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The big problem with BG3 is the level cap of 12.
D&D has always been organized so that melee characters are powerful at low levels and start to plateau at high levels and casters get powerful at high level being fairly weak at low level. It all balances out.
the level cap of 12 means you don't get to see the absolute hellfire casters can rain down at high levels. A level 20 Evocation Wizard is literally in danger of blowing off a chunk of the planet. You are a walking magical nuclear bomb
You don't view a cleric or bard as a healer, they give pretty large bonuses to everyone (Bless) and cast disables, guiding strike to give advantage, etc. And they potentially can hold up decently in melee with the right subclasses too.
Personally for healing I tend to just use healing word with a quick bonus action sometimes.
Druids are the same idea, but with a bit more of an offensive bend than a support one.
100% and agreed. You've got fighters finally getting that extra extra attack meanwhile casters are turning into dragons and ♥♥♥♥ and decimating cities. But yeah, barbarians are peak performance at 12 or so which means I'm face stomping every mob, and one-shotting most bosses, especially when they're surrounded by rage, high hp, multiple attacks, and bonus attacks.
While a spellcaster is desperately trying to get away from every enemy using Dash to close in on them the Gloom Stalker has the enemy wildly running to their last known location with no idea where you went unless you were dumb enough to stay. It hits even harder when multiclassed with Assassin Rogue. In short, Ranger is a disappearing nuke when done right. Your party is just there to make you feel less lonely and do skill checks.
If you know what you're doing stealth characters completely break combat in this game. I made my 1st character a Shadow monk/assassin rogue and respced Astarion into ranger... those two decimate the battlefield and no one even knows they are there.
They mostly offer battlefield control, general utility, buffs and ways to circumvent or approach things differently.
I think maybe people are viewing this as the MMO setup of tank/heal/DPS
But it's not really, the roles are kinda more single target, aoe, support, disable, utility, etc.
Healing's not something you want to do in combat, and tanking is something you can do but it's not really obviously tied to classes.
Frankly the two I love the most is Divination wizard and warlock. I always have one or the other in my party.
A divination wizard can literally force rerolls on enemies while still having all those spells to drop and counterspell. Counterspell has saved my ass on more than one fight.
Warlocks also get counterspell. The two-spells only (three later on) takes some adjustment to really figure out which spells to use on which mob but it's balanced by eldritch blast, take the feat that gives bonus damage with your CHA modifier, and it later gets 2-3 shots off... An eldritch blast attack can compete with standard weapon attacks from your barbarians.
My Wizard would like to speak to you. Her fireball one shotted a boss that was weak to fire on normal mode game play. 60 crit damage roughly translated to 120 dmg with the monster weakness. The same hit from a fire imbued weapon would only have added 2d8 worth of fire damage unless it's a very specific enchanted blade. As a Wizard, I can do what melee cannot, and that's exploit every aspect of the game to bring combat to a quick and horrifying conclusion... XD
True, Wizards require thought to use effectively, but they are far from just reserve fighters. In my party, my Wizard is THE damage dealer. And, I even have Karnach and Astarion in the mix. They do tremendous crit damage in their own right, but combined with my Wizard, we are the dream team.
Totally agree (and I love casters in other DnD games, like pathfinder), melee is very strong, due to the fact you can take 2 full swings even after jumping/moving to an enemy. This is unlike standard d&d, where you would only be able to do 1 base attack after moving. I'd recommend bow until level 4-5ish and then going full melee with 2H to slice everything. Most encounters wouldn't last more then 3 rounds if you have a melee party. Have healing and haste potions at the ready. For tougher combats sneak close than jump all your melees on top of the ugly guys (casters etc) to finish them first.
Level 11 fighter gets 3 bas attacks. Barbarian has his third bonus attack in rage even earlier. Put haste, action surge and weapon mastery on top for extra attacks. Attacks of opportunity and potions.. you name it. They are mowing down everything.
And if you can't hit ♥♥♥♥, just shove everyone down into lava pits or whatnot.
It's as simple as that.
Even considering the random D20 system where you rolls 1s every other turn, you still get enough hits in to kill a number of foes each turn. While a caster has only one shot each turn for a good roll. You can of course reduce enemy save rolls with dazing and ♥♥♥♥, but that takes away actions/bonus actions that can just outright kill the enemy in the first place. So why bother. I'd rather conjure up some cannon fodder to take the hits if an encounter goes south.
And yeah, casting sucks, mostly. If your one important cc spells fails because enemies spell save all the time, your caster wastes turns doing nothing. Thats why I only run with clerics - they can at least buff your fighters, heal them AND put some Aoe up there (ward and spritit guardians for starters). While your mage is a fireball one trick pony. Only if you have 4 mages fireballing everything in turn 1 and taking a long rest after EVERY combat (which is totally annoying and costs 80 rations on tactician) you can have fun casting.
Bonus hate on casters for "everything useful is concentration". You can't have two concentration spells at the same time.
If you're not doing an average of 80-100 damage per turn and novaing for 150++, your build "sucks".
The trick has always been to powergame for multiclass combos, like;
- Tempest Cleric + Thunderous Smite + Divine Smite
- Tempest Cleric + Storm/Blue Dragon Sorc Twinned Lightning AOE
- Warlock Hex + Tavern Brawler Open Palm Monk + Thief Rogue flurry spam
- Dread Ambusher Ranger + Assassin Rogue stealth machinegunning
- Quickened Spell/Twinned Haste shenanigans on everyone
Most of the above utilize the best of caster and martial classes, while being horribly weak and arguably "suck" as individual components.
Running builds that "suck" will not stop you from completing the game, BG3 is inherently far easier on tactician than DOS2, but an argument on "what's better" is ultimately pointless if you're coming from a position of "equally bad".
As a side note, there is a mod already that does this btw, though I've not tried it as I want the achievements first
Inflict Wounds deals 3d10 Necrotic damage at level 1, and deals an additional 1d10 damage for every slot cast above the first. At level 7, you should have access to 4th level spell slots. Meaning that Shadowheart can deal a potential of 6d10 damage with it.
Gale's Fireball deals 6d6 fire damage in a radius, meaning it can hit multiple targets at once, where as Lae'zel swinging her weapon around can only hit maybe 3 people at most, if you're using Cleave. Also, Fireball has range, where as a melee weapon does not.
I've also noticed that when it comes to crowd control and terrain spells such as Grease, Fog Cloud, Entangle, est. that their radius of effect increases when cast at higher spell slots. Meaning you can affect a larger area to manipulate the battlefield easier.
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Casters in D&D have a 'slow burn' compared to the martials. During the early game, they may seem weak, but they eventually become incredibly powerful if you manage to level them up high enough.
HOHOHO.