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View Full Version : Nerfs for things no one used.



Talon_Moonshadow
10-03-2009, 01:55 PM
Recently a whole bunch of overpowered abilities in this game were nerfed.

And these were all abilities that only 1% of the gamers even thought were useful.

Yet the Devs knew. They new just how overpowered these un-tapped resources really were.

They knew that they had better nerf them now....just in case all the new DDO players would some how find out about them, before they fell into the Raid till ya drop mindset.

Things like the overpowering Summon Monster I spell.
The devs knew just how super powerful that little dog actually was.
How game breaking it was that you could actually summon a dog, and have him appear exactly where you wanted him to.

It was mostly used by those few Shadow mages out there. Used to distract and not kill your enemies.
To provide a predictable distraction for an extremely short time.

But it must have been considered too powerful......so it was nerfed.

Expeditious Retreat! description modified to only be a 20% boost to speed instead of the 25% in the past.
This spell is really only useful to Wizards and Wizard Splash builds....who also have haste.....but it must have been considered too powerful....cause it was also nerfed.

Non-agro causing spells.
Again, only used by a handful of non-nuking casters out there.
You know the type...squishy.....afraid to get hurt. Shadowmages again.
Bah.....tooo powerful....nerfed.
(I have to confirm this)
No longer can those overpowerd soloist sneak by a mob, Blind the guy facing the door, before they open it.
Or safely turn a beholder to stone without his friends nearby, instantly knowing who to attack....
Nope.
Too powerful.....nerf.

Bows.
Tooo powerful.
Lets make melee attacks faster, but leave bows the same.

What's next?!
Handwraps becoming damaged by slimes?
It's coming! Say good bye to your precious handwraps of greater ooze bane.

If it's useful to only a slect few of creative players.......consider it gone my friends.

No room in this game for creativety.

If you ain't nukin or meleein....your cheating.......nerf. :(

Visty
10-03-2009, 02:00 PM
Things like the overpowering Summon Monster I spell.
The devs knew just how super powerful that little dog actually was.
How game breaking it was that you could actually summon a dog, and have him appear exactly where you wanted him to

what they did to the dogs? :/

Talon_Moonshadow
10-04-2009, 12:29 AM
what they did to the dogs? :/

They now appear right next to you....always...no matter what you do.

You can no longer make them appear where you target.

Visty
10-04-2009, 05:39 AM
They now appear right next to you....always...no matter what you do.

You can no longer make them appear where you target.

ah that you mean

its with all summons and iirc 404 said its a bug and is prolly related to smart targettting and autotarget and some other new things like that

Nineven
10-04-2009, 07:08 AM
They now appear right next to you....always...no matter what you do.

You can no longer make them appear where you target.

With soft targeting disabled, it works...

Talon_Moonshadow
10-04-2009, 10:04 AM
With soft targeting disabled, it works...

Are you sure? Didn't for me after the first patch.

Edit: just tried it again. Nope.
Disables soft targeting...still apears at my feet.
You can move during the casting of the spell and get him to appear where you were standing when you started, but that's the best you can do now.

I think it was working if you disabled soft targeting before patch 1.

Nineven
10-04-2009, 10:16 AM
Of course I'm sure ! I'm not a liar ! lol :)

But I disabled another thing too in the UI settings, but I don't remember what :o

EDIT: Ok you're right, I can't get it to work anymore :/

It was working before patch 2, I'm sure of this.

2nd EDIT: It works ! XD

It works only when I first select myself and then press ESC or right click. Than after that I aim where I want to summon it.

It works even with soft targeting and auto-targeting enabled !