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)
sillydillymispost
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.
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
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.
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.
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.
This lammania preview has been closed. Thank you all for participating!
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.
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)
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.
del
Last edited by Tilomere; 08-25-2017 at 02:58 PM.