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  1. #21
    Community Member sephiroth1084's Avatar
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    Quote Originally Posted by goro158 View Post
    These kinds of enhancements might work better like this: When you fall below n% HP, you gain bonus xy for, say, 20 seconds. This would even promote the healing to be able to gain the buff again.
    Start a thread pushing this idea. It's a good one.

    Maybe the devs will read it.


    Perhaps make the effect a little more complex:
    When you drop below X% of health, gain Y buff for as long as you are below X% of health. When your HP increases to higher than X%, Y buff gains a timer of Z seconds.

    Basically, for the half-orc, you would gain that +2 Str when at 30% health, and if you get healed to higher than 30%, the +2 Str would linger for, say, 10 seconds. This makes both fighting at low health a somewhat interesting gamble you can turn into a playstyle of sorts, and ensures that someone healing you doesn't obsolete your abilities entirely, while also allowing you to play the game without constantly being one shot from death just to use some core abilities.
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  2. #22
    Community Member Wizza's Avatar
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    Let's not forget that Orcish fury is a morale bonus.


    Primal Scream: Active Ability: (Cooldown 15 seconds) Nearby allies are raged gaining +[3/4/5] morale bonus to Strength and Constitution, and suffer a -2 penalty to armor class. Nearby enemies take up to [10/20/30]d20 sonic damage. [3/4/5] uses per rest. Duration 3 minutes per use.


    Basically, when you are under 10% Health (<200 hp for a 2000HP char) you gain the grant total of..+3 (THREE) STR. Even more useless.

  3. #23
    Community Member remember1's Avatar
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    if the enhancement grants a powerful aid for survivable, may be it becomes a useful one.

    So I wont rush saying it isnt useful

  4. #24
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    Default +1 op

    It's never been a good idea and it never will be (except in damage mitigation cases like Defensive Roll as OP cited).

    Thoroughly unsurprised that the devs have added more useless junk in the enhancement alpha.

  5. #25
    Community Member Singular's Avatar
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    Quote Originally Posted by Charononus View Post
    orcish fury is the big culprit here and you have to spend points on it if you want your str point enhancements from being horc. It's a bad system
    And doesn't make any sense whatsoever.

    "Ouch, a sword through my belly!"

    "Now we got yous, orcbaby. You'll be tasty on our table tonight."

    "Ah-ha! One thing you didn't know about orcs is that as we lose our poisonous blood, we grow stronger! Die dark elf scum!"

  6. #26
    Community Member Charononus's Avatar
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    Quote Originally Posted by Singular View Post
    And doesn't make any sense whatsoever.

    "Ouch, a sword through my belly!"

    "Now we got yous, orcbaby. You'll be tasty on our table tonight."

    "Ah-ha! One thing you didn't know about orcs is that as we lose our poisonous blood, we grow stronger! Die dark elf scum!"

  7. #27
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    Quote Originally Posted by DeafeningWhisper View Post
    As a healer anyone with less then 33% mid fight I consider to be "near death or dying" and will get a heal or a mass centered on him ASAP.
    +1

  8. #28
    Community Member ~Grumpycat's Avatar
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    Quote Originally Posted by Charononus View Post
    orcish fury is the big culprit here and you have to spend points on it if you want your str point enhancements from being horc. It's a bad system
    My main is a horc barb. I watch for when I use frenzied berzerker and death frenzy. If Im taking heavy damage, I dont use it unless beating down the boss faster is required. At which point Im very aware of my HP and respond with Rum and SF pots. For every negative, there is a way to counter it. You just have to find it or have some one lead you to it.

    It's not a bad system. You have to balance out your character. I was floored to see a caster rage quit the entire game because *the new monsters in MotU hit too hard and a caster cant keep up with the self healing any more*. My thought was, *welcome to the world of the melee*. You're going to have to sacrifice something to gain something else or adapt in order to overcome or just reroll and find a better approach.

    And trust me when I say I LOVE playing my barbarian and I get tells inviting me to so much I end up neglecting my other toons. Gearing is a BIG key. The wrong gear can make even the best build a total gimp. And I should know. Im the king of gimp.

  9. #29
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    Quote Originally Posted by Grumpycat View Post
    It's not a bad system. You have to balance out your character.
    You're making the mistake of confusing being able to mitigate it/work the system with decent design. Just because you can find a way to work with it doesnt' make it good design. It's bad design, period.

    No, if they are going to stick with things like Orcish Fury, then they need to implement something like that guy's idea about the bonus lasting for x time upon reaching the triggering condition.

  10. #30
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    Quote Originally Posted by FalseFlag View Post
    You're making the mistake of confusing being able to mitigate it/work the system with decent design. Just because you can find a way to work with it doesnt' make it good design. It's bad design, period.

    No, if they are going to stick with things like Orcish Fury, then they need to implement something like that guy's idea about the bonus lasting for x time upon reaching the triggering condition.
    Not really. You just need to stop relying on healers to hjeal your red bar 24/7. If you manage your own bars on the other hand, these enhancements are potentially epic. The bonus does need to be higher tho.

  11. #31
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    It seems as though you're not saying enhancements are the culprit, but specifically the horc line.
    Defensive Roll, as listed in other posts, is shown as a positive outcome (especially with the new enhancements buffing it to sub 50% and 80% reduction).

    The case of the horc str boost is that it's simply not powerful enough for the limited uptime, boosting it is one option but actually making it come into play would be a better thing.

    Personally, i'd rather it appeared at 75%, 50% and 25%, triggering a +8 str, +15% enhancement attack speed and a 25% damage reduction for 10 seconds. Adding too much str is obviously a trap, so staggering different bonuses depending on the amount of damage would be more in line with making the fury effective (I'm sure people agree that it's imperative the lowest health trigger needs to be some kind of damage prevention/healing for it to be considered) as well as giving a temporary buff that lasts for a specific amount of time (the trigger is only when you go below the %, to allow for easier balancing with the power level).

  12. #32
    Community Member ~Ferrir_Mule_S's Avatar
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    It's just that someone at Turbine has a total miss figured idea on how to play barbarians.

    Barbarians should be mastering damage reduction and dodging while having a bigger punch and a greater reach.
    They are rank closers not front line tanks, they'll swarm across the battle field to close the gabs and put themselves between the offensive strikers and their party's squishy.
    Their intimidating skills eventually will reach such a high level that they'll strike foes with fear and while the mobs stand there frozen they'll simply chop their heads off.
    Their battle skills are about reducing the mobs armor and/or getting the snickery snack on the critical roll.

    No where are they about blooding themselves down!
    Mordak lives here!


  13. #33
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    Quote Originally Posted by FalseFlag View Post
    You're making the mistake of confusing being able to mitigate it/work the system with decent design. Just because you can find a way to work with it doesnt' make it good design. It's bad design, period.

    No, if they are going to stick with things like Orcish Fury, then they need to implement something like that guy's idea about the bonus lasting for x time upon reaching the triggering condition.
    That would be a solution, but you could make the abilities good in their current form. You just need to make them better. +6 STR is ~1% dps. That is just not worth the effort and risk. But, harking back to my GW1 days, I can tell you if they were strong enough offensive increases, people would use them. For example (not necessarily meant to be balanced), if they gave you double damage @ 75%, triple @ 50%, and quadruple @ 25% - they would get used. Some people would form teams around them. You could make a build that was survivable at less then 75% or 50% hp, and if your healer knows how it works, it would be worth the extra risk and effort to finish quests so much faster.

    The trouble with these is, the gains is are small relative to the risks.

  14. #34
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    Quote Originally Posted by ~atomicmew3 View Post
    Not really. You just need to stop relying on healers to hjeal your red bar 24/7. If you manage your own bars on the other hand, these enhancements are potentially epic. The bonus does need to be higher tho.
    Relying on healers to hjeal isn't the problem here. It's impossible to be the only one managing their own red bar if there is another person in the party who can also manage it. One can't just not get healed when a heal is thrown on them. I know, I once did a TR with a friend and asked him never ever to heal me just so I could push my limits as a gamer. Most of the time, he didn't and let me drink my own pots. When it seemed I was about to bite more than I could chew, no such luck. If I can't even get a friend who knows me not to heal me, how on earth could I convince a random person hitting an lfm not to?

    As for the bonus. Definitely needs to be higher unless this ability is only intended to be somewhat useful between levels 1 to 19. It kinda becomes +0 str regardless of hp percentage as soon as someone does a primal scream.

  15. #35
    Community Member AtomicMew's Avatar
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    Quote Originally Posted by Lehmuska View Post
    Relying on healers to hjeal isn't the problem here. It's impossible to be the only one managing their own red bar if there is another person in the party who can also manage it. One can't just not get healed when a heal is thrown on them. I know, I once did a TR with a friend and asked him never ever to heal me just so I could push my limits as a gamer. Most of the time, he didn't and let me drink my own pots. When it seemed I was about to bite more than I could chew, no such luck. If I can't even get a friend who knows me not to heal me, how on earth could I convince a random person hitting an lfm not to?

    As for the bonus. Definitely needs to be higher unless this ability is only intended to be somewhat useful between levels 1 to 19. It kinda becomes +0 str regardless of hp percentage as soon as someone does a primal scream.
    It's really, really simple. Stop running with a healer and tell your friend to stop playing a healer. Surprised you haven't thought of that.

  16. #36
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    Quote Originally Posted by AtomicMew View Post
    It's really, really simple. Stop running with a healer and tell your friend to stop playing a healer. Surprised you haven't thought of that.
    So you have no problems keeping yourself alive while staying under 25% of your health or even 10%?
    Last edited by moo_cow; 05-23-2013 at 10:56 PM.

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