----On traps:
Yes! I used to love crafting traps and grenades to play around with in quests. My artificer still has a stack of noisemakers in his inventory for fun purposes. Now that traps might actually be useful, I can't wait to see how they've been updated.
----On the core abilities:
+2 critical multiplier and +1 threat range with great crossbows? Yes please! That's a 17-20/x4 right off the bat with a standard great crossbow. I've been waiting for a long time for great crossbows to be even remotely useful.
I never liked the mechanic capstone much. Hip Flask seems more of a flavor ability than anything else. Without many sources of ranged power, all of these '200% scaling with ranged power' seems rather trivial. Personally, I'd love to see some more bonuses to point blank range's maximum range.
----On the tiers:
I like the fact that great crossbows gain double the bonuses from sharpshooter, considering they truly need it. Adding thrown weapons to sharpshooter was also a good idea, for build diversity.
I also like that the +10 ranged power is in tier 4; this makes it deep enough where some builds splashing rogue won't take advantage of it, but makes it readily available for artificer/rogue combinations. However, I think it would be better to be +5 ranged power for repeating crossbows, bows, and thrown weapons and +10 for non-repeating crossbows.
Mechanical Reloader sounds awesome for non-repeating crossbows. Great crossbows have been unused because they are severely lacking in attack speed compared to repeaters and thrown builds. However, I would make the bonus 10% for repeaters and bows, 20% for thrown weapons, and 40% for non-repeating crossbows.
Will Time Bomb scale with ranged power, as well?
----Suggestions:
I like the vorpal for great crossbows on a 19-20, however...that makes the great crossbow's redeeming feature, the knock down on a roll of 20, rather pointless. I'm not quite sure what to say about this.
I'm still not 100% sold on the idea of the increased non-repeating crossbow damage. +7 damage over repeaters, bows, and thrown weapons really doesn't seem like that much of an increase, considering repeaters -- the most used mechanic weapon -- attack three times per animation, negating the great crossbow's superior base damage and slow reload speed. I guess I'd have to see this in action with some hard numbers before making a formal opinion on this.
Not sure what you mean by this. If vorpalling on 19-20 makes knockdown on 20 useless, then vorpalling on 20 (what every weapon including great crossbow gets now) would also make knockdown on 20 useless, wouldn't it? Mind you, I'm interpreting this enhancement as having the same effect as Perfect Single Weapon Fighting, i.e. redefining vorpal to mean 19-20 rather than just 20, rather than actually granting the weapon the vorpal property. But even if it did grant the weapon the vorpal property, or if you were using a great crossbow that already has the vorpal property (which you can do today), then knockdown on 20 is still not useless. Remember that the vorpal weapon property doesn't always kill the enemy outright; it just deals extra damage if the enemy has more than 1000 HP.
Wow, some big changes here.
Really hard to give feedback without playing with it though, these rogue changes may finally get me to download the Lam client to try some things out.
What will the new traps recipes look like/cost?
It was my understanding that great crossbows now Vorpal on a 19-20, as in their vorpal threat range was being increased by one, as per the feat Perfect Single Weapon Fighting:
"While Single Weapon Fighting, your vorpal threat range is increased by +1 (instead of scoring Vorpal hits only on a roll of 20, you score them on a roll of 19-20, assuming you confirm the critical hit.)"
If this is the case, HastyPudding, it would not be making the knockdown feature pointless. In fact, it would be the opposite, since supposedly it would then happen on a 19-20 (assuming it is a Vorpal ability, not just intended to be only ever on 20.) Either way, this should not affect the knockdown poorly.
Could we have confirmation on this for the Sniper enhancement? There has obviously been some confusion on the wording used. Some players are taking this as a Vorpal (instant-kill) ability, while others are taking it as expanding the vorpal threat range.
Thanks
Last edited by AArrows_Of_Fire; 03-13-2015 at 10:35 PM. Reason: should not affect the knockdown... "poorly" added
At release, Conjure Bolts gave us 100 bolts. A dev (Steelstar?) found it was annoying while playing their artificer, and raised it to 1000 in a sneak buff (not on release notes). Once we found this, we lobbied for the same buff being given to Flame Arrow, and now it gives 500 ammo as well.
Please, make random loot ammo also drop AT LEAST in stacks of 100, make all ammo stackable up to 1000, and raise the capability of all quivers tenfold (so 1k quivers now hold 10k). I would also ask to make all craftable ammo to craft 1000 of them, but that would probably be on the plans for the Cannith Craft pass.
Also, while I'm in dreamland, can we also have a cut on ammo weight? Some of my ranged characters (the dex, int, and wis-based ones) really suffer during low levels because of ammo weight. At high heroics you usually have a colorless slot to put extra strength, and the tomes kick in, but at levels 1-11 if I fill my quivers, I'm at least under medium load constantly.
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.
Community Member
Well the 19-20 vorpal of PSWF is comparative and it works on any weapon, so the scale of a capston creating the vorpal on a 19-20 for just Great crossbows is ideal. There are so few named one in game and by the time Thunderforged ones are taken into account the mechanic is struggling in end game.
All and all a excellent idea.
And this is without even considering the rate of fire issue, before anyone feels inclined to say these excellent Great crossbow changes are OP, I would ask that you take the time in game to pick one up and use it, just to remind you all just how slow the rate of fire for a great is. Then compare that to the number of attacks you can execute using SWF, or really any other form.
Last edited by flagged; 03-13-2015 at 11:07 PM.
I wouldn't move the threat/multiplier bonuses to core 12--it would be too good (ranged holy sword plus sneak attack d6/traps/improved evasion/run speed). That bonus to me makes this the most interesting rogue tree since the acrobat and arguably the assassin trees are inferior to 3 levels of bard from a dps perspective.
Dear Severlin, please consider pushing the xbow profencies down one step.
Current: T1:GXB T3 (lvl6):Repeating LXB T4 (lvl12):Repeating HXB
Proposed: T1:GXB T2 (lvl3):Repeating LXB T4 (lvl6):Repeating HXB
After all, artificers get all of these at lvl 1 plus magical training, rapid reload, and the ability to conjure bolts.
A simple suggestion if you don't want mechanics to conjure bolts, why not make all ranged equipment not require ammunition? They would simply fire vanilla ammo when no bolts or arrows are equipped. If coding wise its too difficult, give all classes a feat named "Use normal ammo" which allows us to conjure vanilla ammunition called Basic arrow/bolt/throwing axe/throwing dagger (split into subfeats for each category), and is coded as a single arrow/bolt/axe/dagger that is 100% repeating. This allows all ranged classes to not have a storage problem. In the same vein, why not make the conjured artificer bolts 100% returning?
I just realized you don't even need a feat, just sell 100% returning arrows/bolts/throwers in the shops and also provide them to new characters. Problem solved.
What I want to see on new epic mechanic
“Be extremely subtle, even to the point of formlessness.
Be extremely mysterious, even to the point of soundlessness.
Thereby you can be the director of the opponent's fate.”
- Sun Tzu, The Art of War
I see that fletching is a T4, which assuming to make space for it, the grenades aren't "linked" enhancements.
If so, may I make a suggestion:
Please give us Sniper Shot from Deepwood Stalker Core 3, putting it in either T2, or maybe T3 and bumping Ooze flask down to a T2.
For a class that gets so many ranged sneak attack die, we need ways to apply those SA dice.
If you really really want to keep sniper shot a Deepwood only ability, please consider a grenade that doesn't arc (maybe a special shot that explodes on hit?) that makes enemies bluffed without requiring a DC check.
If not, consider bumping legshot down to (+1W/+2W/+3W) but also bluffs and down the cd to 6 secs. I would even settle for (+0.5W/+1W/+1.5W).
Please, help us rogues to be able to apply our SA dice even when we have aggro (especially for soloers who have no one to shed aggro to).
I really do not want to have to always dip 6 levels into Ranger just for Sniper Shot for xbow archers to be viable.
And consider taking away rapid reload entirely. Its an unnecessary feat tax for crossbow archers. Or if I can be greedy, put it in one of the cores. Like l've said earlier, artificer level one auto grants so many things.
Regarding the restriction of no runearms for mechanics, how about just allowing us to get the imbue? We need a way to deal with non-sneak attack able monsters. Or just let us sneak attack them at 33% damage (1d2 per SA dice). The game is fulled to the brim with undeads, constructs and elementals after all.
Finally, great job with all the new T5s, Severlin.
I'm really excited to play with all of them, especially mechanical reloader. I hope you put this enhancement into the arty tree as well.
Maybe put some of the speed bonuses (or more speed bonuses) on lacerating shot for non-repeating/great crossbows? This would go a long way into making them potentially viable once again.
Dear Turbine, please don't poach Severlin for LotRO. This game will just fester and die.
Last edited by Slasheboy; 03-14-2015 at 12:15 AM. Reason: spelling
Single Weapon and Two-handed Weapon players can get up to 10 Melee Power via their respective feats... before hitting level 20. The Vanguard Trees have a Tier 2 Action Boost for up to +30 Melee Power. They then have a Tier 3 Enhancement for up to +9 Melee Power on a Stunning Shield/Blow hit ("Follow Up".) Followed by a +10 from the Tier 5 Enhancement "Armored Strength". All before Epic levels and Epic Destinies.
Yet you (Developers) give a, clearly, ranged Enhancement Tree no Ranged Power, until some theoretical Epic levels and Epic Destiny (that don't even currently exist)? Scaling to 200% Ranged Power, when the Ranged Power is 0, is still 0.
If this is any indication to the "upcoming" Ranged Pass (promised even before the complete changes to the Enhancement systems), then some serious development time needs to be allotted to it, before any more Enhancement changes are made. The idea of "flavor" is thrown out, when the "flavor" is only actually viable in the game... in Epic levels. Ya know, because there are 312 quests before getting into Epic content and all.
Is it just me or is Rogue Mechanic now a better archer then a Ranger?
Seriously, I like the inclusion of NON crossbows in the enhancements, thats a WIN IMO. But the addition of giving ALL ammo 80% returning..
Of course you do know that AA and DWS now have some hard shoes to fill with that when you finally get around to do their enhancement pass.. everyone is going to look at 80% ammo returning and think.. man.. shouldn't rangers have that?