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The game is in the testing phase, so now is not the time to ask to the players to adapt, but at the contrary, to tweak the game regarding players criticism.
It's not about winning fights, it's about how you win it that count in a game.
There is nothing to not instantly grasp with 5e so its for sure not the cause of bad players having difficulties which is sadly 100% on themselves.
Also raw dnd monsters are boring, especially raw humanoid monsters. Homebrew it up! Goblin necromancer with 80+ hp? Hell yeah.
Theres not many places throughout the entire game where I ever used a barrel, except for on the ship where the thralls are manning the canons so that I can try to squeeze out as much exp on the ship as I could. I don't entirely enjoy the barrel stuff either so I promise you that using actual strategy, you can beat EVERY encounter through player only attacks. Meaning not using barrels, not using spider pits, not pushing people off of ledges. But this style of gameplay is kind of boring and static. Why would you not want to use these game mechanics to a degree?
If you can get control of the high ground, you'll have a huge advantage for that fight. but that fight is one of the harder ones in the game in my opinion depending on how you try to take it. Start it frmo the middle of the room you meet her and you're surrounded by 3 sets of enemies on high ground. Start in from the room and you're locked in a 1v1 against her.
Best bet is have 1 guy talk to her while the rest of the party positions throughout the room for the fight.
Also in the blighted village, the goblins on the roof could kill me through the ceiling after I backstabbed the one in the house. When I reloaded and tried to sneak onto the roof they were not there, until they suddently appeared all at once and started the fight.
As for the Gut Fight. How I did it is I fought near the spider pit area, positioning all of my lads in the doorway between each area but trying my best to stay out of push range to be knocked into the spider pit. Next I keep that high ground and try to keep enemies away from it. If the archers stay up there, whoever my fighter is will take care of them while my warlock keeps hex+eldritch blasting anyone at a distance. Shadow Heart does her low ass damage since I used all of her spell slots to kill Dror Raz and Minthara but just sacred flame and some mace swings is all I need from her as she ties up a few of the enemy melee fighters.
Over all, that fight is the least interesting one in the goblin camp to me as it seems to just be a high ground slug fest. Even with a great strategy, if you have bad luck you can still easily lose it too since they have so many enemies. Don't move your characters throughout the battlefield too much as if you move up the stairs on either side, you'll attract more people into the fight who would otherwise just sit out.
Its also really good to kill Minthara before that fight as well because a goblin boss patrols back and forth between those areas so he might randomly join in on the fight as well.
so far most of the fights havnt required abuse and i rest as a limited amount of times as possible
(food NEEDS a nerf btw, free hp from scarfing down 10 potatoes is silly)
I suspect this might be some quirk or bug with aggro in the Cathedral. I approached this area by sneaking around the rafters with a rogue, leaving the rest of the party near our entry point. Because Dror Ragzlin was relatively isolated I decided to start in his room, and spent like 15 or 20 rounds sniping down everyone there one at a time. During that entire time only the NPCs in Dror Ragzlin's room were hostile. The moment I killed Dror Ragzlin every NPC on the map (with I think 3 exceptions) turned hostile.
To tackle this specifically, a basic goblin with no class or levels or extra hit dice etc has about 7 HP. Do you know what their CR is? Oh right 1/4. 4 goblins make a mild to moderate challenge for a standard party of 4 at L1. They will have to burn some resources (maybe a spell slot, consumable or skill) and take some damage to kill four goblins. We do not fight goblins at L1 but rather 3 to 4. The goblins should have a corresponding increase in their stats unless you'd rather 12 goblins for every minor encounter and a heck of a lot more for any encounter that is meant to be challenging.
Moreover, using the absolute basic goblin stats and increasing their numbers would mean so many goblins per encounter that you might well lose due to action economy difference. Facing 24 goblins as a challenging encounter sounds pretty unfun to me.
I guess the other solution for a purist would be to make all the goblins hobgoblins. However, hobgoblins are very different to goblins so the story wouldn't work as intended. Hobgoblins are already an organised, disciplined and effective military force. They need no external organisation by some greater evil, though they will work with BBGs if they stand to benefit.
Everything the OP is saying are standard 5e tactics. Larian overdoes the environmental effects and surfaces, but things like visibility, terrain, and exploding cobwebs aren't out of place in 5e.
Every turn I started by being hidden up in the rafters, fired a shot, and then hid again. Because they never saw me they were hostile but just stood there yelling threatening things. None of them moved, towards a drum or otherwise. Also, everyone else went hostile instantly upon Dror Ragzlin's death, not before, and at Dror Ragzlin's death he and I were the only two characters in combat on the map. So it wasn't a drum. I made some suggestions for improving the AI against hidden characters here.