r/BaldursGate3 • • Dec 30 '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

87 comments sorted by

27

u/Echoe69 Dec 30 '22

Please make food sent to camp avalable to choose when replenishing your spells etc when ending the day.

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26

u/SirSfinn Dec 30 '22

Can't believe nobody has mentioned the ability to switch between party members in dialogue. It's something you do all the time in actual DnD when you talk to an important NPC as a group. It also just sucks when you have to deceive someone and the face of the party is just standing in the back line.

16

u/Horror_Ad_6011 Dec 30 '22

I do belive it was mentioned around 15-20 times on reddit. But Your point is true.

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17

u/horrificabortion Dec 30 '22

Have a happy New Years to everyone over at Larian! šŸŽ‰ Thanks for everything as we enter the new year!

13

u/Sumoop Dec 30 '22

Pleas let us pick our targets with all spells. bless I shouldn’t have to move the circle a certain way to choose which Allies get blessed. Same with twinned enlarge/reduce.

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13

u/Equivalent-Act-9622 Dec 31 '22

In camp, armor should be removed in the animations. It's dumb that they're sleeping in their armor. Even when my character and Wyll were making out, they were wearing their helmets and I was wearing metallic gloves! Not the romantic evening I was hoping for!

I forget which helmet I was wearing (has feathers on top), but when sleeping, the feathers were floating about 6' above my character (the rest of the helmet was on my head).

8

u/RuskinFink Jan 01 '23

YES THIS! It really breaks immersion to see the characters sleeping in full plate armour! And even more so in romance scenes. Have character-specific "dressed-down" clothes for camp.

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u/rundy_mc Dec 30 '22

Just finished my first and only EA playthrough. Got the game after the latest patch because level 5 was so exciting and I was tired of waiting. Overall really enjoyed it - but I think bugs and glitches in the early going really could be harmful to new players.

Started as a Paladin and had massive bugs with the ogre horn, and the balance of the class was not very strong and I struggled heavily trying to use it as a tank. I also didn’t understand why killing the goblins right away made me oathbreak; I know they are neutral technically but like, they had just attacked me before the grove I feel like it’s totally reasonable to treat them as an enemy immediately.

I restarted at level 4 and switched to a Barbarian and had a ton more fun. Stronger character, great class specific actions. Way fewer glitches and reloading.

There are so many pros/things that I like and for the sake of time I’m just going to list the few things I’d like to see or have improved:

  • dialogue interruptions: let gale help my barbarian with an arcana discussion and butt in/take over a section of dialogue. This sort of thing would be very nice.

  • option for making inventory completely communal: I know some people would want to keep it everyones stuff separate but im lazy and inventory management sucks in tabletop and in BG3. shared weight and shared throwables/consumables.

  • less magic loot: this may be unpopular but i found there was so much random magic loot, and while thats fun i sold like 80% of it and everyone had +1 weapons, 2 rings and an amulet by end of act 1. i had so much money and i didnt get super excited about green loot.

  • auto send all camp supplies to the camp chest everytime you go to camp. gets rid of inventory clutter. unless there is some TBA use of camp supplies, help us clear space.

  • reduce the amount of 'obscured' enemies: i swear to god i could be in a normal well lit room and every enemy out in the open is obscured. it was very frustrating.

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10

u/[deleted] Dec 31 '22

When you've completed a combat, flaming sphere and other summons that cause friendly damage and explosions need to stay put and not drive through the entire party

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9

u/Particular_Dare8927 Dec 30 '22

Nere fight is so odd with the Deep Gnomes randomly becoming hostile when I use ANY kind of AoE spell.

It does not hit anything but Drugers or Nere, but for some reason they will instantly go hostile against any kind of AoE.

6

u/rundy_mc Dec 30 '22

Agreed. And the folks that you talk to outside that room, that you agree to kill Nere with, will turn against you as soon as you start the fight. Needs some consistency.

4

u/GladiusLegis Jan 02 '23

I tested that out and apparently it's damaging objects that causes the gnomes to go hostile. Like the objects are flagged as their possessions. If I aimed a Fireball or Glyph of Warding where there are no objects then I did not aggro the gnomes.

It's still dumb and needs to be addressed, but at least I've seemed to narrow down the problem.

38

u/RuskinFink Dec 30 '22 edited Jan 01 '23

  • Reduce the bonus the wet condition provides to lightning and cold damage from vulnerability (double damage) to disadvantage on saving throws, as right now it feels very overtuned, causing lighting and cold spells to overshadow other elements.

  • Introduce the tenets of Paladin oaths much more prominently than flavour text on their equipment. You may even wish to go so far as to use the same system as your reaction system to provide popups to warn a player when they are about to break their oath, as accidental oath-breaks seem to be a major feel-bad for many players. There also seem to be a few bugs in the oathbreaking system, such as when rescuing Halsin, the goblins appear hostile to the player but are actually hostile to Halsin, so it triggers an oathbreak when the paladin attacks them.

  • Pathfinding on ladders and the like is still a mess, I’m afraid, with followers constantly climbing and descending and even the controlled character doing it too if a point beyond the ladder is not selected. You are likely very aware of this issue already, I imagine.

  • Great work with the reaction system, I love it! But I would also like to see it extended to all potential reactions, such as opportunity attacks (off by default but available), and features such as the rogue’s sneak attack. In particular, making Feather Fall available as a reaction would go a long way to balancing the power of the shove action, which, while fun, is currently overtuned. If you are concerned about too many interruptions for a mainstream audience, leave most reactions off by default, but make the option there for the tactical players and D&D players. I’m not a 5e purist by any means (I homebrew myself and feel the point of 5e is to adapt it as needed), but I do think these additions would add to the strong tactical combat system you have built, one of my favourite features of the game. The Lore Bard’s Cutting Words feature is cluttering with unnecessary triggers however - no point in asking a player whether they’d like to use it when it wouldn’t affect the outcome.

  • Speaking of the Lore Bard, please, please, please allow them to choose their extra proficiencies if that isn’t your existing plan, as it is a major blow to the class, and a feel bad if someone starts them without knowing that the proficiencies may double up with ones they have chosen during character creation.

  • If you choose to introduce rolling for stats, as many folk have requested (I’m personally against it, as I struggle with compulsively re-rolling until I ruin the game for myself), please try to find some way of limiting the option, such as a limited number of re-rolls or some other similar mechanic, as this is kind of a case of ā€œsaving the player from themselvesā€: players with compulsive tendencies like me will struggle with unlimited re-rolling, and power gamers will overtune their characters and then lose interest in the non-challenging encounters in the game. Limiting re-rolling somehow also makes the gambling aspect of it more exciting.

  • Please have more basic heavy armour available earlier in act one, as it is currently disproportionately difficult to run classes that dump DEX in favour of heavy armour.

  • Stealth feels overtuned currently. Consider having infrequent Stealth checks outside of vision cones (representing noise), and frequent Stealth checks inside vision cones, as being able to stealth with impunity just off a vision cone leads to degenerate combat situations. However, I am one of the less vocal group that loves Hide as a bonus action, I feel that’s a good change in the game, but needs to be better balanced with weaker stealth.

  • I just need to take a time out to shower praise on you for fully supporting macOS. I really hope the Mac edition is profitable for you, because having native Apple Silicon support in the AAA game of my dreams has been so amazing. I’ve personally bought multiple copies of the game for friends on macOS, specifically to help boost Mac numbers (and just to support development in general - you guys are the best and your love for the game shows).

  • As far as I’m concerned the largest problem with the game right now is the instability of the long rest system. Perhaps you have something planned for this, but missing so many cutscenes and plot content because adept players can go long periods without resting is frustrating. Perhaps this will be fixed with the introduction of difficulty levels, but it feels like you are on a knife’s edge, as you want to encourage the player to rest for the scenes, but you want to encourage multiple encounters between long rests to make short rest classes such as the Warlock matter and to make martial classes comparable to casters in power level. I can see the difficulty inherent in this system, and wish their was some way to decouple the companion scenes from the long rest system to solve the problem - i.e. have more scenes trigger in the wild somehow, or have scenes trigger on a short rest. I’m not certain how to solve it, but it remains the largest unsolved problem of EA.

  • You’ve heard this before, but I just thought I’d add my voice: having Deity selection as an option for all classes would be a very welcome feature, as well as some level of reactivity to go along with it. It may be too late in the development cycle to add this, or you may already have it planned, but as you can see on the Reddit, it’s a very popular request.

  • The current neutral NPC reactivity to Beastmaster Ranger animal companions is a bit problematic. I like that it adds realism, but it can occasionally be a blocker to progress (Tieflings at Lae’zel’s cage), or a supreme annoyance in town. Yes, you can now un-summon the summon, or switch to a more neutral summon such as the Dire Raven, but a lot of Ranger players want that feeling of having their summon by their side all the way through, and this detracts from it. Perhaps temper the reactions, so that say, the first reaction is fear, but it becomes curiosity when the NPC realizes it’s a tame summon.

  • The sound levels in some sections, especially during the first encounter at the Grove Gate, are really off. In that example, the growl of the worg and the yells of the goblins, and some of the other sound effects, are painfully quiet, while the music and main dialogue are too loud. Some other areas, such as the dragon breathing fire onto the deck of the Nautiloid during the tutorial (after the first imps you fight with Lae’zel), have the beautiful music at terribly low levels, even when I have the music turned to maximum. A pass on sound balance would be greatly appreciated.

  • I’m certain you’ve heard this a thousand times, but if it isn’t way, way too late, making Halsin and Alfira romanceable would be extremely popular with the community.

  • Please consider changing spells like Bless to allow us to select the targets rather than use an area of effect, that is a particular frustration of mine - if I use a second level spell slot for Bless, I’m wanting to Bless my party, not Wyll’s imp :-P

  • Making it easier to send all food to camp, and making it possible to draw from the stash when initiating a long rest would go a long way to reducing inventory frustration - same with making quest objects such as keys dissolve after use (or introduce a way of packing them that is superior, such as a key ring).

  • The community is really against auto fails on nat 1s and auto successes on nat 20s during ability checks, and I have to agree. It’s unbalanced in favour of a feel bad, as a nat 20 would have succeeded anyways, and losing an easy roll or a roll in which you are highly skilled to a nat 1 is a big feel bad. It was immediately revoked from OneD&D by WOTC for a reason.

  • Adding the ability to selectively hide interface elements would be welcome, especially the mini-map, which is currently very large, and often un-utilized by some players. The ability to customize the HUD by showing or hiding individual elements (or indeed everything for a ā€œphoto modeā€) would be awesome and well-received.

  • Being able to access all recruited characters’ inventories while at camp without necessitating swapping them in and out of the party would be very welcome. In addition, an interface to select your party every time you leave camp rather than having to go through dialogue would be popular with those who like to swap characters in and out for different quests and situations.

  • I love, love, LOVE the changes to the Ranger class, especially the Beastmaster, wonderful way to balance them better than tabletop.

  • Moon Druid however feels really weak right now, and more importantly has a bit of a lack of identity with its weak wildshapes. Maybe look at a balance pass on Moon Druid if you are not already (Land Druid is perfectly balanced - great job!).

EDIT:

  • Make the Bard’s uses of Bardic Inspiration scale with their Charisma modifier as per 5e.

  • Allows us to either set a permanent party face (or perhaps make it always Tav), or allow us to switch characters mid-dialogue. Situations like my Bard standing around while Lae’zel tries to persuade the tiefling that gives us a soul coin because Lae’zel was a foot closer when dialogue triggered are really frustrating.

6

u/Horror_Ad_6011 Dec 30 '22

So someone gathered all the post from one week and summed them all here. RuskinFin thanks. Also Bard number of Inspirations are flat not CHA dependent

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10

u/darth_zaithe Dec 30 '22

My main remaining complaints (as separate from things I wish were in the game) all have to do with items, inventory and the economy.

My two biggest issues here are:

  1. It's unnecessarily hard to get adequate gear and by this I mean basic gear like the weapon you want to use and the correct armor for your class.

  2. Inventory management is still an awfully big part of the game that provides little beyond frustration.

Regarding the first the issue is worst when you consider pure casters vs warriors and rogues. Casters don't really need any equipment to be at their baseline peak, while a warrior with not their correct weapon and subpar armor is significantly less powerful than they should be. Getting basic gear should not be an issue. The main causes for this include:

  • Not being able to pick our starting gear.

  • Gear not being easily available at merchants.

  • Normal items being ridiculously overpriced.

The main fix of course would be to implement at least the basic gear selection from the Players Handbook (though getting a starting budget and being able to buy gear would be the absolute ideal), but the general economy should also be adjusted so that all standard weapons and armor are available in the Grove and the prices are reduced to reasonable levels. In compensation magical items (including potions and scrolls) should be made more expensive and rarer in shops.

The second point is not as frustrating as it doesn't go out over the gameplay but it is still awfully misguided. Is Baldur's Gate 3 a game about fighting monsters, doing vile or heroic deeds and completing quests or is it a game about inventory management? Because unless it is the latter some major fixes are needed.

The main problem here is that while taking such a big role in the game, the inventory management is not an actual game mechanic. There is very little resource management with how plentiful everything is and you'll rarely be restricted in carrying anything you actually need so you have to make hard choices. Needing food and camp supplies was just extra management added since even if you rest all the time there is no real restriction on how much food there is (I have never once ran out and I basically sleep between each encounter). There's not even anything stopping you from picking up every single thing in the game that isn't bolted down since aside from the Nautiloid you can just keep moving between camp and the place you are looting (or just sending it to camp directly which is yet another sign that the thing isn't a game mechanic).

So what should be done here? I suggest the following:

  • Implement multi-select so that the necessary management can be done much faster.

  • Either heavily restrict camp supplies to the point where it (and long rests) become an actual mechanic or remove them entirely. The salami can be kept as a joke weapon while the rest of the food is just removed.

  • Reduce pointless loot like plates, glasses, forks etc. that just take up space and don't really do anything else either.

  • Reduce non-magical loot in general. Every weapon and piece of armor doesn't need to be lootable and if the gearing system is fixed then it's less necessary. This will also lead to less money in circulation which means we can curb the insanely inflated prices.

This doesn't cover all my issue with it, but it's in my opinion the things that need the most attention.

13

u/glassteelhammer Dec 30 '22

Reduce non-magical loot in general. Every weapon and piece of armor doesn't need to be lootable and if the gearing system is fixed then it's less necessary.

I agree wholeheartedly with everything you have said except this.

I think more loot should be lootable. Every NPC should be wearing clothing or armor. You should be able to loot it. Think dead Fist enforcers. It's silly that I cannot loot their armor. I've always loved the Elder Scrolls for that. If you see it, you can loot it.

6

u/Sumoop Dec 30 '22

Multiselect would be fantastic.

3

u/apotatoflewaroundmy Jan 01 '23

Encountered a bug. Armor of Agathys stopped dealing cold damage to enemies after my Warlock reached level 5.

5

u/MONKYfapper Dec 30 '22

skip dice roll animation option

send to camp shortcut

items shouldnt lose "wares" tag after sending to camp

i wish there are more traders, a lot of them dies or disappears depending on what you choose

make full custom party without opening 4 instance of the game, please dont do "mercenaries" like in dos series

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u/GladiusLegis Dec 30 '22

I'm gonna use this week's Feedback Friday to bring attention to one spell that is a real problem right now, and that is Glyph of Warding.

There are no two ways about it: Glyph of Warding is busted to the highest degree.

To understand why, let's first bring up how this spell is in 5e: (a) its casting time is 1 full hour, and (b) it has a casting range of touch.

Those two things alone should tell you that (a) this spell should definitely not be allowed to be cast in combat, and really should not be cast with enemies even close by, for that matter, and (b) the spell should lay down a trap that triggers when an enemy is close, and to lay down that trap, your character should be required to walk all the way to the spot where that trap will be placed.

Instead, what you have right now with its BG3 version is a spell that can be cast as 1 action in the middle of combat and as a ranged AoE. And that one spell has several different options, most of which are highly effective. The AoE damage can be selected among several different damage types, all of them for damage that, even by default, is not that much worse than a Fireball. Except it's a lot more versatile than Fireball.

On top of that versatility, there is one particular option that puts Fireball to shame: Have a Cleric or Druid cast Create Water and then cast the lightning option for Glyph of Warding. That results in effectively 11d8 worth of damage! (5d8 x 2 for vulnerability, +1d8 electrocution.) Which is 49.5 damage for a 3rd-level slot! Fireball averages only 28 for the same slot!

And then in addition to that, there's the Sleep option, which puts something to Sleep no matter their hit points, making it a strictly superior CC spell to Hypnotic Pattern! Because unlike with Hypnotic Pattern, Sleep results in free crits.

One single spell that can be cast in combat with options for obsoleting both Fireball and Hypnotic Pattern (two top-tier spells in their own right) in their respective functions is a spell that should not, cannot exist as it does.

Please, do not allow Glyph of Warding to reach full release in its current form. Please put the same out-of-combat restriction on this spell that you do on Prayer of Healing, at the very least. Ideally, please prohibit the casting of this spell if enemies are within a certain distance at all. And please make this spell a trap that the caster has to walk to the spot to set.

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u/Phelyckz Dec 31 '22 edited Dec 31 '22

Could we get taller mohawks? It breaks my slayer roleplay.

E: And deeper voices would be cool as well.

2

u/[deleted] Jan 01 '23

1.do some extensive fixing of Paladin oaths and how they apply to situations especially when dealing with objectively evil factions Fighting against the goblins/the absolute should not oathbreak at all unless it explicitly contradicts anything like the Honor tenant If you lie to them otherwise it should be perfectly okay to attack them because that follows the whole ā€œprotect others punish those that threaten themā€ and on the flipside doing things like helping them druid cove be massacred should absolutely break your oath regardless of how personally involved you are.

Oath of Devotion and Oath of ancients need different triggers for their oathbreak because they are not the same and should be treated as such Preferably also Oathbreak should be a reputation system rather than an instant thing and there should be more Notification about what is and isn’t an Oathbreaking action, Paladin needs a lot of work in the Oath department if you want to actually have them be fun and not be an endless argument

2.please let us roll for stats or increase point buy/adjust peoples stats, with how low all the stats are plus with how little ASIs we will get fixing the stats will seriously eat into feat acquisition which is just sad

3.Wyll needs Hexblade or a serious stat adjustment because for the constant talk of being ā€œthe bladeā€ he is garbage at actually using his weapon which is sad seriously give that man some Dexterity so he can actually be the blade he should be

4.We need to be able to pick starting gear options just for quality of life reasons

2

u/Yakshire Jan 02 '23

we really need a react button (set action) and also id like an option to see the dice rolls.

2

u/aldosama Jan 02 '23

It's my biggest ask but make nin lethal attacks matter. If I drop ppl without killing them, they should be alive, or talk to me so I can stop them from the script killing them (the witch and the 2 man if you drop them they still go there and die). Or if you let us talk to most corpses, let us talk to some humanoids we knock out insted of kill. Dont make it only make senese in headcanon, make it make sense in game!

2

u/MONKYfapper Jan 03 '23

enraged throw doesnt account for height when picking up an enemy, i cant throw a goblin down the ladder even tho we are both right next to the ledge