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Main Forums => Suggestions => Topic started by: IxTheSpeedy on February 03, 2009, 08:13:58 PM

Title: New Cleric domains - beef up a few old ones.
Post by: IxTheSpeedy on February 03, 2009, 08:13:58 PM
I was looking through the new cleric domains, which are great, specifically the following:

Storm Domain
Feat: Resist Energy (Electricity)
Spells: gust of wind (2), call lightning (3), ice storm (5)

But I looked back at one of my favorite clerics, a Kossuthan that had the fire domain and i've always felt it was underpowered.  I would suggest adding Resist Energy (Fire) to it and possibly the Combust spell as well.
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Post by: Egon the Monkey on February 03, 2009, 08:59:21 PM
YES.
Give it Burning Hands even.
I'd say,
Burning Hands (1) Combust (2)
Turn Elemental is pretty sweet, but Fire domain should have actual fire spells. Seriously, those heretics don't burn *themselves*, people! (Exception if said Heretic is an Evoker with suicidally poor aim)
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Post by: ScottyB on February 03, 2009, 10:51:38 PM
The thing about altering the BioWare content is that people without the modified form will be at a disadvantage.

Upgraded Cleric of Kossuth: *casts Burning Hands*
Vanilla Cleric of Kossuth: "Hey, how come I can't cast that!?"

An alternative might be to look at the BioWare domains and suggest alterations to the spells that all clerics have. For example, instead of adding Burning Hands, suggest that Inflict X Wounds for Fire Domain clerics cause fire damage. This would be a scripted, server-side change that will affect all clerics regardless of custom content.
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Post by: Aldrick Tanith on February 04, 2009, 02:14:49 AM
QuoteAn alternative might be to look at the BioWare domains and suggest alterations to the spells that all clerics have. For example, instead of adding Burning Hands, suggest that Inflict X Wounds for Fire Domain clerics cause fire damage.

Supported.  Is it possible to change the graphics as well for those with the Fire Domain?
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Post by: 9lives on February 04, 2009, 02:23:37 AM
Ugh.

Nerf all these domains, new and old.
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Post by: derfo on February 04, 2009, 03:17:52 AM
a lot of the new domains are grossly op

you can safely say that clerics are some of the biggest crushers even when their domains are completely useless
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Post by: Letsplayforfun on February 04, 2009, 10:30:17 AM
Clercis don't need any kind of beefing up imo. They fight, heal, buff, craft... hells, what is it they can't already do?
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Post by: Aldrick Tanith on February 04, 2009, 11:37:42 AM
FYI, ScottyB's suggestion is actually a nerf to the fire domain.  It is -far- easier to protect yourself against fire than negative energy.

It has -nothing- to do with power, and everything to do with what makes sense, from an IC perspective.  Does anyone really believe that a fire god would not grant his priests the ability to cast some type of fire spell?
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Post by: 9lives on February 04, 2009, 10:14:07 PM
They do get the ability to cast fire spells - At later levels.

Also, balance has everything to do with it!
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Post by: Aldrick Tanith on February 04, 2009, 10:43:44 PM
I was not saying that balance should not be taken into consideration.  I was merely pointing out that the intention behind the suggestion was not one of power, but one of what makes sense RP wise.  It is also why I made clear, and I do believe it is fairly clear, that allowing the inflict spells to do fire damage (and hopefully have an appropriate fire animation) is actually weakening those with the fire domain.  Thus, if one believes that a cleric is already too powerful, it makes such an argument against ScottyB's suggestion moot.

It is also true that Cleric's get Wall of Fire at 7th level, but that is fairly useless in most RP situations.  The only real RP bonus you get with the fire domain is the ability to conjure fire elementals.  My Kossuthian Priests used them a great deal since they did not have access to fire spells.

Additionally, in most cases I do not think adding damaging-type spells to clerics via domains upsets the power balance.  Most people look at it as a whole, but neglect to factor in the limited number of spell slots.  What is more beneficial to a cleric, the ability to enhance one of their attributes, increase their AC, and other things that increase their melee ability, or the ability to cast a single burning hands?  Which provides more benefit?  Each time a caster (regardless of class) adjusts their spell list they have to make that decision.  Utility spells, and spells that have side effects (stun, dazed, etc) are more beneficial to clerics because it enhances their melee abilities.  Thus, if a cleric takes burning hands over one of the other more useful spells they are actually weakening their potential in a battle.
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Post by: 9lives on February 04, 2009, 10:47:12 PM
Evocation-specced Clerics > Evocation Specced Wizards
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Post by: ScottyB on February 05, 2009, 01:53:13 AM
You are all hateful people of... so much hate..! Ugh, why do I try making nice things for you people?
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Post by: Aldrick Tanith on February 05, 2009, 05:08:47 AM
Because you're a masochist, and love it. ;)
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Post by: Requiem on February 05, 2009, 05:17:42 AM
You are still my hero, Scotty. :D
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Post by: Wern8 on February 05, 2009, 05:29:02 AM
I for one think that clerics are not overpowered, and new domains are a nice thing, you can only have two anyway. While they might be stronger than wizards (which class isn't? >_>), It is still pretty easy to defeat clerics.
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Post by: putrid_plum on February 05, 2009, 02:42:19 PM
I say no! I was against the new domains being added anyways!  Clerics are already major powerhouses, infact the msot powerful class there is.  Now they have even more spells and when I read the new domains I sit back and cry a bit for the other caster classes, especially wizards.
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Post by: Mort on February 05, 2009, 04:06:43 PM
QuoteUgh.

Nerf all these domains, new and old.
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Post by: IxTheSpeedy on February 05, 2009, 04:17:14 PM
Lordy lordy, didn't mean to whip it up so much...  I just think for RP reasons, it'd be cool for Fire domain folks to have a hair of fire resistance...  and maybe a low level offensive fire spell.   The primary thing though would be the fire resistance.  Doesn't even have to be high, maybe just DR 5 for fire.

ScottyB, I love those new domains, don't listen to the haters.  Ever.
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Post by: Nihm on February 05, 2009, 07:00:36 PM
I think clerics need to be nerfed too.  Please give them a low reflex save, low base ab and put a lot of Dispell-spamming enemies in the module so that when a cleric buffs up for combat with the ten spells that they need to hit anything, they can lose them all instantly. Please give any class the ability to use each and every combat buff spell a cleric has in a potion form and make most of them widely available and cheap (especially bless, aid, bullstrength and divinefavor).
 
I think these nerfs would really help balance things out.
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Post by: 9lives on February 05, 2009, 10:33:55 PM
Yes, Clerics are intensely underpowered.

: - (
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Post by: Caddies on February 05, 2009, 11:35:58 PM
They are not underpowered, yet they are not overpowered either. They are strong on the offensive (like wizards) and really terrible on the defensive. There's a trade-off. Taking out a cleric really is pretty easy if you go about it the right way. The basic fact is that a fighter/ranger/paladin/barbarian is immensely superior given the abundance of consumables.

I think these new domains are awesome, allowing clerics to properly RP the aspects of their dogmas and duties that they might not have been able to do without them. Nice work Scotty!
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Post by: Echigo on February 06, 2009, 01:02:05 AM
Quote from: 9lives;108756Ugh.

Nerf all these domains, new and old.
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Post by: The Crimson Magician on February 06, 2009, 02:28:08 AM
Clerics are fighters with lower AB and free buffs.
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Post by: Aldrick Tanith on February 06, 2009, 04:22:11 AM
Quote from: Nihm;108999I think clerics need to be nerfed too.  Please give them a low reflex save, low base ab and put a lot of Dispell-spamming enemies in the module so that when a cleric buffs up for combat with the ten spells that they need to hit anything, they can lose them all instantly. Please give any class the ability to use each and every combat buff spell a cleric has in a potion form and make most of them widely available and cheap (especially bless, aid, bullstrength and divinefavor).
 
I think these nerfs would really help balance things out.

Quoted for appropriate and good sarcasm.

Quote from: Caddies;109053They are not underpowered, yet they are not overpowered either. They are strong on the offensive (like wizards) and really terrible on the defensive. There's a trade-off. Taking out a cleric really is pretty easy if you go about it the right way. The basic fact is that a fighter/ranger/paladin/barbarian is immensely superior given the abundance of consumables.

I think these new domains are awesome, allowing clerics to properly RP the aspects of their dogmas and duties that they might not have been able to do without them. Nice work Scotty!

Quoted for the truth.