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  1. #1
    Tasty Ham Smuggler Kromize's Avatar
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    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
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    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
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  3. #3
    Tasty Ham Smuggler Kromize's Avatar
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    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%

  4. #4
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    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.

  5. #5
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    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).

  6. #6
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    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.

  7. #7
    Community Member hydra_ex's Avatar
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    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.
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  8. #8
    Community Member Sirea's Avatar
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    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.
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  9. #9
    Community Member hydra_ex's Avatar
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    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.
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  10. #10
    The Hatchery GeneralDiomedes's Avatar
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    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
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    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 hermespan's Avatar
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    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%
    Then prepare for the fun of complete end game re-balancing and impossible to complete quests.

    After all that pain, and rebalancing, we're right back to where we were, only now moderate fort is the "must-have".

    No thanks. End game is tough enough already. If it's not hard enough for you, do the quests on epic. Something like this would just waste the devs time and delay new content, and new content is what we really need. We don't need the devs spinning their wheels rebalancing and nerfing things that aren't broken, which work the way they are supposed to. That's an exercise in futility.

    Something that would make more sense is to remove static rewards with heavy fort and decrease the drop rate on heavy fort items. Of course the problem with this is it would lock a lot of people out of end game, especially newer players and casual players that don't have time to grind loot.

    They've solved the percieved problem with heavy fort already. It's called "epic". Epic quests do the same thing removing heavy fort would, and that's run the healers out of mana quicker.

    Another entirely separate issue with this idea is that now the healers would need to quadruple the amount of money they spend on wands and scrolls so they don't run out of mana.

    That's JUST what they need.

  13. #13
    Community Member Arcticwarrior's Avatar
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    Quote Originally Posted by Kromize View Post
    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%
    Have you ever gone into an epic vault of night? Velah CLEAVES for about 50-60 damage. If they remove fortification then there would be no one running epics.

  14. #14
    Community Member Tarnoc's Avatar
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    Default Epic Chimera S Fang

    so it begins.....

    so turbine has decided well need to grind for more fort or wat ever they change it too...

    some players in thier foolishness want this but dont realize why turbine is doing this

    not for us not to make things right...

    thier doing this so thier BABYS(content) will eat us up mobs will spam anti fort and be immune to us hitting them back with it...

    anyone care to site an example were turbine hasnt used this kinda change to strictly thier advantage?

    and as most have stated in the past ddo has the best combat in an mmo atm yet whiners want to change it....this isnt PNP anymore and never could be MAIN REASON you dont have a DM right in front of you making fun decissions as we go through dungeons...ei ok it maybe fun to watch the barb wipe on the epic OOB lightning trap not as fun to watch the party go up and down till they have lvl 5 hps again......

    a good DM would do something like have the barb who died in the lightning trap burp out a residual charge just before the party wipes and let him use firstaid on the incap clericI AM SORRY BUT THIS IS NOT DOABLE IN DDO

    i say leave things as they are for combat and use time for content and filling out our classes ie PREs maybe epic lvls and say fill out high lvl spells better
    Last edited by Tarnoc; 04-10-2010 at 12:04 AM.

  15. #15
    Community Member Xeraphim's Avatar
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    Quote Originally Posted by Visty View Post
    once they have toned down monster damage to a balanced level....<snip>
    HAH! Good luck with that!

  16. #16
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    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?

  17. #17
    Community Member Shade's Avatar
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    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)

  18. #18
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    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.

  19. #19
    Community Member brian14's Avatar
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    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)
    What exactly is the bug?

  20. #20
    Community Member LazarusPossum's Avatar
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    /baffled
    "Why is stuff so hard?" - William Murderface

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