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  1. #61
    The Hatchery Scraap's Avatar
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    Quote Originally Posted by Deathseeker View Post
    [/COLOR][*]Reduce (not eliminate) the epic mobs resistance to stat damage. They should still be resistant, but make it at least somewhat of a strategy to debuff a stat on them.
    I'm quite curious why maximize and heighten still do not apply to the random roll stat debilitation spells at this point given that we've weapons that apply them on-hit, and the buffs last upwards of 5-10 times longer on average for roughly the same SP cost (an extended http://compendium.ddo.com/wiki/Spell:Greater_Heroism vs a heightened http://compendium.ddo.com/wiki/Spell:Bestow_Curse comes to mind as the most obvious pair that approaches parity, though that wouldn't be effected by such a change per-se, just as an example of the same stats being effected).

    A dev ever particularly mention if/why they felt that would be OP, and is it felt the justification still holds true?
    Last edited by Scraap; 10-09-2010 at 01:54 AM.

  2. #62
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    some high amount of immunities would be OK if we were allowed to dispell them. Mordenkainen's Disjunction is supposed to removal all buffs. No caster level check. Buffs 100% gone.

    A high level caster is supposed to be able to debuff liches, black abbot, sullomedes to rid their mantle of invulnerability.

    Immunities could instead be an ablative buff, like protection from energy, but it works against a certain number of spell casts. Once that buff is gone the boss-like monster should receive some lesser-effect of magical spells if not the full effect.

    Some mini-bosses do not deserve the 100% immunity they have now. Two Holds or Finger of Death could remove the special immunity ward. The 3rd Finger slays them. True bosses could get stunned for a short time then slowed for a longer time instead of being instant-slain or held. A single Mordenkainen's Disjunction would remove "major boss ward" and leave them vulnerable to stunning, attack slowing, and additional ability score debuffing. Very Powerful bosses would have the ability to quickly re-activate their ward.

    I bring this up because the DDO blanket immunities are a part of a larger issue. Turbine doesn't like us messing with their linear-plot content so they put in a lot of stops to it. We have doors that can not be knocked or picked. Immunities that can not be circumvented. Buffs that can not be removed. Monsters with unbeleivable hit points and saving throws. DDO monsters have unrealistically slow AI, slow movement speed and attack rate, so perhaps turbine thinks the immunity-style cheating is needed. But is it really needed in its current form? Couldn't DDO be made more fun with a different type of boss warding system?
    Last edited by winsom; 10-10-2010 at 04:50 AM.
    Nightshayde, Wiz 24 (Ghallanda), Kyonna, Dru 24, Irnaetha, Mnk 19, Drelzna Art12/Rog2, Aurelyn, Pal11/Ftr2, Eidoloni, Rog 17, Tymore, Sor 20 (Khyber)

  3. #63
    Community Member Riorik's Avatar
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    Quote Originally Posted by Kambuk View Post
    I would like to see all death effects that succesfully land but do nothing due to arbitrary immunities do say 500 damage.
    Now there's an interesting idea. I don't know that 500 damage is the right target -- not arguing that point at all, just the concept. It would give those abilities an impact.
    Ghallanda ReRolled Naxy-Transil-Kottol-Nax-Riorsil-Riorik-Kaol

  4. #64
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    Quote Originally Posted by Scraap View Post
    I'm quite curious why maximize and heighten still do not apply to the random roll stat debilitation spells at this point
    Maximize on Curse, Enervate, Drain, etc would be quite bad! In fact, it was a mistake in D&D 3.5 to allow Maximize to apply to both hitpoint damage and non-hitpoint damage for the same cost, because non-hitpoint stats don't scale with level as closely as hp does.

  5. #65
    Community Member Junts's Avatar
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    Quote Originally Posted by Angelus_dead View Post
    Maximize on Curse, Enervate, Drain, etc would be quite bad! In fact, it was a mistake in D&D 3.5 to allow Maximize to apply to both hitpoint damage and non-hitpoint damage for the same cost, because non-hitpoint stats don't scale with level as closely as hp does.


    I want max/empowered energy drains..

    2 hit epic kills, woo hoo.

  6. #66
    The Hatchery Scraap's Avatar
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    Quote Originally Posted by Angelus_dead View Post
    Maximize on Curse, Enervate, Drain, etc would be quite bad! In fact, it was a mistake in D&D 3.5 to allow Maximize to apply to both hitpoint damage and non-hitpoint damage for the same cost, because non-hitpoint stats don't scale with level as closely as hp does.
    I'm afraid I just don't see where a -4 to-hit for maybe a minute or two on a single target is not heavily outweighed by the benefits of +4 to-hit for 40 minutes in terms of raw spell-point usage. Particularly, again, given that a melee character can do the same infinitely while also applying damage in the process.

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