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Post by exidorthequick on Jan 28, 2007 9:29:54 GMT
Or, since most necklaces have a natural armor ac bonus, just change the ac bonus from natural to sheild as Tar'Chul suggests? DD's w/shield would still benefit to some degree and DD's without shield would still lose out due to lost resistances/immunities on that shield slot. Jenna There are engine limitations on which items can have which AC bonus. Funky mentioned it on another post, which I can't find now. But as I recall, only shields have shield bonus, armor and bracers/gloves for armor bonus, amulets for natural bonus, boots for dodge, and anywhere else for deflection. I don't think Jenna is suggesting that amulets be given shield AC, but rather that the DD bonus AC should be shield AC instead of natural AC. Of course, that also might not be possible due to some engine restriction...I don't know. If it is possible, it sounds like a good suggestion to me.
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Post by FunkySwerve on Jan 28, 2007 15:01:35 GMT
It isn't. Funky
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Post by MilesAtma on Jan 30, 2007 14:39:36 GMT
I attempted to reply to the legendary level thread as Im not sure where else to put this suggestion. I didn't have the option to reply or start a new post so ill try here.
I was hoping to see the addition of legendary save feats included in the LL system.
Suggested Requirements:
Limited to lev 54 + in order to keep the balance of hg prior to hells in tact.
Must have epic save feats before taking Legendary in the save category desired.
Must have greater save focus before taking Legendary Save Focus.
Add 4, 5, or 6 to the save desired. 6 would work perfectly for many builds I have atm so I'm pulling for 6.
Miles
Edited- Neglected to add greater save feat requirements to the suggested requirements for Legendary save feats.
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Post by FunkySwerve on Jan 30, 2007 15:14:16 GMT
Yup, that's something we've discussed doing, at 6 points. I like it because it helps alleviate the need to splash pally to get high saves. On the downside, unless it also requires the Great feat, its like giving 4 free save points to any build that uses both Greater and Epic feats. Still not sure which way I'm going to go on the reqs, but you can expect to see the feats at some point. I'm also stewing over other feat additions. Funky
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Post by MilesAtma on Jan 30, 2007 15:28:46 GMT
Ah yes, will modify post. I failed to add greater saves as reqs also.
Miles
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Post by fusa on Jan 30, 2007 15:53:35 GMT
If this is done, could it be added as a legendary bonus feat (for example, one bonus feat at 50, another at 60)? Also could it be made similar to how the class ability changes were done a while ago, if you have already leveled to 60, you can take the bonus feat? With the high saves in Hells I am finding it harder and harder to meet the required saves especially the lower in you go without sacrificing a few main abilities (taking great dex 7 or great str 7 at most instead of 9 or 10).
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Post by Acaos on Feb 6, 2007 18:20:42 GMT
It would be nice to see a set of legendary bonus feats that could be gained for advancement past level 60. A legendary bonus feat would be gained at 25 million XP, 50 million XP and 100 million XP (for three total, though the doubling progression could continue if desired). The available feat bonus feat list depends on the character's control class, as listed below.
(some commentary from me in red, given Funky's post below - thanks for the response)
All Classes Epic Save Feats Legendary Ability Feats Legendary Save Feats Legendary Skill Focus Legendary Toughness Luck of Legends
Assassin Legendary Deadly Attack
Barbarian Legendary Energy Resistance Legendary Rage
Dwarven Defender, Fighter, Monk, Ranger, Red Dragon Disciple, Weapon Master Epic Damage Reduction (can be taken without meeting the prerequisites, and will upgrade existing EDR if already possessed) Legendary Energy Resistance
Bard Legendary Bard Song Legendary Curse Song
Blackguard, Champion of Torm, Paladin Epic Damage Reduction (can be taken without meeting the prerequisites, as Fighter et al above) Legendary Smite
Cleric, Druid, Pale Master, Sorcerer, Wizard True Spell Focus True Spell Penetration
Shadowdancer Legendary Shadow Evade
Shifter Legendary Energy Resistance
Legendary Feat Descriptions
Legendary Ability Feats These would be Legendary Strength, Legendary Dexterity, Legendary Constitution, Legendary Intelligence, Legendary Wisdom, and Legendary Charisma.
They would add +1 to the selected ability. They can each be taken more than once.
(These could be added as LL feats, requiring Epic Great Ability X before taking them)
Legendary Save Feats These would be Legendary Fortitude, Legendary Reflexes, and Legendary Will. They would also be available as feat picks during normal LLs, unlike the other legendary bonus feats.
I think these would be best balanced requiring the non-epic version and being +6, so that having Lightning Reflexes + Legendary Reflexes gives +8 total, +2 more than Lightning Reflexes + Epic Reflexes. When taken as a legendary bonus feat, however, these do not require the prerequisites.
Legendary Skill Focus Legendary Skill Focus increases the selected skill by 10 points. It may be taken more than once, and more than once for a given skill.
Legendary Toughness Legendary Toughness adds 40 or 60 hit points.
(This could be added as an LL feat, requiring Epic Toughness X, but I suspect demand would be extremely low)
Luck of Legends Luck of Legends adds a +2 bonus to all saving throws.
Legendary Bard/Curse Song Automatically improves the song of the appropriate type by one category (hence, having 58 bard levels with the required 116 perform using curse song and having Legendary Curse Song would curse as if he had 59 bard levels and 118 perform). This may be taken more than once. (Bard/curse songs up to level 63 would have to be added with this feat)
Legendary Deadly Attack Improves the DC of the assassin's deadly attack by 1 each time it is taken. May be taken more than once.
Legendary Energy Resistance This grants all five epic energy resistance feats. It may only be taken once, and will not grant the feats above the first feat level (if they are higher, they will be left unchanged).
Legendary Rage Improves the barbarian's mighty rage by 4 points. May be taken a total of twice, granting a maximum of a +16 enhancement bonus when so taken.
(This could be added as an LL feat for Barbarian control class if the MIghty Rage feat is also possessed)
Legendary Shadow Evade Improves the concealment on Shadow Evade by 2% each time it is taken. May be taken multiple times.
Legendary Smite Reduces the character's greater smite cooldown timer by one minute each time it is taken (to a minimum of two minutes if taken twice).
(This could be added as an LL feat, with Great Smite X as a prerequisite)
True Spell Penetration True Spell Penetration adds a +1 bonus to spell penetration. It can be added more than once, granting a +1 bonus each time. It requires Legendary Spell Penetration as a prerequisite.
True Spell Focus True Spell Focus adds +1 DC to spells of the selected school. It can be added more than once (even for the same school). It requires Legendary Spell Focus in the selected school as a prerequisite.
Thanks, Acaos
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Post by FunkySwerve on Feb 6, 2007 20:36:29 GMT
You probably won't ever see stuff for levels past 60, due to the amount of extra work involved. The LL scripts themselves are tens of thousands of lines of code. Some of the other suggestions are interesting, but problematic because they would have to be added as LL feats, and would pretty clearly trump those already available, without those others as reqs. Still, the bard song ones, and the save ones are definitely possibilities. Funky
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Post by Acaos on Feb 9, 2007 9:54:17 GMT
A few suggestions for melee classes in LLs:
Barbarians Barbarians receive +1 regeneration per barbarian level over 40 while raging, up to a maximum of +20 regeneration at barbarian level 60.
Fighters At 41 levels of fighter, a fighter who has the Improved Disarm feat receives the Greater Disarm ability item. This can be used 5 times per rest; if the target creature fails a Discipline check against (fighter level + strength modifier + dexterity modifier), it suffers a -10 penalty to AB for 20 rounds.
At 41 levels of fighter, a fighter who has the Improved Knockdown feat receives the Greater Knockdown ability item. This can be used 3 times per rest; all creatures in a short radius around the fighter must succeed a strength check against the fighter's level (similar to Balagarn's Iron Horn) or be knocked down for 3 rounds.
At 41 levels of fighter, a fighter who has the Improved Parry feat receives the Greater Parry ability item. This can be used once per rest; when used the fighter is invulnerable for 3 rounds, similar to Immutable Force.
A fighter who has Improved Power Attack inflicts a few additional percent vulnerability with his special whirlwind strike at 41 levels of fighter.
These abilities could all require finding a secret location to acquire the ability items. If desired, these could be extended to characters with barbarian, ranger, paladin, blackguard, or CoT as their control class as well. (e.g. 'Once a character's fighter + barbarian + ranger + paladin + blackguard + CoT level reaches 41 ...')
Rangers Sabregirl mentioned in a post dated Dec 10 2006 that Rangers should get +1 Wis per 5 LLs - I think it should go even further and give them both +1 Wis and +1 Con per 5 LLs. Barbarians already get three stats per 5 LLs, so I don't think this would be unbalanced. It would also mean that rangers who don't splash monk would get more than just +2 to Will saves.
Paladins I think Paladins should get +1 to at least one attribute per 5 LLs. Attributes to choose from would be Wis, Cha, and Con. Having it be Cha would mirror blackguards nicely.
Greater Smite When a character's total paladin + blackguard + CoT levels total 41 (including legendary levels), in addition to the damage, all creatures affected by Greater Smite must succeed a strength check against the character's paladin + blackguard + CoT level or be knocked down for 3 rounds.
Thanks, Acaos
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Post by Acaos on Feb 17, 2007 8:43:50 GMT
I was discussing Champions of Torm with Sabre and Groo and we had a few ideas to improve the class further, as they still seem to be lacking a bit:
Bonus Smite Feats Every 5 legendary levels if a character's control class is Champion of Torm and they do not have all the Great Smite feats, they receive a bonus Great Smite feat (earning 4 total at level 60).
Aura of Triumph At 40 levels of CoT (including legendary levels), a Champion receives the Aura of Triumph power. Aura of Triumph lasts 10 rounds and has a chance each round for the duration to make a knockdown attempt on each enemy in a small radius around the Champion (using CoT level + strength modifier as knockdown strength, perhaps).
Aura of Salvation At 50 levels of CoT (including legendary levels), a Champion receives the Aura of Salvation power. Aura of Salvation lasts 10 rounds. All enemies in a small radius around the CoT will be forced to change targets to the CoT each round while the power remains in effect.
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Post by sabregirl on Feb 17, 2007 19:48:27 GMT
Another thing Acaos, Groo and I discussed was changing the way Greater Smite works for all classes that are able to get it. Currently, there are some areas where the secondary damage, of either positive or negative doesn't hit the majority of enemies, making the smite rather lackluster. Given the incredible expense of obtaining a high damage and low timer greater smite (approx 12 - 13 feats due to stat point requirements 10 great smites etc.) . . . I would suggest a damage swapping ability for the smite similar to that for staffmasters. The damages available would vary based on the control class of the smiter:
Blackguard: Cold/Acid/Negative/Physical Paladin: Fire/Electric/Positive/Physical Champion of Torm: Sonic/Divine/Magical/Physical
Also for CoTs dunno if it would be possible to make divine wrath 3x a day rather than once or unlimited, the ability is awesome but a little short and once a day makes it rather unattractive compared to multiple use divine might and shield.
-S
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Post by tsmsf on Feb 19, 2007 22:33:23 GMT
YA-AA-DA-gripe (hehe)
Like several previous posters, I'm definitely noticing that going from death arrow to wail adds a bit of a WTF to the AA class. My idea for a "fix" (and this probably won't be popular) would be to nerf death arrow a little.
I think the whole problem is that an AA goes from (for example) being able to one-shot Devs with death arrow to never killing anything with wail. If the DC of death arrow were reduced so that the progression would be linear, I think it'd make a lot more sense, and lead to fewer people wishing that the four-minute wail wouldn't replace DA.
What do you think?
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Post by FunkySwerve on Feb 20, 2007 0:22:53 GMT
This is not a discussion thread, please stick to suggestions. Thanks, Funky
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Post by tsmsf on Feb 20, 2007 0:31:46 GMT
My idea for a "fix" (and this probably won't be popular) would be to nerf death arrow a little. I suggest you think about this. Sheesh.
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Post by FunkySwerve on Feb 20, 2007 0:33:33 GMT
I was of course responding to your 'what do you think?' when I posted that. And you, of course, saw fit to ignore me anyway. Funky
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