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New Kits for classes...

I know this next patch is going to big, big enough that the community will do a lot of beta testing. I was hoping you would make it a little more ludicrous by introducing more kits. No, but seriously new kits would be welcome, as I am going to play this game through again before BG2EE hits. Maybe 3 or 4 good kits would be very entertaining. Anyways, just consider...
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Comments

  • badbromancebadbromance Member Posts: 238
    I agree about more kits. It will add even more replayability (is that even a f*%*ing word???) for both games. Chuck in LVL1 NPC and the opportunities are endless!
  • RedGuardRedGuard Member Posts: 672
    Unless they already had some in the work then I imagine it's out of the question. At least for this upcoming patch.
  • OzzyBotkinsOzzyBotkins Member Posts: 396
    Now that we have a race specific kit (Dwarf Defender). I would like to see more race specific kits like True sword for Halflings.
  • FrostyFrosty Member Posts: 190
    I would just like a good ranger kit, Other then archer.
  • badbromancebadbromance Member Posts: 238
    Stalker maybe?
  • zurathanzurathan Member Posts: 53
    edited September 2013
    i dont think that this game needs more kits as number 1 priority.
    to me BG:EE means all content that available for BG2 and ToB meets the old BG1.
    ant thats done and past with last patch with kits and class thing.

    but therefore we still dont have 1 single throwing hammer in game.
    which i find usefull for clerics who sucks at range battles. even tried making one with nearinfinity.
    took an old warhammer and added a range attack with animations from a throwing axe,
    well it worked at least. but not perfect at all.
    i mean in bg1 content we still dont have much throwing weapons. waraity is out of question. one regular throwing knife, a javalin which i dont know how to get without cheat codes, and the only hand returning throwing axe+2 (which i dont know how to get either, could be blackpits content only).

    at current state both BG1 and BG2 content suck at throwing weapons.
    a throwing weapon should be found in the corpes with a % or then get lost, currently they are too expensive to handel and too heavy to carry at comfortable amounts.
    also composite long bow's cant add strength bonus because they have no damage, the arrows is meeting that in the current system and if arrows get str bonus all bows get that.
    these suggestions might break the games balance which i dont care enough apparenty. i just want to see these in this game.

    so i ask. which one should be taken care with game content and which one should be left for modders??
  • PugPugPugPug Member Posts: 560
    They said there are no new kits in this patch. I'm disappointed, too.
  • meaglothmeagloth Member Posts: 3,806
    I would like to see more interesting Mage and sorcerer kits, because though there are many, they are rather simple and have a very low risk-reward factor. Maybe different flavors of dragon disciple.
    Actually come to think of it,(though this is not very feasible) if you made part-dragon a playable race with the bonuses of dragon disciple, and they where restricted to various classes with bonuses and disadvantages relating to their heritage, such as different colors of dragon disciple, where instead of just fire related abilities, you would have acid for green, cold for blue, exedra. Then maybe have a dragon thief, also with colors, and abilities like poison weapon for assassin, but with acid and fire, and the ability to cast acid arrow and fire arrow.
    Pretty far out on a limb, I know, but I think this would be fun.
  • ZanathKariashiZanathKariashi Member Posts: 2,869
    edited September 2013
    There's only a single mage kit currently in game, Wild Mage. (unless you count the sorcerer as a kit, which it was in 2nd edition).

    (After double checking the Tome of magic, the Wild Mage is technically a kit, it just gets some stuff similar to specialists, and is now officially the closest kit in the game to being PnP accurate. It's only missing the ability to use charges from a Rod of Wonder to attempt (50% success) to cast memorized spells without using their slots (1 charge per spell-level), of being perfectly implemented.)

    I'd much rather see them tear the specialists out of the kit system and implement them as individual classes again as in vanilla BG1 (which was correct). And then add some actual mage kits.

    Or hell, overhaul specialists to have proper bonuses/penalties, instead of this barely implemented crap we currently have.


    Specialists are supposed to be a completely separate class from mages, and can take mage kits in addition to their specialization if they have the required spell-access the kit needs (most mage kits require access to certain spells or schools preventing some specialists from taking them if it falls in one of their opposed schools).
    Post edited by ZanathKariashi on
  • SouthpawSouthpaw Member Posts: 2,026
    I agree with more kits (they are always welcome) but I agree more with @zurathan that some of the loot was neglected-like throwing weapons.
    There are currently no good throwing knives, throwing axes are so-so (they got Beruel's Retort, but that's it). At least the darts have some variety. Furthermore, maybe Daggers or Short Swords could use some love, because there is little incentive to even pick these over other, much more powerful and usable weapons (yes, I am looking at you Long and Bastard Swords!)
    Katanas (favorite weapon of many) should have an option to buy them in Candlekeep, without resorting to cheating or killing half the Watchers just to sell their armor. (Or being a Barbarian with high strength or a Thief with 60 lockpick)
    Imagine your Ranger picking Katana proficiency... no way out.
  • ShrimpShrimp Member Posts: 142
    It's not like the game tells you katanas are rare and specializing in them is not the best idea... ;)
  • SouthpawSouthpaw Member Posts: 2,026
    Shrimp said:

    It's not like the game tells you katanas are rare and specializing in them is not the best idea... ;)

    Haha, yes. You are right. And there definitely is not enough good katanas to equip more than one person with them in BG2. Unlike some other proficiencies. But that warning is a relic from BG2, where Katanas were sparse. However, right in the first room in Irenicus' dungeon, there was a Katana, along with other common weapons. So even if you had a bit more trouble, getting a good enchanted one, you still had at least a normal one at your disposal.
    Let's not pretend katanas are not favorite sword of many. All the japanese movies, anime and mangas have had huge impact on western culture. But in BGEE - you have no other way than to outright cheat or immensely meta-game to get at least a normal one in your hands. Or spend most of your first levels running with empty hands.
    And when creating a Kensai Fighter kit...what other weapon, than a katana comes right into your mind?

  • GaveGave Member Posts: 66
    Southpaw said:

    Shrimp said:

    It's not like the game tells you katanas are rare and specializing in them is not the best idea... ;)

    And when creating a Kensai Fighter kit...what other weapon, than a katana comes right into your mind?

    Actually, I think I went with a Two Handed Sword with my pure Kensai attempt, only used katana with a Kensai/Thief dual class build.

    Weapon categories arent very well balanced, and we get no fair warning unfortunately :/
  • ShrimpShrimp Member Posts: 142
    Gave said:

    Actually, I think I went with a Two Handed Sword with my pure Kensai attempt

    Same here, the first time I made a Kensai I saw the bonus to weapon speed factor, and was like "hey, let's use a slow weapon to get max benefits from this". Of course I didn't know much about the game at the time.
  • Lord_TansheronLord_Tansheron Member Posts: 4,211
    To be fair, katana *should* be two-handed weapons. Or at least there should be an option to use them as such; same with bastard swords. Come to think of it, I do think mods allow that already...
  • SouthpawSouthpaw Member Posts: 2,026
    I used some re-balancing mod that added an option to katanas to be wielded as two-handers.
    Historically, the only one who was able to wield two katanas, was Myamoto Mushashi. (as far a I know)
  • ghostowlghostowl Member Posts: 171
    It would be nice for Barbarians to be able to dual wield 2 handed weapons and come with +1 str with the kit.

    They can't wear armor but are not stronger than Fighters (because of grandmastery)
  • elementelement Member Posts: 833
    i would most like to see some new clerics as we only have three and they are pretty limiting. For rp purposes id like to see more gods represented

    also given the addition of a dwarf only kit i think halflings should get the same treatment
  • KidCarnivalKidCarnival Member Posts: 3,747
    Clerics: Something that isn't strictly linked to a deity. For rp purposes, having just 1 deity per alignment is very limiting. I would prefer function oriented kits, like a battle priest (with a focus on melee and casting as a frontliner, i.e. bonus on casting time or spells that have a low casting time), a healer (with focus on healing/effect removal), a booster (focus on boosts and protection spells) and so on.
  • deltagodeltago Member Posts: 7,811

    Clerics: Something that isn't strictly linked to a deity. For rp purposes, having just 1 deity per alignment is very limiting. I would prefer function oriented kits, like a battle priest (with a focus on melee and casting as a frontliner, i.e. bonus on casting time or spells that have a low casting time), a healer (with focus on healing/effect removal), a booster (focus on boosts and protection spells) and so on.

    I'd prefer I hybrid. Choose 2 domains, the two domains that you choose link you to the god you worship. The domains you choose will give you a very minor benefit and the God gives you a slightly better one.
  • KidCarnivalKidCarnival Member Posts: 3,747
    deltago said:

    Clerics: Something that isn't strictly linked to a deity. For rp purposes, having just 1 deity per alignment is very limiting. I would prefer function oriented kits, like a battle priest (with a focus on melee and casting as a frontliner, i.e. bonus on casting time or spells that have a low casting time), a healer (with focus on healing/effect removal), a booster (focus on boosts and protection spells) and so on.

    I'd prefer I hybrid. Choose 2 domains, the two domains that you choose link you to the god you worship. The domains you choose will give you a very minor benefit and the God gives you a slightly better one.
    Like it was done in NWN. Yeah, that's a nice system. I think it also let you enter your deity manually.

  • DahrikDahrik Member Posts: 5
    I know this is a touchy thing with some of the 2e folk, but I'd like to see a Bladesinger. Agree with Dragonspear.

    If not that, maybe a 2ed kit version of the Eldritch Knight or Spellsword.
  • meaglothmeagloth Member Posts: 3,806
    What if katanas where one handed with less than 17 strength, and two handed with more than 17?
    Maybe the same thing with bastard swords, it always bugged me that the in-game description said that it could be one or two handed, but you could only have it one handed.
  • XeviatXeviat Member Posts: 9
    meagloth said:

    What if katanas where one handed with less than 17 strength, and two handed with more than 17?
    Maybe the same thing with bastard swords, it always bugged me that the in-game description said that it could be one or two handed, but you could only have it one handed.

    I'm assuming you meant the other way? 1-handed if you have an 18 strength, 2-handed if you're weaker? You have to be pretty strong to effectively use a big weapon like a katana or a bastard sword in one hand.
  • Night_WatchNight_Watch Member Posts: 514
    prestige classes? no, better save those for IWD2:EE =p

  • ValchistValchist Member Posts: 44
    Dahrik said:

    I know this is a touchy thing with some of the 2e folk, but I'd like to see a Bladesinger. Agree with Dragonspear.

    If not that, maybe a 2ed kit version of the Eldritch Knight or Spellsword.

    their is a bladesinger in 2e it is a fighter/mage kit exclusively for elves it is in the complete book of elves
  • ZanathKariashiZanathKariashi Member Posts: 2,869
    edited September 2013
    @Southpaw

    Actually Musashi used a Daisho (katana/wakazashi set), and literally wrote in his book (book of five rings) that people who used 2 katana were fools who would die quickly against an opponent with even a little bit of skill due to it being too easy to get their blades tangled up or thrown off-balance. They're also majorly disadvantaged when fighting in close quarters, vs someone who has a long and short sword available.

    Also someone with only a single weapon was also disadvantaged since no one weapon is ideal for all situations, and a single weapon is unable to defend (yes dual-wielding is actually supposed to be a defensive style, not offensive, as pretty much every other form of media would have you believe) effectively vs multiple opponents.


    Long and short were the best, since they could perform in any situation and could be used together without getting tangled up easily.
  • SouthpawSouthpaw Member Posts: 2,026
    @ZanathKariashi - I have just read somewhere he was the one able to pull it off. Maybe the writer meant the Katana+Wakizashi set. I stand corrected. Thanks for the insight.
    I actually also don't think the way dual-wielding is implemented realistically - usually it was one longer+one shorter or 2 shorter weapons. One of the mods I used in BGTutu bundled Katana+Wakizashi proficiency together - which was much more logical.
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