@kallas_br:
I did not experience any fps drop in my testing. Script mods also shouldn't affect fps, worst case it would produce a lag between swing and damage float/application. If someone else experience fps drop with this mod on and not when mod is off, let me know.
@JJeanseb28:
Yes PAR compatibility is being worked on. I'm still experimenting on ways to incorporate it, so I don't have an ETA at the moment, but it will come soon.
@vernvern:
Yes those gifts listed only give dog bonus. If you give them to someone else there will be no attribute bonus for them. I made the tweak as an incentive to actually give those gifts to dog, with his affection being always at 100, there really was no point.
As for the parry bug, I could only reproduce it with AT on. I also didn't notice it until recently (been using AT since near the start), so maybe it was introduced in recent versions.
@elsellel:
No worries and I know you weren't jumping on anything. I myself also like things organized a certain way so I can relate.
@all others:
I have read all your suggestions and I will take them all into consideration. Regarding friendly fire, my opinion is that friendly fire is a very necessary mechanic. FF against your party is scaled (based on difficulty) so there's already a bias there. No other non-specialization talent tree has on-click AoE beyond the melee ring, and with mage being the only class that does it, those mechanics need to be in place to restrict it. I believe Bioware designed the cone spells and some AoE (or even none AoE) spells to be restrictive on purpose, and I feel we shouldn't expect to use a mage effectively with AI, but rather position one carefully manually before using a cone spell, for example.
I agree on the fact fire and earth tree in primal is not well defined enough. Ice can CC and electricity drains stamina, while fire is just very situational (only does more damage on certain foes), and earth being an ugly mesh between offense and defense. I will of course work on changing that.
What we have to keep in mind is that, when we compare mage with itself, there's just so much that should be changed and improved. But if we put it in the context of the game, how encounters normally are, with other classes etc, we can sometimes see why some design decisions are made regarding these spells (or all other talents, in general).
What I've spoke is all of gut feeling and based on a mage playthrough. I will have better perspective after I organize the spells into lists, and see the way they are implemented.
Thank you all for the feedbacks
EDIT: some of my explanation was a little misleading upon re-reading them , fixed
Edited by kend7510, 28 December 2009 - 07:25 AM.