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  1. #421
    Community Member Vormaerin's Avatar
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    It looks to me like we largely agree, except that you like to emphasize the average (bad) player as being the class' expectation, whereas I think its more useful to discuss what the character can/should be doing.

    I'm not convinced that between blade barrier, cometfall, destruction, and Divine punishment, the cleric is really giving up a whole lot of destructive power compared to the barbarian or fighter in the course of a typical quest.

    You are right that good play is uncommon. Many players come from other games that have very strict role division and expect that to apply here. Neither of us have played those games, so maybe that's an advantage to us. In a classic MMO trinity game, the tank and the healer are pretty close to incapable of doing meaningful damage, so any time they do anything except defend or heal (respectively), they are weakening the party. Players used to that come here and think that's how it works in DDO.

    Good players know better. A good melee should be using CC (stunning blow, trip), debuffs (improved sunder), have pots for removing status effects, and made some provision for self healing (usually SF pots at the high end, other pots earlier), and have an assortment of buffs from clickies.

    Is that the norm? No. But, to be fair, there are plenty of clerics who think they are pulling their weight by hitting Mass Heal every time it comes off cooldown, which isn't exactly complex gameplay either.


    I'm not going to get into what particular players can do. In my experience, top players tend to play well with a wide range of classes because its more about wanting to be the best than about DDO having any tasks that physically complex. Whether an individual is better at top quality twitch play or better at watching the big picture of 6 or 12 status bars, is not really a useful thing to discuss. It doesn't say anything objective about the class, just about the person's interests/skills.
    Last edited by Vormaerin; 12-26-2011 at 12:39 AM.

  2. #422
    Community Member Ungood's Avatar
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    Quote Originally Posted by Vormaerin View Post
    In my experience, top players tend to play well with a wide range of classes because its more about wanting to be the best than about DDO having any tasks that physically complex. Whether an individual is better at top quality twitch play or better at watching the big picture of 6 or 12 status bars, is not really a useful thing to discuss. It doesn't say anything objective about the class, just about the person's interests/skills.
    This is very true. Many players who like challenge in it's own right have a diverse portfolio of builds, many may be at cap. And while typically imho it seems that each player has a flavor of class they like, IE: Some love FvS, and Mix them into every build, while others have a thing for Monks. A Guild mate of mine has a thing for Bards, and has found a way to mix bard into almost every build they played. But they, like me, still have a capped melee, divine, and arcane, and if you look at most top players, they also typically has a split of each kind of class at cap.

    It has been my experience that many of the top players and tight knit guilds do this so that there is no shortage of any class for raiding, so that they are not in fact "waiting on the healer" as any and every one of them should be able to "log on their Divine", and equally so, in my sampling, people who are skilled at playing their melee builds, play solid with their every-build.

    As I said.

    Divines are fun to play, the problem is not in the class. And while yes, every class could do with finished PRE's and the like, revision is not really needed. To me it was more an issue of dealing with people who wanted to treat me like their private slave.

  3. #423
    Community Member Sarisa's Avatar
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    Quote Originally Posted by sweez View Post
    Now if a barb has low enough heal amp that you don't just have to throw a freebie at him once in a while, then yeah, it can become an issue. But that's a gear issue (really it's 2011, not having at least 150ish heal amp is just sad), not a frenzy issue.
    While any sane and well played Melee will acquire the good Healing Amp gear (and why not, eClaw set is one of the best DPS sets too), there are a HUGE number of Warforged Barbs on Sarlona (heavy East Asian population) that don't bother with even Healer's Friend 1. They're wearing Red scale docents, eSoS's, but have 0 amp whatsoever.

    Quote Originally Posted by Ungood View Post
    It has been my experience that many of the top players and tight knit guilds do this so that there is no shortage of any class for raiding, so that they are not in fact "waiting on the healer" as any and every one of them should be able to "log on their Divine", and equally so, in my sampling, people who are skilled at playing their melee builds, play solid with their every-build.

    As I said.

    Divines are fun to play, the problem is not in the class. And while yes, every class could do with finished PRE's and the like, revision is not really needed. To me it was more an issue of dealing with people who wanted to treat me like their private slave.
    Yes, biggest issue is how divines are treated in the general PUG scene. I play my Cleric 90-95% of the time, and almost always will gladly heal a raid instead of playing my Pali or Sorc. Just sometimes, I would just like to try to get a ToD ring for my Pali instead of healing every single one.

    Another big problem is that BtC ingredients (and to a lesser extent raid loot for the huge loot table raids) make it so that people are less likely to want to bring their healer if they want to gear up their other characters. While raid loot I can understand being BtC, it does get frustrating to finally see that Ravager ring or Marilith Chain drop when you're on the wrong character, when you switched to help the group. Ingredients (LoB in particular) should be BtA.

    As for UMD on a CHA dumped half-rank class, reaching the 39 UMD to no-fail Heal scrolls is not easy. For example, my Cleric is heavily invested in UMD. I can only reach up to 37 UMD, and that involves a lot of gear-swapping and buffs. Granted, since I'm a Cleric, I have less need for reaching that 39 UMD mark, but I still use Greater Teleport (for Titan), Teleport (general travel), Invis, Knock, Blur, DDoor (when I have the scrolls and need to), and a Staff of Arcane Power.

    The breakdown looks like:
    11 Ranks
    5 CHA mod (8 base+3 tome+2 enhancements+7 item)
    5 Greensteel CHA skills/Conc Opp item, I could get 1 more if I used a wasted tier 1.
    5 Seven Fingered Gloves - I wouldn't count on many people having these due to the pathetically low drop rate.
    4 Greater Heroism
    2 Good Luck
    3 Epic Big Top (Tier 3 Epic Spyglass works too)
    1 Ship buffs CHA shrine
    1 CHA Yugoloth potion
    --
    37

    My normal unbuffed standing UMD without gear swaps is 26 (11 ranks+5 CHA+5 Greensteel+2 Good Luck+3 Persuasion).

    Yes, it's possible to get viable UMD on a pure fleshy wizard who dumped CHA, but it requires a great deal of equipment to do so. I can only hit this high with a number of gear swaps and temporary buffs.

  4. #424
    The Hatchery Habreno's Avatar
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    Here's my thoughts on this situation.

    Levels 1-4 are an absolute joke, but that's good because I know the quests at those levels. For new players, these are fun, but still not that challenging, which is good.

    Levels 5-10 are a bit harder, but still fairly easy to run. Elite starts to become an actual challenge at this point, but new players being careful can still complete everything quite easily while having fun.

    Levels 11 and 12 start to increase the difficulty a bit. This is okay, because this is past the first cap in the game. You're also starting to get new spells and more abilities that improve your character a lot. This is where areas start to get difficult unless you know the content, but not undoable.

    Levels 13-16 really ramp the difficulty up. What was on elite before, being a 5 , is now on elite, a 7. Normal has gone up slightly as well, from what I'd rate a 2 before level 13 to a 3 in this range. However, nothing is undoable by any solid group, even elite is possible.

    Levels 17-19 start to make things extremely difficult. Quests on Normal become slightly more difficult, and Elite is now a major threat. Normal I'd have to give a 4 now, and Elite would be a 9. Most quests can be completed on Normal quite easily, but some get harder to do.

    At cap, you get Epics. These vary greatly by pack. However, the general concensus is that some packs are difficult and some are downright impossible, while some are fairly easy.
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  5. #425
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    I'll preface this by stating I am a new ( and paying ) player - fresh off the Korthos boat if you like - and do not have all the gear that it is assumed one will have before doing various quests. I also find myself soloing often, with occasionally a hireling.
    Quote Originally Posted by MadFloyd View Post
    What are your thoughts on the overall difficulty of DDO? Sure, we offer difficulty choices, but do you find yourself in a postion where even Normal difficulty feels too much like hard?
    I've made it to level 10 so far, and yes, there have been quests that I have found to be too hard on Normal _at level_ - I can usually solo them once I am 1-3 levels above what they should be.

    Quote Originally Posted by MadFloyd View Post
    If so, do you associate this with a given level in the game (e.g. 10+) or do you think there is just too much inconsistency throughout?
    I do feel there is some inconsistancy. Korthos starts off well, and makes you think that you can continue on at normal for the rest of the game. Then you get to the harbour and discover that actually, no, it's now a lot harder.

    Quote Originally Posted by MadFloyd View Post
    What's the right balance of challenge vs success for YOU? Do you expect to never fail when playing Normal - or would that simply bore you?
    I expect to solo any quest on casual and expect to win. This is currently not possible - Hold for Reinforcements gets a special mention here for thus far being the only quest I am simply unable to finish on casual with a hireling - at level, it and Escort the Expedition are the only times I've had to drop back to casual to solo these in this chain. Perhaps it will get easier when I'm over level - but I want to follow the story now. I expect that on Normal, I will be challenged, but with a hireling I should have a reasonable chance of success. I detest any quest where I simply can not progress because a single player and hireling is not enough party members to continue. This means I can not complete Necropolis 1. I hope not to discover any more quests like this.

    Quote Originally Posted by MadFloyd View Post
    I'm raising this subject for a few reasons. I think a lot of people expect that when it comes to an MMO, if you put time in you must get progress/reward out of it - and that failure is just plain bad. Spending 45 minutes into a quest only to fail can be very frustrating.
    It is. I think casual ( the "Story/Easy" button ) should be an expected win. I would like there to be more distinction between the 5 difficulty levels, casual, normal, hard, elite, and epic. hard and elite feel much the same. Epic ? well, given that I've hit quests that casual is hard on, I'll let you know if I ever make it to epic!

    Quote Originally Posted by MadFloyd View Post
    We have been accused (and perhaps there's truth to this) that we've been balancing the game for the uber-player. Are you finding this to be the case? It seems like a couple years ago the salient message from the community was 'enough with the easy button already!'
    I think that perhaps on the easier difficulty levels you are.

    Quote Originally Posted by MadFloyd View Post
    Would love to know your thoughts on this. Feel free to reference specific quests.
    Thank you for taking the time to gather feedback. I hope this helps improve the game.

  6. #426
    Community Member jkm's Avatar
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    Quote Originally Posted by Yagisan View Post
    I expect to solo any quest on casual and expect to win. This is currently not possible - Hold for Reinforcements gets a special mention here for thus far being the only quest I am simply unable to finish on casual with a hireling - at level, it and Escort the Expedition are the only times I've had to drop back to casual to solo these in this chain. Perhaps it will get easier when I'm over level - but I want to follow the story now. I expect that on Normal, I will be challenged, but with a hireling I should have a reasonable chance of success. I detest any quest where I simply can not progress because a single player and hireling is not enough party members to continue. This means I can not complete Necropolis 1. I hope not to discover any more quests like this.
    Coyle is the DDO version of Newman.

    The only near fullproof method that we have found to finishing this stupid quest on elite is to use air elementals and invisibility.

    IMO, there are 3 Fail Mission Types in DDO.

    1. The Guard X Mission - The primary problemchilds here are Cannith Crystal and Coyle. I think I've failed Cannith Crystal on Elite solo more than I have all of the harbor quest combined. The worst failure ever was when i twitch dodged the niacs to have it hit the crystal behind me and shatter it.

    2. The Escort X Mission - I'm broadening the scope on this to be any quest where they force one party member to do nothing while the rest get to adventure. The worst culprit is Prison of the Planes. As a matter of a fact, our guild uses that quest as the final test for guild membership. If they don't volunteer to sit on the switch at least once, they fail.

    3. Gather Your Party - Holy griefing mechanic. Misery's Peak is the first time you see this until mainly the carnival series. Lets see. We've had guys go AFK and never come back at the entrance, guys get called into work mid quest and we couldn't finish, guys throw a fit and purposefully not allow us to finish.

    And the sad part about this? 2 of these 3 fail mechanics are present in Korthos. I can't emphasize enough the frustration with Misery's Peak. I tried to run with some pugs for a while and more than 1/2 would get griefed out. I wouldn't be surprised if Turbine lost 25% of their new players in that quest alone.

  7. #427
    Community Member EnjoyTheJourney's Avatar
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    Quote Originally Posted by jkm View Post
    Coyle is the DDO version of Newman.

    The only near fullproof method that we have found to finishing this stupid quest on elite is to use air elementals and invisibility.

    IMO, there are 3 Fail Mission Types in DDO.

    1. The Guard X Mission - The primary problemchilds here are Cannith Crystal and Coyle. I think I've failed Cannith Crystal on Elite solo more than I have all of the harbor quest combined. The worst failure ever was when i twitch dodged the niacs to have it hit the crystal behind me and shatter it.

    2. The Escort X Mission - I'm broadening the scope on this to be any quest where they force one party member to do nothing while the rest get to adventure. The worst culprit is Prison of the Planes. As a matter of a fact, our guild uses that quest as the final test for guild membership. If they don't volunteer to sit on the switch at least once, they fail.

    3. Gather Your Party - Holy griefing mechanic. Misery's Peak is the first time you see this until mainly the carnival series. Lets see. We've had guys go AFK and never come back at the entrance, guys get called into work mid quest and we couldn't finish, guys throw a fit and purposefully not allow us to finish.

    And the sad part about this? 2 of these 3 fail mechanics are present in Korthos. I can't emphasize enough the frustration with Misery's Peak. I tried to run with some pugs for a while and more than 1/2 would get griefed out. I wouldn't be surprised if Turbine lost 25% of their new players in that quest alone.
    I've only played DDO online solo, to date, and so I never previously understood the remark at the end of Misery's Peak "I'll wait until your whole party gathers", or something like that. Many games don't have this mechanic at all and they're still fun; it isn't needed here, either.

    Guard missions *can* be fun when they're balanced so that your character has some difficulty surviving the ensuing fireworks; the one being guarded may or may not be invulnerable, and it can be fun even if they're not. But, in multiple games it seems that those in charge of design make the one being guarded into far and away the weakest link by making them quite fragile and/or suicidal. There's something inherently frustrating about guarding a viable candidate for a Darwin Award, but that doesn't seem to fully register with developers in many games; it seems to be very common that "guard <insert dummy's name here>" missions are amongst the most frustrating in any given game.

  8. #428
    The Hatchery Scraap's Avatar
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    One note I'd like to add, is that when the difference in a given strategy is based purely on metagame numbers acquired through gear and bufs, and you can go from godly to grease-stain for lack of them, it will hit both ends of the spectrum. The long time players get bored, and the folks just acquiring those numbers get left in the cold. It's likely why we see so much of a disparity between folks calling content easy and hard. I do think more could be done to take advantage of the active component of the active combat system, but that'll be better served when we come to discussing AC and class balance.

  9. #429
    Community Member voodoogroves's Avatar
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    Quote Originally Posted by Scraap View Post
    One note I'd like to add, is that when the difference in a given strategy is based purely on metagame numbers acquired through gear and bufs, and you can go from godly to grease-stain for lack of them, it will hit both ends of the spectrum. The long time players get bored, and the folks just acquiring those numbers get left in the cold. It's likely why we see so much of a disparity between folks calling content easy and hard. I do think more could be done to take advantage of the active component of the active combat system, but that'll be better served when we come to discussing AC and class balance.
    "Active" and "AC" are kinda on different ends of the spectrum. There was thread a while back on AC per level to not get hit ... and Shade replied "WASD is all the AC I need" or something similar.

    Active combat, dodge-able rays, etc. ... minimize the value of AC and completely remove touch AC from the equation. Those are both "passive" effects - things you kinda "have" and the system, somewhere, rolls against them.

    Don't get me wrong, I love the active components of the system - really gives it a fun and immersive feel. That said, in PNP D&D you can play the dodgy, hard to hit monk ... in DDO you can build the same stats, but the dodgy part is more about your keyboard skills than the build.
    Ghallanda - now with fewer alts and more ghostbane

  10. #430
    Community Member Ungood's Avatar
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    Quote Originally Posted by Sarisa View Post
    Yes, biggest issue is how divines are treated in the general PUG scene. I play my Cleric 90-95% of the time, and almost always will gladly heal a raid instead of playing my Pali or Sorc. Just sometimes, I would just like to try to get a ToD ring for my Pali instead of healing every single one.
    Another good point as well, some days, we just want to play something different. I mean nothing quite says "ARRGHHH" like seeing two Ravnger Rings drop while playing your Cleric and then Seeing the RS ring Drop when you are playing your barb

  11. #431
    The Hatchery Scraap's Avatar
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    Quote Originally Posted by voodoogroves View Post
    "Active" and "AC" are kinda on different ends of the spectrum. There was thread a while back on AC per level to not get hit ... and Shade replied "WASD is all the AC I need" or something similar.

    Active combat, dodge-able rays, etc. ... minimize the value of AC and completely remove touch AC from the equation. Those are both "passive" effects - things you kinda "have" and the system, somewhere, rolls against them.

    Don't get me wrong, I love the active components of the system - really gives it a fun and immersive feel. That said, in PNP D&D you can play the dodgy, hard to hit monk ... in DDO you can build the same stats, but the dodgy part is more about your keyboard skills than the build.
    To a degree, yes. One thing PnPs got that DDO doesn't though is attacks of opportunity, flatfooted, and the principles behind them from a design aspect, and that largely is influenced by battlefield geometry and motion. I should probably have said 'compensating for the low end of the spectrum with applied tactics'. We see this at present in caster mobility, hiding on the other side of a tank, and ranging it before it gets close. Not so much the folks that have little other option than to dps it down. It'll probably make a bit more sense once I break the suggestion on down , but that's a fairly long post, as well as premature, since we haven't gotten into that specific discussion yet.
    Last edited by Scraap; 12-26-2011 at 02:33 PM.

  12. #432
    Community Member FranOhmsford's Avatar
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    Quote Originally Posted by Sarisa View Post
    As for UMD on a CHA dumped half-rank class, reaching the 39 UMD to no-fail Heal scrolls is not easy. For example, my Cleric is heavily invested in UMD. I can only reach up to 37 UMD, and that involves a lot of gear-swapping and buffs. Granted, since I'm a Cleric, I have less need for reaching that 39 UMD mark, but I still use Greater Teleport (for Titan), Teleport (general travel), Invis, Knock, Blur, DDoor (when I have the scrolls and need to), and a Staff of Arcane Power.

    The breakdown looks like:
    11 Ranks
    5 CHA mod (8 base+3 tome+2 enhancements+7 item)
    5 Greensteel CHA skills/Conc Opp item, I could get 1 more if I used a wasted tier 1.
    5 Seven Fingered Gloves - I wouldn't count on many people having these due to the pathetically low drop rate.
    4 Greater Heroism
    2 Good Luck
    3 Epic Big Top (Tier 3 Epic Spyglass works too)
    1 Ship buffs CHA shrine
    1 CHA Yugoloth potion
    --
    37

    My normal unbuffed standing UMD without gear swaps is 26 (11 ranks+5 CHA+5 Greensteel+2 Good Luck+3 Persuasion).

    Yes, it's possible to get viable UMD on a pure fleshy wizard who dumped CHA, but it requires a great deal of equipment to do so. I can only hit this high with a number of gear swaps and temporary buffs.
    Just have to ask here: Why did you dump Charisma on a cleric?

    Couldn't you spare the build points for 12 or even 14 Cha for Turns?

  13. #433
    Community Member jkm's Avatar
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    Quote Originally Posted by FranOhmsford View Post
    Just have to ask here: Why did you dump Charisma on a cleric?

    Couldn't you spare the build points for 12 or even 14 Cha for Turns?
    Because you can acquire turns in other ways that charisma its a handy stat to dump. If that character is a melee build or a high ac clonk then other stats may have been a priority. 6 build points for 3 turns that most of the time you never run out of vs +3 to hit/damage vs +3 AC is a big dealio.

    And also remember that she's a cleric - she doesn't umd heal scrolls

  14. #434
    Community Member jkm's Avatar
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    Quote Originally Posted by voodoogroves View Post
    "Active" and "AC" are kinda on different ends of the spectrum. There was thread a while back on AC per level to not get hit ... and Shade replied "WASD is all the AC I need" or something similar.

    Active combat, dodge-able rays, etc. ... minimize the value of AC and completely remove touch AC from the equation. Those are both "passive" effects - things you kinda "have" and the system, somewhere, rolls against them.

    Don't get me wrong, I love the active components of the system - really gives it a fun and immersive feel. That said, in PNP D&D you can play the dodgy, hard to hit monk ... in DDO you can build the same stats, but the dodgy part is more about your keyboard skills than the build.
    Shade's WASD is more a factor of a borked collision model with 2 handed weapons than anything else. Don't believe me? Grab a Greatsword and run backwards in a circle in the vail swinging while **** is chasing you, nothing will touch you while you do damage. Pre-DQ Change I "solo'd" the queen in DQ2 doing this much to the hilarity of everyone in our guild. Our premise is that it takes a reading at the location you are at when you start swinging but doesn't actually take a reading on the mob location until the swing gets later in the arc. This time delay causes a chaser to miss and a chasee to auto-hit. Please note that this doesn't work as well when the weapon arc gets shorter.

    Now that being said, when I first started this game we were allowed to tumble out of attack range while mobs were swinging. It was some of the most fun I've ever had in a game. However, this was considered "not working as intended" and was more or less nerfed except in the kiting situation above.

  15. #435
    Community Member Sarisa's Avatar
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    Quote Originally Posted by FranOhmsford View Post
    Just have to ask here: Why did you dump Charisma on a cleric?

    Couldn't you spare the build points for 12 or even 14 Cha for Turns?
    My Cleric was built before Radiant Servant was added to the game. Turns were FAR less important then. I maxed WIS, CON, and put the rest into STR.

    That breakdown would be similar to what a CHA dumped Wizard would have. Similar gear layout. I could reach the 39 necessary by doing a 6 CHA skills Greensteel instead of 5, and putting exceptional +2 CHA on a ToD ring. I personally don't need the 39, but a fleshy 20 WIZ Archmage might want the extra. Just do note that it is not easy on a half-rank UMD class who dumped CHA to reach 39 UMD for Heal/Recon scrolls. It's definitely doable, but it requires a lot of gearing and grind to do so.

    ----

    As for Escort missions, the devs seem to be acknowledging that they're annoying for a lot of people. The newest one, Power Play, your charge will go invulnerable so you don't have to worry about her at all. The previous one, Last Stand, has an NPC that self heals and is rather durable (especially on epic). Weapon's Shipment gives the Planescaller 200% Healing Amp and has her cast CC spells that occasionally actually work.

    The devs also changed the horrendously annoying fail condition of Gladewatch from keep the monsters out to a less annoying protect the captain. You can use social skills to place the captain in a decent spot and keep her out of danger.

    The devs also made Small Problem a bit easier on normal, hard, and epic. Elite is still on the "rough" side, mostly due to the danger of the Messenger of Pits and his level drain on hit proc, which can kill a non-Deathwarded Brawnpits in a matter of seconds.

    It's mostly old quests, *cough*Threnal, that have the obnoxious types of escort missions.

    ----

    The "gather your party" mechanics I understand, but something needs to be done about the annoyance of AFK'ers, Pikers, and deliberate Griefers in those types of quests. I understand the reasoning of having it for Misery's Peak, but it does cause a lot of strife and grief for newer players. It's especially frustrating due to the sheer length of Misery's Peak.

  16. #436
    Community Member Kinerd's Avatar
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    I had another thought, please forgive me if this has been addressed.

    It is not clear what the intended difficulty is for raids. They have a quest level associated with them. For quests, it is pretty clear that in general a level 19 quest will have stronger/more dangerous challenges than a level 2 quest. It has been frequently claimed by a vocal poster on the forums that raids are in general intended as endgame content, and recent changes to various raids have borne out that claim.

    Put shortly, is it the developer intent that all (or most) raids are intended to be challenging for level 20 parties? If so, why aren't all (or most) raids given a quest level of 20?

  17. #437
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    Quote Originally Posted by Vormaerin View Post
    I'm not convinced that between blade barrier, cometfall, destruction, and Divine punishment, the cleric is really giving up a whole lot of destructive power compared to the barbarian or fighter in the course of a typical quest.
    If my cleric was toothless, he wouldn't be able to solo anything. But to a large extent it becomes a battle of attrition where I just wear down the mobs as opposed to a quick obliteration. There are some things that are really a PITA for my cleric. Self healing bosses immune to insta-kill is one of them.

    Clerics have weapons, but those weapons have limitations:

    1) Blade Barrier

    Mobs that have range attack capability tend to refuse to be kited through a blade barrier. Note that enemy casters fall into this category.

    Kiting things through a Blade Barrier (even with Superior Potency, Maximize Spell, and Empower Spell) isn't exactly a quick kill. Better have a pair of striders too.

    2) Cometfall

    Utterly unimpressed. Given the options of spells at that level, it isn't even prepped. I tend to chain group and solo runs, and seldom take the time to change what spells I have.

    3) Destruction (and his big brother Implosion) are nice against trash, assuming that you have the DCs and Spell Penetration to make it land. Heighten Spell and items for DCs and Spell Penetration help. Can only dream of Spell Penetration and Spell Focus feats.

    Cool down timer (especially one minute cooldown on Implosion) is a downer.

    4) Divine Punishment

    Proof that MadFloyd likes Divine casters at least a little bit. A Rahkir's set from ToD and a Green Blade are nice for the crits. You better Cannith craft at least one Superior Brilliance 5 clicky though. As far as I know, it doesn't drop from random loot gen or on any named loot.

    Of course, you can further work on your Blade Barrier, Destruction/Implosion, and Divine Punishment. Just need enough runs of LoB hard to craft a few items.

    In a long dungeon, you can blow a fair amount of spell points using the above. It helps to have a HoX shield and a torc so you can reload those spell points.

    Even with all of the above, I took one level of fighter so I have full martial weapon access so I can pull out a green steel weapon or 2. Even with my gimp melee skills, some things just die more conveniently by whacking them.

    A fair amount of equipment, build investment and situational knowledge to know when to apply what.

    Did I mention that I feel obligated to slot in some group healing ability as well?

    Its really a fun build to play, and I like it a lot, but some how I doubt that its the easiest path through DDO. I suppose I could just healbot, but I can really only stand so many back to back runs of Bastion of Power elite where 5 people zerg off in different directions.

  18. #438
    Community Member FranOhmsford's Avatar
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    Quote Originally Posted by Sarisa View Post
    My Cleric was built before Radiant Servant was added to the game. Turns were FAR less important then. I maxed WIS, CON, and put the rest into STR.

    That breakdown would be similar to what a CHA dumped Wizard would have. Similar gear layout. I could reach the 39 necessary by doing a 6 CHA skills Greensteel instead of 5, and putting exceptional +2 CHA on a ToD ring. I personally don't need the 39, but a fleshy 20 WIZ Archmage might want the extra. Just do note that it is not easy on a half-rank UMD class who dumped CHA to reach 39 UMD for Heal/Recon scrolls. It's definitely doable, but it requires a lot of gearing and grind to do so.
    Thank you for the details Sarisa.

    I've always wondered to be honest {I came to DDO from AD&D 2nd Ed.} why turns were charisma based in this game when Wisdom {Willpower} seems far more apt.

    If the devs want to make Clerics more widely used this would be a good place to start as I see it.

    Fav Souls have many benefits as a p2p class {as they should} but it has been said on these forums that charisma can easily be dumped in favour of wisdom for them.

    Let's give Clerics a boost and change the turn system to wisdom based - then Clerics can more easily go str and con {maybe even add a coupla build points into int for skills} without worrying about dumping cha.

    Quote Originally Posted by jkm View Post
    Because you can acquire turns in other ways that charisma its a handy stat to dump. If that character is a melee build or a high ac clonk then other stats may have been a priority. 6 build points for 3 turns that most of the time you never run out of vs +3 to hit/damage vs +3 AC is a big dealio.

    And also remember that she's a cleric - she doesn't umd heal scrolls
    I wasn't saying to max cha but it seems strange to me that someone would dump it entirely.

    Sarisa's reply has helped me understand the reasons why one would a bit more.

  19. #439
    Community Member jkm's Avatar
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    Quote Originally Posted by FranOhmsford View Post
    Let's give Clerics a boost and change the turn system to wisdom based - then Clerics can more easily go str and con {maybe even add a coupla build points into int for skills} without worrying about dumping cha.
    Then you would screw over pallys who don't need much wisdom.

  20. #440
    Community Member FranOhmsford's Avatar
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    Quote Originally Posted by jkm View Post
    Then you would screw over pallys who don't need much wisdom.
    I don't see why the devs couldn't give Pallies a free feat to use cha instead of wisdom.

    Frankly I have a HotD Pally {TRd once - Currently lvl 7} and they already need an almighty boost to turn undead just to be on par with a radiant servant {never mind to be able to actually destroy anything}.

    A Hunter of the Dead specialises in destroying the undead - He should be as good if not better at it than a Cleric of equal level.

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