Re: Balancing Bards and FS?
Posted: Sat Apr 02, 2016 5:34 pm
Opened on request
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It is a combination of monsters and equipment.Thorsson wrote:One of the reasons for the current pyramid is the current monsters.
I don't know about affordable but equipment of the better nature is being put into special vendors that are due to be put into the server some time after all this new stuff in the big update is ironed out. There are at least 2-3 new vendors that are to be put in with varying high end equipment.How about more affordable 'Epic equipment' in the stores?
Bad idea. It will kill stormlords. The server needs more stormlords.AC81 wrote:You could make FS unable to multiclass. A lot of their power comes from choosing the right dip. Granted they'll still be tough but that will remove divine saves, AC and EDM. Maybe also make them DM application. There really shouldn't be many FS's walking around ...
Also, I'd agree with installing epic shops. Or maybe a crafter NPC that allows you to add or remove enchantments at a (huge) cost.
Thats the right direction to go. Still powerful but much more boringAC81 wrote:You could make FS unable to multiclass. A lot of their power comes from choosing the right dip. Granted they'll still be tough but that will remove divine saves, AC and EDM.
It's a nerf for FS's sure, but when you look at what they still get ... geez, come on. It's a completely BS class tbh. Sounds made up or something that should be reserved for npc's.NegInfinity wrote:Bad idea. It will kill stormlords. The server needs more stormlords.AC81 wrote:You could make FS unable to multiclass. A lot of their power comes from choosing the right dip. Granted they'll still be tough but that will remove divine saves, AC and EDM. Maybe also make them DM application. There really shouldn't be many FS's walking around ...
Also, I'd agree with installing epic shops. Or maybe a crafter NPC that allows you to add or remove enchantments at a (huge) cost.
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I would prefer if instead of "let's NERF something" people concentrated on "let's improve or ADD something".
Any attempt to "balance" a class always smell like an attempt to ruin somebody's fun to me. It stinks too much of MMOs. If it was described this or that way in PnP, just keep it unchanged.
Nope. You have a problem with FS - deal with him/her/it using in-game/RP means.AC81 wrote: It's a nerf for FS's sure, but when you look at what they still get ... geez, come on.
It is a fantasy world. All classes are made up.AC81 wrote: Sounds made up
Complete divine, page 6.AC81 wrote: Also - how were Favoured Souls described in PnP?
The favored soul follows the path of the cleric but is able to
channel divine power with surprising ease. She is able to
perform the same tasks as her fellow divine spellcasters but
with virtually no study; to her, it comes naturally. Scholars
wonder if favored souls have traces of outsider blood from
unions, holy or unholy, centuries ago and generations
removed. Others suggest that divine training of the proper
type awakens the ability, or that favored souls are simply
imbued with their gifts by their gods when they begin
the cleric’s path. In any case, favored souls cast their spells
naturally, as much through force of personality as through
study. Though this gives them extraordinary divine abili-
ties no normal person could ever match, they see their gift
as a call to action, and so in some ways may lag behind their
more studious colleagues.
Adventures: Favored souls are often loners, wandering
the land serving their deities. They are welcomed by their
churches but treated as unusual and are sometimes misun-
derstood.
FS is a loner, more likely to be of outsider blood (aasimar/tiefling, I guess), cha for number of spells, wis for DC.harisma determines how many spells the
favored soul can cast per day. Wisdom determines how
hard the favored soul’s spells are to resist (see Spells, below).
In addition to using Charisma and Wisdom for spellcasting,
a favored soul also benefi ts from high Dexterity, Strength,
and Constitution scores.
See, that's the stuff you learn from playing (lawful) evil a lot.AC81 wrote:Gee Neg, you sure can manipulate an argument I'll give you that!
I would not object to that, since I care about RP experience the most and divine casters are expected to know their deity.AC81 wrote:Probably the best way is to make FS's application only.
The root of all evil is accelerated time, actually. It screws up relative spell power.matelener wrote:The root of all evil is the Divine Power spell which
In PvE if you can identify the dispel mobs you can just silence them. Quickened silence isn't hard to manage. Just make sure the mob is in the aoe and wrangle them. Also in a party it works to bait out the dispel on your friend with no buffs. Or they can disrupt the mobs casting which isn't hard that hard to do. Maybe people should buy some wand of silences to go with their buff wands.NeOmega wrote:Honestly, everyone is talking about the dispel fix as being broken, I just see it as re-balancing the power of casters to be risky again.
^^matelener wrote:The root of all evil is the Divine Power spell which makes BAB progression of any cleric / fs build completely irrelevant. Two things are happening:
- Due to Divine Power (mostly) and other cumulative buffs cleric/fs surpasses high BAB classes at their primary role
- Divine PRCs that are supposed to make a cleric more specialized in combat (like Hospitaler or Warpriest) are because of Divine Power useless, they gimp cleric's spellcasting giving him in return high BAB which he doesn't need.
Therefore, I think that removing Divine Power completely from the game would be quite a good solution. Some other things could be touched as well such as nerfing Death Ward to its pnp version (which is without the Ability Drain immunity) and making Stone Body / Iron Body slow unaffected by Freedom of Movement.