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Cantrip and attack each round isn't terrible.
Pallys are good sure but the "entire party of paladins" is an old meme from tabletop D&D. I like mage knights or "dark knights" they have style.
> Cantrip and attack each round
> Good
Okay, So you just can't tell what's good and what's a trap option, Alright buddy.
Yeah, in part it's true. In DnD, direct damage aspects of mages scale such that they become powerhouses late, but early they are mostly utility, control, buff/debuff characters. They're extremely useful for pushing fights, but you have to play them a very different way than most gamers are used to playing video game mages, because in the lower levels in DnD they are not primarily a DD class due to how spells work. This game is designed to focus players on low and mid-level character play, and in those levels the casters are more about controlling and pushing the fight, with select tide turning spells subject to the spell slot limit and so on, while in the later tabletop levels they really snowball into massive DD nightmare characters.
You can try to replicate some of the utility with items as you suggest, but it is nothing like the spellbook that a wizard has -- it's the ultimate toolkit, but you're not going to care about that if you're only interested in comparing DD to DD.
Witch Bolt and run away for 10 turns is the new meta.
I dont know about that but cantrip and single attack is an awful gimmick, First of all its hands down beat by breaking with fighter at 6 and picking up sorcerer for quick casting, Secondly none of the stuff built to support it like greenflame blade is in the game at the moment, Thirdly post level 10 (11 in bg3) it's straight up a trap option since you can just attack three times for more damage anyway, as for the 'utility' of having a ranged option, Bows and crossbows exist, and you're better off just building your party with someone can actually work at range anyway. I mean if people are playing EK because its cool and they like fantasy of being a wizard knight fine that's cool, But you shouldn't tell people it's a strong subclass because it's really not.
Early on I felt my spellcasters were pretty weak, but it's slowly getting better. Fireball and better spell levels help. There's the other spells to spice things up in terms of gimmicks, too.
Still early on, I preferred a balanced party: Paladin (main character), Shadowheart (cleric), Asterioin (rogue duties), Gale (yerr a wizard).
I like that balanced layout because of a variety of capabilities.
I'd like to experiment later on with more non-traditional party comps and builds, but I'm going vanilla for my first run.
shadowheart for example can't hit the broadside of a barn, all spells and cc misses or get's resisted at 18 wisdom against 10wis/10cha npcs. i did some fights with her being utterly useless where she missed every single cast/hit, then i respecced her into fighter and everything was easy mode. gale is on permanent camp duty.
all of this is nothing vs thief though, he soloed the entire goblin camp with stealth quick action and later picked up gloomstalker for ultimate overkill.
DnD is balanced for 20 lvl cap. This game have 12 lvl cap and that create problem since caster getting powerful at higher lvls.
In this there is no point of any caster in exception of cleric for resurrection/heal/other utilities.
You get so many scrolls that utility is covered. My party is a bard doing dual weilding, a barbarian, a rogue, and a fighter... and I don't feel like I'm missing any tools.