Last edited by RD2play; 10-14-2015 at 05:21 PM.
G-land, Balistas Magicas, Bashukar Bloodaxe, Kobur Curse of Dragon, Necromatix
In a nutshell... So you are nerfing the builds that are doing good in the game to enhance the gaming experience of other players that feel somehow uncomfortable with those builds?
And in the process affecting and probably destroying countless hours of character building for everyone else.
Way to go...
We don't expect you to take eight new feats. They are options.
Frankly, I personally only expect someone going for a sort of theme build to take all four Tactics feats. I'd be strongly tempted to take the +6 and +8 feats, but after that I'm probably landing 95% of time on not just low-save monsters (usually Fortitude, for Stunning Blow), but probably managing to get pretty high chances even against monsters with strong Fort saves. That's not taking into account using other feats vs. other saves, etc.
Maybe there's some crazy non-Strength Fighter Build that will want all four Tactics feats to keep DCs up, but that's just a new build that probably couldn't get viable tactics before. That would be great.
For the armor feats, it is obviously helpful to maximize defenses as much as possible, but in this case we do explicitly expect players to make a lot of tradeoffs and decide what they want. We aren't autogranting these feats because you shouldn't need them - but they can help a lot. Do they help more than your other feat choices? Maybe!
These are not bugs. These were very explicitly changed to improve the value of these feats, and Fighters who may be looking for small bonuses with their 12th or 15th or whatever feat options they have.
Ranged and Thrown of course give Ranged Power.
We disagree strongly. The only majorly impacted ranged build would be those dependent on Holy Sword.
- Monkchers should still be fine.
- Arcane Archers should still be as fine, regardless of the state current AA work. (Not sure why you assume AA won't be out until after these changes.)
- What other ranged combatants do you think are just going to be "gone"?
10k and Manyshot still give pretty massive burst damage, with greatly increased sustain available for most builds, if only in the form of doubleshot. Plenty of players have posted their existing builds with 50%+ Doubleshot (sometimes much higher). Especially for Manyshot builds, removing the Doubleshot penalty is a large DPS increase for those builds.
In todays video you comment on the fighter feats. You said you want to keep them fighter only because you think opening them up to everyone would just make them "something everyone felt they had to take" (or close to those words I hope.)
If that is a concern, then one of two things is happening:
1. The feats are too good and should be removed (not implemented)
2. Something is wrong with tactical DCs and/or PRR/MRR that makes these feats that needed.
I've said before I feel like DDO is chasing its tail with some of these changes. Why not roll them out slower? You talk about wanting to see how things affect the "ecosystem" but when you drop all this at once you will have no way to tell what is the actual root of an observed change.
I would say that you should pick a few things that are not used on the same build and see what you get. For example:
1. Holy Sword change. This affects TWF, S&B and ranged. Put this in and don't touch anything else on those builds/styles and then observe how it affects them.
2. Dial back warlock. This only affects warlock. Put it in and observe.
Don't change anything else. Then, if after observation, you determine you need to do more, do a couple more targeted "adjustments".
I think your total plan approach and putting out for us to see is good. Do that so that people know what you are considering and then as you roll out the adjustments in a phased manner players have options:
1. Based on seeing the total possible changes, move their characters early to something else and not waste time on something they think might be nerfed.
2. Play the smaller adjustments as they come and evaluate how they feel about them.
I truly appreciate your communication with us here and with things like the today's video, but I still believe rolling this out all at once would be a mistake and not provide any truly valuable data as a result. There is just too much to know what is actually having specific affects.
50% DS sounds nice - but a halfling 12 monk / 6 ranger monkcher taking AA tier 5 gets at most 29% DS. Kindly acknowledge that DS is not readily available for many builds. Note that the 29% is only at level 28 - below that its 19% maximum!
If you think 50% DS is achievable generally your numbers will be way off.
Mind, I think the changes are overall fine - just that you seems to have forgotten about Trees and Wolves - but you need to base calcs on reasonable numbers![]()
Last edited by mikarddo; 10-14-2015 at 05:32 PM.
Member of Spellswords on Ghallanda
I have never understood why players rave about throwing weapons (like shuriken) here. As a PnP player of many years, I have never seen anybody carry more than one throwing weapon. Throwing weapons are for lobbing at the enemy as you wade in. If you are going to engage in a missile battle, you use a bow. Why does that not happen here?
Then I realised - RANGE!
Throwing weapons are short range weapons - or should be! Spells have limited ranges so the logic is already present in the game so why are throwing weapons not also restricted - say to the range of a Magic Missile?
Returning throwers also need time to return - there should be a cooldown on returning throwing weapons. Returning throwers make sense for characters who are going to lob one or two shots only prior to melee. If you are going to spam the field, a single returning weapon won't be enough and you will need a bagful...which brings me nicely to bows.
If you want to limit bows, there is a very simple mechanic that could work here too - think logistics!. Abolish conjured and returning ammunition!
Being able to spam 150 shots in a minute is all well and good but how are you going to carry all those arrows? Quivers should be reduced in capacity to 100 arrows and regular inventory slots to 20
I personally would rather see a massive increase (a ranger with a long bow should be doing comparable damage to a barbarian with a greatsword) in missile weapon damage PER SHOT at the expense of rates of fire and ammunition carriage.
Put me on a highway and show me a sign...
Hi,
So what about the role of a higher RoF from the existing version of manyshot? The larger number of arrows leads to more on hit chances for things like mortal fear, from arrow imbues, ED effects and helps with charging certain ED powers.
Your changes make things worse for burst archery builds and melee/ranged hybrids. For melee/ranged hybrids, like the classic ranger, sustained damage with a bow is quite unimportant. So please stop repeating these claims that what you are proposing is better for everyone, because it obviously isn't. It is only a partial solution at best.
If you can refute what I'm saying here then go right ahead, because it seems to me like you and your colleagues have made no effort to address this problem and have been studiously avoiding any discussion of it. And if you can show us, the people who believe you are hurting our builds, that we are better off, I will be the first to thank you.
Thanks.
This is a very good point and something that should be considered.
Yes, there are people who can take a first life pure fighter and run at level EE. Who that person is I don't know. But what I can say is that I experience completely different gameplay on my epic completionist that I do on my characters that do not have full EDs. Running in the right destiny for a build brings a LOT of power. Running in an off destiny brings very little. That said, I am okay with EE being balanced on being in your favored destiny and having it filled for quests above level 25.
Hmmm... I guess this may be an actual useful 3x epic past life feat now? http://ddowiki.com/page/Double_Shot
Especially with fewer procs from manyshot/10k giving less advantage to Colors of the Queen as the selection.
These proc reduction changes also seem to even further kill off Shiradi as an epic ranged destiny. Will there be a rebalancing of ED's at some point once the weapon-damage heroic PRE's and system balancing is done?
Casual DDOaholic
I really have no clue as to how Turbine does anything ( unless it involves a Magic 8 ball or Pacman larping ) but it is a real shame you guys couldn't have invested some energy in analzying play time, stable of characters, and characters lives ( you know because once upon a time multiple TR lives actually meant something, that it is until you all turned the game into the TR merrygoround) long before the sad sad PC.
Point being, many quality players I used to know on Sarlona never posted on the forums and basically had nothing to do with Turbine but log in. Yet, their depth of game knowledge and mechanics were astounding. Those are the folks you guys should have tapped into a long long time ago. Sadly, 90% of them are gone.
Turbine a day late and a dollar short...yet again.
Obviously what used to be the best weapon choice is no longer the best weapon choice. It would go a long way if Turbine provides some way to exchange our thunderforged weapons so all that work isn't invalidated.
Is this something you will consider?
A simple example- today shortsword and rapier have the same crit profiles for a swashbuckler. After this change rapier will be better. It would be nice if we can re-make our weapons.
Arti's need a better destiny, not more enhancements. They do fine in Heroic...they trail behind more and more in Epic since their primary source of damage are run arms and repeaters but everything else falls behind in utility. There simply is no destiny that has a good synergy with them. Particularly with rune arms other then electric and force.
This is where I feel you don't know how we are playing in game, every archer I know falls into one of two categories:
1. Built for manyshot (and 10k) with zero effort put into doubleshot. These are burst dps builds.
2. Ignores manyshot, 10k and being a burst dps build. These builds push for doubleshot.
While it may be true that you see "plenty of players" with doubleshot, are you considering that they don't bother with manyshot and 10k? For these builds, your proposal will be a buff because they will start using manyshot now that there is no penalty to DS. Builds that went for burst will see their burst dps decrease significantly and find that doing things like recharging adrenaline are much more difficult. These builds will require significant restructuring and regearing.
Also consider the best doubleshot item comes with -50 concentration, so that still does not mix well with 10k stars builds.
Bottom line, you have it backwards. The buff is to the builds that don't use manyshot, the builds that already use manyshot are taking a nerf.
I wouldn't phrase it in the same tone Blerk's post, but I think the point is well made that fewer arrows DOES mean a lower number of on crit, on hit, and chance on hit effect procs, and that is a large part of the attractiveness of those high bursts periods for manyshot/10K stars.
I would be interested in seeing a dev response to that specific point as I don't think I've seen one here or in the AA thread. Is that loss factored into the balance changes in terms of overall damage output? I'm not sure the temporary loss of doubleshot really is worth the loss of DPS when you start thinking of it this way, certainly my heroic archers aren't getting the kind of standing doubleshot figures you're talking about expecting people to have and the 'flurry' type figures I see on lootgen bows aren't enough to warrant using them over bows that just have another damage effect on them.
EDIT: that should say 'loss of temporary doubleshot penalty'. Don't know what happened there.
Last edited by dunklezhan; 10-14-2015 at 05:59 PM.
Regarding the new fighter feats:
Yes. We expect that to be true for characters who take 16+ levels of Fighter.
Fighter remains an excellent splash class. There are many, many characters with between 2-12 levels of Fighter, who cannot take the final, strongest form of these feats (available with 14 or 16 Fighter levels).It's very likely that you will end up in a position where you cannot fit every feat of the line, and if you have taken a lower tier one you will just be straight up better off if you never had taken in in the first place. It feels pretty awkward, and for no real reason.
You seem to have accurately judged how we expect these feats to work for pure Fighters. We are always trying to build for all builds - especially the ones no one is thinking of, if we can!
It would be wrong to say we're basing balance solely on single-target DPS tests. It would be wrong to say we ignore that data, as well.
We know that many, many melee players spend most of their time with groups of monsters around them and cleaving. We're hoping to get better testing grounds for both us and players (it's easier for us with cheaty admin tools, of course) - including against multiple "trash" monsters, bosses, champions, etc.
Yes. The proposal is the entirely of the PRR you will get. So a pure Paladin at level 28, with 24 BAB, would get 48 PRR. (56 if they are using anything that gives full BAB, such as Divine Crusader or some other Tenser's-like effect.)
Each of them will still have a stronger critical profile (chance or damage multiplier) than other weapons. These just won't be twice as special.
Yes. Though their ranged DPS actually plateaus by about L15 in my experience (changes to the +W values for higher value lootgen have helped somewhat with this). Since thats the point their heightened DCs start to top out as well, I'd say they could use something to keep their ranged side 'advancing' in the last few levels. Epics is a whole other thing I am not remotely qualified to talk about.
Last edited by dunklezhan; 10-14-2015 at 05:55 PM.
Thats exactly the key part of the changes to archers that needs a dev reply. Overall it looks like my monkcher is down 25% arrows meaning fewer mortal fear procs and fewer adrenalines in particular. Normal damage looks about the same but thats not the key issue at all.
We badly need a dev reply to this.
Member of Spellswords on Ghallanda
The question is, are the developers actually getting a good representation of the entire population of the game? Anything where people are responding based on their own decision to do so or where they are selected because of already being vocal can not be applied to the entire population. Unless the overwhelming feedback is being received from random samplings of all players of DDO, any data gathered can not be applied to the entire population. The statement would look like "Based on our data, a vast majority of the most vocal players on fan sites, the forum, and the players council, (or any other source that isn't random selection) feel the game is lacking in difficulty." This would be a horrible misrepresentation of data, as the correct statement to actually merit these changes would be (truthfully) being able to say "Based on the feedback we've received from random samplings of the general populace of all DDO players, an overwhelming number feel that the game is lacking in difficulty." The difference between these two sampling methods is huge, as one of them I can get on board with more (while I would still be against the idea, numbers trumps logic).
Dazling of Cannith