Adding HIPS to Other Classes/is it Overpowered?
Chippy
Member Posts: 241
Invisibility in vanilla BG seemed balanced - it was limited my potions, inventory space, shop stock, stack size, spell limitations, etc.
With the Shadowdancer implementation it seems like HIPS is the "I win button" - I did a solo run of the black pits 1 without dying at all.
So I was thinking of adding it to the Ranger and Beastmaster. At least without backstab it may provide a reason (roleplaying and partially within 3rd edition rules) for people to go back to that class.
But from what I can tell from the CLAB files it doesn't seem to be an ability; such as AP_SPCL332 for Assassins backstab multiplier?. So is it hardcoded in some way?
Thanks
With the Shadowdancer implementation it seems like HIPS is the "I win button" - I did a solo run of the black pits 1 without dying at all.
So I was thinking of adding it to the Ranger and Beastmaster. At least without backstab it may provide a reason (roleplaying and partially within 3rd edition rules) for people to go back to that class.
But from what I can tell from the CLAB files it doesn't seem to be an ability; such as AP_SPCL332 for Assassins backstab multiplier?. So is it hardcoded in some way?
Thanks
0
Comments
- Use EEkeeper or NI to change your kit to Shadowdancer. Obviously you can only do this with an unkitted character. It does not matter what class you use - just having Shadowdancer set as your kit enables the HiPS ability. You could even use classes that lack a stealth button if you are comfortable relying on scripts to activate stealth. You will still level-up normally, since your kit/class mismatch.
- Give yourself an at-will ability to set your visibility range to '0' for a round, then make your stealth attempt. The game checks the visual range of the creature hiding to see if there are any hostile creatures within range, rather than checking the visual range of hostile creatures to see if the hider is within range of them. It's completely backwards.