Weapon Slot & class requests
Jrk
Member Posts: 7
Playing though BGII at the moment, from what I can see I had a few queries to changes for the final product or a patch (not really fitting for DLC):
-With your weapon slots, you can have 3 for your main hand and two for you offhand for quick swapping without having to pause and return to the inventory. Now it is not possible, without going through the menu mid-combat, to equip a bow if you are dual weilding or sporting a 2-hander, states offhand in use. What I'm requesting is to be able to do just that; be able to quick swap between two one handers and a two hander. To make this plausable, If you have a 2-hander equipped in one of the quick slots, the second weapon slot for the offhand is reserved and no one hander's will be equippable in that second slot until any 2-hander's are unequpped.
The other are class kit changes:
- For Swashbuckler's (thief), they are capable of specializing in any weapon a thief can use, but this is untrue. For the bows I find I can only place one point in them. I can see being a swashbuckler that the dev's may have chosen to have this applicable only to melee weapons. However, by doing this you make one of the four kits for thief have more viable ranged dps. Ranger's have the archer class for supreme dps, and seeing as you can't have a ranger/thief, this would scale the possible ranged dps up for the swashbuckler, while retaining their utility. You wouldn't get anything special such as a shot, just the ability to specialize in bows.
-Now the Archer (Ranger) is THE ranged damge expert, but beyond the small spellbook of minor heals, there's not much to this kit. The called shot is nice, but only usuable once a day, which does not guarantee that it will be back up after 8 hours of rest. Even then I believe it is up for ten seconds, then it's gone. I was thinking adding a second shot would give the Archer minute utility, while having it scale at a higher level for additional damage. I would call it a "silencing shot" (or you could use stun or some other debuff/cc that requires a saving throw roll) silencing the target for 5 seconds with regular dmg, available level 7. At level 14 you could add: requires a roll of 18 or more to crit for the duration of the silence (if it goes thru). At level 21, you could have it trigger the same bonues for the called shot for 5 seconds.
- A Shapeshifter is able to change into a wolf far more often than a regular druid, and eventually a greater wolf. Being able to shapeshift so much is somewhat a null point as after 2-3 changes, you can rest and have them refreshed. If anything I would suggest allowing the wolf shift once every 4-5 levels as oppose to every two. TO counterweigh this loss, when you turn into a greaterwolf, a buff "leader of the pack" could be passively given, slightly increasing the damage of any summoned animals, as well as giving you a small bonus for every aminal you have out at the moment (while you are the greaterwolf that is.)
- A Bounty Hunter gets special traps, but they are not that useful in ToB as you have a better selection of special traps. Instead of giving him a trap that changes effects as he levels. You could give him one trap type that works likea doom spell, reducing saving throws. The more points you put into setting traps the more you get of this additional type. As they reach level 12, the distance at which he can lay traps is increased, giving them more room to work in front of them while an enemy approaches. At level 18, increase the speed to which they can lay traps, so they can get more on the ground faster. These bonus are more savy to all usuable traps as oppose to just giving more traps. If this is too OP, I would suggest removing the +15 to traps, but keeping the disadvantage of twenty ability points per level.
-With your weapon slots, you can have 3 for your main hand and two for you offhand for quick swapping without having to pause and return to the inventory. Now it is not possible, without going through the menu mid-combat, to equip a bow if you are dual weilding or sporting a 2-hander, states offhand in use. What I'm requesting is to be able to do just that; be able to quick swap between two one handers and a two hander. To make this plausable, If you have a 2-hander equipped in one of the quick slots, the second weapon slot for the offhand is reserved and no one hander's will be equippable in that second slot until any 2-hander's are unequpped.
The other are class kit changes:
- For Swashbuckler's (thief), they are capable of specializing in any weapon a thief can use, but this is untrue. For the bows I find I can only place one point in them. I can see being a swashbuckler that the dev's may have chosen to have this applicable only to melee weapons. However, by doing this you make one of the four kits for thief have more viable ranged dps. Ranger's have the archer class for supreme dps, and seeing as you can't have a ranger/thief, this would scale the possible ranged dps up for the swashbuckler, while retaining their utility. You wouldn't get anything special such as a shot, just the ability to specialize in bows.
-Now the Archer (Ranger) is THE ranged damge expert, but beyond the small spellbook of minor heals, there's not much to this kit. The called shot is nice, but only usuable once a day, which does not guarantee that it will be back up after 8 hours of rest. Even then I believe it is up for ten seconds, then it's gone. I was thinking adding a second shot would give the Archer minute utility, while having it scale at a higher level for additional damage. I would call it a "silencing shot" (or you could use stun or some other debuff/cc that requires a saving throw roll) silencing the target for 5 seconds with regular dmg, available level 7. At level 14 you could add: requires a roll of 18 or more to crit for the duration of the silence (if it goes thru). At level 21, you could have it trigger the same bonues for the called shot for 5 seconds.
- A Shapeshifter is able to change into a wolf far more often than a regular druid, and eventually a greater wolf. Being able to shapeshift so much is somewhat a null point as after 2-3 changes, you can rest and have them refreshed. If anything I would suggest allowing the wolf shift once every 4-5 levels as oppose to every two. TO counterweigh this loss, when you turn into a greaterwolf, a buff "leader of the pack" could be passively given, slightly increasing the damage of any summoned animals, as well as giving you a small bonus for every aminal you have out at the moment (while you are the greaterwolf that is.)
- A Bounty Hunter gets special traps, but they are not that useful in ToB as you have a better selection of special traps. Instead of giving him a trap that changes effects as he levels. You could give him one trap type that works likea doom spell, reducing saving throws. The more points you put into setting traps the more you get of this additional type. As they reach level 12, the distance at which he can lay traps is increased, giving them more room to work in front of them while an enemy approaches. At level 18, increase the speed to which they can lay traps, so they can get more on the ground faster. These bonus are more savy to all usuable traps as oppose to just giving more traps. If this is too OP, I would suggest removing the +15 to traps, but keeping the disadvantage of twenty ability points per level.
Post edited by Jrk on
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Comments
Btw I especially like your ideas on special shots though the archer surely doesn't need a boost. Hla maybe? There was talk in kr about implementing a feat system, perhaps you can convince them to include something like that as an optional component...
@Jrk Regarding the suggested Kit changes... If I understood correctly they are not going to change any class/kit within BGEE (they may not even have the rights to do it, I'm not sure), the only exceptions could be cases where the pre-existing status of the kit was broken (e.g. not working properly) or outstandingly unbalanced (e.g. Totemic Druid pets being completely immune to 90% of BG1 monsters).
Anyway:
- Swashbucklers are not supposed to be good with ranged weapons.
- The Archer is already one of the best kits in the game, but within Kit Revisions I'm heavily revising Called Shot to allow for more options as per PnP (e.g. aiming at the arm may disarm the target) .
- ironically what you are suggesting for the Shapeshifter is what I'm probably going to do for the Beastmaster. Personally I don't think improving animal companions fit the Shapeshifter kit.
- I'll do improve traps within KR (for True Thieves too), but I think Rogue Rebalancing mod already did a quite good job.
That is unfortunate to hear they are restricted on class changes, then again with so much room for renovation, it is possible to end up with an end product that makes us all feel "It's just not the same as it use to be." Hopefully they can do the weapon change though, that annoys me to no end.
@Demivrgvs Reason I prompted that for the swashbucker is the verbage clearly states allowing to specialize in any weapon a thief can use & it isn't the current case. Like I said, I see why; the term itself 'swashbucker' is a swordsman. Assassins nor bounty hunters can put more than one point into bows and that's fine, they have their own niches backed by a backstab multiplier. With no multiplier, a swashbuckler better be dual wielding to be effective. If they had the ability to be specialzed in bows, you would have one kit allowing the thief to be more effective without having to be in the midst of the fray all the time. It could also be I was making an archer and thought to myself . o (man...this kit would kickass with lockpicking & traps =p ) But that powerful of a ranged dps on a dex dominant class would just be ridiculous, which is why 2 points seemed more sensible for a thief.
And it's funny cause as I was typing this up for the shapeshifter, I was thinking this would work well with a beastmaster too.
All in all I still say they should change the bounty hunter's traps. If ToB is to be included/incorporated as part of the BGEE, which I belive it is, Then his special traps are really not that special.
The Swashbuckler kit description actually states that they can only specialize in melee weapons.
http://www.sorcerers.net/Games/BG2/kits.php#8
--Swashbuckler
This rogue is part acrobat, part swordsman, and part wit: the epitome of charm and grace.
Advantages:
Bonus +1 to AC.
Another +1 to AC for every 5 levels.
+1 to hit and damage every 5 levels.
May specialize in any weapon that a thief can use
May place three stars in two-weapon fighting style proficiency
http://www.gamefaqs.com/pc/258273-baldurs-gate-ii-shadows-of-amn/faqs/9853
--Advantages:
- Bonus +1 to AC.
- Another +1 to AC for every 5 levels.
- +1 to hit and damage every 5 levels.
- May specialize in any weapon that a thief can use
- May place three stars in two-weapon fighting style proficiency
http://www.planetbaldursgate.com/bg2/character/classes/rogues/thief/
--Swashbuckler
This rogue is part acrobat, part swordsman, and part wit: the epitome of charm and grace. [Abilities updated based on D. Gaider's comments]
Advantages:
Bonus +1 to AC.
Another +1 to AC for every 5 levels.
+1 to hit and damage every 5 levels.
May specialize in any weapon that a thief can use
May place three stars in two-weapon fighting style proficiency