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Post by doomsdaybringer on Apr 8, 2006 21:59:11 GMT
i wouldnt advice removing true seeing effect on Hips.......... If u havent see the effect of this change just go have a tour in "Bastions of War "( pure pvp sever). They remove true seeing and see invisibiliy's abliity to spot hide and remove Hips feat but if u play there at all you WILL still notice how abusrd powerful hide skill become if a person know the map..... a person with with good hide and dev crit can warp out half of party if they dont have good spot or listern skill and that is with Hips removed.... for somereason they always pick on me first:(
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Post by FunkySwerve on Apr 9, 2006 19:13:02 GMT
@ Delf - finally got to look at a few of your suggestions more closely. Gonna use some of them, but I thought you should know that nothing on the server is immune to level 6 spells across the board, except for a few lucky PC, IIRC. Bosses are petrification immune.
@ HIPS people - It isn't getting changed, at least in HG1 Funky
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Post by Phantanya on Apr 11, 2006 17:12:54 GMT
Well bummer then. Well I went to drow sewers to test the theory of hips breaking off the attack and was proptly possessed and killed. It didnt break off any of the drow attacks either. I mean really what good is hips? I really feel a little cheated. I took lots of hide and move silently when I could have invested it in something else like set traps or even more lore. Yeah it was great at low levels...but the idea behind the game is to get to higher levels. Peace, Phantanya
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Post by FunkySwerve on Apr 12, 2006 0:11:57 GMT
The Shadow Demons don't care whether their 'attack' is broken off, they unerringly attempt to possess their last target. Normal attacks will be broken off, though it takes some practice, and is nastiest against casters. Funky
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Post by Delfestra Ruinvorn on Apr 13, 2006 14:58:04 GMT
On a paladin/cleric note...Divine Favor (the level 1 magic-damage adding spell) has a one-turn duration - static. Extra magic damage is pretty awesome, as is extra AB...but could the duration be increased for either 21+ or 41+? 1 turn regardless of level is kinda unfortunate...more of a balance issue than other things, but since divine shield/might doubles after 21, could that spell do the same? (Since they're often used together...)
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Post by calad on Apr 13, 2006 16:43:10 GMT
Timestop! Annoyace factor 100%. So getting that off my chest I was wondering if there could be something done about it. I realize now that it cant be removed, much to my dismay, so the next step is changing it. I know a few silly sorcs who didnt forsee that TS would become less and less useful in the later areas. These people tend to build chars for certain areas and get upset when there spells become useless. Now saying all of that, how could we change it? 1 sugestion would be to to make the caster 1d4+1 rounds where they take no damage from spells or physical. This will stop the bug that allows monsters to beat you to death while your party members remain motionless. Also this would help the FF of your party members since nothing would be stopped. Finally this would prevent the respawn of chars while everyone is watching them dead as many monsters chain TS in higher lvl areas. Just some thoughts Calad
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Post by FunkySwerve on Apr 13, 2006 17:30:56 GMT
@delf - I'll definitely expand the duration.
@calad - Really disagree. That'd destroy its cache, and it certainly does have its uses. The bug you refer to occurs most often when monsters spawn AFTER the spell is cast - careful casting cures that. Used correctly, TS can be a boon to the party, while used poorly, can really screw one over. Which, of course, is why I love it. ;D
Funky
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Post by Ironfang on Apr 13, 2006 20:24:25 GMT
Re: Divine Power duration; I would love to see that happen. I am still trying to figure out if Extending it is helping. I read that it doesn't because it has a set time, but also heard that was fixed in a Bio update. Really been meaning to run a test on it (simple enuf).
If you did increase the duration would the Extend feat still apply and would it become a Round / Level thing or just a double duration of 20 rds max. This is really one of my favorite Cleric spells as it actual allows me to be useful in areas like Dachy etc...
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Post by FunkySwerve on Apr 13, 2006 22:27:40 GMT
Bioware updates do not effect our spells. I have to go through and make those changes myself if I like the Bioware change. I'll check to see if Extend works. Funky
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Post by mishimayukio on Apr 14, 2006 4:28:28 GMT
Hmmm, I dont know, my battle cleric's extended divine powers last exactly as long as my undeaths eternal foe, that that spell's duration was doubled. It also seems to be on the same timing as my other extended per/round spells, like aura of vitatilty and regenerate.
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Post by Delfestra Ruinvorn on Apr 14, 2006 14:55:51 GMT
@calad - Really disagree. That'd destroy its cache, and it certainly does have its uses. The bug you refer to occurs most often when monsters spawn AFTER the spell is cast - careful casting cures that. Used correctly, TS can be a boon to the party, while used poorly, can really screw one over. Which, of course, is why I love it. ;D Funky I absolutely agree with Funky. I *adore* timestop. I always have it ready to go, except when fighting Dachy. I can't count the number of times in Ssithrak I've been able to timestop, rez half the party, then retreat while they rez the other half. Used correctly, it is a lifesaver. It saves groups, it saves me, and used solo, it also saves me and lets me do things I couldn't otherwise do at all, or as quickly. Excellent example of that is casting TS while surrounded by red guardians...it lets me run far enough away to blow them all up and not die. And used stupidly, it kills people. But that's not a function of TS...that is a function of people being stupid. People being stupid will always kill people. Difference is, you can't write a script to keep people from running forward and spawning rooms full of illithids on you.
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Post by SallerAseph on Apr 22, 2006 9:58:14 GMT
Hi, read the topics here in full speed, hopefully none have commented on the following spells: * Shapechange(arcane spell level 9). Dunno if I am using i the wrong way or of it is just weak, but I dont think I ever have seen one use it - except to morph into a dragon to get pushed through a door (and that was like 1,5 years ago in real time). One suggestion (if its doable) would be to be able to transform into *some* more creatures (for instance a fast pixie to quickly get out of a combat, or a rust monster to put some grief into an opposing melee fighter trying to put you out of business) - adding the number of creatures and possibly modifying the ones already there so that all forms have a useful ability would make this spell an absolute blast to have in your spellbook. Of course, too many forms isnt a good idea, since there is a shifter class after all as well on the server, dont want the wizard to be as shifter type char.
* Tenser's transformation (arcane level 6) - I really havent tested this spell out too much, so I might be wrong... But I am unsure how this spell scales into the later levels. Has the potensial to be a time saver (spell drained caster could use this as his last resort to try and fight off the still standing monsters, even though not nearly as good as a melee type char would be able to). I dont think I have ever seen a caster use this spell though on the server...
I also agree on the other changes mentioned by other people on this thread, perhaps specifically on the spell Power Word Kill.
Well...That was my 2 cents on the matter - keep up the good work guys !
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Post by holla on Apr 24, 2006 15:32:43 GMT
Had a thought for a nlos luring spell. Prehaps mod exp retreat at lvl 20 to exp attack, 1 mag damage for luring round corners. Add a freeze effect to ice based spell. Ray of frost, cone of cold and maybe ice storm - add slow as effect at casterlvl 20, Add acid damage per round to acid spash and mestil's acid breath. Continual light could do with being changed imho as it can cause curruption in characters by taking item lvl over what it should be(unless this has already been addressed) All the best, Holla .
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Post by FunkySwerve on Apr 24, 2006 16:14:05 GMT
Continual light could do with being changed imho as it can cause curruption in characters by taking item lvl over what it should be(unless this has already been addressed) Actually it's being addressed in todays update, which will shut off Bioware's ILR so we can use scripted ILR up to level 60. Funky
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Post by c5mike on Jun 6, 2006 19:43:11 GMT
The Lich Lyrics item that is for sale at the Wondrous Items merchant is extremely overpowered for 12th level characters.
The item only cost about 45,000 and gives the player a 8th level spell (Horrid Wilting) with infinite charges and unlimited uses.
The only limit is the number of bard songs per day the player has, as the item uses one bard song per use. To put that in prospective, our rouge/bard can cast bard song (and thus Horrid Wilting) 10 times per day. To compare, our 12th level wizard can cast one 7th level spell once a day. Also, the item has no chance for arcane spell failure, which makes it even more powerful.
I can't find any other device for sale for 12th level characters that has anywhere near the power of this item that doesn't have limited charges or limits the uses per day. And I think this may be a Bioware bug, as the spell script (x0_s3_lyriclich) clearly states "The Lich Song: - always a Horrid Wilting once per day." in the comments but then item is set for unlimited use. Also, this is a tutorial item, is it even supposed to be in the main game?
Could you please remove this item, change it to one use per day or otherwise throttle is back? Otherwise every single player in our party is going to take one level in bard and the game isn't going to be much fun anymore.
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