Wish we could turn off those new overhead indicators for spot checks.
They are visually unappealing! Look more like they belong in a Road Runner cartoon than they do in DDO.
Wish we could turn off those new overhead indicators for spot checks.
They are visually unappealing! Look more like they belong in a Road Runner cartoon than they do in DDO.
My concerns about boring HP Brick wall monsters in Droam aside, I'll admit the game does seem to perform smoother with the performance work.
However it isn't perfect... I still have weird "jolts" where the game looks like it's having trouble keeping the client in sync with the server. Examples being if I am in a dungeon, I'll see monsters run off in one direction and then they'll either whip around and move like the game is repositioning them or they'll just teleport to where they are supposed to be standing. Spells also still dry fire, but not to the extent I saw before the update.
I'm OK with the exclamation marks, but I do admit (as I did in another post) that they look out of place with the rest of the game's iconography.
Not sure if anyone else mentioned this, but having black dragon bolt fixed is much appreciated.
I doubt the update to OpenAl was going to fix this, but I am still having problems where the client doesn't pick up my sound card on the first launch.
Lastly, I am noticing now that spells like holy fireball, searing hands and others seem to be missing more when cast up close on shorter monsters (I.E. Crayfish, blink hounds, etc). Is anyone else noticing this or am I just having problems with targeting?
Edits:
I will admit the HP (and DC) brick walls I mentioned up above are not as pervasive as I am making them out to be. However, the fact that they are there is still annoying... I'd prefer there were other ways to entice past lives besides this approach to difficulty.
I do like the way the game sounds due to the work that was done on this update and I think its probably one of the less focused areas. Fight music is much more pervasive and keeps the dungeons feeling more alive, especially in Ravenloft (which IMO has some of the best music in the game).
Maybe its also just me, but I feel like the monster agro radiuses in dungeons are larger than they were before....
Last edited by thegreatcthulhu; 05-01-2023 at 12:12 AM.
Dragnilar, Follow of Bahamut
Server: Khyber
Guild: ClanNotAGuild
dont like the hp-spongemobs. never had, never will.
with that aside, the performance/lag improvements are great! combat feels so much better!
now the next thing should be fixing or limiting the server/client desync issues with movement, especially where the Z-achsis is involved. like jumping or our alltime-favourite-gacha, the air-vents!
good job devs, keep it up
It looks like I'll be adding the Droaam quests to the don't bother to run list along with the Slaver's questline. I hate quests where the mobs are just bags of hit points that take an age to whittle down.
I tend to run the heroic ftp quests as I find them fun, but can't be bothered with the other Droaam quests - for me, Undermine's minefield is just a PITA.
Not really seeing the mobs being healthsponges in legendary droam, did the quests on reaper the other day and nothing besides bosses had more than 20k HP going by their monster manual unlocked HP bar display - most was in the 10k-17k range.
If this isn't entirely appropriate for endgame content (keep in mind these are level 34 quests baseline 36 on reaper, higher even than IoD) it's undertuned if anything.
The real issues is enemy saves and HP are incredibly high, like 180+ AC and 140+ saves.
I'll agree - the sponges are not as widespread in it as I think myself and others have made it out to be; it's more noticeable on some of the red named monsters that are optional (I.E. the ones in the wooded areas in Frame Work), IMO. Monster saves to me are the bigger concern.
Dragnilar, Follow of Bahamut
Server: Khyber
Guild: ClanNotAGuild