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The Black Wyrm's Lair Terms of Use |
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#1
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Forum Member Posts: 70 Joined: 4-January 25 ![]() |
I figured I change the thread title. The Sibel mod was alright in the end, could use exit points from the village though.
Riskbreaker: This kit was overpowered before and now ever more so. I removed all the speed bonuses but kept the speed bonus from the new boots later on. Did not upgrade the boots however as they are very overpowered. Also the potions of invulnerability makes the Riskbreaker lose all it's cons. I didn't end up using the Risk Decrement ability as it's overpowered as well. Also thanks to the new Flail of Ages buff this kit is ridiculously overpowered now. Even before v7 I was using the Improved Haste ability only once my mages got lvl 6 slots, otherwise it comes a bit early and throws the game off balance. So to recap: no heal/damage spell, no speed bonus, no use of invulnerability potions, and either tone down passive damage or even the new Flail of Ages bonus damage, and no use IH until your mages get it as well. Wizard Slayer: I played this with Haste, not Improved. So he had one extra attack throughout the game, around 4 if I remember right. There was no way to play without it and have a character limping behind when moving around the map. I didn't upgrade the Regiment boots either as they are overpowered. I tried not to use the purge magic ability too often because it makes certain battles too easy. Purge Magic was used on a few dragons and other foes to speed up their demise. Some notable encounters where this ability was useful, a bunch of Grave Liches in WK and Demogorgon fight. Sibel was my only arcane caster in that run, dualed to a Mage at 9 wearing Vecna, and the Demogorgon fight would have been not doable without the purge magic from the Wizard Slayer. I did cast it in the middle so everybody got purged including Rozvanke which I baited towards the middle, and so it made the fight significantly easier. It really strips the enemies of their buffs this one. Anyway, Purge Magic is very powerful and I tried not to use it too often, perhaps it would be better balanced as a single target instead of area of effect. It's a strong kit now with ridiculous regeneration but needs basic Haste and the Purge Magic ability throws the game off balance if not use sparingly. Avenger: Did not forge the Avenger Dream gear as it seemed a bit too overpowered, stayed with Rust Armor. Overall this kit is very strong and in another run I'm using it without the Clan Hunter summon, much more balanced imo without the clan hunter summon. The Clan Hunter could be better used perhaps on a different type of Druid kit. Archer: Once you change missile damage into piercing he becomes a viable character. A ranged Kensai basically. However Called Shot needs nerfing, I set mine to 4 seconds for the effects. So with about ten shots per round, it would lower the Thac0 by about 8 max and Strength about similar. Seemed a bit too strong still, I think the effects should last 3 seconds, this way it would lower Thac0 by about 5-6 max and STR as well but only to the target that he is focusing on. The point is to soften the target. Archer comes in handy in many tight places but is a bit boring to play and the gear selection is not quite linear. I set Fire, Acid and Ice arrows to +3 and lowered prices for +4 Arrows. He was using Gesen Bow most of the game and switched to Tuigan Bow and +4 Piercing arrows for the tough fights. Party was: Avenger, Wizard Slayer, Riskbreaker, Sibel(Swash9/Mage), Shaman, Archer Difficulty: Hard No use of tomes, no max hp on level up, no milking of spawns as it throws the game off balance completely, no doing quests of random NPCs and no breach on clerics as their power is severely diminished if breached. This post has been edited by Berzerkerzz: May 28 2025, 01:01 AM |
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#2
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Forum Member Posts: 70 Joined: 4-January 25 ![]() |
Chromatic Demon:
I redid this one since I realized his physical attacks are a bit too weak for this stage of the game, he does about 20 damage against Hardiness now. He has almost double the HP here and his minions have about 30% more and better thac0 as well. He also heals himself between the morphs, which are not randomized anymore btw, so that everything plays out the way it's supposed to. The morphs happen ever three rounds instead of four. Bolts of Glory didn't do anything here and they should be reworked I think, could then be useful against Liches as well. Unleash Energy did well here on the other hand. Cloud based spells are too easily countered in general and his Acid Fog could have been immediately neutralized, I wonder how this can be balanced and I'm thinking about replacing Zone of Sweet Air with something else, just an idea though for now. A level 3 spell neutralizing a level 8 spell like Incendiary Cloud, which has a casting time of 8 btw, doesn't sit right with me. I also nerfed the Soul Reaver here since I realized it's way too powerful in certain situation and it was causing the Demon to miss every attack, instead of lasting one turn the effects now last four rounds only. I also changed the Blade Barrier and Globe of Blades spells recently and I'm happy with the changes so far, they aren't set in stone and will need some further testing to see how they behave in different situation but so far everything worked out ok. https://odysee.com/@Githzerai:e/Chromatic-Demon:6 This post has been edited by Berzerkerzz: May 1 2025, 04:51 PM |
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Lo-Fi Version | Time is now: 16th August 2025 - 12:09 AM |