RE: Reminder About Too Good to Be True Things!
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Thread appears way off OP to me.
As for power. Rogue/fighters will get more options than a pure fighter or a pure rogue. Why? Because that's the purpose of a multi-class. You sacrifice specializations for generalizations. I've seen a lot of this IG, and most of the 'power' comes from people knowing and exercising their options wisely.
The 'imbalance' might come from the fact that UMD does not use a roll to determine success/failure. Rather, skill points in UMD act as a threshold. If you have a certain number of points, it will give you 100% success on any item below that point 'threshold', essentially making UMD points as good as a caster level (considering only the items below the threshold). Perhaps this has changed now, I'm unaware.
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Wands are too good to be true, IMO.
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All the optimisation talk/builds are why quests are so much harder these days! You guys shot yourselves in the foot!
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Yes, some quests are pretty darn hard, if not outright deathtraps. Even with a good party, its nearly impossible not to die unless you have a Dream Team party. Discipline is quite a lifesaver, ESPECIALLY with all this crazy lag.
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To tell the truth, relating to the Original post, I thought, up to this point that the rewards for Malar Panther paws and "Discipline" were meant to be that good. I never used either anyway, and on many occasions I was relieved that a fighter had the "Discipline" healing gem on him, especialy if there is no healer in the group, which surprisingly happens more often than not. In many situations I have seen the gem as the only thing between life and death for a fighter, and believe me when I say, I have seen numerous very sticky situations.
Fighters and Barbarians are essentialy the frontliners and meatshields of every group. A group without one, might as well not bother going on the vast majority of challenging quests. However to be fully effective the front always needs a support made of healers or "buffers". My past couple of adventures showed a complete lack of any healers, making every member of the group rely on their own resources, only in one case I can recall was there a "Healing Bard", but the ammount of healing that could be offered was a small tear in the vast fire of pain and wounds. I cannot imagine what would happen without Discipline being present, as it was.
I do not know where are all the healers hiding, but they are certainly nowhere near me when I am present.
That's my opinion concerning the Healing gems, the Malar Paws? Never cashed them in myself (as Dredo finds such things a terribly dirty job), but if they do give 50 lions/50xp, isn't that the reward for a hill giant head? That should be definetly "nerfed".
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I still wonder if some of those things could not be improved by changing the way of how money is given out. The normal way of things should perhaps not be the equal shares for all. Most people/PCs won't want to or be able to push for it though, I guess.
But let's say you have a quest where some veteran fighter is the quest giver. I guess he might e.g., ask in the dialogue who the frontliners were and share out the reward unevenly based on that. But it's somewhat off topic - sorry.
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I still wonder if some of those things could not be improved by changing the way of how money is given out. The normal way of things should perhaps not be the equal shares for all. Most people/PCs won't want to or be able to push for it though, I guess.
But let's say you have a quest where some veteran fighter is the quest giver. I guess he might e.g., ask in the dialogue who the frontliners were and share out the reward unevenly based on that. But it's somewhat off topic - sorry.
I usually willingfuly sacrifice my share of potions, so that the frontliners get a bigger split. Unfortunately, the problems start, as they do always start with "bigger" loot, and where a few people have contributed to a bigger or lesser extent. You will never find a good method of splitting loot, especialy if everybody wants a piece of the cake, with the cherry on top. Very often I simply get fed up and leave when the arguments begin.
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When I have shared out loot, I pay particular attention to those who have performed with bravery or other vital skill to the success of the quest. Pay tends to be equal, but rarely, if ever, lay out looton the ground for people to fight over.
As leader of the party, I exercise that leadership perogative to reward those who justify it by directly handing out any potions or other loot. This does not always mean giving to those who have been profligate in resource expenditure, but rewarding clever, dilligent, resourceful, intelligent teamwork. If the front line shows bravery and risk, they are my first choice, but if a mage uses intelligence in the spell choice and timing to the benefit of the party, they are equally likely to be rewarded, though often potions are of less use to them.
Let those who demonstrate the best use of their own resources for the benefit of the team and succes of the quest gain the highest reward.
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We're way off topic. Please return to topic or we'll lock this.
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Speaking of things that can be handed in for gold/xp after a quest.
There are some creatures (infernal ones) at the end of the 'Alana's ogres' quest, that drop items that can be handed into the same NPC in question as with the Malar panther claws.
I don't think the amount of gold/xp is anywhere near the same, but still, is it too good to be true?
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Yes, that shouldn't be happening. The rewards for scripted quest are given on the scripted quest–not later when you turn in body parts.
Post the creature on Exploits please so I can fix that later.
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Posted it.
Is there any news on that crazy over powered ring I talked about earlier on that sort of got mixed up in a bunch of other discussions?
I don't know for a fact it an be bought from a vendor, I was only told by a player, who's character has the immunity to level/ability drain ring, that he bought it from a vendor.
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Posted it.
Is there any news on that crazy over powered ring I talked about earlier on that sort of got mixed up in a bunch of other discussions?
I don't know for a fact it an be bought from a vendor, I was only told by a player, who's character has the immunity to level/ability drain ring, that he bought it from a vendor.
I've seen it recently, and it has only +2 vs negative now.
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Posted it.
Is there any news on that crazy over powered ring I talked about earlier on that sort of got mixed up in a bunch of other discussions?
I don't know for a fact it an be bought from a vendor, I was only told by a player, who's character has the immunity to level/ability drain ring, that he bought it from a vendor.
I've seen it recently, and it has only +2 vs negative now.
Did you see it at a vendor? or did it drop on a quest though? I -know- the ones dropped on a quest have been nerfed to +2 vs neg energy, it's just this player told me he bought his from a vendor, and it was not nerfed.
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The ring is quite expensive and opens yourself to being raped by necromancers. To me, the ring is just as good as a +1 universal ring, that sells for the same price.
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Jagged, you saying the nerfed version is just as good as a +1 universal? or the un-nerfed? and, the ring is expensive, so, the ring is in a shop? if so, is it the nerfed version?
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Any information regarding it is spoilerish, but I trust I'm talking about the "unnerfed" version here. Yeah, I think it's just as good as a +1 Universal Saves ring, which increases your chances against almost all spells and traps in the game, including Death magic and Hold Person, while the other is only helpful in a handfull of situations and can be disastrous against the wrong opponent.
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so the un-nerfed version is out there, for sale, mental.
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Speaking of things that can be handed in for gold/xp after a quest.
There are some creatures (infernal ones) at the end of the 'Alana's ogres' quest, that drop items that can be handed into the same NPC in question as with the Malar panther claws.
I don't think the amount of gold/xp is anywhere near the same, but still, is it too good to be true?
However, both Malar panther claws and infernal creature drops may be used as summon reagents. I think it would be best to simply remove their quality as bounty objects, and keep them as reagents.
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Is this a suitable place for me to rant about how crazy I think the added Polymorphing stuff is?
just want a disclaimer!