My main character is a Dex build hybrid Pally, Rogue and Monk, the basis of the build was created when the DDO Level cap was 14. I have played her a long time.
I have acknowledged for two years that she is a relic from a by-gone era. The moment that Lolth was created as a rock stable mob who floated off an asteroid the build was just a half step this side of useless. However at that point I had played her for three years, hard to step away when we kept hearing that changes were coming that "should bring balance to the game."
With the release of Shadowfell Conspiracy I determined it was time to respec my build, as soon as I acquire the correct gear it was time for another TR. Unfortunately she is the unlucky character who did not get a raiders box (I have multiple level 4 bank toons that received two of them, go figure, yes I bugged it) so I have been grinding CITW looking for something, 4 Epic Reincarnations later and 47 Runs, still no .... Well you get the idea.
So why is this character broken, I mean gimped?
One Word - Kiting.
Can't DPS what you can't catch.
Kiting has changed the game and thrown the character balance out of whack. Each of my ER have tried different stat/skill/feats setups trying to put this character into a position so they are not dead-weight in the party. Currently she is setup for the release of U21 Patch 1 and the Divine Crusader. However after looking at it Divine Crusader on Lamannia I had decided it was time to say "frell it" and just TR my character, without a specific weapon from a raid that hardly anyone runs anymore. Then suddenly this Topic pops up, so I am going to hold off a week, two or three more CITW aren't going to kill me, it might kill some of my guldies toons, but that's another story.
So I spent the weekend thinking about Character Balance. Why doesn't it work. Why are there a small handful of useful builds, a dozen or so variations on those builds and everything else dead weight?
Character classes are front loaded
When DDO:S was initially conceived the game had a level cap 10, today the level cap is 28 and going to be 30 by the end of the year.
So when the game was originally released a multi-class character had to take 30 to 40% of its investment in class levels to get a benefit from a second class. Today you need to take 20% investment in two additional classes to get the same benefit.
In some versions of PnP D&D if you multiclass you "could" (not that it always happened) lose some of your benefits from specific classes, which doesn't happen here in DDO.
The Advent of Enhancements
Originally in DDO:S we could take FOUR enhancements and we spent hours agonizing over which minor little bump was more special and appropriate for our builds.
First came Module 3.3 - Academy Training and then Update 19 - Shadowfell Conspiracy - both of which overhauled the Enhancement system.
Epic Destiny
It's already been noted several times that the Epic Destinies are unequal in the eyes of the player base.
Generic Epic Levels
I haven't seen this mentioned in this thread, so I will bring it up. I totally understand what Turbine was trying to accomplish with ED and Epic Levels, but the generic levels mean that all characters "advance as one" on this front. It makes no difference whether you are a Rogue, Wizard or Barbarian you all get the same options as an Epic Character.
Epic Elite Mob Damage
Dead Horse
So how would I address
Honestly this topic is far too complex to discuss in detail at this level.
Epic Mob to hit
When the AC pass occurred we heardWhich is totally not true.Overall Summary:
With the new combat formulas, we’re hoping to have Armor Class matter at all levels, for every character. Each point of Armor Class that you gain will help you mitigate damage, whether it’s your 17<sup>th</sup> point or your 117<sup>th</sup>. Armors provide increased Armor Class bonuses as well as Physical Resistance Rating. It’s not really possible to reach the 95% plateau anymore, but a high Armor Class character’s survivability will still be high, and the formula is much more forgiving to middling-AC characters.
Numerous rumors have persisted that the problem is EE CR levels which have a multiplier of something like 1.9 to determine a mobs To-hit-Bonus. Let see a CR level 80 mob with a to-hit-bonus of 150 plugged into our formula (Monster’s Attack Bonus + 10.5) / (Target’s Armor Class * 2) would require a character to wear armor with a value of 325 to be only hit every 4th swing.
Mob's Attack Bonuses need to be adjusted. Time consuming and tedious I am sure, but we have been told that it is now possible to do this manually on a case by case basis.
If you are going to modify these numbers lets have some variety. I have no issue with a Archer having a better chance of hitting my character with an arrow vs the giant swinging his stone maul, as long as the damage I take is varied as well. Eight of small 80-100 point a shot arrows = one cronk by that big maul.
Is this a low hanging fruit that can be done by an intern?
Time to add specific Epic Levels
I understand that you probably don't want to add thirteen classes right now, but a Arcane, Divine, Melee, Specialist class would probably take 33% of the time and solve 80% of the problem.
I would put a restriction on it with something like: 5 Character class levels opens each of the four epic classes, with each 2 levels adds another available epic level.
Class Level Epic Class
5 1
7 2
9 3
11 4
13 5
15 6
17 7
19 8 +
Each Class should be able to choose from up to two options in this model
Artificer | Wizard - Arcane | Specialist
Barbarian | Ranger | Rogue - Melee | Specialist
Bard - Arcane | Melee
Cleric | Favored Soul - Arcane - Divine
Druid | Monk | Paladin - Divine | Melee
Fighter - Melee
Sorcerer - Arcane
Don't have enough character levels, you get the generic Epic Level.
The Arcane could provide 100 Spell Points, 4 HP, and 1 Skill points in Spellcraft and 4 skill points to spend just like normal skill points
The Divine could provide 80 Spell Points, 8 HP and 1 Skill Point in Heal and 3 skill points to spend.
The Melee could provide 12 HP, full BAB an extra feat at 4, 7, and 10 (not back loaded) plus 2 skill points
The Specialist could provide 6 HP, 12 Skill points and bonuses to dodge.
BAB would be varied.
Also each specific level could generate Enhancement points that can only be spent in Class Trees that have a tier 5 enhancement.
Epic Destinies Pass
A complete pass of all the Epic Destines needs to occur.
More options, just to point out a change to US that would make it more attractive to more players, Shield Prowess could have a second option, Dodge Prowess, or a third option, DR Prowess, that gives players who don't want to use a shield options to spend points and not waste them.
Too many [cough almost all cough] of the current Epic Destinies pigeon hole a character into specific builds. many builds by default right now are little more that dead weight in a party.
Character Class Restrictions
Many classes have minor boosts that become big rewards. To me the fix is add the requirement that a majority of your heroic classes need to be in that class to get those rewards. Divine Health, Monk Stances, so on and so forth.
Multipliers
Going back to my gimp character, I get 8d6+18 sneak attack damage, doing an additional 46 points per swing. Sounds great until you remember a low level EE mob has 6,000 HP and a boss 1,000,000. Yet that Imbue arrow, 10K Stars, *** are all mutliplers. This probably needs to be in an Epic Destiny but a passive that provides 2,3,or 4 times my sneak attack damage (46*4=184) per swing would double my DPS output.
Several things have modifiers that need to be double (shield prowess providing +50% should be tripled.
This isn't just Sneak attack, but divine healing, AC bonuses, the list is long but you get the idea.
damage pots
In many other games I can add specific short turn damage boosts but slopping oil or holy water or ... on my weapons. Right now we can get a buff from one class, but the ability to put holy water on my war axe or fire oil or ... short turn buffs that players them selves manage.
Nerfs
In general I am a player, I hat nerfs, and for players who have invested hundreds of hours to gear up a toon that you want to nerf in seconds, there is going to be rage, and yes some people will leave the game. But as a reasonable person the nerf bat needs to come out for things that rhyme with ten-thousand cars, many fought, caster's fritz, chirashi cambrian, the bunk crass, or american overtoad. A number of small nerfs and balances is far greater than big nerfs.