It is unbelievable that this is what the fans of this game wanted…
I can not believe you all wanted everything in the game nerfed…
Oh well, I am off to find a smarter fan base…
It is unbelievable that this is what the fans of this game wanted…
I can not believe you all wanted everything in the game nerfed…
Oh well, I am off to find a smarter fan base…
If there's one thing I've learned from the complaints following this pass it's how awful many DDO players are at character building. THis pass was a huge buff to most character concepts, and opened up a plethora of new options.
Sabbathiel/Sabathal/Sabath-1
Sarlona
For what it's worth, only pure sword and board builds, and DoS/SD got seriously nerfed. Most everything else is at around the same or increased power levels. And monks got a huuuuge bump in power. But then that's monks for you.
I am forced to agree. I have done 3 of my 15 so far and by 14th level Barb feels about the same but the others seem stronger thus far.
As much as I was worried I think this really did open up some very cool build options. Yes it sucks to not have that template to build off of but with some care things aren't quite as bad as I was worried they would be.
My Monk is a full fledged monster now and I was sure they were going to get hit with a nerf bat HARD. Seriously, screw hand wraps.... he's a beast!
“Bad men need nothing more to compass their ends, than that good men should look on and do nothing. He is not a good man who, without a protest, allows wrong to be committed in his name, and with the means which he helps to supply, because he will not trouble himself to use his mind on the subject.”
I will say something positive among the many negative things I have posted recently. I just finished, 2 hours later, doing my enhancements on my barb and I am pleasantly pleased. I had a very tough time figuring out what I wanted. theres plenty of enhancements I still want, but ran out of AP. haven't run a quest yet, but she does feel buffed more than before. I still have a fighter and a ranger to do though, so we shall see how that goes.
My characters are certainly more powerful and versatile, although I'm not currently running a caster so I don't know about that. Everybody I've talked to has *gained* DC's, spell pen, or spellpower, though, some to an impressive degree. All my toons do more damage, have better saves, and more AC/PRR/dodge.
The only thing I've been having difficulty with is traps--I switched to more of an "instant-search" build on my main trapper and some of the stuff in the new content (secret doors in particular) has been unfindable. Maybe the DC's are just that much higher than they were and I'm going to have to locate some better gear. The traps in the new content are all weird "floating" traps instead of the old style with the control box so I've been having difficulty getting a read on it. Think I need to go back and do some older quests to gauge where I stand DC-wise.
Kimmeh--Lehren--Natheme--Arekkeh--Daiahn--Yesminde
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Redid my Ranger last night. Was surprisingly easy. And he even has a couple Rogue splash levels for trapping. Also, he's a Helf, so theres the Dilettante thing to deal with.
I just went slowly and carefully, picking enhancements that were close to what I had before. Mostly in the Tempest tree, some in the Racial tree, and a couple AP in the Rogue Mechanic tree.
All in all, I think it turned out well. He has about 50 SP less than before (but tbh I never used up his whole blue bar anyway), 5 more HP, better Disable/Open skills, better PRR, more Spellpower (not alot, but he gets a little more out of self-heals now) a better Action thingermajig for Skill Boost (for them really tough traps) and a couple of clicky attacks. Dunno how fond I am of having to click on the darn clicky thing every 6 seconds to keep it going (might have made sense just to make it a Stance, like Power Attack or such..)...but, it's not a game-breaker for me.
And yeah, I was a doomsayer before. I'm still kind of apprehensive, as the Ranger was easy to rebuild, but I still have a Rogue, a Fighter, a Wizard PM, and a melee Druid to go (meaning the toons in my stable that I actually PLAY heh). I heard pure Fighters got majorly EFFED when it comes to HP. But, we'll see.
Maybe it's time to dust off my monk. Parked him at lvl 7 a LOOONG time ago (just wasnt "feeling" the whole monk thing back then) and hes been collecting dust ever since.
Last edited by Philibusta; 08-20-2013 at 08:47 PM. Reason: ahem...ROGUE...not rouge.
All that is wrong with DDO, life, taxes, poltics, religion, music, fast food, education, the criminal justice system, the weather, society, the universe, and previously-discontinued-but-now-on-their-way-back snack cakes, is all the fault of Wizards of the Coast. I know this because Fred told me so, and Mind Flayers are smart.
All that is wrong with DDO, life, taxes, poltics, religion, music, fast food, education, the criminal justice system, the weather, society, the universe, and previously-discontinued-but-now-on-their-way-back snack cakes, is all the fault of Wizards of the Coast. I know this because Fred told me so, and Mind Flayers are smart.
The enhancement pass has made my crazy wf wiz/rg/ftr build. totaly made it.
Last edited by sdrocky; 08-20-2013 at 08:17 PM.
It truly was. Out of my 9 chars, all but my bard got a buff (I don't know if he changed... he's a bank-toon)
My cleric for example - he gained 50% more from his heals, 2d6 sneak attack (meh), some healbot abilities (meh), -40% threat (ninja spy), and... Well. He lost 20% heal amp. Need more ap's to get the heal amp. Also gained a bunch of saves, some spellpower boosts and a few bits and pieces.
In a few levels, he'll have 30% heal amp, along with other stuff from human tree. I'm gonna say he came out better. Not quite everything I wanted, but still a buff compared to pre-enhancement pass.
Paladins on the other hand... R.I.P. :P
Kimmeh--Lehren--Natheme--Arekkeh--Daiahn--Yesminde
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I think for the most part, alot of the people complaining are either, those in the group that did lose some, S&B Types etc or just really struggling working out what to take with the new system.
Seriously, this new system has so many options, its often overwhelming to work out what you want to get, and even if it turns out that you lose out on one thing, odds are, there are 5 other extra things you got that some people just ignore because "Its not the same as I had before". Sure, there are some cases where you have to take extra stuff that you don't really want in order to get what you do want (especially in the racial trees, I think the rows there should be based of total spend overall, not just in that tree) but was the old system really that different? The old enhancement system was pretty much pick X PRE you want, take pre-requisites and filler rubbish to get to the point spend where you can get that pre-requisite. Have a couple of choices on stats, toughness enhancements and spellpower enhancements but thats really about it, 75% or more of your enhancement points on many builds were locked in.
I've only done my rogue so far, but I am pretty happy with what I was able to choose (other than the Halfelf tree kinda sucking).
1 is weaker the other 3 are stronger the weaker one is getting a tr as soon as I get the raids to 20ths. A bit disapointed with the one that is weaker its my main, it was kind of fun, wasn't nearly overpowered but the changes killed it, respecced and can pull my weight as that respec (i just changed the enhancements) but I sort of feel nekked, but yeah it killed me making that kind of character again oh well back to the drawing board.
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All that is wrong with DDO, life, taxes, poltics, religion, music, fast food, education, the criminal justice system, the weather, society, the universe, and previously-discontinued-but-now-on-their-way-back snack cakes, is all the fault of Wizards of the Coast. I know this because Fred told me so, and Mind Flayers are smart.