Page 2 of 6

Re: The Infinite Unbalanced BGTSCC Mechanics Thread

Posted: Wed Jul 25, 2018 12:54 pm
by Moridin
Wizard's with Bigby's hand(7th and 9th).

Re: The Infinite Unbalanced BGTSCC Mechanics Thread

Posted: Wed Jul 25, 2018 12:56 pm
by mrm3ntalist
Grandfathered gear

Re: The Infinite Unbalanced BGTSCC Mechanics Thread

Posted: Wed Jul 25, 2018 12:58 pm
by mrm3ntalist
CE/ICE on casters

Re: The Infinite Unbalanced BGTSCC Mechanics Thread

Posted: Wed Jul 25, 2018 1:03 pm
by chad878262
Spot (used against hide, disguise and feint...no other skill shuts down so many other skills/abilities).

Full Spell Casters (all of them) - Can fight better than fighters, many can sneak/be skill monkeys better than heavily invested rogues. Basically there is a spell to make them better at everything than the "Tier 2/3/4" classes that specialize in doing something specific. That's D&D though...

DEX/INT melee builds - more AC and damage than a STR Fighter based build. Can generally get AC higher than sword and board with damage as high or higher than a Two hander.

HiPS - would be closer to D&D if this was simply replaced with 0 cooldown Hide in the Shadows which Rogues currently get at class level 21. Requires using the environment rather than just popping in to invisibility out of nowhere.

Anointed Knight/Warrior of Darkness - Gives much needed will saves to Fighters and for the cost of one feat (iron will) you get 3 useful feats plus two (usually) epic feats in addition to opening up useful skills and getting more skill points per level. Every Fighter build is better if they take either AK or WoD then if they go with some other selection.

Bosses - Many of the top end epic bosses are cake walks for the melee power builds and casters while they all have immunities against everything Rogues do well. (go solo the Balor naked with a R16/M3/NWN3/A8 M3nt...I dare ya! :P ) Not so much that bosses are "OP" here just that I wish the balance of the server was such that there were bosses designed to be more difficult for what is considered the 'typical' power builds rather than them all having similar immunities, strengths and weaknesses.

Re: The Infinite Unbalanced BGTSCC Mechanics Thread

Posted: Wed Jul 25, 2018 1:04 pm
by aaron22
HiPS... sorry chad

GO BLUE

Re: The Infinite Unbalanced BGTSCC Mechanics Thread

Posted: Wed Jul 25, 2018 1:06 pm
by chad878262
aaron22 wrote:HiPS... sorry chad

GO BLUE
chad878262 wrote:HiPS - would be closer to D&D if this was simply replaced with 0 cooldown Hide in the Shadows which Rogues currently get at class level 21. Requires using the environment rather than just popping in to invisibility out of nowhere.

Say what now? Typical Michigan fan...got too much maze in his eyes to read! :evil: 0:)

Re: The Infinite Unbalanced BGTSCC Mechanics Thread

Posted: Wed Jul 25, 2018 1:09 pm
by aaron22
chad878262 wrote:got too much maze in his eyes to read!
too much scarlet must have hidden the time stamp to see they were dropped at about the same time..

simplified just for YOU: your post wasnt up when i wrote mine.

Re: The Infinite Unbalanced BGTSCC Mechanics Thread

Posted: Wed Jul 25, 2018 1:23 pm
by aaron22
just to add..

Con Based HFW.
DC wizards
the SD dip
Arch mage
polymorph (even without SF)

Re: The Infinite Unbalanced BGTSCC Mechanics Thread

Posted: Wed Jul 25, 2018 1:25 pm
by mrm3ntalist
Hierophant, Dwarven Defender, Uncanny dodge

Molag_Bal, Karond, Invoker. AC81's stash

Re: The Infinite Unbalanced BGTSCC Mechanics Thread

Posted: Wed Jul 25, 2018 1:26 pm
by DiceyCZ
Am I the only one who so far reads the thread as "Let's just all be fighters"? XD

Re: The Infinite Unbalanced BGTSCC Mechanics Thread

Posted: Wed Jul 25, 2018 1:33 pm
by chad878262
DiceyCZ wrote:Am I the only one who so far reads the thread as "Let's just all be fighters"? XD
Fighters are OP (especially with AK/WoD). :P

The issue is, in the right circumstance any mechanic can seem OP. Mostly that's why I advocate players to play what they enjoy since they will more likely take the time to learn how to best utilize those mechanics. Wizards are OP, but if you don't know what spells to best use and where/when to use them they're actually pretty weak. HiPS is OP, but if you are only using it to land sneak attacks then you leave yourself vulnerable to get fugued once you leave stealth and fire off your ~3-5 sneak attacks.
mrm3ntalist wrote:Molag_Bal, Karond, Invoker. AC81's stash
chad878262 wrote:Knowledge of game mechanics
Also, I'm sure you were just trying to not come off as arrogant, but mrm3ntalist needs to be added to your list... and did you solo the balor naked with OP rogue yet?

Re: The Infinite Unbalanced BGTSCC Mechanics Thread

Posted: Wed Jul 25, 2018 1:35 pm
by aaron22
DiceyCZ wrote:Am I the only one who so far reads the thread as "Let's just all be fighters"? XD
WM
Dwarven Defender
DC
WoD/AK

Re: The Infinite Unbalanced BGTSCC Mechanics Thread

Posted: Wed Jul 25, 2018 1:42 pm
by Sun Wukong
chad878262 wrote:
chad878262 wrote:HiPS - would be closer to D&D if this was simply replaced with 0 cooldown Hide in the Shadows which Rogues currently get at class level 21. Requires using the environment rather than just popping in to invisibility out of nowhere.
*Hits Chad repeatedly to the head with a big bag filled with those heavy hardcover D&D source books.*

The D&D HiPS is literally just popping into invisibility out of nowhere. Well, invisibility that can be pierced with a spot check. The only truly notable difference between D&D and NWN2 is that you cannot attack invisible targets with their 50% concealment. In other words: 1) The shadowdancing rogue in the party attacks a big bad boss and then hides. 2) On the turn of the big bad boss, the boss turns and attacks the square the rogue hid in plain sight. 3) The rogue complaints to the DM about attack rolls being unfair and how there should be 50% miss chance. 4) The DM explains that the big bad boss has blind-fight feat and therefore only face 25% miss chance. :P

Re: The Infinite Unbalanced BGTSCC Mechanics Thread

Posted: Wed Jul 25, 2018 1:47 pm
by chad878262
Sun Wukong wrote:The D&D HiPS is literally just popping into invisibility out of nowhere. Well, invisibility that can be pierced with a spot check. The only truly notable difference between D&D and NWN2 is that you cannot attack invisible targets with their 50% concealment. In other words: 1) The shadowdancing rogue in the party attacks a big bad boss and then hides. 2) On the turn of the big bad boss, the boss turns and attacks the square the rogue hid in plain sight. 3) The rogue complaints to the DM about attack rolls being unfair and how there should be 50% miss chance. 4) The DM explains that the big bad boss has blind-fight feat and therefore only face 25% miss chance.
wrong. HiPS requires you to be within 10' of a shadow (and not your own shadow). Now, depending on the environment and, more importantly the DM there are obviously many ways to creatively always have a shadow to use, but no, HiPS is not literally just popping into invisibility out of nowhere.

HiTS implementation requires you to be near some sort of obstacle which, in theory would create a shadow. Thus HiTS is closer to PnP HiPS since it has some limitation (albeit a more hefty limitation mechanically then true HiPS).

Re: The Infinite Unbalanced BGTSCC Mechanics Thread

Posted: Wed Jul 25, 2018 2:11 pm
by chad878262
Regarding the Epic shops...

Original suggestion/direction was supposed to have items that were close, but still below what could be found in the loot table. Instead items implemented are stronger than most items found in the loot table. A good change would be to make epic shop items (and to avoid grandfathered gear, existing items on PCs) a bit weaker...