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Messages - Crow

#1
Suggestions / Walk Command for Summons
March 23, 2023, 09:07:20 PM
This is purely self-serving, but I'm playing a houndmaster fighter and the dog counts as a summon. This command exists for henchmen/familiars/animal companions to set them to detect/stealth mode but summons are currently exempt as far as I am aware, would it be possible to have one added to include them?
#2
Suggestions / Some Lifestealer Adjustments
March 15, 2023, 11:47:26 AM
Been thinking about this perk a lot because I find it really fun to play and I think it has a chance to feel really good with how quests are balanced these days  but there are some aspects to it that have some minor frustrations that I think could be changed to make it a bit more comfy.

-Increase the Duration of Ray of Feeblement's Buff
I think the buff itself may actually be longer-lasting  than the turns/level on the base spell of ray of enfeeblement to begin with, but even back in v5 this definitely could feel pretty short. With an overall lower level range bringing lower CLs along with it combined with quests generally leaning more towards the longer side as is, I wonder if it might be reasonable to bump this up a bit more. Could be 5 min/level, could be 10 min/level, I don't really have the perfect idea as I haven't done enough quests yet. This would be a nice change when it comes to PvP as well, if just to keep a conflict-focused lifestealer from having to go fire off another successful drain just to recharge quite as often.

-Guarantee a Partial Strength Drain Buff
Another common complaint comes down to the nature of how the drain on ray of enfeeblement works. As is, it's often pretty sub-optimal to use this offensively because you're working off of a level 1 spell DC and fort saves pretty commonly lean towards the higher side, along with the occasional nat 20 just keeping you from being able to get it at all. Anyone that has played this perk has probably experienced needing to allot 1-5 minutes before heading out seeing whether or not they can successfully drain a summon with +0/+1 fortitude. I think if it was possible to make sure that you're always getting some strength just from casting the spell I would be a lot more inclined to use it on enemies and gamble on getting a full power boost. Something like 1/3 or 1/2 of what it would have been on a failed save could be cool, especially on empowered rays where it hurts that much harder to get stonewalled by a level 1 air elemental.
#3
Really cool PC! Glad you had such a satisfying run.

Even if you misspelled my character's last name. >:(
#4
PAY YOUR FINE!
#5
Quote from: Old Guard on April 03, 2021, 03:53:33 PM
Fighters get TONS of feats, I don't think it's really an issue to commit a feat to your concept.

While it's true that it isn't a huge deal in the long run, eating one feat loss to remove a negative penalty that only applies to this specific weapon type and nothing else is kinda weird for a fighter perk built around using it in the first place. Keep in mind, there are multiple other fighter perks that already provide a bonus feat at level 5.  If I can get Dodge, Disarm, Exotic Weapon Proficiency, Weapon Spec: Unarmed, and Cleave all at the same level with different perks I'm not sure that Rapid Reload is all that overpowering an inclusion. Outside of maybe wanting to save good ammo by only using full BAB attacks (although it would be cool if Rapid Reload was a toggle so I could actually do this), I genuinely cannot imagine any other scenario where I wouldn't always have to take this feat for a crossbow fighter. No other ranged weapon in the game has this requirement and can freely take a different feat of their choosing instead, while still benefiting from being able to use Rapid Shot which crossbows are already locked out of as well. If I use a crossbow, I will always be down a feat compared to any other ranged character.

Quote from: Bacon_Cheese_Burger on April 03, 2021, 02:23:24 PM
+2 dex- This is already really powerfull.
And dont forget heavy crossbows pack a punch compared to a longbow. Plus there are +1ab heavy crossbows out there.
I agree that it's strong. In spite of the various penalties to ranged in NWN, I'd never really consider AB to be the ultimate issue with a character based around the weapons available. Having said that, it's also important to keep in mind that the Sharpshooter variant that uses Shortbows/Longbows is essentially identical in power in terms of what the perk grants you without the inherent weaknesses associated with using a crossbow instead. Here's Sharpshooter:
Level 1
+3 Spot
+3 Listen
Level 5
Spawn a bundle of magical arrows each rest
Level 8
+2 Dexterity

The key difference in power is more of a matter of what equipment is available in the module and their active fighter perk abilities. Mighty is pretty prevalent on bows so it won't really do as much, while 2d8 massive criticals is pretty good for a crossbow even if neither of them stack. Even then, massive criticals is pretty common on crossbows as well, more critical hits more often is their niche after all. That said, there's a reason crossbow loot is often so much better than the other ranged options, it's because they're locked behind Rapid Reload and out of Rapid Shot so they're allowed stronger bases to work from in order to compensate.  As much as I might like to see about Rapid Reload being removed as a requirement completely, this would only really be a quality of life change for specialists, people that are already basing their concept around being able to use these weapons effectively.
#6
Currently the marksman fighter perk's benefits are this:
Level 1
    +3 Spot
    +3 Listen
Level 5
    Spawn a bundle of magical bolts each rest
Level 8
    +2 Dexterity

I'd like to suggest adding Rapid Reload as a bonus feat at level 5. While this doesn't benefit them until level 6 where they'll normally have to pick it up to be granted their second attack while using a crossbow, I feel like this is an unnecessary feat tax for an already relatively niche perk. The most obvious comparison is the crossbow fighter's twin that uses a longbow, but the main thing that sets it apart aside from their critical properties is that the latter can use rapid shot while the former can't while still effectively spending the same amount of feats on their archery just to make sure that they're able to attack twice per round like any other fighter or similar at that level of BAB.
#7
Just piecing together what happened to this PC lead to some of the most fun I think I've had on this server. All around cool, wish I had seen more!
#8
Had a lot of fun fighting with you and wish I had been around enough to do it some more. Really cool PC.
#9
The masterwork version of the breastplate currently has the base stats of a chain shirt rather than that of a breastplate.



#10
Bug Reports / Dire Seal Club - Wrong Feat
January 05, 2021, 03:59:10 AM
This item is intended to grant the great cleave feat, but it currently grants the improved expertise feat instead. Item was found in an explorable with a randomized loot box at the end, unsure if the explorable itself is a spoiler or not but I can be more specific over PMs if needed.

#11
Bug Reports / Speak with the Doorkeeper - Ring 100
September 28, 2019, 09:28:10 PM
It's currently possible to take the quest from Jims right at the start of the module once per reset, potentially ending up with multiple bronze ears in the process. The quest text isn't labeled as one time only but it seems out of place for it not to be when, for example, the trashgull eggs quest just a short walk nearby is.
#12
Suggestions / Re: Perk Suggestion Thread
July 21, 2019, 03:57:04 PM
I feel like Houndmaster needs a little something more. It's definitely a perk with some issues, especially so with EE crashes being a relatively common problem still, but I think it could use a little boost at level 5 in the form of a more reliable source of DR piercing. Currently the level 5 bonuses are as follows:
Quote from: HoundmasterLevel 5
    Gain access to Tracking Tool
    +2 Spot
    +2 Listen
    +2 Search
My suggestion would be add a player tool with 1/day Magic Fang at a CL that seems fair. The duration for the spell is turn/level compared to magic weapon which is  hour/level so I don't think it'd be too unreasonable to ask for a caster level that's a little more on the higher end just to make sure it's enough for most of a quest at the very least. Ideally, this would make the perk a little less reliant on having a druid (something that both Ticker and Peerage characters won't reliably have access to) or ranger friend that can spare the spells for their dog or hoarding consumables for spells that are often ignored and therefore that much more difficult to find reliably.
#13
Suggestions / Re: Turn Undead Suggestions Thread
July 13, 2019, 09:19:53 AM
Hey there! I've been playing around with the evil domain for around two months now and I'd like to offer some thoughts on the domain powers that are granted from it. In short, I don't really use them at all, but they're cool and I want to.

Quote from: Evil DomainEmpower Evil: Nearby allies and enemies in a colossal radius with an evil alignment receive +1 non-magical AB, +1 divine damage, +1 dodge AC, and +1 universal saves for 5 + 3*CHA rounds. 
This is definitely the big one.  In the right party setup this is a really strong buff, even with the relatively low duration. Having said that, there's one key issue that sort of separates from the other domain powers with a similar effect, and I think it's something that makes using it consistently a lot more problematic in comparison to the others of its type. The effect applies to both allies and enemies. In the case of the Good or racial type turn undead effects, it's pretty unlikely that you'll run into the specific type on the part of enemies spawned unless it's a specific event or some rare quests. In the case of an Evil alignment, it's a very significant amount of the enemy NPCs on the server, to the point where rolling the ability can buff an entire room of enemies fairly consistently. It may not seem like much, but those bonuses do add up.

My suggestion for this one would be to remove the enemy-affecting aspect of it, but I realize that would make it unique among the rest of the effects like it. My hope is that how populous evil alignments truly are both among PCs and NPCs is enough justification for that part. Otherwise, I just can't comfortably use it with the other bad effect in mind.
Quote from: Evil DomainRend the Righteous: Nearby allies in a colossal radius receive +1d4 negative energy damage VS good.
In spite of the niche usage, this is the one domain power I actually have no issue with. The effect is very strong in the right situations and lasts a very long time for what you have to spend for it. I just wish I could stop rolling it so frequently every other time I'm not about to fight something good-aligned.
Quote from: Evil DomainDrain Life: Does 1dCHA negative energy damage to nearby living allies and enemies in a huge radius. Heals the user equal to the total damage done up to a maximum of DLevel*CHA.
The friendly fire effect is the real kicker for this one. The damage isn't necessarily consistent enough to be actively threatening unless you're a con-starved caster but that's just another issue added on top of an ability loaded with them. At best, the niche usage of this ability would be pretty strong if you could roll it at the exact right time, but the randomness of the turn undead effects means that you can't really even guarantee that much in the very few cases where you might actually be able to aim the massive radius and full heal off of a mass of hostile targets without tagging your friends in the process. My suggestion would be to remove the ally targeting effect of it, maybe at the cost of its current radius. As is, it's mostly just annoying unless you happen to be playing with undead exclusively.
#14
The last month or so wouldn't have been the paranoid nightmare that it was meant to be without you. Good job, buddy.
#15
Suggestions / Water and Air Summoning Themes
July 06, 2019, 10:03:04 PM
Having seen the variants all the way up to summon creature 6, these two themes could definitely use another pass at rebalancing them. They don't seem to do anything special other than their inherent elemental traits and there seems to be zero variety between each level save for the slight adjustments to the stats.

For comparison's sake, the fire theme is similarly uninteresting in terms of variety of what you summon but still effective while the earth theme has a lot of variety in its summons while still being usable.