On archery -
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Two questions:
1. Is archery 'overpowered' in BG1?
2. Does archery really compare to melee combat in BG2?
This is perhaps more of a discussion thread than a features request, but I think it's important discussion. By archery I mean bows/crossbows/missile weapons and their use by all classes, not just the archer kit.
1. Is archery 'overpowered' in BG1?
2. Does archery really compare to melee combat in BG2?
This is perhaps more of a discussion thread than a features request, but I think it's important discussion. By archery I mean bows/crossbows/missile weapons and their use by all classes, not just the archer kit.
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Slings on the other hand were quite useful, because although they lacked the high damage of melee weapons, there were some easy/early to find +4/5 slings that help immensely against mages and dragons.
In any case:
I don't think archery is overpowered in Baldur's Gate, I think that melee is underpowered, so to speak. With as few HP as everybody is carrying around, the first hit is quite important. Leaving out archery this becomes a gamble that you will not always win. Once you've got a few levels (and HP) under your belt, this changes. A warior with >100HP is not immediately troubled by one or two hits and thus his ability slowly becomes more relevant to the battles outcome than his luck.
In BG2, archery does not usually serve as a good source of damage anymore. There are certain builds that can still put out a whole lot of damage over distance (kensai with throwing axes, ranger/cleric with the Sling of Seeking, archer with Sling of Seeking/Tuigan), but mostly it is employed for different uses. Pelting away stoneskins (since bows have more attacks per round than melee weapons, add elemental arrows to interrupt spells before you're through), dispelling arrows (or missiles with stun/poison effect), interrupting enemy mages, kiting...
I lacked a dedicated healer, but who cares? Most of the healers were kinda "meh", and arrows being cheap and all, I could stock up on healing potions and scrolls, and the rangers could eventually heal as well. The mage and thief in the group, when not shooting things to death, filled their duties quite efficiently (disarming traps, opening doors, bartering, crowd control, buffs, etc). Dropping HASTE on the whole party was just cruel and unusual. (^_^)
Not only do you get +1 bows you also get +2 arrows along with a versable arresnal of them.
With the better bows in the game you can get a total THAC0 of + 5 not to mention if you got gautlets of archery and wep profencies. You -WILL- hit almost every single time.
Acid arrows = THACO: +1, 2-12 acid damage (Mage Killers)
Arrows of detonation = 6-36 explosion on impact (Rapid firebalsl)
Arrows of piercing = THACO +4, +6 Piercing Damage (DEATH)
Add this with haste, nothing will touch you - not even Sarevok.
If you have multiple archers in your party, dear god its a slaughter.
Need I say more?
Money really has no value in this game after a certain point - You find most of the best gear in the game and whatever else you don't have its tomes or pots or maybe a simple upgrade here and there.
Whatever the price is - AOD are best used for nasty fights where range is your ally and the rewards are profitable vs wasting it on a grizzly bear. I think protection from fire halves teh damage if you decidce to ever go chargin in.
@Djimmy
It's very powerful but not overpowered - compared to what exacly?
You are right that every enemy with the exception of a few bosses have low HP including yourself which means if you can hit things from a distance before they hit you its to your advantage. That's not what makes archery OP. Its the THACO and damage modifiers to both the BOWS as well as the ARROWS that make it OP - You have 2 damage modifiers just on the weapons alone let alone other profiencies and items.
Pound for pound bows in BG1 do the MOST damage of any weapon type in the game.
Better than even Drizzt's + 5 Defender Scimitar which is lulz.
I am not saying I dislike using them - but from a perspective you have to look at them and go this is ridiculous when you watch a screen full of enemy start droping left and right.
@Valmont
I agree, and I always have 2 of my group using them with the ranged attack script while my fighters go up front. It provides excellent damage and once a bit latter leveled up the best mage killers in the game.
I don't think it is Bows that are the problem in BG1, but the exceptional quality of arrows. In BG2, there seems to be the reverse problem: most arrows suck. In BG1, I think an acid arrow does like 2d6 extra damage...in BG2, it does d3. The game is harder but the arrows are way weaker. Doesn't make sense.
And then around comes the half-orc archer with strength 22 at level 6 (19 + tome + DUHM), who deals
1D6 + 6 (Arrow of Piercing) + 3 (Composite Longbow +1) + 3 (grandmastery) + 2 (archer) + 10 (strength)
= 1D6 + 24 points of damage per hit.
Are you trying to completely rip apart everything resembling balance?
(as for the bonus damage for the composite longbow or even the archer kit, one could disregard those and still have a number that is far too big to be allowed in BG1)
In Baldur's Gate 1, there is no need to make ranged weapons any more powerful. If anything, then somebody should restore the damage bonuses for enchantment in Baldur's Gate 2, where ranged combat is actually weak.
True-class fighter: 1d8 + 2 (weapon) + 3 (GM) + 10 (strength) + 1 (cold) = 1d8 + 16.
Berserker kit (w/rage) or Kensai kit: 1d8 + 18.
As half-orcs cannot be archers, the damage total you propose is actually 1d6 + 22 per hit. Now, assuming they implement the 2e composite longbow which benefits from strength, the natural damage bonus on the bow (+2) would be removed completely, as this is not part of the 2e rules. This would reduce the piercing arrow damage total to 1d6 + 20 - which is less than that for the longsword . To summarize, @LadyRhian's suggestion is not going to break game completely.
Your post, I think, proves the point I was trying to make: It's the arrows, not the bows, that unbalance archery in BG1. If you take out the arrow of piercing, the advantage is clearly in favour of the melee weapon. And you propose, in my mind, a good solution: you don't have to change anything in BG1, but give us better bows in BG2.
Anything above 20 points of damage is quite insane for ranged combat in Baldur's Gate 1. Some of the toughest enemies are melee oriented.
(by the way, your kensai numbers are a bit off, he'd only get a bonus of +2 at level 6 (to my knowledge) but be able to deal maximum damage for a total of 26, though he would have earned himself that kind of damage anyway)
And I agree - +20 to damage is insane in BG1. Part of the problem is the half-orc strength. I don't think BG1 tolerates half-orcs particularly well.
Like I said, I'd settle for worse arrows and better bows. In BG1 and BG2. When (and if) discussion for BG2 opens up, that's the first suggestion I'm going to make. I don't think "Strength bonus" on Bows will fly, but I want to see something done to make archery better in BG2.