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Suggestions & Balance Issues


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#281
sward66

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In response to post #17991479.

1. Possible, yes. Requires someone with working knowledge of both mods. I don't use Requiem, so I'm not going to be the one to supply it. But if someone contributes one, I'd be happy to add it to the download collection.

2. I wouldn't think so.

Any specifics on *how* these spells are OP with Requiem?

Edited by sward66, 30 August 2014 - 11:41 PM.


#282
Damariusskyrim

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In response to post #17991479. #17993049 is also a reply to the same post.

Requiem make the whole game harder.
I think your Spell#S are very Strong in each type of Mods/Game.
To be fair im not Familiar with every Spell of your mod and the normal Forgotten Magic Mod. (if somene does a Requiem Patch Forgotten Magic and Forgotten Magic Redone should get one).
But in case i love to control my opponents so i play much with Petrify it gives 6 ! seconds Stun on every enemie that i found yet for dont remember im at work 30-40 mana !
Thats way to overpowered.
I would lower the stun to max 3 sec and raise the mana cost to min 200 - 250. (for Requiem and even then its still a nasty spell)
Further i would increase the spell cost for each improvement for about 50 mana.
I dont try Petrify on Dragon priest's etc atm yet but i can run at lvl 3-4 to the Giant's and Mammoth's near Whiterun and can slow kill them with poison and burden upgrade.
These enemies are supposed to do with lvl around 10 or something.
Many ppl mentioned that the spells do a lot too much Damage and/or too less mana costs i dont test every single spell of your mod and the Frogotten Magic Mod but what i can see most spells are to strong (duration, spell cost's, damage).
I will write eventually more when i am at home.
Thx for reading and sorry for my bad english.

Edited by Damariusskyrim, 31 August 2014 - 04:40 AM.


#283
sward66

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In response to post #17991479. #17993049, #17998344 are all replies on the same post.

Please limit your comments to *this* mod. The old Forgotten Magic is *not* supported, and mixing in comments about it will only confuse things. Your entire discussion of the old Petrify spell, for example, is off topic.

So far, I'm not seeing a single comment or request that is specific to Requiem. If anything, I'd expect Requiem users to find these spells *less* overpowered, because of the overall increase in game difficulty.

#284
Damariusskyrim

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In response to post #17991479. #17993049, #17998344, #18007539 are all replies on the same post.

Requiem Players have the intension to increase the difficult of the Game thats essential.
While your Spell *Mod* is rly nice and fun to play it counters the *intension* of Requiem.
In case i fast read the descriptions...
Only some exaples:(i dont tested this only read)
Withering Spores: Vile Spores have a chance to stagger the target on each tick
+
Seed of Life: Petrify: chance to petrify the target for 5 sec. with a 10 sec. cooldown.
= i dont know the chances in % but these 2 together will prevent the enemie to engage you.
How much cost the spell ?
If the chances are above 30% and the spell dont cost min 150 its op for requiem.

Frost Armor:
Cryostasis: increases the duration of undead summons by 100%.
Icy Gale: whenever you cast a spell, increases your speed by 25% for 5 sec. 10 sec. cooldown.
Your Minions will make all the Jobs and u can outrun nearly everything.
When u are in trouble..
Arctic Chill: whenever hit by a spell, freezes the attacker for 5 sec. Shares a cooldown with Cold Snap.
5 sec time to do all what u want.
Or u slow him then u can just walk away with your +25 % runspeed and his -50% runspeed
Cold Touch: chance to slow attacker by 50% for 5 sec. when hit.
* Frost Barrier: if your health drops below 15%, protects you with a shield that negates all damage for 5 sec. 30 sec. cooldown.
While in Requiem u will be rarely under 15% cuz then u are allready nearly out of stam (depends on much thinks but in genereal) and that means dead.
This is again 5 sec i can do what i want situation.
I just picked randomely this spells could write much much more.
Dont take me wrong i love this mod but the spells are massively strong for Requiem for low/mid game and the endgame is irrelevant cuz at 40+ all should die anyway.

Edited by Damariusskyrim, 31 August 2014 - 03:24 PM.


#285
sward66

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In response to post #17991479. #17993049, #17998344, #18007539, #18010294 are all replies on the same post.

Still not seeing anything that is actually specific to Requiem. What I really take away from this discussion is a request for an option that nerfs all these spells. That sounds like quite a bit of work, since I don't get the sense that something simple like an across-the-board increase in casting cost would do the job. Sounds like you're also looking for shorter effects, longer cool-downs, or lower odds of success. And probably other changes as well.

Also, I give higher priority to actual *observed* problems in-game, compared to *imagined* problems based on reading the spell descriptions.

#286
ManOfHonor

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Does the Electric Charge's Oscillation stack to infinity, or taper off? As of now I have some 800 storm shards, and the discharge of Electric Charge is pretty much my mainstay in damage, though it hardly seems to be doing 4,000% percent more damage than it would otherwise. Infinite stacking would be incredibly overpowered, I'm mostly curious about where the cutoff in the benefits lie. Should I try to keep 50 on hand? 100? 400? They're really starting to take up a sizable allotment of my inventory capacity.

#287
3jiou

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In response to post #18280019.

IIRC, +100% is the maximum damage boost for Oscillation.

#288
ManOfHonor

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In response to post #18280019. #18301079 is also a reply to the same post.

I have a bloody ton of these things extra then, I should use more of them. Thanks.

#289
Chaka93

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I have had a bug: i used arcanic weapon and only the bow work for me, i have a return to desk for any other weapon

#290
sp4rkfist

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Does spectral missile affected with augmented fire, cold, and shock perks?

And I have a question about arcane distortion:
* Arcane Distortion: Increases the movement speed of the target's opponent by 33% for 8 sec.
Any good use for increasing opponent's movement speed?

Edited by sp4rkfist, 15 September 2014 - 12:14 AM.





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