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Posted

Okay so i'm replaying Neverwinter night 2 when i'm waiting for the new DLC, in nwn2 the way how they handle buff stack issue is set a 20 cap on how many buff you can reach. In nwn2, every buff stacks, but there is a hard cap 12 for stats, 20 for ab/ac. 

 

So I'm wondering is this a better way to handle buff then not allow them to stack each other? At least we can get some fun with some class combo instead of making their spell/ability totally excludes each other. And also prevent deflection to be too high for some combo?

Posted

Really liking the inspiration/affliction system and I don't want any situations where I cannot get a buff I like because I got a less important buff in some way I couldn't really avoid. For example it's an aura I can't help but being in range of or it's a tiny bonus effect added to some buff whose primary effect is awesome.

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Posted (edited)

Really liking the inspiration/affliction system and I don't want any situations where I cannot get a buff I like because I got a less important buff in some way I couldn't really avoid. For example it's an aura I can't help but being in range of or it's a tiny bonus effect added to some buff whose primary effect is awesome.

 

But that is how it works now. For example paladin aura does not stack with fighter stance. From my suggestion, they can stack as long as it doesn't reach a hard cap, let's say 30.

Edited by dunehunter
Posted (edited)

Then it's quite easy to stack buffs until a certain point (just collect all the stuff that buffs) and impossible to go beyond. With (clearly communicated) stacking rules you need a bit more sophistication to come up with really high buff numbers, but you get rewarded for your efford (with poorly communicated stacking rules and a lot of exceptions and special cases you need sophistication and a lot of testing)... ;)

 

Not saying one is better than the other - but I think some people like to tinker around to get the best out of something, and that's most likely more fun with sacking rules than with a hard cap where further tinkering will not be rewarded. The more casual players will most likely understand the first one better. Maybe a good middle ground ist to cummunicate not too complicated stacking rules in a good way. So that everybody who creates a character understands it. Suppression is only frustrating if you don't know why it happens.

 

But I can even see how the last approach (even if it's unintended) has positive side-effects. I believe the poorly documented mechanics keep this (sub)forum alive a lot longer than easy to grasp rules that everybody understands. ;)

Edited by Boeroer

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