View Full Version : Dark Days
woodchuckslayer
05-19-2012, 12:22 PM
So what fortification do I now need to possess to be crit. immune? Hard shroud is lvl 18 but a lvl 18 toon with 110% fort got crit multiple times. (I checked the combat log) Who was the genius that thought this was a good idea? A pvper and/or a rogue would be my guess. It is not. How about 1200 damage from poison in a lvl 12 elite lordmarch quest? Yes, this is live. 1200 damage in a lvl 14 quest? This is ridiculous. Poison doing hp damage rather than stat damage? This is ridiculous. Immunities that were slotted and geared and presumably ground(gearing isn't 0 effort nor is it free, unless your a mob) being arbitrarily invalidated? Ridiculous. Are you catching the theme?
If some out there want there quests harder it is really easy to do. Do a naked shroud run tough guy. I don't mean just take of your armor. Take off your 5 pieces of greensteel and whatever else your using. Stop stroking your e-peen by posting that "This game is so/too easy". You have the potential to make it harder without screwing it up for everyone else. In fact what you are effectively doing is seriously discouraging new players. I am not one but if any changes are to be made here it should be to bring it more, not less, in line with the pen and paper it was based on.
I have heard it said that "blanket immunities' are bad game design. That is true if it is applied to the mobs. It is not true if it is applied to the players. Sound unfair? Have you considered that the mobs did not have to grind for gear? Have you considered that the mobs have racial abilities you do not have? Have you considered the mobs have unlimited spell points? have you considered that there are hundreds of mobs and maybe 6 of you? Have you considered the fact that boss mobs do have blanket immunities and hundreds of thousands(impossible) of hit points and other fun stuff. Have you considered the fact that you..are...supposed...to...be...the...hero. You get it?
apocaladle
05-19-2012, 12:43 PM
protection from evil -immune to pretty well all will saves
blanket immunitys -immune to pretty well all fort saves
lots of hp-makes you able to get by with a poor reflex
makes the game unbaleced and classes with good saves =to classes with no saves
too cookie cutter and its stuff like that makes it only able to have a handful of plausable epic builds
Ivan_Milic
05-19-2012, 01:26 PM
This is just too funny,some are complaining about the game becoming too easy and for some its too hard.
Have you considered the fact that casters are doing 1k+ dmg to mobs?
Have you considered the fact that melees can crit for 1k?
And for how much do mobs hit,you can name on fingers mobs that do more than 300(not counting bosses).
ddobard1
05-19-2012, 01:43 PM
The game is already easy, sadly......
So you wanna be crit immune..... why? Are you superman?!
Against poison damage... really? May you figure out that there are several types of poison!!
So those who seek this game for truly challenges should be naked.... come on!
Have you anything against DDO characters who enjoy hard fights? It looks like!
redoubt
05-19-2012, 02:03 PM
This is just too funny,some are complaining about the game becoming too easy and for some its too hard.
Have you considered the fact that casters are doing 1k+ dmg to mobs?
Have you considered the fact that melees can crit for 1k?
And for how much do mobs hit,you can name on fingers mobs that do more than 300(not counting bosses).
What are the mobs HP by the time a melee or caster can do 1k? (I've been off playing SWTOR and the HP numbers are way different there and my memory of the mob HP here may be faulty.)
A crit of 300 is between 33 and 66% of a characters HP depending on the class. What percentage of a mobs HP is a 1k crit? (I'm assuming were are talking level 20 numbers here.)
Thanks!
Windex69
05-19-2012, 02:54 PM
So what fortification do I now need to possess to be crit. immune? Hard shroud is lvl 18 but a lvl 18 toon with 110% fort got crit multiple times. (I checked the combat log) Who was the genius that thought this was a good idea? A pvper and/or a rogue would be my guess. It is not. How about 1200 damage from poison in a lvl 12 elite lordmarch quest? Yes, this is live. 1200 damage in a lvl 14 quest? This is ridiculous. Poison doing hp damage rather than stat damage? This is ridiculous. Immunities that were slotted and geared and presumably ground(gearing isn't 0 effort nor is it free, unless your a mob) being arbitrarily invalidated? Ridiculous. Are you catching the theme?
If some out there want there quests harder it is really easy to do. Do a naked shroud run tough guy. I don't mean just take of your armor. Take off your 5 pieces of greensteel and whatever else your using. Stop stroking your e-peen by posting that "This game is so/too easy". You have the potential to make it harder without screwing it up for everyone else. In fact what you are effectively doing is seriously discouraging new players. I am not one but if any changes are to be made here it should be to bring it more, not less, in line with the pen and paper it was based on.
I have heard it said that "blanket immunities' are bad game design. That is true if it is applied to the mobs. It is not true if it is applied to the players. Sound unfair? Have you considered that the mobs did not have to grind for gear? Have you considered that the mobs have racial abilities you do not have? Have you considered the mobs have unlimited spell points? have you considered that there are hundreds of mobs and maybe 6 of you? Have you considered the fact that boss mobs do have blanket immunities and hundreds of thousands(impossible) of hit points and other fun stuff. Have you considered the fact that you..are...supposed...to...be...the...hero. You get it?
I initially read your post and said to myself, "great... another /rant from a new player mad about things".... then I saw your join date.... and more importantly (to me) your number of posts...
I now find your post interesting.
Thanks for it.
Lifespawn
05-19-2012, 03:19 PM
This is just too funny,some are complaining about the game becoming too easy and for some its too hard.
Have you considered the fact that casters are doing 1k+ dmg to mobs?
Have you considered the fact that melees can crit for 1k?
And for how much do mobs hit,you can name on fingers mobs that do more than 300(not counting bosses).
thats irrelevant considering we have at the top most possible 2k hp with a gimp build and most high level mobs have well over that on average not to mention bosses in the hundreds of thousands
Ivan_Milic
05-19-2012, 04:52 PM
What are the mobs HP by the time a melee or caster can do 1k? (I've been off playing SWTOR and the HP numbers are way different there and my memory of the mob HP here may be faulty.)
A crit of 300 is between 33 and 66% of a characters HP depending on the class. What percentage of a mobs HP is a 1k crit? (I'm assuming were are talking level 20 numbers here.)
Thanks!
Depends which mobs,some have less than 1k hp(cultists in new epics).
Gremmlynn
05-20-2012, 02:42 AM
thats irrelevant considering we have at the top most possible 2k hp with a gimp build and most high level mobs have well over that on average not to mention bosses in the hundreds of thousandsSounds good until you figure the availability of healing into those hp totals. Once that's done we see that one's hp total has little to do with how much damage they can absorb over time. More a matter of how much leeway they have when countering incoming damage with incoming heals. Mobs that heal themselves or each other are actually the exception and even then, the games AI isn't good enough to figure out that CCing the most effective healers is a winning strategy, while we play without this built in limitation (though many choose to emulate it, which is probably why healing mobs are the exception).
badkhan
05-20-2012, 03:37 AM
If some out there want there quests harder it is really easy to do. Do a naked shroud run tough guy. I don't mean just take of your armor. Take off your 5 pieces of greensteel and whatever else your using. Stop stroking your e-peen by posting that "This game is so/too easy". You have the potential to make it harder without screwing it up for everyone else. In fact what you are effectively doing is seriously discouraging new players. I am not one but if any changes are to be made here it should be to bring it more, not less, in line with the pen and paper it was based on.
Why would you play a mmorpg (NOT a pen and paper game) without using the gear you've accumulated ? It would be like playing a FPS using only a knife.
Rodasch
05-20-2012, 04:26 AM
Why would you play a mmorpg (NOT a pen and paper game) without using the gear you've accumulated ? It would be like playing a FPS using only a knife.
I have, in fact, done just that. It's fun and hilarious at times to gank other players with a knife or equivalent...and it's pretty demeaning for them to get killed that way when they're toting around an uber gun and bragging about their skillz.
Of course, you also get killed a lot by the smart players, but who cares if you're having fun, right?
Lifespawn
05-20-2012, 06:19 AM
Sounds good until you figure the availability of healing into those hp totals. Once that's done we see that one's hp total has little to do with how much damage they can absorb over time. More a matter of how much leeway they have when countering incoming damage with incoming heals. Mobs that heal themselves or each other are actually the exception and even then, the games AI isn't good enough to figure out that CCing the most effective healers is a winning strategy, while we play without this built in limitation (though many choose to emulate it, which is probably why healing mobs are the exception).
What does that have to so with the damage we do vs their hp totals relative to the damage they do to ours when there are sometimes hundreds of mobs per quest.
Ungood
05-20-2012, 07:13 AM
Yup they Nerfed Fortification, or in reality they Neffed Melee builds.. Again.
Anyone surprised? :rolleyes:
What was that joke, it's Not Dungeons and Dragons, it's Dungeons and Casters.
mwgarn
05-20-2012, 07:30 AM
Why would you play a mmorpg (NOT a pen and paper game) without using the gear you've accumulated ? It would be like playing a FPS using only a knife.
Knife/shovel kills in Day of Defeat back before steam was one of my favorite things to do, loved sneaking up on an unaware victim and ganking him hehe.
I have mixed feelings on this topic, I think some aspects of the game are to easy, I feel that others are just plain silly... One of my goals for my wizard was to be able to solo some epics.. It's what I built him for, he does not have a ton of epic gear, only the walmart ones, he doesn't have tons of green steel , con ops goggles and SP gloves.. But I make him work. What I find silly are "boss" type mobs that are immune to holds immune to insta death resistant to most magic, and I have to keep dots stacked on him with clickies going for 5 min in order to drop him... This isn't a challenge, I can kite him all day long and kill him with SLAs if I had to.. But it's just silly that a mob would have so much HP just so they can take a pounding from 4 melee with eSoS?
None of my toons will ever have an eSoS, I don't have time or the ability to run raids but once every month or so due to the kids.. The game should be available for everyone.. I'm not saying it should be a push over but it shouldn't take 5 min to kill a mob with two triple stacked dots on him with a decent amount of AP spent in the elemental lines.. Would also like to see the ability to make epic items with out having to run an epic raid. I would like some epic crono stuff but I can't solo the raid!
Is this Dark Days... I don't think so.. I enjoy the game even if I can't have e gear I want, I enjoy the game even when it takes me 5 min to kill one mob.. Would I be happier if some things where changed, if I could get my gear, yes I would!
But you can't please everyone..
Astraghal
05-20-2012, 07:33 AM
I agree that changing poison to attack a players Hitpoints, when previously it was an attack on their Ability scores, is quite a serious paradigm shift. It's a trend that I've noticed, the gradual introducion of previously obscure damage types, such as corrosive salt, doing flat Hitpoint damage that almost nothing resists.
We have seen force, poison, light, tidal burst and things that you would only find on rarer gear like slicing and bleeding. I would rather have fewer, more intuitive damage types and have the game mechanics a bit more conservative about how they can be mitigated. Right now there are too many types of damage and it's getting confusing.
adamkatt
05-20-2012, 08:06 AM
Why would you play a mmorpg (NOT a pen and paper game) without using the gear you've accumulated ? It would be like playing a FPS using only a knife.
Whats wrong with a knife? Besides. You run faster with a knife!
Wickednisse
05-20-2012, 08:30 AM
Well, if we healers thought we chugged alot of pots before - can't wait to see what we chug now. Seriously, this change might not be bad for very geared, very experienced players but for those players that don't have the means, time or patience to grind out uber leet gear this is a horribad game design. I prefer to run with guildies and/or friends, but sometimes that is not possible due to my work schedule so I have to pug it and make do with whatever the group is. That sounds like it isn't even going to be an option anymore because I am not going to use pots like their my favorite flavored kool aid to heal people, who through no fault of their own (their toon did work before MotU after all) now have the survivability of a snowball in hell.
And for what it's worth, 1200 hp damage from poison is ********. I don't know who did this jacked up scaling but 1200 hp damage on a party of 6 (I shudder to think about on a full raid) will play absolute carnage on a healers spell points to heal through. Again, I am speaking from the point of view of someone who has played the game (and enjoyed it) but through bad luck and not having the time to grind out every single piece of perfect gear - these changes are bad.
Please, don't get me wrong - I LOVE a challenge. That 'oh snap moment' of an almost wipe, then coming back from that to hand the boss their pixelated butt is awesome. But then again, I'm not over geared for epics. I'm still challenged by them as they are now.
I've already heard stories of some players calling their banks/credit card companies and getting a refund on their prepurchase and quitting the game for good - and I'm talking about long standing players, not people who are looking for an easy 'iwin' button.
Kakashi67
05-20-2012, 08:53 AM
Yup they Nerfed Fortification, or in reality they Neffed Melee builds.. Again.
Anyone surprised? :rolleyes:
What was that joke, it's Not Dungeons and Dragons, it's Dungeons and Casters.
PnP has always been that way. The melees have always been the casters' pets.
When you can wish and time stop, and with portable holes, you don't even need a caddy.
That's right, I went there.
perylousdemon
05-20-2012, 09:41 AM
140% fortification seems to work pretty well. Sadly, the only way you can achieve that on a non-WF is with guild slots, I think...
GotSomeQuestions
05-20-2012, 10:03 AM
So what fortification do I now need to possess to be crit. immune?
Mobs that bypass fortification ignore a percentage equal to their CR. So a CR 10 mob effectively subtracts 10% from your fortification, while a CR 28 mob effectively subtracts 28%. Since epic mobs generally have CRs in the high 30s, the above mentioned 140% fortification should be sufficient, although 150% is probably a safer long-term goal, with the coming level cap increase. If you're not a Warforged character or a Pale Master Wizard, though, 150% is hard to get.
perylousdemon
05-20-2012, 10:15 AM
Mobs that bypass fortification ignore a percentage equal to their CR. So a CR 10 mob effectively subtracts 10% from your fortification, while a CR 28 mob effectively subtracts 28%. Since epic mobs generally have CRs in the high 30s, the above mentioned 140% fortification should be sufficient, although 150% is probably a safer long-term goal, with the coming level cap increase. If you're not a Warforged character or a Pale Master Wizard, though, 150% is hard to get.
I could probably get to 155% if exceptional fortification stacks with itself (ie, 25% from the fabricator's set, 10% from the sustaining symbiot), and if I got my hands on an outfit with a large slot rather than a medium one. Yes, I'm at 140% fortification on a non-WF. :D
Xeraphim
05-20-2012, 10:48 AM
The changes make the Improved Fortification Warforged Feat relevant and suggest that Juggernaut may be making an entrance to the game at a later date. Juggernauts and those with Improved Fortification cannot be healed by positive energy (Clerics, FvS, Heal and Cure effects). They are also significantly better equipped to deal with these new changes to Sneak attacks.
If your base fort is 100%, how high can you push it with a TWF Char? 255%? More?
Example (I will let you do the math): WF Monk 20 with 100% base fort (Imp. Fort Feat) in Mountain 4 stance as the Tank.
Remember that set bonuses stack with everything.
Hambo
05-20-2012, 11:01 AM
Yup they Nerfed Fortification, or in reality they Neffed Melee builds.. Again.
Anyone surprised? :rolleyes:
What was that joke, it's Not Dungeons and Dragons, it's Dungeons and Casters.
Back in the day some called it "Dungeons & Dwarves" for two reasons:
1). Someone designed a melee Dwarf that was extremely overpowered, so all you saw were Dwarves running around... This was before we even had Drow as a race.
2). When the game originally went public there were no Dragons yet. The first Dragon was introduced to the game in the Von chain (Velah) in the first or second mod.
This moment in history has been brought to you by the EARP (Eberron Association of Retired Players), Deep-ends (for those times when a Bio-break is not an option), and e-Cialis (if that e-peen lasts more than 4 hours please call a Cleric) :D
Gremmlynn
05-20-2012, 12:13 PM
What does that have to so with the damage we do vs their hp totals relative to the damage they do to ours when there are sometimes hundreds of mobs per quest.Unless you are fighting all those mobs at the same time, it really makes no difference given adequate rest shrines and/or consumables.
Ungood
05-20-2012, 01:47 PM
PnP has always been that way. The melees have always been the casters' pets.
When you can wish and time stop, and with portable holes, you don't even need a caddy.
That's right, I went there.
Yah "There" is kinda lame to be honest: "While the time stop is in effect, other creatures are invulnerable to your attacks and spells; you cannot target such creatures with any attack or spell." taken from the SRD D&D rules: Spell Time Stop (http://www.dandwiki.com/wiki/SRD:Time_Stop)
Kakashi67
05-20-2012, 03:23 PM
Yah "There" is kinda lame to be honest: "While the time stop is in effect, other creatures are invulnerable to your attacks and spells; you cannot target such creatures with any attack or spell." taken from the SRD D&D rules: Spell Time Stop (http://www.dandwiki.com/wiki/SRD:Time_Stop)
You missed this:
"A spell that affects an area and has a duration longer than the remaining duration of the time stop have their normal effects on other creatures once the time stop ends."
Rodasch
05-21-2012, 05:29 AM
You missed this:
"A spell that affects an area and has a duration longer than the remaining duration of the time stop have their normal effects on other creatures once the time stop ends."
Yes, and afterall, changes to the environment can be the deadliest with time stop. Creating a wall of stone spikes in front of the charging foe, or a pit with summoned monsters in it...or filling the room with water, or acid, or burning oil, so that when time-stop ends, the opponents suddenly find themselves in a world of hell and wondering what just happened.
The true strength of the best spells in PnP is being creative with their use. The best wizard players think outside the box.
Alrik_Fassbauer
05-21-2012, 06:04 AM
The best wizard players think outside the box.
Not only them.
I believe that everyone who is able to "think outside the box" in real life is a special kind of person.
Ungood
05-21-2012, 07:36 AM
Yes, and afterall, changes to the environment can be the deadliest with time stop. Creating a wall of stone spikes in front of the charging foe, or a pit with summoned monsters in it...or filling the room with water, or acid, or burning oil, so that when time-stop ends, the opponents suddenly find themselves in a world of hell and wondering what just happened.
Meh, you only have 2-5 rounds, going to be a trick to fill a room with anything to be honest, unless you plan to expend a wish mid time stop. However, as the description says, the best use of this spell is defensive, IE: Cast Stone Skin, Fly, Invisibility, then flank the opponents, when time returns you get a free action because you are behind/sneak attacking them, and you fire ball the daylights out of them.
But to each their own on that.
LordMond63
05-21-2012, 09:44 AM
PnP has always been that way. The melees have always been the casters' pets.
When you can wish and time stop, and with portable holes, you don't even need a caddy.
That's right, I went there.
I'd have to disagree.
Back in the oldest of Good Old Days, a level 1 Wizard (called a "Magic User") had ONE spell at first level. They almost always carried Sleep. Once that spell was cast, they hid behind the melees- having 4 to 6 hp and Kleenex for armor
tends to make one rather cautious.
True...Wish and Time Stop are incredibly powerful spells. But you had to live long enough to learn them.
Rodasch
05-22-2012, 04:05 AM
Meh, you only have 2-5 rounds, going to be a trick to fill a room with anything to be honest, unless you plan to expend a wish mid time stop. However, as the description says, the best use of this spell is defensive, IE: Cast Stone Skin, Fly, Invisibility, then flank the opponents, when time returns you get a free action because you are behind/sneak attacking them, and you fire ball the daylights out of them.
But to each their own on that.
There are many ways to do the kinds of things I mentioned aside from burning a Wish spell. Figuring out those ways is part of the fun.
Gremmlynn
05-22-2012, 04:21 AM
I'd have to disagree.
Back in the oldest of Good Old Days, a level 1 Wizard (called a "Magic User") had ONE spell at first level. They almost always carried Sleep. Once that spell was cast, they hid behind the melees- having 4 to 6 hp and Kleenex for armor
tends to make one rather cautious.
True...Wish and Time Stop are incredibly powerful spells. But you had to live long enough to learn them.Even at the higher levels melees made very useful meat shields as there was no such things as concentration or quicken and high level spells were very easily interrupted due to their generally long casting times. One of the, many, reasons it's still the version of the game I play.
LordArkan
05-22-2012, 08:59 PM
Meh, you only have 2-5 rounds, going to be a trick to fill a room with anything to be honest, unless you plan to expend a wish mid time stop. However, as the description says, the best use of this spell is defensive, IE: Cast Stone Skin, Fly, Invisibility, then flank the opponents, when time returns you get a free action because you are behind/sneak attacking them, and you fire ball the daylights out of them.
But to each their own on that.
Casting direct attack spells in 3.5 D&D is not the best use of your Wizard, at any level. This becomes more true the more books you add-- PHB2, Complete Arcane, Complete Mage, Spell Compendium... and that's not even looking at the vast resources the Forgotten Realms books provided to casters.
Orratti
05-22-2012, 09:56 PM
Yes it would have been much better if they had kept the game in line with PnP. Unfortunately doing that brought as many complaints about difficulty as your current list has and will.
The basic imbalance of the game springs from gear and build. Without new shiny stuff to win and brag about players leave. Without balancing the game for the new shiny stuff the game becomes a cakewalk and players leave. Now we could all gather our shiny stuff to brag about and put it in the bank to link only for bragging while running around with regular chest loot pulls for questing purposes so the game doesn't become a cakewalk but then how stupid is that for game design, creating gear that you grind for but shouldn't use.
You're running hard shroud I assume for favor and xp, once completed I assume you will be running elite for favor and xp and then intend to run it no further. If you intend to run it further I can only imagine that you will be crafting gear that you intend to bank only to be pulled out to be linked and then returned to the bank. If you intend to actually use any of that crafted gear you will only be adding to the problem.
Players in truth shouldn't be immune to the attacks and abilities of the enemies just like they shouldn't be immune to ours. If it were otherwise there would be no changes made. There should have never been items made that gave that immunity even if the were present in pnp due to the fact that in a video game no matter how rare an item is everyone given time will eventually get one if they want one. Try coming back again in 6 or more years when everyone even the lazy guys like me have at least a couple of eSoS' on their melees. How far will the game be from pnp then and how hard will it become for new players? Well for new players it actually might not be too terribly hard despite what you believe.
Greensteel weapon and guard procs were the 1st step down the wrong road and there is no recovery, or better put, there is no recovery that will be acceptable to players. Sure you could lower proc damages to 100 points, add saves, lower existing saves, make con opp only proc off of melee hits, and things of that nature but imagine the response.
95+% of the time the way the game works is completely in the favor of the players, which is good. Most of the time the rest is concerning traps and mostly in groups that bring no disabler and the final 2+/-% are situations like you are describing.
fco-karatekid
05-22-2012, 11:39 PM
I agree that changing poison to attack a players Hitpoints, when previously it was an attack on their Ability scores, is quite a serious paradigm shift. It's a trend that I've noticed, the gradual introducion of previously obscure damage types, such as corrosive salt, doing flat Hitpoint damage that almost nothing resists.
We have seen force, poison, light, tidal burst and things that you would only find on rarer gear like slicing and bleeding. I would rather have fewer, more intuitive damage types and have the game mechanics a bit more conservative about how they can be mitigated. Right now there are too many types of damage and it's getting confusing.
I'd go so far as to say there are too many prefixes and suffixes that are flat out useless and vendored. I actually wouldn't mind having all those pre/suffixes if anyone actually used them. Destruction, vertigo, tendon slice, shatter... why reduce victim's resistance to the related effects when you could easily have the weapon proc that effect on occasion?
PopeJual
05-23-2012, 12:46 AM
Yup they Nerfed Fortification, or in reality they Neffed Melee builds.. Again.
Anyone surprised? :rolleyes:
What was that joke, it's Not Dungeons and Dragons, it's Dungeons and Casters.
Very true. If DDO gets any more unbalanced in favor of casters over melee, it will be almost as bad as core rules pen and paper D&D.
PopeJual
05-23-2012, 12:48 AM
I'd have to disagree.
Back in the oldest of Good Old Days, a level 1 Wizard (called a "Magic User") had ONE spell at first level. They almost always carried Sleep. Once that spell was cast, they hid behind the melees- having 4 to 6 hp and Kleenex for armor
tends to make one rather cautious.
True...Wish and Time Stop are incredibly powerful spells. But you had to live long enough to learn them.
The fact that the one spell that the Wizard/Magic User had would essentially auto-kill an entire room full of enemies did help to balance the fact that the caster had only one spell.
And how long did level 1 actually last, anyway? When you hit level 3, you got some more interesting options. And by level 5, you ruled the roost.
Kakashi67
05-23-2012, 07:52 AM
Very true. If DDO gets any more unbalanced in favor of casters over melee, it will be almost as bad as core rules pen and paper D&D.
Ha!
Ungood
05-23-2012, 08:19 AM
Very true. If DDO gets any more unbalanced in favor of casters over melee, it will be almost as bad as core rules pen and paper D&D.
Not sure what Monty Haul DM you had, but In PnP, most casters could be killed by a single arrow from a half blind goblin. They were not that scary. :p
PopeJual
05-23-2012, 08:28 AM
Not sure what Monty Haul DM you had, but In PnP, most casters could be killed by a single arrow from a half blind goblin. They were not that scary. :p
At level 1, yes.
At level 5, no.
Orratti
05-23-2012, 01:57 PM
At level 1, yes.
At level 5, no.
I have to admit in baldur's gate I basically dressed my aggro magnet up in a fire suit and sent him in alone and when he got the enemies in place BAM fireball on his pos and the field of battle was laid to waste.
Ungood
05-23-2012, 02:18 PM
At level 1, yes.
At level 5, no.
Depending on the DM: Any level: Yes.
protection from evil -immune to pretty well all will saves
blanket immunitys -immune to pretty well all fort saves
lots of hp-makes you able to get by with a poor reflex
makes the game unbaleced and classes with good saves =to classes with no saves
too cookie cutter and its stuff like that makes it only able to have a handful of plausable epic builds
This.
Its lame that we have to subject the rogue (d6 hit dice and no class toughness) to the same minimum HP total as the barbarians and fighters (d10-12 hit dice and class toughness) for specific runs like eVON 6.
Weaknesses being covered up by gear and buffs that make the toon immune to the attack contributes to the cookie cutter dilema, where players make toons that are 100% offense and 0% defense. Now players will have to pay attention to saves when they build, as well as HP totals, AC, and fort.
If some out there want there quests harder it is really easy to do. Do a naked shroud run tough guy. I don't mean just take of your armor. Take off your 5 pieces of greensteel and whatever else your using. Stop stroking your e-peen by posting that "This game is so/too easy". You have the potential to make it harder without screwing it up for everyone else. In fact what you are effectively doing is seriously discouraging new players. I am not one but if any changes are to be made here it should be to bring it more, not less, in line with the pen and paper it was based on.
So what youre saying is you want casters to hold you in place with bigbys hand spells while they spam effects until you roll a 1, the entire time you sit there able to do nothing. Got it. :p
Im kind of fed up with people saying that those of us who want a challenge should just leave our gear in the bank. This is not a realistic expectation in any MMO or RPG for that matter. People dont acquire gear to not use it.
Bringing DDO in line with P&P would make it alot harder, not easier. You wouldnt be running mobs through firewalls repeatedly until they die of vertigo from running in circles too much. Mobs would hit just as hard and fast as players do. Want to brag that your kensai does 600 DPS - so do mob kensai. Go toe to toe with them for one second, youre dead. P&P doesnt have 100k HP mobs that hit for 50. It has 300 HP mobs that have the same abilities as players if they have class levels, and even better abilities if they have unique monster levels. Wail of the banshee is certainly OP - one cast and most of the mobs are dead - until you lose initiative and its the enemy caster who moves in and lets one rip. Then you get to roll up new toons and start over again. Maybe your humble DM will make you fight the undead versions of your old toons when you get back to the same level you were before you lost the initiative roll, once. :D
THis game is balanced for new players. Its called choosing normal on the difficulty option list when entering the quest.
PopeJual
05-23-2012, 02:48 PM
Depending on the DM: Any level: Yes.
In what way is that different than any class?
"Blue bars" in pen and paper D&D are even more overpowering from a surprisingly low level all the way up through 20 and beyond.
There are enough save-or-lose spells even starting at 1st level that offensive casters of all kinds are all going to unbalance the game if played well and if they go into quests appropriately prepared and *EVERY* party is going to face a potential TPK if they play like idiots and go into quests completely unprepared.
teh_meh
05-23-2012, 02:55 PM
Why would you play a mmorpg (NOT a pen and paper game) without using the gear you've accumulated ? It would be like playing a FPS using only a knife.
Yup, any toon I take to FR is going over naked. I am bringing nothing from me from Eberron except past lives and a loin cloth. RAWR!
SableShadow
05-23-2012, 02:59 PM
Yup, any toon I take to FR is going over naked. I am bringing nothing from me from Eberron except past lives and a loin cloth. RAWR!
/signed for hawt elf chics.
/not signed for ... well, any and all of your characters ... except WF, since no one can tell if they're naked anyways.
teh_meh
05-23-2012, 03:06 PM
/not signed for ... well, any and all of your characters
Teeheehee de Foo Foo is only WF temporarily for TR purposes. Will definitely be a fleshy/druid build for MotU launch.
...and it may be time for my first hElf toon, depending on how it synergizes with the Druid class, otherwise human.
...and IF I do go hElf, I'll make it fap-worthy. rest assured :D
SableShadow
05-23-2012, 03:08 PM
...and IF I do go hElf, I'll make it fap-worthy. rest assured :D
:eek:
I am disturbed on many levels.
Well played, sir. :)
Raithe
05-23-2012, 03:17 PM
Without new shiny stuff to win and brag about players leave. Without balancing the game for the new shiny stuff the game becomes a cakewalk and players leave.
No, this is what metagamers do. Metagamers are not players, they play a game outside of the intended DDO game.
Instead of catering to metagaming, the developers could have actually created... a game. They could have kept all statistics in check, they could have kept random loot interesting, they could have provided challenges, obstacle courses, PvP arenas and sieges, large wilderness areas with random and interesting encounters, and provided areas for commerce and trade, the old-fashioned way.
DDO is just a first person shooter now, at least in the way of being a game. Having people get crit multiple times in the Shroud, where the traditional tactic is mass healing, is just a way to annoy people enough to lose some subscribers. The rest of the time it has no real effect on the difficulty.
Good one, devs. :rolleyes:
Delssar
05-23-2012, 03:20 PM
How about 1200 damage from poison in a lvl 12 elite lordmarch quest? Yes, this is live. 1200 damage in a lvl 14 quest?
Um.... idk if you've played Pen and Paper, but most poison was save or die, and thats the way poison should be for the most part.
PopeJual
05-23-2012, 03:27 PM
Um.... idk if you've played Pen and Paper, but most poison was save or die, and thats the way poison should be for the most part.
It depends on which pen and paper. I never really looked much at poison in 3e/3.5e until someone pointed out that most new poison in that edition was not save-or-die and that by the time you reached save-or-die poison's CR appropriate level, you were permanently immune to poison anyway.
Missing_Minds
05-23-2012, 03:47 PM
So what fortification do I now need to possess to be crit.
... That is considered dark days to you???
And here I thought the dark days were the 1.5 years of no updates (not even bug fixes) and no word what so ever from Turbine of when anything what so ever was coming.
Orratti
05-23-2012, 09:24 PM
No, this is what metagamers do. Metagamers are not players, they play a game outside of the intended DDO game.
Instead of catering to metagaming, the developers could have actually created... a game. They could have kept all statistics in check, they could have kept random loot interesting, they could have provided challenges, obstacle courses, PvP arenas and sieges, large wilderness areas with random and interesting encounters, and provided areas for commerce and trade, the old-fashioned way.
DDO is just a first person shooter now, at least in the way of being a game. Having people get crit multiple times in the Shroud, where the traditional tactic is mass healing, is just a way to annoy people enough to lose some subscribers. The rest of the time it has no real effect on the difficulty.
Good one, devs. :rolleyes:
While I agree that I would have been much happier with a much more roleplaying focused type of game so far since the beginning it has pretty much been a fps. What made the game great despite this was in the beginning it was as close to core combat rules as I expect it could reasonably get.
I love the way the game is setup with instances and teleporters and such to make everything quick to get to. I would also love to be able to just grab a horse from out of the stable and travel over the river and through the woods to grandmother's house or the next village down the road. I would love to buy a longship and plunder the coastline or fight sea monsters. I would not like to trade one for the other however but have both. That won't fly though will it? We don't want programmers spending their time making things like this when they should be focusing on making more quests and the loot to go with them.
I would have much rather seen more monsters created of different types and wilderness areas where you have a chance to run into much rarer and unique monsters that fit that ecology than seen greensteel and crafting developed. Could have moved right along with static raid loot and regular chest pulls as far as I'm concerned. Or made crafting only available to the classes allowed to create items by the core rules.
I would love to retire a toon to permanent npc status. I would love to be able to put a permanent mark on the Ebberron landscape. Build a keep that could be assaulted like a 6 man quest. Something that once built could be altered only occasionally and runs on it's own.
All of this I would have loved to see but that is a different game. With the days of link your boss beater and myddo you can't just ignore loot and haven't been able to for a long time. Most of what I run you don't need greensteel or better but you do need the proper equipment to expect to succeed. Epics though I don't think I would do without the best equipment I can create or grind for.
LordArkan
05-23-2012, 11:41 PM
Want to brag that your kensai does 600 DPS - so do mob kensai. Go toe to toe with them for one second, youre dead.
Reminds me of my super-glass-cannon Cleric of Hextor (Ordained Champion was a ridiculous PrC) running into a Frenzied Berzerker... we both killed each other in the first round of combat, while the rest of the party locked themselves in another room. Super Smite vs Deathless Frenzy for the derp! :D
EbbOnFire
05-24-2012, 08:53 AM
2). When the game originally went public there were no Dragons yet. The first Dragon was introduced to the game in the Von chain (Velah) in the first or second mod.
This moment in history has been brought to you by the EARP (Eberron Association of Retired Players), Deep-ends (for those times when a Bio-break is not an option), and e-Cialis (if that e-peen lasts more than 4 hours please call a Cleric) :D
As effectively skewered in this Penny Arcade strip from around the initial launch:
http://www.penny-arcade.com/comic/2006/01/13
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