Revert Temporary Dispel "Fix"

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EasternCheesE
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Re: Revert Temporary Dispel "Fix"

Unread post by EasternCheesE »

Steve wrote: Sat Jul 03, 2021 4:39 am
Rhifox wrote: Fri Jul 02, 2021 6:08 pm I still feel that the solution to this issue (in so far as it is an issue, which I honestly don't personally see) is making NPC use of dispel less common, not nerfing the power of the dispel itself.
This is a potential solution to the problem. Does it really have a chance of happening? Would someone "comb" through each Area/Map and adjust the mobs there accordingly?

This CPRG is an experience of killing 1,000-to-1 mobs, compared to PnP. Gr. Dispel PnP values make sense in a situation where a player is often RPing, not monster killing, and has far more options in the PnP session to "deal" with mobs, to adventure, using creativity, Skills, etc., but on BGTSCC, that is not the regular option (it is only marginally available to those in DM Events, and even then often hard to come by). Whether a player is a BGTSCC soloist or a BGTSCC team-ist, the main mode of play for the majority of players is mob killing, treasure taking, Boss fighting. It is then only fair to consider the Rate, that being the rate of mobs per adventure, in a CPRG vs. PnP.

Essentially, as I see it, if one either walked back to Vanilla values for Gr. Dispel, or took a middle road of +17 like I suggested earlier in this thread, you'd essentially open up a "middle class" of builds in the CL 27-28 range that now can do what CL 29-30 can do, but still, against the greatest of content—Bosses and DMs—these CL 27-30s are STILL going to get wrecked by Mords and Breaches.

Nonetheless, if and only IF mobs where redesigned per Area to be 1/5 the rate they are now, having Gr. Dispel ability, then perhaps it would make the game still challenging in its difficulty, but not be such a reliable buff breaker.

I don't think the arguments for the walk-back are about MMO rofflestomping with abandon and no risk desires, as much as it is about not getting funneled into lesser and lesser build options, Character options, because of a paradigm of thinking that players need to be constantly challenged.

Lastly, add that a staff-only decision was made to steer players into more and more “loot runs” to increase wealth and score Items, which doubles down on pushing players to become soloists in adventure and stand-around RPers who can disregard Character Sheet stats. This players on a majority react to constantly mechanically upgrading builds, as a way to “keep up with the Joneses.”

The Server is greatly benefited by Staff that are talented players with knowledge on how to “play the game.” You need that for good perspective. But it seems that the entire Staff response in this thread is not “we will consider this request with attention” but a response of “we know how to deal with it; so should you, and the Staff is not hearing players who are saying they feel trapped in the mechanics and prevented from enjoying the variety that the Server offers but is irrefutably unenjoyable.

So please say it straight up, so at least some of us can walk away from this discussion for good (or at least for the next 5 years….): is changing the mechanics from 1d20 + max. 20 to 1d20 + max. 17 a total game-challenge breaker? And, or instead, is the Staff going to put in a mandate that all Areas get combed through with a reduction in Gr. Dispelling mobs?

After so many pages, doesn’t anyone think it’s time to stop the debate with a hard answer?
There can be some misunderstanding about staff work process, as i see from people already mentioning "staff fight staff on forums". Even though you can obviously see that Rhifox says they like it the way it is now and i say mobs could be combed down, it doesn't mean "staff fight staff". In staff discussion, we share our opinions and try to foresee all the possible opportunities, exploits, build options, who win from it most, who get hurt by it and so on and so on. We have our opinions, it's normal. We don't fight each other just because we have different view on how it's done properly.
One thing i really want to try and force into community mind. Staff are people. Staff discuss things just same as players do, we share opinions and try to find the best possible solution. The only thing, i guess, staff does better than community is a "not making it into drama when people don't agree with each other" trick.

If you wish to help and want your suggestions to have way higher chance to be reviewed and into game, please, try to stay as much constructive as possible, provide comprehensive analysis of your own idea. Never forget to play devil advocate and try to put yourself onto opposite opinion to understand their concerns, reasons and good points.

I myself see numerous things about this change that concerns me. Sometimes, it's just feeling that there is "something wrong about it", but i can't express it in words, other times i can formulate what exactly concerns me about such things. Most of them i actually came up thanks to player input and bright ideas, not because i'm super smart.
1) Lowering dispel range does only benefit one particual type of builds with very little change to other spellcasting builds and 0 change to non-spellcasting builds.
2) Making dispels a no-brainer does encourage "buff till your ears drips with arcana and go slashing" type of gameplay. It's fine, but, in my view, we already have quite enough of it on BGTSCC, where spellcasters are already strong with their own limitations. Where there is no risk, the game turns into farming simulator, where you farm loot instead of carrots. I'd rather see actual crafting and farming in this game instead of trying to enforce this style of gameplay on things that are meant to be gravely dangerous in FR setting.
3) This drives our already homebrew PW even farther from PnP. While it doesn't mean we try to stick to PnP 100% times, we still try to not go far away from it until necessary.
4) There are other means to help with the basic concern behind the dispel change without actually changing it.
5) With this change, there is an unpredicatable wave of possibly very strong builds who get widely available, thus, making it harder to zone builders to create appropriate challenge for both powerbuilds and non-powerbuilds.
6) With this change implemented, dispels will just switch from your low CL caster to your UMD-user friend, who will get targeted by them 99% of times you hunt area. Lowering dispel CL doesn't address the fact someone will actually suffer, you just exclude several build archetypes from "suffering list".

With all of this mentioned, i really feel that the best solution would be combing down mob dispels and offering a line of feats that could make one higher CL VS dispels. Thus, we lower the initial dispel dangers without actually removing it completely and also allow for people to plan their build to become completely immune to dispels. Keep in mind, it's just my own feeling and thinking, i don't press that's the only viable solution.
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Re: Revert Temporary Dispel "Fix"

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EasternCheesE wrote: Sat Jul 03, 2021 5:35 am ... allow for people to plan their build to become completely immune to dispels.
Players already can plan a build to become completely immune to dispels. The Ask here is to have more options to do so, as in build options (besides just playing a non-CL based build in the first place). I can understand if it is seen as negatively affecting gameplay more than improving upon it, if the the Standard is "let's help the most builds/most gameplay always over the minor set." Which always hasn't been the case on BGTSCC.

If that is the general opinion of Staff who will come together and ratify against any change to Dispels or CL, but, there is a will to make dispel caster less prevalent, then maybe that change will make gameplay more interesting. It won't however change players to roll up lower CL builds.

In general, as always, thanks for the consideration.

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Re: Revert Temporary Dispel "Fix"

Unread post by EasternCheesE »

Steve wrote: Sat Jul 03, 2021 6:28 am
EasternCheesE wrote: Sat Jul 03, 2021 5:35 am ... allow for people to plan their build to become completely immune to dispels.
Players already can plan a build to become completely immune to dispels. The Ask here is to have more options to do so, as in build options (besides just playing a non-CL based build in the first place). I can understand if it is seen as negatively affecting gameplay more than improving upon it, if the the Standard is "let's help the most builds/most gameplay always over the minor set." Which always hasn't been the case on BGTSCC.

If that is the general opinion of Staff who will come together and ratify against any change to Dispels or CL, but, there is a will to make dispel caster less prevalent, then maybe that change will make gameplay more interesting. It won't however change players to roll up lower CL builds.

In general, as always, thanks for the consideration.
Yeah, sure, people can do it. But, with this, they can get more martial power. Currently, the only thing that hinders gishes from shining is the amount of dispels you chug in many places and ways to combat that. If anyone could make a CL 25 PC who is immune (or like CL 23 who is almost immune) to G. dispel, that would hurt pure martial classes, because "why should i play it if i can play gish and be better and get buffs for free"? People will surely keep playing them, but it will shift focus a lot, in my view. I'm all for the build flexibility, in this particular case, i stated my concerns that can affect more things and people than just lower CL PC player.
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Re: Revert Temporary Dispel "Fix"

Unread post by Hoihe »

EasternCheesE wrote: Sat Jul 03, 2021 6:35 am
Steve wrote: Sat Jul 03, 2021 6:28 am
EasternCheesE wrote: Sat Jul 03, 2021 5:35 am ... allow for people to plan their build to become completely immune to dispels.
Players already can plan a build to become completely immune to dispels. The Ask here is to have more options to do so, as in build options (besides just playing a non-CL based build in the first place). I can understand if it is seen as negatively affecting gameplay more than improving upon it, if the the Standard is "let's help the most builds/most gameplay always over the minor set." Which always hasn't been the case on BGTSCC.

If that is the general opinion of Staff who will come together and ratify against any change to Dispels or CL, but, there is a will to make dispel caster less prevalent, then maybe that change will make gameplay more interesting. It won't however change players to roll up lower CL builds.

In general, as always, thanks for the consideration.
Yeah, sure, people can do it. But, with this, they can get more martial power. Currently, the only thing that hinders gishes from shining is the amount of dispels you chug in many places and ways to combat that. If anyone could make a CL 25 PC who is immune (or like CL 23 who is almost immune) to G. dispel, that would hurt pure martial classes, because "why should i play it if i can play gish and be better and get buffs for free"? People will surely keep playing them, but it will shift focus a lot, in my view. I'm all for the build flexibility, in this particular case, i stated my concerns that can affect more things and people than just lower CL PC player.
At the moment though, you get:

"Why should I play a gish, if I can do the same thing with UMD but better?"

So they either go full wizard, or 0 wizard.
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Re: Revert Temporary Dispel "Fix"

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EasternCheesE wrote: Sat Jul 03, 2021 6:35 am [If anyone could make a CL 25 PC who is immune (or like CL 23 who is almost immune) to G. dispel, that would hurt pure martial classes, because "why should i play it if i can play gish and be better and get buffs for free"?
There are no martial classes without constant use of UMD, potions, and wait for it…CL 30 elixirs!!! Lol, I do entertain, you gotta admit! :dance: :twisted: 0:)

It’s been admitted content was designed to resist Gish builds. That means all lesser-than Gish builds struggle. Which means if one is a player that plays not for struggle but for enjoyment or RP-based builds, those players will NOT enjoy the result of facing content WITHOUT being a Gish or utilize massive magic-enhancing consumables.

There is no reward for playing a sub-optimized build/Character, unless one satisfies the Self in that gameplay. I’ll argue that is the minority, and more power to them.

There are far more interesting ways to make content more challenging than having Gr. Dispels dominating encounters. I’m absolutely certain Staff is creative enough to figur this out.

But I unfortunately, as Rhifox said earlier, building/designing Areas is one of the least rewarding experiences, and thus…??!!

Anyway, I’m not advocating for returning to vanilla, but just reducing by 3 CL, to max. 17 + 1d20. Just a little bit of flexibility can go a looooong way!!!

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Re: Revert Temporary Dispel "Fix"

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Steve wrote: Sat Jul 03, 2021 7:23 am
EasternCheesE wrote: Sat Jul 03, 2021 6:35 am [If anyone could make a CL 25 PC who is immune (or like CL 23 who is almost immune) to G. dispel, that would hurt pure martial classes, because "why should i play it if i can play gish and be better and get buffs for free"?
There are no martial classes without constant use of UMD, potions, and wait for it…CL 30 elixirs!!! Lol, I do entertain, you gotta admit! :dance: :twisted: 0:)

It’s been admitted content was designed to resist Gish builds. That means all lesser-than Gish builds struggle. This means if one is a player that plays not for struggle but for enjoyment or RP-based builds, those players will NOT enjoy the result of facing content WITHOUT being a Gish or utilize massive magic-enhancing consumables.

There is no reward for playing a sub-optimized build/Character unless one satisfies the Self in that gameplay. I’ll argue that is the minority and more power to them.

There are far more interesting ways to make content more challenging than having Gr. Dispels dominating encounters. I’m absolutely certain Staff is creative enough to figure this out.

But I, unfortunately, as Rhifox said earlier, building/designing Areas is one of the least rewarding experiences, and thus…??!!

Anyway, I’m not advocating for returning to vanilla, but just reducing by 3 CL, to the max. 17 + 1d20. Just a little bit of flexibility can go a looooong way!!!
+1

The "Why should I go martial UMD instead of gish build" argument falls short due to several factors called:
1. PVP
2. Sustainability upon getting dispelled
3. Killing things faster than gishes possibly can (without being an EDM FS)
4. Having more HP

These are the reasons why people gravitate towards martial classes + UMD to help themselves. UMD is not a requirement, but it definitely helps a martial class to get an easier fight in solo end game content.

Gishes, currently, have very, very, very few builds that they can use to reliably engage in combat- all of them CL30- but they still underperform compared to martial classes. Lowering CL on greater dispel wouldn't make them absolute god-kings of PvE, come on. Dispel Fix is already in there. If you're so bothered by giving gishes a little love as opposed to crashing down upon them with every update- you can switch dispels to greater breach spells on certain spawns :P

The end result of the proposed change will be, as I've stated before, more build flexibility for a LARGE variety of caster + rogue/warrior/whatever builds.

The con will be... People get to play more builds. I find it quite ridiculous to be bothered by powerbuilds considering the fact that the server is tailored to carter to powerbuilds in adventuring. Yes, there would be more of them possible. No, people wouldn't suddenly start playing as powerbuilds. They're already doing it, in the vast majority.

UMD-ers, equally, don't get suddenly picked off groups with dispels, providing that you guys yourselves said that you can bait dispels with a summon or teammates that are also buffed :P All it takes is walking ahead of a martial class.

I can't say I'm convinced by any stated arguments so far. They seem created more out of fear of hypothetical disaster than actual data/experience supported statements (Except the CL comparison part by EasternCheese). Granted, my measurement of power is whether or not mrm3ntalist can create a broken a.f. build out of something, since he's probably the best builder this game has ever had.

Edit: And before someone says "We don't balance for PvP", yes you do. I've been on dev team and seen it myself :P
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Re: Revert Temporary Dispel "Fix"

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EasternCheesE wrote: Sat Jul 03, 2021 4:56 amIt's IMA wand, shield brooch, heroism/greater heroism potion, death ward and some others they are addicted to as UMD. They simply use gold to rebuff.
Barbs: biggest issues is lack of AC, thus, going to Graypeaks and being consistent without UMD is very hard.
Wrong. Videos say otherwise



I can do the same for most of the list but that is not the case here, since obviously melee builds can solo end game content, even better with umd. The point is that it is much better to have a melee build and use umd and get dispelled, rather than playing a low cl caster getting your spells removed and having to use umd likea melee build. That is why low CL builds are not the first - nor the second - choice for powerbuilding.

BTW In the 1 hour i tried to make this vid, there were 3 other players doing the same. One dwarven melee build, a paladin and a cleric. So BG has nothing to worry about powerbuilding. It is already here and reducing the CL cap wont make more powerful builds than what we already have. On the other hand it will allow players like Snarfy to play weird combo buils and to be honest that is the most refreshing thing a server can look for

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Re: Revert Temporary Dispel "Fix"

Unread post by EasternCheesE »

mrm3ntalist wrote: Sat Jul 03, 2021 10:00 am
EasternCheesE wrote: Sat Jul 03, 2021 4:56 amIt's IMA wand, shield brooch, heroism/greater heroism potion, death ward and some others they are addicted to as UMD. They simply use gold to rebuff.
Barbs: biggest issues is lack of AC, thus, going to Graypeaks and being consistent without UMD is very hard.
Wrong. Videos say otherwise



I can do the same for most of the list but that is not the case here, since obviously melee builds can solo end game content, even better with umd. The point is that it is much better to have a melee build and use umd and get dispelled, rather than playing a low cl caster getting your spells removed and having to use umd likea melee build. That is why low CL builds are not the first - nor the second - choice for powerbuilding.

BTW In the 1 hour i tried to make this vid, there were 3 other players doing the same. One dwarven melee build, a paladin and a cleric. So BG has nothing to worry about powerbuilding. It is already here and reducing the CL cap wont make more powerful builds than what we already have. On the other hand it will allow players like Snarfy to play weird combo buils and to be honest that is the most refreshing thing a server can look for

GG WP
Thanks, that totally proves your point on umd addiction of martial classes. Next time someone says barb is weak, i'll point them at this video! Since i don't play one and lack the skill to build it, i was basing on things i heard considering them correct.
Just one thing in this video i spotted that i didn't take into account before. This one has 16 DR which helps a lot to mitigate damage and being consistent.

While it doesn't change my opinion on what is the best way to lessen dispel issue, your point has strong argument and self-explanatory proof.
Thus, my argument about classes that can't do it without umd is invalid, thanks!
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Re: Revert Temporary Dispel "Fix"

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EasternCheesE wrote: Sat Jul 03, 2021 10:43 amJust one thing in this video i spotted that i didn't take into account before. This one has 16 DR which helps a lot to mitigate damage and being consistent.
Correct, High HP pool and DR is what allows those builds to tank almost anything. Here is another "secret". Equip items with %Damage type eg 10% slashing reduction. They stack and the damage is reduced on top of the DR/-. KArond's DD was able to tank everything and everyone on the server with the combination of the DR/- from the build and damage type reduction from items.
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Re: Revert Temporary Dispel "Fix"

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mrm3ntalist wrote: Sat Jul 03, 2021 10:00 am On the other hand it will allow players like Snarfy to play weird combo builds...
:lol: ... all I really want to play is a viable rogue/wizard. And one that isn't 90% caster levels with a smattering of rogue. My first character had 21 sneak levels, and 9 caster levels(because I had no idea what I was doing) and it was actually a decent build in terms of having some defensive wards to make up for all those things that sneaks otherwise need to UMD. Alas, along came the first dispel fix that adjusted it according to caster level, rather than character level, and that was the end of that. Even with a reversion of the current dispel, my hopes of making another weird rogue/wiz will forever remain a pipe dream :(
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Re: Revert Temporary Dispel "Fix"

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Snarfy wrote: Sat Jul 03, 2021 11:30 am... all I really want to play is a viable rogue/wizard. And one that isn't 90% caster levels with a smattering of rogue. My first character had 21 sneak levels, and 9 caster levels(because I had no idea what I was doing) and it was actually a decent build in terms of having some defensive wards to make up for all those things that sneaks otherwise need to UMD. Alas, along came the first dispel fix that adjusted it according to caster level, rather than character level, and that was the end of that. Even with a reversion of the current dispel, my hopes of making another weird rogue/wiz will forever remain a pipe dream :(
Aweee :romance-heart: :romance-heart: :lol: :lol: :lol:

I think lowering the dispel CL, and a combo of rogue, wizard and arcane trickster ( middle ground between rogue and wizard ) will allow you to have a viable build. Not great but viable.
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Re: Revert Temporary Dispel "Fix"

Unread post by EasternCheesE »

mrm3ntalist wrote: Sat Jul 03, 2021 11:38 am
Snarfy wrote: Sat Jul 03, 2021 11:30 am... all I really want to play is a viable rogue/wizard. And one that isn't 90% caster levels with a smattering of rogue. My first character had 21 sneak levels, and 9 caster levels(because I had no idea what I was doing) and it was actually a decent build in terms of having some defensive wards to make up for all those things that sneaks otherwise need to UMD. Alas, along came the first dispel fix that adjusted it according to caster level, rather than character level, and that was the end of that. Even with a reversion of the current dispel, my hopes of making another weird rogue/wiz will forever remain a pipe dream :(
Aweee :romance-heart: :romance-heart: :lol: :lol: :lol:

I think lowering the dispel CL, and a combo of rogue, wizard and arcane trickster ( middle ground between rogue and wizard ) will allow you to have a viable build. Not great but viable.
I play exactly this build. 20 CL. Quite easy to combat dispels, all the buffs with reasonable duration up to lvl 8 and i solo Oghrann's without much of problems, but, definitely, requires few strategies to use to combat spellcasters.
If my chance to be dispelled suddenly drop from 50% to 25%, it doesn't change like anything for me. I will still be dispelled and i still have quite good and reliable ways to avoid it in first place.
That's why i myself feel for decreasing the amount of dispelling in general rather than lowering dispel-proof level. Having to dodge dispel every 2 minutes is quite boring, while removing that danger means no challenge.
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Re: Revert Temporary Dispel "Fix"

Unread post by Tanlaus »

I’ve actually been quite impressed with Easterncheese’s AT build. Definitely has the edge over other sneak builds in boss fights. It has changed my mind on their viability.
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Re: Revert Temporary Dispel "Fix"

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Been a while. Any conclusion on this?
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Re: Revert Temporary Dispel "Fix"

Unread post by EasternCheesE »

Not yet. It's still in discussion, but there are many topics with this status getting discussed, argued about and so on.
Sorry, it's not fast and easy, this particular proposition will make a huge change in server balance, so we need time to review this and other possible ways to deal with dispel spam before actually making decision.

So far, what i picked from the topic, the main problem is not g. dispelling DC itself, but the amount of guaranteed dispels in general, which gives hard times for people to use UMD or CL under 30. So, we seek and discuss various approaches to ease the burden of it without removing risks and without straight buffing one part of builds without giving something to others.

As discussed, there are 2 alternatives to tuning g. dispel while achieving similar results:
1) Introduction of CL vs Dispel feats (which, imo, look quite good for abjuration school).
2) Combing down mobs so while some of them still have g. dispels ready, not every first spellcaster mob has it. Not removing the risks completely, but reducing being dispelled 20 times in a single dungeon run to somewhat acceptable margins.
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