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View Full Version : Raising Awareness: What should you consider.



Azarddoze
02-25-2014, 11:54 AM
This is an attempt to collect as many little in-game observations that people notice and adjust their playstyles to when playing. What happens is we often fight the same fights or live the same situations, but we don't neccessarely fixate our eyes on the same details as there are some stuff we'll never realise until someone else tells us so.

Quick and easy exemple:

- Considering the dungeon layout, where exactly are you gonna fight?
- - Are you gonna pull agro, get back to last room and LoS everything right at the door, taking apart melees first while mitigating as much damage as possible?
- - Or rush straight in? Both answers can be good, it just depends on situation.

- Killing orders: Once you make a habbit of, say, killing casters first, it becomes just that : a habbit.
- Quick check on your buffs / buffs timers as buffing during fight is a loss of both HP and DPS

- DON'T LET YOURSELF DIE. It's really easy to know when someone's is going down, usually I can call it a couple seconds before it happens. Why do some almost never die?
- - Pure awareness. Knowing when to move to avoid death. Back to your buddies, heal yourself, pop a haste pots to buy you some time. You HAVE to try something. Hacking away at 20 HP when your obviously not gonna kill before getting killed can be easily avoided by just being constantly aware of your burst capability (finish quickly) and being there and aware of what's going on. Both on your side and the enemy's.

Line of sights: I couldn't stress enought how important it is to incorporate LoS as soon as possible in your gamer arsenal. It's good for every single game. In fact, the more you will use LoS for different occasions, the more you'll see NEW occasions where it would shine. It can be a defensive play (LoS to avoid range / gain some time) or an offensive play if you're looking to gather mobs in order to AoE them down. LoS usage is also a good way to cancel a spell you see is being casted at you or you guess it'll be casted in the upcoming seconds.
- - Last note, while it may be considered cheesy, there are fights where you can totally avoid being hit (or simply owned) by a smart usage of LoS, positioning and speed. If you prefer, playing hide and seek :) - hiding, casting/shooting - back to hiding.


Habbits are strong in our everyday life. It's the same for games. They take ZERO effort to incorporate and use once they're stuck in there. Why not develop good ones?


*These tips are easier to notice while playing (and i'm obv not atm) so the list will grow even no one cares or contributes.

Could be tips that are quest specific as well if they're known to be a struggle.

Nestroy
02-25-2014, 12:06 PM
This is an attempt to collect as many little in-game observations that people notice and adjust their playstyles to when playing. What happens is we often fight the same fights or live the same situations, but we don't neccessarely fixate our eyes on the same details as there are some stuff we'll never realise until someone else tells us so.

Quick and easy exemple:

- Considering the dungeon layout, where exactly are you gonna fight?
- - Are you gonna pull agro, get back to last room and LoS everything right at the door, taking apart melees first while mitigating as much damage as possible?
- - Or rush straight in? Both answers can be good, it just depends on situation.

- Killing orders: Once you make a habbit of, say, killing casters first, it becomes just that : a habbit.
- Quick check on your buffs / buffs timers as buffing during fight is a loss of both HP and DPS
-


*These tips are easier to notice while playing (and i'm obv not atm) so the list will grow even no one cares or contributes. Right now it's pretty much useless, I know. Just had the idea.

I do not know if generalizations are helpful. Most tactics strongly depend on the build(s) playing in a quest. E.g. if I have the working tank and some AOE spewers in behind, blocking the door and throwing hell into the room beyond is a VERY sound tactic for melee mobs whereas the same tactic on archers or ranged casters is just wasted resources...

If you intend to build up a check list before entering combat zones in quests, I would like to add the following:

- Know what is going on ahead - listen to the quest leader, if not.
- If you intend to zerg ahead, tell others so they might adjust.

Azarddoze
02-25-2014, 12:09 PM
I do not know if generalizations are helpful. Most tactics strongly depend on the build(s) playing in a quest. E.g. if I have the working tank and some AOE spewers in behind, blocking the door and throwing hell into the room beyond is a VERY sound tactic for melee mobs whereas the same tactic on archers or ranged casters is just wasted resources...

If you intend to build up a check list before entering combat zones in quests, I would like to add the following:

- Know what is going on ahead - listen to the quest leader, if not.
- If you intend to zerg ahead, tell others so they might adjust.

I plan on adding anything that can help (feel free to do the same) at least one player as I have a totally free week and don't mind even if all that time is wasted. And it's good practice for me. Though I hope it will help a couple folks or make them realise there is a bit more depth and, if you start thinking about it, I like to think that MMOs (DDO) are a bit more complex than most think when you're looking to improve in any possible ways.

Knobull
02-25-2014, 07:14 PM
- - Are you gonna pull agro, get back to last room and LoS everything right at the door, taking apart melees first while mitigating as much damage as possible?


Does not work anymore. Few updates back someone thought it would be brilliant to add flank-the-player-at-all costs code, physics engine be damned. While the stuck-in-wall bug and square-dance-do-si-do side effects seem to have been mitigated in subsequent updates, many mobs still become incorporeal, pass right through you and re-materialise behind you to attack. Doorways cannot be used as terrain in many cases anymore. I don't know why they didn't just give all mobs an additional +2 to attack all the time and leave the game physics intact. It appears that this cheat-to-flank-the-player code has been corrected for some mobs and not others (normally incorporeals excepted).

Azarddoze
02-25-2014, 07:28 PM
Does not work anymore. Few updates back someone thought it would be brilliant to add flank-the-player-at-all costs code, physics engine be damned. While the stuck-in-wall bug and square-dance-do-si-do side effects seem to have been mitigated in subsequent updates, many mobs still become incorporeal, pass right through you and re-materialise behind you to attack. Doorways cannot be used as terrain in many cases anymore. I don't know why they didn't just give all mobs an additional +2 to attack all the time and leave the game physics intact. It appears that this cheat-to-flank-the-player code has been corrected for some mobs and not others (normally incorporeals excepted).

I still do it all the time. I'm not sure what is the bug you're speaking of but it works very well for me when I do it. You don't have to stick your back on the wall, just LoS casters/archers through a wall so you can take the melees first without taking any damage from the others.

Maybe I didn't notice though...

About LoS: When facing a beholder, you can easily have your Hireling (or healer) LoS the beholder with the corner of a wall but still be able to heal you.