|
ModUpdates: Spell Balancing Posted: 21 Apr 2003 03:03 AM |
Accumulately the following spells have been tweaked in Vives...
<li>Timestop - Now affects only a 50' radius instead of entire module. <li>Harm - Now comes with a fortitude save. <li>RaiseDead/Resurrection - Alignment difference dependent success rates; caster dropped to Near Death. <li>Energy-Drain/Enervation - A cap of 100HP above the max caster HP is implemented. No 15,000HPs...
Let us know of additional ones.
Aria. |
Aria
So talented, so troubled. |
|
  |
|
|
Re: ModUpdates: Spell Balancing Posted: 26 Apr 2003 09:20 PM |
I hate the raise dead/ res thing but you know that, I just like to post shyte! Hate it!
With a passion, Sion. |
When in doubt, mumble. When in trouble, delegate. |
|
  |
|
|
Re: ModUpdates: Spell Balancing Posted: 28 Apr 2003 02:19 PM |
Err, as a long time cleric, I feel that a fortitude save counteracts the reason Harm was put into play in the first place.
Harm is the cleric's ONLY change against a fighter, as often as not. Why not make it a reflex save? It stays useful against bulky fighters, but becomes almost redundant against people who can twist away at the last moment because of superior reactions. |
|
|
  |
|
|
Re: ModUpdates: Spell Balancing Posted: 29 Apr 2003 10:17 AM |
Timestop - fine, no issue
Harm - I prefer the reflex save to negate and 10 damage per level, applies to Heal as well, with different effects for Empowered and Maximised versions. Also wondering how the save currently works.
RD/Res - No idea how it's done in the game, but by the sound of it, there's no point to using Resurection over Raise Dead
Engery/Enervation - I've never seen this bug in action, but there shouldn't be any HP gain for the caster either way, would be better to cap it and do something to Vamp touch as well.
Think meteor storm could do with some boosting to make it a better choice. |
Eh? |
|
  |
|