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  1. #1
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    Default Can we get back vorpals? Please?

    Yes, yes. I know. You don't want epics to turn into a vorpal fest.
    But you know what? I'd rather have them turn into a vorpal fest than have my melee stand around picking his nose because the caster(s) is just better than him.
    Running epics (Or any other quest these days) with divine/arcane only is far, far, FAR easier than bringing along melees.
    Melees, quite frankly, suck. DoTs have covered the only weak point of casters (Damage vs high HP bosses).
    So please, make some way that melees will be worth bringing again (and not just for a piggyback ride)

  2. #2
    Community Member Talias006's Avatar
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    I'd be happy with changing the Vorpal property to bring it in line with the other insta-kill variety weapons.
    Being that if the mob has more than 1k hp, then for the effect to deal an untyped 100+/- damage instead of outright killing said mob.
    Maybe more than 100, but less than half of Lit2 damage, to not nullify that particular weapon type.
    Possibly have the damage not scale downwards in higher difficulty tiers of quests would make it more feasible?
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  3. #3
    Community Member Phidius's Avatar
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    Has anyone at Turbine offered a rationale for why they enabled insta-killing with spells in the same update that they buried insta-killing with vorpals?

    Like, they were playing a drinking game that went horribly, horribly wrong?

    The only reason things would turn into a vorpal fest is because at one point, someone thought that simply increasing the mobs HP was a good way to create a challenge.
    "I require a reminder as to why raining arcane destruction is not an appropriate response to all of life's indignities" - Vaarsuvius, OoTS #674

  4. #4
    Community Member protokon's Avatar
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    At this point I kind of have to agree, the big epic nerf has made it an instakill fest for casters instead of a mass hold fest. The whole hp cap to vorpals is just salt in the wounds now seeing how it played out.

    we should be able to vorpal in epic if casters can run around with instakill spells.
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  5. #5
    Community Member jaegarnel's Avatar
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    The difference between insta-kill spells and a vorpal is that getting your DCs high enough to kill endgame mobs reliably takes a lot of effort, while anyone could buy a vorpal off the AH for a little money, and then kill a 5k hp mob on a lucky roll, if the hp cap was removed.

    Vorpals may be useless now, if so maybe the 1k hp cap should be raised to 2k or something, but they definitely shouldn't be as good as high DCs instant kill spells, because the amount of grind needed to get them are not the same.

  6. #6
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    Making vorpals work won't fix the problem.

    The problem is: There is no endgame on DDO. There is a lot of stuff to do on a freshly capped level 20, quests to do, gear to drool over, but the "Epic" quests are at about the same difficulty as mindsunder hard.

    "Into the deep", the hardest non-sands epic quest, is easier than mindsunder elite. The mindsunder mobs have sr/incorporeal/immunities, and they cast spells.


    We need a difficulty tier above epic. Leave the epics there, for new/casual players to enjoy, add a "nightmare" mode that puts fear into our hearts like the original sands epics did.
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  7. #7
    Community Member Ravoc-DDO's Avatar
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    Simple, make instakill spells work the same way.
    A mob got 1k+ HP? Then no kill, just 100 damage instead.

    Fixed

  8. #8
    Community Member varusso's Avatar
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    Quote Originally Posted by Ravoc-DDO View Post
    Simple, make instakill spells work the same way.
    A mob got 1k+ HP? Then no kill, just 100 damage instead.

    Fixed
    Make death spells spammable without cooldown, and no SP cost, and you have a deal.
    How about instead of proposing we bork the entire system out of spite, we work on ways to ACTUALLY improve/fix the problems?

  9. #9
    Community Member gloopygloop's Avatar
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    Quote Originally Posted by varusso View Post
    Make death spells spammable without cooldown, and no SP cost, and you have a deal.
    How about instead of proposing we bork the entire system out of spite, we work on ways to ACTUALLY improve/fix the problems?
    If casters actually ran out of spell points inside of quests, then I'd agree.

    Also, if you get about 2 swings per second and you get an average of 1 Vorpal every 20 swings, then you're getting about one Vorpal every 10 second.

    What was the cooldown on Finger again?

  10. #10
    Community Member varusso's Avatar
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    Casters that dont run out of SP are the ones who have learned to budget their SP properly and use it effectively, as well as getting gear that enhances the effects (thus making them more SP-efficient) AND have other gear that gives them back SP in some form. Caster who just spam their death spells as soon as they come off cooldown, without any way of reducing or regaining the cost (and having gear/build to support a decent DC) *WILL* run out of SP long before they reach a shrine. This is a far cry from "casters just dont run out of SP". I really get sick of ppl acting like an experienced, well-played, and well-geared toon/player is the definitive guideline for the class. If you assuem that for mages, then you have to assume the same for a melee -- 800 HP, 80 AC, hits like a truck, has self-healing and all pots/buffs, the right wpn for every single encounter, blah blah blah. Its not a realistic "standard" on either side.

    In between all those vorpal "attempts" on a melee attack, you also get to deal non-resource-dependent damage with each and every swing. You could land 3 vorpal strikes in a row or not get a vorpal for 100 swings. 1 in 20 does not actually reflect the true probability. And it still does not negate the fact that the melee attacks are FREE. Melee attacks SHOULD be treated differently than spell attacks. Granted, mages now have SLAs which are cheap, and Echoes of Power allows them to be cast for free (sort of) -- once you have run your SP down to the point where you can no longer use those nifty death spells.

    Perhaps change vorpals to on-crit rather than on-vorpal (yes I see the irony). And before anyone goes all ballistic, I know that can cause problems with toons that are built as crit-monsters. But that is what testing is for.

  11. #11
    Community Member licho's Avatar
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    Quote Originally Posted by Ravoc-DDO View Post
    Simple, make instakill spells work the same way.
    A mob got 1k+ HP? Then no kill, just 100 damage instead.

    Fixed
    This is good idea.
    Firtst they shoud rise the cap into something like 3k.
    And then apply it to a casrters as well.
    Its perfectly ok for my caster, that some most resistant monsters (even if they are only mobs) will need softening before wail.
    Last edited by licho; 08-11-2011 at 11:21 AM.

  12. #12
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    2k I think is a good idea.

    As once it is below 1k I don't care if it gets vorpal-ed or not, as it's about to die in a few more hits.
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  13. #13

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    Quote Originally Posted by protokon View Post
    At this point I kind of have to agree, the big epic nerf has made it an instakill fest for casters instead of a mass hold fest. The whole hp cap to vorpals is just salt in the wounds now seeing how it played out.

    we should be able to vorpal in epic if casters can run around with instakill spells.
    agreed
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  14. #14
    Community Member Feralthyrtiaq's Avatar
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    Default Nailed It

    Quote Originally Posted by gloopygloop View Post
    If casters actually ran out of spell points inside of quests, then I'd agree.

    Also, if you get about 2 swings per second and you get an average of 1 Vorpal every 20 swings, then you're getting about one Vorpal every 10 second.

    What was the cooldown on Finger again?
    ...

  15. #15
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    Quote Originally Posted by Kmnh View Post
    Making vorpals work won't fix the problem.

    The problem is: There is no endgame on DDO. There is a lot of stuff to do on a freshly capped level 20, quests to do, gear to drool over, but the "Epic" quests are at about the same difficulty as mindsunder hard.

    "Into the deep", the hardest non-sands epic quest, is easier than mindsunder elite. The mindsunder mobs have sr/incorporeal/immunities, and they cast spells.


    We need a difficulty tier above epic. Leave the epics there, for new/casual players to enjoy, add a "nightmare" mode that puts fear into our hearts like the original sands epics did.
    Into the Deep is not that hard, but neither is mindsunder elite. I think that eDA is probably the hardest, with eOOB the easiest to mess up and wipe due to lack of experience.
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  16. #16
    Community Member AMDarkwolf's Avatar
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    my suggestion to the insta-kill effect was glanced over and left to die, but it would work similar to how ppl want it to work.


    Caster casts death spell, mob checks to save, save: nothing.

    After that multiple effects come into play, if the mob is still at full health, make it take a huge hit to its max hp, make it slow, make it do less damage, etc(It still survives but is much less of a threat now, it just lost a huge portion of its lifeforce)

    If the mob is weakened (though damage, neg levels, whatever) then the death effect kills it.

    Think of it as a type of debuff that 'can' kill if the situation fits. Not a 'ima just toss wail out and kill everything, next quest please'

    (And yes, nowadays, its very bleh following casters around who 'get to have all the fun' now. And no please, don't once again put the 'oh i guess u just want us following you melee's around buffing ya'all' words into my mouth, Even in pnp, EVERYONE felt they were part of the 'group' and not just there to 'keep that huge 1billion hp mob from reaching the caster')

  17. #17
    Hero BurnerD's Avatar
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    While I don't think that vorpals should go back to what they were, I do think they need to be tweaked...

    A. Additional damage - someone suggested a "slicing" addition. Maybe 2d8 or 3d6... only applicable to targets who bleed....
    B. Different Levels of Vorpal (greater, superior) - Different HP amounts to insta-kill 1K,3K, etc...
    or
    C. Epic Vorpal that operates like the old vorpals... should be an exclusive item so you can only wield one on a TWF setup.

    any other ideas?
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  18. #18
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    leave the casters as they are atm for the insta spells, and make that rediculus change to vorpal/banishing/disruption/smiting etc unhappen.

    end of story.

    if u feel like vorpal needs a balancing, fine make the effect dish into air as soon as the hit is blocked by some fortification (ps: you will be able to do a good fine tuning here 0% to 100% choose something in between)

    and stop crying for nerf casters nerf casters. Caster are still miles behind compared to pnp

  19. #19
    Community Member Arnhelm's Avatar
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    /signed for return of snicker-snack on my vorpal blades
    Once upon a time, I was part of a team, and we saved some children. That was long ago and far away, and, yes, I am that old.

  20. #20
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    Quote Originally Posted by Arnhelm View Post
    /signed for return of snicker-snack on my vorpal blades
    Bonus points for Snicker Snack

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