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Post by Rulin Pendragon on Mar 19, 2007 18:37:10 GMT -5
Wow thats a mouthful........But great
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Post by Tempus on Mar 21, 2007 11:16:47 GMT -5
[glow=red,2,300]>>> A Commanders Filibuster[/glow] It has recently come to my attention that Chimaera and Kindred have agreed to an alliance with the intention of ruling Dominia and *insert Kindred hidden agenda* decimating Eclipse Though this warms my bosom and brings a smile to my face, I am concerned by the rally cry wrought upon us by this Dark Pact. Allow me to explain... It is absurd to think that a Rogue can solo PvP a cleric just as it is folly for a Bard to solo PvP a Weapon Master. Pure Builds of some classes far exceed Pure Builds of others. But please, dont be discouraged warriors or call me aloof.. hang in there and we will prevail!! To help us in this quest, I am suggesting we add some BASIC changes so our noble Clansmen may continue to develop their warriors as they want and increase the PvP viability for these 'less than stereotypical' builds. [glow=purple,2,300]>>>Rogue Adjustments[/glow] 1) NWN Basic Craft Components- Increase the occurrence or purchasing availability of Trap Crafting components.Almost all armor/weapon crafting components can be purchased in Nefthalon however, there are NO purchasable trap crafting items. Skeleton knuckles and an occasional quartz crystal or alchemist’s fire can be FOUND but these are at best uncommon (save the skeleton knuckles) while tangle-foot bags are rarer than Unicorns. I’ve yet to find or see a single holy water, thunder stone, caltrop, acid flask, cold stone, or choking powder. 2) Traps – Allow for all traps to be recoverable and on an automatic re-spawn OR, allow for craftable Epic Traps.Best trap that can be created in RD based on supplies: Deadly Electrical= 120 Damage, Save-reflex 28 for 1/2Add the possibility that players can have elemental protection or reductions and a limited supply of components to craft the trap plus gear and this trap becomes almost mute. [glow=purple,2,300]>>>Bard Adjustments[/glow] Perform - Make perform skill increase items more available or introduce consumable products that do the same (e.g. potions).I have yet to see any perform increase item (non-boss) other than the Gloves of The Minstrel (a paltry +3). When building my Bard (level 35) the max Perfom rank I could obtain was 81.. NO WHERE NEAR the needed 100 for a maxed Bard-song [glow=purple,2,300]>>>General Adjustments[/glow] True Seeing – Adjust the aspect that allows for automatic stealth detection to instead grant an adjusted spot and listen skill by +20 each.See redemptionmod.proboards19.com/index.cgi?action=display&board=suggestions&thread=1152195694&page=1#1174322582 post for details.
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Post by renegade on Mar 21, 2007 12:59:29 GMT -5
not sure why you put all that in spell changes thread Tusky old stick but anyway: Agree with the lack of Epic traps There's lots of holy water, caltrops etc.......take a look about (or look harder Bard perform is an issue - I have only seen Epic boss gear with any bonuses which is a bit mean on the poor old warblers.
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Post by The Messiah on Mar 21, 2007 13:49:35 GMT -5
I think I agree with the lack of epic traps too, but I've still always found high strategic use of fatal traps is still effective, however... Epic traps would be good, but to a point. I'd also prefer some kind of trap between the power level of Fatal and Epic, personally, or a limit to the number of traps a rogue can lay. Because as we've all learned on DM quests and some of our areas, well-laid traps = instant death. Unless you're a mummy, and EVEN THEN, lots of mummies die instantly. Maybe some trap kits that have spell blasts and stuff; those would be cool.
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Post by Tempus on Mar 21, 2007 14:56:59 GMT -5
You are so correct Ren.. should/could have taken the whole part of traps out and placed in "crafting" thread... I appreciate the input and advise and glad these are being explored. *drools over potentially debiltating caster traps! *Ren.. WHERE are these items?! ;D
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Post by sylvantis on Mar 21, 2007 19:32:26 GMT -5
I have no problem with the nerf to TS assuming 1 change...which i believe is possible. for the 5 second after using HIPS your hide skill had a 50% debuff. Its makes a weak kinda sense RP-wise, and this way a rogue HIPS can sneak up on a mage/cleric for sure get in his doomsday attacks, but now assuming the caster has invested at least 30-40 points in his spot skill(cross class btw) he has at least a chance of retailing within that 5 seconds.
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Post by Tempus on Mar 22, 2007 6:40:31 GMT -5
Sylvantis, not only is HiPS a valuable tool in PvP but most definitaly on Boss Runs and Quests, Hall Raids etc... With the proposed nef to True Seeing (+20 Spot/Listen) and the other feats available to all classes (please see my post on page 2), it seems to be in line with other abilities and skills PROVIDED the caster class makes an investment into the skills. Adjusting the Hide skill further, just exaggerates the current situation further, no?--
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Post by loignar on Mar 22, 2007 7:19:21 GMT -5
Adjusting the Hide skill further, just exaggerates the current situation further, no?-- Certainly not when done in combination with the change to True Seeing. Consider the current status of HiPS vs the proposal to make TS a skill bonus and HiPS has a breif window at the begining in which the skill is reduced. Clearly the proposal makes HiPS much more viable then it's current state. If you are concerned that NPCs or creatures without TS will suddenly be able to see SDs when they could not before.......I can assure you that the spot checks on all creatures are reasonably low for their given CRs. On RD the low end of hide/move silent should be character level +20, and NPCs/creatures through out RD have a spot check of about half their CR at best. There are a few epic exceptions, but you can't expect to be able to use any one skill/feat against every encounter. HiPS is ridiculously broken, and bioware's quick fix was to allow true seeing to locate those hiding which obviously only led to more problems.
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Post by Tempus on Mar 22, 2007 8:11:57 GMT -5
Humm.. you are correct (checked scripts and tested PvM). Seems the only alternate way round the opposing spot vs. HiPS:
Elf = Keen Senses Stand Still = Active Search
And even these, at BEST are not entirely fast enough to counter a HiPS maneuver worse, repeated HiPS (which is what I do anyway!)
Point taken and accepted! ;D
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Post by sylvantis on Mar 22, 2007 19:00:03 GMT -5
Another thing you have to take into consideration Glog. caster generally have Spot and Listen as cross-class skills(I think).
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Post by Tempus on Mar 26, 2007 7:25:11 GMT -5
Oh I know Sylvantis. I did not really forget .. All casters have access to the following though: Max Spot/Listen skill (+20) Alertness Feat (+2 Spot/Listen) Clairaudiance/Clarivoidence (+10 Spot/Listen) Wisdom of 10 w/Owls Wisdom (+2 max) Skill Focus Spot (+3 Spot) Blooded (+2 Spot) ;D
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Post by niphredil on Jul 23, 2007 11:42:44 GMT -5
i wonder if this has been fixed in nwn2. ts is defective by engine design i think, as TS should be a LoS ability. TS does not give you eyes in the back of your head. a vision cone giving you about 120 degrees in front of you should be how true seeing works. i'm not sure if this would have to be applied to all situations, all the time, perhaps just when using TS to detect invis.
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Post by niphredil on Jul 27, 2007 16:07:07 GMT -5
i was also wondering what the thought process was behind lowering the concealment bonus of improved invis to 30%. i would support getting rid of the concealment altogether, or lowering it to 20% and making it last a much shorter time.
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Post by sylvantis on Oct 2, 2007 17:44:43 GMT -5
OK, time for another installment of Sylv's Spell changes. Also Any change I recommend I'm willing to attempt scripting.
Improved Invisibility Base conceal bonus of 20%, scaling w/ feats and levels. 30 caster levels +5% 35 caster levels +10% 40 caster levels +20% Spell Focus +5% G. Spell Focus +10% E. Spell Focus +20%
This allows for a 40th pure caster focused in a under-used school to provide a 60% conceal bonus.
The average caster who will likely not take focus feats and generally will not go beyond 38 caster levels has a 30% bonus(35% for gnomes who get the school for free)
Scroll users will be plain SOL w/ a 20% bonus.
War Cry Base remains as NWN default(+2 atk/dmg 1 rd/level), scaling w/ levels and feats 25 bard levels duration from rounds to turns E. Spell focus +4 atk/dmg bonus
A bard only spell I've rarely seen it used despite being one of the few decent bard spells available. Requiring 25 levels for the round to turn change stops it use by the popular(and very powerful) bard/RDD/PM combo which doesn't really need much help.
Ethereal Visage Base remains NWN default, scales w/ levels and feats 30 caster levels 20/+5 dmg reduction 35 caster levels 20/+6 dmg reduction 40 caster levels 20/+7 dmg reduction Spell Focus immunity 3rd level and lower spells G. Spell Focus immunity 4th level and lower spells E. Spell Focus +20 immunity 5th level and lower spells
The damage reduction increases are upped to reflect by these levels most people have access to better than the base damage reduction in gear alone. Some may say the spell focus bonuses are a bit over powered but as this is a higher end spell w/ a 1 rd/lvl duration and again not a common spell focus its seems balanced to me.
Dirge Most creatures you'd actually want to waste the time debuffing, are immune to lowered ability scores so I recommend this have a have no saving throw after 25 levels of bard, and instead provide a negative -1 to enemy armor class each round.
Summons(all excluding gate)
Spell focus feats should have the following effects Spell focus +4 all summon stats G Spell Focus +5 regen E spell Focus +8 all stats, +10 regen
Also I have always though of the I-IX spell as tanks or hunting aids, not there to deal damage, rather just there to soak up damage and distract a few NPCs on a large pull. Then theres the Create Greater Undead and Planar Binding Series which I've always viewed as short term, but while their around the can deal some damage. If we can select creature to more reflect this than as it currently is That would be great.
I believe as many other I'm sure that the VIII and the IX summons are messed up and should be either swapped or replaced.
The currently binding and create spells I believe still have default nwn values. I recommend for the greater versions at least vampire warriors(from CC) and and spire demons make sense. This is assuming create undead's duration is 1 rd/level.
I have more but my typing patience is about up.
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Post by renegade on Nov 30, 2007 13:13:08 GMT -5
give MM's, IMS and IGMS a reflex save
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