Icy Crypt feedback
Icy Crypt feedback
Ok so me and a few other Fons went yesterday and it seem pretty balanced and well implemented. Drops are ok and the cr to diffculty is right on IMO. The only problem i saw which others might not think is a problem, the undead are not immune to death effects. This to me is a big problem considering how low their fort save seems to be. Even unknown evil died to a dc 30something wirly thing. <- thats my technical term.' I know unknow isnt actualy undead but as for the rest of the badies down there, doesnt seem fair to all that have invested in turn and other undead fighting focus's. Anyway just giving some feedback, job well done guys.
If you are talking about Implosion, Bioware fixed a problem that caused it to autokill anyone with Deathward running, so we changed Implosion back to not actually being a death spell. It can kill anything with a physical body, and thanks to the limitations of NWN, that probably just means anything that can't make the save.
So the short of the above is, Implosion works on Undead and Constructs ect...
So the short of the above is, Implosion works on Undead and Constructs ect...
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Well, undead typically have a low Fort save they way it is. normall, it doesn't matter, because the stuff that Fort saves usually cover, poison, death spells, etc undead are immune to in the first place. As for Implosion, it's not a death effect like the various death spells, but it instakills from destroying your body.
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Yeah the single effect helps in partys that way your not nuking all your allies, but implossion IMO should be an area of effect spell, it is after all a 9th lvl cleric spell and does take a significant investment to be able to cast it and a bigger one to make it a decent DC.
Anyhow to reiderate my first post unknown evil is a CR 39 creature with a fort save of 28..... i know that implossion is really the only thing that can effect him death wise, but rather than see implossion get weaker i would like to see him get stronger.
If i am not mistaken he is equal to a planar boss, so here are some thoughts on how to get him to where he should be.
Add to his current stats, 7 lvl's of WM kurki based, give him improved crit kurki, give his kurkis some d6's in negative damage "he is evil after all" and up his fort save to around 38 or 40. one spell should not be able to kill a cr 39 creature.
Anyhow to reiderate my first post unknown evil is a CR 39 creature with a fort save of 28..... i know that implossion is really the only thing that can effect him death wise, but rather than see implossion get weaker i would like to see him get stronger.
If i am not mistaken he is equal to a planar boss, so here are some thoughts on how to get him to where he should be.
Add to his current stats, 7 lvl's of WM kurki based, give him improved crit kurki, give his kurkis some d6's in negative damage "he is evil after all" and up his fort save to around 38 or 40. one spell should not be able to kill a cr 39 creature.
ok i take offence to your whining comment alain. do you want feedback or not? i am not whining just putting my opinion out there. i think the attitude towards those who may have differing opinions than others around here is sometimes quite harsh. maybe it should change eh?
edit: and i wasnt taking into account the hole not death effect thing, sorry working and forgot about the change. so now taking everything into account i agree with the single target effect and think that it was a good change.
edit: and i wasnt taking into account the hole not death effect thing, sorry working and forgot about the change. so now taking everything into account i agree with the single target effect and think that it was a good change.
Actually Implosion could be changed some to effect those dirrectly around the target... it would keep people from using it in Melee as much and make it a dangerous spell for party members. It wouldn't stop PKers from using it against groups but it would still allow it to be used against single targets far away. It would deffinatly make clerics more carefull with it's use and not be able to throw it whenever. There is also a way to make mobs immune to specific spells if it ever came down to it. They could always just add Immunity to Implosion for specific mobs that shouldn't be affected by it. Like those Adamantine Golems that run around sometimes. I don't really see anyone imploding a giant lump of Adamantine.
MLoki
MLoki
Last edited by MLoki on Thu Jul 27, 2006 3:54 pm, edited 1 time in total.
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Its a level 9 evocation spell. I'm fine with it right now, I've built a Imploding Cleric focusing on raising his DC. Its a fair trade. Wail has a large AoE but can be blocked while Implosion can only target one person but can not be blocked (unless saved of course). Its never affected party members, but I do believe it used to be able to affect yourself if you cast it too close. Its fine the way it is now.MLoki wrote:Actually Implosion could be changed some to effect those dirrectly around the target... it would keep people from using it in Melee as much and make it a dangerous spell for party members. It wouldn't stop PKers from using it against groups but it would still allow it to be used against single targets far away. It would deffinatly make clerics more carefull with it's use and not be able to throw it whenever. There is also a way to make mobs immune to specific spells if it ever came down to it. They could always just add Immunity to Implosion for specific mobs that shouldn't be affected by it. Like those Adamantine Golems that run around sometimes. I don't really see anyone imploding a giant lump of Adamantine.
MLoki