Hello, I think it would be nice if you added something like 2 bonus AC to defensive stance. Also I don't think the animation switching for stances is working properly.
Agreed that the defensive stance seems underwhelm compared with the offensive. Maybe 2 AC is too much, especially in early game, but I'll considerer it.
About the animations, can you describe exactly what's the problem? Everything seems normal here.
Maybe 1 AC then? For the animations, after the first stance switch, both the defensive and offensive animations use the bladesinging animation. Also when I used a rapier, it just used normal animations for both stances.
That sounds like a good idea! The animation being a bug is too bad because it seemed like a cool idea, but yeah it should probably be removed because it makes the character pull out their weapon again every stance switch.
Another off topic thing, it would be cool if the stances themselves came with a downside to balance them out, like a double edged sword, maybe passe avant giving defence debuffs, and passe arriere giving attacking debuffs. Also more interactions between the two stances, like a damaging "mark" ability only be useable in the defensive stance, which can only be fully taken advantage of by switching to the attack stance next turn.
You made such a cool mod idea that I can't stop rambling, sorry! Thank you for chatting with me.
- Enemies will have Advantage when making Attack Rolls against you while in Passe Avant. - Your Melee Weapon Attacks have a -1d4 penalty to attack rolls while in Passe Arriere.
New passive at level 3: - Esquiver: Switching to Passe Arriere grants you 2 additional Armour Class for 1 turn.
At level 10: - Master of the Esquiver: Now you gain additional 3 Armour Class while in Master Passe Arriere.
Giving foes advantage on attack rolls against you while you're in the offensive stance seems really bad for how little benefit you get from it. 1d4 to damage is definitely not worth enemies having advantage against you. It's like reckless attack but without you getting advantage and without the health pool and resistances a barbarian gets, and even as a barbarian I use reckless attack quite sparingly.
If you want to give the stances negative effects, I'd recommend them being less detrimental and perhaps mirror each other. More damage in the offensive stance, but less AC; and less damage in the defensive stance but more AC.
I commend you for how receptible you are to feedback and suggestions! I love the idea of a duellist fighter, so I'm happy you're working on it so actively. :D
I do think that you need to buff the offensive stance if you're to give it a debuff like -2 AC. What it currently has is a nice bonus, but not enough to make me switch all that much, at least until switching becomes free once per turn. Perhaps the d4 could increase to d6 and d8 similar to the way a monk's martial arts die works? Or have the downsides be present early on in the class but become smaller as you progress? Just throwing out suggestions, I don't know if either of these would work well.
Personally the main thing I like about playing this class is the extra reaction point and ability to riposte without expending a limited resource such as superiority dice, especially the ability to do it completely for free against the target of Salut des Armes while in the defensive stance. It feels pretty cool to single out one particular enemy like that. The ability to close the distance with the once per battle rush attack while in the offensive stance is nice, as are the bonuses to hit and damage, but after using the rush attack I usually prefer to stay in the defensive stance for most of the fight. Perhaps the offensive one needs something more to incentivize the constant switching? Maybe it could also benefit from Salut des Armes, giving you advantage against the target. Then I'd definitely feel like switching back and forth more often.
I really liked the idea of making Salut des Armes interact with the offensive stance. Personally, I don't think the offensive stance needs more buffs, but that's only my perception.
If you want, I invite you to DM me in my discord, so I can send you the file for next update then you can test how it feels the new changes.
A cool interaction between stances could be like a once per short rest champion challenge-like spell only useable in defensive stance and a once per short rest whirlwind attack-like move useable only in offensive stance. So, once per short rest you can do a champion challenge to have all the enemies aggro and surround you in defensive stance, then next turn you can switch to offensive stance to deal aoe damage with whirlwind attack.
Thnx for letting me play as maelle in bg3. I do have a small request tho, would it be alright if you made this a sorcerer subclass? I really want to use some fire and lightning spells to feel more like her.
Nice, will this get lvl 20 support in the future? Also am using this already Reaction Points on Hotbar, do i need optional file still for the class itself or can i just use this
I have suggestion/request if its possible. Would you be able to implement Bladesinging animation to one of the stances (Passe Avant) and then Non-blade singing animation to the other (Passe Arriere)? Or vice versa. That would really sell the stance changes. Was just thinking of that since one of the mods I use implements that toggle.
The toggle is attached to the longsword weapon of that mod.
If not possible I'd settle for Wylls fencing stance, or more specifically the one fencing stance which seems to only apply to other characters when using the disarm ability from the Rogue Swashbuckler subclass(Flick o' the Wrist). -The one hand behind the back and sword out with the other stance-
Great mod - could u make an english version for the skill names? I get confused what skill is called what as i dont speak french and have problems remembering the names. Also check out myras Spelllibary over on mod.io they have 150 new spells with new animations - one looks very much like maelles blade flurry, just an inspiration to make the mod even more alive
Thanks for the recommendation but I don't know anything about VFX or animations to create something like that. About the translation, unfortunately I can't look this at the moment - A lot of work waits for me.
I suggest you try do to it yourself, is a very simple process: 1- Download and unpack de mod using LsLib or BG3 Multitool 2- Open the folder and find the .loca file where are the text strings (Localization > English > __MT_GEN_LOCA_642b0bb3-4c9f-4b99-bd8b-524e86a23152.loca) 3- Change whatever you want 4- Pack again!
For anyone having issues with subclassing, I'm pretty sure this mod wasn't made with Compatibility Framework.
Thus you will have to choose between this mod and some other Fighter Subclasses such as Witch Knight as only one will appear if you try to subclass into fighter.
EDIT: Fixing this actually wasn't that difficult, I just replicated how some other mods did it.
I unpacked the Duelliste mod on my desktop went -> "Mods" -> "Duelliste - New Fighter Subclass" -> "ScriptExtender" -> "Lua"
In "Lua" created a text file and renamed it to InitCompatibilityFramework.lua
Typed this into the .lua: modGuid = "a3eb1958-9510-4528-8a56-6b58eb083adc" subClassGuid = "745ba7d5-84ac-45b7-9d7a-83c7991caf66"
local subClasses = { darkynhoDuelliste= { modGuid = modGuid, subClassGuid = subClassGuid, class = "fighter", subClassName = "Duelliste" } }
local function OnStatsLoaded() Mods.SubclassCompatibilityFramework.Api.InsertSubClasses(subClasses) end
Ext.Events.StatsLoaded:Subscribe(OnStatsLoaded)
.. Afterwards, created another .txt file that i renamed to BootstrapClient.lua
Typed this into this .lua: Ext.Require("InitCompatibilityFramework.lua")
Thank you so much for this! Indeed I didn't made with Compatibility Framework because this subclass was made originally for Home Brew - Comprehensive reworks. This version is just a port for Vanilla.
I added the support for Compatibility Framework and just one more line in your code: if Ext.Mod.IsModLoaded("67fbbd53-7c7d-4cfa-9409-6d737b4d92a9"). This is to avoid errors in case the player don't have the Compatibility Framework installed.
Awesome mod from Homebrew Comprehensive Reworks now available to base game as well! Thank you so much for this version as well! =] Tomorrow comes! For Lumiére!
37 comments
About the animations, can you describe exactly what's the problem? Everything seems normal here.
About the animations, unfortunately its a vanilla bug. The only thing I can do is completely remove the bladesinger animations and keep it vanilla
Another off topic thing, it would be cool if the stances themselves came with a downside to balance them out, like a double edged sword, maybe passe avant giving defence debuffs, and passe arriere giving attacking debuffs. Also more interactions between the two stances, like a damaging "mark" ability only be useable in the defensive stance, which can only be fully taken advantage of by switching to the attack stance next turn.
You made such a cool mod idea that I can't stop rambling, sorry! Thank you for chatting with me.
- Bladesinger Animations removed
- Enemies will have Advantage when making Attack Rolls against you while in Passe Avant.
- Your Melee Weapon Attacks have a -1d4 penalty to attack rolls while in Passe Arriere.
New passive at level 3:
- Esquiver: Switching to Passe Arriere grants you 2 additional Armour Class for 1 turn.
At level 10:
- Master of the Esquiver: Now you gain additional 3 Armour Class while in Master Passe Arriere.
If you want to give the stances negative effects, I'd recommend them being less detrimental and perhaps mirror each other. More damage in the offensive stance, but less AC; and less damage in the defensive stance but more AC.
- 2 AC while in Passe Avant
- 1d4 damage on melee attacks while in Passe Arriere
I do think that you need to buff the offensive stance if you're to give it a debuff like -2 AC. What it currently has is a nice bonus, but not enough to make me switch all that much, at least until switching becomes free once per turn. Perhaps the d4 could increase to d6 and d8 similar to the way a monk's martial arts die works? Or have the downsides be present early on in the class but become smaller as you progress? Just throwing out suggestions, I don't know if either of these would work well.
Personally the main thing I like about playing this class is the extra reaction point and ability to riposte without expending a limited resource such as superiority dice, especially the ability to do it completely for free against the target of Salut des Armes while in the defensive stance. It feels pretty cool to single out one particular enemy like that. The ability to close the distance with the once per battle rush attack while in the offensive stance is nice, as are the bonuses to hit and damage, but after using the rush attack I usually prefer to stay in the defensive stance for most of the fight. Perhaps the offensive one needs something more to incentivize the constant switching? Maybe it could also benefit from Salut des Armes, giving you advantage against the target. Then I'd definitely feel like switching back and forth more often.
Thank you for your response!
If you want, I invite you to DM me in my discord, so I can send you the file for next update then you can test how it feels the new changes.
I think it's simpler you just multiclass...
I suggest you open a new topic at the Bugs session or dm me at discord so I can help you to fix this (Same nick, same profile picture)
I have suggestion/request if its possible. Would you be able to implement Bladesinging animation to one of the stances (Passe Avant) and then Non-blade singing animation to the other (Passe Arriere)? Or vice versa. That would really sell the stance changes. Was just thinking of that since one of the mods I use implements that toggle.
The mod is from Skirbie/Morganaevelyn:
https://mod.io/g/baldursgate3/m/death-archer-progressive-equipment-set#description
The toggle is attached to the longsword weapon of that mod.
If not possible I'd settle for Wylls fencing stance, or more specifically the one fencing stance which seems to only apply to other characters when using the disarm ability from the Rogue Swashbuckler subclass(Flick o' the Wrist). -The one hand behind the back and sword out with the other stance-
I suggest you try do to it yourself, is a very simple process:
1- Download and unpack de mod using LsLib or BG3 Multitool
2- Open the folder and find the .loca file where are the text strings (Localization > English > __MT_GEN_LOCA_642b0bb3-4c9f-4b99-bd8b-524e86a23152.loca)
3- Change whatever you want
4- Pack again!
Thus you will have to choose between this mod and some other Fighter Subclasses such as Witch Knight as only one will appear if you try to subclass into fighter.
EDIT: Fixing this actually wasn't that difficult, I just replicated how some other mods did it.
I unpacked the Duelliste mod on my desktop went -> "Mods" -> "Duelliste - New Fighter Subclass" -> "ScriptExtender" -> "Lua"
In "Lua" created a text file and renamed it to InitCompatibilityFramework.lua
Typed this into the .lua:
modGuid = "a3eb1958-9510-4528-8a56-6b58eb083adc"
subClassGuid = "745ba7d5-84ac-45b7-9d7a-83c7991caf66"
local subClasses = {
darkynhoDuelliste= {
modGuid = modGuid,
subClassGuid = subClassGuid,
class = "fighter",
subClassName = "Duelliste"
}
}
local function OnStatsLoaded()
Mods.SubclassCompatibilityFramework.Api.InsertSubClasses(subClasses)
end
Ext.Events.StatsLoaded:Subscribe(OnStatsLoaded)
.. Afterwards, created another .txt file that i renamed to BootstrapClient.lua
Typed this into this .lua:
Ext.Require("InitCompatibilityFramework.lua")
And now both Witch Knight and Duelliste - New Fighter Subclass work together.
This probably varies a lot on a case by case basis.
I added the support for Compatibility Framework and just one more line in your code: if Ext.Mod.IsModLoaded("67fbbd53-7c7d-4cfa-9409-6d737b4d92a9"). This is to avoid errors in case the player don't have the Compatibility Framework installed.
thx
i'll check in Exp33 ingame
Thank you so much for this version as well! =]
Tomorrow comes! For Lumiére!