I don't dispute that they are wonky, I mentioned it in a previous post (side note: Fire Storm doesn't actually cast on you if you do it properly). But you don't compensate for a poor spell implementation by jacking up damage. That will just force people to play with un-fun spells. It's pretty much going to herd these builds into the (helpless) CC -> nuke routine to get off their wonky big-dice spells. This is already very popular due to the helpless damage increase alone. I expect we'll see a lot of divines pick up No Mercy from Falconry now.
To be clear, I don't think Fire Storms D6+8 is crazy, but it's better than anything Sorc has except Meteor / Acid Well. Flame Strike was more questionable but it's capped at MCL15 so it's only substantially better than Wiz/Sorc for a few levels. It starts to get problematic when you factor in the +15 MCL boost on Flame Strike / Fire Storm in AoV. Same for the CD on Druid Ice Flowers. This seems like it will make them surpass Wizard and give even Fire Sorc's a run for their money. I'm just curious if this is intended, or if I'm missing something.
Last edited by LurkingVeteran; 02-12-2021 at 07:52 AM.
Thanks. So does that mean it hits for 2x (D6+13) on twice-off alignments? It's single target if I recall? If so that's probably fine. With the WoB SLA, Druid single target burst is going to be situationally excellent.
It's hard to quantify their AoE since as others noted they will have to string together off-element Firestorm / Flamestrike and/or Sunburst to get a full rotation, but it's likely somewhere between Wizard and Sorc.
With the updated numbers from in-game, I don't think any of it seems OP anymore, but it places some divine builds somewhere between Wizard and Sorc, and that might be a tad high. This is largely due to AoV +15 MCL, Ice Flowers for druid, and the Mass Inflict having higher than expected damage dice (not sure why, are these limited in some way I don't recall?)
But let your word be Yea, Yea, Nay, nay; but what is more than these is from evil
Pride goeth before destruction, and an haughty spirit before a fall.
I mean you get like a month to TR out, which is functionally equivalent to +20'ing your build right? And you get a PL to boot! Get a Bard life in while SWF is good![]()
Well, my thought process:
As an Ice Sorc, when Iceberg is on CD do you just sit around? Nah, you cast other spells! Acid Well, Meteor Swarm, Frost Lance, Otilukes, Cone of Cold, etc. I'm not an Ice Sorc, so I might be entirely wrong, but that's what I imagine vs one spell every 9 seconds lol (as a Wizard when blast-casting I'd use Meteor Swarm > Acid Well > PM Stuff > Frost Lance etc).
As an Alchemist when you're trying to output damage and Multivial is on CD (9 seconds now), what do you do? Throw some heals, maybe stance-swap to set up a fresh spike, maybe re-apply CC (I'm assuming you either started with CC or this is for boss DPS)? If you're adventurous, spike Green and throw a Frog? Your non-Multivial DPS options are all low-damage debuffs (Voltaic Burst, Caustic Overload, Melt Armor, or Elemental Combination to stack Vulnerability if nobody else is) plus SLA's (Draconic stuff which everyone can have & Elemental Obliteration which is only worth mentioning because it's cheap). Sure, those debuff spells are d6+3/4 which isn't terrible but they're spread across the spellpower spectrum which costs you a bunch of efficiency as well.
I'll freely admit I'm not a legendary Alchemist so maybe there's some secret to squeeze more DPS out in an efficient manner; but from my limited experience most of what I do between Multivials is not meaningful damage.
If you added like 3 Alchemist damage spells I'd be totally fine with all of their damage spells being competitive like D6+6 or whatever; but there just currently aren't that many high-level Alchemist spells (and they get less spell levels = less slots = less cooldowns).
The best damage spell you can pick up at Alch 15 is Gold Breath dealing 2d4+4 = 9 avg, which is beaten by an Arcane grabbing Otiluke's at level 11/12 for d6+6 = 9.5 avg. And that's the highest-level damage option available, no more pickups at 17/18 etc vs Arcane's hilariously strong L9's.
I'd much prefer adding more spell options to Alchemist, but that's a lot of dev time/effort from a variety of departments (art, animations, balance, etc) vs buffing the existing stuff which is a lot easier. Gold Breath should be at least competitive with DBF (and IMO it should be better, given you get it 2 levels later and it's Alchemist's "capstone" damage spell). Currently it's equivalent to a level 5.5 Arcane spell.
As far as the "rule" of D6+Spell Level? That's pretty unbalanced when Alchemist only gets 6 Spell Levels, no? Unless Multivial gets to be too strong that way. Oh wait...
I have played 8 life from lvl 1-30 as a pure Alch and agree that in quest content Alch are OP - a DPS nerf are OK.
What pjstechie suggest that the SP cost of "multivial SLA no higher than 30 spell points so its still an option with echoes of power" - is very fair.
Master of Spellvials will never be taken if the removal of multivial are not replace be another spell. Could be Turn to Frog or Flashbang for better CC for Alch.
/Nizzo on Orien
Will they give back our money and ddo points paid for ravenloft WITH ALL OF ITS ITEMS? or just push it to forgotten bug land while people buy the unfinished feywild?
Will they do something to balance players that used otto boxes? lag issues? chat issues? major and minor bugs? broken animations that even amateurs would fix in a couple days? an working client without third part programs? a preset options for windows 10 users?a linux instalation? option to buy stuff via steam?
Or they will only give us this lame excuse / lie that they are doing it because every sorcerer can solo r10??? just ********. Did a r10 tempest last night, killed 3 mobs, the TANK was the toon with more kills (33) because he can also instakill and self-heal as a wizard. Name one mmo whose tank can do all of this. But now name one MMO that nerf party ROLES created by D&D 50 years ago, this one is ddo nerfing nukers and glass cannons. In some games they deal 5 times the damage of other classes, here ddo´s staff don´t like bow rangers so they screw it, don´t like nukers so they nerf it and it´s so anti D&D that many players even forget this is DUNGEONS AND DRAGONS online. Any doubt can be dismissed looking for the 3.5 core rulebook. Sorc will have the same dps than the druid them will it be able to heal itself or turn to a wolf only because developers forgot party roles?
If not ddo is simple doing a bad move against the things that actually work in the game and this will be the last purge in ddo. No player will trust the company to spend money in it after this. There are ways to nerf without touching an item and ALL player base are against touching a ravenloft item. So hear the players call while there are some of us left, because we can´t even open a ticket because the system is broken and when we can open the ticket no one is there to answer.
Sweet Khyber, is this a joke, or are you legit about this?
Ravenloft is four years old at this point. If 3 items from the entire list of items from that 12+ quest expansion being changed gets you this riled up, to the point where you want a refund on a purchase made 4 years ago, then you are truly deserving of the name "Karen."
Also, all of the players saying the belt nerf, that SSG has stated multiple times that they wanted to remove, is completely justified clearly don't exist. Clearly ALL playerbase wants this change to not go though, and I am simply part of the fake playerbase.
Yeah, not really.
Air and Ice dont really use meta stacked L9s, those spells are usually reserved for champs, reapers, bosses. 100+ points / cast / target is really not efficient. You know probably that opposite elements get significant debuffs and using the capstone form stance also debuffs each other element, so your spell point to damage ratio is going way down.
Only Fire could spamcast L9, and generally the reason why it was lightyears ahead way before the actual mathematical supremacy. Meteor being a multi hit spell also gives you the debuff component in 1 action, while Air and Ice being single target single hit, needs actual debuffing spells tossed in ( more time, more spell points).
Water would use Cone of Cold and Freezing Ball for clearing, and mostly Polar Ray for single target DPS.
Air is already quite a bit worse off again, no Polar Ray, and less synergy boosting Glacial Wrath.
This is why the 1st Sorcerer nerf upset the 2 players / server playing non-fire Savants, we lost 2 MCL on the entire rotation, not just on Meteor...
Devs dont playtest every build, and only gather feedback from players who play Fire,.... that is where we are now.
Sorcerer is the only class with 4+1 competing DPS trees, little to no synergy, maximum bias
Last edited by janave; 02-12-2021 at 10:28 AM.
Well, it doesn't work at all against undead, constructs, and any living enemies that get death ward. That's a pretty giant chunk of target selection.Mass Inflict having higher than expected damage dice (not sure why, are these limited in some way I don't recall?)
Kobold sentient jewel still hate you.
This seems to be mostly a divine spell pass, similar to the old arcane spell pass. They said the dot spell pass would come later, and even though this update took too long (seriously, how long ago was the arcane pass?) it means that DoT spells rework is (hopefully) next.
let's just hope they can turn that one around faster than this one.
Rend the Soul is a spell that has been introduced very recently. Why bother to create something useless? It doesn't make sense, it's wasted work. When it came out, many of us protested and Lynnabel said if we would have preferred it to be a big nuke instead of a dot. Of course we prefer it, these devs hate dots and make them useless. It would be different if these devs didn't have such a skewed design, but as they design ...
No no no. If you have time to craft all these nerfs, you have time to upgrade this 9th-level spell and make it usable.
I'll also point out that several BANE damage spells like Word of Balance and Destruction got buffed to reasonable damage now (the horror!). For the longest time SSG has refused to buff Disintegrate because it's BANE damage, and that is somehow OP. Just to recap, Destruction now does D6+10=13.5 bane damage on a failed fortitude save. Disintegrate does 2D3+6=10 bane damage on a successful fort save and nothing on a failed save. I think Word of Balance now does Iceberg level of bane damage on alignments two steps from True Neutral, or half Iceberg on most creatures.
These might be slightly overtuned, but it's time to buff the iconic spell Disintegrate to useful levels at least. I suggest at least D6+12 since it's 0 on save and polar ray does D6+12 cold with no save.
Last edited by LurkingVeteran; 02-12-2021 at 11:56 AM.