Baldur's Gate 3

Baldur's Gate 3

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Which spells do you think are genuinely overpowered?
I tend to min/max, but this ends up making everything boring so I am trying to learn the ins-and-outs of what spells are really powerful versus which ones are not so I can have more of a challenge.

So what is your list and why?
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Haste.
Larian changed how it works and it is the most OP thing in the game, making classes that attack with weapons too strong compared to casters.
Fighter with 9 attacks on 1st turn of combat is pretty disgusting :D .
Dernière modification de Farsha; 10 sept. 2024 à 8h51
Darkness is pretty OP too.
Chroniver a écrit :
It's all pretty situational and depends on the build.

The one spell that could even be cast from a scroll and trivializes some big fights is "Globe of invulnerability" in my opinion.

Not sure if it still works in patch 7 but you could position yourself to be invulnerable and so enemies would stand just outside.
AD&D had a whole level of buff and buff takedown spells that mostly seem to be missing from 5e. This is not necessarily a bad thing. BG2 combat was often a tedious matter of pre-buffing for the fight with layers and layers of spell defenses, and then a mad burst of activity to see which side could breech the other side's defenses, followed by almost instant death. An Imp Hasted grandmaster fighter could achieve 10 attacks per turn, doing hundreds of HP of damage, but first the magical defenses had to be brought down. You might cast a time stop, followed by some ruby rays and then a spell thrust and a breech or something like that. As soon as time resumed and all those spells hit, the target would be defenseless and the fighters could just slice and dice them.

That ... wasn't fun. So the concentration rule came in, meaning you couldn't layer on buff after buff and defense after defense. But they also got rid of spells like breech and spellthrust and ruby ray -- spells designed to take down defensive spells.

Which leaves globe of invulnerability pretty strong. In BG3 it is incredibly strong, because while 5e rules say that it blocks all 5th level spells (or lower, even if upcast), BG3 says it blocks "all damage". That's just insanely OP.

Probably the best counter is to do something like cast darkness over the area that is protected. Make those inside have to come out.

It's not clear to me under BG3 rules if non-damaging spells can work on someone inside. But if they do, hit them with something that breaks concentration. Maybe even a first level spell like hideous laughter would do it.
Dernière modification de Mike Garrison; 10 sept. 2024 à 8h57
Bru 10 sept. 2024 à 8h58 
I find balanced overall, but if i had to choose between the strongest i would pick Haste for spell and Eldritch Blast for cantrip

In D&D 5E action economy is king, everyone benefits from Haste, though you can substitute with the elixir, and EB can give a respectable damage plus some utility for a cantrip
Dernière modification de Bru; 10 sept. 2024 à 9h00
Hex: Trigen a écrit :
I find balanced overall, but if i had to choose between the strongest i would pick Haste for spell and Eldritch Blast for cantrip

Everyone benefits from Haste, though you can substitute with the elixir, and EB can give a respectable damage plus some utility for a cantrip
Eldritch blast is well-known as THE BEST combat cantrip in D&D. The warlock class is entirely balanced around it (very few spell slots meaning must use cantrips, so they give you the best cantrip).

Guidance is the best non-combat cantrip. +1d4 on any check, totally for free.
Honestly the more I play this game the more I realize Cleric is just really OP but so is Mage. No specific spells but in general these 2 classes are just super powerful for the part of the game I'm currently in. I'm in Act 2 and my party is lv.8 and it consists of Monk, Barbarian, Cleric and Mage.
Jonny Boy (banni(e)) 13 sept. 2024 à 20h37 
cha0tic a écrit :
Honestly the more I play this game the more I realize Cleric is just really OP but so is Mage. No specific spells but in general these 2 classes are just super powerful for the part of the game I'm currently in. I'm in Act 2 and my party is lv.8 and it consists of Monk, Barbarian, Cleric and Mage.

Th radiant orb cleric build is the most boring in the game
Thorak 13 sept. 2024 à 21h29 
Bit surprised about the picks in this thread. I wouldn't rate any pure damage spell as overpowered.
- Aid is in my mind the strongest spell in the game and without it I prolly wouldn't play cleric. I wouldn't call it overpowered though.
- Most summoning spells are overpowered as they grant you additional party members for one whole rest and I avoid using these.
- Haste is overpower outside Honor mode.
- Orb of invulelnerability feels so overpowered that I never used it, so can't say for sure it is OP.
- There are some spells that can be used to cheese and they are overpowered if used in that way.

Otherwise I think most spells are fine. There are some items that feels overpowered though.
Dernière modification de Thorak; 13 sept. 2024 à 21h43
Thorak a écrit :
There are some items that feels overpowered though.
Without a doubt. But that's kind of typical for a game like this.
Jonny Boy (banni(e)) 14 sept. 2024 à 0h54 
Confusion when they fix the bug with it will be good.
Jonny Boy (banni(e)) 14 sept. 2024 à 0h57 
Thorak a écrit :
Bit surprised about the picks in this thread. I wouldn't rate any pure damage spell as overpowered.
- Aid is in my mind the strongest spell in the game and without it I prolly wouldn't play cleric. I wouldn't call it overpowered though.
- Most summoning spells are overpowered as they grant you additional party members for one whole rest and I avoid using these.
- Haste is overpower outside Honor mode.
- Orb of invulelnerability feels so overpowered that I never used it, so can't say for sure it is OP.
- There are some spells that can be used to cheese and they are overpowered if used in that way.

Otherwise I think most spells are fine. There are some items that feels overpowered though.

Aid is great but when you think about it is the only reason to take a cleric. Clerics suck. Well actually they dont suck but other classes just do it better.

Healing is useless in BG3 and the restoration spells just arent any good becuase the AI never puts afflictions on you that make it worth casting.

So basically you use a cleric for spirit guardiians, radiant orb and aid. Thats literally it.
IMO, mostly all damage spells that can be mixed with a condition to double their damage (vulnerability).
Jonny Boy a écrit :
Thorak a écrit :
Bit surprised about the picks in this thread. I wouldn't rate any pure damage spell as overpowered.
- Aid is in my mind the strongest spell in the game and without it I prolly wouldn't play cleric. I wouldn't call it overpowered though.
- Most summoning spells are overpowered as they grant you additional party members for one whole rest and I avoid using these.
- Haste is overpower outside Honor mode.
- Orb of invulelnerability feels so overpowered that I never used it, so can't say for sure it is OP.
- There are some spells that can be used to cheese and they are overpowered if used in that way.

Otherwise I think most spells are fine. There are some items that feels overpowered though.

Aid is great but when you think about it is the only reason to take a cleric. Clerics suck. Well actually they dont suck but other classes just do it better.

Healing is useless in BG3 and the restoration spells just arent any good becuase the AI never puts afflictions on you that make it worth casting.

So basically you use a cleric for spirit guardiians, radiant orb and aid. Thats literally it.

I strongly disagree. I have cured stun and paralysis many times on my team mates. I am also using healing heavily in the form av mass healing word+life domain heal, ring that gives bless, ring that heals 2 extra hp and gloves that gives physical resistance and +3 temp hp healing boots. I can often heal my companions from close to death to almost full health with several buffs on top. I rarely use offensive spells on my cleric but it happens.

I would say cleric is one of the strongest classes if you play the game "normally". Of course if you min max and push out meta builds so you can clear out almost anything before they take turns, healing is not needed. But in tougher fights, my cleric can often outheal the damage my party receives
Dork_Stalker_310 (banni(e)) 14 sept. 2024 à 3h40 
Jonny Boy a écrit :
So basically you use a cleric for spirit guardiians, radiant orb and aid. Thats literally it.
>doesn't use bless
>doesn't know about guiding bolt
>doesn't use Turn Undead in act 2
>doesn't summon undead as a backup
>doesn't know about the absolutely busted Tempest Clerics
>doesn't use the War Clerics
>doesn't use Guidance
>doesn't use Enhance Ability
>doesn't use Warding Bond
Imagine dissing one of the best classes in the game while not using even the half of their abilities.
Opinion disregarded and goes into a trash heap, where it belongs.
Magic Missile, esp. considering:

1) Early game 95%+ chances / sure, steady damage is pretty hard to come by without hucking FP bombs and flaming flasks and what not.

2) The way it scales for Evokers at L10

3) All the lightning charge clothing + the Spellsparkler = a force multiplier

4) The necklace that lets you add an additional MM each time you cast it

5) The unkillable/invulnerable stacks on some bosses favoring lots of small hits rather than big swings

So it's both super powerful (2,3,4) and uniquely useful (1,5) in places.

- A
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Posté le 9 sept. 2024 à 13h36
Messages : 61