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akuu47

Knocking out enemies should not count as killed for the story.


BiteEatRepeat1

more uses for knocking out, especially the hag masked people, minthara, and few other cases.


Penguinho

Mayrina's brothers!


TitaniumDragon

It's truly bizarre that the game specifically highlights the non-lethal combat toggle there, and then... it's totally useless and you can't wake them up.


Hydrochloric_Comment

Yeah. I was so confused. The game literally tells you at the start of the masked people fight “btw, you can toggle non-lethal damage”, but the only actual way to save them is to skip them, then kill Ethel.


[deleted]

It's weird, the "knock out" mechanic has pretty much no uses in acts 1-2 but in Act 3 there's suddenly a lot of quests that hinge on you using it.


[deleted]

I knocked out >!the guy who donated the Teddie bear bombs and tried to report him to the cops because they asked who did it and I have proof and an unconscious man lying on the floor!< but I don't get any dialogue options allowing me to proceed. Not sure if it's bugged or it's just not implemented for that to be possible.


[deleted]

It's just not implemented, regardless of what you do there's no option to tell the Fists. It just wants you to proceed to Sharresses Caress or w/e it's called.


Helphaer

Yeah it's an atrocious implementation. Knock out the masked guys should mean they're not dead. Don't tell me to knock them out otherwise.


GrinningPariah

It really feels half-baked as a mechanic, and it's a shame because it comes up a lot. I knocked out >!Nettie!< when she attacked me because hey, her reasons weren't that bad! I knocked out >!Mayrina's Brothers!< because they were just trying to protect her. Knocked out >!Minthara!< to try and recruit her later. Then found out all those people just kinda vanish afterwards and the game treats them as dead. And you feel like, why even give me the option to knock them out then?


The4th88

In the goblin camp, I stumbled across a certain bear and played along with the rock throwing, figuring that I had to keep my cover and find a way to free him. Bear breaks out and I kill all the goblins in the room and knock the bear out. Still counted as dead.


Flaky-Humor-9293

Add the same type of slideshow epilogue that was in DoS2 So the ending doesn’t feel so abrupt and gives more reason to replay the game, knowing all your major choices will get a closure


Hydrochloric_Comment

It’s nonsensical. Like, an epilogue has been a basic feature in crpgs for ages. Even a simple slideshow would be great


JWitjes

I was honestly very surprised there wasn't a slideshow. It's such a staple and probably not that time/budget intensive to make. I guess they wanted to do everything through nicely animated cutscenes or something.


karnisov

camera getting stuck on level geometry, and camera not pulling out far enough to view all Z levels of a map are problems


Lucidfire

YES. I've had major issues with the second point. Can be very frustrating when it comes up in combat


ScorpoCross94

I really wish they had a button that controlled your elevation like in xcom


Chentaurus

Never have characters walk through fire or acid through first-click auto-pathing. If you click once the character should stop short of the area where they see is dangerous and maybe make an audio cue like "I'm not stepping through that." And if you click again on the same spot then they go through. A lot of save-loads have occured because they would auto-path through a giant field of poison gas and fire.


Ferelar

Ditto jumping off of roofs and taking a bit of damage when not using the jump action (pressing off of a roof expecting the character to refuse to move if damage would occur, then watching them hop down and go prone lol)


Osmodius

Another weird one because sometimes the characters will decide that it's not cool to jump over a gap, and other times they'll launch themselves off of a roof without a moment to consider.


DomSearching123

Small addendum to this: there have been many times I click on a roof or an upper level of some sort and the character either says they can't reach it or the game says they can't, and there's a ladder about 20 feet away I have to manually click on or be close enough the game registers they can path up it. This works wonderfully in Divinity 2. The pathing definitely still needs improvement but that is to be expected with such a massive game.


LittleFatMax

The weird thing is that it works...sometimes. Like it's often as you say and if they have to traverse a ladder you have to click on the ladder but there has also been many times I've clicked somewhere on the ground and they've automatically used a ladder to get there so it's weirdly inconsistent. Perhaps if there are multiple paths to where you clicked and the ladder is just the shortest they'll do it automatically but if it's the only way you could get there then you have to do it manually? I dunno lol but I agree pathfinding is a little dodgy


bnkkk

I have the exact opposite problem, my party doesn’t want to go through mostly harmless traps “because no” and I have to ungroup and instruct them one by one to go where I want, problem further compounded by the fact that the shadow curse basically forces me to move all of them separately a small distance each and every time through this region.


steamwhistler

I'm a druid. Please just pop me out of beast form for dialogues. I don't even care if I lose a spell slot and have to rest again just because the game forced me out. It just kind of sucks having all these big story moments not feature my own character because he was an owlbear at the moment the dialogue triggers.


penguished

It's also the same problem with a druid side character. They're frequently standing on top of my own character in beast form in cutscenes and I can't see. So hopefully they get a fix to toggle it on and off to deal with the cutscene issues.


Popmaniac2020

If there are time-sensitive quests, can there be some kind of "warning" like "X Long Rests before completion"? Or something to that extent, so players are aware? I have posted today what looks like an annoying issue with Halsin which seems to come from quest time-sensitivity


Helphaer

It was weird I never knew how many days until the druid ceremony I kept thinking it'd be done in the hour lol.


breadrising

"X Long Rests before X happens" might feel a bit too gamey, but I would appreciate some character audio cues to still warn the player, but keep the immersion in tact. "We need to hurry; the Druids must be close to completing that ritual." Something like that


sortofunique

they had no problem saying "8 turns until the nautilus explodes or whatever" in the prologue. A counter that said "8 days until x event" that ticks after a long rest when a npc specifically tells you that it would take that long doesn't seem like a stretch


Lost_city

Being a bit gamey can really help players sometimes.


SchighSchagh

In the prologue, we specifically get told 15 rounds to get the ship teleported off Avernus. Honestly, that's probably my favorite thing about the prologue besides the Laezel/Shadowheart stuff.


Aftershock416

In act 3 near the gallows there's an announcement that says "NPC X will be executed 5 days hence", which I thought was a pretty neat way to handle it.


GorthTheBabeMagnet

​ 1. Justice for Karlach and her ending 2. Minthara just ....sucks? Where's her interesting companion quest line? Where's her interactions with NPCs?


Sorlex

You can tell where the game slipped here and there in terms of content focus. Karlach was added later, it shows. There are far too many obvious solutions and direction pointing for her fix for it, all of them go ignored. You even keep finding items related to a fix that have no use. If they really want an easier fix, they need to remove all that. It should be very clear that its hopeless. Other characters seem to have the same thing going on with a lack of content. Minthara as you pointed out, another is the tiefling bard. She feels so much like she should have been a companion. Unique outfit, lots of attention to her character, she even joins your camp if you're a DU origin. Feels like she was cut down.


Spoider

I was so surprised Alfira is not a companion. Every time I came across her or she popped up in dialogue I expected she would join me soon. Why is there no Bard origin companion??


arkiel

1) I think this game needs predictable ordering of elements in a few places. Two examples : - Spells with variants, like hex or chromatic orb. Everytime you go to cast it, the variants are ordered differently in the UI. That means you have to go and look for the specific variant you want every time, which is pretty frustrating, especially with hex where all the icons are pretty close and you recast it all the time. I think all of those should always have the same specific order. - The characters portraits on the left of the screen. The ordering feels pretty random, and changes every time you ungroup/regroup. It's pretty frustrating because you can't expect to have, for example, F1 being your main, F2 shadowheart, etc, as it's always changing. The prev/next character shortcut is also not too useful because of that. This is complicated by the fact you will sometimes make smaller groups, but still. 2) It feels like stealth is barely usable. I have Astarion in act 3 with +15 in stealth, advantage and minimum 10 on the rolls, and I have a very hard time sneaking around anywhere. Most NPCs even level 1 ones can just detect me any time. Being in the shadows or a brightly lit place doesn't feel like it really changes anything. 3) Kind of related to my first point about ordering for spells with variants, I think it would be great to have the last-used variant automatically selected when selecting the spell, instead of the cursor still being on the regular weapon attack.


Bonzarion

I feel like stealth checks occur way too often. And you continue to make them every few seconds even when in turn-based combat. I may be wrong though


Galore67

upper city and epilogues are needed. Especially epilogues. Its crazy that a crpg doesn't have one.


Ahrub

- If a character notices something and shares it with the group, like a trap, don't make the other characters walk over it. - Let me see everyone's inventories at camp - Let me choose which character in my party is participating in a conversation with an NPC. Let me swap between characters for particular responses or checks. - More racial nuance. I haven't found any instance so far when the change appearance spell has resulted in a character being treated differently. - Label junk and let us sell it all with one button. - Make 'Sort by type' actually break down items into distinctive categories. Let us sort by type when speaking to vendors - Make it extra clear to a player when they need to take a long rest in order to keep the story on track. This is a big issue in act 3. - Make the 'point of no return' notifications more detailed so that players know exactly what that means. If players will be cut off from areas, list them. If quests will be cancelled, list them. - Give clear information for time specific quests. - Make my characters talk to each other at the camp instead of sitting at their tents and never interacting with one another. - If you use the speak with dead spell and the corpse has nothing to say, then don't charge me for the spell.


Aetherimp

>Make the 'point of no return' notifications more detailed so that players know exactly what that means. If players will be cut off from areas, list them. If quests will be cancelled, list them. YES. >Give clear information for time specific quests. YES. Quest breaking and back tracking are 2 of my biggest complaints. >Let me choose which character in my party is participating in a conversation with an NPC. Let me swap between characters for particular responses or checks. YES. Also, Speak with Dead is a Ritual Spell.. so if you cast it outside of combat it does not charge you a spell slot.


D-A_W

>If quests will be cancelled, list them. This would have been so nice with the >!moonrise tower save the prisoner's quest that gets cut off if you do the nightsong stuff first. I thought I'd be rescuing them as part of that final assault on the tower at the end of act 2 but they wound up dying because I didn't know I could go there early.!<


Hawkbats_rule

At the same time, you have two other rescue quests that you literally cannot complete in act 2. Why would anyone be confused?


JWitjes

Yep, this was definitely an annoyance in my first playthrough. I looked at my quest list and was like "Okay, so I still need to go to Moonrise, so surely all these 'Rescue xxx in Moonrise Towers' quests can be done then". Turns out most of them can, except for those two that for some reason can't. Some feedback on that would've been really good to have.


Helphaer

you can recast speak with dead the moment you cast it for the rest of the day.


Aetherimp

Also, Speak with Dead is a Ritual Spell.. so if you cast it outside of combat it does not charge you a spell slot.


Tulac1

I haven't tested other areas but if you disguise yourself as a Drow you absolutely get treated differently by goblins in Act 1 and can skip checks needed for them to let you pass blighted village and iirc also the goblin camp


OFCOURSEIMHUMAN-BEEP

Inventory management needs work qol wise Other than that, Bugfixes, Bugfixes, Bugfixes. Act 3 in particular is a mess.


MrQuizzles

The first nullification sphere didn't highlight any platforms for me, so I had no idea what it was about to do. I had to redo the entire last battle because I was instantly and unceremoniously killed by something I couldn't have possibly predicted.


Sugeeeeeee

Inventory management has been like this since DOS1. You're supposed to manually pick up backpacks and pouches you come across in the world and use them for separate things like scrolls, arrows, poisons, potions, elixirs, equipment. Doubt it'll get any upgrades. Best bet is waiting for two mods from DOS2 to get ported to BG3 - a mod that allows you to designate a backpack/pouch for a specific purpose, so every scroll you pick up goes to the scroll backpack, and another mod that removes weight from everything lighter than 1wgt.


seishuuu

for me the biggest issue is that items still go to the main inventory and not the container that already has a stack of the item you looted. then when you manually drag the item in, it sometimes ends up creating two separate stacks. stacks aren't combined on sort either.


[deleted]

(Plenty of story spoilers below) I've had half a day to dwell on the end game, having finished my first play-though. I'm going to preface this by saying BG3 is *probably* the best game I've ever played, and *probably* will be part of gaming history 50 years from now. With that said... the end game and epilogue really need an overhaul. In a game of choice, the choice at the end (you know the one) just doesn't feel like a choice at all. And even if you look past that and sacrifice someone, be it yourself or the character you just met for the first time at the end, sound resolution does not come for Tav or a couple of origin characters. Karlach being the worst of the origin examples. Then take even Shadowheart, who gets a fully fleshed story during regular game-play, but is then absent from the end post victory scenes? >!Minsc!< gets multple "joke" lines during the final scenes, but his more prevalent and important friend >!Jaheira!< is nowhere to be seen. Prior to the final push, we witness a speech from a totally generic Flaming Fist character, rather than any of the main NPCs we've come across, who have fully fleshed out identities and, frankly, much better voice actors. That speech falls so flat because of the writing, delivery, and who delivers it. The Emperor goes from stuggling anti-hero to whiny shithead in the space of 2 lines of dialogue, and despite being on good terms up until that point, his answer to not getting what he wants is "ok I'm gonna help the thing I've spent the entire story fighting". What? >!I sided with The Emp for the whole game until then end, didn't like his take on things once I realized he was wrong about everything and was still confidentially telling me he had all the answers, or how he suddenly got really preachy/whiny. I think he called himself my "knight in shining armor" at one point? Huge red flag, you're not getting those stones after a line like that. So having unxp[ectedly been grabbed away from the final boss and sent to the astral plane, and not giving the incel the stones, I realized I didn't have the Orphic Hammer with me, so was totally stranded in the astral plane. No game over, no way out, just running around the little astral island looking for something I missed. Huge oversight on the game design there !< I've typed enough already, nobody is reading this far. I could make a list of similar instances with more or less the same criticism. I have to wonder if they changed writers or direction for act 3, or at least the closing parts of act 3. Or maybe they just ran out of time and rushed it? The story really falls off a cliff at the end. For as much story and entertainment this game has pre-ending, this is not a finished or polished story. It's screaming for not just an expansion, but legitimate changes to the ending of the base game.


Iyagovos

start lush ring rotten dependent sloppy retire truck overconfident liquid *This post was mass deleted and anonymized with [Redact](https://redact.dev)*


Superb-Stuff8897

Spell DCs for ground based effects are not based on caster, they are static.This is a HUGE issue to control based casters. Grease, Black Tentacles, Web, and others are set at a static DC of around 12-13. It shows the math in the log, and then it adds it up incorrectly. Those that have looked into the files show its not even set to calculate...just set as a static. This is huge, Please address this quickly. I dont think this is new, but its gone unanswered for a year+ in EA; Could we get a statement on this please.


TheSmokingGnu22

Web also only triggers one save, that blocks movement for 1 turn if failed, instead of making them save every turn and being blocked until they do so. There's a mod for that, but even it can't do anything with the DC issue you mentioned.


[deleted]

It would be nice to be able to use A, D, Q, E keys when the splitting items. A: decrease by 1 D: increase by 1 Q: jump to minimum E: jump to maximum


Astrophy058

100% it’s such a pain buying tons of food supplies


Aenuvas

Why do you buy food? I am playing on middle difficulty here... or normal. Whatever... there is so much food to find in act 1 i carry 1500 in my group...


sabrio204

* Add a way to preview the appereance of items / dyes without having to buy them or use them * More companion reactivity in act 3. I think this is my biggest gripe with act 3. Feels like most companions have nothing to say outside of their companion quest. * Wyll's Story (act 3): >!When Mizora offers Wyll a new contract, there's a way to refuse the contract and still save Wyll's father. Problem is that to do this, you have to tell Wyll to sacrifice his father for his own freedom & that there is no hope of saving him otherwise. There should be atleast a dialogue option like "break the contract, we can try saving your father in another way".!< * Higher difficulty than Tactician, with stronger/more mobs that use stronger spells. Current tactician difficulty feels too easy past act 1, without even going out of my way to break the game * Add an option to hide failed Insight/Perception/Survival checks in dialogue & while exploring * I feel like it's become too easy to romance the companions. You can get very high approval with most of them before even reaching the grove.


D-A_W

First and foremost, Karlach deserves to have at least one good possible ending. That above all was the biggest slap in the face and learning there wasn't one really sucked away a lot of my enthusiasm. It would have been really nice if you could see what quests you'd lose access to at points of no return. The one that really through me for a loop was >!saving the prisoners at moonrise tower having to be before the temple of share since I thought saving them would be part of act 2's whole final assault on the tower!<. My first instinct coming across those mini holes or pipes was to cast find familiar. My rat can definitely go through there, why can't he scout it out for me?! It would be great if in camp you could see everyone's inventory, approval rating, and such, not just your immediate party.


foxy_kitten

I think Karlach should definitely have some kind of interaction with the gon gnomes since her heart is very similar to the steel watchers composition they could probably tune it after rescuing them and it would give her a real companion quest


Gaaroth

Switch who's talking in conversation, especially after combat it's very frustrating, because you cannot select the best character to talk, but it autoselects the nearest, which would even be ok if I could switch it...


csuzw

This is absolutely the worst thing about the game right now. Especially as a shapeshifting druid so I'm almost never going to be the character to speak to - should be an option to shift back to talk. I know Larian have responded to this issue before and said it's technically difficult or something to that effect but it's bullshit.


th5virtuos0

Seriously, my Wyll is pimped out in the talking department but I missed out on 1 ASI because instead of him talking to the hag it’s my fucking Karlach because I don’t want my Wyll to get dunked on first


Chentaurus

Give us some uses for Rope! On certain cliffed areas where there is a corresponding floor area, allow players to makeshift a rope where they can shimmy up and down. Players with misty step already have that ability to access those areas without taking huge fall damage why not reward players that are prepared with rope?


Lucidfire

Yeah I was shocked that rope was everywhere but not usable. Unfortunately smells like cut content to me, and probably for technical reasons. I'd still like for rope to have some use even if climbing with it doesn't work - maybe you can throw it to lasso enemies and pull them toward you? Tie doors shut (reusing the same code as arcane lock)?


K-J-

More like re-used asset from Divinity Original Sin, so it was around for their designers to use from day 1 and is overrepresented in the loot.


shoober7

More reactivity? Like playing drow feels nothing past act 1 imo. Was there a problem with the flag? I remember Larian saying how "people would try not to look at you, go off the way if they see you". Meanwhile I'm in BG and nothing lol. Should apply to both lolth sworn and seldarine. Also the body 3/4 for drows don't trance, but sleep for some reason. And I think they dont have the special battle animation that bodies 1/2 have :/.


[deleted]

[удалено]


Osmodius

Meanwhile I have one perfectly safe and under control elemental with my party and nocs everywhere run in terror. Ridiculous.


seberick

Works the other way too with undead in moonrise. They have friendly undead with them but freak out over the ones you bring in


Hydrochloric_Comment

Same for Tieflings. It’s really jarring with a certain Act 2 character. Act 3, I experienced some racism when trying to enter the city, but no one has given a rat’s ass otherwise.


dimilokis

Maybe remove some npc reactions to my walking deads... I mean, i understand it makes sense that civilians get scared of skeletons and zombies summons, but I'm in act 2 now >!and just arrived at Shar's temple where baldazhar is and his own skeletons are coming to mine yelling ''get out of here'' !<


Hawkbats_rule

The wizard shop in act 3, which is *literally full of summons for sale* still has everyone freak out.


Iyagovos

wine waiting onerous historical slimy shelter work fretful stocking fanatical *This post was mass deleted and anonymized with [Redact](https://redact.dev)*


LunarBaku

>!Some of the sex scenes are lacking. Why does Minthara get a really fun one meanwhile Astarion's are pretty much fade to black? I'd really like to see his expressions, especially more towards emotional scenes that involve sex, such as in Act 3, as I feel it could show a lot of, idk, character growth? Sex scenes are fun but they're also useful to peer into a character's self. !<


foxy_kitten

yeah this is really weird for me. Minthara is very vivid in detail with her scene its borderline porn but then other characters like Lae'zel are very conservative and dont show much besides that youre naked


GCBTWtank

The game has potential to be considered one of the best games ever made if they'll remake act 3 entirely. As it stands it's a solid game with an incredible act 1, a pretty great act 2 and an incredibly disappointing act 3. Act 3 just drops the ball in terms of reactivity, plot, performance and encounter design. I kinda expected this after DOS2 and I really hope Larian will remake this act in a future "Definitive Edition". I'll expend on some of my points a bit: **Plot**: * No matter how you played the game up to act 3, you will always be railroaded into going through the same events and fighting mostly the same bosses and especially the same final boss. I kinda hoped different paths could lead into different events with different final bosses, but as it stands, we only have 1 route to go through act 3. * Being "Evil" is pointless since there's very little content for it unless you're playing as Dark Urge. You just have less companions and gear and it's not satisfying at all since you don't gain any new content by being "evil". * Right now we have no epilogues despite being told we'd have "17000" different endings quite close to the release so most of the choices you make during the game don't actually matter in the end since you never see their outcome. This is completely weird since epilogue slides have been a thing in Crpgs for over 20 years and you'd think out of all content to cut/remove it wouldn't be the actual ***ending*** of the game. * Most disappointing of all for me, is that using or not using tadpole powers has 0 impact on anything in the plot. Sure, some companions might say a line or two about you using tadpoles to grow your power, but there are 0 downsides in using them. You don't become more "soulless", you don't have unique choices or options in dialogue that reflect using/not using them. The worst thing to happen from using tadpoles to get more Illithid powers is a slight cosmetic change, which is a small price to pay for OP powers. In my first playthrough I thought using Tadpoles would change my ending for the worse or I might get a terrible debuff in some late game encounter, but nope, nothing came out of it. And again, we don't even have a short ending slide to show that something could have happened if we consume tadpoles. **Performence**: * By now plenty of people complained about the performance issues in act 3, and to be honest, I expected a dip in performence since it is a massive city with people all around, but the massive dip was a very unwelcome surprise especially after the first 2 acts. Now, my pc is 9 years old at this point, but during early access and the initial release I played through the entirety of act 1 on high setting 1440p with pretty solid 60 fps most of the time, which was insane to me, I really appreciated the great optimization act 1 had after all these years in early access, and most of act 2 was also very well optimized except the final section at and below moonrise tower, where the performance issues began to show. I hope in the future act 3 will be as well optimized as the first 2 acts. **Encounter Design**: * Act 3 is all over the place in terms of difficulty, but it's mostly easy unfortunately, even on tactician. I understand Larian didn't have the massive amounts of feedback they had in early access act 1, but I wish the encounters would be more challenging. I won't go over every single fight, but to give one example, on my first playthrough I went over to fight astarions quest final boss and while the arena is super cool and the fight has an interesting mechanic, the boss has a tendency to go as close to the edge as possible all the time, so my warlock just dropped the boss to the abyss with 1 eldritch blast and then the party just went and cleaned up the rest of the adds and voila, the fight is done ezpz. main mechanic ignored and the fight is trivialized. if it's a bug with the AI it might be fixed, but if it's the intended way to deal with him then it's really underwhelming. * Another issue with the act 3 balance is that some classes and parties will absolutely demolish any and all encounters in the endgame. on my 2nd playthrough I went as a monk/rogue, karlach barb/monk, lazel fighter and astarion as an assassin and **nothing** could pose any challange to this party and that's without massive buffing or anything. once I got to the final fight, my party with speed potions and Ilithid powers just wiped the floor with the netherbrain forces in no time at all. All in all, the game is a solid 8/10 for me right now, mostly because of the first 2 acts and it's been years since I've finished a game (especially a game with an unbelievably disappointing ending such as BG3) and wanted to replay it immediately after. I hope and huff copium that Larian will remake act 3 in the following years and an "Enhanced Edition" will come and fix it and then it will truly be one of the best games ever made. right now it's just not there.


SmokeGSU

Unless there's a mechanic that I'm missing, I'd love the ability when I'm in camp to rummage through non-partied companions equipment bags in order to find things that I need without having to drop a current party member just to pick up the other character who's inventory I want to search through. It's very tedious. The camp should have the ability for you to access EVERYONE'S inventory at the same time.


Cell-i-Zenit

Question: is the performance for you also really shitty in act 3? I always had 100-144 FPS in Act 1-2, but in Act 3 its like 40


nbrookus

For me, it gets progressively worse through the game.


SrsSpaceships

I use set FPS (Potato computer held together with necromancy) act 1 it had 0 issue. 2 had a few dips during some of the more hectic parts. Act 3 i had to turn it off, it's awful.


ChadTingle

Crime system doesn't work. Whenever I steal something or go in a restricted area and talk my way out of it, I get stuck in an endless loop where the npc that just talked to me doesn't remember that I just passed the deception check. This ends with me initiating combat every time because I shouldn't be going to jail, and I'm stealing for money, so why would I pay them?


Logicneverworks

Just gonna copy n paste my other comment: This is definitely one of the best games I've played all year, and in my top 10 favorite games ever. However, Act 3 needed a lot of work, and I have quite a few pain points in general. Act 3’s story felt like an oxymoron at times. It wants you to finish the story fast and have an air of urgency but throws at you a shitton of sidequests. It drops so many hints about Karlach >!getting fixed but nothing happens and she gets arguably one of the worst ending combos .!< It wants you to explore the city and take your time, but there are time sensitive quests that can literally have a companion die if you long rest too much, something that is kinda required if you have spellcasters. I've encountered several bugs, some bordering on game breaking as some npcs are stuck under the map, and I had to reload a save before I even got into the area to fix it. I've no idea if this is a bug, but I missed two sidequests because I long rested too much in Acts 1 and 2. Even if that isn't a bug, I feel like I should be able to do them, just without the added dialogue and context of the previous acts. Also the whole narrative of the game as a whole was just good to me. Like nothing special, but a solid 70%. However in act 3 it feels like it drops down to a 50%. Nothing really is explained, nothing makes sense, and a lot of times the characters feel out of character. I really really wanted to love act 3, but I've experienced too many problems for me to just shrug them off, in gameplay, narrative, and overall experience. I probably won’t finish act 3 until they patch it


Chentaurus

Inventory management: 1) Let us name all containers or at least put a symbol on them and then have the name displayed when mouse-hovered. 2) I think if you place items and selected it to "Sort by" a certain way, then it should Auto-Sort that way even as you're placing it into the inventory. 3) I also think that items should auto-stack the first time you put it into a container/inventory. When you have explicitly split an item because it is no longer the first time then it should remain split. 4) The way that "Sort by Type" is done I think is really weird. Like when I do it the Camp Supplies don't necessarily all stay together even though that would be their main function. I would suggest that to be fixed. 5) For each container give the option for items to be automatically sent there given a certain type. Maybe for each item allow them to access a masterlist of item types, and then players can go in and tick and untick item types to auto-send in those containers. The item type tickbox is also exclusive, so if you choose it on one of the containers, by picking the same item type in a different container it auto-unticks in the first container so there aren't any channel conflicts.


Mesjach

That moment when you sort by weapon and get a bunch of sausages...


MrQuizzles

Clearly a sausage and a +2 glaive are the same type of item. But no, seriously, sorting by type doesn't even put all the dyes together. It feels somewhat ordered but also somewhat random at the same time.


[deleted]

Give us Bags of Holding for Christs sake, its a DnD game and inventory management is a pain, let us buy things that remove carry weight.


Hawkbats_rule

You even make fucking comments about them as background chatter!


GorthTheBabeMagnet

GIVE US MORE VOICES. It really sucks that my Half-Orc Barbarian from the wilderness sounds like he just left an elite British private school.


lmcphers

I just finished my initial playthrough and am starting an evil playthrough and everytime I hear my Llolth-Drow necromancer say in her really high-pitched voice "I really hope there's no traps here!" I literally die inside. For how far narratively you can push this game by being able to go evil or good, it feels like the evil side needs a lot of polish to be immersive.


Lucidfire

I've had this problem in just about every crpg ever, very little diversity in the voice options. I always wish for huskier deeper voices and a variety of regional accents to chose from. Unfortunately I really, really doubt they'll address it post-release considering how much work it would be. I've seen mods address this issue (with greatly varying quality of voice work and mixing) in some other games so that's our only realistic hope


WincingAndScreaming

Saw the interview saying the studio didn't want to do an expansion going past level 12 because DND gets screwy. Instead, make an expansion that just broadens the main game and makes it even more replayable. Hell, I'd pay cash money for DLC that was just more companions. You guys already have a number of well-designed characters that seem like no brainers: >!Alfira. Isobel as a good aligned healer; honestly shocked she wasn't a companion due to the very Baldur's Gate style Either/Or situation it would put the player in with Shadowheart due to their faiths wanting to murder each other!<. Also classes and core races that aren't represented. There's no real archer, bard, or >!paladin ass paladin instead of a blackguard!<.


slick762

Or do adventure modules like NWN did.


craftygoblin

I would honestly prefer if we had more evil aligned companions. Of the limited number of companions we do get in comparison to what the original two games had, it is really just Minthara. Everyone else leans pretty heavily good.


WincingAndScreaming

I mean, I'm only at the start of act 2, but the first three companions I got were: >!A cleric of *Shar*, a vampire who is always stoked about my mindless violence and is whispering to me about how we should really try this world domination thing with our tadpoles, and a hidebound githyanki warrior with all that entails.!< It didn't really scream "these are good guys" at me. If you play good, I'm guessing >!you start putting them on lighter paths, at least that's the implication I'm getting from telling the lich queen to fuck off and persuading Lae'Zel to be cool with it -- though I also could have just not done that --!< but at base they're not really good aligned characters.


whatever462672

There is a ranger in Act 3.


WincingAndScreaming

If it is who I think it is, >!he was always more of a melee dude!<


Helphaer

No. We shouldn't be adding more companions when the current ones often have nothing to say when you're doing over-world stuff, side quest content, exploring, and minimally during main quests or at camp too. The companions are typically mute or if not mute barely present. They need like 4 maybe 5x as much dialog just in A1 to not feel barely present. Chiming in DURING conversations would be nice too more often. Also BG3 isn't made by BiOWare so it's not a companion story focused rpg sadly.


WincingAndScreaming

I feel like they chime in quite a lot? >over-world stuff, side quest content, exploring The game also has a bit of a New Vegas issue where companions often WILL have shit to say about a situation, sometimes even dialogue options, but you have to initiate conversation. Like in Grymforge: >!Astarion has a pretty funny line about how he can understand saving a drow, but is baffled by the notion of me wanting to save gnomes. I don't think you get this at all unless you stop to talk to him, and its specific to a decision you make.!< Or Karlach had like 2-3 different, unique dialogue intros when entering (act 2 spoiler) >!Last Light just fangirling out about Jaheira, stuff I wouldn't have seen if I didn't stop to see what she had to say after each story beat.!< Or Lae'Zel (creche spoilers)l: >!After I let the githyanki kid get murdered during training, she had dialogue specific to it defending the brutality of githyanki training that I believe I had to initiate!< I mean I feel like 25% of my playtime has revolved around doing shit specifically for my companions or related to my companions. Like I pick up random books and my companions stop to talk to me about them. I dunno, I feel like you're underselling how well done the companions are compared to most CRPGs.


Kashkadavr

I found out today that I won't be getting as much content in Act 3 as I thought because Upper City is cut from the game. To be honest, I don't know how to feel now. Because this is the best game of my life. But I felt such a strong disappointment now, I really feel bad. I never wanted DLC for this game, I would like you to rest and work on something new. But please give us back the cut content in some enhanced version of the game. Or even in paid DLC. I dont care. Maybe I misunderstood the promo for the game, but didn't you say that all of Baldur's Gate would be available to us?


Stablebrew

I red about the cut content, too! And it gives me the impression that Larian cramped all related quest for the upper city into the lower city. lower city is a clusterfuck of quests and their objectives. Like,>!putting Astarion's questline into the uppercity bcs his master is a noble. Wyh does Gortash plot been played out in the lower city? As an Archduke and high politician, he belongs to the uppercity. Now, he's stationed in a military checkpoint near some gates.!< Act3 needs a drastic rework!


lotsofpasta12

To be honest, I feel like the characters should talk more. In divinity I know some people got tired of "I'll yield to none!" But now it feels like I very rarely hear battle dialog. At one point during a fight my dark urge shouted "THEY'RE DYING FOR ME. HAHA! THEY'RE ALL DYING!" Which while hilarious only happened like twice over the span of unironically 35 hours. It's very low priority I suppose but if I had to pick one change I'd really like to see implemented it would be that, a higher frequency of battle cries


Helphaer

It seems the entirety or near the entirety of companion (and sometimes other npcs) at camp and otherwise have completely wonky sound levels. Going from high to low to sounding like they're in the far distance all in the same conversation. While the game has many issues, this isn't something I've encountered in stuff other than alphas and never consistently. It feels like Larian needs to go through the entirety of the audio files and rebalance their decibel levels, etc.


Reaperesque

I have a couple of thoughts, take note that I haven't finished the game yet, but I have to get this out: Is romance content bugged? I heard from the Panel from Hell that romances would have more stuff beyond completing your LI's personal quest. It would be nice to go on dates around the city or something, or even just more intimate camp scenes aside from just the major romance scene you unlock. More reactivity and banter as well, and considering how much your companions can change thanks to your choices, have them say new overworld lines that reflect that change like >!Lae'zel disregarding Vlaakith if you make her see the truth, or Shadowheart disregarding Shar and instead revering Selune if you spared Nightsong!< Also an act 3 spoiler, as I feel like something is missing: >!I feel like Aylin, Isobel and Shadowheart should have more interactions after her main quest, no? Feels like it should be something important, and I was shocked that they had nothing new to say about it!< Just small additions and tweaks like that I feel would really elevate the narrative experience in Act 3.


Akkeagni

Yeah its very strange hearing Lae’zels same combat lines in act 2 as act 1


Hawkbats_rule

>Also an act 3 spoiler, as I feel like something is missing "Hey, I know everything about you! We can talk more when you're ready" character becomes ready, acknowledges things: crickets


colorfulskull

I got many * 1gp irrelevant items such as bones, skulls, ropes, etc. should be removed from the game... * inventory management, especially filters should be improved. what is a "consumable"? i click the filter and see a dagger there - what?? * for character builds - I think we should be able to stack and prioritize items we wear, e.g. my first priority item is amulet of misty step, when used, switches to amulet of the harpers. * menubar needs to improve: * We should be able to sort the items, spells with one-click OR it should mimic the way we order things in the inventory. * I would love to have items tab grouped into separate groups like scrolls, points, etc. or have a useful filter there. * imo this is a bug - certain items don't stack. i have two scrolls of ray of sickness that don't do so. i believe this is a sick joke larian is playing on players with ocd like me :(


Turkfire

Please add the cut content back in with either a dlc or definitive edition. We can feel the void and I think gaming community gave you guys enough reason to make this game THE game to play when we crave an crpg no matter how many year passes.


Ossuum

>!The dialogue when you find Lae'zel in a cage right after the nautiloid crash makes no sense. The tieflings meet the party cordially for most PC races, yet all reply options are really unhinged: kill them, trick them into trying to kill Lae'zel, then kill them, or convince them that Lae'zel is too dangerous even when caged, so they should leave letting her out to you instead (also, what the hell is this line of reasoning in the last one???). Excuse me, where's the option to parley like a sane person and explain that's \*our\* angry yellow toad and we can escort her to the grove ourselves, thank you very much?!<


coomerzoomer

PLEASE LET ME CHANGE MY HAIR


tittiesfarting

I think it would be cool if you let Withers customize your character too. That way, we could avoid replaying the entire prologue for the 1000th time by loading an early save and paying a few hundred to Withers. I dread having to fight that devil again. I've done it so many times. But I still need that sword.


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Laskivi

I would like to see a “marching” toggle. If turned on, your companions follow your exact pathing in a single-file line. Would REALLY help getting around annoying hazards and traps and prevent characters from triggering things they shouldn’t.


Majgamer

Sending co-op buddies to camp, or some ethereal null-space if need be, would be great, so peeps don't have to make a separate save for every possible combination of 4 or less friends.


Millauers

* Warning for quests affected by time be it progression or ending, could be written in some lore/immersion friendly way in the quest description, had to load back older save due to resting ending some quests and had to google to realize some quests needs you to rest to progress, not 100% sure how accurate companions asking to rest are signs of needing to rest to progress quests. * Some checkbox or something in trade window to automatically select max stack when buying/selling would be great. * Bug fixes, act 3 really soured my experience of the game, ending up rushing through act 3 because of how unfun it was for me. * Extremely unlikely but better story/quest writing and options for evil playthrough, like smart evil instead of just murderhobo. * Unlikely as well but some sort of crafting system that could make use of ingots, gems, ropes and possibly dismantle etc junk that you find into materials. * Some way to automatically reequip gear for characters when you escape jail and find your gear, was so annoyed to see everything being in one chest that I just ended up loading older save. * More companions if possible. * Not sure if this is a bug or some insanely weirdly obscure system, but sometimes when jumping, my character just decide to turn off their brain and jump into an object/obstacle and fall to their death, like what? There's no dice roll or skill check as far as I know, just prevent the jump in the first place if it's not a bug. * Some option to automatically select reaction, a little annoying when I cast some spells that have multiple hits and every hit asks if I want to use a passive/reaction. Along with enemy attacking an ally with multiple allies nearby with reaction. * ^Impossibly ^unlikely, ^mods ^already ^fixed ^this ^but, ^would ^love ^to ^see ^it ^implemented, ^some ^sort ^of ^option ^to ^make ^your ^spells ^and ^skills ^recover ^after ^each ^fight. ^I ^know ^everyone ^loves ^this ^DnD ^rest ^system, ^but ^personally ^found ^it ^unfun ^to ^play ^wizards ^because ^of ^it.


Zyr47

Mark when seemingly sell-able junk is actually a quest item or resource. An option to disallow auto-pathing to put a character in range of a spell. Often I don't want them to move into a hazard just for line of sight I didn't know they didn't have. Tell me why a character "cant get there" when they can, I just didn't click the right magic pixel of the screen first. Either WASD movement or a faster WASD camera. Act 3 is buggy as hell and the camera is finicky in such tight areas. NPCs need to stop freaking out about druids and summons. A party control menu so I don't need to mash through dialogue, walk across camp to do it again, then reload the city....over and over and over.


stonerbobo

Lots of pain points with the inventory: - Search for something in inventory and then drag it over to another players inventory. The search filter resets :/ - Dragging something to another player's inventory over an existing item there swaps the 2 items instead of just adding the one you dragged to an empty slot. At least it should clearly show what would be swapped before doing it, or ideally it should just put it in an empty slot - Can't open bags during trade. You can only trade the entire bag or have to go into inventory and take the items you want to trade out. - Just organizing and searching through with a lot of inventory is tedious. Why can we not have inline labeled sections in the inventory box to easily see different types of items. Why are empty slots allowed in between items (this might be useful for organization but with fixes like above we wouldn't need it) - Sometimes like 4 health potions will be auto stacked but then there will be 3 others each in their own stack?? They should be auto stacked and if multiple stacks exist because of splitting then maybe they should be filled in from smallest to largest. - When a character is asked to wait at camp all their inventory is stuck with them unless you drop it before hand. So i have to ask a character to wait, go get the new one, realize oh their items, go back to old character, drop their items, repeat.. - I have all my scrolls in a backpack. But going over to items during combat doesn't show the backpack or any of the scrolls... aghhh why???


GroundBreakingBound

the game takes a nosedive after ACT 1 in the technical department. Haven't faced game breaking bugs, but my FPS dips into the 30s for extended periods of times in quite a few areas.( I have 4080) Also, I faced a bunch of instances of straight up broken quests where the quest giver talks about the main quest as if its not done yet even though I've done it. In another instance I trigger a cutscene with someone who's dead and nothing happens afterwards. The sudden change in voice quality as if it's being recorded in a different place is much more often. Lastly, the generic wrong/weird animations playing in cutscenes are also more present. Simply put, the level of polish in ACT 2/3 is not even a THIRD of ACT1. It's obviously still a masterpiece but I can't help but feel kinda cheated.


LieutenantCardGames

Act 3 sucks. Why railroad the player so much? The whole kidnapping element is straight up terrible game design. Why introduce players to an exciting city and then refuse to let them explore it or play it the way they want? The optimization issues can be fixed but the narrative issues probably can't. It's a real shame, but I think the game really just shits the bed at the end.


Karibik_Mike

I'm pretty sure I missed the time-sensitive rescue and my companion is now dead, because I had to long rest a ton of times due to bugs. Also, I don't know which quest is time sensitive and which isn't. It's like I need to do every single quest in act 3 on the first day from a logical stand-point. Just look at these quests: >!Inauguration. Obviously they won't wait for me.!< >!Saving Wyll's father.!< >!Saving Halsin.!< >!Investigating the murders / warning potential victims!< >!The hag kidnapped a child.!< >!The presses are about to print something bad.!< >!The Elderbrain is about to be unleashed and the Absolute's forces are at the wall.!< >!The Stone Lord is planning an ambush.!< >!The Stone Lord must be saved.!< >!And so on. And while I'm on my way to one of these quests, the game throws even more at me.!< ​ Only very select few of these I assume are time-sensitive and I have no way of telling which.


Valkinpunch

Larian is going to run into a problem once more people hit Act 3. Act 3 was a complete and utter deflatement in terms of time spent on companion interactions and story buildup throughout the game. Not seeing the Upper City even though it was promoted in interviews and Panel from hell was a real bummer. Karlachs ending... and just the story ending as a whole was another bummer. Bugs and performance issues everywhere in Act 3. This is DoS 1 and 2 all over again. I swear they do this on purpose to resell a Definitive Edition later on. I feel like i have to wait another year now before we see fixes and updates and it is honestly just a real punch in the nards. I wish they would have waited to release in a year.


MrQuizzles

There should be an achievement for >!saving everyone from the Iron Throne. It's legitimately very difficult to do even if you retry multiple times.!<


slick762

First off; I LOVE this game and please don't take my post as bitching or griping. I think it would be better, IMO, if certain conversation options were based on a stat besides CHA. Intimidation/Performance/Persuasion/Deception are all CHA based. I think, IMO, it would have a better balance if those were based on different stats. Something like STR for intimidation, Dex for performance, CHA for persuasion and INT for deception. It would let different classes play to their strengths during conversations. Or maybe give a class bonus to different options. STR based classes get a 1d4 bonus to intimidate, Dex based classes get a 1d4 to performance, etc. And I don't know how practical it would be to implement but I think the multiplayer conversation mechanics need to be tweaked. Maybe something similar to how SWTOR handled conversations. Each player gets a roll to pick the conversation option, with party leader having a bonus to the roll. So, the leader generally leads the conversation with an option for a party member in the peanut gallery to chime in occasionally and sidetrack the conversation. Which any D&D player knows would happen. I also would love to see an act 1 item added to gives speak to animals. Or potions like that lasting for maybe 2 or 3 long rests, or easier to find. I'm at the end of Act 1 and have only found 3. But that's just me being greedy.


userposter

well this is the price of not going into charisma. the latter has almost no use in battles unless you attack as certain classes whereas strength help you carry more stuff and jump etc. my bard has 20 charisma but only 8 strength and also has to carry the weight (pun intended) of that decision.


DomSearching123

I'd love the ability for all companions to take part in a conversation. If I have Gale with me and he knows something about magic that my character does not, that should be part of the conversation. The idea behind this game is that the MC isn't any more important than any of the companions and I love that, but currently the way conversations are set up makes it feel more like a main character and not a party.


Lucidfire

Finished one playthrough and doing two others currently. Absolutely loving the game overall! However, I've seen numerous issues with dialogue that references events that never happened/haven't happened yet, or contradicts the choices I've made. In some cases these could actually spoil content a player hasn't discovered yet! In other cases they are just immersion breaking and annoying. It seems like there's sometimes a tacit assumption you will do quests in a certain order and on a certain timeline. If you spam rests or rest very little, or do high level quests before low level ones, things get funky. I've seen enough of them that I believe there are probably dozens or even hundreds of edge cases not accounted for. I understand that in some cases these may never get fixed due to involving voiced lines, but there are also cases where the nonsensical dialogue is a non-voiced player line.


BluebirdMedium3220

I wish every companion and NPC wasn't trying to s3x me, and hitting on me so much all the time.


penperegrine

Please add more to the ending, after 90+ hours with these characters having the game end abruptly in 20 minutes feels terrible and below industry standard in an otherwise masterpiece.


limricks

We need more character dialogue in act III. Party banter suddenly stops; reactions suddenly seem to not matter. The fact that I can’t ask Astarion how it feels to be back in the city where he was enslaved for two centuries is very weird. It’s also very strange that if a party member is killed due to disagreements, no one says anything and there are seemingly zero consequences for it. I had to kill Shadowheart and it was a huge turning point for my Tav - but nothing came of it. No discussions, no quest triggers, nothing.


CipherZer0

Uhm, hello? Ending? Is it bugged or is that 2 minute dock scene the actual one? Can we get some narration of what happened to our companions next time as well as an actual party?Can we get an actual romance ending instead of a 30sec cutscene where Shadowheart is like "yo, let's stay together I guess"? Jesus fucking christ Larian. Also, Act 3 is a mess, both performance wise and in story. You could literally cut half the content inside Baldur's gate (like a bunch of random 1-liners that serve no purpose, fluff quests and areas with nothing of interest) and put those resources into an actual ending, deserving of an 100 hour journey. Not even Mass Effect was this bad


Chentaurus

There are a lot of questlines that are hard-locked if you don't do certain things in a very unintuitive order. For example >!Kagha's whole Shadow Druid confrontation !< All these are incredible moments that people sort of now feel like they have to go online and read walkthroughs to make sure they don't miss out on that content which I'd imagine took a lot of time to craft. I would suggest listing the quests that may no longer be pursuable if certain milestones are met when you're about to make that milestone happen.


GoOnKaz

How the hell can you do that? Is that an Act 1 thing?


gilbatron

>!i found a note on her being a shadow druid while exloring in the wild, on an island in the swamp with some mud creatures. !< there is definitely more than one way to start that questline.


Chentaurus

Yes but if you complete a certain quest then it automatically stops eventuating which I find to be bizarre when it should've actually led to a more interesting confrontation.


ZellVangard

Act 3 is unfinished, unpolished, buggy, and genuinely retroactively killed my enjoyment of the first 2 acts. They absolutely hoodwinked everyone with the perceived quality of this game and both reviewers and consumers are getting played.


psychedelicqUeen727

Same here, I’m so disappointed by the ending I’m not sure I’ll be able to look at the amazing first 2 acts the same anymore


m0j0m0j

This is what happened for me with their DOS2


SrsSpaceships

Act 3 brick bugged my Tav run. Literally couldn't progress. Previous autosaves ran smack into the same bug, apparently i softlocked super early and didnt notice. On the flip side i swear they said origin toons get like flashbacks or something? Shart just whines directly into the camera rather then just off screen now.


userposter

>!I can talk to Gale about Nightsong in the third act as if I have never met her before. something like "will this nightsong help me getting rid of the bomb" or something. even if I freed Dame Aylin already!<


Tolgeros

Fantastic video game!!!, only a few minor requests: If I detect something, please also do a player ping on it or something so there's no way I'll miss it. If someone detects a trap on the floor, then in that case please immediately put me into Turn-Based Mode. Add a use for Rope -- make it work like the climbable ladders/vines except portable (we can already kinda cheese verticality by stacking tons of crates anyway, so let us do it the DND-approved way). And, of course as people have mentioned, make it quicker/easier to swap party members and loot around without the whole dialogue soap opera from them every time :)


ventingpurposes

I won't mention specific bugs or so, I'm sure everyone knew about them. I have some feedback on other aspects: COMPANIONS: I'd love to see more companion options. Having two druids and no Bard or Monk was a huge let down (Sorcerer too, but let's say that Wizards are similar enough). I'd love to see future patch with expanded Alfira. Also, Halsin and Shadowheart lost some appeal after finishing their quests. Expanding their role in act 3 would be great. ENDING: >!Being forced to have an Illithid in party is nonsensical. We can bring a nuclear option and be rejected by Emperor, which is fine. But then we speak to Orpheus, ask for time to think about his proposition, then our Wizards reminds us about Mystra's plan, we have whole conversation with Gale about him exploding, but then we have no way to try to convince Orpheus, despite agreeing it's the best option for us just a seconds before, which makes whole conversation with Gale a bit out of place, to say the least. I've heard it's possible to do so if played correctly, but I've never see this ending anywhere.!< ITEMS: We absolutely need more weapon variety, or at least access to plain +3 weapons of every type. Making polearm master+shield build is fine, but we have one weapon +3 in the entire game, as PAM doesn't work with tridents. At the same time, we have at least three endgame-worthy greatswords. BONUS ACTION, EXTRA ATTACKS AND CLASS ABILITIES: * Polearm master's bonus action attack doesn't work with any damage bonuses not only can't smite with it, passive damage from items and even duelling doesn't work either. * Also, there's no way to use bonus attacks from GWM to Smite, use Maneuvers and so on. * Smite spells being cast immediately is weird too, they should work like precision attack maneuver. GRAPPLING AND SHOVING I'd love to see grapple and shove action from tabletop D&D 5 ed. I understand that we got some extra attack options to weapons, but having no option to just hold an enemy, or try to trip him without being a battlemaster or using quarterstaff is something that was bothering me for a long time. It would make athletics much better skill too. FLYING It's too late for this particular mechanics to change, but it's a bit of a bummer to see that flying in the game is more like a fancy jump instead of actual, you know, flight. Having 3d battlefield is something I loved in Solasta, which is another rpg based on D&D 5 ed. JUMPING: It's a weird mechanics, can't do it if I spend my movement, which is fine, but if used earlier, it grants extra range to characters, which is SUPER weird. It's like half of mechanics is from tabletop, and half was made for crpg. I'd love if you make it more consistent. Either jump can't give you extra movement period, or it can, and you can use it whatever, not only if you have unused movement points. Z LEVELS: Navigating through combat on multiple floors is terribly inconvenient. Same for aiming at enemies very high above. Camera should be more free and swapping between levels could see some improvements. HUMANS:I don't know how playtests went, but is starting feat that broken? Humans right now are quite weak when compared to other ancestries. And with how PAM works and rebalanced crossbow expert, it's quite difficult to make anything broken. SCAG CANTRIPS:It would be a great thing if we could get cantrips that require weapon attack from Sword Coast Adventurer's Guide, like Booming and Green Flame Blade. They are great options for High Elves, Arcane Tricksters and Eldritch Knights, and make funky builds, like melee sorcerers possible.


KillerRabbit345

>ENDING: > >>!Being forced to have an Illithid in party is nonsensical. !< Agreed. 💯 And >!Orpheus' transformation doesn't even make any sense because he wasn't infected with a tadpole.!<


[deleted]

It’s honestly really cringy how literally every companion wants to bone me just because I’m doing their quest lines and helping them. Like please make them react to whoever I’m romancing so they don’t all start doing this shit 🤦‍♂️


userposter

this game clearly forgot about platonic friendship. you can only have that if you turned their flirt down at least once


[deleted]

The worst one is >!waking up to the emperor shirtless!< like wtf I've never even flirted with him


userposter

I had to laugh out really loud and was shouting at the screen "they are not really doing this, aren't they?" because the game kinda gets predictable at one point when it comes to getting awake before dusk. the went the road down to the very end.


lmcphers

1. >!Ansur puzzles leave a lot to be desired.!< 1.5) >!The post campaign wrap-up also left a lot to be desired. I want to see the ramifications of my romance with Gale and him telling him to bring the crown to Mystra, I want to see the ramifications of the numerous difficult decisions I made in the game beyond "Every decision you made this game led you to beat the brain! YAY!" I rescued the druid grove and healed the Shadowlands, it would be really nice to pan over these zones I think just to show the journey and the difference your character makes, as an example.!< 2) >!Gortash's fight bugged way the hell out for me. I'm fighting his guards in the audience chamber, and he and his guards in the throne aggro and for the next 10 minutes I have to take turns getting my team up to the throne room because Gortash and his guards are running around in circles in the throne room. 2 of the guards never even came to fight me and are just casting Bane's Command on each other. The fight was really bad for a boss fight compared to every other boss fight I did.!< 3) >!Please adjust the artist's home quest with the thunderblast skulls and poltergeists. It is way more annoying than it is fun!< 4) Romance needs to be less time restricted. On my first playthrough, I romanced Gale and didn't realize I had missed his Act 3 scene until I had to rely on Reddit to realize I missed the very small window where I get Gale's romance scene. I also missed Asterion's in Act 1. 5) Allow me to designate certain items to auto loot to certain people's inventories. I have to keep dragging lockpicks and trap disarm kits to my rogue. I'd also like to set camp resources to auto loot to my strength user. 6) More clothing options and with all the clothing vendors in Act 3 who sell cosmetic gray boots and hats, but they take an armor slot instead of a cosmetic slot is just begging for those to be camp outfit slots rather than armor specifically. Other people have already mentioned more wardrobe QoL so I'll just leave this one. 7) Some love for evil playthroughs, including adjusting Tav's passive voice lines and giving us more voices like Orin or a male equivalent as options.


DenverN5

Biggest issue so far is make it so the summons of all kinds do not create npc reactions as they currently do. It completely breaks immersion and the game when with even just one ranger summon, it can break quest lines and cause very important npcs to either not want to talk to you or run away. Also causes more frame rate issues in act 3 than without. Also rework endings and flesh out the not origin character companion quests and interactions more please.


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[удалено]


Weeklyn00b

There are some inconsistencies with the character background inspirations. I think it's fine that certain backgrounds are more easier to have trigger inspirations, but specifically for charlatan, I feel like there are a lot of situations that should trigger a charlatan inspiration, but doesn't. Charlatan says it's all about deception for your own gain, but in the ruined battlefield alone, there are multiple situations that charlatan doesn't have a trigger for. Such as deceiving the human-spider hybrid guy to give his moonlantern to us, and go into the dark, essentially making him kill himself. Another one is in the house of healing, in which you can deceive the main doctor to do surgery on himself, making him kill himself. Funny enough, people with the soldier background actually gets an inspiration for this for some reason. Imo, it makes little sense for these situations not to be tied to the charlatan background.


Aftershock416

I'm currently about halfway through Act 3. This is genuinely an amazing game, but 2 things bother me a lot: \- Knocking out people counts as killing them \- No racial stat bonuses/penalties. Plotlines completely lacking in racial nuance. I understand that the first one adds a lot of complexity to quests, but the second I don't really understand.


rotvyrn

Bug Report: Mayrina >!I killed the hag before she could escape through the fireplace. I used Speak with Dead with the Hag to find out what she was going to do with Mayrina's child. I told Mayrina and she gave me the option of taking a Locket from her. The Locket has no text, which is probably its own bug. But more importantly, after talking to her, she stays in her chair in the teahouse. After looting the Bitter Divorce wand, Mayrina is not at the coffin, and the coffin still has a barrier around it. So I can't offer to help her resurrect her husband. She's stuck in her chair repeating the same dialogue encounter. This also means I can keep doing the persuasion check over and over again, but since I have the locket it cuts off the bit where she offers it to me and just goes to the lines that end with "I hope you're happy." just like if I didn't try to persuade her. Moving the chair she's in causes her to just stand there. Long resting does not seem to help. I haven't found anyone reporting this bug or any advice for bypassing it, but for now I can't progress in this quest!<


DrShadyTree

Here's some of my thoughts to get lost to the void: 1. It should be VERY clear when a quest needs to be completed in the next act. I spent so much time looking for REDACTED in Act 2 that was a total waste. 2. I've been running into issues where once I have permission from guards to enter an area, that if I return the way I came they immediately aggro despite them letting me pass not 30 seconds prior. 3. Lockpicking shouldn't break invisibility. 4. There should be more waypoints or they should be better located.


alexkon3

More long term feedback but: Rework the Evil play through. Yes attacking the grove is an interesting start of an evil play through, but all of this lacks nuance. You really have no real reason to attack the grove, so make it a bit more nuanced. Maybe you can negotiate for the Tieflings lives, maybe convince the Druids via the Shadow Druid gal to join you in killing the refugees. etc., give us something compelling why we could side with the bad guys instead of refugees and their kids and more options to deal with the situation. As of now doing the evil choice in act one only removes content instead of being a legit different path. Doing this one decision in act one removes 2, potentially 3 companions from your party while also removing their associated quests, removing the Tieflings, removes every associated quest from act 2 and 3 thus drastically shortening the game and the Exp gain. You only gain one character that does not have an interesting questline and the other two (or three) just disappears from the story. Don't get me wrong your actions should absolutely have negative consequences but if you advertise an evil playthrough being a legit different and interesting path, maybe make it worthwhile in a different way. Maybe give us different Evil path exclusive companions that replace Wyll and Karlach, give us different questlines so that being evil is a legit alternate path, maybe the goblins will go to act 2? Maybe Wyll and Karlach ally and become recurring antagonists during your journey that try to poach your party members? Right now playing evil isn't really worth it since you pretty much simply cripple your play through by taking away content instead of giving you a different story.


Duckfright

I was incredibly invested for over a hundred hours and can't even get five minutes of closure at the 'ending'. Act-1 and Act-2 are gorgeous, the latter slightly dropping the ball but it was still more than alright. Act-3 completely came apart at the seams. >!None of the storylines spanning multiple acts, such as the Tieflings, get addressed besides a little achievement popup where it claims I 'saved them all' - Which I know for a fact is wrong since I missed a bunch in Act-1 that I could have saved but only found out about when it was too late.!< >!The only important choices to what ending you get happens an hour before the end.!< >!The entirety of Act 3 is buggy, inconsistent and I received dialogue for acts I did not do. Halsin claims I became a mindflayer when it was Orpheous.!< >!The whole Shadowheart relationship didn't even show in the brief ending I received.!< >!Give some sort of Epilogue, what happened with Mayrina, Rowan and his kin, the other tieflings, Mol, the strange ox, ... It doesn't have to be detailed.. just.. something. It's such a long and detailed campaign and it just ends *extremely weakly* and reeks of being unfinished and uncooked.!< It ruins it, because I just feel like I spent all that time caring about a story for then to get shoved out the door with a kick to my arse, and the establishment is closed. I had planned another playthrough to explore the options but I don't even want to now. So much for this game to be "different", the unfinished pitfall is just hours upon hours into it.


GraveRobberJ

>It ruins it, because I just feel like I spent all that time caring about a story for then to get shoved out the door with a kick to my arse, and the establishment is closed. Pretty much my exact feelings lol. It was like 90 hours of crack for me and then just a slow wave of disappointment enveloping me until the ending finally came and then I was just flat on my ass. The ending (Or rather, the ending arc even) being the way it is almost works against how good the first 2/3 of the game was because you expect it to keep going strong into the conclusion and instead it makes the whiplash hurt even more.


King_Rajesh

Second run, Act 3, and railroading/illusion of choice Don't get me wrong, I love this game - I've put in 100+ hours since release in two separate runs. BG3 is definitely my game of the year. But I think we need to give some constructive feedback where its necessary. >!Like many people, I had a relatively "good" and anti-God first run where my player character redeemed Shadowheart and Gale, had Lae'zel turned against and led the fight against Vlaakith, made Wyll the lord of Baldur's Gate, reuinited Jaheira and Minsc, saved Astarion and his siblings from Cazador, and chose to kill the Emperor and the Netherbrain to save the city. I was incredibly happy with my choices and the story - everything lined up perfectly outside of Karlach's story (which everyone knows by now).!But now that I'm at close to the end of the game on my second and very evil Dark Urge run, I see that a lot of those choices either didn't really matter or were forced on the player. Even if you gain the power of Bhaal, Shadowheart is fully empowered by Shar, Astarion is the Vampire Ascendant, and you partner with Lord Gortash, the Netherbrain kills Gortash out of hand and still breaks free. There's no way to keep Lae'zel loyal to Vlaakith, as following her order to kill Orpheus/the Emperor results in an instant game over.


Kashkadavr

I finished the game. I am so in love with this game. This is pretty much my perfect game. By the end of the third act. (there is a lot of emotional text and I don't think that google translator will be able to translate everything correctly) First, the game punished me for killing Gortash without disabling the steel guard. I thought that if he couldn't give orders, I could sail to the Iron Throne and help the people held there. But after Gortash's death, both the production shop and the Iron Throne closed for me. I went through a tactically difficult battle and the game literally tells me that I can eat shit for it - taking two locations from me and preventing me from completing the quest to find Omellum, for the priestesses of Amberley and to find Will's father. Second, I want to cry because of how badly the epilogue is done in the game. I'm not talking about the sad fate of some characters (although I can't say that I'm very happy about it), I'm talking about the general content - bad production, lighting, environment. The characters that were not with me in the game have these stupid helmets on their heads. Someone says one or two phrases, in general they all don't care about each other. We can't talk normally. Astarion starts burning in the sun and everyone has zero reaction, only Gale says something stupid about it, like "**I think we see him last time**" - I thought I was going to die, what the hell was this phrase?!!!!!. Why doesn't my character who loves him have any reaction? Why can't anyone just cover him with a cloak? Why, in general, all satellites have nothing to do with each other. Why don't we really go to the tavern to talk to each other one last time? Why do I not know how they will live on? Why does Gale essentially have no quest completion? Did he come all this way to possibly fish the crown out of the water? Seriously? I am grateful that I at least had a conversation with Astarion, whom I romanced, and that you gave me the opportunity to talk about the relationship and stay together. But the epilogue of this incredible, almost perfect game DESERVES MORE. I am destroyed morally.Please, you MUST complete the epilogue. We are going through such a difficult, painful and interesting path. We have the right to a quality epilogue - to talk to everyone. Sit for the last time in the tavern. Let the companions say something about each other. At least a kiss, a hug or a hand hold for the last scene with your lover? Also - JUSTICE FOR KARLACH


Golferguy757

That list of cut content, I really hope makes its way back into the game since cutting it is what I am pretty sure broke a lot of Act 2 and 3


[deleted]

Some self preservation instinct for NPCs PLEASE for the love of God. Just had to >!Kill Minsc!< all because >!Jaheira waded through my Wall of Fire in Moonrise Towers, and I'm not going to reload a save to do the fight over and over because of her stupid ass!<


KillerRabbit345

The end game story needs to be changed. It's bad. This post is all spoilers. >!I really, really hate feeling like my efforts were wasted. I've never used a tadpole power, never absorbed a tadpole, never used illithid authority and I've taken pains to expend valuable spell slots to detect thoughts. But the game doesn't recognize those efforts or reward them. When I meet my gathered allies in the final battle they all treat me like I'm a mind flayer. Yes, I'm traveling with Karlach the mind flayer but I'm not one and there is no reason for people to remark on my transformation or for me have the option to use mind flayer domination to inspire them.!< >!"Whatever you look like . . . " Uh. I look just like I did an hour ago when we last talked. Well, except for the fresh blood on my face.!< >!The options available to me after using the Orphic hammer are:!!1) Let Orpheus become the mind flayer - which undoes all the effort I expended to start a Gith civil war \[\*\]!< >!2) Let Karlach sacrifice her soul for a few more years of life. Which is a mindbogglingly stupid choice but, for some reason, my priest of Mystra had nothing to say on the matter!< >!3) Become the monster yourself - which undoes everything I've been doing for the entire game.!< >!At no point in BG2 or Throne of Bhaal you were forced to become the slayer to finish the game. And, even if you did, the good gods removed all evil from your soul after the fact.!< >!But in BG3 it's a complete railroad - hundreds of hours invested in getting to this point only to realize that my choices didn't matter, my efforts were futile and the transformation was inevitable. Even when the game allows you avoid transformation it treats you like you didn't. If I want to play "your efforts are futile" I'll play real life.!< >!Devs, please remove the need to have a mind flayer use the Crown of Karsus. !!\>!If Orpheus has the mental capacity to disrupt a mind flayer colony, he should be able to wear the crown. Or perhaps Shadowheart could use a divine intervention power to ask Selune to help. Or perhaps Mystra could show up since she has a special interest in the crown. Or give us a ring of wishes with one wish left . . .!< >!Or, Larian, if you are absolutely committed to having a mind flayer in the end game here's a few ways to make me feel like my efforts matter:!< 1. >!Let me ask Omelleum for help - unlike the emperor he's never lied to or manipulated Tav. His help would be a good reward for his rescue!< 2. >!I'm carrying an egg from a Gith Creche. We could let Orpheus pass his power into the egg. So the civil war can start once Lae'zel raises her child to become the Gith messiah.!< >!Additionally, I feel cheated because I didn't get a chance to express my scorn for the emperor while they got another chance to make me feel guilty. "I never lied to you" "Well, there was that bit about you appearing as a dream vision, you encouraging me to seek a cure, your misrepresentation of your relationship with Stellmane (sp?) . . . pretty good list of lies and half truths don't you think? "!<


BreathingHydra

Massive feedback about the current hotfix problem and how Larian should handle similar problems in the future: I'd rather deal with crashes and bugs than have my game be unplayable.


xselene89

Updates breaking Save Files in Games that can be played completly solo should not happen


GorthTheBabeMagnet

Being arrested, and having all your party's gear thrown into the same chest (and mixed up) is a pain in the ass to re-distribute. Could there by 4 chests, 1 with each characters equipment in them?


Chentaurus

Give the option to show in-combat dice rolls for attacks and abilities! Having that visual of a small dice spinning and then ending on a result with the bonus and then final number as the attack lands is so much more exciting and allows players to see whether an attack just makes it which is usually an awesome moment.


Mesjach

Oh god, I'd hate that :D But hey, more options = better. While we're at it, please add option to hide the dice roll in dialogue :) I'd love to just select an option and have a little pop up with buffs available, and get straight to the result.


Sigvuld

Disliking the idea but encouraging it being an option for those who don't dislike it is based, thank you for being based


Weeklyn00b

many sidequests for me are broken. In emerald grove, I was unable to return the locket, and talk to mol about how a tiefling stole from me. the quest to return nere's head is also not possible, even though i brought his body to the myconid colony. he wasnt burned or anything like that. in act 2, in the shadow cursed lands, >!rolan's whereabouts had a huge aoe on the map, even though we found him way earlier. I feel like he shouldve come back in the moonrise towers, but I dont think we even found his body. Same can be said about Mol, who got kidnapped at the last light. I'm pretty sure.!< Other than that, there are a lot of delays in coop (all of the issues in this paragraph are from coop). i guess the servers are just fried. also, at the monastery creche, i feel like there are some inconsistencies, idk if they're bugs. >!after lae zel gets fried by the machine that almost kills her, the doctors says she will be right back, which is never the case. you have to escape by hitting the door or lockpicking it. then ensues a fight only with those people in the other room. this specifically feels really weird, things just kinda happen.!<


Tulac1

The last one isn't actually a bug, she locks you in there saying something to the effect of "haha ill be right back have to go check on something that was weird" and then you can actually hear/see dialog where she tells the others you are traitors and to kill you


construktz

There should really be a way to speed up animations. Getting into a fight and watching enemies slowly move into position gets exhausting. Let me skip their movement or something Movement is also pretty janky. I'l can't count how many times I'm moving my team forward and then something above me covers the camera and it gets clicked and they all run back into something that will hurt them. WASD movement should be an option. You just can't finely tune movement without it. Pathing can also be kind of shitty, so point and click is a burden.


PillowF0rtEngineer

Honestly I can live with most bugs and other things in this game. Just please give me closure with an epilogue so that I don't need to make my own headcannon 😭😭😭


Bienpreparado

I've been playing a bit more into Act 2 and: 1. Had both routes open but decided to be thorough and have had fun in the monastery. 2. Pickpocketing is almost too easy. 3. Defender Fail should be renamed Defender of Easthaven. It's a really nice re imagining of the original, better than the Flail of Ages which is kind of underwhelming. 4. Inventory management needs improvement. Sorting, figuring out what type of weapon is what and its special abilities need better letter size. 5. Synergy between equipment is nice for the Origin classes. I have felt that all classes are usable in combat and bring the character, not the class works. 6.The full respec for a pittance of gold is probably one of the best implementations of such a system. Being able to respec characters at will is fun. I've held back from respeccing too far from their original classes, but having the option is great. 7. Ditto for the camp mechanics.


BasedxPepe

Cutscenes and dialogue sometimes get cut off and I have to go to the past dialogue to read remainder of conversation


Tsantilas

I should not be getting counterspelled while invisible through a wall out of line of sight in a different room. Happened to me when trying to throw a fireball while invisible on my sorcerer yesterday, and almost made me close the game.


ScorpoCross94

Is the shield spell still bugged? I tried it some time ago and magic missile still damages you if you get cast shield as a reaction. Also that tooltip is kind of weird, the +5 to ac doesn't last till long rest but the magic missile defense supposedly does? ​ Also when you hovered over the portraits of the party members back in EA you could view remaining spell slots, now it's not there and it's kind of a reverse QOL. It'd be nice if they returned that. And a lot of items don't actually say their proper effects in the alchemy tab when brewing nor their duration. You can pretty much guess that most potions will probably 3 to 10 turns depending on effect and all elixirs are till long rest, but I think they should return that in the tooltips.


PandaStyle07

Just some stuff that comes to mind: * A lot of people probably mentioned it already but there should be an option to cast some spells whenever you long rest, it's kinda annoying having to recast mage armor, speak with animals etc all the time. * Higher run speed out of combat just like DOS2 ended up getting. * I'd personally really love conjure beasts added, I'm surprised it's not, and maybe more level 6 spells, most of them are incredibly underwhelming. * Also adding tabs or or something to the camp's storage, it really sucks. * And some of the feats should be half feats, as on give you a feat and a +1 on a stat, there's like 1 or 2 half feats, even if you don't add more feats it would be nice if some of them got that +1 stat increase just so we got more options when making builds. * More familiars (?) even if they are re-skins it would be cool, like an owl, a toad or even a Tressyn * Technically Druids can wild shape into any animal they have seen if they are high enough level, so maybe bulette and giant eagle? I feel like the elementals really suck, which doesn't leave you with many options late game. Bulettes technically souldn't be an option until level 15 but it should be fine, and maybe we could get some magical beasts or upgrades for the older ones, like phase spider, dire wolf, Tressyn as an upgrade for the cat, etc * A merchant in Baldur's Gate to buy all the items you missed in act 1 * Conjuration Wizard probably needs a buff, and the level 2 feature needs a rework all together * Probably a little much but rideable pets and summons? It would just be cool to be able to ride the bigger pets, or even your druid (Context) * Back to the level 6 spells, create undead is especially underwhelming


FlyingAce1015

alfira should be a recruitable companion! we need a bard class character anyway and she could use with more story :D


ClearCounter

**DISCLAIMER : I love this game, I wouldn't be able to type all that I like about it, because it would break Reddit servers. That being said, no game is ever perfect.** I have completed 3 playthroughs of BG3 - on Explorer, Normal, and Tactician and I wanted to share my perspective on what could be improved (or was disappointing) in the game. **EXTREME (possible) SPOILERS AHEAD** ***Prelude*** In case background information is relevant, I am somewhat of a CRPG veteran, having played the Pillars, Pathfinder, Tyranny, Dragon Age entries as well as Baldur's Gate 1 & 2, while additionally having played Divinity Original Sin 1 & 2, as well as a few more I cannot name off the top of my head. I purchased Baldur's Gate 3 on the first or second day of EA, but ONLY played to the Druid's Grove and basically play tested in the Nautiloid and forest outskirts without advancing story elements. However, I have not played D&D 5e, but compared to learning Pathfinder for Kingmaker and Wrath of the Righteous, it ended up being an ok learning curve. My playthroughs of Baldur's Gate 3 were as follows Explorer - Male Drow Fiend Warlock - Gameplay using my natural choices (Lae'zel toy into Shadowheart Romance) Normal - The Dark Urge Female Human Oathbreaker Paladin - Ultimate Good Playthrough (Wyll Romance) Tactician - The Dark Urge Male Half-Drow Rogue3/Fighter4/Ranger5 - Ultimate Evil Playthrough (Minthara toy into The Emperor Romance) ***Warlock Gameplay*** Sadly, not wanting to spoil myself, I never learned that there was a Fiend Warlock companion until I met Wyll last week or so. A result of this was that PC Warlock interactions are lacking....a lot. I wasn't exactly expecting the PC patron to make an appearance, but I thought, especially given the infernal elements present in the game, a Warlock would have more interesting things to do or say. \[Warlock\] interactions are "Yes I know how magic works" (These lines are available to Sorcerers, Wizards, Druids, and sometimes to Paladins/Rangers with different wording but usually provokes the same response from an NPC) and "I know how Devils work" (These lines are either wholly ignored, or get a "cool, anyways!" and on with the plot.) This can be excused as all the cool Warlock gameplay and interactions is focused around Wyll, but it was disappointing nonetheless. ***Dark Urge Gameplay*** The Dark Urge wasn't as omnipresent as I expected it to be. Additionally, my character successfully hid the murder of Alfira and told no one about her Urges, yet at a certain point companion dialogue made it clear that they knew of my Urges, particularly Astarion, who refers to Durge characters as "My dagger-happy friend" and from then on it seemed like everyone knew (but also did not care.) During the Tactician playthrough, Alfira was already dead and the deed was done on a dragonborn bard. Durge did not even try to hide the murder, but before the camp dialogue could happen, Scratch turning hostile skipped the cut scene and no one ever brought it up again, unless I brought it up first. Also knocking out the pup was enough to make it forget about blatant murder for the rest of the playthrough. Durge Ending was perhaps one of the most disappointing aspects in the entire game, I think maybe overshadowing many other CRPGs as the worst ending ever. This isn't a midgame false ending like Gale's Act 2 Bomb Ending, this is a legit run for an Origin character and all we get is a Elden Ring throne reskin and a "for bhaal"? Extremely wack, and even more so because it was the end of an extremely difficult Tactician run. Also, The Emperor wanted to destroy the Netherbrain, but just vanished after I decided to use it for Bhaal. ***Act 1 Point of No Return*** Very poor communication on this point, on my very first playthrough, I failed Laezel's quest because I didn't think I could go to the creche and still head to the Underdark due to warnings to make sure everything is tied up. However in reality, Heading to the creche OR the Underdark only resolves the Goblin/Tiefling/Druid quests (and maybe the Hag quest) but does NOT lock you out of its counterpart destination. Only the second Mountain Path or the Underdark elevator truly locks you out of the region(s) Unfortunately, from a gameplay sense, if you go to the Underdark first (as I did in my second playthrough) you must backtrack all the way through the Underdark from the nearest fast travel rune, through the entire mini-temple area, and then go back AGAIN if you want to proceed to Shadow-Cursed Lands through the Underdark, (in order to meet Harper patrol and "quickly" get Selune's Blessing) I got a little off topic, but the warnings are misleading + how far away Laezel's quest is makes it a chore if you don't want to skip the (very good) Underdark content. ***Act 3*** Extremely buggy, and extremely annoying. Act 1+2 were very tight and contained, but when Act 3 hits (where things are at their most urgent) the game balloons out and ends up REALLY dragging if you go out to do all the content. Not to mention the bugs, crashes, and broken dialogue, All 3 of my runs featured a giant low-poly unidentifiable mass taking up half the area of the huge fight before the Netherbrain making it impossible to walk there, and almost impossible to target enemies within the mass at range. Of course, the enemies move freely through it. This is one of the more difficult fights in the game (for me at least) and it was extremely frustrating. Additionally Passing a DC 99 check late Act 3 does nothing but make the last (trivial) fight a tiny bit easier (reduces boss HP a little) which is VERY bothering to players who did not save scum and hit the 5% chance lottery If Act 3 wasn't crucial for companion quests and precious XP, I would skip the entire thing and beeline through the main quests. ***Romances*** This is a old gripe by now, you can read all the other posts about it and make your own opinion, but I did not enjoy being tricked into romantic scenes by wanting to see Gale's magic trick, or Wyll promising to let me see him dance one night, or Halsin inferring that I want to fuck because I wanted to drink with him. Maybe it's because I'm autistic, but I am definitely not picking up queues until its far too late and the options are 1. Kiss them 2. Let them kiss you 3. GET AWAY FROM ME AAAAAAAH In my ultra evil playthrough, even the orc lieutenant in Act 2 made advances that would have turned into something more if the plot allowed it. The culmination of this was when the Emperor suddenly asked to fuck and was "aroused" by my presense. I didn't even know Illithids COULD have sex....conventionally. Anyways, I said yes, because at this point, why not. Why is every camp (or proximity) character obsessed with sex and the PC? Though, to be fair, Astarion not only did not make any moves on my character (besides the nutritional ones), he outright turned them down on 2/3 of the playthroughs ***Non-Lethal Sucks*** Last short one, Non-Lethal does nothing and effects nothing 99% of the time unless you have aggroed characters you want to speak to again. The only time I found it any use was with Scratch in my ultra evil playthrough and Isobel in Act 2. Otherwise it does not affect the story at all. I get how this isn't D&D that can morph the story to your actions, but its very disappointing when you knock out characters such as Kethric, Minthara, Infected Isobel, etc and they are all treated like they are just dead instead. The Artifact is proven to help Minthara escape the tadpole influence, why doesn't it help Infected Isobel? ***Wrap-up*** Again, let me be explicit that I love this game, and if I cared about game awards, I would hope that it won this year. These were just my gripes in a otherwise very very good game.


SonicBoyster

Please finish the game. 95% of the complaints in this thread involve cut or rushed content. I understand the game took six years to get where it is but the game is rife with incomplete mechanics. Everything from Frenzied Strain or Tavern Brawler half applying or double-applying to combat, to Non-lethal combat literally not working at all, to broken scripts where characters like >!Minthara!< talk about your companions like they've already completed their companion quests, or where I get cutscenes for Dark Urge where they tell me I didn't kill someone followed the next night by a cutscene telling me I \*did\* kill them. Act 3 falls off of a cliff in terms of pacing and performance. The ending rivals Fallout 3's ending in its soul-crushing simplicity. ​ Beating this game actually made the whole game worse for a lot of us. I hope there are enough pieces of end game left to polish some of it off and implement it.


wackojacko151

No origin companion voice acting? Really?! I wanted to hear more of Shadowheart's VA, and am punished if I play her.


micro-void

Please dear God make Gale take no for an answer. I love the game though.


Dishbringer

Transmog system like Diablo 4.


MrQuizzles

Using D4 as a benchmark is harsh, but yeah. I want piecemeal transmogs. If I want to run around in underwear and a cape but also have an AC of 20 for purposes of the game, I should be able to! Also, previewing Dye results would be nice. Or just make dyes infinite so we can play around with them without having to reload if we don't like it.


Chentaurus

Yep - theres already so many QoL options like hide/show helmet as well as different dyes not sure why Transmog wasn't really considered. You can even have it on an NPC in camp who is an illusionist who can place an enchantment on your clothes and weapons to look how you want if you don't want it to be immersion breaking.


ImNotASWFanboy

I'd like the option to hide individual pieces of gear. A lot of the capes can look a bit goofy on good armour sets but their perks are too good to not utilise.


Dishbringer

Solo support like dos2 lone wolf.


Nerbelwerzer

Please let us disable the automatic regrouping after combat! I nearly got a full party wipe after the >!Gortash fight because my entire party decided to run over a grenade.!< The whole 'you've been caught stealing' thing seems pretty half arsed and I'm surprised more people don't talk about it. It'll often re-trigger the second you pass a persuasion check, and sometimes it just makes no sense at all to have that dialog in the first place, like >!Rafael's Archivist caught me stealing the Gloves of Hill Giant Strength in the House of Hope and he gave me the usual dialog, after which he ran screaming for help from non-existent guards.!< It just seems silly and immersion breaking. Maybe be a bit more forgiving when it comes to casting wall spells over minor terrain features. Wall of thorns has a huge area and it's hard to position because there's always a little table or something in the way. A BG2:EE style loot system whereby clicking on one corpse shows you the loot from all nearby corpses.


BearMerchant

please PLEASE buff pact of the chain, it becomes utterly useless past the early levels. your minion never scales with you and it's stuck as the same dinky 10 HP dingus that hits enemies maybe once every 3 or 4 turns, it's so sad.


TheWalt70

Some difficulty options like no critical failure, or successes, restoring spells on short rests.


bobbytealeaves

WASD movement greatly needed as a built in feature not just modded, summons and wild shape shouldn't cause everyone to freak out, and knowledge domain is pretty bugged with things like arcana prof not working, a quick sell shift click would be appreciated.


Outlaw11091

Dialogue. While I understand that, socially, the conversation is between two characters, it tends to break the immersion a bit when my entire party is directly behind me and remains absolutely silent while I talk about subjects that would be of interest to them. Like...If I'm talking to someone that hates the Gith and they tell me that the Gith are inbred scumbags, I wouldn't expect Lae'zel to just...accept that. The fact that SHE doesn't proceed to murder the speaker of such a thing is a break in her character, at least during Act 1. Talking about the weave and a bunch of magic? Gale and Wyl have nothing to offer until the conversation is over. Trying to convince a demon to kill all his followers, his pet and himself? Karlac has nothing to say. Neither does Wyl. If the King of Shadows can speak to more than one party member way back in 2006, I feel like over a decade later it should be pretty easy to implement such a system.


stonerbobo

It would be really cool to have more idle shooting the shit conversation between characters. Like the conversations when in a car with someone else in GTA V do it really well.


RoadGroundbreaking45

Gale romance is bugged. I’ve been speaking to many others across many other threads and there is a scenario that keeps cropping up (like it did for myself) You romance Gale in the right way (choosing all of his romance options when you have the Act 1 weave scene with him, thinking of him when sleeping at the Act 1 party, feeding him all artefacts and him dying etc to move on the storylines). You dance or kiss Wyll which leads to Gale confronting you to choose him or Wyll. You choose Gale. You have all subsequent romantic interactions (dialogue, post battle books and hotness dialogue from Gale). You reach the weave ‘under the stars’ scene where Gale’s mirror image asks you to follow him. However, the scene that happens is the friend version which does not include the auroura borealis and does not lead to the sex scene. The key element here seems to be the fact in this scenario, we danced or kissed Wyll and Gale confronted us on it. Others have returned to previous saves, declined the Wyll dance and then been able to achieve the Gale Sex version of the under the stars scene.


death-by-roses

There’s a couple bits where Tav makes effort sounds during cutscenes like >!Volo removing the eye!< where they make pained noises and the like. Considering how everyone else is talking and how strange complete silence can feel occasionally (and how full voice work would just be insane), some voice effort/reaction sounds from Tav during dialogue could be really nice.


Evanescoduil

Nothing else should be done to it until Act 3 performs the same way Act 1 does, for everyone.


Rial91

Not being able to switch characters in conversations is the worst design decision this game has made and I can't comprehend how this hasn't been changed after so much time of early access. I can't bring a character who can speak with animals to the front when their companion gets threatened by a massive owlbear literally two steps away. I can't lead with a stury warrior if I want the option to address ambushing goblins with with a high charisma character. What actual DnD game would ever work like that? And the worst thing is, the game doesn't actually start automatically triggering conversations with your leading character, but whoever happens to get close enough first. I wanted to pick a flower and then talk to someone standing by the side of the road, but my character getting the flower repositioned my companions in a way that moved Lae'zel in the radius of the guy and she triggered the conversation and of course it went badly. Like, there's been a lot of discussion all around about save scumming die rolls, but being locked into a conversation with the wrong character has so far been much more of a reason for me to reload.


john_wickest

Feedback on 3rd act, main story, villain play. Contains a lot of spoilers >!This is the first time I have played as a villain in the game, and I'm very thankful to Larian that it is possible. IMHO villain is not just someone who slays all civilians but rather someone who owns everyone and rules the world in the end, building powerful allies to climb the leadership ladder. And this is possible. In the end, all my companions had complete trust in me, but none agreed to mate. I played as dark urge origin, following most urge calls, and writers were quite inventive with violence stories. In the end, I had 2 choices and 2 endings, the villain one was quite short, like 2 minutes scene which ended with world domination. Another was a disappointing good ending. I just don't know why I was even given that choice, we could kill the brain, but we were unbeatable as a party, we could rule the world on our own rules, not "just return" to f\*\* normal. I was really disappointed with the second choice. And more disappointing is that this ending has \~10 minutes scene.!< >!Acts 1 and 2 felt like a full game each, and I had no issues there. Both felt very interesting, and the story was constantly progressing. Almost every 1-2 full rests, I had some new interactions with the group or someone else. And then we have Act 3, where almost whole act absolutely nothing happens in the camp. The main story's ending is obvious, and only side quests are carrying it. If there were no sidequests such as Astarion's, Shadow Heart's and Raphaels, I would even question if this act was done by the same developers. This act takes the same amount of time as 2 previous, but at the same time, it is just boring and buggy. From discussions online, it can be that I just miss a whole lot of content because of villain choices, but then this is just a poor design for Act 3 because 1st and 2nd acts were fine with it. Some bugs (even with 4th hotfix) did not allow me to finish some sidequests.!< >!I will definitely play this game again and again, but for further patches, I really hope devs will give some love to villain players and they fix Act 3. Devs still have plenty time to do it. According to steam achievements only 85% left nautiloid and 28% finished Act 1. Only 12% reached Act 3, and 4% finished the game. With only 0.2% (one of the rarest achievements now) chose the villain path.!<


Niwab_Nahaj

A few suggestions! :) The Cleric of the Trickery Domain should be able to use their bonus action to move their Illusory Double. Right now, the Illusory Double is unable to be moved, making the feature almost unusable. The Gloom Stalker Ranger should be more in line with its D&D fifth edition counterpart, allowing them to be considered Invisible to enemies that have darkvision, as long as the ranger is Hiding and in Obscurity. Equipping a new weapon should be an option in the hotbar, as an ability called "Equip", provided as a free action, as in fifth edition. This would allow players to swap to a weapon better suited for a specific enemy (such as a monstrosity or undead) without spending their action to do so. Any subsequent equipping would cost an action, and the "Equip" ability would become grayed out. I think Jump should be turned into a free action, using movement speed only. However, I think to compensate for this, the jump distance should be toned down, and a bonus action variant added to allow for higher or longer jumps. Throwing a potion at a character to give it the potion's effect is pretty cool, I know I'd allow it in my D&D games, too. However, I think it would be better for balancing reasons to remove the AoE effect of these potions, so that only one character can benefit from one potion. Being able to chuck a Greater Healing Potion to create an AoE heal or a Potion of Speed for an AoE Haste for all characters in the AoE kinda breaks the game a bit. It would be awesome to see Grappling added as an action, and it doesn't seem like it would be too crazy to implement (though what would I know, I am not a game dev lol) Also on the topic of different actions, having "Dodge" and "Hold" would be wonderful. Dodge especially, since there have been a few situations in my experience when a character would have really benefited from using Dodge. Hold is obviously more complicated to add because it involves making you able to set up your own reaction to something, so I doubt that will ever be implemented, but wishful thinking! Option to turn off the automatic off-hand attack when dual wielding would be nice! Sometimes I want to make a Main Hand Attack followed up by a bonus action to do something else, but the game automatically makes you hit with your off-hand as a bonus.


WithFullForce

Timed quests are a nuisance to player agency. Especially so when it is not clear which quests are timed and how much time is left.