PDA

View Full Version : 10 Levels of Reaper was Great Design



BillyBlaze
04-18-2017, 12:14 PM
I am really enjoying reaper thank you Dev's for all your hard work.

The implementation of 10 different levels of reaper was genius. The true genius is that you can adjust the difficulty/time-sink based on your group dynamics from quest to quest.

A good example is a friend and I were running level 10 quests on reaper 4 and the difficulty/time-sink was enjoyable. Than the group filled up and reaper 4 was to easy so we bumped it to reaper 6 and the enjoyment was back. Great job on design.

The xp in reaper is just right I like that it will take a long time to finish. I'm not a fan of new feature completed right away.

Now if you could come up with an end game that would be great and take DDO to a new level.

Thanks for all your hard work looking forward to the next update.

LeoLionxxx
04-18-2017, 08:58 PM
I agree, it was a great feature addition!

Sam-u-r-eye
04-19-2017, 01:28 AM
here here!

Readcom
04-19-2017, 07:30 AM
need uber scale to reaper 100. why only 10?

jalont
04-19-2017, 08:44 AM
need uber scale to reaper 100. why only 10?

10 leaves room to add more. With the horrible decision to endlessly buff classes, the devs have no idea what they'll need to do to ramp up the difficulty next. It's better if they wait to see how their mistakes will have to be fixed with higher skulls.

SiliconScout
04-19-2017, 11:44 AM
Just want to give you the hint that "end game" as most seem to think it died when MOTU dropped. With all the changes and wide range or potential character power it's unlikely that those days will ever return.

Don't despair though you currently ARE playing "end game" and you can start doing so as soon as you step out of Korthos!

Reaper is the new end game, probably the only end game we are likely to see.

meleehater
04-19-2017, 11:59 AM
No.

MaeveTuohy
04-19-2017, 02:07 PM
Yes.

Sweyn
04-19-2017, 04:09 PM
Reaper is a terrible implementation. It artificially creates a "challenge" through game mechanics that are more annoying than challenging. The proper way for SSG to add challenge would be to make the content itself challenging. However none of this would be an issue if they hadn't had buffed toons to the moon like they did with ship buffs, heroic TR, racial TR, epic TR, iconic TR, epic destinies, self hjealing, enhancements that completely dwarf feats, new loot gen, etc... Since MOTU the devs have made this game mind-numingly easy up to the point where they have to artificially add "challenge" through ridiculous and annoying game mechanics.

EDIT (because I want to add more):
Back when DDO was in its prime the class make up of parties was actually very important. Different raids and quests required a different make up of classes. Each class was unique in what it brought to the party and thus each class mattered. Nowadays, since toons have been buffed to the moon, you take the first 12 people to click your lfm and waltz through dungeons.

Reaper would never have been needed in the first place if the devs hadn't had added so much power creep into the game.

Rekia
04-20-2017, 04:45 AM
Reaper is a terrible implementation. It artificially creates a "challenge" through game mechanics that are more annoying than challenging. The proper way for SSG to add challenge would be to make the content itself challenging. However none of this would be an issue if they hadn't had buffed toons to the moon like they did with ship buffs, heroic TR, racial TR, epic TR, iconic TR, epic destinies, self hjealing, enhancements that completely dwarf feats, new loot gen, etc... Since MOTU the devs have made this game mind-numingly easy up to the point where they have to artificially add "challenge" through ridiculous and annoying game mechanics.

EDIT (because I want to add more):
Back when DDO was in its prime the class make up of parties was actually very important. Different raids and quests required a different make up of classes. Each class was unique in what it brought to the party and thus each class mattered. Nowadays, since toons have been buffed to the moon, you take the first 12 people to click your lfm and waltz through dungeons.

Reaper would never have been needed in the first place if the devs hadn't had added so much power creep into the game.

Back in those days, people wouldn't group with you if they didn't like your build too. I used to get booted from groups on my wizard for having a rogue level. And my husband had a hard time convincing people to let his bow ranger stay in the group because melee rangers were just better. People only had room in their group for The Best, and nothing else. We ended up quitting for many years because we didn't have any interest in playing a game with such strict group roles.

I also hated waiting forever for the exact right classes to join before I could do a quest.

I agree with the OP that it's really nice to be able to adjust the difficulty to your party's strength (rather than the old way of having to adjust your party for the difficulty).

Enoach
04-20-2017, 08:33 AM
Reaper was needed to add challenge via increased Mob power with reduced player power because the game got put on a pendulum of Player Power vs Mob Power as far as challenge was concerned.

This is because ways for developers to add actual challenge to the quests through unique mechanics or even interesting encounters doesn't fit the "Hack-n-Slash" wanted by a vocal group.

Don't tie the Developer's hands on the mechanics they can use and we will see more dungeons like Haunted Halls that have various mechanics and paths to completion. Or we will see more quests that require a teamwork approach, some of which can still be done using pets/hirelings for those that chose to solo.