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1.Teleport and netherswap, the requirement is so low and the effects are too powerful makes them "everyone-to-learn" skill, it should be added a strict condition for teleport and increase the requirement.

2.Knee-breaker and Force AI to move, skills like fireblood ,force AI to ceaseless move around because the AI would not stand in the fire or other detrimental surface. Sometimes AI will randomly move when there is no target on sight. This mechanism could kill any boss with a single man in one turn.

3.Explosive trap get dramatic bonus from firespecialist of the trigger, that's right, not the placer, but the trigger, that's why fire slug+overcharge+multiple explosive trap become a overpower combo.

There is still others but not so easily done as this 3 kinds and everyone in the multiple game are scramble for these game-breaking combo to end boss with one man, one turn while others are merely observers.

Last edited by KiyamaHarumi; 29/09/18 05:51 AM.
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1. I think teleport is balanced. Teleport is cost 2 AP. That's half of the action point of a character (non LW/Glass Cannon). Note fortified creatures and grounded targets cannot be teleported.

3. Agreed that explosive trap can cause multiple hits and this should be fixed, OP.

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Multiple explode is fixed, but the damage combo with fire slug or fire mage detonated is way too high, for ex, I am in lvl 17, summoner. Fire slug+overcharge+multiple explosive can burst 10000+ damage on single hit. That's way toO imbalance.
No, you never saw in multiple game, when everyone, everyone try to learn teleport and netherswap, combine with high wits to gather enemies in a pile, maybe plus spider web or something. and follow with one or two AOE to kill them all which makes the battle become a monotonous job.

Last edited by KiyamaHarumi; 29/09/18 03:13 PM.
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Duchess of Gorgombert
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ISTR teleport has already been significantly nerfed; I'm not sure its usefulness needs to be compromised any further. As ever, I'd go with the "don't like it? Don't use it" approach: even as a quite definitively non-hardcore player, I find it's not hard to avoid using stuff you don't care for. For those awkward edge situations, I guess modding is the best answer.


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Originally Posted by KiyamaHarumi
1.Teleport and netherswap, the requirement is so low and the effects are too powerful makes them "everyone-to-learn" skill, it should be added a strict condition for teleport and increase the requirement.


Solution: Don't take it on everyone. I have the self-control to not take those skills on everyone. Why don't you?

Quote
2.Knee-breaker and Force AI to move, skills like fireblood ,force AI to ceaseless move around because the AI would not stand in the fire or other detrimental surface. Sometimes AI will randomly move when there is no target on sight. This mechanism could kill any boss with a single man in one turn.


Solution: Don't use that combo. Fireblood is an otherwise awful spell.

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how are these game breaking? they're just strong

the game should not nerf things that other people want to make use of just because you find it makes the game too easy. the better and easier solution is that you just avoid doing things you perceive as too strong

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Originally Posted by KiyamaHarumi
Multiple explode is fixed, but the damage combo with fire slug or fire mage detonated is way too high, for ex, I am in lvl 17, summoner. Fire slug+overcharge+multiple explosive can burst 10000+ damage on single hit. That's way toO imbalance.
my friend had a LW ranger that dealt 11k damage to Kemm with a few buffs and a source spell.
and my non-LW necro on lvl16 almost killed the Kraken in 1 round... almost cuz he wasn't on blood. so I couldn't use Grasp. and he fleed combat after taking some damage to hp...even though I had ap left.
so 10k damage for a 2+ spell combo and a setup is not that much of a deal....


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