Larian Banner: Baldur's Gate Patch 9
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#600391 21/02/17 12:48 AM
Joined: Feb 2017
G
graarh Offline OP
stranger
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stranger
G
Joined: Feb 2017
Currently, teleport can be successfully used on enemy with magic armour. Imo, this is totally wrong. 1ap, 1 memory slot, 1 lvl of air spell that simply removes any advantages of ranged characters.

It is fine to have "throw myself into the battle" spells, like battering ram. But cheap "put this enemy here" is just broken.

I think that the magic armour check will be enough to fix this spell.


Joined: Oct 2016
Location: Germany
veteran
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veteran
Joined: Oct 2016
Location: Germany
First teleport is more of a physical skill. If you get teleported you get physical damage and if you cast fortify the target is teleport immune.

Second armor denying teleport would make it pretty much useless, you wouldn't be able to teleport your own team anymore freely.

Joined: Aug 2014
old hand
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old hand
Joined: Aug 2014
I'd rather have more skills piercing through armor, at least partially, than fewer ones. Could be kind of cool if you couldn't teleport an enemy nearly as far with physical armor.

Teleport really ought to be a 2 AP skill though. Could slightly increase its damage in that case. Also, increasing the requirements of various strong spells will do wonders to solve the "everybody should have this skill" problem.


Moderated by  gbnf 

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