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  1. #61
    Community Member WilliamBraveheart's Avatar
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    Quote Originally Posted by Cordovan View Post
    Thank you cordovan


    Lookin for sumthin to kill!!

  2. #62
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    Quote Originally Posted by Cordovan View Post
    That Dark Apostate looks way cooler than it actually will be

    The Stormsinger is casting lightning...Danny Rand is ready to punch things...the Apostate is just waving his arms at mobs, because that's basically all he can do

  3. #63
    Hero QuantumFX's Avatar
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    Quote Originally Posted by Cordovan View Post
    Are you guys just going full steam ahead with what was preview 3? Because, there's a lot missing from the release notes.

    Example:
    Quote Originally Posted by Lynnabel View Post
    Hi friends, happy Wednesday, quick updates:

    Whirlwind Attack is looking pretty sharp (thanks Steelstar!) and now fits pretty seamlessly into your attack chain - it scales with attack speed correctly now and you're released as soon as its done to your next attack. We've also fixed a variety of bugs with its animations and animation speed across all combat styles. With that in mind we're adjusting its W bonus to 2W for both hits from 4W. Furthermore, we're adjusting Great Cleave up to 4W. The feats end up as fun mirrors of each other, requirements wise:
    • Great Cleave requires +4 BAB, Cleave, Power Attack, STR 13+ (because PA). 1 hit, 4W.
    • New Whirlwind requires +4 BAB, Mobility, Dodge, DEX 13+ (because Dodge). 2 hits, 2W each.

    Pretty neat, eh?

    What this means for Sacred Fist is that the Exalted Whirlwind ability is going to move to 1W for each hit, and keep its cooldown matching Cleave. Avenging Whirlwind (the tier 5) will now share its cooldown with the Whirlwind Attack feat (rather than Great Cleave), apply 1 stack of Vuln per hit (so 2 total), and be adjusted to 2W for each hit.

    We're doing this shuffle to try and move Great Cleave and Whirlwind Attack towards some sort of parity, and hopefully this is a good first step.

    Anyway, back to Sacred Fist: the level 6 feat Divine Dream now grants Charisma to Attack/Damage while centered. Furthermore, we're adjusting Ki Explosion: it now deals 1d6+3 Fire and Force damage per caster level, scaling with 300% Melee Power. And its casting speed has been adjusted from 1.1 to 1.5 (this comes out to about a 25% increase in casting speed).

    Anyway, that's all I got for you right now for Sacred Fist!
    Quote Originally Posted by droid327 View Post
    That Dark Apostate looks way cooler than it actually will be

    The Stormsinger is casting lightning...Danny Rand is ready to punch things...the Apostate is just waving his arms at mobs, because that's basically all he can do
    Just memorize all the cure spells and play as a divine disciple. Even if it had the whole, "Your negative energy spells does not heal undead creatures" enhancement, it wouldn't work anyway.
    Last edited by QuantumFX; 08-31-2022 at 09:54 AM.
    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.

  4. #64
    Community Member snook59's Avatar
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    Quote Originally Posted by Cordovan View Post
    Thanks.

  5. #65
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    Quote Originally Posted by QuantumFX View Post
    Are you guys just going full steam ahead with what was preview 3? Because, there's a lot missing from the release notes.

    Example:
    I will double check but yes I think the Whirlwind Attack change is in this release and will need to be added.
    Have fun, and don't forget to gather for buffs!
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  6. #66
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    Quote Originally Posted by Cordovan View Post
    Meh.
    DDO: If a problem cannot be solved by the application of DPS, you're not applying enough.

  7. #67

  8. #68
    Community Member ismikes's Avatar
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    Quote Originally Posted by mikarddo View Post
    Hopefully, a few more cheerful things have been added to the patch notes come tomorrow based on the feedback received.

    - Obviously, we wont have a storage update without some real improvements in terms of actual storage. All current shared bank slots are being doubled. E.g., if you currently have 200 slots in the shared bank you now have 400. Also, the price of shared bank slots and character bank slots have been reduced significantly.

    - Further, all minor artifacts and many older raid items (3+ years old) have been made BtA.

    - On further reflection the nerf to FvS (and Clerics) was too much. Holy Smite is now 1d6+6, and AoV cores 1, 3 and 5 add +1 caster level while all AoV cores add +1 max caster level.

    - We hear you on Sonic Blast. It is not being nerfed and thus remain AoE. Instead Lightning Strike from Stormsinger does not proc from Sonic Blast. That was, afterall, the real issue.

    - Aasimar. Back to 7 total but we had to nerf the recharge, sorry, it was just too good.

    - ToEE. We really want you guys to run these so we gave them really good xp. And by really good we mean really, really good. So go forth and enjoy these quests with excellent xp rewards. We do expect to have to reduce this down the line but for now we just want to make sure you swarm these quests.

    and probably a few more changes from the Lam notes to cheer things up.
    Mikarddo for President!

  9. #69
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    Quote Originally Posted by Xezom View Post
    This right here. I would second that motion. Put in the New Archtypes and dd changes if you must, but wait til end of the HCL for the rest and it would at least save some face or hard feelings. I personally don't play HCL, but I understand how frustrating it is to play a competitive mode and have your progress uprooted through no fault of your own. Public/Community opinion on SSG/DDO has been hurting lately and as Flopperjack said, my biggest concern is not the nerfs or shifts in the game, it's that players will get chased off by feeling their feedback is falling on deaf ears. I'm very fond of this game, and would love to continue to play it for years to come. It's just a little concerning to see the mounting disappointment/frustration from longstanding players that's been building of late.

    The free packs and expanded free classes and other goodies that have been given out in the recent months/year have been really nice. I'll speak for myself when I say this as to not speak for everyone: To me, feeling like my concerns and feedback is at the very least being heard and taken into consideration is far more important than any free hand out. It's understandable that Dev's simply cannot spend all day responding to every piece of feedback that they get, else they'd never have to time to, ya know develop the game. But when something comes up like this patch that has had some VERY strong, reasonable, and constructive feedback (obviously mixed in together with plenty of simply angry and nonhelpful vent posts) it is vital that the communities concerns be addressed directly and with transparency.
    +1

    There have been, what, 2 dev posts since 8-25 on lam. So frustrating, given the amount of threads and replies on this "update."

    Also, putting sonic blast under bugfixes is a complete joke. If you want to go that route how about fixing other more important and recent real bugs.

  10. #70
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    Quote Originally Posted by Cordovan View Post
    I will double check but yes I think the Whirlwind Attack change is in this release and will need to be added.
    Whirlwind attack feat change is a couple of lines above the "UI Changes" header.

    I did not see the preview 3 Sacred Fist CHA to hit/damage listed.
    He left the name, at which the world grew pale.

  11. #71
    Community Member ismikes's Avatar
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    Quote Originally Posted by Merrillman View Post
    Ok, now here's the real Q... Now when are we going to see your smilin face back on the weekly wednesday deal? I kinda miss that wednesday lunch work data dump!!
    Agree and seconded!

  12. #72
    Community Member Thok's Avatar
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    Quote Originally Posted by donblas View Post
    Whirlwind attack feat change is a couple of lines above the "UI Changes" header.

    I did not see the preview 3 Sacred Fist CHA to hit/damage listed.
    Thanks. I see it. Ctrl + F didn't locate it.

  13. #73
    Community Member Karthunk's Avatar
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    Quote Originally Posted by Cordovan View Post
    So community feedback means absolutely nothing. Got it.

    For those that don't know: your balance changes are decided on discord not these forums.
    Last edited by Karthunk; 08-31-2022 at 10:33 AM.

  14. #74
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    Whirlwind Attack is now: "Tactical Melee Cleave: Activate this ability to attack all enemies in a 360 degree arc around you twice. This attack deals +4[W] damage." (Known Issue: This is meant to be +2[w], will be corrected in a future patch). Note that it now hits the same number of times in all melee combat styles.


    So, the note on the "hits same number of times in all melee combat styles" means 2 hits each correct??? So a buff to everybody but monks (for this specific area)???
    Khyber: Main Nicodemous Alt: Ichuck

  15. #75
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    Quote Originally Posted by Karthunk View Post
    So community feedback means absolutely nothing. Got it.
    Clearly not. Nor does the leaderboards this season in HCL since there was a major update during HCL.

    This has to be the most player unsupported update in the history of DDO, but since there is no decision to purchase anything on the players part, clearly they do not care about feedback.

    For me personally, this update will come and go and I will still play (as my favorite builds are largely unaffected). Heck I will probably get the new PL feats (if I can find places to store my TR cache), but what I hope the devs understand is these are the types of changes that force players to leave the game forever. Monk nerfs, IPS nerfs, ED changes (although these arguable aren't nowhere near as bad as the other two), kill playstyles and force changes. And considering the reincarnation process is still horrible and unpleasant, and you need to walk on eggshells not to bug it out, people do not always want to just change their build either. This needs to be considered by the developers more if they cared about their players experience. But their actions speak volumes. If a change to Sonic Blast for example must happen (which there are easier solutions, such as lockout the spell from Stormsinger path and replace with electric loop at 2 or something), at least give 3 considerations...

    1.) Wait for u56 or not force onto HC Server 2
    2.) Give us more bank space with the update so if we must TR we dont spend hours playing hide the BtA loot on a mule.
    3.) All affected classes should receive a universal heart of reincarnation which can be used to LR/HTR/RTR/ITR for free.

    This would be the actions of a considerate developer/producer. It is called player compensation. DDO is the only game in recent years I have played that does not do this.
    Last edited by jskinner937; 08-31-2022 at 10:47 AM.

  16. #76
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    Quote Originally Posted by Frezar14 View Post
    Also, putting sonic blast under bugfixes is a complete joke. If you want to go that route how about fixing other more important and recent real bugs.
    Well, either the tooltip or the spell was wrong for years.

    Target: Foe, Directional, Breakable

    Description: Blasts an enemy with loud high-pitched sounds, dealing 1d6+1 sonic damage per caster level. (Maximum sonic damage 8d6+8.) The target must make a successful Will save to avoid being dazed for 2 to 6 seconds, or until they take damage. This spell has double range.
    From the wiki:
    Despite the implication of the spell description that only a single target will be affected, this spell has a spherical area of effect at the point of impact, but has no visual effect indicating this.

    While I also don't like that change (easy leveling for sorcs and bards during heroics because of a level 1 AoE mass stun was really nice), I can absolutely see that this may count as a bug fix. Maybe a bit late, but when they do archetypes, they will probably also look at the spell lists to get rid of some bugs of the filed pile.
    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...

  17. #77
    Hero QuantumFX's Avatar
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    Quote Originally Posted by donblas View Post
    Whirlwind attack feat change is a couple of lines above the "UI Changes" header.

    I did not see the preview 3 Sacred Fist CHA to hit/damage listed.
    I was focusing on the CHA to hit and damage. But, the notes about the interactions between Cleave, Great Cleave, Whirlwind Attack, Exalted Whirlwind and Avenging Whirlwind aren't in the Sacred Fist section either.
    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.

  18. #78
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    Quote Originally Posted by snook59 View Post
    I wonder what the real reason is for this update? There has to be some way they are gonna make money off of it, I just can't figure out what it is. What are they going to sell to make up for the nerfs which has been the way they do business for some time now.

    If you happen to know, please enlighten us.
    Hi ill take a stab at it........this is only a guess obv ...the fact these 1st 3 arch types are free they will be released and be overperforming and will remain that way until the others are SOLD to us and then over time be hammered into the ground after sales dry up.................history repeats itself

  19. #79
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    Quote Originally Posted by ahpook View Post
    Thanks Cordovan

    I noticed a few things that were not in the Lam release notes including some hireling changes (which I have hopes for).
    Yeah, thx for the whole dev team for some updates to hires. Much appreciated.

    You raise a concern, sure. Though my concern lays here:
    "Rogue Hirelings Search Scores have been improved to be more able to search of upper heroic traps on harder difficulties."

    And than my concern being that they now can find boxes but (possibly) blow em up as their disable skill isn't up to par with the search skill.

    I, for one, would be thrilled to actually be able to inspect the hires stats, prev at the vendor that sells the contracts.
    Some of the stats revealed would amaze us probably as many a hire can pull a switch/lever or activate a rune you might not think they would be able to.

    Attributes displayed are dependent on the class of course but things that would interest me before buying a contract are for instance:
    Arms classes display their -> Melee power, Ranged power, Preferred fighting style (Two handed, Sword and board, Two weapons, handwraps, thrown, bows, xbows, etc) attacks per second and average damage per swing. Followed by their Defends stats and HP. Possible their Intimidate Skill and Hate/Threat Increases and possible at which range this is triggered.
    Specialist classes display their -> Specialities first including the DC. So things like search, spot, listen, open lock, disable device. Then the same rundown of arms classes.
    Caster classes display their -> Spell book (as they often can cast way more than what is on their hotbar), their spell levels and their DCs. Seeing casters have an option for melee is silly now a days (actually as ever, except maybe the level 1 and 2 hires as having just two spells of which one goes off reliably at the range they like to hang out at), just have em run away until off timer for the burning hands or whatever trick they can pull off. I'm dappling of my initial thoughts here. So have an insight in their spell pool and HP would be sweet.

    Hybrid classes, do we have druid, alchemist, artificer and/or warlock as hires?
    And what races do the hires have, surely they can be mixed up a bit more.

    Then how effective can they be actually if we don't know what enhancements they have and if they have spend points in their racial tree or not.

    Oh I want to much here, I know.
    Just average DPS and Nr of Mobs they can survive at their own (At Elite) would be a nice baseline to measure things against I guess.


    Edit:
    And thx for this update as a whole. I'm sure there are some eyebrows raised here and there but there is a lot of new stuff and long anticipated changes in this one.
    Thx for listening to the community.
    Last edited by LightBear; 08-31-2022 at 10:48 AM.

  20. #80
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    Quote Originally Posted by LightBear View Post
    Yeah, thx for the whole dev team for some updates to hires. Much appreciated.

    You raise a concern, sure. Though my concern lays here:
    "Rogue Hirelings Search Scores have been improved to be more able to search of upper heroic traps on harder difficulties."

    And than my concern being that they now can find boxes but (possibly) blow em up as their disable skill isn't up to par with the search skill.

    I, for one, would be thrilled to actually be able to inspect the hires stats, prev at the vendor that sells the contracts.
    Some of the stats revealed would amaze us probably as many a hire can pull a switch/lever or activate a rune you might not think they would be able to.

    Attributes displayed are dependent on the class of course but things that would interest me before buying a contract are for instance:
    Arms classes display their -> Melee power, Ranged power, Preferred fighting style (Two handed, Sword and board, Two weapons, handwraps, thrown, bows, xbows, etc) attacks per second and average damage per swing. Followed by their Defends stats and HP. Possible their Intimidate Skill and Hate/Threat Increases and possible at which range this is triggered.
    Specialist classes display their -> Specialities first including the DC. So things like search, spot, listen, open lock, disable device. Then the same rundown of arms classes.
    Caster classes display their -> Spell book (as they often can cast way more than what is on their hotbar), their spell levels and their DCs. Seeing casters have an option for melee is silly now a days (actually as ever, except maybe the level 1 and 2 hires as having just two spells of which one goes off reliably at the range they like to hang out at), just have em run away until off timer for the burning hands or whatever trick they can pull off. I'm dappling of my initial thoughts here. So have an insight in their spell pool and HP would be sweet.

    Hybrid classes, do we have druid, alchemist, artificer and/or warlock as hires?
    And what races do the hires have, surely they can be mixed up a bit more.

    Then how effective can they be actually if we don't know what enhancements they have and if they have spend points in their racial tree or not.

    Oh I want to much here, I know.
    Just average DPS and Nr of Mobs they can survive at their own (At Elite) would be a nice baseline to measure things against I guess.
    I’m surprised people even use hires. I forget HC is a thing people do. Weird.

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