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toxin

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  1. Yeah SCS Improved vampires make that fight ridiculous. On the upside, once you defeat them the rest of the dungeon is going to be a joke (assuming you are not crazy enough to attack Firkraag himself ).
  2. All the more reason for a higher level AI SS to level the playing field - Improved Invisibility is better for them (same level but protects them better), SS is better for you (same protection but lower level).
  3. Improved Invisibility also buys you a round as far as spell targeting goes, except it also buys you some time against melee attacks. And that's not even mentioning all that semi-invisibility mojo it's going on. If all that is lvl 4, I think a solid argument could be made for lvl 3 spell shield, lvl 4 at most. Regarding the AI wasting 5th level slots, like I said I don't see it as a big deal at all (what with you typically coming into the fight with much more than one 5th level spell missing), and I don't even recall seeing the AI cast it twice so at most it's one wasted 5th level spell.. you would have to fight most mages forever for them to reach a point where they actually use four 5th level spells and then have to resort to a 4th level spell because they ran out of slots, and even then the fight would be at a point where that single spell is highly unlikely to make any a difference. Don't get me wrong, I'm all for letting the AI use it as 3rd level, I'm just saying that if it's hard to implement then keeping it 5th for the AI is a reasonable compromise IMHO.
  4. Cool, thanks for clarifying. I still think lvl 5 is too high for it, because realistically you'll use the 3rd level Spell Thrust to get rid of it (the fact that it can stop SpellStrike is almost irrelevant)...
  5. I'm confused. This is what my description of SS says (latest beta): BTW another thought is to make it last longer (e.g. 1 turn/level) so you could walk around with it a bit. AI casts it on sight (as "previously cast") so it seems fair enough...
  6. I would love to try IR's potions but I'm mid-game and the changes it makes to special items are too extreme (I already outfitted my entire party optimally for vanilla items). For my next run (probably IWDEE) you can count on it Regarding the spell level, one option is to make it 4th level and not 3rd if you see the advantage as too great. That will already be a huge improvement over 5th (personally I may even give up a Stoneskin slot for it). But in either case, I don't think the advantage is that great... think about it - when you're fighting AI mages they have all of their spells memorized. On average, you are going to have like half of your spells depleted - I would take a single 5th level spell off my entire spellbook for each encounter any day. Besides, 5th level spells aren't such a big deal for most mages - they will typically blast you with (much) higher level spells and the outcome of the battle will be decided long before they have to resort to 5th level spells...
  7. I have a couple of suggestions for Spell Shield. 1. Make it lower level. What's so great about it? It counters DM/RM which are both lvl 3 and OP as it is. In addition, 5th level is just too crowded with essential spells you basically have to memorize - between Breach, Dispelling Screen and Lower Resistance (not to mention Shadow Door and Waves of Fatigue) you simply can't afford it. The situation at 4th level is not much better, with critical spells like Stoneskin, Greater Malison, and Secret Word (not to mention Confusion and Teleport Field). I think lvl 3 is fair considering DM/RM. 2. Make its casting time lower. This spell is the only defense casters have against beholder Anti-Magic rays, and by the time the 5 casting time is over it's too late. Another option is to make the AM ray casting time long enough to allow a mage to protect himself.
  8. Suggestion for Devas and Planetars - have them memorize the Remove Paralysis spell. They already have Break Enchantment and Cure Disease, so this seems only natural (not to mention super useful!).
  9. Could an effect be made with the following logic? Intercept each attack Determine if said attack would kill the character If so, absorb the damage and set the character's HP to zero (as to avoid chunking)
  10. I guess that's an acceptable price to pay for resurrection from an otherwise irreversible death...
  11. Thanks for clarifying kreso. This brings back the question of a dialog-based Resurrection spell that can bring back anyone... any thoughts?
  12. BTW, what does Memory Level do other than disable chunking? Regarding a dialog-based resurrection spell, wouldn't the code for detecting whether someone is dead or not be present in the fate spirit logic?
  13. Thanks Jarno! I have to say this is a clear design flaw, having something cosmetic like gore settings actually interfere with gameplay.. what were they thinking?
  14. Is it possible to make Resurrection (or even Raise Dead) bring back characters who died irreversibly ("exploded" to chunks)? If not, can that "chunking" be prevented entirely? I have the SCS "Make party members less likely to die irreversibly" component, but Dragon Breath seems to bypass it...
  15. Nice, I didn't know that You and the rest of the modders here get all the credit in the world in my book - please accept my sincere apology if it didn't come out like that in my post. And the direction is definitely right, especially if it includes nerfing Holy Word
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