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class rebalancing and more multi/dual class options

first of all nerf the monks magic resist at level at 14 as i believe that to be a bug in the original and was supposed to start by giving 3% mag resistance from lvl 14 but not including the previous levels. lol and they have keldorns armour in bg2 too so they don't stay squishy very long.

unnerf and buff the wizard slayer as his 10% starting mag resist was removed despite the forums calling out that the wizard slayer was weak pointless and needed a buff. seriously you nerfed a class most people would agree needed a buff the most, are you trying to piss people off?

lastly give us multiclass options for sorcerers they're practically the same as mages but they're omg hardcoded. the modders and people who use mods attempting this for a long time, now its the turn for the people remaking the game to do so as its clearly beyond the modders capabilites.
same for paladins, paladins are to druids what rangers are to clerics but whilst the cleric/ranger multiclass combo is available the other is hardcoded.

maybe do something about the enhanced bard song making the skald almost obsolete whilst megabuffing the 3 other bard choices. shouldn't the enhanced bard song somewhat resemble the bards original bard's song instead of giving them skald song with a buff. for example the jesters song confuses enemies so should the enhanced bard song confuse enemies with a tougher save for jesters.

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  • [Deleted User][Deleted User] Posts: 3,675
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  • PeccaPecca Member Posts: 2,215
    randyroo said:

    lastly give us multiclass options for sorcerers they're practically the same as mages but they're omg hardcoded. the modders and people who use mods attempting this for a long time, now its the turn for the people remaking the game to do so as its clearly beyond the modders capabilites.

    It is possible to mod the game to emulate sorcerer's spellcasting for mages using mechanics behind Nahal's reckless dweomer. I tried this some time ago.
  • TJ_HookerTJ_Hooker Member Posts: 2,438
    Kilivitz said:

    I can't speak for the devs, of course, but I think it's safe to say that anyone who wants their requests to be seriously considered should be a little more sensible about how to propose them. I have a hard time taking seriously any posts with an over-condescending tone, and I can't be the only one who feels like that.

    I feel the same way about posts that contain no capital letters.
  • randyroorandyroo Member Posts: 54
    Apologies if the post came across a bit overbearing, i just wanted to vent on something cos of my inability to mod, what i want to mod. Anyhow whilst i was there i really hate monks as well so i thought i should bring them up too. In my opinion they're op and they reek of the orient. Thats not necessarily a bad thing but i kinda feel like this dnd world is sort of set around a medieval europe kindof timeframe, so adding shaolin sun monks kinda gets me. The fact that they have more magic resist than a class based on fighting magic users just gave a contrast to the argument.
    Also its true Viconia gets high magic resist but she's a drow and loses some base stats.

    On another note i had no idea the monks max magic resist was reduced to 60% (which is still a lot) from 78% but they still have the best saves in the game, much better ac than any other unarmoured class (and classes using light armour), tons of immunities as well as there fists doing 1-20+ damage.

    Now i'm off to check on how i can use Nahal's reckless dweomer. Thanks for the tip on that one.
  • SerpionSerpion Member Posts: 67
    Kilivitz said:

    Some combos that are allowed in the PnP version (like the Druid/Mage) were left out.

    Oh... Druid/Mage sounds wonderful!!! It will be great idea to introduce then in BG2 EE ^_^
  • [Deleted User][Deleted User] Posts: 3,675
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  • [Deleted User][Deleted User] Posts: 3,675
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  • smeagolheartsmeagolheart Member Posts: 7,963
    CamDawg said:

    Unfortunately, additional multi-classes are just about impossible to pull off. They would require substantial investments in GUI changes and would force EE into a completely different item usability system, which would severely hamper backwards compatibility with BG/BG2 mods. Wild mages and barbarians can be finagled to dual-class with BG2 Tweaks since they're (internally at least) a mage and fighter kit, respectively, and not truly new class combos.

    Why can't these be allowed as default?

    Add barbarian under fighter as a kit or just unlock it by default for both. This is EE isn't it?

  • KilivitzKilivitz Member Posts: 1,459
    CamDawg said:

    Unfortunately, additional multi-classes are just about impossible to pull off. They would require substantial investments in GUI changes and would force EE into a completely different item usability system, which would severely hamper backwards compatibility with BG/BG2 mods.

    That's too bad! I still had a little hope of seeing the Druid/Mage. But now that you mention item usability, it makes a lot of sense. I imagine for every new multiclass combo, a new "flag" would have to be created, affecting every item in the game or something similar.
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