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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 So am I understanding this correctly: Yes, each of the allies gets this bonus for 6 seconds and for each of them your Cleric gets similar bonus, which stacks.Cast this spell as a cleric kit Count the number of nearby allies, call it X Each of those allies gets 2%/3%/4% resistance to slashing+crushing+piercing damage The caster gains X multiplied by 2%/3%/4% resistance to slashing+crushing+piercing damage QUOTE How does this work if there are multiple pure class clerics? I could see some shenanigans happening if a part of six clerics starts casting this. I might have overlooked something, but in general you should get the best bonuses, when only 1 character casts the spell, without going into too much detail. But yeah, that was the hardest spell to code properly and I have limited time for testing some very unlikely scenarios, so there might still be some problems. QUOTE Does this require the caster to be using a shield? The spell description doesn't explicitly say so, and I'm not sure if the engine would support such a limitation. Ok, I will add that info to the spell if it's not clear enough - you do need a shield to get the bonuses from this spell. To be precise you need to have a shield when striking, it's not needed at the moment you cast the spell, you can also switch between weapons and such. I already have this spell working, so don't worry, it's doable ![]() This post has been edited by SparrowJacek: Nov 25 2022, 09:19 PM |
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Lo-Fi Version | Time is now: 7th June 2025 - 08:47 AM |