Originally Posted by
Riggs
I have never seen a developer post about air elementals that I can recall, and would like some clarification please.
Is there a game breaking reason knockdown had to be changed from pnp rules to make it impossible to stand up around them?
As it is now;
- the dc is so high most people cannot stand up for more than 2 seconds no matter what their stats.
- Balance skill, despite the name, doesnt help you stand up if you skill is higher than your str/dex bonus. And getting up after isnt a lot of help if you keep getting knocked down every 2 seconds and starts a fresh 6 second timer. Pnp rules show a reflex save not a dex save, which would let people stand up a lot more if that was the case in DDO. And the save dc in pnp is a LOT lower than it is in DDO.
- pnp Air elementals are like the way Genies are implemented in DDO currently. One form that can 'punch' characters, then for short periods of time, followed by several turns of rest, they can assume whirlwind form and try to knock people down. but the knockdown is an attack, not a area all around that causes auto-knockdown to anyone that is within weapon range. So the implementation of how they work in pnp already exists, and in theory could be changed for air elementals also.
- Air elementals are present in every raid and flagging set of quests except Vons and Titan(well and the Sub, but beholders are another annoying broken monster). Chains and Wiz king(for Queen), Sos, Reaver, Vale and Ritual. So they are pretty much impossible to avoid if you run anything added to the game since 2 years ago.
- overrun/knockdown/charge affects players even when the monster doesnt hit you. Charging Minotaurs, Mariliths that just wander by and knock down an entire party, and air elementals that knock down everyone within range, and zip around all over throwing entire parties down basically at will.
There are many things about DDO that people love, and love playing for long periods of time.
But when most players I know of get to a point where they run into air elementals, they start getting really angry at the game, and at Turbine for adding this monster to the game, and never changing it or taking them out despite numerous complaints.
Dear Turbine, if your intention is to make otherwise happy players really, really angry at you you are succeeding. If your intention is to make a monster so broken from pnp rules that capped characters that can beat up on a pit fiend run screaming from an air elemental sighting you have succeeded.
If your intention is to so break a monster and overpower them that it is seemingly no different than a pnp DM deliberately griefing the players at the table you have succeeded by a wide margin.
If the intention is otherwise, can we as players get some kind of timeline if there is going to be a change? or some kind of feedback as to why they are designed this way? So far I do not recall seeing anything official about them after much hopeful waiting for some kind of change, and something official would be greatly appreciated.
Thank you
Riggs