Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I don't blame people for misunderstanding it though. The description says "Gain Advantage on your next Attack roll". It sounds like a buff.
I don't think that true strike works at all.
It's just that 99% of the time, it's genuinely mathematically worse than just attacking twice.
Also, BG3 does have rather more high-powered consumables (the magical arrows, specifically) where it may actually be reasonable to sacrifce tempo and to fire one magical arrow with better odds, than to (expensively) fire two. It's still not a *great* cantrip, but it does have some value c/o that use case.
The only people who should be taking True Strike as a spell are the Arcane Knights.
At least they have a valid reason for why they'd be getting into melee range to hit the designated target. But even then, it's still a crap option, because you can't cast and attack in the same turn, even when you get your second attack at level 5.
imho, extend the duration for the next *two* attacks (any type of attack), and it's actually a balanced spell. also ditch the concentration requirement.