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gGeo Offline OP
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I can understand all Harry Potter wand-a-holics, althou I need back my old Ad&D dark mage with a dagger.

Ritual dagger weapon class
is a dagger used for casting rather than fighting. Dagger is used in many rituals as a tool and for directing/focusing energy. It ooften has fancy shape blade or handle. Is often engraved with symbols or contain expensive gemstones. All that makes it a less practical for fighting. So this weapon class has lower dmg than regular dagger, but stronger bonuses which focus mage classes. Dagger bonuses should be empower current skills, not add something new (Like a unlock Spell).

- fancy shape, ornaments, accesories
- dex based
- 1/2 dmg of regular dagger of same level
- has a mage related only bonuses
>> +Int, +Wits, NOT Memory
>> bonus dmg for certain school (Fire,Necro dagger)
>> lowered cool-down of a certain spell
>> gives MA/PA bonus dmg ( higher saving rolls in other systems)
>> initiative
>> 10% Chance to cast a spell -1AP less
>> it could has negative bonus to Dex or Con (NOT Str) and prefix name "Cursed dagger of ...something.." these daggers has more mage's bonuses.
>> ??? <your idea is here> ???

Only one dagger of this class is allowed to equip. e.g. no dual-wield ritual daggers, that is too silly even for DOS.


So ?

Last edited by gGeo; 15/02/17 12:24 AM.
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I love this idea but I don't think it should be in a weapon class of its own. I think it would be sufficient to just give the proper stats and stat requirements to certain daggers, similar to how spears are two-handed and have a Finesse requirement.

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The problem with the actual loot system is: There are no class related restrictions for any kind of equipment. That's why a finesse weapon could offer int or str, so the mage dagger won't be restricted either.

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Originally Posted by Kalrakh
The problem with the actual loot system is: There are no class related restrictions for any kind of equipment. That's why a finesse weapon could offer int or str, so the mage dagger won't be restricted either.
reason that s current items are silly so a new item cant work sound ... ee silly? :]

I just remember a 2handed sword with a bonus to 1hand weapons - the guy who work on items should get spanking. Thats for sure.

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It's one of my core suggestions to limit the RNG on loot, because there is no fun in getting rare loot, that totally sucks because of pointless benefits.

This suggested dagger would afford even more restrictions.

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I'm not a big fan of pure stat stick weapons. I feel like staves could provide unique passive bonuses (like bonuses to spells or particular classes of spells in more interesting ways than just +ability points) for mages without being made useless as actual weapons. Wands or wand + shield pretty much outclass staves for everyone but a melee-staff build (which, however, is very good), and certain unique bonuses applying only to staves would help give it a bigger role as a standard caster weapon.

Slightly related, staff of magus should inherit on-hit effects of the staff. In fact, it'd be great if every skill inherited some % of the chance to apply on-hit effects of weapons. Throwing Knife might inherit 50-100% chance of the % to proc on the weapon, where whirlwind might inherit 25-33% of the chance. Those on-hit effects often felt like a waste (except blatantly OP stuff like 35% chance to stun for 2 turns on hit) later in the game in D:OS EE when you were primarily using skills instead of regular attacks, though this depended on the build somewhat. At the very least, some kind of talent to let you inherit 33-50% of chance of weapon procs on to your skills would be cool.

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Originally Posted by Baardvark

Slightly related, staff of magus should inherit on-hit effects of the staff. In fact, it'd be great if every skill inherited some % of the chance to apply on-hit effects of weapons.
On hit effect didnt work at DOS1 at all. It was just a trap for new players. You are somewhat right that with new MA/PA system becomes on hit effects suddenly OP.

When you perform an attack by a weapon, then all the effects of the weapon plays. For DOS1 I think it was a bug, but fixing it didnt change a thing. It didnt work anyway. Currently it should be fixed, for sure. e.g. Hit by Skill should inherit On hit effect becouse you .... hit, right ?.

Mage staffes are outclased since dual wand introduction in DOS1EE. Maby a systematic aproach to items could fix it? Who knows. Maby a wands could bring versatility but staves power? now all sweats are in wands. Anyway, I see this game so over-biased towards casting that introduce a cast symbol makes a sense to me.

Dont like a magic staff magically snap to the back. Maby a magnet trick or Warcraft heritage? Also I am not a big fan of duall-Harry-Potters offsprings so an oldschool dagger and shield mage is acceptable for me than.

Last edited by gGeo; 15/02/17 09:13 AM.
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A better solution would be a more flexible skill system that would simply provide an opportunity or a reason for a mage-type character to equip a regular dagger.


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