I think you misunderstood the tooltip. It is not supposed to let you recast Sunbeam for 10 turns. If you hover over the "10 turns" part of the tooltip, a "Blinded" tooltip appears. It means that the Blinded condition inflicted by Sunbeam lasts for 10 turns, not that you gain the ability to recast it for 10 turns (that would be completely broken, especially at this point in the game lol).
Incorrect. The blind lasts for 1 turn and regular Sunbeam that you get as either a Druid, Wizard, or Sorcerer is a 10-turns concentration spell that you can recast each turn much like Call Lightning.
So, no, the spell should be 10-turns since it's the same Sunbeam you get as a Spellcaster.
Legendary weapons (especially something that is supposed to be a god relic) shouldn't have their power scale based on where you found them. It makes no sense. Otherwise, don't call it a legendary. This is why I adore Skyrim and Daedric artifacts.
If you don't want players to have it easily, make it extremely difficult to get, or don't add it at all.
This idea in game design needs to be buried. If you don't want things to make sense, don't bother adding a story.
Christ, this is how we get a joke in balancing for someone like Dame Aylin. Completely useless in combat when we should be ecstatic to have her aid.
Why can mere wizards channel the beam for 10 turns, but the relic can't.
Working just fine for me using Bg3 mod manager. It's a separate spell in the spellbook under the common tab "Recast Sunbeam", make sure to drag it onto your bar, it won't appear automatically.
It doesn't appear still just fyi EDIT: After much trial and error it finally appeared as if by magic, idk why it wasn't showing or if it will continue to show. Perhaps you could remove the long rest requirement?
+1 - the fact that it doesn't do radiant damage makes literally 0 sense. Also maybe you could make a version that uses wisdom for the attack and damage?
Guess it's time to update the name for this from "Fix" to "Buff" since the new patch shows you aren't meant to be able to recast it. Despite that being super lame for a legendary
yeah maybe one recast within 10 turns would also be reasonable, but this version is also good. Curious if this will be fixed in the next patch to what they intended.
Yeah, I'm using it anyways. My concern I guess is just my ability to self-limit. I got the weapon pretty early on in my game. I'm only at the beginning of act 2 and I can just casually pop off with a 6th level aoe spell 10 times in a fight. I know it won't be much of a concern later on, but it is right now and feels pretty strange compared to what I'm used to in tabletop. A DM would be insane to let a player at this level acquire an item that enables ~27 ADR like that.
Honestly, I don't really think this is that overpowered. Yes, it's powerful, but it's also a legendary weapon. An average of 27 damage though isn't that much when you compare it with a martial class without a legendary weapon hitting for 100-150 damage a turn at the same level. Plus you can only do this in 1 fight per long rest. This mod literally just implements the spell as it's described, it's not like it's a buff with changing the damage dice or the action economy of the spell.
That being said, I would like to hear from Larian whether this is a bug or not, considering how many skills, abilities and features are not implemented at all or correctly... I'm definitely leaning more towards bug.
The beam can hit up to 12 enemies at a time, meaning, with average damage, this spell is dealing 27*12= 324 damage. Doing it ten times is 3,240. At maximum, it's dealing 5,760 damage. You only need to hit 5 enemies to equal what your martial example is doing to a single enemy.
the number of times you're gonna get 3 or more enemies lined up is minimal specially if trying to avoid FF as this does both dmg and blinds victims and i imagine you dont want to be blinding your frontliners
I get what you're saying, but the spell is in the game and learnable by multiple classes and the ability on this weapon is only usable once per long rest. It's not like it's unique to this item, or specifically boosted. The reason it doesn't work on Blood of Lathander is because the spell itself is actually bugged in the game and functions the same way. It's not difficult to make a fireball do more damage than this due to radius being generally way more effective than a line for hitting multiple enemies. You're really trying hard to make this sound unbalanced, but if it were so insane then everyone would be using sunbeam, but it's largely ignored as a spell, because it's just not that good!
I know you thought you were doing something here... but really you were proving my point: "You only need to hit 5 enemies to equal what your martial example is doing to a single enemy."
You *have* to hit at minimum 5 enemies with this to even compare with a single martial class! Doesn't that actually make it fairly weak then?
You're also taking up your concentration slot, and if you wanted to use this on a non-caster, then most of the enemies are likely to make their save and you're doing half damage.
My complaint with the weapon is pretty plainly more along the lines of "why in the hell can this be acquired so early in the game?". That is exclusively why I'm interested in a version that doesn't permit excessive repeated castings.
Does this mod have any incompatibilities? I'm trying to get it to work, and I see the Sunbeam icon for 10 turns in the weapon's description, but I can't seem to actually recast it. I can't click the icon to cast Sunbeam again, and it doesn't appear along the other Recast skills like the Speak with Dead Amulet's skill. I'm not sure what why it wouldn't be working
The newest patch (Hotfix #4: Redeployed Version Number: 4.1.1.3648072) seems to be messing a lot of people up, mods or not; I'd recommend holding off on updating if you can.
There's nothing busted about this mod. This mod makes Sunbeam work just how it does in D&D 5e. Its a concentration spell that lasts 1 minute (10 rounds) and can be recast using your Action as long as you have it up. You made it be what it was supposed to be.
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So, no, the spell should be 10-turns since it's the same Sunbeam you get as a Spellcaster.
If you don't want players to have it easily, make it extremely difficult to get, or don't add it at all.
This idea in game design needs to be buried. If you don't want things to make sense, don't bother adding a story.
Christ, this is how we get a joke in balancing for someone like Dame Aylin. Completely useless in combat when we should be ecstatic to have her aid.
Why can mere wizards channel the beam for 10 turns, but the relic can't.
EDIT: After much trial and error it finally appeared as if by magic, idk why it wasn't showing or if it will continue to show. Perhaps you could remove the long rest requirement?
That being said, I would like to hear from Larian whether this is a bug or not, considering how many skills, abilities and features are not implemented at all or correctly... I'm definitely leaning more towards bug.
You only need to hit 5 enemies to equal what your martial example is doing to a single enemy.
I know you thought you were doing something here... but really you were proving my point:
"You only need to hit 5 enemies to equal what your martial example is doing to a single enemy."
You *have* to hit at minimum 5 enemies with this to even compare with a single martial class! Doesn't that actually make it fairly weak then?
You're also taking up your concentration slot, and if you wanted to use this on a non-caster, then most of the enemies are likely to make their save and you're doing half damage.
Edit: Nevermind, I made the edit myself.