17 minutes ago, Magick said:
Just a couple things that crossed my mind.
I like the idea of more potions; pills ... maybe. At least the potions can rot. Still, with the previous, you're switching herbs for potions now. Status quo basically stays the same.
The idea here is that melees don't have access to a ton of buffs. They'd get the basics of fly, detct invis/magic, sanc. No more fully spelling themselves up like a caster can. It also give casters a boost because they can use wands/staves/scrolls.
17 minutes ago, Magick said:
For the SvSpell, I'd take it one further. Get rid of it entirely. Keep SvS for skills and spells like warcry and bless, sure. To me, on items it's lazy building. It can easily get away from you as well. Take the Boots of Absorption for example.
Affects savingspell by -5.
Affects savingmaled by -4.
Affects savingmental by -3.
Decent saves in three different categories at first glance. Then you realize it's:
Affects savingaff by -5.
Affects savingmaled by -9.
Affects savingmental by -8.
Affects savingbreath by -5.
Considerably better when it registers and there's little need for choice. Why get that item that has -3 to two saves when you can get a different item with -3 SvS and get all four? Bonus if it then has more saves categories on it or hit/dam.
This is exactly my thought process. Save vs spell is really good.
17 minutes ago, Magick said:
Cure critical doesn't need to change.
Cure light gives 1d8+level/3 hp. At 50, that's 17-24 (avg 20).
Cure serious gives 2d8+level/2 hp for 27-41 (avg 34).
Cure critical gives 3d8+level-6 hp for 47-68 hp (avg 57).
---A special note here is that nymph hearts (and red and white staves) are cast at L30, so: 27-48 (avg 37). In range with a L50 cure serious and your suggestion for no more than 40-45hp.
Heal cures 100 hp.
With the lowering of total stats on items, and having to choose between hit/dam and saves, shamans and clerics are going to be much more difficult to kill. This makes them think more about their mana usage and being more defensive, as I think the classes were more intended to be. Lowering the heal amount makes them 'easier' to kill because they bounce back a little slower.
17 minutes ago, Magick said:
Signature spells:
I'd argue that spells like air shield and barrier are bigger than flesh armor, but semantics. I lean this way, too, though it depends on the skill. Fly is able to be cast by only healers, but we've got potions and consumables that grant it as well as items that give a permanent effect. Frenzy is a single class spell, too. Haste and slow and so on. If you're using the argument because a "limited number of classes" get it, then nearly all spells fall under that. Two get fireball. Three get call lightning or equivalent. Lightning bolt is on two or three as well. And so on.
I guess I just hadn't thought about a lot of them being kinda unique. But most of my ideas were focused towards the ease of getting the buffs on classes that obviously can't normally cast them. It kinda dilutes the cool factor of a spell if everyone gets it. Specifically, I think fly is way too important to be lumped into that discussion. But things like stone skin, air shield, haste, and barrier(as you mentioned), are things that should be less frequently, or never, seen outside the classes that can cast them.
17 minutes ago, Magick said:
Glimmering staves don't need to be easier to get. A few classes can get them quite early and others have almost no problems getting them at all. The Wight isn't meant to be easy for everyone. The deaths don't count either, if you were wondering. If you have trouble, ask someone to get it for you. Or stick with herbs/vials/etc.
Other options include:
The rune of salvation. 50 charges of L50 sanctuary. Staff. Common. Isle of Souls.
The white radiance. 6 charges of L50 sanctuary. Usable, lockbox item. Common.
Tainted ankh. 8 charges @ L40, wand. Common. Tainted Valley.
Glowing orb. 5 @ L40, staff. Rare. Dark Observatory.
Dark Black Leaves. Single use, L40. "Healer Island," Dead Sea.
I am aware of the items mentioned, but if smokeables are removed, the only one usable by anyone is the white radiance, and that's random chance. I think all classes at 50 should have a pretty easy time getting a good source of sanc. The game is largely balanced around it.
17 minutes ago, Magick said:
Which brings me to mals and spell damage reductions. I'm not a fan of this particular proposal at all.
Casters are already few and far between as people don't feel that their damage scales well in the current climate for various reasons. Not to mention the gripes about being able to land [mal] spells at all. Reducing spell damage by 10% and mal duration by 50% is just another kick in the teeth for mages.
The changes I proposed are mostly tied together. The mal/spell damage changes should definitely not happen unless the other ones do. I just don't want to be seen as someone who just wants melee nerfed.
Definitely appreciate the reply though. Not arguing here, more explaining myself more thoroughly.