So this isn't entirely related to monk splashes but I quite like this idea:
1) It goes someway to redressing the balance between armour wearers and icy wearers.
2) It increases the value of dragontouched for all AC builds (+3 dodge on 3rd tier)
3) It shifts focus towards newer content (mod8/9) and away from older (mod2/5) without hurting your build.
4) It shouldn't increase the max attainable AC.
5) it doesn't decrease the value of the chattering ring it took 40/60/80 titans to get.
Southern Tenant Farmers Union - Ghallanda
Noret/Hultor/Deol/Domtro/Tamtro/Kintro/Lantwo/Sontro/Montro/Kantro
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If you really want to go down the inflation road, there are better ways to do it.
Turbine could consider:
- Changing the bonus type on IR into a non-stackable one. Then, adding named times with the same bonus type.
- Adding new feats or enhancements limited to S&B, or favoring it at least.
All of these are much better fixes than a +4 Dodge shield.
A +4 Dodge shield would just kill any possible variety in shield, unless shields all get +4 Dodge bonus. But then, it becomes a bit stupid. Turbine finally got around their phobia of +5 Mithril TS named loot. We are about to see a choice of Tower Shield worth wearing, depending out the rest of our gears, specs and preferences. At least, if Turbine play their cards correctly. A +4 Dodge shield would kill that possibility and make S&B even more gear depend than it is, when we should aim at reducing the gear dependency of S&B.
Even if you have given up of deflation, there are better ways than more Dodge bonuses.
Last edited by Borror0; 02-12-2009 at 12:26 PM.
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Explain why these things are "better." It's not like there's any variety in shields right now anyway. Everyone and their sister uses the hound tower shield.
Additionally, I don't really see why reducing gear dependency is desirable, at least not from the Turbine's perspective (making money). Gear dependency begets longer subscription times, as many people are "forced" to grind yet another item.
I wouldn't be against the adjustment of the Icy Raiment to something like a profane bonus, luck bonus, or some other type that isn't dodge, either. However, unless they make it some kind of bonus that isn't currently available on gear or via spells, people will view it as a horrid nerf.
Let's see if the forums will let me post this now.
Any class that adds something as significant as 3-7 AC is overpowering. No class offers that much of an AC boost from one level.
Let's also talk about Pal18/Mnk2 that takes Defender of Siberys. They have an outrageously high self-buffed AC, and it only goes up from there.
It's these builds that devalue the standard S&B build entirely, which is the problem. The build that should be best at tanking isn't. They're mediocre. They do less damage and have lower AC than someone who builds a Lawful character and splashes Monk.
Person Æ, SarlonaTanka (Elf Tempest Trapper) .:. Darani (Aasimar Inquisileric) .:. Raelyth (Elf Artifonk)
Person Æ, SarlonaTanka (Elf Tempest Trapper) .:. Darani (Aasimar Inquisileric) .:. Raelyth (Elf Artifonk)
I can think of at least two reasons:
- It allows Turbine the possibility to great a variety in shields.
- It is easier for Turbine to create more attractive shield than this one, in the future. (Which is good because it introduces new grinds.)
I disagree. Gear dependency is bad, because it makes it harder for the new players and those who play very little to play end game content. In other words, it artificially reduces the content, which is not good. It's a turn off for these players, and that is bad for Turbine.
Players tend to grind for better gear as the criteria is not whether or not the gear is essential but if it's better (think +3 tome).
Thus, ideally, Turbine would have at least two "layers" of gear. One that is good and fulfills the basic needs and another that is slightly better and that would be ground for by the hardcore gamers. Having a gap as big as it is now, though, is unacceptable. A poorly equipped player cannot compete.
It is obviously not fun, and not good for business.
I meant a new bonus type.
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Pretty sure the bard song is a dodge bonus, not positive though.
The advantage of making it a profane bonus is that you can then introduce other items with the same bonus that would not stack, thus giving people variety.
Unless it was a natural armor bonus that stacked with barkskin (which is an ENHANCEMENT bonus to natural armor, interestingly enough) would be viewed as a horrid nerf, and wouldn't go over well.
Luck wouldn't be terrible. Is Recitation a luck AC bonus?
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I'm not even sure DDO has it coded that way. The question is: Does the DT Armor with +4 Natural Armor Bonus stack with a Ranger's Barkskin?
It does need to be changed so that it does, that way there's a reason to go DT over IR. As it stands, the only reason is "Levik's 3," and even that is suspect.
Person Æ, SarlonaTanka (Elf Tempest Trapper) .:. Darani (Aasimar Inquisileric) .:. Raelyth (Elf Artifonk)
There are, obviously, 2 different problems being discussed in this thread. One is monk splashing, the other is ranger DPS and the free TWF feats.
Monk splashing:
1) Adds 6 to saves (2 in each save)
2) Gives wisdom armor class bonus and allows wis items and spells to be +2-3 AC
3) Gives a combat feat
4) Centered bonuses & stances when fighting with monk weapons
5) Possibly evasion
Ranger DPS:
1) Favored enemy
2) Ram's Might
3) Tempest 10%+ bonus
4) Free TWF feats (and ranged - which are also quite powerful)
Monk splashing actually benefits Paladins a little more than Rangers - they can get evasion out of the mix, and making Paladins better at DPS wouldn't fix any of the problems, it would just change the titles of threads. As the arms race between rangers/paladins/barbarians continues, I find it amusing that the classes that should have the highest sustainable DPS potentials - fighters and rogues - are becoming more and more marginalized.
I don't really like any of the so-called fixes in this thread. The best fix, IMO, is to simply create content as if you hadn't already ruined your game mechanics, and make many of the benefits of splashing overkill. It's one of the advantages of a D20 system, as well as a disadvantage.
Even with that, however, Ranger DPS still needs some nerfing. Ram's Might should be +2 strength at most. Favored enemies should work per PnP and enhancements to damage should be limited to +2. Tempest should be 5% + superior TWF.
And paladin capstone enhancements shouldn't be implemented as currently specced.
Last edited by Raithe; 02-12-2009 at 01:08 PM.
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I won't even go near the DT armor, and consequently the quests either.
That's because of the randomness btw, not because of how pimp I look in my BP of Destruction...