I would say to burn the heretic who proposed the change, but now the fire has a reflex save, and we all know devs have evasion!
No, seriously. It will make aggro holding in epics for casters a bit harder. But the bulk of the damage will be inflicted anyway, so it's not such a big nerf. The cost to duration, well, it's awful, but it's still better than everything else.
HHhmmmm ...
They should really consider removing Dungeons and Dragons from the name of the game. The devs have been much too liberal in altering game mechanics recently in my opinion. This doesn't look like it's the end of the world or anything, it just is another step in increasing my annoyance with the game.
Akori-Fighter Iroka-Sorcerer Censured-Rogue Isilti-Cleric Tony-Sorcerer Duress-Cleric Elaril-Fighter Avatard-Fighter Mitigation-Paladin Loose-Bard Shiken-Fighter Unreasonably-Barbarian Jueh-Monk
Well it is a pretty huge change...but at the same time it makes it that much better to go water savant as a sorc.
WoF is still going to be decent mind you but with the shorter base duration and no extend...it's not going to be nearly as good as it was before. Hopefully other spells will be made better to take it's place.
I like the lower spell point costs for low level players. Having a TINY bit of regen (up to 12 isn't much but with some lvl 1 spells only costing 4 a pop it's not horrid either) will be nice for new players. This is especially true with the SLA's included. A water savant for instance could probably cycle between Maximized/empowered/heightened Niacs and snowball swarm indefinately with the regen (4 sp every 6 seconds would allow you to cast both every 6 seconds forever basically (1 sp and 3 sp costs respectively). That's not exactly a tiny amount of consistant ranged DPS.
Probably the biggest nerf is to duration, can't be extended so lasts 30 seconds, which adds up to the increase in cost.
The intimidate and diplomacy changes should be handy for aggro management.
Kind of sucks i have a whole 2nd account for leveling up my main account full of casters from lvl 7,9,11,13,15,and 17
lmao and now some will still be useful for the content they are designed to run but other i might have to delete and replace with a fvs or clr...
what school is firewall again evocation correct?
I think we're going to see problems with this. Boosting ice and dropping fire isn't bringing the closer together; it has the potential to simply switch the balance completely.
Adding a save is truly lame. I really really don't like that.
That in and of itself invalidates so many build concepts. Drop the damage, sure. Drop the duration even, sure. No longer being a static area of damage though, that's bad.
Air Elementals are going to mess up a ton of folks in Fleshmaker's now. Big time.
Ghallanda - now with fewer alts and more ghostbane
The spell itself (as is) isn't so broken. The AI is. While I am very impressed with the overall DDO AI, they missed a chance here to make it even better. Most mobs should attempt to path out of or around obvious danger.
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If a DM sat down at the table and said we are going to use an EQ style combat mechanic with double attack and off hand proc rather than how it is outlined in the core D&D books, explained they are making khopesh X3 for the hell of it, and then started changing spell definitions, specific state definitons, etc, at some point, we would have to name the game something else - that is, if everyone around the table just didnt get up and leave, heh.
I am so sick and tired of having things that are not a real issue being affected like they were.
This brings me to extend... why in the H$%L does it effect some spells and dragonmarks and not effect others?
This is just a bunch of ****. If you don't like the duration then change it, but making some spells follow the rules while others don't is just stupidity.
And the **** about Turbine being the game master... very true, but GM's have a good reason for changing a RULE which affects the game and it APPLYS to everything that the rule would apply to. If you don't like extend... take it out of the game, if the ability is functioning properly leave it in but don't just arbitrarily change the way abilities in the game function just because.
I have the same issue with implosion, radiant servant aura's and the new snowball spell that can't be extended.
I have less of an issue with a save for fire wall (as long as the players get one too), and even the damage being changed, which is fine as you have figured out that firewall is just too good against undead, but making set duration detracts from the game and deviates further and further from actual rules (which should apply to everything).
There are many times when DM's will make rules to change the feel or effectiveness of the game they are running, these rules even change core attributes of the way the game functions, excluding some things and not other for no reason other then "I can't think of a better way" just sucks.
sounds more and more like update 9 is going to be a major gamechanger not for any class but for the whole game so many big changes going on dont think you can address any one of them 1 at a time and get any sense out of it.
im gona relax and watch the results but cant help feeling dont see any results thats going to make me like the save on the WoF.
If wall of fire haas a save then a heightened wall will be ... More? expensive than incendiary cloud?
Ghallanda - now with fewer alts and more ghostbane