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Posted: Sun Oct 29, 2006 5:58 am
by broncoblitz
Grayle wrote:Speaking of IWIN, tho...I suppose you are correct. I should be bitching about Wail of the Banshee instead. and griping about IGMS is like complaining about how the Nazis were bad people.
Couple things about spells like Wail of the Banshee and Finger of death and Such

As much as it sucks to get wiped out in one second. There have been plenty of times in my experience where the rolls have just not gone my way and I've exhausted a full supply of every death spell imaginable with only one or two casualties.

Of course this was with Eowomir and I went necromancy all the way with him. So wail was usually an "oh crap a rogue just snuck up and whacked me for 3/4's of my health" kind of thing.

In the end though, I think death spells are fairly well balanced just because they are all or nothing for really both parties.

Posted: Sun Oct 29, 2006 6:14 am
by Peregrinus
Wyvern wrote:
Patrick Mills of Obsidian, re. IGMS wrote: The damage was dropped, the number of missiles per target was capped, and the missiles now randomly assort between targets in the defined area, rather than dropping a bomb on one dude and plinking everyone else with one missile. It will also now target any creature, not just hostiles, so on hardcore mode your companions may wind up drawing fire.

So now instead of being a spell that puts massive damage on a single target, it's a huge AoE that becomes more potent the fewer targets are within it.
Should be very interesting...
You know what, while I'm all for the damage reduction and missile cap, the possible targetting of friendlies is just plain stupid.

No seriously.

IGMS and ILMS are outgrowths of Magic Missile. In PnP, Magic Missile is one of the few spells that casters have complete and total control over, they can assign missiles to 5 targets, 4 targets, 3 targets, 2 or 1 targets. While I don't think IGMS should allow such control, I do think it should still be "only the hostiles in the area" rather than "everything in the area."

Also, dropping a major bomb on one thing and others getting only a few? I never saw that, the IGMS I threw always divided as evenly as possible (as in if there were 3 targets two would get 7 missiles and one would get 6). In other words, what he said in his last line: "So now instead of being a spell that puts massive damage on a single target, it's a huge AoE that becomes more potent the fewer targets are within it." Is how its always worked for me, just that it was party friendly.

Hmm... odd...

Posted: Sun Oct 29, 2006 6:17 am
by Wyvern
I think it is great. Now all my rogue needs to do is stand next to that epic guard when poking mages with a stick. :wink:

Posted: Sun Oct 29, 2006 6:20 am
by Peregrinus
You see, rogues still have lousy fort and will save, one phantasmal killer, and I don't need to worry about you anymore.

And I'm glad that items won't be stacking anymore too, so now a +6 bonus to abilities will (hopefully) be the best that can be expected. So long as the DMs don't nerf the equipment too much, then all classes will benefit from that.

If loot becomes Dasaria 1 level type stuff, I think we'll find that suddenly casters are severly outclassed.

Posted: Sun Oct 29, 2006 6:22 am
by Wyvern
Yes, but by that point, I will have already cleaned your inventory out. I may be a corpse, but I will be a rich corpse.

Posted: Sun Oct 29, 2006 6:27 am
by Peregrinus
heh... well... granted...

But now we're off topic.

So, anyone notice that Shadow Skin got buffed?

Posted: Sun Oct 29, 2006 6:39 am
by broncoblitz
Peregrinus wrote: So, anyone notice that Shadow Skin got buffed?
If by buffed you mean exactly the same as before.

The only thing that changed was the type of damage reduction now adamantine as oppposed to +3

Posted: Sun Oct 29, 2006 1:29 pm
by Vahene
I noticed some spells being added that were rather interesting looking for my mage to be... Spiderskin and Blind Sight. My question on Blind Sight is it says it allows you to see in magical Darkness and invisibly.. so its like Ultravision and See Invisibility wrapped into one, right?

-K

Posted: Sun Oct 29, 2006 1:48 pm
by Peregrinus
V, yes, more or less.

DR 10/Adamantine is considerably better than DR 10/+3. In NWN terms, that's more like having DR 10/+5.

Posted: Sun Oct 29, 2006 4:58 pm
by broncoblitz
Peregrinus wrote:DR 10/Adamantine is considerably better than DR 10/+3. In NWN terms, that's more like having DR 10/+5.
Depending on the loot available it could be considerably better or worse.

Posted: Sun Oct 29, 2006 7:32 pm
by Grayle
Peregrinus wrote:DR 10/Adamantine is considerably better than DR 10/+3. In NWN terms, that's more like having DR 10/+5.
Peregrinus wrote:If loot becomes Dasaria 1 level type stuff, I think we'll find that suddenly casters are severly outclassed.
I find these statements contradictory.

After Dasaria's infamous item wipe, which occured before you arrived here Pere, a distinct class imbalance occured due to unaltered defensive magics and a significant reduction in the power of magic items available.

Posted: Sun Oct 29, 2006 7:45 pm
by Starkwold
The "best" balance on Dasaria, in terms of PVP, was before SoU and the Item Wipe, especially regarding Spellcasters vs. Melee.

Posted: Sun Oct 29, 2006 8:02 pm
by Wyvern
Pardon my ignorance, but what is "Shadow Skin"?

Posted: Sun Oct 29, 2006 9:09 pm
by Stormknife
Peregrinus wrote:You know what, while I'm all for the damage reduction and missile cap, the possible targetting of friendlies is just plain stupid.
You know why they did that? If they didn't, you just have to decalre the 1 person you want to nuke hostile, then drop IGMS (sidestepping its only weakness). Sounds good to me.
You see, rogues still have lousy fort and will save, one phantasmal killer, and I don't need to worry about you anymore.
One potion of clarity and I don't care about Phant Killer.

Posted: Sun Oct 29, 2006 10:15 pm
by lankycheese
How awesome is TheoryWinter Nights. :D