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Post by perrit on Apr 21, 2020 22:20:59 GMT
Same here, cant remember looking forward to the release of a game/mod as much as I do now. Especially since core issues are addressed now. It must have been dozens of times, that I had a moan about drones and etherelness cloaks and this and that (Im sure ape and perrit can attest to that ). you moaned about stuff? really? i never noticed
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Post by apecraze on Apr 21, 2020 22:52:40 GMT
Actually 90% of the time it was About Dark
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Post by centropen on Apr 22, 2020 6:06:28 GMT
Quick note, NWN EE is now for few bucks on Steam, if somebody hasn't got it yet
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Post by angryanderson on Apr 22, 2020 6:24:14 GMT
Wait … Wait … who's that Gin Gin in the Bottle? You sure you're not thinking 'Whiskey in the Jar?'
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Post by chreelister on Apr 22, 2020 18:51:53 GMT
I think I will have to see this to believe this. I think they can find some place to level quickly, but at end game, with 25% of the creatures having the access to TS, I don't see this at being auto-easy kills. I could be wrong. I might test this before it goes live just to see, so I can make a decision before someone makes and spends a ton of time making a Bard. Also what do some of the hardcore Bard players out there think? I remember when Dirion nerfed the curse through walls (this made sense to me too) and people flat out quit playing their curser forever. It wasn't until months after the drones came from clones, because Bard clones were useless, that people started playing them again.
I totally agree with this.
I really didn't know this is wanted. 32 SR is the max we can add on say non Monk creatures and some creatures have the spell that adds SR. Some end game creatures have only 28 SR. I like having the Monk spider in Sendauntra with insane SR and the casters in the Grub pits with their spell, as it makes players use a non-magic method. I also like it somewhat, for the spells on some of the items, like you can take a lot of the right items and turn a pure melee into a spellcaster powerhouse with no SR checks. So what should it be or should it be gone? Or what does other people think?
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Post by angryanderson on Apr 22, 2020 21:05:50 GMT
My only wonder is why some players are so obsessed with other players farming and find it problemtatic, since it doesn't affect their gameplay at all.
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Post by mcbutcher on Apr 22, 2020 21:35:44 GMT
I know that this was brought up before and wasn't possible on the current 3t but it could tie in with what findell is doing with the shop.
Would it be possible to have a chest or storage container to keep some extra items in that you want to hold for a while but are limited to what you can hold? Outside of your inventory I mean.
This would be a huge benefit to non strength toons that want to farm.
I don't know if you want to prevent being able to share to another one of your toons or whatever
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Post by perrit on Apr 22, 2020 22:05:30 GMT
Actually 90% of the time it was About Dark i used to sometimes just casually mention dark to see if it would set him off
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Post by Rijnius on Apr 22, 2020 22:28:39 GMT
Actually 90% of the time it was About Dark i used to sometimes just casually mention dark to see if it would set him off
Is the dark bug fixed in NWN EE by the way? That alone together with fixing hellball crashes would be something...
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Post by chreelister on Apr 22, 2020 23:11:55 GMT
I know that this was brought up before and wasn't possible on the current 3t but it could tie in with what findell is doing with the shop. Would it be possible to have a chest or storage container to keep some extra items in that you want to hold for a while but are limited to what you can hold? Outside of your inventory I mean. This would be a huge benefit to non strength toons that want to farm. I don't know if you want to prevent being able to share to another one of your toons or whatever I have been against this, just on the two facts of either exploiting/duping or someone losing something. With a better log system, item tracking and some sort of unique ID tag system, it might become an option later down the road. Once we have 3 systems and see that they work. That way, you lose something we will know it and vice versa, you dupe something we will know it. But I would say Findell could code that up , especially after the merchant feature presented.
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Post by donojono on Apr 22, 2020 23:35:45 GMT
You could give creatures +50 spot instead of ts naturally and in nwn some creatures should have ts like dragon umberhulk etc .
Oh and chree I know u said u r thinking something epic for under dark would love to see a lost dungeon style under dark where connecting tunnels have ambush’s and u can get lost ofcourse main areas eventually not on a rotation but like open desert .
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Post by chreelister on Apr 22, 2020 23:36:15 GMT
So are we talking the sun going down, lights going off Dark, some player named Dark or like the spell Darkness?
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thundermaul
Wheaton Pixie
AC is still for the weak :P (mostly)
Posts: 11
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Post by thundermaul on Apr 23, 2020 2:19:46 GMT
Same as everyone, looking forward to trying all of this out! Thanks for the hard work. I shall add my two cents to the pile. I like puissant being toned down because it currently makes fighter too valuable compared to any other martial source of damage in my opinion (e.g. sneak attack, ranger, dwarven whirlwind widget, etc.). They all seem crap in comparison. When fighter meant 6 damage from epic weapon spec you could maybe afford to forego it if you could make it up. Now fighter is a lot more than that and it's limiting for builds overall, I think. I feel like the problem with shifters is a more general one, though. If they have access to a mechanic, they tend to benefit more than the intended target class. This is why there are restrictions on so many of these mechanics, like the fighter belt for instance. It would be great if a shifter could be rewarded for adding something different to its gameplay than being a fighter with impossible stats and crit immunity. Not really sure what that should be, but possibly making it easier for multiple shapes to be viable for the same character so they aren't simply "a risen" and/or some reward for actually shifting as opposed to becoming so powerful you face-tank everything with a few potions in your preferred shape. But what I say should be taken with a grain of salt given the fact I know little about them except that they are stronger than my characters. I agree that it would be great for endgame archers to be less punishing for a character without crit immunity. The base damage is lower than melee mobs so crit-immune characters just waltz about like nothing is happening while anyone else, even characters with adequate AC, have to cower in fear as they get carpet-bombed. I feel like making sure there aren't any imp crit feats or massive crits on these mobs would go a long way. On the other hand, I love how punishing some archers can be because I'm a fan of having to respect mob types so I wouldn't give them all slings, personally. I think the issue is that when the number of archers who can fire at you starts to get out of hand, there is little counter play. It seems more fun to me to have to deal with fewer stronger archers than loads of *chirp*ty ones which together cannot be tanked without crit immunity (CoJ vs Darkmoor). As someone who has spent a lot of time playing wholly inadequate builds with glaring weaknesses, specifically low will saves, maybe some of the punishing things which can happen to a character with low will could be slightly toned-down. I feel I should die for failing a will save in plenty of scenarios and I expect that, but it's annoying to not be able to fight certain bosses because they have a souped-up version of terrifying rage active and dispel cones/mord spam. Maybe it would be nice to have a similar mechanic on these bosses where the DC drops against you as you get exposed to it multiple times. Just like mobs do for terrifying. Maybe enemy confusion/stun/dominate could be slightly less long sometimes. Just a thought. In general, barbarian is just so convenient and strong to play because of the SR and mind immunity. I'm terrified of spells on a normal melee character and have built 20 monk versions of fighters just to avoid the nightmares while barbarians get to shrug it all off on top of all the rest. They feel like what monks wish they were. Given how difficult it is to work a good will save into builds like that and that barbarian just gets it all for free, maybe ridiculous investments into other martial classes could award conditional mind immunity as well. Many of the mechanics which are meant to improve fighter types like the warrior widget and puissant make it more reliant on rest than even casters. I used to be able to at least tell myself I was strong against rest spawns compared to a wizard when playing melee characters, but it's the opposite now. Without my multiple *very slow* item casts, I do half damage, have no AB and have no defence. A death or a rest spawn seems more threatening to my weaponmaster than my other characters. Barbarians again just rage and get all their bonuses so it's no big deal. Is there are reason why the casts on some of these key items (e.g. warrior widget on an AC character, puissant on a wm, etc.) aren't at least infinite? It's really weird to me to be more depressed about dying in a group fight on a melee character than on my casters because at least I can memorise more spare buffs. I fully agree that the state of spot and listen is pretty bad at the moment. Lots of very cool endgame areas are no-go zones for characters who don't have true seeing or a pile of sentinels and that just isn't fun. Also agree that there might be some benefit to seeing if AC could be more useful at the type of level you can actually achieve on a normal build. SR is fine on monk mobs in my opinion since you can play around that and it's the archetype of the mob. However, the level of SR which some of the endgame divine casters can get is unfun for me. PC divine casters currently have no way to counteract this unless they drop some levels to use mord scrolls. Only Ice Storm and epic spells go through SR at the moment as far as I know (Evard's used to I believe but currently doesn't). Maybe the Nature's Balance spell could be looked at to help this. It's obviously supposed to reduce SR but the save is will and the school is Transmutation rendering it all but useless against a divine caster. It could be added to a cleric domain as well maybe since there are very strong domains already. Maybe all of this was intentional since there was no breach domain, but it stops me from being able to play around certain mechanics and mobs on divine casters without cheesing the build which bothers me (and maybe only me ).
Randoms being looked at seems very sensible and it seems logical to want to control some of the affixes so that things don't spawn with +7 vs death needlessly. However, I like the idea that this system opens the door to items for builds which require strange gear and it would be a shame to fully lose that. Maybe you snowflaked a build which benefits greatly from those +4 intelligence +4 reflex +8 taunt boots.
Meteor Shower has problems so the only ones who get to enjoy it are the mobs. Maybe it could be looked at? Just like barbarians are what monks wanted to be, Bombardment is what Meteor Shower wishes it was. Seems weird.
I've gone on long enough for now. Sorry for the wall of text.
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EE Update
Apr 23, 2020 6:35:46 GMT
via mobile
Post by donojono on Apr 23, 2020 6:35:46 GMT
I completely get what you are saying and I suffer the same issue with will save too. To compensate I have build 10 to 12 cot into rogue build just to get by and can do nothing for assassin . This is because of dispell cones and the other you have mentioned . Then I thought about it more now there are high saves fighters like cot paladin blackguard which we don’t really see due to ac being weak but I think it’s very weak due to archer issues now that you point it out also the high saves on means and the fact that turn undead does nothing . But now let’s add even the standard bard rdd blackguard or bard rdd pm they are not great now not because the metas you mentioned have little counter mobs in certain end game but then also some of those areas have a lower cr like coj cr similar to vault and chambers which have good counters for a variety but dispell cone is silly a pit lord or 2 or a pit stalker would take care that instead . But I would also add again party play if can be your choice to solo or you might not have a chance . These builds are also used for loot can be simply wanting to get reward for hard work . As I mentioned if you change the loot from bags to chests like on black stone keep anyone I team up with I could never risk losing that ultra rare to them where they might pick it up log out and never play again. Rarity is also a factor in that risk.
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Post by Findell on Apr 23, 2020 8:23:50 GMT
Btw remember, that the most overpowered items are greater restore / heal / harm potions. Take those out and no one will be able to farm end game the way he does it now...
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