I never said there are no problems in the DDO combat mechanics, there are LOTS of problems....
I dont think this cry to nerf casters and clerics is the problem though.
This has always been a melee problem since jump off (head start and earlier). It is where the inflation started and until the ROOT issue can be solved everything else goes to the wayside.
Clerics of Fernia
King of Stormreach
(and if you disagree with me, then you can treat me like a Nintendo Cartridge)
Hmm, well I doubt that a complete rebuilding is in the cards really. Again you go with NERF, instead of LIMIT.... Now = unlimited mana = unlimited killing ability VERY QUIKLY. There is no way a melee can even come close to the kill speed of a offensive cleric or a caster, as it should be. BUT the limit on a melee is that it takes a lot longer (happy now) then it does a caster, and THAT is the limit. Faced with large mobs, a melee stands no chance, and will take far more damage whereas a caster can nuke many at once, again as it shold be. BUT with unlimited mana, there is NO limit on a caster... Therefor ANY class within a party at high level other than a cleric or caster is in fact a hinderance mroe than anything.
Last edited by smatt; 12-11-2007 at 08:34 AM.
I have advocated that same thing. Codog ditched the +15, BTW
That is a very good idea. Implementation is hard to see but I agree and have said the same before.
Yep I want the same thing. Feats are lacking currently.
I disagree. Sneak attack is the rogue ability to discern anatomy to place the right hit to deal more. These creatures do not have that. We could change the definition of sneak attack but since crits don't work either (same principle) and constructs and undead have many immunities above and beyond alive creatures, I think they are just fine. Undead imo should be immune to cold and maybe take less damage from other elements.
Sure why not. not sure how to implement but that would involve the use of crafting something we are all waiting for.
It is attractive, with dex fighting comes AC. Now the inflated mobs take that away but if we regulate the mobs then we would not have that problem.
Well I'm glad you voiced your opinion. I see we have some agreements in them. I would like to see a decrease in metamagics, its just to powerful. Note casters will still be powerful. A spell should never hit for 500 thats just way to out there.
Last edited by Serpent; 12-11-2007 at 08:36 AM.
The increasing melee bonuses has caused turbine to increase enemy HP (by factors) making casters pointless until mid game where they suddenly become super powerful..... thanks to a few broken mechanics.
I can remember playing D&D and with a 5th level wizard casting fireball and wiping stuff out.... here yeah you would be picking yourself up off the floor with all the agro and the little damage you would do (until end game)
It just continues to get worse and worse until finally something will be done about it.
Clerics of Fernia
King of Stormreach
(and if you disagree with me, then you can treat me like a Nintendo Cartridge)
I do not believe consumables such as mnemonics are a problem, that being said the ability to go out of a quest heal up and come back in is a problem.
I believe if you have to recall from a quest, the quest is broken.
Once you have "failed" a quest (have to recall out either because you died or ran out of SP) that quest should reset. No more clerics recalling to res a party, either try again or quit.
Clerics of Fernia
King of Stormreach
(and if you disagree with me, then you can treat me like a Nintendo Cartridge)
LOL, remember this is Dominoes. You fix one thing it impacts all things. We change the metamagic to mod4 we lower hps. It effects across the board and i imagine turbine knows that or I hope. lower bonuses to hit it lowers mob AC. the lsit can go on and on but those two things right there up the cred of all rogues.
Agreed here....
The problem is, recreating this gaem isn't in the cards, wholesale schanges to the melee system are a very complicaed issue considering the likelyhood of the massive amount of recode it would take though-out. There certainly are a lot of things that could be changed, but how much is realistic given the cost factor?
Of any of the ideas tossed out, I think the no re-entry makes the most sense.
Sure Mnemonics are a problem.. well when they can be had so cheaply on the AH, you know that duping thing again![]()
Again, I don't see a major revamp of the combat sytem in the cards. I see tweaks, and in the future adjustments and additions. BUT, your latest comments show that you do agree there's a problem with the over-powering of the nukers![]()
Let's face it, this type of MMO isn't an easy thing to design and develope (expensive as well). Mistakes will be made, some can be fixed, some have to be smoothed over with adjustments in other areas. The added problem, si that DDO is based at least in part on D&D, it doesn't neccesarly have the freedom that (gasp) WoW or other **** games do. It creates a whole new dynamic to deal with, as well as picky ass D&D folks![]()