I've been refraining from making a similar statement, (mostly because I haven't done enough testing, only napkin math) but my gut says barbarians are going the be new inquisitive. I still think the attribute scaling should be dropped back down to 2x and 1.5x weapon effects scaling added instead, but with no more previews at this point, I'll just wait to see how this works out on live. Hopefully, if there are major over-tuning issues it wont take as long as it did to address inquisitive.
Thelanis
It's a nice boost, but it's also a needed boost.
It's going to be REALLY hard to convince me that Melee are going to be "too strong" when they need to wade into the middle of a swarm of enemies that can 1 or 2 shot kill most of us in order to get that big AOE damage. Yes, this is a really significant improvement, but that's a good thing. Melee have been disappointing for a while now and it's nice to see them get a benefit in exactly the place where most of DDO happens - killing swarms of trash.
No one in the world ever gets what they want
And that is beautiful
Everybody dies frustrated and sad
And that is beautiful
Melee have not been disappointing for forever. Its been thf that was just a bit behind twf. It was inquis coming along and giving the exact same dps with much less investment. But a properly built and played melee has almost always been top dog for dps in r10 minus inquis. Now this buff just widens that gap even more.
Teth - Ascendance
Old School n00b that used to be pretty good at the game.
Hope you're right friend. Waiting for it but taking from what you said about melee in r10, that isnt enought of a boost =). Also keep in mind that what you said is a very niche scenario, personally i never played in any build in r10 that frequent to make such huge statement. From elite to r7 all i see is casters and ranged doing everything: Instant, CC, healing, AoE as close range is usually a death sentence. Also AoE in Reaper, i dont know how it works out of casters nuking it, no tank or CC can hold any mob group long enough for AoE autoatack to start pulling its weight. Your single target is also nerfed unless the 3x bonus is enough to outpeform GBs that use to happen on single target too.
Last edited by DaviMOC; 02-05-2020 at 12:50 PM.
Oh, no... we know EXACTLY where it is, it's sandwiched between "subpar" and "they didn't properly test non-INQ ranged".
If you think they actually tested a decade-old feat change in two weeks, I invite you to play poker. We'll use my cards.
There's a growing sub strike until this unneeded IPS nerf is restored. Ranged of the World Unite.
Last edited by DRoark; 02-05-2020 at 12:59 PM.
The extra attribute damage should make up for the lack of GB as:
1) GB only happened 50%-75% of the time anyway
2) GB did not benefit from the majority of damage multiplying effects, only melee power and base damage. (Doublestrike and crit now work, which is a major damage multiplier)
Did you forget to list the Cleric Destruction Domain or was it not increased? In the last preview it was 5% (and it's the level 9 domain bonus.) 5% is a paltry sum considering these changes and the fact it's a level 9 bonus. Can it be increased to 30%, or even 20%, to keep it inline with the other changes? It requires 9 cleric levels, so it's not like anyone is going to multiclass to acquire it.
Also, are the Fury of the Wild Destiny Enhancements: Malicious Weapons and Wild Weapons still +1/3/5% Strikethrough Chance?
Overall very nice changes in U45 but just two things I feel I could mention here
I wonder if Vigor of Life in the KotC enhancement could also provide repair amplification, we got an iconic construct paladin, after all, the Bladeforged
The same basically also on other class enhancements that provide heal amplification (e.g. barbarian or monk) I wonder if they could also provide negative and repair amplification at least if it is not a real thematically contradiction to the enhancement tree.
(another question I want to repeat here...)
Could you maybe fix Whirlwind or change it, currently the whirlwind attack seems only to work correctly on unarmed attacks (hit twice per target around the character)
With every other weapon, it takes the same use time and the animation appears as if you spin twice but you hit each target only one time.
If you think Whirlwind is overpowered if it would hit twice per target around you it would be nice if the animation and use time is at least appropriate to what it actually does.
Currently Whirlwind is even less good than greater cleave because of this issue.
As it should be. paladins get better saves, self healing, auras to buff others, turn undead and spell casting (buffs and other benefits). Fighter tanks need to be at an advantage in more than just the extra 30 MRR/PRR from feats. thanks for pointing out something done correctly about paladin tanks
If named docents had healing amp, I'd simply ask for BF to use the highest of repair or healing amp for both types of spells.
As it stands, I'd add this as an option or an extra line to existing WF racials directly:
- Any enhancement that grants healing amplification also grants an equal amount of repair amplification.
I'm pretty sure the enhancements that grant a bonus are classified as their own bonus type somewhere, so, in theory, this would require less work to implement.
That way, equipment remains untouched, and you still have to plan for one of the two to be higher.
Artificers get hit a bit, but they're not warforged - they don't have to be sensitive to repair spells from the start.
Great changes, and I can't wait to get into them. I envision an EK build with high spell power, cleaves, and a two handed weapon (I have several good ones rotting in my bank). How much fun will it be to pop a group with Mass Hold, and then Strikethrough with Spellsword?
Thf have been disappointing for a while now with twf tempest near the top of melee single target and aoe damage. Sure there are a few exceptional players who've made thf work (uber completionist, high reaper points, etc) but even they admit it's not really viable. With the changes this would boost thf closer to the top for melee aoe damage. Whether its too much or not that will have to be determined by players play testing it. With cleaves scaling with attack speed will zombie builds cleave slower?
Last edited by darknoobslayer; 02-05-2020 at 01:52 PM.
All those barb stads mean nothing on high reaper, not like keeping your distance.
Back in the day, casters were glass cannons, they had the highest risk of dieing, thus all those powerfull spells.
Melee needs to take the bigger risk these dags thus should out dps most other ranged/caster builds, at least imho
Yeah, 4 2hf feats leaves little room for combat tactics, cleaves or defense.
With the updated cleave speed, swf seems like a better option.....
With the current meta we can't afford agroing to many mobs anyway....
Agreed, the number of gear slots to max out 1 combat feat like stun is taxing enoug along side defence and base stats.
More insane then any wel geared caster that can out dps, out dps and out utility any pure melee and from a safe distance?
Aka hit held mobs and not engaging in acual melee (the trading of blows)
Again, dps held trash, boring....