Baldur's Gate 3

Baldur's Gate 3

View Stats:
Interesting kiting tactics
I noticed a lot of the solo streamers kite like crazy in their fights. I would like to hear interesting battles where kiting can be fun.

I have found pushing kiting to the extreme can cause confusion with the AI.
< >
Showing 1-10 of 10 comments
Raz Jan 20 @ 6:33am 
Once you're out of a certain range, enemies won't use Jump for some reason and instead straight up Dash even if they would get out of a danger field if they were to Jump then Dash.

I had choked up the entrance to Therezzyn's office in Creche Yilich with Spike Growth and Hunger of Hadar, then kept closing the door if the enemies got close enough to open it. Despite being able to just jump to the door to open it (I have seen the AI do this before, but was because I was close enough for them to register it as an option) they would Dash right through Pain Central to get to the door.

Four Gith rushed the door. Two died in Pain Central. The third somehow Misty Stepped through the closed door to shoot me from a flank. The fourth dashed the opposite direction (still took 40 damage) and waited outside of Pain Central for me to cancel both spells.

I am running Extra Encounters and Bosses with Extra Enemies in standard encounters. The Gnoll fight on Risen Road (the one with the multiple pregnant Hyenas) is now fully connected to the Gnolls further up feasting on the corpses so that you cannot start one fight without triggering the other immediately compared to triggering one and the other not knowing about it.

This was a complete shock for me so I dashed my happy little arse towards the Toll House. Because I had Longstrider, and Longbows on everyone, I could get more distance on the Gnolls, take pot shots at everything and took out a few of them melee Gnolls before going in with melee to clean up the rest.

EDIT: And to clarify; the distance enemies would need to be from you to not trigger their use of Jump is NOT that far at all. In the example give, Wyll was standing by the stairs up to Trezzyn's table. He used Repelling Blast to push a Gith back into the middle of Pain Central then jumped back to the middle of the office. The Gith did not use Jump from the position they were in despite Jumping getting them OUT of Pain Central and they having a CROSSBOW in their hand so they wouldn't need to Dash to reach ANYONE in the first place.
Last edited by Raz; Jan 20 @ 6:39am
Originally posted by Raz:
I am running Extra Encounters and Bosses with Extra Enemies in standard encounters. The Gnoll fight on Risen Road (the one with the multiple pregnant Hyenas) is now fully connected to the Gnolls further up feasting on the corpses so that you cannot start one fight without triggering the other immediately compared to triggering one and the other not knowing about it.

This was a complete shock for me so I dashed my happy little arse towards the Toll House. Because I had Longstrider, and Longbows on everyone, I could get more distance on the Gnolls, take pot shots at everything and took out a few of them melee Gnolls before going in with melee to clean up the rest.
Funny you should mention this fight ... I just tried kiting this one. I approached from down by the river and came up the vines. I used Asterion to snipe two hyenas and then my group ran down the river towards where you find scratch. We broke combat. Came back to the scratch spot and the lower hyenas, now gnolls, were in the same spot on the lower river. I could fight them completely disconnected from the upper gnolls. The upper gnolls were all where the pregnant hyenas used to be. So it seems they are hard coded to not go further than the pregnant hyena spot.

I have Nightmare mod and Enemies Reworked mod
Originally posted by Raz:
Once you're out of a certain range, enemies won't use Jump for some reason and instead straight up Dash even if they would get out of a danger field if they were to Jump then Dash.

I had choked up the entrance to Therezzyn's office in Creche Yilich with Spike Growth and Hunger of Hadar, then kept closing the door if the enemies got close enough to open it. Despite being able to just jump to the door to open it (I have seen the AI do this before, but was because I was close enough for them to register it as an option) they would Dash right through Pain Central to get to the door.
They can't jump through magical darkness can they?
Raz Jan 20 @ 7:15am 
Originally posted by northernwater:
They can't jump through magical darkness can they?

They can, and routinely will IF you're close enough to where they aren't using up all of their movement to reach you, despite using up that movement would get them within range to whack you.

This holds true for ranged units as well. For some ungodly reason they cannot logic that just jumping through Magical Darkness despite their movement speed being halved/quartered (and Jump not being affected by either as badly as just walking) they'd actually get a shot at hitting the party.

So, they end up just running through it to die.

It can be used to cheese the Cambion on the Nautilod because you can block the entrance to the main room with a few of the Nautilod chests and despite the idiots being able to fly over said chests, because the main party is out of range they will just try to break the chests to get to you, letting you wait on Zhalk without a problem.
seeker1 Jan 20 @ 7:26am 
Kiting as a tactic seems to work better in RTwP games than turn based.

I know I used it plenty in WotR. In RWtP mode. Peel off an enemy from the rest of its buddies, finish it off, rinse and repeat, so you don't have to take them all on at once.

Most satisfying, of course, is kiting a hostile creature to where it runs into other hostile creatures, and just letting the "two hostiles" finish each other off. Many of the enemies are like the Spectator in the Iron Flask -- hostile to you, but also hostile to everything else, too.
Last edited by seeker1; Jan 20 @ 7:27am
nguren Jan 20 @ 11:10am 
I've been playing around with a solo rogue playthrough. Hit and run is my go to tactic and it works very well. Run far away and hide and most enemies just stand there looking back and forth and you can pick them off without them ever making a single attack.
Bumc Jan 20 @ 11:22am 
House of Grief fight has enemies constantly spamming darkness and as I had no way of targeting past it. Even "fireball in this general direction" is not a great option.
So I run and I run and I kept using healing waves with the myrmidon summon covering everything in water.
Couple turns and one ice cantrip later whole ass staircase is covered with ice and poor darkness lovers spent rest of the fight on the floor.

Was not a solo play-through tho.
belgix Jan 20 @ 11:52am 
If you want to confuse Astarion AI, try this. Go to Cazador finale with a party of 4 including him. When you enter in the dungeon split your party in 2 keeping him near the fast travel point. With the 3 others kill Cazador as normal. Bring Astarion near the prisoners to avoid triggering the battle when you exit the place. Kill Cazador in his coffin and talk to Astarion. Astarion dialogs is like the battle never happened even if you told him Cazador is dead. It takes one or two long rests to put Astarion AI back to normal.
jeffy Jan 20 @ 1:46pm 
ya you can use a kite
ya, we can
< >
Showing 1-10 of 10 comments
Per page: 1530 50

Date Posted: Jan 20 @ 6:19am
Posts: 10