Ok.. how can explain this to you. Er.. let's see...
If casters become too powerful up to a point where every quest becomes a GoP all around, it'll be problematic. I'm not saying make all calss eqaully powerful, every class is different, have their own advantage and contribute in their own way. However, if we ever get to a point where casters brings so much to the table that nothing as effective as clerics, sorcerers and wizards parties, there will a problem.
Where not there yet, but there is not much ahead for much ahead for melee. What do they want more? More strength? We're capped on enhancements, won't get higher than +6 until Epic levels. Weapon cannot get that much better. Yes, we'll get better Holy burst of Pure Good but.. not that much more damage. Casters will get more dices on their spells. Maybe more enhancements to their spell damage. More mana so they can waste it even more (not that it's not really hard to manage it and cast all quest long anyway...) and kill even faster. Oh.. and more powerful spells!!
Meleers can't tank much, unless they got Intimidate... but they seem to feel like making AC totally useless. I just throwed a 500 damage Scorching Ray on that mob, how could any melee out-damage me? Anyway, if he does the mob will be dead by then. so, what is their roll? Additonnal DPS? Another caster could to that.
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Oh please. You act like anyone knows anything about effectiveness. Some classes have been discriminated against since the day the game was released, and mainly due to bias (based on what character classes have been played effectively by the player in question) and stereotypes brought from completely different MMOs.
Let's take the dragon rooms in the Tor for example:
The white dragon room has cometfalls that are generally avoided with evasion + a high reflex save.
The blue dragon room has lightning traps that do 50-70 damage that are generally avoided with evasion + a high reflex save.
The black dragon room has acid traps, delayed blast fireball, and ball lightning that are generally avoided with evasion + a high reflex save.
The damage done in these rooms by the dragon and giant (normally) do not usually come close to the amount of damage done by these other effects. Does anyone look for rogues or rangers for the Tor to help mitigate damage? Nope... they want 2 heavy melee, 2 casters, and 2 clerics (which is usually overkill and wastes sp/scrolls). DPS is not even important in those rooms, and can actually be a detriment if it isn't placed in the right proportion.
No one cares about effectiveness in this game, it's all about ego right now. People will keep playing fighters and barbarians even if they are the hardest classes in the game to play well. Oh wait... they already are.
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500 point scorching ray... wow... i'm assuming you have max crit rate and max crit multiplier and got lucky... oh and btw how many times can a caster throw one of those.. and how many times can that fighter swing his sword.... oh casters have a specific amount of mana and fighters can swing and swign and swing.... hmm sounds to me like the game needs an exhaustion system since casters dont get to regen mana between shrines
oh and guys lets not forget they're giving even more stuff evasion..... such as while on risia i threw a cone of cold at some twilight wolves... and no dmg popped... just *save*... evasion on a wolf.... umm.... so what else is to come?
\x/es
Torgomund 17/1 Rngr/Rog . . Thundorf 16/2/2 Bard/Ftr/Barb . . Zarron 10/2 Wiz/Rog
RIP Class Forums 3/9/2011
You are right... The loss of AoO has made it MUCH more difficult for warrior classes to control the flow of the fight. In D&D the following would happen if a mob tried to run past you. F=Fighter M=Mobile Object(Mob, Monster) S=Sorcerer
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Mob moves up and moves into a threatened area. Nothing special happens but it either moves only 5' each turn, which allows the Fighter full attacks at it each turn, or it attempts to move past faster(tumbling can affect this as can Mobility) and ends up trigging Attack of Opportunity.
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As it moves from there to here, AoO. Wham!
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Another bunch forward and AoO(with Combat Reflexes). Wham!
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One more step and it can hit the Sorcerer, but the Fighter gets another swing. Wham!
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If the Mob gets to this point he is free to molest the sorcerer, but having allowed a Fighter multiple swings(and it is a rare Fighter that doesn't take Combat Reflexes) they probably are not in too good of shape if still alive.
Notice this was a WIDE hallway and I sometimes have problems keeping mobs behind a narrow doorway.
The only thing I can come up with are systems similar to other MMOs. There are some where certain classes attacks generate more agro/hate than others, much like the Warforged enhancement. Others were a special skill or attack generates hate in all nearby mobs, much like Intimidate. Only, in DDO these work, but there is no way to maintain that agro short of DPS.
Look at Tankers in CoH. Every attack from a Tanker generates agro in nearby mobs. They also have a Taunt power that creates agro in up to 5 mobs. In addition some of their "aura" powers also generate agro. A Tanker hopping into the middle of a group of mobs can loose their agro, but not if they try hard not to and know how to spread the attacks around.
We should have an option similar to this for melee focussed classes. The Paladin version doesn't do much for very long at all and I'm having problems seeing the WF enhancement really make a difference.
"Good judgment comes from experience, and experience comes from bad judgment."
-Barry LePatner
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I find it a bit humorous to read the now caster vs melee debates play out on these boards. If we all remember (if you have been playing that long) when this game was in mod 1 and before, melee ruled. Casters were crying about how they could not damage anything and the game was really a melee game only. So while the casters and melee types currently debate who should be nerfed or not, the rangers and rogues sit on the sidelines and laugh since the game never was or never will be designed around them. We are used to not feeling completely needed in every group. We have watched as casters and melee have taken all the kills and lead all the kill counts since the beginning of the game. So, now that casters rule the day, just sit back and relax. We promise you still have a use, we still need the meat shield. We still need you to shield block a door while the casters put down a firewall and rangers use manyshot from a distance. Clerics never have to worry about it so I leave them out of it.