Baldur's Gate 3

Baldur's Gate 3

View Stats:
Soth Aug 16, 2023 @ 2:51pm
Nerfing AoE spells is disappointing
I am blown away by the decision to cut in half radius of some of the best spells in the game like Fireball and Cone of Cold. They are tiny now. It is just... strange for me. Very strange and disappointing. Coming from the tabletop I did not expect to see Fireball with tiny 10-foot radius. It is sad.
< >
Showing 1-13 of 13 comments
HK47 Raiden Aug 16, 2023 @ 2:58pm 
it's 10 meters not 10 foot unless you change what measurements it uses in the options. if you change it to use Imperial measurements in the options it reads as 30ft.
Soth Aug 16, 2023 @ 3:44pm 
Originally posted by HK47 Raiden:
it's 10 meters not 10 foot unless you change what measurements it uses in the options. if you change it to use Imperial measurements in the options it reads as 30ft.
There is no indication of Fireball radius in the description of the spell in the game (last I checked at least). I've used feet because we have 20-foot radius Fireball in 5e rules so it looked appropriate. I've measured the radius of the Fireball in the game myself (somewhat approximately) and it is 3-3,5 meters give or take (10 feet). Half of what it must be.
corisai Aug 16, 2023 @ 3:50pm 
Well - buff of Haste was already a clear hint from Larian : play a melee party!

Sad but true, WotC nerfing combat magic since AD&D2 (dunno why - who want to play a melee character with their boring physical combat?).
oddball Aug 16, 2023 @ 4:06pm 
Originally posted by corisai:
Well - buff of Haste was already a clear hint from Larian : play a melee party!

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.
corisai Aug 16, 2023 @ 4:11pm 
Originally posted by moca loca:
Blowing a concentration slot to give one action to two melee characters is a terrible deal.
O_O
It was a good deal even in table-top game. Here it's absolutely broken OP.

Originally posted by moca loca:
a lower spell slot to hold person two enemies and completely remove them from the fight
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.
Grumpy Old Guy Aug 16, 2023 @ 4:13pm 
Originally posted by moca loca:
Originally posted by corisai:
Well - buff of Haste was already a clear hint from Larian : play a melee party!

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.


Originally posted by corisai:
Well - buff of Haste was already a clear hint from Larian : play a melee party!

Sad but true, WotC nerfing combat magic since AD&D2 (dunno why - who want to play a melee character with their boring physical combat?).

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.
Last edited by Grumpy Old Guy; Aug 16, 2023 @ 4:15pm
Asgo Aug 16, 2023 @ 4:19pm 
haste on a sorc and you can firball 3 times, 4 times if you add a bit of fighter to it.
if they reduced the radius a bit - haven't checked - that might be a balance move to counter loosening restrictions on other parts.
corisai Aug 16, 2023 @ 4:20pm 
Originally posted by Grumpy Old Guy:
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.
>_<
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.
ACS36 Aug 16, 2023 @ 4:20pm 
The maps are small in this game. That's probably why. Also, I find the aoe spells large enough as is. I don't want to hit my entire team every time I unleash them.

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.
Last edited by ACS36; Aug 16, 2023 @ 4:21pm
Ironside Aug 16, 2023 @ 4:21pm 
I come on, Fireball was OP and my party go-to. Round up and dominate everything at once. Made all the other classes turd salad.
Nyaria Aug 16, 2023 @ 4:23pm 
Potions of haste do not requires concentration as a reminder.

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)
Zef Aug 16, 2023 @ 4:23pm 
They should have done it to that AOE ice spell with the huge radius.

fireball already had a small radius, makes no sense to nerf a perfectly good spell
HK47 Raiden Aug 16, 2023 @ 5:09pm 
Fireball currently is 13.33(recurring) foot radius. So it is indeed smaller than the Table Top, which 5e puts at 20ft radius.

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.
Last edited by HK47 Raiden; Aug 16, 2023 @ 5:13pm
< >
Showing 1-13 of 13 comments
Per page: 1530 50

Date Posted: Aug 16, 2023 @ 2:51pm
Posts: 13