Cool, I see what your saying, I need to get to the side of them, but also I would like to ask do you agree that it would be a good idea to fix the problem of not being able to hit them while you are behind them? I mean you could jump over them your so close behind them and you still can't get hit's in untell they stop to attack.
(EightySix-16 Cleric)(Lockwood-10 Fighter/3 Paliden/3 Rogue)(Trapspringer-13 Ranger/2 Fighter/1 Rogue)(Darkwatch-12 Fighter/3 Paliden/1 Rogue)(KillDash Nine-15 Wizard/1 Bard)(Chaosxy-16 Sorcerer)(Rockcutter-16 Monk)(Accidental-15 Bard/1 Fighter)(Chainsaw-14 Barbarian/2 Fighter)(HealingWind-7 Cleric)(Handsomerob-2 Rogue/1 Barbarian/1 Fighter)
As in, he will without error teleport behind the most dangerous caster and kill them with a massive enhancement to hit from behind.
And the big problem: FRUSTRATION. A subject and word I've brought up many times and will continue to point at, because over this emotion people have road rage, passive-aggressive disorders, school shootings, and reality television. It is an odious thing, and the one thing least taken seriously by anyone anywhere.
In this case, many people who made out like bandits when PoP first ran when the loot was seemingly an insane +2 or better and people pulled vorpals, tomes, and smiters like they were Hummel figurines on your Aunt Matilda's coffee table, will gleefully tell the noobs to come about those wonder days... who will then of course be very FRUSTRATED when Chihuahua teleports around like his namesake on amphetamines, with the exception that most Chihuahuas don't strike down level fourteen sorcerors from behind and make mincemeat of level fourteen admantine full plate wearing paladins.
Great idea. While we're at it, let's make Offering of Blood have a swarm of scorpions who can wipe a party levels eleven to fourteen on normal. Oh wait...
FINALLY!!! I thought I was taking crazy pills!
I have been telling all and sundry in every pug, for the love of all that is good and decent, STOP RUNNING FROM THE PARTY WHEN YOU GET AGGRO - WE CANNOT HIT THE MONSTERS WHILE THEY ARE RUNNING!
Of course, the casters and clerics keep running away, getting overtaken and slaughtered because the monsters get a bonus to attack from behind while the monsters in flight are nigh invulnerable. As in, 90% of swings go right through them with no attack roll even generated and 9.9% of swings generate a roll but you miss 99% of those.
Anecdotal calculations but pretty darn close if you put pen to paper and count the number of swings you make versus rolls seen and damage done.
If they get a bonus to attack a running player charcter from behind, you should get one too. At the very least, they should not be nearly impossible to hit while we are many times more likely to be hit.
Last edited by suitepotato; 06-19-2007 at 08:43 PM.
Welcome to Dungeons and Dragons Online: Franz Kafka Unlimited
It can probably never do that in this game. It is my understanding that attacks progressed in beta like in PnP. Then they realized it was completely broken and reversed it...
You take your first two swings at +10 then +5 and then interrupt your attack chain. Then pause ever so slightly and do attack twice more at +10 and +5. EVEN if you mistime it, your next two attacks will be at +6 and +1 (if you DONT have Spring Attack) which is better than +0 and +0. If you DO have Spring Attack, its constant attacks at +10 and +5.
______________________________________
Tawnie/Raquelle/Saysha/Staycie
Namesake of The Lava Divers, Khyber
Thanks for the news, Samera!
So, I hear that one day we may get Familiars.......I want a Velociraptor!
Christov Olaffsson, Hybrid Tempest
Aeriaenna Donovan, Arcane Kensei Archer
______________________________________
Tawnie/Raquelle/Saysha/Staycie
Namesake of The Lava Divers, Khyber
Bards were supposed to get some upgrades in 4.2 I thought? Warchanter and rumors of a new song iirc, but I see nothing in the new notes.
www.salty-demigods.com
Fernia
http://forums.ddo.com/showthread.php?t=105586
Kaeldrik 10/4 Elven Rng / Ftr
Falizan 12/1/1 Drow Rng / Ftr / Rog
Falizar 14 Drow Brd
Sinah 12 Drow Sorc
Warchanter 13/1 Dwarf Btl Brd
Anything I say, can and will be used against me.
I have the right to remain silent, I chose not to.
Last thing I read on Bards & 4.2
So, I hear that one day we may get Familiars.......I want a Velociraptor!
It's been confirmed in some bard thread (look at the dev tracker) that the 3 enhancement lines are Spellsinger, Warchanter, and Virtuoso, and they will be available at level 6, similar to the cleric's and rogue's.
Former Xoriat-er. Embrace the Madness.
Thx found the threads. Hope they didn't get pushed back and will be added in 4.2.
www.salty-demigods.com
Fernia
http://forums.ddo.com/showthread.php?t=105586
Kaeldrik 10/4 Elven Rng / Ftr
Falizan 12/1/1 Drow Rng / Ftr / Rog
Falizar 14 Drow Brd
Sinah 12 Drow Sorc
Warchanter 13/1 Dwarf Btl Brd
Anything I say, can and will be used against me.
I have the right to remain silent, I chose not to.
Arrgh!
Devs, please take a look at the 'missing fire' issue!
Recently I can't shoot something which is moving (like from left to right of my screen), the 'missing rate' is like 1 in 2, i.e. lost 1 shot every 2 shot when the target is moving.
Pumping the bard or beefing up cleric is fine, just don't forget this archery issue has been outstanding since module THREE POINT ZERO.
I think the archery thing is by design... and it's only fair, really. Once an arrow is in the air, if you can see it and react in time, you can dodge it. It's far more difficult to shoot something moving perpendicular to you than it is coming straight at you.
The trick is to not select the critter you're shooting at, but use your targeting reticule and lead it by a pace or two. Fire at where it's *going* to be and your hit rate will go up.
That's the theory, anyway. I'm actually not very good at it.
Sarcasm from my earlier post about the Resistance enhancements aside, I think the changes overall look pretty good. I especially like the Listen change, since I'm one of those silly people that actually invested in it from the beginning.
Christov Olaffsson, Hybrid Tempest
Aeriaenna Donovan, Arcane Kensei Archer
I think the bug he is referring to is the one where your target can be standing perfectly still, yet you only get attack rolls on roughly half your shots. No amount of aiming will correct that. This has been around awhile, but it seems ranged combat always takes a back-seat to everything else in the game(See Crippling Strike also). I take that back. Ranged combat for PLAYERS has always been largely ignored. For mobs, it is just as lethal as melee, only with a much longer range.
Freeman - Human Bard - Thelanis Fulfilling my duty to the ladies of Stormreach
Yuvben(Halfling Rogue), Acana(Drow Sorcerer), Walket(Human Cleric), Mahoukami (WF Wizard), Knicapper(Horc Fighter), Pyetr(Human Bard), Mazinger (WF Barb), and Belcar(Halfling Ranger).
Oh, THAT bug. Yeah, that one's irritating, I agree. To be honest, though, I've shifted my focus away from ranged combat and towards melee on my Ranger, so I haven't noticed if it's still an issue lately.
What gets me is the speed with which mobs can fire. It's at least double, in most cases, the fastest speed a player character can fire... and they do a hell of a lot more damage. Maybe they're using specialty arrows, though... human bane, or something.
Christov Olaffsson, Hybrid Tempest
Aeriaenna Donovan, Arcane Kensei Archer
Will Holy Sword be self-only?
Last edited by BonesProthero; 06-20-2007 at 08:15 PM.