Re: New Combat Mode for Rogues
Posted: Wed Jul 20, 2016 5:05 am
I'll see if I can do anything with the Parry mode but I am not very optimistic. Its hardcoded so I have to find a workaround.
Official Forum for Neverwinter Nights 2 - Realms of Trinity
Alariann wrote:Same with the bonus depending on sneak attack dices. The numbers seem a bit too high it seems, but let's test and tune them . Would the enemies immune to sneak attacks be affected?
Alariann wrote:About the slow effect: that would be a fun addition. I don't know what you can do but what about a spell that would be cast when you hit directly on the enemy if it doesn't have the effect already, and with a high enough save check that no creature would resist it? Like a slow spell?
Alariann wrote:I like the debuff thing, as it represents the ability of the Rogue to hit with accuracy to the opponent's weakness.
Alariann wrote:But I don't think it is working fine with the higher damages attacks: in a group the enemies will dies too quickly for any benefits, and in solo it's basically the same unless it works on tougher enemies. Do you see what I mean?
Alariann wrote:Maybe an interesting effect would be one that has an impact on the enemies around. Maybe something like a small and short fear effect? Or confusion? As they see their allies being stabbed/killed by a shadow.
Alariann wrote:Your idea to add something if a Rogue choose Epic Precision is nice. If the sneak dices apply against enemies that are immune to sneak attacks then maybe add a better chance to hit and to cripple the enemy?
Alariann wrote:I noticed the test server was live today. Can we test your changes there?
Maybe an interesting effect would be one that has an impact on the enemies around. Maybe something like a small and short fear effect? Or confusion? As they see their allies being stabbed/killed by a shadow.
That must be a feat or something like that. Throwing sand into the eyes or whatever. For the combat mode it doesn't make much sense in my opinion.
I hate combat modes.