Baldur's Gate 3

Baldur's Gate 3

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Metrod125 Sep 12, 2023 @ 11:57pm
Concentration Spells
I know that a lot of people don't like it on various spells for a whole number of reasons that surmounts to wishing the Larian had homebrewed it out but let me tell you this:

Maybe, just maybe, perhaps maybe, that offensive concentration spells like Moonbeam, should bloody end immediately after combat is over.
Too many times that I used the spell that after the fight, I forget to turn it off and it kills one of my party members on accident or worse, an NPC and I end up either reloading the save or fight the entire town because I've committed accidental manslaughter with divine magic.
Is that a bit much? Probably is.
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Showing 1-15 of 23 comments
Swimfan Sep 13, 2023 @ 12:02am 
Originally posted by Metrod125:
I know that a lot of people don't like it on various spells for a whole number of reasons that surmounts to wishing the Larian had homebrewed it out but let me tell you this:

Maybe, just maybe, perhaps maybe, that offensive concentration spells like Moonbeam, should bloody end immediately after combat is over.
Too many times that I used the spell that after the fight, I forget to turn it off and it kills one of my party members on accident or worse, an NPC and I end up either reloading the save or fight the entire town because I've committed accidental manslaughter with divine magic.
Is that a bit much? Probably is.

Agreed, I have hurt more of my own lemmings with Storm of Daggers than I hurt enemies. Combat spells need a toggle to end after combat.
BigJ Sep 13, 2023 @ 12:04am 
You could just, cancel it.

Having concentration not end automatically has many uses for duo tactician campaign and makes spells like call lighting or hunger of Hadar even better.

Wouldn't work for darkness or fog either, since they have a lot of out of combat utility.
Last edited by BigJ; Sep 13, 2023 @ 12:05am
pirate240 Sep 13, 2023 @ 12:05am 
For most concentration spells, there's a tiny button beneath your character's portrait at the bottom of the screen which, once clicked, will shut off the spell that's being concentrated on. I -really- wish that button was both bigger and in a more obvious place.
Swimfan Sep 13, 2023 @ 12:07am 
Originally posted by pirate240:
For most concentration spells, there's a tiny button beneath your character's portrait at the bottom of the screen which, once clicked, will shut off the spell that's being concentrated on. I -really- wish that button was both bigger and in a more obvious place.

Yeah even then.
If you spread your party out and have a Storm of Daggers open, you sometimes can't end the spell fast enough before they all run through it. A toggle would still be pretty useful.
Dank Sidious Sep 13, 2023 @ 12:09am 
Originally posted by Swimfan:
Originally posted by pirate240:
For most concentration spells, there's a tiny button beneath your character's portrait at the bottom of the screen which, once clicked, will shut off the spell that's being concentrated on. I -really- wish that button was both bigger and in a more obvious place.

Yeah even then.
If you spread your party out and have a Storm of Daggers open, you sometimes can't end the spell fast enough before they all run through it. A toggle would still be pretty useful.

If it's a worry you can enter turn based mode after the fight is over and cancel it.
Rivazar Sep 13, 2023 @ 12:11am 
Just play fighter or thief
Last edited by Rivazar; Sep 13, 2023 @ 12:11am
Swimfan Sep 13, 2023 @ 12:22am 
Originally posted by Dank Sidious:
Originally posted by Swimfan:

Yeah even then.
If you spread your party out and have a Storm of Daggers open, you sometimes can't end the spell fast enough before they all run through it. A toggle would still be pretty useful.

If it's a worry you can enter turn based mode after the fight is over and cancel it.

After fights it takes a very short time until you can activate TBM and those lemmings in your party will try their hardest to find the most efficiant route through your dmg aoes usually ...
Garbagepanda Sep 13, 2023 @ 12:27am 
Only this community when a guy goes "Can my spells not stay active after all the enemies are dead so my own guys, running to get in formation to follow me, don't ♥♥♥♥♥♥♥ kill themselves" and the response is "No." Y'all pathetic.
BigJ Sep 13, 2023 @ 12:30am 
Originally posted by Garbagepanda:
Only this community when a guy goes "Can my spells not stay active after all the enemies are dead so my own guys, running to get in formation to follow me, don't ♥♥♥♥♥♥♥ kill themselves" and the response is "No." Y'all pathetic.
Spells not auto canceling has uses to extend spell slots, like call lighting, additionally some combat sequences hsve combat, dialogue, combat in the same place, so having the aoe there is handy.

As usual, it's easier to think than to make it automatic, which leads to issues, like darkness or fog.
guppy Sep 13, 2023 @ 12:30am 
A much better solution would be to have NPC ai actively try to avoid AOE when pathing ( enemies and friendlies alike ).

Having to redo an encounter because the guy you are trying to save then walks into the nearest deadly spell is effing anoying.
Dank Sidious Sep 13, 2023 @ 12:37am 
Originally posted by Swimfan:
Originally posted by Dank Sidious:

If it's a worry you can enter turn based mode after the fight is over and cancel it.

After fights it takes a very short time until you can activate TBM and those lemmings in your party will try their hardest to find the most efficiant route through your dmg aoes usually ...

Press G before the fight ends to separate the party first so they don't move on their own.
Last edited by Dank Sidious; Sep 13, 2023 @ 12:37am
BigJ Sep 13, 2023 @ 12:44am 
Should start fights with the team split anyway specially later down the line, enemies also have some nasty aoe.
guppy Sep 13, 2023 @ 1:17am 
Originally posted by BigJ:
Should start fights with the team split anyway specially later down the line, enemies also have some nasty aoe.
By then you have Globe of Invulnerability - which comes in very clutch especially with certain enemies that does damage reflection
BigJ Sep 13, 2023 @ 1:20am 
Originally posted by guppy:
Originally posted by BigJ:
Should start fights with the team split anyway specially later down the line, enemies also have some nasty aoe.
By then you have Globe of Invulnerability - which comes in very clutch especially with certain enemies that does damage reflection
The globe will not protect you forever, not necessary either with certain classes that benefit from flanking/starting from the side.
guppy Sep 13, 2023 @ 1:46am 
Originally posted by BigJ:
Originally posted by guppy:
By then you have Globe of Invulnerability - which comes in very clutch especially with certain enemies that does damage reflection
The globe will not protect you forever, not necessary either with certain classes that benefit from flanking/starting from the side.
It last 3 turns, most fights are over by then - and flanking isn't a thing in 5e
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Date Posted: Sep 12, 2023 @ 11:57pm
Posts: 23