Baldur's Gate 3

Baldur's Gate 3

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Isseus Aug 5, 2023 @ 6:09am
2
Mage Hand nerfs are unreasonable and destroy Arcane Trickster
How much do you have to hate AT for you to f*ck him over this bad? Mage Hand and Mage Hand Legerdemain are the core parts of Arcane Trickster, both mechanically and by class fantasy. The new Mage Hand can't even open doors, let alone pick pockets, disarm traps or pick locks, which is the CORE CONCEPT of an Arcane Trickster. And above all, who the absolute braindead f*ck came up with a COOLDOWN ON A CANTRIP??? The very CORE CONCEPT, AGAIN, of a cantrip is that you can cast them as much as you want if you can't or don't want to use spells slots. I don't care if mage hand has been turned into combat summon that people use for tanking and slapping people, Arcane Tricksters NEED a way to use their CORE CLASS SKILLS at range. This is on the level of both severity and stupidity of removing ranged weapons or ranged spells from the game, as it completely destroys the subclass which I was going to base my whole class around.

Larian, un-f*ck Mage Hand and Mage Hand Legerdemain.
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Showing 1-10 of 10 comments
Kefke Aug 5, 2023 @ 7:27am 
Seriously. "Doing Rogue stuff with Mage Hand" is like 90% of Arcane Trickster's schtick.
Steven Aug 5, 2023 @ 7:58am 
I took mage hand thinking it be useful but honestly I have yet to use it at all I took it with my magi thinking be worth while.

move items pull levers so forth drop things on top of peoples heads push things over so far it seems be worth less honestly, even thought maybe could use it to remove knots holding the light fixtures up so could drop them by breaking ropes with it but nope.
Last edited by Steven; Aug 5, 2023 @ 8:00am
Voldski Aug 5, 2023 @ 9:04am 
+1
hannibal_pjv Aug 5, 2023 @ 9:14am 
They did actually made it stronger based on interviews. At the beginning mage hand did allmost nothing. They did those features you mentioned pretty late in the game development. Hopefully they add more features to mage hand later. But based on the interview, it was and it is a pain in the *** to program to work properly.
Last edited by hannibal_pjv; Aug 5, 2023 @ 9:43am
Grimulfr Aug 5, 2023 @ 10:28am 
Originally posted by hannibal_pjv:
Hopefully they add more features to mage hand later. But based on the interview, it was and it is a pain in the *** to program to work properly.

Respect to the work they did and are doing, but if the core features of a sub-class aren't viable and gimp that sub-class to be useless...either don't include the sub-class or fix the issue. Otherwise, see above hate. XD
srmacpherson Aug 5, 2023 @ 11:15am 
in EA, mage hand didn't seem to do ANYTHING. I had it for one of my mage characters but immediately dropped it after a few days.
I don't recall a D&D computer game where its been used well, so I've always seen it as a "WE will add it because its expected," waste of a slot.

Hopefully they'll work on it, because it could be fun to use
c33tz Aug 5, 2023 @ 11:24am 
This
dh-hovey Aug 6, 2023 @ 3:31pm 
+1
bcat Aug 7, 2023 @ 7:30am 
Would be nice if AT specifically got an improved Mage Hand that let them do these things in addition to being able to cast the spell at will.
RoboSauce Aug 7, 2023 @ 7:44am 
hopefully mage hand gets fixed for AT, giving it the utility it deserves. Perhaps also give the AT more uses per day if it isn't like that already.
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Date Posted: Aug 5, 2023 @ 6:09am
Posts: 10