D&D 5E What battle system would you prefere for Baldur's Gate 3?

What battle system would you prefer for Baldur's Gate 3?

  • Real Time with Pause (RTwP)

  • Turn Base Combat (TBC)

  • Active Time Battle (ATB)

  • Something else. Explain...


Results are only viewable after voting.

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Everything I've heard is that PoE2's turn-based mode was a crappy after-thought that failed to properly incorporate many of the rules that were found in the core RTwP system.

Which just further goes to show that these are not easily interchangeable systems

It has problems with balancing action speed.

As you only have one action and move per round, you are very well of in dumping dex(action speed stat) and using heaviest armor and biggest slowest weapons.

Something like Greatweapon master+polearm master+heavy armor master combo.

so, it's working as inteded. hahaha!
 

Instead I'm the guy posting that I indeed bought PoE like 3 weeks ago for PS4, because I was in the mood for an isometric. And despite liking the game, I haven't picked it up in about a week because it's so...damn...annoying to control.

I noticed three big things that seem to affect why I hated the combat system so bad.

1. The movement speed of all the characters seems really OFF versus the attack/spellcasting speed. Sometimes I would be hidden and start off a combat with a wizard spell which in theory would mean a fireball goes off in the middle of the enemy group and THEN they would charge at me. What seems to happen instead is that the act of casting the fireball alerts all the enemies who charge at you like a crazed hyena leaving a big empty space in which your fireball explodes. Similarly my front line guys seem to be unable to keep enemies from strolling past them and running (still hyena like fast) straight for my softest character. The only defense I can see is to have the soft characters just running in circles (also hyena like) to try to play keep away which means they aren't actually contributing to the battle.

2. In BG and BG2 my main character was a gnome thief/illusionist who would hide and scout out the map by himself and locate all the groups of bad guys. Then I would use this knowledge to form up a battle plan of attack from suprise. In PoE I can barely have the bad guys on the same screen as my hiding scout before they are spotted and attacked. I just felt like every battle had to be plowed into rather than allowing a tactical approach.

3. Oh so many battles that have enemies show up once the battle starts who are NOT THERE when you are scouting around previous. So many set piece encounters with enemies that start in a circle around your party preventing any sort of front/back line strategy. I'm thinking of the FRACKING lighthouse (which I never was able to beat) and the cellblock battles in particular which were very hard even without being instantly surrounded.
 

I noticed three big things that seem to affect why I hated the combat system so bad.

1. The movement speed of all the characters seems really OFF versus the attack/spellcasting speed. Sometimes I would be hidden and start off a combat with a wizard spell which in theory would mean a fireball goes off in the middle of the enemy group and THEN they would charge at me. What seems to happen instead is that the act of casting the fireball alerts all the enemies who charge at you like a crazed hyena leaving a big empty space in which your fireball explodes. Similarly my front line guys seem to be unable to keep enemies from strolling past them and running (still hyena like fast) straight for my softest character. The only defense I can see is to have the soft characters just running in circles (also hyena like) to try to play keep away which means they aren't actually contributing to the battle.

2. In BG and BG2 my main character was a gnome thief/illusionist who would hide and scout out the map by himself and locate all the groups of bad guys. Then I would use this knowledge to form up a battle plan of attack from suprise. In PoE I can barely have the bad guys on the same screen as my hiding scout before they are spotted and attacked. I just felt like every battle had to be plowed into rather than allowing a tactical approach.

3. Oh so many battles that have enemies show up once the battle starts who are NOT THERE when you are scouting around previous. So many set piece encounters with enemies that start in a circle around your party preventing any sort of front/back line strategy. I'm thinking of the FRACKING lighthouse (which I never was able to beat) and the cellblock battles in particular which were very hard even without being instantly surrounded.

prepares long confused questioning rant, then...

OMG, you guys are talking about Pillars of Eternity, not Path of Exile. It suddenly makes a lot more sense! lol*

*"laugh out loud" not "League of Legends"
 




prepares long confused questioning rant, then...

OMG, you guys are talking about Pillars of Eternity, not Path of Exile. It suddenly makes a lot more sense! lol*

*"laugh out loud" not "League of Legends"
I found that PoEx (better?) worked just fine on consoles although the late game would REALLY bog down the system when you started teleporting around the screen and exploding everything.

I really only played it long enough to get through the "story" though. I don't have the patience to grind in any game and "the grind" seems to be where the meat of PoEx lies.
 

Turn based is just so much more fun than real time. The only reason the original Baldur's gate was real time is because multiplayer RTS games like Starcraft were popular when it was released, and Bioware wanted to jump on the bandwagon.
 

The best representation of D&D combat, complete with abstracted distances, was in the first Final Fantasy game.

I'd rather have a BG3 that feels like D&D, than one that feels like BG2.
 

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