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Icewind Dale II Forum Update

(PC: Single- & Multi-Player RPG) | Posted by Myrthos @ Friday - February 22, 2002 - 17:05 -
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The new kits and classes are now all listed in their own forum. Besides the info on the thread the following extra info was spotted:
    How fighters are different in IWD2
    Fighters in IWD were awfully powerful compared to many of the classes. Until HoW, they were significantly more powerful than paladins and rangers as well. In IWD2, fighters have been pulled back considerably. Not only have the ranger and paladin been beefed up, but the base classes now can get similar bonuses from strength and con -- oh, and extra attacks as they increase in level.

    To maintain the fighter's role in an IWD2 party, the fighter must be allowed to keep a hold on those things that are sacred to fighters: specialization at first level, mastery, high mastery, and grandmastery at 3rd, 6th, and 9th levels. That is how fighters keep their edge in a sea of characters with special abilities, spellcasting, and other assorted benefits.


    On the comparison of fighters and archers
    If you want to play the most powerful offensive missile weapon character in the game, make a fighter and give the character grandmastery in bows or crossbows.

    Wood elf fighter + bow grandmastery = excellent character.

    Wood elf ranger (archer) + bow mastery = excellent character.

    Here is what an archer has with mastery:

    +3 to hit and damage

    Here is what a fighter has with grandmastery:

    +3 to hit and damage
    Increased chance to critically hit
    Chance to stun on a successful attack

    The archer will hit exactly as often as the fighter. Please do some calculations on the effectiveness of these characters before you write them off. Not only does the archer have exactly the same chance to hit as the fighter, he or she has druid spells and stealth.


    About the archer being too powerful, Briareus had this to say
    I think I'll just chime in with my $0.02 since I'm the one that kept telling Josh the Archer was too powerful.

    Well, the Archer is too powerful as it currently is in IWD2.

    Seriously. Even when going up against a creature that isn't the Archer's hated enemy, the current +1/3 levels to-hit and damage makes it not only hit more often then a fighter of equal level (Half-Orc with 20 STR), but also hit for more damage. On top of that, he gets all the awesome druid spells (Sunscorch to blind underdark denizens, Entangle to... entangle, Static Charge!, Charm/Hold Animal, Cure spells, Call Lightning!, and protection from element-type spells, etc., etc.). Now, add to that if you're going up against the Archer's Hated Enemy, it's just disgusting how bad-ass the Archer is. (Oh, and I haven't had to use Called Shot yet so I don't know how much more of a bad-ass the Archer could be).

    As it currently is, (from my play experience with IWD2) an Archer outclasses any Fighter of equal level up through 13th level (as high as I've had time to play through the game) and I see no reason for why it would change later. That's why Josh is toning down the Archer.


    About spellcasters and haste
    Spellcasters now make checks to overcome spell disruption. It works pretty well. You don't need to worry as much about your mage losing a spell for taking a bump on the head.

    Haste now grants an additional attack per round, instead of DOUBLING your attacks per round.
 
 
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