I like to kick it old school
AoE spells not damaging party members.
Cures/heals that aren't touch range.
Monks and paladins that can multiclass
Arcanes that have more HP than Melee.
Just the tip of the iceburg
Could get in to 1 splash monks with grand master status and EDs that make everything done prior pointless.
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And a special shout out to having to listen to that schmuck Elminster prattle on. I want the option just just change him to saying "get off my lawn" or "where do you stock the depends" rather than the boring stuff he says now.
Oh yeah and this ^
Yesterday I was running maze of madness on a new Iconic bladeforged Sorc/2pally. came up to the first secret door with the mini boss dudes behind it and went" @$&" have to recall and get an item"
Got the spot msg on and figured what the heck ill try a search.
Found the secret door on a 14int sorc.
Yet my grinder for true seeing clickie stick that I have on my monki swear stops working about 2 levels after I get it.
1. Invisible walls where characters would 'physically' fit thru.
2. Flagging for a flagging quest to flag the raid.
3. The most OP (caster) classes being helped to gradually become even more OP.
4. Epic Destinies - an extra stack just to fight - radioactive rats and thugs - better.
5. Accident proof store buttons on the UI. (Marketers used to know their products)
6. Metagaming with full official support, dicerolls, lotteries, guild buffs, asah, etc.
7. Every major update bringing its own crafting system. At least they now tend to use the same mechanics vs inventing new altars and recipees.
8. Epic levels casually.
9. Degrading/radically changing loot systems.
10. The inventory minigame - gear management is kind of overwhelming after a few months palying a character.
11. Clickies.
12. Iconic classes. I is a sign when games are giving out near fully developed characters.
anyone mention a 6 man preraid needed to run a 12 man raid?
totally
the fact melees (especially twf) need str, dex, con, and either some int (rogue + splashes ) wis (monk+splashes) and/or cha (pal + splashes, and all those melees who need scroll / wand healing through UMD) while pure casters need casting stat and con, really tilts the hp scale in favor of the casters, creating a very warped result
Back in 2nd Ed AD&D Specialist Wizards required a second stat of at least 15!
Conjurers {15} & Evokers {16} required Con
Enchanters {16} required Cha
Illusionists {16} & Transmuters {15} required Dex
Abjurers {15}, Diviners {16} and Necromancers {16} required Wis
If PMs required 16 Wis in DDO things would be quite different!
Last edited by capsela; 04-20-2014 at 02:30 PM.
Pretty great list thus far.
I was running around on my AA and using terror arrows. There happened to be undead in the quest, but I wasn't going to change my imbue just for a few of them. The I realized that fear was procing on them as well. I don't think that any have been PKed, but fearful undead? Really?
Mobs that are Held/Stunned/Commanded/Dazed/Dancing/Knocked Down/Otherwise Incapacitated making Reflex Saves.
#1 for me was the various combat passes. First was the nerf to haste, followed by changes to TWF, then changes to AC, introduction of PRR/Dodge. And then the alacrity nerf. Melee combat just feels anemic, which is a shame as while the combat mechanics are second to none, the combat animations was always weak (they did get q-staff right tho). Unless I'm haste boosted, it feels like I'm swinging through molasses.
#2 numerous changes to the defence mechanics in the game. First was change of displacement to self only, followed by AC nerf and introduction of PRR/Dodge/incorporeal.
#3 Dungeon Alert. Aaaaaaaargh! Double that for broken mob spawns giving auto red-skull.
#4 Epic Destinies. As others have pointed out, the power of them have eclipsed the majority of heroic classes and levels. Which would be fine if there was an end game designed around it. Instead we have:
#5 TR hamster wheel in lieu of an endgame. With epic destinies (well, like 4 really) being so powerful, there is very little gain for heroic TRing. Its still popular because there isn't anything else to do. Epic TRing is more of the same - little gain for alot of grind. Plus the asinine CoV requirements, but we still do it because we LIKE DDO (and honestly, there isn't any satisfying alternative to compare)
#6 Last on my list is the ridiculous number of bound currency in the game. We have Tokens of the 12, Eveningstar Commendations, Commendations of Heroism, and now commendations of Valor. I would love to have one or two (a heroic currency and a raid currency if you want) but universal so I can run any quest while working towards different goals.
Officer of Disciples of the Apocalypse on Sarlona
Himawari Life 3 - 1 FvS | Svipul Life 3 - 1 FvS | Chikaze Life 2 - 2 PAL / 2 MNK / 4 FVS
Completionist Project: GLaDOS - Life 14 of ??: Bladeforged 'Zeus' - Started 22/02/14
1. Warforged sorcerers: sorcerers are supposed to derive their power from draconic blood not motor oil...
2. Encumberance/storage space: My 2WF Tempest carries 16 khopeshes, 8 warhammers, 4 longbows, 4 suits of armor, over 1,000 potions of various types...
EDs definitely weakened the game. If it wasn't for the heroic TR train I would probably have quit already.
No matter how hard you push the envelope it will remain stationary...
Camlach Cammed Camtao Horck Yobemoh ~ Eternal Wrath Sarlona
Yeah add to that, off destiny leveling, its a huge drop in character power to go from a useful destiny to a useless one, you feel...........really gimp, And its gimp for your level, heroic tr at least you go back to one and can use all the abilities of a character of that level and class. Going into another destiny is like being told well now you have to play naked after spending hours and hours building up your power getting powerful items which now cannot be used if you want to progress your character further, but you still run the same leveled content, though I would maybe suggest dropping down a difficulty, but even that feels like a let down, EE can still be fun and a challenge with your best destiny but it can really become a grind in an off useless destiny, ok drop down to EH but EH even in an off destiny is not at the level of challenge and fun for some EE is in a main destiny.
got to sell them bags I guess?
I can at least see the reason for this, even if I don't like it. Every update brings back the dupe anything in a bag exploit and so the dupers out there have a 10k stack of Heroic Comms, Shroud ings and whatever else. A new currency puts everyone on a level playing field until someone figures out how to dupe again.
How much Ghost could a Ghostbane Bane if a Ghostbane could Bane Ghost?
Those comments are so spot on that it scares me.
Particularly the one on grinding.
And the one on EDs making diversity more scarce...
Oh boy I like them all and I agree with people on an internet forum! Is the end of the world coming?
We have harm/heal. Where is deconstruct? So wizards invented golems and repair spells for them, but they didn't come up with a way to destroy them if they got out of control? Yeah, makes sense. So wizards invented a mob they are completely unable to destroy! And shockingly it turned against them! Who woulda thunk it? LOL They wanted to give melees something to do i guess. Very considerate.
So fighters need to invent a mob they can't ever destroy and can only be harmed by arcane spells. That would balance it out.
Last edited by capsela; 04-20-2014 at 08:12 PM.
Right?? Cuz getting parties together these days isn't tough enough already?
I'll add mine, Clearing an explorer area in order to get to another explorer area to get to a raid. And make that raid's loot tiered by difficulty so that you can never fill a party /or/ never get the tier of drops you're actually looking for.
Originally Posted by Towrn