So far so good. Getting 8 Diplomacy for the main quest became a team effort thanks to skill sharing. Paladin promotion was murderous, mostly because of the mercenaries which had ~1500 HP apiece. Had to bombard them with expensive spells from range and leave to restore SP after almost each kill. Wizard dungeon, OTOH, was easy, as oozes weren't tough and drakes could be avoided (still killed them all, though). And because of a script bug, I even got to keep the staff at the end!
Weird bug: the magic shop at the eel islands resets each time I reload the game. (Got almost the full collection of magic boosters, and sundry other trinkets.) I managed to stop this by buying something then leaving the area without reloading the game.
RawSugar wrote: ↑01 Jan 2023, 20:48
DoG: ranking 3 schools to get a similar stat boost will make your spells generally very weak, and Light has a lot of strong spells. its not just a buff school in MAW
I wonder about that. Prismatic Light is indeed very nice now, but I don't see any other good reason to invest in Light.
Sun Ray is strong, sure, but it's outdoor-only. Meteor Shower matches it (12d3 vs. 1d40), while being much cheaper and castable at night, and Starburst is even better. And also there's Armageddon! (nerfed now, sure, but still makes outdoors trivial) I suggest allowing Sun Ray indoors, then it would make more sense.
Destroy Undead is also very nice, but it works on like 3 different monster types, and 2 of them honestly don't need very high Light skill to be killed easily by it. So why bother?
The three debuffs can be good, but past a certain point they don't benefit from higher skill, as it only improves duration and most combats last less than half a hour. Another suggestion: let skill improve debuff success chance? It worked well in my mod.
Then we have two buffs, which are nerfed into oblivion, the ultimate cure that doesn't meaningfully depend on skill, and two odd utility spells which are still as niche as in vanilla. Overall, I feel like pumping skill points into Light is a bad idea in your mod, unless you really can't live without Prismatic Light. Meanwhile, investing into Self gets you stronger buffs, more reliable healing, and a couple strong attack spells that don't have usage restrictions and are probably more spell-point-efficient. Psychic Shock is in particular very strong even at my current 4 skill.