T O P

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Phantomsplit

There are very notable improvements like new kissing animations, and QoL features like quickly swapping companions, or group hide now working on summons, or overhauling the merchant trade screen. But this sub's main focus is on builds and mechanics. With that in mind, here are some changes that jump out: - The Elixir of Hill Giant Strength now applies its effects when thrown. - This may only last 10 rounds if applied this way - Fixed the Shield Bash and Rebuke of the Mighty passives not triggering Saving Throws. - Freecast can now be used once per Long Rest, as described. - The Armour of the Sporekeeper's Spore Sacks passive will no longer refresh on equip or unequip. The spore-spreading spells will now refresh on Long Rest, as intended. - Fixed Transmutation Stones not being destroyed when their casters leave the party. - This should affect some camp casting cheese. - The Staff of Cherished Necromancy's Life Essence is now consumed as expected after casting a necromancy spell. - Fixed Chain Lightning and Ice Knife being affected by Metamagic: Twinned Spell. - Twin witch bolt is also disabled due to conflicting concentration causing both spells to cancel. Which is weird because I thought they already got this straightened out and you could twin witch bolt properly - You can now toggle off Repelling Blast as expected. - Fixed a bug where the Polearm Master feat reaction would trigger and cause your target to attack you when they're also wielding a polearm. - [Some early testing indicates that other bugs related to PAM (Dex for damage on bonus action attack, and bonus action attack not benefitting from damage riders) are somewhat fixed but not entirely](https://www.reddit.com/r/BG3Builds/s/RToQURSSCq) - Bosses with Legendary Actions now include >!Shambling Mound, Dror Ragzlin, and Drider!<. The latter two bosses have some changes in Tactician as well. - The Grasping Vine spell has been updated to be more useful in combat - it has better stats and it spawns vines in a radius when summoned. - Fixed a lot of things with how enemy AI reacts to the Sanctuary spell. Too many to state in this broad comment but I recommend going through the patch notes using Ctrl + F to search for Sanctuary if this interests you - Fixed the Colossus Slayer passive not working with ranged weapon attacks in Honour Mode. - Warlocks' Bound Pact Weapons can no longer be disarmed. - The Unseen Menace, as an Invisible Weapon, is now immune to Disarm as intended. - Mage Slayer and Portent now work while in Wild Shape and other shapeshifted forms. - Wolf Wildheart barbarians will now grant Advantage to allies nearby for unarmed melee attacks (not just melee weapon attacks), including unarmed spell attacks like Shocking Grasp. - All Wildheart barbarians will now correctly receive resistance to Falling damage while Enraged. Bear Wildheart barbarians will now correctly deal Rage bonus damage on unarmed attacks (like all other barbarians). - In Honour Mode, the additional attack granted by Haste no longer grants Extra Attack to the [Dark Urge Spoiler] >!Slayer Form!< - Fixed the Combat Inspiration action not upgrading its bonus to 1d10 (Valour bards). - Increased the number of valid methods of knocking Minthara out to recruit her. - Counterspelling Legendary Actions (that can be counterspelled) now removes the Legendary Action condition as well. - Fixed an issue in Honour Mode where a character with Haste condition could sometimes lose their Extra Attacks on the next turn after executing an Attack of Opportunity. - Fixed a bug related to the permanent See Invisibility condition granted by Volo's Ersatz Eye. The condition will now remain after the character who had it is killed and then resurrected. - The Myrmidon Wild Shapes now use their own spellcasting modifier instead of your original modifier. - Not really sure what this means - Fixed some triggers for Nere's legendary actions, and reduced the damage on Grym's - Improved the Gondian's defensive combat abilities. - Significantly buffed Lorroakan - Steel Watchers no longer vulnerable to lightning damage on Tactician difficulty and up - The owlbear cub will no longer gobble up Auntie Ethel's Hair before you can take advantage of the bonus it grants. - As a quality-of-life improvement, the Pact Weapon condition now remains after a Long Rest. Several changes not documented by the patch notes can be found [here](https://www.reddit.com/r/BG3Builds/s/oARv3LFw1V) There are a lot of other smaller changes to boss fights, or niche changes to player abilities (like wild magic barbarian being able to restore 1st level paladin spell slots now). But they are so niche that I did not include. As with Patch 5 there may be some changes that are not listed, but we will have to find those if that is the case


GloopTamer

> If you Long Rest with only alcohol as camp supplies, you will now get the new Hungover condition for 10 turns. Legitimately been waiting for something like this


AbortionIsSelfDefens

I was surprised at launch because it was totally a thing in EA.


UberSparten

No more refreshing pact weapon!!!!! Hallelujah praise be


TheBarrowman

My forgetful ass is so grateful. Part of the reason my padlock was still a strength build was because I knew I'd always forget to bind the pact weapon and run into combat with no strength.


_ONU

Plus no more disarming!! I could shed a tear


Besso91

Wow game trying to automatically prio your mc on auto dialogues I guess enough people complained about missing out on the hag hair lmao


Hoptix

Can you explain further? I don't understand what you are saying. I'm about to do the hag and I'm aware of the hair that raises an attribute of your choosing. I think that's what it does. How did people miss out on it? I apologize, but I eat crayons and I'm just curious. Also, what did you mean about the game auto prior your main character?


EUWraith

If you get the Hag to low health but don't kill her she starts a dialogue. The bad news is that she prioritises a dialogue with the nearest party member to her. 8 CHA Karlach trying to get hag hair on honour mode even with rerolls is basically locking you out of the choice as opposed to say your party face avatar sorceror / bard. Since she'll now prioritise your avatar who you tend to use with most dialogues people should now be more consistent with managing checks. Naturally this applies to other NPC's that force dialogue before or immedietly after combat as well such as Flind.


Hoptix

Totally could see how that could be annoying, but I'm playing a 8 charisma barbarian lmao.


mug3n

The great thing is barbs can always use the intimidation dialog option and it mostly works.


uncledrewkrew

Maybe I'm forgetting something but you don't need a high charisma character to get the hair tho, right? Just to also save Mayrina, which doesn't really do anything?


EUWraith

Correct, the check is for both options which is generally the desired outcome. The problem here isn't acquiring the hair per-se it's about consistency with your ability to do dialogue checks with your character, and while thats not an issue in Tactician or below where you can simply reload a save til you get the desired outcome, Honour mode is a different kind of beast, especially due to how her legendary action interacts with dialogue spells/ cantrips. Going for the optimal outcome is always worth it as Ethel will still give you the choice between the two if you fail the check, but if the difference between passing and failing the check is down to which character is standing closest to her when it's her turn then it can feel bad. The Flind 'fight' is probably the best example of this, approaching on the low road on the right hand side from Anders towards flind will often times allow Flind to walk right up to you and begin dialogue with your lead character which is fantastic. Convincing Flind to turn on the other gnolls with the Illithid option makes the fight significantly easier, once they're all dead however Flind starts a dialogue with the nearest character which requires another check. After that encounter Rugan immedietly walks out and begins dialogue with... the nearest character...


Jankes_slow

I actually enjoy letting the game decide on honor run, just failed to convice shadowhearth to not kill the angel lady and well I Lost 5 rolls as bard tav, had to make astarion into cleric but who cares, makes more different story


Awful_At_Math

Some people don't want to do evil things.


Ladelm

I just gave her marina NBD


Paladilma

Charisma MC in the back as the hag talks to the fighter with a -1 charisma


StarmieLover966

Hilariously, the game always forces Laezel to talk to her and I bully her with Githyanki Fighter dialogue. Ethel folds fast lol. “I know a defeated opponent when I see one. I’ll take both the girl and the hair.”


Hoptix

lmao, freaking cold blooded, but it's Laezel so I'm not suprised.


OkLingonberry1286

In all 3 of my playthroughs lol


BK1349

Haha, had the same just yesterday!


Hoptix

oh dam, thank you!


PM_ME_FOR_SOURCE

Getting the hair means giving up something else. Unless you pass a tough check. So having the right character do the talking matters, especially on Honour Mode where you cant reload until you succeed.


Phantomsplit

It used to be combat would end, Ethel would talk to the closest character which very well may be your Ooga Booga Barbarian with 8 Cha. Meanwhile your lore bard with 18 Cha and expertise in Charisma skill is just left chilling in the background as your barbarian has to try and succeed on dialogue checks. With this change, Ethel should seek out your main character. For many players this character will be the one with the best dialogue skills as it is who you always planned on doing all the talking


Hoptix

Thank you for the explanation. Hope there is a funny Barbarian dialogue option when I get to this part.


axelrankpoke

There is! I think you get intimidation advantage too


orthostasisasis

I got a barbarian berserker specific dialogue choice for auntie Ethel and it was brilliant. Got the hair, got the girl, nearly died laughing. You'll see.


Hoptix

I have 20 minutes left at work and it's literally the first thing I'm doing when I get home, cannot wait.. It's crazy being at work, because of the patch, it's all anyone is talking about lol. Reminds me of skyrim in 2011. I'm also playing a berserker and I love chucking stuff into enemies faces, got some gear for the build and know of other items I need to get. So much dam fun!


welldressedaccount

Some (many, most?) encounters, when finished, would trigger conversations with the closest party member, not your avatar. This could be a problems when a check was required, especially an important one like the hag hair one. Regarding the hag hair specifically, and your question, it is easy to miss out on the buff, esp. in honor mode, where one mistake and it's gone. When the fight ends, you need to convince (persuade) her to give you the buff. By either accidentally killing her or failing the persuasion check after she tries to end the fight it is easy to lose out on it. Even more so if your fighter party member with 8 CHR is the one she decided to talk to instead of your main.


PracticalSwordfish

I think a simple dialogue menu should list all the available characters (i.e., the party members who are reasonably close) so you can pick who you want to take lead in the conversation. I just did the Act 1 Hag with a Tav on Honor Mode who has an 8 CHA. I would have been screwed if on Patch 6. At least maneuvering my "face" character into position was a workable solution and kind of a fun mini meta game. I know some scenes must require the Main Character to do the talking, but on a run with a social dullard you should be able to roll with another character to act as "face" for tricky encounters.


TheBarrowman

Same here. I specifically had my 10-cha Tav keep away from Hag while Bardstarion glued himself to her so he'd be the one to get the dialogue.


Holigae

Yes exactly. Sometimes I don't want to be the one talking. Sometimes I want my 20 CHA Warlock to do it while I chill in the back.


Holigae

I really dislike this change because I specifically put Karlach closest to her to get the special barbarian dialogue where I can intimidate her into getting both rewards. EDIT: I also just like doing dialogue with different characters. Sometimes you walk into a scene and it's Astarion taking the lead this time. It's fun because they have dialogue interactions you might not ever see otherwise. Makes it feels like I'm part of an actual DnD party where everyone is participating instead of just me.


DingDongBingBongKing

Not to mention that you can also respec your companions to have a high charisma build so they'd actually be good at talking. I wish we could just choose the character we use for the dialogue manually somehow.


truedwabi

This, it's insane that only one person is allowed to make rolls during dialog in a up to 4 person party. It feels pointless to have a wizard trained in Arcana or History if they're not going to chime in with an important fact the talker missed.


Myllorelion

This is the only ui/qol change I want. At any point in a dialog I should be able to cut in with any other character in the party. Also give me a 'let them speak' dialog option that just lets the currently engaged player make narrative decisions themselves based on their personality.


Holigae

Even at 8 Charisma, Karlach gets Intimidation proficiency and Thaumaturgy as a racial spell, not to mention the sheer number of Barbarian specific intimidation rolls. She is custom built to be a frontline intimidator.


Awful_At_Math

But don't all characters have an intimidation option to get both?


AlfiereDBC

Karlach has advantage, it's a barbarian/intimidation roll.


Holigae

It's a Barbarian specific intimidation roll which she can have advantage on because she gets Thaumaturgy as a racial spell. Combine that with Guidance and Bless from other party members and even at 8 CHA she still passes without any trouble.


Sextus_Rex

Sucks if your Tav has no rizz though. At least with the way it was before you could control who does the talking somewhat by making sure they are closest. Not ideal for blind playthroughs but I think it's better than forcing your Tav to do the charisma checks


OrangeFriedApple

>Fixed a bug where the Polearm Master feat reaction would trigger and cause your target to attack you when they're also wielding a polearm. One PAM feat fix!


doshegotabootyshedo

What else is broken with polearm master?


OrangeFriedApple

The bonus action attack does not add damage from riders like hunter's mark or greatweapon master. It just does a plain 1d4(?) damage.


doshegotabootyshedo

Ah ok, that definitely adds up. Thank you for responding :)


OrthodoxReporter

While it's nice they fixed that, it's kinda frustrating they didn't fix the other bugs the feat suffers from. How does that even happen, they obviously looked at the feat, why not completely fix it?


Disregardskarma

Fixing a bug is not a simple thing. The reasons things don’t work can be very complex. It’s possible they’ve been aware of it since launch and just got got a stable fix for this element of the feat


Phantomsplit

While all well and good, there has been a mod since 2 weeks after the game released that fixed the damage riders aspect of the feat. I can understand the issues with PAM + Sentinel interactions as that is going deeper into the framework of how reactions are performed, and even that mod could not fully fix this. But using Dex for damage and the damage riders are far easier to fix


OrthodoxReporter

I wonder if that mod is broken now. I haven't used mods so far, but this would be one I'd use in the future if Larian doesn't fully fix it soon.


CMSnake72

There's a non-0 chance they thought fixing the one would fix the other as well, fixed the one, and went "Well shit." when the other was still happening. Bugs be like that.


OtherwiseEnd944

It's been 6 months. This is my favorite game of all time but call a spade a spade. There is no excuse for taking this long to address it and then half assing a fix modders have been able to do for months.


FrankDuhTank

Not making an excuse for them, more just likely explanation: The bug fix team has a limited number of man hours to fix bugs, so you prioritize bugs based on their impact and “cost” in hours. They’ve probably found the cost of fixing the bug too high to prioritize over others so far, they probably even tried a few easy fixes that didn’t work.


Vexxed14

You think.. You think 6 months is a long time? No excuse? This is the sort of talk that can and will get soundly ignored.


[deleted]

We mUsT HoLd tHeM tO a HiGhEr sTaNdArD


Sufficient-File-2006

>It's been 6 months. This patch, like the 5 others before it, contains literally *hundreds* of fixes and additions. Maybe stop acting like your *one* pet issue is somehow a bigger deal than everything else we've gotten and get a little perspective.


GONKworshipper

The dexterity attack thing can't be that hard to fix though. I'm not sure how they've programmed the game, though. If it's really hard, then why do so many weapons use different attacking stats than usual, like the finesse longswords and glaive?


lbpowar

Probably didn't find a fix in time to be included in this release, shit happens


Elliptical_Tangent

> "Improved combat AI pathfinding through dangerous surfaces and through steep terrain." I hope this finally fixes party members stepping on identified traps and just lazily running through fire when jumping or taking a slight dogleg would result in 0 damage. > "The whole party's inventory is now present in the trade interface, which doesn't require you to switch characters to sell their items from their inventories anymore." Man it's great to have a dev that not only makes a great game but continues to make it better after launch. > "Camp chests are now integrated into the Camp Inventories UI." No more running around trying to find where the chest is in this particular camp. Nice.


tk5400

This is what I am here for! These are some incredible changes and I’m so excited! Four day weekend to test them all out!


DropkickGoose

I wonder if the trade menu change has fixed the bug/exploit where you could stuff the merchant's items into a backpack, "open" the backpack from the trade menu on another character, and loot the bag if fast enough when exiting the dialogue. NGL made my subsequent honour runs more fun since you can't slap those honour run changes into custom run yet. I like all the changes to damage, haste, legendary actions, but don't want to stress about a single save, money, etc. for just "fun" runs now that I have my golden dice twice over.


skarekroh

It didn’t. Also, shhhhhh!


Vargoroth

>Kisses have also been improved for shorter and taller body types, so embrace without delay. My Halfling thanks you, Larian


CelaZxy

Random question but when they add new lines of dialogue, is it because they already have them but they didn’t make it for the original release. Or do they bring the VA’s back in to record?


Phantomsplit

It depends. With Minthara stuff a while ago for example, there was a ton of dialogue recorded but the player could not access it until patched. With epilogue stuff it seems they brought voice actors back in. Just depends on the situation.


Sextus_Rex

Yeah there's a good bit of dialogue in the games files that for whatever reason didn't make it into the game. There's a mod that unlocks them, I'll try to find it Edit: [More Reactive Companions](https://www.nexusmods.com/baldursgate3/mods/5447) Actually let me correct myself. The mod's description says the lines added here are only played if you are playing as that origin character. This mod changes it to companion chatter.


InnocuousAssClown

Really curious how getting them to come back in works too, from a monetary standpoint. It must be in their contracts ahead of time to come back in if needed post release, right? Maybe they get an extra bonus for a day’s work?


JavaHikage

>Group Hide now works on all party members controlled by the player, including followers and summons. YES! FINALLY! Having to manage every single pet was HELL


[deleted]

Thank God they fixed one of the three polearm mastery bugs. It would be the best feat in the game if they fixed the other two


rezpector123

Oh sweet polearms are viable again


biboo195

* Counterspelling Legendary Actions (that can be counterspelled) now removes the Legendary Action condition as well. Wait, does this mean that you can Counterspell Raphael's Beguile once and he's done for the turn?


Euroliis

I think Raphael's Beguiling Rebuke condition is specifically a stacking condition, since it reads "Beguiling Rebuke (4)" when he uses it, which just means it'll eat that charge and drop it to the next number. I haven't tested it though.


parisiraparis

> Scratch can no longer equip certain weapons. Like the Everburn Blade. Uninstalling the game and refunding it 😤


GlitteringOrchid2406

Huge balancing : -fixed freecast -fixed twinned chain lightning -fixed staff of necromancy


jmcomets

Yeah, this kills a couple builds. I'm glad I got to try twin chain lightning in the Steel Watcher Titan encounter, just to see those freaking stupid numbers once. EDIT: just to clarify, they're no longer vulnerable to Lightning now.


ActualCommand

I'm pretty early in act 1 starting as a 11/1 Fire Sorlock using [this build.](https://www.reddit.com/r/BG3Builds/comments/196mpii/honor_mode_111_fire_sorlock_complete_build_guide/) I'm assuming since I focus on scortching rays it shouldn't really matter but I also want to confirm before I get too far.


Prestigious_Juice341

storm sorc will probably still be fine but spore druid is in the gutter


GlitteringOrchid2406

Yep


Terakahn

Any plans to update the build? Or is it going to be run the same minus twinning.


Panderam

Aww, man. Twinned chain lightning is so fun. Bummer.


f1reflyer

Can you tell me what was wrong with twinned chain lightning?


GlitteringOrchid2406

It was possible to use twin cast with Chain lightning so effectively doubling your targets. Twinned metamagic is supposed to be available only for single target spells. So it should not have been possible to twin cast chain lightning.


JaegerBane

I always thought this was a borderline situation anyway - like, sure, CL has an *effective* AoE, but its a qualified one based on hitting a single target. Twinned CL still ate sorc points like popcorn so wasn't sure it was really that big a deal. Still. Nothing stopping you from Quickening it for half the sorc points Twinning cost. Just means you're burning a second slot if you're not rolling Marko.


Euroliis

The BG3 version of Twinned Spell reads: "Spells that only target 1 creature can target an additional creature." The BG3 version of Chain Lightning reads: "Strike an enemy with lightning. Three more bolts will leap from the target, electrifying as many as three other enemies within range." By the description it targets one person and then targets as many as three other enemies, so it very clearly should not work with Twinned Spell. Twinned isn't about AoEs at all, it's about the number of possible targets, which is a very important distinction and why other non-AoE spells like Eldritch Blast, Magic Missile, or Scorching Ray don't work either. As for it not being a big deal, Twinned CL was absolutely ridiculous, as you could effectively pump 5 Chain Lightnings at double damage (with the Wet condition) before enemies got to act on Turn 1, which would neutralize like 99% of the combats in the game singlehandedly since the number of non-boss enemies that can actually survive that barrage is countable in one hand. Limiting how many CLs you can drop now to 3 a turn is still VERY strong, and still potentially a little too strong compared to the alternatives due to the changes made to Quickened Spell from D&D 5e, but it's a marked step down in offensive capabilities.


OrthodoxReporter

>Fixed Transmutation Stones not being destroyed when their casters leave the party. No more free CON prof from the camp support hireling, I guess.


PracticalSwordfish

This is not 100% fixed.  In Honor Mode, I had a camp casterling giving my Tav the Movement Speed booster Stone every day, so I tried it after the patch out of curiosity:  The Stone was indeed deleted after the camp caster was removed from the Party... but the speed buff remained up on Tav the whole day anyway, lol. I did check to see if it mattered how I dismissed the hireling. Dismissing them directly, or indirectly by using the new feature where you just invite the new party member, and it did not matter. In both cases, I lost the stone but kept the movement buff all day. I have not tested the other stones yet.


jtoppings95

So many amazing things, but i have a question: "Scratch can no longer equip certain weapons..." Since when can scratch wield weapons?


TrueComplaint8847

Man the shambling mount getting even more cake will make this one of the hardest fights in the game imo, I really struggled in my tactician playthroughs because I always underestimate him lmao I will not make this mistake in HM now, gotta be careful The legendary action will probably be something like an auto entangle for spell casters or ranger characters so he’s dangerous for both melee and ranged


jmcomets

This fight is legit more dangerous than the Thorm bros (although Gerringothe is arguably riskier in HM). It *is* a fight you can just Sanctuary + run away from though. Still, really looking forward to this one in my current playthrough.


kAy-

Can't you make the three of them commit suicide though? The Thorms I mean.


TrueComplaint8847

Yes you can totally do that and most people will probably recommend this especially for HM since you’ll get full exp for doing so. For Gerringothe the most important thing is obv to leave your gold at the camp and go for the skulls, maybe even split up your party before engaging with her so each one can do a skull on their own. The surgeons biggest move are his nurses so again, splitting up the party and having some hard CC like sleet storm or plant growth helps tremendously. A cleric with radiant orb can also be of big help since they will fuck up their attack rolls to apply the devastating conditions. I have not yet fought the barkeeper so I cannot say anything for him.


GONKworshipper

The barkeep needs a lot of elemental damage, since physical damage doesn't work on him until he's already taken elemental damage three times


TheMothmansDaughter

…there’s a shambling mound?!


TrueComplaint8847

Yes and he’s scary as fuck. I won’t spoil too much, just go exploring the act 2 area more thoroughly


Multi21

i killed that guy just yesterday on my honour mode run and i cant imagine it being even harder lol


blackrider1066

the legendary action only affects melee. it deals like 5d6 necrotic damage to enemies who end their turn near the mound and has a chance to entangle them. fairly small area. the mound still doesnt have a ton of HP though i think the fight is fairly easy at level 8


jediment

I'm more worried about Ragzlin with a legendary action. I've come perilously close to a wipe on multiple runs in this fight.


blackrider1066

luckily his legendary action is just >!"if you target your ally with a spell he gives goblins around him action surge" which is easily avoidable if you just use potions to heal instead of casting weak heal spells on each other (and avoid mid combat blesses--tbh not sure what else involves targeting an ally with an ability)!<


okishok

Honour mode Tavern Brawler Druid still bugged and they fixed the Druid armor. RIP Druids this was not our patch.


Justhe3guy

The more reports they get the more priority it’ll get


Amudeauss

whats the bug?


Wrekh

I believe the bug is that bonus damage is not applied only the hit chance from STR.


Moist_Bit_7958

Gloves of battlemage power are still not fixed?


DropkickGoose

Or Storm Scion's hat not applying on reverb damage :(


GimlionTheHunter

No honor TB Druid fix and no PAM bonus attack fix. My life is in ruins


Holigae

One change I was hoping to see but did not get: The ability to see what features a class gets at higher levels at the character creation/respec screen It's silly that I have to alt-tab out and open a wiki to know if a class is something I'll enjoy at lvl 5, lvl 7, lvl 12. Just let me look at their full list of features and spell list like I can when building a character in a tabletop game.


elomancer

Even more so, racial abilities. Adding just those at least would be much more compact and I suspect far fewer people are looking them up on wikis.


OrangeFriedApple

Oh TB Druid is still not being fixed in honour mode :(


Paladilma

whats up with TB druid?


Metaphyte

TB only affects the attack roll and not the damage roll while in wild shape.


CriticalPineapple

TB druid is bugged in HM, the extra dmg doesn't apply


GimlionTheHunter

They fixed it in non-honor to add damage too, but in honor it still only adds to attack rolls not damage


Prestigious_Juice341

this one is tragic.


CriticalPineapple

Ye was also hoping for that one, sad.


Onion_Guy

“Tweaked the loot dropped by the cambions who join in on the fight on the nautiloid.” Not that I would ever know lmao


Almainyny

I imagine the only Cambion anyone kills is the dude holding the Everburn Blade. The other two, unless you’re doing some barrel shenanigans or something tend to be a bit much.


WarpFear

Pact Weapon remaining after Long Rest is CRUCIAL. The amount of times I've realized mid-way through combat I didn't Pact Weapon....


Phantomsplit

Yeah, usually I'd be like, "Why is my hit chance so low...son of a bitch." Worse still is when I did not realize it even then, I go for the hit, miss, and wonder why I don't have extra attack.


WarpFear

The instant shame that came after this when you remember you can’t activate Pact Weapon in combat.


Znyper

>Fixed Hold Person working on gnolls, who are certainly not people. Gnolls are humanoid and should be targetable by Hold Person. Not sure why this change was made.


[deleted]

[удалено]


Znyper

The handbook I have has Gnolls and Greater Pack Lord as humanoid, and the Gnoll Fang of Yeenoghu as a fiend. It doesn't list the others, so I assumed they were just like the base Gnolls. Guess I was wrong.


TruShot5

Gnolls are fiends.


lesswithmore

Gnolls are certainly not people.


parisiraparis

> Gnolls are humanoid Nope


truedwabi

[https://www.dndbeyond.com/monsters/16904-gnoll](https://www.dndbeyond.com/monsters/16904-gnoll) Gnolls are humanoid. Have been since 3e looks like. Gnolls are a playable race. Some Gnolls are other creature types, but Gnolls, by default are humanoids.


Euroliis

If you look at the stat blocks that are actually in the game from D&D 5e (Gnoll Hunter, Gnoll Fang of Yeenoghu, Gnoll Flesh Gnawer, Flind), they're all either Monstrosities or Fiends. The only other Gnolls in the game are Newborn Gnolls, which aren't actually a stat block from 5e, and thus don't have an established type as either Humanoid, Monstrosity, or Fiend. I can't link the stat blocks without pirating since they're from released books, but you can find them in the Monster Manual and Monsters of the Multiverse.


DeadSnark

Spores Druid getting pretty nerfed between the change to the Armor of the Sporekeeper and the Staff of Cherished Necromancy


[deleted]

seriously they just removed the only reasons to use spore druids lmao


Grim-intern

RIP Hopes +2 shield. Always loved picking that up.


Sh0xic

THEY MADE THE GONDIANS LESS SUICIDAL


TheRedZephyr993

The FUCKING Gondians


Sh0xic

Hi Wulbren


CapitalistCoitusClub

> Improved the Gondian's defensive combat abilities. Mixed emotions.


TheRedZephyr993

Didn’t need all that. Just literally have them run in the opposite direction of explosions 😓


mushinnoshit

I might have missed it but no mention of the fireworks quest in Act 3? It's not terrible but it just feels unfinished


Niarcus

Only thing I noticed as a noob was the hill giant working with throw now


DuskLion

So between fixing TB not adding damage to wildshape and improvised weapon attacks they chose the latter? Really?


DeadSnark

They already changed TB to add damage to Wild Shape in Patch 5. It only doesn't work in Honour Mode, which may be unrelated to the improvised weapon bug.


DingDongBingBongKing

According to wiki it wasn't until hotfix 17 that it stopped working in honor mode and there was no mention of it in the notes so it might be a bug. But since it was so recent it could be that they haven't had time to address it before the thousand other things they changed in this patch.


JJscribbles

Did they fix the bit where if you go to throw flames you have to keep adding it to the menu every time?


aTreeThenMe

Group hide now extends to companions and summons!! That's a great one.


HeyChloeee

Was hoping for Druid TB dmg roll to get applied :/ unless I missed it


Even_Amphibian_7210

still doesn't work, and between the spore keeper armour nerf and the myrmidons using their own spellcasting mod (dunno exactly what this means but it feels like a nerf, but who knows) Druids probably got worse all-in-all. It also didn't make any mention of the fact that the myrmidons still use your weapon proficiency so I'm guessing that's still a problem. Not home to test anything right now unfortunately. Fixing the least important PAM bug and not touching druid TB, pretty disappointed in this patch honestly.


Barneysxwife

"Fixed Gortash's Speak with Dead dialogue missing its VO." I'm actually so excited about this! 3 playthroughs, and I still don't know what it sounds like.


21_Golden_Guns

Was hoping AT’s Mage hand might actually make the class worth playing…unfortunate. But props to Larian for making so many fixes to such minor places. Their attention to detail is unmatched.


ActualCommand

I just killed Dror Ragzlin last night before the patch. Came back to his body and this is his legendary action. >! Legendary Action: Devoted Galvanism (Passive Feature) !< >! Once per round when an enemy targets their ally with an ability, Dror Ragzlin can use a Legendary Action to Galvanise Absolutists within 5m, granting them Action Surge. !< >!Legendary Actions restore at the start of each round.!< >!Galvanise: Bestow all allies within 5m with an Action Surge they can spend.!<


Ozymandius666

Elixirs of Hill/ Cloud Giant Strength now apply their effect when thrown. So similar to Potions of Speed, you can now use one Elixir to get the effect on your entire party, by throwing it on the ground and standing next to it


Cgzm

* As a quality-of-life improvement, the Pact Weapon condition now remains after a Long Rest. Finally! Too often have I thrown my weapon as EK and it never came back bc I forgot to cast pact weapon again


Turtleroku7

I’d pact weapon = bonded weapon. I saw only warlock changes.


Even_Amphibian_7210

Was hoping for Moon Druid buffs and walked away with moderately severe Moon Druids nerfs. Pretty disappointing.


MajesticFerret36

They allowed you to use Portent while in Wild Shape...it's not much of a buff, but it's something. Oh, and the Mage Slayer feat, but that feat sucks so much nobody is going to use it. The Spore Druid on the other hand... Holy Hell they nerfed them. #Feelsbadman


Even_Amphibian_7210

Myrmidon's using their own spellcasting modifiers is a larger nerf than being allowed to use Portent or Mage Slayer, at least that's how it seems pre-testing. I could (and hope) I am wrong, but I don't see the Myrmidon spellcasting modifier being higher than the Druids WIS


MajesticFerret36

Ah, so does this mean the Myrmidon's special abilities to their attacks like Burn, Chill, Prone, and Stun are much less likely to land? If so, that's a massive nerf as you could boost your chance to land these attacks by having high Wisdom.


jacobziemer

Anyone know if Halsin and Minthara share a tent if you manage to recruit both still?


Deadpotato

Is there a bug-tracker thread or something where people can report experience / by platform / etc. as they roll out on the new patch? I don't want to upgrade until I know this is stable in a non-game-breaking sense, because I'm midway through an honour run


soulmata

Why the hell would they need to disable Twinning Ice Knife? It still requires a target.


AncientAstro

Because it also has an aoe damage effect


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choppedcheezy

I just want minthara without having to murder everyone in the grove


Phantomsplit

They did discuss expanding the ways for Minthara to appear in Act 2. I should add that to the stickied comment seeing as she is a possible companion. Regardless it was possible and intended to get Minthara in the prior patch without raiding the grove, but pulling it off was a little unintuitive


Neipalm

I hope they add in a reason narratively to think that temporarily knocking her out would lead to a good outcome. Like some kind of tadpole connection that shows things aren't right when you meet her at the goblin camp if you roll high enough because she was in range of the artifact. This would also better give reason to even want to rescue her in Moonrise, since you know already that something is amiss before the prison scene. As it is right now, you have to go down the evil route of taking out the grove to get her to join you as a companion, or meta-game and just know that temporarily knocking her would lead to her showing up in Moonrise. I don't mind her being locked behind an evil playthrough, but if they want to go as far as having her recruitable through certain means in a good playthrough, at least make it make sense story-wise.


choppedcheezy

Yea I tried the whole temp hostile thing and she’s still not showing up at moonrise. Also thanks for the patch notes write up OP! Appreciate it


MostlyH2O

I feel like she should be locked behind an evil playthrough. You lose enough killing the Grove as-is.


TheJanks

Suffice to say within the first 10 minutes I laid with squidward. And I had mixed feelings the horizontal mambo wasn’t as graphic as it was with others. That woulda been freaky deaky.


BloodWolfHunter

I wonder what classes got buffed


LordAlfrey

There are notes on wildheart barbarian damage applying to unarmed attacks, could be a fun monk multi.


BartlebyShrugged_00

Sleep spell effects no longer work on enemies with Fey Ancestry... Bummer, since this nerfs a somewhat reliable Honor mode strategy of using Glyph of Warding / Sleep against Ethel. Going to be harder to get around her legendary reaction or position your whole party to try to get her bargain dialogue to trigger. 


Davies301

The fact all I wanted was to be able to go with Bae Zel to fight vlaakith and now I can makes me sooooo happy.


Ilikesynthmusic

This patch is so massive wow


Arithon_sFfalenn

Now us poor Mac using sods have to wait like a week or two to update :(


u5hae

Incredible post release support.


Deadpotato

>Steel Watchers no longer vulnerable to lightning damage on Tactician difficulty and up Jesus this feels like a big smack in the face


HappyInNature

Lol, the drama.


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Lavamites

Can you explain the Myrmidon change to me? Since Druid's usually have high wisdom, isn't that a nerf?


[deleted]

Yeah I read that wrong, its actually a nerf. Sorry lol


psilon2020

Beautiful. Just wish I knew about that corpse inventory duping bug beforehand lol....


turtleProphet

Is Chain Lightning a big problem? I figure you can just have someone else apply Wet and then quicken it. You lose an action but spend fewer sorc points I think? Ice Knife is a pain, was the best early game twin for a blasting sorc. I don't even know what you'd apply it on for L1 spells now.


Phantomsplit

You could Freecast a twinned chain lightning and quicken cast another chain lightning for 3 chain lightnings in one turn (before anything like haste, bloodlust elixirs, etc. which when combined with arcane battery and Markoheshkir for another free use of chain lightning can get insane). Chain lightning is still nuts with how freely a sorc can long rest and late game magic items and adjustments to action economy. Now it is just slightly less so


TheRainbowpill93

It’s morso the fact you can twin it and delete everything. It’s a huge nerf to storm sorcerers but I suppose it’s necessary. Being able to hit 500 damage twinned CL was pretty crazy.


HappyInNature

Also just a bug to be able to twin a non single target spell.


JaegerBane

I was legit expecting another pingu meme here.


DicedFeta

They have fixed easy pickpocketing, yes?


Razor_Storm

Does this mean Craterflesh proccing extra eldritch blast rays still works? Yessss The one but I’m happy to see stay in the game


BlackHand

Nothing in here about Vow of Enmity. Can you still self-cast to grant advantage versus everybody at once? Shame about the twinned chain lightning fix, I had no idea that was a bug.


inMarginalia

Maybe a dumb question but I was under the impression Cazador dealing 60+ damage with his aura was a bug and it doesn't look like it's fixed here? [See post here](https://www.reddit.com/r/BaldursGate3/comments/1930z6a/hotfix_16_engage_cazador_at_your_own_risk_fight/)


TheWither129

https://preview.redd.it/e8n6jgdqj0jc1.jpeg?width=1170&format=pjpg&auto=webp&s=e1c06248d89e659ec17990f88a2041ceab345fa7 So you HAVE to pickpocket it now, so guess im not getting it in my honor run… Great patch though, just wish longswords got more love Plus, like, its not like he uses it. He MIGHT, if you dont talk him down and killed orpheus? But like, if im siding with voss til now, im not gonna kill orpheus


CourtBitter8868

Does gear filter work on camp chest if you do search?


Van_Tuber

Very disappointing that arsonist's oil still doesn't apply fire vulnerability.


WWnoname

The game start to lag at some moments - when changing characters, or open merchant interface. Everything seems fine, just not working for several seconds, up to a minute. Not often, but still.


AnswerOk9002

Are there any performance improvements?


HowardHughes9

that feeling when giving Dror Raglin a legendary action is like putting lipstick on a pig. dude never even gets his turn in any of my playthroughs (even if i just fight him through a conversation prompt. his initiative is way too low, i get my entire team to go before him and hes so weak)


DaveShadow

Did they nerf throw barbarians? Post patch, in Act 2, my Karlach has dropped from 30 damage a turn to about 10-14, despite not changing her set up. And she’s missing a LOT more than I’m used to seeing with the build :/


Impossible-Mud-4160

They also fixed the bug with Volo that makes him not go to camp if you free him from the goblins early. I'm at the end of act 2 and he was finally in my camp. I have have a shiny new eyeball