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Post by FunkySwerve on Jan 16, 2005 3:38:04 GMT
Im starting this thread to get ideas on how to help out the less powerful classes, and to help balance in general. This includes shifters, druids, harper scouts, rangers, and any other class you think is hurting. You can suggest changes to spells, equipment, or game areas (like more animals for rangers to empathy).
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3man
Neophyte
Posts: 10
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Post by 3man on Jan 16, 2005 15:43:22 GMT
Well time to dispel the silence and post some feedback I asked this already in game: Is there a chance to get XP for disarming traps/opening locks – i.e. 10 x DC = XP ? I heard some better chest have it already, could you apply it to all? Any chance for getting XP for doing quests? Is there a complete list of changes made to spells like IGMS? Some hints as to where find the GSB, GBB, and low lvl haste itms? Besides that you made a really good work, lets hope we get a more ballanced and team focused game now
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Post by Higan on Jan 17, 2005 19:59:17 GMT
possibly add a cap or something to a monks spell resist, just gets a bit rediculous when no other class can come close to it
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Post by themonk on Jan 18, 2005 4:16:04 GMT
Given a monk's low AC and the limitation on armor...its nice to have at least one ability, spell resistance, that outshines all others....
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Post by FunkySwerve on Jan 18, 2005 21:28:38 GMT
Actually, monks can get some of the highest ACs in the game. This is one aspect I sought to balance through item availability and modification. Even so, they can get pretty darn high acs, but I'm comfortable with the SR as it is. Another problem with changing it is that it's hardwired into the class and would take a hak to change. We avoid all haks but CEP so people can log on with reletive ease. When suggesting changes to classes, try to focus on altering spells to help casters, or gear suggestions.
Thanks, Funky
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Dacrow99
Initiate
I beleive in One and One beleive in us. Together we are One.
Posts: 36
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Post by Dacrow99 on Jan 23, 2005 3:19:14 GMT
Suggestion for spells :
In the case of Summons : put more stat on summoned monster, like better Hp and Ac . Not dmg because they do work fine otherwise.
Spell penetration : Need to be more effective against higher monster, Put like new version of the low lvl spell
Fireball at lvl 8 would be Lavaball Ice storm ---> lvl 7 , 8 , 9 = Avalanche IGMS----> Tears of Mystra
New kind of spell :
Plague from the Downfall : Do poison, disease, lvl drain, slow, attk decrease, AC decrease and wounding
Dance of Ghastov : Make the target dance in a frenetic dance , duration 1 round/ 3 level
Oakhen Sagacity : indentify all the unindentified items in inventory
Item :
Amulet of the shifter : morph propriety from shifter
Artefact : Harp of Nibulungen ---->Lich Lyric, mass heal, Mordekein Disjonction, Greater Battle Tide, Oakhen Sagcity
Of course thats mere ideas, if I find some others that migth be interesting Ill send it .
Sincerly Dacrow
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Post by Lythe on Jan 23, 2005 18:00:37 GMT
One thing I found that seemed balancing for shifters at higher levels on another server is a bit of item merging. All items merged, though the highest of each type of property was merged. If the shifted form had weapons, the original weapon's bonuses (enhancement, keen, elemental damage etc) was merged, all types of ac (deflection, armor, shield) were considered the same type. Beyond that, dragons still had a bit of ac/ab reduction to bring them in line, but other shapes were still played. The one area lacking was still damage for shapes with natural weapons.
Monks could use a little help at the low levels possibly. I'm aware that they can get really poweful later, but playing one at low levels is no fun at all. One way might be a self item that when activated gives a 5-8 ac bonus, with a max level limit of 10 (for example) to prevent it from being abused later. This could also be used for other classes that people find never have enough ac at low levels.
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Post by FunkySwerve on Jan 23, 2005 21:38:48 GMT
I like the spell ideas! Unfortunately, I can't add NEW spells unless I use a hak, which we don't do, to make logons easy for new people. I can, however, maake it so that some spells, when cast at a certain level or above, do additional or completely diffrent things. So you may yet see an avalanche spell!
Fir items, I hadn't considered using low-level items only, but its definitely doable. Problem is, I'm pretty sure undoing the automatic level restrictions would take a hak, since we won't be turning off enforce legal characters. I'll see what it possible here, and then think about whether monks really do need the bump. Alot of classes are weak at lower levels by design.
As always, thanks for the input! Funky
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Dacrow99
Initiate
I beleive in One and One beleive in us. Together we are One.
Posts: 36
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Post by Dacrow99 on Jan 24, 2005 4:18:13 GMT
Special feature for Rangers :
I think it would be a nice idea if you could script without Hak of course the animal empathy for Rangers at epic lvl. Instead of just do friendy friendy with animal it would be great that they could be friend with other kind of monster, like vermin, Low-intelligent being (i.e. Hill Giant). Why not some type of Dragon like mob .
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Post by Lythe on Jan 24, 2005 5:13:29 GMT
For low-level only items, would it be possible then to have items like your scrying device, in such that they start a script, check the player's level and class, then apply buffs for instance? This should avoid messing with illegal characters and item level restrictions, and give some classes a little help when they need it.
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Post by Rodor on Jan 24, 2005 5:37:48 GMT
I'm new to the server so I don't know how things were before "the purge", but the biggest imbalances I've noticed (IMHO) are the poor casters and their damage soak spells:
Premonition and Greater Stone Skin - These 2 spells are bar-none useless. It seems like every monster has a +5 or greater enhancement by the time you get either of these. For such high-level spells you'd expect some sort of protection from them, but alas, no. The monsters are still being redone I understand, so you COULD transfer over their enhancement bonus to say... elemental damages to even things out and encourage a wider range of item resists (Rather than people scrambling to get a *certain* belt so they can survive). Or buff up the +# on these spells so they can actually help casters out rather than make them look all sparkly and pretty. Or ramp it based on caster level (so people can't just buy an item to get it).. say +1 per 3 caster levels. I'm not sure that's even possible, but it's an idea right?
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Post by Joe Knecht on Jan 24, 2005 6:56:23 GMT
A monk class is a base class if you don't mix early you fall behind as straight monk. So choose wisely. By the way, find loot. I heard it increases your chances of survival. A monks AC can be through the roof, although this route can lead to poorer AB. A monk is not a solo character, he should be stuck dead center in the throat of the party. First to the rez, first to the fray. My point is I'm simply asking for more intense exploration of this mysterious monk "problem of weakness". Anyone in the arenas???
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Post by FunkySwerve on Jan 24, 2005 8:55:38 GMT
Ok, in order: Dacrow: An object or objects are planned for rangers that will give 1/day summons of an appropriate creature, requiring high animal empathy and ranger levels to use. This is a lower-lag alternative to putting an animal in most areas for rangers to dominate, and bumps them a bit at higher levels. The creatures will not be your typical wildlife, they will be somewhat survivable. Lythe - Yes, its possible, you don't even need the conversation. I'm not convinced of the necessity tho. Rodor - You're absolutely right, they are useless, after level 20 or so, and that will change. The problem is, it won't happen soon; here's why. I'm just beginning to rework monsters. I'll be checking enhancement bonuses as I go, because other pcs also have access to soak, and that needs to be balanced in. Once that's worked out, for most monsters at least, I will alter premonition, and possibly other damage soakers, to increase its dr by level. It will probably scale up to +8 or +10 weapons at lvl 40, but I'm not promising anything specific. Bear in mind soak only affects physical damage, so this is not as superpowerful as it might sound, but it would be helpful rather than useless. It will probably NOT be enough to make a mage immune to all physical damage, even in combination with resists and immunities, because a) mages are supposed to be more vulnerable than tanks, spells or no spells, and b) they could then abuse the hell outta acid sheath and ele shield while taking minimal damage. It WILL make a difference, however. Good post! Again, thank you all for the input, keep it coming! Funky
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Post by FunkySwerve on Jan 24, 2005 9:15:54 GMT
After the last post, I decided I had better clear the air a bit about our plans for mages. We are aiming at a more artillery-based mage, with the potential to do more damage over a short period of time than any melee type, but who is not able to withstand nearly as much punishment. This fits hand in hand with our goal of encouraging team-based play. Fighter-types will need to protect the mages carefully, especially since the updated ai tells monsters to head for casters more than it used to. This in turn encourages strategy and the use of choke-points to keep mages safe while they cast. In the pre-purge HG, casters were nigh useless in late areas, and we want that to change, but we don't want to overcompensate and make them too powerful.
Funky
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Post by FunkySwerve on Jan 24, 2005 9:27:08 GMT
Oh, one other thing - 3man, I added onunlock xp to chests in the highest-level areas as I fixed the last of the new drops. It won't count for much at that point, (1.5xdc=xp)but I'll add it to lower lvl areas gradually.
Funky
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