Page 1 of 20 1234511 ... LastLast
Results 1 to 20 of 381
  1. #1
    Tasty Ham Smuggler Kromize's Avatar
    Join Date
    Nov 2007
    Posts
    809

    Thumbs up Remove/Replace Fortification.



    That's right. Remove it. It's illogical, and causes more grief to those who don't wear heavy fort then it helps overall. It also causes unbalance in the game, because your expected to have it no matter what in the higher levels. Lower levels are more fun because of unexpected critical hits, causing those "Oh sh##!" moments. Instead of limiting the amount of crits, increase them, and increase the ways to increase a chance for a critical hit, etc. For example, increase the chance to score a critical hit if your attack counts as a sneak attack.


    Replace it with something that makes more sense. Do not ever grant 100% immunity from critical hits, and don't include sneak attacks with it, those are completely different.

    Seem like a radical idea? Because, it is. But it's for the better, I swear.

    ** However, I suppose that's a bit too radical for a game that is trying to stick to an already made set of rules. Even if I think those rules are...obsolete. I suppose it's better for this game, with it's unique standing, that fortification stays in. It's still needs to be tweaked tho, to allow for more versatility, and fun.**
    Last edited by Kromize; 04-05-2010 at 06:13 AM.

  2. #2
    Community Member Visty's Avatar
    Join Date
    Jun 2009
    Posts
    4,442

    Default

    once they have toned down monster damage to a balanced level, then you can remove it
    on the other hand it exists in pnp and thus has to stay
    Love Life of an Ooze: One ooze. Idiot hits ooze. Two oozes.
    0
    *insert axe*
    o o

  3. #3
    Community Member
    Join Date
    Sep 2009
    Posts
    0

    Default umm....no

    Quote Originally Posted by Kromize View Post


    That's right. Remove it. It's illogical, and causes more grief to those who don't wear heavy fort then it helps overall. It also causes unbalance in the game, because your expected to have it no matter what in the higher levels.



    Remove it, possibly replace it with something that makes more sense, and at most gives 50% chance to roll to avoid being hit critically(or something along those lines). Do not ever grant 100% immunity from critical hits, and leave sneak attacks being avoided to spotting/hearing the sneak attacker.

    Seem like a radical idea? Because, it is. But it's for the better, I swear.

    This could be one of the worst requests I have ever heard about this game! Fortification is a great element to this game I believe and one I enjoy every much. To me it is fun because it is another stat on my character that I can build up through his career, like lvs 1-4 I usually have a 25% fort item, lvs 4-10 I usually have a 50-75% fort item on, and my favourite getting "minos legons" helmet (100%fort,20 bonus hp that stack) from the orchard quest at lv 11. If u really want it removed from the game then maybe when u get to a higher level u can run around from quest to quest or raid to raid with no fort and have enemies one shot u to death before u can blink.....uhh doens't sound like fun right?

  4. #4
    Community Member Shade's Avatar
    Join Date
    Feb 2006
    Posts
    7,951

    Default

    The devs current solution to this is to make many bosses have an ability that temporarily reduces your fortification.

    Problem with this is that every boss that currently has the ability is bugged. (Notable example is the endboss of the Dreaming Dark)

  5. #5
    Community Member LazarusPossum's Avatar
    Join Date
    Mar 2008
    Posts
    604

    Default

    /baffled
    "Why is stuff so hard?" - William Murderface

  6. #6
    Founder Aesop's Avatar
    Join Date
    Feb 2006
    Posts
    0

    Default

    I am thus far ambivalent about this suggestion.

    Fortification does make for some interesting problems in terms of game balance.

    a change to it could be warranted.

    Maybe have Sunder reduce Fortification by 10% or something and Improved Sunder by 20% would be an interesting way to go about it.

    Dunno I need more convincing overall

    Aesop
    Rule 1: Don't sweat the small stuff
    Rule 2: Its all small stuff
    Rule 3: People are stupid. You, me everyone... expect it
    more rules to come in a different sig

  7. #7
    Tasty Ham Smuggler Kromize's Avatar
    Join Date
    Nov 2007
    Posts
    809

    Default

    Quote Originally Posted by Visty View Post
    on the other hand it exists in pnp and thus has to stay
    I lol'd.

    Fortification in this game is a thing that players refer to as a must have, and that, in my honest opinion, should never occur in a game.

    At least remove 100% fortification, and go to a max of 50%

  8. #8
    Community Member
    Join Date
    Oct 2009
    Posts
    699

    Default

    Quote Originally Posted by Kromize View Post
    I lol'd.

    Fortification in this game is a thing that players refer to as a must have, and that, in my honest opinion, should never occur in a game.

    At least remove 100% fortification, and go to a max of 50%
    Your only reason that it "shouldn't occur in this game" is that it hurts those players that don't have it, probably because base damage is scaled up to account for the fact that many players will be immune to crits.

    But isn't not having it what hurts players, since the beefed up base damage x the crit?

    Anyway, I think the most sensible thing is to have fort gear give a static bonus to AC for purposes of confirming a crit. That is, a double "20" roll will always crit, and a Heavy Fort item (say, +35 AC equivalence) on a low AC fighter will give the same chance of a crit as a high AC fighter with no fort item.

  9. #9
    Community Member hydra_ex's Avatar
    Join Date
    Jul 2007
    Posts
    1,201

    Default

    Quote Originally Posted by Kromize View Post
    I lol'd.

    Fortification in this game is a thing that players refer to as a must have, and that, in my honest opinion, should never occur in a game.

    At least remove 100% fortification, and go to a max of 50%
    I lol'ed.

    You can play your game with removed fortification though. Simply remove fortification items from your characters. Now you yourself can experience what a horrible idea you have.

    And don't give me any of that "it won't work because I'm the only one" BS. The only thing that changes is people will think you're a gimp, the end objective (ie realizing that changes to fort cannot be made without changes to monster crit dmg) is achieved.
    THELANIS - Chief Scientist of DARPA
    Ravinex: Bard 18/Fighter 2 - Krotus: 20 Fighter - Hemium: Ranger 18/Fighter 2 - Stema: Favoured Soul 11 - Hemios: Ranger 15/Fighter 1/Monk 1

  10. #10
    The Hatchery GeneralDiomedes's Avatar
    Join Date
    Oct 2006
    Posts
    2,915

    Default

    Not remove it entirely, but find some way to expose PCs to critical hits beyond level 11.

    The reason is the same reason that critical hits existed to begin with: they increase the excitement level of an encounter.
    Server Sarlona / MST / Guild Enslaved / Characters Ionos, Cydekik, Xalavan, Rodessa, Hethrow, Ramsteen

  11. #11
    Community Member Lorien_the_First_One's Avatar
    Join Date
    Dec 2006
    Posts
    0

    Default

    If I was designing the game from scratch, I'd probably have gone with 25/50/75 fort options.

    Removing it or nerfing it now... I'm not sure that's a good idea. For one thing they'd have to do a balance check on the entire game.

    What would be useful at L12+ now would be something they tossed out as a future development many many moons ago... A way to reduce fort (I remember them hinting that WF with 125% fort might have an advantage one day). This would add challenge without a direct nerf and of course should also be in the hands of players, especially rogues.

  12. #12
    Community Member Nezichiend's Avatar
    Join Date
    Dec 2006
    Posts
    382

    Default

    Removing fortification would not be a good idea.

    If they did this, creature damage would have to be decreased.
    This would make most hits negligible, but with a *4 it could be devastating.
    2 crits in a row would be almost a kill. This makes too much randomness in the game and would force clerics to keep tanks at FULL at all times in case they are crit.

  13. #13
    Community Member
    Join Date
    Oct 2009
    Posts
    792

    Default

    Quote Originally Posted by gavagai View Post
    Anyway, I think the most sensible thing is to have fort gear give a static bonus to AC for purposes of confirming a crit. That is, a double "20" roll will always crit, and a Heavy Fort item (say, +35 AC equivalence) on a low AC fighter will give the same chance of a crit as a high AC fighter with no fort item.
    This.

    Balanced correctly, it not only solves issues of AC (where Barbarians are running around in robes because their AC just doesn't matter) but also of to-hit (where players have far too much +hit to matter).

  14. #14
    Community Member
    Join Date
    Mar 2006
    Posts
    11,846

    Default

    Quote Originally Posted by Shade View Post
    The devs current solution to this is to make many bosses have an ability that temporarily reduces your fortification.

    Problem with this is that every boss that currently has the ability is bugged. (Notable example is the endboss of the Dreaming Dark)
    Incorrect. What those creatures have is a stun ability, which is similar to Stunning Blow in that their victims can be critically hit without having a high number on the attack roll. It never claimed to have anything to do with Fortification.

  15. #15
    Community Member
    Join Date
    Mar 2006
    Posts
    11,846

    Default

    Quote Originally Posted by gavagai View Post
    Anyway, I think the most sensible thing is to have fort gear give a static bonus to AC for purposes of confirming a crit.
    I've been suggesting that for years.

    Quote Originally Posted by gavagai View Post
    That is, a double "20" roll will always crit
    No, DDO does not allow a natural 20 to auto-confirm a critical hit.

  16. #16
    Community Member hydra_ex's Avatar
    Join Date
    Jul 2007
    Posts
    1,201

    Default

    Quote Originally Posted by Angelus_dead View Post
    I've been suggesting that for years.


    No, DDO does not allow a natural 20 to auto-confirm a critical hit.
    For that matter, you can still confirm a crit on a confirmation roll of 1.
    THELANIS - Chief Scientist of DARPA
    Ravinex: Bard 18/Fighter 2 - Krotus: 20 Fighter - Hemium: Ranger 18/Fighter 2 - Stema: Favoured Soul 11 - Hemios: Ranger 15/Fighter 1/Monk 1

  17. #17
    Community Member
    Join Date
    Mar 2006
    Posts
    11,846

    Default

    Quote Originally Posted by WarNite View Post
    This could be one of the worst requests I have ever heard about this game! Fortification is a great element to this game I believe and one I enjoy every much. To me it is fun because it is another stat on my character that I can build up through his career
    Bzzt. You don't build it up "through" your career. You get Heavy Fortification once, probably around level 9, and then you keep it forever after. Level 9 is rather early in a character's growth.

  18. #18
    Community Member Sirea's Avatar
    Join Date
    Apr 2008
    Posts
    0

    Default

    Yeah, let's just make the game even easier, because people can't muster up the meager amount of effort it takes to actually quest and get items to better their characters. That's a WONDERFUL idea.

    Pretty soon people will be able to waltz into an Epic raid in their starter gear and have the CR44 boss wave a hankie at them and let them loot the chests.
    Sohryu ~ Raven's Guard ~ Orien

    Quote Originally Posted by Lynnabel View Post
    Traps in DDO don't actually deal damage, they politely ask your avatar to damage themselves.

  19. #19
    Community Member TheDjinnFor's Avatar
    Join Date
    Oct 2009
    Posts
    595

    Default

    Quote Originally Posted by Sirea View Post
    Yeah, let's just make the game even easier, because people can't muster up the meager amount of effort it takes to actually quest and get items to better their characters. That's a WONDERFUL idea.

    Pretty soon people will be able to waltz into an Epic raid in their starter gear and have the CR44 boss wave a hankie at them and let them loot the chests.
    You're going to have to explain this to me... how does removing fortification and thus increasing mob damage and combat randomness make things 'easier' for players? Also, I would note that 'mustering up the meager amount of effort it takes to actually quest and get items to better their characters' is just a fancy way to justify senseless grinding. See, there's a difference between being rewarded with good loot for playing a quest, and being forced to farm a quest (or do rares runs, in the case of Minos) for good loot.
    Last edited by TheDjinnFor; 04-04-2010 at 10:21 PM.

  20. #20
    Developer Eladrin's Avatar
    Join Date
    Feb 2006
    Posts
    0

    Default

    Quote Originally Posted by Aesop View Post
    Maybe have Sunder reduce Fortification by 10% or something and Improved Sunder by 20% would be an interesting way to go about it.
    We've been debating something similar to this, actually. Sunder, Improved Sunder, Destruction, Eagle Claw Strike, and the like would be fortification modifying effects instead of (or in addition to some of) their current effects, and we'd add other abilities that add to or lower fortification percentage as well. (We'd also likely add more possible treasure effects than the current 25/75/100%)

    A secondary thing we're considering to go along with that is changing undead, constructs, and other similar creatures to having a base 200% fortification, and if you bust it down below 100%, rendering them vulnerable to critical hits and sneak attacks.

    All still under debate at the moment.

Page 1 of 20 1234511 ... LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  

This form's session has expired. You need to reload the page.

Reload