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Dark Immolation
 
PostPosted: Mon, Oct 25 2010, 20:39 PM 

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Dwagin wrote:
Dark Immolation wrote:
Just prepare to see anyone who has spells with all of them on when passing through Amia Forest. Clerics, Mages, and Bards will be spottable from a 2 mile radius.


Then you're just not scary enough.


Mord Scrolls prevalence, Invis purge accessibility and casters no longer can hide/buff in GS.

The fear of casters isn't gone completely; that would just be ludicrous to assert. But slight horror has certainly turned into mild caution for anyone with a handful of the above listed items, IMO.


 
      
Tertsökkeldsdönner
 
PostPosted: Mon, Oct 25 2010, 20:41 PM 

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Dwagin wrote:
Silvarus wrote:
Tertsökkeldsdönner wrote:
Heh.. they better go straight to base of that iceberg.. and reduce level limit to 3... no more whining.

Indeed. Nerfing is easy to overdo.


And totally easy to undo, if its shown to be too much.

I doubt it would be too much.. everything would be BALANCED. Nothing can get too strong so other one cannot keep up.

After all.. that's what we are looking for.. BALANCE.. not Rock-Scissors-Paper sort of thing.

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DustSpray101
 
PostPosted: Mon, Oct 25 2010, 20:43 PM 

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Eh... That just sounds like a problem in the long run. Besides, if you play a spell caster and don't focus on making your spells hard to dispell, you deserve to have them stripped silly off your glowing body.

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Dwagin
 
PostPosted: Mon, Oct 25 2010, 20:47 PM 

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Dark Immolation wrote:
The fear of casters isn't gone completely; that would just be ludicrous to assert. But slight horror has certainly turned into mild caution for anyone with a handful of the above listed items, IMO.


You need an evoker to drop a moon on your head to properly re-educate you then, sir.

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Dwagin
 
PostPosted: Mon, Oct 25 2010, 20:48 PM 

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Tertsökkeldsdönner wrote:
After all.. that's what we are looking for.. BALANCE.. not Rock-Scissors-Paper sort of thing.


We? We're not balancing it; They are.

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Dark Immolation
 
PostPosted: Mon, Oct 25 2010, 20:49 PM 

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Dwagin wrote:
I. Want. The. Nukes. To. Hurt.

An empowered delayed blast is a level 9 slot. It should be able to decimate an entire spawn with one spell. ..That and probably fry your familiar, and your summon, and possibly yourself in the process, but .. Hey! Learn to aim.


Scaling of CL doesn't really do anything to combat Evasion and decent saves. Gods help you if your target has Imp Evasion.

30d6(emp DFireball) = 180 at most, 90 average.
45d6(an uncapped DFireball empowered) = 270 at most, 135 average.

Both of those = 0 in the same land where you'd be crazy not to take a few rogue.

Nukes will never reliably hurt. This is proven by the fact that mages congregate to things that stop charging meleers in their tracks(TS, Forceful, Grasping, etc).

What I believe the arc of the server is moving towards is having mages stand and cast damaging spells alone while fighters charge them or swing at them point blank. Which is never a good strategy.


 
      
Dwagin
 
PostPosted: Mon, Oct 25 2010, 20:50 PM 

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Mages with self-destructive streak, maybe.
Or 70 AC and 80 discipline and 44 fort
^.^


Edit:

By all means if you wanna suggest a nerf to normal evasion... by all means! I'll agree. Happily.

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ShadowRayne
 
PostPosted: Mon, Oct 25 2010, 20:53 PM 

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Instead of reposting my massive post which should be looked at for the idea's and suggestions in it. I'll just say this.
Heal potions should be cheaper, if the changes to them are to stick.

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Tertsökkeldsdönner
 
PostPosted: Mon, Oct 25 2010, 20:55 PM 

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Dwagin wrote:
Tertsökkeldsdönner wrote:
After all.. that's what we are looking for.. BALANCE.. not Rock-Scissors-Paper sort of thing.


We? We're not balancing it; They are.

Looking for.

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Dark Immolation
 
PostPosted: Mon, Oct 25 2010, 20:57 PM 

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Dwagin wrote:
Mages with self-destructive streak, maybe.
Or 70 AC and 80 discipline and 44 fort
^.^


Edit:

By all means if you wanna suggest a nerf to normal evasion... by all means! I agree.


I do not believe it needs to be.

I also do not believe every mage should have to turn into a 70 AC 80 disc battlemage to have a decent chance against a meleer.

Hopefully the spell suggestions I sent to the devs long ago will finally get a look now that the big'uns are out of the way. Disabling a meleer, slowing them down, or otherwise weakening them should still be a viable option for mages. Unless every fight betwixt the two is to be a race to see who can spam their hardest the fastest.


 
      
Uberuce
 
PostPosted: Mon, Oct 25 2010, 20:58 PM 

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Tertsökkeldsdönner wrote:
After all.. that's what we are looking for.. BALANCE.. not Rock-Scissors-Paper sort of thing.
Huh? Stone-paper-scissors is the most perfectly balanced game possible.


 
      
Dwagin
 
PostPosted: Mon, Oct 25 2010, 20:58 PM 

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Banishing perma-freedom?

Mmm.

Dwagin likes.


And Agree @ Ruce.

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Tertsökkeldsdönner
 
PostPosted: Mon, Oct 25 2010, 21:01 PM 

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Uberuce wrote:
Tertsökkeldsdönner wrote:
After all.. that's what we are looking for.. BALANCE.. not Rock-Scissors-Paper sort of thing.
Huh? Stone-paper-scissors is the most perfectly balanced game possible.

But everything is not equal to everything else.

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DustSpray101
 
PostPosted: Mon, Oct 25 2010, 21:05 PM 

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Hate to burst everyone's bubble but we are playing paper scissors rock. It is the nature of pvp/pvm in both DnD/NWN. Even with the "balance" tweaks, all that will happen will be spellcasters will become thriftier, fighters will likely take up much larger weapons, and sneaks will need to consider fading for longer periods of time thanks to heal potions.

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alamut
 
PostPosted: Mon, Oct 25 2010, 21:11 PM 

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TormakSaber wrote:
alamut wrote:
alamut wrote:
That was the only alteration that I see no reason.



Still wondering about it, since I got no comments regarding my observation.


Because there's none to make. Deal w/ it. *smugface*


Bah.. sometimes I have the feeling I'm the only one who paied attention to that modification and, I'm the only one who plays a Blackguard here.


 
      
Uberuce
 
PostPosted: Mon, Oct 25 2010, 21:20 PM 

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Tertsökkeldsdönner wrote:
But everything is not equal to everything else.
Would it be good or bad if, for any given level of player competence/gearset/build-optimisation, everything had an equal percentage of the overall Amia experience at which it was strong compared to where it was weak?


 
      
ShadowSoul89
 
PostPosted: Mon, Oct 25 2010, 21:23 PM 

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alamut wrote:
Bah.. sometimes I have the feeling I'm the only one who paied attention to that modification and, I'm the only one who plays a Blackguard here.


I'll answer the question, because I noticed the Divine Favor right off the bat IG.

Currently, Divine Favor has one bug. Instead of what Terra inteded, the spell adds one less ab/damage point then it should.

Currently, it is like so:

(lvl 16 Blackguard (Or any caster level) = +3 ab, +3 dmg.) once it's looked at, it'll be (lvl 16 CL = +4, +4). It /should/ cap at lvl 20 to be (+5,+5). Honestly kind of makes sense, having had the +5,+5 at lvl 15 opened up quick and easy powerbuilds.

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Mr Mago
 
PostPosted: Mon, Oct 25 2010, 21:27 PM 

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:oops:

"Balance" changes.

I suppose that's what happens when people in charge don't listen to those with the know-how.

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ShadowSoul89
 
PostPosted: Mon, Oct 25 2010, 21:28 PM 

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... Holy Damn, he's back.

Anyways, here's what Divine Favor is outlined to be.

Quote:
Divine Favour
Does 1 + 1/damage/ab every 5 levels

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erroch
 
PostPosted: Mon, Oct 25 2010, 21:34 PM 

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Dark Immolation wrote:
Something I was hesitant to suggest before this, but now it may actually be needed is a one-shot, partial-counter to Mords via the Spell Mantle series.

My thought was this: Dispels and Mordenkainen's become susceptible to Spell Mantle with the caveat of having a double spell level value. In other words, Mordenkainen's would be blocked by Spell Mantle, but it would have a Spell Level of "18" for calculation.

In that respect, it would give one "freebie" against Mords in most cases, but after that, you're on your own. It's not like the SOB 29melee/1rogue isn't going to have multiple scrolls to throw at your ass anyway.

*shrug* It's just a thought, I am not certain how it would actually play out yet. Interested to see comments.


Coming from someone playing both a full wizard and a cleric hybrid, I don't really see the need. It would effectively be a further nerf to pure clerics without UMD since they can't use a mantle scrolls but 95% of the other characters out there (which have wiz, sorc, or umd) will be making use of the scrolls.

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Dark Immolation
 
PostPosted: Mon, Oct 25 2010, 21:40 PM 

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DustSpray101 wrote:
Hate to burst everyone's bubble but we are playing paper scissors rock. It is the nature of pvp/pvm in both DnD/NWN. Even with the "balance" tweaks, all that will happen will be spellcasters will become thriftier, fighters will likely take up much larger weapons, and sneaks will need to consider fading for longer periods of time thanks to heal potions.


What I'm more interested to see is the change in the expectation of Mages.

PvM: Not much change. Perhaps disable some, so your party can run over spawns easier. Sure as hell don't use Tenser's unless you're just dicking around and the party doesn't mind.

PvP: Become a tank like every other mage or don't complain about it.


 
      
Mr Mago
 
PostPosted: Mon, Oct 25 2010, 21:41 PM 

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Btw... for those of you (aka, the vast majority of Amia's players) that don't get to read the testers forums, this is what was finally more or less agreed upon and proposed by the so called "balance team", and sent off for the DMs to make final decisions on.



Mr Mago wrote:
There's been a lot of discussion regarding the various feats and spells which would require balancing. Some, have been easier to agree on than others, yet I believe, despite our (sometimes exaggerated) differences of opinions, that final conclusions can be made.

As such, I'm going to write together what I would perceive as a good summary of what could very well be good and appropriate final suggestions for changes to actually be made.

I know that I can be an arrogant ass as I share my opinion, and that I often skip steps in the explanation process. Yet hopefully, I'll be able to communicate the intentions and reasons behind the suggestions more thoroughly in this post.


Index
1. Bigby's Forceful
2. Time Stop
3. GS
4. Dev Crit
5. HiPS
6. Heal
7. Raise dead
8. Scrolls & Potions




1. Bigby's Forceful

Change:

Quote:
Forceful = 1d20 + 5 + [Evocation Focus(es)]
Target = 1d20 + STR ^ 1.25
Duration = 1 round + 1 Round/5 Caster Level. Capped at 4 rounds. (aka, 8 rounds extended)

Natural 1 and Natural 20 on d20 roll (target) = Guaranteed Fail / Guaranteed Success.

That gives us a flat 5% chance to fail/succeed at the upper end and lower end spectrums of STR.


Why?

As we all know, Bigby's Forceful is an instant win button from a distance against multiple opponents, regardless of the opponents strength.

The spell currently works just as effectively through the use of a scroll as with a mage casting it.

The change makes strength a proper counter to the spell, where as with a +14 str mod, you'll have a 5% chance of being knocked down.

Dex'ers who prepare for a Bigby, by Str buffs or equipment, are also given an increased chance of resisting the spell.

The spell remains effective against mages, Dex'ers and Cha-based characters.

The duration is intended to increase the difference between the spell being cast from a scroll compared to a mage. The duration has also been shortened to seize the spell from being a guaranteed win against multiple (5+) opponents.

The Evocation focuses were included to hopefully add the option of variety amongst the mage's chosen spell focuses. With the intention to draw away some of the intention from the standard Necro + Conjuration route.



2. Time Stop

Change:

Quote:
Add a Will Save, DC: 10 + Int/Cha Mod + Transmutation SF
Add SR
Remove Spell Component
Failed Save = Cutscene paralyzed for 9 seconds (1½ round)


Why?

The idea is to keep the spell useful. We've tried to find alternative functions of the spell, yet in the end... it's still Time Stop.

The issue with the spell was the complete lack of counters to it. Even with the 9 round duration, a mage can chain the castings and throw in damaging / disabling spells into the mix, resulting in an ultimate win-win.

The save allows people to actually resist and counter the spell. Same with mindblanks and SR.

Keep in mind, that Time Stop effects the entire area. Not a particular radius. As such, it can effect an almost unlimited amount of opponents present.

Why use a different CL?

Will Save is usually the lowest saves on any non-cleric non-mage character. It's not unusual, at all, to see level 30 characters with 9 will. These will obviously be lost casualties, regardless, have they not managed to drink their mindblank. But a will save DC of anything greater than 30 could result in keeping the spell overpowered (in particular with the changes coming to the BG and Paladin saves).

The transmutation focus would also contribute to the hopes of mage variety.

Important: The changes to heal (further down) is essential for this fix to be possible.



3. GS

Change:

Quote:
Duration = 1 round / 4 CL
Cooldown of 3 rounds, before being cast again.
Unable to cast spells on others while in GS.


Why?

The big one of controversy.

These two changes fix the most obvious "abuses" of the spell, however.

The shortened duration serves to remove the running in GS through 8 areas in a row, ignoring all the monsters. It also cuts down on the very same runs which currently occur between epic bosses.

More importantly, it disables those who cast GS at the start of an RP encounter, should the encounter evolve into PvP, in which case they would already be GS and out of harms way as soon as the hostiles are set.

Lastly, the shortened duration also removes the stalemates which tend to occur between mages and clerics when they fight each other. Where they basically end up waiting each other out in GS.

The shortened duration puts pressure on clerics and mages during their buff sequence.

A level 30 cleric, using an extended GS, gets a total of 1½ minute to cast 20+ buffs.

Without haste, that means the duration will end before they're done buffing. (I foresee a cleric disaster, but we'll see)

Jas- made strong arguments against the use of GS as a form of pseudo-HiPS.

GS has limited castings (thanks to the scroll fixes: further down), and as such, is hard to really be employed as a proper pseudo-HiPS.

Regardless. The cooldown disables mages and clerics from using the spell to jump in and out of GS during combat, in order to get flat-footed attacks and surprise-offensive castings.

Not being able to cast spells on others while in GS disables those who would hide in GS while mass-healing or healing others in PvP. Including those who casts raises or resurrections while in GS.

With both reality potions and mordenkainen scrolls quite readily available in the module, GS is already easily countered (as has now been proven, during the extensive Banite PvP trainings >.<).



4. Dev Crit

Change:

Quote:
The Dev Hook sets Dev to extra damage based on:

(Base Weapon Damage + 2) x Base Critical modifier (Ignores the increased Critical Modifier feat) x Str modifier

Dev Crit DC remains the same.

Succeed save = No damage taken.


Why?

I basically went with Mosh's suggestion here, with the slight alteration of adding + 2 to the base weapon damage dice, in order to overall increase the damage output slightly, and make the difference between the weapons somewhat less imposing.

This is a good way of incorporating weapon sizes and base damage into the Dev Crit equation.

The damage is significantly greater on two-handers and the big weapons (note: Katana and Bastard Sword might become even more popular), while the smaller weapons would deal less damage.

I also like it, because the Scythe would actually deal, on average, less Dev Crit damage than the great axe.

The removal of the instant death effect on a failed save allows a window of potential survival against the smaller weapons (unless you have Dwarven Defender or Barbarian HP, in which case you could even survive a Dev Crit from a Great Axe).

More so, it removes the Natural 1 on Epic Bosses, which has caused despair amongst sad, witnessing DMs.

Important: The changes to heal (further down) is essential for this fix to be possible.




5. HiPS

Change:

Quote:
6 second Cooldown.


Why?

I don't know if this even possible. Even with the HAK.

But regardless. If it is mechanically possible, it should happen. HiPS is a broken feat, and a HiPS-spammer can be ridiculously difficult to kill, or even impossible, for someone who doesn't know the ins and outs of PvP.

It is an (un?)official that you're not suppose to HiPS within those 6 seconds regardless, as... I presume, the feature isn't a free action in PnP.

But, alas, dunno if it can be done, at all.



6. Heal

Change:

Quote:
7 round Cooldown.


Why?

The change to heal is -essential- due to both the Time Stop, Dev Crit and to some extent Bigby changes.

Why is that?

Because otherwise, anyone with 600+ HP could practically become immortal (with the exception of Implosion natural 1's >.<).

All you'd have to do, is drink those heal pots.

I originally suggested a 10 round cooldown. But then decided it was a bit long, practically making it the equivalent of being able to drink no heal potions at all (PvP rarely lasts longer than 10 rounds).

5 rounds seemed too short. Since 5 rounds is barely enough for a dex'er, usually, to deal out enough damage in order to kill someone.

7 rounds came to be the middle ground.

Mages have often complained that it is close to impossible to use AoE damaging spells in order to kill someone (heal pot drinking), and that Time Stop was the only thing that made it possible.

Since Time Stop gets fixed, this needs to get fixed as well. And mages will be able to actually make use of those Fireballs against low reflex save clerics, fighters and melee PMs.

The heal cooldown also serves to make PMs less untouchable in melee, as well (where as it currently stands, the only way for a meleer to truly defeat a PM with 300+ HP, is to spam KD and hope for the best, or use a Bigby Scroll. Bigby, which is also getting nerfed).



7. Raise Dead (and Resurrection)

Change:

Quote:
5 minute Cooldown.


Why?

This is entirely to counter the raise dead trains. Which has to be one of, if the not -the- most, annoying things you can ever encounter in PvP.

Some would argue that using raise dead scrolls in PvP is part of tactics, and that by having huge numbers, you... somehow can win the battle, by having an extra guy that uses 30 raise dead scrolls to try and raise his fallen comrades.

As it usually stands, the notion of a removed head when using a raise dead scroll, is often ignored. Which makes it, virtually impossible to counter or prevent someone who sits in GS or HiPS, and spams raise dead scrolls.

To have the previously dead ones immediately jump up, drink a heal potion, and get right back to the fighting.

The PnP spell has a 1 minute casting period regardless (and Resurrection has a 10 minute period, unless I am mistaken).

This change isn't essential to balance.

But it would improve the PvP scene five hundred times over.



1. Scrolls & Potions

Change:

Quote:
Make the following spells not scribeable/craftable:

Time Stop
GS
True Strike


Why?

Time Stop scrolls

A skilled PvP'er, playing a WM or Barbarian, can do what mages do with Time Stop... yet even better.

Provided they have the scrolls.

With the components removed, this could become an even greater problem.

GS scrolls

GS-scrolls can't be interrupted by taking damage. They can't be counter-spelled, and you can have an infinite amount of them, if you just take the time to get them.

These are completely unnecessary extentions to what is suppose to be a mage and clerics limited spellbook, and it also gives -everyone- infinite access to GS, provided they have UMD.

True Strike potions

Level 1 spell, takes ½ round to drink, effectively gives +15 to any WM, Barbarian, Paladin, Blackguard, Arcane Archer or even HiPS'er.

It's the ultimate overpowered ganking feature in PvP. Drink a potion, go for the surprise IKD with 65+ AB.

Considering that pretty much every single cleric/bard/paladin AB buff is already available as either potions, scrolls or item castings in the game, True Strike potions comes off as even worse.

It's a "must have", for any meleer. Which, by itself, gives an indication of how inappropriate it is.

Remove, remove, remove >.<


Summary


All of these changes co-relate to each other.

It's hard to do one, without doing the others. For it would cause imbalances.

Mages would suddenly become 10% of their former power, if the heals were kept in their current state, while fixing Bigby + Time Stop + GS.

Same goes for Str-meleers and their Dev Crit, should that be changed, and heal kept as it is.

The Dev Crit changes also go hand-by-hand with a (hopefully possible) HiPS fix.

Those who have HiPS, usually have low Fortitude (even though they can raise, like everyone else >.<), and as such, would suddenly be far more likely to suffer the instant death of doom.



Regardless.

I hope this post would serve a purpose, and all of these suggestions have come out of the balance discussions we've had. I also hope that my attitude in writing all of this, wasn't offensive or arrogant, for that was not my intention if so.

If we're lucky, they're good enough to finally have the changes be put into effect (so that we can get rid of the "Nerf GS/Bigby/Dev Crit/HiPS"-threads that show up every third week in Improving Amia).


Anyhow.... flame away!



That was a form of summary of the ideas and discussions that went on for months in the testers forums.


And as for the final decision, made exclusively by the DMs, you got this:


Terra_777 wrote:
Amia 3.12 (The big balance thingy)

Bigby's Forceful Hand
Deals 1d6/CL (Max 10d6) Bludgeoning
Fortitude Save (Evocation) vs Knockdown & Half Damage. Duration = CL/5 Rounds
SR does not apply.

Greater Sanctuary
Apply Temporary HP equal to CL*5. Apply Greater Sanctuary Effect. Apply Spell Failure 100%. All effects are Linked.
Duration - CL/6 Rounds.
Also blocks spells from items when effect is active.

Heal
Change applies only to Potion or Scroll cast Heal.

Add scaled Cooldown-
% Healed = Rounds since last heal * 10. (1 round = 10%. 5 rounds = 50%. 10+ rounds = 100%)

Raise Dead & Ressurection
Add Cooldown based on death type. If killed by PVM - 2 minutes. If killed by PvP - 5 minutes. Use existing checks used by the PvP system.

Divine Favour
Does 1 + 1/damage/ab every 5 levels

Divine Power
Adds AB as normal
Removed the extra Attack

Tenser's Transformation
Cap AB to +10 to represent 1 BAB classes.
Change to 1d4/1d4/1d4 Con/Str/dex.
Add +10 temporary discipline
Removed the +5 Fort Save.
Removed the +4 Natural AC Bonus.
Removed the extra attacks if you remove them from Cleric.
Also blocks spells from items when effect is active.


Devastating Critical Hit

If Devcrit is rolled and failed, it applies knockdown for [X] rounds, and Blind, Silenced and Deafened for [X] turns.

[X] would be:

1 for a onehanded weapon of 18-20 base crit range, ie our friends the rapier, kukri and scimitar.
2 for twohanded weapon of 18-20 base crit, ie a rapier or scimmy used by a hin/gnome/goblin/kolbold
2 for a onehanded weapon of 19-20 base crit.
3 for a onehanded weapon of 20 base crit.
3 for a twohanded weapon of 19-20 base crit.
4 for a twohanded weapon of 20 base crit.


Goes in next reset if it doesnt work as intended I will revert to previous version.



So... yeah. The DMs seem to have done a 180, pretty much.

I hope you guys aren't playing clerics, for one, and have a few of those lvl 30 barbarians and WMs lying around.

Because those will be the new pwnage.

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Dark Immolation
 
PostPosted: Mon, Oct 25 2010, 21:47 PM 

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erroch wrote:
Coming from someone playing both a full wizard and a cleric hybrid, I don't really see the need. It would effectively be a further nerf to pure clerics without UMD since they can't use a mantle scrolls but 95% of the other characters out there (which have wiz, sorc, or umd) will be making use of the scrolls.


It's not a nerf to clerics considering they can, and usually do, dump rogue with the rest of the classes.

I just find it silly that someone with no understanding of spells whatsoever can have a handful of paper than can efficiently reduce a standing mage to a lv 10 fighter in cloth armor with little to no chance to counter except to be just as cheap back.


 
      
alamut
 
PostPosted: Mon, Oct 25 2010, 22:01 PM 

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ShadowSoul89 wrote:
alamut wrote:
Bah.. sometimes I have the feeling I'm the only one who paied attention to that modification and, I'm the only one who plays a Blackguard here.


I'll answer the question, because I noticed the Divine Favor right off the bat IG.

Currently, Divine Favor has one bug. Instead of what Terra inteded, the spell adds one less ab/damage point then it should.

Currently, it is like so:

(lvl 16 Blackguard (Or any caster level) = +3 ab, +3 dmg.) once it's looked at, it'll be (lvl 16 CL = +4, +4). It /should/ cap at lvl 20 to be (+5,+5). Honestly kind of makes sense, having had the +5,+5 at lvl 15 opened up quick and easy powerbuilds.



I thank you. And I hope you're right. If that will stop power builds, I would agree with it then.


 
      
erroch
 
PostPosted: Mon, Oct 25 2010, 22:11 PM 

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Dark Immolation wrote:
erroch wrote:
Coming from someone playing both a full wizard and a cleric hybrid, I don't really see the need. It would effectively be a further nerf to pure clerics without UMD since they can't use a mantle scrolls but 95% of the other characters out there (which have wiz, sorc, or umd) will be making use of the scrolls.


It's not a nerf to clerics considering they can, and usually do, dump rogue with the rest of the classes.


I bolded the bit about without UMD for emphesis. I'm just saying, mantle blocking mords would make UMD more of a requirement then it already is percieved to be.

Quote:
I just find it silly that someone with no understanding of spells whatsoever can have a handful of paper than can efficiently reduce a standing mage to a lv 10 fighter in cloth armor with little to no chance to counter except to be just as cheap back.


That's the real problem I think your suggestion is trying to address, is Mords being so easily available and I just think the mantle bit is treating the symptom. It's just another level of escalation in the arms race.

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Tertsökkeldsdönner
 
PostPosted: Mon, Oct 25 2010, 22:28 PM 

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Mr Mago wrote:
3. GS

Change:

Quote:
Duration = 1 round / 4 CL
Cooldown of 3 rounds, before being cast again.
Unable to cast spells on others while in GS.


Why?

The big one of controversy.

These two changes fix the most obvious "abuses" of the spell, however.

The shortened duration serves to remove the running in GS through 8 areas in a row, ignoring all the monsters. It also cuts down on the very same runs which currently occur between epic bosses.

More importantly, it disables those who cast GS at the start of an RP encounter, should the encounter evolve into PvP, in which case they would already be GS and out of harms way as soon as the hostiles are set.

Lastly, the shortened duration also removes the stalemates which tend to occur between mages and clerics when they fight each other. Where they basically end up waiting each other out in GS.

The shortened duration puts pressure on clerics and mages during their buff sequence.

A level 30 cleric, using an extended GS, gets a total of 1½ minute to cast 20+ buffs.

Without haste, that means the duration will end before they're done buffing. (I foresee a cleric disaster, but we'll see)

Jas- made strong arguments against the use of GS as a form of pseudo-HiPS.

GS has limited castings (thanks to the scroll fixes: further down), and as such, is hard to really be employed as a proper pseudo-HiPS.

Regardless. The cooldown disables mages and clerics from using the spell to jump in and out of GS during combat, in order to get flat-footed attacks and surprise-offensive castings.

Not being able to cast spells on others while in GS disables those who would hide in GS while mass-healing or healing others in PvP. Including those who casts raises or resurrections while in GS.

With both reality potions and mordenkainen scrolls quite readily available in the module, GS is already easily countered (as has now been proven, during the extensive Banite PvP trainings >.<).

I really would have wanted to see this one.. It wouldn't f*** up all melee clerics outright.

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DustSpray101
 
PostPosted: Mon, Oct 25 2010, 22:57 PM 

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Heck, even if they could cast on themselves, that visual effect is a dead ringer if GS duration remains shortened. Just screams: "Hi! Please barrage this visual with mords! I'm over here!"

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drahgon
 
PostPosted: Mon, Oct 25 2010, 23:50 PM 

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I find myself agreeing with all of what mago said, except I wouldn't have the wait on resurrection spells from clerics, and would then make resurrection unable to be scribed.

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Dieu_Le_Fera
 
PostPosted: Mon, Oct 25 2010, 23:54 PM 

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I will take the nerf to GS for no more raise scroll spamming and heal potion chugging. Thank you DMs and the Dev team.

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Blackdragon12121
 
PostPosted: Mon, Oct 25 2010, 23:59 PM 

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Praise be for all the changes! Its about time. Love the dev crit, heal, GS and divine power/tensers changes. I only wish something radical could be done with EDK along the lines of Gate but *sigh* if only..


 
      
Dark Immolation
 
PostPosted: Tue, Oct 26 2010, 0:11 AM 

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I'd have to say the best of changes is Heal. The difference now being that if you're gonna die, you're gonna die. The reset button can't save you indefinitely.

Dev seems decent, but I've not see how it's panned out in PvP yet. It mainly provides a means for Bosses not to get screwed over by it. Still pretty much a end-all for a decent sized weapon in the hands of a capable fighter. Which was the point, I suppose.

The rest I'm still iffy on, as obviously seen.


 
      
Rosencrantz
 
PostPosted: Tue, Oct 26 2010, 0:30 AM 

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Yeah. Mago's changes just seem to make more sense.

Edit: I already told people to start rolling Babrs or Pallies.

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Rosencrantz
 
PostPosted: Tue, Oct 26 2010, 0:39 AM 

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DustSpray101 wrote:
Eh... That just sounds like a problem in the long run. Besides, if you play a spell caster and don't focus on making your spells hard to dispell, you deserve to have them stripped silly off your glowing body.



Mords automatically drops six buffs. No save. Then it can drop -more- if you don't make the roll. But six is enough to kill any mage, quite simply. It takes away all their useful buffs and turns you effectively into a combat dumym that gets smashed quicker. Yay. The ONLY viable way to still survive as a mage after this is to, as people have been saying, go the tank mage route.. Grab that 62 AC and hope they don't have a second Mord to drop it to crap AC and to get rid of your acid sheathe. So it's like.. "Oh shit! Oh Shit! I better just cower and hope he doesn't have a resource that's as common as bread on Amia!"

Or!

You could hopefully TS/IGMS spam. Which is what we're going to see a lot of. SO for a mage to win, they have to drop 100K every time. It's nonsense.

Other options..?

Well.. I suppose if you could try Grease and Black Tentacle Spamming alongside some Webs. The Reflex DCs for the first and the last are... decent-ish.. Tentacles is a Fort save but can still do some dmg if you arn't paralyzed, I believe... Of course this relies on you somehow being able to cast like.. 5-10 spells without your opponent moving/charging to you. So.. Good luck with that?

Okay.. So what else can a Mage do now?

We can try nukes! Oh, wait... everyone and their mother has evasion! Some have improved evasion! Crap! I'm going to be doing less damage than a monk. That'll just screw me too!

Hrm.. what else?

Nothing. I see no other things mages can do. They're kind of in trouble unless you go tank build and TS/IGMS spam

Of course. Now that there is mention of Time Stop nerfage.. You really -will- be reduced to just sitting there and hoping they're stupid enough to attack your sheathe.

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ShadowSoul89
 
PostPosted: Tue, Oct 26 2010, 0:47 AM 

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Mages are meant to be tactical... not one-trick ponies. For instance, if someone has a focus in Fort Gear, their reflex and will are usually shot to hell. Same is possible with the other two. Mindblank? Dispel, dominate or whatever you feel like being evil with. Sunburst has /always/ been good as an evocation choice. You get hit by that, and often you do, you're blinded and a target for more spells.

Mages also make better support characters than anything. If you have one at your back, the odds are in your favor. I played a mage for the longest time. She had 20-30 ac at the max, and she did a fairly good job in battle. Evoc and Conjuration focus.

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Rosencrantz
 
PostPosted: Tue, Oct 26 2010, 0:52 AM 

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ShadowSoul89 wrote:
Mages are meant to be tactical... not one-trick ponies. For instance, if someone has a focus in Fort Gear, their reflex and will are usually shot to hell. Same is possible with the other two. Mindblank? Dispel, dominate or whatever you feel like being evil with. Sunburst has /always/ been good as an evocation choice. You get hit by that, and often you do, you're blinded and a target for more spells.

Mages also make better support characters than anything. If you have one at your back, the odds are in your favor. I played a mage for the longest time. She had 20-30 ac at the max, and she did a fairly good job in battle. Evoc and Conjuration focus.


There wasn't anything one-trick about what I just posted.. That was like three or four 'tricks'.

As far as Sunburst, it seems you are talking about it from your experience with an Evocation focus mage.
Which is hardly a common focus, even if it is the most broad one as far as NWN spells.

And yes, that's exactly what I was saying earlier. Mages are now support.

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ShadowSoul89
 
PostPosted: Tue, Oct 26 2010, 0:54 AM 

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As they should be... But that's just my opinion.

And as I said, they're tactical classes. You can't beat all their spells!

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Dark Immolation
 
PostPosted: Tue, Oct 26 2010, 1:01 AM 

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I thought the whole point of the nerfs done and coming up was to make it where nothing would outright be "support" or "tank". Or at least not in as wide a margin.

Mages becoming support would be an anomaly in D&D. It's a land of magic. Whenever you want to do something big, earth-shattering, or significant, you either get an army of warriors or a couple of mages.

I'm not gonna play chicken little and say that's what's happened, or gods forbid will happen on Amia, but what once was a far-off destination can now be seen from our front porch.


 
      
MoshingChris
 
PostPosted: Tue, Oct 26 2010, 1:03 AM 

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You people need to let it go for awhile really. The change has been in for a very short amount of time.

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Rosencrantz
 
PostPosted: Tue, Oct 26 2010, 1:03 AM 

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ShadowSoul89 wrote:
As they should be... But that's just my opinion.

And as I said, they're tactical classes. You can't beat all their spells!


Nor can Wizards prepare a fourth of their spells. And if we're to go off of Faerun and/or Dnd.. Mages simply arn't 'stay in the background' support classes. They should have some bite too, honestly. I wouldn't mind a setting where there was NO Weave, but if there is going to be Weave than being able to channel it as an arch-mage with years and years of study should mean that they can do -more- than simply support a brawny fighter.

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Rosencrantz
 
PostPosted: Tue, Oct 26 2010, 1:04 AM 

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[Yeah, I'm already doing that. Moshing... But I'm an argumentative bastard and I love discussion.

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Ramika
 
PostPosted: Tue, Oct 26 2010, 1:42 AM 

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I just saw the announcement thread.




Terra, I love you. Thank you guys for taking some of that stuff into consideration.

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drahgon
 
PostPosted: Tue, Oct 26 2010, 1:50 AM 

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Ramika wrote:
Terra, I love you. Thank you guys for taking some of that stuff into consideration.


Same here

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khchen
 
PostPosted: Tue, Oct 26 2010, 3:05 AM 

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Divine favor:
I don't think it necessary. The Divine power nerf is enough if we intend to nerf cleric. The change hurts BGs. It is a slight change, but not necessary. Also there are Divine favor scrolls(CL 5) on sale which used to be +1 att/dmg, now +2.

Tenser's:
As others said, not being able to drink potions makes it a death trap.

Greater sanctuary:
Should have a way to disable the sanctuary state other than attacking with your staff.

Others are good.


Last edited by khchen on Tue, Oct 26 2010, 3:15 AM, edited 1 time in total.

 
      
Rosencrantz
 
PostPosted: Tue, Oct 26 2010, 3:05 AM 

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LOVE THE NEW GS CHANGE!!

It makes GS exactly what it should be! An escape button worth slotting. Not an, as Brain says, instagib.

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xXxSuShiKunxXx
 
PostPosted: Tue, Oct 26 2010, 3:09 AM 

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*Mords and wails*

Quote:
17+35=52


.........*Dominate monster*

Quote:
8+9=17


Learn to play the saves.


 
      
BlackDahlya
 
PostPosted: Tue, Oct 26 2010, 4:50 AM 

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Darn... 3 or 4 pages since I last read this topic? >_<

I gave up reading on the 8th page. Hopefully, I am not missing anything important in that page or the next...

Anyway...


Rosencrantz wrote:
But let's ditch the villain example for more variation. Let's say I have a.. Helmite! And I see some villain blatantly going against the laws of the region/municipality/country/whatever.. My Helmite is going to engadge him and it may go to PvP. The problem is, I find myself on my PC's side. I want him to win. Which may the wrong way to see it and maybe being more dettached from the fate of your character may produce better RP (And I'm definately not saying you should throw a fit if you lose like most do. I think if you lose, you should go with it and see where it goes!), but I find being dettached fully like that to limit.. well.. how -attached- I can get to them... If that makes sense.. I want my Helmite to have a pretty tight build so that he doesn't lose every fight. Mind, I don't want or expect him to win every one either. But certainly I want him to win as many as he can. Certainly there's nothing wrong with prefering the RP of your character to go one way rather than the other most of the time and to try to put in place the mechanical foundatioCertaintly I would get more and more dettached from my Hn to steer it towards that direction. elmite if I build him half as well as I could and he loses almost every fight he goes into in the name of Law.


That is how I feel, even though I am not playing as much as I wanted lately.

BrainSplitter wrote:
IMHO, not liking the changes is fine. I mean, no one -likes- their characters getting weaker. But raging and complaining over it is neither productive nor effective. If anything it serves to make it worse, simply because of the age-old effect of group mentality, and the fact that one person raging will inevitably make someone else more likely to rage; at least in online communities. The perception of support for a 'cause' often makes that cause more justified, somehow.


Agreed. I think I am better now. I am not sure if I was one of the "raging people". Sad and disappointed at first, indeed, but not "raging".

Either way, Auron will keep doing what he has been doing for ages now, ever since he was rebuilt to drop his Blackguard levels and lost Divine Shield:

Blaming Shar and Beshaba on his misery because he is not the promising bad guy he wanted to be. Or Lolth, because...well, he was doubting his faith and that made him weak. xD

The only bad side is that he cannot actually turn good because he is a Shadow Dragon Disciple but, alas, we reap what we sow (or whatever is the saying in english >_>;;).

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MoshingChris
 
PostPosted: Tue, Oct 26 2010, 5:10 AM 

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khchen wrote:
Divine favor:
I don't think it necessary. The Divine power nerf is enough if we intend to nerf cleric. The change hurts BGs. It is a slight change, but not necessary. Also there are Divine favor scrolls(CL 5) on sale which used to be +1 att/dmg, now +2.

Tenser's:
As others said, not being able to drink potions makes it a death trap.

Greater sanctuary:
Should have a way to disable the sanctuary state other than attacking with your staff.

Others are good.


The favor change is a complete fix for Paladins, Blackguards and Clerics. I wanted further (6 or 7 CL) you can thank tormak for it not going further. I play all three of those classes predominantly. I know exactly how good they are. Blackguard never needed favor, but it got it, sure you don't get +5 unless you go pure, but you do get one turn of +4 AB once a day to lay the smacketh down with.

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alamut
 
PostPosted: Tue, Oct 26 2010, 10:06 AM 

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MoshingChris wrote:
The favor change is a complete fix for Paladins, Blackguards and Clerics. I wanted further (6 or 7 CL) you can thank tormak for it not going further. I play all three of those classes predominantly. I know exactly how good they are. Blackguard never needed favor, but it got it, sure you don't get +5 unless you go pure, but you do get one turn of +4 AB once a day to lay the smacketh down with.


Lvl 16 gets +3 instead of +4 AB. And honestly, they do need it. Since paladins and clerics have others tricks to increase their AB, any modification would hurt Bgs. I have only two toons and my BG follows me from the very begin. When you have multiple characters you lose the sensibility to notice how these very little modifications can hurt the pain.

And seriously, scrolls of Divine Favor +2 instead of +1 ? I can't see the reason for that at all. That was supposed to be a gift or aid from Gods. Not something you can buy at the corner.


 
      
The Great Equalizer
 
PostPosted: Tue, Oct 26 2010, 11:39 AM 

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alamut wrote:
And seriously, scrolls of Divine Favor +2 instead of +1 ? I can't see the reason for that at all. That was supposed to be a gift or aid from Gods. Not something you can buy at the corner.


It's Waukeen's clerics making those scrolls I bet, there we go, problem solved. :D


 
      
Dark Immolation
 
PostPosted: Tue, Oct 26 2010, 11:58 AM 

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I don't see a big problem with Divine Favor change so far.

Anyone it was really helping out before, it's still helping out if they have 20 levels. Anyone else to a lesser extent, one or two AB/damage less.


 
      
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