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  1. #1
    Associate Producer Cocomajobo's Avatar
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    Default U45 Preview 1: Balance Changes Main Thread

    Disclaimer
    Everything seen on the preview server, Lamannia, is not final and is subject to change or removal before live release.

    Hello, all! Update 45 is expected to contain a large amount of changes to systems balance in DDO. These are being done in preparation for Hardcore Season 2. Going forward we the plan is to pool most major balance changes into updates/patches that arrive before the start of new Hardcore seasons in order to make the new season feel distinct and different from previous seasons. For Hardcore season 2 this primarily takes the form of changes to Ranged Combat, Two Handed Fighting Melee Combat, and a Knight of the Chalice revamp. There are, however, a multitude of other balance changes in this preview build which weren't large enough for their own thread but were too large in total to place in the main thread. Below are a variety of different changes in this preview. Some of these things are somewhat interconnected to other balance changes and as such, it will make the feedback process the most productive that it can be to review all of the balance changes before putting forth thoughts and suggestions on individual pieces.

    Individual Changes
    • Aasimar's Healing Hands is now capped at 20 character levels.
    • Scion of the Ethereal Plane now adds 1.5 Sneak Attack Damage per rank of Hide you have, instead of 1 for every 3 points of your total Hide score.
    • Dragon Breath in Draconic Incarnation now has a 60 second cooldown
    • Draconic Fury in Draconic Incarnation now has a 90 second cooldown
    • Sunder is now: Tactical Melee Attack: Using this attack, you may reduce the target's Armor Class by 10% and Fortification by 25% for 6 seconds. Some creatures may be immune to the sunder effect. A successful Fortitude save negates this effect. (DC 10 + STR Mod + Sunder Bonuses). Cooldown: 10 seconds.
    • Improved Sunder is now: Tactical Melee Attack: Using this attack, you may reduce the target's Armor Class by 10% and Fortification by 25% for 12 seconds. Some creatures may be immune to the sunder effect. (DC 10 + STR Mod + Sunder Bonuses). Regardless of saving throw result, enemies will suffer the Trauma effect, which is a -3 penalty to Fortitude saving throws. Stacks 5 times. Lasts 24 seconds. Cooldown: 10 seconds. This feat replaces your Sunder feat.
    • Falconry: Diving Attack's cooldown has been reduced to 12 seconds from 20 seconds.
    • Falconry: Coordinated Strike's cooldown has been reduced to 25 seconds from 60 seconds


    Known Issues
    • N/A
    Last edited by Cocomajobo; 01-14-2020 at 04:25 PM.

  2. #2
    Associate Producer Cocomajobo's Avatar
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    Default Tank Builds

    As part of U45 we're reshuffling where percentage HP can be found, as well as cleaning up and polishing the Tier 5s and late cores of Stalwart and Sacred Defender. We hope these changes open up a lot of new Tank builds and ease some of the pressure to multiclass for dedicated Tank players.

    Stalwart Defense
    • Stand Fast (Core 12): Instead of an Action Boost that ends Fear and Knockdown, this is now Fear and Knockdown immunity passively
    • Defensive Sweep (Core 18): No longer an active. Now passively adds +15% Exceptional bonus to Armor Class , +50% threat, and +25 PRR.
    • Against All Odds (Fills empty T5 Slot): +5 AC, taking damage adds a stacking +2 AC, stacks 10 times
    • Reprisal: replaced with: The Thick of Battle (Tier 5): Striking enemies adds +10% Melee Threat. Max 10 stacks, 10 second timer, all stacks fade when timer runs out.


    Sacred Defender
    • Glorious Stand (Core 18): No longer an active. Now passively adds +10% Sacred Bonus to Max HP, +25 Healing Amp, +3 Lay on Hands charges
    • Eternal Defender (Core 20): 250 Unconsciousness Range instead of 40.
    • Faith Shield (Fills empty T5 Slot): +10% Armor Class (same channel as EK), you are considered Shielded versus magic missiles, and have +12 SR.
    • Reprisal: replaced with: Divine Revelation (Tier 5): Improves your Aura of Courage. +4 Additional SR, +3 additional AC, +2 Additional Saves. You personally also gain +100 HP.


    Percentage HP
    • Stalwart and Sacred Defender: remain at 20% Competence
    • Nature's Protector: remains at 25% Competence
    • Unyielding Sentinel: remains at 20% Insightful
    • Aasimar stays typed as Sacred, goes to 5% down from 10%
    • Bladeforged gains 5% Quality in a new Tier 4 (2 AP) in their Racial Tree.
    • Paladin 18th core gains 10% Sacred HP (this is also in the above notes for clarity)
    • Enlightened Spirit level 20 capstone stays at 20% Sacred
    • Occult Slayer t5 Bond of Destruction gains 10% Quality
    • Renegade Mastermaker goes to 10% Quality down from 20% racial
    • Upgraded Zombie in t5 Palemaster goes to 10% Profane
    • Shintao t5 gains 10% Quality in meditation of war earth stance (up from 3% untyped)
    • Falconry t3 goes to 5% Quality (already 5% just adds a channel)
    • Dwarf goes from 4% stacking to 5% Quality
    • Warpriest core 4 (level 12) gets 10% Quality


    Thoughts? First impressions? Complaints about the removal of Reprisal? We're very much hoping that these changes make building a tank more of an exciting experience, and look forward to seeing what you all can come up with!

    Known Issues
    • N/A

  3. #3
    Associate Producer Cocomajobo's Avatar
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    Default Stealth and Sneaking

    Our changes focus on two major areas: all-seeing/tremor sense visibility and range, and movement speed while sneaking.

    Stealth Movement Speed
    • All Sneak Speed enhancements are now on the Enhancement channel, and therefore will not stack. We've also fixed the Antirequisite flags on these abilities to more reliably prevent players from taking more than one.
    • Shadow Training II in Shadowdancer now gives a 150% Enhancement bonus to Stealth Movement Speed instead of setting you to the normal base movement.


    Stealth Mechanics
    • Monster's sight detection of stealthed players has been decreased by 28% (was 25 meters, now 18) if their Stealth score exceeds the monster's spot skill. This includes bosses and monsters that can see normally through stealth (All-Seeing).
    • When the player is Stealthed, they now see a visual purple eye VFX over any monster that pierces Stealth (All-Seeing and All-Hearing/Tremorsense).
    • Hearing range on "All-Hearing" monsters (aka monsters with Tremorsense) has been reduced by 10% (from 20 meters down to 18).


    Known Issues
    • N/A

  4. #4
    Associate Producer Cocomajobo's Avatar
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    Default Melee Charge Attacks

    As part of the pass of balance changes for Hardcore Season 2 we are giving Melee builds the ability to quickly close the gap with enemies. We're doing this in the form of opening up the availability of "Charge" attacks that allow melee characters to quickly get into melee range with enemies and improving the reliability and feel of charge attacks across the board.

    Changes
    • The Feat "Spring Attack" has been redesigned to be an active charge attack that causes you to "Leap forward striking a target enemy and all those around them. Requires a visible target and that you are holding a melee weapon."
    • As part of the Knight of the Chalice revamp that enhancement tree now has an active charge attack ability in tier 3 called "Lead the Charge"
    • All "targeted" charge abilities (the fast movement attacks that require you to target a specific enemy to use) will now get you to the enemy faster than previously.
    • All "targeted" charge abilities now handle turning more gracefully.
    • All "targeted" charge abilities now have had their animation smoothed out (the strange hitch when charging should now be gone).
    • All "targeted" charge abilities will more easily handle changes in elevation (charging at enemies up ramps and the like).


    Known Issues
    • N/A

  5. #5
    Community Member SpartanKiller13's Avatar
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    Default

    With slight reformatting/sorting by type.

    Percentage HP:
    • Nature's Protector: 25% Competence
    • Stalwart/Sacred Defender: 20% Competence
    • Unyielding Sentinel: 20% Insightful
    • Enlightened Spirit capstone: 20% Sacred
    • Paladin Core 5: 10% Sacred HP
    • Aasimar: 5% Sacred, down from 10%
    • Occult Slayer T5: 10% Quality
    • Renegade Mastermaker: 10% Quality down from 20% racial
    • Shintao T5: 10% Quality in meditation of war earth stance (up from 3% untyped)
    • Warpriest Core 4: 10% Quality
    • Bladeforged: 5% Quality in a new Tier 4 (2 AP) in their Racial Tree.
    • Falconry T3: 5% Quality
    • Dwarf: 5% Quality
    • Pale Master T5: 10% Profane upgraded Zombie form

    Quote Originally Posted by Cocomajobo View Post
    Thoughts? First impressions? Complaints about the removal of Reprisal? We're very much hoping that these changes make building a tank more of an exciting experience, and look forward to seeing what you all can come up with!
    Will EDF remain a Competence bonus? If it doesn't, there's options; if it does, AFAIK here's the new tier list for %HP for Epic content:

    Updated Tier List:
    • PM T5, Warpriest Core 4: 65% bonus HP (EDF, US, Warpriest) - requires Wizard 5 and T5, Cleric 12
    • Artificer T5: 60% bonus HP (EDF, US, Aasimar) - requires Artificer 5 & T5
    • Barbarian T5: 60% bonus HP (EDF, US, Aasimar) - requires Barbarian 5 & T5
    • Monk T5: 60% bonus HP (EDF, US, Aasimar) - requires Monk 5 & T5
    • Paladin Core 5: 60% bonus HP (EDF, US, Falconry/BF/Dwarf)
    • Warpriest Core 4: 60% bonus HP (EDF, US, Aasimar) - requires Cleric 12
    • Other: 55% bonus HP (EDF, US, Aasimar, Falconry)

    Why is Wizard the top-tier option? Why does Monk get more %HP than Fighter after level 20?

    My first suggestion is to change EDF's bonus type; if not that, my next is to make Stalwart/Sacred defender stances split bonus types, so they're still useful with EDF (like 10% Competence, 10% Racial).

    Quote Originally Posted by Cocomajobo View Post
    As part of the pass of balance changes for Hardcore Season 2 we are giving Melee builds the ability to quickly close the gap with enemies. We're doing this in the form of opening up the availability of "Charge" attacks that allow melee characters to quickly get into melee range with enemies and improving the reliability and feel of charge attacks across the board.
    Very cool, I'm looking forward to this! For enemy-targeted abilities, can you set them to not go on cooldown if the enemy dies immediately after activation (and the dash doesn't go anywhere)? It's extremely frustrating to lose your gap-closer because you picked the same target as an instakiller in your party.

    Thanks for your hard work!

    Quote Originally Posted by Lynnabel View Post
    EDF has significant, playstyle warping tradeoffs that 3 levels of Fighter do not.
    With respect, for most tanks it doesn't have a huge impact. It mostly only affects hybrid tanks and throwing rezzes (and you can still kite past a dead player most times).
    Last edited by SpartanKiller13; 01-15-2020 at 01:55 PM. Reason: Updated incorrect information
    -Khysiria of Cannith
    Quote Originally Posted by zehnvhex View Post
    Warlock is basically a ghetto Shiradi Sorc. You gives up some of the damage and self sustain for the ability to just hold down left click and yolo blast your way to victory.
    Quote Originally Posted by Lynnabel View Post
    It's DDO. There are probably 6 different types of Evil damage.

  6. #6
    FreeDeeOh PsychoBlonde's Avatar
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    Quote Originally Posted by SpartanKiller13 View Post
    With respect, for most tanks it doesn't have a huge impact. It mostly only affects hybrid tanks and throwing rezzes (and you can still kite past a dead player most times).
    For the vast majority of melee characters it has no impact. People simply turn it on and leave it on.

    All that noise on the forums about "I can't throw healzzz!!!1!" is flat nonsense. Heck, it's hard enough to get legit healers to bother healing you. And this "complaint" could be fixed (in kind of a nasty "be careful what you ask for" way) by making it that instead of reducing your casting range and being super-annoying, if you cast a spell on someone else it simply *turns the toggle off*.
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  7. #7
    Bounty Hunter slarden's Avatar
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    Default

    Quote Originally Posted by SpartanKiller13 View Post
    Will EDF remain a Competence bonus? If it doesn't, there's options; if it does, AFAIK here's the new tier list for %HP for Epic content:

    • Warlock 20: 70% bonus HP (EDF, US, Falconry)
    • Zombie T5: 65% bonus HP (EDF, US, Aasimar, Falconry) - requires Wizard 5 and T5
    • Paladin 18: 60% bonus HP (EDF, US, Falconry/BF/Dwarf)
    • Artificer T5: 60% bonus HP (EDF, US, Aasimar) - requires Artificer 5 & T5
    • Barbarian T5: 60% bonus HP (EDF, US, Aasimar) - requires Barbarian 5 & T5
    • Monk T5: 60% bonus HP (EDF, US, Aasimar) - requires Monk 5 & T5
    • Other: 55% bonus HP (EDF, US, Aasimar, Falconry)

    Why are Warlock and Wizard the two top-tier options?
    ]

    If you are talking martial builds - warlock and wizards are weaker to begin with due to their trees. If you are talking casters I don't see EDF fitting in.
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  8. #8
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    Default

    Quote Originally Posted by SpartanKiller13 View Post
    Will EDF remain a Competence bonus? If it doesn't, there's options; if it does, AFAIK here's the new tier list for %HP for Epic content:

    • Warlock 20: 70% bonus HP (EDF, US, Falconry)
    • Zombie T5: 65% bonus HP (EDF, US, Aasimar, Falconry) - requires Wizard 5 and T5
    • Paladin 18: 60% bonus HP (EDF, US, Falconry/BF/Dwarf)
    • Artificer T5: 60% bonus HP (EDF, US, Aasimar) - requires Artificer 5 & T5
    • Barbarian T5: 60% bonus HP (EDF, US, Aasimar) - requires Barbarian 5 & T5
    • Monk T5: 60% bonus HP (EDF, US, Aasimar) - requires Monk 5 & T5
    • Other: 55% bonus HP (EDF, US, Aasimar, Falconry)

    Why are Warlock and Wizard the two top-tier options? Why does Monk get more %HP than Fighter after level 20?
    Pretty sure they're not changing Warlock ES to Sacred from Competence, that's just a typo. Warlock ES capstone doesn't stack with EDF, nor does it stack with Aasimir, so warlocks won't be coming anywhere close to 70%.

    Zombie looks like the highest theoretical hitpoints, but at a pretty large cost to their ability to be healed. The tanking sets all carry positive healing amp, and zombie cuts positive healing by 50%. Also, Aasimir hitpoint boost is a stance, just like zombie form, so you can't stack them, which puts you down at 60%, equal to a paladin 18, but with fewer options for being healed. You'll also need to figure out how to fit negative heal amp and nullification spellpower into your gear while still maintaining your tank set, resists, natural armor bonuses, etc, etc. Sure, you can have a high hitpoint tank that gets hit REALLY HARD, can't be healed well by anyone in the group, and struggles to hold agro, but...what's the point in that?

    Monk needs to be centered to get that HP bonus, so they'll be sporting a PRR significantly lower than a fighter/paladin tank, and an MRR that's even lower than that. This one, however, doesn't have the self healing that a cleric or pale master hybrid tank would have.

    I think you're underestimating the impact of Warpriest core 4 addition of 10% quality hitpoints. Favored Soul at level 7 ( I think ) has the option to take d10 hitpoints per favored soul level, and cleric animal domain has a bundle of hitpoints at level 9 or so. There's already a shift towards tanks that can also heal in the META, so I would bet that you're more likely to see people pulling out of 5 arti RM but keeping their 11 to 17 levels of cleric or favored soul rather than trying to be a warlock, wizard, or monk tank. Just my opinion.

  9. #9
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    Quote Originally Posted by Cocomajobo View Post
    As part of the pass of balance changes for Hardcore Season 2 we are giving Melee builds the ability to quickly close the gap with enemies. We're doing this in the form of opening up the availability of "Charge" attacks that allow melee characters to quickly get into melee range with enemies and improving the reliability and feel of charge attacks across the board.

    Changes
    • The Feat "Spring Attack" has been redesigned to be an active charge attack that causes you to "Leap forward striking a target enemy and all those around them. Requires a visible target and that you are holding a melee weapon."
    • As part of the Knight of the Chalice revamp that enhancement tree now has an active charge attack ability in tier 3 called "Lead the Charge"
    • All "targeted" charge abilities (the fast movement attacks that require you to target a specific enemy to use) will now get you to the enemy faster than previously.
    • All "targeted" charge abilities now handle turning more gracefully.
    • All "targeted" charge abilities now have had their animation smoothed out (the strange hitch when charging should now be gone).
    • All "targeted" charge abilities will more easily handle changes in elevation (charging at enemies up ramps and the like).


    Known Issues
    • N/A
    Just to clary - the new spring attack applies to monks with handwraps as well?

  10. #10
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    I really enjoy playing my Ranger.

    I feel like I will no longer even be able to solo on Epic Elite with him, which is the majority of how I play this game (Solo, since our server pop is low and everyone's on the TR chain. If you're off their usual cycle, you don't get groups in certain level ranges).

    The tempest nerf feels really excessive, and I'm afraid my Ranger is going to become too frustrating to play. Sigh.

    Please reconsider.

  11. #11
    Community Member J1NG's Avatar
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    Quote Originally Posted by CeltEireson View Post
    Just to clary - the new spring attack applies to monks with handwraps as well?
    Yes, it applies.

    Practice its use to get a better feel for its application.

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  12. #12
    Community Member Itchybeard's Avatar
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    Question Sorta related...

    Quote Originally Posted by Cocomajobo View Post
    ...
    • All "targeted" charge abilities now have had their animation smoothed out (the strange hitch when charging should now be gone)....
    Does this include "charging" animations like Leap of Faith and Abundant Step-like stuff? I know you said 'targeted' but was hoping these might not feel hitched anymore as well. Thanks
    >>>Itchybeard (Crafter), Greensmash (Main), All Others (Mules)<<<

  13. #13

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    Quote Originally Posted by Cocomajobo View Post
    Our changes focus on two major areas: all-seeing/tremor sense visibility and range, and movement speed while sneaking.

    Stealth Movement Speed
    • All Sneak Speed enhancements are now on the Enhancement channel, and therefore will not stack. We've also fixed the Antirequisite flags on these abilities to more reliably prevent players from taking more than one.
    • Shadow Training II in Shadowdancer now gives a 150% Enhancement bonus to Stealth Movement Speed instead of setting you to the normal base movement.


    Stealth Mechanics
    • Monster's sight detection of stealthed players has been decreased by 28% (was 25 meters, now 18) if their Stealth score exceeds the monster's spot skill. This includes bosses and monsters that can see normally through stealth (All-Seeing).
    • When the player is Stealthed, they now see a visual purple eye VFX over any monster that pierces Stealth (All-Seeing and All-Hearing/Tremorsense).
    • Hearing range on "All-Hearing" monsters (aka monsters with Tremorsense) has been reduced by 10% (from 20 meters down to 18).


    Known Issues
    • N/A
    I appreciate the first effort here, thank you

    If I am floating as a wraith or in PM wraith form, shouldn’t that eliminate tremor sense?
    I see 18 meters is the magical new number, will need to test it to see how it is.

    please allow faster sneaking to continue stacking. I have links to my wiki page in which Sev states WAI—why change this now? It is a big cost to an assassin to drop a level or two (essentially the capstone DPS and DCs boost) just to sneak fast

    The link is here from Sev:
    Quote Originally Posted by Severlin View Post

    Ability: sneak speed buffs in assassin, DWS and Ninja spy
    Description: +25/+35/+50% movement speed while sneaking. Assassin to 75%.
    Example:
    https://www.twitch.tv/qualdrion/v/102792967.
    Question: are these supposed to stack? Because they do stack. And is assassin not currently giving 75% (my tests showed it was the same as the other two). Also, SD gives a sneak speed boost that makes one move extremely fast in stealth, faster than anyone can run. Is this WAI?


    WAI, except the SD sneak speed boost shouldn't stack faster than maximum run speed.


    Sev~
    Last edited by Saekee; 01-14-2020 at 05:21 PM.
    Wiki dashboard with some useful stealthplay links. LONG LIVE STEALTH!
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  14. #14
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    Quote Originally Posted by Cocomajobo View Post
    Our changes focus on two major areas: all-seeing/tremor sense visibility and range, and movement speed while sneaking.

    Stealth Movement Speed
    • All Sneak Speed enhancements are now on the Enhancement channel, and therefore will not stack. We've also fixed the Antirequisite flags on these abilities to more reliably prevent players from taking more than one.
    • Shadow Training II in Shadowdancer now gives a 150% Enhancement bonus to Stealth Movement Speed instead of setting you to the normal base movement.


    Stealth Mechanics
    • Monster's sight detection of stealthed players has been decreased by 28% (was 25 meters, now 18) if their Stealth score exceeds the monster's spot skill. This includes bosses and monsters that can see normally through stealth (All-Seeing).
    • When the player is Stealthed, they now see a visual purple eye VFX over any monster that pierces Stealth (All-Seeing and All-Hearing/Tremorsense).
    • Hearing range on "All-Hearing" monsters (aka monsters with Tremorsense) has been reduced by 10% (from 20 meters down to 18).


    Known Issues
    • N/A
    First, thank you for fixing Shadow Training II (see edit below, I am mistaken this is not a fix). I understand moving all Sneak speed enhancement to one type, but it sadly results in a nerf for some/many from where we are now. I also think that I understand the change to Scion of Ethereal, you are trying to reward players who truly invest in stealth and not just those who slot items and have high DEX (and I hope this trend continues in the future to distinguish and reward true stealth from invis-zerging in quest). The problem is that for basically all of us stealth types, this is a nerf to sneak attack damage (assuming that max ranks = 23, or do epic levels count?). Would you consider 2x instead of 1.5x?

    However, all of this will be well worth it to me if the attempts to improve stealth play actually do just that. I'll reference nokowi's thread again.
    https://www.ddo.com/forums/showthrea...led-Play/page3
    It looks like you're taking a stab at the detection radius problem. I don't quite understand the change as described, but I'll be anxious to test it out. To me, the absolute worst part of the aggro system is the shared auto-detection as detailed in that thread. I very much hope that these stealth changes address that problem to some degree, or that you are at least aware of this issue and have plans to address it. Decreasing the sight detection radius on all mobs doesn't help much if one mob can instantly let the entire dungeon know exactly where I am.

    EDIT: I was confused RE Shadow Training II. The problem that I mis-remembered did not have to do with movement speed, it was that the extra to-hit, SA die, Hide and MS bonuses that were broken (don't stack properly with other bonuses). Sorry about that. I'll hope that those are being addressed since its being touched anyway. See my post here. https://www.ddo.com/forums/showthrea...-Thread/page60
    Last edited by 0ldschool; 01-15-2020 at 02:13 PM.
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  15. #15
    Community Member HuneyMunster's Avatar
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    Quote Originally Posted by 0ldschool View Post
    First, thank you for fixing Shadow Training II. I understand moving all Sneak speed enhancement to one type, but it sadly results in a nerf for some/many from where we are now. I also think that I understand the change to Scion of Ethereal, you are trying to reward players who truly invest in stealth and not just those who slot items and have high DEX (and I hope this trend continues in the future to distinguish and reward true stealth from invis-zerging in quest). The problem is that for basically all of us stealth types, this is a nerf to sneak attack damage (assuming that max ranks = 23, or do epic levels count?). Would you consider 2x instead of 1.5x?

    However, all of this will be well worth it to me if the attempts to improve stealth play actually do just that. I'll reference nokowi's thread again.
    https://www.ddo.com/forums/showthrea...led-Play/page3
    It looks like you're taking a stab at the detection radius problem. I don't quite understand the change as described, but I'll be anxious to test it out. To me, the absolute worst part of the aggro system is the shared auto-detection as detailed in that thread. I very much hope that these stealth changes address that problem to some degree, or that you are at least aware of this issue and have plans to address it. Decreasing the sight detection radius on all mobs doesn't help much if one mob can instantly let the entire dungeon know exactly where I am.

    Thanks for listening to us!
    Changing Shadow Training II make turns it into just a clicky to add 2d6 SA from how it's currently used. The only time I ever used it was when I needed to make an escape after either a botch or move around a corner and have a Reaper auto spot me and agro an entire pack. Though with 160+ H&MS I did started to notice Reapers have Question Marks over their heads when not too close to them. I would prefer to see the damage part removed and the ability changed to a speed boost while Sneaking. This could either be a clicky with short duration and cooldown or adds stacking permanent 15-25% Sneak speed. It can get tedious either spamming the space bar or turning Sneak on and off every 8 seconds just to keep up with the rest of the party without losing Measure the Foe.

    One of the biggest issue still remains in that after about 30 seconds monsters still auto zone in on you no matter how far away you moved away. I don't see investing 23 skill points into hide is truly rewarding players that invest into the skill to use a Legendary Feat. Scion of Arborea is now the only feat worth taking for melee while Scion of the Astral Plane is decent on a monk, but that Dodge Cap in useless for anyone that's not unarmored as you restricted more by you Max Dex Bonus. The extra Assassinate DC maybe worth considering now on an Assassin. Scion of the Ethereal Plane is now just an expensive Blur feat.

    It seems like Hide skill becomes less important now, but still worth it unlike how Bluff changes a few years ago made the skill useless for Rogues in Legendary content. No way is any Rogue gonna be hitting around 120+ DC without having to sacrifice 2 or 3 gear slots.

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    Default Toaster AC

    This is only kind of related to tanks, but will you be looking at docent AC / adamant body. My understanding is docent AC scaling hasn't kept up with the equivalent plate armour. So just by going non-fleshy you lose out on base 20-30AC

  17. #17
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    Quote Originally Posted by Cocomajobo View Post
    Our changes focus on two major areas: all-seeing/tremor sense visibility and range, and movement speed while sneaking.
    This is a relatively large nerf to ninja / stalker / rogue assasin stealthy combos, as if they werent already double feet stomped completely in the past, now they are ... cant believe you guys spent time nerfing something like this.

    The range reduction would be supercool if the aggro mechanics would work. As long as the satellite chain aggro is in place, these arent helpful, the nerf is still hurtful however across all levels of its utility.

    U45 feels like you guys went out of way to go against what players actually want to have working well, and what good design sense would suggest, further nerfing tank builds, further nerfing bows the far ahead number one ranged archetype and pop cult. reference...

    When you are about to make these changes are you guys do a check how your audience will react? Or just really into griefing this much?
    Last edited by janave; 01-15-2020 at 03:43 AM.

  18. #18
    Community Member krimsonrane's Avatar
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    "
    Stealth Movement Speed
    All Sneak Speed enhancements are now on the Enhancement channel, and therefore will not stack. We've also fixed the Antirequisite flags on these abilities to more reliably prevent players from taking more than one.
    Shadow Training II in Shadowdancer now gives a 150% Enhancement bonus to Stealth Movement Speed instead of setting you to the normal base movement."


    So are you saying that to increase stealth speed you get ONE enhancement that doesn't stack with anything else until epic levels and then you HAVE TO use the shadowdancer ED to improve it?
    Sometimes I pull one out just to watch it die over and over. That's how much I hate hires.

  19. #19
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    Quote Originally Posted by Cocomajobo View Post
    Shadow Training II in Shadowdancer now gives a 150% Enhancement bonus to Stealth Movement Speed instead of setting you to the normal base movement.
    Please confirm that the bonuses that SD II are supposed to provide to Hide, MS, SA die, and SA to-hit were corrected so that they properly stack with other common bonus types. This is a great time to fix it. I was going to test it tonight but I just saw that the preview has been closed.

    Thank you
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  20. #20
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    Default Suggestions on other stealth changes!

    Quote Originally Posted by Cocomajobo View Post
    Our changes focus on two major areas: all-seeing/tremor sense visibility and range, and movement speed while sneaking.

    Stealth Movement Speed
    • All Sneak Speed enhancements are now on the Enhancement channel, and therefore will not stack. We've also fixed the Antirequisite flags on these abilities to more reliably prevent players from taking more than one.
    • Shadow Training II in Shadowdancer now gives a 150% Enhancement bonus to Stealth Movement Speed instead of setting you to the normal base movement.


    Stealth Mechanics
    • Monster's sight detection of stealthed players has been decreased by 28% (was 25 meters, now 18) if their Stealth score exceeds the monster's spot skill. This includes bosses and monsters that can see normally through stealth (All-Seeing).
    • When the player is Stealthed, they now see a visual purple eye VFX over any monster that pierces Stealth (All-Seeing and All-Hearing/Tremorsense).
    • Hearing range on "All-Hearing" monsters (aka monsters with Tremorsense) has been reduced by 10% (from 20 meters down to 18).
    • #1. The new sight detection is ok but it wasn't much of a problem beforehand because if you played properly you could avoid it anyways - I like the All-Seeing aspect though
      #2. The new purple VFX is also a nice adjustment
      #3. Tremor sense change is nice but I don't think that 2% will have much of an effect at all.


    Some other changes I was thinking about was possibly making move silently have some effect - maybe make wraith form turn tremor sense into a move silently roll and monsters SEARCH the area for you instead of automatically know where you are, OR Certain thresholds of move silently reduce the range of tremor sense up to a certain cap?

    Another idea would be to have specifically reapers not automatically alert everyone where you are. Just aggro the reapers themselves until they do something to alert others - similar to how the kobold scouts currently function.

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