Page 1 of 3 123 LastLast
Results 1 to 20 of 365

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1

    Default Discussion: Improving S&B

    Ok, seeing that about everything thread in the DDO Development Discussion section of the forums gets derailed into a S&B versus TWF discussion, I'm guessing that we make a real thread to talk about it rather than just derail every thread on the forums.

    However, as the title say, it's not me suggesting "do this" as if it would be the best way to fix it, but rather, I'll just be throwing a few questions out there that we have to ask ourselves before starting to suggest anything. We have to reflect on the overall structure we want to be stuck with after. We have to reflect on what we think is healthy or unhealthy for the game. We have to reflect on the consequences of anything we suggest.

    From there, we can start debating, trying to figure out what is best, etc.

    So, here are a few questions to answer.

    1. Is it a good idea for Turbine to change drastically the definitions and roles of the fighting styles in DDO? Why?

      In other words, is it a good thing for Turbine to allow the current issues at end game to force them modify how S&B operates and let TWF stay as good at AC as it currently is? Are you OK with TWF having that much AC? Should Turbine let TWF become the way for AC and give something else to S&B to compensate, or should Turbine give the AC advantage to S&B and let TWF reach decent AC instead of their currently unmatched one? Is it OK for Turbine to change the way the game is drastically and jump into unknown? Do you or don't you think it's worth the risk?

    2. Is it OK for Turbine to nerf in this situation? Why? If yes, by how much (or how)? And why?

      Are things so out of whack that there is no way to overcome the huge gap that grew between S&B and high dexterity TWF with a monk splash? Is the monk splashed so overpowered that the only way to fix it is a nerf? Are abilities like Tempest I's AC bonus and Favored Defense III or the Icy Rainment so overpowered that they require nerfing for things to be brought back in line?

    3. If you answered no to the previous question, would you change your mind if a full respect system would be implemented? If you answered yes to the previous question, are you in favor of a respect system and would you nerf more if there was one? In both cases, why?

    4. Are you scared of inflation? Why?

      Do you think that buffing the capacity of S&B to reach AC would cause many problems to the game? Are you scared that it would push into overspecialization? Do you think that scores inflation caused far too many problems in the game? Are you scared it would have a negative impact of the casual gamers?

    5. Do you think it would be a good idea reduce the AC scores that PCs can reach if mobs' to-hits were also lowered? What about just lowering mobs' to-hits? Justify your answers.

      Are comfortable with monsters' to-hit at end game? In Elite dungeons? Do you think they are too high? If you're OK with their to-hit, are you OK from a S&B point of view or a high Dexterity TWF (and/or monk splash) point of view? Are you happy of the fact that defensive builds are more penalized by running the quest on Elite than DPS builds?

    6. Would you like to see a bunch of feats to improve S&B? Any suggestions? (It can be either in the form of feats or just unrefined ideas that still need to be rethought. It can be as general as "Something giving them DR would be cool." if you want.) If you use feats already existing in PnP, please indicate the book.

    7. Do you think that S&B could use more DPS, also, to be brought back in line?

    8. Do you think paladins and fighters should become S&B specialists and receive enhancements focused on S&B fight? Explain your answer.

      In other words, do you believe that Turbine should address the issue by also improving the fighter and/or paladin class which happen to need help and be using that combat style very often, even if it penalizes the S&B rogues, bards and others? Do you believe that Turbine should favor classes to use only certain fighting styles, or you rather them to keep it open and make more choices valid? Do you think it's simply better to improve S&B as a whole and paladins and fighers will gain from it as much, if not more?

    9. Do you think S&B should have the ability (or opportunity) to be protected by other means than AC? If yes, list a few.

    10. Would you be in favor of a cap on Dodge AC? Why?


    The questions in bold are the real questions, the rest under, in not bolded text, are simply guidelines, explanations, things to consider before replying. You don't have to reply to it directly, it's more to explain what I meant by the question. By replying to the question, you'll very likely address it but please justify your answers, it's very important! A simple yes/no doesn't contribute much to the conversation whereas a lengthy reply will bring a lot.

    Now, if you don't understand what is the point of balancing, check this thread.
    If you think S&B is balanced, well go and debate on another thread. This is not the place for that.

    Oh, don't be shy to post your suggestions.

    Thanks for answering.
    Borror0
    Last edited by Borror0; 09-26-2008 at 06:23 PM.
    DDOwiki.com, #1 source for DDO information.

  2. #2
    Community Member maddmatt70's Avatar
    Join Date
    Mar 2006
    Posts
    5,808

    Default

    Borro what do you want. ddo could be and maybe should be like regular pen and paper 3.0-3.5 where all melee are gimped at the level we are at and casters and clerics rule. For some reason on the 3 end game raids they threw offensive melee a bone - who knows how long that will last. Will every mob be red named, have spell mantles or have sr and ridiculous will and fort saves be immune to mind control spells, casters/clerics not have superior potency VII and VIII items, will level 9 spells be ineffective like level 8 are. I think that is more the question is why does ddo feel it needs to nerf casters/clerics. You keep posting the same silly thread 14 times in hopes of what telling us something we don't already know convincing the developers that S&B are worth being saved. Well newsflash in the game ddo is based on S&B, thf, twf all pale in comparison to caster/clerics at this level..
    Last edited by maddmatt70; 09-26-2008 at 04:16 PM.
    Norg Fighter12/Paladin6/Monk2, Jacquiej Cleric18/Monk1/Wiz1, Rabiez Bard16/Ranger3/Cleric1, Hangover Bard L20, Boomsticks Fighter12/Monk 6/Druid 2, Grumblegut Ranger8/Paladin6/Monk6, Rabidly Rogue L20, Furiously Rogue10/Monk6/Paladin4, Snowcones Cleric 12/Ranger 6/Monk 2, Norge Barbarian 12/FVS4/Rogue4. Guild:Prophets of The New Republic Khyber.

  3. #3

    Default

    Quote Originally Posted by maddmatt70 View Post
    I think that is more the question is why does ddo feel it needs to nerf casters/clerics.
    That was clearly a reaction to the post-Module 4 era of spellcasting, where clerics, sorcerers and wizards were dominating the game. In a quest, spellcasters where doing most of the job by themselves. Heck, you were seeing LFMs with only wizard, sorcerer and cleric for a few quests. You were seeing tons and tons of complaints about how overpowered spellcasters were!

    What was Turbine's reaction to that?
    • Crazy high HP trash mobs (that lead us to use Vorpal and WoP on mobs rather than DPS) to prevent nuking.
    • Fire immune mobs to survive Wall of Fire.
    • High SR to make Finger of death must less powerful.
    • Named mobs with HP so high that nuking barely reduce the bar.

    The issue you're talking about is clearly within the monster design and selection. Not within the classes themselves.

    We'll have to see module 8 to see if they learn the mistake they made in Module 6 and 7.
    Last edited by Borror0; 09-26-2008 at 04:22 PM.
    DDOwiki.com, #1 source for DDO information.

  4. #4
    Founder Garth_of_Sarlona's Avatar
    Join Date
    Feb 2006
    Posts
    0

    Default

    Devs don't nerf classes any more - they tried that, people got upset.

    I think they prefer to add stuff to make the 'underpowered' classes better, and they are also a LOT more conservative when adding new stuff (e.g. monks, shroud items) than they were before, preferring to add to classes (perhaps after some gametime to determine whether they need a boost) example: additions to monk abilities, making shroud proc effects hit more often.

    I imagine perhaps some additions to S&B might be in the works - something like, perhaps:

    - Shields with better bonuses on them (already happening with superior dev shields, Heal shield)
    - Shields with a higher max dex
    - More quests where blocking and DR are important (introduce a mob that has a high to-hit, swings a lot, and does moderate damage per hit - Hydra maybe?)

    Garth

    Garth 20/ftr (Kensei) Haeson 20/clr Cairis 12/ftr 6/rgr 2/rog Xortan 20/wiz
    Tinosa 20/brd Garthbot 20/fvs Gaarth 18/ftr 1/rgr 1/rog (Stal Def)
    Tibetan 20/mnk Automatic DDO raid timers Haezon 20/sor (Conj)

  5. #5

    Default

    Quote Originally Posted by willphase View Post
    Devs don't nerf classes any more - they tried that, people got upset.

    I think they prefer to add stuff to make the 'underpowered' classes better.
    RazorrX just recently gave an example of why that is a bad way to think. Here.

    Being "scared" to nerf is silly. Yes, don't do it all the time. But saying a permanent no to it is a really bad idea.
    DDOwiki.com, #1 source for DDO information.

  6. #6
    Founder Garth_of_Sarlona's Avatar
    Join Date
    Feb 2006
    Posts
    0

    Default

    Quote Originally Posted by Borror0 View Post
    RazorrX just recently gave an example of why that is a bad way to think. Here.

    Being "scared" to nerf is silly. Yes, don't do it all the time. But saying a permanent no to it is a really bad idea.
    I'm not saying I'm agreeing that being afraid to nerf is a good idea, but based on the way in which I've seen the game develop, the devs admitted they made some things too powerful (e.g. barbarian crit rage) but still decided not to nerf them.

    I don't see that changing - not saying I agree, just saying we have to be realistic. That's why I'm keen to see more suggestions on how S&B could be improved rather than trying to target stuff for the nerf, which (probably) won't even happen. Players like shiny new stuff to loot, and it's good for Turbine (players stay to grind) - nerfing stuff is Bad for Turbine, because players get upset and leave because normally most of them can't see or appreciate the Big Picture (OMG!! U NERF ME!!! I QUITZZ!!!1one!!1).

    Garth

    Garth 20/ftr (Kensei) Haeson 20/clr Cairis 12/ftr 6/rgr 2/rog Xortan 20/wiz
    Tinosa 20/brd Garthbot 20/fvs Gaarth 18/ftr 1/rgr 1/rog (Stal Def)
    Tibetan 20/mnk Automatic DDO raid timers Haezon 20/sor (Conj)

  7. #7
    Founder Alavatar's Avatar
    Join Date
    Feb 2006
    Posts
    1,965

    Default

    Quote Originally Posted by Borror0 View Post
    Ok, seeing that about everything thread in the DDO Development Discussion section of the forums gets derailed into a S&B versus TWF discussion, I'm guessing that we make a real thread to talk about it rather than just derail every thread on the forums.

    However, as the title say, it's not me suggesting "do this" as if it would be the best way to fix it, but rather, I'll just be throwing a few questions out there that we have to ask ourselves before starting to suggest anything. We have to reflect on the overall structure we want to be stuck with after. We have to reflect on what we think is healthy or unhealthy for the game. We have to reflect on the consequences of anything we suggest.
    No offense, Borror0, but your OP is about as biased as a Fox News interview. Your questions and explainations are phrased in such a way as to make it seem like choosing not to nerf is a stupid idea.

    Quote Originally Posted by Borror0 View Post
    From there, we can start debating, trying to figure out what is best, etc.

    So, here are a few questions to answer.


    1. Is it a good idea for Turbine to change drastically the definitions and roles of the fighting styles in DDO? Why?


    In other words, is it a good thing for Turbine to allow the current issues at end game to force them modify how S&B operates and let TWF stay as good at AC as it currently is? Are you OK with TWF having that much AC? Should Turbine let TWF become the way for AC and give something else to S&B to compensate, or should Turbine give the AC advantage to S&B and let TWF reach decent AC instead of their currently unmatched one? Is it OK for Turbine to change the way the game is drastically and jump into unknown? Do you or don't you think it's worth the risk?
    TWF only gets that high AC with one particular build. The dex/wis Ranger with one level of Monk for the wisdom bonus and enhancements plus massive raid gear. All other TWF have comparable AC to S&B. Therefore, I think everything is fine. At most, the change would argue for is that monk Wis AC only be applicable based on a percentage of monk levels in the character build.


    Quote Originally Posted by Borror0 View Post
    2. Is it OK for Turbine to nerf in this situation? Why? If yes, by how much (or how)? And why?


    Are things so out of whack that there is no way to overcome the huge gap that grew between S&B and high dexterity TWF with a monk splash? Is the monk splashed so overpowered that the only way to fix it is a nerf? Are abilities like Tempest I's AC bonus and Favored Defense III or the Icy Rainment so overpowered that they require nerfing for things to be brought back in line?
    Not all Ranger builds have Favored Defense III. In fact, not all Ranger builds have any Favored Defense at all. There are many other enhancements that are considered to be "must haves" and fitting Favored Defense into the mix is difficult to do without sacrificing something. Otherwise, refer to my answer to question 1.


    Quote Originally Posted by Borror0 View Post
    3. If you answered no to the previous question, would you change your mind if a full respect system would be implemented? If you answered yes to the previous question, are you in favor of a respect system and would you nerf more if there was one? In both cases, why?


    I already want a full respec option. So, no, my answer does not change.



    Quote Originally Posted by Borror0 View Post
    4. Are you scared of inflation? Why?


    Do you think that buffing the capacity of S&B to reach AC would cause many problems to the game? Are you scared that it would push into overspecialization? Do you think that scores inflation caused far too many problems in the game? Are you scared it would have a negative impact of the casual gamers?
    My only concern with inflation is the inflation of monster to-hit, HP, HD, and saves. I was running around in the Subterrane trying to get to VoD last night with a 59 AC and I seemed to get hit by everything that swung at me. That should not be happening. Those fighters with moderate equipment (i.e. +5 equipment, no raid gear, etc) with an AC of 40 or less are penalized by those massive bonuses that the monsters get.

    Player inflation should not be a problem. If a character with an AC 60 cannot be hit except on a 20 then it makes no difference if their AC is 80 or 90. If a character has a to-hit of +40 and they only miss on a 1 then it makes no difference if their to-hit is +50 or +60. It doesn't matter.

    What matters is when the NPCs are inflated for the upper crust of players. That hurts the casual players.


    Quote Originally Posted by Borror0 View Post
    5. Do you think it would be a good idea reduce the AC scores that PCs can reach if mobs' to-hits were also lowered? What about just lowering mobs' to-hits? Justify your answers.


    Are comfortable with monsters' to-hit at end game? In Elite dungeons? Do you think they are too high? If you're OK with their to-hit, are you OK from a S&B point of view or a high Dexterity TWF (and/or monk splash) point of view? Are you happy of the fact that defensive builds are more penalized by running the quest on Elite than DPS builds?
    I believe that only NPCs to-hit should be lowered. See answer to question 4.


    Quote Originally Posted by Borror0 View Post
    6. Would you like to see a bunch of feats to improve S&B? Any suggestions? (It can be either in the form of feats or just unrefined ideas that still need to be rethought. It can be as general as "Something giving them DR would be cool." if you want.) If you use feats already existing in PnP, please indicate the book.


    Sure. More feats are always better. Customization is the key to D&D.



    Quote Originally Posted by Borror0 View Post
    7. Do you think that S&B could use more DPS, also, to be brought back in line?


    Somewhat. I think more feats could help stimulate S&B DPS. But, I also do not believe that S&B DPS is out of line to begin with. TWF gets more attacks, naturally. THF gets a bonus to damage via PA. S&B gets to hunker down.



    Quote Originally Posted by Borror0 View Post
    8. Do you think paladins and fighters should become S&B specialists and receive enhancements focused on S&B fight? Explain your answer.


    In other words, do you believe that Turbine should address the issue by also improving the fighter and/or paladin class which happen to need help and be using that combat style very often, even if it penalizes the S&B rogues, bards and others? Do you believe that Turbine should favor classes to use only certain fighting styles, or you rather them to keep it open and make more choices valid? Do you think it's simply better to improve S&B as a whole and paladins and fighers will gain from it as much, if not more?
    I think that fighters should receive all feat related combat enhancements in the game. I think paladins should get enhancements for fighting evil foes.


    Quote Originally Posted by Borror0 View Post
    9. Do you think S&B should have the ability (or opportunity) to be protected by other means than AC? If yes, list a few.


    I think current S&B mechanics are fine. No need to play around with it.



    Quote Originally Posted by Borror0 View Post
    10. Would you be in favor of a cap on Dodge AC? Why?


    No. However, I think Turbine should put Dodge AC on equipment slots that traditionally offer armor bonus (i.e. bracers and armor). This would force people to choose between an Armor bonus or a Dodge bonus. Also, I agree with Turbine that Dodge bonus items should only be available on named items. Dodge should never be applied to random loot generation.


    Quote Originally Posted by Borror0 View Post
    Now, if you don't understand what is the point of balancing, check this thread.
    If you think S&B is balanced, well go and debate on another thread. This is not the place for that.
    This is a discussion. Telling people with an opposing view to go somewhere else does not stimulate unbiased discussion.

    Quote Originally Posted by Borror0 View Post
    Oh, don't be shy to post your suggestions.
    I won't.

    Quote Originally Posted by Borror0 View Post
    RazorrX just recently gave an example of why that is a bad way to think. Here.

    Being "scared" to nerf is silly. Yes, don't do it all the time. But saying a permanent no to it is a really bad idea.
    That quote says that Dwarven rangers are overpowered... The only enhancement tree that Dwarves has that makes them overpowered is the Toughness enhancements. That's it.

    Elves, Drow, and Dwarves all share weapon to-hit and damage enhancements. Dwarves get the tactics enhancements, same as the warforged. The combination of the weapon enhancements and the tactics enhancements does not make dwarves that much greater primarily because there are plenty of other things to spend enhancements on!

  8. #8
    Community Member Rameses's Avatar
    Join Date
    Apr 2006
    Posts
    2,137

    Default

    The addition of Green Steel Shields would nice.
    If you could treat the GS Shield like a combination of a weapon and item as far crafting applies.

    IE: Supreme Commander Green Steel Shield (+4 AC possibly able to stack with insight bonus from a crafted weapon to), +6 Stat, Increased Armor bonus, Increased DR (similar to increasing a weapons damage), etc.)

    Sorry I am not as eloquint as I'd hope, but that's just the way I am.

    I am, Rameses!
    Argonnessen's only Halfling Paragon.
    Ascent

  9. #9
    Community Member
    Join Date
    Mar 2006
    Posts
    11,846

    Default

    Quote Originally Posted by maddmatt70 View Post
    Borro what do you want. ddo could be and maybe should be like regular pen and paper 3.0-3.5 where all melee are gimped at the level we are at and casters and clerics rule.
    Yes, that's true: the D&D 3e game is wickedly imbalanced at level 16 and someone without full spellcasting hardly even needs to bother showing up.

    But the fact that some game made errors doesn't mean everyone else should duplicate those same errors.

    In many ways DDO has improved balance above D&D, partly by omitting high-powered factors that were difficult to add to a computer game anyhow (flying, scrying, mind control, illusions, terrain deformation, teleporting). That was a good start, but they need to do more.

    In particular, this is a fantasy role-playing game, so it needs to represent a good assortment of typical fantasy roles. One such role is the bold knight with a sharp sword and stout shield. That role doesn't really work in DDO right now, and it should. Look at the Boromir picture: if he was offered a greatsword or an offhand dagger, would he willingly have traded his shield for either of them in that situation? Of course not.

  10. #10
    Community Member Dexxaan's Avatar
    Join Date
    Apr 2006
    Posts
    2,045

    Thumbs up

    Don´t think you got ANY answers from your 1st response Borro.

    1) Not drastically. But definitely S&B should 99% of the time have a higher AC than a TWF

    2) Yes. For Example: Tempest AC Bonus is a mistake.

    3) Not in favor of a FULL respec. Major design flaws like poor Stat allocation and total neglect for INT (as example) should cause you to deal with what you have. On the other hand a Skill Point Allocation respec could be beneficial to a very large percentage of the population. (No real interest myself but allows minor build errors tweaked)

    4) Just about everything in the game is inflated... Sorcerer Spell points, Barbarian DPS, Dwarven hit points and so forth, and yes the casual gamer will ALWAYS be affected due to many players putting in more work, more time and more design time into their characters....I don´t think thats a major point when it comes to corrections needed in the game. That´s a business policy decision, NOT a Game Design Balancing issue IMO.

    5) Simply lowering (a bit...not much) the MOB´s To-Hit would IMO solve a great deal of the problem. The last thing we want is a 29 AC Barbarian getting away with tanking a Troll untouched.

    6) IMO Feats would not be the way, Why? Because you´d lose current options for others and therefore the Gimping continues....just that in another direction. Enhancement Lines or attributes provided to Some Shield bearing Classes would be good. I believe it was Aesop that suggested that Eldritch Device Armor and Shield Enhancements should be greater for tower Shields / Full Plate than for Bucklers / Chain Shirts.

    7) More DPS is nice, but maybe the Power Attack benefit for TWF´rs can be reduced (Theres a price you pay for twirling weapons and your body dextrously....compared to standing in Full Plate and Swinging 1 Weapon (THF even more so).

    8) I believe the Prestige Classes being developed oughta do the trick nicely....but without disregarding the previous questions you have presented.

    9) Stackable DR Should be available to Fighters (not a TON but some) same thing...proportional to the Base Armor type so that it makes some sense.

    Not a whole lot of time to go into a lot of details of my thinking...but hey...hope it helps out a bit.
    "Multi-Classing: If you don't know what you are doing...please don't do it."
    Arkkanoz / Barbarrus / BoarAxe / Bruttus / Dahlamaar / Dexxaan / Dominattrix / Gregorius / Inquisittor / Mechanikkus / Predattor / Suntzzu / Valkeerya

  11. #11
    Community Member
    Join Date
    Apr 2006
    Posts
    3,262

    Default

    So Borr did you ever find out what "having a chip on your shoulder" means?

  12. #12
    Founder Raiderone's Avatar
    Join Date
    Jan 2006
    Posts
    0

    Default

    1)Yes. Yes. Yes(TWF the way for AC and compensate S&B). Drastic change is not worth the risk.
    UNless to get rid of all Enhancements.

    2)No nerfing needed. Just improvements to S&B.


    3)If you mean fully respect your PC, I would say NO. Unless DDO made a complete change to the
    game.


    4)No. I think specialization would increase interest in the game. That's what Prestige
    Classes do in my opinion. It doesn't mean that you need to specialize.
    You always hear that TWF can switch to S&B, thus getting the benefits from it.
    Specialization will make S&B builds better and give them the advantage in that mode.

    Path Specialization in the following Fighting Styles:
    S&B, TWF, THF, Unarmed, and Range. Automatic Feats dependent on Path
    and quantity dependent on Career Path (Fighter, Paladin, Ranger, Barbarian)
    Monks and Rogues (would have limitations).


    5)Yes. But would prefer them lower(CR and To-Hit) for all difficulties. I blame Enhancements for overpowering the PC and thus the need to Overpower the MOB.
    I'm okay either way S&B or TWF. I don't know if Defensive Builds are penalized?
    Do you mean low DPS S&B or all S&B? If all S&B, then I don't think we are penalized.
    But we could use some love. I want S&B to get advantages when they use S&B.
    Right now anybody can S&B.


    6)Yes. I would like Feats similar to the TWF line. Improved S&B, Greater S&B.
    Feats to Increase AC probably not DR. Possibly even a new way of Shield Block and Weapon Block. Making it automatic (% of time). Shield Block dependent on Shied Type and Weapon Type. So it could be for all melee types, even range. S&B being the best mode.

    7)Yes. But only with Feat Specialization.


    8)No. Keep it open based on the Fighting Style that PC wants. But I believe Paladins
    and Fighters need more Free Feats. EIther way they benefit more.
    Hence the problem of Rangers getting too many Free Feats (getting both Range
    and TWF path).

    9)Yes. Using Automatic Shield Blocking as mentioned above. But giving all FS's
    some type of Automatic Blocking (depentent on shield and weapon types).

    10). I guess NO. Even thou I've thought of it in the past. But Give me Feat Specialization in S&B.
    I'm not talking about Shield Bashing either.
    Last edited by Raiderone; 09-26-2008 at 09:35 PM.

  13. #13

    Default

    Quote Originally Posted by Raiderone View Post
    Drastic change is not worth the risk.
    But TWF being the way for AC is the drastic change! Not the other way around!
    DDOwiki.com, #1 source for DDO information.

  14. #14
    Founder Raiderone's Avatar
    Join Date
    Jan 2006
    Posts
    0

    Default

    Quote Originally Posted by Borror0 View Post
    But TWF being the way for AC is the drastic change! Not the other way around!
    Then here's my suggestion. No nerf needed, just don't let Dodge Bonuses stack.

    No stacking bonus for Icy Rainment, Chattering Ring or Chaosguard.

    Or make each different alignment base and set UMD to 50.

  15. #15
    Community Member
    Join Date
    Mar 2006
    Posts
    11,846

    Default

    Quote Originally Posted by Raiderone View Post
    Then here's my suggestion. No nerf needed, just don't let Dodge Bonuses stack.
    How can you claim that's not a nerf? Do you know what "nerf" means?

  16. #16
    Founder Raiderone's Avatar
    Join Date
    Jan 2006
    Posts
    0

    Default

    Quote Originally Posted by Angelus_dead View Post
    How can you claim that's not a nerf? Do you know what "nerf" means?
    I consider nerfing when you make changes to make PC's core abilities weaker
    via Feats, Enhancements.
    I don't consider it nerfing when an item is reduced in power. Or limiting the amount
    that can be worn at one time.

    This game is becoming UBER players only. Sorry CASUAL player but you aren't gonna
    get these items. I'm a bored UBER player that's starting to become a CASUAL one.

  17. #17
    Community Member GrayOldDruid's Avatar
    Join Date
    Aug 2007
    Posts
    300

    Default

    Quote Originally Posted by Raiderone View Post
    6)... Possibly even a new way of Shield Block and Weapon Block. Making it automatic (% of time). Shield Block dependent on Shied Type and Weapon Type...
    I like that idea very much. If you use a shield, you should get a % chance to auto-block an attack - as opposed to never getting shield DR benefit unless you actively stand there doing nothing but block.

    Perhaps base the % on the AC bonus - +3 total AC - 15% chance to auto-block ; +5 total AC - 25% chance to auto-block. (Your shield got in the way of the swing... )

    There are feats to increase blocking DR, feats to give your DR even while shield bashing... lol... Enhancements for those would be good...
    It is not about the destination, it is about the journey.
    All my Characters Loathe the stupid term " Toon "

  18. #18

    Default

    Quote Originally Posted by GrayOldDruid View Post
    There are feats to increase blocking DR, feats to give your DR even while shield bashing... lol... Enhancements for those would be good...
    You always keep your DR while bashing, even without ISB.
    DDOwiki.com, #1 source for DDO information.

  19. #19
    Hero QuantumFX's Avatar
    Join Date
    Feb 2006
    Posts
    2,079

    Default

    1. Is it a good idea for Turbine to change drastically the definitions and roles of the fighting styles in DDO? Why?
      It was a bad idea to limit them to the S&B/TWF/THF trinity that they have now. At high levels of P&P the styles start blurring. (ex. A S&B guy can use his shield offensively w/o losing AC, Double weapons can be used as either a TWF or THF weapon) Without including the ability to blur the lines with feats like Improved Shield Bash, Improved Buckler Defense, Double weapons, etc players are forced to come up with other solutions like splashing monk levels.

    2. Is it OK for Turbine to nerf in this situation? Why? If yes, by how much (or how)? And why?
      Yes it's OK to “Nerf” if the first change is to make the current BAB/multiple attack system more like it's P&P counterpart. Most of the problems with TWF would be solved if a player needs needs to actually offset the to hit penalties DDO allows us to take.

      Nerfing Dodge bonuses would be a bad idea but you can easily fix the whole +dodge bonus items by converting their bonuses into an “enhancement bonus to dodge”. Basically this would mean that +Dodge items won't stack with other +Dodge items. You could also even out the playing field more by giving players a “vest” slot and allowing outfits and robes to be placed there or in the armor slot.

    3. If you answered no to the previous question, would you change your mind if a full respect system would be implemented? If you answered yes to the previous question, are you in favor of a respect system and would you nerf more if there was one? In both cases, why?
      I want a full respec system period. The game has already changed drastically for a lot of players and no amount of “You should have designed your character like…” arguments given by logic impared P&P players are enough to defend not going forward with one. Any smart P&P DM will allow players to adapt their characters when new information comes into play. Not allowing a FR cleric of Waukeen to respec into the Goldeye PrC cause the Magic of Faerun sourcebook wasn't out is a sign of a bad GM.

    4. Are you scared of inflation? Why?
      Only Enhancement inflation. Tomes don't bother me because they're available to everyone and really don't make or break a character.

    5. Do you think it would be a good idea reduce the AC scores that PCs can reach if mobs' to-hits were also lowered? What about just lowering mobs' to-hits? Justify your answers.
      Honestly AC isn't the problem. Really it's not. The problem is the to hit system. The current +1/+5/+10/+10 bonus to hit players/mobs get screwed EVERYONE. It made AC meaningless for a lot of players resulting in the idiotic “Only HP matter” mentality. It made TWF/Power Attack overpowered as the penalty to hit isn't a penalty. Omitting Touch AC screwed over DEX guys.

    6. Would you like to see a bunch of feats to improve S&B? Any suggestions? (It can be either in the form of feats or just unrefined ideas that still need to be rethought. It can be as general as "Something giving them DR would be cool." if you want.)

      • - Make Improved Shield Bash Work like it's P&P counterpart. Allows S&B fighters to add thier shields to DPS w/o sacrificing defense.
      • - Add the Armor Optimization feats. Covered elsewhere but allows a pure/semipure fighter to utilize all the spare feats they have.
      • - Add the Improved Buckler Defense feat. Limits the usefulness of splashing a level of monk.
      • - Add improved combat expertise. When added to fixing multiple attacks will allows a S&B fighter to uilize it better than a TWF.
      • - Add Divine Shield for Turn undead users. Nuff said.


    7. Do you think that S&B could use more DPS, also, to be brought back in line?
      Not really. Fixing BAB/Multiple attacks will deskew the DPS curve by making to hit matter.

    8. Do you think paladins and fighters should become S&B specialists and receive enhancements focused on S&B fight? Explain your answer.
      Paladins should defiantely get access to Divine Shield. Other than that... not really.

    9. Do you think S&B should have the ability (or opportunity) to be protected by other means than AC? If yes, list a few.
      Only if you mean “Add Amulets of Natural Armor” to the game.

    10. Would you be in favor of a cap on Dodge AC? Why?

    Not for feats and enhancements. NWN's Dodge cap is a blight on all that is D&D. Now as outlined above I'd like to see +Dodge items not stack with each other. The mechanic would work like barkskin does on creatures with natural armor. THis is mainly because +Dodge items simply fall outside the d20 ruleset. (Yes I know they're supposed to be a GM specialty item but how many do you really see in a P&P campaign?)
    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. #20

    Default

    Quote Originally Posted by QuantumFX View Post
    Only Enhancement inflation. Tomes don't bother me because they're available to everyone and really don't make or break a character.
    What about item inflation?

    As for a Dodge cap, I'd be in favor of one for as long as Combat Expertise and Dodge are seen as feat bonus or whatever, rather than Dodge bonus.

    Quote Originally Posted by QuantumFX View Post
    It made TWF/Power Attack overpowered as the penalty to hit isn't a penalty.
    How would it do that?
    Last edited by Borror0; 09-26-2008 at 06:27 PM.
    DDOwiki.com, #1 source for DDO information.

Page 1 of 3 123 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