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Thread: R11 suggestion

  1. #41
    Bounty Hunter slarden's Avatar
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    Quote Originally Posted by JOTMON View Post
    The statement doesn't make much sense to me... from my perspective the only point of farming RXP is to gain reaper points.

    I would suspect players capable of successful farming of R11 have already maxxed Reaper Point spends and are looking for higher challenge and other upgrade rewards.

    Unless they add more trees to spend RP on which at this stage seems pointless as many players have already stacked points well beyond the capped 156 spent...


    The increased challenge needs something new to grind for.
    I've always viewed it as a challenge mode and was pushing skulls from day 1 with 0 rxp and 0 racial lifes.

    Reaper was much more interesting and fun then vs. now.

    Even if reaper enhancements weren't used in R11 you would still earn rxp and have a higher chance for items drops and reaper bonuses. It would just make the content more difficult while continuing to earn things.

    Adding challenge and even more power is tiresome.
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  2. #42
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    How often we disagree, batting 100%.
    Must be a right brain vs left brain thing, and of course I'm RIGHT.


    Quote Originally Posted by slarden View Post
    I've always viewed it as a challenge mode and was pushing skulls from day 1 with 0 rxp and 0 racial lifes. Reaper was much more interesting and fun then vs. now.
    To your point, Just reset your reaper points to use what you need to have interesting fun.
    You have 0-100% and, et voila.

    Quote Originally Posted by slarden View Post
    Adding challenge and even more power is tiresome.
    To the Devs I bet it is tiresome, but remember its a job/work that's why they pay you.

    Quote Originally Posted by slarden View Post
    Even if reaper enhancements weren't used in R11 you would still earn rxp and have a higher chance for items drops and reaper bonuses. It would just make the content more difficult while continuing to earn things.
    Implementation of no more power will equal no more revenue, expansion sales are down, because no one is chasing PROWER through gear as we always have.

    In-fact sitting at 32 for to long will also stagnate player interest and lead to loss in Revenue.
    We need to move up 2 levels annually to 40.
    Once at 40 we can chill for 5 years.
    10 year plan, LOL.

  3. #43
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    I thought this thread was going to be a joke when I saw the title, but it seems it isn't.


  4. #44
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    I do like the idea of higher stakes, this is more like an Iron Man mode type deal, so I think it should be no hirelings and you wipe if everyone wipes but pretty much everything is a Red Crown Champ, every pack has a Reapers, and you're locked into R6+ with each additional skull giving either +5% chance for Reaper Slots (starting at 10%, give +35% to keep pace with the +40% for Named Loot on R10)

    So that way you can recover if someone rushes and pulls a pack - but with increased champs, reapers, and double health you definitely have a larger DPS cliff as well as survivability requirements without it turning into a potential griefing mechanic where someone /death at the end of a zerg

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    Quote Originally Posted by Isolani View Post
    I thought this thread was going to be a joke when I saw the title, but it seems it isn't.

    turn it up

  6. #46
    Community Member Hawkwier's Avatar
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    Default Why R11+ at all?

    Meh, they don't need to introduce R11+ and all the added complexities involved if they can balance the game properly.

    Much simpler to nerf the builds that find current R10s too easy.

    The caster changes are a step in that direction, if perhaps still a bit too sledgehammer Vs scalpel IMO, but I guess at least they are tapering it towards impacting higher R.

  7. #47

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    No instakills, half CC duration of R10, double or triple cooldown for spells.
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  8. #48
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    Quote Originally Posted by Zites View Post
    To your point, Just reset your reaper points to use what you need to have interesting fun.
    You have 0-100% and, et voila.
    I've done that a number of times by starting over with new characters on live, including earning wings on a full ftp account character. And starting with a fresh first-lifer on hardcore several seasons.

    Quote Originally Posted by Zites View Post
    Implementation of no more power will equal no more revenue, expansion sales are down, because no one is chasing PROWER through gear as we always have.
    To your point reaper was always more about power accumulation rather than challenge from day 1 and probably always will be. The challenge part was good in the beginning though so maybe we would get a few months out of R11 if they ever decide to do such a thing. And I am fine with that even though I personally would prefer more emphasis on the challenge vs. the power. I just want the devs to remember there is a sizeable chunk of the population that emphasizes challenge more as evidenced by the success of hardcore league where all you get is cosmetics. Even though we might be a smaller percent of the population we are still out there.

    Quote Originally Posted by Zites View Post
    How often we disagree, batting 100%.
    Must be a right brain vs left brain thing, and of course I'm RIGHT.
    I can't recall ever interacting on the forums so I'll take your word for it. I am definitely more about the experience than chasing carrots. And although I was a big spender in the past I am currently spending $0 on the game so the devs shouldn't weight my opinion high anyhow lol. And my spending level has nothing to do with rewards - I don't need to spend money to get those rewards.

    Quote Originally Posted by draven1 View Post
    No instakills, half CC duration of R10, double or triple cooldown for spells.
    And don't forget in R11 they should buff melee power significantly. Maybe multiply melee power by skull level. And increase attack speed too, but only on melee weapons. It should be lower on ranged weapons and casters shouldn't be able to use to weapons at all. They don't need to because they can already one shot every room on R10 with no gear and without even spending enhancement and epic destiny points.
    Last edited by slarden; 04-09-2023 at 09:14 AM.
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  9. #49
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    Quote Originally Posted by slarden View Post
    ~snip~

    They don't need to because they can already one shot every room on R10 with no gear and without even spending enhancement and epic destiny points.
    nonsensical exaggerated false information..

    Only thing missing is a Ronoldo #10 jersey as a melee outfit.. +100 bluff



    Granted there are issues which I associate to caster access to unlimited mana... aka DDO store mana pots... but i suspect this wont change as these provide a near zero cost of $$$ flow into game.

    The DDO store is lacking serious boosters for non-caster, there is nothing on the DDO store to help melee/ranged in any meaningful way anywhere near the power provided by mana pots.

    This should be addressed... Why should casters be the lopsided resource heavy spenders in the ddo store
    -action boost regen pots
    -AC pots
    -Tensor Transformation pots
    -Deadly pots
    -attack speed boost pots
    -crit multiplier pot
    - +xx ki pots
    - +xx stun/trip/assassinate/sunder/etc... longer duration skill boost pots
    - +xx rogue skill pots
    -whatever other boosters that will drive non-casters to stockup stacks of DDO store pots and spend $$ like mana users do...


    Update Dread Adversary reaper tree to be useful to melee currently it is [expletive] compared to caster perks from Dire Thaumaturge
    for example...
    +1 to hit and damage/spend point is insufficient - change every +1 to +2% and add 1% fortification bypass.
    +1 to Tactics DCs while in Reaper Difficulty is inferior and does nothing for non-tactics builds.. add +1 action boost to every one of these.
    +1 ranged/melee power are not comparable to Dire Thaumaturge +2/4/6 Universal Spell Power pathing - change these to +2/4/6 ranged/melee power per spend point.


    Casters have access to lost souls to recover mana in Reaper while Melee get nothing of value.. add melee drop perks..
    like Quad damage orbs and some of the other temporary buffs that come from some of the challenge quests
    https://ddowiki.com/page/Challenges/Temporary_buffs
    Last edited by JOTMON; 04-09-2023 at 01:09 PM.
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  10. #50
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    Quote Originally Posted by mikarddo View Post
    I am nowhere near speed running, soloing or roflstomping R10 - yet I still would like to make a suggestion for R11 adding a twist rather than just "more than R10" and very definitely not as a way to earn more xp/rxp.

    R11 would be R10 with the following changes:
    - All regular mobs spawn as champs.
    - Double the chance for reapers.
    - All mobs have 50% more HP.
    - If anyone in the group dies the quest insta-fails and everyone gets ported out. This is the important twist.
    - All named loots that drop will have both a mythic bonus AND a reaper bonus. This is obviously the carrot and where SSG might earn some money from rerolls.
    - Loot ransack occurs after looting 1 time to avoid people rerunning the easiest quest over and over for the loot.

    Run for bragging rights AND a better chance at the best loot but not for xp.

    I know I would love to run this for the less zergy play. I hope it might even slightly challenge the very top players that currently speed run R10 low man with little effort.
    Overall, I like the idea. The carrot in particular is quite juicy. I spend a lot of time trying to get mythic and reaper bonuses on the same item and would be happy to undergo significant challenge to make that happen more often.

    Unfortunately, having the quest insta-fail if anyone dies is a no-go. It basically means no one will ever PUG reaper 11. I don't want to be forced into a guild or to run with the same people every time. I like PUG's. I post pick-up groups every time I play. It is fun to play with new people each day and I enjoy the challenge of dealing with different personalities. But failing when anyone dies makes it prohibitively expensive to allow anyone into the group that you don't know well. This will kill PUG's, which makes Reaper 11 valueless for me and bad for high level reaper gaming overall.

    Overall, it is a great idea, but failing when anyone dies isn't going to work. If people spend 3 hours pushing their way through a tough quest they deserve a reward no matter how many people have died and I don't want to kill the grouping experience by making it necessary to only group with people we know well. We can have 3 minute (or longer) death timers, but not having everyone else fail just because someone died.

  11. #51
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    Quote Originally Posted by mikarddo View Post
    The point of the proposal was to make a very tasty carrot but with the strong special mechanic.

    I think that is exactly what R11 needs - not just the regular watered down rules. Without very special mechanics it will just be another level rather than something special - and then there isnt really a need to bother implementing it.

    As for only running R11s with people you trust and know. I see nothing wrong with that. Not everything in the game needs to be pug friendly - though it is good that most is.
    The game is already far too rewarding to people that take the easy route of only playing with other very good players. If anything, playing with new and less skilled players should be more rewarded as it is a harder way to play. If you find R10 too easy, try playing it with people that are not nearly as good as your usual group members. I play R10 all the time and I can tell you that the difficulty varies wildly. There is no need to reward people for taking the easy route and only playing with people that make R10 effortless.

  12. #52
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    Quote Originally Posted by 1Soulless1 View Post
    So would that be all casters or just nukers? If you think nerfing casters is going to make melee better I got some water under a bridge for sale. I wonder how well melees will take not having any CC? Or is it just nerf the nukers b/c I don't like them?
    Unfortunately this is already happening. The newest update lowers caster damage on R10 from 15% of normal to 10% of normal. In other words, all casters will be doing 1/3 less damage after the next update.

  13. #53
    Community Member Artos_Fabril's Avatar
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    Quote Originally Posted by mikarddo View Post
    R11 would be R10 with the following changes:
    R11: R10 with Reaper Trees disabled.
    R12: R11 with completionist disabled
    R13: R12 with PL disabled
    Last edited by Artos_Fabril; 04-09-2023 at 03:19 PM.

  14. #54
    Bounty Hunter slarden's Avatar
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    Quote Originally Posted by JOTMON View Post
    nonsensical exaggerated false information..

    Only thing missing is a Ronoldo #10 jersey as a melee outfit.. +100 bluff



    Granted there are issues which I associate to caster access to unlimited mana... aka DDO store mana pots... but i suspect this wont change as these provide a near zero cost of $$$ flow into game.

    The DDO store is lacking serious boosters for non-caster, there is nothing on the DDO store to help melee/ranged in any meaningful way anywhere near the power provided by mana pots.

    This should be addressed... Why should casters be the lopsided resource heavy spenders in the ddo store
    -action boost regen pots
    -AC pots
    -Tensor Transformation pots
    -Deadly pots
    -attack speed boost pots
    -crit multiplier pot
    - +xx ki pots
    - +xx stun/trip/assassinate/sunder/etc... longer duration skill boost pots
    - +xx rogue skill pots
    -whatever other boosters that will drive non-casters to stockup stacks of DDO store pots and spend $$ like mana users do...


    Update Dread Adversary reaper tree to be useful to melee currently it is [expletive] compared to caster perks from Dire Thaumaturge
    for example...
    +1 to hit and damage/spend point is insufficient - change every +1 to +2% and add 1% fortification bypass.
    +1 to Tactics DCs while in Reaper Difficulty is inferior and does nothing for non-tactics builds.. add +1 action boost to every one of these.
    +1 ranged/melee power are not comparable to Dire Thaumaturge +2/4/6 Universal Spell Power pathing - change these to +2/4/6 ranged/melee power per spend point.


    Casters have access to lost souls to recover mana in Reaper while Melee get nothing of value.. add melee drop perks..
    like Quad damage orbs and some of the other temporary buffs that come from some of the challenge quests
    https://ddowiki.com/page/Challenges/Temporary_buffs
    You may have rolled a 1 on your sarcasm check.

    Quote Originally Posted by slarden View Post
    And don't forget in R11 they should buff melee power significantly. Maybe multiply melee power by skull level. And increase attack speed too, but only on melee weapons. It should be lower on ranged weapons and casters shouldn't be able to use to weapons at all. They don't need to because they can already one shot every room on R10 with no gear and without even spending enhancement and epic destiny points.
    I assumed everyone would understand this was completely in jest, especially with the bolded portions, but I guess we see so many anti-caster threads it gets hard to tell lol.
    Last edited by slarden; 04-09-2023 at 06:17 PM.
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