I agree that Sorc is next to be nerfed. Its DPS is so high that it acts like an AOE insta-kill with no limit to the number of mobs it can kill at once. Good Sorcs can even do this on high reaper. Clearly not working as intended.
I agree that Sorc is next to be nerfed. Its DPS is so high that it acts like an AOE insta-kill with no limit to the number of mobs it can kill at once. Good Sorcs can even do this on high reaper. Clearly not working as intended.
This.
The best defense in this game is to be away from the mobs.
If caster and ranged can exploit this defense, they need to deal less damage or have way less defenses like less hp.
And thats not what happen in this game, casters have way more defenses with buffs and still can kite.
Ranged have insane burst dps that can kill any red named in seconds even in high reaper.
While they still can have the same or even more hp than other classes.
A terrific read. Thank you.
Currently playing a melee, so I shall try this method of dipping in and out of combat with a boss. Given the usually large (physically ridiculously large) range/hitbox they typically have, I'd never considered such an approach.
Is your ranged build principally an artificer?
The engine is the best thing DDO has going for it. The problem is that ranged/casters can neutralize most risk just by moving out of melee range and taking deflect arrows + evasion. Imagine if all mobs spammed force missiles w/o any immunity. Being ranged wouldn't help as much. This is obviously not fun, but they could make mob projectiles faster and more accurate, make deflect arrows require swinging a melee weapon, and make mob casters better at hurting fast side-stepping players. I would also reconsider why player casters can wear heavy shields and double their MRR at little cost. Perpahs even make evasion just an 85% reduction, or put a cooldown on it.
Meanwhile melee don't get significantly more mitigation, healing or mobility. I would approach this problem from both sides and also buff mitigation and mobility for all melee.
I suspect the recent THF changes have narrowed the gap a bit since they can now also AoE better, so I would look at how that plays out.
Last edited by LurkingVeteran; 02-28-2020 at 07:36 AM.
If your character is stronger by not using IPS than it was before the IPS nerf, then...it's exactly as strong as it would have been if you had not used IPS ever and were unaffected by the nerf? So no game mechanics got stronger, you just figured out you had been doing it wrong before?
Yes, it's due to power creep, but only indirectly.
+66 versus +62 is the same as +16 versus +12...on the d20 roll. The difference is erased because the devs abandoned the d20 for attacks and went to their grading-on-curve or whatever you want to call it.
If the devs had been willing to control the power creep, they wouldn't have had to nerf the d20, and then a -4 would mean as much as ever.
At the moment it's an Artificer. It's been a Mechanic and a Shuricannon at other times. I'm staying with Artificer for the last couple of lives because it's nice to have real self-healing that is not scroll-based and the pet is very useful in combination with permanent hirelings.
Also the addition of alternate damage modifiers had a huge effect. You hit more often now and you hit for much more than you used too.
Power creep has essentially changed the game completely from what it was at F2P release in 2009 to what it is now and there's no putting the genie back in the bottle on standard servers.
I might consider this, except there's one minor problem. Okay, it's a fairly large problem. A good sorc has high Charisma. If it's not maxed, it's nearly there. Int, well, that's a stat that's useful only for skill points for a sorc. But what they really want is con and dex (to an extent). I know for a long while it was recommended for sorcerers to ignore Dex, if not dump it entirely. Then instead max out their Constitution. This was because AC was considered an "all or nothing" thing. And it was too detrimental to try getting enough AC on a sorc that it mattered on Epic Elite. Maybe even impossible. Such a build isn't going to have the spare stat points for Int.
An Alchemist on the other hand wants maxed or near maxed Intelligence, but doesn't care one bit about charisma. Depending on your build and feat choices, you're also going to want a high constitution (doesn't everyone?), high Dex (or at least decently high), and maybe a decent Wisdom score. You can take one class feat which will substitute your Int bonus for Reflex, Fortitude, or Will saves. But you'll want Con for the hit points at the very least and Dex for the armor class at the very least.
These are kind of mutually exclusive primary focuses. If you are trying to max out Charisma, you aren't doing the same for Intelligence. Similarly if you're maxing out Intelligence, you're not maxing out Charisma. Yes, you could gear up for both stats. And a +8 Tome will mitigate having one or the other low to an extent. If you went middle of the road and had 16 in Int and Cha instead of maxing one of them this might even be viable, unless I suppose you're trying to run Reaper 10.
For this and other reasons, I'm not sure if that's a good combo.
Finding ones past, present, and future in the threads of destiny.
IPS incentivized me to be lazier in play, yes. However the current style I use would not be made better by the addition of IPS and subtraction of Insightful Reflexes.
Just to add one point that should also have been included in the referenced post: the IPS nerf hurt players unable to adapt their play style and did very little to those who had the capability to make the change. This suggests strongly that the players most likely to ask for nerfs due to feeling under-powered compared to the meta are most likely to be even *more* under-powered after a given nerf occurs. The overall power availability has decreased however the players for whom finding an OP build is never a problem have not suffered much if at all.
I would argue that DDO and SSG's model of making power available via purchase and nerfing older powerful things to encourage people to play the new OP thing is actually devastatingly bad for the game, for the players and for SSG.
It would be much better to cap new power and begin whittling back older clearly abusive power to bring DDO more into line with what most MMO's find an acceptable range of power. This would encourage newer and more casual players to stick around and would gradually create a stable meta defined by new content as opposed to new power.
Better players would still get more out of the characters they built however the power difference between different builds wouldn't be so glaring.
There is one problem with this approach however. DDO is based on D&D and there is nothing about D&D that has ever been balanced outside of the ability of DM's to keep things in line in their campaigns. A D&D Fighter has always been much stronger than a Wizard at level 1 and completely below the power horizon at Epic levels. DM's ran shorter campaigns than those likely to get anybody to an advanced level and they also had a way of bollixing up the works for characters that got out of hand in terms of power in those settings.
So maybe there's just nothing that SSG can really do to keep things in line and also interesting and profitable. Maybe the focus should be on just making sure nothing reaches the level of completely trivializing Reaper content and ignoring the howls for nerfs that occur every time somebody takes an under-powered build into an adventure with etablished builds and suddenly realizes that a Fighter is just a guy waving a sword in a world defined by AE, instakills and vorpal heavy repeaters.
Food for thought.
And this is something which never should have come about. Vorpal is after all suppose to only be able to be added to slashing weapons. Similarly swords of disruption (a property that is suppose to be bludgeoning only) shouldn't be possible. Crossbows of any type are not slashing weapons, they do piercing damage. Or maybe bludgeoning if you use blunted bolts. But in that case it would be the crossbow bolt that has the disruption property, not the crossbow it's self.
Finding ones past, present, and future in the threads of destiny.
Relying on vorpal alone really ain't the most efficient way to kill things with a repeater.
IPS was targeted largely because of the squeaky wheels
Insightful certainly does make a build more survivable but, multitarget IPS it still faster than killing single targets even with the nerf.
Last edited by Oxarhamar; 02-28-2020 at 07:07 PM.
Only in opposite world. SSG literally codes the game.So maybe there's just nothing that SSG can really do to keep things in line and also interesting and profitable.
They painted themselves into a corner, and their only choice of tools is a brush. Every time their poor choices bear fruit they grab a bigger bucket of paint.
Really? Care to show any evidence? I don't recall any complaints about IPS being OP, ever (*at least not before Alki was announced*).IPS was targeted largely because of the squeaky wheels
IPS was nerf'd as way to reduce all martial ranged to keep INQ king of the ranged hill and still make way for Alki.
There's been calls of nerf ranged for being able to hit multiple targets & kiting for years Inquisitive being the most recent complaint HCL brought the nerfs including ship buffs.
Perching too was a big complaint even through the devs have said its WAI but honestly I dont see it as a problem there's so few places where perching is useful most of the game is spent moving.
Last edited by Oxarhamar; 02-28-2020 at 09:03 PM.
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One thing ain't the other
Help yaself
Here is just one example of the long running trend
https://www.ddo.com/forums/showthrea...ght=Bigerkykid