WebShaman wrote...
With vanilla NWN, yes, it pretty much is.
But with the PRC, we can instead go :
I'm pretty sure the PRC has a class that will make the Light Hammer the most powerful weapon in the game. Some people might find it interesting but it's not even remotely balanced (standard NWN certainly isn't close to perfect but PRC makes it far worse).
ShaDoOoW wrote...
This is odd objection but I also met a guy who condemned the whole project only because it added a nymph hair retexture which he though the patch shouldn't have.
Why do you find it to be an odd objection? Let's say in this patch that you decided Clerics were too powerful by default and decided to nerf some spells like Divine Favor/Power, Heal/Harm, and some other things. And you successfully made Clerics far more reasonable power wise.
Unfortunately, Bob the module author planned his module on standard NWN and knew Clerics were brokenly overpowered. Therefore he gave special gear and bonus XP to non-Clerics so things would be more equal.
But then Dave the player installs your patch and plays Bob's module -- and Clerics are now extremely UNDERPOWERED because they got doubly nerfed. Once by your patch and once by Bob. It messes up the balance of the module and clerics become effectively unplayable as a result.
This kind of problem is what you can find when you start messing with balance in a general non-Bioware patch.
Bogdanov89 wrote...
Bogdanov89 wrote...
I am a bit confused as far as the large weapons go, since some of them seem completely bad compared to others:
Halberd (1d10 x3)
Greataxe (1d12 x3)
Spear (1d8 x3)
Trident (1d8 x2) - wikia mentions a bugged weapon focus (or specialization) for Trident?!
Heavy Flail (1d10 19-20/x2)
Scythe (2d4 x4)
Greatsword (2d6 19-20/x2)
To me, it seems that Greatsword and (maybe) Greataxe and Scythe are the best?
What is the purpose of the other large weapons?
Do they have any advantage when compared to the Greatsword (or Greataxe/Scythe)?
Any more fellas willing to give their opinions about large weapons?
Scythe is the best versus crit vulnerable foes but requires Exotic. Greatsword/Greataxe are basically the same unless you have Devastating Critical in which case Greatsword is better.
Halberd/Heavy Flail are what you might pick if you're worried about damage immunities/resistances (Halberd does both Piercing AND Slashing while Heavy Flail does Bludgeoning which TENDS to be better versus something like a skeleton -- but that's entirely up to the module author and an author could make slashing BETTER versus a skeleton if they wanted).
Spear is good for people who can't take Martial Proficiency but does 2 damage less per hit compared to Greatsword/Greataxe.
ShaDoOoW wrote...
Actually it would be a great feature if it would be technically possible {smilie}.
Oh, I agree -- would be a great time and frustration saver that doesn't affect balance at all. Most games these days (and even many back when NWN was released) would let you specify how many of something you wanted to buy.
ShaDoOoW wrote...
CPP is about fixing, improving and sometimes balancing the original NWN content both for players and builders. The goal is to make a more stable, more clear, more balanced, and more modern (in the terms of graphic) version of the NWN.
The *SOMETIMES* part is my problem because I'm not seeing a consistent reasoning behind it.
ShaDoOoW wrote...
Now quite a lot peoples are actually blaming CPP for adding this. But I won't change this, believe it or not colored icons are a standard for a long time ago.
This has nothing to do with my objections to your patch, but I don't like the colored icons. I like colored icons in GENERAL but I prefer the default NWN ones to TAD's icons. His are...too colorful, really. Too vibrant.
ShaDoOoW wrote...
BTW there is nobody official who would confirmed what are bugs and what aren't. Where someone sees a bug someone else doesn't. (This is an exaplanation for other readers MM.)
This simply isn't true in many cases.
Take Firestorm, for example -- you can clearly see how the coder MEANT to cap it at 20. There's literally no reason to have an if check like that at that position if it wasn't meant to be. AND the description claims 20 cap as well. It's obvious that they simply forgot an equals sign going by both the text description and the code itself.
ShaDoOoW wrote...
I think we both agree with the fact that not everything what changes balance is a balance change. Because in fact every non-graphical bugfix actually changes a game balance. I think you realized this when you spoke about firestorm.
Sure.
ShaDoOoW wrote...
Firestorm - spell has been capped properly in CPP to 20d6 max
Clear bug since there is missing one "=". Thought there will always be disbelievers.
I'd be very interested to find anyone who actually thought this wasn't a bug given the description and the code.
ShaDoOoW wrote...
Fortunately this has no effect on a gameplay, but if it was a wizard spell this would be a different matter and I wouldn't changed that.
Technically changing it means Evocation/Abjuration/Transmutation Wizards would be unable to use the scroll, no? I'm guessing that might be why Bioware did that, to make sure all Wizards could use the scroll. However, I don't really see Wizards picking those three schools unless they're clueless and it's the official campaigns -- but in such a situation they can easily get by without the scrolls anyway.
Definitely makes more sense to have everything in the (Lesser/Greater) Restoration line be in the same spell school, though.
ShaDoOoW wrote...
Regeneration - stacking has been disabled
Very unpopular change, even in the eyes of a builders who didnt even knew that clerics are abusing this to solo their dungeons and bosses. For me its absolutely clear this is a bug. For you and plenty of other it isn't of course.
Explain how this is the case. A level 40 cleric would have something like 600 HP (more with max constitution from items). This means if you cast Heal while at 100 HP you instantly heal 500 HP. And you don't even need full Cleric for that. But even a level 40 Cleric EXTENDING Regeneration will only heal 480 HP over a time period of EIGHT minutes. That's STILL less even in the best case scenario. And a lot of that regen might be wasted at full HP too.
I mean, maybe if the boss auto-silenced you or counterspelled you or something I could see a point to stacking Regeneration versus just using Heal...but from my perspective the ability to stack Regeneration was the only thing that made the spell have a possible use compared to Heal.
ShaDoOoW wrote...
Light cure wounds - a missing saving throw has been added.
This was a reason while to you this is a huge balance change resulting in serious nerf.
I don't even know what you're talking about here, I don't recall mentioning it. Refresh my memory?
ShaDoOoW wrote...
Empower spell calculation - has been unified across all spells to use the latest Bioware's implementation
Which implementation? Combust, which was added in HotU, doesn't use it -- like I said in my LAST post. Combust just does the standard +50%.
ShaDoOoW wrote...
This of course results sometimes (3 spells imo) into serious nerf, but it was wrong anyway and since the intent was to unite spells I don't think it is a balance change.
First of all, it wasn't 3 spells, it was 17 spells! Including the whole line of Cure/Inflict and the Cleric Healing domain. Look at my previous post for a list.
Second, here's the problem, ShaDoOoW, and I think this is what you don't understand.
Fireball
Empower makes it do 50% more damage.
Maximize makes it deal 71% more damage.
Chain Lightning
Empower makes it do 50% more damage.
Maximize makes it deal 71% more damage.
Hammer of the Gods
Empower makes it do 50% more damage.
Maximize makes it deal 78% more damage.
Finger of Death
Empower makes it deal 50% more damage.
Maximize makes it deal 15% more damage.
Here's your reaction: "Fireball is fine, Chain Lightning is fine, Hammer of the Gods is fine, Finger of Death is odd...better nerf Empower."
Your change turns Empowering the spell from being useFUL to useLESS. If Empower gives a 50% bonus in 100% of spells and Maximize gives a 70-80% bonus in 95% of spells...which is the inconsistency that should be changed (if a change is somehow absolutely needed)?
Hint: it's not Empower.
You've changed it from a situation where a few odd spells only benefit from ONE of Empower/Maximize to a situation where a few odd spells benefit from ZERO of Empower/Maximize.
Modifié par MagicalMaster, 04 février 2014 - 06:31 .