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  1. #141
    Community Member Serpent's Avatar
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    Quote Originally Posted by Cowdenicus View Post
    Like the unilimited ability for fighters to melee???
    lmao. Everyone has that ability. They might not hit as often but they have that ability.

  2. #142
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    Quote Originally Posted by Cowdenicus View Post
    I havent seen melee have this very slowly problem...... unless you are talking red and purple named mobs. (unless you think 2-3 rounds is very slowly)

    Lets face it here.. you arent' seeing a problem, so why even bother answering... To you there is no problem...

  3. #143
    Founder Cowdenicus's Avatar
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    Quote Originally Posted by Serpent View Post
    lmao. Everyone has that ability. They might not hit as often but they have that ability.
    well with UMD every melee has the ability to cast but we are talking about effective things are we not?
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  4. #144
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    Quote Originally Posted by Cowdenicus View Post
    well with UMD every melee has the ability to cast but we are talking about effective things are we not?

    Ahh, exactly... Well except for the rez tossed to the cleric who got in the way trying to rez the caster who didn't wait for the door man to show up

  5. #145
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    Quote Originally Posted by smatt View Post
    Lets face it here.. you arent' seeing a problem, so why even bother answering... To you there is no problem...
    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.
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  6. #146
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    Quote Originally Posted by smatt View Post
    Ahh, exactly... Well except for the rez tossed to the cleric who got in the way trying to rez the caster who didn't wait for the door man to show up
    (Personally I would tell the caster to grab a Snickers cause he aint going anywhere for a while)

    but thats me.
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  7. #147
    Community Member gpk's Avatar
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    Quote Originally Posted by Cowdenicus View Post
    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.
    Somene asked you before, pelase elaborate and enlighten us.

  8. #148
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    Quote Originally Posted by Cowdenicus View Post
    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.

    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.

  9. #149
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    Quote Originally Posted by smatt View Post
    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 taht 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, whereas a caster can nuke many at once, again as it shold be. BUT with unlimited mana, there is NO limit on a caster...
    which is why I would in fact make it so if you leave a quest, that quest is done.
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  10. #150
    Community Member Serpent's Avatar
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    Quote Originally Posted by Cowdenicus View Post
    1. I would lower to hit bonuses to +1-+3, instead of +0,+0, +5, +10 (and soon) +15.

    This would make melee more attractive for non melee classes and bring AC back into relevance for fighters.
    I have advocated that same thing. Codog ditched the +15, BTW

    Quote Originally Posted by Cowdenicus View Post
    2. I would eliminate the ability to reenter quests entirely once you recall out without the quest resetting.

    I would also increase spell caster spell points though (at least base sp)
    That is a very good idea. Implementation is hard to see but I agree and have said the same before.

    Quote Originally Posted by Cowdenicus View Post
    3. I would add in many more feats and enhancements (especially enhancements) for all classes.
    Yep I want the same thing. Feats are lacking currently.

    Quote Originally Posted by Cowdenicus View Post
    4. I would get rid of the blanket immunities to sneak attack damage that undead and constructs have.
    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.

    Quote Originally Posted by Cowdenicus View Post
    5. I would take out every gear repair vendor in the game and let that be a function of magic again. (also would help with game economy)
    Sure why not. not sure how to implement but that would involve the use of crafting something we are all waiting for.

    Quote Originally Posted by Cowdenicus View Post
    6. I would make Dex fighting much more attractive (how is up for debate)
    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.

    Quote Originally Posted by Cowdenicus View Post
    I could list things all day but I do not think people care.
    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.

  11. #151
    Founder Hvymetal's Avatar
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    Quote Originally Posted by Cowdenicus View Post
    which is why I would in fact make it so if you leave a quest, that quest is done.
    QFT, we are in 100% agreement here. See we can see eye to eye on something
    R.I.P. E.G.G. 3/4/08

  12. #152
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    Quote Originally Posted by gpk View Post
    Somene asked you before, pelase elaborate and enlighten us.
    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
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  13. #153
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    Quote Originally Posted by Cowdenicus View Post
    which is why I would in fact make it so if you leave a quest, that quest is done.

    OK, now there's a possibilty.... That would in fact limit the now unlimited mana.. So you are in fact agreeing that unlimited mana is a problem

  14. #154
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    Quote Originally Posted by Serpent View Post
    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 jsut way to out there.

    But then again the creatures we are fighting should not have 1000's of HP either (save bosses maybe because this is an MMO)
    Clerics of Fernia
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  15. #155
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    Quote Originally Posted by smatt View Post
    OK, now there's a possibilty.... That would in fact limit the now unlimited mana.. So you are in fact agreeing that unlimited mana is a problem
    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
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  16. #156
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    Quote Originally Posted by Cowdenicus View Post
    But then again the creatures we are fighting should not have 1000's of HP either (save bosses maybe because this is an MMO)
    Again I agree, would be nice to have a Rogues sneak attack once again be what it is supposed to be, a quick devestating attack on a creature.
    R.I.P. E.G.G. 3/4/08

  17. #157
    Community Member Serpent's Avatar
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    Quote Originally Posted by Cowdenicus View Post
    But then again the creatures we are fighting should not have 1000's of HP either (save bosses maybe because this is an MMO)
    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.

  18. #158
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    Quote Originally Posted by Cowdenicus View Post
    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.

    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.

  19. #159
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    Quote Originally Posted by smatt View Post
    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.
    Until later on when the next issue creeps up because the base problem has yet to be taken care of....
    Clerics of Fernia
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  20. #160
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    Quote Originally Posted by Cowdenicus View Post
    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.

    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

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