(...)The full details will be released soon(...)
Hope that very soon
SPELL COST TO EFFECT RATIOS CHANGES:
Great!
(...)When you looked at the math, folks get very attached to certain spells, namely “wall of fire” for very logical reasons. This is a shame considering the art/dev resources devoted to the creation of so many other spells also floating in the system.
Completely agreed. Glad that you see this.
(...)While loyal to our roots (...)
Please remember this. DnD system is great. We don't want another WoWish MMO
(...)examples(...)
(...)5. Wall of fire ( up to 35 SP – targets now get a reflex save when they first enter the effect, but no saves against the flames if they remain in the wall. Now only does an additional 2d6 against undead instead of double. Duration is now locked to 30 seconds regardless of level. Can no longer be extended)(...)
Good idea. I have only problem with additional damage for undeads. Additional 2d6 is a little too low in my opinion. Maybe 2d4 + (1 / 3 caster level)?
(...)8. Polar Ray (Cost down to 15 SP, range doubled, can no longer be enlarged, ray targeting has been improved.)(...)
Problem with efficiency. Who will use 45 SP for 25 avg damage (New Incendiary Cloud) if I can shoot in the same cost (3x15SP) for 300 avg damage (3x100)? Can be the same problem like with Wall of Fire today.
(...) Essentially the cost of spells are being weighted now much more on their performance, method of engagement and the number of targets they effect(...)
Good idea. But please don't go too far from pure DnD system (like no more static damage please... Dice is the core of DnD)
WHAT ABOUT CC?
IMO: Not need to much changes. The showed one are good so far.
DEATH EFFECTS:
(...)
• Death spells had their cool downs increased(...)
Good if their power grown. Bad if don't (...)
• Death spell on save damage was increased, so a blue hexagon won’t be a total waste of spell points
Very nice. But can't be too powerful to not be better solution then pure damaging spells yet there will be more agro. We realize this and currently approve. Attempting to death a monster is a hate-able offense.
YES I like this kind of thinking Very good idea. More logic in game made it more attractive
(...)
Circle of Death:
Rains dark energy into an area. Living Creatures are subject to a death effect; getting a reflex save and then a fortitude save to avoid death. Targets who succeed against the reflex save suffer no ill effect, but creatures who success against the fortitude save will still lose 1d4 energy levels.
Why no effect with reflex save? Something small (like 2d6 untyped damage) is better then nothing
Power word: Kill!
Upper hit point cap removed except in PVP. Kills, no save, but spell resistance applies.
240 second cool down for wizards, 210 second cool down for sorcerors
Hmm.. I don't know what to say. Super instakill is nice, but this colddown is so long… Still can be useful, because there is no good IX spells. Maybe less colddown? Something like 200 Wiz / 140 Sorc.
SPELL POINT REGEN – Echoes of Power:
• Echoes of power will appear when a player drops below 12 SP.
• Echoes of power will allow the player to regenerate at a rate of 4 SP every 6 seconds.
• Echoes of power will remove itself once a player reaches 12 SP or greater.
Ok. After reading this over and over and think about consequences I think that this is good idea. But I suggest to increase the regenerate time (4SP for 8-10 second). Why? Because this is balance time for low levels, when you do quest more slowly. But for high levels (with more action) this will be only like last hope SL-a shoot, rather then normal tactic. And what about Archmage and Tier 5 SL-a? They are cost 15 SP and can't be cast with this ability
ETERNAL WANDS:
Not going to go into details here yet but eternals wands got a pass that increased their recharge regeneration rate and added desirable caster mutations.
This is nice news Waiting for more
-Torc
DDO Game Systems