Damnit, gunna start another character and play DUrge lol I have like 3 playthroughs going now
Damnit, gunna start another character and play DUrge lol I have like 3 playthroughs going now
Spoiler: show
Uh so still in Act 1 at the Grymforge.
I previously did the boss at the forge but reset my game because I missed the whole other questline. Going back to do the forge boss now and I can't get the platform to move down when I hit the lever. What am I missing this time??
Edit: Nvm it seems somehow my mould went back to my inventory
The amount of times my characters miss in combat is honestly bullshit.
Gotta work on that THAC0.
triggered
12 yo ag suffered greatly trying to decipher the mysteries of THAC0
i assume u guys have looked up some spoilers re dark urge which is why it may seem like this, a few story events designed to trigger for the narrative, but playing through it is quite the opposite. there is so much additional content, additional dialogue choices, additional paths available, that you have have far more options than in a regulah playthrough.
i also think it is getting assumed that dark urge is what you go for your evil playthrough, and while you can indeed do the most fucked up shit the narrative might actually be more interesting playing through it as a good character struggling against their nature. even tho i went evil path in Act 1 by Act 2 i started roleplaying as a character questioning their nature and full of regret, and the game is fully accommodating for that kind of path.
Yeah I don't disagree, but once you start getting 7th level spells in there at 13, things can be significantly more difficult to manage. I'm *hoping* that we get a full proper expansion like ToB that brings the level cap to like 14 or 15 and lets us get a bit wild. But having to account for all of our permutations, that might get messy
i mean
they have 400 devs and just made oh $300+ million
if it's not something they want to do at all i feel them, artists should choose what they want to work on and if there's no drive for more work in this world right now it is what it is go on and make DOS 3 sweet Larian. but their claim technical complications are the limiting factor seems kinda ridiculous to me, BG2 / ToB did a fine job modeling 20 with comparatively minute resources, as did Owlcat with both Kingmaker and WotR.
BG3 has more complicated systems than those games but i feel the desire to do it is a lot more of an impediment at the moment than any real high level implementation restrictions. it would be a huge break for the notoriously anti-DLC studio.
Aw man only learned today that lvl cap is 12. That's kinda disappointing.
it was originally gonna be a horrific 10 if u can believe it, early access feedback got them to raise it to 12
Jeez. I kinda went into this game pretty blind because as you know I basically asked you guys a few days before release if I should dive in. And I'm glad I did because it has been a blast. But this whole time I had been envisioning lvl 20 cap
Hope some kinda DLC raises it to 15/16 at least.
i think that's the entire community's wish right now. if they don't i have to imagine a BG4 will be in progress at some point for that 12-20 gameplay. Larian said currently they don't have shit planned but rather are doing an internal company-wide post-mortem while working on bug fixes and the like. will prolly only start developing whatever's next towards the end of the year. fingers crossed.
So I learned an important lesson just now.
If you're in some scenario where you need to protect someone and they're about to die, casting Banishment on them will make them angry at you even if they survive the encounter.
They've said also that there's a lot of reluctance to raise the level much further because by 16-20 in D&D you can be borderline deities, there's crazy OP shit
I was gonna ask, I don't know anything about D&D, is there a reason 12 Is balanced and 13 isn't? Sounds like the power scaling is pretty intense.
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D&D on the whole has massive power jumps at various level ranges. Character Level 5 sees most melee classes instantly double in their damage output, and 6th level spells themselves offer crazy damage output/buffs.
7th level spells have you shifting to other planes of existence, creating mansions out of thin air, or casting mirages in a 1 mile radius.
Yeah it gets pretty crazy, I get that pathfinder did it with WOTR, but honestly that game was such a chore on higher difficulty levels because the enemies had to be just as powerful as you.
I think the cap should be fine. Once parties get certain spell access the game gets a little wonky time/space/plane wise
Not to be that guy but they're the ones coding/making the game I feel like they have all the freedom they need to not make those spells happen. They could just change the power of those spells a bit or simply omit the ones that get absolutely game breakingly bonkers. I know there would be some complainers out there but I think the vast majority of folks wouldn't care that "Conjure Mansion" wasn't available at level 13. Or hell keep it and all it does is change your default camp to a mansion.
I know they're pretty much using DnD wholesale for the game and maybe they wanted to rigorously stick to that or maybe even have restrictions and are forced to stick to that, I don't know, but if they did have the freedom to bend the rules here and there... idk they could have just replaced T7 spells with an extra T6 cast for mages and at 15 just give us another feat and call it a day? As Rogue, basically all I got every other level was HP anyway lol.
Thankfully, the entire game itself is so GD awesome its easy to overlook this kind of minor complaint, I just feel like with a little brainstorming, they could have either balanced the game to where you hit 12 a little later in it, or raised the cap to 15 while keeping the power spike under control even if its a little unfaithful to true dnd by the books.