Page 1 of 2 12 LastLast
Results 1 to 20 of 198

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1
    Community Member Taojeff's Avatar
    Join Date
    Jan 2006
    Posts
    327

    Default Bringing Melee classes back in line with casters

    Hey, I guess everyone notices how much melee classes suck compared to casters now at high level. Yes, Yes I know casters are suppose to be better then other classes at high level. In PnP, there is at least some cool uber feats to help balance them out....or you can become a weapon master or such.

    In DDO casters are even more out of balance then PnP. Why?

    1. Cause the spell critical system in unbalanced (1000s of points a damage a second).
    2. Cause we do not use a spell/day per level system, We use a mana system, so you really do not have to choose to much what you cast like in PnP.
    3. Um, too many shrines. And people can leave dungeons and return.
    4. So what you have now is all the spell-castes loot running the high level quests like Litany on Elite, and most the time do not even need us melee types. They just destructed every single thing, oh run out of mana..np...go get more.


    1. Change the way spell resistance works.
    2. Take those shrines out of hard and elite quests.
    3. Lock the dungeons.

    4. GIVE US OUR NEXT ATTACK, and pls double our crit range and add one for the multiplier for the last attack. If you can keep the mob on you for 5 attacks you should get an nice bonus at the end.

  2. #2
    Community Member Lorien_the_First_One's Avatar
    Join Date
    Dec 2006
    Posts
    0

    Default

    Any fighter that can't keep up with the mages in an average dungeon needs a reroll.


    Edit: Oh, and the melees are also WAY overpowered in equipment, damage, to-hit, and hp to PnP so saying the mages are buffed up here is kinda meaningless, everything is supercharged here.

  3. #3
    Community Member Taojeff's Avatar
    Join Date
    Jan 2006
    Posts
    327

    Default

    Quote Originally Posted by Lorien the First One View Post
    Any fighter that can't keep up with the mages in an average dungeon needs a reroll.


    Edit: Oh, and the melees are also WAY overpowered in equipment, damage, to-hit, and hp to PnP so saying the mages are buffed up here is kinda meaningless, everything is supercharged here.
    Oh your so right, I can instant kill or do over a 1000s points a damage a second too, must have just not been using my 1000s a second weapon, sorry my bad.

  4. #4
    Community Member Yaga_Nub's Avatar
    Join Date
    Mar 2006
    Posts
    3,639

    Default

    Quote Originally Posted by Taojeff View Post
    Oh your so right, I can instant kill or do over a 1000s points a damage a second too, must have just not been using my 1000s a second weapon, sorry my bad.
    Vorpals.

    Disruptors.

    Smiters.

    w/p weapons.

    We do alright. Quit worrying about balance and worry more about that demon/devil invasion in January.
    Characters - Brion, Damerchant, Deathbot, Goode-, Minusten, Sepiriz, Spiritstrike, Stee, Steilh, Vorpaal, Wyllye, Yaga, Yagalicious, Yga. RIP - Catpizzle and Qazpe
    Beware My Gifts!!!

  5. #5
    Community Member Laith's Avatar
    Join Date
    Mar 2006
    Posts
    1,194

    Default

    It's been said before, but making SR apply to damage spells (like it should) would probably go the furthest to fix this.

    Currently, if a mob has SR the caster just reverts to damage spells. No big loss. These are precisely the mobs that the caster is supposed to be at a severe disadvantage to, but they simply aren't.

    It would also remove the mob casters godly/kill first status. Course, the buffs they lay out would still be reason enough to aim there first.
    Last edited by Laith; 12-11-2007 at 09:48 AM.

  6. #6
    Community Member Taojeff's Avatar
    Join Date
    Jan 2006
    Posts
    327

    Default

    Quote Originally Posted by Laith View Post
    It's been said before, but making SR apply to damage spells (like it should) would probably go the furthest to fix this.

    Currently, if a mob has SR the caster just reverts to damage spells. No big loss. These are precisely the mobs that the caster is supposed to be at a severe disadvantage to, but they simply aren't.

    It would also remove the mob casters godly/kill first status. Course, the buffs they lay out would still be reason enough to aim there first.
    You wanna switch it around, just start giving the enemy mobs the kind of spell casting power we have, I mean they are high CR anyway right. Let them do that kind of damage. I bet you will hear NERF real quick.

  7. #7
    Founder Oreg's Avatar
    Join Date
    Feb 2006
    Posts
    434

    Default

    burst dps is irrelevant. Saying you can do 1000 pts /s is meaningless once a) sp's are depleted or b) that mob/ group of mobs is dead and there is more coming. Lots more. Over the course of a mid length quest - 30 minutes or so. Good tanks can stay close or surpass (especially where certain mobs exist) caster kill counts.

    I play both fighters and sorcs regularly and they are both good.

  8. #8

    Default

    Quote Originally Posted by Laith View Post
    It's been said before, but making SR apply to damage spells (like it should) would probably go the furthest to fix this.
    That and/or implementing a more restrictive metamagic system. (Perhaps like the one I suggested pre-Mod-5.)
    Have a question about the Eberron Setting?
    Ask a Loremaster.

  9. #9
    Community Member Agarwaen's Avatar
    Join Date
    Aug 2007
    Posts
    182

    Default

    Quote Originally Posted by Yaga Nub View Post
    Vorpals.

    Disruptors.

    Smiters.

    w/p weapons.
    Get a lot of milage out of those in Ghosts or Litany do you? Teojeff is right on most of what he says. When 90% of the groups running late-game content (especially scale runs, Ghosts and Litany) are all caster/cleric or 5caster/1 melee, something needs to be adjusted.
    Thelanis: Mithran, Mithrana, Aggrond, Arcanned, Ainadan, and others

  10. #10
    Founder Fallout's Avatar
    Join Date
    Jan 2006
    Posts
    2,132

    Default

    Quote Originally Posted by Agarwaen View Post
    Get a lot of milage out of those in Ghosts or Litany do you? Teojeff is right on most of what he says. When 90% of the groups running late-game content (especially scale runs, Ghosts and Litany) are all caster/cleric or 5caster/1 melee, something needs to be adjusted.
    Yeah Ghost groups are now 4-5 casters and a cleric. Thanks for making quests that makes melee obsolete.
    Fallout, Unforgiven, Skyline, Radient, Tenken, Sagat (first name not Bob).

  11. #11
    Community Member Raithe's Avatar
    Join Date
    Mar 2006
    Posts
    1,131

    Default

    Quote Originally Posted by Agarwaen View Post
    Get a lot of milage out of those in Ghosts or Litany do you? Teojeff is right on most of what he says. When 90% of the groups running late-game content (especially scale runs, Ghosts and Litany) are all caster/cleric or 5caster/1 melee, something needs to be adjusted.
    Yep. The player base - it needs a good swift kick to some area of the body that hurts.

    Let's take Ghosts of Perdition for example. Taking 5 clerics and a caster in there is just a brute force method used to circumvent actual strategy. If something goes wrong that winds up depleting SP, they are likely to end up recalling a time or 2 just like every other group. On the other hand, if melee in the quest would realize that its probably the (acid or force based) caster or cleric's job to take down the Doomsphere, and everyone else's job to take care of themselves and each other, the quest would probably actually be completable in a single attempt.

    Melee are just now waking up to the fact that they aren't essential for any quest in DDO? Please... it's been like that for a really, really long time...

  12. #12
    Community Member Yaga_Nub's Avatar
    Join Date
    Mar 2006
    Posts
    3,639

    Default

    Quote Originally Posted by Agarwaen View Post
    Get a lot of milage out of those in Ghosts or Litany do you? Teojeff is right on most of what he says. When 90% of the groups running late-game content (especially scale runs, Ghosts and Litany) are all caster/cleric or 5caster/1 melee, something needs to be adjusted.
    I haven't found that Ghost groups are asking for all casters.

    Now you say that they are, I say they're not and which is right? Both? Neither?

    I have both melees and arcanes (no clerics, clerics suck ). I get into groups because I'm a good player and I CAN be fun to be around, unless you're more of an idiot that I am, in which case I promise that you will not have fun with me in the group (and you might need to get or go see a psychiatrist are the run). Melees might need some small boost but they will never equal a mage as long as you are using DnD rules. Someone mentioned that the 4.0 ruleset might be changing that but until then it is what it is.

    Keep posting because it's good to hear thoughts and give input. Just don't be mad if it doesn't change because of your posts.
    Characters - Brion, Damerchant, Deathbot, Goode-, Minusten, Sepiriz, Spiritstrike, Stee, Steilh, Vorpaal, Wyllye, Yaga, Yagalicious, Yga. RIP - Catpizzle and Qazpe
    Beware My Gifts!!!

  13. #13
    Founder Cowdenicus's Avatar
    Join Date
    Feb 2006
    Posts
    0

    Default

    Quote Originally Posted by Agarwaen View Post
    Get a lot of milage out of those in Ghosts or Litany do you? Teojeff is right on most of what he says. When 90% of the groups running late-game content (especially scale runs, Ghosts and Litany) are all caster/cleric or 5caster/1 melee, something needs to be adjusted.
    And in Mod 3.....

    wait when it was 4-5 melee and a healer or buffbot it was A ok....
    Clerics of Fernia
    King of Stormreach
    (and if you disagree with me, then you can treat me like a Nintendo Cartridge )

  14. #14
    Community Member gpk's Avatar
    Join Date
    Mar 2006
    Posts
    440

    Default

    Quote Originally Posted by Yaga Nub View Post
    Vorpals.

    Disruptors.

    Smiters.

    w/p weapons.

    We do alright. Quit worrying about balance and worry more about that demon/devil invasion in January.
    I get these for free when I level up right?

    Let's see vorpal :5% (less due to confirmation roll)
    Disruptor: It's great in von5, everyone had 1 in mod1 right?
    Smiters: Great in Von4 and 5, still great on clay and iron golems (all 3 of em). But then there are those pesky Flesh Golems...5% for joo!

    w/p weapons yep these rapiers are great, espcially on my crit rage 2 barbarian. I was so happy when I hit level 14 and these 2 were in the mail! Thanks Coin Lords!

  15. #15
    Community Member MondoGrunday's Avatar
    Join Date
    Feb 2006
    Posts
    519

    Default

    Quote Originally Posted by Lorien the First One View Post
    Any fighter that can't keep up with the mages in an average dungeon needs a reroll.


    Edit: Oh, and the melees are also WAY overpowered in equipment, damage, to-hit, and hp to PnP so saying the mages are buffed up here is kinda meaningless, everything is supercharged here.

    i'm thinking if your mages allow fighters to keep up, then it is your mage that needs the reroll. casters own melee any way you want to look at it. i play capped versions of both and in no way can my fighter or barb match kills of my sorc. i would gladly back my words to any tank that thinks they can out kill a sorc in any "average" dungeon.
    Guilds: Wrath of God & Keepers of the BorderlandPalladia Mors- Fighter 16 Vaevictis Asmadi-Bard 16 Darigaaz TheIgniter- Paladin10/Rogue4/Fighter1 Bladewing The Risen -Sorcerer 16 Necrosavant -Barb 12/Fighter2/Bard 2Mondo Grunday - Rogue 14/Ranger2 Spiritmonger-Barb14/Ranger2-Propaganda-Cleric3/Ranger2Serraangel -14 Wizard/RogueMortify - 14 Paladin/2Monk

  16. #16
    Community Member
    Join Date
    Nov 2006
    Posts
    0

    Default

    Quote Originally Posted by Lorien the First One View Post
    Any fighter that can't keep up with the mages in an average dungeon needs a reroll.
    Ummmmmmm.... No comment


    [qoute] Edit: Oh, and the melees are also WAY overpowered in equipment, damage, to-hit, and hp to PnP so saying the mages are buffed up here is kinda meaningless, everything is supercharged here.[/quote]

    Yes tanks perhaps by a magnatude of 1, Pali's oh dear they need a bit of help, rogues well two weapon tank builds do great dps, but the trap monkeys????? Rangers can be really tough bastards but true ranged rangers could use a bit of help. Barbs, well a well built one kicks butt, but still takes a fair amount of damage while doing so.

    No casters are indeed over-powered by a magnatude of say 3, a bit of a nerf would do the whole game good

  17. #17
    Community Member Agarwaen's Avatar
    Join Date
    Aug 2007
    Posts
    182

    Default

    Quote Originally Posted by smatt View Post
    No casters are indeed over-powered by a magnatude of say 3, a bit of a nerf would do the whole game good
    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

  18. #18
    Community Member Wizzly_Bear's Avatar
    Join Date
    Jul 2007
    Posts
    0

    Default

    Quote Originally Posted by Taojeff View Post
    Hey, I guess everyone notices how much melee classes suck compared to casters now at high level. Yes, Yes I know casters are suppose to be better then other classes at high level. In PnP, there is at least some cool uber feats to help balance them out....or you can become a weapon master or such.

    In DDO casters are even more out of balance then PnP. Why?

    1. Cause the spell critical system in unbalanced (1000s of points a damage a second).
    2. Cause we do not use a spell/day per level system, We use a mana system, so you really do not have to choose to much what you cast like in PnP.
    3. Um, too many shrines. And people can leave dungeons and return.
    4. So what you have now is all the spell-castes loot running the high level quests like Litany on Elite, and most the time do not even need us melee types. They just destructed every single thing, oh run out of mana..np...go get more.


    1. Change the way spell resistance works.
    2. Take those shrines out of hard and elite quests.
    3. Lock the dungeons.

    4. GIVE US OUR NEXT ATTACK, and pls double our crit range and add one for the multiplier for the last attack. If you can keep the mob on you for 5 attacks you should get an nice bonus at the end.
    melees can take damage, have combat abilities, ac, hps, skills, equipment, theyre fine. my melees can keep up with casters. whats wrong with yours?

  19. #19
    Community Member
    Join Date
    Apr 2006
    Posts
    3,262

    Default

    Figure out a different way to contribute than damage. Not all of DDO is about kill counts.

    High AC, saves, and HP, INTIMIDATE ftw!

  20. #20
    Community Member Beherit_Baphomar's Avatar
    Join Date
    Dec 2006
    Posts
    3,149

    Default

    Quote Originally Posted by Aspenor View Post
    Not all of DDO is about kill counts.

    High AC, saves, and HP, INTIMIDATE ftw!
    Oh rly?
    Binding is Admitting Defeat ~ Yndrofian
    Plook~Squidgie~Eyern~Irnbru~Grotesque
    Of The O.S.D, Argonnessen
    Quote Originally Posted by Grace_ana View Post
    At least I'm not on G-Land.

Page 1 of 2 12 LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  

This form's session has expired. You need to reload the page.

Reload