Post by Delfestra Ruinvorn on Mar 7, 2006 15:41:07 GMT
Okay. I'd been gone for about three months, came back and many things had changed. And so I am writing my opinions/feedback while things are still fresh in my head.
<b>Thing one</b>: Starfire. Why was it changed to do less? I can understand that (if you're level 40) about 400 or so pts of damage unsaveable is huge - but it IS a super epic spell, that you need to spend three feats to be eligible to get, or use one book - meaning you can use no other books. It is also onec per day/rest.
I think it was best balanced as it was...
Especially when you take into consideration the paladin greater smite/radius thingy. That does the same if not MUCH MORE damage...of an equally exotic type...huge radius...no SR save...and it can be done what, 10 times more often per rest period? Costs one feat, that unlike epic illusion is useful for other things...so that every paladin ever born will absolutely take great smiting. Epic illusion, not so much.
Plus, you don't have to go find it in game, like starfire. You just get it for being a paladin.
True, there is a balance built in that it is only vs evil things...but STILL. 10x or more per rest, no additional hoops to jump through, and you're not forced to choose between great smiting and something else awesome, the way you are with super-epics.
When you compare those two skills side by side...nerfing/altering Starfire and having Great Smiting be so absurd...something's out of balance there.
<b>Thing Two</b>: Difficulty increases:
OK, we all know that with LLs coming in, there has to be rebalancing going on. We accept this, it makes sense.
But, instead of just making things more damaging and huge-er, and making it harder for people who aren't amateur monks to survive...how about this:
<u>Change various attack forms from reflex saves to non-reflex saves...fort or will? </u>
This would have the effect of reigning in dexers, reigning in the amateur monk society...making non-evasion characters more viable/surviable...and make things harder for most characters out there while not preventing non-evasion characters from having a chance in hell.
It would effectively increase difficulty by increasing damage output to the most powerful types, and at the same time doesn't screw non-monks. STR-builds would save more often, giving them a hand if it was a fort-save...and even rogues could shine a little if it was a will save with their slippery mind double-rolling.
It would also prevent evasion types with high saves from walking around immune to everything, which makes things too easy and is part of why you're having to rebalance.
<b>Thing Three</b>: Lloth.
I also understand the need to make her harder, but adding random drow to the room is...aesthetically lame. When I first fought Lloth...I was WOWed by walking into a room and seeing one little drow...that split and split and turned the room into utter chaos (12 splits my first time in the fight).
It was cool. It was amazing. It was aesthetically pleasing, and it felt "new".
Adding Drow makes the fight just feel like this epic battle on the road to immortality is just facing more of the same junk as I'd fought for an hour to get there. It subtracts from the coolness factor of the battle.
My suggestion? Take out the drow guards. They're useless anyway. To make it harder - add a script to Lloth that randomly insta-kills in a gruesome fashion one or two people *with the immortal tag* every so often.
Effect? Fight is cool looking, wow-factor for newer players is there...and yet the LL people are reigned in by ending up on the floor. Also it encourages people to take non-immortals, if the immortals just keep being turned into rugs.
And maybe up the middle split numbers - more spiders = more chaos, and she is a goddess of chaos. If the middle splits more but there are as many or less end splits...then loot saturation isn't increased, but wow factor and fight difficulty is nastier.
<b>Thing 4</b> Housekeeping:
A few random housekeeping things I've noted. Nothing major.
- Cleric belt +10...isn't cleric only, despite giving cleric spells. May be an oversite.
Xanthene rainment - cool name, no story? Out of character for the otherwise absolutely awesome flavor of the server!
Story = awesome, interesting, engaging - a puzzle to put together other than just bashing monsters aimlessly. (Call me crazy, I love the ssithrak reading material - I've got a full set of their story in the bank, along with my dachy backstory book and more!)
Delfestra's Midnight Merlot: I am absolutely flattered you took that and put it in after me! Watch me smile! =)
(could you please make its effect something, anything, other than effect:alchohol? Belching off of wine...is so gauche.)
Also - if you have time, could you make a random location teleportation script? I think it would be funny to write a wine for a 'porting Port. Since everyone uses the word "port" in place of teleport...I thought a Port that would 'port you would be hilariously silly. But we don't want it to be helpful like town port gems, just absurd.
Right - back to the flipside. Workworkwork!!
-D
<b>Thing one</b>: Starfire. Why was it changed to do less? I can understand that (if you're level 40) about 400 or so pts of damage unsaveable is huge - but it IS a super epic spell, that you need to spend three feats to be eligible to get, or use one book - meaning you can use no other books. It is also onec per day/rest.
I think it was best balanced as it was...
Especially when you take into consideration the paladin greater smite/radius thingy. That does the same if not MUCH MORE damage...of an equally exotic type...huge radius...no SR save...and it can be done what, 10 times more often per rest period? Costs one feat, that unlike epic illusion is useful for other things...so that every paladin ever born will absolutely take great smiting. Epic illusion, not so much.
Plus, you don't have to go find it in game, like starfire. You just get it for being a paladin.
True, there is a balance built in that it is only vs evil things...but STILL. 10x or more per rest, no additional hoops to jump through, and you're not forced to choose between great smiting and something else awesome, the way you are with super-epics.
When you compare those two skills side by side...nerfing/altering Starfire and having Great Smiting be so absurd...something's out of balance there.
<b>Thing Two</b>: Difficulty increases:
OK, we all know that with LLs coming in, there has to be rebalancing going on. We accept this, it makes sense.
But, instead of just making things more damaging and huge-er, and making it harder for people who aren't amateur monks to survive...how about this:
<u>Change various attack forms from reflex saves to non-reflex saves...fort or will? </u>
This would have the effect of reigning in dexers, reigning in the amateur monk society...making non-evasion characters more viable/surviable...and make things harder for most characters out there while not preventing non-evasion characters from having a chance in hell.
It would effectively increase difficulty by increasing damage output to the most powerful types, and at the same time doesn't screw non-monks. STR-builds would save more often, giving them a hand if it was a fort-save...and even rogues could shine a little if it was a will save with their slippery mind double-rolling.
It would also prevent evasion types with high saves from walking around immune to everything, which makes things too easy and is part of why you're having to rebalance.
<b>Thing Three</b>: Lloth.
I also understand the need to make her harder, but adding random drow to the room is...aesthetically lame. When I first fought Lloth...I was WOWed by walking into a room and seeing one little drow...that split and split and turned the room into utter chaos (12 splits my first time in the fight).
It was cool. It was amazing. It was aesthetically pleasing, and it felt "new".
Adding Drow makes the fight just feel like this epic battle on the road to immortality is just facing more of the same junk as I'd fought for an hour to get there. It subtracts from the coolness factor of the battle.
My suggestion? Take out the drow guards. They're useless anyway. To make it harder - add a script to Lloth that randomly insta-kills in a gruesome fashion one or two people *with the immortal tag* every so often.
Effect? Fight is cool looking, wow-factor for newer players is there...and yet the LL people are reigned in by ending up on the floor. Also it encourages people to take non-immortals, if the immortals just keep being turned into rugs.
And maybe up the middle split numbers - more spiders = more chaos, and she is a goddess of chaos. If the middle splits more but there are as many or less end splits...then loot saturation isn't increased, but wow factor and fight difficulty is nastier.
<b>Thing 4</b> Housekeeping:
A few random housekeeping things I've noted. Nothing major.
- Cleric belt +10...isn't cleric only, despite giving cleric spells. May be an oversite.
Xanthene rainment - cool name, no story? Out of character for the otherwise absolutely awesome flavor of the server!
Story = awesome, interesting, engaging - a puzzle to put together other than just bashing monsters aimlessly. (Call me crazy, I love the ssithrak reading material - I've got a full set of their story in the bank, along with my dachy backstory book and more!)
Delfestra's Midnight Merlot: I am absolutely flattered you took that and put it in after me! Watch me smile! =)
(could you please make its effect something, anything, other than effect:alchohol? Belching off of wine...is so gauche.)
Also - if you have time, could you make a random location teleportation script? I think it would be funny to write a wine for a 'porting Port. Since everyone uses the word "port" in place of teleport...I thought a Port that would 'port you would be hilariously silly. But we don't want it to be helpful like town port gems, just absurd.
Right - back to the flipside. Workworkwork!!
-D