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  1. #41
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    One thing that is obvious is that you can just play anything but a melee dps and not have to deal with all this bad design. I can't imagine this is intentional because the devs say they want build diversity. Melee combat is an iconic aspect of fantasy and the human consciousness. We have centuries of legends and stories both real and fiction about warriors in melee combat. Boxing for decades was huge. MMA has been huge for decades now. Wrestling has existed for thousands of years. Going with recent fantasy the duel between the Viper and the Mountain wasn't a wizards' duel. It wasn't a gunfight. It was primal hand to hand combat. Of course it had to be a melee because it's far more dramatic. We do get stuff like Indiana Jones shooting the swordsman and this is a great moment for sure, but it's played for laughs and subverting expectations. Fantasy defies reality. Of course it's more realistic that ranged is the best thing. Dungeons and Dragons is not a realistic game. It's not even magical realism. It's overt fantasy. The game also has decades long notorious imbalance between caster and non-caster. DDO changed this for a time, but it's not the case currently.

    Instead of nerfing melee, you should be giving them proper counter play that they used to have.

    All this said, if mitigation was improved, then all this could maybe work. Unless you're a full on tank, mitigation is currently pretty bad. But only have mitigation be good for those devoted to melee. edit: I'd improve mitigation but also not implement Accurate to the degree it seems to be.

    I know you can do better than this SSG.
    Last edited by GramercyRiff; 06-09-2022 at 12:17 PM.

  2. #42
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    Here some thoughts after rethinking of adding dodge/dodge-bypass of enemies in Legendary quests.

    Benefits:
    • Does affect ranged/casters often more, as they get decent dodge by equipping items, especially since the appearance of dodge augments. Most melee DPS, however, get more dodge and therefore lose less % of it
    • Plays more with the dodge mechanic and may open up more design space for future enhancements, feats, etc. that go beyond dodge bypass and dodge chance
    • High reaper--the difficulty meant for people looking for a challenge--becomes more challenging again




    Demerits:
    • A prior added mechanic--Missile Deflection--was introduced and so far mostly ignored by the devs (specially for player characters), which doesn't bring up much confidence that the opened design space will be used at all
    • Lack of dodge bypass items puts players in a spot, where they either have to permanently incompass dodge bypass into their build or to accept the fact that certain enemies and all on high reaper just have a flat chance to take no damage on attacks
    • This and the fact that save effects aren't subjected to it may lead to less build diversity for staying endgame builds (as only casters use save mechanics as main focus)
    • Melee DPS shouldn't even in a place where they have to rely so heavily on dodge mechanics to survive high reaper




    I believe much of the said criticism (and most/all of the whining) about how melee DPS will fare comes by some old and carried design choices, which definitely are 3.5e D&D, but the more levels we gain, the more they're pronounced.
    The prime choice would be, that the enhancements, item effects, and feats (for the most part) either confer a defensive or an offensive benefit. This leads to people specializing, the game rewards it by increasing the damage and the hp of the monsters, as being half-baked doesn't cut it. That's why hate-tanking is so hard, investing in intimidate is much easier than in damage plus hate increase, if you need as much bonuses as possible to survive the onslaught of tens of enemies at the same time. And that's why surviving as a DPS is so hard, as there are so many enhancements and item effects to collect to reduce mob hp in a timely manner, that it's hard to maintain a stable defense.

    Of course, this asks for diversity, for party building, which is actually good. But then we get to the ranged, that don't get as many attacks in, as they can kite and lessen the numbers of enemies able to hit them. So the more damage less defense works here well. And the casters... well, they get a ton of stuff. That's the ugly side of D&D 3e, the stacking magical buffs, the diversity of options casters have (damage, CC, defensive, healing, etc.), which does make casters fun to play, but does raise some question how much melee is really needed outside of tanks. Even the casters can go into melee and in low reapers and lower, they actually can be build to do what melee DPS does, just with some more options.

    People love playing their paladins and fighters, and the new ED system really helps out in many regards (giving melee DPS reliable options for CC, more forms of self-heal for lower difficulties, etc.), but that doesn't mean that they don't see problems or what other classes and builds they're competing with and lose to. I mean, it has to be frustrating for a fighter to be outclassed by a wizard at low heroic levels, because the EK got a cleave attack and bonus damage on every hit in addition to spells like blur, expeditious retreat, shield!!!!!!!!, energy resistance, and with a low PM split even self-heal.



    So if legendary is supposed to give several options for horizontal growth, how about:
    • adding legendary destiny feats that give offensive buffs when you have certain defensive feats and defensive buffs for certain offensive feats, mostly aimed for tanks (so that they may do something else than shield blocking) and melee DPS?
    • engaging more in the missile deflection mechanic, so that melee DPS takes less damage from ranged attacks than casters and ranged DPS, giving them something they feel more comfortable against?
    • implementing ways to boost melee DPS specific buffs (uncanny dodge class feat, Elaborate Parry, Reed in the Wind) so that they hit proper numbers in legendary content?
    • adding new buffs that require the character to wield melee weapons and/or be engaged in melee?


    Would be my 2 cents for now.
    Last edited by Pandjed; 06-09-2022 at 12:43 PM.
    Nothing in this game is essential, unless you are a power-gaming & unimaginative lemming who follows everyone else, without having any form of creativity or original thought rolling around your brainpain...

  3. #43
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    Ok, I am a little late to the game on this whole "monsters with dodge bypass" deal, but it sounds like monsters can bypass dodge, which sounds very bad for melee.

    I am just going to say it, but this is massively heavy on handwrap monks in particular, since:

    A. we have to jump into the mob
    B. dodge is our best chance not to get one shot
    C. MRR doesnt mean squat for this type of bypass

    Are the devs suggesting that only ranged casters are now viable? I hope not, cause this is very bad for any melee that has to actually be in touch range.

    Solution:
    Cap monster dodge bypass to like 5% - increase by difficulty like every 2 skulls or something by 1%
    Increase Dodge bonuses on melee (free feat per stance or something like the HP one)

    Just my 2 cents. I was excited for lev cap increase, but as a monk player, this is not good.

    Nico

  4. #44
    Community Member Artos_Fabril's Avatar
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    Quote Originally Posted by Pandjed View Post
    I think a big problem of RL is, that there is little reason to explore Barovia despite its beauty. I'd be fine if we get a guide to lead us to certain points of the map, so that we had some running still to do or if it's like in 3BC where after you finished a quest for the first time, you can port back to it (which would make it easier for daily farming and such).
    Until they can make that flag persist through TR, that would cut the amount of time I spend running RL quests by about the same amount of time it would add running to them.

    Immersion is great, but imagine you're sitting in the marketplace and see an lfm for Amber Temple, and you haven't run it yet this life. Assuming you know where you're going and aren't the sort of person who gets turned around in or follows the wrong quest arrow, you're still not going to make it to the quest before they finish because some random wolf, bat, or wisp will knock you off your horse 6 times on the way there.

  5. #45
    Cosmetic Guru Aelonwy's Avatar
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    Default Hurried run through of all the quests we did NOT see in preview 1

    Hurried run through of all the quests we did NOT see in preview 1, I had to skip questing in Preview2 for RL reasons.

    Captive of the Hidden God
    Mostly enjoyed it, especially the ship layout. Captured by pirates and escaping is fun story. As much as meeting Vecna was really cool, him dues ex machina kidnapping us peeves me on a free will/no choice level. I get that in some places in order to push the story forward that the DM will have to do this occasionally, just please use it sparingly... MotU was rife with it and its over-use in that content is why it peeves me so much now. But I liked the shipwreck and swimming ashore. Neither too long nor too short. Goldilocks.

    All Hail the King
    Loved the dispel illusionary door but quest would not check off the explore underwater passage, could not find second crest, no raptors to fight although DM message said they jumped out at us. The first time we fought the TRex, hubby on a ranged character was on one side of the battle space and Scythemaw was chasing me around a stand of bamboo? on the other side of the battle space then let out a roar... a roar that one shot hubby on the opposite side of the encounter space. ? How large a hit-zone/range does this roar have? Otherwise I liked the map and enjoyed this quest well enough. About the right length although it didn't seem like there was quite enough to do.

    Trial of the Triceratops
    Reasonably fun quest, enough to explore and do. The only flaw I noticed was the Captive Hunters that you speak to stay even after you tell them to leave with the other escaping captives.

    Whispers of Return
    A little dull, forgot it almost as soon as I was done running it. Slayed Alluvium but it did NOT check off quest objectives

    Wild Thing
    In-quest map is absolute trash, cannot tell where anyone in the group is or what obstacles are in our way. Otherwise enjoyable quest. Please fix the in-quest map.

    Spiders and Flies
    Web ladder was awesome except having the ladder bug where it wouldn't let me climb it 3 times in a row was annoying. Ettercaps are ruthless and brutal but make identical sound effects to umberhulk. The tunnels look so much alike I kept getting turned around without unique landmarks. Perhaps some changes in lighting color would help?

    Stonecrypt Chronicle
    I really liked exploring these ruins particularly because much of it is outdoors. Would it be impossible to have at least one Pterodactyl attack us when we try to steal their eggs?

    Altogether with the quests of the previous preview a nice blend of dinosaur, native, pirate, and kopru stories and themes. The ONLY glaring, obvious FLAW is Tabaxi, and by that I mean... there is NOT one quest, not ONE storyline that follows or grounds or gives roots to the Tabaxi's inclusion in Isle of Dread. They are in one area of the public zone, and a single wilderness location but as far as I can tell none are quest givers, nor included in a quest, not lore givers, nor random encounter and frankly I was surprised that the expansion vendor Zalanthe? was a dragonborn instead of a Tabaxi which would have been the logical choice to me. They don't even feel shoe-horned in so much as tacked on as an after-thought.

    On the one hand its hard to see how we got this late in the development cycle for this expansion without anyone noticing this glaring omission but on the other hand we are just now finally seeing all the quests so?! it is what it is.

    I suggest 3 possible solutions to making Tabaxi feel more included in the story. Make sure the Tabaxi in the village have several dialogue options of their backstory and lore as it pertains to Isle of Dread. If some of the captured villagers could be Tabaxi that would make it feel as if they were more included in the culture and peoples of the island. A mini-quest or wilderness rare encounter involving the Tabaxi. A possible quest idea or could be a rare encounter is a Tabaxi Merchant being attacked either by Marauders or Dinosaurs or waves of both and us lending a helping hand similar to Desert Caravan Quest. Or if going for the rare encounter version, in addition to a chest the Tabaxi Merchant could then offer sales and repair services like that merchant rare in the King's Forest does. If their lore is that they are Merchants on the Isle of Dread then lean into that and use it.
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  6. #46
    Community Member irnimnode's Avatar
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    Default Resurcetion cakes

    Not sure why but along about 9 pm central time the res cakes quit working on the short cut bar I had to open my inventory up the inventory bag that I hade them in and use it from there. And at one point that did not work all the time. I finally had to say it sucked and I just playing. Oh and LVK|L 32 is great but you do not have any hireling/s at that LVL will there be aby showing up in the epic vendor?

  7. #47
    Community Member Artos_Fabril's Avatar
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    Quote Originally Posted by Aelonwy View Post
    Altogether with the quests of the previous preview a nice blend of dinosaur, native, pirate, and kopru stories and themes. The ONLY glaring, obvious FLAW is Tabaxi, and by that I mean... there is NOT one quest, not ONE storyline that follows or grounds or gives roots to the Tabaxi's inclusion in Isle of Dread.
    The Tabaxi are only there because it's a game and SSG got the authorization to add them. There is more lore and grounding in the game for Kalashtar, of whom we've never seen a single example, than for Tabaxi.
    Quote Originally Posted by Cordovan View Post
    There is always a certain amount of acceptance of it being a video game when it comes to introducing new character races and classes, but the Tabaxi tend to be natural wanderers and explorers with settlements linked to more jungle-like environments. For us, their arrival coincides with the appearance of the Isle of Dread off the coast of Stormreach, but that isn't to say others may have come to the area from other locations. The Isle of Dread itself is known to cross planes, so the answer is they could be from just about anywhere that seems appropriate.

  8. #48
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    The original 1st edition Isle of Dread had Rakasta, which were a sabretooth-like feline race players could encounter. For us, Tabaxi made a nice fit, even if we didn't end up going the route of a Tabaxi-instead-of-Rakasta quest per se.
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  9. #49
    Community Member Bjond's Avatar
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    Quote Originally Posted by Cordovan View Post
    Legendary enemies are being enhanced, so in Legendary quests
    I read this as meaning any quest L30 or higher, which means ALL existing content that is primarily used for RXP'ing and raiding at cap. Am I interpreting that correctly or do you mean specifically and only content added in U55 and later?

    Quote Originally Posted by GramercyRiff View Post
    just play anything but a melee dps and not have to deal with all this bad design
    Quote Originally Posted by Cordovan View Post
    Nimble or rogue-like enemies will get a small amount of Dodge.
    You missed the part where mobs gain dodge as well as dodge bypass. Not only that, the mobs gaining dodge are the "nimble" ones, like Gish. The ones with sky-high reflex and evasion.

    Right now, a caster drops bombs on the pack and look at that, a few critters are completely untouched (evasion). Melee and/or ranged think two things: "omg, I get to kill something!" and "no problem squishy little caster, I'll hit it with Adrenaline/Hunt!", but now it also has dodge. Whiff whiff. Oh, uh, look at that. It lived. And, poor Miss Squishy Bomber is a porcupine.

    Even a plate-wearing 2H Paladin DPS no longer works because it's burst-dps. If your long-CD burst misses, you don't have anything else until the CD comes around again. Every single big-burst build, which is basically all of the high-reaper builds, will need to either get enough bypass to complete zero enemy dodge (in which case why bother giving them dodge) or rebuild for lots of small fast hits where the loss of any one doesn't matter so much.

    Same thing with tactical builds. All the ED changes and even the ones in U55 try really hard to herd all melee into STR based Tactical. Those are all long-CD. Dodgy mobs ruin long-CD builds. There's no point in using them when they don't work every single time. Auto-attack becomes absolute king for DPS.

    Now there's a thrilling playstyle. I still remember Ssra in EQ1. The entire raid except for the tank and healers would just AFK for 30m because only auto-attacks worked .. turn on auto, go watch TV, come back every commercial to see if it's dead yet.

    Did anyone at SSG bother thinking this through even a little bit? The myopia is thick in this one.

  10. #50
    Community Member J1NG's Avatar
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    Quote Originally Posted by Bjond View Post
    I read this as meaning any quest L30 or higher, which means ALL existing content that is primarily used for RXP'ing and raiding at cap. Am I interpreting that correctly or do you mean specifically and only content added in U55 and later?
    It's the former. Any quest or explorer area with a Level 30+ designation, will have various levels of those Dodge on enemies and Dodge Bypass.

    So Legendary Vision of Destruction (released from a while ago now), being Level 32 base (30+), means they (the relevent enemies) will have these buffs and debuffs.

    J1NG
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  11. #51
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    I love and hate the new explorer area.

    I think for the most part it is really well done and fun to run through. I like that you are putting some chaser stuff in the wilderness to encourage people spending time in it.

    My hate comes from the numerous invisible walls you seem to run into. At one point I was following what seemed like a natural draw and path up to an area I had already explored and just as I was about to get to my old path I hit an invisible wall. What is the point of putting arbitrary invisible walls in places that seem to only have a purpose of making you take a long path around them? Let me jump off the waterfalls or cliffs - if I die doing it it is my fault. Let me scale a rockface if I can/want to. There are fetal falls in the COGS and they work fine.

    The teleport to the Tabaxi camp and the very far away Temple quest are nice but I would like to see a few more. I really liked the way COGS was done where you could explore a bit and once you ran the quests could teleport to a location in the vicinity of the quests. I think the way Stormhorns works is pretty good as well. Remember that quests will get repeated a lot and they will get ran more if they are easy to get to. You also have the challenge of joining a quest in progress and needing to get to it quickly.

  12. #52
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    Quote Originally Posted by Cordovan View Post
    The original 1st edition Isle of Dread had Rakasta, which were a sabretooth-like feline race players could encounter. For us, Tabaxi made a nice fit, even if we didn't end up going the route of a Tabaxi-instead-of-Rakasta quest per se.
    My understanding is that, in the current lore, the Tabaxi are one of several races of the Rakasta.

  13. #53
    Cosmetic Guru Aelonwy's Avatar
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    Quote Originally Posted by Cordovan View Post
    The original 1st edition Isle of Dread had Rakasta, which were a sabretooth-like feline race players could encounter. For us, Tabaxi made a nice fit, even if we didn't end up going the route of a Tabaxi-instead-of-Rakasta quest per se.
    So what you are saying is the selection of Tabaxi was convenient to the source material...however...that is NOT an excuse for shallow storytelling. Look, maybe my PnP roots are showing but it is still a FLAW to me that you guys did NOT make more of an effort to introduce Tabaxi and make it more inclusive in the story you were telling. Even as just an oversight its pretty glaring. Just the bare minimum suggestions I made above were well inline with your capabilities and indeed you had done most of them before in Sharn with Tiefling. In Sharn we have a Tiefling quest giver, who is also a character in the story, her brother is an antagonist who features in several quests, we also have another Tiefling exemplifying the Iconic as a lounge singer in another quest. And in the Sharn Wilderness zone there is a Tiefling rare. Tieflings were included in the action of the expansion they came with... this is good storytelling. More of that please.
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  14. #54
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    Quote Originally Posted by Abilbo View Post
    Found a bug, the Greater Shout spell that bards get in Tier 6 of the spells, allows me to use quicken, but not Embolden, or Enlarge, or Heighten. Heighten shouldn't matter, as its a level 6 spell, the highest bards can cast, but Embolden and Enlarge should be able to be applied to it?

    Also, Great Shout and Greatest Shout are not healing allies.
    Enlarge doubles the distance for spells to travel. Double heal range, or double fireball travel. But does not double the spell's explosive range. Fireball doesn't explode further, and cone and line spells dont get double the effect distance. So no enlarge on shouts. Embolden should work, and it looks like people are ahead of you on that.

    https://ddowiki.com/page/Greater_Shout

    Bug: Greater Shout cannot be affected by Intensify Spell and Embolden Spell. tested in June 2016 on a bard
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  15. #55
    Community Member FableFan's Avatar
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    Question Will old teleport items ever be available again?

    "Teleport items found within expansion packs have been upgraded! These items are now able to teleport you to all destinations that the other teleport items had access to - this means that if you have one of these items, you'll be able to teleport directly to the locations of all of them. You must own the item associated with the location you are attempting to teleport to. This means that, for example, when using the Sharn Boarding Pass, you'll be able to teleport to the Feywild if you own the Feywild Tuning Fork as a part of your account. However, you do not need to have the Tuning fork with you to do this - which means that carrying one of these items is now equivalent to carrying all of them, potentially saving you inventory space. You may also drag these individual locations from the menu onto your hotbars, so if you need to reach a specific destination often, you can activate them from there instead of from your inventory."
    The Bottle of Mist is already impossible for people to get that weren't around a little while back, and I have a feeling it's likely in the plans to eventually do the same to the Boarding Pass: Sharn, which makes it a good time to ask, will you be making the old teleport items available for purchase at some point, especially with this change that really makes holding onto all the different items rather redundant for those of us that did buy them all?

  16. #56
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    The Isle of Dread (U55) Preview 3 Dungeons

    Following on from my last critique on: The Isle of Dread (Preview 2), [Post #38], we now move onto: Preview 3. In this preview were the final three preview quests.

    Captive of the Hidden God: essentially this was a quest with cutscene flashbacks revisiting 'Dread Sea Scrolls' to give a backstory...


    There's a world outside and it's a world of dread and fear.

    For what it was it was; it was reasonable, it was mostly a very brief hack-and-slash.


    The master is a stranger.

    Vecna's voice is soft like a woman's, and thus it sometimes got drowned out by other things going on in the background such as distracting combat.


    "Help us! Help us! Save our souls!".

    Therefore a lot of the story, plot and atmosphere got completely ruined. Perhaps you should reconsider the timing of his speeches. The mini-map was also broken and 'minimised' itself.


    Wild Thing: this quest's plot was similar to 'All Hail the King', but less intense as we were tasked with finding a rampaging Ankylosaurus. Unsurprisingly the dinosaur had been poisoned with Locoweed.


    A zoo for humans.

    I would have preferred the story to have been expanded upon perhaps where you could find an antidote. The mini-map was also broken; you couldn't locate yourself upon it.


    Trails of the Triceratops: again we're looking for a dinosaur hunting party, but this time inside a cavern complex.


    I'm trying, I'm fighting.

    Apparently a corrupted druid liked watching pit fights.


    Like a lot of the quests presented there wasn't a lot of imagination being used other than just tracking down (or fighting) large lizards. There was plenty of opportunity to have interesting terrain like pit traps, falling logs, rock falls, landslides, earth tremors', rivers with strong currents, sinking sand, etc. Or just better expansion of the quest stories themselves (e.g. optional objectives).

    It just seemed like the majority of the budget had been splashed on showcasing dinosaur models with little substance with regards to making the quests more interesting (in other noncombat ways). The storyline seemed mostly fine. But, there was nothing really which would particularly encourage me to purchase the Expansion with regards to interesting quest design and enjoyment factor aspects. :-)

    I haven't gone into great detail and just reiterated those issues that I found most memorable.

  17. #57
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    Default Tabaxi request for the devs

    Greetings,
    I've just recently pre-purchased the next expansion, thank you for continuing to create content!
    Unfortunately, I did not previously follow the Lammania notes prior to the Tabaxi release or I would have responded sooner.

    The Tabaxi Tier 4 enhancement: Feline Versatility
    Would you consider expanding "Rapid Scratch" to include animal forms?

    Thank you for your time,
    Chickenplucker, Argo
    No.

  18. #58
    Community Member Xharath's Avatar
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    Quote Originally Posted by Assassination View Post
    Devs, "Caster and ranged toons aren't quite op enough. What can we do to bury the few remaining melee players... Ah yes, we'll bypass their pitiful dodge chance and not give them any meaningful defenses to cope with these new mechanics."

    Some work really needs to be done to balance the game. Casters are so "OP" now it's not funny. They are blowing through R10 quests like it's casual. Please address issues for melee. This dodge bypass is really aimed at melee

    toons who are getting blown up already. How you are adding this to the game, and then are reluctant to give us a good 25% damage reduction in Leg Dreadnaught is beyond me.
    I would say nerf the casters, make the reaper 10 interesting again.

  19. #59
    Community Member Xharath's Avatar
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    Quote Originally Posted by Pandjed View Post
    Here some thoughts after rethinking of adding dodge/dodge-bypass of enemies in Legendary quests.

    Benefits:
    • Does affect ranged/casters often more, as they get decent dodge by equipping items, especially since the appearance of dodge augments. Most melee DPS, however, get more dodge and therefore lose less % of it
    • Plays more with the dodge mechanic and may open up more design space for future enhancements, feats, etc. that go beyond dodge bypass and dodge chance
    • High reaper--the difficulty meant for people looking for a challenge--becomes more challenging again




    Demerits:
    • A prior added mechanic--Missile Deflection--was introduced and so far mostly ignored by the devs (specially for player characters), which doesn't bring up much confidence that the opened design space will be used at all
    • Lack of dodge bypass items puts players in a spot, where they either have to permanently incompass dodge bypass into their build or to accept the fact that certain enemies and all on high reaper just have a flat chance to take no damage on attacks
    • This and the fact that save effects aren't subjected to it may lead to less build diversity for staying endgame builds (as only casters use save mechanics as main focus)
    • Melee DPS shouldn't even in a place where they have to rely so heavily on dodge mechanics to survive high reaper




    I believe much of the said criticism (and most/all of the whining) about how melee DPS will fare comes by some old and carried design choices, which definitely are 3.5e D&D, but the more levels we gain, the more they're pronounced.
    The prime choice would be, that the enhancements, item effects, and feats (for the most part) either confer a defensive or an offensive benefit. This leads to people specializing, the game rewards it by increasing the damage and the hp of the monsters, as being half-baked doesn't cut it. That's why hate-tanking is so hard, investing in intimidate is much easier than in damage plus hate increase, if you need as much bonuses as possible to survive the onslaught of tens of enemies at the same time. And that's why surviving as a DPS is so hard, as there are so many enhancements and item effects to collect to reduce mob hp in a timely manner, that it's hard to maintain a stable defense.

    Of course, this asks for diversity, for party building, which is actually good. But then we get to the ranged, that don't get as many attacks in, as they can kite and lessen the numbers of enemies able to hit them. So the more damage less defense works here well. And the casters... well, they get a ton of stuff. That's the ugly side of D&D 3e, the stacking magical buffs, the diversity of options casters have (damage, CC, defensive, healing, etc.), which does make casters fun to play, but does raise some question how much melee is really needed outside of tanks. Even the casters can go into melee and in low reapers and lower, they actually can be build to do what melee DPS does, just with some more options.

    People love playing their paladins and fighters, and the new ED system really helps out in many regards (giving melee DPS reliable options for CC, more forms of self-heal for lower difficulties, etc.), but that doesn't mean that they don't see problems or what other classes and builds they're competing with and lose to. I mean, it has to be frustrating for a fighter to be outclassed by a wizard at low heroic levels, because the EK got a cleave attack and bonus damage on every hit in addition to spells like blur, expeditious retreat, shield!!!!!!!!, energy resistance, and with a low PM split even self-heal.



    So if legendary is supposed to give several options for horizontal growth, how about:
    • adding legendary destiny feats that give offensive buffs when you have certain defensive feats and defensive buffs for certain offensive feats, mostly aimed for tanks (so that they may do something else than shield blocking) and melee DPS?
    • engaging more in the missile deflection mechanic, so that melee DPS takes less damage from ranged attacks than casters and ranged DPS, giving them something they feel more comfortable against?
    • implementing ways to boost melee DPS specific buffs (uncanny dodge class feat, Elaborate Parry, Reed in the Wind) so that they hit proper numbers in legendary content?
    • adding new buffs that require the character to wield melee weapons and/or be engaged in melee?


    Would be my 2 cents for now.
    For most part I agree, my 2 cents will be, dismiss the dodge cap make the Dex! Dodge armor bonus bigger for the purpose of pure dps builds. Ignore the int and other forms here.

  20. #60
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    Aug 2013
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    Weapon Specialty Feats:

    Choose to upgrade your Weapon Specialty Feat and choose another Weapon Specialty inherent bonus from another style.(*Weapon Specialty inherent bonus)

    • Legendary Single Weapon Fighting: Your Single-Weapon Fighting bonus is increased to a +40% Combat Style bonus to attack speed and 2 additional Melee Power.
    • Legendary Two Handed Fighting: Increases the Strikethrough chance by an additional 40% and gives 4x ability modifier damage scaling with two handed weapons and 2 additional Melee Power.
    • Legendary Two Weapon Fighting: Reduces the to-hit penalty to main hand and offhand to zero (-0/-0 )when using two weapons at the same time. Increases the chance to proc an off-hand attack by 20%, bringing the total chance to 100%.
    • Legendary Range Expertise: Gain Doubleshot equal to your Weapon Ability Attack Modifier Score.
    • Legendary Toughness: +120 maximum hit points. This can be taken multiple times.
    • Legendary Point Blank Shot: Toggle: With ranged weapons, your attacks cause -10% slower attack and movement of enemy and deal 15% more damage. On Vorpal Blinds enemy with no save for 10 seconds.
    • Legendary Specialty Attack: Your specialty Attacks and Defenses reduce their cooldowns by 25% (Uncanny Dodge, Diplomacy, Bluff, Trip, Improved Trip, Assassinate, Sap, Cleave, Greater Cleave, Improved Feint, Whirlwind Attack)





    *Weapon Specialty inherent bonus. Choose one from:

    • Single Weapon Fighting bonus: Gain +20% Legendary Combat Style bonus to attack speed and an additional 5 Melee Power.
    • Two Handed Fighting bonus: Gain 2.5x Ability modifier damage scaling with weapons and an additional 5 Melee Power.
    • Two Weapon Fighting bonus: increases the chance to proc 20% doublestrike.
    • Range Weapon Fighting bonus: Gain Point Blank Shot and Precise Shot as Feats (Prereq: Dex 19, Base Attack Bonus +11).

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