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Visslar Offline OP
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This ability allows you to find more treasure. I didn't test it in DOS2 but if it's the same as DOS1, it's a bad idea.

Let me explain why.

So, you have 2 players, each has 2 characters.
If you want to optimize your stats, only one character / one player add points to this stats.
This character (player1) will open the chests. Player2 won't have the pleasure to discover those beautiful loot, NEVER, because player1 will always open chests and loot bodies to maximize the loot.

Player1 is happy to discover the loots and share with his teammate.
But player1 has now another problem.
He loves loot. Really bad. Everytime he wants to open a chest, a body, even a barrel, he asks player2 to buff him, to add some extra points to his lucky charm ability.

Oh, now player1 found a boot who gives +2 luckycharm. Great !
Now player1 has to change his equipement when he loots something while player2 patiently waits player1 undress and dress itself every F***ING time there is a loot.

Seriously, this is a bad stat.

You should remove it, or change it's beahvior :
- make it an aura, so it's available for other players
- don't add equipement / spells to buff this ability

BTW, you should also make loremaster an aura available for all players. Maybe craft and bartering too ? It's boring to go to the city when one character has to craft everything because the others doesn't have the ability.





Last edited by Visslar; 17/09/16 12:20 PM.
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Quote
You should remove it, or change it's beahvior :
- make it an aura, so it's available for other players
- don't add equipement / spells who buff this ability

- introduce food that grants a long-term luck bonus (maybe a fortune cookie that you can bake from dough and four-leave clover, if you're lucky to find any); in general (haven't played D:OS 2, so maybe it's already solved like that): increase effect duration for food to differentiate it more from potions (may be balanced by penalties, lower effects, rarity and price)
- introduce a crafting recipe for additional (non-replacing) luck bonus on armor
- luck aura could also come from some unique items

Last edited by Abraxas*; 17/09/16 09:00 AM. Reason: Additions

My mods for DOS 1 EE: FasterAnimations - QuietDay - Samaritan
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The treasure tables for Lucky Charm in EE are so ridiculous that it's not really worth making a big deal out of it. Was the same in classic already.

Only mods ever changed the tables that the 'interesting stuff' could be acquired with Lucky Charm.

Currently, with Lucky Charm 5, you get an 7% chance to get 20% chance to get magic gear. Neither rare nor epic/legendary/divine gear is in the lucky charm drop tables.
With Lucky Charm 6, the chance to get a chance massively increases from 7% to 8%, but the chance chance drops to about 10% ...
Lucky Charm below 5 never gives anything better than white gear. (All levels give an abundance of magic arrows, grenades, scrolls and golden cups ...)

So is it really that important ?


If stuff like critical chance is removed from Lucky Charm and it is kept as an ability that influences nothing but loot, then it can be turned into an aura.

Same for Loremaster, that is a tactical combat ability, the identifying stuff is a side effect.
If mob examination is removed from Loremaster, it can be turned into an aura.

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Yes, Lucky Charm is terrible.

Originally Posted by FrauBlake

Same for Loremaster, that is a tactical combat ability, the identifying stuff is a side effect.
If mob examination is removed from Loremaster, it can be turned into an aura.


I don't understand. If the enemy examination is removed, then what's the point of an aura? You can identify any item from any character's inventory as long as one of the party has the appropriate Loremaster rank and a magnifying glass.

Though I will add that it's silly to restrict monster examination to the character who actually has Loremaster, because it doesn't actually provide any character bonus. It's meta information that helps the PLAYER, not the character, so as long as I have a character with the appropriate skill, I as the player should always have access to the information, no matter whose turn it is.

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It appears as if Civil Abilities were weighted so that every character in a party would have 2 as there are 8 skills total.

That being said I know for a fact that some recipes need a higher "crafting" skill and in my opinion loremaster and telekinesis have little to do with craftsmanship. This means that there probably are going to be more social skills.

Out of all the civil abilities it seems that Leadership is the most balanced it is an aura that benefits the party but not the leader himself. Bartering is weighted so that all buying and selling should be done by one character (how does faction/affinity/racial bias play into this though?). And Persuasion is weighted so that all NPC dialogue should be done by this character however background/racial speech interactions play into this too.

1 Person is the buffer, 1 Person is the Negotiator, 1 person is the buyer/seller, and 1 person is the looter. While it can be planned and laid out accordingly I feel lucky charm is out of place now that it does not provide crit bonus (which it never should have). I think that crafting should be its own skill and that lucky charm should be removed entirely leaving 8 skills total 2 per character in the party.

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I kind of agree.
Although Lucky Charm wasn't that game changing to begin with (which makes it a not so good skill either)

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Agreed, it's a weak stat to begin with. I never leveled it up in DOS1 and don't intend to in DOS2, unless it's changed into something more useful.

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Agree entirely with the OP. Changing gear to loot stuff really sucks. Everyone wants to loot stuff even if they don't say so, and it's not "optimal". Not knowing the percentages behind it sucks too. If Lucky Charm it's bad then it's a newbie trap too.

I think Loremaster should be combined Intelligence.

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I like the idea behind Lucky Charm,it just needs to be improved and not removed.


There are nights when the wolves are silent and only the moon howls.” – George Carlin-
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It's not that bad so far in DOS2, albeit that's more due to increased difficulty to steal and thus less gold to get "free", with gold being harder to get these little bonusses add up.
Then again may just be something of the starter area and in the later game in true RPG tradition gold becomes entirely pointless.

Then again that would also void barter.

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Never been a fan of Lucky Charm. It was a pain every chest "wait let me cast lucky charm buff on you..." "did you have those gloves on?" etc. Just a static buff like leadership or the like would be the only way to keep it in game, but having a 'lucky charm' buff on you all the time seems like a bit of a strange oddity which is why I lean toward not seeing it included any more.


“War must be while we defend our lives against a destroyer who would devour all; but I do not love the bright sword for its sharpness, nor the arrow for its swiftness, nor the warrior for his glory. I love only that which they defend…” - Faramir
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Definitely not a big deal, but yeah, I wasn't a fan even in the previous one.
It's the kind of stat/mechanic that seems to encourage compulsive behavior rather than organic exploration.


Party control in Baldur's Gate 3 is a complete mess that begs to be addressed. SAY NO TO THE TOILET CHAIN
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Hope theres no problem to revive this, but i feel the same way, having someone to loot everything cause they have higher lucky charm, and having to swap equips to get higher lucky charm is really annoying, it should work as an aura indeed (with no itens boosting), or perhaps just remove it...

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I agree, in a multiplayer / multi-character a skill like Lucky Charm (or anything that increases something like loot pickup) just doesn't really fit. It makes the game more tedious and less free for each character/player to do play (like described, now just this character should loot everything, and get buffs and such each time).

In a single player game it's usually fine, especially if you roll it into a bigger stat like "Luck", which usually has influence on many things at once. Lucky Charm on the other hand just gives that loot bonus, which seems to be more about getting more money / on par gear than something great anyways. (also it could encourage save scumming to make it trigger)

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Serious necro but it's a good point. It would be nice to just give it a very wide (like 30m) aura for teammates, so it'd be less tedious to pick your designated looter. Or heck, just make it globally affect all containers.

Perhaps even better simplification would be to make it only apply to killed enemies rather than containers. Would need a big increase in proc chance of course, but it would make it feel less like you need to loot every barrel to make lucky charm worth it. More organic, less compulsive, as Tuco said.

Finally, no lucky charm on loot or buffs, please. Annoying to feel like you need to dress/buff up for every time you loot.

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Im usually against anything that lowers the differences between separate characters in a party.
Because that leads into treating the party as one single entity instead of a group of individuals.

But then again, this is one of the "support skills" that isnt directly related to the majority of gameplay...
And it doesnt have much of an influence anyway, as it gives you only relatively small value stuff - at least as far as ive seen.

If the problem is the necessity of switching gear to gain benfits from it then it probably should be removed from the gear effects.

Maybe it could be just a character skill and in that case some additional benefits could be added to it, just like in the Epic Encounters mod, where it also improves combat rating, critical chance and some other benefits.










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Any chance that Larian Studios will change it? They are new for me, most companies just ignore players and lose playerbase...

Edit: I feel like Bartering works the same way, and should be global too!

Last edited by laiozatt; 09/04/17 11:15 PM.
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Originally Posted by laiozatt
Any chance that Larian Studios will change it? They are new for me, most companies just ignore players and lose playerbase...

Edit: I feel like Bartering works the same way, and should be global too!


A company might listen but they don't have to do everything the fanbase wants, nor is that a good idea.

Alien Resurrection, for example, is the way it is because the director listened to a bunch of bozos instead of his gut. So companies need some artistic integrity.

Not to mention that this forums isn't diverse in the types of players here and catering to us isn't always catering to the fanbase but rather a small segment of it.

So don't take "Didn't take my suggestion" as a sign of ignorance. Suggestions are just that, suggestions. They are not commands.

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There've been lots of changes made already based on feedback, and in general some feedback matches things already planned. Of course some feedback doesn't match the game design, or different suggestions can be mutually exclusive, etc.


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