Neat idea. But can the RNG be lucky?
i.e. What if one person is playing a fire sorcerer (pretty popular nowadays), and encounter a monster that is immune to magic damage, worst,
encountering dual champions that are immune to magic damage or must be killed with something else other than fire.
Swap that fire sorc to be a fire warlock, fire alchemist or a cold druid, same deal...
That means the end of soloing...
With Great Power Comes Great Responsibility
EXACTLY !
To have all builds avaible and have an utility, we need a system that we have to play in group.
BUT it is an OPTION i m suggesting, so you can run without that special elite monster mechanic, it s only to increase % of named stuff in chests so more focuses on end game content or specific items hunt.
We can imagine that new option in reaper difficulty giving named items a 100% chance to have reaper bonus on it.
So a special mode to feed sentient and have reaper shards. (chests can have more chance to have sentient XP aswell)
Last edited by archerforever; 11-17-2022 at 02:12 PM.
Ghallanda : Abramax Emerald Archer - Heroic Completionist - Racial Completionist - Epic Completionist
~ Alco Holic ~ Grlfriendaggro Pizzenmeoff ~ Rincewind the Damp ~ Sunbernt Junk ~ Ouchmy Leghurtz ~~ Bobthesponge Squarethepants ~ Whaleoil Beef Hooked~~Ascent~
This immunity stripping conversation is a little baffling, so I'm going to interject. The level 9 fire spell for sorcerors is called Meteor Swarm, which is an insanely effective spell in comparison to almost everything else in the game. However, it doesn't rely on fire spellpower alone. A good chunk of the damage is actually physical, so having a good force spellpower is imperative to getting good damage numbers from that particular spell. Meteor swarm will do damage to both mobs that are immune to fire and mobs that have evasion and make their save (though not as much).
Awaken Elemental Weakness is single target, so not particularly good at bypassing the immunity for an entire group of mobs. I get the feeling that this entire conversation is really centered around a built-up frustration about sorcerors using their epic strike against boss mobs and doing multiple tens of thousands of damage, negating any real need for melee classes. I have bad news... the sorc is likely to also have Ruin and/or Greater Ruin that will do similar amounts of damage to a single target, which damage is untyped and typically isn't resisted by anything.
I would agree wholeheartedly with the general complaint that casters should be limited in the amount of damage they can do. I would prefer it be limited by spell points rather than burst DPS, but I am open to either solution.
Magic is a DR bypass type found on weapons, it is not really a damage type. As I noted, meteor swarm does physical damage, the same as a shuriken throwing expert. It would be quite difficult to rearrange the damage types of the game into neat little baskets that prevented casters from doing damage to certain mobs, but iron golems (used to be) pretty adept at resisting spell damage from arcane classes (divine, not so much). I'm just not sure the developers are really open to the idea of adding obstacles to quests that prevent a particular class from advancing.
Bottom line, I think there needs to be positive reinforcement for bringing a wide variety of classes to a DDO party. That positive reinforcement currently doesn't exist, not even remotely.