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  1. #21
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    Quote Originally Posted by Hobgoblin View Post
    i must have missed something what nerf are we talking about here?
    Eladrin posted a puzzle about frenzied berzerker. Part of it (still not confirmed officially) is that crit rage I and II are no more. The immediate concern, of course, is how many freakin larges I have to go collect now to replace my greataxe.

    Here's the current best translation I've found:
    http://compendium.ddo.com/wiki/Forum_Puzzles

  2. #22
    Hero QuantumFX's Avatar
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    Quote Originally Posted by Strakeln View Post
    All this vicious stuff, combined with glancing blows, is a problem. Remember, DWARF barbs just got nerfed on HP a bit. Do we all need to respec to 3 toughness feats and dump whatever few remaining points we have into con and raging con enhancements?
    Fix in red
    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.

  3. #23
    Community Member BlackSteel's Avatar
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    Quote Originally Posted by Strakeln View Post
    [COLOR="PaleGreen"][*]First and foremost, the nerf to crit rage I and II. The issue, in my mind, is weapons... specifically greensteel or those bound by rituals (ex: 2 bound and attuned WoPs)
    its makes puncturing, and to a lesser extent banishing just as effective on a barb as in any other class now, looking away from kensai third tier. those w/p rapiers on a barb will still be effective, just not as effective. And looked what that peirce specced character gains with the change.... from 13-20/x2 or 17-20/x4 to 15-20/x4, thats a jump from 16 to 24 extra swings worth of damage in critical hits. You trade some effectiveness in killing high hp trash mobs for a 50% boost to critical attacks. 1/3 your damage overall.

    yes, yes i do really feel bad for all those barbs with w/p rapiers....
    Shadowsteel [TR train wreck]

  4. #24
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    Quote Originally Posted by QuantumFX View Post
    Fix in red
    Wasn't the old progression 5-10-15-20? And now it's 10-10-10-10?

    Dorf barbs took a double-hit to the same nerf. There was a nerf sale at Wal-Bine that week.
    Last edited by Strakeln; 12-09-2008 at 02:16 AM.

  5. #25
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    Quote Originally Posted by BlackSteel View Post
    its makes puncturing, and to a lesser extent banishing just as effective on a barb as in any other class now, looking away from kensai third tier. those w/p rapiers on a barb will still be effective, just not as effective. And looked what that peirce specced character gains with the change.... from 13-20/x2 or 17-20/x4 to 15-20/x4, thats a jump from 16 to 24 extra swings worth of damage in critical hits. You trade some effectiveness in killing high hp trash mobs for a 50% boost to critical attacks. 1/3 your damage overall.
    Some people will feel that they no longer want the w/p rapiers on their barb, that they'd be better suited elsewhere. A w/p weapon is powerful on any class, crit rage or no. But for some people, they will be bound and collecting dust, locked away from trade or use by an alt. Which normally wouldn't be a problem, except for there was a massive involuntary overhaul to their character.

    Quote Originally Posted by BlackSteel View Post
    yes, yes i do really feel bad for all those barbs with w/p rapiers....
    It must be an awfully nice problem to have, for sure.

  6. #26
    Community Member Desteria's Avatar
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    Quote Originally Posted by dwooley1981 View Post
    nerf!
    I think it;s great it pulsl the game more towards the right feel fro a barbarian.
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  7. #27
    Community Member Mhykke's Avatar
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    Quote Originally Posted by Desteria View Post
    I think it;s great it pulsl the game more towards the right feel fro a barbarian.
    The problem is this makes dual wielding rapier barbs even more attractive (and so probably more in population.) That doesn't feel like what barbarians are.
    Mhykke(Pldn):Mhykkelle(Srcr):Mykkelle(Rngr):Mhykael(Clrc):Mykke(Brbrn):Mhykel(Ftr):
    Mhykelle(Wzrd):Mhyke(Brd):Mykkael(Rgr/Rog/Barb):Mykkel(Rog):Mhykkaelsan(Mnk):Mhykkael(FVS):Mhykkel(Brd):Markas(Ret.Srcr)

  8. #28
    Community Member Noctus's Avatar
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    There is a lot of speculation and what , ifs, not yet clear what will really bechanged.

    But i get the feeling it is going in the right direction. From their background Barbarians were damage, rawwwwwWWW damage, kill it fast, kill it faster, kill it barbarian speed.
    Not "poke it with effect-weapons untill it dies by internal bleeding with half its HP left".
    Erzskalde (Warchanter) / Erzassassin (just passing through - ignore me) / Erzsoldat (waiting for TR-time) / Erzschmied (ranged Artificer)

  9. #29
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    Quote Originally Posted by Strakeln View Post
    Wasn't the old progression 5-10-15-20? And now it's 10-10-10-10?

    Dorf barbs took a double-hit to the same nerf. There was a nerf sale at Wal-Bine that week.
    Everyone else now gets class 3(6 points) and racial 2(3 points) for 1 less AP than they were spending before on Class toughness 4(i.e. no nerf, +1 ap!). Dwarves were the only ones that actually took a hit.

    edit: And it's important to note that, dependent on what happens to Tempest, Rangers are the best stat damagers. They will also likely be the highest dps dealer unless Tempest 2/3 add nothing.

  10. #30

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    Quote Originally Posted by Strakeln
    Drop the vicious, provide a way to mitigate it, or make it optional.
    Bring along a monk that went the path of light. That will do a good job mitigating the vicious damage.
    Server - Thelanis
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  11. #31
    Community Member Thrudh's Avatar
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    Quote Originally Posted by Strakeln View Post
    Some people will feel that they no longer want the w/p rapiers on their barb, that they'd be better suited elsewhere. A w/p weapon is powerful on any class, crit rage or no. But for some people, they will be bound and collecting dust, locked away from trade or use by an alt. Which normally wouldn't be a problem, except for there was a massive involuntary overhaul to their character.
    Like you said, a WoP weapon is very powerful on any class, crit rage or no... They will NOT be collecting dust... Every barbarian power user out there who is using WoP rapiers will STILL be using those same rapiers (and kicking ass) even after this change.

  12. #32
    Community Member sephiroth1084's Avatar
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    A very odd implementation of the FB. Interesting, but odd. Hurt yourself to get a bunch of special effects? I'd be happy to see how long the frenzy(ies) last.

    I see this PrE as being maybe very unpopular in many groups, as clerics will have to work even harder to keep the barbarians up. Still, I think my lvl 9 barbarian will get dusted off and leveled when this hits...and I will redouble my efforts to get a Sword of Shadows. Interestingly enough, I think I still have Crit. Rage I from when it was accidentally dropped to lvl 6...if so, I now have even more reason NOT to ever respec.

    Now if only they would increase the attack speed for greatswords and falchions...
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  13. #33
    Community Member juniorpfactors's Avatar
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    Quote Originally Posted by Thrudh View Post
    Like you said, a WoP weapon is very powerful on any class, crit rage or no... They will NOT be collecting dust... Every barbarian power user out there who is using WoP rapiers will STILL be using those same rapiers (and kicking ass) even after this change.
    and or will NOT respec out of what we currently have...as long as you dont respec your ap ... you can still have crit range 13-20

    jrp

  14. #34
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    Quote Originally Posted by Thrudh View Post
    Like you said, a WoP weapon is very powerful on any class, crit rage or no... They will NOT be collecting dust... Every barbarian power user out there who is using WoP rapiers will STILL be using those same rapiers (and kicking ass) even after this change.
    Combined with the direction we've seen development going (those giants in the new area... they're resistant to puncturing or wounding or something, right?), I think these changes may succeed in putting the WoPs away. Which I'm fine with. My only problem is that ONCE AGAIN, the rules of the game are going to change drastically, with no way to remedy some of the more significant impacts. Right along the lines of the need for a skill respec.

  15. #35
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    Quote Originally Posted by MrCow View Post
    Bring along a monk that went the path of light. That will do a good job mitigating the vicious damage.
    Until I cleave...

  16. #36
    Community Member juniorpfactors's Avatar
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    Quote Originally Posted by Strakeln View Post
    Combined with the direction we've seen development going (those giants in the new area... they're resistant to puncturing or wounding or something, right?), I think these changes may succeed in putting the WoPs away. Which I'm fine with. My only problem is that ONCE AGAIN, the rules of the game are going to change drastically, with no way to remedy some of the more significant impacts. Right along the lines of the need for a skill respec.
    there are no giants resistant to WOP, just insta kill spells

    jrp

  17. #37
    Community Member Pfamily's Avatar
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    After all the nerfs, changes, reconfigurations, phyrric additions, subtractions, and various other atrocities done to the players in recent months...I'm starting to think that the player with the sig line stating that the devs are pushing us all towards playing halfling paladin shuriken specialists may have a point.
    ~ Slayer of the Unwashed, Vice Chair for Disinterest & Apathy of the Grand & Glorious Brotherhood
    of the Soooo Not Politically Correct, and Nefarious Devourer of Frosted Goodness ~

    …clowns to the left of me, jokers to the right, here I am…

  18. #38
    Community Member Beherit_Baphomar's Avatar
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    So crit rage I & II will still be available for existing barbs but they will count for their barb specialty.

    So, Eladrin. What you've done is stall out all existing barbs in any advancement if they want to wield a greataxe.....

    Thanks for that.
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  19. #39
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    Quote Originally Posted by Beherit_Baphomar View Post
    So crit rage I & II will still be available for existing barbs but they will count for their barb specialty.

    So, Eladrin. What you've done is stall out all existing barbs in any advancement if they want to wield a greataxe.....

    Thanks for that.
    /grumble.

  20. #40
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    Quote Originally Posted by juniorpfactors View Post
    there are no giants resistant to WOP, just insta kill spells

    jrp
    I think you are misinformed, although it is possible that I am.

    Here's a thread and a post within that thread. Not developer announcements though.

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