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  1. #1
    DDO Team - QA Lomizir's Avatar
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    Default U51 Preview 1: Overall Info

    Disclaimer:
    Everything seen on the preview server, Lamannia, is not final and is subject to change or removal before live release.


    Hello, all! Preview 1* of Update 51 is open! It is expected to remain open until sometime in the afternoon (Eastern Time) of Thursday, September 23rd. This will include a dev event on Wednesday, the 22nd from 8pm-10pm, where designers will be on hand to discuss your feedback.

    This preview contains the following features:



    In addition to these major features, the preview also contains the following miscellaneous changes and bugfixes:

    Character
    • Several SLAs in the Favored Soul and Eldritch Knight trees now properly enforce their global cooldown
    • Creeping Doom + Enveloping Swarm are now internally typed as Acid spells
    • Vistani's Deadly Blades no longer sticks around far longer than it should


    Spells
    Several changes and optimizations have been made to spells that can affect multiple targets. This should resolve several issues with AoE spells connecting while impacting with shallow water, as well as having a much better time making contact through uneven terrain.

    Items
    • Sovereign lightning strike now definitely works 100% of the time
    • Random loot and crafted items now have their correct weapon damage set
    • A variety of heroic red fens items now have correct stats and set bonuses
    • The Truthful Blow set now provides the correct amount of fortification bypass
    • The Mantle of Suulomades set now provides the correct amount of doublestrike
    • A variety of weapons now have their corrected material typing in the durability window
    • Epic Flameward can now be restored at the Legacy Altar of Epic Rituals.
    • Several more options for the Gem of Many Facets have been added
    • Fixed typos in certain standalone distant diversion effects
    • Several scaling alignment-based burst effects now properly change the base alignment of the weapon they're on
    • Mind and Matter set bonus now provides its listed MRR cap
    • Deathward now properly protects you from everything that Deathblock does.
    • Threads of Fate are now a little more eye-catching visually
    • New copies of the Precision Lenses from White Plume Mountain now have the correct version of Manslayer
    • Dripping with Magma now applies on ranged attacks and harmful spellcasts
    • Void, the Endless Cold is now dealing Cold damage again since the bug that prevented that from working has been fixed


    Misc
    • Potions may now be used while moving
    • Typos have been corrected in the Altars of Epic and Legendary Rituals
    • Shared crafting storage no longer visibly cuts off the max capacity if you've got a lot of max capacity
    • Toggles now remember their state better through logout and login


    Known Issues
    n/a


    * Our initial preview was before Update 50, so we're counting this as preview one all over again.
    Last edited by Lomizir; 09-21-2021 at 02:08 PM.

  2. #2
    Uber Completionist rabidfox's Avatar
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    Quote Originally Posted by Lomizir View Post
    Several changes and optimizations have been made to spells that can affect multiple targets. This should resolve several issues with AoE spells connecting while impacting with shallow water, as well as having a much better time making contact through uneven terrain.
    Thanks Torc! Just melted a bunch of mobs in shallow water. Will have to see how things feel with other terrain, but night & day difference with the water test.

  3. #3
    Community Member Seph1roth5's Avatar
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    Umm...very weird/confusing to call this second preview "preview 1" lol. Remember builders from preview 1? It's cool, because they were removed in preview 1.
    Mains - Messam, Indalecio, Mozenrath, Quackerjack.

  4. #4
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    What about Fatesinger?
    Stratis on Khyber

    Solo/duo raids and solo R10s. Come see what a bard can do.
    https://www.youtube.com/channel/UCq7...2ixwFkkmzBAvQw

  5. #5
    Developer Steelstar's Avatar
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    Quote Originally Posted by Seph1roth5 View Post
    Umm...very weird/confusing to call this second preview "preview 1" lol. Remember builders from preview 1? It's cool, because they were removed in preview 1.
    "U51 Early Preview" is the official name of that preview, it's on those feedback threads.

    Quote Originally Posted by Fivetigers33 View Post
    What about Fatesinger?
    Coming in a later preview.
    We don't only build for the builds that exist.
    We don't only build for the builds that are good right now.

    The fact that some changes are necessary is not diminished by the fact that other necessary changes have not happened yet.

  6. #6
    Uber Completionist rabidfox's Avatar
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    Found a halo effect of spell targeting change (I assume that's the cause). FvS heal wall on live: drop it on a player and they immediately get healing ticks. Drop it on a player on LAM, they've got to move out of it/back in to get heal ticks. If I stay stationary (or drop it on a pinned in place hire) then get zero heal ticks.

    edit: both FvS heal beacons (Beacon of Grace/Beacon of Hope) aren't hitting self either (unlike on live). They hit others still, but they don't hit the healer anymore. Oddly, the extra effects of undying beacon and shining light get applied to self but not the heal itself.
    Last edited by rabidfox; 09-21-2021 at 04:07 PM.

  7. #7
    Ultimate Lord of Shadows Dreppo's Avatar
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    Quote Originally Posted by Seph1roth5 View Post
    Umm...very weird/confusing to call this second preview "preview 1" lol. Remember builders from preview 1? It's cool, because they were removed in preview 1.
    That was Early Preview 1. This is just Preview 1.

  8. #8
    Community Member Kza's Avatar
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    Default Biggest issue for me

    Slowness to swap destiny.

    I want to have one setup solo one raid and one group.

    It is even slower now than on live.

    Plz let us have the ability to save 3-4 setups and with one click
    Change destiny abilities and trees.

    (This is already on lotro, and it rocks!)
    Triple all

  9. #9
    Community Member Voxreal's Avatar
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    Default Legendary Sands items

    So i Keep looking as these items are very interesting to me but any update as to when we may see the legendary sands items.

  10. #10
    Community Member Yamani's Avatar
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    Quote Originally Posted by Lomizir View Post
    Misc
    • Potions may now be used while moving.


    So Alchemy on the run... For everyone!
    Quote Originally Posted by Cordovan View Post
    Added even later: Ignore this add, I am the dumb.

  11. #11
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    Quote Originally Posted by Lomizir View Post
    [*]Mind and Matter set bonus now provides its listed MRR cap
    This is only granting +20 cap, the description states 30. Tested on Lama this morning.

  12. #12
    Community Member Vish's Avatar
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    are we going to be viewing +20 hearts when this goes live?

    trick or treat right?

    the trick is u51
    the treat is a free 20 heart

    merry christmas
    Kil Glory
    30 alchemist
    HOW
    Sarlona

  13. #13
    Community Member WargamerIV's Avatar
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    I was wondering if U51 will include any new content other than the Epic Destiny changes? I'm not counting all the fixes, but new quests, etc.

  14. #14
    Community Member DeathbringerGod's Avatar
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    Question Stunning and Trip attacks felt weak/useless in LE

    Stunning attacks felt weak or almost useless in LE difficulty... almost all the time mobs save the DC!
    What would be a good number for stunning DC? Maybe the mobs are still too strong on those saves? Trip DC too...
    Is not fun at all really... haha

    Before update 50 with a 80 DC was almost enough to stun or trip everything...

    If you are playing a Fighter and use all those feats to rise combat tactics DC for nothing in the end....
    Last edited by DeathbringerGod; 09-23-2021 at 01:28 AM.
    KHYBER Server * Member of "La Hoja y La Llama" Guild
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  15. #15
    Community Member WruntJunior's Avatar
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    Quote Originally Posted by DeathbringerGod View Post
    Stunning attacks felt weak or almost useless in LE difficulty... almost all the time mobs save the DC!
    What would be a good number for stunning DC? Maybe the mobs are still too strong on those saves? Trip DC too...
    Is not fun at all really... haha

    Before update 50 with a 80 DC was almost enough to stun or trip everything...

    If you are playing a Fighter and use all those feats to rise combat tactics DC for nothing in the end....
    I had >90 DC instakills on my (dps, not dc) sorc pre-u50. Enemies in Sharn content and later would often make their saves. Where were you stunning everything with an 80 DC?
    Pestilence: Wruntjunior ~ Dragonborn Fire Sorc (finished completionist project) // Wruntarrow ~ HW Archer // Youngwrunt ~ SWF SDK Bardbarian // Wruntstaff ~ Stick Melee (current tr project)

  16. #16
    Uber Completionist rabidfox's Avatar
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    Quote Originally Posted by WargamerIV View Post
    I was wondering if U51 will include any new content other than the Epic Destiny changes? I'm not counting all the fixes, but new quests, etc.
    From what Steel said the other day, u51 won't have new content, but we should see the Wild Hunt content (/raid) sometime after u51 and before the end of the year.

  17. #17
    Community Member Thar's Avatar
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    overall the defensive capabilities seem too weak or too short or both for the mantles and other destiny abilites in general. 5

    yes meld was good but only for a few sec. with mobs hitting for 1000 pts + there needs to be increased capacity to take a hit or get missed (AC or dodge). AC is tricky as you need craxy high amount to make it a reliable option that most classes can't get to.

    dps is down so we need to be able to stay up to fight longer.
    Member of "Guild of the Black Dragons" & "Swords of the Light" on Sarlona. Proud "Last" member of Caffeine - we aint stragicially savy.
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  18. #18
    Community Member DarkSkysz's Avatar
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    Quote Originally Posted by Lomizir View Post
    Potions may now be used while moving


    What new passive alchemists will get since they already have that?

  19. #19
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    Just a suggestion to improve potential build diversity
    Could the melee/ranged power in the cores be made nonstacking and be bumped up a bit to compensate?
    As of now basically anyone with an intent to optimize is planning to go at least/at most 11 points in their second and third trees purely because the cores stack and it will let you get 90 melee power, this option (and ultimately requirement) is going to restrict builds a lot, for instance an eldritch knight isn't really going to be dipping into draconic for spellsword dice because the 30 melee power from a different tree that offers it is too valuable.
    Personally I'd suggest making each core somewhere like 20-25 melee power for an end result of 60/75, not stacking with other trees. This would overall be a slight nerf because almost everyone is going to just triple up on cores anyway as things are but it'd be a fair exchange for freeing up the points and allowing a better variety of builds to be truly supported rather than being traps.

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