Yeah ... see there's the problem right there ...
90% of the people are so short-sighted they cant see past mod 5. So people have been talking about the Orchard, and specifically Ghosts. Quests full of undead that are vulnerable to fire. Especially Ghosts!!!! Yes, for Mod5 content, and any other undead content, Fire Wall and Fire Ball are goddly. Get over it. Thats not the end game!
Next mod we will end up with a ***load of demons and devils with insane spell resistance and crazy immunities to elemental damage. All that will be left will be disintegrate and blade barrier. Casters and Clerics will be dropping like leaves again, and we will be back to hearing the melees asking the casters to not draw aggro ....
Yes, we shouldnt be able to cast Maximize/Empowerd disentegrate as that deviates from the written meta-magic rules ... so fix that ... leave the rest alone. Of course, then you have to go rebalance all the mobs that have 15,000HP ... Cuz the melee's are NEVER going to get those down quick enough.
See, even the EULA says its a game and supposed to be fun.Originally Posted by EULA
EvilDuckie-DuckieBot
Just have spells deal friendly-fire too...then you will see how unbalanced the current system is.
They should be dealing friendly fire anyway. No mage in PnP is going to fireball down in the middle of a party. Metamagic and critical systems both need to be brought down. Wizards should have to memorize spells as meta (2 levels higher and such), certain spells should not be able to be meta (like disentagrate).
Give the monsters this system and you will see how overpowered it is.... Monsters Cone of Cold the entire party for 500 points of damage, wipe end of adventure.
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I say this because under the spell point system in unearthed arcana (which I assume id where Turbines original idea for this system comes from) that is how the cost of a meta magic is decided. Meta magics have no static cost. The spell point cost is based upon the actual spell level after the meta magic has been applied. Its a complicated system that would not transfer to DDO. I think we are arguing semantics at this point. A needed change is apparent from both our povs.
Side note for all that have not seen it, look up the Unearthed Arcana. Pages 154 tell how they do SP, its amazing the differnce.
See... I'm actually not against nerfing casters. I think charm spells, and mob behavior around AoE's definitely need fixed. I'm also in favor of the limiting metamagics to a certain sp limit.
I'm just going to be really, really, sad if it all gets done in the name of "Bringing melee classes back in line with casters."
Really, really sad.![]()
<--- TWO sad faces
Exactly.
Last edited by Raithe; 12-11-2007 at 03:06 PM.
You're going to have to quote this for me because that's not what the SRD says.
From here
The second option is completely different and essentially eliminates the cost in exchange for making it an x/day ability. It's not relevant to the discussion but I'm including it here for completeness.In the spell point system, a GM has two options for how to adjudicate metamagic effects. In either case, casters need not specially prepare metamagic versions of their spells—they can simply choose to apply the metamagic effect at the time of casting. Doing this does not increase the spell’s casting time.
The first option is to apply an additional spell point cost to any spell cast with a metamagic feat. This option allows a character maximum flexibility in his choice of spellcasting. Effectively, the character must pay for the spell as if it were a higher-level spell, based on the adjustment from the metamagic feat. If the metamagic effect(s) would increase the spell’s effective level above what he is capable of casting, he can’t cast the spell in that way.
No where in that does it indicate that the cost to metamagic a spell is adjusted based on the spell being metamagic'd. The cost of the metamagic is based solely on the adjustment of the metamagic feat and increases the cost to the cost of a spell that the metamagic'd spell would be under the spell slot system.The second option is simpler but less flexible. In this option, each selection of a metamagic feat allows a character to apply the feat’s effects three times per day at no additional spell point cost. The normal limit for maximum spell level applies (a 7th-level wizard can’t empower any spell higher than 2nd level, for instance).
Thus, an empowered (+2) third level spell costs the same as a fifth level spell, or a difference 4 spell points. An empowered fifth level spell costs the same as a seventh level spell, or a difference of 4 spell points. Empowering a spell costs 4 more spell points, regardless of what level the base spell is.
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Don't think we should nerf casters. But I would like to see the quests sealed so you can't leave and recharge.
This would make things a little more challenging for everyone as if you die and cant reach (or be carried) to a shrine and no one can raise you then to bad so sad no loot for you.
I know there are some like that now, VON 6 comes to mind .. any others?
I think the only way we will see party diversity on late game content is with a combination of changes/additions to class abilities and changes to gameplay, with the latter being far, far more valuable than the former.
For example: toning down metamagic = little bit more class balance. I'm not sure it would do anything to encourage party diversity, which seems to me the bigger issue.
Monsters actually realizing their biscuits are burning? Whole heckuva lot more balance and diversity. Mobs smart enough to dispel a firewall and then blitz the caster...wooo, now we're talking. Maybe even throw down an anti-magic shell? Soulstone of Arcane #1 says to Soulstone of Arcane #2, "Can you remind me why we came in here without the melees one more time?" Honestly, if they start making mobs smarter, they probably wont have to touch metamagic at all.
The change I would most like to see to the game as far as enhancements go, would be for them to add two parts to their plan to "make traps more deadly." 1) Give them higher reflex saves, and 2) Increase barb and rogue trap sense increases from +1 to +2 or +3. That, in conjunction with more random trap locations and traps that have to be passed through, would definitely make rogues more sought after in parties.
What about initiative and surprise rolls? That's one of the biggest variables in PnP gameplay. If a DDO party lost their surprise roll and was frozen a second, allowing enemy casters to get the first shot, that would really make things more difficult. The mobs wouldn't even have to cast something uber--speaking from experience, a simple silence spell can suck in a serious way. Those are the kind of reasons casters don't run around alone in PnP, and it seems simple enough to add to the game.
Last edited by Agarwaen; 12-11-2007 at 03:20 PM.
Thelanis: Mithran, Mithrana, Aggrond, Arcanned, Ainadan, and others
I misunderstood what you were saying. My apologies lots of threads going on today. what I was referring to the old system was that the application of meta magics effectively mimicked this system by placing some spells at a high enough SP cost to eliminate from use at times. This imo represents the idea that you can only spend so much SP on spell cause you are limited by your available spell level. if we kept the current system I would like to see a increase in the cost of meta magic feats, to bring this possibility closer.
I see where you are coming from and the implementation of mod 5 has happened. I just worry that stating so low will invariably nerf meta magics too much or not enough leaving us in the same area.
What they should actually do is implement the last sentence of each of those options.
Empowered spells count as two levels higher, so if you can't cast a spell of that level, you can't empower it.
So no empowered/maximized disintegrates. It just doesn't work.
Cap the new metamagic system and you solve most of it's problems.
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Even though I know others have said this, in this post even, the real issue isn't that casters are overpowered. It's that there are a large number of people who play casters that are capped so they don't mind recalling for mana. They also don't mind paying tons of PP for mana pots.
How about all mana pots get removed from the game and we have a -25K xp penalty for leaving a quest if you aren't dead.
Additionally, what if we get rid of that stupid xp regen mechanism that we have. You lost the xp, you gain it back.
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One (three-part) question:
How do you do this and deal with the party wipe issue? After all, if the quest is locked, and the party wipes, doesn't the quest have to be re-started? I mean, nobody can get back in, right?
Different idea:
Any toon re-entering a quest takes a 50% mana penalty. You can still do it, but it's less valuable an option.
I was actually thinking about a non-XP penalty for re-entering a quest. Something along the lines of a negative level that can't be dispelled or something. You could potentially even just apply it to capped characters, since everyone else has the XP-hit to discourage them.
What do people think about that?
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Or make it that you can only finish out if the quest is done. Otherwise you have to walk all the way back out and walk all the way back in- if you can.
I agree with this. If you can't cast spells of 2 levels higher, you can't empower that spell... if you can't cast spells of 4 levels higher, you can't maximize that spell. It would surely solve a lot of the ... er.. well, then casters would just cast it twice ... so... *shrug* same effect, just takes a second or two longer. Same should be done with Heighten, enlarge, etc. Doing this by saying at level 7 you can spend at most 35 points on a single spell (or whatever the math works out to)... would be about the same thing as putting in a whole new system, with a lot less coding.
That AND making it so you can't recall out of a quest and re-enter 'just because'. "Releasing" when dead would be okay, but not just recalling mid-quest. And the having to get back to the door would be solved with Dimension door....
Last edited by GrayOldDruid; 12-11-2007 at 03:53 PM.
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