Lynnabel,
1) thank you for looking into this
2) thank you for asking for player input regarding solutions
3) as mentioned previously, I know of no experienced player that takes NEB in order to deal damage to opponents, and have personally never seen anyone do that. The spell is essentially worthless vs monsters. I feel confident is saying the almost exclusive use is self-healing and any changes should be considered with that in mind.
4) while strictly outside the scope of the discussion, I feel it necessary to point out another issue with NEB. Despite the spell description in-game ("A blast of negative energy expands from the caster..."), and the more detailed information on the wiki ("Target: Untargetable, Self centered circlar AOE" [sic]), NEB can be targeted on something besides the caster. I have personally seen the spell effect centered on a monster - visuals and effects - while not affecting the caster (my character). I suspect this is related to code related to targeting, e.g. the spell is coded as 'touch range' instead of specifically 'caster'.
Last edited by Pyed-Pyper; 06-05-2019 at 09:11 PM. Reason: clarity
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Targeting flags are also wrong on this now. Should be "self" and nothing else. Currently it's "Foe, Directional, Undead Friend" which means the spell's succeed/fail range detection will be based on what you have targeted (or the ground if nothing targeted). This makes it really difficult to use.
That is not my experience. I just retested and confirmed. The problem with the spell is it is always PBAOE but it allows you to target mobs. Let's say I caster FOD on a mob, it saves and whacks me good. I make a strategic retreat around the corner and try to use NEB to heal myself. It refuses to go off until I realize that I still have a mob targeted, but no line of sight. I either target myself or un-target the mob, then it works. If you have a mob targeted , have line of sight, and cast, it still goes off entered on you. The spell should have targeting options removed
For those saying that players only use it for self-healing so it doesn't matter - that's not what she is saying. She is saying that when the monsters cast this spell, it will also do the same (more) damage to players, including non-undead ones.
That said, players have a lot of ways to mitigate that, and I would vote for changing it.
A little snark, no vitriol.
(with credit to HungarianRhapsody)
Graceana (currently a caster bard)
My alts are put out to pasture
The Casual Obsession
Khyber
The situation I described was with the target in LOS, what I would describe as "enlarged touch" range, where my character appeared to be just past the outer edge of the spell's animation. Is that situation recreateable? I don't know. I do know I experienced something at variance with the spell description, so something needs to be changed, whether it be underlying code, description, or something else.
In the quixotic hope you are serious, here's a list!
- Small quest instance with a set of DPS Kobolds with dialogs that allow us to turn on/off features such as HP (100-500k), Fort (0-500%), DR (0-1000), DR/something (0-1000), SR etc.
- Stop NEB from consuming spell absorption.
- Give hirelings a "follow at 10 paces" option.
- Make EK useful in epics.
- Add some synergy to EK in Magister. eg. extra crit range/profile when in Knights Transformation, damage adders, boosts etc.
- Allow all DoTs to stack up to 8 times
- Reduce the cooldown on all DoTs
P.S. I would add "fix ladder hitching", but that would actually be a lower priority. It's not DDO without ladder hitching.
Last edited by pjw; 06-06-2019 at 12:08 AM.
If you're still taking votes, #1 gets mine, totally gets mine.
Untrue - some people do use it for dmg to mobs.
Since Sharn release i have worked on my negative spellpower and been using Negative Energy Burst in combination with Necrotic Ray and Arcane Pulse as my regular boss damage rotation on my wizard, and a finisher while running through groups of damaged/cc'd mobs with great effect. It simply destroys on Elite/low skull reaper, nice on mid-skull, and still has a little utility even on high reaper (but id tend not to get close enough to use it often there).
I have also dusted off an old parked cleric in heroics and been running round in death domain using negative energy burst as one of the primary sources of mob damage.
As for the healing output from it, i think if you put some effort into it then it is already over-powered at cap and not needing further boosted as to how it hits players. Experimenting a few days ago i was hitting 5-6K heals on a friend from neg burst, and find it an adequate and reasonably scaled way of self-healing right up to high level reapers.
Please don't make things any easier by boosting this further. I and many other players appreciate having to put in the effort to build and gear our toons, and see the rewards for our efforts. Not wanting to be handed even more power on a plate for no effort.
Sartorin.
Artgold, Sartorin, Weezily, Weezzily, Kazzag, Artrat, Artminius, Dunhelm, Karnx, Karnexx, Karnext, Grelton ... etc
Last edited by Jerevth; 06-06-2019 at 11:10 AM.
In all posts: Assume I'm just providing a personal opinion rather than trying to speak for everyone.
*All posts should be taken as humorously intended and if you are struggling to decide if I insulted you; I didn't.
I would caution against using the feedback here to "DO IT" as any kind of player consensus. This thread is a self selected discussion that is relevant to people in undead forms. A lot of players do not care about how this heals player characters but will see mobs in dungeons suddenly hit a lot harder with their neg spells. Those people are likely not reading this thread.
If this goes ahead, make sure that there is a lot of warning to players if the change is significant because those mitigation techniques that have been stated are not always used currently because people can currently play fine without them.