The problem is, though, that the idea of what they are doing is showing through - and those major design goals aren't likely to change
-- the level gating
-- the explicit purge of all the best or most interesting stuff, and the restriction of what remains behind much higher barriers
-- the builder/spender mechanic, which is generic video game nonsense and has no roots in Dungeons and Dragons at all
__________________
Gwyneira : Cattari : Gorobei : Berylore : Zelphia : Aanouk : Beatriice : RobotMaria : Dalrymple : Ainouk : Bearatrice
Dragonmark Alliance : Fernia : Ghallanda
I have very mixed feelings. I never liked the old destiny system. Being able to freely swap destinies and even being forced to play in off destinies if you wanted epic past lives was nonsensical. So at the very least, I prefer this change of a progression style that has existed for heroics. However, I'm not so keen on the changes to the destinies themselves. I understand the need to rebalance trees due to being able to take up to three destinies, but is it really necessary to remove epic moments? Are these coming back to cores later?
Empyrean Magic, Endless Turning, Interrogation are all gone from Divine Crusader. This is a big deal. Beyond just a minor boost to spell power and crit chance, Interrogation was nice for its debuff property. Even if it wasn't very strong, purification was nice. Does Endless Turning really need to go? It was great for clerics that use a lot of turns. Empyrean Magic I can at least somewhat understand. It's a powerful ability and would be available to anyone using the Divine Crusader tree, but I still feel like this could be a tier 4 ability.
What I really dislike is the charging system present across all destinies. Building charges and spending them is not something that needs to exist for all classes and playstyles. This is a huge shift for gameplay. Please reconsider this shift in design philosophy. In my honest opinion, it is not fun for this to be a universal rule. I would rather have more flat passive bonuses that compliment the classes, which are the main appeal (for many of us) to D&D.
Also, will there be more previews of the destiny system? I can't properly evaluate how I feel in full when Exalted Angel isn't yet available.
Last edited by Gregen; 06-16-2021 at 05:35 PM.
With so much changing I'm excited to see how this all unfolds. No doubt it will change how our characters perform. Since such sweeping changes are being made, I hope the Devs monitor how they affect the game and are willing to make rapid Update patches to address the inevitable issues which will arise.
I am Awesomesauce!
Basically Everything My Build uses to thrive and survive is gone from the trees or is only available at level 30.
I can totally say i would not be able to play without these capabilities. I have two shooters one in shiradi one in shadowdancer.
In Shadowdancer
Relies on Meld for those Oh sh*t moments, particularly in high reaper where everything one shots a light armor/ evasion build
Consume for when the ridiculous amounts of mobs start overwhelming my character (clear a bunch of the mobs before they 2 shot me (140PRR, 100 MRR Cap, before
reaper)
Executioners Shot (One shot on a failed assassinate 30% of the time) . It is a core of my build.So this character is dead for anything more than EH (with 103
Reaperpoints).
Shadow Form (no 25% incorporality, no +20 bonuses bonuses to Hide and Move silently) until level 30, I use this all the time to approach to do esecutioners shot and
get extra sneak attack damage and point blank.
No Dark Imbuement (critical during damage bursts)
No Sealed Soul
Tsunami (I use to knock down mobs when they start overwhelming me). This is apparently going to a Druid Spell Only). I also use to proc some greensteel effects also.
Character 2
In shiradi
No Nerve Venom until level 30, today I have at level 20
No Hunts End until level 30 and only if you take this destiny as the capstone. Today i have at level 20.
No Stay Good to bypass Good DR when needed.
No Stay Frosty (Keeps those ridiculous amounts of mobs from overwhelming a kiter build. ) I always twist on alll my shooter Builds, I also usually twist Otto's also for some CC.
Basically almost everything I do to stay alive is gone with nothing to replace them for leveling. A few are still there but only at level 30 and only if you take that destiny as a capstone. As you have it now, I honestly would have no interest in playing either of these characters ever again in Epic and would have to find some other class to make it remotely fun.
Meld is critical for survival for almost any non Tank build in enything more than epic elite, because cloth or light armor builds can not achieve the PRR/ MRR to survive being one shotted without Meld /Improved evasion to mitigate when a reaper or champion gets too close. The future version would be almost no help in surviving an o **** moment. Killing a Red name reaper taking a few swipes before they die, at 30% that means you are DEAD, DEAD, DEAD in the 15-20 seconds you need to kill the Red Name Reaper.
Community Member
I spent a good bit of time on Lammy with my primary character transferred over for comparison. I predominately enjoy melee combat with Two-Handed Fighting, or some Two-Weapon Fighting. (Fighter with a greatsword has been my mainstay since pre-beta.) Enjoyment of the game over the years has always been the active and immersive melee combat. Focusing on movement, attacks, positioning, situational awareness, and party coordination has always provided great enjoyment over the years and years of play-time.
My experience on Lammy is definitely not that anymore. Now the focus seems to be micromanagement of a bunch of clickies and timers. So much so, that I cannot even keep track of everything while simply doing damage on a test kobold. Actual combat in dungeons was simply annoying and lacked any gratification at all.
This whole building of charges was just a completely awful experience. It's reminiscent of the Great Blitz Fiasco, you know... that system that everybody complained about to the point where it was changed. Well, now we have it back with multiple new flavors!
That said, I also tried out my Rogue Mechanic/Ranged Combatant to get a feel for the separation of melee/ranged charge usage. It was a lot easier; about half as awful as melee.
A very problematic thing about this strategy of having charge builders and spenders is that it does not work well with the already existing enhancements that are basically doing the same stuff. You end up with multiple activated attacks/abilities that not only overlap, but in some cases are now not as attractive since it won't help you build a charge.
An example of destiny ability and enhancement conflict: Thief Acrobat leveraging in some Legendary Dreadnought.
You've got quick strike, momentum swing, shrouding strike, sly flourish, sweeping strikes, lay waste, dire charge, vault all vying for space on your hotbars. Then add some uncanny dodge, spinning staff wall, attack haste boost, etc., that also want to be on a hotbar.
Now, figure out
- which of those build charges
- which expend charges
- which have bonus DCs
- which cause bonus damage
- which reduce threat
Next, decide what order these go in
- which you have to do first to maximize your dps
- which help your defense
- which will be on similar timers
- which will have no timer or a long timer
- which are useless without charges
Don't forget any of your Reaper Memento clickies that may also want some space on that hotbar, too!
All of these charge building attacks that I checked out also have super long/slow animations that completely disrupt and annihilate your melee combat damage over time and combat immersion. All of a sudden I'm stopping my attack sequence to just do some flamboyant awe-inspiring over-my-head weapon swing! Awesome.
Overall, it also seems characters come out weaker with less damage output (probably due to a lack of epic moments).
I'm done with Lammy at this point, it's just making me angry.
P.S. One thought I had was maybe the charges could be gained as a percent chance with successful attacks, with a guaranteed minimum per some number of attacks (say, 26% chance on each attack, minimum 1 charge over 6 attacks or something). Probably modified with extra points spent, or based on Melee Power, or feats, enhancements... whatever.
"The sword itself has no moral stature, since it has no will of its own. Naturally, it may be used by evil men for evil purposes, but there are more good men than evil, and while the latter cannot be persuaded to the path of righteousness by propaganda, they can certainly be corrected by good men with swords."
Community Member
Devs: I've been playing DDO for over 13 years, this is a disaster, please don't do it. I don't really understand what problem you think you are tying to fix. But please don't do it. What a waste of time enerty and effort on your part. I will certainly leave the game and take the significant $$s I spend on it elsewhere.
Charges should go. They don't add to game experience. They detract from it.
Abilities that give benefits when you shrine should go. I know from Heroes feast that players just don't like doing it.
If an epic destiny is for multiple different types of characters then if there is an ability that is only useful for 1 type of character then a multi-selector should allow the option of a different ability for the other type of character. Biggest Offender? Shadowdancer for illusionist and assassins. Every assassin ability should have a multi-selector that offers something for the illusionist. Every illusionist ability should have a multi-selector that offers something for the assassin. And that holds for non-spellcasting epics destinies as well. Fury of the Wild should have a multi-selector for those abilities that require raging for those like tempests who don't rage.
Defining abilities should not be stuck at high tiers where you can only use them at very high levels. If it is an extremely powerful ability then a lesser version should be offered at a lower tier with upgrades to the ability being offered at higher tiers. Best example: Hunt's End from Shiradi.
There are some high Tier abilities in these epic destinies that are incredibly weak. Stuff that no one would actually take. There are also those that make no sense at all. ( I'm looking at you, Grandmaster )
Finally an epic destiny should be able to stand on its own. You shouldn't be forced to put points in another destiny just to make your main destiny viable.
If your character is in shadowdancer, pick that as your 1st tree, a different martial tree as your 2nd tree, and just...
Keep using Meld? Get 50% dodge instead of 95%. You say you're on a light armor evasion build so I hope your base dodge is somewhere between 10-30% already.
That's still 60-80% dodge.
Except constantly. Not 15s out of 2 minutes.
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suggestion:
leave ED system in place as is
remove all ability score options in EDs and replace with new interesting abilities
Remove karma BS
level gate existing EDs (but give people all the points to spend if they've previously capped the ED).
This is all you needed to do to smooth the power curve and not completely change the meta. Most of the og EDs are artful, but incomplete. They need nipping and tucking not complete changes.
I don't think all the whining about being nerfed matters at all. If you guys need to universally reduce PC damage 15 years into the game, go for it. If people like playing this game, they'll keep playing it if it gets a little harder.
they will quit though if you kill good meta/mechanics
Last edited by jakeelala; 06-16-2021 at 11:58 PM.
good at business
i have very hard time trying to find constructive things to say about this hot mess.
players are still playing normal and hard to level in epics and really this will make epics that much more of a slog.
please i want to see this game last i dont want to see the game as those that play heroics vs those that play cap with no one in middle anymore.
please i beg you this will kill epic tr's. you are killing off part of your player base.
Glad to see this finally going more public.
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Why?
Why are you going down the road you are going down? This seems like a new round of nerfs following on the heals of wrecking alchemist, inquisitive, twf etc...
edit: I mean, I am super glad you chose to put this out very early so you could get feedback.
At the same time, the posts I have read have been hesitant to say the least since you first floated the idea of messing with the destinies. No one I run with wants gated destinies. No one I run with wants to you move ED stuff behind level 30.
The changes to Dire Charge and Mass Frog away from being feats is a bad change. Same with moving so many things we used to twist into places we can no longer twist them.
I am trying to follow along, but you are making it very difficult to stay.
Last edited by redoubt; 06-17-2021 at 02:30 AM.
(Come from THE truth that monk is the best class)
Why? Do you guys hate melee players that much or am I just missing EVERYTHING? After constant nerfs of melee characters what even is the point to being one anymore?
Casters literally blast through huge groups of enemies many levels below quest level. 1 spell, all dead. (from both divine and arcane casters)
Melee struggle with large groups (and are out damaged by casters on bosses).
So, it makes me wonder why you guys despise melee dps so much. The ONE decent AOE that monks had is getting ripped away to be replaced with what? some garbage +1/2/3 hit/dam? WHO CARES ABOUT THAT WHEN EVERYTHING DIES BY A CASTER WITH ONE SPELL BEFORE ANYONE GETS TO IT ANYWAY.
I've been off and on with this game since the beginning, and while I enjoy it I just don't see the reason for these changes as they stand. I'll give them a shot, because it seems I won't have a choice if I want to continue playing this but my foots back out the door already, we'll see if the rest of me follows along or pulls it back in.
Good luck with your changes, I'm going to pre-emptively stop my VIP from renewing and make decisions upon release.
Ok so i make some test on Lamania and I should say sorry !
This system opens a lot of build possibilities (3 trees) and new mechanics with building the charges (quite fast mixing the trees)
So now after testing i find it pretty fun !
It is true we loose some power at level 20 that you recover at level 30 because the good abilities like +1 crit multi on 19-20 comes too late i think
Keep going !
Dire Charge is not just about the stunning as U wrote. Lots of players use DC as a fast change direction skill. Which is awesome and powerful.
I like to build toons with a theme and purpose behind the build (flavor builds). It would feel awkward when I havent got monk or barb levels and have to use Drifting Lotus for CC. Thats just stupid for me. There are more functional players who can live with that. I cant. We are not the same.
DDO: If a problem cannot be solved by the application of DPS, you're not applying enough.
This is mostly correct, I started in 2007, mostly the whole time, I left for a while a couple of times due to my annoyance with the Devs who I don't often see eye to eye with on what D&D is all about. This is the end for me, I've decided to end my VIP today (note I did not realize they don't refund VIPs, at least the way I bought it, so I'll be a forced VIP till Feb 2022), and the about $1000 I spend per year on points ends as well, I may play heroics occasionally for free, but probably not (not sure there will be DDO in 12 months if this happens = very few big spenders will be left in the game as they will almost all leave). This is so bad and so off track it tells me the Devs have completly lost their way. I will check in maybe in Dec and Jan to see if they implemented this mess. If it was abandoned I may come back as a free to play member, we shall see. Good luck to you all. One last thing this entire build up charges and then use them to do stuff is not a D&D thing and it has no place in D&D; it is a **** video game thing. Devs - get a brain, take all that stuff and throw it in the trash can.
Last edited by difasja; 06-17-2021 at 09:33 AM.