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
Cleric: If you want to make Cure/Inflict Wounds useful, I would suggest x5 for level 20, x10 for level 30, and x15 for level 40. Monstrous Regeneration and Regenerate should do a lot more regen (like x5) or last a lot longer (x10 -- turns rather than rounds).
Arcane: Shield should also protect against igms at later levels. Tenser's Transformation is not just useless, but outright detrimental. I would suggest mapping it to Divine Power. Weird should either lose the Fort save entirely, or drastically increase the penalty for missing the Will save.
Thanks, I was planning to do that with the more recent posts. Gonna be implementing your suggestions, they look good, feel free to be more specific as to what you think the specifics should be. I'm more open to scaling input on new abilities as they are unfounded on any sort of playtest, unlike scaling of old abilies. Funky
Post by Delfestra Ruinvorn on Apr 3, 2006 15:05:40 GMT
OK, once more with feeling:
Spell Mantle - the level 7 one. Lesser and greater spell mantle have altered absorbtion progressions, but not spell mantle. Could it be altered it in the same way with a standard absorbtion bonus by levels so that casters have a choice to use 7th or 9th depending on what they fight in higher areas. This will also help sorcerers who likely will have to choose between them.
Power Word Kill: No one uses it. Most things have more than 120 hps. Book doesn't have its HP/HD effectiveness increased. Please increase it for balance purposes in a way similar to Power Word Stun, so it can be useful past 20.
Weird: No one uses it. Probably because it needs two saves to break, and mind immune monsters are totally immune I *think*. Even with Epic Illusion all over the place for arcane casters, people still take Wail every time. Issue?
Flesh to Stone: I've never seen anyone use it. Ever. I'd argue to raise its DC further in a balanced way to reflect monster saves. Its a level 6 spell, and most things have saves too high for that to realistically work, and other things are flat out immune to level 6 and below...so you wouldn't see people petrifying Dachy.
Gust of Wind - Increase the DC by 5 for every 5 levels over 20? Or every 10? Its current use is only to blow away abyss-flame and glabrezu grease. It'd be actually useful at higher levels then. Especially for someone who wants/needs a Knockdown attack type and can't/didn't take Thunderstrike (Sorc)
Phantasmal Killer - Requires beating two saves to be effective. I've never used it. Perhaps altering the DC progressively could give this poor spell purpose again?
Evarrd's black tentacles - I've never used it. I can't think of a functional use for it that makes it combat effective. Though for lag purposes you may want to leave it that way...
Magic Missle - Everybody's favorite. Low level magic damage. Ice dagger, Hortizol's Boom, and Neg energy ray all are enhanced after 21, but not good old Magic Missle. Any reason why that is?
Come to think of it, neither is Burning Hands. Could that be bumped the same way that the others of that level are? Gains new life 21+?
This is the straight to the point version of what I wrote out! Plus new idea's based on what has changed, and what I've learned in the past week studying Druid. These are only suggestion on how to improve what exist to date 4/3/06.
Level-8 Spells --------------- Bombardment (Druid) - Improve dmg to 50d6 Nature's Balance (Druid) - Change Save To Fortitude, Cut the debuff on Spell Resistance by half, Improve the healing by double.
Level-9 Spells --------------- Elemental Swarm (Druid) - Check New Idea's On Bottom. (Redo Entire Spell)
New Spell IDEA's ------------------------ - Druid Group Buff, AE Regeneration. @lvl10 - +5, @lvl20 - +10, @lvl30 - +15, @lvl40 - +20. - Druid Only Self Buff, @lvl 20 - AB+6, @lvl40 - AB+12 - Druid Damage Spell, Evocation, Save:Fortitiude, DMG-100-200, DMGTYPE:Cold, DOES: Should freeze the target in place for 5rounds - Druid Damage Over Time Spell, Evocation, Save:Reflex, DMG-75/hit, Length:10rounds, DOES: Over 10 rounds, it does 75 dmg, to all targets in its range, per 1 round for 10rounds. - Druid Group Buff, AE AtkBonus, @20 +6, @40 +12. - Druid Group Buff, AE Stoneskin, @40 gives everyone in group stoneskin. - Druid Group Buff, AE Barkskin, @40 gives everyone in group barkskin
Okay three spells . . . that shifters use (of course )
Darkness is on BOTH Drider and Drow Warrior. So far as I can I've never seen any PLAYER use darkness and the few times I tried it, I got yelled at by my party members. It didn't really seem to help anything either. Heck early on *I* couldn't even resist my own darkness spell . . . I would think it would be bad to change the spell itself since it is often used by NPCs/monsters. Perhaps we could change the Drider/Drow spells to some other more useful AoE spell like say a version of storm of vengance or creeping doom?
Magic Missle - it's on the Drider form. 2-3 damage per missle (3 misslies) at level 40+?!?? I presume any changes to the spell itself would improve the shifter version as well. I'm seconding Delfestra's suggestion.
Iron Golem Poison Gas - this spell is a joke. A DC of 17 at lvl 48?!?? I don't believe I've EVER seen it poison anything. Considering the Golem forms don't offer many other amazing benefits, other than some natural immunities, perhaps we could either up the DC on this one and/or change the spell to something more interesting . . . like say prismatic/color spray . . .
So . . . I get to run around and indiviudally cast Ultravision on each of my party members in the unshifted state before I transform and cast darkness? Even if there is a mass UV spell, I'm sure it's not available to shifters. Plus the simple fact that the area is dark and enemies are hard to see tends to make people angry - UV doesn't fix that. Maybe Phantanya's suggestion of a different look for the spell effect? Even given the idea that it can be useful, is it necessary to have an identical spell on 2 different forms?
Or have them drink a UV pot. Tactics do take a little effort. Phanny's suggestion was for blindness, not darkness, iirc, because you can't tell when they when they are effected. That's not the case with darkness, and I'm definitely not changing the vfx, because it looks like darkness. I certainly wouldn't make blindness look like a swarm of bugs, either, because it doesn't really represent what the effect is supposed to be, and because it would be impossible to distinguish from creeping doom (and lifeblight, etc), and because I don't think not knowing if a creature is blinded is really all that critical (and you CAN tell by the way the creature acts, just like with darkness)- it definitely doesn't warrant a mismatched effect. If I can find something inobtrusive/appropriate that won't be confused for something else, maybe. Funky
I'm not as worried about effort on my part as much as willingness on the rest of the party to cooperate/not get angry Well anyway I suppose I'll work on figuring that out . . . but my other two still stand.
Darkness and circle of invisibility are probably the 2 most useful and underused spells I can think of. At lower lvls both are life savers. Perhaps invisibility spere could be made into improved invisibility spere at a certain lvl. It is one of my favorites I love to be able to rez with impunity or have my teammates be able to hide next to me for a quick heal. Also I was wondering what ever became of Shadow dancers. It seems that with everything over lvl 30 having true seeing that hips is a pointless ability. Perhaps I am just missing something. If you could point me to the right thread I could do some more research. Now that I have the pixie subrace I would love to be able to make an epic shadow dancer that could be functional in the new LL areas. Perhaps at LL you could make hips act like sanctuary? Would certainly put Shadow dancers back in the game and make them useful scouts.
Good idea on the invisibility sphere, I'll see how feasible it is. As to HIPS, I can't modify feats without a hak. Can't add them either, unless it can be done purely via script - as with the LL spell feats. The hidden avantage of HIPS is that it breaks off attacks aimed at you whenever you do it, regardless of the hide check. It's so powerful that some PWs ban it as an exploit. You can read up on it in the Bioware forums. Funky
Even opponents with true seeing break off attack? I must have just missed that completely. I assumed that true seeing negated any form of invisibiliy i.e. invisibility, improved invisibility , hide and hips. Trinny has hiding,move silently and hips, but I quit investing in it after lvl 30 once I realized everything could see me. I had no idea the script worked it like that.....but then again I am technically challanged to begin with.