DM Corruption
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Post by DM Corruption on Jun 23, 2015 2:08:26 GMT
Sinfar's Spell Changes: nwn.sinfar.net/p_spellschanges.phpThis will be a long discussion I feel. Listed below are the spell changes we would like to make to what sinfar has already changed: Divine Favor: Returned to nwn base spell. Divine Power: Same as sinfar, except bab is once again improved to that of a fighter. Drown: Returned to normal. Greater Stoneskin: Returned to normal. Ice Storm: Returned to normal. Negative Energy Burst: returned to normal Premonition: Returned to normal. Stoneskin: returned to normal. Tenser's Transformation: Since it's nerf it's been more in line with what works for a normal server. I think this spell can stay for spell-swords. True Seeing: Will be changed to be See Invis + Ultravision + 10 to Spot and Listen for 1 min/level. Breaches: Returned to normal. Heal, Harm, ect: These abilities will need to be discussed by the community. Grapple Spells: returned to normal usability. Bigby's Spells: Returned to normal usability. Discuss spell changes below!
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Deleted
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Post by Deleted on Jun 23, 2015 12:20:26 GMT
Clairaudience/Clairvoyance: Grants +5 to spot AND listen. > Could we revert this back to +10/+10 since it's a level 3 spell?
Like the changes to True Seeing.
No idea for MHeal/Heal/Harm, but def shouldn't return to their original states.
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dingo
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Post by dingo on Jun 25, 2015 9:12:37 GMT
A great deal of this depends on what counters there are.
Negative energy burst, harm. Both of these are more or less dangerous based on the existence of negative energy protection wands/scrolls.
Bigby falls under similar nets. Will there be Freedom of Movement or KD immunity? If not, these in their default form can be obscene
Divine Power shouldn't go back to default bab improvement. It makes clerics better fighters than fighters when you add in access to buffs, heals, escape spells, etcètera.
Heal could probably go towards the pnp approach : 10hp/CL (max 150 heal/mass heal, +50% if heal domain).
Gsanc is fine with its timer I think.
Really for the most part though, got to either make the spells fit the availability of counters, or make gear fit the power of spells. So until one or the other is hashed out its going to be a crapshoot
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zephyrys
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Post by zephyrys on Jun 26, 2015 12:44:04 GMT
Are there going to be scrolls/wands for sale on this server? If they are, especially if useable by non-casters, then some spells at least would be easily counterable, so they might not need as much nerfs.
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Post by IceHouse on Jun 26, 2015 18:51:20 GMT
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 spells and make available to all the ability of scrolls and potions and rods just as was in Styss and even just those that used to be available to protect lowbies in Sinfar, 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.
Something to consider about clerics and fighters. A fighter should be strength based and cleric wisdom based. With a few buffs or some potions and an unnerfed dev crit... a fighter should also be able to take down a cleric even with unnerfed bab.
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dingo
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Post by dingo on Jun 26, 2015 19:21:29 GMT
The problem with that is - NWN isn't a game of Rock Paper Scizzors insofar as the default game is concerned. It is balanced, yes; for PvE. It is made so that players have multiple tools for dealing with premade challenges that are AI run, and are built to either be defeated or be challenging, or sometimes unbeatable, as suits the design. These design principles do not apply to Player Characters, though, whom instead of being built to be defeated or challenging; are often built to win, in turn ignoring the 'fighters should be strong, clerics should be wise, mages should be smart'.
In an ideal world of non-powerbuilding or contest, it works, but unfortunately; it does not in practice. For numerous examples of 'breaks' that make certain classes, or even just particular spells, shine out in the extreme.
Mages get spells like the Bigby chain that base off of the caster's spellcasting statistic and caster level, to perform strong effects against other characters against their strengths. Clerics get spells that can entirely dismiss opponents, or types. A cleric can easily use spells like Word of Faith to completely remove the freedom to even fight back from an opponent, while using a multitude of +/- AB and DMG spells to render themselves superior. Monks, particularly those of defensive builds, can negate almost anything and become immune to spells and attacks alike through such resources as Self Concealment V, Epic Dodge, Monk AC, Wis AC, and so forth. The list goes on; and they aren't balanced against eachother. Hells, some of them are outright buggy and exploitable; Shadowdancers' HiPS ability can be used to disable enemy combat attacks even if they have a Hide and Move SIlently of 2, counterspelling can be intentionally glitched to counter epic spells, etcetera.
THe game is perfect for PvE in its default form, mind, but for PvP? No. Because it was never designed with that in mind; much as its base system, D&D wasn't made with it in mind. Because it's a very different design philosophy. It will never be perfect, absolutely, but you can definitely do much to prevent the prevalence of the 0.00125% autokill per swing dev critters, or the Mages Defeat Everything system that sits in the default game.
So. Yeah. I'm sorry; but it does need to be tweaked. The argument of market or popular play depends upon the context of its original creation; PvE. From the multitude of resources and scripting put into play for such an old game to build dungeons, full campaigns to be played solo or cooperatively, and even the default game; it from its design, done well, has been The Player vs The Game.
The default game is just... Not appropriate for PvP. It never will be perfect, but you can at least make it better than Mages spamming Save or Die (nat1), 10-20/x3 Dev Crit Spammers, the Ultratanks of SR 65 Epic Dodge 50% Conceal 75 AC, Buffbot Cleric Fighters, and so forth. The game is capable of far more diversity than that, with the right tweaks.
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DM Corruption
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Post by DM Corruption on Jun 26, 2015 20:19:43 GMT
Are there going to be scrolls/wands for sale on this server? If they are, especially if useable by non-casters, then some spells at least would be easily counterable, so they might not need as much nerfs. Yes, we're un-nerfing UMD
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noromical
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Post by noromical on Jun 30, 2015 0:09:00 GMT
I like the Sinfar Heal/Harm spells
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Cat in a Hat
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Post by Cat in a Hat on Jul 11, 2015 14:34:35 GMT
If you are thinking of moving away from Sinfar style of the Heal and harm, then why not just add a roll DC to it and let the number of the roll judge how much of a % it will heal or harm the person? roll a 1 and it will... Well you best cast another one again. XD Roll a 100, and well ether heals or harms them of up to or down to base minimum of say like 1-50 hp form full HP or HP left.. Just a thought really.
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DM Corruption
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Post by DM Corruption on Jul 11, 2015 16:41:57 GMT
If you are thinking of moving away from Sinfar style of the Heal and harm, then why not just add a roll DC to it and let the number of the roll judge how much of a % it will heal or harm the person? roll a 1 and it will... Well you best cast another one again. XD Roll a 100, and well ether heals or harms them of up to or down to base minimum of say like 1-50 hp form full HP or HP left.. Just a thought really. Spell effects should typically be predictable within a certain amount of reason. At that point I'd just make it a stronger Cure Critical Wounds/Inflict Critical Wounds spell if anything, rather than make it a "chaos heal".
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