Results 1 to 16 of 16
  1. #1
    Community Member Velexia's Avatar
    Join Date
    Mar 2006
    Posts
    72

    Exclamation If they cost spell points, they aren't spell-like abilities, they're spells!

    Get rid of echoes of power, it's ungainly, and feels like duct tape (Kind of like DA, but not in a "it punishes the players for not playing inside of the box" kind of way).

    Replace these spells that you've given to Savants and Archmages with spell-like abilities, adjust cooldown timers as necessary, and you're done! Easy peasy.

    In fact, you could even give more spell-like abilities, to make up for extending the cooldown timers, so that there are more options, and more to cycle through.
    Quote Originally Posted by Eladrin View Post
    Get more Aliens quotes into Voice Chat: This makes the "evac" a much more tactical choice, and puts some serious pressure on the rest of the group when your Wizard leaves. "Game over man, game over! Now what the **** are we supposed to do?"

  2. #2
    Founder pjw's Avatar
    Join Date
    Jan 2006
    Posts
    1,063

    Default

    Quote Originally Posted by Velexia View Post
    In fact, you could even give more spell-like abilities, to make up for extending the cooldown timers, so that there are more options, and more to cycle through.
    And once you have done this, your journey to the dark side will be complete. Or at least, the journey to the 'WoW-side'.

    My least favourite part of playing my PM (who I really do like playing) is the click-fest on timed SLAs. At least the FvS archon is set-and-forget.

  3. #3
    Community Member Velexia's Avatar
    Join Date
    Mar 2006
    Posts
    72

    Default While we're at it, let's not forget that this game isn't only about dealing damage.

    Savant Spell-Like Ability Suggestions

    Air I
    Shocking Grasp (Level 1)
    Expeditious Retreat (Level 1)
    Gust of Wind(Level 2)

    Air II
    Blur (Level 2)
    Displacement (Level 3)
    Lightning Bolt (Level 3)

    Air III
    Solid Fog (Level 4)
    Ball Lightning (Level 5)
    Chain Lightning (Level 6)


    Earth I

    Acid Spray (Level 1)
    Jump (Level 1)
    Ooze Puppet (Level 2)

    Earth II

    Melf's Acid Arrow(Level 2)
    Acid Blast (Level 3)
    Stinking Cloud (Level 3)

    Earth III
    Stoneskin (Level 4)
    Cloudkill (Level 5)
    Flesh to Stone (Level 6)


    Fire I

    Burning Hands (Level 1)
    Hypnotism (Level 1)
    Flaming Sphere(Level 2)

    Fire II
    Scorching Ray (Level 2)
    Fireball (Level 3)
    Flame Arrow (Level 3)

    Fire III
    Fire Trap (Level 4)
    Symbol of Flame (Level 4... lack of fire spells at level 5)
    Wall of Fire (Level 4... lack of fire spells at level 6)


    Water I
    Niac's Cold Ray(Level 1)
    Merfolk's Blessing(Level 1)
    Fog Cloud (Level 2)

    Water II
    Snowball Swarm (Level 2)
    Sleet Storm (Level 3)
    Frost Lance (Level 3)

    Water III
    Ice Storm (Level 4)
    Cone of Cold(Level 5)
    Otiluke's Freezing Sphere(Level 6)


    Void I

    Magic Missile (Level 1)
    Ray of Enfeeblement(Level 1)
    Invisibility (Level 2)

    Void II
    Blindness (Level 2)
    Ray of Exhaustion (Level 3)
    Chain Missiles (Level 3)

    Void III
    Force Missiles (Level 4)
    Waves of Fatigue (Level 5)
    Disintegrate (Level 6)


    Archmage Spell-Like Ability Suggestions

    Abjurer I
    Protection from Evil
    Shield

    Abjurer II
    Resist Energy
    Abjurer III
    Dispel Magic
    Protection from Energy

    Abjurer IV
    Lesser Globe of Invulnerability
    Stoneskin

    Abjurer V
    Break Enchantment (Lack of abjuration spells at level 2)
    Dismissal


    Conjurer I
    Grease
    Niac's Cold Ray

    Conjurer II
    Glitterdust
    Web

    Conjurer III
    Stinking Cloud
    Summon Monster III

    Conjurer IV
    Dimension Door
    Solid Fog

    Conjurer V
    Cloudkill

    Enchanter I
    Hypnotism
    Sleep

    Enchanter II
    Otto's Resistable Dance
    Touch of Idiocy

    Enchanter III
    Deep Slumber
    Hold Person

    Enchanter IV
    Charm Monster
    Crushing Despair

    Enchanter V
    Hold Monster

    Evoker I
    Magic Missile
    Niac's Cold Ray

    Evoker II
    Gust of Wind
    Scorching Ray

    Evoker III
    Chain Missiles
    Lightning Bolt

    Evoker IV
    Fire Shield
    Force Missiles

    Evoker V
    Cyclonic Blast

    Illusionist I (Severe Lack of Illusion Spells)
    Invisibility (Lack of Illusion spells at level 1)
    Hypnotic Pattern (Lack of Illusion spells at level 1)

    Illusionist II
    Blur
    Illusionist III
    Displacement
    Illusionist IV
    Phantasmal Killer
    Illusionist V
    Invisibility, Mass
    Shadow Walk


    Necromancer I
    Chill Touch
    Ray of Enfeeblement

    Necromancer II
    Blindness
    Command Undead

    Necromancer III
    Halt Undead
    Ray of Exhaustion

    Necromancer IV
    Burning Blood
    Enervation

    Necromancer V
    Waves of Fatigue

    Transmuter I
    Jump
    Repair Light Damage

    Transmuter II
    Knock
    Repair Moderate Damage

    Transmuter III
    Haste
    Repair Serious Damage

    Transmuter IV
    Repair Critical Damage
    Stone to Flesh

    Transmuter V
    Flesh to Stone (Lack of spells at level 4 and 5)
    Last edited by Velexia; 04-17-2011 at 10:08 AM. Reason: Edited for contrast (color)
    Quote Originally Posted by Eladrin View Post
    Get more Aliens quotes into Voice Chat: This makes the "evac" a much more tactical choice, and puts some serious pressure on the rest of the group when your Wizard leaves. "Game over man, game over! Now what the **** are we supposed to do?"

  4. #4
    Community Member Velexia's Avatar
    Join Date
    Mar 2006
    Posts
    72

    Default

    Quote Originally Posted by pjw View Post
    And once you have done this, your journey to the dark side will be complete. Or at least, the journey to the 'WoW-side'.

    My least favourite part of playing my PM (who I really do like playing) is the click-fest on timed SLAs. At least the FvS archon is set-and-forget.
    So... making spell like abilities actually spell like abilities... which are in D&D... would be a 'bad' thing... because of WoW somehow. I don't follow.
    Quote Originally Posted by Eladrin View Post
    Get more Aliens quotes into Voice Chat: This makes the "evac" a much more tactical choice, and puts some serious pressure on the rest of the group when your Wizard leaves. "Game over man, game over! Now what the **** are we supposed to do?"

  5. #5
    Community Member Emili's Avatar
    Join Date
    Apr 2006
    Posts
    5,756

    Default

    Quote Originally Posted by Velexia View Post
    So... making spell like abilities actually spell like abilities... which are in D&D... would be a 'bad' thing... because of WoW somehow. I don't follow.
    I suppose if they set those which need to be x per day type options with a regen timer as they are in DnD such will be in line.

    A Baker's dozen in the Prophets of the New Republic and Fallen Heroes.
    Abaigeal(TrBd25), Ailiae(TrDrd2), Ambyre(Rgr25), Amilia(Pl20), Einin(TrRgr25), Emili(TrFgt25), Heathier(TrClc22), Kynah(TrMnk25), Meallach(Brb25), Misbehaven(TrArt22), Myara(Rog22), Rosewood(TrBd25) and Sgail(TrWiz20) little somethings with flavour 'n favour

  6. #6
    The Hatchery Scraap's Avatar
    Join Date
    Oct 2009
    Posts
    1,651

    Default

    Quote Originally Posted by Emili View Post

    I suppose if they set those which need to be x per day type options with a regen timer as they are in DnD such will be in line.


    Something line 5/tier (so max 25), or 10/tier (equivalent of carrying around a wand)?
    Seems anything lower would be tough to justify.

  7. #7
    Community Member Velexia's Avatar
    Join Date
    Mar 2006
    Posts
    72

    Default

    There are such things as "at will" spell-like abilities...
    Quote Originally Posted by Eladrin View Post
    Get more Aliens quotes into Voice Chat: This makes the "evac" a much more tactical choice, and puts some serious pressure on the rest of the group when your Wizard leaves. "Game over man, game over! Now what the **** are we supposed to do?"

  8. #8
    The Hatchery Scraap's Avatar
    Join Date
    Oct 2009
    Posts
    1,651

    Default

    Quote Originally Posted by Velexia View Post
    There are such things as "at will" spell-like abilities...
    Figured the other point was brought up re tier 3+, so 1-2 free, 3-5 limited. Would let them throw in highly useful spell-likes that way.

  9. #9
    Community Member wax_on_wax_off's Avatar
    Join Date
    Feb 2010
    Posts
    6,512

    Default

    I like this, gives more potential to fine tune to various schools against each other. At the moment there really isn't any incentive for an optimal build to include anything other than first 2 tiers of enchantment and conjuration ... or something along those lines anyway.

  10. #10
    Community Member Emili's Avatar
    Join Date
    Apr 2006
    Posts
    5,756

    Default

    Quote Originally Posted by Scraap View Post
    Figured the other point was brought up re tier 3+, so 1-2 free, 3-5 limited. Would let them throw in highly useful spell-likes that way.
    Very much so...
    A Baker's dozen in the Prophets of the New Republic and Fallen Heroes.
    Abaigeal(TrBd25), Ailiae(TrDrd2), Ambyre(Rgr25), Amilia(Pl20), Einin(TrRgr25), Emili(TrFgt25), Heathier(TrClc22), Kynah(TrMnk25), Meallach(Brb25), Misbehaven(TrArt22), Myara(Rog22), Rosewood(TrBd25) and Sgail(TrWiz20) little somethings with flavour 'n favour

  11. #11
    Community Member Velexia's Avatar
    Join Date
    Mar 2006
    Posts
    72

    Default

    It could work similar to the way Shadowcaster Spells worked.

    In the first tiers of the PRE, the SLA's would be limited to say, 10 per day. Then when you get the next tier, the first tier SLA's have an increase in uses per day and the 2nd tier SLA's are 10 per day. In the final tiers, the earlier SLA's are at will and the last ones are 10 per day.
    Quote Originally Posted by Eladrin View Post
    Get more Aliens quotes into Voice Chat: This makes the "evac" a much more tactical choice, and puts some serious pressure on the rest of the group when your Wizard leaves. "Game over man, game over! Now what the **** are we supposed to do?"

  12. #12
    The Hatchery Scraap's Avatar
    Join Date
    Oct 2009
    Posts
    1,651

    Default

    Hrm... Perhaps a hybrid working off the something along the lines of the action point subsystem? It's old tech, used alot of places, so no need to re-invent the wheel much. (For the sake of rapid development, I always prefer to point at existing systems.).

    Tier 3 - add 10 spell-like actions
    sla costs 1 spell-like action point

    Tier 4- add 20 spell like actions (total 30)
    sla costs 2 spell like action points

    Tier 5- add 30 spell like actions (total 60)
    sla costs 3 spell like action points

    That would keep it similar enough to the notion of spell points to stay internally consistent, but still provide a hard useage-cap to limit things enough that each one would be allowed to bring some power to bear without breaking the game in half.
    Last edited by Scraap; 04-17-2011 at 11:30 AM.

  13. #13
    Founder Matuse's Avatar
    Join Date
    Feb 2006
    Posts
    6,243

    Default

    Favored Soul wings cost 5 SP per use, and this is in replacement of the PnP ability which should be giving them PERMANENT COST-FREE FULL FLIGHT.

    Take the piddly cost of SLAs, and enjoy them.
    Kobold sentient jewel still hate you.

  14. #14
    Community Member Velexia's Avatar
    Join Date
    Mar 2006
    Posts
    72

    Default

    Quote Originally Posted by Matuse View Post
    Favored Soul wings cost 5 SP per use, and this is in replacement of the PnP ability which should be giving them PERMANENT COST-FREE FULL FLIGHT.

    Take the piddly cost of SLAs, and enjoy them.

    Or, stop being that "Negative Nancy" guy, and say... "Hey, don't forget about the Favored Soul Wings. We should get those for no SP cost as well."

    Those "Negative Nancy" people are really annoying, and never add anything to a discussion topic.
    Quote Originally Posted by Eladrin View Post
    Get more Aliens quotes into Voice Chat: This makes the "evac" a much more tactical choice, and puts some serious pressure on the rest of the group when your Wizard leaves. "Game over man, game over! Now what the **** are we supposed to do?"

  15. 04-17-2011, 11:04 PM


  16. 04-18-2011, 04:47 PM


  17. #15
    Community Member
    Join Date
    Aug 2007
    Posts
    855

    Default

    It is difficult to tell exactly what you are asking for here. Do you mean you wish for all spell like abilities to be as if they were "at will" SLA's in addition to increasing the number to what you have proposed?

    If so - just taking Air savant there is no reason to ever cast anything outside of your SLA's, thus never expending even one spell point.

    I believe what they are going for with the PRE's is to add a minor/mediocre power/flavor boost to each base class, not a significant power gain (though there can be no argument that some PRE's add much more power to the base class than others), and certainly not for them to be a crutch that players rely on. Zero cost SLA's would certainly be that crutch.

    Most likely a zero cost SLA would have to have a per day/per rest use limit as per normal D&D rules (which most SLA's get lumped into: per day usage). It seems to me that they are also trying to avoid per rest limits given their addition of regenerating uses of many per day abilities currently in-game.

    Anyway, to sum it up, a per day limit wouldnt really be all that different from the current much reduced cost + free metamagics. Either way it saves a certain amount of SP. A zero cost unlimited per day SLA formula however, would absolutely be overpowered. At that point you'd be a Warlock x10.
    Last edited by richieelias27; 04-18-2011 at 05:09 PM.

  18. #16
    Community Member Shade's Avatar
    Join Date
    Feb 2006
    Posts
    7,951

    Default

    Yea they should be called "free meta spells, (sorta, at the cost of having **** cooldowns and broken targetting.)" ..

    I mean look at freakin fireball after the nerf..

    Fireball regular: 15 sp, 2second cooldown.. and you can actually aim it!
    SLA Fireball: 10 sp, 6secon cooldown. NON AIMABLE TERRIBLE SPELL.

    pfft. Freaking regular fireballs better.

    such a poorly thought out nerf.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  

This form's session has expired. You need to reload the page.

Reload