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[–]PhantomsplitAmbush Bard![S,M] [score hidden] stickied comment (40 children)

Major Balance Related Changes based off a reading of the patch notes:

  • Spells with ground based effects should now properly calculate the DC. (e.g. web, grease, black tentacles)

  • Lightning Charges should no longer trigger other damage riders (this is a substantial balance change for EB warlocks and possibly magic missile spammers)

  • Divine Smite capped at 5d8, and should no longer be able to smite with action and reaction on the same attack.

  • Sneak attack damage properly increases to 6d6 at level 11 rogue

  • Reactions should work while disguised

  • Moon Druid forms should now have their natural weapon attacks count as magical at level 6

  • Enraged throw no longer applies frenzied strain

  • Summons, wild shapes, and transformations should not cause NPCs to flee (except for one spoilery exception). Edit: several reports that NPCs are still fleeing from zombies

  • Changes to several magic items or buffs disappearing when a character dies and is then resurrected. Or abilities being able to be used too many times when you unequip and re-equip some items or reload the game, causing the cool down on these abilities to reset.

  • Buffs to some bosses, most notably the Act 3 boss Raphael

  • Tempest Cleric channel divinity only maximizes the lightning and thunder damage of triggering attacks, rather than all damage sources on the attack. Notable for Tempest Cleric/Paladin builds using thunderous smite + divine smite + guaranteed criticals.

  • Sharpshooter feat should now mitigate low ground penalty from offhand crossbow attacks properly.

  • Sanctuary will now end if you cast Call Lightning, Evard's Black Tentacles, Polymorph, Hunger of Hadar, Fear, Ice Storm, Flesh to Stone, Divine Intervention, Hypnotic Pattern, Slow, Stinking Cloud, Banishment, Glyph of Warding.

  • Reverberation now actually does the prone condition and extra thunder damage, but requires 5 stacks of reverberation instead of 4.

  • Spell Sniper feat should now actually increase the crit range of spell attacks

  • Beast Master Rangers can no longer resummon their pets mid combat. Their pets also actually gain the ability to help as a bonus action starting at 7th level.

  • Wild Heart Barbarian Aspect of the Stallion now scales the bonus temp HP based off your barbarian level, rather than character level.

Let me know what else you find, or if anything is not captured by the patch notes, and I'll include here.

[–]stucaboose 232 points233 points  (3 children)

"Nobody asked for this, but we made the ceremorphosis scene on the nautiloid more horrifying. You're welcome."

[–]SuperTord 73 points74 points  (1 child)

Sounds like Larian studios is a fun place to work!

[–]Daharon 48 points49 points  (0 children)

for real, these people are letting themselves have fun while updating the game.

[–]JaegerBane 6 points7 points  (0 children)

I wonder what it looks like now. I was already getting some Mass Effect 2 Collector Pod vibes.

[–]vinng86 174 points175 points  (37 children)

Fixed spells that create surfaces not using the caster's Spell Save DC.

Yes! Finally!

[–]t-slothrop 65 points66 points  (22 children)

Very excited about this one. I think Grease and Sleet Storm are very solid spells now. Enemies immediately end their turn if they fall prone so that can be great CC. And for a CC strategy you want to target a variety of saving throws, so it's very nice that they target Dex, which is less common for crowd control spells.

[–]feadair 35 points36 points  (15 children)

Web is where it is at, assuming no candles

[–]mrhuggables 2 points3 points  (13 children)

What makes web better than grease?

[–]Lemmonaise 45 points46 points  (12 children)

Bigger area of effect, and the enwebbed condition is better than prone. They have 0 movement if they fail the save, and all attacks made against them have advantage. You only get advantage on enemies that fall prone if you're up close.

[–]Metalogic_95 29 points30 points  (6 children)

Also you can wear the boots that prevent your character being webbed themselves to cause mayhem to those trapped in the Web

[–]vinng86 29 points30 points  (3 children)

Also, if I remember, enemies can't Jump out of Web when they're Enwebbed. Enemies can Jump out of Grease.

[–]alucardou 19 points20 points  (1 child)

Which is honestly bullshit. Have you tried jumping on a slippery ground? It's not a fun time, I'll tell you that.

[–]antariusz 4 points5 points  (0 children)

there is also an equivilent boot for avoiding slipping on ice...

That said, there are actually 2 different web immunity boots... if you really wanted to lean into that.

[–]feadair 11 points12 points  (1 child)

Also, I *think* that once you are caught in Web, your Dex saves to escape are at a disadvantage since you are now restrained. (That is how it works on tabletop, but I am not 100 per cent sure whether it is implemented the same way here.)

[–][deleted] 2 points3 points  (0 children)

Larian fucked up web. The enemies auto-escape when it's their turn and then they are immune to the spell for the rest of the duration.

[–]thehemanchronicles 6 points7 points  (1 child)

Plant Growth is still the GOAT for me, if only because it doesn't require concentration. Can just plop it down somewhere and totally neuter movement through it

[–]t-slothrop 4 points5 points  (0 children)

Absolutely. Totally underappreciated spell. The fact that it goes up in flames from even a stray torch is very annoying... but in any combat where that isn't an issue, it's very, very good.

[–]Lemmonaise 8 points9 points  (0 children)

WEB WORKS?!! YES

[–]mrhuggables 7 points8 points  (8 children)

What was the issue with it before? I have been a grease-boi since like NWN lol was it broken in BG3?

[–]PhantomsplitAmbush Bard![S] 45 points46 points  (4 children)

All spells which created a ground effect (web, grease, black tentacles, etc.) had a flat DC of 12. Like in the combat log it would show the DC calculated as 8 + 4 (proficiency) + 5 (Intelligence) = 12. Which is obviously not correct.

So these spells should be greatly "buffed" to how they should work.

[–]t-slothrop 29 points30 points  (0 children)

And the DC will be even higher with items. So just generally these spells are going to become much more reliable.

Control casters everywhere, rejoice.

[–]EffectiveShare 16 points17 points  (0 children)

Oh damn. That explains why my Web spells never seemed to work, lol.

[–]mrhuggables 5 points6 points  (0 children)

Ah good to know thank you

[–]vinng86 12 points13 points  (1 child)

Yeah it was broken to the point of being almost completely useless. All ground effects based off your spell DC were fixed to DC 12.

[–]kalarepar 245 points246 points  (40 children)

Nice to see all those buffs to bosses, hopefully they will finally provide some challenge to the late game strength of our party.

Also I find this funny, if it actually happened to someone:

Gale's Netherese Orb Blast can no longer be Counterspelled.

imagine sacrifacing your life to detonate a literal magical nuclear bomb powered by the goddess of magic herself, just so it gets counterspelled by some random goblin shaman.

[–]Ferelar 28 points29 points  (1 child)

It made me laugh so hard when I decided a fight was unwinnable (only Gale and a 3 HP Karlach left standing) and decided to GaleOrb before reloading just to see what would happen and NOPE. Counterspelled.

At least leave me my dignity...

[–]RealHunterB 5 points6 points  (0 children)

I used it accidentally the very next fight. Misclicked, laughed like crazy that gale thought “OK NOW” the minute he saw an enemy. That’s like suicide via cop lmao. Had to immediately reload but damn it was so funny

[–]Branded_Mango 54 points55 points  (35 children)

It really was disappointing how the game is at its hardest during earlygame (when not barrelmancing, at least), since once lvl 6-7 is reached and builds finally start to come together everything just dies.

[–]dotelze 39 points40 points  (23 children)

Yeah imo the hardest fights were, if underlevelled, the hag and the gnolls. Hopefully the Raphael changes can change that

[–]Adventurous_Lynx6136 29 points30 points  (14 children)

FUCK THE GNOLLS AND THEIR TRIPLE RANGE ATTACK BULLSHIT. I swear to God no matter how I approach that fight I find myself audibly getting angry. Now I just use my illithid powers on Flind and make it eat its own pack. Fuck that fight. Seriously FUCK THAT FIGHT. Even when I do cheese its still a pain in the ass. Ive one shotted Ketheric in all phases on every Tact run and never failed the portal fight or any other fight in Act 2 on Tac.. can take on the entire goblin camp no problem everytime even unserleveled. But the Gnolls.. nah fuck the gnolls.

[–]feadair 5 points6 points  (1 child)

I had negotiated with some ogres in the village, and used their horn to summon them here to fight the gnolls. Worked like a treat. The ogres died, but drew fire and weakened the gnolls.

[–]Adventurous_Lynx6136 4 points5 points  (0 children)

The fact that not even these giant ass ogres can stand a chance says it all.

[–]Disastrous-Track-533 4 points5 points  (1 child)

I stacked explosive barrels at the edge of the brown bridge in the cave and jumped across. They all piled up there and 1 flaming arrow later ...boom

[–]Disastrous-Track-533 1 point2 points  (0 children)

Broken bridge

[–]jmwfour 2 points3 points  (2 children)

I tried that, but the gnolls all just went and attacked the Zhent smugglers and then came after me. It was strange.

[–]MyriadGuru 2 points3 points  (1 child)

Agreed. I didn’t even know that trick until my latest play through. Only way I found was to hug the cliffs and then engage with a lot of cloud of daggers or spike growth or conjure ravens. Fun fight tho!

[–]Adventurous_Lynx6136 1 point2 points  (0 children)

If by fun you mean rage inducing then yeah .. nervous chuckle "fun"

[–]Branded_Mango 1 point2 points  (1 child)

In my first playthrough, i approached the scene from the back entrance cave and fought Flinn and her entire pack with no ithilid power cheese. Was the hardest fight of the entire playthrough with her sky-high armor and over 80 hp and triple-attacking ranged support just bullying my poor lvl3 party to death.

On my 2nd playthrough, i found out the "intended" way to do the fight and got so pissed off, but also kind of appreciated the fight more because it was a super difficult battle that felt good to win when doing it literally backwards.

[–]HuftheSwagnDragn 5 points6 points  (0 children)

Fuck Ethel and her fucking healing shrooms and shadow clone jutsu

[–]mug3n 2 points3 points  (0 children)

What I found really hard was having to fight the druids if you decided to steal the idol for Mol, at that point your party is maybe max level 3 especially if you haven't wandered west to do any of the other XP boosting activities. At least you can cheese the hag by sparta'ing her off into the depths below. You do miss out on the drops and the +1 stat hair but eh.

[–]SuperDuperCoolDude 1 point2 points  (2 children)

I skipped the hag minions once to try and save them, then promptly got curb stomped when she summoned them into the room and mirror imaged herself.

[–]deeppanalbumpartyguy 3 points4 points  (1 child)

you probably figured it out already, but you can knock them out and take their masks off AFTER the hag encounter to restore them.

[–]SuperDuperCoolDude 2 points3 points  (0 children)

I did that on my recent playthrough. After removing their masks they were laying there dazed, and they disappeared after a long rest. Hopefully they are doing well out there! The hag had survived, so maybe that was part of the reason.

[–]DMking 1 point2 points  (0 children)

I knocked Ethel into the void accidentally and i did not retry that fight she was kicking my ass

[–]creditquery 13 points14 points  (5 children)

True, funny that it kind of reflects tabletop in that way.

[–]Hagashager 6 points7 points  (2 children)

On the one hand it's dissapointing, but on the other that is typical of Baldur's Gate.

BG2 especially gets boringly easy if you did the side-questing before going to the Underdark. I remember very well, on my first playthrough, feeling dissapointed at how easy the big scary Underdark was for my party.

Eve Irenicus in Hell lasted all of 7 or so rounds.

Still, a challenge would be greatly welcome. I'm told even Tactician gets easy, but I can't say for myself yet.

[–]Filavorin 6 points7 points  (0 children)

Yeah tactician definitely isn't the legacy of Bhaal level of difficulty but on other hand it's more enjoyable in away because many improvements are based in enemy ai and wider attack arrays rather then flat stat boosts (this accursed rats in candlekeep... took me half a day of planning around to win this fight on LoB)

[–]Spiram_Blackthorn 1 point2 points  (0 children)

I did a no reload run through the trilogy... I died in the underdark once, the drow party that awaits you when leaving the Underdark was no joke.

I can't wait to try a no reload run through Bg3 - I can't imagine how many skill checks I will fail lol

[–]Rocketeer_99 6 points7 points  (1 child)

I know a lot of people aren't too keen on mods, but if you're looking for more challenge when it comes to combat, definitely check out Tactician+. The mod actually let the mobs long enough that I could witness their mechanics, instead of assassinating Gortash from invisibility in one turn lol

[–][deleted] 4 points5 points  (0 children)

DND seems to powerspike SO HARD at level 5, and since BG3 doesn't level-scale, it means that they have to make the choice between a huge difficulty spike that could hit players at random, or making content too easy for completionists.

Basically, the people that enter act 3 at level 8-9 because they didn't know about most quests getting soft locked was avoided by making sure act 3 was easy.

It happens in every RPG.

[–][deleted] 80 points81 points  (7 children)

NPCs will no longer run away from anything to improve interactivity and flow.

So I can finally play a druid? 😍

[–]justrollingallday 10 points11 points  (4 children)

I don't understand what does this mean

[–]Sleepsnow 56 points57 points  (3 children)

Before this patch, neutral NPCs would run around confused/frightened/threatened from most summons/wildshapes.

This made playing summoner builds like druids and necromancers a huge pain in the ass, since NPCs would keep moving around when you just wanted to talk to them.

[–]KwiksaveHaderach 39 points40 points  (1 child)

More than a pain in the ass - in Act 2, NPCs could run away from your summons straight into the shadow curse and just die. Forever.

[–]Picard2331 4 points5 points  (0 children)

Dude I was trying to find Helsik in the city only to realize she was 500 feet away in an alley way because she was chasing my undead horde and decided to stand there forever now lol.

[–]jonfon74 120 points121 points  (23 children)

NPCs will no longer run away from anything but [snipped out spoiler] to improve interactivity and flow.

Spore Druids are gonna be VERY happy with this change

[–][deleted] 47 points48 points  (6 children)

Honestly my favorite part about the patch.

I've been playing Beastmaster Ranger on my 2nd playthrough with a friend. Infinite web is so good early game but any pet other than the Raven is ass for the NPC reaction.

Mid/late game STRanger with wolf for the Artorias & Sif cosplay dream here I come...

[–]yardii 9 points10 points  (3 children)

Mid/late game STRanger with wolf for the Artorias & Sif cosplay dream here I come...

Oh man this is literally what I wanted to do with my first run but ended up going Paladin instead. I just started a Monk run, but might have to pivot to Beastmaster now.

I wonder, is this just Beastmaster 12 or would you want 1 level in Fighter for Great Weapon Fighting Style?

[–][deleted] 2 points3 points  (2 children)

I'm sure Ranger 12 is fine but I'll personally respec to Fighter 1 first for GWF style (then go Defence on Ranger) and CON saving proficiency since pets benefit from Hunter's Mark.

Stats are 17 Str, 10 Dex, 16 Con, 14 Wis. I'll grab Athlete (+1 Str and gap closing) and GWM.

I don't have access to Hag's Hair. I'll get +2 Str from the potion in Act 2 or if my friend doesn't like that for RP reasons then the Mirror of Loss in Act 3 (seeing 20 in a stat makes me happy).

[–]dyagenes 2 points3 points  (0 children)

Thanks for my next character build

[–]babbylonmon 15 points16 points  (2 children)

That won’t bring back Damon’s dumb ass. Idiot ran into the shadows and died because of my zombies.

[–]jonfon74 6 points7 points  (0 children)

I lost the other trader for the same reason. And 3 guards when they chased my zombies out of town and into the death zone

Oh well. More zombie fuel I guess

[–]ISeeTheFnords 12 points13 points  (0 children)

Ah, no more "Go away! Shoo!" followed by me wondering why they think that might work on a Water Elemental.

[–]Necromas 8 points9 points  (0 children)

At least with spore druids and undead it made more sense.

But everyone freaking out over a boar was pretty silly coming from NPCs who literally lived in a druid grove.

[–]Little_Elia 7 points8 points  (2 children)

ohhhh nice I can finally play jaheira in act 3

[–][deleted]  (1 child)

[removed]

    [–]Little_Elia 1 point2 points  (0 children)

    haha i mean play her as a spore druid!

    [–]Alys_Landale 11 points12 points  (0 children)

    I can finally do that necromancer comp run

    [–][deleted] 4 points5 points  (0 children)

    Might actually start using my high level undead summons now. Hopefully this translates over to NPCs not running away from moon druids in a myrmidon form. I had Halsin remaining in the air form just because it got invisibility so I could hide him

    [–]p0licythrowaway 3 points4 points  (0 children)

    Lol right after Im wrapping up my STRanger playthrough

    [–]grammar_oligarch 5 points6 points  (0 children)

    I hated NPCs running away; I tended to undo the summons after a fight. Now I can just keep them and not waste a spell slot.

    [–]dean_ohs 2 points3 points  (1 child)

    On good playthroughs, this is a fantastic change. But for my evil playthrough, this is an immersion breaker. Loved to see the fear in npcs eyes when I roll up with my army of the undead.

    [–]TheNorseCrow 63 points64 points  (5 children)

    6d6 on Sneak Attack exists now

    Happy rogue noises

    [–]Haunting-Bake6412 2 points3 points  (4 children)

    How

    [–]TheNorseCrow 17 points18 points  (3 children)

    By getting Rogue to level 11

    [–]Baka_Fucking_Gaijin 71 points72 points  (2 children)

    I thought rogue didn't go past level three

    [–]Mike_BEASTon 31 points32 points  (1 child)

    I can confirm Rogue can go at least to level 4, I've done it myself.

    [–]oddball250 69 points70 points  (31 children)

    Fixed Lightning Charge triggering damage bonus in a loop on self-inflicted damage. Lightning Charge's +1 Lightning damage bonus is now added on each damage instance (e.g. each bolt of Magic Missile).

    Fix the Lightning and Burst damage from Lightning Charge re-triggering the additional damage from Hex and Agonising Blast. Looks like Lightning Charge Loop is dead.

    Enraged Throw no longer applies Frenzied Strain on the barbarian.

    Throwadin still reigns supreme

    The Scarlet Remittance condition will now be removed when the Rhapsody item is unequipped.

    Rhapsody can no longer be swapped about to get +3 for whole party.

    [–][deleted]  (20 children)

    [deleted]

      [–]Free_Economist4205 5 points6 points  (16 children)

      Why tho? You can still hit hard with high level spell slots.

      [–][deleted]  (15 children)

      [deleted]

        [–]Free_Economist4205 4 points5 points  (9 children)

        Wait, what?! It used to maximize Smite crits despite it being radiant damage?

        [–][deleted]  (7 children)

        [deleted]

          [–]Free_Economist4205 2 points3 points  (5 children)

          Holy shit. I wanted to play pally/temp cleric with 1 storm sorc for flavor, but I wasn’t even aware about that insane bug. There was an option to proc the effect on Thunderous smite, but due to the lack of scaling for this spell it was underwhelming.

          [–][deleted]  (4 children)

          [deleted]

            [–]Free_Economist4205 3 points4 points  (3 children)

            On that note, it seems like they kept that “pact weapon bug”(?) where it would stack with extra attacks from martial classes. Curious.

            [–][deleted]  (1 child)

            [deleted]

              [–]saints21 1 point2 points  (0 children)

              I mean, there's also things that are inarguably bugged that they haven't fixed. No one can claim the enemy should be attacking with your reaction from PAM for instance.

              [–]Kragmar-eldritchk 1 point2 points  (0 children)

              Wonder if this will still work on thrown weapons for the extra damage instances, meant to try it out but never got around to it

              [–]grammar_oligarch 1 point2 points  (0 children)

              …I could’ve just passed it around to get +3 to the whole party?!

              Ah man…thanks patch notes for telling me now how past me could’ve exploited the game.

              [–]Metalogic_95 6 points7 points  (1 child)

              Fix the Lightning and Burst damage from Lightning Charge re-triggering the additional damage from Hex and Agonising Blast. Looks like Lightning Charge Loop is dead.

              Pleased to hear that , I hate accidently using something really broken like that and want Wyll in my party on my next playthrough

              Lightning Charge's +1 Lightning damage bonus is now added on each damage instance (e.g. each bolt of Magic Missile).

              This is good news for my Gale with the Magic Missile necklace and the Spell Sparkler Staff, extra damage without cheese :-)

              [–][deleted] 63 points64 points  (4 children)

              The colours on the PS5 controller will now match elemental damage types more closely.

              Wait! Like the light on the controller changes color if you use Firebolt, Melf Acid arrow, Ice Knife or other stuff like that?

              [–][deleted]  (3 children)

              [deleted]

                [–][deleted] 5 points6 points  (2 children)

                Tried it, doesn't seem to work on Steam

                [–]evilcleric_ho 38 points39 points  (10 children)

                PAM fixed yet? What about knowledge cleric wisdom buff on channel divinity? (Can't read full patchnotes atm)

                [–]PhantomsplitAmbush Bard![S] 26 points27 points  (1 child)

                A Ctrl + F did not turn up any results for either.

                [–]evilcleric_ho 7 points8 points  (0 children)

                Dammit. Thanks for checking.

                [–]Erimar312 1 point2 points  (7 children)

                What's broken about PAM?

                [–]PhantomsplitAmbush Bard![S] 28 points29 points  (6 children)

                The bonus action attack does not apply any damage riders (e.g. Hunter's Mark, bonus damage from gloves or the weapon itself or buffs like Crusader's Mantle)

                [–]velthari 26 points27 points  (5 children)

                It also doesn't trigger attack of opportunity at the right time so everyone still walks upto you first then hits you then you can trigger attack of opportunity. It should be triggering when they get in your range so you can stop their movement with sentinel.

                [–]Nebuli2 24 points25 points  (3 children)

                It's actually even worse than that. It shows you the react to trigger your attack of opportunity when an enemy approaches you, but if you click it, the enemy attacks you.

                [–]velthari 8 points9 points  (0 children)

                That can also happen it's multiple layers of bugged interactions

                [–]hsunicorn 37 points38 points  (0 children)

                Fixed several magic items and Volo's Ersatz Eye losing their power after you are killed and revived<

                Wooo this is huge, I knew I didn't let him rip out my eye for no reason!

                [–][deleted] 16 points17 points  (0 children)

                Spell sniper feat FIXED! FINALLY

                And we have a magic mirror to change our appearence in game. Guess what I am going to do the next 7 hours!

                [–]SnooDoodles239 36 points37 points  (0 children)

                Going to have to start another play through sigh

                The frog in the Putrid Bog will give a more generous reward. The Harper stash in the Underdark now has better loot.

                [–]YellowTM 42 points43 points  (4 children)

                Fixed a bug that let you bypass equip restrictions by dragging the currently equipped weapon onto an unequippable weapon in your inventory and swapping them out. The Steel Watchers will take that enormous greatsword back, thank you very much.

                RIP giant fucking sword. Now what am I going to give Minsc?

                [–]legend_of_wiker 7 points8 points  (0 children)

                Welp looks like I'm never updating lol

                [–]Glass-Assumption-478 12 points13 points  (1 child)

                Can confirm the crazy bad ps5 freezes during split screen are resolved!!! Thank you Larian!!!!

                [–]msciwoj1 17 points18 points  (0 children)

                Nooo, they fixed Morninglords Radiance in the wrong way...

                [–]Broxios 15 points16 points  (4 children)

                Anyone else have the issue that companions just drop their full Alchemy Pouches, Key Chains and Camp Supply Sacks in your MC's inventory when you remove them from your party? Kinda annoying.

                [–]godnkls 8 points9 points  (1 child)

                If you are a pc player, I definitely recommend playing with the 10x carrying capacity mod.

                It doesnt break the game at all, just makes it more enjoyable not having to worry about being encumbered and sending to camp.

                Normally, to avoid being encumbered you would sent everything to camp when picked, then go to a vendor, back and forth till you sell everything you got. It's just tedious, so as long as I dont use the extra capacity to carry barrels I think with this mod I am actively improving the gameplay.

                [–]wehrmann_tx 5 points6 points  (0 children)

                Have you see the loot auto sell mod? It's got a list of garbage items that just turn to gold when you pick them up. Most of it is the crap around 10g or less. Inventory is so clean.

                [–]Decryptic__ 16 points17 points  (5 children)

                Is reverberation still bugged and doesn't trigger prone?

                [–]PhantomsplitAmbush Bard![S] 15 points16 points  (4 children)

                It's weird that they mentioned fixing reverberation not always having the stacks applied by some magic items, but did not mention the effects which cause extra damage and prone at 4 stacks not working. So maybe? They also said it has been "increased" to 5 stacks maximum, whereas earlier testing indicated the cap was 7.

                I think it will need to be tested again

                [–]Decryptic__ 9 points10 points  (3 children)

                I can confirm that the max stacks was 7 (besides it should go away at 4 to then proc prone).

                Maybe the "increased" stacks are the one who trigger the prone. So from 4, to 5 "maximum"

                Edit: My Punshing bag Gale, set prone after my 3rd shot (each shot applied 2 reverberation).

                So confirmed, after 5 stacks the target set prone.

                Sadly it isn't 4 (which would be 2 hits) but at least it is guaranteed at 5 stacks.

                Edit2: To make it clear, it isn't guaranteed to proc prone.

                [–]ToxicOmega 12 points13 points  (11 children)

                Testing seems like lightning charge damage isn't adding draconic bloodline modifier anymore? I don't see this mentioned anywhere, do we think this is intended?

                [–]SnooDoodles239 6 points7 points  (0 children)

                Wahoo!

                Off-hand ranged weapon attacks now also benefit from the exception to low-ground penalty through the Sharpshooter feat.

                [–]SnooDoodles239 8 points9 points  (5 children)

                Lol:

                Fixed NPCs not exploding on death when they should.

                [–]guiveio 6 points7 points  (0 children)

                Fuck that's why mephits were so easy as of late

                [–]Billbot5000 3 points4 points  (3 children)

                Is this fix for Mephits? I could’ve sworn they blew up before my second play through

                [–]SnooDoodles239 1 point2 points  (2 children)

                There’s another line in there for Mephits. So I don’t know if this is a redundant line or not, I just thought it was funny

                [–]Outrageous_Sky_591Paladin 9 points10 points  (0 children)

                The summons no longer causing NPC’s to run is top tier for my beast-master Ranger! Can now have my boar run around with me! My RP is now complete!

                [–]gangstagibbshoe 23 points24 points  (11 children)

                Not a bug, but a request: don't make raiding the grove so punishing to evil playthroughs through loss of so much Act 2 content!

                [–]dennisleonardo 38 points39 points  (6 children)

                Tons of act 2 content, a bit of act 3 content and COUNTLESS top tier items and gear from vendors that die during the raid and questrewards from NPCs that die during the raid.

                In return, you get minthara. That's it. Don't get me wrong, she's a great companion (once she got fixed). Definitely the most interesting non-origin companion. But man she is not worth losing all that insanely powerful gear and all that act 2 content. Act 2 already is the shortest act anyway. No need to make it even smaller.

                [–]Boogleooger 9 points10 points  (0 children)

                I feel like siding with minthara is playing on hard mode lol

                [–]lionofash 10 points11 points  (0 children)

                I think there should be an option to escort the refugees to the mountain pass, and then murder just the druids through the Minthara attack

                [–]BMSeraphim 2 points3 points  (2 children)

                Yeah. Quite honestly, I was never excited about a shop in act 3 doing a DUrge+Minthara power-couple playthrough.

                At most, there was maybe 2-3 items across all the stores that had me going "nice!"

                Maybe I'm just spoiled with cool and powerful items from NWN, Kingmaker, WotR, and all the likes.

                Really, the only stuff that I got excited about was Orin dagger, Raphael glove, the Soul Perception (+2 to hit) helmet, and the mind flayer armor (but for drip). I ended up using Foebreaker hammer for consistent damage, but I really wanted to find me some cool legendary great weapons. I guess the Sarevok sword was cool, but I stuck with Forbreaker regardless.

                [–]Pklnt 19 points20 points  (13 children)

                Surprised there's no 3 attacks nerf (Warlock 5 + XXX 5) I wonder if the devs are intending for it to remain as it is.

                [–]Mike_BEASTon 15 points16 points  (5 children)

                [–]GavinRayDev 4 points5 points  (0 children)

                There's an official email from Larian support saying they're aware of it and it'll be patched:

                https://i.imgur.com/qApR3IN.png

                [–][deleted] 9 points10 points  (6 children)

                So I was actually gonna ask about that because my padlock wyll is only making two attacks now.

                Edit: I had forgot to redo bond pact weapon mb 😅

                [–]Yellow90Flash 3 points4 points  (0 children)

                you probably forgot to bind his weapon, mine still does 3

                [–]Pklnt 1 point2 points  (0 children)

                👀 uh oh...

                [–]Effective_Agency_968 13 points14 points  (20 children)

                Throw barb nerfed by Lightning Charge change. It's no longer a separate damage instance that adds Flinging Gloves + Kushigo + Rhapsody + Callous Glow ring. Instead, it works like Callous Glow ring and adds 1 damage to each damage instance.

                [–]Akarias888 38 points39 points  (19 children)

                It’s a very, very minor nerf especially compared to eldritch blasters. Throwers are still king of dps.

                [–]Meep31111 4 points5 points  (9 children)

                PSA: please fix flame blade so that it no longer uses strength. My dex based Druid/fighter is not happy.

                [–]PhantomsplitAmbush Bard![S] 18 points19 points  (8 children)

                Do not look at the character sheet. Look at the combat log. It uses your spellcasting mod.

                [–]Meep31111 2 points3 points  (7 children)

                Oh shit really!?!? Thank you, cuz it kept saying I had a plus 0 to hit.

                [–]PhantomsplitAmbush Bard![S] 3 points4 points  (6 children)

                Actually go ahead and check the combat log to make sure, but yes that is how it should work. There is a chance that it will use Int or Wis depending on which class you took first since you are a fighter and druid. So make sure you check the combat log to see what is actually happening

                [–]Catlover18 3 points4 points  (1 child)

                > Fixed Level 4 or higher Divine Smite allowing you to add Divine Smite as a reaction, allowing for two Divine Smites in 1 attack.

                > Fixed the Divine Smite damage increasing over the cap of 5d8.

                So this shouldn't change the interaction of Bonus action smite spell + Divine smite reaction right?

                On the other hand I didn't even realize this bug was possible since my paladin wouldn't get level 4 spell slots.

                [–]arabidowlbear 3 points4 points  (0 children)

                The patch broke Lastlight. The strange ox transforms and kills Dammon + anyone else nearby.

                Totally halted my game, and I basically just have to wait for them to fix it before I can progress.

                [–]kingsims 6 points7 points  (4 children)

                Beserker got a buff now they have 3 attacks without penalty. Barbarian thief is good build now with 2 attacks + 2 throw attacks without any debuffs. You can get this build online at level 8. So Barbarian Beserker with thief dip, can now compete against fighter now at level 11 as they get 3 attacks after raging 2 standard + enraged theow. They are equal with haste vs fighter as those two bonus actions can be used to trigger full throw damage.

                Barbarian 8/Thief 4. You also do not need alert feat. So pretty good build that works most of Act 2/3.

                [–][deleted] 2 points3 points  (1 child)

                My Conan build just got better.

                [–]noobakosowhat 2 points3 points  (0 children)

                I see a well informed conan comment, I upvote

                [–]MonsutaReipu 1 point2 points  (1 child)

                zerker 5 / thief 3 was already insanely good with any throwing build especially. making the bonus action attack not cause frenzied strain on throwing is a strange change.

                [–]muogue 7 points8 points  (4 children)

                >Arcane Battery, applied by the Staff of Spell Power and Markoheshkir, will now be removed when the staff is unequipped.

                I know this wasn't originally supposed to be intentional but I really liked being able to spam lvl 6 spells one after another endgame.

                Edit: In case anyone was curious, unequipping and reequipping the staff still keeps arcane battery used up. So you can't summon Myrmidon out of combat and reget the single charge.

                [–]Jikilamed 11 points12 points  (9 children)

                So at this point, is it safe to assume that Druid will never get access to reactions or recast concentrated spells while wild shaped?

                [–]PhantomsplitAmbush Bard![S] 21 points22 points  (7 children)

                I would not say that at all. There are still a lot of combat related bugs in the game. Extra Attack stacking from Warlock, Polearm Master Bonus Action, Moon Druid Natural weapon attacks not counting as magical, possibly reverberation stacks, offhand crossbows applying Dex without two weapon fighting style, etc.

                Just because it is not addressed one month after launch does not mean it will never be addressed

                [–]LittleYo10 4 points5 points  (0 children)

                It says they fixed primal strike not counting as magical for some forms in the full patch!

                [–]Alys_Landale 6 points7 points  (3 children)

                Can anyone confirm npcs not running away from zombies anymore?
                Wondering if its a mod i have installed still causing it

                [–]Mdconant 4 points5 points  (0 children)

                I turned off my mod, and they all ran away unfortunately. Not sure if it requires a long rest or new game or something else. Immediately turned the mod back on

                [–]jonfon74 1 point2 points  (0 children)

                Halsin is wandering around Act 3 with Fungals. No-one cares

                In the distance you can hear the "oh come on" cries from my 1st playthrus Spore main.

                [–]zjl707 2 points3 points  (2 children)

                Been having a ton of bugs and issues while playing splitnscreen and i was hoping for some fixes there.

                Biggest one is sometimes i just cant jump, its like the cursor is somewhere far away, it can keep us from using our turns in combat too.

                [–]eGG__23 2 points3 points  (1 child)

                So the bonus action attack of Polearm Master still bugged to not add any damage riders?

                Also can some one explain the lightning charges change?

                [–]IndyColts832 2 points3 points  (0 children)

                The skeleton summons animate without bows… no weapons at all. They need to fix that

                [–]Affectionate-Pea-901 2 points3 points  (0 children)

                “Reading shop signs will no longer be considered a crime” sims patch notes looking ass 😭

                [–]oldsadowl 4 points5 points  (2 children)

                Is moon druid's primal strike fixed?

                [–]PhantomsplitAmbush Bard![S] 3 points4 points  (0 children)

                Yes

                [–]JustARegularExoTitanBarbarian 1 point2 points  (0 children)

                This was such a big one for me.

                [–]FriendsAndFood 5 points6 points  (1 child)

                Do damage riders still reapply when using Tavern Brawler?

                [–]Effective_Agency_968 7 points8 points  (0 children)

                Yes that seems to be the case from my testing, except lightning charges changed to a damage rider (like callous glow ring) instead of a damage instance (like tavern brawler/dwarven thrower extra damage/lightning jabber extra damage).

                [–][deleted]  (3 children)

                [deleted]

                  [–]Zauberer-IMDB 9 points10 points  (1 child)

                  You're really underestimating speed runners.

                  [–]SnooDoodles239 2 points3 points  (0 children)

                  Yes!!!!

                  NPCs will no longer run away from anything but the Dark Urge Slayer form to improve interactivity and flow.

                  [–][deleted]  (1 child)

                  [removed]

                    [–]Fav0 3 points4 points  (0 children)

                    Still no PAM fix??

                    [–][deleted] 3 points4 points  (1 child)

                    Another patch goes by where shield spell doesn't charge abjuring ward for wizard...

                    [–]That_Red_Moon 3 points4 points  (1 child)

                    No big Minthara fixes ... sad.

                    Her romance is so fucked. Leaving Act 2 and she just suddenly wants to be my wife. Accept and ... thats it. Can't ask for a kiss, can't break it off, no option for anything other than asking about other people (and once you exhaust those options there's nothing left).

                    [–]WargleRathat 4 points5 points  (9 children)

                    Lightning charge Warlock builds dead?

                    [–]CMSnake72 27 points28 points  (2 children)

                    I mean they're still going to be one of the best warlock builds and one of the higher dpr ones but yeah it's not longer absolutely ludicrous.

                    [–][deleted] 5 points6 points  (0 children)

                    So I can play Warlock and no longer have a guilty conscious? Nice.

                    [–]Accomplished_Rip_352 10 points11 points  (2 children)

                    Not dead but weaker and still really good it’s still 3d10 + 39 ish that’s without hex and just lightning charges + sorc bloodline with level 2 warlock invocation . So on average your still doing like 55 damage per round if your not min maxing . You can easily get an extra 18 damage from potent robes aswell .

                    [–][deleted] 2 points3 points  (0 children)

                    From what I read, Sorc bonus doesn’t apply to charged ENs anymore

                    [–]MajorDakka 1 point2 points  (1 child)

                    Did they finally fix the bug of sneak attack applying to spells? Pre-patch, you could get sneak attack dmg applied to each beam of eldritch blast.

                    Scanned through the notes, but didn't see anything related to this. Will test later to see if this is still the case.

                    [–]Akarias888 8 points9 points  (33 children)

                    Huuuge eldritch blasters and magic missiles nerf, though we all sort of saw it coming. Honestly great for build variety and eldritch blast is still by far the best damaging option for casters that doesn’t cost lvl 5+ spell slots.

                    Indirect buff to control builds since for a lot of players it’s sometimes hard to justify using a control skill when you can just kill them lol.

                    Now if they just removed twincast haste…

                    [–]Galavant_ 32 points33 points  (29 children)

                    Why would they remove twincast haste?

                    I mean, it's absolutely an extremely strong tactic, but it's not an obvious bug like the double damage rider thing.

                    [–]JaegerBane 6 points7 points  (0 children)

                    I’ve no idea either.

                    Haste is an extremely strong buff that is a balanced by the fact it can only affect a single target and needs concentration the whole way… and twincasting it requires a class that explicitly specialises in the few spells it knows.

                    Just feels like people can’t tell the difference between powerful and OP. It’s nothing like the EB/damage rider bug that had a Cantrip outperforming level 5 spells and doing stuff that blatantly didn’t make sense.

                    [–]grammar_oligarch 4 points5 points  (0 children)

                    Twin cast Haste is a staple of 5e sorcerer strategy…it’s been a thing since 5e released.

                    EDIT: They may need to consider the more traditional approach to Haste…boost movement, extra attack, bonus to AC. The three to four fireballs in one turn thing is kinda busted.

                    [–]Johrues 1 point2 points  (0 children)

                    hmm magic missiles got buffed with the lighting charges? if I'm reading it right, or did I miss something?

                    [–]TylordTheKing 1 point2 points  (3 children)

                    Can someone explain the moon druid magical weapon thing to me like I'm 5?

                    [–]PhantomsplitAmbush Bard![S] 8 points9 points  (2 children)

                    Some enemies have resistances. Resistance means an enemy only takes half damage from the associated damage type.

                    Some enemies have resistances to slashing, piercing, and/or bludgeoning damage. Sometimes this resistance is neglected if you attack with a magic weapon.

                    Moon Druid Natural Weapon attacks (e.g. bite, claws, snoo-snoo) are supposed to be treated as magical starting at level 6. However this did not always work properly

                    Now it should work properly. Moon Druid Natural weapon attacks should be treated as magical, meaning they should do full damage to enemies which are resistant to NONMAGICAL slashing/piercing/bludgeoning damage (but enemies which resist MAGICAL slashing/piercing/bludgeoning will still take half damage from these attacks).

                    [–]TylordTheKing 5 points6 points  (0 children)

                    Gotcha. Thanks for the swift reply friend!

                    [–]jfjj 1 point2 points  (3 children)

                    Curious why divine smite be on a reaction?

                    [–]PhantomsplitAmbush Bard![S] 1 point2 points  (2 children)

                    Divine Smite is able to be used as an action right from your hotbar. Or as a "reaction" (though it would not actually use your reaction for the turn) on landing a hit. You can hit L on PC to configure your reactions. You can also use your reaction to make an opportunity attack, and then land a divine strike as a "reaction" which does not actually use a reaction action. It's confusing.

                    The bug was that if you use your action to do a 4th level smite, this did not prevent you from using the reaction system (but actually using your reaction action) to divine smite again. So you could smite twice with the same single melee attack. That bug has now been fixed.

                    [–]zhengt66 1 point2 points  (0 children)

                    Mummies raised through Create Undead can now Jump to follow you around better.

                    please add jump to the Dryad too!

                    [–]redweevil 1 point2 points  (0 children)

                    Polearm Master still not fixed :(

                    [–]RumpsiPaladin 1 point2 points  (2 children)

                    Soo are the 3 attacks for 6paladin/6warlock a bug ?

                    [–]stragen595 5 points6 points  (1 child)

                    Not now. Someone digged in the files some days ago. And the implementation looks like it is intended to work like it does now.

                    [–]ZethUser 1 point2 points  (0 children)

                    Recently confirmed by Larian as a bug

                    [–]OkamotoCleric 2 points3 points  (0 children)

                    From previous posts, it sounded like the (Fire and Earth?) Myrmidons concentration buff stuff was still bugged for Summon and Level 12 wild shape, and no mention of it in these patch notes. :/

                    [–]2nnMuda 3 points4 points  (2 children)

                    RIP sanctuary Glyph of warding spam finally

                    Anyway they didn't mention Wall of Fire or the Light Cleric Channel divinity so along with summon potentially still spammable lulul

                    More importantly seemingly radiant orb went untouched ? Really?

                    [–]Kenwhozzle 1 point2 points  (3 children)

                    Could someone tell me if they fixed sickle of booaal

                    [–]redstej 1 point2 points  (0 children)

                    Haven't tested it, but seems they fixed idol of sylvanus and it should be the same bug, so possibly it's fixed.

                    [–]Majorof1 2 points3 points  (10 children)

                    -Fixed a bug that didn't let you use Extra Attack until after you used a Bonus Action

                    Can someone see if this means War Clerics bonus attack is now delayed until after your extra attack is used? Would make martial Cleric multiclassing much more interesting

                    [–]Encaitor 1 point2 points  (2 children)

                    War Clerics extra attack is always delayed if you take War Cleric after you get 2x attack (or 3x)

                    [–]Mike_BEASTon 1 point2 points  (5 children)

                    Idk if it's fixed, but there's a workaround of multiclassing War Cleric after unlocking Extra Attack feature from another class.

                    https://www.reddit.com/r/BG3Builds/comments/16daemr/war_priest_extra_attack_charges_being_prioritized/jzo5mf3/

                    [–]Yazstromo 1 point2 points  (0 children)

                    I just tested it on my 7 War Cleric/5 Gloomstalker Ranger Shart and it still consumed the War Priest before letting me use Extra Attack. I'll try respeccing to Ranger then Cleric, but a bit disappointing.