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Old 11-07-2002, 02:29 PM   #3
SixOfSpades
Dracolisk
 

Join Date: September 16, 2001
Location: Bellingham, WA, USA
Age: 47
Posts: 6,901
Each item must be weighed separately; each has its roleplay value and its powergaming value. The Rings of Preservation, for instance, make a lot of roleplaying sense. Whether or not they're overpowered is up to each individual player--I think it's a little bit over the top, but not notably so. Certainly less powerful than the Ring of Gaxx--but then, what isn't?

(For the record, Weimer actually made my Holy Buckler of Amaunator more powerful than I'd intended: I had thought that one False Dawn per day was enough.)

-- Alson, you have a point with your note on the potential abuse of the Soul Reaver: The existing most damaging weapon, the Staff of the Ram, cannot be Whirlwinded in this way because of the Knockback factor.

-- Also, now that I think about it, a Kensai under GWW, using the Impaler as a THROWING SPEAR 10 times per round, is just broken. Turning the Spear of the Unicorn into a Throwing Spear is OK, the Impaler is not.

-- quote from the README:
Quote:
Staff of the Woodlands +5
Old Woodlands abilities. 5% chance of creeping doom
on hit, staff recharges overnight
10% chance of Summon Insects would be more reasonable.

-- Combining all the Thief items into the Gloves of the Master Thief seems overpowered as well, not to mention the fact that they also set your base AC to 3.

-- Another quote:
Quote:
Q: What are the stats for the original Kitthix?

A: 44 HP, Base AC 4, Attacks 3/2, Saves 12/14/13/14/14, 10% MR, 2 Hit Dice,
14 STR, 9 Other Stats. Attack: +0 weapon, 1d8 piercing, save vs. poison at
+1 or take 3 hp per second for 14 seconds. Immune to Web. Lasts for 2400
seconds or until killed.

Q: What are the stats for the Improved Kitthix?

A: 80 HP, Base AC -2, 4 Attacks, Saves 6, 25% MR, 10 Hit Dice, 18 DEX.
Attack: +3 weapon, 2d4 piercing, save vs. poison at -3 or take 5 hp per
second for 12 seconds, save vs. spells at -2 or be webbed for 7 seconds.
Immunity to Web, 50% melee damage resistance. Regenerates. Lasts for 2400
seconds or until killed.
-- The Sorcerian Ring is, essentially, 3 Rings and an Amulet all worn on one finger. That's too much. I would knock the Ring of Protection out of the equation.

-- The Ring of Elemental Mastery incorporates the "hidden" +1 bonus to Saving Throws included in the Ring of Earth Control, even though BioWare confirmed that the Earth Control's Save bonus was an oversight that they forgot to correct. (BaldurDash fixes it.)

That makes a total of 7 items that I think are definitely overpowered, and need to be toned down. The rest of the items are OK; my opinion of them seems to vary directly with the number of component items combined into the finished product. For instance, the various Boot upgrades are fine, as they all combine only 2 pairs of the original Boots, and SoA Boots only; the Sorcerian Ring, and Gloves of the Master Thief, however, both combine at least 4 items, with no weakening of the original enchantments whatsoever.

So, 7 overpowered upgrades out of 42 total upgrades equals a result of 85.71% legitimacy. (By my standard of "overpowered," anyway.)
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