Making DDO a better game 1 post at a time!
Triple EVERYTHING Completionist= Heroic 42/42, Iconic 12/12, Epic 36/36
Bug template! QA is here for you.
How random DD is
how to handle this random, anywhere
Sarlona: Seikojin, Toy
How about you don't implement Melee and Ranged Power. That would be super awesome.
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Member of "Guild of the Black Dragons" & "Swords of the Light" on Sarlona. Proud "Last" member of Caffeine - we aint stragicially savy.
Kilthar-Tharr-Delkanthalus-Carissa-Mirasina-Ktara-Imara-Thistle-Tharissa-Robothar-Minithar-Miriella-Tharnessa-Tharisa
RedShirt / Roleplayer of Giant Slayers, Inc. on Thelanis, formerly Tharashk.
Member of the DDO Player Council
Coldin-Artificer; Lynton-Bard; Alydyn-Swashbuckler;
Takai-Monk; Rosein-Paladin; Ellyiana-Cleric; Aurixs-Sorcerer
I believe they mentioned in a Lamma thread that Docents would benefit
No Body feat = Robe eg no PRR/MRR
Mithril = Light Armour
Adamant = Heavy Armour
Though Really No Body Feat should get Light armour (or it should loose the arcane spell failure for having armour...), and Mithril get Medium armour if they do it right.
My immediate reaction to the melee and ranged power mechanics is not extreme enthusiasm, but I'll withhold critical comments until there's more details on the proposals. Hopefully it will involve existing effects and systems being converted wholesale to the new mechanic, and not something completely new that makes current equipment and systems outdated.
I'm really concerned about this melee/ranged power thing.
Numbers are already way out of hand in epic elites, please don't ramp it up even more by adding yet another system that has nothing to do with DnD.
We want more Monster Manuals.
There's no need for it & it's not in line with Dungeons and Dragons in any way.
Melee power comes from a combination of skill & strength, both of which are already accounted for.
Why monkey with things and add melee power and ranged power? There's no need for it since both melee and ranged "power" are already in the game.
In addition, with feats, skills and enhancements already spread thin, if "Ranged Power" becomes a large part of ranged damage, how is character not specialized in ranged combat supposed to contribute in ranged combat?
Any fighter should be able to whip out his/her trusty bow and help in such situations. As the numbers get bigger it may get to the point you can't switch between weapons any more (or at least simply not be worth it). Personally, I don't expect to contribute much with a bow or throwing weapon when I'm not specced for it but if the numbers get much larger it may no longer even be worth swapping weapons. That kills another aspect of D&D that's always been great.
Allright I'm not sure if I like the Melee and Ranged power thing, but ok I can wait and see there.
Thinking about this it never seemed doing damage is a problem to melee only survivability.
Wouldn't it make sense to only scale the Epic destiny abilities that have flat dice instead of everything ?
This point has me kinda worried though, are you saying you're gonna scale the damage of Monsters in EE too ?
I mean I don't see how the change would be specific to EE otherwise ?
Last edited by Pandir; 07-28-2014 at 05:03 PM.
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Okay, this is generally a pretty minor boost, but a bumps a bump. This is not going to "help players survive ee"... thats like saying well getting hit for 290 instead of 300 means you can totally survive ee now. Unless you have some other changes in mind, this is kind of false advertising at best and misguided development at worst. What, exactly, is the intent here... just to buff PRR use at the upper values? Or to dramatically change how players interact with EE content?
Okay... no change from the other thread except now theres stuff it wont block. Meaning a situation where all the "we want it dangerous so it does force" lines for boss design come out. Same thing that happened to traps, poison, fom effects, etc. Its a way to build in a weakness so content can autobeat players. Is there an actual reason behind this, or is it just a way to stop people from actually having meaningful defense against everything. I still feel like its going to be too powerful, only now with obvious things its pointless against as a quick-fix workaround because its too powerful.
I cannot help but feel this is another situation where instead of fixing the problem, you are reinventing the wheel, and it will just result in a period of drastic imbalance followed by a settling into a new situation which is largely the same as the previous one. I will reserve any actual outrage until further details emerge, but I must stress *caution*. This sounds terrible, like its going to be a project which consumes more time than you have to spend, and leaves the game worse off than it is currently. It will literally take rebalancing everything, and history has shown there is just *terrible* follow through on such things. Sigh.
Heavy armor is currently 6+bab... is that a typo? Anyhow, this is a good move actually. Its a bit 'heavy' for heavy armor, but honestly, thats probably fine. This is a fair change.
Okay... so no change to evasion qualifications at all? That is unmentioned here, and critical in evaluating this situation. Assuming evasion works as it does currently, I think heavy shields should probably drop to x1.5, placing them between light and tower. If evasion is nerfed with heavy shields, then it needs to stay as is, and additionally consider some strong words said as the idea is just terrible (again, creating a ton of work by forcing a reitemization of the entire game, which inevitably wont have any follow through and leave huge gaps of fail). I hope you just dont touch the evasion situation, but instead make heavy shields x1.5, providing some nice scaling for those willing to sink a feat in tower shield, or a benefit for fighter which gets it (and hopefully paladin shield pre granting it as they are tight on feats).
Looking forward to this, if only to rage anyhow... but unlike all the systemic changes above, enhancements have a track record of turning out passable even when they start in a terrible place. So at least here the rage is for a good cause.
Without any concrete details and and exact integration examples, its tough to give an honest answer. But as an overall impression... the armor/shield changes are in the right place, but the prr/mrr changes are still floating in a bad place due to misplaced feelings of what it will do and built in workarounds which can nullify it at will anyhow (undermining the idea of using it to begin with). Color me okay with the armor changes, maybe okay with the shield changes (if evasion works the same and heavy shields are changed to 1.5). And just no on melee/ranged power. Just no. Capital NO.