Not Used: New Feats
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Ra Cha Chongo
Kefrem
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Not Used: New Feats
As a way to balance the new metamagic feats and give something equally for non-casters, I've got a few suggestions for non-casting feats.
First Strike (Requirements - Improved Initiative, Superior Initiative, DEX 35+)
First Aid (Requirements - Base Heal Skill 20+, CON 22+, Skill Focus - Heal)
Shield Wall - (Requirements - Shield Proficiency, STR 25+, CON 25+, Epic [Fighter, Bard, Paladin, Cleric, Druid, Barbarian, Ranger])
Improved Taunt (Requirements - CHA 20+, Skill Focus - Taunt, Base Taunt Skill 15+)
Bargain Finder (Requirements - Base Appraise Skill 15+)
Bully (Requirements - Base Intimidate Skill 15+, Skill Focus - Inimidate)
(Name To be determined) (Requirements - Base Bluff Skill of 10+, Skill Focus - Bluff)
Magic Shield (Requirements - Any four arcane defense feats)
Energy Reflection (Requirements - Energy Resistance (Selected Element), Epic Energy Resistance I (Selected Element) )
Double Shot - (Requirements - Point Blank Shot, Rapid Shot, Weapon Focus (Ranged Weapon), Improved Critical (Same Weapon), Improved Initiative, Epic Weapon Focus (Same Weapon)
Divine Intervention
(Requirements - 25 levels of Cleric or Druid, 25+ Wisdom, Strong Soul)
For reference, a free action is one that does not give penalties to the number of attacks in a round nor remove the ability to attack or cast spells that round, much like the semi-class abilities when used. For all intents and purposes, the abilities are truly instantaneous and subject to no attacks of opportunity etc.
I figured I'd try to make some of the less used skills and feats a little more appealing so that they become a tiny bit more useful, hence actually used.
How do these look to everyone? And how doable are these on the end of scripting? (I'm sure some are FAR more difficult than others, but I'm just tossing out ideas)
First Strike (Requirements - Improved Initiative, Superior Initiative, DEX 35+)
- Spoiler:
- Characters with this feat are adept at fighting quickly, so much so that they get the a one free attack in combat each round. These free attacks are made at their full attack bonus. {The equivalent of haste, without the AC or movement speed increase}
First Aid (Requirements - Base Heal Skill 20+, CON 22+, Skill Focus - Heal)
- Spoiler:
- Characters with the first aid skill have learned how to heal themselves and others so well that they can restore (50+1 per point in heal over 30)% of a target's Hit Points as well as remove any diseases and poisons once per day in an instant. First Aid is a free action.
Shield Wall - (Requirements - Shield Proficiency, STR 25+, CON 25+, Epic [Fighter, Bard, Paladin, Cleric, Druid, Barbarian, Ranger])
- Spoiler:
- The character has become extremely proficient with the use of a shield to the point that they can use them to reduce the damage taken by 35% once per day. Effect lasts for 15 rounds. While under the effects of Shield Wall, the character is granted a 100% concealment bonus vs. ranged attacks, as the user is focused enough to block any arrows and other projectiles with the shield.
Improved Taunt (Requirements - CHA 20+, Skill Focus - Taunt, Base Taunt Skill 15+)
- Spoiler:
- The taunt ability becomes a free action. The action can only be performed once every 12 seconds (2 rounds). In addition, the Taunt DC is increased by 2.
Bargain Finder (Requirements - Base Appraise Skill 15+)
- Spoiler:
- The character with the Bargain Finder feat can find a bargain at any store, and is granted a -15% to buying prices and a +15% to selling prices in addition to their normal appraise checks.
Bully (Requirements - Base Intimidate Skill 15+, Skill Focus - Inimidate)
- Spoiler:
- Characters with this feat can bully a humanoid creature into assisting them in combat for 5d6 rounds if they fail a will save. Usable once a day and does not respect immunity to mind affecting spells. Creatures with an intellect score lower than 12 are unaffected, as are Players
(Name To be determined) (Requirements - Base Bluff Skill of 10+, Skill Focus - Bluff)
- Spoiler:
- Characters with this feat are adept at bluffing their abilities of casting magic. 3 times per day, a character can "fake" the casting of a spell of a level based on the characters current bluff skill at a single target. If the target fails a will save agains the character's bluff skill, a spell effect is randomly chosen based on their skill level. The ability respects immunity to mind spells, but not to fear. Freedom of movement will negate the entanglement. The "casting" of this feat requires 1 round as to make the "casting" seem realistic.
Bluff 10-19 -> 2d6 fire, cold or electrical damage, Daze for 1d6 rounds, stunned for 3 rounds, blinded for 3 rounds, entangled for 5 rounds.
Bluff 20-29 -> 5d6 fire, cold or electrical damage, Fear for 2d6 rounds, stunned for 5 rounds, blinded for 10 rounds, sleep for 5 rounds
Bluff 30-39 -> 8d6 fire, cold or elecritcal damage, paralyzed for 3d6 rounds, feared for 4d6 rounds, DC 18 vs. death
Bluff 40-45 -> 12d6 fire, cold or electrical damage, paralyzed for 6d6 rounds, DC 26 vs. petrification, DC 22 vs. death
Bluff 46+ -> 15d6 divine, negative, cold, fire or electrical damage, paralyzed for 8d6 rounds, DC 30 vs. petrification, DC 24 vs. death, feared for 12d6 rounds, stunned for 20 rounds, permanantly blinded
The bluff skill rank used to calculate the effects of this feat are only your base skill + Skill Focuses
Magic Shield (Requirements - Any four arcane defense feats)
- Spoiler:
- Characters with the Magic Shield feat are exceedingly well protected from magic, gaining immunity to spells equal to 1/8th their level. (Maximum of level 5 spells) In addition, they are granted 5/+2 damage reduction through the constant use of the shielding. This shielding can never be dispelled.
Energy Reflection (Requirements - Energy Resistance (Selected Element), Epic Energy Resistance I (Selected Element) )
- Spoiler:
- Characters with the energy reflection feat can reflect the elemental damage of the selected type back at the attacker equal to their current resistance to that type. The damage caused to the attacker cannot be magically resisted, but natural resistances and those granted via items still reduce the damage dealt. The character using this feat is still damaged normally if they would be dealt enough damage from the attack to pierce their resistance to the selected element.
Double Shot - (Requirements - Point Blank Shot, Rapid Shot, Weapon Focus (Ranged Weapon), Improved Critical (Same Weapon), Improved Initiative, Epic Weapon Focus (Same Weapon)
- Spoiler:
- Characters with this feat can fire two shots at once for the next three rounds, three times per day. All attacks made during those three rounds are made at a -8 damage penalty and -5 Attack penalty. The activation of this ability is considered a free action.
Divine Intervention
(Requirements - 25 levels of Cleric or Druid, 25+ Wisdom, Strong Soul)
- Spoiler:
- Some clerics are so devoted to their cause that even death will wait for them to finish their task. For 15 rounds after dying, the cleric is returned to life, invincible, but unable to attack or cast any spells. Instead, they are granted the ability to use one spell infinitely for the duration of the effect. The exact spell granted varies with deity. After the 15 rounds, the cleric dies as normal. This ability can only be used once every 15 minutes and consumes 1500 points of piety. If not enough piety remains, then the effect does not trigger.
Andra - Creeping Doom/Inferno
Aquar - Geyser
Asis - Mass Heal
Borzig - Ball Lightning
Conflagral - Firestorm
Dalix - Hold Monster
Gort - Slow/Mass Haste
Harcorth - Drown
Jewel - Confusion
Kalas - Hold Monster
Lysis - Interposing Hand
Mystara - Telemus Arcanum IX
Prizimial - Sunburst
Ragnor - Destruction
Ralth - Hammer of the Gods
Sorgath - Enervation/Energy Drain
Terris - Earthquake/Greater Earthen Rupture/Flesh to Stone
Torgat - Able to attack freely, instead of gaining spell uses - duration of 10 rounds, not 15
Typhis - Tempest's Microburst
Zolaras - Cleave Health/Finger of Death
[There would need to be a "switch" to turn the ability off manually as well, so that people don't get their piety eaten up when they don't want the ability triggering]
For reference, a free action is one that does not give penalties to the number of attacks in a round nor remove the ability to attack or cast spells that round, much like the semi-class abilities when used. For all intents and purposes, the abilities are truly instantaneous and subject to no attacks of opportunity etc.
I figured I'd try to make some of the less used skills and feats a little more appealing so that they become a tiny bit more useful, hence actually used.
How do these look to everyone? And how doable are these on the end of scripting? (I'm sure some are FAR more difficult than others, but I'm just tossing out ideas)
Last edited by The Amethyst Dragon on Sat Mar 20, 2010 11:55 am; edited 7 times in total (Reason for editing : change to Shield Wall to remove a possible highly overpowered class combination, bluff feat changed, restrictions added to Divine Intervention)
evilkittenofdoom- Epic Level
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Re: Not Used: New Feats
I likes those alot, good ideas there Kitten!
RayvenNightkind- Epic Level
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Re: Not Used: New Feats
I'm adding more to the list here, the new ones are in blue for easy reference.
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Re: Not Used: New Feats
After a bit of consideration, I realized that some of these abilities would bequite tedious to implement. I believe that would have to change all of the spell 2da files in order to implement the "Spell Deflection" The others however are probably much easier to implement.
evilkittenofdoom- Epic Level
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Re: Not Used: New Feats
Added 2 new ideas (in red) also removed Spell Deflection from the list due to the aforementioned reason.
evilkittenofdoom- Epic Level
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Re: Not Used: New Feats
I like some of these. But Hamstring is too similar to called shot: legs. Also Shield wall shouldn't give any concealment to ranged attacks. I do believe that 35% temporary damage immunity to Piercing/Slashing/Bludgeoning is enough for a few rounds. That would make a really nice Epic Feat. Bluff Magic, similar to cursing someone, is like a placebo effect on the enemy. You trick your target into thinking you are casting a real spell on them. Thus working like a placebo. Very clever. I would like to see this implemented because there really isn't any good reason to take bluff.
Last edited by Alundaio on Thu Mar 11, 2010 6:18 pm; edited 1 time in total (Reason for editing : grammer)
Alundaio- Aenean Scholar
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Re: Not Used: New Feats
That magic shield one...in another game i play they called it "Parma Magica" which in latin meant "wizards shield" could be a good name for it
Re: Not Used: New Feats
Kefrem wrote:That magic shield one...in another game i play they called it "Parma Magica" which in latin meant "wizards shield" could be a good name for it
I don't know, Parma Magica sounds a little too "Olive Garden" to me
Ra Cha Chongo- Pureblooded Aenean
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Re: Not Used: New Feats
The bluff magic is nice... but 10 skill points and a feat to bypass death magic immunity is a bad idea.
Perhaps it could be combined in some way with Illusionary spell, which we already got.
Perhaps it could be combined in some way with Illusionary spell, which we already got.
MannyJabrielle- Ludicrous Level
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Re: Not Used: New Feats
It seems like all the illusionary spells are currently broken the last time I tried em D: But of course it would have to respect death immunity. That's just way too powerful.
Alundaio- Aenean Scholar
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Re: Not Used: New Feats
They're broken on items. When cast as an actual spell they work fine.
MannyJabrielle- Ludicrous Level
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Re: Not Used: New Feats
See...your blatant lies broke'd the server.
Alundaio- Aenean Scholar
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Re: Not Used: New Feats
You broke it. You and your little froggy
MannyJabrielle- Ludicrous Level
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Re: Not Used: New Feats
See, while the use of the illusionary spells would be a good idea, my point to making these fears was so that non-casters could get some neat abilities. By changing that to require the illusionary spells, it makes it a magic-based ability and removes the point to making it.
I'm not entirely sure that I can agree with you about the concealment on the Shield Wall ability. Considering that shields (mainly tower shields, but all of them have the same ability) give a stacking form of "concealment" against ranged attacks, I figured that enhancing wouldn't hurt any. Besides, how many truly dangerous enemies actually use ranged attacks?
I'm not entirely sure that I can agree with you about the concealment on the Shield Wall ability. Considering that shields (mainly tower shields, but all of them have the same ability) give a stacking form of "concealment" against ranged attacks, I figured that enhancing wouldn't hurt any. Besides, how many truly dangerous enemies actually use ranged attacks?
evilkittenofdoom- Epic Level
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Re: Not Used: New Feats
"Besides, how many truly dangerous enemies actually use ranged attacks?" Hehehe Just you wait and see. Dave cooked up something extra nice. But what I'm saying is 100% concealment to ranged attacks stacked with 35% damage immunity is outrageously overpowering. With 35% you are most likely to get barely any damage from a ranged attack. Especially if you already have some DR. Ranged attacks aren't anywhere close to as damaging as a  melee attacks. Concealment should never go above 50%. Because it's impossible to be completely concealed at all times vs. any attack unless you are completely invisible. You would be invisible to ranged attacks even if you were shot from behind or flat-footed. I could understand the extra DR if you are so skillful at blocking with your shield. But I would also say that would be increased AC. But since Aenea is already pushing the Limit with the AC cap, I'd go with Damage Immunity. Also in the Arena this would be a really unfair advantage to any ranged class. It's already somewhat unfair with casters vs. ranged. With the spell that causes missle attacks to miss 55%. Though they needed something like that. But Wizards being overpowered is another topic.
Alundaio- Aenean Scholar
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Re: Not Used: New Feats
Could just make it +10 *shield* bonus to AC against ranged. No concealment.... would effectively give a person with a +5 shield an additional +5 ac but only against ranged.
Heck... doestn even have to be against ranged only.... make it +10 temp *shield* AC bonus, and lower the damage immunity to 25%.
Heck... doestn even have to be against ranged only.... make it +10 temp *shield* AC bonus, and lower the damage immunity to 25%.
daveyeisley- Ludicrous Level
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Re: Not Used: New Feats
Alundaio wrote:"... But what I'm saying is 100% concealment to ranged attacks stacked with 35% damage immunity is outrageously overpowering. With 35% you are most likely to get barely any damage from a ranged attack. ...
Also in the Arena this would be a really unfair advantage to any ranged class. It's already somewhat unfair with casters vs. ranged. With the spell that causes missle attacks to miss 55%. Though they needed something like that. But Wizards being overpowered is another topic.
1 ) 15 rounds isn't nearly as long as you might think. Yes, it's a long time, but it'll be gone before you know it, especially against these rediculous creatures that the DMs conjure up that take even Crideas some time to kill. A feat like this is desgined to put a short-lived ultra-defense against these sort of creatures.
2 ) Remember that Aenea (please correct me if I'm wrong) Is not designed for PvP combat, but for PvE (Player vs. Evironment) combat. Thus, this point, while it would be valid otherwise, isn't quite as important as perhaps you're making it out to be. [Oh yes, and try 100% concealment via Tempest's Protective Gale ]
evilkittenofdoom- Epic Level
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Re: Not Used: New Feats
15 Rounds for that kind of immunity and concealment is a bit long. It would have to be an Epic Feat. It's like variant of Epic Warding but with immunity instead of DR. It's also unrealistic, even for D&D standard, without magic to be able to block/avoid 100% projectile attacks with a shield.
The Arena exists solely to PvP. Sure Aenea isn't a PvP server but either way balance should be considered. Some of the same balance issues exist between PvP and PvE.
If you introduce this feat I can't even imagine how ridiculously (More) overpowered you would be. (Especially by multi-classing with Epic Wizard)
Classes are suppose to balance eachother out. Whether you PvP or not. All classes have a strength and weakness in D&D. Giving more and more strengths continues to throw the balance off more and more. I see it with wizard already.
And Tempest's Proctective Gale is bs in my opinion, it's duration is way too long for 25% miss towards melee and 100% for Projectiles. Not to mention it's +1 deflection per 3 caster levels...
The Arena exists solely to PvP. Sure Aenea isn't a PvP server but either way balance should be considered. Some of the same balance issues exist between PvP and PvE.
If you introduce this feat I can't even imagine how ridiculously (More) overpowered you would be. (Especially by multi-classing with Epic Wizard)
Classes are suppose to balance eachother out. Whether you PvP or not. All classes have a strength and weakness in D&D. Giving more and more strengths continues to throw the balance off more and more. I see it with wizard already.
And Tempest's Proctective Gale is bs in my opinion, it's duration is way too long for 25% miss towards melee and 100% for Projectiles. Not to mention it's +1 deflection per 3 caster levels...
Alundaio- Aenean Scholar
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Re: Not Used: New Feats
1 round/2 levels isn't too long actually. Besides resistance and true strike, it's the shortest duration spell I can think of. Everything else is 1 round/level or longer. It does suck for PvP matches (I hate it myself with my own archers, but love it with my casters), but then a lot of spells throw balanced PvP out the window (acid sheath, gale, bigbies, cleave)... but Aenea isn't PvP oriented, and it's really not that easy to balance out PvP concerns with PvM concerns.
MannyJabrielle- Ludicrous Level
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Re: Not Used: New Feats
Being completely immune to projectile attacks for 20 Rounds and having +13 Deflection at level 40 is a bit long for such a powerful spell.
Alundaio- Aenean Scholar
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Re: Not Used: New Feats
But 50% concealment vs all weapons for 40 turns isn't?
If you pick any given class, somebody's gonna say "X ability is too powerful". There's really nothing too powerful about this spell. By the time a caster gets it (7th level spell), pretty much every archer NPC isn't much of a threat even without gale. AC wise... you don't gotta be a wizard/sorc to get oodles of deflection AC like that. Dalix worshippers can get up to +10 deflection, not dependant on caster levels.
There's really nothing wrong with the spell other than it sucks for archers in PvP
If you pick any given class, somebody's gonna say "X ability is too powerful". There's really nothing too powerful about this spell. By the time a caster gets it (7th level spell), pretty much every archer NPC isn't much of a threat even without gale. AC wise... you don't gotta be a wizard/sorc to get oodles of deflection AC like that. Dalix worshippers can get up to +10 deflection, not dependant on caster levels.
There's really nothing wrong with the spell other than it sucks for archers in PvP
MannyJabrielle- Ludicrous Level
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Re: Not Used: New Feats
Because Aenea has no real challenge PvE wise. From what you say, then why even have the spell? It would be a different story if Orc Archers were deadly. Then Wizards would have a huge advantage compared to other classes.
Either way the balance is off. You would disagree that whether or not PvP or PvE that Wizards aren't over balanced?
In fact Dave had to give the new monsters for the new area immunities to NERF wizards because they are so ridiculously overpowered. Epic Wizards are pretty much invincible in Aenea.
Giving more and more (Powerful) skills to other classes will just make it worse. So far did a really good job on adding things in which most have a counter-balance somewhere else. A lot of the new content actually gives classes more diverse skills.
I'm not saying Wizards do not deserve all those spells and changes. It's just that there is nothing to balance or counter them. PvE was never boosted to counter all these new spells/skills and reincarnation/Ascension.
Im not really talking about PvP here at all. Because really PvP in Aenea is so pointless because with Reincarnation/Ascension the diversity between classes has lessened. Everyone has spell resistance, death immunity and crit immunity. The classes that use to be good in PvP in vanilla Nwn are utterly useless in PvP in Aenea. Classes weaknesses no longer exist. Rogues now are utterly crap not just now in PvE but also in PvP.
SO IF I were to complain about PvP those are the points I would make. I wouldn't cry just about one spell...
Either way the balance is off. You would disagree that whether or not PvP or PvE that Wizards aren't over balanced?
In fact Dave had to give the new monsters for the new area immunities to NERF wizards because they are so ridiculously overpowered. Epic Wizards are pretty much invincible in Aenea.
Giving more and more (Powerful) skills to other classes will just make it worse. So far did a really good job on adding things in which most have a counter-balance somewhere else. A lot of the new content actually gives classes more diverse skills.
I'm not saying Wizards do not deserve all those spells and changes. It's just that there is nothing to balance or counter them. PvE was never boosted to counter all these new spells/skills and reincarnation/Ascension.
Im not really talking about PvP here at all. Because really PvP in Aenea is so pointless because with Reincarnation/Ascension the diversity between classes has lessened. Everyone has spell resistance, death immunity and crit immunity. The classes that use to be good in PvP in vanilla Nwn are utterly useless in PvP in Aenea. Classes weaknesses no longer exist. Rogues now are utterly crap not just now in PvE but also in PvP.
SO IF I were to complain about PvP those are the points I would make. I wouldn't cry just about one spell...
Alundaio- Aenean Scholar
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Re: Not Used: New Feats
Changes made to the Shield Wall suggestion to remove a possible highly overpowered class combo, changing the concealment to 85%, damage immunity to 30% and duration to 1 turn. Changes to the skill rank that affects the bluff-based ability to take into consideration ONLY the base rank w/feat adjustments. Added a cooldown and piety cost to Divine Intervention.
Does anyone have any suggestions for the unnamed one?
Does anyone have any suggestions for the unnamed one?
evilkittenofdoom- Epic Level
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Re: Not Used: New Feats
Because Aenea has no real challenge PvE wise
Only true once you get into epic levels, especially if you have a good buld. And only because there are no truely epic areas available yet.
Otherwise, I gotta say that's kinda false. Many of my characters are now getting into the late teen-early 20's... and even for those with the ascended bonuses, there are challenges and they've gotten killed in facing those challenges. This mix includes a very wide range of classes from meleers to casters.
You could view that either way the balance is off, but it's not. Level 15 wizard goes up against orc archers. It's not a real challenge. He can go invis, then nuke from a distance, go invis again, rinse repeat. Or he could buff for melee, including gale and wade in tensored up. Why even have the spell? Variety.
Are wizards and sorcs ridiculously overpowered? You could very well view them as such. I think they do have some very huge advantages over other classes, but that's always been a problem in RPGs with magic.
You could say there's nothing to counter wizards, but that would be flat out wrong. My sorc Aurora, who is in the top 3 most powerful PCs, if not THE most can have her magic buffs nuked, and remain nuked by anyone with a modest stack of mords scrolls.
I really think it's kinda silly to complain that this spell is overpowered. No, there's nothing that can threaten epic casters to *essentially* need it. There's no monsters to really threaten anyone really at the high epic levels baring the DM spawns. Does that make it OP?
If it does, that logic makes a TON of stuff OP. a 40th rogue's sneak dice, 40th level PC with 30DD levels and -/30 DR BEFORE items, meleers with dev crit at a min 37DC at level 40, ragnor clerics with harm, SCV+ED... the list goes on and on.
If you really want to complain that a 40th level sorc or wizard is OP with the spell, but admit there's no creature to really challenge 40th level PCs.. how can you really say it's OP? Wait until there ARE epic hunting areas, and THEN examine the spell and how OP it is compared to what other classes can do.
MannyJabrielle- Ludicrous Level
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Re: Not Used: New Feats
Could I also request that if you're going to debate over that specific one, please move it to another thread. I respect that you want to discuss the specifics of such an ability and how to make it properly "balanced;" however, I'm not so sure that this thread is the place to do so.
Last edited by evilkittenofdoom on Fri Mar 19, 2010 9:35 pm; edited 1 time in total (Reason for editing : (Yes, I'm playing mediator here. I'd prefer not to have the thread locked =D))
evilkittenofdoom- Epic Level
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Re: Not Used: New Feats
Seeing how you always solo makes my point even more valid. The balance you see only exists at lower levels soloing. A player spends A LOT more time in epic levels then they do at lower levels.Otherwise, I gotta say that's kinda false. Many of my are now getting into the late teen-early 20's... and even for those with the ascended bonuses, there's challenges and they've gotten killed in facing those challenges. This mix includes a very wide range of classes from meleers to casters.
Yes, Wizards are ridiculously overpowered in Aenea. It isn't like that normally. For christ sakes you can kill anything by just caging it up with Barriers. had to remove it's use in Gron's chamber because it nerf'd him so badly. Cleave health devastates everything not immune to necromacy...etc.Are wizards and sorcs ridiculously overpowered?
I am not complaining about that spell. EvilKitten mentioned it and I gave my opinion on it, that's all. I made one sentence saying it was BS.I really think it's kinda silly to complain that this spell is overpowered.
Exactly the balance between PvE is more defined because of a lack of threatening monsters...There's no monsters to really threaten anyone really at the high epic levels baring the DM spawns. Does that make it OP?
If it does, that logic makes a TON of stuff OP. a 40th rogue's sneak dice, 40th level PC with 30DD levels and -/30 DR BEFORE items, meleers with dev crit at a min 37DC at level 40, ragnor clerics with harm, SCV+ED... the list goes on and on.
-Rogues Sneak Attack have a counter. Works only when enemy is Flat-footed, etc...and Sneak Attack immunity...
-Dev Crit is overpowering and is removed frequently from PWs because of this...But it does require alot to get it. So there is SOME balance.
-Self Concealment with Epic Dodge because characters who depend on it have very low HP and depend soley on avoiding attacks then being able to withstand tons of damage. Not to mention the requirements and feats to get it.
Alundaio- Aenean Scholar
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Re: Not Used: New Feats
(Name To be determined) (Requirements - Base Bluff Skill of 10+, Skill Focus - Bluff)
Beguiling Illusion
Magic Trick
four-flush
Bamboozle
Alundaio- Aenean Scholar
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Re: Not Used: New Feats
Alundaio wrote:Seeing how you always solo makes my point even more valid.
How so? Because I have non-fighter/non-wizard characters who aren't instantly smashed by everything, wizards are OP? I honestly say I cannot see how you're making that connection logically.
Yes, Wizards are ridiculously overpowered in Aenea. It isn't like that normally. For christ sakes you can kill anything by just caging it up with Barriers. had to remove it's use in Gron's chamber because it nerf'd him so badly. Cleave health devastates everything not immune to necromacy...etc.
And harm doesn't? Cleave is VERY powerful. Is it ridiculously OP? Maybe. Walls? Other classes besides wizards can wall stuff up.
Think about this logically and honestly please. What is the real difference between a wizard walling up some baddie, and a rogue/bard/assassin walling up some baddie? Or a druid or cleric for that matter?
I am not complaining about that spell. EvilKitten mentioned it and I gave my opinion on it, that's all. I made one sentence saying it was BS.
And I've explained why it's not. I've also noted the simple fact of life that you present any given class ability or feature, you will always have somene crying OP.
Exactly the balance between PvE is more defined because of a lack of threatening monsters...
I fail to see the logic in your statement here. Because there aren't any creatures available currently that are a real huge threat to epic level PCs, that demonstrates how wizards are ridiculously OP in PvE?
-Rogues Sneak Attack have a counter. Works only when enemy is Flat-footed, etc...and Sneak Attack immunity...
Sorry, but sneak attacks work even when the target isn't flat footed. I think you have this confused with Death attacks, and the paralysis effect of death attack to be precise. Even with death attack, while the paralysis effect requires flat-foot, the damage acts just like sneak attacks, and only requires flanking. Sneak attacks will work while you flank a creature, or even when solo if you employ darkness/trueseeing/ultravision, or if you otherwise blind the target.
Sneak immunity... undead, golems, beholders, Gron, DM spawned specials... While there are LOTS of undead, they are not the bread-n-butter of Aenea critters.
-Dev Crit is overpowering and is removed frequently from PWs because of this...But it does require alot to get it. So there is SOME balance.
And it the higher level arcane spells require level investments. To get that 20 round +13 AC gale, it requires 39 caster levels. Less caster levels, less AC and shorter duration.
-Self Concealment with Epic Dodge because characters who depend on it have very low HP and depend soley on avoiding attacks then being able to withstand tons of damage. Not to mention the requirements and feats to get it.
And wizards have a less HP than rogues and SDs, and rely on avoiding attacks just as much. And while they have buffs that go beyond what epic dodge and SCV provide, those buffs have durations and can be dispelled.
Don't get me wrong, I do think wizards and sorcs have a huge advantage over other classes. Casters in general, not just arcane casters, have a very heavy advantage. As I said before, this is commonplace in many RPGs. I just don't think it's as utterly ridiculous as you're trying to portray it as.
MannyJabrielle- Ludicrous Level
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Re: Not Used: New Feats
You have your Opinions and I have mine. I think we should stop now. We hijacked Kittens thread. I can go all day, but I won't...
As for sneak attacks I said "Flat-footed, etc" I didn't feel like stating all the circumstances in which you can make a sneak attack.
As for sneak attacks I said "Flat-footed, etc" I didn't feel like stating all the circumstances in which you can make a sneak attack.
Alundaio- Aenean Scholar
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Re: Not Used: New Feats
Oh, I don't know about that, Alundaio. My Dara-erez does quite well for herself.Alundaio wrote:Rogues now are utterly crap not just now in PvE but also in PvP.
Eric of Atrophy- Ludicrous Level
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Re: Not Used: New Feats
evilkittenofdoom wrote:Changes made to the Shield Wall suggestion to remove a possible highly overpowered class combo, changing the concealment to 85%, damage immunity to 30% and duration to 1 turn. Changes to the skill rank that affects the bluff-based ability to take into consideration ONLY the base rank w/feat adjustments. Added a cooldown and piety cost to Divine Intervention.
Does anyone have any suggestions for the unnamed one?
I think the concealment at 85% is high if its also giving 30% dmg immunity.
One or the other needs to be lowered or dropped, but the 10 round duration is good.
As for the rest, really... give me ANY class and I will find a way to make a powerful one....
thats me, or a powerbuilder in general. So any discussion using one of my best PCs as
an example is going to be skewed. Not every Wizard will make optimal use of
the spells and other options available in Aenea.... and thats not even to say that
*I* have made optimal use, as I am sure someone could do some things
better than I have.
As for the OP stuff, I cant say I feel any classes are OP as things stand... and
before anybody throws out the "Yeah, but you love Wizards" argument, keep in
mind that doesnt make the class OP, and I have several melee focused characters
that are just as if not more powerful than my wizard.
Mechanics and balance are one of my strong points, and believe me,
loving a classs or not, if I saw something that was OP about it, I
would report it to to be changed/balanced. I have done so in
the past and he can vouch for this.
Also note that the "Wind Wall" spell from PnP is lower level and
achieves the same basic effect as protective gale.
Back on topic, however, I think the shield wall is going in the right direction
with the above tweaks, though I would like to see the concealment drop
to 75% or less, or otherwise have the damage immunity dropped to 20% or less.
daveyeisley- Ludicrous Level
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Re: Not Used: New Feats
Never mind deleted because this off-topic crap should end. I could easily win the argument if I employ Fox News tactics by calling you all Racists.
Bluff Spell idea I like. A name it needs.
Bluff Spell idea I like. A name it needs.
Alundaio- Aenean Scholar
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Re: Not Used: New Feats
First Strike (Requirements - Improved Initiative, Superior Initiative, DEX 35 )
- This one involves battle mechanics, which are 99.9% hardcoded by BioWare.
First Aid (Requirements - Base Heal Skill 20 , CON 22 , Skill Focus - Heal)
- Not right that someone could nonmagically heal much more than many clerical healing spells as well as remove diseases and poisons.
Shield Wall - (Requirements - Shield Proficiency, STR 25 , CON 25 , Epic [Fighter, Bard, Paladin, Cleric, Druid, Barbarian, Ranger])
- Just don't like the looks of this one, even with adjustments mentioned in later posts.
Improved Taunt (Requirements - CHA 20 , Skill Focus - Taunt, Base Taunt Skill 15 )
- Sounds like a hassle to add a feat that is a free action but still can't be used more than once/round and doesn't do anything different than the regular Taunt skill.
Bargain Finder (Requirements - Base Appraise Skill 15 )
- Buying prices are pretty much hardcoded into the merchant functions of the game. The only thing they really account for is the Appraise skill, and even that one is easy to boost enough to get great prices in many cases.
Bully (Requirements - Base Intimidate Skill 15 , Skill Focus - Inimidate)
- Already covered by the dominate person and dominate monster spells.
- I do have an idea for a feat-related used for Intimidate, but that's for later and unrelated to this.
(Name To be determined) (Requirements - Base Bluff Skill of 10 , Skill Focus - Bluff)
- Just don't really like the amount of work that would be involved for the minor results this would entail. Might as well cast spells or use scrolls (you know the PCs with high Bluff skill are also going to be the ones with ranks in Use Magic Device anyway).
Magic Shield (Requirements - Any four arcane defense feats)
- No.
Energy Reflection (Requirements - Energy Resistance (Selected Element), Epic Energy Resistance I (Selected Element) )
- Not really possible.
Double Shot - (Requirements - Point Blank Shot, Rapid Shot, Weapon Focus (Ranged Weapon), Improved Critical (Same Weapon), Improved Initiative, Epic Weapon Focus (Same Weapon)
- Hardcoded game mechanics and balance issues.
Divine Intervention
- At the levels PCs could get this effect, death isn't really that much of a threat/drawback to them, and it'd be a pain to code for the different effects with durations and keeping track of every little piece of information.
Some nice ideas, just not all doable or balanced.
- This one involves battle mechanics, which are 99.9% hardcoded by BioWare.
First Aid (Requirements - Base Heal Skill 20 , CON 22 , Skill Focus - Heal)
- Not right that someone could nonmagically heal much more than many clerical healing spells as well as remove diseases and poisons.
Shield Wall - (Requirements - Shield Proficiency, STR 25 , CON 25 , Epic [Fighter, Bard, Paladin, Cleric, Druid, Barbarian, Ranger])
- Just don't like the looks of this one, even with adjustments mentioned in later posts.
Improved Taunt (Requirements - CHA 20 , Skill Focus - Taunt, Base Taunt Skill 15 )
- Sounds like a hassle to add a feat that is a free action but still can't be used more than once/round and doesn't do anything different than the regular Taunt skill.
Bargain Finder (Requirements - Base Appraise Skill 15 )
- Buying prices are pretty much hardcoded into the merchant functions of the game. The only thing they really account for is the Appraise skill, and even that one is easy to boost enough to get great prices in many cases.
Bully (Requirements - Base Intimidate Skill 15 , Skill Focus - Inimidate)
- Already covered by the dominate person and dominate monster spells.
- I do have an idea for a feat-related used for Intimidate, but that's for later and unrelated to this.
(Name To be determined) (Requirements - Base Bluff Skill of 10 , Skill Focus - Bluff)
- Just don't really like the amount of work that would be involved for the minor results this would entail. Might as well cast spells or use scrolls (you know the PCs with high Bluff skill are also going to be the ones with ranks in Use Magic Device anyway).
Magic Shield (Requirements - Any four arcane defense feats)
- No.
Energy Reflection (Requirements - Energy Resistance (Selected Element), Epic Energy Resistance I (Selected Element) )
- Not really possible.
Double Shot - (Requirements - Point Blank Shot, Rapid Shot, Weapon Focus (Ranged Weapon), Improved Critical (Same Weapon), Improved Initiative, Epic Weapon Focus (Same Weapon)
- Hardcoded game mechanics and balance issues.
Divine Intervention
- At the levels PCs could get this effect, death isn't really that much of a threat/drawback to them, and it'd be a pain to code for the different effects with durations and keeping track of every little piece of information.
Some nice ideas, just not all doable or balanced.
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