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Thread: New spells???

  1. #21
    Community Member Selvera's Avatar
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    It's not just DDO that has fewer illusion spells then other schools, but DDO only has 8 illusion spells? (only 2 of which allow saves) That seems very limited. So here's some ideas I drew up while looking at some D&D spells that weren't included: (Some modified to be a little more useful for DDO)

    Silence (level 2 bard/cleric/favored soul): Long range, small AoE, prevents spell-casting in the zone. Will negates. Spell resistance applied. Source: http://www.dandwiki.com/wiki/SRD:Silence

    Nightmare (level 5 bard/sorc/wizard): Puts the target to sleep as if effected by the sleep spell (20 seconds + 2 per caster level), while they are asleep they take 1d10+1 per caster level damage immediately and every 2 seconds they remain asleep, this does not wake them up although they do awake from other attacks. When they are awoken they are fatigued for 2 minutes. Source: http://www.dandwiki.com/wiki/SRD:Nightmare_%28Spell%29

    Simulacrum (level 7 sorc/wizard): Target a creature and summon a shadow version of it. It retains all special abilities of the targeted creature (so if you summon a copy of an earth elemental, it will use earth grab) Cannot use on red named bosses. It would also be good to get a simple action bar for this creature (active/passive, use obect etc, like a hireling/pet without special abilities) to make this worth the 7th level slot. Source: http://www.dandwiki.com/wiki/SRD:Simulacrum

    I would also suggest weird to give illusionists a 9th level spell worth getting... but weird looks EXACTLY like phantasmal killer except for: spell level (weird is level 9 sorc/wizard), damage if it doesn't kill, weird also deals str damage if it doesn't kill.

  2. #22
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    Quote Originally Posted by Enoach View Post
    There are other spells that I think would also benefit from something similar...

    Shield of Faith and Barkskin for example. Spells which at one point provided options to gear which with gear presently double if not more makes these less of an option. I'm ok with gear being better, not ok with spells not even being a consideration as an alternative.
    yeah I don't really consider that power creep and beholders can dispel it. I don't want it stacking up I do like alternatives


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  3. #23
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    Quote Originally Posted by JOTMON View Post
    Spells from Arcane/Divine schools should stack independently of gear to encourage the wide spectrum of spells and their ongoing usefulness.
    Trumping spells with gear invalidates many spells right out of the gate effectively nullifying any value they may of had.

    Ranger barkskin, Paladin Protection.. all easily trumped by low level random gear and augments.

    It really invalidates the usefulness of these spells if they do not stack with gear..
    Gear should have the limitations to encourage a diversified party to be all they can be.. not trumping party member buffss with gear..
    NO to stacking


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  4. #24
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    Quote Originally Posted by Qhualor View Post
    totally agree. the only way to make some spells relevant or more useful again is to either a) make them stack with gear/enhancements/etc or b) raise their level of power beyond the gear/enhancements/etc. end result? more powercreep. the devs over the past couple years have proven they aren't going to go backwards or take away from players in these types of situations, so our only option is to suggest powercreep.
    No stacking and neither should exceed the other really. Having the spells boosted would give more options also not everyone would have the spells or even slot them if they did.


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  5. #25
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    Quote Originally Posted by Uska View Post
    NO to stacking
    you think gear should trump what a player brings to the group.
    you don't believe that each unique party member/class should offer bonuses to support and strengthen the group to encourage diversity.

    From my point of view every class should bring unique stacking bonuses to the group that trumps or augments gear, not the current system of gear trumping what a player may bring to the group.
    The game should be supporting and encouraging to bring a mixed balanced party not weighed heavily towards the pool of flavor of the day builds.
    currently brute DPS is the key of completions... screw the flavor builds, and the diversity, and the buffs...

    DDO is supposed to be a game of teamwork where being the best you can be is via the support of team to bloster the weaknesses of the individual
    A diversified team should be the ideal group.
    DDO has moved away from teamwork dependency to a bunch of solo'ists that group together for moar single player DPS.
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  6. #26
    Community Member HastyPudding's Avatar
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    Quote Originally Posted by jotmon View Post
    you think gear should trump what a player brings to the group.
    You don't believe that each unique party member/class should offer bonuses to support and strengthen the group to encourage diversity.

    From my point of view every class should bring unique stacking bonuses to the group that trumps or augments gear, not the current system of gear trumping what a player may bring to the group.
    The game should be supporting and encouraging to bring a mixed balanced party not weighed heavily towards the pool of flavor of the day builds.
    Currently brute dps is the key of completions... Screw the flavor builds, and the diversity, and the buffs...

    Ddo is supposed to be a game of teamwork where being the best you can be is via the support of team to bloster the weaknesses of the individual
    a diversified team should be the ideal group.
    Ddo has moved away from teamwork dependency to a bunch of solo'ists that group together for moar single player dps.
    ^^THIS^^

    I've been saying this for years, now. DDO has moved away from its roots and is now almost completely focused on nothing but DPS and zerging.

  7. #27
    Hopeless Romantic dunklezhan's Avatar
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    Quote Originally Posted by Uska View Post
    No stacking and neither should exceed the other really. Having the spells boosted would give more options also not everyone would have the spells or even slot them if they did.
    Honestly, I just think the spells shouldn't stack with normal gear bonuses.

    So with the stat spells for example, I would be happy with them scaling with every 5 caster levels but being Insight bonuses. So At L30 Cats grace would be a +6 insight bonus to dex (I think the max insight stat bonus is like +8? The idea would be that top end rare gear should always still better than a 'free' buff).

    It now stacks with normal enhancement bonuses but not the more rare insight bonuses - which are still valuable because it reduces dependency on others and/or frees up spell slots for you personally (if you have them) - but if you don't have insight bonuses and you need a dex boost for a particular quest or situation you can choose to slot the spell and it not be totally pointless because no-one has less than a +4 enhancement dex item by about L10. You can't guarantee the buff will be available and potions and scrolls, being usually caster level 3, would grant just the +1 insight bonus (the CL6 ones would give you +2).

    So its 'stacking' for more people than currently, but still only if someone has it loaded which means they gave up other spells. But it is still not increasing the overall top end of power available in game. Insight gear is still nice to get your hands on in general particularly for a main 'always needed on this character' stat (e.g. Fox Cunning would basically become a mandatory spell for a wizard to carry if only for themselves, but they'd be on the hunt for insight bonuses so that they didn't have to).

    /meh. In general I agree with you Uska, no more vertical power creep is required. I just feel that caster levels should play more of a role in a buff's effectiveness, not just duration.
    Last edited by dunklezhan; 05-06-2016 at 12:29 PM.
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  8. #28
    Community Member Graskitch's Avatar
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    Quote Originally Posted by Selvera View Post
    ... So here's some ideas I drew up while looking at some D&D spells that weren't included: (Some modified to be a little more useful for DDO)

    Silence (level 2 bard/cleric/favored soul): Long range, small AoE, prevents spell-casting in the zone. Will negates. Spell resistance applied. Source: http://www.dandwiki.com/wiki/SRD:Silence

    Nightmare (level 5 bard/sorc/wizard): Puts the target to sleep as if effected by the sleep spell (20 seconds + 2 per caster level), while they are asleep they take 1d10+1 per caster level damage immediately and every 2 seconds they remain asleep, this does not wake them up although they do awake from other attacks. When they are awoken they are fatigued for 2 minutes. Source: http://www.dandwiki.com/wiki/SRD:Nightmare_%28Spell%29

    Simulacrum (level 7 sorc/wizard): Target a creature and summon a shadow version of it. It retains all special abilities of the targeted creature (so if you summon a copy of an earth elemental, it will use earth grab) Cannot use on red named bosses. It would also be good to get a simple action bar for this creature (active/passive, use obect etc, like a hireling/pet without special abilities) to make this worth the 7th level slot. Source: http://www.dandwiki.com/wiki/SRD:Simulacrum
    these are very good ideas/implementations of the dungeons and dragons illusion spells. I like how Nightmare would put the target to sleep and do damage over time.

    I like the idea of the simulacrum shadow summoning a shadow version of one of the enemy mob, even if they could not implement a controllable action bar.

  9. #29
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    Quote Originally Posted by dunklezhan View Post
    Honestly, I just think the spells shouldn't stack with normal gear bonuses.

    So with the stat spells for example, I would be happy with them scaling with every 5 caster levels but being Insight bonuses. So At L30 Cats grace would be a +6 insight bonus to dex (I think the max insight stat bonus is like +8? The idea would be that top end rare gear should always still better than a 'free' buff).

    It now stacks with normal enhancement bonuses but not the more rare insight bonuses - which are still valuable because it reduces dependency on others and/or frees up spell slots for you personally (if you have them) - but if you don't have insight bonuses and you need a dex boost for a particular quest or situation you can choose to slot the spell and it not be totally pointless because no-one has less than a +4 enhancement dex item by about L10. You can't guarantee the buff will be available and potions and scrolls, being usually caster level 3, would grant just the +1 insight bonus (the CL6 ones would give you +2).

    So its 'stacking' for more people than currently, but still only if someone has it loaded which means they gave up other spells. But it is still not increasing the overall top end of power available in game. Insight gear is still nice to get your hands on in general particularly for a main 'always needed on this character' stat (e.g. Fox Cunning would basically become a mandatory spell for a wizard to carry if only for themselves, but they'd be on the hunt for insight bonuses so that they didn't have to).

    /meh. In general I agree with you Uska, no more vertical power creep is required. I just feel that caster levels should play more of a role in a buff's effectiveness, not just duration.
    I agree let the level of the caster boost the spell more than it currently does


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