This requires a small forward before I say anything else. I don't have a lot of renown on the forums for lack of posting, but this is due to the fact free time is, well, most often spent in game rather than reading the game. I've been playing since Mod 1 back in the days before the drow Invasion. I've seen the wax and wane of builds, strategies, plans, players and guilds. I've stayed with DDO rather than any other game I've even tried out of the flexibility of character creation, play, and even ways to "do" things. After I played a rogue, I grew to try the bard, and later wizard, far before I tried my hand at any other classes. I've capped each, working through reincarnations of each....
Now that I have somewhat validated my self, you may ask what exactly am I begging for?
Sincerely, I want my crowd control // debuff powers back.
Please.
Even give the mobs the power back.
Please.
To Clarify my grievances with the current state of things that are not raw damage.
-Duration of spell and ability affect
In the current state of the game persistent effects have little duration.
This is really a blow to the caster with an eye on damage mitigation.
This really gets apparent in the formerly known as permanent spells like curse, at level, with the inflated saves // Spell Resistance that many monsters have, it takes maybe 10-12 castings to get a spell like that to land on the monster, and for it to not last the long drawn out encounter (boss monster.)
With the change to weaken the effect of other longer duration spells (waves of X) It is a crushing blow to the caster that would prefer to weaken with a few spells, than drop every single point of mana on raw damage.
Flesh to stone only lasting seconds......this is absurd.
Fear lasts only a few seconds.
Feeblemind is an absolute joke now, lasting, only long enough for cool down timers to be refreshed.
-Stat Damage Regenerating \\ Mitigation
As "con damage does not kill" was changed, stat damagers were shelved with teary eyed memories and utterances of "they were good times weren't they?" Yea, they were great times.
CloudKILL has seen far less casting as it is now only a stacking effect with acid fog, as a damage machine, rather than demolishing a mob, becoming far more like cloudTickle rather than cloud kill. A necessary change? I'll agree with that. Time passed, and we grew up a little more, but low and behold, stat regenerating came out... No longer are lesser restoration potions a deathly necessity, they can be ignored somewhat, if you just, cant wait. But monsters, no, they have all the time. No longer are living spells disabled cleverly to allow people to pass, they must be taken head on, lest they regenerate all the str/dex/(maybe) even con that kept them from casting.
Sorjek's command became even more of a problem, as now even stat damage is somewhat prevented.
Epic says that type of weapon has no place here at all.
Why make everything regenerate stats? Or at least so darn quickly? Is this just a player hindrance or just a way to shelter the new player from taking responsibility for their loss of stats?
-Negative Levels
I'm sure this mostly qualifies under loss off stats, but I can add to it more. If negative levels regenerate, then why one per minute? If they are not perminate make them go away far slower? Give the monsters some more bite, as with the players. One per minute is far too quick. I would almost say one per two minutes would be more appropriate IF they were not perminate. As it stands there is little to zero bite here.
Its sad, I kinda miss the days of "Just hit /death. Its faster than getting rid of each neg level"
-Charming
This is more of a build up of anger here. But with shorter durations, and the leashing, why are charms so disliked? Must the charismatic charming bard (that is, up till amarath areas) be hindered so brutally? I understand that the charm spells work far differently in the source material than they do in the game, but as the years of changes, they have been dropped down to almost worthless.
-Tactical Control
This is a far shorter complaint than any other, but I later grew to try the combat tactics of tripping, stunning, sundering. Later deeping my skills to use intimidates and diplomacy.... you know, too see how the half with out blue juice lives some times. Stunning seems to stun for the appropriate length of time (about the duration of paralyze, so we can say working as intended), however I have a beef with trip and intimidate. Does it seem when I see the monster I successfully intimidated turn to smack the cleric as his first action? Is it really working as intended? Trip should last for at least the duration of a "round" correct, at least? Then how can you trip something, that then immediately stands and trips you for 15 seconds rather than just the 6?
After years of playing, the field of crowd control has gone from a valid strong option, to being the under stated red headed step-child. DDO touts itself as the "tactical" MMO, but the tricks of enhanced tactics seem to be falling apart under the weight of that Epic sword of kick axery... damage is king.
Crowd control has no sting, no even negative incentive even to players, let alone monsters.
When farming for my ear dweller on elite (before it could be found elsewhere than eye of the titan)...
I would be hit by a greater...GREATER command, that would last for about the time it took the red name to catch up to me.
Fear lasts only long enough to allow my spell cool downs to refresh.
I hate saying this.
But fix the duration of CC on the MONSTERS AND PLAYERS.
Please.
Some of us get more joy seeing a room of monsters turned to stone, rather than seeing critical hits well into the thousands.
The current state of CC in the game, is a joke, and this rogue, bard, & wizard player isn't laughing.
~ Lovingly subscribing in hopes of a good future.
Strype McClaine
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