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geg_Ma3gau

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Everything posted by geg_Ma3gau

  1. Btw: make note, charm (un;like domination) cant be removed with break enchantment and i think only chaotic commands remove it(need to test it). Is that intended?
  2. I m just fairly convinced in what im saying i ve been asking to nerf these spells maybe a year ago . Everything harmful should have a way to be prevented. and cured too! otherwise players will engage in metagaming like sending 1 toon forward to be deaf/insected/whatever -i have a few remove enchantment (i even took it for my sorc) available to get rid of confusion/domination/silence. -i have a few remove paralysis to get rid of hold, stun. -as soon as im getting enough spell slots im getting freedom and maybe chaotic commands to be able to counted webs and charms(the SR charm just leaves your toon standing and its not countered by break enchantment) but when NPC start casting holy word and insect swarms im at a complete loss: only 3 of my party are mages and none of them have fire shields even, neither do they have slots for it. the clerics are getting storm shields.. whatever it is.. at spell level 7... so in underdark in any case lol. even then, 1 NPC casts holy word = my whole group is deaf and unable to cast cure disease AT ALL (and i only have two clerics to cast it anyways so even if i could it wouldnt help much). insect swarm cant be cured by another character id like to say 50% cast success isnt acceptable level of failure. it would be only balanced if another character can help the deaf/insected(but another character cant cast fire shield !) AND if it allowed a save AND if it was only 20%
  3. - Within SR all insect swarms already let the targets save each round to avoid spell failure and halving the dmg. - Gust of Wind would be much more appropriate. Also, Fire Shield grants immunity to insect spells within SCS/SR. You really hate spell failure eh? I think you brought up Holy/Unholy Word at least 10 times. Anyway, I'm open to discuss them but its Deafness effect doesn't sound so OP considering a Cure Disease spell cancel it. For a moment I thought the problem was demons/devils spamming it, but even a Pit Fiend can use it only once. And its only needed to be cast ONCE and its a complete gg no re pls fix this i hate it . During my playthrough the desolar inn party and the halflings in the sphere cast it and everytime they did it i hated it because everyone was deaf and unable to use any magic. a few things to make swarms and word balanced because they rly arent ATM i just hate them: -everything requires a save check -save check every round for the swarm so that if you save you can cast some spell curing this effect. -fire shield, acid shield and lightning shield save from it but also some other spells could be made useful in case you want to CURE it from your party character. Players must be rewarded for party teamplay I E one of your guys gets in trouble, then the other one cures him. -only 20% spell failure please, 50% is ridic. -do the spell deflections protect from the swarm? if no, then maybe it should? also did you notice how the high level insects cover ALL your party lol it doesnt matter how few AI have holy word/insect swarm, because everytime they cast it its gamebraking cure disease and break enchantment are a counter to the holy word, there s one little problem.... 1 holy word makes 6 characters deaf and noone can cast anything even cure disease this is why deafness is stupidly overpowered. you cant counter it casting spells because it prevents it
  4. Ideally the druid's insect spells should be also getting a cure. Sometimes they are just too overpowered just like the no save word of faith. they do damage, debuff and completely wreck spellcasting. this is way way too much for a single spell. insect spells could be fixed: -save checked every round, not once in the very beginning -cure disease should remove it probably All the miscast magic spells like the word of faith and insects could be further nerfed by giving only ~20% miscast no more.
  5. "partially visible" via detect invisibility and true seeing and faerie fire removes -4 miss penalty of II? Dpes it work for the whole party or only for the character who cast detect invis/TS?
  6. Can you tell me how is the "imp invis + non-detection + dispelling screen" countered? If i have a dude with imp invis, cloak of non-detection and disp screen, the opponent casters wont be ever able to target me with spells? Provided that they dont see invisible like the fiends. What if i have imp inv + non detection? will the SCS AI be able to AOE dispel me and handle it?
  7. Plate is much better once you can cast dex increasing spells like draw upon holy might (cleric/paladin). plate reduces dex to 16 from 18 (which light armor doesnt do)and then you nincrease it back up to 18 with duhm which gives you those 2 ac back on top of plate's high base ac. If you cast barkskin + DUHM on a plate user you re getting some ~-7 ac easily without much of equipment. And i personnaly dont use the movement reduction on armors fix. Armors are already restricted by class.
  8. Again about holy word/unholy word, deafness and silence. No doubt this thing needs a save. But also when your char is deafened it needs a proper countering cure spell like the cure disease or break enchantment. -maybe deafness should be cured by break enchantment/cure disease so that a party member can help the deafened character promptly to remove this terrible effect. -can vocalize be cast while silenced? maybe it should be also 100% cast while deafened and cure it too? If it has a save vs deafness and also deafness has a proper cure spell it will become balanced and fine. unholy word is rly stopping me from playing atm.
  9. It's a blunt approach, but check out my MRO here:http://gibberlings3.net/forums/index.php?showtopic=27573&page=1 http://gibberlings3.net/forums/index.php?showtopic=26838&page=1 I think I mentioned before, but SR can use my innate triggers and contingency if you like the implementation - it would be pretty easy to drop in the code. I never decided what to do about Chain Contingency... IMO it should probably be an HLA, but I didn't implement that yet. its a good approach just reduce the MR. increasing saves by 4-6 makes most spells useless. many mods balance carsomyr by reducing its MR from 50% to 20%. same should apply to the drow and everything else etc if there was a mod that does just this i would install it asap lol. Tweaking saves like you did is a huge balance change with a lot of potential for turning things upside down. im not into it at all, i dont want to waste time uninstalling and reinstalling the game and the mods. just 1 change: drow to 20%, and only top of the top villains like the dragons stay ~40% TOPS not more, fiends can stay ~30% the 50% MR bs is over the top, reduces the spellbook to haste/imp haste, pfmw, skins and mirrors lol triggers and contingencies are essential to include. SCS mages use them 24/7 everything should work with SR/IR and SCS ofc
  10. The most important fixes for me to improve the game further: 1) reduce MR for all creatures. 50% is way way too much and un-fun if you re trying to use magic other then stoneskin, mirror image, haste and pfmw. 50% creatures should be going to ~20% no more 2) word of faith. i dont know if it works like it used to but it used to deafen everyone for 10 rounds eliminating spellcasting. this is way way too much. And every fiend casts it. 3) automatic contingencies/triggers. on to-do list already. 4) perhaps. lower the effectiveness of Pfmw? It always irked me Carsomyr cant do anything about the spell. Pfmw should maybe check for save vs wand or smth and if the save is failed, the weapon actually hits through? What was the idea behind expeditious retreat spell? When is it supposed to be good?
  11. Haste in a few bits useless once you start really getting in epic levels with all the greater whirlwinds. I would expect more from such a weapon. It should be sort of top level longsword. Maybe some evil-based efects regarding considerable debuffs to the opponent, life drain and evil alignment restriction.
  12. No problem, bolt of glory magic removal is a welcome fix IMO. Ill look into your mod. Im sorry this is probably not the place to ask, but if anyone knows this il like to know how can i tweak the concentration fix in ToBEX. You know, the fix that does a concentration check : luck +1d20 vs damage + spell level. I would love to further decrease spell interruption chances.
  13. Ill try your mod perhaps but i couldnt find a note about the bolt of glory fix. A bit misleading for me. Have to think how will it all work with the setup im used to. Need to read a lot. That "parry magic" stuff.. and the whole innate ability for wizards system. is it compatible with SCS AI? Will the opponents be able to make use of their innate abilities like parry magic?
  14. Best mods: SCS, IR, SR, Tweaks. I wouldnt play the game whithout these thats true.
  15. Could we have the magic protection removals for the Druid and Cleric in perspective? The spells like ruby ray and secret word. Or this is too much? I dislike the fact that every time i want to cast a cleric/druid hostile spell at the opponent, i have to use my mage to bring down the spell protections first. Maybe thats just what mages are for but then, your whole party of divine casters is bottlenecked by the ability of a mage to remove deflections and spell traps with spell shields. Also, guys is the cast interrupt part of the game so much hardcoded noone can tackle with it? Also, autocastin contingencies and triggers every rest would help a lot so that you dont need to rest twice, fiddle with the spellbook etc.
  16. I would really, REALLY love to see overhauled magic resistance system because the mage/cleric spells become more and more useless as the game progresses currently. Why dont you just reduce the MR of creatures involved? Say, drow get ~10-15 % MR, demons and all sorts of 'moderate magical' creatures get ~20-20%, and only the tough bosses get ~35% or so. Would love to see the mod compatible with Spell Revisions.
  17. Vocalize cures silence, not deafness. Â Cure Disease was for some reason curing blindness and deafness in vanilla. It still does within SR. Â Yes, IR introduces Potion of Vocalize. Â Ok, i didnt know. Got to slot those cure disease spells on the clerics. One more reason to take them with you.
  18. Chaos was imba, glad it got shafted. It was also a copy of confusion  Im going to try it out but only when i m reinstalling all the mods, it takes some time and i dont want to start
  19. There isnt any spell able to cure deafness as far as i know. And clerics/druids dont have vocalize. But i dont think it cures deafness in the first place. Also, casting with 50% is 50/50 lol ) Â Kreso, where did you get those lines from?
  20. I feel the same way about Deafness, but it's a hardcoded effect afaik. Spell Shield doesn't protect you vs spells, only vs spell removals. Â I miswrote. I meant the lvl 9 spell protection Spell Trap. Does it protect from AoE?
  21. Well yes 2 options: stay out of range or have the spell deflection/shield of the Achorns up and running. Or make the party neutral or evil . Â Anyway i d vote nerfing deafness to ~20% spell failure any day of the week. pretty much the same way magic resistance gives +20% MR and the items like Carsomyr also. Â Btw, does the spell shield protect from AOE spells the same way deflections do?
  22. Guys what is a good way to avoid deafness from holy/unholy word?
  23. Do we have any fix on the cacofiend/bone fiend/ death knight situation with the update?
  24. I'm sympathetic to this request and I'm doing my best within certain limits. Btwm Black Blade of Disaster may still need some refinements, but it already works similarly to SR's Disintegrate thus you can happily disintegrate stuff left and right with it. SR's Flesh to Stone is already tweaked to not use the real petrification opcode. It's a "permanent stun" on a failed save, with a powerful slow secondary effect which allows no save. I think it's already useful even on bosses considering slow halves apr and doubles casting time. For Finger of Death I was trying to figure out a way to make its secondary effect more interesting, but I could imagine any for now. Increasing the dmg dealt would just make it a copy of Disintegrate imo. I also considered to add AD&D feature of turning the slayed target into a zombie, but I'm not convinced. On paper that would make the spell ideal not for bosses, but to reliably "replace" a weaker opponent with an undead ally. For Vorpal effects I considered to make them a bit easier to resist while adding a bit of dmg (e.g. no save penalty to avoid death but you still take xd6 dmg on a successful save). The Silver Sword could inflict 6d6 slashing dmg, AotU could do 4d6 slashing dmg, Heartseeker could deal 3d6 piercing dmg, etc. It's only a random idea on my mind though, I'm not yet convinced. Holy/Unholy word Slighty nerfing (Un)Holy Word is on my to-do list, but I didn't thought the deafness effect could be considered OP. For players it's not even that hard to counter imo. What I do think is problematic is the balance when fighting higher lvl opponents (e.g. greater demons/devils love to spam this spell). Vocalize It cures silence and makes you immune to it for 1 turn. Deafness could just do ~20% spell failure and that would be enough to ruin the player's day already. Same way all magic resistant creatures should be getting (ideally) ~20% or 35% for super tough baddies magic resistance TOPS, not 50-65% like it is now lol ). Why dont you like WoB,FoD, Silver sword doing 'harm-like' reduction to 1 hp on a failed save? Effectively save or die spells but within the game's limitations, also works on all the bosses. The closest it can get to the description within the game's limits(hate the immunities on the bosses).
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