Killing time in a long train ride so it's gonna be a loooong wall of text.
Ork wrote: Mon May 26, 2025 11:17 pm
It all comes back to loremaggedon, as almost everything mechanics related inevitably does.
You're not wrong, but then again, I think almost anything we like or dont like about this game (mecahnically speaking in terms of blanace between classes) at this point can be traced back in some manner, to the single most impactful global change we ever did here. And, since we should also not expect loremaggeddon ever to be reverted, this point is kind of not very constructive or helpful as far as I can see. Any problem that you'd register it's root cause to "too much multiclassing options, no umd tax" can be put on loremaggeddon, but I think we should progress forward, and continue fine tuning the game eternally without going back to 2 classes + umd tax for the sake of balance cause I dont know about you but I think the vast vaaaast majority of the players and devs prefer the diversity even if balancing it turns out to be an eternal endless endevour.
Subtext wrote: Mon May 26, 2025 5:19 pm
That would be a much better argument if the DCs for certain other -noncaster- builds/abilities wouldn't be absolutely through the roof. I believe it's also a recognized and balanced fact at this stage that balance affects PvP and PvE very differently.
I'm actually not against that though. I think it's great that some builds have a strong chance to land their stuff!
Yeah so it really depends on what the 'stuff' is. I think you'll notice that the more impactful the stuff is, the more the build has to sacrifice in order to get it, and sometimes the very usage of these buttons can be extremely punishing. Harbinger is very high risk high reward by design. That said, the effects themselves dont really involve any save/die or be CCed for literally minutes. If you're talking about things like harbinger atrocities and dirty fight DC then I dont necesarily disagree with you, and in those specific places I've been concerned (and vocal about it) that the dc potential is possibly a bit overtuned, but I'm still on the fence. I did play harb live twice and the very big ticket DC abilities are SO punishing to use that.. yeah.. idk what I think about that and I've already voiced my concerns about the dc potential in the harb feedback thread long time ago.
Subtext wrote: Mon May 26, 2025 5:19 pm
I do not believe though that it's a good argument to take some extremely crippling and unfun spells (save or sucks...certain CC) as the reason to keep saves on an inflated level - or DCs on the classes who have access to those spell comparatively low.
Is anyone doing that tho? I dont recall reading from anyone that "DC spells are crap cause the shitty ones are crap, and the good ones are good". I keep reading that the saves people reach are alegedly high enough for fish-1s territory (which is simply NOT. TRUE. PERIOD.) so all DC spells are crap, not just the worse ones.
Does it mean that some spells are far less effective than others? Sure does, but that's really a whole different discussion, because the good DC spells (even if there's a limited selection of them for each class) ARE good enough that we cannot just lower saves irresponsibly.
Subtext wrote: Mon May 26, 2025 5:19 pm
What it absolutely -is- an argument for is taking a long hard look at save or suck and CC spells and having them affect players very differently to NPCs, quite similar to how certain class abilities affect those differently. Looking at you, Nightmare Tactics.
Regarding PVE,
Yeah, I mean.. that would be one way to go at it, but I personally dont want to see a lot of inconsistency between pve and pvp in ways that are notable for the player if we can avoid it. I think, if anything, we should make summons more resistant to mob's wofs and turns and all that stuff, so casters have smoother time in pve (if that's not already smooth enough) via having more reliable summons in pve, without it effecting their own spells, just the mobs spells. That, I think, would be preferable to addressing the effects of the spells PCs cast and the inconsistency would feel greater on the player end if we do it via PC spells. Addressing mobs spell effects and the mobs saves are the best variables to tweak in regards to pve for casters.
-XXX- wrote: Mon May 26, 2025 4:55 pm
It's not just me
Never said it's just you. It's basically all those instances someone shouts saves are too high. I perfectly understood you are not in favor of nerfing spellcraft globally.
Next, "Lesser of two evils" implies that the current state is evil, which is a huge hyperbole you can extend to pretty much anything in life if you have some sort of a perfect utopia in your head. In reality, everything is lesser of two (or more) evils if you want to look at it that way.
-XXX- wrote: Mon May 26, 2025 4:55 pm
unless you were a part of the original NWN design team, you won't fault anybody for questioning your "authority" on how things should look like - you can sure voice your preference, but at this point it's hardly necessary
Everything I say is "my opinion", but I dont speak from any authority, and even if I were the server owner or a base nwn dev I still believe authority doesnt make you right or wrong and is irrelevant. However, what I said is based on facts and 20 years of experience of mine and others I talk to, which is more than I can say about some of the posters in balance discussions. And yes, I feel it is necessary to voice my |preference| (lol) when there's so much misinformation and bs going on. However, no one is forcing you to read it or reply to it. I'm not here to change your mind. I'm here under the assumption that devs read these forums and can be influenced by player feedback which is generally not a bad thing, when the feedback is properly established and unbiased, but the dev doesnt always know when it's unestablished and a pile of bs so I present counter points and will continue to do so for as long as I play here. Also sometimes players are sad about X mechanic but they are only sad because they dont understand the full picture, so I present a full picture to make them less sad and feel less like their character falls between the chairs.
-XXX- wrote: Mon May 26, 2025 4:55 pm
I was suggesting that players would be likely to reach for div dips to compensate for any potential tweaks to saves
Yeah so I did understand what you meant and addressed exactly that. IF~ spellcraft were nerfed people would not just pile div dips on every character because it costs them a lot, and they are more likely at that point to just go deep on the div class rather than dipping and at that point, we might see a big surgence in deep div classes in the play rates, but neither of us is in favor of seeing this happens (and for the record, we would need to nerf cha-saves at that point if we did go this route but still not because of dips).
To summerize over all to no one in particular,
I think the real core disagreement between caster players and those who rather not insta-lose to casters, is the answer to "What odds should the average lvl 30 geared character have to succeed vs hard cc or death?" and on that many of us disagree, because the casters think that 10-15% (which is what they realistically have if they build optimal for combat**!!!) to land cc on every spellcast, is not enough, and I say confidently that it's a freaking lot, and I've played casters plenty of times since the rune era (before hard5s were disabled) and DC spells are balanced (except the aoe stuff that didnt respect spellcraft at the time like storm of vengeance. Those spells were ridiculously overpowered).
* not the server's fault that most casters these days dont bother building optimally for combat because they are baited by too many flavor feats and skills. So if their DCs on lvl 9th spells are lower than 42, they are disqualified from balance discussion I'm afraid, in the same manner that a rogue that doesnt take any will save feats is disqualified from the same discussion
Player culture is also a big part of this - we have a lot more caster characters played by casual players who dont build optimally or care about pvp in their character concept design (And as a build advisor on discord that gets about 5-10 PMs per week (sometimes even much more than that when it's right after big updates) asking for build advice with their character concept, I see it all the time and I still attempt to have them get the most out of their sheet without compromising their concept), than we have mundane players going suboptimal in this fashion. It should be no surprised that mundane characters out-perform in pvp when they have less 'flavor' feats and skills, and just minmax their combat stats. Boosting DC spells effectiveness isnt going to change this culture in a healthy way - it will just result in casters having the cake while eating it, and mundanes being virtually not worth playing at all.