Larian Banner
Previous Thread
Next Thread
Print Thread
Page 2 of 2 1 2
Joined: Nov 2020
O
OcO Offline
journeyman
Offline
journeyman
O
Joined: Nov 2020
I actually use Bless for basically any fight that isn't just a few goblins. I even have ShadowHeart equipping the Arcane Blessing staff because +2d4 for all attacks/spell attacks and saving throws is a huge buff. However the way the spell is implemented is clunky and annoying to use.
It is a timed concentration spell so you basically have to cast it right BEFORE you start combat to get full use, it isn't as user friendly to use it after you've already been jumped by something because you've gotta hope your cleric has a decent place in the initiative order.
Additionally you can't specifically target the team members you want to cast it on. I'm playing a ranger with Gale/Astarion/SH and my pet is always around trying to get buffed when I want it placed only on the non-pet team members. Gods forbid you have a ranger with Wyll and Gale each with familiars that would be 7 potential targets to work around and you can't directly pick which get buffed.
Last night I decided to jump Ethel and take her out. I tried to precast Bless on my team to hopefully drop Ethel before she could escape into her lair, and since she wasn't yet hostile the Bless ended up landing on her and 2 companions! I just reloaded and decided to do it without Bless.

Joined: Dec 2020
S
enthusiast
Offline
enthusiast
S
Joined: Dec 2020
I wanted to re-visit this topic because I wanted to see if I was remembering everything in here properly while mass editing my own feedback thread. I kind of realized something in the middle of all of this. I wondered if part of the comments that Larian had about the Bless spell had actually been referencing their own Bless spell in Divinity Original Sin 2, which was JUST as worthless for several *other* reasons.

For the uninitiated, the D:OS2 Bless spell had a variety of applications, the most direct of all being a small stat boost to the targeted party member (and countering the 'Cursed' status). But it was primarily used to change field effects to provide beneficial effects to all characters within, such as Fire (which obviously hurts you if you travel through them) to Holy Fire (which heals you and provides high fire damage resistance), and so on.

The problem is, the opposing effect, Curse, was FAR more common in the game's encounter design. Most enemies would generally spam some variation of it first thing, if not outright bleed it. If you hit an enemy capable of bleeding out cursed blood or water or acid or something while they were standing in a bunch of fire, congratulations, you just set off a chain reaction that turned all of that fire into cursed fire, which is extra bad because for some reason Larian decided that nothing can remove cursed fire/necrofire except for the passage of time or use of the Bless spell. And even then, both solutions just turn that cursed fire back into regular fire. (Okay, the Tornado spell gets rid of all fields entirely, but you literally don't get access to that until the last third of the game.)

The real kicker? Bless cost a single Source Point, which is basically D:OS2's equivalent to having spell slots, and you were limited to 3 maximum depending on your progress in the game. And other Source skills could use 2 or even 3 points at once. Bless also had a 5 turn cooldown. The opportunity cost of using Bless was simply not worth it. You could have used Bless to revert that cursed fire back to normal fire that could get doused by water, but enemies could just as easily do it all over again for a fraction of the effort you put into getting rid of it to begin with.

There is a reason why one of the big features of the Divinity Unleashed mod for D:OS2 was the removal of the source point cost for Bless, along with making it an innate player skill available to be used at all times instead of one that had to be memorized. (Divinity Unleashed was a mass rebalancing mod aimed at overhauling the armor system into a damage reduction system, along with rebalancing certain skills, status effects, and stat weights. While playing D:OS2 with the mod myself, I immediately noticed how it allowed for more tactical variety than vanilla D:OS2, as in battlemage builds were actually viable. I personally had party member Beast running a dual wielding aeroteurge blindness/dodge tank build, which would not have worked in vanilla D:OS2 due to the armor system. I would dearly hope something like this isn't necessary for tactical variety in BG3.)

I sometimes question if Larian learned anything at all from making D:OS2 beyond 'let's throw everything at the wall, hope players figure it out by themselves, and give everyone pats on the back while calling it creativity'.

Last edited by Saito Hikari; 20/02/21 04:09 AM.
Joined: Jan 2021
S
addict
Offline
addict
S
Joined: Jan 2021
Originally Posted by Saito Hikari
I sometimes question if Larian learned anything at all from making D:OS2 beyond 'let's throw everything at the wall, hope players figure it out by themselves, and give everyone pats on the back while calling it creativity'.

Its perfectly clear that they are approaching this game not from a basis of 'Creating a 'Baldur's Gate' game in the Forgotten Realms' but 'Mod our Engine into a Forgotten Realms 'Total Conversion''.

Joined: Jan 2017
C
member
Offline
member
C
Joined: Jan 2017
So they really are daft and seem to exist to interpret thier "data" wrong huh?

Joined: Nov 2020
E
member
Offline
member
E
Joined: Nov 2020
Originally Posted by CamKitty
So they really are daft and seem to exist to interpret thier "data" wrong huh?

It would be quite feasible to suggest yes, they way they have interpreted the data here is wrong. Swen’s insistence that people want ‘fireworks and damage’ and that Bless is ‘boring’ says a lot.

And personally I think they have made plenty of daft game design decisions. Only my opinions of course.

Joined: Jul 2009
I
enthusiast
Offline
enthusiast
I
Joined: Jul 2009
Originally Posted by Etruscan
Originally Posted by CamKitty
So they really are daft and seem to exist to interpret thier "data" wrong huh?

It would be quite feasible to suggest yes, they way they have interpreted the data here is wrong. Swen’s insistence that people want ‘fireworks and damage’ and that Bless is ‘boring’ says a lot.

And personally I think they have made plenty of daft game design decisions. Only my opinions of course.

To be fair though we do not know the data. Go to reddit and you will see near universal praise for Larian, partly because everything negative is instantly downvoted and thus disappears. So who knows, maybe the majority there are DOS fans and really like BG3 to be more DOS than BG and want the exaggerated animations, light shows with every action and shoving everything etc.

Joined: Oct 2020
member
Offline
member
Joined: Oct 2020
I usually love buff spells. But the concentration mechanic is the problem for me. I do not like it at all, not one bit.

Joined: Nov 2020
addict
Offline
addict
Joined: Nov 2020
Originally Posted by Peranor
I usually love buff spells. But the concentration mechanic is the problem for me. I do not like it at all, not one bit.

Concentration is base 5e though rn with how wonky some stuff is implemented it doesn't work as well as it should. Mage Hand dismissing a familiar cause its concentration summon when a familiar is not concentration at all is one thing. Also noticed with the staff that provides resistance that if someone casts something on me, I break concentration even though the thing cast was a buff.
Buffing gets better and better at higher levels in 5e though and there are other things like being able to inspire people and give em temp hp or providing bonus die as a bard.

Page 2 of 2 1 2

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