Melee vs. Casters... balanced?
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Neradur_Verus
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Melee vs. Casters... balanced?
I did a forum search to see if this had been brought up previously but I didn't find any one specific topic (though a few touched on the issues). I'm wondering if anyone else (full wizards maybe) feel that they're a little under-powered in comparison to their dual flaming sword wielding meat grinder berserker stance brethren.
I almost think that if I were to start all over again, I probably would of rolled fighter. Leveling a wizard was... excruciating, though the side benefit was that my testicles are now harder than adamantium.
A wizard might be equal or more powerful in a select few situations, briefly and with preparation, but it seems melee can continue to dish out damage without the serious need for rest. This is compounded by the fact that you can buy potions by the barrel full, powerful plate armors and weapons are as close as your nearest Cearian weapon rack. The ability for someone with 0 in heal to use a heal kit like a surgeon seems a bit off as well.
How does everyone else feel about this? It seems if I were to party with people, my spells don't do as much damage (unless I want to kill them with AoE), they run out extremely fast and if I were to focus on a longer lasting polymorph, well, you might as well not bring someone who does half your damage! Five minutes seems like forever when you're down to your rays of frost.
Are there any plans to severely reduce the availability of heal items? Reduce the gear available for melee or improve the gear for casters?
I almost think that if I were to start all over again, I probably would of rolled fighter. Leveling a wizard was... excruciating, though the side benefit was that my testicles are now harder than adamantium.
A wizard might be equal or more powerful in a select few situations, briefly and with preparation, but it seems melee can continue to dish out damage without the serious need for rest. This is compounded by the fact that you can buy potions by the barrel full, powerful plate armors and weapons are as close as your nearest Cearian weapon rack. The ability for someone with 0 in heal to use a heal kit like a surgeon seems a bit off as well.
How does everyone else feel about this? It seems if I were to party with people, my spells don't do as much damage (unless I want to kill them with AoE), they run out extremely fast and if I were to focus on a longer lasting polymorph, well, you might as well not bring someone who does half your damage! Five minutes seems like forever when you're down to your rays of frost.
Are there any plans to severely reduce the availability of heal items? Reduce the gear available for melee or improve the gear for casters?

I will end you. I will send you screaming into the abyss, where you will sit in the great wall and think of me until oblivion. Your life and your generations, are mine.
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ChikenKannon
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Beta: It's being tested.
Besides, I really doubt (I'm not in the position to say) that items will get much more powerful than this. Honestly I look at the wizard vs fighter with the exponential growth vs straight line growth. So while the fighter may seem to kick buttock now, you'll have your DnD appropriate desserts in the higher levels.
Besides, if you're a wizard you can do AAAAAANYthing which has its benefit.
"Alright we're starting to do this [New area that requires alot of specific skills and damages]. Finger wiggler, can you give us alittle boost in our weak side?"
Besides, I really doubt (I'm not in the position to say) that items will get much more powerful than this. Honestly I look at the wizard vs fighter with the exponential growth vs straight line growth. So while the fighter may seem to kick buttock now, you'll have your DnD appropriate desserts in the higher levels.
Besides, if you're a wizard you can do AAAAAANYthing which has its benefit.
"Alright we're starting to do this [New area that requires alot of specific skills and damages]. Finger wiggler, can you give us alittle boost in our weak side?"
The largest wound will come from those you considered friends.
The usual idea is, as Jeh says, that casters bloom in the later levels at which point the meleers feel more like bodyguards to them.
I can see how it might feel a little bit different in NWN2 though. I imagine the constant flow of monster encounters in a dungeon swings the scales in the meleers favour, since they have more staying power. Also, the maxed out hitpoints for all monsters, NPCs and players alike, generally make spells less powerful. A fireball now (for example) only hurts a monster by 1/4 of their hits instead of taking off half as might have been the case with monsters following the MM stats and suggested hitpoints. Of course this will diminish the power of spells and promote fighters, since there only are so many spells to be cast until you must rest, while the fighter can keep on going, and going, and going. I think this is why we see so many casters trying to emulate fighters. They dress up as trolls and umberhulks and whatnot, simply because in NWN2 staying power pays off more. Also there's no risk of friendly fire that way, if the hardcore rules are in effect.
My suggestion is to not write off these concerns completely, as there might be some ground for them. But until everything is done and balance has been tweaked a couple of times, I think all we can do is wait and see.
I can see how it might feel a little bit different in NWN2 though. I imagine the constant flow of monster encounters in a dungeon swings the scales in the meleers favour, since they have more staying power. Also, the maxed out hitpoints for all monsters, NPCs and players alike, generally make spells less powerful. A fireball now (for example) only hurts a monster by 1/4 of their hits instead of taking off half as might have been the case with monsters following the MM stats and suggested hitpoints. Of course this will diminish the power of spells and promote fighters, since there only are so many spells to be cast until you must rest, while the fighter can keep on going, and going, and going. I think this is why we see so many casters trying to emulate fighters. They dress up as trolls and umberhulks and whatnot, simply because in NWN2 staying power pays off more. Also there's no risk of friendly fire that way, if the hardcore rules are in effect.
My suggestion is to not write off these concerns completely, as there might be some ground for them. But until everything is done and balance has been tweaked a couple of times, I think all we can do is wait and see.
Jeren Blackbolt - spellsword (inactive)
Nilver - nimblefinger
Leoric Oakheart - servant of Iaosia
Mar - frontline fighter
Nilver - nimblefinger
Leoric Oakheart - servant of Iaosia
Mar - frontline fighter
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Stormknife
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Wizards are fine. Learn to ration your spells at the lower levels. Hell, learn to ration your spells period. Barbarians don't rage in every single fight; a wizard shouldn't automatically lob the highest level spells they have.
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ChikenKannon
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Stormknife
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obsoletenihilist
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The decision to grant all NPCs and PCs their maximal amount of hitpoints combined with a limited rest environment makes playing a wizard tougher then it was in NWN.
Things you can do to overcome this are:
* ration your spells ( only use them to kill enemies with a high ac or to deliver the finishing blow when a party member is in trouble)
* concentrate on buffing your party members
* use crowd control spells, you'll know how effective they are when you enter the bugbear cave without a mind immunity buff
* use summons, a well timed summon as an extra damage source or a meat shield is always welcome.
some little used, but good spells are
*blindness/deafness: this effectively disables an other caster for 1 round/level.
*a lesser spell breach can make a boss fight as easy as any other fight for your party members.
rdit:
removed, but I don't really count this as an exploit, IF you do it the way a rogue might do it - with moderacy and no respawn exploits. You're also submitted to the same risks as a rogue.
Things you can do to overcome this are:
* ration your spells ( only use them to kill enemies with a high ac or to deliver the finishing blow when a party member is in trouble)
* concentrate on buffing your party members
* use crowd control spells, you'll know how effective they are when you enter the bugbear cave without a mind immunity buff
* use summons, a well timed summon as an extra damage source or a meat shield is always welcome.
some little used, but good spells are
*blindness/deafness: this effectively disables an other caster for 1 round/level.
*a lesser spell breach can make a boss fight as easy as any other fight for your party members.
rdit:
removed, but I don't really count this as an exploit, IF you do it the way a rogue might do it - with moderacy and no respawn exploits. You're also submitted to the same risks as a rogue.
Last edited by Maankin on Mon Jan 22, 2007 6:54 pm, edited 1 time in total.
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ChikenKannon
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Remove this. Don't be a whore.*invisibility, why kill all your enemies when you can run past them and pillage all those chests, weapon racks and scroll cases without them noticing you. All your money problems are gone with this level 2 spell.
The largest wound will come from those you considered friends.
I wouldn't mind some critters with the see invisibility or blindsight spell, that sounds even like a good idea. You'd expect a shaman or mage to have it in his repertiore.Wyvern wrote:If you do this, do not be surprised to have rather nasty critters with see invis spawning around chests all of a sudden, or all loot drops being creature-drop only (which is now in place, in certain areas).
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Evelond Formos
*Sigh*... If you play as a caster..take your lumps,plan your spell usage and most importantly make friends with a meatshi...*cough* talented user of weapons.
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Deanna - Mage of crafting
Sera - Want help? seek elsewhere
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Deanna - Mage of crafting
Sera - Want help? seek elsewhere
Merido Oaken - Cry havoc and let loose the Hogs of War!

