Page 1 of 4 1234 LastLast
Results 1 to 20 of 154

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1
    Community Manager
    Cordovan's Avatar
    Join Date
    Nov 2010
    Posts
    0

    Default Lamannia Update 59 Preview 1 - CLOSED

    Welcome to our first preview of Update 59! There are also elements in this week's preview slated for release after Update 59, and even a few bits from Update 60. Lamannia is expected to open later today and remain open until 3:00pm Eastern (-4 GMT) on Thursday, April 6th.

    Of Special Note:

    Update 59: Performance Work

    We have fundamentally changed how bonuses are calculated behind the scenes to be using a more performant algorithm to reduce lag in the game. This change impacts:

    • Feat bonuses
    • Enhancement bonuses
    • Epic destiny bonuses
    • Past life bonuses
    • Toggled bonuses
    • Temporarily granted Feats
    • Armor Class bonuses
    • Blocking Armor Class bonuses
    • Attack bonuses
    • Damage bonuses
    • Savings throw bonuses


    Please keep an eye out for discrepancies in bonuses on your character sheet between the regular Live game worlds and this Lamannia build. Adding and removing Feats, Enhancements, and acquisition of Past Lives are the primary mechanisms that might cause these bonuses to exhibit erroneous behaviors. There are more than 485 bonuses affected and not all of them are on the character sheet and easily displayable. So if character abilities are not acting as you would expect them to normally, please report your experience in a separate Lamannia forum thread here.

    Update 59: Droaam Legendary Edition

    This preview includes Legendary version of the first three free quests in the Droaam chain:



    You can find the NPCs for these quests in the Lordsmarch Plaza, located off of the Marketplace in Stormreach. Feedback threads for each of the Legendary quests is linked to above. The Legendary versions of the Droaam items are not yet appearing in the quests, but they can be found in the Test Dojo.

    After Update 59: Underdark-themed Mount preview

    A preview of an Underdark-themed Mount is available in the Test Dojo for you to check out! We are specifically looking for things like animation bugs as this is a new mount "rig type" compared to a horse or dinosaur. We are not yet announcing where this mount will be available in the future, but it will be after the release of Update 59 and not with it.

    Update 60: Hireling Wererats

    Hireling Wererats are now available in the Test Dojo to check out! These hirelings are expected to be released with Update 60: Vecna Unleashed. We are not yet announcing how players will be able to acquire the Hireling Wererat.

    News and Notes:

    Droaam Legendary Update
    • Public Area
      • Free to Play Quest NPC's moved to be more prominent

    • All Quests
      • These three quests no longer require previous quest completion to enter.
      • Legendary level difficulty has been added.
      • All Monsters should have their proper CR for Legendary Level Monsters.

    • Diplomatic Impunity
      • "Gather Everyone" Objectives have been removed.
      • Added a series of Trail Marker Objects that Vector you more Cleanly to the First Objective.
      • Primary Path Bramble Walls have been removed to give additional quest guidance.
      • Wildmen Monsters have been replaced with Bullywugs.
      • Added small amounts of XP for most Optional Objectives.
      • Fog of War now displays its next Objective through its Fog.

    • Framework
      • Reduced the number of Minotaurs in the final encounter.
      • Added a Mechanic to allow non-trap-disabling characters to prevent being hit by the Trap leading up the the stairs to the final encounter.
      • Reduced the number Ballista Parts required for an Optional.

    • Eyes of Stone
      • Added a note in the Library Wing to reinforce how to avoid Frost Traps (Don't Break the Barrels).
      • A Rest Shrine has been added after the Troll fight.


    Bug Fixes

    • The offhand slot should no longer go missing sometimes after reincarnation as an Artificer.
    • The Legendary Spiked Turban should now have its proper visuals.
    • Mirrors of Glamering now have a clearer tooltip to explain how their eligibility works.
    • Energy Vortex Poison and Negative now both have their correct tooltips within the spell.
    • The web barriers in the quest Sacrifices can now be broken with Eldritch Blast.
    • Technomage filigree now provide their 5% Armor Class Set Bonus, and no longer call the set the wrong name.
    • Divine Righteousness (Paladin Sacred Defender 3rd core) is now Untyped and grants its correct amount of Threat Generation.
    • Mass Suggestion now has its correct icon.
    • A few pet benefit icons have changed to reflect their passive states.
    • Black Dragon Bolt's damage to PLAYERS has been reduced to its original values (from before the Blightcaster update.)
    • Natural Fighting Feats will now work correctly with Blight Wolf.


    Gameplay Changes

    • Work has been done behind the scenes for Universal Tree tomes to make them work slightly differently on our end. This should have no effect on Universal tome functionality - existing tomes will still function - but we wanted to let you know work had been done in case something unusual is noticed.
    • The Fast Nightmare mount is now Bound to Account.
    • When you spot or automatically detect a secret door, a "?" icon will now appear over your head.
    • When you spot or automatically detect a trap, a "!" icon will now appear over your head.
    • Fury of the Wild - Great Leveler
      • The duration of the movement pause has been reduced.
      • There is no longer a pause to your ability to attack after using Great Leveler.
      • The detect size has been increased on the non-enhanced version of the attack.
      • The enhanced version of this attack (if you have Adrenaline or Quick effects active) now has visuals that better match its detect size.
      • A +500 To-hit bonus is now applied to your roll.

    • Adjustments to reduced damage have been made in Reaper difficulty for spellcasters in general on Skull 7+:
      • Skull 7: From 25% damage to 23%
      • Skull 8: From 20% damage to 18%
      • Skull 9: From 18% damage to 15%
      • Skull 10: From 15% damage to 10%

    • Correct cooldown on Sacred Vial alchemist spell (cooldown increased from 3 seconds to 10 to match banishment and other death effects.)
    • Tsunami correct max caster level and CC duration (Max caster level down to 20 from 25 to match other level 9 spells, CC duration down to 6 seconds to match other CC/Damage Combo Spells)


    UI

    • The Pet Character Sheet for class-based Animal Companion and related summons now sorts its feats alphabetically.
    • The Pet Character Sheet Saving Throws label is no longer cut off visually.
    Last edited by Cordovan; 04-05-2023 at 02:00 PM.
    Have fun, and don't forget to gather for buffs!
    Follow DDO on: Facebook Twitter YouTube
    Join us on Twitch!
    Hello from Standing Stone Games! Facebook Twitter
    For Support: https://help.standingstonegames.com



  2. #2
    Community Member
    Join Date
    May 2022
    Posts
    12

    Default No more frogs please

    Justice for the wildmen. I was so excited to have legendary droam. I don't want these quests to have the mobs or content fundamentally changed, beyond having a legendary difficulty and gear. Old quests do not need bullywugs, wildmen are a part of classic DDO.

  3. #3
    Community Member
    Join Date
    Jun 2006
    Posts
    9,633

    Default

    Quote Originally Posted by Wdh View Post
    Justice for the wildmen. I was so excited to have legendary droam. I don't want these quests to have the mobs or content fundamentally changed, beyond having a legendary difficulty and gear. Old quests do not need bullywugs, wildmen are a part of classic DDO.
    Over/under on whether they forgot to re-record the DM audio that refers to Wildmen in that quest?

  4. #4
    Community Member
    Join Date
    Mar 2009
    Posts
    35

    Default

    Any update on the audio crash bug to dinosaur noises?

  5. #5
    Community Member Skyael's Avatar
    Join Date
    Jun 2022
    Posts
    10

    Default

    Not a fan of the caster damage changes. Why are casters singled out like that? It would be nice to know the reasoning behind the change.

    Also, casters were already a bad pick as DPS in high reaper raids, now they're even worse.

  6. #6
    Community Member SpartanKiller13's Avatar
    Join Date
    Jan 2014
    Posts
    3,644

    Default

    Quote Originally Posted by Skyael View Post
    Not a fan of the caster damage changes. Why are casters singled out like that? It would be nice to know the reasoning behind the change.

    Also, casters were already a bad pick as DPS in high reaper raids, now they're even worse.
    Casters seem disproportionately represented in high reaper questing, especially R10 solo stuff? Not saying it's the right approach lol but like 5 mins surfing R10 solo vids on YT or something will def give an impression.

    R7+ raiding you're probs tailoring your group anyway so if it was previously an issue probs nothing changing?
    -Khysiria of Cannith
    Quote Originally Posted by zehnvhex View Post
    Warlock is basically a ghetto Shiradi Sorc. You gives up some of the damage and self sustain for the ability to just hold down left click and yolo blast your way to victory.
    Quote Originally Posted by Lynnabel View Post
    It's DDO. There are probably 6 different types of Evil damage.

  7. #7
    Uber Completionist rabidfox's Avatar
    Join Date
    Nov 2009
    Posts
    3,308

    Default

    Quote Originally Posted by SpartanKiller13 View Post
    Casters seem disproportionately represented in high reaper questing, especially R10 solo stuff?
    Some casters are disproportionately represented in high skulls, but I feel bad for casters that aren't on the extreme power-side like divine & arti casters that get knocked down in capability in higher skulls by 33%. The problem with blanket "fixes" like this is that is that the effect ripples out to other non-OP setups. Balancing games is a big issue but this just reinforces min/max specific classes are needed. It's high skulls so maybe the devs are cool with it (it doesn't personally effect any of my builds) but it's funny where more things get moved into less viable than they already were.

  8. #8
    Bounty Hunter slarden's Avatar
    Join Date
    Apr 2011
    Posts
    11,313

    Default

    Quote Originally Posted by Skyael View Post
    Not a fan of the caster damage changes. Why are casters singled out like that? It would be nice to know the reasoning behind the change.

    Also, casters were already a bad pick as DPS in high reaper raids, now they're even worse.
    It's the easiest fix to the real problem which is aoe damage. There is much angst among some melee players about kill count in quests and this should help level the playing field.

    It's possible that ruin and greater ruin aren't impacted by this as it's untyped damage rather than normal magical damage, although not sure how to test it since the math isn't in the combat log.

    The better way to fix it would be to scale down aoe spells a bit while leaving untouched (or even boosting a bit) single-target spells. This is just a far easier way to address the issue.
    DC Warlock Reaper Build (U48)
    Max DC Illusionist Reaper Build (U48)

  9. #9
    Community Member
    Join Date
    Jul 2014
    Posts
    153

    Default

    Quote Originally Posted by Skyael View Post
    Not a fan of the caster damage changes. Why are casters singled out like that? It would be nice to know the reasoning behind the change.

    Also, casters were already a bad pick as DPS in high reaper raids, now they're even worse.
    I hope that is not their way to counter some exploit that I've noticed some players doing recently where magic damage somehow becomes 100x higher. r10 dooms and bosses get one shot, but with some luck you can hit that boss before it dies and notice your unusually high damage.

  10. #10
    Community Member Stradivarius's Avatar
    Join Date
    Mar 2022
    Posts
    309

    Default

    OK idea.

    How about we don't touch caster damage at all.

    BUT, we add in "spell fizzle"; for every mob in the room or near beyond (spell targettable range) here is a flat 3% chance per mob for the spell to fail after it's been cast.

  11. #11
    Community Member
    Join Date
    Nov 2022
    Posts
    6

    Default because who does raids on R10?

    Quote Originally Posted by Skyael View Post
    Not a fan of the caster damage changes. Why are casters singled out like that? It would be nice to know the reasoning behind the change.

    Also, casters were already a bad pick as DPS in high reaper raids, now they're even worse.
    When casters walk into a room and one shot everything with one spell and do not use rest shrines because they have enough Spell Points?

  12. #12
    Uber Completionist rabidfox's Avatar
    Join Date
    Nov 2009
    Posts
    3,308

    Default

    Quote Originally Posted by Mindartis01 View Post
    When casters walk into a room and one shot everything with one spell and do not use rest shrines because they have enough Spell Points?
    If you could post that build & gearset that's doing that on r10, I'd love to try it. Thx.

    Edit: if you want my arti build & gearset, it's quite fun in high skulls but it's on the lower side for damage.

  13. #13
    Hero QuantumFX's Avatar
    Join Date
    Feb 2006
    Posts
    2,079

    Default

    Will chain 2 be updated by the final version of U59?
    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.

  14. #14
    Developer Nohbob's Avatar
    Join Date
    Mar 2015
    Posts
    0

    Default

    Quote Originally Posted by QuantumFX View Post
    Will chain 2 be updated by the final version of U59?
    Yes, this first Lamannia just features the first 3 quests. Subsequent Lamannias will have the last 4 quests.

  15. #15
    Community Member DarkChilde's Avatar
    Join Date
    Feb 2006
    Posts
    68

    Default


    • The web barriers in the quest Sacrifices can now be broken with Eldritch Blast.

    How about barriers in Eveningstar and the Tar Pits mission?

  16. #16
    Community Member Bolo_Grubb's Avatar
    Join Date
    Oct 2009
    Posts
    1,075

    Default

    Why replace the wild men? Just curious
    Kill'em all and let their favorite deity sort'em out
    BoloGrubb / DJGrubb / Gijo
    Proud member of the HighLords of Malkier

  17. #17
    2015 DDO Players Council
    Axel's DDO Channel
    axel15810's Avatar
    Join Date
    Nov 2010
    Posts
    750

    Default

    Quote Originally Posted by Bolo_Grubb View Post
    Why replace the wild men? Just curious
    I'm wondering the same. SSG?

    I'm curious as to why they were replaced. I'd prefer the Wildmen stay personally. I like Bullywugs a lot but we have have had them as a part of the most recent 2 expansions so I'd rather the original Droaam chain quest mobs be there. If it's due to performance, scaling or other technical issue I'd understand but if it's just an artistic choice I'd rather them leave the original monsters be.

  18. #18
    Community Member Captain_Wizbang's Avatar
    Join Date
    Jan 2008
    Posts
    0

    Default

    Quote Originally Posted by Bolo_Grubb View Post
    Why replace the wild men? Just curious
    Quote Originally Posted by axel15810 View Post
    I'm wondering the same. SSG?

    I'm curious as to why they were replaced. I'd prefer the Wildmen stay personally. I like Bullywugs a lot but we have have had them as a part of the most recent 2 expansions so I'd rather the original Droaam chain quest mobs be there. If it's due to performance, scaling or other technical issue I'd understand but if it's just an artistic choice I'd rather them leave the original monsters be.

    It's cheaper to make animals vs humanoid forms. Plain and simple, it's a money thing.

  19. #19
    Community Member pevergreen's Avatar
    Join Date
    Oct 2006
    Posts
    11

    Default

    Quote Originally Posted by Cordovan View Post
    Bug Fixes
    • Energy Vortex Poison and Negative now both have their correct tooltips within the spell.
    Thank you for correcting the tooltip. Could you fix the spell so it actually does anything?




  20. #20
    Community Member
    Join Date
    Apr 2020
    Posts
    18

    Default

    Quote Originally Posted by Captain_Wizbang View Post
    It's cheaper to make animals vs humanoid forms. Plain and simple, it's a money thing.
    The wildmen are already in the quest tho. That makes no sense.

Page 1 of 4 1234 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