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  1. #81
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    Strongly Dislike.

    They should title this update "The Rise of the Mediocre Part I: Narrowing the Bell Curve".
    Last edited by Faent; 06-18-2012 at 10:36 PM.

  2. #82
    Community Member die's Avatar
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    Ill let you know when the mod goes live. I like Christmas moRning.
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  3. #83
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    Quote Originally Posted by oberon131313 View Post
    this is nothing like the NGE. Not even close. This is CU at best.

    NGE would be "fighters barbs and paladins are all 'brutes,' rogues and artificers are now bards, clerics and favored souls are now medics, and the summon/hireling/cosmetic pets system has been removed from the game and will return 3 years later."
    Changing how combat and magic is computed, changing current feats and enhancements with plans to totally revamp the entire enhancement/prestige lines for every character within months, isnt close?

    With diminishing returns there will be much less reason to TR or LR to fix characters over the next few months of constant changing. Perhaps even less reason to play for a while...

  4. #84
    Community Member Xyfiel's Avatar
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    Tested multiple ways

    I just want to know if it is ok to make builds or will everything get changed again in a year. I am tired of adapting to "better" mechanics that results in me losing time invested. Can we have some type of long term vision? If this continues, my sub won't.

  5. #85
    Community Member redspecter23's Avatar
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    Quote Originally Posted by Xyfiel View Post
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    Tested multiple ways

    I just want to know if it is ok to make builds or will everything get changed again in a year. I am tired of adapting to "better" mechanics that results in me losing time invested. Can we have some type of long term vision? If this continues, my sub won't.
    I agree on the long term vision part. I'm fine with small changes here and there, but when fundamentals get changed on a yearly basis, it's not like you're playing a tweaked game. You're playing a brand new game. I like DDO for what it is, not for what it might be with constant game changers every few updates.
    Kaarloe - Degenerate Matter - Argonnessen

  6. #86
    The Hatchery sirgog's Avatar
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    Quote Originally Posted by Xyfiel View Post
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    Tested multiple ways

    I just want to know if it is ok to make builds or will everything get changed again in a year. I am tired of adapting to "better" mechanics that results in me losing time invested. Can we have some type of long term vision? If this continues, my sub won't.
    I think the combat overhaul is a longer term vision. It's been designed to scale sensibly well beyond gear and character builds that look to be possible in MotU.

    PRR doesn't break down until about 250 (when diminishing returns really hammer its value), and AC doesn't break down at all but continues to offer linear returns (on survivability) all the way to the low thousands. We can't get anywhere near those numbers yet.

    Really I'd say the long term vision is 'Getting more of any defensive stat is always a good thing', which is only true of hitpoints and sometimes saves on Live. An extra 20hp is always useful in the Live game whether you have 400 or 900 (although it may not be so useful that it's better than other things you could take instead) - these changes make AC work like that too*.


    * - Exception being if your AC is less than the monster's 95% hit mark, which will be the case for most characters without Monk levels that wear robes or WF without body feats, but shouldn't be true for any other builds.
    I don't have a zerging problem.

    I'm zerging. That's YOUR problem.

  7. #87
    Time Killer TiranBlade's Avatar
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    Super Strongly Like

    I know this feels like a step away from dnd, and all your concerns about diminishing returns negatively effecting the game, however, with the way basic gears works in dnd, the use of this curve system, which btw LotRO uses current and effectively works well, actually meshes well, I also feel this is part of a long term change because a game like ddo still relying mostly on the original ability score and combat settings takes a while to get all the tweeks and balances worked out because everything works on such a different scale.

    I like the fact they are trying to keep the d20 feel, and the way I'm understanding to hit is for every point you have to-hit you get a +5% bonus to hit, vs. enemies who scale against it, is actually beneficial, still not understanding all the hate on the to-hit.

    However, I may be misunderstanding the function of our to-hits vs. enemies AC percentages. Cause the way it boils down to me.

    PC + Higher level = scaled down bonus to-hit versus at level oppenents. Hence extra to-hit scales it back up.

    Monster AC + Higher level = Higher defence vs. at level.

    In a nutshell it still appears to me your rolling a d20 vs. a defence, rather though it's done with percentiles.

    +20% to-hit, -16% for at level, roll percentiles get 63%, add +4% to equal 67%, round up to 70%, vs. monster AC Percentage 69%.

    70% ATK vs. 69% AC = Hit.

    Attack rolls still resemble d20.

    Natural 1 = 5% (1-5%) Percentile Roll = Auto-Miss
    Natural 20 = 100% (96-100%) Percentile Roll = Auto-Hit

    Crit Range 20 = 100% (96-100%)
    Crit Range 19-20 = 95%+ (91-100%)
    Crit Range 18-20 = 90%+ (86-100%)

    Additional Comment(Edit): It looks like due to the percentage system you actually have roughly the same chance to auto hit and auto miss, same chance to crit, and your attacks are scaled for at level content, meaning as they increase are way more effective against lower level creatures.

    At least this is the way I am understanding the system. If I am completely wrong please please please correct me.

    Additional Comment #2(Edit 2): Also for a change in the system where more characters can benefit on not having to be a "Perfected Build" it brings more life, honestly in my eyes, to being truer to Dungeons and Dragons. The game is ment to be about Roleplaying, not completely about who has the best everything. I am hoping with a lot that I have seen that the possibility of a True RP server can come around.

    These changes to the system are a start, IMHO. In part because I have the tendancy to create a character that isn't optimal but fits into a type of character I would love to play. IE, my low armored Dual Scimitar Elf(Valenar) Fighter. Because it fit RP wise, and mechanically it was decent.

    I had many of times when I first made him, that others chastised me for my build, but in all honesty, he's my highest level character. I stopped playing him, well because, no one would group with him after I hit level 12. But I am still attached to this character and hope now that with the changes, he will playable once again.

    And these changes are not disappointing me.
    Last edited by TiranBlade; 06-19-2012 at 05:28 AM. Reason: Correcting Grammar

    Argonnessen - Aruki 6 Monk (Main); Dayher 4 Artificer
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  8. #88
    Community Member oberon131313's Avatar
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    Quote Originally Posted by mystafyi View Post
    Changing how combat and magic is computed, changing current feats and enhancements with plans to totally revamp the entire enhancement/prestige lines for every character within months, isnt close?
    No, it's not even close to the NGE, it's closer to the CU (Combat Upgrade).

    were you around for pre-CU and then after CU? It was a significant change, and a lot of people were disappointed, but everyone agreed in the end the changes were for the better. You'd have to get rid of multiclassing, completely change all the classes, AND gut the combat system to get close to the NGE.
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  9. #89
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    strongly dislike to the extent that I don't feel I'm leaving the game but rather the game left the game ^^

    Frees up a few hundred hours per year for me so probably for the best too

  10. #90
    Community Member Indoran's Avatar
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    Strongly Dislike

    and I think Durnak has a better solution than turbine's
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  11. #91
    Community Member Xezrak's Avatar
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    Neutral

  12. #92
    Community Member noinfo's Avatar
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    Quote Originally Posted by Bumbaragum View Post
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    It makes the solo harder on higher levels making Arcanes group up with divines group up with tanks group up with melees. On quest basis not simply for raids
    Sorry I think you have the wrong thread, this actually buffs arcanes not nerfs them. The change you are talking about is probably the change to wail which in the long run will make no difference to grouping at all oh and divines wearing heavy armour just got far more powerful as even if they did not build for it have a melee option now and reasonable AC based defense (low to mid range)
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    The Reality- Those kobolds in Water Works won’t have a chance but nothing else cares-Learn to play your build and all its abilities in actual difficult content, get gear and reaper points in level 30+ content and raids.

  13. #93
    Community Member kiingkong's Avatar
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    i could give a host of reasons which we have all heard before.

  14. #94
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    Generally I LIKE the changes.

    other than the rapidly diminishing returns on high AC.

    I can understand the reasoning for wanting to keep a d20 attack roll, for the authentic D&D feel.
    But as they changed the base TO-HIT into a %, I would rather it had been left as a % to hit, so each point of attack bonus actually meant something.

    (I did test the changes.)

  15. #95
    Community Member baletraeger's Avatar
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    /strongly dislike, I thought we were supposed to be rolling dice here, but apparently the rules need to change so your servers can handle the math.



  16. #96
    Community Member kraaal's Avatar
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    For all the good it will do.
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  17. #97
    Community Member Noctus's Avatar
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    Strongly Like
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  18. #98
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    I actully had a lot of fun on the beta other than the healing amp snafu.
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  19. #99
    Community Member Cyr's Avatar
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    Strongly Dislike
    Proud Recipient of At least 8 Negative Rep From NA Threads.
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  20. #100
    Community Member TPICKRELL's Avatar
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    /strongly dislike

    And I did test my toons on the beta
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