Originally Posted by Chrest
I was thinking about nerfing the radius of some master spells.

Arrow Rain and Mass Disease come to mind. If they had a tinier radius, they would be more situational and less OP (it serves in all situation and godly damage).


Okay, so I halved the range of mass disease but only slightly reduced the radius. I hear one of the big problems is that it doesn't activate combat or something? So now I think you'll have to be in range to start combat (at least with permanently hostile enemies) to actually cast the spell. Didn't reduce the radius too much since I thought I'd mostly start with one big nerf.

Originally Posted by Horrorscope
Where is the Armor Specialist data at? If you look at the stats, for example a level 5 char of mine has 110 armor rating from armor worn and a whole +3 From the Armor Specialist Ability, and if I put another point in it, a whole +6. To me this would need a buff to make sense.


Just one of many things we can't edit. Once we get the editor and can script, that'll open up a lot of roundabout ways to add abilities, attributes, and talents, with code something like "If PlayerHasAbility(X, 3) THEN AddEffectToCharacter(Y)" and define Y in the potion.txt files (as Rhidian did in the original game with his Lone Wolf mod.) The Armor Specialist reduced speed penalty makes it okay (though maybe you can just get rid of all those penalties with blacksmithing anywa?), and I think there are armor specialist requirements on high level body armor, though the armor bonuses do sound pretty pathetic.