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Please fix class/kit descriptions

szbszb Member Posts: 220
edited December 2012 in Archive (Feature Requests)
Maybe this should be in the bugs section, if so someone please move it.

There are lot of cases where the descriptions are not accurate and one has to check the game files to see what the real effect of something is.

Some examples of this are:
-jester song actually improves as they level up and gain new effects besides confusion
-the normal thief traps improve as they level up (also would be nice to include the trap details (like damage) in the thief description)
-the asssassin poison weapon skill gets stronger at higher levels (maybe blackguard poison also improves?)
-totemic druid animals get better as you level up
Edit:
-some of the special bounty hunter traps have penalties on saving throws (slow and hold)

There might be some more, but these are the ones I know of.

Even if you can't reach the levels needed for the changes to take effect in BG:EE, the correct descriptions should still be there, just as for example the monk class description, where all benefits are listed up to lvl20.
Post edited by szb on

Comments

  • ZanathKariashiZanathKariashi Member Posts: 2,869
    I'm not opposed to this. Just make sure the descriptions are accurate (unlike the current jester description).
  • JalilyJalily Member Posts: 4,681
    Poison Weapon does not improve with level, but all the others are now in.
  • JuliusBorisovJuliusBorisov Member, Administrator, Moderator, Developer Posts: 22,758
    A big thank you!

    If you don't mind would you be so kind and tell us how exactly the jester's song improves and did the Poison Weapon improve in BG2?

    Will the situation with the Poison Weapon change? Does it effect both assassins and blackguards?

    ^_-
  • szbszb Member Posts: 220
    Thanks Jalily.

    The jester gains extra effects to his/her song.
    At lvl1 save vs spell with +2 or be confused.
    At lvl15 save vs spell with +2 or be confused, save vs spell or be slowed.
    At lvl20 save vs spell with +2 or be confused, save vs spell or be slowed, save vs spell at +2 or be knocked unconscious.

    The poison weapon did improve in BG2 and I thought it also did in BG:EE but apparently I was wrong, anyway it worked like this:
    (quote taken from here http://www.gamefaqs.com/pc/258273-baldurs-gate-ii-shadows-of-amn/faqs/27550)
  • JuliusBorisovJuliusBorisov Member, Administrator, Moderator, Developer Posts: 22,758
    Thanks for the info!

    I'd vote for implementing the Poison Weapon improving into BG1(2):EE. The system seems logic and balanced so I don't understand the reasons for not implementing it.

    Can it be done? Will it be done? Are the effects of the Poison Weapon of assassins and blackguards similar? Will (if any) the change apply to both of them?

    Enemies continually become harder and harder as you advance into the latter stages of the game so the effect (in particular, of the Poison Weapon) that was sufficient at the very beginning of BG1 becomes much less useful when the party members reach 10th and 15th levels.
  • CamDawgCamDawg Member, Developer Posts: 3,438
    szb said:

    (quote taken from here http://www.gamefaqs.com/pc/258273-baldurs-gate-ii-shadows-of-amn/faqs/27550)
    Yeah, this is just wrong. The current description is accurate for both BGEE and BG2:
    POISON WEAPON: Each successful hit within the next round will inject poison into the target, dealing an extra 2 points of damage per second with no Saving Throw (for a total of 12 points of damage). Moreover, if the target fails a Saving Throw vs. Poison, he will suffer 1 additional point of damage per round for 4 rounds thereafter.
    Poison weapon does not improve with level.

  • CamDawgCamDawg Member, Developer Posts: 3,438
    szb said:


    -jester song actually improves as they level up and gain new effects besides confusion

    The description here is accurate:
    szb said:


    The jester gains extra effects to his/her song.
    At lvl1 save vs spell with +2 or be confused.
    At lvl15 save vs spell with +2 or be confused, save vs spell or be slowed.
    At lvl20 save vs spell with +2 or be confused, save vs spell or be slowed, save vs spell at +2 or be knocked unconscious.

    szb said:

    -the normal thief traps improve as they level up (also would be nice to include the trap details (like damage) in the thief description)

    1st: 2d8+5 missile damage
    11th: 2d8+5 missile + 2d6 poison for the next three rounds (i.e. 2d8+5 missile instant, 2d6 poison next round, 2d6 poison third round, 2d6 poison fourth round).
    16th: 3d8+5 missile + 4d8+2 fire
    21st: 3d8+5 missile +20 poison damage and kills anyone who fails a save +4 vs. death.

    None of the snare damage can be saved against, though the usual immunities and reductions apply.
    szb said:

    -some of the special bounty hunter traps have penalties on saving throws (slow and hold)

    1st: 3d8+5 missile + slow (5 rounds) if save -4 vs. spell is failed
    11th: 4d8+5 missile, holds humanoids (5 rounds) on save -1 vs. spell is failed
    16th: Otiluke's (7 rounds) on failed save vs. spell
    21st: Maze, no save

    Like regular snares, no saves for the damage.
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