Larian Banner: Baldur's Gate Patch 9
Previous Thread
Next Thread
Print Thread
Page 3 of 3 1 2 3
Joined: May 2014
Location: Denmark
apprentice
Offline
apprentice
Joined: May 2014
Location: Denmark
Originally Posted by pts
Imo, traps should remain lethal: Anything else is just cosmetic, since healing is free & fast in D:OS. Reducing the damage to say 50% - and nobody cares anymore. Why look for traps if you can just cast heal from time to time instead?


This is a good point and I actually agree. Honestly my comment were based on my getting irritated at being oneshot by traps digged up from graves.

How about traps you can detect and thus potentially avoid by going around or disabling them should remain lethal. But traps you can't detect ever (e.g. those in graves) shouldn't be lethal to the same degree as they can only be avoided by not digging up the grave? Ofcourse one can argue that it is the hazards of grave robbing, but still hehe

Joined: Mar 2014
old hand
Offline
old hand
Joined: Mar 2014
Ah, yeah... it was me who didnt properly understand what you were saying. Your terminology is a bit weird to me, which might be my problem, no need to apologize.

I think they may have decided to go this particular way not to just decrease damage that way, but primarily to push people away from making pure specialist fighter classes and nudge most players into making various mixes of skills rather then sticking to any crude form of a "class" which was never really intended to be in this game.

It may be that the effect on damage is merely a secondary, side effect of this.

Joined: May 2014
Location: Germany
pts Offline
journeyman
Offline
journeyman
Joined: May 2014
Location: Germany
Originally Posted by Gnoster

How about traps you can detect and thus potentially avoid by going around or disabling them should remain lethal. But traps you can't detect ever (e.g. those in graves) shouldn't be lethal to the same degree as they can only be avoided by not digging up the grave? Ofcourse one can argue that it is the hazards of grave robbing, but still hehe


That seems reasonable, would be a good solution. Being killed by a trap that cannot be detected in any way seems very unfair (especially if they decide to implement iron man and someone doesn't play the game in lower difficulties first).

Last edited by pts; 24/05/14 06:37 PM.
Joined: Jan 2009
Stabbey Offline OP
veteran
OP Offline
veteran
Joined: Jan 2009
Originally Posted by pts

That seems reasonable, would be a good solution. Being killed by a trap that cannot be detected in any way seems very unfair (especially if they decide to implement iron man and someone doesn't play the game in lower difficulties first).


If someone is hardcore enough that they choose to play on the no-save difficulty as their very first time, then I don't really think they have cause to complain.

Joined: May 2014
Y
journeyman
Offline
journeyman
Y
Joined: May 2014
Nice job stabbey.... Agree with all your points... would like to add please highlight topics that general npc's have that show new information and dim repeats.

Joined: May 2014
Location: Germany
pts Offline
journeyman
Offline
journeyman
Joined: May 2014
Location: Germany
Originally Posted by Stabbey
Originally Posted by pts

That seems reasonable, would be a good solution. Being killed by a trap that cannot be detected in any way seems very unfair (especially if they decide to implement iron man and someone doesn't play the game in lower difficulties first).


If someone is hardcore enough that they choose to play on the no-save difficulty as their very first time, then I don't really think they have cause to complain.


I think they would. Even in iron man, the game should be very hard, but beatable with enough skill and care - and not just because the player already knows everything.

(i plan to play the first map on hard until i master the system, then start a full game in iron man - if necessary i'll split the party for grave digging, but i would prefer Gnosters solution)


Last edited by pts; 24/05/14 10:10 PM.
Joined: Jan 2009
Stabbey Offline OP
veteran
OP Offline
veteran
Joined: Jan 2009
45. [Design] No known way to clear smoke effects at low levels

There does not seem to be a way to clear smoke from an area and make it disperse. Maybe Tornado can do it, but that's a high-level spell. This would be quite helpful for some situations, such as during combat when explosions have obscured the battlefield, and in post-combat treasure hunting (items inside the smoke are hidden from the Alt key).

Maybe some kind of air spell, Gust of Wind could do it? It could replace Far Seer, maybe do a little (not much) AoE Air damage and clear smoke.


46. [Persistent Bug] Firefly spell radius is too large
Way back in the pre-alpha days, there was a video which showed Firefly as it was intended. You draw a line and a small little fire patch zooms around to where you had clicked. A small patch of fire. Currently, Firefly is listed as having a 1m radius.

A 1m radius would be perfectly fine. If it were true. In fact, Firefly's radius is closer to 4.5m, producing a gigantic pathway of fire, and usually setting the caster on fire as well. This makes the spell too powerful and too obnoxious, as it makes it difficult for your own characters to move around it. Fix this.


47. [Design] One-time-Pickpocketing only sucks

Pickpocketing already seems kinda like a low-priority skill, and being only able to do it once per NPC kinda sucks. To Pickpocket successfully, you need:

  • To be able to sneak around them.
  • The NPC has to be standing still
  • You need to pass a sneak check
  • You need to pass a pickpocket check
  • You need to have invested ability points into Pickpocketing
  • The items you pickpocket must be within a very small weight range.


That's ignoring the (bug?) that if you get caught, there's no warnings, you're instantly fighting everyone around.

I have to ask: With all the above restrictions, is Pickpocketing really so powerful that allowing you to pickpocket people multiple times is too broken?

Yes, merchants have lots of stuff. Games like Skyrim and Oblivion solved this by putting most of the merchant's stuff into am owned chest beneath the floor of their shop, so you could buy and sell things, but you could only pickpocket what they had on.

Even if you can't or don't want to do that, is one-time-only pickpocketing really the only solution?


48. [UI] New UI window specifically for crafting needed
I know Larian is aware of requests like this, but I'm repeating it anyway. A new UI element, some kind of window to which you can drop items and craft them there would be a good deal of help, because many times, the ingredients can only be crafted from the "All" tab, which gets bloated with all your stuff. It would be easier if you could combine things specifically in a window.


49. [Design] More Waypoints Needed

See thread.


50. [Key Feature] Options for LAN and Direct IP connection
Right now, clicking "Join Game" only opens up the Steam Overlay. The game is still missing the LAN and Direct IP connection options.


51. [Design] Resurrection Scrolls still cost too much AP.
  • If you are dead, you do not get XP. That is fine.
  • If you are resurrected, you are restored to only 20% health. That is fine(ish).
  • To not get immediately one-shot after being resurrected, the one who resurrects you needs to delay their turn to the end of the round. That is fine.


However, 9 or 10 AP is really a lot. Whoever you decide will be the resurrector has to preserve most of their AP for a turn, which means their options for moving, healing, or inflicting a status effect are limited or impossible. The trouble is that being forced to not act for a turn can often end up getting another one of your party members killed, starting a spiral of doom. I think 6 or 7 AP would be better. The resurrector still wouldn't be able to do anything else on the turn they cast the spell, but at least they wouldn't be losing a turn.

This is just an opinion, and maybe it won't seem to bad if poison and fire damage are lowered.


52. [Idea] Poison damage cannot reduce your health below 1
Just throwing an idea out there. In some games, poison can reduce your health to 1, but it can't actually kill you. Perhaps that could work in D:OS as well?


53. [Idea] Alternate design for Ranger's "Treat Poisoning" Skill
Right now, the Ranger's Treat Poisoning skill has the following properties:
AP Cost: 3
Cooldown: 6 Turns
Range: 3m

It seems like the intent is to let you move close to a poisoned ally, and then remove their poisoned status once. That's fine, but I've got an alternate idea.

All "Treat Poisoning" does is to remove poisoned status. It doesn't offer any temporary resistance, it's just a one-time removal. The thing is, poisoning is a really easy status to inflict. Poison from a zombie splashes on the ground, you're hit. A zombie attacks you directly, you're poisoned. The 6 turn cooldown on that skill really limits its usefulness in my opinion.

Instead, I would alter it to this:
AP Cost: 6-7
Cooldown: 1 Turn
Range: 3m

The AP cost is now twice as much, but you can use the skill once per round. The downside to that is that if you are treating poisoning every round, you're not attacking or contributing anything else to the fight.

It's another one of those tactical choices: Should I cure the poison or do something to end the fight quicker?


Joined: May 2014
Y
journeyman
Offline
journeyman
Y
Joined: May 2014
Agreed especially with the resurrect costing so many Ap. Kinda defeats the whole purpose because if your down to that point using all your ap.. 1. Char using the scroll will die as they had to completely skip a turn... 2. Rezzed char will die again because other char wasn't able to heal them or anything along with rez. A scroll shouldn't take near as much Ap as an ability i think that should be one of the benefits of scrolls... a valuable item for that reason alone. I think scrolls and skill points should be even higher than gear as the most valuable items in game.
Give more skill points but make us work for them.. the hardest fights and optional quests give them as rewards... Scrolls costing very little ap .. but make us work for them. Rare treasure drops.. not abundant but costing insane AP

Also think many of these skill have toooooooo long of a cooldown.. we are already spending AP on them.. i find myself running out of skills to use very fast because of cooldown.. this is not fun... 6 8 9 turns is crazy... Weaken the skill if need be but lower cooldowns so we atleast are using skills more regularly and not staff of magus.

Last edited by ynotndalton; 27/05/14 01:40 PM.
Joined: Jan 2011
old hand
Offline
old hand
Joined: Jan 2011
Stabbey, what is your thought about the costs of Scrolls, Arrows and Health Potions?

To me I can't make myself buy any, because they just seem to cost too much for their one time worth. Am I alone in this? It seems to balance out $$$, there should be less of these dropping in the world and coupling that with having a fairly deep reduction of cost on one-timers at vendors.

Joined: Jan 2009
Stabbey Offline OP
veteran
OP Offline
veteran
Joined: Jan 2009
I'd have to check again to see if things have changed, but...

In the last patch, health potions were way, way too overpriced. I'd have to check again to see if things have changed. Health potions also cost 3 AP to use, which was fine, but food ALSO costs 3 AP to use, and it can be a lot more powerful, and give stat boosts as well. It's also much cheaper to buy food items as well, and they only need Crafting 0.

Assuming the prices are the same, I'd lower the price of health potions (because 240 gold for a 52 health potion is nuts), and raise the AP cost for food from 3 to 7 AP.

In this patch, scrolls are dropping like crazy. I don't really use them that much, even with the supply this high, so I don't really know the cost.

Joined: Jan 2011
old hand
Offline
old hand
Joined: Jan 2011
^I think between the last two releases, food quality has dropped noticeably, which makes sense. Yes it seems potions at least health one's should take up more AP.

Joined: Jan 2009
Stabbey Offline OP
veteran
OP Offline
veteran
Joined: Jan 2009
Originally Posted by Horrorscope
^I think between the last two releases, food quality has dropped noticeably, which makes sense. Yes it seems potions at least health one's should take up more AP.


That's the opposite thing to what I said. I said FOOD should take up more AP. Maybe not all food, but a bunch of food is really incredibly effective and a better heal than far more expensive potions.

Potato products heal 100 HP and tend to grant a bonus to an attribute. Apple Pies give +100% poison resistance.

Joined: May 2014
Y
journeyman
Offline
journeyman
Y
Joined: May 2014
Originally Posted by Stabbey
I'd have to check again to see if things have changed, but...

In the last patch, health potions were way, way too overpriced. I'd have to check again to see if things have changed. Health potions also cost 3 AP to use, which was fine, but food ALSO costs 3 AP to use, and it can be a lot more powerful, and give stat boosts as well. It's also much cheaper to buy food items as well, and they only need Crafting 0.

Assuming the prices are the same, I'd lower the price of health potions (because 240 gold for a 52 health potion is nuts), and raise the AP cost for food from 3 to 7 AP.

In this patch, scrolls are dropping like crazy. I don't really use them that much, even with the supply this high, so I don't really know the cost.


Ya potions are way too expensive and don't match up to the rest of the economy. 333 or so gold for just one.

Joined: May 2014
T
apprentice
Offline
apprentice
T
Joined: May 2014
Originally Posted by Stabbey



53. [Idea] Alternate design for Ranger's "Treat Poisoning" Skill
Right now, the Ranger's Treat Poisoning skill has the following properties:
AP Cost: 3
Cooldown: 6 Turns
Range: 3m

It seems like the intent is to let you move close to a poisoned ally, and then remove their poisoned status once. That's fine, but I've got an alternate idea.

All "Treat Poisoning" does is to remove poisoned status. It doesn't offer any temporary resistance, it's just a one-time removal. The thing is, poisoning is a really easy status to inflict. Poison from a zombie splashes on the ground, you're hit. A zombie attacks you directly, you're poisoned. The 6 turn cooldown on that skill really limits its usefulness in my opinion.

Instead, I would alter it to this:
AP Cost: 6-7
Cooldown: 1 Turn
Range: 3m

The AP cost is now twice as much, but you can use the skill once per round. The downside to that is that if you are treating poisoning every round, you're not attacking or contributing anything else to the fight.

It's another one of those tactical choices: Should I cure the poison or do something to end the fight quicker?



The 3m range forces you to move to your target, increasing the AP cost. It's enough.
The main problem is that the target is usually inside a poisoning surface meaning that it has to move out of it first.
I think that the spell should add 100% resistance to poison for 2 turns. ( current turn and the next one )

Joined: Jan 2009
Stabbey Offline OP
veteran
OP Offline
veteran
Joined: Jan 2009
Originally Posted by thorska

The 3m range forces you to move to your target, increasing the AP cost. It's enough.
The main problem is that the target is usually inside a poisoning surface meaning that it has to move out of it first.
I think that the spell should add 100% resistance to poison for 2 turns. ( current turn and the next one )


My problem was with the skill's cooldown not the AP cost.

Yes, I agree, a temporary 2 turn resistance buff against poisoning would also work.

Joined: May 2014
T
apprentice
Offline
apprentice
T
Joined: May 2014
You could get shorter cooldown and AoE spells later in the game. Having a spell to make Madora immune to poison and/or fire two or three turns once during a fight would be great in the early game.

Joined: Mar 2014
old hand
Offline
old hand
Joined: Mar 2014
Or, you can just eat apple pies and or some honey.


I think healing potion prices are fine. Specifically because you do find tonnes of them as loot in the game.

Joined: May 2014
Y
journeyman
Offline
journeyman
Y
Joined: May 2014
I still think cooldowns in general are too long in combat... 6,7,8 turns is a long time... i wish they could shorten them in combat.. but give them a different "time" based cooldown outside combat in real time.

Page 3 of 3 1 2 3

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