Originally posted by Tassafina
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Basically the nerf is a nerf in that regard, yes. But in a way it's a buff as well. Improved Mage Armor has potential to give +8 AC or +2 AC, depending on who it's cast on or +12 AC or +3 AC respectfully. That's how we want it. We don't want people in all +1 gear, then getting super AC buffed for hours on end.
When I design the AB and AC of creatures, I think about what gear people have and if they will be buffed or what not, and how fast the creature should be taken out. For example, mages in dungeons tend to have lower AC (Like 17 or 18 on CR9 creature) and way less HP than creatures around it. If you have even +7 AB you are hitting 50/50 on first swing. With a fighter, at CR9 if you have less than 10AB I'm shocked. I'm sure most have 13 or 14 at that point. So missing a mage is kind of a hard thing to do. However, there's some creatures with AC 25 at CR 12, meant to be taken down slower in melee, BUT they will be easier to kill with certain spells. In fact, I have been looking at putting elemental strengths and weakness on monsters. Some already have them and they will be getting it tweaked. You might cast firebrand and do like crap for damage, but cast icestorm and watch things get laid to waste.
Then the AB of the creatures I try to balance, imagining the sort of gear someone will have more than what buffs they would have. So the buffs are actually going to always make a dungeon easier, because I can't assume everyone who comes in is buffed to hell. Considering that is it a wonder that someone coming up with 10+ more AC than the gear I imagined them having, would make things easy as cake?
The idea is we don't want dungeon crawling to become uber mindless where creatures don't put up any kind of fight. I can also see where you might have difficulty getting exp since that 25% bonus kicks in with 3 or more people. Which is why you likely see parties going out to gain experience. I watch people make over 1000 experience in a single run of some places because they had full parties.
Only thing that's making GBX cry right now is nobody is taking up the yoke of the healer classes. I was tempted to add healer based items to the game that may cost money, but end up cheaper in the long run than stacking potions and such. Heal Domain priests make dungeons runs SOOOOO easy. That's a role I played in NWN1 often. A wizard would cast invis on me and I would just walk around the battle healing people as needed, with cure moderate wounds that were just uncanny in power.
It's an ongoing balancing act, really. And as we watch people run these places and see where the difficulty lies and where it is cake, it only helps us reconsider things. I don't think anyone can say with a straight face "Oh, buffs were not potent in dungeons for our success". That's why we're altering them.
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