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That means making haste becoming so "less critical" that its benefits dont improve enough for it to matter or even just by making its speed benefit a lot less noticeable.
Becoming tiny whirlwinds of fury for a short time is an amazing "high" and i dont think i'd enjoy losing that feeling.
That sounds like a good idea.
You would have to change tempest, zeal, capstones and haste boost too though. To get it right I guess you would have to find out how attackspeed boosts really stack, and then you could share it with us
Personally I don't see the benefit of attackspeed increase as bab rises. But then again, I never played pnp.
Well, the speed bonus will logically be less noticeable since he mentioned toning it down.
I'll agree I don't want to see Haste become too weak for it to matter.
If it was temporary, it could have an high bonus. However, it's fairly easy to be perma-hasted at end game the moment you have a sorcerer, a wizard or a bard in your group. Since Haste can easily be maintained through the dungeon's duration, it means that developers have to balance around it.
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I'm just gonna say El that I generally favor the last one as long as the assorted 10% boosted speeds are largely identical to how they are now; they are really, really powerful effects, and haste is so far ahead the best buff in the game that reducing its impact somewhat will probably not remove it from that throne, but its such a critical thing right now that it creates an enormous segregation in melees in the playerbase: as lowbies, the ones who can afford 600 haste pots a day are vastly superior to newbies who cant, and at cap the ones who can afford 2-3 shroud haste clickies are vastly superior to those who cant .. that segregation is a really excessive thing.
Less noticeable is different than a lot less noticeable so i think that one was pretty clear.
i would never say perma-hasted, as i usually have to spend enormous amounts of plat on haste pot even on highest level content. But, high-level play is high-level play, the place where you are supposed to be a whirlwind of fury nearly all the time.
All i am asking, is that the devs be very careful with Haste as it is very much loved by melees everywhere.
I would prefer the last of the changes. As it is, haste plays too important a role in the game. I'm curious, though: how big a hit would the spell take? Are we talking about knocking it from a 25% increase to a 15%? 10? 5? The amount may make the difference here.
Personally, I'd say that dropping it to something like 10%, but also giving back the bigger movement rate bonus is a better idea than simply dropping the attack speed boost. As it stands, that loss of movement speed kinda sucks.
I do like getting the full attack chain earlier! Really like seeing all those cool attacks with the Dreamspitter on my wizard (add the 1/4-staff 5th attack back in please! It was cool.).
With any reduction in the effectiveness of haste, however, I'd be a bit worried about arcane casters in the Shavarath content--a lot of the LFMs I'm seeing up lately read something like: "DPS, healer, and haster" or "just need a haster." The save DCs are so ridiculous and additional immunities are tossed in here and there, that there is little for a caster to do aside form haste (especially since GH is an auto-buff now). Sure, this is a separate issue, but reducing the need for haste may also negatively impact the need for casters as well.
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Haste being less critical would be good and more fitting with the D&D concept of Haste where you gain an attack per round. I like Haste but I hate being "dependent" on it for adventuring. It is very much the drug of choice for successful adventurers.
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There is something wrong with the way rogues are implemented in DDO. One of the big negatives of a rogue in pnp is their mediocre base attack bonus which leads to less attacks and they can have trouble hitting mobs because they have less to-hit. This has not really been translated into ddo very well especially in a 12 person raid where rogues constantly get sneak attack damage so previous to this change the devs have weakened rogues in raids by using raid bosses and the like with varying degrees of fortification. This to me was not a very adequate solution. I was hoping that the changes to combat would make rogues more correct in DDO and the devs could have a 0 fortification raid boss. This proposed change how does this impact rogues?
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See here's where I differ.... Pure melee classes with high BABS should attack significantly faster than non-BAB specced builds. Waht you're saying is that multi-classing toons again should give up very little but gain A LOT. Bad move IMO..... Each class should have it's inhearant weaknesses, and giving lower BAB toons only a few less attacks would remove that from the game..... The difference in the number of attacks from between a BAB 20 and a BAB 19 shouldn't be all that much, but the difference between a BAB 20 and say a BAB 14 should be significant at least... More that 5 per minute for sure.....
Guys not too low scaled the +1, +2, +3 for the animations as we have 20 level atm???^^
Looks like everybody fight with the same animations on med levels even not used divine power...
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yes, i never said otherwise, i am just saying that all this speed issue came from a fix. And that shows that they must be careful to not break things with their fix for the fix.
I would prefer the less noticeable increase in speed from BaB since its a new thing instead of losing the very nice speed ratio we had before the patch.