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  1. #1
    Developer Torc's Avatar
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    Default U57 Preview 2 Hit Point Pass

    Hey this is an update to the hit point pass for Lammania preview 2. It's more buffy and less nerfy to people who are really on the high end, has some fighter perks in it.

    A Quick Overview Part 2:

    • Epic Defensive Fighting is going away. We are replacing it with many other options.
    • Replacement Competence bonuses have been spread around the trees mostly in T5 of melee focused trees. (new T4 in Occult Slayer)
    • Heroic Durability will now give a passive hit point bonus scaled off your class level and how many combat style feats you have (up to 4)

      Changes from Preview 1
    • In regards to this pass we won't be touching destinies so disregard preview 1's statements about unyielding or fury
    • Competence bonuses in certain trees got upped, a few bonuses moved to different enhancements. New enhancement in Occult Slayer.
    • Some Fighter love occurred (Enhancement section & bottom of the post)
    • Adjustment to Stout of Heart and Animal Domain is slightly more mild



    HP PASS:

    Part 1 - Grant HP for investing in melee feats magnified by class picks.

    -Heroic Durability updated:

    Heroic Durability - +30 Hit Points. In addition, for every melee combat style feat you take you gain a 25% bonus to the hit points gained from your class levels. Epic and Legendary levels count at half value. This bonus can only stack up to 100%.


    -Boosting the Base Hit Die of certain classes:

    To keep the delta between a wizard and a barbarian tighter we shift the class dice around a little.

    -All Classes with a Hit Die of d4 is increased to D6.

    -Bard, Arty and Rogue are increased to D8s

    -Ranger increased to D10s




    Note there was some confusion about epic/legendary levels changing HD value. They are still going to give 10 hit points a level it's just the combat style bonus of heroic durability treats them at half value.

    Part 2 - Melee enhancement trees Competence hit point bonuses


    So the 2nd pass pretty much breaks the trees into three categories

    Primary melees who get 25% (the tank trees got increased to)
    Caster/Range Melee Hybrids who only get 20% though you can still splash into fighter/paladin/bear and now now occult slayer
    Nuker Melee Hybrids who get only 15% (again they can still splash)





    Alchemist
    T5 - Chemical Weapon gets multi selector called Chemical Body - grants 15% comp bonus to hit points and 10 melee power.

    Artificer
    T5 - Battle Engineer - Reconstructed Arms & Edges grant a +20% competence bonus to hit points in addition to their original bonuses.
    T5- Regenade Mastermaker - MasterMaker - You gain a 20% competence bonus to max hit points in addition to it's original effect.

    Barbarians
    T5 - Ravager - Uncanny Balance gains +25% competence bonus to hit points in addition to it's original bonuses.
    T5 - Frenzied Berserker Healing or Hurt: Either of these enhancements selected grant a +25% competence bonus to hit points in addition to it's original bonuses.
    T4 - Occult Slayer - Rune Carved Armor - 2 AP You gain a +25% competence bonus to max hit points and +2 to all saves vs magic while wearing medium or heavy armor.


    Bards
    T5 - Swash Buckler - Second Skin, AP cost reduced to 1. Updated to: +1/2/3 Reflex Saves, +2/4/6 Max Dex Bonus to Armor. Rank 3 grants a +20% competence bonus to hit points.
    T4 - On the Mark: AP cost reduced to 1 per rank
    T5 - WarChanter - Howl of the North will now also grant a 20% competence bonus to hit points in addition to it's original bonuses.

    Cleric
    T5 - Warrior Priest - Divine bastion - Gain 20% competence bonus to hit points in addition to it's original bonuses.
    Core 4 - Warrior Priest - Warcasting - Sacred hit point back up to 10%. (so reverted change from preview 1)
    Class Feat - Cleric Animal Domain hit point bonus reduced to 4 hit points per level (net: 128 by level 32)
    Divine Bastion Updated: No longer increases threat but grants a 20% competence bonus to hit points in addition to it's original bonuses.

    Druid
    Core 4 - Nature's Warrior - Howl of Winter now grants a passive 5% primal bonus to max hit points in additional to it's previous effects.
    T3,4,5 - Nature's Protector - Ursa line's restriction updated to be usable by druids in bear form either using shield or wearing medium or heavier armor.

    Favored Soul
    Class Feat - Stout of Heart Changed reduced to : 4 hit points per level (net: 128 by level 32)
    Divine Champion: Updated: No longer increases threat but grants 20% competence bonus to hit points in addition to it's original bonuses.

    Fighter
    T5 Kensai- Weapon Master - Grants 25% competence bonus to hit points if a melee weapon focus was selected in core 1 in addition to it's original bonuses.
    T5 Stalwart Thick of Battle replaced with a flat passive 100% threat bonus & grants 60 hit points
    T5 - Against the Odds grants 60 hit points in addition to it's original effect
    Core 4 Stalwart - Stand Fast - grants a 10% quality bonus to hit points in addition to it's original effect
    T5 Block and Cut: Updated - Perform a melee attack with your main hand weapon, 2/4/6 W On Damage gain a 10/15/25% morale bonus to double strike and a 10/15/25 bonus to armor class for 5 seconds. Cooldown 10 seconds.
    T3 Stalwart Defensive Stance increased to a 25% competence bonus at rank 3.
    T5 Vanguard - Brutal Impact - Grants 25% competence bonus to hit points in addition to it's original bonuses.

    Monk
    new T5 for Henshin Mystic & Ninja Spy - Self Defense - Grants +5 MRR, MRR Cap and 25% competence bonus to Hit Points
    T5 Shintao - Meditation of War reverted to it's previous state (so as it is on live)
    T5 - Shintao - Empty Hand Mastery - gets 25% competence bonus to Hit Points in addition to it's original effects

    Ranger
    T5 - Tempest- Dual Perfection grants a 25% competence bonus to hit points in addition to it's original bonuses.

    Rogue
    T5 Assassin Light Armor Mastery Rank 3 - Grants a 25% competence bonus to hit points in addition to it's original bonuses.
    T5 - Acrobat- Staff Specialist - Grants 25% competence bonus to hit points in addition to it's original bonuses.

    Paladin
    T5 - KOTC - Vigor of Life grants 25% competence bonus to hit points
    T5 Vanguard - Brutal Impact - Grants 25% competence bonus to hit points in addition to it's original bonuses.
    T5 Sacred Fist - Divine Strike renamed Divine Striker, grants a 25% competence bonus to hit points in addition to it's original effects.
    T3 - Tenacious Defense upped to 25% like fighter

    Sorc/Wiz
    As in preview 1.

    Knight's Transformation Updated: While this toggle is active your base attack bonus is increased to equal your character level. When you successfully hit with an Eldritch Strike you gain Knight's Strike: +30 universal spell power and +3% Critical Spell Damage for 30 seconds.

    Improved Knight's Transformation Updated: While Knight's transformation is active you gain a +1 comp bonus to your weapons crit multipler. When your Eldritch Strike hits you gain the additional bonuses to your Knight's Strike of +3 to Hit, Damage and 3% double strike. Passive Bonus: You gain 15% competence bonus to Max Hit Points (regardless if the toggle is on or not)

    Knight's Striker: Knight's Strike gains +2 Evocation and Conjuration DCs and +20 melee power. Passive: You gain mobile spell casting.
    Knight's Controller: Knight's Strike gains +2 Enchantment DCs, +2 Illusion DCS, +4 Spell Penetration and +20 Melee Power. Passive: You gain mobile spell casting.

    Warlock
    (No Updates to enhancement trees. Warlock enlightened spirit already has a comp bonus in their tree).

    Falconry
    T5- Dangerous- changes and get a multi selector option called Swift. Dangerous: +10 melee power, +25% competence bonus to hit points. Swift: +3 reflex saves, 10 ranged power.

    Vistani
    New Enhancement called Grudge Bearer, Multi selector off of Whirling Blades, grants +25% competence bonus to hit points for 2 AP.

    New Fighter Perk

    Second Wind Auto granted for fighter level 2. Active this ability to regain 50% of your max hit points. 15 second cool down. You can used this once per rest, with an additional charges gained at Fighter levels 4, 8, 12, 16, 20. This can be used while Crowd Controlled. At level 8 Second Wind removes negative effects like the Panacea spell.


    Additional Follow Up:

    Improved Natural Fighting: Wolf form competence bonus increased from 15% to 20%.

    Epic Defensive Fighting: Will be removed from the game. (still)
    Last edited by Torc; 10-25-2022 at 04:29 PM.

  2. #2
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    Default BUG: Rogue hit dice not increased

    BUG: Rogue hit dice not increased.

    rolled 1 rogue on orien and 1 rogue on lamania. Both matching feats and con. same hp.

    i took lvl 2 on both and same hp still.

    so the d6 -> d8 doesnt seem to be in effect at least for rogues.

    EDIT: those 2 toons were both drow.
    i just rolled 2 shadarkai with matching stats and the +2 hp is showing as expected.
    will test more.
    Last edited by drewollice; 10-25-2022 at 03:09 PM.

  3. #3
    Community Member Stravix's Avatar
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    Default Notable Improvement

    A lot of the holes in coverage seems to have been closed up nicely in this pass, and I personally love the Second Wind feature, even if it will just be a panacea in reaper content.

    Overall, this has shaped up nicely, IMO.

  4. #4
    Community Member Zer0AcmE's Avatar
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    Default Sacred Defender

    Why was Paladin SD overlooked?

  5. #5
    Community Member Stravix's Avatar
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    Default

    Quote Originally Posted by Zer0AcmE View Post
    Why was Paladin SD overlooked?
    Guessing a typo, since StD in fighter had it's HP buffed.

  6. #6
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    Default

    Looks like an improvement from preview 1 nice job.

  7. #7
    Community Member BigSlugger's Avatar
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    Default

    Quote Originally Posted by Zer0AcmE View Post
    Why was Paladin SD overlooked?
    Sacred Defender already has a competence bonus to HP, but if you feel like it's still missing something don't hesitate to suggest it, devs do actually read these threads.

  8. #8
    Community Member Zer0AcmE's Avatar
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    Default Paladin

    Quote Originally Posted by BigSlugger View Post
    Sacred Defender already has a competence bonus to HP, but if you feel like it's still missing something don't hesitate to suggest it, devs do actually read these threads.
    It's been updated...
    Last edited by Zer0AcmE; 10-25-2022 at 03:45 PM.

  9. #9
    Uber Completionist rabidfox's Avatar
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    Default

    Quote Originally Posted by Zer0AcmE View Post
    Why was Paladin SD overlooked?
    The extra 5% is there, just looks like it got missed in the notes.


  10. #10
    Developer Torc's Avatar
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    Default Paladin Sacred Defender Stance was also increased to 25%

    Quote Originally Posted by Zer0AcmE View Post
    Why was Paladin SD overlooked?
    It was just missing from the notes, but it should be 25% on Lammania right now.

  11. #11
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    Default

    Quote Originally Posted by Torc View Post
    New Fighter Perk

    Second Wind Auto granted for fighter level 2. Active this ability to regain 50% of your max hit points. 15 second cool down. You can used this once per rest, with an additional charges gained at Fighter levels 4, 8, 12, 16, 20. This can be used while Crowd Controlled. At level 8 Second Wind removes negative effects like the Panacea spell.
    This looks really cool! Will this be "Healing" and therefore affected by Hamp/Reaper penalties, or is it just a straight up 50% hp regained regardless of bonuses/penalties/what you are healed by?

  12. #12
    Founder Cashiry's Avatar
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    Default

    Quote Originally Posted by Torc View Post

    Fighter
    T3 Stalwart Defensive Stance increased to a 25% competence bonus at rank 3.



    Paladin
    T5 - KOTC - Vigor of Life grants 25% competence bonus to hit points
    T5 Vanguard - Brutal Impact - Grants 25% competence bonus to hit points in addition to it's original bonuses.
    T5 Sacred Fist - Divine Strike renamed Divine Striker, grants a 25% competence bonus to hit points in addition to it's original effects.
    (still)


    So Why does Paladin Sacred Defender not get a 25% bonus when Fighter Stalwart Defense does?
    Roving Guns - Sarlona
    Cashery

  13. #13
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    Default

    Quote Originally Posted by Cashiry View Post
    So Why does Paladin Sacred Defender not get a 25% bonus when Fighter Stalwart Defense does?[/INDENT]
    Quote Originally Posted by rabidfox View Post
    The extra 5% is there, just looks like it got missed in the notes.

    Just was missed in the notes.

  14. #14
    Founder Cashiry's Avatar
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    Default

    Quote Originally Posted by Talnar00 View Post
    Just was missed in the notes.
    Thanks, I just logged and saw this..
    Roving Guns - Sarlona
    Cashery

  15. #15
    Community Member Zer0AcmE's Avatar
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    Default

    Yeah they just WAY over powered Fighter compared to Paladin.

    Guess they forgot that Fighter already gets all the extra Feats to balance it out, now they get extra HP and self healing.

    Paladin needs more HP/feats or something to balance it...

    Paladins also needs Last Stand, Eternal Defender is garbage.
    Last edited by Zer0AcmE; 10-25-2022 at 04:50 PM.

  16. #16
    Community Member Zer0AcmE's Avatar
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    Default

    Bug: new barb 25% from Occult Slayer tree not applying to WF/BF with adamantine body feat.

  17. #17
    Developer Torc's Avatar
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    Default Roger that

    Quote Originally Posted by Zer0AcmE View Post
    Bug: new barb 25% from Occult Slayer tree not applying to WF/BF with adamantine body feat.
    confirmed and fixing

  18. #18
    Community Member Baahb3's Avatar
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    Default

    So you are apparently fine with FvSs and Animal Clerics who don't fight, just heal people so they can fight longer, getting a rather large reduction in HPs? Am I reading that right?
    Luck is what happens when preparation meets opportunity. -Seneca the Elder
    Iryklaunavan, Karaskkesir, Desideratum, Gregorii, Jhasmyne, Vis
    Ubique eo, invenio me esse ducem hominium.

  19. #19
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    Default Thank You

    I do not know what happened between u56 and the u57 preview, but clearly feedback was recognized.

    Even though not everything made it in preview 2, I just wanted to say thank you for listening and this is a move in a positive direction.

  20. #20
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    Default

    It seems to me that the fix for Palemaster shouldn't be that hard. Add it to Tier 5 Ascendant Shroud. If zombie or vampire get the 20% comp hp. If shadow or Lich do not.

    Ya'll all aware that ranger archers are crushing it with this update right?

    Warlocks don't have the raw DPS of sorcerors or alchemists and are supposed to be tougher. They could use a hit die increase.

    I'd also consider monks as a hit die increase candidate as well. They need help.

    Most melee and a lot of throwers are getting a few hundred hp with only a few builds that don't take Tier 5 enhancments taking a hit. Can't really say throwers getting some is off. They've taken it hard lately and could use some help.

    Favored soul casters ( and animal domain clerics without melee feats ) are probably the biggest hit. But that seems to be the intent. Just how badly did favored soul over-preform in hardcore?

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