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Messages - Torrance

#1
Bumping this old suggestion of mine because I think having scimitars finessable in the new setting would be really cool thematically but I fully understand if it's too complicated or way down the priority list at this time.
#2
Hi,

I have no idea how hard it is to make changes of the sort so if it's a huge undertaking please just forget about it but I think it would be cool for more weapons to work with weapon finesse. I was mostly thinking about the following weapons :

Quarterstaff
Spear

Short spear
Longsword
Scimitar (Basically a slashing rapier)
Falchion (Maybe too good? But then you still have to get weapon finesse and end up doing less damage with it than just going strength)

Katana (2 feats required which seems it would make it pretty balanced)
Bastard Sword (2 feats required which seems it would make it pretty balanced but might not fit the finesse theme?)
Dire mace (2 feats required which seems it would make it pretty balanced but might not fit the finesse theme?)
Double axe (2 feats required which seems it would make it pretty balanced but might not fit the finesse theme?)
Two bladed sword (2 feats required which seems it would make it pretty balanced)

Thanks!
#3
Suggestions / Re: Healing Kit QOL Change
May 22, 2022, 11:15:39 AM
It would be cool if you could use your healing kit on a small or regular bundle of herbs and have it added to your healing kit automatically instead of having to use the bundle to get the 5-7 healing herbs inside and then add them individually.
#4
Fantastic PC and that nelly = Malik reveal is absolutely incredible.

Looking forward to your next character.
#5
Hi,

This is a pretty small bug but the Bravo fighter perk ability only gives 1 positive damage per 2 charisma modifier.

This is how it's worded in module changelogs by Skaghunter himself :

10/5 damage reduction, up to 30 total damage. +1 positive energy damage for charisma modifier. Lasts 1 turn.

As per the wording above it should give +2 if you have 14 charisma. This is also how it's indicated on the wiki but not how it works in game at the moment.

Thanks!
#6
Hello,

This is a really small issue but the formating for the climbing 'clickables' seems pretty weird.

Now I only tried it in Ring 100 and don't know if it happens in the other zones as well but have a look :



This specific screenshot is for the climbing clickables in Ring 100 for the eggs gathering quest.

The message that tells you you're not in a climbing zone, when using the grappling gun, also has the same weird formatting issue.
#7
Hi,

Would it be possible to make it so that if your dexterity is higher than your strength (base dexterity  or even with buffs) you get the effects of weapon finesse automatically?

If it's too complicated to script, why not grand the feat to everyone? Weapon finesse is not a pre-requisite for any other feat and I honestly never understood why it's even a feat in the first place.

Another suggestion, if the above is considered too 'op', why not give it to certain classes like at rogue level 2 or something of the sort?

#8
Bug Reports / Re: Charm Monster spell bugged
April 02, 2020, 02:57:09 AM
Try using stand your ground on the charmed creature and then control companion.

I found that not doing that would usually mean I would use control companion and target an enemy and once that enemy was dead it would revert to the default behavior (attack nearest, follow, etc) instantly.

By setting it on stand your ground, it would just stand there after its target died and you would be able to just send it to attack another instantly.
#9
In the past, when you completed this quest, you would get some gold, experience and a random item.

If it was removed for some reason, the NPC still says

'Ah, very good. Let me see if I have something that would be useful for you...' which is when you used to get an item.
#10
I know that this is a common problem with a few of the familiar but, for the parrot in particular, I believe it has a Eagle's Splendor at 1-4 and then loses it for 2 casts of color spray.

Is there a way this can be fixed? This has been a pretty long running bug as far as I'm aware.

If someone else knows about other familiars that are bugged, post them in here, hopefully this can be fixed.

Thanks!
#11
I do think that sorcerers could use one extra spell spell known at all levels just to give them extra flexibility without making them overpowered.

While I agree that we should select spells for roleplay first, it's not fun playing a gimped character because you wanted to spice up your spell selection with something that has more flavor than power.
#12
Bug Reports / Re: Slings and Flame/Magic Weapon
January 30, 2019, 05:56:54 AM
Magic Weapon works on crossbows and bows, I guess it would make sense for it to work on slings as well.

Straight from the spells changes :

Magic Weapon
Applies to bows, crossbows and all other ranged weaponry. Unlike Flame Weapon.
#13
Follow these easy steps!


-Go into your steam library


-Right click Neverwinter Nights: Enhanced Edition


-Select Properties


-Click on the last tab, which is BETAS


-In the small drop down menu, select oldstable-


It will revert you back to the previous version and you will be able to play until EFU updates.
#14
Suggestions /
September 01, 2016, 04:26:41 PM
Give experience for identifying items? Nothing incredible but a small amount would work well with the idea of a Loremaster.
#15
Suggestions /
November 04, 2015, 08:05:30 PM
Maybe a temporary loss of experience that slowly returns over time? You're putting your strength/power into those vials and it takes some time for you to recover. Something similar to the new addition to the death system that gives you back experience over time up to a certain %?