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Een vertaalprobleem melden
Yes, and how does a bunch of animal about you? does that make sens?
But here's the real thing. If you were fighting 4v4 in a squad setting, it makes sens to go for the squishies. But in a setting while you can be fighting 17+ units at a time, or fighting something like multiple minotaurs that can jump on you for damage and knockback AND add 2 additional attacks per turn each with a pretty high crit chance it seems, not being able to manage aggro (i know it's an mmo term, but managing AI priorities in RPGs even without taunts is the same thing), is a bit touchy.
Not because it's harder, we will always find ways to defeat the AI. That's not the problem, only issue is that it reduces the variety of builds you might want to try, especially at the highest difficulties.
Animals it makes sense to target the guy with sword and board. Minotaurs aren't that dumb and would be smart enough to target a caster. A lot of enemies sure, they should just be targeting the closest person really which should be the warrior. Their ranged units i think would target casters though. That's how i usually do battles when i dm for pen and paper. Zombies and other unintelligent things i usually just have target the closest foe. Something i think this game should do too.
In older D&D Mage Armor time was depending of the level, but in DD5 I see it's 8H. No matter how, it looks like a reasonable cast for all characters without any armor and with abjuration. For some combats Shield of Faith could help.
And if you argue you are using all spells for defense, so why bother, it's because for now you still have cantrip, and later your mage user will be a source of many tools and a source of high power. I doubt it changed that no matter how no class match magic users for amount of damages.
And people about min/max cannot have no magic user, would make no sense. At first it's a penalty to manage but soon it will change, ok perhaps it's more at level 5 where finally magic users feel powerful. For more spells but less choices, pick sorcerer instead of wizard, they become useful faster.
Still this AI behavior is looking like a tactical design not yet polished.
I have no doubt that the Taunt will be added at some point, but dont expect it to be the MMO tier brain dead agro pull that affects everyone on the screen. As of now im just happy i can thunderwave a bunch of trigger happy gobbos into the abyss below.
I don't have that choice unfortunately. I wanted to make the mage companion (gale?) viable. But he was a preview of what would happen if my main was a mage. (I main a rogue right now.)
At least if you don't main a mage, you can switch him on or off the team. Which i think is the way to go if the AI remains the same.
The problem of enemies rushing attack character with lowest AC is all do that in all context.
Sure it's good if it happens, but not all enemies or at least not all enemies types, moreover in some context it would be rather dumb that an enemy do that.
Mages gets better at tanking than fighters but they're not tanks
The balance is offset by being a short D&D game where underdark is in 1st act
Because even if mages are better at tanking than fighters they're unable to tank the finals
Fighter and Paladin become spectators at endgame
No, there is no taunt, but a fighter can punish an enemy for moving through the front line and into the back line.
The people that don't understand that and how it works are typically the people who don't play on more difficult settings where tactics are involved.
However, to the OP - The mobs will target your Wizards, Warlocks, etc. But it's your job to create a front line to punish them for it. Essentially if they rush the wizard, they should have to pay for it.
That's all well and good. What about ranged units that don't need to move to hit? D&D doesn't follow MMO rules. Paladins can use sanctuary and compelled duel on pen and paper but that's about it for tanking abilities and they're not in EA unfortunately.
If it wasn't for the skill checks, and this early in the game (level 4 cap) i'd honestly just run a party of 4 rogues for combat. Nice melee, nice ranged, nice backstabbing, high AC, no spell tokens so no need to rest. It's just nice overall.
This is not BG3 however, probably just 5e where the rules make rogues strong, flexible, and practical for combat. I came to the same conclusion after playing Solastas demo, which is the other EA 5e RPG coming this month. (The demo is 1-2 hours only, the engine is old but it feels a lot more like D&D, you should check it out guys.)
I'll be curious to see how this meta changes as they unlock more level cap.