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Rapporter et oversættelsesproblem
And there it is.
(the barrels I guess are in and a thing that not changing so ya Larian should be making certain they minimal and realistically fit given this meant to be a more real game).
There what is? It's not DoS it's a D&D Baldur's Gate game. If you want a game that doesn't have a ruleset around it I'm sure there are some out there or....there's always DoS. But what you are doing here is reading 'The Legend of Drizzt' and complaining it's not more like 'The Hobbit'.
The classes and scrolls thing is equally annoying to me.
If it were purely about barrels I can overlook it, but the problem is that if you apply the same logic to every abusable mechanic (like they did in DOS2 pretty much) and say 'just don't use it' then I'll just stop caring about combat altogether because it's too broken to care about. That's pretty much my biggest criticism of DOS2 - the game was such an unbalanced mess and there were a million different ways to completely trivialize the game that I couldn't take any of the combat in it seriously. No matter how hard I tried to limit myself, there were always more exploits that could break the game.. I'd have to ban practically half of the game before the combat could be challenging, and I'd always just give up on trying and accept that the combat was a joke. Things like that didn't do anything to promote creativity for me, it just made the game so trivial that the combat became entirely irrelevant.
I only played DoS, but I quickly got to the point where 'find the barrel to blow it up' wasn't fun because it trivialized and railroaded the combat into doing the same thing over and over again, so I ended up uninstalling very early and never finished it, despite liking the writing and voices.
I was afraid BG3 would inherit too much DoS, but ultimately decided that it was D&D enough to take the risk, even though there is a definite DoS influence here.
The catch is of course, that Divinity uses a different rules system, so you get different interactions, and things don't play out the same way. Now they're trying to dial the barrels back to something that adds to the game without breaking the sense that this is the Forgotten Realms--a setting that for all practical purposes has either very few or no explosives and only a few kinds of incendiary devices.
It's a balancing act, and the final result is going to be limited by the license as well as player feedback.
The barrel abuses both here and DoS are not even the most OP by far.
(Even just filling a chest in DoS and throwing unto enemies heads far exceeded that is abuse and Op ridiculousness).
So basically a funny way of saying they aren't needed. No need to even talk about abuse when you can just remove the problem. And if it's not needed then they can be minimized or removed which is exactly what Larian started doing.
Now while you completely sidestepped the actual point, which is that this is a D&D game not a DoS game where there is a specific ruleset involved and a particular setting, we ultimately come to the same conclusion. =)
This is the whole point. These things and feats already exist in D&D. But they are part of the level progression or have a resource cost attached to them. If you make everything widely available from level 1 without any restrictions these fun things lose their meaning. Level progression becomes less interesting and less rewarding.
You need to play a Wizard to 9th level and discover how to be an ACTUAL barrelmancer in D&D to understand it I think. Larian is frontloading too many things that should be saved for later and perhaps they understood this now.
We need a bag of holding for that D:
Aren't you supposed to be wearing your shield, you know, on your back...?
...
Now that I think about it, I find it odd that rogues can backstab a person with a shield on their back, as it would automatically give complete protection against it, unless of course, it was a backslash to the Achilles Heel... then... yea...