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  1. #1
    Developer Eladrin's Avatar
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    Default Permanent Item Damage and Death Penalty changes

    Major systems changes in Module Six: The Thirteenth Eclipse include alterations to the repair system and the effects caused by death. We’ve received overwhelming feedback related to these issues over the past two years which identify them as the systems most closely tied to negative play experiences, and we’d like to take this time to address these issues.

    The changes are detailed below:
    • Bound items will no longer have a chance of taking permanent damage when repaired.
    • The chance for permanent damage to be inflicted on unbound items when repaired has been halved.
    • Item repair costs have been reduced for all items by 25%.
    • Repair costs for Dragonscale items have been dropped to 3 relics of the appropriate type.
    • Items may be bound at a “Stone of Change”, which can be found in the Marketplace next to the Lordsmarch Bank or in The Twelve, at the base of their tower. Take your item and place it into the Stone of Change, and add (Minimum Level Requirement of the item ^ 2) Khyber Dragonshard Fragments into the device. (Khyber Dragonshard Fragments are commonly found in breakable objects.) An example of the process of binding an object is in my next post.
    • Players no longer lose experience on death.
    • At the moment of death, all non-stacking, equipped items that your character is wearing will take a percentage of item wear. Each item will take damage equal to (Character Level * ¾, round down, maximum 10)% of their original maximum durability, or:
      Code:
      1	2	3	4	5	6	7	8	9	10	11	12	13	14+
      0%	1%	2%	3%	3%	4%	5%	6%	6%	7%	8%	9%	9%	10%
    • As death is a traumatic experience, characters now acquire a debuff after being returned from the dead, based on the number of times the character has died since the last time they rested. The character will gain one temporary negative level and an additional -2 to saves vs. Fear effects per death since their last rest, but these are capped at ((level - 1) / 2, round down, maximum 5 temporary negative levels) so you cannot lose half your levels to temporary negative levels from death - a third level character can only be affected by one, while an eleventh or higher level character can collect all five. These penalties degrade at a rate of one stage per minute.
      1. First death since resting: (Level 3+)
        Touched by Dolurrh
        "Your recent deaths have left a mark on your soul. For the next minute you have a negative level and penalty to Will saves against Fear effects. These will degrade over time, but cannot otherwise be removed except by resting or effects that specifically remove the trauma of death."
        This has a one minute duration after which it is removed.
      2. Second death since resting: (Level 5+)
        Marked by Dolurrh
        "Your recent deaths have left a mark on your soul. For the next two minutes you have two negative levels and penalty to Will saves against Fear effects. These will degrade over time, but cannot otherwise be removed except by resting or effects that specifically remove the trauma of death."
        This has a one minute duration, after which it turns into Touched by Dolurrh, for a total debuff of 2 minutes.
      3. Third death since resting: (Level 7+)
        Scarred by Dolurrh
        "Your multiple recent deaths have left a mark on your soul. For the next three minutes you have three negative levels and penalty to Will saves against Fear effects. These will degrade over time, but cannot otherwise be removed except by resting or effects that specifically remove the trauma of death."
        This has a one minute duration, after which it turns into Marked by Dolurrh, for a total debuff of 3 minutes.
      4. Fourth death since resting: (Level 9+)
        Claimed by Dolurrh
        "Your repeated recent deaths have left a mark on your soul. For the next four minutes you have four negative levels and penalty to Will saves against Fear effects. These will degrade over time, but cannot otherwise be removed except by resting or effects that specifically remove the trauma of death."
        This has a one minute duration, after which it turns into Scarred by Dolurrh, for a total debuff of 4 minutes.
      5. Fifth or subsequent deaths since resting: (Level 11+)
        Owned by Dolurrh:
        "Your many recent deaths have left a mark on your soul. For the next five minutes you have five negative levels and penalty to Will saves against Fear effects. These will degrade over time, but cannot otherwise be removed except by resting or effects that specifically remove the trauma of death."
        This has a one minute duration, after which it turns into Claimed by Dolurrh, for a total debuff of 5 minutes.
    • The Cleric/Paladin enhancement Unyielding Sovereignty has been modified to remove all negative levels and current death penalties (including the Black Abbot's renamed "Deathgrip of Dolurrh"), but only resting will reset your current death counter.


    Note: All values, durations, and effects are still subject to change prior to the release of Module Six. Risia feedback is especially welcome!

  2. #2
    Developer Eladrin's Avatar
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    My uber Wise Mask of Bluffing!


    A lot of Khyber Dragonshard Fragments, and a view of the Stone of Change.


    Put them in the Stone of Change and activate it! It's smart enough to only take as many shards as it needs - 81 for my minimum level 9 item.


    Ritual Success!


    It's bound, and now forever immune to permanent damage.

  3. #3
    Community Member WeaselKing's Avatar
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    Quote Originally Posted by Eladrin View Post
    [*]Items may be bound at a “Stone of Change”, which can be found in the Marketplace next to the Lordsmarch Bank or in The Twelve, at the base of their tower. Take your item and place it into the Stone of Change, and add (Minimum Level Requirement of the item ^ 2) Khyber Dragonshard Fragments into the device. (Khyber Dragonshard Fragments are commonly found in breakable objects.) An example of the process of binding an object is in my next post.
    ]
    Suspicions confirmed.
    Last edited by WeaselKing; 12-13-2007 at 03:45 PM.
    Quote Originally Posted by Milamber69 View Post
    Please forgive my personal attack, I was high on Platypus Venom at the time.

  4. 12-13-2007, 03:43 PM

    Reason
    oops

  5. #4
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    I just wanted to mention that you should be very careful when placing items on the Stone of Change.

    I was trying it out last night, and I guess I stepped in some Halfling along the way. And now I have a stupid halfing bound to me.

  6. #5
    Community Member bigal4458's Avatar
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    Quote Originally Posted by WeaselKing View Post
    Suspicions confirmed.

    I got that too, lol.

    But i did also notice that this death penalty closely resembles that from the LotRO death penalty. I do however think that for capped characters, it will be become more of a deterrant...unelss there is a Paladin in the group.
    Last edited by bigal4458; 12-13-2007 at 03:48 PM.

  7. #6

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    That's a lot of dragonshards!

    Also, any chance you guys are going to make Siberys Shards yellow and Khyber Shards purple like they ought to be?

    Edit -- Oh, and, finally, a reason to actually take Unyielding Sovereignty.

    Which brings up another question. How are the different tiers of Raise abilities going to affect the death penalty? That is what's different between Raise Dead, Resurrection and True Resurrection?
    Last edited by MysticTheurge; 12-13-2007 at 03:48 PM.
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    Ask a Loremaster.

  8. #7
    Community Member parvo's Avatar
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    I really like the new Death penalty. Not quite nearly good as deleting the character, but hey, baby steps
    M O R T A L V O Y A G E
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  9. #8
    Community Member WeaselKing's Avatar
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    Quote Originally Posted by bigal4458 View Post
    I got that too, lol.

    But i did also notice that this death penalty closely resembles that from the LotRO death penalty. I do however think that for capped characters, it will be become more of a deterrant...unless there is a Paladin in the group.
    This almost makes me want to roll a paladin.....................almost.
    Quote Originally Posted by Milamber69 View Post
    Please forgive my personal attack, I was high on Platypus Venom at the time.

  10. #9
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    Coldin's Avatar
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    I gotta say, any debuff that simply wears off over time merely encourages players to wait out the penalty.
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  11. #10
    Developer Eladrin's Avatar
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    Quote Originally Posted by MysticTheurge View Post
    That's a lot of dragonshards!
    It's a lot of dragonshard fragments. Those are common in Xen'drik.

    Some of the other recipes available in Module 6 involve the combination of Dragonshard Fragments and small dragonshards into more powerful ones. (Those flawed siberys shards now have a use for you higher level characters!)

  12. #11

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    Quote Originally Posted by Eladrin View Post
    It's a lot of dragonshard fragments. Those are common in Xen'drik.
    Ah good.

    (And I edited in another question if you could take a look.)
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  13. #12
    Community Member Hendrik's Avatar
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    Thank you very much Eladrin for the details!!!

    Now that I have read them, I can say I like it even more now that I know the details!

    Looking forward to seeing this in action!

    I see a potential Enhance respec for my CLR!!!!


    Hmmm, any see the UI changes to Inventory?
    Last edited by Hendrik; 12-13-2007 at 03:54 PM.

    Quote Originally Posted by hsinclair
    I heard the devs hate all wizards, bards, clerics, fighters, and fuzzy bunnies and only want us to play halfling barbarian/paladin shuriken specialists!

    It's totally true, I have a reliable source. You better reroll now.
    Adventurer, Bug Reporter, Mournlander.

  14. #13
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    Default Binding

    What if I bind an item that allready has perm. damage but still works?

  15. #14
    Community Member bigal4458's Avatar
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    Quote Originally Posted by Coldin View Post
    I gotta say, any debuff that simply wears off over time merely encourages players to wait out the penalty.
    Well at least it will slow party's down, allowing some of us to enjoy the content longer.

  16. #15
    Community Member Ciaran's Avatar
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    Hmm...that doesn't seem so bad. Five minutes max for five repeated deaths since resting? That's fair. Just tell me you aren't reducing the number of available shrines in game!

    I rescind most of my complaints from my post in The new Death Penalty and Pemanent damage thread. Thanks for so quickly getting us the details on this, Eladrin. Relatively straightforward system.

    Question, is it possible to "unbind" items, including bound raid loot?
    Last edited by Ciaran; 12-13-2007 at 03:57 PM.
    Sarlona

  17. #16
    Community Member Qzipoun's Avatar
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    Quote Originally Posted by MysticTheurge View Post
    That's a lot of dragonshards!
    Well, a lot of "fragments" for all we know all those fragments might not be a whole shard

    Also, any chance you guys are going to make Siberys Shards yellow and Khyber Shards purple like they ought to be?

    Edit -- Oh, and, finally, a reason to actually take Unyielding Sovereignty.
    Depends, is it still on a 20 minute cooldown? I really think it should be changed to 1 charge every 20 minutes OR per shrine, using it once a quest is not very useful

    Which brings up another question. How are the different tiers of Raise abilities going to affect the death penalty? That is what's different between Raise Dead, Resurrection and True Resurrection?
    I am not aware of what "true resurrection" is as a spell, but it would be nice if the higher level ones gave less penalty (I guess we'll have to check it out on risia)

  18. #17
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    Quote Originally Posted by bigal4458 View Post
    Well at least it will slow party's down, allowing some of us to enjoy the content longer.
    Please. Please tell me you are joking. Is waiting around doing nothing enjoyable?

    Thank you for the info Eladrin.
    But I must say that I don't like the death penalties at all. Or the grind for the Dragonshard fragments. Tough cookies
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  19. #18
    Hero QuantumFX's Avatar
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    Quote Originally Posted by Eladrin View Post
    Risia feedback is especially welcome!
    OK, the current Risia build is dated 10/16/07...

    And I still can't get into the Twelve area to test the Stone of Change there...

    Hint Hint
    Things worthy of Standing Stone going EXTREME PREJUDICE™ on.:
    • Epic and Legendary Mysterious ring upgrades, please.
    • Change the stack size of filigree in the shared bank to 50. The 5 stack makes the shared bank worthless for storing filigree in a human usable manner.
    • Fixing why I don't connect to the chat server for 5 minutes when I log into a game world.
    • Fixing the wonky Lightning Sphere and Tactical Det firing by converting them to use alchemist spell arcing.
    • Redoing the drop rates of tomes in generic and raid loot tables.

  20. #19
    Community Member WeaselKing's Avatar
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    Quote Originally Posted by Coldin View Post
    I gotta say, any debuff that simply wears off over time merely encourages players to wait out the penalty.
    In theory, yes and this may actually work in a lot of situations but if the party all wipes but the cleric and the mobs are still alive this won't be as easy to deal with. Similar to the upcoming incap regen, in some cases you will just wait and go along your merry way but in other instances you will come back to life in the middle of an angry mob who will gladly kill you again.
    Quote Originally Posted by Milamber69 View Post
    Please forgive my personal attack, I was high on Platypus Venom at the time.

  21. #20
    Community Member Qzipoun's Avatar
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    Quote Originally Posted by Eladrin View Post
    Some of the other recipes available in Module 6 involve the combination of Dragonshard Fragments and small dragonshards into more powerful ones. (Those flawed siberys shards now have a use for you higher level characters!)
    Sweet! I knew it was a good idea to keep them!

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