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  1. #81
    Hero JOTMON's Avatar
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    1d8 force. for a level 6 spell..really???
    I think the name will have to be changed from "Deady weapon" to "Mediocre Force".


    Most mobs have a elemental weakness and so will take purple numbers from the opposing element or at least full damage. Those that dont usually have a DR that needs to be bypassed.

    My level 2 Elemental Spells are 1d6, so from a level 6 spell i would expect to be significantly more effective.

    Cast a DR breaker and you effectively give that weapon +10+ damage, as most mobs have at least 10Dr to their DR, Epics typically are 30+Dr.. so a artificer casting Cold Iron(level4 spell) on a holy or good weapon effectively adds +30 damage to epic DQ.

    and you are going to give deadly weapon 1d8 force...lmfao, I'll swap it for Tactical detonation instead

    It was working fine the way it was, You are punishing every non eSOS user because eSOS is an uber endgame weapon. The way I saw it eSOS became 7d6 with deadly weapons as only the base damage gets doubled. (the base damage of eSOS 2d6 and multiplier 3d6).

    if you want the spell to increse the base damage of crappy weapons and decrease the benefit to uber weapons then skew the base damage/multilier on the weapons in question. Make high end weapons have lower base damage and move the rest to be part of the multiplier portion.

    Why turn a decent spell into a wasted spell slot.
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  2. #82
    Community Member AylinIsAwesome's Avatar
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    I don't think that +5 to-hit, +5 damage, Bleeding, and Maiming would be too much. Would certainly seem more deadly to me than 1d8 Force.

  3. #83
    Community Member NaturalHazard's Avatar
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    [QUOTE=LeslieWest_GuitarGod;4280096]I take it your barbarians are pretty ticked off there, huh Shade? Here... follow the bouncing smiling faces... and

    Always...

    Well my bards are not that impressed, I loved the deadly weapons on my warchanters EAG, Whirlwind, and heck even on my spellsingers epic E edge. It really helped in my personal dps output, since poor bards have yet to get their super awesome dots, as if thats ever going to happen.

    But yeah leveling up my wizard then maybe a sorc so I can be uber leet dps, and now I guess I can loot and roll on any madstone boots that drop for my wizard soon to be sorc.

  4. #84
    Community Member Havok.cry's Avatar
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    Quote Originally Posted by Vesuvium View Post
    First things first, thanks for all the feedback.

    Just to get you all up-to-speed on the subject: Deadly Weapons was unintentionally released to the live servers during Update 12. It was released in a form that had not yet been balanced, bug-fixed, or otherwise polished and approved. There are concerns with how it interacts with handwraps, ranged weapons, high base damage weapons, etc.

    Additionally, it was released without the corresponding spell scrolls, creating a situation where level-capped Artificers were unable to acquire the spell at all, unless they chose to True Reincarnate. This, combined with the fact that it was more powerful than intended in certain situations, was punishing to early adopters of the class, who now had to compete for groups with newer artificers that had this spell.

    Back in November, Eladrin described the intended version of Deadly Weapons. (The details, of course, are subject to change). We would have loved to be able to have this complete in time for U13, but it was not.

    Rather than removing the spell outright, and then re-releasing it when it is completed, we chose to introduce a temporary version of the spell in Update 13. This is the version described in the Lamannia release notes. This interim version of the spell will be replaced by the final version that Eladrin described in the next major update.

    Also note: In the next update to Lamannia and in the eventual live release of U13, the spell should once again apply to both the off-hand and the main-hand weapons.
    Thank you for chiming in with an explanation.
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  5. 01-27-2012, 04:13 PM


  6. 01-27-2012, 04:25 PM


  7. #85
    Community Member Cetus's Avatar
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    Quote Originally Posted by Vesuvium View Post
    First things first, thanks for all the feedback.

    Just to get you all up-to-speed on the subject: Deadly Weapons was unintentionally released to the live servers during Update 12. It was released in a form that had not yet been balanced, bug-fixed, or otherwise polished and approved. There are concerns with how it interacts with handwraps, ranged weapons, high base damage weapons, etc.

    Additionally, it was released without the corresponding spell scrolls, creating a situation where level-capped Artificers were unable to acquire the spell at all, unless they chose to True Reincarnate. This, combined with the fact that it was more powerful than intended in certain situations, was punishing to early adopters of the class, who now had to compete for groups with newer artificers that had this spell.

    Back in November, Eladrin described the intended version of Deadly Weapons. (The details, of course, are subject to change). We would have loved to be able to have this complete in time for U13, but it was not.

    Rather than removing the spell outright, and then re-releasing it when it is completed, we chose to introduce a temporary version of the spell in Update 13. This is the version described in the Lamannia release notes. This interim version of the spell will be replaced by the final version that Eladrin described in the next major update.

    Also note: In the next update to Lamannia and in the eventual live release of U13, the spell should once again apply to both the off-hand and the main-hand weapons.
    Oh, so you're going to just do away with the spell essentially while you folks come up with a better alternative? Oh no, they can't have the positive side of the spectrum while we balance it, they need to have the negative side of the spectrum!

    Why change it at all to something thatll get recoded anyway? Just leave it for now, it is FUN.

  8. #86
    Community Member DogMania's Avatar
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    Quote Originally Posted by Dark-Star View Post

    Fact: It was erroneously added to the spell list of only Artificers that leveled up after U12.

    Fact: Due to this, there was (is) discrimination against Artificers without this spell, the very ones that paid Turbine money to get the class before it was available via favor.

    Yep and I was one of those poor guys that Turbine stuffed, at least I get a chance to get the spell now

  9. 01-27-2012, 04:42 PM


  10. #87
    Community Member Qhualor's Avatar
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    Quote Originally Posted by Vesuvium View Post
    First things first, thanks for all the feedback.

    Just to get you all up-to-speed on the subject: Deadly Weapons was unintentionally released to the live servers during Update 12. It was released in a form that had not yet been balanced, bug-fixed, or otherwise polished and approved. There are concerns with how it interacts with handwraps, ranged weapons, high base damage weapons, etc.

    Additionally, it was released without the corresponding spell scrolls, creating a situation where level-capped Artificers were unable to acquire the spell at all, unless they chose to True Reincarnate. This, combined with the fact that it was more powerful than intended in certain situations, was punishing to early adopters of the class, who now had to compete for groups with newer artificers that had this spell.

    Back in November, Eladrin described the intended version of Deadly Weapons. (The details, of course, are subject to change). We would have loved to be able to have this complete in time for U13, but it was not.

    Rather than removing the spell outright, and then re-releasing it when it is completed, we chose to introduce a temporary version of the spell in Update 13. This is the version described in the Lamannia release notes. This interim version of the spell will be replaced by the final version that Eladrin described in the next major update.

    Also note: In the next update to Lamannia and in the eventual live release of U13, the spell should once again apply to both the off-hand and the main-hand weapons.
    deadly weapons unintentionally released to live before being balanced, bug fixed and approved!? lets just pretend i made a nasty comment and move on.

    changing deadly weapons when a lot of us melees who are desperately needing that extra edge over casters, i think, was not needed. i dont play with artificers in every single group that i am in and not everybody has esos. some of us actually need deadly weapons, but in high level content where bypassing dr is more important than adding a little more damage to your weapon so not everyone will ask for deadly.

  11. #88
    Community Member Havok.cry's Avatar
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    Would you consider changing the damage type to bane instead of force, so it effects everything instead of almost everything?
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  12. #89
    Community Member Xyfiel's Avatar
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    Quote Originally Posted by Havok.cry View Post
    Would you consider changing the damage type to bane instead of force, so it effects everything instead of almost everything?
    Just make the spell give all weapons bane or greater bane.

  13. #90
    Community Member Havok.cry's Avatar
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    As the devs have fixed every major complaint I have had in the last few days I just asking for small steps now. Dont want to push my luck too far, and I figure changing a damage type would be an easier change than altering the progress they have made, to give it an ability that might have stacking issues with cannith crafted beaters.
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  14. #91
    The Hatchery Paleus's Avatar
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    I'll chime in though its probably been said. I accept that the deadly weapons spell is kind of wonky at the moment (I play monks and archers) and that its unfortunate that its not available to all artificers. These things mean the spell should be addressed. A temporary solution similar to the one proposed is needed if the coding can not be fixed in time.

    That all said, 1d8 force damage is far too low to be meaningful. Force damage is a good solution as its not usually resisted so that is kind of deadly to everyone, but please consider upping the amount of force damage it does at the very least until the spell gets fixed. I think people would be more willing to accept the change to the spell with force damage as a temporary solution if the amount of damage were not so abysmally low.
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  15. #92
    Community Member djl's Avatar
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    Quote Originally Posted by Paleus View Post
    I'll chime in though its probably been said. I accept that the deadly weapons spell is kind of wonky at the moment (I play monks and archers) and that its unfortunate that its not available to all artificers. These things mean the spell should be addressed. A temporary solution similar to the one proposed is needed if the coding can not be fixed in time.

    That all said, 1d8 force damage is far too low to be meaningful. Force damage is a good solution as its not usually resisted so that is kind of deadly to everyone, but please consider upping the amount of force damage it does at the very least until the spell gets fixed. I think people would be more willing to accept the change to the spell with force damage as a temporary solution if the amount of damage were not so abysmally low.
    This. 2d8 or 2d12 would be nice.

  16. #93
    Community Member Calonderial's Avatar
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    Understandably the spell will be changed when it goes live, however why 1d8 force when an arty can already get 2-8 from a store bought greater force rune arm, doesnt make sense. I like the ideas of fort,crit and bane in any combination maybe. 2 of my arties have DW and 1 not so no biggie atm, but the temporary fix is laughable even if it is only temporary

    should just leave as is until it gets fixed in its entirety

  17. #94
    Community Member ladypummel's Avatar
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    Default this stinks

    come on its a 6th level spell and 1d8 force thats insulting i am working on capping my 6th artie build deadly helps me get into them epic chrono runs this is unexceptable -----Whatshould Leader for loot and glory

  18. #95
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    it makes it better for most ranged characters (point blank shooters), and is temporary solution. I look forward to my 3d20 on deadly weapon Epic antique greataxe (and I do hope that antique greataxe non-epic version will be changed to be 1d20).


    really, most of you compare DW to Elemental weapons. 1d6, that is comonly resisted, vs 1d8 of rarely resisted type.

    My barbarian will be temporarily affected by DW nerf. but few things make me optimistic: it will get changed to far more balanced version at some point in the future; also, addition of scrolls for it will help "early adopters" who never got chance to grab this spell; and lastly, PBS characters get their benefit.



    and, since we got so much kindness, happy jumping faces and stuff, can anyone please tell me:
    Unwavering Ardency in point blank shoot range with Deadly weapon spell in hands of IC:ranged arcane archer elven bowbarian in epic marlith chain: will it have
    6d12 base damage (or, 4d12, depending on how "base damage pass" will change it)?
    17-18/x3, 19-20/x6 crit range?
    Slayer arrows?
    will have manyshoot attack speed?

    Poor man's version would change abbot bow into bow of sinew (2d12 to 1d8 -> 6d12/4d12 to 3d8, marlith seeker +10 -> seeker +8 on bow, 19-20/x6 to 19-20/x7 bow of sinew elasticity). now guaranteed to take no more than 3 chain runs to obtain.

    Shade, looks like turbine wants you to respec to bows.
    Last edited by Yan_PL; 01-28-2012 at 04:57 AM.
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  19. #96
    Community Member Monkey_Archer's Avatar
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    1D8 force damage is a good number for a temporary fix...

    If it goes any higher we're just going to have to repeat this entire "dont nerf me" thread once deadly weapons actually gets implemented correctly to apply +1[base damage] instead of 2 * [total base damage]. Sure 2d6 or 2d8 force or whatever would be more comparable for 2-handed weapons, but then single handed weapon users will just start complaining as much as 2-handed weapon users are now when their 2d8 force damage gets nerfed to +1d6 base damage
    Thelanis

  20. #97
    Community Member Havok.cry's Avatar
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    Quote Originally Posted by Yan_PL View Post
    Shade, looks like turbine wants you to respec to bows.
    hehehehehehehehelolololololololomuahahahahahahahah aha... oh and +1
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  21. #98
    Community Member Havok.cry's Avatar
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    I have to point out that the average weapon that deadly weapons is cast on does a d8 of base damage or less (khopesh/rapier/scimitar). Mostly it is THF and epic weapons effected. (and crits)

    hhhmmmmmm.... speaking of crits if it was a force burst type of effect you would even be getting that same damage added in too, so maybe the devs could consider that. Then any weapon that was a d8 or less base damage would be the same as before (or better if less) only force damage instead of physical. Even falchions at 2d4 base damage are almost the same still. The greatsword and great axes are getting hit, along with the bastardswords and dwarven axes, but almost every other non-epic weapon would function nearly the same as it does now.

    So how about it devs: would you consider forceburst for deadly weapons temp fix?
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  22. #99
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    Quote Originally Posted by Havok.cry View Post
    I have to point out that the average weapon that deadly weapons is cast on does a d8 of base damage or less (khopesh/rapier/scimitar). Mostly it is THF and epic weapons effected. (and crits)

    hhhmmmmmm.... speaking of crits if it was a force burst type of effect you would even be getting that same damage added in too, so maybe the devs could consider that. Then any weapon that was a d8 or less base damage would be the same as before (or better if less) only force damage instead of physical. Even falchions at 2d4 base damage are almost the same still. The greatsword and great axes are getting hit, along with the bastardswords and dwarven axes, but almost every other non-epic weapon would function nearly the same as it does now.

    So how about it devs: would you consider forceburst for deadly weapons temp fix?
    d8 +1d8 on x2 crits, 2d8 on x3 crits etc. keeps current weapon balance of sorts, still screws THF but... we all know.
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  23. #100
    Community Member Havok.cry's Avatar
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    Quote Originally Posted by Yan_PL View Post
    d8 +1d8 on x2 crits, 2d8 on x3 crits etc. keeps current weapon balance of sorts, still screws THF but... we all know.
    Yeah it would, but it would also have the least impact on the most melees, and still be along the lines they were going. (my perspective anyway)
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