#MakeDDOGreatAgain
You are the one choosing not to play alts.
Casual player now investing way less than I used to into the game, playing 1-3 months at a time and still want nothing to do with Reaper. #improvepuggrouping#alldifficultiesmatter
The first few runs of anything is not fun. I don't know about you, but the first runs of 3bc, this xoriat garbage, and the new evenignstar quest were not fun (with exception of terminal dilirium, if I'm to be honest in my remarks, I have to mention that I did have a bit of fun in there the first run).
Look, my point is this: any system that has a system on one extreme - there will be people on the other end who are (rightly so) unhappy. This is why I keep proposing a happy medium by actually making use of the tiered difficulties we already have in place. The old epics had a bit of an extreme in the sense that, like you said, it took "the next 500 runs" to get loot that was very rare. I don't support a system like that either. But what we currently have is the opposite of that extreme, we get the games most difficult loot quite quickly if we put our minds to it. Days, not years. Both are quite deterring - and this includes our current situation.
The proposal is to make use of our already-in-place tiered difficulty system. We have EN, EH, and EE - instead of just having a generalized "EPIC" setting. The benefit of the old "EPIC" system - is that there was no cheesy way to get the loot within. You had to run "EPIC". A lot.
Now, we have deviated away from "EPIC" - and adopted tiers of EN/EH/EE. I like this change, but the baggage that it carries is the possibility of "cheesing" the reward risk. You can just run the easier version of what used to be "EPIC" and still get gear of the same power that only the old "EPIC" could provide.
If we have tiered difficulty, then it should necessarily follow that the rewards be tiered as well. I mean, it is mind boggling to think that people just cruise through on norm to get the same stuff that drops on elite. Those people who want the most powerful loot but aren't able to complete higher difficulty should keep practicing and getting better at the game. Not be appeased and just say "oh, ok - here you go".
Kodara/Kadara/Kedara/Kaidara/Keidara| Co-Leader Ghallanda ReRolledAll Hail the Bard! War Dancer || Symphony of Metal || Avatar of Eilistraee || Shadow Bard
Intelligent Striker || Charming Brute || Keidara the Firestarter
I found TU useful all the way up through heroics on Elite, but then I have Clr PLx3.
But as soon as you hit Epic levels, the mob hit dice bloat renders TU useless.
Other game mechanics face the same mob-hit-die problem, though not quite in the extreme that TU does.
- Your d20 roll for TU doesn't directly add to your turning level...it only adds up to +4, not +20.
- There is not a single Epic Destiny that adds to your turning level, the way some add to your caster level for various classes.
- Dispel against mob spells is as bad as TU; the cap on caster level versus Epic mob caster levels equal to their hit dice makes it useless.
- Dismissal and Banishment are also as bad off in practice as TU, and also go from great in heroics to useless in epics.
- Spell Penetration has enough feats/PLs/gear/enhancements/EDs to make it possible to get EE-viable values, but just barely, and not typically on a first-life build.
#MakeDDOGreatAgain
You are the one choosing not to play alts.
Casual player now investing way less than I used to into the game, playing 1-3 months at a time and still want nothing to do with Reaper. #improvepuggrouping#alldifficultiesmatter
I thought I would add another voice saying this is very exciting: I am very much looking forward to the warlock class! I have even kept my character "Charisma-based" for some time hoping that warlock would one day arrive.
Near the end of last year I started playing Neverwinter instead, and with a warlock character, because I heard they had added warlock. It is quite fun, and the D&D monsters and settings and the like look very good, but it is a lot simpler in its gameplay (for example, rather than having twenty hot-bars with ten buttons each as I have in DDO, there are less than twenty buttons total). Correspondingly, eldritch blast doesn't really have blast shapes or eldritch essences; certainly not the diversity of say Neverwinter Nights 2. I think DDO has an excellent opportunity to have this more-complex-gameplay warlock, and I would certainly purchase the class!
Should you want more ideas/opinions, I posted my initial thoughts on how warlock would be implemented last year at:
https://www.ddo.com/forums/showthrea...37#post5418737
And a couple of follow up posts:
https://www.ddo.com/forums/showthrea...57#post5452157
https://www.ddo.com/forums/showthrea...06#post5453006
Having just looked, that thread is still active with many other players' ideas and opinions too.
I like much of what you posted here. I do have a couple of comments though. On the matter of whether or not max and empower should be usable on eldritch blasts/invocations, I think we will have to wait and see how their damage compaires without them to that of other characters based on more sustainable sources of damage (melee and some types of ranged). I am currently on the side of wanting to allow them, but we won't know until we see some more concrete numbers and mechanics.
I am currently on the fence about whether or not warlocks should work on a form of spellpoints. I certainly don't want them to use a standard spell point pool, but some sort of small, rapidly regenerating spell point pool would better integrate with existing mechanics. I am sure that totally going without spellpoints could work too, but it would require more of a rework to make many of the epic destines and feats compatible. As it stands I am somewhat concerned on how warlock are going to work with existing destines. New gear options may also be a concern, particularly in relation to invocation DCs and keeping them relevant through epics.
I do think your suggestion for some sort of a charge mode could be very interesting, but I would worry that at higher levels you would have to spend most of your time waiting for the high levels of charge to attack so as to compete with the very high saves of epic level content. Sort of like playing an arty with just a rune arm. Maybe something more like a gauge that charges based on eldritch blast usage that can be expended to gain a short duration buff based on the essence or shape you are using.
Last, Dark One's Own Luck only grants your Cha bonus to a single save chosen when you invoke the power, though you may invoke it again to change the save it is attributed to. Leaps and Bounds gives +6 to jump, tumble and balance. These are from the PnP rules, though, rather then Neverwinter Nights 2.
Will DDO consider including Gnomes as a new (old) Player Character race? Also, will we ever see the world of Krynn and the Dragonlance setting? Just wondering.
I like, no LOVE, The Vale explorer area. I could easily do without the adventures though as long as I have a way to get into Shroud Raid.
What will the upcoming plans do to my beloved Vale explorer area at play levels 13 to 17 ? I do not want that experience to go away.
I have a group of friends still playing pre-epic and will be for quite some time. Two of them want to buy Vale of Twilight, but one of them might not get there (to 14th) for some months yet.
Is the Vale a good buy still or will the revamp "Take it away" from the Heroic Level play ?
Last edited by winsom; 02-16-2015 at 01:07 AM.
Nightshayde, Wiz 24 (Ghallanda), Kyonna, Dru 24, Irnaetha, Mnk 19, Drelzna Art12/Rog2, Aurelyn, Pal11/Ftr2, Eidoloni, Rog 17, Tymore, Sor 20 (Khyber)
I still don't understand what people didn't like about norm/hard/elite loot.
Speaking as someone who has just completely given up on Elite because of champions (I am not complaining - it is a good thing that elite now requires more skill than I have), I should feel like I am missing out.
My biggest complaints were with the level requirements going up with difficulty instead of being set based on the Normal item (and to be fair I have issues with level requirements of loot in general lately), and the absolutely terrible drop rates. Also on an item-by-item basis, some of the hard->elite upgrades were great, some were terrible, most were just eh.