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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We ran into an issue in our game today, and I'm just wondering if anyone else has seen this or might know a solution.

One of our players is (well, was...) a ranger. Every time he would use animal companion (after level 5, this wasn't always the case), it would instantly aggro him and start a combat. No one else had him marked as an enemy, only the ranger. We once tried attacking it when we were in camp, and Astorian ran over to heal it. If no one made any moves and just ended their turn, the combat rotation just went in circles and nothing would happen. Does this sound familiar to anyone?

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[–] Perrin42@kbin.social 19 points 1 year ago

Was your ranger wearing the Abyss Beckoner gloves?

Abyss Beckoners (Found in the back of the Zhentarim cave at Waukeen's Rest)
Very Rare
"Demonspirit Aura: The wearer's summoned creature has resistance to all damage except Psychic damage.
At the start of the summoned creature's turn, it must succeed a Wisdom Saving Throw or be driven Mad."

[–] Kolanaki@yiffit.net 18 points 1 year ago (3 children)

Someone actually played a ranger? That does sound like a bug.

[–] SCB@lemmy.world 7 points 1 year ago

Some people roleplay in this RPG that, even on the hardest difficulty, requires 0 min/maxing whatsoever

[–] KalChoedan@kbin.social 5 points 1 year ago (1 children)

Gloom 5 / Thief 4 / Battlemaster 3 leveraging hand xbows is very strong.

[–] escapesamsara 2 points 1 year ago (1 children)

Gloom/Assassin is literally the only way to make rogues or rangers playable, so it's not impossible someone accidentally started that combo with a ranger

[–] Sacha@lemmy.world 7 points 1 year ago (2 children)

Why don't you fine rogues playable/useful ? I fight myself practically married to Astarion (and Shadowheart) In pretty much every playthrough because rogue is so useful/core. Not just for lock picking and trap disarming when needed, but also just for raw damage. In my first playthrough I had Astarion sneaking around and one shot nearly the entire goblin camp with stealth archery by himself. He killed everything with one arrow but the ogre and the two goblins next to it and the two goblins high up in their towers.

[–] escapesamsara 3 points 1 year ago (2 children)

Outside of sneak damage (which in longer combats/higher difficulties is micromanaging hell in combat) every other class except cleric* consistently out-damages rogues. You can kinda make up the difference with the dual hand crossbow/Thief subclass cheese, but only until level 6 where every other class (except cleric*) awakens and can consistently do more damage per round after the first round. If you never get into combat, like your example, rogues can be powerful, but realistically a barbarian with half the levels will have better action economy and damage per turn the second combat starts.

*This isn't to say clerics can't be powerhouses, but the best/consistent damage output for clerics isn't online until level 8+(war domain multi with either paladin or fighter, or monk if you want to be extra spicy), at which point your cleric really should be focused on healing/buffing and not doing practically any damage themselves.

[–] Kolanaki@yiffit.net 4 points 1 year ago* (last edited 1 year ago)

Rogues aren't meant to be your primary damage dealers...? They're best employed for their skills (talking, opening shit, stealing, being your lover, etc) over their combat abilities. They generally have more skill points to spend and more proficiencies. But I still agree that in the video game, stealth kinda sucks. Cones of vision are too wide for the smallish areas pretty much every encounter happens in. Plus there is no day/night cycle, and most of the game is spent in the sun.

Unlike something like WoW, d&d rogues aren't "dps." Clerics too. They focus more on healing, history, religion, and control through buffs/debuffs.

If you just want maximum damage output: Be a monk.

[–] Sacha@lemmy.world 3 points 1 year ago (3 children)

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.

[–] Shiggles@sh.itjust.works 3 points 1 year ago

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.

[–] bouh@lemmy.world 3 points 1 year ago (1 children)

I fail to see how an archer can be bad when there are black powder arrows. You litteraly spew fireballs that push enemies!

[–] Sacha@lemmy.world 3 points 1 year ago

Havent seen a single one of those

[–] escapesamsara 2 points 1 year ago (1 children)

I haven’t really messed with melee Astarion but I feel like the game does not encourage the Sebille gameplay.

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.

[–] Sacha@lemmy.world 3 points 1 year ago

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...

[–] Sacha@lemmy.world 3 points 1 year ago

My ranger did not encounter that bug but beast summons and certain druid forms do count as crimes in the game. Maybe for whatever reason, the companion is bugging out the crime system, leaving the players faction and becoming part of its own? Summon and shape based Ranger and druid is honestly borderline unplayable without the mod that essentially removes it as a crime.

And honestly, having played ranger until probably halfish of act 2... ranger doesn't only feel bad with no niche it excels at, no powerful feelings abilities, but also just unpolished. Want an archer that does lockpicking, etc? Roll a rogue. Want someone that has first aid and summons? Roll a druid. Want someone that can front line with swords and/or magic ? Go fighter and/or bladelock. I'm honestly thinking about remaking this character as something else but it would be yet another playthrough where I am married to Astarion because rogue is so useful.

[–] Zathras@lemm.ee 3 points 1 year ago

I have limited experience with ranger. I have had episodes where non-companion NPCs are afraid of my familiar and/or summoned companion and run away from them or make comments like "go away". I have not had an animal companion instantly aggro my ranger Tav or anyone else. Definitely sounds like a bug.

I haven't picked up that game in a bit, but will now be trying it out for science.

[–] Viking_Hippie@lemmy.world 1 points 1 year ago

pretending not to read the parenthesis have they tried NOT being a ranger? I'm sure it's just a phase like the time they kept insisting that bears eat beets 🤷