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Post by FunkySwerve on Apr 2, 2006 18:46:55 GMT
There are 4 suggestions threads: -Changes to Spells that would effect them in Legendary Levels ONLY -Changes to Abilities or Suggested New Abilities that would effect them in Legendary Levels ONLY -Changes to Existing Abilities or Suggested New Abilities -Changes to Existing Spells (We can't add new ones without a hak, though we can fundamentally alter existing ones)
Please make an effort to post in the right one, it helps the DM Team find them easily when the time to implement them rolls around. Thanks, Funky
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Post by holla on Apr 9, 2006 20:51:32 GMT
I've had an idea regarding how to apply possible changes in LLs. What I propose is a kind of two tier system where changes are applied to spells and abilities at LL54 and LL60, I chose these lvls as I feel they are benchmarks for characters within the LLs for both LL gains and xp, 5mil and 17.5mil respectively. A boost could be appiled to spells and abilities, or new abilities added, at these points with the most advantageous being applied at lvl 60. I've had a quick run-through with palladin class for example purposes and will list changes to both abilities and spells in this post so as to get a general response as to if this is the kinda thing your looking for or if I'm way off the mark. AT lvl 54: Spell changes Aura of glory - +4 char and +5 universal saves to party Bulls Strength - automatically cast as if maxamised i.e +10 Eagles Splender - as above +10 Prayer - +4 to bonuses Dispell Magic changes to greater dispelling Cure Moderate Wounds becomes Heal Abilitiy changes Divine Sheild - Chr + 2d6 Mass Res 2x per day. AT lvl 60: Spell changes Bless weapon - +20 vs undead Divine Favour - increase duration to 5 rounds Deafening Clang - +20 sonic Cure serious wounds becomes greater restoration Freedom of movement becomes AoE i.e party buff. Ability changes Divine Sheild - Chr +10 Greater Smiting modifier increased from x2 to x3. As I say I'm not entirely certain if this is what your after but I'm sure you can see what I'm suggesting. There are problems I can see with the core class lvl maybe being a problem with the fact that a build with 20 palladin lvls would get the benefits as a pure build, maybe this could be resolved, but even so it could prove more of an issue with some classes. Anyways thought I'd post as it may at least give someone else a few ideas and if this is workable I'd be happy to post similar ideas for the other classes. Hope this was the right board :/, all the best Holla.
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Post by FunkySwerve on Apr 9, 2006 23:31:52 GMT
Well, I was actually planning to do a linear progression, continuing the current bonuses upward in many cases. Altering spells more fundamentally than that should be reserved for abilities that will become useless if it isn't done, ot that are already useless, simply because of time constraints. Wall of Fire-> wall of stone was a good example of that, the wall just didn't do much past 20, and we wanted a way to make it tactically useful. Scaling damage up wouldve helped its usefulness some, but not much. Another example is the exotic damage conversions at certain casterlevels, that was also aimed to make the spells powerful. The best way to go about this is probably to start with what the ability would be like ig its current progression continued to level 60, and make changes, small or large, based on your estimation of its usefulness at that point. It is far more efficient, and easier, to script smooth progressions that steps. Funky
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Post by holla on Apr 11, 2006 13:46:30 GMT
Thanks for the clarification Funky. I was actually thinking along these lines myself when looking at a gradual incrementation to shadow evade through LLs, it struck me how low the increases are compared to xp gain esp from 56 to 60. I posted this as a possible alternative to encourage players to reach lvl 60 due to a larger a benefit for doing so. Anyways I've had a couple of thoughts and will post on the relavent boards, I'm determined to post something of use at some point . All the best as always, Holla.
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Post by FunkySwerve on Apr 11, 2006 15:31:26 GMT
Maybe a small bonus at 60? That's sort of how the leveler works, in any case - 60 is a good level. You get stat, feat, etc - your ab will increase by 1, possibly more if you did your build right. Not so much the case with level 40, but then I've never accused Bioware of overthinking their expansion to Epic Levels, and the experience differential is only 1000 points greater than level 39's. I have been toying with the notion of capping the increase of the amount required for each level, for level 60 at around 10 or 12 milltion instead of 17.5. But that sort of hoses all those who've already struggled for an attained that goal already. Funky
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Post by Ironfang on Apr 11, 2006 16:48:45 GMT
10 or 12 milltion instead of 17.5. Well obviously as one who hasn't reached 60 yet I think its a great idea. I was definatley thinking it would pretty much be unattainble for me, especially if NWN2 comes out this year. Perhaps there could be a special treat in place for those that reached 60 under the old scheme. Something you could just manually edit for them since it is such a small club right now. As for suggestion as to what I have no clue right now but I am sure there will be suggestions offered. It should be something that really lets these "Original 60's" shine and possibly be visible to all some sort of "Aura of Greatness".
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Post by doomsdaybringer on Apr 11, 2006 22:01:10 GMT
10 or 12 milltion instead of 17.5. Well obviously as one who hasn't reached 60 yet I think its a great idea. I was definatley thinking it would pretty much be unattainble for me, especially if NWN2 comes out this year. Perhaps there could be a special treat in place for those that reached 60 under the old scheme. Something you could just manually edit for them since it is such a small club right now. As for suggestion as to what I have no clue right now but I am sure there will be suggestions offered. It should be something that really lets these "Original 60's" shine and possibly be visible to all some sort of "Aura of Greatness". maybe just aura of dwafO.O?
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Post by fusa on Apr 25, 2006 3:18:49 GMT
would it be possible to change gmw for legendary levels to buff all party members? Would really help out the casters, and reduce the time spent sorting who needs a gmw, esp in areas where respawn can mean quick wipe.
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Post by FunkySwerve on Apr 25, 2006 3:24:36 GMT
No, I rather like the fact that people can forget and lose track of buffs, and that would dumb it down too much. Though I do sympathize with the nuisance it can sometimes be. Funky
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Post by ZeroGravitySE on Apr 25, 2006 17:37:42 GMT
Shroud of Nature School: Conjuration Effect: Concealment on the caster and their party of 20% + 1%/casterlevel for 1 rnd/casterlevel. Only works if within 6 levels of the caster.
----VS----
Veil of Mists School: Illusion Effect: Grants the caster a +20 bonus to their natural armor, for 1 hour/level.
Just a suggestion, but I feel like the natural armor +20 bonus is a waste since u have barkskin or other items that give +12-15 already. So whats the point? I feel like Conjuration should be switch with illusion. Then conjuration should be a new epic spell. With mass camoflauge pretty much just as good now with the 60 scaling, I don't see a point in getting it at all. Both these epic spells I feel are a waste to get (now). I changed my character around to get neither of these, because I feel they don't help in anyway.
New Epic Spell Suggestions ---------------------------------------- Illusion: 80% Concealment for 80 rounds. Conjuration: (Like Creeping Doom), Have this be the best DOT spell (damage over time). Maybe scale it to do 3000, and start at 4d6? Have it do Positive DMG.
Some people are like creeping doom is the best spell because it has no spell resistance, just hits. But most forget it does Physical DMG which means its resisted almost all the way up till the last 3-4 rounds of the spell, which around then it actually starts hurting the monsters instead of doing 1-10dmg. *creeping doom at the lower levels works real good, I'm only speaking mostly about the 40+ game, but some stuff has changed, and some dmg has increased, so we will see if it can hold out better in some areas.
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Post by mishimayukio on Apr 30, 2006 7:36:54 GMT
Any chance we could see divine favor and divine might's (Not a spell , but putting it in this thread should be ok) damage and durations improved at Some point in LLs?
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Post by Ironfang on May 29, 2006 19:40:58 GMT
I know its been mentioned but thought I would post here so its in a logical spot for easy access.
1. Can Missle Barrage be changed to respect Spell Penetration class levels and feats.
2. Could Eternal Return and Contingency have a short time (like when u auto-rez as Immo) where the monsters don't pummel you back into a dirt nap. The Cleric one with the GS attached usually works ok but sometimes I still get get killed right away before I can move and the Wizard one in tough areas I will often die before the spells in autocaster even finish showing up.
If it did have the same effect as the auto-rez, I think you called it plot status, would it save you from AoE damage from things like snakes and electric doors in SSith?
Thank you 'Fang
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Post by Delfestra Ruinvorn on May 30, 2006 18:24:54 GMT
I'd like to suggest a further change to Magic Missle.
Can you have it bypass the 10/- style resistance as well as the spell resistance roll?
The reason for this, is that even with the increased damage, the spell is essentially divided five ways - into five missles. Against monsters with 5/- vs magic, thats -25 to spell damage, which equals peanuts even for a level 1. 2d4+2 x 5 - 25 = -5 to 25 pts of damage. At 41+, thats not even regen, and thats not including reduction for X% magical immunity percentage, if any. At 10/-, thats zero damage, period. Maximized, its still zero damage. If reduction was bypassed, it'd be 50 damage - decent for a level 1, but not absurdly overpowering. For example, maximized ice knife would be around 256ish - with reflex save, shorter range and cold damage being its balances.
Please change it?
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Post by FunkySwerve on May 30, 2006 21:34:54 GMT
Can't. Funky
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Post by mishimayukio on May 31, 2006 7:14:32 GMT
Just a suggestion, but I feel like the natural armor +20 bonus is a waste since u have barkskin or other items that give +12-15 already. So whats the point? You obviously havent tried the illusion spell while shifted. With it, it's quite possible to get up to 140 AC in dragonshape, and it cant be dispelled.
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