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#1
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Forum Member Posts: 20 Joined: 24-December 06 ![]() |
Compared to wizards the fighters are underpowered in BG 2.
[Edit] okok.. how about this motive: In BG there are that many weapon profencies.. although probably realistic they are imho boring/ to restricting. Or always develop the same way.. putting 5 points into the endgame weapons. [Edit end] So how about changing the weapon profencies, so that they are ...better^^ Small Weapons [Fists, Daggers, Short swords, (Clubs), Darts..] Grants +1/2 attack at 1 & 3 * Medium Weapons [Longswords, Katanas, Flails, Warhammers, Clubs,..] Grants dextery bonus to damage [capped at current profency level]. * Large Weapons [Bastard Swords, Halberds, Spears, Two-Handers,..] Grants an additional strength bonus to damage [capped at current profency level]. * Reloading Ranged Weapons [Slings, Shortbows, Longbows, Crossbows] Grants dextery bonus to damage [capped at current profency level]. * *and +<profency level> to Thaco, +1/2 Attack at 5 points Exploit Weakness Each damaging (melee) hit reduces the enemys resistance to it by <profency level>% [the highest reduced resistance is relative to the enemys current hp. Bsp: enemy 80% resistance currently 50% hp -> maximal reduced resistance by skill 40%] [or something to do with intelligence the above <profency level> capped by int bonus] 1p all 3p all melee types 5p all rogues Physical Resistance Increases your resistance to all physical damage types by [10, 15, 25, 30, 40] 3p all 5p barbarians, monks Elemental Resistances Increases your elemental resistances to all types by [10, 15, 25, 30, 40] 3p all 5p druids Magical Resistance Increases your magic reistance & magical damage resistance by [10, 15, 25, 30, 40] 3p all 5p mages, sorcerers Shield style Allows you to absorb [5 10 15 20 25]% of all incoming physical attacks (maybe absorbing an attack costs you one attack).((Maybe a HLA negates this drawback, or gives a counterstrike)) 3p rogues 5p all other shield users Dodge Allows you to avoid [5 10 15 20 25]% of all incoming physical attacks, this bonus applies only while wearing no/light/medium armor, and not during the casting of a spell. 3p all 5p monks, rogues Running Increases your run speed by [1 2] 1p melee guys wearing light/medium armor 2p monks, barbarians Two weapons style Reduces the offhand penalty by <profency level> * 2. Gives <profency level> to AC. 3p all melee types 5p rangers Hatred <profency level> bonus to damage and thaco for clerics against enemys of opposite alignment paladins against evil creatures / dragons undead (mages?) rangers against favored enemy 5p clerics, paladings, rangers Improvisation Allows you to use items that are not meant for your class, level,.. The enchantment level of the item defines its required improvisation level Spell scroll level allowed to use = (profency level - 1) * 2 3p all 5p rogues Multiclasses are capped at 4 points everywhere. What do you think about it? Is the most likely canditate, I can think of, of beeing able to do that, intrigued in trying to include something like this in the next release of his mod? ![]() ![]() This post has been edited by Exor: Jun 20 2007, 01:02 PM |
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#2
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![]() The Tactician ![]() Distinguished Developer Posts: 7794 Joined: 1-December 05 ![]() |
Thank you very much Exor for the time you spent on making this suggestions and posting them.
As leonidas mentioned, people are already complaining that pure mages are penalized in IA compared to the original game. Now, you are suggesting that they are overpowered, which isn't something most players will agree with. Moreover, some of your suggested changes (even if we assume that all of them are technically doable) will cause problems during the game. For example, adding the ability to reduce enemie's resistances is surely problematic. Some enmies cast hardiness or Armor of Faith to increase their resistances and then keep checking their resistances to see whether the resistances are still high or the hardiness/armor of faith is dispelled so that they refresh them if the player has removed/dispelled them. If we give the ability to reduce their resistances by a weapon or something, those enemies will be fooled and will think that the hardiness is dispelled or is not active anymore and will cast it again while it is actually still active. In other words, their scripts will be broken. See the point? Moreover, I believe that it will decrease the fun of fighting some of those tough enemies. What will remain of a mighty Elemental golem if you can just remove his resistances? Will your satisfaction of defeating him be equal to what it is now? As another example, your suggestion to add to the player's speed is also problematic as I have already done my best to minimize the possibility of cheesy hit&run tactics and to penalize (duirng the game) those players who are used to such cheesy methods. As for adding to players' resistances, please note that players already have a lot of options and opportunities to add to their resistances to physical and elemental damage in the game (the new potions of Barbarian Essence and other new weapons and items which grant such resistances come to mind); so there is really not good to add more such options as it will be easily possible for a player to reach (and even surpass) 100% resistance to damage types. The point is that we should all keep thinking to find ways to make the game *more* challenging and to remove more cheesy tactics available to players (not the other way round ![]() -------------------- Improved Anvil
![]() Cheating is not confined to using external software or the console commands. Abusing the flaws and limitations of the game engine to do something that a human Dungeon Master would not accept or allow is cheating. |
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