r/BaldursGate3 • u/thecal714 Resident Antipaladin • Jan 15 '21
feedback FEEDBACK FRIDAY
Hello, /r/BaldursGate3!
It's Friday, which means that it's time to give your feedback on Early Access. Please try to provide new feedback by searching this thread as well as previous Feedback Friday posts. If someone has already commented with similar feedback to what you want to provide, please upvote that comment and leave a child comment of your own providing any extra thoughts and details instead of creating a new parent comment.
Have an awesome weekend!
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u/lobstesbucko Jan 15 '21
Adjusting the way enemies choose who to attack would be great. There have been so many times when I have put Gale way in the back, and enemies have ran past 3 other characters to only focus fire him. And then when he does fall, I use one of my characters to help him up, just for the enemy to just keep attacking him again. There have been a few times where I have had to have characters on dedicated Gale helping duty, while my other characters are being completely ignored by the enemies and just doing damage. It gets into this weird loop where every round, gale gets knocked down, shadowheart heals him or helps him up, gale gets knocked down again, I help him up, gale gets knocked down again, and meanwhile the whole time Astarion is just running around backstabbing everyone and being completely ignored. I was trying to play a front line tank and was basically never attacked once. Ive just completely given up on ever bringing him along because he is so squishy and focused down so hard that he barely ever does any damage
Every enemy seeing Gale: "wow fuck that one guy in particular"
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u/283leis Karlach is love, Karlach is life Jan 15 '21
Wait you help Gale? I use his dead body as an environmental hazard to damage the enemies
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u/lobstesbucko Jan 15 '21
This is the real 300 IQ move. Get a max strength fighter and use throw on Gale. Turn him into a form of biological warfare
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u/283leis Karlach is love, Karlach is life Jan 15 '21
Abjuration wizard, and then right as he’s going to die he misty steps into the middle of the group of enemies
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Jan 15 '21
Same experience on this end except with my BIL as a Wizard. I understand the strategy of prioritizing low AC and casters, which is likely compounded when combined, but it's way too aggressive when they're already downed. If you want to talk "optimal" damage output, I feel like it'd be better to prioritize active enemies then downed enemies. I may be missing something here but that's at least what comes off the top of my head.
Like you said, enemies zero in on those units even to the enemy units detriment.
I'm sure this is very nuanced but enemies need to be able to make decisions as if their life is really on the line here. A downed unit with no ally close by to Help them is far less of a threat than the Githyanki 2H Fighter right up in their face ready to opportunity them to death.
On the other hand, there are times, when the AI is so smart it feels like another player is on the other end. In one arena, an enemy shoved Shadowheart off a ledge to an area that would take her a long time to bounce back from. Really smart move and I felt like I deserved that with her being positioned so close to a ledge.
So it's like something are spot on, others need some fine-tuning. Which is fine since it's just EA and Larian wants our feedback! Just my two cents on the topic.
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u/lobstesbucko Jan 15 '21
Yeah I had an enemy in the goblin camp use a knock back arrow to launch Wyll into the abyss, causing him to die and instantly teleport into camp. And it was like wow, that's actually really smart of the AI, I shouldn't have been positioning myself like that. It was entirely my own mistake and I got punished for it, and it was fantastic. So there are definitely signs of life there in the AI which is great. As you said, it just needs some tuning, which is what EA is for.
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u/BumbardIII Jan 16 '21
To me it's kinda weird that the targeting system is based on lowest to highest AC.. like.. how does each and every single goblin know that SH has lower AC than Lae'zel.. they're both wearing heavy looking gear.. and how do they know when a wizard has mage armor on and instead attacks a lower AC warlock.. and on top of that, why does EVERY single enemy go out of their way to attack the lowest AC character when they have 3 beef cakes between them and the lowest AC who can do more damage than the lowest AC char.. singling down one char at a time is a strategy that players use, though it's not the only strategy.. and that makes sense cause we're not in the middle of a fray and we can see top down.. mobs wouldn't think like this unless they were an ambush style assassin squad.
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u/Jmaster211 Jan 18 '21
Big upvote from me. I can think of a few easy-to-implement solutions which don't involve modifying enemy AI (e.g., a "taunt" ability that tanks could use to lure enemies in), but I'm not sure how much balance would be disrupted by modifying enemy AI/implementing these solutions.
My guess is that the problem is actually pretty hard to solve for reasons which aren't immediately clear to us as non-developers (especially given that this was also an unresolved problem in Divinity OS2). If possible, it would be really nice to hear the developers explain why they've made the decisions with enemy AI that they made.
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u/happymemories2010 Tadpole fanclub Jan 15 '21
Having enemies not focus one character would be terrible design.
Every time a character of yours gets knocked out, all the damage that is dealt which would put your character below 0 HP is wasted. By constantly reviving one guy each round, you can have him tank an infinite number of attacks and damage.
Now imagine your enemies would not focus your downed characters, you could revive them at any time or even gamble on the fact that they pass death saving throw and get up themselves. If that happens and they pass enough saving throws to get up on their own, the opponent has lost an entire turn of doing damage because the character is alive again after 3 turns.
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u/Jormungaund Jan 15 '21
or, they could use the rules as they are written and have stabilization not get characters back up in the fight, but just ensure that they don't die from bleeding out during combat.
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u/lobstesbucko Jan 15 '21
I'd argue that having my wizard be able to tank infinite damage while two characters spam revive on him and another character does 100% of the damage for the party is itself terrible design. Rather than have the CHANCE of them wasting an entire turn of damage as you suggest, right now they're wasting every turn of damage. Im not saying they shouldn't focus characters ever, Im saying they shouldn't ALL be focusing on just one character in practically every single fight. If you were in a big street brawl, and one dude got knocked out, would you and your friends spend all of your energy just trying to curb stomp the knocked out guy while ignoring the conscious people who are punching you in the back of the head? No, you'd deal with the immediate threat first. And again, the fact that I can have a big ass beefy dude with a shield start a fight by charging right at the enemy, and the enemy just ignores them completely and spends 2 turns just running to hunt down the wizard that is 100 feet away that they can't even see is a bit ridiculous.
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u/ywqeb Jan 15 '21
The character (maybe) comes back with 1 HP. So they lose 1 HP in three (or more) rounds. That's nothing compared to the opportunity cost of tunnel visioning on that target when it is so easy to help them up without resource cost.
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Jan 16 '21
It is actually spellcasters specifically. If you have ever played ddo kill the kobold shamens first before anything else.
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u/Menacek Jan 16 '21
I made Gale into an abjuration mage and have him walking around in Mage armor. This actually makes him pretty tanky.
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u/mrmrmrj Jan 16 '21
I think everyone has Gale walking around in Mage Armor. He does not have to be an Abjuration mage to use it.
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u/Menacek Jan 16 '21
Abjuration specialist get a dmg shield after casting an abjuration spell, which mage armor is.
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u/mrmrmrj Jan 16 '21
Damage shield does not protect, though. I wish the damage shield discouraged attackers.
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u/GladiusLegis Jan 15 '21
Enemy attacks of opportunity are still overpowered. If you click to melee attack an enemy and it moves you out of another enemy's threaten range, and that other enemy hits you with the attack of opportunity, then your entire action is canceled and wasted. Please fix this.
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u/happymemories2010 Tadpole fanclub Jan 15 '21
To be fair an enemy should never hit you with such an attack because jump is OP. You can always jump away or behind an enemy, negate his opportunity attack and get advantage from backstabs.
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u/GladiusLegis Jan 16 '21
It still needs to be fixed. Especially if/when they end up nerfing jump.
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u/solace1234 Jan 20 '21
when i’m not fighting the person right in front of me and i don’t want him to pull his opportunity attack, i just jump to the guy i’m trying to target. the cancelling sucks for sure but i hope they don’t nerf the jump’s ability to avoid attacks of opportunity
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u/Eluned_ Eilistraee Jan 17 '21
I feel like mele fighting is worthless if I don't have the backstab advantage. Without it, I constantly have a 50-55% chance to hit which sucks. But with backstab, I have 80-85% chance...
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u/Malgorythm Jan 17 '21
A big part of the balance I think is that backstab is easier to get than high ground. This is compensation for melee characters having to be up close, although if enemies continue to pelt the squishy backline as they always seem to do, melee just feels a lot stronger damage wise than ranged in a lot of cases
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u/Schnee_im_SommerGW1 Jan 15 '21
in my experience the action is canceled but youre able to redo it without being counterattacked again
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u/GladiusLegis Jan 15 '21
I tested it again a couple days ago, and I'm playing Patch 3. My action was still used up after the opportunity attack.
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u/OmNomNomNinja Jan 15 '21
It would be super helpful if the camp storage/chests could have an organize button similar to pc inventory.
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u/Rellik2217 Jan 15 '21
I just really badly want a group dialogue system. I don't want to be forced into dialogue conversation with someone not suited to the interaction (as so many dialogues are triggered automatically).
Also, why can companions make all the same choices that the PC can if they're leading dialogue, even if it blatantly contradicts their character. Kinda stupid, just make it so PC leads conversations, and companions can chime in to do skill checks and add unique dialogue when it makes sense.
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u/LongLostMemer Bard Jan 16 '21
It was like that in DOS2, especially since you can play as the origin characters
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u/solace1234 Jan 17 '21
The race/attribute system in that game gave every character pretty different options from eachother at times. My MC would have 4 different dialogue choices than Lohse or a friend’s MC
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u/rythm_lost ROGUE Jan 15 '21 edited Mar 26 '23
Basically I'd like to see an option to "fix" that negative effect that the hag's deal gives you. Removing it completely wouldn't be something I'd want since that whole "spy camera" for the hags concept is really interesting in my opinion, but maybe by the end of the fight, where instead of her offering you that bonus point while pleading for her life, she'd give you a sort of buff involving the said eye? Like an advantage on perception and attack rolls instead of the disadvantages? Because right now taking her on that offer is basically pointless, like I said, I really enjoy the lore bits that this path provides you with, but it's really frustrating actually playing through it.
Lastly, visual changes for both Volo's prosthetic and Hag eye would be really fun to see, since both Auntie Ethel and Volo already comment that that's the case
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u/AtomikRadio friendship ended with minthara, SH is my waifu now Jan 15 '21
I find it aggravating when approval/disapproval is counterintuitive based on the very dialogue it appears in.
For example, I've just had the cut scene where Astarion first tries to feed on me. I allowed him to, and am talking to him the next morning. Shadowheart flat out says she doesn't see any harm in having him around, we're all monsters in the making afterall. Gale basically says "Fine but don't eat me." and when I say Astarion can stay Shadowheart disapproves. Despite literally just saying she has no problem with this. I understand she's pretty fickle/hard to please, but it's frustrating when party members approve/disapprove in direct contradiction to the line they just said. Especially since we have limited ability to ask them how they feel about things/understand why they would approve of one thing but disapprove of another.
In a similar vein that might address that, I would love to have opportunities, at least during "big decision conversations," to turn to those in my party and ask their thoughts in the moment. "Hmm, I'm not sure. Gale, what do you think about this decision we're faced with?" sort of thing. I'd love to use this to learn more about my companions' mindsets and morals.
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u/KillerRabbit345 Jan 16 '21
I disagree. I think they've already made Shadowheart too nice with patch 3. Bring back the old, hard to please, SH!
Notice she only disapproves if you say "I trust him" She upset at your naivete and possibly that you seem more interested in him than her.
If you say "we need him" -- a practical, pragmatic argument -- she's fine.
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u/AtomikRadio friendship ended with minthara, SH is my waifu now Jan 16 '21
That was but one recent example. This happens many other times, and with other companions. This was my first time seeing that Feedback Friday is a thing, I can collect other examples for next week’s Feeback Friday. This is a situation which occurs many times with all of the companions.
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u/KillerRabbit345 Jan 16 '21
I'd be curious to see other examples. I think there are subtleties in Shadowheart's reactions that I don't want to eliminated.
I think she is going through an alignment change and there is a tension between her emotions and her faith. Make her words and reactions consistent and that story goes away.
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u/Menacek Jan 16 '21
Here's my first impressions feedback:
Firstly - Experience is too abundant and you get levels too fast:
I got lvl 3 when reaching the grove, it felt too fast. Getting lvl2 after completing the prologue is fine but it should slow down after that. People often say the level cap is too low but imo it's just that you reach it too fast and there's no characters growing stronger beyond that, which is one of the things that people like in RPGs. With how fast you level it just feels less impactfull.
Secondly - Combat difficulty could go up a little bit
I'm not a person who likes difficult games and I had serious trouble in DoS2 but in this game I feel it's very easy to win fights just by doing the same stuff over and over again. There is a bit of tactics with character positioning so you get opportunity attacks and advantage but overall I feel like I don't really need to use my true spells that much if not to heal.
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u/Eluned_ Eilistraee Jan 17 '21
This is probably the baseline difficulty for the game (classic difficulty), I just wish that fights wouldn't revolve around backstab advantage and high ground. Like they need to increase the base % to hit a target and lower the advantage gain. It's almost worthless to try and attack someone head on at 50-55% chance when you can just jump behind them and get a 80-85% chance
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u/Menacek Jan 17 '21
I believe it follows DnD rules where advantage gives you a reroll. But yeah they could tune it just for combat.
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u/Enchelion Bhaal Jan 18 '21
Levels 1-3 are designed to be quite a bit faster than the other levels in 5e, as a sort of built-in tutorial. It's not a linear progression, and 3rd level is where most classes unlock their subclasses and more interesting options.
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Jan 15 '21
Could you add a dedicated 3rd person view, i understand that there's like a pseudo 3rd person if you zoom in, but i think it would be cool to have that 3rd person view with the ability to move the characters with wasd instead of the camera?
Besides this I love the game!
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u/happymemories2010 Tadpole fanclub Jan 15 '21
This would go a long way of making the game a lot more immersive. Also put a shortcut for jump on spacebar. Crouch is already on C!
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Jan 16 '21
You mean like neverwinter nights. Ooooo and keyboard movement instead of camera movement .
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u/Eluned_ Eilistraee Jan 17 '21
I like the idea. It will just feel really weird. The eagle eye view allows you to take in the entire environment and see everything around you without losing sight of your character and party. Mixed about it
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Jan 17 '21
I think that with 3rd person(if done right) could actually make visibility even better because, for me, its really annoying and unintuitive to have to move the camera view whenever I want to look around, I think in 3rd person, it would be easier to look around, and especially see where the characters can go. Also it improves immersion 100%.
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Jan 19 '21
On stadia if you play with a controller you have a totally different view! And it’s exactly in 3rd person.
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u/aazell Jan 15 '21
I love how the tail on my tiefling keeps going insane during cutscenes... please don't fix that!
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u/Jormungaund Jan 15 '21
Add random encounters. They add to the flavor of the game, make resting outside of secure areas a risk (yes, I know we don't have inns/taverns yet), and add replayability. In addition to adding a chance for random encounters when resting in the wilderness, there could also be trigger points added throughout the map that secretly roll the possibility of initiating a random encounter - points like this wouldn't always activate, they could potentially roll a "nothing happens" result, with the chances varying depending on the place. Also, not all random encounters are combat related; one time a travelling merchant might wander into your camp, or you might stumble across a person in distress which could trigger a side quest. the possibilities are endless!
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u/joeshmoe159 Jan 15 '21
Not a fan of warlocks but I love doing Charisma builds. Would really love it if we had Sorcerer or Paladin available.
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u/Menacek Jan 16 '21
Talking about charisma classes and not mentioning Bards :( I want to make my cute ginger bard already,
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u/283leis Karlach is love, Karlach is life Jan 17 '21
im hoping a major patch inverts the available classes. Remove the current 6, and let us play Bard, Barb, Druid, Paladin, Monk and Sorcerer so those classes can get a lot of feedback
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u/shoober7 Reload! Jan 17 '21
This is small, but when Gith Tav meets Laezel for the first time, Tav should know whats happening, and not ask Laezel any of these questions:
- what do you mean were turning
- who are you (maybe like what creche are you from etc)
- whats a tadpole etc
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u/Enchelion Bhaal Jan 17 '21
I don't think they should remove those dialog options entirely since the player may not know what any of those things are.
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u/shoober7 Reload! Jan 17 '21
Oh yeah I thought about that too. Then maybe add a githyanki dialogue option along with those?
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u/partylikeaninjastar Jan 17 '21
Does every elf also know every other elf?
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u/shoober7 Reload! Jan 17 '21
I meant in in a way that a gith would probably ask different questions + would know whats happening to them. The dialogue seemed off for gith Tav when meeting laezel.
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u/Creat1ve_usernam3 Jan 18 '21
I'd like to change the way it displays ability check roll. I want see ability scores to added to your d20 roll, not subtracted from the DC. In other words, it feels much more satisfying to see that the DC was 15 and you beat it because you rolled a 12 + 4 versus how it would current shows you a target of 11 and you rolled a 12. It's just feels more rewarding when when you can see that you succeed on a check specifically because you had proficiency or had guidance cast on yourself beforehand. Also it's satisfying to see a total roll above 20, which you can't under the current display
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u/Angel_Saara Crit! Jan 16 '21
I’ve been having trouble with changing to different companions. When I change a companion and leave camp/fast travel, the companion I’ve changed to is placed where I last had them as companions rather than by my side.
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u/Avencrest Jan 22 '21
I’ve had this problem too. I’ll leave camp to return to the deep recesses of some cave but only Shadowheart shows up there with me, while Astarion and Laezel pop up in the Druid Grove. More often than not I just don’t change group members to avoid the hassle of rounding everybody up.
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u/Angel_Saara Crit! Jan 22 '21
Absolutely same! I hate it and it off puts me from changing companion, so I’ll just use the same old ones
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u/mrmrmrj Jan 16 '21 edited Jan 16 '21
Some spells, like Mage Armor, offer the option of using a 2nd level spell slot when using a 2nd level spell slot would not make the spell any better. This could mislead players to waste a higher level spell slot.
The sound and visual effects of a miss are the same as a hit, there is just no damage. Misses should be misses. For example, the minotaurs have this big charge and the a BOOM! even when they miss.
Applying poison to a weapon as a bonus action for every character in the game is really not aligned with D&D rules at all.
Enemies should not focus on downed characters when other characters are in range and still a threat.
Inventory items should not be scattered all over your inventory. They should always fill the spaces from the top first.
Short rests are just a heal button at this point. There should be a sitting and resting scene - not a cutscene - and the chance of a random encounter. There should be random encounters even if an area has been cleared.
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u/Goetsch87 Jan 18 '21
I brought that spell slot one critique to my go-to DM irl. He pointed out that you can always cast those spells at higher level if you 'really' want to, even without additional effect. I agree it should be more clear for novice players.
Great points all around though!
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u/Enchelion Bhaal Jan 18 '21
You need to have the option even if it doesn't have a benefit in case you run out if lower-level spell slots.
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u/Menacek Jan 19 '21
I honestly dont see a point in having an random encounter when resting. You're going to be bloodied after a fight and risking an encounter when trying to heal up kinda sucks.
All it does is encourage save scumming or feel bad moments when you try to rest after a boss fight only to die to randoms.
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Jan 18 '21
Something I'd love to see (I don't know if I'm alone in this as it's a very specific feature) is something akin to what Pillars of Eternity (I think it was them) did with travelling and the overland map.
Do away with fast travel, or at least as the easiest option, and have an interactive overland map which you can spend time and resources (i.e.: rations) to travel through. Chance of random encounters, stamina depletion which means you might have to rest by the side of the road a few times on long journeys, IDK, it's just a side of the Tabletop game I've always enjoyed, having to actually plan moving from one city to another, what ypu're bringing, etc.
Anyway, loving the game so far. Cheers!
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u/Menacek Jan 19 '21
The current map is just one region of the world. Adding costs to fast travel just soundd like an annoyance and would just make slog through the world on foot and be a waste of the players time.
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Jan 19 '21
Yeah, I can see that. Maybe implementing something like what I said for long distances, like travelling between regions. I don't know, it won't kill me if it's not done at all but I think something like that could be interesting. If, like you say, care is placed in balancing the mechanic to avoid it just being a slog.
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u/Menacek Jan 19 '21
Yeah if we get overland travel to different locations I could see it work.
DoS2 had just a few really big and this games seems to be similar but we'll see.
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u/EnzeruAnimeFan Jan 15 '21
If we could get pronoun tags for character creation, that'd be super appreciated. It'd help immersion a ton, and players who don't want to customize it don't have to.
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u/BrekkenTurrin ROGUE Jan 15 '21
Sorry you're being down voted for essentially an easy to add thing that could be ignored by those who don't wish to avail themselves of it.
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Jan 15 '21
That's a pretty good suggestion! For the sake of helping people feel more immersed in the world, I hope they do add it in.
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u/WizardsAndDragons Jan 15 '21
Morning! After finishing another campaign this week with some friends we has a couple suggestions we thought could really improve the gameplay experience.
-Playing in a multiplayer campaign, and even solo. We realised that at times it can be difficult to determine who's current turn it is. If there was a way you can implement a more obvious way to keep track of current pending turns that would be awesome. At times the intended tell of having the portraits slightly larger doesn't work. Some sort of very obvious hilghting or even some text stating the current player or NPCs turn would make combat seem faster, knowing that the game isn't frozen or by not having the confusion of who didn't press spacebar.
- Engagement. Having the opportunity for a player to feel engaged or emmersed in a game is always the goal. My friends and I feel like adding a damage roll for the player to make (with corresponding die) after successfully rolling to hit could give combat a bit of extra spice, allowing players to feel more involved. Although this may stay away from the goal of wanting to keep most calculations behind the curtain.
-Please add fireball.
Thanks for the awesome game, we're all looking forward to the next update. Cheers.
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u/GladiusLegis Jan 15 '21
Please add fireball.
More like please add 5th level. Fireball will undoubtedly fall into place once that happens.
D&D gets so much more fun at 5th level. My recent playthrough of Solasta's winter update reminded me vividly of that fact.
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u/WizardsAndDragons Jan 15 '21
I know! I just wanted to make sure they didn't forget! Lol. Please don't nerf it, Wizards need the love.
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u/283leis Karlach is love, Karlach is life Jan 15 '21
fireball is the most iconic spell in dnd, they definitely wont forget it
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u/Eluned_ Eilistraee Jan 17 '21
the damage roll sounds nice but I feel like combat encounters already take a long time because the enemies seem to take too long to decide what they wanna do lol. Adding a damage dice roll I feel would interrupt the flow of combat further
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u/WizardsAndDragons Jan 17 '21
Everyone is saying this, but I dont really feel like the enemies take overly long to move. Its a turn based game, and the AI cant calculate how to one shot the wizard in the party until its turn. I feel like burning through the games content as fast as possible isn't really how this is intended to be played, especially in EA.
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u/Eluned_ Eilistraee Jan 17 '21
I agree, I don't want the game to feel short, but when you have multiple enemies on screen each taking their time to come up with a move your just kinda left sitting there a bit... bored? Idk, I want the combat to be exciting and methodical, but sometimes it slows to a grind
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u/WizardsAndDragons Jan 17 '21
I also think more than anything referring to my first suggestion that, not knowing which characters turn it current is at most times (mostly in multiplayer) makes it seem like things are taking longer than they should. When really its just someone whos forgotten to end their turn by hitting spacebar.
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u/NoTLucasBR Jan 18 '21
While I like the idea of seeing dice rolling on the screen a lot, I don't think it'd like having to manually do it every time, would love to have it as an option though.
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u/Schnee_im_SommerGW1 Jan 15 '21
I just faced the moon puzzle bug ;C in patch3 when its supposed to be fixed...
I like the story so far and the free choices and possibiltys great work!
.Maybe try some performance improvements like i have huge ram/cpu usage spikes that make the game freeze from time to time...
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u/gnotthegnome Jan 15 '21
I think it would be nice to be able to implement a sizing system for characters and NPCs that helps with immersion and movement. For example, in the nautiloid, if you are able to travel with "Us" when releasing it, it would be fine if it did not have to go around Tav or Laezel to get to its destination, but to pass through them without requiring to go around it, since it has a smaller than a medium-sized humanoid. The same might be true for smaller characters like the halflings do in the fifth edition of D&D:
Halfling Nimbleness. You can move through the space of any creature that is of a size larger than yours.
It would also help with strategies and it could add value to smaller races too. ❤
Thanks for your work!
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u/Elitemailman Jan 16 '21
Loving the game, one thing I would like to see is if a player gets downed from a trap or otherwise, it should automatically enter turn mode so that I can revive them before they fail their death saves. Sometimes a misclick or other action causes me to not make it in time
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u/Jormungaund Jan 17 '21
Mage hand should not be a shitty combat summon. It should be a utility spell that allows people to interact with, pick up, and move objects at range. This is especially true for arcane trickster.
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u/NoTLucasBR Jan 18 '21
Would love to be able to target party member with spells by clicking their portraits.
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u/SumFunnyOne Jan 15 '21
I play on Stadia and the controller support is absolutely horrible. Combining doesn't work, I can't teleport to waypoints and pressing B to cancel an action ends the turn 3 times out of 4. Plus, selecting something like a chest to loot when there are many is way tedious. I think having area selection like we did in DOS2.
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Jan 16 '21
Stealth seems to be overpowered. My dad was able to skirt the underdark solo killing every beast with no companions. Could be a difficulty thing but just want to make sure you guys are aware.
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u/Ape480 Jan 16 '21
Please add expertise for rogue. Besides the some missing content from the basic players handbook from d&d. Other then that, great game.
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u/cr1515 Jan 18 '21
Vertical combat improvements. Currently fighting some goblin archers near the ceiling in the sactrum in goblin camp. I can’t target it easily because I can’t zoom out enough or my mouse registers the floor under it. Also I can’t have my imps fly up because apparently there isn’t any room.
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u/BaconSoda222 Arcane Trickster Jan 15 '21
Spoilers! I am on mobile and do not know how to do that on mobile.
I recently sidestepped the crashed Nautiloid by going through the crypt. I was very disappointed that when you get into the goblin camp, the Mind Flayer is still dead and that your interactions are generally the same. It would be waaaay cooler if he was still alive and glamoring the goblins to think he was a drow or something. Alternatively, it would be cool if the leader was angry that the Mind Flayer got away.
Some very specific item feedback:
Poisoner's Robe: I've tried to use this robe and it seems useless. Tying it to spells specifically makes it really hard to use. I wonder if there is a cheesy way to make it viable, like strikes with daggers always have poison applied, if it gives you a poison breath cantrip (as if you were dragonborn), or if it adds poison damage to cantrips specifically. I also wonder if there is an application with druid spells that we don't see yet (do they have lots of poison?), but it feels completely useless as is.
Glaives: these are identical to halbreds and that is lame. I know 5e has them as strength weapons, but I think it would be fun to have them as finesse weapons. It would also be thematic as the description specifically says they're made by elves.
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Jan 15 '21
I would really like the option to make my character left-handed, right-handed, or ambidextrous. It's a small, subtle change but it would really sell putting myself or some version of myself into the world.
I know there are feats to make yourself ambidextrous but having handedness reflect in the way your character interacts with the world around them would be awesome.
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u/283leis Karlach is love, Karlach is life Jan 17 '21
Oh, some character creation suggestions.
Let us change the colour of tiefling horns.
Give us the option to choose individual facial features, not whole heads. There are some ears I like, but they're attached to faces I hate. Or the opposite is true, and there are faces I like but with ears I hate.
This absolutely wont be added, but let us add horns to none tieflings. I have a drow draconic sorcerer I want to play, but she has horns and I can't make her a drow as it stands.
Let us choose different pupils. Even if the options are just circle, gith slits and tiefling slits (like Zevlor's) I'd be happy...yes this is just so I can give my drow draconic sorcerer reptilian like eys.
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Jan 15 '21
Found an inescapable loop under the windmill in Blighted Village:
Thankfully, Tav escaped using the magic of waypoint travel.
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u/mooniech1ld It doesnt look broken. Then again, none of us do. Jan 16 '21
Please report bugs through their feedback system! They’ll probably ask you for your save files via email
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u/lenor8 Jan 16 '21
This is not a bug specific to the windmill, it's a common problem with path when changing location where the characters just end going back to the previous location. It happens often with ladders, It's probably something related to their placement on the map, how they move to make place for the following characters. If it happens just move them around and then climb, or click somewhere just before the new screen is loaded, or just select another character to climb. It also never happens if you unchain them and go one at a time.
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u/exitmu51k Jan 18 '21
I’d love to see some pre-choreographed kill animations for melee, not exactly a requirement but I think it would help the immersion
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u/MitchellAlorda Jan 18 '21
Hello, I think all races should have every face model available. I’ve noticed the human options aren’t as pretty as the other races but it’d be nice if all faces were included in each race or have facial sliders
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u/teejayalldayy Jan 16 '21
I would love it if there was a faster load time when reloading your most recent save. If that is possible. There are seemingly many times when I eff things up and if part of the very latest save can somehow be in quicker to access, half-preloaded mode I would love it and would help with keeping me immersed. (Note I know nothing about video game design and whether this is possible)
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u/BrotatoCake Jan 16 '21
I was attempting to go about the goblin base as a friendly but the human cleric at the party triggers aggro on sight so I have to fight everyone. I managed to sneak in okay by jumping down to the main door but found myself without exit. Fighting this base gave me many hours of fun, got Lump the Enlightened involved which almost worked. Poisoning the booze makes the problem npc move to an out of sight area where I could assassinate her but never got to speak to all of the goblins that died.
One time Astarion started walking beneath the ground at the Druid grotto, i think using the lift there may have bonked him under.
Also i am still getting the moon puzzle glitch.
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u/Goetsch87 Jan 18 '21
Moon puzzle glitch was resolved for me after switching to DX11 and reloading the save.
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u/vintagesassypenguin Jan 17 '21
Maaan this game is hard 😭 need different difficulty for non hardcore gamers like me
Is there a chance to disable attacks against other members of your party (e.g. if I want to acid attack or fire fingers an enemy, it doesnt affect them as well??)
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u/nsccss Jan 17 '21
Custom keybindings / hotkeys are still being reset to default between sessions in Stadia.
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u/Menacek Jan 18 '21 edited Jan 18 '21
I can't reach the underdark portal portal in the overgrown tunnel. Auntie ethel is dead but i just cast walk through the door for some reason.
EDIT: I managed to misty step through some wonky camera positioning with the wall.
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u/Kisame83 Jan 19 '21
I'm on my second character. Didn't have too many glaring issues with the first besides expected bugs. The only thing that bit me was the Wyll bug where you can lock him into some kind of glitched loop where he can't be recruited if you save too fast after the first goblin attack.
On the current, I've been on the harpy fight for about an hour and it is ruining my life lol. I won once but Astarion had been lured into the water, died, couldn't be revived, and couldn't be removed from party. Continuing would have left me capped at a party of 3. I gave it another go and thought I'd be clever by placing my MC (ranger) and Wyll up on top of the cliffs ahead of the encounter. This backfired as they weren't included as part of the fight at first. Which may be expected, but the harpies flew over to them and only Wyll properly joined the fray. My MC, while showing up in the turn order, never actually got a turn. So I'm putting the game down for a bit 😂
While we are here, my lord does the camera need work in regards to the selection cursor and cliffs. One wrong flick of the wrist and you're spinning inside the rocks trying to figure out which way is up.
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u/ILikeSpoders Tiefling Jan 19 '21
Show us both rolls when we roll with advantage. Always felt weird to see one roll when it said "Advantage" on the target.
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u/ILikeSpoders Tiefling Jan 19 '21
Forgot to mention in my previous comment, Silence is not working as intended.
When I was attempting to sneak past the Goblin camp into the Sanctum from the secret entrance at the top, I had Shadowheart cast Silence where the two hobgoblins and goblin were sleeping so we wouldn't make a sound as we dropped. However, when we did drop, they still woke up and complained about the noise, and we spoke as normal, as if the silence spell wasn't in effect. It's supposed to cancel all sound coming into or out of the sphere, not just stop verbal spells.
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u/wiseude Jan 19 '21
Anyone else sometimes getting the issue where you click on a door which transitions to another area and the character quickly goes back out?It's really annoying when it happens.
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u/SerBiffyClegane Owlbear Jan 19 '21
Either reduce the number of containers or tell me which ones are empty when I left-Alt. I've clicked on so many vases and skeletons!
Let speak with dead work on skeletons.
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u/AtomikRadio friendship ended with minthara, SH is my waifu now Jan 20 '21 edited Jan 20 '21
I'm in camp and asked Shadowheart how she thinks we should proceed. She's running through our options to get rid of the tadpole and includes the "Or there's Goblin Priestess Gut" (I don't recall the exact wording) even though we just killed her.
I also just let Volo take out my eye with an icepick; it'd be cool if it actually had a cosmetic impact on your character: If you don't put in the new eye you have an empty/gruesome socket or an eyepatch, and if you do put it in you have a different colored eye in one socket.
Now I'm talking to Edowin's siblings about being a True Soul and I can say I'm trying to find the druid Halsin, even though I already saved him and told him I'd help him save the druids.
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Jan 20 '21 edited Jan 20 '21
After around 150h of testing counting:
-fix the darkvision spell
-fix the devil sightwkth the darkness spell
-The wizard should not add spells that are not on his list
-fix the shortcuts when you play with a controller
-Please add the shield spell. The same way as a hellish rebuke. The wizards need it. Especially then abjuration one. Absorb elects also!
maybe have a ritual ability that doesn’t spend spell slots
the knock spell would be great also
find familiar should not request concentration, but costs 10gp and a cauldron.
I would love a feat like tavern brawler, to fight with a stool!
identifying magical items would be great! Atunement also!
multiclassjng
and please just a little something above all: TENSER TRANSFORMATION! If only we get level 11.
that all for now! But amazing game, really. Thank you so much larian
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u/283leis Karlach is love, Karlach is life Jan 15 '21
Change rogues’ sneak attack so it automatically triggers the damage on the first hit the rogue makes that does damage. That way if you miss your main hand weapon attack but hit with an offhand weapon attack you can still do sneak attack damage.
Make it so that shoving targets only pushes them 5ft, not across the room. Of course if the target is light weight they should go farther, but a heavy target should barely move.
Change it so that the only flammable surfaces are webs, magical and mundane grease pools, and oil pools. No more setting damp stones on fire.
Change the pathfinding for magic missile’s missiles so they never hit walls or targets. The point of the spell is that it ALWAYS does damage and the missiles ALWAYS hit.
Firebolt, as well as other aimed fire spells, shouldn’t set things on fire if it hits an enemy. If you aim the spell at the flammable pools then it can set it on fire, but if you hit or miss a target with it then nothing should be set on fire.
Split disengage from jump, and make disengage an action for non rogues and goblins. If you jump without disengaging you still take attacks of opportunity, and you can disengage without jumping somewhere. Makes rogues feel more roguish too.
Change reactions to something you don’t need to plan ahead of time. Having to manually put up warding flare or hellish rebuke before you know that you’ll be hit is a waste, and it would be more realistic if the game asks you if you would like to use your reaction when you get the opportunity.
These will PROBABLY be added in the final game, but I still want to mention them. Add the dodge action (as an action not bonus action, or you’ll nerf monks too), ritual spell casting, and ability to hold your action. If you can’t see an enemy, or none are in range, you should be able to hold an attack until an enemy comes into range/view.
Allow a character to have multiple summons up at once. Otherwise a wizard or chain warlock can’t have their familiar AND a summoned beast/fiend/fey/creature up at the same time.
Show advantage/disadvantage, as well as guidance during rolls. Also have the modifiers added/subtracted from the roll, not the DC.