Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
You think Mage Hand Legerdemain and picking locks, picking pockets and disarming traps with Mage Hand is NOT a core mechanic for the class?
My point is: cantrips are meant to be infinite use spalls, and it's stupid that they are restricted to 1/short rest.
Your point is 'you are annoyed at a specific change'.
I share the sentiment that Larian changed some things for Larian's benefit and not for any meaningful gameplay. However, since WotC chose to sign off of it, you need to take these grievances up with them and attack Hasbro share price if you want to get things altered.
If Hasbro share prices went down because of Swen Vicke's personal prefences in BG3 only then would things be altered, otherwise you're really just ranting.
Exactly! These definitely sound like game balance ideas Larian would be proud to put in their single-player/co-op game! And no more than one dialogue per long rest... except they already did that with the illithid dialogue.
This is a single player game not multiplayer,
Let people play whatever way they want, why limit it in the name of balance?
Not really, because I had no issue as arcane trickster picking locks and disarming traps normally. What I did do was use the hand in the situations where I couldn't access something directly, which is what it seems they intend it for. Like disarming the all-seeing druid totems in the first act.
THIS! Exactly my point. Thank you.
The guy is allowed to be frustrated with things that are frustrating, and mage hand legerdemain is literally one of the most unique aspects of arcane tricksters so I'd be pretty miffed if I was a fan of the class and then got that.
That being said relegating Eldritch blast to once per short rest is a trash tier take. That being said the amount of damage you can do with Eldritch blast in this game because of the itemization options is completely ludicrous. I should not be doing nearly as much damage as I am with a cantrip.
almost like it makes no sense to limit find familiar and mage hand. if they are so weak and unimportant...
speaking of changes that basically ruin how a class is played, charm person not lasting an hour, so it is basically useless for bards who want to charm anyone they see more than once, for longer than a minute
Familiar would only need to be recast over and over if you're getting it killed constantly, and that IS exploitable since it can be used to run around, trigger stuff, move things, and other tasks without risking your party.
Mage hand as is feels like what Bigby's Hand should be. And all things considered, Arcane Trickster is *supposed* to synergize with mage hand; all its mechanics are designed around utilizing it, and it didn't get anything to compensate otherwise (e.g. it's supposed to be able to get advantage from using the hand to distract the target). (And Legeredmain apparently isn't implemented properly still?)
And beastmaster rangers being limited to summoning once per short rest. Familiars I can understand, since those are an added option and aren't native to 5e, and technically the cast is a ritual (plus they actually fight in BG3, rather than being purely passive), but the ranger's companion is a core part of the beastmaster's kit and it's ridiculous for them to be without it. Couple this with NPCs being terrified of your pet is kinda dumb.
Like I get you're being facetious with your warlock argument and I hope people can understand that you're just arguing what it feels like, not that you're actually advocating for it. These changes just kinda hurt the experience for some people. Long rests being so accessible alleviates some of the frustration but it's a very rough bandage for a bizarre design choice.
as opposed just just throwing boxes at traps? that uses no resources at all? I can't open or pick anything up with my summons so idk what you mean about other stuff.