Page 1 of 5 12345 LastLast
Results 1 to 20 of 89
  1. #1
    Developer Steelstar's Avatar
    Join Date
    May 2011
    Posts
    0

    Default U55 Preview 2: The Level Cap Increase

    (Changes new to this preview are in blue.)

    Hi, folks! This post is all about U55's Level Cap increase. This should cover the things you need to know about our plans and how they all fit together in the long term.

    So, the big one first: With the release of Isle of Dread, we are officially raising the Level Cap from Level 30 to Level 32.


    Legendary Experience

    After you take your 10th Epic Level, you will begin earning progress towards your Legendary Levels by earning Legendary experience. You earn Legendary XP from any Dungeon, Landscape, or Raid that is of Legendary difficulty (meaning that its Base CR is 30 or higher). All dungeons that are currently Legendary will remain so after the Level Cap increase happens. This means that players looking for Legendary XP can earn it from over 100 quests, including the Isle of Dread! Once you have enough Legendary experience to level up, you may speak to the Fatespinner to take a Legendary level.


    Legendary Levels

    Each Legendary Level will grant you Legendary Power, a new feat that grants you +6 Melee, Ranged, and Universal Spell Power. Every 2 Legendary Levels will grant you +1 Caster Level and Max Caster Level with all spells. Legendary Levels have a BaB progression of 0.

    Legendary Levels are broken up into ranks like Epic Levels are. Each Legendary Level corresponds to 4 Destiny Points. This means that at the new Level Cap of level 32, you will have 8 more Destiny Points to spend in your Epic Destinies (4 from the ranks of level 30, 4 from the ranks of Level 31).

    You will continue to earn regular Feats as your Level increases at the same rate as you did before. This means that you will earn a new Feat at levels 33, 36, and 39. We will continue to make new Epic Feats as your Level increases.

    You will continue to earn Destiny Feats as your Level increases at the same rate as you did before. This means that you will earn a new Destiny Feat at levels 31, 34, 37, and 40. We will continue to make new Destiny Feats as your level increases. This means that with this first round of Level Cap increases, you will train 1 new Destiny Feat at level 31.

    You will continue to earn Ability Score increases at the same rate as you did before. This means you'll choose an Ability Score to increase at levels 32, 36, and 40.


    New Destiny Feats

    Here are the new (minimum level 31+) Destiny feats that will be available with Update 55 (these are joining the existing pool of options, so you can still choose from the currently available options if you'd prefer to):

    • Weapon Specialty Feats:
      • These four feats grant bonuses that resemble the Greater version of their heroic feat line. Each feat requires having the Greater version of one of the other three weapon style combat lines, essentially allowing those who have taken feats in one fighting style to gain the effects of the full 3-feat-chain of a different fighting style.
      • Single Weapon Specialty: While Single Weapon Fighting (fighting with a single one-handed weapon, and wielding only an orb, rune arm, or nothing in your offhand) you gain a +30% Combat Style bonus to attack speed, +6 Combat Style bonus to Melee Power, and +50% more of your appropriate ability score to your damage. For Bastard Sword and Dwarven Waraxe, this adds to their existing 10% bonus.If you have bonuses to ability score modifier to damage from both Single Weapon Fighting and Two Handed Fighting feats (including this one), and are in a situation where both would apply, only the highest of the two applies. This does not work in Animal Form. This does not count as a Combat Fighting Style feat.
      • Two Weapon Specialty: Reduces the penalty for fighting with two weapons. You gain +80% offhand strike chance. This does not work in Animal Form. This does not count as a Combat Fighting Style feat.
      • Two Handed Specialty: While Two-Handed Fighting: +140% Strikethrough Chance. You also gain a +6 Combat Style bonus to Melee Power while Two-Handed Fighting. For the purpose of this feat, you are considered to be Two-Handed Fighting while using a Two-Handed Melee Weapon (not including Handwraps). You are also considered to be Two-Handed Fighting while wielding a Bastard Sword or Dwarven Waraxe in your main hand and a Shield, Orb, Rune Arm, or Nothing in your off-hand. You are not considered to be Two-Handed Fighting while in Druid Animal Forms. In addition, While using a Two Handed Weapon, you now apply 75% more of your appropriate ability score modifier to damage (This adds to their existing 50% base bonus). When using a Bastard Sword or Dwarven Waraxe in your main hand and a Shield, Orb, Rune Arm, or Nothing in your off-hand you now apply +50% more of your appropriate ability score to your damage. (This adds to the existing 10% bonus for wielding a Hand-and-a-Half weapon. If you have bonuses to ability score modifier to damage from both Single Weapon Fighting and Two Handed Fighting feats (including this one), and are in a situation where both would apply, only the highest of the two applies). Neither bonus applies in Animal Form. This does not count as a Combat Fighting Style feat.
      • Shield Mastery Specialty: While wielding a shield, you gain +10% Doublestrike and a +9 Combat Style bonus to Melee Power. You gain +10 Physical Resistance Rating while using a buckler or small shield. If you are using a large shield, this bonus increases to +15. If you are using a tower shield, this bonus increases to +20. This does not work in Animal Form. This does not count as a Combat Fighting Style feat.

    • Spell Specialty Feats:
      • These require the Epic Spell Focus feat from a school other than the one you're picking here, essentially allowing you to improve your potency with a secondary school. These are also antirequisites of the base spell focus feats - so you can't double up on a school you already have a spell focus for.
      • Spell Specialty: Abjuration: You gain a secondary spell focus: +3 to the DC of your Abjuration spells.
      • Spell Specialty: Conjuration: You gain a secondary spell focus: +3 to the DC of your Conjuration spells.
      • Spell Specialty: Enchantment: You gain a secondary spell focus: +3 to the DC of your Enchantment spells.
      • Spell Specialty: Evocation: You gain a secondary spell focus: +3 to the DC of your Evocation spells.
      • Spell Specialty: Illusion: You gain a secondary spell focus: +3 to the DC of your Illusion spells.
      • Spell Specialty: Necromancy: You gain a secondary spell focus: +3 to the DC of your Necromancy spells.
      • Spell Specialty: Transmutation: You gain a secondary spell focus: +3 to the DC of your Transmutation spells.

    • Elemental Form Specialty: Your elemental forms grant you mastery over the other three elements as well. Excluding the element of your current form, you gain the following bonuses to air, earth, fire, and water as long as you are in a Sorcerer's Elemental Apotheosis or Druid Elemental Wild Shape form: +3 Caster Levels with those elements, +3 to Max Caster Level with those elements, +20 to Spell Power of those elements, +2% Spell Critical Chance with those elements.
    • Wild Force: While in Druid Wild Shape, you gain some of the aspects of the form you aren't in. While in wolf or winter wolf form, you gain bear form's +10% exceptional bonus to maximum hit points. While in bear or dire bear form, you gain wolf form's +10% movement speed.
    • Legendary Toughness: (Prereq: 21 CON) +100 maximum hit points. This can be taken multiple times.
    • Legendary Aim: While using a Ranged Weapon, +10 to Attack, +5% Dodge Bypass.
    • Enhanced Elemental Dice: +1 damage die with Arcane Archer's Elemental Arrows, Vile Chemist's Poisoned Coating, Eldritch Knight's Spellsword, and Inquisitive's Law on Your Side



    Epic Destinies

    In addition to earning more points for your Epic Destinies, the Epic Destinies will be modified to include their 4th core ability with the release of the level cap increase. These 4th core abilities each have a Minimum Level of 32.

    Here are the 4th core abilities for the existing 12 Epic Destinies:

    • Draconic: Draconic Heritage II: -5% spell point cost on all spells. Your Draconic Heritage's Eschew Materials is improved: You no longer need special material components for your spells.
    • Fatesinger: Hear my Voice Friend: Greatest Shout, Great Shout, Shout, and Echoes of Discord spells now target allies inside their cones and heal them for 20% of the damage potential of the spell.
    • Magus of the Eclipse: Nightwind: +7 spell penetration. Enemies who enter your cold or dark light zone have a 5% chance to be frozen for 10 seconds with no saving throw.
    • Divine Crusader: Sunder Evil: Using Sunder or Improved Sunder deals 1d6 light damage per character level and applies a Divine Sundering effect. The light damage scales with 200% of the higher of your Melee and Ranged Power. Divine Sundering: -10% AC, -25% fortification, -3 saving throws. Lasts 12 seconds.
    • Exalted Angel: Multiselector:
      • Heavenly Wrath: When you use Angelic Charge or Leap of Faith, enemies you fly through take 1d6+3 light damage per caster level and 1d6+3 fire damage per caster level. This damage scales with Spell Power.
      • Heavenly Blessing: When you finish an Angelic Charge or Leap of Faith, you and allies near you take 1d6+2 plus 1 per caster level Positive Healing. This healing scales with Spell Power.

    • Unyielding Sentinel: Last Hope: When you drop below 20% health you gain +50 Melee Power and Physical and Magical Resistance Rating for 8 seconds and you apply the heal spell yourself as the divine spell, four times over the duration of the effect. This can only occur once every 5 minutes, or if you have the Guardian Angel feat once every 3 minutes.
    • Grandmaster of Flowers: Master of Philosophy: Multiselector:
      • Enlightening Philosophy: +3% dodge bypass, +10 Magical Resistance Rating cap. Your Stunning Blow and Stunning Fist feats are now considered Light builder attacks.
      • Forbidden Philosophy: +3% dodge bypass, +10 Magical Resistance Rating cap. Your Stunning Blow and Stunning Fist feats are now considered Dark builder attacks.
      • Aberrant Philosophy: +3% dodge bypass, +10 Magical Resistance Rating cap. Your Stunning Blow and Stunning Fist feats are now considered Void builder attacks.

    • Legendary Dreadnought: Unstoppable: When you activate an action boost, you have a 20% chance to gain the Unstoppable effect for 20 seconds. Unstoppable: You take 25% less damage from all sources, gain a +20 action boost bonus to Fortitude and balance saves, and are immune to knockdown.
    • Shadowdancer: Cut to the Soul: +3% dodge bypass, +3% fortification bypass, +3% damage versus the helpless. When you cast the spell Trap the Soul, it automatically applies 3 stacks of the Darkness debuff even if the enemy survives the spell. Darkness debuff: You are vulnerable to Sneak Attacks. -3 Spell Resistance, -3 PRR and -3 MRR per stack. Lasts 12 seconds, stacks drop 1 at a time. Max 3 stacks.
    • Fury of the Wild: Be the Whirlwind: Using any of the feats Trip, Improved Trip, or Whirlwind Attack causes a whirlwind of force to burst from you striking nearby enemies for 1d10 bludgeon damage per character level. Scales with 200% Melee Power. Improved Trip also causes all affected enemies to be tripped unless they succeed at a balance check (DC equal to Improved Trip).
    • Primal Avatar: Regrowth: When your spell points drop below 5% of max you immediate restore 500 spell points and gain nature's resurgence which increases your spell critical multiplier by 5% for the duration of the quest. This can only occur once during the quest.
    • Shiradi Champion: Fey Countenance: +2 to saving throws vs. spells. Whenever you activate Pin or Beguiling Charm, enemies near you become fascinated for 12 seconds with no saving throw. Their saving throws vs. spells are also reduced by 2 for 12 seconds, even if the fascinate ends.


    Note that all of these cores grant Melee/Ranged/spellpower/DCs and other stuff that their trees designate, even if it's not listed. If you're worried that for some reason core 4 won't include the tree's per-core bonuses, don't be, they will. This type of transcription is liable to miss those kinds of aspects but it'll be included in the real deal, we promise.


    Reincarnation

    There is no Legendary Reincarnation as a part of this level cap increase.

    You may Epic Reincarnate (or any kind of reincarnation, actually) even while you are in Legendary (just like how you can technically TR without ETRing while in Epics right now).

    We are going to save your Legendary XP total on your character through Epic, True, or Racial Reincarnation. This means that once you take level 30 on subsequent lives, you'll have the XP needed to level directly to whatever Legendary level you were before. This means that if you leave the level cap via, say, an ETR, you'll just need to get back to 30 in order to be able to get back to 32, with no further XP needed.

    We are also considering doing this for Epic experience down the line. It would mean that Reincarnating mid-Epic life would let you get back to where you were in Epics without retreading old ground. Of course, an ETR would still burn that XP (since it wants to send you back to 20) but it'd make bailing mid-Epics much more forgiving since you're no longer wasting XP.


    Itemization

    Items will continue to follow the Cannith Crafting curve. New augments, requiring Minimum Level 32 and using Level 32 scaling, will debut with the Isle of Dread. Cannith Crafting will be expanded, allowing for the crafting of Level 31 and 32 items using Level 31 and 32 power levels.

    Isle of Dread will contain named items at Minimum Level 31, as well as a robust crafting system to further refine your Legendary gearsets. Since things are following the CC curve, it's expected that items at Level 31 will be better than items at Level 30 or 29 - as their Minimum Level increases, so does the power level of the item.


    Misc Odds and Ends

    This is a collection of miscellaneous clarifications that we expect to come up during feedback:

    We are not going to add strict enforcement of grouping level range for these new Levels. This means that you won't see a powerleveling penalty if you group with an Epic character as a Legendary one, and vice versa.

    Yes, you may use any existing and remaining level 31 and 32 Cannith Crafting shards for the returning 31 and 32 CC recipes.

    As a part of this pass, all items that are level 29 and below that are currently named "Legendary" will be renamed to "Epic" and will be given the appropriate purple border. Legendary will now be a term specifically reserved for items with a minimum level of 30 or higher.

    Epic Tomes of Learning will continue to function until level 30, but will not continue functioning once you take level 30 and become Legendary. This means that if you're doing Legendary quests for Epic experience you will still be able to use your Epic Tome of Learning as you did before. These Tomes use your character level to determine eligibility, not quest level, so as long as you're gaining Epic XP you'll retain its benefit.

    Most things in the game that say they scale with your Epic level will be refactored to include your Legendary level as well. This includes feats such as the Epic Pact Dice Destiny feat, which will now max at 7d4 pact dice at level 32.

    The level requirements for Iconic and Epic Reincarnation are not being touched by this change and will remain at level 30.


    Bringing It All Together

    Here's what you'll be getting at each level:

    Level 31: 4 more Destiny Points, 1 new Destiny feat
    Level 32: 4 more Destiny Points, +1 Ability Score of your choice, Epic Destiny 4th core unlock

    And to earn this new stuff, you'll be able to play any of the current Legendary content or go right to Isle of Dread.


    Known Issues:
    Last edited by Steelstar; 05-31-2022 at 05:28 PM.
    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.

  2. #2
    Community Member clagor's Avatar
    Join Date
    Aug 2010
    Posts
    75

    Default New Destiny Feats

    For me specialized in Two Weapon Fighting, I do not see a New Destiny Feat i would like/can take.
    I initially thought Legendary Toughness, but now has a prerequisite of CON 21.
    Please add something worth for specialized melees...
    Last edited by clagor; 05-31-2022 at 02:58 PM.
    Argonessen - Guild: "Married with Children" / Clagor Dan - Elf - Tempest (18 Ranger / 1 Barbarian / 1 Rogue) / Glagor Dan - Drow - Pale Master (18 Wizard / 2 Rogue)

  3. #3
    Uber Completionist rabidfox's Avatar
    Join Date
    Nov 2009
    Posts
    3,308

    Default

    Quote Originally Posted by Steelstar View Post
    [*]Heavenly Blessing: When you finish an Angelic Charge or Leap of Faith, you and allies near you take 1d6+2 plus 1 per caster level Positive Healing. This healing scales with Spell Power.
    Such a lovely option. My healer appreciates it.

  4. #4
    Community Member
    Join Date
    Jun 2006
    Posts
    9,633

    Default

    Legendary Aim: While using a Ranged Weapon, +10 to Attack, +5% Dodge Bypass.
    Awww we lost our +15% damage/-10% speed Zombie Thrower 2.0?

    Ah well - my EK Inqui gets to double-dip on the +die feat then lol

  5. #5
    Hatchery Founder Ganak's Avatar
    Join Date
    Feb 2006
    Posts
    723

    Default

    Quote Originally Posted by Steelstar View Post
    [*]Fury of the Wild: Be the Whirlwind: Using any of the feats Trip, Improved Trip, or Whirlwind Attack causes a whirlwind of force to burst from you striking nearby enemies for 1d10 bludgeon damage per character level. Scales with 200% Melee Power. Improved Trip also causes all affected enemies to be tripped unless they succeed at a balance check (DC equal to Improved Trip).
    Not feeling this because the benefit is narrowly limited to those using Trip or Whirlwind Attack.

    Trip is a Str based ability. This destiny is also supposed to be for TWF, and we are not all strength based, and more so the tempest enhancement line has benefits for dex TWF.

    Whirlwind Attack has four pre-requisite feats (combat expertise, dodge, mobility, spring attack). I've heard its best use case is for monks. Quite an investment (5 total feats). Not a commonly taken feat. Moreso, subpar option/alternative to not being a str based tripper.


    Solutions:
    1. Scrap all together.
    2. Add the ability to use highest ability modifier for trip (or just dex for trip)
    3. Make it a multi-selector and provide options for non-str builds. Like 'If duel wielding, using punch weapons or in animal form gain a +3% Epic Damage bonus to all physical attacks.'
    The Nak Abides - Argo - Ascent
    Ganak Goblinjuicer ~ Xanak the Irregular

  6. #6
    Community Member Baahb3's Avatar
    Join Date
    Jul 2006
    Posts
    1,083

    Default

    Quote Originally Posted by Steelstar View Post

    Epic Destinies

    In addition to earning more points for your Epic Destinies, the Epic Destinies will be modified to include their 4th core ability with the release of the level cap increase. These 4th core abilities each have a Minimum Level of 32.

    Here are the 4th core abilities for the existing 12 Epic Destinies:
    So 15 pages in the first preview thread saying these were pretty garbage and having a lot of good ideas with witch to replace them with and you went "Nah, these are good the way they are."

    Slow clap......very slow clap
    Luck is what happens when preparation meets opportunity. -Seneca the Elder
    Iryklaunavan, Karaskkesir, Desideratum, Gregorii, Jhasmyne, Vis
    Ubique eo, invenio me esse ducem hominium.

  7. #7
    Community Member ahpook's Avatar
    Join Date
    Mar 2006
    Posts
    601

    Default

    Quote Originally Posted by Baahb3 View Post
    So 15 pages in the first preview thread saying these were pretty garbage and having a lot of good ideas with witch to replace them with and you went "Nah, these are good the way they are."
    to be fair, they actually made the bad weapon feats worse.

    Quote Originally Posted by Baahb3 View Post
    Slow clap......very slow clap
    Too fast. slow it down.

  8. #8
    Community Member Assassination's Avatar
    Join Date
    Jun 2015
    Posts
    393

    Default

    Quote Originally Posted by Baahb3 View Post
    So 15 pages in the first preview thread saying these were pretty garbage and having a lot of good ideas with witch to replace them with and you went "Nah, these are good the way they are."

    Slow clap......very slow clap
    Wow, why even preview this stuff. Very disappointing.

  9. #9
    Community Member
    Join Date
    Dec 2010
    Posts
    887

    Default

    Quote Originally Posted by Ganak View Post
    Not feeling this because the benefit is narrowly limited to those using Trip or Whirlwind Attack.

    Trip is a Str based ability. This destiny is also supposed to be for TWF, and we are not all strength based, and more so the tempest enhancement line has benefits for dex TWF.

    Whirlwind Attack has four pre-requisite feats (combat expertise, dodge, mobility, spring attack). I've heard its best use case is for monks. Quite an investment (5 total feats). Not a commonly taken feat. Moreso, subpar option/alternative to not being a str based tripper.


    Solutions:
    1. Scrap all together.
    2. Add the ability to use highest ability modifier for trip (or just dex for trip)
    3. Make it a multi-selector and provide options for non-str builds. Like 'If duel wielding, using punch weapons or in animal form gain a +3% Epic Damage bonus to all physical attacks.'
    Improved Trip can be gotten from Fury of the Wild Tier 4 which also gets Trip DC in Tier 1. Fury of the Wild is definitely the Trip destiny.

    It appears that this core ability is meant to be used with improved Trip. The Whirlwind part is just extra padding because they share the same name.

    The reason monks use whirlwind is that they are one of the few classes that can use the feat without being crippled by its horrible animation speed. ( handwrap monks and animal form druids use their own faster animations )

    Given that Improved Trip can render opponents prone for up to a minute for the right character this is potentially one of the strongest Tier 4s.

    For monk if we were to keep with the theme I'd recommend that the core makes Stunning Fist and Stunning blow area effect attacks that can strike multiple enemies at once in addition to making them builder attacks. This would keep to the theme of Grandmaster being the stun destiny.

    Legendary Aim: While using a Ranged Weapon, +10 to Attack, +5% Dodge Bypass.
    is dodge bypass really that big a thing? Characters have done fine for 30 levels without it and all of sudden multiple dodge bypass abilities.

    Shadowdancer: Cut to the Soul: +3% dodge bypass, +3% fortification bypass, +3% damage versus the helpless
    did the proposed "Trap the Soul" update not make the cut? It wouldn't surprise if it didn't as it reminded me a lot of the original "consumed by shadows" which was a boss debuff that was replaced by something almost useless.

  10. #10
    Community Member Assassination's Avatar
    Join Date
    Jun 2015
    Posts
    393

    Default

    I'd like to know what purpose the devs think these weapon specialty feats serve? How about adding a ranged group of feats so that a melee could take that? I hate to say how useful I think these feats are in there current state.... The core 4 abilities for melee are not any better... I know we can take multiples of them so they can't be too strong, but could they not be useful? This does not feel legendary, it's barely heroic.

  11. #11
    Systems Designer
    Lynnabel's Avatar
    Join Date
    Jul 2016
    Posts
    0

    Default

    Quote Originally Posted by elvesunited View Post
    did the proposed "Trap the Soul" update not make the cut? It wouldn't surprise if it didn't as it reminded me a lot of the original "consumed by shadows" which was a boss debuff that was replaced by something almost useless.
    It's here! It's also present on Lamannia if you'd like to give it a try yourself and tell us how it feels :)
    100% radical, enthusiasm enthusiast.

    "Have you tried preproccing feat directory?"

  12. #12
    Community Member
    Join Date
    Jun 2019
    Posts
    420

    Default

    Hey devs, let me take a look at the feats for starters, maybe I do the rest later.




    Quote Originally Posted by Steelstar View Post
    New Destiny Feats

    Here are the new (minimum level 31+) Destiny feats that will be available with Update 55 (these are joining the existing pool of options, so you can still choose from the currently available options if you'd prefer to):

    [LIST][*]Weapon Specialty Feats:
    • These four feats grant bonuses that resemble the Greater version of their heroic feat line. Each feat requires having the Greater version of one of the other three weapon style combat lines, essentially allowing those who have taken feats in one fighting style to gain the effects of the full 3-feat-chain of a different fighting style.
    • Single Weapon Specialty: While Single Weapon Fighting (fighting with a single one-handed weapon, and wielding only an orb, rune arm, or nothing in your offhand) you gain a +30% Combat Style bonus to attack speed, +6 Combat Style bonus to Melee Power, and +50% more of your appropriate ability score to your damage. For Bastard Sword and Dwarven Waraxe, this adds to their existing 10% bonus.If you have bonuses to ability score modifier to damage from both Single Weapon Fighting and Two Handed Fighting feats (including this one), and are in a situation where both would apply, only the highest of the two applies. This does not work in Animal Form. This does not count as a Combat Fighting Style feat.
    • Two Weapon Specialty: Reduces the penalty for fighting with two weapons. You gain +80% offhand strike chance. This does not work in Animal Form. This does not count as a Combat Fighting Style feat.
    • Two Handed Specialty: While Two-Handed Fighting: +140% Strikethrough Chance. You also gain a +6 Combat Style bonus to Melee Power while Two-Handed Fighting. For the purpose of this feat, you are considered to be Two-Handed Fighting while using a Two-Handed Melee Weapon (not including Handwraps). You are also considered to be Two-Handed Fighting while wielding a Bastard Sword or Dwarven Waraxe in your main hand and a Shield, Orb, Rune Arm, or Nothing in your off-hand. You are not considered to be Two-Handed Fighting while in Druid Animal Forms. In addition, While using a Two Handed Weapon, you now apply 75% more of your appropriate ability score modifier to damage (This adds to their existing 50% base bonus). When using a Bastard Sword or Dwarven Waraxe in your main hand and a Shield, Orb, Rune Arm, or Nothing in your off-hand you now apply +50% more of your appropriate ability score to your damage. (This adds to the existing 10% bonus for wielding a Hand-and-a-Half weapon. If you have bonuses to ability score modifier to damage from both Single Weapon Fighting and Two Handed Fighting feats (including this one), and are in a situation where both would apply, only the highest of the two applies). Neither bonus applies in Animal Form. This does not count as a Combat Fighting Style feat.
    • Shield Mastery Specialty: While wielding a shield, you gain +10% Doublestrike and a +9 Combat Style bonus to Melee Power. You gain +10 Physical Resistance Rating while using a buckler or small shield. If you are using a large shield, this bonus increases to +15. If you are using a tower shield, this bonus increases to +20. This does not work in Animal Form. This does not count as a Combat Fighting Style feat.
    Alright, how to say it... they come toooooooooo late (as Arraetrikos would say). The idea of the feats are actually nice, as it's a great way to buff some of the sidelined builds that uses either one-and-half weapons (mostly artis and fighters) to get the THF with the SWF/Shield line or for swashbucklers, which used to get several fighter levels to get some shield mastery.
    Yet at level 31... if we look into the far future of a level cap of thirty, these boosts come at 3/4 the progression, which really feels too late in the game. They also compete with the perfect fighting styles as they're destiny feats...

    What about other builds? The game thus far has taught us to not spread, most enhancement trees either supports only one fighting style from the get-go or forces the player to choose between different fighting styles. It's all about specialization and while it's nice in theory to be able to swap between THF for masses and SWF/TWF for bosses, losing out on the bonuses from other sources (trees, filligrees, the fact that THF already gives ability to damage and therefore doesn't have much of a gap in single target) would make me feel uncomfortable.

    So my suggestion: Make them Epic Feats and therefore they can be taken at the usual feat progression. It would allow the swashbucklers and one-and-halfers to get to their "true" fighting style quicker (and I played several, using fighter feats and can say that having two fighting style at the same time is cool, yet not necessarily OP), without competing with the perfect versions and additionally giving a good option for the often lame choices for lvl 24 for melees.

    What to do for the legendary feats? If increasing the output for the fighting styles seem to be too much, I like to suggest something along the line of side-feats like two-weapon defense or offhand versitality. Maybe "Shield of Swings" for THF, increasing the PRR while wielding a two-handed weapon, "Duelist" which puts destruction stacks on an enemy while SWF, and "Two-Weapon Rend" which allows TWF actually to use Quick/Cutter to get Quick and apply Cutter in a single button press! Oh well, or at least give another stacking DoT effect on an enemy. :P


    Quote Originally Posted by Steelstar View Post
    [*]Spell Specialty Feats:
    • These require the Epic Spell Focus feat from a school other than the one you're picking here, essentially allowing you to improve your potency with a secondary school. These are also antirequisites of the base spell focus feats - so you can't double up on a school you already have a spell focus for.
    • Spell Specialty: Abjuration: You gain a secondary spell focus: +3 to the DC of your Abjuration spells.
    • Spell Specialty: Conjuration: You gain a secondary spell focus: +3 to the DC of your Conjuration spells.
    • Spell Specialty: Enchantment: You gain a secondary spell focus: +3 to the DC of your Enchantment spells.
    • Spell Specialty: Evocation: You gain a secondary spell focus: +3 to the DC of your Evocation spells.
    • Spell Specialty: Illusion: You gain a secondary spell focus: +3 to the DC of your Illusion spells.
    • Spell Specialty: Necromancy: You gain a secondary spell focus: +3 to the DC of your Necromancy spells.
    • Spell Specialty: Transmutation: You gain a secondary spell focus: +3 to the DC of your Transmutation spells.
    Happy with the design, will be useful!

    Quote Originally Posted by Steelstar View Post
    [*]Elemental Form Specialty: Your elemental forms grant you mastery over the other three elements as well. Excluding the element of your current form, you gain the following bonuses to air, earth, fire, and water as long as you are in a Sorcerer's Elemental Apotheosis or Druid Elemental Wild Shape form: +3 Caster Levels with those elements, +3 to Max Caster Level with those elements, +20 to Spell Power of those elements, +2% Spell Critical Chance with those elements.
    Seems OK? I mean, more or less getting rid of sorc's capstone and wildshape demerits (aside higher spellcost).

    Quote Originally Posted by Steelstar View Post
    [*]Wild Force: While in Druid Wild Shape, you gain some of the aspects of the form you aren't in. While in wolf or winter wolf form, you gain bear form's +10% exceptional bonus to maximum hit points. While in bear or dire bear form, you gain wolf form's +10% movement speed.
    That seems like one of the feats to take if there is no better option. I mean, movement speed is nice, more hit points as well, but this feat would have more impact, if the Nature's Warrior/Protector would support both forms in their own ways more, so that druids have more reasons to swap between them and therefore would like to close the gap a bit more.

    Quote Originally Posted by Steelstar View Post
    [*]Legendary Toughness: (Prereq: 21 CON) +100 maximum hit points. This can be taken multiple times.
    I don't think the needed CON will do much good here, as I see it as the default feat for people that can't use anything else well. Or for tanks and healers to stay alive longer.
    But for the defaulters, it needs to be easily accessible.

    Quote Originally Posted by Steelstar View Post
    [*]Legendary Aim: While using a Ranged Weapon, +10 to Attack, +5% Dodge Bypass.
    Tbh, I liked the former version better, but I also admit that any +attack seems to be rather redundant, especially as these builds like to get Precision into their feat selection.

    Quote Originally Posted by Steelstar View Post
    [*]Enhanced Elemental Dice: +1 damage die with Arcane Archer's Elemental Arrows, Vile Chemist's Poisoned Coating, Eldritch Knight's Spellsword, and Inquisitive's Law on Your Side
    So a feat with the worth of around 1 Destiny Point? Well, I guess if you use two of these mechanics, they stack, so it can be 2 DP as well? I don't particular like the idea of a feat that is an enhancement. Especially if they could be lower on the level scale with little to no balance issues.

    Something that would finally upgrade the d8s of AA to d10s or even d12s would also be great, btw.




    I get it, the great power increase isn't supposed to happen at 31, but at 30 (scion feat, tier 5 in destinies) and therefore I won't ask for real power-houses at this point. But I would lie if I said that I'm a bit disappointed here and there, especially as the epic destiny feats seem to be more attractive than these ones for the most part, and I get it: We can also take those instead... right?

    Maybe adding some passive benefits that are in Epic Power but not Legendary Power depending on feat style may make them a bit more attractive? Though I don't think that this would answer the actual problems.
    Last edited by Pandjed; 05-31-2022 at 06:21 PM.
    Nothing in this game is essential, unless you are a power-gaming & unimaginative lemming who follows everyone else, without having any form of creativity or original thought rolling around your brainpain...

  13. #13
    Community Member Artos_Fabril's Avatar
    Join Date
    Jan 2010
    Posts
    1,681

    Default

    Quote Originally Posted by Steelstar View Post
    (Changes new to this preview are in blue.)
    Wow, glad I didn't preorder.

  14. #14
    Systems Designer
    Lynnabel's Avatar
    Join Date
    Jul 2016
    Posts
    0

    Default

    Quote Originally Posted by Artos_Fabril View Post
    Wow, glad I didn't preorder.
    You do not need to purchase the Isle of Dread to level up to Legendary :)
    100% radical, enthusiasm enthusiast.

    "Have you tried preproccing feat directory?"

  15. #15
    Community Member Artos_Fabril's Avatar
    Join Date
    Jan 2010
    Posts
    1,681

    Default

    Quote Originally Posted by Lynnabel View Post
    You do not need to purchase the Isle of Dread to level up to Legendary
    Is that why the benefits are so underwhelming? Because they're not being sold as a part of the expansion?

  16. #16
    Community Member Baahb3's Avatar
    Join Date
    Jul 2006
    Posts
    1,083

    Default

    Quote Originally Posted by Artos_Fabril View Post
    Is that why the benefits are so underwhelming? Because they're not being sold as a part of the expansion?
    Reply of the year so far Artos.
    Luck is what happens when preparation meets opportunity. -Seneca the Elder
    Iryklaunavan, Karaskkesir, Desideratum, Gregorii, Jhasmyne, Vis
    Ubique eo, invenio me esse ducem hominium.

  17. #17
    Community Member Assassination's Avatar
    Join Date
    Jun 2015
    Posts
    393

    Default

    Ah, it's a mini expansion for twice the price... nice.

  18. #18
    Community Member Seph1roth5's Avatar
    Join Date
    May 2010
    Posts
    1,430

    Default

    Easy solution, make all these legendary feats (that I'd never take) a free feat at 32 (or push them back to 33 or 34, same thing if they're free) like the scion ones are, and make new legendary feats that feel more like lv 31 "legendary" stuff and not something I wouldn't pay 2 heroic ap for.
    Mains - Messam, Indalecio, Mozenrath, Quackerjack.

  19. #19
    The Hatchery
    2014 & 2016 DDO Players Council
    Dandonk's Avatar
    Join Date
    Dec 2009
    Posts
    0

    Default

    Quote Originally Posted by Baahb3 View Post
    So 15 pages in the first preview thread saying these were pretty garbage and having a lot of good ideas with witch to replace them with and you went "Nah, these are good the way they are."
    I'm not sure why I keep giving feedback...

    Mem? Charlie Brown, football pic please?
    DDO: If a problem cannot be solved by the application of DPS, you're not applying enough.

  20. #20
    Community Member
    Join Date
    Apr 2006
    Posts
    1,714

    Default

    Can we still make Sunder Evil better? Can it hit harder? Can it be a more powerful debuff? Both?

    Shadowdancer thing is better but why is it tied to just casting a spell? Can there be another way to proc the 3 stacks that doesn't involve casting a spell?

    Torc mentioned on the strimstream that you can get rid of hamstring with various spell effects. That's great. Can there also be a non-spellcasting option too?

    If 4th cores are 20 points for prerequisite then we can't really get all the 4th cores. I guess this is intentional and doesn't really matter for casters, but it does for anyone wanting melee and ranged power.

Page 1 of 5 12345 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