Amossa d'Cannith, Sarlona, casually trying Completionist (12/14) [<o>]
Almost-never-played-alts: Arquera - Chapolin - Fabber - Herweg - Mecanico - Tenma
I want DDO to be a better game. Those are my personal suggestions on: Ammunition, Archmage, Combat Stances, Deities, Dispel Magic, Epic Destiny Map, Fast Healing, Favor, Favored Enemy, Half-elf Enhancements, Monk Kensai, Monk Stances, Past Life, Potency, Potions, Ranger Spells, Summons, Tiered Loot.
You MUST consider the fact that not every player will have the hand/eye coordination, manual dexterity and mental capacity for tactics and decision making to get 100% of a perfectly built/tomed/geared/macroed FoTM's DPS capabilities.
If one could imagine a bell-curve distribution of % of Player base on Y and % of a builds DPS potential on the X then it would show a very low % of players (due to variable factors mentioned above would) excel with a build getting close to if not 100% of a FoTM and correspondingly low % would get rubbish DPS out of the same build.
Also, this fictional example would show the vast majority of the populace are only getting around 60-70% of a builds potential.
It's also in a vacuum....and really has nothing at all to do with anything due to individual subjective fun factor.
IF YOU REALLY WANT BALANCE.....Fix the content to be in line with 60%-70% of your player base and leave room for some to shine and some to fail because not everyone HAS to get a Ribbon/Medal.
Lovely. Another round of sledgehammer nerfs are on the way.
Please don't nerf my characters!!!!
There are a variety of quest levels and difficulties and different builds are stronger or weaker at different levels. The same build options are available for all players. If someone isn't happy with their build they can always improve or change it, the same as everyone else.
Epic Fail
Orien server
With regard to an easy fix, would be to make some tier one and two abilities tier three and tier four abilities.
Take the monk destiny tree for example: I believe the bonus to reflex saves is a tier 4 ability. While in every other tree, that's a tier one or tier two (shadowdancer) ability.
The tier one ability of 1.5 (W) unarmed damage bonus could/should be tier three or four. IMHO
The Fockers of Argo
LOOON (Rogue); Reaperbait (Warlock); Eatuhdiq (Sorc); Fuglymofo (Barbarian)
Buttscracher (Arty), Hobaggin (Druid)
This. Remember this.
Just a little nitpick, while I understand the critique on the Fortitute/Will enhancements, GMoF Reflex enhancement is the only way to get a no-fail-on-1 on Reflex (aside from Epic Reflex), thus is it superior than the Magister/Draconic +6 reflex tier 1 twists.
Amossa d'Cannith, Sarlona, casually trying Completionist (12/14) [<o>]
Almost-never-played-alts: Arquera - Chapolin - Fabber - Herweg - Mecanico - Tenma
I want DDO to be a better game. Those are my personal suggestions on: Ammunition, Archmage, Combat Stances, Deities, Dispel Magic, Epic Destiny Map, Fast Healing, Favor, Favored Enemy, Half-elf Enhancements, Monk Kensai, Monk Stances, Past Life, Potency, Potions, Ranger Spells, Summons, Tiered Loot.
Argonnessen - Death N Taxes
Main: Dalsheel, Paladin - Triple everything
Alts: Elralia, Wizard - Retired for now // Nesnibtan, Undecided - Currently on the TR-Train
Balance in D&D is not a new problem. Many of the issues that existed in 3.5e (and other editions) seem to have carried over into DDO. Not all classes were created equal in PnP, but this was balanced by the DM creating encounters in which everyone could contribute.
Many years ago a 3.5e DM wrote something called Tier System for Classes. It's an excellent read, and I think a few points are particularly applicable here:
If equally skilled players join a high-level quest, and one class completely dominates the quest while others struggle to contribute, you have a balance problem. The issue in DDO is both one of content design and character abilities. Some abilities are so far and above others there's really no comparison. When you design content towards players using these abilities, you create a serious balance problem. You've widened the gap between the class tiers, and geared the content towards the top two tiers.Originally Posted by JaronK
In other words, you've just broken the game.
The Tiers
Originally Posted by JasonK
The above two tiers are your current FotM builds.Originally Posted by JasonK
Originally Posted by JasonK
Originally Posted by JasonK
Originally Posted by JasonK
This is everyone else in the game.Originally Posted by JasonK
Do you see the problem? When you design content that only caters to a small subset of builds, the rest of the population feels left out. Some players enjoy playing pure builds, and shouldn't be punished for doing so. The content, as it stands, isn't particularly difficult either--it's just dialed up to 9000. Designing challenging encounters isn't just about inflating monster stats and the number of mobs that spawn. There's much more to it than that, and much of the new content seems like lazy design to me (no offense).
Sirgog hit the nail on the head earlier in this thread:
You should really listen to this. It won't be easy, but it's the right way to do things.
Anyway, sorry for the wall of text. I'll leave it at that for time's sake, but I may have more to add as the discussion continues. I'm curious where other players would rate certain builds on the Tier System, but that might deserve a thread of it's own (or maybe this is the perfect place)?
(Combat): ********** was healed by you for 5,033 points.