Huge Changes Buffs & Nerfs Baldur's Gate 3 Patch 6
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- Опубликовано: 16 фев 2024
- Dive deep into the latest updates with Patch 6 for Baldur's Gate 3 🎮. We break down all the major changes, buffs, and nerfs coming your way. Warning: This video contains massive spoilers! Whether you're strategizing your next move or just curious about the new adjustments, we've got you covered with detailed insights. Don't miss out on mastering your gameplay with these latest developments.
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This is the VERY rare game that deserves a proper expansion to level 20.
There are multiple lvl 20 mods
@@SouPNaZi316 I mean a proper expansion. Not just a level mod.
I’m sure the DLCs will include a few levels each. We got to get to 20 right?
The Issue with lvl 20 is more DND. There is a reason most official modules last untill about lvl 12 aswell
@@paulelliott2538 There is some doubt as to them making one at all. There certainly seems to be a money incentive, but that does not mean that they are in the position to do it. Short answer is that I don't know.
By throwing a Giant Strength Elixir you can actually hit multiple party members. However, thrown elixirs last 10 turns while it lasts until long rest if you drink it.
Two things they should have added.
1. Dye Previews before you use them.
2 The option to switch from the Radial style to the Hotbar style, on consoles...
My biggest issue was Halsin and Minthara requiring the same camp spot, so one of them is missing.
I don't think it got fixed.
I’m not familiar with consoles or if you can use a mouse and keyboard with them but using a controller to navigate that hot bar and the UI is actually a nightmare, especially late game with tons of icons. The radial system is miles better.
The problem with higher than level 6 spells is at that point you can start plane hoping and that just jacks the size of the game way the heck up.
There are quite a few zero-to-6th level spells that aren't in the BG3 so why would spells of higher levels be different? Just don't include Plane Shift.
For the auto supply for long rest
I just pressed the auto fill button twice, the 2nd press brought it to the max amount necessary
The trade system is now buggy for me. Don't know if this is a common occurrence for other PS5 users. Is anyone else experiencing an instance where the NPC's full inventory doesn't load and then you just get stuck in the trade UI for a good minute or so? I got stuck in the trade menu and had to wait a minute for it to get unstuck. Luckily I haven't had to quit and reload yet. It's happened a couple times now.
That's happening to me too. For me, after the time it take to load vendors new items, it takes a bit to load my gold. Can't buy till gold loads lol
Same on PC. And if you try to do anything before stock is fully loaded, you crash to desktop
My favorite is the vendor has no gold to buy your loot.
Yes, and when trying to leave it still lags as well. Others have mentioned the game crashing when killing vendors and can't finish act 2 due to the moonrise battle having enemy merchants. This bug appears to be on all platforms (PS5, XBOX, Steam).
@@Cybeldar Yeah with one char all vendors in BG have "run out" of gold. But I noticed on a playthrough yesterday with another char, that when you first open vendor interface, vendor gold is 0 (possibly player's as well), close/reopen and golds starts reapearing.😃
2:27 Captain here. When you throw and elixir/potion you can apply its effect to all characters who are in its area of effect. This way you can heal multiple allies with a single healing potion or apply Elixir of Hill Giant strength to multiple allies. Using tactical view helps with the throw.
14:11 Happened to me when I was thrown in jail and I wanted to sneak out but after I unlocked the cell door I noticed the guard is coming back so I quietly went back to my cell and closed the door. I was attacked anyway and I had to fight my way out.
**flies away**
I don't like that I can't send items to people in camp now. Not a huge issue, but it was nice if I found an item that suited someone I could send it to them.
I'm almost certain you're able to do this with the party limit be gone mod
There has actually been a level 9 spell (power word: kill) in the game since release! You only get it if you go full evil and durge
Vlaakith's Wish: kill is level 9 as well, isn't it?
I wondered if Finger of Death becoming a spell rather than cantrip means he now has limited uses, which would make it a nerf to the boss.
@@RabidJohn Technically yes, Wish is 9th level, but hers is just a fancy mid-cinematic game over. Power Word: Kill is a spell you get to cast yourself on your hotbar.
@@RabidJohn He can use finger of death every time he eats a necromite. It being a 7th level spell just means no more counterspelling it.
The new dismissal update is such a game changer
so that bit about the escaping your prison cell, then going back in. that happened to me yesterday because one of my characters got arrested. I wanted to grab my stuff, then go back in, then attack the guard when he wasnt facing me. but they noticed anyways lol
Finger of death being a seventh level spell instead of a cantrp is just a buff to Myrkul to make it much harder to save against. It doesn’t mean seven level spells are coming, the dark urge gets a ninth level spell after defeating Orin, power word: kill it’s just a game mechanic it doesn’t mean they are expanding spell slots
It basically means that you can't counterspell it to guarantee negating it.
@@common_undead exactly
The reason you throw elixirs is to buff multiple party members with 1 elixir. Just group your party close together at 5hrow it on the ground at your feet.
I believe if you drink the elixirs, it will last until long rest. If you throw the elixir, it will only last ten turns.
@@DarkSygil666 Personally, I'd rather use them to buff the party for 10 turns of a boss fight then 1 person until long rest. Someone on their first playthrough might prefer the latter since they don't know where these major encounters are but once you do where they occur I feel that it makes more tactical sense to throw vs drink.
With thrown elixirs and such I believe it's just so that I can affect more people...
Unfortunately, for us Eldritch Knights enjoyers (all 5 of us), the "Pact Weapon staying through long rest" buff does not apply to our bound weapon. :(
Never played that class what does that mean practically speaking
8:55 Hope is VERY useful, her cleric "one-in-a-game" spell (I forgot the name, the one that gives you mace) can resurrect all members, fully heal them and restore all spell slots - amazing for middle of the game. She is also great in healing your party members
That dismissal option is awesome, I hated selecting the guy I wanted, running them over to where I was, and then switching back and talking.
The devs have already said that they stopped at level 12 specifically to avoid higher level spells. I wouldn’t read too much into a 7th level spell slot being in the game, it wouldn’t be very difficult to put in.
Weird because Bhaal rewards you when you're Durge with a level 9 spell.
I hope they never do it. I've been playing D&D for almost 40 years and, of course, played all the D&D video games and I can say that I have never once really enjoyed the high level spells content. Some of the gold box games incorporated very few of these spells because in video games spells can be hard enough to translate from the TTRPG and you can even see some of that in BG3 compared to the TTRPG 5e spell equivalent, and in the TTRPG itself the high level spells just make things too easy in a campaign once you start getting to 6th level spells.
@@cloudstone123 On the other hand, BG2's expansion took characters all they way to level 30 and had you throwing around 9th level spells left and right. XD I don't expect Larian will ever go that route, but with some judicious culling I think they could manage 8th levels.
@@andyenglish4303 And that was good how? If it wasn't to cast a buff spell, the only thing I ever used arcane magic for in BG2 was for breaking down opponent spell protections or resistances because if you didn't, the enemy was just super tough to impossible to defeat since they can cast spells at you with impunity. Anything offensive you cast could risk you being caught in friendly fire.
It felt like a game of one-upmanship when it came to spells. They constantly had to come up with new anti-magic spells to counter the new protection spells that protected you against the other anti-magic spells in some kind of ridiculous, endless circle.
I need lvl 13 so I can have 2barb/11fighter, they can keep their spells
You can throw an elixir to give the effects in a small area so it can affect multiple creatures with 1 potion.
thank you, very well done and helpful.
Because when you throw the str potion, it can affect more than one person rather than just drinking it.
before the update my game was clean but now its freezing and stuttering alot
I was the guy asking for the fix to WildHearth barbarian rage bonus to unarmed, so happy they listened! Now my tavern brawler barbarian is stronger than ever 💪
Why would they remove character creation numbers.......just why?
That is dumb. It's bad enough you can't compare two settings back to back. Now you can't compare two numbers... Just arbitrary sections on a slider.
@@dangr123 they listened to us and put them back with the hot fix yesterday
I've a habit of sending all the junk I plan to barter to camp and mark it all wares prior to sending. Guess what...couldn't pick it up. Only option to remove it from the chest was to drop it, which of course meant I had to pick it up, and in so doing it all unmarked as wares. So that was annoying.
Why would you throw the elixirs, you ask? Because you get splash out of them and everyone gets the effects in the area.
But if you throw, you get the effect only for 10 turns, instead of until long rest.
Its a give and take.
Tell my party not to run immediately onto a found trap. It's not candy, stay tf away from it.
you can always split the party accordingly you mnkw, just have the rest of your party stand back as your rogue disarms the traps
@@RaymondTheCat I do separate my specialist when I get the chance but often it is too late.
Heh, I had that happen to me so many times I just lost count. Here I am with my Ranger trying to disarm a trap when Gale randomly decides to run around all over the place and triggering all the other traps and explosive barrels in the area. Sigh...
Would be nice if companions just stay put whenever someone is trying to disarm traps without constantly having to split my party. 🙂
If you have two party members standing close enough together, you can hit them both with the same potion or elixir. Throwing potions is more efficient than drinking them.
Thank you for the summary
Is the camp inventory UI update not available for console? Can't find how to access it anywhere
You can still do the Transmutation Stone, as long as the wizard it's linked to is still chilling in camp.
Anyone know if they fixed the joining someones world and it kicks the host glitch or server issue? Im on ps5 and i stopped playing cause it kept kicking us.
Wait... So with the hirelings the new patch, the thing that you say audibly actually doesnt work, and a brief unscreen text edit is how we're supposed to know that?
As of my testing yesterday the elixirs only last ten rounds when thrown and do not last till long rest. Also will get rid of any elixirs that you have active like what would happen if you drank one.
My first game, I hit auto select, and the game had us eat the owlbear egg.
...
I haven't touched auto select since, but maybe I'll give it another shot.
The Necromancy staff getting fixed really hurts but at the same time I can understand. Gale was my necromancer and he was just an absolute beast destroying just about everything. On one hand I'm glad to have used it before the patch but on the other hand I really will miss the absolute craziness.
That concentration warning thing is the fix. I never knew I needed.
My game crashes every single time I try to barter at Last Light Inn. Anyone else having this issue?
Group hide..
This function is broken on console. When a detached party member uses the group hide function, everyone in the party hides/unhides regardless of their grouped status to the selected party member.
yeah that sucks it messes up my tactics ever since i got the patch. i thought it was a bug at first also the game freezes when i speak with the merchant in last light inn now . the whole game feels a bit more like act 3 now 😂
there ARE up to lvl 9 spells already ingame, the Karsus crown opening portal action is listed as it, and 'power wors kill' is a lvl 9 spell
(also rip staff of cherished necromancy, most fun i had with it)
Also wish gets used
@@justincampbell5987 hoo boy yeah, and how it was unforgettable... 'I WHISH YOU. TO END!' (...i dont acually know if it is a spell in the game, or if its just a cutscene event, would be cool if it acually WAS whish)
@@justincampbell5987 shouldnt death wish be countered with deathward though? would be fun if you survived with 1 hp and get her embaressed even more
@kiemugen9830 so, that would be funny, but the wish spell allows you to make a wish. She wishes for your entire playthrough to end. Seeing that she's easily a 20th+ level lich acting as a God, this is very simple. If you had a 9th level counterintelligence, you probably could, but the game won't let you be 17th level at that point, so that's the reason for the narrative end
@kiemugen9830 also, the halforc ability doesn't trigger, which is the same thing as deathward
If you can throw a giant Strength Elixir does that mean you can now get it 'splashed' onto 3-4 characters?
Unfortunately when thrown the giant strength elixir only lasts for 10 turns
Hope's shield not being an AC increase of 4 is unfortunate and now that cantrip turning into a level 7 spell will effect counterspell
I believe the update relating to Minthara’s map at 15:17 is regarding the map she has in her war room at the Goblin Camp.
Unfortunately theres some game breaking bugs they came with implementing patch 6 such as party members suddenly refusing to follow along. Im not exactly sure what triggered it but about an hour into act 3 and minthara stopped following along when i temporarily changed her out for a specific quest.
I've run into that on a new play though. It hasn't happened on my main though.
Anyone know if they updated the ps5 version so you can toggle off dual weapon attacks yet like you can on pc? Super annoying to have to attack with offhand first to avoid double attacks when I don’t want them.
Yeah, you can do that by hovering over one of the equipped weapons and pressing triangle
changing the spell from a cantrip to a 7th lvl spell is also a nerf, as it makes the spell harder to counterspell etc.
For those struggling with honor mode.
With 3 hireling clerics and shadowheart, you can give your whole party warding bond(resistances for all types of damage) until long rest. With maxed constitution and the tough feat, the clerics can maintain it for longer. Upcasting Aid gives extra hp, 5 for each upcast.
Enjoy effectively doubled health :>
Mimics got buffed? Arent there only like 4 of them in game?
Yeah and one of them is crushed by Minsk😆
@@Sargatas There are 3 in Grymforge and 1 in Moonrise Towers. The one crushed at the Counting House isn't really counted. :D
@@MasonPeatross I haven't met the one in Moonrise)
@@Sargatas It's in the bedroom next to Balthazar's room.
Did fix it so that you could ritual cast without changing out your prepared spells, I am tired of losing Longstrider on my team when I switch my spells back.
That camp inventory button hasn't worked for me since they added it.
Losing the ability to send arrows to Astarion whenever I grab them sucks. I had the necromancer staff, but only ever played with it a few times. The released a hotfix today for the vendor showing zero gold. Then it would lock up and crash. Not fun, lol.
You can switch to barter and you will be able to sell by trading for their gold
Transmutation stones nerf is such a bad one... it was a fun way to get an advantage, an optional one... it isn't a big enough buff to worth using a transmutation wizard in your actual party... and you will still use one in camp for making potions... it was just a nice and optional extra.
You maintain the buff, which means that they can cast the stone, be removed, cast again, and all party members can end up with the movement and con buffs with two Transmutation Hirelings
15:17 Maybe they mean the map that is on her desk at the Goblin Camp? If you use it when you first go, there it reveals a cache near the Blighted Village that you can go to and dig up with a shovel.
"Why would you throw it"
So you can apply the potion to everyone in it's AOE?
You have played the game, right? lol
I think a throw also only uses a bonus action where a drink uses a full action as well (iirc).
Right? Speed potion for everyone, but only use 1? Yes please :D Why would you not throw it?!
@@thegoodrevbadandyarr4272 No, throw uses an attack, while drinking uses a bonus action.
There's been a level 9 spell in the game the player can cast since its release.
Are you referring to "Divine Intervention"? 🙂
@@DanakarEndeelpower word kill
@@energy1136 I think they mean True Resurrection with Gale's scroll?
@@energy1136 Oh, I see. I don't recall ever seeing that one during my playthrough but then I played a Paladin so I probably missed out on it. Thanks!! 😃
@@DanakarEndeel It's durge reward. Don't want to spoil it.
12:43 This buff is huge. Wolf barbs now give advantage to both Tavern Brawler monks and ALL summons. previously there wasn't any good way to buff zombies (AOH still doesnt work) but now you can just run a wolf barb.
Aura of Hate does work. As it's description says, it only applies to melee weapon attacks. And none of your undead summons use melee weapons. If you summon the cambion for example, using the infernal rapier or a level 11 cleric, it will get the aura of hate buff to it's damage. Similarly, if you use your control undead channel oath as an oathbreaker paladin and take control of a death shepherd that uses a greatsword, it will get the buff.
But yes, aura of hate should be applying to unarmed attacks as well
@@common_undead Legit had an entire spore druid Tav playthrough lined up but then I started testing AOH and basically none of the summons were getting the benefit despite having the aura listed; scrapped the whole run.
IMO AOH needs the buff of working with unarmed attacks. at present it really only works with a fighter/barb if you are running multiple frontline, after the change it would empower a ton of summons as well as TB monks (though they don't need it).
@@bobnewkirk7003 It doesn't work on your fighter/barb either. Aura of hate applies to you, and nearby undead and fiends. Your other team members are neither.
Personally, the only buff it needs is working on unarmed attacks as well for nearby undead and fiends, and also only working for allied undead and fiends. Luckily, if you're on PC, there are mods which change it to do exactly this.
0:34 : Just started playing the game recently myself, but I don't know about this change. I've had a couple of 'conversations' where I wanted Astarion to be the 'Face' of the group, mainly because of his higher Charisma. I'm guessing there may be some way to set this back to the previous 'default'?
Just try to be in control of that character
Patch six crouch thing sucks now. Yeah everyone crouches (not raised dead, but that kinda makes sense) but on console the down button on the directional used to crouch and uncroach the party, it no longer uncrouches them, so I have to go through individually character by character and un crouch them. It's the most obnoxious thing I've had to deal with in this game by far!
Saw this when I was playing. The only way I could break stealth is being seen.
The updated trading GUI also fixed the outstanding free stuff/unlimited gold glitch.
It fixed the easier of the two, but there is still one involving backpacks that works
@@jasongarfitt1147 I've never gotten that one to work.
It was working and then not for me prior to the patch. Haven't tried since this patch.@@asina6352
0:45 work with wildshape?
Also i dont think we will get higher levels since enemies having higher level stuff then the party especially bosses is par for the course
The reason why we cant go higher is because its harder to balance higher level campaigns.
0:43 I get that it sucks to not get credit for your character doing the talking and earning influence, but it was kind of interesting to have other party members take the lead in instances like confronting the Hag, and acting accordingly to what you think that character would do. But I guess that's what repeat playthroughs are for.
You have always been able to throw potions. Not elixirs. Which was probably balancing since most elixirs have stronger effects, and last all day.
Just tested this with elixir of Hill giant strength today. Thrown HGS only last 10 turns, but if you place it right, you can get at least two, maybe three characters with the splash. A nice buff for summons in particular.
Since the patch, I've found that when creating a steam surface, it now only lasts for 1 turn, and Phalur Aluve buff effect no longer works while wildshaped.
Steam does tend to dissipate fairly quickly, this sounds like it may have been intended to be more realistic to the laws of physics.
@@dunnetahl Yea, 1 of my characters uses cold damage though, and sadly that was my main method of making my enemies wet. Other than my charisma, that is.
You also can no longer send items to characters at camp
Yeah noticed that too, you have to travel to camp and then it will allow the items to move to whoever, makes sense I suppose, but I did like just sending it to anyone while out.
Now when you party hide, you can't party unhide. I had to do it for each character. Also characters now path into lava. This would not have been funny if I hadn't quicksaved.
The amount of potions I needed to use because the party just walks through swirls of daggers after a combat, is sad to say the least.
@tylermiller1699 If you ungroup during the combat then only your summons do that instead of the whole party.
Also interesting for Myrkul - no more FoD counterspells.
One thing I noticed last night is when I knocked out Minthara, Halsin insisted he wouldn't leave until all the goblin generals were dead. Unfortunately I had gone down to the underdark briefly in between when I KO'ed her and talked to him, so she disappeared. I had to go back to an older save to put her down to get him to leave. Must have been another fix they did.
I had the same problem. It did it no matter how many times I tried if I just knocked her out. I ended up just having to kill her for the quest to work
Found the fix. Don't talk to Zevlor beforehand. It bugs the game.
@@Spiffy-sd5ixi don't think the problem is there, never talked to zevlor and still got the bug anyway
Did you kill Kagha beforehand?@@jean-danielsimard2076
My multiclass Sorcerer/Warlock 3/2 no longer allows you to do twin spell on Elbridge Blast:(
still works on your hex though, but it's def a nerf for the Sorlock blasters
Once you acquire multiple beams of eldritch blast, it shouldn't be compatible with twinning anymore. Twinning is intended to not work with spells that accept multiple targets, such as magic missile.
The only thing that’s been bugging me post update is the new Shadowheart portrait. The old one was way better
Staff of Cherished Necromancy, does anyone know is this like Life Essence is consumed until long rest or consumed forever? Because obviously it was broken never getting consumed, but one time use is the opposite, makes the weapon entirely useless. Once per long/short rest is probably a good balance.
I'm hoping someone who has patched can lmk because I have not updated to patch 6 yet and have a necromancer based around this item, I would likely hold off on updating for a while if the life essence gets consumed completely and doesn't refill on long/short rest.
Someone please lmk. Thanks.
It should be that you regain the buff after killing an enemy with a spell. You just properly spend it when casting a free necromancy spell.
I haven't played too far into the new patch, so I don't know if the devs implemented this, but what if you don't always want your Tav/Durge to be the speaker? Can you select the character you want? Case in point: In one older playthrough, Karlach was accidentally chosen to drink with Thisobald Thorm. I was not expecting that, but it turns out she could drink him under the table. Right now, my Tav is a Charisma character, and it doesn't bother me that he's the spokesperson, but what if you roll a Monk with low charisma and you'd rather have Wyll or Gale or another skilled out character to take over that role?
PS: Did they add more female faces to character creation?
I had a situation where I wanted an NPC to take the lead and the new "improvement" defaulted back to my (non-CHA) character. In order to force the solution, you usually have to unlink the party with the "G" key and then choose the character you want.
Thats what i was thinking to. I dont want my charisma 8 fighter to talk in encounters like for example Auntie Ethel in act 1. I already knew how to get it to trigger on Wyll. Now it would just automatically select me? Well i guess Mayrina is just gonna suffer then cause i wont pass a DC 20 rizz check unless its a nat 20 or i get really lucky with guidance.
@@lukeskywalker5392 For sure. It also breaks some of the immersion knowing that your Tav/Durge is always going to be the speaker. I like to roleplay the whole party and have certain characters sort out certain situations. Otherwise, Shart is just a Guidance drone.
@@matthewedwards6025 Gonna have to remember that, if I can. Sometimes, you are thrust into conversation and you don't have that time to prep. They need to implement a simple system as to who is going to speak, and you select that character.
Stinking cloud is not necessarily a nerf, players who play a race with advantage on poison ST can stand inside it while enemies who don't have that are more likely to get hit.
im part of a collaboration team making a giant mod for bg3, so the way spell levels work in this game, is literally just a number, there is no special system to it or special sauce.
yeah. spell level in the game is literally just a number in the spell description. The only thing it affects is how easy it is to counterspell.
@@common_undead And how many times you can cast it. If you don't have the spell slots, you can't cast it. Depending on how they handle the bosses though, that may not mean anything, or it may mean he can only cast it once or twice.
@@jonathanhibberd9983 No actually. A spell level and the cost of casting it (action/bonus action/reaction, spell slot of a particular level, channel divinity, some other resource, etc) are actually handled by separate entries in the game files. If this wasn't the case, then a lot of the free spells that you can get from items would also have costed you spell slots.
And bosses and powerful enemies don't usually have spell slots to contend with the same way players do. For example, the Death Knights guarding the entrance to the murder tribunal have a spell called "Hellfire Orb" which is a 6th level spell similar to fireball except that it does 20d6 fire damage which ignores resistance and immunity. They do not use any spell slots on their end to cast this spell can can use it once/combat. So if you fought them, and then stealthed and the encounter ended, if you immediately re-engaged them, they'd be able to cast it again.
Similarly, Raphael also gets a version of this hellfire orb, which also leaves a hellfire surface behind. He also gets other hellfire spells. And while they are classified as spells by the game to enable you to counterspell them, they don't cost Raphael spell slots. Instead, he has a unique resource that he uses for his spell casts, and every round, depending on how many pillars are left, he replenishes some of this resource at the start of his turn.
Similarly, Cazador in honor mode gets a legendary action which is classified as a level 6 spell. However, it doesn't cost him any spell slots. He can use it an unlimited number of times per round if he's able to react. And this is despite the fact that Cazador does have limited spell slots for spells like blight and call lightning, which he also casts throughout the battle.
Well, thanks to the Trade/Barter changes, I can't cheese my gold to 99k...😢
Pact weapon change is so welcome Jesus
“Nerf to stink cloud” is buff to dwarves, or (more accurately) a fix for it not working correctly in the first place
Group hide is still bugged. If you seperate your character from the others and use group hide (xbox d pad down) it'll force everyone to hide instead of just what you're actually controlling.
i'm not a fan of the group sneak thing as it kinda messes up my tactics unless i'm missing something that lets me sneak with a single character like i use to
You can do one at a time by just pressing the button. Full group sneaking is holding down the button. You can also split the group so that one person goes alone and the rest stay where you leave them
@@EpicwinFTW27 yeah i figured it out last night i just got used to holding the button for whatever reason lol i guess i was doing things wrong for a few hundred hours
About that "level 7 spell" hype - there is a level 9 spell in the game already.
SPOILER:
Don't remember the name but it's a spell you use on the name but it's the spell you use on the crown in the past battle.
Another one is Power Word Kill, optionally available to Dark Urge as a once a game cast.
Vlakkith also uses wish on you if you anger her in the act 1 crèche
@@nothingimportant7390 It may or may not be the wish spell. Wish works in mysterious ways in dnd. You might get what you want in an unexpected way. The description of the spell even says something like “if you wish that a villian dies, you may be teleported to a time where the villian is no longer alive.” But Vlaakith just outright kills us, with no repercussions. In dnd, the DM decides how to act according to your wish. So in the end, Vlaakith wishes that we were dead, but the developers (the DM of bg3) are the ones that actually decide that it is ok for us to die there, that’s even more tragic.
I've never even considered using hirilings. Just rspec a companion you don't use (the druids)
I'd rather keep companions fairly lore friendly. Plus you can't change their race and some races we don't have companions for are good at certain roles.
Plus on some play throughs, particularly evil ones, you may be short on companions.
@@101Mant karlach is a fighter. I hate the entire class of barbarian, I'll never use one no matter what lore says.
@@jaquandrejonesbro barbarian berserker with tavern brawler is insane what r u talking bout
OMG this f'ing Pact Weapon remaining after Long Rest. I was a Warlock with a pact'ed weapon, I changed class to Sorc, long rested, and the stupid weapon is still pacted to me and I can't give it to another character. I'm going to have to re-class back to Warlock, pact a dagger, and then re-class back to Sorc.
Or you could just kill and ress that character
No more Diva mace in act 3. I've tried a few times now.
Power word kill was already a spell of higher level than what the spell allows the player, nothing new
No, we will not get patches for higher spell levels. In act 3 there is an encounter where you become the target of a Power Word: KIll spell. Which is a 9th level spell. The system was there from the very beginning.
I had to look this up as my only real experience with DND is from BG1, BG2, TOB, and Torment.. but power word kill just straight up killed people.. this takes 6 turns to kill someone below 100hp? Doesn't seem like a proper cast vs save spell and more of a script instead of a proper system?
you also get to use Power Word: Kill only once if you accept Bhaal as the Dark Urge
7:45 not to be too much a debbie downer but just because they change the spell from a cantrip to a level 7 doesnt for sure mean we can get level 7 spells as a player, not unless Larian decides to lift the level 12 character cap. Besides we do have access to higher level spells but only as Gale as god of ambition. Sucks you cant use it really on anyone without Withers booting you off the next astral plane
on the whole spell level thing ...
Players can get a single use of a level 9 spell if playing a certain Origin. Not new that the game supports higher than 6th level spells.
That and Withers uses True Resurrection a 9th level spell.
@@jbrink8212I mean doesnt Revivify basically work like true ressurection anyways since there isnt any time limits
Why did they nerf slayer? It’s already really bad lol.
Yeah it really is trash lol. All it's good for is a extra health bar when u get low
And there's little good mods buffing the slayer too
Heck yeah!
Grasping vine is actually good now! It went from being one of the worst spells in the game to one of the best. 26 HP and now a bonus action with NO CONCENTRATION
Yaas! Druids rejoice!
They finally removed concentration from it? thank the gods. How does it compare to the minor elemental or dryad summon though?
@@common_undead Honestly dryad summon will still prevail but the most important thing I find is that it is now bonus action. If you don't mind micro managing summons you can pre summon and then use grasping vine in combat and still have an action available. Although this may end up being better for land druids since they can recover a lv4 spell slot for free. For other druids I'm not so sure. Overall I think summoning is still more optional but hey more options is also good!
@@dhekutitania if you only have one fourth level spot obviously you should choose conjure Woodland beings over this but that should be a beginning of the day cast, the dryad should already be there when you enter battle and she has her own action economy. At higher levels with more spell slots it can be situationally useful. It can also be used in conjunction with the dryad, she set up a spike growth and you create a funnel where the vine continuously pulls them back into it for example
@@thedarkness75 that really sounds like fun to mess around with! Honestly am excited to see how much grasping vine will be able to mess around with field effects, not to mention it will be another thing that enemies will probably try to target.
They still did not put visual effect or anything to already read books. So annoying to open every single book !
There is a mod that does it.
@@101Mant Yeah I know but I prefer without modding for now.
I read the patch notes myself and yeah it's a lot, I skipped a lot of "fixed this in X Act" notes cause it's spoilers for me as I'm still in Act 1 cause I've been having too much fun with the character creator 😅. I'm making some progress, but kinda struggling on my bard cause of bad luck rolls in combat. My bard is just support I guess cause she can't really do any damage, same with Shadowheart. They both can barely scratch anything bipedal, I'm still learning how to use stealth properly. I'm used to stealth on Pillars of Eternity 1 and 2, but it's different on BG3. Pillars of Eternity 1 and 2 gives you a moment to react when being looked at, but BG3 stealth breaks the moment someone is looking your direction. Or maybe my Astarion is being unlucky with staying in stealth rolls, idk. It's weird when I have my bard buffing him for a sneak attack and he usually misses. So far my Gale and Lae'zel are carrying my party, haven't used Wyll yet cause he feels very 2D with his personality. And I haven't found anyone else yet
You CAN stay in stealth if someone looks at you, but it's either a high DC or a disadvantage roll - even at max level with good gear it's a toss-up if Astarion can stay in stealth. The fix for this though is to go into turn-based mode, which gives you a lot more maneuverability. Can't pick locks, though.
I gave up on my bard run, couldn't decide how to play her lol. I've always built Shadowheart for AC and durability (so the healer's always up), but yeah, she's not the greatest dps. One support is fine; two felt like it was pushing it.
I think building towards a specific strategy would be a good idea - pick spells that work together to make, say, Lae'zel a flying sword tornado who can 1-v-everything. Or control spells that let you say "NO!" to the enemy.
*shrug* I dunno, it's your game. Forgive my nerd-out lol. Glad you're having fun though! Hope nobody spoils anything for you! XD
I am in turn based mode for every encounter and I mainly have Astarion around for lockpicking and perception checks. For now I'm just letting the game default level my companions, except for Gale, he's helpful with zapping things. Lae'zel ftm is my tank. My bard idk what I'm doing exactly, I keep making her sort of a utility mage so Gale can blow up the enemy while Lae'zel makes sure the enemy can't get too close. Astarion in combat so far has been useless to me for the most part and is so far only useful outside of combat. Also I just need Shadowheart more than him when there's fighting to do, and Lae'zel and Gale have been making a decent duo for my bard so far
Stealth isn’t as strong at lower levels without pass without a trace particularly. Stealth in combat rolls the check every turn to determine if you stay in stealth, I’m pretty sure it increases incrementally. The plus 10 to stealth is massive in helping pass those checks.
As a fellow bard, multi class into 2 levels of paladin after reaching level 6 (as this is when you get extra attack) and enjoy being the person with the most damage every fight. You keep all the support options if you need to use them, but now you have the option to use higher level spell slots for huge smites. Works even better if you subclassed into College of Swords. Can even add 2 levels of fighter in on top of that if you want action surge or 2 levels of rogue if you want to get dash as a bonus action! Bard is a great canvas to build something fun around!
For your Bard, use duel hand crossbows and take college of swords. At level 3 you can have three attacks per round (as long as you have inspiration charges). I've actually put 16 in chr and pump up dex. With that, a throw barbarian (str, returning pike, and tavern brawler), and gale, combat almost never makes it past turn 2. Been playing with my 4th character. Used Shadowheart (respecced as a war cleric) in Act 2, and I respected her in Act 3 as a pally/warlock. It allows me to concentrate on the story. My Tav (bard) does good damage, thief skills, and face).
If you're struggling to put together builds either for your Tav, or your party members, look up guides on RUclips for builds you want to pull off. You'll start by copying builds but as your game knowledge improves you'll become good enough to either make a personal spin on these builds or just make your own and have them be optimal.
I went from copy pasting a divination wizard build from lvl 1 to 12,spells included, to making my own builds for the honor mode run I'm doing now and I've made it to act 2 so far.
Learning is a process but it's not wrong to seek outside help when you start off especially considering how many classes, subclasses, multiclasses, and magic items the game has.
How DARE they drop Shield bonus from +4 to +2. Lol
So, you cannot give every single transmutation orb to all four party members via a single hierling and keepnthe hierlong back in camp. Balls.
Really hope they're not working themselves too hard to burn out
this has to be sarcasm right?
@@Mecrobb Shouldn't be sarcasm.
Mistakes can happen from trying too hard, too.
Considering the size of the patch notes, it's definitely from trying too hard.
Don’t worry they have 3 branches in different continents using the time zones to split the work load. So it’s 3 teams covering each others’ backs.
Higher level play is hard enough at the table, in a video game it might be extra difficult.
I just recruit Brianna for alchemy purposes, and Astarion can bite her without consequences for the happy bonus.
Heck yeah
how to install BG3 patches or hotfix?
I heard on another vid, you have to uninstall the game and reinstall it
I also had to uninstall and reinstall
So you can now buff more than 1 character with 1 Hill Giant Strength Elixir?!! That's ridiculously OP for some OP builds in the same party!!!
timestamps?