Thank you for your review! It's very helpful.
Gray Magic Expert wrote: ↑04 Jun 2023, 07:50
My favorite stuff:
- really intriguing magic skill re-balance between classes. Archers, Paladins and Rangers feel much more fun now.
- All races play well with almost all classes. Elven champions/paladins/clerics? All worthy characters! Goblin wizards? Sure, there is a reason to have one in a party! And humans/dwarves are better all around too.
Yeah, my main goal was to make inferior classes and race options worthwhile. Glad it worked!
Gray Magic Expert wrote: ↑04 Jun 2023, 07:50
- Many, many great new artifacts. The Serpent Staff looks cool enough to build a staff-wielding Knight, for example!
Could work, but mostly it's intended for Monks.
Gray Magic Expert wrote: ↑04 Jun 2023, 07:50
- Barrows are no longer a place with "All the money you need till level 30-something", and offer their bounties in powerful items instead.
Technically the huge gold piles were a bug, although I don't know if MM7Patch will adopt the fix (Grayface is often reluctant to fix exploits).
Gray Magic Expert wrote: ↑04 Jun 2023, 07:50
- The ghost enemy rework is fun and immersive.
You know, I've been convinced to make monsters more challenging for 4.0 (depending on difficulty level); if ghosts worked well, maybe I should think of making other enemies more special, too.
Gray Magic Expert wrote: ↑04 Jun 2023, 07:50
Some things, which felt a bit un-optimal:
- Town portal on master water is almost pointless now. Getting to the last town visited is very weak in mm7. Maybe add cast limit of 3 recalls for master town portal instead?
You forget that even without town choice Town Portal is an excellent "panic button", allowing you to instantly escape combat gone sour. In fact, the mod boosts it in this aspect, as at Master it used to always fail near monsters, while now there's a good chance of success. Besides, it's still useful for teleporting from Tatalia to Erathia, or from Avlee to Tularean, and so on. In MM6 you also could not choose the town before getting 12 Water skill, and nobody complained! Mostly, I wanted to make stables and stuff more relevant, as in vanilla this spell made them almost obsolete too quickly. That said, it's not great how fully Dark parties are now forced to take a Lich for Town Portal's full effects. I'll see if I can fit GM Water on Bounty Hunters -- teleporting to town halls even fits thematically!
Gray Magic Expert wrote: ↑04 Jun 2023, 07:50
- Throwing knives in early game were subpar. They deal negligible damage without either enchantments or major strength investment. Both the bows (for those who can use them) and not bothering with ranged attacks at all (for pure mages) felt like better alternatives. (Ammo system is not a problem, however. You get enough knife sets in early game to use them in combat)
Well, yes, they're supposed to be worse than bows or spells early on. Basically I wanted spellcasters to use attack spells more often instead of spamming free arrows, and the knives are merely a backup option for when you run out of mana. That said, they can in fact pack some punch if you use Fire Aura -- especially since they're 50% faster than bows, but fire damage stays the same.
Gray Magic Expert wrote: ↑04 Jun 2023, 07:50
- Only Wizard class can get Master Fire before 2nd promo. Druids no longer get it. This limits build variety a bit, I think. Maybe archers should get master fire after 1st promo, instead of the second one? Master fire feels appropriate for a Warrior Mage, after all.
Admittedly I balanced the classes around the second promotion, so I'll consider your suggestion. That said, what's so great about M Fire for you? Fireballs work well enough on Expert.
Gray Magic Expert wrote: ↑04 Jun 2023, 07:50
- Druids are all around more fun now. However, losing master spirit on first promo makes going Light Druid even more tempting than in vanilla MM7. Both Rise Dead and Shared Life are very useful spells, and light Druid promotion is achieved much faster than the Dark one. There are two potential ways to address this: 1) give master spirit after 1st promo, like it was before. 2) instead of master spirit, give GM alchemy after the first Druid promotion. This will provide plentiful Rise Dead potions and other fun stuff to aspiring Warlocks long before the Land of Giants becomes unlocked.
I feel like Warlocks not being able to revive dead is thematically appropriate. Instead they now have Reanimate! (Remember that it works on party members, too.) And obviously, if one of the second promotions doesn't have the skill, neither can the first one. Additionally, Great Druids are very much supposed to be better at support, while Warlocks are much stronger offensively. So no. As for the potions, remember that you CAN brew black potions at Master, they just explode most of the time.
Gray Magic Expert wrote: ↑04 Jun 2023, 07:50
- GM perception requirement. By the time you find all obelisks, GM perception loses its value. Maybe it would be better to require 9 or 10 obelisks instead?
Good point! I was low on ideas when doing that part, yours is probably better.
Gray Magic Expert wrote: ↑04 Jun 2023, 07:50
Some things, that felt fair, but weird:
- Dark paladins getting master arm-master strongly encourages going Dark paladin on a light path! This is fair, but silly from role-playing perspective. Maybe it would be better to give both paladins master arm-master, and add something else for dark paladins? Like master bow (ranged combat is un-heroic!), or master Earth (stone skin for an additional buff, telekinesis, slow, deadly swarm for Villainous plans, and Deyja flavor)?
Hmm, are Villians really that much better? You know, I was in fact worried that too many classes have M Armsmaster now, maybe replacing with Bow would be more fair.
Gray Magic Expert wrote: ↑04 Jun 2023, 07:50
- Black Knights appear worse than champions at a first glance. Curse status is nebulous, while master bow and additional skillpoints to all weapons are definitely cool. Maybe provide Black knights with +10% or +15% crit chance to all attacks? Crit-based GM arm-master looks terrifying, and it also fits together with double damage chance of Dread Knights from Heroes 3.
Cursed monsters miss half of the time (50% lower DPS) and take more damage from all attacks. So, like the Champion perk, and similar to GM Axe, this ability benefits the entire party. The difference is that Champions are mostly good for melee-heavy parties, while the Cursed damage bonus also applies to spells. That said, I'll think about some additional bonus for BK -- need to crunch some numbers first, maybe cursing is indeed objectively inferior.
Gray Magic Expert wrote: ↑04 Jun 2023, 07:50
- Difficulty names: instead of easy/normal/hard, it would make more sense to name difficulties normal/hard/unfair. Firstly, both bonus difficulties change the base stats of the game. It is strange, when "normal" has not-normal stats! Secondly, Hardest difficulty changes gameplay in radical ways. Its name should reflect this, I think.
I initially wanted to do just that, but let's face it: the vanilla game IS easy, and my mod actually makes it slightly easier on average! Also, it's "medium", not "normal", for precisely this reason. And yes, "hard" is hard, in the ways easy/medium are not, that's why it's named as such. Maybe I could change "easy" to "classic" or something like this, but ultimately it's of minor importance.