Page 1 of 4 1234 LastLast
Results 1 to 20 of 66
  1. #1
    Systems Designer
    Lynnabel's Avatar
    Join Date
    Jul 2016
    Posts
    0

    Default U51 Preview 2: Feat Changes + New Feats

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

    In this new framework we are moving some specific power out of the ED trees and into the into the Epic and Destiny feats to help reduce the power spike in the Destinies themselves while still retaining original player power. This also let us boost feats that are currently underperforming. Our other goal with this pass was to spread out power that is currently concentrated in the upper end of the game and bring it lower so that players can access it sooner. So, we've both added power to epic/destiny feats and made them available at lower levels.

    We also wanted to make the Legendary "Scion of" Feats provide more of a competitive choice, which meant boosting the non-Fire feats considerably in the spellcasting department. Finally, we are removing the Epic Skill feats from the game, which will cut down on feat clutter considerably.

    Changes in Teal

    Epic Feats
    Epic Power (autogranted feat)
    +6 Melee Power, +6 Ranged Power, +6 Universal Spell Power and -1% to the Spell Point cost of all spells.

    Epic Knowledge (autogranted feat at level 22, 24, 26, 28, and 30) (new!)
    +1 caster level and max caster level with all spells (for a total of +5 to all casting classes at level 30)

    Epic Reputation
    Now grants +5 to its listed skills instead of +3

    Expanded Clip (new!)
    Requires 12 Artificer, level 21. Your repeating crossbows have 1 extra shot in their clips. (Note: Not currently functional in this preview)

    Epic Barbarian Damage Reduction (new!)
    Requires 12 Barbarian, level 21. Your Barbarian Damage Reduction is increased by 1%. You also gain +5 Physical and Magical Resistance Rating

    Destiny Feats:
    ALL DESTINY FEATS NO LONGER CONTAIN SPHERE REQUIREMENTS

    Epic Spellpower (all types)
    Provides +20 Spellpower with the associated elemental type
    Now also provides +15% spell critical damage with the appropriate elemental type and +5% all other spell critical damage

    Epic Skill Focus (all skills)
    Removed from the game!

    Perfect Two-Weapon Fighting (new!)
    Requires Two Weapon Fighting, level 22. Your offhand attacks now doublestrike at 65% of the rate of your main hand, versus the base 50%.

    Doublestrike (sorta new!)
    +5% Doublestrike. (note that this is the old Perfect TWF feat. If you had that before, you have this now.)

    Crush Weakness (new!)
    Requires level 25. +15% damage versus the Helpless

    Destiny Feats with NO MIN LEVEL
    Now have Min Level 22

    Destiny Feats with Min Level 28
    Now have Min Level 25

    Destiny Feats with min Level 29
    Now have Min Level 28

    Legendary Feats
    Scion of Earth
    • +4 to the DCs of Conjuration and Transmutation spells, +2 to the DCs of other spells
    • +20 PRR
    • +10 Acid and Poison Spell Power, +30 Universal Spell Power, +25% Acid and Poison Spell Critical Damage, +10% all other spell critical damage
    • Add 2d20 Acid damage to weapon and unarmed attacks (Scales with Spell Power)


    Scion of Air
    • +4 to the DCs of Evocation spells, +2 to the DCs of other spells
    • +4% Dodge, +4 to Dodge Cap
    • +10 Electric Spell Power, +30 Universal Spell Power, +25% Electric Spell Critical Damage, +10% all other spell critical damage
    • Add 2d20 Electric damage to weapon and unarmed attacks (Scales with Spell Power)


    Scion of Fire
    • No longer grants +25% Spell Critical Damage with all spells
    • +4 to the DCs of Evocation spells, +2 to the DCs of other spells
    • +10 PRR, +10 MRR
    • +10 Fire Spell Power, +30 Universal Spell Power, +25% Fire Spell Critical Damage, +10% all other spell critical damage
    • Add 2d20 Fire damage to weapon and unarmed attacks (Scales with Spell Power)


    Scion of Water
    • +4 to the DCs of Evocation spells, +2 to the DCs of other spells
    • +20 MRR, +200 Maximum Spell Points
    • +10 Cold Spell Power, +30 Universal Spell Power, +25% Cold Spell Critical Damage, +10% all other spell critical damage
    • Add 2d20 Cold damage to weapon and unarmed attacks (Scales with Spell Power)


    Scion of Feywild
    • +10 Sonic and Force Spell Power, +30 Universal Spell Power, +25% Sonic and Force Spell Critical Damage, +10% all other spell critical damage
    • +4 to the DCs of Enchantment and Illusion spells, +2 to DCs of other spells
    • Add 2d20 Sonic damage to weapon and unarmed attacks (Scales with Spell Power)
    • +20 Healing Amp


    Scion of Shadowfell
    • +4 to the DCs of Necromancy spells, +2 to DCs of other spells
    • +10 Negative Spell Power, +30 Universal Spell Power, +25% Negative Spell Critical Damage, +10% all other spell critical damage. (note that the Poison Spellpower moved to the Scion of Earth feat)
    • +20 Negative Amp (assuming you take healing from Negative)
    • Weapon and Unarmed attacks heal you for 1d6 Positive damage, or 1d6 Negative damage if you are Undead.


    Scion of Mechanus
    • +20 Repair & Rust Spell Power, +20 Universal Spell Power, +25% Repair and Rust Spell Critical Damage, +10% all other spell critical damage
    • +20 Repair Amplification (assuming you take healing from Repair)
    • +10% Fortification Bypass on weapon and unarmed attacks
    • Gain: Master Reconstruction, shares cooldown with Communion of Scribing


    Scion of Celestia
    • +4 to the DCs of Evocation spells, +2 to the DCs of other spells
    • +20 Positive, Light, & Alignment Spell Power, +20 Universal Spell Power
    • +25% Positive, Light, and Alignment Spell Critical Damage, +10% all other spell critical damage
    • +150 Maximum Hit Points
    • +4 to Will Saves


    As a reminder, there are no more Sphere requirements (because there are no more Spheres), and any character may choose any feat from the Destiny feat list assuming they meet the other prerequisites (if any). This is incredibly important because it means that even characters who are brand new to Epics can choose from the same pool of Feats that an established player can without needing to grind out Epic Destiny XP.

    We think these changes in combination with the Epic/Destiny Feat Tie-Ins in the trees themselves will create a far more compelling level-up flow for Epic play, and allow players to explore new and exciting combinations and builds without worrying about Destiny XP requirements.
    Last edited by Lynnabel; 10-17-2021 at 08:23 AM.
    100% radical, enthusiasm enthusiast.

    "Have you tried preproccing feat directory?"

  2. #2
    The Hatchery
    2015 DDO Players Council
    2017-2021 PC Member
    LrdSlvrhnd's Avatar
    Join Date
    Sep 2009
    Posts
    0

    Default

    Quote Originally Posted by Lynnabel View Post

    Destiny Feats with NO MIN LEVEL
    Now have Min Level 22

    Destiny Feats with Min Level 28
    Now have Min Level 25

    Destiny Feats with min Level 29
    Now have Min Level 28
    Forgive me if this has been answered before, but I haven't seen anything... I'm still curious how this is going to play out with characters going through epics. I have a level 25 barbarian, how will he get his first two ED feats? I know in the past back-granting feats hasn't worked (my FvS didn't have her L6 special ability for years because it didn't exist when she took 6, and it wasn't worth doing an LR just to get it, until she had to do an LR in order to get the new Knowledge of Battle & Stout of Heart feats) so how are you going to handle these ED feats changing levels? I assume things will be fine for those who're already capped (or even L29) since they already *have* the feats, but anyone between 22-28 is going to have issues.
    "Ignorance killed the cat, sir; curiosity was framed."
    Tripoint, C.J. Cherryh

  3. #3
    Community Member Vish's Avatar
    Join Date
    Dec 2006
    Posts
    2,593

    Default

    nice
    are we getting a LR for u51?

    seems appropriate

    if not a +20
    hahahahah
    Kil Glory
    30 alchemist
    HOW
    Sarlona

  4. #4
    Hero QuantumFX's Avatar
    Join Date
    Feb 2006
    Posts
    2,079

    Default

    Quote Originally Posted by Lynnabel View Post
    Epic Spellpower (all types)
    Provides +20 Spellpower with the associated elemental type
    Now also provides +15% spell critical damage with the appropriate elemental type and +5% all other spell critical damage
    How will 2 of these feats interact with each other?

    Ex. If you have Epic Spell Power: Sonic and Force
    - +15 Sonic and Force, +5 Everything else?
    - +20 Sonic and Force, +10 Everything else?
    - Something else?

    Quote Originally Posted by Lynnabel View Post
    Scion of Air
    • +4 to the DCs of Evocation spells, +2 to the DCs of other spells
    • +4% Dodge, +4 to Dodge Cap
    • +10 Electric Spell Power, +30 Universal Spell Power, +25% Electric Spell Critical Damage, +10% all other spell critical damage
    • Add 2d20 Electric damage to weapon and unarmed attacks (Scales with Spell Power)
    Every other Scion feat with a defensive stat applies evenly to any kind of caster. But I look at this one and struggle to understand your animosity towards Arcanotech builds. Add in a +4 Max dex bonus to add parity in benefits.
    Things worthy of Standing Stone going EXTREME PREJUDICE™ on.:
    • Epic and Legendary Mysterious ring upgrades, please.
    • Change the stack size of filigree in the shared bank to 50. The 5 stack makes the shared bank worthless for storing filigree in a human usable manner.
    • Fixing why I don't connect to the chat server for 5 minutes when I log into a game world.
    • Fixing the wonky Lightning Sphere and Tactical Det firing by converting them to use alchemist spell arcing.
    • Redoing the drop rates of tomes in generic and raid loot tables.

  5. #5
    Community Member
    Join Date
    Jul 2007
    Posts
    93

    Default Epic Spellpower: not working correctly or just display bug?

    Hello, Lynnabel!

    I took Epic Spellpower:sonic, but it doesn't show the effects on my character sheet - when I mouse over the spellpower icon it only shows "5" crit damage multi for light and positive spellpowers, but "0" on every other, including sonic.

    The same happens if I then take Epic Spellpower:electric - now light and positive spellpowers crit damage multi show "10", but all the others remain "0", including sonic and electric.

    EDIT: Looks like the spellpowers are mismatched or something like that, at least on the sheet. I now took Scion of the Feywild and have all spell crit multi at "10" (as they should), besides light and positive which are now at "30" (instead of Sonic, which also remains at "10").

    Is that just a display bug?

    Cheers,
    NH
    Last edited by NightHiker; 10-05-2021 at 05:46 PM.

  6. #6
    Bounty Hunter slarden's Avatar
    Join Date
    Apr 2011
    Posts
    11,313

    Default

    Quote Originally Posted by Lynnabel View Post
    Scion of Feywild
    • +10 Sonic Spell Power, +30 Universal Spell Power, +25% Sonic Spell Critical Damage, +10% all other spell critical damage
    • +4 to the DCs of Enchantment and Illusion spells, +2 to DCs of other spells
    • Add 2d20 Sonic damage to weapon and unarmed attacks (Scales with Spell Power)
    • +20 Healing Amp
    I thought this was also going to include force spellpower in addition to sonic?
    DC Warlock Reaper Build (U48)
    Max DC Illusionist Reaper Build (U48)

  7. #7
    Community Member SerPounce's Avatar
    Join Date
    Apr 2013
    Posts
    1,782

    Default

    Quote Originally Posted by Lynnabel View Post

    Scion of Mechanus
    • +20 Repair & Rust Spell Power, +20 Universal Spell Power, +25% Repair and Rust Spell Critical Damage, +10% all other spell critical damage
    • +20 Repair Amplification (assuming you take healing from Repair)
    • +10% Fortification Bypass on weapon and unarmed attacks
    • Gain: Master Reconstruction, shares cooldown with Communion of Scribing
    layers to explore new and exciting combinations and builds without worrying about Destiny XP requirements.
    I love the idea of getting the bladeforged reconstruct sla on a WF, but it’s hard to justify the opportunity cost compared to just going BF. Maybe +2 DCs and/or +10 melee power? The DCs in particular are just too much to give up on a caster.
    Sabbathiel/Sabathal/Sabath-1

    Sarlona

  8. #8
    Community Member Hawkwier's Avatar
    Join Date
    Jul 2010
    Posts
    1,232

    Default Barb DR

    The 1% barb DR seems quite weak and not all that attractive. Should be 5%, comparable to Elusive Target. Increase PRR and MRR to10 too please.

  9. #9
    Community Member AebroKomatme's Avatar
    Join Date
    Oct 2021
    Posts
    135

    Default

    Quote Originally Posted by Lynnabel View Post

    Perfect Two-Weapon Fighting (new!)
    Requires Two Weapon Fighting, level 22. Your offhand attacks now doublestrike at 65% of the rate of your main hand, versus the base 50%.

    Doublestrike (sorta new!)
    +5% Doublestrike. (note that this is the old Perfect TWF feat. If you had that before, you have this now.)
    While I'd like to keep that 5% doublestrike w/ the TWF feat, I guess it's a fair trade to get offhand doublestrike up to 65%. That's about what my offhand DS was before the U49/U50 changes to DS and OHDS.

  10. #10
    Community Member
    Join Date
    Mar 2017
    Posts
    40

    Default

    Quote Originally Posted by Lynnabel View Post
    Perfect Two-Weapon Fighting (new!)
    Requires Two Weapon Fighting, level 22. Your offhand attacks now doublestrike at 65% of the rate of your main hand, versus the base 50%.

    Doublestrike (sorta new!)
    +5% Doublestrike. (note that this is the old Perfect TWF feat. If you had that before, you have this now.)
    .
    I liked you listened about TWF getting no love, would love if this two can combine to a single feat. Because THf and SWF still has the upper hand, if you want to make my day, add a few melee power there and maybe increase that 80% from GTWF to 100%?

  11. #11
    Community Member drathdragon's Avatar
    Join Date
    Sep 2009
    Posts
    548

    Default

    but what will happens to my 30lvl toon that has some feats that with the update will be removed ??

  12. #12
    Community Member
    Join Date
    Sep 2009
    Posts
    241

    Default

    Expanded clip sounds great. Curious if it will make repeaters worth using.

  13. #13
    Community Member
    Join Date
    Apr 2021
    Posts
    293

    Default

    These ideas are all bad. Make it stop.

  14. #14
    Community Member
    Join Date
    Nov 2009
    Posts
    795

    Default

    Quote Originally Posted by Synthetic View Post
    Expanded clip sounds great. Curious if it will make repeaters worth using.
    All hail our new repeater overlords. The real reason other ranged combat lost their extra projectiles was so they could have enough bandwidth to add this without crashing the game.

  15. #15
    Community Member
    Join Date
    Nov 2009
    Posts
    795

    Default

    Quote Originally Posted by Lynnabel View Post
    Crush Weakness (new!)
    Requires level 25. +15% damage versus the Helpless
    Hmm the best new caster feat??

  16. #16
    Community Member Arctigis's Avatar
    Join Date
    Sep 2009
    Posts
    1,686

    Default

    Why are you adding more melee power in Epic Power but taking it away
    in some Destiny cores (i.e. LD)? This seems orthogonal to the core concept.

  17. #17
    Community Member
    Join Date
    Dec 2009
    Posts
    64

    Default

    anything new in feats that's actually active and fun to use or is it just dull passive and forgettable stuff ?

  18. #18
    Community Member Hawkwier's Avatar
    Join Date
    Jul 2010
    Posts
    1,232

    Question

    Any chance, whilst you're about it, you could remove the prerequisite Improved Critical from Overwhelming Critical?

    Would make keen and impact a bit more valuable for some in freeing up a feat slot, after they got hammered in U50.

  19. #19
    Community Member
    Join Date
    Mar 2017
    Posts
    40

    Default

    Quote Originally Posted by Arctigis View Post
    Why are you adding more melee power in Epic Power but taking it away
    in some Destiny cores (i.e. LD)? This seems orthogonal to the core concept.
    +10 for all heavily melee focused trees (Unyielding Sentinel, Divine Crusader and yes Legendary Dreadnought is also heavily melee, don’t bs me about dire shot). This is a must change, I’d also suggest looking at LD because players will not choose this tree and it’s just sad.

  20. #20
    Community Member drathdragon's Avatar
    Join Date
    Sep 2009
    Posts
    548

    Default

    Quote Originally Posted by Vish View Post
    nice
    are we getting a LR for u51?

    seems appropriate

    if not a +20
    hahahahah
    i want more than simply that.
    i demand a special XP stone for the occasion

Page 1 of 4 1234 LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  

This form's session has expired. You need to reload the page.

Reload