Have you ever wanted to create your own customized user interface skins for DDO?
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Meh??
Considering all of the hype i was thinking this "update" was going to be more substantial.
So much for record profits translating into more content and more substantial updates for the players.
So, on the Epic Ring of the Buccaneer, how is it justified to retroactively take away Prot +5, but then then when it's being added back in, it can't be retroactive? Way to punish players that farmed it, then punish them again by making them create a new ring to replace the old ring that got nerfed.
Just sayin'!
That is a very substantial set of release notes. Obviously there are all the big changes we knew about: the spell pass, the end of autocrits, the new prestige classes, the adventure pack, and some mention of crafting (but few details). But what really impresses me are all the little changes and fixes -- it really seems like a lot of work went into polishing the game experience and removing annoyances in this development cycle, which I think is great. Some examples:
Selecting an item in a barter UI panel automatically unequips items necessary to create the new item, and places the unequipped items into your inventory.The effective time for some potions can now be added cumulatively if the same kind of potion is used again. This includes Experience Elixirs, Guild Renown Elixirs, and Jewels of Fortune. Additionally, the timer on these potions will be paused when players consume a similar potion with a higher bonus (for example, if a player activates a +10% XP elixir, then consumes a +20% XP elixer, the timer on the +10% elixir will be paused until the +20% elixir expires.)The Bloodstone magical item from the Menechtarun desert has been renamed "The Blood Stone", and now has a unique icon.Effect icons are now displayed upon examination of players, monsters, NPCs and hirelings, rather than a list of effect descriptions. The examination tooltip now updates dynamically when effects are added or removed from a target, and timers will update in real-time as well. (Note that players can lock an examination window if they wish to keep an eye on something without it being a player's current target via the lock icon in the top left of the examination UI.)# Area of effect damage-over-time spells have been separated from single-target damage-over-time spells (for example, players can now cast Melf's Acid Arrow against someone standing in an Acid Fog.)
# Players can now each have their own version of a single-target damage-over-time spell on a target, but area of effect damage-over-time spells are still shared. For example, two players can each have a copy of Melf's Acid Arrow on a target, and both will cause damage, but if both players cast Acid Fog on a target, only the most powerful of the clouds would take effect.DR type will now be displayed with DR in the combat log. Attacker messages now contain DR information.Search fields have been added to collectible, ingredient, and gem bags!
The bloodstone is now The Blood Stone, this is priceless lol.
The graphics of death aura have changed, thanks Vol!, but how about the audio??
The buff bar has moved to the examination box? nice! talk of substantial changes now!
"Fixed a problem that would sometimes cause a map to be rotated when displayed"
omg, this one was fun
So when I first read that the Ring of the Buccaneer was getting Protection +5, I was like "Omg yes!". Then I read on and realized it does nothing for all the rings I farmed and then was like "fml".
But enough QQ, still a cool update. The adventure pack sounds interesting, was always a fan of the horror theme.
Dinosaur.
http://img20.imageshack.us/i/screenshot00015z.jpg
Wolfreindeer?
DOOOooooOOOOOoooOOOOOMMMMMMMM!!!!1!!!11!!!!one!!!! eleven!
(actually haven't read the release notes yet, just figured I'd get it out of my system now. )
Well they could have done a little better instead of making it look like the antlers were just set onto the wolf like how you attach and detach Legos, but who am I to complain? A whole of places have gotten a pretty facelift and everything in general just looks a bit nicer (notably the marketplace).
Have you ever wanted to create your own customized user interface skins for DDO?
Click this sentence for a tutorial learning how, an easy-to-follow video guide.
According to Deepwood Sniper PRE the sniper shot does not break you out of sneak mode, however, in my experiences it consistently breaks you out of sneak mode, regardless of distance, hit or miss, death or no death of opponent.
Am I misunderstanding the description or is it simply not working correctly?
Have never played a sorcerer, but that was pretty close to my reaction as well, except that I envisioned Earth Savant with a bigger slice as the DoTs would become much more useful vs. raid bosses when ignoring 15 points of elemental resist, while also not penalizing either cold or fire spells.
I will say, I almost want to roll a sorcerer just because I want an arcane caster with abundant step/wings.
Useful links: A Guide to Using a Gamepad w/ DDO / All Caster Shroud, Hard Shroud, VoD, ToD Einhander, Elochka, Ferrumrym, Ferrumdermis, Ferrumshot, Ferrumblood, Ferrumender, Ferrumshadow, Ferrumschtik All proud officers of The Loreseekers. Except Bruucelee, he's a Sentinel!
No love for ranger spells...
*Sob*
Air savant is making me VERY happy. each almost "free" spell is on a diff timer and are quite powerful with maximise etc so it makes slayers so much more effective, so no more running back to the shrine every 20 or so minutes.
The so called firewall "nerf" doesn't seem like a nerf at all, still works but find it more effective to use my free electricity spells to take down mobs.
I mothballed my sorc once it hit level 17 as was kinda hopeless at higher level content, not any more very, very, very. very. very did I say very? very happy!
just curious...some people mentioned a lvl cap extention? wondering if that's gonna happen?