My suggestions are simple and may be already voiced:
1 - Figure out which abilities you want linked to a particular level in a class. For example the capstones are linked to lvl 20, prestige enhancements are linked to 6, 12, and 18.
2 - Make fewer enhancements have prerequisite's of other enhancements. The only current prerequisites are for prestige enhancements (with a few exceptions). We can take extra action boost without having action boosts.
3 - Lower the total number of enhancements required for racial abilities to unlock (unless its for a racial prestige class). The advantage of being say human is to take just the stat and the healing amp stuff.
4 - Don't lean to far in the multi-class area. The more complicated and top end builds are already multi-classes, however most class splashes are not for enhancements. Typically 2 levels of a class are splashed for feets, evasion, skills, or other class specific abilities. Rarely are they splashed for enhancements. People splash 6 lvls of a class generally for the prestige class. If you open it up to a lower lvl split we will see things like 18 sorc/2pally with stalwart, or such like that.
5 - Multi-classing is something that happens on melee classes far more then on caster classes because the inherent advantage of staying pure on the class (spells, DC, spell points, spell lvl). If you want to encurage people to stay pure make the melee classes capstone's better.
6 - Lots of rambling but I want to say finally, I like how this is looking to be. Lots of new possibilities.
This variant of Magical training is a feat entirely made up by turbine. Per dnd lore there are a couple of classes that doesn't train their spells (to the extent other classes do) but rather cast them as an innate awakened ability. The ones included in ddo are Sorcerers, Favored souls and Bards.
Sorcerers and favored souls are spontaneous casters just like bards and receive both the feat and double spell points for being spontaneous casters (to compensate for that every class can recast the same spell in ddo), yet bards receive neither.
The Tarcane Death knight; a solo friendly plate wearing (0% spell failure) arcane knight.
This isn't true.
Bards have extremely limited access to offensive casting (the best being Greater shout that does roughly 40 damage /cast).
If by offensive casting you mean enchantment spells, bards can only receive a workable dc in that particular spell school and has to stay pure or loose 3dc which isn't an option since they are already 3dc behind wizards in maximum achievable dc in that spell school.
Bards spell selection in enchantment is also very limited (consisting mostly of charm spells) and epic wards rule out the chance of charm spells being used at all in epic content above epic normal (they auto-break after a few seconds (5-8?) regardless of casters dc).
If clerics would choose one main offensive spell school it would probably be Evocation for most players (largely due to Blade barrier and Implosion).
At level 20 (ungeared and pure) bards & clerics would be equal due to bards capstone (if we were to compare bards enchantment to any chosen spell school for clerics). A cleric multi-classing monk and water stance will have 1 more dc in any spell school than a bard could achieve in enchantment, by equipping an alchemical wis item this will rise to 2 more than a bard can achieve. Bards can get another for enchantment from their past life that takes a feat slot. Clerics can get 3 sorcerer past lives for a total evocation boost of 3 that doesn't cost any feats (and both can get wizard of course).
When it comes to Epic destinies Clerics can get 2 more in evocation from twisting draconic spell school mastery and bards receive 2 enchantment dc if they tie themselves to the Fatesinger destiny (and are max level).
As for spell penetration it's true that many forget that bards (due to their capstone) actually have the second highest achievable spell penetration in the game (2 behind elf wizards). Compared to a cleric with equal feats they would have 3 more spell pen (2 from capstone and one from arcane might song). But the problem is just that 'equal feats', bards can't afford spell casting feats in the same manner as other casters since they lack offense spells and has to use their feats for martial dps abilities as well whilst a cleric can use Blade barriers or Implosion for their dps needs.
Last edited by legendlore; 04-12-2013 at 08:33 PM.
The Tarcane Death knight; a solo friendly plate wearing (0% spell failure) arcane knight.
A long wall of quotes but I feel the emphasis is necessary. Please consider this. Thanks.
[Edit: also, addressing Vargouille's comment about bards being covered, if I am to assume that means they have to spend a quarter of their points in the Spellsinger?Virt?Combo? tree just to get perhaps 75% of the positive energy spell power they once had for half the AP, then... no. That's not covering it.]
Last edited by SealedInSong; 04-12-2013 at 09:03 PM.
Character Compendium
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Sarlona*Eternal Wrath
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Character Compendium
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Sarlona*Eternal Wrath
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As I understand it, self-suficient char is one who does not depend on the group in which he is in. It means that he does not need to "play in team". Whereas there are exception, I'd prefer to not live under the exceptions roof. If absolutely no character is self-suficient, everybody is obligated to be a team player. That harms zerg players only IMHO... but I am coming to the conclusion that mostly zerg players post in forums... xDOriginally Posted by Ganolyn
If anything, I'd like DDO to come closer to PnP in team play terms (or at least in my PnP group we were all about team play) and I don't mean the holy trinity (tank+dps+heal). On the top of my head, I cannot remember any other MMO with a traps system, and I think DDO should explore this better, and perhaps add other similar things (like adding a meaning to the *scout* role) but well... this is another subject.
Hahahahaha, it was a *cp -R /brain/delusions/that_comment /internet/forums/ddo/*, so it is in both places now and so it shall be xDOriginally Posted by Kakashi67
I'd like to ask something about this...Originally Posted by Vargouille
There should be a conceptual difference between multiclass and pure class?
Is your intent to make multiclass more versatile but less powerful? If yes, how "less powerful"? And how "more versatile"? I'm not asking for an equation, just a basic idea.
+1Originally Posted by Qezuzu
Are you implying that they exist now? =POriginally Posted by BOgre
That is very true, thank you for correcting!Originally Posted by legendlore
I'm about as un-zerg as a veteran player gets, and this would utterly destroy the game for me.
Self-sufficient means being able to solo. Soloists comprise a non-trivial percentage of the player base. Marginalizing soloists hurts the viability of the game itself no matter how you slice it.
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Every day there is no fix, is another day of failure of alpha testing. Leaving forumites to suggest changes based on conjecture vs. first hand experience.
How many days of failure during alpha before you mothball it and Turbine takes action for itself.
How much longer will Turbine continue to give Atari credit as publisher also?
+2 from destinies can be twisted by clerics as well, +2 from item I assume you mean Arcane augmentation that doesn't stack with Song of arcane might, so it would be an +1 bonus and would effectively lock out the bard from the only offense ability it would have (its weapons) since it is only available on weapons.
The +1-2 dc difference is actually in the clerics favor (as shown in the post above) and it rises to a +4-5 difference if its Evocation.
I'm generally a bit confused though, your argument is that bards are better offense casters than clerics, which to me translates as you saying that Greater shout is a spell good enough to beat Blade barrier, Divine punishment and Implosion combined.
As said if you by offensive casting capability mean the ability to crowd control, a enchantment bard build is very limited, it would give up all of its offense capability in order to cc dealing about 40-50 damage a swing with its weapons since it doesn't have the feats to boosts its only way to deal damage.
It also has to depend on 2 capstones, meaning it has to stay pure and will be very far behind until it gets its l20 capstone and then be very far behind again until it reaches its Fatesinger capstone. All this to be able to cast Ottos dancing sphere, Ottos irresistible dance and hold monster (single target version). These are generally the only effective enchantment spells bards have access to at epic levels.
Compare this to an enchantment wizard who not only gets better dc:s it will also get a much wider spell selection, a more even progression while leveling by not depending on capstones and many of the feats used will also boost its offense capability by having access to offense spells.
The Tarcane Death knight; a solo friendly plate wearing (0% spell failure) arcane knight.
No, that isn't the case. You're free to express your opinion, and that is all. You are not free to express your opinion unchallenged, unmocked or unoffended, as long as the rules of the forum are not violated. That's a common misunderstanding that people seem to have.
I wish I had something to say about the new enhancement system, but the downloader is being a PitA, so I don't have Lamm up and running yet.![]()
Good that you mentioned it, and good that you also mentioned your personal experience (thus opening the oportunity for myself to also do so).Self-sufficient means being able to solo. Soloists comprise a non-trivial percentage of the player base. Marginalizing soloists hurts the viability of the game itself no matter how you slice it.
I have played for nearly 10 years another MMO with a solo build as my main character, some sort of a battle cleric. It was a horrible build, it was good for soloing and nothing more, it could not fit any party and so on. The game never supported this kind of build via spells nor equipament (that is, new things were added to the game but never with that in mind). Some few people were insisting in similar builds. We did that for fun, and we all knew it was not optimal. We heard rumours several times that they would add new stuff for this build (the old "we support all kinds of game play!" thing), but it never happened.
All in all, I don't think devs need to support solo builds, as they will probably happen anyway. Support would just make them more valuable, thus encouraging its use. Now what is the matter of opinion here; you think devs should encourage the use of solo chars (via developing enhancements and maintaining certain builds) whereas I personally don't like this idea. That's all. I don't even think my opinion has any weight here, given the aggressivity of the community after my mere comment. It also doesn't mean that I would never work myself on a soloer, regardless of being supported by the game or not.
http://forums.ddo.com/announcement.php?f=211&a=4Originally Posted by danzig
Originally Posted by Cubethulu
I'm not saying they need to add incentive to solo. I'm saying they are significantly nerfing self-sufficiency that we already have on live.
I don't want anything taken away from anyone. You, apparently, want the soloability we currently have to be taken away.