Baldur's Gate 3
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Misty step RUINS the game
Especially early game it just eliminates the need for positioning and nearing the end of act 1 all of your characters basically have it by then, some of my characters can use it two or three times in a row so what’s the point in positioning your characters when everyone can just teleport at will with no downside? They really ♥♥♥♥♥♥ this up game for sure and it’s sad to see
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Сообщения 151165 из 270
hahahahahahaha
wait till you get to the Act III encounters. Most enemies just TP around completely nullifying your more powerful AoE spells.
It makes me sad.
Автор сообщения: Asylum
Автор сообщения: mutantspicy


True but I still find my tanks often times can use a misty step along the way. Especially if you need to disengage along the way.


If its a tank and ur afraid of opportunity attacks then arent u not a tank? the odds of ur AC being high enough to avoid getting hit by opo is very high and the only issue u should have is enemies with Sentinel which i think there was like 1 fight of in the game only.

Misty steps biggest issue is that Leap enhance exists bcuz u can spam leap enhance and its a 10turn duration no spell cost misty step.
What is "Leap enhance" if what you mean is the Jump Spell, that is a 1st level Spell that requires an action.

So it does have cost, namely, 1 Spell Slot and 1 Action.
By that Metric you cant really spam it.
To use it on a full party, you need to cast it 4 times, assuming you only have 1 consistent caster (not a Githyanki with a 1/day free cast but a caster who uses a slot)
You would need to use 4 turns in combat wasting your action to cast Jump on your entire party, exhausting all your 1st level slots while having to remain in touch range of your party (unless you are a sorcerer wasting sorcery points to distant spell jump on your frontline)

So no. "Enhance Leap" is not a "no cost misty step" especially since for every round after jumping that way still costs you a bonus action (even if it doesnt cost you a spell slot)
Автор сообщения: RhodosGuard
Автор сообщения: mutantspicy
No in Core, it still is limited by your overall movement you can extend it by dashing. Keep in mind in core rules jump is not a bonus action or action it is just part of your movement. You are only allowed to jump 30 ft regardless of your strength unless you have mobile or longstrider or are a monk or something. Also shorter character don't jump as far.
But we're not talking movement, we are talking about the effect of the jump spell.
And to make the Jump Spall worth taking for fun combat, you can bend RAW and homebrew it into a bit more usability.

And just so you know, Jump length is determined by your strength.
Long Jump, which is innitiated after 10 feet of movement allows you to jump your strength modifier, the game represents that by basically just removing the walk up when you jump.

As always in DnD you amend the rules where you think they inhibit fun.
So to make the RAW Jump Spell fun, you need to let people utilize it to it's full potential in combat, unless you want it to be a spell that is only relevant for puzzles your DM might never implement.
ANd as I said, I'd just allow people to use all their movement in order to utilize the jump spells enhanced distance.

These are 2 different topics:
RAW rules for movement in combat and RAW Jump Spell.
I'd be willing to amend RAW movement rules to make the RAW Jump Spell be more fun to use.
I just think that is too powerful for a 1st lvl spell. In my campaign we would use the core rules.

But the part about including the 10ft run up is interesting. I think its 5ft actually, in game I think the std jump is 5m if I'm not mistaken about that. So average 10 str character can jump about 15 ft, triple that and its 45ft. that is too far IMO. But you are saying they are actually jumping 10ft with a 5ft run up. Can I consult your service the next time I need a rules lawyer? Good stuff.
I like to call it the instant transmission
Автор сообщения: RhodosGuard
Автор сообщения: Asylum


If its a tank and ur afraid of opportunity attacks then arent u not a tank? the odds of ur AC being high enough to avoid getting hit by opo is very high and the only issue u should have is enemies with Sentinel which i think there was like 1 fight of in the game only.

Misty steps biggest issue is that Leap enhance exists bcuz u can spam leap enhance and its a 10turn duration no spell cost misty step.
What is "Leap enhance" if what you mean is the Jump Spell, that is a 1st level Spell that requires an action.

So it does have cost, namely, 1 Spell Slot and 1 Action.
By that Metric you cant really spam it.
To use it on a full party, you need to cast it 4 times, assuming you only have 1 consistent caster (not a Githyanki with a 1/day free cast but a caster who uses a slot)
You would need to use 4 turns in combat wasting your action to cast Jump on your entire party, exhausting all your 1st level slots while having to remain in touch range of your party (unless you are a sorcerer wasting sorcery points to distant spell jump on your frontline)

So no. "Enhance Leap" is not a "no cost misty step" especially since for every round after jumping that way still costs you a bonus action (even if it doesnt cost you a spell slot)


Leap enahnce is a Ritual, ALL RITUAL spells cost 1 mana the first time u use it and NEVER again afterwards, much like talk to dead/longstrider etc. it lasts 10 turns and costs nothing and is normnally used outside of combat, Ritual spells in this game are more broken then anything else since they can be party wide, like longstrider giving everyone more movespeed and costing no spell slots etc etc
Отредактировано Asylum; 21 авг. 2023 г. в 7:30
Автор сообщения: Asylum
Автор сообщения: RhodosGuard
What is "Leap enhance" if what you mean is the Jump Spell, that is a 1st level Spell that requires an action.

So it does have cost, namely, 1 Spell Slot and 1 Action.
By that Metric you cant really spam it.
To use it on a full party, you need to cast it 4 times, assuming you only have 1 consistent caster (not a Githyanki with a 1/day free cast but a caster who uses a slot)
You would need to use 4 turns in combat wasting your action to cast Jump on your entire party, exhausting all your 1st level slots while having to remain in touch range of your party (unless you are a sorcerer wasting sorcery points to distant spell jump on your frontline)

So no. "Enhance Leap" is not a "no cost misty step" especially since for every round after jumping that way still costs you a bonus action (even if it doesnt cost you a spell slot)


Leap enahnce is a Ritual, ALL RITUAL spells cost 1 mana the first time u use it and NEVER again afterwards, much like talk to dead/longstrider etc. it lasts 10 turns and costs nothing and is normnally used outside of combat, Ritual spells in this game are more broken then anything else since they can be party wide, like longstrider giving everyone more movespeed and costing no spell slots etc etc
Enhanced Leap is some Feature, not the Jump Spell. Which class gets that feature? And even if it's a ritual it's a 10 Turn Duration and it is only free when you cast it outside of combat. So you need to engage an encounter within 1 minute of casting this ritual version of jump.
Автор сообщения: RhodosGuard
Автор сообщения: Asylum


Leap enahnce is a Ritual, ALL RITUAL spells cost 1 mana the first time u use it and NEVER again afterwards, much like talk to dead/longstrider etc. it lasts 10 turns and costs nothing and is normnally used outside of combat, Ritual spells in this game are more broken then anything else since they can be party wide, like longstrider giving everyone more movespeed and costing no spell slots etc etc
Enhanced Leap is some Feature, not the Jump Spell. Which class gets that feature? And even if it's a ritual it's a 10 Turn Duration and it is only free when you cast it outside of combat. So you need to engage an encounter within 1 minute of casting this ritual version of jump.
Enhanced Leap is the Jump spell from the table top, they changed the name of it in English at least.
Who is forcing you to use it with all charachters?
Автор сообщения: RhodosGuard
Автор сообщения: Asylum


Leap enahnce is a Ritual, ALL RITUAL spells cost 1 mana the first time u use it and NEVER again afterwards, much like talk to dead/longstrider etc. it lasts 10 turns and costs nothing and is normnally used outside of combat, Ritual spells in this game are more broken then anything else since they can be party wide, like longstrider giving everyone more movespeed and costing no spell slots etc etc
Enhanced Leap is some Feature, not the Jump Spell. Which class gets that feature? And even if it's a ritual it's a 10 Turn Duration and it is only free when you cast it outside of combat. So you need to engage an encounter within 1 minute of casting this ritual version of jump.


u can enable turn based mode to choose when fights start.Druid/wizard/fighter/wizard gets it inheritly but any class can learn it and even take feats to learn multiple if u wanna go that deep. When you use stuff like Featherfall when doing content did u not notice it had no spell slot cost? i find u use featherfall pretty often in some places.

And yes its the "jump" spell

Enhance Leap /Druid, Fighter, Ranger, Wizard/ Level 1Transmutation Spell/ Triples a character's jumping distance.Lasts for 10 turns.

anyone can learn the spell with the ritual caster feat if u wanna go that hard on it, which would still be better then trying to get misty step on everyone unless u have weak gear and have to use gear slots for them.
Отредактировано Asylum; 21 авг. 2023 г. в 7:39
Автор сообщения: Praesi
Who is forcing you to use it with all characters?

It's a fun spell, Praesi.
how, arrow's of disposition go way way further lol
hex and command, work like charm to lock down anything in your AoE
Автор сообщения: suprpiwi
how, arrow's of disposition go way way further lol

True but it's limited to how many of them you have at a given time whereas Misty Step is a bonus action available maybe 2 to 4 times per Long Rest.
Автор сообщения: Jonwoo89
Автор сообщения: RhodosGuard
Enhanced Leap is some Feature, not the Jump Spell. Which class gets that feature? And even if it's a ritual it's a 10 Turn Duration and it is only free when you cast it outside of combat. So you need to engage an encounter within 1 minute of casting this ritual version of jump.
Enhanced Leap is the Jump spell from the table top, they changed the name of it in English at least.
But they behave differently at least according to the wiki.

This is Jump in RAW
LEVEL 1st
CASTING TIME 1 Action
RANGE/AREA Touch
COMPONENTS V, S, M *
DURATION 1 Minute
SCHOOL Transmutation
ATTACK/SAVE None
DAMAGE/EFFECT Movement

No Ritual.
Then there is Jump from the BG3 Wiki:
https://baldursgate3.wiki.fextralife.com/Jump
No Ritual

And Enhance Leap
https://baldursgate3.wiki.fextralife.com/Enhance+Leap
Which is a ritual

But even then, there are limiting factors. As I said, if you want to avoid the spell slot cost, you have to pre-cast it 4 times (I dunno if that is possible since I dont know where the feature comes from and if it has a rest limitation)
And by the time you are finished, the first few party members will have lost a few rounds of the condition, and then you have to engage combat pretty quick, so, I'd say, at the cost of planning the encounter ahead and precasting you get the value of like 2 hard casts of jump before you have to recast the spell in combat which will then incur a spellslot cost.
Автор сообщения: Asylum
Автор сообщения: RhodosGuard
What is "Leap enhance" if what you mean is the Jump Spell, that is a 1st level Spell that requires an action.

So it does have cost, namely, 1 Spell Slot and 1 Action.
By that Metric you cant really spam it.
To use it on a full party, you need to cast it 4 times, assuming you only have 1 consistent caster (not a Githyanki with a 1/day free cast but a caster who uses a slot)
You would need to use 4 turns in combat wasting your action to cast Jump on your entire party, exhausting all your 1st level slots while having to remain in touch range of your party (unless you are a sorcerer wasting sorcery points to distant spell jump on your frontline)

So no. "Enhance Leap" is not a "no cost misty step" especially since for every round after jumping that way still costs you a bonus action (even if it doesnt cost you a spell slot)


Leap enahnce is a Ritual, ALL RITUAL spells cost 1 mana the first time u use it and NEVER again afterwards, much like talk to dead/longstrider etc. it lasts 10 turns and costs nothing and is normnally used outside of combat, Ritual spells in this game are more broken then anything else since they can be party wide, like longstrider giving everyone more movespeed and costing no spell slots etc etc

You still need to go into turn based mode, in order to cast the spell on everyone then have them move in a timely fashion inorder to do what you need to do in 10 turns. Enhance leap is a great spell and always in my Druids spell book. Its cheaper than misty step for sure. Personally I think the jump rules are OP in this implementation.

But on the side, The party management aspect is a bit frustrating. The number of comical scenes I have endured with my casting that spell only to have all my characters leap across the chasm, then follow me back across the chasm when I move to the next character. Stay put dammit, I hate when I forget to split my party members. A quick hold position command would be nice.
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Дата создания: 21 авг. 2023 г. в 5:33
Сообщений: 270