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Spell immunity tweaks

ZanathKariashiZanathKariashi Member Posts: 2,869
edited October 2013 in Feature Requests
I'm not particularly fond of this spell as implemented.

Several reasons, 1. It's FAR too powerful as implemented 2. It's clearly based on the cleric version of spell immunity rather then the mage version and clerics are lacking one of their few anti-magic spells as a result 3. It in no way resembles the mage version of spell immunity.

three options.

1. Leave it as is, except it only affects spells up to 5th level. No blanket immunity spell should ever affect spells higher then itself, unless it only has a single charge and/or only affects a handful of specific spells. (Globe of Invulnerability is also 5th level and blocks all spells up to 4th. So blocking spells of a single school would allow it to block spells up to it's level, but no higher. If it only had a single charge, then yes, I might see it fair to affect any level spell of a school.

2. Give that version spell immunity to clerics, like it's supposed to be. Blocks all spells of the chosen school up to 4th level (effectively a cleric version of Globe of Invulnerability, but only applies to a single school, in keeping with Divine's lesser ability to counter magic as effectively as Arcane can). Give mages Serten's Spell Immunity, 8th level, +10 to all saves vs magical effects, 1 round per level.

3. Take the PfM route. Instantly removes those spells currently in effect, prevents casting of those spells, and prevents being affected by spells of the chosen school.
Post edited by ZanathKariashi on
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Comments

  • SionIVSionIV Member Posts: 2,689
    1.) Spell Immunity is very powerful, but it's one of those spells that improve with your knowledge of the game. If you're clever and find out what type of spells the enemy use, you will be very happy for Spell Immunity. It's like guild wars, clever play lets you win.

    2.) If you go with #1 and make it only up to 5th level no one would use it anymore. Major globe would take up to 4th level and there are no level 5 spells worth protecting yourself from.

    3.) It would make most hardcore players that enjoy SCS and playing arcane casters solo move back to BG2 and ignore BGEE.

    4.) Spell Immunity is the most important and useful spell in the entire game for mages, and changing or removing it would kill what makes the mage so fun to play.

  • ZanathKariashiZanathKariashi Member Posts: 2,869
    edited October 2013
    No.....it would remove a spell that should've never been put in the game to begin with and teach people how to actually play a mage, instead of depending on what is basically a debug mode spell to solve all their problems.




    Spell Immunity as implemented should be a HLA, if anything. It's FAR too powerful to be even a 9th level spell as it currently is.


    And no...spell immunity is not currently or ever required, even with mods.

    I already implemented option 2 in my own game a long time ago, and haven't missed it.
  • SionIVSionIV Member Posts: 2,689
    edited October 2013
    It has absolutely nothing to do with learning to play a mage. You won't be able to solo SCS without spell immunity.

    Spell Immunity is a wonderful spell and one of the only spell in BG2 that actually require thinking.
  • ZanathKariashiZanathKariashi Member Posts: 2,869
    edited October 2013
    And....why should the base game care what a mod does? People play SCS because they want a challenge, there is no challenge to using broken spells.
  • SionIVSionIV Member Posts: 2,689
    edited October 2013

    And....why should the base game care what a mod does?

    Why should we nerf something that only a very little % of the BG population actually use? It's a spell very few people use, and the ones that do will be playing things like SCS and tactics.

    Spell Immunitys power goes with how difficult your game is. You don't even need the spell for the original BG2 while it starts to shine when you play with SCS.

    [Edited] :

    Nerfing Spell Immunity would be the same as removing the option to fully refresh your spells with Wish, or only letting you use it once every day. It will have absolutely no effect on the 'normal' BG players while it will crush some of the most efficient tactics used in SCS / tactics.
  • ZanathKariashiZanathKariashi Member Posts: 2,869
    edited October 2013
    And it's not NEEDED...it is a crutch for people who can't play a mage even under normal difficulty, who can say, on I'm using this horribly cheesy mod and must abuse every exploit/cheese/glitch to survive (I've beaten SCSII/Tactics/Ascension both solo and as a party, without compromising ANY of my rules, including my list of spells that are so broken they are never used...and take a wild guess the names of a few of those. Of course, in more recent times, I've learned enough about tweaking and modding to do a lot of changes myself so that list has dropped dramatically (still can't figure out how to fix Mislead or PI though).


    Yeah.....removing wish-resting is another thing on the to-do list. Of course nearly everything ToB added is in dire need of nerfs/tweaks/rebalances...so that's on the back-burner for now.

  • SionIVSionIV Member Posts: 2,689
    I can see we won't ever agree on this. We'll see how much they will change when BG2:EE hits the shelf.

    I would love to play it but if they start going on a holy war to make it true to PnP and to change everything that with clever use will let you get through fights, i'll stick with the original BG2.
  • ZanathKariashiZanathKariashi Member Posts: 2,869
    There is nothing clever about Spell Immunity. It is a broken spell, that was taken from clerics, powered up, given to mages and given no downsides what so ever, breaking every rule of spell making in the process.

  • SionIVSionIV Member Posts: 2,689

    There is nothing clever about Spell Immunity. It is a broken spell, that was taken from clerics, powered up, given to mages and given no downsides what so ever, breaking every rule of spell making in the process.

    You have the option to be immune to one out of 8 schools. With the right knowledge and clever use of your other spells, this is the most interesting arcane spell in the game.

    1.) You got Shadow door on you, if you use Spell Immunity Divination then they won't be able to find you. Not to mention it will protect things like your mislead clone.

    2.) AoE spells that would be a danger to use normally, you can make yourself immune to them and then fire off a spell trigger to kill everything around you.

    3.) You can make yourself immune to dispel magic and other protection removing spells.

    There are endless combinations to use with this spell, and it's by far the most game changing spell in BG2.
  • JoeyJoey Member Posts: 201
    I've been running over-powered cheesy mages for years. Don't think I've used Spell Immunity once, why would I need to? In my experience anything that can kill you with one type of spell, can also kill you with something else - either another spell entirely, or melee, or cronies.

    Pretty much anything that will cast Horrid Wilting for example, can also cast sunfire, or hold, or fireball, or lightening...why bother protecting myself against just *one* of these, when I could be dealing damage instead?
  • SionIVSionIV Member Posts: 2,689
    edited October 2013
    Joey said:

    I've been running over-powered cheesy mages for years. Don't think I've used Spell Immunity once, why would I need to? In my experience anything that can kill you with one type of spell, can also kill you with something else - either another spell entirely, or melee, or cronies.

    Pretty much anything that will cast Horrid Wilting for example, can also cast sunfire, or hold, or fireball, or lightening...why bother protecting myself against just *one* of these, when I could be dealing damage instead?

    Because Spell Immunity Abjuration will make it so that they can't remove your other protection spells.

    Dispel Magic - Abjuration
    Breach - Abjuration
    Pierce Magic - Abjuration
    Pierce Shield - Abjuration

    See where i'm going with this? The enemy mages won't be able to strip you of your protection spells.

    The only way to bring down your protection spells would be Prismatic Spray, and how many mages in BG2 use that?
  • ZanathKariashiZanathKariashi Member Posts: 2,869
    Except that NOTHING is supposed to be immune to dispel magic, that is yet another one of errors I want to see fixed...the other 2 aren't clever and can be easily achieved by other spells anyway.

    No spell protection can ever fully block dispel magic. The dispel always gets a chance to remove any protection, and if it succeeds, it can attempt to remove other effects. Even Spell trap and globes are not exempt and can be removed if they fail their dispel check...but will absorb or block the spell as normal if they survive.
  • JoeyJoey Member Posts: 201
    SionIV said:

    Joey said:

    I've been running over-powered cheesy mages for years. Don't think I've used Spell Immunity once, why would I need to? In my experience anything that can kill you with one type of spell, can also kill you with something else - either another spell entirely, or melee, or cronies.

    Pretty much anything that will cast Horrid Wilting for example, can also cast sunfire, or hold, or fireball, or lightening...why bother protecting myself against just *one* of these, when I could be dealing damage instead?

    Because Spell Immunity Abjuration will make it so that they can't remove your other protection spells.
    Well I've never been aware of this. But realistically against 95% of enemies they're already dead by the time they've removed my protections.
  • SionIVSionIV Member Posts: 2,689
    edited October 2013
    Joey said:

    SionIV said:

    Joey said:

    I've been running over-powered cheesy mages for years. Don't think I've used Spell Immunity once, why would I need to? In my experience anything that can kill you with one type of spell, can also kill you with something else - either another spell entirely, or melee, or cronies.

    Pretty much anything that will cast Horrid Wilting for example, can also cast sunfire, or hold, or fireball, or lightening...why bother protecting myself against just *one* of these, when I could be dealing damage instead?

    Because Spell Immunity Abjuration will make it so that they can't remove your other protection spells.
    Well I've never been aware of this. But realistically against 95% of enemies they're already dead by the time they've removed my protections.
    Pretty much every single mage in SCS has breach or pierce magic in their arsenal of spells. As i mentioned earlier Spell Immunity isn't that important or vital in the original game with the exception of Kangaxx. But when you add SCS (and many people play with SCS) it's a really good spell.
  • ZanathKariashiZanathKariashi Member Posts: 2,869
    It's only good because it's broken, and it's hardly required even in SCS.

    Why bother even casting protections at all when Spell Immunity removes any need for them to exist.


    It might make more sense if it was like PfM, and removed all current spells, prevent casting of spells, and prevented being affected by spells of the chosen school....but at current Spell immunity has no downside and gives blanket immunity to spells higher level then itself...which means it's broken.


    Of course broken spells are popular, they're blatant cheating, and cheating is always popular.
  • SionIVSionIV Member Posts: 2,689
    edited October 2013
    When you're fighting 2 mages and you got 2-3 golems trying to cuddle with you, you'll want Spell Immunity. The moment you get stripped of your stoneskin / PFMW you'll get eaten up by their summons or other people in the fights.

    I don't know which version you guys are playing, but my mage would be stripped in a few second flat and dead before i could blink when i fight an adventure party like the one in Temple district (Celestial fury) without having spell immunity.

    Rogue wanting to backstab you for 80-100 damage? Check.
    Two huge ogrons that got insane Thaco and hit for 20-30 damage a hit? Check.
    A kensai with celestial fury that can also stun you? Check.
    A cleric that can cast level 7 spells? Check.
    A mage that will throw breach and do everything to remove your protection? Check.

    What is that? Shadow door? Oh no you're not when the cleric got true sight. You don't got Spell Immunity Divination and Abjuration up? Sorry you're dead.

    You can't even summon anything in this fight as when you go upstairs it starts.

  • ZanathKariashiZanathKariashi Member Posts: 2,869
    Yeah....you clearly rely way too much broken spells and haven't even learned to play. Which is exactly why I suggested this.
  • SionIVSionIV Member Posts: 2,689
    edited October 2013

    Yeah....you clearly rely way too much broken spells and haven't even learned to play. Which is exactly why I suggested this.

    I find it very amusing that you have to insult me and talk down to me because i don't agree with you. I'm not going to fall down to your level, so i'll just wave, wish you luck and stop posting in your topics.
  • ZanathKariashiZanathKariashi Member Posts: 2,869
    "What is that? Shadow door? Oh no you're not when the cleric got true sight. You don't got Spell Immunity Divination and Abjuration up? Sorry you're dead."

    Clearly a noob, since otherwise you'd know there's tons of options for dealing with that situation, several of which don't even require a spellcaster to pull off.


    And it still doesn't change the fact that SCS is a horrible mod to begin with...not improved anvil horrible, but still refuses fix broken mechanics where it can to make the game more legitimately challenging and instead uses pure cheese to make up for it.


    As far as I'm concerned, those mods don't exist. The only mod that I even consider even the slightest bit is Ascension, and I'm not even going to consider it that for my suggestions. My suggestion are based entirely around improving the base game, if that means nerfing something broken but extremely popular (like all beneficial broken $%#^ is) so be it.


  • DeeDee Member Posts: 10,447
    @ZanathKariashi, there is really no call for insulting people just because they disagree with you (or for any reason, for that matter).

    This is not the first time that I've spoken to you about this.
  • CorvinoCorvino Member Posts: 2,269
    It does raise the question though: *Should* a mage, or indeed any class, be able to solo the Guarded Compound (or the game)? @SionIV, I have no doubt you're an experienced player, but some of the tactics you've suggested like SI:Divination to prevent your Mislead clone (or by extrapolation Project image) being dispelled are fairly cheesy in my book.

    Arguably SI:Abjuration is fairly broken as it does provide blanket immunity to nearly all spell protection removals apart from Ruby Ray, which in turn prevents you from having combat protections removed. You shouldn't really be able to make yourself invulnerable for the duration of a spell, regardless of the mods you use. If Dispel Magic were changed to ignore Spell Immunity then it would be less overpowered, just as making Dispel Magic affect Liches would be a welcome change.
  • SionIVSionIV Member Posts: 2,689
    edited October 2013
    A bounty hunter can do it aswell Corvino with clever play, and i'm sure that other classes can aswell. The mage is just the most powerful when you have knowledge to back it up. It's the same with the Bounty Hunter, it's by far the most powerful rogue kit in the game if you know how to use your special snares.

    And why do people constantly say tactics are cheesy?

    1.) You got a shadow door spell that makes it so that people can't see you, except if they use true sight.

    2.) You got a protection spell that can prevent true sight from reaching you.

    3.) You get the two working very efficiently.

    This has absolutely nothing to do about cheese, it's about clever use of your spells.


    Throwing 3 cloudkills into a room and Shutting the door -> Cheesy

    Using SI:Abjuration to blanket cover your stoneskin and PMFW and protect it from the enemy mages breach, so you don't get butchered by the golems? -> Clever gameplay

    As i have mentioned before, it's like Guild wars.

    1.) You have 600 health

    2.) You can get through items and runes your health down to 55

    3.) You have a spell that makes it so that you only take 10% damage a hit.

    4.) You have a protection spell that removes the first 8 damage of every hit.

    5.) 10% - 55 health = 5.5 damage taken, protection spell removes 8 damage.

    So now you're almost impossible to kill, except that enemies can strip your enchants.

    6.) Find out the most efficient spell with the longest duration to make yourself immune to spells, so you can blanket cover your shield buff and 10% buff.

    7.) Try to fill the last slots in your build with some damage.

    It's people that figure out smart and clever ways to use spells, there is absolutely nothing cheesy about it.


  • karnor00karnor00 Member Posts: 680
    I'd like to see a mod that implements your third suggestion (i.e. spell immunity also removes all existing buffs of the chosen school and prevents casting spells of that school).

    But I don't think that any of the changes should be part of the base BG2:EE game - while spell immunity may be cheesy, it has become part of BG2.

    From a gameplay perspective (taking SCS into account), spell immunity is the only thing standing between an Inquisitor and a deal spellcaster. So if it gets taken away then all spellcasters would become far too easy to kill for those who like the SCS additional challenge.
  • velehalvelehal Member Posts: 299
    I think that next intended version of the Spell Revision mod will remove that spell from the game.
  • SionIVSionIV Member Posts: 2,689
    velehal said:

    I think that next intended version of the Spell Revision mod will remove that spell from the game.

    One less mod to install then, whee.

    To be honest people are going Iron Anvil over this game nowadays. Instead of trying to balance it they are completely removing certain parts of the game.

  • ZanathKariashiZanathKariashi Member Posts: 2,869
    Uhhh....it's balancing because it's removed.

    The spell should've never been given to mages in the first place, is my primary gripe. This version of spell immunity is supposed to be a cleric spell, and much weaker then implemented.


    The real fix would be making Non-detection work properly. The spell is literally useless because all the spells it's supposed to protect against remove it or outright ignore it. And even the cloak of non-detection that actually works doesn't protect actual spells, only illusion spells generated by items. And then stuff like Project Image and Simulacrum isn't supposed to be affected by detect illusion or true-sight period, since they're technically real, the detection spell simply reveals they aren't what they appear to be, and can only be removed by dispel magic for PI, or by killing it for simulacrum.


    And keep in mind, the Inquisitor's dispel is also grossly overpowered. It's ONLY supposed to have a base 100% chance (casts as if 5 levels higher), but it has a base 100% chance AND double caster level, making it significantly stronger then it ever should've been.

    ALso dispel magic, by design, is supposed to be the ultimate remover. It's supposed to work on any and everything, unless it fails to dispel a protection in which case the protection then performs as intended. Even spell trap and Globes are supposed to be removed by dispel magic if it succeeds in a dispel check vs them.


    And please...don't ever compare ACTUALLY balancing the game to Improved Anvil...it does what BG did, except even more imbalanced.
  • velehalvelehal Member Posts: 299
    I would suggest to check the Spell Revision forum. There you can read about planned changes. I think that Non-Detection will work differently (I don´t know if properly) in new version.
  • wampawampa Member Posts: 68
    edited October 2013
    Does Spell Immunity: Abjuration also block Spell Thrust, Secret Word, Pierce Magic, Warding Whip, Pierce Shield, and Spellstrike? (Note: Spellstrike is cross listed in Alteration, the others are all in Abjuration). I don't think it does - these spells all list Spell Immunity as one of the things they remove - but they ARE Abjuration spells.

    If SI:A functions just to help combat protections stay intact, that's one thing - there are MANY arcane options to take it out. (Anti-Breach, Dispel, Remove, Imprisonment) If it does that while stopping every spell protection remover except Ruby Ray... that's something else.

    @velehal - sorry, where is the Spell Revision forum? I don't see it here.

    Edit: As I remember, SI:Divination was actually the biggest cheese culprit in BG2. With a solo Mage/Sorcerer, it made pretty much every Lich battle almost trivial.
  • DavidWDavidW Member Posts: 823

    And it still doesn't change the fact that SCS is a horrible mod to begin with...not improved anvil horrible, but still refuses fix broken mechanics where it can to make the game more legitimately challenging and instead uses pure cheese to make up for it.

    My experience of terminology as used by commentators on BG2 is that the only stable translations are as follows:
    "This is broken"= "I don't like this"
    "This is cheese"= "I don't like this"

    So "SCS is a horrible mod because I don't like it". I can't really quibble with that, I guess.

  • ZanathKariashiZanathKariashi Member Posts: 2,869
    edited October 2013
    Broken = Not working the way it should based on it's source material, despite there being no mechanical reason for it not to. And if it's beneficial instead of harmful, oh damn you better move back, because cheaters REFUSE to lose their ill-gotten gains, hell or high water, and will defend it to the death. If you want to cheat, mod the game, otherwise get that $%#^ out of the core game, it doesn't belong in here.

    Cheese = clearly unintended exploits of mechanics due to sloppy coding, again for no mechanical reason that the correct mechanics based on the source material can't be used.

    And the fact it's a friggin CRPG completely removes the, "oh but it'll be more newbie friendly"...no it's not. The hard to understand stuff is still in (and even those are still irrelevant due to the computer handling everything), and that is a tired and repeatedly shown false excuse to try and defend mechanics that have no reason valid reason to exist.


    If the newbie is completely illiterate and can't read descriptions in-game or the game's manual that adequately explains everything a newbie needs to know, then sure, maybe................but then they shouldn't even be playing a game as wordy as this.
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