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  1. #21
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    Quote Originally Posted by SirValentine View Post
    Which is why most of the trained practitioners of the arts of war are automatically proficient with dozens of weapons, and every single (adventuring) class is proficient with at least 5 weapons.



    No, they got Exotic weapons right. The Exotic weapons are supposed to be rare and weird and tricky, and more powerful. It's both a lore thing and a game balance thing.

    The part I think they got wrong is that it costs exactly as much, a feat, for a single Martial weapon.
    Because a bastard sword is so much harder to use than any other blade that exists. Sorry I don't buy into this. Also some light weapons would be harder to use than some exotic weapons. Hell add a bayonet to a rifle would that be exotic in DND yes but in real life its not that freaking hard. oh you can stab with it, you stab.

  2. #22
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    Quote Originally Posted by Qhualor View Post
    technically the stronger the armor you have the more PRR you can acquire through the gear, enhancements, feats, past lives, etc. I do think the defensive levels have gone way overboard over time and resulted in new designed mobs to hit harder and part of that is because players suggest more power creep shooting themselves in the foot by suggesting more PRR for robe/cloth/medium armor builds. those builds that typically wear that kind of armor should have better evasion, MRR, dodge and AC, but the common argument for why to increase PRR for those builds is because you will still get hit and hit hard and they need the high PRR to reduce that spike damage. so now all armor builds can have high defenses, some with a bit if a cost, but mostly no real good trade off.
    Then one problem is melee type builds should have more PRR MRR enhancement or at least bigger boosts than what already exists to create that balance.

  3. #23
    Community Member Qhualor's Avatar
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    Quote Originally Posted by valkrei View Post
    Then one problem is melee type builds should have more PRR MRR enhancement or at least bigger boosts than what already exists to create that balance.
    no. that would just make it so we continue down the current path of power creep. that would mean mobs would continue to get an increase in damage output, more quests with "must kill mass mobs before continuing" and result in more suggestions continuing to nerf melees or increase PRR/MRR for cloth and medium armor builds because they cant survive. you also have to be careful power creeping the game like that because old content does not get updated to current game play. it would continue to trivialize that content. only new content gets updated going by current character power.
    #MakeDDOGreatAgain

    You are the one choosing not to play alts.

    Casual player now investing way less than I used to into the game, playing 1-3 months at a time and still want nothing to do with Reaper. #improvepuggrouping#alldifficultiesmatter

  4. #24
    Community Member Vish's Avatar
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    This game is being destroyed over ranged kiting
    It is a sad state that melee can't melee

    The approach is let melee grab aggro and ranged and casters chime in
    But melee cant toe to toe
    So it is nothing but a cheese fest
    Not to mention warlocks

    My suggestion was to half ranged backwards movement
    3/4 ranged dps
    And double melee defense
    Kil Glory
    30 alchemist
    HOW
    Sarlona

  5. #25
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    Quote Originally Posted by Revolted View Post
    Can't really see the problem with melees, sorry.

    I have a kensai swashbuckler, and a kensai twf and I don't need to strugle to be the top killer in most of the quests with both of them. And mind you, I'm not a multiple completionist, not even a single completionist.

    With the reaper, cc and healing are back, so a melee just need to play well and not leroy jenkins all the quests and you'll be good. I've been questing with ranger twf, barb twf and thf, monks, assassin or mechanic rogues and all of them did good or great.
    Yes melees won't solo r4, as a warlock, or a wiz can, but they're are very useful on a party if played/built correctly.

    Maybe the system isn't broken, maybe you don't know how to play a melee character.
    You actually point out the issue in this post. Those warlocks, etc. who can and generally do solo quests regardless if they are running solo or not.

    it's also an issue that's easily fixed; be more picky about what one groups with. The simple truth is melee and ranged don't play the game the same way and ranged have the initiative when it comes to determining who's way it gets played due to being able to engage at range along with the screwy way agro works (most spell points draws way to much agro).

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