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  1. #1
    Founder Gram's Avatar
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    Feb 2006
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    Default Rebalancing Stuff

    (avoiding enhancements in anticipation of the new enhancement system not being completely horrible)

    General Stuff:

    Air Elementals
    Change from constant knockdown to once per 12 seconds, constant knockback to once per 6 seconds, give gust of wind a save, and give hobbits a check to stand from gust knockdown

    Armor Bonuses on non-armor (bracers, robes, etc)
    Add directly to physical resistance, but not stack with physical resistance of actual armor or benefit from bab

    Balance
    Any effect that would knock a player character down would allow the better of the normal bonus to avoid OR half the character's balance skill, whichever is higher

    Disease Initial Save
    If the initial save is made, the disease does not take effect (as per pnp)

    Disease vs Heal Skill
    Allow the higher of fortitude save OR highest Heal skill in the vicinity to remove(as per pnp)

    Earth Elementals
    Change earthgrab to have either a maximum range or require line of sight, if not both

    Gelatinous Cubes
    Change to not being randomly immune to negative energy damage

    Giants
    The sweep attack should not automagically knock everything back, and Tor giants shouldn't be immune to negative energy damage

    Ice Mephits
    Get rid of magic missiles; there are plenty of cold spells for them to use now rather than this 7 year old placeholder spell

    Minotaurs
    The charge attack should not knockdown/back on misses/dodges/incorporeals/etc, and disallow charging at close range

    Mob Critical Hits
    Make mobs roll to confirm their critical hits

    Mob Impairment
    Change (back) to make an impaired mob (stoned, stunned, held, sapped, etc) cancel their current attack and stop moving (more of a bug fix)

    Mob Sneak Attack and Fortification Blowthrough
    Only allow this to only happen on valid sneak attacks; when I'm fighting a mob face to face, it shouldn't get sneak attack critical hits

    Mob Valid Target Checking
    Change (back) to make mobs need to check whether an attack, spell, or ability connects both on initiation and completion rather than just initiation (more of a bug fix)

    Mummy Disease
    Require a melee hit to take effect (as per pnp), not just as a general aura

    Mummy Fear
    Once per character per mummy, not over and over at certain distances (as per pnp)

    Object Induction (opening doors, pulling levers, etc)
    Change to not be interrupted by trivial amounts of damage

    Tome Eating
    Change to a much faster rate


    Race Features:

    Dwarf Balance Bonus
    Add the +4 bonus to any ability check, skill check, or save that can result in a knockdown, not just balance checks

    Dwarf Poison Resistance
    Should also grant 4 points of poison damage resistance

    Dwarf Racial Enemies
    Change the +1 to hit vs orcs and goblins to +5% to hit and the +4 dodge ac vs giants to +5% dodge

    Halfling Thrown Weapon Bonus
    Change the +1 to hit to a +5% to hit (or, heck, a +95% to hit, nobody would notice anyhow)

    Size Bonus (just hobbits...for now)
    Was +1 (5%) to hit, +1 ac (0% or 5% less chance to be hit), and +4 hide
    Now +1 (+0% to +5%) to hit, +1 ac (0.01% to 3.5%), and +4 hide
    Change to +5% to hit with proficient weapons, +1% dodge and max dodge bonus in heavy armor, +2% dodge and max dodge bonus in medium armor, +2% dodge and +3% max dodge bonus in light armor, +3% dodge and +5% max dodge bonus unarmored, and +4 hide

    Warforged Rust Vulnerability
    Was a stun (rather than merely 2d6 damage, reflex for half, as per pnp) to balance unintended earthgrab immunity
    Now earthgrab immunity is gone, but expanded rust vulnerability remains
    Change to 2d6 damage, reflex for half, with the extra effect affecting mithril and admantine body types with a 12 second slow with a fort save to avoid


    Feats:

    All Dragonmarks
    Should regenerate charges at a rate of 1 per 5 minutes

    Augment Summoning
    Should also grant a -2 penalty to save vs charm type effects to minions

    Combat Archery
    Reduce minimum required Dexterity to 19 (since impermanent bonuses do not count...precedent: greater two weapon fighting)

    Combat Casting
    Also add +5 physical resistance while casting a spell

    Crippling Strike
    Let it still do a single point of strength damage if the cheater mob is on epic hard or elite and resists the two points

    Epic Toughness
    Allow Past Life: Berserker's Fury to qualify and reduce minimum required Constitution to 19 (since impermanent bonuses do not count...precedent: greater two weapon fighting)

    Eschew Materials
    Remove additional spell point cost, make passive rather than active

    Extend Spell
    Change to doubling of caster level of the spell rather than doubling duration (20 resists from an extended level 4 resist energy, etc)

    Heighten Spell
    Change cost from 5 per level heightened to (spell cost) / (spell level + 1) * (number of levels heightened)
    {examples:
    Niac's Cold Ray(1) cast at level 9: 4/2*8 = 16 (20 total cost vs 44 now)
    Suggestion(3) cast at level 6: 20/4*3 = 15 (30 total cost; same as now)
    Prismatic Ray(5) cast at level 7: 25/6*2 = 8.33 (33 total cost vs 35 now)
    Finger of Death(7) cast at level 9: 40/8*2 = 10 (50 total cost; same as now)
    Greater Shout(8) cast at level 9: 15/9*1 = 1.67 (16 total cost vs 20 now)}

    Improved Sneak Attack
    Reduce minimum required Dexterity to 19 (since impermanent bonuses do not count...precedent: greater two weapon fighting)

    Magical Training
    Grant to Bards in addition to the other primary casters

    Mobile Spellcasting
    Also add +5% dodge while casting a spell

    Mobility
    Also grant the max dodge bonus benefit to the unarmored

    Overwhelming Critical
    Reduce minimum required Strength to 21 (since impermanent bonuses do not count...precedent: greater two weapon fighting)

    Past Life: Arcane Prodigy
    Remove the reflex save from the ray

    Past Life: Berserker's Fury
    Is +20 hps (and other stuff)
    Change to +<current level cap> hps (and the other stuff)

    Past Life: Disciple of the Faith
    Was +1 unarmed die step (+1 average damage at low level, +1.5 average damage low-mid level, +2 average damage mid level and up), +2 concentration, and a once per rest evasion clicky
    Now +.5[W] unarmed damage (+1.75 average damage), +2 concentration, and a once per rest evasion clicky
    Change to +.6[W] (+2.1 average damage), +2 concentration, an evasion clicky with a 5 minute cooldown, and grant that crummy Grandmaster version of improved unarmed combat to non-monks

    Past Life: Druid
    Should also grant a -1 penalty to save vs charm type effects to minions

    Past Life: Fighter
    Was +1 (+5%) to hit and +1 trip/stun/sunder DCs
    Now +1 (+0% to +5%) to hit and +1 trip/stun/sunder DCs
    Change to +2.5% to hit and +1 to all tactical DCs

    Past Life: Initiate of the Faith
    Is 5 charge per rest cure wounds and +2 heal
    Change to make a charge regenerate every 60 seconds

    Past Life: Ranger
    Is +2 ranged damage and +2 elemental resists
    Change to +2 ranged and thrown damage, +2 elemental resists, +1 natural armor per ranger past life

    Past Life: Sneak of Shadows
    Was 3 clicks of +1 (+5%) per 4 levels to hit while sneak attacking (and other stuff)
    Now 3 clicks of +1 (+0% to +5%) per 4 levels while sneak attacking (and other stuff)
    Change to 3 clicks of +5% to hit while sneak attacking per 4 levels (and other stuff)

    Past Life: Student of the Sword
    Was +4 to +16 (+20% to +80%) to hit 3 times per rest (and other stuff)
    Now +4 to +19 (+0% to ?) to hit 3 times per rest (and other stuff)
    Change to flat 95% hit rate for 20 seconds on a 5 minute timer (and other stuff)

    Past Life: Warrior of the Wild
    Was 3 charges of +2 to +5 natural ac (0% to 25% less chance to be hit) {Barkskin} per rest and +2 spot
    Now (0.05% to 17.5% less chance to be hit)
    Change to Ram's Might instead and add +1 natural ac to each ranger passive past life feat

    Resist Poison
    Also add a stacking 8 resistance to poison damage

    Sap
    Should work on enemies that are immune to mind affecting _spells_

    Snake Blood
    Also add a stacking 4 resistance to poison damage

    Vorpal Strikes
    Reduce minimum required Wisdom to 21 (since impermanent bonuses do not count...precedent: greater two weapon fighting)

    Weapon Focus: <blah> (and greater, superior)
    Was +1 (+5%) to hit
    Now +1 (+0% to +5%) to hit
    Change to +5% to hit with proficient weapons of <blah> type


    Spells:

    Armor of Speed
    Also grant +3% dodge (more than haste; makes it useful and makes up for lack of footspeed boost)

    Barkskin
    Also grant +1 natural physical resistance with an additional +1 per 5 caster levels

    Break Enchantment
    Also remove a minimum of one randomly chosen deleterious enchantment, transmutation, or curse on friendly targets.

    Cloudkill
    Allow any amount of poison immunity to stop the Constitution damage (as per pnp)

    Cometfall
    Allow a player character to avoid the knockdown by making either of the two saves

    Dimension Door
    Change (back) to not vanishing if the caster moves too far away

    Dispel Magic
    Remove a minimum of one randomly chosen effect per cast

    Freedom of Movement
    Yes, that

    Good Hope
    Also grant the +2 bonus on ability checks

    Greater Dispel Magic
    Remove a minimum of two randomly chosen effects per cast or instantly banish a summoned creature

    Greater Shout
    Add 20% spell failure on a failed save

    Haste
    Also grant +2% dodge

    Holy Aura
    Also grant +4 protection physical resistance and correctly block irresistible dances

    Mage Armor
    Also grant +4 physical resistance that does not stack with that provided by armor

    Mordenkainen's Disjuction
    Remove a minimum of three randomly chosen effects per cast

    Protection from Elements, Mass
    Remove level cap

    Protection from Evil (and Magic Circle Against Evil)
    Also grant +2 protection physical resistance vs evil enemies

    Shield
    Also grant +1 shield physical resistance with an additional +1 per 5 caster levels

    Shield of Faith (and Mass)
    Also grant +1 protection physical resistance with an additional +1 per 5 caster levels

    Shout
    Also cause 20% spell failure on a failed save

    Slow
    Also reduce the target's dodge chance to half

    Stoneskin
    Also grant +5 physical resistance

    Symbol of Pain
    Change to a max duration of one minute vs player characters

    Toughen Construct
    Also grant +1 natural physical resistance with an additional +1 per 5 caster levels


    Class Abilities:

    Artificer/Wizard Scribe Scrolls
    Change from super slow to merely mildly moseyish, at least in public areas

    Barbarian Uncanny Dodge
    Change from level 4 to level 2 (more of a bug fix)

    Bard Inspire Greatness
    Change the +2 to hit to +5% to hit

    Monk 3xAir Finisher
    Remove initial save and allow a save each 6 seconds thereafter; work against any enemy type

    Monk 3xDark Finisher
    Remove initial save and allow a save each 6 seconds thereafter

    Monk 3xEarth Finisher
    Remove initial save and allow a save each 6 seconds thereafter

    Monk 3xFire Finisher
    Allow epic and arcane levels to apply in addition to monk levels

    Monk 3xLight Finisher
    Allow epic and divine levels to apply in addition to monk levels

    Monk 3xWater Finisher
    Remove initial save and allow a save each 6 seconds thereafter

    Monk Air Dark Air Finisher
    Increase resave timer to 12 seconds

    Monk Air Light Air Finisher
    Change from a blur style concealment bonus to a cloudkill style concealment bonus

    Monk Earth Dark Earth Finisher
    Increase resave timer to 12 seconds

    Monk Earth Light Earth Finisher
    Change to work against all sleeps, stuns, and dazes (more of a bug fix)

    Monk Fire Light Fire Finisher
    Change the +2 attack bonus to a +5% attack bonus

    Monk Void Light Void Finisher
    Change the +5 attack bonus to a +10% attack bonus

    Monk Water Dark Water Finisher
    Change from Hold Person to Hold Thing Susceptible to Bleeding and increase resave timer to 12 seconds
    Last edited by Gram; 08-11-2012 at 12:16 AM.

  2. #2
    2015 DDO Players Council InsanityIsYourFriend's Avatar
    Join Date
    Jun 2010
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    Default

    lots of changes there
    all bug fixes +1
    all changes from +X to hit to +X% to hit +1
    All things about PRR +1
    99% of things about monsters +1


    ONE MORE CHANGE
    make every epic level count as a universal class lvl ie pally LOH should be affected by epic lvls, cleric aura/burst should be affected, ect stuff like that
    I am Falontani, Zeblazing, Zeholysoul, Zeshadowfist, Zesoulhuntah, Zedrunk, Singingblade, and many alts
    Quote Originally Posted by 404error View Post
    Thanks for the report and Whoa.
    Quote Originally Posted by MajMalphunktion View Post
    This is talked about a ton, and nothing is concrete at this point. Enter bugs with examples. Tons and tons of bugs. Make Gazebo cry.

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