A Familiar re-balancing... A proposed solution to a Familiar problem.
Anduin
Member Posts: 5,745
Familiars needed to be brought down to an appropriate level from their BG2 stats and abilities.
The simplistic halving of stats for Familiars was (in my opinion) a quick fix, required in short time, to be included in the next patch.
After opening discussion to others on this forum that can be read here http://forum.baldursgate.com/discussion/16951/a-familiar-problem we worked towards a more careful approach to re-balancing familiars. A move towards obvious and seamless development of Familiars between BG to BG2 to ToB was taken.
I humbly proffer final stats and abilities we think should make Familiars more balanced, usable and acceptable in BG:EE.
LAWFUL GOOD, NEUTRAL GOOD: Pseudo Dragon
LAWFUL NEUTRAL: Ferret
LAWFUL EVIL: Imp
NEUTRAL: Rabbit
NEUTRAL EVIL: Dust Mephit
CHAOTIC GOOD: Fairy Dragon
CHAOTIC NEUTRAL: Cat
CHAOTIC EVIL: Quasit
Information put in spoilers due the awesome amount of information in this opening comment.
If you disagree with suggestions. Please suggest your own changes on this thread here http://forum.baldursgate.com/discussion/16951/a-familiar-problem
All support for changes here please who knows, they may be implemented... And we will have changed the world for Familiars everywhere!
Let them roam the realms as they were meant to, do not keep them in your backpack, or worse to be dropped and forgotten!
All for Pufty, my own familiar. May we travel together, always.
The simplistic halving of stats for Familiars was (in my opinion) a quick fix, required in short time, to be included in the next patch.
After opening discussion to others on this forum that can be read here http://forum.baldursgate.com/discussion/16951/a-familiar-problem we worked towards a more careful approach to re-balancing familiars. A move towards obvious and seamless development of Familiars between BG to BG2 to ToB was taken.
I humbly proffer final stats and abilities we think should make Familiars more balanced, usable and acceptable in BG:EE.
LAWFUL GOOD, NEUTRAL GOOD: Pseudo Dragon
Currently
LAWFUL GOOD, NEUTRAL GOOD: Pseudo Dragon
– Hit Points: 12
– Armor Class: 0
– Magic Resistance: 35%
– Combat: 2 attacks per round at 15 THAC0 for 1d3 damage
– Special Abilities: Can cast Blur once per day. Regenerates 1 HP/round. Immune to level drain, sleep, and petrification.
Suggested
LAWFUL GOOD, NEUTRAL GOOD: Pseudo Dragon
– Hit Points: 12
– Armor Class: 0
– Magic Resistance: 35%
– Combat: 2 attacks per round at 14 THAC0 for 1d3 damage+chance stun for 1 round (or sleep for 1 round)
– Special Abilities: Can cast Blur once per day. Regenerates 1 HP/round. Immune to level drain, sleep, and petrification.
LAWFUL GOOD, NEUTRAL GOOD: Pseudo Dragon
– Hit Points: 12
– Armor Class: 0
– Magic Resistance: 35%
– Combat: 2 attacks per round at 15 THAC0 for 1d3 damage
– Special Abilities: Can cast Blur once per day. Regenerates 1 HP/round. Immune to level drain, sleep, and petrification.
Suggested
LAWFUL GOOD, NEUTRAL GOOD: Pseudo Dragon
– Hit Points: 12
– Armor Class: 0
– Magic Resistance: 35%
– Combat: 2 attacks per round at 14 THAC0 for 1d3 damage+chance stun for 1 round (or sleep for 1 round)
– Special Abilities: Can cast Blur once per day. Regenerates 1 HP/round. Immune to level drain, sleep, and petrification.
LAWFUL NEUTRAL: Ferret
Currently
LAWFUL NEUTRAL: Ferret
– Hit Points: 12
– Armor Class: 2
– Magic Resistance: 35%
– Combat: 2 attacks per round at 15 THAC0 for 1d3 damage
– Special Abilities: Has 55% in Pick Pockets, 25% in Hide in Shadows/Move Silently, and 20% in Detect Traps. Can cast Blur once per day. Immune to level drain, sleep, and petrification.
Suggested
LAWFUL NEUTRAL: Ferret
– Hit Points: 12
– Armor Class: 2
– Magic Resistance: 15%
– Combat: 2 attacks per round at 15 THAC0 for 1d3 damage
– Special Abilities: Has 75% in Pick Pockets, 25% in Hide in Shadows/Move Silently, and 20% in Detect Traps. Can cast Blur once per day. Immune to level drain, sleep, and petrification.
LAWFUL NEUTRAL: Ferret
– Hit Points: 12
– Armor Class: 2
– Magic Resistance: 35%
– Combat: 2 attacks per round at 15 THAC0 for 1d3 damage
– Special Abilities: Has 55% in Pick Pockets, 25% in Hide in Shadows/Move Silently, and 20% in Detect Traps. Can cast Blur once per day. Immune to level drain, sleep, and petrification.
Suggested
LAWFUL NEUTRAL: Ferret
– Hit Points: 12
– Armor Class: 2
– Magic Resistance: 15%
– Combat: 2 attacks per round at 15 THAC0 for 1d3 damage
– Special Abilities: Has 75% in Pick Pockets, 25% in Hide in Shadows/Move Silently, and 20% in Detect Traps. Can cast Blur once per day. Immune to level drain, sleep, and petrification.
LAWFUL EVIL: Imp
Currently
LAWFUL EVIL: Imp
– Armor Class: 4
– Hit Points: 9
– Magic Resistance: 15%
– Combat: 1 attack per round at 17 THAC0 for 1d6 damage
– Special Abilities: Has 100% resistance to fire, cold, and electricity. Can cast Polymorph Self once per day. Regenerates 1 HP/round.
Suggested
LAWFUL EVIL: Imp
– Armor Class: 4
– Hit Points: 9
– Magic Resistance: 25%
– Combat: 1 attack per round at 19 THAC0 for 1d6 damage
– Special Abilities: Has 100% resistance to fire, cold, and electricity. Can cast Polymorph Self once per day. Regenerates 1 HP/round.
LAWFUL EVIL: Imp
– Armor Class: 4
– Hit Points: 9
– Magic Resistance: 15%
– Combat: 1 attack per round at 17 THAC0 for 1d6 damage
– Special Abilities: Has 100% resistance to fire, cold, and electricity. Can cast Polymorph Self once per day. Regenerates 1 HP/round.
Suggested
LAWFUL EVIL: Imp
– Armor Class: 4
– Hit Points: 9
– Magic Resistance: 25%
– Combat: 1 attack per round at 19 THAC0 for 1d6 damage
– Special Abilities: Has 100% resistance to fire, cold, and electricity. Can cast Polymorph Self once per day. Regenerates 1 HP/round.
NEUTRAL: Rabbit
Currently
NEUTRAL: Rabbit
– Hit Points: 12
– Armor Class: 3
– Magic Resistance: 45%
– Combat: 2 attacks per round at 15 THAC0 for 1d2 damage
– Special Abilities: Has 20% in Move Silently/Hide In Shadows and 40% in Find Traps. Has 75% resistance to fire, cold, and electricity.
Suggested
NEUTRAL: Rabbit
– Hit Points: 12
– Armor Class: 3
– Magic Resistance: 45%
– Combat: 2 attacks per round at 15 THAC0 for 1d2 damage
– Special Abilities: Has 20% in Move Silently/Hide In Shadows and 50% in Find Traps. Has 75% resistance to fire, cold, and electricity. Movement rate increased by 1.5.
NEUTRAL: Rabbit
– Hit Points: 12
– Armor Class: 3
– Magic Resistance: 45%
– Combat: 2 attacks per round at 15 THAC0 for 1d2 damage
– Special Abilities: Has 20% in Move Silently/Hide In Shadows and 40% in Find Traps. Has 75% resistance to fire, cold, and electricity.
Suggested
NEUTRAL: Rabbit
– Hit Points: 12
– Armor Class: 3
– Magic Resistance: 45%
– Combat: 2 attacks per round at 15 THAC0 for 1d2 damage
– Special Abilities: Has 20% in Move Silently/Hide In Shadows and 50% in Find Traps. Has 75% resistance to fire, cold, and electricity. Movement rate increased by 1.5.
NEUTRAL EVIL: Dust Mephit
Currently
NEUTRAL EVIL: Dust Mephit
– Hit Points: 12
– Armor Class: 8
– Magic Resistance: 10%
– Combat: 2 attacks per round at 15 THAC0 for 1d2 damage
– Special Abilities: Has 100% resistance to fire and 35% resistance to slashing, piercing, and missile damage. Can cast Glass Dust twice per day. Regenerates 1 HP/round. Immune to level drain, sleep, and petrification.
Suggested
NEUTRAL EVIL: Dust Mephit
– Hit Points: 12
– Armor Class: 8
– Magic Resistance: 10%
– Combat: 2 attacks per round at 15 THAC0 for 1d2 damage
– Special Abilities: Has 100% resistance to fire and 35% resistance to slashing, piercing, and missile damage. Can cast Glass Dust twice per day. Regenerates 1 HP/round. Immune to level drain, sleep, and petrification.
NEUTRAL EVIL: Dust Mephit
– Hit Points: 12
– Armor Class: 8
– Magic Resistance: 10%
– Combat: 2 attacks per round at 15 THAC0 for 1d2 damage
– Special Abilities: Has 100% resistance to fire and 35% resistance to slashing, piercing, and missile damage. Can cast Glass Dust twice per day. Regenerates 1 HP/round. Immune to level drain, sleep, and petrification.
Suggested
NEUTRAL EVIL: Dust Mephit
– Hit Points: 12
– Armor Class: 8
– Magic Resistance: 10%
– Combat: 2 attacks per round at 15 THAC0 for 1d2 damage
– Special Abilities: Has 100% resistance to fire and 35% resistance to slashing, piercing, and missile damage. Can cast Glass Dust twice per day. Regenerates 1 HP/round. Immune to level drain, sleep, and petrification.
CHAOTIC GOOD: Fairy Dragon
Currently
CHAOTIC GOOD: Fairy Dragon
– Hit Points: 12
– Armor Class: 6
– Magic Resistance: 25%
– Combat: 2 attacks per round at 15 THAC0 for 1d2 damage
– Special Abilities: Can cast Mirror Image once per day. Immune to level drain, sleep, and petrification.
Suggested
CHAOTIC GOOD: Fairy Dragon
– Hit Points: 12
– Armor Class: 6
– Magic Resistance: 25%
– Combat: 2 attacks per round at 15 THAC0 for 1d2 damage
– Special Abilities: Can cast Invisibility and reflected image. Immune to level drain, sleep, and petrification.
CHAOTIC GOOD: Fairy Dragon
– Hit Points: 12
– Armor Class: 6
– Magic Resistance: 25%
– Combat: 2 attacks per round at 15 THAC0 for 1d2 damage
– Special Abilities: Can cast Mirror Image once per day. Immune to level drain, sleep, and petrification.
Suggested
CHAOTIC GOOD: Fairy Dragon
– Hit Points: 12
– Armor Class: 6
– Magic Resistance: 25%
– Combat: 2 attacks per round at 15 THAC0 for 1d2 damage
– Special Abilities: Can cast Invisibility and reflected image. Immune to level drain, sleep, and petrification.
CHAOTIC NEUTRAL: Cat
Currently
CHAOTIC NEUTRAL: Cat
– Hit Points: 12
– Armor Class: 2
– Magic Resistance: 35%
– Combat: 2 attacks per round at 15 THAC0 for 1d3 damage
– Special Abilities: Has 15% in Pick Pockets and 65% in Move Silently/Hide In Shadows. Can cast Blur once per day. Immune to level drain, sleep, and petrification.
Suggested
CHAOTIC NEUTRAL: Cat
– Hit Points: 12
– Armor Class: 2
– Magic Resistance: 25%
– Combat: 2 attacks per round at 15 THAC0 for 1d3 damage
– Special Abilities: Has 0% in Pick Pockets and 99% in Move Silently/Hide In Shadows. Can cast Blur once per day. Immune to level drain, sleep, and petrification. Moves at normal speed.
CHAOTIC NEUTRAL: Cat
– Hit Points: 12
– Armor Class: 2
– Magic Resistance: 35%
– Combat: 2 attacks per round at 15 THAC0 for 1d3 damage
– Special Abilities: Has 15% in Pick Pockets and 65% in Move Silently/Hide In Shadows. Can cast Blur once per day. Immune to level drain, sleep, and petrification.
Suggested
CHAOTIC NEUTRAL: Cat
– Hit Points: 12
– Armor Class: 2
– Magic Resistance: 25%
– Combat: 2 attacks per round at 15 THAC0 for 1d3 damage
– Special Abilities: Has 0% in Pick Pockets and 99% in Move Silently/Hide In Shadows. Can cast Blur once per day. Immune to level drain, sleep, and petrification. Moves at normal speed.
CHAOTIC EVIL: Quasit
Currently
CHAOTIC EVIL: Quasit
– Hit Points: 12
– Armor Class: 4
– Magic Resistance: 15%
– Combat: 2 attacks per round at 15 THAC0 for 1d6 damage
– Special Abilities: Has 100% resistance to fire, cold, and electricity. Can cast Horror once per day. Regenerates 1 HP/round.
Suggested
CHAOTIC EVIL: Quasit
– Hit Points: 12
– Armor Class: 4
– Magic Resistance: 15%
– Combat: 2 attacks per round at 15 THAC0 for 1d4 damage
– Special Abilities: Has 100% resistance to fire, cold, and electricity. Can cast Horror once per day. Regenerates 1 HP/round.
CHAOTIC EVIL: Quasit
– Hit Points: 12
– Armor Class: 4
– Magic Resistance: 15%
– Combat: 2 attacks per round at 15 THAC0 for 1d6 damage
– Special Abilities: Has 100% resistance to fire, cold, and electricity. Can cast Horror once per day. Regenerates 1 HP/round.
Suggested
CHAOTIC EVIL: Quasit
– Hit Points: 12
– Armor Class: 4
– Magic Resistance: 15%
– Combat: 2 attacks per round at 15 THAC0 for 1d4 damage
– Special Abilities: Has 100% resistance to fire, cold, and electricity. Can cast Horror once per day. Regenerates 1 HP/round.
Information put in spoilers due the awesome amount of information in this opening comment.
If you disagree with suggestions. Please suggest your own changes on this thread here http://forum.baldursgate.com/discussion/16951/a-familiar-problem
All support for changes here please who knows, they may be implemented... And we will have changed the world for Familiars everywhere!
Let them roam the realms as they were meant to, do not keep them in your backpack, or worse to be dropped and forgotten!
All for Pufty, my own familiar. May we travel together, always.
5
Comments
TAB KEY NEEDS TO SHOW HP OF FAMILIAR.
Not the simplistic barely injured, injured, dead system that we have at present.
Edit: The AC of the pseudodragon says 6 in NI... It could just be me since I did edit that at one point (but I removed the override file!)