Why am I in charge? Well, because I rolled Crit 20 every time ofc. And managed to roll just enough for every WIS, INT and CHA check for my companions, loool.
@ the artwork, i agree! I personally don't play the game but i do enjoy watching gameplay from youtube or from friends. I really enjoy the cinematics and the dialog scenes but the combat gameplay just isnt for me :')I had a really hard time choosing feats other than the obvious one to increase ability score and rush 20 in the prime stat. Where I could tell it felt a bit off, is that after hitting 20 I still wanted to raise my ability score again at lvl 8 rather than exploring the flavor feats hehe. It's mechanically so useful even getting those +1s, cause we're rolling constantly for all the things in dialogue too, that I did the same for all the companions. STR is somewhat more useful here too because of how jump/push/throw/carry are so relevant, such that even pushing a secondary or tertiary ability can feel worth it over a lot of these feats. I think you really have to want to see your character doing that thing to justify a lot of them. It might have made sense for them to tweak ability progression to be more automatic, or just giving all characters a free feat as some sort of campaign special or whatever, you know cause it's a computer game with different needs or whatever. Having to choose, it's hard not to go with the one at the top that provides such a clear long haul advantage.
Unrelated, but just to say, I absolute love the vibe they created with the environment artwork! It really does look like that occult satanic panic call-back that I adore from the AD&D 2e art direction. For a Forgotten Realms CRPG they nailed that part. I feel like even though the game is sort of Arcade style, that it's nevertheless a really good primer for some of the lore. So even if something like Solasta is more satisfying for by the books mechanics, or Pathfinder is more satisfying for build minutia, what BG3 does quite well is the FR tableau. Like if the goal is to introduce Faerun to players who haven't played in that setting, this one does a lot of heavy lifting. It does some great horror angles that I appreciated, even if it's sometimes goes off the rails into schlock, I still think they get some kudos for nailing the look of a lot of this stuff. I feel like I'm thumbing through a Keith Parkinson illustration sometimes, when battling the skeletor hellraisers and dead gods and such. I kinda love it hehe
The name of the game over the last few days in the community is "cut content". I won't post it as it's very spoilery and would seriously recommend AGAINST reading that, but, in short, your frustration might be related to the fact a lot of things were compromised, re-written, or outright broken during the last few months of the game development.I have become increasingly frustrated with the story-thread of this game. Too much shit thrown at the wall to see what sticks. Should have either a) ditched the mindflayer thing and gone with the "classic baldurs gate" story, or b) gone all in on the mind flayer thing. This hybrid just feels like too much. Its just the story is actually 2 or even 3 stories botched together in a really ham-fisted way. I have actually lost track of all the mcguffins in this.
It would be really great if Larian introduced sort of two parallel difficulty settings, one for the combat and second for non-combat dice rolls. This way you could play on Tactician and benefit from challenging combat and Story mode difficulty for non-combat rolls, for more smoother story experience, without constant reloads. You could mix and match both difficulty settings for hand-crafted experience.We will have to have a conversation when you get to the end of this questline, like for real. I have so much to unpack! lol
I was trying to feedback it a bit, but the larian boards are just always in 504 limbo for me, so it's kinda tough, and anyway plot reveals, so I won't say much more.
I agree with you about the sorta of things which are blocked off behind skill check rolls though, which should really just be down to the player's choices. I feel much the same, that if it's the result of a combat type thing I really don't care and am happy to push along, but conversation reloads are a near constant. Often these are dropped in the middle of a cut scene so it sorta ruins the flow. I think they maybe didn't grasp what I would have actually wanted from a story mode, which isn't a super easy difficulty scale, but something which basically makes the story-telling part more forgiving. You know, like an autosave prior to all that stuff which is consequential, autosaves when fights start, gives the player some more money and some healing potions, and a way to go back to the previous dialog prompt hehe, but that's not really the deal there. Anyhow, yeah, I'll keep an eye for when you hit the last leg of it.