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  1. #21
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    The wraps change to twf die boost is only natural and should have come that way to start honestly. Really, it never should have made it off lama, it was obvious to everyone.

    The henshin mp reduction is only natural and should have come that way to start honestly. I'm not saying staff is too strong, but this much melee power this easy is too much. They need to buff staves in another way, such as giving the weapon line damage boosts closer to kensei levels, giving boosts to the clickies, etc.

    I think you could have left the heshin 18 core and capstone at 10/25, it's the dipping that's the major issue after all. Is there going to be a corresponding reduction in the shintao 18 core and capstone? or just don't change the henshin 18/cap.
    Last edited by Cantor; 03-06-2018 at 01:51 PM.

  2. #22
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    Quote Originally Posted by Mystickal View Post
    Why not just level the playing field and remove all melee classes except one?
    Isn't that what they are trying to fix? because right now monk is dominating.

    Quote Originally Posted by NXPlasmid View Post
    NO ONE PLAYS A HENSHIN MYSTIC QUARTERSTAFF BUILD. There is no way that a melee build that is substantially better than all other non-monk 2HF builds would have no presence on the server.
    Sure there is, when you can pick up handwraps and put your staff to shame.

    Quote Originally Posted by Saekee View Post
    How were your tests on ninjas? I assume that they did ok but mainly due to the melee power from henshin. Perhaps add MP to the cores of ninjas as well as dodge (like in Thief Acrobat--a good tree that makes sense)

    (sigh) my current splash just got a lot less sexy.

    Will you be giving people hearts who have monk splashes? I am happy about the change--nerf is good. MOAH nerf!
    I have to echo this, ninja needs a little something. Of course I know why that is too, you could tell in the mnk pass that they really wanted to make sure not to give anything to shurikens so ninja got the short stick. also, touch of death is a joke at high levels, it should scale 2x mp at least and have no DC.

    Agreed good nerf, and I just TR'd my main to a wrap mnk literally yesterday... only at level 4.
    Last edited by Cantor; 03-06-2018 at 01:37 PM.

  3. #23
    Community Member Bill_Jones's Avatar
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    Default Awwww...but I had good gear

    Disappointing news for me about hand wraps.
    I guess I don't play monks the right way. Every time I play one, I do very little damage and get hit for a ridiculous amount of damage.
    I've used good builds on these here forums, got my dodge and PRR as high as possible and have some really good named and crafted wraps and still I get my face eaten off.
    I'm not saying DOOM, but the builds I've enjoyed splashed monk and this seems fairly DOOMy. Guess I'll pull out the khopesh and splash 6 Ranger in the future.
    Be Nice, Have Fun
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  4. #24
    Community Member Qhualor's Avatar
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    Looks to me like bringing the top builds down some notches and moving the lower builds up some notches. A meet in the middle kind of thing. I was actually going to say something about TWF, but since I'm not a numbers guy to back it up, I wasn't sure how to have a discussion on it. Glad it's been noticed and is worked on and I don't have to start a confusing thread on the subject.

    So step 1 is this.

    Step 2 is eventually 2HF.

    Step 3 the differences and advantages of ranged builds over other melee builds?
    #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

  5. #25
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    Quote Originally Posted by Steelstar View Post
    ... are planning to alter it from (10/10/10/10/10/25) to (3/3/3/3/3/15).
    Noooooooooooooooo!!! Lol, dang it. I have two builds planned on splashing 3 monk levels for that tasty melee power. ****.

    Oh well. So far most the changes to classes have happened just as I've TRed out of them (for whatever cosmic reason). It was bound to hit me on the frontend eventually,

  6. #26
    Community Member Thrudh's Avatar
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    Quote Originally Posted by LT218 View Post
    The non-quarterstaves are significantly better in terms of raw DPS, crit profiles and overall usefulness of the effects and procs.
    25% doublestrike makes up for a lot of that, plus the monk stances. And all that melee power (before this change) put them over the top.

    Nice work devs... Looking forward to seeing your next changes after this one.
    Quote Originally Posted by Teh_Troll View Post
    We are no more d000m'd then we were a week ago. Note - This was posted in 10/2013
    Quote Originally Posted by Eth View Post
    When you stop caring about xp/min this game becomes really fun. Trust me.
    Quote Originally Posted by TedSandyman View Post
    Some people brag about how fast they finished the game. I cant think of a stupider thing to brag about. Or in this game, going from level 1 to level 30 in two days, or however long it takes. I can't even begin to imagine what drives a person to think that is fun. You are ignoring all of the content and options and going for sheer speed. It is like going to a museum and bragging about how fast you made it through. Or bragging about how fast you finished a good steak.

  7. #27
    Community Member Captain_Wizbang's Avatar
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    Remove Combat Expertize for a pre-req for whirlwind. AND for Improved Trip.

    Those 2 feat applications need NOT to be restricted by the useless CE feat.

    You want to help melees but ignore small things like this to improve how to build for a melee.

    I am but one small voice, and I dont agree with all the build gurus on here. And a few of them agree with me, a few don't, but they build for the meta. I DON'T

    Think of how stupid this is for a melee...........

    have to have 3 offensive stances as Kensai *the master of all melees *ahem** to use Imp Trip.......
    Last edited by Lagin; 03-06-2018 at 01:48 PM.

  8. #28
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    Hmmm...this is interesting. I have played a pure month for 15 plus epic lives. I took a break when Ravenloft came out and came back, only to discover that they basically give you hand wraps (morninglord) that put all of my other wraps to shame. I spent a ton of time getting my LGS tier 3 wraps, only to use them for the 1,000 HP boost...once that hits, back to morninglord. I have enjoyed leading kill counts on fleshies (for the first time in my 15 lives), but when it comes to undead, I am still irreverent. Most of the new content is undead...sure, I can still wreak havoc on Slavers, but that is basically obsolete now. I'd like to say my claim to fame is being able to Jade reapers in every level, so I got that going for me

    Anyway, I actually don't think it will change how I play. I crunched the numbers and once I get Duality, I'll still do 20% more damage then I do with the current state of the Morninglords. Duality will still be a huge improvement over morninglord as it is today. Also, my MP will be 22 points higher if I run in GMOF with 2 cores in henshin. Current state: 24MP from GMOF +20MP from Henshin = 44. Future state: 60MP from GMOF +6MP from Henshin = 66.

    although this is a nerf, it's really not that terrible. as a pure monk, I can dig it. (just sad I'll probably never see the duality in its current state...750 Runes to go!)

    Nico

  9. #29
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    Quote Originally Posted by Lagin View Post
    Remove Combat Expertize for a pre-req for whirlwind. AND for Improved Trip.

    Those 2 feat applications need NOT to be restricted by the useless CE feat.
    Yes please.

  10. #30
    Community Member Vish's Avatar
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    Steel, you are killing me

    Last year monks for president
    This year impeachment

    I have done extensive tests on duality and Gulthias builds
    Those are my two favorite
    I am usually a henshin by choice

    Killing the mp in henshin cores will lower dps on a niche build
    Problem is is the splash of cores
    Lotta builds go monk for henshin cores
    11 ap is 30 mp
    Best deal in the game for melee
    Now you're reducing it
    Nerfing from 75 to 30!
    I guess that's not too bad
    The top end is 350
    So 50 less is just taking away the gravy
    But melee power was my attraction to monk
    Kinda made up for the lame tree
    And I play a henshin
    Won't stop me, but it's a devastating blow
    You know, I thought you guys had it wrong when u put mp into henshin
    I thought it should have went to Shintao
    And kept the henshin a hybrid caster type
    So you killed the mystic
    And now you're killing the melee

    What are you balancing too?
    All melee doing same dps?
    Because that's what the metric sounds like
    I'm just glad I got a chance to play it while it was good
    Like with es warlock, and how many times you nerfed that
    It's feeling like ddo is going bland, getting homogenized
    And you just killed my new shuri build
    For a universal tree, it needs something low hanging
    Sorry but daggers is a big fail,
    Flavor or not
    And vkf is a waste of your time
    And you're killing the best melee in the game
    A melee that could actually reap over 5
    I thought it was gonna be the new standard,
    And bring the other melees along
    But the melee power issue is to overpowering
    I see
    I hate it
    But I hated it when you implemented it
    And you guys don't seem to have a grasp on designing your own game
    Or that's it's a game of give and take
    And we always hang in the balance
    God I hate nerfs
    Shows you guys just don't get it
    Or get it wrong
    Nuff said,
    I'll post as this gets deeper
    Kil Glory
    30 alchemist
    HOW
    Sarlona

  11. #31
    Community Member jakeelala's Avatar
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    Steelstar:

    You have now pretty massively nerfed throwers for 3 or 4 consecutive updates:

    -Changes to 10k
    -Removal of ALL Arcane Archer abilities
    -Removal of Vistani MP power applying to shuriken (NO ONE RUNS A KNIFE THROWER WHY ARE YOU STILL PRETENDING THIS IS A THING?)
    -Adding MP to all Epic destinies, BUT NOT RP while simultaneously removing weapon versatility for shurikens as stated above.

    Please understand there are only 2 viable Epic Destinies for a thrower (Fury or Legendary Dreadnought). If you added RP as well as MP throwers (and other ranged builds) might actually someday experience some build diversity.

    I understand that SSG has for a long time now been very clearly biased toward crossbows being supreme ranged DPS at the expense of bows and shurikens (and all other thrown weapons but those have always been totally non-viable choices, and remain so). With more buffs coming to Arties, and newest round of nerfs to shuriken throwers, we will back to shuriken being closer to crossbow builds, but bows and all other thrown weapons remaining at best, a situational use case, and at worst, a niche or remain totally unused.

    Please add more robust ranged DPS tests into your process. I'd be happy to help if you want it.
    good at business

  12. #32
    Community Member Thrudh's Avatar
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    Quote Originally Posted by Lagin View Post
    Remove Combat Expertize for a pre-req for whirlwind. AND for Improved Trip.

    Those 2 feat applications need NOT to be restricted by the useless CE feat.
    Yes please.

    Think of how stupid this is for a melee...........

    have to switch offensive stances as Kensai *the master of all melees *ahem** from lets say power attack to turn on CE to use Imp Trip.......
    You don't have to have CE on to use Improved Trip
    Quote Originally Posted by Teh_Troll View Post
    We are no more d000m'd then we were a week ago. Note - This was posted in 10/2013
    Quote Originally Posted by Eth View Post
    When you stop caring about xp/min this game becomes really fun. Trust me.
    Quote Originally Posted by TedSandyman View Post
    Some people brag about how fast they finished the game. I cant think of a stupider thing to brag about. Or in this game, going from level 1 to level 30 in two days, or however long it takes. I can't even begin to imagine what drives a person to think that is fun. You are ignoring all of the content and options and going for sheer speed. It is like going to a museum and bragging about how fast you made it through. Or bragging about how fast you finished a good steak.

  13. #33
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    Quote Originally Posted by Lagin View Post

    Think of how stupid this is for a melee...........

    have to switch offensive stances as Kensai *the master of all melees *ahem** from lets say power attack to turn on CE to use Imp Trip.......
    You don't have to be in CE to use improved trip - just have to have it as a feat doesn't need to be active.

    Bah Thrudh beat me to it!

  14. #34
    Community Member Captain_Wizbang's Avatar
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    Quote Originally Posted by CeltEireson View Post
    You don't have to be in CE to use improved trip - just have to have it as a feat doesn't need to be active.

    Bah Thrudh beat me to it!
    yeah, and you both beat me before I edited it, lololol

  15. #35
    Community Member XAlexosauronX's Avatar
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    Default Grandmaster of Flowers doesn't need more melee power but DC's

    Grandmaster of flowers is a really intersting epic destiny for monks that is dead now because the DCs don't take into account combat mastery bonuses, how can I play a destiny which abilities get up to 58-70 DCs while for endgame it is required around 90-100...
    Alex- Helter Skelter Ghallanda

  16. #36
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    Quote Originally Posted by Qhualor View Post
    Looks to me like bringing the top builds down some notches and moving the lower builds up some notches.
    i got to admit ive seen some stuff that will make one of my builds stronger thankyou to the devs not that it needed it.

    i am wondering what a lower build is tho ?.

    your friend sil

  17. #37
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    Quote Originally Posted by XAlexosauronX View Post
    Grandmaster of flowers is a really intersting epic destiny for monks that is dead now because the DCs don't take into account combat mastery bonuses, how can I play a destiny which abilities get up to 58-70 DCs while for endgame it is required around 90-100...
    Yup, they either need to relate it to epic level or allow for combat mastery bonuses to apply, otherwise that whole line from lily petal to a scattering of flowers and everything is nothing is useless in high epics.

    Having said that - compared to Legendary Dreadnaught most 'epic moments' for other epic destinies are decidedly unepic. Blitz you can keep going the entire quest, most of the other epic moments last 20-20 seconds per rest if youre lucky.

  18. #38
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    The only thing I care about here is a brief mention of possibly buffing THF. I'll wait for that since I don't play Monk because the attack animation is the worst thing of all time. Looking good > being OP serious.

    I like and don't like the buffs to the Destinies. On one hand, I like buffs to things rather than nerfs. On the other hand, lol Fatesinger gets more innate MP than Dreadnought.

    Shadowdancer gets juicier though. It's a pretty juicy Destiny overall, it's just not as good as LD. I'm still not sure it's as good as LD, but the gap has closed.

  19. #39
    Community Member jakeelala's Avatar
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    Quote Originally Posted by XAlexosauronX View Post
    Grandmaster of flowers is a really intersting epic destiny for monks that is dead now because the DCs don't take into account combat mastery bonuses, how can I play a destiny which abilities get up to 58-70 DCs while for endgame it is required around 90-100...
    Seconded emphatically.

    A lot ED's are super interesting but do not have DC's or DPS scale properly to actually ever be used for anything.

    This is a horrible shame, making 50-75% of the ED's in this game basically an abandoned/orphaned game system. WHICH IS INSANE.
    good at business

  20. #40
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    As for the survivability of the monk compared to other classes - yup less PRR/MRR (although if you're in earth stance that's much less of an issue) but as well as pretty high dodge, reasonably high ac (depending on build) you can also easily get 25% incorporeality, as well as arguably 2nd best saves in the game after paladin, improved evasion, built in spell resistance that stacks and decent self healing that doesn't rely on spell points.

    From the sounds of it the overall single target DPS from monk/handwraps will still be as high or a little higher than other builds just not as massively higher than it was before.

    Yes, it was nice for my monk to shine for a change but the level of melee power that was available in enhancements was a little on the high side.

    Having said that the devs still need to have a look at melee vs ranged.

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