Steve Howe was voted "Best Overall Guitarist" in Guitar Player magazine five years in a row (1977–1981) and in 1981 was the first rock guitar player inducted into the Guitar Player Hall of Fame.
NO!
Mortal Fear is NOT REALLY A PROBLEM. It works well against trash (who cares about trash?) and does a lot of damage against Orange-nameds on a 1 in 20 chance. If it takes you more than 20 tries to do a lot of damage (or even kill) an Orange-named, you really NEED Mortal Fear as it is now.
LEAVE IT ALONE!
Steve Howe was voted "Best Overall Guitarist" in Guitar Player magazine five years in a row (1977–1981) and in 1981 was the first rock guitar player inducted into the Guitar Player Hall of Fame.
Mf is op, and really beats almost all weaponry in almost every case vs trash, but thing is it is only good vs bosses on some specific builds.
On boss fights, i use temple set on most builds that are 1 weapon style and temple + thforged without mortal on 2 weapon style.
What could be made to totally invalidate thforged is simple, pump mythic bonus and enchantment on new shiney + add extanded crit range/multi.
Anyone would forget thforged exist the exact moment something like that is added to the game.
I would have nothing against mf nerf even if it meant that 200ish runs of wyrm would go to waste.
Its op, i understand it and it should be nerfed.
Same as holy sword or barb heal, nerf it all.
I tried to fight in temple ballance as well for saves reduction, we got miserly reduction of maybe 4-5 saves and bump of maybe 40 k hp on some mobs.
Even if sorc is my favorite class in this game, there is no point to play a non shiradi sorc now.
Its really dumb to me that the effort/time/tomes/money/past lifes/gear you need to collect to make a dc caster work is totally invalidated by the fact that saves need to be ballanced around junk like cdg or barb stunning blow dc, or similiar op junk.
Allowing casters to be able to demolish trash would not cause any ballance issues since melles ranged or even freaking tosser builds do it way better.
Its really dumb that a halfling throwing shurikens can clear and cc and dominate ee trash considerably faster then a human who spent his whole life toward the study of magic.
(also i find shiradi offense to dnd casting, something that consists of 1-2-3 rotation spam is .. no words beside i dont like it)
Easiest way is to tr to barb/palie/bard and soon ranger in current ddo and not bother til casting is "fixed" since it is broken now.
No boss efficient dps, no efficient dc casting, most spells useless.
Why cant we get a new 5 charge sp recharge item for example in new raid and not a useless ff clickie?
Heck make it somehow caster exclusive
I think a 77-78 should land about 90%. Why? Because you shouldn't be /so/ tied to 100% maximum just to be able to help a party in that level of content. If 77=90%, 78=95, 70=45%, requiring use of things like Neg levels, shaken, Arcane Spellsurge, or that T5 harper temp DC buff. And anything below 70 really becomes 'you're not powerful enough yet to have a chance in that level of content.'
However, D&D 3.5 (where such things are drawn from) comes with a few save profiles.
Commoner = Poor everything. It's ALL like a Fighters Will Save.
Wizard-type = Poor Fort, Poor Reflex, High Will
Cleric-type = High Fort, Poor Reflex, High Will
Fighter-type = High Fort, Poor Reflex, Poor Will
Rogue-type = Poor Fort, High Reflex, Poor Will
Ranger-type = High Fort, High Reflex, Poor Will
Monk-type = High Fort, High Reflex, High Will
Unfortunately for our DC casters in this pack, Fiends and Celestials possess the Monk-type category for racial base. Which means if they didn't take class levels, but instead have racial hitdice, then they have the same saves as a monk of level equal to their HD. Then you toss in any innate special defenses, spell buffs, environmental bonuses, and that Epic Resiliance thing, and it becomes 'caster stay home'.
Oh, and don't forget, folks, it's Shav! Which means /we/ are the ones subject to banishment, not them! So that's another thing casters can't try there (as if we would, with /that/ DC formula).
Yes, nerf mortal fear. So only dupers and the guys who play casters are unaffected. Great idea!
Honestly, i expect that to happen with epic vale.
They need to make the crafing appealing and interesting..
Mf was a mistake since day1 and its still punishing us even nowadays.
You cannot really ballance gear/spells/anything when you have a weapon that is able to 1 shot enemies that are helpless if you have enough vs helpless damage boosts.
You can add orange named, punishes casters, you can add more bosses, punishes casters.
1 weapon ability that is causing most of our issues.
Maybe if they make enemies immune to mortal in "reaper difficulty" ?
That would be interesting solution
Last edited by Blackheartox; 07-17-2015 at 03:30 PM.
That's what happens when you add MMO style mitigation into a rule set based on a non MMO game, where most of the content was designed when that mechanic did not exist in the game. Those who can pile it up in spades trivialize the content and those who cannot become the bottom feeder classes. Its even more hilarious keeping in mind casters benefit more from past lives than melee, so generally more work is put into them to keep them viable.
That would be a solution.
What I hate the most is that in DDO, we used to carry different weapon for different monster, dr break, alignment break ecc. Now every single player need to have mortal fear or you're out.
That's boring & ruin all the content to be trivial.
I wonder why the new raid is full of red named....they have to fix what they did with MF.
Last edited by Vanhooger; 07-17-2015 at 04:08 PM.
Triple Heroic & Epic completionist. Eroic : 42/42 - Epic : 36/36 - Iconic : 12/12.
I don't have a mortal fear weapon, but most things i read about it being overpowered are related to the fact that it's damage is increased by helpless state. Perhaps, if they can, they should start by removing that, since it seems to me that isn't how it should work anyway.
I don't know how many good ideas I've seen on the forums for ways to make DC casting relevant and not OP. Its a lot. Yet when we get this new content saves are all in the triple digits making it mathematically impossible to use just about anything DC related.
Devs, what is wrong with you. There's so many good ideas from forumites, just put in a small amount of effort and read. Your bosses will think you are awesome, you will get promoted, the game may get more popular and all this looks great on your resume so you can climb the corporate gaming ladder. If not for us DDO-lovers do it for selfish reasons!!!!
I play my sorc pretty much as my main nowadays, and I can't really complain about my DC's in TOEE as I can about my DPS. The amount of spellpoints I have for the damage I do isn't enough given the amount of HP and resistances the bosses have.
Casters need more spell damage - spells like energy burst and dragon breath need their DC formula revised - even with a low 70's evo DC, those two spells are like mid 60's for me.
As far as DC's go, first of all - I don't think that a caster should easily lock down EE level 28 content...almost ever. To me, the only type that should be able to do that is a fully maxed out caster who gave up everything for their enchant DC. I'm not just talking triple completionist, I'm talking +7 tome, all the stats available through feats, destiny, trees, enhancements, gear, potions, etc. (Cue in revision for magister as a DC destiny here - but that's off topic). That guy should hit 90% of the mobs. Everyone else, some happy middle ground. Personally, I'm for stopping with the solo play mentality and returning the game back to being a group activity. If under *THESE* circumstances soloists find themselves succeeding, then that's truly an achievement - right now, it's practically expected.