Disclaimer Everything seen on the preview server, Lamannia, is not final and is subject to change or removal before live release.
This is a companion post to the main Epic Revamp framework. Please read that post if you haven't already before reading this one! This post focuses on our Design Philosophies and the rules we used to build out the new Epic Destinies themselves.
Epic Destiny Design Paradigm
When looking at our current spread of 12 ED trees, they're all over the place in effectiveness and usability. We've had to contend with several strange and relatively inelegant designs that make balancing the destinies quite difficult. Therefore, when approaching the monumental task of remaking the system from scratch, we wanted to go back to the very beginning and explore the rough edges in the current system and how we've changed our designs to address those problems.
Caster Levels
Old EDs gave specific bonuses to specific caster levels in the cores, but these bonuses did not give Max caster levels, just caster levels. There was also a smattering of specific caster level/max caster level bonuses spread across some trees for only specific spells. This presented a situation where certain spell elements and types were disproportionately boosted.
New EDs will give no specific caster levels to classes. You'll instead gain +1 Caster Level and +1 Max Caster Level with all spells for every 2 Epic levels you've earned - so at level 30, you'll be at +5 to your caster levels.
Spell Schools and Spell DCs
Old destinies supported either a small subsection or all DC types at the same time, and even then, if you wanted DCs, Magister was the clear choice most of the time.
Our goal is for each spell school to have a specialized destiny (for example, Fatesinger and Enchantment), but to also support several DC bonuses. This means that each type of DC has plenty of room to be specialized in instead of living in a single tree. Magister itself is a very special case, but we'll get to that later. Our new Spell DC Paradigm is as follows:
- Each core of a casting tree grants +1 Epic bonus to all DCs (so core 2 grants +2 Epic bonus, core 3 grants +3 epic bonus)
- Since this is typed, it does not stack, so taking cores from other trees will not increase your DCs.
- Each of these casting trees in tier 5 has an enhancement that grants +1/2/3 to all DCs.
- Since this is in tier 5, and like with heroic enhancement trees you can only spend points in the tier 5's of a single Destiny, you can only access one of these universal DC boosts.
- In tier 3, there is a multiselector of a subset of DCs that grants +1/2/3 to the selected DC
- These are antirequisites of the same DC found in other trees. Once you select necromancy in one tree, you can't take it in the other tree.
- This means that if you are a Necromancy DC caster, you will want 1 of your trees to have that Necromancy, but once you've gotten that DC, your other options are wide open
- This also means that you can go wide for more DCs for secondary DC values OR go tall to keep focusing, rather than wanting to go wide for all of the DCs across all of the trees that offer it
- We are also planning on removing the Epic Resilience buff from all monsters at endgame to make DCs across the board far easier to achieve.
Spellpower Types
Our goal is for each type of spellpower to have at least one tree that specializes in that type of spellcasting damage, with Draconic and Primal Avatar both leaning on different parts of the role of "choose a spellpower to specialize in". This means that if you're a caster that tries to deal spell damage, you'll have two or maybe three trees full of attractive options to encourage you to pick the ones that are right for your specific build. We're also opening up Draconic and Primal Avatar to cover a lot more ground horizontally, but you'll see that in the specific trees itself.
There simply isn't actually a lot of Spellpower in the current Epic Destinies, which means that compared to a melee or ranged character, your spell damage from raw spellpower didn't actually increase that much in your Epic Destiny.
In our new flow, each core of a Spellcasting Destiny will grant +5 Spellpower in the thematic types (For example, Fatesinger will boost Force and Sonic) as well as +5 Universal Spellpower. There will also be +20 thematic and +20 Universal spellpower in the tiers of each Spellcasting Destiny, for a total of +35 thematic/+35 universal in each tree.
Spell Critical Chance
Old EDs gave a smattering of spell critical chance that disproportionately boosted the elements presented. Fire and Light were at a severe advantage, and other elements were neglected.
New EDs will give no spell critical chance.
Spell Critical Damage
Draconic being the only source of Spell Critical Damage meant it was clearly superior in terms of raw damage for almost all damaging casters, even if it was aesthetically or synergistically suboptimal.
New EDs will give no spell critical damage, but that doesn't mean players won't have access to it going forward, as we'll get to further down.
Melee and Ranged Power
Each tree that wants you to deal damage with weapons will now support both melee and ranged in both their active attacks and respective powers.
Each tree that grants Melee/Ranged power will now do it at an equal rate across all trees to prevent one tree from simply granting more than the others. We want players to choose the tree that best fits their desired playstyle and not the tree that simply has the greatest numerical superiority.
Melee Power per Core Ability: 10
Ranged Power per Core Ability: 8
Each melee/ranged tree will also grant both melee and ranged power at the same time. The exception to this is Fury of the Wild and Shiradi Champion, which will grant only Melee Power and only Ranged Power respectively, and contain only melee and only ranged attacks respectively.
Usage-Per-Rest Abilities
Rather than individual abilities having their own charges (for example, Healing Spring in Shiradi being usable some number of times per rest), if we use a charges-per-rest system in the new ED trees, it will always have a heroic or shared component. Keeping with Healing Spring, in the new paradigm, it will instead use Wild Empathy charges (and grant a few so that you'll be able to start with the same amount of charges or more in the new flow). You'll see a lot more abilities that use things like Turn Undead, Bard Songs, Rage, and Smite Evil, and a lot of ways to augment recovering those charges or increasing your pool. This helps the Epic Destiny trees feel more like an extension of your existing abilities than an unconnected system meant to replace them.
Feat Tie-Ins
We're going to try to reclaim as many of the old and sub-optimal feats as we can - for example, an ED ability that grants a significant bonus if you have the Luck of Heroes Feat trained - in ways that would reward you for having them in your build without making them mandatory. Some feats might need additional help, but with this we're going to make an effort to tie a lot of those loose ends up.
You'll also see a lot of abilities that tie into Destiny and Epic feats that are underused or overlooked, such as Embodiment of Chaos/Law and the Bulwark of Defense feat. When these appear, rather than being requirements to train, they will instead apply an additional bonus if you have the feat to reward players who decide to shift their own meta.
Ability Score Bonuses
There are no more ability score bonuses in these trees (meaning the line of +1 Stat across the right edge of each ED) - they took up a full 1/5th of the real estate of the old EDs and caused far more trouble than they're worth from a build choice perspective. This means that any class or build can effectively use any tree without worrying about ability score mismatches. This also means that we have 20% more real estate per tree to pack in more exciting abilities that better explore the themes of each Destiny.
DC Checks
Old Epic Destinies had DC checks that used specific stats to determine their DC, and sometimes didn't include DC bonuses they should have. This meant that if you were a specific caster type, you were limited in which SLAs had workable DCs.
If an ability in a new Epic Destiny uses a DC, it follows this formula: 20 + (highest of a subset of ability modifiers) + (spell school bonus if it's a spell, appropriate DC boost such as Sunder or Trip if not, includes things like Breath Weapon if it's a Breath Weapon, etc)
More specifically, this means that SLAs of all kinds will use the highest of INT/WIS/CHA instead of just one or a subset. This means that you can expect a relatively small range of DCs for your abilities that use the same stats, even across separate trees. It also means that if you're a spellcaster, your primary spellcasting stat will be able to contribute evenly, regardless of which tree you are in.
New Trees
One of the major changes as a part of this refactor is that we can begin releasing entirely new Epic Destiny trees. Our goal is to end up with 12 at the start, and then slowly start rolling out more, at least until we can get up to 15, with each tree loosely corresponding to a heroic class.
In more immediate news,
we're going to be retiring the Magister Epic Destiny and replacing it with Magus of the Eclipse, a brand new ED that focuses on Negative, Cold, and Necromancy spells, as well as weaving potent anti-magical defenses. Eventually The Magus of the Eclipse tree preview post will have a lot more information on why this tree specifically was replaced entirely instead of being refactored but that isn't ready for this early preview. For now, suffice it to say that when we went into building out a new cohesive epic ecosystem Magister in it's current broad form did not fit the framework.
Epic Destiny Mantles, Epic Strikes, and Epic Moments
To help keep Epic Destinies feeling mechanically different than heroic trees, we're putting together a global system of active play across all trees.
Destiny Mantles
In the lower tiers of each Destiny Tree you will find an enhancement labeled as a
Destiny Mantle. These are powerful persistent abilities that must be toggled on in order to gain their benefits. You can only have a single
Destiny Mantle active at a time. You can take multiple of these Mantles in order to swap between them on the fly, however, you can only gain the benefits from one of them at a time. These exclusive toggles are how we plan to keep powerful passive abilities and aspects separate from each other (for example, Grandmaster of Flower's monk animation suite versus Shadowdancer's Shadowform) without making them truly exclusive. Their exclusivity also means that we can allow players access to them right at level 20.
Epic Strikes
Scattered throughout the Destiny Trees you will find abilities that are labeled as
Epic Strikes. These abilities share a cooldown but are not exclusive. These powerful abilities are enhanced as you spend points in their respective trees, and are meant to be accessed right out of the gate at level 20.
Epic Moments
In Tier 5 of each tree you will find an
Epic Moment. Epic Moments are powerful abilities with a long cooldown, and represent a significant amount of lategame power. Our design philosophy for Epic Moments was quite loose to give each tree the freedom it needed, but a general rule is that Epic Moments will break one fundamental "rule" of DDO for its duration. As an example, the Shadowform Epic Moment ("Shadow Mastery") allows you to be considered "stealthed" for its duration, regardless of your actions.