Have you ever seen a group of six 3.5 adventurers all dual wielding w/p rapiers at L14? Of course not, no 3.5 DM would be dumb enough to give them more than 1. And of course a w/p DDO rapier works BETTER than a 3.5 rapier because it doesn't follow the 3.5 rules. They made this change for a reason, a good reason, you simply can't compare it to D&D because this can't happen in D&D.
Quick Xorian run last night - group was fail, I said in chat "if you want to know why this group isn't working, check the kill count", the rogue had 1 kill, the monk had 0, the barb had 1 kill, I had 9 on my sorc... Something was wrong there. It may not be accurate - but it does give you a general idea of what's going on.
The existence of w/p rapiers, which I don't use, is somehow proof of me ignoring rules?
Junts is right, though I was fairly certain monster HP has never been tied directly to their Con (not just a recentish change) for the reason stated.
The game isn't fun if all of the DPS abilities are trivialized and marginalized in everything but a boss fight because one type of weapon obviates the need for anything else. Barbarians were running around with toothpicks because WoPing something killed it faster than hitting it with a big sword (and raging was only used for the HP, saves and crit range bonus). Sneak Attack became fairly meaningless, as did smite evil (except for improving crit range), divine sacrifice, divine favor, bard songs, the rage spell, fighter's unique bonus feats, etc...
Not fun. Even more not fun if you didn't have one, or ideally two, of these rare items.
Eschewing PnP game rules for balance, fun and challenge in DDO is a necessary part of changing media, just like cutting material from a story is necessary when converting a book to a movie.
I'll argue about some changes that seem unnecessary, or detrimental, but monsters just cannot have HP tied directly to their Con scores in this game--either we'd kill them waaaaay too swiftly, or they would have impossibly high Fort saves, and save DCs (dragon's breath weapons tied to Con score, not sure what else is).
Useful links: A Guide to Using a Gamepad w/ DDO / All Caster Shroud, Hard Shroud, VoD, ToD Einhander, Elochka, Ferrumrym, Ferrumdermis, Ferrumshot, Ferrumblood, Ferrumender, Ferrumshadow, Ferrumschtik All proud officers of The Loreseekers. Except Bruucelee, he's a Sentinel!
Call me crazy, but I feel there were at least half a dozen solutions better than this one.
For example, why not tie con score to HP? That would even out the "killing-by-DPS" with the "killing-by-stat-damage". Naturally, we already know the answer... fort saves go through the roof. But tell me... would it really be that difficult to scale down the fort save?
So say you have a mob with 4x the pnp HP equivalent. So make the con score 4x the pnp equivalent, but scale down the con bonus to fort save accordingly.
Ta-dah!
Useful links: A Guide to Using a Gamepad w/ DDO / All Caster Shroud, Hard Shroud, VoD, ToD Einhander, Elochka, Ferrumrym, Ferrumdermis, Ferrumshot, Ferrumblood, Ferrumender, Ferrumshadow, Ferrumschtik All proud officers of The Loreseekers. Except Bruucelee, he's a Sentinel!
Wall of fire would be an obvious answer. Lack of kills doesn't mean the others weren't doing damage or weren't 'holding the line' keeping things in walls or off you.
Alternatively, if you are chain nuking running around when you have agro and making them chase the monsters and you, they are doing no damage and you will fail.
Not saying that was what the issue was, just that kill count doesn't always mean what you seem to think it means.
Fair enough.
I imagine that, had they tied HP to Con, then adjust Fort saves independently, we would have ended up with a lot of bugged monsters, where they had way more, or way less, Fort than they should have. Maybe not, but that's my impression.
Still, I'm sure the fix that was settled upon was the easiest, as that seems to be the way things get done much of the time around here: slap a band-aid on it, hope that is good enough.
Useful links: A Guide to Using a Gamepad w/ DDO / All Caster Shroud, Hard Shroud, VoD, ToD Einhander, Elochka, Ferrumrym, Ferrumdermis, Ferrumshot, Ferrumblood, Ferrumender, Ferrumshadow, Ferrumschtik All proud officers of The Loreseekers. Except Bruucelee, he's a Sentinel!
Useful links: A Guide to Using a Gamepad w/ DDO / All Caster Shroud, Hard Shroud, VoD, ToD Einhander, Elochka, Ferrumrym, Ferrumdermis, Ferrumshot, Ferrumblood, Ferrumender, Ferrumshadow, Ferrumschtik All proud officers of The Loreseekers. Except Bruucelee, he's a Sentinel!
970 sp and counting
Help Fix Ranged Combat for Everyone. Come help complete the DDO Wiki
Puncturing here does not work the same as it does in PNP. Our version is vastly better and it made content design difficult. This is why a change was made.
From SRD:
Rapier of Puncturing
Three times per day, this +2 wounding rapier allows the wielder to make a touch attack with the weapon that deals 1d6 points of Constitution damage by draining blood. Creatures immune to critical hits are immune to the Constitution damage dealt by this weapon.
970 sp and counting
Help Fix Ranged Combat for Everyone. Come help complete the DDO Wiki
The real problem isn't the stat damagers, or the nerf to them. The real problem is that attack speed is so incredibly fast and to-hits and damage are so incredibly high for the PC's that the HP,Saves,Immunities, etc has to be scaled out of this world to make the game even minorly interesting.
Take a look at the Demon Queen. Know how she runs up to you and smacks the **** outta you in like 10 seconds? All you see is a flurry of red numbers (no misses) in the 30's and 40's and then you are a soulstone. Doesn't matter if you are sporting 200 hp or 500.
Well, guess what, that's what a mob sees when you come running into combat. Every buffed melee specced PC over level 12 hits with the speed and damage of Lalliat. You swing ridiculously fast, hit constantly, and hit for massive damage. you can't keep your mobs at strict PnP rules while allowing your PC to triple or quadruple the DPS possible in PnP or the game will be terrible.
Given that DDO represents the worst possible Monty Haul campaign environment (where most everyone has top of the line magic items, stacks of potions and scrolls and "unique" loot that all party members have), you have no choice but to nerf certain features or massively buff the mobs to keep the competitive balance.
It's not dumbing down for other MMO's players, it's just the nature of a perpetual environment that an MMO creates vs. the much smaller duration of a typical PnP campaign where you can't grind and re-run the same PC ad infinium and force the DM to constantly come up with new, challenging content for that twinked PC.
EDIT: This is a strictly melee look. Getting into mana pools, rest shrines in quests and unlimited mana pots and their impact on caster DPS and party healing capabilities vs. PnP and the impact that has on mob challenge is an entirely other angle. You just have to scale the challenge when you do these things and modify the rules on both sides to create balance.
Last edited by DDOTalk71; 11-24-2009 at 06:35 PM.