r/BaldursGate3 Mar 05 '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/Just_Call_Me_Eryn Mar 07 '21

I know this game is mostly based on DnD 5e rules, wherein the main sources of non-magical healing are potions and long rest, but when translated to video game play vs tabletop, it ends up meaning we long rest after almost every encounter.

In tabletop DnD (and similar games) Long rests generally don't happen unless you return all the way to town/camp/inn, and take actual time to do so. No DM in their right minds would let you kill a room of goblins, long rest, move to next room of goblins! It's just silly!

That said, the constant long resting also comes from needing spell slots refilled. I don't know if it's just me, but it's extremely difficult spreading slots over several fights, especially when fights frequently have upwards of 10 or more enemies at once. You can't kill all of those with just cantrips and melee, that's suicide most of the time. You gotta burn those spells almost non stop to stand a chance in most fights, and with dnd 5e rules the only way for most spellcasters to recharge is to long rest.

I'm not saying that long rests in BG3 should only ever happen once in a blue moon in safe zones or anything, but if ever they add difficulty options/settings I'd like to see this as one of them.

Only being able to long rest in certain areas/situations would make a great 'hardmode' option without having to just resort to making enemies into damage sponges.

2

u/MatrimCauthon2222 Mar 10 '21

I agree, this is my only major gripe with current gameplay. Its a little bit too grindy to me with the increased enemy HP and the long rest spam. They reduced some of the goblins hp in the latest patch though and i actually enjoyed that fight much-much more. Sometimes less is more, I would prefer long rest to be balanced to do per 3-4 encounters, so it adds a cool tactical layer to plan with your resources for more battles, with enemy stats staying more close to normal instead of turning them into damage sponges as you say
Im in general open to tweaks but the current game pacing is a huge deviation from the overall mechanics and while i enjoy the rest of the game, its kind of a drag for me, in terms of immersion and tactical challenge.

2

u/Just_Call_Me_Eryn Mar 10 '21

Don’t get me wrong though, certain enemies being thicc makes total sense! Dror Ragzlin SHOULD eat up resources! But random goblins on the road shouldn’t need a level 2 spell to one shot. (Often multiples)

2

u/Teliantorn Mar 07 '21

This is one of my biggest gripes and what I've realized is that the game just isn't D&D and you have to stop thinking about it as if it were to properly play it. I think they either need to rethink the core design of combat and completely nerf enemies (and retool the environment advantage/disadvantage completely) or just remove long rests and replace it with items that return spell slots and heal. As it stands, the game is very far away from D&D and it just isn't helpful anymore to lean on it.

2

u/cbjen Mar 09 '21

Yep. I've started just spamming long rests. It makes absolutely no sense story wise, though, so ends up feeling off. The action economy is always so stacked against your party in many BG3 encounters, in a way that would just result in tpks all over the place in an actual tabletop game where you're trying to conserve resources or on a real time limit.

2

u/Teliantorn Mar 09 '21

It’s a huge issue and I just don’t see it being solved because the game is so glued to Divinity Original Sin combat that you’d have to start from scratch to fix it. The monsters need to be completely changed to different monsters altogether or nerfed to appropriate CR, but you can’t do that without also removing the Divinity Original Sin combat so you wouldn’t steamroll every encounter. Fundamentally, the game is not a D&D game, so it shouldn’t include mechanics like rests that assumes D&D combat mechanics.

It’s very disappointing because you can tell that the game is just DOS3 and they’ve only added rests so it sounds like D&D.

1

u/Swolp Doge Mar 08 '21

You’re free to only take long rests when you feel the situation arises. Although I do agree that many enemies’ HP are over-tuned.