ill go ahead and say it
DoOOOoooooOMMMMMmmm!
Well I'll put it this way, I'm in the middle of Lamannia release notes as we speak. We're going to be doing another wipe of characters on Lamannia to allow people to copy over their most recent characters, so I highly recommend hitting lamannia and getting into some combat, since it will have a two fold effect - feeling out the combat, and trying out some of the new guild-related features (will have a dev diary with more information about the guild part of things).
RedShirt / Roleplayer of Giant Slayers, Inc. on Thelanis, formerly Tharashk.
Member of the DDO Player Council
Coldin-Artificer; Lynton-Bard; Alydyn-Swashbuckler;
Takai-Monk; Rosein-Paladin; Ellyiana-Cleric; Aurixs-Sorcerer
sigh your post acknowledges twf is getting a nerf and the best melee will be thf SOS users. In game in my observations it appears that thf SOS were doing just fine in competition with twf already. The second nerf appears to be to fighters. Oh poor Norg, my fighter ,has been in the doghouse for 2 years from mod 4ish to mod 9 it sure has been a fun 9 months after update 1 well I guess its back to the doghouse again.
Norg Fighter12/Paladin6/Monk2, Jacquiej Cleric18/Monk1/Wiz1, Rabiez Bard16/Ranger3/Cleric1, Hangover Bard L20, Boomsticks Fighter12/Monk 6/Druid 2, Grumblegut Ranger8/Paladin6/Monk6, Rabidly Rogue L20, Furiously Rogue10/Monk6/Paladin4, Snowcones Cleric 12/Ranger 6/Monk 2, Norge Barbarian 12/FVS4/Rogue4. Guild:Prophets of The New Republic Khyber.
HEY, I'M TRYING TO SOLVE THAT!
STOP TOUCHING MY PUZZLE!
TOUCH MY PUZZLE ONE MORE TIME AND YOU'LL BE SORRY!
PEOPLE LIKE YOU ARE WHAT'S WRONG WITH THIS GAME -- I QUIT! AND YOU SHALL DIE!
I'd rather have the lag than these proposed changes. hell no. If you do this please give me Green Steel Deconstruction so I can un-gimp my toons from this horrible nerf. Do you want us to play anything other and THR barbs.
This is ********
Last edited by grodon9999; 05-28-2010 at 12:04 PM.
The thing I love most about this game is the combat system. I do not think I'm alone in that. What you are proposing gives me a feeling of impending doom.
I don't understand why you are making this so complicated. Why not just make the one physics detection for both attacks and leave everything else the same?
Fantastic post! Really great detail and honesty.
Well, there are few things here....
1. Reducing lag by dropping the physical detection on the off hand
Great idea! I'm all for it.
2. Changing attack speed bumps to double hit chances.
Also a great idea, I'm all for it.
I can definitely see how this reduces lag and server load, and also makes for a better game feedback system. Great ideas. It also is a great mechanic you can use to target specific characters having issues or needing a boost. Be sure to be clear on stacking... use typed bonus names?
3. Nerfing two weapon fighting by changing the effective dps of the off hand attacks... aka GTWF was +100% swings and now is less than that...
Perhaps biting off more than you want to chew just now...
Yes there DPS difference is there, but it would be better to bring others up (sword and board especially) than to bring TWF guys down. Of course you expect opposition here no doubt. But its not like mobs don't have enough hit points, taking characters down a notch doesn't solve that much disparity. I find things decently balanced in game except for shield users who still have a hard time justifying life in a party unless they are coated in raid gear.
I'll take the nerf and smile, it doesn't bother me much personally but you know that folks invested a lot in these characters so be sure to make them feel like they are still getting value for their build choices.
And of course this means Zeal, Fighter Alacrity, and Monk Wind Stance (Insight Portion) no longer help ranged attacks, meaning this partly nerfs ranged attacks. Can we expect double-shots (or heck, triple shots for the shuriken in wind stance) at a later date?
random thoughts:
- if skipping the physics check is the big resource hog, it seems like you could skip that, assume that you're still in range, and then handle the off-hand attack normally
- is this going to reduce the overall sequence for TWF to a max of 8 attacks per sequence, or would you have the theorhetical chance of 8 main-hand and 4 off-hand strikes (for a total of 12)?
- If you stay with your model, those proc %ages seem low - it seems to me the #s should start at 40% for no-skill, and build up from there
- There should be a S&B enhancement to increase double-strike as well, if you want to further improve the balance there
Thelanis: Axio/Pak/Flavord/Paxi/Axiomus/Efrit/Aximus/Axi/Paximus/Heysoos/DanielAsh/Axioma
-=[ Archangels ]=-
Argo: Saveric(18Pal/2Ftg), Daehawk(20Wiz), Syverious(13Rog/6Rng/1Ftr), Katasuki(8Mnk)Originally Posted by Tarrant
Eladrin,
I agree that under your new proposed mechanics would definately decrease dps lag. This seems like a good idea.
However, there is already a problem with monks trying to keep up with dps in raids. Currently the main reason a monk even gets invited to ToD raid is for the anti stun buffs for final fight.
I think that your proposed change would make the monk class even more ineffective in combat.
Wouldn't it be better to leave the actual swings per minute at the same place and just piggy back the roll off fo the main hand?
Why the change to damage also?
Chaotics
Respectfully
Ten of Ten the Sorcerer, Aerenal
Alprudr of Thorr and Sif, Aerenal
Mother of Symphonies, Aerenal
Illusions of Life, Aerenal
So if I understand this correctly THF paladins will possibly see a dps increase with zeal? Not sure how zeal haste increases DPS by 10%, but zeal double strike looks like a straight 10% increase on main hand attacks. Zeal will benefit THF more than TWF. Am I seeing this correctly?