Couple of Magic Suggestions
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Couple of Magic Suggestions
The undead spells:
I love the new way these work. They could use some slight tweaks though. When the various summons 'die' (again?), their corpses persist. If the cleaner script could zap them, that'd be great. They also appear to be unturnable, although I'm not positive. Amaerillie tried to turn my vamp-cleric's skeleton while hostile against me, and it didn't work at all. I'm not sure of how many cleric levels she has, but the skeletons was only 1 undead/6fighter, and I'm fairly sure that should be turnable by even lowbie clerics.
Timestop:
Great that it's back in. However, the save is nerfing it, particuarly in the epic levels where it's much more difficult to overcome epic level baddie saves. I haven't dug around too much with editing the spell in the toolset, but I have seen mods on the vault for it that change it not only to not affect the entire server, but also to act as an AoE centered on the caster and not affect the entire current map. I played around with that particular version, and it works very well.
A non-save colossal AoE would be far more preferable to a saving throw spell that affects the entire current map (especially on very large maps where there's other people hunting around on the other side of the area... they get affected too, even if they're partied up as the spell is not party friendly... I know from my point of view, if I'm fighting something, and a caster on the other side of the area casts timestop, I fail my save and what I'm fighting doesn't... that's a huge killjoy, especially if it causes my character to go see aunty zolaras, again)
The description also needs a bit of updating, as it is still using the vanilla NWN spell description.
I love the new way these work. They could use some slight tweaks though. When the various summons 'die' (again?), their corpses persist. If the cleaner script could zap them, that'd be great. They also appear to be unturnable, although I'm not positive. Amaerillie tried to turn my vamp-cleric's skeleton while hostile against me, and it didn't work at all. I'm not sure of how many cleric levels she has, but the skeletons was only 1 undead/6fighter, and I'm fairly sure that should be turnable by even lowbie clerics.
Timestop:
Great that it's back in. However, the save is nerfing it, particuarly in the epic levels where it's much more difficult to overcome epic level baddie saves. I haven't dug around too much with editing the spell in the toolset, but I have seen mods on the vault for it that change it not only to not affect the entire server, but also to act as an AoE centered on the caster and not affect the entire current map. I played around with that particular version, and it works very well.
A non-save colossal AoE would be far more preferable to a saving throw spell that affects the entire current map (especially on very large maps where there's other people hunting around on the other side of the area... they get affected too, even if they're partied up as the spell is not party friendly... I know from my point of view, if I'm fighting something, and a caster on the other side of the area casts timestop, I fail my save and what I'm fighting doesn't... that's a huge killjoy, especially if it causes my character to go see aunty zolaras, again)
The description also needs a bit of updating, as it is still using the vanilla NWN spell description.
MannyJabrielle- Ludicrous Level
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Re: Couple of Magic Suggestions
And another point to why an AoE timestop would be better than a full map timemstop in relation to other players...
With other party unfriendly AoEs, you can choose to target in such a way that it doesn't hit your party members. With timestop as a full map effect, it's virtually impossible to exercise the same restraint and consideration as you cannot know when someone else is on the otherside of the map unless they're partied up with you and you have the minimap open.
Opening the player list can show non-party members in the same area, but only if they're close enough (I believe it's the same range as talk-range, which is still a relatively small distance, MUCH smaller 90% of the zones in aenea)
With other party unfriendly AoEs, you can choose to target in such a way that it doesn't hit your party members. With timestop as a full map effect, it's virtually impossible to exercise the same restraint and consideration as you cannot know when someone else is on the otherside of the map unless they're partied up with you and you have the minimap open.
Opening the player list can show non-party members in the same area, but only if they're close enough (I believe it's the same range as talk-range, which is still a relatively small distance, MUCH smaller 90% of the zones in aenea)
MannyJabrielle- Ludicrous Level
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Re: Couple of Magic Suggestions
100% agreed on timestop. I said as much when the spell was first added back in, in its current 'less-than-awesome' form.
daveyeisley- Ludicrous Level
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Re: Couple of Magic Suggestions
Another one...
The wiz/sorc spell Blackstaff. In default NWN, it only works on quaterstaves. Perhaps it'd be good to tweak it to work on magic staves as well?
The wiz/sorc spell Blackstaff. In default NWN, it only works on quaterstaves. Perhaps it'd be good to tweak it to work on magic staves as well?
MannyJabrielle- Ludicrous Level
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Re: Couple of Magic Suggestions
MannyJabrielle wrote:Another one...
The wiz/sorc spell Blackstaff. In default NWN, it only works on quaterstaves. Perhaps it'd be good to tweak it to work on magic staves as well?
Amen. I can't believe I never thought to suggest this myself, but yes.... very yes.
daveyeisley- Ludicrous Level
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