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  1. #1
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    Default Good time to nerf divine might analogs and barb run speed to be based on class levels

    While all the other balancing is going on, it would be a good time to nerf divine might and its divine presence/will analogs to be like divine grace and capped on class levels, and to also nerf barb run speed to be also based on barb levels (say 5% + 0.5% per level).

    Like reaper points, these provide an insurmountable advantage to /1 splash for veterans over pure classes of newer players in heroic balance.

    For example, a first life pure dragonborn fighter at level 4 would have 20 base + 1 level + 4 pot (enhancement) +2 ship = 27 strength (+8 to hit and damage and tactics).

    However a veteran 2 fighter 1 cleric 1 barb would not only move faster, it would also have 20 base + 4 pot (enhancement) + 5 racial completionist + 3 tome + 2 yugo +2 ship = 36 charisma = 13 strength from divine might.

    The veteran 2 fighter 1 cleric barb would have a 20 base + 1 level + 4 pot (enhancement) + 3 racial completionist + 3 tome + 2 yugo + 2 ship + 13 (divine might) +4 (rage) = 52 strength (+21 to hit and damage and tactics).

    For the same reasons a veteran having 150 hitpoints from reaper points at level 4 was insurmountable to a newer player and was nerfed to 50 hitpoints, +21 to hit and damage and tactics from a faster moving veteran with divine might in heroics should also be brought closer to the +8 and speed of a newer player, and capping divine might analogs and barb run speed by class levels is the way to do so.
    Last edited by Tilomere; 08-08-2019 at 02:09 AM.

  2. #2
    Community Member HungarianRhapsody's Avatar
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    I really hope this is sarcasm.
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  3. #3
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    Hey, I'm all for balancing lower levels to be more welcoming for retaining newer players.

    Plus, we don't want to nerf in update 43, then just have a buncha power gamers swap to the next OP splash or thing, and nerf them again in update 44 and make them twice as unhappy. Even you have to admit it is just good timing.
    Last edited by Tilomere; 08-07-2019 at 02:58 PM.

  4. #4
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    How about no?

  5. #5
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    Wow those grapes are sour...

    If you want to make the Reaper analogy though, its not capped on class levels...its capped on character levels. So maybe Divine Might caps out at (Level * 2) Str bonus. Which wouldnt be nearly that bad - its usually overkill as it is - but that kinda disproves your sardonic point if itd prove to be a reasonable change.

  6. #6
    Uber Completionist rabidfox's Avatar
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    Quote Originally Posted by Tilomere View Post
    Like reaper points, these provide an insurmountable advantage to /1 splash for veterans over pure classes of newer players in heroic balance.
    They don't really relate; a brand new player can splash barbarian too. New players being able to grab run speed slightly helps them keep up with older players that have other speed boost means. Certain powers being front-loaded is fair as long as everyone has the option to use it from 1st life.

  7. #7
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    Quote Originally Posted by rabidfox View Post
    They don't really relate; a brand new player can splash barbarian too.
    The substantial power advantage of a veteran means they can function off reduced primary class levels, while a newer player may not be able to.

    Splashing evasion is similiar. If a new player does it, they pop anyways because they don't have the reflex saves to go with it, and the loss of 2 levels can be devastating to their build. If a veteran does it, they are 95% immune to reflex damage and have enough hp anyways to take the rare hit, and they are powerful enough that their build still works. Both can do it, but the veteran actually makes it work.
    Last edited by Tilomere; 08-07-2019 at 07:44 PM.

  8. #8
    Community Member HungarianRhapsody's Avatar
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    Quote Originally Posted by Tilomere View Post
    The substantial power advantage of a veteran means they can function off reduced primary class levels, while a newer player may not be able to.

    Splashing evasion is similiar. If a new player does it, they pop anyways because they don't have the reflex saves to go with it, and the loss of 2 levels can be devastating to their build. If a veteran does it, they are 95% immune to reflex damage and have enough hp anyways to take the rare hit, and they are powerful enough that their build still works. Both can do it, but the veteran actually makes it work.
    I think that the thing SSG really needs to add is a difficulty level selector where players could choose the level of difficulty that they want in quests. That way, veteran players with solid gear and past lives and reaper points could play at a higher level while new players could run those same quests on an easier setting. And since there is a need for players to learn a quest at their own pace and vets might not want to go that slowly with them, we should probably ask SSG to make it even more easy on the lower difficulty “normal” mode (i.e. not elite mode) when you’re running solo by reducing enemy HP and numbers of enemies in the quest.

    That way way everyone can enjoy the game whether they’re new or a vet.

    I know now that would be a lot of work, but I think it would be a great change for the game.
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  9. #9
    Community Member Ralmeth's Avatar
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    I could see Favored Soul and Cleric Divine Might moving to tier 2 as this is where Paladins get it, but I also don't think this is a big deal either. As for Barbarian run speed, I don't really see a problem that needs nerfing. There's nothing more Barbarian like than zerging ahead, so the ability seems appropriate. It may only be 1 level, but that locks you out of taking a different class that might have other benefits you could use.
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  10. #10
    Community Member Ralmeth's Avatar
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    Quote Originally Posted by HungarianRhapsody View Post
    I think that the thing SSG really needs to add is a difficulty level selector where players could choose the level of difficulty that they want in quests. That way, veteran players with solid gear and past lives and reaper points could play at a higher level while new players could run those same quests on an easier setting. And since there is a need for players to learn a quest at their own pace and vets might not want to go that slowly with them, we should probably ask SSG to make it even more easy on the lower difficulty “normal” mode (i.e. not elite mode) when you’re running solo by reducing enemy HP and numbers of enemies in the quest.

    That way way everyone can enjoy the game whether they’re new or a vet.

    I know now that would be a lot of work, but I think it would be a great change for the game.
    That is such a good idea!!! Make it so, please
    The best part of the 10th Anniversary of DDO...the description on the Oatmeal Raisin Kookie,
    "From a distance you thought this was a chocolate chip kookie. Now you're sad."

  11. #11
    Community Member psykopeta's Avatar
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    Quote Originally Posted by Tilomere View Post
    The substantial power advantage of a veteran means they can function off reduced primary class levels, while a newer player may not be able to.

    Splashing evasion is similiar. If a new player does it, they pop anyways because they don't have the reflex saves to go with it, and the loss of 2 levels can be devastating to their build. If a veteran does it, they are 95% immune to reflex damage and have enough hp anyways to take the rare hit, and they are powerful enough that their build still works. Both can do it, but the veteran actually makes it work.
    Damm tilo why aren't you posting some new builds! Critzilla needs a reborn!

    Like other said, to make it closer to reaper reatriction, it should be char lvl, not class lvl, i mean after the divine grace strike it's not common to see pally splits for saves since they cap really low

    But capping kta, divine might, etc lvll*2 the conversion, would keep being useful (at lvl 30 you would need max 130 in the relevant stat, which is investing enough to say "now invest in another stat" lol) and at low lvls it would be more restrictive

    Not for me, tho, at these lvls (and generally) i wouldn't be able to hit the cap suggested
    psykopeta is finally baconpletionist because there isn't anything to delay it more - thelanis, where the gimps claim to be pros and noobs claim to be pros, no newbies allowed(unless they claim to be pros), we have enough drama w/o them. PS: I post only in the latest thread shown in main page, in the weird case u want something from me, feel free to send pm

  12. #12
    The Eternal Rapscallion Haphazarduk's Avatar
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    Get rid of difficulty levels altogether. Have individual scaling for damage output and incoming damage so players at different capabilities can both contribute.

    Get rid of Reapers - they destroy immersion. Simply buff existing mobs instead and spend the time being spent on new reapers/mechanics on adding special new challenges/abilities to existing bosses.

    We need workable grouping mechanics and a healthier player base per server (or cross server lfms).

    Hap

  13. #13
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    Looking at Update 43 has got me thinking maybe it's time for multiclassed builds to be retired from DDO. The amount of iterative past lives and power accumulation breaks small splashes in ways that aren't good for grouping and is far outside of how they operate in real D&D. Plus it screws up the ability to have solid low level character development.

    Year after year they are going to have to continue eliminating multi-classed builds that cross over the line as power accumulates and spend all this time reworking the game for added character power breaking splashes, only to make a lot of players frustrated. Maybe it's time instead to start looking at just yanking the whole thing out by the root.

    Ya, I wanted individual difficulty levels as well.
    Last edited by Tilomere; 08-08-2019 at 04:38 PM.

  14. #14
    Community Member Bjond's Avatar
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    Quote Originally Posted by Tilomere View Post
    While all the other balancing is going on, it would be a good time to nerf divine might and its divine presence/will analogs
    This would kill any hope of a new player ever hitting ice DCs on a bard. FVS divine presence is absolutely mandatory to make the bard icings work. Nerf it and you might as well delete the ice SLAs. In order to achieve viable DCs on my 1st life bard I needed: FVS + PDK + Max CHA + Max Stun DC gear + Twists + Feats. Even with all that, Sharn mobs occassionally toss up a flock of blue hexagons on dire charge with DC~120. With the lower DC on Icings, they simply don't stick at all without keeping DP up.

    Some past lives and you can think about not playing as a PDK, but without FVS divine presense, the entire style dies.

  15. #15
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    I tend to agree, at least about the Barbarian speed, though I might let the bonus be fully earned with a 6-level splash - 4 + 1/level. Paying only 1 level for such a strong feature is too little, much like the few levels for the attack speed from Druids was deemed too little.
    That's as many levels as it takes Monks to reach that point, so it sounds fair enough.

    I disagree about changing Trances, mostly because those are available in non-class-restricted form. Nerfing the class versions thereof would only push for the non-class ones.
    Alternatively, given you're aiming for multiclass builds, you could suggest changing the non-class-restricted trances, like KtA, to be maxed out at the same rate, but using your highest level class, favoring pure builds a bit more over time.

  16. #16
    The Hatchery Hutoth's Avatar
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    Quote Originally Posted by HungarianRhapsody View Post
    I think that the thing SSG really needs to add is a difficulty level selector where players could choose the level of difficulty that they want in quests. That way, veteran players with solid gear and past lives and reaper points could play at a higher level while new players could run those same quests on an easier setting. And since there is a need for players to learn a quest at their own pace and vets might not want to go that slowly with them, we should probably ask SSG to make it even more easy on the lower difficulty “normal” mode (i.e. not elite mode) when you’re running solo by reducing enemy HP and numbers of enemies in the quest.

    That way way everyone can enjoy the game whether they’re new or a vet.

    I know now that would be a lot of work, but I think it would be a great change for the game.
    you may have all of the +1s
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  17. #17
    Community Member Drecas's Avatar
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    NERF EVERYTING NAO

    Make DDO Great Again!


  18. #18
    Community Member Wh070aa's Avatar
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    Why nerf movement speed? Everyone now gets a boost, so it's not that overpowered, and sacrificing your capstones and delaying level progression is a serious downside. And it's not like Divine might stacks with items, so it's not that overpowered.

    And it's not like it affects anyone with reaper points. Reaper stuff is still super overpowered as you get 3 extra skill trees.

    Are you playing a warlock so badly, you have problem with other people moving 10% faster?

  19. #19
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    Quote Originally Posted by Wh070aa View Post
    Why nerf movement speed? Everyone now gets a boost, so it's not that overpowered, and sacrificing your capstones and delaying level progression is a serious downside. And it's not like Divine might stacks with items, so it's not that overpowered.

    And it's not like it affects anyone with reaper points. Reaper stuff is still super overpowered as you get 3 extra skill trees.

    Are you playing a warlock so badly, you have problem with other people moving 10% faster?
    Honestly I dont know why they dont make Topaz of Striding drop at 20% ML 4, 25% ML 8, 30% ML 12. Having it scale to 30% at ML20 is crazy. Its not like we all dont just have Expeditious Retreat clickies anyway, so anything over 25% is purely a QOL thing, not having to click every 5 mins. Plus anyone with a Quiver. And now anyone with 3 Scoundrel PLs.

    Its the worst part of gearing for IPLs, especially when you need a pair of boots without any runspeed on them.

  20. #20
    Community Member Wh070aa's Avatar
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    Also this "nerf everything that is not pay to win" thing is kinda suspicious. I bet that devs are just straight up greeding this up and are using alt accounts to justify nerfing movement speed for fresh new hour long haste pots or something, as "We listened to community feedback". Like at this point they are removing features from the game to sell them back.

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