Current requests:
catapults in the fortresses
spawns in the fortresses
higher elemental damage weapons in the stores
Current requests:
catapults in the fortresses
spawns in the fortresses
higher elemental damage weapons in the stores
Oh yeah, and can all my guys be on the void team ^_^?
Current To-Do list:
catapults in the fortresses
spawns in the fortresses
higher elemental damage weapons in the stores
reduce stun time on Bigby's
change traps for better balance
I have a suggestion myself. Acting on JYAP's weapon/armor dilema...
-Make a few "copies" of certain armors with anything less than +3 AC bonus. Add damage resistance vs. bludgeoning/piercing/slashing/whatever among other bonuses. That way, there are rewards for choosing Spell Immunity over Increased AC or something.
Example:
Aqueous/Aquatic Spellbound Robes +1
Spell Immunity: L0 or lower
AC Bonus +1
I know the L0 thing looks a bit sucky, but since we now have a starting level of 8, L1 spells are going to come to use all of a sudden. If we negate L1 spells, then mages are extremely limited in offensive spell choices (save for Clerics, who don't really gain any damaging spells 'till L3).
For weapons:
Air's Mace of Unholiness
Damage Bonus: 2 Electric
Damage Bonus: 1d4 Negative Energy
It's a thought.
WHAT NINE THOUSANDOriginally Posted by Wikipedia
You need the spawns to go out and attack other planes. And non-sucky elite shop items. And a much bigger variety of weapons,possibly with disease and poison since you can rest. And DEFINITELY more armor,with negative spell failure,DR,haste,even more AC with vulnerabilities,maybe an armor that has Magic DR. And even with spawns in planes,there needs to be motivation to attack. Place a flag in the base. Capture the flag after it murders your invisibility spells and Hide/MS and you gain a good chunk of exp,full heal,and a few buffs. And have it only turn on when there's at least 2 players on each plane. And finally,end-of-round bonuses. Do it. Now. Maybe have players gain bonus exp for stuff like Most Kills or Most Flag Captures.
Bump so Al includes a good deal if not all of this stuff in EB2
More ideas:
DR armor,with decreased AC for DR.
Specialized DR armor strong against melee but weak against magic.
The opposite of the above.
Weapons that on hit cast spells but don't do any actual damage.
Weapons that only deal elemental damage.
Instead of Fire >< Water and Earth >< Air,make it so Fire>Earth>Air>Water>Fire.
Weapons that deal better physical damage in lieu of elemental damage.
Grenades. Thousands of them.
Anything already mentioned.
Artifacts in the team fortresses that,when captured,reduce the team's effectiveness in that area and boost the other team's.
EX: Suppose the Artifact of Magic was captured. The capturing team gains a bonus to spellcasting(yet to be determined)and the opposing team gets a 10% spell failure chance.
A shop in the fortress near the portal that sells free potions,but you can only carry 5 and enemies can't use it.
Starting level=1. Yes,1. It'll be more interesting.
Appoint either me or Toss as item designers so we can add our(completely balanced)items in so you don't have to do all the work.
Whew.
Appoint you and toss for item designers XD
though seriously AL if you need some help developing EB im your man ^^
I think we should add 2 arenas ( out of the 8 ) that have soldiers spawn at capture points and at the end o round the team with most capture points winses EXP/gold
Better yet: Incorporate Warcraft maps into certain arenas. I just KNOW DOTA will work well on NWN2. Wing's idea reminds me of Spellbinder,where you control a hero and your team of 5 tries to change these nodes to your team,then change the big enemy node to your team. Fun game really.
Hey,really,I can help make items. I'll properly balance them and everything,even the gear that I know I will use.
...
IWANNABEANITEMDESIGNERIWANNABEANITEMDESIGNER!!!
PLEEEEEEEEEEZZZZZZZ!!!!111111one
WHAT NINE THOUSANDOriginally Posted by Wikipedia
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