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  1. #21
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    Overall, I am not going to quibble too much over the impact of a reduction in -4 Earthquake DCs (while in Water Form) verse live because I love the Earthquake spell and hope that it is not badly nerfed.

    On live I can obtain 82 DC comfortably (and higher if work at thus), and often stay in Fire Form anyway.
    So all these changes help for my toon.

  2. #22
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    Quote Originally Posted by Torc View Post
    SLAs which are high level (5+) AND persistent damage effects get treated as rare exceptions as is. We do have some plans/hopes to make high level damage spells out of book more spell point efficient soon and we're loath to add to much competition with SLAs till we see if it works. That stuff should be coming next with the arcane pass though it'll effect all casting classes somewhat. We did consider dropping Storm of V for call lightning storm and lowering the cool down significantly.
    Both the Spell and SLA version of Storm of Vengeance have a high cooldown, so I tend to alternate these two on the battlefield.

    I can understand your not wanting to reduce cooldowns there, and would ask you to keep thus as a SLA at tier 18.

    Not the first time I've heard Beguile doesn't have much appeal.
    Yes, please remove Beguile.
    Thanks.

    It wouldn't surprise if something else replaced it, though we're pretty booked up on space so it'll be a tier 1 whatever it is. We've heard requests to save spell pen or the wand & scroll enhancements which may take it's place if something new doesn't happen.
    Sound good to me.


    Crown of summer did lose it's light proc but gained melee ranged power instead. We're trying to use less proc effects less so the combat number zip code over the monster is more legible and each attack interaction is less complex for the server.

    -T
    Its actually a great change imho as it does not compete with deadly.

  3. #23
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    Quote Originally Posted by Torc View Post
    2. Arcanes should have "some" edge in damage and CC over clerics/druids typically when viewing the "classic" meta of D&D. The winter season is pretty strong on dots and ice flowers still plays a role in it's rotation as a decent AOE option when it's needed. We try to view the whole package generally, not compare each spell.
    Nods, I know of an Ice Sorcerer who would love to add IceFlowers to their spell group....

  4. #24
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    Default This change really hurts the druid class

    6. Hierophant: You are wise and skilled in the art of wielding divine magic to summon aid and change the world around you. +2 Wisdom +2 Con +10 Universal spell power. Your Conjuration and Evocation spells gain +1 DC, +1 caster level and +1 max caster level. (update – decreased wis/con bonus and mass caster levels)

    Changing this to drop wis and spellcasting level will be very bad! I play casters mainly and compared to other caster types that deal damage Druids are already under powered spell dps wise. The only thing keeping druid casters in the game is earthquake, sleet storm, ice storm combos to cc large mob crowds. All the druid SLAs are single target spells so dropping the caster level on spells reduces the effectiveness of being a caster druid. I like how y'all are changing up some of the spells to be better for spell dps but at the same time dropping the caster level is just detrimental to what y'all are doing. Think about your logic, you want to make druids better but nerf them at the same time? It makes no sense. Also making it to where you can be a druid bear tank but not having any type of heavy armor you can wear until lvl8 (Tempest Spine Darkleaf half-plate armor) is silly. I would ask that y'all add darkleaf, densewood, and bronzewood back to the list of loot drops so that druid tanks become a reality. You have densewood heavy shields already on the loot list why not armors? I thank you all for taking the time to read this.

  5. #25
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    So if this pass goes live, my 2 most importaint spells (earthquake and mass frog) will have there DC’s lowered??

    Seriously, are druids that strong that you have to lower their spell DC’s?

    Also ice flowers sucks, its a horible spell. It does 15d3 cold and 15d3 piercing (60 dmg). Its a lvl reflex save transmutaion spell that only hits once. Greater shout/ottos blast/chain lighting/delayed blast firebal all do 100 base damage at lvl 20 and are lvls 6-7. Ice flowers stinks.

    But you say wait, wizards/sorcers are suposed to be better. Well druids have no way to CC mobs with high reflex saves, no way to kill mobs with high reflex saves, and no way to deal strong damage to mobs with reflex saves. Druid’s get no viable instant kill until lvl 28 where they can spend a feet to get mass frog. Druid’s have no way of inducing helplessness to mobs untill lvl 24 where they can spend a feet to get burst of glacial wrath.

    In short druids MUST be all in on evocation because they get no other option. You must pump your DC as high as posible. We can not play like smart wizards and target week saves because we do not have the spells do that. And now our only consitant CC earthquake is going to be lower DC and the only way we can deal effectivly deal with high reflex save mobs (mass frog) will become worse!

    Make the seasons hearaled capstone have transmutation bonuses and give them +4 wisdom.

    I like the changes to the spells, its a good start. I would like to see more, and fix some of the other bugs with druid spells. Other than that I think the previous itteration of seasons hearld is better than what you have here.

    PS. Druids will never be able to dominate reaper quests the way wizards/sorcers/bards/clerics/fvs/warlocks can. There spell slection makes it not an option.

  6. #26
    Community Member Pilgrim1's Avatar
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    Default Bugged druid spells

    These spells are not working as intended on live. Some of them you are planning to fix, others have not seen any mention of. I am reposting this for your convenence.

    spells
    Lvl 2: Roar - the discription implies that it casts an imediate intimidate check, it does not.
    Lvl2: creeping cold - see greater creeping cold (lvl 6)
    Lvl 3: Salt ray - this spell does not grant helpless condition (it should its a stun)
    Lvl 3: sleet storm is not cleared by wind spells.
    Lvl 3: Spike growth will sometimes float in the air. It can also be hard to see through it.
    Lvl 4: Enveloping swarm - maxize/empower and spell power do notimprove the spell dmg.
    Lvl 5: Harrowing pack - knockdown does not trigger on pets or player.
    Lvl 5: Call lighting storm - this does 5d10 dmg/strike when i should be doing (1d5+5 per caster lvl). Can’t Be extended. Does not trigger often enough.
    Lvl 5: Pack aptitude - Only grants +4 to an ability.
    Lvl 6: fire seeds - quicken causes only 2 seeds to fire.
    Lvl 6: Greater creeping cold (and lesser creeping cold): these 2 spells over-right and prvent the wiz/sor spell niaks bitting cold (lvl 5) from applying. Crushing wave (from weapon’s) over-right the damage. Only one druid may cast these spells on a target, a second druid’s spells have no effect. The primal avatar’s winter cold guard overrights/prevents these spells (nead confermation!)
    Lvl 7: Creeping doom - this spell does not have loaded dice. It should use 1d5+5 instead of 1d10. This spell is typed as posion damage when it should be pysical or untyped damage. This spell is over-writen by the primal avatar ability insidius spores. 2 druids may not both have creaping doom on a taget.
    Lvl 7: Word of Balance incorectly requires a spell penitration check.
    Lvl 8: howl of terror - this spell should make the target helpless, it does not. Draconic Presence (in draconic incarnate epic destiny) does not give +3 DC to this fear-bassed spell.
    Lvl 8: ice flowers - it has a 8 second duration but only damages one time, it should hit 4 times.
    Lvl 8: Earthquake is cleared away by wind spells. Earthquake causes other players screans to shake. Some players claim earthquake creates lag effects.

  7. #27
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    Activated Attacks that require a specific weapon to be held in your hand will still not work in animal form (because sometimes these attacks have animation requirements) However things that modify your weapons base stats still work normally such as changing your primary damage stat. (updated - clarification)
    So a dwarf with a dwarven axe in bear form gets +4 to hit and damage from Dwarven Training and Con for damage stat if he goes all out in the dwarf enhancement tree.
    What of feats? should the dwarf take weapon focus: slashing? or weapon focus: bludgeoning?

    No combat style specific bonuses will function while in animal forms aside from Natural Fighting, and any bonuses native to the form (no dual wielding, glancing blows or single weapon attack speed).
    And shield mastery? and improved shield mastery? will the doublestrike work? The PRR? The combat style melee power bonus?

    Take Down -DC: 11 + Highest of Str/wis + Trip mods + Half Druid level
    Baiting Bite -DC: You use your spot score for the bluff role. This is still considered a bluff skill check.
    Shred -DC 13 + Highest of Str/wis + Sunder mods + Half Druid level
    Tremor -DC: 16 + Highest of Str/wis + Trip mods + Half Druid level
    Jaws of Winter -DC: 17 + Highest of Str/wis + Stun mods + Half Druid level
    Snow Slide -DC: 19 + Highest of Str/wis + Stun mods + Half Druid level
    Glad to see the DCs improved on the spells and special attacks though it does appear some were missed like Big Claws and Spirit bear Charge.

    Natural Weapon Fighting will now give different effects based on if you are in bear or wolf form. (updated)

    Wolf: 6% Double Strike per feat as before. Net Total 18%

    Bear: 3% Double Strike & Now triggers Glancing blows, 15% damage per Natural Weapon Fight feat taken, and 2% weapon proc rate per feat taken. Net Total 9% Double Strike and 45% Glancing blow damage 9% proc damage
    Not even combat style bonus to melee power like other fighting style feats? For wolves, the loss of other fighting feats and no improvement to natural fighting means a straight nerf. For bears, I wonder about a glancing blow effect that can't be turned off without fighting in non bear form. ( major drawback for tanking for hound of xoriat )

    4. Nature's Hunter: In wolf or bear form you gain a +1 competency bonus to crit damage multiplier on your weapon. Requires a weapon to be equipped.
    Still no critical range. Does handwraps count as a weapon?

    Fatal Harry: Killing an enemy grants you a 5% enhancement bonus to attack speed for 20 seconds. This can stack up to [1/3/5] times.
    Enemies your own level or higher have a 100% chance of activating this ability. For every level below you, the chances are reduced by 20%. A monster two levels below you only has a 60% chance of creating this effect.
    .AP COST:1 (as current ability on live but no longer a toggle, passive) (updated)
    Fatal Harry might have interest if it wasn't an enhancment bonus meaning it won't stack with any melee alacrity items or speed items. And who does not have a speed item?

    Nature’s Swiftness: Wolf forms gain evasion. Armor restrictions apply. AP COST: 2
    Still no answer to how this is remotely usable to anything beyond a dex based multi build.

    Throat Rip: Requires wolf form: Adds 6 bonus sneak attack dice. Against living targets silences target for 15 seconds on Fort save 10 + Druid level + Greater of Str/Wis + Stun Mods. Also inflicts a bleed that causes 6d6 damage every 3 seconds for 18 seconds. Bleed Scales with melee power. Against bosses the silence is replaced with a 25 pt spell power debuff. 15 Second cool down. AP COST: 2 (updated - no longer requires stealth)
    Better DC and no stealth might make this worth the AP.

    Go for the Kill: Wolf Form Required - You charge your target smashing into them for a 4[W] Melee attack with a +1 crit multiplier to damage and gain 15 melee power for 30 seconds. If the charge started from over 10 meters away the melee power bonus is doubled. Does 50 additional bludgeon damage against helpless targets, scales with melee power. Cooldown: 20 seconds. SP Cost: 20 (updated - new ability)
    Does this require a target or can it be used like a leap of faith?

    Rage of the Beast: Activate to rage gaining +4 strength and Con, +2 will saves, -2 ac for 40 seconds, but disallowing the casting of magic. Requires bear or wolf form. This ability shares cool down and charges with Barbarian class rage. Effects that modify barbarian rage also effect Rage of the Beast and using it counts as a use of barbarian rage and vice versa. Effect persists through shape changes Can be used 1/2 per rest. AP COST: 1
    Animal rage duration remains 40 seconds which really is too short to be viable for questing.

    Spirit Refreshed: When shape shifting forms below 33% health you heal to full and cure all fatigue. This benefit can only occur once every 3 minutes. AP COST: 2 (new – applies to all forms now)
    How many combats do you end at less than 33% health? Or is this to be used with the druid shifting in the middle of combat? ( even though would seem to be pretty unwise at 33% or less health )

    Ursa Protector: While in bear form nature's defense now does one of these, +2/4/6 con, +3/6/9 MRR, +15/20/25 % to max hp AP COST: 1
    I do not understand why the bear tree doesn't grant strength bonus like Stalwart Defender does and replaces it with an MRR bonus that is weaker then the option given under improved nature defense.

  8. #28
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    Bear tree still suffers lack of focus in terms of DC. Some use STR, some use WIS.
    Consider STR/WIS. Actually CON would be also nice.

    Enduring Beast has two ranks, but has a prereq with a single rank. IIRC your tech currently does not allow such setup.

    Not sure what's the plan for healing in rage. I guess CSW pots.

  9. #29
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    Default Flame Blade and Frostbite

    Can you please at least update Flame Blade spell to have its W, Flaming damage effect and Flaming damage effect on critical scaling with caster level/level, similar as current weapons? It isn't only for Druid, anybody can have this spell via active druid past life, so some build can be built around it.

    Maybe you can to do the same similar buff to Frostbite spell, which is 6th level weapon buff spell, but it is weaker then 1st level weapon buff spell Magic Fang and also often rounded to zero on reaper.

  10. #30
    Community Member Chacka_DDO's Avatar
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    Smile Regarding Difficulty Checks:

    Quote Originally Posted by Torc View Post
    Savage Roar: Using the Roar spell with 1 stack of killer instinct active now triggers a burst of sonic damage around the druid for 1d3 per rank of wilderness lore. Scales with melee power. If you have 2 stacks it also stuns at DC: 10 + Wilderness Rank + Strength Mod + Stun Bonus At 3 stacks the damage is 1d10 per rank of wilderness lore and stuns. AP: 2
    Quote Originally Posted by Torc View Post
    Spirit Bear Charge: Requires bear form Charge forward inflicting +3W and knocking down enemies, reflex save vs DC 15 + wilderness lore ranks + Wis + Trip Bonuses. 15 second cooldown. AP COST: 2
    Maybe you should just say e.g. DC: 10 + one per Wilderness Lore Feat + Strength Mod + Stun Bonus? Because you acquire the feat several times (and maybe from different classes) and they stack from my understanding, this sounds to me more logical.

    While I basically like this idea the main issue I got is, that you stop to acquire any Wilderness Lore Feat after level 20 but the monsters don't stop to get higher saves, no?

    To make this good working, the Epic Destinies should provide Lore feats too. Maybe it is already planned but I think you should consider it.

    But also here I am not sure if it is maybe better and easier for the players and also for the development at the end if you have a unified DC calculation that is based on the character level.

    Quote Originally Posted by Torc View Post
    Maul & Great Maul

    Take Down
    -DC: 11 + Highest of Str/wis + Trip mods + Half Druid level

    Shred
    -DC 13 + Highest of Str/wis + Sunder mods + Half Druid level

    Tremor
    -DC: 16 + Highest of Str/wis + Trip mods + Half Druid level

    Jaws of Winter
    -DC: 17 + Highest of Str/wis + Stun mods + Half Druid level
    -Dropped from spell book level 7 to 6.

    Snow Slide *
    -DC: 19 + Highest of Str/wis + Stun mods + Half Druid level
    Quote Originally Posted by Torc View Post

    Throat Rip: Requires wolf form: Adds 6 bonus sneak attack dice. Against living targets silences target for 15 seconds on Fort save 10 + Druid level + Greater of Str/Wis + Stun Mods. Also inflicts a bleed that causes 6d6 damage every 3 seconds for 18 seconds. Bleed Scales with melee power. Against bosses the silence is replaced with a 25 pt spell power debuff. 15 Second cool down. AP COST: 2 (updated - no longer requires stealth)
    Quote Originally Posted by Torc View Post
    4. Big Claws: Adds Great Maul to your spell book. This is a version of the maul spell with the same cost and stats but stuns instead of causing a bleed on it. Shares cool down with maul. Stun DC: 10 + Druid level + Wisdom + Stun Modifiers.
    For the DC calculation in general I would suggest a unified formula that looks like this:
    DC: 10 + half character level + ability modifier + bonuses.

    For Big Claws I just assume you mean also the wisdom modifier and not the full wisdom score.

    Basically, I also see it as a good option to give a DC bonus from the class level.
    But the biggest issue I have with this is that from my testing the Epic Destinies give no additional class levels to such DC checks.
    And even if this works correctly, they give currently a maximum of 5 class levels if the character is in the correct destiny for the DC check.

    Again, a unified formula based on the character level would make this much easier.
    But if you want it more class specific I could imagine in this case a formula like this could work better:
    DC: 10 + half druid level + half epic level + ability modifier + bonuses.

    But if you want to go this more “lore based “ way the epic destinies could add 10 class levels instead of the current 5, but then you have the issue that a character in the right destiny got already a DC he should normally have only in level 30.
    To avoid this you would need a way more complicated formula that works for the two cases 1. not in the right epic destiny and 2. in the right destiny and the epic level the character got should lower the start penalty for the first case.

    But yet again a unified formula that could even work for spells would avoid all this issues and I think it is a good compromise and in my opinion better than almost all DC formulas you currently use.
    If you want to throw in some class flavor you could add some extra modifiers to such a unfied formula like:
    DC: 10 + lore modifier + half character level + ability modifier + bonuses.
    Lore modifier means some additions if you want this ability works better or worse based on the spell or ability you use.

  11. #31
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    Quote Originally Posted by cru121 View Post

    Not sure what's the plan for healing in rage. I guess CSW pots.
    Perhaps the Tier Five Temp HP bonus in the Season's Herald Tree could be moved to Tier Five Bear Tree?

    That would make room for placing +1 DC, +1 Caster Level, +1 Max Caster level for all Druid Spells into the Season's Herald Tier Five tree?

  12. #32
    Community Member Chacka_DDO's Avatar
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    Quote Originally Posted by Torc View Post
    11. Natural Fighting Feat

    Natural Weapon Fighting will now give different effects based on if you are in bear or wolf form. (updated)

    Wolf: 6% Double Strike per feat as before. Net Total 18%

    Bear: 3% Double Strike & Now triggers Glancing blows, 15% damage per Natural Weapon Fight feat taken, and 2% weapon proc rate per feat taken. Net Total 9% Double Strike and 45% Glancing blow damage 9% proc damage
    At first, a really good idea to make the Natural Fighting Feat working differently depending on the nature of the "beast" that uses this feat!
    But in my opinion, you should be braver and drop the Double Strike for the bear and instead make the bears' attacks even more devastating.

    Maybe elements can have also a kind of natural fighting that is different from just using the weapons the druid uses.
    And the style could be also different if you're in Tree Form or if you maybe add other shapeshifts.

    I would even suggest making Natural fighting in general very similar to the other Combat Style Feats, so natural fighting is another combat style.
    Of course with the consistent rule that you can always only use ONE combat style at the same time!
    And then I would suggest giving a Natural fighting style to the human form if you are a monk instead of letting a centered monk fighting in the Two-Weapon Fighting style.

  13. #33
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    Default What feats/ enhancements apply to nature fighting now ?

    With the changes what feats and enhancements apply to weapon in form now ?
    For Example.:
    Im in wolf form, holding great sword:
    Do i need Improve critical piercing, blut or slashing ?
    If i muticlass into fighter kensai would all the enhancements from kensai (including expanded crits) work if i take heavy blades path in wolf/bear form or should i take unarmed kensai path ?

  14. #34
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    Quote Originally Posted by Torc View Post
    SLAs which are high level (5+) AND persistent damage effects get treated as rare exceptions as is. We do have some plans/hopes to make high level damage spells out of book more spell point efficient soon and we're loath to add to much competition with SLAs till we see if it works. That stuff should be coming next with the arcane pass though it'll effect all casting classes somewhat. We did consider dropping Storm of V for call lightning storm and lowering the cool down significantly.

    Not the first time I've heard Beguile doesn't have much appeal. It wouldn't surprise if something else replaced it, though we're pretty booked up on space so it'll be a tier 1 whatever it is. We've heard requests to save spell pen or the wand & scroll enhancements which may take it's place if something new doesn't happen.

    We'll see how shared spirit plays. It's easy to change numbers so it can happen after a run on the test server at the very least. % Hp mods are very powerful once you stack in other things.

    Crown of summer did lose it's light proc but gained melee ranged power instead. We're trying to use less proc effects less so the combat number zip code over the monster is more legible and each attack interaction is less complex for the server.

    -T
    I like Beguile to be honest Torc, the problem is Beguile does not benefit druids. Beguile benefits warlocks as a level 1 splash. It's great for debuffing enemies even further on live as a warlock due to their rate of fire between blast shapes and the fact they don't use SP to apply the debuff. That's the biggest issue for druids, even with SLAs they can't reliably build stacks quick enough to matter without destroying their SP pool. The 0-2 and 0-3 on tiers 2-3 are another problem, no one wants a chance to not apply a stack, which is again why warlocks splashing 1 druid make better use of beguile because of the spell rate. I also get good use out of it on wolf builds because again, the rate of stacks is much more efficient and reliable than as a caster.

    I hear what you're saying about Storm of Vengeance so I'll reascend a bit, although I'd atleast ask that you consider 1:30 as the cooldown. That gives us a minute of down time per use, which means rotationally we'll have to cast 1-2 fully meta'd normal versions in the meantime.

    On a player I'd agree that % HP modifiers can be powerful. On pet's that lack the customization and therefore ability to slap on certain itemization such as greensteel HP items, not so much. I think for now a higher bonus would benefit the most and later adjust it once the full on pet pass occurs, that's just my opinion though!

    Shame to lose the unique light damage, but acceptable since it probably does add to the numbers lag.

  15. #35
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    out of curiosity, does the change to Druid Snare also affect the Ranger spell Snare? I don't know how well it works for Druids, but I know its a useless spell for Rangers and this change wouldn't do squat to improve the spell.
    #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

  16. #36
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    Quote Originally Posted by Torc View Post
    1. You gain all the stats from a shield and can use feats that increase the shields AC bonus, but do not benefit from shield mastery (in form) because it is considered a combat style bonus. Helps us balance the wolf/bear against other styles.

    2. Arcanes should have "some" edge in damage and CC over clerics/druids typically when viewing the "classic" meta of D&D. The winter season is pretty strong on dots and ice flowers still plays a role in it's rotation as a decent AOE option when it's needed. We try to view the whole package generally, not compare each spell.
    1. While Shield Mastery is a combat style, I thought only the melee power and doublestrike were tied to that function? Secondly; how will this interact with Legendary Shield Mastery form Unyielding Sentinel? As I don't believe that bonus is typed as Combat Style and I certainly hope it isn't. While we currently don't gain a DPS bonus for our offhand items (Is it possible to change this? Atleast to work like offhands when using thrown weapons and apply the magical effects not damage die, etc.) we're about to take a huge hit on shield versatility. In general losing speculatively losing 8% doublestrike and 6 melee power isn't that harsh, but losing the 15 PRR (Assuming we're using Dethek Runestone) is going to be a bit of a low blow. Particularly since the bear tree is a tad focused on MRR rather than PRR.

    2. While that's a fair statement. It's still in general opinion from most posts there that Ice Flowers is either too costly for it's benefit, doesn't do enough, or overall isn't liked a lot.

  17. #37
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    Quote Originally Posted by Torc View Post
    2. Existing combat style bugs are being fixed.


    No combat style specific bonuses will function while in animal forms aside from Natural Fighting, and any bonuses native to the form (no dual wielding, glancing blows or single weapon attack speed).


    Using a two-handed weapon still grants the 1.5 damage from your modifying stat, and Power Attack feat adjustments in animal form as well, for its additional bonus.

    Activated Attacks that require a specific weapon to be held in your hand will still not work in animal form (because sometimes these attacks have animation requirements) However things that modify your weapons base stats still work normally such as changing your primary damage stat. (updated - clarification)
    So this still needs a smidge of clarification at parts.

    1. Does the base animal forms still count as 20% offhand strikes? We get it won't interact with the combat style feats, but does this still exist? If so will enhancements increase this? This also applies to glancing blows for bears, will barbarian enhancements apply to their glancing blows? Will Perfect THF/TWF/SWF apply to animal druids? What about Vistani's 5% attack speed while dual wielding daggers?

    2. Activated Attacks, we really could use a list of what will work opposed to what won't work. A blanket statement saying they all won't work is fine, but there could be some exceptions and noting these would be nice. Off the top of my head will say Fan of Knives work? It's weapon agnostic but performs and animation of throwing out daggers. What about Rapid Attack (as I've yet to mess with Vistani)? I can understand Momentum Swing and the like not working due to animations. So how about the T4 weapon attacks in Legendary Dreadnaught, these do not have actual animations per my knowledge and play experience. While you can't swashbuckle stance, what about Blow by Blow/En Pointe since they don't require you to be swashbuckling (can't recall which one makes reuse of Momentum Swing's animation set)? And the Battle Engineer attacks since they currently have an issue with freezing you mid movement/attack, do they have animations as the root of evil in their case?

    3. Vistani in general. I wanted to keep quite about Vistani as I certainly feel as if it can be the strongest source of DPS offset for wildshaped druids, but frankly it presents a lot of questions that need answers in the here and now. Will all of the cores apply their effects as long as you hold a dagger? Will Bleeding Cuts still apply? (as I feel this is necessary for druid DPS to work) Would double daggers give offhand (throw back to number one.) Will single Dagger work and or be fixed to apply even if you have something in your offhand (as this is currently stated on the wiki)? How will Vistani's various dagger based effects work in conjunction with wildshape? I'm really hoping that it will work atleast 90%, the weapon specific attacks don't need to work but all of the passives do.

  18. #38
    Community Member burlicconi's Avatar
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    First of all, thank you for considering our thoughts, we're all here to make this game better.

    Quote Originally Posted by Torc View Post
    The following druid innate animal spells will now work regardless of rage, feeblemind, quell or anti magic. Additional Changes listed per ability
    Pack Pressence
    Harrowing Pack
    Tenacious Pack
    I hope that this spells will be fixed accordingly to their description- this will be 1st step towards fixing things.

    Quote Originally Posted by Torc View Post
    Jaws of Winter
    -DC: 17 + Highest of Str/wis + Stun mods + Half Druid level
    -Dropped from spell book level 7 to 6.
    Guess this is typo- if you downgrade from lvl 7 to 6, DC will be 16 + ....

    Also suggestion- consider all of druid's animal forms abilities such as Howl of Terror or Savage Roar to be increased by one for every Nature Fighter feat player picks.

    Quote Originally Posted by Torc View Post
    Elemental Toughness (updated)
    Target: Self
    DR removed. Now grants 1 physical resistance per druid level for the duration of the spell.
    Lasts 30 seconds a druid level
    Costs 25 spell points
    Metas: Quicken Extend
    Wise decision, great boost for druids.

    Quote Originally Posted by Torc View Post
    Mantle of Ice (updated)
    Creatures affected who were immune to cold now take full damage
    10% attack speed slow
    25% movement speed slow
    -4 to fort saves
    This is large change to druids, losing 4 DC for Earthquake and evocation spells are big nerf. On the other side, creatures that are immune to cold not will take full damage, which is great boost for DPS in some situations.

    One question- how this will affect reaper quests? ("Creatures affected who were immune to cold now take full damage")


    Quote Originally Posted by Torc View Post
    11. Natural Fighting Feat

    Natural Weapon Fighting will now give different effects based on if you are in bear or wolf form. (updated)

    Wolf: 6% Double Strike per feat as before. Net Total 18%

    Bear: 3% Double Strike & Now triggers Glancing blows, 15% damage per Natural Weapon Fight feat taken, and 2% weapon proc rate per feat taken. Net Total 9% Double Strike and 45% Glancing blow damage 9% proc damage
    So, basically, wolf will get benefits same as now, which is poor imho. We want that druid's animal forms to be on par with other melee chars. So, wolf is rogue-like melee, bear is tank-like melee. We don't have Nature Weapon fighting that boosts defense. I guess adding new line, some like Natural shielding mastery, which will boost AC, prr, (mrr) and maybe doublestrike (just as Shield and Imporved Shield mMstery feats). Adding this nature mastery feats will give us more choices to build proper shapeshifter.
    Also, add +X to melee power to every nature fighting feat.


    Quote Originally Posted by Torc View Post
    Brother Wolf: While your wolf pet is alive and within 40 meters it gains 5/10/15 hps every 12/9/6 seconds and 10/15/20 mrr & prr and you gain 1/2/3 to hit and damage AP COST: 1
    Increase heals or decrease ticks, 12/6/3 secs is better if we stay with 5/10/15.

    Quote Originally Posted by Torc View Post
    Fatal Harry: Killing an enemy grants you a 5% enhancement bonus to attack speed for 20 seconds. This can stack up to [1/3/5] times.
    Enemies your own level or higher have a 100% chance of activating this ability. For every level below you, the chances are reduced by 20%. A monster two levels below you only has a 60% chance of creating this effect.
    .AP COST:1 (as current ability on live but no longer a toggle, passive) (updated)
    Excellent choice to put back this enhancement, thank you very much!

    Quote Originally Posted by Torc View Post
    Nature’s Swiftness: Wolf forms gain evasion. Armor restrictions apply. AP COST: 2
    i think it's a trap- druids have poor reflex save, so nobody wants to give up on hard armor to get evasion. Possible solutions are to give WIS check to reflex save instead of DEX (some kind of Insightful Reflexes), or to remove armor restrictions, or both.



    Quote Originally Posted by Torc View Post
    Throat rip - Against living targets silences target for 15 seconds on Fort save 10 + Druid level + Greater of Str/Wis + Stun Mods
    Consider adding +1 to these special attacks with every Nature Fighting feat. Same is for Big Claws from bear tree

    General note for bear tree- add at least one enhancement, similar as brother wolf, to be on par with wolf tree. If wolf and caster trees boosts HP and healing for wolf, this can boost attack and dps

    Quote Originally Posted by Torc View Post
    Hierophant: You are wise and skilled in the art of wielding divine magic to summon aid and change the world around you. +2 Wisdom +2 Con +10 Universal spell power. Your Conjuration and Evocation spells gain +1 DC, +1 caster level and +1 max caster level. (update – decreased wis/con bonus and mass caster levels)
    I feel this is not "equal" to other classes. SS Bards are +4CHA and +25 usp, Tempests +4 DEX. +25% doublestrike with off-hand... Seems to me that +4 WIS is better that +2 WIS and +2CON. Also, +10 usp is weak, better att +1 caster level and +2 max caster level.

    Quote Originally Posted by Torc View Post
    Shared Spirit: Your wolf pet gains 3/6/10% bonus to hps. Passive: You gain 1/2/3 spell power. AP COST: 1
    You can double this boost to be 6/12/20% bonus to hps. Also, on rank 3 you can get +1% crit chance or so.

    Quote Originally Posted by Torc View Post
    Spring Resurgence: Fill an ally with the vitality of spring. When that ally falls below 50% hit points, that ally and any other allies near him are healed by 20d6
    positive energy, and receive a +2 primal bonus to attack rolls. (Lasts 5 minutes or until triggered.) (Activation Cost: [8/6/4] Spell Points.)
    Cooldown: [8/4/2] seconds) AP COST: 1 (new – lowered cooldown to make buffing party easier)
    Great news, just make this to scale with lvl or to be affected with positive SP. (1d6 + 1) per level and affected by positive SP(or 50% positive SP) is fine.

    Quote Originally Posted by Torc View Post
    Creeping Doom will now do acid damage and benefit form acid spell power. (updated)
    OK, now we have another spell that use acid SP, which is good. We'll lost some of the flavor, because this is unique spell, but we want more balance, right?

    Quote Originally Posted by Torc View Post
    Storm of Vengeance's Acid damage now scales at d8 per 3 druid levels, and its lightning damage 1d10 every 2 druid levels. Max of 25. Duration is 30 seconds.
    2 mins cooldow could be long, but not necessary, because we have SLA. Maybe +15% reduced cooldown in core6 season's herald can do the trick, but not hugely desirable, just and idea.


    Druids will have much more options now, taht's for sure. One thing that remains to be reconsidered is Nature Fighting feats- probably adding new ones which boosts shield in animals forms is the right solution.

    Another big thing that I would like to see is boosts for summons, AKA new summoning tree (I think Torc once mention 4th tree for druids). This not will be in this update, it is clear, but I would like to see in very next update.

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    6. Hierophant: You are wise and skilled in the art of wielding divine magic to summon aid and change the world around you. +2 Wisdom +2 Con +10 Universal spell power. Your Conjuration and Evocation spells gain +1 DC, +1 caster level and +1 max caster level. (update – decreased wis/con bonus and mass caster levels)

    what happened to the +4 wisdom and +4 con?.

    i can understand that the above is too much but to drop it back to 2 and 2 i find to be wrong.
    this is the caster tree so please drop the +2 con and add it back to be +4 wisdom please.
    in the caster trees of bard warlock they get +4 charisma so please lets see +4 wisdom.

    your friend sil

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    Quote Originally Posted by Pilgrim1 View Post
    These spells are not working as intended on live. Some of them you are planning to fix, others have not seen any mention of. I am reposting this for your convenence.

    spells
    Lvl 2: Roar - the discription implies that it casts an imediate intimidate check, it does not.
    Lvl2: creeping cold - see greater creeping cold (lvl 6)
    Lvl 3: Salt ray - this spell does not grant helpless condition (it should its a stun)
    Lvl 3: sleet storm is not cleared by wind spells.
    Lvl 3: Spike growth will sometimes float in the air. It can also be hard to see through it.
    Lvl 4: Enveloping swarm - maxize/empower and spell power do notimprove the spell dmg.
    Lvl 5: Harrowing pack - knockdown does not trigger on pets or player.
    Lvl 5: Call lighting storm - this does 5d10 dmg/strike when i should be doing (1d5+5 per caster lvl). Can’t Be extended. Does not trigger often enough.
    Lvl 5: Pack aptitude - Only grants +4 to an ability.
    Lvl 6: fire seeds - quicken causes only 2 seeds to fire.
    Lvl 6: Greater creeping cold (and lesser creeping cold): these 2 spells over-right and prvent the wiz/sor spell niaks bitting cold (lvl 5) from applying. Crushing wave (from weapon’s) over-right the damage. Only one druid may cast these spells on a target, a second druid’s spells have no effect. The primal avatar’s winter cold guard overrights/prevents these spells (nead confermation!)
    Lvl 7: Creeping doom - this spell does not have loaded dice. It should use 1d5+5 instead of 1d10. This spell is typed as posion damage when it should be pysical or untyped damage. This spell is over-writen by the primal avatar ability insidius spores. 2 druids may not both have creaping doom on a taget.
    Lvl 7: Word of Balance incorectly requires a spell penitration check.
    Lvl 8: howl of terror - this spell should make the target helpless, it does not. Draconic Presence (in draconic incarnate epic destiny) does not give +3 DC to this fear-bassed spell.
    Lvl 8: ice flowers - it has a 8 second duration but only damages one time, it should hit 4 times.
    Lvl 8: Earthquake is cleared away by wind spells. Earthquake causes other players screans to shake. Some players claim earthquake creates lag effects.
    We are tracking all of these bugs for the pass. A few of been fixed already. These lists are appreciated though.

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