Good. The best spell takes a nerf, the mediocre spells get an enormous buff, and suddenly, there are a lot more ways to play a caster at endgame.
Good. The best spell takes a nerf, the mediocre spells get an enormous buff, and suddenly, there are a lot more ways to play a caster at endgame.
I don't have a zerging problem.
I'm zerging. That's YOUR problem.
While I can agree that this makes sense, I would like to add that, like Sleet Storm, firewalls should affect party members and caster as well. This surely would be much ... toughtfull. Like sleet storm, you would think twice before casting it.
Me and wife have 3 casters and we surelly will feel really bad about this change. We seen the spell crit change and we did not like, but its great on my cleric (and wizards less so).
Yet, I would like to add that flimsyfirewood(DEV) quote: "Game Development is like sex. If you make bad choices, you ll have to support it for the rest of your life".
Meaning that I feel betrayed/upset/frustrated that the game I always played is changing so much.
Last edited by joaofalcao; 03-21-2011 at 08:13 PM.
Check out my Cannith trade list: http://forums.ddo.com/showthread.php...05#post3574205
Devourer: Anneliese, 20 Drow Sorc
Ghallanda: Neatoelf15wiz/1rgr, Neetoelf17wiz, NeatoManhuman13rog/6pal/1mnk, NeatoHombrehuman12ftr/6pal/2rog, Kneetoedwarf17clr, Kneedoughdrow18clr/2mnk
Minimize expectations and you'll never be disappointed
Well sure, and if you are standing right next to the mob that the THF barbarian is wailing on, you should have to avoid getting hit by his giant axe. Discussing about adding in "Friendly fire" doesn't really have any bearing since it's a completely separate topicAs is talking about being able to "block" enemies in with wall spells.
The topic at hand is that mob AI walks THROUGH a wall of fire and can somehow not get burned. If they said "Adjusted mob AI to always go around WoF when possible" -- I'd be fine with that. But if the mob walks through a giant wall of flame, they aren't going to avoid getting singed, it's just kind of a silly change in my opinion especially when stacked with all the other changes to the spell.
Depending on whom you speak with it is any of them: a will save ("mind over matter") or a fortitude save ("toughened skin on the feat") or a reflex save ("feet lift so quickly they do not have time to burn").
I know the whole pitfall of applying real world logic to a game is a waste of time and I'm normally good about suspending my disbelief for things that benefit the game or are needed for balance...this piece of the change seems like it's overkill, in my opinion, and should be left out of this spell change pass and kept in their pocket if the sp increase/removal of extend/reduction of bonus damage don't have the desired effect.
Rotate Cold Savant nukes. I've done the numbers, you can and will kill a lot of mobs with the free spells. With the reductions to epic trash HP, crit Polar Rays should one-shot most mobs, or leave them at very low HP.
Or better yet, rotate Earth Savant nukes. Melf's Acid Arrow gets an enormous buff in this update, and Acid Blast really pumps out the hurt.
I don't have a zerging problem.
I'm zerging. That's YOUR problem.
I don't know what Turbine thinks they are doing implementing so many changes massively at once, but I don't trust it. There will be unintended consequences for whatever they are doing.
I will wait and see, but something tells me its not all going to work as intended. Whatever the heck they think they're intending.
A firewall nerf I have no deal with. Personally, methinks this is a bit of an overnerf however. Unextendable? Yeah ok, that just makes it a more balanced option to Ice Storm. Reflex save? Very very iffy. So from now on, it'll only last just as long as Ice Storm, but unlike Ice Storm, it no longer has a reflex save? Ok. o_o
Guess they don't want WoF to be any kind of option at all. Let alone fire savant. Surely, that must be their true intent. Make darn sure no one picks fire savant. Just like how no one ever picks Hunter of the Dead. Good job spending development time making useless content no one ever uses. Like Necro 1 through 3 for that matter, or 3BC.
Congrats Turbine. You're doing a great job with the addition of design gaffs with this one. Methinks you are being overzealous with the design changes. Too many at once if you ask me.
Personally, I don't care about FW. Never did. So from the perspective of someone whose simply trying to comprehend the overall plan, tell me again, what will be the reason to make a fire savant again? Was anyone thinking about this in their offices?
Anyone test Fire Savant? Did they honestly think it would be considered more fun in these ways?
Huh. I'm just saying. o_o
~TheHolyDarkness Out~
"A man can remake the entire world, if he has a dream and no facts to cloud his mind."
The loss of Extend is very annoying. As long as it's save for half, then the save will also be very annoying. If the save is for 0 damage, then it will be a catastrophic nerf for many situations.
I don't think that we need to have Wall of Fire as the primary damage source in most quests as long as we have other spells that can do the job too. We do need Wall of Fire as an area of effect source of damage over time so that we can grab big bunches of aggro when we need to.
Even if we eventually use WoF only to grab initial aggro, it will still be useful and it can still be useful in Undead theme quests as a damage over time spell. If we can't guarantee initial aggro with the spell, though, then it will be worthless for that application.
Oh good. If they are going to the effort to stop extend working on fw, it should be easy for them to stop the heighten bug on polar ray.
Seriously though, someone must have just taken over as lead developer for ddo and is churning out these changes for the sake of change. Lets hope he gets bored, sacked or married asap. There will always be preferred tactics. Changing them will just lead to different ones. Idiot.
It's a game. GAME! Only a game. say it with me now - GAME. There. That's better.