend to not bother reading the threads first or check to see if their idea is already under discussion. Because that takes time and many don't even find discussion interesting, but they still feel that their opinion matters and that they should be heard. So they create a new thread to say what they want to say. Meaning a forum flooded with threads were many deals with the same topic, drowning out the few that don't. And that is Vometias point. Remember, she stated that she does this in her spare time, which means she doesn't have time to read and merge every single thread.

I myself is a bit guilty for an enormous one-liner list in this thread, but that is because, after spending the majority of my day off, reading 841 threads in one go, in an attempt to compile what the community had asked for so far, when I was about to put in that list, with explanations and controversy mentioned, in a new thread, I discovered that Vometia had already done what I tried to do. But better. And I just couldn't bother going through all those 841 threads again, to be able to link them. Sorry for that, but I had a day off, not an eternity of time reading this forum.
Posted By: Riovir Re: Early Access gameplay feedback compendium - 11/10/20 03:21 PM
Originally Posted by Voronwer
I've been playing a little now and just wanted to leave some feedback on the resting mechanic. I'm guessing it won't be the most popular opinion, but anyway...

I'm hoarding my abilities and spells because I might need them more later. I'm cycling through the same basic attacks on all my characters because of this restriction and while I am for now enjoying the fights, I can see BG falling into the same pitfall as Pillars where I absolutely loathe the combat because it takes too long as I'm holding on to my more fun abilities for a time when I will need them more. Yes, this means I need to get better at balancing things, but it just sucks the fun out of the combat for me.

DoS is a game where I love each and every battle I come up against. It's a challenge without me feeling hampered. I get a kick when an ability comes off its cooldown and I can throw a devastating AOE at the enemy. It is fun and it's thrilling while still being a challenge, and isn't that the point of combat in a game? With BG, it's more about wheedling down the enemy with basic attacks and if you get really into a bind, maybe pulling out one of those superior abilities and hope it isn't too late and saves my ass. While I haven't reached the point yet where it feels like a slog to get through a battle, I feel it's a matter of time for that to happen.

I'm fine with the one action/one movement each turn thing. I'm not so much fine with the restrictions based on my spells and special abilities which forms a mental wall to me and turns combat into a slow slog rather than a part of the game I am thrilled to go through. I would very much love to see this replaced by a cooldown or even a limit per encounter. Or perhaps a mix where it's only a handful of over powerful abilities that are tied to needing to rest. Right now as my ranger, I'm constantly going with my basic attack and that's it.


This! Personally I love the tactical challenges the Divinity games offered. The remark on the cooldown mechanic is spot on! DnD is a wonderful system for tabletop, but I don't see how its combat (spell and skill) system can be ported to a fun computer game without altering some of its aspects to better suit the medium. At the end of the EA, I found myself reloading the cutscene before the combat just to pass the skill check of avoiding it. (It also had to do with already hitting the XP cap, and I was sleepy, and whatnot.) Wanting to skip a combat without a good story reason is not something that ever happened to me in any of the Divinity games though. (That said, I'm aware the this Early Access, and issues in general are to be expected. That's why I wanted to make sure to leave feedback.)

Overall, I did enjoy the game, and I agree with most points raised here. With the exception that the combat system should be more like textbook DnD E5 if that results in a more bland combat (see point about further reduced cantrip effectiveness removing even more renewable options).
Posted By: ste100 Re: Early Access gameplay feedback compendium - 11/10/20 03:26 PM
Larian should adapt improved combat system from DOS2 into BG3, cause the one we have at the moment is a big step back.
Originally Posted by Raivorus
One of the things that bothers me (and I haven't seen it mentioned) is how experience is handled.

I feel like the "getting experience for killing" is a highly limiting approach - it enforces the mindset of "kill first, speak with dead later".
While there were moments during exploration where I was given some amount of experience, I have no indication to suggest that the "diplomatic approach" give me any experience (I legitimately don't know if you get experience for that - I did not look it up and, as mentioned, there was no indication of it happening in game).


I agree. Players really shouldn't be getting much experience for killing things, because it just encourages them to kill everything in sight. D&D even has a term for people who go around killing everyone: murder hobos.

I like how the original Baldur's Gate games handled experience. The bulk of it came from finishing quests, which I think would work great for Baldur's Gate III where they want to encourage players to find creative ways to accomplish their goals.
tbh, I think they could even take it further and go with milestone based levelups. Tbh that is another thing many groups seem to do these days and something my main group moved over to in the last couple of years too. Forget tracking xp, GM just lets people know when it's time to levelup.
BEWARE SPOILERS FOR SOME

Hi everybody (and sorry for the Wall-Of-Text),

so here's my 5 Eurocents to the issues at hand (I read Vometia's opening post to get an overview of what is being discussed already, but I can't/won't read through all 15 pages of the thread + x other related threads right now). Everything is ofc my very own subjective opinion even though I write (MUST BE DONE, NEEDS TO BE CHANGED, stuff like that) like I own the place. Calm down, I just want to keep it easy and straight.

OVERALL ASSESSMENT:
I like the game (story, characters, flair, look) a lot and I am a happy early-accessor, player and fan. What bugged me, though, (besides the glitches and somewhat static facial expressions - my Drow warlock looks perpetually surprised) was that there are quite a few instances where something happens or needs to be done that pulls me out of the game-flow (for this, see my QUALITY OF LIFE section). Meaning the game requires me to invest quite a bit of time not into conversations, decisions, murderings or any other kind of action, but inventory and hot bar management.



GAMEPLAY:
1. You can enter turn-based-mode with one character, sneak up to an enemy, backstab it, then remain in combat with that char, select another out-of-combat-char and sneak up to the surviving (OUTRAGEOUS) victi...ENEMY again in real-time while the mob is stuck in turn based. that is HIGHLY ABUSIVE and kinda lame and counter to what turn-based is supposed to achieve, methinks. If turn-based is true for one char, it should be true for all chars. or at least it auto-switches into turn based when you enter a 30m range (or sth like that) irrespective of having been seen or not.


QUALITY OF LIFE STUFF:
0. "Add to wares" should not be character specific but global. At least, it would be possible to make this optional and make the game balance the weight/value of the "junked" items between all characters. And at the trader, the currently selected Character is the one that sells ALL-THE-WARES.
I get that this is counter to the 5e and Pathfinder Die-hard fans but in terms of inventory management, this would help alot.
0.1. ALSO: Introduce "Straight to Junk/Wares" button when finding new stuff. There is no need to deal with these kinds of items twice when you ONLY want to sell them.

1. Issue: hot-bar management;
Idea: in options, enable the player to auto-assign ALL useables to a specific hot bar section (like "Auto-assign all scrolls to hot bar 5" - "Auto-assign all spells/cantrips to hot bar 1" - stuff like that. I would use it, because as it is now, the system requires me to invest a few minutes every other hour because I pick up so much stuff
1.1. Related to this is the fact that the hot bar relocates after you open another window/pop-up or basically anthing happens. This resulted in me drinking all kinds of liquids mid-fight although I wanted to press the button above. Hot bar should be static and fixed.
1.2. Introduce a new button: "Clear current hot bar section"
1.3. Introduce a new button (or better: a hotkey somewhere close to WASD): CHAIN ALL PARTY MEMBERS / UNCHAIN ALL PARTY MEMBERS. right now, I have to do it manually for each char and the sneaky way I play it this time results in a few seconds of having to deal with this, each time I want to do (explore, set up ambush, sneak) anything. This button would increase the speed, better my...THE PLAYERS comfort, and keep the player immersed/in the action. System as is always pulls me out of immersion because of the tedious dragging and dropping of the portraits.

2. Issue: no selection rectangle;
Idea: yeah, i want a rectangle.
2.1. The selection-rectangle is clearly missing in party control. I couldn't find any options for formations neither or give positional commands to my troupe even when they are chained. Maybe I am blind, but I haven't intuitively found it after 13 hours
2.2. It's also missing in the inventory when I want to mass-transfer items to another char.
2.3. Current version is too tedious and reminds me of Neverwinter Nights 1 and 2. Didn't like that part of those games. I want control over my unit....CHARACTERS and my stuff.

3. Issue: Fast Travel not clickable on the map.
Idea: I know, there is the list on the right, but why not also fast-travel when clicking on the way points. like in DOS2.

4. Issue: character portraits
Sometimes (as in very often) the game doesn't accept my clicks on the portraits down-left. it seems to me it requires a "strong" (difficult to explain) click on them. Should be easier.

5. Issue: Party Management and general oversight
5.1. Any speech or info that is the result of any kind of check-roll (failed or passed) should be "re-"readable. I had a few situations in which one of my chars found something/passed some check, but I was somewhere else with my screen, so I had no idea what happened. This could be kept in the dialogue ("Dialogue and Check-Roll(" section of the Journal.
5.1.1. RELATED TO THIS: Approval changes should either be completely hidden (eg. for any kind of super hardcore mode - meaning player has to know or understand the statements and visual cues of the other chars) or has to be completely transparent: I assassinated the initial goblin ambush in blighted village and only saw approval changes pop up for like a third of a second, but I had and still have no clue what my party members thought about pre-emptively slaying goblins. I have no chance to read or check what actually happened and how they were influenced.

5.2. Apply Hex (and all other abilities that can target different stats) needs some visual cue what kind of stat you actually lower. system as is, is not intuitive because I see the Apply Hex icon and then i see it five times more without any visual differences between the targeted stats

6. Issue: Where is my XP-bar? Am I blind or isn't there any?


OTHER STUFF I READ IN VOMETIA'S OPENER THAT I AGREE WITH:
1. Path Finding: safest vs quickest route. Right now the chars GLADLY take fall damage to get to some point quickest. Safer route better.
2. Space bar and conversation. Yeah, like skip-only, no convo-choice selection
3. One-liner NPCs should not get the cinematic treatment
4. Active party of at least 5 members. I know, this messes with the balancing MASSIVELY but in terms of fun and engagement: The more the merrier. also with 4 members you always lack one essential char. or leave someone useful at camp when there is no reason (at least I can't see any besides "Balancing"). I was angry when DA:O did this (NVN1+2 where awful in this regard) and D:OS and D:OS 2 kept it. I'm not a fan.

I hope someone reads this and it helps at least a bit!
Bye


Posted By: st33d Re: Early Access gameplay feedback compendium - 11/10/20 06:12 PM
Wyll dying before you even get to talk to him is pretty funny.

Perhaps his portrait on the loading screens should become a silhouette if he fails to survive the goblin fight.
Posted By: clavis Re: Early Access gameplay feedback compendium - 11/10/20 06:50 PM
Couple ideas, might be redundant but redundancy is good for statistics. This is a short list.

Camp may have spoiler

1. Camp Cleric - list of spells should be expanded to include healing, cure desease (okay brain doesn't want to spell). I can see it being exploitable if someone finds out how to duplicate gold, etc. Still with the amount of traps that are currently not showing up as disarmable, the things that make you ill, etc. It would be nice to have a secondary or tritary (??) third option to heal your party members. Adding another way to use resources (in this case gold) so your not burning through your clerics spells, health pots, food, etc. rapidly. Which may limit the amount of complaints from those struggling with the combat, and other things currently. This is also in keeping with 5e theme...

2. Skeleton?? Mummy? - Personal complaint is why does he have only a mummified head, while the rest of him is Skeletor? It should be one way or another in my opinion. Either he's complete skeleton, or complete mummy. The current way seems in my opinion a mashing of two ideas that in a sense doesn't convey strong feelings one way or another. Also to my mind just doesn't make sense.

3. The Camp - This is a curiousity tents appear, with no explanation, nor are they really useable. I can see how it adds a bit of flavor, but again as with a ton of barrels are they really necassary as they are currently unuseable, and except for side flavor add little to the game. Note: still thinking about this one myself as I'm not strongly for or against it.

4. Shadowheart (The Fickle One) - May be it's a bug, but still giving some feedback. Her randomly leaving the party is most annoying. If she leaves the camp it's fine, but when she's in a party she should at least say something before heading back to camp, then disappearing for a time.

5. The Companions - I personally believe they are fine, and don't need tweaks to make them (nicer), one need only go over the events that have forced them together, among other things. Captured by evil mindflayers (yup not going to make you trust, or be happy happy joyful), impregnated by said mindflayer (sure that will make you feel all warm and fuzzy), going to lose yourself as you turn into a mindflayer (Oh lets be friends with everyone we meet.), went through Hell (I need a new travel agent it seems positively lovely), fight demons and devils (just another day in a normal life), crashed a rare ship and nearly died all this time (a tea party is in order), and this doesn't take into consideration that every recruitable member of the party has sssecreets. Maybe it's my personal baised from having played pen and paper and seeing the same 'Oh we're in a party after just meeting so we're all friends, trope'

6. Not yet heard a dwarf say 'I'm caring a mules weight already!' okay this is just me wanting to hear it.

7. Overall impression. Of course it's still rough but its engaging, some outdated things in the story line (Being a Chosen is one and the biggest beef I have. Why can't I just be Joe Smo adventurer that got nabbed by filthy Mind Flayers and now has to find a way to get rid of it, and deal with his socially inept fellow pregnant people. Without all this Chosen bs.) Graphics have errors but are still as good as games that are fully released. Length of time is delicious since I know there is more coming out. Replayability so far is great, though some more dailogue options for each race would be nice. After all dwarves and elves don't see eye to eye. More like waist to eye, or eye to top of head. I'm looking forward to continueing each of my characters journey through FaRun, or restarting their journey over as incompatability happens. So far I'm enjoying Teethlings, and the interactions with all the npcs the game feels like it's actually a world, and not just a game. Cantrips for each race and subrace needs some work. To many have the same ones (this maybe a place holder). Also if you knock out people you should be doing the same amount of damage or slightly less. currently damage on a crit hit is 3, damage on a normal hit is 2. This no matter if your using a dagger, or a great axe.
I read the thread to this point and compiled all the repeating points I support, which are not on the first post (yet):

- a origin story would be nice
- more interactions from party member .. stronger opinions and consequences of your doing..
- more banters between party members (not only the pc) (e.g. BG anomen/keldorn, aerie/korgan, jan jansen/everyone, in DAO Morrigan/Mabari, Mass effect)
- more flags for camping... not telling your whole life story at the first camp, if you are not camping often (like telling everyone you are a vampire out of the blue)
- npc in later parts of the game.. npcs should have a life, goals and should act according (e.g. leave you, fight between party member, love between party members, comment on your choices and nag about them even later )
- wizards should not be able to learn spells from scrolls, which are not their class
- weather / day - night cycle
- get right of all the barrels oO
- better item and spell descriptions / lore / books
- alignment / reputation should play a bigger role (see npc reactions / leave you if you are to evil / good / do certain things)
- xp for non combat solutions
- fast travel should not be a teleport... it should trigger encounters if you travel through enemy territory
- cancel concentration on will
- an interface that shows details on progression for a given class and subclass - i.e. when I create a fighter I would like to be able to see what I can expect from the coming levels.
- would be great to be able to switch between companions during dialogues.
- dialogue options/ quest solutions tied to my selected background
- less divinity feeling more BG (much is in the presentation... and a bit in the writing. Some of it (UI, animations, voicework) (same shop as divinity e.g.)

Good detailed thread:
http://forums.larian.com/ubbthreads.php?ubb=showflat&Number=686488&page=1
The main short-form thing I have that I don't think has already been mentioned:

- Threatened. This should possibly have a smaller area of effect, I am frequently 'threatened' by people who couldn't hit me with a reach weapon if they were holding one, but that's minor. The biggie is that Sleeping, Held, Paralyzed, etc enemies should not Threaten. They are not a Threat, that's why I used Sleep, to stop them being a Threat. This combines very nastily with the new Elevation accuracy impact - which I like in isolation, for the record - to make some fights utterly impractical for ranged characters, especially Casters who lack alternative options. The ingame solution to this issue is to Sleep/Hold/Paralyse the offending enemies, but it doesn't work, leaving the player with no tactical solution available to them.
Posted By: Zress Re: Early Access gameplay feedback compendium - 11/10/20 08:34 PM
Originally Posted by Gabriel Farishta
Originally Posted by Zress
While holding two weapons a character attacks with both of them in the same attack action, and then can use a bonus action to attack with the off-hand again. A Rogue Thief can attack with the off-hand twice, granting them 4 attack in total at level 3.

I'm pretty sure that's not how dual wielding works. The offhand is NOT used automatically.


Its not used automatically. I attack twice with both weapons as an action and then I have the ability to use both my bonus action to attack two additional times. Look at the animation when you attack while wielding to weapons and see the damage numbers. It's always two numbers and the animation is of the character attacking with both hands.
Forgive me if any of the points are there already (especially in previous posts)!

1. Dice rolling is a core of D&D, but the number of dice rolls is overwhelming. Five throws in one conversation/action to get one single result is overkill, even for TRPG session. It's frustrating when you fail on a 4th roll to fail ultimately, making your rolls mean nothing. More about that here.

2. The difficulty of some dice rolls is absurd. Astarion is a pale guy with red eyes and visible fangs and he doesn't sleep at night, but when you see him next to a dead drained boar and he plays a fool, you must roll 15 or more to guess he's a vampire.

3. Lack of reactivity of your companions during dialogues with NPCs or other situations. I have a mage with high arcana on my team, but he stands behind me like a stake while I have option to roll for arcana. Why won't you let him roll instead of my character? A different situation - after failed roll my character leans in to mind flayer to let it suck his brain out, and my companions ignore it.

4. The linearity of dialogues straight from Fallout 4. Astarion is clearly behaving suspiciously, but I have no option to prevent him from attacking me. I can't draw my weapon (while there is an option when meeting Gale) and Shadowheart with Gale disappear for no reason. Forcing players like that is an opposite of TRPG.

5. The character creator is too ascetic regarding appeareance (I know it's still early access) and most of male faces are too sturdy in my opinion. Half-elven males are more elven than male Elves actually. Let us have more "beautiful" males for some races (human, elves, half-elves etc.). Here is a topic with good suggestions.

6. Enemies are much more powerful than their counterparts in the rulebook, making every fight a fight for life and forcing us to abuse long rest after each fight. It feels like DM is trying to destroy you at every opportunity. Here is a detailed topic about this problem.

7. The dialogue options and their frequency in the camp are low. Even in Dragon Age Origins, there were many more at the beginning of the game. I hope for well written relationships rich in dialogues and other activities.

8. Lack of background for our original characters. Dialogue options regarding our character's past would be a huge step forward. Here is an interesting topic about that matter.

9. Banters between companions are too short. It was well done in Dragon Age: Inquisition, where characters exchanged several sentences in interesting and funny way.

10. Perception roll is not helpful at all. It's important that my characters detected something, but I'd like to know what exactly and where. In BGII I knew it's a trap or hidden door in front of me, in BGIII I have to find it myself making perception roll useless.

11. Limited camera angle does not allow you to enjoy the graphics.
I've seen few similar threads, but i just copy/paste my own just to throw something here

1. Colors - many people see the colors in BG3 and instantly compare to DOS2, but it's true, and i think it's because of so much similarities with light green, too bright. if you look at BG1 the colors were definitely darker green

2. Party control - i think in old BGs had it right, click on portrait that avatar was selected, select 2 or 3 use mouse, select all you get the idea. this chaining HAS TO GO, i spent yesterday most of the day playing, my wrist hurts now. and if you say it worked in DOS (not really) and that's precisely why it shouldn't be here

Originally Posted by WildesBison

6. Issue: Where is my XP-bar? Am I blind or isn't there any?

Yer blind smile it's under the character sheet (N)
The hotbar needs some sort of organization. Every time I pick something up a new icon gets added to the hotbar. Every time I change my spells they get moved around on the hotbar. I just spent like 15 minutes cleaning up the hotbars for my party and after 30 minutes of play they're already back to an absolute mess.

The fix is simple: spells and abilities should just be locked on a bar and visible at all times. Items shouldn't be added to the bar unless I put them there.
Originally Posted by hatfulofhollow
The hotbar needs some sort of organization. Every time I pick something up a new icon gets added to the hotbar. Every time I change my spells they get moved around on the hotbar. I just spent like 15 minutes cleaning up the hotbars for my party and after 30 minutes of play they're already back to an absolute mess.

The fix is simple: spells and abilities should just be locked on a bar and visible at all times. Items shouldn't be added to the bar unless I put them there.

look in the: bottom bar options in the settings, you can already select what's added and what's not right there
Posted By: Zellin Re: Early Access gameplay feedback compendium - 11/10/20 10:48 PM
Originally Posted by hatfulofhollow
The hotbar needs some sort of organization. Every time I pick something up a new icon gets added to the hotbar. Every time I change my spells they get moved around on the hotbar. I just spent like 15 minutes cleaning up the hotbars for my party and after 30 minutes of play they're already back to an absolute mess.

The fix is simple: spells and abilities should just be locked on a bar and visible at all times. Items shouldn't be added to the bar unless I put them there.

Open game preferences, there is a option for that.
+ 1, this list is good so far.

Can we have rolls of 20 and 1 be more of an event? At the moment I am finding the special animation happens quickly, the attack is made (similtaneously) and the action quickly moves on. I personally love the gratification of rolling that 20, and also the sheer gutwrenching hopelessness of rolling the 1 when it happens. I want the game to make me feel that more than it currently does by putting in more of a pause.

Also I agree with the request for more dice rolls because i love tabletop, but maybe make it a selectable game setting as non-d&d diehards would find it tedious.
As there are many threads like "This is not Baldurs Gate / d&d" ect.
Let me post a really good analysis of the "feeling" problem: Why does this not feel like BG and more like divinity
Originally Posted by WarBaby2


For me, personally... it frankly starts with the intro/main menu. The logo is right, the music and background aren't. Neither does the music riff on the classic Raldur's Gate theme (which BG2 did), the moving, 3d background: 100% Divinity OS.

After the game starts, we are frontloaded into a high octane, Planescape'esque action scene. Too much! Beginning a new D&D adventure should have a level appropriate feel. Yea, sure, the whole plane-chase aboard a Nautiloid, hunted by Githyanki raiders on red dragons is ultra cool, but, why not at least flash back to a "a few days earlier" prologue right after, where you can familiarize yourself with your character and the actual world for Toril for 2 or 3 levels, before you are pushed into crazy, Illithid mind bug, eternal Blood War, crazy territory? Remember BG1? You started of going through a more or less lazy day in Candle Keep... with assassins hounding you... before sh*t hit the fan.

Next, it's the whole look an feel of the UI. No right click interaction with character portraits, the inability to select your characters properly, that still very ropy chaining system. Inventory management is also very unintuitive. Equipping weapons and gear is... interesting. Spells scrolls are far too abundant and can be used by every character. 1000 interactive objects in the world, all are full of trash or outright empty. All of that worked so much better even 20 years ago in BG1.

Which leads me into: The rules: Yea, no. The basics are there. We have dice rolls, (very basic) character sheets, a few races, classes, spells and special abilities... but as soon as that's translated into actual gameplay, it's pure bouncy, wacky fun. Everything burns, explodes, falls over, jumps,... just like in Divinity! There is some nice stuff, like that multi faceted dialogues, branching here and there according to who speeks - if they can restrain the writing to stuff that characters in Faerun would actually say. But % chances to hit? Visible perception rolls? Hiding in more or less, plain sight? Bonus actions for everyone? Jeezas!

...and lastly: The world, the story and the characters. Wow, what a mess. I mean, sure, some of it has to be put down to game's status as EA, but also - sadly - to writing. First and foremost: The whole Ilithid tadpole gimmick is shaky from minute one, because... how to put that: Aside the fact that it highly convoluted and probably could be solved in a few, quick and easy ways by a competent group and DM, if it came along in a proper campaign, it completely roots the story in something outside of the world you are supposed to play in. Ilithids are creatures of the planes and Underdark, not Fearun proper. You are a first level adventurer. You shouldn't deal with stuff like that until level 10 plus. Heck, your companions (aside maybe La'zel) and you shouldn't even know about stuff like that without extensive research into obscure lore. It's like if in BG1, you not only immediately got the info that you are a Baal spawn, but also got a party of other god choosen and spawns together, jumped through portal to the plane of fire, and dealt with a conflict between a group of thieflings and Azers... that's D&D "campaign whiplash". So, right after you took that gut punch, and met a possy of the most convoluted adventuring buddies ever, you are reproached by a f-ing demi-fiend/cambion/whatever who immediately offers you an infernal deal! No adventuring down the Sword Coast for a few days/months, solving problems for local hamlets, making a name for yourself, learning to know your companions... instead you have tee with motherf-ing Volo, 5 hours in... and no, that's not the same as meeting Elmister on you way to the Friendly Arm.That one was a nice nod, the other is a lore sledgehammer to the face. See where I'm going with that?

Bottom line: You know who does stories like we got in BG3 right now? Larian, in their Divinity games...


I would add that the party members add to this. In BG you get "normal" humans where Victoria is exotic. Here we start with a Githyanki and get a Vampire spawn right from the start.
Originally Posted by ZawiszaTheBlack

2. The difficulty of some dice rolls is absurd. Astarion is a pale guy with red eyes and visible fangs and he doesn't sleep at night, but when you see him next to a dead drained boar and he plays a fool, you must roll 15 or more to guess he's a vampire.



So I'm with you on the "five consecutive dice rolls conversation", but this is nonsense. Astarion is an Elf, who like all Elves, doesn't sleep at night. He uses the same meditating animations PC Elves do. And also no, you aren't likely to leap to the conclusion that the pale Elf guy stood next to you under the midday sun is a vampire, I would think. Since he should, if he is, be a pile of ash at that point.
Originally Posted by Gaan Cathal
Originally Posted by ZawiszaTheBlack

2. The difficulty of some dice rolls is absurd. Astarion is a pale guy with red eyes and visible fangs and he doesn't sleep at night, but when you see him next to a dead drained boar and he plays a fool, you must roll 15 or more to guess he's a vampire.



So I'm with you on the "five consecutive dice rolls conversation", but this is nonsense. Astarion is an Elf, who like all Elves, doesn't sleep at night. He uses the same meditating animations PC Elves do. And also no, you aren't likely to leap to the conclusion that the pale Elf guy stood next to you under the midday sun is a vampire, I would think. Since he should, if he is, be a pile of ash at that point.



...tadpole.
Originally Posted by Gaan Cathal
Originally Posted by ZawiszaTheBlack

2. The difficulty of some dice rolls is absurd. Astarion is a pale guy with red eyes and visible fangs and he doesn't sleep at night, but when you see him next to a dead drained boar and he plays a fool, you must roll 15 or more to guess he's a vampire.



So I'm with you on the "five consecutive dice rolls conversation", but this is nonsense. Astarion is an Elf, who like all Elves, doesn't sleep at night. He uses the same meditating animations PC Elves do. And also no, you aren't likely to leap to the conclusion that the pale Elf guy stood next to you under the midday sun is a vampire, I would think. Since he should, if he is, be a pile of ash at that point.


According to Mordenkainen’s Tome of Foes (p. 38), in the "Dreams from Beyond Memory" sidebar: Yes, elves can sleep, but find dreams to be mysterious and weird so they generally choose not to. I forgot about it completely and got confused by the conversation with Astarion in which he explained why he does not sleep when it's so late. The explanation was that he got used to the luxurious bed. I admit I was wrong about sleeping, but I don't buy Astarion's sun resistance. His fangs are obvious, even more abvious when he stands next to a drained boar.
Character Colors... like the Major and Minor color selection scheme ala BG1/BG2

I am seriously missing the option to change the trim colors of clothing/armor from a character menu. Since we spend so much time just viewing the back of CHARNAME's head anyway, I'd say this is probably the most expedient way to give us some kind of control over "the look" of our PCs. Not that we don't need more heads, cause of course more heads is best. But I think character colors would definitely help and be much simpler to execute.

If I can't import a portrait, design a unique 3D face, or change the look of the avatar beyond whatever the stock armor models can provide, then it just doesn't feel like I really have much control at all over my character's aesthetic or visual vibe. Like I'm glad that we spend so much time on our hair, but honestly a trim color wheel does a lot of the heavy lifting for creating a basic look on the fly. Its absence makes me sad, so just had to post it to the big thread in case we can still get it in here.

A color picker provides at least as much gameplay value as a couple dozen rotoscoped heads or additional armor sets. It's a simple concept but has a big return in replay value. It goes a little beyond Character Creation, since this was one of the few visual things we could actually change at any point in BG. Not to put too fine a point on it but how many photoshopped BG portraits must exist out there, just trying to change the color of Edwin's robe? lol. This is something everyone should get behind hehe

http://forums.larian.com/ubbthreads.php?ubb=showflat&Main=89379&Number=686883


ps. Mini Map

Also didn't see that mentioned here yet, but its been kicked around in a couple threads. Right now character/party orientation can be hard to quickly parse from the mini map.

The icons meant to show which direction a character is facing are currently planchette shaped, but a simple arrow would read better I think, especially when the mini is zoomed out.

When I searched the topic I saw others asking for a compass that is easier to read, or for more interaction like movement commands issued from the mini map.
I've toggled between the "rotate mini map" and the "no rotate" and can't decide which I prefer as a default. Anyhow its a core feature that could go under the List III User Interface heading. I'd like some freedom to move the UI elements around
1. Choosing to serve the illithids/absolute seems like just a "perfection" suicide with nothing to gain.

Joining, what basically seems like a suicide cult or a cattle pen, isn't IMO something any character I'd like to roleplay would choose.

2. Submissive romances/relationships force you into the dominant role(as always in RPGs).

Romantic/sexual interests(at least if they're women) that have some dominant tendencies in the game are at times way too fragile and eager to let the PC to take the reins and help/guide/save them. This shoehorns you into a dominant position in relationships(like prompting Lae'zel to speak to her kin at the bridge encounter and influencing her in ways that keep her from getting herself killed) regardless of any token submission you may choose to exhibit in the sack or otherwise.
Posted this on reddit and it's own thread, but I'm thinking Larian will most likely look here for most suggestions, so here's my list:

Spells

  • Some spells from 5e have projectiles that don't travel in a direct line (like Magic Missile) and reach their target no matter what, and some work needs to be done to reflect that in game.
  • Disguise self should allow us to not only look like all the available player races, but also goblins, hobgoblins, orcs, duergar, anything. I don't expect the game to reflect the height change rule with disguise self (because that's just probably really hard to set up so it works differently for halflings or something).
  • I haven't tested detect thoughts much, but I've given it a shot on some critical discussions and it works and is pretty cool! However, I think spells like that should be changed so that the effect lasts a little longer. Because you can't cast it mid-dialog, I find myself rushing through dialogs to get to the point where I can use it, and I don't think that's intended.
  • I love Speak with Dead so far, it's been really useful!


Inventory, items and Hotbar

  • The improvements made to the hotbar and the customizability is a BIG improvement over DOS2. I love how this works, and I like being able to choose what gets automatically added.
  • However, there don't seem to have been many improvements made to the inventory system itself over DOS2.
  • Currently, we've got some weird variations of potions of healing and basic poison that don't stack with each other, don't have the correct text, etc, etc.
  • We need a better way to move multiple items - multi-select, something like that. I spent WAY too much time in inventory management.
  • Camp storage shouldn't just be an ordinary container. It needs to be at the least a popped out thing like when you pop out one character's inventory.
  • Being able to name bags or customize auto-sort options for them would be really useful as well, though I bet that would be difficult to set up.


Combat and systems

  • At first I didn't understand the high ground thing but now I'm beginning to think that it's there because the game doesn't have cover? This makes sense to me, but I don't think it should give disadvantage to range spell users (or whatever it's doing to reduce my percent-to-hit). Honestly, high ground should make you MORE susceptible to being hit by a warlock with eldritch blast from across the room.
  • Advantage and disadvantage is REALLY important and it needs to be made more clear when you have advantage/disadvantage on something and when you don't.
  • I don't really like the percent-to-hit system. I would prefer if we had other options as well: one where you see a full breakdown in tooltip of AC, advantage, all your modifiers, and what dice you're rolling, and one where you get only the information on what your modifiers are and what dice you're rolling (basically a harder difficulty one where you wouldn't be able to see resistances and AC when you examine a character).
  • The range tolerances on melee weapons need to be increased a little - sometimes you can be just SO close to hitting someone, with your melee range circle actually ON their circle, but somehow you can't hit.
  • War caster NEEDS to be added to the game. Concentration is really important right now, because it allows a lot of spells to be reapplied, etc, and currently it doesn't seem like characters make a saving throw to see if they can keep concentration.
  • Some things need to be made more clear for players with no experience in D&D. Things above like advantage, but also what the damage dice mean, how modifiers work, how concentration works, initiative, and so on. I've seen a lot of streamers drop concentration on REALLY important things in combat (like hold person) because they didn't know the new spell would break concentration.
  • Make it more difficult to accidentally skip a characters' turn when two characters have the same initiative. I found myself doing that many, MANY times.
  • Shove needs to be nerfed, as much as it hurts me to say it. I love the mechanic, but it's WAY to strong right now, I've used it to win soooo many fights laugh
Adding a few thoughts here after putting some time in the past week.

Combat feels a little wonky right now. Especially with the whole vantage point thing. I can't tell you how frustrating it is to take cover in a building with a mage on top of the roof only to have said mage blast me through the roof with various spells. I've also experienced enemies perfectly throwing fire and acid potions through the tiniest of window openings two stories up to nail my party in the face. At the very least there should be some kind of dexterity check for that level of accuracy.

Far too often combat revolves around managing surface area effects. This mechanic works great in DOS, not so much here in a BG game.

Am I the only one who is bothered by the amount of resurrection scrolls there are and how often they are meant to be used? This includes the "help up" action as well. I can't quite put my finger on why it bothers me, just wondering if anyone out there feels the same.

I'm torn about the camp right now. I love that it's a place to go and talk to NPCs, get some character backstory, talk about recent events etc. I don't like how it currently functions however. I shouldn't be in the middle the goblin hideout, long rest back at my camp, then pop back up at the hideout where I left off. One thing I liked about long resting in BG was that you always had to be ready for a random encounter to occur. Maybe it would be possible to do something like having to find an out of the way room and chance a long rest in there. Have a character keep watch for a potential patrol coming by or have to roll stealth checks to stay hidden and quiet in said room or something. Just a thought.

Overall I really did enjoy playing the game but it very much feels like a DOS game with a BG skin on top of it. I'm hopeful as the EA progresses this game gets more of an identity more in like with the BG series as a whole.


Posted By: Kimo Re: Early Access gameplay feedback compendium - 12/10/20 01:46 AM
Inspiration character: No matter if they are male or female ALWAYS wears a dress.
Posted By: DijonJ Re: Early Access gameplay feedback compendium - 12/10/20 02:01 AM
Don't tell me when I fail a perception/survival/insight check. It just makes me want to scim. I'd rather find out about it on an entirely different playthrough than leave wondering what I missed.
MULTIPLE SKILL CHECKS FOR A SINGLE DIALOG ARE HORRIBLE.

I'm surprised I don't see this suggested sooner in the first few pages, but in the 12 hours I've played for, this is the worst aspect of the game by far. It feels like you're simulating the shittiest, most hostile Dungeon Master to ever run a game. I'll use the Necromancer Tome as my example here, since that's what so recently caused me to rage quit.

Player: "I open the book."
DM: "Roll a Wisdom Save. DC 13."
Player: "15, got it."
DM: "Hmm...No. Roll another one."
Player: "What?"
DM: "You heard me."
Player: "Why? I just passed."
DM: "Because I said so. It's a really evil book, it's messing with your head. And the DC is 15 this time."
Player: "This is ridiculous. You coulda just increased the DC or told me to roll with Disadvantage if it's supposed to be super hard. There, rolled a 19. Happy?"
DM: "No! Roll again! DC is 18 now!"
Player: "What the fuck is wrong with you?!"
DM: "ROLL A-FUCKING-GAIN, AND IF YOU FAIL, YOU GET A PERMANENT PENALTY TO ALL WISDOM THROWS! ROLL THE DICE, MOTHERFUCKER!"

I don't even know what happens after the third roll, because despite all my save scumming, I haven't managed to roll three successes in a row yet. That's some serious nonsense.

Somewhat related, but Dialog options should say 'Check' and not 'Saving Throw' if it's supposed to be a check. I'm playing a wizard with Proficiency in Wisdom Saving Throws, but I don't get the +2 bonus for these rolls, and the dice roll itself calls it a Wisdom Check.
Agreed on all accounts. Except the Wizard lol. I love a wizard with cure wounds hahahaha
I just finished my first play through and I have a few insights I can add to the list:

1. Too often I would finish an encounter with one or two characters stabilized after 3 successful death saves and no way to heal them. This could be fixed by allowing other characters to use a healing potion on those downed companions. It should also be noted that abilities and spells that grant temporary hit points, (Aid and Rally come to mind), should also allow the downed character to stand up.

2. I know many people are asking to be able to choose the character to resolve conversations to benefit from better skill rolls and it's a great idea. To deepen this, it would be nice if you had two characters that shared the same skill proficiency be able to take the "Help" action to gain advantage on the skill roll. Conversely, you could have a good cop/bad cop situation where characters use opposite skill checks, Intimidation/deception/persuasion, to succeed on the check.

3. Selling items for the best price possible is too much of a hassle. I would spend 20-30 minutes of my time making sure Shadowheart or Wyll had all the items before speaking with the trader to get the best trade or most amount of gold. I would suggest an "Add all Wares" button that would pull from all characters/your camp stash to make this process less time consuming. It would also be nice to have a hotkey to mark items as a ware to expedite the process.

4. The single minded focus enemies have on characters, especially when they're rolling death saves. It's a real pain to have to constantly carry resurrection scrolls or go back to camp in order to revive a fallen character. It took me out of the immersion of the game to spend extra time and money constantly having to bring someone back. An easy fix for this would be to have enemies redirect focus to other characters or to throw in an extra ability for the "tank" classes which allows them to pull aggro.

5. The last bit is on the jump and shove abilities. The main issue I have with Jump is the ground stomp effect that deals damage and pushes targets that larger creatures get. Shoving creatures should take the place of an attack to either make the target prone or to shove them 5 ft or outside the AoO range. I feel it's being used too liberally as an additional way to inflict damage. It would be nice if a dex save was put into effect to stop a shoved character from being pushed off higher ground.
From their statement about how they want to stay faithful to DND 5e, the resting mechanic is not even close.
1. Being able to long rest anytime and anywhere negate the concept of spell slot, resources management.
2. Shoving as a bonus action is too strong, and shoving anything is nut. My weak medium creature should not be able to shove a giant robot off a tower. Even if his chance is low it does happen often. How does a low strength char shove a thousands pound creature through the air 4.5M??? what?
3. Everyone having disengage as a bonus action is not like 5e... this nerf attack of opportunity especially for melee class when everyone can hop out of the way without provoking attack of opportunity.
4. The ground affect is way too much damg. I like it, but right now a cantrip (fire bolt) can do so much damg even if it miss!!! In 5e if it miss, then it misses, but in this it's a guaranteed damg because it will set the target on fire and cause damg when they move through it....
5. Pickpocket is OP right now. I can pickpocket people and if I fail the DC does not go up and I can just keep doing it? The NPC does not retaliate?
There is so much more i can go into, but I feel like the MAIN CORE MECHANIC of DnD 5e is not being honor right now.


Posted By: clavis Re: Early Access gameplay feedback compendium - 12/10/20 03:44 AM
Originally Posted by WildesBison
BEWARE SPOILERS FOR SOME

5.2. Apply Hex (and all other abilities that can target different stats) needs some visual cue what kind of stat you actually lower. system as is, is not intuitive because I see the Apply Hex icon and then i see it five times more without any visual differences between the targeted stats

6. Issue: Where is my XP-bar? Am I blind or isn't there any?



6 was previously answered.

5.2 if you scroll over them each one will tell you which stat it affects.


Posted By: clavis Re: Early Access gameplay feedback compendium - 12/10/20 03:48 AM
Originally Posted by DijonJ
Don't tell me when I fail a perception/survival/insight check. It just makes me want to scim. I'd rather find out about it on an entirely different playthrough than leave wondering what I missed.


yes this.
Posted By: Pupito Re: Early Access gameplay feedback compendium - 12/10/20 04:09 AM
Can we please get the jump and disengage actions separated into their own buttons or something? Or maybe a pop up like when you use hex, asking if you want to jump or if you want to disengage? So many times I want to simply disengage from an enemy and move back a bit, but I have to choose to jump to do it, and so I tell them to jump to the point I want them at and without even realizing it this requires them to move a few feet which then provokes an attack of opportunity which is the exact freaking thing I was trying to avoid!
Posted By: Koshea Re: Early Access gameplay feedback compendium - 12/10/20 05:37 AM
So weapons have abilities tied to them now refreshable on a short rest, meaning as a fighter it's time to shine, weapon swapping is the new hotness, but when I put the weapons on my hotbar, and even if I lock it so nothing can change, soon as I equip a weapon by clicking on it, they disappear from my bar, can we just get a hotbar setting where nothing get's put on and nothing get's taken off without manually putting it there please? If I put a quest item on my bar in the prologue and it get's used and taken away in the prologue and I want to look at the cool icon for the rest of the game, let me, I really don't need help cleaning up my hotbar.
Interface:
Some button (tab, ctrl, shift, just something) that allows interactive objects to highlight. Whether or not I see something that can be opened or picked up should be based on the player's and party's perception, not my ability/amount of time I spend trying to find every object.
On a similar note adding something indicating what is noticed in a successful perception check as there have been many times I have succeeded in one and have no idea what my character or party member saw.

Short rests should not be limited to 1x a day. It should be unlimited as long as you're in a safe location, simply have the player choose the number of hit dice each character rolls to recover hit points with a limit of hit dice to level per long rest.
I have also noticed that my characters who are in camp but not in my current party don't seem to heal during my long rests, that might become irrelevant later in the game from some rumors I've heard that may or may not be true, but they should all heal anyway.

Also, I think having the actual hit die listed for each class and rolling hit points at level up with the other modifiers (CON modifier and the dwarven racial trait) being listed as well as the die roll (on screen would be exciting) to the change in HP.

Leveling the rogue it seemed that he was not given expertise? My high DEX Ranger with proficiency in theives tools seems equally capable of handling lock picks as Mr. Pale face is.

Finally, when leaving camp thus far I have had to leave with each member individually then group them as it is not allowing me to group all 4 characters then leave at once
Posted By: Pupito Re: Early Access gameplay feedback compendium - 12/10/20 06:39 AM
A small thing I just noticed, so you have a text window you can pop out that tells you what actions and such you and the enemies have taken and can hover over the "hit" or "miss" words to see what the rolls and math were to get that conclusion, but when an ability or spell is used it doesn't have a description of what it does, it just says the name, action or bonus action, and concentration if it's a concentration spell. Would be kinda nice to know what this ability I've never even heard of called Soul Offering (that I'm pretty sure Larian just made up off the top of their heads) even does.
Inventory management - I like the Wares options, but like others mentioned, there needs to be a button "sell all wares"... also some kind of auto-sort option for the inventory, I have big gaps all over the place but cba reorder it all the time

Story items - please make a category for story items. Dont mix them together with other stuff too

Tooltips - this is SO important. On everything, really, I have a bunch of apples, beers, cheese, rum etc. sitting in my inventory and no good way of figuring out what they do. There are so many consumables and I dont feel like jsut trying it out (and writing it down, because I am going to forget, there jsut are too many...)
Not to mention all tooltips could use some love and there should be more tooltips for game mechanics too. It might be early release now, but when it goes full, I am certain that most players will ahve absolutely no experience with DnD, let alone 5e specifically.
Posted By: Pupito Re: Early Access gameplay feedback compendium - 12/10/20 08:17 AM
Not sure if I'm correct on this one, but when you're just exploring around and suddenly trigger what seems like a random perception check (near traps or hidden objects for example), that is passive perception checks right? Cause those don't seem to be implemented correctly if they are. Passive perception checks are supposed to be...well, passive. They aren't a roll, they're a static number you have on your character sheet. If my passive perception is 17, then I beat any passive perception checks with a 17 or lower DC, anything higher than that I fail. It's that simple, my entire party shouldn't fail a passive perception check only to succeed on it if I save scum it and try again, because the outcome on it should always be the same.
Posted By: Pupito Re: Early Access gameplay feedback compendium - 12/10/20 08:20 AM
Originally Posted by Sharlindra

Tooltips - this is SO important. On everything, really, I have a bunch of apples, beers, cheese, rum etc. sitting in my inventory and no good way of figuring out what they do. There are so many consumables and I dont feel like jsut trying it out (and writing it down, because I am going to forget, there jsut are too many...


I can help with that right now, food heals you and alcohol gets you drunk...that's it as far as I've found so far lol.
Posted By: mfr Re: Early Access gameplay feedback compendium - 12/10/20 08:27 AM
Cut Scene Issue:

At a particular location where Swen had some difficulty involving goblins.

I set up my party in a file to sneak round the back, with the mage at the back, but all were out of sight as far as I could tell. Lead character is spotted by a goblin, fare enough. However the mage gets dragged out of cover and into the target area. Being as robust as a chocolate teapot this did not go well. In general I think that cutscenes should only involve the character who first triggers the cutscene.
Posted By: Pupito Re: Early Access gameplay feedback compendium - 12/10/20 08:27 AM
Another thing, please for the love of god fix AI targeting. I am so tired of every single enemy targeting the person that's downed and just killing them outright. Who is targeting literally the only person that is no longer a threat instead of, say, the wizard hurling balls of fire at their face? Like seriously?
Originally Posted by Pupito
Another thing, please for the love of god fix AI targeting. I am so tired of every single enemy targeting the person that's downed and just killing them outright. Who is targeting literally the only person that is no longer a threat instead of, say, the wizard hurling balls of fire at their face? Like seriously?

agreed, that simply isn't how things are done in D&D at just about any table except for some very specific enemy types.
Originally Posted by blindhamster
Originally Posted by Pupito
Another thing, please for the love of god fix AI targeting. I am so tired of every single enemy targeting the person that's downed and just killing them outright. Who is targeting literally the only person that is no longer a threat instead of, say, the wizard hurling balls of fire at their face? Like seriously?

agreed, that simply isn't how things are done in D&D at just about any table except for some very specific enemy types.


Then they should remove "help" reviving effect.
Originally Posted by Minsc1122
Originally Posted by blindhamster
Originally Posted by Pupito
Another thing, please for the love of god fix AI targeting. I am so tired of every single enemy targeting the person that's downed and just killing them outright. Who is targeting literally the only person that is no longer a threat instead of, say, the wizard hurling balls of fire at their face? Like seriously?

agreed, that simply isn't how things are done in D&D at just about any table except for some very specific enemy types.


Then they should remove "help" reviving effect.


Help should be a way to provide another character advantage. So yes, I agree
Reduce the options to gain advantage. Especially high ground for ranged and backstab for melee.

*advantage is the most powerful buff to your hit roll, especially in early game, as it increases your avarage roll result by 5 and reduces diviation. it shouldnt be thrown around like confetti. In melee you can just walk around the enemy, wich does not provoke AOO and it gives you advantage for free.
Getting advantage for ranged attacks when having high ground is ridicolous in and of itself. Standing higher makes it harder to hit, not easier. It might be fine to negate cover (if that mechanic is even in play yet?) but giving advantage is certainly too much, and certainly too easy to achieve right now.
Originally Posted by clavis
Originally Posted by WildesBison
BEWARE SPOILERS FOR SOME

5.2. Apply Hex (and all other abilities that can target different stats) needs some visual cue what kind of stat you actually lower. system as is, is not intuitive because I see the Apply Hex icon and then i see it five times more without any visual differences between the targeted stats

6. Issue: Where is my XP-bar? Am I blind or isn't there any?



6 was previously answered.

5.2 if you scroll over them each one will tell you which stat it affects.




Yeah, I know. What I meant was for a clear instant visual cue/little icon on the ability icon (like a little strong arm for strength) for which stat it targets. In the meantime, I have learned where which stat is located but I still think a little additional icon would help and make it more intuitive.

XP-bar: I was blind but now I can see laugh Still, the character's XP bar above or below the hot bar wouldn't hurt, I think.
Going to add what i posted in a seperate thread, Ranger Beast companion balance is all over the place with Giant Spider being probably overpowered. Each beast should have a useful role, at the moment the spider is better at just about everything.
Firebolt cantrip: Should light target on fire and or any oil or flammable. It should not however leave a surface effect. (Unless maybe feated)

AI: Should not always bypass high AC targets. Its just too predictable.

Surface effects from spells and items: Need duration fix and saving throws for acid and fire.

Natural surface effects: Should always hit.

EXP: Non-combat related options should be rewarded equal or greater xp.

Shove: Distance reduced perhaps halved. (Unless helped from items, abilities or spells)

Short rest: Should have 2 of these.

Obvious bug fixes ie Devils Sight

Concentration: saves for not being interrupted (just would work better in a digital format)

Darkness and other duration spells in combat: Duration has no place in turn based combat. It has to be based on a number of turns.

Hide: should be an action for all classes but rogue. Rogue should be bonus action.

Loving the EA and am very excited for the potential of the full game.

Thanks
List I: important

0 Check's difficulty in dialogs should be writen before you select option, players wil save load anyway, but it will save some time.
1 Character creation: choose at start weapon and armor,
or/and make a traders with all types of weapon and armor of normal quality at first location (smith) and higher quality in late locations or levels.
2 Let the player see companion’s proficiency on character's sheet (in dialog too)
3 Surfaces: fire not always works correctly, it should lightened enemies «in shadows» not always works correctly. Now it, sometimes, spreads and disappears without system.
4 Problem: Some Items “on the floor” are not showing with button alt.
5 Should be spell-panel like in “Neverwinter Nights 2” to see all prep. spells, sorted by lvl (it is EXTREMELY comfortable) : you press button it appears, then press button – it disappears.
6 Should be posibility to customize companion (choose proficiencies, cantrips...., may be during first meeting or in camp)
7 I think that should be 1 button to Search all the containers in the area (all the room may be, or radius) and then choose what to take(with filters and big window)
8 Ranged sneak attack do not work sometimes.
discussion
9 Turn-based/Real Time with Pause: Turn-based is nice, just need to be polished
10 «Cantrips shouldn't create surfaces, there are higher spells that do things like that» - why not, just small ones
11 I don’t think that there are too many scrolls.(it can be sold by traders, players who want it will buy it)


D&D rulebook
• Dice rolls: I think there should be option in settings for “easy” dialog rolls, some players wants to pass dialog checks without save – loads.
• I think that athletics(for strength based characters) or acrobatics(dexterity based characters) should be used for the same save-rolls depending on higher attribute(or modifier). It is described in rulebook for “knock down”.
discussion
• Spell preparation is ok, as for story mode.


user interface

• Inventory: useless items should be in “trash”/"on sold" group and shoud be possibility to sell it automatically by 1 button.
• Should be a filter in camp-storage, big window(full screen: half-screen for character inv. half for srorage).
• It seems that Attack Advantage-Disadvantage panel is too small and not fit all the unfo (it should be auto-sized)
• Let the player see companion’s proficiency
• Let the player see companion’s inventory even if they are not in group (in camp for example)
• Battle log should always show last logs, more description, sneak attack (and other types of additional damage) should be marked

other

• I think that engaged characters should have possibility to disengage, but not to jump over the enemy.(i saw jump problem in list, i wrote proposition)
• Should be Possibility to grab and throw enemies in any direction.
• What is waypoints??? There should be some lore/description/quest to use.
• Half plate Armor(standart) for Laezel has no underwear (it is ok for JRPG, but BG3 isn’t JRPG I think), no one wear armor without underwear (it could be painful).
• Short “scale male” leg armor for female characters (need to pay smith to make it normal=))
• Drowish studded leather looks awful (do not look as well made armor of professional killer, more brutality is needed)
• problems with armour/weapons textures(ears go throuth helmet=) ) helmets and shields have most problems.(and spiderstep boots)
• why characters do not wear weapons on belt, even in sheath? (even two-handed)
• two - handed weapons are too big. (looks funny =) it should be thiner to be earnestly as for me)
• Any class can use a scroll – I think it is ok, I do not use in at all =) but why not (may be it should be optional)
Posted By: Njord Re: Early Access gameplay feedback compendium - 12/10/20 12:18 PM
49 hours played, crashes, reported bugs, all normal for EA ... but there are some design/game mechanics decisions I don't think are D&D (and quite a few are already mentioned in this thread but I think are worth reiterating):

- general lack in depth of information, missing an option to get verbose (PHB like) info on races, classes, backgrounds, spells, monsters, Faerun etc.
- party size, 4 is too small
- some spells and abilities are not D&D 5e
- cantrips should not have ground effects
- not every class should be able to easily disengage with a jump, infact jump and disengage have nothing to do with each other
- scrolls should only be useable as per D&D 5e ... Wizards can't heal!
- Ability checks need to have the modifier shown and added/subtracted after the roll ... a natural 1 should always be a fail
- multiple ability checks in a row in the same situation/dialogue, thats horrible DM'ing
- dialogue should allow for switching to another party member

Don't get me wrong Larian team, I like what you are doing ... but the D&D flair and immersion is missing a bit at the moment, I hope the final product will be closer to D&D 5e.
Posted By: Abnbc Re: Early Access gameplay feedback compendium - 12/10/20 12:23 PM
Following up on the surface issues raised by many others (too many, too op, too disrupting) can we just leave the blood out? It feels odd to me to have that as an interactive surface outside of a divinity game
Feedback so far after 20h gaming:

Gameplay/UI:
- Even though I play on 4k I often loose oversight cause of various interfaces are scattered all over the screen
- separate short cut list for spells and items
- have a smaller/ more compact overview of fighting order after initiative and just skip a NPC/PC if it dies, not reloading all pictures of remaining fighters
- please let us have a console or an easy and fast way to activate/deactivate at any time
- make searching for traps an active ability
- make containers don't pop up right in the middle of the screen instead give us a bar like interface on the screen edge
- make containers close itself if you click somewhere else (for instance the next container)
- give us an option to make hit-points invisible (I instantly new that this old grany in the druid camp has something to hide and is a future enemy encounter after I saw her 112 hitpoints)
- please don't disconnect inventory from the overview of the items worn by the PC- right now it is very confusing to put on items to you PCs
- have a clear character sheet where all the mods (bonuses/penalties), skills and abillities are shown (like in the good old BG 1&2) and explained
- give an info if a weapon can be used with 2 weapon fighting style or not

Rules:
- stick to the rules of DnD 5e (you have advertised this game especially with that feature)
- please cancel creatures/enemy npc with overpowered stats (like a level 4 phase spider matriarch with 124 hit-points - I don't think that there is any enemy NPC in DnD rules with d31 hit dice, especially no spider)
- keep in mind ranges from ranged attacks do differ widely, like short bow vs. cross bow vs. spitting spider attack
- same for close combat weapons - a dagger has a shorter range than a long sword or a two-handed sword etc.
- let us have ammunition - if you don't have any arrows/bolts left you cant shoot as the enemy can't either

My taste/opinion:
- give us more party member slots, as this gives us the possibility to have various PC constellations => give more or less enemies in case of more or less party members
- please put the avatar list (character pictures) to the right hand side of the screen => would give an instant Baldurs Gate feeling

That's all from my side till now. I will add if I find more.

Regards.
Originally Posted by vometia

  • Character creation. Various points of issue:
  • resolve when skill proficiencies overlap (for example, getting Stealth from Street Urchin background + get Stealth from Lightfoot Halfling should resolve in me getting to pick another skill proficiency instead)


This is one that really annoys me as is.
Under PHB Rules (Chapter 1: Step-by-step Characters pgs 11 - 14) Background is the one of the last element of your character to be selected (after race and class proficiencies have already been selected), and selecting a background with overlapping skills/proficiencies for your class/race should grant you access to a free proficiency from ANY skill (not just those on your class list - pg 125 PHB "Proficiencies"). E.g your Lightfoot Halfling Rogue gets Stealth from his race and can then choose to take Acrobatics, Deception, Investigation and Slight of Hand from his class giving him 5 skills in total. If he then selects the Criminal background, as the game stands he gains no additional benefit from his background and only has the 5 skills he already had selected, in 5E, as he had Deception and Stealth already from another source (and technically also has Thieves tools twice...though that and other tool proficiencies are another matter entirely) he in effect gains two free-choice skill selections from the whole skill-list, letting the player customise their character beyond being just a criminal who stabs people, maybe taking Nature and Survival to fill out their background as having lived as a bandit for a number of years, or Religion and Medicine to cover the time they hid out in a Monastary to get away from the law.

I mean there are medicine kits that you can use to help revive a downed character and I think that you with the medicine skill and a kit dont even haveto roll to stabilize a downed character. Seems like having an item that make the medicine skill usefull is a better way to make such a skill interesting to take. Tieves tools + sleight of hand to pick lock, medicine kit + medicine skill to provide non magical first aid.
Don't know if this has been brought up, but upon reaching 4th level, I would like to be able to choose wich stat Im gonna raise.


Edit: never mind, just found out you can!
Posted By: JMSH Re: Early Access gameplay feedback compendium - 12/10/20 01:16 PM
First impressions after my first weekend with the EA.

First of all - the game is incredibly fun and I loved playing it. Any comments here are only negative because they soured my experience with an otherwise really promising game.

1. The AI feels really dumb, but also incredibly mean.

The “DM” is far too brutal and all enemies seem to have the same tactics. It’s just not fun to have the main spellcaster downed immediately, and to then have enemies direct all their attacks on this downed spellcaster in order to kill them just doesn’t make any sense and is really frustrating and punishing. This behaviour *could* make sense for unique, intelligent creatures but a goblin or troll would focus on the enemies still standing rather than trying to finish off the person lying on the ground bleeding. There needs to be more AI archetypes - one for dumb beasts, one for regular folk and one for intelligent, cunning murderers.

The AI struggles with indoor environments and ranged attacks and often runs around aimlessly or fires shots that can’t hit.

2. The inventory and equipment system could do with a tutorial, perhaps something at the start to go through it. Right-clicking to see all possible interactions with an object in inventory or in the world wasn’t obvious.

It was also very overcomplicated to light a simple torch - surely this could just be automated if you have one in your inventory and are close to fire.

3. The surfaces (as many have pointed out) are cool but way too numerous and overpowered. Cantrips should not make surfaces.

Also, Gale’s necrotic surface after death is incredibly frustrating and due to him being at the back it almost always just affects his fellow party members rather than enemies. This needs to go or be an optional reaction right after he gets killed.

4. Creative and/or non-lethal solutions to problems should give XP.

5. Jumping is fun but overpowered and should be a full action. Only some classes, races should have long jump distances.

It’s silly to be able to jump away from engaged enemies and then attack. In 5e, the whole idea of engagement is that it takes concerted effort (ie. a full action) to break free from the engagement. If anything, jumping away from the enemy should still provoke an Attack of Opportunity.
Originally Posted by JMSH
First impressions after my first weekend with the EA.

First of all - the game is incredibly fun and I loved playing it. Any comments here are only negative because they soured my experience with an otherwise really promising game.

1. The AI feels really dumb, but also incredibly mean.

The “DM” is far too brutal and all enemies seem to have the same tactics. It’s just not fun to have the main spellcaster downed immediately, and to then have enemies direct all their attacks on this downed spellcaster in order to kill them just doesn’t make any sense and is really frustrating and punishing. This behaviour *could* make sense for unique, intelligent creatures but a goblin or troll would focus on the enemies still standing rather than trying to finish off the person lying on the ground bleeding. There needs to be more AI archetypes - one for dumb beasts, one for regular folk and one for intelligent, cunning murderers.

The AI struggles with indoor environments and ranged attacks and often runs around aimlessly or fires shots that can’t hit.

2. The inventory and equipment system could do with a tutorial, perhaps something at the start to go through it. Right-clicking to see all possible interactions with an object in inventory or in the world wasn’t obvious to a friend of mine new to cRPGs.

It was also very overcomplicated to light a simple torch - surely this could just be automated if you have one in your inventory and are close to fire.

3. The surfaces (as many have pointed out) are cool but way too numerous and overpowered. Cantrips should not make surfaces.

Also, Gale’s necrotic surface after death is incredibly frustrating and due to him being at the back it almost always just affects his fellow party members rather than enemies. This needs to go or be an optional reaction right after he gets killed.

4. Creative and/or non-lethal solutions to problems should give XP.

5. Jumping is fun but overpowered and should be a full action. Only some classes, races should have long jump distances.

It’s silly to be able to jump away from engaged enemies and then attack. In 5e, the whole idea of engagement is that it takes concerted effort (ie. a full action) to break free from the engagement. If anything, jumping away from the enemy should still provoke an Attack of Opportunity.


+1
Posted By: Thine Re: Early Access gameplay feedback compendium - 12/10/20 01:50 PM
Here is the list of my observations, criticisms and improvements.

Character creations:

- To be able to increase the size of the characters.
- Be able to increase muscle mass
- More diversity, head, scars
- Be able to hide the helmet
- Customize our armor, weapons etc.

Gameplay:
- Improve inventory management.
- Add a bonus or penalty when throwing Dice "1" and / or "20"
- add a fog of war
- Being able to create a camp to rest where you want, with the risk of being robbed, attacked.
- Better management of the group, when you want to go in stealth with a single character that the others do not follow etc.
- Max level plus 10 (?) Ideally level 15 or 20
- remove the sending of objects to the camp, it's cheating and it makes the game too easy.
- limited arrows for archers.
- increase the speed of the AI ​​during combat.
- adjust the power curves when you push an enemy according to the class played.
- improve the combat interface, we don't always know who to play.
- make the bonuses / penalties more visible on our characters and on enemies.
Posted By: st33d Re: Early Access gameplay feedback compendium - 12/10/20 02:52 PM
Originally Posted by Badrinath
Going to add what i posted in a seperate thread, Ranger Beast companion balance is all over the place with Giant Spider being probably overpowered. Each beast should have a useful role, at the moment the spider is better at just about everything.


This is unfortunately in line with the tabletop rules. The spider and the owl are OP. The only disadvantage of either being that the owl makes a noise when it moves and a bloody great big spider sitting on your shoulder is scary AF.

It would be better for a CRPG to balance these though.
Posted By: Koshea Re: Early Access gameplay feedback compendium - 12/10/20 03:12 PM
Getting close to finished with my wizard playthrough and despite having grease memorized the entire time, I have yet to cast it. I have never come to a situation where I said to myself Grease would be better in this situation than Ray of Frost. Even if I miss it puts the patch of ice down. Also, Acid Splash, as long as there is bountiful food to go around (sitting on a stack of 20 apples and 30 potatoes or so right now) no reason not to reduce those enemy AC's

Despite having spent the money to scribe them because it's just so cheexy, I have avoided the temptation of actually casting cleric spells with my wizard. On the other hand, I've got a boatload of cantrips I can choose from each round because cantrip scrolls are a thing when they shouldn't be, still looking for that eldritch blast and poison spray scroll.

Mage Armor is a great example of a spell I memorize first thing in the morning then switch out of and memorize something else for the rest of the day, I shouldn't be able to do this but as long as I'm not in combat I can choose whatever spells I want to have "memorized". There needs to be some kind of UI that pops up right before or right after resting for a night that let's you do all your memorization adjustment then that's it for the rest of the day.

Web has proven pretty worthless as almost every enemy just jumps out of it.
Nobody cares if I walk within 40' of them and cast a friends cantrip on them that works 100% of the time, Charm Person has a chance to make them angry and they get a saving throw.
Ray of Frost is Sacred Flame's best friend, you don't get to save against sacred flame if your prone from the guaranteed ice sheet.
The spell selection screen seems passible for now with only up to 2nd level spells, but when you get third, fourth and fifth level spells in the mix that can all be cast at higher level the current UI is going to be a nightmare. I'm assuming there is something in the works for this.
Silence works great against me, no spells at all, but when you open with a silence spell against a cleric of lolth and her first action inside the sphere is to mirror image up, I'm hoping there is some adjustments still to be made.
I would love a camera mode where I could look up, I like the close in camera that follows my character but restricts my line of sight, these maps are so vertical you just can't play that way
Honestly can't wait for some new companions or even the mercenary system to be introduced. I play good guys in RPG's Paragon, Paladins, the kind of person who turns down Edwin and Viconia in the previous BG's because I didn't agree with them on a philisophical level despite knowing they were far and away the most powerful choice I could make for a companion. With this crew I don't really talk to them much, although I can't say much about Wyll, both times I've gotten to the druid grove he's died in the battle, didn't even realize he was an partyable NPC my first time and only knew the second time when I looked at the name on his corpse.

So far loving the game, several bugs, several clunky UI elements, several design decisions I'm hoping were just "testing the waters" and will be moved more closely to the 5e rules, inventory items and management are obviously still a WIP (several items still have no icon) but it's coming together nicely. I actually do appreciate the way you have expanded magic items, +1 isn't the be all and end all of "is it a magic item". If it all comes together in the end I can see how this could be a good Dungeon's and Dragon's game.
This post contains all the things I’ve found in my 40-ish hour playthrough and testing of BG3’s early access content, and let me say, it has been an absolute joy! I have made a separate, quite large, bug post in the Gameplay and Technical part of the forums as to not clutter this with bug reports. This is, however also pretty long, 1200 words, so I hope it is not too confusing to read through.
Keep up the great work, I can't wait to see the finished game.

UI/UX
- Missing clear distinction between ‘slot’ spells and class abilities such as domain spells or pact abilities. You only have the name to distinguish them when hovering, and a different icon or border would go a long way to get a better overview of your action bars. (The crimson ilithid powers are a good example of this done right.) This is the case in character select as well where, when choosing cleric spells, there are 2 sections labeled 'Spells'. I found it incredibly confusing to figure out which spells were domain spells/warlock pact abilities compared to normal ‘slot’ spells.
- There is a lot of missing info when opening class ability dropdown menus in the character sheet. Well, some of them contain descriptions but as an example there is nothing when I open ‘Warding Flare’ or ‘Domain Spells’ from level 1 on my Cleric.
- Would it be possible to implement some sort of right-click-inspection of spells or along those lines? I often want to know a spell's duration before I cast it, but could not find this information. Good work on adding saves/targets/range/damage/action cost though. I finally realised that the small number by the icon when hovering is the duration, but it'd be very helpful to have that clearly displayed like the other stats are.
- When reading books/notes/letters from the inventory, don’t close the inventory screen. When reading multiple notes/books/letters in a row it gets really annoying to have to reopen every time. It’s a new window already, why not just have it overlap the inventory screen?
- Would be nice with some better inventory management. I’ve seen requests to sort bags within bags within the inventory but I find that really confusing. I would really like a button to sort all items and not the sections we currently have. I have so many ‘in-between’ inventory slots that new items get lost in the clutter. Sort by newest, sort by weight, sort by type would be so good; and make them sort it all towards the top automatically.
- Please make it possible to access the inventories of all companions, not just the currently active ones, while at Camp. Really awkward to keep telling companions to stay/join me to manage inventories and items.
- Would be really nice with an animated load icon or the like on the loading screens. I prefer it to the cycling images. Could perhaps be one static image per load screen, that would give more time to actually look at the art as well.
- If mundane items have -any- use at all, highlight them along with all the other items when pressing ‘alt’. We can already use that highlight option for hard-to-see more valuable items and with how good food is for example, it would be nice to be able to find it.
- I would like the ability to collapse/open quests that have multiple solutions/stages as well as a better distinction between completed/ in progress. The list quickly gets very long and difficult to quickly scan through. I wouldn’t mind a separate section for completed quests so I don’t have so sift through them to find the active ones.

Combat
- Would it be possible, or too powerful, to be able to sneak attack with elemental arrows?
- The Help action seems -very- good. Specifically to revive downed characters. If one of my characters are downed I can use another character to continually Help them up, the creature that killed them will attack them again and I can use the remaining 2 characters to kill them without being in any danger.
- Food items are basically potions in all but name and as such are -very- good. It was nice to always be able to heal, but felt a bit too powerful. Hoard food items from containers and you’ll never be at low health out of combat. Once you start finding the really good ones like the meat items you don’t even need potions anymore. Despite eating 6 raw carrots, 5 raw potatoes, 7 lemons and a pork loin there was no hint of an upset stomach or any downsides to munching tons of food.

- Celebration/victory party: Was kind of strange that every companion, except Shadowheart who was gone, was thirsty AF and jealous of the companion I did choose. The only character whose flirtiness felt ‘natural’ was the one I already wanted to choose, given the option. I feel like different companions would develop feelings differently and not at the same time. It was neat that Lae’zel decided to go poach Wyll, though. It makes it more natural if companions can develop feelings or friendships other than the player character. (The “UNDER CONSTRUCTION” gave me a good laugh though.)

- Companions: Now, I know that there are more companions/origin characters planned, and I am looking forward to seeing what you come up with! That being said, I thought the current lineup could benefit from some more racial diversity since the 5 current companions consist of only humans and elves. (I know Astarion is a vampire spawn but he feels like an elf. And that Lae’zel is a githyanki.)
Where are my fun, larger-than-life companions?! Give me a big, strong, goofy half-orc barbarian, a power-hungry, untrusting tiefling, a happy-go-lucky, unapologetic thief who knows what they are or a hearty, fun-loving dwarf. I don’t mind stereotypes, stereotypes can be fun!
The current lineup feels very miserable sometimes. The unfairness of the world happened TO them and their situations were forced upon them. The only one who feels like they chose their path themselves is my own character! Shadowheart and Lae’zel are both arrogant but hate each other and don’t like anyone else. Astarion is arrogant too and despite having a good relationship with him he still greets me like I’m dirt every time I talk to him. The section where he admits he needs blood was cool though. Gale is the best boi though and nothing can convince me otherwise. Wyll is okay too.
Will there be evil companions for evil player characters? I suppose Lae’zel is close.

- Rules: I’ve seen many people argue for “rules-as-written”, and I respect that viewpoint. I just want to put out there that not absolutely everyone feels this way. My example is Cantrips: Bonus effects make them much more interesting, especially where, when out of spell slots or conserving them, a Wizard feels useless unless you buy all the scrolls. I feel this is a situation where it’s okay to make changes to make BG3 a good video game and not hold it back because it has to adhere to the tabletop rules.
It feels really bad to ‘cheese’ and spam spell slots and long rests, when the rest of the party has tons of resources.
Having put more than 130 hours into Divinity 2 and never played the original Baldur’s Gate games I understand why this opinion might be considered invalid, but in my experience “rules-as-written” is rarely the case in reality. Many, many DM’s make changes to fit their style and players.

- Containers: I don’t mind that there are containers or container assets around the world. An abandoned town is bound to have those all over the place after being ransacked. What feels silly is when we have to check every single one for potential loot and most of them are empty. (I know we don’t have to, but my gaming-instinct tells me a rare weapon or item could be anywhere. Even in that broken box over there.)
Possible solutions could be to make them uninteractible, unlootable or labelled as already being empty.
Found a strange AI bug: In the druid haven you can find two tieflings interrogating a goblin. I got into a fight with them, but didnt want to kill them, so i knocked them out and moved on. The next time i came back to the area and they had regained consciousness i was hearing a weird audio clicking sound. It was one of the tieflings continually trying to open the goblins prison 5 times a second
Hello, played for 45ish hours iirc (got to the end of the EA while exploring as much as possible) and I would like to leave my feedback:

Before going into actual bullet points addressing specific issues, I want to leave a more general feedback based on the "feel" I got from playing Baldur's Gate 3: It feels like a new Divinity title with DnD spells. The feel of Baldur's Gate is non-existent for me other than being able to play with the spells and abilities I love from DnD.

1. Turn-based vs Real time with pause: Even though I always wanted rtwp, since I loved Divinity OS 2, I was not that opposed to seeing how BG turn based would look. Having tried it, I have to say I really don't like it. While it fits in Divinity, maybe because of the numerous things any given character can do in a turn, or the abilities themselves it was fun, in BG3 it just feels slow and boring. Seeing several goblins in front of my party I immediately get bored as I already know it's not going to be challenging at all, but worse of all it's gonna consume time for such a trivial encounter. The number of encounters is also a lot less when compared to the originals, I imagine because of this, and the action just feels dull. With rtwp you could always hear the battle cries and crit sounds, spell effects going on like you know... actual chaotic battle going on. Here it's missing almost all of that... "Oh, my turn. Walk over there, swing *miss*. oh well, end turn".

2. Party size: 4 is too restrictive. Max party size should be 6. Obviously the originals had 6, but the real issue with it is that it takes away a lot of the fun from the game and is punishing to the player for no reason. More often that not players will want something along the lines of Fighter/Tank + Cleric/Druid + Wizard/Sorcerer + Rogue in their party to cover the *basic* stuff. So... if the player wants to add some flair or diversity to the gameplay, he's punished for it by gimping the party in some way. In Divinity OS 2 this is fine because every single character can do any given task easily and learn whatever spells they want/need, not so much in DnD.

3. Character portraits: These seem completely dead and uninteresting. Just take a look at the original BG portraits or other CRPGs and you'll know what I mean. BG3 just looks like they cropped the head off a naked model and said "f*ck it, good enough".

4. Surfaces: This has been mentioned a lot here and I completely agree. It's also one of the major reasons why the game just feels like divinity instead of BG. It's excessive and annoying. Imo it doesn't need to be completely removed as it makes sense to have some environmental interaction with stuff, but every spell creating surfaces, barrels everywhere, every goblin throwing puddle flasks... ugh

5. Cantrips: Cantrips should not be changed. As mentioned above, these should not create surfaces when used. (Same applies for other spells that are not in EA. Please don't change them.)

6. Containers: The game doesn't need to have hundreds of containers in every single room to feel like it is a real and populated place. I haven't walked into anyone's house to find 7 stacks of barrels and bags and chests in the living room next to the sofa. It's way too cluttered and gets old really fast.

6-1. Empty containers: Why? Why so many empty containers all over the place? It serves no purpose other than making exploring dull.

6-2. Table wear containers: Why? Why so many containers with a spoon? a fork? 2 cups and a plate... Stop it.

6-3. Alt + click on a container should open it, not pick it up.

6-4. Open container should close itself when clicking elsewhere.

7. Companions:

7-1. Companion interaction in dialogs: They should weigh in and/or help in interactions with other NPCs. Being stuck with the first character spotted by the NPC as the one talking is annoying, as often the one going in front is not the party face. Sometimes we can have the party face talking and a particular reference to a religious entity is named and I want Shadowheart (or whatever horrible name it is) help out and can't.

7-1-1. Brain dead companions: Another silly thing to see is if the CHARNAME gets in an argument with the NPC he's talking to and starts fighting (e.g. when you encounter Astarion), the other party members just stand there with void faces doing nothing.

7-2. Companion banter lacks personality: I don't really know how to describe this very well, but any time a companion says something while we are traveling it just feels out of place and generic. I guess the problem here is simply the writing and voice acting (especially the writing). Take interactions in BG2 for instance, when Edwin, Korgan, Minsc start speaking their mind about the current situation or party members or whatever... It's perfection. The one saving grace so far in EA has been Gale. Haven't really explored Wyll due to point 2. but every other companion except Gale I wanted to replace as quickly as possible.

7-3. Companion pathing: It's horrible. Having to micro-manage the paths they take just so they don't kill themselves in surfaces is tedious and dumb. I don't remember this being an issue in Divinity OS 2 however, which seems odd.

7-3-1. Party jumping: Please, if I tell my selected character to jump over a cliff, have the remaining companions follow along. Doing it for every single one is once more tedious and dumb. Obviously if the distance is too much for one of the companions, they would not be able to follow.

8. Unconscious state: If a fight ends with a fallen companion, don't exit turn based mode. Selecting companions and issuing commands is delayed as hell and clunky giving it enough time for people to die because of this. (This would also be a non-issue in rtwp).

9. Wizards learning cleric spells: Pretty sure this is simply a bug, but hey, I'm letting you know.

10. Jumping: I'm not a 5e expert by any means, but from a video game perspective, the jumping bonus action seems silly. Everyone is hoping around like kangaroos... Gonna take an attack of opportunity? *jump* Got a surface in the way? *jump* My char can't reach that far because he's a short legged dwarf who can only walk 2m? *jump* This needs to be changed to either trigger attacks of opportunity, consume movement distance or no longer be a bonus action.

11. Magic Missiles: These aren't supposed to miss. Ever. If there is line of sight, they are supposed to all hit their mark.

12. Concentration: Please make it so I can cancel a concentration effect. If I cast a fog cloud in a room during a fight and want to loot it afterwards I should be able to simply cancel the effect.

13. Movement preview: When planning a turn let us preview how much movement is going to be used when we are just hovering the ground. This is also annoying if I am planning to do a move + jump, many times my character moves a little bit too far and I don't have enough movement distance to jump (I didn't even know this was a thing, maybe I missed somewhere that explains it, but in any way it doesn't seem clear).

14. Targeting portraits: Please let us select the target of a spell by clicking the portrait.

15. Delay in actions/selections: Many times if I want all my team members to hide I need to click on them one by one and press C. Almost every time, after giving the command to the first one, selecting the second one and pressing C just makes the first one leave hiding. I need to wait a sec between actions so that they go through properly to the correct char.

16. Experience for non-violent choices: If the player decides to resolve a conflict peacefully through dialog, he should be awarded experience accordingly. Receiving zero experience from being clever or intelligent just punishes people for not being murder hobos.

17. End of effects: Stuff like Hold Person or Blind for instance, it says that at the end of a turn, the character can roll to end the effect. From what I've seen this seems to happen at the beginning of the turn rather than at the end.

18. Baldur's Gate mentions: It seems like every NPC you meet in the game is going to Baldur's Gate. I know you're milking the title but it is way too excessive. Everyone is going there, has a shop there, is meeting someone there, has been hired and is taking someone there...

19. Keys: Please make a keychain to store all the keys in.

20. Starting equipment: Would be awesome to be able to choose the starting equipment for our charname when creating our character. Also, it makes no sense to me to exit the mind flayer pod at the begging and being armed, we should just pick the stuff off the ground close by or in a corpse.

21. If an NPC is wearing/wielding something, drop it upon death. It makes no sense for e.g. killing an armour wearing, great axe wielding gnoll for him to drop a bone.

22. Companions that are not in the party (i.e. staying in the camp) should not approve/disapprove of anything.

23. Evil is not retarded stupid evil: Simply accepting a quest, regardless of my deeper motivations, should not cause companions to disapprove of the choice. What if I'm only taking on the quest in order to get the magical artifact and then murder the quest giver to keep the artifact and the reward? It's dumb.

24. Give an option for verbose description of items/spells.

25. Lockpicking: Lockpicking something should show a dice roll instead of a divinity progress bar.

26. Create a helpful UI to give the player a sense of progression throughout the class/levels.

27. Failed rolls: Failed perception, investigation, etc. rolls (rolls that imply that your character was able to spot something not originally obvious) should not be displayed.

28. Weapon ranges: This should be fixed as different weapons have different reaches.

29. Successful rolls: On a successfull perception, investigation, etc. rolls (rolls that imply that your character was able to spot something not originally obvious), the thing that was discovered should be highlighted.

30. Creature stats: Examining an NPC should only show stats, weaknesses etc. if a successful (appropriate) roll e.g. Nature is done or if lore was previously discovered in a book or through dialog.

31. Long-rest: The current implementation is horrible. If it was meant for the purpose of companions speaking with you, they can do it during travel or when clicking long-rest. Why make us see a *magical* transition from wherever we are like for instance neck-deep inside the goblin lair completely surrounded by enemies which makes absolutely no sense, is tedious because most of the time you go to camp simply to then click on the bed and then magically get transported back to wherever you were... The system for resting in the originals was perfect... Some places you could rest, others not so much. If you attempted to rest in a potentially dangerous place you had to accept that risk. This made resource management when exploring dungeons something to keep in mind as poor management of these resources could very easily get you killed. In BG3 it's free, exempt of any risk or consequence and can be done anywhere (including the dumbest of places).

32. Replayability: While I am usually very excited in CRPGs to make new playthroughs with different classes and builds, I don't think I can do another playthrough of this. Too many elements of the game are boring and uninteresting, especially regarding actual travel and exploration with the clunky movement, pathing, jumping issues, containers everywhere, etc. along with the time consuming and meaningless trivial combat encounters taking up time and limited party size restricting my options.

33. Make it so pressing space doesn't pick a dialog option.


All in all, I know this is a huge amount of text, but I didn't come here to bash on the game because I hate it. I came here to provide as much feedback as possible because I love both Baldur's Gate and Divinity and believe this can be an awesome game if tuned properly. I want to have immense fun doing my blind playthrough and then spend weeks re-rolling characters because I can't decide if I want to start a new game with a Fighter, or a Warlock, or an awesome chunky Dwarf Cleric. Do I want to be evil? good? am I to try and be eloquent and elusive or bash through the opposition? I want to experience the various combinations of companions and discover their stories and how they interact with each other. I want to have epic battles in creepy dark dungeons against the evilest of foes! Larian... please let this be true.
Let me preface this with I'm a DOS fan and not overly acquainted with 5e rules. I won't be offering any set solutions to these issues. This is more how I feel about it and maybe suggestions on how it can be changed, but I don't feel I know the Balder's Gate series or 5e rules enough to make these decisions.

1. Jumping - I think this is OP as well, but I'm not sure if it needs to be removed as much as it needs a check similar to stealth. If there are ranged present and you jump? They should be able to hit you mid-air. Melee standing near you should be able to stop you from jumping completely. Also, one of my companions looted an item that can be used to help another companion jump? I'm confused as to why I would need this if I could freely jump at will anyway. I guess I think it either needs a check or it needs to be an ability that can be cast on you.

2. Surfaces - I'm okay with them, but they seem inconsistent so maybe this is a bug. Sometimes they only do damage for the one turn, sometimes their effects don't work (fog), and sometimes the effects stick around long after you've passed through (I actually died to a ground effect well after passing through it). I've dropped water on a burning area to no effect. This is early release so I hope they already are aware of this.

3. Camping - I've heard some say that time is of the essence due to this tadpole, but I'm not seeing it so far. I initially tried my best to not camp too much and conserve my unique actions, but after the companion who complains about time the most said she needed a break after doing nothing more than walking through a basement and talking to a mirror? I then felt I should have just not worried about skill/ time management and spammed my best action skills like I would in DOS.

4. Successful rolls: This may be a bug, but I've had my companions discover an item and successfully identify while I'm on another objective. I decided to keep working on my initial objective rather than stopping to investigate more. I went back maybe 5 minutes later to investigate further and I get the check again, but this time none of them identify it? Did they all get amnesia? I'm sure it was some roll that didn't go in my favor, but once it's identified it should be done. I've also had them not be successful on identification and come back later to positively identify. To me this could make sense for some characters depending on their talents (maybe it just took them a while to remember). I think automatically adding these to some type of sharable knowledge log would be nice, not just for further checks but for lore reasons as well.

5. Companion approval - There are companions that are not in my party, but they approve of my decisions. This is fine I suppose, but if they can approve my decisions while not in party then I should at least be able to access their inventory when selling items or equipping party members. If party size increase is not an option, then the camp party's bag items should be transferred to active companions.

6. I think the Nettie quest is weird. I was given the option to talk to her - when I chose to not tell her about this tadpole I had already decided to try and find Halsin. Even DOS would record this decision and not try to force the confrontation, but I feel in BG3 it is being "forced" to some degree. I know I'm not the only one who feels this way though. I understand I don't have to go back to her after lying to her, but since it stays open I feel I have to.

So I might make a seperate thread but it does certainly not hurt to add to this list so Larian have some overview.

D&D Rulebook

Great Weapon Master (GWM): Please please stick to the 5e rules and make it optional to use. GWM's efficiency is always dependent on the characters to-hit modifier and the enemies AC. Especially in early levels a forced -5 on hit is really hurting

User Interface

  • I was not able to find a list of taken Feats e.g. GWM in the character sheet
  • Skill Proficiencies should be displayed in a list and on hovering them the source e.g Class, Feat or Race should be shown
  • The Sort Inventory button should be placed near the inventories and made more prominent
  • Combat Dice Rolls should be visible at all times


Companions

Please let us adjust the stat blocks of companions when we first recruit them. I do not want to have a Fighter with a rather random 13 DEX and 11 INT if almost all enemy stat blocks are optimized for their purpose

Battle Encounters and their Balancing

  • Surfaces should be much less because it does not fit into the 5e Rulebook, especialls Cantrips creating surfaces that deal damage even though the cantrip missed
  • High Ground should be less useful. Right now it is basically a must to straight rush to the high ground to get boni on to hit
  • Amount of Enemies per Encounter should be reduced. Action Economy is real big deal in 5e and having 10 enemies with 10 actions versus the party with 4 actions is making fights really difficult if you do not cheese them
  • Weapon Alloys (dunno what it is called in English. I talk about the poisons and magic arrows) should be much less frequent since they are able to boost the damage immensely. Same goes for spell scrolls that you find around every corner
  • Amount of Spells/Grenades on Enemies is way too high. If every enemy mob can either AOE my party or use spells then the current amount of enemies per encounter is just way too high
  • Forcing the players to long rest after every fight because you had to use almost all spell slots for a fight is really tedious since it involves loading into the camp and going to sleep so often
  • AOE abilities other than those from 5e should be avoided. Why even play a Fighter or Ranger that have to rely on skills or Spells to deal AOE damage when one can use grenades or other tools to deal way more damage to more enemies
  • Initiative is sometimes really strange where one member of the party gets 2 turns before another member gets their first turn
  • Jump should be no free Disengage or at leat take up an Action in order to balance it
  • Fix the stat blocks of enemies. Some of these are so overtuned for their intended level.


Performance Issues

  • Game taking sometimes up to 2 seconds to open a loot container is really annoying
  • Game taking much time to load in objects and textures after a rather long loading screen makes no sense to me


Quality of Life Changes

  • Please let Companions automatically jump when the currently controlled character jumps because it is tedious to do this 4 times and sometimes the AI will let the other companions walk to the spot where you jumped if there is a way to walk there
  • Improve the pathfinding on the maps. If there is a clear path to a door and I click the door I do not want to be greeted with the "You can only reach this spot using Jump" message

    Probably some of the stuff is already mentioned in other posts but I do not want to read every single entry (Plus stating it in multiple posts shows how important the point is)
Originally Posted by KnoedelOriginal

Great Weapon Master (GWM): Please please stick to the 5e rules and make it optional to use. GWM's efficiency is always dependent on the characters to-hit modifier and the enemies AC. Especially in early levels a forced -5 on hit is really hurting


You can already toggle GWM effect on/off in the reactions box. The UI will certainly be improved at some point, there's been several other elusive UI elements that I've found by accident or read from forums.
Hellish Rebuke: This ability should automatically hit the attacker, being a saving throw spell, but currently it uses a projectile animation that can instead hit some obstacle.
Originally Posted by Mythago
Originally Posted by KnoedelOriginal

Great Weapon Master (GWM): Please please stick to the 5e rules and make it optional to use. GWM's efficiency is always dependent on the characters to-hit modifier and the enemies AC. Especially in early levels a forced -5 on hit is really hurting


You can already toggle GWM effect on/off in the reactions box. The UI will certainly be improved at some point, there's been several other elusive UI elements that I've found by accident or read from forums.


Oh thanks for the hint. Kinda strange to put it into the reaction box.
Did you by any chance find out where Feats of characters are displayed in the character sheet?
Hi everyone. Just to preface; I thoroughly enjoyed my time with EA. And a huge thanks to everyone at Larian. BG is back after 20 long years! It's clear a lot of hard work and love has gone into this. I have about 35 hours in it and "completed" the content available. I'm sure there were some things I missed, but I got the ending cutscene. I think the amount of work that has gone into the game is incredible and when it's done will be amazing.

I am not very familiar with DnD 5e in general as I'm mostly just a BG/DoS fan. So please excuse any incorrect information/questions. The following is some input about my experience. Some may have been mentioned already. I have gone through many of these pages, but may have missed something. Apologies if I did.

This forum seems like the best outlet. Steam and Reddit are just full of people complaining about everything. I don't have those. I want to see a masterclass of a game, which is why I am here. I realize some of this may be in the complete version of the game and not yet implemented, but since we don't have access to that, no way to know yet.

Sorry in advance for a long post. I tried to make it as detailed as possible!

Character Creation:
- I realize the UI is still incomplete, but it seems like a mix between DoS and BG. It doesn't have it's own identity. The character creation screen is clearly influenced by DoS, which is fine, but needs to look more BG.
- Have ability to invert certain tattoos. Some are on one side of face. Option to invert would be nice
- Believe this was mentioned but, Heterochromia. Separate color eyes, or split one eye color.
- Some of the starting gear seems "too nice looking". I get that Lae'zel is a Githyanki Warrior and Shadowheart a Cleric of Shar, but they were abducted onto an enemy ship and thrust into a situation. As prisoners, should they have this great looking gear? I understand the need for their "Signature Look" but consider more out of story context.

UI:
- Do not close Inventory each time a scroll/book/note is read. Extremely tedious to reopen the window each time you want to read something.
- Piggybacking off the previous: The "new" notification disappears when you hover over the scroll/book/note in your inventory. This notification should remain until document is read, resulting in less time guessing which we have already viewed. There's lot's of documents!
- Piggybacking further off previous: Add some kind of appendix/log book to consolidate all documents once read.
- Further: For magical scrolls/etc. add a Tome of Holding for these to reduce overall clutter in inventory. BG2 had something similar.
- Add item such as Bag of Holding. This is a magical item that will reduce weight in inventory or be able to keep certain kinds of items (wares, etc.) for ease of access for players. I do not suggest it be given to the player within the first 5 minutes of play, but make it a drop/quest reward (reward for exploring/etc.)
- Character Portraits are extremely bland. Remember what you told us about boring main PC's? I know it was a joke, but consider spicing portraits up!
- In the Quest Log, make it so if you hover anywhere over the quests you can scroll up/down. Currently there is only a VERY small area where you can scroll.

Gameplay/Exploration:
- Food is OP. I appreciate food restoring health and there being another alternative to healing spells. There should be a "Full" status depending on food consumed. Make it based on a point value ie. small food (fruit, etc) is shorter than a chicken leg. Being able to eat endlessly is useful but too powerful.
- Camera panning through buildings/doors. I'm not sure this is entirely possible, but it's like x-ray mode currently. I know you can turn camera panning off. I'll give easy example. Door where Troll/Orc (might be wrong about races, I forget) are getting it on. You can open the door to disturb, or keep moving. But if I pan up slightly, I can x-ray through the door and see the NPC's inside. This can also be abused out of combat sometimes to see what's waiting for you on the other side. If my character can't see it, I shouldn't be able to either.
- Puzzle speed. Wasn't sure what to put this under. The moon puzzle is extremely tedious. I LIKE the puzzle. I do not like how long it takes each wheel to spin. I know it's stone. Consider speeding it up slightly.
- Illithid Powers: Running into another touched NPC you can exploit results in the same line every single time "Symbol Glows, Power courses through you. Authority" etc. This line gets stale very fast. Consider adding more iterations of this line.
- XP. Ah the source of much discontent right now. How you gain XP. I realize you level up fairly quick at level 1. Almost too quick. I was level 4 in no time at all. Consider a bigger scale. You gained XP in BG1/2 by learning spells and picking locks successfully. Not sure if this is something removed in 5e, but to echo, more options should be added to gain XP for players.

Skills/Abilities:
- If I am using a skill or ability to target a party member, I should be able to use spell by clicking on character portrait, even if detrimental.
- Lockpicking/Pickpocket seems broken. What is my level 1 mage with low Dexterity able to pick practically every lock in the game for? What purpose does rogue serve at that point?
- Not sure if this is a 5e rule or not; forgive me if it isn't. If a character has a shield, we should be able to take a defensive posture for a turn (using their action up) to reduce accuracy. Unless this is factored into having a shield.

Story/Plot Development:
- Consider adding another cut scene at the start of the game adding more background for brand new players. A la animated story scene in DoS2. How was I abducted? What is Avernus and why was the city of Elturel pulled in there? It doesn't specifically need to be that, but giving the player more back information at the start will help draw them in more. Not everyone here plays DnD. Not everyone wants to read a campaign before playing and would be nice if there was a little tie in between BG2 -> BGIII
- PC created by player. What is the point of this character? Again I realize it might not be entirely fleshed out yet, but in BG/BG2 your PC felt like YOUR PC. It was happening to you and was made very clear from the start you had a role to play in the story. In BGIII, they are more or less a blank slate. And by choosing an Origin character you are seeing a more interesting tale. Why should I care about a PC if they don't have an interesting back story?
- "Guardian Angel" character (Who you dream of) only seems to trigger if I exploit my Illithid powers. This seems like a very important plot thread. If I choose not to use my powers, will this still occur? I noticed it more the more I used my powers. Which may be intentional. I'm not sure because the rest of the game isn't available. But it seems imperative to the plot. What if we never use the powers? Will I still have those dreams?
- Spreading of companions - I'm sure we will have more NPC's both temporary and full time as the game goes on, but I can't guess how many. I'd say another 2-4? Either way, having your entire party given to you within the first hour of playing (even if there are a few we did not meet), how is the rest of the game going to be fresh? In BGII there were companions everywhere. You could miss several of them in one play through if you didn't click/missed a certain area.
- Companions in camp are very temperamental. They hate everything you do in certain situations, but because the plot demands it, you speak to them and they spill their guts to you.

Camp:
- Camp. How does it get there? I fall out of the sky and meet a companion within 5 minutes. If I tell them to go wait at camp, when I go there, it is just there. Already set up and waiting for me. Was sort of immersion breaking. I can easily look past things for the sake of plot, but it would be nice to see HOW your camp initially would be nice. Have your PC/available companions set up camp. Or at least talk about it.
- Build up over time. Again I realize this will happen as I play, but the camp just building up each time I visit takes me a bit out of it. Introduce a NPC that oversees camp construction and has limited amounts of wares and restocks as you travel. Similar to Bodahn in Dragon Age. Not as egregious though. He had tons of OP wares. This NPC would only have basics to help your party out.
- Dog should be relegated to specific areas of the camp. Or unable to get too close to certain areas. As I am going to rest for the evening, the dog comes into camera literally walking over sleeping bags. Keep him in background sniffing around. Or add borders to where he can and can't go.
- Companions can be exploited to have the same conversation over and over to gain their favor. This should be removed once favor is gained/lost.

Some sort of indication that you need to jump the gap in the beginning would be great. It wasn't until I accidently clicked my touchpad on the other side did I get some indication on what I was supposed to do (I play with a controller).
Originally Posted by odesseiron81

- PC created by player. What is the point of this character? Again I realize it might not be entirely fleshed out yet, but in BG/BG2 your PC felt like YOUR PC. It was happening to you and was made very clear from the start you had a role to play in the story. In BGIII, they are more or less a blank slate. And by choosing an Origin character you are seeing a more interesting tale. Why should I care about a PC if they don't have an interesting back story?



strong +1
Not only have they no interesting back story, they have no special place at all in the story. If the pc was missing you would play the same game (with only 3 party members), they feel more like a mercenary as companion ... an definitely not as the main character
Originally Posted by KingWilhelm
Originally Posted by odesseiron81

- PC created by player. What is the point of this character? Again I realize it might not be entirely fleshed out yet, but in BG/BG2 your PC felt like YOUR PC. It was happening to you and was made very clear from the start you had a role to play in the story. In BGIII, they are more or less a blank slate. And by choosing an Origin character you are seeing a more interesting tale. Why should I care about a PC if they don't have an interesting back story?



strong +1
Not only have they no interesting back story, they have no special place at all in the story. If the pc was missing you would play the same game (with only 3 party members), they feel more like a mercenary as companion ... an definitely not as the main character


So much this. I was playing origin characters in DOS2 because of how well they were integrated and how many personal stakes and reactions they had. I love the game, but the characters don't feel "mine" so to speak.
Baldur's Gate is a different beast imo.
I feel like BG 1 and 2 touched so many people was because the story felt deeply personal - you start off as a kid and then your foster parent gets killed so you embark on the act of revenge, then you are tortured for your powers and your childhood friend is taken, etc. The companions were colourful and had personal stakes, but they never overshadowed your character. To be honest I'd rather they completely scrapped the ability to play origin characters and just focused all those resources on our protagonist. Giving us such an amazing CC with so many race, class, and appearance options seems like a waste when it becomes more interesting to play pre-defined characters.
Originally Posted by Arideya
Originally Posted by KingWilhelm
Originally Posted by odesseiron81

- PC created by player. What is the point of this character? Again I realize it might not be entirely fleshed out yet, but in BG/BG2 your PC felt like YOUR PC. It was happening to you and was made very clear from the start you had a role to play in the story. In BGIII, they are more or less a blank slate. And by choosing an Origin character you are seeing a more interesting tale. Why should I care about a PC if they don't have an interesting back story?



strong +1
Not only have they no interesting back story, they have no special place at all in the story. If the pc was missing you would play the same game (with only 3 party members), they feel more like a mercenary as companion ... an definitely not as the main character


So much this. I was playing origin characters in DOS2 because of how well they were integrated and how many personal stakes and reactions they had. I love the game, but the characters don't feel "mine" so to speak.
Baldur's Gate is a different beast imo.
I feel like BG 1 and 2 touched so many people was because the story felt deeply personal - you start off as a kid and then your foster parent gets killed so you embark on the act of revenge, then you are tortured for your powers and your childhood friend is taken, etc. The companions were colourful and had personal stakes, but they never overshadowed your character. To be honest I'd rather they completely scrapped the ability to play origin characters and just focused all those resources on our protagonist. Giving us such an amazing CC with so many race, class, and appearance options seems like a waste when it becomes more interesting to play pre-defined characters.


Exactly, they sacrificed depth of our custom character to flesh out origin characters that actually compete with one another to be "most interesting character in the game". Honestly, I have zero interest in playing an origin character because that's how someone else invisioned that character. It is not my character and never will be. The connection isn't there. They would be more in line with the spirit of BG 1/2 as companions only (after toning down their 'specialness' a bit).
Posted By: Pupito Re: Early Access gameplay feedback compendium - 12/10/20 10:21 PM
Originally Posted by Arideya
Originally Posted by KingWilhelm
Originally Posted by odesseiron81

- PC created by player. What is the point of this character? Again I realize it might not be entirely fleshed out yet, but in BG/BG2 your PC felt like YOUR PC. It was happening to you and was made very clear from the start you had a role to play in the story. In BGIII, they are more or less a blank slate. And by choosing an Origin character you are seeing a more interesting tale. Why should I care about a PC if they don't have an interesting back story?



strong +1
Not only have they no interesting back story, they have no special place at all in the story. If the pc was missing you would play the same game (with only 3 party members), they feel more like a mercenary as companion ... an definitely not as the main character


So much this. I was playing origin characters in DOS2 because of how well they were integrated and how many personal stakes and reactions they had. I love the game, but the characters don't feel "mine" so to speak.
Baldur's Gate is a different beast imo.
I feel like BG 1 and 2 touched so many people was because the story felt deeply personal - you start off as a kid and then your foster parent gets killed so you embark on the act of revenge, then you are tortured for your powers and your childhood friend is taken, etc. The companions were colourful and had personal stakes, but they never overshadowed your character. To be honest I'd rather they completely scrapped the ability to play origin characters and just focused all those resources on our protagonist. Giving us such an amazing CC with so many race, class, and appearance options seems like a waste when it becomes more interesting to play pre-defined characters.


big +1 to this, my character feels like a blank slate and I can come up with as much backstory as I want to in my head but it doesn't really have the same feeling to it, especially when all my dialogue options won't reflect that. If they won't just go full deep dive on the custom PC's background, at least give us some way to make their background more personal in the character creator. Like create your character, then you go to a screen that lets you alter your backstory and such. DOS2 has this in a small sense with the "tags" system, where you could choose 2 tags like "barbarian" and "jester" that let you open up more options during dialogues according to those tags. I'm sure writing a 3 page backstory isn't something they could feasibly allow in the game, but let us choose certain things like backgrounds, where our PC is from, what they used to do, etc etc to give them more flavor.

On a side note, does anyone have any idea what the "who do you desire?" page where you create what seems to be your lover(?) after character creation is all about? Like, what am I supposed to do with this exactly? xD
My submission: camp conversations with companions are cut short for no apparent reason if you don't talk to them first. Link to my existing thread on the matter (spoilers inside).
Originally Posted by Pupito


big +1 to this, my character feels like a blank slate and I can come up with as much backstory as I want to in my head but it doesn't really have the same feeling to it, especially when all my dialogue options won't reflect that. If they won't just go full deep dive on the custom PC's background, at least give us some way to make their background more personal in the character creator. Like create your character, then you go to a screen that lets you alter your backstory and such. DOS2 has this in a small sense with the "tags" system, where you could choose 2 tags like "barbarian" and "jester" that let you open up more options during dialogues according to those tags. I'm sure writing a 3 page backstory isn't something they could feasibly allow in the game, but let us choose certain things like backgrounds, where our PC is from, what they used to do, etc etc to give them more flavor.

On a side note, does anyone have any idea what the "who do you desire?" page where you create what seems to be your lover(?) after character creation is all about? Like, what am I supposed to do with this exactly? xD


if you could pick an origin story no companion has, it would help to fill the gap
you could even include the "who do you desire" into the origin story

Link to discussion
http://forums.larian.com/ubbthreads.php?ubb=showflat&Number=689193&page=4
Experience in D&D is awarded by the Dungeon Master for whatever she wants. Since Larian is the DM, award Exp for whatever you want.
Posted By: Pupito Re: Early Access gameplay feedback compendium - 12/10/20 10:55 PM
Originally Posted by KingWilhelm
Originally Posted by Pupito


big +1 to this, my character feels like a blank slate and I can come up with as much backstory as I want to in my head but it doesn't really have the same feeling to it, especially when all my dialogue options won't reflect that. If they won't just go full deep dive on the custom PC's background, at least give us some way to make their background more personal in the character creator. Like create your character, then you go to a screen that lets you alter your backstory and such. DOS2 has this in a small sense with the "tags" system, where you could choose 2 tags like "barbarian" and "jester" that let you open up more options during dialogues according to those tags. I'm sure writing a 3 page backstory isn't something they could feasibly allow in the game, but let us choose certain things like backgrounds, where our PC is from, what they used to do, etc etc to give them more flavor.

On a side note, does anyone have any idea what the "who do you desire?" page where you create what seems to be your lover(?) after character creation is all about? Like, what am I supposed to do with this exactly? xD


if you could pick an origin story no companion has, it would help to fill the gap
you could even include the "who do you desire" into the origin story

Link to discussion
http://forums.larian.com/ubbthreads.php?ubb=showflat&Number=689193&page=4


Considering how outrageous the current companion origin stories are, it shouldn't be hard to make one they don't have lol. Literally any origin story that is less out of this world wacky and insane would be something the other companions don't have, and I rather like making a character that's more grounded. Sure my warlock may have signed a pact with a fiend at some point, but they certainly aren't stupid enough to do something so dangerous that it literally turns them into a walking, talking apocalypse waiting to happen (looking at you Gale)
Oops didn't notice this thread afore posting my own, sorry, will just add my comments in here as more likely to be seen by devs.

Overall I enjoyed what I've seen so far, bugs here and there obviously but generally nothing too bad. So rather than a long spiel just a few points on the plus and minus side. There are more items in the negative list but most of those negatives are things that could be sorted during EA and don't entirely spoil my enjoyment of it.


Positives

Graphics - prefer how the graphics have been done in this game compared to the Original Sin series, less cartoony, particularly armours.

Story - interesting from the get go, but not entirely revealed as yet to keep ones interest

Quests - yeh no delivery quests! Nice variety of sub-quests, with a variation in difficulty and duration. Obviously various ways of completing main goal. Progress isnt too slow or too fast.

Combat - not just hack and slash, need to think and plan.

Length - based on the early access looks like a decent amount of hours need to be invested, particularly if you like to do side quests.



Negatives

Party control is something of a pain, especially when jumping. Prefer the old school method of individual selection or hitting a button to select all rather than having to chain/unchain the group.

Too much emphasis on height advantage. Not too familiar with 5e rules but not so sure about bows getting both range and to hit bonuses from height. Similarly Im pretty sure there's not supposed to be an advantage to landing spells from height which there seems to be? Also too much emphasis on knocking people off heights as a way of doing damage. Not sure I've seen any areas that are flat and where you/opponents can't gain a height advantage. So overused especially as climbing should require a lot of your movement allowance which it doesn't appear to do.

Too much emphasis on lingering ground effects - spells have been altered to provide these, elemental arrows likewise have been altered to give a pool of the element, way too many barrels of oil etc. This is all straight out of DOS and I don't think it fits in with D&D. Lingering effects are fine if the original D&D spell specifies it. Aside from not being very D&D like it also causes problems when trying to cast against opponents that are in melee with one of your party.

Seems to be a bias towards ranged as against melee.

All but one of the available companions seems to be on the evil side - perhaps Larian want to push us down that road, or there are nicer companions further down the road. But personally I prefer playing a good character and doing so basically alienates most of the current companions. I'd like a bit more variety in the companions at the start though.

Limited to only 4 party members - think it should be 5 or 6, to allow for a little variety in the party.

Shouldn't be able to use food for healing in combat but given how relatively scarce healing potions are and how little they heal something needs adjusted espeically given that the cleric healing spells at this level are also rather limited in combat.

As usual in Larian games there are way too many containers in the game - why have 12 containers in the one room when all but one or two are empty, or in some cases half a dozen containers all with similar items in them, again why not just have a couple with a greater content. Would ignore them altogether except that they can contain useful if not needed items. Also don't highlight which is a pain although possibly a bug. I don't think having to open hundreds of containers (and that's just in early access area) is fun or adds anything to the game.

And lastly for the sake of poor Gale, possibly a little less emphasis on attacking the mage!
Originally Posted by Pupito
Originally Posted by KingWilhelm
Originally Posted by Pupito


big +1 to this, my character feels like a blank slate and I can come up with as much backstory as I want to in my head but it doesn't really have the same feeling to it, especially when all my dialogue options won't reflect that. If they won't just go full deep dive on the custom PC's background, at least give us some way to make their background more personal in the character creator. Like create your character, then you go to a screen that lets you alter your backstory and such. DOS2 has this in a small sense with the "tags" system, where you could choose 2 tags like "barbarian" and "jester" that let you open up more options during dialogues according to those tags. I'm sure writing a 3 page backstory isn't something they could feasibly allow in the game, but let us choose certain things like backgrounds, where our PC is from, what they used to do, etc etc to give them more flavor.

On a side note, does anyone have any idea what the "who do you desire?" page where you create what seems to be your lover(?) after character creation is all about? Like, what am I supposed to do with this exactly? xD


if you could pick an origin story no companion has, it would help to fill the gap
you could even include the "who do you desire" into the origin story

Link to discussion
http://forums.larian.com/ubbthreads.php?ubb=showflat&Number=689193&page=4


Considering how outrageous the current companion origin stories are, it shouldn't be hard to make one they don't have lol. Literally any origin story that is less out of this world wacky and insane would be something the other companions don't have, and I rather like making a character that's more grounded. Sure my warlock may have signed a pact with a fiend at some point, but they certainly aren't stupid enough to do something so dangerous that it literally turns them into a walking, talking apocalypse waiting to happen (looking at you Gale)


I'm happy one of my points is getting some traction, and not just because it's a post I made. (I'm sure several others have said the same) I feel it's a legitimate issue the game currently has. I don't know often a mod is going through this thread and adding to the list of points, but the more people that chime in, the more likely it is to gain traction.

I'm also very happy I'm not the only one that feels this way. So far you've got:

- (presumably) a princess Githyanki with a chip on her shoulder
- a hero who is bound by a contract with a devil
- a cleric who has had her most important memories removed by Shar
- a mage who needs to eat magic items
- a vampire who is bound by a greater vampire

These stories are extremely out there. Where's your average Joe? I don't mind interesting back stories, but these people have the craziest lives! Anyway, that is to say, the more people that hammer home (without being trolls or obnoxious) important points, the more likely we are to get positive change.
Rather than retype everything I'm just going to link to the post I pulled together for my latest run

http://forums.larian.com/ubbthreads.php?ubb=showflat&Main=88859&Number=690603#Post690603
Posted By: Pupito Re: Early Access gameplay feedback compendium - 12/10/20 11:12 PM
Yeah, having the high ground does not give advantage in D&D, it was poor decision since having advantage is a big part of combat and getting it is now so easy that most of the time it's harder not to have advantage that to have it. Not to mention they consider the tiniest amount of difference in ground height to constitute "high ground" like I'm not even half a foot lower then this guy, how is that advantageous high ground?

Another big +1 against the ranged bias, melee characters are completely pointless as is because if spells and arrows don't shred them, the unnecessary amount of surface effects will do it for them.

As for healing potions, I don't find them scarce at all. Maybe I'm not using them quiet as often or I've just had better luck finding them, but I have a pretty decent stash of them tucked away and keep finding at least 1 more every combat or new area I explore. They toss out healing pots and magic scrolls like candy on halloween.
Yeah I agree. By the time I was "done" with EA, I must have had about 25 lesser potions and 5 or 6 regular size ones. And I was using them fairly regularly. Not like elixers in a FF game. I still feel food needs to come with a "Full" effect as to not be abused.
-Books could use a bit more written in them.

-Give ropes purpose. We can climb ledges and jump across gaps, so why not use rope? Add gaps that require rope, or climbs that require rope. Do something with rope.

-I'd like more camera control. Currently, if I want to look more "ahead" of my character, I have to zoom in to gain that angle. If I want to look more "down" on my characters, I have to zoom out to achieve that angle. It's not a huge issue, but it would be nice. Untie the vertical camera control from zooming in and out.

-Camera in general-- I found that things would block my view too often. Things that I feel should have "dissolved" out of the way to offer a clearer view. Camera often became especially burdensome when trying to see things at/from, different heights/levels.

-Pathing needs some work. When my rogue is on the roof, standing 2 feet from an unblocked ladder, I want my rogue to use the ladder when I click on the ground instead of jumping off the roof, landing on a vendor and hurting myself and going prone and starting combat with people I had no intention of starting combat with yet.

-Pathing/positioning related-- I feel like characters should be able to get closer to objects and edges. Ie. Be able to move around in more of the visible map. It's a minor issue, perhaps, but I often wanted characters to be able to get closer to a wall, or closer to an edge, or closer to another character, or outright be able to jump onto more spots that seemed plenty big enough to position a character instead of them just being blocked for 'reasons'.

-Probably just pathing related-- I found I often couldn't pivot around an enemy while staying within reach without provoking an AoO. Sometimes I just want to threaten more than 1 enemy, and want to pivot around the nearest enemy to a position where I can threaten 2 enemies instead of one. Like, the pathing would always make them step *just* out of reach even if there were no obstructions, provoking an AoO. Tried moving them in small increments, but it seemed like I often couldn't prevent them from just stepping out of reach/into an AoO. I've used jumping/disengage to reposition too, but the landing zones sometimes require too big of a clear area for it to allow a jump IMHO.

-Line of sight and obstructions. I feel like these are a bit too loose. I couldn't count the amount of times I had to go "wtf? How did that shot have anything even remotely close to resembling a path to its target?"

-Some enemies seem too smart. Just finding ways from the very first turn to get past the front line and fight the squishies. Yes, of course you'd want to kill the squishies first, but I feel like some enemies shouldn't be that smart.

-Character selection felt clunky. I noticed sometimes I'd want to quickly select another character and click on their portrait only for nothing to happen. Then i'd click again and it would select. Just felt like it slowed things down a bit. Didn't feel fluid. Also, locking/tethering characters to others and unlocking/untethering them felt sort of clunky at times.

-I wish the camp feature made more sense. I get that it's a gathering place for party members and benched party members to interact a bit, and will probably play a bigger role later, but when I'm in a dungeon and camp and i'm suddenly out in a forest, it's a little immersion breaking. I really like the way Pathfinder: Kingmaker did camping, where you had to place down a little camp wherever you were. You could pick for how long. There were things to do (cook, etc.) There were chances you'd get ambushed in the night (something I didn't see in BG3), and could mitigate that risk by using characters well versed in it to camoflage the camp, or by placing certain characters better suited to it on watch duty. Having certain characters better suited to it cook for better bonuses or whatnot, and a bit of interaction happened.

-And finally, tone down surface effects. Also, if cantrips causing surface effects just plain isn't something that is going to be brought in line with 5e core rules, at least tweak how it works somehow. I like a smart/well played surface effect maneuver from time to time, but having them thrust upon me at the rate they were in current EA content got a bit tiresome.

All in all, I had fun. I want more, and I want it now. But please do consider some of the changes and tweaks people have been bringing up. I suspect it'll be a pretty fantastic game when it's done, and I can't wait.
Posted By: Zress Re: Early Access gameplay feedback compendium - 12/10/20 11:17 PM
Crossbows allow for more than one attack per turn. (according to D&D rules this is a reload weapon, and you can only attack once per turn with it no matter how many attacks you have).

Action Surge only allow fighter of level 5+ to attack once instead of the amount of attacks they are allowed per action according to their level.

(Noticed it at the fight with the Githyanki patrol).
Quote
Cantrip damage like acid shouldn't cause -2AC if it's not in the rulebook; Fire Bolt should not leave a fiery area with nothing to set on fire, Ray of Frost should only freeze the ground when there's liquid on it, etc. -- maybe rein in surface effects in general (debate)

I prefer the surface system for what it's worth. Right now they have some utility for setting up chain reactions with a well placed web or barrel, while with the Rules As Written (RAW) it's pretty much 'pick damage type' for a ranged attack.
1: I would like to use the right click context menu on party members to apply buffs to them and use the context menu to use offensive skills/magic on enemys. The right click one, instead to be force ´d to go in the UI and select the skill by mouse or memorize the hotkey it got assigned and what skill is related to said hot key.

2: If number one is not possible please add a option to clear all skills items from the action bar as it gets very fast very full with items you pick up and skills scrolls and magic and its getting chaotic. A quick and konnivent way to clear it and rearrange it would be nice. Like maybe I dont know make it register that there is free spot in action bar and left clicking it you get the option to add a skill or spell or inventory item in that spot. (Maybe be little deviants and make the action bar size depending on the intelligence of the character. Higher intelligence more stuff he remembers can put there down.)

3: Books or just parchment rolls or single page letters all use the book background graphic, please make it like with corpses where a skeleton just has white bones, a cadaver flesh and bones when you loot them. The attention to detail is nice and the book/single page just brakes the immersion, you did go all the way to make a difference with dead body's to loot please continue this.

4: Bigger party 6 members.

5: More Party members.

6: severe lack of Paladins :-( in EA and real life.

7: Sever lack of magical shields in EA.

8: Sever lack of magical one handed long swords :-( in EA.

9: Extreme lack of plate armor or any decent heavy armor not to mention magical ones in EA!

10: Day night cycle with day night related encounters.

11: Remove fast travel and quick travel , this is not Skyrim and the travelled way is the destination. This is not a race who gets to finish line first. Add encounters, ambushes, party conversation, banter to the whole thing even more when you have to back track. The map is not super huge that such a system is needed.

12: On the choosing starting gear, make the gear we get on the start of the game depedning on feats class and skills we choose.

13: Related to Nr: 12 A New game + option, once we have reached our final destination adn the BG3 is over we get the option to go again but with more character options, maybe some hidden skills and or gear, Kind of create a pre game shop keeper and instead of gold let use points that we have collected in our first playthrou to "Invest" them in skills and gear for the NG+ game.
Posted By: Pupito Re: Early Access gameplay feedback compendium - 13/10/20 01:21 AM
Originally Posted by Some_Twerp753
Quote
Cantrip damage like acid shouldn't cause -2AC if it's not in the rulebook; Fire Bolt should not leave a fiery area with nothing to set on fire, Ray of Frost should only freeze the ground when there's liquid on it, etc. -- maybe rein in surface effects in general (debate)

I prefer the surface system for what it's worth. Right now they have some utility for setting up chain reactions with a well placed web or barrel, while with the Rules As Written (RAW) it's pretty much 'pick damage type' for a ranged attack.


I like the surface effects to an extent, but they need to be toned down. The big 3 are acid should not cause -2 AC, that is a huge deal because not only do you cause damaged with the attack you also make it easier for any follow up attacks to hit them. Pretty sure the big pull of Acid Splash was that it was a cantrip that could target 2 enemies, while all the others could only target one at a time, so buffing it by not only making it just a full on AoE attack that also reduces AC is insane.

For the Firebolt cantrip, they need to remove the ground surface it creates and cause burning damage to only apply at the start of the burned characters turn, that would bring it down to a much more manageable cantrip and not one that deals considerably more damage than it's RAW counterpart.

For the Ray of Frost cantrip they need to remove it's ability to knock enemies prone just from the attack itself, it dealing damage and slowing the enemy is enough already so knocking them prone is pretty overkill. Also, might consider removing the surface effect from this one as well, since while it is just a small area unless it's used on a large amount of freezable liquid it can still cause enemies to fall prone from just taking a single step, which is pretty significant. It already has a chance to take away 10ft of their movement range, then making a rough terrain under them that removes a little extra movement plus having the chance to knock them prone which uses half your movement to stand back up is just nuts.

Surface effects can be fun and add to the strategy of the gameplay, but they're currently overdone. Not every single cantrip or spell should cause a surface effect. Higher level spells like fireball or wall of fire creating fire surfaces is fine, they're higher level spells and much more powerful than a cantrip, so leaving behind some small areas of fire on the ground would really give them a feeling of power, meanwhile firebolt is just some small starter cantrip that can be used an unlimited amount of times, yet it sets stone floors on fire? If you want to make a fire surface with a fire cantrip, at least make it require some preparation like tossing out some oil or grease to ignite first, then higher level spells like fireball can leave small (I do mean small, not a ton of fire in the entire area) patches of fire behind to give it that extra oomph that makes you feel like a powerful wizard who just conjured a great spell.
Posted By: Pupito Re: Early Access gameplay feedback compendium - 13/10/20 01:24 AM
I'm also gonna toss in with what I've seen in a few other posts around the forum: please let us choose our starting gear. That's part of creating your character in 5e, so let us do it in BG3 as well.
List IV:
- There should be a way to intentionally stop a concentration spell, such as fog cloud, without having to cast another concentration spell.
- There needs to be a better explanation of the rules. I can imagine someone who doesn't know the 5e rulebook failing to get through the "tutorial" portion of the game.
- If your party is already full and you ask another character to join, you should have the option to remove someone there and then. I shouldn't have to go to camp and ask someone to leave first.
Originally Posted by Some_Twerp753
Quote
Cantrip damage like acid shouldn't cause -2AC if it's not in the rulebook; Fire Bolt should not leave a fiery area with nothing to set on fire, Ray of Frost should only freeze the ground when there's liquid on it, etc. -- maybe rein in surface effects in general (debate)

I prefer the surface system for what it's worth. Right now they have some utility for setting up chain reactions with a well placed web or barrel, while with the Rules As Written (RAW) it's pretty much 'pick damage type' for a ranged attack.


Enjoy playing a wizard with concentration spells when too many things get surfaces they do not deserve
QoL: Letting the player cast spells at higher levels by right clicking the icon on the hotbar, rather than needing multiple instances of the icon on their hotbar.
I have a small list of things I feel were overlooked or maybe not mentioned, although I didn't comb over this entire thread so i'd like to share my thoughts!

-We should be allowed to make perception checks on chests and doors actively to check if they are trapped.

-Some sort of check should be required to see the information provided by "examining" depending on the roll(anything you could glean more info on, monster knowledge or noticing weaknesses) it would reveal varying levels of information. As it stands we can see too much information for free. (Mostly referring to enemies here)

-AI should be changed for enemies that are less intelligent unless they are being led by a more intelligent being. Goblins and various more simple creatures tend to know how to strategize perfectly.

-It goes without saying but I really am praying we get alot more subclasses! I want to play a Wildfire Druid!

-Resting needs more work. Shouldn't be able to magically pop in and out of dungeons at the press of a button. Also more short rests should be available, perhaps on a cooldown inbetween. Max of 2 or 3 per day?

-Wizards should not be able to learn majority of the cleric spells. (Which also ties into there being way to many scrolls in the world, they should feel substantially more rare than they currently are.)
-Additionally Wizards should need to take time to learn from a scroll. Just let us do more things within the camp like taking time to prepare spells and learning them.

-There should be a popup menu to let you cast spells at a higher level instead of congesting your bar with spells at all levels. (It will be hell when we start getting into the 4th level not to mention up to 9th later on)

-I'm a bit conflicted on this one but I think shove should be an action. Yet it seems to only work if you have a high strength or the creature doesn't notice you.

-Maybe when creeping up in CLOSE proximity to enemies a single stealth check is made to determine if the being can hear or notice you despite being behind them.
-I know it's been said but hide should not be a bonus action unless you are a rogue!

-One big issue that I feel is way too powerful is when you're playing separate characters that are not linked. I would position other characters for some encounters to ambush stealthily. The reason it is powerful is that when a fight breaks out the characters have FREE ROAM to move however they want and I can literally just sit on my turn until I have them setup perfectly. The solution to this is that the entire party should be forced into a turn based mode within a bigger combat vicinity to better represent the stretched out seconds in combat. Since combat sequences in DnD are stretched where one turn is 6 seconds. Maybe have a sound queue or just able to hear attacks and actions being made as you get closer to indicate when separate party members are nearing the combat radius to force turn based mode.

-After combat your camera should automatically snap to your main character.

-The UI for party members need to be placed better(especially when you have temporary allies playing in a 4man multiplayer session) The icons congest and actually block your attack actions.

That's all I can think of currently, thanks for the read, hope it makes the list!
I have a few suggestions ! And some fun things

I’ve read around that there will be vampiric charters which is neat and spiffy ! However when full game releases I feel like that should be an option in charter creation to choose wether or not you’re a vampire

Perhaps add more charters for same sex relation ships or make the dialogue more interesting

Custom armor crafting would be fun !

I’ve only recently been playing the early access on steam since yesterday though so maybe all these things are already there but just a suggestion for the devs take it how you will 😄😄😄
Regarding the character creator. I would love for there to be a height/weight slider as well. (Within the limitations of your selected race of course)
I just finished the EA, man - what a journey that was - here's my list of suggestions (from what I can remember, anyway).

Quote

1. Item enchantment/crafting - I know you guys said you're working on it, one of the biggest drawbacks to many D&D Video Games is that they lack the robust crafting and enchantment systems that the rules allow, this makes it so finding effective and enjoyable weapons/amor in the style or type you enjoy is exceedingly difficult. It's fun to have some rare/unique weapons, but if I want to play a rogue who's dual-wielding sickles or maining a whip, that should be something I can do effectively, without being relegated to using "that one +1 whip i found at level 3".

2. More clothing options - As a warlock, I hated that i had to wear robes constantly, I'd love to wear nobles or commoners clothing, hell - even rags would be fun if my character's impoverished.

3. More companions - They do not have to be Origin options, but more companions with background and side-quests would be nice - so far the existing companions (save Gale and Wyll) all seem to be assholes.

4. Crit failures are important, currently when you critically fail (at anything) it's no different than a regular failure - I think there should be interesting effects on a critical fail, maybe I accidentally hit a nearby enemy instead, or I slip during the attack and fall prone. They don't all have to be painful to the character, but at least add something to differentiate them.

5. Give me an option to hide the results of my passive rolls, such as when a roll is automatically attempted during conversation, or a perception check is made - knowing that I failed gives me more information than I should have, also - when choosing dialogue options for a KNOWLEDGE roll, I should not be able to see the response my character will give.

6. Warn the players if they're about to go somewhere that is too dangerous for their level (I'm looking at you, phase spider queen) - have one of the followers say something about how dangerous that area is, and that they're not sure we should proceed - make a whole dialogue interaction about it!

7. "fast hands" is currently granting rogues an extra bonus action, this is allowing them to make two offhand attacks with TWF, which is a little unbalanced, also - the offhand attack from TWF seems to be applying the ability modifier to the damage, according to RAW, it shouldnt (You don't add your ability modifier to the damage of the bonus attack, unless that modifier is negative.)

8. On the topic of rogues, thieves tools should not break if you fail to pick a lock, the lock should either allow only a certain # of attempts, or the lock should break. Failing that, thieves tools should absolutely not weight 2lb each.

9. Also, rogue sneak attack damage does not appear to be scaling properly, at level 4 it should be 2d6, but in the current EA, it's stays at 1d6.

10. The section on the right where the "reactions" are located should hold ONLY reactions, stuff like the Great Weapon Master: All In should have their own section for toggling on/off, or just make them abilities as you did with sneak attack.

11. Reactions: We should have the Ready Action available as a reaction, maybe allow us to specify the condition (Specific enemy moves, casts, or attacks, ect) and it just behaves as an "overwatch" type of situation for whatever type you want to take, movement, attack, or spell cast (spell casting should require concentration, as indicated in the RAW).

12. Record the books we've read in the journal or log or something, I don't want to have to fish through my inventory looking for a book I may have forgotten to pick up in the first place (I'm looking at you, stupid temple puzzle) - but moreover, it would be nice to sit back and read the books at a convenient time, not when i'm in the middle of completing a quest.

13. Better inventory management - This engine has come quite a ways since Original Sin, but the inventory management still needs a bit of work - simple stuff like a keyring, and the afformentioned book storage would go a long way towards improving this, but also - allow us to filter by rarity, and give us a search option, if i'm looking for a specific item, I don't want to have to fish through four inventories to find it, just let me type the name in the box, and either hide or dim out all options except the ones that match the search.

14. Please, for the love of all that is holy - give us keyboard shortcuts for the bonus actions and actions we can take in combat - having to click that button every time is excruciatingly frustrating.

15. Give us information on more topics about the game world, not everyone is a master of DND lore, if my character hears about a diety, such as Selune, I should be able to easily find that information, give us a codex with common information about all of these topics, supplemented by an automatic one-time roll that adds whatever knowledge our collective party has on the topic.


That's all for now, I'll have more on my next playthrough.
Originally Posted by Harley991
WOW, What a rush.
I have a whole list of bugs and things that are broken, But it seems like most of it is intentional. Like when the goblin "novice Bal used arrow of roaring thunder to resurect "novice puce". or when puce threw a grease potion that exploded like a alchemist fire for twice the size as normal. I also like how the gobbies can walk thru fire and acid without taking dmg or even making a save. Oh, and my favorite, when I cast burning hands the dmg hits the caster too, gotta love that one. And whatswith the necro dmg from dead ppl, do they really start smelling that bad right away? If you cant rez from far away your screwed. and mirror image doesn't work right, when an ogre mage (if you can believe that there can actually be such a thing) cast mirror image on himself, I was still able to hit him when each hit should have negated 1 image, and when he casted fire bolt on my wiz he casted 3 fire bolts and lost 2 images of the 3 he had. btw, its 1d4 images as I remember. at lvl 4 my wiz finally got a light spell (cantrip), But I dont think he is supposed to be able to learn cleric spells. But dont you dare take silence away from him now that he has it memmed. Pretty sure magic missle is wrong too, he should get 1 missle at lvl 1 and 1 more per every other lvl. But at least you got the gauranteedhit right,:-).

A few things I would like to have:
1. a hotkey for rotate camera, so I can run and steer the camera at same time.
2. please include the weapon crit range in the description, and please tell me scimitar still has 17- 20 crit range, and a heavy pick still does X4 on crit.
3. can I please have a flint and steel kit to light my torches.
4. and please allow me to carry my dead to camp so I can pay the zombie 200 gold to rez them.
5. Oh, and if your going to roll almost max dmg for your hits against me and roll almost minimum dmg for my dmg rolls, can I please have a trophy when I kick your butt anyway.

P.S. your gonna wanna send word to the goblin king to send reinforcements, I built a pyre he should be able to see with the last group. (-:

P.S.S Oh yeah, and my attack rolls have more 1's than your code, Hahahahahaha



Mirror image seemed fine to me, in 5e it's 3 images, not 1d4 images, and the images only dissapear if they get hit, a die is rolled to determine if you hit the caster, or the images (which results in a miss) - so basically, they only remove the image if you miss them.

You can use the middle mouse button to rotate camera, I am successfully able to rotate the camera while moving.
A few points after investing a few hours in the game. Note: i am aware its early acces so see the minuses given an positive feedback smile

Dialogue:
1. The Camera angles are off some times in dialogues, going right in a wall sometimes.
2. Sometimes the dialogue starts but the mouths of the characters arnt moving.
3. The main player characters animation seems a bit stiff in dialogue, dont know how to better explain it. but it seems a bit unnatural.
4. No player voices during dialogue (will this be added in full release?
5. The persuasion dice rolls seem to be really tough, i was using a warlock with 18 points in cha en focus on persuasion and i was still failing more than 50%, it seems a bit overly harsh in my opinion.

Misc.
1. Some death animations are off, and produce artifacts.
2. A lot of dice rolls seem te be below 10, i know its 50% chance but it feels a lot lower. Might be just bad luck on my side.
3. Party size of 4 feels too limited, 5 or 6 would be preferred, I played as as a warlock, so i would have do ditch a wizard straight away in order to keep the rogue.
4. Weapon types are not explained properly, crit ranges and such.
5. I highly dislike the inventory system, why use 2 pages when you can fit it all in 1, and keep a good overview at the same time. Divinitys system was better.
6. The looting of corpses could be improved, such as an auto loot function for all corpes in the area. (Such as Wasteland 3 or Pathfinder kingmaker)
7. The resting option seems a bit off, if you push the rest button in a dungeon you still end up at a forest, maybe a change of resting scenery would be nice smile
8. Able to replace a party member if the party is full in dialoge instead of the camp would be nice (as mentioned above here as well)
9. Some pathing issues seem a bit off, for instance i could not enter the side building at the burning house of the duke, but i could jump there.

And there are probably some more things i missed, but nice game so far smile

EDIT:

10. It would be nice to be able to integrate spells such as read thoughts and friends in dialogue, its hard to cast most of those spells because the dialogue starts before you can cast the spells most of the time.
11. Even though i rescued 2 people from the burning inn, the game ignores it. and will tell i dint rescue anyone after resting.
Not sure if it's been mentioned (20 pages is a lot to sift through), but a button to offer all wares to a vendor would be good. Neither my husband nor I have located one, despite being able to mark things as wares.
Yeah, I had the same issue. Which is weird because it existed in DOS2. Seems like an oversight on their part.

I also could not understand the toggle on top for Trade/Barter. No clue what changing it to trade does.
Originally Posted by coredumped
Yeah, I had the same issue. Which is weird because it existed in DOS2. Seems like an oversight on their part.

I also could not understand the toggle on top for Trade/Barter. No clue what changing it to trade does.


Its explained on one of loading screens, witch is kind of a bad way to place a "tutorial" as we do not have one for trading.
I guess its expected from players to know such things from the get go. How to trade.

https://www.youtube.com/watch?v=dgct3Jn8pFA

^kind of this. But barter is exchange goods for goods and that is all I know, I have no clue how value of goods or worth and amounts of said items are determined.
Posted By: orfik Re: Early Access gameplay feedback compendium - 13/10/20 02:36 PM
First of all, BG3 will be a great game no questions on that, Larian is on a good path. This post is based on a “whatsapp” chat by 3 individuals aged around 33-40, so as you predicted from our ages we all played BG , Icewind Dale, Never Winter, Fallout, Wasteland, Pillar of Eternity, Dragon Age, DOS series and of course played tabletop DnD as well. We would like to share our options on both positive and negative aspects on what we saw on early access.

Positives:

 Great Graphics (although color palette are too vivid on outside, indoors and underdark are amazing. Maybe day and night cycle can improve this)
 Great Storytelling (so far so good)
 Interesting Companions (we are looking forward to learn the story about them)
 Dnd 5ed. combat rules generally adapted good and it is fun to play
 Items are relevant and means something not only upgrade our damage output(it was the worst part of DOS2)
 Amazing sandbox approach, lots of ways to solve quests
 Level of humor in game is just right
 Interesting NPCs
 Level designs are great so far
 When you see Underdark you understand that the game is only preparing you to this dark wondrous world all along.

Negatives:
Players already had incredible feedback on negative aspects and we are mostly agreed on what they said. For not repeat already said things again, some aspect are too little explanations.


 Party Movement/Selection
This topic is the most important one. Following selected member path is not working. Unbound/bound characters are time consuming and irritated. Why didn’t you use the same mechanic that all other games did. If it is not broken why you change it. All the action we have to explore on the maps jumps etc. or on combat approach stealth positioning etc. need full control on party members. For example if you forget to ungroup characters and go for stealth some idiot follows you and BAM!, you are detected. Or you want to move to one area but forget to group your characters and some are stayed behind. Really frustrating. Please use the conventional method on that. Add a “Select all party” button and please left click to character select character not speak. Lastly if you could add the option to use the old BG cursor symbol it will be a nice touch and nostalgic =)

 Combat log ( too weak, need improvements. We want all the details!)

 Better UI ( need more information on spell, dice rolls, character sheet, proficiencies) We want all the details!

 Chance to Hit Percentage
Automatic calculation of chance to hit, is okay for newcomers. But for more experienced players on higher difficulty levels, chance to hit percentage must not be seen. As you know characters didn’t know AC of the beast or that enemy, maybe bestiary is a good addition to collect this information, their weakness or powers. (certain spell doesn’t affect etc.) Also with good combat log and additional information we can easily calculate what dice will hit what dice will not hit.


 Party speaking
Already many players debated on it but here is a quick example. I have a thief and a warlock talking in my group, and there is a lock that needs picking and freeing the prisoner, which one should try to unlock, warlock or thief ?
I think you try something new on current approach but you need to think it again and come up with a solution on this.
Maybe we can select some roles for the party members so that if a lock needs picking, the rogue would do it every time.

 Elemental Surfaces
This approach works perfect on DOS but not BG, please tune this. DND have so many spell and other mechanics it is not depend on elemental effects

 Cantrips
Same as surfaces, cantrips had no surface effect on Dnd, they are overpowered with elemental effects.

 Scrolls
I think it is a bug that every class can use them. Wizards use healing scrolls , clerics use wizard scrolls??

 Too Much Containers
Why? Not cool! It is like a lazy student choose big font size to finish his one page homework. We have too many thing to do in this game why we are wasting time to click every container. Wayyy to many containers, if a player have OCD he/she will be hospitalized.

 Inventory Management needs a lot of tuning. For example, after reading a note or a book, the inventory closes itself.
While equipping characters, you can equip wrong characters in the multiple inventory screen.

 Dice Rolls
We think roll dice calculation need revamp (added not deduct the bonuses). Also yes dice roll is important on our way to play but don’t forget we want to play on our decisions not all my choice determined by dice rolls. If dice rolls are interrupting my choices on all front what is the point. Some tuning need on this topic.

 Npc Dialog ( one liner dialog cut scene is unnecessary)

 Pathfinding (related with surface effect, need better pathfinding)

 Jump/Disengage/Shovel (very hot topic, we like its feel but it is overpowered. Need tuning, regards bonus actions usage and rogue aspect.)

 Party Size 5 or 6 member party will be perfect but we guess it is not possible to change it now =(

 Camping/Resting
One short rest per day is not enough, especially not enough regards to warlock spell system. However long rest is available at all times, this drastically lowers the game difficulty. Camping idea is a nice touch like dragon age, we liked it but it is irrational to teleport to camp whenever you want. There are good examples on other games, one of the best we think is pathfinders resting approach. Need some correction about on number of rests and how to rest on dungeon levels when you can’t have access to camp.

 Leveling
There is no information what will you get on next level. Character sheet is missing many information. Level progression must be seen easily. Again pathfinder has good example on that.

 Art work
DOS vibe is too much. Item icons, ui, type font can be change this vibe. Small changes can made great impact how it feels.


Thank you very much


I would very much like a giant rat animal companion for the ranger. I have no idea how badly it flouts the rules of 5e, being a 2nd edition and 3.5 kiddie, but... feedback!
Posted By: jayn23 Re: Early Access gameplay feedback compendium - 13/10/20 04:28 PM
Great game , 18H in and having a blast

Originally Posted by Slotenpiloot

7. The resting option seems a bit off, if you push the rest button in a dungeon you still end up at a forest, maybe a change of resting scenery would be nice smile


this, it feels wired - maybe when you rest while in a dungeon you dont go to camp but build a small fire in a dungeon or just open bedrolls or something similar

Also please allow to summon multiple creatures and not just 1 per character (saying this based on DOS History)

More freedom with camera

Combat log with more info
Add demonic sounding voices to character creation, please. I don't want my horned, red-skinned devil sounding like Harry Potter, feels bad.
Originally Posted by jayn23

Also please allow to summon multiple creatures and not just 1 per character (saying this based on DOS History)


For this I will be quite interested to see how Larian are going to handle the higher level summoning spells. All are concentration spells, meaning you can't use them multiple times to summon multiple creatures (well for certain spells you can but it would be...bad - Summon Greater/Lesser Demon I'm looking at you). However, some offer variable summoning options that scale by spell level used, which would allow multiple summonings. What would be interesting for these is that, explicitly by RAW, the DM gets to choose exactly what you summon when you use the spell. I'd be interested to see if Larian stick to the rules on this and make the summoned creatures semi-random.
After going through the forum I took my favorite suggestions and added them below. I also referenced the D7D 5e Players Hand Book (PHB) and Dungeon Master’s Guide (DMG) where applicable. I have been a D&D player and DM for years, I love CRPG, especially Larian’s work.

* Party size. Lots of people asking for 6 character parties. This is probably my biggest wish!!!

* Reactions: Many spells and abilities use a characters reaction besides attacks of opportunity. These abilities need at minimum a pop up window or similar to give the player a chance to use the character’s reaction. The Battle master’s Riposte Maneuver quickly eats up a fighter’s limited superiority dice when auto use is set or never has a chance to use ability.

* Cantrips shouldn't cause surface effects unless the surface can happen from it's basic effects (firebolt on grease/web, ray of frost on water/blood). Creating surface effects from nothing is what higher level spells do.

* Improved demarcation of class abilities - eg. scrolls only being usable by classes the spell list appears on, including Wizards only learning spells from their list; make disengage and hide an Action so that Rogue's Cunning Action feature feels significant

* Separate jump from disengage - jump is part of movement, disengage is an action before movement.

* Don't give everyone the ability to disengage/hide as a bonus action. I don't know if rogues get anything to make up for this loss but so far this just seems to just make them feel weaker as a result.

* Find a way to integrate sneak attack into the main/regular attack if possible. So then it can trigger on bonus action attacks and the like.

* Targeting via clicking on portraits.

* Allowing other party members to step in for the dialogue.

* Scar options in character creator would be nice.

* Longbows, shortbows, and crossbows all having the same range doesn't make sense. Longbows and crossbows should have a longer range than shortbows. Additionally many melee items can be thrown.

* Rogues are missing expertise! Rogues are supposed to be very reliable with skills outside of combat, hence their extra proficiencies and able to select some to have double the bonus.

* Ready action: Characters should be able to use their action / bonus action and reaction to set up an attack, spell or other thing to do when a certain condition is met (enemy appears, moves, etc.)

* Rolling a 1 is only an automatic failure on attack rolls, not skill checks.

* Using the 'Highlight' function should also highlight containers and basically everything that is clickable

* Party control. Movement doesn't need better AI, it needs a root and branch rethink. It's better than DOS but I'm still walking into traps and falling off cliffs. Lots of people asking for this.

* Please don't de-clutter the world or reduce the number of scrolls -- Larian got this one right. Loving the loot lust, glad my level 2 wizard always has something to do. Would like to see the numerous empty containers filled with items of mundane nature.

* Make it easy to change appearance

* Hide the helmet!

* Need non-combat XP. This is not something that would be nice; it is downright critical if you want people to use their imagination and try different things. This can be found on page 261 of the DMG.

* Short rests: The short rest mechanic is flawed. A short rest is based on the number of hit dice a character has available. This can be found on page 186 of the PHB.

* Backgrounds should be story-impactful, not only mechanical.

* Shove should be an attack action, not a bonus action. Other feats/ect can turn it into a bonus action.

* All Death Saving Throws for PC's should be rolled manually. Force the game into turn-based mode for the dying character and all nearby characters if a character is making death saves during exploration or other non-combat situations.

* Add in the Variant Human for the +2 to two ability scores of your choice, and a bonus skill proficiency, and Feat feature 

* Keys: Please make a keychain to store all the keys in.

* Starting equipment: Would be awesome to be able to choose the starting equipment for our creating our character. Also, it makes no sense to me to exit the mind flayer pod being armed, we should just pick the stuff off the ground close by or in a corpse. Some of the starting gear seems "too nice looking". I get that Lae'zel is a Githyanki Warrior and Shadowheart a Cleric of Shar, but they were abducted onto an enemy ship and thrust into a situation. As prisoners, should they have this great looking gear? I understand the need for their "Signature Look" but consider more out of story context.

* If an NPC is wearing/wielding something, drop it upon death. It makes no sense for e.g. killing an armour wearing, great axe wielding gnoll for him to drop a bone.

* Companions that are not in the party (i.e. staying in the camp) should not approve/disapprove of anything.

* Evil is not retarded stupid evil: Simply accepting a quest, regardless of my deeper motivations, should not cause companions to disapprove of the choice. What if I'm only taking on the quest in order to get the magical artifact and then murder the quest giver to keep the artifact and the reward? It's dumb.

* Give an option for verbose description of items/spells.

* Lockpicking: Lockpicking something should show a dice roll instead of a divinity progress bar.

* Long-rest: The current implementation is immersions breaking and feels very forced. If it was meant for the purpose of companions speaking with you, they can do it during travel or when clicking long-rest. For instance when you are neck-deep inside the goblin lair completely surrounded by enemies it makes no sense to rest. The system for resting in the originals was perfect... Some places you could rest, others not so much. If you attempted to rest in a potentially dangerous place you had to accept that risk. This made resource management when exploring dungeons something to keep in mind as poor management of these resources could very easily get you killed. In BG3 it's free, exempt of any risk or consequence and can be done anywhere (including the dumbest of places). Additionally when you do rest doing more things while resting like, preparing spells, learning spells, crafting, sharpening blades (small temp buff?), cooking food, keeping watch, hiding the camp, hunting for food, carousing, researching, training, etc. Downtime activities can be found on page 187 of the PHB. A system similar to the Pathfinder Kingmaker camping mechanics would be inspired.

* Great Weapon Master (GWM): Please please stick to the 5e rules and make it optional to use. GWM's efficiency is always dependent on the characters to-hit modifier and the enemies AC. Especially in early levels a forced -5 on hit is really hurting. This can be found on page 167 of the PHB.

* Amount of Spells/Grenades on Enemies is way too high. If every enemy mob can either AOE my party or use spells then the current amount of enemies per encounter is just way too high

* Please let Companions automatically jump when the currently controlled character jumps because it is tedious to do this 4 times and sometimes the AI will let the other companions walk to the spot where you jumped if there is a way to walk there

* Improve the pathfinding on the maps. If there is a clear path to a door and I click the door I do not want to be greeted with the "You can only reach this spot using Jump" message

*  Add some kind of appendix/log book to consolidate all documents once read.

* Puzzle speed. Wasn't sure what to put this under. The moon puzzle is extremely tedious. I LIKE the puzzle. I do not like how long it takes each wheel to spin. I know it's stone. Consider speeding it up slightly.

* Letting the player cast spells at higher levels by right clicking the icon on the hotbar, rather than needing multiple instances of the icon on their hotbar.

* Passive Checks: passive checks create a minimum value a character can roll. A players Passive skill is 8+Proficiency+Ability Modifier. The most common passive check in D&D 5e is perception, A player with a +2 wisdom modifier, a +2 proficiency would have a passive perception of 12. Thus automatically succeed any perception skill check of DC 12 and below. This is on page 175 of PHB.

* When a fight breaks out the hidden characters have FREE ROAM to move however they want and I can literally just sit on my turn until I have them setup perfectly. The solution to this is that the entire party should be forced into a turn based mode within a bigger combat vicinity to better represent the stretched out seconds in combat. Since combat sequences in DnD are stretched where one turn is 6 seconds. Maybe have a sound queue or just able to hear attacks and actions being made as you get closer to indicate when separate party members are nearing the combat radius to force turn based mode.

* Skills with Different Abilities: Skills do not have to be directly tied to abilities in all cases. For example, Intimidation is generally tied to charisma, but a good DM will often allow characters to use other abilities. So Intimation Strength would be appropriate in some situations for some characters. I.E. if a hulking barbarian uses a display of strength to intimidate an NPC. This is on Page 175 of the PHB.

* Food and Water: While I don’t want to turn the game into a survival game, food and water are a big part of adventuring in D&D. Going without causes Exhaustion which is very detrimental condition. This can be found on Page 185 of the PHB.

* Flanking and Facing: Flanking and Facing are optional rules found in the DMG. These rules add depth to combat by granting advantage on attacks. This can be found on page 251 and 252 of the DMG.

* Cover: Please add a cover mechanic. The 5e rules for cover can be found on page 196 of the PHB.

* Please add the Dodge action. The 5e rules for the Dodge action can be found on page 192 of the PHB.
Height should not confer Disadvantage to hit a creature, nor that creature Advantage to hit you.

While an argument can be made that height should confer *an* advantage, granting *advantage* is too powerful in how much it unbalances the system the game is built on. Even basic flying enemies become unfun to fight as you spend turn after turn missing. This vastly reduces the power level of certain classes, and radically changes the dynamic on certain spells. A whole party of wizards with Magic Missile becomes considerably better at ranged combat than a whole party of sharpshooting rangers with Archery

To put this in perspective to players who don't understand the system, two EQUALLY MATCHED CREATURES, when separated by a few feet of height in Baldur's Gate 3, give the elevated creature a 3:1 advantage! This means that if you thought we would ever be capable of fighting a dragon in Baldur's Gate 3, you are sorely mistaken, unless they simply don't fly.

This might make sense in a game like Divinity, where every class has incredible mobility, but few classes in BG (even with Jump) have mobility like that. The system that you are using for this game is NOT DESIGNED for the mechanical equivalent of invisibility to be granted with a small height increase.

We can see in this screenshot, a Spectator that is 20 feet away, and obviously above me, I have a 36% chance to hit it as a level 4 character with 18 charisma. A Spectator is a CR3 creature (so this should be an easy encounter) which has the Armor Class of 14, so I should have a high chance to hit it, but instead I have ~35% chance to hit it. To put this in perspective, this is the *same* chance this character would have to hit an Iron Golem, a CR *16* creature that is NOTABLE for having a high armor class.

[Linked Image]

I would like to point out that with NO mechanical advantage to height, the enemy still has a substantial advantage in terms of positioning, denying cover to the lower combatants, denying combat to high-damage melee opponents, and ability to reposition. To put it bluntly: Height also provides a hell of an advantage without mechanically doing the same thing being unseen
Originally Posted by Some_Twerp753
Quote
Cantrip damage like acid shouldn't cause -2AC if it's not in the rulebook; Fire Bolt should not leave a fiery area with nothing to set on fire, Ray of Frost should only freeze the ground when there's liquid on it, etc. -- maybe rein in surface effects in general (debate)

I prefer the surface system for what it's worth. Right now they have some utility for setting up chain reactions with a well placed web or barrel, while with the Rules As Written (RAW) it's pretty much 'pick damage type' for a ranged attack.


I would counter by looking at the source game, and how it has been balanced. Virtually all spells that leave lingering damage are Concentration.

Speaking of Concentration:

-Remove ground effects from Cantrips OR allow us to choose between the ground effect or the attack roll
-If a ground effect is created, it needs a SAVING THROW to completely avoid it.
-Currently, Concentration is incredibly difficult, a single firebolt can provoke up to FOUR concentration saving throws while concentrating on a spell. This is a CANTRIP. Running across a burning floor can produce MANY saving throws.
-Moving across surfaces: In 5th edition, almost without exception, you take damage if you END YOUR TURN in a hazard, meaning that if you can scramble out of it with your movement, you take no damage. I don't think most of us would care that much about the cantrip surfaces if this was the case
Posted By: Eddiar Re: Early Access gameplay feedback compendium - 13/10/20 07:29 PM
I would just like to echo the post I made today.
Because I am sure it will be buried eventually.

Please for allow us to choose our starting armor and customize it in the character creation menu.

Yes i know the system is not complete, but basing myself on DOS2, I feel like character creation is severely lacking. Yes I would love to have more faces, hairs, tattoos or makeup. But thats not enough!
We need more body types (at least give us a muscular option), we need scars, visible jewelry, bandages, eye patches and... yes our starting armor sets as well.

If I choose a drow noble ranger why would he or she be wearing the same gear that a halfling is wearing?


Its a terrible feeling to appear in all those cool dialogue scenes wearing something that does not even remotely resemble something your character would have been wearing. And its even worse when you have to spend the entire game looking for gear that you think you should have originally been wearing in the first place. Its not like the mind flayers took all of our gear.


Maybe... allow us to choose among a dozen armors, maybe some of them could be race specific like drow or gith before we start the game?
Maybe to add even more variety also allow us to color them for more customization choice, games like ESO allow some texture editing, can something like this be made available?

Its a horrible feeling to spend the entire game hunting for gear that you feel your character should have started with as I mentioned but also thr same thing applies to Origin characters in a different way.

These characters start with some unique armor that makes them so unique and interesting. Its horrible that for gameplay reasons I have to replace their starting armor with typical armor upgrades and make them all look like each other or average. Feels wrong to replace Shadowheart's unique chainmail with something else just for a gameplay upgrade
Its like she loses a piece of her identity.


Why not allow us to make armor upgrades stats only so that we can keep Origin character looks unique with their starting gear.
Same could be applied for the custom characters!

And if a really cool armor is found we could just turn off the feature.
Please don't make me play the whole game looking for the visual look I want for my custom character or force me to make all the unique origin characters wear practically the same armor for gameplay reasons.

Thank you.
Posted By: r4d Re: Early Access gameplay feedback compendium - 13/10/20 07:43 PM
I have two issues I'd just like to bring up, I've not seen it mentioned elsewhere, but pressing space to end your turn when you're on a character should not end or pass everyone's turn. Example, my pc and an ally are fighting, our initiatives are the same (or similar, at the very least the two characters were next to each other on the turn order), I finish moving 50% on my pc, make my attack move, and now I want to stop and go to the next. I press end turn, my ally loses their turn and instead it's the enemies again. I don't want to have to go click on the portrait to change characters. This one is DONE, and I'd like to move on to the next, NOT stop both turns. At the very least, I feel a popup saying 'Are you sure? (insert name here) has not completed their action' to let me know I'm making a mistake that could potentially kill them. Secondly, dragging people into parties is horribly backwards. I want my PC to be the main one in a group, there are four pictures that need to be pulled together, in what order do I need to attach them to each other to get my PC to be the leader? With a little bit of messing around, it becomes obvious, but the point here is that it shouldn't be something that takes any time. Oh, my PC isn't leader, let me just drag them to the front. But no no, that's too easy, you need to pull your PC out and add them again. Another work around would be whomever I have selected should be the leader, not whomever the program has selected due to non-obvious rules. Finally, as a small addition (I didn't check and see if this is out there or not), Lastly, a complaint about the warlock class. I'm unsure if it never happens, but I have NEVER been able to move my hex to another target. I get that it does not say it in game, but it takes my ONLY spell slot at low levels, and does jack shit if the enemy dies too quickly. I understand this game is not 5E, but that is a mechanic that works very well with the warlock, and the fact that one of the most iconic warlock builds (eldritch blaster woooooo) is completely unviable due to a small change to a level 1 spell is.... sad.
What I missed the most in my EA playthrough:
- rolling for ability scores - ain't baldur's gate without spending at least an hour rolling those
- multiclassing - I know, it's coming eventually, still missed it
- comprehensive knowledge sources/tooltips - I spent as much time googling how stuff works in D&D 5e as I spent playing. While a certain degree of that is to be expected for those of us who aren't tabletop players, it's still ill-advised to expect players to learn everything on their own.

What I didn't like in my EA playthrough:
- way too many empty containers

Other than that I liked what I saw. Keep up the good work Larian smile.
So, I start a conversation with NPC and want to use Persuasion to persuade him. I have my +4 in Persuasion from Charisma 19 plus +2 from Proficiency. Total +6 in Persuasion.

I roll the 1d20 and get 1. How can I get just 1 after the roll if I have at least +6 more from Charisma 19 plus +2 from Proficiency? It just doesn't make any sense. And it really pisses off. Even if I roll just 1 it must be at least 1 + 6 = 7, no? Am I wrong? Should not it work so?
Hmmm one other thing that occurred to me: when jumping down to somewhere could we have a visual indication of whether doing so will likely cause damage e.g. the jump circle will turn red if we're jumping too far. At the moment your basically having to eyeball the distance and I assume it can vary by character depending on normal jumping distance or skills.
Posted By: DijonJ Re: Early Access gameplay feedback compendium - 13/10/20 09:07 PM
Maybe since shadowheart dying so much has been brought to your attention, would you consider allowing us to change her ability scores and domain when we first talk to her? She dies alot because she has 9 dexterity and 13 con, and her CD isn't worth the concentration.
Originally Posted by EcceHomo
So, I start a conversation with NPC and want to use Persuasion to persuade him. I have my +4 in Persuasion from Charisma 19 plus +2 from Proficiency. Total +6 in Persuasion.

I roll the 1d20 and get 1. How can I get just 1 after the roll if I have at least +6 more from Charisma 19 plus +2 from Proficiency? It just doesn't make any sense. And it really pisses off. Even if I roll just 1 it must be at least 1 + 6 = 7, no? Am I wrong? Should not it work so?


The system doesn't seem to add it to your rolls but reduces the goal roll dice, in some situations at least I think
It would also be nice to be able to specify the size of the mouse cursor, perhaps make it sparkle too like in the original games.
All these people complaining about verbatim D&D rulings is kind of annoying. As a long time player of D&D (Player and recent DM), I've been around many table top enthusiasts. Common ones that I'm seeing here are rules lawyers.

"Cantrips shouldn't cause surface areas as they aren't strong enough to create anything." By that logic Magic itself is a fabrication of nothing to create something and since a cantrip by definition is a "trick" should also not be able to do damage. (RIP Eldritch Blast)

I don't care for rules lawyers. If they care that much about it then they can create a mod that removes surface effects from cantrips. Aside from that I agree with everything else being stated in the forums in terms of majority wants/needs.
Just a few things. Real big fan of the game and can’t wait to see the final product come out!

An indicator or prompt that says your character is engaged or will pass by an enemy. I think there is a small red indicator at the enemy’s feet but not noticeable and easy to forget.

The drag and click UI for the inventory is slow/sluggish/doesn’t quite feel right.

BUG when passing my party by a group of people someone was damaging the NPCs causing combat to occur/prison.

BUG talking with the smith in Druid circle makes him appear below the house for some reason.

When inside structures if the roof goes away (to see inside) and you click to move don’t make it think you want to get on top of the roof.

When do floor effects disappear? went to camp to rest and came back a new acid was still around...

BUG Enemies are able to shoot through objects (if I’m on a cliff, attack and pull back, the enemy can fire a shot that hits me and I watch the arrow go through the cliff face)

Can you drag a body out of a hazard before reviving?

Why not more frequent auto saves? Or at least auto save on short/long rest.

If a container is empty don’t pop up inventory. You can still right click to open in case you want to put something inside but default is loot or find nothing. Too many closing empty container screens

Be able to pan camera down while still being zoomed out or make it easy to re-center camera

Elemental arrows seem expensive or make them multi use (10x)

Posted By: Pupito Re: Early Access gameplay feedback compendium - 14/10/20 01:02 AM
This is probably going to just echo a lot of what other people have already said, or even things I've already said previously, but here goes.

1: Please for the love of all that is good, don't let cantrips create surfaces with some preparation going into it. For example, if I want to set an area on fire with a Firebolt cantrip, I should need to put something flammable like oil in that area first, not just be able to spam enough firebolts each turn to make that area into a giant lake of fire. Ice shouldn't just magically appear unless it has something like water to freeze. And please, I am begging you here Larian, get rid of Acid Splash reducing AC along with any other spells or abilities you've rewritten to reduce AC, it's seriously OP especially when combined with the almost constant high ground advantage.

2: As I saw someone above me say (huge +1 to you for that override367) don't give us actual Advantage on things just for being on the high ground. It's seriously overpowered, especially in a world where it seems harder to not have the high ground than to have it. Being higher than your opponent already has considerable advantages just from being able to get an angle on them when they're behind cover sometimes, making it harder for the ones on the low ground to reposition to an area you can't hit them from the high ground, and making it harder for melee characters to cross the area to reach you before they get slaughtered. This worked out ok in DOS2 because even melee characters had access to abilities that basically let them teleport up to the high ground instantly, but D&D doesn't and shouldn't have that. Another advantage to having the high ground, assuming a "fog of war" mechanic comes to the game as many people seem to be asking for, would be that you could see more of the battlefield.

3: Custom character backstory. I know there was a podcast where one of the devs said that the custom PC's would have just as much detail as the Origin characters, but there's a small problem with this. You guys decided my characters backstory for me? Nuh uh, nope, no thanks. If I wanted to play as a character backstory already completely written beforehand, I would play one of the Origin characters who seem to have far flashier backgrounds anyway. I want at least a little control over my characters background. You can even do it via a slightly more robust "tag" system like DOS2 had, just let me choose things like where my character is originally from, a background of some kind (blacksmith, sailor, etc etc), things like that. If my "custom" characters already has an entirely prewritten background to them that I didn't have any input on, how is this character custom to me? All I did was change the hair and eyes, everything else about them will always stay the same. I wanna play a Drow on all of my playthroughs then I have to put up with the exact same backstory every single time? That isn't a custom character, it's an Origin character that I can give a mohawk to.

4: The monsters need to, at least for the most part, stick to the PHB and Monster Manual. You've broken the entire flow of D&D with your rewrites by this point Larian, but the monsters too? Come on. I can get past the monsters by listed by levels instead of challenge ratings, but create them as if they are monsters, not PC's. The Gnolls are simply Gnolls with a few variants that give some different abilities, not Level 4 Gnoll Warrior God or something, they shouldn't get to attack 3 times in a single action and then follow that up with a bonus action bite attack. That's 4 attacks at level 4 which is more than my actual Warrior character can pull off at the same level! Also, I know the Gnoll Warlord we come across is supposed to be some kind of bigshot, but the weapon it uses is stupidly broken. 17 bludgeoning damage with another 47 psychic damage from a level 5 enemy? That's enough damage to put a level 6 Warrior (at least) in the ground. I get that it's supposed to be a big shot boss fight, but seriously tone it down. It's supposed to be a threat, not a freaking massacre.

5: We need to receive XP for more than just killing things, DOS2 had this problem as well. The only way to get XP is to kill enemies, so once you were done with everyone in Fort Joy what did you do? You murdered every last one of them of course, because you can't fall behind in levels or you'll end up getting stuck later down the road. BG3 now has the same problem, no matter how clever you are and how much combat you can manage to avoid through either dialogue or sneaking past to get what you want without being seen, you'll have to come back and kill them anyway because otherwise you'll never be able to progress since you'll be stuck at low levels if you don't.

6: Resting mechanics need a bit of tweaking, we shouldn't be able to take a risk free long rest in the middle of a dungeon with enemies on the other side of a door right after we just murdered their friends and cause a lot of noise doing it. And the fact that you just magically teleport back to your camp and then reappear back in the dungeon afterwards? Give us different environments depending on where we were when we hit the long rest button, or at the very least make it feel like we actually are camping out in the middle of the forest where plenty of danger lurks with some random encounter chances. Seriously, I know for a fact this place is crawling with goblins but not a single goblin or a pack of wolves or something stumbles across my camp? Cmon now. Also, give us at least 2 short rests, only having 1 short rest before we have to do a long rest is a serious pain for warlocks and others with short rest ability cooldowns.

7:Give us an option to hide helmets on a per character basis. My warrior looks really good in their steel helmet, but the leather helmet on my warlock looks dreadful.

8:Please either reduce the number of containers, make most of them into simple set pieces that cannot be looted, or at least put something into most of them so they feel like they serve some purpose beyond just being a bunch of empty barrels for me to spend the next 5 minutes searching only to come up empty handed.

9: Jumping/Disengaging need to be made into their own separate things. If I want to disengage from an enemy and run further from them, I should be able to do that without jumping around like a frog on meth. If I want to try jumping up somewhere and don't disengage first, then I should provoke an Attack of Opportunity. Jumping should be movement based and not take an action or bonus action, and disengaging needs to be an action since being able to use a bonus action to disengage is part of what makes the rogue class different and unique.

10: Holding actions, this would most likely need to be limited since it is a video game and you can't specify what you want to trigger it, but give us the option to select and attack and then hold it until an enemy moves within range of that attack. Basically it would be treated like the "overwatch" action from XCOM or something, so if my wizard can't cast a spell at any enemies from his current location, he can at least hold a spell to use for when they move into range.

11: Skill modifiers are supposed to be added after the roll, not deducted from the DC when doing skill checks and such. If I have a +5 in charisma and roll a persuasion check with a DC of say 6, and I roll a 1 on it then it is not supposed to be an auto fail, it should then add my +5 CHA modifier to that 1 which makes it a 6, meaning I pass the skill check.

12: Inventory clutter. We need a "sort all" button of some kind for better inventory management, I'm so sick and tired of having to click and drag everything in my inventory to sort it when a simple click of a button is something that is completely doable in games today. Also some way of reducing the huge clutter is making items more stackable, currently it seems like most of the herbs/plants don't stack even if they're the same exact thing for some reason. And keys as well, we need either some kind of key ring that all our keys get added to automatically, or keys simply need to be removed from the inventory automatically after use. All the keys I've come across in game so far seem to be a one use deal, but I'm not sure which ones go to what item and if I've used that key yet or not. Simply getting rid of the one off keys we've used automatically would reduce clutter by so much.

13: Starting equipment needs to be selectable based off of the class/subclass we choose at the start, the way it is in the PHB. My warlock should have the choice of starting with a light crossbow and 20 bolts for it or a simple weapon of my choice, along with my leather armor and dagger. Warriors should be able to choose to start with either chain mail or leather armor, a martial weapon and a shield or 2 martial weapons, etc etc. This yet again goes into the feeling of it not really being my own custom character, but simply an Origin character that I can rename and change the looks of.

14: Lockpicking should be decided by a dice roll, not a progress bar. I should see a dice roll and know right then whether or not I successfully picked the lock, not have to wait for a progress bar before it tells me whether I failed or not. For a D&D game, our dice rolls sure don't seem to have much impact or even be visible in some things where they should be. I'm fine with not seeing a dice roll every single time an attack happens in combat, but out of combat dice rolling should be a bit more prominent.

15: Special arrows/throwables/spell casters needs to be toned down a bit. I get it, you want to add a little Divinity flavor to your game and that's fine, I'm all for that really. But instead of some Divinity flavor added to your D&D game, you made a Divinity game with a little bit of D&D flavor to it, which is not what I was told I would be buying. Nobody is saying to completely remove all Divinity qualities from the game, but they really need to be toned down. Not everything should create a surface, not every archer needs to be loaded down with acid arrows, and not every enemy encounter should include a spell caster. Goblins aren't exactly known for their spell casting abilities, so why do I keep running into hordes of goblins tossing spells around constantly? A horde of goblins rushing at you with swords and shooting arrows at you is already daunting enough, giving every group of goblins a magic caster as well is just plain overkill, not to mention stupid. Some archers should have a small amount of special arrows, not most archers with lots of them. It doesn't make them feel special if they're all over the place. I should find an acid arrow and want to save it for a tough situation because it's a rare item, not just use it right away cause I know I'll get at least 3 more within 30 minutes. Same with throwables like acid vials and alchemists fire.

16:The spell UI needs a bit of an overhaul, especially in terms of casting spells at a higher level. Warlock has the luxury of all their spells and spell slots simply being upgraded automatically and not being able to cast the lower level versions of those spells at all anymore. But all the other magic casters have to deal with massive amounts of clutter caused by them now being able to cast spells at 1st or 2nd level, which creates a second icon on the hotbar. I'm terrified to see what the hotbar will look like when 3rd and 4th level spells come into play. Once you gain the ability to cast spells at a higher level, it should include a pop out menu like the Find Familiar and Hex spells do, where a box pops out above the hotbar with a selection to choose from. So when you select Magic Missiles, that same box should appear with the options for you to choose what level you want to cast it at.

17: Passive checks really need to be looked at. A passive perception check isn't a dice roll, it's a set of numbers on your character sheet. If my character makes a passive perception check while wandering around the world, it shouldn't roll a die to determine if I spot something or not, it should take my passive perception number and apply it to the DC of the passive perception check. Then I either pass or fail based on that number. I shouldn't be able to fail a passive perception check, then reload the save and pass it on the next go. I either pass it or fail it, no dice rolling and random chance involved.

18: Dodge action needs to be added, as does cover mechanics. Adding the cover mechanics would also make having high ground more useful even without it giving Advantage. Say there's a rock blocking half my characters body from the archers, I now have half cover which gives me a +2 to my AC and DEX saving throws. Now if the archers can get up higher so that it negates the cover, that gives them a reason to actually gain the high ground without giving them Advantage on rolls.

19: Skill checks in conversation need to be divided up between the stats a little more. Intimidation is technically a Charisma roll, but making it a Strength check would make high STR characters actually useful in conversations, rather than their only use being to hit things really hard. My party shouldn't have to rely on my warlock to do all the talking just because their class dictates they need a high Charisma because of their spell casting.

20: The amount of Auto Saves is way too low, I'm more likely to just drop the game for the rest of the day if I die and have to replay through the last hour and a half of things I did. Either make the auto save happen more often, give an option in the setting to adjust how often the game auto saves, or cause auto saves on short/long rests.

21: The final thing I can come up with at the moment is really just the the camera and pathing need some adjusting, trying to navigate through buildings is tedious when the camera doesn't want to give me a decent look inside the house, and when I click to move somewhere in the house the pathing shouldn't try to put me on the roof. Also been having an issue with my PC jumping off of ledges like some kind of lemming when they are literally standing next to the ladder to get down, and all the companions use the ladder to get down just fine. Maybe my PC is just dumb though, wouldn't know since her entire backstory is unknown to me.
Brand new to D&D 5th Ed. Here I am trying to wrap my head around the rules. The very first enemies you face, Imps, and the Gith is hitting for less then 4 DAM with a STR of 17.

How does that possibly happen?! I'm super confused.

Oh, turns out they have slashing resistance. (Figured that out on my second playthrough.)

Yeah, maybe don't do that.
If Larian wants us to use the demonic eyes then they need to fix them. Those eyes look amazing on Tieflings...but thats it. For all other races the demoic eyes look like crap. Theres so mcuh more detail in them when theyre on a tiefling. Would look awesome on other races if the details were the same.
Posted By: Pupito Re: Early Access gameplay feedback compendium - 14/10/20 04:32 AM
Originally Posted by Balasarius
Brand new to D&D 5th Ed. Here I am trying to wrap my head around the rules. The very first enemies you face, Imps, and the Gith is hitting for less then 4 DAM with a STR of 17.

How does that possibly happen?! I'm super confused.

Oh, turns out they have slashing resistance. (Figured that out on my second playthrough.)

Yeah, maybe don't do that.


Having a high STR stat in 5e doesn't necessarily mean you'll be doing tons of damage. Your strength modifier helps add to your chance to hit and the damage you do, sure, but if you roll a 1 for your damage having a +2 from STR is still only going to net you 3 damage. Damage in D&D is a roll of the die, I've gotten natural 20's (a critical hit) in BG3 and then the damage was still pretty low because the way BG3 handles the crits is you get double the damage dice, so a weapon that does 1d6 damage will roll 2d6 instead, but that still means you could end up rolling really low damage.
Game mechanics:
This game should have combat in real time, like ALL other RPG games have including this very series. Imagine they announce Elder scrolls 6 beeing turnbase, like WHAT? There should be combat action in an RPG, not this over the top tactical gamestyle, at least let us choose which to use like other games ( like Dragon age). It worked for DOS1 and 2, but doesnt feel at home here. In DOS2 you also could do alot more each turn, I remember I could take two turns even, and get extra actions on killing stuff.

Camera:
Camera is very bad. I cant look around freely?? I imagine Larian getting alot of feedback on this in DOS2, and they have done nothing to it. In DOS2 there was not so much verticality as BG3 so it was not as bad maybe.
I want to also be able to play my character with movement control, not just this click and point thing.

Classes:
I get that this game follows D&D5 rules, but seriously. take the warrior for instance. All he can do is run up and hit each turn. My warrior is Eldrich knight, congrats you are now a bad mage aswell as you can hit with your sword. Why doesnt it give you warrior-like spells? Like self buffing, magic weapon or something?
And where are the warrior abilities? What about charge, jumping strike, whirlwind, stomp, pummel, taunt, shouts, are there nothing in this d&d5 rule? It sucks compared to most other games including DOS warriors, (Maybe this is something you get with Battlemaster?)
The mage and cleric has tons of different spells to use, while the warrior can move up and hit once, unless ofcourse you want to be a mage (eldrich knight) instead and cast spells rather than hit.

In my opinion Larian should look more to Dragon age Origins and Inquisition for game design and gameplay. Origins for the combat and Inquisition for the movement control, immersion and exploring the world.

Alteast this early access makes me want to replay Dragon Age Origins.. smile

Originally Posted by DurneFea
Game mechanics:
This game should have combat in real time, like ALL other RPG games have including this very series. Imagine they announce Elder scrolls 6 beeing turnbase, like WHAT? There should be combat action in an RPG, not this over the top tactical gamestyle, at least let us choose which to use like other games ( like Dragon age). It worked for DOS1 and 2, but doesnt feel at home here. In DOS2 you also could do alot more each turn, I remember I could take two turns even, and get extra actions on killing stuff.

Camera:
Camera is very bad. I cant look around freely?? I imagine Larian getting alot of feedback on this in DOS2, and they have done nothing to it. In DOS2 there was not so much verticality as BG3 so it was not as bad maybe.
I want to also be able to play my character with movement control, not just this click and point thing.

Classes:
I get that this game follows D&D5 rules, but seriously. take the warrior for instance. All he can do is run up and hit each turn. My warrior is Eldrich knight, congrats you are now a bad mage aswell as you can hit with your sword. Why doesnt it give you warrior-like spells? Like self buffing, magic weapon or something?
And where are the warrior abilities? What about charge, jumping strike, whirlwind, stomp, pummel, taunt, shouts, are there nothing in this d&d5 rule? It sucks compared to most other games including DOS warriors, (Maybe this is something you get with Battlemaster?)
The mage and cleric has tons of different spells to use, while the warrior can move up and hit once, unless ofcourse you want to be a mage (eldrich knight) instead and cast spells rather than hit.

In my opinion Larian should look more to Dragon age Origins and Inquisition for game design and gameplay. Origins for the combat and Inquisition for the movement control, immersion and exploring the world.

Alteast this early access makes me want to replay Dragon Age Origins.. smile



The answer to most of your questions is already in your own comment honestlly, "because it's a D&D 5e ruleset game".
Hello
I play solo 60 hours and no bugs for me,
My thoughts to improve the game:
-« push »action is too strong and i think need to be adjust with the strenght of the charachter(a mage pushing a troll 20 feet away not really RP,but it’s fun😚)
-the fact that the player can see behind a door never open before not RP too.
-Character creation tools:possibility to create old or fat characters can be a good thing.
-Need one clic button to manage inventories and skill bar.
-Need a little more Stuff variety(weapons,armour,accessories).
-Need XP gain for finding pacific solutions in dialogs(today we level up faster when we choose to kill everybody)
-Adjust all damages(potatoe in the face can make more damage than an arrow,barils too OP....)
-camera fixes in the little rooms
-Mini map and quest mark improvements.
These are my wishes,
Keep doing a great job 😉
  • Missing ability to zoom out more. In many cases I wish to zoom out more to get more or less a top-down view over the whole battlefield.
  • Missing ability to move via the map - click on the map and group moves there by fastest route.
  • While in map-mode (M) panning mouse to the corners should move the view on the map.
  • By default I want to select a character by clicking on it (instead of then interacting with that character). Interacting could be an option by right clicking on them. Character selection is something that happens all the time.
  • Q and E buttons should be standard for rotating camera to the left and right respectively. The standard setup now requires a mouse with 3 buttons, which in many cases involve pressing the center wheel which is cumbersome.
    In dialogue, pressing space should forward you to the next dialogue, but not make dialogue choices for you. If the dialogue requires player action space should not work.
  • When a skill is selected (attack, jump etc.), pressing the esc key should deactivate the skill instead of bringing up the menu.
  • All characters should share inventory for ease of play. Ideally there should also be a more seamless transfer from inventory to character equipment. For instance, showing a character at top with full inventory at bottom, with a button to change which character is shown at the top.
  • During character creating you should first choose class, then race, then background and finally appearance. It is very unintuitive to start with background and left me confused.
  • During character creating, the romantic interest screen should be toned down. It was so extensive I thought the game glitched and started creating my character again. There is also something very odd about going into detail about what the character might fancy. It should be enough to choose race and gender imo.
  • When leveling a spellcaster, it should be clarified what are spells known and spells prepared. To simplify and avoid confusion you could even remove spells prepared from the level up screen since it doesn't stricktly have anything to do with the leveling up (=it can be changed afterwards).
  • When moving out-of-combat, the party should avoid dangerous environment by default. It is annoying when someone suddenly dies because they walked over fire or some attacking grass when they could just walk around it.
    There should be a toggle for having camera move with the selected character, or only move manually by player action.
  • Currently actions are boxed in three areas at the lower part of the screen, but it is not grouped logically. Apparently it is now attacks to the left, "standard abilities (like hide and push) in the center and special abilities to the right. It would be a lot more intuitive to have actions on one area, bonus actions in the next, and customized buttons to the right (for instance if a player wants a mix of bonus action moves and standard moves there. It should also be easy to move around buttons within each group so to have the most used buttons clustered for example.
  • Since you may have some sway over Stadia, please make them support keyboard and mouse on Chromecast and allow for dynamic resolutions on a computer (as in whatever resolution the computer supports). I now have a choice of low resolution on my mac (which can run double resolution normally) or on my projector, but then I have to use a wonky controller.
  • The ability to customize item appearance would be most welcome, to avoid ugly looks because a good item happened to have graphics that dont suit the character. Could be a spell (prestidigitation?) or an NPC doing the work.
  • There should be a «hardcore» gamemode where you cannot load except to get back where you left when you quit the game.
Obvious solution to the tadpole problem. Spoiler. Killing a party member, waiting for tadpole to come out then revive. (it doesn't work in game) thread: : http://forums.larian.com/ubbthreads.php?ubb=showflat&Number=695934&page=1
Originally Posted by hooloovoo
Obvious solution to the tadpole problem. Spoiler. Killing a party member, waiting for tadpole to come out then revive. (it doesn't work in game) thread: : http://forums.larian.com/ubbthreads.php?ubb=showflat&Number=695934&page=1



Yeah a group of players would do that quite fast if the DM presented them with the situation we have in the game.
Putting something I recently found in a different thread which I forgot to add in my original post and is honestly one of the biggest problems with the game so far.

Atmosphere: The atmosphere for the game is wrong. The entire time playing through EA, it felt like I was taking a stroll with my characters through Barbie Pony Island. Everything is so shiny, round and cartoony. Even the UI interactions and the cursor are way too "childish" for Baldur's Gate. That style worked for DOS because it was a light-hearted jolly goofy game, not so much for Baldur's Gate. Baldur's Gate should have a more mysterious and dark theme about it.

Overall visibility and camera action: Too many things are revealed that shouldn't. Example: One of the first battle encounters you find in EA, in the ruins, after you beat the guys outside and get inside the building, you are greeted with a dungeon. You find yourself in what looks to be an old and abandoned building made of stone, poor lighting and close quarters. The room you enter is empty (or can have that one dude in there if you successfully deceive him, but that's beside the point here) and you feel the urge to explore this new and exciting place. What could lie ahead? Look, there's a door there after some steps... I say we light a torch and go see what we can find behind it "OH CRAP! We just walked into a bandit camp we're screwed!". Right? NO. Because as soon as you enter the building, the f*cking camera shows you everything, including the 5 guys behind a closed door... Well, there goes the whole fun about exploring this place.
The game is not mysterious or exciting. It's predictable and sucks the fun out of exploring, which should be one of the most important things to do right in a game like this. Even *hidden* passages... Walking about in a cellar and "oh look, the camera is showing me an entire cave network behind this wall...

Even the underdark feels like I walked into a candy shop with the lights turned out during christmas. It's dark but you have all the lovely pink and purple sparkly decorations that an 8 year old girl decorated. The spider/ettercap cave was done much better than the underdark for example.

This was done right over 20 years ago in the originals. If the character cannot see something, it should not be revealed.
Rolling for stats(roll 4d6 drop lowest) and being able to change stat spread for origin characters

My complete feedback
EVIL CHARACTER PLAYTHROUGH FEEDBACK

First of all, I want to express my gratitude to the Larian team for the great job so far. Every minute from the 24h play trough of the early access I enjoyed immensely! I am excited to see what the game will be on release!

The character I created was a female drow, a cleric of Lolth with a random non elven name Loreia. I decided to adhere to a canonical depiction of drows as chaotic evil and use every dialogue option that would representative to a lifestyle and principles of the drow society. I was amazed that the game not only allowed me to kill neutral NPC and even potential companion (Shadowheart was murdered cold heartedly just after my char met her), but also that in many dialogues there was an option that had a drow specific tag - either [drow], [evil cleric], [Lolth-sworn]. But even more than that, a lot of NPCs acknowledged that they are talking with a drow and were scared, like goblins, or full of hate, like elves. Destroying the druid grove was totally an option, as well as killing Minthara for betraying Lolth!

Animation bugs/Graphics
* Corpse glitching (probably was already fixed)
* The dude on the torture rack in the goblin fortress - what's wrong with his legs! laugh
* Sometimes it is hard to control the camera during fights in interior areas with verticallity, such as goblin fortress.
* Fog and smoke are a bit glitchy, which is spottable in dialogue cinematics.

Game mechanics
* Battles that have more than 5-7 enemies are painfully slow. AI often can't decide what to do, then do nothing. Party members sometimes glitch - not possible to move or select ability to use, even though it is their turn.
* When Gale consumes a magical item it does not disappear. For example - the Sword of Justice was equipped by Laezel, but when I selected in the dialogue option to give it to Gale, the sword was still equipped by the githyanki.
* After entering auntie's lair the second time, she was not seen around. But after a while she spawned, but it was not possible to even talk with her.
* The battle with the auntie that ended with choosing to get the power and leave the girl to the hag, resulted in hard crashes, when trying to select the main character.
* Bringing the blue flower from Underdark (the one that blocks all magic) did not stop auntie from creating copies. Not sure if it is a bug, yet it was possible to bring the flower from the Underdark using a pouch.
* After killing BOOOOAL and being accepted as a goddess it was not possible to give orders in the dialogue.

Requests
* Slightly better visibility of caves and other areas of interest. Sometimes hard to spot.
* More race/class/alignment specific tags in dialogues.
* Swtiching between party members in dialogues, and party members expressing opinions during dialogue.
* More companions if possible. Gales seems to be higher moral standard than a drow, thus need an evil mage in the party.
Ooh, got another one.

Flanking rather than backstabbing. Flanking advantage is a result of an opponent being attacked from multiple directions making defending difficult. Backstabbing is a result of the turn based combat and does not make sense in a cinema of the mind type of context and thus breaks immersion. Also flanking is in the rules while backstabb(mid combat is not)
Hi guys,

I play for 50 hours (roughly), and I have no new bugs to report (I saw problems with lips sync, tentacles, wings, some cinematics are broken, but it's already fixed if I'm correct).
My ideas in order to improve the game :


CHARACTER CREATION :

- If possible, I want some gnome (and their subraces, including Deep Gnomes), dragonborn, duergars (Laduguer <3), variant human and aasimar. Maybe I'm too greedy, but, hey, I have to try ! I don't know if it's already planned to add them (gnomes are immune to ceremorphosis, so maybe it's not possible...).
- Background should be chosen at the end of the creation process, with the name of your character.
- Background should have an impact in the game. A noble, a sailor, an urchin or an ermit have unique life experiences, and may react differently at some occasions.
- The possibility to chose a patron deity even if you are not a cleric?
- More gods, if possible. At least Gond and Umberlee (they have big temples in Baldur's Gate), and Cyric (the archnemesis of Bhaal and Baine). I suppose you will add them when you will add new cleric domains?
- maybe some scars? More beards? More mustaches?
- maybe the possibility to chose your "attitude" : a timid dwarf, a wild halfling, that kind of stuff.
- maybe, in the future, the possibility to being proficient with tools or games. I don't know, it could be useful for craft or roleplay? That's not urgent or vital, that's just an idea. Gwent was a cool addition to The Witcher 3 (or The Witcher 3 a cool addition to Gwent? I'm not sure).


CLASS

- You have to distingish Jump and Disengage (it's not the same thing, right?)
- Hide, Disengage and stuff like that must be a bonus action only for rogues (like "Dash")
- Scrolls = skills check (Arcana or Religion) if you are not from the "right" spellcaster class
- More feats, more maneuvers, more pacts, more magic schools, more classes, I want more ! MOOOORE !
Yeah, I know, it's planned. But, man, I can't wait. I want my archfey warlock with its pact of the blade (or pact of the tome?...mmm) !
- Uncanny dodge for Rogues, that's good shit. Or do you fear they become too much powerful that way?


GAMEPLAY

- Party size : 5, I think, is quite good. In your team, you will need a rogue, a healer, a spellcaster and a tank. In a party of 4, If you must chose between a warlock and a wizard, or a warlock and a warrior, you will chose the "pure" class, you have no room for improvisation or "extra" role. With 5, you can chose an extra companion because he's cool or interesting, and try to create synergies.
- Automatic Jump. When a character jump, and your companions can follow, well, let them follow automatically. Select each one of the character manually in order to Jump is a little bit tedious.
- More automatic saves. This game is hard, be kind with us, please.
- A voiced main character. Currently, the main character reminds me Bernardo, the Zorro's sidekick.
- I want to move pass people. At least, dying people. It's frustrating as hell to have one of my teammates dead or dying on the floor in the middle of a door, and be stuck like a moron in the other room because my characters don't know how to step over their dead friends (Lae'zel or Astarion are maybe too soft for such a rude behaviour?).
- XP when we avoid (cleverly) a fight?
- Fog of war. Currently, an ambush cannot surprise the player : I see where my foes await my party.
- Height ; I don't know, it's not balanced when your foes are above you (or you above them). I don't have an idea to fix it, sadly.
- Perception and traps : maybe I'm dumb, but my characters "see" traps only a second before walking right into them. That's sad. For them, at least.
- Flanking : it's a good option, it would be cool to have the possibility to "activate" such a tactical option in the game, right?
- Less AoE for enemies. An example : phase spiders have done horrible things to my party, I don't want to describe it.
I understand why there is so much alchemical bomb, grenads and stuff (warriors are dull and boring without those kind of options, I guess), but there is a balance problem with some enemies because of the large number of AoE attacks.
- An Ironman Mode would be Über Kool.

User Interface

- I think there is a lot of room for improvement here. Management inventory and "bar management" are a little bit tedious, right now.
- That's just me, but I have to try : maybe you can rework the UI in order to give us a "darker" vibe?


I had some minor problems with quests (SPOILERS) :


- I cannot finish the quest with the paladins and the tiefling fugitive. I helped the tiefling fugitive to "eliminate" her problems, but when I try to tell her it's done, well...nothing happens.
- Same thing with the githianky knight : Lae'zel is angry, I don't know why, and tell me to watch the bodies for clues. And...nothing. I have three or four bodies (flaming fist guys), and no clues.
Posted By: Tylm Re: Early Access gameplay feedback compendium - 14/10/20 03:29 PM
After finishing early access (great game even in the current state, I enjoyed my play through, gg larian) I noticed 5 points to absolutely change (imo) :
- remove most of the scrolls, throwing objects, potions of all kinds, with simple ammunitions (arrows, crossbow bolts, small stones, some poisoned ammunition) and make the scrolls and bombs rare.
- prevent magicians from learning spells from other classes (especially clerics)
- jumping and disengagement cost 1 action (NOT bonus action, except for rogue) and are 2 separate actions, jumping action leading to an opportunity attack. The jump has a maximum range. Moreover, camouflage should not make the character leave the fight (a lot of abuse), and the enemies move to the last known location (stalking).
- Choice of the character during a conversation, or at least the possibility to use skills of any character taking part in the discussion.
- The "simple" bestiary must not have scrolls, potion, elementary arrows, bombs etc (unless there is a logical explanation) and consequently increase the threat (more hp, more numerous, better weapons for the most dangerous etc.)

No difficult changes in my opinion to make the game almost perfect ^^
- Let's axe the create your dream boy/girl, that feels weird to me, or give an option to dream about cheese (asexuals exist)

- No more hobokilling, let's get some XP for peaceful solutions

- Make pick pocketing more difficult, you can nab some gold and a potion, but lifting an enchanted halberd off someone is weird and OP, even more so when you can steal their entire inventory of weapons

- Ranger beast companions, need balanced, bear and spider should be able to climb, let us name them and get immersive ways to heal them rather then resummoning them

- UI warning for when you're going to break your own concentration with casting a new spell

- More voiced lines for player character

- I'd like to see what higher elevated characters are walking on

- Should only be able to see enemies in character's LOS. Make like a another sight cone similar to stealth, but bigger? Maybe a stealth check to peek on other side of door?

- Easier DCs for casting spells please

- Make Intelligence a more useful ability. How about +1 to identify green items, +2 for blue, etc
*Travel*
Being able to travel with area transitions while one or many party members are on the other side of the map is very immersion breaking and incredibly cheesy (no the good kind of cheese).

*Trade*
- Why have a "mark as wares" option if you can't sell all/set balance with wares (hopefully I just missed where the button is).
- I need to be able to split items when in sell mode. Preferably also make it so that you can toggle other party members inventories and open containers (you keep in your inventory) to sell the stuff you got inside.

*Companions*
- Should be possible to manage them a bit better. Tell them to follow, stay, turn AI off entirely. Alternative lock party order for easier disconnects/reconnect + dis-/reconnect full party for tactical situations or trap areas.

*Combat*
- There is no way to force quit combat despite enemies being very far away. Should be a way to try and force quite combat (shift+space?) and let the game check if it's reasonable.

*Gear/lore*
- Finding surface gear on all live drows is super weird. Also teh fact that drow gear doesn't disintegrate (no idea about 5e rules affecting, but weird due to how it worked in BG2).

*Quest log*
- Why can I not scroll down using my mouse wheel?
Posted By: st33d Re: Early Access gameplay feedback compendium - 14/10/20 06:43 PM
Originally Posted by FireSnake
Ooh, got another one.

Flanking rather than backstabbing. Flanking advantage is a result of an opponent being attacked from multiple directions making defending difficult. Backstabbing is a result of the turn based combat and does not make sense in a cinema of the mind type of context and thus breaks immersion. Also flanking is in the rules while backstabb(mid combat is not)


Flanking is an optional rule in the DMG. It makes totem barbarians and rogues overpowered because they can claim advantage just by setting up a flank. You also get a really silly conga line fight that looks nothing like a real fight. I tried this rule whilst DMing tabletop and it ruined the game.

Flanking works in Pathfinder and 3.5 D&D because there are other rules that interact with it and balance it out. When you just slap it on top of D&D5 you ignore the fact that lots of classes have abilities that get a green light only when they get advantage.
Posted By: r4d Re: Early Access gameplay feedback compendium - 14/10/20 06:49 PM
Originally Posted by Chr0nos
All these people complaining about verbatim D&D rulings is kind of annoying. As a long time player of D&D (Player and recent DM), I've been around many table top enthusiasts. Common ones that I'm seeing here are rules lawyers.

"Cantrips shouldn't cause surface areas as they aren't strong enough to create anything." By that logic Magic itself is a fabrication of nothing to create something and since a cantrip by definition is a "trick" should also not be able to do damage. (RIP Eldritch Blast)

I don't care for rules lawyers. If they care that much about it then they can create a mod that removes surface effects from cantrips. Aside from that I agree with everything else being stated in the forums in terms of majority wants/needs.


Listen, I understand that there is a huge difference between how you, the DM, or you, the Player, interpret the Rules As Written. I understand that the game revolves around the fact that there are Rules As Written (RAW) and rules that have been modified, or homebrewed, or whatever name you want to give it. Since you brought up surface areas, lets work with that. Lets take Firebolt, a cantrip available to sorcerers and wizards.

Firebolt BG3
Cast Time 1 Action
Range 18m
Damage 1d6
Surface Damage 1d4
Total damage 2-10

Firebolt 5e
Cast Time 1 Action
Range 120m
Damage 1d10 @ lvl1
2d10 @ lvl 5
3d10 @ lvl 11
4d10 @ lvl 17

Why such a big change? Is range truly that powerful? is a 1d10 cantrip too OP? I don't understand the reasons behind the changes, which makes them feel arbitrary and irritating. The thing is, this IS and early alpha, and we are here TO give our feedback. That's what we're going to do, and the fact that we could create a mod that does this, while true, misses the point of participation in an Early Alpha. If all you want to do is play the game, I would really say come back in a few months. We want to help shape the game to be the experience we all truly want out of it.

It's perfectly fine if you don't care for rules lawyers, and if that is the case, I invite you to stop playing video games as a whole. I guarantee that the MOST ANAL rules lawyer I've ever run into, the most power mad, seemingly arbitrary rules lawyers I've ever had the pleasure of interacting with is a computer. It doesn't even give you the option to fight it's decision, it just happens. That's why we're here, to expand on issues we find in the game, to make the experience as a whole better, WITHOUT needing to download mods in a game to insure it's in a state that we want.
Posted By: Phyume Re: Early Access gameplay feedback compendium - 14/10/20 06:54 PM
Hey, I've created a list on things I think should be improved, I played DOS2 for like 600hrs and found some things that are annoying in this game too, so maybe developers can take a look at it. I apologize before hand if i make any mistake, english is not my main language.

Now, to the recommendations:


—Let weapons and other items stack stack, on my personal experience the inventory was a complete disaster, having 10 of each weapon, herbs, mugs and plates taking 1 inventory space each and going crazy trying to find something in particular.

—Also, some kind of indicator towards what items are usefull for crafting and what not would be a nice feature. I have serious problems and i pick up every thing i see, never knowing what to dump and what to sell or save.

—Character bodies turning into tents and flying around when killed. This is kinda obvious and hilarious but it's nice to include.

—Companions follow distance and path taking, specially when switching between them. I had some issues while switching between characters and one or two of them started running around like crazy, sometimes stepping on fire, vines or triggering some combat/event.

—Equipping from looting is not currently working, you just pick up the weapon/armor withouth equipping it if you are already using something that takes the same slot.

—I have experienced dice rolls where i needed to get a 13 to success and got a 14 and failed. Some other times i needed an 11, got a 10 and passed, idk what was wrong but maybe some weird interaction going between dice rolls, guidance, friends and thaumaturgy. Or simply some weird programmation

—While talking to an NPC you attacked you can switch characters and start attacking it until it's dead and he will not react. you could have 3 people starting conversation at the same time getting everyone to 1-3 hp with a 4th character and then killing one of them to start combat. So... yeah, DOS2 had this very similar problem where you would speak to the boss and kill his minions while he was stuck on conversation to cheese some of the most hard encounters.

—NPC dialog is character based, so if you failed a skill check that doesn't trigger a combat you can switch character and retry. This feels kinda weird, like... Didn't we have this conversation already?

—Magic users feel weak compared to non-magical, I was using a full magical party until i switched gale for lae'zel to be surprised by the crazy amount of hits she landed and the damage she dealt with a simple greatsword compared to what Gale did.

— Also it feels like every NPC is super boosted while doing salvations, I found it incredibly frustrating to cast 5 spells that required salvation and every time 4 of them got saved. This was specially unfun when casting lvl 2 spells.

—Shared trading prices between characters plz. It's annoying to switch 100 items between character just so the one with high charisma can sell at a higher price.

—Improve loading screens; and general loading. Sadly I don't use an SDD, but i have an entire HDD dedicated for games and still my game stutters a lot and takes way too long to load games. But curiously loads between maps work very nicely.
Originally Posted by DurneFea
Game mechanics:
This game should have combat in real time, like ALL other RPG games have including this very series. Imagine they announce Elder scrolls 6 beeing turnbase, like WHAT? There should be combat action in an RPG, not this over the top tactical gamestyle, at least let us choose which to use like other games ( like Dragon age). It worked for DOS1 and 2, but doesnt feel at home here. In DOS2 you also could do alot more each turn, I remember I could take two turns even, and get extra actions on killing stuff.


It's like no one has played actual RPGs or Baldur's Gate before. It really sounds like you should just play WoW or something by the rest of your post too lol
I haven't had a chance to re-read through the thread. Has anyone brought up the lack of impact our decisions make? There was a lot of talk leading up to the game about how much our decisions would impact the game, but so far it seems like our decisions really mean very little. In the end, it all comes back to the same result more or less. We need more ramifications for our decisions.
Current biggest gripe - tiefling hair. Other races get like, 26 options. Why are tiefling girls so mistreated? Horns don't stop you having glorious locks. Let that hair LOOSE.

And while you're at it, why not give us coloured horns. I mean, it's stylish, right? Maybe get it to match the tattoo colour if there aren't enough slider fields?
Minor thing but it would be good if torches could be held in a second slot like ranged weapons. As it stands characters without dark vision have to carry it as a weapon, which limits them to using only light melee weapons if not only the torch.
Originally Posted by Braxton
Minor thing but it would be good if torches could be held in a second slot like ranged weapons. As it stands characters without dark vision have to carry it as a weapon, which limits them to using only light melee weapons if not only the torch.

good point!
+1 with regards to surfaces on cantrips - big nope
+1 with regards to jump/disengage as a bonus action being OP, should only be BA through cunning action
+1 that ranged weapons should have different ranges as per their DnD equivalents (spells have shortened ranges too frown )
+1 on several other good ideas mentioned here!

I'm looking forward to thrown handaxes/javelins/daggers/etc. (They don't work yet right? I can only use a hand-axe melee as far as I can tell)

Verticality is great! Include it in spells!
-AOE spells often don't target enemies as would be expected. The spells only target within a particular horizontal plane, whereas the spell effect should be 3D, e.g. shatter should be a 10-ft radius sphere that can be positioned vertically as well as horizontally. Same for web, which should fill an entire hallway (yet in-game it can easily be jumped over)

Character Movement in Combat
-Small point: In DnD, you can walk through an ally's space, as difficult terrain, but cannot end your turn there. This is a rule that smooths gameplay and prevents clunky issues of allies blocking each other's paths.

AI
-I have only seen a single enemy dash, and that was one running away so probably scripted. Do enemies really not realize they can dash??? Or am I crazy...
+1 to the many points made about AI lol
XP for dialogue and puzzles.
Non-combat solutions and the effort taken to uncover secrets should be rewarded with XP. XP in DnD is not identical to a shooter highscore.
It has been mentioned in several threads but seems to be missing from the list in the first post here.

Make enemies avoid being less than a few meters away from explosives. As it stands they are too easy to obliberate using barrels
Lots of good suggestions in this thread! If Larian listens to y'all, this could turn out to be a kickass game.

I am confused that some people are asking for options to be removed like fast travel though. If you don't like it, don't use it. It's optional. Other people shouldn't made to suffer because you think the game should only be played one way. It's an OPTION after all.
Suggestions for Quest Journal:
• It would be great to have a "hide Completed Quests" button for the Journal
• It would be great to be able use the scroll wheel on my mouse when hovering over the Quest list to see whether there are more at the bottom instead of having to push the down arrow on the quest panel.
Posted By: Pupito Re: Early Access gameplay feedback compendium - 14/10/20 11:46 PM
Originally Posted by KingNothing69
Lots of good suggestions in this thread! If Larian listens to y'all, this could turn out to be a kickass game.

I am confused that some people are asking for options to be removed like fast travel though. If you don't like it, don't use it. It's optional. Other people shouldn't made to suffer because you think the game should only be played one way. It's an OPTION after all.


Yeah, I don't get people asking for fast travel to be removed. Basically every game these days has fast travel as an option for those who want to use it, but it's totally possible to go through without ever fast traveling. I've pulled it off so far in BG3, it's not that hard. Only game I ever felt like I absolutely had to fast travel in was Skyrim, but that's because the world is so freaking huge and enemies attack so often that walking halfway across the map in that game usually involved 2 dragon fights and about 100 random enemies.
Would love to see more races outside the PHB. To list a few Goblin (you already have the models for these wink ) Kobold, Tortle, Warforged. There are others that would be appreciated but those would be my top picks.

Also I'm hoping to be able to play through with a party of custom characters (sooner in EA than later if possible) in a large part because I... I have an unhealthy obsession with character building, but another big reason is Id rather not completely spoil all the story around the companions if it can be helped.

I'm not sure if crafting is out fully or not but what I've interacted with so far makes no sense, either a tutorial or simply more detail on the crafting page would go a long way I think. Maybe just make it a book that sits on/by all the anvils in act 1 lol

Is there an indication when jumping down to a lower level that your character will take damage somewhere that I'm missing by chance? If not it would be quite helpful. I keep getting beat up just exploring.

All that said folks I think we're off to a stellar start, I'm loving the mechanics, the combat, the rolls (despite my luck) all of it. Keep it up guys.
Yeah I've honestly never been good at remembering to use fast travel outside of skyrim lol BG3 is no exception, haven't touched it once despite my "oh good I found another waypoint" response everytime I trip over one lol
Posted By: Pupito Re: Early Access gameplay feedback compendium - 14/10/20 11:59 PM
Originally Posted by Smash Dently
Would love to see more races outside the PHB. To list a few Goblin (you already have the models for these wink ) Kobold, Tortle, Warforged. There are others that would be appreciated but those would be my top picks.

Also I'm hoping to be able to play through with a party of custom characters (sooner in EA than later if possible) in a large part because I... I have an unhealthy obsession with character building, but another big reason is Id rather not completely spoil all the story around the companions if it can be helped.

I'm not sure if crafting is out fully or not but what I've interacted with so far makes no sense, either a tutorial or simply more detail on the crafting page would go a long way I think. Maybe just make it a book that sits on/by all the anvils in act 1 lol

Is there an indication when jumping down to a lower level that your character will take damage somewhere that I'm missing by chance? If not it would be quite helpful. I keep getting beat up just exploring.

All that said folks I think we're off to a stellar start, I'm loving the mechanics, the combat, the rolls (despite my luck) all of it. Keep it up guys.


I didn't know crafting was in the game at all, I thought it wasn't going to be added for a while. How do you craft?
Another thing I forgot to mention previously:

Please make it so we can press a key e.g. Ctrl so that when we want to target an area it doesn't snap to a model.
Posted By: Fizzy Re: Early Access gameplay feedback compendium - 15/10/20 12:51 AM
A suggestion:

Please have a setting in the game where I can adjust font size. I have pretty poor vision, and would love to see the option to increase the font size. Thank you!


My thoughts/votes (one voice of many) on your 'frequent discussion items;:

Character Creation: Is awesome as it is - brief, beautifully annotated, and simple (an homage to 5th edition)
Turn-based: all the way! Part of the glory of this game is that it is turn-based, matching D&D and older RPGs. Real-time with pause is faster, but that often devalues the strategic use of character's unique abilities in favour of sheer 'power'.
Party Dialogue: allow the party to act as a group, using companion skills even when they are not the initiators of dialogue. Alternatively, when 'dialogue' is initiated by any party member, have a drop-down to select who speaks.
Surfaces: are plentiful, as in Divinity games. I like them, but dislike how accidentally wandering through a fire surface can simply kill me. Perhaps a warning before force-entering a character onto a damaging surface? Cantrips: should not create surfaces.
Space Bar: should not make selections of specific options.
Scrolls: lots of scrolls is great! I love it - more scrolls means I don't hoard them unused until the end of the game.
Containers: currently, there are too many 'empty' containers. Either fill them with something, or remove some. I vote fill them.
Inventory Management: needs to be improved. The most tedious part of Divinity games was sorting through all the stuff over and over.

Thanks so much for all of your work,
Fizzy
Originally Posted by Pupito
Originally Posted by Smash Dently
Would love to see more races outside the PHB. To list a few Goblin (you already have the models for these wink ) Kobold, Tortle, Warforged. There are others that would be appreciated but those would be my top picks.

Also I'm hoping to be able to play through with a party of custom characters (sooner in EA than later if possible) in a large part because I... I have an unhealthy obsession with character building, but another big reason is Id rather not completely spoil all the story around the companions if it can be helped.

I'm not sure if crafting is out fully or not but what I've interacted with so far makes no sense, either a tutorial or simply more detail on the crafting page would go a long way I think. Maybe just make it a book that sits on/by all the anvils in act 1 lol

Is there an indication when jumping down to a lower level that your character will take damage somewhere that I'm missing by chance? If not it would be quite helpful. I keep getting beat up just exploring.

All that said folks I think we're off to a stellar start, I'm loving the mechanics, the combat, the rolls (despite my luck) all of it. Keep it up guys.


I didn't know crafting was in the game at all, I thought it wasn't going to be added for a while. How do you craft?

If you check an anvil or a work bench an new menu pops up, but as said idk HOW it works or even IF it does lol
A few suggestions I have. Hopefully you don't mind me putting them here rather than in a separate post.

Hotbar: I don't know if this has been mentioned yet (23 pages! I checked some, but not all), but the hotbar gets a little crowded. I would suggest a Spellbook for casters - it opens a submenu with available (i.e. prepared) spells like in the original BG 1 and 2. Maybe even add a Consumables button, or separate Potions and Scrolls buttons for selecting those.

More on the Hotbar: the quick buttons (1 to =) should be fully customizable. Especially if you take my above suggestion, but even if not. This way you can put your most used actions there, in addition to spells and consumables. A fighter can set normal attack as 1 and cleave as 2, for example.

Sneak Attack: in stock D&D, a rogue's sneak attack is automatic with the first hit on a turn, assuming they meet the criteria (advantage, ally threatening the target, finesse or ranged weapon, etc). Making it a separate button/hotkey that you have to use is just additional complication for a nifty icon's sake.

Real Time vs Turn-Based: I don't know how complicated this would be to implement, but maybe you could end the debate by having both as options. Make turn-based default, but add the option to change it to real time with pause (maybe call it "Classic Combat", mentioning that it's what was used in the original Baldur's Gate games).

Scrolls: I've seen people mention how many scrolls there are dotted about in the world, which really just depends on your DM. I don't tend to give out scrolls unless there's a wizard in the party, or the adventure I'm using specifically states that a scroll is in the loot. Conversely, I tend to give out too many magic items then joke about how I have to beef up encounters because my players waltz through deadly ones without a sweat. So, I don't think they're too common as long as they go along with the item rarity (level 0-1 are common and all over, 2-3 are slightly rarer, and so on).

More on Scrolls: Additionally, scrolls should be restricted to use by spellcasters who have that spell on their class spell list. They should also have to make a roll to cast it if it's too high a level for them. The only exception to both of these rules would be a level 13 or higher thief, due to their Use Magic Device feature.

This is all I have at the moment, but I'll post more if it comes to me. Let me know if I need to start a separate discussion for any of these.

Edit: I have set up a separate post for discussion on these and other feedback/suggestions I have here.
Rules... lol. PHB and DMG are guidelines. It's a good way to start D&D for sure. But once you're comfortable enough to go outside that, homebrew is most fun, rule tweaking to encourage thought provocation for escapes from situations is what I love about the imaginative world of D&D. If they didn't come with drawbacks or bonuses then there'd be no reason to choose Acid Splash over Firebolt because Firebolt has better damage aside from proficiency bonuses or enemy resistances. I am here to see an already good looking game (aside from most of the popular issues that I agree with), continue to stay amazing, and I have no doubt Larian Studios will absolutely make the game incredible as they have with DOS2 and the modding community will add in all the other books (Guide to Ravnica, Ahmonket, Eberron, Xanathar's, etc) if the need be.

People are also complaining about CR rating vs levels (Hardcore eyeroll) those guys make me cringe hard.

I will continue to enjoy a game as I see fit. I have no worries about a game until the community derails it in the early stages when given the opportunity.
Posted By: Pupito Re: Early Access gameplay feedback compendium - 15/10/20 04:20 AM
Originally Posted by Chr0nos
Rules... lol. PHB and DMG are guidelines. It's a good way to start D&D for sure. But once you're comfortable enough to go outside that, homebrew is most fun, rule tweaking to encourage thought provocation for escapes from situations is what I love about the imaginative world of D&D. If they didn't come with drawbacks or bonuses then there'd be no reason to choose Acid Splash over Firebolt because Firebolt has better damage aside from proficiency bonuses or enemy resistances. I am here to see an already good looking game (aside from most of the popular issues that I agree with), continue to stay amazing, and I have no doubt Larian Studios will absolutely make the game incredible as they have with DOS2 and the modding community will add in all the other books (Guide to Ravnica, Ahmonket, Eberron, Xanathar's, etc) if the need be.

People are also complaining about CR rating vs levels (Hardcore eyeroll) those guys make me cringe hard.

I will continue to enjoy a game as I see fit. I have no worries about a game until the community derails it in the early stages when given the opportunity.


The reason to choose Acid Splash over Firebolt in RAW is simple: it can hit up to two creatures, while Firebolt can't. Aside from that, literally nobody is telling you to not enjoy the game how you see fit, we're just saying that we are not enjoying some of these changes they've made, and want them tweaked or reverted. That simple. You wanna gather every barrel you come across and save them to nuke the big bad? Go for it, nobody is stopping you. We just want there to be a few less barrels in encounters so not every 2nd combat encounter can be ended just by blowing up barrels. Not saying remove them entirely, just adjust them. Most people aren't saying things like surfaces, barrels, special arrows, etc etc need to be entirely removed, just toned down and adjusted. As for CR rating vs levels, I don't really care how they choose to display the monsters difficulty, just want them to adjust them a bit so they aren't stupidly OP (three attacks as a single action? Kiss my ass, Gnolls)
Large fights are annoying as hell in any turn-based combat game.

Do you WANT me alt-tabbing out and browsing the web while I wait for the enemies to move? Because that's what I'm going to do. Especially when the enemies outnumber me 3-1. It's ridiculous. At least with RTwP games you can just let it roll and watch the action.

Less enemies in large fights.
Posted By: Pupito Re: Early Access gameplay feedback compendium - 15/10/20 04:36 AM
Originally Posted by Balasarius
Large fights are annoying as hell in any turn-based combat game.

Do you WANT me alt-tabbing out and browsing the web while I wait for the enemies to move? Because that's what I'm going to do. Especially when the enemies outnumber me 3-1. It's ridiculous. At least with RTwP games you can just let it roll and watch the action.

Less enemies in large fights.


The biggest problem with this is that most of the time the enemies aren't even doing anything worth watching out for, half of them just stay where they are and snarl at you anyway.
Posted By: Tomoya Re: Early Access gameplay feedback compendium - 15/10/20 06:55 AM
Ranger needs some work. Animal companions are completely unbalanced, and Hunter archtype bonuses have all had various bugs for me. Feels bad to pick and archtype and both are basically broken.
Small QOL suggestions, some/all previously said but oh well.

-books! When I stop reading and close a book, please send me back to inventory instead of the main screen
-have some kind of mark on unread/read books, so I would easier know what I've missed.
-looting! There could be a consolidated looting window or whatever after a bigger combat, or a loot all button or something. In Wasteland 3 after a combat and you clicked one body, it would show what you could loot there, and after looting that it would automatically show the next body of loot and so on->lots of "loot all"-clicks, none of the walking around and pixel hunting the specific corpse you haven't looted yet.
-target allies through the portraits
-travel via map (click on a spot on a map, and the party starts walking)
-smarter pathfinding. If a party member spots a trap or a hazard, please don't walk into it straight away. End of combat dive into fire seems a bit stupid.
-space bar shouldn't make choices in dialogue, just skip to the next part.
-Alt should highlight more stuff
If you're going to continue with this whole advantage on hits if you're backstabbing a character, then at least give us a choice to choose the direction our character is facing when we end the turn.
Posted By: Pupito Re: Early Access gameplay feedback compendium - 15/10/20 10:01 AM
Originally Posted by coredumped
If you're going to continue with this whole advantage on hits if you're backstabbing a character, then at least give us a choice to choose the direction our character is facing when we end the turn.


This! So much this! +100 to you my good man/woman! I'm so tired of my characters ending their turn with their back facing the enemy because I don't have any way to specify which direction I want them to face.
Hi there, I tried to wrap up 3 suggestions coming from a old Infinity engine veteran playing the game on stadia.

1 - Combat is time consuming, way too much. I think mostly due to turn-based system which I'll try to get used to as I expected real-time pause way of the series. We should be able to skip some of the parts or try to speed up the process someway. I understand the level of detail put there but spending 40 min or something for a battle is just way too much time for anyone who's playing alone and is just as much interested in exploring the world and storytelling in the game.

2 - For the overall map, consider adding a fixed /isometric render/paperdrawn map as well, or something more artisticly drawn to better express how the Characters would actually see and orient themselves in the world rather than having a constant top down view as they had GPS or something, that I guess it would be kept anyway. Hope it's not too difficult. It would be a nice touch in order to add a more narrative feel rather than the cold satellite top-down MMO style only. Thank you!

3 - Game looks great on map scale but facial/character animation on close up feel cartoonish in comparison even when they're done properly. And by that I mean I can see how the actors are trying to overact on a stage gesturing all the time in order to make the characters to look more "theatrical". Yuck. Nice try, but no thanks. There will be an option to turn off camera angles during dialogues and cutscenes? That acting style would work better as seen by long distance. Sorry, I know a huge amount of work is spent for facial animation and acting, but some people just don't like the feel of it, no matter how good or detailed it may look. Those who feel that to be too cartoonish shouldnt forced to see them and would enjoy the game better in a more distant isometric view. Please consider it, it shouldnt be difficult to option.

Thank you, game looks promising nonetheless.
Originally Posted by Balasarius
Large fights are annoying as hell in any turn-based combat game.

Do you WANT me alt-tabbing out and browsing the web while I wait for the enemies to move? Because that's what I'm going to do. Especially when the enemies outnumber me 3-1. It's ridiculous. At least with RTwP games you can just let it roll and watch the action.

Less enemies in large fights.


totally aggree on that. or at least, some way to prevent the all unnecessary waiting.
oh, and the camera following each npc moving around which is dreadful annoying.
Cant believe BG1/2 were from 20 years ago and those were playable faster.

Some good suggestions already in the main post.

My general feedback:
1. I feel pressured doing combat, instead of finding other solution, due to XP rewards.
2. Some elemental cantrips feel overpowered. Fire Bolts applies an extra fire effect which increases the damage to weapon attack levels on low levels.
3. Mage Hand feels overpowered. Due to the combat system (large focus on height and shoving) and too strong an interpretation of the Mage Hand cantrip, this cantrip feel much stronger than it should be.
4. Combat feels unbalance due to Jumping and Disengaging being one bonus action. This also throws some classes out of balance (most notably Rogue). It's to easy to get out of melee range, further increasing the strength of casters.
5. Pathing of party members is frustrating, walking through flames while there is a clear path around. Sometimes they jump, sometimes they don't.
6. Class balance seems somewhat of due to changes in core rules. E.g. Warlock is balanced around 2-3 short rests per long rest. Rogue is balanced around Cunning Action. They don't feel compensated for these loses.
7. Duration of some spells is unclear from description
8. Class advancements are unclear. Because of the changes in the core ruleset (and not all subclasses being available) it is impossible to plan your character without 'wiki' help. (For instance, making a Strength Warlock makes less sense without Pact of the Blade)
9. It feels like certain combat solution are build into the game to be stronger than others and I have to find these, instead of working with the tools I get provided. (Shove, Elemental Damage)
10. In conversation I cannot let another character do an action (e.g. Break Lock [Strenght]

Suggestions:
I like the addition of Weapon Skills. I would like to use them once per Combat and choose my starting weapon(s) to give more freedom in Character Creation.
I would like an option to only get XP rewards for completing quests and not for Combat.
I like to fight as long as I can before going to rest, but is easier for me to rest as often as possible. I would like to be challenged by the game not to rest too often (for instance by getting a reward, like Inspiration are something).
The Mage Hand Shove ability feels like something that an Arcana Trickster should be able to do.
Posted By: Raind Re: Early Access gameplay feedback compendium - 15/10/20 10:53 AM
I wonder if it would possible to make enemies move together when their move order is next to each other.
Some of my thoughts:

Short Rests
The fact that you only get one short rest per day is a little odd to me. I think it would be great to have a little window above each character portrait when selecting a short rest to choose how many hit die to spend on healing; that way when it gets to higher levels, if you just need to top up your party's HP you can do so, and still save some hit dice for another short rest if you need one after an additional fight.
The intention may be to have a long rest after tough combats but when it seems so quick to run from one encounter to another, I rather feel the in-game days are very short. After finishing a long rest, if you run into another encounter you may be tempted to have another long rest after to have the party on top form, while they only covered a very short distance over the supposed course of a day.

Dialogue Options
While more difficult to implement, I would love to see more options in dialogue. There are so many occasions where an option I want to take, that seems obvious to me, isn't available. An example of this is (spoiler)
when at the druid grove, asked by Zevlor to speak to Kagha, you go down to where they are performing the ritual. A druid stops you from going further. Your options are A) be snarky and say 'I do what I want!' B) ask what's so special down there C) ignore and keep going or D) attack. My first instinct is not to be sarcastic or aggressive, it's to just say 'I want to speak to Kagha' or 'I've been asked to speak with your leader'. There's also not an option to back away at this point, like 'Sorry, I didn't know this was restricted.'
These seem like fairly obvious options that people would want to take, and they aren't available, forcing some players to behave in a way they don't want to. Also, while I haven't reached the point yet, I've seen elsewhere someone complain that
Astarion comes on to your character at some point, and the only options you had were to accept his advances or rudely reject him - no option to politely decline.


Quest Notes
Something a lot of D&D players will do during a session is take a lot of notes. Is there a place for this in game currently? If there is I've missed it (apologies if it's an obvious thing!) but it would be great, in addition to the summary of quests the game gives you in your journal when you accept or advance them, to make any additional notes you wanted.

Also, so far I completely agree with all the compiled requests/themes in the original post of this thread - thanks for setting it up!
I'd like more scars-more faces with scars ranging from thin lines (shadowheart) to... well, far more substantial ones. I think how it's working right now is the few scars you have are worked into the face texture itself, instead of an overlay like tattoos, so I fear this may be too much work.
Hello, I joined the forums to voice a few things both positive and construtive, I hope I communicate this well :

1/ As I've been discussing with friends who also played, and it looks like it needs more tooltips and tutorials for basic game lexicon.
This became clear when no one was understanding "saving throws" and how they were different from "ability checks" while relying on basically the same stats.
I had no trouble explaining, however, it's a standalone game, and should communicate it's mechanics without relying on prior knowledge of the DnD books, that's just not cool for newcomers who come from Larian games, not DnD.
In short : Lexicon ? Index of terms ? I don't like it, but I am damn happy when there is one right where I need it

2/ Future me problem I guess :
Please keep turn based mode in, it's an accessibility issue as far as I'm concerned. RTwP just busts my wrists, I only have been able to play another game (Pathfinder crpg) since they put turn based combat in it.
I used to think RTwP was accessible, turns out pain coming up while in short game sessions (less than 2H) is an indicator that it may not be as accessible as I also thought at the time.
It takes more time to play a fight, sure, but at least, it's possible to play it.
I'm all for RTwP to be in for anybody who wants/needs it too, just please don't let it be the reason some of us can't play the game.

3/ Just a nitpick, but I really feel bad when I have a critical miss on a 100% attack, as a DnD player, I get it that my best shot (attack with advantage) will always be 99.75%
(for those who like probabilities : P(A∩B) with both A and B defined as "rolling a 1 on the dice" = 0.0025)
I understand that I can always fail, and I'd like that to be reflected, it's just frustrating to fail when the UI tells you it's not possible ^^

Thanks for the work and implementing easy feedback places like here !
Posted By: Kimo Re: Early Access gameplay feedback compendium - 15/10/20 04:37 PM
So in camp and have conversation with Shadowheart. Basic flow goes a couple of questions and I know she is done telling me all she wants to tell me, BUT instead of letting me end it I must choose to intimidate her or use the tadpole to get it from here. Why can't I just let it go?
Originally Posted by coredumped
If you're going to continue with this whole advantage on hits if you're backstabbing a character, then at least give us a choice to choose the direction our character is facing when we end the turn.


You actually can already. Hold CTRL and hover the mouse over a target after making your actions for the turn, and you will end the turn in the direction you want.
In addition to my previous points:

Spells: Please, for the love of all that is and isn't holy, alphabetize the spells in the character sheet and spellbook.

Edit: I have set up a separate post for discussion on these and other feedback/suggestions I have here.
Posted By: Sigi98 Re: Early Access gameplay feedback compendium - 15/10/20 04:59 PM
I'm not sure how to properly explain this, so I'm just gonna give an example: In the temple of selune where Raghzlin is, I was standing at bottom level, so the level where the throne is. during the fight against him, I wanted to shoot magic missile up all the way to a goblin that was standing on the beams above the room. Well, there is no button that allows me to adjust the camera so that it shows me this upper level with the beams, where the goblin was standing, so I could not shoot him.
A button that would allow me to adjust the camera up or down, instead of just left and right, would be amazing for a game that has so much (awesome) verticality.
1. I would not at all mind a complete removal of all surface hazards!

2. When jumping down, an indication on height would stop accidentall deaths

3. Related to 2. The camera does not handle the height differences good. My lord is it annoying

4. Pause death rolls on conversations! Being stuck in a semi-cinematic and choosing between missing half of it to change char or risk a companion dying is annoying

5. If surface hazards stay to some extent (please just remove them) make the AI smarter. They really should not walk willingly into known hazards
Posted By: Sigi98 Re: Early Access gameplay feedback compendium - 15/10/20 05:20 PM
This is no pressing issue, but a part of the romance scene with Astarion is a bit weird. You go to bed, then you go to him and then he just stands there, with his ARMOUR on, and after we had sex, he just stands there again, with his armour on..... just a bit weird and less romantic than I had hoped.... why not let us chill at the waterfall with a picknick, or go for a walk at the river..... instead of standing in front of a random tree and doing nothing
Link to my Criticism with in depth: http://forums.larian.com/ubbthreads.php?ubb=showflat&Number=699896#Post699896

One Liners detailing my concerns:

1. The current Narrator is not a story teller.
2. Real Time with Pause Option.
3. Bring back Fog of War. Not just on the Map.
4. Select All Adventurers to make the same command to everyone.
5. Starting Area needs to be changed.
6. Better Music for certain things. Such as Intro and Battles.
7. Conversation History.
8. Reading Books and Page Length.
9. Max Party Increase to 6.
10. Sleeping / Camping where you are instead of travelling back to the same camp site.
11. Character Data and Inventory Page layout changes. It's Ugly.
12. The Dice. RNG. It's bad. Remove most of it. Make it stat driven (CHA, INT, STR, Etc based on the choice.)
13. Loot and Being a Thief. Don't stop my actions with dialog.
Super job compiling everything. Ive been putting my thoughts/suggestions here:

http://forums.larian.com/ubbthreads.php?ubb=showflat&Number=695664#Post695664

Do I need to copy them to this thread too?
Posted By: Source Re: Early Access gameplay feedback compendium - 15/10/20 05:55 PM
The game is doing a great job of capturing the feel of a d&d world. I just have some suggestions to amplify that mainly in regards to characters / companion relationships / dialog / ui design

Suggestions:

1. Make the characters who can join your party have lots of interest and depth with their own unique personalities and intricacies (at the moment they feel a bit one dimensional and too similar in their thoughts and attitudes and personalities)
2. In a d&d game, yes you will have characters who disagree with you, but by and large you want to have a party where you feel that comraderie and that you're all together and on the same side. Right now it feels as if every character hates you and you don't get that sense of fellowship and comraderie.
3. I'm not sure if this is because of the animation voice capturing, but I would like to see far more dialog from the characters instead of the simple one liners we see now. That will add to the above points.
4. Also linked up to that, can you please add a lot of atmosphere to the dialog boxes and ui design in general. Baldurs gate always had this classic old type of feel to their interface / dialog boxes etc. Would be great to feed in that rich atmosphere at the UI level instead of the bland white font text we see now.

I personally feel this is getting lots of things right but ultimately it is going to come down to a great story, interesting lovable characters, comraderie and atmosphere to make a great Baldurs Gate 3 (see something like Critical Role's campaigns and why they are so successful).

Thanks.


I would like to see less development time spent on ‘origin’ style special player characters and more companions that are not player options. There’s a happy medium somewhere between fully fleshed out possible protagonist party members and generic mercenary characters. Baldur’s Gate was known for having tons of party options and party members with their own goals that could join and leave on their own. Icewind Dale was the series for when you just wanted to play through a campaign without the party personalities.

I think this because I think many players will opt for a custom player character, just my opinion.

Shove/Jump/Disengage as bonus actions feels a bit too strong and it’s even more frustrating when the enemies abuse it as well.

High ground and backstabbing advantage are technically too good. Low ground causing disadvantage and high ground providing advantage is the equivalent of fighting blind at the moment which is overly harsh in my opinion.

Double check the encounter difficulties. Most of the encounters rank as deadly when I checked against the tabletop guidelines.

Oh and bring back the BG paper doll for gear management. I found it clunky pulling up the bags and then having to switch to the character view. More boring but useful magic items like rings of resistance and protection.

A quick search trough the forum and making sure it isn't already in the master post :

People and I expeced to use rope for climbing or at least going down when we saw it as loot
Hi here is a few ideas.

Add Asmodeus to be included in the gods clerics can follow. He's a god in 5e. With evil clerics, give them the option to use negative energy so to learn Inflict Wounds instead of Cure. Since there are evil gods available, for the paladin class have an option for an anti-paladin or blackguard. Also add a dragon blood sorcerer as subclass for sorcerers. Here's an idea let players become vampires and assuming their class still works with it they keep their levels - like for instance an evil cleric or sorcerer would still keep their other powers but a Druid or ranger would not as undead are affronts to nature. Since evil clerics can use negative energy from my first idea you can heal your undead characters. Also add an encounter with a Lich and make him ridiculously creepy. I think a touch of the genteel or sophistication juxtaposed with the Lich being what it is would be an interesting combo.
Posted By: 0NDS Re: Early Access gameplay feedback compendium - 15/10/20 08:36 PM
Hi,

I've seen this multiple times: XP from environmental effect kills, ie the stone hanging on a rope, or fire barrel kills.
http://forums.larian.com/ubbthreads.php?ubb=showflat&Number=699906&gonew=1#UNREAD

Thanks smile
Some sizeable gripes I have:
1.) Very little reaction from the world to events that are going on. Nobody seems to freak out or really care about what's going on in the world. I giant tentacle ship crashed from the sky with Mindflayers, brains and people dropping from the sky and dragons flying around and no one seems to care.
2.) Very little character development with the companions. They go from not really caring about the PC or each other to "let's bang". It's weird. There needs to be significantly more character development, dialogue and relationship building (of both friendship and romance).
3.) All companions are some weird special cases. It's a huge shame because ripping a character out of a world of normalcy and then tossing them into the role of the party would be far more powerful I think. Especially moving from a level 1 character to a level 10 throughout the journey. It seems weird for any of the protagonists to be level 1 characters or to be the starting party. Add in more variety, some visual customization options (not a fan of any female companions) and some normal characters. I sincerely hope the 8 companions we know of aren't it.
4.) More customization or leveling variety. I don't feel anything great from leveling at all (as of level 4).
5.) More non-party camp members.
6.) Camera is very wonky and needs significant improvements to moving around, cinematics, etc.

For a team that I thought had some pretty good writing in the past, I felt like the writing for the EA was the biggest weak spot for BG3 so far.
***FOR CHARACTER CREATOR:
I would say that they could take a few pages from Soul Calibur and Mass Effect: introduce scars on body parts/faces, physique modding (height and width of character), and face/head dimensioning (depth of cheek bones, pouting lips, etc).
This could also be enhanced with a bonus mod (if you buy a "Gold Edition" pre-release persée) that depending on the role, you may gain a single choice among 3 randomly generated features to add to your character, or 1 extra Ability point to spend to give your starter character an extra boost, upon which the option may still be turned down(?). I suggest this because I've had DM's grant bonuses for an interestingly built character where the player cleverly written something that other people don't use or think about. Ie - Half-Orc Monk (they don't get monk class bonuses really so give them a little something to work with).
Why does our map mark exactly where Auntie Ethel's house is, or where the Gith riders are, or where the goblin bosses are before we've even visited the region?

We may hear they're to the south, or west of some mountains, or outside the abandoned village, but that should give us larger circles, approximate areas on our map where they're supposed to be.

Exploration and discovery is entirely removed by placing exact markers on our maps. No one needs it, and it doesn't make sense!

Larger, approximate regions corresponding to the clues we've heard or found about a location, please!!

Thanks so much for a great game, Larian! =)
Dialogue Animations - Way too much movement. Characters are bending at the waist, bobbing their heads, and doing all sorts of over-acting that make the conversations feel staged and forced. Also, expressions are often too exaggerated, such as frowns or frightened faces. These look like children mimicking those expressions instead of a real person expressing subtle emotion. Watch movies on mute for reference of body language and faces (not much movement).
I find that the overall map area / explorer zone is pretty small, you can be anywhere other than the underdark in just under a minute on foot. Temple / grove /blighted town / Goblin area / Gnoll area

I think stretching the map a little and giving us random encounters would be nice.
I may have been unaware if it is in the list, but as of right now, I could not see any mention of this, thus:

Races.
As someone who has been on the scene for dungeons and dragons for round about 18 years, since my first copy of the Advanced monster manual from second edition, to my fourth game in 3.5e, to my disastrous first attempt at 5e due to skipping fourth edition in it's entirety, I have always found the Race list to be one of the most interesting, and thought provoking parts of the rules. From aasimar and Tiefling, to Svirfneblin and Half Orc, the idea of playing such a wide variety of races is what appeals to me the most.

Dnd to me has always asked the question of: What if i was "X race" who did "X Class" in a way that no one has done to my knowledge? In 3.5, it was why i played a Tiefling Cleric, an Aasimar necromancer, and a Halfling Barbarian. Because, as I have heard, creativity breeds innovation. I feel that currently, the line up of Rces is a bit small. Granted, i haven't been able to find a list telling me that these are the only ones, or vice versa, but Githyanki, Human, Elf, Half elf, Drow, Dwarf, Halfing and tiefling are not a lot of races. I'd love to see Dragonborn, Warforged, Gnomes, Half-orcs, there's so many races that are just amazing to have in a campaign. Classes too! lot of classes out there get flack for people thinking they are exploitable, but if you don't break a few eggs, you'll never make a cake. Balancing needs unsteadiness to be achieved, and that is not a bad thing to want.

I'm very impressed so far, bugs and slight deviations aside, I'm pretty squarely impressed with the detail and care Larian has taken to re-create this world. And having played the original baldur's gate, and it's sequel, along with icewind dale, and temple of elemental evil, neverwinter nights, and neverwinter nights 2, I'm expecting great things.Divinity was a pretty solid game, gave good memories. i'm expecting the same here.
Originally Posted by Doomlord
I find that the overall map area / explorer zone is pretty small, you can be anywhere other than the underdark in just under a minute on foot. Temple / grove /blighted town / Goblin area / Gnoll area

I think stretching the map a little and giving us random encounters would be nice.



I don't mind smaller map areas, if there are multiple zones like Baldurs Gate.
Originally Posted by FallenLord
I may have been unaware if it is in the list, but as of right now, I could not see any mention of this, thus:

Races.
As someone who has been on the scene for dungeons and dragons for round about 18 years, since my first copy of the Advanced monster manual from second edition, to my fourth game in 3.5e, to my disastrous first attempt at 5e due to skipping fourth edition in it's entirety, I have always found the Race list to be one of the most interesting, and thought provoking parts of the rules. From aasimar and Tiefling, to Svirfneblin and Half Orc, the idea of playing such a wide variety of races is what appeals to me the most.

Dnd to me has always asked the question of: What if i was "X race" who did "X Class" in a way that no one has done to my knowledge? In 3.5, it was why i played a Tiefling Cleric, an Aasimar necromancer, and a Halfling Barbarian. Because, as I have heard, creativity breeds innovation. I feel that currently, the line up of Rces is a bit small. Granted, i haven't been able to find a list telling me that these are the only ones, or vice versa, but Githyanki, Human, Elf, Half elf, Drow, Dwarf, Halfing and tiefling are not a lot of races. I'd love to see Dragonborn, Warforged, Gnomes, Half-orcs, there's so many races that are just amazing to have in a campaign. Classes too! lot of classes out there get flack for people thinking they are exploitable, but if you don't break a few eggs, you'll never make a cake. Balancing needs unsteadiness to be achieved, and that is not a bad thing to want.

I'm very impressed so far, bugs and slight deviations aside, I'm pretty squarely impressed with the detail and care Larian has taken to re-create this world. And having played the original baldur's gate, and it's sequel, along with icewind dale, and temple of elemental evil, neverwinter nights, and neverwinter nights 2, I'm expecting great things.Divinity was a pretty solid game, gave good memories. i'm expecting the same here.


They're planning on having at least the PHB races (plus githyanki) available at launch, and I believe they're planning on releasing them gradually throughout early access. Classes and subclasses, as well.
As I've been playing, a few more things have come to me.

Bartering: This is a homebrew rule, but I have a feeling it's not only at my table. Every player wants to get a deal or convince a merchant their item is more valuable. Giving the ability to roll Deception or Persuasion when speaking to a merchant would be a nice addition. It might be a good idea to restrict it to a single item, and bulk purchases (for example, if you're buying out their entire stock of 6 or more of a particular potion).

Inventory Management: Currently, inventory management takes up a lot of time. It would be helpful if junk items were automatically tagged as wares. And speaking of wares, adding things to wares should be easier. It would be helpful if there was an "Add to Wares" button you could click so that you could just select items, rather than having to right click each one individually. This would make inventory management much quicker.

Item Value Disconnect: The value of items when you're buying and selling don't correspond with the tooltips. You can count on a significant markdown for anything you're selling, and a significant markup for anything you're purchasing. The tooltip should correspond with the actual price.

Selling Wares: A bulk "Sell All Wares" button should be available in the barter screen, like Skyrim's "Sell All Junk". Again, this would help speed things up so you can get back to the game.

Voice Acting: If Minsc and Boo show up (I believe they're canonically still alive as of a Storm King's Thunder tie-in comic run), Boo should be voice acted by Matthew Mercer (as he was in a D&D Live 2019 game).

Rules

Item Rarity: Currently, potions don't have a rarity attached to them. This would help to determine their value and... well... rarity.

Item Values: According to the Basic Rules (I couldn't find it in the DMG or PHB), art objects, gems, and trade goods always sell for their full value. Equipment sells for 50% value. Magic items follow the rules set out below. It may be too much behind the scenes dice rolling to use the Xanathar rules. But, if it's possible, it would give more variation, and sometimes great deals or total rip-offs.

Magic Item Cost: Magic items don't always seem to have the appropriate values associated with them. Common items, like particular potions, should only cost between 50 and 100 gp (with potions of healing specifically listed as 50 gp in the PHB). Uncommon, like the +1 weapons should be between 101 and 500 gp. Rare are 501 to 5,000, very rare are 5,001 to 50,000, and legendary are 50,001+ gp. Xanathar's Guide gives further specifications (under Downtime Activities in Chapter 2, and Variant Rules in Appendix A) for item rarity (Downtime) and some particular potions and levels of spell scrolls (Variant).

Pillars of Play: I believe this has been mentioned, but XP should be awarded for all three pillars of play. Not just combat, but also exploration and social. Talking your way out of a combat encounter should be an option in some cases, and reward XP as though you'd killed all of the enemies. Bartering (my point above) shouldn't reward XP - it's not "you get XP any time you roll the dice" - but if you successfully talk Kagha down from killing/imprisoning the little girl (as an example which I've yet to accomplish), there should be a reward.

Verticality: Verticality has been touted as one of the big things about this. I know we're early on, but there should be better ways to use it. A distance when jumping down to a lower elevation, so you know if you're likely to take damage or if it's going to be no problem, would be immensely helpful. Also, climbing, ropes, and the climber's kit should be added/implemented. A difficult climb may require an Athletics check, which could be negated if you have the climber's kit.

Edit: I have set up a separate post for discussion on these and other feedback/suggestions I have here.
Originally Posted by silentbrad
Originally Posted by FallenLord
I may have been unaware if it is in the list, but as of right now, I could not see any mention of this, thus:

Races.
As someone who has been on the scene for dungeons and dragons for round about 18 years, since my first copy of the Advanced monster manual from second edition, to my fourth game in 3.5e, to my disastrous first attempt at 5e due to skipping fourth edition in it's entirety, I have always found the Race list to be one of the most interesting, and thought provoking parts of the rules. From aasimar and Tiefling, to Svirfneblin and Half Orc, the idea of playing such a wide variety of races is what appeals to me the most.

Dnd to me has always asked the question of: What if i was "X race" who did "X Class" in a way that no one has done to my knowledge? In 3.5, it was why i played a Tiefling Cleric, an Aasimar necromancer, and a Halfling Barbarian. Because, as I have heard, creativity breeds innovation. I feel that currently, the line up of Rces is a bit small. Granted, i haven't been able to find a list telling me that these are the only ones, or vice versa, but Githyanki, Human, Elf, Half elf, Drow, Dwarf, Halfing and tiefling are not a lot of races. I'd love to see Dragonborn, Warforged, Gnomes, Half-orcs, there's so many races that are just amazing to have in a campaign. Classes too! lot of classes out there get flack for people thinking they are exploitable, but if you don't break a few eggs, you'll never make a cake. Balancing needs unsteadiness to be achieved, and that is not a bad thing to want.

I'm very impressed so far, bugs and slight deviations aside, I'm pretty squarely impressed with the detail and care Larian has taken to re-create this world. And having played the original baldur's gate, and it's sequel, along with icewind dale, and temple of elemental evil, neverwinter nights, and neverwinter nights 2, I'm expecting great things.Divinity was a pretty solid game, gave good memories. i'm expecting the same here.


They're planning on having at least the PHB races (plus githyanki) available at launch, and I believe they're planning on releasing them gradually throughout early access. Classes and subclasses, as well.


I would love to see Tabaxi or Leonin as playable races and Blood Hunters as class.
Posted By: Source Re: Early Access gameplay feedback compendium - 16/10/20 04:03 PM
Baldurs Gate Soul

The game definitely has a D&D core in it and has lots of potential.


My only major feedback would be (and this is not a post to create another BG2), but that the game still needs its own unique Baldurs Gate 'soul' which affects every part of the game. At the moment unfortunately, because of how much was used from the DOS games (items, UI, placeholders, some music and audio, use of environments (exploding surfaces everywhere), certain character traits etc.) it feels a bit too much for me like a DOS game with Baldurs Gate trying to find itself inside of it. My suggestion would be to find the 'essence' of the Baldurs Gate soul that you want to game to have and work it into each area of the game, so that it ends up feeling like a unique IP and not like DOS IP with BG trying to find itself in it. I would really like to see this affect the UI (give it that more classical old school design), the dialog (much more dialog and richness there so that the game has lots of depth, and old school dialog boxes instead of white text), characters (unique and rich characters), d&d party comradery, less over the top environmental effects (not having surfaces everywhere), the music (its own unique feel and theme)

Otherwise its looking great.

Thanks for listening.
It doesn't quite feel like BG. I haven't played far but in the original games you were surrounded by signs you are in the DND universe like in the second game there's a temple district that had temples for all the major good gods. So far this feels like DOS but with a mod.
I think Sneak Attack should be a toggle ability like Attacks of Opportunity.

The way Sneak Attack is currently implemented is confusing for people familiar with D&D 5e and those unfimiliar with D&D. For those familiar with D&D 5e, it's confusing because it doesn't not function in the same way it does in the tabletop game (my main gripe with it) and for new players, they are using the Sneak Attack abilities when the target isn't eligeable for Sneak Attack and not realising.

How Sneak Attack is currently implemted nerfs the way it is inteneded to function in tabletop and requires the player to select a seperate attack option specifically for Sneak Attack, twhich further clutters the hotbar. A simple fix (that would make it function as it does in the tabletop game, reduce confusion and hotbar clutter) would be to add it to the toggler bar with Attacks of Opportunity, having Sneak Attack damage be automatically applied to the next successful hit against an eligable target while Sneak Attack is toggled on once during that turn.

This cleaner option, means players are less likely to miss out on their Sneak Attack damage (as it is in tabletop) and allows more tactical control in how Sneak Attack is used, while also being less confusing for both new and experienced players.

https://forums.larian.com/ubbthreads.php?ubb=showflat&Number=701645#Post701645
30 hours in a game:
- Please, give more traders! At least whatever travelling merchant who will visit my camp randomly on a long rest! I have killed druids(technically, it was a self-defense), put all the goblins to knife(sorry, there can be no witnesses of a drow killing drow). Druid camp is empty, goblin camp is empty, cocky green guys left, guys with burning house left, refugees from druids camp left....only the ogres in the village and a crazy hag in the swamp are left to entertain me, and no one wants to buy my stuff!
- I can mark stuff as wares, but can't offer all wares
- I expected a 1000hp ogre with "Ze Finah Bozz" name at the Mountain Pass and other end-of-early-access-content spots. Or a Magick Cock. Or a talking rat. Or literally whatever fun thing! I love the idea of REALLY tough enemy so we can entertain ourselves while waiting for Act 2 to come. And maybe earn an achievement for killing it?
- Inside a goblin fortress I managed to get into a fight with Absolute's Commander(whatever tough red guy in a throne room) when I was inside the prison with spiders, 2 floors below them. That was not fun at all.
- The black warlock guy is too cocky. I understand that rogue elf kinda have to be edgy, but 2 companions who smell their own farts is kinda too much.
- Super-duper forbidden necromancy book that asks for 2 impossible skillchecks and rewards you with a "Speak with the dead" spell that you already have is the worst. I had to kill a giant spider for this thing, come on!
- 6 man party is a GARBAGE idea. The game is meant to beaten at least 2 times.

In general, with all the animation bugs and rare UI crashes, I am pissing myself in excitement. The game is super cool.
Only one thing bothers me.
I love to kill folks, steal their stuff, and sell it for fancy swords.
Give. More. Traders!




I've been playing for about 40 hours and this is some of the things I would like to point out for now:

1)No Shield spell: this is a very useful abjuration spell both for wizards and eldritch knights. It is used as a reaction so there's a lot of potential with this one, it should be added to the game.

2)SCAG content: does Larian intend to include content from scag (like the wizard cantrips ex.: green flame blade, booming blade)? if not they should consider it.

3)Class Specific Spells: self explanatory, but right now in EA the wizard can learn and cast spells from the cleric list for example... I believe this subtracts and confuses the propper experience of playing the different classes.

be back to share more later, the game is really enjoyable and fun.
24 hours for the 1st Act. Great Show!

played Baldurs gate and tales of the sword coast 20 years ago. this really feels like a modernized baldurs gate! Sometimes the combat was very hard, but in the end I am happy with the difficulty, had to come back later and plan better!
Some things I found today:

1. The sickle of BOOOAL seems really bad. Especially if you consider it is given to you by a god. I mean 1d4 damage? Come on. Even the normal sickles you get from the redcaps deal 2d4 damage each. And here I was planning to preach slaughter in the name of the god of fishy murder.

2. In the lab below the blighted village to many of the walls vanish, to let you see through. It gets to the point, where I have a really hard time interacting with some items, because the walls will vanish to show you the room next to it.

3. I walked with my character through the waterfall in the goblin-camp, but other goblins still referenced the shit I smeared in my face. I think this should clean it.
Inventory tabs? Autosort? One of my biggest issues with prior Larian games is the inventory which is more a chore than anything. Ways to sort it would go a long way!

I have to voice again: Cutscenes. This isn't to knock Larian or the work put in, and I'm aware we're far from launch, but they're in a very, very bad spot right now. They're buggy, the animations are very bad right now, placement is very bad and in some cases (like night with Shadowheart) they look like Andromeda levels of cringe. I'm sure they're separate teams, but this needs a ton of love.
Posted By: Worm Re: Early Access gameplay feedback compendium - 16/10/20 10:36 PM
Unit selection should work like it did in BG1 and BG2. The whole idea of chaining portraits is novel but in practice is just very inconvenient. Constantly people follow you into hazards, break stealth, etc. Simply add a speak button for talking to NPCs and let us click and click drag to select multiples.
To add to the empty containers, one of the things that is frustrating is that not only are they empty but they also have loot that has no purpose, like loads of plates and utensils. I feel like every time I open up a container to find those items I want to scream...LOL. I also want to add in regards to food, I feel like a lot of the food we get don't give us enough health back and it's limited to one action point. Especially if you are fighting really hard bad buys, having the food give you at least 25% of your health back would be helpful.
Posted By: Charod Re: Early Access gameplay feedback compendium - 16/10/20 10:56 PM
Originally Posted by Luskenai
Suggestions for Quest Journal:
• It would be great to have a "hide Completed Quests" button for the Journal
• It would be great to be able use the scroll wheel on my mouse when hovering over the Quest list to see whether there are more at the bottom instead of having to push the down arrow on the quest panel.


fully agree...should be able to use mousewheel to scroll through questlog...and the arrows for moving up/down are really small
Originally Posted by Lady Avyna
To add to the empty containers, one of the things that is frustrating is that not only are they empty but they also have loot that has no purpose, like loads of plates and utensils. I feel like every time I open up a container to find those items I want to scream...LOL. I also want to add in regards to food, I feel like a lot of the food we get don't give us enough health back and it's limited to one action point. Especially if you are fighting really hard bad buys, having the food give you at least 25% of your health back would be helpful.


There should be some type of icon to indicate what is empty or not. The amount of useless junk is also quite annoying. Some of which could have cool functions like rope being used to rappel. As for food: I think it'd be better if food provided massive HP restoration like you mentioned (25-50%), but could only be used outside of combat since it makes no sense to stop and eat an apple in the midst of a fight, while a potion is easily chugged down for quick health in battle.

Edit to add separate complaint: Romance, friendship and relationships. My female companions seem to hate me and everything I do, while the males are all fine with everything (even Astarian despite occasional disapproval seems friendly). I'm unsure if Shadowheart is bugged or if it's just so poorly written, but my approval with her is maxed out, she seemed to dislike me up until her Shar marking at the shrine where she turns a corner and appears to like my PC, but despite this and approving of dialogue options she still makes the comment, "You're not the company I'd keep". Fast forward to the celebration and she's asking me to drink with her and spend the night, all of a sudden she likes my PC again and says something along the lines of "Why didn't you say so sooner" or something, kisses the PC and then the next day says "Uhh, don't remind me. A mistake I won't make again" despite nothing else being done and max approval.

I dunno if she's just that poorly written right now, or if it's completely bugged or something. I sincerely hope the final game doesn't have her being hot and cold to such inane degrees. Thus far male companions seem spot on for what they are, the females are just in a terrible spot and I'm not sure if it's intentional or if it's because it's in such a mix of development. I have a feeling that the reason we see such a big jump in relationship dialogue is because it's missing a lot of content and the middle of the relationship building. I'm assuming the first act is actually much bigger than we're seeing.
Please add to list: Fix camera. I fight the camera more than mobs. O and home help. But we need to be able to look up easier to find places to misty step to as example.
Fix perception checks. I get “Something over there” a lot and have no clue what they saw. Sometimes I see something new or something highlighted, but most times I have no clue what it was.
The barter trade system will frustrate new people. I do not see the point of barter. It will also as default cause new players to give items for free since they don’t understand the way it works
Fix the AI in big battles. Needs to be optomized or something. I might as well tab out and watch youtube between turns.
I rolled a Cleric of Selune and it didnt seem to matter in any selune content or with a certain companion. It should.
Posted By: Pupito Re: Early Access gameplay feedback compendium - 17/10/20 05:15 AM
RumRunner, you might wanna just compile a list and make it one post instead of just posting over and over again one after the other.
Two more, as one getting ready to go to bed:

- Marching Order: We should be able to set a marching order. As everyone knows, wizards and squishy characters in the back, barbarians/fighters/paladins at the front. As it is, anytime I click to move, Gale books it in front of everyone, and the group stops in a + no matter what.
- Tools: More tools/kits should be added (I know it’s early days). Characters without proficiency with those tools/kits shouldn’t be able to use them. Or, at the very least, give them disadvantage. Thieves’ tools have already been discussed, I believe.
- Trap Disarm Kit: This doesn’t appear to do anything. Right-clicking a discovered trap doesn’t give an option to disarm like doors with thieves’ tools. Additionally, rules as written, both lockpicking and trap disarming use thieves’ tools.
- Trap Disarming: Some (not all) traps should have the option to disarm in different ways. Strength, Intelligence, or Wisdom check.
- Traps: It’s been mentioned before, but pausing (going into turn-based mode) or stopping the party when a trap is discovered should be a default thing.

Edit: I have set up a separate post for discussion on these and other feedback/suggestions I have here.
has the main list been updated?
Posted By: Nyanko Re: Early Access gameplay feedback compendium - 17/10/20 08:46 AM
Please add the request to have disengage taking a full action. It should really be considered in my opinion. You shouldn't be able to disengage and attack in the same turn.
Originally Posted by Dark_Ansem
has the main list been updated?

It hasn't, and I fear the task is now slightly beyond me at 26 pages. :| But it is collecting a lot of stuff together in one place.

My current plan is that feedback will become more focussed into its own topics which can then be deposited here so they can be found easily. Though I admit a certain degree of "I hope this works!"

It's also important to bear in mind this is not Larian's only source of information and they are gathering feedback from multiple sources and using a proper bug-tracking system.
So I got through 17 pages of feedback post and just want to add my voice and "+1". I know a lot has been mentioned before, but I really want Larian to listen on some of these things, so one more voice here.

Overall: I love the game already. What I really like is that Larian have found a balance between exploration, storyline and combat. I love to explore and find mysterious items but also to beat some difficult adversary in combat or follow a non-linear storyline with multiple solutions. I was giddy when I found the entrance to the necromancer cellar, because that is exactly how such a game should be imo. It´s like the weird, long and quite difficult storyline with the Tanner and the human skin armour in BG 2. Not because the old way is always the best way, but a storied game like Baldurs Gate needs a lot of mysteries and hidden stuff!
Really beautiful graphics with plants that actually look like real plants – wow there are recognizable dandelions, lupins and aloe vera plants.

ESSENTIAL – Keep the mystery and odd story lines intact. I want to be able to discover crazy items and weird hidden rooms.
Movement, maps and gameplay

+ 1 Alt reveal button is broken as it is - have it reveal all the interactables BUT NOT the hidden ones that require perception checks. It´s too easy when Alt allows you to see all interactables like in Pillars, Pathfinder, BG 2 after patches. I love that some things need to be found.
+1 Party selection and non-combat movement is a bit broken. Get rid of that “chainging” – it makes for ridiculous amounts of unnecessary micro
+1 Jumping in non-combat situations – if lead character jumps, the rest of selected characters should jump as well automatically, not as added action to movement.
+1 Rework resting, resting in place seems way more natural even though lugging around 25 different swords and armour is not.
+1 Remove waypoints make fast travel a sign post option and skip time instead, those waypoint seem totally out of place
+1 Too big maps, make more maps, smaller portions, little like BG 1, but with no travelling time in between.

Combat

+1 Delay turn in combat
+1 Jump button should be different from disengage.

Camera

NEW Camera gets stuck when panning around tall trees, cliffs etc.
+1 Fix camera to allow looking up as a minimum.

Interface/hotbar/inventory

+1 Make it impossible to add useless clutter to hotbar
VERY IMPORTANT – +1 destroy used story items. (I just hated in BG, when I kept running around with demon heart thinking it could be used as an ingredient for a hidden quest).

Information and character sheets

+1 Learn spells from intelligence, not paying gold
+1Character sheets and effects – expand the sheet with more information, I want to be able to see what my characters suffers from not just as an icon on top of the character icon, but in my sheet during combat
+1 More tooltips
+1 More spell info in spell book and while learning spells – make like BG 1 and 2

Level up and experience

+1 Non combat XP
+1 No auto learn spells on level up

Graphics and music

NEW Botanics – please have some botanist help you with ecosystems and which plants live where. Dandelions don’t grow the same place as very dry subtropical aloe vera plants do.
NEW more iconic music. One of the best ways to create an atmosphere is distinct music. This is partly what made BG 1 and 2 so great. Just hearing the first note of the main menu music from BG can activate my entire nerdy being. Please recreate that feeling.
NEW Loading times – I have a an okay gaming PC (i5 8400, 16 Gb memory, Stix 2060 advanced) , but loading times are still waaay to long. Please improve.
+1 Items on characters – make items visible on characters in a realistic way, please put swords on sword belts.
+1 Faster rendering of surfaces. Can’t be right that my Stix RTX 2060 need to spend 30 sec rendering every time I load a game




Would like to see the ability to scroll on the quest log (might be me, but currently unable to and have to use the side bar), as well as not see completed quests.
Did my first multiplayer game with a friend and we did run into some bugs with it like being unable to dismiss a party member or dialogs not starting up until the other person ends a dialog they're in.

I do have some suggestions, it's something that I think would work great in this game considering we have the dice roll mechanic. What I struggle with in co-op is that you easily miss out on important information if you don't stay glued to the other player (my friend has a habit of running off sometimes).

I would love it if the game would trigger a request to listen to the dialogs my friends are starting so I don't have to realise they're in a convo or whatever and click on it manually, only getting the info too late. Give me a prompt so I can join and not miss out on dialog.

Secondly, I wish you weren't a passive part of the conversation. I love how they handled dialog in SWTOR and think it would fit really well into this game: allow all party members to respond and then have the dice roll (not necessarily one you see) decide whose answer gets picked. It would make it feel like we really are in a party together and it's not just one player deciding and the other listening in.
Posted By: Nexano Re: Early Access gameplay feedback compendium - 17/10/20 12:33 PM
I didn't really seen any normal armor in game.
In 5e STR fighter have Basic Chargen Option to take chainmail - which is only avable in lategame close to very end EA. That's just frustrating.
Ringmail - nice i never seen any single on board player who wearing this crap. Chainmain itself worth 75 gp. base cost only.
Breastplate(literally best option for rangers) - never seen one.
First studded leather avable when you find dead drow near bruning building. Same nearly end option.
Splint - never was noticed by anyone.
Plate - not really point of arguing but still.

Loot system and starting gear need to be tweaked.

Many character builds just made for making players suffer?
I love how combat work, so I won't have anything to say here. Turn based, tactics fights are my way to go.

What I would like to see is more makers on the map, not just area and quest, but locations and specific buildings, exits from areas aaand maby more important npcs? I totally mossed Wyll on my playthrough same with Zorrou. I don't know how, but still. Also It would be nice for journal option "show on map" to work, because it doesn't work for me now.

From other things - of course fix that wizard can learn all spells and add more of theeem laugh

I too felt like for some companions they where to quick to jump with my character into same bed. For Astarion it kinda work, same with Shadowheart... but Lae'Zel? Och boy she also was so angry with me (as I didn't took her with me too often) and made me angry rant how I will not know how she feels... That was cringe and hilarious at the same time. Maybe it was supposed to be XD
But I think it is unfair to get more character growth in just few levels and one main area. As I see it other games there are areas, many, many areas. They give feel thay you were in different places done many things and have many plot hooks for you and other characters. For now we only had two big areas and one plot hook for every character plus main plot for whole team. I think we should wait for more story to be able to judge it properly.

What I would like to see is a bit more verbal reactions from our companions like with Loviathar priest scene. Simply to give a little bit more feel into dialogs.

Last - tiny thing, but important - icon for passive rolls should not be always an eye as we have several different rols. For instance: sleigh of hand, arcana, nature, histoy, stelth... and so on.
Pch and I almost forgoth - it would be better is opening locks to have dice rolled like with disarming traps not just progres bar.

I would like to see a better smart evil path. The path in EA is a bit of a mess. Also, playing murder hobo isn't smart evil just fyi.

Smart evil needs motivation to go help the goblins or the thieflings, right now I have to suspend my disbelief all the way to the planet Jupiter.
I've been compiling a big list of the feedback i've seen here and on reddit, a lot of it is in your first feedback compendium thread. Happy to post it if you'd like to sticky it over there?

# Feedback Compendium


# Hot Ticket Items

# XP from encounters resolved without violence

Killing everything is currently far more rewarding for character progression and XP, but in D&D a DM would award equal XP and loot opportunities for solving encounters with your characters powerfull non-combat abilities.

# Reactions

Automatic reactions take a lot of control away from the player, and the concern is that we don't get access to higher level class features and spells which might prove that this system would not work without significantly changing these abilities. EG Counterspell, Cutting Words, (Improved) Warding Flare, Uncanny Dodge, etc.

# Party Size

Concerns around a 4 man party include the feeling that "niche" classes may not fit into a typical lineup. Larger more diverse parties are to be preferred.

# Rest System

Currently there are no restrictions on Long Rests, meaning there is no incentive to complete the "6-8" encounters per day that the D&D 5e spell slot and class features systems are balanced for. Allowing players to over-rest without consequence or risk trivialises the game content.

&#x200B;

General Feedback observed below;

# Controls

* Camera - "Locked" camera height/tilt - undesired behaviour and lack of freedom.
* Party splitting is cumbersome with the drag/chain mechanic
* Jumping the whole party over an obsticle is cumbersome

# Gameplay

* Larion/DOS1/2 Features vs Pure D&D 5E - The debate.

1. Divinity "Surfaces"
2. Divinty "Arrows"
3. Height Advantages - Too strong? (Full advantage)
4. Backstab Advantages - Too strong? (Full advantage)
5. "Weapon" abilities (Charge on spear, Cleave on greatsword)

* "Surfaces" on cantrips seems strong - eg. Ray of Frost knockdown
* Grasping Vine ground affects are annoying
* Automated Reaction lack of player control concerns for complex/powerfull reaction abilities like Counterspell, Cutting Words, (Improved) Warding Flare, Uncanny Dodge, etc.
* Party based Dialogue vs the character who initiated the dialogue

1. The ability to use any characters stats to perform a relevant check in conversation
2. The ability to use any characters special/hidden conversation options
3. The ability to use out of combat spells like Friends, Detect Thoughts, Guidance, etc
4. "Ambush" dialogues in multiplayer create a negative experience when a player can miss content (or indeed a player starting a dialogue manually without the rest of the party)

* Starting Equipment Selection - items given not currently as per the 5E standards for some classes
* XP is lower for solving encounters with non-violent solutions
* Rest System too simple, unlimited long rests without consequence makes all content too easy.
* Feats missing (Adding varient human race a good way to test these?)
* Party pathfinding is poor, resulting in characters walking through fire etc
* Athletics/Acrobatics proficiency and checks have no use

1. Should affect Jump distance?
2. Should affect how much vertical movement costs you in combat?

* Loot Clutter
* Lots of empty containers to loot
* Too easy to steal from vendors (no guards)
* Party Size - concerns that niche classes don't have a place in 4 man parties.
* "Keys" stick around in your inventory after they've been used (clutter)
* Multiple skill checks of the same type in a dialogue is not traditional D&D. If its "hard" to convince someone, make the DC hard. Don't ask us to beat a DC 2-3+ times.

# D&D 5E rules errors

* Two spells - the PHB states that if a player casts a spell as a bonus action you cannot cast another spell except a cantrip with a casting time of 1 action. (NOTE: Casting two full spells if you have two full actions ie Potion of Speed or Action Surge, is legal, it is just illeagal to use both your action and bonus action to cast full spells on your turn (also meaning casting full spells as a reaction is always legal)) - [This can lead to very strong combos at present](https://gfycat.com/wellgroomedhauntingelectriceel)
* Any class can cast any scroll - Should be restricted to only spells on your classes spell list, and requires an Arcana Check
* Wizards can learn all spells - Should be restricted to spells on the Wizard spell list.
* Spell Preperation - Currently classes which require spell preperation can change them at any time, but this should only be allowed during/as the result of a long rest.
* Jump/Disengage, Shove & Hide being bonus actions for everyone

1. Muscles in on the Rogue/Monk exclusive class territory
2. Increases action econemy for all classes, specifically those who stay at range.
3. "Shove" bonus action is Shield Master feat feature

* Dodge action missing
* "Ready" action missing (useful for letting the enemy come to you)
* Versitile weapons not working
* Spear is not Versitile (should be)
* Standing up from "downed" on your turn consumes your action, should be half your move (or as your reaction if healing word is used)
* Spells and Bows have greatly reduced ranges
* Potion of Speed gives you haste for only 3 rounds instead of 1 minute (\~10 rounds)
* Current implementation of Frightened is incorrect, as it makes you move and uses up your action (making the rest of the effect pointless, as you couldn't make any checks or attack rolls to have disadvantage on). Should just make it impossible for you to move towards the source of your fear voluntarily.

# Classes

Cleric

* Shadowheart has strangely low dex and dex based medium armor. Trickster is also considered one of the worst subclasses of Cleric, consider changing her to something else for a better game experience.
* Clerics often want to dump dex because they get proficiency in heavy armour, should start with the option for Chain Mail, leather or scale mail.
* Should start with a light crossbow, as one is not provided unfamiliar players may not realise they can use simple ranged weapons.
* Should have the option to start with a Warhammer (Versitile for 2h builds) as well as a shield.
* Warding Flare doesn't seem to work at all, combat log doesn't show disadvantage on attackers rolls, very very [unlikely crits still happen](https://gfycat.com/realisticfriendlygrebe)
* Improved Warding Flare would seem to be impossible due to the automatic reaction system currently in place (see above)

Fighter

* Versitile weapons not currently working as intended with a shield in some cases
* Spear missing the versitile tag/option
* Reach weapons are missing 'Reach' (Double melee range)
* Should start with Chain Mail or Leather (Finesse/dex builds)
* Should have the option to start with one weapon and shield or two weapons.

Ranger

* Include the Favoured Foe feature for Rangers; Hunters Mark can be cast for free as a bonus action (not requiring a spell slot, or concentration) **\[Wisdom Modifier\]** number of times per day.
* Include more "Favoured Foe" types, including ones using other cantrips like Thorn Whip and Green Flame Blade
* Rangers should start with a Longbow and two melee weapons, either two short swords or any two simple melee weapons
* Ammunition to be considered, or a special interaction with the "Divinity" special effect arrows (on use, affect the next X shots for Rangers?)
* Quivers missing, should at least be visually present. Ideally an item with the potential for magic items etc.
* Speak with animals should get the same "recast for free" mechanics as speak with dead.
* Rangers actually get to cast this for free under the new ranger UA class revision, soon to be printed by WoTC
* Collossus slayer bugged and not triggering on every hit vs injured enemies (should be limited to once per turn, but sometimes doesn't trigger at all)

Rogue

* Expertise level 1 class feature missing (double proficiency in two skills, or one skill and theives tools)
* Should be able to start with a Rapier or shortsword, as well as a cross bow or another short sword and two daggers (always)
* Sneak Attack as a unique button makes no sense and is not intuative. Damage should just be added and rolled if conditions are met (and the player educated better about how it works, possibly by highlighting when a sneak attack might be possible on a target with some UI indicators)
* Sneak attack being incorrectly calculated, game is rolling 1D6 and then using a fomula to multiply that by how many sneak attack dice is appropriate from the PHB table. Should just roll those multiple D6s for a more smooth average result.
* Height granting advantage is particularly problematic here, as this will provide a very easy way to grant advantage and therefore sneak attack damage. 5e does not neccesarily allow for extremely focused ranged sneak attack (rogues would not normally get such easy access to advantage at range)
* Cunning action gives a full and free bonus action (which can be used to offhand attack) but should be limited to dash, hide, disengage (Obviously changed because hide/disengage is a bonus action for everyone)
* Astarion's starting armor is padded, rather than leather (disadvantage on stealth) - seems like a strange choice for a rogue?

Warlock

* Should start with Leather armour
* Should start with a light crossbow or any simple weapon

Wizard

* Magic Missle can miss, currently. Should not ever be able to miss except under rare circumstances due to reactions by the target. (ie reaction spell) Its hitting terrain at present.
* Arcane Ward in the Abjuration school is not working as per 5e rules.
* Improved Arcane Ward at 6th level 'Projected Ward' would seem to be impossible due to the automatic reaction system currently in place (see above)
* Sculpt Seplls subclass feature missing in the Evocation School. (No aoe spells present ingame right now)

Druid (currently NPC)

* Wildshape druids die when they get to 0 HP, they should revert to their pre-wildshape state and HP with any excess damage spilling over to the druid form. (The only druids we have in game are NPCs right now, so its possible this was intentional to make fighting them a reasonable experience, rather than 3 lifebars)

# UI

* Skill Bar Clutter

1. Bar unlocking every save game load
2. Spells having a unique button for each spell slot level
3. New items adding themselves into "spaces" you leave open for skills only available at certain times (Hunters mark free recast bonus action, eg)

* Dice Rolls - see more dice rolls on screen, as an option for people to enable/disable as suited? Initiative, Attack, Damage, Death Saves.. etc.
* Left Alt doesn't highlight everything
* Spells with a casting target of "Self" shouldn't need to have a target clicked, as there is only one valid target: self.

# Cosmetic/Art

* Hide Helmet option

# AI

* Monsters currently seem to have very simple attack decision making. Often targetting low health, low AC and downed players. This is efficient, but meta-gamey. Monsters should generally have a motivation, and act within it (protect cub/nest/eggs, kill intruders, protect pack/clan) this would have them attack the largest threat to that motivation (player clostest to eggs, closest player, player who hurt queen) rather than something specific like "mage in cloth, easy to hit, dangerous ranged attacker with low health".
* Humanoid or intelligent attackers can justify using skills to attack back lines with ranged attacks, but probably still wouldn't run past a front line tank and expose their back to the hulking armoured spear wielding martial warrior in order to go gank the back lines.
* Golbins are a good example here, a DM would usually play them like a pack of 6-12, some attacking with bows from cover/concealment and then a wedge of melee who would stick together on one target to try and overwhelm. Individually weak creatures, they're unlikely to dive the back lines with scimitars, rather all try to take down the heavy armoured dangerous looking fellow at the front while the arrows come flying in from the rest of the pack. Goblins should generally have some hobgoblin or bugbear leading the pack, which means you can tie their tactics to the presence of this NPC and have them go into more disarray when they are killed.
* Currently playing softer classes is quite frustrating as they get focussed a lot by attackers.
* Monsters go to extreme lengths to attack downed party members (you wouldn't play with that DM for long!)

# Multiplayer Issues

* ~~Conversation save bug - sometimes players get stuck with the conversation icon over their head even though they are not conversing, prevents the host from saving (Workaround, talk to an NPC and end the conversation)~~ Fixed
* Conversations between PCs in multiplayer cause strange graphical errors, camera in floor, characters missing features/limbs, and not all characters speak when their dialogue is selected.
* One character can start a combat even with other characters present, and they still join initiative "after" the first round has been started and miss their first turn.
* Some companion characters will refuse to talk to some player characters at all
* Short rest doesn't currently require confirmation from any other players, but this should be the case especially as some classes have resources which reset on short rest, while others just heal.
Originally Posted by Jonneh
I've been compiling a big list of the feedback i've seen here and on reddit, a lot of it is in your first feedback compendium thread. Happy to post it if you'd like to sticky it over there?

# Feedback Compendium


# Hot Ticket Items

# XP from encounters resolved without violence

Killing everything is currently far more rewarding for character progression and XP, but in D&D a DM would award equal XP and loot opportunities for solving encounters with your characters powerfull non-combat abilities.

# Reactions

Automatic reactions take a lot of control away from the player, and the concern is that we don't get access to higher level class features and spells which might prove that this system would not work without significantly changing these abilities. EG Counterspell, Cutting Words, (Improved) Warding Flare, Uncanny Dodge, etc.

# Party Size

Concerns around a 4 man party include the feeling that "niche" classes may not fit into a typical lineup. Larger more diverse parties are to be preferred.

# Rest System

Currently there are no restrictions on Long Rests, meaning there is no incentive to complete the "6-8" encounters per day that the D&D 5e spell slot and class features systems are balanced for. Allowing players to over-rest without consequence or risk trivialises the game content.

&#x200B;

General Feedback observed below;

# Controls

* Camera - "Locked" camera height/tilt - undesired behaviour and lack of freedom.
* Party splitting is cumbersome with the drag/chain mechanic
* Jumping the whole party over an obsticle is cumbersome

# Gameplay

* Larion/DOS1/2 Features vs Pure D&D 5E - The debate.

1. Divinity "Surfaces"
2. Divinty "Arrows"
3. Height Advantages - Too strong? (Full advantage)
4. Backstab Advantages - Too strong? (Full advantage)
5. "Weapon" abilities (Charge on spear, Cleave on greatsword)

* "Surfaces" on cantrips seems strong - eg. Ray of Frost knockdown
* Grasping Vine ground affects are annoying
* Automated Reaction lack of player control concerns for complex/powerfull reaction abilities like Counterspell, Cutting Words, (Improved) Warding Flare, Uncanny Dodge, etc.
* Party based Dialogue vs the character who initiated the dialogue

1. The ability to use any characters stats to perform a relevant check in conversation
2. The ability to use any characters special/hidden conversation options
3. The ability to use out of combat spells like Friends, Detect Thoughts, Guidance, etc
4. "Ambush" dialogues in multiplayer create a negative experience when a player can miss content (or indeed a player starting a dialogue manually without the rest of the party)

* Starting Equipment Selection - items given not currently as per the 5E standards for some classes
* XP is lower for solving encounters with non-violent solutions
* Rest System too simple, unlimited long rests without consequence makes all content too easy.
* Feats missing (Adding varient human race a good way to test these?)
* Party pathfinding is poor, resulting in characters walking through fire etc
* Athletics/Acrobatics proficiency and checks have no use

1. Should affect Jump distance?
2. Should affect how much vertical movement costs you in combat?

* Loot Clutter
* Lots of empty containers to loot
* Too easy to steal from vendors (no guards)
* Party Size - concerns that niche classes don't have a place in 4 man parties.
* "Keys" stick around in your inventory after they've been used (clutter)
* Multiple skill checks of the same type in a dialogue is not traditional D&D. If its "hard" to convince someone, make the DC hard. Don't ask us to beat a DC 2-3+ times.

# D&D 5E rules errors

* Two spells - the PHB states that if a player casts a spell as a bonus action you cannot cast another spell except a cantrip with a casting time of 1 action. (NOTE: Casting two full spells if you have two full actions ie Potion of Speed or Action Surge, is legal, it is just illeagal to use both your action and bonus action to cast full spells on your turn (also meaning casting full spells as a reaction is always legal)) - [This can lead to very strong combos at present](https://gfycat.com/wellgroomedhauntingelectriceel)
* Any class can cast any scroll - Should be restricted to only spells on your classes spell list, and requires an Arcana Check
* Wizards can learn all spells - Should be restricted to spells on the Wizard spell list.
* Spell Preperation - Currently classes which require spell preperation can change them at any time, but this should only be allowed during/as the result of a long rest.
* Jump/Disengage, Shove & Hide being bonus actions for everyone

1. Muscles in on the Rogue/Monk exclusive class territory
2. Increases action econemy for all classes, specifically those who stay at range.
3. "Shove" bonus action is Shield Master feat feature

* Dodge action missing
* "Ready" action missing (useful for letting the enemy come to you)
* Versitile weapons not working
* Spear is not Versitile (should be)
* Standing up from "downed" on your turn consumes your action, should be half your move (or as your reaction if healing word is used)
* Spells and Bows have greatly reduced ranges
* Potion of Speed gives you haste for only 3 rounds instead of 1 minute (\~10 rounds)
* Current implementation of Frightened is incorrect, as it makes you move and uses up your action (making the rest of the effect pointless, as you couldn't make any checks or attack rolls to have disadvantage on). Should just make it impossible for you to move towards the source of your fear voluntarily.

# Classes

Cleric

* Shadowheart has strangely low dex and dex based medium armor. Trickster is also considered one of the worst subclasses of Cleric, consider changing her to something else for a better game experience.
* Clerics often want to dump dex because they get proficiency in heavy armour, should start with the option for Chain Mail, leather or scale mail.
* Should start with a light crossbow, as one is not provided unfamiliar players may not realise they can use simple ranged weapons.
* Should have the option to start with a Warhammer (Versitile for 2h builds) as well as a shield.
* Warding Flare doesn't seem to work at all, combat log doesn't show disadvantage on attackers rolls, very very [unlikely crits still happen](https://gfycat.com/realisticfriendlygrebe)
* Improved Warding Flare would seem to be impossible due to the automatic reaction system currently in place (see above)

Fighter

* Versitile weapons not currently working as intended with a shield in some cases
* Spear missing the versitile tag/option
* Reach weapons are missing 'Reach' (Double melee range)
* Should start with Chain Mail or Leather (Finesse/dex builds)
* Should have the option to start with one weapon and shield or two weapons.

Ranger

* Include the Favoured Foe feature for Rangers; Hunters Mark can be cast for free as a bonus action (not requiring a spell slot, or concentration) **\[Wisdom Modifier\]** number of times per day.
* Include more "Favoured Foe" types, including ones using other cantrips like Thorn Whip and Green Flame Blade
* Rangers should start with a Longbow and two melee weapons, either two short swords or any two simple melee weapons
* Ammunition to be considered, or a special interaction with the "Divinity" special effect arrows (on use, affect the next X shots for Rangers?)
* Quivers missing, should at least be visually present. Ideally an item with the potential for magic items etc.
* Speak with animals should get the same "recast for free" mechanics as speak with dead.
* Rangers actually get to cast this for free under the new ranger UA class revision, soon to be printed by WoTC
* Collossus slayer bugged and not triggering on every hit vs injured enemies (should be limited to once per turn, but sometimes doesn't trigger at all)

Rogue

* Expertise level 1 class feature missing (double proficiency in two skills, or one skill and theives tools)
* Should be able to start with a Rapier or shortsword, as well as a cross bow or another short sword and two daggers (always)
* Sneak Attack as a unique button makes no sense and is not intuative. Damage should just be added and rolled if conditions are met (and the player educated better about how it works, possibly by highlighting when a sneak attack might be possible on a target with some UI indicators)
* Sneak attack being incorrectly calculated, game is rolling 1D6 and then using a fomula to multiply that by how many sneak attack dice is appropriate from the PHB table. Should just roll those multiple D6s for a more smooth average result.
* Height granting advantage is particularly problematic here, as this will provide a very easy way to grant advantage and therefore sneak attack damage. 5e does not neccesarily allow for extremely focused ranged sneak attack (rogues would not normally get such easy access to advantage at range)
* Cunning action gives a full and free bonus action (which can be used to offhand attack) but should be limited to dash, hide, disengage (Obviously changed because hide/disengage is a bonus action for everyone)
* Astarion's starting armor is padded, rather than leather (disadvantage on stealth) - seems like a strange choice for a rogue?

Warlock

* Should start with Leather armour
* Should start with a light crossbow or any simple weapon

Wizard

* Magic Missle can miss, currently. Should not ever be able to miss except under rare circumstances due to reactions by the target. (ie reaction spell) Its hitting terrain at present.
* Arcane Ward in the Abjuration school is not working as per 5e rules.
* Improved Arcane Ward at 6th level 'Projected Ward' would seem to be impossible due to the automatic reaction system currently in place (see above)
* Sculpt Seplls subclass feature missing in the Evocation School. (No aoe spells present ingame right now)

Druid (currently NPC)

* Wildshape druids die when they get to 0 HP, they should revert to their pre-wildshape state and HP with any excess damage spilling over to the druid form. (The only druids we have in game are NPCs right now, so its possible this was intentional to make fighting them a reasonable experience, rather than 3 lifebars)

# UI

* Skill Bar Clutter

1. Bar unlocking every save game load
2. Spells having a unique button for each spell slot level
3. New items adding themselves into "spaces" you leave open for skills only available at certain times (Hunters mark free recast bonus action, eg)

* Dice Rolls - see more dice rolls on screen, as an option for people to enable/disable as suited? Initiative, Attack, Damage, Death Saves.. etc.
* Left Alt doesn't highlight everything
* Spells with a casting target of "Self" shouldn't need to have a target clicked, as there is only one valid target: self.

# Cosmetic/Art

* Hide Helmet option

# AI

* Monsters currently seem to have very simple attack decision making. Often targetting low health, low AC and downed players. This is efficient, but meta-gamey. Monsters should generally have a motivation, and act within it (protect cub/nest/eggs, kill intruders, protect pack/clan) this would have them attack the largest threat to that motivation (player clostest to eggs, closest player, player who hurt queen) rather than something specific like "mage in cloth, easy to hit, dangerous ranged attacker with low health".
* Humanoid or intelligent attackers can justify using skills to attack back lines with ranged attacks, but probably still wouldn't run past a front line tank and expose their back to the hulking armoured spear wielding martial warrior in order to go gank the back lines.
* Golbins are a good example here, a DM would usually play them like a pack of 6-12, some attacking with bows from cover/concealment and then a wedge of melee who would stick together on one target to try and overwhelm. Individually weak creatures, they're unlikely to dive the back lines with scimitars, rather all try to take down the heavy armoured dangerous looking fellow at the front while the arrows come flying in from the rest of the pack. Goblins should generally have some hobgoblin or bugbear leading the pack, which means you can tie their tactics to the presence of this NPC and have them go into more disarray when they are killed.
* Currently playing softer classes is quite frustrating as they get focussed a lot by attackers.
* Monsters go to extreme lengths to attack downed party members (you wouldn't play with that DM for long!)

# Multiplayer Issues

* ~~Conversation save bug - sometimes players get stuck with the conversation icon over their head even though they are not conversing, prevents the host from saving (Workaround, talk to an NPC and end the conversation)~~ Fixed
* Conversations between PCs in multiplayer cause strange graphical errors, camera in floor, characters missing features/limbs, and not all characters speak when their dialogue is selected.
* One character can start a combat even with other characters present, and they still join initiative "after" the first round has been started and miss their first turn.
* Some companion characters will refuse to talk to some player characters at all
* Short rest doesn't currently require confirmation from any other players, but this should be the case especially as some classes have resources which reset on short rest, while others just heal.


I agreed with this 100%
Originally Posted by vometia
Originally Posted by Dark_Ansem
has the main list been updated?

It hasn't, and I fear the task is now slightly beyond me at 26 pages. :| But it is collecting a lot of stuff together in one place.

My current plan is that feedback will become more focussed into its own topics which can then be deposited here so they can be found easily. Though I admit a certain degree of "I hope this works!"

It's also important to bear in mind this is not Larian's only source of information and they are gathering feedback from multiple sources and using a proper bug-tracking system.


But are they listening to it, like our modding thread....
Posted By: Sharet Re: Early Access gameplay feedback compendium - 17/10/20 03:27 PM
Originally Posted by vometia
<style type="text/css">li a, li span[style*=bold] { color: #fff040 !important; } li a { font-weight: bold } ul * ol { margin-left: 2em; margin-bottom: 0.66em; }</style>UNOFFICIAL LIST OF REQUESTS, THEMES, ETC

ALLCAPS because because this is one of my random ideas rather than an official request, but I figured it would be helpful to create a list of prevailing themes that are coming up in the feedback forum so they aren't forgotten in in the noise.

Please feel free to reply with stuff you want included; but please check first that it is not already listed.

I would also appreciate it if submissions are kept brief: a one-line overview and a link to an existing discussion would be most helpful to me as this is just something I'm doing in my own time.

Please keep any debates about any given subject in its own topic where it can be reviewed in detail if necessary; that would be really helpful to me. Thanks! Emerging subthreads will either be pared off into their own discussions or pruned: which isn't me laying down the law, it's just to ensure I can keep up.

Updates may will be applied sporadically so don't panic if it's not included straight away.

List I: frequent and/or high importance

  • Character creation: more diversity, i.e. heads, head-parts, sliders etc.
  • Turn-based/Real Time with Pause: The Debate.
  • Party dialogue: let the player choose who speaks.
    Have companion skill proficiencies be accessible in the dialogue, and be able to use their skill proficiencies (important especially when dialogue is initiated on the player and they can't pick the companion that should actually talk)
    e.g. I talk to someone who wants to learn some fighting moves, I'm no Fighter, but Lae'zel is. I should be able to pick Laezel (Fighter) - Dialogue option and let her do the explaining.
  • Surfaces, i.e. ice, grease, fire, acid etc: there are far too many of them. Reduction rather than removal.
  • in addition: Cantrips shouldn't create surfaces, there are higher spells that do things like that
  • Dialogue selection: Space bar should only advance through dialogue, not select options.
  • Scrolls, scrolls everywhere. Too many scrolls.
  • Containers: who so many? Why so empty?
  • Better inventory management with bags inside our inventory. Naming them, sorting them, and being able to drag items directly into them (as opposed to opening the bag and putting the item into a specific slot)

List II: D&D rulebook

  • Dice rolls: these should have the bonus/penalty modifier added to the value of the dice rather than subtracted to the target. Apparently this is not just a subjective matter but contradicts the D&D rules that rolling a 1 is an automatic fail no matter what.
  • Cantrip damage like acid shouldn't cause -2AC if it's not in the rulebook; Fire Bolt should not leave a fiery area with nothing to set on fire, Ray of Frost should only freeze the ground when there's liquid on it, etc. -- maybe rein in surface effects in general (debate)
  • Duelling bonus. Wrong tooltip description for Dueling fighting style passive: the bonus applies when you hold a 1H weapon in one hand and no other weapon - e.g. also when the other hand holds a shield.
  • Spell preparation: according to PHB, spell-preparing classes can only prepare spells during a long rest (make it subject to difficulty maybe)
  • Spellcasting frequency: according to PHB, casting two spells per turn should not be possible. Bonus Action Spells can only be combined with a cantrip (for instance, you cannot cast Bless and Healing Word on your turn)

List III: user interface

  • Holding ALT and clicking a container in the world should open the container, not put the container in my inventory.
  • Place auto-sort button somewhere easier to find.

List IV: other

  • Character creation. Various points of issue:
    1. clearer view of skill proficiencies and their sources (for instance, "you get this Skill because of your race / background, etc.") - full list, distinguish non-proficient, half-proficient, proficient and expertise
    2. record all "passives" (stuff like 'Dueling' fighting style) on the character sheet as well
    3. resolve when skill proficiencies overlap (for example, getting Stealth from Street Urchin background + get Stealth from Lightfoot Halfling should resolve in me getting to pick another skill proficiency instead)
    4. better ability score tooltips: do not just describe the role of the attributes for classes + combat, explain their meaning also for dialogue etc.
  • NPC Dialogue: NPCs who at the moment of talking to them only have one-liners to offer should not trigger a 'zoomed' dialogue view (or: make it an option whether it does)
  • Party pathfinding: improve so that they don't walk straight into hazards.
  • Guaranteed skill-checks: If there's literally zero chance to fail, I shouldn't need to roll.
  • Fog of War.
  • The Jump/Disengage is too OP, everyone is a kangaroo right now
  • Jumping should decrease movement or have lesser range based on how much you moved
  • Most of the bonus actions shouldn't be bonus actions, that reduces the value of the rogue class, maybe some of them should be subject to attacks of opportunity.
  • Any class can use a scroll, when it should be limited by skill or intelligence
  • (I haven't tested this, but people have posted pictures) wizards can learn healing? That makes them way too OP.
  • Weapons: game should let player opt to use versatile weapons 1H or 2H regardless whether their offhand is empty or not
  • A proper party size: 5 or 6 character party, 4 is too limiting for a D&D computer game.
  • Map markers: Be able to make our own notes on the map.
  • Vertical targeting: Raise and lower map floors so targeting isn't just restricted to the floor our character is on.

Thanks to CamKitty, malks, endolex, Stabbey, Malkie, Certheri and everyone else who took the time to reply, offer feedback, ideas and so on.

Updates added: please don't panic about the categories, names, duplicates or if I haven't included your stuff yet. It's early days and still a bit rough around the edges, but it's a start.

Note to myself: I have got to here so far.


+1 to everything except the combat mode (I think turn based works sooooo much better than rtwp for a D&D game).

I wish to add some suggestions myself (sorry if someone brought them up already, we are at 26 pages right now ^^'):
• Having weapons glued on the back is really ugly to see. It would be amazing to have some form of sheath displaying. Also, please, let one hand weapons stay on the hips of the character, and only two-handed weapons and shields stay on his back.
• The encounters are challenging but extremely rewarding; don’t listen to those saying they are too difficult, it’s nonsense. The only thing to change, in my opinion, is to stop the AI from attacking knockdown characters. It doesn’t make any sense from a strategical point of view (they are already harmless) and it would lessen the need from resurrection magic/scrolls since they should be EXTREMELY rare.
• There is no way to judge if a jump is going to cause fall damage or not.
• The song of Alfira was marvellous and emotional but I think leaving just the lute music (instead of playing an entire orchestra) would benefit the scene. It felt a little excessive.
• It is inconvenient for things such as "Hunter's Mark" to have one spell to cast it the first time and a different spell to cast it for free a second time. Also, because the second spell disappears from the quick bar after each rest.
• The camp inventory would benefit a lot from having the same tabs as the regular inventory. Besides, it would be useful in the camp to also be able to access the inventories of unselected characters rather than constantly having to add and remove them from the party.
• There should be an experience reward for passing checks, especially for passing those that let you avoid combat. Otherwise, you are just incentivised to slaughter everyone.
• If I kill someone in a single sneak attack, everyone visible on the map immediately become hostile even if no one saw me! This is a problem because let use sneak attack only as an alpha strike instead as an assassination tool.
• I think fast travel should be allowed only if you are near a rune, not everywhere on the map. I killed the goblin leader and then teleport away avoiding all the other goblins who had become hostile. It would have been much cooler if I have needed to find a way to exit the goblin camp undetected, unharmed or simply covered in blood!
• I think there is a problem with RNG. I missed 6 hits in a raw with 81% hit chance. I know it's not impossible, but extremely unlikely.
• Having both items and spells in the quick bar is really impractical. I think a "spell bar" like in Neverwinter Nights 2 (left side of the screen) would be perfect for this game.
The items you should be able to pickpocket from traders should be only gold and small ones.
Almost anything in this video.
Posted By: Sharet Re: Early Access gameplay feedback compendium - 17/10/20 03:30 PM
Originally Posted by RumRunner151
Fix perception checks. I get “Something over there” a lot and have no clue what they saw. Sometimes I see something new or something highlighted, but most times I have no clue what it was.


+1000000
Posted By: Xan26 Re: Early Access gameplay feedback compendium - 17/10/20 04:43 PM
My feedback for what it’s worth reading through this thread:

1. End of dungeon gold and loot in general.... In so many RPG's I've picked up every dropped basic sword and flogged them to a merchant for a pittance. Then looked at every container/chest to pick out the 2/3 gold and any other item that is worth something. This game is no different so far and killing the Goblin Leader/Warlord resulted in a bit of gold in his treasure trove, but this could have been a hoard and I would not have to bother with looting every container and corpse. There are also a lot of containers in the game, I found shed loads of scrolls!

2. Level ranges...... One of my irritations with DOS2 was a 'basic guard’ in one act would level scale (to a certain extent) with the players in the next act/chapter, the same with ‘bosses’. With BG3 the Druids are weak, at level 4 I would wipe out the entire encampment because they are ‘level scaled’ with the player at game start. This brings another DOS2 failing that often the best way to progress was to kill everything on the map to gain the XP and loot. Could we have more of a range of levels to stop the PC wiping out everyone and to allow a sense of achievement, so at level 1 sneaking around and ambushing small groups of goblins, maybe adding poison, using allies etc to take down the bigger guys (I like the ally options to deal with the goblin leadership. I always enjoy RPG’s where you become more powerful and that can change your strategy, so meeting the goblins in Act 1 you have to pretend your friendly and pick your fights, while in Act 2 you could go in via the front gate and have an epic battle with loads of them. Act 3 they become somewhat irrelevant. So in my mind the NPC’s should be more balanced, villagers and basic characters all at the level 1-2, trained and experienced soldiers at level 3-4 and troop leaders or significant characters at 6-8. Then the great enemies in the game will be 9-12 on the basis the PC character can only reach 10.

3. Of the gameplay niggles my biggest are:
• Using food as healing potions
• UI around spells, as I get new spells, have loads of scrolls it gets hard to pick out what I want
• NPC in team not getting involved in dialogues, I don’t want to pick the team member with the best ‘skills’ to lead the conversation (i.e. if my character is Drow and would get a negative view, pick say Gale to do the talking). I want my PC to lead the conversation and my party members to add their bit
• Team pathfinding (walking in acid, fire etc). DOS2 they stopped and I had to force them through
Originally Posted by vometia
<style type="text/css">li a, li span[style*=bold] { color: #fff040 !important; } li a { font-weight: bold } ul * ol { margin-left: 2em; margin-bottom: 0.66em; }</style>UNOFFICIAL LIST OF REQUESTS, THEMES, ETC

ALLCAPS because because this is one of my random ideas rather than an official request, but I figured it would be helpful to create a list of prevailing themes that are coming up in the feedback forum so they aren't forgotten in in the noise.

Please feel free to reply with stuff you want included; but please check first that it is not already listed.

I would also appreciate it if submissions are kept brief: a one-line overview and a link to an existing discussion would be most helpful to me as this is just something I'm doing in my own time.

Please keep any debates about any given subject in its own topic where it can be reviewed in detail if necessary; that would be really helpful to me. Thanks! Emerging subthreads will either be pared off into their own discussions or pruned: which isn't me laying down the law, it's just to ensure I can keep up.

Updates may will be applied sporadically so don't panic if it's not included straight away.

List I: frequent and/or high importance

  • Character creation: more diversity, i.e. heads, head-parts, sliders etc.
  • Turn-based/Real Time with Pause: The Debate.
  • Party dialogue: let the player choose who speaks.
    Have companion skill proficiencies be accessible in the dialogue, and be able to use their skill proficiencies (important especially when dialogue is initiated on the player and they can't pick the companion that should actually talk)
    e.g. I talk to someone who wants to learn some fighting moves, I'm no Fighter, but Lae'zel is. I should be able to pick Laezel (Fighter) - Dialogue option and let her do the explaining.
  • Surfaces, i.e. ice, grease, fire, acid etc: there are far too many of them. Reduction rather than removal.
  • in addition: Cantrips shouldn't create surfaces, there are higher spells that do things like that
  • Dialogue selection: Space bar should only advance through dialogue, not select options.
  • Scrolls, scrolls everywhere. Too many scrolls.
  • Containers: who so many? Why so empty?
  • Better inventory management with bags inside our inventory. Naming them, sorting them, and being able to drag items directly into them (as opposed to opening the bag and putting the item into a specific slot)

List II: D&D rulebook

  • Dice rolls: these should have the bonus/penalty modifier added to the value of the dice rather than subtracted to the target. Apparently this is not just a subjective matter but contradicts the D&D rules that rolling a 1 is an automatic fail no matter what.
  • Cantrip damage like acid shouldn't cause -2AC if it's not in the rulebook; Fire Bolt should not leave a fiery area with nothing to set on fire, Ray of Frost should only freeze the ground when there's liquid on it, etc. -- maybe rein in surface effects in general (debate)
  • Duelling bonus. Wrong tooltip description for Dueling fighting style passive: the bonus applies when you hold a 1H weapon in one hand and no other weapon - e.g. also when the other hand holds a shield.
  • Spell preparation: according to PHB, spell-preparing classes can only prepare spells during a long rest (make it subject to difficulty maybe)
  • Spellcasting frequency: according to PHB, casting two spells per turn should not be possible. Bonus Action Spells can only be combined with a cantrip (for instance, you cannot cast Bless and Healing Word on your turn)

List III: user interface

  • Holding ALT and clicking a container in the world should open the container, not put the container in my inventory.
  • Place auto-sort button somewhere easier to find.

List IV: other

  • Character creation. Various points of issue:
    1. clearer view of skill proficiencies and their sources (for instance, "you get this Skill because of your race / background, etc.") - full list, distinguish non-proficient, half-proficient, proficient and expertise
    2. record all "passives" (stuff like 'Dueling' fighting style) on the character sheet as well
    3. resolve when skill proficiencies overlap (for example, getting Stealth from Street Urchin background + get Stealth from Lightfoot Halfling should resolve in me getting to pick another skill proficiency instead)
    4. better ability score tooltips: do not just describe the role of the attributes for classes + combat, explain their meaning also for dialogue etc.
  • NPC Dialogue: NPCs who at the moment of talking to them only have one-liners to offer should not trigger a 'zoomed' dialogue view (or: make it an option whether it does)
  • Party pathfinding: improve so that they don't walk straight into hazards.
  • Guaranteed skill-checks: If there's literally zero chance to fail, I shouldn't need to roll.
  • Fog of War.
  • The Jump/Disengage is too OP, everyone is a kangaroo right now
  • Jumping should decrease movement or have lesser range based on how much you moved
  • Most of the bonus actions shouldn't be bonus actions, that reduces the value of the rogue class, maybe some of them should be subject to attacks of opportunity.
  • Any class can use a scroll, when it should be limited by skill or intelligence
  • (I haven't tested this, but people have posted pictures) wizards can learn healing? That makes them way too OP.
  • Weapons: game should let player opt to use versatile weapons 1H or 2H regardless whether their offhand is empty or not
  • A proper party size: 5 or 6 character party, 4 is too limiting for a D&D computer game.
  • Map markers: Be able to make our own notes on the map.
  • Vertical targeting: Raise and lower map floors so targeting isn't just restricted to the floor our character is on.

Thanks to CamKitty, malks, endolex, Stabbey, Malkie, Certheri and everyone else who took the time to reply, offer feedback, ideas and so on.

Updates added: please don't panic about the categories, names, duplicates or if I haven't included your stuff yet. It's early days and still a bit rough around the edges, but it's a start.

Note to myself: I have got to here so far.

I have finished writing all my arguments regarding the game right now, the post in question and at this link:

Baldurs Gate 3 - Early Access , Ideas/suggestion#702136

From my point of view, I believe that we need to find a meeting point between old and new, without however distorting the nature of the originals too much, for example I like the divinity style system but others don't ... so for me you have to try to find the right point of balance,however I still want to compliment you on what you are doing and the hard work and love you have put into BG3 for the moment, I am convinced that the game can get bigger and more immense than it is now and can establish itself as a revolution of the RPG genre.


So far, the greatest problem with BG3 is HP bloat https://forums.larian.com/ubbthreads.php?ubb=showflat&Number=703529#Post703529
Originally Posted by HunterRayder93
From my point of view, I believe that we need to find a meeting point between old and new, without however distorting the nature of the originals too much, for example I like the divinity style system but others don't ... so for me you have to try to find the right point of balance,however I still want to compliment you on what you are doing and the hard work and love you have put into BG3 for the moment, I am convinced that the game can get bigger and more immense than it is now and can establish itself as a revolution of the RPG genre.


This.
I'm quite amazed by the work put in this game. If they can find the good balance between depth and size, innovation and tradition, it will be a masterpiece. The potential is here, I can feel it.

Plus, your feeback is one of the best I have seen here. I want to emphasize that.


The whole absolute plot is very disconnected.
There should be an opportunity to (Spoiler ahead)
get introduced to the new religion and the option to side with it against the druids and refugees. As it stands now many players do not even notice the option because it is so easy to turn the goblins hostile.
The goblins turning hostile anyway does not make a lot of sense. If you give the player the option to side with the absolute, follow thorugh with it.
Relationship milestones -- more of an emphasis on character moments for progressing friendship, rivalry, and romance than exclusively on approval system. Ability to flag an npc as a romance option through dialogue, rather than having them suddenly show interest at the party.

https://forums.larian.com/ubbthreads.php?ubb=showflat&Number=703974#Post703974
I have a some suggestions for the Ranger, but I don't want to repost them here, so I am adding a link to them here.
Character Creation
- A "Random" button because I just want to play a random character and not think about making it.
- Instead of clicking through the entire list hairstyles or whatever, allow for a selection menu that shows each one all at once.


Combat
- Damage should not be nerfed in the tutorial, or if it is not intended to be, then there is a bug. If I have a bow that does 1D6+3 then the minimum I should do on a hit is 4 damage, but I have been getting 2 or sometimes 1 damage.
- I want to see dice rolls in the battle log. I want to see what my "to hit" rolls were, and my damage rolls. This was a function in BG1&2. This would make catching problems easier, and also make it more D&D. There have been too many times that on Sneak attack with 1d6+5+1d6 I get 7 damage, which means I rolled 2 1's.
- Surfaces are way too OP. Also, something like darkness done with an arrow by an enemy, has no effect on enemies in the area, which makes no sense. It's an AOE that is a cloud, it does not discern who is in the cloud.
- Similarly, clouds or smoke, should not interrupt the path of a spell or arrow. It should limit accuracy. If an enemy is in a dark cloud, I should still be able to shoot at them, just with disadvantage.
- Moving the camera during combat, when there is major height difference is a nightmare.

Menus
- When entering a menu (Character sheet, inventory, etc) pause the game. I opened the map, and somehow ended on the roof of a building.
- The map. We need to be able to add markers to the map. Also, it needs to be clickable, in that I want to be able to click on an area, and have the camera take me there so I can then click on the ground and have my characters walk there. This would also help eliminate the need to Waypoints, which are weird, and make no sense. For fast travel you can use already designated spots, like the druid grove, tea house, or goblin camp as the fast travel points.
- Inventory. whenever reading a book, or note the inventory window closes, meaning if I want to read several things I have to open inventory each time. Frustrating.
- Containers. Either make dedicated containers for keys, scrolls, potions, or allow us to rename sacks. Also, when putting items into certain containers it will scroll back up to the top after putting something in, so then we have to scroll back down to load up the container. It's very tedious.
- More noticeable EXP bar, along with actual amount of EXP and EXP to next level.
- Wares. Sell all wares button.
- Switching between characters when trading with someone shouldn't remove everything that you've already put up to sell.

Miscellaneous
- I like the 4 person party. I see why people want up to 6, it allows for more characters to be used, and a better rounded out party, but currently all the fights would be too easy with 6 people.
- When examining a special weapon it should say what kind of weapon it is.
- Books and maps. When I read a map, I better damn well see a map, not a written description of that map. Similarly when I read a book, or a note, or whatever I want to read the words, not a description of the content. Both would be fine.
- Dice rolls. Show the DC on top then underneath have modifiers, and what I need to roll.
- So much clutter. If I open a container on the ground that is labeled bile of books, I hope that I would at least be able to find one book to pull out of it. Simil