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  1. #21
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    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%, up to a maximum of 65%.

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

    AARRRRGHH.

    Being a handwrap monk, I don't have enough feat slots.

    PLEASE, not another nerf, please just make these ONE FEAT.

    I was going to go on a rant, but I will not, I think I will just say PLEASE.

  2. #22
    Community Member Looting_Bin's Avatar
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    Quote Originally Posted by Tianie 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%, up to a maximum of 65%.

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

    AARRRRGHH.

    Being a handwrap monk, I don't have enough feat slots.

    PLEASE, not another nerf, please just make these ONE FEAT.

    I was going to go on a rant, but I will not, I think I will just say PLEASE.

    The stat squish 2.0 is set in stone come back in 3-5 years when they fix everything they are breaking now. Assuming the game last that long with how limiting they are making it. Good bye ddo, it was a good run you had!
    And shepards we shall be, for thee my lord for thee.
    Power hath decended forth from thy hand so our feet may swiftly carry out thy command.
    And we shall flow a river forth to thee and teeming with souls shall it be....
    In nomine Patris, et Filii, et Spiritus Sancti.
    Just call me Big Ben

  3. #23
    Bounty Hunter slarden's Avatar
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    Quote Originally Posted by droid327 View Post
    I wish we could test this. As an Artificer expat currently living in Inquiland, I'm extremely gratified to see you finally giving some (non-nerf-related) attention to RXBs, so thanks for that.

    However, I just have to say this is basically lipstick on a pig as long as the major systemic issues regarding RXB scaling, relative to other ranged weapons, remain...

    The 66% Dshot penalty is mathematically unnecessary. Dshot is just a straight multiplicative scalar for ranged damage, so there's no reason it needs to be less than 100% for any ranged weapon. Ranged weapons should be balanced relative to each other at 0% Dshot, which means they'll remain balanced relative to each other at any other % of Dshot. At any rate, RXB is not so OP that it needs to be mitigated with a scaling penalty...if anything, the opposite, RXB needs to be buffed, not restricted.

    RXBs also dont scale from Attack Speed, of course, since that stat doesnt affect reload times, and RXB attack animations are majority reloading. That's a good 30-45% bonus DPS which RXBs lack and every other ranged weapon benefits from. That's probably unfixable, so its something that'd need to be mitigated with something else. Expanded Clip basically gives you +33% DPS, which more or less makes up that difference, but A) only in Epic, and B) still doesnt cover the scaling gap from the Dshot penalty.

    RXBs also have an implicit tactical penalty from their slow ROF. They only get a volley off every 1.2 secs. That means they're extremely sluggish at changing targets, and makes it more difficult to make skillshots like lining up a good IPS angle on moving targets, which is a big part of high-tier ranged combat. That's something else that should be mitigated/taken into consideration when adjusting relative power levels between RXB and other ranged weapons. Also they're an Exotic, so that's another opportunity cost that needs to be validated.
    I haven't tested this yet but I would expect RXB to do well with Shiradi procs so that might give them a proxy buff as well.
    DC Warlock Reaper Build (U48)
    Max DC Illusionist Reaper Build (U48)

  4. #24
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    Default Expanded Clip

    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)

    Would you consider bringing the doubleshot penalty for repeating crossbows down from 66% to 50% to bolster this feat and make repeaters more viable versus Inquisitor?

    Thanks
    No.

  5. #25
    Community Member Gralhota's Avatar
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    Default Scion of Elysium

    Summoned creatures gain +25 PRR and MRR
    Summoned creatures gain +20 MP, RP, and USP
    Summoned creatures gain +100% Fortification
    Summoned creatures gain a 5% chance to ignore incoming damage entirely. Does not affect any incoming Positive, Negative, or Repair effects.



    Very, very weak for a ultimate resource to summons, pet, hire build.

    Why you guys dont rework this feat?

  6. #26
    Community Member Seph1roth5's Avatar
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    They have no idea how to fix pets/summons so they just throw bigger numbers. My PM's skeleton could hit for 3000 and he'd still suck (maybe not at lv 1)

    Summons/pets/hirelings need better AI. They attack too slow and move too wonky. Maybe change them to be like cosmetic pets, so don't have to worry about pathing, and have them just add damage to your attacks or something.

    As much as I like having my skeleton pull levers and random tank for me by just standing there, I'd rather have them be able to do stuff.
    Mains - Messam, Indalecio, Mozenrath, Quackerjack.

  7. #27
    Community Member DRoark's Avatar
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    After they nerfed IPS and made repeaters even worse, the "extra shot" is basically a slap in the face Feat Tax. Repeaters at higher level are far behind other damage,
    they're charging anyone who uses one, an extra Feat to get a small percent of their damage back, to be closer to everyone else. It whiffs heavily of BS and cheese.

    Just like they're selling Helpless damage BACK to Fury players, with Crush. It's another prime example of the "nerf and turf" dinner platter, with a side of "whatever".
    With decisions like this, and locking old Twist skills behind Mantle toggles, they're choking players with the style and grace of a gorilla, and expecting people to like it.

    Explain it away how you see fit, but this entire update makes no sense, when there are so many other issues in the game that needed ACTUAL fixing. Not this cluster.
    Repairing filigrees and augments that don't work, removing the old EPL toggles entirely (passive like PLs), and fixing terrain LOS issues would have been a better start.

    ------------------------------------------------------------------------

    "We tested the upcoming..."... Nope. You needed way more time to even come close to getting a change this drastic done correctly.
    "We listened to player....."... Yeah, I'll stop you right there. No, you didn't.
    Last edited by DRoark; 10-31-2021 at 11:11 AM.

  8. #28
    Community Member DRoark's Avatar
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    Quote Originally Posted by Tianie 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%, up to a maximum of 65%.

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

    AARRRRGHH.

    Being a handwrap monk, I don't have enough feat slots.

    PLEASE, not another nerf, please just make these ONE FEAT.

    I was going to go on a rant, but I will not, I think I will just say PLEASE.
    This. ^ Haven't monks suffered enough. You already removed CANON Heroic Monk damage, to fix an Epic L29 handwrap screwup. Just stop "fixing" things.
    This change effectively makes Doublestrike not worth the cost.
    Last edited by DRoark; 10-31-2021 at 08:55 AM.

  9. #29
    Community Member Qeistalan's Avatar
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    Default Not answered in U51 Release notes

    Quote Originally Posted by Lynnabel View Post
    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

    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.
    Were the Legendary Feats eliminated that are not listed in the U51 Release notes (Astral, Elysium, Ethereal, Arborea, Limbo)?

  10. #30
    Community Member TPICKRELL's Avatar
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    Quote Originally Posted by Qeistalan View Post
    Were the Legendary Feats eliminated that are not listed in the U51 Release notes (Astral, Elysium, Ethereal, Arborea, Limbo)?
    No, they didn't change so were not in the release notes.
    Khyber -- Grubbby, Grubonon, Gralak, and all the gang of *grubs* in the Homeboys of Stormreach.

  11. #31
    Community Member Qeistalan's Avatar
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    Quote Originally Posted by TPICKRELL View Post
    No, they didn't change so were not in the release notes.
    Thx for the quick response.

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