Originally Posted by
Faltout
Patrick: They say it works fine in heroics. It needs to work in epics as well. --> The system needs to change.
I don't see how we go from the 2 truths to the conclusion. The system needs to remain the same and just add some more boosts for epic. Which we've already proposed and with numbers to back it up. It's a very easy change. If i said "system", I think my thoughts would more accurately be reflected with "something" instead. Also, I don't have the experience that it works "fine" in heroics and this was more of a response to a specific argument i saw that said something along the lines of "it works fine in heroics up to a certain level, it doesnt work well past that, it doesnt need to change" which I do not think is a good argument.
Patrick: You no longer need to worry about Hit Dice and bloated Hit Dice because this is changing to a DC.
So now you need to worry about the DC. And saves are all over the place. They are actually way higher than the hit dice. So a cleric would need to reach wizard-like saves with Charisma... Not saying that it can't be done though. Which brings us to the next point: Well sure, clearly you would have to worry about DCs, and you raise an interesting problem in that the DCs would be Cha based, but I still think its a more easily understandable system compared to the current pnp based one - and DCs I would think would be easier to balance/add things (maybe including existing things). I like what you are pointing out though.
Patrick: If you are surrounded by 20 undead and you turn, you'll only turn like 10 of those. With the proposal, you'll turn all 20. And that's better.
That's true. But that's not better. The reason the death part of turn undead was removed was because they thought "Turn Undead is overpowered in heroics". Well, with a working DC and no limit to hit dice, turn undead is gonna be even more overpowered. The way a cleric needs to act while turning is isolate few undead that he can turn and hit multiple turns in small undead groups. It's not like a sorc "gather them all in place, blast repeatedly with fireball". You need to play it smart. And this was a fair limitation. I suppose it depends on how they want to balance it, but sure point taken.
Patrick: The system moves away from binary and that's a good thing.
This excuse has been used many times and we accept it unconditionally like it's a great thing. But when you come to think of what all your abilities do, if you find out that all you can do in the world is a portion of something, then you stop enjoying and feeling like a hero. There are other measures put in place to ensure that you can't do everything by yourself. But your abilities need to do something complete. Imagine if mass hold instead of holding the monsters in place, it damaged them over time and lowered their damage output. You can turn everything into DPS and HP. But then what game are you playing? Perhaps an idle game?
AC moved from binary to "meaningful". Now we can see what AC's place is in the game. Almost non-existent.
Instead of the devs fixing the monster stats bloating to work with existing binary systems, they convert binary systems into "stuff that does something, but not much". I think this issue is more about players than Devs. My experience is that players love binary effects when they work all the time, but despise them when they dont. As in if a [randomly generated] player only was able to finger of death or mass hold a random selection of monsters 50% of the time I think they would generally find those abilities to not be "meaningful"
Patrick: It will be easier for newer players to use it.
That's not necessarily good. You present a game to the player. "Ok, here's how it works. There's HP, there's damage, there's healing. And here's thousands of abilities that will aid HP, damage or healing or combinations of them. Some more, some less. Enjoy." The player will lose interest in the game that shallow. When I was a cleric for the first time, I tried using Turn Undead. It didn't work most of the time. So, next life I researched a bit more, planned a bit more, understood a bit more and then opened my present which was Turn Undead having an impact on the dungeon. Then next life as a paladin I opened another present which was Turn Undead as a pure pally also dominating Delera's. It was so awesome hearing from the party members how impressed they were that I was able to turn a room as a pally.
Every time I understand a peculiar ability and find a way to utilize it, I open another present that DDO's gameplay offers me. Every time I select a +1 to damage and +10 to PRR, I feel nothing. This is a great point. I still personally dont see a conceptual problem with it being DC based instead of the voodu magic it currently is but I understand what you are saying. (these feelings come from more of a pnp background than DDO specifically fyi)