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.
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.
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.
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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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Sarlona - The Ko Brotherhood :Jareko-Elf Ranger12Rogue8+4E; Hennako-Human Cleric22; Rukio-Human Paladin18; Taellya-Halfling Rogue16; Zenako-Dwarf Fighter10Cleric1; Daniko-Drow Bard20; Kerriganko-Human Cleric18; Buket-WF Fighter6; Xenophilia-Human Wiz20; Zenakotwo-Dwarf Cleric16; Yadnomko-Halfling Ftr12; Gabiko-Human Bard15; lots more
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.
Because now you probably dont need Freedom of Movement, Remove Fear, ... anymore.
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.
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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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.
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Last edited by Borror0; 01-08-2010 at 09:55 PM.
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