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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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Post
#2
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![]() Forum Member Posts: 2843 Joined: 10-May 13 ![]() |
QUOTE 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. Well, it's a 5th level AoE spell with very fast casting time. Wizards have PFME at 6th level, which also has other very important spells like IH + it's a single target spell. Protective Chant should be used in dire situation, usually when the Priest sees the danger. But you are right, that the duration is too short. I will make it 1 round. That way you can be protected for the whole time, but you need to keep casting it.QUOTE hey guys, is there a chance that u can implement that cursed robe from the Four mod ? I will write it down for the future, as this robe doesn't seem THAT powerful, since you can't wear it alongside Vecna. Okay, I have a little update about Cleric rebalancing - what started as a group of small tweaks and improvements, is growing out of proportion. I have a list of 32 changes, all focused on this class and its kits. New ideas are added faster than I can implement them. Here are 3 new changes: - Sword and Shield style has been slightly improved, it now gives -1AC and -1AC vs ranged weapons per * and all Clerics can get ** in this style - Clerics won't get access to Summon Animals from lvl 4 to 6, that should be restricted to Druids only. Right now I will leave 7th level spell which summons Anacondas, as currently Clerics have no good summons (which might change). - From lvl 15 Aid spell will work as an Area of Effect spell. Having to cast such low impact spell 6 times is tedious, so now players might be slightly more tempted to use it I'm still pondering which changes should be introduced to Clerics in general, which ones to all kits and which ones should belong to 1 kit only... |
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#3
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Forum Member Posts: 638 Joined: 30-November 20 ![]() |
QUOTE Well, it's a 5th level AoE spell with very fast casting time. Wizards have PFME at 6th level, which also has other very important spells like IH + it's a single target spell. Protective Chant should be used in dire situation, usually when the Priest sees the danger. But you are right, that the duration is too short. I will make it 1 round. That way you can be protected for the whole time, but you need to keep casting it. Now it looks quite usable! Great! The arcane version lasts for hours (or so) at late game so the uses for these are completely different, I think. QUOTE Okay, I have a little update about Cleric rebalancing - what started as a group of small tweaks and improvements, is growing out of proportion. I have a list of 32 changes, all focused on this class and its kits. New ideas are added faster than I can implement them. Here are 3 new changes: - Sword and Shield style has been slightly improved, it now gives -1AC and -1AC vs ranged weapons per * and all Clerics can get ** in this style - Clerics won't get access to Summon Animals from lvl 4 to 6, that should be restricted to Druids only. Right now I will leave 7th level spell which summons Anacondas, as currently Clerics have no good summons (which might change). - From lvl 15 Aid spell will work as an Area of Effect spell. Having to cast such low impact spell 6 times is tedious, so now players might be slightly more tempted to use it I'm still pondering which changes should be introduced to Clerics in general, which ones to all kits and which ones should belong to 1 kit only... These updates look great! I'm looking forward to trying these out in practice! ![]() Edit: Some nice summons for Clerics would be most welcome! This post has been edited by pekkae: Nov 7 2022, 02:45 PM |
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