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But overall, your points are just something you don't like or like. It's not a game everyone will like. For me, it is a Masterpiece and well deserving of the hype, reviews and awards it has won. But then again, that is a perspective opinion based on my preferences.
A lot of my complaints are subjective, for sure. Some of them I think are pretty inarguable, though. Bugs are bad. Mutliclassing not working as the game describes is bad. Inventory management I suppose *could* be a subjective complaint but generally seems to be something even the diehards admit is pretty crud.
Not had that many bugs. I don't use mods for one. And for 2000+ hrs of play time in the game, I think maybe it has crashed twice. The few bugs I have encountered are generally corrected by saving and then reloading that save. Occasionally, tho rare, a earlier save.
I play at 1440p Maxed out in graphic settings and the game has no slow downs. Even in Act 3.
Not noticed any multi-classing issues not working as intended. I have did 9 game ending play runs, all of them with made up of different classes and multi-classing. Now there are a couple I do not care much for. Sorcerer being the number one. I just don't like how it does it's spell casting. Wizard is a lot more fun for me.
Which did you find you had issues with?
- Iron Throne gnomes ignoring the ladders to run back down hallways toward Sahuagin.
- Factory motivators being unclickable
- Roah (halfling Zhent) refusing to flee in the sewers forcing me to kill her instead of dealing with her later
- Whole goblin fortress turning hostile against me when I killed the healer alone behind closed doors with both silence/darkness over her.
- Strange Ox kept turning hostile against me when summoned in final battle
- Enemies occasionally getting frozen in mid-air in unreachable locations
- Final battle not allowing throwing attacks at Elder Brain from any range even with no obstruction
- Poltergeists in haunted house taking like 2 minutes to decide to just dash making combat laborious
- I forget what quest it was but there was one combat where Shadowheart's spells were just unselectable the whole fight (she had slots and was not silenced, no idea why)
- Various weird interactions with invisibility and/or stealth regarding who does/doesn't become hostile
- Various civilians in Act 3 running towards danger instead of away from it, including a customer in the fireworks shop who ran away from the exit and into a Hunger of Hadar casting, presumably out of some heretofor unstated deathwish.
Not really a quest or a bug, but Karlach's romance initiation being hard-locked to the Druid party without the game adequately signposting it also cost me a few hours and feels unnecessary given how unceasingly every other companion tries to jump your bones.
Karlach, hard locked to the Druids? You mean if you attack the Druid Grove, she will become pissed? If so, that is understandable.
The multiclassing issue is specifically with Warlock spell slots. You can't choose which slots to use when, it forces you to use your other slots first, despite Warlock spells being easier to refresh. It also wouldn't let me upcast Warlock spells in other slots, which was specifically annoying with Armor of Agathys, which I dipped Warlock to get, but could only cast at first level despite having third level slots available for the Paladin side of the build.
Slowdowns were not a major issue for me, only saw them once when I tried to barrelmancy the Emperor to kill him early.
I played most of the game with very few mods, and played until late Act 1 with none. Late Act 1 I added one to tweak carrying capacity/stacking rules to make the inventory less annoying, and one to let me do multiple romances at once after I realized this wasn't going to be a game I felt like playing six times to see everything. Added a few more mods very late in Act 3 (little QoL stuff, mostly containers) but all the bugs I ran into except the final battle ones happened before then.
Most of my bugs were in combat, but also had some annoying graphical bugs (i.e., clipping, particularly with Karlach's tail vs. capes), but none of those feel likely to be effected by carrying capacity or romance scripts.
No I mean you can only start Karlach's romance the night of the Druid party. Everyone else you can start whenever.
I would disagree on many points from my own experience, but your arguments are solid and well-described
Characters all kinda suck, plot is weak and a little bizarre (why do we need to have a main plot about parasites, huh?). Controls are way too complex, loot system is a headache with way too many crap magical items. Graphics are nice at times, but it's an absolute nightmare having to work the camera around most of the time and very buggy too. Not even going to delve into the woke stuff, but it doesn't help. Also never really liked sex and romance in games, just seems so sad and eerie to be having imaginary sex with a bunch of horny yes-bots.
I'm just gonna cut this off at the pass, I don't have any problem with the "woke" elements of this or any other game and I think people who do, to borrow some wrestling parlance, are working themselves into a shoot to their own detriment.
Pathing can be a problem. I'm not sure I've ever seen a game with perfect pathing. If a character or NPC is blocked, they will seek an alternate route, even if it is an idiotic alternate route. My guess is that you (or a gnome) had the ladder in the Iron Throne blocked, so they couldn't path up it. Therefore they sought an alternate, even though there is no alternate.
There are opportunities for her romance, to raise her affinity toward your char more positive before the camp party. You can tell you, you want to be able to touch her after Damon has her install the Infernal Iron is one. She responses positively with that.
Any romance options with any companion is based on their approval of your char to begin with. And with Shadowheart and Laz'eal they also will not give you a romance option until the camp party starts.
But I only romance the females. And don't with Minthara. Can't speak on the romance stages with the others.
I don't think it was that specific issue for the pathing because there was at least one specific turn where there were four gnomes in range, gnome #1 went up, gnome #2 ran past the ladder and down a hallway, gnome #3 went up successfully, and then gnome #4 did most of a circle around the ladder then ran down a hallway.
Several of the bugs mentioned happened before i added any mods but even the ones that came post-mods I'd be very surprised if they were mod-related given what the mods governed. If I was having inventory or romance bugs I'd have no one to blame but myself but it's hard for me to imagine those scripts influencing NPC behavior or environmental object interactivity.