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while everyone else is doing great
It has been the same in D&D for ages.
All in all balanced groups most likely is the best, but casters are strong, really strong!
put a moon druid, barb, pally, cleric/.bard and give them advantage/bless/haste and everything melts. you can swap the druid out for a sorc if u want utility , twinned spell nice for haste, or quickened spell for double cast.
But this is all expensive whilst the martials dont get they just hit hit hit ded.
its like 5e now, got lethargy.
Not so much that, but in EA haste allowed doubles attacks period. A fighter with 3 attacks would get 6, a caster could cast 2 spells.
It should just be 1 additional attack and casters shouldn't be able to cast 2 spells with it.
Do you long rest after every fight? I'm mostly done with Act1, lvl 5, most of sidequests done, did not long rest once yet (which means on magic characters I use basically cantrips and keeping spell slots for tougher fights, staff/bow attack deals more damage than cantrips)
Concentration is killing all cool magic in this game. Also the amount of spells you can cast per rest is retarded. Its just dumb that you are limited to 4 best AoE spells per long rest and 4 supbar AoE spells. Heck, the most usefull thing Gayl do is counterspell.
The spell slot limitations suck.
this game is pretty much my first real experience with the "new" D&D
(besides newer system like Pathfinder or Solasta), apart from that i only know the oldschool D&D. and while yes: caster usualy where pretty "weak" early on but grew pretty OP later on (timestop or wish bonanza); i don't see any of that happenin in BG3.
with the way many encounters are setup you can call yourself lucky when your pure caster survives the first 2 rounds (talking higher difficulty, and past the early levels).
even with high AC and mirror/blur, co. they tend to get killed pretty quick. for some reason melee is just insane (well and some ranged aswell). multiple large dps hits a round? no issue. often enough these characters also got pretty good mobility skills and high attack rolls.
and no amount of temp hit points, or even mitigation spells seem to help much in that regard, the best option i found was "abusing" invisibility.
their high dps/cc spells late game realy don't make up for em beeing pretty much a free kill for 95% of the rest of the time. and when it comes to cc frankly on higher diff settings i usualy find most enemies nailing their saves pretty much everytime. nevermind their very limited spellslots.
cast what? 4 times something usefull (if you are alive) and that's that. compared to how melee works here: dash in unleash countless attacks per round, gap close to the next target, rince'n repeat. without downtime, running out of anything that cannot be remedied by a short rest...
the prime example to see the issues with casters is pretty early on: do the Gyth fight on the bridge (where the red dragon burns the Flamming Fists) on whatever difficulty you like (around the same lvl range) with a caster in your group or two and watch em melt.
for lolz i tried it on the story-difficulty with Gael and Wyll, neither made it to round 3.
but on the story mode you can atleast save em trough the fight without gettin annyoed, but then you (and they) are only busy with staying alive...for what?
either this is a general balancing issue with the new D&D edition(s) or it's the way Larian adapted the system for BG3. but i rarely played a D&D game (aka the IE games, the Pathfinder games, etc.) where casters felt this utterly useless. don't get me wrong: blasting the whole goblin camp to shreds with spells is fun and all, but in every fight with some tiny bit of challenge i found spells-slingers of all sorts the worst option.
Fighters are good at the start but beginning level 5 the mages outpace them for damage.
Fireball 8D6 damage!
Ice Storm
Fire Shield
And so much great support stuff!
Invisibility and later Enhanced Invisibility where you do not lose your invisible status after a attack.
Fly and and and...
Mages rock level 5+
If i cast a fireball at level 5 its 60 damage MAXIMUM , if they save they can take a max of 30 damage most of the time its somewhere in the middle 12-27 if you can do this 3 times u hit maybe 60-70 damage MAYBE.
Then u have paladin. hit for up to a normal 20-46 , divine smite level 3 22-62 on top x4 hits.
then u have barb 22-32 x 5 aint no caster coming close. not even a little bit.
If you use hold person/monster u guarentee crit, with the tadpole thing within 3 meters and now you do double that
not to mention these guys can have advantage uptime of 100% in fights.