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stranger
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stranger
Joined: Jul 2014
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Thanks for your feedback, RagnarokCzD! It was really helpful. Yet to this I must counter the following: While this may seem like reasonable request ... its not. :-/ Your prices are reflecting your reputation in said city ...
If your Thief (and i dont mean rogue, i mean person who is stealing no matter the class) will be caught 3 times, people will not like him ... and will not give him any discount ... In your model, they would. We are talking about a game, where i can send items to a far away camp in an instant. For quality of life reasons. Where i can send an item to a companion literally hundreds of meters away. For quality of life reasons. Where a key is teleported to the very charakter, that wants to open a locked door via "magic pockets". For quality of life reasons. In said game suddenly the "role playing" kicks in full force, when i want to sell stuff? Really? And that "role playing" is outmatched (to stick to your example) by someone who simply takes stuff from the "evil / not liked" character and sells it for a hefty sum, while the evil character is standing right behind him?!Come on... No, all i am asking for is a simple quality of life feature.Once we start checking everything against realistic and/or role-playing standards, many, many things would have to be changed. And don't get me wrong. I don't want that. I just don't want anyone to force me to move the entire inventory every da... every single time I want to sell items.
Last edited by pipboy2000; 30/03/23 03:15 PM.
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veteran
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veteran
Joined: Oct 2020
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Exactly as you say ... all those things are just Quality of Life things ... you can easily pretend they happened, and game just didnt bother you with doing them manualy ... You went to camp to store things there ... You went to companion to give them said item ... Or key ... I think i expressed myself poorly on previous page tho: I dont like curent system either. Exactly for reasons that was mentioned ... In my honest opinion, when we are talking about vendor prices, our group should be concidered as a whole ... i mean, from roleplaying perspective it makes sense for Vendors to have " You three belongs to that thief? Well no discount for either of you!" kind of attitude ... it also seems more believable that Vendors will approach all of us as "just group of travelers/strangers" rather than keep track of good, and bad deeds of each and every follower or Tav we create or bring.  But i also really liked that idea that i supported on previous page ... i believe it was Red Queen who wrote it ... that game should use Charisma modifier of that character who initiate the selling/conversation. I know it may seem odd, but sometimes you just dont want to have best possible outcome.  And when i decide to play a game of really poor Tav with just 8 charisma, intending to struggle (at least to some extend, since there is really lots of potential ways to get litteraly thousands of gold coins) with lack of money ... i dont really want to be restricted from having Warlock, Sorcerer, or Paladin in my group just bcs the game automaticly picks something for me. 
Last edited by RagnarokCzD; 30/03/23 07:57 PM.
In the words of the senior NCO instructor at cadet battalion: “If you ain’t cheating you ain’t trying. And if you got caught you didn’t try hard enough!”
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stranger
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stranger
Joined: Aug 2010
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While this may seem like reasonable request ... its not. :-/ Your prices are reflecting your reputation in said city ... It's a totally reasonable request. Thing is, it has no real effect, other than what character you choose to start the interaction with. You talk to the merchant with the character that gets the best discount. While in the buy/sell window, you can switch between characters and pass items from one character's inventory straight into the one that gets the best discount. You don't even have to back out of the transaction screen. So the reputation for the individual characters has zero effect. The way it's set up now, it just adds unnecessary tedium by forcing you to pass items between inventories. It doesn't stop you from still getting the best price. So they should just change it so no matter what inventory you're selling from in the active party, the price is set by the rep of the one that interacted with the trader to start the buy/sell process. *edit* Somehow missed all the previous responses. Not sure what happened there, as I refreshed the page. Anyway, I see the conversation has gone beyond my response long ago... :P
Last edited by Malaroth; 03/04/23 05:31 PM.
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journeyman
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journeyman
Joined: May 2023
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How many people have commented that "until long rest" spells and potions are OP? Also - the headbands of intellect should be items granting +1 and +2/3 bonuses. Or the item grants +3 bonus to INT related tests. Otherwise - as already suggested in a "muscle wizard" build, the go-to minmax wizard build will feature 8 INT, as grabbing the icky headband from the ogres is possible half an hour (or less) out of the nautiloid..
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veteran
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veteran
Joined: Oct 2020
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How many people have commented that "until long rest" spells and potions are OP? I didnt count them, but it was mentioned few times. General presumation: Its a bug. Also - the headbands of intellect should be items granting +1 and +2/3 bonuses. Or the item grants +3 bonus to INT related tests. I believe they do ... They just dont overwrite your stats. And personaly, i really like it this way.  Exactly for that reason so "muscle wizard" you mentioned is not so appealing.  Bcs it first take your stat bonus (-2 in case of 8Int) ... and then it adds bonus from items (+3 if i remember corectly it gives 17) ... so you still benefit from the crown, just not as much. 
In the words of the senior NCO instructor at cadet battalion: “If you ain’t cheating you ain’t trying. And if you got caught you didn’t try hard enough!”
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veteran
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veteran
Joined: Jul 2014
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How many people have commented that "until long rest" spells and potions are OP? Honestly? They may be but I would hate a lot more if Larian went for "This potion lasts 10 minutes. In a game where actually pausing the game is impossible and you'll waste half of that time doing busywork in the inventory or fighting the UI in other ways".
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journeyman
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journeyman
Joined: May 2023
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OK. I read the headband's description as resetting a character' INT to 17 (or 19, I've seen another such item mentioned).
My plans to play a STR16 DEX14 CON16 INT8 WIS12 CHR10 Human Wizard are thwarted! :P
Last edited by Buba68; 19/05/23 04:10 PM.
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Volunteer Moderator
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Volunteer Moderator
Joined: Feb 2022
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How many people have commented that "until long rest" spells and potions are OP? Also - the headbands of intellect should be items granting +1 and +2/3 bonuses. Or the item grants +3 bonus to INT related tests. Otherwise - as already suggested in a "muscle wizard" build, the go-to minmax wizard build will feature 8 INT, as grabbing the icky headband from the ogres is possible half an hour (or less) out of the nautiloid.. I hope some of the combat-focused until long rest spells and potions will be nerfed to last, say, an hour instead, but I disagree on the Headband of Intellect, at least now it’s been reduced to INT 17 (I think it might have set INT to 18 in earlier patches). That’s on the assumption that it’s a one off item specifically to make sense of Lump, which I think is a fun mini story line that wouldn’t really work if his INT were only boosted by a couple of points. Sure someone could exploit the headband to make a muscle wizard/eldritch knight/eldritch scoundrel build, but 17 INT isn’t really enough for the long term for a build that really relies on INT so except for some very specific characters its use seems more limited to the early game. As a result, I think it’s less unbalancing in general than a headband that would boost INT even for characters that had a high stat to begin with. (Plus it has a fun echo of the ring that boosted CHA to 18 available early in BG2.)
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journeyman
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journeyman
Joined: May 2023
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To explain Lump - "if lower, this snazzy fashion accessory increases user INT to 12"? Or - "for inexplicable reasons - who can truly divine the intentions of a Wizard who crafted this item - it brings forth its full potential exclusively when used by an ogre. For users of any other race the benefits are limited to .... " As there is lots about 5ed/BG3 I don't know/understand, my gut reactions can be off 
Last edited by Buba68; 19/05/23 04:22 PM.
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old hand
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old hand
Joined: Oct 2021
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OK. I read the headband's description as resetting a character' INT to 17 (or 19, I've seen another such item mentioned).
My plans to play a STR16 DEX14 CON16 INT8 WIS12 CHR10 Human Wizard are thwarted! :P Your understanding is right. The headband raises your Int. to 17, giving you a +3 overall. It's not less helpful if you started with an 8. Although, a 17 isn't great for a wizard in the long run. It's certainly okay for the early levels, but later on I imagine that 17 will feel awfully low when you're wanting a 20 instead, and there's no way to upgrade. It seems to me that the headband is pretty useful for an eldritch knight or an arcane trickster, though. It's a solid stat for a class that's multi-stat dependent. That said, I just haven't been that impressed with those subclasses in comparison to their alternatives. The Thief is so much better than the Arcane Trickster, in my opinion. Same with the Battlemaster and the Eldritch Knight. Basically, I'd argue that the headband isn't OP, not at all. In fact, as a player, I would much prefer a headband that gave a +2 to Int. (Heck, even a +1 would be better to my way of thinking.)
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stranger
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stranger
Joined: Aug 2020
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Things to improve in random order:
1. Stealth: It's a broken mechanic. It allows you to hit, hide, wait for the enemy's turn where they do nothing, hit again, hide, etc. in a loop. It usually works if you are on high ground. The mechanic needs a complete overhaul. My suggestion: Enemies should move in their turn to search for you, but in a "random, yet plausible" direction. That way, they won't have a radar to locate you, but they won't keep getting riddled with arrows either.
2. Vendors: They don't sell anything interesting (maybe because it's easy to rob each vendor individually), and in general, money doesn't serve much purpose at the moment, similar to DOS2. The best equipment is obtained through quests and exploring dungeons.
3. There are no finishing animations for melee or ranged attacks. Decapitations, impalements, arrows to the head would have been cool. I would have included some special ones based on whether the enemy is finished off with a critical hit. Overall, even for spells, there isn't much variety in visual effects other than elemental effects.
4. There are no heavy armors in the early game. This is a disadvantage for strength-based characters.
5. Special weapons have almost always very situational and strange effects. Essentially, they are a waste. If the weapons are useless, it's better not to include them at all.
6. The prologue on the nautiloid with githyanki, cambions, dragons, etc., is too much stuff thrown in for what is supposed to be a new beginning of the saga. There is practically no background for your own character, except for a few initial dialogues (which is different for the Gith, but unfortunately, it's incomplete and doesn't connect well with Lae'zel and the other Gith). Even a simple text like in the old BG biographies where the origin was practically the same (you spent your childhood in Candlekeep, and your race and sex are X because you were adopted), but your class was mentioned and your training was justified. Here, on the other hand, nothing is said, so you're practically anonymous. It's a shame because it lacks immersion.
7. Group and individual movement with the chain system. It's terrible. It's inconvenient, and it's a problem that also carried over from DOS2.
8. Looting and item collection system. Another major problem carried over from DOS2. There's an abnormal amount of chests, barrels, vases, wardrobes, etc. to loot, with many useless items (whose presence is unjustified). There are food supplies that partially justify this search, but they are still in abnormal quantities, so resting whenever you want is never a problem. It would be better to remove them altogether. These activities are all time-consuming and unnecessary.
9. Terrible UI with tiny boxes and overall chaotic management of all items. This is also carried over from DOS2.
10. Karmic dice seem to exist without making much sense in how they function.
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