Latest Posts (7)
See AllBaldur's Gate 3's Best Rogue Build Has a Big Asterisk Attached
Thief is objectively the best subclass simply because you get two bonus actions. If you take the Dual Wielder feat and either equip Gloves of the Balanced Hands or take a dip into Fighter for the Two Weapon Fighting style, that's three attacks per round -- and making it 5 levels of Fighter makes it 4 attacks per round, all with full modifiers worth of damage.
Interestingly the best stealth combat build is the Assassin Rogue in combination with the Gloom Stalker ranger, for the extra attack plus the Dread Ambusher attack, the massive initiative boost, advantage on all attacks against enemies that haven't moved yet, resetting your action when you initiate combat by attacking enemies unaware, and finally automatic critical hits on any surprised enemy -- meaning 5 attacks on the first round, all of which are critical including one of them being a sneak attack.
On that ranger build, though, I actually prefer thief/gloomstalker with Sharpshooter and run dual hand crossbows, so now in addition to the three standard attacks in the first round and 2 thereafter I'm also popping off two more off-hand shots -- all with damage cranked by an additional 10 with Sharpshooter.
Baldur's Gate 3 is a Safe Haven for One of Dungeons and Dragons 5e's Most Embattled Classes
One of the biggest problems with monks in the tabletop game is that they're heavily designed for movement, but most DMs and map designers aren't good at designing encounters where movement is so crucial. The biggest "fix" in BG3 is simply having encounters designed in ways that make navigating the terrain and movement crucial, with melee characters usually having to spend a turn dashing in order to close the gap, variations in height for archers to exploit, bottlenecks for melee fighters and AOE effects to exploit, etc. The power of the Monk is going to be as a counter-sniper, rapidly closing gaps that melee fighters will struggle with and being able to threaten all of them immediately.
Baldur's Gate 3 Mod Makes Honour Mode Even Harder
Inspiration is a core mechanic of the game. It's the primary reward for "playing the character" and when you remove it there's no reason to play a character.
Nintendo Explains How Backwards Compatibility Works for Switch 2
The technical aspect of it is that there are basically three "technical" parts of a game. The first is the CPU executable code. For Switch games, this is directly compatible with the Switch 2 processor. The second is the assets, which are entirely independent of any platform, they're *just data.* The last is the GPU executable code, and that is *not* directly compatible from Switch 1 to Switch 2.
Switch 1 games on Switch 2 have that GPU shader code reinterpreted on the fly. Emulated. "Switch 2 editions" may contain additional content and code, but altogether are taking the original stuff and recompiling it for full compatibility on Switch 2.
Metroid Prime 4: Beyond Could Be the ‘Breath of the Wild’ for the Nintendo Switch 2
The three things I'm hoping for out of this one.
First, that it stays true to form -- that the overall structure of labyrinth/roadblock/new power to open the way remains in place.
Second, that it borrows the core philosophy that made Breath of the Wild great -- namely, systems-based gameplay, goal-oriented problem design rather than sequence-oriented, with solutions generally open to your imagination. Maybe not to the same degree, but at least don't give us "colored doors."
Third, that it shows real ambition and innovation. Make the beams feel like they were designed for entirely different gameplay styles, that the movement options evolve such that the late game feels nothing like the early game, the environs take my breath away and enemies and bosses show off the full scale of what the Nintendo Switch is capable of.
The Nintendo Switch 2's Rumored Launch Titles Could Be a Serious One-Two Punch
Fabian That was the most "technically correct" reply that ever could have been.