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geg_Ma3gau

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Everything posted by geg_Ma3gau

  1. You realize you can install the P5Tweaks tweak to the dropping issue, so the creatures drop their stuff before they die permanently for various things. Of course the SR could have that too. "desintegrate" hah, yes it's actually spelled with i and not e, although it can be pronounced either way. Yes, the word check has ruined so many lives. Interesting mod. But it doesnt solve the issue with the finger of death, flesh to stone and wail of the banshee spells. You must have misunderstood me. The issue is that when you cast these on the plot bosses like Irenicus and the boss fails its save, he just doesnt die, the spell has no effect This also applies to things like BBoD and the Silver sword. Simply because the boss is required to have 1 HP at the end of combat. The developers just made all the worthwhile opponents immune to these spells. Thats a shame and it puts a big cross on their usefulness especially when you have few spell slots at these spell levels or when you re running a sorc who very much doesnt like taking useless spells. On the contrary, the current dis...grate (someone spell this pls ))) works on everything because it is not an insta pop but a damage dealing spell. One of the best spell fixes for my taste. FoD, WoB and FtS along with the items like BBoD and the Silver Sword could also work 'harm - like'. Which would allow these items to do their thing on the big bosses. Which is their best purpose after all . Demi what do you think?
  2. Also, what i really would like to see: Reduce the magic resistances for magic resistant creatures like the drow and the fiends. The reason for this is balance. Pretty much what you did with the Carsomyr, lowering it's MR down to 20%. Such creatures should be more magical then simple humans, but in a more gentle way. Drow: 15-20% MR fiends and dragons, elder orbs etc: ~25-35% MR. no more Reduce the power of MR breaching spells like the lower resistance etc accordingly if needed. The idea is that you should be able to cast spells at these creatures as more or less viable tactic. Not just a "magic on/off" switch when you see them. Also, the holy/unholy word is kinda imba in the same fashion. It always makes your mages deaf and that means 50% spell failure. let it be ~20% spell failure since you cant avoid it other then using spell deflection with AOE option. The fiends and the planetars just rain these words on you. They should be a bit more gentle with the casters. Can you remind me how does vocalize work currently?
  3. Btw i m loving the new desintegrate spell... It even works on the liches ... amazing stuff. Kind of save or die but goes around the stu..d limitation that you cant use it on the bosses. Maybe give us an option for all save or die spells like the finger of death leave 1 hp on the creature? So that we can use those too and on the bosses too like the current desintegrate. (it shouldnt break dialogues etc so it just leaves them sitting at 1 hp). Would love to see finger of death modified so that it leaves the opponent with 1 hit point. it will bring a lot functionality to this spell pretty much like desintegrate. Still, it would do more damage on the 100+ hp opponents. Something around the same lines with flesh to stone too pls. Because currently finger of death and flesh to stone are like big NO NO spells at least going against the bosses. is that possible Demi? I would love that. Btw about PoE: its very very unbalanced now. Doing the 4 druid 2 priest run. Unlimited healing unlimited AOE spam with huge damage. Blizzard spell. Regeneration spells stack on top of each other healing you completely like every 3 seconds. What i loe is that what you begin to cast, finishes. Sooner or later
  4. Everyone needs to relax from time to time. Do what you want not what you have to
  5. Been playing Pillars of Eternity lately and i must say this feels much better when your healing spells are uninterruptable. Why dont we do the same for the mod? Also, spells like remove fear/resist fear could become time 1 casting speed: its sometimes difficult to aim those when your frightened character runs around like an idi.. hasted.
  6. The acid sheath sometimes does disproportionate amout of damage. I just got my CHARNAME instagibbed by acid sheath and he had like 120 hp.
  7. My ranger cleric (good aligned ofc) reached level 7 spells and he doesnt have summon death knight. Thats because of his alignment, right? The neutral cleric gets the spell.
  8. Dispel magic coukld just have a strict limit on the amount of spell dispelled at once. 1 cast dispels only 2-3 buffs per target. thats all. A nice nerf to dispel.
  9. Yes, I don't know why EE didn't used the Anti-paladin class to create the Blackguard but Unholy Reaver should be usable by both. That being said, I don't like this sword much. Between Soul Reaver, Gram the Sword of Grief and the Silver Sword there was no need for a copy/past of Carsomyr imo. Let it be it is really good weapon. If you dont like the weapon you just dont use it thats what i usually do with the things i dont like (ie shield of Balduran). Btw remove chaos spell its imbalanced
  10. Mmm...explanation? Unless we find a reason for it (e.g. alteration spells cannot be dispelled?) I'm not convinced of it. Rant: I like what they did with Dispel Magic within D&D 5E (single target, cannot counter spells of higher lvl than the spell slot used to cast Dispel itself). I often feel a lot of our balancing issues would not be there if this spell was not as OP as it is right now. Re Regen; a) Heal-type spells aren't dispellable b) regen is a pre-buff, it's a shame to see it gone in the 1st round of combat (you're far better off speding a slot on something offensive or summon at level 6). Basically, if wizards are around, it's mostly a waste. c) the spell(s) lost a lot of it's power with non-hastening Haste (100%, to be exact). d) I think that this spell should work so that druid speeds up "natural regeneration" of an individual, not as an "outside buff". e) it won't screw the AI none Re Rant: It's very possible the make the Dispel less overwhelming (it doesn't need to affect 95% of spells used), and making Regen spells undispellable is one step towards it. That would ve been a bad way to do this imo. Maybe just slap a limit of effects dispelled per 1 dispel cast. 2-3 should do it. Do the dispelling priority list accordingly to balance it out just like it is in NWN with breach.
  11. Can you guys tell me if there is an evil version of Carsomyr for Blackguard? I see the Unholy Reaver. It is suited for anti-paladins. Is that Blackguard?
  12. Demi you ve been saying that "Antimagic attacks penetrate improved invisibility" SCS component is not needed. This means that YOu need true sight or detect invisibility up and running to cast antimagics at invisible mages? Does the AI abide this rule? Because i know there are many creatures in the game that see and attack straight through invisibility and sanctuary. Liches, elder orbs all of them do that. They are super powerful and all that. This may be a bit unfair. Btw is it possible to add contingency conditions "when hit by dispel magic"? What do you think about making an option "on hit dispel (carsomyr, staff of the magi etc) strikes through PfMW"?
  13. Guys, is the spell shield fixed in the latest install or i should still modify the files in SCS?
  14. Erhm, how did you do that ?I ask because you have to uninstall the Tweakpack component, then install the Item Revision, and then install the Tweakpack component, because if you just reinstall already installed component with the Item Revision on top, the Item Revision mod is uninstalled automatically and then reinstalled on top of the Tweakpack component when you try to reinstall it. Look at the Weidu.log file, you have to change the order and the only way to do that is to uninstall a component, and then install it back after when the rest of the auto installs are done. Ok, that worked. Thanks!
  15. How do the new proficiencies work out? I mean the proficiencies like katana/wakizashi and mace/morning star. I feel cautions about installing these because i am not sure i would be able to tweak the prof ticks for my existing walkthrough using bgee.
  16. Oh ok i got it. I need to uninstall tweaks, install IR, then install tweaks. How embarassing
  17. Or you just switch the install order so the potions can be stacked ... after all the Item Revs main component should be installed before the Tweak Packs, usually. I reinstalled tweakpacks and it doesnt work maybe the problem is on my side. maybe i should ve reinstalled every single component or smth. Btw, how big is the dispel level on carsomyr(on hit) and staff ofthe magi in IR? 30?
  18. I ve had tweakpack mod installed and there you could stack unlimited amounts of potions in a single place. After installing item revisions, i cant do this anymore the potions only stack in fives. This could be fixed.
  19. Maaan nice mod out there... going to use it through and through. Dont like the speed reduction option tho, i chose without speed reduction. maybe it can prove annoying thats what i thought.
  20. What happens if i install IR mid walkthrough? And where do i see the items listing?
  21. Every spell which isn't to bypass Deflections must be added to the code. This is highly unlikely to ever happen - with all the community made-mods, it's probably impossible to do. I don't understand about Namarra being OP. *Every* SCS mage over level 6 has a Vocalize spell - which both cures silence and makes one immune to it. Unless something is badly misbehaving on your install, the sword, be it IR-version or vanilla version, can hardly be imbalanced for it's silencing ability. It's good vs priests, but not mages. I need to test it but i think my vocalize works like SR's one i e gives immunity to silence for 10 rounds. And not like SCS' vocalize where you just pressed the button and voila you can cast again. I have a few strange things on my install like i have "breach more consistent etc" but it doesnt work on rakshasas. Need to reinstall it maybe because i patched my SR mid walkthrough. About Nabassu. It was quite unique in SCS, it had that gaze attack every round autocast and a pretty nice and maybe slightly OP silence very similar to namarra's with -5 save penalty.
  22. I agree it seems unfair for it to ignore Spell Deflection now that the standard Silence spell is blocked by it, but every AoE effect bypassed SD in vanilla. Namarra's Silence didn't got more powerful, it behaves the same, it's the standard spell which is slightly less powerful because it doesn't bypass SD anymore. On a side note, the issue would not be there with IR installed. Speaking of which, may I ask why you like SR but not IR? I'm just curious. Improved Invisibility The solution is using a -4 penalty to all saves to counter the hardcoded bonus added by EE, but it needs to be done via shell system because on one hand I need such bonus to not stack with themselves otoh the anti-stack effect would make it impossible to cast II again before the duration of the previous one expires. Short story, I need to make a different version of the spell which installs only when EE is detected. "Mod friendly" they said. Spell Removals I'll fix it immediately. Wand of Spell Striking As far as I remember I changed a few wands to not use the original spells because some players complained about "wands causing cowled wizards to appear". First of all, it was not Corungon, but a Nabassu )). I dont have IR installed, i just dont know the mod really and never really read a readme. Maybe i should. Is it really good? Namarra is changed there? I have posted a bug elsewhere. Take notice: the "green" stone to flesh spell scroll doesnt remove petrification because it is now "special kind of hold". The "blue" stone to flesh works as intended. As for the Namarra. The standart spell isnt "just a bit less powerful then the namarra's ability", Its TONS less powerful, to be precise it is the Namarra's ability is overpowered: SCS mages autocast spell deflections 99% of time and Namarra's silence just walks around it smacking the poor dudes with a -5 save penalty removing their spellcasting completely. It is extremely overpowered really, i just cast it and disregarding everything those yuan-ti mages were instantly useless. Also 3xday cast lol. I need to see if it ignores globes as well i have a gut feeling it does.
  23. The "green" stone to flesh spell scroll (bought from priest stores etc) doesnt revert flesh to stone effect.
  24. Also, please sometime in the future make Namarra's Silence respect the "spell deflection protects from AOE spells" rule. This is quite overpowered right now when every spell is subject to the rule. Considering the Namarra has that -5 save on its effect its a direct counter to the mages. Staying away from using it for now. Also: is there any possibility the improved invisibility loses its -4 save bonus in bg2ee? Maybe there is some workaround?
  25. Can we have a faster casting time for cure wounds and heal/great restore spells? I think that clerics need a bit of buff in general as a part of the team. While i like the new empowered cure wounds spells, they could be cast faster like you know make them all 1-2 casting time. Should be able to land those reliably in the thick of things just because this promotes party play with cleric healers instead of everyone gulping potions. Currently the bonus health healed with the buffed cure wounds spells still dont give a clear advantage when compared to drinking potions which cant be interrupted Imo, but ofc the cure critical wounds is extremely powerful with ~60 hp healed. Thats half the health of a top level fighter. Just a bit of speed up needed with all the spells flying around.
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