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  1. #161
    Community Member ducetrae's Avatar
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    Quote Originally Posted by Tolero View Post
    What are these "sleep" and "on clock" you speak of? I am intrigued...
    lol that was funny i bet you guys are tired with the datacenter move and the mod 9 stuff. i really appreciate your game and the work you do . but my girlfriend hates you for this game ...wait where did she go ? when did she leave.
    i have typos i know i dont care. if i did i would fix them.
    descartes 16 rgr
    exturnal combustion 16 sorc (has risen)

  2. #162

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    Quote Originally Posted by vtecfiend99
    should have released the notes tues morning so you could have gotten some sleep and dealt with it on the clock lol.
    Tolero was forced to be killed and reanimated to land her job, due to the requirements it had in situations like this.
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  3. #163
    Community Member Timjc86's Avatar
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    Quote Originally Posted by Angelus_dead View Post
    I have a vision of the new loot they're adding to quests in mod9:
    Named Holy Silver Melee Weapons

    Wait for it... you'll see I'm right.
    Now that would be a swift kick the... err... a low blow.

  4. #164

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    I dont mind the change to transmuting at all. I didnt like the "min II for everything" approach, and at least now blunt weapons will have some minor relevance again. I always felt Transmuting was somewhat overpowered.
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  5. #165
    Community Member ducetrae's Avatar
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    Default keep reading

    Quote Originally Posted by FluffyCalico View Post
    No where did they say no nerfs to existing brokenly overpowered gear. Also known as corrections.
    you cant correct something that isnt broken . the transmuting was just as it was suppossed to be in the pnp description. and this game is pased ojn pnp dnd 3.5 rules .
    i have typos i know i dont care. if i did i would fix them.
    descartes 16 rgr
    exturnal combustion 16 sorc (has risen)

  6. #166
    Community Member Show_me_the_Platinum's Avatar
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    I don't see what the big problem is. The devs are turning transmuting back to what it was in PnP. I for one am all for this as it will finally get some players to think about what they are fighting, instead of just running up to something and beating on it without a care. One of the main points that separated DnD from other games was knowing your enemy, a item effect that basically says "This weapon beats all." empowers the power gamers

    I don't see the price of something going up that much. Trust me when people post a +1 Pure good dagger for 200,000 gold... it can't go much higher, then again I am talking some agro auction posts (some not all. I post for 1/2 base price buy out 1/4 starting bid)
    The only time you actually have to roll a dice is when you know the DM is looking
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  7. #167
    Producer Tolero's Avatar
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    Quote Originally Posted by MrCow View Post
    Tolero was forced to be killed and reanimated to land her job, due to the requirements it had in situations like this.
    Na I just had to be chaotic neutral.

  8. #168
    Community Member vtecfiend99's Avatar
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    Quote Originally Posted by Angelus_dead View Post
    I have a vision of the new loot they're adding to quests in mod9:
    Named Holy Silver Melee Weapons

    Wait for it... you'll see I'm right.
    Point being? Unless they are static drop it's not like that's going to make it any easier for casuals to get, and anyone else has a MIN2. the issue here is not being able to find somethign tio damage harry with. its:

    Casual players are getting a HARD nerf with this. The haves will always have the best. doesnt matter is its crafted or looted or purchased. Plain transmuters were an affordable way for everyone else to try and keep up.

    Min2 crafters are getting a nerf in that the item that saved them so much inventory space no longer does that.

    Min2 crafters get somethign they played long and hard for nerfed. NOT COOL.

  9. #169
    Community Member vtecfiend99's Avatar
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    Quote Originally Posted by Show_me_the_Platinum View Post
    I don't see what the big problem is. The devs are turning transmuting back to what it was in PnP. I for one am all for this as it will finally get some players to think about what they are fighting, instead of just running up to something and beating on it without a care. One of the main points that separated DnD from other games was knowing your enemy, a item effect that basically says "This weapon beats all." empowers the power gamers

    I don't see the price of something going up that much. Trust me when people post a +1 Pure good dagger for 200,000 gold... it can't go much higher, then again I am talking some agro auction posts (some not all. I post for 1/2 base price buy out 1/4 starting bid)
    Transmuting works NOW as it should. This change takes it even farther away from PnP.

    And that is all you get from me in this thread. Please read and know what your posting from now on.

  10. #170
    Community Member vtecfiend99's Avatar
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    Quote Originally Posted by Tolero View Post
    Na I just had to be chaotic neutral.
    with no UMD too i bet! LAME! haha

  11. #171

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    Quote Originally Posted by vtecfiend99 View Post
    Min2 crafters are getting a nerf in that the item that saved them so much inventory space no longer does that.

    Min2 crafters get somethign they played long and hard for nerfed. NOT COOL.
    Just curious...how many situations are there in which a Min II won't suffice?

    Sorjak (assuming its a slashing or piercing Min II). What else of substance?
    ~PESTILENCE~
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  12. #172
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    Quote Originally Posted by vtecfiend99 View Post
    Point being? Unless they are static drop it's not like that's going to make it any easier for casuals to get
    Wrong. That's just obviously untrue if you pay any attention.

    Quote Originally Posted by vtecfiend99 View Post
    Min2 crafters are getting a nerf in that the item that saved them so much inventory space no longer does that.
    Wrong. What they built was a weapon that works superlatively against Arraetrikos, Suulomades, and the new Horoth in mod 9. And it still does that.

    As far as saving inventory space: it still does that too. Where previously people would have a punch of +2 acid of greater giantbane and +1 holy goblin bane and +1 transmuting greater outsider bane, now they just have the single Mineral.

    The fact that it might not be the best against skeletons and liches anymore? A minor drawback, boo hoo hoo.

    However: It would be fine to give affected players a token to dissolve their green steel back into the component parts. Even though Mineral 2 has only lost a little power, it doesn't hurt to give them a "crafting respec".

  13. #173
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    Quote Originally Posted by vtecfiend99 View Post
    Transmuting works NOW as it should. This change takes it even farther away from PnP.
    So you mean as it stands now you have to hit a monster once before your transmuter "learns" to overcome the target's DR?

  14. #174
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    Quote Originally Posted by vtecfiend99 View Post
    Transmuting works NOW as it should. This change takes it even farther away from PnP.
    Wrong. In D&D, transmuting doesn't work on the first round.

    And in D&D, a fight only lasts 4-5 rounds. Meaning Transmuting doesn't work 20-25% of the time.

  15. #175
    Community Member ducetrae's Avatar
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    Default change

    Quote Originally Posted by Angelus_dead View Post
    Wrong. In D&D, transmuting doesn't work on the first round.

    And in D&D, a fight only lasts 4-5 rounds. Meaning Transmuting doesn't work 20-25% of the time.
    if thats how it is in pnp than that is how it should be but the way they are changing it is not right at all
    i have typos i know i dont care. if i did i would fix them.
    descartes 16 rgr
    exturnal combustion 16 sorc (has risen)

  16. #176

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    Quote Originally Posted by branmakmuffin View Post
    So you mean as it stands now you have to hit a monster once before your transmuter "learns" to overcome the target's DR?
    While it does not currently work this way (though I think it would be awesome if a transmuting weapon had to calibrate), the change they are implementing does take it further away from pnp. I posted the pnp item description on page 8 if anyone didn't see it and is curious.

    As to whether or not this change is better than the pnp rules for ddo I guess comes down to the opinion of the devs. As to whether or not I think it is better for ddo? No, but I am sadly not the guy who gets to make the decision.
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  17. #177
    Community Member vtecfiend99's Avatar
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    Quote Originally Posted by Angelus_dead View Post
    Wrong. That's just obviously untrue if you pay any attention.


    Wrong.

    What they built was a weapon that works superlatively against Arraetrikos, Suulomades, and the new Horoth in mod 9. And it still does that.

    The fact that it might not be the best against skeletons and liches anymore? A minor drawback, boo hoo hoo.

    However: It would be fine to give affected players a token to dissolve their green steel back into the component parts. Even though Mineral 2 has only lost a little power, it doesn't hurt to give them a "crafting respec".
    What is the point of the nerf though? If it's such a minor drawback, then it's a minor advantage.

    I am not boo hoo hoo ing as you so nicely put it.

    People spent A LOT of time crafting these things, and now they are not what they wanted. A set it and forget it weapon. And that is EXACTLY what they are in PNP.

    Useless change.

    Also, regular loot drop transmuters now have to have a second effect on them in order to be worthwhile. I am sure you are aware of how that multiplies the rarity of an item. And when that item is necessary, the PRICE.

    As for MIN2 being superlative damage... you know that is not true. You are trading damage for versatility. Especially against pitfiends immune to acid damage. Holy silver greater banes have a significant DPS advantage.


    There are no good reasons for this change that can possible outweigh the reasons against it.

  18. #178
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    Quote Originally Posted by ducetrae View Post
    if thats how it is in pnp than that is how it should be but the way they are changing it is not right at all
    Why? I'm not saying this applies to you, but so many people seem to be fond of saying that DDO is not D&D when it suits their purposes, then saying DDO breaks too far from D&D when it suits their other purposes.

    I always thought that transmuting overcoming every kind of DR was a bit too much.

  19. #179
    Community Member vtecfiend99's Avatar
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    Quote Originally Posted by Angelus_dead View Post
    Wrong. In D&D, transmuting doesn't work on the first round.

    And in D&D, a fight only lasts 4-5 rounds. Meaning Transmuting doesn't work 20-25% of the time.
    Yes i misworded that. It works as close as we are going to get. But the change takes it out of the intent of the weapon effect.

  20. #180
    Community Member ducetrae's Avatar
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    Default read this

    Quote Originally Posted by Show_me_the_Platinum View Post
    I don't see what the big problem is. The devs are turning transmuting back to what it was in PnP. I for one am all for this as it will finally get some players to think about what they are fighting, instead of just running up to something and beating on it without a care. One of the main points that separated DnD from other games was knowing your enemy, a item effect that basically says "This weapon beats all." empowers the power gamers

    I don't see the price of something going up that much. Trust me when people post a +1 Pure good dagger for 200,000 gold... it can't go much higher, then again I am talking some agro auction posts (some not all. I post for 1/2 base price buy out 1/4 starting bid)
    from the Magic Item Compendium:

    TRANSMUTING
    Price: +2 bonus
    Property: Weapon
    Caster Level: 13th
    Aura: Strong; (DC 21) transmutation
    Activation: —

    This odd-looking weapon has both sharp and
    blunt sections. Its pommel or grip is set with a
    diamond, a piece of jet, a sapphire, and a ruby.
    In addition, it is inlaid with both adamantine
    and silver.

    When you score a successful hit with a
    transmuting weapon against a creature
    that has damage reduction, that attack is
    resolved normally. At the start of your next
    turn, however, the weapon transforms,
    taking on the properties required to overcome
    that creature’s damage reduction.

    Once so changed, the weapon overcomes
    the designated type of damage reduction
    for 10 rounds, or until you strike a creature
    that has a different type of damage reduction.
    In this case, the weapon transforms in
    the same manner to overcome that damage
    reduction instead. If the target has multiple
    types of damage reduction, the weapon
    overcomes all of them. If the creature gains
    a new type of damage reduction after initially
    being struck (from changing its form,
    for example), the weapon must change again
    before it can overcome the new type.

    A transmuting weapon does not gain
    any other benefit of the properties it takes
    on, and it always deals normal damage.

    Prerequisites: Craft Magic Arms and
    Armor, fabricate.
    Cost to Create: Varies.
    i have typos i know i dont care. if i did i would fix them.
    descartes 16 rgr
    exturnal combustion 16 sorc (has risen)

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