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Unhappy with overpowered spells?
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Thread: Unhappy with overpowered spells?

  1. #1

    Paladin
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    Unhappy with overpowered spells?

    We're deep into the spell modification phase. If you have a gripe about a particular spell you want looked at post it here and tell us what is wrong with it. A proposed fix would be nice too.

  2. #2

    Squire
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    Harm, IGMS, Bigbys (all) will most def have to be changed. I propose that some of the SoU evocation spells get a reflex saving throw added in. Take a look at Drown while you are at it too.

  3. #3
    So some spells will all be toned down to be at a more moderate and equal damage levels?

    What about empowered spells? If the overpowered spells get modified, will not empowering them make them overpowered once again?

  4. #4
    Rogue
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    well ith, what you would do(for IGMS fro example) would be to limit it to only like 5 shots, so even when empowered, it would be overpowered again

  5. #5

    Squire
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    No one is changing up metamagic spell damage.
    You wanna use up 2-3 spell slots for one spell go right ahead. Some spells right out of the box are just no good for PvP, where the max a player can have for HP is a little over 400. Bioware created these spells with the intention that players are fighting monsters. Ever cast greater missile storm at a high level monster? Doesn't hurt it much. Cast it at a 250 HP player and they die. So we are looking at changing up how damage is dealt. My proposal on Harm is that it do HALF damage period. Depending on the target's HP Max, just half damage, meaning Harm cannot kill. The way it is now, a cleric takes ONE level of wizard or sorcerer, casts True Strike, improves sorry ass cleric AB and makes the melee touch attack, BAMM..target is now at 1d4 hp. Ray of Frost could kill you now. WAY WAY too much power for a level 6 spell!! Cheesy even. Now see it after the spell is modified, you have the same situations, 308 HP tank is down to 154 HP, hurt badly, the rest of the team compensates and overpowers the badly battered guy from the Harm. Better yet, the cleric is one on one with the guy...casts Harm again, now the fighter is at 72 HP. etc. etc.

    I think Bioware reduced the amount IGMS could do in the 1.32 from 3D6 per missile to 2D6 per missile. so 240 dmg max period. I think that should be reduced to 2D4 damage personally. Considering a mage can cast it 2x b4 you get to him. If he is stupid to try and cast it while in melee range of a fighter well, said mage deserves every IKD hit he gets.

    Firebrand, Issac's Greater and Lesser Missile Storm all work off the same function. DoMissileStorm(), so if you edit the function all of them get changed up.

    The Dev team made some changes to some spells were already made in regards to spell DC saves, to give other classes a chance to avoid the effects. How do mages with crappy saves avoid saving throw failure? Hmm Lesser, Spell, and Greater Spell Mantles come to mind.

  6. #6

    Paladin
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    BTW, everyone, we will be posting all spell changes for everyone to see so you guys know what to expect. All damage spells that caused anything besides piercing, bludgening, or slashing damage are finished as well. Only thing really stopping us from opening beta is vendor inventories!

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