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  1. #61
    Community Member Ungood's Avatar
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    Quote Originally Posted by Chai View Post
    Running around with a 6 or 8 wisdom and no will save mods and expecting to not be immobilized from time to time is hilarious. People are fully expecting metagaming to be a right, and while it is for extended periods of time, it doesnt last forever.
    Following the fallacy of this logic I should at some time expect my weapons to stop doing any damage.

    Ponder how far off into the corn field you have just run when you try to support and validate a game change where they invalidate all the wards they first put into the game to get people to aspire to collect the gear to protect themselves, and thus make all their efforts worthless.

    It is one thing to sell items in the store and make players feel their raiding and game efforts were for naught, because someone else can get the same thing with a bit of cash, it is far, far worse to take the items that players have ground out and invested a large sum of time into acquiring and make them worthless.

  2. #62
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    Hi,

    I think that making these changes to how FoM works is a really poor decision.

    It's exactly the same mistake which was made in the poison/disease immunity nerf, and what's more worrying is that it seem to be becoming a pattern.

    Rather than devise new challenges for players in your new content, just keep on eroding the protections they already have! Make new gear more attractive by breaking old gear! Don't make these vulnerabilities specific to one quest or one world, make them universal!

    This is really lazy and unimaginative work, and I hope someone influential sees the light of day before we go any further down this path to poor game design and customer dissatisfaction.

    Thanks.

  3. #63
    The Hatchery GeneralDiomedes's Avatar
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    FoM is just one of the things that translates poorly from PnP to MMO. There was a reason that the game didn't launch with the spell, and FoM was only available on raid loot, and they only added it in a moment of weakness when subs were low. A **** good reason.

    Immobilization is one of the FEW nail-biting moments in this game. You nerf FoM, you buff excitement.

  4. #64
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    Quote Originally Posted by GeneralDiomedes View Post
    FoM is just one of the things that translates poorly from PnP to MMO. There was a reason that the game didn't launch with the spell, and FoM was only available on raid loot, and they only added it in a moment of weakness when subs were low. A **** good reason.

    Immobilization is one of the FEW nail-biting moments in this game. You nerf FoM, you buff excitement.
    Constant stupid changes likes this dont make me more excited they frustrate me and make me consider looking for another game


    Beware the Sleepeater

  5. #65
    Community Member Ungood's Avatar
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    Quote Originally Posted by GeneralDiomedes View Post
    Immobilization is one of the FEW nail-biting moments in this game. You nerf FoM, you buff excitement.
    By this logic, anything that protects a Player is "bad" because unless they are "biting their nails" there is no excitement.

    So by the logic posted:, Deathward and Deathblock that give a measure of of protection need to go away to increase "Nail Biting" as well as ANY and all Wards and Protection Items.

    By this logic anything that allows a player to safely kill a mob needs to go away, ergo all ranged spells, effects, and weapons, need to be removed to place a player in constant threat to increase "Nail Biting"

    and lastly by this logic, Turbine should remove all crowd control spells that players have, as mass uncontrolled mobs is a real "Nail Biting" moment, and thus needs to be preserved.

    Sorry, this has to be, bar none, the worst justification I have read yet for this nerf.

  6. #66
    Community Member Ungood's Avatar
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    Quote Originally Posted by Uska View Post
    Constant stupid changes likes this dont make me more excited they frustrate me and make me consider looking for another game
    This, Exactly.

  7. #67
    The Hatchery GeneralDiomedes's Avatar
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    Quote Originally Posted by Ungood View Post
    By this logic, anything that protects a Player is "bad" because unless they are "biting their nails" there is no excitement.
    All aboard the Slippery Slope!

  8. #68
    Community Member Ungood's Avatar
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    Quote Originally Posted by GeneralDiomedes View Post
    All aboard the Slippery Slope!
    Hope you enjoy the slide.

  9. #69
    Community Member Chai's Avatar
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    Quote Originally Posted by Ungood View Post
    Following the fallacy of this logic I should at some time expect my weapons to stop doing any damage.

    Ponder how far off into the corn field you have just run when you try to support and validate a game change where they invalidate all the wards they first put into the game to get people to aspire to collect the gear to protect themselves, and thus make all their efforts worthless.

    It is one thing to sell items in the store and make players feel their raiding and game efforts were for naught, because someone else can get the same thing with a bit of cash, it is far, far worse to take the items that players have ground out and invested a large sum of time into acquiring and make them worthless.
    Op buff is OP. Easy button is easy. There is no fallacy in my logic simply because you disagree and decide to bring a far more hyperbolous and absolute example to the table which is completely irrelevant to the discussion of what FOM should and should not protect against.

    If people aspired to protect themselves, they would not dump their saves and expect one buff to blanket protect their toon from anything that can possibly immobilize it. Building strong toons is what this game is about, not building weak toons and then blanketing immunity to most harmful effects that can possibly happen to it.

    All this hyperbole on the forums about "worthless" items and "unplayable" classes is simply a myth. Expecting to be able to build a 90 str toon that can bench press a pack mule with combined mental stats that would not even support walking and chewing gum at the same time, and have it be immune to any spell and premium abilities of many mobs that can stop it in its tracks simply due to one buff is hilarious.
    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)

  10. #70
    Hatchery Hero BOgre's Avatar
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    Quote Originally Posted by GeneralDiomedes View Post

    Immobilization is one of the FEW nail-biting moments in this game. You nerf FoM, you buff excitement.
    Nerf maybe, yes. Invalidate completely, no.
    Quote Originally Posted by Towrn
    ...when the worst thing that happens when you make a mistake at your job is someone complains on the internet, you probably care a little less!

  11. #71
    The Hatchery zwiebelring's Avatar
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    Quote Originally Posted by GeneralDiomedes View Post
    FoM is just one of the things that translates poorly from PnP to MMO. There was a reason that the game didn't launch with the spell, and FoM was only available on raid loot, and they only added it in a moment of weakness when subs were low. A **** good reason.

    Immobilization is one of the FEW nail-biting moments in this game. You nerf FoM, you buff excitement.
    Wrong. You have to level a multi-TR and are cut off any utility and comfort while doing so.

    It is NOT exciting to repeat the old low level and general content for the 10th+ time. Changing immunities and FoM was made to give challenge to the new content. That is all. There is no other explanation except making the 5 new poisonous mobs challenging.

    But since it is affecting the old content too it has a big impact on the whole TRing sector.

    Instead of using DnD rulesetups they just behave like the worst DM ever. Just make Faerun a special place, where immunities from Eberron work differently or not at all but leave Eberron untouched. By that you had the current challenge and annoying moments (Drider line/trip....yawn, just annoying btw., like air elementals, not exciting) but still let people enjoy their Uberness on their home(!) universe.

    On the one hand DDO has become grindy and lures people into that with shiny items and reward systems on the other hand the dev.s still think this game should be a job for the players by giving annyoing changes.
    Last edited by zwiebelring; 07-11-2012 at 03:39 AM.
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  12. #72
    Founder Matuse's Avatar
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    Immobilization is one of the FEW nail-biting moments in this game. You nerf FoM, you buff excitement.
    I don't find it nail biting, I find it annoying, just as I do in every other game I've ever played where taking control of characters away from the players is part of the design.

    It's lazy design, bad design, infuriating design. If I wanted to go around being impotent all the time, there are ways to accomplish that which have far more desirable upsides than anything DDO has.
    Kobold sentient jewel still hate you.

  13. #73
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    Quote Originally Posted by GeneralDiomedes View Post
    Immobilization is one of the FEW nail-biting moments in this game. You nerf FoM, you buff excitement.
    Great. Let's introduce a spell that keeps you immobilized all the time. Think of all the excitement you'll have.

  14. #74
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    Quote Originally Posted by Faent View Post
    Great. Let's introduce a spell that keeps you immobilized all the time. Think of all the excitement you'll have.
    Lol, this.

  15. #75
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    Quote Originally Posted by GeneralDiomedes View Post
    FoM is just one of the things that translates poorly from PnP to MMO. There was a reason that the game didn't launch with the spell, and FoM was only available on raid loot, and they only added it in a moment of weakness when subs were low. A **** good reason.

    Immobilization is one of the FEW nail-biting moments in this game. You nerf FoM, you buff excitement.
    Agree - they should limit the spell - this increases the value of things like acrobat2 or the grandmaster of flower ability. It also increases the importance of saves, and some rare items. Blanket immunity easy to cast spells are in general a bad idea.

    And yes i do think they should nerf the death ward spell to remove the immunity to level drain - but at the same time they should implement a save roll on them. You can also implement more rare items besides the silver flame trinket that gives the same benefit.

    And last but not least: Remove fortification items and replace them with +AC on confirmation check items. This means that high AC/dodge/RRR toons might skip fortification all together because the enemys chance to get crits is so low anyway (and they do less dammage when they do hit), while casters might want to expend a gear slot on an item. Today heavy fortification is mandatory - which is just bad design.

    We need to reintroduce som danger into this game other than elite level traps and some high level raids.

    And no: im not being sarcastic.

  16. #76
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    Quote Originally Posted by Faent View Post
    Great. Let's introduce a spell that keeps you immobilized all the time. Think of all the excitement you'll have.
    Low save toons that dont bother to put on a +saves item should have a high chance of getting immobilized in my oppinion. This would help keep casters in check that can now just aoe dammage and kite.

    If a player caster casts mass hold the entire room of bad guys gets held while if a mob casts the same spell it lands on absolutely noone?

    I say remake the whole spell into a +saves against enhancement based spells like hold etc.

  17. #77
    Community Member Truga's Avatar
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    Why don't enemies use mordenkainen's disjunction more? Or the good old dispell for that matter? Why just nerf a spell. Make casters remove our spells/gear. Doesn't Abbot effectively remove people's magic gear via disjunction? Doesn't a single dispell cast by a CR30+ enemy effectively remove most of our buffs? Why not use these mechanics? Why nerf spells/equipment that's been in the game since forever. Why is it so hard to justify a CR30+ caster casting mass disjunction at the party to disable their gear-bestowed immunities, and strip their buffs?

  18. #78
    Community Member Charononus's Avatar
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    Quote Originally Posted by Xezno View Post
    Agree - they should limit the spell - this increases the value of things like acrobat2 or the grandmaster of flower ability. It also increases the importance of saves, and some rare items. Blanket immunity easy to cast spells are in general a bad idea.

    And yes i do think they should nerf the death ward spell to remove the immunity to level drain - but at the same time they should implement a save roll on them. You can also implement more rare items besides the silver flame trinket that gives the same benefit.

    And last but not least: Remove fortification items and replace them with +AC on confirmation check items. This means that high AC/dodge/RRR toons might skip fortification all together because the enemys chance to get crits is so low anyway (and they do less dammage when they do hit), while casters might want to expend a gear slot on an item. Today heavy fortification is mandatory - which is just bad design.

    We need to reintroduce som danger into this game other than elite level traps and some high level raids.

    And no: im not being sarcastic.
    You've been smoking the good stuff congrats.

  19. #79
    The Hatchery Hutoth's Avatar
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    my 2 cents:

    New spells or SLAs for high level mobs that ignore magic defences below a certain level are not unheard of...

    AND
    ...there is also plenty of precedent for having particular wards that at least provide a save bonus versus the things they "protect" against....

    SO
    ...Why change FoM?

    INSTEAD
    ...Why not give these MOTU mobs/traps and other Epic baddies a new spell or two that ignores FoM if that's what get's Turbine's game balance juices flowing?

    AND
    ...if they do have to remove a bunch of FoM's blanket immunities, why not at least give us a save bonus for all the effects it is supposed to make us immune to? They did it with poisons after all.
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  20. #80
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    Quote Originally Posted by Truga View Post
    Why don't enemies use mordenkainen's disjunction more? Or the good old dispell for that matter? Why just nerf a spell. Make casters remove our spells/gear. Doesn't Abbot effectively remove people's magic gear via disjunction? Doesn't a single dispell cast by a CR30+ enemy effectively remove most of our buffs? Why not use these mechanics? Why nerf spells/equipment that's been in the game since forever. Why is it so hard to justify a CR30+ caster casting mass disjunction at the party to disable their gear-bestowed immunities, and strip their buffs?
    The Scarrow Raiders in the desert sure do remove our buffs just fine.


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    *Handwraps. Yes we know. Here is my known issue for handwraps. Hand wraps in assorted flavors are borked.

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