The Real Problem With SoD
Diogenes42
Member Posts: 597
Hello friends. I hope you are all having a good time playing Baldur's Gate. I have created this thread to talk about a certain topic so I hope you can all be friendly fellows and keep on target.
Here is the skinny: I think the idea of the Shaman class is interesting and a new class is a great excuse for a new playthrough, which is something I think we all like to do. However I find the Shaman class a bit underwhelming and I was wondering if any of my forum pals had any suggestions to make the Shaman class more fun to play. This can either be within the framework of the game itself or with ideas for kits and such.
Personally I would like the option to play as a goblin, that would be pretty great.
Here is the skinny: I think the idea of the Shaman class is interesting and a new class is a great excuse for a new playthrough, which is something I think we all like to do. However I find the Shaman class a bit underwhelming and I was wondering if any of my forum pals had any suggestions to make the Shaman class more fun to play. This can either be within the framework of the game itself or with ideas for kits and such.
Personally I would like the option to play as a goblin, that would be pretty great.
7
Comments
I however think the class can be a bit underwhelming to play and the spirits suck pre 6 to me.
It would be more interesting imo if the class could do something while performing the shamanic dance (which could do with an animation). Being able to move and maybe perform special moves during the dance would be very interesting. (I'm thinking like, toggling the shamanic dance add a few special abilities that are like "move of the X" which could have some effects like bless or alike)
At least, being able to use items would be nice.
I haven't got to their HLA, does anyone know what they are?
I think the real underlying problem is that the druid spells in general are lacking. Especially at lower levels. I don't think anyone would contest that. And yes, I know that mods can change that. Adding in icewind dale druid spells changes things drastically.
Also the combo of entangle and withering fog make for good crowd control AoEs (they happen to be the same size, coincidence, I think not). Add in a few fireballs from a mage (also the same size) and not much can survive.
So, this class, like the other kits Beamdog added to the various games, most of the new SoD items however cool they look, are not going to be part of my future games.
I mean Bioware also had junk classes (Wizard Slayer comes to mind). It's just sad that for the sake of having a 'balanced' game you end up making useless content (I'm not talking, again, from a roleplaying point of view).
Now, I guess everything should be moddable. I don't know if the Shaman class is a 'true' class or a kit that looks like it. If not, we certainly can add kits to it, like we do for other classes.
Really, it's all about eth..just kidding, I won't bring it up here. Aaah fresh air inhale
Not sure if i'm playing it wrong or i'm just 1 step ahead.
I found Shaman very strong though not the strongest (nothing really beats archer and sorcerer at single target and aoe).
Any information about that @Dee?
Shamans are not very capable in melee, they do not provide specific means to accelerate THAC0 and APR though they can provide some assistance from the range. Can't say anything about high-level Shamanic Dance, maybe they're becoming brilliant summoners later. For now they're just good enough, very reliable and diverse divine casters.
Writhing fog is very good at low levels, though overtaken by the ball of doom(don't know the name sorry) at later levels.
The mind clearing is very useful given the amount of mind affecting spells, it's only a level 3 spell after all.
The ball of doom is well, druid version of fireball, a bit less damage, a save reduction as well.
The lvl 5 spell is a raise dead, but you do not need to reserve spell slots for it in case you need it, so you can safely combine its use with Insect Plague and Ironskins, two druid specific spells that are very strong in my book. Level 5 is a bit overloaded as there also is chaotic commands but it's very convenient because shamans are the only divine class with a sorcerer like casting so they can dish out situational spells adapted to every situation.
I didn't reach the level 6 spells.
Besides, the summons were great at tanking imo though it made shaman not very interesting in the later fights where hitting allies isn't an option.(it makes usmmoning the best option for shaman imo)
Now as I said, early summons, before level 6, aren't worth using in my opinion, they die way faster than they spawn.
My shaman used a shortbow so it had good apr and an alright thaco for bg1 and like other non-fighter classes, it transitionned well into a backline supporting style from an secondary damage/supporting style in the early levels.
In any case, not being able to do anything while you dance is a huge drawback. I mean, with a simple, yet effective Sorcerer you can do everything: summon, attack, cast other spells.
And that's the problem with casters, the spell system is very rigid, and tossing up a whole new spell casting system outside of divine and arcane is sure to upset a lot of players one way or another.
This time around however, the class is really interesting and really different, taking an old caster system and really switching it around, while adding a whole new interesting core ability.
One kit for summon(s) spirit animals that can do damage, crowd control enemies, and buff allies.
One kit to expand spell selection that arcane spells.
One kit to expand upon possession, turning foes berserk, and a more varied curse selection.
The disappointing part of the class, right now, is the spirit summons. I understand reading this thread that they start becoming useful a little later (I'm only level 5), but so far they haven't proven very effective. The fact that they lock you out of your other combat roles is a big strike against them - if you were rooted, but could still cast or shoot (or either), it could prove useful (well, maybe too powerful), but right now, it's not great, other than reducing the micromanaging you have to do. I just hope it gets better.
I'm also really sad that they don't benefit from Wisdom nor Charisma, much like the Sorcerer. I get why, but it still feels weird that maxing all three physical stats is a better investment than putting points in intellectual ones for what is, after all, a single-class caster...
All in all, I think it's a great class, not powergamey (it seems far from Ranger/Cleric, Kensai-Mage, or Inquisitors), but providing interesting choices. Its weapon selection allows it to always be relevant - it can leverage high strength through thrown weapons, and has access to shortbows, keeping low strength shamans useful outside of casting. I get the feeling, playing it, that it wants to be weapon-based in the early levels (1-6), then spirit summoning based in the mid levels (7-12?) and then turn to almost full time casting, spamming insect plagues and the like. I haven't even seen their exclusive HLA, so maybe the epic levels turn things around.