this post was submitted on 02 Sep 2023
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Baldur's Gate 3
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Baldur’s Gate 3 is a story-rich, party-based RPG set in the universe of Dungeons & Dragons, where your choices shape a tale of fellowship and betrayal, survival and sacrifice, and the lure of absolute power. (Website)
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Fair,I do find that Rogue does make up for it though. Their versatility ( arrows can be a game changer as well as their spells if applicable.) And their usefulness outside of combat with lockpicking/trap disarming expertise, as well as their 3nhanced perception does help a lot.
When it comes to archery, I feel like Astarion either does a lot of damage or none. If you like dual hand crossbows you can have issues because there are only like 4 or 5 different ones in the game. Making you stuck with a normal one, or a +1 one for the majority of the game while the rest of your party probably has a kitted out weapon.
I feel like Larian did overnerf archers. It was the same thing in d2os. I didn't like how archers felt at all and the damage felt very weak compared to the other classes. Sebille, the dual daggers rogue would practically one-shot act 3 mobs while Ifan feels like he is doing 10 damage. I always reclassed him to be more summons or magic based as a result, which has the added bonus of not making his wolf summon completely useless. (Though still outclassed by the incarnate, especially since wolf needs source points to summon.) I find archers a bit more useful in bg3, Astarion can get some pretty high hit %s compared with the rest. Hes steadily at an 80-90% chance to hit while everyone else feels like they are 60-80%. I do feel like they could use multi attack though. Arcane trickster feels awkward without bring able to cast laughter or grease and shoot with the arrows.
I haven't really messed with melee Astarion but I feel like the game does not encourage the Sebille gameplay. There aren't enough mobility options for that. It's a shame too because I found the Sebille gameplay pretty fun.
Longbow battlemaster fighter is almost as good at committing war crimes as it is in stock dnd, biggest downside is I don’t think you can choose to activate the “add battle die to your attack roll” post attack like you can in stock.
I’m sure it falls of a little, but it’s a pretty good nova at level 5.
I fail to see how an archer can be bad when there are black powder arrows. You litteraly spew fireballs that push enemies!
Havent seen a single one of those
For this, the low level cap really is what hurts. If you don't mind being slightly underpowered for act I, going Shadow Monk/Assassin will get you Sebille-like gameplay. Shadow Monks get teleportation relatively early on, and their skills complement any class features/feats that increase sneak damage multipliers.
They're still over all outclassed since Larian's changes to the 5e ruleset and features really don't favor stealth for the most part, but you can make something close to a melee sneak build viable especially if you're not playing on tactician.
I mostly play on tactician because I find balanced too easy now haha. My ranger playthrough is balanced and that honestly feels more hardmode than tactician becsuse ranger just feels so bad. It feels like it does nothing good and is outclassed. Atleast rogue has out of combat use, but rangers don't even get lockpicking/etc bonuses outside of your general dex bonuses. Plus summons based rangers are practically unplayable because of them counting towards the crime system, making you feel like mods are nigh on mandatory for that kind of playthrough. I did want to play a vanilla playthrough, though, but I keep gravitating towards my modded ones...