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  1. #1
    Community Member J1NG's Avatar
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    My first thoughts are:

    Bugged 10hp enemies in place of actual numbers on R10.

    Or

    Bugged Damage Boosts (ala the old stacking damage bug on weapons and arrows) done to the extreme.

    Given the many issues with Reaper lately, I'm not sure which one I'd go for more as the likely candidate.

    J1NG
    Thelanis: Yijing (*Completionist* TR 20 Aasimar Scourge Monk Level 20 / Epic Level 10)
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    Invisible Fences, unkillable Target Practice Dummy's, Shared Bank's, Pale Lavender Ioun Stones, the dimensional barrier between Eberron and Shavarath, I've broken them all...

  2. #2
    Community Member Souless's Avatar
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    Quote Originally Posted by J1NG View Post
    My first thoughts are:

    Bugged 10hp enemies in place of actual numbers on R10.

    Or

    Bugged Damage Boosts (ala the old stacking damage bug on weapons and arrows) done to the extreme.

    Given the many issues with Reaper lately, I'm not sure which one I'd go for more as the likely candidate.

    J1NG
    Now I don't know this for a fact because I'm not playing his toon. But I'm pretty sure nothing shady is going on here. I have seen similar results from different players playing DPS melee build utilizing 2HF and TWF to similar effect. Please note that what I observed is 2HF DPS output seemed higher(at least in the speed that mobs went down).

    Additionally, I can attest to the HP of the mobs as for at least some of them I was able to highlight. And for the mobs that one-shot my toon last night after I managed to stick a Hunt's End bolt into for 5k damage...those mobs were summarily crushed by the melee...

    Thanks again..
    Last edited by Souless; 06-12-2020 at 04:13 PM.

  3. #3
    Chaotic Evil Mindos's Avatar
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    Quote Originally Posted by Souless View Post
    Now I don't know this for a fact because I'm not playing his toon. But I'm pretty sure nothing shady is going on here.
    I don't think the players are being shady either. It is what it is. Now the devs on the other hand... They had to know this was going to happen, right? I think someone told them hypothetically what just might happen and it seems to have come true. But instead of pointing fingers, what are some solutions? (and conversely, we must ask, is this a problem? i.e., do we need a solution?)

    1. Change Maul of Silvanus away from an always on toggle. Give it a cooldown, or lessen its impact, etc. Not a good answer, nerfs are not liked.

    2. Change Wiz/Sorc Eldritch Knight tree to more reward pure wiz/sorc and reduce the power given to splashes. Again, the playerbase will be upset.

    3. Reduce Strikethrough effectiveness with +W attacks? Might make fights different, as more mobs alive per second might mitigate full offense dps, I don't know. This isn''t a good solution either since it was just introduced.

    4. https://ddowiki.com/page/Confront_Any_Foe Change this again, make it only proc itself, only once instead of 3 times, and only on one monster at a time. Increase the cooldown drastically? Adjust so it hits once with 10d10 and scale that hit with melee power instead of a triple hit like now? Just reduce the power scaling? Every answer is a nerf, and everyone will be upset.

    5. Limit turn undeads somehow, either total, or regen rate, or increase cooldown between uses, effectively the same as increase Confront any Foe's cooldown. How many Turn Undeads can you run around with? Maybe make it so that they don't replenish fully at shrines, but instead like the Pale Lav stone you only get a partial return? You could still have the same damage, but would have to be more judicious about when and how often? What about all the ways to regen them overtime? Make Confront any Foe use more then one charge of Turn Undead per use?


    There's no good answers. Devs nerfed ranged, and buffed melee like "we the players" requested. What's next, Tier 3 monsters building upon the Tier 2 introduced from Sharn? Harder and harder content, inflation basically? There's no good answers here. More nerfs is the only sensible outcome in a crazy dev created world. Is this the new normal? Is this the SSG business strategy? Buff melee players, buff ranged, buff casters, rotate throughout the year, keeping players engaged? Like I said, the Devs know what they are doing. The trouble is, no one else knows what that is. I'm not sure what good feedback even is anymore. Myself and others noticed Inquis was horrible unbalance before release, but it lingered and lasted. Now melee has repeated the pattern.

    Sometimes I feel like a fish on a hook, getting reeled through a maze.
    Last edited by Mindos; 06-12-2020 at 04:37 PM.

  4. #4
    Community Member redoubt's Avatar
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    Quote Originally Posted by Mindos View Post
    5. Limit turn undeads somehow, either total, or regen rate, or increase cooldown between uses, effectively the same as increase Confront any Foe's cooldown. How many Turn Undeads can you run around with? Maybe make it so that they don't replenish fully at shrines, but instead like the Pale Lav stone you only get a partial return? You could still have the same damage, but would have to be more judicious about when and how often? What about all the ways to regen them overtime? Make Confront any Foe use more then one charge of Turn Undead per use?
    Consider what this does to turn spec'd clerics please.

  5. #5
    Community Member Drunkendex's Avatar
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    So...

    You tell me melee's are finally catching up with casters/inq and you are complaining?

    *sigh*

  6. #6
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    Quote Originally Posted by Drunkendex View Post
    So...

    You tell me melee's are finally catching up with casters/inq and you are complaining?

    *sigh*
    Yep, they shocked *some* players are able to actually give them a run for their money, something they haven't felt for years.

    Melee DPS are supposed to hit harder and be stronger then the safe ranged / caster class's. In return melee's are within the monsters immediate threat area and are subject to the monsters attacks. Casters / Ranged on the other hand can safely sit at a distance and plunk / fwoosh the monsters away with watching cat videos on youtube (that's a bit exaggerated but ppl get the picture). Casters and Ranged have the absolute best defense in the game, they aren't near the monsters deadly attacks.

    What this means is melee's with lots of Reaper Points can jack their HP up really high, enabling them to survive being beaten on. Casters and Ranged can also do that ... but they don't really get hit much so it's not as noticable.

  7. #7
    Community Member mr420247's Avatar
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    Just noticing no they azz rape r10 bosses fast bears n pallys ranged get the shaft y mortal fear mentality

    Sorcs in the toilet now they ever gona get a tree pass or what or 1 decent iconic race

    And tronks no fail r10 cc on a first life pally bs dire charge n strike through n max dps nothign required

    STAMINA bars for all melee **** or they can auto attack or pay pots too thats balanced
    Last edited by mr420247; 06-12-2020 at 05:51 PM.
    Damonz Cannith

  8. #8
    Community Member mr420247's Avatar
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    Vince was running r10s solos on a bard for long time catching up what
    Damonz Cannith

  9. #9
    Community Member Cetus's Avatar
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    Clipped it for convenience. lol

    https://www.twitch.tv/videos/649160475

  10. #10
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    Quote Originally Posted by Drunkendex View Post
    So...

    You tell me melee's are finally catching up with casters/inq and you are complaining?

    *sigh*
    +1

  11. #11
    Community Member J1NG's Avatar
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    Quote Originally Posted by Souless View Post
    Now I don't know this for a fact because I'm not playing his toon. But I'm pretty sure nothing shady is going on here. I have seen similar results from different players playing DPS melee build utilizing 2HF and TWF to similar effect. Please note that what I observed is 2HF DPS output seemed higher(at least in the speed that mobs went down).

    Additionally, I can attest to the HP of the mobs as for at least some of them I was able to highlight. And for the mobs that one-shot my toon last night after I managed to stick a Hunt's End bolt into for 5k damage...those mobs were summarily crushed by the melee...

    Thanks again..
    Will agree it's like what Mindos is talking about then, and nothing weird and exploit of mechanics in game then. Although I will note that OP doesn't actually list that you were aware already that there's nothing really amiss, only that you're more shocked that melee has reached such a point.

    Although, I'll agree with Mindos, that there's probably a point where such output of dps will be drawn back depending on what was being used and "fixes" applied. Since I can guarantee you that such numbers are not what the Devs intended, certainly not for R10.

    J1NG
    Thelanis: Yijing (*Completionist* TR 20 Aasimar Scourge Monk Level 20 / Epic Level 10)
    Thelanis: Pocket-Monks: Sightblur, Peashoote, Jigglypath, Jedinja.
    Invisible Fences, unkillable Target Practice Dummy's, Shared Bank's, Pale Lavender Ioun Stones, the dimensional barrier between Eberron and Shavarath, I've broken them all...

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