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SR V4 Open Beta (last update 25 October 2018)


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Suggestion: for the Obscuring Mist spell, give any thieves/rangers in the AoE a ~15-20% bonus to Hide in Shadows and Move Silently.

 

Tactic: envelop your enemies in mist, sneak up behind them, and they are less likely to notice you. Great for low-level thieves who struggle with this skill. And appropriate for that power level, because it's a low-level spell!

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Perhaps Obscuring Mist should give a large bonus to hide in shadows only. (I know it's the average of these skills that determines the result, but let's be "realistic" about it.)

 

I agree that Silence 15' should give a bonus to Move Silently.

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Yes! I like both.

 

Although, Obscuring Mist has an ongoing effect that can give the HiS bonus to anyone inside it, just like Stinking Cloud every 6 seconds causes a save or being sick for everyone in it... Silence doesn't have that kind of ongoing effect that can affect you when you enter and stop affecting you when you leave.

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Silence is an illusion, so it acts only on the minds of the creatures present at the time of casting. Obscuring Mist is a conjuration, so it is a physical thing that has a persistent effect on the space where it was cast until it dissipates. I don't see any inconsistency here.

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So, you know how SCS uses invisible creatures to Shout so that the AI will move out of clouds? I think it'd be awesome (i.e. I'm doing it myself on my end) if we had some actually static spell effects rather than the always-moves-with-the-person-it-was-cast-on. Resilient Sphere is supposed to be immovable, and something creatures can wander into and out of. Same with Silence 15' (except it can be cast on an object if desired). Perhaps we could see if an immobile InvCre casting these sorts of spells every 3 secs or so might give a better result.

Edited by Fiann of the Silver Hand
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Fine, I just mean with Silence you can't cast it and then walk into it to get the benefit. You would have to cast it on your thief beforehand. Tactically different.

Your understanding seems to be correct. I was mistaken. http://baldursgate.wikia.com/wiki/Silence,_15'_Radius = This spell silences all creatures in area of effect preventing them from talking or casting spells unless they make successful save vs. spell with -5 penalty. (Alteration)

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Obscuring Mist

Bonus to hide in shadows seems logic, fine with me. Btw, if I'm not wrong the reduced line of sight should also allow to use the thief skill much closer to enemies (e.g. as long as your thief don't see an enemy).

 

I think it'd be awesome (i.e. I'm doing it myself on my end) if we had some actually static spell effects rather than the always-moves-with-the-person-it-was-cast-on. Resilient Sphere is supposed to be immovable, and something creatures can wander into and out of. Same with Silence 15' (except it can be cast on an object if desired). Perhaps we could see if an immobile InvCre casting these sorts of spells every 3 secs or so might give a better result.

Ages ago I suggested to do this for Symbol spells (and Spell Trap, though that is a different story), but we never discussed it much.

 

I'm not sure I'd vote for Silence affecting the area rather than enemies, because a save each round could make it really too good for such a low lvl spell.

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I'm not sure I'd vote for Silence affecting the area rather than enemies, because a save each round could make it really too good for such a low lvl spell.

Well if you would commit into every round check, you ought to also make all the vocalize effects last at least as much (by providing effect immunity, and cure) and you might as well have done that(can't check). I don't see any other problems with it.

 

And talking about moving with person spells, the sphere spells ought to trap you inside them, aka make your move rate zero. Technically, to move, you can teleport and the sphere comes with you. Just like in the battle with the Davaeorn in BG1.

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Hey all,

 

Just a quick question regarding Wild Mages. I noticed earlier in this thread that someone was having trouble making a fresh Wild Mage because they were unable to select the proper specialist spell (basically Nahal's) for memorization and the spellbook.

 

I've installed IR and SR with BG1EE and noticed that this problem still exists. I was just wondering if there was a good work-around to start a fresh Wild Mage until SR takes this problem into account?

 

Thanks! Amazing work btw =D.

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That was me, having the problem with creating a wild mage. One work around was to simply use EEKeeper to set your kit to wild mage after creating a regular mage.

 

The other option, and a more role play way, was to have the Kit Tomes installed, and getting the wild mage kit from the quest reward. I played it as a regular mage, interested in this "wild" magic...and touching the book had unfortunate consequences and benefits. :) From there I used the Wild Mage Additions to have a lot of fun.

 

~Destry

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