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View Full Version : New melee/ranged/spell power MRR PRR ... deja-vu



alvarego
07-31-2014, 04:48 AM
So I have been reading the Armor Up developer diaries posted by Severlin in the Official Turbine Discussion and started to read on the forums some rants/doom threads about the upcoming of the mother of all nerfs to this or that or ...

As usual people is worried about the change, nothing new on here, anyone who has been on DDO long enough has learned not to take anything as an absolute truth (except ladders bug) and all is subject to change.

But this late proposal left me with an intense sense of deja-vu: melees and rangers and spellcasters, an old MMORPG came to mind like a blinding light, something about runes ... (won't be more specific since I am not sure if community guidelines allow me to name the game), well you can say this new changes will be good or will be bad, or you like or dislike, the main trouble I see with this is how far we're going from D&D feeling of d20 and simple rules:

So right now you have a game that is evolving to something completely different to what it was, synergies seem to be melting down with the new specializations proposed, SWF is more powerful than THF or TWF ... why? because bards were nerfed all this time, so to change this you change all combat system absurdly to make bards best melee in game :-| ... now melee/ranged/spell segregation also new changes to PRR and MRR and probably more coming for dodge

To summarize, the state and future of the game reminds me to those nights when you get out with your pal and after a good while walking you go: hey, where are we going? - no clue I was following you - woot? I was following you too ... :-| aukward

rehakp
07-31-2014, 08:47 AM
Well DDO never was DnD. It used DnD3.5 as starting and promotion poit and started to make little changes. Back in time it was actually pretty close to DnD considering tou cant just copy-paste 100% from PnP roleplaying game into realtime MMO.
But then turbine realized some players just like some houserules. They started to add more and more enhancement trees, exceptional, insightfull, whatewer bonusses ... all those things completely nonexistent in original DnD3.5 and found some players just love it.
Soon they just pulling out new rules every week and noone cares mutch about core rules or balance. What just happened was what happens to many fresh newbie GMs in PnP version of the game. And then somone realized it became more and more and more unbalanced and approach of balancing house rules things now by using only core rules are almost pointless. That also happens to those fresh newbie GMs in PnP ;)
Well it would be solution to delete those houserules .. but .. those players who like them would CCCRRRRRYYYYYYYYYY angry so oonly solution now is to add more and more houserules in neverending try to fix tho old houserules unbalance.
Now add to that mix epic destinies, dungeon scalling etc. and you pretty mutch get the picture ;)
In core rules where you keep things in controll you dont have issues like somone has insanely low something vhere somone else has it insanely high and thigs just doing well. But in DDO today you just cant use original armor class approach .. you just cant. Because when you have system where somone can have AC 100+ while not even trying and alot more if he actually cares about AC how the **** will you balance that when you only have 1d20 range of randomness ? You either make somone to always dodge or somone else to always get punch. And be able to always dodge is not that mutch funny, getting punched 24/7 is even less fun ;)
The same goes with saves, DCs, damage ... you name it.
But the changes that are on horizont now are actually changes that really brings more balance to the DDO. Of course they are only new houserules, as i wrote there cant be balance fix without houserules changing in current state.

janave
07-31-2014, 09:51 AM
Survivability is the big problem for melee, at least if you want to contribute.
I would fix defenses, so you can actually do what you built there character for ,
to "Fight" monsters. Being constantly perma CC-d doesnt help, taking insane amounts of elemental damage doesnt help either.