Lone_Wolf wrote: ↑09 Apr 2025, 11:37
Arena Knight/ Lord level give way to much money on easy.
I did arena fights at lvl 9 until I had enough points to become arena champion and get an artifact.
Although I did set diff to hard for the fights, I reset it to easy for the price money.
Those fights increased my money by approx 115k .
Recommendation : disable switching diff in arena
The problem is not difficulty, it's your low level. Money available to party grows roughly linearly with experience gained, while arena reward is based on level which grows sublinearly. Thus, the lower your level, the better arena rewards seem. Case in point, on level 30-ish the reward seems perfectly appropriate for me. What I should do is just reduce the arena money on low levels, maybe make it scale with fame instead.
Lone_Wolf wrote: ↑09 Apr 2025, 11:37
Spectral Weapon
It is very powerful for a low cost and also reduces the need for holy water by a lot .
Recommendation :
- increase magic resistance of undead
- make spectral weapon function like fire aura : low damage shift at normal. medium at expert , high at master spirit skill.
Why does everyone think it's such a powerful spell? Apart from allowing fighters to deal with ghosts/oozes/etc., it just slightly increases average damage against only about half of monsters, which makes it more niche than e.g. Fire Aura. And because the increase is multiplicative, it doesn't really shine as a general buff until mid-late game (and then only on fighter classes). So there's no need to nerf it in early game further.
As for holy water, its damage is already more effective against most undead monsters (only ghosts have holy resistance equal to magic, for everyone else it's less), and also it boosts crit chance and you can even throw it. So Spectral Weapon is a worse budget option. I try to not lock the player into using any particular feature, so having a (worse) alternative to holy water is fine! I should revise ghost holy resistance though, it indeed doesn't make sense.
Lone_Wolf wrote: ↑09 Apr 2025, 11:37
RDSM/RDSS
Their fire immunity (plus aggro) makes barrow downs, nighon tunnels and other zones with fire using monsters a lot easier .
The quality is also to high for the low level you can get it at.
Consider that you have to kill a red dragon at level 5 for it, with no fireball wand cheese unlike in vanilla. A single good item is already a massive nerf from the entire party drapped in relics that a shrewd vanilla player could get, so this is fine.
Lone_Wolf wrote: ↑09 Apr 2025, 11:37
GM skills
Some GM skills are worth more then others and should be hard to get.
a few examples : armsmaster, merchant, Disarm, Alchemy, magic GMs
Several already have requirements, but they are to easy to fulfill .
Recommendation: Introduce strong additional requirements for them
possible for fire GM : get killed by incinerate spell
I kind of did that already! I don't want to touch magic skills any more, because if I'm adding mini-quests for any of them, for symmetry it has to be all of them, and there's no way I'm pulling it off. But if you have suggestions for other GM requirements, I'm all ears.
raekuul wrote: ↑09 Apr 2025, 12:10
I would like to see the
Capstone spells locked by quests (in theory Divine Intervention already is since it's the Archmage promotion quest, but I was seeing it in the guild despite taking the Lich promotion quest which... feels like a bug but probably is intentional since I did side with Celeste on that save) - more sidequests is always a good thing.
Except for Lloyd's Beacon maybe, none of the GM spells are really worth their own quest IMO. Isn't the vanilla arrangement where you must travel to remote corners of the world to visit the paramount elemental guilds enough?
DI available without the Archmage promotion is definitely a bug; I'll investigate that.