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  1. #61
    Community Member voxson5's Avatar
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    Quote Originally Posted by Steelstar View Post
    Thanks for the feedback so far! Time to tackle a few replies:

    Can you send us more details on this? I'm not familiar with anything specific to Warforged War Souls.
    Thank you for taking an interest in this.

    Please refer to bug report #87723

    Also, here is a copy of what I PM'ed Coco, currently not responded to, on 05-10-2019, 10:12 PM:
    "
    Inquiry - Are you aware of the bug with T5 Warsoul losing crit multi on weapon swap?

    Hi there,

    Not sure if this is a known issue. I had already submitted a bug report, but not had more than an automated response.

    I have a 100% repeatable bug with regards to the FvS Warsoul tree, T5 "Divine Power".

    On first log on, or once enhancement points are reset and repent in that tree, if wielding the deity weapon at the time, it works as intended.

    If the deity weapon is unequipped for what ever reason, even changing to the same weapon type (ie greatsword->greatsword), the critical multiplier aspect the the "Divine Power" enhancement is lost.

    As you can image, this is incredibly frustrating from a game play point of view.

    This limits my ability to properly contribute to groups and raids.

    More than happy to provide video evidence of the bug in action.

    Details:
    WF FvS / 2 monk, greatsword as deity weapon.

    Testing methodology:
    1- 1st log on with deity weapon & enhancement tree set up - WAI
    2 - unequiping and reequipping the same weapon drops the multiplier
    3 - relogging with deity weapon & enhancement tree set up - WAI, multiplier restored
    4 - swapping to another greatsword (any equipable) drops the multiplier
    5 - paying for Warsoul reset and re-buying Divine Power - WAI, multiplier restored
    6+ - etc

    I've also tried with and without cosmetics, with different weapons, with non-weapons (scrolls & wands).

    I believe this could easily be replicated to exclude further variables if tested on a brand new iconic bladeforged with 5 FvS levels.

    I really appreciate any help on this.

    Thank you. "



    I don't know if it was other enhancements interacting either - eg I had the weapon attachment enhancement from the racial tree, which seemed to stop LD's improved PA from doing anything (PA on added to bonus damage, not +05[w]).

    Since TR'ed so can;t go back and retest my own set up sorry, but it was 17 in racial, 26 in falconry (helpless and stance), 33 in Warsoul (T5 & Core5 crit).

    I hope this helps.

  2. #62
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    Quote Originally Posted by thunir View Post
    Endless Faith

    10% SP pool increase. I don't think it is particularly fair to any Divine that actually wants this, its a 9AP commitment while any other Bluebar its a tier 1 twist which to me is a relativity small investment.

    A tier 1 twist, vs more than a third of my AP pool. It doesn't seem fair/ balanced.

    Why is there a prereq for healing power and radiant power?
    Agreed these should be uncoupled from each other.
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  3. #63
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    Default Exalted Angel

    Could we get a wisdom version of Angelic Presence? I have to agree with some of the earlier post EA could definitely use some updating, such as removing the chains from endless faith as suggested.

  4. #64
    Brains and other spare parts! DeltaBravo's Avatar
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    Would it be an option to add some MRR in the stances (maybe lower the PRR instead for balance) in the US tree core stances. the game have changed alot to be focused on MRR rather then PRR alone now. And maybe adding some MRR would make a huge diffrence here...?
    Deltabravo I have come here to FROG things up!

  5. #65
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    Please disconnect Endless Faith in Exalted Angel from requiring BOTH spellpower increases to take! It's absurd that this ability is better to twist when you're in another destiny than actually use in Exalted Angel because the requirements are so steep and have so little value!

    Otherwise, I like the changes.
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  6. #66
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    Sentinel gets tankier but EA gets a nerf. I guess it's a fair trade. lol it's not really fair but whatever. Clearly they wanted to nerf Reborn the most, so they decided to finally work on the epic destinies so we would freak out less. It doesn't affect me because I don't raid, but I imagine there are less than happy folks regarding Reborn.

    DC is still pretty meh. It's not bad, it's just still not very good. Sentinel and Angel are good though, so I guess it's ok for Crusader to be meh?

  7. #67
    Community Member Iriale's Avatar
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    LOL. Fortunately I never had enough points for reborn in light, but I know many people who are going to feel angry with this nerf. At least take away the cooldown. Since it is once for rest, what harm does it take to remove the cooldown? With the cooldown it will not be worth spending points on that, and it's a Tier 6 ability.

    Quote Originally Posted by PsychoBlonde View Post
    Please disconnect Endless Faith in Exalted Angel from requiring BOTH spellpower increases to take! It's absurd that this ability is better to twist when you're in another destiny than actually use in Exalted Angel because the requirements are so steep and have so little value!
    I agree

  8. #68
    Hero JOTMON's Avatar
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    Quote Originally Posted by Steelstar View Post
    Exalted Angel
    This is a good tree, for those who can make use of the skills in it. We analyzed it and didn't see much that we thought merited major change, though we might try to loop back for some bugfixes before release. We did make a change to one skill for game balance reasons.
    • Reborn in Light no longer charges with Endless Ardor and Righteous Fervor; instead, it is once per Rest (keeps 10min cooldown).


    In the interest of fairness since you are shafting Reborn in Light users, are all the other Epic Destiny T6 effects being changed to a 10 minute cooldown with a 1x use/rest ?
    No other epic Destiny T6 effects have a 10 minute cooldown. all are 5 min or less.

    Fearsome Invulnerability' Epic Moment: Active Ability: (Cooldown 5mins)
    'Nullmagic Aura' Epic Moment: Active Ability: (Cooldown 5 minutes)
    'Undying Vanguard' Epic Moment: Active Ability: (Cooldown 2 minutes, usable once per rest)
    Audience with the Queen: Active Ability: (Cooldown: 2 minutes 34 seconds)
    Unbridled Fury Epic Moment: Active Ability: (Cooldown 5mins)

    Other T6 stuff..
    'Dark Imbuement' Epic Moment: Active Ability: (Cooldown: 5 minutes)
    Everything is Nothing: Active Ability: (Cooldown 5 min) pending change to 3 min and no longer everything, just 4. maybe needs renaming to a Few Are Nothing.
    Master's Blitz Epic Moment: Active Ability: (Cooldown 5 mins)
    Rain of Arrows: Active Ability: (Cooldown: 5 minutes)
    Avatar of Nature Epic Moment: Active (5 sec cooldown) (based on building/losing spirit charges)
    Turn of the Tide: (Active Cooldown: 6 mins)
    Last edited by JOTMON; 06-04-2019 at 06:56 PM.
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  9. #69
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    Quote Originally Posted by Iriale View Post
    LOL. Fortunately I never had enough points for reborn in light, but I know many people who are going to feel angry with this nerf. At least take away the cooldown. Since it is once for rest, what harm does it take to remove the cooldown? With the cooldown it will not be worth spending points on that, and it's a Tier 6 ability.
    Agree with this. Cooldown on a 1/rest epic ability is bad. It's ok to have self-raise power on demand 1/rest in epic levels.

  10. #70
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    Quote Originally Posted by Steelstar View Post

    We really intentionally picked these four weapons as a basic package that fit the theme; we still want to introduce other Favored Weapons elsewhere (as we have been for the last year or two).
    Mentioned it above but I think its worth repeating...

    I really like the idea of Favored Weapons. But until there's actually a reason TO wield Favored Weapons other than Grace/Knowledge of Battle, I see very little reason to spend so much time expanding what's Favored.

    All of Warpriest's FW-based attacks are either lackluster or too expensive for what they give you. And that's the ONLY thing wielding a FW gives you right now. Maybe you have plans coming up for this with the KotC revamp - I would fully expect that you did - but I think even then FW needs some more systemic improvement to make them attractive enough to take over meta weapons.

    EDs would be a good place to introduce some of these mechanics - substantial bonuses or special abilities while wielding a FW, enough that you'd want to use, e.g., an Olladra Sickle over a Khopesh or KT Longsword.

  11. #71
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    Quote Originally Posted by JOTMON View Post
    In the interest of fairness since you are shafting Reborn in Light users, are all the other Epic Destiny T6 effects being changed to a 10 minute cooldown with a 1x use/rest ?
    No other epic Destiny T6 effects have a 10 minute cooldown. all are 5 min or less.

    Fearsome Invulnerability' Epic Moment: Active Ability: (Cooldown 5mins)
    'Nullmagic Aura' Epic Moment: Active Ability: (Cooldown 5 minutes)
    'Undying Vanguard' Epic Moment: Active Ability: (Cooldown 2 minutes, usable once per rest)
    Audience with the Queen: Active Ability: (Cooldown: 2 minutes 34 seconds)
    Unbridled Fury Epic Moment: Active Ability: (Cooldown 5mins)

    Other T6 stuff..
    'Dark Imbuement' Epic Moment: Active Ability: (Cooldown: 5 minutes)
    Everything is Nothing: Active Ability: (Cooldown 5 min) pending change to 3 min and no longer everything, just 4. maybe needs renaming to a Few Are Nothing.
    Master's Blitz Epic Moment: Active Ability: (Cooldown 5 mins)
    Rain of Arrows: Active Ability: (Cooldown: 5 minutes)
    Avatar of Nature Epic Moment: Active (5 sec cooldown) (based on building/losing spirit charges)
    Turn of the Tide: (Active Cooldown: 6 mins)
    You missed avatar of nature being completely neutered with5 minute cooldown and a limited duration.

  12. #72
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    Default Divine Crusader needs a huge boost in melee power

    Quote Originally Posted by GramercyRiff View Post
    Agree with this. Cooldown on a 1/rest epic ability is bad. It's ok to have self-raise power on demand 1/rest in epic levels.

    We have had 3 people already saying divine crusader is nowhere near good in its current iteration and i strongly agree with them. It badly needs huge boosts in melee power in its cores and i would also propose the lengthening of the duration of zeal of the righteous as well. Or eventually no one will play it at all, and that will be the definition of imbalanced.
    9 melee power per core would be acceptable and more on a par with the other melee destinies - even with the proposed changes it is too much of an easy choice to pick one of the martials over this..
    Last edited by zaidm271981; 06-04-2019 at 10:59 PM.

  13. #73
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    Quote Originally Posted by Steelstar View Post
    We've been talking about knockdown immunity internally during this pass; it's intended that some very powerful creatures can bypass it
    Then my only real request for any of this is that you rename it to "Knockdown Resistance".

    Immunity is immunity. If some things can bypass it, it's not an immunity. Simply renaming it tells the players that some things might bypass it.

  14. #74
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    Default OMG Please Tone It Down

    While you are tinkering with the trees, PLEASE tone-down the visual effect of Ascendance in the Exalted Angel Tree. It is way too bright!! It totally blinds my view and is extremely annoying for the other players. I don't even use it anymore because of this issue. Thank you in advance

  15. #75
    Community Member Iriale's Avatar
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    A change that would be welcome in exalted angel for clerics is if you add something that will help turn undead. One of the problems with turn undead is that it has no support at epic levels. At least one ED should have something that helps this aptitude at epic levels.

  16. #76
    Squirrel Enthusiast Lokeal_The_Flame's Avatar
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    Quote Originally Posted by Arlathen View Post
    Some feedback for the Divine Crusader changes:


    • Add Charisma to Stand and be Judged / Celestial Bombardment for Paladin & FvS Builds, please!
    • Celestial Champion now clashes with Paladin's Zeal spell. Please change to Unique bonus to allow stacking?
    • +1 Religious Feat per core to suit the new Favoured Weapons abilities for all classes to benefit from Favoured Weapon changes?
    • T4: The Book of War - Please Add Bastard Swords to the list. Paladin Vanguard lives matter too


    The 'one' extra change I'd like you to consider is for Zeal of the Righteous.

    I've never liked the decay-over-time approach to the ability despite it being our main improvement in offensive output in the tree. 4 Minutes is such a long cooldown for the 2 Minutes, 30 seconds uptime on the ability, and at 2 minutes+ into the ability were down to our last 10 stacks and fading fast. Could I suggest the following changes:


    • Zeal of the Righteous: 25 Stacks gained, 3s decay per stack, 2 Minute cooldown
    • NEW T6: Fury of the Divine (1 Rank, 1AP): Your Zeal of the Righteous bonuses are now doubled to +2 MP/RP/SP/DStrike/Dshot per stack.


    This would then preserve the decay rate and burst opportunity design of the ability with a little more investment at T6 for improved output, but also really usefully aligns with the typical 2 minute refresh on Divine Might/Divine Will/Know the Angles type abilities scattered through the Enhancement trees.
    Please take this guy's suggestions seriously!

  17. #77
    Squirrel Enthusiast Lokeal_The_Flame's Avatar
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    Default Divine Crusader Used To Be My Main Tree

    Legendary dreadnought became my main tree after I found out what it could do for my Melee artificer build, but now that Legendary Dreadnaught is getting a slight nerfing and Divine Crusader is getting a signficant overhaul it looks like I will be returning to Divine Crusader for the full BAB and hopefully other benefits.

    Please give Divine Crusader some stuff to make it feel like home to a Melee Artificer as Melee Artificers are homeless in Epic Destinies!

    *You could add Bastard swords, Dwarven War Axes, and War Hammers as favored weapons, grant Religious Lore feats to Artificers (Moradin is a deity worshiped by Engineers and as such would be thematically appropriate, Onatar is reverred by Artificers and some Warforged and so such would be even more appropriate). Just two religious lore feats per level gained in the Divine Crusader epic destiny tree for a total max of +10 would do fine.

    *If you add Repair based variations of the divine healing buffs and enhancements, that would also help, it would make sense considering The Lord Of Blades is also a deity option in DDO

    *If you place something at tier two in another Epic Destiny tree that could be twisted into a Divine Crusader Melee Artificer build, it would be great to be able to use my repair spellpower to determine scaling with my runearms so I don't have to swap out gear every time I need to use a different runearm. Said feat could also be made to work for spellswords and elemental damage sentient filligrees that scale based on spellpower. In other words, please make a twistable feat that allows spellswords, runearms, and sentient filligrees to scale based on someone's highest spellpower and spell critical chance as opposed to the elemental spellpower matching such.

    All of this being said, I really do hope you can make it so that Melee artificers are no longer homeless in Epic Destiny Trees!
    Last edited by Lokeal_The_Flame; 06-07-2019 at 10:25 AM. Reason: To include mentioning of Onatar

  18. #78
    Community Member Innokentiy's Avatar
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    Quote Originally Posted by Steelstar View Post
    Exalted Angel
    This is a good tree, for those who can make use of the skills in it. We analyzed it and didn't see much that we thought merited major change, though we might try to loop back for some bugfixes before release. We did make a change to one skill for game balance reasons.
    Please make 6-tier abilities cost 1 point, like in other destinies.

    Also you tell this is a good tree and it really is, but it has a lot of expensive junk like Judgement line. Add there much more damage and bring down their cost, so it will have any sense just to watch that side.
    Last edited by Innokentiy; 06-05-2019 at 10:58 AM.
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  19. #79
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    EA T6:

    "Instant Crush" Single target CC spell Will save DC 20 + CHA or WIS ability score (highest).
    Effect: Turn the target into an immobilized statue, helpless state, -25MRR, take 10000 fire damage roll Fort save vs DC20 +CHA or WIS .

    Red/Purple Bosses immune, instead take: "Melted" -25 MRR for 10 seconds.

    Cooldown: 33s

  20. #80
    Community Member Portibraf's Avatar
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    Quote Originally Posted by ElweSulk View Post
    • Ascendance: "While in angelic form, you are immune to repair spells and do not have Warforged healing amp penalties.". Please remove that limitation about warforged (you have already for Palemasters)
    I'd support this

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