People are protective of their "niche," and I don't blame them even if I disagree with their philosophies as to what this game should be. Barbarians were effective, arguably the best, tanks for so much content for so long that I can understand them getting a little annoyed if they're relegated to hitting a boss in the back. The changes to the Elite Devil raids makes meat-bag tanking almost impossible now (going from reports, haven't run them on lamaland).
I'm not sure I like that, even if it's not my cup of tea I don't see the need to **** in somebody else's kettle. Though my stalwart was always a threat-tank, I didn't like the U9 intim changes than made turtle-tanks useless. I'm don't like the ubbber-increased damage output that makes meat-bag tanks un-desirable either.
I don't like options being taken off the table. What I like about this game is that you don't need a perfect group for anything, that might not be the case much longer.
Let me do a good TL;DR for this.
AC being meaningless is not fun.
Being immune to all hits except on a 20 is (in the long run) not fun (at least on content that's supposed to be challenging).
I'd love to see an even larger range of meaningful AC's starting around 30 or so. Give people a reason to skip on the pajamas if they're not playing up a dex bonus. Notice I said a meaningful AC - not a particularly strong effect...just that it means something. Make it so that on the hardest content even ac's in the 30's do something (though again...very little) while there isn't a possible way to get AC's that create hit on a 20 only situations. How they do this is up to them...they could even make AC also provide passive percent-based DR. I don't really care. I would just like to see a more robust combat system that had a damage mitigation technique outside of the DR rules we currently have.
Well, everything is easier to tank with AC out of epics, why epics shouldnt be the same?
Everything is easier with instakills outside epics, why epics shouldnt be the same?
Everything is easier with DPS outside epics, why epics shouldnt be the same?
You see, mechanics like AC, DPS, Insta Kills are part of the game as a whole. Why should they be excluded in end game?
Crippling mechanics to fit new content is the best indicator of poor planing/thinking.
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You will probably need to go full defence in Epics to make AC work. I doubt even ~80 unbuffed AC would help much. The only way I can see AC working in Epics is if the tank just goes for all out AC and Intimidate and be a sort of substitute crowd controller but he would still get beaten up pretty bad.
Quoted from Sebastrd in his thread Armor Fixes. This has the additional benefit of making more armor types with mithral or darkweave materials beneficial and competitive. I fully realize this is a small departure from the armor values of the PnP sources but it is a clever and reasonable departure with many benefits.
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It boils down to this:
People like Shade who are die-hard barbarian fans are always going to not want AC to matter because they have none. AC tanks are going to want AC to matter because they have a lot. What I think it foolish is the notion that a barbarian with no armor and a big axe should be the best option for the “tank”.
Since when does it make you the best in the game to have your HP as high as possible and bring along a bunch of healers to keep your stupid toon alive. The way the game is going making the bosses hit harder, have more fortification, and more high damage spells only make it harder on the healers. I mean why on earth we would want the game to have ways for the melee toons to mitigate more damage as opposed to just surrounding a boss and hoping the healers keep them up. I mean for god’s sake if we make the melee’s need skill and not dump their AC that means that we can’t just blame the healers when we fail….that’s crazy!!!! Good god, if the Fighters could have viable AC that means that my precious Barbarian would have to attack from the back and not get the glory of being the “TANK” then people would start liking them more and it would be grade school all over again….NO DON’T PICK ME LAST FOR DODGEBALL AGAIN.
DDO started on their path to mediocrity the moment they started moving away from having defense as an option and pandered to the DPS ball and heal monkey method. This game needs a major overhaul if it wants to keep the DnD name.
Just because a healer hasn’t gone through mana pots doesn’t mean the quest wasn’t challenging. There are plenty of ways to make it challenging without making it Barbarian, Healer , caster repeat.
These can be obtained by making the bosses summon more minions, making the ones with wings fly and cast spells down (oh no, I cant get my axe that high…anyone have a ladder?) make some bosses launch you across the room. The only limitation is the imagination, and if you are content with the DPS and Heal race then I guess that imagination isn’t too vast.
And by the way TANKS are armored tracked vehicles with armaments . So a slower moving armored SD Fighter is a tank. A barbarian with sprint boost, a loin cloth and a big axe is an illiterate ****** with a bladed stick.
I think Barbarians are a asset to the party, just should not be the aggro tank if the game worked like it should.
Check out my Cannith trade list: http://forums.ddo.com/showthread.php...05#post3574205
I only skimmed the thread, but I've suggested something along these lines before. But I wouldn't restrict it to a single mob, if possible. I'd like to see an expanded to-hit range for mobs AND players. Although this would require a lot of balancing work to get the right numbers, this would be a fix both for AC and to-hit.
It's not just rediculous that AC is useless. It's silly that players can, apparently, by-and-large, hit just about all monsters on a 2. Both player AND monster AC should have value, and the issue is the limited 20 point attack roll range, and the large range of values for AC and to-hit that players can get.
Expanding the to-hit roll from a d20 to a d40 or d50, or multiple d20s would fix both issues. The hard part would be asjusting monster to-hit and AC to match (but as a stop-gap for testing, AC could be increased by the average of the die increase (eg. 11 for 2d10), and to-hit could be reduced by the same amount)
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