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  1. #1
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    Default Some Info from todays tests

    Will update once i do more content tomorrow.

    Soloed low level epics on 10 skull, lod fathom, on a full time melee
    Joined group for hh, finished 4 (or was it 3 skull?) and we wiped in 10 skull attempt at zombie spot (could had finished but we had no reliable cc which is prolly needed for it), did other random 10 skulls (some motus), will test more.

    So to sum up some experience has been collected in this round.
    Cannot test on raids/cannot test on higher tier content like slavers (my group of friends arent ingame atm so i have to join pugs and imho they arent optimal for such content thus why i soloed).


    Anyways lets put the introduction behind.
    The champ system is in its current form fun, random crowns that offer random amount of challenge force you to pick priority targets and tactically decide who to "stun" and kill first.
    Question: Reaper 10 skull is intended to provide bosses and all red named as higher tier crown enemies at all times?
    ( i dont dislike that but randomizer can be a pita)
    Some added buffs and some removed buffs put enemies in a state of unpredictability, enchancment ward, quake ward specific make some enemies quite intresting for cc players.

    Question: Is the fom that some enemies spawn with in any way dispellable?

    Issue 1:
    I saw no enemy that is immune to tacticals, my dire charge was pretty much a no fail clutch save move vs fleshie targets.

    Issue nm2:
    Is there no enemy that spawns with nerve venom immunity?
    I checkd thro many sorts of champ buffs from safe spots to see what was added and i didnt see that yet (maybe i didnt check enough?)

    Issue nm3: This one is quite crucial, i do understand that reaper should be hard, but can you change how guards function on enemies?
    Particulary i met enemies with force and light guard buffs, on every time i managed to land a hit on those mobs they would retalitate with 250 average force or light damage to me, there was no internal cd but on every hit so this heavily punishes melee builds, make that guard affect spells and ranged as well.

    Issue nm4: Xp is same as on regular epic, will this be adjusted or is the xp going toward that reaper xp thing you have mentioned, any reveal on that feature?

    Issue nm 5: As i have said, i have pulled mythic bonused items (specific is the armor in lod) and the bonus will not remain once the item is epicd. That whole system is rather pointless imho. Do something about it if you want to rejuvenate old gear.

    Issue nm 6: Lays, enough said, in last previ and now (yes healing debuff is turned off, but lays shouldnt be able to heal yourself, i rely on them alot but i am not sure if its viable)


    So far, overall it is alot of fun, you need to think tactically if you play on your build that is based on a specific flavor.
    Issue i have with current system is that it doesnt punish ranged builds as much as it does for melees.
    I Had a blast soloing 10 skulls, but from every quest i had always the same thought.
    If i was ranged i could had avoided this death, or this death, or this death is pretty much a no escape as melee.
    Imho atm in current form kiting is heavily promoted.
    Change it, i like the spot melees are at, heavy dange with each encounter (dodge bypass mobs are fun, and when they have fortification bypass, dodge bypass and tseing you are dead no matter how much prr you got or hp)

    I dislike the favor for ranged atm, current form is pretty much a shiradi fest for throwers or shiradi gibersh + maybe possibly 1 tank for red/bosses.
    Keep the danger for melees but add some more for ranged and il say reaper is good.
    Last edited by Kebtid; 01-10-2017 at 11:27 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.

  2. #2
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    Quote Originally Posted by Kebtid View Post
    Issue nm3: This one is quite crucial, i do understand that reaper should be hard, but can you change how guards function on enemies?
    Particulary i met enemies with force and light guard buffs, on every time i managed to land a hit on those mobs they would retalitate with 250 average force or light damage to me, there was no internal cd but on every hit so this heavily punishes melee builds
    Goodbye TWF builds.

  3. #3
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    Agree with OP.

    Was way more fun than I expected it to be, but why does DDO hate melee?

    The guard thing that makes your toon to commit suicide is fun and games, but of course this only applies to melee.

    edit.
    Black Drow Guard hit me for 8k dmg on 10 skull TS. Anyone who was worried about power creep....
    Last edited by LavidDynch; 01-11-2017 at 03:32 AM.

  4. #4
    Community Member Vanhooger's Avatar
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    Well if you already soloed many r10 quest I don't see this as something that will entertain me for long time. Really sad ??
    Triple Heroic & Epic completionist. Eroic : 42/42 - Epic : 36/36 - Iconic : 12/12.

  5. #5
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    Quote Originally Posted by Vanhooger View Post
    Well if you already soloed many r10 quest I don't see this as something that will entertain me for long time. Really sad ??
    Mutiple res-s with monk phoenix active some jibbers and couple cakes abuse vahno, and the most efficient melee build you can create atm (overvaan).
    Also max fully buffed with close to maxed gear (some mythic items lacking)on a build that is purely defense focused with dps as byproduct and using all items at my disposal (cookies i gatherd over the years, temp buffs etc), most players would not be able to do it solo as a melee (in all honesty some hits are really brutal up to 2 -3 k thro 250 prr, i did complete some quests with 1-2 deaths but some had 6-7, it really isnt as easy as i make it sound as a melee, as a ranged i feel i would have a much easier time and proly be able to complete some content without a death).
    Also i dont complain about ranged vs melee, just in current form i see absolutely no reason (esp with guards) to play a melee in reaper, this serves as a prewarning for people who plan to play that content or as a warning for devs to make the guard work on spells and ranged (honestly that is the only fair solution).
    Lets assume a example in practical gameplay.
    Lets say i run a unarmed monk, i attack with ww in a pack that someone ccd, one of those champ crown tier 3 mobs in that pack had that guard, lets say my ww procs 4 times, that is 4 hits and average 250 damage, i recieve 1000 force damage, even if we assume that i equip the cloack from thslayer and reduce that damage by 10% it is still 900 incoming damage that i need to somewhat handle.
    Even if i stun or render that enemy helpless with jade prison the guard seems to still be active.
    And dont let me started when a boss spawns with that guard.

    ITs much easier to kite around as multiple ranged then to relly on a tank that can die anytime if a reaper puts debuffs on him and a champ passes by with fortification bypass.
    Now if the guard was active on ranged as well, then i can imagine the need to drop shuri/shiradi builds since the guard also punishes current fotm melle builds since it could directly negate shuri toss and shiradi mm spam.
    Equality for all in the fear from reaper xD

    (some reapers have a debuff that makes you take 20% more damage per stack which can stack up to 100 times and stacks with vulnerability, some have dots that can tick up to 400 damage per tick //cant really mitigate it and i assume it goes higher but i would be either dead or have killed it before further stacks stacked, and if you add the overall damage income you get it really turns into a mess, some have tseing some have conceal bypass as a perma buff, some have dodge bypass as perma buff, so you cannot rely on a tank to survive hits, a fully dedicated tank can die in 2 hits like anyone else if unlucky with champ buffs or 1 hit if really unlucky).

    There are couple abuse mechanics you can do, like oozes for example, a tosser build with lege ooze might be the best tank you can get in reaper atm since oozes scale and actually can tank more then any melee.
    I like the iteration of reaper, but some changes need to be done, it should not promote ranged again.
    Old epics were just like that (premotu), all blue bar raids(epics and everything actually).
    We are running in circles as it is now.

    I can adapt and play a ranged np, but im sure many players around here wont like that
    Last edited by Kebtid; 01-11-2017 at 05:34 AM.
    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.

  6. #6
    Community Member Vanhooger's Avatar
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    Quote Originally Posted by Kebtid View Post
    Mutiple res-s with monk phoenix active some jibbers and couple cakes abuse vahno, and the most efficient melee build you can create atm (overvaan).
    Also max fully buffed with close to maxed gear (some mythic items lacking)on a build that is purely defense focused with dps as byproduct and using all items at my disposal (cookies i gatherd over the years, temp buffs etc), most players would not be able to do it solo as a melee (in all honesty some hits are really brutal up to 2 -3 k thro 250 prr, i did complete some quests with 1-2 deaths but some had 6-7, it really isnt as easy as i make it sound as a melee, as a ranged i feel i would have a much easier time and proly be able to complete some content without a death).
    Also i dont complain about ranged vs melee, just in current form i see absolutely no reason (esp with guards) to play a melee in reaper, this serves as a prewarning for people who plan to play that content or as a warning for devs to make the guard work on spells and ranged (honestly that is the only fair solution).
    Lets assume a example in practical gameplay.
    Lets say i run a unarmed monk, i attack with ww in a pack that someone ccd, one of those champ crown tier 3 mobs in that pack had that guard, lets say my ww procs 4 times, that is 4 hits and average 250 damage, i recieve 1000 force damage, even if we assume that i equip the cloack from thslayer and reduce that damage by 10% it is still 900 incoming damage that i need to somewhat handle.
    Even if i stun or render that enemy helpless with jade prison the guard seems to still be active.
    And dont let me started when a boss spawns with that guard.

    ITs much easier to kite around as multiple ranged then to relly on a tank that can die anytime if a reaper puts debuffs on him and a champ passes by with fortification bypass.
    Now if the guard was active on ranged as well, then i can imagine the need to drop shuri/shiradi builds since the guard also punishes current fotm melle builds since it could directly negate shuri toss and shiradi mm spam.
    Equality for all in the fear from reaper xD

    (some reapers have a debuff that makes you take 20% more damage per stack which can stack up to 100 times and stacks with vulnerability, some have dots that can tick up to 400 damage per tick //cant really mitigate it and i assume it goes higher but i would be either dead or have killed it before further stacks stacked, and if you add the overall damage income you get it really turns into a mess, some have tseing some have conceal bypass as a perma buff, some have dodge bypass as perma buff, so you cannot rely on a tank to survive hits, a fully dedicated tank can die in 2 hits like anyone else if unlucky with champ buffs or 1 hit if really unlucky).

    There are couple abuse mechanics you can do, like oozes for example, a tosser build with lege ooze might be the best tank you can get in reaper atm since oozes scale and actually can tank more then any melee.
    I like the iteration of reaper, but some changes need to be done, it should not promote ranged again.
    Old epics were just like that (premotu), all blue bar raids(epics and everything actually).
    We are running in circles as it is now.

    I can adapt and play a ranged np, but im sure many players around here wont like that
    Now I feel bit better after your reply. I haven't had chance to try it myself, logged into lammania but was already 1am and had to go bed as I am working till late today, so I guess tonight will do some quest.

    One question I have, a friend of mine told me that he was healing himself 1.1k with a single tick of consecration in r10 slavers part1..did they remove healing debuff or is it a bug?
    Last edited by Vanhooger; 01-11-2017 at 05:41 AM.
    Triple Heroic & Epic completionist. Eroic : 42/42 - Epic : 36/36 - Iconic : 12/12.

  7. #7
    Community Member FranOhmsford's Avatar
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    Quote Originally Posted by Kebtid View Post
    Mutiple res-s with monk phoenix active some jibbers and couple cakes abuse
    OK Shouldn't cakes be disabled on Reaper? Like they are on Raids!

    Players wanted REAL difficulty not just DDOStore difficulty!

  8. #8
    Community Member Mr_Helmet's Avatar
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    Quote Originally Posted by LavidDynch View Post
    . . . but why does DDO hate melee?
    Because Sev wants everyone to play a warlock, he's almost there.

  9. #9
    Community Member Vanhooger's Avatar
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    They said there would be some mechanic against ranged too, but so far I fail to see one.
    Triple Heroic & Epic completionist. Eroic : 42/42 - Epic : 36/36 - Iconic : 12/12.

  10. #10
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    Couple things relating to guards and casters at least....

    I can think of atleast 15 spells that would pretty much auto kill the caster if thrown against one of those gaurds if you got your wish.

    If you wish gaurds to work against caster and ranged then we need the enchantment ward and mind blank to work against mele also.... how about enchantment ward also function as a dispelling guard to or better yet a mordenkeins guard to. Come on if you MUST have something work against ranged then the things designed against ranged MUST work on mele to.... come on guys you need to throw ideas out to make that a reality also.

    If guards are changed to work on ranged and casting.... this would be a fundamental coding change that would cascade to who knows where.... also should guards be changed like that... I can already see a lock/cleric/monk combo that could abuse the ever loving hell out of most quests with a scaling guard setup. Then when people we're complaining about that new cheese setup I do hope that you guys specifically are raising your hands as the targets for the piles of stuff that will be thrown by the forumites over those builds.... as they will be directly linked to your wishes for guard changes.

    Just thought that you should be aware of the other side of the coin you wish to flip.... not everyone wants to look at tails when they start to talk.

  11. 01-11-2017, 09:25 AM


  12. #12
    Barbarbarian Sam-u-r-eye's Avatar
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    Quote Originally Posted by Kebtid View Post
    Will update once i ...
    +1 Keb. Great feedback. Good dude.

    Quote Originally Posted by Kebtid View Post
    Issue nm3: This one is quite crucial, i do understand that reaper should be hard, but can you change how guards function on enemies?
    Particulary i met enemies with force and light guard buffs, on every time i managed to land a hit on those mobs they would retalitate with 250 average force or light damage to me, there was no internal cd but on every hit so this heavily punishes melee builds, make that guard affect spells and ranged as well.
    Those guards should stop scaling or be removed. It seems like the best solution given your discussion here.

    Quote Originally Posted by Kebtid View Post
    There are couple abuse mechanics you can do, like oozes for example, a tosser build with lege ooze might be the best tank you can get in reaper atm since oozes scale and actually can tank more then any melee.
    The oozes summoned by friendly players are scaling. My Ooze was hitting things for 6-10 k on 10 skull. It had more kills than everyone else in party.


    Quote Originally Posted by FranOhmsford View Post
    OK Shouldn't cakes be disabled on Reaper? Like they are on Raids!

    Players wanted REAL difficulty not just DDOStore difficulty!
    +1. I agree.
    There should also be a lockout on the quests.
    Without new players DDO will go the way of the dodo.
    Old Sorc Build Guide, Ghallanda -> Orien

  13. #13
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    Quote Originally Posted by Kebtid View Post
    Question: Is the fom that some enemies spawn with in any way dispellable?

    Issue 1:
    I saw no enemy that is immune to tacticals, my dire charge was pretty much a no fail clutch save move vs fleshie targets.

    Issue nm2:
    Is there no enemy that spawns with nerve venom immunity?
    I checkd thro many sorts of champ buffs from safe spots to see what was added and i didnt see that yet (maybe i didnt check enough?)

    Oh look an issue I raised 1 year ago and keep repeating it from time to time. Great to see that issue made it to reaper.
    To awnser your question, non of the champion buffs are dispellable.

    So yeah, if someone is looking for crowd control character DO NOT roll a wizard (unless you plan to CC non champion enemies as long as they can be CCed - for example you can give spiders a mean look only as a wizard. Not really sure why would you want to CC them, they die so fast it's smarter to save SP).

    If you want to have crowd control roll a melee (it's very easy to get high DC on tactic feats and they work on everything), or run in shiradi destiny (warlocks, shiradi zombies, ranged toons with otto pin and whistlers). They are the kings of CC.

    Ofcourse, let us not forget how hard is to get high DC on wizard spells, high spell penetration, SP issues, required emtamagic feats, past lives etc. I really can't see why would anyone wanna play a wizad.

  14. #14

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    Quote Originally Posted by Sanader View Post
    So yeah, if someone is looking for crowd control character DO NOT roll a wizard (unless you plan to CC non champion enemies as long as they can be CCed - for example you can give spiders a mean look only as a wizard. Not really sure why would you want to CC them, they die so fast it's smarter to save SP).
    It's really borked that melee tactic DCs are exorbitantly higher than caster DCs, which is bad for balancing saves on mobs properly.
    The saving grace for caster CC is the ability to target something other than fortitude.
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  15. #15
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    Quote Originally Posted by Eth View Post
    It's really borked that melee tactic DCs are exorbitantly higher than caster DCs, which is bad for balancing saves on mobs properly.
    The saving grace for caster CC is the ability to target something other than fortitude.
    Exactly.. along with other problems. That's what I been saying for years. Not only dire charge, but developers are unfair... If we ask them for casters buff, they give us greater ruin and abilities as such, but not everyone will benefit from it equally.. and later they adjust difficulty based on current powerhouse. That's how many builds become weak... because devs constantly adjust the game without carefully including every posibilities. Just to note: it take developers very long time to change something... People simply don't wait for that.

  16. #16
    Community Member nokowi's Avatar
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    Quote Originally Posted by Eth View Post
    It's really borked that melee tactic DCs are exorbitantly higher than caster DCs, which is bad for balancing saves on mobs properly.
    The saving grace for caster CC is the ability to target something other than fortitude.
    Casters only need a DC for a mobs worst save.

    It's not borked, it's common sense that melee will fail against a mobs best save at the same time a caster can succeed vs their lowest save. There is no way DC's should be similar.

    The exception to this is bard of course, which was poor implementation.


    Dire charge is also poorly implemented, but it is available to casters as well as melee.

  17. #17

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    Quote Originally Posted by nokowi View Post
    Casters only need a DC for a mobs worst save.

    It's not borked, it's common sense that melee will fail against a mobs best save at the same time a caster can succeed vs their lowest save. There is no way DC's should be similar.
    So because the melee can mostly target only one save (among some others like Str/Dex check or more specialized things like barbarian), it should get a free pass to not act according to it's own weaknesses and strengths?
    You shouldn't be able to stun, assassinate or instakill (fort save based) an orc or giant (except heavy debuffs are used), unless he rolls a 1. That's my opinion on this topic.

    Quote Originally Posted by nokowi View Post
    Dire charge is also poorly implemented, but it is available to casters as well as melee.
    It is.
    As for casters, it's possible, but doesn't make much sense IMO. Try gearing a caster. I'd say what I run with currently on my caster is as close to perfect what I could come up with. If I'd try to fit in tactic DCs it would mess up everything. We got a very nice spell with burst of glacial wrath that already targets fortitude and inflicts helplessness. I'd rather stick with that, since you dont have to get close with mobs and my evocation DC is my second best DC anyway.
    Last edited by Eth; 01-17-2017 at 04:11 AM.
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  18. #18
    Community Member BigErkyKid's Avatar
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    Quote Originally Posted by Eth View Post
    So because the melee can mostly target only one save (among some others like Str/Dex check or more specialized things like barbarian), it should get a free pass to not act according to it's own weaknesses and strengths?
    You shouldn't be able to stun, assassinate or instakill (fort save based) an orc or giant (except heavy debuffs are used), unless he rolls a 1. That's my opinion on this topic.
    .
    No, it should get a free pass because you need to be in the mob's face to do it. There is a single AoE tactic stun in the game and it lasts 6 seconds. A caster can run around in circles and cast mass hold / disco / web at much lesser risk. In addition there is the to-hit issue with tactics. And for the coup de grace, tactic stuns typically target FORT saves, which are by far much higher than WILL saves.

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