Dare I say that it started with some folks complaining?
Though it was probably more like three things...
- - We have periodically seen traffic on the forums from melee players complaining they’re having trouble surviving. Folks often posted counter to this, stating this could be overcome.
Yes, i often asked for that high reaper dps melee build, i never got one, or send one in a private message
- - As we watch players play the game, we've noticed melee dps was under represented on high difficulty. Not gone entirely, but, noticeable more uncommon. I'm talking mostly about raids, or
reaper 6+ skulls.
thank you, we can now close the book on this and move foreward
- - When the team would run play days on elite/reaper we would often experience some of what the forums seem to be talking about. "Random" deaths on our melee dps due to stray shots, even
when the tank was on top of aggro. While better builds help, it took noticeably more work than say a ranged dps build.
So... We have concluded that melee dps (not counting tanks) is at least much harder to play, from a player skill point of view, if not needing some help in general.
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WARNING - WALL OF TEXT AHEAD - DESIGN LOGIC - ABANDON ALL REASON:
This change, Epic Defense, is really about the relationship of ranged and melee DPS in DDO, and how it works out in our higher difficulties. Our current thread of logic goes something like this...
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Melee "physically dodge" less attacks than Ranged To be clear I mean avoiding the mobs swing detect or projectile outright, no hit roll even. Not even talking about static defenses yet... less distance to threat equal less time to react. We realize some players are exceptionally good at doing this even in melee, but it's much harder.
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So monster damage, why not lower it? The thing is to challenge a melee character, and a ranged character equally, you really need a different ratio of hits to kill. Our ranged characters, "kiters", can be really hard to catch, so killing them in something like only two or three hits is probably about right for high difficulty, but for a melee getting tagged three times in close succession is much more likely unavoidable. We want to support really hard difficulty, but it's hard to do with these two groups being too "similar" in toughness
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Don't melee have tools to solve this already? Yes they have tools, but... 1> The best ones require a shield or heavy armor, so that leaves some folks out 2> Many of these tools are generally available, and we need a durability difference in the two play styles or the monster damage is going to be wrong for someone. It's why this feat has so many odd rules to it.
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But melee does more damage! "Technically". But opportunity cost is a thing, and many ranged builds have really good burst via many shot/fury of the wild, so unless the fight goes so long, often the melee don't have a significant dps lead.
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Isn't 50% too extreme? Really depends on the difficulty you play on. We could see this buff going down to 30%, making it a cheap semi alternate to the defensive stances, but when you look at 7+ skulls, it's probably only buying you a couple of hits. It will make things easier, but in our view it means certain builds will play on higher difficulties than say some other builds which were already up there.
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Why HP? Couple of reasons. 1> HP works on every damage type 2> It pushes healing gearing/trees to be more useful 3> Because its being done in a lump sum here it'd be really hard to do it as PRR/MRR which is better delivered piecemeal because it's more effective at lower values.
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This will make things too easy! Yes, but hopefully in a way that lets us make it harder in a more balanced way going forward. Epic defense is really about creating a toughness difference between melee & ranged so we can challenge them correctly.
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Don't Panic Buff panic! Is that a thing? In case it is, we are still in the feedback phase, and this will be on Lammania, and all level 21+ characters will find it in their feats list on the preview server. I hope many people try it out and see where it puts their melee builds against the current difficulty settings.
A few clarifications....
- Epic Defense won't affect the range of Point Blank AOES centered on the caster. It will effect cones.
- This stacks with other HP sources that are not Competence typed. So while you can still run a defensive stance like Stalwarts for AC/PRR etc, you don't get both HP bonuses, just the highest.
-T