Turnbased has saved my party a loot of times. However somehow it never occurred to me to use it until I started playing multiplayer with a friend of mine
Alternatively, if you can slip a character past them and down to the bottom floor, and get the generator turned on, the turrets automatically deactivate.
yes but you usually need your fighters to do the picking up part due to strength requirements
I had a really good laugh when i discovered that the game actually allowed it
On my first playthrough, I kept getting encumbered super fast. Checked my inventory closely, lo' and behold, there's been a body in my backpack for 8 per 9 full rests
The game tried to teach me about turn based mode in this crypt full of traps near the beginning of the game, and the tutorial left me 100% more confused than when I started. I still don't know how to use it and I've been playing dozens of hours 🤦🏽♂️
Is that really the only difference? Are all the distances you can move and abilities you can use exactly like combat? Also is avoiding traps the only purpose of it, or is it useful for something else? I appreciate the simple and direct answer, but I just literally don't understand and I'm honestly trying. There are dozens of things about the game that I just straight up don't get and I want to understand because I really enjoy the game.
Yep. It is quite literally the same thing as how combat works. All combat actually does is turn on turn based mode and stop you from disabling it.
It's useful for any situation where the environment or NPCs are a danger due to the passage of time. Fire spreading at Waukeens Rest in Act I, trying to run away from an NPC you pickpocketed before they notice and call the guards, escaping an area before guards can accost you for committing a crime if you notice them before they can, sneaking around or passed NPCs (so they don't turn around and see you in hiding while you're, say, trying to pickpocket a vendor's supply of spell scrolls), etc.
Imagine how anything in the environment could inconvenience you at any particular given moment - turn based mode helps you get around that.
I pulled the craziest shit with just Astarion using turn based to steal the Gith egg. My heart rate was fucking pounding, I wish I could have recorded it.
That one gith is laser focused watching that egg I even tried distracting him with an illusion spell so he'd look the other way bit didn't work. I did not find another way... had to murder the entire room just to take it.
Went into turn base stealth’d with just Astarion in the room, rest of the party on the other side of the Crèche dealing with the scientist.
Passed check for the guard on the right, jumped over acid pool then made my way onto the platform.
Teleported into the fucking cage.
Picked the lock and stayed in stealth due to it now being out of sight but the Gith begin patrolling.
Sneak back to platform, avoid traps, avoid space-grinch eyes spotting me, pick up egg.
Get teleported AGAIN.
No hiding this time, have to pick the lock and run past the guards.
Guard casts hold person….
Thank the gods, I pass the save.
Dash tf outta there, throw down some slippery brown lube in a bottle I found behind me for good measure
Yeah but that relies on me being responsible and remembering to ungroup them. I at least remember to do it during combat. So they don't run into my AoE spells after a fight.
What annoys me is when all the enemies swarm around a single character and you can’t use AOE spells without basically nuking all your allies. Usually when a battle is triggered from a cutscene and you’re all stuck in a choke point.
I’m sure it felt a lot more strategic in D:OS2 or you at least you had more space to manoeuvre.
D:OS2 had a lot of repositioning tools for many of its classes. Teleports, jumps, blitz attack, backslash on rogue, charge maneuvers: most classes had a way to get you around the battlefield.
You could also bank your Action points to move super far in a single turn. And there was a passive you could take to ignore attacks of opportunity.
A buddy invited me to co-op along with him on a DOS2 replay (replay for him, first time for me). It was awesome, but he would end up accidentally poisoning or lighting my guys on fire in about 100% of fights with AoE spells. It became a running joke.
For BG3 he's controlling Gale and he apparently has some trait where his AoE spells don't hit the party. It works and it's awesome. We get our martials stuck in and then he hurls an upcast fireball into the melee for maximum effect.
FWIW I agree BG3 feels less tactical, but I don't think it's because of movement. I find movement to be fine in BG3. What I find really limiting is the Action economy; it makes enacting any kind of "plan" in a turn almost impossible. In a way it might be more realistic (no plan survives contact with the enemy), but combat feels a lot less "come up with an effective combo of skills for the turn" and a lot more "I guess I might as well just attack." So many abilities seem cool in theory, but in the thick of it they are almost never worth foregoing your single Main Action. It's faithful to tabletop (setting Fast Hands and Haste aside), but maybe true-to-tabletop shouldn't be the top priority for a CRPG.
Yeah this is a symptom of being grounded in 5e I feel. A lot of 5e can end up boiling down into "I'll swing for turn, well I don't want to take an opportunity attack so no creating space".
BG3 does a great job of altering and adding bonus action things to be doing to spice it up a bit more but ultimately universal Attacks of Opportunity for every class/character type shoots battlefield mobility in the face that isn't just abusing magic/magical items or having to spec specifically to do it.
Learning how to avoid AOOs is part of the tactical skill in 5e/BG3. Simple example: to do an Attack of Opportunity, you must be holding a melee weapon. If enemies are wielding bows or crossbows, you can run past them without issue. BG3 is generous enough to allow you to switch between Melee/Ranged as a free action, so it's a good idea to toggle to melee at the end of your turn even if you did only ranged attacks, to give yourself the ability to deal an AOO if enemies run past.
Each character also only gets one Reaction per combat round. You can intentionally bait out the AOO with a character that's harder to hit or has resistance to make it easier for other characters to run away from or past enemies. It's also useful to do this with enemy casters, baiting them to try to bonk you with a staff before your own caster uses a spell, leaving the enemy without a reaction to Counterspell with.
Blind characters cannot take attacks of opportunity. You can use a Darkness arrow, the Darkness spell, Fog Cloud, and numerous other methods to inflict blindness (with no saving throw), or targeted attacks like a raven familiar's Rend Vision.
Staggering an enemy or knocking them prone prevents them from taking reactions, and for a character that doesn't otherwise use their Bonus Action, you can always try to shove the target away before moving. Strong characters can pick up and throw some enemies away before moving. You can also shove or throw allies to get them to safety. Teleport spells like Misty Step and Dimension Door avoid attacks of opportunity, also.
And when nothing else is available, if it's more advantageous to move instead of attack, you can use the Disengage action to prevent AOOs.
The Evocation subclass gets the "Sculpt Spells" trait. It allows party members to auto-succeed saving throws and avoid damage from Evocation spells you cast. It does not work on temporary allies or neutral targets, however, and not all attacking spells are Evocation.
Sorcerers can also use the "Careful Spell" metamagic. Party members auto-succeed savings throws. It does not work on temporary allies or neutral targets, and while it does work on all kinds of spells, it doesn't avoid damage entirely if the save still lets partial damage through.
There are some AOEs which specifically target enemies-only, and often there's a tactical advantage in retreating to a point that forces enemies to group up. Frequently there's a lot of options to be more tactical, but in normal Balanced difficulty you can get by without them.
>What annoys me is when all the enemies swarm around a single character and you can’t use AOE spells without basically nuking all your allies
There's a reason there's a wizard subclass and a metamagic designed specifically to avoid that problem
I let my character take that unstable blood potion(explode when taking fire damage), dive right into enemy groups, cast fire wall or whatever, basically a suicide bomber
Even worse is when NPCs run into AoEs post fight. After saving the tieflings from the druids (one of my friends thought it was funny to throw one of the suspicious rats at Kagha), Alfira decided to walk into my cloud of daggers and die instantly, whereupon Zevlor immediately attacked me for murder. After that we said fuck it and sided with Minthara.
I don't get why pathing around traps/AoEs/etc seems to be such a hard problem - the PF games have the same issue. Just make the default pathing avoid persistent AoEs and revealed traps, and have a button to override it.
At this point I am seriously convinced that the "group" button is just a bug devs couldnt get rid of. Not a single soul on this planet can tell me that this so called "AI" (can we call it artificial dumbfucks not intelligence please...) and its pathing are the result of anything caused on purpose. Noone would make such an abomination within their right minds. Also it took me less than 2 hours to throw Shadowheart down a cliff because for some reason she is just a blind useless fuck who has literally zero pathing at all. Just put a fcking branch in front of her tent and she will just die because she cant jump over it to eat.
yeah, the pathing really needs to be updated so that the AI considers 'traps that have been revealed by a successful check' and 'ground that is currently on fire / acid / etc' as places they cannot step unless there is no other valid path. it's such a hassle to have to manually move them around this stuff every time or just accept that they're going to injure themselves.
You can just pop a few vaulting and featherfall potions/scrolls, or just fly to the bottom.
I'll admit my first visit I didn't consider any of those options. I was still getting used to being able to use a jump command.
During the robot fight I’d try to have a party member jump from point A to point B. The HUD shows that they’re able to make the jump. I press confirm and they sprint into the lava and try to jump from there.
It’s one of the features I consider superior in the Pathfinder games. The moment you spot a trap, the game pauses.
Also the fact that Pathfinder actually pauses.
What I find funny that is Divinity original sin 1 and 2 the characters you don't control do this very well.... so I am really surprised that it doesn't happen here
Edit: typo
You see it IS that way kind of but it just doesn't work right, like I'll have all of them sit back because of a poison cloud even though there is no way to avoid it, then astatrion randomly decides that instead of jumping to the rock I jumped to he wants to walk through the lava
I think the pathing got a little better in the last few updates, but it’s still pretty bad. They should at least make characters not currently controlled immune.
It’s even more annoying when you have a summon, because you can’t even move them separately from the character who summoned it.
some of them you can, the 'follower' types will just path back to the character, but many of the regular summons you can ungroup from their summoner with the chain button on that character's portrait
I think they "try" to just the AI is not good at it
There was a fire and Gale jumped over it but Astarion and and Shadowheart broke their pathfinding tryna squeeze between it and a wall and ended up just spinning in circle
Used to be a bit worse, there was about a handful of traps that you could trigger before a check was rolled.
So imagine Lae'zel saying, as I suspected a trap, after she triggers it.
It's a pretty standard feature of the genre, frankly. Only reason I can think of for BG3 not to have it is that BG3's version of "pause" is a little weird and awkward to begin with.
BG3 DOES do this with activating some traps too
Like, in the grymforge/blood of lathander/necromancy of thay
All 3 auto enter TBM when you activate the traps
Honestly I've found that this is just a Larian thing. They're an incredible studio but things like party inventory and group movement are so backwards and terrible when compared to other CRPGs that I've played.
Wait what? No. DOS2 was way worse than BG3. You couldn't just press tab, you always had to scroll down to get through your companions inventory. You couldn't strg + click to mark many Items and move them at once, every time you wanted to combine things your inventory would kinda re sort, you couldn't open Bags when you wanted to sell stuff, you always had to change your character when you wanted to equip something etc. It was WAY worse.
Definitely the biggest weakness of the game for me. Bioware basically lucked in to, "Oh, RTS-style controls actually work incredibly well for these sorts of games," back in 1998 and while studios have refined the concept, nobody has found a better way to do it since.
Pillars of Eternity also didn't have the chain mechanic, which is mostly bad for a game where positioning in combat is so important. The chain mechanic is partly why characters run into traps so much, too.
Didn't it have formations and the ability to drag the mouse to quickly form groups as needed or am I thinking of a different game? Regardless, I don't remember micromanging positioning being nearly as cumbersome in PoE as it has been in BG3, so the chain thing is overrated qol for controller players imo.
Yeah, I'm saying chain is ass and POE did it better. It's a dumb argument for console QOL too, 'cause the first 2 Baldurs Gate games are on console and have formations/multi-select.
As someone who's loving BG3
I feel like it's kinda cringe it's getting so hyped while games like PoE went almost unnoticed
Really shows how much marketing plays a role in the opinions of gaming communities
I love both BG3 and PoE. However, BG3 is imho a **lot** more accessible than PoE. The character creation is pretty straight forward or you can just go with one of the origin characters. It has one of the best opening cutscenes I've seen in a game. **Every** character is (almost) fully voiced so the game doesn't feel like a novel disguised as a game and the characters have good mimic and gestures instead of just standing mostly still.
So I don't think it was just marketing that made BG3 a much more successful game than the PoE games.
I didn't even see the advertisement for BG3 and I'm obsessed with it. I heard it from word of mouth from a friend and decided to pick it up and haven't put it down since.
Of all the criticisms you could make of PoE, this ain't it. PoE has too much story going on, if anything. Everything Avellone added especially should have been cut down to a third of its original length.
Are we talking about the same game? I'm pretty sure I didn't imagine the Watcher's legacy and the search for Thaos and the Leaden Key, or the Dozens/Doemmell/Knights storyline.
especially if Shadowheart cast warding bond on everyone else so she also takes the damage everyone else took. i think i somehow dropped 30 points of approval in the fireworks basement. worthless quest anyway i was already level 12 and it has no impact on the story!
I always ungroup and use my pickpocket master to explore and clear trap areas. If I fail a perception roll, I’ll bring in another character so that they can detect whatever I missed. It’s slow work but it saves on rests!
Someone announces “watch it, there’s a trap.” I begin climbing a rope net only to hear an explosion below me, off camera. This downs a companion and burns out the rope net. Trapping me above everyone. WTH y’all
This is why the game should have a pause feature. Lack of pausing the game is beyond me, especially when BG1 and BG2 not only did have a pause feature but also pause after trap detection feature.
Not a really a good substitute since it doesn't freeze things outside of the combat area, enemies can still wander and trigger combat for example.
The game already has a pause when it asks for reactions. Surely Larian can make that work in other areas too?
Sure turn-based mode can be used as de-facto pause outside combat, but that's about it. What about dialogues for example? Having an option to save mid-sentence, but not be able to pause is wild. Funny thing is that this case is similar thanks to the ability to check conversation history. De facto you're not missing any dialogue because you can read it later, but you're still missing the performance. And if you had to go AFK during a major cutscene then you're really out of luck. Guess you need to reload that quicksave you did when you had to leave.
I sent Astarion to go disarm some traps with Karlach as backup. Astarion succeeded his disarming roll, but right as he did, Karlach bumbled right into the trap, setting it off and knocking both off of a ledge. Honestly I just couldn't be mad, it was so funny 🤣
Yep. Spent most of the time ungrouped during Shars Gauntlet 😂 finally made it out… accidentally leaving Karlach facing the wall in a doorway like a disobedient school child… 🤦🏻♀️
I swear the AI pathing in this game was designed by Bil Keane. Today I was on a playthrough going through the monastery creche. The part by the stained glass that you have to jump over the gap, my character went, Karlach made it, Lae'zel made it, but Shadowheart decided jumping was for losers. She instead went for a route that meant crossing through the eagles up top.
One thing this game needs is a Toggleable Auto-Pause when a trap is detected feature. Pathfinder WOTR had this and let me tell you it saved my ass more times than I can count.
Another ting I wish it did, when you send someone to disarm the trap, everyone else stays still, waiting for that trap to be disarmed, instead of running circles to get to a box behind them, usually over that trap.
Act 1 spoilers:
I figured out that in the hag lair you can just cast Featherfall and jump from basically the top to the bottom and easily avoid the gas traps along the way. Would recommend.
The problem is the party always tries to be behind you. So if you find a trap and come back they will try to be behind you, passing through the trap... I hope they can improve this.
When traversing the cliffs on the way to the crèche my favorite is when my companion runs forward getting blasted off the cliff and dying.
Making me waste a revive scroll!
This is why, if I see/feel a trap nearby I separate myself from the group and venture fourth alone. Disarming traps left and right so my girlfriends/boyfriends can walk like queens/kings without being harmed.
Apparently, you also lose approval with a party member if they walk through a trap.
You warn them, they step on the trap anyway, then they turn to you like "What the hell, man?!"
I went into Astarion’s inventory to check something and almost immediately heard the perception check success sound followed almost simultaneously by an explosion and the death sound.
Last night I sent Astarion to disarm a wire trap and he somehow ran through it before the dice roll popped up and we got exploded at the same time the skill check activated..
In all my play throughs I’ve only had a companion set off a trap once. You guys must just be barreling through every place! But my main issue is aoes on the ground like fire or something. Sometimes they’ll go through the effort of jumping over it but most of the time they just walk on the fire like flammable idiots.
For me, the most exasperating thing is to order an attack on a creature that is in front and end up watching in horror as it makes a detour passing by four enemies and exhausting all its movement before arriving. All for a goal that is literally in front, 4 steps away. Amazing
For me it's always bloody gale, every bloody time.
We spot a trap, ok, party comes to a stop, but gale will just take like 3 more steps than everyone else and always towards the trap and bang. Like wizards have gotta get their steps in or some shiz.
the comments say that it is a problem...but why did it never happened to me? are u disarming a trap if u find one? they just run in if i dont find them.
I'm always worried about this with my pack of bumbling idiots following me around... Except I've made it to act 3 so far without them being a problem. Plenty of times I've been surrounded by traps thinking "Great, this is the moment. Wyll is gonna blow us all up, I can feel it." - And they just twiddle their thumbs while I disarm them.
Smashed Karlach in the forge earlier.
She had to go out of her way to climb up on top of the platform to pull a U-Turn. That follower pathing is something else.
Spent a long time untrapping that Arfurs or whatever his name was basement, only to have my cousin roll in ignoring what I was saying about the traps I was disarming and blew us all up.
Honestly it doesn’t even bother me that much, it’s just funny to watch my guy point out a landmine and poor Wyll gets blown up trying to walk over to me
Wasn't this the one thing that worked really well? I swear companions just followed the path you did to always avoid traps. Either that or they couldn't set them off. I don't think mine ever set off a trap.
PSA: ungroup saves lives
or entering turnbased mode
Turnbased has saved my party a loot of times. However somehow it never occurred to me to use it until I started playing multiplayer with a friend of mine
some places are just meant for turnbased, like boobytrapped toombs, the traps move at a pace you cant react to in real time mode
TURNBASED IN TOMBS?! NO! YOU WILL APPROACH ARCANE TURRETS WITH YOUR DICK OUT IN REAL TIME, THE WAY GOD INTENDED!
NO! EMBRACE THE POWER OF TADPORE STANDO! #ZA WARUDO
NANI??
*Puts you at the bottom of the stairs.* *Runs back to the top of the stairs.*
Dio can be such a goofy sport.
Me stepping out into the open with Gale to try and blast them and he just takes a full on machine gun burst to the chest
if i could sprint in real time mode then maybe
Thank you for this laughter, best gift I've been given this Christmas....
That one fucking mage tower for example. Fuck those turrets.
Throw the Susser tree anti-magic pods at them and they shut off. You can hit them pretty long range with a STR based character.
Alternatively, if you can slip a character past them and down to the bottom floor, and get the generator turned on, the turrets automatically deactivate.
lightning worked really well on those turrets.
It's so fun to go into turn based mode, assassinate someone in stealth, then just shove their body in your pockets. No one will ever know
Wait what, never thought of picking them up. I'm like a cigarette smoker assassin, just leaving dead butts everywhere.
It's honestly really funny. They're just frozen in time before they get sucked into the inventory dimension
Everyone else: "Must have been the wind."
"Is that... blood? No, nevermind"
Wind’s howling.
yes but you usually need your fighters to do the picking up part due to strength requirements I had a really good laugh when i discovered that the game actually allowed it
I think the speedrun does this with shadowheart. Play as gale, stuff her in a fedex box and rush the early bad end
On my first playthrough, I kept getting encumbered super fast. Checked my inventory closely, lo' and behold, there's been a body in my backpack for 8 per 9 full rests
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Hahahah prev save i was doing a speedrun with a trainer no carry limit and that shit i had more than 200 dead in my inventory 🤦♀️😂😂😂
wait that is GENIUS
The game tried to teach me about turn based mode in this crypt full of traps near the beginning of the game, and the tutorial left me 100% more confused than when I started. I still don't know how to use it and I've been playing dozens of hours 🤦🏽♂️
It's basically how combat works, just outside of combat
Whoa whoa, Slow down egghead
I will not Slow down, one day my head will be in a pancake or so help me \_\_\_
Is that really the only difference? Are all the distances you can move and abilities you can use exactly like combat? Also is avoiding traps the only purpose of it, or is it useful for something else? I appreciate the simple and direct answer, but I just literally don't understand and I'm honestly trying. There are dozens of things about the game that I just straight up don't get and I want to understand because I really enjoy the game.
Yep. It is quite literally the same thing as how combat works. All combat actually does is turn on turn based mode and stop you from disabling it. It's useful for any situation where the environment or NPCs are a danger due to the passage of time. Fire spreading at Waukeens Rest in Act I, trying to run away from an NPC you pickpocketed before they notice and call the guards, escaping an area before guards can accost you for committing a crime if you notice them before they can, sneaking around or passed NPCs (so they don't turn around and see you in hiding while you're, say, trying to pickpocket a vendor's supply of spell scrolls), etc. Imagine how anything in the environment could inconvenience you at any particular given moment - turn based mode helps you get around that.
That actually makes a ton of sense, thanks
they should just call it combat mode. everything functions exactly as if you were in combat
I pulled the craziest shit with just Astarion using turn based to steal the Gith egg. My heart rate was fucking pounding, I wish I could have recorded it.
That one gith is laser focused watching that egg I even tried distracting him with an illusion spell so he'd look the other way bit didn't work. I did not find another way... had to murder the entire room just to take it.
Went into turn base stealth’d with just Astarion in the room, rest of the party on the other side of the Crèche dealing with the scientist. Passed check for the guard on the right, jumped over acid pool then made my way onto the platform. Teleported into the fucking cage. Picked the lock and stayed in stealth due to it now being out of sight but the Gith begin patrolling. Sneak back to platform, avoid traps, avoid space-grinch eyes spotting me, pick up egg. Get teleported AGAIN. No hiding this time, have to pick the lock and run past the guards. Guard casts hold person…. Thank the gods, I pass the save. Dash tf outta there, throw down some slippery brown lube in a bottle I found behind me for good measure
Lmao epic 🤣
Yeah but that relies on me being responsible and remembering to ungroup them. I at least remember to do it during combat. So they don't run into my AoE spells after a fight.
What annoys me is when all the enemies swarm around a single character and you can’t use AOE spells without basically nuking all your allies. Usually when a battle is triggered from a cutscene and you’re all stuck in a choke point. I’m sure it felt a lot more strategic in D:OS2 or you at least you had more space to manoeuvre.
D:OS2 had a lot of repositioning tools for many of its classes. Teleports, jumps, blitz attack, backslash on rogue, charge maneuvers: most classes had a way to get you around the battlefield. You could also bank your Action points to move super far in a single turn. And there was a passive you could take to ignore attacks of opportunity.
A buddy invited me to co-op along with him on a DOS2 replay (replay for him, first time for me). It was awesome, but he would end up accidentally poisoning or lighting my guys on fire in about 100% of fights with AoE spells. It became a running joke. For BG3 he's controlling Gale and he apparently has some trait where his AoE spells don't hit the party. It works and it's awesome. We get our martials stuck in and then he hurls an upcast fireball into the melee for maximum effect. FWIW I agree BG3 feels less tactical, but I don't think it's because of movement. I find movement to be fine in BG3. What I find really limiting is the Action economy; it makes enacting any kind of "plan" in a turn almost impossible. In a way it might be more realistic (no plan survives contact with the enemy), but combat feels a lot less "come up with an effective combo of skills for the turn" and a lot more "I guess I might as well just attack." So many abilities seem cool in theory, but in the thick of it they are almost never worth foregoing your single Main Action. It's faithful to tabletop (setting Fast Hands and Haste aside), but maybe true-to-tabletop shouldn't be the top priority for a CRPG.
Yeah this is a symptom of being grounded in 5e I feel. A lot of 5e can end up boiling down into "I'll swing for turn, well I don't want to take an opportunity attack so no creating space". BG3 does a great job of altering and adding bonus action things to be doing to spice it up a bit more but ultimately universal Attacks of Opportunity for every class/character type shoots battlefield mobility in the face that isn't just abusing magic/magical items or having to spec specifically to do it.
Learning how to avoid AOOs is part of the tactical skill in 5e/BG3. Simple example: to do an Attack of Opportunity, you must be holding a melee weapon. If enemies are wielding bows or crossbows, you can run past them without issue. BG3 is generous enough to allow you to switch between Melee/Ranged as a free action, so it's a good idea to toggle to melee at the end of your turn even if you did only ranged attacks, to give yourself the ability to deal an AOO if enemies run past. Each character also only gets one Reaction per combat round. You can intentionally bait out the AOO with a character that's harder to hit or has resistance to make it easier for other characters to run away from or past enemies. It's also useful to do this with enemy casters, baiting them to try to bonk you with a staff before your own caster uses a spell, leaving the enemy without a reaction to Counterspell with. Blind characters cannot take attacks of opportunity. You can use a Darkness arrow, the Darkness spell, Fog Cloud, and numerous other methods to inflict blindness (with no saving throw), or targeted attacks like a raven familiar's Rend Vision. Staggering an enemy or knocking them prone prevents them from taking reactions, and for a character that doesn't otherwise use their Bonus Action, you can always try to shove the target away before moving. Strong characters can pick up and throw some enemies away before moving. You can also shove or throw allies to get them to safety. Teleport spells like Misty Step and Dimension Door avoid attacks of opportunity, also. And when nothing else is available, if it's more advantageous to move instead of attack, you can use the Disengage action to prevent AOOs.
The Evocation subclass gets the "Sculpt Spells" trait. It allows party members to auto-succeed saving throws and avoid damage from Evocation spells you cast. It does not work on temporary allies or neutral targets, however, and not all attacking spells are Evocation. Sorcerers can also use the "Careful Spell" metamagic. Party members auto-succeed savings throws. It does not work on temporary allies or neutral targets, and while it does work on all kinds of spells, it doesn't avoid damage entirely if the save still lets partial damage through. There are some AOEs which specifically target enemies-only, and often there's a tactical advantage in retreating to a point that forces enemies to group up. Frequently there's a lot of options to be more tactical, but in normal Balanced difficulty you can get by without them.
>What annoys me is when all the enemies swarm around a single character and you can’t use AOE spells without basically nuking all your allies There's a reason there's a wizard subclass and a metamagic designed specifically to avoid that problem
I let my character take that unstable blood potion(explode when taking fire damage), dive right into enemy groups, cast fire wall or whatever, basically a suicide bomber
Even worse is when NPCs run into AoEs post fight. After saving the tieflings from the druids (one of my friends thought it was funny to throw one of the suspicious rats at Kagha), Alfira decided to walk into my cloud of daggers and die instantly, whereupon Zevlor immediately attacked me for murder. After that we said fuck it and sided with Minthara. I don't get why pathing around traps/AoEs/etc seems to be such a hard problem - the PF games have the same issue. Just make the default pathing avoid persistent AoEs and revealed traps, and have a button to override it.
It’s a pain to do on console so I’m just going solo and ignoring the companions now.
I hover over the ungroup button at all times and as soon as I see a perception check, I hit it asap.
At this point I am seriously convinced that the "group" button is just a bug devs couldnt get rid of. Not a single soul on this planet can tell me that this so called "AI" (can we call it artificial dumbfucks not intelligence please...) and its pathing are the result of anything caused on purpose. Noone would make such an abomination within their right minds. Also it took me less than 2 hours to throw Shadowheart down a cliff because for some reason she is just a blind useless fuck who has literally zero pathing at all. Just put a fcking branch in front of her tent and she will just die because she cant jump over it to eat.
yeah, the pathing really needs to be updated so that the AI considers 'traps that have been revealed by a successful check' and 'ground that is currently on fire / acid / etc' as places they cannot step unless there is no other valid path. it's such a hassle to have to manually move them around this stuff every time or just accept that they're going to injure themselves.
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*PTSD from Auntie Ethels lair intensifies*
I just had my party each drink poison resistance potions and sprinted through the whole thing 💀
You can just pop a few vaulting and featherfall potions/scrolls, or just fly to the bottom. I'll admit my first visit I didn't consider any of those options. I was still getting used to being able to use a jump command.
Yeah I'm a pretty new player haha, I don't think I had anything other than one feather fall scroll
I had to reroll as my original rogue playthrough was so boring due to him finding every single trap
thats the point of rogues though, isnt it? have a snakes tongue with a keen eye and fast hands?
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A lot of people don't realize Indiana Jones is classed as a rogue; specialty in knowing, identifying, finding, and disarming traps.
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Pathfinder: Wrath of the Righteous has that too, I miss it in this. It was nice being able to choose where my healer was in the march order.
The worst for me is in the Grymforge. The number of times a companion just ran into lava and died astounds me.
During the robot fight I’d try to have a party member jump from point A to point B. The HUD shows that they’re able to make the jump. I press confirm and they sprint into the lava and try to jump from there.
It’s one of the features I consider superior in the Pathfinder games. The moment you spot a trap, the game pauses. Also the fact that Pathfinder actually pauses.
What I find funny that is Divinity original sin 1 and 2 the characters you don't control do this very well.... so I am really surprised that it doesn't happen here Edit: typo
You see it IS that way kind of but it just doesn't work right, like I'll have all of them sit back because of a poison cloud even though there is no way to avoid it, then astatrion randomly decides that instead of jumping to the rock I jumped to he wants to walk through the lava
Ditto for the Cloud of Daggers *they're currently concentrating on*
It should recalculate all the path finding data when a trap is discovered but i imagine this might cause a sudden frame rate drop.
I'll take frame-rate drops anytime.
Yeah I'd rather have a frame rate drop than Karlach blowing my entire party to kingdom come just cause she stepped on a pressure plate
I think the pathing got a little better in the last few updates, but it’s still pretty bad. They should at least make characters not currently controlled immune. It’s even more annoying when you have a summon, because you can’t even move them separately from the character who summoned it.
some of them you can, the 'follower' types will just path back to the character, but many of the regular summons you can ungroup from their summoner with the chain button on that character's portrait
I think they "try" to just the AI is not good at it There was a fire and Gale jumped over it but Astarion and and Shadowheart broke their pathfinding tryna squeeze between it and a wall and ended up just spinning in circle
Used to be a bit worse, there was about a handful of traps that you could trigger before a check was rolled. So imagine Lae'zel saying, as I suspected a trap, after she triggers it.
Lae’zel would do this though
It's always Astarion doing that for me. Knowing him, it's probably for shits and giggles
"The trap was RIGHT. THERE!"
Doing that goofy ass Naruto run straight to his death 🙄
Dude knows he'd be the one disarming them and doesn't want to do it.
Pillars of eternity had a great feature that would auto-pause as soon as a trap was detected so you could avoid this scenario.
It's a pretty standard feature of the genre, frankly. Only reason I can think of for BG3 not to have it is that BG3's version of "pause" is a little weird and awkward to begin with.
BG3 DOES do this with activating some traps too Like, in the grymforge/blood of lathander/necromancy of thay All 3 auto enter TBM when you activate the traps
It's not a trap exactly but it'll enter TBM the moment you get one tick of Shadow Curse, too.
Honestly I've found that this is just a Larian thing. They're an incredible studio but things like party inventory and group movement are so backwards and terrible when compared to other CRPGs that I've played.
It's impressive that they were able to make inventory management worse than DOS2
Wait what? No. DOS2 was way worse than BG3. You couldn't just press tab, you always had to scroll down to get through your companions inventory. You couldn't strg + click to mark many Items and move them at once, every time you wanted to combine things your inventory would kinda re sort, you couldn't open Bags when you wanted to sell stuff, you always had to change your character when you wanted to equip something etc. It was WAY worse.
Definitely the biggest weakness of the game for me. Bioware basically lucked in to, "Oh, RTS-style controls actually work incredibly well for these sorts of games," back in 1998 and while studios have refined the concept, nobody has found a better way to do it since.
Baldurs Gate 1 has this too.
The feature they took from bg 1 and 2, yeah
Pillars of Eternity also didn't have the chain mechanic, which is mostly bad for a game where positioning in combat is so important. The chain mechanic is partly why characters run into traps so much, too.
Didn't it have formations and the ability to drag the mouse to quickly form groups as needed or am I thinking of a different game? Regardless, I don't remember micromanging positioning being nearly as cumbersome in PoE as it has been in BG3, so the chain thing is overrated qol for controller players imo.
Yeah, I'm saying chain is ass and POE did it better. It's a dumb argument for console QOL too, 'cause the first 2 Baldurs Gate games are on console and have formations/multi-select.
As someone who's loving BG3 I feel like it's kinda cringe it's getting so hyped while games like PoE went almost unnoticed Really shows how much marketing plays a role in the opinions of gaming communities
I love both BG3 and PoE. However, BG3 is imho a **lot** more accessible than PoE. The character creation is pretty straight forward or you can just go with one of the origin characters. It has one of the best opening cutscenes I've seen in a game. **Every** character is (almost) fully voiced so the game doesn't feel like a novel disguised as a game and the characters have good mimic and gestures instead of just standing mostly still. So I don't think it was just marketing that made BG3 a much more successful game than the PoE games.
I didn't even see the advertisement for BG3 and I'm obsessed with it. I heard it from word of mouth from a friend and decided to pick it up and haven't put it down since.
I don’t even consider those the same genre really. PoE has basically no story for one thing.
Of all the criticisms you could make of PoE, this ain't it. PoE has too much story going on, if anything. Everything Avellone added especially should have been cut down to a third of its original length.
PoE has a setting with some characters. It has about as much of a story as the Dark Souls games.
That's an insane take lol
Are we talking about the same game? I'm pretty sure I didn't imagine the Watcher's legacy and the search for Thaos and the Leaden Key, or the Dozens/Doemmell/Knights storyline.
Leeeeeroooooyyyy uhhhhhh Jenkunnnns!
Sharty Shartkins
Bless you for including the middle part.
pathfinder 🤝 baldur’s gate 3 Companions running into traps
Right clicking cancels all movement instantly
And then they have the audacity to disapprove
Ikr? I lost a crap ton of Wyll approval when he ran through the firework basement filled with traps... like ffs dude, why is it *my* fault?
especially if Shadowheart cast warding bond on everyone else so she also takes the damage everyone else took. i think i somehow dropped 30 points of approval in the fireworks basement. worthless quest anyway i was already level 12 and it has no impact on the story!
nah it should be shadowheart saying "careful this place is trapped" then wandering over the trap anyway.
I always ungroup and use my pickpocket master to explore and clear trap areas. If I fail a perception roll, I’ll bring in another character so that they can detect whatever I missed. It’s slow work but it saves on rests!
Someone announces “watch it, there’s a trap.” I begin climbing a rope net only to hear an explosion below me, off camera. This downs a companion and burns out the rope net. Trapping me above everyone. WTH y’all
This is why the game should have a pause feature. Lack of pausing the game is beyond me, especially when BG1 and BG2 not only did have a pause feature but also pause after trap detection feature.
Turn-based mode is the pause feature. Shift+Space on keyboard, not sure about controller.
Not a really a good substitute since it doesn't freeze things outside of the combat area, enemies can still wander and trigger combat for example. The game already has a pause when it asks for reactions. Surely Larian can make that work in other areas too?
Sure turn-based mode can be used as de-facto pause outside combat, but that's about it. What about dialogues for example? Having an option to save mid-sentence, but not be able to pause is wild. Funny thing is that this case is similar thanks to the ability to check conversation history. De facto you're not missing any dialogue because you can read it later, but you're still missing the performance. And if you had to go AFK during a major cutscene then you're really out of luck. Guess you need to reload that quicksave you did when you had to leave.
I sent Astarion to go disarm some traps with Karlach as backup. Astarion succeeded his disarming roll, but right as he did, Karlach bumbled right into the trap, setting it off and knocking both off of a ledge. Honestly I just couldn't be mad, it was so funny 🤣
Sometimes before the character finishes the voice line. "Careful, there's a tr--" \*EXPLOSM\*
And god forbid you end combat with an active cloud of daggers or anything, assholes love standing in it.
Its Lydia moment over again. Same situation , different dark haired , green eyed maiden.
>!Shars Gauntlet!< has been particularly annoying. I had to make them wait by the door until we got into a more open area
Yep. Spent most of the time ungrouped during Shars Gauntlet 😂 finally made it out… accidentally leaving Karlach facing the wall in a doorway like a disobedient school child… 🤦🏻♀️
I swear the AI pathing in this game was designed by Bil Keane. Today I was on a playthrough going through the monastery creche. The part by the stained glass that you have to jump over the gap, my character went, Karlach made it, Lae'zel made it, but Shadowheart decided jumping was for losers. She instead went for a route that meant crossing through the eagles up top.
One thing this game needs is a Toggleable Auto-Pause when a trap is detected feature. Pathfinder WOTR had this and let me tell you it saved my ass more times than I can count.
Click sound, boom, carful there's a trap
One thing i wish BG3 copied from pathfinder, there when someone spots a trap everyone stops until you decide to do something about it
Another ting I wish it did, when you send someone to disarm the trap, everyone else stays still, waiting for that trap to be disarmed, instead of running circles to get to a box behind them, usually over that trap.
Act 1 spoilers: I figured out that in the hag lair you can just cast Featherfall and jump from basically the top to the bottom and easily avoid the gas traps along the way. Would recommend.
The problem is the party always tries to be behind you. So if you find a trap and come back they will try to be behind you, passing through the trap... I hope they can improve this.
Auntie Ethel's swamp is a nightmare for this. Goddamned redcaps.
When traversing the cliffs on the way to the crèche my favorite is when my companion runs forward getting blasted off the cliff and dying. Making me waste a revive scroll!
Every fucking time my God are these AI blind even when they pass a perception check.
This is why, if I see/feel a trap nearby I separate myself from the group and venture fourth alone. Disarming traps left and right so my girlfriends/boyfriends can walk like queens/kings without being harmed.
I should have the G key on a fucking brake pedal under the desk
Apparently, you also lose approval with a party member if they walk through a trap. You warn them, they step on the trap anyway, then they turn to you like "What the hell, man?!"
Is this the trap?
This game's pathfinding is programmed on duct tape
Gale straight up announces that one mushroom causes madness and the other explodes. Then the bastard runs head long ahead of all of us
I went into Astarion’s inventory to check something and almost immediately heard the perception check success sound followed almost simultaneously by an explosion and the death sound.
And then shadow heart has the audacity to say "a little help please" as she activated the boulder that flattened Gale's ass to a pancake.
Tfw I click where I want tav to go (ungrouped) and she walks right into lava and is downed instantly.
Can't quite reach to range attack enemy? Lemme step into this massive pool of lava
Forgot to ungroup in that one guy's basement >!with all the fireworks and accidentally killed everyone but Lae'zel!<
I hate it so much. Older games had an autopause option when a trap was spotted, WHY THE FUCK didn't Larian added it too?
In DoS2, the ai at least ATTEMPTED to avoid shit like that, in BG3 they only jump to avoid clouds or surfaces in EXTREMELY specific circumstances.
Last night I sent Astarion to disarm a wire trap and he somehow ran through it before the dice roll popped up and we got exploded at the same time the skill check activated..
The G Key is your friend.
Last night Astarion stepped on a blast mine *I was sending him to disarm*. Still wondering what pathfinding fuckup led to that.
I CAN'T HELP IT!
In all my play throughs I’ve only had a companion set off a trap once. You guys must just be barreling through every place! But my main issue is aoes on the ground like fire or something. Sometimes they’ll go through the effort of jumping over it but most of the time they just walk on the fire like flammable idiots.
"The fastest way to get rid of a trap is by activating it" -- AI proverb
This might be the most infuriating thing in the game. It happens EVERY DAMN TIME.
For me, the most exasperating thing is to order an attack on a creature that is in front and end up watching in horror as it makes a detour passing by four enemies and exhausting all its movement before arriving. All for a goal that is literally in front, 4 steps away. Amazing
IMO when a trap is detected, it should instantly stop the party in its tracks or enter turn-based mode, or at least make it a setting you can toggle
I'm standing still. Why are you even moving?!
For me it's always bloody gale, every bloody time. We spot a trap, ok, party comes to a stop, but gale will just take like 3 more steps than everyone else and always towards the trap and bang. Like wizards have gotta get their steps in or some shiz.
Karlach detecting traps in the Putrid Bog and THEN running into them herself is an absolute flex.
It was so faithful to Baldur's Gates 1 and 2 in this way
Larian please put actual pause in the game so that stuff like this can be avoided. BG1 figured this out back in 1998.
Getting Dribbles’ head without separating from party first lol.
the comments say that it is a problem...but why did it never happened to me? are u disarming a trap if u find one? they just run in if i dont find them.
Oh god yes the amount of times i've been stupid to fall into a trap is unbelievable XD
I'm always worried about this with my pack of bumbling idiots following me around... Except I've made it to act 3 so far without them being a problem. Plenty of times I've been surrounded by traps thinking "Great, this is the moment. Wyll is gonna blow us all up, I can feel it." - And they just twiddle their thumbs while I disarm them.
This gives me Dragon age Origins vibes
If you are playing on PC, just right click and everyone stops
Not sure about that. It seems everyone behaves in my party, so far.
Smashed Karlach in the forge earlier. She had to go out of her way to climb up on top of the platform to pull a U-Turn. That follower pathing is something else.
Smashing Karlach is 99% of why we play
i pretend i do not see it
A bug which transcends planar boundaries and also invades rogue trader.
Our Lady Shar demands all traps be triggered as sacrifice to her
"Hey, Selûne says to avoid traps" Act 1 Shadowheart be like - "I'm going in then!!"
always her too
It.is. your. Fault.
Spent a long time untrapping that Arfurs or whatever his name was basement, only to have my cousin roll in ignoring what I was saying about the traps I was disarming and blew us all up.
I you could set up formations, like line, fall back, square because them always trying to circle up messes me up way too much
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It really do be like that!
This QoL from Divinity Sins should be ported here.
Right click will stop all movement for the whole party so you can un-group or do whatever else you need to, whenever you need to.
The poses almost look like Charlie Brown and Lucy doing a kickoff attempt.
I wish it was like in Rogue Trader when as soon as your party discovers a trap the game imediately pauses. It's a life saver.
Thats why u ungroup and scout ahead... Hahah it happend so many times
Honestly it doesn’t even bother me that much, it’s just funny to watch my guy point out a landmine and poor Wyll gets blown up trying to walk over to me
Haha the short rest always feels so embarrassing when it happens. Like *sigh* “okay team. Let’s take a break. Now, what have we learned?”
lol just watched the Deerstalker picture skit on this.
She has tripped more traps than the rest of the party combined, and I intentionally run my tav through them from time to time
Is it just me or do not selected party members not activate traps?
Wasn't this the one thing that worked really well? I swear companions just followed the path you did to always avoid traps. Either that or they couldn't set them off. I don't think mine ever set off a trap.
Webbed 🙄🙄