The change was a part of the 2.0 update. 25% chance to stun opponent with no save is probably too much for BG1.
Ye ye, balance issues in an offline single player game. It was good when bg1 released, but nerfed in bgee... And other balance issues like berserker kit rage, goblet of durgag etc are fine.
I think stupifier was fine as it was. Its bg1 content.
The Stupefier isn't in BG1. It was introduced in BG1:EE by Beamdog.
The change was a part of the 2.0 update. 25% chance to stun opponent with no save is probably too much for BG1.
Ye ye, balance issues in an offline single player game. It was good when bg1 released, but nerfed in bgee... And other balance issues like berserker kit rage, goblet of durgag etc are fine.
I think stupifier was fine as it was. Its bg1 content.
The Stupefier isn't in BG1. It was introduced in BG1:EE by Beamdog.
In my mod, I changed the Stupefier so that instead of stunning enemies it decreases their Intelligence by 3 for five days with each hit. There is no save but Magic Resistance can negate it. Now it really does stupefy people!
In my mod, I changed the Stupefier so that instead of stunning enemies it decreases their Intelligence by 3 for five days with each hit. There is no save but Magic Resistance can negate it. Now it really does stupefy people!
You would be surprised, but a simple wolf on the road to Friendly Arm Inn has an intelligence stat of 16
Are you trying to tell me that my orc bard is only as intelligent as a wolf? There should be more wolf spellcasters, that 16 int implies they can read...
You would be surprised, but a simple wolf on the road to Friendly Arm Inn has an intelligence stat of 16
On a Fighter it would still be an easy kill for a target with higher HP than a wolf. I remember putting Haer'Dalis swords on a Fighter/Thief with UAI in the original BG2 and even dragons would die in a few hits.
I agree that it needed a nerf, but I think they went a bit too far. I think I may tweak it a bit so that it is at least a little better. Probably just do something like remove the saving throw or increase the percentage. If anyone has any suggestions I would love to hear them.
It's probably best if you were to just increase the percentage rather than remove the saving throw. For the first game, saving throws are still hit-and-miss, so saving throws alone don't nerf something horribly. If this was the second game, I would say the other way around, as saving throws can be hard to break through without penalties.
Another idea might be to introduce a connection between a stun chance and target's INT ("stupifier"):
INT 1-5, 50% chance INT 6-10 40% chance INT 11-15 30% chance INT 16-17 20% chance INT 18 and above 10% chance
Unfortunately the maze opcode is the only one I am aware of that can do this sort of thing; and even it can only handle duration this way. Only hardcoding changes could allow something to behave this way.
Comments
But I always found it amusing that the demon knight actually has his power word stun vocalized^^
http://baldursgate.wikia.com/wiki/The_Stupefier
/A.
INT 1-5, 50% chance
INT 6-10 40% chance
INT 11-15 30% chance
INT 16-17 20% chance
INT 18 and above 10% chance