Normally I don't like answering a question with a question, but here we go - why should you have constant DPS? Now you say melee have constant DPS but do they? Only in theory. They may have constant theoretical DPS but that's irrelevant if everything is dead consumed and left in ashes by a constant DPS fire savant. Further, the melee pays a price for their theory constant DPS - they must be in range and are subject to being whacked rather hard. Casters can toss spells from a safe distance as you yourself say you'd be dead immediately if you went in to close combat range. The whole purpose of the nerf was to bring down the power of two types of casters that were overperforming. This nerf was successful and largely supported by most DDO players.
So what should you do? Oh...2 seconds just passed. Oh...there we go again. Blink I guess?
I am Awesomesauce!
I'm sorry you are having a disconnect from reality. When SSG plays favorites we, as the community, all lose. People are still steamrolling Reaper, just not as many Sorcerers as they have moved on to the next FOTM build. So the game is NOT working as intended but nice deflecting like the developers do. You may have a job in HR where saying one thing but meaning something else is the currency of our time. He would like help playing content as a Sorcerer instead of switching. Because that is how he enjoys playing DDO. If people don't enjoy playing DDO they leave for other games. Something you and the developers don't understand. People quit when they nerf things. And people who quit don't buy things. Without sales they won't be able to nerf things (wait, that would be a good thing). Ok, keep nerfing things SSG! Hope I am around long enough to see the tyranny end. I mean, if we all had fun playing then players may come back. Not going to happen with the philosophy they currently use.
Then he can do the same thing everyone else with a non-meta build or fewer than 50 reaper points has been told since Reaper was introduced: "Turn down the difficulty or reroll and join the meta." Or just find a group that will let you pike until you can start having fun again.
This is pretty clearly neither a request for assistance nor for advice. He doesn't want help playing content on a sorcerer, he wants the Devs to cater to his preferred playstyle of always having a button to push for max damage. See also the previous advice provided in this thread re: spell rotations.
Last edited by Artos_Fabril; 03-14-2021 at 01:13 AM.
Except that nowhere did he complain about difficulty. His comment was a response to someone saying that high reaper shouldn't be the focus of balance, and that person was under the same misconception you are when they responded to the OP when the OP said that someone's suggestion to melee stuff while their spells are on cooldown won't work in high reaper bc they'll get one shotted.
Essentially, they are not complaining about the difficulty but rather saying there truly isn't much for them to do while waiting for their spells to come off cooldown.
I am always confused why everyone thinks no mercy is a must have for alchemists and sorcs unless they are focused on maximizing kill count - it is good for that. I definitely like the sprint boost and 5% hp boost more.
In my experience the smallest problem I face in questing is helpless mobs - not worried if it takes 2 more seconds to take them down. I think feydark illusionist is an intriguing tree for a sorc because you can get 4 charisma out of it and a boost to crit % on top of greater color spray.
I did not mean to imply any element is better than fire - I just think it's easy enough to add in acid well to the mix for aoe - and for bosses swap to electric and throw in a thunderstroke. Necrotic ray also isn't terrible and is solid on bosses with a low fort save that aren't otherwise immune.
I also get why super-optimized characters want this reversed - slotting is tough with 4 LGS pieces + various LGS off-hands.
Last edited by slarden; 03-14-2021 at 03:23 PM.
So this thread is simply "Please let me continue to spam high DPS spells as fast as possible"?
I personally play melee and want the vorpal hp limit removed and I want to be able to vorpal everything I hit with cleave, doublestrike, or strikethrough.
I am bored otherwise.
Thank you.
The amount of brain mass loss in this read is immeasurable.
Guy asks for a more fluid playstyle and all he gets is attacks from people.
This community is as bad as this game.
Worse even.
This could be solved by adding more epic abilities or spells , dnd book generally for evokers has plentiful spells which were not properly translated and added to ddo, overall the concept of savants was poorly done and the trees have not been updated in a decade, so of course the class would feel clunky at this moment of time,
First it's "nerf the max damage of casters so my melee toon can hit something!" and now "It's only fair that you can't cast spells back to back."
You got your wish; top-end spell damage got nerfed downward (Belts) and they even threw in a nerf on how fast those spells could be cast. It was a double nerf.
It doesn't seem different than someone complaining about how unfair it is that melees can swing their weapons all day without needing to conserve a stamina pool and being able to wear high AC/PRR gear without this also impacting the speed of their swings.
I play a melee, when I bother to play, and I do can back-to-back attacks on my main. Cleave feats added to the attack chain (in addition to Epic Sphere martial AOEs), CC procs on weapons and gear all give a healthy advantage. The only difference was you have to get close to your targets first.
Arcane casters took a heavy hit from the Nerfbat. 2HF lost a fair chunk of their damage percentage, yet it was nowhere near the hit arcanes took. "Lol, play like me," is not the solution to enjoying the game for everyone.
Crabs in a bucket.
In all posts: Assume I'm just providing a personal opinion rather than trying to speak for everyone.
*All posts should be taken as humorously intended and if you are struggling to decide if I insulted you; I didn't.
I think it's a stretch to say he was only asking for a more fluid play style. But, let's say that's what he was really trying to ask for. If so, he seems to be asking for it within the limitation that the fluidity involves only the highest dps, long ranged AoE spells. I consider that to be unreasonable.
Please point me to the post where I wished for nerfs to, well anything/anyone! As I've said, repeatedly, I can handle the other two nerfs but the cooldown one affected the fluidity of the toon, thank you Kebtid btw, I appreciate you sticking up for me and fully understanding what I was asking for![]()
Even with the nerfs, my fire sorc is still more than viable in reaper.
Instead of spamming two fire spells, I spam 3.
I also adjusted my play style, and now wait for the meteor swarm cooldown to end before attacking the next group of mobs.
It slows things down a bit, and I may have to hit an extra shrine that I was able to bypass before, but it is still my most powerful toon.
The player base has always been able to overcome every nerf I have ever seen through the years, and that's after a multitude of doom threads on the forum.
This is no different.
The idea that a toon or a class is "unplayable" after this nerf is actually laughable.
And mine isn't even close to the max possible CHA and max evo DC.
Fire sorc is just that powerful......
Last edited by LOOON375; 03-15-2021 at 09:18 AM.
The Fockers of Argo
LOOON (Rogue); Reaperbait (Warlock); Eatuhdiq (Sorc); Fuglymofo (Barbarian)
Buttscracher (Arty), Hobaggin (Druid)
Community Member
I didn't see anywhere that you posted as such, and I agree the CD nerf was a kick in the kobolds. It was too much, on top of the other two nerfs.
I was trying to illustrate an argument that could be directed against melee in general, with the same merit that a few nerfbois were directing against arcane casters.
Sometimes what I say doesn't entirely convey what I think. Sorry.
My point is, for the melees laughing and supporting the Arcane Nerf:
So What?
Arcane casters were very capable, but their limitations were set by the spell points, monster resists and saves. Melees just need to equip a damage bypass item and land a hit. They may have to swing two or three times but those three swings are in the same span of time as an AOE cooldown was. Now they can swing 6-9 (or more) times more in the CD of an AOE.
You would think it mattered who killed what in a group when it came to killing trash mobs.
Yet everyone gets the same XP payout whether they're melee, caster or healer. They can swing an ax or man the back door piking.
Same XP. Same **** treasure.
Unfortunately, there are a vocal, bitter few who find that a Fire Sorc can max out their spell damage and kill a group of trash mobs more effectively than the precious melee could.
Their everything hangs in the balance of who gets the most kills. As if they'll be able to woo women, gain riches or establish their dominance in reality. All it means is the game got a little harder yet the reward didn't change a bit. Who could possibly resist the allure of cheeto dust, neck beard and Mountain Dew gut?
Last edited by Jerevth; 03-15-2021 at 10:45 AM. Reason: dangling italics command
In all posts: Assume I'm just providing a personal opinion rather than trying to speak for everyone.
*All posts should be taken as humorously intended and if you are struggling to decide if I insulted you; I didn't.
You can weave Fire Bolt in as much as you like. That was created to be the equivalent of an auto attack for martial builds.
THF don't get to chain Boulders Mights and Exalted Cleaves non stop...don't know why sorcs can't weave in a few lower-tier spells too.
Especially since a "top tier" fire sorc often means tief, and they can add a second element for just some RAP. Throw out some acid wells or Tstrokes. Or toss out some no save DOTs
Change requires adaptation, but the solutions are there. Be a bird, not a whiny dinosaur. A whinosaur?
You boil down the game - its quets - down to something in which only xp matters.
But there are other kinds of players, too.
I'll still go the psychological route and say : To some people, it [also] matters whether they cantribute or not.
For a one-shotter, the emotional impace of "having power", of "feeling powerful" is much bigger than for someone who can't cantribute, for example, because he is a melee within a group of fire sorcs, to use an extreme example.
If I have the feeling that "I am useful", so to say, then I'm more willing to play within a group than when I would feel like the provervial fifth wheel on a car / cart.
So, in my opinion, giving others the constant emotional impact / impression of "you are not useful - you are sooo weak !" drives imho people rather into solo play, where they can have their very own experience of usefulness all by themselves.
The German language has the word of "Selbstwirksamkeit".
dict.leo.org translates this as "self-efficacy".
If I don't have the experience of self-efficacy, then I'm going to quit.
"You are a Tiefling. And a Cleric, with the Domain of the Sun. Doesn't that contradict each other ?" "No, all my friends are playing evil. I found that so boring that I decided to be on the good side. And, besides, Sun and Fire, where is the difference, really ?"