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Incline Wizardry 8 Enhancements - A Call to Arms!

Zboj Lamignat

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Like I said, from my gaming experience Valkyrie isn't that great offensively, especially so early on. In my last completed playthrough she visibly lagged in killing power compared to other melee characters which leads me to only one conclusion - she's not op at all. Even her special, while great, is 100% defensive. And she's not really the best tank in the game imho - fighter wins here due to the sheer number of hp and the fact that he actually can afford quickly pumping vit to 100 for even more ridiculous hp and iron skin without sacrificing much of the offensive prowess. So yeah - she's great, but I don't see a need to tinker with her.

I also think that all schools have some cool factor, but it doesn't change the fact that psionics are a bad school for hybrid. Divinity is great for hybrids (even too great, as there is basically no need for a priest class, bar perhaps ironman playhtroughs), wizardry is good, alchemy and psionics are both meh (=basically skipable).

Lord's specials are quite lame and they could be tweaked, but they are pretty ok for the early game and lord as a whole is quite a good asset to have from beginning to the end which cannot be said about all the classes, with many of them sucking early on or starting strong but then waning. His specials also aren't even the worst, with Bishop being the king of suck here. But yeah, I would gladly see dual wield being tweaked to goddamn do something past 100 and some hp draining items useful to lords being introduced.

Anyway, I'm strongly against doing dramatic changes to character flavour/skills. Ninja being the only exception, as he is way too weak for the supposed elite status, and he buys said status with alchemy school which you can/will ignore bar herpa derpa skill grindan and even then there's not really much point to it.
 
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theSavant

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I found the Valkyries also not really satisfying. They don't develop as good as fighters in any aspect. My walkthrough I've never finished:

3 Fighters (Sword/Axe) in front
3 Fighters (Polearms) in the back

And all using berserk attack. I doubt it get's any better for melee parties.
 

Zboj Lamignat

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Well, you can try finishing that playthrough and share your thoughts after meeting enemies able to cast insanity, turncoat or toxic cloud;)
 

DraQ

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Like I said, from my gaming experience Valkyrie isn't that great offensively, especially so early on. In my last completed playthrough she visibly lagged in killing power compared to other melee characters which leads me to only one conclusion - she's not op at all. Even her special, while great, is 100% defensive. And she's not really the best tank in the game imho - fighter wins here due to the sheer number of hp and the fact that he actually can afford quickly pumping vit to 100 for even more ridiculous hp and iron skin without sacrificing much of the offensive prowess. So yeah - she's great, but I don't see a need to tinker with her.
Valk may not be OP in absolute sense but she dfinitely is when compared to Lord, and they basically occupy identical niche in terms of their role in a party - both are heavy frontline tank/healer hybrids. Thanks to easier point management and better specials Valk easily outshines Lord in both aspects. Now, if Valks are better divine casters than lords (because they only need to worry about polearms, divinity and CC, sometimes putting points into realms instead instead of having 2w and additional weapon skill to worry about) and still have some point if you neglect magic (because with lord you will be better off using fighter in such case), then waht purpose do the lords serve?
(Common problem with aristocracy, actually).

I consider two (almost identical) classes occupying an identical niche an oversight which requires correcting.

I also think that all schools have some cool factor, but it doesn't change the fact that psionics are a bad school for hybrid. Divinity is great for hybrids (even too great, as there is basically no need for a priest class, bar perhaps ironman playhtroughs), wizardry is good, alchemy and psionics are both meh (=basically skipable).
I don't really get it.

Why is divinity so good for a hybrid? Pure priest is already a bit of a hybrid with decent melee capability. Individual healing can be just as easily performed by an alchemy or psionics user. Collective healing can be performed by bard or gadgeteer with the right gear even better than by divine caster. Ok, there is rest all, but it can be circumvented with alchemy (stamina when you need to revive unconscious party member, potions otherwise), and there is bard instrument that can cast restoration. What else? Superman and guardian angel? Gadgeteer can into those, though you might want to have more people casting those because they are targetted individually, but then again, you can reliably stock up on potions for those occassions where you'd want everyone on superman or protected by GA ASAP.

OTOH divinity sucks for melee hybrid because it lacks good offensive or disabling spells which puts serious damper on using cursed weapons. This is especially true for lords as they generally rely on stuff like maces and swords (and can't for example instakill, berserk or backstab) and unlike polearms (lololol fauchard and then all the nice, mostly not cursed spears) those lack potent early game weapons so something like Bloodlust is very desirable weapon to a lord, except it pretty much turns lord into a dead weight when there is no melee going on.

An obvious fix would be to allow lords to swap cursed gear in an out without restrictions isntead of HP regen (making lord a powerful and unique class) but that would still leave the problem of identical niches in and potentially exacerbate point problem by adding even more skills lord should invest in (it would be better if lord wasn't game's designated dual wielder) and I don't know if it's doeable (if it is, then it would probably work as if lords were permanently under remove curse).

Another fix would be to emphasize lord's leadership qualities, but that would require coding in an action that buffs party somehow (in a manner that doesn't get mutually redundant with magical buffs) AND assign a button to that action for which there is no room in current GUI.

Alchemy would be great for hybrids, actually. It's only problem is that hybrids that have it need it the least. Ranger being the only dedicated ranged hybrid doesn't need ranged attack magic, because ranger would rather be shooting stuff dead.
Mechanically speaking divinity would be excellent school to complement ranged attacks, but it would be a rather big change thematically, transforming ranger into some sort of witch/demon/vampire hunter dude (actually more interesting than priest with more HP better melee and better armour, but worse casting if you think about it). It would also require giving alchemy to someone else, who can use it effectively - lord, for example, but it would also make a big thematical difference - I'm thinking of transforming lord from paladin/holy warrior dude, to martially able but scheming aristocrat dude.
In the end we would have an inquisitor kind of guy with keen eyes who is deadly with ranged weapons, possibly with even more restrictions than rangers in regards to armour (light or minimal only) and weapons (no heavy 2h swords, axes and shit), instead of woodsman person,
And heavily armoured aristocratic fellow dabbling in poisons and whatnot as hobby instead of paladin. Stat requirements would change accordingly - lords would get int but lose pie, rangers inquisitors would lose int, but get pie. Would solve niche problem with valks automatically.

Now, there are two problems with such approach.
One is that it would break stuff we designed for lord already, though it could be salvaged easily by retaining piety requirement, but dropping the need for the user to be lord - this would effectively move the paladin archetype from lord profession to a subset of warriors maxing out piety.
The other one is that it would be a fairly massive change and a vast alteration in terms of theme, so although potentially nice and much better in terms of gameplay, we probably won't be doing that.

So yeah, better change valks (as it conserves the theme) and only try to give lords teflon coated hands (so that cursed items don't stick).


Lord's specials are quite lame and they could be tweaked, but they are pretty ok for the early game and lord as a whole is quite a good asset to have from beginning to the end which cannot be said about all the classes, with many of them sucking early on or starting strong but then waning.
The problem isn't lord being bad. The problem is that any party with a lord in some slot will work better if you replace the lord with fighter, valk or straight priest.

His specials also aren't even the worst, with Bishop being the king of suck here. But yeah, I would gladly see dual wield being tweaked to goddamn do something past 100 and some hp draining items useful to lords being introduced.
Well, regardless of sucky specials bishop isn't really replaceable.

Anyway, I'm strongly against doing dramatic changes to character flavour/skills. Ninja being the only exception, as he is way too weak for the supposed elite status, and he buys said status with alchemy school which you can/will ignore bar herpa derpa skill grindan and even then there's not really much point to it.
I'm curious, what would you change about ninja?

I'd probably discard alchemy, and maybe throw backstab or ability to randomly blind targets on hit (similar to KO ability warriors have).

I found the Valkyries also not really satisfying. They don't develop as good as fighters in any aspect. My walkthrough I've never finished:

3 Fighters (Sword/Axe) in front
3 Fighters (Polearms) in the back

And all using berserk attack. I doubt it get's any better for melee parties.
:what:

Awful, man. Just awful.

I wouldn't want to face Rynjinn (mindrape) or Deathlords (lol toxic cloud, death cloud, death wish) with such party, besides, if I wanted similar kind of party, I'd probably diversify weapon skills and/or use more spread out formation.
 

TigerKnee

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DraQ, your argument against Divinity on hybrids and Psionics in general sounds logical, and I have a hard time arguing against it... in theory anyway.

In practice? Let's see, Monk is an actual existing hybrid character with Psionics as its caster school, and I don't think it's as skill-point hungry as Lord or Samurai, but I still don't get much use of its psionics, and from reading other forum experiences I can't really find many other that do. The robot monk whose name I can't remember is considered a really good character and people also seem to widely agree that the lost of Psionics doesn't hurt him that much.

Same thing with Divinity. In practice it just seems so helpful to have them around.
 

DraQ

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DraQ, your argument against Divinity on hybrids and Psionics in general sounds logical, and I have a hard time arguing against it... in theory anyway.

In practice? Let's see, Monk is an actual existing hybrid character with Psionics as its caster school, and I don't think it's as skill-point hungry as Lord or Samurai, but I still don't get much use of its psionics, and from reading other forum experiences I can't really find many other that do. The robot monk whose name I can't remember is considered a really good character and people also seem to widely agree that the lost of Psionics doesn't hurt him that much.

Same thing with Divinity. In practice it just seems so helpful to have them around.
Well, the thing is that you can generally divide hybrids into flavourful and flavourless.

Flavourful hybrids are those that offer some unique gameplay in addition to being hybrids - they can't be decomposed into a sum of basic classes. Flavourless ones can.
Of course the distinction isn't strictly binary, but you can easily see that even without magic something like monk, ranger or samurai can't be simply described as caster stuck on top of one of the base classes, and, if you forgo casting, they still play in they own unique manner. This makes the argument that psi in hybrids sucks based on monk still being a monk without psionics pretty uncompelling.
OTOH valkyries and, especially, lords are the very epitome of flavourless - they are quite literally just rage-incapable fighters with divine spellbook. At least valks have some minor distinct traits - polearm bonus makes them desirable as polearm users and cheat death makes them marginally interesting - but the lords don't have even that. Again, that's pretty much the reason why the argument against some schools of magic from hybrids retaining usefulness is horribly flawed - a monk without psionics is still a monk. You can develop monk in amy way you damn please, from magic-less martial artist, to almost pure caster that can into melee. Now, a lord without divinity is no longer a lord - it's a failed fighter who cannot berserk and was forced to spread his attribute points more broadly than desirable during chargen - this would hold regardless of magic school used by lords.
Also notice that lords aren't really ripe for investing more heavily into magic, because priests are already arguably the only pure caster class that works in melee.
This locks lords into true hybrid path (and even then valks beat them), but such path is just as viable for other hybrids, they just aren't *LOCKED* to it.
 
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theSavant

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Well, you can try finishing that playthrough and share your thoughts after meeting enemies able to cast insanity, turncoat or toxic cloud;)
Holy fuck that party is awful.
Awful, man. Just awful.

I wouldn't want to face Rynjinn (mindrape) or Deathlords (lol toxic cloud, death cloud, death wish) with such party, besides, if I wanted similar kind of party, I'd probably diversify weapon skills and/or use more spread out formation.

Yeah, it was created as a fun experiment. The party rocks in melee combat though, as each member always makes a hit on the enemy (when standing back to a wall or in a niche) - so 6 hits on a single enemy each round - and with their double damage. Also it's very convenient as you need absolutely no micromanagement, and every level up is at the same time. Good thing is also that after level 5 you already can develop iron-skin and shortly later power-strike. Awesome damage, just saying...

But yeah... in the end I guess a single Death Cloud could kill the funny party. Though you can use these tactics: try to engage enemies before they are aware of it (surprise them), so the first combat round is on you. That way you can often kill enemies upfront, even Rynjin (if not too much of them...).
 

DraQ

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Well, you can try finishing that playthrough and share your thoughts after meeting enemies able to cast insanity, turncoat or toxic cloud;)
Holy fuck that party is awful.
Awful, man. Just awful.

I wouldn't want to face Rynjinn (mindrape) or Deathlords (lol toxic cloud, death cloud, death wish) with such party, besides, if I wanted similar kind of party, I'd probably diversify weapon skills and/or use more spread out formation.

Yeah, it was created as a fun experiment. The party rocks in melee combat though, as each member always makes a hit on the enemy (when standing back to a wall or in a niche) - so 6 hits on a single enemy each round - and with their double damage. Also it's very convenient as you need absolutely no micromanagement, and every level up is at the same time. Good thing is also that after level 5 you already can develop iron-skin and shortly later power-strike. Awesome damage, just saying...

But yeah... in the end I guess a single Death Cloud could kill the funny party. Though you can use these tactics: try to engage enemies before they are aware of it (surprise them), so the first combat round is on you. That way you can often kill enemies upfront, even Rynjin (if not too much of them...).
Well, first things first, even going with awful 6 lolfighters party I'd diversify weaponry.
There are awesome maces and even staves in game and it pays off to diversify.
I'd make at least one of the fighters good with staves because Staff Of fucking Doom. Preferably making this dude/dudette a Dracon (because Dracons don't care that much about cursed stuff) and also good with artifacts (cloudkill and put on amulet of healing and ring of winds).
I'd probably have two polearm users (Stun Rod and Dread Spear).
I'd make one of the sword users a Mook, because Giant's Sword.
I'd have one of the remaining characters specialize in maces and using offhand Diamond Eyes in conjunction with either a good sword or good mace (like Mauler).
I'd have the other one specialize in swords and possibly also wielding something offhand (mace or staff, possibly stiletto, but then why fighter?).

I'd probably not use axes (although Woodsman's Axe is useful early on).
It would be absolutely vital to have some artifact users in the party because that's the only thing you can do if you have no casters and someone cloudkills or toxic clouds you, some weapons also hyave powerful altfire using artifacts skill.
I'd probably diversify ranged weapon users, some bow/xbow, some modern, at least one with sling - they would specialize in throwing to make use of various bombs and powders.
Lastly, I'd probably drag around Marten and Saxx, because of healing, buffs, 2 and 3 shot xbows and magical protections.

As for formation, why not make a line (sides and center) and try to squeeze as many extended range attackers into the centre as possible? Or if you have 2 polearms, 1 staff and Mook with GS a line plus one extended attacker in the rear?
(You might want to micromanage the formation if flanked or surrounded, though)

If you have six tanks, it pays to spread the heat out, not focus it on only three of them.

Though TBH, I don't really see the point - do 1 or 2 extra fighters offset healing, buffs, protections and status effects on the enemy?
Wouldn't you rather berserk with slightly less fighters, but hasted, blessed, buffed with superman and enchanted blades, against enemy that is frozen or poisoned and unconscious?
Wouldn't you rather instakill or deal a lot of damage total to a whole group of enemies, and then finish them with ease? Or make them deal damage to each other via insanity? Wouldn't you rather have less fighters, but not insane, dying, or unconscious due to some nasty cloud?
And, if are talking about it, wouldn't you rather replace some of the fighters you'd still have with weaboo classes with pumped up crit and stacked +kill on weapons? Wouldn't you put a rogue somewhere there who can backstab for 2x damage with no additional penalty (and then there is Bloodlust) but also open, disarm and steal?
How about a bard or gadgeteer who spam spells burning only easily replenished stamina, and can hold their own in combat as well?
 

townltu

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Is this Enhancements v0.5 mod compatible with Reforged 1.1?
The full Enhancements v0.5 mod overwrites database files and is incompatible with all versions of Reforged, White Wolf mod, probably also Dodds mod, not sure about the elder mods.

The combat accelaration is also not fully compatible,
because some of the monster already contained in vanilla
(which are the only ones that are touched by Kaucukovniks changes)
have been altered by Qusari, and you would probably overwrite his alterations,
but i am not sure how the install routine of Enhancements v0.5 mod works.

As far as i can recognize only the accelerated missiles are 100% compatible
 

Zboj Lamignat

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Get the combat speed up mods and possibly the item icon exchange mod. The item balance changes are up to you, they are not bad but you might want to experience the vanilla first.

The additional content planned in this mod is obviously unfinished.

Avoid the other mods like Reforged or Dodd the Slayer like a plague.
 

Maiandros

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oasis789 avoid -any- mod. Just patch the game ( http://wolfie.wiz8.de/Wiz8Patch.html ) and give it a try. Your sole complain will quite probably be the amount of time fights take, and even that is dependent on what kind of a party you form. And what RPGs you have played in the past.. Should it -be- a problem for you, the mob speed may be altered at any time ( http://wolfie.wiz8.de/Wiz8Fast.html )..so why not try the game as its meant to be tried first?
I honestly never understood this mentality..lacking empirical, first hand knowledge of a game, why would one jump straight to running a modified version of it? :s
 

DraQ

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And what RPGs you have played in the past.. Should it -be- a problem for you, the mob speed may be altered at any time ( http://wolfie.wiz8.de/Wiz8Fast.html )..so why not try the game as its meant to be tried first?
I honestly never understood this mentality..lacking empirical, first hand knowledge of a game, why would one jump straight to running a modified version of it? :s
I can kind of understand that if the game is a broken mess or needs tons of third party bugfixes (see TES series and all the MCPs and unofficial patches), but Wizardry 8? Seriously?
 

Maiandros

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DraQ yeap :) Barring a need...

Also, (couldn't edit my previous post for some reason), if you do get yourself to try it out, modded or unmodded, a bit of advice since it's your first go:
a) When you are at the party formation window, unless you have a fixed one to import from previous games, make sure you include a Ranger. Will benefit you a lot for a first run. Their Search stat is very high (hidden treasures, etc, stuff you will not know about unless metagaming it). It may be called something else, but right clicking on any attribute pops up an information box, so you should be able to find it out. Top that.
b) Unless you include a class that can cast 'Identify', make sure you have one character with a topped Artifacts skill. I think its called Artifacts, r click to make sure.

Have fun :)
 

Zboj Lamignat

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Scouting isn't realy that useful. Hidden items are rarely anything great (the only exeption I can recall from the top of my head is the Amulet of Healing) plus searching with a high senses character in the party is sufficient (yes, you can get ambushed, but it's not much of a problem). And ranger is one of the weaker classes so it's not really a good recommendation for a beginner.

I'd say for a first timer it's a good idea to take bard, fighter and a rogue, plus make sure you have someone able to cast divinity and wizardry for the most useful buffs.

But really, just ignore what we are saying, take whatever you like and enjoy this awesome game:)
 

Zboj Lamignat

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Should I use Kaucukovnik's speed up mod in addition to wizfast or one or the other?
The package from Kaucukovnik contains both wizfast (which is an external app that speeds up mob movement up to instant teleportation) and his own patch that's speeds up attacks and getting hit animations (it's still a bit flawed though, some creatures still react in a normal manner). They basically do two different thing so you can pick any combination you like.
 

DraQ

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Soo...
What shall we do with the Lord problem?

I have another idea, most conservative to date, I think, but it depends on what's possible to implement.

The question is - is it possible to give character an ability affecting other members of the party and possibly allies in radius? If yes, then my idea is to scrap Lord's HP regen and make him give some stamina regen, HP regen or passive buffs to the rest of the party.
The rationale is that the Lord is a leaderly type, so he could make for a natural leader of sorts.
Make it either not stack or exclude Lords from its effects.

If it would be possible to tie this effect to a skill I'd do as follow:

Tie it to Communication and name it battle orders or something.

Make communication Lord's class skill - they are knightly types, etiquette et cetera, and it would no longer be a shitty skill if tied to boosting the efficiency of the entire party. It would also give Lords more freedom when it comes to weapons used (polearms for instance make 2w a complete waste), make shield using lords have a point and possibly reduce point requirements (not having to pump both mace and sword, for instance).

Give 2w to bards as class skill - yes, bards should be good at communication but they are effectively just entertainers, initial boost to the stat should work well enough, 2w OTOH is pretty flashy and mechanically it wouldn't hamper bards by cutting off over 100% as it's pretty essential for making good battle bard (no polearms, for instance), with bards sucking balls in combat at the beginning, and it isn't as relevant if wasted because you'll still need a bard for playing instruments.

Would still give Valks Psionics, though - even with two schools they would still be able to max out polearms in minimal time and remain good in melee. Plus Mindblast rod and Psi+Heavy armour=variety.
 

TigerKnee

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Maybe I'm wrong but while just about most of your ideas for Lords are cool I guess, Wiz 8 has a lot of hard-coded crap to it and class features is one of those things that can't be changed unless someone really decompiles the game. I think the only thing you can do about Lord's sucking right now is "give Lord really good specific class equipment" which is kind of a lame way to do things but oh well.
 

Maiandros

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DraQ i hear you about polearm skill, i also do not favour the way it was implemented;
For the rest, i will admit that in no way can i voice an opinion until actually trying such a mod out..abilities double-dipping with skills that double-dip with class core strengths = way over my ignorant head :)
 

Zboj Lamignat

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Btw, DraQ, didn't have time to reply earlier.


Valk may not be OP in absolute sense but she dfinitely is when compared to Lord, and they basically occupy identical niche in terms of their role in a party - both are heavy frontline tank/healer hybrids. Thanks to easier point management and better specials Valk easily outshines Lord in both aspects. Now, if Valks are better divine casters than lords (because they only need to worry about polearms, divinity and CC, sometimes putting points into realms instead instead of having 2w and additional weapon skill to worry about) and still have some point if you neglect magic (because with lord you will be better off using fighter in such case), then waht purpose do the lords serve?
Like I said – Lords can deal heavy dmg with added status ailments with greater ease and are, in my experience, better offensively while Valkyrie is a better tank.
I consider two (almost identical) classes occupying an identical niche an oversight which requires correcting.
I get where you’re coming from, I simply do not agree that you can’t have two characters with similar characteristic where one is better offensively and other defensively. I don’t see a need to make them all unique snowflakes.
I don't really get it.
Let me explain. The way I see it:
1. Divinity is the most vital school period. It has two best spells in the game (armorplate and magic screen) and both of them are divinity unique. Following that are a shitton of various buff and healing spells. And divinity is the perfect school for hybrid – it raises nicely through actual use without herp derp skill grindan which is something I openly detest in games, it starts with spells that are both useful and are a good way to raise skills (healing and stamina), it remains useful throughout the game, you don’t need high intelligence and powercast for it to be good, you get awesome spells quite early on. Like I said, divinity and a hybrid are a match made in heaven. And yes, I know – many of divinity spells are available through gadgets and instruments so that is something to consider when planning a party (just note that many gadgets are available quite late into the game).
2. Wizardry is cool for hybrids. First of all, it’s probably the most balanced school, with a good selection of buffs, debuffs and offensive spells. My two favourite reasons for wizardry love however are: missile shield and enchanted blade. Both awesome, both level two, both not only wizardry unique, but also unavailable through gadgets/instruments. Your samurai gets them early and they are also a great way to raise his skills naturally. You don’t even have to put points in wizardry past 15, you will smoothly advance to 30 and then there are: freezing, knock knock, web and some offense if you wish. Then on lvl 4 you get elemental shield and armormelt and that’s basically all you need.
3. Psionics is where it gets kind of shitty. First of all, this is where you start needing high skill levels and powercast to really put its potential to good use. And you won’t have those. And cold harsh truth is – psionics has only one spell that makes you drool – it’s haste. Yes, haste is awesome so if you don’t have a bard you should consider developing your monk to be able to cast it on a decent level. Still – it’s not vital or anything.
4. Alchemy is the most offensive school which makes it worst for hybrids (no powercast, low skill levels, late access to higher level spells). Only one unique buff afair and it’s not really that good (single character, used in combat only). Alchemy has its uses of course and you should put some points there at least to get the option to mix light and medium healing potions (or more if you want to cheese money, bleh).

Summary:
Offensive magic sucks in this game, everyone knows that. It’s especially true on expert and even more true on iron man. And it’s super-especially true for hybrids. They get spells later, they have low intelligence, they don’t get powercast, they don’t have that many points into magic skills and no bonuses there either. Yes, I know there are offensive spells that are actually pretty good, like quicksand or toxic cloud, but come on – without silly grind your hybrid won’t be able to cast them on respectable level and even if you go there, you’ll probably reach your destination at a point where the game is basically over. That’s why buffing wins, buffs are not only the best spells in the game, they are usually pretty low level (=easily achievable for hybrids) and a good way to naturally raise the skills as well.

As for the ranged attack options for hybrid – I don’t find it that big of an issue. Seriously, I remember when I started playing Wiz8 I always gave my meele guys bows, xbows, ammo etc. Now I don’t give a shit. It basically gives you one, two turns tops and then they can get to you (or you to them). And these turns are better spent casting buffs or quaffing potions.
The problem isn't lord being bad. The problem is that any party with a lord in some slot will work better if you replace the lord with fighter, valk or straight priest.
Now that is just plain bs. A party won’t work better with fighter if you don’t have another divinity caster, priest won’t work better if you don’t have other strong melee class etc.
Well, regardless of sucky specials bishop isn't really replaceable.
All the characters are replaceable (meaning you can do without them) which makes Wiz character system so great.
I'm curious, what would you change about ninja?
Character wise taking away his alchemy spellbook and lowering the exp requirements to normal hybrid would be enough. However, ninja equipment like thrown weapons and daggers should be made more powerful and more available.
 

Zboj Lamignat

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Dual wield just gives better dmg output than polearms, especially so early on. I mean, you can have bloodlust plus poingard straight after entering Arnika. Just compare that to what polearms give you at this point. Later on you can have combos like Fang with Stilleto or Diamond Eyes. Both better than late game spears.
 

DraQ

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Btw, DraQ, didn't have time to reply earlier.


Valk may not be OP in absolute sense but she dfinitely is when compared to Lord, and they basically occupy identical niche in terms of their role in a party - both are heavy frontline tank/healer hybrids. Thanks to easier point management and better specials Valk easily outshines Lord in both aspects. Now, if Valks are better divine casters than lords (because they only need to worry about polearms, divinity and CC, sometimes putting points into realms instead instead of having 2w and additional weapon skill to worry about) and still have some point if you neglect magic (because with lord you will be better off using fighter in such case), then waht purpose do the lords serve?
Like I said – Lords can deal heavy dmg with added status ailments with greater ease and are, in my experience, better offensively while Valkyrie is a better tank.
I can't really agree.

Valks are heavy hitters right from Arnika Road and if you're lucky, right from Lower Monastery (Pike/Halberd), then there is no way but up - in Arnika they can pick up lance (with neat 4% kill) or fauchard, both of which deal heavy damage, and then they can buy Stun Rod - which is effectively an end-game weapon - at Marten's Bluff. Obtaining Draed Spear is only question of trip to Bela, which isn't that risky.

OTOH Fang requires one to be able to beat Sorceress, 2 Death Lords and their full entourage of casters. Then there are mummies for dessert. Diamond Eyes is easier, but it still requires penetrating deep into Mountain Wilderness and beating shit out of Death Lord and some undead heads.
Before that the best you can hope for is Bloodlust. If you want maces, then you will have to do with offhand hammer for an awfully long time. Stiletto is nice, but it doesn't do much damage and Lord doesn't have critical strike to boost instakill chance further.

Now, there are some problems with that. Valks generally only need two skills to shine in melee - polearm and close combat. You can dedicate your Valk fully to melee and you will still have leftover points each level - might as well pump dvinity or ranged weapon.
Now, dedicating your Lord to melee will require investment in 3 skills, and that's assuming you will fuck swords and dual wield maces. But then you effectively have 2w fighter who can't rage. Hurpdedurp.
If you want more than maces, or want to rage, you'll need 4 skills to pump religiously. This will give you an edge when using Bloodlust and many fine late game swords, and bloodlust gives you ability to rage as well. The thing is you're still ending up with a somewhat stunted fighter depending on particular weapon to rage, Bloodlust is in demand, so if you have Rogue, Samurai or even Bard, you might want to think twice before giving it to Lord. Rogue will backstab while berserking dealing better damage, Samurai doesn't necessarily need to 2w, extra swing gives them more opportunities to crit, and wizardry has nifty offensive spells compensating for lack of ranged weapon, while Bard has beefing-up class exclussive gear and can always play instruments while not in melee.
Oh, so you want Divinity? Well, 5 skills. Kiss your reasonable rate of development goodbye.

Now back to Valk. Early in game you don't get many attacks anyway and polearms hit pretty hard, so this creates good offensive potential (and even maximizing melee prowess Valk can still pump Divinity like a good little hybrid). Many Polearms have hefty bonus to polearm skill, which together with class bonus improves Valks hitting power even further. Polearms have better range allowing Valk to support flanks with heavy hitting power without moving. Two easily obtained polearms are of endgame class and cause crippling status ailments in addition to being extended and having skill bonus. They are also uncursed which is important for class without good offensive magic.
So valks hit better than Lords and don't tank worse than them either, all that without forfeiting hybrid or ranged capability.

Incidentally, this renders
I simply do not agree that you can’t have two characters with similar characteristic where one is better offensively and other defensively.
invalid.

Let me explain. The way I see it:
1. Divinity is the most vital school period. It has two best spells in the game (armorplate and magic screen) and both of them are divinity unique. Following that are a shitton of various buff and healing spells. And divinity is the perfect school for hybrid – it raises nicely through actual use without herp derp skill grindan which is something I openly detest in games, it starts with spells that are both useful and are a good way to raise skills (healing and stamina), it remains useful throughout the game, you don’t need high intelligence and powercast for it to be good, you get awesome spells quite early on. Like I said, divinity and a hybrid are a match made in heaven. And yes, I know – many of divinity spells are available through gadgets and instruments so that is something to consider when planning a party (just note that many gadgets are available quite late into the game).
Again, I don't agree. First, Divinity isn't that vital.
Stamina is a shitty spell, because it only restores minute amounts of stamina. It's helpful when one of your frontliners has passed out and every little bit helps, but not really great. It's also shared by alchemists. Heal is good, but then it can also be cast by psions and alchemists.
Truly awesome Divinity spells are Rest All and Heal All, but Heal All comes on both gadget and instrument. Armorplate and Magic Screen come on gadget and instrument respectively.

Second, Divinity sucks for a hybrid. For school to be suitable for hybrid it must mesh well with Hybrid's mundane utility. For example if hybrid is primarily melee combatant then it's good for it to use school that can be used to fuck enemies up at range and preferably prepare them for trouncing - like Wizardry. The problem with Divinity is that it doesn't really come much into use while enemy is further away, and when the enemy is up close it's better to not have to choose between whacking the threat in the face and offsetting damage it causes.

Third, Divinity sucks for class who can be expected to use cursed weapon - like Bloodlust. Valk doesn't really mind offensive limitations of divinity, because she can just whip out crossbow of blunderbuss and shoot distant threat in the face.
Lord with Bloodlust will spend an awful lot of time just twiddling his dick.
Lord without Bloodlust won't be doing that much damage.

2. Wizardry is cool for hybrids. First of all, it’s probably the most balanced school, with a good selection of buffs, debuffs and offensive spells. My two favourite reasons for wizardry love however are: missile shield and enchanted blade. Both awesome, both level two, both not only wizardry unique, but also unavailable through gadgets/instruments. Your samurai gets them early and they are also a great way to raise his skills naturally. You don’t even have to put points in wizardry past 15, you will smoothly advance to 30 and then there are: freezing, knock knock, web and some offense if you wish. Then on lvl 4 you get elemental shield and armormelt and that’s basically all you need.
Notice how it's different from Divinity? Its primary buffs have no alternatives and then it has wide variety of damaging and disabling crowd control. Your samurai won't be bored in ranged combat even when unable to equip ranged weapon.

3. Psionics is where it gets kind of shitty. First of all, this is where you start needing high skill levels and powercast to really put its potential to good use. And you won’t have those. And cold harsh truth is – psionics has only one spell that makes you drool – it’s haste. Yes, haste is awesome so if you don’t have a bard you should consider developing your monk to be able to cast it on a decent level. Still – it’s not vital or anything.
Again, disagreed. Psionics has insanity, hypnotic lure AND haste. Sure, all those have alternatives in form of instruments/gadgets, but that merely puts them on even ground with the best of divinity.
Then psionics have some pretty decent crowd control and you will use identify and find secrets a lot (too bad x-ray isn't psionics, but wizardry).
Finally, hypnotic lure is arguably THE tactical spell in this game.

4. Alchemy is the most offensive school which makes it worst for hybrids (no powercast, low skill levels, late access to higher level spells). Only one unique buff afair and it’s not really that good (single character, used in combat only). Alchemy has its uses of course and you should put some points there at least to get the option to mix light and medium healing potions (or more if you want to cheese money, bleh).
The problem with alchemy is actually similar to the problem with divinity. Alchemy using hybrids either have little to do, or have to choose between casting and fighting, only this time it's aggressive ranged casting and ranged fighting.

Summary:
Offensive magic sucks in this game, everyone knows that. It’s especially true on expert and even more true on iron man. And it’s super-especially true for hybrids. They get spells later, they have low intelligence, they don’t get powercast, they don’t have that many points into magic skills and no bonuses there either.
Actually that's why offensive magic is well suited for hybrids. If you encounter few strong and resistant enemies, you can just murder them personally. If you get swamped by sheer numbers then you have tools to turn the tide by destroying or disabling the enemies.

The problem isn't lord being bad. The problem is that any party with a lord in some slot will work better if you replace the lord with fighter, valk or straight priest.
Now that is just plain bs. A party won’t work better with fighter if you don’t have another divinity caster
Then it's Valk or Priest that will work better.
priest won’t work better if you don’t have other strong melee class etc.
Then it's Valk or Fighter.
I used 'OR' for a reason, you see.

All the characters are replaceable (meaning you can do without them) which makes Wiz character system so great.
No class is essential, but if you want to have more casters in one slot, you can't use any class but bishop, and that gives bishops unique niche regardless of how shitty their specials are.

Same with Bards.

Character wise taking away his alchemy spellbook and lowering the exp requirements to normal hybrid would be enough. However, ninja equipment like thrown weapons and daggers should be made more powerful and more available.
It pisses me to no end that ninjas can't use normal minimal armour and normal weapons. They should be expert assassin opportunists, and yet they refuse to touch anything but specifically weeaboo shit and wear anythig but highly conspicuous pajamas.
 
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Zboj Lamignat

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Valks are heavy hitters right from Arnika Road and if you're lucky, right from Lower Monastery (Pike/Halberd), then there is no way but up - in Arnika they can pick up lance (with neat 4% kill) or fauchard, both of which deal heavy damage, and then they can buy Stun Rod - which is effectively an end-game weapon - at Marten's Bluff. Obtaining Draed Spear is only question of trip to Bela, which isn't that risky.
Seriously? There are some nice polearms, but let's be honest - they have absolutely nothing on dual wielding single handed weapons killing potential-wise. Most of the early ones have hugely random dmg and penalties to hit and initiative. Bloodlust is actually a better killing weapon than all spears and you get it in goddamn Arnika, comparing it to early game polearms is just laughable. Stun rod? It's a bad weapon (heavy intiative penalty) with good special effect. I mean, diamond eyes is better and lord can wear it as an offhand weapon with bloodlust for shits and giggles. The only really great thing about polearms it's that most of them, including the best ones, are guaranteed drops. "Unfortunately" it's the same for swords and best offhand weapons (well, apart from light sword, but it's basically meant as insanely op, insanely rare semi-easter egg).
OTOH Fang requires one to be able to beat Sorceress, 2 Death Lords and their full entourage of casters. Then there are mummies for dessert. Diamond Eyes is easier, but it still requires penetrating deep into Mountain Wilderness and beating shit out of Death Lord and some undead heads.
Before that the best you can hope for is Bloodlust. If you want maces, then you will have to do with offhand hammer for an awfully long time. Stiletto is nice, but it doesn't do much damage and Lord doesn't have critical strike to boost instakill chance further.
What difference does it make when can you get the Fang, if you have better weapons than polearms long before? Also, if you count going to Bela early then you can also count that you only really need to beat the mummies to get the Fang (meaning that going with the "natural flow" of the game you can get it both earlier and for free). Diamond eyes can also drop from the shaman. Hammer can be bought early on (it can even drop in monastery afair) and is not a shabby offhand weapon at this point. Stilleto has high instakill chance and is used offhand, how many polearms with decent instakill chance (used as main weapons)? And then there's diamond epee, demonsbane, disruptor mace (all good weapons achievable very early on), ivory sword, light sword etc.
Valkyrie is easier to develop
It's a fact and I never argued against it. Still, it's not that lord is among the most difficult classes to maintain. All his skills rise nicely and easily through use apart from close combat and dual wield, and just look - he has a bonus to one of them which helps! Also about giving good swords to someone else - what kind of argument is that? Fighter would also deal more dmg with polearms - drop valkyrie herp derp.
Again, I don't agree. First, Divinity isn't that vital.
No magic screen = you're dead. If that's not vital then... ok, I guess. And yes, many spells are availible through gadgets and instrument (I already said that) - which is also true for other schools so let's just agree that all of them aren't vital, but divinty is definitely the least non vital in my book. And it's the best school for hybrid because it's the one where you see the least difference between hybrid and a dedicated caster, in all other schools this difference is freaking huge. And it's way more useful when you're not attacking. Casting a superman is worth way more than some shitty offensive spell that will do a few points of dmg.
Notice how it's different from Divinity? Its primary buffs have no alternatives and then it has wide variety of damaging and disabling crowd control. Your samurai won't be bored in ranged combat even when unable to equip ranged weapon.
They have no alternatives and they're also less important (though still both awesome). But yes - wizardry is good for a hybrid, it's just that past these two spells the hybrid casting shortages kick in hard.
Again, disagreed. Psionics has insanity, hypnotic lure AND haste. Sure, all those have alternatives in form of instruments/gadgets, but that merely puts them on even ground with the best of divinity.
Then psionics have some pretty decent crowd control and you will use identify and find secrets a lot (too bad x-ray isn't psionics, but wizardry).
Finally, hypnotic lure is arguably THE tactical spell in this game.
Insanity is a great spell that you won't be able to cast often or to a great result (low level and no powercast). Lure is decent but nothing special - it does not fool that many guize even when cast on a high level and with a monk... yeah. Also it's fire magic and you're way, way, way better off using these spell points for haste.
Actually that's why offensive magic is well suited for hybrids. If you encounter few strong and resistant enemies, you can just murder them personally. If you get swamped by sheer numbers then you have tools to turn the tide by destroying or disabling the enemies.
So the fact that they suck at spellcasting makes them good candidates for spellcasters. Again, let's be serious - the only way to make offensive magic a bit relevant in Wiz8 is powercast plus high lvl spells (preferably with instakill and status effects) cast on a high dice.
Then it's Valk or Priest that will work better.
It's just back to the roots of this discussion. Imo that's only true if you wish for a better tank. Priest is one of the worst classes in the game. It's nowhere near as useful as lord or valkyrie.
No class is essential, but if you want to have more casters in one slot, you can't use any class but bishop, and that gives bishops unique niche regardless of how shitty their specials are.
It is unique, sure. My point is you can do without it and still come out with a kickass party.
 

DraQ

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Seriously? There are some nice polearms, but let's be honest - they have absolutely nothing on dual wielding single handed weapons killing potential-wise. Most of the early ones have hugely random dmg and penalties to hit and initiative. Bloodlust is actually a better killing weapon than all spears and you get it in goddamn Arnika, comparing it to early game polearms is just laughable. Stun rod? It's a bad weapon (heavy intiative penalty) with good special effect. I mean, diamond eyes is better and lord can wear it as an offhand weapon with bloodlust for shits and giggles. The only really great thing about polearms it's that most of them, including the best ones, are guaranteed drops. "Unfortunately" it's the same for swords and best offhand weapons (well, apart from light sword, but it's basically meant as insanely op, insanely rare semi-easter egg).

Actually, the problem with dual wielding is that you need a good offhand weapon to make it worth it compared to single wielding. The problem with offhand weapons is that there are few, most are shitty and those that aren't are either not available early or are weeaboo weapons unusable by plain old fighters, lords, rogues or bards.

If your main hand weapon is Bloodlust, then the choice between using and not using offhand weapon will, for awfully long time, amount to:
"Do I want second double swing attack for double damage and possibly an extra double damage swing with Bloodlust, or would I rather have one attack with my offhand plus slightly lowered attack stats?".

Unless your offhand weapon is really awesome - and it isn't unless you're a weeaboo or are manly enough to smash undead heads while killcluded by a Death Lord - the answer is obvious.

And then there is issue of most weapon classes having both 1 and 2h weapons, which gives your build flexibility unless your build is specifically a dual wielding person.

And finally, don't forget that most maces also have shitty initiative (not all, but then again, not all spears do either), except they do less damge and don't have massive weapon skill bonuses.
Maces also seem to have penetration problems rather often.

Dual wielding doesn't necessarily mean you swing twice as much.

What difference does it make when can you get the Fang, if you have better weapons than polearms long before?
Weapon. Not weapons.

And Bloodlust will likely have a queue of better suited characters that would love to try it:
-Samurai who has better offensive casting making cursed weapon less of an issue, can crit, making extra attacks all the more valuable and can single wield for moar attacks without missing the point of their class.
-Bard frontliner, who will have so many instruments to use, offensively or not, to not be bothered in the slightest by the curse and will have clas specific items buffing his combat prowess
-Rogue, who will be bothered by the curse even more than Lord, but will backstab for even more ludicrous damage and will likely wield cursed offhand weapon anyway (thieves dagger).

Also, if you count going to Bela early then you can also count that you only really need to beat the mummies to get the Fang (meaning that going with the "natural flow" of the game you can get it both earlier and for free).
Going to Bela isn't nearly as much of a problem, you just have to cross Northern Wilderness, which you should be able to do right off the bat, beat huge golem, which may prove challenging, but should be doable, and going short way into Mountain Wilderness where you generally have good visibility and can live to fight another day if anything nasty starts going your way. It's a risk but manageable one.
OTOH reaching and tackling SE wilderness alone could be a challenge, then there is the temple. Even assuming combat sneaking through it shit can go wrong in too many ways - combat sneak failing, Sorceress with entourage joining the fray when you try to tackle the mummies and so on.

The difference is between risky and downright suicidal, not to mention penetrating shallowly into Mountain Wilderness from easily and early accessed Northern Wilderness before backtracking due to shit getting serious is pretty much the natural flow of the game.

Diamond eyes can also drop from the shaman.
Which means attacking friendly NPC and likely shitting on whatever non-hostile interactions - trynnie RPCs and vendors included - you could have in Trynton and being lucky enough for it to actually to drop.

It's a fact and I never argued against it. Still, it's not that lord is among the most difficult classes to maintain.
Actually I would sort of argue that.
Unlike other hybrids there is abolutely no reason to have Lord if you don't invest in spellcasting and if you do invest in spellcasting, you have to spread your Lord awfully thin which doesn't occur with Valk.

All his skills rise nicely and easily through use apart from close combat and dual wield, and just look - he has a bonus to one of them which helps! Also about giving good swords to someone else - what kind of argument is that? Fighter would also deal more dmg with polearms - drop valkyrie herp derp.
Except:
-there are no good polearm shortages in game.
-you might want a tank/healer hybrid on your team in which role Valk will be superior to Lord regardless of how you spread the accents of her build.

Unless you have no Rogue, Samurai or even Bard Lord is doomed to be the "tank with shitty offence and no worthwhile specials" of your party.

No magic screen = you're dead.
Bard.
:troll:
Insanity is a great spell that you won't be able to cast often or to a great result (low level and no powercast). Lure is decent but nothing special - it does not fool that many guize even when cast on a high level and with a monk... yeah. Also it's fire magic and you're way, way, way better off using these spell points for haste.
You will have enough spell points for both, as they don't require frequent re-casts, and lure is actually really good at limiting enemy attacks and clustering them in one spot. Insanity, OTOH is a mental spell whilch means most enemies, apart from undead, Rynjiin and fishies are raped by it. And mental magic will rise fast because there is always stuff to identify.

So the fact that they suck at spellcasting makes them good candidates for spellcasters.
No, being shitty spellcaster is given for hybrid. What's good is when said hybrid has no dilemmas between casting and fighting. A hybrid generally wants to fire off damaging or disabling spells at enemy, then finish it up close and personal, or, failing the spell part, fire off ranged weapons before enemy closes on them. It's better for a hybrid to keep swinging, offensively casting or shooting as needed and have actual caster buffing, debuffing, healing and handling fire support, rather than wondering if it's better to heal their comrade who will then get mace in the face and need to be healed again, or destroy the source of the damage which may let the comrade croak due to lack of healing.

It's just back to the roots of this discussion. Imo that's only true if you wish for a better tank. Priest is one of the worst classes in the game. It's nowhere near as useful as lord or valkyrie.
If you just want a Healbot de-Buffperson, then priest fills that role without requiring you to sacrifice your primary hitting power. If you need both MBT and healbot in one person, then Valk actually has the points for both and isn't stuck with "look everyone, i'm useless!" on her forehead for half of the game.

It is unique, sure. My point is you can do without it and still come out with a kickass party.
Well, the problem with Lord is that he isn't really unique. Whatever Lord does someone else will do better and Valk still beats him at combining those individual abilities.
 
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