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Joined: Aug 2016
Location: Arizona
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Joined: Aug 2016
Location: Arizona
My son and I recently completed the adventure.

We played using Lhose and Ifan, and also used Sebile and Red as our henchmen. We also played using the explorer mode option, because the story and puzzles were more interesting to us than grinding through hard battles.

Overall feedback: fantastic, and very fun. Very good balance of travel time vs interaction. Story was interesting as well; however we'd rather not play through everything again to continue the story in driftwood; but we will if need be. Game stability was excellent, never crashed, and rarely had any buggy movements.

I'm really looking forward to the Gamemaster mode and being able to create our own stories and adventures.

Some observations:
* a few spelling / grammar mistakes, didn't note the details as we were enjoying the adventure and didn't want to slow down to take notes.
* Glass Cannon skill: I made Sebille a Glass Cannon Archer specialist. Unfortunately she was disabled "stunned, frozen, etc" throughout most battles. I will never use Glass Cannon unless that gets changed. During battles, she was always the first one targeted. She did very good damage when she could attack. 😄
* Pet Pal was one of the most useful abilities to choose. I'd say it was necessary for at least one PC to have this skill in order to do many of the quest, and interaction.
* Source spells didn't seem very worthwhile. You get the purging wands somewhat late during the alpha, and aside from the soul jars that were in Garantina (Braccius's Lich Queen) had a jar, there weren't many opportunities to collect source. Or maybe I didn't play with Source Vampirism enough.
* Bless was really important to have.
* Teleport was also a very important spell for getting around
* We liked the balance of opponents with physical and magical defense.
* Wits seemed like one of the most important attributes because attacking first was a huge advantage.
* Never increased Constitution
* Memory for my Wiz/healer
* finesse for archer and rogue characters
* strength for my tank
* loved having different travel points
* rarely if ever used scrolls or potions, healing potions in the beginning. That was it. Maybe playing on a harder difficulty I would've used those more. But it seemed better to use my spells and attacks to defeat opponents.
* the battle with the 3 perpetually spawning necromancers was somewhat annoying. I figured out about ending their soul jars, but if someone didn't do the soul jar quest first, that would be really annoying. Maybe delay the res pawn rate a bit?
* the "flee battle" was not useful; I fled from the respawning necromancers to find myself teleported all the way under fort Joy. That's quite a long distance.

Hope this feedback is helpful.

Thx for creating a great game!



Joined: May 2017
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Originally Posted by Izzachar
* Glass Cannon skill: I made Sebille a Glass Cannon Archer specialist. Unfortunately she was disabled "stunned, frozen, etc" throughout most battles. ...She did very good damage when she could attack. 😄

Glass Cannon is definitely a risky pick. My experience with it is that whoever has Glass Cannon needs to have a high amount of wits, in order to avoid getting stunned right off the bat. Levitate to avoid surface effects is handy too.

Originally Posted by Izzachar
Source spells didn't seem very worthwhile. ...there weren't many opportunities to collect source. Or maybe I didn't play with Source Vampirism enough.

Source: Vampirism only works on other Sourcerors I believe, and I don't think it works on people who have Source Collars (though I haven't tested that extensively). Unfortunately there's not a lot of Source Points in Act 1, and they don't seem to stack past a single point anymore. I haven't actually even used a source spell yet. I tend to save up limited things like that for an emergency, and then just never remember to use it.

Originally Posted by Izzachar
Wits seemed like one of the most important attributes because attacking first was a huge advantage.

Wits is indeed very powerful. I tend to always put a point into wits, and a point into that character's main stat (when I have extra. I usually try and save a point for memory). I also try and configure my party's turn order by wits, though this can be somewhat remedied with delaying your turn (the button next to flee).

My wits/initiative order: Healer/Buffer has the highest wits to obviously buff or heal people asap, Mage/Summoner next to either summon minions or set up surfaces, followed by the damage dealer classes. If I have somebody with the Executioner talent, I try and make them go last in my party, so they can hopefully get that last hit.

Originally Posted by Izzachar
Never increased Constitution

Same here. The small percentage increase to max health doesn't seem too appealing for the limited amount of levels we have in the first act.
With that said, I have made a build where increasing Constitution was pretty viable - Shackles of Pain + Zombie + hurting yourself with healing, where more health = more damage.

Originally Posted by Izzachar
The "flee battle" was not useful; I fled from the respawning necromancers to find myself teleported all the way under fort Joy.

Flee battle actually teleports you back to the last waypoint used. So if you used the waypoint under Fort Joy last, that's where you'll go.

Originally Posted by Izzachar
Hope this feedback is helpful.

Thanks for the feedback!


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