It happened because before the events of bg3 a nearby city Elturel was sucked inside of Avernus because some idiot at the top got coaxed in a pact giving out the whole city. Now this also is what created so much tieflings. You don't only born to be one you can become one if you are exposed to the lower planes. So when the event of descent of avernus (an official module) ended and Elturel returned in to the material plane many of the resident were changed in tieflings this is what also lead to the great migration. Due to fear from the citizen one of the first problem born when Elturel was in Avernus no more were the misstrust and also the fear of tieflings. This is what lead many Tieflings to travel seeking a new life in the gate.Now you mention it, there's tieflings everywhere in the game; I think they outnumber humans.Karlach is not a demon/devil but tiefling (they were completely gutted in 5e or 4e)
Did Baldur's Gate become Sigil or something after the Second Sundering?
This is related to the Decent into Avernus module where Eltruel was dragged to Avernus by Zariel (this was a level 1-13 adventure).Now you mention it, there's tieflings everywhere in the game; I think they outnumber humans.Karlach is not a demon/devil but tiefling (they were completely gutted in 5e or 4e)
Did Baldur's Gate become Sigil or something after the Second Sundering?
Most of the tieflings you encounter in the game are the result of this event. They were then driven out of the city.
BG3 starts a few weeks after the end of the module.
I guess I'll have to take a look at Descent into Avernus for some extra context.It's just that setting of BG3. It happens pretty much right after the Descent into Avernus module, which saw the capital of Elturel, a city with a large tiefling population, dragged into hell. Some shit happened, the city came back into the material plane, and Tieflings either fled Elturel in order to not be dragged into hell with it, or were cast out by the non-Tiefling population who blamed the Tieflings for what happened once it returned. Either way, they're basically trying to make their way to Baldur's Gate in the hopes of starting fresh, and it's the reason why basically none of them are warriors or fighters either. The one with actual combat skills would've fought in Avernus.Did Baldur's Gate become Sigil or something after the Second Sundering?
Here for you my friend...This is related to the Decent into Avernus module where Eltruel was dragged to Avernus by Zariel (this was a level 1-13 adventure).Now you mention it, there's tieflings everywhere in the game; I think they outnumber humans.Karlach is not a demon/devil but tiefling (they were completely gutted in 5e or 4e)
Did Baldur's Gate become Sigil or something after the Second Sundering?
Most of the tieflings you encounter in the game are the result of this event. They were then driven out of the city.
BG3 starts a few weeks after the end of the module.I guess I'll have to take a look at Descent into Avernus for some extra context.It's just that setting of BG3. It happens pretty much right after the Descent into Avernus module, which saw the capital of Elturel, a city with a large tiefling population, dragged into hell. Some shit happened, the city came back into the material plane, and Tieflings either fled Elturel in order to not be dragged into hell with it, or were cast out by the non-Tiefling population who blamed the Tieflings for what happened once it returned. Either way, they're basically trying to make their way to Baldur's Gate in the hopes of starting fresh, and it's the reason why basically none of them are warriors or fighters either. The one with actual combat skills would've fought in Avernus.Did Baldur's Gate become Sigil or something after the Second Sundering?
I enjoyed Out of the Abyss.
patch_baldurs_gate_3_Release_-_v4.1.1.3636828_-_Patch_Patch0_Hotfix3_(66686)_to_Live_-_v4.1.1.3648072_-_Patch_Patch0_Hotfix4_Launcher_fix_(66847).exe
Getting pushed off a cliff by imps in Raphael's basement is the most unfun antifun I had in the game so far.-Give some enemies ... thunderwave
Insta-kill buttons are rarely fun, especially so when wielded by the enemy but even when wielded by the player. Killing low-level mobs with words of death or similar stuff is ok-ish in some games but when it works on bosses it becomes really unsatisfying (except when it only works when he's weakened, then its good again)
I don't mind it, I just wish non-magical jumping was a bit weaker, currently scales too much with strength. Also I wish it was better automated, sometimes people won't follow me because their first attempt to jump was blocked by another companion, and then they don't make a second attempt and just sit there.Anyone who claims that jumping in BG3 is anything less but absolute kino is delusional. It should be working this way in the tabletop too.
Half of the fun of a fight is casting buffs.Yeah, reducing that nonesense is actually a big achievement of 5th ed.
But is it fun?jumping in this game is retarded
Half of the fun of a fight is casting buffs.Yeah, reducing that nonesense is actually a big achievement of 5th ed.
All the lames CRPG now days are too afraid of buffs. I want games where i cast 5 pages of a spellbook for buffs in a 6-party group.
I was really surprised they even let me kill the tranny, last time I tried killing super annoying NPC self insert character - the genius girlboss tiefling kids leader - she turned out to be straight up immortalI do hope that I am not the only one who killed that disgusting tranny in Act 3.
only when shadowbush jumps on my dickBut is it fun?jumping in this game is retarded
Their environment design I guess. If you don't position pre-fight you kinda need the jump change because enemies often start in better position than you, up high. I think jumps should be purely vertical and not a replacement for horizontal movement which it often ends up being. I don't mind that change much because everything was designed with it in mind and enemies abuse it as well.Getting pushed off a cliff by imps in Raphael's basement is the most unfun antifun I had in the game so far.-Give some enemies ... thunderwave
Insta-kill buttons are rarely fun, especially so when wielded by the enemy but even when wielded by the player. Killing low-level mobs with words of death or similar stuff is ok-ish in some games but when it works on bosses it becomes really unsatisfying (except when it only works when he's weakened, then its good again)
It is especially bad since a push is a bonus action rather than replacing a normal attack. You can usually do your normal attacks and spells and still get your shot at an instakill on top of that. Assuming the terrain has some kind of chasm or steep fall, which many battles do.
The changes Larian made to both Jumping and Pushing are purely to the negative of the game, IMO. Jumping makes positioning much less important as movement is much much easier (ludicrously so) and you can't as effectively use your martial classes to protect your squishier dudes in the back, while pushing is just a very low-cost attempt to either insta-kill someone or put them prone.
Has larian offered any kind of defense or reasoning for these retarded choices?
But is it fun?jumping in this game is retarded
got that experience tooso I did the act 2 towers fight and man Jaheira combat prowess is so pathethic she rushed in and died first round lmao rip
Their environment design I guess. If you don't position pre-fight you kinda need the jump change because enemies often start in better position than you, up high. I think jumps should be purely vertical and not a replacement for horizontal movement which it often ends up being. I don't mind that change much because everything was designed with it in mind and enemies abuse it as well.Getting pushed off a cliff by imps in Raphael's basement is the most unfun antifun I had in the game so far.-Give some enemies ... thunderwave
Insta-kill buttons are rarely fun, especially so when wielded by the enemy but even when wielded by the player. Killing low-level mobs with words of death or similar stuff is ok-ish in some games but when it works on bosses it becomes really unsatisfying (except when it only works when he's weakened, then its good again)
It is especially bad since a push is a bonus action rather than replacing a normal attack. You can usually do your normal attacks and spells and still get your shot at an instakill on top of that. Assuming the terrain has some kind of chasm or steep fall, which many battles do.
The changes Larian made to both Jumping and Pushing are purely to the negative of the game, IMO. Jumping makes positioning much less important as movement is much much easier (ludicrously so) and you can't as effectively use your martial classes to protect your squishier dudes in the back, while pushing is just a very low-cost attempt to either insta-kill someone or put them prone.
Has larian offered any kind of defense or reasoning for these retarded choices?
The shove one is a bit more of a problem as there are too many insta death chasms around imo (although getting rid of bosses this way does cut you of good rewards), but it feels pretty great if you just play with surfaces/cloud of daggers. Otherwise it would not be useable in most scenario as attacking with a weapon would be a better choice for the most part.
I am much more annoyed at stuff like the haste change for example.
Their environment design I guess. If you don't position pre-fight you kinda need the jump change because enemies often start in better position than you, up high. I think jumps should be purely vertical and not a replacement for horizontal movement which it often ends up being. I don't mind that change much because everything was designed with it in mind and enemies abuse it as well.Getting pushed off a cliff by imps in Raphael's basement is the most unfun antifun I had in the game so far.-Give some enemies ... thunderwave
Insta-kill buttons are rarely fun, especially so when wielded by the enemy but even when wielded by the player. Killing low-level mobs with words of death or similar stuff is ok-ish in some games but when it works on bosses it becomes really unsatisfying (except when it only works when he's weakened, then its good again)
It is especially bad since a push is a bonus action rather than replacing a normal attack. You can usually do your normal attacks and spells and still get your shot at an instakill on top of that. Assuming the terrain has some kind of chasm or steep fall, which many battles do.
The changes Larian made to both Jumping and Pushing are purely to the negative of the game, IMO. Jumping makes positioning much less important as movement is much much easier (ludicrously so) and you can't as effectively use your martial classes to protect your squishier dudes in the back, while pushing is just a very low-cost attempt to either insta-kill someone or put them prone.
Has larian offered any kind of defense or reasoning for these retarded choices?
The shove one is a bit more of a problem as there are too many insta death chasms around imo (although getting rid of bosses this way does cut you of good rewards), but it feels pretty great if you just play with surfaces/cloud of daggers. Otherwise it would not be useable in most scenario as attacking with a weapon would be a better choice for the most part.
I am much more annoyed at stuff like the haste change for example.
By making it easier to get out of a bad starting position it also just makes positioning less important, period. And that actually weakens all their level/encounter design. When all it takes to get around the fact that an enemy ranged attacker is on high ground you can't quickly get up to is one bonus action, then that negates the value of having terrain like that in the first place.
Larian did a lot of beautiful level/encounter design. But the fact that jump brings us half-way to having both sides line up and take turns attacking whichever enemy they want to negates a lot of that.
And it isn't all just the player getting out of bad positioning. That also lets the enemy negate your positioning to try to gain an advantage.
I would much rather deal with having to retry some fights where I make adjustments to the initial positioning of my party and keep the importance of the positioning to enhance the level/encounter design.