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View Full Version : Why are there no upgrades to Divine Vitality/Healing/Cleansing/Light?



Anneliese
09-20-2009, 08:48 AM
Divine Healing, Vitality, Cleansing and Light can be very useful in the lower levels, especially the first two.

Later on however, their usability in comparison to the cost (APs and Charisma) fades away...


...they are still nice, but when looking through the cleric forums, it seems that most dont consider them that useful when looking at the higher levels.

I think that should change:

a) Build choices are always good. Will I be good at this or that? VS Lets drop the second option because its not really useful. This leads to more variety and more opportunities to roll up more characters of the same class.

b) Clerics can turn undeads, Favored souls cannot. Turing is about as useful as a moldy quarterstaff in the endgame, so clerics need something to offset that.


To give an proposed example:

Enhancement:Cleric Divine Vitality V
Cost: 5 Action Points
Requires All of: Cleric Divine Vitality IV

Available to Cleric class level 19,
Activate this ability to restore 13d4+15 spellpoints to another character. Consumes a use of your turn undead ability.

Requires a 20 base Charisma.

Visty
09-20-2009, 08:56 AM
Requires a 20 base Charisma.

THAT is the biggest mistake you could add as prerequesit

Anneliese
09-20-2009, 08:58 AM
THAT is the biggest mistake you could add as prerequesit


I put it in there for the specific reason to force players to make build choices, its the same requirement as for Divine Might IV.

Visty
09-20-2009, 09:01 AM
I put it in there for the specific reason to force players to make build choices, its the same requirement as for Divine Might IV.

but divine might replaces your str with that high cha (kinda) means you get a benefit for yourself
DV just help others making youself useless
technically its like paying 500.000K just that someone else can drive your car

noone would take it

Zenako
09-20-2009, 09:10 AM
Putting the high CHA score req is probably not appropriate unless the payback is better. Most builds (walking shrines) will almost certainly have an above average CHA, and none of the lower level enahncement have a CHA req in that line. The Divine Might chain however has a CHA req at every level and increases accordingly.

Simply adding in a Divine X 5's would be a useful next step for those who choose that path.

Perhaps even add in a Capstone perk for those cases where a level 20 cleric triggers a Divine X 5 effect, where the benefit gets multipled by 50% or something. 13d4+15 points is still only like ~50 spell points. So 75 a pop would be nice.

Also just a note. You seem to have skipped Divine X 4's, since currently we only go up to Divine 3 (unless they changed things in the latest Mod and I did not notice it.)

Anneliese
09-20-2009, 09:15 AM
Hmm..maybe you two are right.


Im not dead set on on these specific numbers..I just would like to see an upgrade.