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  1. #1

    Default Reaper game design issues after U33 revision 2

    I've found some game design issues on U33 Revision 2 reaper.

    First of all, current design doesn't allow melee flankers(a.k.a. skirmishers), even if they have perfect aggro management and situation awareness. Once a tank got aggro a mob, these melee flankers would try to flank that mob, but a caster mob would cast AOE(especially fort save one like horrid wilting) ON TANK. That tank might resist and survive against that AOE spell. But melee skirmishers doesn't have way to survive except relying on LIMITED spell absorption gear. They will die even if they play perfectly.
    On the contrary, spell and ranged DPSes are perfectly safe when a tank get aggro because they can DPS from a distance. Same situation would occur when mobs use whirlwind or cleaving attacks.

    Player's MASS CC is still too effective. You can handle almost every situation with spamming just 2 or 3 spells. Mass hold, discoball, web. Those spells cooldowns are too short and too effective against every type of mobs. Let us use more spells, especially SINGLE TARGET SPELLS. Let us save mass type CC or instakill for critical situation or right timing. Not just for every mob.

    Mob's CC is too ineffective. Almost no one got caught by mob's cc, because everyone who try reaper seriously have insane saves and freedom of movement. If players get caught by CC more, we might not need that insane incoming damages from mobs.

    Current reaper implementation encourages players to get ranged & spell DPS ONLY with 1 tank. I think it's not good for game & balance. Actually, traditional divines roles are also not needed, because most people have enough healing other capability and even divines can't rez other ppl in timer.
    “Be extremely subtle, even to the point of formlessness.
    Be extremely mysterious, even to the point of soundlessness.
    Thereby you can be the director of the opponent's fate.”
    - Sun Tzu, The Art of War

  2. #2
    Community Member Mr_Helmet's Avatar
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    Quote Originally Posted by draven1 View Post

    First of all, current design doesn't allow melee flankers(a.k.a. skirmishers), even if they have perfect aggro management and situation awareness.
    While I don't agree with the rest of your post, this is so true. Too many bosses cleave in a 360 degree arc so you can't not get hit on non-tanks, it's impossible if you're not ranging. This is dumb.

  3. #3
    Barbarbarian Sam-u-r-eye's Avatar
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    The ranged caster mobs should not be bothering you because you should kill those first.
    Without new players DDO will go the way of the dodo.
    Old Sorc Build Guide, Ghallanda -> Orien

  4. #4
    Barbarbarian Sam-u-r-eye's Avatar
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    Quote Originally Posted by Mr_Helmet View Post
    While I don't agree with the rest of your post, this is so true. Too many bosses cleave in a 360 degree arc so you can't not get hit on non-tanks, it's impossible if you're not ranging. This is dumb.
    +1
    Without new players DDO will go the way of the dodo.
    Old Sorc Build Guide, Ghallanda -> Orien

  5. #5
    Community Member Vanhooger's Avatar
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    Quote Originally Posted by draven1 View Post
    Mob's CC is too ineffective. Almost no one got caught by mob's cc, because everyone who try reaper seriously have insane saves and freedom of movement. If players get caught by CC more, we might not need that insane incoming damages from mobs.
    This is where the truth lie, as I said on many post this year and nearly everyone was against me I said to remove permanent fom on player and other stuff such knockdown immunity etc. This way we wouldn't need one shot at all, but people is so attached to they're OP status that they won't give it up.
    Triple Heroic & Epic completionist. Eroic : 42/42 - Epic : 36/36 - Iconic : 12/12.

  6. #6
    Community Member nokowi's Avatar
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    Quote Originally Posted by Vanhooger View Post
    This is where the truth lie, as I said on many post this year and nearly everyone was against me I said to remove permanent fom on player and other stuff such knockdown immunity etc. This way we wouldn't need one shot at all, but people is so attached to they're OP status that they won't give it up.
    These should go the way of poison immunity.

    FOM: +10 (15?) save vs spells that FOM previously made you immune to

    KNOCKDOWN IMMUNITY: +10 (15?) save vs knockdown


    Lastly, a save balance pass is needed to have challenge in DDO in a way that is fun (unless Slaver Gear some how fixed this).

    Reaper won't work without it.
    Last edited by nokowi; 12-16-2016 at 07:14 PM.

  7. #7
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    The easiest solution would be to simply stop being an EMO, don't play the Don Quixote classes of DDO known as 'melee' -- Risk vs reward has no place in this game; devs wants it this way and the outspoken community shares its views (why else was mortal fear nerfed, and before that QP (lol) and not everything else that made the harder content a bloody joke??....) Nah, stick with monkchers and shiradis. One or two weeks into reaper-mode release, you will see speedruns using the above 'ranged' classes... 100% guarantee.

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