Halifex
07-11-2012, 09:03 PM
Turbine Developers:
I was wondering why you nerfed all my characters? I mean I get that part of what makes Drow tough is their poison, so I can understand poison immunity no longer being immunity - in FAERUN. But why nerf it in Eberron?
Why nerf Freedom of Movement so it only works on certain magical effects? How about nerf it only in Faerun for the bear traps?
Why nerf disease immunity?
Nerfing what characters are capable of is never fun for the player community. If you think that some things are not challenging enough, maybe you could get get more creative by increasing the capability of the monsters. Increase their hit pts, their damage output, the variety of spells they can cast, randomize their spawn locations, there are many things you could do.
Why nerf pale masters and render death aura spells unable to be amped up by metamagics?
Spellpower seems nerfed on my death aura even wtihout empower and maximize. Here's the situation: I am using a one handed weapon that provides 9 implement sp (spellpower). I am using a necklace that provides 42 equipment sp to negative spells (Vulkoorim Pendant). I am level 13 wizard with Pale Master 1 and 2, these enhancements add another 70 sp to negative spells. Total negative spellpower = 121, or x2.21.
Death Aura should provide me with "healing" in wraith form of (2-8)+1/caster level per 2 second tick. On average 2-8 = 5. 5+13 caster level = 13. 13 * 2.21 = 40. But I am getting these numbers instead:
19
39 spell crit
24
39 spell crit
26
28
19
30
which a friend so adeptly pointed out looks like the spellpower multiplier is only being applied to the random element of the death aura (the 2-8 portion) and then 13 is added after the spellpower amplification. That certainly does not correspond to any of the literature I have read on how the spellpower mechanic works. I never read anything about random element only. Did I miss something?
I am frustrated. If some kindly developer could explain WHY these things were nerfed, it would help me be less frustrated.
I was wondering why you nerfed all my characters? I mean I get that part of what makes Drow tough is their poison, so I can understand poison immunity no longer being immunity - in FAERUN. But why nerf it in Eberron?
Why nerf Freedom of Movement so it only works on certain magical effects? How about nerf it only in Faerun for the bear traps?
Why nerf disease immunity?
Nerfing what characters are capable of is never fun for the player community. If you think that some things are not challenging enough, maybe you could get get more creative by increasing the capability of the monsters. Increase their hit pts, their damage output, the variety of spells they can cast, randomize their spawn locations, there are many things you could do.
Why nerf pale masters and render death aura spells unable to be amped up by metamagics?
Spellpower seems nerfed on my death aura even wtihout empower and maximize. Here's the situation: I am using a one handed weapon that provides 9 implement sp (spellpower). I am using a necklace that provides 42 equipment sp to negative spells (Vulkoorim Pendant). I am level 13 wizard with Pale Master 1 and 2, these enhancements add another 70 sp to negative spells. Total negative spellpower = 121, or x2.21.
Death Aura should provide me with "healing" in wraith form of (2-8)+1/caster level per 2 second tick. On average 2-8 = 5. 5+13 caster level = 13. 13 * 2.21 = 40. But I am getting these numbers instead:
19
39 spell crit
24
39 spell crit
26
28
19
30
which a friend so adeptly pointed out looks like the spellpower multiplier is only being applied to the random element of the death aura (the 2-8 portion) and then 13 is added after the spellpower amplification. That certainly does not correspond to any of the literature I have read on how the spellpower mechanic works. I never read anything about random element only. Did I miss something?
I am frustrated. If some kindly developer could explain WHY these things were nerfed, it would help me be less frustrated.