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Lawlight

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Everything posted by Lawlight

  1. No you can't use them. You'd have to rest to use them anyway... Just to let you know. I edited my previous post.
  2. COOL!!! I cannot understand why I never thought before about this relatively easy possible solution. This makes me really really happy. I can confirm this. If you pause while lvling up you see spells like doom again in the spellbook and can select/memorise them. But once you end pause they all get smoothly erased. Good job. What is the intended progression rate within KR? Draw Upon Divine Might improves to +2 at level 14 the first time. That seems a bit late to me, considering they get Dinvine Spellcasting at 4th level. Is it really necessary to keep the reduced casterlevel for them? I mean, they've only access to low level spells anyway... And it is not really transparent for the user either... If it has to stay, it should really be mentioned in the class description... Seems to be the case. I'd like to have an portrait icon or the Aura though...
  3. Wow. I'm totally impressed by this first glimpse. Tiger: If Flurry of Blows has to be baked into one fighting style, yes. Maybe even slashing damage with unarmed attacks or/and a bleeding effect. Crane: I agree. Panther: This one I like the most. Especially the part with the 2x backstab multiplier. *evil grin* Snake: Piercing damage? Pathfinders Ultimate Combat may be helpful here.
  4. Do you play with IR 3.1? Then it is working as intended.
  5. You know that I'm all for fighting styles. Edit: Sorry for double post.
  6. Well, he will do 3-12 damage with 18 Strenght....it's ok i guess, I like monks with weapons anyway. But then... ...what's the reason to use fists early on. Dunno if I like that. Anyway. I like the alternative solution much better. I think it shouldn't be much of a problem, when it's properly reflected in the class description (Flurry of Blows). I cannot answer this. I tested it again. Casting Haste doesn't effect my monk at all (no "hasted animation"). Casting Improved Haste on him works, but has not the effect it should have.
  7. IV) Monk class still immune to haste. Or do you need to update SR for it to work?
  8. I cheated to test some stuff before I start actual gameplay testing... I) So... I can confirm this. After reloading you get extra attacks till you switch weapons. At lvl 7 (bg2): 1) before 3 apr 2) after reloading the save game -> 4 apr 3) after switching weapons -> 3 apr II) At level 19 the monk loses the ability Ki Dodge (the lvl at which it actually should get an improvement). At lvl 18 Ki Dodge is there. Also tested this in TOB. III) No Slow Time at all.
  9. As a general note: What always bothered me the most about this class is that it can't make use of all that shiny equipment (most importantly weapons) as other classes and at the same time needs very little micromanagement because of the lack of active abilities... ...in other words: it was boring as hell. I think this class deserves (in Kalindor's words) "more flashy gimmicks" to compensate this. Your Ki Pool feature goes in the right direction. I really like it. What about different stances? A bad example for a flashy gimmick, but a good one in terms of imporved mircromanagement.
  10. First of all I've to say, that I'm willig to test the monk for you. Alot. Secondly, I like Kalindor's idea of a wing buffet-like force wave effect for Ki Shout. And most important (for me), I fear that the monk's thac0 will be mediocre at best (nothing will change on this matter) - even with fighter's progression table -, because he lacks both specialisation's and weapon's bonuses. Beta will show us if this is really the case, but if the memories of my playthroughs with this class (BG2 only) are not wrong I fear this will still be the case... With your nerfed unarmed strike damage progression table (which I fully support - I always thought that 1d20 was to much) I think one can safely say that there is room for offesive improvements. What do you think of something like True Strike (for example SR's +10 thac0 for 1 round) to join the Ki Pool?
  11. I'm very happy to see you back Demi. I periodically visited this board in hope of your return. Finally... ...and look what happened! You and Arda have been very busy bees. I will help you test stuff asap.
  12. Mist of Eldath Yes, Regeneration and Mist of Eldath's healing effect will stack (the latter isn't even a regeneration effect), but even if druids get MoD I don't see how having Heal as a 7th lvl spell will make them "imbalanced". Clerics get Heal as a 6th lvl spell, and at 7th lvl they get Greater Restoration, which is a sort of "Heal + Restoration + Improved Break Enchantment". Druid's Heal is there for one and only reason: consistency with the current SCS AI, which uses it. If DavidW will ever come back to update SCS again, then we may remove Heal from them. Maybe we have different views on what an increased duration from 1 round to 1 turn means for Mist of Eldath. I actually thought that creatures staying in the mist keep getting healed once every round, which is very close to a regeneration effect, isn't it? The combined healing output could be high enough to make a direct heal overshoot the mark for a single healer.
  13. Creeping Doom Cool. Yes for the poison effect. Earthquake I prefer it to last as long as it does now, but I like your plan to ensure that creatures entering the area after the first round get affected too. Finger of Death As I said in the other thread: Imo clerics shouldn't even be able to use this spell and Destruction should be clerics Finger of Death instead. Greater Restoration It's fine. Holy/Unholy Word 1) I'm against both grating a save and replacing it with slow. Isn't there already a slow effect? 2) I'm against a merge, because I like the whole good vs. evil theme of dinvine spells. Nature's Beauty Yeah I like what you did here too. Regeneration 'Nuff said. Shield of the Archons Once again you've exceeded my wildest expectations. And yes this would finally make it worth a 7th level spell for clerics. I'm fine with casting time 1 too (actually I'd love it), but I think it should last for something in the direction of PfmW. I'm totally against renaming it to Divine Shield. Shield of the Tanar'ri on the other hand would be a nice addition imo. Sphere of Chaos Yes keep it. Summon Death Knight While I agree that it should be useable by evil clerics only (maybe even neutral clerics), I'm not sure if Sunray is an appropriate compensation for the loss of a summoning spell. Summon Shambling Mound Deal. Sunray It's fine imo.
  14. 7th Level Cleric Spells Destruction Clerics shouldn't even have Finger of Death and it should instead be druid-only imo. Destruction could be a good way to differentiate these two classes even further. 7th Level Druid Spells 1) Mist of Eldath My favorite of your suggestions. I agree with you that it should last 1 turn like the other cloud spells, but I'm instead with those saying it should be party-unfriendly (thus healing enemies too). With this spell around I'm not sure anymore, if druids really need Heal at 9th level. Since Regeneration and Mist of Eldath would most likely stack (and they should imo) adding a direct heal on top of that could be imbalanced for one divine spellcaster alone. 2) Conjure Greater Elemental Makes sense. 3) Protection from the Elements I opt for implementing it druid-only. 4) Poison Vines I could see myself using this. It is also a good candidate for a nasty Giant Snake combo.
  15. Hehe, I got it now thanks. Well, I don't asked for changing this component. But I'm now fully convinced about it and will probably install it in my next playtrough. As for Tortoise Shell, I think it doesn't have to compete with Entropy Shield. Clerics deserve to be better defense wise, while druids shine with their offesive potential.
  16. Blade Barrier I'd welcome the change from evocation to conjuration. Bolt of Glory I quote myself here: Conjure Air/Earth/Fire Elemental Fine with me. Control Undead No offense meant, but I hardly ever used it anyway. Create Undead --> Animate Skeletal Warrior Now that you say it... I think it is a good thing to have different summons from class to class. Dolorous Decay I like your suggestion to make it a sort of reverse spell of Regeneration. False Dawn Doesn't need any changes imo. Fire Seeds Good idea imo. Harm A casting time of 6 could be balanced (since it has no range), but it would need ingame testing. I agree that casting time of 1 round is just to much with your suggested solution. Heal Even if it is the reverse spell of Harm I'd go for a casting time of 1 round. Physical Mirror --> Entropy Shield You surprised me positively here. So much help/love for the in my eyes compared to mages underpowered cleric class (especially because interupted so easily) makes me blush. I'd go for all 3 features. The third option could be removed if actual ingame testing proves it to be overpowered. Sol's Searing Orb I'd suggest ungoing fire damage. Wondrous Recall Fine imo.
  17. 6th Level Cleric Spells Banishment Go for it. Spiritual Wrath & Bolt of Glory Really, I don't see this spell any useful taken by itself. Not to mention, that I always disliked IWD's version because I remembered it as a co-op spell. I'm interested in the idea of merging it with Bolt of Glory though. But how do you plan to merge them? Spiritual Wrath is originally a save or half spell, while Bolt of Glory grants no save (which I like much). Spiritual Wrath's damage scales with the number of priests casting it (per PnP), but you can not realize that within BG, while Bolt of Glory does not scale in any particular way. SW does AoE damage (range scales with nuber of casters too), while BoG does single target damage based on creature type. Conceptionally they are really different. Did I mentioned that I don't like what IWD did to this spell? Personally it doesn't bother me much, that Bolt of Glory is originally a Torm only spell. The whole BG divine system is a big "melting pot" anyway... Bestow Greater Curse & Greater Glyph of Warding Both aren't really needed. 6th Level Druid Spells 1) Whirlwind Very iconic indeed! 2) Tortoise Shell I like this spell and prefer Ardanis solution of setting AC to a specific value (making it druids fullplate). This way druids could negate their drawback of not beeing able to wear metal armors at an appropriate spell lvl and for the first time ever I would install IR's Restrict Fighter/Druids to Armor that Druids Can Wear component for Jaheira. I don't like the idea of it beeing casted on others though. Since druids lose Armor of Faith maybe (which I voted for too), this spell could replace Armor of Faith for druids in terms of helping with TobEx's Concentration Check feature. Call me crazy but I would even consider to expand it to vanillas protection to physical and magical (elemental) attacks, which fits druids very well. 3) Drown Again a water based one and I like it for that fact. I don't think Dolorous Decay & Drown collide much. Your suggested improvement for DD would leave it as pure damage force to encouter regenerate abilities, while Drown is pretty much a save or die spell. I personally like aVenger's version the most. While the PnP version of this spell is more unique, it is also hugely long-winded and inefficient. Shaitan's suggestion of a secondary effect like silence or panic on a failed save instead could keep the spell attractive and would differentiate it from Finger of Death. But that would indeed bring it to close to Demi's suggested Dolorous Decay imo. Well, it all depends of how DD will look like in the end. If it keeps its old concept, I really like your suggested gradual drowning, Ardanis.
  18. I have a problem with slightly different spells sharing the same name too, because that could be pretty confusing for someone who does not know better.
  19. 4th Level Cleric Spells Cloak of Bravery As I mentioned before: I like it 'cause it expands clerics "reverse spells" concept pretty nice. In addition, I think your suggested implementation of Cloak of Fear/Bravdery should do fine. Dimensional Anchor I like it, but I think it isn't needed. 4th Level Druid Spells I really like the following two spells. The other suggestions failt to attract me. Blood Rage First of all: This could be a pretty cool addition and would add something "fresh & new" (within BG) to the class. If you ask me, I thought it should be implemented at 4th level. I don't mind the name though. Animal Rage sounds a bit better. And yes, clerics shouldn't get it. Striking/Smashing Wave I've nothing to add here, but it could be a great tool for druids. Splish splash... a water based spell theme! 5th Level Cleric Spells Mass Cause Wounds Imo this is a must have in terms of consistency and a nice addition too. Shield of Lathander This spell is more KR's business imo. 5th Level Druid Spells Animal Growth Yes please. I like 3E's physical resistance buff. Conjure Lesser Elemental Must have for druids. Lightning Storm I like this one more than Rejuvenation Cocoon, because the latter is a bit creepy imo.
  20. 9th Level Spells I like all five suggestions, though Shadow Clone thrills me the most.
  21. 3rd Level Cleric Spells Bestow Curse I like it and suggest to make it a sort of anti-luck spell (-x penalty to saving throws, hit chances, damage rolls, thieving skills, critical strike chance, backstep modifer etc). Searing Light I like it probably even a bit more than your suggested Repulse Undead. It overlaps with Sunscorch - yes, but as long as druids get it so early I think it's fine. Clerics are more anti undead related anyway. 3rd Level Druid Spells 1) Greater Magic Fang As I suggested it earlier I'm quite in love with it. 2) Spike Growth This one is pretty cool. I agree with Shaitan in both, that it should have an animation and that a recolored version of Entangle's animation should do the trick. 3) Animal Summoning III 'Nuff said. 4) Icelance I agree once again with Shaitan here. 5) Quillfire I'm not so much in love with its PnP pendant, but Ardanis' suggestion really thrills me.
  22. Call Woodland Beings Yeah, aTweaks could be a real muse here. Cloak of Fear & Cloak of Bravery Personally, I like your idea of adding CoB, since clerics already have many reverse spells and this addition would expand this concept nicely. Death Ward I'd welcome the merge. Defensive Harmony I don't think its duration is too short either, because of its instant casting time. Within PnP this spell granted +1 AC for every creature effected in the radius (up to +5 AC), which means that at least two creatures need to be linked for this spell to work. PnP version is more realistic, that's all. The concept of this spell is pretty cool, but there is one passage in the original description that made me think about whether it is possible to expand the concept in the offensive direction. "Defensive harmony grants affected creatures a defensive bonus by bestowing an enhanced coordination of their attacks and defenses." The description and name of the spell would need to be changed (Harmony for example), but what about giving the effected creatures a +4 bonus to hit too. Bad idea? Divine Power Doesn't need any change imo. Magic Circle against Evil It was formerly Protection From Evil,10' Radius. I think this spell is pretty much fine as it is, but I have no problem with it gettin' moved to 3rd level a la 3E. Other than that, there is nothing you can do here to differentiate it from Defensive Harmony without changing the base spell (Protection from Evil) - leading to the conclusion that Defensive Harmony is the better candidate for changes.
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