DM Corruption
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Post by DM Corruption on Jun 23, 2015 1:53:34 GMT
Sinfar has a number of feats changes to it that can be found here: nwn.sinfar.net/p_featschanges.phpThese feats are a major change to the way base nwn works, some good, some not so good. For this reason we're determining what the players enjoy and do not enjoy about this list, and what they might want to see changed. As it stands, I'd like to make the following changes to those feats to bring us back to a more natural nwn server: Devastating Critical: Return the death on failed save. Saving throw is only made if the critical hit manages to do 10% of the character's total HP in a single blow, otherwise it is treated as a normal critical hit. (e.g. if your target has 500 hp, you need to hit for at least 50 damage to dev crit). This prevents people from hitting Epic Warded characters, deal 0 damage, and instantly kill them. Disarm/Improved Disarm: Returned to standard nwn feat. Given a 8 second cooldown. Knockdown/Improved Knockdown: Standard feat. Given an 8 second cooldown. Divine Shield & Might: Left as is for sinfar. Divine Grace & Dark Blessing: Left as is for sinfar. Dragon Forms: Stats returned to normal. Evasion/Improved Evasion: Same as sinfar. Conjuration Focuses: Same as sinfar. Tumble: Same as sinfar. Polymorph: Same as sinfar EXCEPT: Monk AC is given to shifted forms once more except at a decreased rate, same as monk. Monk AC (wisdom to ac): Monk AC will now be the same as paladin: 1 + 1/4 monk levels (maximum of +11 from wisdom). Suggestions? Thoughts on the above?
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Deleted
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Post by Deleted on Jun 23, 2015 12:02:24 GMT
Dragon Forms The abilities have been lowered by 2: 46 Strength 30 Constitution 34 Dexterity
Polymorph (spells and feats): The HP bonus has been removed from all shapes. The AC bonus has been removed from all shapes.
wrrrryyy, also, I like the changes you suggested to Disarm/(I)KD/DevCrit. Maybe DevCrit will matter now.
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zephyrys
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Post by zephyrys on Jun 26, 2015 12:47:26 GMT
Might consider removing the huge duration nerf to Bard's Everlasting Song, or at least lessening it.
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Post by IceHouse on Jun 26, 2015 19:11:38 GMT
I repeat here what I said about spell nerfs only applicable to feats, in fact applicable to everything in the game that has to do with builds/classes and game play.
I have always had issues with nerfs. Games in general must be balanced in order to make it into the market and become a popular play. With very very little exception, Neverwinter Nights is and always was balanced in its original form. Balance though is actually a misnomer as it is not so much balance as harmony that makes this game play great. In this game one class is another class's nemesis. If you build with fear... the fear that this class is too strong, that class has too much advantage, a player might make a pc that can kill my pc. Then the nerfs can never end. It is supposed to be that way. An archer should be a caster's nemesis... a monk should be an archer's nemesis... And people should fight in parties but a server should be solo-able while leveling. And in PVP ... team work, strategy... knowing your party wins.
What I'm saying is if you unnerf all feats, you would get back to the fun play this game used to be. And then if you are into PVP, take responsibility for knowing how to use your build and knowing what that build is meant to defeat and what will defeat it. There are enough differences when players make their characters... an endless number of choices in each build to try... as well as things that can't be done at all or effectively, to make everything that is already in the game viable. With very little exception nothing should be changed from the original. What needs changing is player viewpoint. Don't expect to defeat every build ... no not even that... don't expect to defeat what your build is not meant to defeat. Build to a purpose and fulfill that purpose.
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dingo
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Post by dingo on Jun 26, 2015 19:28:39 GMT
Devastating Critical: Return the death on failed save. Saving throw is only made if the critical hit manages to do 10% of the character's total HP in a single blow, otherwise it is treated as a normal critical hit. (e.g. if your target has 500 hp, you need to hit for at least 50 damage to dev crit). This prevents people from hitting Epic Warded characters, deal 0 damage, and instantly kill them. That grants a massive boon - and an encouragement - to reach hard and far for the 10-20/x2 crit range. Unless you intend to keep Sinfar's mechanic of 'No Fail on Natural 1' and some amount of access to Fort Gear, this is going to be just as much of a pain in the rear as Wail of the Banshee / Implosion spam, and tends to turn fights into games of 'who rolls a 1 first' rather than any sembliance of dynamic gameplay. I wouldn't suggest keeping any non-resource-limited (Mages at least have limited spells/day) Save Or Dies in game.
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DM Corruption
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Post by DM Corruption on Jun 26, 2015 20:16:07 GMT
I repeat here what I said about spell nerfs only applicable to feats, in fact applicable to everything in the game that has to do with builds/classes and game play. I have always had issues with nerfs. Games in general must be balanced in order to make it into the market and become a popular play. With very very little exception, Neverwinter Nights is and always was balanced in its original form. Balance though is actually a misnomer as it is not so much balance as harmony that makes this game play great. In this game one class is another class's nemesis. If you build with fear... the fear that this class is too strong, that class has too much advantage, a player might make a pc that can kill my pc. Then the nerfs can never end. It is supposed to be that way. An archer should be a caster's nemesis... a monk should be an archer's nemesis... And people should fight in parties but a server should be solo-able while leveling. And in PVP ... team work, strategy... knowing your party wins. What I'm saying is if you unnerf all feats, you would get back to the fun play this game used to be. And then if you are into PVP, take responsibility for knowing how to use your build and knowing what that build is meant to defeat and what will defeat it. There are enough differences when players make their characters... an endless number of choices in each build to try... as well as things that can't be done at all or effectively, to make everything that is already in the game viable. With very little exception nothing should be changed from the original. What needs changing is player viewpoint. Don't expect to defeat every build ... no not even that... don't expect to defeat what your build is not meant to defeat. Build to a purpose and fulfill that purpose. A good majority of the things that will be 'nerfed', so to speak, are because they are inherently broken to begin with - such as spamming knockdown endlessly to avoid Epic Dodge.
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DM Corruption
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Post by DM Corruption on Jun 26, 2015 20:17:26 GMT
Devastating Critical: Return the death on failed save. Saving throw is only made if the critical hit manages to do 10% of the character's total HP in a single blow, otherwise it is treated as a normal critical hit. (e.g. if your target has 500 hp, you need to hit for at least 50 damage to dev crit). This prevents people from hitting Epic Warded characters, deal 0 damage, and instantly kill them. That grants a massive boon - and an encouragement - to reach hard and far for the 10-20/x2 crit range. Unless you intend to keep Sinfar's mechanic of 'No Fail on Natural 1' and some amount of access to Fort Gear, this is going to be just as much of a pain in the rear as Wail of the Banshee / Implosion spam, and tends to turn fights into games of 'who rolls a 1 first' rather than any sembliance of dynamic gameplay. I wouldn't suggest keeping any non-resource-limited (Mages at least have limited spells/day) Save Or Dies in game. 10-20/x2 will crit often yes, but they'll find it difficult to breach the hp percentage to activate dev crit. A scythe would find it much easier, but crit far less often.
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dingo
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Post by dingo on Jun 27, 2015 9:17:44 GMT
Excluding those that have very, very large amounts of DR; doing 10% of HP damage in a crit isn't particularly hard. Especially since (due to my mistype); anyone that has 10-20 is actually at x3, not x2.
( ( 13 Base STR (min for Dev) + 6 Buff STR + 4 Weapon Enhance + 1 (raw minimum melee weapon) x 3 Crit Mult) + 3 (minimum for 3d6 overcrit) = 75.
That would proc your Save vs Die on anyone with 750 HP or less. Which is a LOT of builds. And that's while assuming someone rolls the flat minimum on all die and hadn't boosted their STR higher than just rounding off their STR to an even number after Dev. If we assumed average rolls for, say, a rapier...
( ( 13 Base STR + 6 Buff STR + 4 Weapon Enhance + 3.5 Rapier Av. ) x3 Crit Mult ) + ( 3.5 x 3 Overwhelm Av ) = 90.
Save or die on 900 HP or less.
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Cat in a Hat
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Post by Cat in a Hat on Jul 11, 2015 13:20:07 GMT
I see this Thread as a "IF" for until the level of the server has been set and wont be changing. But I "Do" like the fact of this thread, but I do have some idea's on a few things, but wont speak until the level cap is done with after the 17th of this month. ^_^
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