Magic isn't unbalanced, unless you mean it's more useful in NWN2 then in traditional DnD, in which case it is a little unbalanced, in favor of the magic users. I've played three clerics, two spirit shamans, a druid, a sorceror, and a wizard all to at least 16 if not up to 20, and can say without a doubt, magic is pretty ok right where it is. To be honest, I don't see anything that NEEDS to be done with any of the caster classes in any real way, they are already fairly balanced. In fact, except for a few changes to help finish out balancing up the non-casters, class balance in general is probably the best on our server over any other server.
I, personally, am excited to see the crafting system be implemented along with the new faction system. I think a lot of interesting RP will be had with a host of new characters with fresh city-based factions to help push new storylines and get away from this "Good vs. evil, but only one side is ever strong at a time because 90% of people are playing neutral fence sitters." City vs. city will let us see good guys and bad guys working together to fight OTHER good guys and bad guys, because they want their city to win, more than they hate one another.
Upcoming Events
Collapse
There are no results that meet this criteria.
Announcement
Collapse
No announcement yet.
State of the Server (9/24/15)
Collapse
X
-
Implement this alone and I would find time to play againOriginally posted by Lotus1. Finished crafting. All recipes will be functional, all materials will be accessible through drops, nodes, and stores. Crafting will be a reliable way to keep your character competitively equipped.
The soft level cap of 15 would be pretty awesome too. The retardation of leveling was one of the things that originally attracted me to Sundren.
As for suggestions, I think everyone here knows my stance on re-balancing of magic heh heh.
Leave a comment:
-
Hah! and here I thought I had finally gotten out of the cycle of addiction that is Sundren. Better brush off my install discs this christmas!
Leave a comment:
-
State of the Server (9/24/15)
Hello, everyone.
Over the last few months, I've seen a lot of forum communication and received several PMs asking about what shape Sundren and its staff are in, whether players can expect a renewed commitment from the development and DM teams, and so on. We've met as a team, discussed the interest we've seen expressed from players and what level of work we'd need to accomplish to feel energized about the server again, and decided that yes, we do has what it takes, we do has the five bucks to get this place going again.
In order to do this, we will be moving the timeline forward (amount of years TBD) to justify purging the character vaults. Some of you will be bummed to lose your PCs, and we'll be offering a number of retirement options to soften the blow (TBA when finalized). We're doing this for a few reasons:
1. We're moving the level cap back. Current projection is a soft 15 (monsters, RP XP) and a hard 20 (advancement quests, DM XP). Rather than delevel existing PCs, it's much easier to start with new.
2. We're untangling snarled story threads. Moving the timeline and clearing out old PCs lets us start fresh and gives more PCs an opportunity to get involved in what's going on.
3. We're redoing item balance. A new cap means new item standards, and this will get rid of all of the old items we don't want running around anymore.
So what are we doing that you can look forward to?
1. Finished crafting. All recipes will be functional, all materials will be accessible through drops, nodes, and stores. Crafting will be a reliable way to keep your character competitively equipped.
2. Class improvements. Look for further boosts to Rogues, Barbarians, and a host of prestige classes.
3. Faction reorganization. Factions will be based around the four major cities (Sundren City, Port Avanthyr, Aquor, Sestra).
4. Competitive faction control points. We're developing a system that will allow factions to dynamically compete for control of certain areas. Capturing these areas will be a means to increase faction reputation and will provide access to special stores, crafting resource nodes, and even dungeons.
5. Deeper dungeons. You thought killing the Goblin Chief was the end of it? Think again.
When's all of this going to be ready?
January 2016 is our target to have crafting ready to go, the factions reorganized, and our new storyboard in place. When all of that is "go," we'll announce our glorious victory, cleanse the vault, and hit the ground running. The other development points will be ongoing and may already be partially or entirely in place prior to the vault cleanse.
What can I do to help?
Do you code? Do you build? We would love extra hands to help us with development tasks and potential area building projects.
We're grateful for your comments, concerns, and general feedback, and we're excited to bring this place back to life for everyone to enjoy!Tags: None
Leave a comment: