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Post by sylvantis on Jan 10, 2010 12:28:10 GMT -5
Climbing checks. Please change how they're done it seems certain character type just cant succeed no matter how many times they try. This basically just put an area off limits to a character. Known places with these checks: Arkanis, Deathbloom, Dwarven Passage.
Class abilities: Not sure if you plan on going to pre-wipe scripts but if not here's my take.
Class innate abilities: Rage, Songs, Turning, Lay on hands, etc should be instant actions.
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Post by sylvantis on Jan 10, 2010 12:38:43 GMT -5
Epic Spells: Mummy dust. Level 20-30, summon a undead pirate Level 31-35, summon a vampire warrior Level 36-40, summon a doom knight
Dragon Knight. Level 20-30, summon a Sitis blade dancer Level 31-35, summon a * awaiting more draconian npcs to be added Level 36-40, summon a * awaiting more draconian npcs to be added
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Post by sylvantis on Jan 10, 2010 12:50:50 GMT -5
Pale Master
Deathless mastery(level 10) 25% Fire, Positive, and Divine vulnerability Immunity to Crits
Deathless master touch Acts as a Harm
Undead graft DC 20 + 1/2 PM levels
Undead Summons redone Would be nice/neat if we stuck to undead that already exist on the server.
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Post by sylvantis on Jan 10, 2010 13:04:14 GMT -5
Barbarian
Mighty Rage Should dramatically increase ability to deal and absorb punishment, while lowering defensive abilities.
+1 attack and damage per 4 class levels +10 hitpoints per class level -1 armor class and reflex save per 4 levels
Terrifying Rage At the epic levels everyone has immunity to mind/fear effects, including the NPCs. So why don't we just make this an ability any wise player would be scared to face.
-1 armor class and +5 spell failure per 4 levels
Thundering Rage Never saw a threat being deafened.
Enchants any melee weapon used with 1d12 electrical and sonic damage.
With these changes a true barbarian is a thing to be feared an respected, even by casters.
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Post by sylvantis on Jan 10, 2010 13:25:29 GMT -5
Spells, Part I Game Breakers
Time stop No need to explain how this spell doesn't work out.
*Group greater sanctuary that lasts 9 seconds
Heal While not a problem as a spell, in potion form this leads to rather rediculous fights in both PvP and PvE as players and NPCs hitpoints reach incredible levels.
*Turn into a percentage regenerate that lasts 10 rounds healing 10% per round. Unstackable.
True seeing This spell pretty much renders rogues useless in PvP and for player use that basically all its good as See Invisible works just fine for PvE.
*Turn into a +1 spot/level buff, or *Change duration to 5 rounds. Unextendable.
Greater sanctuary This spell allows a player to skip all PvE content when he wants.
*Change duration to 9 seconds. Unextendable.
Bigby's crushing hand Bigby's grasping hand Bigby's forceful hand Going to lump these all together. These guys are near impossible to resist in the hands of a good caster and spell out GG for anyone hit with one.
*Change these spell to a concentration type like Black Blade of Disaster.
Mestil's acid sheath Elemental shield Going to lump these together also. With the reflective abilities of these and certain build types, its almost always certain to do more damage to whatever is hitting you than it can do to you, and that in addition to whatever spells your throwing at them.
*Add a physical vulnerability to them scaling with level. 1-10 10% 11-20 20% 21-30 30% 30-40 40%
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Post by sylvantis on Jan 10, 2010 13:52:18 GMT -5
Spells, Part II Damage
Casters are great farmers, but when it comes PvP or boss time they have little stamina and very few spells to select from that actually dead damage, rather incapacitating or death magic.
The Good These spells deal fine damage and can be just left alone.
Horrid wilting Isaac's greater missile storm Evard's black tentacles Ice storm Magic missile Isaac's lesser missile storm Blade barrier
The Bad These spells need help and can be helped. I'm not going to look at all damage spells just enough for each class, level, damage type has a chance.
Storm of vengance While great for it disabling effect, its damage can be shrugged off fairly easily. This spell is only powerful when cast multiple times in the same location which can cause issues. *Make the spell unable to overlap with itself. damage then would be safe at 3d10 of fire, electricity, acid, sonic, cold
Fire storm *Just remove the level cap and this baby is good to go.
Earthquake *Just remove the level cap and this baby is good to go.
Flame strike *Just remove the level cap and this baby is good to go.
Hammer of the gods *Just remove the level cap and this baby is good to go.
Glyph of warding *Just remove the level cap and this baby is good to go.
Sunburst *Increase the DC by 3
Creeping doom *Make the spell unable to overlap with itself. Change the damage type to acid, and increase the maximum damage of the swarm to 100 hitpoints per caster level.
Inferno *Increase the damage to 2d10 fire and add a secondary damage type (magic, or negative would fit well).
Call lightning *Just remove the level cap and this baby is good to go.
Healing sting *Change damage to 1d10 per 5 levels Meteor swarm *1d6 fire and magic damage per level
Delayed blast fireball *Just remove the level cap and this baby is good to go.
Chain lightning *Just remove the level cap and this baby is good to go.
Cone of cold *Just remove the level cap and this baby is good to go.
Mestil's acid breath *Just remove the level cap and this baby is good to go.
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Post by sylvantis on Jan 10, 2010 14:47:44 GMT -5
Spells, Part III Buffs Greater magic weapon*+1 per 5 levels, allow to work on ammo Keen edge*Allow to work on all melee weapons Flame weapon*Allow to work on ranged ammo Improved invisibility*30% base conceal +10% per focus in illusion Ethereal visage*(5 DR/5 Caster levels)/(+1/6 caster levels) Premonition *30/+6, 40% conceal 30 hitpoints per caster level War cry*+1 attack, +1 damage per 5 caster levels. No somatic component. Dirge*Remove saving throw. No somatic component. Shield of faith*+1 per 6 caster level Barkskin*+1 per 6 caster level Magic vestment*+1 per 6 caster level Darkfire*Allow to work on ranged ammo Aura vs alignment*Increase SR vs alignment to 20+caster level Undeath's eternal foe*Change AC to +10 vs Undead Awaken*Use my neat random script I made ages ago . Aura of vitality*Change duration to turns Regenerate*Change duration to turns
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Post by Dethklok on Jan 10, 2010 15:53:03 GMT -5
As i recall, Greater Sanctuary only lasted 6 seconds before, but i could be wrong. Also IGMS was reduced to a max of 15 missles, instead of the default 20.
Modifications to the Barbarian class seem a little powerful. Too much ab boost along with AC drain on enemies.
I never liked the concentration aspect of bibgy when it was changed. Fighting with a partner it can be asily abused, since the duration was the same. I think it might work better as a repulsion type spell, pushing people away instead of knocking them prone. Higher level bibgys could be mass repulsion, and the 9th level one (i forget the names) adds a 1 round kd effect to everyone (except the mage). Though im not really sure if this can even be scripted, i've never heard of a repulsion effect before in nwn.
As for the spell Heal, i'd rather see a maximum hp limit that is healed rather than the regeneration thing. THe spell could heal 50hp/2 caster levels, with a max of 1000 healed by a 40 cleric/druid. Potions set at 20th level, healing 500.
The rest looks good for the most part, especially keen edge ;D
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Post by Dethklok on Jan 10, 2010 16:25:56 GMT -5
Also, dispel checks are better off the was they are now, as opposed to pre-wipe. Casters of equal level should have a 50 percent chance of success when attemting to dispell each other. Remember, this applies to each spell effect, not all or nothing. I forget exactly what was different last time, but it ruined the defender's chances of success, and all effects were removed every time.
And if there is a way to return the Holy Avenger effect to pre 1.69 standing, it should be implemented. As of 1.69, it uses a caster level of 10 for dispel checks, instead of your actual paladin level, making it useless agains anyone over level 30. Yeah, i know...
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Post by Tony654 on Jan 10, 2010 16:35:12 GMT -5
You change heal then you have to change lots of other things. When was the last time you pounded on someone that had their shields up, like Torgort for instance? What damage does Torgort do on a critical hit again? Was it 500+? What's that area in ToI that you have to guzzle a heal as soon as you port in? Ever try to tank atans as a young caster? The list goes on and on my fine friend.
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Post by sylvantis on Jan 10, 2010 16:59:05 GMT -5
Torgot and them are so very though exactly because of full heals. A boss wouldnt need to be so damned hard hitting if it didn't have to compete with an 800 hp tank chugging a heal every 3 seconds.
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Post by littletall on Jan 10, 2010 17:09:30 GMT -5
a tank wouldnt have to chug a heal every damn 3 seconds if the boss wasnt so hard hitting......
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Post by Rulin Pendragon on Jan 10, 2010 17:36:09 GMT -5
The boss is supposed to be hard and hard hitting, hence the group runs to bring them down
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Post by Ael'Thas on Jan 10, 2010 19:35:46 GMT -5
It's an endless circle here really... the boss wouldn't be so hard hitting if the tank didn't chug a heal every 3 seconds, a tank wouldn't have to chug a heal every 3 seconds if the boss didn't hit so hard, who wouldn't be hitting so hard in the first place if he didn't have to compete with a tank who can chug a heal every.... and so on and on and so forth.
Bottom line, it's just like what Tony said. Change the heal and it drags a whole lot of other problems with it.
I do, however, agree that heals are a bit overpowered. Maybe tone them down a little, make them heal Xhp/level or make them % based or something. For instance, change heal so it can only heal up to 70% of the users max hp. This way the real tanks will still be able to survive the bosses while players that drop below 30% hp won't be able to heal fully.
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Post by [Karma] on Jan 11, 2010 3:33:37 GMT -5
Barbarian - I like where you are headed, but those numbers need fiddling with.
Trueseeing - at 1/lvl bonus to spot is far overpowered. I would be happy at seeing a 1/2lvls or flat +15. In this way, a dedicated spotter will have a high chance of noticing a dedicated sneaker. But both will be weaker in other aspects for their dedication. +40 (hell +30 even for a low end cleric build) would result the cleric needing to spend 0 feats attaining the same kind of skill rank as a rogue heavily focusing in stealth feats (all three net you +15). Nothing over +20 should really be done imo. Gear should be as equally viable for spot/listen as for hide/ms.
Dirge - No save OR somatic component? I agree with no save. I also think it should have a (short, 1 round maybe) duration after leaving AoE. But to also add no somatic component is just...no.
Heal - I like the idea, but too much fiddling with everything else. Instead, 20/hp a level.
Just those for now.
On the other hand, I completely agree with those innate abilities being instantaneous. ESPECIALLY rage. Even if rage were good, the time taken to use it in itself makes it unviable.
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