Page 1 of 3 123 LastLast
Results 1 to 20 of 46
  1. #1
    Community Member Basura_Grande's Avatar
    Join Date
    Sep 2015
    Posts
    813

    Default Rather than one-shotting everyone nerf our self healing

    Self healing is too good. This is one of the main reasons the game is as broken qas it is.

    Start with halving the value of healing amp.

  2. #2
    DDO Players Council ArekDorun's Avatar
    Join Date
    Sep 2009
    Posts
    0

    Default

    I don't see this being done because the devs don't wanna force grouping on people.

    That said, if the devs want to consider this, here's a better idea for healing amplification: Make it so that Healing Amp only works on spells/effects from external sources. Example: if I cast a heal on myself, healing amp would not effect it, but if someone else cast a heal on me it would be amplified by healing amp.

    This greatly nerfs self-healing without rendering healing amplification useless....and would make it easier to balance hard content.

    --ArekDorun

  3. #3
    Community Member Basura_Grande's Avatar
    Join Date
    Sep 2015
    Posts
    813

    Default

    Halve the defensive value of PRR if you are holding a ranged weapon.

  4. #4
    Hero JOTMON's Avatar
    Join Date
    Oct 2008
    Posts
    5,415

    Default

    Quote Originally Posted by Basura_Grande View Post
    Self healing is too good. This is one of the main reasons the game is as broken qas it is.

    Start with halving the value of healing amp.
    Self healing is not really the issue, its the lack of need for someone else to heal you while you take damage and deal with the task at hand.

    One-shot attakcs are just pointless since a healer cant help you anyway, they become rez monkeys which correspondingly results in.. just bring a self sufficient DPS'er with stacks of rez scrolls instead.

    What we should be seeing more of are melee/ranged attack debuffs that reduce/impede self casting, or self healing on players engaged in direct combat.
    AOE dot damagers, like chains, boom, bees, maggots, and other effects to screw up concentration checks, and/or debuff players.

    Ranged players have had it easy for a long time, stay far enough away from the mob and you are not impacted by many backlash effects.
    There should be more targeted effects that impact these players...

    Revolving spell damagers/healing effects like helmed horrors.. where casting the right spell at the right time matters more than spamming.
    cycle various shields (with tells)where changing attack method is required to break the shields magic/melee(bludgeon/pierce/slash)/elemental/undead/untyped to break the shields.

    The game needs to get back to the point where diversity in teamwork matters, not solo'ists grouping together.
    back in the day, rogues would jump back and scroll heal in situations where damage would likely get them killed.. like shroud blades moving in.. DPS for a while then pull out...since the damage was >than the heals.
    there needs to be that pivotal point where change in tactics plays better than brute DPS and changes over longer duration battles.

    We have been heading into an era of bastardized brute min/max DPS solo'ers focussed on quick beatdowns for the win instead of teamwork oriented confrontations.
    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)

  5. #5
    Community Member Seljuck's Avatar
    Join Date
    Jun 2010
    Posts
    562

    Default

    Quote Originally Posted by JOTMON View Post
    Self healing is not really the issue, its the lack of need for someone else to heal you while you take damage and deal with the task at hand.

    One-shot attakcs are just pointless since a healer cant help you anyway, they become rez monkeys which correspondingly results in.. just bring a self sufficient DPS'er with stacks of rez scrolls instead.

    What we should be seeing more of are melee/ranged attack debuffs that reduce/impede self casting, or self healing on players engaged in direct combat.
    AOE dot damagers, like chains, boom, bees, maggots, and other effects to screw up concentration checks, and/or debuff players.

    Ranged players have had it easy for a long time, stay far enough away from the mob and you are not impacted by many backlash effects.
    There should be more targeted effects that impact these players...

    Revolving spell damagers/healing effects like helmed horrors.. where casting the right spell at the right time matters more than spamming.
    cycle various shields (with tells)where changing attack method is required to break the shields magic/melee(bludgeon/pierce/slash)/elemental/undead/untyped to break the shields.

    The game needs to get back to the point where diversity in teamwork matters, not solo'ists grouping together.
    back in the day, rogues would jump back and scroll heal in situations where damage would likely get them killed.. like shroud blades moving in.. DPS for a while then pull out...since the damage was >than the heals.
    there needs to be that pivotal point where change in tactics plays better than brute DPS and changes over longer duration battles.

    We have been heading into an era of bastardized brute min/max DPS solo'ers focussed on quick beatdowns for the win instead of teamwork oriented confrontations.
    Overall, your suggestion are good, but there is one problem, its name is QUICKEN. Most heal effects comes from cocoon.
    >>Officer of the Polish Guild: GildiaDDOpl<<>>Cannith<<
    Isioviel Jr'eness - the Completionist
    Finghin Al'Roeg 5th life Sorcerer .......Seljuck 5th life 14ftr/5art/1wiz
    If you like my posts, consider adding to my reputation. Thank You.

  6. #6
    Community Member Vanhooger's Avatar
    Join Date
    Aug 2010
    Posts
    1,872

    Default

    Quote Originally Posted by JOTMON View Post
    We have been heading into an era of bastardized brute min/max DPS solo'ers focussed on quick beatdowns for the win instead of teamwork oriented confrontations.
    That's why I just started playing House C challenges, for some reason didn't bother with them till few days ago and was a big mistake, they're so much fun. You need to do other things rather then just hold down mouse 1.
    Triple Heroic & Epic completionist. Eroic : 42/42 - Epic : 36/36 - Iconic : 12/12.

  7. #7
    Community Member Basura_Grande's Avatar
    Join Date
    Sep 2015
    Posts
    813

    Default

    Quote Originally Posted by Seljuck View Post
    Overall, your suggestion are good, but there is one problem, its name is QUICKEN. Most heal effects comes from cocoon.
    How? SLA's don't get interrupted.

  8. #8
    Community Member changelingamuck's Avatar
    Join Date
    Mar 2011
    Posts
    0

    Default

    Quote Originally Posted by Basura_Grande View Post
    Start with halving the value of healing amp.
    Healing amp is excessive. Halving is too big of a reduction though, I think. Really, the main problem is the self-healing abilities in my opinion. They're too readily available without enough opportunity-cost sacrifice for choosing them, considering how great of a benefit they give. And they're too unlimited in their use. Any universally available self-healing ability should pale in comparison to the healing ability available to *gasp* actual healing classes.

    Quote Originally Posted by ArekDorun View Post
    That said, if the devs want to consider this, here's a better idea for healing amplification: Make it so that Healing Amp only works on spells/effects from external sources. Example: if I cast a heal on myself, healing amp would not effect it, but if someone else cast a heal on me it would be amplified by healing amp.

    This greatly nerfs self-healing without rendering healing amplification useless....and would make it easier to balance hard content.
    This is a very clever idea. However, I would simply reduce the effect of the healing amp on self-healing, rather than eliminate it entirely.

    Quote Originally Posted by Basura_Grande View Post
    Halve the defensive value of PRR if you are holding a ranged weapon.
    I find this idea interesting too, but, again, I think that a reduction by half is pretty extreme.

    Here's what I would do:

    (1) First off, I'd increase the cooldown on the bladeforged reconstruct SLA enhancement from 30/15/6 seconds to 45/25/14 seconds.

    (2) Switch the places of Crusade and Sacred Ground in the Divine Crusader destiny. This would move the self-healing Sacred Ground option from Tier 3 to Tier 4.

    (3) Switch the places of Autumn Harvest and Cocoon in the Primal Avatar destiny. This would move the on-demand self-healing of Cocoon from Tier 1 to Tier 4. And it would put the less controllable, more limited healing of Autumn Harvest in Tier 1 (this is unaffected by spell power and triggers only on nearby enemy deaths). Also, increase the cooldown on Cocoon from 12 seconds to 20 seconds. Maybe make Cocoon require being in the Primal Avatar destiny in order to self-target like the requirement for Renewal in Unyielding Sentinel (that's probably going too far actually, though... maybe).

    People could still get access to these self-healing abilities. They would just involve more sacrifice to twist them in (which is appropriate considering their benefits even with increased cooldowns). And they would be less reliable healing options than the healing from actual healing classes (which is also appropriate since healing classes should have clear advantages at... wait for it... healing).

    (4) Add a cleric enhancement that makes it so all their healing spells no longer require line-of-sight to heal allies (in other words, they can heal through walls, like Cocoon used to do). That would add another advantage to teamplay healing.

  9. #9
    Hero JOTMON's Avatar
    Join Date
    Oct 2008
    Posts
    5,415

    Default

    Quote Originally Posted by Basura_Grande View Post
    How? SLA's don't get interrupted.
    Perhaps adding a -25% to Melee Power for the caster of Cocoon with a 9 second cooldown.
    Self casting on a melee it would cause some annoyance in the midst of battle, being cast outside of battle would be functional.
    For someone stepping back to help with heals and not be in melee, it would still be useful.

    Rejuvenation Cocoon: Active (12 SP activation) (12 sec cooldown) (Empower Heal, Quicken, Enlarge) (SR: no) Protect target ally with a shield of [90/120/150] temporary HP for 9 seconds. Heals 5d6 HP every 2 seconds while the shield persists.
    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)

  10. #10
    Bounty Hunter slarden's Avatar
    Join Date
    Apr 2011
    Posts
    11,313

    Default

    People are beating it on EE. The only thing they need to do at this point is amp up the difficulty a little more on EE maybe.

    I don't see any point in making changes to self-healing - it won't solve anything.
    DC Warlock Reaper Build (U48)
    Max DC Illusionist Reaper Build (U48)

  11. #11
    Community Member Basura_Grande's Avatar
    Join Date
    Sep 2015
    Posts
    813

    Default

    Quote Originally Posted by slarden View Post
    People are beating it on EE. The only thing they need to do at this point is amp up the difficulty a little more on EE maybe.
    People are cheesing it on LE.

    How do you do that when it's already at the point where 90% of the toons are one-shot by any trash mob?

    Quote Originally Posted by slarden View Post
    I don't see any point in making changes to self-healing - it won't solve anything.
    Nonsense. Our "indestructibility" is the problem. The devs aren't good enough to challenge us without stupid game mechanics and one-shotting. Too easy self-healing is a major reason for this.

  12. #12
    Community Member noinfo's Avatar
    Join Date
    Jun 2007
    Posts
    2,681

    Default

    Quote Originally Posted by Basura_Grande View Post
    Self healing is too good. This is one of the main reasons the game is as broken qas it is.

    Start with halving the value of healing amp.
    Amp isn't as much an issue as cool down. Long cd and lower damage
    Milacias of Kyber

    Leader of the Crimson Eagles Kyber

    The Myth- TR will make my character powerful
    The Reality- Those kobolds in Water Works won’t have a chance but nothing else cares-Learn to play your build and all its abilities in actual difficult content, get gear and reaper points in level 30+ content and raids.

  13. #13
    Community Member Vanhooger's Avatar
    Join Date
    Aug 2010
    Posts
    1,872

    Default

    Quote Originally Posted by Basura_Grande View Post
    People are cheesing it on LE.

    How do you do that when it's already at the point where 90% of the toons are one-shot by any trash mob?



    Nonsense. Our "indestructibility" is the problem. The devs aren't good enough to challenge us without stupid game mechanics and one-shotting. Too easy self-healing is a major reason for this.
    Let's add player immunity to stun/hold/petrification/slippery surface/knockdown and bad designed ench such as ravager & berseker that combine best dps/defense/healing and leave nothing to occult slayer (as one example).

    Most build do not have a single weakness. It's time to revert back that trend.
    Triple Heroic & Epic completionist. Eroic : 42/42 - Epic : 36/36 - Iconic : 12/12.

  14. #14
    Bounty Hunter slarden's Avatar
    Join Date
    Apr 2011
    Posts
    11,313

    Default

    Quote Originally Posted by Basura_Grande View Post
    People are cheesing it on LE.

    How do you do that when it's already at the point where 90% of the toons are one-shot by any trash mob?



    Nonsense. Our "indestructibility" is the problem. The devs aren't good enough to challenge us without stupid game mechanics and one-shotting. Too easy self-healing is a major reason for this.
    So what do you want? We go back to the old epics where most of the party is warforged casters, favored souls and pms?

    That was an era where self healing was low and the content was made easy by people choosing builds that were best for epics. Make cocoon worse it just means I will drop a few builds with weaker self helaing in favor of builds that have better self healing.

    The raid was completed on EE - not sure why those tactics are any worse than what you are proposing. If people don't want an extreme challenge - they aren't required to run it.

    Turbine can't overcome metagaming and shouldn't waste too much effort on it.
    DC Warlock Reaper Build (U48)
    Max DC Illusionist Reaper Build (U48)

  15. #15
    Community Member changelingamuck's Avatar
    Join Date
    Mar 2011
    Posts
    0

    Default

    Quote Originally Posted by Vanhooger View Post
    Let's add player immunity to stun/hold/petrification/slippery surface/knockdown
    This. 'Immunity'' items and spells should provide a percent chance to ignore a status effect based on the caster level of the item or caster of the spell. As it is now, why are they even in the game? I was farming a bauble the other day and just had to laugh at the succubi trying to charm me... It's like, they'd be stronger if they actually didn't have that "power" because they might do some damage in its place if they did something else... Why did anybody program in mob-vs.-player charms, blindness, etc. when they could literally be removed from the game and it would barely impact the game at all.

    The change to Proof against poison items with Menace of the Underdark was a good move. They separated poisons into natural, magical, and supernatural categories and Proof against Poison only provided complete immunity to natural poisons. Something like that change should be expanded to all the other status effects that are utter wastes of code in this game.

    Quote Originally Posted by Vanhooger View Post
    Most build do not have a single weakness. It's time to revert back that trend.
    True.

  16. #16
    Community Member Basura_Grande's Avatar
    Join Date
    Sep 2015
    Posts
    813

    Default

    Quote Originally Posted by slarden View Post
    So what do you want? We go back to the old epics where most of the party is warforged casters, favored souls and pms?
    I simply won't play a game where we're one-shot by every trash mob in a quest. If that means going back to Pre-Motu then sure, the game was better then anyway.

  17. #17
    Community Member Seljuck's Avatar
    Join Date
    Jun 2010
    Posts
    562

    Default

    Quote Originally Posted by slarden View Post
    So what do you want? We go back to the old epics where most of the party is warforged casters, favored souls and pms?

    That was an era where self healing was low and the content was made easy by people choosing builds that were best for epics. Make cocoon worse it just means I will drop a few builds with weaker self helaing in favor of builds that have better self healing.

    The raid was completed on EE - not sure why those tactics are any worse than what you are proposing. If people don't want an extreme challenge - they aren't required to run it.

    Turbine can't overcome metagaming and shouldn't waste too much effort on it.
    Black & white... just black & white.. Did you know that between black & white is whole variety of shades of grey???? Think about it.

    Reducing effectiveness of self healing don't mean it wont work at all. It will work but will be insufficient in a middle of battle, which means you will have to play smarter, slower and/or group with divine, or scroll-heal which is less effective due to long cast animation. You want self heal? Sure why not, just sacrifice something for this ability.
    >>Officer of the Polish Guild: GildiaDDOpl<<>>Cannith<<
    Isioviel Jr'eness - the Completionist
    Finghin Al'Roeg 5th life Sorcerer .......Seljuck 5th life 14ftr/5art/1wiz
    If you like my posts, consider adding to my reputation. Thank You.

  18. #18
    Bounty Hunter slarden's Avatar
    Join Date
    Apr 2011
    Posts
    11,313

    Default

    Quote Originally Posted by Basura_Grande View Post
    I simply won't play a game where we're one-shot by every trash mob in a quest. If that means going back to Pre-Motu then sure, the game was better then anyway.
    As I understand it you won't get one shot if the mobs are cc'd. The raid may take multiple people with different types of cc to manage the mobs.

    In the old epic DA if you had cc and a tank - the quest was a total cakewalk - no chance for deaths. If there was no cc the party would wipe in 30 seconds.

    If anything this is kind of like the old epics except more chance of death in the new raid even if things are done perfectly.
    DC Warlock Reaper Build (U48)
    Max DC Illusionist Reaper Build (U48)

  19. #19
    Community Member Basura_Grande's Avatar
    Join Date
    Sep 2015
    Posts
    813

    Default

    Quote Originally Posted by slarden View Post
    As I understand it you won't get one shot if the mobs are cc'd. The raid may take multiple people with different types of cc to manage the mobs.
    LOLz . . . so you haven't even run the raids.

  20. #20
    Bounty Hunter slarden's Avatar
    Join Date
    Apr 2011
    Posts
    11,313

    Default

    Quote Originally Posted by Seljuck View Post
    Black & white... just black & white.. Did you know that between black & white is whole variety of shades of grey???? Think about it.

    Reducing effectiveness of self healing don't mean it wont work at all. It will work but will be insufficient in a middle of battle, which means you will have to play smarter, slower and/or group with divine, or scroll-heal which is less effective due to long cast animation. You want self heal? Sure why not, just sacrifice something for this ability.
    No, it is arguing that reducing self healing will solve the problems that is the black and white statement. It is simply going to bring us to the same circle that led to more self healing. Even before U14 the trend was starting - the most likely divine to join an epic was a favored soul and they might throw a raise after some time and not a heal. So they get great healing and use it on themselves only.

    The only place "healers" were needed was a few raids and they were useless beyond that - that is right before U14. That is why I don't see a reason to go full circle on this issue again. Remember it was all the fvs starting epics with BYOH in the lfm that led us down this path.

    The raid was completed and the party overcame challenges with tactics. I am not seeing a problem here.
    DC Warlock Reaper Build (U48)
    Max DC Illusionist Reaper Build (U48)

Page 1 of 3 123 LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  

This form's session has expired. You need to reload the page.

Reload