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cleric, rogue, bard are all melees are they not? And yes, my caster can even block a door, but he doesn't have the AC, HP or evasion to survive the nuking coming from the bad guys on the other side.
By the way... are you saying we should get rid of melees? I wasn't, but you're argueing against me, so I'm a bit confused aparently.
Yeah i have all 7 char slots full, but my two mains are my ranger/rogue and my sorc. But the last couple weeks I've been building a new melee str based bard and having a lot of fun with him. He's level 8 so far and load of fun to play (and he does not do offensive casting.) Just a data point that not everyone is rerolling new casters. In fact the last to casters I started, I've deleted.
I disagree. Consider the following example. Three characters line up in a door way. A bard, a fighter and a barbarian (sounds like the opener of a bad joke...lol) Anyway... the door opens and the mobs come toward us. The barb steps forward and begins swinging. This causing the mobs to stop short of the doorway and the bard and the fighter cannot reach the mobs to help do damage without also leaving the doorway.
Why would someone do this? I propose this type of action is done because the player who steps foward is watching the kill count. I back that up by saying the farther ahead my bard is in the kill count the more often the "dps" class guys steps out in front of my bard. When I lay back and play more "traditional" bard and focus more on healing and buffing than dps or when the "dps" classes are doing a good job and are naturally ahead in the kill count there are less stupid moves taking place.
You follow me on that one?
Without the kill counter you must make your own decision on whether or not you are contributing adequately to the group. So must everyone else. Since the kill counter is the only stat for comparison (thus leaving out hp heals, mobs mezzed etc) it causes people to act stupidly.
Good point Capt. Adjusting the xp reward would go a long way toward making class and skills more "useful".
If in a quest worth 10k xp only 5k was from completing the "kill" portion, 2k for traps, 2k for convincing npc Bob to help you instead of killing him, and 1k for finding hidden object xxx.
Well, I think things would be a lot different around here. Might be fun.
Actually, I am making a point... You can bloke the door with anything... they do not need Ac, evasion, or Hp. Where do you think the agro is the minute the killing caster starts to Nuke? If you think it's on the people at the door you're wrong... ie.) I did Trial by fire on elite with my then level 8 wizrad along with a level 11 rogue and a level 9 bard... they bloked the door, I ran in and got the agro ran back out and then proceded to nuke the mob as they walked up to my firends blocking the door... occasionally I hid behind a stalagmite to heal myself up. You know what they had very little healing to do for themselves since all the agro was on me... Latter on we did it in a three caster group... no problems. In fact did you happen to know ... If you take a level 14 caster with 170hp and a mere 30ac, toss resists on it, toss blur, displacement, stoneskin... what do you suppose that does for the characters survivability? What do you think the equivalent unbuffed melee is on terms fo survivability? let's see? 30ac is not much but half the possibility to hit it by half for blur, then somemore for blur... then sub DR for stoneskin... then add some hp for greater heroism? Toss on every resist? You can see ... a 14th level caster is as easily as sturdy as some high survivable melee.
My point is just that... the melee character in your example could have been any other class just as efficiently. My point is the melee classes are in actuality unefficient class...
Now do not get me wrong ... my melee I adore, I've built melee since beta, I've plenty of them and good ones at that. I've two fighters, a pally, a barbarian, a bard, a ranger, a cleric, a ranger10/rogue4 and but one wizard - all capped. I've solo'd quests before on every toon... however If I want something done efficiently, easily... it is the last toon I built who btw has not a lick of raid loot nor uber gear the rest of them have - my wizard! She's an easy button. Here's what I'm getting at, versitility, flexibility, defense, offense... all that comes in a very neat little package - (spells and mana to back it up).
Now I point out the arguement... why some people cry nerf or inbalance or whatever, the arguement of the thread. How does one justify thier fun? Is it in thier build... is it in the group... is it in the loot? It's in feeling like they're a part of something. It's not by way of the kill counter, it's by way of feeling they're playing some part to getting to the end of the goal, It's being of some significance. Like I stated you're going to see less and less viable uses for the melee classes and moreso in the casting classes as the levels increase - afterall they get more spells and more mana - compared to a feat or class ability 100sp and 5-6 new spells are far more versitile in a toon.
♣ A Baker's dozen in the Prophets of the New Republic and Fallen Heroes. ♣
Abaigeal(TrBd25), Ailiae(TrDrd2), Ambyre(Rgr25), Amilia(Pl20), Einin(TrRgr25), Emili(TrFgt25), Heathier(TrClc22), Kynah(TrMnk25), Meallach(Brb25), Misbehaven(TrArt22), Myara(Rog22), Rosewood(TrBd25) and Sgail(TrWiz20) little somethings with flavour 'n favour
Oh, a well built arcane who knows the quest... has the power to decide if he wishes to hold back his casting of dps or insta-death for the lue of CC for he and the rest of the party... If he so decided and he wanted he does not need the others there at all, maybe for a slight bit of support. This is the point I was making. I've heard so many a melee yell! - hey stop it - refering to disintigrates, fireballs, fod or enervation/pk as they ran towards the mob to engage it... naturally when I'm that caster I abliege, but I do know quite a few others who would not. The big question is are you going to tell them to play nicely with others? Is that your solution?
Last edited by Emili; 01-02-2008 at 10:09 PM.
♣ A Baker's dozen in the Prophets of the New Republic and Fallen Heroes. ♣
Abaigeal(TrBd25), Ailiae(TrDrd2), Ambyre(Rgr25), Amilia(Pl20), Einin(TrRgr25), Emili(TrFgt25), Heathier(TrClc22), Kynah(TrMnk25), Meallach(Brb25), Misbehaven(TrArt22), Myara(Rog22), Rosewood(TrBd25) and Sgail(TrWiz20) little somethings with flavour 'n favour
Melee? Boring? Since when is it "boring" to beat the snot out of monsters right in their ugly faces? Man, that's the best PART of the game.
Anyone, on the original topic, my basic answer is: so? Nuking casters can unleash the wrath of the gods. Yeah, and? At higher levels, casters have caught up with and are passing melee in terms of potential damage. This changes my enjoyment of the game how, exactly?
Point: it makes no difference. If casters are so all-supreme as some seem to think and melees are "suffering" thereby, I suppose the slew of invites my melee characters almost always get when I'm in-game and ungrouped is just a series of coincidental mistakes. So this "issue" is a non-issue.
Next?
Inefficient, I think is the wrong word. They are different. I've been in quests where the melees are so good that only one of six mobs is still standing by the time I'm finished casting a disco ball on my sorc. I've been in quests where my caster is having to use his puncture daggers because the melees can't figure out who to attack at all, let alone first.
I believe you are using the word "efficient" to mean fast. Yes there are quests that casters can do faster. But there are also quest that melee can do faster. Melee are actually efficient because they are not using a depleating resource for their damage. Think in terms of miles per gallon. Melee get infinate damage per weapon. Casters do not.
Thanks for the civil debate.
I think one of the problems we're seeing is that melee characters aren't able to fill one of their most important roles effectively.
Looking forward to 4th edition again, Fighters and Paladins are "defenders." From what I've read, this largely means that they have abilities that help them protect their allies. Some of this might be stuff like paladin auras, but a lot of it sounds like it's going to be things that make it hard for enemies to disengage from fighters and defenders. There's a whole section in Wizards Presents: Races and Classes about how "fighters are sticky" which explains how, once you engage a fighter (or he engages you) it becomes hard to get away.
Even in 3rd edition, melee classes play this role to a degree. Especially at high levels it becomes important for melee characters to be able to keep enemies away from the "squishier" characters like the spellcasters.
But the thing is, DDO doesn't have any of the things that make this possible, and adds several things that make it even worse.
No AoOs means that things can just run away from melee with impunity.
No tactical battle-grid means that it's really difficult to be sure that you're actually blocking the right area.
Odd system glitches mean stuff like kobolds walking over characters can happen.
I realize many of these things are things that can't be implemented in DDO because of the difference in the nature of the game from D&D. But, some of them could be fixed (i.e. enemies walking over you) and more of them could be implemented in a way that keeps to the spirit of what they accomplish without requiring a tactical game.
For example, AoOs. We don't generate actual AoOs in DDO because it's almost impossible to know when/how you'd do it. Without a grid, you can't look and see where you should be moving to avoid AoOs. Randomly getting hit while you're running would be frustrating and annoying. Plus the one-hit-per-swing paradigm of DDO frowns on "hits" that don't coincide with you actually initiating a swing with your weapon. But can't we do something that would discourage just running past enemies (be they PC or NPC)? What if you generate an AoO of sorts, when you normally would, but instead of dealing damage it applies a short-duration penalty to-hit and AC?
As for defending by "body-blocking" (so to speak), what if, as your BAB increased, you actually blocked enemy movement across a wider space, meaning more fighter-y characters could provide better blocking than non-fighter-y characters.
I know it's not the most exciting role ever (and 4th edition does seem to be looking to change that with fighter powers), but "defending" is one of the important things that fighter-types do in D&D and it's pretty hard for them to do it in DDO.
(And yes, I realize intimidate allows you to do this some, but I don't find a single method to do this to be acceptable as the only solution. Multiple kinds of characters can fill out the "defender" role in D&D, and I'd like to see that happen in DDO. Not to mention that intimidate isn't even a class skill for paladins, in what has to be one of the most absurd cases of "We'll copy it directly from D&D and disregard the other drastic changes we've made to what that means.")
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