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  1. #1
    Producer Tolero's Avatar
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    Default Crowd Control/Heroic Surge Feedback

    This thread is for general feedback about the changes to crowd control and the addition of the Heroic Surge effect. If you have targeted feedback about a specific spell or specific effect, please visit the Specific Spell Feedback thread.
    Last edited by Tolero; 01-06-2010 at 10:22 PM.

  2. #2
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    I think that the reoccurring saves for many cc spells are a very good idea, but the diminished duration will probably make the game too easy and it sounds like Turbine is getting DDO ready for PVP, which is a bad idea in my opinion.

    I fear that the Heroic Surge will make Charm and Dominate spells against monsters even less useful, because they will faster break free from the spell, esp. on higher difficulties. That makes cc casters less useful on higher difficulties, which is a bad idea in my opinion.

  3. #3
    Community Member Jiipster's Avatar
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    Psst. It's spelled "Heroic".

    *points at thread title*


  4. #4

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    Quote Originally Posted by Mjesko View Post
    the diminished duration will probably make the game too easy
    How so? Just ask your local cleric for Freedom of Movements. Well, unless Eladrin plans to nerf that one next. *crossesfingers*
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  5. #5
    Community Member Zenako's Avatar
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    Do the mobs get Heroic Surges too? I had one occur while being tripped/overrun by the Maralith in The Demons Den. It had a short duration (5 to 10 seconds) and it freed me from the effects of overrun (which in this case was not a big issue, her melee attacks are not to be feared unlike her big sisters it appears.)

    Not sure why this is being introduced and what systemic problem is supposed to address however.
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  6. #6
    Community Member bobbryan2's Avatar
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    Quote Originally Posted by Zenako View Post
    Do the mobs get Heroic Surges too? I had one occur while being tripped/overrun by the Maralith in The Demons Den. It had a short duration (5 to 10 seconds) and it freed me from the effects of overrun (which in this case was not a big issue, her melee attacks are not to be feared unlike her big sisters it appears.)

    Not sure why this is being introduced and what systemic problem is supposed to address however.
    You don't know what systemic problem it's supposed to address?

    Really?

    Cuz it's specified in the release notes. Along with whether mobs get it. Did you read the release notes?

  7. #7
    Founder ghale's Avatar
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    Quote Originally Posted by Zenako View Post
    Do the mobs get Heroic Surges too? I had one occur while being tripped/overrun by the Maralith in The Demons Den. It had a short duration (5 to 10 seconds) and it freed me from the effects of overrun (which in this case was not a big issue, her melee attacks are not to be feared unlike her big sisters it appears.)

    Not sure why this is being introduced and what systemic problem is supposed to address however.
    Hint, it starts with Air and ends with Elementals...

  8. #8
    The Hatchery sirgog's Avatar
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    Quote Originally Posted by Mjesko View Post
    I fear that the Heroic Surge will make Charm and Dominate spells against monsters even less useful, because they will faster break free from the spell, esp. on higher difficulties. That makes cc casters less useful on higher difficulties, which is a bad idea in my opinion.
    People that want long-lasting, loyal servants use Suggestion spells over Charms anyway, it's just that much more reliable.
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  9. #9
    Community Member rjedi's Avatar
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    Quote Originally Posted by ghale View Post
    Hint, it starts with Air and ends with Elementals...
    And does it rhyme with Dare and Credentials?

    edit: wow that was a epic failure on my behalf
    Last edited by rjedi; 01-07-2010 at 08:13 PM. Reason: epic fail

  10. #10
    Community Member Zenako's Avatar
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    Quote Originally Posted by bobbryan2 View Post
    You don't know what systemic problem it's supposed to address?

    Really?

    Cuz it's specified in the release notes. Along with whether mobs get it. Did you read the release notes?
    Sorry I was off on Lamannia trying it out in person...had not read the notes...
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  11. #11
    Community Member bobbryan2's Avatar
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    Quote Originally Posted by Zenako View Post
    Sorry I was off on Lamannia trying it out in person...had not read the notes...
    Well in short, it's correcting a very blatant design flaw that's been in DDO since the beginning. The ability to be perma-CCed until you die by enemies. Enemies that continue to trip you before the trip timer is off, leaving you on the ground dying one small swing at a time.

    Games like Warhammer, since the beginning, have had heroic surge abilities that give you 1-2 seconds of invulnerability to another CC ability after the first wears off, and it's been needed in this game since air elementals were released.

    Trip
    trip
    trip
    trip
    trip
    trip

    for 7 minutes is stupid game design, and thankfully, they got around to fixing it. It doesn't solve the problem of melees actually being able to stand up and melee air elementals... but it's definitely a start.

  12. #12
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    Quote Originally Posted by Borror0 View Post
    How so? Just ask your local cleric for Freedom of Movements. Well, unless Eladrin plans to nerf that one next. *crossesfingers*
    Because now you probably dont need Freedom of Movement, Remove Fear, ... anymore.

    Quote Originally Posted by sirgog View Post
    People that want long-lasting, loyal servants use Suggestion spells over Charms anyway, it's just that much more reliable.
    Good point, but will a monster, that is affected by Suggestion, get a Heroic Surge after a few seconds? If yes it will probably break free before the duration ends.
    Last edited by Mjesko; 01-08-2010 at 03:36 AM.

  13. #13
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    How about they now get rid of monster immunities to mind-CC and give us CC Bards some love

    The monsters could heroic surge out of it.

    Blanket immunities stink.
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  14. #14
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    Quote Originally Posted by BoBoDaClown View Post
    How about they now get rid of monster immunities to mind-CC and give us CC Bards some love

    The monsters could heroic surge out of it.

    Blanket immunities stink.
    That is a great idea. IF Turbine removes the immunities and replaces them with heroic surges it would be a very good change.

  15. #15
    Community Member zealous's Avatar
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    Quote Originally Posted by BoBoDaClown View Post
    How about they now get rid of monster immunities to mind-CC and give us CC Bards some love

    The monsters could heroic surge out of it.

    Blanket immunities stink.
    /signed

    Give red/purples varying kinds of surges and suddenly a plenthora of currently subpar specs, spells and abilities become viable.

  16. #16
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    Quote Originally Posted by Tolero View Post
    This thread is for general feedback about the changes to crowd control and the addition of the Heroic Surge effect. If you have targeted feedback about a specific spell or specific effect, please visit the Specific Spell Feedback thread.
    All we really needed was Air elementals to be toned down, and the duration on some effects shortened. It's just no fun waiting around for someone Commanded or Petrified for three minutes...the wide-sweeping change confuzzles me. Being tripped while already tripped is against the source rules, but I think temporary immunity to trip is going too far the other way. Just needed to fix the being tripped while tripped stuff. Smart players could already block to get back up.
    Last edited by rimble; 01-08-2010 at 10:36 AM.

  17. #17
    Community Member quickgrif's Avatar
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    Quote Originally Posted by rimble View Post
    All we really needed was Air elementals to be toned down, and the duration on some effects shortened. It's just no fun waiting around for someone Commanded or Petrified for three minutes...the wide-sweeping change confuzzles me. Being tripped while already tripped is against the source rules, but I think temporary immunity to trip is going too far the other way. Just needed to fix the being tripped while tripped stuff. Smart players could already block to get back up.
    Yeah I can agree with that. Those are the two places that always were ludicrous. I feared as a melee player running into air elementals more than the final boss in many quest!?!?!?
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  18. #18
    Community Member Sarr's Avatar
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    Quote Originally Posted by bobbryan2 View Post
    It doesn't solve the problem of melees actually being able to stand up and melee air elementals... but it's definitely a start.
    Well, and why should melees be able to fight off everything? That's where distance DPS / CC are getting to be really useful. I think the idea of being useful to each other is the true spirit of D&D, but being able to do everything with just one class / person isn't.
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  19. #19

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    Quote Originally Posted by Sarr View Post
    Well, and why should melees be able to fight off everything?
    Dungeon Scaling.

    If that is not enough:
    1. Because "stand there while I kill X mob" is not fun design
    2. Because "we need X or Y class" is not fun design
    Last edited by Borror0; 01-08-2010 at 09:55 PM.
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  20. #20
    Community Member bobbryan2's Avatar
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    Quote Originally Posted by Sarr View Post
    Well, and why should melees be able to fight off everything? That's where distance DPS / CC are getting to be really useful. I think the idea of being useful to each other is the true spirit of D&D, but being able to do everything with just one class / person isn't.
    Ahh.. spirit of D&D is pretty subjective, no? Even if you say D&D is all about teamwork... that still doesn't address how a party of 6 melees is supposed to take down a air elemental together.

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