Jump to content

Lawlight

Members
  • Posts

    168
  • Joined

  • Last visited

Everything posted by Lawlight

  1. Revised Backstabbing So currently the ranged version doesn't work for BG(2)EE, because ToBex is required for this component to work, but is there any particular reason to exclude BG(2)EE Users from installing the other two (melee) components? (I guess there is...)
  2. OMG! I was so thrilled about Revised Backstabbing (especially ranged backstabbing) Revised Critical Hits only to see that both components dont work for BG2EE. Any chance that the developers ever include the required ToBex features? // very sad panda
  3. I like this idea, because it favours true class in comparison to:
  4. Cool idea. x2 isn't op and expands the use of stealth.
  5. I'm glad to read this Demi. Will 3.1 include all the Items that are not yet touched (like Moon Dog Figure, Jade Hound Figurine, Big Metal Unit, Big Metal Rod, Shakti Figurine, Golem Manuels, Web Sack, all the rods out there etc.)?
  6. Both. *g* They have - in the current build.
  7. Cavalier Has still access to Divine Spellcasting?
  8. +10 for creativity But you have to admit that Valygar would be an appropriate candidat for a feralan kit, at least in term of his sincere, amiable and sunny personality... Stalker Jokes aside, imo the Stalker should outshine every other class/kit in term of stealth. He is the best candidate for a 'hide in combat' feature. Something like: - SHADOW STEP: The Stalker can instantly "teleport" to any place within 15? yards of his sight and immediately becomes invisible - and/or a passive ability with a small (on hit) chance to become invisible Agree on the 'no druid spellcasting' part. I'd love to see these generic arcane spells replaced with a "unique" set of abilities instead. Like that. Other: Maybe even two points in one-handed weapon fighting style at first level.
  9. Yet another class with a rage like ability (Feral Rage). No offense meant, but no thanks. I think it's against KR's philosophy anyways... And I can't think of any good way to explain how charname could've become a feralan... As for Divine Remix' Feralan (no offense meant again): Stopped reading here...
  10. Yeah... Awesome... Uhm. I meant to say: overlapping with Fighter/Thief.
  11. True Ranger If not dualclassed to druid this class was really underpowered in vanilla. He needs some serious love imo. EDIT: "Underpowerd" may be a bit harsh, but the class was at least unappealing in comparison to both it's own kits and warriors in general... Archer Besides Call Shots there is not much to add here. It'd be cool if he could craft his own arrows though. But basically, balancing is the main problem here. Stalker Just hate this kit. It's overlapping with Fighter/Thief is beyond good and evil. But you succeeded with Barbarians & Berserkers - I believe in you! Beastmaster I agree on the weapon and armor part. Imo Beastmasters should be limited to weapons he could easily craft himself like axes, clubs, spears, daggers, darts, bows, quarterstaffs and slings. He should be restricted to nature armor, yes. Other drawbacks could be a charisma penalty (not a real disadvantage within BG, but they really are natural outsiders...) and a shock state when his companion dies. I'd focus on the Animal Comanion part instead, like Pathfinder's (3rd party) Beastmaster. AD&D allowed him to summon a horde of animals, yes, but it took him a week to gather his horde and it happend only once per year for great purposes. Anyway, I think summoning spells don't fit the class in general. Battle Roar and Greater Battle Roar could be appealing abilities. I don't know if Bond of Blood is implementable in a fashionable way. As a HA it might even be conceivable that he gets a second permanent companion. Other things I could imagine are things like animal instincts or even immunity to blindness (because he can look through the eyes of his companion). The big question is how to handle the death of a companion and the "getting a new one" part.
  12. You convinsed me. Empty Body Or you could leave it as it is and exclude it from Ki Pool (once per day ability).
  13. That's pushing it a bit. But I get what you want to say. He is a very versatile fighter, yes, but please keep in mind that there is one big Ki Pool and you must choose wisely which skill to use... Once it's empty the monk has mediocre defensive capabilities at best. The Ki Pool is one good way to balance him. Some examples: - one could make Ki Shout the natural upgrade of Ki Arrow (which Demi already suggested) -> give Ki Arrow it's knockback for low level then... - Quivering Palm could join the Ki Pool (maybe in a nerfed state) to even more force wise decisions Other than that: - future update of SR (Imp. Haste) will balance out Stunning Blow and damage output a bit more - once Empty Body works as it should, it will not longer be possible to abuse it offesively; it's a good (short) panic button then, nothing more - Slow Time deserves to be a powerfull ability; if 1 round is too strong the duration is the best way to nerf it (3 sec was just fine) They are hard to kill, because of smart Abundant Step usage and teamwork. I see nothing particular wrong with this. I'm totally against a casting time for Slow Time. It's the fact that everything is instant that allows for fast reactions. And this is by far the most fun part of KR's monk imo.
  14. I think Slow Time really differentiates the monk from all the other warriors. It fits them really nice. But if you are really worried about it. I could live with just a half round duration. It'd be still very usefull if used in the right moment - even with such a short duration.
  15. I think it should be fine as an HA.
  16. I felt this way too. Something like 4 seconds.
  17. We have to. Otherwise it overlaps with Slow Time to a certain extent.
  18. I guess you meant me. Dunno exactly about level 1 (maybe kreso can answer this - he plays BGT I think) but he gains 10skill points per level. Last time I checked it, the monk was able to attack during this round with and apr rate of 4 instead of 5 (unhasted). 1) I'm against reintroducing slow&haste immunity. Otherwise I'm with Demi here. 2) I think it is not a particular monk class phenomenom - it's a global problem with Improved Haste & warriors. I have no doubt that SR will fix that one day. 3) Factor in all these nasty equipped- and combat abilities of some of the weapons. Monk's are unable to make any (or much) use of them... 4) There are much worse caliber in terms of raw damage output. I agree.
  19. My little feedback: Much better than vanilla. Still a bit weak at low levels, but really decent at mid levels. Description The ability to Stealth and Find Traps should be mentioned somewhere. Slow Time I have to agree with kreso here. It can be very devastating if used in the right moment though. Ki Shout Really like this one. I'm with kreso here gameplay wise. But... sometimes a really nice animation occurs. But it only happens like 1 of 5 times. Any reason for this? Ki Arrow Very unappealing imo. Used it once or twice and never again. The animation is very unimpressive too. Wholeness of Body Nice to have. Abduant Step This is by far my favorite. Don't know how many times it saved him. He justed teleported into the backline and got healed by Aerie. Secondly and more important it allows for easy repositioning in cases he drew to much attention... And well, bye bye Archers... Don't like the idea. It makes no sense... SRV4 in mind, I see no need for action on this matter.
  20. Empty Body This ability is very different in comparison to Ki Dodge. The first thing I recognised was the extreme long cast time. It feels a bit weird. Even more because all other abilities of the monk are instant skills. I think a description of this ability would be very helpful for some players. And a portrait icon would be cool too. What I figured out is, that it makes you immune to all weapons, gives you invisibility + non-detection and 100% magic resistenace. While very helpful I can't really imagine how the monk can manage to constantly switch between the planes to hit the targets in the material plane (is the apr decrease there to make it more realistic?). Maybe for a blink but not constantly with a speed of 4 apr. He is no Phase Spider...
  21. Yes. But isn't it misleading for the mortal gamer that the caster level starts to increase at level 10, when at the same time the paladin obtains Divine Spellcasting at level 4?
  22. Divine Power grants +18 hit points at level 26 so the progression rate I figured out, seems to be valid. Btw. Is it intended that Divine Power has a negative impact on THACO for a Paladin?
  23. Manual Paladin Level / Caster Level 9/1 10/2 11/3 12/4 13/5 14/6 15/7 16/8 17/9 cap Draw upon Divine Might KR (tested with DuDM at each and single lvl) Paladin Level / Caster Level 4/1 5/1 6/1 7/1 8/1 9/1 10/2 11/3 12/4 13/5 14/6 (DuDM +2) 15/7 16/8 17/9 (DuDM +3) 18/10 19/11 20/12 (DuDM +4) (no cap?) 21/13 22/14 23/15 (DuDM +5) 24/16 25/17 26/18 (DuDM +6) 27/? Conclusion It works exactly as mentioned in the manual except for the cap. Imo this progression rate is very misleading. The progression should start at level 4(5) and not at 9(10) within Kr.
×
×
  • Create New...