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Post by kingbambino on Sept 14, 2023 15:32:50 GMT
Well this game is the absolute bollocks isn’t it! I’ve never really been a fan of rpgs but this is a breath of fresh air and I’m totally hooked after 3 hours or so
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Post by salaman on Sept 14, 2023 19:36:41 GMT
Well this game is the absolute bollocks isn’t it! I’ve never really been a fan of rpgs but this is a breath of fresh air and I’m totally hooked after 3 hours or so I've not had a chance to play in almost a week but it's been lurking in the back of my mind the whole time. On more than one occasion, I laughed out loud. This was one was scripted: Other times, it was just something random or unexpected that happened in a fight or in the world. There's some event worthy of retelling almost every play session. The last time I played, I accidentally got in a fight. Then I reloaded, prepared, got in position. Things went tits up again. Then I did all preparation and positioning again (and saved!). I think it didn't pan out as planned, so I reloaded again. 3rd time I'm attempting this somewhat tough battle, I happen to cast crown of madness with a 30% chance but it sticks. The enemy run over to an ally and attacks them. But then they run up to the most powerful enemy in the bunch, shoved them right into an abyss. It felt like watching an unexpected but welcome fumble and turnover in an NFl game or something. =)
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Post by docrob on Sept 14, 2023 20:57:42 GMT
I have 62 hours in the game, and I’m still in Act 1. In fact, I don’t think I’m even near the end of it.
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alastair
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Post by alastair on Sept 15, 2023 8:45:19 GMT
I am approaching the adamantine forge. I think.
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dogbot
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Post by dogbot on Sept 15, 2023 8:49:11 GMT
I looked up from playing this last night and it was midnight, everyone had gone to bed and the house was dark and empty. Whoops. It was foolish of me, a level three mage, to try to... Take on the three Goblin Leaders in their lair, surrounded by all of their mates[/spoilers]
So soon, wasn't it? It didn't last long.
Should probably go back to exploring.
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alastair
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Post by alastair on Sept 15, 2023 8:58:31 GMT
I looked up from playing this last night and it was midnight, everyone had gone to bed and the house was dark and empty. Whoops. It was foolish of me, a level three mage, to try to... Take on the three Goblin Leaders in their lair, surrounded by all of their mates[/spoilers]
So soon, wasn't it? It didn't last long.
Should probably go back to exploring. Yeah, I've suddenly realised it's half eleven when the last time I looked it was quarter to ten. You can sneak around a lot. Climb a ladder or two and see if you can snipe away at a few folk to even up the numbers. And save just before you try anything bold!
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Garfy
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Post by Garfy on Sept 15, 2023 9:02:47 GMT
All mages at reaching level 5
"FIREBALL!!!"
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dogbot
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Post by dogbot on Sept 15, 2023 9:07:44 GMT
Just call me Arrowbutt. But one day, I'm gonna be powerful. Then they'll see.
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Vandelay
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Post by Vandelay on Sept 15, 2023 9:11:14 GMT
Is it just me or are the heal abilities really shit? Maybe I'm just getting unlucky rolls or I've missed out on buffs I should have added to them, but I only ever seem to get single figure amounts of heal. That was fine back when I was level 2 or 3 and only had 25-35 health in total, but now I have a couple of characters over double that it seems a waste of a spell slot.
I've got a couple of variations of heal, one that is just one person heal, one that also cures some debuffs and another that heals multiple allies, but they all do the same amount of healing.
See lots of comments saying how great Clerics are, but as my main healer Shadowheart feels a bit useless to me at the moment. Feel like I'm missing something.
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askew
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Post by askew on Sept 15, 2023 9:13:05 GMT
I'd sack them off: playing on normal difficulty and there have been enough healing potions, and unlike some of the spells you can actually use them in combat! Throw them at your friends and they'll heal in the splash damage.
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MolarAm🔵
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Post by MolarAm🔵 on Sept 15, 2023 9:14:52 GMT
Honestly, it's so easy to short rest in this game that I'm not sure I'd even bother with healing spells. Particularly low level ones.
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Post by gibroon on Sept 15, 2023 9:16:39 GMT
Is it just me or are the heal abilities really shit? Maybe I'm just getting unlucky rolls or I've missed out on buffs I should have added to them, but I only ever seem to get single figure amounts of heal. That was fine back when I was level 2 or 3 and only had 25-35 health in total, but now I have a couple of characters over double that it seems a waste of a spell slot. I've got a couple of variations of heal, one that is just one person heal, one that also cures some debuffs and another that heals multiple allies, but they all do the same amount of healing. See lots of comments saying how great Clerics are, but as my main healer Shadowheart feels a bit useless to me at the moment. Feel like I'm missing something. I agree with this, its strange that other spells seem to upgrade as you level up, from a 3 die roll to a 4 die roll but not for healing spells. Shadowheart does have a buff that gives you maximum healing for 10 turns, can't remember what it is called though.
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alastair
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Post by alastair on Sept 15, 2023 9:23:40 GMT
I found/bought a circlet that offers two healing spells. My party are at 5th level now and I have to say I haven't had too big a problem with healing so far. Possibly because I'm playing on Easy. But as Molar says, short rests are easy to do. Interesting that you're limited to 2 before you have to long rest. I don't recall that being in the rules. My group don't have a limit, but the DM may decide to encourage wandering monsters...
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Vandelay
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Post by Vandelay on Sept 15, 2023 9:30:43 GMT
Ok, sounds like I probably shouldn't bother with them then. Think I'll do a bit of a respec on my Shadowheart and focus on buffs to prevent damage in the first place rather than heals for after it has happened.
She does have an awesome Spirit Guardians spell that has been particularly handy in Act 2 with all the undead about (as long as she can keep her concentration going!)
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Post by gibroon on Sept 15, 2023 9:33:24 GMT
They are more of a slight buff to health than anything life saving although a heal will get a downed ally up again.
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alastair
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Post by alastair on Sept 15, 2023 10:08:21 GMT
Buffs and debuffs are where it's at. Bane for example. Although, remember that she can only support one Concentration spell at a time. Very good game design by WotC. Same with attuned magic items*, which doesn't seem to have made it into BG3.
*An item can be attuned to only one creature at a time, and a creature can be attuned to no more than three magic items at a time. Attuning to an item requires a creature to spend a short rest focused on only that item while being in physical contact with it. Previous versions of D&D resulted in characters literally dripping with magic items and being somewhat overpowered as a result.
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Vandelay
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Post by Vandelay on Sept 15, 2023 10:12:08 GMT
Although, remember that she can only support one Concentration spell at a time. Yep, something I regularly do forget! Wish I could (and maybe I can, not checked) enable a pop up to warn me I'm about to end a concentration spell, as I regularly do this.
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Garfy
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Post by Garfy on Sept 15, 2023 10:15:06 GMT
Same with attuned magic items*, which doesn't seem to have made it into BG3. Larian definitely went with the divinity approach to magic items rather than the dnd
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alastair
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Post by alastair on Sept 15, 2023 10:15:32 GMT
Yeah, I've done it a couple of times too... And I also need to take a bit of time to organise the Action wheel to move my most common actions to the first one.
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Post by skalpadda on Sept 15, 2023 11:22:33 GMT
Is it just me or are the heal abilities really shit? Maybe I'm just getting unlucky rolls or I've missed out on buffs I should have added to them, but I only ever seem to get single figure amounts of heal. That was fine back when I was level 2 or 3 and only had 25-35 health in total, but now I have a couple of characters over double that it seems a waste of a spell slot. I've got a couple of variations of heal, one that is just one person heal, one that also cures some debuffs and another that heals multiple allies, but they all do the same amount of healing. See lots of comments saying how great Clerics are, but as my main healer Shadowheart feels a bit useless to me at the moment. Feel like I'm missing something. Utility and unique ways of doing damage is what makes Clerics really powerful. Especially in Act 2 they can completely dominate fights with Turn/Destroy Undead and Spirit Guardians, even more so if you got the legendary mace from the Mountain Pass (AoE blinds Fiends and Undead). They also get some of the best summons later on (Planar Ally and Conjure Elemental).
You're not really meant to be able heal away all damage you take, but healing is still very useful sometimes, just to keep people in the fight.
(Sorry this next bit got long and nerdy, but I got curious myself and did some light digging)
There are items that interact with healing spells and make them much more powerful. For example if you have either the Hellrider's Pride (act 1) or The Reviving Hands (act 3) gloves along with The Whispering Promise ring, you will automatically cast Bless and Blade Ward for two turns on anyone you heal, which is very strong. One Mass Healing Word will then heal and put two strong buffs on every friendly target in your healer's line of sight, including summons.
We can take it further though. There's another ring, and some boots that also boost healing spells, though not as insanely much. This amulet lets you freecast Healing Word and Mass Healing Word once per long rest. Add in the Beacon of Hope spell that forces max rolls on all healing.
With all that, in one turn, a Cleric with 20 WIS can cast a free lvl 3 Mass Healing Word (4+10+2 healing) with their bonus action and a lvl 5 Mass Cure Wounds (24+10+2) (you could upcast both but it's not worth it). If we assume our party is 4 characters and a summon and they're all hurt:
52 healed per character (260 total) +3 temp HP to everyone
Blade Ward on everyone for two turns.
Bless on everyone for two turns.
If you go Life Domain Cleric you also get a little more added to every heal (+14 for a lvl 5 spell) and two strong AoE heals per short rest that use Channel Divinity instead of spell slots. (The above example would be 74 healed per target, 380 total.)
So you can actually heal a lot if you build for it, but I wouldn't recommend it for BG3 as you'll almost always be better off with more damage and utility (unless you really want to roleplay a healer of course).
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Vandelay
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Post by Vandelay on Sept 15, 2023 11:43:12 GMT
(Sorry this next bit got long and nerdy, but I got curious myself and did some light digging) Don't worry about getting your nerd on. That's all interesting stuff to me too! I do have Turn Away Undead and also the mace from the Mountain Pass. The Turn Away I should definitely be using more than I do. The mace I keep saving for the right time and then end up not using it as much as I should. I have a lot of spells on Shadowheart, which probably doesn't help me. Doing a respec and culling those that I really am not going to get use out of should help streamline things a bit more (it really doesn't cost much at all to respec).
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Post by skalpadda on Sept 15, 2023 12:02:12 GMT
The benefit of the mace isn't really the Sunbeam (though that's awesome too) but that it automatically blinds all fiends and undead in the light radius (a few meters). So you can cast Turn Undead (which should be upgraded to deal damage around Act 2) and Spirit Guardians and just run circles around the enemies. I think (I haven't tested it) that you can even give yourself Sanctuary and run around with impunity while Spirit Guardians ticks away, as long as you don't cast anything else. You can also give her the boots or necklace that lets her cast Misty Step for more mobility (run into one group of enemies with Spirit Guardians on, then teleport into another). Then there's this ring, which puts a debuff on anyone you hit while they're illuminated, and the mace illuminates everyone in Spirit Guardians range. And these gloves, which put the same debuff on anything you hit with radiant damage. So now they're all Blinded and have a penalty to attacks, so they have a very poor chance of hitting you at all (and you have advantage on hitting them). It can get pretty silly.
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zephro
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Post by zephro on Sept 15, 2023 12:03:58 GMT
Same with attuned magic items*, which doesn't seem to have made it into BG3. Larian definitely went with the divinity approach to magic items rather than the dnd I'm thinking the opposite which is why they're not deeply annoying like in Divinity.
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dogbot
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Post by dogbot on Sept 15, 2023 12:06:08 GMT
(Sorry this next bit got long and nerdy, but I got curious myself and did some light digging) Don't worry about getting your nerd on. That's all interesting stuff to me too! And me, although I may not get that deeply into the numbers, but it's interesting reading about how other people are handling certain functionality. This is, all things considered, probably one of the best places to get your nerd on about game mechanics.
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Post by skalpadda on Sept 15, 2023 12:57:03 GMT
I think if you break things too much there's a real risk that it stops being fun.
I try not to think too much of numbers when I'm playing and on the first run I just leveled everyone straight as their origin classes and picked whatever seemed cool when they leveled up. On a second run it's harder to resist the urge to figure out the numbers, but I still try to go for fun/weird/flavour stuff rather than make things as powerful as possible.
Like you can make a bard/rogue/fighter with double crossbows that can burst out 12 attacks in one turn, but that's just a very powerful one-trick pony that's going to be kinda boring to play.
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Vandelay
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Post by Vandelay on Sept 15, 2023 13:04:13 GMT
Although I mostly agree and I'm certainly not much of a min/maxer, I don't regret using that guide to make my Astarion a Rogue/Fighter mix. Seeing him suddenly deal 40+ damage will never get old.
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Post by skalpadda on Sept 15, 2023 13:45:29 GMT
Yeah, coming up with things that work is obviously fun and seeing your characters get stronger is the main mechanical hook of RPGs. I'm just saying it can take away from other things if you go totally overboard.
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Frog
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Post by Frog on Sept 15, 2023 13:46:38 GMT
The good things is by those numbers being there, you can read it, adopt the knowledge, with no need to do the maths yourself. Congratulations you have become a better player without doing any hard work
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Post by skalpadda on Sept 15, 2023 14:01:31 GMT
(I dun counted bad. That Swords Bard/Fighter/Thief could get 14 attacks off with Haste, Action Surge and whatever the extra bonus attack from Thief is called. 4+4+4+2. And you'd deal an extra 12 damage on each attack since you could take both Sharpshooter and the Archery fighting style. Seems balanced. This is what I mean when I say "go totally overboard".)
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MolarAm🔵
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Post by MolarAm🔵 on Sept 15, 2023 14:04:55 GMT
I don't think you could do Spirit Guardians and Sanctuary at the same time, I think they both require concentration. Though I suppose it might be possible if someone else casts Sanctuary on the Cleric.
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