Baldur's Gate 3

Baldur's Gate 3

View Stats:
Current Fast Travel Makes Teleport Spells Useless... /also is Camp a tramp...?
The biggest draw to having a squishy caster in the party instead of a meat shield with a pointy stick is the ability to have powerful spells like Teleportation Circle to traverse the whole of Toril. Being able to fast travel to near any location 'from' anywhere practically renders them nugatory & not worthy of a party slot...

The Netherese Sigils as teleport points are fine, could stand to be more rare, but being able to immediately fast travel to them, and to Camp, from 'anywhere' is absurd & ruins immersion as well as challenge to game with access to Long Rests at Camp from nearly everywhere
Camp is excruciatingly far too easy to get into for a Long Rest :steamfacepalm::steamsalty:
We should only be able to teleport for fast travel 'from' a Netherese Sigil 'to' another Netherese Sigil, same with Teleportation Circles once 'in-game', and Camp should not be able to be accessed this easy. Even if a Netherese Sigil was placed in Camp allowing teleport to & from another Netherese Sigil would be better than the current unfulfilling ease of access.

Could also leave an area in camp for the casting of Teleportation Circle, with amended rules and material costs of course to make permanent versus temporary, no way players gonna want to have to cast every day for a whole year without fail. Maybe make it part of interactions/story with Gale at later levels?

Also sending items to camp should be a 'whole deal' where you use the brainbug to message certain teammate at camp to come and carry a load and store it in the camp main storage. Should take a min or so for the NPC to travel the Netherese Network to current party location then tag all the items/gear you want them to hord... I mean store in camp :steamhappy:
< >
Showing 1-15 of 28 comments
☸𝕵𝖔☸ Nov 14, 2020 @ 12:28pm 
Man its just a quality of life, no ones like to walk for hours.
Deraius Nov 14, 2020 @ 12:59pm 
it's first and foremost a video game, some things are way too hard, complicated or just not any fun. So some liberty is taken with a few things.
Shandor Nov 14, 2020 @ 1:04pm 
Is there any D&D Game in the past that had Teleport Caster Spells? Other then short range teleports for battles?

None of those games made a Teleport spell necessary for a reason to give a caster a Spot in the Group. The Reasons why you take a caster is the massive dmg, The Buffs and OP Spells like Time Stop, Instant dead Spells, lowering the Resistance or make enemy vulnerable in general.

Dont think you could kill a Dreagon without a Wizard or Mage in BG2 if you would not evade them and make all the other content first and come to the dragon in the end.
LevelSix_SYSTEM Nov 14, 2020 @ 1:23pm 
Originally posted by Shandor:
Is there any D&D Game in the past that had Teleport Caster Spells? Other then short range teleports for battles?

None of those games made a Teleport spell necessary for a reason to give a caster a Spot in the Group. The Reasons why you take a caster is the massive dmg, The Buffs and OP Spells like Time Stop, Instant dead Spells, lowering the Resistance or make enemy vulnerable in general.

Dont think you could kill a Dreagon without a Wizard or Mage in BG2 if you would not evade them and make all the other content first and come to the dragon in the end.

Like to see you squeeze enough Time Stop casts out of your caster to make it to the opposite end of the globe that would normally take over half a year of hard travel to prevent the Big Bad from ripping apart space/time by the end of the month....

Oh... and be able to solo the Big Bad in the newly formed void with the caster that left his teammates behind during the first cast of the Time Stop spell

#DontSplitTheParty
Brady4444 Nov 14, 2020 @ 1:27pm 
I think the 'Rule of Cool' won on this one. At least in Early Access. This could easily be changed before it goes live, but I doubt it. Activating the circle when you first find a fast travel area is enough for me. A material/gold cost is fine to give it a cost/benefit to it.

After you've resolved the encounters between point a and b, it is just boring running. I really don't want to have the experience of running all the way from the Underdark to the Druid Grove. If they find a way to make it fun, then I'm all for it.
LevelSix_SYSTEM Nov 14, 2020 @ 1:31pm 
Originally posted by Shandor:
Is there any D&D Game in the past that had Teleport Caster Spells? Other then short range teleports for battles?

None of those games made a Teleport spell necessary for a reason to give a caster a Spot in the Group. The Reasons why you take a caster is the massive dmg, The Buffs and OP Spells like Time Stop, Instant dead Spells, lowering the Resistance or make enemy vulnerable in general.

Dont think you could kill a Dreagon without a Wizard or Mage in BG2 if you would not evade them and make all the other content first and come to the dragon in the end.

BTW they've fixed the cheese that was Time Stop....
the spell ends on action affecting anything but yourself so no more killing the dragon after 20 hits during stopped time....

https://roll20.net/compendium/dnd5e/Time%20Stop#content
LevelSix_SYSTEM Nov 14, 2020 @ 1:37pm 
Originally posted by Brady4444:
I think the 'Rule of Cool' won on this one. At least in Early Access. This could easily be changed before it goes live, but I doubt it. Activating the circle when you first find a fast travel area is enough for me. A material/gold cost is fine to give it a cost/benefit to it.

After you've resolved the encounters between point a and b, it is just boring running. I really don't want to have the experience of running all the way from the Underdark to the Druid Grove. If they find a way to make it fun, then I'm all for it.

I never suggested the need to run from the Underdark to the Druid Grove...
I was saying players should have to go to the Netherese Sigil 'IN' the Underdark to fast travel 'TO' the one at the Druid Grove....

Being able to fast travel to any Sigil without even needing to stand by one is ridiculous
Brady4444 Nov 14, 2020 @ 1:41pm 
Originally posted by LevelSix_SYSTEM:
Originally posted by Brady4444:
I think the 'Rule of Cool' won on this one. At least in Early Access. This could easily be changed before it goes live, but I doubt it. Activating the circle when you first find a fast travel area is enough for me. A material/gold cost is fine to give it a cost/benefit to it.

After you've resolved the encounters between point a and b, it is just boring running. I really don't want to have the experience of running all the way from the Underdark to the Druid Grove. If they find a way to make it fun, then I'm all for it.

I never suggested the need to run from the Underdark to the Druid Grove...
I was saying players should have to go to the Netherese Sigil 'IN' the Underdark to fast travel 'TO' the one at the Druid Grove....

Being able to fast travel to any Sigil without even needing to stand by one is ridiculous
I see. My take on that is that is what is intended. There are lots of ways to cheese certain things, and I make feedback reports when I find them. It's all we can do to help the game come together right.
LevelSix_SYSTEM Nov 14, 2020 @ 1:59pm 
Originally posted by Brady4444:
Originally posted by LevelSix_SYSTEM:

I never suggested the need to run from the Underdark to the Druid Grove...
I was saying players should have to go to the Netherese Sigil 'IN' the Underdark to fast travel 'TO' the one at the Druid Grove....

Being able to fast travel to any Sigil without even needing to stand by one is ridiculous
I see. My take on that is that is what is intended. There are lots of ways to cheese certain things, and I make feedback reports when I find them. It's all we can do to help the game come together right.

Definitely! From what I've seen it seems like there are going to be regions seen on the world map separated into smaller areas similar to what we have in early access.

I'm hoping they at least make use of Teleportation Circle spell to fast travel from region to region limiting Netherese Sigils to intraregional fast travel. I guess I could RP and try to push myself not to fast travel without standing at a Sigil/Circle... I think so long as the waaaay too easy access of long rests from anywhere is addressed I'll be happy
Shandor Nov 14, 2020 @ 2:02pm 
Originally posted by LevelSix_SYSTEM:
Originally posted by Shandor:
Is there any D&D Game in the past that had Teleport Caster Spells? Other then short range teleports for battles?

None of those games made a Teleport spell necessary for a reason to give a caster a Spot in the Group. The Reasons why you take a caster is the massive dmg, The Buffs and OP Spells like Time Stop, Instant dead Spells, lowering the Resistance or make enemy vulnerable in general.

Dont think you could kill a Dreagon without a Wizard or Mage in BG2 if you would not evade them and make all the other content first and come to the dragon in the end.

Like to see you squeeze enough Time Stop casts out of your caster to make it to the opposite end of the globe that would normally take over half a year of hard travel to prevent the Big Bad from ripping apart space/time by the end of the month....

Oh... and be able to solo the Big Bad in the newly formed void with the caster that left his teammates behind during the first cast of the Time Stop spell

#DontSplitTheParty

I think you totally missunderstanded my post.
Shandor Nov 14, 2020 @ 2:04pm 
Originally posted by LevelSix_SYSTEM:
Originally posted by Shandor:
Is there any D&D Game in the past that had Teleport Caster Spells? Other then short range teleports for battles?

None of those games made a Teleport spell necessary for a reason to give a caster a Spot in the Group. The Reasons why you take a caster is the massive dmg, The Buffs and OP Spells like Time Stop, Instant dead Spells, lowering the Resistance or make enemy vulnerable in general.

Dont think you could kill a Dreagon without a Wizard or Mage in BG2 if you would not evade them and make all the other content first and come to the dragon in the end.

BTW they've fixed the cheese that was Time Stop....
the spell ends on action affecting anything but yourself so no more killing the dragon after 20 hits during stopped time....

https://roll20.net/compendium/dnd5e/Time%20Stop#content

You never could do 20 hits during time stop. Time Stop always had a very limited "time lol"
But it wa sstill very powerful to have it. It was one of myn spells that made Mages powerful and one of many reason to have one. Instead of a non existing Teleport spell.
LevelSix_SYSTEM Nov 14, 2020 @ 2:28pm 
Originally posted by Shandor:
Originally posted by LevelSix_SYSTEM:

Like to see you squeeze enough Time Stop casts out of your caster to make it to the opposite end of the globe that would normally take over half a year of hard travel to prevent the Big Bad from ripping apart space/time by the end of the month....

Oh... and be able to solo the Big Bad in the newly formed void with the caster that left his teammates behind during the first cast of the Time Stop spell

#DontSplitTheParty

I think you totally missunderstanded my post.

and I know 'you' "missunderstanded"(sic) that "any D&D game in the past" would include games you are clearly ignorant of, like DDO (which btw... is a D&D game that has a teleport spell)

I was trying to being light humored while addressing your incorrect statements :steamfacepalm:
https://ddowiki.com/page/Teleportation_spells
LevelSix_SYSTEM Nov 14, 2020 @ 2:34pm 
Originally posted by Shandor:
Originally posted by LevelSix_SYSTEM:

BTW they've fixed the cheese that was Time Stop....
the spell ends on action affecting anything but yourself so no more killing the dragon after 20 hits during stopped time....

https://roll20.net/compendium/dnd5e/Time%20Stop#content

You never could do 20 hits during time stop. Time Stop always had a very limited "time lol"
But it wa sstill very powerful to have it. It was one of myn spells that made Mages powerful and one of many reason to have one. Instead of a non existing Teleport spell.

My bad I 'miscounted' (estimated slightly off)
it was 21 hits....(maybe some were misses) :steamfacepalm:

https://www.youtube.com/watch?v=J7UGh12RFck
Shandor Nov 14, 2020 @ 2:36pm 
Originally posted by LevelSix_SYSTEM:
Originally posted by Shandor:

I think you totally missunderstanded my post.

and I know 'you' "missunderstanded"(sic) that "any D&D game in the past" would include games you are clearly ignorant of, like DDO (which btw... is a D&D game that has a teleport spell)

I was trying to being light humored while addressing your incorrect statements :steamfacepalm:
https://ddowiki.com/page/Teleportation_spells

Well you got e DDO IS an D&D Game. Thats true. but online games are different. Simply because most people would not say that traveling for 6 hours without doing anything else on the way is much fun. But such things do no happen in offline games.
Well i dont really mind the fast travel option in BG3. Its also rare i even use it. But relate it to the usefulness of Caster classes is just .. well strange?
Shandor Nov 14, 2020 @ 2:41pm 
Originally posted by LevelSix_SYSTEM:
Originally posted by Shandor:

You never could do 20 hits during time stop. Time Stop always had a very limited "time lol"
But it wa sstill very powerful to have it. It was one of myn spells that made Mages powerful and one of many reason to have one. Instead of a non existing Teleport spell.

My bad I 'miscounted' (estimated slightly off)
it was 21 hits....(maybe some were misses) :steamfacepalm:

https://www.youtube.com/watch?v=J7UGh12RFck

Like i said.. if you make all other content you could do and skip the dragon until the end you can ofc kill a Dragon easy without a Mage or Wizard. Its not a big deal. Same for Liches.
I think a Dragonslayer Paladin could do it even better then the guy on the Video. Heck if you finish the addon content before you play the actual Game you might even one hit one with a Helbard.
< >
Showing 1-15 of 28 comments
Per page: 1530 50

Date Posted: Nov 14, 2020 @ 12:19pm
Posts: 28