Yosharian
Arcane
Most of them are insanely powerful and trivialise the gameSome of the regular illithid powers seem super strong btw. Psionic backlash in particular.
Most of them are insanely powerful and trivialise the gameSome of the regular illithid powers seem super strong btw. Psionic backlash in particular.
Imagine Larian providing a game mechanic that trivializes combat!Most of them are insanely powerful and trivialise the gameSome of the regular illithid powers seem super strong btw. Psionic backlash in particular.
If you had to turn into an Illithid in order to use them, it would actually be a difficult choice...Imagine Larian providing a game mechanic that trivializes combat!Most of them are insanely powerful and trivialise the gameSome of the regular illithid powers seem super strong btw. Psionic backlash in particular.![]()
Completely different from the rest of Baldur's Gate 3!Instead we get zero consequences and all the power
Most of them are insanely powerful and trivialise the gameSome of the regular illithid powers seem super strong btw. Psionic backlash in particular.
Last time I played I used progressive HP increases for enemies based on levels (e.g. level 1 - 100% more HP, level 6 - 150%).First difficulty mod for consoles dropped:
https://baldursgate3.game/mods/#/m/tactician-enhanced
Options are to increase enemy HP by a fixed %, give enemies extra action(s) and give enemies extra bonus action(s). Honestly I'm divided on this. On one hand it allows you to make the game on tactician or honour much more challenging.
On the other hand increasing HP has the potential to only make fights longer/boring, and extra action and bonus action shits on the P&P rules. Suddenly you will be fighting level 3 goblins who have two actions every round or even extra bonus actions. Seems kind of silly. Wish they could restrict it to bosses or something, even though bosses already have extra "special" actions.
One argument for it is that vanilla enemies rarely ever use the haste spell or speed potions(which I assume every PC will use often on higher difficulty). I will probably try this with 25% extra hp and extra action for enemies, see how it goes. Put it together with increased level cap mod and let it run.
Balancing a high difficulty in a game with dice rolls is impossible, unless you think that Save and Load are core game mechanics.Yeah difficulty mods have been sorely disappointing so far. The promising ones aren't getting the development they need.
People who complained that goblins had too much hp were retarded morons. Every boss in the game has too little hp to survive even one turn once the player reaches level 5. Even increasing the value by 100% doesn't improve it much.Balancing a high difficulty in a game with dice rolls is impossible, unless you think that Save and Load are core game mechanics.Yeah difficulty mods have been sorely disappointing so far. The promising ones aren't getting the development they need.
Only if you treat the combat encounters as puzzles, and solve them as if you are playing Into the Breach.People who complained that goblins had too much hp were retarded morons. Every boss in the game has too little hp to survive even one turn once the player reaches level 5. Even increasing the value by 100% doesn't improve it much.
Anybody remember the Thief scenario in Lords of Magic? That’s got to be the hardest version of that kind of thing in a base game.Only if you treat the combat encounters as puzzles, and solve them as if you are playing Into the Breach.People who complained that goblins had too much hp were retarded morons. Every boss in the game has too little hp to survive even one turn once the player reaches level 5. Even increasing the value by 100% doesn't improve it much.
If you are a normie on console, playing on your TV from your couch, and you just want to cast Fireball, the combat is fine.
Baldur's Gate 3 is a Bioware game, not a custom map for HoMM3 where you have to conquer the map with 3 skeletons and the Armaggedon spell.
Well, if you kill undetected (or stay Invisible with Greater Invisibility), you don't even enter the combat mode.There are seriously a lot of hidden mechanics in this game. Stuff that the devs implemented but for some reason left out of tooltips and descriptions.
I am on my 5th playthrough and only now I find out that arrows of darkness have the special feature of not breaking stealth and invisibility.
Opens up a whole lot of strategies and gameplay loops if you are playing a rogue, shadow monk ot other stealthy character. Even more so if you have the ability to see through magical darkness.
Thinking of a second playthough now that a bunch of patches have gone through. Honor mode (without single save) is good enough for a bit more of a challenge ? Any difficulty mod got out that reduces a bunch of resources (like alchemy stuff or food)?
Only way to legitimately increase difficulty in this game is to play honour mode and self-impose limitations. Off the top of my head some examples:
1. Don't play a Paladin or Hexblade
2. NO BARRELMANCY
3. Don't multiclass
4. Dont use particularly OP and gamechanging gear and consumables(i.e: Hellrider Gloves, Elixir of Hill Giant Strenght, etc)
Also play thematic but underpowered classes(i.e: Rogue).
Otherwise it is a feature of Larian to fill their games with cheese. You need to opt to avoid it.