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Tactics Remix


Guest morpheus562

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Just for clarifications - so this isn't a remake, nor a full-fletched update but something inbetween? AFAIK Tactics was on a different powerlevel scaling than the vanilla game and I'm not sure how can you integrate that with SCS. Or does this involve a rebalancing to make the mod closer to the vanilla/SCS power scaling (in which case, some people might request/expect a closer-to-original scaling component though).

Yes, I read the full post, but the first sentence doesn't really match with the rest. If Wes agreed to only remix the encounters to match them with the scaling expectations commonplace these days, it's all fine (I'd still suggest Remix over Remake as a more accurate term in the name though).

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The reason I suggest the word change is that people who are familiar with the original Tactics experience might expect an accurate and fully covered representation on the EEs just by the name and IMO it's better to explicitly use a term which makes the loosened "accuracy" more obvious.

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I'm glad Tactics is being updated and modernized, I'd suggest the following:

Kuroisan. Rather than nerfing acid backlash - which will make him more of a pushover - I'd remove it from the sword entirely and give it to him as a unique spell and Fireshield replacement. Weimer (and even Bioware) gave some boss types unique spells so there's a precedent.

Items. If your pc wore "Resilient Trodders" together with "Ring of Leached Abjuration" the ring's penalty is almost obviated, an elf sorcerer stands out as capable of wearing the two at little cost (since dex will only drop to 16, which is pretty good, while con could still be as high as 16 and who cares about str on a sorc?)

Ritual/Red Badge. The boots from the Ritual really need a nerf, they ruin even the best SCS spellcasting AI. The spear looted from the Red Badge does too, but less so, removing the extra attack per round may be enough as it comes pretty late game. Red Badge foes also have zero magic resistance and are totally vulnerable to magic damage, once discovered some characters have ways of beating them almost instantly (3x Skull Trap or Holy Smite in a Spell Sequencer, 3x wilting Chain Contingency etc... I think this is one of the encounters which are actually easier with a solo arcane caster).

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6 hours ago, morpheus562 said:

Items - As discussed above, looking at options to make the Ring of Leached Abjuration more of a cursed item by way of also reducing hit points.

Damage vulnerability - a percent penalty to certain types - is an interesting and underused alternative to hp penalty, which from memory can behave strangely as an equipped effect, especially if a PC wears multiple hp effecting items.

Or immunity to healing spells while equipped (the wearer could still use Vampiric Touch, ring of regeneration or potions), if it's to be worn by the lich in the docks, that would not reduce her challenge level, whereas other penalties would make her easier to defeat in some way.

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