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JosephJohnson

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  1. This sounds really good for further differentiating Druids and Clerics. I agree with Kalindor and others that Clerics should have Regeneration removed. I know what you said about SCS but you also said roleplaying be damned was blasphemy. hehe Honestly it isn't that important for Clerics to have it removed though, mostly for flavor and consistency. Cause Wound spells have always been useless to me. Honestly, the only way I'd ever consider using them is if the amount of damage was the same as its respective cure spell but then that might me overpowered.
  2. Well my main gripe with good clerics having animate dead replaced with a repulse undead spell is that there's already so many other spells that do the same thing. Not to mention turn undead which is like an all in one anti undead spell. I can see why you guys think it should be removed though. I was under the impression call lightning did 3d6 per bolt, with an additional round for every 4 levels? If it is 30d6 max damage then yeah I'd say that isn't underpowered at all. lol By the way I don't have either of the games installed right now so I'm most likely wrong. The Divine Smite sounds good. The reason I say it should affect everyone not of the clerics alignment is because I remember Holy Smite/Unholy Blight's damage never affecting my PC in BG1 ( my characters are always true or chaotic neutral) which made some fights really easy (Bassilus, the bounty hunter in the inn, the cousin of the berserk commander etc.)
  3. Animate Dead I don't really see why calling the dead to aid you is such an evil thing to do. Demon Knights on the other hand...... Removing them both from good priests is a good idea only if you can find a suitable good summon to replace them. Otherwise they should stay as is, roleplaying be damned. Besides, a player could always CHOOSE to not use these spells. Break Enchantment Removing charm sounds great. Call Lightning I think it's underpowered. Even though it's only a third level spell it was a druid's main damaging spell for a long time in the vanilla game. I say the damage should be increased at the cost of rounds of duration. Dispel Magic I don't like capping it but I guess it wouldn't be so bad. Gust of Wind Yes move it down a spell level. Holy Smite I don't see why it shouldn't do full damage to all non good alignments. Same for unholy blight. Storm Shield Sounds really neat.
  4. Longstrider sounds really useful. Bane as well.
  5. Magical Stone spell needs more damage, like 1d6+3. Also improving the speed factor so you can attack faster. If not then at least up the amount to 20. I never used strength of stone but I can definitely see how a movement rate decrease would be annoying. I say do away with it completely.
  6. I had the exact same problem but figured it was an issue on my end from all the mods I installed. I thought it might be an incompatibility with Atweak's more temple healing component so I uninstalled it but crashes kept happening when I clicked on the cures button of a temple. If I recall correctly the only temple where I could access the cures was the priest in Saradush.
  7. I'd install the component from BG2 Tweaks just to be sure. While we're on the topic though, I wonder why Demi decided to leave most of Joluv's items the same.
  8. I really like the critical hit immunity removed idea. It would make the game tougher but not in a huge way, and as you said, it allows for you to create special items which will prevent them. The ranged backstabbing sounds cool but I don't think it would be fun to walk into Mae'Var's guild and have your party obliterated by 15 thieves backstabbing you from afar. The only way I could see this working is if most ranged weapons had a -3 penalty to backstab with only a few with -2 such as Necaradan's crossbow. It does sound cool though.
  9. I like the idea that the BBoD may be cast on a party member, Imprisonment needs a save, even if it's huge, a save at least gives you a chance as opposed to automatic bye bye for whoever it is cast on.
  10. When you first use the gargoyle boots they have two uses per day and it all works fine but after resting, they only recharge to have one use per day.
  11. The cursed bracers which are supposed to give you an extra attack with a 4 point thac0 penalty only give half an attack, but actually give a point BONUS to thac0. Helm of the Rock gives a 2 point AC bonus.
  12. A couple things. The Dragon Helm description says 20% but it only gives 10%. There are two Namarra blades when the description implies it is unique. One is on the Crypt King, the other on the merchant in Brynnlaw.
  13. I want to say thank you too. Although I don't use the "harder" components, I can certainly appreciate all the effort you put into everything.
  14. Fantastic work, I really like your sense of humor. My favorite was when Mainchar "gave" Aerie to Haer'Dalis.
  15. I don't know if anything can be done without restarting your game at this point. Reinstalling components mid game more often than not causes problems, especially with the text. Your next play through should be fine though.
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