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Post by bdtgazo on Apr 8, 2016 13:14:22 GMT
Chreelister has given me permission to put a poll here to see if the community is for or against pally changes.
I would be doing the changes, and Chree would review them, make tweaks, and have final say.
First and foremost, the proffered changes I bring up below ARE NOT necessarily the changes you will see. The poll is merely to see if some changes should be made. Discussion about changes can follow any decision to make changes if that is what the community indicates they want.
1) Making the divine widget a store bought item, and giving pallies a different widget
2) Divine Shield changed to a DR effect, or allowing a PC to toggle between the AC and DR, but not having both.
2) Holy Sword. Making it similar to barbarian rage. It would give an EB and dmg bonus to the paladin, with 2-handed weapons having the normal effect, and 1-handed weapons having 1/2 the effect. It would also grant bonus attacks per round and temporary hit points. The bonuses would be based on: CHR bonus and pally levels. The effectiveness of the Holy Sword dispel would be based on Persuasion skill points (similar to Barbarian Terror Rage), but would have a max cap based on pally levels.
----> Puissant widget would NOT stack with Holy Sword.
In effect, the 2 hander pally would align more with the barbarian offensively, but instead of a Terror Rage have TS and dispel on hit, plus be able to heal party members. SO... + EB (based on pally levels and CHR bonus) + Posi Dmg + extra apr + temp HP - stacking with Puissant
I realize this impacts shifters, of course, and we do not have a desire to negatively impact Shifters. Code would be written in to either have zero change for shifters, or count shifter levels as pally levels, or give Shifters a flat bonus.
3) Having CoT count as Pally levels for purposes of the new Holy Sword.
edit: added poll
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Post by bdtgazo on Apr 8, 2016 13:25:01 GMT
About the widget,
I'd like to seem ideas. My first thought is to have the widget effect Summon Mount so that SM applies a spell mantle instead, or ALSO applies a spell mantle. That may be too OP though.
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Post by adamantite on Apr 8, 2016 16:59:06 GMT
How about enhancing holy sword based on total paladin levels.
Paladin 20: add d6 divine to holy sword (2d6 total)
Add another d6 at level 30 and again at 40. You could also make that same progression add 1 enhancement at each level as well - that does not stack with puissant.
For the most part I think paladin's are fine. The biggest difficulty with them is not in their class ability's but in that they need so many attributes - str, con , Wis and cha. A good melee paladin is going to want to have +12 from gear to str,con,cha and that is tough to do.
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Post by adamantite on Apr 8, 2016 17:18:52 GMT
You could also up the duration of divine favor based on paladin levels. 2 turns with paladin 20, 3 turns at 30 and so on.
Making divine favor, bless, aid undispellable would be helpful as well. Dispels are rampant end game and paladin's tend to be buff dependant. This would also be great for blade thirst and one with the land for rangers.
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Post by Landstrider on Apr 8, 2016 18:03:38 GMT
I do think the divine widget should be free or at the very least not be considered a widget as you are not gaining anything from it other than duration flexibility. I put it in the same category as the Divine Link tool.
I would like to see Holy Sword spiced up in some way. In my opinion, it seems a little under powered. I wouldn't mind seeing some more APR added or I like idea of scaling up enhancement and divine damage as well. Also, you could look at the duration and possibly give it more length as it currently seems a little short to me.
I also like the idea of increasing the duration on divine favor based on paladin levels as Adamantite pointed out.
Making Divine Favor undispellable would be a nice bonus but my guess is that it would take some coding work to do this as Blade Thirst has needed this for sometime now and has not been fixed.
It's nice to see Developers still working on changes for 3t.
Thanks!
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Post by perrit on Apr 8, 2016 22:54:18 GMT
i've never levelled a Pally toon, but those i know that have have always said how great they were already when combined with existing widgets and puissant and since that is based on the opinion of people who i know were good players i'm gonna vote no to any changes.
I cant see why divine widget should become a store bought item.
Also Holy Sword already has a dispel feature so why add EB and damage to it? It already offers something different to Barb rage so why change it to offer the same?
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Post by Rijnius on Apr 8, 2016 23:38:26 GMT
Voted for the shield, I like the option of it being DR instead of AC (I'm a DR junkie).
But I would not change widget things to store-bought items and I think parrot is right that we already have puissant and barbarians for +EB boosts, there is no need for another class to have almost the same thing. By the way, I thought divine favor is already undispelable on 3T since quite some time now?
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Post by bdtgazo on Apr 11, 2016 14:39:04 GMT
Well, my thinking was, and is, pallies are actually underwhelming, and the margin of effectiveness between pallies and, say, barbarians, increases as the environment becomes more difficult.
The primary issue is that pallies are spread thin. They need to invest in Str, Con, Wis, and Chr. Or Dex, Con, Wis, and Chr. The proffered changes are purity and charisma dependent. They would not endanger puissant builds while allowing the pally as the base damage class to venture forth and breed with other classes.
I think clearly there is an upper tier of builds/classes. My intent is to create more balance. By increasing pally melee damage, utilizing charisma, you are bringing pallies more into line with barbs. The attack model for barbarians does not have to be their signature trait. Their signature trait can be seen as high constitution and constitution tied to their attack values (and terror DC). Terror Rage is a feature they bring to group play. Their ability to gel with the PM, RDD, and WM classes are improvements for individual or group play.
Similarly, the attack model for pallies does not have to be their signature trait. Their signature trait can be sees as high charisma and charisma tied to their attack values, saves, and turn undead abilities. Lay on Hands is a feature they bring to group play. They gel well with a number of classes. And right now I think barbs are little overpowered as melee. Allowing other melee types to have extra attacks doesn't just increase the power of the adjusted class, it brings the barbarian more into line with the average.
Ultimately, I think of the idea of temporary HP and bonus attacks as something all weapon-wielding builds should have access to (although I think barbs and DD should get the most temp HP, and barbs and WMs the most bonus attacks). It allows for pseudo-leveling beyond level 40. It is the method of adding additional 'powers' to melee classes beyond level 40 that has the most positive outcome after looking at the upside/downside from a dev's perspective, and working within the nwn rules and toolkit's limitations: ab and ac have a cap that we have arrived at. There is room to expand with no. of attacks, applied dmg, and temporary hit points.
At some point, I would like to tweak all the classes so they have continued advancement beyond level 40. Then you can have more and more difficult zones. I am trying to look ahead. This is obvious to some, but not others I think. And their are two positions. One is that 3t has gone about as far as it can go. The other is that there is a lot more that can be made. I am of the latter position. And more difficult zones is something that 3t already needs, btw. I party of 5 can go anywhere and do anything, until they are killed by a crazy large spawn or unending chain of spawns. Great for mindless treasure hunting. But mindless it is. No challenge. No point of pride to say "been there done that." 3t needs zones where that party of 5 has to tread lightly (until the gear up or gain more pseudo levels). It is the nature of this type of game - continued advancement. And if there is an issue with 'room' on the mod, then simply recycle underused zones (like Necro, Knife Edge, etc). Make wider margins of difficulty between the current end-game areas (seeing this as Trighton, Spiders, and BC). Bump beholders up, and move the key and widget somewhere else (or at least the key). Adjusting pallies is the first step towards that. A charisma build, already fragile, would have less and less a chance of being viable as the environment gets more and more difficult.
- But, as it stands, I am not seeing popular support for any pally changes, so will not be working on them -
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Post by bdtgazo on Apr 11, 2016 15:05:16 GMT
Ha! Unless we went the other way and just gave Holy Sword a dispel (and pleasing golden aura for visual effect) and 24 hour duration. Then divine favor would effectively be a Holy Sword burst, and Holy Sword would just be a constant bonus. And add a mass crit effect to divine favor. And up its dmg cap (but not ab cap), extending it into epic pally levels.
Would that make folks happier?
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Post by adamantite on Apr 11, 2016 15:49:34 GMT
What you are proposing just sounds like to much. I do think pallys could use a boost. Increasing the duration of divine favor and damage of holy sword based on pally levels seems reasonable. Are you able to make some spells non dispellable? Divine favor, bless, aid, one with the land and blade thirst all should be and would help some buff dependant classed like pally and ranger.
Adding extra attacks just seems OP. I don't like them on barbs. It makes duel weilders seem pointless. Boxers and duel weilders should have the most attacks.
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Post by bdtgazo on Apr 11, 2016 16:24:16 GMT
I'd have to look into it some more, as I haven't as yet tinkered with dispels on my own mod much. And I'm 100% certain that 3t has a unique dispel system, or at least homebrewed tweaks. I believe dispels check each buff and run a dispel attempt against each buff until the dispel's potentcy has run out, or the dispel checks buffs sequentially and attempts to dispel the first, then the second, etc. You could probably do a "If buff is this, ignore it check."
If I am wrong about the how the dispels work, making a spell non-dispellable might create more lag.
Another variant could simply be to increase the difficulty for a dispel to dispel a particular spell, such as treating divine favor as a level 12 spell cast by a level 52 caster.
So is the general consensus that pallies could use a slight dmg tweak or buff sustainability tweak, but avoid the extra attacks and keep the changes slight? My previous post mentioned switching the power of Divine Favor and Holy Sword because I believe that Divine Favor has a fixed duration that cannot be edited, while Holy Sword's duration can be edited.
I'll quickly look at the wiki concerning dispels and the mechanics.
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Post by Landstrider on Apr 12, 2016 4:17:24 GMT
My big bone to pick with playing Paladins vs. the module is you can't easily see if divine favor is up or down. I think there is a little graphic that indicates when it's done but it's not easy to see and I often find myself pulling up my character sheet mid combat just to see if it's still on. Compare that to something like a Barbarian's rage where there is an aura and a big flashing sign to tell you it's leaving.
Currently, playing a Paladin PvM you have to play the game of cast and recast for buffs and I just don't think many will bother doing it when it's so difficult to manage the timing. Any obvious visual to let you know if your divine buffs are down, increasing the duration, and making buffs undispellable all seem like good ideas to make playing Paladins more fun. If the divine widget was offered as a store bought item like the divine link tool, this would also help. The widget just let's you burn twice or three times as many turn undeads to not have to recast divine favor 2 or 3 times in a row. Note that it does not add more turn undeads. You are effectively gaining nothing from this other than some casting convenience. In my opinion, it's hard to justify taking this widget when you only get four.
Also, if your talking about affecting the length of divine favor, you might be interested to know that when linked with shield or might using the tool it actually extends the duration to your charisma modifier if it's beyond + 10. For example, if your charisma modifier is at + 11, your divine favor along with shield and might will last 1 minute and 6 seconds. Normally, divine favor should only last a minute.
Finally, I still think Holy Sword could use a little boost. I remember getting my pally to level where I could finally cast it and thinking what a let down. Don't get me wrong the 1d6 divine damage is nice and the on hit dispel comes in handy here and there but overall not that amazing in my opinion. The duration seems too short and the overall effect seems a little under-powered. As far as the divine damage goes, Shifters get the better deal there as they can cast holy sword pre shift using something like Pale Justice and have their divine damage stick for a longer duration. With a Paladin, your looking at a round a level.
I have ran a couple of Paladins through the module recently and these are most of my issues when playing PvM. If we are talking about playing Paladins PvP, then that's a completely different conversation.
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Post by bdtgazo on Apr 12, 2016 12:13:44 GMT
Adding the pretty golden Aura vs. Alignment is something I have already successfully done, and its an easy change. Nice visual to let you know when the buff has faded (although, like the Terror aura, I'm sure it will disappear on transition sometimes).
With Greater Rage, the buff to look for to be absolutely sure your rage is still up is the regeneration. Anything else can you fool you, yes, even the AC debuff. But I doubt people would want to see pally spells adding even +1 regen.
=========================== So, let's say the changes being discussed, not to say they will ever be implemented, merely being discussed, are:
1) Changing the duration extension widget so its less penalizing 2) Extending the duration of Divine Favor (provided you have +10 (or +11?) CHR bonus 3) Adding an Aura (to Divine Favor, or Divine Might) - visual effect only 4) Minor increase to Holy Sword duration and dmg
What if Holy Sword were added to the divinity toy so that it would fire with the other 3, and have the same duration?
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Post by chreelister on Apr 12, 2016 12:44:32 GMT
Great convo BTW, but on making a buff anti-dispellable, I think it is easy, by making it a supernatural buff or something like that anyway and that shouldn't create lag, IIRC. But I would be more up, if we decide to make certain buffs undispellable, by a percentage chance that goes up per level. Like for an example say, Blade Thirst is one of those anti-dispell spells, make it where its level times say 2.5, so when you cast your buff and your level 40, 40 x 2.5 would be 100 and that would make it 100% certain it is disdispellable, any levels less than that and you take a chance on casting it ungodly like. Other spells that are not so important or key could be less of a percantage chance, like just times 1 or 2 per level.
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Post by chreelister on Apr 12, 2016 12:47:43 GMT
One more thing I forgot to mention is, we don't have to worry about Shifter Pallys do we? Or did I miss something?
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