Well, my real opinion is still in flux...awaiting Deepwoods Sniper II, III. to see if they will actually give a ranged insta kill attack in this game. (other than to Rogues)
While I admire the boost to DPS that AAs got, at the highest levels, I think it was the wrong way to go for ranged combat.
They should have sped it up for everyone first. Then decided how to boost AAs. etc.
even though few players have come around to respecting AAs yet, now we are in a situation where if they make an across the board ranged speed change, it really could create an overpowered AA.
Some people claim that ranged and melee are incompatible combat styles. While I disagree, I do see problems when you mix the two.
Way before AA, I was already scared to use Manyshot in certain raids for fear of drawing boss agro. I can only imagine the problems that the best AAs are having now.
Sad that they give a class(style) and big boost, but one that they cannot use when they want DPS respect the most.![]()
I know, lets nerf the Epic SoS as well.It crits for well over 500 MUCH more often than only on a confirmed nat 20. And, look at its description:
"This great sword was forged inside the Vault of Night itself. The essense of Shadow has seeped into the sword, granting it exceptional death-dealing abilities."
Sounds like a death effect, doesn't it? Maybe deathblock should block those crits, too!![]()
Unofficial Dark Wizard of The Hand of the Black Tower
Didn't read through the responses, like I normally do, but here's my 2cp:
Blocking it in PvP may or may not be a good idea. I think the notion has merit. That having been said, PvP would become a death-by-multishot-force-burst-imbuing rangefest.
Changing it universally so that it applies in PvE is not a good idea. Period. Archers are so far behind that any boost is positive. Preventing slayer damage due to deathward or other such effects (Tor, ToD, any and all epic where dps is required as the mobs are all insta-immune from death, etc.) is an extremely bad idea and only acts as further disincentive to play a ranged type, which already has enough problems.
Edit: Oh, and PvP is a joke.
Last edited by Pwesiela; 05-03-2010 at 11:00 PM.
Archangels
Pwesiela - Completionist Arcane Archer; Pia - Silver Flame Assassin; Aes - of the Blue Ajah; Insene - Deathpriest; Enaila - Aiel Bodyguard; Uduk - Dwarven Meatwall; Vitalien -Warder
They are not the equivelent. Otherwise, each arrow would be imbued with the FoD spell, which would have a save or die effect. Were the arrow to have that effect, I could probably be convinced to agree that deathward should affect it (anyone know about DW and the fearsome arrows?). But it is not the spell. It is a separate ability.
Archangels
Pwesiela - Completionist Arcane Archer; Pia - Silver Flame Assassin; Aes - of the Blue Ajah; Insene - Deathpriest; Enaila - Aiel Bodyguard; Uduk - Dwarven Meatwall; Vitalien -Warder
Community Member
No
They are NOT overpowered in quests. Range fighting is already the least DPS fighting in the game, why nerf it more?
NOTHING should be changed what-so-ever about DDO just to blanace PVP. Period.
did we really really really need to necro this particular topic?
i thought it was discussed to all possible ends 18 months ago....
hob
I'll sign this, 1000 times. Slaying arrows are stupid silly.
nope because you dont understand that because the imbument is in the arrow which has to strike its bypassing the protection of the deathward. this is very true in pnp with a number of special classes who can imbue spells within martial attacks. you add in the challenge of having to make a succesful to hit roll and gain the advantage of by passing certain protections like SR or reflex saves. after all you must agree that if for example i had a lightning bolt imbued into my sword and ive already put it through your chest your not going to tumble out of the way of the lightning erupting from it.
Seems like it would be way easier just to change the text on the slaying arrows to something you can't complain about.
"This arrow does a bunch of damage that can't be blocked"
Easy. Done. lol
On a side note I am for pvp being developed and do feel changes inside pvp zones would have to occur especially with pve aquired gear. Anything beyond the mundane +10 cap should cease to work in pvp i.e epic gear and a number of named items with ridiculous amounts of power for thier level range. I dont want to see any changes made in pvp brought over to pve however.
Also PVP is actually the CORE of PNP play. as its always about thinking players vs a thinking dm player. DMs like myself are still playing the game you grasp taht right? we just have an army of monsters and special borderline god mode characters at our disposal and the added responsibility of narrating the tale and keeping everyone feeling like its a fun fair game.
Its always PvP in the same sense that its aobut two real time thinkers against one another. That btw is the main thing that attracts alot of MMO players to pvp the added CHALLENGE of fighting foes as well equipped and made as ourselves being played as well as ourselves.
The main issue in DDO pvp lays within the gear imbalance plain and simple. When items like heavy fort for example are common by lvl 9 what is a rogue or crit master suppose to do. What is a caster speccing in neg energy to do with a many life TR who has certain items meant to be one per character are not 6 or 12 or even 18 in the case of the x3 completionists granting outright immunity to neg energy spells.
And although you hate on slaying, what about pale masters against disruptors, war forged against smiters. yorpal in general?