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  1. #221
    Community Member Rys's Avatar
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    Quote Originally Posted by Ellihor View Post
    They could pay the same xp as the non reaper quest (of course with a bonus for extra skulls), but in a form of a bankable token that you can use after you TR (or have a reward based on average time to complete a quest to avoid people doing too much reaper spies wk etc). This way we could get past lives without the boring repetitive non-challenge lvling, but actually on a intresting and challenging scene.
    That would be nice.

  2. #222
    2014 DDO Players Council
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    MeliCat's Avatar
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    Quote Originally Posted by Eth View Post
    I'd prefer to not make XP a thing, unless it's XP that is used in a different manner than XP we have now (not for leveling).
    In another game I play a kind of xp reward is used for crafting weapons and equipment - with the potential risk of blowing everything up and having to salvage your weapon spending even more - it would be cool if the karma sphere could be used that way.

    Cosmetics with some sort of small mythic bonus maybe for rewards? (I have no right to an opinion here I realise Just thinking about what I've seen in different games).
    ~ Crimson Eagles of Khyber ~
    ~ Melianny ~ Melizzic ~ Melton ~ Meliambit ~ Mellant ~ Melimenace ~ Melangst ~

  3. #223
    Hero JOTMON's Avatar
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    Quote Originally Posted by Tlorrd View Post
    This is actually not true imo. Shadows Upon You from EA gives you -12 to saves, then hit the boss with bestow curse and subsequently symbol of pain ... you now have -20 to saves ... I would say thats pretty good boss debuffing and its not even followed by weaken will spells or other fort debuffs such as improved sundering or taint the blood or spell augmentations that debuff reflex by 10 or will by 10 or fort by 5 ... Bosses can definitly be debuffed.
    lol, you call that a debuff for a Red/Purple Boss..

    Shadows Upon You: Active Ability: (Cooldown 20 seconds, 20sp)
    Target foe becomes cursed with Shadows Upon You, reducing all saving throws by -2 for 20 seconds. Whenever this foe is damaged by spells or attacks, saving throws are reduced by an additional -1 for 5 seconds. Stacks up to 10 times.


    I am talking real debuffs..
    Reduction of damage output, reduction of attack speed, Vulnerabilities that help the whole party, the kind of thing that makes players want toons to debuff bosses..

    We have few functionable debuffs for bosses in Epic/Legendary content.
    Spells from Casters, Divines.... back in the day we could use things like waves of fatigue, hamstring, wounding, strength sapping.... with visible persistent results on bosses...
    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)

  4. #224
    Community Member nokowi's Avatar
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    Quote Originally Posted by JOTMON View Post
    We have few functionable debuffs for bosses in Epic/Legendary content.
    Spells from Casters, Divines.... back in the day we could use things like waves of fatigue, hamstring, wounding, strength sapping.... with visible persistent results on bosses...
    And yet the content is still too easy.

    You want it easier?

  5. #225
    Hero JOTMON's Avatar
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    Quote Originally Posted by nokowi View Post
    And yet the content is still too easy.

    You want it easier?

    I want to see teamwork that gets the job done.. not sleeze and cheese like shiradi keepaway spammers or pewpewer's kiting mobs around a room until they whittle them down to death..

    I want to see encouragement to bring a diversified party that works together instead of Brute DPS Soloists in group together.
    Motivation to bring class buffs that strengthen the entire group, support toons, buffs from party members that are better than basic gear..

    Boss debuffs from unique classes that encourage bringing these classes instead of just brute DPS.
    Every class type should bring a definitive bonus to the overall group.

    Clerics that can be party contributors and provide adequate manageable healing to a party.. not just the 'all I can do is cast cures and rezzes'.
    Clerics should be walking destroyers of undead.. and yet they are lacking the capacity to deal with even the weakest of undead in Epic levels... my basic halt undead scrolls work better...

    We are still going to see one shot deaths and stacks of rez scrolls because rezzing is cheaper and healing one shot deaths is pointless.. this is a fail mechanic that only promotes cheese tactics..

    The diversified group is strongest when working together as a team... at least that's how it used to be.... now its become Brute DPS solo'ists FTW.. kill it before it gets in range to one shots you...


    Reaper should be tougher than any elite group.. everyone in that reaper group should be at their best in their best gear and focussed on the task at hand.
    If that's not happening then tweaking will need to be done.
    I would also suggest removing dungeon scaling entirely from Reaper and basing difficulty on a full group of 6 or 12 for a raid.

    Earning reaper rewards that allow you to better handle higher level reaper challenges just makes sense to me.
    Reaper gear that only provides boosts/bonuses while in Reaper content that is earned by running Reaper content gives continuity of play....Stepping stones to success..
    Last edited by JOTMON; 12-20-2016 at 04:59 PM.
    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)

  6. #226
    Barbarbarian Sam-u-r-eye's Avatar
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    Quote Originally Posted by JOTMON View Post
    I want to see teamwork that gets the job done.. not sleeze and cheese like shiradi keepaway spammers or pewpewer's kiting mobs around a room until they whittle them down to death..

    I want to see encouragement to bring a diversified party that works together instead of Brute DPS Soloists in group together.
    Motivation to bring class buffs that strengthen the entire group, support toons, buffs from party members that are better than basic gear..

    Boss debuffs from unique classes that encourage bringing these classes instead of just brute DPS.
    Every class type should bring a definitive bonus to the overall group.

    Clerics that can be party contributors and provide adequate manageable healing to a party.. not just the 'all I can do is cast cures and rezzes'.
    Clerics should be walking destroyers of undead.. and yet they are lacking the capacity to deal with even the weakest of undead in Epic levels... my basic halt undead scrolls work better...

    We are still going to see one shot deaths and stacks of rez scrolls because rezzing is cheaper and healing one shot deaths is pointless.. this is a fail mechanic that only promotes cheese tactics..

    The diversified group is strongest when working together as a team... at least that's how it used to be.... now its become Brute DPS solo'ists FTW.. kill it before it gets in range to one shots you...


    Reaper should be tougher than any elite group.. everyone in that reaper group should be at their best in their best gear and focussed on the task at hand.
    If that's not happening then tweaking will need to be done.
    I would also suggest removing dungeon scaling entirely from Reaper and basing difficulty on a full group of 6 or 12 for a raid.

    Earning reaper rewards that allow you to better handle higher level reaper challenges just makes sense to me.
    Reaper gear that only provides boosts/bonuses while in Reaper content that is earned by running Reaper content gives continuity of play....Stepping stones to success..
    While I believe power creep should come from other places, I agree with a lot of your post.
    It was my experience in playing Reaper that teamwork was essential. There was no wandering off, getting squirrelly, or zerging.
    There were roles and the roles were enjoyable because the mobs and encounters were difficult.
    Most of the mobs do not 1-shot but with a tank who gets 4 shot you can handle it. But that's 10skull. On 6 skull you can get hit a few times.
    This was why 6 skull was much more fun than 10 skull. There was more wiggle room. Wiggle room that fits naturally in the gameplay.
    Granted people will grow into the more difficult settings.

    Minor and mediocre buffs to gear begotten on reaper would be great.
    Any big buffs shouldn't stack with past lives...
    Without new players DDO will go the way of the dodo.
    Old Sorc Build Guide, Ghallanda -> Orien

  7. #227
    Community Member nokowi's Avatar
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    Quote Originally Posted by JOTMON View Post
    I want to see teamwork that gets the job done.. not sleeze and cheese like shiradi keepaway spammers or pewpewer's kiting mobs around a room until they whittle them down to death..
    Then support a saving throw pass.

    If Mobs have some cc, agroing too many mobs this way would be dangerous.
    Last edited by nokowi; 12-23-2016 at 03:18 PM.

  8. #228
    Founder Mellkor's Avatar
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    Quote Originally Posted by JOTMON View Post
    I want to see teamwork that gets the job done.. not sleeze and cheese like shiradi keepaway spammers or pewpewer's kiting mobs around a room until they whittle them down to death..

    I want to see encouragement to bring a diversified party that works together instead of Brute DPS Soloists in group together.
    Motivation to bring class buffs that strengthen the entire group, support toons, buffs from party members that are better than basic gear..

    Boss debuffs from unique classes that encourage bringing these classes instead of just brute DPS.
    Every class type should bring a definitive bonus to the overall group.

    Clerics that can be party contributors and provide adequate manageable healing to a party.. not just the 'all I can do is cast cures and rezzes'.
    Clerics should be walking destroyers of undead.. and yet they are lacking the capacity to deal with even the weakest of undead in Epic levels... my basic halt undead scrolls work better...

    We are still going to see one shot deaths and stacks of rez scrolls because rezzing is cheaper and healing one shot deaths is pointless.. this is a fail mechanic that only promotes cheese tactics..

    The diversified group is strongest when working together as a team... at least that's how it used to be.... now its become Brute DPS solo'ists FTW.. kill it before it gets in range to one shots you...


    Reaper should be tougher than any elite group.. everyone in that reaper group should be at their best in their best gear and focussed on the task at hand.
    If that's not happening then tweaking will need to be done.
    I would also suggest removing dungeon scaling entirely from Reaper and basing difficulty on a full group of 6 or 12 for a raid.

    Earning reaper rewards that allow you to better handle higher level reaper challenges just makes sense to me.
    Reaper gear that only provides boosts/bonuses while in Reaper content that is earned by running Reaper content gives continuity of play....Stepping stones to success..

    Well said, Jot. Well said.

    I remember these days fondly. I really miss true team play where everyone else depended on your strengths and filled in your weaknesses.

    It promoted teamwork and the many good things that came from it, such as forging real friendships, learning to work with others, etc. I have many DDO friends, but almost all of them are from "back in the day" when this type of game play was the norm. Nowadays on the rare times I PUG, quests go so fast and everyone works independent of each other, then go their merry ways, often without saying a word to the other party members. Kinda sad if you ask me.

    PnP was as much as a social game between friends (maybe more so) as it was about playing the game and progressing, adventuring, etc.

    I hope reaper mode brings this all back. It would be nice!

    My first character was a cleric and really enjoyed that class until they were nerfed to uselessness, oh, about 5 years ago.

    While I do enjoy high dps zerging, it is fun with my guild mates, and we enjoy the camaraderie and "kill count contests" of this style of game play, I would also like to have an option (reaper mode) that really requires parties to work together to bring things back in line with the PnP experience as well as how this game was back when cap was level 10.

    Maybe my Beloved clerics and FvS's will be useful again

    As for rewards, I think that there MUST be something tangible, to keep folks interested, that also apply to non reaper.

    Small things such as:

    Level 30 augments
    +5/+6 mythic bonuses (upgrades from the +3/+4 that we currently have)
    unique to reaper mode cosmetics (can we please get a historically accurate set of fancy platemail! say like the one Henry the VIII had made for him)
    a slavers type crafting system for weapons and armour
    much higher chance of end rewards
    end rewards with mythic bonuses for items that normally do not have mythic bonuses
    maybe even random loot with mythic bonuses
    Mellkor Wizard, Culpepper Cleric, Coyle Warlock, Anarion Mechanic Archer, Ungoliant, Assassin, Tulkas Astaldo Vanguard Pally,
    ***Argonnessen***
    ~~Ascent~~

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