In all posts: Assume I'm just providing a personal opinion rather than trying to speak for everyone.
*All posts should be taken as humorously intended and if you are struggling to decide if I insulted you; I didn't.
Now is the time to add a tank/defensive focused Legendary feat since you are in there already.
Ideas:
%Bonus to AC from Armor/Shields
%Bonus to AC (like Combat Expertise)
Large bonus to Intimidate skill
Bonus to PRR/MRR
Dodge cap increase for both armor and shields
HPs, maybe not % bonus but HP bonus
Linguistics 15-20%
Last edited by Baahb3; 06-18-2021 at 12:35 AM.
Luck is what happens when preparation meets opportunity. -Seneca the ElderIryklaunavan, Karaskkesir, Desideratum, Gregorii, Jhasmyne, VisUbique eo, invenio me esse ducem hominium.
I see a serious problem with adding spell damage to a single element in each feat, and that is that it favors the specialist classes in a single element too much and hurts the generalists much more. It's about time that legendary feats better reflect spellcasting styles. We need a thematically naturalist feat related to the seasons that allows to the druids to keep changing seasons instead of permanently nailing them to one. We need you to keep in mind that the wizard is more than negative energy, give him some reinforcement although less than that of the specialists to the damage with all the elements, or at least add force in Shadowfell. By adding force to Shadowfell you also help improve the Abyss warlock's bad dps.
We have the alchemist, whose DCs all go by conjuration or transmutation, and what do we find? That the only legendary feat that reinforces these schools is linked to acid. Why do you favours one energy over others (again)? Why are all the feats focused on a single element? Create feats more focused on classes, on the playing styles!
We have the warlock, who only cares about two elements: one elemental energy (pact) and force (eldricht blast). Why is it that with each update you deny warlocks more and more something that reinforces their style of play? We need elemental feats to deal force damage as well. This way, a fiend warlock could take the legendary fire feat and get a decent boost to his eldritch blast as well, while the fey warlock could take Feywild's feat, or the Old One warlock could take the Earth one, etc. Please, please, please, don't create feats so focused that they only favor three classes (sorc, fvs, and acid alchemists). The other spellcasters exist too. Either create different feats for both types of spellcasters - generalists and specialists - or make all feats have a generalist component, a component that specialists will not be able to take advantage of. For example, if force were added to all legendary feats, a fire sorcerer or a fire alchemist would not be affected negatively or positively when picking up Scion of Fire, but it would be a huge help for the poor warlock dps (fiend in this case, but the same could be said with other the other elements).
And lastly, the healers. I would gladly take the Scion of Celestia feat on my healers to enhance healing over other elements if that feat gave me spell DC. Please, a healer is not just a healbot. Many healers participate modestly by helping with the trash, since our dps is usually close to zero in the cap. Don't deny DC to the healers. None of the legendary feats represent many types of clerics or a fvs healer that is anything other than a healbot. At least give +2 to all Spell DCs instead of +4 to Will Saves. Healers will still be losing the +4 to a single school that the other feats receive, but then the feat would be much more usable by healers who are more than just heabots.
We need a paradigm shift in the design that you've been leading the game to in recent years. When it comes to designing spellcaster options, you're creating them all with one spellcaster type in mind that functions as the sorcerer, fvs, or alchemist, or the least-popular healbot (a healer can be a bit more than a healbot!). And I remind you that half of the classes in the game do not work like that. Give them a little thought when designing things for all spellcasters, please.
And I will no longer mess with the classic artifice, which has been totally obliterated by your design of both ED, enhancements, feats and gear, since it is impossible nowadays to maintain a decent ranged dps (no longer good, decent) paired with it a spell DC enough to make use of the class's spells. Much better to enjoy the free sneak atrack and excellent rogue defenses than to try to make a classic artificer that your system does not support. The hybrids are practically extinct, at least you don't lead the generalist spellcasters down the same path of extinction as well, please.
Last edited by Iriale; 06-18-2021 at 06:55 AM.
How about putting "Elemental immunity bypass" thing into each elemental feat?
for example
Scion of Earth: Ignores Acid Immunity
Scion of Fire: Ignores Fire Immunity
Scion of Air: Ignores Elec Immunity
Scion of Negative: Ignores Neg Immunity
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I think it's time to stop walking away from D&D. Classes with prepared spells are generalist by design, and taking away 90% of our spells by adding immunity bypasses not only makes the prepared class system obsolete, it also impoverishes the entire system and takes the fun out of using our class at full. What we need is for devs to start designing for generalist classes as well and not just for specialists. Enough of anchoring ourselves in a single element when most classes are not designed for that!
And not to mention the contradictions of his proposed changes. "We don't want to favor one element over others." Then we see that they link healing to fire in Primal avatar, that the feat that offers DC and damage for alchemists is linked only to Acid, and a long list of similar contradictions. Please. More consistency, the system is currently just another collection of nerfs, as it continues to favor some elements and game styles far more than others.
Last edited by Iriale; 06-18-2021 at 07:18 AM.
We've only seen 3 caster trees - 2 of which are hybrids. We do know this is their philosophy:
I think this is going to make DC ranges very tight among the various build types. We haven't seen what the other casting trees or unyielding sentinel look like yet, but according to the dev post every caster tree is going to have the same +3 generic DC in cores, +3 specific DC in tier 3 and another +3 generic dc in tier 5.
It could be the charge system boxes most casters into taking all 3 arcane trees to max out effectiveness.
There is also the very distinct possibility that we see a massive rise in the # of unyielding sentinel high defense casting builds because if you go US tier 5 and tier 3 of a casting tree you are only down 3 DC and none of the known tier 5 casting trees offer up a compelling amount of offense or dungeon clearing benefits. The defensive benefits of the new unyielding sentinel are unknown but based on the current model there is a good possibility it will be better than anything you get from the tier 5 casting trees.
As of today if you took 3 shield feats and chose unyielding sentinel instead of spell focus feats and magister you would be down 17.5 DC. In the new model you will be down 6 DC which is impactful, but you are not giving up nearly as much as you were previously for the high defenses.
I don't know if all this is good or bad - it's very different. I think very few people invested in high DC historically so obviously most of the forum discussion on DC was always around nerfing high performing casters and making things easier for people that didn't invest in DC so it makes sense the devs heard these comments and not the lack of comments from people investing in high DC and enjoying that playstyle. The squeaky wheel wins again.
I think builds will be able to gain some differentiation with a higher dc with past lifes, feat and gear choices (sacred DC bonus and taking embolden for example), but I think the idea of building a caster specifically for max DC will be obsolete unless content comes around with a specific targetable DC range much like pre-U14 had the magic # as 42 for no-fail saves in epic devil assault, echrono, house p, house d, house k.
I think it will be much easier to build a solo-friendly caster for most people.
All of these thoughts are based on the current trees and the design philosophy. I really hope the tier 5s in the arcane trees and exalted angel are compelling. My thoughts on the current tier 5s
Shadowdancer: Weird is the only interesting ability for a pure caster and due to the double save requirement and fear immunity aspect is less compelling than mass frog - even for an illusionist that is better off diversifying a bit so they have spell that works against high fort + high will save and/or fear immune enemies. This tree looks solid for an arcane warrior build which is much more viable with this design change
Shiradi Champion: Nerve venom isn't compelling, especially with dcs being easier to land in U51. Current shiradi builds are propped up by a significant bug - many procs are scaling to 200% ranged power x spellpower scaling rather than the 200% ranged power that is advertised. This tree also looks solid for an arcane warrior build.
Primal Avatar: The only pure casting tree for us to preview. Mass frog with full dc potential and supporting int, cha or wisdom - this alone beats the other tier 5s for a pure caster (except when the frogs spawn 2 veng and 2 dooms at the wrong time!). The summons doesn't seem to have much potential. Improved Intensify isn't super compelling for me.
Last edited by slarden; 06-18-2021 at 08:24 AM.
So what feat will add force spell power and force critical Damage?
What if I told you with all the spellpower and healing amplification available divine classes do not need to be able to ressurect a slain God with 10x its hp and can take other feats and enhancements to actually play the game or.... anyone who is speccing for a quest probably needs someone else to pull them through it and needs to be examined themselves? Lol
Yeah tanks, healers and trappers oh my...are good to bring along but if you are uncomfortable because how someone else built themselves up...the insecurity is your own.
Not saying people should not take their class seriously. Its more like...if X dies what is plan B...if X fails at Y how can we still benefit from X.
Most of my DDO experience involved instances where we had to come together and plan as a group because balanced parties hardly ever happened.
Thats part of the fun.... Am I wrong?
Thats why these gloom posts are bugging me... these are not the same people I remember they seem fragile.
Its like they have PTSD of being new with every proposed change....
Last edited by Enderoc; 06-18-2021 at 01:04 PM.
Started looking through the changes, and happened on this post. Realised that no amount of feedback will change this "revamp" much, because the attitude shown here is "Steel knows best" and honestly I think you're completely out of touch with this game... But I guess you'll have your CV filler, so good luck with that.
Yeah, that's what I thought. This is like what they did to Bards all over again, destroying an entire unique playstyle to appease the MUST-HAVE-MAX-DPS idiots.
There'll be no point in being a DC caster when a nuker is just as effective as a DC caster at DC casting plus has massive nukes.
Just like there's no longer any point in playing a support buffs/CC/heals Bard anymore now that a sonic nuker psuedo-Sorc Bard can still get almost the same buffs/CC/heals while simultaneously getting massive sonic nuking.
They talk about variety, but the only variety I see is which damage type icon is next to the damage number. Everyone must be DPS.
In this vein, I expect will we see tanking killed also; there will likely be options to gain most of the tankiness while giving up only a little DPS, making a dedicated tank as obsolete as a buffer Bard or a DC caster.
Thank goodness. I was starting to wonder myself since both my 30 lvl's took the Ethereal Scion.
Overall this new concept sounds intriguing, though old diehards will have some trouble adjusting. I preferred the tree look for ED, but will have to get use to the enhancement style - which makes sense if going across destinies.
Can we please just not do this? Please? So many things ruined, new annoying micromanagement added.... just don't, please?
DDO: If a problem cannot be solved by the application of DPS, you're not applying enough.
@ Dire Charge
– Isn’t the real issue with current Dire Charge is the DC is based of the highest Stat?
You are adjusting this already by making it the highest of STR/DEX/CON.
I can see leaving out INT & CHR, but leaving out WIS is not great for Monks.
The high mob density in many quests makes this popular - standard stunning and tripping doesn't cut it.
You already adjusted the duration for Reaper.
Removing this from the feat list and adding to one ED is going to reduce build choices and create more cookie cutter builds not less.
DC small investment?
3 heroic past lives, 3 Epic past lives (6 if count the ones before the DC option), 1 or 2 gear slots at least.
These are not a small investment from my point of view
Please reconsider and KEEP this as a optional Feat.
@ Mass Frog
Drop Spell resistance and tweak other stats (cool down, #affected, etc).
Folks need to move to the MOBs and expose themselves to damage - sometimes this is costly.
@ Summary
I can see limiting folks to one or the other (you mostly did this by stat limits already).
Don't force folks into Trees for this - this will be limiting builds diversity - not helping it.
Please leave these as optional Feats.
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Why Scion of Elysium hasn't been improved if it's clearly the worst legendary feat?
Do you really believe that Elysium and HellBall are useful?
Looking at how you are doing other trees I recommend doing a +4 to avocation for celestia. I play a DC style fvs. What you are essentially asking me to do is pick and element of a spell type that I won't use much to get my evocation for spells Implosion which becomes my main targeted spell. I could do necromancy for destruction or slay living or wait till I can get mass frog, but implosion is really the main spell and quite frankly aligns with the majority of fvs. Please reconsider in your revamp.
nvm idc
Last edited by Tilomere; 06-26-2021 at 04:06 PM.
It's not just straight dps loss people have to deal with, in quests you also have to consider how many casts it takes to kill a pack/mob on whatever difficulty you run. For example, being able to 1 shot a pack with xyz spell. If that turns into 2 casts, that's effectively a 50% dps loss. Even if it's not 1 shot, the dps loss could increase the number of casts to kill mobs by 1, so for example 3 casts instead of 2, 4 casts instead of 3 etc. So you have additional sp costs, cooldown usage and more chances for the mobs to kill you before you kill it.
Of course, loss of crit chance also affects that significantly with a crit being the main decider on whether something gets blown up or not on harder settings.
Further, it seems unlikely that you can get 30% helpless from EDs (Sense Weakness) with the equivalent being T4 Fury and almost zero reasons for a caster to take anything else in Fury. Although, it will still be possible to get 15% through the basic Fury Mantle (foregoing any other Mantle).
And finally, Sorcs get +5 caster levels from epic levels instead of +6 from Draconic for a loss of 1 caster level. Whether the Draconic +3 caster level enhancement stays seems tbd.
Whatever they do with Draconic, I don't see how anything they do would make up for all that.
I probably wouldn't mind if they scaled down mob hp to suit, so relative power stays the same, but how likely are they going to do that?
Like you said, they are probably going to be more generalist. Sort of like a dps Sorc running in magister today getting better holds and better fingers even if they're not specced for it completely. Maybe some of that dps loss will be made up by extra mobs being held or insta-killable but on anything with spell resistance it is still going to suck. But given that Sorcs have the option of running Magister right now for more DCs and less Crit Damage etc, BUT aren't doing it, that says a lot about how people want to play.
I also foresee 1 of the big booms in Draconic being removed to fit their builder/spender mechanic.
Last edited by zooble; 06-19-2021 at 12:38 AM.
Dire charge is tier 5. In my opinion, one of the worst things you could have done. It went from a feat you could earn on any class if you worked hard at it to a feat that you have to lock your ED onto to get. Abysmal. Your director is just screwing EVERYTHING up. Bad form. Incredibly disappointed in the programmers and design crew. Surely you could do better than this. This is half-arsed.