Re: Cosmopolitan feats
Posted: Sun Feb 20, 2022 12:04 pm
The staff always does what the staff wants, there's no need for this whataboutism.
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The staff always does what the staff wants, there's no need for this whataboutism.
The more items with spot you equip. the more you gimp the build in other stats ( AC, Saves,hp ). No character will walk around with GH, Owls and C/C active all the time. That is why if you care about spotting you find a way to max the skill. In the past you multiclass, nowadays you can just take a feat.KOPOJIbPAKOB wrote: ↑Sun Feb 20, 2022 6:35 am Alright, it's 82 instead of 83. Still good enough!
(63 is the total, not the gear bonus itself)
As well to note the d20 is irrelevant as 80 spot allows you to roll until you hit the hidden characters mod that cant exceeded 100 thus giving the spotter advantage.Tanlaus wrote: ↑Sun Feb 20, 2022 1:20 amNot uncommon for a dedicated sneak to get into the mid to high 90s on hide, high 80s for move silently.KOPOJIbPAKOB wrote: ↑Sun Feb 20, 2022 1:02 am Cosmopolitan feats have nothing to do with detection, as you need 0 UMD to use potions/elixirs (Greater heroism, Owl's insight etc), only 10 to use wands (C/C, Amplify etc) and 13 to equip any possible gear. Also, the spotter is at the advantage by default, since they roll 1d20 and the sneak doesn't.
Are elixirs of owl's insight overpowered? I think they are, but it's an entirely different topic.
I think you’d need some innate points in spot to see that as IIRC skill boosts from gear/potions maxes at 50. Assume you can get a bare minimum of +5 wisdom bonus from owls insight elixirs you’d still need 25 points or so to hit 80.
So I think it is a valid issue to discuss in that regard.
EasternCheesE wrote: ↑Tue Feb 22, 2022 5:14 am Well, the thing is. We don't have control over sneak/spot rolls. It's hardcoded in the engine.
Yeah, it was a big and hot discussion about what exact cosmo feats should be available. At first, we wanted to only add "RP-only" feats for it thus it couldn't affect combat, but then, the final decision was made to make them all possible. Sadly, the ship has already sailed and people did pick those feats thus we can't just make them unavailable without making major disadvantage for those who make new PCs. I believe, at some point, we will need to revise available gear as there are quite a lot of balance issues. For example, nobody ever needs to level open lock as 99% of server chests can be opened with investing 1 into open lock and getting rest with UMD and gear. It's just a single example while many more do exist. I hope the moment we revise gear policy happens this year, though, it's a really challenging and complex topic to discuss and unifying gear is a thing that will bring a lot of heated discussion and player reactions even though, i believe, it's needed.Tazzers wrote: ↑Tue Feb 22, 2022 4:27 pmEasternCheesE wrote: ↑Tue Feb 22, 2022 5:14 am Well, the thing is. We don't have control over sneak/spot rolls. It's hardcoded in the engine.
I was not trying to insinuate that mechanic was a fault of the server team. More so it's a fact of life resulting in a 95 hide seeing no benefit vs the lower mod of 80 spot giving the Rouge characters a disadvantage to start. Allowing everyone another way to get a higher spot with the cosmopolitan feats hurt's the rouges with no added options to combat this.
Sorry if that came off as a criticism of the server team that was no my intent.
Grandfathered characters have already been a thing ever since the 19 wis requirement for hierophant was retroactively implementedEasternCheesE wrote: ↑Tue Feb 22, 2022 4:55 pmYeah, it was a big and hot discussion about what exact cosmo feats should be available. At first, we wanted to only add "RP-only" feats for it thus it couldn't affect combat, but then, the final decision was made to make them all possible. Sadly, the ship has already sailed and people did pick those feats thus we can't just make them unavailable without making major disadvantage for those who make new PCs. I believe, at some point, we will need to revise available gear as there are quite a lot of balance issues. For example, nobody ever needs to level open lock as 99% of server chests can be opened with investing 1 into open lock and getting rest with UMD and gear. It's just a single example while many more do exist. I hope the moment we revise gear policy happens this year, though, it's a really challenging and complex topic to discuss and unifying gear is a thing that will bring a lot of heated discussion and player reactions even though, i believe, it's needed.
A Mod of 80 allows you to see anyone not getting 80 on a roll meaning most people will need to take spot as a skill to see a maxed rougeKOPOJIbPAKOB wrote: ↑Sun Feb 20, 2022 6:35 amAlright, it's 82 instead of 83. Still good enough!EasternCheesE wrote: ↑Sun Feb 20, 2022 6:05 amGear and spell bonuses to skill cap at 50. IIRC, you can't have 63 from gear and spells no matter what you do, it will only account 50 points and no more.KOPOJIbPAKOB wrote: ↑Sun Feb 20, 2022 1:41 am
I used to main a fighter with 8 wisdom and 16 umd, he had 63 passive spot just from the gear avaliable at the shops. Greater heroism gets it to 67, owl's insight to 73, C/C to 83, letting you detect anyone sooner or later. With enough dedication and free time, you can find ranger elixirs that add +7 on top.
Playing some typical rogue, it's harder since you need to invest into sneak gear, and most of it doesn't provide spot scores (unless you have some grandfathered op items, of course). But even there you can swap gear, using sneak gear in combat and spot gear in conversations. It's a lot of bother to do, at least for me, but I know some people who care to do it.
(63 is the total, not the gear bonus itself)
As a "spotter", I'd be somewhat ok with this, as long as it was made sure there were an equal way to get both sneak and spotting up with equal effort.