All classes are effected equally by reductions in for, Grodon, therefore I think it goes without saying that it's beneficial to the entire party to reduce fort - not just the rogues. Yes rogues are hit more than any other class, however it's a generally a good idea to reduce the fort so rogues get sneak attack and also so that you don't have to play "crit bingo". Tactics, strategy, etc you wanted them well there you go. Time to play smart.
I am a lost wandering soul
Originally Posted by grodon9999
Any chance we’ll see Eagle Claw promoted to a fort reducer? It’s pretty sad that all those elemental strikes have been demoted into uselessness.
Things worthy of Standing Stone going EXTREME PREJUDICE™ on.:
- Epic and Legendary Mysterious ring upgrades, please.
- Change the stack size of filigree in the shared bank to 50. The 5 stack makes the shared bank worthless for storing filigree in a human usable manner.
- Fixing why I don't connect to the chat server for 5 minutes when I log into a game world.
- Fixing the wonky Lightning Sphere and Tactical Det firing by converting them to use alchemist spell arcing.
- Redoing the drop rates of tomes in generic and raid loot tables.
I thought this had been known for a while. Good that you guys caught it now, but really, it's been pretty obvious, especially since U11 hit. My rogue sees crits without SA on non-immune mobs ALL the time (thanks to opportunist, I'm assuming).
Fixing that bug will make a LOT of us feel easier with the fort changes. Brings elite raid bosses down to 70% and down to around 50% with even one successful fort reduction on them from the party.
easy explanation: protection from good.
besides if heavy fort is reasonable so is deathblock. also it is not a stretch to imagine epic mobs could have elemental absorption items too. not to mention that the casters should keep the brutes buffed with long duration buffs like resists, GH, freedom of movement and true seeing.
would you like to play like that?
If casters are so supreme, why is it that shroud raid Lfm's still only take two. Why don't epic quest invites deny all but casters. I'll tell you the reason. Ninety plus percent of folks playing casters can't play to the level you imply. It takes a lot of experience and skill to play at that level.
With melee, you only need wield the big stick and have someone point you toward trouble. Therefore a much larger population of players quickly gain what is needed to be super successful to the point were balance is needed. Unfortunately when that happens, also a much larger group of unhappy people whine.
Sure a small minority of casters are capable of doing some incredible things. You might be envious of there abilities. But nerfing their skill based talents won't bring back the once dominance of some particular favored stick. And, fortitude certainly was not raised because of these few uber casters.
I think you know what I meant. Every class has weaknesses and strengths. If you feel your rogue is useless now play another class, or learn how to play towards the weaknesses of that class. We all know if you've been playing this game long enough that everything changes eventually, TRing into another class or playing another one of your alts is something that will happen lot; unless you're stubborn and you refuse to adapt. Reducing fort by a mere 30% right now to make rogues competitive is not that difficult.
I am a lost wandering soul
Originally Posted by grodon9999
Community Member
First of all thanks for the engaging response! It's great to see what the some of the reasoning behind these changes is.
Those are all good points, and it's probably true that a team built around fort reduction could probably do pretty well. The problem is that building an end-game character that is so dependent on a both a certain party set up and effective use of special abilities by other people is a dubious endeavor. In other words, why make a rogue that needs an FVS to reduce fort (in addition to heal) rather than just make an FVS that can do as much, probably more, damage with DP in addition to healing and having more HP?
I guess if by "tanking character" you mean a WF FVS shield blocking DOT tank. Maybe there's a handful of uber geared AC tanks out there that could passably tank Lord of Blades, but even with them it's a riskier endeavor than a shield blocking dot tank.There is a strong desire for tanking characters to be welcome in more difficult raids. The Lord of Blades and Master Artificer encounters were built with this in mind.
That's true as far as it goes (to what extent casters really are limited by SP they lose effectiveness in a longer fight), but when significant part of the reason the fights are longer is because Melee damage has been decreased the effect is largely mitigated.We want to encourage teamwork for these high end encounters when possible. It's a sacrifice for me to take Improved Sunder and use it, but it helps everyone. (Even the guy casting Disintegrate.)
The increase in fight length is the part that casters have a tougher time dealing with than melee, since melee characters don't run out of gas in the same way.
Community Member
Wait, you're seeing SA damage on training dummy? I have to check this out. Dummy is an inanimate construct and should be completely immune to SA damage no matter what fort it has. I see crits on it with my rogue (opportunist) once in a while, but never SA damage. Fort bugs are the new handwraps. :-P
I have a wizard, a sorc and a fvs (so no, I'm all but die-hard melee). I soloed wiz king entry hall one day after capping the wf sorc without a shroud item, an epic item or any other mentionable loot (a VI 75% clickie, flesh render guards and a random blindness immunity item are enough). This has nothing to do with envy or skill, it's just the game. It's the lacking skillset of the monsters, the exploitation possibilities of ranged attacks, the limitedness of the AI, blanket immunities for players via buffs and loads of unresistable damage from casters. Once one acquires a minimum of meta knowledge about the game he or she can do the same.
It's not about dominance, it's about reasonable possibilities of every class to participate in all areas of the game. A certain level of fairness disregarding the choice of class would be great but at the moment I feel that this is not the case.
I think the only problem we have here is that people refuse to adapt. Once the bug for fortification not adding sneak attacks for rogues is fixed there are multiple ways to reduce fortification to practically nothing. Unless my numbers are wrong then it looks like
25% jade strike
10% improved sunder
10% opportunist
50% condemnation
+25% on nondevil bosses from touch of death
for a total of 95% on devil bosses and 120% on non-devil bosses with touch of death. That SHOULD mean you're guaranteed -20% fortification on ALL bosses since every melee should start incorporating improved sunder in their build. I personally don't think it's nearly as bad as people make it out to be.
I am a lost wandering soul
Originally Posted by grodon9999
I don't give a hoot what casters can do as long as no other class is rendered a waste of a party slot via a game change that the devs admit was made to affect casters (tougher raid bosses) yet they throw in a change at the same time (fortification) that in no way affects the over-poweredness of certain classes that they were trying to adjust in the first place.
No class should get 80% of their teeth kicked out just because you click the Elite/Epic checkbox before entering a raid. This is as bad as the blanket immunites that casters had to deal with for years.