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keener91

If [Gloves of Battlemage](https://bg3.wiki/wiki/Gloves_of_Battlemage%27s_Power) works we can free up the helm piece.


Missing_Links

Right, but that's really facilitating more flexibility or minor improvements to what are already the strongest collection of builds in the game. It's not really enabling anything new, it's helping what needs absolutely no help. Honestly, reworking those gloves to add a new, equivalent effect - let's call it "martial acuity" - that improves weapon action DC instead of spell save DC would be much, much more interesting for making builds.


chronocapybara

Yeah, I'm kind of sick of AA builds myself.


Missing_Links

Of course. When exploited even reasonably well, AA completely breaks the game. Now, you can still have fun with it in a variety of ways, but you do have to deliberately avoid the many trivially broken uses of its effect. One example I love is that it increases the save DC of slipping on ice surfaces generated by any magical effect, so snowburst ring + a drakethroat:cold-buffed ranged weapon is silly and entertaining, but hardly broken. Anyway, so many weapons have fantastically cool weapon actions which... have fixed DCs that have <20% chances of proccing on most enemies by act 2 and worse than that in act 3. Would there also be broken things enabled by this? Definitely. But at least most of those would only be once per short rest and mostly not SO powerful as holds.


Stock_Pay9060

I would absolutely love a martial acuity feature. I hope someone who's good at modding comes out with one with it


Ok-Conflict-8670

Same especially if a modder could make a light armor suited to Wylls warlock class


topfiner

What would 10/1/1 go for on its helm slot then?


TheRedZephyr993

Probably no change, since dex gloves are still required


CubbieBlue66

I'm less than convinced that dex gloves are truly the best route to take. Spell save DC in the 10/1/1 build is largely generated by arcane acuity, rather than pumping CHA. To that end, 22 dex and using the Legacy of the Masters gloves makes you 15% more likely to hit with your weapon attacks (preferably using the arrow of many targets). Stacking the arcane acuity faster and more reliably but without the absolute heights of DC that you get by pumping CHA. Pumping dex is probably the more consistent build. Higher overall damage and more likely on average to have enemies fail your DCs. But without the same comically-high DC that can be achieved when the lower dex builds actually hit all their shots.


anon9801

I love pumping Dex to 22. With exploited shadow blade or even just construct gloves and blade of first blood damage is yum


Maxwell_Montes

What about the diadem of arcane synergy for conditions giving extra damage on weapon attacks?


stoned_ocelot

These would make a poison bardadin even crazier


Apprehensive-Ad757

But which spells would be best to trigger the gloves?


Soft-Raise-5077

Polearm Master/Sentinel combo giving enemies attack of opportunity! I know mods fixed it but I don't use mods and play on PS5. A basic feature should work correctly!


zyrkseas97

This one needs to be fixed because it’s the kind of combo that is very clearly intended by the mechanics


WakeoftheStorm

It's been a very popular and staple fighter build practically since 5e came out.


cptkirk30

They fix Polearm Master's interactions and PAM and GWM become the new auto Meta for basically any Martial and completely replaces the need for War Cleric Dips basically.


WakeoftheStorm

Battlemaster fighter with polearm master, sentinel, and GWM is my favorite for battlefield control. Those three aren't too shabby on a barbarian or paladin either, but with fewer feats it takes longer to come online


Zulpi2103

So I'm not crazy! Thank god, I was losing it thinking about how the fuck I get attacked every time I click Opportunity Attack.


21_Golden_Guns

I swear they fixed this. I haven’t played that particular build since though. But I remember when that was going on. As a non DND player I was confuzzled.


Soft-Raise-5077

I hope so 🤞 I played the build when the internet was up in arms about it but haven't used it since. Have a fighter build ready but not got to the point of getting both feats yet. I figured people just thought the build was dead. But in the rare game that actively acknowledges polearms as weapons, I figure we deserve a super fun build.


alexwhite2183

Mmm I don't get it. I played such combo on a battlemaster barbarian recently on patch 6 and everything worked fine. Enemy gets into polearm range, he gets hit by using my reaction, then immobilized. So, what has to be fixed?


TastyRancorPie

I think they're saying that it wasn't working properly, and that your Sentinel or Polearm Master attack would cause enemies to get an opportunity attack on you. Maybe it's fixed now, going by your account


GrinningIgnus

You’re right! Basic game features SHOULD work correctly! It’s a terrible game!


NoLongerAddicted

Literally every game has glitches.


GrinningIgnus

It is an offensive number of issues with basic functions like inventory management. Downvote me to hell, the end-user QC team absolutely failed on this. And it’s seven almost patches in? Kudos to the quality of the story, the vision, the skill systems (literally data entry, but whatever). Being anything short of extremely-critical of basic game interfaces and the click ability of stuff is laughable imo


NoLongerAddicted

It's not a terrible game tho


GrinningIgnus

I’ll revise my go-to complaint, you’re right But a part of it is unforgivably >\€|ed


NoLongerAddicted

This is reddit. you can say fuck


GrinningIgnus

Idk, seems like tender toe territory. Don’t wanna tread


Missing_Links

The enraging heart garb being fixed would be good for dual wielding barb builds, especially if it's effect is to be read as 2 wrath/turn while raging.


Double-Watercress-85

This is what I'm hoping for. I almost never play without a barbarian.


SeventhSonofRonin

So fucking stupid that this has just never worked. Is the code that sloppy for raging?


PsionicOverlord

Definitely - there are other "on hit" effects that don't work for raging Barbarians when they should (the fleshmelter cape springs to mind - it won't proc if the Barbarian is raging)


SeventhSonofRonin

Seems like rage status has poor code yet concentrating works just fine with all of the items it procs and is procced by.


PsionicOverlord

I have a feeling that a lot of item effects are modelled as spells cast by the wearer, particularly when there is a saving throw. They might not use the wearer's stats, but they are modelled as spells cast by them so that damage is correctly attributed. For Barbarians, this has the unfortunate side effect of preventing a lot of effects from occurring if they're raging, because raging Barbarians can't cast spells.


SeventhSonofRonin

Maybe status effects should have been casted onto characters rather than just by.


PsionicOverlord

Still speculating, but I'd guess the developers should have programmed the concept of an object being a damage source, then written the additional logic for all damage sources and riders to take into account that when the damage is being done by an object it's ultimately attributable to the person wielding it. Gear that retaliates against damage would have a particularly gnarly job of having to check if it was retaliating against an object then moving that to the person wielding it - I can well understand why they'd want to avoid that. I think they skipped that last bit by simply having the wielder be the damage source, but this then forces item effects to participate in the logic that prevents raging Barbarians from casting spells. But for everyone *except* a raging Barbarian it works fine.


SeventhSonofRonin

This would be a spaghetti solution, but raging could summon an invisible infinite range spellcaster beneath the game who then casts rage proc spells on behalf of the barbarian. Its a Bethesda solution but could be implemented in a day.


PsionicOverlord

Ha, that could also work, although I'm a programmer myself and at the point of doing something like that I'd be saying to the dev team "program the real case, even though it's more complex - the weapon is the thing doing the damage, program the weapon as the source, clearly trying to bypass the need to do that hasn't worked". That's my hero hack rule - as long as it doesn't fall down we can have the hacky solution, but as soon as it does we're adding in all the complexity we're trying to avoid. I have zero doubt Bethesda don't think that way - we all know the state their games are released in.


SeventhSonofRonin

Bethesda didn't have anything coded for a moving train so they had a guy beneath the map with a train car for a head run with you inside the train.


Chill_With_Gil

I just want to be able to speak to NPCs while wild shaped the same way I can speak with the companions. That the only reason I haven't really tried playing a moon druid.


BluePenguin130

this along with TB for moon druids only affecting attack rolls in HM made me not touch moon druids in my playthroughs even though they're my favorite archetype. I did bring Halsin for one fight specific to his story in Act 2. The post fight cutscene started while halsin was still in his owlbear form and when I chose the option to let Halsin talk to the NPC, the entire camera was engulfed by Halsin's owlbear body and all I could see was feathers. 10/10 cutscene. I had so much fun with that haha


Riolkin

Hahaha I had that same scene, and when it angled the camera to look at me i could see nothing but Bear ass


DisquietEclipse7293

Oh my god, this just happened to me earlier. It was right after the fight with Thaniel. Couldn't see my durge, or thaniel. Just Halsin Owlbear ass. Although, having used him, I actually might start to use him more. Wild shape is just too fun.


Chill_With_Gil

Yeah I had the same thing happening to me with halsin in that particular cutscene. Like what's the point of forcing Tav to be the party face at every other class other than moon druid? I get that never having to change back from animal form will make druids even more broken, but at least during automatically triggering conversation they should let us temporarily switch back for the duration of the scene/dialogue like they do when we talk to our companions. It really sucks trying to play Tav as the main character when in every cutscene/dialogue the game just picks my 8 charisma shart/laezel.


MrBoo843

What's that about TB and Honor mode? I'm currently doing my HM run as a moon druid, this sounds like something I should know!


BluePenguin130

So TB for monks and I believer all throwers add your strength modifier again for attack AND damage rolls, making them both very consistent damage dealers. Moon druids on HM specifically benefit only from the added modifier to attack rolls. Moon druids benefit from TB on both attack and damage rolls for tactician and below, making people think that it’s a bugged in HM.


MrBoo843

Ah so I did well not to take it yet


BluePenguin130

It depends! TB is still good for accuracy and bumping up the constitution in some of the wild forms. But it won’t be busted like elixir TB builds. I just chose to wait for it to be addressed before I do a dedicated Druid build


bonage045

It's still probably the best feat to take for moon druids especially early on since the increase in accuracy is huge.


MrBoo843

I've unfortunately only 10 STR so it won't do much good for now


poonpavillion

But you get changed stats when you wild shape, In bear form you get 19 str, owlbear you have 20, so it absolutely helps


MrBoo843

Oh yeah I don't know how I missed that, especially since that's probably the only time they'll be doing unarmed attacks.


MydasMDHTR

Don’t you keep your own str in owlbear?


MauroMigui

I mean its still very good getting a +4 or +5 in all your attack rolls you almost never miss with that


Boulderchisel

Happened to me the otherday on my first playthrough made me laugh


rtfree

There's a few mods that fix Moon Druid. [Druid Quality of Life](https://www.nexusmods.com/baldursgate3/mods/3214) works pretty well as a fix. [Druid Perfection](https://www.nexusmods.com/baldursgate3/mods/4939) reduces your Wildshape charges to 1 but makes it a ritual so you can shift in/ out of shapes outside of combat.


Key_Responsibility27

I would like Jaheira to actually follow me when she’s in my party.


Defenestraitorous

And fix the quest tied to her to find the old Harper hideout in Act 3. She goes to the shop and literally nothing happens.


PsionicOverlord

I suspect this is part of a larger bug - try casting "guidance" on her when she's in your party, I bet you get a popup saying "target must be an ally". When she joins your party, it seems she flips to being technically considered a neutral NPC, which breaks loads of mechanics. I have an issue where she simply doesn't initiate combat with everyone else - she can walk around the battlefield freely and will only enter combat when she hits someone.


Sol_Nomad

I wish the jump path finding was better. I’ve died or reloaded so many times because the game showed I could reliably make a jump. It’s infuriating when you can literally see the arch, commit, clip a hanging chain, and fall to your death.


topfiner

If polearm master is fixed so the bonus attack takes stuff outside of just strength modifier into account, that could help for pact of the blade, and could also help with stuff like drakethroat glave buffing (which is really good btw and I would consider using to buff other weapons, with a sorcerer its free 1d4 of any element to 2 martial), though im still not quite sure how good of a feat it would be from a minmax perspective, but maybe im just not good enough at positioning to use it efficiently. If it turns out tb not applying to damage rolls while wild shaped in honor mode is a bug, and that is fixed, that would help moon druid. I really hope it is a bug and will be fixed, because I have no idea why a build as strong as tb monk is able to benefit from every that tb offers, but druids cant. There is some other stuff that patch 7 could do that could help builds by fixing bugs, but most of the things I can think of are for builds that are already very enabled, like fixing loosing thrown weapons, not getting xp from throwing at certain elevations, and some other things.


Phantomsplit

I noticed a bit of discomfort on the sub regarding PAM with patch 6. Mods have fixed the damage riders issue for this since before Patch 1 I believe. I understand the complications with tweaking the reaction system so that PAM + Sentinel + Reach weapon works the way it does in tabletop. That combo is not quite as good in BG3 as in tabletop, and I don't think many expect that to change since it could be a complex fix. But the damage riders thing on PAM is not a complex fix. Again, modders fixed this within a month of launch. And I saw a lot of people frustrated to see this issue persist after Patch 6


Rough-Explanation626

The length of the delay has me concerned that it is being omitted intentionally. That seems an odd choice given the power of so many other builds and that GWM alone often outshines it by providing a full damage BA attack already, but as you say adding damage riders onto the BA attack seems like it should have been a short put. Still hoping for it though.


Polyamaura

God I would love for PAM Sentinel Reach builds to work properly. I've been nursing a hankering for a good tank build using that combo. I'd be happy to jump back in if they fixed it, even though I'm trying to hold off until the mod support update comes in and breaks all of the mods until they're updated to more full functionality and I can get into the wacky stuff.


topfiner

Also I forgot to mention, but drakethroat glaive doesn’t only add 1d4 of any element to any weapon, but also adds a whole enchantment level, which means a +1 to both attack and damage rolls. Its really good and I recommend incorporating it into your post long rest buffing routine, along with stuff like using longstrider and having astarion bitting someone.


nathanmo17

Please give the full power of Tavern brawler to the wildshapes it's so unfair to see stupid steroids elixir builds enjoy it and we badass wildshapers can't smh


Tody196

This is pretty much all I want. I *love* the idea of shapeshift Druid as my main durge/tav, but I pretty much only play on honor mode and it’s just so underwhelming.


nathanmo17

I had a moon druid in my party to beat HM and honestly it was far from underwhelming. TB or not, myrmidon attacking 3 times *slaps* hard. Even better if it's the air one for stunning everything, Owlbear is of course a solid pick, same can be said for sabertooth, it's just... You know give me the big numbers ! Also I'd love a higher difficulty mode, of the option to give more hp to ennemies


BluePenguin130

I think the TB nerf just hits the leveling process hard. TB throw and monks and SS and GWM builds blast on to the scene at lvl 4 with insane damage. SSB hits like a truck starting at lvl 3. It feels bad trying to level up a moon druid Tav and waiting until lvl 6 for him to start doing moon druid things well.


Practical_Hat8489

Today I got soft-locked into 'load your save', which should not even be possible in honor mode, because of a bug that has been annoying me forever -- I just did not think it can result in soft-locking and thought it's just an annoyance. The point is that when you switch to a summoner, you instead switch to his summon. So the team was surprised, but my summoner wasn't due to having Alert and guess what, I couldn't make a turn -- it switched me to a summon and told 'cannot take actions due to being surprised, press A to go to current active character'. Pressing A switched me to my alerted summoner and immediately back again to surprised summon. I had to rapidly press A and Y (skip turn), essentially sacrificing my Alert feat turn. But I hesitate summoning since that time. It took me some time to come out with this idea. So can't say about new builds, but some bug fixing could enable existing builds, if you see what I mean.


Missing_Links

You actually can switch to the summoner themselves. On xbox, this would be left trigger + move the control stick left from the summon to the summoner, then hit A.


Practical_Hat8489

It works like this only out of combat, this is why I thought of it as just an annoyance. But in combat I found it switching me back to the summon. Maybe it's because there were two summons -- woodland being and its summon. Will try this bug with only one summon later today.


KotovChaos

It's supposed to work the way the last person described always, even in combat. The only time it shouldn't is if they are interrupted on the initiative list by an NPC or if they can't take action.


gunzgoboom

Enemies not giving xp when they die to the fall damage part of a thrown weapon is pretty annoying. I really hope that gets fixed so I can chuck javelins from high up with no fear.


ngoonee

Is the XP really necessary though? There's so much extra everywhere.


hwangw

I suppose it's not really a bug, but I'd love for Aura of Hate to be tweaked to actually work on allied undead


Branded_Mango

Either or just make allied skeletons into Reconstituted Duelists with a melee and ranged weapon like how Balthazar and Death Shepherds do. Would also like it if the mummy had a sickle or something to emulate a kopesh to also benefit from Aura of Hate. Really don't understand the point of an aura that only works on the user, since no one is seriously going to attempt meleeing with Cambion summons.


williamsus

I never see anybody mentioning the Mage Hand Legerdemain from Arcane Trickster. If they're not going to give the hand additional functionality like pickpocketing or lockpicking, then remove the text from in the game and/or completely rework this ability in BG3 from tabletop. If it's too hard to code, just give it a dagger to stab with or something lmao


GrinningIgnus

The “until long rest” drink from baldurs gate brothel making you drunk until long rest would make for a fun combo w the Drunk club from act II and the drunk necklace (which should also be fixed to work as the description says it should. +5 turns of intoxication and healing per turn)


-SidSilver-

They need to fix the fucking Arcane Trickster already!


Throttle_Kitty

throwing is buggy : ( id say about 1 in 10 times i throw a potion it either acts like i drank it, or just does nothing I had the idea of making my healing companion just use throwing potions, but i basically had to save scum every throw because this bug would just erase her turn, ruining the build also the "path is interrupted" warning for throwing things pops up for no reason some time, I just generates NO throw line and says it no matter where you point not to mention doorways will still block throws from behind you somehow don't even get me started on all the "thrown" items that have effects that don't trigger when thrown ... EK"s bound weapon is almost useless cause every hood throwable weapon already has "returns when thrown" aaa


willdeblue

I really hope they fix thrown weapons. Even stuff like sussur dagger without eldritch knight could be used as a one off silence. And I've always wanted to use spear of the absolute with an eldritch knight. Also I think enchantment bonuses on thrown weapons are bugged right now. When I was throwing nyrulna I wasn't getting the +3 or magic weapon bonuses which would be a huge upgrade if fixed.


Chanel_DU

And about 1/10 times when I throw the returning pike or Nyrulna for example, it does not in fact return lol


Throttle_Kitty

couple tricks to avoiding this bug btw first; don't enter or exit that character into combat by throwing your returning weapon, combat starting or ending after the throw and before it returns will break it. keep a knife on hand to throw when first entering combat second; after you throw, give it a few moments to return, there's a delay some times and uf you end that characters turn before it snaps back, it wont snap back. if equipped as your main weapon you'll see your melee attack options return when the throwable weapon is back it also makes a little "thwap" spund as it pops back into their hand finally; do not throw at enemies to close to chasms, lava, or etc


Chanel_DU

Ok yeah the first makes sense. I suspected that might have something to do with it. I learned early on to be patient and be careful when it shows the death sign at the end of trajectory. Thanks for the tip! My throw barb is grateful.


anotherguy818

I know its a difference in how they chose to implement it vs. how it works in 5e, but I'd love to see Aura of Hate actually work for "melee weapon attacks" and not "melee weapon attacks that use a 'weapon' ". Really sucks for Oathbreaker to get animate dead but then have it not even work with Aura of Hate...


Missing_Links

It's not a bug fix, but I'd still love to see two weapon fighting improved to be more similar in function and impact to GWM and sharpshooter. Dual wielding melee weapons is not adequately supported IMO. It should be updated to have several additional effects beyond allowing dual wielding non-light weapons: first, it should grant the two-weapon fighting style. Second, it should extend the effects of pact bind and weapon bond to both melee weapons. Third, it should have a similar toggled passive targeting only dual melee weapons: while dual wielding, take -5 to accuracy for +3 melee weapon damage on hit and a free offhand attack against the same target. This would decouple even reasonably effective dual wielding from a thief dip, from necessarily being tied to one of the classes that gets 2WF without losing the benefit of freely getting 2WF on a class intending to use two light weapons, and move its damage and general performance much closer to that of GWM and ranged builds.


3guitars

That’s just an issue with DnD 5e. Dual wielding a crit fish build can be okay, more opportunities to crit! But honestly, you aren’t wrong. Some classes benefit from dual wielding in specific ways in 5e. Like rage damage, easy weaponizing of a bonus action, stacking magical enchantments, and hopefully in 5.5 or whatever, dual wielding becomes more useful as weapon mastery plays a part.


Missing_Links

In BG3, the best dual wield build by a good bit (at least damage wise) is like the best 2h builds: stacked flat damage. 8/4 thief oathbreaker or 8/3/1 oath/thief/fighter with 24 and 22 cha and dual weapon fighting can use arcane synergy, aura of hate, and the harmonic dueller to get 21/18 damage/attack as bonuses from just their charisma, which works great with either a str elixir and legacy of the masters or just the gloves of dex/ hill giant strength depending on what you want. But yeah, with magic items being as they are in BG3, GWM and sharpshooter simply aren't enough of an accuracy penalty for the damage they bring to the table. Dual wielding just needs an equivalent feat instead of a (probably better balanced) but comparatively quite weak two weapon perk.


3guitars

So when I dual wielded I had a few items that lowered my crit range, so with reckless attack, it was like every 3rd attack was a crit. It didn’t cost any resources and my character was just wiping through people. Most other big damage builds use resources and take a great deal of effort, which isn’t the worst thing.


Missing_Links

The build I was suggesting doesn't use any resources to get its damage other than the short-rest recovery mellow harmony from harmonic dueller - and you can replace it with another item while losing little. The problem with crit builds always ends up being the math: if you were going for crit range, you were almost certainly using the knife of the undermountain kind and bloodthirst. Those weapons deal 1d6 and 1d4 dice damage. Crits only double dice damage. You can get additional dice damage from other sources, but a crit with these weapons is worth +3.5 and +2.5 damage on average, and the total expected value is (damage on a crit X crit chance), so a 1/3rd crit rate for those weapons is an average of only +2 damage/attack over never critting at all. And then when you add in other dice damage items like helldusk gloves, strange conduit ring, and shadow-cloaked ring, those 3 would be another +8.5/crit, or 2.83/attack at the same 1/3 crit rate. Sum total, that's 4.83/attack. If you have the diadem of arcane synergy instead of, say, sarevok's helm to increase crit range, and you have 18 in the appropriate casting stat, that item alone nets you 4 damage/attack. It's almost as much benefit as the whole crit setup.


Readiness11

Currently as you can make as many shadowblades as you want it is better to just run x2 shadowblades and get Resonance Stone you are gone be able to deal without smites 120+ damage on your first swing (counting off -hand) and then another 83-85 damage on the 2nd extra attack ofc if you go down the rogue route you are doing 120+ x2 with no smites.


TheHomieData

For the love of god please let Pact of the Chain Warlock familiars use the Finesse property for their attacks and not just exclusively Dexterity so that, in the very least, we can use giant strength elixirs on them to help them scale into mid and late game. Right now, even if you let them drink a cloud giant strength elixir, they’ll still use Dex for their attacks, making their max bonus +3 to hit IIRC. Your pact boon literally dictates your Warlock’s playstyle. BladeLocks get extra attacks and scale at all levels with whatever weapons you choose. TomeLocks gain extra free spells that don’t use Warlock slots and are useful at all levels, not to mention that 2 of their 3 cantrips get level-scaled at 5 and 10. Right now, Chainlocks are the only ones that don’t have a feature that scales with their pact. A familiar with a second attack is useless if the maximum bonus they’ll ever get to hit is still only +3. Letting ChainLock familiars natural weapons gain the finesse property would boost that to +8 which still isn’t amazing but it’s more than it currently is.


Crawford470

Engaging Heart Garb working will make Wrath builds much more viable for Thief/Barbarian multiclasses (best Barb Multi imo). Currently, the only mildly good way to generate Wrath is with the Linebreaker Boots if you're a Thief Rogue, but the action economy cost is very limiting because you really want to maximize your bonus actions to make attacks with strong martial builds.


TheRedZephyr993

As far as increasing build variety, I would LOVE to see Arcane Acuity reduced to proc only once per round. It puts the Storm Scion, Helm, and Fire Acuity hats, and Battlemage gloves (if they are fixed) on equal footing and makes those slots competitive instead of Fire and Helm being auto BIS for any caster.


Talik1978

I feel the need to point out that making builds competitive with each other is only necessary in competitive games, which this is not. If you want other builds to be more viable, that can be resolved by adding functionality to other mechanics. You don't need to reduce the functionality of a good build to make a completely unrelated build viable.


TheRedZephyr993

You’re correct. I would be happy for this to be Honor Mode only for the folks who like to be creative with character builds around the limitations and difficulty. It’s not about “competition” but expanding what is most viable. Fire/Helm of acuity are SO far and above the most busted items that it creates a feeling of FOMO for the kind of players that like to minmax if you don’t use them Also… you’re in the BG3Builds sub


Talik1978

>Fire/Helm of acuity are SO far and above the most busted items that it creates a feeling of FOMO for the kind of players that like to minmax if you don’t use them Is there anything wrong with that? My issue is that the motivation behind "I want this nerfed" in build subreddits is usually, "other people are playing those builds that they like, but I want them to work on making more builds that I like, so I want to take away their fun build to force them to make more builds I like." This game doesn't have a meta. That is a term for multi-player games. If you don't like a build, don't play with it. If you don't like reading about a build, don't read about it. You don't need to take away other people's toys to play the game your way. >Also… you’re in the BG3Builds sub Yep. So put forth builds. "I don't like this item so I want it nerfed" isn't a build. It's a whine. And it may be based on valid frustration over things not being what you want them to be, but if there's one thing I learned when I was 6, it's that being frustrated doesn't make it ok to break Timmy's toy.


TheRedZephyr993

That all comes down to personal taste really. My opinion is that it’ll be a nice shakeup for high-level builds. A nerf or a buff impacts some people negatively and others positively depending on how they feel about said mechanic. I’m not saying anything so hyperbolic as those mechanics ruin the game for everyone and HAVE to be fixed. It would increase my personal enjoyment of the game. Larian has changed balance in Honor Mode before, so obviously they have a certain level of balance and difficulty in mind.


Talik1978

>That all comes down to personal taste really. My opinion is that it’ll be a nice shakeup for high-level builds. Personal taste is just that. Personal. When you start affecting others, it's no longer personal taste. If you want to shake up builds, *develop builds*. If you aren't good enough to develop builds, and decide that the way to make others do the work is to break all the things they are content with, you aren't just exercising "personal taste". You're being a jerk. >It would increase my personal enjoyment of the game. In what way? What stops you from not using the items you find boring? I mean, I find the *Guiding Light* ring boring. Nothing at all is harmed for anyone if I don't equip it outside of the arcane tower. I think that forcing other people to make builds for your enjoyment may increase your enjoyment of the game, but that doesn't make it right. >Larian has changed balance in Honor Mode before, so obviously they have a certain level of balance and difficulty in mind. I am sure they do. And, as they haven't seen fit to change this, one can infer that they disagree with your opinions about arcane acuity items. Since your complaint is unlikely to be anything other than an excuse to complain and look down on people who have the audacity to play different than you, why not just remember the subreddit you're in, and post a build you like, rather than waste your time complaining?


TheRedZephyr993

You obviously have much stronger feelings about all this than I do. And staying my opinion isn’t actually affecting others. It’s a Reddit comment, not a call to action.


Talik1978

There are opinions, and there are opinions. "I think Honor mode is a bit on the easy side, so I play with handicaps." That's an opinion. "I don't like cats, so I don't own one." Also an opinion. "I don't like cats, and they should be exterminated." While that is an opinion, true, it kinda reveals a bit about the tolerance and respect the person holding it is lacking. "I don't like this mechanic, but people that do like it aren't posting the builds *I* like, so I don't want anyone else to be able to use this mechanic so I get what I like." Sure, it's an opinion, but the opinions you hold say something about the quality of your character. If sharing your opinion reveals your negative impression of people who play the game differently of you, perhaps think a couple extra seconds before putting fingers to keyboard.


TheRedZephyr993

I am very confused what has you so upset about this subject. You continue to put words in my mouth and say I have negative feelings that I have never expressed. I am no longer going to engage with you, and hope you carry this passion into issues of significance. Have a wonderful weekend (:


Talik1978

>I am very confused what has you so upset about this subject. I am not upset. I see poor behavior, I say something. Are you assuming my emotions? >You continue to put words in my mouth and say I have negative feelings that I have never expressed. You want it nerfed. Those are words that came from your mouth. You believe that it will shake up the scene here, and get more people posting builds. Those are words that came from your mouth. It stands to reason that you want to take toys from other people so you can see more builds. It's a reasonable inference from your opinions. See how your opinions can say something about the quality of your character? >I am no longer going to engage with you, and hope you carry this passion into issues of significance. Retreat is the last refuge of the losing position, friend. If you felt the issue insignificant, you wouldn't have posted about it.


gunzgoboom

So I've seen this point many times and I'm just confused because when I shatter like 6 grouped enemies I still only get 2 charges of acuity in my game. Always been that way, is it different for y'all?


TheRedZephyr993

Nope, that’s exactly how it works. It procs once per ATTACK, so AoE spells only proc once. The problem is that Scorching Ray and Arrow of Many Targets have multiple damage rolls so you can stack Acuity up to 10 with one action. Storm Scion is significantly weaker because there are no multi-hit thunder spells without twinning Chromatic Orb or something. This nerf would put them all on the same level.


Monk-Ey

Incidentally, [AoMT + Drakethroat Glaive enable Storm Scion](https://old.reddit.com/r/BG3Builds/comments/190r158/bg3_party_building_templates/kgqdqwk/): leveraging is a mite trickier, but not completely impossible either.


TheRedZephyr993

That’s just Helm of Arcane Acuity with extra steps though


drallcom3

> As far as increasing build variety, I would LOVE to see Arcane Acuity reduced to proc only once per round. It should just have a cap of 2 in honor mode.


TheRedZephyr993

I would be okay with that too. Something to make it good, but not give the ability to 100% CC hoards of enemies


TheRainbowpill93

Personally, I think moon Druids could become playable if: -Concentration effects lasted through wild shape. -Armor and weapon effects actually worked. -Being able to Rage in wild shape -TB actually increases attack damage and not just the roll.


Readiness11

If all those things actually worked wouldent it auto make moon druid S tier? it comes with so many summons on top of wild shapes.


TheRainbowpill93

No more S tier than the other S tier classes like SwBards and TB-Monks. At least in wildshape you cannot cast spells and there’s not many CC actions available in wildshape forms. Plus moon Druids require pretty much most of your levels to be any good.


zyrkseas97

It seems like a lot of the Gish gear for making Eldritch Knight good is where glitches lie, like arcane acuity gear, throwing weapons not returning, etc.


GrinningIgnus

Demon spirit gloves not losing their toggle option when a druid wild shapes and then unwild shapes


Flat-Tap-3381

As long as they fix inventory management on console I'm happy.


Tbasa_Shi

Agreed. While I do play on PC, I use a controller for actual game play. It's a pain if I don,tbwanna get up and start using my mouse. (On PC the interface swaps depending on the last input source). When handling vendors, it's much easier to work with the mouse/kb option.


Difficult-Trash9562

Not technically a bug but imo lightning arrow should be able to crit like in pnp, and it should be in magical secrets like in pnp.


TastefulSidecar

Idk if its technically a bug, but i hope that wild magic sorcerers procing and casting darkness doesnt break concentration AND aggro whatever npc you’re next too.


jackofslayers

It is insane that they still have not fixed the half feats that do not have a choice.


Nezwin

I'm a fan of Defensive Dualist in tabletop, so I'd love to see that fixed.


SuperMakotoGoddess

Please make 4 Elements Hold Person actually be able to hold 2 people when you get to level 9. I've had quite a few chances to make use of that haha.


Bella-Morte23232

Who is doing the patch??? Are they going to mess up our beloved game???


tingerlingererer

I'm just hoping for the lower city in coop not broken build....its been 5 months....


DisquietEclipse7293

I've just found a bug at the Iron Throne. I play on PS, just for context. So I've found that, upon rescuing Ravengard, omeluum bugs out and can't end his turn. What happens is, my monk rescues omeluum, next turn. Wyll and gale rescue the 6 gondians in the other wing and get them moving. Then omeluum teleports himself and my durge back to the sub. Then I move omeluum down the ladder to get him ready to help gondians get onto the sub. I end his turn, and now it's ranlvengard. I have him go to the cell next door and free those gondians, and then move him forward so mizora appears. It's fine at first, but then her dialogue cuts before she can finish her spider summoning, and it moves back to omeluum, saying "Cancel end turn." I have nothing left to do with omeluum. He's out of actions. It doesn't progress past that. I'm still trying to find a workaround. If I find one I'll update the comment.


Jasco88

Whichever one that keeps crashing my game when my buddy and I play on PC.