Baldur's Gate 3

Baldur's Gate 3

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devlos Jul 27, 2023 @ 3:11am
I don't understand the turn based mode.
I am trying to clear the blight village , i set up everyone specificly in a hidden mode put them all ready to suprise and do a sneak attack and when i eventually push one goblin down when i enable turn based mode from a ledge , every single goblin get's first turn all run away to a random spot and then the whole fight is ruined when everyone is hidden ready for a ambush behind every single goblin? How? Why does the entire village get's first turn over my party that specificly sneaked up for a ambush? this makes no sense and kinda is very unfair and makes it impossible to do any form off tactical pre planning as i am now just forced to load a older save and persuade and leave this be as it's impossible without being able to deal the first blow with sneak attacks with the numbers being there.
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Showing 1-15 of 20 comments
Jon Jul 27, 2023 @ 3:14am 
This would be referred to as turd-based.
Hub Jul 27, 2023 @ 3:18am 
Spoiler
If you focus the boss, combat will end without killing the other goblins.

Stealth doesn't give you 1st turn if you enter combat before doing anything. It allows you to 1st strike if out of combat. You can put other team members far away, and let them come after combat starts, to deal their 1st strike. (But as said above, it's turn based, gobs react when you starts combat)
Last edited by Hub; Jul 27, 2023 @ 3:21am
Damocles Jul 27, 2023 @ 3:24am 
I play a solo character using ranged attacks and sneaking. Its important to observe the vision cones (red on the floor) of the enemies, do a ranged attack, and then immediately run into cover (outside of view) and use hide as a bonus action.
You can do this over and over again (walk to a spot where you can do ranged attacks, then go outside of sight, and hide) and can grind down large enemy groups with just one character.
It does not matter if they have initiative, as they cant figure out where you are, and just keep standing there.

Make a testrun with a single character that is good in ranged combat and hiding. (rouge for example)
Hub Jul 27, 2023 @ 3:27am 
In the last pfh, they said they had done some tuning on this.
You can't hide in combat anymore if you are too close from an enemy (but we'll have to see how "too close" is).
devlos Jul 27, 2023 @ 3:27am 
Originally posted by Damocles:
I play a solo character using ranged attacks and sneaking. Its important to observe the vision cones (red on the floor) of the enemies, do a ranged attack, and then immediately run into cover (outside of view) and use hide as a bonus action.
You can do this over and over again (walk to a spot where you can do ranged attacks, then go outside of sight, and hide) and can grind down large enemy groups with just one character.
It does not matter if they have initiative, as they cant figure out where you are, and just keep standing there.

Make a testrun with a single character that is good in ranged combat and hiding. (rouge for example)

But that is almost exploiting the game , so stealth is basicly badly thought out considering how it works? It also makes no sense when you focus on the boss that they will eventually give up considering the numbers they have. Eah , i expected more this is a big part off the game and it feels like a afterthought.
Damocles Jul 27, 2023 @ 3:30am 
Originally posted by devlos:
But that is almost exploiting the game , so stealth is basicly badly thought out considering how it works? It also makes no sense when you focus on the boss that they will eventually give up considering the numbers they have. Eah , i expected more this is a big part off the game and it feels like a afterthought.
The problem is not the mechanic of hiding and attacking, but the AI not acting on it. They dont try to scout around to find the attacker. They just stand there, getting hit over and over again.
Just nerfing the hidden attacks by making it harder to hide, it not a good solution.
Making better AI is.
They should try to walk towards the location where the attacker is, in the hopes of detecting the attacker. The player then needs to be more thoughtful with moving between different cover spots.
Last edited by Damocles; Jul 27, 2023 @ 3:33am
Megiddo Jul 27, 2023 @ 3:31am 
True turn-based mode doesn't seem to exist here. I may have missed something completely, but Larian didn't seem capable of pausing any of their titles outside of a very small and limited range. I'm hearing that it's all purely cosmetic and irrelevant, but most of the world seemed unable to properly pause here. I guess that's a thing now for any titles that are tagged "co-op?"
Hub Jul 27, 2023 @ 3:32am 
As i said, it will be changed for release.
Also, hide will be an action for most classes
And i think making it harder to hide is a solution. In real life, if you taking fire, you don't just walk around searching the going.
You hide (agreed that npcs don't do that), and look from distance everywhere to find him, which can be seen as "making harder to hide".
Last edited by Hub; Jul 27, 2023 @ 3:37am
DreadMuse Jul 27, 2023 @ 3:35am 
Regarding Hide as a Bonus Action, i watch this video last night and it points out that apparently on the release version it's changed to an Action? min 4:25

https://youtu.be/Rz90AMvpM64?t=267
Last edited by DreadMuse; Jul 27, 2023 @ 3:36am
Ozius Jul 27, 2023 @ 3:35am 
This took me a couple of tries to get right but the trick is to make sure all your characters are hiding and not in any sight lines (the red sections).

You then use one character to initiate combat but you have to make sure they are not spotted trying to approach the enemy, a ranged attacked works best for this but also approaching from behind works well.

Once you attack, the combat starts and the enemy should be surprised. You should also see that in the turn order at the top of the screen, your other party members are not yet engaged. This is very important, do not finish your initiating characters turn.

You need to either use the function buttons or click a portrait of a different party member on the left to take control of them, you then should be able to attack using them which will enter them into the combat. Be careful not to run into line of sight of enemy otherwise the character won't complete the attack and will just be added to combat to await their turn.

Repeat this with the remaining party members and any summons/pets and you should now be at a massive advantage for the fight.
Damocles Jul 27, 2023 @ 3:40am 
Originally posted by Hub:
As i said, it will be changed for release.
Also, hide will be an action for most classes
Sounds like a wrong solution to the problem. Without hiding as bonus action, the whole sneak-attack loop does not work anymore.
The problem can also be solved with better AI reactions, not taking out a whole combat-loop mechanic.
Last edited by Damocles; Jul 27, 2023 @ 3:41am
devlos Jul 27, 2023 @ 3:43am 
Originally posted by Megiddo:
True turn-based mode doesn't seem to exist here. I may have missed something completely, but Larian didn't seem capable of pausing any of their titles outside of a very small and limited range. I'm hearing that it's all purely cosmetic and irrelevant, but most of the world seemed unable to properly pause here. I guess that's a thing now for any titles that are tagged "co-op?"

They should really add a pause for single player , especially when you need to take hold character from multiple angles that are not even in combat. I selected someone out off combat and within 6 seconds they are already fighting and moving around while i literally thought i could take a second to see my options. Turned out i was wrong and both characters who where in combat just insta got downed while i just had someone selected to plan my next move.
Megiddo Jul 27, 2023 @ 3:59am 
My experience here has been very limited, but many of the things happening in real time very certainly weren't "just cosmetic or irrelevant." Outside of the very small and limited range, a lot of things would effect the player, party, and/or environment. I'm happy to hear (from some), though, that Larian has fixed this for launch. It's just in EA that we have no proper ways of pausing everything.
dulany67 Jul 27, 2023 @ 4:02am 
Originally posted by Damocles:
Originally posted by Hub:
As i said, it will be changed for release.
Also, hide will be an action for most classes
Sounds like a wrong solution to the problem. Without hiding as bonus action, the whole sneak-attack loop does not work anymore.
The problem can also be solved with better AI reactions, not taking out a whole combat-loop mechanic.
Rogues will still have bonus hide. The combat loop you are talking about was basically an exploit.
Damocles Jul 27, 2023 @ 4:15am 
Originally posted by dulany67:
The combat loop you are talking about was basically an exploit.
I would call it more an issue with bad AI programming, that existed since Divinity 2.
And not such a hard one to solve.
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Date Posted: Jul 27, 2023 @ 3:11am
Posts: 20