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#1
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Forum Member Posts: 18 Joined: 20-April 09 ![]() |
I’ve run through this game twice in the recent one and a half month. It is admirable that even I’ve played the mod so many times, it’s still attractive. I am very appreciate with the changes of the recent releases. I’m so glad that this mod is still under updating and I am quite looking forward for the next release. So here are my personal suggestions for it.
1.Relief the constraint on whether the protagonist is a necromancer. The single factor that affects the difficulty and game experience of the mod most is whether the protagonist is a necromancer. I should admit that the adventure and item designed for necromancer is very fantastic and the battle with the Old Ones is one of my favourite. However, after so many tries I would like to start the game with other roles. Unfortunately, the game difficulty could be quite different, especially in the battle with the Great Wyrm. One way to do this is to make Memory of the Apprenti and Amulet of Hades available for all characters, or other wizard should have counter abilities against Greater Silence. As a trade off, necromancer should be nerfed. RVE is a bit too powerful for a necro that in late game you nearly need no other healing method. 2.Make cleric more powerful. Just as I said, with RVE you nearly don’t need a healer in your party. And what makes things worse is that in the recent release druid over compete cleric from nearly all dimensions: stoneskin, new items and new kits, and more useful HLAs. So to maximize party fighting power, there is no room for a cleric. But cleric is one of my favourite role in the game(and also in other PRGs), so I would like it to be buffed in the next release. I think a single class cleric should be as the same attractive as Jaheira. 3.Make ranged weapons a choice. Damage dealt by ranged weapons can be lower than melee weapons instead of no damage. 4.Make paladin more powerful. Comparing to other warrior roles(ranger, barbarian, champion of arvoreen, risk breaker), paladin is far less attractive. It should be buffed a bit. 5.Nalia should be buffed She should at least have access to the 9th level spells. And her first class and low wisdom make her not a good party member. But she is one of my favourite character. These suggestions are ordered. And I do hope the first two to come true. I think they will be beneficial for further development of this mod. |
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Post
#2
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![]() Forum Member Posts: 2843 Joined: 10-May 13 ![]() |
QUOTE Makes sense as the tweaked R/C is nice option to play. Though it's appeal is diminishing after Jaheira is quite close to it but improved in many ways. I consider Avengers to be balanced, but Clan Spirits are definitely not ![]() QUOTE I would have Hold Undead affect the new undead to some extent. I won't touch the arcane version, but I have an idea for PoL version, it won't be too powerful by any means, but might add a bit of flavor to the kit. Thank you for the suggestion to modify it! QUOTE I like this as well. As there's Rangers / Riskbreakers / Swashbucklers who are dual-wielding specialists. Then there's Paladins, Barbarians & Avengers (and Swashbuckler/Fighter + Kensai) who are 2H specialists. Making something special out of the "Sword + Shield" style specialist in Cleric would be super. And it fits the character nicely (I think). My suggestion isn't very powerful so the bonuses could be further increased. Or the whole proficiency could be reworked a little bit. Mazzy's shield's "bash" ability abd addutional DR was our attempt to incentivise players to use shields, even just a little. Dual wield is far superior currently, as in most cases dealing damage has a higher priority than protecting one's characters, since dead enemies can't hurt you ![]() QUOTE Sounds good! This would be great & make the Cleric's buffing repertoire usable in combat as well. As now it's non-usable. Cleric can't even heal properly for it will get disrupted so much. There will be some ways to cast spells faster and during the fights, which (at least in theory) should give players some freedom and room for creativity with Clerics, I'm really excited for those changes, here's one of them in the form of rebalanced Cause Serius/Critical Wounds spell: QUOTE Cause Serious Wounds What do you think of that?(Necromancy) Level: 4 Sphere: Healing Range: Touch Duration: Permanent Casting Time: 4 Area of Effect: 1 creature Saving Throw: None This spell is the reverse of Cure Serious Wounds. Instead of healing the creature touched, it causes damage. On a successful touch from the priest, the spell inflicts 17 points of damage upon the target. The next successful attack that the priest makes will inflict this effect, however, <PRO_HESHE> only has 2 rounds to make the attack before the spell fizzles. This spell directly affects the nervous system of the touched enemy, bypassing Magic Resistance, though enemies resistant to magical damage will be able to withstand the pain better. Because of the nature of this spell, all non-living creatures, such as undead or constructs are immune to its effects. The spell covers the priest's hand with magical energies, that provide some benefits, which increase with the caster's level: - number of attacks per round set to 2,5 - +4 bonus to hit - a successful hit releases the magic not only inside the enemy but also around the caster, cleansing <PRO_HISHER> aura - at level 15 bonuses from strength stat are also counted, when determinig caster's chance to hit - at level 20 the caster can direct the energy through a punch, instead of a touch, thus enabling <PRO_HIMHER> to deal additional crushing damage, based on <PRO_HISHER> strength stat QUOTE I think SCS IWD component has this, or something like this (level 7divine spell impervious sanctity of the mind, description attached as a pic here). And Dragons can't be interrupted, so something like that already exists. Though this is just guessing from my side, I don't know anything about modding. I am not sure why dragons can't be interrupted, this might be hard-coded. I tested Impervious sanctity from SCS and sadly, it doesn't protect from spell interruptions. This post has been edited by SparrowJacek: Oct 13 2022, 09:01 PM |
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Lo-Fi Version | Time is now: 7th June 2025 - 09:07 AM |