That’s a vey narrowed view and there is absolutely no reason for that, except intended design.
http://www.dandwiki.com/wiki/SRDevastating_Critical
Is a d&d feat that doesn’t exist in ddo. There is no reason why melee can’t instakill (even AoE if you cleave on this), except design.
Vanilla Superman is low magic setting, yet physical prowess are able to go as far as reversing time. Magic is just that, something you justify by its “magical nature”. In a fantastical, non magical, setting you could imagine “melee” using fireball just by heating the air with fast hand movement...anime has plenty of these kind of things.
It would however be harder to justify a cosmetic change with physical prowess. A conjurer would summon clothes, an illusionist would make you believe he changed clothes...now the Flash would make you think he used magic while he actually went home, changed and got back before you could blink.
First: Do not allow ranged to use Fury of the Wild!
OR
Allow the melee attacks apply Stay frost, rainbow, nerve venom, etc.
Why not? If ranged attacks can use an melee ED, why melee can't use a ranged/caster ED?
And revamp movement:
Running backwards is now at 25% of total speed.
Strife speed at 50% of total speed.
No fun, no $$$
Don't think the choice of Ed should be driven by MP so in principle balancing out MP seems the right thing to do.
EDs were around before MP in any case.
BUT there does need to be some more distinctive and interesting choices available nine choosing EDs. Getting Adrenaline to work on cleaves and double strike would be a start.
I'm not really in favour not adrenaline being melee only, but would thole it if the melee side of it could be sorted out.
Here it goes some ideas to reduce ranged and melee ED interaction:
Adrenaline and unbridled fury wouldn't work with doubleshot multiplier (manyshot, 10k star) only 1 arrow/thrown/bolt per atack would benefit from the extra damage.
Master blitz: +3 RP per stack instead of +7. It just make sense, Legendary dreadnought core gives +4 MP against +3 RP.
Increase RP from shiradi and shadowdancer to +8RP per innate ability instead of +4.
Last edited by Celender; 03-15-2018 at 02:44 PM.
Vistani Weapon Versatility
During our DPS testing we took a look at how this ability impacts builds. We've come to the conclusion that, ultimately, this ability is detrimental to game balance and our ability to make adjustments differently among Melee and Ranged builds. We're planning to make it apply only to Daggers and Throwing Daggers, as it was in our earliest drafts of that ability.
ok can i get a refund on the Vistani package? that ability was the only reason for that tree.
Good lord, you idiots have gone so far off subject that you have now entered Narnia. Stop talking about ranged, this topic is about the nerfs to monks + a few other odds and ends, not a discussion about nerfing or adjusting ranged. The only ranged items in this topic should be vistani and throwing. Going by the way this chat is headed we'll be talking about rollercoasters in Disneyland vs future world at Epcot center.
You repeating your personal opinion doesn't make it a fact. on the server I play there are a gazillion different builds at endgame, even in upper reaper. Of course some builds are more common than others (and flavor of the month will always exist since many end-gamers are 100% min/maxers - and imo that is fine) but your "2-3 builds" is IMHO a vast exaggeration. And I'm not sure why you make that obvious exaggeration (just like my "gazillion") - to what effect I mean, what is your ambition with this line of reasoning?
Also got no idea what your "dnd ship has sailed" comment was about. Do you mean there's more diversity in DnD than DDO? I have no idea personally and don't find it relevant in any case since ddo is not dnd.
And no all classes will never be balanced since balance means different things to each and every single player. So it is a futile venture - (unless we're talking stuff like fixing the clearly ridiculous raid wraps to bring em more in line with other endgame gear). Btw I quite likely agree with your main opinions, about wanting diversity etc - we just seem to view the current situation quite differently![]()
Last edited by grandeibra; 03-18-2018 at 12:23 PM.
1. If the problem is underpowered quarterstaff builds, how will lessening the henshin tree melee power solve this? You will simply be digging them deeper into a grave. Make the difference of 10 to 3 (3 mp across all monk weapons, 10 mp exclusive to quarterstaves)
2. STOP PUTTING IMPROVED CRITICAL ENHANCEMENTS ON ENDGAME GEAR, ESPECIALLY RAID TIER. The free wraps you get are actually not very far behind in dps compared to duailty. It is incredibly dubious, knowing full well EVERYONE takes the feat.
3. GMOF dc is incredibly gimp. Please add at least 2/3 tactics bonus to the DC. I mean, even with 70 wisdom (EXTREMELY hard to achieve without pulling excessively from elsewhere) leaves a 70dc on GMOF moves. That barely touches epic elite mobs anywhere, let alone the new legendary dungeons.