View Full Version : Suggestions for Update 4
sirgog
02-16-2010, 12:12 AM
Here's what I'd like to see in Update 4.
1) More PrEs. Either ones that are fully made at the time they are introduced (like Pale Master, although hopefully stronger) or ones that are incomplete (like Warchanter is currently) but that at least give something to the classes with no PrE yet.
2) Add Epic Gianthold Tor to the game - it's apparently either complete, or extremely close to it, judging from reports on Llamania.
3) A new low to medium level (~7-10) adventure pack that contains medium-length standalone quests. Most of the quests in that level range are parts of long chains, and a new adventure pack would make levelling through those dull levels more interesting for vets that are sick to death of Stormcleave and Co6. Make it playable on casual, normal, hard, elite AND epic on day 1.
4) A fairly high level (13+) quest which culminates in a fight with one or more green dragons. Add it to an existing, low-selling adventure pack - perhaps Necro 4 or the Restless Isles (it probably makes more sense in the latter). Also make it available on Epic on day 1.
5) Add a new source of blue dragonscales. This could be a stand-alone, high level (17-20) F2P quest - and if we get to fight a foe that looks as cool as Ternathear (the blue dragon in the Reaver's Refuge) does after he assumes dragon form, that'll be even better.
6) Add new named Monk handwraps to various higher level quests. Make these unbound or binds-on-equip, and 'pretty good' - i.e. weaker than Greensteel items, but not too far behind them.
7) Add some ability to Monks (possibly through a PrE, possibly through a new, automatically granted feat at high level, possibly through a second capstone that is incompatible with Serenity) to allow Monks that are mostly pure to improve their unarmed critical multiplier to 3x.
8) Add a hint to future races or classes - we might fight a Druid, or have an Aaismar, ½ orc or Tiefling NPC be prominent in a quest chain, or whatever.
9) Add the Twelve (planescaller's room), and the Reaver's Refuge, to the Teleport list.
Some examples of the sort of items that I'd be recommending adding:
Monk Handwraps:
Zealot Wraps
Min Level: 14. Binds on equip.
+4
Pure Good
True Law
Cold Iron threaded
Lesser Chaotic Outsider Bane
Alignment Requirement: Lawful Good (UMD 20)
Found in end chest, ADQ1, on Elite and Epic difficulty only (5% drop on Elite, 10% Epic). Epic version is +6, Goodburst, Absolute Law, Greater Chaotic Outsider Bane, Red Augment, Cold Iron Threaded, UMD 30 required. This gives Monks a potent weapon that beats Lailat's DR on Elite/Epic. Not a particularly commonly needed weapon, hence it's in a quest that's seldom run on the required difficulties.
Crackling Wraps
Min Level: 14. Binds on equip.
+3
Shocking Burst
Lightning Strike (2.5% proc of 610 damage, as per Shroud weapons)
Found in end chest, Fleshmaker's Laboratory, all difficulties (0.5%/1%/2%/3%). Note that this is a superior weapon to the Devout Handwraps for Shroud Normal - it does so much more damage per swing that it makes up for not beating DR)
Tyrantbane Wraps
Min Level: 16. Binds on equip.
+4
Holy
Silver threaded
Lesser Evil Outsider Bane
Shattermantle
Found in end chest, Devil Assault, Elite only (5% drop rate)
Also found in earlier chests in Devil Assault Elite (0.5% drop rate per chest).
This is an equivalent of +5 Holy Silver of Pure Good for Arraetrikos. Not quite Mineral 2 or Lightning 2 DPS, but not far behind, and Shattermantle plays well with Monks - they drop the SR, letting the casters Exhaust the raid boss more reliably, which in turn makes the high-but-not-stellar AC of most Monks more effective.
Green Dragonscale Robe
Min level 15 (note, higher than other dragonscales)
Int +6 (epic version +8)
Cha +6 (epic +8)
Greater Enchantment Focus (epic Superior Enchantment Focus - +3 DC)
Archmagi (epic Wizardry 10 for 250 sp)
Spell Penetration 9
Armor Bonus: +5 (epic +8)
Acid Resist 30 (epic +40)
(epic only) Blue and green Augment Slots
Intended as an alternative to Blue Robes for some casters. Although it has two +6 stats, only one will benefit any given toon.
Green Dragonplate Armor
Min level 15
Con +6 (epic +8)
Exceptional Con +2
+5 enhancement bonus (epic +6)
Heavy Fortification
Base AC 10 (2 more than normal fullplate)
Max Dex +2 (epic +4)
Acid Resist 30 (epic 40)
(epic only) Blue augment slot, Superior False Life
Pure tank armor, something that there's not much of in game. Highest potential AC pre-Epics that I can think of for full plate if you have the Chattering Ring (otherwise Dragontouched can be superior).
Green Dragonscale Outfit (requires a new skin)
Min level 15
Str +6 (epic +8)
Dex +6 (epic +8)
Acidic Fists (Adds 1d6 Acid damage to all unarmed melee attacks, epic version adds Acid Burst instead)
Heightened Awareness 4 (as Shroud +4 AC)
Acid Resist 30 (epic 40)
(epic only) Blue and green augment slots
Monks need love too. This lets Monks have Heightened Awareness 4 without sacrificing the earth for it. Str and Dex on one item helps make up for not having an armor bonus. Finally, something you might wear as an alternative to Icy Raiments.
Green Dragonchain Armor (chain shirt, requires a new skin)
Min level 15
Str +6 (epic +8)
Exceptional Str +2
Eternal Acid (adds Acid Burst to all melee attacks)
Acid Resist 30 (epic 40)
(epic only) Healing Amp 30%, blue augment slot
Pure melee DPS gear. Rogues can wear it too as it's a chain shirt.
Green Dragonscale Handwraps (another Monk weapon :) )
Min level 16
Exceptional Str +2
Wisdom +6 (epic +8)
+2 (epic +6)
Acid
Acid Burst
Acid Blast
Improved Destruction
Exceptional Acid Resistance 10
(epic only) Red Augment Slot, Blue Augment Slot, new ability - Envelop - 2% chance per successful hit to proc a ~600 damage Acidball centered on the foe hit, radius 25 ft, Reflex DC 38 for half damage.
Again, more Monk love - they need it.
Edit - The lack of a docent in this list doesn't mean I don't support more high-end docents - a green dragonscale docent or two would be great, see post 11 for why I haven't designed one.
AylinIsAwesome
02-16-2010, 12:40 AM
I'm gonna go ahead and.../signed!
Though I would also like to see some more Divine spells for Favoured Souls and Clerics, namely some "smiting" spells in the upper spell levels. At the moment the Smiting lines are worthless to take (which bothers me) which this could fix and with more spells it'd be harder to just jump straight to Favoured Soul if there were more than three or four major spells you couldn't replicate with scrolls in the 7-9 spell level range.
tolana
02-16-2010, 12:42 AM
i want druids! and druids!
sirgog
02-16-2010, 12:43 AM
I'm gonna go ahead and.../signed!
Though I would also like to see some more Divine spells for Favoured Souls and Clerics, namely some "smiting" spells in the upper spell levels. At the moment the Smiting lines are worthless to take (which bothers me) which this could fix and with more spells it'd be harder to just jump straight to Favoured Soul if there were more than three or four major spells you couldn't replicate with scrolls in the 7-9 spell level range.
Really good ideas there. Even making a change to the level 8 fire spell (Firestorm or whatever it is) to make it worthwhile to use if you own the Epic Red Dragon Helm (which presently it isn't) would be a good start.
DANTEIL
02-16-2010, 12:43 AM
3) A new low to medium level (~7-10) adventure pack that contains medium-length standalone quests. Most of the quests in that level range are parts of long chains, and a new adventure pack would make levelling through those dull levels more interesting for vets that are sick to death of Stormcleave and Co6. Make it playable on casual, normal, hard, elite AND epic on day 1.
If the recently leaked compendium quests are any indication, you are highly likely to get your wish on this one.
Wizzly_Bear
02-16-2010, 12:48 AM
My suggestions
1) undo the change to summoning
2) undo the change to summoning
3) undo the change to summoning
4) remove dummy coloring of AoEs
5) remove the non-permanency of permanent adverse effects
6) add druids
7) add a new playable race
8) undo the change to summoning
Jay203
02-16-2010, 12:49 AM
hate it, just because you didn't put in docent for some warforged love :mad::mad:
Wizzly_Bear
02-16-2010, 12:50 AM
hate it, just because you didn't put in docent for some warforged love :mad::mad:
****, forgot that one.
9) add more docent variety for Warforged (specifically of the raid variety)
Trillea
02-16-2010, 12:51 AM
i want druids! and druids!
/signed!
sirgog
02-16-2010, 12:58 AM
hate it, just because you didn't put in docent for some warforged love :mad::mad:
I didn't intentionally leave the Docent out - I don't play enough WF to know what niche (melee DPS, melee tank, arcane nuker, arcane generalist, divine nuker, divine melee DPS, divine generalist, other) needs the love most. Was thinking there might need to be two green docents - one like the Robe, and one like the melee DPS one (the one with Exceptional Str) but someone that plays all WF may be better placed to design that.
MarcusCole
02-16-2010, 01:01 AM
OP /signed
monks need much love right now
sirgog
02-16-2010, 01:15 AM
Edited to add Epic versions of the green dragonscale armor.
My suggestions
1) undo the change to summoning
2) undo the change to summoning
3) undo the change to summoning
4) remove dummy coloring of AoEs
5) remove the non-permanency of permanent adverse effects
6) add druids
7) add a new playable race
8) undo the change to summoning
Never really cared about summoning one way or the other so move it to the bottom of the you list here but otherwise I agree with the rest.
CrimsonReLLiK
02-16-2010, 01:47 AM
And my favorite thing to add to Update 4:
FIX THE LAG! It's atrocious now. ToD part 2/part3, Shroud, EPIC Von, so much for DA!
Shassa
02-16-2010, 02:10 AM
My wishes:
400 Coin Lord favor reward is now a Lesser Heart of Wood.
Appearance slots for armor, helmet, main hand and off hand are now available in the DDO Store.
Equipment placed in these slots will have no effect on your character except to take the physical appearance of wearing the equipped item.
Auction House posting fees have been increased to 2%/4%/6%/8% of base item value.
Sales fees for successful auctions have been reduced to 20% (F2P), 15% (Prem) or 10% (VIP).
Seasonal collectibles are now isolated as a sub-category in the Auction House listings.
Uninterrupted VIP subscriptions now recieve 1000 bonus Turbine Points every six months.
Rasczak
02-16-2010, 02:25 AM
A lvl 5-8 raid. Loads of wide open spaces at the moment in areas that can be used.
spell component bags
PrE's for sorcs, clerics and monks. Dark Path Drunken Master Please with circle kick (unarmed cleave except no kill requirement), :D
New content for between lvls 6-12.
A full on bug nuking project...
Armour styling / skinning
Any 3 of the above and I'm happy ;)
A hidden number 7...let me get my transfer :p
sirgog
02-16-2010, 04:29 AM
A lvl 5-8 raid. Loads of wide open spaces at the moment in areas that can be used.
spell component bags
PrE's for sorcs, clerics and monks. Dark Path Drunken Master Please with circle kick (unarmed cleave except no kill requirement), :D
New content for between lvls 6-12.
A full on bug nuking project...
Armour styling / skinning
Any 3 of the above and I'm happy ;)
A hidden number 7...let me get my transfer :p
A 5-8raid could be interesting, but because we fly through those levels so fast, it would need to be designed without a lockout timer (much like Tempest's Spine) or else people would only get to play it once or twice before outlevelling it. Or as an alternative, it could be given a level range like Devil Assault - normal 5-8 groups could take it on, but elite requires 16-19.
Rasczak
02-16-2010, 05:16 AM
A 5-8raid could be interesting, but because we fly through those levels so fast, it would need to be designed without a lockout timer (much like Tempest's Spine) or else people would only get to play it once or twice before outlevelling it. Or as an alternative, it could be given a level range like Devil Assault - normal 5-8 groups could take it on, but elite requires 16-19.
I like that idea. Something with the same sort of feel as Tempest Spine mixed up with stormcleave.
Large open areas with little skirmishes, loads of shrines and side quests, but in the same storyline as the harbour quests. Maybe even take things like kobold's assault and archers point defence and convert them into something worthwhile?
Wizzly_Bear
02-16-2010, 08:36 AM
I didn't intentionally leave the Docent out - I don't play enough WF to know what niche (melee DPS, melee tank, arcane nuker, arcane generalist, divine nuker, divine melee DPS, divine generalist, other) needs the love most. Was thinking there might need to be two green docents - one like the Robe, and one like the melee DPS one (the one with Exceptional Str) but someone that plays all WF may be better placed to design that.
basically any new docents would be nice. wf have been left out of the armor department since dt.
Rasczak
02-16-2010, 08:37 AM
basically any new docents would be nice. wf have been left out of the armor department since dt.
WF don't need more armour....although allow us to be able to use greatswords one-handed when we tr since we on the medium cusp, after tr we should be considered large :D
Wizzly_Bear
02-16-2010, 08:38 AM
WF don't need more armour....although allow us to be able to use greatswords one-handed when we tr since we on the medium cusp, after tr we should be considered large :D
its not a question of need. its a matter of not being forgotten, and a matter of im sick and tired of looking at dt.
Rasczak
02-16-2010, 08:42 AM
its not a question of need. its a matter of not being forgotten, and a matter of im sick and tired of looking at dt.
so then you agree with my point of armour styling being included in the next update ;)
Wizzly_Bear
02-16-2010, 08:47 AM
so then you agree with my point of armour styling being included in the next update ;)
;)
sirgog
02-16-2010, 08:54 AM
basically any new docents would be nice. wf have been left out of the armor department since dt.
Actually, come to think of it, for green dragonscale turnins, perhaps WF could find a (relatively uncommon, say 5% drop rate) drop in those quests - say a Tarnished Docent - which when placed in a Stone of Change with a Green Dragonscale Armor transfers all the armor's modifiers onto the docent.
dunklezhan
02-16-2010, 09:27 AM
Dudes. Dudettes. OMG. O.M.G.
None of you have said it. NONE of you! is it SO obvious we aren't even asking for it any more? I'm going to say it every way I can think of:
TEXT SEARCH FOR AUCTION HOUSE!
Sch plz!
Please may we have a text search for the Auction House?
Gief! AH! Search! Plz! Nao!
Ahem. This has been a public service announcement.
+ REP great thread!!! If Turbine would just listen to the player base and make updates based from a gamers perspective and not a marketing perspective then all would be fixed or at least better!!!!
atxken
02-16-2010, 10:01 AM
/signed
Aesop
02-16-2010, 04:27 PM
1. Make Pale Master better. As it stands its not worth the price of admission.
1a. Necrotic Touch: while you don't want this to be overpowered a static non SP costing repeating Direct Damage effect is nearly required. So remove the cost completely. Also you don't want to allow Metamagics to affect these abilities but there should get better as they increase in level so add in Spell Like Ability Modifiers to the PrE that affect only Necrotic Touch. like this
1a1. Necrotic Touch: Touch Range 1d6 per Caster level Fortitude for half damage
1a2. Necrotic Touch: Short Range (as per Enlarge metamagic feat) 1d6 per caster level Fortitude for half damage
1a3. Necrotic Touch: Short Range 1d6 per Caster level x2(as per Maximize metamagic feat) Fortitude for half damage
1b. Summons: Summons are neat... but they desperately need work. Instead of having 10 Summoned Skeletons lets simplify and diversify all at once.
1b1. Each Tier has a Basic Summoned Skeleton Tier 1 a regular Skeleton Tier 2 a Skeletal Knight and Tier 3 a Skeletal Mage.
1b2. Each tier has purchasable Undead companions as well.
1b2a.Tier 1 has Armored Wights and Wight Clerics which Cast the deleras tomb basics of Curse, Sound Burst and Searing Light.
1b2b.Tier 2 has Mummies and Mummy Lords(or whatever they are called) with Mummy Lords casting resist Energy Fire, Slow and Haste.
1b2c.Tier 3 would have Wraithes and Dread Wraithes. In place of their Create Spawn ability they would instead have an on hit Crushing Despair. As at this level you already havea caster Mob so the wraithes won't need any additional Casting ability. The exact benefits of Wraith over Dread Wraith may end up being in the form of being able to have two wraithes active while the dread wraith has higher hp, saves, to hit, a longer CD etc .
1c. Forms: The complaint about these primarily is the inabilty to heal while in these forms. I'll address that in the spell section. However there should be some modifications here as well. First off add in a Dismiss Form Ability similar to the Dismiss Charm.
1c1. Lich Form got watered down a touch in the last rendition... I'd like that to be changed a little. Add in an additional +2 Save DC to Necrotic Touch while in Lich form and add in a Natural Armor Bonus equal to the prE level (2 at tier 2 and three at tier 3) let the NA bonus stack with Barkskin. Barkskin wold be an Enhancement bonus to Natural Armor and this would actually be base line Natural Armor so to speak.
1c2. Wraith Form should do Con Damage on each hit instead of on Criticals... its not likely to be overpowered as by the time this ability is gotten people already have WoP Rapiers that would do more. Also add in a Glide (ala Abundant Step) ability that costs the same as favored souls SP cost.
2. Spells: We need more of them. Especially of the Necromancy School that would take advantage of the Pale Master PrE.
2a. Big on the list is Vampiric Touch: instead of just going as written modify it a little. Let the effect drain the health as per the description but when the caster is Alive have it grant 5 Bonus HP per Caster level and when the Caster is Undead (as with the forms) have it Heal the caster for the amount of damage done. this would help Casters with Healing while in Undead Form.
2b. I know you have the animation ready for Black Tentacles. Similar to Web but with a DoT built in as well... Conjuration not necromancy... but I love this spell.
2c. Spectral Hand. Not sure if this one is a good idea... effectively it would add the Enlarge Metamagic but only to Touch Spells...
2d. Make some up that use Negative Energy... not a lot but the School should have more than 2 damaging effects in it that use Negative Energy.
2d1. Life Siphon: 2d6+1 per caster levels DoT fort save negates damage each round when the critter takes damage from th effect the caster heals for half the damage taken
2d2. Soul Siphon: 1d6 per caster level DoT each round Will Save negates damage. When effect damages target the caster recovers 1d4+1 per 4 caster levels SP
3. Every Class has one PrE. Favored Souls, Sorcerers, Clerics and Monks all need a PrE.
4. Obligatory Druid plug
5. Obligatory Half Orc, Half Elf, Gnome, Shifter, Aasimir and Tiefling plug
6. couple quests in the 7-10 range
7. Re-Work the Light Side Monk Raise Dead series. All the abilities with the exception of Phoenix are purchasable as potions... while Phoenix is gotten on several clickies and in scroll form. Dark Side abilities while slightly underpowered for their cost have benefits that exist outside obtainable means.
7a. Lifting the Veil: Change to grants the monk the ability to see through Concealment for a short time.
7b. The Receptive Earth: Allows the monk to not be tripped or knocked down for a short time.
7c. Restoring the Balance: Grants the Monk a Damage Shield that does 1d2 damage per 2 monk levels when struck in melee by an enemy for a short time.
7d. Difficulty at the Beginning: Applies a 10% boost to healing amplification to allies in the area for a short period of time.
7e. Rise of the Phoenix: Creates a core of positive energy in the Monk that when he dies his body bursts into holy flame causing 1d6 per monk level damage (think Flame Strike) to those within the AoE and the monk is targetted by a resurrection effect.
8. Help out Ranged attacks (including but not limited to RoA increase, Tactical abilities and Damage options as have been outlined no less than 50 times by myself at least)
Aesop
Aesop
02-16-2010, 04:40 PM
9. Wouldn't mind seeing Improved Unarmed Strike and Superior Unarmed Strike added into the game.
9a. Improved Unarmed Strike would just increase the RoA of basic non Monk Unarmed Strikes so that you'd strike as fast as you would while weilding a weapon instead of the extra slow way they do now... The only thing slower on the attack than Non Monk Unarmed Strike is Ranged... even shield bashing is faster :D
9b. Superior Unarmed Strike would improve the damage over the levels similar if less than Monks progression. Additionally if the subject has monk levels already they would count as 4 levels higher on the Monk damage meter. I believe the progression is 1d4(3rd level) 1d6(4th-7th) 1d8(8th-11th) 1d10(12th-15th) 2d6(16th-20th)... which while not a Monk is still pretty decent for unarmed strikes.
Aesop
Grimgore
02-16-2010, 04:47 PM
Mine are simple (and asked for a million times)
1. A scroll case
2. A potion bag
3. Adding Amarath (or even just the Foyer of the 12) and Reaver's Refuge to the Greater Teleport list
4. Fix the Reaver's Refuge lotto on armor
5. Greensteel deconstruction.
Aesop
02-16-2010, 04:51 PM
Mine are simple (and asked for a million times)
1. A scroll case
2. A potion bag
3. Adding Amarath (or even just the Foyer of the 12) and Reaver's Refuge to the Greater Teleport list
4. Fix the Reaver's Refuge lotto on armor
5. Greensteel deconstruction.
hmmm... yeah I like those too... lets add those to the pile
Aesop
Lleren
02-16-2010, 04:51 PM
Text Search for auction house
Appearance slots for gear
Guildhalls with Trophy Hall/Hall of Fame for in guild achievements.
Better Guildtools. More Ranks, a recruit status would be wonderful. Ability to mark one character as an alt of another character and connect them in the roster somehow.
Bind to Characters items dropped in group quests changed to Bound to Account. I am not refering to end quest rewards, though many of those already are bound to account. I am also not refering to raid loot.
More PrE's.
Edit: Random drop magical item deconstruction, and crafting using the supplies created.
sirgog
02-18-2010, 08:10 PM
Some form of auction house searchwould be great, DDO should look at the AH in WoW and look to build something like that.
sirgog
03-03-2010, 07:50 PM
Minor edits made
Delacroix21
03-03-2010, 09:49 PM
I like allot of the ideas, especially more PrEs (this should be priority number 1).
That being said those handwraps kinda stink, very situationally usefull and not what monks really need. We need greensteel handwraps, so we can finally free up some slots/enjoy the same crafting system as the rest of DDO. I know of many monks (including myself) who are sitting on a pile of shroud mats and are darn sick and tired of hoping for a miracle "random loot" handwrap (like metaline of greater evil bane) to pop up in a chest or as an end reward.
Those Epic handwraps are still weaker then greensteel, and I dont think ToD rings should be the balancing factor. ToD is rarely pugged, hard/expensive to get boot mats for, and requires level 18 compared to level 12 raid loot with matierials that can be farmed by your entire account. Hardly fair...
Delacroix21
03-03-2010, 10:07 PM
7e. Rise of the Phoenix: Creates a core of positive energy in the Monk that when he dies his body bursts into holy flame causing 1d6 per monk level damage (think Flame Strike) to those within the AoE and the monk is targetted by a resurrection effect.
Aesop
A "on death effect" is hardly desireable... I have been inspired by the arcane archer PrE though and was thinking "Touch of Death" and rise of the Phoniex could be changed to=
Rise of the phoenix=
On a natural 20 roll, casts cure Minor (or light) wounds mass.
Touch of Death=
On a natural 20 roll, hits for 500 damage (can be reduced to 250).
It really stinks to build 50 ki only to have this strike miss or the target move at the last second.
Also on Greensteel wraps AGAIN=
With the proposed plan to add Epic greensteel oneday, It would really really really stink for monks to miss out on this too.
megathon
03-03-2010, 10:29 PM
3) A new low to medium level (~7-10) adventure pack that contains medium-length standalone quests. Most of the quests in that level range are parts of long chains, and a new adventure pack would make leveling through those dull levels more interesting for vets that are sick to death of Stormcleave and Co6. Make it playable on casual, normal, hard, elite AND epic on day 1.
Now I maybe looking at this wrong but are you asking to be able to go and play the quest on elite/epic right away instead of working up from normal/hard first? i don't know any quest where you can skip normal/hard to go to elite. As I said. I could be reading it wrong.
7) Add some ability to Monks (possibly through a PrE, possibly through a new, automatically granted feat at high level, possibly through a second capstone that is incompatible with Serenity) to allow Monks that are mostly pure to improve their unarmed critical multiplier to 3x.
Didn't monks just get a bunch of abilities in the last update while most of the other classes didn't get anything? Not all but most.
sirgog
03-03-2010, 11:57 PM
1. Now I maybe looking at this wrong but are you asking to be able to go and play the quest on elite/epic right away instead of working up from normal/hard first? i don't know any quest where you can skip normal/hard to go to elite. As I said. I could be reading it wrong.
2. Didn't monks just get a bunch of abilities in the last update while most of the other classes didn't get anything? Not all but most.
By 'Epic on day 1' I mean release Epic difficulty at the same time as releasing casual through elite. Of course, you'll need to unlock Epic as normal.
Monks did get a few nice new abilities, but not what they really need. At the moment a monk is an excellent character throughout the low and medium levels, but by high level, they just can't compete with the damage other classes can put out by using endgame loot such as Lightning 2 weapons, the Epic Sword of Shadows, or even the humble double-positive maul.
As for the power level of the Monk weapons, the Epic Zealot Wraps are well ahead of a (cold iron coated, with Paladin capstone) Epic Sword of Shadows on demons. Against general foes they are still solid. The Green Dragonscale Handwraps should be behind Mineral 2 weapons when no ToD ring is available and a little ahead with a bursting ToD ring.
Even the Crackling Wraps would be excellent for (normal) Shroud.
Timjc86
03-04-2010, 12:09 AM
Here's what I'd like to see in Update 4.
...
Turbine, please hire this man immediately.
Thanks.
Danneskjold184
03-04-2010, 06:51 PM
A "on death effect" is hardly desireable... I have been inspired by the arcane archer PrE though and was thinking "Touch of Death" and rise of the Phoniex could be changed to=
Rise of the phoenix=
On a natural 20 roll, casts cure Minor (or light) wounds mass.
Touch of Death=
On a natural 20 roll, hits for 500 damage (can be reduced to 250).
It really stinks to build 50 ki only to have this strike miss or the target move at the last second.
Also on Greensteel wraps AGAIN=
With the proposed plan to add Epic greensteel oneday, It would really really really stink for monks to miss out on this too.
While I very rarely have a problem with connecting or missing the Touch of Death, I really, really like the Natural 20 idea for those upper level monk abilities. It takes me roughly 25 swings to build up enough Ki to use Touch of Death, however the timer usually wears off after 30 swings. With that, I hardly ever use the other attacks.
I like what you said for an equal ability to Touch of Death, but "Rise of the Phoenix" name just doesn't seem to apply. Perhaps keep the Rise of the Phoenix as is, but rename this proposed ability as something else?
sirgog
03-11-2010, 12:41 AM
While I very rarely have a problem with connecting or missing the Touch of Death, I really, really like the Natural 20 idea for those upper level monk abilities. It takes me roughly 25 swings to build up enough Ki to use Touch of Death, however the timer usually wears off after 30 swings. With that, I hardly ever use the other attacks.
I like what you said for an equal ability to Touch of Death, but "Rise of the Phoenix" name just doesn't seem to apply. Perhaps keep the Rise of the Phoenix as is, but rename this proposed ability as something else?
On 20 procs for 500 damage add an incredible amount of damage to a character. On easy to hit foes, they are equivalent to more than 25 damage per hit (500 damage per 19 successful hits) - which is about the difference between a +5 Falchion and a +5 Supreme Tyrant Greensteel Falchion of Lightning Strike.
Rasczak
03-11-2010, 06:52 AM
I want news of a new race in the pipelines. We had a new class but I think it's time for something different. Something that will shake things up, introduce a new playstyle to the current ones available and not potentially break what content is available at this point.
The dreamforge is a way of Turbine showing that either A) they are looking for new ways to make characters bigger to allow them to justify huge hp amounts or B) Turbine are willing to go into the Psionic side of life.
In that vein, I don't want half-orcs or half-elves. To be honest, with warforged and drow already in the game I don't see these adding much difference to what is existing.
What I would like to hear is that Kalashtar* are an option or instead of half-orcs we may get Daelkyr Half-Bloods*.
This in turn will allow the addition of new feats and spells into the game that will offer a new option of play and still remain viable for end game.
New PrE's I would look forward to that can be easily implemented are
Hexblades, Psiforged*, The Deathguard, Dragon Disciples, Hierophant, Bladesinger, Radiant Servant*, Wild Soul, Deneith Warden*, Revenant Blade*, Quori Mindhunter*, Blade of Orien* & Weretouched Master* (to name a few :p)
*Eberron Specific
This is not what I want for the next update but it would be good to know they are planned for the future.
I think it's about time that DDO had options apart from "hit with something sharp" or "throw your sp bar at it and drink pots to refill".
Pale Master was close, but no cigar. A summon needs to be implemented in this game a certain way and that was not done. Items that increase summons hitpoints, ac, attack and damage would be more appropriate to make it worthwhile to play a summoner. Going into a raid as a Pale Master you end up hasting, debuffing and webbing anyway so why bother?
Either way add this to my other list of demands and I'll come up with more tomorrow so stay awake ;)
Mjoll
03-11-2010, 07:32 AM
1. Text search for AH
2. Text search for AH
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100. Text search for AH
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100.000. Text search for AH
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∞. Text search for AH
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∞+1. Text search for AH
sirgog
03-11-2010, 10:02 AM
1. Text search for AH
2. Text search for AH
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100. Text search for AH
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100.000. Text search for AH
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∞. Text search for AH
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∞+1. Text search for AH
Did you see the Ask the Devs 11 last week? That was confirmed as 'being worked on' - they have it mostly working so far.
KKDragonLord
03-11-2010, 10:07 AM
Just want to point out that suggestions to Updates usually work better on those that aren't fully planned and almost at the end of the development cycle... like Update 6 perhaps
Mjoll
03-11-2010, 10:22 AM
Did you see the Ask the Devs 11 last week? That was confirmed as 'being worked on' - they have it mostly working so far.
Nope. I went and read it now... "maybe as early as this year". So up to 9 months of waiting if I were to roll a 1 on my save against pessimism. Oh well at least they are working on it.
narco2709
03-11-2010, 10:24 AM
Just one suggestion for developing:
- Guild Housing!
Here some forum pages speaking about it:
http://forums.ddo.com/showthread.php?t=232964&highlight=guild+housing
http://forums.ddo.com/showthread.php?t=217190&highlight=guild+housing
http://forums.ddo.com/showthread.php?t=225472&highlight=guild+housing
http://forums.ddo.com/showthread.php?t=235005&highlight=guild+housing
Benichiwa42
03-12-2010, 07:26 PM
Decent ideas, but you made a mistake...black dragons do acid, green do poison. So your green dragonscale wound need to reflect that as the red does fire, black acid, blue lightning, and white cold. And what about other chromatic dragons like the purple, brown or gray. Or maybe metallic dragons like copper or silver. Go back to you D&D books and guides and do your research.
sirgog
03-12-2010, 07:36 PM
Decent ideas, but you made a mistake...black dragons do acid, green do poison. So your green dragonscale wound need to reflect that as the red does fire, black acid, blue lightning, and white cold. And what about other chromatic dragons like the purple, brown or gray. Or maybe metallic dragons like copper or silver. Go back to you D&D books and guides and do your research.
Here's my research:
http://www.d20srd.org/srd/monsters/dragonTrue.htm#greenDragon
Breath Weapon (Su)
A green dragon has one type of breath weapon, a cone of corrosive (acid) gas.
Purple, brown and grey dragons don't exist in the core Eberron rules as written (although they can easily be houseruled in, as Eberron is a setting that allows anything found anywhere else)
Rasczak
03-14-2010, 01:55 AM
Here's my research:
http://www.d20srd.org/srd/monsters/dragonTrue.htm#greenDragon
Breath Weapon (Su)
A green dragon has one type of breath weapon, a cone of corrosive (acid) gas.
Purple, brown and grey dragons don't exist in the core Eberron rules as written (although they can easily be houseruled in, as Eberron is a setting that allows anything found anywhere else)
Very True, Green Dragons are part of the Chromatic Dragons (the evil ones for those who don't play pnp). Think of them as evil druids since their spells deal with plants etc (they live in forest etc so stands to reason), breath weapon is acid.
Black dragons also have an acid breath weapon the only difference being that the Green has a cone of acid and the black has a 'line".
Kromize
03-14-2010, 05:57 AM
fix the voice chat.
Horrorscope
03-14-2010, 11:24 AM
Come out soon, this one looks to be running long and I hope Update 4 isn't a state of DDO speech. Gives me content/changes, keep state of's.
Luis_Velderve
03-17-2010, 10:05 AM
Fix the bastard Sword somehow
Allow some few monk weapons
single weapon style
W&S mechanics fix
Swashbuckler and Duelist PrE or class
and better AH console
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