joleda
Active Member
Posts: 238
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Post by joleda on Apr 20, 2009 11:25:16 GMT -5
+10 stat gear is not acceptable to me +4 stat gear should be the max since that is the max bonus from spells That kind of gear caters to the min/max powerbuilds in so many ways. For example, someone could start with a WIS, INT, or CHA score of 9 and cast level 9 spells ( with a +10 item equipped) without ever having to raise WIS, INT or CHA. People already complain about Clerics being overpowered, with +10 stat gear a Cleric could have the same naked STR as a pure Fighter.
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Post by caveman282 on Apr 20, 2009 11:34:51 GMT -5
The way i look at this is....
What are magic items in the FR? Well they are items that have been enchanted by someone with the knowledge/skill to create magical items via putting spells on them. So if an arcane caster or divine caster cast the spell fox cunning on an item then it should reflect that spell. I don't think there are any arcane or divine spells that add +5 or anything greater than that. I think the casters created items so they can free up that spell slot for something else or even create items for the melee counter parts.
Thats just my point of view on magic items in general
Magic items should reflect spells that casters are able to cast.
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Post by hnefi on Apr 20, 2009 11:39:27 GMT -5
Well, there's a druid spell that gives +12 wisdom
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Post by DM Sir Carnifex on Apr 20, 2009 11:52:50 GMT -5
If one reason RDD was taken out because of the HUGE stat bonus to STR, why would they even think of putting in +10 stat bonuses on items? Fact is, I don't think they would.
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Jerick Silverkin
Active Member
Recovering from Karmic stun
Sharp pointy sticks... keeping enemies at bay since the dawn of time
Posts: 138
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Post by Jerick Silverkin on Apr 20, 2009 12:03:33 GMT -5
2 Pennies: Doesn't NWN2 have some sort of issue with high levels of skills? I know they do with base stats.
I'm just saying, if my Rogue had 30 pts of hide/move silently, with 30 pt bonuses to each from gear, with say... only 22 base dex (not even saying maxing it, a +6 effectively)... I mean... we are already up to what... 66pts.
Max the skills/dex and we could get this to about 80pts worth not counting having other sneak skill feats and this is only counting +4 stat gear. Umm... CRAZY.
(Just using hide/move silently as an example. The same could go for Spot/Listen)
[glow=red,2,300]modified[/glow] (see below) Well I guess this is a non-issue, says Hnefi. Woot!
Still bad news if my strength-based rogue/fighter [yes you read that right] goes against a concentrated spotter... nonissue since I doubt anyone would want to kill poor little Paws!
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mute83
Active Member
Posts: 196
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Post by mute83 on Apr 20, 2009 12:20:45 GMT -5
The way i look at this is.... What are magic items in the FR? Well they are items that have been enchanted by someone with the knowledge/skill to create magical items via putting spells on them. So if an arcane caster or divine caster cast the spell fox cunning on an item then it should reflect that spell. I don't think there are any arcane or divine spells that add +5 or anything greater than that. I think the casters created items so they can free up that spell slot for something else or even create items for the melee counter parts. Thats just my point of view on magic items in general Magic items should reflect spells that casters are able to cast. that for some reason makes me think of some of the very powerful items in NWN1 or even the sword you could talk to, how did that happen ;p .... +4-5 is fine for me, you get 7 stat bonuses during your leveling, so if you start with an even stat, and put all of them in that stat, it will get even out with +5, or if you had an uneven stat, and didnt put stat points in it, it would get even out again. and also, what would the +10 cost. just think of the cost of the current items, compared to the gold you make. you start at level 1, and grind wolfs, later minataurs to get to level 30. tada. you can buy your +10 stat item
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Post by hnefi on Apr 20, 2009 12:25:07 GMT -5
Skills apparently sometimes have trouble once they go above 100. 60+ is no problem; I've had characters on other servers with skills above 80 (and that wasn't a particularly skill-focused build, either).
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Post by tormaksaber on Apr 21, 2009 11:33:15 GMT -5
I just wanted to make an oblique mention based on the firstpage list that I didn't see any gearset dedicated to say... Perform and.. .I dunno. Appraise? Lore? For bards.
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Post by caveman282 on Apr 21, 2009 11:40:59 GMT -5
I havn't heard that there was any bard gear going in but that doesn't mean that there isn't. They just listed a few examples of the gear to show what they have done. Its kinda like a teaser ya know.
So guess we will have to just wait and see whats all coming out.
Kinda exciting eh?
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Post by eldur(retired) on Apr 21, 2009 12:44:01 GMT -5
I just wanted to make an oblique mention based on the firstpage list that I didn't see any gearset dedicated to say... Perform and.. .I dunno. Appraise? Lore? For bards. Originally we had planned to add Perform items, but with the epic bard requiem feats turning Perform skill into damage, a bard would be able to pump out 120+ damage per round while healing the same for a full minute and if I remember correctly, they'll only have to wait another minute before activating it again. We may also hold off on crafting skill items until crafting is ready to enter the game.
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Post by broham2 on Apr 21, 2009 12:55:04 GMT -5
Lol.. yeah as we witnessed when Jhaelen the Marching Bard decided to finally show what he was made of and made short work in some OOC pvp battles...
Shocking, I tells ya!
Perform items can be found now (gloves and I think a ring).. so the potential for the boost is already out there.
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Post by DM Sir Carnifex on Apr 21, 2009 13:02:05 GMT -5
Haha!
My bard uses RP to perform, not some silly die roll with a modifier. Who needs perform items? ;D
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Post by tormaksaber on Apr 21, 2009 13:42:01 GMT -5
I just wanted to make an oblique mention based on the firstpage list that I didn't see any gearset dedicated to say... Perform and.. .I dunno. Appraise? Lore? For bards. Originally we had planned to add Perform items, but with the epic bard requiem feats turning Perform skill into damage, a bard would be able to pump out 120+ damage per round while healing the same for a full minute and if I remember correctly, they'll only have to wait another minute before activating it again. We may also hold off on crafting skill items until crafting is ready to enter the game. If Requiem is the problem, fix Requiem, don't remove the skill items for the class that arguably has the highest reliance on a single skill of anything in the entire game.
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Post by caveman282 on Apr 21, 2009 13:44:09 GMT -5
The only way to fix that is to totally remove a very nice feat that bards get. Least without lots of coding issues.
Would bards prefer perform skill or the feat?
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Post by tormaksaber on Apr 22, 2009 4:19:48 GMT -5
Totally remove? That's rather black and white. "Remove it, or don't have perform gear, period."
Simply make the feat function off base ranks in the skill, or ranks/2, or something. You guys seem to have a dedicated QA/Balance team here, surely one of them plays a bard, knows the balance and power level here, and can crunch some numbers to keep a useable bard feat while allowing bards to have literally the one skill that makes them a bard.
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