Shapeshifters anew
#1
Posted 02 October 2004 - 10:00 AM
so, at lv 12, lesser werewolf x4
then lv 13, becomes greater werewolf x4
and the hla you guys and gals have set up, means you can do GW as many times as you like.
Seems kinda crazy that a werewolf has a greater and lesser form.....
this is more like a natural progression of power.
Point 2... this may have already have changed, or i might be thinking of IWD, but
Fighter magic user thieves only have one weapon slot?
Can't they have two....bow and staff then, etc.....
ignore this if I'm mad. :edwin:
#2
Posted 04 October 2004 - 11:04 AM
But you have to remind the widespread logic of the game: rarely abilities are improved, they're rather piled up for every character.
This is true for spells, kit abilities, everything.
I'm not very inclined to start changing similar things, especially for shapeshifters where I've spent much time finding a logic and a balance...
After all it seems plausible to me that increasing your power you become able to shapechange in the lesser form at will, but still have some limitations when attempting the greater form, which is a real juggernaut after all, as it is now.
Of course I'm open to opinions, though.
Edited by Littiz, 04 October 2004 - 11:09 AM.
Ever forward, my darling wind...
#3
Posted 05 October 2004 - 02:30 AM
Refinements v2 has been released!
Go and visit the website or the forum for more info!
Member of The Silver Star team.
#4
Posted 10 October 2004 - 09:37 AM
The only Bioware script I use religiously is "paladin melee." For shits and giggles I turned Jaheira into a Shapeshifter and as usual made her my primary healer.
I assigned "paladin melee" for her script out of habit ... Imagine my surprise when the oversized dog started healing folks.
Bug or feature? Please tell me feature :-)
Best,
MythicalC
#5
Posted 10 October 2004 - 05:52 PM
But perhaps it should be, atleast moreso.Similar arguments have been raised several times, for other abilities.
But you have to remind the widespread logic of the game: rarely abilities are improved, they're rather piled up for every character.
This is true for spells, kit abilities, everything.
Still it shouldn't be done without making sure it doesn't woefully unbalance stuff, perhaps then it would have to be part of more general rework, if at all.
#6
Posted 10 October 2004 - 11:38 PM
No, no, not another complete rework. I'm playing with a Shapeshifter in my party right now and I think it's perfect (as opposed to some other classes' HLAs - I'm particularly unhappy about the mages, and have always been). "Feral Spirit" does a very good job of improving the greater form without it becoming too powerful. Usually, my Shapeshifter spends about half the time in his human form and the other half in the GW form, depending on whether or not spells or melee power or regeneration is needed, and uses the normal WW form if wounded in human form, to recover.Still it shouldn't be done without making sure it doesn't woefully unbalance stuff, perhaps then it would have to be part of more general rework, if at all.
If the GW was available at will, it would have to be weaker. Depending on just how much weaker, the result would be that Shapeshifters would either be too weak to have in the party (as in the unmodded game), or too powerful. The way it works now is just right.
#7
Posted 11 October 2004 - 11:41 AM
hhhmm, erm... obviously a "feature", for which you have to thank BiowareI assigned "paladin melee" for her script out of habit ... Imagine my surprise when the oversized dog started healing folks.
Bug or feature? Please tell me feature :-)
Thank them for making class specific scripts pickable by everyone.
And thank them for not putting state checks whatsoever before performing the action....
Hmm, I think I might address it somehow, but I'm alone with all the annoying technical issues ATM, and I have little time to mod, too, so I fear it'll get little priority.
@Ieldra:
What's your opinion about mages?
Ever forward, my darling wind...
#8
Posted 11 October 2004 - 11:59 PM
I have always been unhappy with the way the mages' HLAs worked - because fighters get *additional* abilities, while mages' HLAs have to share the 9th level spell slots, and it takes forever for them to get more of those. There are all those nice new spells, and I end up nearly never using most of them because I don't have enough spell slots. There are quite a few ways to get more slots - but guess what, not what I really need: L9 slots.What's your opinion about mages?
The sorcerer, of couse, doesn't suffer as much from this because he doesn't need to memorize, and priests gain levels fast enough that it isn't as much of a problem for them.
Here's what I suggest: give mages a HLA that gives them an additional L9 spell slot, that can be selected two times.
Apart from that, I like your kit-specific HLA tables for mages very much - on paper, since I haven't been playing a specialist mage for a while. I'll see the necromancer HLAs in action soon, though. But even here: Between Time Stop and Improved Alacrity there isn't much space for the more innovative spells.
Edited by Ieldra, 12 October 2004 - 12:07 AM.
#9
Posted 12 October 2004 - 06:09 AM
Agree.But even here: Between Time Stop and Improved Alacrity there isn't much space for the more innovative spells.
Not sure about more 9th level spell slots though. I will say that *not* having the 10th level spells really changes the sorcerer. The power level is down quite noticably. I kind of like the idea of 10th level spells though.
TGM did you ever get your True Dweomer HLA to work?
Edited by Rathwellin the Bard, 12 October 2004 - 06:12 AM.
#10
Posted 12 October 2004 - 06:14 AM
It will be implemented, but definitely not near v2. It will remove all the 10th level spells from the 9th level slots.I kind of like the idea of 10th level spells though.
TGM did you ever get your True Dweomer HLA to work?
Refinements v2 has been released!
Go and visit the website or the forum for more info!
Member of The Silver Star team.
#11
Posted 13 October 2004 - 12:30 AM
#12
Posted 13 October 2004 - 12:39 AM
#13
Posted 13 October 2004 - 01:33 AM
Refinements True Dweomers discussion .
Refinements v2 has been released!
Go and visit the website or the forum for more info!
Member of The Silver Star team.
#14
Posted 13 October 2004 - 01:43 AM
#15
Posted 13 October 2004 - 01:47 AM
Just to avoid confusion, you know.
Refinements v2 has been released!
Go and visit the website or the forum for more info!
Member of The Silver Star team.
#16
Posted 13 October 2004 - 01:50 AM
#17
Posted 25 October 2004 - 07:03 PM
but, +3 claws are not much good when you are at that stage of the game....
there are lots of creatures I have heard that require +4 or better to hit.....
so, couldn't shapeshifters, and err... monks, have the ability to hit such creatures...?
#18
Posted 25 October 2004 - 08:00 PM
PnP Celestials
Geomantic Sorcerer Kit
#19
Posted 26 October 2004 - 01:17 AM
Hardly any creatures require + 4 or better to hit, even in ToB. I've played through using the + 3 version of the Celesital Fury (no item upgrades installed) and not run into any significant problems.
Two demiliches, Improved Mantle spells. I suggested some months ago that the Feral Spirit ability should grant the GWW +4 claws. I don't know though what was his final decision.
Edited by Feanor, 27 October 2004 - 05:36 AM.
#20
Posted 26 October 2004 - 01:36 AM
Monks "get" +4 fists at high levels.so, couldn't shapeshifters, and err... monks, have the ability to hit such creatures...?
Three??? Hmm.. Kangaxx, then the one in WK... where is the third?Three demiliches
Isn't he immune to +2 only? I'm not sure though, it can be +3.Demogorgon
Definitely +3. Shapeshifters are qite powerful in Refinements already, I don't see any reason why they should be able to damage every creature in the game.I suggested some months ago that the Feral Spirit ability should grant the GWW +4 claws. I don't know though what was his final decision
Refinements v2 has been released!
Go and visit the website or the forum for more info!
Member of The Silver Star team.