Page 7 of 8 FirstFirst ... 345678 LastLast
Results 121 to 140 of 149
  1. #121
    Community Member Requiro's Avatar
    Join Date
    Jan 2010
    Posts
    1,386

    Default

    Quote Originally Posted by Cocomajobo View Post
    <snip>
    - Replace the Tier 3 Mechanus Champion "Force Guard" buff with "Deathblock".
    <snip>
    That was one ability exclusively for the hardest content in game against melee only. Why you remove it?
    Last edited by Requiro; 01-12-2017 at 03:59 PM.
    -------------------------------------------------------------
    Quote Originally Posted by stoerm View Post
    Player remembers. Player never forgets.
    I'm not native speaker

  2. #122
    Community Member
    Join Date
    Aug 2013
    Posts
    759

    Default

    Quote Originally Posted by Cocomajobo View Post
    Hey, everyone!

    We're going to be bringing Lammania down very shortly in order to update it with a new build. This new build should do three things:

    - Resolve the issue where Positive and Repair self-healing was not reduced in Reaper.
    - Resolve the issue where Red Named monsters could appear as Champions.
    - Replace the Tier 3 Mechanus Champion "Force Guard" buff with "Deathblock".

    I will let you know when Lammania is back up. After it comes back up it should remain open until sometime tomorrow Friday 1/13/2017.

    You didnt need to change the force guard, just make it work on spells and ranged as well.
    It was a ineresting mechanic but was bad in first iteration because it punished only melee toons.
    That guard could had been a direct nerf to some builds that will dominate reaper.
    Bring it back and make it work on ranged/spells and melee.
    That way its perfect

    (srsly why remove it, it was fun, rather punishing and devastating but it was fun, it should just affect everyone and flawless imho)
    Last edited by Kebtid; 01-12-2017 at 04:38 PM.
    Quote Originally Posted by sirgog View Post
    There is no shortage of content in this game for the weakest 5% of players.

    For most content, they have three difficulties designed solely for them, Casual, Normal and Hard.

  3. #123
    Barbarbarian Sam-u-r-eye's Avatar
    Join Date
    Aug 2010
    Posts
    2,024

    Default

    sillydillymispost
    Without new players DDO will go the way of the dodo.
    Old Sorc Build Guide, Ghallanda -> Orien

  4. #124
    Time Bandit & Hero SirShen's Avatar
    Join Date
    Nov 2008
    Posts
    106

    Default

    Quote Originally Posted by Cocomajobo View Post
    The "Reaper Power" effect grants all 3 of Melee Power, Ranged Power, and Spell Power.

    The bonuses do not currently have a range. The values listed in my previous post are the only currrently planned variations.

    The percentage chance for a named item to have a Reaper Bonus when it drops is higher at higher skull ratings. This is in addition to the chance for a named item to drop at all increasing at higher skull ratings. While completing higher skull ratings is expected to be much slower the actual chance of gaining these bonuses is, all told, proportionally much higher at 10 skulls than 1 skull (and increasing at every step in between of course).
    Is this on lamannia? because iv not seen one item yet, any one else?

  5. #125
    Barbarbarian Sam-u-r-eye's Avatar
    Join Date
    Aug 2010
    Posts
    2,024

    Default

    Quote Originally Posted by SirShen View Post
    Is this on lamannia? because iv not seen one item yet, any one else?
    i've been looking as well and have not seen one
    Without new players DDO will go the way of the dodo.
    Old Sorc Build Guide, Ghallanda -> Orien

  6. #126
    Community Member BigErkyKid's Avatar
    Join Date
    Jan 2014
    Posts
    6,393

    Default

    Here is the main problem in DDO that has been brought to the spotlight by reaper:

    Melee toons are not sufficiently more tanky than ranged toons, everything considered.

    In DnD the melee based toons were given extra HP to compensate, but this has been to a large degree washed out in DDO.

    This is even more the case in Reaper, since in high skulls damage is so high that the range where marginal differences in tankiness matter is very limited. If a mob this for 8000 raw damage, having 4000 or 6000 effective hit points (post PRR) does not matter.

  7. #127
    Community Member
    Join Date
    Oct 2015
    Posts
    473

    Default

    Quote Originally Posted by Kebtid View Post
    You didnt need to change the force guard, just make it work on spells and ranged as well.
    It was a ineresting mechanic but was bad in first iteration because it punished only melee toons.
    That guard could had been a direct nerf to some builds that will dominate reaper.
    Bring it back and make it work on ranged/spells and melee.
    That way its perfect

    (srsly why remove it, it was fun, rather punishing and devastating but it was fun, it should just affect everyone and flawless imho)
    Very disappointed that got removed too. I didn't find one of those on a high skull test run, but it sounds like a good ability, although perhaps the magnitude could be toned down.

    Rather than removing, keep that one (you see that champion: know that melee isn't the right answer!)...
    To a different template replace a True Seeing with "missile guard" which does similar amounts of damage to anyone hitting it with throwing weapons or arrows/bolts. You see that champion? Better have a melee or caster in the party or a backup option yourself.
    To a third template, replace True Seeing or something with "spell reflection" that punishes anyone that casts spells on it (which means that AOE effects are going to be a mistake until your melee/ranged buddies isolate it...) but because so many things are coded as SLAs etc and AOEs are unavoidable to a certain extent make this one weaker and/or paired with weaker other abilities.

    Whatever type of character you have, there should be at least one type of champion template that you really dread. If you want to solo on anything other than 1-3 skulls where the scaling shouldn't be too powerful, then you better have a really versatile character.

    Champs/reapers with auras are too damaging others have said, and ranged characters/kiting is too powerful? Make the aura have a safe spot very close to the champion/reaper - no aura damage, but you have to be in range of their melee hits.

    Add a basic deflect arrows to some of the champ templates. Not complete immunity [there are a handful of monsters in the game that can't be reached for melee but need to be killed for quest progression], but just ignore one every couple of seconds.
    Nistafa on Khyber

  8. #128
    Community Member Kza's Avatar
    Join Date
    Dec 2008
    Posts
    929

    Default

    Instead of take away brutally hard force guard for melee.. Why not do
    Other champions as lethal vs shiradi and ranged? Do another champ have
    Guard vs ranged!

    Kill us!

    (But not one having all, reward varied groups that communicate)
    Last edited by Kza; 01-13-2017 at 09:24 AM.

  9. #129
    Community Member Mr_Helmet's Avatar
    Join Date
    Sep 2016
    Posts
    956

    Default

    Quote Originally Posted by Kza View Post
    Instead of take away brutally hard force guard for melee.. Why not do
    Other champions as lethal vs shiradi and ranged? Do another champ have
    Guard vs ranged!

    Kill us!

    (But not one having all, reward varied groups that communicate)
    They'd never do that. Somehow the cheese builds that should have been nerfed into the stoneage years ago are protected.

  10. #130
    Community Member Arathendir's Avatar
    Join Date
    Jul 2011
    Posts
    0

    Default

    Quote Originally Posted by Cocomajobo View Post
    There will almost certainly be a character wipe before Lammania is open, yes.



    Tower of Frost will be available for preview during this Lammania build, yes.



    The itemization half of the intended rewards system for Reaper will be in this build for preview. This includes the following things: Increased chance of dropping named items. Increased chance of named items having a "Mythic" typed bonus. A chance of named items (only those that are static and have no means of upgraded) having a new "Reaper" typed bonus which works similarly to Mythic bonuses (small incremental stacking bonus that one can theoretically have one of in each equipment slot if diligent). Each of these chances should increase in likelihood for each skull of reaper being played on.

    In addition to that, Mythic bonuses will now have a chance to drop on all named items (Caveat 1: Again, only those that are static and have no means of being upgraded. Caveat 2: The current preview will possibly have a couple of updates, around the Shadowfell era where the treasure tables are wonky, that are not yet implemented) even when not playing on Reaper difficulty.

    The other half of the Reaper rewards system (ie: What you will be able to do with the "Reaper xp" being accumulated) will not be available during this preview.

    EDIT: Completely forgot to caveat that only named items that are not craftable have a chance to gain a Mythic or Reaper bonus. Added that in for clarity.
    Just to be clear: A person in my guild pulled a cruel nobility with a +2 mythic boost in lords of dust. It's upgradable to an epic version, so it shouldn't have the mythic boost, correct?

    I personally ran roughly a dozen harbor quests on 10 skulls so I could check out any of the loot drops in there. I pulled lots of named loot, but not a single one had any mythic or reaper bonus. Are these applying only to higher level named loot? Did I just get unlucky? Is the chance for getting either bonus just that small?

    There's also at least one quest in the game (haverdasher) where there are not even 10 total mobs possible to kill, so you can't activate reaper. I had 9 total kills at quest completion, including the named scorpion.

  11. #131
    Community Member Ovrad's Avatar
    Join Date
    Aug 2009
    Posts
    1,219

    Default

    Quote Originally Posted by Cocomajobo View Post
    Each item with a Reaper bonus will have one of:
    - "Reaper Power" (Melee Power, Ranged Power, Spell Power) +3
    - PRR +3
    - MRR +3
    - All Attributes +2 (These only appear on helmets and thus you can not stack multiple all attributes Reaper bonuses)
    You guys do realize that a MRR bonus is wasted on anyone wearing cloth because of that stupid 50 MRR hard cap?
    Please, you guys need to address this.

    Making PRR not stack past the cap on Past Lives was already pretty annoying, but making reaper bonus equally worthless is just a slap in the face to all monk players (and the elusive other cloth-users).

    (Sorry if this was mentioned before, I didn't read the whole thread)
    We want more Monster Manuals.

  12. #132
    Community Member TPICKRELL's Avatar
    Join Date
    Jun 2009
    Posts
    2,068

    Default

    Quote Originally Posted by Ovrad View Post
    You guys do realize that a MRR bonus is wasted on anyone wearing cloth because of that stupid 50 MRR hard cap?
    Please, you guys need to address this.

    Making PRR not stack past the cap on Past Lives was already pretty annoying, but making reaper bonus equally worthless is just a slap in the face to all monk players (and the elusive other cloth-users).

    (Sorry if this was mentioned before, I didn't read the whole thread)
    Very much Agree! Past lives not getting you anything is way more than annoying. Having Reaper MRR not stack will be even worse.
    Khyber -- Grubbby, Grubonon, Gralak, and all the gang of *grubs* in the Homeboys of Stormreach.

  13. #133
    Associate Producer Cocomajobo's Avatar
    Join Date
    Jul 2015
    Posts
    0

    Default

    This lammania preview has been closed. Thank you all for participating!

  14. #134
    Community Member Loromir's Avatar
    Join Date
    Feb 2010
    Posts
    0

    Default

    Quote Originally Posted by jakeelala View Post
    Agreed. Most of us hardcore players don't even really TR that much except to make a new optimized build. When we do, heroics are such a joke that basic crafted gear is more than enough to get through it. Serial TR train riders are the only ones who will do this.
    I don't consider myself a hardcore player...but I do TR a lot. I rarely start looking for my named items before I hit level 12 or 14. Heck, Right now on my lvl 7 character I'm not wearing gloves or goggles because I haven't stumbled across any that will be useful (I've solo'd everything so far on elite without any trouble). I just use whatever I find in chests prior to level 12 or so. The exception is I pull out carnifex at lvl 4 when I play melee.

    The amount of time I would have spent crafting or searching alts for the items I need would have gotten me two or three more quests.
    Leader of Legion of Eberron on Cannith.

    Characters: Loromir & Baldomir....among others.

  15. #135
    Community Member BigErkyKid's Avatar
    Join Date
    Jan 2014
    Posts
    6,393

    Default

    Is something going to be done before everyone moves to DDO: A kiting simulator?

  16. #136
    Community Member
    Join Date
    Oct 2009
    Posts
    947

    Default

    Quote Originally Posted by BigErkyKid View Post
    Is something going to be done before everyone moves to DDO: A kiting simulator?
    Probably not. At this rate they might as well have NOT done armor up updates as melee is quickly approaching similar states to what it was before then (as in boarderline nonexistant). Fixing this is realatively easy, but the devs seem to be so stuck on MOAR DAMAGE!!!! that they cant get it, mob damage and player (burst) healing need to be drastically lowered. Several forms of perviously useful healing no longer exist in the game (vampirism based stuff) simply because the numbers have gotten so out of hand that only burst matters and nothing more. I suspect that the trend is going to lead to many con dumped toons (I mean, why bother with con if you get one shot anyways) and a huge push to ranged only (infact most of the posted runs WERE ranged with a tank)

  17. #137
    Community Member BigErkyKid's Avatar
    Join Date
    Jan 2014
    Posts
    6,393

    Default

    Quote Originally Posted by J-mann View Post
    Probably not. At this rate they might as well have NOT done armor up updates as melee is quickly approaching similar states to what it was before then (as in boarderline nonexistant). Fixing this is realatively easy, but the devs seem to be so stuck on MOAR DAMAGE!!!! that they cant get it, mob damage and player (burst) healing need to be drastically lowered. Several forms of perviously useful healing no longer exist in the game (vampirism based stuff) simply because the numbers have gotten so out of hand that only burst matters and nothing more. I suspect that the trend is going to lead to many con dumped toons (I mean, why bother with con if you get one shot anyways) and a huge push to ranged only (infact most of the posted runs WERE ranged with a tank)
    I agree with the sentiment.

    I think this lama has been better than the usual, and Coco has been more responsive than other devs in previous iterations. I am thinking in particular about the issue we had with force guard effects.

    However, for the key issues, they remain silent. Do they agree or not that challenging reaper quests are currently a kiting fest? Do they realize that the vast majority of punishing abilities hurt more melee than ranged?

    I know they don't want us to be playing R10 at the moment. But the fact that with some cheesing it is already possible should highlight the limitations of the system. And since they are rewarding higher skulls, people will likely to prefer R10 than to play in suboptimal builds R5.

  18. #138
    Community Member
    Join Date
    Apr 2013
    Posts
    3,919

    Default

    del
    Last edited by Tilomere; 08-25-2017 at 02:58 PM.

  19. #139
    Barbarbarian Sam-u-r-eye's Avatar
    Join Date
    Aug 2010
    Posts
    2,024

    Default

    Quote Originally Posted by Tilomere View Post
    My main is so far off the standard power curve that there is no difficulty that would seriously challenge her without annihilating more or less everyone else I party with. For my main, I'll just solo low CR reaper with a temporary hp warlock tree build. Once more, Supreme Cleavage will rule the galaxy, and we will know peace!

    For my first life alt, I already use consecrate/sacred ground for AoE damage so that would work out.

    Honestly, make whatever rules you want, I'll find a way to make it work. If I can't heal, whatever, I just won't heal. I wouldn't be elite if something that simple slowed me down.
    +1 this is the correct attitude towards reaper
    Without new players DDO will go the way of the dodo.
    Old Sorc Build Guide, Ghallanda -> Orien

  20. #140
    Community Member Mr_Helmet's Avatar
    Join Date
    Sep 2016
    Posts
    956

    Default

    Quote Originally Posted by BigErkyKid View Post
    Do they agree or not that challenging reaper quests are currently a kiting fest? Do they realize that the vast majority of punishing abilities hurt more melee than ranged?
    Just accept that this is going to be nothing but a cheesefest and move on.

Page 7 of 8 FirstFirst ... 345678 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