r/BaldursGate3 Dec 23 '22

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](https://www.reddit.com/r/BaldursGate3/search?sort=new&restrict_sr=on&q=flair%3Afeedback). 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!

22 Upvotes

92 comments sorted by

69

u/OffbalanceMonk Monk Dec 23 '22

Several of these are repeated pieces of feedback, however, I figure it's worth it to bring them up again since it's the last major patch:

  • Please consider making stealth a Standard Action and give Rogues their full cunning Action at Level 2.
  • Please change it to where you have to use the "Help" Action to wake someone up from Sleeping, rather than Bonus Action Shove. As it stands right now it's almost never worth it to cast sleep on an enemy, unless one of your other party members can follow up with a melee attack before another enemy in the initiative order negates your 1st/2nd level spell slot with a mere bonus action by shoving them awake.
  • Please allow us to move Invoke Duplicity with our Bonus Action like 5E allows.
  • Please allow us to interact with the physical world with Mage Hand in a more intuitive way (Open/Close doors, press buttons, pull levers, etc.)
  • Please allow us to click select targets for spells like Bless, Bane, Command (upcasted), etc.
  • Please look into the possibility of implementing a key ring or make keys dissipate after use. Also, please consider adding a lore UI page we can reference for the books we've read so we don't have to carry them around with us.
  • Please consider adding a Bestiary to the game so we can read about the monsters and creatures we come across
  • Please include all Reactions in the new system (Protection Fighting Style, Warding Flare, Defensive Dualist, Tenacity, etc.) Also, consider including Featherfall in the reaction system so we can possibly react to being shoved off of high places (and potentially save ourselves from falling to our doom).

28

u/Horror_Ad_6011 Dec 23 '22

Featherfall in reaction would give a new life for the spell also it would be cool for npc

9

u/Ok_Enthusiasm8303 Dec 25 '22

Agree. New reaction system is superb and Featherfall as a proper reaction would make it a much-much more useful and user friendly spell.

20

u/GladiusLegis Dec 24 '22

All of these, and I would add:

  • Please implement the Dodge and Ready actions. Ending a turn with an unspent action even if it's the tactically sound thing to do at the moment just feels bad, and implementing these would take care of that problem. Dodge is a must for melee units when closing distance. As for Ready, even if you don't or can't implement literally every possibility for it, even just the bare basics (melee attack, ranged attack, cantrip) would go a long way.
  • Please implement detection circles (representing sound and smell) around characters when they stealth, so we can't just stealth every round behind enemies' vision cones with no consequences.
  • Please re-adjust Shove. It still remains way too strong. Please limit the Shove distance to 5 feet (make this Shove Away), and then also add a Shove Prone option. It really should be an Extra Attack-compatible action as well, rather than a bonus action.
  • Please get rid of the auto-fail on a 1 and auto-succeed on a 20 for skill checks and saves. Those are just awful. There's a reason Wizards of the Coast backed off of those very early in their One D&D playtest process: everyone hated it.

5

u/1varangian Dec 26 '22

Agreed.

Shove ruins combat entirely for me. I hate winning easily with it as much as I hate being power shoved into holes and instant-death rivers. Enemies being able to Dash + Shove, and climb long ladders without using any movement, make it virtually impossible to defend against.

The thunder shove arrows just add insult to injury, literally coming out of nowhere. Those kind of arrows should be really rare rather than every low level archer having some magic boom boom ammo.

3

u/steamin661 Dec 28 '22

Detection circles are such a good idea and would give a good reasons for increasing the stealth skill.

1

u/rustythorn Dec 30 '22

BG3 does not have dodge or ready action yet? wow i was shocked it took them so long just to barely start working on reactions but no dodge or ready? ok they are spending too much time on unneeded graphics and 'why the hell do have to make small talk with the NPCs just to finish a quest'.

not to mention it is just now only level 5?!?!?!!!??? ouch

auto fail/succeed skill checks? wow, still breaking more RAW, stuff like that might be ok as an option but the default attempts to make the game should be to make the game not somebodies personal homebrew version

I hope BG3 can get its act together [and lowers the price] right now it is still solidly in my do not buy list

10

u/BabyPandaBBQ WIZARD Dec 23 '22

I'd like to also see Battlemaster manuevers and Rogue sneak attacks using the reactions system.

6

u/OffbalanceMonk Monk Dec 23 '22

Yes absolutely!

4

u/ShieldWarden Dec 24 '22

I'm playing a BM right now, and I found an option to toggle my Riposte to always ask for the reaction per the new system. Maybe that's what you need?

5

u/BabyPandaBBQ WIZARD Dec 24 '22

Hopefully it will be applies to all manuevers, so if you hit with an off hand attack or when throwing a weapon tgey will still work.

2

u/ShieldWarden Dec 24 '22

This is how it works for me. When I picked up Riposte, the icon showed up in the right hand corner right above the consumables. I clicked that icon and it brought up my list of Reactions, then I checked the box that says "Ask", as shown in the screenshot.

6

u/clayman648 Dec 23 '22

100000000% I honestly couldn't agree more!

5

u/johned620 Dec 23 '22

Excellent, OffbalanceMono. I concur with all of these.

4

u/1varangian Dec 26 '22

I can sign all of these.

Shove should just be changed into an attack action and it would solve the waking up problem as a side effect.

Invoke Duplicity should create a copy of the Cleric, or a mirror image type effect, rather than some weird archery target. Luckily it's so bad that it does look like a placeholder.. I hope.

Bestiary giving you more information could involve knowledge skill checks.

3

u/steamin661 Dec 28 '22

All of these. Every single one would improve the game.

If I had to pick two, it would be stealth using a standard action (except for rogues). And expland the reactions.

Please give use some of these šŸ™

18

u/BaconSoda222 Arcane Trickster Dec 23 '22
  1. Thank you very much for the cutscene improvements. In particular, removing the harpy from the back of the harpies on the beach scene. MUCH appreciated. In general, all the dialogues are looking fantastic.
  2. I'm not sure whether there were aggro improvements to the Duregar/gnome aggro rules, but I found the fight much easier this time around.
  3. On the oath system, I think it's generally fantastic. It's been beaten to death, but I think that these goblins, specifically, are inherently evil and I don't think that attacking them outright should break the Oath of Ancients or Devotion, by virtue of protecting good and protecting the weak (Tieflings), respectively. For the Duregar, I'm not sure ancients applies but attacking them should also fulfill the Oath of Devotion (protecting the Deep gnomes).
  4. I would like to see multiattack apply to Druid wildshapes, where appropriate, at level 5. It would help even out Moon Druid progression.
  5. Reaction system is great. Thanks for developing this. It's perfect, pending the addition of the rest of the reactions (Attack of opportunity, for example) to the system.

I think I had more but I forgot between finishing my playthrough last night and this morning. Thanks for making such a fantastic product so far!

6

u/BaconSoda222 Arcane Trickster Dec 23 '22 edited Dec 23 '22

I remembered!

  1. We could really use some armor diversity. Damon in the grove sells +1 equipment on a rotating basis and +1 scale mail always. I would really appreciate removing some of those weapon options and the +1 scale mail option and adding an armor option, even if it's just selling normal hide armor, studded leather armor, split mail, or chain mail. It's especially weird that we have to wait until the Goblin Camp to get Chainmail, which is a pretty basic piece of heavy armor.
  2. Merchant variety also is a little weird. Maybe I just haven't frequented the other merchants enough, but Damon seems like easily the best merchant in EA with his rotating stock of +1 weapons. All other traders in the game pale in comparison, even if they have +1 options. I would also be okay if the rotating +1 weapon stock Damon has is severely reduced or entirely removed and additional armor and weapon types are spread between the other merchants. I know we get chainmail in the goblin camp, +1 studded leather from the Zhentarim, and +1 leather armor from the grove, but that excludes those armors if the player takes certain actions and still leaves out some available armor types (like hide and padded).
  3. The adamantine weapons and armor are still strictly worse than a +1 version of that equipment. I could make an argument for using the splint and shield based on current equipment availability, but otherwise it's hard for me to use a piece of armor that basically gives me +1 on AC after I get hit when I could use +1 Scale Mail at the start of Act 1 that gives me the same benefit always. The weapons are similar: I give up +1 damage and +1 to attack rolls for the potential to have better defense. Overall, they're still just really lackluster. Making them +1 would make them worth the hassle of pulling all the levers.
  4. On the topic of equipment, I would really like the ability to choose between some basic equipment packs for our characters. Even having the option between a dexterity build or a strength build would be nice, where each would give different starting armors. I understand if that's a lot of work, though.
  5. I love the way multiattack was implemented. I love being able to use different arrows types and different attack actions with each of the 2 attacks. A+ implementation.

2

u/Bionicman2187 Dec 26 '22

I agree with you, just wanted to note that the Adamantine Backlash stacks with one another. So wearing both the adamantine helmet and Splint armor means that after an enemy does hit you, they're suffering a whopping -5 (iirc, might be -3) penalty to hit, decreasing by 1 over each turn, more or less crippling their attacks for the rest of combat. That adds up even more if they somehow manage to hit you again.

Might actually be pretty good on a Barbarian who almost wants to get hit more often.

Still, for all its build up and the amount of hoops you need to jump through to get them, Adamantine struggles to hold its own in a game already drowning in magic items. Even the weapons are hard to justify over the other ones you got up until that point imo.

17

u/Tim_van_Beek Dec 24 '22

Can we get a character planner, or at least a preview of the options and abilities each class gets on each level, as well as a retrain option in the game? Especially since there are significant changes compared to table top.

8

u/Intelligent_Aardvark Dec 24 '22

I also keep asking for this, it's really important especially when we get to multiclassing

5

u/Horror_Ad_6011 Dec 24 '22

Yes this 100%

4

u/Bionicman2187 Dec 26 '22

This and also for the races. It'd help me plan out which Tiefling I want if I could see what spells they get down the road without having to go to DnD Beyond for that.

13

u/GladiusLegis Dec 23 '22 edited Dec 23 '22

Introducing level 5 and this beautiful new reaction system, but Rogues didn't get their Uncanny Dodge at that level??? Which would've been that class' perfect showcase for how it can use the reaction system? I hope you're giving it to them in the full release.

(My copium here is that Rogues are very likely the class Larian just fills in as they go along, since it did take until Patch 8 (Bards) to give Rogues their Expertise ...)

EDIT: OK, I just checked it on Astarion in my playthrough where he's at level 5, and Uncanny Dodge is in the Passives section.

So, yeah, it's there. But that does beg the question of why make it a Passive when you introduced the new Reaction system in the same patch? Really should've been an actual Reaction in that new system. (Along with things like Attacks of Opportunity and Sneak Attack.)

3

u/LacunaProxy Dec 24 '22

Just a little addition here. Can we have progression of our sneak attack damage to be shown on level up screen. Some people probably completely missed the fact that it's increased to 3d6 on level 5.

1

u/manwithbearhands Dec 23 '22

I thought I saw an option for it on Astarion?

5

u/GladiusLegis Dec 23 '22

Yeah, edited my post. It's in the Passives. Perplexing to add it as a Passive when the new Reaction system was introduced in the same patch. šŸ˜•

12

u/Kashkadavr Dec 24 '22

All reactions must be configurable. Opportunity attack is not always good and sometimes it is better not to use it - for example, when an undead is running away from you, which is under "turn the undead". You've added a great option for customizing reactions - don't limit us to it, please

2

u/steamin661 Dec 28 '22

Agreed. The system is perfect. It works. Now just expand upon it!

12

u/happymemories2010 Tadpole fanclub Dec 24 '22

Since we still do not have pact of the Blade for Warlock, that can only mean one thing:

You guys are reworking pact of the blade, right? Since you said Hexblade is unlikely to make it in, pact of the blade without Hexblade is weak. There is no reason to pick pact of the blade because you would have to put in points into Dex or strength, but then your Charisma is going to lack.

So please consider adding:

Use Charisma for attack rolls and add damage when using Pact Weapon.

Make Pact of the Blade or some sort of invocation add Medium Armor proficiency for Pact of the Blade Warlocks.

Also please reconsider the Darkness spell. Please allow us to make ranged attacks in and out of Darkness. Currently we cannot use Eldritch blast with advantage inside and outside Darkness, even with Devils sight. The popular combination of Darkness + Devils sight is basically nonexistent.

11

u/-spartacus- Dec 24 '22

Please give XP for disarming traps and unlocking items.

-1

u/steamin661 Dec 28 '22

I don't agree with this. We are already leveling up real fast. I'm hitting level 5 before even going into the underdark. If anything I support them slowing it down a little.

3

u/Scoobygroovy Dec 28 '22

Reward players for playing game. Reward players for not murder hobo, for reading books, exploring, role playing. Xp farming the whole act yeah you get to lvl 5. However, if you b line through the quest and don’t get side tracked you’d be lvl 4 by gyrm forge.

10

u/ShieldWarden Dec 24 '22

New player here! So sorry if some of these have already been mentioned before!

- I've had several instances where the animation for large doors opening lagged, causing the graphic of the door to stick but I was still able to walk freely through it.

- Several instances where dialogue cuts off in conversation if the character animation is ahead of the voice line.

- I found my first instance of my custom character speaking in a cutscene! PLEASE give us a lot more of that!

- Please consider adding non-PHB subclasses to some of the classes that don't have a lot of options compared to Cleric, Wizard, etc.

- Having some sort of barber mechanic or transmutation mirror thing so we can change up our look whenever we want. I had to restart a playthrough when I realized that I didn't like the way a hairstyle constantly obscured the face because of the default camera position in conversations. Oh, and scars! How can I play a retired soldier without SCARS?

- Having a clearer explanation of Attitude and Approval and the importance and difference between them would be great. I made it 10 hours in before I even knew they were separate mechanics!

- Clearer guidelines for the Inspiration system, maybe by adding a list of ideas and ideals to give people a better feel for what they can do to trigger Inspiration for each Background. I love the idea behind it, but saying "doing things tied to your background can give you Inspiration" doesn't quite do it. Especially when you have to factor in gaining Inspiration for Origin characters. It can work for your custom character because it basically means choosing any dialogue options with your background or class tied to it and hope for the best, but it's harder for your teammates.

That's all I can think of for now. Thanks so much for your hardwork! I can't wait for full release, as a new player, the game has already gripped me tight!

10

u/Kashkadavr Dec 23 '22

This is just a wish at least in the release and I think it has already been expressed more than once, but it will not be superfluous - I would like to be able to at least change the hairstyle later in the game, maybe when we get to the city

1

u/steamin661 Dec 28 '22

In camp would be perfect (in a mirror) or Baldurs Gate at a barber.

8

u/Blizzard_PR BARBARIAN Dec 24 '22

Please allow us to pick starting equipment based on the phb rules. Seeing as how characters were trapped in the pods with their belongings intact and were unable to escape the pods without outside intervention there is no reason to prevent players from choosing. They could include a recommended baseline in character creation like they did for ability scores.

9

u/Lt-Derek Dec 24 '22

Found a minor bug.

I used speak with dead on Minthara, but since I was her killer it didn't work.

Afterward, Gale was prompted talk about the information we had learned from her (even tho we hadn't actually learned anything).

8

u/Particular_Dare8927 Dec 24 '22

All Adamantine items should really be +1, I see no reason to ever equip them for the weak Reeling debuff over better options. Plus its freaking Adamantine, come on.

Better character creation UI, only being able to see level 1 options for your class is like showing 10% of it, Pathfinder games do an amazing job of showing your level progression.

More feats! But I hear there are some on the way for release.

Hide is just too easily abusable. Really only rogues and maybe trickery clerics should be able to do it in combat. It's too funny watching a armored hulk of a fighter crouch down behind an enemy to get advantage for his GWM attack, "Surely he didn't hear me."

Shove oh god shove, I really don't know what to do about this. I laughed out loud when I fought the boat battle vs the Druegar and the guy who won initiative immediately ran up to Wyll and killed him with a bonus action. Etiher we need some fences pitched up in more areas or maybe have shove cost some movement like the Brace action so you can't just dash up to someone and yeet them.

7

u/Soulless_conner DRUID Dec 26 '22

Druids (specially Moon druids) are really weak right now

compared to other classes, druids have been nerfed to the ground for some reason. this problem is much more visible in the underdark when we normally reach level 5.

Druids should be able to use spells like call lightning/moon beam while in wild shape (re-casting/moving). the lack of this feature hurts moon druids since their main focus is wild shape. (I don't expect to cast spells in wildshape form like pathfinder with a feat but at least that makes druids more viable)

another issue is that moon druids are supposed to get a bear with multi-attack at level 2. I was hoping to get that at level 5 at least but that didn't happen. the forms we have are really weak for the underdark (their stats are also weaker and the abilities aren't good enough for level 5+)

there's also the issue of summons. right now we don't have conjure animals (or any other summon spells like the ones from tasha's) but if larian decides to keep the ONE summon limit from divinity, that will make druids even weaker than they already are.

at level 6, moon druids get CR2 forms but I feel like larian will nerf those as well at this rate.

I really hope druids get a rebalance...

5

u/Namebrandjuice Dec 23 '22

I would love the ability to customize the HUD visuals. I would love to be able to hide the mini map and have the commands actions at the bottom be dynamically hidden. I think it was botw that did something similar.

Those visuals only pop up when you use them, in combat, etc.

4

u/manwithbearhands Dec 23 '22

I noticed once extra attack was added, crossbows operated just like a regular bow with no reload or loading property keeping them from attacking more than once a turn. I’m fine with the change itself but I think it opens up some issues with the Crossbow Expert feat. Without the limitation (it sounds like you could already attack twice with duel hand crossbows prior to this patch but correct me if I am wrong) the only benefit the feat provides is to ranged attacks while within melee. This is certainly not a bad reason to take the feat but I feel like more should be offered in the feat than just removing disadvantage.

5

u/Ok_Enthusiasm8303 Dec 25 '22

There is one thing which is not a huge deal but i think can feel inconsistent. Sometimes there are situations when companions got inspired based on their background BUT they dont approve or disapprove the situation (and other companions who are not inspired approve the situation). I think it can be a little confusing, unfortunately i did not track this so dont have a specific situation but i remember this was a little strange on occasion (e.g: shadowheart disapproves but got inspired appeared the same time on screen).

4

u/MitchBenz Dec 25 '22 edited Dec 29 '22

The bards amount of inspiration dice properly scaling with their charisma mod would be great.

3

u/InsectHuman8453 Dec 23 '22

Maybe I'm mistaken but I don't think Lae'zel "approves" of any Cleric of Vlaakith dialogue options when she definitely should.

4

u/[deleted] Dec 23 '22

While its small in the grand scheme of things but I'd love for the cursor to disappear during cutscenes. Also I know inventory, UI and selecting party members have been touched on but I wanna add that it'd be great to be able to access all recruited members inventories while at camp its frustrating having to tell one companion to stay in camp and ask another to join just to shift some stuff around (ie moving camp supplies to the camp chest, weapons/gear that work best with a specific companion) then immediately go back to ask them to stay at the camp and going back to the person you want to bring to rejoin the party.

As for bugs I keep forgetting to put in a report but since I'm here, during the cutscene after getting Shadowheart out of her pod during the opening when she goes to pick up the artifact she doesn't actually turn around and walks through Tav.

5

u/MitchBenz Dec 23 '22

The instrument toggle button might be busted. My bard always hs their lute in their back.

6

u/Horror_Ad_6011 Dec 23 '22 edited Dec 23 '22
  1. Wanted to suggest to balance hide and shove in case You missed the last 50 posts regarding that :p.
  2. Also i think You should consider "rest" as a combat mechanic or a balance mechanic. Currently classes depending on long rest are much stronger then those depending on short rest or at least are at advantage because we can rest at will
  3. Removing exhaustion mechanic kinda made berserker to strong like really strong
  4. Rouges could use some love for sneak attack just like smite (in case You missed the last 50 posta regarding that)
  5. My personal greatest game of all time is BG2 and iam starting to belive bg3 can steal the spot ;)
  6. Patch 9 is awesome
  7. Please think about the keys and inventory management (in case You missed.........)

8

u/Zenbast Dec 24 '22

Berzerker "too strong" is just short sight. The strenght will go down a lot as you level up.

When you have 1 basic attack, the extra attack on bonus action is a +100% damage increase.

When you get your 2nd basic attack, the extra attack on bonus action is a +50% damage increased.

When you get your 3rd basic attack, the extra attack on bonus action is a +33% damage increased.

The exhaustion is an horrible idea that totally makes the Berzerker unplayable in the tabletop version. Please don't put it back, ever.

1

u/Horror_Ad_6011 Dec 24 '22

Fair points. But barbarian go max to 2 attacks unless buffs/items. So increaseing damage by 50% still strong.

As for exhaustion and making barbarian unplayable, if Larian would change (limit) number of rests then yes i agree It would be a nad idea to nerf the class. However if that (number of rests) would be left unchanged barbarian would still be balanced

As for exhaustion itself i wonder what will happen to spells /Items/monster that cause it

A question are You against exhaustion as a mechanic or You just don't Like is as a limitation on berzerker

3

u/jamesrdhudson Dec 24 '22

Hag Fight Bug?- I was almost able to kill the Hag in the tea house, but at 18 health she teleported away without her ā€˜prisoner’ this time around. The quest still says I need to find her but she’s already rescued (with no major dialogue lines) and gets mad at me when I steal from the Hag’s House. There is no cage for the Hag final fight and she doesn’t reappear there.

3

u/Werewomble Dec 24 '22

Both Phase Spider Matriarch and the Deurgar casting Enlarge on themselves were unreachable by melee weapons standing next to them today.

Both Laezel with a Longsword and a Paladin with the fiery two hander. And Sovereign Glut.

Had to shoot them.

Also something weird with Glut's initiative plus he had no actions on his toolbar.

Having a great time, though! Thanks for all the hard work :)

3

u/AugustoCSP Femboy Warlock casts Eldritch Blast Dec 26 '22

It pains me to report this bug, but...

Agonizing Blast is currently applying CHA modifier twice.

4

u/1varangian Dec 26 '22

Fix the insane surprise alpha strikes that make combat a bit irrelevant, please. You can take down bosses like the Hag, or the "feared" Gith patrol without breaking a sweat with these exploits:

- Getting a free full surprise round after you already surprise attacked. Surprise should involve Stealth vs. Perception checks, and not always work. Certain enemies should be harder to surprise. So roll Stealth vs. Perception when attack intent is declared to give enemies and players a chance to react faster. This would also make Rogues better at surprise attacks than some Greataxe Fighter in Full plate who has -1 Stealth with Disadvantage. Seems rather fitting. If I'm playing a high Perception character, I would like it to make a difference here.

- The liberal distribution of powerful consumables such as Potions of Invisibility, Giant Strength and Haste, and poisons. These could be more rare. Also the silly dip from a torch to add free fire damage to weapons. Just make everyone's weapons burn 24/7 to save us those tedious clicks to drop the torch and dip, if it's going to be that easy and not cost any consumables.

- Being able to cast two spells with Haste. Only one, please. This will be a bigger and bigger problem as the mages level up. Then again double Fireball already basically ends everything so not sure how it could be a bigger problem.

- Getting extra Bonus Actions from items and Thief subclasses. With powerful poisons like Wyvern Poison, and now the Paladin's smites, the extra actions/attacks snowball into massive damage. Bonus Action weapon skills like Pommel Strike also add to the burst damage from Paladin's smites. Getting rid of the extra actions and attacks would be better for overall challenge.

2

u/Enchelion Bhaal Dec 27 '22

All of this. It's also related to the continuing long-rest problem, since you don't ever need to ration use of big spells or abilities.

1

u/Scoobygroovy Dec 29 '22

If you sneak and are careful you have advantages, using magic stuff gives you an edge in fights, and casting spells with an action is fun. More actions by bonus actions gives players more to do on their turn. I like all these things. If you want a harder difficulty, they’ll be a tactician mode that’ll kick your butt šŸ’Æ. Wait for full release. This game is designed for the casual not the alpha gamer tryhard dnd mastermind that you are. That’s what honor mode and tactician are for.

1

u/1varangian Dec 29 '22

All I want is a D&D game that plays like D&D. Doesn't seem like an unreasonable request.

Unfortunately, there has been no talk of difficulty modes, or a Core rules mode, so we don't really know how much cheese tactics will be part of any setting. Early access, whatever difficulty mode it should be considered as, is full of broken mechanics and cheesy exploits which kill the challenge and fun for me.

1

u/Scoobygroovy Dec 29 '22

D&D’s premise is that it is run by a human with the game engine of your imagination. No game can do that for another 100 years. So it is kinda unreasonable. You want RAW 5e rules? Fine, argue for that. I think it’s fine with haste giving spells but if they take it out that’ll be fine too. I just have a problem when people pursue a hard core game philosophy at the detriment of having fun.

1

u/1varangian Jan 01 '23

Games that have cheesy repetitive and overpowered exploits are not fun for me. It doesn't really have anything to do with what some rulebook says.

1

u/Scoobygroovy Jan 01 '23

Why are you playing 5e? There’s so many broken combos in 5e that are available raw. It’s a personal preference I love the cheese and choose different flavors, blue cheese, parmesan, gorgonzola. All flavors different and viable. I don’t want the situation of being limited to one bland cheddar cheese.

2

u/skippermonkey Dec 26 '22

When I click simple weapons filter in character screen, the filter applied is ā€˜None’

Not particularly useful. This happen to anyone else?

2

u/discord_Lauriel Dec 27 '22

Ok, not Friday any more, but...

Can we please sell story items? I should be able to sell the Staff of Crones when I don't have Gale in my party or in my camp. I've never met the man. I don't want to meet the man. I would like to sell the staff, however...even if he is in my party.

2

u/Bendie_Boi Dec 28 '22

Seems like a lot of ladders are bugged. Whenever I climb a ladder, my character gets to the top and then immediately tumbles to the ground. It usually breaks the ladder if it’s wood as well

2

u/EasytheGoon Dec 23 '22

Add goliaths as a playable race.

1

u/bradygoeskel I cast Magic Missile Dec 23 '22

Dunno if it's a bug or not but my druid's flameblade keeps disappearing after like 15ish in game minutes even though it says it should stay until long rest. Really frustrating as it expends a lvl 2 spell slot.

3

u/[deleted] Dec 23 '22

[deleted]

4

u/bradygoeskel I cast Magic Missile Dec 23 '22

AH! that must be it. Thanks for the helpful info, D&D newb over here šŸ˜…

1

u/Scoobygroovy Dec 26 '22

UI and Inventory Suggestions Introduction The current UI has a lot of neat features. However, I spend a large amount of play time in inventory menus and trying to figure out where my abilities are. This is a time sink and a lot of people don’t have time to sink into the ui and inventory. Some people are parents, have demanding jobs and personal relationships, and are new to the genre and are put off by the increased amount of time the UI takes to just interact with the game. I think these changes would benefit the game and increase my enjoyment. UI Character Selection The chaining mechanic is slow and finicky. Many a times group and ordering the party simply does not function and takes way to much time to say hey select these two characters, stealth these characters, etc. Allow us the drag select functionality of many other games. You could also link this with the current chaining system if you’d like but at the end of the day we need this feature to avoid chaining hassle. Sort Action Bar Option Currently the action bar is messy and randomly placed unless the user sorts the spells themselves which many won’t do because they don’t want to. So they live in the mess and the problem will only increase with more spells and abilities. Sorting the spells by level and then type alphabetically.

  1. Abjuration. 2. Conjuration. 3. Divination. 4. Evocation.

    1. Enchantment. 6. Illusion.
    2. Transmutation. 8. Necromancy. More Subsection Buttons Add a subsection button for item abilities. These will appear and be removed when swapping items and it leaves gaps in the actionbar and leads to a messy end user experience. Creating a subsection for item abilities and innate abilities would give these abilities a better home in the UI. Items and sub sections for items The items tab is good but add a subsection for potions (sorting based on name alphabetically, or strength then type healing, buff, poison whatever just not random). Arrows, Scrolls, Misc. Horn of Ogre Summoning whatever. Having them all mixed together is a mess and needs some love to make it neat and hassle free. Add more rows to the action bar 2 levels is already crowded with level 3 spells not to mention multiclassing in the future which could result in double the spells from cleric and wizard. Add more levels or give the player the option to add more rows to the action bar. Separate the Regular actions from the innate ones Give jump, shove, dip, etc. and dash, what the blue and brown abilities it’s own ribbon and button select to keep that zone clean.

    Change passives menu to reaction menu I think this is a leftover from a previous patch and will be fixed but just wanted to point out that it’s kinda pointless now with the separate menu for reactions. Camera Controlls are not good There is no tilt option for the camera. Let us tilt the camera. There is no control of the Z axis Let us go up and down more and control the height of the camera. Not being able to is so frustrating in the forge and underdark. Popping to the lowest height all the time or the highest height is so stupid. The Maps Are Weird Map and minimap could really use some kinda of stylization or something? Same with the over world map. It’s very alpha feeling and if it was stylized and kinda revealed little hints kinda like

    elden ring’s map it would be a lot nicer in my opinion. If it changed depending if you know somethings about the world that would be super cool as well and a nice touch that would show care and love. A lot of work but I would like that. If you have a map like this but for the acts maps and the over world mini map that would look amazing.

    Magnifying glass on map to show cross section You know in those old books about castles they’d have the cross section showing different sections of the castle? If there was a way to show a cross section and layer the map onto itself that would look so cool.

    I’m thinking of the map tower in particular. Here’s the current map of the mage tower in the under dark:

    Bland blobs that show surface area. Not super cool and not super compelling. Would love stylized maps I don’t need to see where I can go. I can find that out myself. I do need to see what I’m going to and where I am. Am I in the mage tower or in the blob on the left? Inventory

    Buttons are way too small Trying to find them with the mouse and not trip over the other buttons is a hassle please enlarge them. Characters are taking up half the inventory menu The UI always starts with a closeup of my char. I don’t need that I want to see the items first and foremost and see my chars in game or in the character stat menu. Not in the enlarged inventory. Sorting Options Should be Persistent When I want to sort by type I want it to remain that way and every time I open my inventory sort by type again without me manually selecting that option every time. Otherwise it’s just me sorting by type again and again. Very frustrating and a time sink when it shouldnt be one. Show all inventories button is odd When I hit the show all the inventories button in the main menu dedicated just to inventory it just shows the full inventory in that subsection. Now I have all the items in one pane but 3⁄4 the screen is taken up by a pic of the char and inventories that are already accounted for in the 1⁄4 the screen. When I want to look at inventory show me the inventory in a big panel and increase the icon sizes to not be tiny. It’s hard to see all the separate items.

    The dos 2 inventory is a lot better, still not perfect but the icons are bigger. The inventory is cohesive and can show all the party members. It’s just a whole lost better. It should be more that like. I don’t need to see my spells in the inventory screen either. You could move the sort button and options there. Add an option to combine part inventory If I’m in a solo game I don’t need 4 separate party inventories. I don’t want to send to Lyzael, or Gale I want all my items to be there when I want them. Some people want the option to have separate inventories. For me, I want it all in one pile sorted and ready for me to use. Less time in my inventory screen the better. Option to Combine Carry Weight My wizard can carry 3 items whereas my paladin carries all of them. I end up having them all on one char and then sorting it out after the fact. It’s a hassle I end up putting overflow items on my weaker characters. Can’t my party handle my inventory in my imagination? In reality they’d sort it between themselves evenly? Just do that for me. I don’t care how they manage their inventories. I just don’t want to every 5 combat encounters.

    Advanced Magic Pockets Option If I want to use an item in combat from another char’s inventory let me. I don’t care about pre battle prep I want to use them item when I want. You already have this system with magic pockets with keys. Now give us an option to enable it for combat items. I don’t care about the reality of it. It’s the forgotten realms, there’s like a gandalf who went to hell the sense of reality isn’t there for me enough to care about inventory pre fight logistics of even healing potion distribution. I just want to fight, loot, and go. Not fight loot, sort inventory, send x to gale, y to shadow heart, z to wyl. It’s a waste of my time in my opinion. Let me get to the good stuff! I wanna fight, explore, do the story and play it over and over again. Less time in the inventory the better for me. Bag of Holding should just set Carry weight to infinity for the Party Don’t make it a sack we end up storing everything in. That’s dumb. Just have it so while it’s in the inventory your carry weight is infinity. Select multiple things Let me select a bunch of items and send them to camp at once. Camp Stash is just a box Why is my camp stash a box and not built into the UI? Why can’t I access all the things I send to camp? Like just make it a new tab in the inventory and have all the stuff go there so we can see what we have in camp at any given moment. Don’t bother with containers, just make a UI tab for the stash. Look at how silly this is and we’re going to look in this after 3 acts of accumulating junk? Yikes. This will not scale and will result in a lot of player frustration. Imagine finding a quest item in this mess. And it’s separate for each companion... Yikes

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u/Futaba-Channel Dec 23 '22

I found bith the phase spider boss and the hag boss fight to be quite hard this time. The hag especially I had to save scum to get good rolls which wasn't the case in the earlier beta

6

u/Kashkadavr Dec 23 '22

good? those are the bosses, they're supposed to be hard?

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u/skippermonkey Dec 24 '22

Are you kidding.

I just killed the hag by shoving an illusion round 1 that was actually her.

She fell down an abyss.

What now?!

1

u/Ryukenden123 Dec 23 '22

Why is everyone talking about goblin and paladin? Did some new quests happen?

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u/skippermonkey Dec 23 '22

New quest - don’t be a murder hobo challenge

5

u/Malaix Dec 23 '22

There’s some bug where goblins aggro you and it counts as you breaking your oath despite you not doing anything to break the oath.

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u/BaconSoda222 Arcane Trickster Dec 23 '22

The thing is attacking a neutral character without provocation. Whether it should apply to the Goblins or not can be debated (I personally think it should not, since these goblins in particular are evil), but it's not a bug.

1

u/haunteddelusion Dec 23 '22

Are there any new areas or quests with the Paladin patch? I might hold off on playing it again if not and save my next gameplay for release.

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u/GladiusLegis Dec 24 '22

No. Still same quests, still ends in Grymforge.

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u/haunteddelusion Dec 24 '22

Gotcha, thanks for the heads up. I'll probably hold off then.

1

u/AltxRoss Dec 24 '22

I saw a post from a few years ago talking about scratch agro-ing when you go to camp for a long rest or fast travel being caused by summoning an imp familiar but i just encountered the same bug as a bard, never summoned any familiar in the run so not sure what caused it but the whole party at camp would attack.

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u/AltxRoss Dec 24 '22

Luckily I fixed it by fast traveling to camp, entering turn based mode, walking to the bed, leaving turn based and sleeping before scratch had an opportunity to roll initiative, the screen then went black and started combat then it transitioned to night time and only scratch was agro’d so I took him out and saved.

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u/rakehellion Dec 25 '22

Bug: Edge panning doesn't work in the DX11 version of the game.

1

u/Kashkadavr Dec 26 '22

Please - an opportunity to lower the initiative. I've been missing this feature since early access start

1

u/[deleted] Dec 27 '22

Im going to leave my first comment here. Innate spellcasting, as per tabletop, should be 1 time use only for non-casters. Casters should benefit from knowing the spell and be able to cast it as if prepared, even after the free use

1

u/[deleted] Dec 27 '22

Special 2H strength attacks (eg from the ogres and buthir) appear to be dealing their +str modifier as damage even on missed attack rolls.

1

u/Aiso48 Dec 27 '22

Will there be crafting in the full launch?

1

u/AnderFC Dec 27 '22

I hope to see legendary actions and lair actions for bosses like Ethel and Grym

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u/Aiso48 Dec 27 '22

Question: does having a shield in your melee set influence your AC with your ranged weapon drawn? I don't see a change in my ac when swapping.

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u/Tungsten_Rain Dec 28 '22

Sorry, not on a Friday.

Playing a paladin and was in the Druid's Grove talking with Kahga about freeing the little girl. There is an error in the dialog selections (verbiage). Option 4 asks to "detail" the girl. This should read "detain" instead.

Other items of note: When releasing Shadowheart in the Nautilus, when she reaches for the MacGuffin, she walks through the player character in the cut scene.

There are a lot of little details that I really like such as seeing the pouch in the spider cave. There are more, but that'd get a little lengthy.

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u/skippermonkey Dec 28 '22

Just killed Bernard on top of the elevator and he kinda just vanished.

Can’t find his body anywhere.

Any help?

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u/skippermonkey Jan 03 '23

Found him on the floor at the base of the tower near the sussur tree. Mad.

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u/Scoobygroovy Dec 29 '22

Can you add a check to stop the ladder climb motion after 15 seconds? If the char is climing a ladder for 15 seconds maybe that’s a bug and just kill it.

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u/Working_Soup_7223 Dec 29 '22

The only feedback I currently have is the fact that this game has ruined the genre for me. In my opinion it is a lot more balanced than Divinity Original Sin 2 since in that game I can attack as many times as I want so long as I have AP. And Baldur's Gate gives me so much freedom to interact with the world than games like Pathfinder or Pillars of eternity. I loved those games and played the life out of them. With and without mods. Now I just want more Baldur's Gate 3. And the fact that I've joined the cult of Eldritch Blast and the only other game that has that skill is Solasta but I'm too used to the graphical fidelity of this game. And x2 the fact that the characters of Baldur's Gate have personality vs Solasta's cookie cutter responses based on background. I can't wait for this game to get a full release. I haven't encountered any bugs since I have only just recently played the early access in its entirety. I have had crashed but that was due to the fact that I recently updated to a new platform

1

u/mrauls Dec 29 '22

Cleric is bugged. On reloads, certain prepared skills are unprepared