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  1. #741
    Community Member rezo's Avatar
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    I hate to say this but, after rereading the thread it sounds to me that the changes are coming do to pass lifes. And also as for twf is out dps'ing thf and sword/ board. Just make the two handed weapons do more damage it not like this is a real 3.5 D&D game anymore. We left the realm along time ago. If you are going to keep MRR on shields it make no sense to me. Are shields magical and the armor is'nt??? If Pallys are to powerful just scale them back and not mess up the rest of the game for other classes.
    Quote Originally Posted by Shade View Post
    No one that throws together a bunch of numbers and calls it fact is going to give you and real accurate answer, there's too many variables and it's all biased towards there own personal outlooks on how it should be, not how it is. Numbers are too easy to manipulate.
    So sad but true.

  2. #742
    Community Member FranOhmsford's Avatar
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    Quote Originally Posted by slarden View Post
    I wish you could collect better in-game data.

    epics except the high level EEs are too easy because ED power is front-loaded and most people on the ETR train have their ED filled. Epic doesn't scale well in general.

    When I ran through EE orchard recently one of the most vocal complainers about the game being too easy on Sarlona died 4 times within a few minutes and rage quit. I think part of the problem is alot of people take the path of least resistance on ETR and barely run the difficult content. Of course the game is too easy for them.

    I think EE should scale from 3-6 instead of 1-4 people and that would probably add enough difficulty the high level EEs. Making enemies simply hit much harder is not the right answer.
    FINALLY!

    Epic Elites are NOT easy for a 1st, 2nd, 3rd or even 4th Life character that still has Destinies to fill!

    The vast majority of power in Epics is in the Destinies!

    Lvl 28 Characters are currently 4 levels below the Highest Level EEs and in Full Destiny with Multiple Past Lives and Epic TRs those Players are making those quests look like nothing!
    BUT
    Think of the guy who gets to Level 28 on his 1st or 2nd Life with only 3 destinies maxed and having to start a 4th {which may be one that has no synergy with his Build}, No E-TRs and at most one Past Life {which could have zero effect other than a couple extra build points depending on Build}.


    The Problem is that the Devs have created an impasse where for some unknown reason they're building Lvl 28-30 Quests that can be completed by Lvl 20 Characters!
    The reason for this is that fully maxed out with Destinies and E-TRs Lvl 20 Characters are far stronger than a 1st Life 28! And Lvl 21-25 Epics are a breeze for them!

    What should have been done in the first place is make Destinies part of levelling the Class you're on {Pick a Destiny upon hitting 20 and that's it - That's the Destiny you use until you TR!}.
    But there's no way to go back and fix that now so we're stuck with the players who've already finished the grind being lightyears ahead of those just starting it!


    Create Reaper Difficulty for a difficulty above Elite for ALL Current Quests in the game - Make it so that you have no chance of completing AT LEVEL Solo and only a small Chance in a Group even if you're a Triple Heroic, Triple Epic Completionist!
    Create Mythic Difficulty with a Base Level of 35 {or even 40} for those who wish to stay at End-Game rather than embarking on yet another TR - Should require a Group but not be as out there as Max Level Reapers.

    Then Reduce the Difficulty of EE across the board and create a new difficulty between EE and E-Reaper for those Players who consider EE too easy but find Reaper impossible.


    Reaper, Mythic etc. should NOT give any extra Favour or Renown.
    Completing a Reaper Quest could easily give enough XP to advance a full level {say a Lvl 6 Reaper Quest gives enough XP to Level from 6-7 for a 3rd Lifer, A Lvl 19 Reaper Quest gives enough XP to Lvl from 19-20 for a 3rd Lifer, A Lvl 28 Reaper gives enough XP to level from 28-29!}.
    Reaper could have it's own specific Loot that is only usable in Reaper Instances - Special Pots, Scrolls etc. No Min Lvl Named Artifacts!
    Mythic doesn't need XP {You're already Level Capped before you can enter BUT SHOULD HAVE a Massive S/S/S Style Loot Grind that would take Months to get even a single item fully upgraded! {And yes - Mythic Quests should have Quest Timers with NO Bypasses to avoid farming 20 runs each day!}.

  3. #743
    Community Member Lycurgus's Avatar
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    [QUOTE=FranOhmsford;5704689]FINALLY!

    Epic Elites are NOT easy for a 1st, 2nd, 3rd or even 4th Life character that still has Destinies to fill!

    Epic elite is easy for 10 bard + any combination. Epic elite is easy for anyone who doesn't intentionally gimp their toon.



  4. 10-15-2015, 06:14 AM


  5. #744
    Community Member Axeyu's Avatar
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    Quote Originally Posted by Vargouille View Post
    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).

    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!
    You generally splash fighter because you need feats. So spending a feat for 3 PRR/MRR on a splash build is just not gonna happen. It will only add to the list of pointless feats and noob traps. Taking Heavy Armor Training on your heavy armored fighter will sound like a pretty good choice, but it will always be a mistake. I don't understand why it must be this way.
    If you averaged the benefit the intentions of the feats would still be fulfilled, it would just become overall better.

  6. #745
    Bounty Hunter slarden's Avatar
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    Quote Originally Posted by FranOhmsford View Post
    FINALLY!

    Epic Elites are NOT easy for a 1st, 2nd, 3rd or even 4th Life character that still has Destinies to fill!

    The vast majority of power in Epics is in the Destinies!

    Lvl 28 Characters are currently 4 levels below the Highest Level EEs and in Full Destiny with Multiple Past Lives and Epic TRs those Players are making those quests look like nothing!
    BUT
    Think of the guy who gets to Level 28 on his 1st or 2nd Life with only 3 destinies maxed and having to start a 4th {which may be one that has no synergy with his Build}, No E-TRs and at most one Past Life {which could have zero effect other than a couple extra build points depending on Build}.


    The Problem is that the Devs have created an impasse where for some unknown reason they're building Lvl 28-30 Quests that can be completed by Lvl 20 Characters!
    The reason for this is that fully maxed out with Destinies and E-TRs Lvl 20 Characters are far stronger than a 1st Life 28! And Lvl 21-25 Epics are a breeze for them!

    What should have been done in the first place is make Destinies part of levelling the Class you're on {Pick a Destiny upon hitting 20 and that's it - That's the Destiny you use until you TR!}.
    But there's no way to go back and fix that now so we're stuck with the players who've already finished the grind being lightyears ahead of those just starting it!


    Create Reaper Difficulty for a difficulty above Elite for ALL Current Quests in the game - Make it so that you have no chance of completing AT LEVEL Solo and only a small Chance in a Group even if you're a Triple Heroic, Triple Epic Completionist!
    Create Mythic Difficulty with a Base Level of 35 {or even 40} for those who wish to stay at End-Game rather than embarking on yet another TR - Should require a Group but not be as out there as Max Level Reapers.

    Then Reduce the Difficulty of EE across the board and create a new difficulty between EE and E-Reaper for those Players who consider EE too easy but find Reaper impossible.


    Reaper, Mythic etc. should NOT give any extra Favour or Renown.
    Completing a Reaper Quest could easily give enough XP to advance a full level {say a Lvl 6 Reaper Quest gives enough XP to Level from 6-7 for a 3rd Lifer, A Lvl 19 Reaper Quest gives enough XP to Lvl from 19-20 for a 3rd Lifer, A Lvl 28 Reaper gives enough XP to level from 28-29!}.
    Reaper could have it's own specific Loot that is only usable in Reaper Instances - Special Pots, Scrolls etc. No Min Lvl Named Artifacts!
    Mythic doesn't need XP {You're already Level Capped before you can enter BUT SHOULD HAVE a Massive S/S/S Style Loot Grind that would take Months to get even a single item fully upgraded! {And yes - Mythic Quests should have Quest Timers with NO Bypasses to avoid farming 20 runs each day!}.
    Don't get me wrong epic elite has definitely gotten easier in recent years. My point is that current eeOrchard and eeTOE part 1 are not easy at all in their current state for level 28s.

    I am very confused by Turbine's intentions. They just made eeOrchard and eeTOEE part 1 much more difficult - to the point I can't get vet players to join me for runs at all and I am need 800 more epic rusted grill mushrooms from part 1. At the same time they are looking to add a reaper difficulty level and at the same time nerfing all the builds they just buffed - and some weaker builds are getting nerfed in the process.

    My point is that I don't get their intentions. My second point is that there is a HUGE difference between ee Eveningstar which the majority of players can solo on EE vs. eeTOEE part in it's current state where very few can solo on EE. I realize not everyone can solo ee Eveningstar, but I think the majority of players can solo it - andf with a small amount of tweaking and practice all can solo the eveningstar quests.

    ee Eveningstar chain 1 is easier for a level 20 character than ee Necro is for a level 28 in it's current state. So if I knew where they are going with difficulty it would help me comment on the balance adjustments. I don't know if everone ran ee Orchard or ee TOEE part 1 since the difficulty change, but if not you should so you kno what people are talking about.

    I do agree, even when running through the new content on EE which I can solo on every single character I have - the average person in a PUG does struggle - die several times - and if i sit back and watch the end fight of Subversion for example they will all surely die.

    Alot of that is just knowledge of how this game works, etc. But all players can complete these without past lifes. I am running the new chain ee solo on my 15 paladin / 5 ranger and another deep alt 20 warlock - neither of which has any relevant past lifes or decent gear. I am only running solo due to a long period out of town which is almost over.

    A good example is when I talked about my tempest having a 150 prr and some were saying that wasn't possible while others were laughing "only 150 lol". Having the information is half the battle and being willing to use is is the other half. My guild has several roleplayers, led by real life friend. These folks don't care if something is powerful they only care if it's thematic. Nothing is wrong with what they are doing - and they don't expect the game to change for them. But if they need some gear from a difficult quest, they look me up and do ok on EE in a group they ask me to help. They do still want ee for favor, xp, gear, etc.

    They don't run raids and they mainly just stick to themselves and they probably won't even notice these balance changes (or care about them). I think you are right that the people on the forums complaining about the game being too easy are a definite minority, but there should be a difficulty setting for this group also.

    Soemthing tells me the devs are going to backpedal on reaper mode and this is their new solution. Why would they do something like this if they were going to add reaper mode soon?
    Last edited by slarden; 10-15-2015 at 07:02 AM.
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  7. #746
    Hero patang01's Avatar
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    [QUOTE=PermaBanned;5704618]Actually, I think dropping the MRR makes total sense. Having all armor innately protect/mitigate vs magic spells seemed a bit silly. Having armor protect/mitigate vs plain ol' physical damage is proper. IMO, this is how it should've been from the beginning of armor up: choice of Med/Hvy Armor for physical protection; or Cloth/Lt armor for Evasion (protection/mitigation vs most traps & spells).


    And then we're back to pre armor up no heavy armor days again with more people playing arcane and ranged units. It's not brain surgery.

  8. #747
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    All I know if you go ahead with all the proposed changes, I have already cancelled my vip status, you got me for my remaining 3 months that just started. This is why I didn't go with the year membership.

  9. #748
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    Quote Originally Posted by FestusHood View Post
    If server populations are going down, it's a sign that making everybody overpowered for the content didn't work for player retention. If what you are doing is not succeeding, it doesn't seem like a good idea to continue with it.
    This is an old game that has lost respect for the core game its based on is why its got a constant drain. The higher power level was slowing the drain down. I hope they like the numbers after these nerfs. the best shot they would have to revitalize the base would be to go back to most of the core of say D&D 3.5. then advertise the **** out of it.

    but a slow bleed out is better than a severed artery. Unless the owner is just trying to squeeze the last bit of player base out to free up the D&D license for a new Smite style game...or DDO Candy Crush.

  10. #749
    Community Member Enguebert's Avatar
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    I don't like fighter level requirement in feats

    I know we already have them for weapon specialization, it comes from PnP

    Here developers will add chains of feat, where the last one is better than previous one and they have fighter level requirement (2/6/10/14 or 4/8/12/16)

    Why not make the first feat available to everyone (it's the weaker of all feats)
    And all other feat have requirement : X level fighter OR have previous feat in the chain

    So Fighter can take only the best one or last two
    Other classes can take the first, and if they want, they can take all the chain (but 4 feat is very expensive for most non-fighter classes)

  11. 10-15-2015, 07:04 AM


  12. #750
    Community Member noinfo's Avatar
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    Quote Originally Posted by Cordovan View Post
    Under the proposal, Improved Critical would offer a +1 to the critical threat range of a quarterstaff. So, a regular quarterstaff that is 20/x2 would become 19-20/x2, and a named quarterstaff with a natural crit range of 19-20 would become 18-20.
    Then buff the weapon a bit further to account for the drop from imp crit by adding an extra point to the base threat. It will make the weapon slightly more powerful for those without imp crit, but maintain the wait maximum strength of the weapon
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    The Reality- Those kobolds in Water Works won’t have a chance but nothing else cares-Learn to play your build and all its abilities in actual difficult content, get gear and reaper points in level 30+ content and raids.

  13. 10-15-2015, 07:08 AM


  14. 10-15-2015, 07:10 AM


  15. #751
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    Quote Originally Posted by Rys View Post
    So. You still seem to ignore the fact that monkchers run in the Fury of the Wild and the point of these builds is using the abilities in the right time. Did you include to your math (if you have run any) the probability of the regeneration of Adrenaline as well as the decrease of the DPS because of the lower numbers of the arrows fired in the moment of using such abilities?
    so instead of (1 arrow +auto crit) +400% damage)...x4

    or

    ((1 arrow +auto crit) +400% damage) x2....maybe 3 and a minor ranged power buff.

    is that the math?

  16. #752
    Community Member Chaoscheerio's Avatar
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    Hi. Reposting because people talking about how good MRR changes are keep forgetting it:

    Part of why MRR/PRR is so powerful is because of the splash of fighter/paladin.
    13 AP and 3 levels for a melee, ranged, or shiradi caster, is NO BIG DEAL. How do I know it's no big deal? Because I've rolled it numerous times, and have played with and watched countless others do the same.
    What you gain for a small splash is too great. You don't see that kind of defensive or even offensive power in other small splashes(aside from perhaps haste boost being kensei T1). For others, you'll need at least 5 levels and using up your tier 5 enhancements(looking at you, Enlightened Spirit)

    I have no problem with nerfing MRR but I don't want to see it flat out removed.

    Instead I propose changes to Stalwart/Sacred Defender trees.

    Make the stance itself a T3 and enhances that boost it T3 and higher, ultimately leading to the +20% HP being a T5.
    - Still gives you 25 MRR for a 3 splash, but makes that the ONLY thing you gain from it. 20% hp or +6 Strength SHOULD require giving up your T5s.
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  17. #753
    Community Member Requiro's Avatar
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    Quote Originally Posted by patang01 View Post
    And then we're back to pre armor up no heavy armor days again with more people playing arcane and ranged units. It's not brain surgery.
    These days are never return. In old days, toons don't have the best DSP and the best Self healing all together, and can't solo 30 CR EE quest with 20 level toon.

    No - IMO Devs balance direction is ok.
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  18. #754
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    Quote Originally Posted by Requiro View Post
    Your toon will be viable - just not OP (in terms of ranged combat)

    Everyone knows that Adrenaline should not work with all additional projectiles and overall ranged combat. If you are so upset about a little (yes a little) nerf when using bugs, maybe it's time to find others? Idk.
    For me it’s great change. But you know – I’m different - I just like playing game, without searching bugs and exploit them
    Why wouldn't it work with all 4 arrows...you fire them all at once because your a bad ass archer.

    and you would probably call any character a viable toon...i do not however play this game for the chance to barely slog through each mission. If i can't kick the door in and crush my enemies...drive them before me...and hear the lamentations of their women. This is what is good in life.

    If you like lame toons thats ok. I wont try to shove cool down your throat and you don't preach at me.
    Last edited by WNxDaCraw; 10-15-2015 at 07:35 AM. Reason: grammer

  19. 10-15-2015, 07:33 AM


  20. #755
    Community Member Jeromio's Avatar
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    Quote Originally Posted by Severlin View Post
    • Basic armor offers too much mitigation for its cost. While we are happy that armored characters are relevant again, we want to cut back on it a bit.
    I still don't understand why they want to remove all MRR on armors. Could someone insightful please explain why armors' MRR is going down to zero for all classes (except fighters taking the new feats).

    For me, "cut back on it a bit" doesn't sound the same as removing all MRR from armors for all other classes.



    I suppose my pure bladeforged KotC pally will have to TR to pally 18/rogue 2 with mithral body plating. It will in my case mean about 8% more physical damage taken than with adamantine plating and a bit less DPS, but thanks to evasion, magic damage will be of little concern... and I can be a medium skilled trapper.

    My FVS evoker will probably take 2 levels of monk, both for evasion and better DCs.

    Welcome to the new age of the evasion and pyjama builds!
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  21. #756
    Hero JOTMON's Avatar
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    Quote Originally Posted by Severlin View Post
    Blood Strength (Barbarian Ravager)
    The portion of this enhancement that heals the user when they kill an opponent now has a 1 second internal cooldown.
    Bad for cleaving barbarians.
    The proc heals is the only thing that keeps the barbarian alive when jumping into a mass of mobs and full on rage dps cleaves.
    the 1 second cooldown will mean the barbarian will only possibly proc 1 cure per cleave cycle.
    Barbarians will now have to jump in and out of groups of mobs chugging silverflame pots.
    a cautious barbarian is an ineffective barbarian.

    ~Now I am sure someone will say great a cleric can heal them.. but that wont work either.. clerics have been proxy nerfed even more with the armor changes, so any of the few remaining clerics in the game will be even more unlikely to venture off the ships now.
    .. at least until clerics get their revamp that gives them better survivability, lower cost cures, sla cures( lower aura to T3 and stem add-ons to improve aura), uncapped healing spell power...
    Last edited by JOTMON; 10-15-2015 at 07:49 AM.
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  22. #757
    Community Member Requiro's Avatar
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    Quote Originally Posted by WNxDaCraw View Post
    (...) If i can't kick the door in and crush my enemies...drive them before me...and hear the lamentations of their women. This is what is good in life. (...)
    Sound like Barbarian to me
    You miss your vocation.

    Quote Originally Posted by Rys View Post
    (...) And thanks for calling me an exploiter (...)
    This is not what I say.
    I just describe my playstyle.
    Using bugs that Devs (unfortunately) accepted (thus become feature), is not exploitation.
    Last edited by Requiro; 10-15-2015 at 08:51 AM.
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  23. #758
    Hero JOTMON's Avatar
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    Quote Originally Posted by Vargouille View Post
    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.
    Tactics are pointless. tripping 1 trash mob at a time with a long cooldown when it will be dead in a couple hits anyway... yeah pointless..
    Tactics need to have some benefit on Red names/bosses, or a mass effect and faster cooldowns.. (something to bolster into the higher tiers perhaps..).
    Last edited by JOTMON; 10-15-2015 at 07:51 AM.
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  24. #759
    Community Member Hephaistor's Avatar
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    Quote Originally Posted by Severlin View Post
    Greetings.
    We've seen a lot of community feedback, both public and private, about our ongoing plans for balance. These are some changes we are considering to increase game balance.
    As with any post that outlines power reductions (aka nerfs) I am sure there will be a lot of players looking for explanations and our thoughts and results on balance that led to these changes. I will be following up this post with more details that talk about why some of these changes are being implemented.
    I was looking forward to this because I have 10 heroes all with 3-6 pastlives, are using common builds here from the forum section and their equipment is more or less of the same power level. (All wear a good combination of level 26+ epic items with one or two raid items per toon.) Yet the difference in power between them has become huge over the last updates. I started to avoid some of them because they were dragging too much behind and to avoid others because it became boring to play them. (No fancy multiclass min-max builds, things like a pure blade forged paladin) I group a lot and even on EE group play got boring when 2-3 powerful builds met.
    But I didn’t expect the balance pass to be all nerfs but was looking forward to some improvement to utterly useless mechanics like epic DPS casting with actual spells. Not magic missle + shiradi or ED SLAs all the way but playing with the iconic high end spells of arcane and divine classes. I can’t remember when I casted a polar ray or a fire storm for the last time in an EE quest, seems to be yerars to me.

    Quote Originally Posted by Severlin View Post
    Holy Sword (Paladin)
    This is now a spell that affects the paladin and buffs whatever melee weapon is being wielded in the main hand.
    It no longer persists on your weapon but instead buffs the melee weapon you are holding in your main hand. (Yes, this buffs your two handed weapons.)
    It no longer affects missile weapons.
    It no longer can be used to buff off hand weapons or shields.
    If you change weapons the spell will drop off the unequipped weapon and instead be applied to the newly equipped weapon.
    The “not on ranged weapons” part should have been there from the start, why should I melee when I can deliver the same DPS from a safe distance? Yes, “no bows” is different from PnP (but the whole spell is different anyway) BUT there is no kiting in PnP. “My paladin shoots the mob with his holy bow, runs away to a safe distance and attacks again. Rince repeat until all mobs are dead, if needed the heavy armored warrior runs in circles for some time.” Didn’t know there was a deity with a coward domain and my GM would have made me do STR and CON checks over and over again with stacking penalties. The TWF part seems a bit harsh to me as TWF paladins have always been a common build. Less tanky than S+B, less mobs hit than THF but better single target DPS – that has seemed to be quite balanced to me. Better way to prevent overpowered TWF paladins would have been imho:
    - (The KOTC cleave enhancements do not work while TWF) not sure if even needed
    - Multi target attacks from other classes like Dance of Death can’t be done while in defensive stance. You are either a bastion or a dead bringing spinning dervish, but not a spinning bastion.

    Quote Originally Posted by Severlin View Post
    Blood Strength (Barbarian Ravager)
    The portion of this enhancement that heals the user when they kill an opponent now has a 1 second internal cooldown.
    So my Barbarian will most likely need another source of healing in EE. Guess that is OK, barbarians are probably not meant to be a good solo class. But I loved that I didn’t need babysitting while raged. The fun of playing a barbarian wouldn’t be so dependent on the barbarian’s own healing abilities if healers in (EE) groups would be a bit more common.

    Quote Originally Posted by Severlin View Post
    Critical Rage (Barbarian Ravager)
    The bonus to critical threat range is now a competence bonus.
    Maybe it’s needed, but the whole “first inflating crit. ranges like hell and then taming them down again” thing bugs me a bit.

    Quote Originally Posted by Severlin View Post
    Two weapon fighting animations have been fixed so there is no longer a weird jump on the fourth animation. This has made the fourth attack slightly quicker.
    Two Weapon Fighting no longer grants melee power.
    Improved Two Weapon Fighting no longer grants melee power.
    Greater Two Weapon Fighting no longer grants melee power.
    TWF builds get more out of the effects on attack and a lot of those attacks now scale with melee power. Conclusion: Nerf melee power on TWF feats. TWF will be still a good choice for classes with a lot of those effects like paladins, barbarians and rogues. TWF builds without good on attack effects just get plain worse like TWF pure fighter, monks, clerics and favorite souls. And those weren’t powerful builds to begin with. Those scaling effects should be on a timer, but why should my monk lose melee power just because a barbs healing, a paladins extra light damage or a rogues backstab get a bit too much power with TWF?

    Quote Originally Posted by Severlin View Post
    Repeating Crossbows and Doubleshot
    Fixed a bug where Doubleshot was not being reduced for repeating crossbows. (Doubleshot chance is divided by 3 for repeating crossbows.)
    Won’t affect my mechanic as I use great crossbows, but my ranged Artificer will now be even more useless in endgame quests.

    Quote Originally Posted by Severlin View Post
    Manyshot
    This ability is being redesigned.
    For the next 20 seconds you add your (base attack bonus * 4) to your Doubleshot and Ranged Power. This ability puts Ten Thousand Stars on a 30 second cooldown. Cooldown 2 minutes.
    (This ability no longer gives a doubleshot penalty when activated.)
    Doubleshot values over 100% now have a chance of producing a third attack. The chance is equal to the amount the value exceeds 100. A doubleshot value of 130, for example, would always produce one extra shot and have a 30% chance to produce a third shot.
    (Doublestrike will still cap at 100 for technical reasons.)
    Didn’t play may AA for a long time now. Manyshot + Fury was a nice trick, but I was disappointed all the time that my AA didn’t pull of his weight in EE groups when running in Shiradi. I hope pure bow ranger will be playable again after the passes, but I won’t be able to say more about this until I tried in on the Lamania.

    Quote Originally Posted by Severlin View Post
    Ten Thousand Stars
    This ability is being redesigned.
    For the next 30 seconds you add your Wisdom ability score to your Ranged Power and you add your monk level * 5 to your Doubleshot. This ability puts Manyshot on a 30 second cooldown. Cooldown 1 minute.
    (This ability no longer gives a doubleshot penalty when activated.)
    Good for my pure monk as far as I understand it, bad for throwing monk multiclass characters. Like Manyshot I have to try this, can’t say what it will be exactly like from the numbers.

    Quote Originally Posted by Severlin View Post
    Mechanical Reloader (Rogue Mechanic)
    The alacrity for non-repeating crossbows is now 30%. (Was 40%)
    I don’t think my mechanic was over performing and the crit. range changes will lower my DPS a bit anyway. Shouldn’t it be + 50% for non-repeating/non great crossbows? Or are you going to remove regular crossbows from the game as they are one of the most useless weapons anyway.

    Quote Originally Posted by Severlin View Post
    Pulverizer (Legendary Dreadnought)
    The bonus to critical threat range for bludgeoning weapons is now an Insight bonus.
    I use blunt weapons on heavy fort. enemies most of the time and always though: Shouldn’t it be a bonus to armor piercing instead? But a stacking crit. range bonus is quite nice of course.

    Quote Originally Posted by Severlin View Post
    Improved Critical
    These feats now add a bonus to critical threat range based purely on weapon type.
    * Adds +3 to critical threat range for falchion, kukri, rapier, and scimitar.
    * Adds +2 to the critical threat range of bastard sword, dagger, great crossbow, greatsword, heavy crossbow, khopesh, light crossbow, long sword, repeating heavy crossbow, repeating light crossbow, short sword, and throwing dagger.
    * Adds +1 to all other weapons.
    Keen
    This loot effect now add a bonus to critical threat range based purely on weapon type.
    * Adds +3 to critical threat range for falchion, kukri, rapier, and scimitar.
    * Adds +2 to the critical threat range of bastard sword, dagger, great crossbow, greatsword, heavy crossbow, khopesh, light crossbow, long sword, repeating heavy crossbow, repeating light crossbow, short sword, and throwing dagger.
    * Adds +1 to all other weapons.
    Now this feats and enchantments work like intended. I never understood what the fuss was all about as the old multiplying mechanic was kind of forcing people all into the same combination of weapons+boni.

    Quote Originally Posted by Severlin View Post
    Armor Changes
    The amount of Physical Resist Rating that armor provides has been changed.
    * Heavy armor now increases Physical Resist Rating by (base attack bonus * 2) and no longer adds Magical Resist Rating.
    * Medium armor now increases Physical Resist Rating by (base attack bonus * 1.5) and no longer adds Magical Resist Rating.
    * Light Armor now increases Physical Resist Rating by (base attack bonus * 1) and no longer adds Magical Resist Rating.
    Fixed a bug where players were getting Physical Resist Rating for armor with which they were not proficient.
    (Note: The Physical Resist Rating and Magical Resist Rating offered by shields remain unchanged.)
    As a result of dialing back armor, some fighter only feats that will boost their effectiveness with armor and add to tactical DCs will also be included.
    Getting half of the PPR bonus from armors as MRR would be better imho, at least if you are going to keep all the magical damage spikes in the game. The ratio of "PRR from armor" to "PRR from other sources" seems a bit off to me now. Do you want a first live heavy armor wearing cleric to have less PRR than a multi TR mage in robes that got some raid loot? At least make enhancement like “Wall of Steel” (Warpriest) and the defense stances (Defender) scale with the armor type worn. Or a new players will hear: Out of the way paladin and let the rogue tank, he got the past lives and gear for that.

    Quote Originally Posted by Severlin View Post
    Tactical Training
    Requires Fighter Level 4
    You gain +2 to the DC of all tactical feats.
    Tactical Combatant
    Requires Fighter Level 8
    You gain +4 to the DC of all tactical feats.
    Tactical Mastery
    Requires Fighter Level 12
    You gain +6 to the DC of all tactical feats.
    Tactical Supremacy
    Requires Fighter Level 16
    You gain +8 to the DC of all tactical feats.

    Notes: All tactical feats stack for a total of +20. The lower level feats are not prerequisites for the higher level feats so a higher level fighter could save a feat if he/she wanted to skip Tactical Training and forego the +2 but still have access to Tatical Supremacy.

    Heavy Armor Training
    Requires Fighter Level 2
    You gain +3 Physical Resistance Rating and Magical Resistance Rating while wearing heavy armor.
    Heavy Armor Combatant
    Requires Fighter Level 6
    You gain +6 Physical Resistance Rating and Magical Resistance Rating while wearing heavy armor.
    Heavy Armor Master
    Requires Fighter Level 10
    You gain +9 Physical Resistance Rating and Magical Resistance Rating while wearing heavy armor.
    Heavy Armor Champion
    Requires Fighter Level 14
    You gain +12 Physical Resistance Rating and Magical Resistance Rating while wearing heavy armor.
    Notes: All Heavy Armor feats stack for a total of +30. The lower level feats are not prerequisites for the higher level feats so a higher level fighter could save a feat if he/she wanted to skip Heavy Armor Training and forego the +3 and still have access to Heavy Armor Champion.
    Seems a bit boring/bland to me but a couple of feats to take on a fighter are welcome. A third line with a damage increase would be nice.

    Quote Originally Posted by Severlin View Post
    Divine Grace (Paladin)
    Divine Grace now provides a maximum bonus equal to 2 + (Paladin level x 3).
    Makes sense because of the very high CHA scores in DDO.

    I have no idea about warlocks apart from “tear through heroic content and get rarer in epic levels”. Guess some changes were needed.
    Last edited by Hephaistor; 10-15-2015 at 07:57 AM.
    Please DOOOOOM!!!!!11111!!!!! early and often.

  25. #760
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    Quote Originally Posted by redoubt View Post
    Yes, I have daggers that need to become kukris and my friend needs to turn a bow into a cross bow.

    This would be great!
    A stone of change option that will morph any weapon into any other type of weapon for crafted (TF/GS), named and non-named items would be great..
    Then I can change my soon to be nerfed Qstaff build into a kukiri or falchion build.

    .. which brings to mind....

    ..Where are the customizable Sentient weapons?...
    Last edited by JOTMON; 10-15-2015 at 07:57 AM.
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