Baldur's Gate 3

Baldur's Gate 3

Statistieken weergeven:
Level 4 Gnolls getting 3 attacks per turn while my entire team only gets 1 at level 4?
Why the ♥♥♥♥ are these random ♥♥♥♥♥♥♥ gnolls running around with triple attacks while moving while all my characters are stuck with one attack at level 4?

Why are all the monsters running around with magic ammo all the time, and seem to never run out of it?

this is absolutely absurd, there is NO class that gives three attacks at level 4, yet the gnolls can casually pump out three bow attacks and move all in the same turn without any negatives to their ability to hit things?

Why in the world are all the monsters in this game given literally everything yet characters are given literally nothing interesting?
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31-45 van 68 reacties weergegeven
Origineel geplaatst door Varanus:
3 attacks that can do 9 damage a piece. It was pretty scary when they all would hit. Alot of using the help action going on. XD
Actually, they can roll up to 11 damage.
1d8 +3
+5 to hit
If you're, let's say, in Githyanki armor because there, randomly, is a dead Githyanki at the start of the game, because you dont like her, that's a max AC of 17.

The chance to hit a 17 AC with +5 means 12 upwards hit, difference is 8, 8*5% is a 40% hit chance. (I think that's the highest you can go with just Armor in the first low level areas without feats or magic Items I might not know about)

40% Chance for 1d8+3 average damage 7.5
16% chance for 2d8+6 average damage 15
6.4% for 3d8+9 average damage 22.5

Of course hitchance increases as AC decreases
Worst case is 33 damage with max damage rolls
Just wait till you meet spooder matriarch... she is hell after she enrages.
Tbf, these gnolls did kick my ass, but i also think i was unprepared and didn't do my strategics well enough starting in a bad spot where enemy got high ground and all that
The worst part about this encounter is I literally killed the Flind before they could do anything. My Paladin crit with a divine smite and utterly obliterated them.

The issue was the multiple gnolls in the back with Multi-attack 3 and using snaring arrows.

I've seen no version of these gnolls getting 3 attacks per turn ever (Especially not gnolls that should be balanced around a level 4 party)

This isn't even the last time this happens, so many things in the game just get things, even on lower difficulties that they normally would not, and I'm utterly tired of being hit by acid arrows and tangling arrows by literally every single level 1 ♥♥♥♥♥♥♥ goblin I run into. (That they don't drop if you kill them before they could use them mind you)
The gnolls absolutely get 3 attacks but I think it is tied to a low HP condition. But some trash mob with 1 HP left hit one of my guys for like 25+ HP damage across 3 attacks.

And yes all the trash mobs have vials and magic arrows and they don't hesitate to use them. This is Larian 101 bro, where you been?
Gnoll's only get a bonus attack in the Rulebook if they drop someone to 0 HP, then they get to run up and bite something.

I'm talking about Gnolls, at full HP, half the map away, unloading Multi-attack 3's with bows. Which they have absolutely no reason to be doing.
Don't forget the Goblin chieftains with the 10 swing ability
It's because at the start of the fight they do this:

Rage: (Recharges after a Short or Long Rest). As a bonus action, the gnoll can enter a rage at the start of its turn. The rage lasts for 1 minute or until the gnoll is incapacitated. While raging, the gnoll gains the following benefits:

1. The gnoll has advantage on Strength checks and Strength saving throws.
2. When it makes a melee weapon attack, the gnoll gains a +2 bonus to the damage roll.
3. The gnoll has resistance to bludgeoning, piercing, and slashing damage.
4. The gnoll gains an additional action on each of its turns. That action can be used only to make one weapon attack or move up to its speed towards a hostile target it can see.

On top of:

Rampage: When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack.

I did this fight at lvl 3, hard and people went down (yay healing word) but doable.

Myself light cleric, Astarion, Lae'Zel and Karlach.

Started the fight, we had surprise, from the upper rock ledge with pew pew to the boss. They pew pew back and the boss charges up and engages. Focus fire the boss, bring Karlach up twice then pull back behind the rock outcropping forcing them to run up the ledge. Took down hyenas, took down the others, the Zhent lived.

Origineel geplaatst door Nyaria:
This isn't even the last time this happens, so many things in the game just get things, even on lower difficulties that they normally would not, and I'm utterly tired of being hit by acid arrows and tangling arrows by literally every single level 1 ♥♥♥♥♥♥♥ goblin I run into. (That they don't drop if you kill them before they could use them mind you)

It's not supposed to be balanced. As the saying goes "There's a lot going on in the world, not all of it will be your level."

You get the option/quest to kill Kargha at level 2. Try doing that and let me know how it turns out.

Laatst bewerkt door CultofZAL; 6 aug 2023 om 5:46
I've been stuck at this fight for a couple of days, I'm probably going to move on to playing a better game.
gnolls shmolls...try fight harpies when you are lvl 3. I hate myself
The archer Gnolls do a warcry giving them this ability. I don't recall when they do it but a good idea is to stay out of their range and CC them or focus them down. The other Gnolls are a much smaller threat. I think they do it when at low HP, so you should try ti finish them off fast and not slowly, focus them or deal with the others first
Laatst bewerkt door Faith; 6 aug 2023 om 18:08
Origineel geplaatst door cloviz-68:
its like people have never played dnd before....smdh
I’ve played 5e before. It’s still really stupid and unbalanced.
I've sneaked up to the high ground where the upmost gnoll is, took him out with my rogue and moved my party to the highest point, cast grease where the gnolls attempt to climb, plus cast madness on Flind. then it was mostly pew pew and Flind more helping me than not
Origineel geplaatst door cloviz-68:
its like people have never played dnd before....smdh

Imagine some people having baldurs gate be there first experience with DnD and people like you come out of the woodwork to try and belittle and gatekeep them when they ask an honest question. embarrassing...
I'm with OP on this one. The game in general is very difficult. I love it so far, but it is frustratingly hard. Turned based combat typically comes down to action economy. This encounter is particular is curious. If I remember correctly, there are 5 gnolls, 2 gnoll pups and a boss gnoll. At least 3 of the gnolls shoot 3 arrows per turn. The other 2 are melee only and get 2 melee attacks per turn. The pups get 1. The boss gets at least 2 attacks. So, that is about 17 attacks per round. Your team at level 4 gets 4 attacks per round, 5 if you have Karlach who can bonus action attack after the first round if she's raging. D&D 5e doesn't do this. Gnolls get one attack, Gnoll Pack lords get 2. The gnoll rampage ability only triggers if they down an enemy and the Pack Lord's incite rampage can only affect one creature per round.
I love that Gnoll Fight. Very unfair,very satisfying to beat. Separates men from the girls.
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Geplaatst op: 4 aug 2023 om 12:19
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