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Sad but true, WotC nerfing combat magic since AD&D2 (dunno why - who want to play a melee character with their boring physical combat?).
Blowing a concentration slot to give one action to two melee characters is a terrible deal. You could use the same concentration slot and a lower spell slot to hold person two enemies and completely remove them from the fight while granting all melee allies autocrits against them.
A dual wielding rogue who is autocritting does absolutely bananas sneak attack damage. Compared to that haste is garbage.
It was a good deal even in table-top game. Here it's absolutely broken OP.
Or 1 enemy. Or 0 enemies because they will save from it. While doubled damage from best damage dealers (melee chars) is not so random.
Are you all high? Haste lets you cast two full spells per turn it makes casters stupidly strong and with melee it gives you an entire other full attack with the extra attacks. Haste is WAY stronger than it is on the table top its literally 10 rounds of action surges for potentially two people.
Sure autocrit is nice, but they get a save every turn and it might not work at all if they make their first save. Haste literally gives you almost twice as many turns for half the party if you twin it.
if they reduced the radius a bit - haven't checked - that might be a balance move to counter loosening restrictions on other parts.
Exactly! That's why I say - it's a waste to spend Haste on casters. When cast on melees it will provide much higher damage output from party.
I don't think the average player is aware that the maps in BG3 are scaled to smaller sizes than what you'd see in typical pen and paper setting.
It just applies the hate buff with no need for concentration to keep it going. It's only 5 turns, but you have your entire party pop a haste potion and watch them utterly decimate an encounter and you realize you don't need more than 5 turns usually. (You can also avoid the lethargy by drinking another one before it wears off, if you do need more than 5 turns)
fireball already had a small radius, makes no sense to nerf a perfectly good spell
Stinking Cloud another spell with a radius of 20ft in the table top hasn't been reduced in BG3.
I will say though that in the table top it also has a casting range of 150 feet, vs BG3's 60 feet
BG3 isn't a 100% accurate adaptation of Table-Top rules.
edit to add: just checked Thunderwave, reads as 17ft on the tooltip in game, actually reaches out to around 18.5ft and in the table top 5e rules it's a 15ft cube.