Duration of some Paladin/Cleric Spells

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Denort
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Post by Denort »

I tend to agree that the low duration on paladin spells is a bit harsh. Paladins do not get a lot of spells a day. Clerics can easily take duplicates of their most desired spells but for the most part this option is not available to paladins. Extreme short durations is taking a lot away from the paladins and rangers who gave up a lot of bonus feats and specialisation by not being fighters.

TastyTreat
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Post by TastyTreat »

dond wrote:by what? suggesting to go back to bioware default and undo 300+ custom scripts for spells that took 1 year or so for us to finally see in action? to go against the very basic vision the dev team has put out? all you've been saying is un-nerf etc etc. no ideas, just unnerf back to bio's default. if you can suggest a certain way for a certain spell to work, then suggest it! stop saying unnerf.
Actually all ATI was suggesting was to un-nerf the spell durations. So by suggesting that he did NOT say to remove all the custom spell scripts and revert all spells back to their bioware default. Also by specifically talking about spell durations he was making a specific suggestion, not a general un-nerf everything comment. I hope putting all the important points in BOLD helped you understand this post a little better. :roll:

dond
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Post by dond »

http://www.nsrealm.com/boards/viewtopic.php?t=1119

read that thread then maybe you'd understand a little better...

he was begging for unnerf this and that all over the place, so don't patronize me!

ATI
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Post by ATI »

Yeah...my un-nerf post was a plea to Un Nerf, until the entire ground work of the game is built.....but once again DonD, you've managed to misquote me.

My argument in that post was simple. NS isn't even close to being finished. all the quests, items, and map areas aren't in. When the game isn't even finished, how can we start to nerf things? If we nerf things now, and then an introduced quest suddenly makes something off balance, the dev's have to double back, and recode.

I said that the game needs to be finished first. The entire game should be out before the game mechanics are constructed. Think about it...before you create rules to a world, the world first has to exist. (thats what a true beta test is, we are sorta in a alpha mid beta testing phase, where parts of the game are complete, others aren't)

Since the NS4 world isn't complete, the rules that are here today, will most assuredly be changed around when ns4 is complete. Therefore, why not lessen the work burden on the dev's by stopping the mechanics construction of the game, and focus more on finishing the world.

There are plenty of examples of this kind of thinking, for example the Bible (this isn't a Bible debate it's just my example)

At first the world was born, then the elements, and then earth, and so forth. But before things like humans, and animals ever populated the earth, Earth was built.

So DonD, my arg was simple there, build the foundation of NS4 first, then build off of that with mechanics manipulation.

As for me being againts nerfs....I am.... But you can see I don't hate them if there is a logical point to having them there. I just think that before you change the way the game functions, you first have to make sure the game is complete. Without that we don't have a blueprint for what the world "should look like" to properly give suggestions for mechanics changes.

But thanks for playing DonD :D
I've tried fire, i've tried faith, and i've tried force, all I have left is hope.

dond
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Post by dond »

uh, the foundation is gameplay lol
quests are content.

that's why you gotta squash bugs in spells and get the right balance in it before you add eq/areas.
then you know how/what to balance an area towards.

case in point:

black blade of disaster. the devs left it at bioware's default, and it's wrecking havoc on the mobs because of autofail. beta is to test these things BEFORE you add your entire quest line-up/content.

back to the bible with ya ATI!

ATI
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Post by ATI »

we agree to disagree then. :D but it has been fun debating with you DonD :D
I've tried fire, i've tried faith, and i've tried force, all I have left is hope.

rkanodia
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Post by rkanodia »

I have a question: can spells just plain be removed from the game? Personally, I do think that it's ridiculous how powerful clerics (and to some extent, druids) can become with all of their buffs on. On the other hand, it's a real hassle having to spend a couple of minutes buffing after every rest, and having to rest every several minutes regardless of how badly you're whupping the monsters. Does anyone like the idea of leaving, say, half of the buffing spells exactly as they are in the default NWN game, and then tearing the other half out entirely? Thus clerics at their peak power would be less ridiculous than they currently are, but wouldn't have to spend so much time on buffing.

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