Thank you (all) for the slew of detailed feedback, and damn you all to hell because I was going to actually start playing today.
Really? I'm sure you prefer to wait for some mods to reach a new release like MPP 1.6.5, MCP 2.0 or BTB GI
8.1 9.0 10.0
I lowered the effect cost of paralyze in the "Spells" plugin to 5.00 in the last update... the duration should not still be that low.
2s seemed long enough for me.
With your alchemy plugin, when I select ingredients for potions like restore fatigue or restore healing, I often have to choose between different negative effects: burden, blind and paralyze.
Burden is my favorite as it doesn't alter my fighting performances, then blind (slightly reduces chances to hit) and finally paralyze as it simply prevents me from attacking while increasing the chances to be hit.
With a paralysis of 2 secs, I'm not sure I'll select that negative effect, and if it has a longer duration, I'm sure I will *always* find other ingredients to create my potions.
BTW, how's the duration for low level PCs (30 in alchemy skill, and an apprentice M&P)?
Ditto for poison... I may have to do the same thing with it as I did with paralyze in removing it from custom spells/enchantments, as much as I don't want to. Then again, it's not like there aren't *plenty* of poison spells and enchantments in the game proper, and it's not really one of the more useful types of damage, either.
I think all elemental and poison damages are really useful, depending on the situation.
There are monsters resistant to most elemental damages but not to poison.
Therefore I think mage need efficient poison spells.
I think there are also poison PC profiles for players who love that kind of evil damage. Such players won't be able to have a full range of poison spells anymore.
Again, this is incredibly useful. I'd kiss you if you weren't a dude.
Maybe I should slow down my feedback flow, haha
Levitate doesn't bother me that much. It's a very abuseable effect because of how stupid the AI is, so I like to see its use in potions limited to short bursts.
It will make the exploration of huge places without stairs more difficult for profane of the alteration school.
Though it may encourage the player to use the (funny) jump effect more often, and it's a good thing.
Note that there is still a magical dagger in leveled lists which provides levitate by enchantment.
Once you find it there is no more need of levitate potions, provided you can refill it of course.
Restore health seems fine where it's at, given the abhorrent use of "stacking" that players seem to employ when in battle. Getting disemboweled? Just quaff 20 restore health potions in a row!
Agreed. Stacking healing potion can become a "fighting strategy" if it is possible. I don't like that.