View Full Version : Reaper and Champion Lamannia pass
KookieKobold
01-05-2017, 11:47 AM
Howdy folks!
We'll be bringing Lamannia up between January 10th and January 12th with updated Reaper mode and newly adjusted Champions.
We'll also be doing a couple of Dev events during the uptime, we'll announce more specifics as we get closer to then.
See you all there!
*EDIT*
We've just opened Lamannia up right now (6:52pm Eastern) for folks to patch up and hop on!
Sam-u-r-eye
01-05-2017, 11:58 AM
super!
irnimnode
01-05-2017, 12:06 PM
Will be looking forward to it thanks for the notice.
goldengibblet
01-05-2017, 12:13 PM
Howdy folks!
We'll be bringing Lamannia up between January 10th and January 12th with updated Reaper mode and newly adjusted Champions.
We'll also be doing a couple of Dev events during the uptime, we'll announce more specifics as we get closer to then.
See you all there!
A WHOLE TWO DAYS?!!??? :rolleyes:
Steve_Howe
01-05-2017, 12:51 PM
A WHOLE TWO DAYS?!!??? :rolleyes:
Weekends of uptime seem to be the new normal for Lamannia instead of weeks of uptime.
:sigh:
Vanhooger
01-05-2017, 12:58 PM
Nice!
Sam-u-r-eye
01-05-2017, 01:01 PM
quit your bellyachin!!
goldengibblet
01-05-2017, 02:26 PM
quit your bellyachin!!
Less than 48 hours to test out Reaper (which they never released any specs for de-bugging on last time remember? :eek:) and now test the champ changes? ROFLMBO.
Mr_Helmet
01-05-2017, 02:36 PM
Can we haz release notes? Especially since two days barely gives you time to figure out what's up, having to guess what's WAI is ridiculous.
Wizza
01-05-2017, 04:46 PM
Can we haz release notes? Especially since two days barely gives you time to figure out what's up, having to guess what's WAI is ridiculous.
Yes please
thomascoolone64
01-05-2017, 10:09 PM
Has a Wipe been Performed?
Cleanincubus
01-05-2017, 11:19 PM
Will the new quest be available again for this preview, with more polish, or is this solely to get feedback on Champion changes/bugs and Reaper mode?
edrein
01-06-2017, 01:44 AM
Howdy folks!
We'll be bringing Lamannia up between January 10th and January 12th with updated Reaper mode and newly adjusted Champions.
We'll also be doing a couple of Dev events during the uptime, we'll announce more specifics as we get closer to then.
See you all there!
Any tweaks/changes to Ninja Spy in there? Or did our feedback from the last preview fall on deaf ears? (Not trying to sound rude, just wanting to know if you all are listening.)
Vanhooger
01-06-2017, 05:52 AM
Can we haz release notes? Especially since two days barely gives you time to figure out what's up, having to guess what's WAI is ridiculous.
this
Steelstar
01-06-2017, 07:14 AM
Any tweaks/changes to Ninja Spy in there? Or did our feedback from the last preview fall on deaf ears? (Not trying to sound rude, just wanting to know if you all are listening.)
Always listening. But no, there are no further changes to Monk planned for this patch.
karatemack
01-06-2017, 09:01 AM
Will we get a peek at the rewards system for Reaper during this preview?
Cocomajobo
01-06-2017, 11:37 AM
Has a Wipe been Performed?
There will almost certainly be a character wipe before Lammania is open, yes.
Will the new quest be available again for this preview, with more polish, or is this solely to get feedback on Champion changes/bugs and Reaper mode?
Tower of Frost will be available for preview during this Lammania build, yes.
Will we get a peek at the rewards system for Reaper during this preview?
The itemization half of the intended rewards system for Reaper will be in this build for preview. This includes the following things: Increased chance of dropping named items. Increased chance of named items having a "Mythic" typed bonus. A chance of named items (only those that are static and have no means of upgraded) having a new "Reaper" typed bonus which works similarly to Mythic bonuses (small incremental stacking bonus that one can theoretically have one of in each equipment slot if diligent). Each of these chances should increase in likelihood for each skull of reaper being played on.
In addition to that, Mythic bonuses will now have a chance to drop on all named items (Caveat 1: Again, only those that are static and have no means of being upgraded. Caveat 2: The current preview will possibly have a couple of updates, around the Shadowfell era where the treasure tables are wonky, that are not yet implemented) even when not playing on Reaper difficulty.
The other half of the Reaper rewards system (ie: What you will be able to do with the "Reaper xp" being accumulated) will not be available during this preview.
EDIT: Completely forgot to caveat that only named items that are not craftable have a chance to gain a Mythic or Reaper bonus. Added that in for clarity.
dunklezhan
01-06-2017, 12:43 PM
The itemization half of the intended rewards system for Reaper will be in this build for preview. This includes the following things: Increased chance of dropping named items. Increased chance of named items having a "Mythic" typed bonus. A chance of named items having a new "Reaper" typed bonus which works similarly to Mythic bonuses (small incremental stacking bonus that one can theoretically have one of in each equipment slot if diligent). Each of these chances should increase in likelihood for each skull of reaper being played on.
In addition to that, Mythic bonuses will now have a chance to drop on all named items (the current preview will possibly have a couple of updates, around the Shadowfell era where the treasure tables are wonky, that are not yet implemented) even when not playing on Reaper difficulty.
The other half of the Reaper rewards system (ie: What you will be able to do with the "Reaper xp" being accumulated) will not be available during this preview.
This is more than I knew, sum total, about the reaper reward system, never mind that there were going to be 2 halves. Interesting.
So, er... +1, but were you supposed to tell us all that?
Qhualor
01-06-2017, 12:50 PM
The itemization half of the intended rewards system for Reaper will be in this build for preview. This includes the following things: Increased chance of dropping named items. Increased chance of named items having a "Mythic" typed bonus. A chance of named items having a new "Reaper" typed bonus which works similarly to Mythic bonuses (small incremental stacking bonus that one can theoretically have one of in each equipment slot if diligent). Each of these chances should increase in likelihood for each skull of reaper being played on.
In addition to that, Mythic bonuses will now have a chance to drop on all named items (the current preview will possibly have a couple of updates, around the Shadowfell era where the treasure tables are wonky, that are not yet implemented) even when not playing on Reaper difficulty.
The other half of the Reaper rewards system (ie: What you will be able to do with the "Reaper xp" being accumulated) will not be available during this preview.
I guess how much of an increase in drop rates on Reaper will depend how much ranting and the tone of ranting there will be.
So a Reaper type bonus only found in Reaper. Is this something that only works in Reaper or does this bonus also work on the other difficulties too?
legendkilleroll
01-06-2017, 01:06 PM
The itemization half of the intended rewards system for Reaper will be in this build for preview. This includes the following things: Increased chance of dropping named items. Increased chance of named items having a "Mythic" typed bonus. A chance of named items having a new "Reaper" typed bonus which works similarly to Mythic bonuses (small incremental stacking bonus that one can theoretically have one of in each equipment slot if diligent). Each of these chances should increase in likelihood for each skull of reaper being played on.
In addition to that, Mythic bonuses will now have a chance to drop on all named items (the current preview will possibly have a couple of updates, around the Shadowfell era where the treasure tables are wonky, that are not yet implemented) even when not playing on Reaper difficulty.
Alot of previous named items are completely outdated tho, even stuff a couple updates back
Is reaper bonus melee/ranged power and PRR/MRR? or is it something else?
Tlorrd
01-06-2017, 01:13 PM
There will almost certainly be a character wipe before Lammania is open, yes.
Tower of Frost will be available for preview during this Lammania build, yes.
The itemization half of the intended rewards system for Reaper will be in this build for preview. This includes the following things: Increased chance of dropping named items. Increased chance of named items having a "Mythic" typed bonus. A chance of named items having a new "Reaper" typed bonus which works similarly to Mythic bonuses (small incremental stacking bonus that one can theoretically have one of in each equipment slot if diligent). Each of these chances should increase in likelihood for each skull of reaper being played on.
In addition to that, Mythic bonuses will now have a chance to drop on all named items (the current preview will possibly have a couple of updates, around the Shadowfell era where the treasure tables are wonky, that are not yet implemented) even when not playing on Reaper difficulty.
The other half of the Reaper rewards system (ie: What you will be able to do with the "Reaper xp" being accumulated) will not be available during this preview.
So will be reaper bonuses on items be applicable in regular questing or only if you are in on reaper difficulty?
Sam-u-r-eye
01-06-2017, 01:29 PM
The other half of the Reaper rewards system (ie: What you will be able to do with the "Reaper xp" being accumulated) will not be available during this preview.
NO MORE XPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPP lol
lol
Mr_Helmet
01-06-2017, 02:40 PM
NO MORE XPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPP lol
lol
Wait for the details before getting the torches and pitchforks.
Cocomajobo
01-06-2017, 04:06 PM
So a Reaper type bonus only found in Reaper. Is this something that only works in Reaper or does this bonus also work on the other difficulties too?
The Reaper typed bonuses on items work just like a second Mythic type bonus. In that you can get one in each item slot and they stack with each other. They apply in all content regardless of difficulty.
Is reaper bonus melee/ranged power and PRR/MRR? or is it something else?
Each item with a Reaper bonus will have one of:
- "Reaper Power" (Melee Power, Ranged Power, Spell Power) +3
- PRR +3
- MRR +3
- All Attributes +2 (These only appear on helmets and thus you can not stack multiple all attributes Reaper bonuses)
EDIT: Messed up the bonuses originally. Fixed.
This is more than I knew, sum total, about the reaper reward system, never mind that there were going to be 2 halves. Interesting.
So, er... +1, but were you supposed to tell us all that?
Sure. There's no reason not to lay out the reward system. It's there to incentivize people to play Reaper. The reason to hold back info on actual Reaper mechanics is A: For it to be an exploratory process of playing to find the best ways to counter things as opposed to simply theory crafting. and B: To make sure people are giving feedback on the difficulty through actual experience rather than just guessing based off of numbers. Neither of those things apply to the rewards system.
Anaximandroz
01-06-2017, 04:26 PM
The Reaper typed bonuses on items work just like a second Mythic type bonus. In that you can get one in each item slot and they stack with each other. They apply in all content regardless of difficulty.
Each item with a Reaper bonus will have one of:
- "Reaper Power" (Melee Power, Ranged Power, Spell Power) +3
- PRR +3
- MRR +3
- All Attributes +2 (These only appear on helmets and thus you can not stack multiple all attributes Reaper bonuses)
The reaper power is MP or RP or SP or all 3 (like in mythic)?
Are the bonuses all +3 or range from 1 to 3 (like mythic)?
Guess reaper low skulls will be the new defaut.
Qhualor
01-06-2017, 04:27 PM
The Reaper typed bonuses on items work just like a second Mythic type bonus. In that you can get one in each item slot and they stack with each other. They apply in all content regardless of difficulty.
Thanks. This would make it a level 3 rant stage than.
Mr_Helmet
01-06-2017, 04:34 PM
- All Attributes +2 (These only appear on helmets and thus you can not stack multiple all attributes Reaper bonuses)
Stacks with Litany?
Cocomajobo
01-06-2017, 06:10 PM
The reaper power is MP or RP or SP or all 3 (like in mythic)?
Are the bonuses all +3 or range from 1 to 3 (like mythic)?
Guess reaper low skulls will be the new defaut.
The "Reaper Power" effect grants all 3 of Melee Power, Ranged Power, and Spell Power.
The bonuses do not currently have a range. The values listed in my previous post are the only currrently planned variations.
The percentage chance for a named item to have a Reaper Bonus when it drops is higher at higher skull ratings. This is in addition to the chance for a named item to drop at all increasing at higher skull ratings. While completing higher skull ratings is expected to be much slower the actual chance of gaining these bonuses is, all told, proportionally much higher at 10 skulls than 1 skull (and increasing at every step in between of course).
Gratch
01-06-2017, 06:12 PM
Stacks with Litany?
Litany is a Profane Bonus and does not stack with other Profane Bonuses (such as the profane bonus from eating all Festivult abishai cookies). Given Mythic-type and Reaper-type bonuses stack with themselves, they would stack with everything else... and hence could not be a profane non-stacking type bonus.
I'd say yes, Stacks with Litany.
Hmmm... so what are some good recent helms that would be so much prettier with mythic and a +2 attribute bonus?
Side note. Now that DDO has moved crafted, random, named items bonuses almost 50% higher than they were for the previous 80% of the game's life... would really be nice if you could go back through and make all the previous raid and then many named items use the much higher statted values for attributes and other numbered bonuses. Go get that one intern back to update them all and put in crafting-stone recipes to update older items if needed. I've had two guildies return to find that all their previous gear is pretty but junk compared to the power creep of current random items. It would be nice to tell them how they can "make relevant" any of those items.
Cocomajobo
01-06-2017, 06:13 PM
Stacks with Litany?
This is a "Reaper" typed bonus which is entierly new and should stack with everything.
If I recall correctly, Litany has a "Profane" typed bonus. There should be nothing stopping these two things from stacking as currently designed/implemented. If they don't that would be a bug.
Sam-u-r-eye
01-06-2017, 07:24 PM
Sure. There's no reason not to lay out the reward system. It's there to incentivize people to play Reaper. The reason to hold back info on actual Reaper mechanics is A: For it to be an exploratory process of playing to find the best ways to counter things as opposed to simply theory crafting. and B: To make sure people are giving feedback on the difficulty through actual experience rather than just guessing based off of numbers. Neither of those things apply to the rewards system.
+1
Sam-u-r-eye
01-06-2017, 07:25 PM
Wait for the details before getting the torches and pitchforks.
https://www.youtube.com/watch?v=zrzMhU_4m-g
changelingamuck
01-06-2017, 08:19 PM
The Reaper typed bonuses on items work just like a second Mythic type bonus. In that you can get one in each item slot and they stack with each other. They apply in all content regardless of difficulty.
Each item with a Reaper bonus will have one of:
- "Reaper Power" (Melee Power, Ranged Power, Spell Power) +3
- PRR +3
- MRR +3
- All Attributes +2 (These only appear on helmets and thus you can not stack multiple all attributes Reaper bonuses)
EDIT: Messed up the bonuses originally. Fixed.
Do the reaper bonuses on named items persist through upgrades? Example: upgrading a named item to its ML 20 epic version through the seal-shard-scoll system
I'm guessing it's a 'No'...
Cocomajobo
01-06-2017, 08:53 PM
Do the reaper bonuses on named items persist through upgrades? Example: upgrading a named item to its ML 20 epic version through the seal-shard-scoll system
I'm guessing it's a 'No'...
This is a good question that I completely forgot to caveat: When I say that Reaper Bonuses (and Mythic for that matter) can now be found on all named items that drop as quest loot that (to my recollection while at home away from notes/documentation) specifically excludes named items that can be upgraded via crafting because that would have, as you suspected, caused the bonuses to be removed which is an undesirable headache.
I will amend the original statement to reflect this.
Pyed-Pyper
01-06-2017, 08:55 PM
I see that rewards have been announced for Reaper but no discussion on Reaper XP(tm). While it might be too late, I have a suggestion for implementing Reaper XP(tm) in the game. Reaper XP(tm) would be used for crafting augments. The recipes would be quite simple. Players earn Reaper XP tokens(tm) by completing Reaper level challenges, generally 1 token per skull. Using the Reaper XP Crafting Station(tm)*, a player would add 10 Reaper XP tokens(tm)* and one item. The two ingredients would combine into 1 Reaper augment(tm). Reaper augments(tm) go in any augment slot are are minimum level 1, regardless of the level of the ingredients.
Example: add 10 Reaver XP tokens* and 1 Epic Sword of Shadows (augmented with 1 Ruby Eye of the Inferno), and viola, one "Reaper Augment of the Epic Sword of Shadows with Ruby Eye of the Inferno", which could be added to any slot to add all of the associated effects to any attack (melee, ranged, or spell). Slot the newly created "Reaper Augment of the Epic Sword of Shadows with Ruby Eye of the Inferno" into Epic Riftmaker, then use the Reaper Crafting System(tm) to make an "Epic Riftmaker with Epic Sword of Shadows with Ruby Eye of the Inferno" augment to add to your favorite ML1 throwing dagger for your next TR.
I understand the need to incentivize play in Reaper mode. I think this creates modest incentive without adding any undo power creep. Additionally, it should help with the TR Bank lag as players can now reduce inventory by consolidating gear into just a few augments, or even one augment!
*available for purchase in the DDO store
changelingamuck
01-06-2017, 09:05 PM
This is a good question that I completely forgot to caveat: When I say that Reaper Bonuses (and Mythic for that matter) can now be found on all named items that drop as quest loot that (to my recollection while at home away from notes/documentation) specifically excludes named items that can be upgraded via crafting because that would have, as you suspected, caused the bonuses to be removed which is an undesirable headache.
I will amend the original statement to reflect this.
Okay, yeah, I figured that there would be an issue there. Hopefully in the future, someone will have time to do custom-coding on those items/upgrade interfaces to allow for the mythic upgrades to appear on the base items and persist through upgrades.
And by 'persist', I mean 'also appear', since I get the fact that the 'upgraded' item is technically-speaking a brand-new item. But you know what I mean.
Sam-u-r-eye
01-06-2017, 09:09 PM
This is a good question that I completely forgot to caveat: When I say that Reaper Bonuses (and Mythic for that matter) can now be found on all named items that drop as quest loot that (to my recollection while at home away from notes/documentation) specifically excludes named items that can be upgraded via crafting because that would have, as you suspected, caused the bonuses to be removed which is an undesirable headache.
I will amend the original statement to reflect this.
Does this apply to EE MOD loot?
A reaper litany or Quiver would be an EXCELLENT chaser item.
I am looking forward to that in a HUGE way. That raid is awesome.
The caster helm from there with reaper +2 attributes will be BIS.
I don't want to see the upgrade system exclude this loot, although I'm very concerned about Slavers Loot becoming extremely OP.
My 10cents.
AM VERY EXCITED.
This system looks great.
changelingamuck
01-06-2017, 09:21 PM
Does this apply to EE MOD loot?
A reaper litany or Quiver would be an EXCELLENT chaser item.
I am looking forward to that in a HUGE way. That raid is awesome.
The caster helm from there with reaper +2 attributes will be BIS.
I don't want to see the upgrade system exclude this loot, although I'm very concerned about Slavers Loot becoming extremely OP.
The issue is any loot that is 'upgraded' by actually being replaced by a brand new item in your inventory. Anything that when currently upgraded has stone-of-change effects wiped or festival icy burst wiped would be excluded because of the same technical issue. The game doesn't actually retain the base items that are upgraded. They're deleted entirely and a new item (the 'upgraded' item) is simultaneously placed in your inventory. That's why retaining certain effects from the base items presents a technical challenge.
Cocomajobo
01-06-2017, 10:08 PM
Does this apply to EE MOD loot?
A reaper litany or Quiver would be an EXCELLENT chaser item.
I am looking forward to that in a HUGE way. That raid is awesome.
The caster helm from there with reaper +2 attributes will be BIS.
I do not know the answer to this question for sure as I am working on periphery knowledge having not directly worked on the Reaper itemization. On Monday I will confer with either NoWorries (the person who actually implemented the change) or KookieKobold (who is in the process of testing it all) for the answer.
goldengibblet
01-06-2017, 11:21 PM
I do not know the answer to this question for sure as I am working on periphery knowledge having not directly worked on the Reaper itemization. On Monday I will confer with either NoWorries (the person who actually implemented the change) or KookieKobold (who is in the process of testing it all) for the answer.
Hey thanks for all the work. I do have a couple questions that I hope you take a second to address:
-How much new content could you guys have designed if you had spent the time you are spending on Reaper on making new content the whole community will enjoy?
-Do you realize that the way the rewards are laid out that Reaper will become the new default diff for people? Do you realize what that will do to new and casual players?
Thanks.
Cocomajobo
01-07-2017, 01:27 AM
-How much new content could you guys have designed if you had spent the time you are spending on Reaper on making new content the whole community will enjoy?
Based on an incredibly rough estimate that is probably incorrect: Something like 1 Dungeon if that's even what had been the replacement project. The majority of the Reaper work was done by Engineering (and, to a lesser degree, Art). They don't typically make content. Rewards have been handled by a couple from the dev team (none of our primary content people, though both have made content in the past) but neither spent more than half the update cycle on it.
Basically, regardless of the fraught method of my estimating: Reaper wasn't a large drain on content dev time.
Sam-u-r-eye
01-07-2017, 01:38 AM
Based on an incredibly rough estimate that is probably incorrect: Something like 1 Dungeon if that's even what had been the replacement project. The majority of the Reaper work was done by Engineering (and, to a lesser degree, Art). They don't typically make content. Rewards have been handled by a couple from the dev team (none of our primary content people, though both have made content in the past) but neither spent more than half the update cycle on it.
Basically, regardless of the fraught method of my estimating: Reaper wasn't a large drain on content dev time.
this standing stone thing is so good.
big +1
Natashaelle
01-07-2017, 09:33 AM
Based on an incredibly rough estimate that is probably incorrect: Something like 1 Dungeon if that's even what had been the replacement project. The majority of the Reaper work was done by Engineering (and, to a lesser degree, Art). They don't typically make content. Rewards have been handled by a couple from the dev team (none of our primary content people, though both have made content in the past) but neither spent more than half the update cycle on it.
Basically, regardless of the fraught method of my estimating: Reaper wasn't a large drain on content dev time.
This is a great, informative post.
Thanks !!!
Seikojin
01-07-2017, 12:03 PM
this standing stone thing is so good.
big +1
This is a great, informative post.
Thanks !!!
I am glad QA?*is chiming in soo informatively too.
sirgog
01-08-2017, 03:13 AM
Hey thanks for all the work. I do have a couple questions that I hope you take a second to address:
-How much new content could you guys have designed if you had spent the time you are spending on Reaper on making new content the whole community will enjoy?
-Do you realize that the way the rewards are laid out that Reaper will become the new default diff for people? Do you realize what that will do to new and casual players?
Thanks.
There is no shortage of content in this game for the weakest 5% of players.
For most content, they have three difficulties designed solely for them, Casual, Normal and Hard.
Kebtid
01-08-2017, 07:40 AM
There is no shortage of content in this game for the weakest 5% of players.
For most content, they have three difficulties designed solely for them, Casual, Normal and Hard.
+1
Amazing post
ThrakThor
01-08-2017, 12:13 PM
A few questions, possibly.
Does one need to have completed Elite to run Reaper? If not, does running running on Reaper break, continue, or have no effect on your bravery streak? Additionally, if you can go straight to Reaper do you gain the maximum favor for completion on Reaper 1 (or higher)?
Cheers
(edited for additional information)
cru121
01-08-2017, 01:08 PM
Does one need to have completed Elite to run Reaper? If not, does running running on Reaper break, continue, or have no effect on your bravery streak? Additionally, if you can go straight to Reaper do you gain the maximum favor for completion on Reaper 1 (or higher)?
Reaper is the same thing as elite.
If you can open elite, you can open reaper.
Reaper continues your elite streak.
You get the same favor for elite and reaper.
ThrakThor
01-08-2017, 05:02 PM
Reaper is the same thing as elite.
If you can open elite, you can open reaper.
Reaper continues your elite streak.
You get the same favor for elite and reaper.
I thank you.
edrein
01-08-2017, 05:07 PM
Always listening. But no, there are no further changes to Monk planned for this patch.
Is that a finite planned or a possible last minute tweak or two? It'd be nice if some of the changes discussed in the thread I started and folks chimed in on could get addressed or even commented on by a dev.
apocaladle
01-08-2017, 06:10 PM
This is a good question that I completely forgot to caveat: When I say that Reaper Bonuses (and Mythic for that matter) can now be found on all named items that drop as quest loot that (to my recollection while at home away from notes/documentation) specifically excludes named items that can be upgraded via crafting because that would have, as you suspected, caused the bonuses to be removed which is an undesirable headache.
I will amend the original statement to reflect this.
So will Stone of Change crafting flub up any reaper bonuses on items?
Does an item that drops with a reaper bonus come with a guaranteed mythic bonus?
If so, which tier (or still random)?
Dragavon
01-09-2017, 03:14 AM
This is a good question that I completely forgot to caveat: When I say that Reaper Bonuses (and Mythic for that matter) can now be found on all named items that drop as quest loot that (to my recollection while at home away from notes/documentation) specifically excludes named items that can be upgraded via crafting because that would have, as you suspected, caused the bonuses to be removed which is an undesirable headache.
I will amend the original statement to reflect this.
Does this mean that the named items from slavers will not be possible to get with a reaper bonus as they can be upgraded with the set bonus?
mikarddo
01-09-2017, 05:50 AM
nm, already asked by someone else.
goldengibblet
01-09-2017, 01:03 PM
Based on an incredibly rough estimate that is probably incorrect: Something like 1 Dungeon if that's even what had been the replacement project. The majority of the Reaper work was done by Engineering (and, to a lesser degree, Art). They don't typically make content. Rewards have been handled by a couple from the dev team (none of our primary content people, though both have made content in the past) but neither spent more than half the update cycle on it.
Basically, regardless of the fraught method of my estimating: Reaper wasn't a large drain on content dev time.
Hey thanks for that great response I really appreciate you taking the time to.
I guess my only question then is why has there been so little quest content put out? When is Severlin going to get back to creating new quests and raids at a normal rate? if you gents haven't been occupied with making Reaper what have you been making?
Here's hoping for another great response.
goldengibblet
01-09-2017, 01:05 PM
There is no shortage of content in this game for the weakest 5% of players.
For most content, they have three difficulties designed solely for them, Casual, Normal and Hard.
Haha you're funny even when you post things that make now sense... 5% hahahahah
Yalinaa
01-09-2017, 01:11 PM
So, endgame wise we will still run Slavers mostly... Those helms drop there are great, and with +2 reaper bonus on all stats makes them shiny.
Maybe ppl wants challenge, but they will definitely go where the shiny things are, so quests with already good loot will be prefered I guess.
Like Good Intentions, Memoirs, Slavers chain or the Defiler / MoD raids. The same few quests you see in the LFM these days. Nothing will be changed, just the difficulty on those runs would be reaper 3-6 instead of LE / EE.
NoWorries
01-09-2017, 04:12 PM
Does an item that drops with a reaper bonus come with a guaranteed mythic bonus?
If so, which tier (or still random)?
No
When you open a chest that can have a named item:
Rolls for the chance to get a named item
If you get a named item - Rolls for the chance to get a mythic item instead
If you get a mythic item - Rolls for the chance to get a higher level of mythic item instead
When you get a named item, whether it has a mythic bonus or not, it does a side roll to determine if you get a reaper bonus applied to the item as well. There will be reaper bonus items that don't have mythic, ones that have mythic, ones that have the higher tier of mythic. There will also be named items in reaper that do not drop with the reaper bonus on them.
goldengibblet
01-09-2017, 05:41 PM
No
When you open a chest that can have a named item:
Rolls for the chance to get a named item
If you get a named item - Rolls for the chance to get a mythic item instead
If you get a mythic item - Rolls for the chance to get a higher level of mythic item instead
When you get a named item, whether it has a mythic bonus or not, it does a side roll to determine if you get a reaper bonus applied to the item as well. There will be reaper bonus items that don't have mythic, ones that have mythic, ones that have the higher tier of mythic. There will also be named items in reaper that do not drop with the reaper bonus on them.
NW, do you see how this additional loot level being a feature of Reaper could fracture the dwindling player numbers in LFMs man? Hardcore players will feel compelled to grind out that shiny new level of loot on all levs 1-30 and won't be prepared to play with other less skilled players in the challenging Reaper. that's going to fracture the population that was already fractured by the Elite diff and bravery bonuses. Not good man.
Or maybe you see something I don't?
Sam-u-r-eye
01-09-2017, 06:17 PM
Hardcore players will feel compelled to grind out that shiny new level of loot on all levs 1-30
I think this a false premise, and does not likely represent the view of even 5% of hardcore players.
Hardcore players are already out of bank space, and twink gear is frankly not even needed.
Many of us do not wear gear until level 11 or 12.
Why bother with a special +6 prr item so that we can use it for 3-4 levels? lol
jakeelala
01-09-2017, 06:44 PM
I think this a false premise, and does not likely represent the view of even 5% of hardcore players.
Hardcore players are already out of bank space, and twink gear is frankly not even needed.
Many of us do not wear gear until level 11 or 12.
Why bother with a special +6 prr item so that we can use it for 3-4 levels? lol
Agreed. Most of us hardcore players don't even really TR that much except to make a new optimized build. When we do, heroics are such a joke that basic crafted gear is more than enough to get through it. Serial TR train riders are the only ones who will do this.
I think this a false premise, and does not likely represent the view of even 5% of hardcore players.
Hardcore players are already out of bank space, and twink gear is frankly not even needed.
Many of us do not wear gear until level 11 or 12.
Why bother with a special +6 prr item so that we can use it for 3-4 levels? lol
Agreed. It might encourage me to hit some content for a named item I want that I'm missing, with the added allure of Reaper bonuses, but other than gear I would already farm for the only reason Reaper would change what I play is perhaps Reaper XP (when we know more about it) and any changes to heroic or epic experience that also take place, not the chance to get gear with a paltry bonus that will be obsoleted in two levels on a character that, because of past lives, already burns through content with ease.
I think this a false premise, and does not likely represent the view of even 5% of hardcore players.
Hardcore players are already out of bank space, and twink gear is frankly not even needed.
Many of us do not wear gear until level 11 or 12.
Why bother with a special +6 prr item so that we can use it for 3-4 levels? lol
Can confirm.
This life ran with stuff from chests/end rewards until level 13, when I get to equip some decent raid gear (Abbot, VoD, Reaver, ADQ stuff). Think I haven't done a heroic TR in the last 3 years on that toon (just iconics, so most twink equip I had left is level 14+). I have over 250 BTC items in my TR cache nonetheless.
No
When you open a chest that can have a named item:
Rolls for the chance to get a named item
If you get a named item - Rolls for the chance to get a mythic item instead
If you get a mythic item - Rolls for the chance to get a higher level of mythic item instead
When you get a named item, whether it has a mythic bonus or not, it does a side roll to determine if you get a reaper bonus applied to the item as well. There will be reaper bonus items that don't have mythic, ones that have mythic, ones that have the higher tier of mythic. There will also be named items in reaper that do not drop with the reaper bonus on them.
Thanks. That's quite a lottery, but long term this is a good thing I guess.
MeliCat
01-10-2017, 06:42 AM
I think this a false premise, and does not likely represent the view of even 5% of hardcore players.
Hardcore players are already out of bank space, and twink gear is frankly not even needed.
Many of us do not wear gear until level 11 or 12.
Why bother with a special +6 prr item so that we can use it for 3-4 levels? lol
It seems to be a point of pride even not to change out Korthos gear until as late as possible. Only the weapon matters :)
(And less stuff in the TR cache the better...)
irnimnode
01-10-2017, 09:44 AM
So What time are they going to open Lamannia?
Cocomajobo
01-10-2017, 11:55 AM
So What time are they going to open Lamannia?
Not a specific time. It will come up after we finish verifying that the build we are using doesn't have any major issues that would prevent us from opening. Rough timetable estimate: Early afternoon EST.
Cocomajobo
01-10-2017, 01:34 PM
Update on the tentative timetable from earlier: Will be later than early afternoon as we've had to pull another build. This sort of thing is common with Lamma builds and why we've held off on announcing timetables as specific as this ahead of time in the past. =P
Vanhooger
01-10-2017, 01:58 PM
Can we get release note at least please?
Gannicus
01-10-2017, 02:08 PM
Can we get release note at least please?
This ^^
I get that you cant release specifics on reaper but I see "champion changes" added in there and after googling, wiki'ing and foruming; if those are words......I have found no information on this. What are the changes to champs?
Thank you
Therrias
01-10-2017, 02:29 PM
No
When you open a chest that can have a named item:
Rolls for the chance to get a named item
If you get a named item - Rolls for the chance to get a mythic item instead
If you get a mythic item - Rolls for the chance to get a higher level of mythic item instead
When you get a named item, whether it has a mythic bonus or not, it does a side roll to determine if you get a reaper bonus applied to the item as well. There will be reaper bonus items that don't have mythic, ones that have mythic, ones that have the higher tier of mythic. There will also be named items in reaper that do not drop with the reaper bonus on them.
It sounds like the stars will need to align for best in slot gear. What does that make the chances for getting the higher level mythic bonus and the reaper bonus to coincide? One in ten thousand? Or worse? Or is the reaper bonus supposed to be much more common that the mythic bonus?
It sounds like the stars will need to align for best in slot gear. What does that make the chances for getting the higher level mythic bonus and the reaper bonus to coincide? One in ten thousand? Or worse? Or is the reaper bonus supposed to be much more common that the mythic bonus?
It sounds to me like the chance for reaper bonus increases on higher difficulty, perhaps to the point where on 10 skull it would drop pretty frequently, so... who knows? We'll see when the servers come up.
PsychoBlonde
01-10-2017, 04:45 PM
Hmmm... so what are some good recent helms that would be so much prettier with mythic and a +2 attribute bonus?
Executioner's Helm
Hardened Hide
Pansophic Circlet
Jetrule
01-10-2017, 05:14 PM
Executioner's Helm
Hardened Hide
Pansophic Circlet
I dont think executioners or hardened hide will work because they are slave lord craftable items that add a slavers set bonus. Not sure on this of course.
Yalinaa
01-10-2017, 05:39 PM
I dont think executioners or hardened hide will work because they are slave lord craftable items that add a slavers set bonus. Not sure on this of course.
They already drop with mythic bonus on them, so why not reaper bonus?
irnimnode
01-10-2017, 05:56 PM
Ready to play as soon as they open.
KookieKobold
01-10-2017, 06:53 PM
We've just opened up Lamannia right now.
Feel free to patch up and log in as you see fit!
goldengibblet
01-10-2017, 06:55 PM
We've just opened up Lamannia right now.
Feel free to patch up and log in as you see fit!
Where are the release notes?
Cocomajobo
01-10-2017, 06:58 PM
Where are the release notes?
https://www.ddo.com/forums/showthread.php/438926-Lamannia-Release-Notes-(Last-Updated-1-10-17)
goldengibblet
01-10-2017, 06:58 PM
Lamma isn't listed in the copy to selection.
SeveredSteel
01-10-2017, 07:00 PM
Lamma isn't listed in the copy to selection.
I mean, why would it?
Cocomajobo
01-10-2017, 07:01 PM
Lamma isn't listed in the copy to selection.
Currently being enabled. Give it a minute.
Mr_Helmet
01-10-2017, 07:15 PM
Currently being enabled. Give it a minute.
Works fine now :)
goldengibblet
01-10-2017, 08:40 PM
Currently being enabled. Give it a minute.
Thanks for fixing.
PsychoBlonde
01-10-2017, 11:08 PM
So, I finally got around to trying Reaper 10 skulls with a group. Some observations:
Quest: Haunted Halls of Eveningstar
Difficulty: Reaper 10 skulls
Apparently all scaling damage goes to 10% while enemies do 10x damage. This is WAY too much damage on spells, particularly AOE spells. You can't avoid the Horrid Wilting spam, and it lands for 3000 damage. Spells shouldn't have as much modification damage-wise as melee/ranged.
If you run away from your stone, the death timer resets. Is this WAI? It seems to have a high griefing potential. I approve of the death timer, but it shouldn't be infinitely extendable.
Summons (particularly the oozes from my shroud weapon) are getting the extra damage. So my oozes are 100% the most effective source of damage in reaper 10 skulls. They hit for like 6k damage.
Basically, it's like playing a quest as a Legendary Elite raid where you get hit = you die. Oh, and you also do only a tiny fraction of the damage you normally would. I find this kind of interesting, actually, as it seriously levels the difference between builds. There isn't much value to building for DPS specifically because the effect is going to be tiny.
Going to be a lot of ranged kiting and plinking away from a safe spot again, because even the most elite tanks in the game are going to get massacred, and all enemy saves got jacked to the sky again so CC doesn't work very well. Didn't check out the insta-kill builds.
The new champions are neat, although I didn't really get a chance to examine what they actually DO.
changelingamuck
01-11-2017, 12:02 AM
Summons (particularly the oozes from my shroud weapon) are getting the extra damage. So my oozes are 100% the most effective source of damage in reaper 10 skulls. They hit for like 6k damage.
I've always wanted more effective summons... but this is very clearly a big problem.
I just tried Stand your Ground (3 skulls) with my monk and a hireling cleric (both level 7, with one druid life and airship hireling buffs). While the difficulty wasn't too bad for dealing with enemies, (I died shortly after the cleric ate a champion, but a real player would be smarter and not stand right on top of me and get cleaved, so I'd say people who just stand on top of their tanks dying is WAI) one issue I quickly noticed was that Rance melted in a matter of seconds the moment a champion or reaper walked through the doors. Now, I understand that this is, to some extent, acceptable; my hireling is not a player healer, who would be less likely to stay up top and ignore Rance, and so a balanced party of players could avoid this issue, but if the health for NPCs that you have to defend on Reaper does not scale, it will make certain quests like Stand your Ground and Gladewatch Outpost (not that that's a particularly popular quest) basically impossible. While it's not necessary to make the NPCs immortal tanks, it would be nice if players had a few more seconds to respond. I understand that Reaper mode encourages certain changes to play style, and I'm fine with that, but if NPCs don't get buffed there will be a number of quests and optional objectives that are basically impossible on high skull difficulties.
Daerius of the Blessed Blades
01-11-2017, 08:26 AM
I've always wanted more effective summons... but this is very clearly a big problem.
Hopefully it was bug reported - surely that can't be WAI.
SirShen
01-11-2017, 09:32 AM
Reaper aura's too big. They can be in the next room and you start getting the damage tick. Nightmare in Dels when you cant kill the reaper till you have killed all the other monsters to open the door. One reaper was above by the time i got to him the tick damage killed me.
Red named boss champs. Is this right? Had 4 of them in 4 different quests.
Not seen any of the so called new loot increase.
10 skulls gives the same xp as 1 skull really no point doing 10 skulls (For me that is at the moment)
Do like that you can see what champ power is by colour of skull. Nasty getting 3 red crown champs in one area.
Kebtid
01-11-2017, 11:14 AM
I've always wanted more effective summons... but this is very clearly a big problem.
Yes, ooze spaming hp warlock with eldritch bursts or a shuritosser with leg ooze are kings ;)
Add in 3 druid plifes, harper summon buff, primal pet twist and augment summon feat and it demolishes content.
(cant freaking believe this is the state of hardest content lol)
Doctorivil
01-11-2017, 12:25 PM
https://www.ddo.com/forums/showthread.php/438926-Lamannia-Release-Notes-(Last-Updated-1-10-17)
So we are not getting the Favored Soul pass on this update yet?
Or will it be on a later lammania build?
Steelstar
01-11-2017, 12:30 PM
So we are not getting the Favored Soul pass on this update yet?
Or will it be on a later lammania build?
Favored Soul Pass is not planned for this update.
Tlorrd
01-11-2017, 12:52 PM
Favored Soul Pass is not planned for this update.
that's unfortunate.
Cocomajobo
01-11-2017, 05:19 PM
Hey, all!
Due to the Self Healing not being reduced bug we are preparing to put out another Lammania patch tomorrow 1/12/17 (Caveat: this is assuming the fix works and nothing goes wrong with the build as is always a possibility with a Lammania build , especially on short notice). In addition, we will be extending Lammania into Friday 1/13/17 for some additional time with the intended Self Healing values. It will likely be closed sometime in the afternoon on Friday.
EDIT: Added the caveat so people don't claim "You promised" should something go wrong. =P
Tilomere
01-11-2017, 06:01 PM
del
Vanhooger
01-11-2017, 08:09 PM
I found that it didn't level the difference between builds, it magnified them. You get brought down to the level of the weaker players in the group due to needing to rely on them for healing, and due to needing to keep them alive.
it's like that in every single competitive game, as well people need to get used to heal each other and not zerg, it will take some time to adapt.
If you can create your own grouop of people you know they're good you will have fun, at least I did tonight.
zehnvhex
01-11-2017, 09:13 PM
it's like that in every single competitive game, as well people need to get used to heal each other and not zerg, it will take some time to adapt.
It ends up being a bit of a mixed bag. The last thing DDO needs is more then separating players. I've never been a fan of dungeon scaling (you'd be hard pressed to find many people who are) and this just highlights moreso how bad of a concept it is.
DnD has always been about bringing your friends on an adventure. This is not a MOBA. We do not have leader boards. Bringing someone who isn't as uber ereet sauce as you might not be helpful, but it shouldn't hurt.
I don't like it. Not one bit.
PsychoBlonde
01-11-2017, 09:30 PM
It ends up being a bit of a mixed bag. The last thing DDO needs is more then separating players. I've never been a fan of dungeon scaling (you'd be hard pressed to find many people who are) and this just highlights moreso how bad of a concept it is.
DnD has always been about bringing your friends on an adventure. This is not a MOBA. We do not have leader boards. Bringing someone who isn't as uber ereet sauce as you might not be helpful, but it shouldn't hurt.
I don't like it. Not one bit.
Do keep in mind this is MEANT to be trololol difficulty. I think it can use some tuning to make it more interesting, but it's not supposed to be something that anyone can just pug. Yes, it's MEANT to exclude more casual players, just like the old epics used to.
In a lot of ways it's very comparable to the old epics in that it's really kind of stupid and you don't actually get that much benefit for doing it other than your own amusement.
Seikojin
01-11-2017, 09:53 PM
As far as difficulty on Reaper goes, I am fine with the nerfing of the party and the buffing of the mobs. What I like the most and what makes it worthwhile to me, is that you do reaper for a buffed challenge to get named items. Plain and simple. Got a triple completionist that going to have to run another life for a new class/race? Well now you can get those 2 or 3 items you need for that life in less time by doing some reaper runs on skull 7 solo or 10 grouped.
Tilomere
01-11-2017, 11:48 PM
del
Oh, the aura reapers on reaper 10 will kill melee before they reach them, and also kills ranged around corners and at such a long distance you can't really kite them, if you have LoS on one you are generally in range to take 500? stacking every few seconds and they also seemed immune to CC, although I died too fast to really know what hit me. The dot is for 15 seconds, so if you get a single aura stack you are taking 2.5k damage and are going to die, even with a healer hire or someone else tossing you a cocoon or renewal. Due to needing to run from aura, you can't stand in consecrate, because you will build enough stacks to die.
The fear reaper aura seems much fairer to me this time, compared to the last build.
On the last build it would hit you for 2k on the first tick. This time it slowly builds up instead. The damage per tick on the first stack was only around 20-30 damage. A 15 stack would tick for 600-800ish. Getting to 15 takes a good minute. How long was that reaper alive in your case?
Reapers can be CCed and even instakilled.
If a fear reaper is in a bad spot (behind a wall) it could really screw you though, since the aura seems to have no limit in range and goes through everything if in LoS or not.
Requiro
01-12-2017, 03:41 AM
I'm not going to adapt to heal other people. If it was a style I enjoyed, I would already be doing it.
Therefor you will probably stay at Elite, like most zergers/solo players do in future DDO. People that will adapt, have their chance to feel the pain in Reaper. You will be happy, that can zerg entire game, they will be happy to play teamwork. Everyone happy. :)
Vanhooger
01-12-2017, 07:25 AM
I'm not going to adapt to heal other people. If it was a style I enjoyed, I would already be doing it.
You need to adapt if you want to go forward Tilo, even Rl is like that. Never sit down too long on something you feel comfortable with, and anyway tossing a cocoon to another party member isn't that hard, you need minimal awareness of what is going on in the quest.
BigErkyKid
01-12-2017, 07:55 AM
Apparently all scaling damage goes to 10% while enemies do 10x damage.
The real scaling is this:
Damage Received: Baseline*exp(number of skulls*0.25)
Damage dealt: Baseline*exp(-number of skulls*0.25)
On a baseline of elite. You can find the numbers here:
https://www.ddo.com/forums/showthread.php/482477-Comprehensive-list-of-reaper-scaling-damage-DPS-self-healing
This is WAY too much damage on spells, particularly AOE spells. You can't avoid the Horrid Wilting spam, and it lands for 3000 damage. Spells shouldn't have as much modification damage-wise as melee/ranged.
The problem is that it will completely imbalance evasion vs heavy armor builds. If you want to play heavy armor, you will be forced into a pure tank with a shield. The worst spells are the ones with no save, obviously, but in general spells will fry people without evasion at high skulls.
I saw a guy with 150 MRR + tower shield (so 300MRR) get hit for ~700 from a spell you could avoid. This was a dedicated tank with shield block and absorptions, so on a regular toon this means you are a goner.
Basically, it's like playing a quest as a Legendary Elite raid where you get hit = you die. Oh, and you also do only a tiny fraction of the damage you normally would. I find this kind of interesting, actually, as it seriously levels the difference between builds. There isn't much value to building for DPS specifically because the effect is going to be tiny.
The first part is true, in high skulls in most high level quests you will be 1 shot unless you are a tank. However, the DPS part is less clear. While it is true that it buffs enormously insta killing, it is nonetheless true as well that some stuff MUST be DPSed down, mainly red named and death warded mobs.
Going to be a lot of ranged kiting and plinking away from a safe spot again, because even the most elite tanks in the game are going to get massacred, and all enemy saves got jacked to the sky again so CC doesn't work very well. Didn't check out the insta-kill builds.
You bet. The meta is going back to ranged with certainty. We already know what happens when you increase a lot damage: ranged becomes faaaaar more attractive, we saw it in the old EEs.
NXPlasmid
01-12-2017, 01:05 PM
I'm not going to adapt to heal other people. If it was a style I enjoyed, I would already be doing it.
Well, it looks like you didn't play DDO back in the day, before dungeon scaling, before hirelings, before most people could solo dungeons easily. There was no doing the raids without dedicated healing, it didn't happen. While I am not completed against the complete soloablilty of DDO in it's current form, the original version had a lot to offer. If Reaper mode brings that back, I am excited. Also, it's just an option, there will be no one forcing you to select Reaper mode....
Cocomajobo
01-12-2017, 02:31 PM
Hey, everyone!
We're going to be bringing Lammania down very shortly in order to update it with a new build. This new build should do three things:
- Resolve the issue where Positive and Repair self-healing was not reduced in Reaper.
- Resolve the issue where Red Named monsters could appear as Champions.
- Replace the Tier 3 Mechanus Champion "Force Guard" buff with "Deathblock".
I will let you know when Lammania is back up. After it comes back up it should remain open until sometime tomorrow Friday 1/13/2017.
Sam-u-r-eye
01-12-2017, 02:37 PM
Hey, everyone!
We're going to be bringing Lammania down very shortly in order to update it with a new build. This new build should do three things:
- Resolve the issue where Positive and Repair self-healing was not reduced in Reaper.
- Resolve the issue where Red Named monsters could appear as Champions.
- Replace the Tier 3 Mechanus Champion "Force Guard" buff with "Deathblock".
I will let you know when Lammania is back up. After it comes back up it should remain open until sometime tomorrow Friday 1/13/2017.
yay
Wizza
01-12-2017, 02:38 PM
- Resolve the issue where Red Named monsters could appear as Champions.
I actually didn't mind Red named being champions.
- Replace the Tier 3 Mechanus Champion "Force Guard" buff with "Deathblock".
I will let you know when Lammania is back up. After it comes back up it should remain open until sometime tomorrow Friday 1/13/2017.
This is why we can't have nice things. Meanwhile, 14/20 True Sight, no changes.
Oh btw, I cannot kill nor CC Skyborn planed Champions on my Air Savant. Any chance we remove that too?
- Replace the Tier 3 Mechanus Champion "Force Guard" buff with "Deathblock".
This is such a shame. One champion and you listened to the forum whiners again. Instead you added yet another mob with deathblock to make the life harder for assassins and instakillers because melees couldn't deal with the fact they can't hit one champion in melee range. Shame.
Cocomajobo
01-12-2017, 03:31 PM
Lammania should now be open once again!
Sam-u-r-eye
01-12-2017, 03:33 PM
This is such a shame. One champion and you listened to the forum whiners again. Instead you added yet another mob with deathblock to make the life harder for assassins and instakillers because melees couldn't deal with the fact they can't hit one champion in melee range. Shame.
Dude, melee lives are hard enough. Simple fix for something silly.
LavidDynch
01-12-2017, 03:34 PM
This is such a shame. One champion and you listened to the forum whiners again. Instead you added yet another mob with deathblock to make the life harder for assassins and instakillers because melees couldn't deal with the fact they can't hit one champion in melee range. Shame.
Actually we asked for something similar to be inserted for casters/ranged. But DDO already knows how whiney the caster/ranged community is....
Dude, melee lives are hard enough. Simple fix for something silly.
I like how in process of having hard life, they have the time to whine about ranged as well. I would rather see two champions immune to ranged damage added than the one with the guard removed.
Actually we asked for something similar to be inserted for casters/ranged. But DDO already knows how whiney the caster/ranged community is....
See the above. Can say the same about the melee community.
Wizza
01-12-2017, 03:37 PM
Dude, melee lives are hard enough. Simple fix for something silly.
Letting your party members take care of one T3 champion is too hard, yo.
Sam-u-r-eye
01-12-2017, 03:54 PM
Letting your party members take care of one T3 champion is too hard, yo.
It would be ok if I could actually see the champion names.
But random suicide sucks.
warryofjerry
01-12-2017, 04:08 PM
Dude, melee lives are hard enough. Simple fix for something silly.
but my poor PM :(
Wizza
01-12-2017, 04:14 PM
It would be ok if I could actually see the champion names.
But random suicide sucks.
Well, we can
http://i64.tinypic.com/jjuqub.jpg
Sam-u-r-eye
01-12-2017, 04:36 PM
ya if you toggle off global hp values
Wizza
01-12-2017, 04:42 PM
ya if you toggle off global hp values
I agree it should be fixed tbh
Requiro
01-12-2017, 04:53 PM
<snip>
- Replace the Tier 3 Mechanus Champion "Force Guard" buff with "Deathblock".
<snip>
That was one ability exclusively for the hardest content in game against melee only. Why you remove it?
Kebtid
01-12-2017, 05:34 PM
Hey, everyone!
We're going to be bringing Lammania down very shortly in order to update it with a new build. This new build should do three things:
- Resolve the issue where Positive and Repair self-healing was not reduced in Reaper.
- Resolve the issue where Red Named monsters could appear as Champions.
- Replace the Tier 3 Mechanus Champion "Force Guard" buff with "Deathblock".
I will let you know when Lammania is back up. After it comes back up it should remain open until sometime tomorrow Friday 1/13/2017.
You didnt need to change the force guard, just make it work on spells and ranged as well.
It was a ineresting mechanic but was bad in first iteration because it punished only melee toons.
That guard could had been a direct nerf to some builds that will dominate reaper.
Bring it back and make it work on ranged/spells and melee.
That way its perfect
(srsly why remove it, it was fun, rather punishing and devastating but it was fun, it should just affect everyone and flawless imho)
Sam-u-r-eye
01-12-2017, 05:46 PM
sillydillymispost
SirShen
01-12-2017, 06:58 PM
The "Reaper Power" effect grants all 3 of Melee Power, Ranged Power, and Spell Power.
The bonuses do not currently have a range. The values listed in my previous post are the only currrently planned variations.
The percentage chance for a named item to have a Reaper Bonus when it drops is higher at higher skull ratings. This is in addition to the chance for a named item to drop at all increasing at higher skull ratings. While completing higher skull ratings is expected to be much slower the actual chance of gaining these bonuses is, all told, proportionally much higher at 10 skulls than 1 skull (and increasing at every step in between of course).
Is this on lamannia? because iv not seen one item yet, any one else?
Sam-u-r-eye
01-12-2017, 09:15 PM
Is this on lamannia? because iv not seen one item yet, any one else?
i've been looking as well and have not seen one
BigErkyKid
01-13-2017, 05:17 AM
Here is the main problem in DDO that has been brought to the spotlight by reaper:
Melee toons are not sufficiently more tanky than ranged toons, everything considered.
In DnD the melee based toons were given extra HP to compensate, but this has been to a large degree washed out in DDO.
This is even more the case in Reaper, since in high skulls damage is so high that the range where marginal differences in tankiness matter is very limited. If a mob this for 8000 raw damage, having 4000 or 6000 effective hit points (post PRR) does not matter.
Elfishski
01-13-2017, 07:49 AM
You didnt need to change the force guard, just make it work on spells and ranged as well.
It was a ineresting mechanic but was bad in first iteration because it punished only melee toons.
That guard could had been a direct nerf to some builds that will dominate reaper.
Bring it back and make it work on ranged/spells and melee.
That way its perfect
(srsly why remove it, it was fun, rather punishing and devastating but it was fun, it should just affect everyone and flawless imho)
Very disappointed that got removed too. I didn't find one of those on a high skull test run, but it sounds like a good ability, although perhaps the magnitude could be toned down.
Rather than removing, keep that one (you see that champion: know that melee isn't the right answer!)...
To a different template replace a True Seeing with "missile guard" which does similar amounts of damage to anyone hitting it with throwing weapons or arrows/bolts. You see that champion? Better have a melee or caster in the party or a backup option yourself.
To a third template, replace True Seeing or something with "spell reflection" that punishes anyone that casts spells on it (which means that AOE effects are going to be a mistake until your melee/ranged buddies isolate it...) but because so many things are coded as SLAs etc and AOEs are unavoidable to a certain extent make this one weaker and/or paired with weaker other abilities.
Whatever type of character you have, there should be at least one type of champion template that you really dread. If you want to solo on anything other than 1-3 skulls where the scaling shouldn't be too powerful, then you better have a really versatile character.
Champs/reapers with auras are too damaging others have said, and ranged characters/kiting is too powerful? Make the aura have a safe spot very close to the champion/reaper - no aura damage, but you have to be in range of their melee hits.
Add a basic deflect arrows to some of the champ templates. Not complete immunity [there are a handful of monsters in the game that can't be reached for melee but need to be killed for quest progression], but just ignore one every couple of seconds.
Instead of take away brutally hard force guard for melee.. Why not do
Other champions as lethal vs shiradi and ranged? Do another champ have
Guard vs ranged!
Kill us!
(But not one having all, reward varied groups that communicate)
Mr_Helmet
01-13-2017, 11:31 AM
Instead of take away brutally hard force guard for melee.. Why not do
Other champions as lethal vs shiradi and ranged? Do another champ have
Guard vs ranged!
Kill us!
(But not one having all, reward varied groups that communicate)
They'd never do that. Somehow the cheese builds that should have been nerfed into the stoneage years ago are protected.
Arathendir
01-13-2017, 11:32 AM
There will almost certainly be a character wipe before Lammania is open, yes.
Tower of Frost will be available for preview during this Lammania build, yes.
The itemization half of the intended rewards system for Reaper will be in this build for preview. This includes the following things: Increased chance of dropping named items. Increased chance of named items having a "Mythic" typed bonus. A chance of named items (only those that are static and have no means of upgraded) having a new "Reaper" typed bonus which works similarly to Mythic bonuses (small incremental stacking bonus that one can theoretically have one of in each equipment slot if diligent). Each of these chances should increase in likelihood for each skull of reaper being played on.
In addition to that, Mythic bonuses will now have a chance to drop on all named items (Caveat 1: Again, only those that are static and have no means of being upgraded. Caveat 2: The current preview will possibly have a couple of updates, around the Shadowfell era where the treasure tables are wonky, that are not yet implemented) even when not playing on Reaper difficulty.
The other half of the Reaper rewards system (ie: What you will be able to do with the "Reaper xp" being accumulated) will not be available during this preview.
EDIT: Completely forgot to caveat that only named items that are not craftable have a chance to gain a Mythic or Reaper bonus. Added that in for clarity.
Just to be clear: A person in my guild pulled a cruel nobility with a +2 mythic boost in lords of dust. It's upgradable to an epic version, so it shouldn't have the mythic boost, correct?
I personally ran roughly a dozen harbor quests on 10 skulls so I could check out any of the loot drops in there. I pulled lots of named loot, but not a single one had any mythic or reaper bonus. Are these applying only to higher level named loot? Did I just get unlucky? Is the chance for getting either bonus just that small?
There's also at least one quest in the game (haverdasher) where there are not even 10 total mobs possible to kill, so you can't activate reaper. I had 9 total kills at quest completion, including the named scorpion.
Ovrad
01-13-2017, 01:13 PM
Each item with a Reaper bonus will have one of:
- "Reaper Power" (Melee Power, Ranged Power, Spell Power) +3
- PRR +3
- MRR +3
- All Attributes +2 (These only appear on helmets and thus you can not stack multiple all attributes Reaper bonuses)
You guys do realize that a MRR bonus is wasted on anyone wearing cloth because of that stupid 50 MRR hard cap?
Please, you guys need to address this.
Making PRR not stack past the cap on Past Lives was already pretty annoying, but making reaper bonus equally worthless is just a slap in the face to all monk players (and the elusive other cloth-users).
(Sorry if this was mentioned before, I didn't read the whole thread)
TPICKRELL
01-13-2017, 01:17 PM
You guys do realize that a MRR bonus is wasted on anyone wearing cloth because of that stupid 50 MRR hard cap?
Please, you guys need to address this.
Making PRR not stack past the cap on Past Lives was already pretty annoying, but making reaper bonus equally worthless is just a slap in the face to all monk players (and the elusive other cloth-users).
(Sorry if this was mentioned before, I didn't read the whole thread)
Very much Agree! Past lives not getting you anything is way more than annoying. Having Reaper MRR not stack will be even worse.
Cocomajobo
01-13-2017, 02:08 PM
This lammania preview has been closed. Thank you all for participating!
Loromir
01-13-2017, 03:19 PM
Agreed. Most of us hardcore players don't even really TR that much except to make a new optimized build. When we do, heroics are such a joke that basic crafted gear is more than enough to get through it. Serial TR train riders are the only ones who will do this.
I don't consider myself a hardcore player...but I do TR a lot. I rarely start looking for my named items before I hit level 12 or 14. Heck, Right now on my lvl 7 character I'm not wearing gloves or goggles because I haven't stumbled across any that will be useful (I've solo'd everything so far on elite without any trouble). I just use whatever I find in chests prior to level 12 or so. The exception is I pull out carnifex at lvl 4 when I play melee.
The amount of time I would have spent crafting or searching alts for the items I need would have gotten me two or three more quests.
BigErkyKid
01-13-2017, 08:12 PM
Is something going to be done before everyone moves to DDO: A kiting simulator?
J-mann
01-14-2017, 01:42 AM
Is something going to be done before everyone moves to DDO: A kiting simulator?
Probably not. At this rate they might as well have NOT done armor up updates as melee is quickly approaching similar states to what it was before then (as in boarderline nonexistant). Fixing this is realatively easy, but the devs seem to be so stuck on MOAR DAMAGE!!!! that they cant get it, mob damage and player (burst) healing need to be drastically lowered. Several forms of perviously useful healing no longer exist in the game (vampirism based stuff) simply because the numbers have gotten so out of hand that only burst matters and nothing more. I suspect that the trend is going to lead to many con dumped toons (I mean, why bother with con if you get one shot anyways) and a huge push to ranged only (infact most of the posted runs WERE ranged with a tank)
BigErkyKid
01-14-2017, 04:49 AM
Probably not. At this rate they might as well have NOT done armor up updates as melee is quickly approaching similar states to what it was before then (as in boarderline nonexistant). Fixing this is realatively easy, but the devs seem to be so stuck on MOAR DAMAGE!!!! that they cant get it, mob damage and player (burst) healing need to be drastically lowered. Several forms of perviously useful healing no longer exist in the game (vampirism based stuff) simply because the numbers have gotten so out of hand that only burst matters and nothing more. I suspect that the trend is going to lead to many con dumped toons (I mean, why bother with con if you get one shot anyways) and a huge push to ranged only (infact most of the posted runs WERE ranged with a tank)
I agree with the sentiment.
I think this lama has been better than the usual, and Coco has been more responsive than other devs in previous iterations. I am thinking in particular about the issue we had with force guard effects.
However, for the key issues, they remain silent. Do they agree or not that challenging reaper quests are currently a kiting fest? Do they realize that the vast majority of punishing abilities hurt more melee than ranged?
I know they don't want us to be playing R10 at the moment. But the fact that with some cheesing it is already possible should highlight the limitations of the system. And since they are rewarding higher skulls, people will likely to prefer R10 than to play in suboptimal builds R5.
Tilomere
01-15-2017, 04:45 AM
del
Sam-u-r-eye
01-15-2017, 11:31 AM
My main is so far off the standard power curve that there is no difficulty that would seriously challenge her without annihilating more or less everyone else I party with. For my main, I'll just solo low CR reaper with a temporary hp warlock tree build. Once more, Supreme Cleavage (https://www.ddo.com/forums/showthread.php/463091-Best-ED-for-warlock-damage?p=5665717&viewfull=1#post5665717) will rule the galaxy, and we will know peace!
For my first life alt, I already use consecrate/sacred ground for AoE damage so that would work out.
Honestly, make whatever rules you want, I'll find a way to make it work. If I can't heal, whatever, I just won't heal. I wouldn't be elite if something that simple slowed me down. :)
+1 this is the correct attitude towards reaper
Mr_Helmet
01-15-2017, 11:43 AM
Do they agree or not that challenging reaper quests are currently a kiting fest? Do they realize that the vast majority of punishing abilities hurt more melee than ranged?
Just accept that this is going to be nothing but a cheesefest and move on.
Silverleafeon
01-15-2017, 01:09 PM
I have long asked for a unique xp bar that persists thru reincarnations, has no upper limit, and provides minimum benefits.
If a Reaper XP bar was created to catch all Reaper type xp, it could be used to fill this idea.
This would be another method of establishing an end game, while allowing TR fans to participate.
The trick is to make the benefits attractive but not too powerful.
Tlorrd
01-15-2017, 01:20 PM
My main is so far off the standard power curve that there is no difficulty that would seriously challenge her without annihilating more or less everyone else I party with. For my main, I'll just solo low CR reaper with a temporary hp warlock tree build. Once more, Supreme Cleavage (https://www.ddo.com/forums/showthread.php/463091-Best-ED-for-warlock-damage?p=5665717&viewfull=1#post5665717) will rule the galaxy, and we will know peace!
For my first life alt, I already use consecrate/sacred ground for AoE damage so that would work out.
Honestly, make whatever rules you want, I'll find a way to make it work. If I can't heal, whatever, I just won't heal. I wouldn't be elite if something that simple slowed me down. :)
TBH what I'm reading you are saying is that your main is really NOT that far off the power curve, otherwise it could handle reaper 10 with a group of like minded people. But since it cannot play a role in a group, it's not up to par for the most difficult level and really should only be played on "low CR reaper".
Tilomere
01-15-2017, 03:01 PM
Del!
Tlorrd
01-15-2017, 03:55 PM
Del!
ah, it's too bad I missed your response. :p
Tilomere
01-15-2017, 05:56 PM
del
Tlorrd
01-15-2017, 06:48 PM
It was something epic along the lines of how Supreme Cleavage is a perfect 6 party group all with perfectly laid out roles.
There is a tank/CC/AoE healer/summons buffing tree, spot regen healer/dw buffer/spike growth cc'er/lightning bolting caster dryad, 3 tanky dps melee oozes, and a cleric hireling sitting out of combat for rezzes.
See, I know how to play in a group and be part of group dynamics just fine! I know exactly what I'm doing, so the question then becomes, what are you going to be doing in a party? Heal botting other people?
What are you going to be doing when it is say just you and a barbarian? Heal botting the barbarian, or heal botting the barbarian? How is the barbarian supposed to heal you back? Say in a level 8 quest?
Bahahahahahaha!
I'll wait on your video. And will congratulate on your successes. btw ... level 8 quests are your benchmarks? lol.
Tilomere
01-15-2017, 07:09 PM
del
Tlorrd
01-15-2017, 10:40 PM
As I said before, honestly, make whatever rules you want, I'll find a way to make it work. If I can't heal, whatever, I just won't heal.
Reaper should be designed around a good game experience for the groups that will play in it, not the people that will succeed in it regardless of how it is designed. A lot of those groups especially in heroics will contain players that do not want or are unable to healbot other players. I see that as a problem for others. I refer to it as the level 8 barbarian problem, which even Tlorrd as an exceptional cleric player and build designer can only can reply with sarcasm and has no answer for.
Maybe the solution is a cleric hireling AI upgrade, so they actual stand their gaurd and only heal. Maybe it is a dynamic self-healing debuff based on party composition or wether or not one is in epics.
At least part of the solution is a druid/cleric/fvs pass. Regardless, I'm not worried about my own success in reaper. The game needs others to be successful though, so I am concerned with barriers other players will have to reaper.
I agree with you on that it should be designed for groups that will play in it. My apologies on the sarcasm ... its been a long day. Anyhow, I do hope they do the divine/druid passes as well. My lens of play is that while the journey is fun, building for the end is where itemization means the most, thus running reaper for heroics (for me again) is not for bonuses to gear but for the fun and tbh I don't really run heroics much anymore and find I have more attention for fine tuning my end game character. It is good that you are looking out for others in the game because keeping that sense will keep this game going longer.
Silverleafeon
01-17-2017, 04:25 AM
I am torn between building a druid to spam earthquakes or keeping my tank...time will tell...
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