Netheril : Age of Magic

Player Forums => V2 Beta Feedback and Bugs => Topic started by: deltaTime on November 11, 2018, 11:34:30 pm

Title: The Spell Nerf/Buff please thread
Post by: deltaTime on November 11, 2018, 11:34:30 pm
Spell name
Nerf or Buff
Why it needs nerfed or buffed
Suggested fix
Title: Re: The Spell Nerf/Buff please thread
Post by: SpiffyHas on November 11, 2018, 11:42:21 pm
Spell name: Bigby's Forceful Hand
Nerf or Buff: Nerf
Why it needs nerfed or buffed: No save turn per level daze on a level 13 wizard is basically impossible to compete with when it has a +1d20 + 12 save dc versus 1d20 + str.

Suggested fix: Give it a touch attack, and have it roll 1d20+8 versus 1d20 + str + Con of the target.

Spell name: Magic Circle of Alignment
Nerf or Buff: Buff
Why it needs nerfed or buffed: Aura spells are a pain in the butt.
Suggested fix: Have it cast protection from evil on the entire party when centered on the caster, as in EFU.

Spell name: Vampire Touch
Nerf or Buff: Buff
Why it needs nerfed or buffed: Touch Attack Spell that places mage in a high risk situation.
Suggested fix: Remove Touch Attack, increase damage based on necro forces to 1d10 and 1d12 respectively.

Spell name: Flame Weapon/Darkfire
Nerf or Buff : Alter
Why it needs nerfed or buffed: Allow variety and thematic casters.
Suggested fix: Check for elemental domain or reagent selected via the player tool. Earth = Acid, Water = Cold, Air = Electricity. Corresponding reagents sold in stores for wizards.

Spell name: Deafening Clang
Nerf or Buff: Buff
Why it needs nerfed or buffed: Paladins need wuv
Suggested fix: Make it 1 turn per level.

Title: Re: The Spell Nerf/Buff please thread
Post by: SpiffyHas on November 11, 2018, 11:46:37 pm
Spell name: Heal
Nerf or Buff: Nerf
Why it needs nerfed or buffed: Let's not let clerics ruin DM undead Bosses by one shotting them with a heal spell.
Suggested fix: Let heal only do 10hp per cleric level to undead.
Title: Re: The Spell Nerf/Buff please thread
Post by: SpiffyHas on November 11, 2018, 11:55:11 pm
Spell name: Daze
Nerf or Buff: Buff
Why it needs nerfed or buffed: Cantrip level spell should remain useful.
Suggested fix: Let PCs with GSF enchantment have their hitdice removed and daze opponents.

Spell name: Scare
Nerf or Buff: Buff
Why it needs nerfed or buffed: 1st circle necromancer spell that sadly becomes worthless. Let all spells remain a little useful.
Suggested fix: Remove the hitdice limit on the spell.

Spell name: Horrid Wilting
Nerf or Buff: Alter
Why it needs nerfed or buffed: Horrid Wilting should do negative damage, instead of magical. It's a necromantic spell!
Suggested fix: Change dmg type to negative, add a str drain effect that wears off round/level. No save on the drain. Str drain 1d4. The drain is to compensate for the now available negative energy protection counter.

Spell name: Divine Favor, Battletide
Nerf or Buff: Alter
Why it needs nerfed or buffed: Alter to divine damage, it makes more sense as a cleric is casting it. No idea why it does magic damage.
Suggested fix: Change dmg type to divine.

Spell name: Displacement
Nerf or Buff: Buff
Why it needs nerfed or buffed: 3rd circle spell that lasts only 1/round per level. Completely overtaken by imp invis and haste is far more useful.
Suggested fix: Grant it 70% concealment, increase duration to 3 rounds per level for SF illusion, 5 rounds for GSF illusion.

Spell name: Flare
Nerf or Buff: Buff
Why it needs nerfed or buffed: Absolute garbage tier spell. Give it a use!
Suggested fix: Give the target an orange vfx illumination, letting mages help archers and fighters prioritize targets.
Title: Re: The Spell Nerf/Buff please thread
Post by: SpiffyHas on November 12, 2018, 12:02:20 am
Spell name: Ice Dagger
Nerf or Buff: Buff
Why it needs nerfed or buffed: Magic Missie is just so much better.
Suggested fix: Apply a freeze effect on the target if a fortitude save is failed, based off mage int and checking for evocation

Spell name: Horizauntal's Boom
Nerf or Buff: Buff
Why it needs nerfed or buffed: Same as ice dagger. Basically a shitty magic missile.
Suggested fix: Allow it to daze target for 1d4 round if they fail a will save, as similar to soundburst.

Spell name: Magic Fang, Greater Magic Fang
Nerf or Buff: Buff
Why it needs nerfed or buffed: Druids get shafted in terms of spell slots, so this will allow conjuror druids to be more viable.
Suggested fix: If a druid has SF Conjuration, Magic Fang applies to all summons presently out. If they have GSF conjuration, GMW applies to all summons currently out.

Title: Re: The Spell Nerf/Buff please thread
Post by: Ectheledhel on November 12, 2018, 01:35:42 am
You linked the 5E version.

http://www.d20srd.org/srd/spells/invisibilityGreater.htm - 3.5E version

Which has invisibility not break on attack. Which in NWN prevents targeting and so was balanced to give 50% concealment to account for this. In DnD PnP 3.5E every attack made from Greater Invisibility makes the target flat footed. It's also got a shorter duration.

I don't disagree that it needs a nerf. I just think we should be using the correct information to make these decisions.
Title: Re: The Spell Nerf/Buff please thread
Post by: Swifty Willownall on November 12, 2018, 02:20:11 am
Just to tag on. Not only does it make the creature you are attacking count as flat-footed, negating any dodge and DEX ac bonuses, it also gives the attacker a further +2 bonus to hit. Not only is Improved invis a very strong defensive buff, it also doubles as an offensive one too!
Title: Re: The Spell Nerf/Buff please thread
Post by: Ascended Mage on November 12, 2018, 04:27:35 am
Spell name: Clairaudience/clairvoyance
Nerf or Buff: Buff
Why it needs nerfed or buffed: Very short duration(round/level)
Suggested fix: Make it turn/level or fixed number of turns(10?)

Spell name: Shield of Faith
Nerf or Buff: Buff
Why it needs nerfed or buffed: Short duration (turn/level)
Suggested fix: Make it hour/level. All other somewhat similar spells(magic vestment, mage armor, barkskin) have hour/level duration.

Spell name: Negative Energy Protection
Nerf or Buff: Buff
Why it needs nerfed or buffed: Short duration (turn/level)
Suggested fix: Make it hour/level. (Why death ward have hour/level but this spell turn/level?  :'( )

Title: Re: The Spell Nerf/Buff please thread
Post by: Vaertai on November 12, 2018, 03:40:26 pm
Just a thought to put out there as its wasnt mentioned. You do know that nerfing the conceal on invis is a major buff to anyone player or npc with blind fight right? You want a nerf to conceal but theres already one in the form of blind fight. Cuts conceal in half. Fig/rog has the option for it and mages can dispell it off. I dont see the gamebreaking needs a nerf thing here.

Edit: Melee class' in place of Fig/Rog
Title: Re: The Spell Nerf/Buff please thread
Post by: Vaertai on November 12, 2018, 06:02:35 pm
Again. Blind Fight. As far as I know in the years of playing this game not one person I know of or played with regualrly took or used GV or EV for the concealment. It's for the DR and Immunities.

By your projections youre looking at

1-5% GV conceal vs BF
5-10% II vs BF
10% EV vs BF

Thats a way bigger nerf than intended eh?
Title: Re: The Spell Nerf/Buff please thread
Post by: Leyoz on November 12, 2018, 09:07:40 pm
Hold Person: Nerf

Make the duration 1 round per 2 caster levels.
Title: Re: The Spell Nerf/Buff please thread
Post by: Ectheledhel on November 12, 2018, 10:55:03 pm
You skipped the spell level Immunity on Ghostly (Circle 1 and below) and Ethereal (Circle 2 and below).

Just for the record. I've seen Ethereal Visage made Turn/Level on other servers. Quite liked it. Could also link these effects to Spell Focus: Illusion. Just a thought.
Title: Re: The Spell Nerf/Buff please thread
Post by: Leyoz on November 18, 2018, 03:23:27 am
Monstrous Regeneration: Buff

A level 5 spell, it lasts 1 rnd/2 caster levels and only regenerates 3 hp per round.

Suggested buff: 1 turn/2 caster levels.
Title: Re: The Spell Nerf/Buff please thread
Post by: frohawk on November 23, 2018, 02:51:44 am
Spell name: Fear
Nerf or Buff: Nerf
Why it needs nerfed or buffed: If are feared you usually are going to die. You are not allowed to do anything while feared and the duration is too long.
Suggested fix: Reduce the duration
Title: Re: The Spell Nerf/Buff please thread
Post by: Ectheledhel on November 23, 2018, 02:54:17 am
I think you mean the aura effect yeah? The spell is different.
Title: Re: The Spell Nerf/Buff please thread
Post by: Eldwen on November 24, 2018, 12:30:55 am
Spell Name: Evard's Black Tentacles
Nerf or Buff: Nerf
Why it needs to be Nerfed: Evard's tentacles are an AoE spell with no SR, a fort-save vs. Paralysis, and 1d4 tentacles + 1 / caster level (maximum 20) tentacles, that do  1d6+4 points bludgeoning damage each. That is a potential total of 20d6+80 damage against a character at level 16.

To compare with Greater Missile Swarm (which a level 1 spell now blocks), it can do a maximum of 40d6 damage. This was already nerfed due to its ability to do such drastic damage, and doesn't do a fort-save paralysis effect, or last multiple rounds.

Evards also lasts a total of 1 round per 2 levels. Since its level four, it can be extended, empowered, and maximized, extended would give 15 rounds for a max (soft capped) mage with an average of roughly 16 to 19 tentacles, each doing up to 10 damage. Empowered would average 12, with 15 as its maximum damage per hit instead for roughly 7 rounds (once again, from 16 to 19 tentacles, so potentially up to 295 damage, a round)

Maximize would allow for 19 Tentacles, all doing 10 damage a round, for 7 rounds.

The spell can also be stacked ontop of itself, causing massive increases in effect, and also ignores NPC's, and friendly targets (i.e. the caster).

Proposed change: Remove the paralysis effect, change it to an entangle effect, or reduce the movement of characters within the field, have only 1 tentacle attack a character per round. They're grappling, it shouldn't be actually possible for 11 10 foot long tentacles to all grapple 1 character. The spell is intended in PnP do cover an entire field, and have 1 tentacle grappling per enemy inside.
Title: Re: The Spell Nerf/Buff please thread
Post by: Ectheledhel on November 24, 2018, 12:36:38 am
"Why it needs to be Nerfed: Evard's tentacles are an AoE spell with no SR, a fort-save vs. Paralysis, and 1d4 tentacles + 1 / caster level (maximum 20) tentacles, that do  1d6+4 points bludgeoning damage each. That is a potential total of 20d6+80 damage against a character at level 16."

That is not how it works. The maximum number of tentacles that can reach a target in a round is half. Maximum mind you. Meaning the maximum is 10D6+40.

Additional notes: "Though this spell is not mind-affecting, immunity from mind-affecting effects still blocks the paralysis."
The Damage is dealt per tentacle. This means any form of DR (Ghostly Visage) will knock off damage PER tentacle. You can almost entirely ignore the damage with a Ghostly Visage.
Each tentacle also performs a grapple check to deal any damage. Meaning at higher levels high BAB classes tend to get hit less as well.

Title: Re: The Spell Nerf/Buff please thread
Post by: Snacks on November 25, 2018, 08:10:31 am
Why Tentacles need to be nerfed:

The spell is either a trivial nuisance to those who are prepared, or a death sentence for anyone who doesn't recognize the signs of the spell. It has one or two rounded countless lower level players who were unlucky enough to be in the same area as something that casts it, often times some random thing in a DM event. It isn't fun to die to, and for the people who usually die to it (low level characters) it isn't a viable option because the potions of it are short lasting and/or expensive unless they're already a caster that can put it up. I'm tired of watching the casting animation go off, knowing that higher level folks will wade through it relatively unscathed while it murders characters who haven't built to stand it or don't have the buffs to deal with it.
Title: Re: The Spell Nerf/Buff please thread
Post by: Walrus Warwagon on November 25, 2018, 09:35:17 am
Suggestion, though requiring a scripting, is to change this spell entirely into the actual summoning of actual tentacles. Like the upperdark ones but weakened, downscaled, a bit slowed and with the blackening vfx applied.

Something like, for example, caster level/3 tentacles for caster level/2 duration per cast.
Title: Re: The Spell Nerf/Buff please thread
Post by: Orcslayer on November 27, 2018, 12:26:22 pm
Name of spell: Shapechange
Buff or Nerf: Nerf

Reasoning: I know its a high lvl spell but it lasts way too long ive seen players use it and smash some of the hardest quests (Fire giants) without it running out. I suggest lowering its duration since its extremely strong and lowering its Duration wont make it less good. it has also been used as an insta escape tool like Greater sanc.

Title: Re: The Spell Nerf/Buff please thread
Post by: Ascended Mage on December 07, 2018, 09:30:41 am
Alright, here is apparantly very very HUGE issue with Raise Dead spell and Resurrection Spell.

I am playing a cleric who is very kind to members of party and especially to high level characters and always used many times and always Raise Dead spell on them. After some time I am OOCly was told what there difference between this two spells. Raise dead spell will take 10% exp from character and Resurrection Spell will take only 5% exp.
Of course it is makes sense since Resurrection is stronger spell. But what is more difference between this two spells?

By description and by default, Raise Dead spell returns corpse to life and raised character returns to life with 1 hit point.
In Netherese server, character returns back to life with full hp.
Resurrection spell by default raises character and returns back to life with full hp.
In Netherese server it is unchanged.

Now right to issue with 5% difference.

If forget about this difference, then everything is fine. Not all-mighty cleric was able bring back to life party members right after event or in middle event and it is very nice and cool! Return back from death!
But 5%!
Maybe everyone noticed how big we have thread about Death Penalty?
Yes-yes! That means what players OOCly would prefer to keep their characters dead even when it maybe not makes sense in game because of this difference 5% in lost exp.
And even if they prefer to stay dead, there is nothing can stop cleric to use Raise Dead spell on dead character.
Just imagine, Neutral Good character, after hard battle very far away from cities and temples wish to help to his friends and he just use raise dead spell!
And then back from death returns angry players who maybe even can start hate you and your low level clerics or be very frustrated what your character used this spell and they lost 10% of exp instead of possible 5%.

I hope everyone now will understand what I mean in general now.
People becomes sad/angry/frustrated/dissapointed/your option/  OOCly because of game mechanics and descisions what was made in game by characters.

SUGGESTIONS.

0. Make dead bodies weight 100+ lbs. Not 0.5.

1. Remove this difference of 5% between two spells or players will become more angry/sad when low level clerics raises high level characters.
2. Place temporary debuffs on characters what was raised by Raise Dead spell. Low AC, low stats, low AB. It can be anything what will remain on character few hours and can't be removed by rest.

Bonus suggestions for distant future.

Spoiler
3. Include diamonds in Ressurection Spell and even to Raise Dead spell too perhaps.
4. Make characters pick deity in creation room so perhaps this spells will be more important for characters of same faith and who knows maybe characters of same faith will have very very little exp loss
Title: Re: The Spell Nerf/Buff please thread
Post by: SpiffyHas on December 07, 2018, 03:12:08 pm
Make an NPC resurrection cost 10% of your xp, and and the raise dead cost 15%m whereas player resurrection grants 0 xp loss and raise dead grants 5%.

Casted, of course. Scrolls still yank XP.

 ;D
Title: Re: The Spell Nerf/Buff please thread
Post by: LoveLess on December 19, 2018, 03:09:56 am
Pretty much any charge to spells like Evard's which can easily down an unprepared player is never amusing. Base, it feels like an empowered spell in it's own right. Paralysis to Entangle and reducing the amount of tentacles is a good start. While yes, Ethereal Visage does deal with it quite well, it's something that must be prepared, so in the best case scenario you would be accused of metagaming anyway.

And then back from death returns angry players who maybe even can start hate you and your low level clerics or be very frustrated what your character used this spell and they lost 10% of exp instead of possible 5%.

I agree with this completely. Any raise at all from a PC or NPC should be equal, mainly so everyone is happy with any help at all.

SUGGESTIONS.

0. Make dead bodies weight 100+ lbs. Not 0.5.
1. Remove this difference of 5% between two spells or players will become more angry/sad when low level clerics raises high level characters.
2. Place temporary debuffs on characters what was raised by Raise Dead spell. Low AC, low stats, low AB. It can be anything what will remain on character few hours and can't be removed by rest.
Spoiler
3. Include diamonds in Resurrection Spell and even to Raise Dead spell too perhaps.
4. Make characters pick deity in creation room so perhaps this spells will be more important for characters of same faith and who knows maybe characters of same faith will have very very little exp loss

Regarding point, uh, zero, corpses should have weight to them. Including their inventory if possible. Temporary debuffs might not work too well, as the player was already punished with an experience loss. Losing a tenth of your experience is already weighty enough, causing further detriment would only serve to cause players to wait out the timer which is not fun for anyone involved in a quest they might be at. Something like a small movement speed slow could work if it's for flavor.

Including requirements for high level spells in general would make them feel more important, even opening up avenues for buffing some spells depending on such. I would be all for people pooling resources to their faction cleric to give them the ability to raise/resurrect mid-fight for an edge.
Title: The Spell Nerf/Buff please thread
Post by: WarnerIDeni on January 13, 2019, 05:56:53 pm
I am also losing spellbooks when I select sell on a new spellbook.

Pretty much ruins the game for a wizard if you lose a good spell when trying to sell off a duplicate.

Mine was on the Jar version run on a Windows 7 PC.
Title: Re: The Spell Nerf/Buff please thread
Post by: Aetrion on January 15, 2019, 07:41:36 pm
The spell is either a trivial nuisance to those who are prepared, or a death sentence for anyone who doesn't recognize the signs of the spell. It has one or two rounded countless lower level players who were unlucky enough to be in the same area as something that casts it, often times some random thing in a DM event. It isn't fun to die to, and for the people who usually die to it (low level characters) it isn't a viable option because the potions of it are short lasting and/or expensive unless they're already a caster that can put it up. I'm tired of watching the casting animation go off, knowing that higher level folks will wade through it relatively unscathed while it murders characters who haven't built to stand it or don't have the buffs to deal with it.

Agreed, this spell is out of control powerful against characters that have no damage reduction of some kind. You should be getting hit once per round as per the pen & paper rules, not 10 times if you happen to be the only person in range.
Title: Re: The Spell Nerf/Buff please thread
Post by: Ascended Mage on January 16, 2019, 08:10:56 pm
Bumping old suggestion to remove exp difference between Raise Dead spell and Ressurection spell.
Add gold cost or diamonds. Or put minor debuff on character if was raised by using "Raise Dead" spell.