Activate and deactivate balance changes in Neverwinter Nights enhanced edition
nostalgicsamurai
Member Posts: 8
Hello,
As is detailed in the release notes, the stunning fist feat and death attacks have been "balanced" in the EE. And maybe there are more such balance changes that I've missed.
I'm really not fond of these changes. To me, the EE should be about making the game more up to date, and not about "balancing" a fundamentally unbalanced game, especially considering there is a ton of much more unbalanced features that were left alone.
So, it would be really nice if there was an easy way to activate or deactivate these changes. I think they should be deactivated by default, because most people come from the original version, expecting to find the original classes and feats mostly untouched, except for bug fixes. I know it felt really wrong when I first tried to play a monk in the EE and my stunning fists only lasted a few seconds more than a knockdown.
As is detailed in the release notes, the stunning fist feat and death attacks have been "balanced" in the EE. And maybe there are more such balance changes that I've missed.
I'm really not fond of these changes. To me, the EE should be about making the game more up to date, and not about "balancing" a fundamentally unbalanced game, especially considering there is a ton of much more unbalanced features that were left alone.
So, it would be really nice if there was an easy way to activate or deactivate these changes. I think they should be deactivated by default, because most people come from the original version, expecting to find the original classes and feats mostly untouched, except for bug fixes. I know it felt really wrong when I first tried to play a monk in the EE and my stunning fists only lasted a few seconds more than a knockdown.
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also, if beamdog implements something, thats the way she's going to be, the only way to bring it back to "how it used to be" is going to have to be done by mods
Here is a bullet point from the release notes:
"Monk’s Stunning Fist: Balance change to last only one round instead of three rounds"
Which shows that this isn't meant to be a bug fix, but a "balance" fix. Which is completely unneeded as the feat had enough limitations to be well balanced before.
Now stunning fist specialists with improved stunning fist feats are pretty much worthless. You're much better off focusing on high AB for a better knockdown.
Also, it seems that the stunning fist feat is hardcoded, which means that only beamdog can make the change.
I wish they would at least "un-hardcode" it so that it could be modded.