Ranged Weapon Prof. and extra Attacks bugged?
Heya,
I was wondering whether I'm mixing something up or if there's a new bug in the game, introduced by the new patch.
If you create an archer and give him two pips in longbow, shouldn't that mean, that he now has 5/2 attacks at level 1, with a longbow or composite longbow plus arrows equipped and no other buffs active/items equipped?
From what I know, it should be the regular 1 APR which every character has, +1 APR because it's a bow and +1/2 APR because of weapon specialisation. If you just equip a longbow/comp bow without any arrows the char screen states 3/2 APR, but as soon as you equip some arrows it changes to 2 APR. Am I missing something?
I was wondering whether I'm mixing something up or if there's a new bug in the game, introduced by the new patch.
If you create an archer and give him two pips in longbow, shouldn't that mean, that he now has 5/2 attacks at level 1, with a longbow or composite longbow plus arrows equipped and no other buffs active/items equipped?
From what I know, it should be the regular 1 APR which every character has, +1 APR because it's a bow and +1/2 APR because of weapon specialisation. If you just equip a longbow/comp bow without any arrows the char screen states 3/2 APR, but as soon as you equip some arrows it changes to 2 APR. Am I missing something?
Post edited by Jalily on
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And this guy is having the same problem with Crossbows: http://forum.baldursgate.com/discussion/14536/new-bug-grand-mastery-of-crossbows-does-not-add-any-attacks
If this is intentional then the archer kits usefulness gets bumped down from marginally useful to completely useless. A change this large should have appeared in the patch notes if it was not a bug, and if its a bug it should be fixed quickly, as in not a month from now, as it severely diminishes the usefulness of several classes and destroys the archer kit as a viable choice for a player.
This is the kind of bug that needs an IMMEDIATE fix! Like, a patch needs to be made ASAP just to fix this critical bug.
Edit: Yeah. This bug kinda ruins the whole game for me. I'm going to play BG2 until it is fixed. Don't get me wrong. I appreciate the hard work and love BG:EE and all, but until a fix I just can't play it.
Technically only bows shouldn't get any extra attacks, and crossbows should only get the the warrior level based ones (total of 2 for light, 1.5 for heavy).
And throwing daggers and darts are supposed to get a full extra attack for specialization, GM, and warrior levels 7 and 13. (total of 6 and 7 respectively), they've been screwed for years. And the current state makes it worse.
Anybody with any sort of ranged character is waiting the outcome of this discussion. Have they been deliberately nerfed to the point that we might as well give em up and start again, or is this an inadvertent error that's going to be fixed???
I hope it gets fixed soon.
Time to start my first bard MC.
"Softening-up" potential difficult targets with Save-reducing spells like Doom (and later the awesome Greater Malison) can help as does Glitterdust, for enemies that fail that save (as it reduces future saves by -4, I think), which incidentally the Dust Mephit Familiar that Neutral Evil gets can cast once a day (plus Glass Dust twice a day) - guess which alignment my Jester is? :-)
BTW Jester Song ignores magic resistance (which is great!) and improves with levels like this:
The Jester's song does not help allies. Instead, every opponent within 30 feet must save once per round to avoid falling under its effects:
1st level: Enemies must save vs. Spell with a +2 bonus or be confused.
15th level: Enemies must save vs. Spell with a +2 bonus or be confused, and must save vs. Spell or be slowed.
20th level: Enemies must save vs. Spell with a +2 bonus or be confused, Spell with a +2 bonus or be knocked unconscious, and must save vs. Spell or be slowed.
i.e. at 15th level there's two things each enemy has to make a save against each round, three things at level 20. BTW the Enhanced Bard Song HLA (which is more like "Enhanced Skald Song") which becomes available at 3 million XP (24th level) replaces the Jester's Song, if chosen as an HLA
Jester does not have Lore or Pickpockets nerfed at all, unlike Skald and Blade, "which is nice", though is less melee capable than either. I gave my Jester Scimitars and Darts as starting proficiencies.
That sound pretty cool, maybe I'll give it a try. Are the saving throws with a +2 bonus? In the manual it says:
"The Jester's song does not help allies. Instead, it affects every opponent within 30 feet, and they must save vs. spell with a -4 penalty once per round or be confused."
That does sound a bit too powerful.