Shapeshifters (werewolves) and Totemic Spirit Animals
BelgarathMTH
Member Posts: 5,653
Hello, I tried to find the answer to this in this forum, but there's so much in here, I can't find it. I was hoping maybe somebody could give me a quick answer as to whether this has already been fixed.
Are werewolves going to be fixed in BG:EE? As many people know, there was a hard-coded problem in the original game where druid werewolf forms were not doing what it said in the description. I am not fond of the workaround fixes in the BGTweaks and the Refinements mods.
If somebody knows that this hasn't been addressed already, then consider this my official request to make sure BG:EE has this fixed.
Also, the totemic druid's spirit animals need tweaking. They should scale with level in order to remain useful in late game, and they especially need their attacks to be magically enhanced, perhaps also scaling with level.
Are werewolves going to be fixed in BG:EE? As many people know, there was a hard-coded problem in the original game where druid werewolf forms were not doing what it said in the description. I am not fond of the workaround fixes in the BGTweaks and the Refinements mods.
If somebody knows that this hasn't been addressed already, then consider this my official request to make sure BG:EE has this fixed.
Also, the totemic druid's spirit animals need tweaking. They should scale with level in order to remain useful in late game, and they especially need their attacks to be magically enhanced, perhaps also scaling with level.
Post edited by Balquo on
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Comments
Familiars, at the very beggining of the game are great tanks for a mage, considering the fact that no legal lvl 1 NPC can have more than 15 HP (Familiars typically have more, up to 28 if I'm correct). Not to mention they posses special spell-like abillities, that are too powerfull (blur, mirror images, terror, invisibility 15-radius etc.) early game. I don't think I have to mention anything about Thac0, AC or resistances.
About Totemic Druid's spiritual animals ("pets" I mentioned). Most of them, if not all, are immune to normal weapons, which is totally unbalanced in BG1 in general, not only earlygame, due to the fact that most of enemies posseses only normal weapons. Besides, resistancec and overall base stats of spirit animals are way overpowered in BG1 standards.
My idea is to tweak both Familiars and "Pets", so that they would be much weaker in earlygame, but they power would rise as caster is gaining levels (though Druid's animals in BG1 shouldn't ever be as powerfull as in BGII).
Majority of those changes can be considered for BGEE2, since idea of summoned companions being stronger over time is interesting, in my opinion.
Unfortunately, people didn't notice Totemic Druid part.
I'm talking about the dispel magic bug and a proper rebalancing. There are some mods out there, but those are either overpowered or does not fix the dispel magic bug properly. So if someone knows something about this, please share.
Current behavior:
Werewolf Shapeshift:
Magic Resistance set to 20%
1d6 paw damage
Greater Werewolf Shapeshift:
Elemental resistance set to 50%
Magic Resistance set to 40%
1d6 piercing as a +2 weapon
Expected behavior:
Werewolf Shapeshift:
+20% Magic Resistance
Immunity to Normal Weapons
1d12 paw damage
Greater Werewolf Shapeshift
THAC0 of 6
Saves of 1/1/1/2/1
+40% Magic Resistance
+50% Elemental Resistance
Immunity to Normal Weapons
2d8 slashing damage as a +3 weapon
3 Hitpoints regenerated per second
Was it? Where? Maybe fixed for BG2. lol ... Well, there's BG1 game balancing for you... Yeah, this may need a rework, but not so that you start off in Candlekeep impervious to, like, nearly everything and slashing up everything in sight. More reasonable would be a gradual "learning" of the druid to assume proper werewolf form. After all, we're not talking a druid lycanthrope, just a druid shapechanging into the form taken by a particular type of lycanthrope. It's a most perplexing class kit to have to rework for lower levels, however- obviously designed as a BG2 kit. *sigh* Frankly I'd like a werewolf form that does something more interesting than just become a slashing machine with magic and damage resistance, so level progression has more surprises. The Shapeshifter Druid (should be renamed the Werewolf Druid) might have insights into the werewolf transformation that simple victims of the curse wouldn't. Any ideas?
Note that the Totemic Druid summons animals that are also immune to normal weapons, have up to 10 dam per hit (not including STR dam), 3APR, immunity to poison, Hold, Charm, etc... hardly a match for the wily xvart. But that rebalancing at least is, erm, under revision...
After probing around various mods I noticed the shapeshifter was apparently not receiving the abilities they were owed and this was addressed in both the Refinements mod and Wiemers BG2 Tweak pack.
(http://www.spellholdstudios.net/ie/refinements)
(http://www.gibberlings3.net/bg2tweaks/content.php)
(An excerpt from Wiemer's BG2 Tweak pack addressing it)
*Fixes a "bug" where attributes of the CRE file for "PC polymorphed into a Werewolf" were not actually given to the PC by the Polymorph opcode.
For a normal werewolf:
You Were Supposed to Receive........You Actually Received...
Base magic resistance 20%...............Magic resistance locked at 20%
Immunity to normal weapons...........Nothing
Paw does 1d12 slashing damage.......Paw does 1d6 piercing damage
For the greater werewolf:
You Were Supposed to Receive..........You Actually Received...
THAC0 of 6.......................................Nothing
Saves 1/1/1/2/1................................Nothing
Base elemental resistance of 50%........Elemental resistance locked at 50%
Base magic resistance of 40%.............Magic resistance locked at 40%
Immunity to normal weapons.............Nothing
Paw is +3 weapon.............................Paw is +2 weapon
Paw does 2d8 slashing damage..........Paw does 1d6 piercing damage
Regeneration of 3 HP per second.......Nothing
{To see this for yourself, check out werewodr.cre, weregrdr.cre, brbrp.itm}
Can anyone speculate on this?
Totemic Druid I see as much better, as even at higher levels you get some quite decent fodder to swarm the enemy with.
L.
http://www.reddit.com/r/IAmA/comments/z1af7/we_are_overhaul_games_the_team_behind_baldurs/c60meip
PhillipDaigle wrote:
The Shapeshifter kit werewolf form was nerfed because normal werewolves were too strong at earlier levels, and they didn't really get a chance to fix it for later levels. While I would like to fix the kit, it will most likely have to be a post-release update due to the number of other features we're focusing on.
Believe me, it bugs me too.
All druids should be allowed to cast spells while shapeshifted (especially the avenger and shapeshifter). Otherwise there is almost no practical reason to shapeshift in the later levels.
Adding new or upgraded forms at higher levels would make druids compare more favorably to their priestly brethren. I think elemental transformation is available as an HLA, but there's a very big gap from bear to elemental in the meantime.
Devs may consider looking at Polymorph Self and Shapechange as well.
I recently figured out how to use the Nearinfinity editor by messing with it for a few hours and used it to rebalance all the druid forms to my liking.
Now most of them add a small bonus over your gear, instead of having fixed stats.
I'm sure you can retweak them as well if you spend a little time on it.
The only problem i can't seem to change is making the forms undispellable, without making the spell create a droppable/tradable weapon slot item, for the form.