IGMS sucks

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CrazedInd
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IGMS sucks

Post by CrazedInd »

I don't know if this has already been posted, but i hate the new igms. The other night I took out a room full of ogres (approximately 10 dudes) with 3 castings of IGMS. Each one of them was hit with about 45 points of damage. This is not the way it is supposed to be. Someone please explain to me why IGMS was changed. I don't think it was unbalanced before. It would do alot of damage to one dude if he is the only one around, but very little damage to a large group of dudes. Now it does the same damage to everyone, even if there are 20 of them. This blows. Please bring back the old IGMS.
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AndrewCarr
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Post by AndrewCarr »

I really wouldn't mind it if there were a cap on targets similar to the # of missles off magic missle, and if there were resists to all types of dmgs, magic and melee. It just sucks b/c everyone has 0 resist to magic and it hits everyone for the same amount. If it hit 5-6 targets for 100 dmg, and some had resists, then it wouldn't be bad.
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Evolving_AI
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Post by Evolving_AI »

IGMS isn't that bad honestly..
if you get hit by isaacs.. drink a heal potion.. you'll be fine
however it's bigby's.
I had a pvp today with a mage, he did a bigby's on me
and then isaacs me.. I clicked to drink a heal potion and my character
just wouldn't drink.
and this isn't the first time I've found that when I'm held in bigby's I
have zero control over my character anymore.

so no I'm fine with isaacs doing higher damage to everyone it targets..
mages should be able to damage like that.
I just don't think that even bigby'd we should become total lambs to be slaughtered.
it's bigby's that sucks :lol:
Fear the prophecies of your death!.

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ATI
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Post by ATI »

No..... Bigbys can be stopped with a good STR check ( I think). Really, neither of these spells are bad...

but if you're willing to say IGMS is not overpowered, then that means some of the other spell durations should be changed. For this server, it seems that certain spells are extremely powerful (even though they are only lvl 3-6 spells) yet some lvl 9 spells can't even compare to the more uber spells.

Take bombardment, it barely works, and only does 10d8, thats a lvl 9 (maybe a lvl 8 spell) that sucks. compared to call lightning which almost gaurantees doing 50-70 damage to an area of monsters. Thats just me though..... I think the spells should be un nerfed... keep the powerful spells the way they are....add items to fill in the gaps.
I've tried fire, i've tried faith, and i've tried force, all I have left is hope.

Evolving_AI
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Post by Evolving_AI »

ATI wrote:No..... Bigbys can be stopped with a good STR check ( I think). Really, neither of these spells are bad...
I doubt it's a str check. I think it's a SR check but I never see anything
like a fort/str/skill check even show up in my HUD vs that spell.

every time I've faced a mage, they could never kill me until I'm caught in bigby's cause every time I am I lose complete control over my character.

just really annoying now .. though I am glad pvp doesn't incur a xp penalty
even for us sub race configured.
ATI wrote: but if you're willing to say IGMS is not overpowered
really it isn't..
I've had that firecracker axon shooting at me for all he's worth and I could survive 3 or 4 vollies of that spell before I'd have to heal.
but once again.. get caught in bigby's.. just have a mage do a few variations of it on you and see how you like
1. being stuck
2. possibly being knocked down
3. unable to process a heal potion
4. some of those even still do some damage while you are held
so add that what 10 or 20 if I remember with that isaacs..
again, it's just really annoying to become sheep cause one spell has that effect.
Fear the prophecies of your death!.

King Rasputin De'Artain.
Divine Ruler of the Dark Shards.

AndrewCarr
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Post by AndrewCarr »

There's a str check to see if you break the hand's grasp, what really sucks is if you don't have high str, it's a struggle to break it once, much less 3-5x.
But anyway, my char has a +3 str bonus and can usually get a +5 by using a bull's str item, and that surprisingly helps a lot on the str checks it seems.
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ATI
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Post by ATI »

exactly. thats the STR check im talking about. You have to get a pretty high str check to get out of bigby's. Bull strength could probably really help.

And I don't have a problem with IGMS being powerful...it should be powerful its a lvl 6 spell.....but then again....Harm, which is ultra powerful (a lvl 6 spell) is also ultra nerfed....when it shouldn't be. The difference between the two spells?

First of all IGMS was increased in power, when WotB, FoD, and PWK are all powerful spells that are insta death for sorc's and wizards. So wizards are veritible walking fortresses when it comes to firepower by lvl 17.

Now, Clerics have their Harm spell completely nerfed, (doing maybe 60-70 damage, maybe). This is really lame. Harm naturally is supposed to be the spell of clerics choice both in PnP and in NWN. why is harm nerfed then when naturally is really good, yet IGMS, which isn't originally ultra powerful is increased in power, when Wiz/sorcs have TONS of spells that have ultra power.

Im fine with IGMS being powerful, but my argument is that if you want to nerf Harm, why not nerf WotB, FoD, PWK, Slay living and so forth?

We SHOULDN'T!!!! Give harm back the way its supposed to be, make Mass Heal normal, keep IGMS as it is, keep everything else normal. Stop messing with these spells for God's sakes.

How do we solve the problems of harm and so forth? EASY!!! SR items. Make rare SR items drop every once and a while from bosses. SR items solve nearly all these problems. (i think all these spells have negate through SR effects) and if SR doesn't solve the problem....a save is almost definitely applied ( I don't think any powerful spells can't be saved against or SRed). So add +save items and SR items and no longer do you have to worry about spell inbalance issues (Plus items work for everyone, slap an ILR on them, makes things good).

So, in conclusion:

Please un nerf the spell durations and unnerf spells, and add items with SR and saves. Simple as that.
I've tried fire, i've tried faith, and i've tried force, all I have left is hope.

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garrykasparov
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Post by garrykasparov »

It seems to me that items with high SR (especially those which surpass the toolset limit, which they would have to in order to be useful at high levels) would make quite a few of the sub-races even more gimped, which may or may not be a good thing.

dond
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Post by dond »

fyi:

-if in a party, you can dispel your teammates if they're affected by bigbys
-you can dismiiss/banish the hand
-high str/sr/spell mantle stops it cold

i dunno if WoF works on the hand, might be nice if it does :P

Denort
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Post by Denort »

My suggestion for the missile storms is leave them as they were originally but make the damage type random for each missile. Only 1 in 5 would be magic then, the others would be fire, cold, electrical and acid, all of which can be resisted to some extent by all classes.

ATI
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Post by ATI »

WoF doesn't work on things like that...it hurts summons and extra planar creatures. Also, IGMS is done this way so that the system didn't have to worry about 20 missles laggin up the system in the 3 seconds it takes to cast the spell. You cast it again next round...and wham thats a lot of netspead hurting the servers...so its probably better this way.
I've tried fire, i've tried faith, and i've tried force, all I have left is hope.

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