View Full Version : The One Thing Thread
NoWorries
09-20-2016, 10:14 AM
Welcome to the One Thing Thread. This is a thread where each player can post one small thing they think should be looked at, adjusted or fixed. It could be a bug, a change to something that exists, a quality of life adjustment. However, there is no guarantee that anything posted in this thread will be touched, but it does provide us with a list of what things are important to the player base and help us decide which items to look at first. Reasons we might not use a given suggestion are: Design reasons, technical limitations, time restraints.
Suggestions posted here should be reasonable requests. This means no overhauling a quest or a major system, no major code changes such as hireling AI, and no major UI changes. We realize that players don't know our internal systems and tools, but try to think of a task that could be done by one developer in a couple of hours as a good guideline.
A couple simple rules of the thread:
Each player gets exactly one item they can post - any additional items will be ignored
No criticizing other players suggestions. Let everyone post their personal request and why they feel that way.
The more specific you are the more likely it is to make our list. "Fix this." with no information on what you feel is broken about it is generally not very helpful.
If all goes well this is something we could do again in the future as well.
We tested this out with the Player's Council to see how this approach would work. Here is a list of what we took from that discussion which will hopefully help guide people into the level of scope their suggestions should be:
Look at the door to the Gianthold Wilderness so that you can't accidently click the wrong thing and get teleported back out.
Check on why the teleport locations in the Gianthold Wilderness explorer area only get picked up by the first player
The fog sometimes causing white out on Precious Cargo
Gnome Wand and Scroll bug
The purple haze being too much in What Goes Up
Protection from Evil potions may not working
Green Steel Power shards of the same type would be nice if they could stack
Temple of Deathwyrm - Red light/Green light room killing non moving characters
Remove the map fog of war from 3 Barrel Cove public area
TWF offhand and shield bashes missing, instead of grazing
Dialog box stays up when entereing Beyond the Rift
Some poison effects not giving enemies the proper poisoned icon
Missing random encounters in King's Forest
Eldritch Burst complaining about target being too far away
Pirate Captain's hats removing hair - This might have a problem with hair when it isn't removed so has a decent chance of being a no go for now
Add DC tool tips for Stunning Blow, Trip and Improved Trip - this could be a big issue that is a long process and may not be feasible currently
Stop Creeping Cold/Greater Creeping Cold and Niac's Biting Cold overwrite issues - this might be completely unfixable in our current systems
Commendations/Heart Seeds not stacking when taken as end rewards -this could also be unfixable with current systems
FranOhmsford
09-20-2016, 10:24 AM
Well guess it would be pointless to rehash any of the suggestions you've already listed?
What I would really like to see is An Offering of Blood changed from Base Lvl 11 to Base Lvl 12 {Same as Chains, Wiz King and ADQ1+2} and Chamber of Rahmat changed from Base Lvl 10 to Base Lvl 11 {Same as the rest of the Sands Walkups}.
No other changes to these two quests - JUST the Base Level.
You changed Cabal For One's Base Lvl from 13 to 14 when you Epicced Gianthold - I apologise if this would be a big thing equivalent to overhauling a quest but isn't it just going in and changing a number?
P.S. Come back to me for more Quests that could do with Base Lvl Changes once these two are fixed. {Threnal, Tangleroot, Sorrowdusk, Delera's etc. etc.}
As for why - Well that's simple really - To help with getting Groups together by bringing Quests into line with other quests that are usually done if at all possible in a row.
Chamber of Rahmat especially is annoying as it's the Only Lvl 10 Quest in Sands and not worth all that much xp even with BB - So it would be nice if it was the same level as the rest of the Walkups.
OoB being Lvl 11 rather than 12 like Chains, Wiz King and ADQ = More Annoyance as it causes groups to split up rather than stay together as people level or go off to run other Lvl 11 Quests rather than staying for Chains and WK and maybe ADQ.
Sardonica
09-20-2016, 10:26 AM
"You obtain an Planar Shard" and "You obtain an Challenge Token" irks me the most, I think.
Enoach
09-20-2016, 10:27 AM
Combat Expertise and it's effects on Cooldown of spells - Especially sense this effects Paladin spell casting - Heals and Raises mostly. Maybe something in the enhancements of Sacred Defender if there is still concern of casters taking this feat for added defense.
It is sad that having to using Scrolls/Wands, Bladeforge SLA, Rejuvination Cocoon or Renewal is not effected by CE cooldown increase, but Cure and Raise spells cast from memory are.
Shuuvkopeck9
09-20-2016, 10:27 AM
If its not too much trouble please fix the bug with Whirlwind Attack that makes it not as good for melee as it is for unarmed attacks.
http://ddowiki.com/page/Whirlwind_Attack
Apologies if this has already been fixed. It has been a while since I have tried it, but it always bugged me that it wasn't worth taking as a fighter. Thanks!
jakeelala
09-20-2016, 10:29 AM
Please fix multiplier's for throwing weapons (all enhancements affecting throwing weapon multipliers currently do nothing).
HastyPudding
09-20-2016, 10:41 AM
Spell targeting: for example, you can look at your feet and cast Dimension Door, or Wall of Fire, or Black Tentacles and it gives you a message like 'no target' or 'too far away'. In fact, I think it's a larger issue with a lot of soft-target spells, but also with targeted spells. For example, you can have an enemy targeted and you cast a spell like Fireball or Lightning Bolt and your target moves a fraction of an inch to your left or right and you make the casting animation, it goes on cooldown, uses spell points, but takes no effect whatsoever or even shows a graphical animation. You often see a message like 'target is not in line of sight' or something, even if it's just the merest fraction to your left or right. This can be especially frustrating when enemies move behind objects and you still cast a spell or use an ability, using resources, but with absolutely no effect or spell graphic whatsoever. This is also annoying with trying to heal pale masters with the harm spell because you have to be looking almost directly at them for it to work.
So yes, in short: spell targeting.
Cordovan
09-20-2016, 10:43 AM
Just to follow up: If folks do try to reply to someone else's suggestion to give their opinion about it, the post giving the opinion will be deleted. Feel free to create a different discussion thread if you feel it is absolutely necessary to discuss someone else's suggestion, and make sure not to target the other person in the thread.
ALSO: It's always helpful to explain the why in your suggestion. Why do you feel this is an issue that needs to be addressed?
legendkilleroll
09-20-2016, 10:47 AM
Remove optional XP from start of certain quests.
Edwinge
09-20-2016, 10:55 AM
Add a favor reward to giant cave quests so they show on the adventure compendium.
Specifically, I'm talking about the 3 walk-up quests in the Ruins of Threnal: http://ddowiki.com/page/The_Giant_Lieutenants , http://ddowiki.com/page/The_Giants%27_Lair , and http://ddowiki.com/page/The_Giants%27_Supplies . Many people do not know they exist because you cannot see them when looking at your quest list on the adventure compendium. I realize that they are very short and for that reason I think that giving them a base favor of 1 (2 for hard, 3 for elite) would be fine.
By adding a favor reward (even a meager one as I suggested), and making them show up on the adventure compendium, people are much more likely to know of their existence and actually run them.
MakeItADouble
09-20-2016, 11:01 AM
"New" Ship buffs should be a single icon instead of going all the way across the screen. It would be way easier to keep track of buffs that really matter like potion and spell timers etc. A detailed list of all the timers could still exist in the focus orb when you examine your toon.
Mr_Helmet
09-20-2016, 11:03 AM
Remove the HD limit from Trap the Soul.
DagazUlf
09-20-2016, 11:05 AM
Probably beyond the scope outlined, but having the ability to search all character's inventory (per account) from the main login screen or character selection screen would be greatly appreciated.
Or, to be less specific, the creation of a character-spanning Inventory Search.
Thanks,
mezzorco
09-20-2016, 11:09 AM
Add the clock to the user interface (maybe embedded in the minimap), or make it possible to show what time is it (in the same way as you can show FPS with Ctrl + F).
Why: I always have to Alt + TAB to see what time is it. Having a clock in the UI makes easier to figure out you've played enough for the day.
Matsu_Ieyasu
09-20-2016, 11:25 AM
Look at the Levels and Locations of older Quests to make sure they still make the most sense as the game has matured.
Examples
The Sunken Sewer and Missing in Action are Level 2 quests located in the Marketplace. At launch the location made far more sense than the game does now. These quests should be moved to the Harbor near Tambor Smyth and Groodug Meathands.
The Former level 1 Solo only quests, Archnaphobia, The Miller's Debt, Home Sweet Sewer, Haverdasher, An Explosive Situation shiuld be reset as a Level 1 quest and moved to Korthos Village. None of these quests are truly worth of Level 2 or 3 designations, none provide meaningful XP nor does the Lore match their current locations.
The Second part of the Depths series (Depths of Discord and Depths of Doom) should be set to level 4 and the entire chain moved to the Marketplace (I'd suggest the foursome placed in Rusty Nail and the Quest entrances placed near the steam tunnels entrances.)
Tangleroot and Sorrowdusk should have their Level spread shrunken to match current expectation with Bravery Bonus. Tangleroot 4-4-4-4-5-5-5-5-5-6 would be a better progression and 7-7-7-7-8-8-8-8-9-9 for Sorrowdusk)
Threnal quests should be level 8-8-8-8-9-9-9-9-10.
This probably needs a longer post but I hope you get the idea.
vess219
09-20-2016, 11:26 AM
Specifically fix the Bard Swashbuckling stance not adding +1 multiplier to throwing weapons(ideally fix all throwing multipliers), it has been on the known issues since Swashbuckling was released.
The reason I want this fixed is so I can play a Bard Thrower effectively. Currently they are sub-par to the Monk thrower without this mechanic not working. Monks gain the extra shuriken per dex chance, bard would gain the extra crit damage if it was working making it a competitive play style.
Memnir
09-20-2016, 11:29 AM
After reconsidering, my one and true One Thing can be found at Post #25 on Page 2 of the thread.
Spoiler Warning: Yark.
Steve_Howe
09-20-2016, 11:31 AM
For the purposes of Cannith Crafting, please seriously consider changing Everbright from a Suffix to a Prefix. For consistency's sake you should change it for lootgen as well.
An Everbright Maul of Ooze Bane would be so much more likely to exist in a D&D setting than a Screaming Maul of Everbright for obvious reasons.
apocaladle
09-20-2016, 11:34 AM
make summoning viable end game as it stands they are overall hilariously under powered at end game.
Wh070aa
09-20-2016, 11:36 AM
Give ability to tumble with 1 key press. So you don't have to hold block.
Make tumble active skill, or a key bindings under options, so people who like to use it don't have to strain their fingers holding Shift and clicking W a lot,or whatever keybindings you use, holding down a button, while mashing another button is not comfortable. Do like 4 keybindings (tumble forwards/backwards/ to sides), or make active skill with a drop down spell like menu. Also maybe add ability to keep tumbling, if you hold the button down, so you don't have to mash it. This would make using tumble more attractive to people to use. Especially for artificers using rune arms, or wizards, so you can just hold down tumble while mashing spell keys, or operating rune arm, instead of having to hold down and mush multiple buttons.
memloch
09-20-2016, 11:41 AM
Find another use for Collapsed Portable holes.
You only need one per life and I have a stack of them. Perhaps we could trade them in for Purified Eberron Shards.
TorkRaider
09-20-2016, 11:42 AM
Using the TR Cache is a real pain...
Make Reincarnation Cache searchable or sorted by Min. Level - You're updating character bank per Sev's letter anyway. The biggest pain for me to TR is finding the items I need at each level after each TR.
A button to empty the Reincarnation Cache. Or at least move/push blocks of X (20/40/XX?) into backpack. Almost as big a pain as finding items is emptying it before a Reincarnation.
LT218
09-20-2016, 11:42 AM
Currently, when you enter a wilderness area or mission and set it to public or manually create the public LFM after you are in, the default level range listed is always 1 level higher than what is needed to get the bravery bonus. This means that you have to manually lower the level range by 1 every time you post an LFM if you want to ensure that you get the bravery bonus for the mission.
Please change the default maximum level so it is the same as the maximum level allowed for the bravery bonus. A good default minimum would probably be the maximum bravery bonus level minus 3.
Memnir
09-20-2016, 11:45 AM
Memnir's One Thing:
Please stop over-using Kobolds. Really. We get it. Y'all Devs love you some Kobolds. But maybe think about using Orcs from time to time when the first instinct would be to go with Kobolds. Or maybe finally create Goblins, and perhaps retrofit some of the older quests with them to help ease up on the Kobold Fatigue. Ordinarily, I'd shy away from speaking for others - but I think the 11th Anniversary Poll up here someplace has shown that a lot of players are really tired of the over reliance on Kobolds. DDO, as a game, has long since reached Peak Kobold, and it's time to start using another monster instead. The Dungeons and Dragons bestiary is rich and varied... please expand on our combatant variance.
Give Kobolds a rest. They've earned it. And frankly, if zero quests from this point forward contained Kobolds - we'd still have too many.
Odin_Redbeard
09-20-2016, 11:53 AM
Please have the game auto assume we are disabling/unlocking the closest trap/door unless another is targeted, some doors are way to much of a challenge just to get unlocked.
Frogger1234
09-20-2016, 11:56 AM
Put a second beholder in the quest Slavers of the Shrieking Mines. The quest has an optional objective to Defeat the Beholders, but one of the two required beholders never appears.
Zzevel
09-20-2016, 11:58 AM
With the new changes coming to character inventory (YAY!) I have changed my ONE request...
Please bundle and release the UI file pack so the playerbase can create UI skins. You have a dev already in the the files you know what they are... the skin process still works! Let us get back involved a little with all of your updates and help us make DDO a mo betta place on our end!
https://www.ddo.com/forums/showthread.php/315299-BlackBird-New-Skin-for-DDO
alancarp
09-20-2016, 12:08 PM
Fix the challenge objectives for Kobold Island challenges so that they can physically be completed and 5-starred (sustained shard production rates + 'kill 5 orthon lieutenants'...could include Devils in the latter count).
Urist
09-20-2016, 12:10 PM
And by "jump lag", I mean the circumstances where:
1. You jump (*especially* out of water)
2. You see yourself jump briefly
3. You get teleported back down to the ground/water
4. You get teleported back up into the air (where you should have been all along)
It appears to be a client-prediction and/or client-server sync/latency issue: Where the server sends a player position update to the client (which it applies, grounding you, despite knowing a jump was made) before the client's jump command has arrived at, and been processed by, the server.
I don't know how common this is in general, but I play from Europe with ~150 ping, and for me this happens *all the time*.
This is probably my primary cause of failure and frustration in otherwise great quests which have jumping sections.
JOTMON
09-20-2016, 12:11 PM
Welcome to the One Thing Thread. This is a thread where each player can post one small thing they think should be looked at, adjusted or fixed. It could be a bug, a change to something that exists, a quality of life adjustment. However, there is no guarantee that anything posted in this thread will be touched, but it does provide us with a list of what things are important to the player base and help us decide which items to look at first. Reasons we might not use a given suggestion are: Design reasons, technical limitations, time restraints.
Suggestions posted here should be reasonable requests. This means no overhauling a quest or a major system, no major code changes such as hireling AI, and no major UI changes. We realize that players don't know our internal systems and tools, but try to think of a task that could be done by one developer in a couple of hours as a good guideline.
Something that should be simple....
Please split Item deconstruction alter into 2 separate alters Disjunction and dissolving.
The current interface is slugginsh and prone to not recognizing items placed having to reclick and reinput items to be dissolved.
I propose a simple interface solution using 2 separate side by side interface alters.
1 that disjuncts items only
and
1 that dissolves items only.
Hopefully this will pave a way for mass dissolving to be easier to implement as well..
FuzzyDuck81
09-20-2016, 12:13 PM
I'd like craftable stinking cloud traps for my rogue, because making enemies start chundering amuses me.
TakeItToTheLimit
09-20-2016, 12:18 PM
My 2p.
Currently there is no way for an officer or guild leader to see the contribution made by any individual to the guild. All the display shows is when the character was last on. It would be very useful if two extra columns were added to the display as follows;
1) The amount of renown earned for the Guild by a given Character.
2) A Guild ACCOUNT member number so it is clear which characters are Alts of each other. That way inactive alts of active players are not booted in error.
Thanks.
Gabrael
09-20-2016, 12:18 PM
have the cannith challenge trade display proper lvls, atm its
trader name (4-7)
trader name (8-11)
trader name (12-15)
trader name (16-19)
trader name (20)
this is annoying me to no end, it was already annoying me when ya changed the min lvl of accessories to 1 under, lvl 4-7 trade got lvl 3 and 4 items while lvl (8-11) got lvl 7-8
I get it was set like that cuz of craftable, but now these item lvls are set in stone.
I know its not affecting the game in any ways, I'm just annoyed about details like that
Maudib_360
09-20-2016, 12:19 PM
The saving throws for these spells are both broken when cast by mobs.
Lightning spheres as cast by mobs such Artis in Cannith quests or the casters in epic Fleshmaker are supposed to give a Fort save to avoid the daze effect but do not. It stopped allowing a save after the release of MotU.
http://ddowiki.com/page/Lightning_Sphere
Cyclonic Blast as cast by mobs such as tharaak hounds should be evadable but are not even on a successful Reflex save. This has been broken since the fix to the "double save" that this spell used to have.
http://ddowiki.com/page/Cyclonic_Blast
Saekee
09-20-2016, 12:23 PM
top tier of elven racial tree: +3 hit & dmg, longswords (Aerenal; Elven Weapon Training IV, costs 17 AP) gain crit multiplier. Same with drow on shortswords (Xen'drik weapon training IV, costs 17 AP). Compare this to gnome tree and use that as a template but not the crit range--buff the multiplier.
This is not OP--just aids flavor builds/lore & makes named items more interesting. One could do a pure melee favored soul, for example, or resurrect WSS monks (although I am sure the new monk revamp will be buffing weaponized monks). Since the weapon is native to the race, make it so someone who invests heavily into the racial tree powers it up heavily like you did with gnome and even halfling. Essentially, they make them like Khopeshes.
Hoglum
09-20-2016, 12:26 PM
Make it so you don't "climb" up a small step.
Bolo_Grubb
09-20-2016, 12:28 PM
Silver Flame pots.
Current: Silver Flame Lesser Healing Potion, Heals 100 HP, -10 Ability scores (except Constitution), -4 to all saves (total -9: -5 from ability score, -4 from saves)
Change: Silver Flame Lesser Healing Potion, Heals 200 HP, no penalty, stacks to 100
Current: Silver Flame Healing Potion, Heals 250 HP, 50% slow, -10 Ability scores (except Constitution), -4 to all saves (total -9: -5 from ability score, -4 from saves)
Change: Silver Flame Healing Potion, Heals 500 HP, 50% slow, -10 Ability scores (except Constitution), -4 to all saves (total -9: -5 from ability score, -4 from saves), stacks to 100
Making these changes would make them worth considering. As they are, I feel most players do not bother with them. You could also increase the cost in plat for them.
Baahb3
09-20-2016, 12:38 PM
It would be nice to see what difficulty we have completed on a given quest instead of just the highest difficulty. This would allow us to go through the Adventure Compendium and see what quests we can run on a lower difficulty for first time bonus.
Maybe use a set of crystals that light up as you complete that difficulty.
Might not be much of an issue now with so many more quests out there to run but I always thought this would be nice to see.
Ryethiel
09-20-2016, 12:41 PM
Fire sound effect of all crossbows.
They hurts me little ears. Consider changing it to something more quiet, yet still distinct. Something similar to the fire sound of a bow?
Xugx_quetoxi
09-20-2016, 01:05 PM
Please improve this feature or remove it completely.
Too many times I've seen someone get lost or carelessly zurg ahead, aggro too much, die and leave a huge mess for everyone else to clean up while they complain about not getting rezzed. Newer quests have numerous monsters, so much so that a double pull of groups of them can lead to an immediate red dungeon alert.
I don't mind a challenge, and if instant red dungeon alert is the intention to create difficulty, I'm sure there can be another way to achieve it. Please don't make the game needlessly difficult for the rest of us if others choose to act foolishly or just happen to get turned around and get themselves in trouble.
Chickenplucker, Argo
cdbd3rd
09-20-2016, 01:21 PM
There are many suggestions already that I'm tempted to use my One Post to throw a /second on.
However, I'm going to use my Post for something I've brought up a few times over the years to mixed responses...
Lifetime sub.
I don't see a down side to offer it for those who would buy it.
Paid expansions would still have to be bought separately, of course.
Alternatively, longer range subs with increased discounts.
Example: a 5-year sub for $300.
(Based on the last discount of 15 months for $99, this example only steps the discount up a bit more for the longer range.)
edit: Oh, and give us back the charge-up sound on our Rune-Arms!!!! Silent Rune-Arm is silly.
ThomasHunter
09-20-2016, 01:26 PM
I would love to see the new Slave Lord crafting mechanism SIGNIFICANTLY restructured. Essentially, either reduce the number of turn-ins needed or increase the amount found in chests.
Why?
I'm "that" guy with 30 different alts. While I don't play them all, I have more that are at or close to cap now than ever before. With all of the previews of U32, I was planning on "living" in there and farming like mad. Except upon release, I can't imagine the amount of runs that I need (I'm not big on running elite and only have one toon that is LE/EE viable) to even craft ONE item let alone 5 for a set for one toon.
It has me pretty discouraged about the update. Why farm knowing that it will be virtually impossible to craft. I think the named items are what could be more farm-able. Let us have more access to crafting the U32 items though.
Thank you kindly,
Taleisin
Natashaelle
09-20-2016, 01:32 PM
Fix current appearance not being used by default if reincarnating to same race & same sex
Scuddy
09-20-2016, 01:35 PM
I would like to be able to see if a character has mail from the character selection screen so I do not have to log in every character individually to see if they have mail. Just logging in characters with a mailbox icon from the character selection screen would save a lot of time!
Scuddy
09-20-2016, 01:41 PM
It would be nice if you got rare/slayer/discovery xp up to the highest level of a dungeon on heroic elite. It always bugs me if a wilderness adventure area no longer gives xp or gives greatly reduced xp but the instances in it still give full xp on elite.
Scuddy
09-20-2016, 01:49 PM
Being able to search my TR cache the same way I can search my crafting bank or characters inventory.
DANTEIL
09-20-2016, 01:50 PM
This request might fall under the 'overhauling a major system' category, in which case it can be ignored (but not forgotten, hopefully!) but I would like to see the Adventure Compendium fixed so that the Epic level versions of quests are separate from the Heroic level versions of a quest. The reason for this is to make it easier to see which quests I have or haven't done as I level up. I realize that one problem might be what to do about Favor (given that favor is awarded only once for either heroic or epic) -- perhaps have the favor on the Heroic version and a 'blank' on the Epic version entry (inelegant, I know).
Theolin
09-20-2016, 02:00 PM
Auto bagging / pick up of comms, seeds and remnants
Death_Mystic
09-20-2016, 02:10 PM
A way to export a list of items (only the item name and qty, but not whatever is inside a bag/container) on a toon to a text doc (text doc could be saved as the toons name.txt) would be great plus a big time saver in inventory management (for me anyway). This would help me (and others i think) who have a habit of keeping cool random and named gear on banker toons, but forget what each toon has. Not sure if it could be a button in the options screen or one of those / commands like the ui layout save.
guardiankaiser
09-20-2016, 02:19 PM
The simplest thing I can think of would be a chat box feedback tab (with a spellcasting feedback toggle) with all usable information to see if things are working/stacking/useful to our build, and most useful would be seeing the enemies save; was it a lucky Nat 1/20; are we looking for 5% chance to pass, is it worth casting that spell again? This should obviously only show your spells.
Example: (in chat window; with a separate filter options incoming text "Spellcasting")
You cast fireball at caster level 23 (Spell Pen. N/A*) with max caster level (15)
This deals 15d3+45 Fire damage (453 Fire spell power)
The save is Reflex (43: Evocation); As a 3rd level spell
• Hobgoblin Cutthroat saved! (reflex 64 {d20:13+51)
• Kobold Minion failed! (reflex 22 {d20:2+20})
*otherwise list what bonus we are using here.
If anything more complex was possible instead when Saved! pops up above an enemies head having their result next to it would be even more readable and useful, it would give a super quick understanding of the situation.
Such as: Saved! (64) Reflex
{Big stretch} One step farther would be using Spellcraft skill to identify spells cast the moment they begin and the DC's (both player, and enemy, with colors and toggle off options)
Above a Kobold Shaman 's head the second it starts casting ({Spell Icon} Lightning Bolt Reflex DC: 34)
including even caster level in this cast might be too much clutter / information the player doesn't need
Ultimately almost all the important information (with least amount of effort; assuming the right tools are available) could be covered by a chat box feedback top option)
Aelonwy
09-20-2016, 02:44 PM
Sadly, I know my One Thing is too time/resource consuming as per the instructions of this thread but I'm going to ask anyway because its important to me. Please, please, please put someone even an underpaid intern on converting the old Bound-to-Armor Armor kits into the New BTA glamored cosmetics. There are still so many (especially the colorful ones as apposed to Dark varieties) that were never converted. I've purchased everything I'm going to from what's currently available but I would purchase more if there were more variety, new to choose from cosmetics.
Some I know are missing that I would like to purchase:
Lavender/Turquoise spiral Outfit/Robe, Light, and Medium Skirted
Beast2 Heavy and Medium Skirted in both Violet and Blue-green
and Pale Violet and Tan Leaf Skirted with Banded Mail (missing for some reason)
I'm guessing though I don't know for sure that the image on the bottom right is a cosmetic armor kit that's no longer available, I want it too.
Bottom left is how I would alter it if I could choose the colors myself.
http://i.imgur.com/BSfNt1W.jpg
If I'm incorrect and that is a currently available armor will someone please tell me the item's name?
ice584
09-20-2016, 02:46 PM
Ensure quest chains are independent from the specific quests for which they require completions.
In other words:
Ensure that I can run the quests in any order (or even before I pick up the chain) and still have the completion for those quests go towards completion of the quest chain. Most NPCs already function this way, but a few do not.
Example:
Necropolis I - The quest chain is tied to each quest directly somehow, so that if you pick up any of the quests again after completing them, you "unflag" yourself for the quest chain and have to rerun the quest(s).
(I think Necropolis I, II, and maybe III are the only ones that have this issue, but there could be more.)
Why:
1) If you have a habit of picking up quests immediately upon turning them in saving yourself from having to find it again the next time you want to run it (like I do!), you can "unflag" yourself if you aren't careful; this is frustrating.
2) Some Necropolis I quests already require at least 2 people + hirelings, they aren't the most exciting of quests, and you can accidentally unflag yourself if you aren't careful. Many times, I (and others I run with) just skip these chains altogether to avoid the hassles when leveling up; ideally we don't want players skipping content.
3) Most quest chains don't have this problem; inconsistency is the root of all evil.
4) The Vault of Night quest chain had a similar issue way back in the day and it was reworked to be independent; we should love all our children/quest-granting-NPCs the same amount.
5) The quests are worth a decent amount of XP at level, so they might get some more playtime if the chain was less of a worry.
My 2p.
OneTreeLikeDude
09-20-2016, 02:50 PM
Overall XP awarded in each quest.
A few are too high, some just right, and many are too low.
Blaze-Of-Glory
09-20-2016, 02:55 PM
I would like to be able to multiselect source items (aka tr cache) and then transfer them to a target (aka inventory) until the target (aka inventory) is full with one click of the mouse
Small QOL bug fix.
This has been around for quite some time, it needs fixing.
A number of quests have objectives along the lines of "Slay 60 kobolds" or "Slay 5 spiders" and whatnot. This is broken in many quests, with the objectives stating "Slay 60" and "Slay 5".
I think one of the primary offenders is "Return to the Sanctuary" as it has multiple slay objectives, and you can't see how many of what you are supposed to kill.
Return to the Sanctuary bug (https://youtu.be/xOL6JNgyESo?t=7m48s) (take a look at the objectives box on the upper right).
That is one example, but there are multiple quests with this problem.
Could this be looked into?
PNellesen
09-20-2016, 03:01 PM
Allow minimum level shards to be overwritten without having to deconstruct the item. For what I hope would be obvious reasons.
Vhayre
09-20-2016, 03:20 PM
One thing that must be doable since it was merely an oversight a year ago:
Give the named weapons that were forgotten during the improved critical pass (https://www.ddo.com/forums/showthread.php/466433-The-Balance-Change-post/page65?p=5707815#post5707815) their proper updated threat range.
Dragon Sword of Acid was and still is 18-20, should have become 17-20 like other updated named longswords.
Epic Souleater is 19-20, should be 18-20.
Luck Blade was and is 18-20, should be 17-20.
Cranium Cracker and Epic Cranium Cracker are still 19-20, should be 18-20.
I would love to make a build based on using cranium crackers for flavour and diversity sake.
Furelli
09-20-2016, 03:29 PM
Provide an increase to the worth through all levels for the Arti dog and Druid Wolf by giving them larger more powerful upgrade trees of the same ilk as to characters, perhaps with a choice of class tree along with a racial tree. Arti Dog could get Rogue, Fighter or Arti class trees, Druid Wolf could get Ranger, Barbarian or Druid class trees for example. Have the trees incorporate abilities from existing class/racial and epic destiny trees.
bonus change for pets: Skins. Mechanical Spider or Panther for Arti, Spider or Psuedodragon for Druid (ect).
Furelli
Cleanincubus
09-20-2016, 03:30 PM
The High Road chain quest order given to you by Rina Belostos is incorrect. After the 3rd quest in the chain (Lost in the Swamp), she tells you to talk to Olyn Araphyr for the next quest. This is incorrect. Olyn Araphyr is the quest giver for The End of the Road, which is the last quest in the chain. Rina should actually be telling players to talk to Freda Gambosi, to get the Rest Stop quest. This is an issue because you can't do The End of the Road until you've done the other 4 beforehand, the first time playing through the chain.
Paddymew
09-20-2016, 03:39 PM
The Grandmaster of Flowers Lily Petal and similar Monk-y abilities seem to have some delay after having been used where the player character cannot attack (maybe half a second?) - and it seems strange for the character to just stand there in combat stance after having finished the activation of the power.
Rykka
09-20-2016, 03:44 PM
Small thing? Replace SLA tooltips that only state that the character can cast a spell with the sla, with the tooltip for the spell itself.
For example, Archmage Enhancement SLAs
GaiaKOS
09-20-2016, 03:46 PM
A simple way to find out the status of your sagas.
I hate running around to every saga NPC to find out what I need to do.
G.
btolson
09-20-2016, 03:49 PM
I'd like to see a command added to act as a complement to the current /ui layout command, which I will refer to as /ui populate [load/save] [fileName].
The purpose of this command will be to fill individual hot bar slots (with spells, items, etc). It will maintain Metamagic settings (e.g. Maximize always on, Heighten always off, etc). It should also store/load your weapon sets, otherwise your hotbars will be loaded with empty green boxes.
As with the /ui layout command, this information will be stored to a local file on the client machine.
Why add this?
You will be able to easily save your current hotbar abilities/items, and reload them later. This will save tons of time after ER'ing. I can't even begin to describe how tedious ER'ing is for me now after having done it so many times. I've come to dread it.
This should be pretty easy to do. Iteration and output of spell/item ID #'s is all it takes for export; import will need some sanity checks but should otherwise be just as easy. Most of the skeleton code is already available with /ui layout.
I'd like to stress that this should be a separate, complementary command to /ui layout, and not be rolled into that command's functionality. I like to keep all my layouts identical across all my characters and occasionally tweak this or that for all of them. I would definitely not like to be faced with importing my wizard's spellbook into my barbarian's hotbars the next time I want to tweak my global hotbar layout (or erase all my abilities if loading from a blank template). So, separate commands please - one for general layout, and the other for hotbar population.
If I could wish for a second thing (plz don't shoot me yet) it would be to have an additional command to export/import Cleric/Druid/Wizard/Paladin/Ranger spellbook memorizations (but it's not as high of a priority).
Requiro
09-20-2016, 03:53 PM
Big one suggestion:
Separate button to open TR Cache / Shared Bank AFTER I open Personal Bank. Most of the time (99/100) I don't want open all 3, but now I'm forced to do. And that take sooooo much time... (seriously… very annoying)
Tiny one suggestion:
Taming the Flames quest: After finish, when you speak with quest giver NPC, conversation window is open together with reward window. That was very annoying for me when I was new to DDO.
Livmo
09-20-2016, 04:37 PM
Please examine and possibly fix the proc rates from Colors of the Queen and Double Rainbow for pork barrels. Please fix the in-game shortage of exploding ham barrels, http://ddowiki.com/page/Item:Pork_Barrel.
Thanks!
Fnordian
09-20-2016, 04:38 PM
In the Social Panel, please save the current states of "Show Groups I Am Not Eligible For" (Groups tab), and "Hide Offline Friends" (Friends tab) check boxes between logins.
I don't need to see groups I'm not eligible for and I don't need to see a long list of all friends, just the ones online, yet every single time I log in (on any character) I have to change these check boxes as their last state is never saved after logging out.
Scuddy
09-20-2016, 05:00 PM
Auto bagging / pick up of comms, seeds and remnants
An excellent suggestion!
Tscheuss
09-20-2016, 05:06 PM
Darkvision and low-light vision for the appropriate character races. It is disgusting that Dwarves and Drow need help (http://ddowiki.com/page/Item:Malchor%27s_Undersun_Goggles) to see in the Underdark (or any other dark place except Rainbow).
Please. :o
khattiya
09-20-2016, 05:10 PM
I would like to see The Druid's Deep quest complete successfully when I defeat Halsaime. The quest objective doesn't always get ticked off, so the quest doesn't complete.
Roughly 2/3 of the time I run this quest, I have to submit a ticket to have a GM complete the quest for me. I love the quest. I love the chain. I love the saga. I *hate* setting aside time to run the quest + 1 hour to wait for help, which is what I do. Sometimes the quest completes fine. Sometimes the GM shows up in ten minutes. And sometimes I get the "Sorry, I missed you - this ticket is now closed" message 'cause I had to log off.
I run this quest - which means the chain, which means the saga - less and less 'cause I know the odds are that I'll be sitting around not playing the game when I'd rather be playing.
Thanks for asking. Do Devs get to have a "one thing", and can they share? Thanks again.
SirShen
09-20-2016, 05:17 PM
The bank closing right after you just opened it.
Champs that are more powerful then the end boss. I understand that champs can make it fun but sometimes getting hit twice/three times and your die. Is not fun for me.
Please please please add a basket to the ddo store again.
mr420247
09-20-2016, 05:20 PM
Like the new pack but would like the option to craft all the items would improve the longevity
Like the helmet, shield, armor, docent, and Especially the Cloak
Maybe add some missing effects as well like SPEED, Ghostly, Incorp, Greater twilight
The sets great for first lifers and melees casters not so much
brian14
09-20-2016, 05:50 PM
One thing I would most like to see added to DDO:
Ability to export a character's entire inventory into an external .txt file. Even better if you could also export the contents of character's bank, TR cache, and bags.
jerray1973
09-20-2016, 05:56 PM
Put spell component bags in the game to reduce inventory clutter. Even if you make them multiple levels. (I.e. level 1-3 bag, level 4-6 bag and level 7-9 bags).
Gratch
09-20-2016, 05:59 PM
Small Change:
-Presort the TR cache in minimum level first order when someone TR's. Would make it much easier to find things while playing the TR inventory meta game.
Medium Change:
-Easier means of moving a large number of items out of the TR cache.
Large Change:
-Update all raid items to use the recent "scaled properties based on item level" item system. I have too many hard fought L20-L25 raid items that are now 50% lower stat'ed than current random loot of the same level. Would maybe give back some relevance to old raids as well.
Qezuzu
09-20-2016, 06:15 PM
Burst of Glacial Wrath currently checks for charm immunity, and does not freeze things immune to charm. This includes, but may not be limited to:
-Undead
-Spiders
-Oozes
-Orange named bosses
-Plants
-Constructs, except Warforged
-Enemies with specific buffs, such as Mandate of Shavarath
Please fix Burst of Glacial Wrath so that it freezes everything that Warchanter's Spinning Ice can.
vyvy3369
09-20-2016, 06:22 PM
Add a "Retrieve all" button for shared bank.
I mostly utilize the shared bank to pass loot to my haggle character (and lately to my crafting character, but either way, it's the same problem). Double-click one item, wait for it to load, double-click the next item, wait for it to load, double-click one item, wait for it to load, receive error message that it was too soon, double-click one item, wait for it to load, double-click one item, wait for it to load, receive error message...you get the idea. Emptying the bank takes several minutes of mindless clicking every time. Even if there are a few items I do want to keep in there, it would be SO MUCH faster if I could empty it and simply put the items that belong in there back in. Hopefully this doesn't qualify as a major UI change, and adding this would save a significant amount of time on a frustrating aspect of the game.
der_kluge
09-20-2016, 06:40 PM
Coming from the Bookbinder's house on the (north??) side of the Bank of Kundarak (The Lordsmarch branch!) towards the bank, please add some freaking stairs!!!^c
(That's exclamation points to the power of the speed of light. So, a LOT of exclamation points)
Taimasan
09-20-2016, 06:55 PM
Fix handwraps without making them weapons.
SirValentine
09-20-2016, 07:03 PM
Consistent and transparent (documented) methods for calculating levels and DCs of player abilities.
Part of this could be more info on tooltips and better feedback in combat log, but part may have to be changing or fixing how it's calculated in some cases.
For example, all spells and spell-like abilities (including Epic) should use consistent methods for caster level and DC. Right now, it's guesswork for players, and some of them apparently use special case formulas that make certain abilities either extra weak, or extra strong, as the case may be.
A similar concept would apply for tactical-type feats, and though obviously they won't use identical formulas to spells, they should generally be consistent with each other.
If that One Thing is too big, you can consider the following item, a particular instance of the above, as my One Thing instead:
Fix the Spell Penetration check for Mass Frog. (More info on the problem in this thread. (https://www.ddo.com/forums/showthread.php/425450-Mass-Frog-bug-(another-one)))
rcmcneil
09-20-2016, 07:06 PM
**EDIT** OK, so I missed the "could be done in a couple of hours by 1 dev" restriction, which any one thing in my original post likely could have been, but not all the suggestions. So, my One Thing will be to add to the Inventory paper doll section a toggle called "Auras". There is currently a bug where the Divine Crusader's "Aura of Purification" & Shadowscale blue/black aura can & does bug when zoning into a different area, making it either visible or invisible to either the player or others. It'd be nice to have it appear (or not) with a toggle, & not due to a randomness bug.
Nonesuch2008
09-20-2016, 07:07 PM
Please look at revising some of the favor awards & finishing out the missing favor award tiers. Some, like the Jorasco & Phiarlan spell buffs, aren't nearly as advantageous as they used to be, and could use a little more punch. We'd love to see rewards for some of those missing favor tiers added in as well, whether in the established older houses or newcomers like the Gatekeepers, or top level PDK favor. Some minor tweaks to the favor awards could drive more traffic into certain areas as a result, which would be good for the game. Rewards in all cases should be as character based as possible, nothing that is only of benefit once per account, so as to not discourage people who play alts.
The why is simple, people like rewards, reaching milestones & having a sense of accomplishment for doing so. I think a lot of this is low-hanging fruit that would count as an excellent QoL fix in a lot of player's eyes.
Splunge
09-20-2016, 07:14 PM
Remove minimum levels for entering quests.
Must... only... list... one... thing...
*sigh*
I like this thread. Hopefully, it works out well enough that you do it again at some point.
SkywalterDBZ
09-20-2016, 07:27 PM
Make Greater Teleport work anywhere.
maddong
09-20-2016, 08:01 PM
Search quests by epic level instead of heroic level. Add a toggle to game options!
Blastyswa
09-20-2016, 08:09 PM
I know the OP said no reworking of AI, but that's not what I'm asking for. Large increases in power for pets, in the form of higher base damages, and possibly the addition of being able to customize pets (Including skelly knight) enhancements more than you can currently (Presumably by adding the same 4 AP per level 80 AP total system to pets) and possibly more equipping options (Obviously a wolf wouldn't wear a cloak, gloves, boots, goggles, and a belt, but possibly changing the number of item slots from 2 to 4-5 would be solid, especially if that were also extended to Skelly Knights).
Alternatively, since the above would likely take a decent chunk of developer time, just add 90% damage reduction, independent of PRR/DR/anything else, to all incoming damage for all hirelings/summons/pets. This would at least allow the use of hirelings/pet in more content without having to sink heals into them. I'd consider this post to all be "One Thing", because it all falls under making friendly AI more survivable.
<Edit> The reason for this would be that currently pet/summon gameplay isn't all that effective beyond about 5th level (I played a summoner druid from 1-30, you end up playing overlevel or on normal really really soon to complete content), and while actually making pet/summons do decent damage would take a big chunk of development time, putting a 90% damage reduction on shouldn't be an incredibly lengthy fix.
Twinflame
09-20-2016, 08:10 PM
"Welcome to the One Thing Thread. Suggestions posted here should be reasonable requests. This means no overhauling a quest or a major system, no major code changes such as hireling AI, and no major UI changes. We realize that players don't know our internal systems and tools, but try to think of a task that could be done by one developer in a couple of hours as a good guideline."
Here is my suggestion:
If you could add a colour do beside each member of the party say next to their avatar icon and do the same for the maps. Then I or someone else could say come to the green, red, purple dot. That would make it a lot easier than having six blue dots.
LucidLTS
09-20-2016, 08:11 PM
Suggestions posted here should be reasonable requests. This means no overhauling a quest or a major system, no major code changes such as hireling AI, and no major UI changes. We realize that players don't know our internal systems and tools, but try to think of a task that could be done by one developer in a couple of hours as a good guideline.
A couple simple rules of the thread:
Each player gets exactly one item they can post - any additional items will be ignored
No criticizing other players suggestions. Let everyone post their personal request and why they feel that way.
The more specific you are the more likely it is to make our list. "Fix this." with no information on what you feel is broken about it is generally not very helpful.
Just one? :( How about one per month? Or one per Update? So many to choose from. Still, one that gets listened to is better than a score that get ignored, so ...
Radiant Burst and Radiant Aura are positive energy effects and should work on Artificer pets like Positive Energy healing spells do.
QuantumFX
09-20-2016, 08:19 PM
The bank windows closing almost immediately after you open them.
Kantia
09-20-2016, 08:26 PM
Fix the ladder bug!
Razor_Wit
09-20-2016, 08:39 PM
I would like to see random loot gen items made of glass / crystal be added to the tables. In short I would like to craft my own ooze/rusty/devourer of dream beaters. I know blueshine and everbright is available to be crafted, but these are prefixes and suffixes- I want the material to be available so I can craft said "beaters" with unique prefixes,suffixes.
Enderoc
09-20-2016, 08:57 PM
Add a disjunctioned item in a slot on the Cannith shard crafting machine to show all effects you can create for the item in the same way it is displayed in the item crafting machine.
It would work the same way except it's for creating said shards instead of implementing them on said item, just to narrow down searches.
You could completely eliminate this same mechanic on the item creation device until the already crafted shard is added where it would show just that effect and cue for construction.
But keep the option to view all effects that can be created in the shard creation device when no item is slotted. The seperate slot again would be just to narrow down the perimeter in the search for prefixes, suffixes, and extras you can add without having to look online or jump between devices.
xberto
09-20-2016, 09:18 PM
I'd like to see the adventure compendium sorted by epic level, after you've reached level 20. It would be very helpful in managing streaks. I posted this in the suggestion forum some time ago. https://www.ddo.com/forums/showthread.php/468088-Adventure-Compendium-sorted-by-Epic-level?highlight=
GimpyElf
09-20-2016, 09:22 PM
The expansions that have come out so far have each had a "Legendary Upgrade" which offer a package of "extras".
The "Starter Pack" is an excellent example of what I would propose.
Every quarter, release a "pack" of some sort that comes with stuff that appeals to both VIP and P2P. The starter pack is a great example, including an adventure pack, a permanent gold seal hireling, a pet, some xp elixirs and 250 turbine points.
Do something like that every few months and get some exposure on steam, get money for almost no development time from people like me. I'm shocked this isn't something you have started sooner.
Also of note, temporary stuff like the Bigby's guiding hand and the airship portal may sound great, but offering a permanent re-usable one for a lot more would certainly get you some sales, maybe even something great to included in one of these packs.
solstinox
09-20-2016, 09:23 PM
I have reported sticky ladders ever since it was announced that they had a fix for them, but
needed to do it on a one-by-one basis, and thus wanted players to report them.
It bums me out every time I reincarnate and hit the same sticky ladders that I had reported
years ago.
If I went through a new life without encountering a sticky ladder, I would be oh so happy!
If this thread is only for a developer to spend a short time on, how about starting off with just
the level 1-4 quests and verify that each ladder has the correct game code to prevent the
rubber-banding at the bottoms of ladders?
Aerinsma
09-20-2016, 09:30 PM
Please make the alignment based damage on crafted weapons a suffix or possible as both a prefix and a suffix. I want to be able to make metalline weapons of pure good once more.
Zebedar
09-20-2016, 09:45 PM
Sadly it's not one thing Coco, here is just Turbine's small list of problems (please let me know if it would be helpful for me to provide a age and timeline on any of the more old bugs some are over three years old!)
Update 32: Against the Slave Lords
Non-scaling prefix effects on New Random Generated are not currently able to be Dissolved.
Unbound Keen, Vampirism, and Vitality Cannith Crafting shard recipes are returning True Seeing shards instead.
Update 31: Gnomework
Kensei's Strike With No Thought is giving an improper Insight bonus to Critical Multiplier. This will be changed in a future patch to the benefit's proper listed Competence bonus.
Memoirs of an Illusory Larcener does not have a map by design (due to the illusory nature of the dungeon.)
Older Known Issues (items we no longer need bug reports on):
Of Special Note:
It is possible to set a recipe to repeat and expend materials on a recipe even when additional crafting produces no benefit when using the new multiple turn-in UI in a Barter UI. For example, it is possible to upgrade a Thunder-forged weapon to Tier 2 multiple times if you set your multiple turn-in box above 1. Please do not craft multiple items using the multiple turn-in box unless creating more than one item produces a beneficial result until we get this issue fixed.
Airships:
Airship interior trim dyes do not work on some airships.
The First Mate does not allow players to deposit platinum or other coinage (but does allow players to deposit Astral Shards.)
Placing the Trapsmith's Workshop can block a hookpoint on some airships.
Challenges:
The Kobold Island: Short Cuts optional objective "Kill 5 Orthon Lieutenants" is not able to be completed.
Classes:
Warlock:
While continuously firing Eldritch Blast projectiles, the vertical angle sometimes does not update as quickly as player can target, resulting in the blast firing in the direction of the previous aiming.
Eldritch Cone's affected area does not match the visual effects.
Eldritch Chain visual effects do not fully represent active Pact feats.
DDO Game Launcher:
Mac Game Client Issues:
Mac users utilizing the "Install, then play" DDO launcher option will encounter an message stating a "disk image" error when launching the game client. This error does not impact the ability to patch the game or play DDO.
Players using the Mac client may receive the message "dndclient quit unexpectedly" when quitting the game through any method.
Players using the Mac client are not able to adjust their Brightness, Contrast and Gamma levels.
Enhancements:
The Shadow Arrows bonus to critical damage multiplier is not triggering correctly for the Elven Arcane Archer.
Barbarian Ravager's Blood Strength not not have its one second cooldown for its on-kill heal.
Warlock Enlightened Spirit's Eldritch Aura is incorrectly not being affected by Arcane Spell Failure.
Ranger Deepwood Stalker: Improved Weapon Finesse - Dexterity to Damage does not work correctly with thrown weapons.
The Monk Henshin Mystic's "Every Light Casts a Shadow" negative level benefit can affect hirelings, pets, and other players.
The Swashbuckler stance is not applying its +1 Critical multiplier to thrown weapons.
The Kensei Agility enhancement's tool tip displays incorrect information when taken or reset until the character logs out and then logs back into the game.
The Deepwood Stalker enhancement "Improved Weapon Finesse" is not applying to Unarmed attacks or Handwraps.
Shintao: the light based moves do not build up to finishing moves.
The Paladin's Improved Dilettante does not add up to three points of the character's Charisma bonus to increased Saving Throws.
Feats:
Epic Feats do not list their Pre-Requisites.
Items:
Improved Precise Shot does no attack roll with Throwing Axe weapon types
Return to Sender does not cause damage if Improved Precise Shot is toggled on.
The Druidic Survival Mastery from Hide of the Fallen only applies if the item is initially equipped after going into Wild Shape. Equipping the item, then going into Wild Shape, is erroneously failing to provide the benefit.
Shining Crescents currently benefit from Single Weapon Fighting feats, even though it is a two-handed weapon. This will be fixed in a future update.
The Quiver of Poison's poison damage does not appear in the combat log.
The Treads of Falling Shadow's Ghostly effect does not bypass incorporeal creatures.
The Lantern Ring's Radiant Glory effect has an incorrect tooltip. The description should read, "On Harmful Spellcast: Do an additional 2 to 12 Light damage. This effect scales with Light Spell Power. Cooldown: 1 second." The upgraded version should read, "On Harmful Spellcast: Do an additional 3 to 18 Light damage. This effect scales with Light Spell Power. Cooldown: 1 second."
Monster Manual:
Players purchasing the newest edition of the Monster Manual need to log out, then log back in, after the purchase in order for their account to be refreshed.
Quests:
Gianthold
It is possible to accidentally click on the Gianthold portal rather than the Gianthold wilderness area when attempting to enter the Gianthold wilderness zone
House Cannith
Secrets of the Artificers
Warforged are missing their death animations.
Sentinels of Stormreach
Spies in the House
Completing Spies in the House while running the Sentinels quest chain will cause Taggart d'Deneith to not grant an end reward list for completing the quest chain.
Three Barrel Cove
The Heroic Saga timer for the Three Barrel Cove quest arc is incorrectly set to be repeatable every four days instead of every three days.
Precious Cargo
Ranged attacks against moving airships will miss unless the attack targets and hits the center of the airship.
Thunderholme
There is a typo in Thela Bonmar's dialogue after players defeat Aurgolroasa.
Pressing the "use" button too quickly may cause a mirror to not reflect light properly until the mirror is spun around again.
Vale of Twilight
Meridia
Valairea Satnerine's tutorial quest for the Altar of Fecundity doesn't check for items inside bags. As long as the items she wants are outside the bags, she will take them.
Races:
It is not possible to hide the Dragonmark on a Half-orc.
Reincarnation:
It is possible for items to erroneously appear above or underneath other items in your first few inventory slots following a Lesser or Epic Reincarnation, making it appear that an item disappeared. Moving your inventory slots around can uncover these items.
The Lesser Reincarnation UI does not state that the account-level 32-Point Build option is required in order to upgrade a character to 32-points when using a Lesser Reincarnation.
DDO Store
While running DDO through Steam, you can’t currently update your credit card information through the new store. Instead, please update your credit card in Steam directly, designate it, and then make purchases.
The "Heroic Learning Tome Upgrade" may not display in the Store for some characters.
UI:
If you do not have an ingredient in your Shared Bank - Crafting Storage when you first open a Barter UI, then put the ingredients in your Shared Bank - Crafting Storage, then return to the Barter UI, the crafting ingredients will not populate into the UI until you log out and then back in. This only happens for the first time you add an ingredient to the Shared Bank - Crafting Storage.
The Social Panel does not display the names of party members in the LFM panel until the Who tab loads the names of characters on the server first. To see LFM names, please select the Who panel, then allow the name list to populate.
Quest Optional Objective text no longer lists monster names.
Spell Critical effects sometimes post messages to the Combat Log about bonuses not stacking for effect types they do not actually provide.
The word "Dodge" is used instead of "Spell Resistance" when a monster makes a Spell Resistance saving throw.
If a player dies and checks the "Do Not Show" option in the "You Are Dead" UI box, then resets hints, the "Do Not Show" check box remains checked the next time the "You Are Dead" box appears.
NPCs that have been turned to stone still move in the Focus Orb.
Other
Some ambient audio noises fail to clear up when changing instances/leaving the area, and persist in other areas of the game when they should not.
In Dx11, some ground textures appear black, particularly if using the "Low" setting. This can be corrected by turning on Multi-Pass Lighting in the graphics settings, or by increasing the display quality above "Low".
Artificer Iron Defender Modules appear under the Handwraps section of the Auction House.
All stat damage effects MUST work for ALL weapons, not only for melee, and trigger on hit instead crit. Have 3 stat damage on crit at lvl 22 just lame in comparison with old CC average 3.5 damage on crit at lvl 1 or 1 damage on hit at lvl 2 ( and both effects at lvl 6 ).
Ghwyn
09-20-2016, 10:09 PM
Speed up the ETR process. Make a button to keep everything the same and just to 20 immediately.
Rienuaa
09-20-2016, 10:12 PM
Glamoured copies of shadow dragonscale armors don't have the aura, but if they're equipped in the cosmetic slot and detoggled the aura is displayed.
Also, thanks for this. You guys are rock stars :)
Kaylenn
09-20-2016, 10:36 PM
Increase maximum level to get full xp in Cerulian Hills to level 5.
I love this little slayer area, but I rarely get the opportunity to do it. The best level to do the level 3 quests out there is level 5 due to the Bravery Bonus, but you don't get full xp at level 5. This causes us to just run past enemies and not take even two steps out of our way to get explorers while we are doing the quests, because the xp is so low when above the current maximum level. Increasing the maximum level by just one, would make that slayer area useful again, because you could grab slayer while also running quests.
On a related note, level 2 quests do not offer guild renown in the end rewards list when run at level 4. They do at level 3 but not level 4, which is the best and easiest level to elite streak level 2 quests.
I hope that doesn't count as more than the one thing I am allowed. Both issues are related to low level content being outdated since Bravery Bonus was introduced. The first is definitely more important to me, but both have bugged me significantly.
Marupal
09-20-2016, 10:44 PM
An alternative storage for BTC items.
I hate hitting the TR point and having to wonder which BTC item to throw away. Greensteel? Obscure Ioun stone? Raid loot? That beloved little sword I've been carrying around since that character's first life? Tier 3 cannith loot? That EE gianthold piece? What?
I'd much prefer to pay to keep some of those BTC items than have to grind them out again in a future life.
Ovrad
09-20-2016, 11:28 PM
Memnir's One Thing:
Please stop over-using Kobolds. Really. We get it. Y'all Devs love you some Kobolds. But maybe think about using Orcs from time to time when the first instinct would be to go with Kobolds. Or maybe finally create Goblins, and perhaps retrofit some of the older quests with them to help ease up on the Kobold Fatigue. Ordinarily, I'd shy away from speaking for others - but I think the 11th Anniversary Poll up here someplace has shown that a lot of players are really tired of the over reliance on Kobolds. DDO, as a game, has long since reached Peak Kobold, and it's time to start using another monster instead. The Dungeons and Dragons bestiary is rich and varied... please expand on our combatant variance.
Give Kobolds a rest. They've earned it. And frankly, if zero quests from this point forward contained Kobolds - we'd still have too many.
I'm gonna have to go with Memnir on this one. I'm sick of fighting epic kobolds. They are supposed to be some CR: 1/4 nuisance not some CR:50 behemoths... Replacing the kobolds with goblins in half the low level stuff would also make a lot of quests more varied and better themed.
Oh, and since my second thing is gonna be ignored anyway, I might as well say fix handwraps. You guys got a lot of experience at ignoring that one. ;)
LevelJ
09-20-2016, 11:36 PM
Wow, lots of cool stuff in here. Nice suggestions all.
I suppose the driving motivation of my "one thing" request would be a revamp to Eldritch Knight. But that's a bit large, so let's pull out a bug that causes some crippling trouble at endgame for melee Pale Masters using Eldritch Knight.
First, the two abilities concerned here with this bug, as there are two...that I know of, that is.
Arcane Barrier: (Tier 3 EdK tree) Passive: When your HP drop below 50% of maximum, you are immediately protected by an Arcane Barrier that reduces all incoming damage by 25% for the next 10/15/20 seconds. This effect may only trigger once every 150/120/90 seconds.
Thick Skinned: (Innate Core of Legendary Dreadnought) Active Ability: (Cooldown 2 mins) Activate to take 25% less damage from all sources for 30 seconds. This ability can be used while helpless. This is on a separate cooldown from other action boosts.
These two abilities work basically identical to each other. Unfortunately, one of the "damage" effects it blocks is Negative Energy Healing effects the user activates while in an Undead Shroud, courtesy of the Pale Master tree. The healing is dropped by 25%, meaning that the benefits of this ability are cancelled out.
One of my most potent builds uses Eldritch Knight and Pale Master as core components of a melee spellcaster build. But his high defense is hurt by the ability to heal quickly when it is really needed due to the activation of Arcane Barrier. Sure, I could take something else and drop Arcane Barrier, but 1) This really shouldn't impact healing regardless and 2) Arcane Barrier is a prerequisite to the Tensor's Transformation toggle, so it is unavoidable.
So in summary... if you could fix EdK's Arcane Barrier & LD's Thick Skinned so they don't gimp Pale Master healing as a side effect of their beneficial effects, that would be awesome. Thank you for offering us the chance to do this...I understand the requests are many, with some perhaps too much to do in a short timeframe, but if there was a way to make this an annual thread, that would be amazing.
-Jayron
koluka
09-21-2016, 12:02 AM
I think the change I would like is what is described as "Fix the purple haze" in "What Goes Up".
Why?
Because I die in the last fight because I can't tell where the ground is and then after I die I can't get back to the fight to finish the quest because I can't see where the ground is. I guess this is the general "why".
My personal "why"... I am one of that subset of gamers who are really good at some things, but none of them have anything to do with gaming. I have 10 right pinkies combined with perpetual gamers block. I only agreed to raid in EQ2 because I was told, as a bard, all I had to do was be in the same zone for buffs - even if I was afk on autofollow. I regularly surprise people by messing things up or dying in ways that leave people stunned, asking...how? ...why? did she really???? I do this unintentionally.
My partner, as a raid leader, was known for being really great at explaining things and having endless patience. With me in the raid, he needed to explain things well and have endless patience. Running pick-up raids was a cinch for him. So was herding cats.
I picked cleric because it was described as the easiest class to play in the character create info. Anyone who expects me to heal has to be content with a rez. Group heal is slow. I will never target them in time to single heal, even in the unlikely event I notice their health is low. People I run with self-heal and only run with me out of love. I don't join pug groups. Head-shaking is less funny when people don't know in advance they will be shaking their head.
I love running sagas. I can skip one quest in a saga. Due to my unique gaming talents, I've been advised to not even try "Through a mirror darkly", so I haven't yet. I will one day, but just to truly absorb why I shouldn't. So, if I want to complete either of the "Perils of Cormyr" or "Honor of the Huntsilver" sagas, I must complete "What goes up". I think I have only successfully completed it once. "Can't see ground. Oooops. Can't get back to fight. Dead again. And again. And Again. lol....what else might I do instead?"
Finally, and most importantly, out of compassion for those saintly souls who have it in their heart to run with me. I imagine one day we will run "What goes up" together, and it would be a true act of compassion to save them a whole lot of head shaking.
eris2323
09-21-2016, 12:06 AM
My 'one thing' continues to be... find a way so the lfm windows populate with names when you open it, instead of having to hit the 'who' tab, and wait.
Neo-Masamune
09-21-2016, 01:11 AM
Make the Wind monk stance work with the bow if u have zen archery!
Like give ranged alacrity and doubleshoot! would be awesome!
Do this on the monk Update!
Make heroic completionist a free feat
gravisrs
09-21-2016, 01:38 AM
Server merge. It's the crowd that brings more crowd.
dancing_hawktopus
09-21-2016, 01:47 AM
More purchasable bank space. I'm talkin', add another hundred spots in the bank tab, in increments of 20 like already. Turbine would instantly make about a trillion more dollars, some of which could pay for all the other beautiful QOL ideas people have had in this thread and elsewhere. It would even reduce my TR Cache issues as well. Everybody wins!
Wawiura
09-21-2016, 01:54 AM
Group guild character list by account. Don't have to reveal account name, you can just group it under first invited / last logged character.
Kritty
09-21-2016, 02:05 AM
Just whatever can be done to reduce/eliminate lag. While I am a big fan of all bug elimination efforts (I'd rather see more time spent on bug fixes/code refactoring than new content) the only one that I find to be critical to the enjoyment of the game is lag. When lag is bad, I find I can't play, when there is no lag I find I enjoy the game, despite other faults. So it would be the one thing I'd personally like to see the most resources spent on.
dunklezhan
09-21-2016, 02:48 AM
Hmm. UI scaling. Because I've been asking for it since day one - if your monitor is too small, or your resolution too high, DDO is a pain to play.
Cordo recently acknowledged in a thread that you guys would like to do this, and that's awesome and probably therefore doesn't need me to waste my One Thing in this way... but I'm gonna anyway, because it would just be such a quality of life fix.
Forzah
09-21-2016, 02:56 AM
Make unbridled fury work only with the first arrow of manyshot and not with all arrows. Then it complies with the tooltip; it should only work on the first attack. It also prevents overly high burst damage which is difficult to balance for.
Graskitch
09-21-2016, 03:03 AM
love the idea of this thread.
(changed my reply since bard instruments is too complex/involved to look into for this thread)
I want the runearm charging (static/buzz) sound back - make it UI OPTIONAL so that people that like the silence do not have to hear it.
mrtreats
09-21-2016, 03:29 AM
I have posted this before but its still broken multiple quests have the DM voice overs out of order first one that comes to mind Let Sleeping Dust Lie you pick up a book it talks about a key dropping its really bad because its spreading to more quests every update
Fedora1
09-21-2016, 04:07 AM
Apologies if someone brought this up already...
Many times in High Road explorer area you will get the notice (both in the upper right corner where objectives are located, and the little bull's eye on the map) that a rare encounter is there in that location. You arrive right on top of the dot on your map and nothing is there. Happens all the time. Would be great if that could be fixed. Thanks, and thank you for making this thread. :)
Innokentiy
09-21-2016, 04:18 AM
Fix ability:
Fury Eternal: Passive Bonus: +1 Adrenaline max use. Whenever you land a Vorpal Strike on a melee attack, 33% chance to regain 1 Adrenaline use. It still works on ranged and gives too much power. Same with Unbridled Fury Epic Moment: You gain 1 Fury each time you land a vorpal strike with a melee attack (works on ranged). 100-year bug.
Make adrenaline strike all enemies with melee cleave, like all arrows strikes all IPS targets. Make cooldown of Unbridled Fury 2 min instead of 5 min so this destiny could be a nice alternative to LD for melees.
HungarianRhapsody
09-21-2016, 08:15 AM
Here's my one issue and it's an issue that keeps popping up on update after update:
Please read through the release notes and make sure that everything listed in the release notes actually happened in the update. If you say that Handwraps were fixed, check to make sure that handwraps were fixed. If you say that a tooltip was added to something, check to make sure that the tooltip was added.
I understand bugs. Bugs happen. You can't avoid 100% of all bugs. But you can make sure that your release notes are correct.
Fix missing rare encounters in Stormhorns wilderness area (heroic and epic). Please. I tried to complete all wilderness objectives some time ago, which is a massive undertaking imo, and it was impossible to do it with this bug.
PS: I'm so glad someone already put fixing King's Forest random encouters on the list!!!
MistaMagic
09-21-2016, 08:22 AM
Conjure Bolts - This augment has never worked from day 1, If you click on it then it goes through the animation and takes a charge but does not produce any bolts. I have Bug reported this countless times but it still has not found its way onto the known issues list
MeliCat
09-21-2016, 08:23 AM
Easier to empty a TR cache - or take a cache with you to a next life. It's just so painful to empty it all out knowing it's all going back in again in 5 mins minus the amount of time it's takes you to empty it.
And thanks for the chance to make such posts. Even if you don't get around to it it's great that it feels like you're trying to listen. :)
Just recognizing this is a problem and fixing it would be a big help.
Why?
- This decision was made on the ML server based on a throw-away line from a player and a 'Cool, OK' from the loot designer. There was no substantial discussion and the change was bad, IMO. Based on subjective evidence (like-minded friends) is unpopular
- In the current environment (with current OP loot), the differences between N/H/E versions is miniscule
- There is little incentive to get more than the minimum required (N in many cases due to ML, or E for the cool factor)
- I'd have an incentive to re-farm E versions of loot if the ML was 2 lower.
- For a small number of items it would reduce the total count of BtC gear
As an added bonus, this could also be combined with fixing chain rewards to reflect the level at which all quests were completed.
situationalWizzy
09-21-2016, 08:43 AM
Players had been requesting for shard/seal trade with the the Twelve vendor Lahar. The rarity of the rare shards/seal drop rate can be maintain but to be able to trade it similar to the scrolls will be awesome.
Perhaps 30 shards or seals to exchange for a shard or seals of your choice would be really great.
Zephea
09-21-2016, 08:45 AM
Can you increase the drop rates of Thunder-Forged Dwarven Ingots? The fact that they sell for as many shards as they do on the auction house should indicate that mass production availability has come to an end for the greater part of the populace.
Phores
09-21-2016, 08:54 AM
A balancing system overhaul.
No, I don't mean just balance X or Y.
I mean an obvious and mostly transparent system for balance in design.
Have a clearly defined power curve for what should be possible/expected at each level.
Each thing balanced against that un-moving standard when added and reviewed for re-balance regularly afterwards.
Almost any system has power creep but in an MMO it should be tightly controlled.
Content should be "fun" as the drive for playing it, not to have some gear that's slightly better to grind out of it from max level.
I would advocate a back end analytics system to see what equipment/items/builds/classes/races are seeing overuse or are turning out too far above the curve for tiny mechanical nerfing and those underused for slight buffing. (We could be talking about <+-2% to "to hit"/damage/saves depending on the flavour you want to keep)
Allowing developers to look at large changes of kind for significant or persistent problems in balance across the board.
I know this makes some people uncomfortable but it makes attaining a coherent benchmark easier and with the analytics means you can see how to bring out options without pushing power creep.
SmashBang
09-21-2016, 09:46 AM
The sands shards for possible epic items that drop in the slayer area are WAY TOO RARE!
I have been playing since the game went free to play. I have trying to an Epic Wolf whistle since I made level 20 a few months after I started playing. In 7 years I have only seen a wolf whistle shard drop once (it did not drop for me). I have never seen a ring of spell storing shard drop. I have been running epic Demon Queen at least once a week, often 2 or 3 times a week with different characters every week for almost 7 years.
Give us a way of at least improving our chances. Offering some sort of trade in for shards and seals as well, even at a very steep price. The old ipc items still have their uses, if we can make them.
Connman
09-21-2016, 10:43 AM
Since you folks have worked so hard on the new cannith crafting, and for the most part in my opinion, almost knocked it out of the park, keep working on it. To keep the baseball analogy going I think you guys are looking at a ground rule double here.
So this is what I would like to see:
Over time it would be great of you could add more things to the table to get broken down for essences. Things that I would like to be able to break down for essences, or even a random bit of collectibles appropriate to the level of the area they are acquired, are:
Scrolls, seals and shards from the old epic upgrade system.
All of the runes from the Reavers Reach series. I have a bag somewhere that is full of these I would like to be able to get at lease a little use from them in the future as I don't see myself ever actually using them again.
Crafting ingredients from the Shroud. Things like devil scales and shards of power.
The swamp pearls from the Red fens.
Thunderforge ingredients like the scales and ingots.
The mushrooms from the Temple of elemental evil.
The stuff from the new slavers quests. I have seen people say that it is too much grind to get all the thingies to make the stuff. So adding these the the list would give those that like the quest, but don't want to grind for the stuff, something to do with the ingredients they get there.
I understand that it could be a big undertaking, and I don't think it needs to be done all at once. Just add a few things to the list here and there as you get time. If I saw "now you can dissolve shards of power," in the launcher or in some release notes that would be great. Just chip away at it over time. Also keep this in mind as you create new crafting systems going forward.
I feel that this would be a great way to get some more use out of all the older crafting systems that you folks spent all that time building that fewer and fewer people are using these days.
Thanks and have a great day!
The Phineur.
P.S.
Also, and this is just an aside, and not really a fix or change, but there sure are a whole lot of unused doors on the buildings in this game. Maybe in the future when you make a quest and are wondering where to stick the quest giver, stick them next so some unused door somewhere and have that door be the quest entrance. I think that would be just a little cooler than just having them be the quest entrance as well.
Bimbelbo
09-21-2016, 10:55 AM
Fix the social panel (it doesn't show how many players are already in each party unless you switch to the "Who" tab and search for players. Iconic icons don't show at all where there should be race icons).
wizdarrick
09-21-2016, 10:58 AM
About the only way to kill monsters as a monk using the fists is with the quivering palm but in epics you rarely do that now days since they made it so low of a level and what not so over all the quivering palm is almost useless. Even stunning is a bit weak feels hard to stunn things in epics at times. The dps compared to a fighter or any other mele is pretty sad because monks focus on one target at a time and yet i can stunn the monsters and even have since weakness in the twist of fate slot for added dps against the stunned and still the monks dps cant even keep up. Air stance is pretty worthless, fire rocks on heroics but you die to easy on epic, water rocks for traps and other things to get through and rocks for throwing or bow, earth is fair for surviving in epic but still a bit short.
EllisDee37
09-21-2016, 11:16 AM
Change the collectable drop rate %s for Common/Uncommon/Rare from 80/15/5 (suspected (https://www.ddo.com/forums/showthread.php/478105-Collectables?p=5871395&viewfull=1#post5871395)) to 72/23/5 to better match the 30/10/2 ratios used in crafting. Multiplying out to least common denominator for equivalent comparisons:
Crafting uses 150/50/10
Current farming generates 160/30/10 <== too many common, not enough uncommon
Requested adjustment would generate 144/46/10 <=== pretty close all around
TPICKRELL
09-21-2016, 11:23 AM
Champions one-shotting the npc you need to protect/escort ruins escort/preotect classes. They were designed before champs and there needs to be an adjustment of some sort to make those quests less painful on hard/elite.
Eliyse
09-21-2016, 12:27 PM
More bags - spell components, wands, potions. This would be a help to people and a money-making opportunity for Turbine. Preferably they would be true "bags of holding" so that anything put into them would be weightless.
Warsmurf
09-21-2016, 12:28 PM
Echoes of the Ancestors: Primal Stance, Shiradi Champion is not applying the 10% increase to ranged attack speed, not sure if this has been mentioned yet.
Thanks,
Warsmurfs
grrowler
09-21-2016, 01:05 PM
as per the https://www.ddo.com/forums/showthread.php/476838 cannith crafting discussion, I would like to see the following effects added back into random gen loot:
Banishing
Disruption
Smiting
Destruction
Ghostbane
(and possibly Good Luck)
lostintheswamp
09-21-2016, 01:08 PM
For quests deep inside explorer areas: add teleporters THAT DON'T COST ASTRAL SHARDS OR REQUIRE FLAGGING.
I played through The Storm Horns quest chain recently. It was breathtakingly beautiful, and the quests themselves were unique and exciting.
However, from a pick-up-group perspective, the chain was as toxic as nuclear sludge. The explorer area is beautiful and expansive, but its a maze. This is fun for exploring by yourself, very bad for joining a run in progress, where everyone else is already at the entrance or inside, and you don't personally know the way.
Jaded, annoying, smart-asses will always tell you "Derr, there's a map" - these people need to be dragged outside and shot, mostly for being smart-asses.
There are also teleport stones, but if you haven't activated them, you are out of luck.
Then, finally, you can pay Astral-F__KING-Shards for a 1-way trip. Whoever thought this up should be fired, and anyone dumb enough to pay it deserves to have their money taken.
I could see paying plat for a 1-way, 1-time teleport. I could also see paying shards to permanently unlock the teleport if it persisted through TR. As is, this is a useless feature.
It makes grouping very challenging. In explorer areas like The Shroud its not such a big problem; you can aim for the quest entrance and go on auto-run and generally get there. Smaller explorers like the Cannith Manufactury are in a similar boat, it doesn't take that long and its hard to get lost. But then you get into places liike Storm Horns or Wheloon, or Gianthold, its a long run(almost as long as the quest itself) and the teleport has to be unlocked.
This is not conducive to grouping.
If you want to encourage grouping: remove barriers. Either stop putting quests in the middle of explorer areas, or add a teleport NPC that costs Platinum.
databass
09-21-2016, 01:12 PM
The sound played when the VoN 5 quest is given is WAY too loud! With headphones it can almost make your ears bleed! Turn the volume down please!
Relenthe
09-21-2016, 01:20 PM
Fix the feat bulwark of defense (currently does nothing) and the 5 abishai cookie bonus.
Fecerak
09-21-2016, 01:32 PM
Just do some quick increases at the number of the most underused enhancement trees until they can get a proper rework (+1/+2/+3 might become +2/+4/+6, etc.)
This obviously wouldn't fix everything, but at least would make some of the crappy ones more tolerable since many will have to wait a long time before a rework.
GoldyGopher
09-21-2016, 01:37 PM
As a long time poster, and usually grumpy old man ...
http://www.planetcalypsoforum.com/gallery/files/6/0/1/7/15-great-grumpy-old-movie-men-00.jpg
I would like to put forward my one thing...... And I wanna Dream Big.....
Combine the Servers (Shards) into a single mega Server with game instances located in Server Rooms around the world.
Players would simply login to DDO and go right to the character screen. (Skipping the World Choice Screen). Players select their characters and it loads into the last instance of the server it was on OR they can choose to move the character to another instance that may be installed in a different server room in the world.
Once in game players just pull down the instance menu, currently it says something harbor 1, and choose amongst the different instances harbor-Argonessen Harbor-Orien... and it moves the character to another server on the fly.
So Wayfinder is located in Berlin, Orien in Paris, Argonessen in London, Ghallanda in New York, Khyber in Minneapolis, Sarlona in Seattle, Thelanis in Rio, and Cannith in Tokyo. Players can easily move around the server in a similar way to Move Server and some things are cross servers (Guild Ships - Shared bank).
Shein
09-21-2016, 01:43 PM
Spells not triggering when their hotkey is pushed:
This happens to me all the time with nearly all spells. I hit a spell's hotkey and the animation goes off, the spell timer starts on the icon, and it takes away the spell points... but the effect doesn't happen. If i hit the hotkey again before the spell timer ends, the spell effect will trigger, at no additional spell point cost. If i don't notice and cast the spell again after the spell timer has ended, the spell just gets casts a 2nd time for another allotment of spell points. If i do catch it in time and get the spell going before the spell timer expires, then the re-cast timer on the icon will be off. For example, if i cast a spell with a 30 second cooldown, and the effect doesn't trigger... and then i hit the hotkey again 10 seconds later and the effect gets added, the spell timer will be 10 seconds off from what the display says. In other words, the spell timer countdown on the icon that started when the key was first pressed will be over and i should be ready to cast it again, but the spell won't actually be castable for 10 more seconds.
This problem persists with both sell buffs and offensive spells. It is particularly easy to track on DoT spells. It's particularly noticeable with the DoT spells because i often have the mob's examine window up so that i can see the effect timer on the mob. For something like Niac's Biting Cold where i'm attempting to keep 3 stacks on the mob, it's easy to see when you cast the spell but the timer on the spell stack doesn't reset. The re-cast timer on the spell's icon starts in your hotbar, and the spell points have been deducted, but the effect hasn't happened. Hitting the hotkey again before the spell timer has expired will then trigger the effect and reset the stack timer.
All this leads to me feeling the need to key mash constantly. Every spell gets 3 quick mashes. It's quite annoying... especially when a DoT stack expires because of the bug. In many cases it means i'm doing less dps because of spell re-casting. If i'm in a melee battle and my displacement is about to expire, i'll stop attacking to re-cast displacement. Then i'm back in melee and notice that although the animation happened, and the spell points were taken away, i don't actually have the displacement effect on... i have to stop to hit the spell's hotkey again to get the effect... which stops my melee attacking. Hopefully i've noticed withing the 3-4 second timer so it doesn't cost me more spell points.
Thanks for listening.
Dragonlover333
09-21-2016, 02:02 PM
Correct the on-screen DM text in Prey on the Hunter that says "seems in the cavern wall" to "seams in the cavern wall". It gets to me every time X)
Zelvusenka
09-21-2016, 02:22 PM
Make one button to empty TR cache into inventory - fill the spots that are empty, remain in cache if not enough space.
SisAmethyst
09-21-2016, 02:30 PM
Change the following 3 stackable items so that they actually go either in a Green or Red Bag,
even if that means one has to drag them out of the bag to use/interact with an NPC:
- Outside Tokens
- Planar Shards
- Draconic Runes
Why: Because it would free up a bit of space on all my alts (3 in bank and possible +3 in inventory), while I assume it is a relatively easy modifaction. Plus you could have them always at hand when you need them without wasting space or first going to the bank.
ComicRelief
09-21-2016, 02:33 PM
Well, since hireling AI revamp is off the table (which I assume includes deleting the "auto-use rest shrine" function), I'm going to go with 'updating' "Eschew Materials" so that it works on EVERY spell that uses normal spell materials. There are too many spells that use normal spell components which "eschew" does not affect (i.e. Arty's "Lucky Cape" comes to mind). Since eschew is a feat (taking a feat slot), it should completely free the user from also having to carry the 'normal' spell materials. (So any time a new spell is added that uses normal spell components, eschew materials should work on them.)
The 'special' spells that use 'special' materials (like "stoneskin" and "trap the soul") can continue to be non-applicable (while I personally would love to have all spells that use mats be covered, I understand why the 'special' ones are not).
;)
Silverleafeon
09-21-2016, 02:51 PM
Pondering and refining....will repost when I get it right.
Hewage
09-21-2016, 02:52 PM
Add some capability to complete basic tasks such as opening a door or pulling a lever despite taking damage. If spell casting can be completed with a successful concentration check, then opening a door should be possible with something similar. If not a concentration check, then there are plenty of other options such as a saving throw, ability check, or an alternate skill check.
RD2play
09-21-2016, 02:58 PM
"Fly by attack", out of Draconic Incarnation to work with druid animal forms.
Thyriani
09-21-2016, 03:06 PM
Here's my one thing: It's impossible to currently 6 star Short Cuts because the 5 Orthon Lieutenants don't spawn. A fix for that would be amazing!
erdson
09-21-2016, 03:27 PM
It may be a minor thing, probably at the bottom of some bug list....
... but it still bugs me that, whenever I use the farshifter to go to Three-Barrel Cove, I get the splash screen for the Foothold of Restless Isles, as opposed to the one for Barrel's Bottom like it should. Hopefully its trivial enough to fix that someone can do it, just to scratch it off the long list.
Grandern_Marn
09-21-2016, 04:13 PM
My 'one thing' continues to be... find a way so the lfm windows populate with names when you open it, instead of having to hit the 'who' tab, and wait.
This. It's confusing for new players and difficult to explain the mechanics. Ultimately the reason for the bug still existing does not reflect well on the game overall.
LordTigerDawn
09-21-2016, 04:32 PM
Crit multipliers for throwing weapons, aka. bard, fighter enhancement thingies.
bracelet
09-21-2016, 05:06 PM
8 pages and no one has mentioned this?
My one thing: remember the sort order of the Adventure Compendium. Why is it randomly shuffled every time you open it?
Tilomere
09-21-2016, 05:43 PM
Adventure Compendium should be sorted by level, always.
Vorthian
09-21-2016, 06:16 PM
Fix the tooltip for Fury Eternal, to bring it in line with Adrenaline and Unbridled Fury, which allow for both melee and ranged attacks.
Correct from: Gain +1 Adrenaline per rest. Whenever you Vorpal on a melee attack, 33% chance to regain 1 Adrenaline use. Cannot train if you have Fury Made Placid.
To: Gain +1 Adrenaline per rest. Whenever you Vorpal on an attack, 33% change to regain 1 Adrenaline use. Cannot train if you have Fury Made Placid.
This will make the tooltip consistent not only with the existing game mechanic, but align Fury Eternal with both Adrenaline's and Unbridled Fury's stated functionality.
Tahkhesis
09-21-2016, 06:20 PM
Seriously...TR CACHE SEARCH BAR. It would own.
Bobby88888
09-21-2016, 06:21 PM
If I had to pick one thing to be fixed it would have to be dodge. Dying with 250% dodge to non champion mobs kinda sucks.
My testing is a little old but dodge ratios still feel low. Dodge still works to some extent, you can still dodge attacks but not at the expected rate, especially when your dodge gets very high. It might be to do with dodge clickies not ignoring your dodge cap as advertised or perhaps the dodge cap is stuck at 25% regardless of how much you boost it, or maybe max dex bonus is limiting dodge clickies.
Since dodge is the primary defence of several classes, and of my favourite character, I would appreciate it if it were fixed to function correctly.
*Testing done in TOEE part 2 on initial mobs with ~38% base dodge, 10% max dodge/dodge from measure the foe. 50% dodge ignoring dodge cap from improved uncanny dodge, 100% dodge ignoring dodge cap from Meld into Darkness, 50% dodge ignore dodge cap from Primal Travel. The dodge bonuses all added correctly on character sheet but I still got hit by almost every attack directed my way. (was also running displacement, shadow form and elusive target for 50% concealment, 25% incorporeal, and 5% misc miss chances).
nomaddog
09-21-2016, 06:26 PM
Scroll/seal/shard trade in for ALL old epic items. We have gone well past the point of that not already being a thing. Most old epic items are outpaced by randgen loot. And it would be nice to get rid of most of the pieces I've got stacked up and get something in return.
And for my gratuitous large, time consuming item to be fixed... LADDERS. At least make sure new ladders aren't jacked up. And if that isn't an option, give a named item like Brighton's Boots of Ladder Bane. ML: 2 +20 jump and immunity to slippery surfaces.
culdraug
09-21-2016, 06:28 PM
Apologies upfront if this has been mentioned.
I love the new Slave Lords series! I would really love to be able to craft items before DDO turns 100. Only people who can play hours every day can possibly run the quest enough to create even 1 item, much less make a set.
One possible solution might be more ingredients per quest or lower cost of items or a combo of both.
Another possible solution might be to add the unbound ingredients to the store. There is already precedent for this and it would fit your constraints for this thread.
Thanks for listening!
Strimtom
09-21-2016, 06:30 PM
Can we have draconic runes (from reavers reach) go into green bags/crafting storage? They are crafting items and they are numerous.
Claver
09-21-2016, 06:50 PM
Give all players a free feat/stance that could be pulled into their hotbar - call it "undead hunter" or equivalent.
Unless "undead hunter "stance is active, healing spells cast by that player will heal the player who cast the spell instead of any monster, especially undead, who may have been accidentally auto-targeted.
In other words, the default function of healing spells would be to heal players rather than deal damage to undead. If a player wishes to kill undead via cure spells they would have to do so by toggling the "undead hunter" stance on. Healing undead instead of yourself would then have to be an intentional decision via activating the stance rather than the default.
Why:
I suspect newer players and those unfamiliar to D&D may not understand the healing spells are doing damage to undead rather than healing the player. It could potentially be frustrating to those players who die at the hand of an auto-targeted undead while spamming healing spells that were meant to heal the player.
sithhound
09-21-2016, 06:54 PM
Make treasure bags drop appropriate level collectables. I'm still pulling strings of prayer beads from high level EE content.
Assassination
09-21-2016, 07:15 PM
Please fix multiplier's for throwing weapons (all enhancements affecting throwing weapon multipliers currently do nothing).
Yes, Please!
HuneyMunster
09-21-2016, 08:03 PM
As you are about to do a Warlock pass/balance and someone has already posted issue with Burst of Glacial Wrath. My Fix which I feel is a bug is the casting time of Stunning Blast from Tainted Scholar. It takes about 3 seconds to casts with quicken activated. I don't even think quicken effects casting speed either. When I try using it on my Evo DC caster Warlock that does not spend any points in Enlightened Spirit the target is either killed or incapacitated in other ways. Makes its a waste of action points spent and most builds don't use it. Should have same casting speed as regular spells and not something like casting Otto's Sphere of Dancing.
Vaidan
09-21-2016, 08:10 PM
I would like the battle engineer tree to be looked at if possible. Artificer as a class is fine, and archanotech is a nice tree, but battle engineer really lags behind (still uses a lot of damage boosts similar to the pre enhanced knight of the chalice tree.) The cores are also lackluster, compared to other cores in other trees, and have not aged well.
Zigiltarg
09-21-2016, 08:19 PM
So hard to pick, so I'll just assume that all the bug complaints I have were either mentioned by someone else or will simply continue to be ignored. So let's go for game enhancements, new functionality and workarounds can make old persistent bugs less annoying.
More of the promised enhancement trees. At least 3 real trees per class (no, the 4 elemental savants do not count as 4 trees) and ideally at least one tree available from race (either pure AP unlock like Elven Arcane Archer, or dragonmark linked).
If you're feeling very generous, wild magic added as an unclassed tree like Harper Agent currently is.
MoonlitSilver
09-21-2016, 08:48 PM
It was hard to pick, because most of the things that bug me are beyond the scope of "one dev and a few hours" specified in the OP, but I think I finally came up with one thing that can be fixed in a relatively small time that endlessly bugs me:
Add a search bar to augment bags, just like the one ingredient, collectible, and gem bags already have.
There are so many augments that keeping track of them and finding the one I need in my bank toon's colossal augment bag is incredibly annoying. In order to find anything in any reasonable time frame, I have to keep the bag very organized--special augments at the top, then sorted by augment color, then further subdivided into specific augments like strength or elemental resistance or deathblock, then further divided into specific values like strength +1 or +6 or insightful +1. Every time I add a new augment I didn't have or take some augments out to use one and put the rest of the stack back in the bag, I have to spend a few minutes using the arrows to sort the augment from the bottom of the list back to where it's supposed to be, shifting it one place at a time, so that I'll actually be able to find it next time I need it.
Sorting my augment bag takes far too long, and none of it would be necessary if the bag would just give me a search bar.
Pretty pretty please?
Silverleafeon
09-21-2016, 08:49 PM
Concerning the one thing, well I guess I will waste my wish on roleplaying & prestige:
I would like to see each toon be granted at level one:
A Professional/Title Default feat choice ~~ "Jack of all trades" ?
&
Two general background Personality Default feat choices ~~ "Sturdy" & "Curious" ?
These feats will have zero in game mechanics.
These feat can be changed by visiting Fred for a feat swap.
There will be various feats available for free along with some deluxe names one time purchase available to unlock for 95 tp in the DDO store.
These feats will be displayed somewhere on examining a toon, and somewhere on the player's character sheet, possibly hardwritten into the BIO area.
There could be a small quest associated this thus if desired, although not necessary.
Take the Profession List from D&D book and polish it.
This give roleplaying flavor.
List quoted below: (https://www.reddit.com/r/DnD/comments/2wyffw/list_of_35_professions_needed/)
There are a few examples of professions on page 80 in Player's Handbook.
My list:
Artisan (Blacksmith, jeweler, cook, sculptor, carpenter, potter, calligrapher)
Artist (Painter, actor, storyteller, author)
Beaureaucrat (Clerk, diplomat, spy, lobbyist, academic, lawyer)
Captive (PoW, slave, convict)
Criminal (Thug, thief, gang member, swindler, assassin, scavenger)
Explorer (Treasure hunter, traveler, guide, diver, prospector, mapmaker, sailor, scout)
Hedonist
Laborer (Farmer, fisherman, woodcutter, shepherd, servant, messenger, hunter, rancher)
Merchant (Traveling merchant, guild member, transporter, innkeeper)
Noble
Outsider (Planeshifted, timeshifted, amnesiac, monstrous, hermit, outlander, orphan)
Priest (Temple lord, healer, chosen)
Scholar (Instructor, writer, researcher, student)
Warrior (Soldier, gladiator, knight, bounty hunter, mercenary, guard, squire)
You could check out the Arms and Equipment Guide pages 62-63. It has a relatively large list of different professions.
Add some titles to the profession list like prince, dragonslayer, etc...
I believe one of the unearthed arcana books as well as maybe the 4th edition player's handbook has a list of personalities.
tuanter1
09-21-2016, 08:50 PM
Could do with making Spell Casting Implement working on all weapons, for example the Greensteel, ToEE, etc. These are some of the better caster items, also one of the better caster items combined are the orbs, that also do not have spell casting implement. High level equipment offers 30-40+ spell power depending on enhancement boost, it can be very annoying and to have to sack the bonus, because they were not finished, or bugged. Thanks.
zehnvhex
09-21-2016, 10:19 PM
Get rid of spell reagents.
They are not a meaningful plat sink, they are not 'engaging' gameplay, they don't add any compelling feature to the game. All they do is exist to take up 5+ slots in my inventory and make me buy another 2000 of them every time I reincarnate (which costs, what...30 plat?). You can't even pin it existing on 'lore' since in DnD you have different reagents for different spells and it's not at all based on the level of the spell.
This is one of the quality of life features that every other MMO has shied away from because it's just a boring, unintuitive, lazy game mechanic that serves no meaningful purpose.
Game mechanics should exist either to thrill you or challenge you. Spell Reagents do neither.
The entire inventory system needs an overhaul from the ground up, but let's start with this.
Zakharov
09-21-2016, 10:41 PM
Restore the flavor text to all dialogue - no interaction with an NPC should ever have an option that says "Close Window".
They used to all have flavor text to end conversations, things like "No thanks", "Maybe I'll check back later", "I don't have time for this", etc. At some point this changed and it grates every time I see "Close Window". Not sure how long this would take, even just replacing all instances of the phrase "Close Window" with "No thanks" would be a huge improvement. Agghh I hate "Close Window"!!
minionofgruumsh
09-21-2016, 11:48 PM
I don't know how extensive the problem is or if it could be done in just a couple of hours (I would doubt it's as simple as a fix to array or hash parsing), but the one thing that bugs me most and that I'd love to see fixed is what I call the "Slay X" bug.
When an optional objective in a quest is of the nature of "Slay X things", the objective description in the quest objectives window just says "Slay X". Even in quests where I know what the things to slay actually are, it's annoying to not be able to see what they are. And when my memory fails me, it's annoying to not know what I need to keep an eye out for or what I missed when I finish the main objectives and the optional objective is still active.
Astoroth
09-22-2016, 12:24 AM
Suggestions posted here should be reasonable requests. This means no overhauling a quest or a major system, no major code changes such as hireling AI, and no major UI changes. We realize that players don't know our internal systems and tools, but try to think of a task that could be done by one developer in a couple of hours as a good guideline.
Make it so a key bound to attack will still make an attack, even if something happens to be under the mouse pointer.
Dark_Helmet
09-22-2016, 12:28 AM
Put the code back in to break down older items. Make a special instance just for that device that is isolated from the rest so it doesn't lag the new crafting areas. Doesn't seem that hard? There are numerous players who are "seasonal" and come back for a couple of months at a time. I know of a couple of gamer groups who tried to come back to just be frastrated and left again. QUIT abandoning systems.
Jompula
09-22-2016, 12:33 AM
You are forced to stop when using shadowdancer's Shrouding Strike/Shot or Executioner's Strike/Shot
IBCrabin
09-22-2016, 12:56 AM
Please adjust the number of crafting mat chests in Slavelord chain so each quest provide similar amount of mats when you do a full 3 quest chain run.
After making 2 item, I have over 350 chain links left and less than <130 of broken collar and broken shackle. I would be at 0 if I didn't pick up shackles and collar as end chain rewards.
Full_Bleed
09-22-2016, 01:08 AM
Allow Divine Might to be clicked on and left on so that it automatically consumes additional uses as the cool-down wears off.
I find tracking the duration of DM to be the most annoying thing when playing a Paladin (you may have noticed that the buff bar isn't the most friendly in this game)... so I'm constantly either not using it when I should or overwriting a use before it has expired to make sure it's active.
The same mechanic could be applied to KTA and other action boosts when players want to turn something on and let it run until their uses wear out (and I suggest it be set like you set meta magic on spells to be always on within the spell).
Shantara
09-22-2016, 01:16 AM
Give a toggle option at the top to see either the NPC names for turn ins or the collectables grouped by their assigned category for Cannith Crafting - arcane, natural etc.
Free2Pay
09-22-2016, 03:10 AM
There can only be ONE. And this comes up instantly in my mind : flagging quests. Is flagging quests a necessary evil? I don't think so. There have been countless number of times where I need to redo the entire chain in order to progress (forgetting to I should talk to NPCs in certain order (GiantHold/Sharn's Syndicate) / forgetting I shouldn't be retaking the quests (Necro) etc) due to this mechanics. I find myself rarely checking out raid lfm due to all the micro-management that's required to ensure I'm flagged, especially if I play more than one character. And I have characters spread across many servers!
Nuclear_Elvis
09-22-2016, 04:53 AM
The "Default Server" for new-to-game installations, which is the top listed Server for that new player, should rotate on a weekly basis, and include Wayfinder Server.
This would give Guild Leaders and Officers a chance to plan ahead, coordinate to welcome in new-to-game players, and present this opportunity once every 8 weeks.
This weekly rotation should be announced in the DDO Chronicle, as reminder to the Player Community as to which server is going to be the Default Server for that week.
Communication is Key to Success here also. You are allowing apathy to set in across the servers that are not the Default Server, and you are waiting so long to rotate that Guild Leaders/Officers across servers do not get a "refresh" that both inspires them and reminds them to recruit. Think about it - how much more positive impact will you have simply by announcing and reminding us each week as to who has the Default Server at that time?
You also underestimate Wayfinder Server and the ability to grow/regrow that server from its current population number. We have a much higher retention rate than other servers, partly because several guilds are actively recruiting any/all players that show no guild affiliation and anyone new to the server is contacted 90+% of the time, giving them a chance to see that the game is multi-player and that they can interact with others within DDO. Your prior attempts at placing Wayfinder as the Default Server failed because you had few or no guilds actively recruiting on that server when you placed it there (and frankly, you tried it before I arrived in game). Your going argument is that the game "appeared dead" but that is a flawed argument - the game comes alive when other players communicate with you, and a simple/direct PM is all it takes to start conversation and retain more players.
Weekly Default Server Rotations - Make it Happen!
SuperNiCd
09-22-2016, 05:58 AM
I did not read all the pages so don't know if this was mentioned.
When you open up the large version of the map (M key by default), about 80+% of the time, left click actions stop working (interact with NPC, attack,etc.). If you move the map even a little those things start working again.
Its a minor annoyance but over thousands of times opening the map, if it's an easy-ish fix, seems worth doing.
Fix the description of Fury Eternal not stating the chance to gain Adrenaline on a ranged vorpal attack.
Add nipples to troll-models.
Dalsheel
09-22-2016, 07:14 AM
I would like to see monk stances stop being available as feats for monk splashes. It is bad because it takes big part of being a monk out the window. Why would you need more than 2 monk levels when 2 levels will give you evasion, 2 feats, 3 to all saves and access to better stances...
In my opinion, you either are an Adept (6 monk), Master (12 monk), Grandmaster (18 monk) or you aren't. Being a Master with only 2 levels of monk is stupid no matter how you look at it. 2 monk splash won't even have the monk icon but can somehow become a Master...
herigor
09-22-2016, 07:56 AM
EU located server! US ping times are... Bad.
Pretty please with sugar on.
Cyprine
09-22-2016, 08:01 AM
a search function to the TR cache.
(hopefully this will be in the storage overhaul).
Robbenklopper
09-22-2016, 08:49 AM
Look at Fighter class, Stalwart Defender, Tier 5 Reprisal.
While you have it actively working for a while once you started a quest, it always happend to me after a time (either it was after resting at a shrine, having finsihed the quest or whatever) that the shown Icon disappeared, and with it, Reprisal doesn´t work any longer with the extra damage. Please figure out what´s going on with this. This is pretty much a joybreaker to relog after every quest or loosing it during a quest when it simply stops working. Thanks.
Cantor
09-22-2016, 09:36 AM
Mentioned before and probably too big but... quest xp overhaul. Mostly for epics but also some heroics.
Elite rewards need to make elite worth running for xp after BB.
Hard rewards need to make hard worth running for xp after BB.
Most quests need to be worth running vs dailies.
Amundir
09-22-2016, 10:10 AM
I'm sure others will bring up bugs and stuff, so I'm going to go for an enhancement.
I'd like a ship amenity for having the class trainers on your ship. This occurred to me one time when it was close to time to level and I was looking at our large ship and seeing our bow all empty and really unused and I thought it would be cool if the class trainers could be placed there.
So reason for it? More consolidation of resources. We already have a bank, auction house, crafting hall, the other crafting things, merchants, etc on the ship. If the class trainers were there it'd be even more of a one stop shop.
Drelak
09-22-2016, 10:15 AM
Please make sure that the Lost Chest (that need the Lost key from under the bed to open) in Acute Delirium is reachable.
stormbringer13
09-22-2016, 10:22 AM
The Bracers Guard effects are not working as intended, Instead of causing 8d6 points of damage per guard effect its only doing 1d6 per guard effect.
LordPiglet
09-22-2016, 10:25 AM
Here's one that meets the criteria. Fix the crit range for druid wild shapes. Change winter wolf form base crit range from 19-20 x 3 to 18-20 x 3 and wolf from 19-20 x 2 to 18-20 x 3.
Reasoning is simple. Before the changes to improved critical, the crit range for wolf was doubled, after the changes, it's only improved by 1.
Before
base: 19-20
with IC Bludgeon: 17-20.
After
Base: 19-20
with IC Bludgeon: 18-20
Fix
base: 18-20
with IC Bludgeon: 17-20
This would be in line with the fix that you gave named weapons that had an improved crit range that was nerfed by those changes.
PsychoBlonde
09-22-2016, 10:55 AM
I have some on the list already, but I have One Thing that I'd like to see:
Make NPCs Bigger.
It feels weird that all the NPCs are substantially smaller than PCs. There isn't a lot of coup to be had mowing down hordes of 8-year-olds.
Lordsmarch has bigger gnolls, orcs, and ogres, and they're all much more impressive.
Would this be a BIG thing? Yes. But it could also be introduced in stages, a bit at a time.
TheBlueFox
09-22-2016, 11:37 AM
I have a few issues, but the "One Thing" I'll put forward is the Rogue Mechanic Timebomb.
The timebomb does not appear to register on many enemies, for example in the new slavers expansion it appears that the Half-Orc slavers are entirely immune to its effects. They do not register it as if it did not exist, which is a shame because in the very same quest the Hobgoblins are annihilated by it. Some Mephits also seem to be mostly immune to its effects. Sometimes the immunities are quest specific, and some enemies in some quests will ignore the bomb, while the same enemies in other quests will have it register.
Also, if you were to hold the shift button to weapon block while putting it down, and tumble away immediately as the animation is over, the timebomb will have no effect whatsoever. I can't remember if the timebomb still explodes, but either way enemies that normally are affected by it are not affected at all, as if they do not register.
ALSO, on uneven ground the timebomb only kind of works. It appears that uneven ground and being above or below the bomb, or having the bomb on ground that is slightly separated from the ground the enemy stands on, prevents them from being affected, as if the bomb is not an "explosion" area, but rather a "floor" area that doesn't handle going up or down very well.
In summary, the timebomb is not consistent in what it hits, and it's an explosion. Please work on making this Tier 5 ability more stable.
Umbra_Carmen
09-22-2016, 11:53 AM
I like the Circle of Epic Destinies but would like there to be something at the center for those who have reincarnated a few times and mastered all of the Destinies. These would be cool looking abilities which might include Shape-Changing into a Dragon, the ability to float or fly (if this didn't mess with the environment too much)or Worldwalk between Planes and other locales freely and repeatedly or other legendary stuff that fit in power terms with top level stuff. Perhaps a Nightmare Steed that could be summoned to move quickly outside of adventures or a summonable Blade/Pole-arm or other weapon that the character could design (within power limits) and then summon at will. Perhaps a chameleon/shifter ability to change appearance or even race at will. Three concentric inner circles of cool power at the center of the Epic Destines circle for those who have mastered them all.
Qhualor
09-22-2016, 12:31 PM
When you teleport back from Zawabi, you are placed in the old location where the NPC used to stand in the corner of the Marketplace. Can we teleport back to the NPC at the bottom of the stairs below the ship door where the Zawabi NPC teleporter is now?
DANTEIL
09-22-2016, 12:34 PM
I'd like to see a Spirit Binder in the Hall of Heroes, especially if you are going to continue to add quest entrances/teleports there.
moo_cow
09-22-2016, 12:51 PM
Revamp caster spells,sorc and wizard. If you seriously need more information, let me elaborate.
Meteor swarm: A level 9 spell, yet possibly one of the worst spells you can possibly cast. It doesn't scale with caster levels making it an almost useless spell. Also the targeting for it is awful. (look at neverwinter nights 2 if you want to see a good adaption of this spell)
Any charm spell: Complete trash; dominate monster, charm monster, symbol of persuasion, suggestion, and mass suggestion. I literally haven't seen anyone use these since about update 10? Nerfed so hard that they are only usable in heroics.
Any Summon Monster: These are so far gone it isn't even funny. Summon a powerful Hezrou... no... just change it to summon a piece of trash that gets 1 shotted in any content. Make these useful. Even with all the augmentation to summons they are still worthless.
Trap the Soul: This is not usable. Period.
Incendiary Cloud: Doesn't really do any damage.
Black Dragon Bolt: Possibly the worst dot in the game, yet one of the highest level dots. I understand not all dots should be equal like eledars and niacs. But this does literally no damage.
Symbol of Weakness: Strength damage. Really?
Banish and dismissal and every other HD spell: These really need to be looked at. They just don't work.
Stat buffs: +4 to stats, my god. We have +17 to stats. And +4 on a summon is also terrible.
Disintegrate: Used to be a good spell. And then mass buffing of elemental spell power and max caster levels came around. Now this spell is used as a pillar killer in von6. If anyone runs von 6?
Acid Fog: Annoying spell and does no damage.
Globe of invulnerability: I laugh every time I see a thread about the uses of this spell. It is useful in Hound to get rid of bees. It is awful defensively unless you are getting killed by firewalls and low level dots? (you shouldn't be) The globe just sits on the ground and removes your own buffs. I see people say this is useful when they are running some content, but their reasons are so pitifully bad that it's funny. It's useless except for hound, period.
... and several low level spells are worthless. I really don't need to go on because there are so many more spells that not a single person in the game uses.
Okay this isn't a small thing, but fix it!
MrkGrismer
09-22-2016, 01:10 PM
So many good responses here, which allows me to post one that annoys me every time:
In Beyond the Rift, right before you have to Defeat the draegloth there is a sequence between Lolth and The Spinner of Shadows, where they merge (well, Lolth absorbs the Spinner, or whatever). Then Lolth rises up into the air, AS A DISEMBODIED TORSO! Please anchor her back in place so that the missing parts aren't exposed to the world, it really ruins the scene.
Chronic_1
09-22-2016, 02:10 PM
Add a search feature to the TR cache
Here is my small suggestion
Know how you need 6 million to cap a destiny?
But you get 8 million xp per life.
Ya, so every three life's you get enough xp to fill another destiny.
And it keeps on like that
That you maybe able to tr but have multiple capped spheres
So,
Two for the price of one
You get to etr and gain 2 past life's if you got them filled out
That would be quality of life, and giving something hard earned to the players
Come on, cant be that hard to code ;)
Call it a legendary heart of wood.
Selvera
09-22-2016, 04:07 PM
There’s so many things… it’s hard to narrow it down to just one, assuming that I can’t say “Fix all bugs” as the one thing…
So, I’ll go with “Fix the Elven Arcane Archer Enhancement Tree”. In this tree we have some bugged enhancements (shadow arrows not giving multiplier), and some enhancements based on ranger level. And some abilities which work on crossbows when the tooltip specifically says they work only with bows.
All the enhancements should work as stated, and the whole reason of using elf arcane archer is so that you don’t have to have many (or any) ranger levels in your build (if you did, then why not use the much cheaper AP-wise ranger AA tree?), so the abilities should all scale with elf-level not ranger-level.
SpatzAI2
09-22-2016, 04:40 PM
Shroud Part 1 and 4 massive lag spawn as the party approaches the chest. The fact that this only happens in this quest, and only 2 out of 5 parts, implies that there is some unusual mechanic here which I would hope could be easily replaced with the standard mechanic.
Dopey_Power
09-22-2016, 04:54 PM
Iron Defenders bugging out after climbing ladders.
Shall
09-22-2016, 05:13 PM
It would be nice to have an option to prevent healing spells hitting targeted undead when trying to self heal, especially when using lay on hands since it has limited charges. If it wouldn't be too complicated with respect to dealing with existing clicky items and making a slightly different ability icon to tell them apart, maybe healing spells that can affect undead could bring up a window with two versions of the spell that have different targeting options. One version would be set to only target allies and the other version would be set to target undead only so those that intentionally use the spells offensively would still be able to do so.
pjstechie
09-22-2016, 05:19 PM
Suggestions posted here should be reasonable requests. This means no overhauling a quest or a major system, no major code changes such as hireling AI, and no major UI changes. We realize that players don't know our internal systems and tools, but try to think of a task that could be done by one developer in a couple of hours as a good guideline.
I don't know if it "fits" the rules, but I would put forth being able to exchange scrolls, seals & shards in the scroll/seal/shard loot system. (aside from sands scrolls which you can already do)
I'm banking on it being something that could be incrementally done and so be "small"
DDO_Addict
09-22-2016, 06:10 PM
Stacking limits. Portable holes are 20, shreds of tapestry are 99, etc. All those cakes, pots, elixirs stacking sizes should be increased. It will be harder, but let tomes, dragonshard, XP, guild contracts, hearts, etc. stack (yeah I know people will talk about the exploiters, but I have a bunch from all the online contests that fill up my cache). I have a bunch of BTA skill tomes that I just save for when I make another character.
It was great when you did it for picks and tools.
What can I say, I am a pack rat!
blerkington
09-22-2016, 08:13 PM
There are so many things that should be fixed.
Although I can remember at least two producers declaring war on bugs, there wasn't nearly enough follow-through and far too many bugs are still at large. I agree that you can't stop providing new content, but maybe more emphasis should be devoted to fixes than there is now.
Anyway, the one thing I would really like to see fixed is how hanging objects like vines and tapestries block vision when in third person view. It makes some fights far more difficult than they should be simply because we just can't see what we are doing.
So please, either modify your engine to allow these objects to become transparent when they are between the viewpoint and the character, or be more careful about how you are placing them, particularly in small rooms. It's insanely frustrating when you have to fight the game engine just to play.
Thanks.
LrdSlvrhnd
09-22-2016, 08:22 PM
There are so many things I want to list, I've been having a hard time narrowing it down to just one. But here goes:
Mysterious remnants (and planar shards & maybe even t-bags, for that matter) should auto-gather. In arena-style areas (Breaking the Ranks comes to mind) there often isn't enough time to go around picking them up... at least not without stopping killing stuff (which is generally verboten) or going into dangerous areas as stuff spawns while the combat moves... or both. I've missed some due to being dead/unconscious as you auto-zone after combat ends (and in some cases, you autozone immediately after - like in In the Flesh). I've missed some from collapsing floors (Haunted Library, Servants of the Overlord). I'm pretty sure I've missed some from gating. I've had some from big fights that disappear *just* as I click on them after. I've had some that were just not worth going after (somebody on the catwalks in Haywire nukes a champ after I've already dropped down, or I'm having issues Mario-ing in the Pit furnace rooms and just give up after the objective is done). And of course, when we split up for efficiency.
In all of these cases, if it was a Fragment of a Token of the Twelve, I would have gotten it. If it was an epic scroll, I would've gotten it. But I have no way of knowing how many MRs I've lost out on because of various mechanics preventing me from looting them, because I might have gotten 1 from them, or 74.
Powerhungry
09-22-2016, 10:05 PM
Please fix the spell penetration on mass frog. It's an epic spell that requires a feat slot, so it should be powerful. Regular sell pen +48, but when I cast mass frog it's only about +20. Not sure what's broken but please fix it (or remove the spell pen requirement altogether)
bsquishwizzy
09-22-2016, 10:30 PM
Disco Balls in doorways not trapping mobs, but disco balls outside of doorways works fine. That should kinda be fixed...
HaltirithII
09-23-2016, 12:36 AM
This is something really minor, but it's bugged me almost from day one; Descriptions and capabilities of certain weapons, in some cases related to other weapons.
To wit;
1). Rapier. It is NOT a sharp pointed stick with no edges used for thrusting.
That is a Foil, which is a competitive "weapon" only. It is not and has never been a combat weapon.
A Rapier is a Cut-and-Thrust weapon, most commonly used in dueling, but also paired with early firearms, most notably pistols and used by Elite corps, {see Musketeers} and Noble Officers. The weapon has a sharp point and BOTH edges are sharpened for approximately 2 thirds, to 3 quarters of the blade, with the un-sharpened remainder used in parrying or occasionally like the riccasso on a long sword, to provide additional leverage by the off hand.
The purpose of a Cut-and-Thrust weapon is to inflict multiple slashes and punctures, causing blood loss which leads to weakness and loss of strength. Blood running from these cuts and punctures also frequently resulted in a slippery grip for one's opponent, making it easier to disarm them.
The Rapier does have a competition version, called an Epee', which of course has no sharpened edges and no point.
Fix: Please, please, please change the description to: "A long, narrow, thin, double-edged blade with both edges sharpened and ending in a needle-sharp point, used for cutting and thrusting."
2). Scimitar; The description is fine, however, most of the time, in the game, it's given the same hit and damage specs as a short sword and a rapier... and sometimes, even less. This is absurd.
A short sword can do considerable injury {damage} if you get close enough to hit with it. It's "active range" is much the same as that of a long-knife or a dagger.
If you cannot get in close enough to hit no damage occurs.
A Rapier is long, slim and fast, which lets the user hit from farther away while keeping a shorter blade out of range. It does it's damage in the manner of the infamous "Death of a Thousand Cuts"... many quick, slicing cuts and punctures which cause painful, bleeding wounds. The Rapier allows a better chance to hit, including the possiblity of additional hits {and thus more damage} while parrying or riposting. However, the "plusses" to hit are off set by the lesser damage of each individual wound. The advantage of the rapier is in faster repeat hits, rather than massive wounds.
The Scimitar is a "Hack-and-Slash" type of weapon, with a curved blade... sometimes deeply curved..., a single, sharp edge and a minimal point. The curved edge gives the wielder greater leverage on hitting, creating a longer, wider, deeper gash-type wound which causes massive blood loss and severe trauma. The Scimitar is rarely ever used as a thrusting weapon as the strong curvature of the blade makes aligning the tip ineffective for accurate thrusting attacks.
The Scimitar is more difficult to hit with than the Rapier, but does much more massive damage when it does hit.
Scimitars come in one-handed, two-handed and hand-and-a-half varieties. (The scimitars used by the Character Drizzt Do'Urden in the popular novels, seem to be the hand-and-a-half type, based on the way he used them, as well as how they looked in many of the cover illustrations, but appeared to be one-handed models in others) The Two-handed version is sometimes called a Sham Shir. [sp] )
Fix: The Scimitar should get 1 additional damage die over the rapier and short sword. Those two types, due to how they are used, sort of balance each other out.
I know about this stuff only because I used to fence when I was much, much younger and collected swords and other archaic weaponry once upon a time.
That's my One Thing and I realize it's minor and maybe nit-picky but it really drives me nuts..:)
Otherwise I love this game...:)
BoBoDaClown
09-23-2016, 01:36 AM
On my bard,
Sometimes when I cast shout/great shout, the spell doesn't register (still goes on timer and costs SP) if I cast it rapidly after another spell, i.e. as part as a rotation. I need to give a slight delay before casting. This doesn't happen to my other spells.
I'd like that fixed.
Assaf
09-23-2016, 02:57 AM
Welcome to the One Thing Thread. This is a thread where each player can post one small thing they think should be looked at, adjusted or fixed. It could be a bug, a change to something that exists, a quality of life adjustment. However, there is no guarantee that anything posted in this thread will be touched, but it does provide us with a list of what things are important to the player base and help us decide which items to look at first. Reasons we might not use a given suggestion are: Design reasons, technical limitations, time restraints.
Suggestions posted here should be reasonable requests. This means no overhauling a quest or a major system, no major code changes such as hireling AI, and no major UI changes. We realize that players don't know our internal systems and tools, but try to think of a task that could be done by one developer in a couple of hours as a good guideline.
A couple simple rules of the thread:
Each player gets exactly one item they can post - any additional items will be ignored
No criticizing other players suggestions. Let everyone post their personal request and why they feel that way.
The more specific you are the more likely it is to make our list. "Fix this." with no information on what you feel is broken about it is generally not very helpful.
If all goes well this is something we could do again in the future as well.
We tested this out with the Player's Council to see how this approach would work. Here is a list of what we took from that discussion which will hopefully help guide people into the level of scope their suggestions should be:
Look at the door to the Gianthold Wilderness so that you can't accidently click the wrong thing and get teleported back out.
Check on why the teleport locations in the Gianthold Wilderness explorer area only get picked up by the first player
The fog sometimes causing white out on Precious Cargo
Gnome Wand and Scroll bug
The purple haze being too much in What Goes Up
Protection from Evil potions may not working
Green Steel Power shards of the same type would be nice if they could stack
Temple of Deathwyrm - Red light/Green light room killing non moving characters
Remove the map fog of war from 3 Barrel Cove public area
TWF offhand and shield bashes missing, instead of grazing
Dialog box stays up when entereing Beyond the Rift
Some poison effects not giving enemies the proper poisoned icon
Missing random encounters in King's Forest
Eldritch Burst complaining about target being too far away
Pirate Captain's hats removing hair - This might have a problem with hair when it isn't removed so has a decent chance of being a no go for now
Add DC tool tips for Stunning Blow, Trip and Improved Trip - this could be a big issue that is a long process and may not be feasible currently
Stop Creeping Cold/Greater Creeping Cold and Niac's Biting Cold overwrite issues - this might be completely unfixable in our current systems
Commendations/Heart Seeds not stacking when taken as end rewards -this could also be unfixable with current systems
]
When you come to the end of "detour" you sometimes have to retrieve Benson from half way down the quest; annoying!
Maquist
09-23-2016, 05:29 AM
The one thing I'd like to see, and I hope is feasible, is to fix runearm aiming. As an example, Strinati's Hand Cannon never hits its target. It hits the ground right in front of you. This is a neat runearm, but it suffers from this problem. And I think there are other runearms that have a similar issue.
geoffhanna
09-23-2016, 06:39 AM
Increase the mushroom drop rates in Temple of Elemental Evil. By at least a factor of four.
And in all of the older grind content too, but since I only get one smaller targeted thing, TOEE.
SpiritofAlba
09-23-2016, 07:50 AM
Remove the automatic play of MoU video trailer when handing in spinner. Leave it around somewhere like the game trailer, but take it off autoplay.
Why? We have seen it already.
kpak01
09-23-2016, 08:13 AM
Cleric Domains.
A Cleric without Domains is like a Wizard without their 5 bonus feats or a Rogue without Sneak Attack.
This is a basic class feature that's been missing for over 10 years.
CThruTheEgo
09-23-2016, 09:14 AM
When we hover over any stat (e.g. ability, hp, sp, fortification, saves, PRR, etc.), a fully detailed breakdown should be provided of where everything is coming from including specific items (or at least the gear slot), enhancements, EDs, feats, tomes, etc. Having to manually determine this is unnecessarily time-consuming and frustrating when the numbers don't add up. The game already compiles this information behind the scenes, so I would assume making that information visible to us would not be too time intensive.
JOTMON
09-23-2016, 10:10 AM
I felt kind of restricted by the just one thing thread.. so started another thread
so once you have one your one quick suggestion here... head on over to...
The More Than Just One Thing Thread
https://www.ddo.com/forums/showthread.php/479070-The-More-Than-Just-One-Thing-Thread?p=5876157#post5876157
and add all the other things you couldn't put here...
Hynry
09-23-2016, 10:31 AM
I have a huge problem with the way Slayer works in Wilderness Adventure Area.
Right now it works Slay X get reward. Which is fine an dandy your first pass through most Wilderness Adventure Area, than it becomes a drag because you can go one or two times through not getting any XP, because the rares you need don't show, and the you have already completed the Explorer portion.
Being D&D I would love to see XP awarded upon defeat of every encounter. You know that encounter with three Drow and four spiders it should be worth tbd XP and than you move on to the next encounter.
It would also help if the encounters in all Wilderness Adventure Zones were random ... Including dropping a Dragon in Cerulean hills if the dice gods determine a Dragon is out looking for cattle.
Thunder-Monkey
09-23-2016, 10:35 AM
Great thread thanks!
Most of my One Things are covered already so...
My One Thing: Please stop Power Attack and Defender stances (i'm sure there are others too) toggling themselves off when relogging.
And to reiterate a PC request - please look at the deaths of stationary players in Red-Light/Green Light (Temple of the Deathwyrm)
Thanks
TM
Paisheng
09-23-2016, 12:29 PM
I know Monk pass is coming and I can hope this change is already in there -- give the monk the haste action boost in a low tier tree so they do not need to cross train to kensai or rogue to have this speed burst. Unarmed should be the easiest of "weapons" to burst speed with and fits with the theme of Monk being the fastest at melee. It's embarassing to watch other classes blur the monk with their speed boosts. They didn't give the extra attack of flurry of blows with pnp dnd -- so please give some extra attacks by this haste boost -- maybe call it "Greater Flurry of Blows!"
Slominator
09-23-2016, 12:38 PM
I'd like to see Divine Crusader's Celestial Champion +1 crit range fixed. It currently doesn't apply after switching to a new area unless you first switch to a different weapon then switch back.
Thrudh
09-23-2016, 12:41 PM
Primal Scream bonuses should disappear when one turns on a defensive stance.
Grace_ana
09-23-2016, 12:51 PM
Please fix aggro.
I realize that is a big complicated thing, but it really screws with gameplay. Examples include:
1. Mobs following and stalking a ghost, sometimes completely refusing to leave the ghost at all.
2. Diplomacy sometimes actually pulling aggro instead of shedding it.
3. Bluff frequently not working at all, as if you aren't even hitting it.
They could all be listed as separate things, but I suspect they are all happening because the aggro system is messed up. As someone whose main is a rogue, it's pretty important.
Pyed-Pyper
09-23-2016, 01:01 PM
My One True Suggestion would be:
- add an Options setting that would move all on-screen text to a chat channel -
Large yellow DM text is the worst offender, but other announcements such as collectibles and epic fragments also interfere with the game.
Also, you might take the suggestions from this thread and turn them into a poll.
Krelar
09-23-2016, 01:10 PM
I'd like to see Divine Crusader's Celestial Champion +1 crit range fixed. It currently doesn't apply after switching to a new area unless you first switch to a different weapon then switch back.
It also goes away until switching when you shrine, or die, or log out, or sneeze. (ok maybe not the last one) I don't know why it works differently from everyother crit modifying ability in the game but put me down as wanting this fixed as well. :D
GuntharUthWistan
09-23-2016, 01:31 PM
Lots of nice ones posted so far.
I've heard from the Devs that UI work is hard/tricky stuff to work on but i'll add mine.
The UI is way overdue from an overhaul and some of the fixes i'd like to see are posted(Sagas in the Adventure panel for one). Couple more for the Social panel 1. Guild list classes and level were designed with max 3 classes but epic levels technically added a 4th so any 3 class epic level characters in the guild have one class/level clipped. 2. The Friends list was implemented before TR's were possible it would seem from some of the players on my friends list are anywhere from levels 1-115.....this needs updated to just their current class(es) and level.
One other thing that sort of is a pain. Favor farming on an alt when you can find someone nice enough to be an opener(unlocking elite) but don't need them to actually run the quest, certain quests aren't opener friendly unless the opener actually comes to the quest and enters first. Usually these quests are the ones that the NPC teleports you to the quest.
Really wish heroic difficulty wasn't gated as Epic/Legendary isn't that way.
EazyWeazy
09-23-2016, 01:53 PM
Convert all the old Eberron Shard/Seal/Scroll recipes to be generic. Meaning Instead of specific item shards, scrolls and seals, you now pull a "Lords of Dust shard" or "Epic Desert Scroll" that can be used to upgrade any item. Old seals, shards, scrolls get converted to new generic versions. If you think that's too easy, at least do the Seals and Shards. That way people can still trade and collect scrolls.
Old loot is mostly weak as hell and underpowered, but still can be handy for ETRs. This wouldn't be OPed and kind of handy for people that have tons of random **** laying around but can't make anything worthwhile between all the odd pieces.
Fix alignment type damage (holy, anarchic, axiomatic, etc) on weapons so it breaks the DR that damage type should break.
This keeps random generated loot more relevant, and allows people the ability to craft weapons for specific purposes.
Starp
09-23-2016, 03:09 PM
At the end of Partycrashers, Lokael's scripting is a bit messed up. He turns away from the people he's speaking to after his second conversation versus right before his fourth conversation. Here's the script: (1) Lokael appears and talks about drinks, (2) Cyan talks about library, (3) Lodael talks about backup, (4) Cyan talks about burials, (5) Lokael turns around - WRONG PLACE!, (6) Lokael talks about backup of backup, (7) Cyan talks about toilets, (8) HERE is where Lokael should turn around, (9) Lokael talks about his wonderful plans, (10) Cyan gives him a drink.
Anaximandroz
09-23-2016, 04:04 PM
Missing or useless favor reward, like the final pdk and/or 12
Silverleafeon
09-23-2016, 04:56 PM
Remove the automatic play of MoU video trailer when handing in spinner. Leave it around somewhere like the game trailer, but take it off autoplay.
Why? We have seen it already.
Hit your return button as soon as it starts and it goes away (just in case you did not know and not trying to sway your suggestion any).
DougGlyndwyr
09-23-2016, 05:20 PM
Ranger spells. My god, RANGER SPELLS. All of these have increasingly little use. Other than FoM and Resist Energy, I don't remember slotting them. Give them a bit of a boost to the heals, and make the summons based on Character not spell level. Or give them a summon pet like Druids/Artis.
Targal
09-23-2016, 11:59 PM
First, Sorry for my english. I'm not that fluent.
I'd like to say Cleric's Enhancements which have less competitive than others these days, except for Light Disciple. Divine Disciple of Light is only best way for them. I'll explain.
1. War Priest: No need to explain. everyone knows this is really bad. I believe It's even worst than Arcane's Eldritch Knight.
2. Radiant Servant: This enhancement consumes total 85 AP, but It's giving too less effective than other enhancements when you give them same AP to other one. Too high cost of AP is the problem of RS. also It needs big bunch of Turn attempts. There are examples below.
(Warlock) Brilliance: Your Aura provides you and nearby allies with a Determination bonus to Temporary Hitpoints equal to your Constitution score. Level 20+ characters receive twice as many hitpoints. - 1 AP
(Cleric) Bliss: When you use a Turn Attempt for any reason, you gain 3/4/5 Temporary Hit Points for each Healing Core Ability you possess. - 2 AP*3 Rank = 6 AP
Oh, horribly inefficient.
Divine Clensing(2AP*3Ranks): Removes all Blindness, Curse, Disease, Paralysis, Petrification and Poison effects.
We can use Heal simply or Panacea can be another way. Why does this need total 6AP? I think 1AP*1Rank is enough... or SP cost SLA can be a solution. I do not understand still why this needs turn attempts.
Divine Healing(2AP*3Ranks): Divine Healing: Your target heals 1d4/2d4/4d4 hp every 2 seconds for 2 seconds per point of Heal skill you possess. (Cooldown: 2 seconds)
better than before, but critically bad efficiency at low levels. You need to put base duration like this: [base 12 Sec] + 2 seconds per Heal skills. plus, total 6 AP is too costy. can it be total 3 AP?
Martyrdom(2AP*3Ranks): Toggle: When you are killed, four turn attempts are expended. All nearby living allies and enemy undead receive 250/500/1000 positive energy healing and are affected by your Divine Cleansing ability if you possess it. This healing effect is unaffected by Spell Power. (This ability has no effect if you have insufficient turn attempts when you die.) This ability toggles off on death.
Just deleted this, or make 1AP*1Rank. even it needs 4 turns. wow. bad version of positive burst for 4 turn attempts? with 6 AP? If I were a developer, I'd change this like: on death, with Using 1 turn, You burst out Mass, Heal and Positive Burst on your location. Nearby allies and enemy undeads will be affected by this.
plus, RS Cleric depends on Attempts of Turn Undead highly. I believe They should have more Endless Turning Bonus at cores. examples below.
Healing Domain (Core 1): same before + you gain 2 Turn Attempts per Core.
Pacifism (Core 2): same before + your endless turning gains 30% regenerate bonus when toggle on.
Positive Energy Shield (Core 5): reworkd- Target is surrounded with Positive Energy, gaining 10% incoming healing bonus. lasts until rest. (temporary hit point is meaningless)
Radiant Servant(Core 6): same before + when you use turn, you can retain it at 10%.
3. Dark Divine Disciple: simple word here- Dark SLA sucks.
https://www.ddo.com/forums/showthread.php/430114-My-opinion-for-changing-Dark-Cleric?highlight=
This is the post I wrote long time ago. now We see extraordinary SLAs these days such as Warlock's, So I think It'll be not that bad to give Dark Cleric something new form of SLA.
4. Light Diving Discipe: not that bad, though less competitive, but not that bad.
I wrote too long... anyway one thing here: make cleric enhancements better to take.
EmGreen
09-24-2016, 04:46 AM
If i could have one thing fixed, it would be that the Iconic Reincarnation process does not reset Monster Manuals. The fix would be to copy the part of the script from regular true reincarnation that resets monster manual achievements and add it to the iconic reincarnation process as well.
If you complete a TR on a regular race, as part of the process your character achievements in the monster manuals are all reset. But this is missing from Iconic Reincarnation - if your last life was PDk, SHadarkai etc then in your new life you will still have the same kill totals etc as in your last life. This means that you can kill a bat in korthos and get bat slayer 5 reward and so on. It also means that if you have capped out some of the hunter and slayer achievements, then your monster manual won't give you any xp in the next life. Both effects: monster manuals not giving xp, and giving more xp than is appropriate for the level/stage of the character, are not desirable.
Things are even worse if you do lots of iconic reincarnations in a row - buying monster manuals then is far less worthwhile.
CEastwood
09-24-2016, 06:04 AM
Please could you either enable an audible clue that Remnants have dropped or automatically place them in bags as fragments do. This would really help as I have missed many as a melee toon when ranged or spell casters behind the action get the kill and the remnants drop at their feet and they are not polite enough to inform the party that they are standing on Remnants
DYWYPI
09-24-2016, 07:10 AM
Strive towards better and clearer DDO forum communication, feedback and greater involvement and participation from the Developers (regarding official topics specifically). Would possibly be the "One Thing" I would choose that should be considered. :-)
Of course due to the 'nature of the beast' a lot of the topics aren't allowed for public consumption (DDO Top Secret Batcave only) and I respect that part. Albeit with those details that are allowed to be posted, would be covered under that umbrella.
Several of the other suggestions already posted; I'd also second but that's beyond the scope of this thread to give criticism about, which of those suggestions I'd support.
I think, it is already 'crystal clear' the large amount of Collectables required for Bound shards in Cannith Crafting is a sore point amongst a signification percentage of players.
Even yesterday two people at random within the game told me [/tell] they weren't too impressed about the required amount of Cannith Collectables when they contacted me. One of them a returning player from several years ago, the other being a 'power gamer' - TRs about every fortnight. I cannot publish what the latter said but it wasn't pleasant regarding the idea of paying real money for Cannith Collectables or "the sheer nerve of it" was even a valid Store option.
Since the requests for a reduction in Cannith Collectables required for Bound shards seems to have already been largely ignored without solid feedback from Turbine (or not yet implemented by the Developers). I haven't submitted that as the "one thing". Nonetheless, better and more transparent DDO forums communication of such an important subject from the relevant Turbine Representatives with the 'correct relevant knowledge' would have been much appreciated. Hence the single item, I choose in paragraph one. If words of command are not clear and distinct, if orders are not thoroughly understood, then the general is to blame.
Arlathen
09-24-2016, 08:18 AM
Add a Racial Lesser Reincarnation to the game. I don't want to have to trawl through 30 levels again just because I want to alter my characters race.
TacoStand
09-24-2016, 08:40 AM
Welcome to the One Thing Thread. This is a thread where each player can post one small thing they think should be looked at, adjusted or fixed. It could be a bug, a change to something that exists, a quality of life adjustment.
Elite Mark of Death used to have mob CRs @ 83 but they were dropped to 59* in a balance pass Varg mentioned some time ago.
I think the balance pass was helpful in some content, but it unbalanced some things as well. (Often a side-effect, to a well-needed fix.)
The Death Knights used to be a threatening test of a person's toon on elite. Fortification was required, and at least ~120 PRR with 1.2k hp to be comfy.
They must be fattening up though and watchin too much Tv.
My one thing is to take a look at the CRs in Mark of Death, and put the death back in deathknight.
~~Great thread!~~
Good luck with all the goodies!
*Couple video links:
Old raid, https://www.youtube.com/watch?v=wBBN1azJULI
New raid, https://www.youtube.com/watch?v=6nuDZMXkynA
Burdigalos
09-24-2016, 08:43 AM
The revamped cannith crafting system now can produce desirable items.
But the cost in collectable is way to high.
I would like Dev to implement the Possibility to remove the cannith crafted shards from an existing item. So they can be reused for a higher level item.
Alternatively double or triple the number of collectibles found in given dungeon.
Knobull
09-24-2016, 10:29 AM
Increase quest reset timer. From say 5 minutes to 10 minutes?
Why? The stress of trying to get back to a difficult quest where you died before the reset timer times out is quite unpleasant. It might take you an hour or more the get to the point that you died in the quest, only to have to start all over again when you run back to it.
It is suggested that this timer is in place to reduce server load. I argue that it achieves exactly the opposite. How? Because many quests are deep inside wilderness areas, and in trying to race back to the quest before it times out and resets, players will activate many mobs usually triggering DA. (A trade off of memory use by an idle quest instance vs cpu use of calculating massive amounts of mob pathing as they chase the player desperately trying to get back to his quest in time.)
The other stressful factor about this is that things beyond our control (such as zoning loading screens being slow sometimes) are extremely frustrating in this situation. You died an hour into a long challenging quest, you respawn at your bind point and have several load screens to go through to get back to your quest. It does not matter how fast you can run, you sit there despondent, looking at a load screen wondering if you will make it back to your quest in time.
This is one of the most frustrating things in the game. A nice addition perhaps would be a list of active quest reset timer countdowns in the client ui, so that you have some clue of whether you will make it back in time or not.
This is my wish for "The One Thing" thread. I think it meets the requirements nicely. I highly doubt it would be several hours of developer time, I expect it would be several minutes at most: find the value and change it. (adding the list of active quest reset timer countdowns to the client ui could bring this up to several hours if that is preferable)
Thanks for asking!
show/hide cosmetic goggles and helm options should persist through log in and out so that we dont have to toggle em each friggin' time.
cave_diver
09-24-2016, 01:18 PM
would like to see 1 quest per update have its old items updated to make said quest relevant agin for running for items instead of just xp.
stoerm
09-24-2016, 01:18 PM
Clarify and unify item texts. For example there is no universal meaning for "on hit". It appears on RNG Good Guard boots and on the named orb that gives you SP when you shield bash with it.
Drecas
09-24-2016, 01:48 PM
Remove all the newb trap useless feats (like snake blood or self sufficient) or improve them and fix the broken ones like improved feint.
Ziindarax
09-24-2016, 07:56 PM
In addition to what I already shared, I ran into a bug today where my party and I six-star-completed Daybreak Ritual (which, in the quest objectives, is displaying as DNT TBD AZURE SKIES). However, we received neither ingredients nor experience points after completing the quest, and the option to finish out is instead showing "recall". This is a major glitch that I suspect this glitch has been around for years as early as Menace of the Underdark's release.
Targal
09-24-2016, 09:28 PM
1. Divine 8 lvl spell - Holy Aura checks spell resistance of allies preventing them from getting holy aura spell buff.
2. Improved Turning Feat(Turn Level +1) is less competitive than even enhancement version(Turn Level +3)
3. Some of old Epic Feats for caster should give more SP like new ones. (Epic Spell Focus, Epic Spell Penetration, Epic Mental Toughness, etc)
4. Cleric's enhancements should be reworked. Radiant Servant, Dark Divine Disciple and War Priest.
5. Cleric's Positive Energy Aura has weird calculation. I remember it as [base 1 + 1 per 3 Cleric Level(Maximum 20 lvl) + 1 per 12.5 Positive Spell Power] Why does it have the calculation like this?
(If you're 12 clr with 125 Positive Spell Power, You'll cast Positive Energy Aura as
{Base 1 + Clr lvl 4 + 10{=125 Spell Power/12.5)}, not as {{Base 2 + Clr lvl 4} * 125% Spell Power})
shawnvw
09-25-2016, 12:00 AM
I agree that changing the shared bank to be similar to the personal bank (or backpack, whatever you said) would add some usefulness but remove some others. Hence my One Thing:
Give personal banks, shared banks, crafting storage, AND reincarnation caches all the features of backpacks .
In other words, use the Backpack interface for all of the others. Then add a new kind of sort: Sort by Minimum Level.
Imagine how much easier it would be if, every time you level up, you could quickly find the items in your Reincarnation Cache that you can use now. You could easily look through your personal bank for Armors. If one of your characters put a Collectible in the bank for another to retrieve, that other guy doesn't have to step through eight pages of stuff to get to the last-item-added: he just clicks the last tab.
That's just cool.
Someone will probably say "Yeah, but you'll lose the ability to...." I can't imagine what, but if there's a way to keep it, fine! Definitely keep the ability to drag a bag over the Crafting bank.
I assume that this wouldn't be difficult to code, since you're basically reusing the existing interface. Didn't the backpack originally work exactly the same as the personal bank, before they upgraded it?
However, if I need to be less ambitious, my minimum demands are:
- Reincarnation cache to be sorted by item level, by default.
- Multi-select to drag and drop items from one storage to another.
Lt.Demon
09-25-2016, 02:32 AM
Bard enhancement High Spirits (Warchanter) to work with it's protection against Crushing Despair.
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