• Ashtear@lemm.ee
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    1 year ago

    I was fortunate enough to not run into any of the quest-breaking bugs. Had no issues doing what I wanted to do. What I did run into a lot was buggy scripting where dialogues assumed I had information I didn’t, so I wouldn’t know what my companions were talking about some of the time.

    The bigger problem in my eyes is spells/items/class abilities/feats not working correctly and being outright non-functional in some cases. That’s going to be an enduring problem for replays, and it’s not encouraging to me that very little has been done on this since release.

    I do think this game wouldn’t have scored as well as it did if so many publications didn’t rush to press with half a playthrough. In this particular case, I think the game–bugs and all–is still a strong GotY contender, but I really hope there’s a conversation being had in the professional games criticism sphere about how this practice could cause a scandal in the future.

    As it is, I’m genuinely surprised the reviewers aren’t coming under fire more than they have for this. I come from an era where publishing a review without completing a game would have been unconscionable.

      • ono@lemmy.ca
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        1 year ago

        A couple minor broken ability examples: Mage Hand requires a short rest to recharge, which is fundamentally wrong for a cantrip, and Feather Fall is a bonus action instead of a reaction, making it useless for its primary purpose. These aren’t game-breaking, of course, but annoyances like this add up, and it never feels good to have chosen an ability that turns out not to work as it should.

        One of the more problematic issues is stupid pathing logic, especially around known hazards: Party members absolutely love to spot traps, announce them, and then walk right into them. Sometimes it results in someone getting a minor injury. Other times it nearly wipes out the whole party.

        I suggest saving often.

        • Fushuan [he/him]@lemm.ee
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          1 year ago

          mage hand requiring a short rest to resummon might be because you are using the gith racial?

          Feather fall now is a ritual spell so you can cast it before combat and it will last all of combat. It’s just different from the tabletop game.

          • Nighed@sffa.community
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            1 year ago

            I have mage hand on Astarion and it’s still once per short rest.

            Feather fall has caused me problems (and at least one TPK) I have had it drop off with no combat log line.

          • ono@lemmy.ca
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            1 year ago

            mage hand requiring a short rest to resummon might be because you are using the gith racial?

            Nope. Wizard and bard cantrips.

            Since you mention it, though, I think the Gith’s psionic Mage Hand is a cantrip in 5e. Did it require a rest in some past edition?

            Feather fall now is a ritual spell so you can cast it before combat and it will last all of combat. It’s just different from the tabletop game.

            I’ll have to try that; thanks. It would still be an annoying extra step and wouldn’t cover surprise situations as the spell is intended, but would at least be more useful than it seemed.

            In any case, it’s not just those two examples. The point is that a surprising number of little things like these are broken, either by departing from D&D rules in ways that don’t make sense or by just plain failing to do what their in-game descriptions say.

            I have found one example of departing from 5e rules in a way that does make sense, though, so it’s not all bad.

            • Vale@apollo.town
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              1 year ago

              I wouldn’t label things they changed compared to 5e rules as necessarily broken, unless the way they say it’s implemented doesn’t actually match what’s happening.

              I picked half elf as race initially because I was used to the +2 +1 +1 spread they get, which isn’t the case in the game, or hypnotic pattern, which only lasts 2 turns instead of 10. Is the game broken? No, it’s just me assuming stuff will be 1 to 1 to the 5e rules. And it goes both ways, took me a bit to realize they don’t follow the spellcasting rules to a t, and you can cast leveled spells with both your action and your bonus action.

              • ono@lemmy.ca
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                1 year ago

                The key words were in ways that don’t make sense. If you read my whole comment, you’ll see we agree that not all the departures are inappropriate.

      • Ashtear@lemm.ee
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        1 year ago

        For the items, etc. the ones I can remember offhand are:

        • Boots of Stormy Clamour (applies Reverberation with conditions) - never seen it proc with any of the conditions I’ve tried. Meanwhile, Diadem of Arcane Synergy will (likely incorrectly) proc on damn near anything, even self-buffs.
        • Jhannyl’s Gloves (auto-cures Poison/Paralyze/Blindness) - hasn’t worked for me once. The +1 to saving throws is active though.
        • Goad (disadvantage on attacks, from Battle Master subclass) - either doesn’t work or is very inconsistent.
        • Uncanny Dodge (Rogue) - I think everyone that’s played a Rogue knows this one. It’s got a weird passive effect implementation that auto-disables a lot.
        • Chromatic Orb - having occasional issues getting Storm Sorcerer’s Heart of the Storm to proc with this. Still pinning this one down, if anyone else has run into it?
        • Lucky (feat) - doesn’t reroll incoming crits.
        • Polearm Master (feat) - I have no idea where the bonus action is. Either I’m blind or it’s just missing.

        There’s also stuff on the plus side, like Titanstring Bow double dipping with Lightning Charges or, famously, Haste and Haste-like effects (Elixir of Bloodlust) granting second attacks on each additional action for lv. 5+ martial classes. It’s possible Larian just balanced it this way, but I don’t think so. It’s crazy broken.