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  1. #1
    Community Member AtomicMew's Avatar
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    Default Greater Ruin and "mana dumping"

    With casters being somewhat rebalanced for the next update, I think the idea behind this feat is worth re-evaluating in terms of balance. There is an issue in that some players can afford to perpetually mana dump, while newbies don't have the resources and can't afford to.

    While I like the idea behind "mana dumping", the ability to burn SP at even higher rates than before increases the existing divide between casters with and without resources - based entirely on factors other than skill. A lot of veteran players have a huge reserve of mnemonics due to recent cards or when they were essentially free in the store many ages ago. It also eliminates resource management, which I've always felt was one of the enjoyable aspects of casters.

    I think it makes sense to 1) reduce the SP cost of greater ruin and or normal ruin 2) introduce some penalty for excessive mnemonic usage, e.g., "mnemonic sickness - for 30 seconds drinking a mnemonic potions has no effect 3) increase the amount of mana regeneration options available to new players.

  2. #2
    Community Member Arkai's Avatar
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    Those are my two cents:


    "EPIC ECHOES OF POWER: If your SP drops below 30%, you restore 30-50SP/second."


    At least you can cast a single damage spell since all your DC spells are just not landing (hello, EE environment!) and DPS people is dealing +2600 damage per second. Kinda fair.

  3. #3
    Community Member Feralthyrtiaq's Avatar
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    Quote Originally Posted by arkai View Post
    those are my two cents:


    "epic echoes of power: If your sp drops below 30%, you restore 30-50sp/second."


    at least you can cast a single damage spell since all your dc spells are just not landing (hello, ee environment!) and dps people is dealing +2600 damage per second. Kinda fair.
    best idea evahhhhhh!!!!!

  4. #4
    Community Member Atremus's Avatar
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    My thought to continue the SP fixes: At Level 21 any caster taking a epic level feat (Wellspring of power, Intensify and so on) should be auto granted Epic Echo's of Power[functionality as suggested above].

    Another idea: Please add a farmable SP restoration item in the new Vale area akin to the Mysterious Bauble. It could have 3 or 4 charges of a superior elixir (Superior/Sovereign Store Pot gives 600SP minimum). Make it ML 26, BTCoE or BTC Exclusive.
    Characters: Celemia / Tukson / Thau (Broken link) / Atremus

    “A pessimist is one who feels bad when he feels good for fear he'll feel worse when he feels better.”

  5. #5
    Community Member PNGameAcct's Avatar
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    Quote Originally Posted by Atremus View Post
    My thought to continue the SP fixes: At Level 21 any caster taking a epic level feat (Wellspring of power, Intensify and so on) should be auto granted Epic Echo's of Power[functionality as suggested above].

    Another idea: Please add a farmable SP restoration item in the new Vale area akin to the Mysterious Bauble. It could have 3 or 4 charges of a superior elixir (Superior/Sovereign Store Pot gives 600SP minimum). Make it ML 26, BTCoE or BTC Exclusive.
    /signed. Even if it only has 1 charge, we REALLY need another farmable SP clickie (well, those of us without 20K majors sitting in the bank do, especially since they don't appear to drop much any more)

    To continue with the ideas: An epic feat that allows a player to apply Divine Vitality apply to themselves. Maybe give it a limited amount of time, and a cooldown long enough to prevent someone from using it more than once or twice during a single quest. This may or may not be considered a waste of a feat, but it would be another option at least.

  6. #6
    Community Member AtomicMew's Avatar
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    Quote Originally Posted by Arkai View Post
    Those are my two cents:


    "EPIC ECHOES OF POWER: If your SP drops below 30%, you restore 30-50SP/second."


    At least you can cast a single damage spell since all your DC spells are just not landing (hello, EE environment!) and DPS people is dealing +2600 damage per second. Kinda fair.
    This sounds like a good idea, although maybe tweak the numbers a bit (30-50 SP/s sounds a bit much). I hope the devs are listening to this suggestion

  7. #7
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    Quote Originally Posted by Arkai View Post
    Those are my two cents:


    "EPIC ECHOES OF POWER: If your SP drops below 30%, you restore 30-50SP/second."


    At least you can cast a single damage spell since all your DC spells are just not landing (hello, EE environment!) and DPS people is dealing +2600 damage per second. Kinda fair.
    I like the idea a lot, but the numbers need tweaking. I'd put the threshold significantly lower, no higher than 10% of total SP. Regenerating 25-30 SP per 6 seconds would be ok, however.

  8. #8
    Community Member Enderoc's Avatar
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    the only time I would ever take RUIN as a feat, would be on a warlock.

  9. #9
    Community Member thomascoolone64's Avatar
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    Greater Ruin Should not exist at all, It is not DPS In any sort of way. IMHO
    Quote Originally Posted by Cordovan View Post

    "Ignore the text in the Lamannia launcher claiming to be from Middle Earth. Wat?"

  10. #10
    Community Member IronClan's Avatar
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    Quote Originally Posted by thomascoolone64 View Post
    Greater Ruin Should not exist at all, It is not DPS In any sort of way. IMHO
    I disagree I would like the game to have dynamic range in terms of how we DPS things. Right now 99% of the game is about "how fast can you spam small amounts of damage/affixes/procs"

    Repeaters
    Warlocks
    Shuricannons
    Tempests/TWF of all sorts
    SWF with +30% alacrity
    Wolf form
    SHiradi
    THF spamming 3 to 7 cleaves

    EVERYTHING is about spamming repeated attacks. Almost nothing (except SP based casting) is about applying the right spell at the right time, or weighing your SP use against the situation... These high SP use spells allow that, and allow a different build direction and largely completely different feeling playstyle to most of the others.

    I just wish there are some Melee counterpart to SP based casting.

  11. #11
    Community Member Arkai's Avatar
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    Quote Originally Posted by Sunnie View Post
    I like the idea a lot, but the numbers need tweaking. I'd put the threshold significantly lower, no higher than 10% of total SP. Regenerating 25-30 SP per 6 seconds would be ok, however.

    Yep, that was just an idea. Your proposal numbers seem right.

  12. #12
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    Quote Originally Posted by Arkai View Post
    Those are my two cents:


    "EPIC ECHOES OF POWER: If your SP drops below 30%, you restore 30-50SP/second."


    At least you can cast a single damage spell since all your DC spells are just not landing (hello, EE environment!) and DPS people is dealing +2600 damage per second. Kinda fair.

    That amounts the unlimited SP. The devs may as well set all spell costs to zero as implement that.

  13. #13
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    Endless faith: Passive Bonus: Spell point pool increased by [4/7/10]%. Echoes of power restore up to [18/24/30] sp.

    That's from Exalted Angel Tier 1.

    EDIT: corrected wrong Tier.
    Last edited by Vulkoorex; 12-02-2015 at 01:14 PM.

  14. #14
    Community Member thomascoolone64's Avatar
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    Quote Originally Posted by Vulkoorex View Post
    Endless faith: Passive Bonus: Spell point pool increased by [4/7/10]%. Echoes of power restore up to [18/24/30] sp.

    That's from Exalted Angel Tier 2.
    No, actually your wrong its tier 1 look in the ED itself
    Quote Originally Posted by Cordovan View Post

    "Ignore the text in the Lamannia launcher claiming to be from Middle Earth. Wat?"

  15. #15
    Community Member Arkai's Avatar
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    Quote Originally Posted by Vulkoorex View Post
    Endless faith: Passive Bonus: Spell point pool increased by [4/7/10]%. Echoes of power restore up to [18/24/30] sp.

    That's from Exalted Angel Tier 1.

    EDIT: corrected wrong Tier.

    It gives 4sp every 4scs until you reach 30, a clearly insufficient ratio for our actual game.

  16. #16
    Community Member Arkai's Avatar
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    Quote Originally Posted by Nadion View Post
    That amounts the unlimited SP. The devs may as well set all spell costs to zero as implement that.

    So you think [a non maximized spell/2seconds] is gonna break the game in environments like DOJ or MOD?

  17. #17
    Community Member AtomicMew's Avatar
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    Quote Originally Posted by Arkai View Post
    So you think [a non maximized spell/2seconds] is gonna break the game in environments like DOJ or MOD?
    I think your suggestion is really good. There is still a lot of thinking in D&D logic, where spells are really valuable and shouldn't be spammed. but in DDO, the value of a spell is much closer to the value of the swing of a sword.

  18. #18
    Community Member Arkai's Avatar
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    Quote Originally Posted by AtomicMew View Post
    I think your suggestion is really good. There is still a lot of thinking in D&D logic, where spells are really valuable and shouldn't be spammed. but in DDO, the value of a spell is much closer to the value of the swing of a sword.
    Thanks, I think we share that view.

    Anyway, this is a problem only affecting epic stuff; I love how they are working at heroic content and possibly I'm getting another bunch of wiz/sorc lives (lvls 1-20) in the majority of my active toons (:

  19. #19
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    Quote Originally Posted by AtomicMew View Post
    I think it makes sense to 1) reduce the SP cost of greater ruin and or normal ruin
    Ruin and Greater Ruin are actually priced quite competitively for their damage, if you consider that the base damage of a level 25 Polar Ray (the strongest no-save instant spell) is 100 - 150 per cast. Casting four PRs will do 400 - 600 damage, which on average is the same as a single Ruin, but will set you back 80 SP versus Ruin's 75 SP. Ditto for Greater Ruin which is 8 Polar Rays (160 SP) for 150 SP. And on top of that [Greater] Ruin do untyped damage, whereas many mobs are resistant to Polar Ray's cold damage.

    3) increase the amount of mana regeneration options available to new players.
    I think this is a great idea. Even if Epic Echoes only took you to 50 SP, this would still allow you to keep yourself healed with Death Aura (PMs), Reconstruct (warforged) etc. Much better than just 12 SP which doesn't allow you to do much more than spam Magic Missile and chug healing potions.

  20. #20
    Hero JOTMON's Avatar
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    Quote Originally Posted by AtomicMew View Post
    With casters being somewhat rebalanced for the next update, I think the idea behind this feat is worth re-evaluating in terms of balance. There is an issue in that some players can afford to perpetually mana dump, while newbies don't have the resources and can't afford to.

    While I like the idea behind "mana dumping", the ability to burn SP at even higher rates than before increases the existing divide between casters with and without resources - based entirely on factors other than skill. A lot of veteran players have a huge reserve of mnemonics due to recent cards or when they were essentially free in the store many ages ago. It also eliminates resource management, which I've always felt was one of the enjoyable aspects of casters.

    I think it makes sense to 1) reduce the SP cost of greater ruin and or normal ruin 2) introduce some penalty for excessive mnemonic usage, e.g., "mnemonic sickness - for 30 seconds drinking a mnemonic potions has no effect 3) increase the amount of mana regeneration options available to new players.

    I don't see the point of Greater Ruin. Regular Ruin meta'd up is already quite powerful..

    I would have liked to have seen a variety of alternate class/race like feats available at level 30 that do not stack with existing feats (not selectable if you already have)..
    Divine Grace ( max +8 to all saves..)
    Divine Health (Immune to disease/highly resistant to poisons, +5 fort saves,no fail on a 1 fort saves)
    Feline Step (Evasion, + 5 Trap saves, no fail on a 1 reflex)
    Mindflayer blooded (immune to some mind effects(Magic Circle Against Evil), +5 will saves, no fail on a 1 will save)
    Spell Resistance +30
    abundant step
    Rune Arm Mastery (rune arm for the non artificers)
    Unleash Iron Defender (get your own artificer pet as a non-artificer)
    Call Wolf Companion (Druid)
    Fast Movement (Barbarian)
    Arcane Lore ( access to arcane scrolls/wands without requiring UMD)
    Religious Lore ( access to divine scrolls/wands without requiring UMD)
    Damage Reduction (dr/- 20 )
    Improved Evasion (requires Evasion)
    etc...
    Argo: Degenerate Matter - 200
    Jotmon (HC 34/45 , RC 42/42 , IC 12/21 , EC 51/51 , RP 116/158)
    Jotlock (HC 38/45 , RC 25/42 , IC 15/21 , EC 51/51 , RP 75/158)
    Whatthetruck (HC 38/45 , RC 42/42 , IC 15/21 , EC 51/51 , RP 111/158)

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