Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I've only ever seen gobbos use it and they don't always succeed the throw. There is nothing wrong with disengage.. it's entirely believable in any scenario.
The idea that everyone get's a free attack on someone passing near them is as equally bad as arguing disengage is wrong.
This entire argument is coming from melee players who feel entitled to their opinion.
It could be animated better, ie the gobbo kicks you back, then runs away.. or shoves you back, then runs.. but there is no argument for disengage not being in the game imo.
What do you mean?
Instead of casting 'Misty Step', I could just... use disengage, walk away, and then use my action/spell slot to cast an actual useful spell that might kill my attacker or do any other number of extremely powerful/useful things.
You might be able to find some edge case scenarios where misty step was worth using but... generally speaking... it's pointless. Spells and actions are a limited resource. Why would I use a spell slot and an action to disengage when I could just use a bonus action instead? In many ways, using the disengage bonus action is superior to Misty Step. That's weird, right?
That being said, the idea of disengage being '1x per long rest' or '1x per short rest' as a bonus action doesn't sound too bad to me. I could see that as a workable solution.
That seems a lot more fair to me.
Contrary to your point; the reason I find this change so necessary is that I feel it's ridiculous how easy it is for my casters to disengage from bad situations and just walk away and cast sleep or whatever the hell I want to do, it's completely free and it feels like cheating.
Literally if a melee enemy closes with my caster. I do not care or mind in the slightest. It literally makes no difference to me. I lose my bonus action? "Oh well." Doesn't that seem a little... weird?
A lot of the responses here are focused really heavily on the goblins/enemies. But the problem for me is the way that I, as a player, can abuse this mechanic in a way that feels very exploitative.
But don't ruin the game for EVERYONE else.
If the game assumes I am doing this, and I choose not to. I'm essentially playing a really weird challenge run that might just turn out to be a complete mess balance wise. Besides, even if I wanted 'disengage to cost an action', there's no setting for that. So if I want to follow your advice, I would just... never use disengage. That sounds REALLY hard. That would make the game nearly unplayable...
To me... fixing obvious design flaws would not be 'ruining the game for everyone else.' On the contrary, I would be fixing it for you. :)
Now if you wanted to have a little tickbox in the menu labeled "degenerate, exploitable bonus action disengage system" and I could turn it off. I guess that would be enough to shut me up.
At the end of the day... when a giant ogre is standing next to my Wizard... I should be thinking "that's bad, I have to do something about that."
Instead I am thinking; "eh, i'll just give up my bonus action and run away and cast sleep or something." That is a SERIOUS balance problem.
I played BG1&2 prior to this and it only partially feels like that.
I could care less about any of the above, what bothers me the most are all the unnecessary player actions that are really slowing the game down.
It's situational depending on the terrain, of which there is a significant focus on in this game. I would absolutely use Misty Step to get an elevated position that not only help protect the wizard from further attack, but also gives me advantages on future attack rolls. Jumping still costs movement, moreso for those with low Strength, so there's not much stopping most enemies from walking up and hitting you if you don't also Dash, while Misty Step gives you a 30 foot teleport regardless.
Absolutely. I was disagreeing with the premise that it makes the spell useless. It's situational, as it should be, but the gradient is a bit too skewed right now.
I'm saying... "the way it's currently implemented is... not ideal and it needs at least some tweaks so that it feels more fair/makes more sense."
Good point. Because Larian has 200' encounter distances, archers neatly spread out, grenade weapons not following rules (and handed out like candy), etc., etc. you then need to change the rules to allow players to deal with it. Then deal with the issues the rules changes cause.
I've never found the solution to making an unfair combat in PnP D&D to change the rules. Always seemed easier to change the encounter.
Likewise, Larain can simply fix the encounters and the rules they are already breaking. Maybe goblins should have 7hp and not 30hp? Maybe some of them are bunched up around a camp fire? Maybe oil, acid, and alchemists fire should only affect a single target (as per 5e rules). Maybe the worgs should be in a cave and not available until round 4? Maybe archers only get a height advantage on opening rounds or within 30'? Maybe the doge action should be implemented?
1. They are two different actions and shouldn't have been combined to begin with.
2. Jump takes the same amount of stamina regardless of distance travelled which means strength characters should use it every turn for movement because it roughly doubles their movement which is what dash should be doing.
3. Jump allows you to easily get behind enemies to gain backstab. Part of this problem is because enemies should be turning if they are not already engage in melee, but they don't. The other part of the problem is that positioning is really fiddly in this game and there is so much stuff in the environment blocking pathing that you need something like jump to actually move around.
4. I think it is fine if jump is a bonus action because without it, melee would be impossible in this game, but it should provoke opportunity attacks if you jump from or land in a space controlled by an enemy.
5. Disengage should be an action. It is powerful enough that it really should be an action, but I think some other things need to happen before it does. Right now enemies hyper focus 1 target (usually with lowest AC) even if they have to run through OA to do it. There is no value wasting your turn disengaging if you can't escape to an area where you are safe on the next turn. I almost think disengage should be combined with dash so your character can use their turn actually escaping. Either that or the AI needs to be tweaked to avoid OA and focus on closer targets.
Well, i do agree that jump just probably remain a bonus action, just to help the melees if not other changes should happen to it. But some of the combat stuff you point are a bit wrong.
Why not have rolls for it?? Two of them in fact one for the jump it self and one to see if you trigger AOP?? you got the skills for them in game already...
Or if you do not like 2 rolls on one skill make disengage a separate thing with a cool animation and maybe don't let people jump within the combat reach?? s
After all it's the spirit of Dnd to roll dice. you had to make a roll with Astarion in the combat sequence you didn't just jumped away.
IF we don't have rolls for jump, Attack of opportunity is useless and you need it to make TB at least some what not broken if not you can do whatever apart from rules of initiative.
Hell, if we remove that as well, we can just do RtwP combat with Dnd spells and elemental surfaces...
Stop defending the game it doesn't need you'r help it's good already, just needs some fixing.
Maybe instead do actual feedback that will improve the combat. You oppose everything every single suggestions people make and make none yourself.
i will say get rid of stealth as a bonus, its silly and makes rogues WAY less useful (unique) in combat