Page 8 of 11 FirstFirst ... 4567891011 LastLast
Results 141 to 160 of 208
  1. #141
    Community Manager
    Cordovan's Avatar
    Join Date
    Nov 2010
    Posts
    0

    Default

    Just wanted to thank everyone for giving us some great feedback so far. Much appreciated!
    Have fun, and don't forget to gather for buffs!
    Follow DDO on: Facebook Twitter YouTube
    Join us on Twitch!
    Hello from Standing Stone Games! Facebook Twitter
    For Support: https://help.standingstonegames.com



  2. #142
    Hero nibel's Avatar
    Join Date
    Jul 2007
    Posts
    3,512

    Default

    Quote Originally Posted by mikarddo View Post
    We were told that this quest would be really long with lots of replay value (as it **** well better should be with just one quest in two parts for an update) AND we were told hard would be made hard and elite truly elite.

    Based on that it saddens me to see that people get to the end fight of the second part without much trouble even on EE and that the quest is being finished within the first day(s) at all on HE / EE. I had high hopes that noone would have even made it past part 1 yet because the quest was hard as hell with many things that had to be figured out and prepared for.

    /sadface
    If it makes you happy, I played it with a fresh level 28 with randomly assorted named gear from the dojo, on epic normal, for about 4 hours, and could not finish the air temple in part 1 because the place was too huge, and I was exploring every corner. I must have found around 10 named monsters, and racked up the 750 kill count easily.

    This quest is easily 3 or 4 times larger than Haunted Halls (No idea about part 2), and looks like it has more randomization (no more rushing to the crests, then named), so it will have more replay value.
    Amossa d'Cannith, Sarlona, casually trying Completionist (12/14) [<o>]
    Almost-never-played-alts: Arquera - Chapolin - Fabber - Herweg - Mecanico - Tenma


    I want DDO to be a better game. Those are my personal suggestions on: Ammunition, Archmage, Combat Stances, Deities, Dispel Magic, Epic Destiny Map, Fast Healing, Favor, Favored Enemy, Half-elf Enhancements, Monk Kensai, Monk Stances, Past Life, Potency, Potions, Ranger Spells, Summons, Tiered Loot.

  3. #143
    Senior Member
    Join Date
    Sep 2011
    Posts
    0

    Default

    Quote Originally Posted by nibel View Post
    If it makes you happy, I played it with a fresh level 28 with randomly assorted named gear from the dojo, on epic normal, for about 4 hours, and could not finish the air temple in part 1 because the place was too huge, and I was exploring every corner. I must have found around 10 named monsters, and racked up the 750 kill count easily.

    This quest is easily 3 or 4 times larger than Haunted Halls (No idea about part 2), and looks like it has more randomization (no more rushing to the crests, then named), so it will have more replay value.
    It helps a little, thanks.

    I still hope for
    - large random puzzles that need solving
    - traps that matter
    - storylines down the sideways so you dont just explore to find a room that looks like all the other rooms.
    - placeholder "named" mobs at the end of significant sideways to show that here a real named could spawn (and dont make it too easy to just zerg scout to check if the name or the PH is there)
    - hard to be decently hard (something like elite is for most other quests now) and elite to be beyond what I can handle so it will challenge the top dogs and give me something to aspire for. Make hard and elite actually mean just that!
    - fun and desireable loot of which some does not add vertical power but either adds horizontally or adds flavor (my personal favorite would be cosmetic/illusion <race> items).
    - And this loot to be rare and require running the quest for many, many hours/days/weeks/months.

    Sofar from what I am reading admittingly rather than playing it sounds like the place is mostly huge but somewhat lacking in variation. Hopefully I am wrong.
    Member of Spellswords on Ghallanda

  4. #144
    Developer Vargouille's Avatar
    Join Date
    Dec 2011
    Posts
    0

    Default

    Some balance changes being worked on, amongst lots of smaller changes & bug fixes as well:

    • Increased monster strength on Hard and Elite, mostly increasing how threatening they are (not increasing hitpoints).
    • Fixing many ranged attacks being far too weak (such as dealing single digit damage on Epic Elite).
    • Bumped up most of the Heroic Normal CR4 monsters to higher CRs (at all levels of difficulty).
    • Slag now heals from fire damage, and some similar changes.
    • Some monsters can now inflict Brittleskin, a small & brief but stacking reduction to Physical Resistance.
    • Romag is less of a pushover.
    • Reducing hitpoints of some elementals and other enemies who are too much "sack-of-hitpoints".
    • Fixed some enemies who preferred meleeing or even throwing arrows or daggers despite that nice bow or crossbow in their hands.

  5. #145
    The Hatchery
    Join Date
    Jun 2010
    Posts
    2,337

    Default

    Quote Originally Posted by Vargouille View Post
    Some balance changes being worked on, amongst lots of smaller changes & bug fixes as well:

    • Increased monster strength on Hard and Elite, mostly increasing how threatening they are (not increasing hitpoints).
    • Fixing many ranged attacks being far too weak (such as dealing single digit damage on Epic Elite).
    • Bumped up most of the Heroic Normal CR4 monsters to higher CRs (at all levels of difficulty).
    • Slag now heals from fire damage, and some similar changes.
    • Some monsters can now inflict Brittleskin, a small & brief but stacking reduction to Physical Resistance.
    • Romag is less of a pushover.
    • Reducing hitpoints of some elementals and other enemies who are too much "sack-of-hitpoints".
    • Fixed some enemies who preferred meleeing or even throwing arrows or daggers despite that nice bow or crossbow in their hands.
    Is there going to be any change to their saves? Near-max DC Assassins (~75) are getting really high fail rates, along with DC casters.

  6. #146
    Developer Vargouille's Avatar
    Join Date
    Dec 2011
    Posts
    0

    Default

    Quote Originally Posted by Qezuzu View Post
    Is there going to be any change to their saves? Near-max DC Assassins (~75) are getting really high fail rates, along with DC casters.
    Right, good reminder!

    "Weak" saves for most of the monsters have been reduced significantly. A few monsters have had their "class" changed behind the scenes to change which saves are weak, especially for some of the more common monsters who appear in large numbers. Monsters with strong Fortitude saves are probably still going to remain equally as problematic on Epic Elite for Assassinate in particular (but there's some individual changes being made, again, to try to diversify enemies).

  7. #147
    Community Member Wizza's Avatar
    Join Date
    Apr 2013
    Posts
    3,845

    Default

    Quote Originally Posted by Vargouille View Post
    Some balance changes being worked on, amongst lots of smaller changes & bug fixes as well:

    • Increased monster strength on Hard and Elite, mostly increasing how threatening they are (not increasing hitpoints).
    • Fixing many ranged attacks being far too weak (such as dealing single digit damage on Epic Elite).
    • Bumped up most of the Heroic Normal CR4 monsters to higher CRs (at all levels of difficulty).
    • Slag now heals from fire damage, and some similar changes.
    • Some monsters can now inflict Brittleskin, a small & brief but stacking reduction to Physical Resistance.
    • Romag is less of a pushover.
    • Reducing hitpoints of some elementals and other enemies who are too much "sack-of-hitpoints".
    • Fixed some enemies who preferred meleeing or even throwing arrows or daggers despite that nice bow or crossbow in their hands.
    Where are the Saves changes? Pretty much EVERYONE is complaining about those.

    With "some elementals", do you mean Water, Fire and Air ones as well?
    Is the Goristro Barbarian included too?

    That Brittleskin debuff sounds nicein theory, will see how small and brief the debuff is thou.

    We are on the good road.
    Quote Originally Posted by JOTMON View Post
    I don't think you get a choice.. you are Rys's minion..

  8. #148
    Community Member Wizza's Avatar
    Join Date
    Apr 2013
    Posts
    3,845

    Default

    Quote Originally Posted by Vargouille View Post
    Right, good reminder!

    "Weak" saves for most of the monsters have been reduced significantly. A few monsters have had their "class" changed behind the scenes to change which saves are weak, especially for some of the more common monsters who appear in large numbers. Monsters with strong Fortitude saves are probably still going to remain equally as problematic on Epic Elite for Assassinate in particular (but there's some individual changes being made, again, to try to diversify enemies).
    This is not in place yet, right?
    Quote Originally Posted by JOTMON View Post
    I don't think you get a choice.. you are Rys's minion..

  9. #149
    2015 DDO Players Council Seikojin's Avatar
    Join Date
    Feb 2006
    Posts
    0

    Default

    Quote Originally Posted by mikarddo View Post
    It helps a little, thanks.

    I still hope for
    - large random puzzles that need solving
    - traps that matter
    - storylines down the sideways so you dont just explore to find a room that looks like all the other rooms.
    - placeholder "named" mobs at the end of significant sideways to show that here a real named could spawn (and dont make it too easy to just zerg scout to check if the name or the PH is there)
    - hard to be decently hard (something like elite is for most other quests now) and elite to be beyond what I can handle so it will challenge the top dogs and give me something to aspire for. Make hard and elite actually mean just that!
    - fun and desireable loot of which some does not add vertical power but either adds horizontally or adds flavor (my personal favorite would be cosmetic/illusion <race> items).
    - And this loot to be rare and require running the quest for many, many hours/days/weeks/months.

    Sofar from what I am reading admittingly rather than playing it sounds like the place is mostly huge but somewhat lacking in variation. Hopefully I am wrong.
    Regarding puzzles:
    I too would like some puzzles in the quest, but I doubt there are any since by this time, they would be in place to a degree (may not be working, but the moving parts would be there).

  10. #150
    Community Member Rys's Avatar
    Join Date
    Feb 2014
    Posts
    1,412

    Default

    Quote Originally Posted by mikarddo View Post
    I still hope for
    - large random puzzles that need solving
    - traps that matter
    Quote Originally Posted by Seikojin View Post
    Regarding puzzles:
    I too would like some puzzles in the quest, but I doubt there are any since by this time, they would be in place to a degree (may not be working, but the moving parts would be there).
    Yes for puzzles and moar traps, please.

  11. #151
    Community Member Monkey-Boy's Avatar
    Join Date
    Feb 2012
    Posts
    1,428

    Default

    Quote Originally Posted by Vargouille View Post
    Right, good reminder!

    "Weak" saves for most of the monsters have been reduced significantly. A few monsters have had their "class" changed behind the scenes to change which saves are weak, especially for some of the more common monsters who appear in large numbers. Monsters with strong Fortitude saves are probably still going to remain equally as problematic on Epic Elite for Assassinate in particular (but there's some individual changes being made, again, to try to diversify enemies).
    The CR 54 humans have significantly better fort saves than CR58 Orcs in Gianthold. The class didn't appear to matter.

    i don't mind some mobs being tougher, even max-DC (77, close to max) I shouldn't be able to finger a Hezrou without debuffing. But a CR54 HUMAN should die, based on what happens EVERY OTHER QUEST IN THE GAME.

    Looking forward to testing the next round.

  12. #152
    Community Member Thar's Avatar
    Join Date
    Jan 2006
    Posts
    2,073

    Default

    Quote Originally Posted by Vargouille View Post
    Right, good reminder!

    "Weak" saves for most of the monsters have been reduced significantly. A few monsters have had their "class" changed behind the scenes to change which saves are weak, especially for some of the more common monsters who appear in large numbers. Monsters with strong Fortitude saves are probably still going to remain equally as problematic on Epic Elite for Assassinate in particular (but there's some individual changes being made, again, to try to diversify enemies).
    problomatic or reasonable? if problematic is 5-20% of the time your necro dc hits, then it's a fail and casters will want/need improvements. as a pm or other caster you can only hit so high a DC and can't expect to cast things over and over vs sorc with sla burning it down in a few cheap slas.
    Member of "Guild of the Black Dragons" & "Swords of the Light" on Sarlona. Proud "Last" member of Caffeine - we aint stragicially savy.
    Kilthar-Tharr-Delkanthalus-Carissa-Mirasina-Ktara-Imara-Thistle-Tharissa-Robothar-Minithar-Miriella-Tharnessa-Tharisa

  13. #153
    Bounty Hunter slarden's Avatar
    Join Date
    Apr 2011
    Posts
    11,313

    Default

    Quote Originally Posted by Qezuzu View Post
    Is there going to be any change to their saves? Near-max DC Assassins (~75) are getting really high fail rates, along with DC casters.
    Max assassinate for an assassin is now 84 although it would take some unacceptable gimping to bring it that high.
    DC Warlock Reaper Build (U48)
    Max DC Illusionist Reaper Build (U48)

  14. #154
    Bounty Hunter slarden's Avatar
    Join Date
    Apr 2011
    Posts
    11,313

    Default

    Quote Originally Posted by Vargouille View Post
    Right, good reminder!

    "Weak" saves for most of the monsters have been reduced significantly. A few monsters have had their "class" changed behind the scenes to change which saves are weak, especially for some of the more common monsters who appear in large numbers. Monsters with strong Fortitude saves are probably still going to remain equally as problematic on Epic Elite for Assassinate in particular (but there's some individual changes being made, again, to try to diversify enemies).
    Will the title of the enemy and the fort saves line up if this is being done behind the scenes? Or will groups of enemies with the same name have fort saves that vary greatly?
    DC Warlock Reaper Build (U48)
    Max DC Illusionist Reaper Build (U48)

  15. #155
    Community Member die's Avatar
    Join Date
    Apr 2007
    Posts
    868

    Default Bear traps are .. The thoughts of a insane person!!

    As for those of you asking for puzzles.. I am not a big fan of puzzles like we have in prove your worth, I am a big fan of puzzles like in the game ICe wind dale. with runes, or colors. And as for traps I love traps. I just hate the once we have been creating since THE eveeningstar expansion.. spell wards and bear traps are lazy and no fun? fREAKING bear traps just lying around every where? who comes up with this **** ole'.. INSANITY!!
    Kahzadoom~Nexus~Irondoom~Doomlord~XvKing DoomHammer~
    Xoriat Born~Doompriest~Doom~Xzr~Legion of Doom~Fear leads to anger, anger leads to hate, hate leads to suffering.

  16. #156
    Cosmetic Guru Aelonwy's Avatar
    Join Date
    Sep 2009
    Posts
    0

    Default Abandoned quest design?

    I have an odd question, about the time Lords of Dust was introduced, the auto-granted feats Wilderness Lore, Arcane Lore, and Religious Lore were added to the game to add some optional complexity to quests where a PC with one of those feats received an otherwise unavailable option to complete an encounter or solve an issue; why have these feats and their purpose been seemingly abandoned? Especially, in the face of so many people asking for things to be added to the game to encourage cooperation?

    It would seem to me that in a TEMPLE of ELEMENTAL EVIL all three of these feats could be used in one optional or another to add something more to the quest than just your average hack and slash.

    Once again it feels like you guys added something to the game (in the form of these Lore feats) and then promptly forgot they existed and should ever be used again.
    Blood Scented Axe Body Spray (Thelanis)
    Aelonwy - Wydavir - Metaluscious - Aertimys - Phantastique - Kaelaria - Lunaura - Aelurawynn - Saurscha - Crystalorn - Aurvaeyn - Vaelyns - Wyllowynd

  17. #157
    Community Member arkonas's Avatar
    Join Date
    Sep 2009
    Posts
    2,333

    Default

    Quote Originally Posted by Aelonwy View Post
    I have an odd question, about the time Lords of Dust was introduced, the auto-granted feats Wilderness Lore, Arcane Lore, and Religious Lore were added to the game to add some optional complexity to quests where a PC with one of those feats received an otherwise unavailable option to complete an encounter or solve an issue; why have these feats and their purpose been seemingly abandoned? Especially, in the face of so many people asking for things to be added to the game to encourage cooperation?

    It would seem to me that in a TEMPLE of ELEMENTAL EVIL all three of these feats could be used in one optional or another to add something more to the quest than just your average hack and slash.

    Once again it feels like you guys added something to the game (in the form of these Lore feats) and then promptly forgot they existed and should ever be used again.
    im assuming you didn't see the wilderness lore in mask of deception optional.

  18. #158

    Default

    New splash screen says it's Update 25: Reign of Elemental Evil.

    Luckily the devs will be updating it so we don't have to rename it Update 25: Reign-Man

    Whoever you've got putting out annoyance-bear-traps... put them on not-traps and have them take their beartraps with them. Put the HH trap dev on some kill-players-w/o-a-detrapper or serious jump and pedestal skills. Trap hallways also needs to go upwards so you can't just rocket-boot/fvs/monk/store-shoot past them.
    Casual DDOaholic

  19. #159
    Founder Delacroix21's Avatar
    Join Date
    Feb 2006
    Posts
    0

    Default

    2 complete runs= 1 with a 4 man party and next solo (yes soloed Zugg's!)


    My thoughts=

    I like it, and yet I kinda feel like the dungeon elements are a bit bland and boring. It definitely needs more torch scones on the walls, some tapestries etc. The red named Elementals in part 1 also have TOO much hp, my guess in 600,000+ based off time it takes me to kill EE Trackers trap giant. I wasnt really dazzled by anything (except maybe the mushroom area), the dungeon and elemental nodes were preety bland. I hope ToEE gets a face lift before live. I want to be wowed by what I see.
    Making DDO a better game 1 post at a time!

    Triple EVERYTHING Completionist= Heroic 42/42, Iconic 12/12, Epic 36/36

  20. #160
    Community Member Powerhungry's Avatar
    Join Date
    Oct 2013
    Posts
    512

    Default only poked around a bit

    but the red named earth elementals in part 1 had way to many hp - on EN it took me over 5 minutes to beat them down. (on a well geared completionist that soloed Dagan at level 20).
    However, the red named cleric they were guarding (Komag?) had way to few hp - under 3k. I killed him in 2 hits.
    4 massive hp bags followed be a gimpy cleric.
    He should have a massive arsenal of spells to use and enough hp and self healing to get a chance to use them. Blade barrier, greater command, flame strike, cometfall, firestorm, energy drain, implosion, destruction, etc...
    Rather than making the enemies 'tougher' by giving them hundreds of thousands of hp, make them craftier and smarter. Give them resources and let them use them. 4 red named earth elementals we have to kill. OK. so we have to solve some puzzles in the area or the just respawn. or we have to break/purify every altar/vase/urn, etc.. They have to be prepped and separated (a la Shroud part 2). they have to be prepped separated and killed in their own area (random each time thus they'd have to have names to tell them apart - even thing 1 and thing 2 or red fish blue fish). So many ways to make the player have to be smarter rather than just develop carpal tunnel from mouse clicking 80,000 times to kill and elemental.
    Just my opinion on the little bit I saw.
    Also the red named medusa's stone gaze was almost instant from the time the visual/audio tell tale was activated. Might need to increase the time from cue to activation just a bit (or shorten its duration).
    (Combat): You are hit by your knockdown.

Page 8 of 11 FirstFirst ... 4567891011 LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  

This form's session has expired. You need to reload the page.

Reload