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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*
    DDOwiki.com, #1 source for DDO information.

  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
    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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  8. #8
    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...

  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 Riorik's Avatar
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    Quote Originally Posted by ghale View Post
    Hint, it starts with Air and ends with Elementals...
    That fix has been in the game for awhile. It's called Acrobat - Rogue 12 FTW!
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  11. #11
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    Default This is not the way to fix Air Elementals

    Quote Originally Posted by ghale View Post
    Hint, it starts with Air and ends with Elementals...
    Air Elementals should be fixed by simply reducing the rate at which players must save against them to something reasonable like once or twice a second. Currently the rate is set way to high and thus even high save characters fail in just a second or two when you have to save about 10-20 times a second.

  12. #12
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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.

    I am sure just like mobs get unlimited mana, casting on the move, never missing ray spells....yeah they will have heroic surge probley every other second...

    Just a bad idea all in all. Notice they just don't stop mobs from greater commanding us for like 5-6 minutes, this reeks of forced Pvp.

  13. #13
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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.

  14. #14
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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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    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.

  16. #16
    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.

  17. #17
    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.
    I don't have a zerging problem.

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  18. #18
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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.

  19. #19
    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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  20. #20
    Community Member Riorik's Avatar
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    Lot of comments already so no need to state it again. This is just a bad idea.

    Playing all the difficulty levels; especially on elite & epic - this is a huge player nerf, not player benefits. Last time I checked, I never saw it as a priority to make the game fun for the monsters & enemies.
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