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  1. jimtheadmin
    jimtheadmin
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    good mod, this fight heavily nerfs you for no reason if you use a ranged party and is not at all a concern if you are using melee. Stupid feature and another quality Larian moment. Can you do one that removes the Gnoll triple attacks? It's designed so that you fail and are forced to use the Illithid powers or try and be sneaky, but if you party isn't built that way the game design tells players that they are too low leveled for this area, despite it being the same area you find a companion and can access at level one. Bad design abounds in this game and it rarely makes the game harder, it often just makes spells even worse. There isn't a single encounter in this game that isn't entirely weak to a fighter with a big sword and a single speed potion, which has zero checks in any acts. Meanwhile, ranged is mocked and laughed if you don't go dual crossbows and then these stupid fucks showed up and said "Only melee users are allowed to hurt themselves."
    1. grimAuxiliatrixMods
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      It is not designed so that you fail. The gnoll fight forces you to use proper positioning, spell selection, and target priority. You can easily beat it without taking a single hit through good use of Web and Spike Growth or Darkness.
  2. semiliterate
    semiliterate
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    Canonically Doppelgangers have a highly-developed "danger sense" where centuries of persecution and oppression have given them an evolved psychic ability that surpasses that of true mind-readers because it operates as an instant and instinctive sense.

    I'm absolutely not defending this as a gameplay feature though. Just in case having the lore explanation helps anyone be less annoyed at it.
  3. afftor
    afftor
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    Enemies get plenty of stupid moves on tactician even in act 1, like goblin passive to deal bonus d6 on 1 attack or gnolls getting 3 ranged attacks per turn after 2 turns of battle until they are dead. Both are pretty much instakill when crit. 
    1. Welkthar
      Welkthar
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      Those examples are highly incomparable with what this mod is fixing...
    2. karlack0209
      karlack0209
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      I don't agree. I didn't had any problems playing on tactician and I'm not a d&d player and I'm playing with Karmic dices disable. I think you need to rethink the strategy and your builds.
    3. Voltron89
      Voltron89
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      I am 5e optimizer and karmic dice disabled was first thing I did. This mod fixes out of nowhere stupid feature that only affects single specific playstyle for no reason at all. If at least it would affect every single one (melee, thrown etc.) then at least it would have some resemblance of sense. This looks like some random left over especially since even UI name is bugged.

      Disadvantage and Advantage are big focus of 5e system and getting them requires usually some sort of resources used/spell etc. Having a passive like that out of nowhere "just becasue" is in my opinion just stupid.

      Tactician needs buff (or we need higher difficulty) but this is not the way to do it.
    4. afftor
      afftor
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      @karlack0209
      I've beaten this game easily, but when you bring dices into play you just showcase that it's a luck based mission. The game is very poorly balanced overall and on tactician there's lots of places where you just get half of your party wiped in 1 turn in act1 but in act3 you wipe every enemy party you come across with no next to no effort. Maybe karmic dice actually has some influence over it as I never really thought about it outside of dialogue options (which rarely even matter). 

      That said, not that I have anything against this mod, just pointing out how irregular balance is.
    5. karlack0209
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      Dude, the thing is, D&D IS ABOUT DICE. You are basicaly saying dnd is luck. Which is not! I didn't ever need luck to win battles. Luck or bad luck doesn't define any battle for me. It will just define how quickly I'm gonna win or lose based on my decisions. I never get my party wiped. In fact, I installed a mod to increase legendary moves from bosses in act 2 and 3. So unfortunatly, I can't see your point. But we don't need to agree, so let's agree to disagree.
    6. afftor
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      If you are saying that you've beaten every fight on the tactician from first time with zero knowledge and preparations, I'm not gonna believe you, but since you mentioned 'lose' I suppose you didn't. The moment you can reload all the time basically makes dices just an annoyance factor, but I digress. Once again, in first act there's more than a few enemies which can kill half of your party in one turn even if you know about them: owlbear, githyanki party, harpies (altho that one is more of failing saving throws on charm). Hag itself has about 50 ranged poison damage on first turn (5 poison rays from copies if they all land). If you roll badly on all that stuff you are just reloading the game because of how dnd is balanced. But I digress. 
    7. karlack0209
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      I'll talk about the HAG copies. I died first try because I was trying to hit the real one. Then I notice that I just need to hit 1 time a coppy so they would disappear. So I just used magic missels, 3 copies died. So I just killed almost all coppies until the end of the turn. But there's nothing to do with dice, I just need to figure out how to beat her. Magic missels never miss the target. It is a garanted hit. I played Divinity 1 and 2 on tactician, so I know you need to figure out some way to kill something. Divinity 1 and 2 is harder than bg3 for sure. Harpies: The kid died, not me. So I reloded because I was trying to save the child. But I didn't had any problem fighting them, then I just realized, I need to let the harpie sing and kill the others, before the child get close to the harpie singing I stop the song, she lost concentration. Owl-bear, didn't have problems. githyanki party: I didn't fight them, there's no reason to do so, they just let you go. Didn't you notice you need to bring Lae'zel to this encounter?
    8. KainYusanagi
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      Agreed. For the record, here's the ACTUAL Read Thoughts ability:

      "Read Thoughts. The doppelganger magically reads the surface thoughts of one creature within 60 feet of it. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, the doppelganger can continue reading its thoughts, as long as the doppelganger's concentration isn't broken (as if concentrating on a spell). While reading the target's mind, the doppelganger has advantage on Wisdom (Insight) and Charisma (Deception, Intimidation, and Persuasion) checks against the target."

      so this was Larian being Larian.
    9. dgmod1
      dgmod1
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      I dont think you see the point of the mod or everything explained. I play with mods harder than everyone in the comments. Extra 60% Health and +1 Extra Attack/Save DC to enemies, Invisible DC checks, Removed perception check roll pop ups, no respec allowed, no original ability score changes for classes allowed, 150 cost for camping supplies, and removed map markers and 20% increase in exp requirements to level up, and I am telling you the fact that ranged attacks are the only thing that give you disadvantage is just a stupid half backed mechanic that is out of place and makes no sense.

      If you are going to add it, add it to melee as well and other attacks. It does not belong in the game and it seems like it was just half made for some reason but left it.

      (oh and only play/recruit 4 total characters in a run, no character/build switching)
  4. xgearcrank
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    Thank you for the mod. I agree that this is literally bs. While I didn't have difficulty killing these enemies (some people seem to think that's why you made the mod ig idfk) its incredibly stupid that these enemies have this random ability. Like just based on principle, why does this enemy type give disadvantage on ranged attacks with no explainable reason? The doppelgangers show no sign of being able to mentally communicate with you in my interactions with them and literally look squishier and less armored then a ton of other monsters. Its such a weird effect to just randomly tack on. I would totally be fine with it if the game made any attempt to explain or show why this was the case, but alas.

    Thank you for taking the time to make this.
  5. Crimin0n
    Crimin0n
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    I personally didn't have any issues killing these guys in tactician. If that's the case, I'd love to see the reverse side of the coin where you add this in for melee as well, rather than remove it. 
  6. Azzu
    Azzu
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    I'm relatively sure I saw this on other enemies as well, but of course they could all have been Doppelgangers disguising as something else without me noticing it :D
  7. karlack0209
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    I think you didn't notice, but when playing tactician mode you are also able to gain advantage, not only disavantage. When I was playing on Act 1 I get the advantage for the first time: "Difficulty: Tactician". So it's not a thing only enemys can use agains't you.
    1. Voltron89
      Voltron89
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      If you can tell me specifically what enemy had it, cause I don't remember anything like that, I can make mod for that too.
    2. karlack0209
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      I saw it first time when fighting agains't the Hag final fight Act 1.
    3. TblPDblM
      TblPDblM
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      I think that's a tooltip bug.
  8. outofperspective
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    Test the original debuffs with Warlock's Devil's Sight. Perhaps the reason is that it is a magical barrier that is preventing you.
  9. ElfTheHunter
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    And here I am looking for the opposite, things to make Tactician more bullshit.  But to each their own.  Every mod that helps make someone's experience more what they want is a good thing, so kudos for that.
  10. fmydog
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    bro i can feel the rage come through and thank you for the hard work you get my endorsment.