Originally Posted by
TheAlicornSage
Too late for that. The spellplague is what allowed dragonborn and shadarkai to exist. It brought the dragonborn from abadai or whatever the name is, and also resulted in the creation of the shadowfell from mixing the negative energy plane with the shadowplane, and the shadarkai are humans twisted by the shadowfell.
As for the OP's statements,
Heighten spell does not raise anything but spell level, and thus indirectly the DC of the spell (the main point of doing so) and presumably whether it can bypass globes of invulnerability.
I agree the spells need to advance more. A major difference between the design of 3e and DDO is that in 3e, most everyone is low lvl and even when PCs are high level, they are supposed to be facing plenty of low lvl threats, and more importantly, 3e has a GM which can handle any powergaming and adjust things on the fly to handle anything the players might do. DDO can't do that and everything must work via the computer. There is also this idea among the MMO crowd that everybody should eventually reach max lvl and "endgame" content, something that is very contrary to 3e.
The lack of low lvl monsters on high level quests means many things that are useful against low lvl creatures are no longer useful. The addition of going up to lvl 30 (keep in mind that lvl 20 is basically demigod status in 3e) makes things so much worse.
The solution is to either bring back the variety of encounter difficulties, or make spells and abilities useful even at high levels.
Personally I think magic should be weaker than mundane, since it is much more versatile. Why use real armor if magic can work just as well after all. But magic should still be good enough to be useful.
Thus, I'd make spells scale accordingly. Mage armor might match the expected numbers of light armor with a ML equal to the CL you cast the spell for example.
Energy resistance and protection from energy are another couple of spells that really need this. DDO has expanded the DMG output a lot so those spells are already weak by the time you get them, but once you hit epic levels, protection from energy gets drained in one hit, and energy resistance makes little difference, 30 vs 300 isn't much of a difference.
Then take exhaustion, a mere -6 to stats. Someone has shown that a wizard can get their int score up to 120-140. 3e was designed for PCs to find it difficult to hit 30 when fully buffed, and even monsters would rarely get about the 50s, and nearly everything would be less than 18 or so, until higher levels which might get into the 20s, making a -6 significant, but now in DDO, a -6 is a flea bite. And Bull's strength? Doesn't even compare to items with +10 and insightful +6.
The numbers problem I discussed in the other thread is relevant here as well. The difference in numbers has changed a lot in DDO's growth, but the only bit that has touched spell numbers is the dmg curve has shifted from [CL]D6 to [CL]D6+3*SL, giving an exponential growth to what was once a linear growth (I know they called it quadratic wizard, but XD6 specifically is linear). This of course ties in to higher HP amounts, and thus has made once usable spells nearly pointless. Why bother with magic missile or even force missiles at epic lvl, when their dmg is so low as to be nearly negligible?
Frankly, they really just need to redo all the math. Do it like final fantasy did, where they have a big world plotline, a time of troubles, that leads up to a change in all the numbers to make them work better for long term play.