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Infiltraitor
05-13-2011, 05:30 PM
Dearest DDO Developers. You want to make a flawless game more than I want to play one. Primarily because playing a flawless game won't pay my rent, but making a flawless game will pay your rent. Truth be told, I've only spent about $300 USD on the game so far, so it hardly qualifies me for any kind of expertise. Nevertheless, my wishlist is to fix what I think are rather hideous flaws.

Wishlist is Suggested fixes for:



Elves:
1) Make Valenar Elfs gain their weapon bonus to KHOPESH. Never seen an elf wield a falchion. Probably because the weapon is bigger than the elf.



Clerics:
There is a severe cleric shortage. The primary reason is that other classes are so much more fun to play. It is more than just a power balance issue, the very gameplay of being a cleric is less fun.
1) Heal through obstacles.
2) Cleric Domains.



Feats that do almost nothing:
Diehard: So you got beat down to -9 hit points. By letting you survive at -9 hp, Diehard basically gives you 10 extra hit points. As opposed to toughness that gives much more hit points.

Mobile Spellcasting: Jump casting saves a feat. Everybody does it.

Defensive Roll: If you are below 20% health, if you are hit by a physical attack, if you make a reflex/100 chance roll, if the attack doesn't do enough damage to kill you twice over anyway, then you take half damage from that attack. What usually happens is that the rogue gets beat down to half, and then gets one-shotted. He never makes it to the 20% mark.


Suggested Feat Fixes:

1) Diehard: Give hit points.

2) Mobile Spellcasting: Delete this feat.

3) Defensive Roll: Change this feat to be, "If you are ABOVE 90% health".



Skills that do almost nothing:

1) Heal and Repair: Make these skills give healing amplification.



Item slots that do almost nothing:

1) Quivers: This is a wasted slot for 90% of DDO players. Suggested Fix: Count quivers as TRINKETS for crafting purposes so we can add trinket prefixes and suffixes to quivers.


Thanks for your time. Keep up the good work.

Edit: Very good points posted below. Changing accordingly.

Symar-FangofLloth
05-13-2011, 06:09 PM
Scimitar/Falchion is lore-appropriate for Valenar Elves.
Perhaps a better balance solution is to nerf Khopesh. ;)

And Elves do not gain Evasion in tabletop, no reason they should get such a powerful feature here, either.

Healing without having Line of Sight/Effect would be too easy. Now the healer can, if desired, stay in the previous room. Not intended. Be glad you can heal at range at all :rolleyes:

Domains are a /signed.

Agree that some feats and skills need redoing.

What do you mean, make quivers count as trinkets?

Kabaon
05-13-2011, 06:29 PM
Dearest DDO Developers. You want to make a flawless game more than I want to play one. Primarily because playing a flawless game won't pay my rent, but making a flawless game will pay your rent. Truth be told, I've only spent about $300 USD on the game so far, so it hardly qualifies me for any kind of expertise. Nevertheless, my wishlist is to fix what I think are rather hideous flaws.

Wishlist is Suggested fixes for:



Elves:
1) Make Valenar Elfs gain their weapon bonus to KHOPESH. Never seen an elf wield a falchion. Probably because the weapon is bigger than the elf.
Not a big deal, but would be neat.

2) Evasion. Take away half the reason everyone everyone EVERYONE picks 2 levels of monk.

Why? in the PnP source material rogues AND monks get evasion at level 2. Just because you don't seem to like it means it shouldn't be removed. Also there's a second reason for divines to take monk (AC bonus from Wisdom). And other classes like fighter or wizard take rogue would be for boost to skills, sneak attack, trap and lock work and evasion. Also on further inspection, you sound like you want Elves getting evasion.... no they don't get them in PnP they shouldn't get them in DDO as a racial ability...

Clerics:
There is a severe cleric shortage. The primary reason is that other classes are so much more fun to play. It is more than just a power balance issue, the very gameplay of being a cleric is less fun.

Clerics are in no shortage. I wouldn't say it's less fun, I'd say it's other force clerics to be in healing roles at higher levels. If anything it's not the cleric's fault

1) Heal through obstacles.
No, just no. This would encourage more people to run off ahead of a cleric, and complain when they didn't heal them becuase they couldn't keep up. I'd say we be thankful that we can heal at range at all, seeing as the cure spells are actually touch based (on a similar note to the Inflict Spells work in DDO and PnP)

2) Cleric Domains.
I agree



Feats that do almost nothing:
Diehard: So you got beat down to -9 hit points. By letting you survive at -9 hp, Diehard basically gives you 10 extra hit points. As opposed to toughness that gives much more hit points.

Mobile Spellcasting: Jump casting saves a feat. Everybody does it.

Defensive Roll: If you are below 20% health, if you are hit by a physical attack, if you make a reflex/100 chance roll, if the attack doesn't do enough damage to kill you twice over anyway, then you take half damage from that attack. What usually happens is that the rogue gets beat down to half, and then gets one-shotted. He never makes it to the 20% mark.


Suggested Feat Fixes:

1) Diehard: Change this feat to give stacking +2 Hit Point Regeneration every 15 seconds.
No, then it's not the feat. I'm well aware DDO is not anywhere near the source material, but we have so little unchanged material left in DDO

2) Mobile Spellcasting: Delete this feat.
Why? You say lots of people jump to cast spells, but what harm is there leaving this feat in for others that might actually WANT to you use it. I've used it in the past and found that it was fairly good, but with my build post TR I just didn't have the room. If I did I would take it again

3) Defensive Roll: Change this feat to be, "If you are ABOVE 90% health".
I dunno what rogues you've been playing with, but the ones I knew for a fact have this feat actually benefitted greatly from this feat, leave it as is imo, no need to change


Skills that do almost nothing:

1) Heal and Repair: Make these skills give healing amplification.
Actually they do have a function, aside from healing and repairing when someone is unconcious, they also heal more hp if your near a shrine at a rate of 3:1. So if you had 20 ranks in heal and near a shrine, people gain 60 hp in addition to the hp they get from the shrine,


Item slots that do almost nothing:

1) Quivers: This is a wasted slot for 90% of DDO players. Suggested Fix: Count quivers as TRINKETS for crafting purposes.
Actually they serve a purpose for people that use ranged attacks as a secondary function. I don't see how removing this would benefit anyone, especially as trinkets are some of the better equipable items (Bloodstone, Shimmering Arrowhead, Ioun Stones, Mysterious Bauble, Eardweller)

Thanks for your time. Keep up the good work.
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