Baldur's Gate 3

Baldur's Gate 3

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Space Dog Dec 23, 2023 @ 12:08pm
So are Larian ever going to fix their mistakes?
There are so many incorrectly implemented or overpowered things that make the already easy combat trivial. Before you can call a Difficulty Mode "Hard" or "Tactician", everything on this quick list should be fixed to follow the rules correctly:

Haste dashing across the entire battlefield to ram everything with Spirit Guardians. That's not how Spirit Guardians work. Creatures only take damage from it on their own turn when they start in it. And it's still an amazing damage dealer when it follows the rules. The ramming implementation is just completely asinine and doesn't belong in a turn based combat system.

Cloud of Daggers and basically every other hazard, the same. They do not proc on cast and twice before the enemy has a chance to get out. Poor AI on top of double damage: Cloud / Firewall doorway or bridge, retreat, let enemy suicide, win.

Wet cheese. Double damage is obviously through the roof OP. Advantage / Disadvantage for Attack Roll / Saving Throw would be useful but balanced.

Moving items (barrels) and picking up items (Disarmed enemy weapons) without any action costs. Level 1 Cleric stealing a Devil Commanders sword, and somehow the devil can't kill the Cleric and/or take the sword back?

Haste and Quicken Spell letting you cast two leveled spells per turn. This also makes Wet quadruple overpowered.

Spellcaster multiclassing. Splashing one level of Wizard should not give a Cleric or Bard access to the most powerful Wizard spells like Globe of Invulnerability, which was itself changed into a cheesy exploitable immunity globe. That is not how multiclassing works. MCing has ability score restrictions because some combinations are very powergamey and OP.

Unrestricted Scroll use. Well, you don't even need to multiclass into that Wizard, or have one in the party because, everyone is a Wizard now.

Finally, respecs don't belong to difficulty modes where you're expected to know what you're doing.
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Showing 61-75 of 77 comments
Recjawjind Dec 23, 2023 @ 6:32pm 
Originally posted by Pan Darius Loveless:
Originally posted by RoboSauce:
It's funny how in tabletop 5e it's always been that casters were OP and martials lagged behind- Larian changed so many rules people are now thinking the opposite. If only Larian stuck with 5e rules and gave martials some buffs via loot, as opposed to making broad changes to the action economy. The point about any class using scrolls and scrolls also being abundant is a pet peeve of mine, it takes away the flavor and decision making from class selection by "flattening" the specialty curve. In some ways the Owlcat games do this by having a million classes and subclasses to the point where classes get mushy, like they were put into a blender.

Casters still rule, even in BG3, no matter what ppl say.
Even the wet max damage roll chain lightning setup cant keep up with a fighter using titanstring and arrows of many targets, ESPECIALLY with aura of murder armor.
The chain lightning does 160 damage to 4 targets, the archer build does like 30+ per shot and shoots 6 times, also hitting 4 targets, WITHOUT aura of murder, double that with. Also you can crit on those shots.
Last edited by Recjawjind; Dec 23, 2023 @ 6:37pm
zero Dec 23, 2023 @ 6:51pm 
Originally posted by Space Dog:
Originally posted by zero:
i mean, i clearly didn't

does the creature enter the area? yes or no, if yes, spell check, if the creature starts their turn in it, yes or no? if yes, spell check.

pretty simple.

where in the spell does it state it must occur due to the actions of the enemy?
You don't understand what "enter" means.

When you land an AoE on someone, they don't enter it. Entering is something they do when they go in.
Originally posted by enter definition:
come or go into (a place).

so where does it say it must be willing?

they have entered the zone of the spell, it wasn't their choice, but they went from outside to in? thats entering by definion.

your turn.
kbiz Dec 23, 2023 @ 7:05pm 
Originally posted by Recjawjind:
Originally posted by Pan Darius Loveless:

Casters still rule, even in BG3, no matter what ppl say.
Even the wet max damage roll chain lightning setup cant keep up with a fighter using titanstring and arrows of many targets, ESPECIALLY with aura of murder armor.

Or Bloodthirst if you aren't solo'ing.
Recjawjind Dec 23, 2023 @ 7:07pm 
Originally posted by kbiz:
Or Bloodthirst if you aren't solo'ing.
I dun think bloodthrist can keep up with titanstring, even without murder armor. What would be the setup?
kbiz Dec 23, 2023 @ 7:10pm 
Originally posted by Recjawjind:
Originally posted by kbiz:
Or Bloodthirst if you aren't solo'ing.
I dun think bloodthrist can keep up with titanstring, even without murder armor. What would be the setup?

A highly mobile lvl 12 Fighter (melee) tags all the enemies with Bloodthirst. Then your lvl 12 Fighter rains death with the Titanstring Bow - maybe after one your spellcasters casts Hold Monster on the target. 160+ avg dmg - easily 10x attacks per round.
Recjawjind Dec 23, 2023 @ 7:11pm 
Originally posted by kbiz:
Originally posted by Recjawjind:
I dun think bloodthrist can keep up with titanstring, even without murder armor. What would be the setup?

A highly mobile lvl 12 Fighter (melee) tags all the enemies with Bloodthirst. Then your lvl 12 Fighter rains death with the Titanstring Bow - maybe after one your spellcasters casts Hold Monster on the target. 160+ avg dmg - easily 10x attacks per round.
Ohhhh so it's just for tagging, not as actual damage. Makes sense, yeah. I misunderstood your comment :>
kbiz Dec 23, 2023 @ 7:16pm 
Originally posted by Recjawjind:
Originally posted by kbiz:

A highly mobile lvl 12 Fighter (melee) tags all the enemies with Bloodthirst. Then your lvl 12 Fighter rains death with the Titanstring Bow - maybe after one your spellcasters casts Hold Monster on the target. 160+ avg dmg - easily 10x attacks per round.
Ohhhh so it's just for tagging, not as actual damage. Makes sense, yeah. I misunderstood your comment :>

Yeah, synergy. Absolutely devastating to everything. Bloodthirst will do decent dmg after the first attack too - or with your 2x off-handed with Crimson Mischief and Helmet of Grit for 50+ dmg each. And with the Helmet of Grit and an Expedited Retreat scroll, you can easily move across the entire battlefield when Hasted.
Recjawjind Dec 23, 2023 @ 7:17pm 
Originally posted by kbiz:
Originally posted by Recjawjind:
Ohhhh so it's just for tagging, not as actual damage. Makes sense, yeah. I misunderstood your comment :>

Yeah, synergy. Absolutely devastating to everything. Bloodthirst will do decent dmg after the first attack too - or with your 2x off-handed with Crimson Mischief and Helmet of Grit for 50+ dmg each. And with the Helmet of Grit and an Expedited Retreat scroll, you can easily move across the entire battlefield when Hasted.
I just like to black hole into murder armor then send a few arrows trough em all. Martials are definitely the way in this game.
kbiz Dec 23, 2023 @ 7:25pm 
Originally posted by Recjawjind:
Originally posted by kbiz:

Yeah, synergy. Absolutely devastating to everything. Bloodthirst will do decent dmg after the first attack too - or with your 2x off-handed with Crimson Mischief and Helmet of Grit for 50+ dmg each. And with the Helmet of Grit and an Expedited Retreat scroll, you can easily move across the entire battlefield when Hasted.
I just like to black hole into murder armor then send a few arrows trough em all. Martials are definitely the way in this game.

Cool. I will talk shop with you anytime. I like the cut of your jib. You're very helpful. My lvl 12 party was a Fighter-Champion (melee), Fighter-Champion (ranged), Wizard, and my own Sorcerer. My Wizard and Sorcerer were backup. But normally everything would be dead turn 1 without any consumables - outside of maybe a Twinned Haste spell.

Yeah, the Fighter dmg output is incredible - especially when Critting Vulnerable creatures with Arrows of Slaying. Heh.
Recjawjind Dec 23, 2023 @ 7:27pm 
Originally posted by kbiz:
Cool. I will talk shop with you anytime. I like the cut of your jib. You're very helpful. My lvl 12 party was a Fighter-Champion (melee), Fighter-Champion (ranged), Wizard, and my own Sorcerer. My Wizard and Sorcerer were backup. But normally everything would be dead turn 1 without any consumables - outside of maybe a Twinned Haste spell.

Yeah, the Fighter dmg output is incredible - especially when Critting Vulnerable creatures with Arrows of Slaying. Heh.
TBH I basically never go champion. There are so many ways to force crits that an extended crit range doesn't feel super worth to me, though if the plan is mostly using special arrows (which is very easy to do in the later stages of the game), champion is a smiiiidge better than battlemaster I suppose.
Last edited by Recjawjind; Dec 23, 2023 @ 7:28pm
kbiz Dec 23, 2023 @ 7:31pm 
Originally posted by Recjawjind:
Originally posted by kbiz:
Cool. I will talk shop with you anytime. I like the cut of your jib. You're very helpful. My lvl 12 party was a Fighter-Champion (melee), Fighter-Champion (ranged), Wizard, and my own Sorcerer. My Wizard and Sorcerer were backup. But normally everything would be dead turn 1 without any consumables - outside of maybe a Twinned Haste spell.

Yeah, the Fighter dmg output is incredible - especially when Critting Vulnerable creatures with Arrows of Slaying. Heh.
TBH I basically never go champion. There are so many ways to force crits that an extended crit range doesn't feel super worth to me, though if the plan is mostly using special arrows (which is very easy to do in the later stages of the game), champion is a smiiiidge better than battlemaster I suppose.

I do Champion because the ability is passive. I'm kinda lazy. I like to kill everything with the fewest number of clicks. What you really want is Improved Extra Attack anyway.
Itemization is another big caveat, to put it mildly.

Very little is done to offset how powerful GWM is as a feat, because most of the strongest weapons in the game are two-handed (swords). Meanwhile weapon+shield is pathetically weak in comparison, with shields mostly being delegated to abusing the human/high half-elf proficiency with classes that don't have access to them normally. Speaking of which, the removal of racial ability bonuses (without an option to use them for people who wanted them) is another big failure, as well as the lack of AS rolling (it's not like the game is balanced in the first place to use an excuse that it will make it "too easy").

Going back to itemization, there are way too many items specifically for martials which increase attack rolls or add damage bonuses for all attacks, making a pure/1 lvl dip fighter or a monk an absolute killing machine in late game. Add damage reduction on armor on top of that which stacks with the HAM feat and your full plate fighter (and you get one of the best full plates from Thorm just like that) can take hits to the face all day long, occassionally taking a potion. Then there are things like the gloves of DA against combat maneuvers, the "monk" robes (that anyone can wear) just giving you a flat +2 on Strength or Dexterity, all the Rage-enhancing Barbarian gear...

If the game had an attunement system it could at least be somewhat balanced - raise the cap to 4 instead of 3 even, or make some bonuses from items be always on and some trigger only on attunement. But I guess it was considered too "complex" just like having to identify items, swap spells on rest only, wear belts, or have crossbows reload to compensate for their higher damage compared to bows.
Space Dog Dec 24, 2023 @ 1:29am 
Items are all over the place but they can't be fixed with Difficulty Settings unfortunately.

There's so much magic trash like rings and amulets with one weak property that never get used. Or weapons and armor with weird conditional properties that don't have the +1. On the other hand you have rings that casually add +2 or +1d4 damage to every single attack you make, or Gloves that give you Advantage for attacking.

Then you have the odd "set" items with Lightning Charges that feel like the shipment got lost on it's way to Diablo 4.

Then you have the two handed weapons, bows and armor that are just (suddenly) ridiculously OP.

I think the game would have been better if they stayed more in line with how D&D magic items work. Without the trash items and OP "build around" items.
kbiz Dec 24, 2023 @ 1:59am 
Originally posted by Space Dog:
Items are all over the place but they can't be fixed with Difficulty Settings unfortunately.

There's so much magic trash like rings and amulets with one weak property that never get used. Or weapons and armor with weird conditional properties that don't have the +1. On the other hand you have rings that casually add +2 or +1d4 damage to every single attack you make, or Gloves that give you Advantage for attacking.

Then you have the odd "set" items with Lightning Charges that feel like the shipment got lost on it's way to Diablo 4.

Then you have the two handed weapons, bows and armor that are just (suddenly) ridiculously OP.

I think the game would have been better if they stayed more in line with how D&D magic items work. Without the trash items and OP "build around" items.

Overpowered is such an individual perspective. What is OP?
✙205🍉🐆→ Dec 24, 2023 @ 2:31am 
Remind me of developers who learn from their mistakes and make a lot of money from their games, not indie projects for $1000?
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Date Posted: Dec 23, 2023 @ 12:08pm
Posts: 77