That's probably the best solution, because that's just not an effective class concept at all without multiclassing. Spellcasters in the DnD 5e ruleset are expected to use their spells as their main mode of offense, and using any kind of weapon whatsoever is usually the last of last resorts when cantrips have unlimited use. Additionally, bards are squarely a support class, so by trying to do ranged combat with crossbows as one you're hamstringing both your character and your party. BG3's classes aren't some open-ended "create character you want" type system like the Soulsborne games, they all have pretty rigid and narrow fields of specialization. If you want to play double crossbows, I recommend playing either a Fighter or a Ranger.
I think I got it last night: faith miracles allow for more general and varied use in conjunction with weapons, while intelligence sorceries focus overwhelmingly on offense. There's miracles like Golden Vow, Electrify Armament, and all the healing spells, which are useful for any build. Spells have 50 different varieties of "shoot a thing that does damage".
Faith definitely has more versatility. I hope the dlc adds some more of that for sorceries, because outside of a nightlight, shield booster and status mitigator there’s practically nothing. Maybe that’s another reason why I’ve never really committed to INT builds. When everything else is capable of as-good-or-better damage and typically at less cost, it feels like more of a novelty or style-based play style.
Yep, still using the Bloodhound Fang. I've tried branching out and trying other weapons, but I keep coming back to my binky.
And as far as following anyone's storylines, I have no idea where I'm at with any of them. I just wander around, and see NPCs I recognize have apparently moved; don't know why, when, or how. I imagine at this point enough of the quest lines have been broken that it's too late to start caring. Same goes for clean up at the capital; don't know what I'm missing there.
This is the thing about Souls games, and this one especially: when it comes to quests, you don't know what you don't know, and the game does very little (if anything) to tell you, so you have to spoil the game and defer to wikis.
Yup it’s…a thing alright lol. There’s definitely still QoL stuff that can be improved upon, but at the same time they’ve gotten better at “nudging” without really compromising player agency. The grace sites “pointing” in certain directions, stamps on the map for different invader locations with the Volcano Manor assassinations, stuff in NPC dialog with cues to where they might be heading, etc. But yeah a lot is still left behind the veil of wtf-ery where any amount of exploration wouldn’t prevent a miss unless the player is practically clairvoyant.
The general take-away seems to be “it’s ok” to miss things, as it makes finding things feel more surprising and gainful. Of course, this will bug the hell out of completionists, as the game design is indifferent to what the player finds. FROM basically leaves the spoiler factor up to independent player discretion vs building them into the game. Kinda like the absence of difficulty modes it’s doubtful FROM will ever go the road of most adventure games where there’s basically failsafes in place, whether through journals, checklists, written or vocal cues, or even game progress halting completely until a certain condition is met. Well, actually there are a couple of those, but the last one is something they don’t tell you about either lol.