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Re: Feedback and requests for "list of guides etc" [Re: vometia] #703078
17/10/20 02:50 PM
17/10/20 02:50 PM
Joined: Oct 2020
Posts: 44
Jonneh Offline
apprentice
Jonneh  Offline
apprentice

Joined: Oct 2020
Posts: 44
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.

​

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.

Re: Feedback and requests for "list of guides etc" [Re: Jonneh] #703109
17/10/20 03:10 PM
17/10/20 03:10 PM
Joined: Oct 2020
Posts: 49
Madoric Offline
apprentice
Madoric  Offline
apprentice

Joined: Oct 2020
Posts: 49
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.

​

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%

Re: Early Access gameplay feedback compendium [Re: vometia] #703120
17/10/20 03:14 PM
17/10/20 03:14 PM
Joined: Jun 2014
Posts: 1,529
Dark_Ansem Offline

veteran
Dark_Ansem  Offline

veteran

Joined: Jun 2014
Posts: 1,529
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....

Re: Early Access gameplay feedback compendium [Re: vometia] #703138
17/10/20 03:27 PM
17/10/20 03:27 PM
Joined: Oct 2020
Posts: 66
Sharet Offline
journeyman
Sharet  Offline
journeyman

Joined: Oct 2020
Posts: 66
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.

Last edited by Sharet; 18/10/20 02:10 PM.
Re: Early Access gameplay feedback compendium [Re: RumRunner151] #703147
17/10/20 03:30 PM
17/10/20 03:30 PM
Joined: Oct 2020
Posts: 66
Sharet Offline
journeyman
Sharet  Offline
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Joined: Oct 2020
Posts: 66
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

Re: Early Access gameplay feedback compendium [Re: vometia] #703270
17/10/20 04:43 PM
17/10/20 04:43 PM
Joined: Oct 2020
Posts: 1
X
Xan26 Offline
stranger
Xan26  Offline
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Joined: Oct 2020
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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

Re: Early Access gameplay feedback compendium [Re: vometia] #703288
17/10/20 04:53 PM
17/10/20 04:53 PM
Joined: Oct 2020
Posts: 8
Settimo Torinese
HunterRayder93 Offline
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HunterRayder93  Offline
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Settimo Torinese
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:


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.

Re: Early Access gameplay feedback compendium [Re: vometia] #703543
17/10/20 06:47 PM
17/10/20 06:47 PM
Joined: Jun 2019
Posts: 439
SorcererVictor Offline
addict
SorcererVictor  Offline
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Posts: 439

Re: Early Access gameplay feedback compendium [Re: HunterRayder93] #703568
17/10/20 06:55 PM
17/10/20 06:55 PM
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Posts: 4
F
Flashistatouille Offline
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Flashistatouille  Offline
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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.

Re: Early Access gameplay feedback compendium [Re: vometia] #703674
17/10/20 07:50 PM
17/10/20 07:50 PM
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Posts: 216
A
ArmouredHedgehog Offline
enthusiast
ArmouredHedgehog  Offline
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Posts: 216
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.

Re: Early Access gameplay feedback compendium [Re: vometia] #704021
18/10/20 12:17 AM
18/10/20 12:17 AM
Joined: Oct 2020
Posts: 79
pinklily Offline
journeyman
pinklily  Offline
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Joined: Oct 2020
Posts: 79
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

Re: Early Access gameplay feedback compendium [Re: vometia] #704248
18/10/20 04:12 AM
18/10/20 04:12 AM
Joined: Oct 2020
Posts: 13
BlackUnicorn Offline
stranger
BlackUnicorn  Offline
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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.

Re: Early Access gameplay feedback compendium [Re: vometia] #704347
18/10/20 06:43 AM
18/10/20 06:43 AM
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PorcupineCone Offline
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PorcupineCone  Offline
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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. Similarly there is just too many containers to search through. I know in DOS you had luck which made it more worthwhile, so either implement a luck roll when looking through a crate, or whatever, or just get rid.
- On leveling up either highlight in red, or do not allow for feats or proficiencies that the character already has to be selected.
- A better economy. Why am I paying twice as much for a leather armor +1 than the stated value?

Overall, I am really enjoying this game and can't wait to see how it comes out in the end.

Re: Early Access gameplay feedback compendium [Re: Balasarius] #704444
18/10/20 08:37 AM
18/10/20 08:37 AM
Joined: Jul 2014
Posts: 68
O
override367 Offline
journeyman
override367  Offline
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Joined: Jul 2014
Posts: 68
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.


Maybe they should use something other than imps, imps have resistance to nonmagical weapons and should also have immunity to fire and poison as all devils do

Re: Early Access gameplay feedback compendium [Re: vometia] #704479
18/10/20 09:09 AM
18/10/20 09:09 AM
Joined: Oct 2020
Posts: 37
P
Peranor Offline
apprentice
Peranor  Offline
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Found this image on Reddit. Something like this is how i would like the dice rolls to look like.

[Linked Image]

Re: Early Access gameplay feedback compendium [Re: PorcupineCone] #704496
18/10/20 09:20 AM
18/10/20 09:20 AM
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Posts: 19
Syrek Offline
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Syrek  Offline
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Originally Posted by PorcupineCone

- 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.

You DO see dice rolls in the Battle Log if you mouse over the "hits" and "misses" words in there. However that does not help too much as computer generated RNG is intransparent.

In my first play session of EA I had a Fighter (BM) using two-handed weapons that over the course of the entire first act NEVER, NOT ONCE rolled an attack roll that was in the double digits. It was so bad I stopped playing her and started over before I got into the Goblin Camp. I only started counting after I noticed something was not right, but I stopped at 105 attack rolls, at least a third of them with advantage, all between 2 and 8. On a 20 sided die. And I'm talking about the initial roll, not the outcome after subtracting GWM and adding proficiency etc. This character had no problem hitting okay with a bow by the way.

Mind you, this is of course possible in theory, but how likely is it, and how fun (well I kinda answered that one)?

In cases like this one you may as well look at the rolls but you still have to accept that RNG says your dice are cursed and you can't do jack shit about it.

Re: Feedback and requests for "list of guides etc" [Re: vometia] #704538
18/10/20 10:07 AM
18/10/20 10:07 AM
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TwilightRogue Offline
stranger
TwilightRogue  Offline
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Here's my feedback again, thanks for all your work! A few points have been noted already.

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, 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.)

Height "Advantage" should be done away with, but a bonus to hit or simply allowing the higher line of sight to bypass actual cover would be fine. It's too powerful to have all characters able to climb up a ledge, shoot someone with advantage, and then hide as a bonus action, every turn.

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 great to have.
Combat maneuvers like disarm, trip, and temporarily blinding someone are all "contested checks" that are up to DMs in 5e but they're realistic as standard actions.
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 away and using them as half cover. Any type of finesse grappling for this purpose alone would be cool.
I know that's a lot of "ideas" but these are things players actually do in my 5E games.

Thank you for reading.

Re: Early Access gameplay feedback compendium [Re: Syrek] #704549
18/10/20 10:13 AM
18/10/20 10:13 AM
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Posts: 175
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Pupito Offline
member
Pupito  Offline
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P

Joined: Oct 2020
Posts: 175
Originally Posted by Syrek

You DO see dice rolls in the Battle Log if you mouse over the "hits" and "misses" words in there. However that does not help too much as computer generated RNG is intransparent.

In my first play session of EA I had a Fighter (BM) using two-handed weapons that over the course of the entire first act NEVER, NOT ONCE rolled an attack roll that was in the double digits. It was so bad I stopped playing her and started over before I got into the Goblin Camp. I only started counting after I noticed something was not right, but I stopped at 105 attack rolls, at least a third of them with advantage, all between 2 and 8. On a 20 sided die. And I'm talking about the initial roll, not the outcome after subtracting GWM and adding proficiency etc. This character had no problem hitting okay with a bow by the way.

Mind you, this is of course possible in theory, but how likely is it, and how fun (well I kinda answered that one)?

In cases like this one you may as well look at the rolls but you still have to accept that RNG says your dice are cursed and you can't do jack shit about it.


This is why actually seeing dice roll on screen would be nice, and also a way to jail those dice that decide to fuck you over.

Last edited by Pupito; 18/10/20 10:13 AM.
Re: Early Access gameplay feedback compendium [Re: vometia] #704617
18/10/20 11:37 AM
18/10/20 11:37 AM
Joined: Oct 2020
Posts: 4
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JonathanBrussels Offline
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Joined: Oct 2020
Posts: 4
Hereby also my impressions and feedback.

Overall
Liked the game a lot already, seems like a very good implementation of 5e DnD and offers a lot of great roleplay opportunities. The story is interesting and I'm curious to see what happens next.

Combat
- the lack of combat options in combination with sometimes high miss chances can be frustrating. Though this will likely get better as you increase in level. Also the items you find with abilities are a good option to give characters more to do in combat.
- initiating combat from stealth is sometimes confusing. It was not always clear why I was being suddenly drawn into combat, maybe I triggered some cut scene or something but I didn't feel like it was very clear how I could set-up an ambush without being spotted.
- shove is way to powerful in some encounters. Especially towards the end of early access there are two encounters where a simple shove can kill characters immediately. In one turn three of my characters died from being pushed off something.
- jump is also too powerful in combat since it's a free disengage.
- there are naturally some bugs, such as the ranger's colossal slayer not always triggering when it should.
- enemy turns can take quite long. I wonder if groups of enemies next to each other in the inititiative order could move at the same time. Or at least act faster by reducing the time they need to calculate their next actions
- some encounters included a lot of enemies while in DnD early levels there are not so many tools to deal with large groups of weak enemies (and larger HP pools of goblins makes it more difficult to get rid of them quickly). It might make more sense to keep encounter size a bit smaller early on in the campaign. Especially the very large group of goblins in their main camp comes to mind.

Character progression, abilities, items
- choices at level-up seem limited for some classes (fighter and rogue notably). Likely this will improve with multi-classing being present.
- just a selfish and subjective wish: please add the Gloomstalker subclass for ranger smile
- items are great. They feel unique and magic items are not found on every corner which makes finding one feel good.
- the way the rogue sneak attack damage is presented is confusing. Not very obvious that at lvl 3 it progresses to 2d6 damage

skill checks
- not very clear why I have advantage or disadvantage on skill checks sometimes
- for nature/perception/religion etc. skill checks it's often not clear what I have discovered/learned when walking around environments
- randomness can sometimes feel too strong. At one point I had to find a passage into the big end of early access environment. I knew there would be a secret door because all my characters failed a perception check. But I was locked out of accessing the new environment because I could redo the perception checks. That consequence felt too strong and of course I reloaded to get a positive check so I could proceed.
- I sometimes felt like the randomness also detracted from my character build fantasy. Like my ranger with 16 Wisdom and proficiency in perception would fail a perception check while one of my party members with low wisdom and no proficiency succeeded. These kind of situations happened a bit too often. I think because the main determinant is the d20 roll, compared to the relatively small differences in bonuses from attribute and proficiency.

Exploration
- the maps felt too busy for me and confusing to navigate, making it feel a bit claustrophobic, more like a theme park and less like a real wilderness area to explore. Probably not easy to change but I would feel it could be better to space out the content a bit more, for example by having separate maps with each some more wilderness to explore.
- I like the verticality but the camera is not always easy to navigate when some characters are on the ground and others are high up.

Story, quests, companions
- the freedom to determine in which order to do quests is great but this freedom also resulted in some side effects for me. One quest I wanted to wait to progress but on the other side of the map I got drawn into an encounter with some random thieves/robbers and/or an ogre and apparently it turned some old lady on the other side of the map hostile. There was no way for me to know there was a link between these two groups so it felt a bit frustrating.
- the story feels interesting and mysterious. not much to add on that for now.
- companions can indeed be a bit too negative, as others have said. They're also a bit over the top and over dramatic. A character like the druid leader would be a nice addition to have a more reasonable person there smile.




Last edited by JonathanBrussels; 18/10/20 11:40 AM.
More companions and Zones to exploring... [Re: JonathanBrussels] #704672
18/10/20 12:36 PM
18/10/20 12:36 PM
Joined: Oct 2020
Posts: 8
Settimo Torinese
HunterRayder93 Offline
stranger
HunterRayder93  Offline
stranger

Joined: Oct 2020
Posts: 8
Settimo Torinese
Originally Posted by JonathanBrussels
Hereby also my impressions and feedback.

Overall
Liked the game a lot already, seems like a very good implementation of 5e DnD and offers a lot of great roleplay opportunities. The story is interesting and I'm curious to see what happens next.

Combat
- the lack of combat options in combination with sometimes high miss chances can be frustrating. Though this will likely get better as you increase in level. Also the items you find with abilities are a good option to give characters more to do in combat.
- initiating combat from stealth is sometimes confusing. It was not always clear why I was being suddenly drawn into combat, maybe I triggered some cut scene or something but I didn't feel like it was very clear how I could set-up an ambush without being spotted.
- shove is way to powerful in some encounters. Especially towards the end of early access there are two encounters where a simple shove can kill characters immediately. In one turn three of my characters died from being pushed off something.
- jump is also too powerful in combat since it's a free disengage.
- there are naturally some bugs, such as the ranger's colossal slayer not always triggering when it should.
- enemy turns can take quite long. I wonder if groups of enemies next to each other in the inititiative order could move at the same time. Or at least act faster by reducing the time they need to calculate their next actions
- some encounters included a lot of enemies while in DnD early levels there are not so many tools to deal with large groups of weak enemies (and larger HP pools of goblins makes it more difficult to get rid of them quickly). It might make more sense to keep encounter size a bit smaller early on in the campaign. Especially the very large group of goblins in their main camp comes to mind.

Character progression, abilities, items
- choices at level-up seem limited for some classes (fighter and rogue notably). Likely this will improve with multi-classing being present.
- just a selfish and subjective wish: please add the Gloomstalker subclass for ranger smile
- items are great. They feel unique and magic items are not found on every corner which makes finding one feel good.
- the way the rogue sneak attack damage is presented is confusing. Not very obvious that at lvl 3 it progresses to 2d6 damage

skill checks
- not very clear why I have advantage or disadvantage on skill checks sometimes
- for nature/perception/religion etc. skill checks it's often not clear what I have discovered/learned when walking around environments
- randomness can sometimes feel too strong. At one point I had to find a passage into the big end of early access environment. I knew there would be a secret door because all my characters failed a perception check. But I was locked out of accessing the new environment because I could redo the perception checks. That consequence felt too strong and of course I reloaded to get a positive check so I could proceed.
- I sometimes felt like the randomness also detracted from my character build fantasy. Like my ranger with 16 Wisdom and proficiency in perception would fail a perception check while one of my party members with low wisdom and no proficiency succeeded. These kind of situations happened a bit too often. I think because the main determinant is the d20 roll, compared to the relatively small differences in bonuses from attribute and proficiency.

Exploration
- the maps felt too busy for me and confusing to navigate, making it feel a bit claustrophobic, more like a theme park and less like a real wilderness area to explore. Probably not easy to change but I would feel it could be better to space out the content a bit more, for example by having separate maps with each some more wilderness to explore.
- I like the verticality but the camera is not always easy to navigate when some characters are on the ground and others are high up.

Story, quests, companions
- the freedom to determine in which order to do quests is great but this freedom also resulted in some side effects for me. One quest I wanted to wait to progress but on the other side of the map I got drawn into an encounter with some random thieves/robbers and/or an ogre and apparently it turned some old lady on the other side of the map hostile. There was no way for me to know there was a link between these two groups so it felt a bit frustrating.
- the story feels interesting and mysterious. not much to add on that for now.
- companions can indeed be a bit too negative, as others have said. They're also a bit over the top and over dramatic. A character like the druid leader would be a nice addition to have a more reasonable person there smile.




Fully in agreement on everything in particular on companions and exploration, as already mentioned in my post on the Feadback forum, more than the personality of the companions I believe that having only 5 characters that can be recruited immediately in the first moments of the game is a little too much little, in the old Baldur's gate you could have access to different types of classmates, personalities and with their own goals and motivations, among the 5 present at the moment the one that is most sympathetic to me and Gale honestly seems to me the most charismatic of the 5 characters personally, but that's not enough ... for too long modern rpgs have not offered "memorable" characters with which to interact and be able to "recruit" them in your party (maybe like Minsc) characters who then become legends in the minds of the players and in the generations more future, for me the lack of variety of recruitable companions in the game is a problem in my opinion as is the number of characters in a party having a party of only 4 players is a little too restrictive or it would be nicer to have it from 6 as in the old BGs, then as regards the game map, this too I discussed and honestly my fear ... and that the game becomes too little explorable, it would be nice to have encounters while traveling from one place to another like in BG or have many small areas to explore with some secret dungeons to discover ... but I talked about that in my post anyway.

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