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The Black Wyrm's Lair Terms of Use |
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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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#2
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![]() Forum Member Posts: 2843 Joined: 10-May 13 ![]() |
QUOTE One note... I thought the priest of Lathander hold undead version might be set to level 0 since it is an innate and otherwise you do not see it or cannot use it when your character is a level 1 or 2 character. As level 0 innate it may affect liches and pass through spell globes. I know it can be done that way, however having liches vulnerable to this doesn't really accomplish much, since they're slow anyway and if you can hit them, then they're pretty much dead anyway. Also if you manage to to hold them, then you can just run away and for example wait for their PFMW to run off safely. And as for demiliches - lowering their DR would make the fights trivial. So right now only liches, demiliches, and probably Bodhi will be entirely immune to this spell.QUOTE Care to share out details of what these spells do? rolleyes.gif Well, on the one hand, I'd love to share all the details right now, so we can have a discussion about those spells, but on the other, I want you to have at least some stuff to discover by yourselves, when I publish the beta version ![]() So in general, all 3 spells (as can be probably deduced from their icons) are protective, and serve to keep the whole party and the Priest alive. And here's the description for the spell in the middle: QUOTE Protective Chant (Abjuration) Level: 5 Range: 35 ft. Duration: 3 seconds Casting Time: 1 Area of Effect: 15-ft. radis Saving Throw: None This chant provides means of protection against powerful magics. The caster utters only a few words and directs the spell to any area chosen by <PRO_HIMHER>. Every ally in a 15-ft circle receives a short lasting boost to their Magic Damage Resistance. High level priests can make their whole party survive even the dreaded Abi-Dalzim's Horrid Wilting with only minor injuries. Initially the spell increases Magic Damage Resistance of all affected by 50%, however at 20'th level of the caster this value is increased to 75% In general I hope that this spell will be useful when you anticipate, that the enemy will fire off a trigger/contingency with 3xADHW, or when you encounter a bunch of Rakshasas, however I'm sure it can have some other usages. This post has been edited by SparrowJacek: Oct 24 2022, 06:58 PM |
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#3
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Forum Member Posts: 638 Joined: 30-November 20 ![]() |
Well, on the one hand, I'd love to share all the details right now, so we can have a discussion about those spells, but on the other, I want you to have at least some stuff to discover by yourselves, when I publish the beta version ![]() So in general, all 3 spells (as can be probably deduced from their icons) are protective, and serve to keep the whole party and the Priest alive. And here's the description for the spell in the middle: QUOTE Protective Chant (Abjuration) Level: 5 Range: 35 ft. Duration: 3 seconds Casting Time: 1 Area of Effect: 15-ft. radis Saving Throw: None This chant provides means of protection against powerful magics. The caster utters only a few words and directs the spell to any area chosen by <PRO_HIMHER>. Every ally in a 15-ft circle receives a short lasting boost to their Magic Damage Resistance. High level priests can make their whole party survive even the dreaded Abi-Dalzim's Horrid Wilting with only minor injuries. Initially the spell increases Magic Damage Resistance of all affected by 50%, however at 20'th level of the caster this value is increased to 75% In general I hope that this spell will be useful when you anticipate, that the enemy will fire off a trigger/contingency with 3xADHW, or when you encounter a bunch of Rakshasas, however I'm sure it can have some other usages. It's actually one thing I dislike a lot, the end-of-fight triggers. So a way of circumventing the most devastating one's is very welcome. Personally I would appreciate that the duration would increase to say 2 rounds (is that 12 seconds?), then one could drop this and whack away. This post has been edited by pekkae: Nov 6 2022, 12:00 PM |
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Lo-Fi Version | Time is now: 7th June 2025 - 07:53 AM |