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Tolero
01-18-2023, 02:07 PM
Disclaimer
Everything seen on the preview server, Lamannia, is not final and is subject to change or removal before live release.


An early Preview 1 of Update 58 will be open today as of 3pm EDT on Wednesday, January 18th! It is expected to remain open into the afternoon (EDT) of Friday, January 20th.

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This preview contains an early look at two new Archetypes as well as a portion of U58 game changes and bugfixes.

To access any new content that exists in the DDO Store during a preview, speak to Lord Poincelot in the Test Dojo to be granted preview server specific DDO points and then "purchase" the content/feature in the "New to DDO" category of the DDO Preview Store. You can speak to The Questgiver in the Test Dojo to be teleported directly into any new quests available in a preview.

To provide a little more detail on what you can expect to see in this preview, please review the items below:

New Archetypes

An early look at two of three new Archetypes are available for preview 1! Try them out and let us know what you think in their respective feedback threads:

Archetype: Blightcaster (thread (https://forums.ddo.com/forums/showthread.php/536625-UPDATE-58-PREVIEW-1-Blightcaster-Druid))

Blightcaster can be chosen as an option from the "Druid" class


Archetype: Dark Hunter (thread (https://forums.ddo.com/forums/showthread.php/536624-UPDATE-58-PREVIEW-1-Dark-Hunter-Ranger))

Dark Hunter can be chosen as an option from the "Ranger" class




Bug Fixes

Level 32 augments now grant the correct amount and type of elemental resistance
Purge the Wicked's bonus critical confirmation no longer drops on Death.
Sorcerer's Eldritch Knight's capstone now provides its +2 Constitution
Wellspring of Power now shows the correct duration
Artificer Imbue now stays on through login/logout
Corrected text in Vile Chemist and Eldritch Knight (made sure that the level 3 imbue dice was spelled out in text)
Corrected text in Shiradi (Stay Toxic had a line about cold damage)
Shifters should no longer see a duplicate feat under their Shifter racial choice in the character sheet
Barbarians' Frenzied Berzerker's first core no longer says "duration: permanent" for no reason
The first core of Tiefling and Tiefling Scoundrel grants its +5 Spell Power again
Primal Avatar Mantle of Nature: Thorn now has its correct tooltip on the buff bar
Healing/repair/negative amp now only applies if you are actually healing from that damage type instead of if you are healing or taking damage from that type
Unquenchable Rage from Primal Avatar now does its intended effect
Luck of Olladra may now be used on friends
Divine Energy Resistance in Sacred Fist now correctly scales with Paladin level instead of Cleric level.
Absorption effects are now calculated nicer so that things apply more predictably
the chat feedback for absorption items now gives you better and more accurate number
Negative Energy Burst no longer consumes spell resistance charges when cast by undead players
A large variety of Cleric, Favored Soul, and Paladin abilities may now be used while moving.
The effects of Smoke Bomb are now correctly removed when you attack.
Ameliorating Strike from Warpriest now correctly heals undead players
The Inventory Heavy alert now has its correct text again
The Shield Specialty feat now grants its correct prr
Fixed some sound effects for Raptors and other Isle of Dread creatures that had bitrates that were much higher than normal, in the hopes that it may fix an issue where the game client crashes in Isle of Dread for some players when sound effects are enabled. If this bug had been affecting you in the past, please try playing Isle of Dread with sound effects on and let us know whether this helps.


Gameplay Changes

Smoke Bomb's SP cost has been reduced to 6 SP.
The Destiny Feat Spirit Blades now has a faster casting time, faster projectile speed, and better homing.
Warlock:

Base Eldritch Blast dice are now 1d8
Base Pact dice are now 1d6
The single-target basic Eldritch Blast now scales with 125% Spell Power
Enervating Shadow stance now scales with 150% Spell Power
All other Eldritch Blast Shapes now scale at 100% Spell Power
The level 15 Warlock Pact Special abilities now scale as if they were spells and are modified by bonus Spell DCs.



UI Changes

There is a new gameplay option: Show Detailed Chest Information (Default: false)

While true, the first time you touch a chest (and generate its loot) the chest will print out some information about its ransack info into your chat log. Only you can see this info.


A series of changes have been made to tooltip generation.

The names of Feats and Enhancements are now bigger in their tooltips to make it easier to parse what they are
SLA tooltips now display spell info, such as their spell point cost, spell DC, and spell school, automatically
Certain aspects of enhancements no longer show in the tooltip (such as prereqs) if you own the enhancement and are looking via your character sheet. when hovered over in the tree they will show their AP cost and prereqs as usual


A series of large changes have been made to how we display Feats to the players. See below for more info.

Character Creation:

Feats now display in neat categories that are easier to parse and sort through
The summary at the bottom and at the last stage in advancement shows you all feats without category view so that you just get a list of what feats you have without them being condensed underneath a click block
The collapse/expand button uptop plays nice with them so you can collapse all/expand all with one click


Character Sheet:

Feats now display in neat categories that are easier to parse and sort through
Collapse/expand button works with them
Feats that are acquired on a temporary basis now display an indicator below their name stating as such


Level Up Screen:

This largely looks exactly the same because the categories here were already visible in the same way they were before
Categories now have well formatted labels that actually match the +/- button in relative vertical area, which makes everything look a little nicer
You may now click anywhere on the category to open and close it which means you no longer have to press the tiny little +/- button to open/close things
There is a new check box at the top that is checked by default. when unchecked, the feat window will hide all feats that you are not actually able to train. in practice this cuts about 60% of the elements out of the window making it a lot easier to find what you want but this will obviously shift up and down depending on test cases
There are two new buttons up top, collapse all and expand all. they collapse all and expand all categories, just as they do in the other two panels.
Slightly modified the list of feats showed to the player during level up to exclude even more feats that they will never qualify for (right now we only show you a subsection and this cleans the subsection up just a bit)
The Granted Class Feats section at the top now shows the feats as they exist on you and not just their category, meaning that you actually see those feats and their icons right at the top without them being under a click block
The summary panel on the following page also now shows the feats as they exist sans category, meaning you see the feats and their icons without seeing the category and the feats are no longer under a click block


Feat Swap Screen:

Feats now display with the levels taken next to them at a glance so it's easier to parse what levels you took feats at


Journals have a slightly more readable font and contrast!
Bank - Crafting storage now has a sorting option: Alphabetical (A-Z) or (Z-A) or Legacy Sort (the old way)



Preview 1 Known Issues

An Archetype is listed under the Warlock UI but is not ready for feedback or usage on Lamannia in Preview 1.
There are stub icons in Dark Hunter for: Opportune Moment, Death Stalker, Hunter in the Dark, Slayer in the Dark, Snap Trap, Smoketrap (spell icon), Snap Trap (spell icon)
Dark Hunter's Enhancement "Death Attack" description is missing

cmecu
01-18-2023, 02:10 PM
yaaaaa

Im ready to stream this stuff.. lets get this thing up and rocking.. come on man.. Do it .. Do it..... sniff sniff... huu huuu DO IT>>>!!

Wahnsinnig
01-18-2023, 02:17 PM
Some very nice QOL changes there. Awesome.

QuantumFX
01-18-2023, 02:19 PM
An early look at two of three new Archetypes are available for preview 1! Try them out and let us know what you think in their respective feedback threads:

Archetype: Blightcaster (thread)

Blightcaster can be chosen as an option from the "Druid" class


Archetype: Dark Hunter (thread)

Dark Hunter can be chosen as an option from the "Ranger" class




I take it one of your systems devs is feeling like they're back in high school, cramming in all their edits to the paper they were supposed to hand in yesterday? :D

mikarddo
01-18-2023, 02:31 PM
I do hope there will be new quests as well. Only adding archtypes and a few minor misc would be a rather shallow update.

cmecu
01-18-2023, 02:34 PM
Someone needs to tell them a server works better if they plug it in :D Lets get lammania open...

The Warlock love is MUCH MUCH MUCH appreciated.

Kelledren
01-18-2023, 02:55 PM
So Dark! It’s like DDO and the DC universe had a baby!
QoL changes are excellent (appreciated). The archetypes look super fun, but we have Dark Clerics, Dark Rangers, Dark Druids and Light Paladins! Dark (anti) Paladin would be the coolest of all the Darktypes! I guess once we get dark versions of all the other classes then I will push for Anti-Pallys.

Baahb3
01-18-2023, 02:58 PM
Warlock:

Base Eldritch Blast dice are now 1d8
Base Pact dice are now 1d6
The single-target basic Eldritch Blast now scales with 125% Spell Power
Enervating Shadow stance now scales with 150% Spell Power
All other Eldritch Blast Shapes now scale at 100% Spell Power
The level 15 Warlock Pact Special abilities now scale as if they were spells and are modified by bonus Spell DCs.



Someone better at math can do the crunching but this looks like a null change in damage to me.

As a cone blaster for the most part: (level 30 warlock)

Blast:
Current:
6 Eldritch Dice + 2 Enhancement + 7 Epic Feat = 13d6 * 3.5 = 45.5 * 1.3 (current 130% for Cone) = 59.15
Change:
Same 13 dice but now * 4.5 = 58.5 with no additional since it is now 100%
--A small reduction

Pact:
Current:
10 Pact Dice + 4 Enhancement + 6 Epic Destiny Feat -1 Stance = 19d4 * 2.5 = 47.5 * 1.3 (Cone) = 61.75
Change:
Same 19 dice but now * 3.5 = 66.5 with no additional since now 100%
--Small Increase

Combined before = 120.9
Combined after = 125

With the increase coming from an element that can be resisted or is immune.

Why make this change for a measly 4 points?

Smokewolf
01-18-2023, 03:03 PM
Nice to see that Warlocks are getting some love with the Eldrich / Pact increases.

Martininice
01-18-2023, 03:04 PM
Nice to have more lives to play through, but really, and that coming from someone listing Melmoth the Wanderer among his favorite novels: Enough with the dark, "edgy" stuff. :)

Diracorvus
01-18-2023, 03:07 PM
Someone better at math can do the crunching but this looks like a null change in damage to me.

As a cone blaster for the most part: (level 30 warlock)

Blast:
Current:
6 Eldritch Dice + 2 Enhancement + 7 Epic Feat = 13d6 * 3.5 = 45.5 * 1.3 (current 130% for Cone) = 59.15
Change:
Same 13 dice but now * 4.5 = 58.5 with no additional since it is now 100%
--A small reduction

Pact:
Current:
10 Pact Dice + 4 Enhancement + 6 Epic Destiny Feat -1 Stance = 19d4 * 2.5 = 47.5 * 1.3 (Cone) = 61.75
Change:
Same 19 dice but now * 3.5 = 66.5 with no additional since now 100%
--Small Increase

Combined before = 120.9
Combined after = 125

With the increase coming from an element that can be resisted or is immune.

Why make this change for a measly 4 points?

For cone it might be barely a change but now cone and aura will finally have some good competition. Finally a big boost for chain and enervating shadow!

Alternative
01-18-2023, 03:09 PM
The effects of Smoke Bomb are now correctly removed when you attack.


WHAT, that wasn't working as intended? What's the point of a 12 second buff then, if you can just cast longer displacement and invis when needed?


Also what about people killing one another after the Skeletons raid, was expecting something like that to be pretty high on the to do list.

Smokewolf
01-18-2023, 03:11 PM
Would like to see a Boost in Eldritch Blasts projectile speed, too.

I am so tired of mobs being able to outrun or side-step the Eldritch Blasts as this ends up being a significant DPS loss across all levels of play.

Zitaloc
01-18-2023, 03:12 PM
Fixed some sound effects for Raptors and other Isle of Dread creatures that had bitrates that were much higher than normal, in the hopes that it may fix an issue where the game client crashes in Isle of Dread for some players when sound effects are enabled. If this bug had been affecting you in the past, please try playing Isle of Dread with sound effects on and let us know whether this helps
[/list]

Unfortunately I still crash in wilderness of IoD when the sounds is turned on

Edwinge
01-18-2023, 03:20 PM
Bank - Crafting storage now has a sorting option: Alphabetical (A-Z) or (Z-A) or Legacy Sort (the old way)



Can the crafting storage get Oldest First and Most Recently Added sort options like the other banks have?

Epzilon123
01-18-2023, 03:31 PM
So, in Eberron we have the Children of Winter; this is their description from the Eberron fandom wiki:


"The Children of Winter are a small druidic sect who embrace death and decay as part of the natural cycle of life. The Children believe that diseases and famines are sacred, as they aid the natural cycle in culling the weak.[1][2] Some Children of Winter focus on preserving the natural order, and fight undead, while others spread diseases and plagues.[3][4] The children have no formal organizational hierarchy, instead operating in packs, each led by a single leader[3] Most Children of Winter reside near the Gloaming in the Towering Wood of the Eldeen Reaches, a holy place for the sect.[3][5]

Many Children of Winter are fascinated by the Day of Mourning and see as a harbinger of the destruction of Eberron that will usher in the spring of a new age.[1][3][4][6] Since the Day of Mourning occurred some Children have left to travel across Khorvaire to aid in bringing this age to an end, while other Children seeks to uncover the cause of the Mourning and prove that it isn't a sign of the age to come.[1][3][4] "


I know the association with winter and cold (as well as confusing people with the abilities in Season's Herald). Still, I wish we'd get more Eberron-specific names in our Eberron game. This game being in Eberron is one of the reasons why I like it so much. Also, I assume this is inspired by the blightcaller PRC, which is why it has that name. Ah, well, just a minor nitpick.

Yamato-San
01-18-2023, 03:32 PM
Someone better at math can do the crunching but this looks like a null change in damage to me.
....
Why make this change for a measly 4 points?

It's indeed a complete nonsense change.
All is more or less the same except for a ~20% boost for Enervating Shadow and a meager 5% boost for chain.

It makes no sense at the moment.

Axcarth
01-18-2023, 03:40 PM
Warlock:

Base Eldritch Blast dice are now 1d8
Base Pact dice are now 1d6
The single-target basic Eldritch Blast now scales with 125% Spell Power
Enervating Shadow stance now scales with 150% Spell Power
All other Eldritch Blast Shapes now scale at 100% Spell Power
The level 15 Warlock Pact Special abilities now scale as if they were spells and are modified by bonus Spell DCs.



Thank you very much, Tolero, for this WLK attempt of love. This is a step forward, although we have to check the calculations, specially for cone eldritch blast shape!

droid327
01-18-2023, 03:45 PM
Chain locks rejoice! Finally! And just when I TRed my lock to a fist lol


It's indeed a complete nonsense change.
All is more or less the same except for a ~20% boost for Enervating Shadow and a meager 5% boost for chain.

It makes no sense at the moment.

How is it only 5% for chain? They get a big boost to base die plus better scaling - I think this was meant to bring other shapes up to par with cone, with basic shape being the single target focus stance and shadow being the specialist version of it

Smokewolf
01-18-2023, 04:06 PM
Chain locks rejoice! Finally! And just when I TRed my lock to a fist lol



How is it only 5% for chain? They get a big boost to base die plus better scaling - I think this was meant to bring other shapes up to par with cone, with basic shape being the single target focus stance and shadow being the specialist version of it


Well, if the other shapes didn't have such a horrible miss rate due to mobs outruning or side stepping eldritch projecticles, then they see greater use. As things currently stand, cone is the preferred shape simply because it far more reliable, hits harder, and can hit more targets than other shapes.

This all comes from the projectile speed nerf years ago, which basicly hobbled all the shapes other than cone.

GoldyGopher
01-18-2023, 04:23 PM
Disclaimer
Everything seen on the preview server, Lamannia, is not final and is subject to change or removal before live release.


Preview 1 Known Issues


An Archetype is listed under the Warlock UI but is not ready for feedback or usage on Lamannia in Preview 1.



So Acolyte of the Skin, a Warlock Archetype in which your Character is attempting to become a Demon, looks interesting. Is this for later Lamannia preview for Update 58 or later update?

merridyan
01-18-2023, 04:23 PM
Unfortunately I still crash in wilderness of IoD when the sounds is turned on

On Lama?

Rull
01-18-2023, 04:34 PM
Greater Shout no longer stuns on a failed save, but it still doesn't make enemies helpless with it's stun. So, partially fixed and in a useless in-between state now.

Eantarus
01-18-2023, 04:39 PM
Bank - Crafting storage now has a sorting option: Alphabetical (A-Z) or (Z-A) or Legacy Sort (the old way)


This is useless. All we need is a first-in-last-out function like shared bank has.

Paladin_of_Power
01-18-2023, 04:40 PM
Would like to see a Boost in Eldritch Blasts projectile speed, too.

I am so tired of mobs being able to outrun or side-step the Eldritch Blasts as this ends up being a significant DPS loss across all levels of play.

Agreed, blast is slow and the wind up before starting to shoot is painfully slow.

Plus would be nice if blasts track and follow their target like thrown bottles, magic missiles and ray spells. This is magic, right?

And Blood Component is not speeding up blast speed at all (bug).

Why do we lose a Pact Die with chain and cone? Did we misplace it? Dropped on the floor ??

Would like a way to add more dice in the Tainted Scholar tree T5, which is the Blaster tree.

An Action Boost for more Blast cowbell would be appreciated as Blasting is pretty boring.

Bump up Tainted Spellcasting benefits in the cores. Blaster Tree. Make Blasting fun.

Add some Warlock Blast specific gear, please.

soulaeon
01-18-2023, 04:58 PM
Healing/repair/negative amp now only applies if you are actually healing from that damage type instead of if you are healing or taking damage from that type.
This is almost exactly how SPELLPOWER already functions.
Why not simply remove amp, and raise the effects of targeted healing based on spellpower?
Otherwise, this is just a very redundant change that makes amp less desirable.

Lotoc
01-18-2023, 05:04 PM
This is almost exactly how SPELLPOWER already functions.
Why not simply remove amp, and raise the effects of targeted healing based on spellpower?
Otherwise, this is just a very redundant change that makes amp less desirable.

the change is basically just so you don't take more damage for wearing negative amp while not being undead I believe.
Also so that if you're an undead character and ghost flame targets you your negative amp doesn't double/triple her rend the soul damage on you.

Nickodeamous
01-18-2023, 05:28 PM
Someone better at math can do the crunching but this looks like a null change in damage to me.

As a cone blaster for the most part: (level 30 warlock)

Blast:
Current:
6 Eldritch Dice + 2 Enhancement + 7 Epic Feat = 13d6 * 3.5 = 45.5 * 1.3 (current 130% for Cone) = 59.15
Change:
Same 13 dice but now * 4.5 = 58.5 with no additional since it is now 100%
--A small reduction

Pact:
Current:
10 Pact Dice + 4 Enhancement + 6 Epic Destiny Feat -1 Stance = 19d4 * 2.5 = 47.5 * 1.3 (Cone) = 61.75
Change:
Same 19 dice but now * 3.5 = 66.5 with no additional since now 100%
--Small Increase

Combined before = 120.9
Combined after = 125

With the increase coming from an element that can be resisted or is immune.

Why make this change for a measly 4 points?

+1 I ran a bunch of past lives with a cone GOO warlock on my main. This change is meh to me and really doesn't help warlock much at all. SSG should leave scaling as is and let the warlocks catch up to other casters in heroics. Higher dice is nice, but its offset with scale nerf...at least for Cone. (AOE is where it's at!)

ahpook
01-18-2023, 05:33 PM
Agreed, blast is slow and the wind up before starting to shoot is painfully slow.

Plus would be nice if blasts track and follow their target like thrown bottles, magic missiles and ray spells. This is magic, right?

And Blood Component is not speeding up blast speed at all (bug).

Why do we lose a Pact Die with chain and cone? Did we misplace it? Dropped on the floor ??

Yeah, they should ditch that limitation. The 25% reduction on Spell Power would be enough.



Would like a way to add more dice in the Tainted Scholar tree T5, which is the Blaster tree.

Well there is "Eldritch Power: Your Eldritch Blast deals +1d6 damage." and "Heretical Lore: Your Eldritch Blast deals +1d6 damage" in the TS to add dice. But if you mean a way to add even more, why not.

juliusisnotcaeser
01-18-2023, 05:45 PM
Warlock:
Base Eldritch Blast dice are now 1d8
Base Pact dice are now 1d6
The single-target basic Eldritch Blast now scales with 125% Spell Power
Enervating Shadow stance now scales with 150% Spell Power
All other Eldritch Blast Shapes now scale at 100% Spell Power
The level 15 Warlock Pact Special abilities now scale as if they were spells and are modified by bonus Spell DCs.

Tanky
01-18-2023, 05:48 PM
I love seeing new archetypes. Shaking up the build meta is always welcomed. And the flavor is neato.

droid327
01-18-2023, 05:55 PM
Thank you very much, Tolero, for this WLK attempt of love. This is a step forward, although we have to check the calculations, specially for cone eldritch blast shape!


Well, if the other shapes didn't have such a horrible miss rate due to mobs outruning or side stepping eldritch projecticles, then they see greater use. As things currently stand, cone is the preferred shape simply because it far more reliable, hits harder, and can hit more targets than other shapes.

This all comes from the projectile speed nerf years ago, which basicly hobbled all the shapes other than cone.

Being hit scan is definitely an advantage for cone, but it's not the main thing... it's far more about the 35% extra spell power scaling and the unlimited number of targets in the AOE.

Now that the damage is normalized, which was the main thing, it's much more of a trade-off between range and number of targets. Chain really isn't going to miss at ranges where cone would hit anyway. But chain is able to hit two Targets over a greater area, while cone is able to hit more Targets in a tight area

mixomatozis
01-18-2023, 05:57 PM
So you buff the eldrich blast and added elemental damage by +2 +2 and nerf the cone stance (which everybody uses in heroics) by 30 percent.

Clap clap evil geniuses.

Talnar00
01-18-2023, 06:01 PM
Fixed some sound effects for Raptors and other Isle of Dread creatures that had bitrates that were much higher than normal, in the hopes that it may fix an issue where the game client crashes in Isle of Dread for some players when sound effects are enabled. If this bug had been affecting you in the past, please try playing Isle of Dread with sound effects on and let us know whether this helps.


Still crashing to raptor sounds with sound on in IoD.

Happened on Lammania, on my character Sarconicus, at around 2:56 pm PST. (unsure what you need to get data on the instance)
Walked into the wilderness, walked into some raptors, crashed as they started attacking me. Note, this problem, at least for me, also includes raptor enemies outside of IoD. Of particular note are the Sharn raptors. I don't know if the problem specifically appeared with IoD's release, especially since I took a lengthy break until a month or so before IoD's release, but I do not remember getting game crashes to Sharn raptors before IoD's release.

Please let me know if there is any information I can provide that would help.

SWCarter
01-18-2023, 06:03 PM
Is the 30% nerf to Warlock Cone shape really necessary? Warlocks are not even remotely close to top-tier damage as it is.

droid327
01-18-2023, 06:14 PM
Is the 30% nerf to Warlock Cone shape really necessary? Warlocks are not even remotely close to top-tier damage as it is.


So you buff the eldrich blast and added elemental damage by +2 +2 and nerf the cone stance (which everybody uses in heroics) by 30 percent.

Clap clap evil geniuses.

It's not a Nerf to cone... it should be net neutral for cone, the dice step increase should offset the lower scaling.

dlsidhe
01-18-2023, 06:26 PM
Are these archetypes going to be free, or what's the cost looking like?

ahpook
01-18-2023, 06:27 PM
It's not a Nerf to cone... it should be net neutral for cone, the dice step increase should offset the lower scaling.

The eldritch damage comes out at around a 1% loss. The pact damage comes out a 3% gain. Overall a slight boost but since pact hits immunities more often it may not be thrilling to get a 2% boost off set by occasional 1% reductions.

Since the other stances all faired much better with double digit improvements, the cone users may feel less joy with the meager offering.

SWCarter
01-18-2023, 06:28 PM
It's not a Nerf to cone... it should be net neutral for cone, the dice step increase should offset the lower scaling.

Ah, yeah, it is relatively equal then. But an Abyss warlock is going to be far more concerned about the eldritch dice (the pact dice increase is situational at best), so this still feels like a nerf.

Talnar00
01-18-2023, 06:44 PM
So you buff the eldrich blast and added elemental damage by +2 +2 and nerf the cone stance (which everybody uses in heroics) by 30 percent.

Clap clap evil geniuses.


Is the 30% nerf to Warlock Cone shape really necessary? Warlocks are not even remotely close to top-tier damage as it is.

Pact die go from average of 2.5 to 3.5 damage per die. A 40% increase of damage.
Blast die go from average of 3.5 to 4.5 damage per die. A ~28.6% increase of damage.

Blasts that had scaling go down went down by 30%. Damage changes largely even out.

Example of a potential blast with cone before change with 100 relevant spellpower:
--Blast damage - 6d6 + 7d6 (epic feat) + 1d6 (Eldritch Power) + 1d6 (Heretical Lore) scaling with 130% spellpower = 15(3.5)*(1 (base damage) + 1*1.3 (damage add from spellpower scaling)) = 120.75
--Pact damage - 10d4 - 1d4 (cone shape) + 7d4 (Epic Pact Die) + 4d4 (Strong Pact enhancements) scaling with 130% spellpower = 20(2.5)*(1+1*1.3) = 115

Example of a potential blast with cone after change with 100 relevant spellpower:
--Blast damage - 6d8 + 7d8 (epic feat) + 1d8 (Eldritch Power) + 1d8 (Heretical Lore) scaling with 100% spellpower = 15(4.5)*(1+1) = 135
--Pact damage - 10d6 - 1d6 (cone shape) + 7d6 (Epic Pact Die) + 4d6 (Strong Pact enhancements) scaling with 100% spellpower = 20(3.5)*(1+1) = 140

Now the numbers with 1000 relevant spellpower:
Before Change-
--Blast damage - 6d6 + 7d6 (epic feat) + 1d6 (Eldritch Power) + 1d6 (Heretical Lore) scaling with 130% spellpower = 15(3.5)*(1+10*1.3) = 735
--Pact damage - 10d4 - 1d4 (cone shape) + 7d4 (Epic Pact Die) + 4d4 (Strong Pact enhancements) scaling with 130% spellpower = 20(2.5)*(1+10*1.3) = 700

After Change-
--Blast damage - 6d8 + 7d8 (epic feat) + 1d8 (Eldritch Power) + 1d8 (Heretical Lore) scaling with 100% spellpower = 15(4.5)*(1+10) = 742.5
--Pact damage - 10d6 - 1d6 (cone shape) + 7d6 (Epic Pact Die) + 4d6 (Strong Pact enhancements) scaling with 100% spellpower = 20(3.5)*(1+10) = 770

At low spellpowers the changes are a buff, at high spellpowers the changes are about neutral for blast damage, and a buff for pact damage.

Let's run some more numbers, just to cover many possible bases.

Example cone blast with just the die from 20 warlock levels @ 1000 sp:
Before Change-
--Blast damage - 6d6 scaling with 130% spellpower = 6(3.5)*(1+10*1.3) = 294
--Pact damage - 10d4 - 1d4 (cone shape) scaling with 130% spellpower = 9(2.5)*(1+10*1.3) = 315

After Change-
--Blast damage - 6d8 scaling with 100% spellpower = 6(4.5)*(1+10) = 297
--Pact damage - 10d6 - 1d6 (cone shape) scaling with 100% spellpower = 9(3.5)*(1+10) = 346.5

Example cone blast with just the die from 20 warlock levels @ 2000 sp (an unrealistically high spellpower amount):
Before Change-
--Blast damage - 6d6 scaling with 130% spellpower = 6(3.5)*(1+20*1.3) = 567
--Pact damage - 10d4 - 1d4 (cone shape) scaling with 130% spellpower = 9(2.5)*(1+20*1.3) = 607.5

After Change-
--Blast damage - 6d8 scaling with 100% spellpower = 6(4.5)*(1+20) = 567
--Pact damage - 10d6 - 1d6 (cone shape) scaling with 100% spellpower = 9(3.5)*(1+20) = 661.5

First example cone blast @ 2000 sp (an unrealistically high spellpower amount):
Before Change-
--Blast damage - 6d6 + 7d6 (epic feat) + 1d6 (Eldritch Power) + 1d6 (Heretical Lore) scaling with 130% spellpower = 15(3.5)*(1+20*1.3) = 1417.5
--Pact damage - 10d4 - 1d4 (cone shape) + 7d4 (Epic Pact Die) + 4d4 (Strong Pact enhancements) scaling with 130% spellpower = 20(2.5)*(1+20*1.3) = 1350

After Change-
--Blast damage - 6d8 + 7d8 (epic feat) + 1d8 (Eldritch Power) + 1d8 (Heretical Lore) scaling with 100% spellpower = 15(4.5)*(1+20) = 1417.5
--Pact damage - 10d6 - 1d6 (cone shape) + 7d6 (Epic Pact Die) + 4d6 (Strong Pact enhancements) scaling with 100% spellpower = 20(3.5)*(1+20) = 1470

It takes getting to extreme levels of spellpower, levels that I do not think are currently possible, for the changed blast numbers to go from a buff to breaking even on average for solely blast damage, for pact damage the changes would still be a buff.

ahpook
01-18-2023, 06:54 PM
Pact die go from average of 2.5 to 3.5 damage per die. A 40% increase of damage.
Blast die go from average of 3.5 to 4.5 damage per die. A ~28.6% increase of damage.

Blasts that had scaling go down went down by 30%. Damage changes largely even out.
...
It takes getting to extreme levels of spellpower, levels that I do not think are currently possible, for the changed blast numbers to go from a buff to breaking even on average for solely blast damage, for pact damage the changes would still be a buff.

Thx for the math. I had been thinking 130% applied to the whole (1+SpellPower/100) and thus it was worse even at low SP in heroics. This makes it look better but considering the boost all the other forms got it still seems harsh for cone stance.

SpartanKiller13
01-18-2023, 07:02 PM
Thx for the math. I had been thinking 130% applied to the whole (1+SpellPower/100) and thus it was worse even at low SP in heroics. This makes it look better but considering the boost all the other forms got it still seems harsh for cone stance.

Cone being net even seems ideal if the goal is to not nerf cone but make it so other shapes are usable?

Majority of Warlocks I've ever talked to are Cone or nothing lol, maybe this will make it worth swapping a bit XD

Personally I like chain shape a lot so I'm happy with this idea.

Talnar00
01-18-2023, 07:04 PM
Thx for the math. I had been thinking 130% applied to the whole (1+SpellPower/100) and thus it was worse even at low SP in heroics. This makes it look better but considering the boost all the other forms got it still seems harsh for cone stance.

Admittedly I am making the assumption the 130% applied only to the spellpower scaling and not the pure base damage, due to the wording of "this spell scales with 130% spell power". If the 130% also applies to the base as well as scaling, then the numbers do change a bit. Essentially it would add a 0.3 to the multiplier to the blast dice, ex: @ 1000 sp instead of 15d6 * 14, it would be 15d6 * 14.3. Hard to know without having access to how the game truly calculates things.

Personally I see the changes more as making the other blast shapes more appealing when compared to cone, which has been seen as the most appealing shape if you are going blaster-lock for quite some time.

Nickodeamous
01-18-2023, 07:35 PM
I don't see the appeal of other warlock blast shapes. Cone is king. If its net neutral, and the others are buffed, I can still blast an AOE vs. single target, Maybe chain is now viable, but 6 to one, half a dozen to another...it still doesn't compare to other casters in heroics...

SpartanKiller13
01-18-2023, 07:46 PM
Bug Fixes

Unquenchable Rage from Primal Avatar now does its intended effect


Is this Unquenchable Rage from Fury of the Wild? Also uh what's changing?



SLA tooltips now display spell info, such as their spell point cost, spell DC, and spell school, automatically


Sweet, this is huge QoL!



Bank - Crafting storage now has a sorting option: Alphabetical (A-Z) or (Z-A) or Legacy Sort (the old way)


Possible to add something like Inverse Legacy Sort? Whatever you put in last is at the top? Would be the most useful sorting option available thus far personally. I could care less about anything I put in 26 pages ago and haven't taken out since :)

inspiredunease
01-18-2023, 08:00 PM
I don't see the appeal of other warlock blast shapes. Cone is king. If its net neutral, and the others are buffed, I can still blast an AOE vs. single target, Maybe chain is now viable, but 6 to one, half a dozen to another...it still doesn't compare to other casters in heroics...

Now if they provided a Tier 5 and/or Core 5/6 to give 4/5/6 targets hit with chain, it would be fairly equivalent to chain lightning. I'd take that I think. I really love chain early game as being able to hit round corners is a nice tactical advantage to me, but later in the game with the huge inflated mob packs of later expansions it's simply not viable.

yfernbottom
01-18-2023, 08:02 PM
Disclaimer
Everything seen on the preview server, Lamannia, is not final and is subject to change or removal before live release.


Warlock:

Base Eldritch Blast dice are now 1d8
Base Pact dice are now 1d6
The single-target basic Eldritch Blast now scales with 125% Spell Power
Enervating Shadow stance now scales with 150% Spell Power
All other Eldritch Blast Shapes now scale at 100% Spell Power
The level 15 Warlock Pact Special abilities now scale as if they were spells and are modified by bonus Spell DCs.



Really glad to see Warlocks get a slight boost. This seems like about what they need to be on par with other ranged DPS builds to me. Will definitely dust off my mid level Warlock for this.

Edit: I see some folks already saying this won't be enough. However, I'd rather see adjustments like this done gradually and then tweaked again if needed rather than watch balance jitter around randomly like a bunch of bumper cars. However I will at least agree that Cone should absolutely not be nerfed, not even by 1%.

Hephaestas
01-18-2023, 08:42 PM
Thanks for these notes, Devs. Glad to see a bunch of bug fixes too! But regarding the notes, some things that stood out to me:

UI Changes:
I appreciate the looking into updating UI, but I'm not a fan of most of these changes. Though the added functionality of easier to see and clickable feats is nice - it look's very visually jarring. It gives the impression of someone with Accessibility on Windows turned on. I also dislike the < Brackets > around feats in the Character Sheet; it doesn't give a polished appearance but rather that of broken programing code.

Archetypes:
The archetype that most intrigued me was the Dark Hunter Ranger and I was very disappointed to find the over-decades-old Trap Making system was just tacked on without an revamp. These damage numbers, effects, and crafted system could really use modern numbers - or borrow new spell/trap effects in the game - but if nothing else scaling in some way. I would really like to see this be a larger part of the class; as almost a 3rd of the archetype's enhancement tree is taken up by a new pet - which also used an old and yet-to-be-revamped system.

The Blight Druid looks the most promising, and although I have not yet had the time to test it - I applaud the theme and new spells. I really like the direction, my only concern is if the damage on the higher level spells - i.e. the lvl 8 spell Thornlance is a 1d6+8 single target spell. Thornwave, lvl 6 - is AoE and is 1d6+6. I understand Druid is very much damage over time, but consider a way to frontload some of this damage so the player isn't having to wait around for their damage to start to matter. When placed alongside say, the Acid Draconic Mantle 'Attune the Arcane' - the damage dot of the mantle will far outpace the damage of the highest level Druid acid spell. Again, loving the theme and direction - but these are my concerns.

Thank you for considering our feedback, and keeping continuous updates to the game. Looking forward to Lammania round 2!

droid327
01-18-2023, 08:49 PM
Ah, yeah, it is relatively equal then. But an Abyss warlock is going to be far more concerned about the eldritch dice (the pact dice increase is situational at best), so this still feels like a nerf.

It's not really a Nerf to abyss, Abyss just sucks lol - the change to the dice steps means pact die represent a bigger proportion of your overall damage than they used to, and Abyss die are the worst

SpartanKiller13
01-18-2023, 09:15 PM
However I will at least agree that Cone should absolutely not be nerfed, not even by 1%.

Cone's losing ~1% base damage and gaining ~3% pact damage, so it's probably a net wash. Miniscule buff sometimes, miniscule nerf against enemies immune to pact damage.

Lotoc
01-18-2023, 09:15 PM
i.e. the lvl 8 spell Thornlance is a 1d6+8 single target spell.

actually it is aoe and goes straight through everything in a line, seems to go a bit wider than a lightning bolt.

ChristopHilljr
01-18-2023, 09:22 PM
(Standard): You are on server 13 at r4 lx407 ly603 i12 ox157.71 oy76.13 oz188.52 h296.7. Game timestamp 114766.117. Could not report bug in game. Crashed when raptors attacked. Using 64 bit client.

LrdSlvrhnd
01-18-2023, 09:38 PM
Bank - Crafting storage now has a sorting option: Alphabetical (A-Z) or (Z-A) or Legacy Sort (the old way)







This is a nice start, but what's really needed is Reverse Legacy (ie, most recently added is at the start). I'd also like to see categories (filigrees, augments, collectibles, etc.) but honestly Reverse Legacy would fill 98% of my needs.

Tanky
01-18-2023, 10:49 PM
Everyone bellyaching about Eldritch Blast nerfs is too busy arcmchair quarterbacking rather than taking the time to actually poke around on Lamannia.

https://cdn.discordapp.com/attachments/494345098553851918/1065460505252216832/Lesser_Pact_Attunement_Level_1.png
https://cdn.discordapp.com/attachments/494345098553851918/1065460505537413220/Pact_Attunement_Level_6.png
https://cdn.discordapp.com/attachments/494345098553851918/1065460505889746975/Greater_Pact_Attunement_level_12.png

Also, the past life:
https://cdn.discordapp.com/attachments/494345098553851918/1065466733986590831/new_warlock_past_life.png

Dilbon
01-19-2023, 12:01 AM
No bard's Iced Edges fix?

cru121
01-19-2023, 02:07 AM
The eldritch damage comes out at around a 1% loss. The pact damage comes out a 3% gain. Overall a slight boost but since pact hits immunities more often it may not be thrilling to get a 2% boost off set by occasional 1% reductions.

Since the other stances all faired much better with double digit improvements, the cone users may feel less joy with the meager offering.

I don't understand why the Aura received the same nerf as the cone. I don't see too many warlock aura users.

Diracorvus
01-19-2023, 02:44 AM
The new archetypes could really use some alignment restrictions. Non-good for the blight druid and non-lawful for the dark hunter maybe?

droid327
01-19-2023, 02:57 AM
Everyone bellyaching about Eldritch Blast nerfs is too busy arcmchair quarterbacking rather than taking the time to actually poke around on Lamannia.

https://cdn.discordapp.com/attachments/494345098553851918/1065460505252216832/Lesser_Pact_Attunement_Level_1.png
https://cdn.discordapp.com/attachments/494345098553851918/1065460505537413220/Pact_Attunement_Level_6.png
https://cdn.discordapp.com/attachments/494345098553851918/1065460505889746975/Greater_Pact_Attunement_level_12.png


Was ist los?

I just rolled a test Lock and I didnt see any of these feats - where are they? That's a huge, huge boost to EB efficacy

Shikagami16
01-19-2023, 04:00 AM
So uh just curious if this is the new thing or if something broken or not~ but I made sure I'm not undead cuz for whatever reason it seems like I am when I have 400 heal amp and 600 positive and im healing myself for only 300...

cru121
01-19-2023, 04:33 AM
So uh just curious if this is the new thing or if something broken or not~ but I made sure I'm not undead cuz for whatever reason it seems like I am when I have 400 heal amp and 600 positive and im healing myself for only 300...

I think you should provide slightly more details about this problem if you expect any action. Class/race/spell/enhancements/active toggles/reaper difficulty/yada/yada.

Shikagami16
01-19-2023, 04:49 AM
I think you should provide slightly more details about this problem if you expect any action. Class/race/spell/enhancements/active toggles/reaper difficulty/yada/yada.

13 alch 5 pally 2 rogue asimar epic destiny heal in 3rd core empire healing empower and maximize outside reaper spellpower 659 415 heal amp nothing making me undead and I healed my self between 300 and 500 giver take and I know I have a small ammount of positive but I know for a fact 415 heal amp makes a good chunk of that up and I should be over some 300 to 500 a hit not only that I was also hitting others the same values as myself which I don't think a lvl 5 has 400+ heal amp

glassesjr
01-19-2023, 05:00 AM
I'm a fan of the Warlock buffs, but can you remove most of that delay there is with starting the next blast sequence? It feels janky/not fun.

Ereshkigal
01-19-2023, 07:48 AM
So Dark! It’s like DDO and the DC universe had a baby!
QoL changes are excellent (appreciated). The archetypes look super fun, but we have Dark Clerics, Dark Rangers, Dark Druids and Light Paladins! Dark (anti) Paladin would be the coolest of all the Darktypes! I guess once we get dark versions of all the other classes then I will push for Anti-Pallys.

Darkhetypes :D

Ereshkigal
01-19-2023, 07:50 AM
Love the changes. Not super excited about these specific archetypes, but I'll play them before I judge. The quality of life changes in this update are amazing. Thank you.

Ereshkigal
01-19-2023, 08:14 AM
The new archetypes could really use some alignment restrictions. Non-good for the blight druid and non-lawful for the dark hunter maybe?

For Blight Druids: Non Good would mean just mean no paladin multiclass? If you instead required them to be Chaotic that would also prevent Celestial Warlock multiclass.

For Dark Hunters: Non Lawful would mean no Paladin or Monk Multiclass?

with the move away from alignment in 5e and beyond, i feel like the only way SSG will add further alignment restrictions would be to prevent certain multiclass situations.

I'm not convinced there's a need for that here, but I haven't looked close at any combinations yet.

Ereshkigal
01-19-2023, 08:16 AM
(Standard): You are on server 13 at r4 lx407 ly603 i12 ox157.71 oy76.13 oz188.52 h296.7. Game timestamp 114766.117. Could not report bug in game. Crashed when raptors attacked. Using 64 bit client.

I begrudgingly gave up on using the 64 bit client long ago due to constant crashing. Has it improved in recent years?

Zitaloc
01-19-2023, 09:14 AM
So I found a bug:
While testing the wolf pet for the Dark Hunter I noticed, Dino bone items turned into collars don't apply its effects to target, not even the normal damage per attack effects.

Tanky
01-19-2023, 09:15 AM
The character creation and leveling up UI changes are wonderful. I also love the "temporarily acquired" tag for feats acquired through enhancements.

Great job.

ahpook
01-19-2023, 11:36 AM
Cone being net even seems ideal if the goal is to not nerf cone but make it so other shapes are usable?

Majority of Warlocks I've ever talked to are Cone or nothing lol, maybe this will make it worth swapping a bit XD

Personally I like chain shape a lot so I'm happy with this idea.

Yeah, a better balance is good. It was just the disappointment that it looked like Warlocks were getting a little long overdue buff but when the math is checked Cone warlocks aren't included. Not a big deal but worth noting in case SSG was really trying to boost all 'locks.

ahpook
01-19-2023, 12:13 PM
Bank - Crafting storage now has a sorting option: Alphabetical (A-Z) or (Z-A) or Legacy Sort (the old way)



There has been feedback that this is not all that useful, but even more significant for me is that someone is adding to the bank without addressing the bugs from previous changes to the bank (loss of min level, incorrect descriptions/names).

mpetrarca
01-19-2023, 12:17 PM
[QUOTE=Tolero;6563825]



Bank - Crafting storage now has a sorting option: Alphabetical (A-Z) or (Z-A) or Legacy Sort (the old way)



[QUOTE]

This is right on par for SSG. SSG is so money hungry and at the same time has no idea how to make money. Only a complete idiot would upgrade crafting storage to the max of 2045 slots. Alphabetical sort is just baby steps, and should have been included with the release of Crafting Storage, but more should have also been included. So I start a new character get him to level 4 and I want to see what level 4 augments I already have in crafting storage, yeah you guys have a long ways to go to fix Crafting Storage. I would like to see level search options. I would like to see organization like I see in the collectables bag, i.e. all my Shroud ingrediants together, all my filigrees together (grouped in sets would be nice)... SO who at SSG thought lets just dump Ingredients Bags, Collectable Bags, Augment Bags, Soul Gem Bags and Gem Bags together with no functionality would be a massive seller?

Duwoot
01-19-2023, 12:17 PM
Hey,
Since the idea of archetypes is really working (It's really nice and i approve of the hype), can i ask for a revamp in the character creation scheme?
Lemme explain why do i think its necessary:
1) this is kinda what people have been asking to solve the inconvenience of having to TR multiple times (epic TR + heroic TR). It's a burden to everyone but specially streamers have to figure out ways to entertain their public when going through that process. Cleaning up the TR cache and having to choose skills, feats and etc for a character you are not going to play is really a downer.
2) When creating an iconic character you are stuck with the standard option for the class. And that, in my opinion, is just forces you into the above process if you want to choose an archetype instead. I really wish you guys can solve the first option, but if not possible it would be cool if you did not force us further into that process.
3) Maybe you dont want to give this quality of life for free? You could make only VIPs be able to choose the archetype on the creation screen instead of making them go through that long process twice

Best wishes and keep up with the good work

Fauxknight
01-19-2023, 01:05 PM
So I found a bug:
While testing the wolf pet for the Dark Hunter I noticed, Dino bone items turned into collars don't apply its effects to target, not even the normal damage per attack effects.


Isn't that normal though? In my experience bonus damage effects simply don't work on pets.

Cadic
01-19-2023, 03:29 PM
Any chance we can have the "show unavailable" unchecked by default?

Sqrlmonger
01-19-2023, 03:37 PM
Any chance we can have the "show unavailable" unchecked by default?

What do you mean? Your default isn't to take feats you're ineligible for?

Cruxader
01-19-2023, 03:38 PM
Someone better at math can do the crunching but this looks like a null change in damage to me.

As a cone blaster for the most part: (level 30 warlock)
...
Combined before = 120.9
Combined after = 125

With the increase coming from an element that can be resisted or is immune.

Why make this change for a measly 4 points?

He is very much right. At least give warlock Skin Archetype more demonic instakills, and some elemental immunity bypass (maybe negative, acid, fire, cold) options for these demonic locks, so don't force tiefling ash as racial choice, and similar class blaster bypass to Druid Blightcasters?)

mikarddo
01-19-2023, 03:54 PM
2) When creating an iconic character you are stuck with the standard option for the class. And that, in my opinion, is just forces you into the above process if you want to choose an archetype instead. I really wish you guys can solve the first option, but if not possible it would be cool if you did not force us further into that process.


That is the main reason I wont be playing the archtypes much. If they worked well with Iconics if would play them significantly more.

Josielynn
01-19-2023, 05:19 PM
Warlock: The level 15 Warlock Pact Special abilities now scale as if they were spells and are modified by bonus Spell DCs.

Will someone explain what this means? Like how it is currently vs. how this change affects it? Is it a plus or minus?

dkyle
01-19-2023, 05:42 PM
Bug: I have Smite Evil on my Bard from Divine Crusader, but it isn't marked as "Temporary" on my sheet. I have Uncanny Dodge from Swashbuckler that is so marked, so I'd assume both should be.

Bug: I don't think the PRR is working from Shield Mastery Specialty. When I remove my buckler (Van Richten's Cane), my PRR should reduce by 44 (4 from mythic, 30 from Mists set, 10 from SMS feat), but it only drops by 34. Do I need to retrain the feat to fix it? I do appear to have +5 PRR on Lamannia vs Live for some reason, both with and without a Shield, and I'm not sure why. Maybe the feat is now a perpetual +5 PRR, instead of the intended +10 PRR with Buckler equiped?

Bug: GSWF icon in the buff bar is invisible on Lamannia

Tyrande
01-19-2023, 06:38 PM
Warlock: The level 15 Warlock Pact Special abilities now scale as if they were spells and are modified by bonus Spell DCs.

Will someone explain what this means? Like how it is currently vs. how this change affects it? Is it a plus or minus?

Its a plus.

Currently for hurl, for example, no meta-magic applies. If you can apply heighten, quicken, enlarge, it will get more DCs, cast faster, and probably save some spell points from the caster destiny trees.

shmagmhar
01-19-2023, 06:43 PM
[list] An Archetype is listed under the Warlock UI but is not ready for feedback or usage on Lamannia in Preview 1.

^^ I hope it is hexblade . something that can ably debuffs via mellee and gets a crit multiper increase like other mellee classes

cmecu
01-19-2023, 07:40 PM
I know you all dont have Warlock yet , the notes that is. But I did make one to look at their tree and their granted feats. I do hope that Howl of Terror is something that Fiend Archtype gets. PLease add it , if its not.

cmecu
01-19-2023, 07:41 PM
[list] An Archetype is listed under the Warlock UI but is not ready for feedback or usage on Lamannia in Preview 1.

^^ I hope it is hexblade . something that can ably debuffs via mellee and gets a crit multiper increase like other mellee classes

You can make one now and look at its tree. Fiend Archetype.

SpartanKiller13
01-20-2023, 02:42 AM
Yeah, a better balance is good. It was just the disappointment that it looked like Warlocks were getting a little long overdue buff but when the math is checked Cone warlocks aren't included. Not a big deal but worth noting in case SSG was really trying to boost all 'locks.

I mean there's the feats Tanky linked earlier, giving ya some options if you're just there for Eldritch Cone damage?

For reference:


Everyone bellyaching about Eldritch Blast nerfs is too busy arcmchair quarterbacking rather than taking the time to actually poke around on Lamannia.

https://cdn.discordapp.com/attachments/494345098553851918/1065460505252216832/Lesser_Pact_Attunement_Level_1.png
https://cdn.discordapp.com/attachments/494345098553851918/1065460505537413220/Pact_Attunement_Level_6.png
https://cdn.discordapp.com/attachments/494345098553851918/1065460505889746975/Greater_Pact_Attunement_level_12.png

Tyrande
01-20-2023, 07:13 AM
[list] An Archetype is listed under the Warlock UI but is not ready for feedback or usage on Lamannia in Preview 1.

^^ I hope it is hexblade . something that can ably debuffs via mellee and gets a crit multiper increase like other mellee classes

No, its not hexblade. I made one last night and level her to 20. Its Acolyte of the Skin.

Its buggy as hell, no pun intended.

There are no acolyte of the skin true fiend pact spells,
and the beam shape isn't working.

Mindos
01-20-2023, 10:51 AM
I was told there would be grilled cheese and tomato soup.

Cadic
01-20-2023, 11:03 AM
Warlock: The level 15 Warlock Pact Special abilities now scale as if they were spells and are modified by bonus Spell DCs.

Will someone explain what this means? Like how it is currently vs. how this change affects it? Is it a plus or minus?

Currently the DCs of those abilities don't scale with any "DC" boosting items. So you get this really great DC to start, and then it never scales up enough to be useful in the endgame. In theory with this, they will have a spell category (say Necromancy) and then your +necromancy DC boosters, plus sacred/profane/etc would boost the dc of these abilities to continually make them useful. A great example would be hurl through hell which is a great instakill level 15 ability for fiend warlocks, but becomes less and less useful the higher level you get.

Peter_Principle
01-20-2023, 02:21 PM
I mean there's the feats Tanky linked earlier, giving ya some options if you're just there for Eldritch Cone damage?

For reference:

Are those real, though? I leveled up a transfered warlock from 12-20 last night, saw neither hide nor hair of any of those three feats.

Tyrande
01-20-2023, 03:29 PM
Are those real, though? I leveled up a transfered warlock from 12-20 last night, saw neither hide nor hair of any of those three feats.

I saw the feats on my new Acolyte Warlock, but it seems its only for Acolyte of the Skin archetype?

Wdh
01-20-2023, 04:02 PM
The Destiny Feat Spirit Blades now has a faster casting time, faster projectile speed, and better homing.

Spirit Blades needed some love. The poor spell is unlocked at level 28 and is overshadowed by the destiny spells, ruin and greater ruin. At times too spells like arcane tempest even outclassed it. With Spirit Blades being only available at like lvl 28 it definitely need a buff. It probably needs more than this though. 10d6 pierce and 5d6 force 5x is what the spell does now, that is certainly not bad but I think to be considered good, and used in builds alongside stuff like ruin and greater ruin a bit more damage should be added as well. Maybe another 1-3 blades, or just increasing it's dice.

Maelodic
01-20-2023, 04:18 PM
I saw the feats on my new Acolyte Warlock, but it seems its only for Acolyte of the Skin archetype?

I was unable to see them on either type of warlock. Maybe we'll get some more info when acolyte of the skin releases on lamannia

cmecu
01-20-2023, 05:57 PM
If you guys want some testing, you all should open the Lammania servers on a Friday, and let the open all the way until the Following Sunday evening. This way you get two full weekends of testing for those people who work through the week and can play through the week. 9 Full days of testing, and 2 weekends. I didnt really have much time to try anything. Remember it takes time to mess around with different builds, leveling up, reincarnating to test other aspects of new builds with new archtypes. Just not enough time. Im sure the community isnt going to be in an uproar to make sure new stuff isnt released plagued with bugs at the cost of 9 days of testing.

cmecu
01-20-2023, 05:59 PM
No, its not hexblade. I made one last night and level her to 20. Its Acolyte of the Skin.

Its buggy as hell, no pun intended.

There are no acolyte of the skin true fiend pact spells,
and the beam shape isn't working.

The reading the beams makes it sound like its a continuous beam or something coming form your eyes.. That would be cool, something like HomeLander from " The Boys" :D

Peter_Principle
01-20-2023, 09:09 PM
I saw the feats on my new Acolyte Warlock, but it seems its only for Acolyte of the Skin archetype?

It would be nice if they're meant to be for all warlocks, and just aren't implemented yet.

I do notice that on the images, the prereqs are only having eldritch blast or the prior feat, and a particular character level, and not also "Acolyte of the Skin". So, I'm hopeful.

blarhblarhblarh
01-20-2023, 09:47 PM
And we all know the game needs fixing. I paid for many expansions and can´t play them at a whole cause:


isle of the dread on "The Stone Crypt Chronicle" my fps goes to 20/25 when it´s on the outside area. On the inside areas it goes back to normal at 60 cap. Maybe would be a good place for developers to know cause it may be the lack of a driver optmization.

Feywild still have map issues inside quests.

Saltmarsh still have the Sea Elf bug in the longest quest and makes completion impossible 20% of the time.

Sharn - quest 1 part 2, think it is no refunds: crazy fractal random images. Sometimes reseting the client fix it. Anyways slows the group down and takes the fun out of the game.


So these are things that really need the fix and players paid premium for it but received a sub par product. How do you expect people to keep giving money to DDO if DDO don´t deliver the basic that people paid for??

Coffey
01-20-2023, 10:23 PM
Attention players:

Lamannia server is closed until preview 2. Thanks for the previewing (testing) and feedback everyone!

:D:D:D:D:D:D:D:D:D:D:D:D:D:D:D:D:D:D:D:D:D:D:D:p

Ereshkigal
01-21-2023, 09:17 AM
And we all know the game needs fixing. I paid for many expansions and can´t play them at a whole cause:


isle of the dread on "The Stone Crypt Chronicle" my fps goes to 20/25 when it´s on the outside area. On the inside areas it goes back to normal at 60 cap. Maybe would be a good place for developers to know cause it may be the lack of a driver optmization.

Feywild still have map issues inside quests.

Saltmarsh still have the Sea Elf bug in the longest quest and makes completion impossible 20% of the time.

Sharn - quest 1 part 2, think it is no refunds: crazy fractal random images. Sometimes reseting the client fix it. Anyways slows the group down and takes the fun out of the game.


So these are things that really need the fix and players paid premium for it but received a sub par product. How do you expect people to keep giving money to DDO if DDO don´t deliver the basic that people paid for??

I know you are primarily venting and asking for developer help, but what are your system specifications?

I only ask because it seems weird because I'm running an 11 year old computer with the graphics settings all the way turned up and have no problems. There are known issues with the 64-bit client, and if my worn out memory still serves me I recall replacing my Nvidia Graphics cards with radeons and I think it may have been because DDO had issues with Nvidia??? not sure on that.

Here's my basic system specs for you to compare, just in case it's the tiniest bit of helpful.

I7-3820 3.60 ghz cpu
16 GB 1600 hz ram
dual radeon HD 6870s
running Windows 10

I wish you luck, in getting those things resolved because it's not just an issue or two, it's many, and that would be very frustrating.

Aelonwy
01-21-2023, 11:42 AM
The reading the beams makes it sound like its a continuous beam or something coming form your eyes.. That would be cool, something like HomeLander from " The Boys" :D

So something like Lo Pan?

https://i.imgur.com/eMHksPX.jpg

Seph1roth5
01-21-2023, 11:59 PM
I know you are primarily venting and asking for developer help, but what are your system specifications?

I only ask because it seems weird because I'm running an 11 year old computer with the graphics settings all the way turned up and have no problems. There are known issues with the 64-bit client, and if my worn out memory still serves me I recall replacing my Nvidia Graphics cards with radeons and I think it may have been because DDO had issues with Nvidia??? not sure on that.

Here's my basic system specs for you to compare, just in case it's the tiniest bit of helpful.

I7-3820 3.60 ghz cpu
16 GB 1600 hz ram
dual radeon HD 6870s
running Windows 10

I wish you luck, in getting those things resolved because it's not just an issue or two, it's many, and that would be very frustrating.

I have a pretty good pc, gtx 3070ti, and no refunds gives me that messed up fractal **** fairly often as well. I had something similar happen when I was setting up skyrim on this PC, and found out it had to do with the fps not syncing up with my monitor. Was able to iron that out with settings/mods.

With DDO it's weird because it's only EVER happened in no refunds.

Baahb3
01-22-2023, 07:19 AM
I mean there's the feats Tanky linked earlier, giving ya some options if you're just there for Eldritch Cone damage?

For reference:

I really hope these are not feats, just granted abilities. I mean, just how many feats are they going to have for a class without any bonus feats to make their main class feature better. They already feat tax eldritch blast twice in epic, now they want us to take 3 more during heroic?

At this point, they would be better off just allowing metamagic feats to apply to blast damage and be done with it.

Baahb3
01-22-2023, 07:22 AM
I saw the feats on my new Acolyte Warlock, but it seems its only for Acolyte of the Skin archetype?

If this is true, then add that idea to the stupid column.

Baahb3
01-22-2023, 07:34 AM
I know you are primarily venting and asking for developer help, but what are your system specifications?

I only ask because it seems weird because I'm running an 11 year old computer with the graphics settings all the way turned up and have no problems.

I have not run into the IoD issue in the wilderness since the initial crashing fix when it first launch. But there are several reports of this problem from other players, where they it needs further investigated.

As for the fractal images in No Refunds. That continues to be a sporadic issue. I have a Radeon R9 200 series (little old) on Win 10 running DDO 64 bit client and I still get this from time to time. When it happens, it is nearly incompletable. As someone who works in the software support world, I know inconsistent issues are difficult to pin down but this has been going on for years at this point and should be addressed.

Overall, I agree that we need fixes to current game play, not buggy new gadgets and archtypes to distract us from the real problems. Lag, spells not registering or when they do, do 1 point of damage (yelling at you Sunbolt!!!), load screens, interacting with objects/NPCs/Quest Doors is becoming more of an issue. The list goes on.

If SSG just fixed and improved what they have I dare say the community as a whole would be much more supportive and have renewed faith in the custodians of the game.

LurkingVeteran
01-22-2023, 08:10 AM
Can you guys look at the animation and projectile speed of EB as well? Also, if you could remove the weird delay that happens when you cast spells or use SLAs in between EB attacks, that would actually make warlock fun to use.

Rosze
01-22-2023, 08:19 AM
As we are tinkering with warlocks can we finally add an immunity removal for their element? Lot of warlock builds are basically useless in higher content as their blast does no damage is the target is immune.

SpartanKiller13
01-22-2023, 12:29 PM
I really hope these are not feats, just granted abilities. I mean, just how many feats are they going to have for a class without any bonus feats to make their main class feature better. They already feat tax eldritch blast twice in epic, now they want us to take 3 more during heroic?

At this point, they would be better off just allowing metamagic feats to apply to blast damage and be done with it.

In the same way that melee/ranged DPS have 4 heroic, an epic, and a destiny feat as a tax to make their main damage source better? Not like most of those classes get bonus feats lol. If all ya want is free caster feats play Wizzy or Alchemist? It's the same with Fighter lol, there's a class for bonus feats but I'm still gonna pick Barbarian :)

I'm very happy to get offered new feats that add damage to whatever playstyle I'm on? Like new WWA.

IMO feat "tax" is when you have to get terrible feats as pre-requisites for something. Like Magical Training to get into Feydark, or Combat Expertise back when it was required to get WWA. Like taking Discipline to get -spell threat from Magus; the feat is horrendous by itself lol.

----

You can either stay exactly where you are with the same number of feats, or choose a lower-feat build that has higher eldritch blast damage? Seems pretty reasonable to me. If you have feats to spare neat, if not no loss?

Tyrande
01-23-2023, 07:31 AM
The Destiny Feat Spirit Blades now has a faster casting time, faster projectile speed, and better homing.

Spirit Blades needed some love. The poor spell is unlocked at level 28 and is overshadowed by the destiny spells, ruin and greater ruin. At times too spells like arcane tempest even outclassed it. [...]

/agree

I was wondering why no one on the live servers take that feat. Because it is bad, bad, very bad, bad in the stupid category.

My warlock took it as a test on Lammania last Friday.
The animation is now faster, but pitiful.

For comparison, with nothing on, spirit blades do like 500 damage single target at level 32 while EA T5: holy fireball did 5000+ AoE on those test kobolds. Now, why would anyone waste a destiny feat on Spirit Blades? There is no point. Its not a DOT, its not AoE and the single target damage is one-tenth of ruin.

droid327
01-23-2023, 11:01 AM
As we are tinkering with warlocks can we finally add an immunity removal for their element? Lot of warlock builds are basically useless in higher content as their blast does no damage is the target is immune.

No, the opposite

Can we please take immunity strippers away from everyone (except sorcs and druids) and then rebalance mobs so that its challenging but viable to take them out with a secondary element (ie just your Blast damage)

Tyrande
01-23-2023, 11:58 AM
No, the opposite

Can we please take immunity strippers away from everyone (except sorcs and druids) and then rebalance mobs so that its challenging but viable to take them out with a secondary element (ie just your Blast damage)

Why do sorcs and druids get the exception? Blast damage either from force damage or evil works; but its so miniscule.

Example: On my sorcs any lightning my sorc was dealing 3000 to 5000 while lightning strike was dealing anything between 11000 to 50000. Highest I have seen is around 100,000 on a critical. Similar numbers on Iceberg as well. These numbers were probably more on better players, LOL.

While on my warlocks? I never seen anything over 3000 (and 3000 was a crit, LOL) seriously on any kind of blast... seriously; even on non-immune mobs.

There are mobs that absorb them as well. Example: golems. While fire sorcs blast happily into fire elements and devils and cold druids blast happily into water elementals, wierds, frost giants and skeletal archers.... This is so abnormal and I can't even say its fantasy or magical. It simply does not make sense even in my fantasy dreams.

In my high reaper groups its either Sorcs or Druids, LOL.... and they kept using the same spells over and over in a rotation... without tactics and without consideration for mana usage. Actually come to think of it, there are more druids, and no; before anyone asks, they do not heal. Neither do FvS; even though their damage has been nerfed to Oblivion. I was in a high reaper group last night, and the FvS don't even have any kind of resurrection spell in the list or brought any rez scrolls. What has DDO come down to? If they want to solo the whole dungeon then solo, stop stepping in groups. Same thing can be said about druids.

I forgot alchemists, they too...

Right now either give it (immunity stripping) to every class or remove it from every class. Before immunity stripping sorcs and druids are tier B class. Now they're tier S class (above tier A); FvS is tier A while warlocks and wizards quickly fall into tier B with monks at tier D per Stritom's classification. (I think fighter was F or monk too?)

Axcarth
01-23-2023, 12:18 PM
Why do sorcs and druids get the exception? Blast damage either from force damage or evil works; but its so miniscule. There are mobs that absorb them as well. Example: golems. While fire sorcs blast happily into fire elements and devils and cold druids blast happily into water elementals, wierds, frost giants and skeletal archers.... This is so abnormal and I can't even say its fantasy or magical. It simply does not make sense even in my fantasy dreams.

In my high reaper groups its either Sorcs or Druids, LOL.... and they kept using the same spells over and over in a rotation... without tactics and without consideration for mana usage. Actually come to think of it, there are more druids, and no; before anyone asks, they do not heal. Neither do FvS; even though their damage has been nerfed to Oblivion. I was in a high reaper group last night, and the FvS don't even have any kind of resurrection spell in the list or brought any rez scrolls. What has DDO come down to? If they want to solo the whole dungeon then solo, stop stepping in groups. Same thing can be said about druids.

Right now either give it (immunity stripping) to every class or remove it from every class. Before immunity stripping sorcs and druids are tier B class. Now they're tier S class (above tier A); FvS is tier A while warlocks and wizards quickly fall into tier B with monks at tier D per Stritom's classification. (I think fighter was F or monk too?)

I support this ^, leaning towards remove immunity stripping from the game!

Diracorvus
01-23-2023, 12:23 PM
Why do sorcs and druids get the exception? Blast damage either from force damage or evil works; but its so miniscule. There are mobs that absorb them as well. Example: golems. While fire sorcs blast happily into fire elements and devils and cold druids blast happily into water elementals, wierds, frost giants and skeletal archers.... This is so abnormal and I can't even say its fantasy or magical. It simply does not make sense even in my fantasy dreams.

In my high reaper groups its either Sorcs or Druids, LOL.... and they kept using the same spells over and over in a rotation... without tactics and without consideration for mana usage. Actually come to think of it, there are more druids, and no; before anyone asks, they do not heal. Neither do FvS; even though their damage has been nerfed to Oblivion. I was in a high reaper group last night, and the FvS don't even have any kind of resurrection spell in the list or brought any rez scrolls. What has DDO come down to? If they want to solo the whole dungeon then solo, stop stepping in groups. Same thing can be said about druids.

Right now either give it (immunity stripping) to every class or remove it from every class. Before immunity stripping sorcs and druids are tier B class. Now they're tier S class (above tier A); FvS is tier A while warlocks and wizards quickly fall into tier B with monks at tier D per Stritom's classification. (I think fighter was F or monk too?)

If every class can strip immunities the best course of action would be to simply remove immunities from the game entirely. That would be too bad though, because it is one of the things that makes DDO special compared to other MMOs.
I don't think it would be too difficult to play without immunity stripping, but some players are now so used to the speed of blasting through all content that every little reduction would make them angry. It's a bit of a dilemma what to do with this and as it is right now it is really only a band-aid. I think immunity stripping needs to be changed, going from 100% resistance to 0% is so extremely powerful. If it would just reduce resistances by 50% or so... but as I said, some players would be very angry even with that. There is no easy solution here. Spell points are another issue that needs to be solved somehow, it was meant to be the limit for casters and now can just be ignored.

Stravix
01-23-2023, 01:27 PM
If every class can strip immunities the best course of action would be to simply remove immunities from the game entirely. That would be too bad though, because it is one of the things that makes DDO special compared to other MMOs.
I don't think it would be too difficult to play without immunity stripping, but some players are now so used to the speed of blasting through all content that every little reduction would make them angry. It's a bit of a dilemma what to do with this and as it is right now it is really only a band-aid. I think immunity stripping needs to be changed, going from 100% resistance to 0% is so extremely powerful. If it would just reduce resistances by 50% or so... but as I said, some players would be very angry even with that. There is no easy solution here. Spell points are another issue that needs to be solved somehow, it was meant to be the limit for casters and now can just be ignored.

Just make absorb bypass a stat like how fort bypass exists now, and make immune people simply have at least 100% absorb. Let there be gear for it, and available on respective enhancement trees.

Don't make it binary, make it so you need good investment.

Axcarth
01-23-2023, 01:47 PM
Just make absorb bypass a stat like how fort bypass exists now, and make immune people simply have at least 100% absorb. Let there be gear for it, and available on respective enhancement trees.

Don't make it binary, make it so you need good investment.

Yap, it does not have to be binary and fort bypass it's a good example. Make it be accomplished through different souces, a feat option (like Precision), some enhancements and, of course, gear. Maybe allowing crits from some % up...
... or, again, just dismiss immunity bypass from the game and **** the whiners!

Monkey_Archer
01-23-2023, 01:49 PM
SSG will likely not remove immunity stripping, simply because then they would actually have to do their job. Why think about game balance when its much easier just to devolve every DDO character into a brain-dead spammer that can just effortlessly and thoughtlessly delete everything in front of them. Such interesting and compelling gameplay we've got now... :rolleyes:

Aelonwy
01-23-2023, 03:31 PM
Just make absorb bypass a stat like how fort bypass exists now, and make immune people simply have at least 100% absorb. Let there be gear for it, and available on respective enhancement trees.

Don't make it binary, make it so you need good investment.

That's actually incredibly smart. It opens up options for casters and caster gearing, which let's face it can be sort of bland since you're encouraged to specialize so much.

Baahb3
01-23-2023, 05:50 PM
In the same way that melee/ranged DPS have 4 heroic, an epic, and a destiny feat as a tax to make their main damage source better? Not like most of those classes get bonus feats lol. If all ya want is free caster feats play Wizzy or Alchemist? It's the same with Fighter lol, there's a class for bonus feats but I'm still gonna pick Barbarian :)


Not sure where you are getting 6 feats for Melee/Ranged. 3 Heroic and one Destiny is all I see, at least for melee.

But regardless, warlocks are casters. The other casters get their primary class features, i.e. spells, to improve by just leveling up with the auto granted Epic Knowledge feat.

Getting +1 Caster and Max Caster Level every other level is pretty much the same as what the epic and destiny feats for EBs do. So, the question remains, why add more feats to increase EB efficacy when other casters get better just by leveling up? EB cannot make use of Metemagic feats, so making them available for EB seems like a more streamlined option then adding more feats. If they are worried about too much power for EB, then limit it to certain ones, they can do the math to get to the desired damage output.

GeneralDiomedes
01-23-2023, 09:47 PM
Warlock pass but I didn’t see any mention of rescaling the horrid ES aura tick rates

LavidDynch
01-24-2023, 04:42 AM
Warlock pass but I didn’t see any mention of rescaling the horrid ES aura tick rates

I honestly don´t see much of a pass here as confirmed by Bahh3.. More like pointless tinkering.

If they would start with removing the charge-up animation for blasting it would have at least been something.

Diracorvus
01-24-2023, 10:15 AM
Just make absorb bypass a stat like how fort bypass exists now, and make immune people simply have at least 100% absorb. Let there be gear for it, and available on respective enhancement trees.

Don't make it binary, make it so you need good investment.

I really like that idea!

cmecu
01-24-2023, 09:17 PM
So something like Lo Pan?

https://i.imgur.com/eMHksPX.jpg

Dont look Jack !!!... :D Yes

Which Lo Pan the old basket case on wheels, or the 10 foot road block?

TheMaxpower
01-25-2023, 05:35 AM
While you are updating Warlock, please greatly speed up the basic blaster animation for the regular warlock. It is way too slow, clunky, and anti-fun. Thank you for your consideration.

songswrath
01-25-2023, 01:59 PM
While you are updating Warlock, please greatly speed up the basic blaster animation for the regular warlock. It is way too slow, clunky, and anti-fun. Thank you for your consideration.

i have to 2nd this. the wind up before the pitch. mobs tend to be dead from other players before your blast even leaves your hands. even if you got to make and add a quicken type feat for this. it doesn't matter if you dlb their damage if stuff dead before you can cast it no fun to play

EinarMal
01-25-2023, 05:43 PM
Just make absorb bypass a stat like how fort bypass exists now, and make immune people simply have at least 100% absorb. Let there be gear for it, and available on respective enhancement trees.

Don't make it binary, make it so you need good investment.

I've suggested this previously and got no response. I agree make it an absorb stat. Personally I would make current immune mobs be something like 50% absorption of x element(s). You could change the current immunity stripping enhancements to add 5,10,15% reduction.

Or they could add gear/feats/enhancements to bypass it and start at 100% I guess.

They also need to remove mob healing from damage to make this work so I don't have to turn off mantle, switch gear etc... to avoid healing the mob.

Doubt it will happen.

If they don't do that they should fix enhancements like Unholy Avatar to bypass negative damage for everything rather than just screw Wizards.

There is 0 justification for Alchemists, Druids, Sorcs to get it and Wizards, Warlocks, FVS, Clerics to not.

EinarMal
01-25-2023, 05:53 PM
Yap, it does not have to be binary and fort bypass it's a good example. Make it be accomplished through different souces, a feat option (like Precision), some enhancements and, of course, gear. Maybe allowing crits from some % up...
... or, again, just dismiss immunity bypass from the game and **** the whiners!

It's not whining. IF you don't have bypass you lose draconic breath against any immune mobs, your mantle damage doesn't work, and ruin intensified. So basically in some content you can't really contribute at least at cap in mid skull reaper or higher.

The game design forces you to pick an element at least in epics if you want to do decent nuke damage.

God forbid the boss mob or a red name heals from your main element. Then you have to turn off your mantle, and can't case Ruin/GRuin or you will heal the mob.

The entire cap reaper end game needs re-designed if they remove immunity stripping for nukers.

Monkey_Archer
01-25-2023, 06:40 PM
The game design forces you to pick an element at least in epics if you want to do decent nuke damage.

God forbid the boss mob or a red name heals from your main element. Then you have to turn off your mantle, and can't case Ruin/GRuin or you will heal the mob.

The entire cap reaper end game needs re-designed if they remove immunity stripping for nukers.

Completely incorrect.

Single element nukers are absurdly powerful right now and can easily solo r10s. Being forced to slot a secondary spell power and do 60% damage to a small number of immune mobs wouldn't stop you from soloing r10s, it just may take a bit longer.

SpartanKiller13
01-25-2023, 08:50 PM
Not sure where you are getting 6 feats for Melee/Ranged. 3 Heroic and one Destiny is all I see, at least for melee.

But regardless, warlocks are casters. The other casters get their primary class features, i.e. spells, to improve by just leveling up with the auto granted Epic Knowledge feat.

Getting +1 Caster and Max Caster Level every other level is pretty much the same as what the epic and destiny feats for EBs do. So, the question remains, why add more feats to increase EB efficacy when other casters get better just by leveling up? EB cannot make use of Metemagic feats, so making them available for EB seems like a more streamlined option then adding more feats. If they are worried about too much power for EB, then limit it to certain ones, they can do the math to get to the desired damage output.

Weapon style x3, Perfect weapon style, Improved Crit, Overwhelming Crit, Power Attack/Precision, Doublestrike. I'm just saying there's a lot of "forced" feat choices across the game (like SLA casters getting Max/Quicken/Empower/Intensify), doesn't strike me as wrong to add a few more of them?

Any casting where DC is important is 3-6 feats for that (Spell Focus x2, Embolden - optional Epic Spell Focus, Heighten, PL:Wizzy), ranged builds are usually "forced" into PBS, Precise Shot, Rapid Shot, and Combat Archery at a minimum (used to be IPS as well but I see builds skipping that these days?).

I mean it's like when Intensify got added. Previously it didn't exist, but nobody complained that there was now another way to get more power by spending a feat? Would you not be happy if "Awesomize: spend 40 spell points to add 225 spellpower to a given spell" was added? It'd cost you another feat, but I'd love to see that (would be very unbalanced in current DDO but I'm making a point).

Having more options isn't bad. Either you don't use them and it's no loss, or you can benefit which is neato!

As for why? EB isn't something other caster classes have. You can focus on the casting part and just not take feats, or you can focus on becoming more of a DPS character and less of a caster - essentially you're taking combat style feats but for blasting.


Just make absorb bypass a stat like how fort bypass exists now, and make immune people simply have at least 100% absorb. Let there be gear for it, and available on respective enhancement trees.

Don't make it binary, make it so you need good investment.

Please! If immunity stripping was (say) -50% it'd make everything smoother; immune enemies wouldn't be entirely vulnerable (which seems reasonable given they were immune) and absorb mobs would be ~down to normal vulnerability (which seems more reasonable than currently where they're tankier than mobs that start immune).

Caarb
01-26-2023, 08:03 AM
Im assuming the new archetypes are not going to be free (because OP would have said so) so can we get an idea what these will be selling for (assuming any price on Lamm was a placeholder)?

Baahb3
01-26-2023, 10:32 AM
As for why? EB isn't something other caster classes have. You can focus on the casting part and just not take feats, or you can focus on becoming more of a DPS character and less of a caster - essentially you're taking combat style feats but for blasting.


I guess I will have to respectfully disagree. Which is fine.

I equate EB for warlocks with damaging spells of other casters. Spells for other casters improve with epic levels, where EB needs feats to do the same thing. Then instead of making metamagic feats apply to EB, so those feats could be useful to both EB and spells, they add more feats to make EB better. Just seems out of whack to me. If they were to make Epic Knowledge also improve EB and get rid of the existing two Epic Feats. Fine, I would be less argumentative towards the new EB feats.

Maelodic
01-26-2023, 03:48 PM
Im assuming the new archetypes are not going to be free (because OP would have said so) so can we get an idea what these will be selling for (assuming any price on Lamm was a placeholder)?

the previous archetypes were free so I'm assuming that these will be free too

EinarMal
01-26-2023, 04:32 PM
Completely incorrect.

Single element nukers are absurdly powerful right now and can easily solo r10s. Being forced to slot a secondary spell power and do 60% damage to a small number of immune mobs wouldn't stop you from soloing r10s, it just may take a bit longer.

Completely disagree

Baahb3
01-26-2023, 08:40 PM
In the mucking with warlocks theme, can you please make EB break vines? It breaks boxes and doors, not sure why vines are immune to it.

SpartanKiller13
01-26-2023, 10:55 PM
I equate EB for warlocks with damaging spells of other casters. Spells for other casters improve with epic levels, where EB needs feats to do the same thing. Then instead of making metamagic feats apply to EB, so those feats could be useful to both EB and spells, they add more feats to make EB better. Just seems out of whack to me. If they were to make Epic Knowledge also improve EB and get rid of the existing two Epic Feats. Fine, I would be less argumentative towards the new EB feats.

Making Metamagic apply to EB would just be a free massive buff to Warlock, no? EB doesn't cost spell points so there'd be literally no downside (and if it cost spell points per EB I don't think that'd be reasonable either lol would you pay 25 spell points per shot to Maximize your EB?). +225 spellpower by level 3 is like >100% damage earlygame? +300 by cap is still like +30%? I don't see how that'd be reasonable at all. Warlock earlygame isn't where they struggle in my experience, and while I'd like to see lategame Warlock buffs I don't think metamagic is a good way to get it.

If Epic Knowledge applied equally to Warlock (which I'd be fine with, for the record) it'd be +1d6 damage (at Warlock 24 - every 4 levels) and +2d4 pact damage (Warlock 22 & 24 - every 2 levels) right? That'd be nice but I don't think that's a buff if they lose the 2 feats, seems more like a huge nerf to me. You'd lose +7d6 from Epic Eldritch Blast and +7d4 pact dice from Epic Pact Dice for +2 feats? Seems like a terrible tradeoff (likely a buff for tanks & instakill Warlocks who don't take the EB feats but huge nerf for every other Warlock).

Pandjed
01-28-2023, 07:24 AM
If Epic Knowledge applied equally to Warlock (which I'd be fine with, for the record) it'd be +1d6 damage (at Warlock 24 - every 4 levels) and +2d4 pact damage (Warlock 22 & 24 - every 2 levels) right? That'd be nice but I don't think that's a buff if they lose the 2 feats, seems more like a huge nerf to me. You'd lose +7d6 from Epic Eldritch Blast and +7d4 pact dice from Epic Pact Dice for +2 feats? Seems like a terrible tradeoff (likely a buff for tanks & instakill Warlocks who don't take the EB feats but huge nerf for every other Warlock).

Too bad that the producer letter didn't say something about, y'know... a warlock Epic Destiny, which would have a lot of design space to add to specific warlock needs. Seriously, devs, get that going!

Lotoc
01-28-2023, 02:44 PM
Too bad that the producer letter didn't say something about, y'know... a warlock Epic Destiny, which would have a lot of design space to add to specific warlock needs. Seriously, devs, get that going!

the Q&A said they're aiming for a new ED tree and a universal tree to be released this year.
Thing is the producer's letter lays out what is set in stone for the year, it doesn't cover every single release they're hoping to make in the year because with how the playerbase is making a formal statement of "We're trying to X" gets taken as a promise, much like how nothing about VIP improvements is in the letter because they're trying to build a rewards system and aren't certain they can get it to work yet.