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  1. #281
    Community Member Axeyu's Avatar
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    Quote Originally Posted by Severlin View Post
    As a result of dialing back armor, some fighter only feats that will boost their effectiveness with armor and add to tactical DCs will also be included.

    Tactical Training
    Requires Fighter Level 4
    You gain +2 to the DC of all tactical feats.

    Tactical Combatant
    Requires Fighter Level 8
    You gain +4 to the DC of all tactical feats.

    Tactical Mastery
    Requires Fighter Level 12
    You gain +6 to the DC of all tactical feats.

    Tactical Supremacy
    Requires Fighter Level 16
    You gain +8 to the DC of all tactical feats.

    Notes: All tactical feats stack for a total of +20. The lower level feats are not prerequisites for the higher level feats so a higher level fighter could save a feat if he/she wanted to skip Tactical Training and forego the +2 but still have access to Tatical Supremacy.

    Heavy Armor Training
    Requires Fighter Level 2
    You gain +3 Physical Resistance Rating and Magical Resistance Rating while wearing heavy armor.

    Heavy Armor Combatant
    Requires Fighter Level 6
    You gain +6 Physical Resistance Rating and Magical Resistance Rating while wearing heavy armor.

    Heavy Armor Master
    Requires Fighter Level 10
    You gain +9 Physical Resistance Rating and Magical Resistance Rating while wearing heavy armor.

    Heavy Armor Champion
    Requires Fighter Level 14
    You gain +12 Physical Resistance Rating and Magical Resistance Rating while wearing heavy armor.

    Notes: All Heavy Armor feats stack for a total of +30. The lower level feats are not prerequisites for the higher level feats so a higher level fighter could save a feat if he/she wanted to skip Heavy Armor Training and forego the +3 and still have access to Heavy Armor Champion.
    The first feats in each "line" are nothing but noob traps. They sound like they are good, but in practice they should be ignored until you get higher level so you can take the higher tier ones instead. It's very likely that you will end up in a position where you cannot fit every feat of the line, and if you have taken a lower tier one you will just be straight up better off if you never had taken in in the first place. It feels pretty awkward, and for no real reason.
    I think it would be better if every feat provided the same benefit (+5 for the tactics feats and +7 or 8 for the RR feats).

  2. #282
    Community Member lifestaker's Avatar
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    Quote Originally Posted by lasertagbugzapper View Post
    I know many people with all pls and gear who still do not do ee mod or doj...because it easier to just farm en for gear and then rinse repeat. most people would rather run 100 en dojs than fail 1 ee and still have to do 100 en dojs. and running 100 en dojs is boring. and too easy. right now endgame is an impossibility for 99.9 of players...after nerf will it be 99.99%
    Define endgame.

    Are you talking the few minutes you take to finish sagas before an ER, or the hour or so you take to do a TR/IR (if you have to much junk like I do.)


    EE DoJ is a joke mostly due to lag. Every time I have ran it there is at least one person crying out for something to be stopped/unequipped to decrease lag. I stopped running it EE just to stop listening to them. Much easier to just 2 or 3 man normals then wait for an EE party anyways, and 2 manning it can be a bit of fun.
    I would have a sig, but Someone might be offended by it so I will just list characters.
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  3. #283
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    The change to Improved Critical is a major nerf.
    My Monk has been doing Epic Reincarnations, but as the Ninja Master crit range bonus wont be doubled, that makes the Shuriken build and the Brush Hook build a lot weaker. The Henshin (Sireth) build goes from weak to pathetic.

    10K stars is being totally gutted unless you are a pure Monk, and even then it may not be an improvement.

    My Swashbuckler will have to remake his weapons as Rapiers, as they will have better crit ranges, where the old system made them all the same.

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  6. #284
    Dual-Wielder of Halflings DevHead's Avatar
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    Quote Originally Posted by GeoffWatson View Post
    10K stars is being totally gutted unless you are a pure Monk, and even then it may not be an improvement.
    It's definitely an improvement for a pure monk, and my pure thrower will be enjoying it. No doubleshot penalty ever? Yes please. I'll be spamming 10k stars now and enjoying the Dex/Wis build that I have.

    10k stars hasn't been gutted, it's been redesigned and it benefits people who take more classes of Monk. Getting benefits for investing more in a class...what a novel concept.
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  7. #285

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    Don't forget each weapon focus feat gives stacking Melee Power even though players doesn't use specific(ex> slashing weapon & slashing focus) focus for their weapon.

    So, if you have weapon focus : slashing, piercing, bludgeoning, ranged, thrown weapon at once,
    you will have stacking 10 melee power, it's obviously a bug. And some pally & barb using this exploit.
    “Be extremely subtle, even to the point of formlessness.
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  8. #286
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    Im newbie this game, played under a year. I have my first char now legendary (36 build).
    Im VIP. European, so getting pug group is quite hard most heroic levels.

    I got pulled here, because I have friend who I have played together - old char.
    Together we have been running heroic elites and epic hards (and some epic elites, more with pugs).
    I have been trying sooloing some content with alts. Sooloing heroic elites has been very hard except with warlock. And I admit that it has been quite blast to play with it.

    I understand that you are bringing Reaver difficult for old players. But I do not understand current changes, which hit harder for new players than old players (peeps without all crafted gear and epics from low level raids - running with mostly greens and some blues). Are you meaning that I should go and solo only normal and hard, instead elites. Or idle and hope that someone joins my elite -group, so they can do it for me?
    Do you know how hard epics are, when you dont have destiny points, nor gears for it - only AH greens and stuff what you picked up?

  9. #287
    Community Member AbyssalMage's Avatar
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    Quote Originally Posted by CrackedIce View Post
    I am a bit confused about your post. What diversity are we missing? More options for Palidons? What else? Where do see all characters will be the same? The enhancement trees are not the same nor are the classes...how are these changes making this to be so?

    Thanks.
    Depending on how this plays out, the diversity we have now will be gone once these changes go live. So we will be losing diversity. Ranged combat will totally be useless except Mechanic (AA hasn't been released yet). The changes to 10k and MS are heavy handed, as the poster who put the numbers up showed. Without the burst damage, non-mechanics will be further behind melee than they already are.

    The proposed armor changes will undue 5 updates (?) worth of programming yet they have not confirmed they are going to undo the excessive damage NPC's do that were balanced to the Armor Up changes. So if players are not going to benefit from armor, in general, why wear it? If you are going to wear armor, why wear it if you make NPC caster heavy content? This is a loss of build diversity.

    Just follow the conversation about those who dislike the change to follow why it is bad. I would take caution from anyone who thinks this is a positive change. These changes don't address the underlying problems of the current designed content.
    Quote Originally Posted by Cordovan View Post
    The release notes themselves are essentially the same as was seen on Lamannia most recently.
    Quote Originally Posted by Aelonwy View Post
    This^ in so many words is how you say time and feedback on Lammania are wasted.

  10. #288
    Community Member lifestaker's Avatar
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    Quote Originally Posted by draven1 View Post
    Don't forget each weapon focus feat gives stacking Melee Power even though players doesn't use specific(ex> slashing weapon & slashing focus) focus for their weapon.

    So, if you have weapon focus : slashing, piercing, bludgeoning, ranged, thrown weapon at once,
    you will have stacking 10 melee power, it's obviously a bug. And some pally & barb using this exploit.
    Yes you get the 2 Melee power from ranged focus and thrown focus.... oh wait no you don't.
    Everything else in your post is 100% true, though i fail to see what it has to do in here seeming how I recall them saying that it is WAI. Oh right, we have reached the try to get everything nerfed section of the day.
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  11. #289
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    just my two cents before the changes, i would hate myself if i didn't say it now, please don't nerf pally prr again, cool idea the new fighter feats, but i really see no need to nerf prr for all other classes. just add the feats for fighter to make them more competitive but, please, don't nerf pally again.

    ps sev, talikng about overpowwered classes and balancing, when will we see a big nerf on warlock? they got more hp than a pally, deal more dps than a barb, can bounce dmg around w/o using sp... all in the same toon.

    if you guys are striving for balance, warlock is the first class to adjust imo.

  12. #290
    Community Member AbyssalMage's Avatar
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    Quote Originally Posted by dozkal-mo View Post
    It's definitely an improvement for a pure monk, and my pure thrower will be enjoying it. No doubleshot penalty ever? Yes please. I'll be spamming 10k stars now and enjoying the Dex/Wis build that I have.

    10k stars hasn't been gutted, it's been redesigned and it benefits people who take more classes of Monk. Getting benefits for investing more in a class...what a novel concept.
    It's been gutted.
    I would be inclined to know your Double Shot pre/post. I know a previous poster was trying to figure/wrote out the numbers he could think of, which showed it was a nerf, so having a person who is actually playing one and there actual values would be nice. But as I see it now(from his numbers), your losing considerable DPS.

    ~1 (rounded) star during 10k, and ~2 (rounded) stars during MS. So if someone could plug there pre/post numbers using there actual values, it would be appreciative.
    Quote Originally Posted by Cordovan View Post
    The release notes themselves are essentially the same as was seen on Lamannia most recently.
    Quote Originally Posted by Aelonwy View Post
    This^ in so many words is how you say time and feedback on Lammania are wasted.

  13. #291
    Community Member Certon's Avatar
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    Quote Originally Posted by Severlin View Post
    Greetings.

    We've seen a lot of community feedback, both public and private, about our ongoing plans for balance. These are some changes we are considering to increase game balance.

    As with any post that outlines power reductions (aka nerfs) I am sure there will be a lot of players looking for explanations and our thoughts and results on balance that led to these changes. I will be following up this post with more details that talk about why some of these changes are being implemented.

    ***

    Holy Sword (Paladin)
    This is now a spell that affects the paladin and buffs whatever melee weapon is being wielded in the main hand.
    It no longer persists on your weapon but instead buffs the melee weapon you are holding in your main hand. (Yes, this buffs your two handed weapons.)
    It no longer affects missile weapons.
    It no longer can be used to buff off hand weapons or shields.
    If you change weapons the spell will drop off the unequipped weapon and instead be applied to the newly equipped weapon.

    Blood Strength (Barbarian Ravager)
    The portion of this enhancement that heals the user when they kill an opponent now has a 1 second internal cooldown.

    Critical Rage (Barbarian Ravager)
    The bonus to critical threat range is now a competence bonus.

    Two weapon fighting animations have been fixed so there is no longer a weird jump on the fourth animation. This has made the fourth attack slightly quicker.

    Two Weapon Fighting no longer grants melee power.
    Improved Two Weapon Fighting no longer grants melee power.
    Greater Two Weapon Fighting no longer grants melee power.

    Doubleshot values over 100% now have a chance of producing a third attack. The chance is equal to the amount the value exceeds 100. A doubleshot value of 130, for example, would always produce one extra shot and have a 30% chance to produce a third shot.

    (Doublestrike will still cap at 100 for technical reasons.)

    Repeating Crossbows and Doubleshot
    Fixed a bug where Doubleshot was not being reduced for repeating crossbows. (Doubleshot chance is divided by 3 for repeating crossbows.)

    Manyshot
    This ability is being redesigned.
    For the next 20 seconds you add your (base attack bonus * 4) to your Doubleshot and Ranged Power. This ability puts Ten Thousand Stars on a 30 second cooldown. Cooldown 2 minutes.
    (This ability no longer gives a doubleshot penalty when activated.)

    Ten Thousand Stars
    This ability is being redesigned.
    For the next 30 seconds you add your Wisdom ability score to your Ranged Power and you add your monk level * 5 to your Doubleshot. This ability puts Manyshot on a 30 second cooldown. Cooldown 1 minute.
    (This ability no longer gives a doubleshot penalty when activated.)

    Mechanical Reloader (Rogue Mechanic)
    The alacrity for non-repeating crossbows is now 30%. (Was 40%)

    Pulverizer (Legendary Dreadnought)
    The bonus to critical threat range for bludgeoning weapons is now an Insight bonus.

    Improved Critical
    These feats now add a bonus to critical threat range based purely on weapon type.
    * Adds +3 to critical threat range for falchion, kukri, rapier, and scimitar.
    * Adds +2 to the critical threat range of bastard sword, dagger, great crossbow, greatsword, heavy crossbow, khopesh, light crossbow, long sword, repeating heavy crossbow, repeating light crossbow, short sword, and throwing dagger.
    * Adds +1 to all other weapons.

    Keen
    This loot effect now add a bonus to critical threat range based purely on weapon type.
    * Adds +3 to critical threat range for falchion, kukri, rapier, and scimitar.
    * Adds +2 to the critical threat range of bastard sword, dagger, great crossbow, greatsword, heavy crossbow, khopesh, light crossbow, long sword, repeating heavy crossbow, repeating light crossbow, short sword, and throwing dagger.
    * Adds +1 to all other weapons.

    Armor Changes
    The amount of Physical Resist Rating that armor provides has been changed.
    * Heavy armor now increases Physical Resist Rating by (base attack bonus * 2) and no longer adds Magical Resist Rating.
    * Medium armor now increases Physical Resist Rating by (base attack bonus * 1.5) and no longer adds Magical Resist Rating.
    * Light Armor now increases Physical Resist Rating by (base attack bonus * 1) and no longer adds Magical Resist Rating.
    Fixed a bug where players were getting Physical Resist Rating for armor with which they were not proficient.

    (Note: The Physical Resist Rating and Magical Resist Rating offered by shields remain unchanged.)

    As a result of dialing back armor, some fighter only feats that will boost their effectiveness with armor and add to tactical DCs will also be included.

    Tactical Training
    Requires Fighter Level 4
    You gain +2 to the DC of all tactical feats.

    Tactical Combatant
    Requires Fighter Level 8
    You gain +4 to the DC of all tactical feats.

    Tactical Mastery
    Requires Fighter Level 12
    You gain +6 to the DC of all tactical feats.

    Tactical Supremacy
    Requires Fighter Level 16
    You gain +8 to the DC of all tactical feats.

    Notes: All tactical feats stack for a total of +20. The lower level feats are not prerequisites for the higher level feats so a higher level fighter could save a feat if he/she wanted to skip Tactical Training and forego the +2 but still have access to Tatical Supremacy.

    Heavy Armor Training
    Requires Fighter Level 2
    You gain +3 Physical Resistance Rating and Magical Resistance Rating while wearing heavy armor.

    Heavy Armor Combatant
    Requires Fighter Level 6
    You gain +6 Physical Resistance Rating and Magical Resistance Rating while wearing heavy armor.

    Heavy Armor Master
    Requires Fighter Level 10
    You gain +9 Physical Resistance Rating and Magical Resistance Rating while wearing heavy armor.

    Heavy Armor Champion
    Requires Fighter Level 14
    You gain +12 Physical Resistance Rating and Magical Resistance Rating while wearing heavy armor.

    Notes: All Heavy Armor feats stack for a total of +30. The lower level feats are not prerequisites for the higher level feats so a higher level fighter could save a feat if he/she wanted to skip Heavy Armor Training and forego the +3 and still have access to Heavy Armor Champion.


    Divine Grace (Paladin)
    Divine Grace now provides a maximum bonus equal to 2 + (Paladin level x 3).

    Eldritch Blast and other enhancements (Warlock)
    The spellpower scaling for Eldritch Blast and several enhancements has been reduced.

    Spellpower scaling of Warlock Abilities
    Ability Old New
    Eldritch Blast 150% 130%
    Eldritch Blast Cone 130% 130%
    Eldritch Blast Chain 110% 95%
    Eldritch Blast Aura 150% 130%
    Stricken (Souleater) 150% 125%
    Consume (Souleater) 150% 125%
    Eldritch Burst (Enlightened Spirit) 120% 100%
    Spirit Blast (Enlightened Spirit) 120% 100%

    I will be following up this post with some details on our thoughts on balance and design.

    Sev~
    You're obsessed with making sure the trains run on time, whether there are passengers on them or not--

    This balancing is out of line with the current state of the game. Several servers are ghost towns, with barely any action in the AH or Shard Exchanges. Upsetting the current player base by nerfing them is the epitome of the OPPOSITE of what you should be doing.

    You've had a bug floating around since the last update that renders many unarmed and animal builds completely worthless, and yet you come in here and talk about balancing things? Pardon me if I am more than a little upset. I (and the few other people I manage to play with nowadays) have been griping about the unarmed proc bug and submitting bug reports, and there is no hotfix in sight? I suppose we can live with the inconvenience until you guys are through gutting people instead of fixing bugs.

    Severlin, balancing is what you do for a game with an immense population that is succeeding. It's like pruning an overgrown tree. You're suggesting that we prune a tree in the middle of a drought. Hardly a stellar idea.

    I repeat: THIS IS A TERRIBLE IDEA. I completely disagree with it and suggest you adjust your priorities.

  14. #292
    Community Member AbyssalMage's Avatar
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    Quote Originally Posted by Axeyu View Post
    The first feats in each "line" are nothing but noob traps. They sound like they are good, but in practice they should be ignored until you get higher level so you can take the higher tier ones instead. It's very likely that you will end up in a position where you cannot fit every feat of the line, and if you have taken a lower tier one you will just be straight up better off if you never had taken in in the first place. It feels pretty awkward, and for no real reason.
    I think it would be better if every feat provided the same benefit (+5 for the tactics feats and +7 or 8 for the RR feats).
    I was wondering why you would take tier 1 if you could wait and take the last 2 tiers of the same feat. After your post, now I know why I was questioning it. Because it is a "noob trap." Not very well thought out, like most of these changes in my opinion.
    Quote Originally Posted by Cordovan View Post
    The release notes themselves are essentially the same as was seen on Lamannia most recently.
    Quote Originally Posted by Aelonwy View Post
    This^ in so many words is how you say time and feedback on Lammania are wasted.

  15. #293
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    Quote Originally Posted by lifestaker View Post
    Define endgame.

    Are you talking the few minutes you take to finish sagas before an ER, or the hour or so you take to do a TR/IR (if you have to much junk like I do.)


    EE DoJ is a joke mostly due to lag. Every time I have ran it there is at least one person crying out for something to be stopped/unequipped to decrease lag. I stopped running it EE just to stop listening to them. Much easier to just 2 or 3 man normals then wait for an EE party anyways, and 2 manning it can be a bit of fun.
    i consider end game to be ee doj and mod. the only content people struggle with. deathwyrm and fire are mostly completed if people are willing to make it hard on themselves. ee doj and mod are just not completed except by 1 guild out of every 2 servers.
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  16. #294

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    Quote Originally Posted by Wipey View Post
    Pulverizer buff is just facepalm worthy. When 95% of "dps" builds are running ( or should be ) in LD for last three years.
    "Buff".

    For TWF you're still better off with khopeshes in LD due to the IC change. 17-20 vs 18-20.

    For THF this makes mauls the best for most cases (paladin is still better off with falchion).

    Thief acrobats benefit from it with no drawback.


    I was happy they wanted to change this, but looks like my collection of warhammers will continue to gather dust. Time to craft more khopeshes.
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  17. #295
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    Quote Originally Posted by Eth View Post
    "Buff".

    For TWF you're still better off with khopeshes in LD due to the IC change. 17-20 vs 18-20.

    For THF this makes mauls the best for most cases (paladin is still better off with falchion).

    Thief acrobats benefit from it with no drawback.


    I was happy they wanted to change this, but looks like my collection of warhammers will continue to gather dust. Time to craft more khopeshes.
    Hum my acrobat uses a staff thats getting a massive debuff, and it doesn't function with pulv. Maybe they want folks to just scrap their CITW gears for thunderforged mortal fear stuff? I don't know. Personally I liked the spear, I will miss it
    Reckter 91PLs, Anhilliation 36PLs. Rekter 17 PLs. Vikzor 9PLs. Veisha 7PLs. Rekinja 4PLs. Rekalidin 4PLs. Minirek 3PLs. Artirek 3PLs. 175 total past lives gained, 1 XP stone used (the free one)

  18. #296
    Community Member KaVaYo's Avatar
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    Quote Originally Posted by Eth View Post
    "Buff".

    For TWF you're still better off with khopeshes in LD due to the IC change. 17-20 vs 18-20.

    For THF this makes mauls the best for most cases (paladin is still better off with falchion).

    Thief acrobats benefit from it with no drawback.


    I was happy they wanted to change this, but looks like my collection of warhammers will continue to gather dust. Time to craft more khopeshes.
    Have to disagree about acrobats. Quarterstaffs have a low 1d6 20*2 profile. With only a +1 to crit profile it will make my rogue quarterstaff user hybrid totally useless, even with the +1 from pulverizer.

    Time to re roll or use him as a mule I supose...

  19. #297
    Community Member Jeromio's Avatar
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    I feel OKish about most of the nerfs, except for the armor MRR change.

    Could anyone explain the reason why it's being removed and that we should go back to the era of monk and rogue splashes again?

    It's quite easy getting a 50-55% physical damage reduction without armor. MRR combined with PRR was the reason for going with heavy armor instead of evasion.
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  20. #298

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    Quote Originally Posted by jeremyt View Post
    Hum my acrobat uses a staff thats getting a massive debuff, and it doesn't function with pulv. Maybe they want folks to just scrap their CITW gears for thunderforged mortal fear stuff? I don't know. Personally I liked the spear, I will miss it
    All other quarterstaffs except Sireth do work with pulverizer.
    Sireth hasn't been the best QS for a while now.

    Quote Originally Posted by KaVaYo View Post
    Have to disagree about acrobats. Quarterstaffs have a low 1d6 20*2 profile. With only a +1 to crit profile it will make my rogue quarterstaff user hybrid totally useless, even with the +1 from pulverizer.

    Time to re roll or use him as a mule I supose...
    Every build gets nerfed regarding crit. range, having a much worse crit. profile afterwards.
    You still get staff specialization. So your 20/x2 will become 17-20/x3 in LD.
    The buff from pulverizer is still free for TAs. There are no trade-offs to make. You use a quarterstaff and run in LD - you get +1 crit range for 2 points.

    Comparatively all these changes will put rogues pretty high in the DPS chain, because sneak attack remains powerful, while everyone else got their crit. damage nerfed.
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  21. #299
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    Quote Originally Posted by Severlin View Post
    Greetings.

    We've seen a lot of community feedback, both public and private, about our ongoing plans for balance. These are some changes we are considering to increase game balance.

    As with any post that outlines power reductions (aka nerfs) I am sure there will be a lot of players looking for explanations and our thoughts and results on balance that led to these changes. I will be following up this post with more details that talk about why some of these changes are being implemented.

    ***

    Holy Sword (Paladin)
    This is now a spell that affects the paladin and buffs whatever melee weapon is being wielded in the main hand.
    It no longer persists on your weapon but instead buffs the melee weapon you are holding in your main hand. (Yes, this buffs your two handed weapons.)
    It no longer affects missile weapons.
    It no longer can be used to buff off hand weapons or shields.
    If you change weapons the spell will drop off the unequipped weapon and instead be applied to the newly equipped weapon.

    Blood Strength (Barbarian Ravager)
    The portion of this enhancement that heals the user when they kill an opponent now has a 1 second internal cooldown.

    Critical Rage (Barbarian Ravager)
    The bonus to critical threat range is now a competence bonus.

    Two weapon fighting animations have been fixed so there is no longer a weird jump on the fourth animation. This has made the fourth attack slightly quicker.

    Two Weapon Fighting no longer grants melee power.
    Improved Two Weapon Fighting no longer grants melee power.
    Greater Two Weapon Fighting no longer grants melee power.

    Doubleshot values over 100% now have a chance of producing a third attack. The chance is equal to the amount the value exceeds 100. A doubleshot value of 130, for example, would always produce one extra shot and have a 30% chance to produce a third shot.

    (Doublestrike will still cap at 100 for technical reasons.)

    Repeating Crossbows and Doubleshot
    Fixed a bug where Doubleshot was not being reduced for repeating crossbows. (Doubleshot chance is divided by 3 for repeating crossbows.)

    Manyshot
    This ability is being redesigned.
    For the next 20 seconds you add your (base attack bonus * 4) to your Doubleshot and Ranged Power. This ability puts Ten Thousand Stars on a 30 second cooldown. Cooldown 2 minutes.
    (This ability no longer gives a doubleshot penalty when activated.)

    Ten Thousand Stars
    This ability is being redesigned.
    For the next 30 seconds you add your Wisdom ability score to your Ranged Power and you add your monk level * 5 to your Doubleshot. This ability puts Manyshot on a 30 second cooldown. Cooldown 1 minute.
    (This ability no longer gives a doubleshot penalty when activated.)

    Mechanical Reloader (Rogue Mechanic)
    The alacrity for non-repeating crossbows is now 30%. (Was 40%)

    Pulverizer (Legendary Dreadnought)
    The bonus to critical threat range for bludgeoning weapons is now an Insight bonus.

    Improved Critical
    These feats now add a bonus to critical threat range based purely on weapon type.
    * Adds +3 to critical threat range for falchion, kukri, rapier, and scimitar.
    * Adds +2 to the critical threat range of bastard sword, dagger, great crossbow, greatsword, heavy crossbow, khopesh, light crossbow, long sword, repeating heavy crossbow, repeating light crossbow, short sword, and throwing dagger.
    * Adds +1 to all other weapons.

    Keen
    This loot effect now add a bonus to critical threat range based purely on weapon type.
    * Adds +3 to critical threat range for falchion, kukri, rapier, and scimitar.
    * Adds +2 to the critical threat range of bastard sword, dagger, great crossbow, greatsword, heavy crossbow, khopesh, light crossbow, long sword, repeating heavy crossbow, repeating light crossbow, short sword, and throwing dagger.
    * Adds +1 to all other weapons.

    Armor Changes
    The amount of Physical Resist Rating that armor provides has been changed.
    * Heavy armor now increases Physical Resist Rating by (base attack bonus * 2) and no longer adds Magical Resist Rating.
    * Medium armor now increases Physical Resist Rating by (base attack bonus * 1.5) and no longer adds Magical Resist Rating.
    * Light Armor now increases Physical Resist Rating by (base attack bonus * 1) and no longer adds Magical Resist Rating.
    Fixed a bug where players were getting Physical Resist Rating for armor with which they were not proficient.

    (Note: The Physical Resist Rating and Magical Resist Rating offered by shields remain unchanged.)

    As a result of dialing back armor, some fighter only feats that will boost their effectiveness with armor and add to tactical DCs will also be included.

    Tactical Training
    Requires Fighter Level 4
    You gain +2 to the DC of all tactical feats.

    Tactical Combatant
    Requires Fighter Level 8
    You gain +4 to the DC of all tactical feats.

    Tactical Mastery
    Requires Fighter Level 12
    You gain +6 to the DC of all tactical feats.

    Tactical Supremacy
    Requires Fighter Level 16
    You gain +8 to the DC of all tactical feats.

    Notes: All tactical feats stack for a total of +20. The lower level feats are not prerequisites for the higher level feats so a higher level fighter could save a feat if he/she wanted to skip Tactical Training and forego the +2 but still have access to Tatical Supremacy.

    Heavy Armor Training
    Requires Fighter Level 2
    You gain +3 Physical Resistance Rating and Magical Resistance Rating while wearing heavy armor.

    Heavy Armor Combatant
    Requires Fighter Level 6
    You gain +6 Physical Resistance Rating and Magical Resistance Rating while wearing heavy armor.

    Heavy Armor Master
    Requires Fighter Level 10
    You gain +9 Physical Resistance Rating and Magical Resistance Rating while wearing heavy armor.

    Heavy Armor Champion
    Requires Fighter Level 14
    You gain +12 Physical Resistance Rating and Magical Resistance Rating while wearing heavy armor.

    Notes: All Heavy Armor feats stack for a total of +30. The lower level feats are not prerequisites for the higher level feats so a higher level fighter could save a feat if he/she wanted to skip Heavy Armor Training and forego the +3 and still have access to Heavy Armor Champion.


    Divine Grace (Paladin)
    Divine Grace now provides a maximum bonus equal to 2 + (Paladin level x 3).

    Eldritch Blast and other enhancements (Warlock)
    The spellpower scaling for Eldritch Blast and several enhancements has been reduced.

    Spellpower scaling of Warlock Abilities
    Ability Old New
    Eldritch Blast 150% 130%
    Eldritch Blast Cone 130% 130%
    Eldritch Blast Chain 110% 95%
    Eldritch Blast Aura 150% 130%
    Stricken (Souleater) 150% 125%
    Consume (Souleater) 150% 125%
    Eldritch Burst (Enlightened Spirit) 120% 100%
    Spirit Blast (Enlightened Spirit) 120% 100%

    I will be following up this post with some details on our thoughts on balance and design.

    Sev~
    No caster pass, and warlock nerfing is on it's way. How surprising.

  22. #300
    Community Member
    Join Date
    Sep 2009
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    Default

    Quote Originally Posted by UurlockYgmeov View Post
    interesting...



    Since update to manyshot / 10KS - can / will artificial ranged alacrity cap be removed?
    There was a Cap on Ranged alacrity? wow, they keep giving me reasons to quit the game. 10k stars nerf as well?

    any one know if you can get a refund on a year subscription? They are changing the game enough I think I could file a claim that they changed there product after I payed for a quality service. If i wanted constant "Power Balancing" i would play Smite. Do they do this stuff in games like Diablo 3?

    I have been VIP most of the last 9 years....when they destroyed Armor Class you lost my patronage for 6 months. If you keep nerfing my ranged guys i will finally give up on this old game. Its all that keeps me playing as it is.

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