Baldur's Gate 3

Baldur's Gate 3

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Pan Darius Cassandra (Banned) Feb 9, 2022 @ 6:19am
Mourning Frost Is Terribad
For a 'legendary' weapon this sure sucks.

https://www.youtube.com/watch?v=xrtiNylD_kw&t=260s
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Showing 1-11 of 11 comments
SnarkOne Feb 9, 2022 @ 7:38am 
How would you change it?
Pan Darius Cassandra (Banned) Feb 9, 2022 @ 7:45am 
Originally posted by SnarkOne:
How would you change it?

At bare minimum they could increase the extra cold damage taken when hit.

It could also grant a cold based spell or cantrip, like the Staff of the Crones does (Ray of Sickness), maybe Ice Knife and Ray of Frost or something like that.
Louis Feb 9, 2022 @ 8:31am 
It should be stronger and a little more interesting imo considering it's the only Legendary so far.

For example it could be +1 to Spell Attack Rolls and grant you a Cold Damage spell as a passive effect. I think Ice Knife with one use per Combat or three per long rest would be a good idea yes.

Then secondly it should apply a stack Frostbite when dealing damage with any Cantrip. Leveled Cold Damage spells that strike a target could deal bonus damage for each stack of Frostbite (maybe +2 per stack up to a maximum of 5 or something).

So you could set up some burst damage with it by getting multiple stacks of Frostbite and then using the staffs' Ice Knife or another leveled cold spell you have.

Rare items like this should be generally good, with a small additional benefit to character builds aligned with the theme. In this case that would be something like a White or Silver Draconic Sorceror.
Last edited by Louis; Feb 9, 2022 @ 8:44am
SnarkOne Feb 9, 2022 @ 9:38am 
When such proposed changes are applied...
What kind of weapon should you introduce in Act 3 that is "better" than the staff in Act 1?
or do you want it to be possible to acquire endgame gear during Act 1?
Pan Darius Cassandra (Banned) Feb 9, 2022 @ 9:59am 
Originally posted by SnarkOne:
When such proposed changes are applied...
What kind of weapon should you introduce in Act 3 that is "better" than the staff in Act 1?
or do you want it to be possible to acquire endgame gear during Act 1?

One of the goals of Bounded Accuracy was to remove (or seriously limit/mitigate) the gear grind present in older editions of D&D.

Powerful artifacts should be powerful whenever and wherever you find them, the only static gear progression is the +1 - +3, and you'll notice that quickly caps out at +3 (which is also ridiculously rare in standard campaigns, unlikely to even be found given that the majority of campaigns end between 10-14th level and a +3 weapon is very much "endgame"). They used to go up to +5, so they've cut that back a lot.

In any case, items like the Staff of the Crone is much more powerful (turning Ray of Sickness - a 2d8 spell - into a Cantrip at the cost of also dealing 1d4 to yourself, which can be mitigated with the Ring of Poison Resistance). And the Staff of the Crone is only a Rare item (and there's a whole other level - Very Rare - between Rare and Legendary).

Legendary items should be powerful, else why are they Legendary? One way to limit how powerful they are at lower levels (assuming you introduce them at lower levels) is to let their bonus scale somehow. Like, maybe it grants +1 damage to cold spells per caster level or something, or maybe every two levels it gains an extra damage die, or certain abilities are only unlocked when you gain caster levels. Something. The point is, just like Bilbo had no idea what the Ring of Power was or the power that it contained when he found it in Gollum's lair, so too can Legendary items reveal their power to the user over time, and this is a really convenient means of letting players get powerful items early without trivializing content.

They could also just move the final piece to a later act. Why hand out Legendary items in Act 1 to begin with? From what I've seen so far, Larian is incredibly permissive when it comes to magic (and I'll grant them a little leeway, since video games do have a different feel for progression), but the amount of items, and their quality, is nothing like you'd see in a typical D&D campaign. You'd be lucky to get even a single Rare magic item, let alone nearly a dozen Uncommons, in a single session, which is what the content we have now is - a single session. It's just a ridiculously high amount of magic items.

To some extent, it's necessary, because Larian cannot predict your party build, and thus they have to provide items that are useful to a wide range of parties and class combinations in the game. You're not going to use every item you find, selling off those that are useless for your particular build, but enough variety has to exist so that everyone can find something for themselves. Can you imagine how horrible it would be if specific classes or class combinations were shut out of getting anything good in the first act for no other reason than an arbitrary restriction on the amount of magic items to be handed out? That would feel terrible for the people playing that class, and would lead to class attrition.

Instead, they try to put enough in so that everyone can find what they need, and that means a lot more than a standard D&D campaign has. This also has a bleedover effect on the rarity of items, since Common and Uncommon magic items are so easily obtained, in order to make certain activities and quests feel rewarding, where in a standard campaign you might get a single +1 weapon or piece of armor at the end of a session (if you're lucky), in BG3 the rarity of the item reward is increased to reflect the fact that all the other junk - the +1 weapons of every type - has already been handed out. Getting to the end of a quest and getting something that's already available at the vendor feels bad, so they have to up the rarity on some of the items.

That said, they still don't have to hand out Legendary items in Act 1...or, as I mentioned, they can have it's abilities unlock slowly over time. In fact, I'm sort of curious about items such as Phalar Aluve, which seem like they ought to have more powers. Perhaps the Identify spell or Detect Magic spells will come in handy later, and maybe items (including Mourning Frost) DO have locked powers that will be revealed later. In which case we might want to hold on to stuff we find instead of selling it.
Last edited by Pan Darius Cassandra; Feb 9, 2022 @ 10:08am
Louis Feb 9, 2022 @ 10:08am 
Originally posted by SnarkOne:
When such proposed changes are applied...
What kind of weapon should you introduce in Act 3 that is "better" than the staff in Act 1?
or do you want it to be possible to acquire endgame gear during Act 1?

I think it's fine if one of your party members who gets the singular legendary item in Act 1 carries that with them for at least another full act. One shouldn't replace a Legendary too easily imo. Besides, there are plenty of other slots to fill, and if this particular Legendary Staff is geared towards a Cold Damage spell caster then I think it's fine if it lasts such a character another 3-4 levels, perhaps being replaced early in Act3 by something stronger still.

My proposed item is also better early game than it is late game, as late game you're casting fewer cantrips than you do in the early game so it falls off somewhat.
SnarkOne Feb 9, 2022 @ 10:32am 
I like the idea of having the item powers "upgradable" through a questline, an NPC, forge, or scaling with character proficiency; it adds value to keep whichever weapon you like the model of, & somewhat prevents inventory clutter to people who feel the need to pick up every junk item that they find.
dolby Feb 10, 2022 @ 4:27am 
Welcome to 5e video games. i guess that's the problem where everything is so streamlined to say it nicely. We are kinda stuck wiit limited effects and damage?

Items just go op to fast or, on the other side not fun and kidna useless.. YOu can only have so much stuff that gives you advantage.

Stats are a no go, most of the time, resistances are caped as well and so on... IF you ask me Larian is doing a good job with the limits they have. Those are kinda big. They should do a rebalance anyway.

I mean you could do all sorts with items depending on what limits you set for yourself.
Tuco Feb 11, 2022 @ 9:57pm 
Originally posted by dolby:
Welcome to 5e video games. i guess that's the problem where everything is so streamlined to say it nicely. We are kinda stuck wiit limited effects and damage?
That's not a valid excuse, given that this "legendary" is admittedly terrible even inside the boundaries of what the 5e predicts as range of possibilities.
PapaGCA Sep 2, 2023 @ 12:39pm 
It's not a legendary weapon, it's Very Rare.
Tuco Sep 3, 2023 @ 1:17pm 
Originally posted by PapaGCA:
It's not a legendary weapon, it's Very Rare.
Look at the date.

We were talking about early access.
The weapon is entirely different now (better, incidentally).

And you can see in the very same clip posted in the OP that it used to be labeled as a "Legendary item".
Last edited by Tuco; Sep 3, 2023 @ 1:19pm
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Date Posted: Feb 9, 2022 @ 6:19am
Posts: 11