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  1. #1
    Community Member Feralthyrtiaq's Avatar
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    Default GD DUMB I Tell Yah

    Not happy at all to a proposed change to Mabar Wraps.

    Not sure Y [] my EPIC GD Mabar wraps are OP. THEY are EPIC.

    I guess you are doing this to try force me to run the MA and LoB if I want any better HW? To maybe get T2 Alch Handwraps of some sort or another?

    I will NEVER do those raids on EPIC. (don't even care to try them on Normal) I will NEVER upgrade any Alchemical Weapon to Epic status.

    Yet another reason to let my monk collect dust.

    Welcome to Monday morning. At least the Artificer is fun to play for now.

    ffs
    Last edited by IWCoppercrest; 09-26-2011 at 08:07 AM. Reason: Edited Y my "F"

  2. #2
    Community Member Emizand's Avatar
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    Quote Originally Posted by Feralthyrtiaq View Post
    Welcome to Monday morning.
    I feel your pain!

  3. #3
    Community Member AMDarkwolf's Avatar
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    just curious, what ARE the changes planned?

    Maybe they wont be so different? They may just drop undead bane, but idk.

    But I do agree, they aren't 'overpowered' they were just 'nice' (Not at all compared to lighting strike vs non undead, but vs undead they were the best, but i don't see that being a problem esp considering they are lv 20 and greensteel is lv 12.)

  4. #4
    Community Member Feralthyrtiaq's Avatar
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    Default Don't know but...

    used to <3 my monk.

    My first TRd character, first one I attempted to get "geared" for "endgame"

    Tried Epics...You know the mass hold/auto-crit total cheese fest?

    Lost interest...

    Tried a few after the DW lift etc, still just as cheesy, have very little interest in Epics at all.

    The grind for stupid low drop rates...

    You go from CR <20 to CR 35+ mobs...

    As a former DM it was just ... not my style to put it politely.

    No GS <3 for monks...ok np w/e I love my monk...

    So I get One Good Pair of Wraps that rock vs undead and give a lil extra something that "feel" more like a fine GS weapon but are Epic (w/o a slot)

    and they will be less Epic now?

    F-d up wraps across the board...they may be fixed or not I can't tell because I MISS most of the time with the Hit Box issues and Xhiron was partially shelved xept just for shroud because of HW anyway.

    I rolled with TWF pass, with Touch of Death change etc.

    I even made peace with the fact that my 74 AC wasn't S in "endgame" (unbalanced in every way) content.

    Enough is GD enough.

  5. #5
    Community Member AMDarkwolf's Avatar
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    i really think, unless people have the facts of WHAT is going to be changed about them, that they stop reacting so much.

    I for one have searched and kept my eyes open, and have seen no more than 'oh and the mabar wraps will be less overpowerd' comment. Nothing else.

    So its best to just, in this case(trust me, I am the first to freak when changes are unwarrented) relax until we know more.

  6. #6
    Community Member Chai's Avatar
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    Quote Originally Posted by AMDarkwolf View Post
    i really think, unless people have the facts of WHAT is going to be changed about them, that they stop reacting so much.

    I for one have searched and kept my eyes open, and have seen no more than 'oh and the mabar wraps will be less overpowerd' comment. Nothing else.

    So its best to just, in this case(trust me, I am the first to freak when changes are unwarrented) relax until we know more.
    Hmmm I dont know. Its bad enough that each update theres a new thing wrong with handwraps, or something else that used to be wrong and got fixed is reintroduced, but then they have to nerf the only epic wraps, which actually do work, because somehow something that is only really good -vs- undead is too OP.

    They need to leave the stuff that works alone and fix the stuff that doesnt work first. Of course if they did that, they would never really be able to get around to nerfing monks, due to the plethora of broken-and-ignored aspects of the class.
    Quote Originally Posted by Teh_Troll View Post
    We are no more d000m'd then we were a week ago. Note - This was posted in 10/2013 (when concurrency was ~4x what it is today)

  7. #7
    Community Member twigzz's Avatar
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    Quote Originally Posted by AMDarkwolf View Post
    i really think, unless people have the facts of WHAT is going to be changed about them, that they stop reacting so much.

    I for one have searched and kept my eyes open, and have seen no more than 'oh and the mabar wraps will be less overpowerd' comment. Nothing else.

    So its best to just, in this case(trust me, I am the first to freak when changes are unwarrented) relax until we know more.
    IIRC Disruptions adds 4d6 dmg on hit, they are taking the 4d6 dmg away.
    Last edited by twigzz; 09-26-2011 at 01:42 PM.

  8. #8
    Community Member Cyr's Avatar
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    Quote Originally Posted by Chai View Post
    Hmmm I dont know. Its bad enough that each update theres a new thing wrong with handwraps, or something else that used to be wrong and got fixed is reintroduced, but then they have to nerf the only epic wraps, which actually do work, because somehow something that is only really good -vs- undead is too OP.

    They need to leave the stuff that works alone and fix the stuff that doesnt work first. Of course if they did that, they would never really be able to get around to nerfing monks, due to the plethora of broken-and-ignored aspects of the class.
    I actually figure that the 'less OP' comment really just means that they broke them when they fixed something else with handwraps and decided to call it WAI...
    Proud Recipient of At least 8 Negative Rep From NA Threads.
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  9. #9
    Hero Musouka's Avatar
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    Quote Originally Posted by twigzz View Post
    IIRC Disruptions adds 4d6 dmg on hit, they are taking the 4d6 dmg away.
    That'll be the day. They'll edit disruption on thing, and it will most likely affect every other disruption weapon. I say if they must, then they should just edit the wraps by removing the undead bane. You lose 3d6+4 against undead.
    Sarkiki - Orexis - Pallikaria - Epithymia - Musouka - Empnefsi | Cannith Server

  10. #10
    Community Member Avidus's Avatar
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    They have been on the known issues list for a while now as doing more damage than intended.
    It just appears that they are finally getting around to it.

    Here is a thread from back in may discussing the nerf and trying to find out what the exact change will be.

    The somewhat reasonable assumption is that when they changed disruption to its new extra damage on every swing and intsant kill on a vorpal they forgot that the wraps had the damage already from greater undead bane.
    Most likey the greater undead bane will be removed. Unless they double nerf them and replace the brilliance and radiant burst with everbright or something...
    Last edited by Avidus; 09-26-2011 at 02:26 PM. Reason: I can't spell
    ~ Rukan 4/3 pal/mnk(Past Life mnk x3) ~ Ignavus 16 wiz(Past Life sor/wiz) ~ Styphon 20 Game Deformer(Past Life Clr) ~
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  11. #11
    Hero Musouka's Avatar
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    Quote Originally Posted by Avidus View Post
    Unless they double nerf them and replace the brilliance and radiant burst with everbright or something...
    I hope not... you can't blind undead, I thought...
    Sarkiki - Orexis - Pallikaria - Epithymia - Musouka - Empnefsi | Cannith Server

  12. #12
    Community Member Avidus's Avatar
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    Quote Originally Posted by Musouka View Post
    I hope not... you can't blind undead, I thought...
    Oh you can't, but everbright and brilliance sound similar enough don't they
    ~ Rukan 4/3 pal/mnk(Past Life mnk x3) ~ Ignavus 16 wiz(Past Life sor/wiz) ~ Styphon 20 Game Deformer(Past Life Clr) ~
    ~ Wyek 7/6 mnk/ftr ~ Lystara 5/6/2 ftr/rng/mnk ~ Tinder 12 brb ~

  13. #13
    Community Member twix's Avatar
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    If all they are doing is taking the Greater undead bane off because disruption already does this ..im thinking this is more of a fix then a nerf but whatever you little kiddies want to call it is fine with me

  14. #14
    Community Member redspecter23's Avatar
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    I'm hoping the fix is simply dropping the 4d6 disruption damage but keeping the autokill on 20 disruption effect and all aspects of greater bane. This would be similar to the new runearm effects in that you get the vorpal effect, but no bane damage. The runearms when combined with greater bane main hand weapons work quite well without being overpowered. If they are honestly trying to make some peace with monk players they can add a red slot to them when they make their "changes" so we at least get a little something in exchange.
    Kaarloe - Degenerate Matter - Argonnessen

  15. #15
    Community Member Fetchi's Avatar
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    Taken from this thread: http://forums.ddo.com/showthread.php...12#post3790812

    Quote Originally Posted by Eladrin View Post
    Shaking Torc upside-down, I get the answer "signs point to yes".

    The wraps were intentionally a little bit on the far side of the balance curve against undead when they were originally implemented, with disruption mostly on them for flavor (while useful on the lower tiers of the wraps, eventually most undead were saving against Old-Disruption on anything but a 1) - the changes made to the disruption effect ended up giving them three powerful anti-undead damage effects, which was considered a little excessive.
    This was the only dev post I could find.

  16. #16
    Community Member Chai's Avatar
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    Quote Originally Posted by Avidus View Post
    They have been on the known issues list for a while now as doing more damage than intended.
    It just appears that they are finally getting around to it.

    Here is a thread from back in may discussing the nerf and trying to find out what the exact change will be.

    The somewhat reasonable assumption is that when they changed disruption to its new extra damage on every swing and intsant kill on a vorpal they forgot that the wraps had the damage already from greater undead bane.
    Most likey the greater undead bane will be removed. Unless they double nerf them and replace the brilliance and radiant burst with everbright or something...
    They have been on the known issues list for quite some time, for actually being useful.

    The brilliance certainly did get fixed, heh. It got turned into a round robin of seven different ways handwraps can be broken, with a new one being introduced in each update which fixes a different one in the circle.

    Monks make great mules. They run fast from place to place for transferring stuff.
    Quote Originally Posted by Teh_Troll View Post
    We are no more d000m'd then we were a week ago. Note - This was posted in 10/2013 (when concurrency was ~4x what it is today)

  17. #17
    Community Member Feralthyrtiaq's Avatar
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    Default Just sayin...

    If I'm gonna get F-d ("F-ixe-d" t, like "fix" as in what vets do to cats)

    then at least how bout a lil Kiss? (as in Fix the rest of ur steaming pile of HW S)

  18. #18
    Community Member Dawnsfire's Avatar
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    Quote Originally Posted by Fetchi View Post
    Taken from this thread: http://forums.ddo.com/showthread.php...12#post3790812



    This was the only dev post I could find.
    That and this:
    Quote Originally Posted by MajMalphunktion View Post
    • Mabar Handwraps will no longer be horribly OP.
    I'm waiting for more info myself. . .

    Quote Originally Posted by Torc View Post
    I’m only nerfing you now so I can buff you later.

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