PDA

View Full Version : Weekly Dev Activities 1/14/08



Quarion
01-14-2008, 10:23 AM
Weekly Development Activities

In QA
These items are currently in testing for release in Module 6.

General

The Level Cap has increased to 16!
Player characters that have been rendered unconscious but have stabilized will slowly regenerate health until they wake up at one hit point. Warforged auto-stabilize and repair to one hit point after one minute of remaining inert. Humanoid characters will regenerate at a rate of one hit point every six seconds, starting thirty seconds after stabilization.
You can now use the command “/resloc” to find out where you will resurrect when you die.
Favored Enemy: Orc can now be taken during character generation by rangers.
Fixed an issue where other player's movement may appear to stutter
You will now be notified when a player picks up your soulstone with a message and alert: "Your soulstone has been picked up by <name>."
Torel the Wizard can no longer sit and spin while using rest shrines.
An adjustment has been made to ranged combat to prevent players from missing the target when it is moving in certain ways.
When struck by a critical, the visual effects will only play once a second instead of each time, to help with the frame rate.
Traps are nastier on Hard and Elite, and more forgiving on Solo difficulty. Detection and disable difficulties are unchanged.
We have added support for the Logitech G15 Keyboard LCD displays.
The Mail UI now has two separate lists of mail. Confirmed mail - Mail sent by the game (ie auction mail), alt characters, current friends, current guildmates, and admins. Unconfirmed mail - Mail from players who are not currently on your friends list or in your guild. There is also a "Delete All" button which allows you to delete all unconfirmed mail.
You can no longer send mail to character who have you squelched.
Rest Shrines on landscape, solo, and normal difficulties are now reusable. Landscape and Normal difficulty rest shrines reset after fifteen minutes, Solo difficulty rest shrines reset after five minutes.
The new Mail UI tab labels will indicate if they contain unopened mail (with an asterisk) or mail with an attachment (with an exclamation point).
NEW The Twelve has unearthed a pair of ancient altars that exhibit the curious ability to bind objects to their owner when the item is placed upon the stone with several Khyber Dragonshard Fragments. One such stone has been placed next to the Lordsmarch Bank in the Marketplace, the other is just outside the base of the Twelve's tower. These devices are known to have other VAST and MYSTERIOUS powers, which will be revealed after further research. [You can now bind any object you desire by using the Stone of Change. Place your item within the device along with a stack of Khyber Dragonshard Fragments and activate the device. Items with higher minimum level requirements to equip require more Khyber Dragonshard Fragments to bind.]UI Improvements
Bringing up the enhancement panel will now remove players from mouse-look mode.
Examination tooltips now appear when hovering over the text of an item in a "choose your rewards" window and chests.
Guild login and logout messages will now show up in the chat window. You can turn these messages off via a new option under the UI tab in the Options UI.
On the Create Party Panel:
A button has been added allowing the player to clear the selected quest.
If a player has made changes to their party criteria and closes the panel, they will be asked if they wish to apply the changes before the menu is closed.
The "Update my party" button will no longer be ghosted initially. Clicking this button will auto-select the "Advertise my party" check box.
When clicking in the 3D world after typing in the chat window, the game will now recognize your change in focus, while also preserving the text you typed.
Bringing up the enhancement panel will now remove players from mouse-look mode.
Critical spell hits now show up larger in the floaty text.
New party commands:
/party invite <name>
/party dismiss <name>
/party promote <name>
/party leave
/party disband
/party raid
/party normal
The release button in the death dialog will now be greyed out for 3 seconds after death to prevent accidentally releasing.
The summary page of advancement will now show an abbreviated version of an advanced ability score rather then using the elements from the ability selection page.
NEW The Bid and Buyout buttons in the auction house now have confirmation dialog boxes.Shopping

Added a "Sell Gems" button to the sell window of vendors which buy gems. Hitting this button will sell all unsecured gems in your inventory as well as all gems contained in all of your gem bags.
Collectible and gem bags will now appear in the Miscellaneous category of the auction house.Spells

New Spells
Polar Ray
Evocation [Cold]
Level: Sor/Wiz 8
Deals 1d6 per caster level (max 25d6) cold damage to an enemy with a ray of freezing ice and air.
Sunburst
Evocation [Light]
Level: Sor/Wiz 8
A globe of searing radiance explodes silently to blast targets for 6d6 of light damage in addition to permanently blinding them. Oozes and Undead take 1d6 per caster level damage. A successful Reflex save reduces the damage by half and negates the blindness. Light fearing undead may be instantly destroyed by this spell
Cure Critical Wounds, Mass
Conjuration (Healing)
Level: Clr 8
Casts Cure Critical Wounds on multiple targets. Positive energy is channeled to heal critical wounds of allies or damage undead for 4d8 +1 per caster level (max +20). Undead who make a successful Will save reduce the damage by half.
Firestorm
Evocation [Fire]
Level: Clr 8
A storm causes an area to become shot through with sheets of roaring flame, causing 1d6 per caster level fire damage to targets in its area. (Max 20d6)
Horrid Wilting
Necromancy
Level: Sor/Wiz 8
Deals 1d6 per caster level (max 20d6) damage to living targets by evaporating moisture from their bodies. Deals 1d8 per caster level (max 20d8) damage to water subtype outsiders and plants.
Inflict Critical Wounds, Mass
Level: Clr 8
Casts Inflict Critical Wounds on multiple targets at range inflicting 4d8 +1 per caster level (max +20) damage or healing undead a like amount. A successful Will save reduces the damage by half.
Otto's Irresistible Dance
Enchantment (Charm) [Mind-Affecting]
Level: Brd 6, Sor/Wiz 8
At your touch, enemies feel an irresistible urge to dance and begin doing so, complete with foot shuffling and tapping. The spell makes it impossible for the enemy to do anything other than caper and prance in place.
Shout, Greater
Evocation [Sonic]
Level: Brd 6, Sor/Wiz 8
Emits an ear-splitting yell that deafens and deals 10d6 sonic damage and stuns targets in its path. A successful Fortitude save halves the damage and negates the stun.
Summon Monster VIII
Conjuration (Summoning)
Level: Clr 8, Sor/Wiz 8
Summons a bezekira to fight for you for a brief time. Casting this spell locks out casting any other Summon Monster spell for 8 minutes.
Trap the Soul
Conjuration (Summoning)
Level: Sor/Wiz 8
Forces a creature's life force and its material body into a gem on a failed Will save. Although this essentially 'kills' the target, it is not a death effect and functions on creatures such as undead (but not most constructs). This spell requires a khyber dragonshard as a special material component, and can affect creatures of up to 30 hit dice.

(Note: The quality of the gem required varies on the hit dice of the targeted creature. Three versions of this spell exist using a spell selector, appropriate for creatures of up to 10 HD, 20 HD, and 30 HD.)
Seek Eternal Rest
Conjuration (Healing)
Level: Clr 2, Pal 1
Grants a +4 Sacred bonus to level for the purposes of turning undead.
Bards gain access to the following existing spells:
Cat's Grace, Mass; Cure Moderate Wounds, Mass; Eagle's Splendor, Mass; Fox's Cunning, Mass; Heroes' Feast; and Summon Monster VI
Power Word: Blind
Enchantment (Compulsion)
Level: Sor/Wiz 7
One creature with 600 or fewer current hit points is blinded.

150 or fewer HP: Blinded permanently
151 to 300 HP: Blinded for minutes
301 to 600 HP: Blinded for rounds
Power Word: Stun
Enchantment (Compulsion)
Level: Sor/Wiz 8
One creature with 450 or fewer current hit points is stunned.
150 or fewer HP: Stunned for a long duration
151 to 300 HP: Stunned for a moderate duration
301 to 450 HP: Stunned for a short duration
Merfolk's Blessing
Transmutation
Level: Brd 1, Rgr 1, Sor/Wiz 1
Grants one ally per caster level a +10 enhancement bonus to Swim, plus one per two caster levels.
Ram's Might
Transmutation
Level: Rgr 1
Enlarges the hands of the caster, granting a +2 size bonus to Strength and damage.
Master's Touch
Divination
Level: Brd 1, Sor/Wiz 1
Range: Personal
The caster gains proficiency with all simple and martial weapons for one minute per caster level. General Spell Changes
A Paladin's Aura of Courage will no longer cause various other spell effects to repeat over and over. The Aura of Courage bonus has also been changed to a Sacred Bonus to Will Saves vs. Fear, and as such, will stack with Morale effects.
Acid Rain now uses a normal "attack spell" animation instead of the one associated with summons and lingering clouds.
Touch of Idiocy no longer permits Heighten, as it has no save.
Stone to Flesh can no longer be cast on "self", since statues are rarely capable of casting spells.
Cure <various> Wounds spells, including the Mass Cures, can no longer be Heightened as Clerics can already freely cast the higher level versions of those spells and are the ones most likely to use them as offensive spells against Undead. Note that the Heal spell is unaffected by this change as there are more circumstances under which you may wish to Heighten the spell.
Freedom of Movement will now protect against the Crippling weapon effect. This change will include some monsters with wards that are similar to Freedom of Movement.
Self targeting spells should no longer ever be "blocked".
The Holy Sword spell now creates Holy Burst weapons rather than Holy weapons.
Shocking Grasp can no longer be Heightened, as it has no save.
Silver Flame members that cast Restoration on people in taverns will now properly always remove negative levels with the spell.
NEW After further testing, Charm Monster Mass has been temporarily removed from this release for further development.Skills, Feats, & Abilities


New Feats
Force of Personality
Prerequisite: Cha 13
Benefit: Picks the highest modifier between your charisma and your wisdom
modifier for your will saves.
Insightful Reflexes
Prerequisite: Int 13
Benefit: Picks the highest modifier between your intelligence and your dexterity modifier for your reflex saves.
Over sized Two-Weapon Fighting
Prerequisites: Str 12, Two-Weapon Fighting
Benefit: When wielding a one handed weapon in your off-hand, you take penalties for fighting with two weapons as if you were wielding a light weapon in your off-hand. (Essentially, you gain the +2 bonus for wielding a light weapon in your off-hand even if it’s not a light weapon.)
Special: Fighters may select Over sized Two-Weapon Fighting as one of their Fighter bonus feats.
Diehard
You automatically stabilize when incapacitated. Level 3 Rangers gain the Diehard feat for free. General Feat Changes:

Improved precise shot is now a toggle feat and can be performed with untargeted shots.New Abilities

Barbarians now possess a new ability in the feats section of their character sheet. "Dismiss Rage" can be used at any time to prematurely end their barbarian rage. Note that you will still be subject to fatigue from your rage, and it functions only on the barbarian class ability - you cannot dismiss any other rage like effects.
New Rogue Special Abilities:
Skill Mastery: A rogue with this ability gains +1 to all skills. This ability may be taken multiple times.
Defensive Roll: Grants the rogue a chance to cheat death when critically injured. When below 20% health, a rogue with Defensive Roll has a chance equal to their total Reflex Save Modifier of taking half damage from melee or ranged weapon attacks, and negating any special effects associated with the attack as if the rogue were blocking. Defensive Roll is subject to the same armor and encumbrance restrictions as the Evasion class skill.
Slippery Mind: Grants the rogue a second chance to avoid harmful enchantments. Upon failure of a Will Save vs. Enchantments, the rogue immediately receives a second attempt at the saving throw.
Rogues now can choose which special ability (Improved Evasion, Crippling Strike, Defensive Roll, Slippery Mind, or Skill Mastery) they desire when they reach levels 10, 13, or 16 rather than having one automatically assigned to them. In addition, Rogues can now swap these special abilities for others as if they were feats.General Skills, Feats & Abilities changes

Crippling strike now occurs with ranged sneak attacks using bows, crossbows, and thrown weapons.
The intimidate skill has always factored in the size of your target. You get a bonus when attempting to intimidate creatures that are smaller than you and get a penalty against creatures that are larger than you. The description for this skill now explains this.
Greater two weapon fighting now enables an extra left hand attack hook while standing, making it more consistent with mobile attacks.
The deepwood sniper enhancement is an active feat that lets you let loose your next shot with an arrow that has +4 to hit, +1 to critical threat range, and +1 to the critical damage multiplier. This ability can be performed every 10 seconds and works in conjunction with many shot, improved precise shot, and whatever bow/arrow effects are in play.Enhancements

New Enhancements
Ranger/Elven Arcane Archer I:
Prereqs: Ranger 6 or Elf 9, +6 Base Attack Bonus, Weapon Focus: Point Blank Shot, any one of: Elven Arcanum I, Bard Music of Energy I, Sorcerer Energy of the Dragonblooded I, Wizard Energy of the Scholar I, or Mental Toughness
Benefit: Grants 20 spell points and the ability to conjure +1 returning arcane arrows at will. Also grants the ability to make a ranged attack as a True Strike with a +20 bonus to hit.
Ranger Arcane Archer II:
Prereqs: Ranger level 9, Ranger Arcane Archer I.
Benefit: Your conjured arrows now possess a +2 enhancement bonus.
Ranger Arcane Archer III:
Prereqs: Ranger level 12, Ranger Arcane Archer II.
Benefit: Your conjured arrows now possess a +3 enhancement bonus.
Ranger Arcane Archer IV:
Prereqs: Ranger level 15, Ranger Arcane Archer III.
Benefit: Your conjured arrows now possess a +4 enhancement bonus.
Ranger Arcane Archer V:
Prereqs: Ranger level 18, Ranger Arcane Archer IV.
Benefit: Your conjured arrows now possess a +5 enhancement bonus.
Elven Arcane Archer II:
Prereqs: Elf level 11, Elven Arcane Archer I.
Benefit: Your conjured arrows now possess a +2 enhancement bonus.
Elven Arcane Archer III:
Prereqs: Elf level 14, Elven Arcane Archer II.
Benefit: Your conjured arrows now possess a +3 enhancement bonus.
Elven Arcane Archer IV:
Prereqs: Elf level 17, Elven Arcane Archer III.
Benefit: Your conjured arrows now possess a +4 enhancement bonus.
Elven Arcane Archer V:
Prereqs: Elf level 20, Elven Arcane Archer IV.
Benefit: Your conjured arrows now possess a +5 enhancement bonus.
Ranger Deepwood Sniper I:
Prereqs: Ranger 6, Point Blank Shot, Weapon Focus: Ranged, Ranger Hide 2, Ranger Move Silently 2, Ranger Spot 2.
Benefit: Grants a +1 bonus to Hide, Move Silently, and Spot. Also grants the ability to take an aimed 'sniper shot' with a +4 bonus to hit, +1 critical threat range, and +1 critical threat multiplier.
Ranger Tempest I:
Prereqs: Ranger 6, Two Weapon Fighting, Improved Two Weapon Fighting, Dodge, Mobility, Spring Attack.
Benefit: Grants a stacking bonus to dual wield attack speed and a +2 bonus to armor class while dual wielding. General Enhancement Changes

Many enhancement descriptions have been clarified to reduce confusion about their benefits.
The Bard enhancement "Music of the Dead" is now trainable at level 6 instead of level 7.
The Rogue: Way of the Assassin active abilities now have an increased chance of applying their poison effects on sneak attacks. (33% chance per hit, rather than 25%)
Reduced the cost of Paladin Improved Lay on Hands and Rally enhancements.
Each rank of Paladin Extra Remove Disease grants two additional uses of Remove Disease instead of one.
At Ranger levels 9, 12, 15, and 18 or Elf levels 11, 14, 17, and 20, additional enhancements are available to increase the power of your conjured arcane arrows to +2/+3/+4/+5.Items

For all normal chests, players who are not in the dungeon at the time the chest is opened with not get loot from the chest and will not be able to have loot re-assigned to them. For all raid chests, players who are not in the dungeon at the time the raid boss is killed will not have loot generated for them and cannot have loot re-assigned to them.
An issue with thrown weapons not dealing appropriate damage and not having appropriate to hit rolls has been fixed.
Bashing damage from the shield Ward of Undeath is now flagged as Good.

Blessed Cold Iron Khopeshes, Blessed Cold Iron Mauls and Blessed Cold Iron Heavy Picks will now always be sold at the Divine Reagent vendor in Feather Fall's Apothecary. House Jorasco.
A problem with UMD devices becoming unequipped when logging in has been fixed.

When an item is unequipped while a character is offline, (because a spell wore off, for example.) the item will no longer appear as if it is still equipped.
Corrected issues with Everbright effect and weapons made of special materials (adamantine, mithril etc.). These weapons should all now have full time protection from item wear caused by rust and acid.
Critical hit effects on weapons were preventing in certain rare circumstances sneak attack damage from applying. This has been fixed.
Darkweave Armor and Darkleaf Breastplates can now be found in treasure chests throughout Xendrik.
Various barkskin potions have been added to the random potion treasure drops.
Rapid reload now affects repeating crossbows.
Great Crossbows now deal 2d8 damage, with a 18-20/x2 critical threat range. This should be retroactive to all existing Great Crossbows.
Reducing a character's Charisma will now only reduce that character's Turn Undead Attempts if the current number of attempts is greater than the new maximum number of attempts.
NEW Items that are bound no longer take permanent damage when repaired. The chance for unbound items to take permanent damage when repaired has been cut in half.NPC's

Zawabi now checks to see if he can give you the demon queen raid quest before taking your items.
A banker has been added to Zawabi's Refuge.Monsters

A troglodyte in Freshen the Air had not been scaling correctly with the difficulty level. This has been fixed.
Beholders will no longer emit any beams while petrified.
Charmed and summoned monsters now make noise detectable by other monsters as if they were players.
Creatures will now only display "Zzz's" if they are magically compelled to sleep.
Elemental arrows fired by monsters are now less flashy, but should no longer bog your client down when encountered in large numbers.
The hill giant seers in Madstone Crater now have an immunity to charm affects because in certain circumstances being charmed could break their scripting. Now, they can't be charmed and will always pay attention to when the enchanter controlling them dies and will then become allies.
Fixed a case where some of Whisperdoom’s Daughters would sometimes not spawn, thereby preventing progress.
Further reduced the rate at which incorporeal enemies phase on hit to about a third of the rate it was at before.
Monsters now have a better understanding of the world around them know what to do around doors and some area of effect spells.
Monsters will no longer fight over each other when they're all trying to get to the same place at the same time.
Made various improvements to patrolling creatures.
NEW Starting in Module 6, the hard and elite monsters in new quests at very high level (CR 16 and up) will be getting tougher as their starting CR rises. Hard will become increasingly more difficult and elite will become a real challenge. Be prepared to start facing some particularly tough bosses on elite CR 16 and higher quests.Quests

Caverns of Korromar
The "Source of Evil" will now be found when entering the Beholder's room, instead of when approaching him.
Euphonia's Challenge
The Wizard's Stones can no longer be deleted.
Vault of Night
Each player is now allowed 1 one the gifts from the Laughing Knives
Gianthold: Cabal for One
A crafty Hobgoblin trap is now a bit easier to find. This does not mean it’s any easier to disable. Note also that on higher difficulty levels, it may still be incredibly difficult to spot.
Hazadills Shipping Warehouse:
Fixed an unclimbable ladder.
Prison of the Mind
Improved the pathing of the Arcane Oozes in this quest.
Abandoned Keep
The quest will no longer care if Coyle enters the room before you do.
Prison of the Planes
The battery receptors will now still give their battery to a player who happen to be encumbered. This item will go into an overflow slot of the players inventory is full.
Tomb of the Tormented
Some of the Sarcophagi had no sound, and have now been fixed.
Search for the Ancient Daggers
Replaced two missing Sarcophagi in the dungeon.
Ruins of Gianthold
Two-Stone's chest is now unlocked
Sands of Menechtaruun
Female drow will now have purple skin and white hair, always.
Black Mausoleum
The drop gate in the dragon's cell will now permanently close after 10 seconds.
The Black Abbot Raid
NEW The three trials contained within the Black Abbot raid no longer need to all be completed in a single teleport pass.
NEW The Black Abbot will now send you back to the three trials if you have not yet beaten them, rather than simply continuing the battle immortal. Other Changes:

Multi-class paladins and barbarians will now always be able to respec their feats without crashing their client.
Using the "Sell Gems" button will now properly report your earnings instead of stating that you didn't sell anything.
Fixed issues with greater teleport.
Fixed a series of stuck spots in the Flesh Maker quest that players were being pushed into by some clever air elementals.
Fixed an issue that would cause two secret doors in low road to occasionally break.
In the Maze of Madness, a certain trap's control box has been rotated so that it faces forward.
The optionals relating to disabling the traps now work in Missing in Action.
Detaching currency from auction mail will now properly auto delete the mail.
Some items which were not marked as magical, such as a Minor Kinetic Lore Scepter, will now have the blue magical item background on it's icon.
Spells should now appear in proper alphabetical order in spell lists.
The touch of the Avatar of Jubilex will no longer make Warforged sick to their stom... err... uhh inner workings.
Sound Changes:
Sound transitions in the Necropolis will no longer be so harsh.
Landscape music will now continue playing after engaging in combat in the Necropolis Plains.
Silent areas in Tempest's Spine will now have music and ambiance.
There are now fewer places in the public areas of Gianthold to get stuck.
Fixed a trap in Foundation of Discord that wouldn't turn off if you disabled the control box.
Path to Madness will give favor again
The exit way points on several of the dungeons now correctly indicate they go the Necropolis and not the Orchard of the Macabre
In some situations, an unlabeled XP bonus was erroneously applied to quest XP. This has been removed. To compensate for the possible loss of XP, the minimum and maximum bonus for disabling traps, finding secret doors, and smashing breakables has been increased. [from max 10] to 15 percent.
On solo difficulty level, adventures now give 80% of the XP of an adventure on Normal instead of 50%.
Certain optionals and encounter quests in Restless Isles were not being properly marked as completed, but now they will.
A trap box in Gwynland's Stand is now usable.
In some cases, item icons would not update correctly resulting in either an incorrect background or missing the indicator that your character cannot use the item. This has been fixed.
The Black Abbot's "Touch of Dolurrh" has been renamed "Deathgrip of Dolurrh".
Humanoid monsters should no longer have altered faces in the focus orb
In examination, the attack and damage mods were not showing the player's enhanced ability scores. This has been corrected to show the mod of the current ability score of the player.
NEW Players exiting the lighthouse on Ataraxia's Haven should no longer automatically fall from the lighthouse.
NEW The Black Prophecy book item now has text!
NEW Monsters in the Orc lair were having difficulty opening one of their doors to ambush players. They have oiled up the hinges so that the door now works properly.
NEW The residents of Kundarak have grown tired of fishing out adventurers from the chasm, so they have enacted magic to prevent people from falling in.
NEW In House Deneith, Senna Calyx now tells you the teleporter will take you to any of the house wards
NEW A ladder in Vault of Night had been..."cut short" by a missplaced warrior's blade. It has now been replaced with a ladder of the proper length.
NEW In Tangleroot Gorge, Chief Ungurz will now always advance the "Seeking Chief Ungurz" quest when you talk to him, even if you waited to get the quest from Eremic until you were halfway through the Splinterskull Story Arc.6.11

ArkoHighStar
01-14-2008, 10:25 AM
NEW Starting in Module 6, the hard and elite monsters in new quests at very high level (CR 16 and up) will be getting tougher as their starting CR rises. Hard will become increasingly more difficult and elite will become a real challenge. Be prepared to start facing some particularly tough bosses on elite CR 16 and higher quests.

interesting

woohoo first in, look like this should be the last WDA before mod 6 as the changes are very minor

Kerr
01-14-2008, 10:26 AM
Hmm.. I'm REALLY glad to see the splash screen say the Mod is coming in January, and this WDA seems to indicate there aren't really many other changes coming, so does this mean that we may get the full mod on Risia soon? There really isn't anything new here except mentioning a spell is being pulled to have additional work made on it.

Taojeff
01-14-2008, 10:28 AM
ARRRRRRGGGGHHH, when are we going to get to try out the quests on Risia!!! :D

Btw, I like the change to hard and elite, can you make it retro to all quests.

Gordo
01-14-2008, 10:29 AM
I read somewhere that the cost of repairing the armor will drop to 3 relics from 5. Has that been confirmed? Frankly, the fact you need to do this at all coupled with the fact that the armor damages so easily is a little obnoxious...

liamfrancais
01-14-2008, 10:29 AM
Yawn again, hope this means we are close to release.

Lorien_the_First_One
01-14-2008, 10:29 AM
NEW The residents of Kundarak have grown tired of fishing out adventurers from the chasm, so they have enacted magic to prevent people from falling in.

Well there goes a perfectly good hazing ritual :p


NEW A ladder in Vault of Night had been..."cut short" by a missplaced warrior's blade. It has now been replaced with a ladder of the proper length.

I hate guessing, does this mean that the ladder people used to jump to to avoid the fire blaster is now back to its old length?

artvan_delet
01-14-2008, 10:30 AM
Maybe if there were two programmers working on DDO we could fix all the ladder bugs.

Lorien_the_First_One
01-14-2008, 10:32 AM
I read somewhere that the cost of repairing the armor will drop to 3 relics from 5. Has that been confirmed? Frankly, the fact you need to do this at all coupled with the fact that the armor damages so easily is a little obnoxious...

Yup, that's a fact. It was a dev who said that in one of the 80000 page long threads discussing the death penalty. Very sweet when you consider that with no perm damage to bound items you also have no reason in mod 6 to repair your dragon armor (or any other bound item) until it is down to 40% or less (depending how many deaths you expect :p)

Selinius
01-14-2008, 10:32 AM
[U][B]
NEW Starting in Module 6, the hard and elite monsters in new quests at very high level (CR 16 and up) will be getting tougher as their starting CR rises. Hard will become increasingly more difficult and elite will become a real challenge. Be prepared to start facing some particularly tough bosses on elite CR 16 and higher quests6.11

Bout dang time. If I don't feel like I have been hit with the kitchen sink after and elite run I am going to be mighty dissapointed.

ArkoHighStar
01-14-2008, 10:38 AM
ARRRRRRGGGGHHH, when are we going to get to try out the quests on Risia!!! :D

Btw, I like the change to hard and elite, can you make it retro to all quests.

I am thinking that after the mod 5 controversy of guilds practising on Risia so they could beat the raid on the first weekend of live, we will not see any quests until it goes live

Oran_Lathor
01-14-2008, 10:38 AM
Glad we seem to be close to release on mod6... but saddened to see no more spells on the list, especially since Mass Charm seems to have been taken out..

Beherit_Baphomar
01-14-2008, 10:39 AM
BOO! To changing the chasm in House K!

YAYZ! To giving confirmation boxes for bids/buyouts.

Kerr
01-14-2008, 10:42 AM
I am thinking that after the mod 5 controversy of guilds practising on Risia so they could beat the raid on the first weekend of live, we will not see any quests until it goes live

I hope their internal testing improved then and actively looks for possible exploits or cheesy tactics. I don't want to see another repeat of the "Spawn of Whisperdoom" banner fiasco.

Jaywade
01-14-2008, 10:42 AM
not happy w/ 2 things here....


-- losing mass charm blows.....was really looking forward to that w/ my wizz, I know we have mass suggestion but wizz have slow cooldowns so was looking for 2 options , again it seems like going DPs is the only smart choice for casters

-- making CR16 harder....listen I could care less but the whole "they make stuff harder for the powergamers and twinkers" have more ammo now and I hate reading through those posts

akla_thornfist
01-14-2008, 10:42 AM
cmon Q when will the mod go live give us a hint,

Gordo
01-14-2008, 10:43 AM
Yup, that's a fact. It was a dev who said that in one of the 80000 page long threads discussing the death penalty. Very sweet when you consider that with no perm damage to bound items you also have no reason in mod 6 to repair your dragon armor (or any other bound item) until it is down to 40% or less (depending how many deaths you expect :p)

Thanks Lorien. I never had any perm. damage on my dragon scale anyway but it almost always goes form 85 to 75 after one quest and down to 65 after 3 or so. It is just annoying...

Just out of curiosity, how come they don't put things like this in the WDA? How many other things will be in MOD 6 that are not in the WDA?

Aspenor
01-14-2008, 10:45 AM
NEW After further testing, Charm Monster Mass has been temporarily removed from this release for further development.[/LIST]

LOL what, too overpowered??? :rolleyes:

Rindalathar
01-14-2008, 10:45 AM
The Black Abbot Raid
NEW The three trials contained within the Black Abbot raid no longer need to all be completed in a single teleport pass.
NEW The Black Abbot will now send you back to the three trials if you have not yet beaten them, rather than simply continuing the battle immortal.


Hmmm....I'm hoping this finally opens up this content to us. I haven't seen or heard of anyone running the Abbot in weeks. I'll really have to see this in action to see if this "fix" is the final one.

Aspenor
01-14-2008, 10:45 AM
Just out of curiosity, how come they don't put things like this in the WDA? How many other things will be in MOD 6 that are not in the WDA?

More than a lot of you think :cool:

ArkoHighStar
01-14-2008, 10:46 AM
not happy w/ 2 things here....


-- losing mass charm blows.....was really looking forward to that w/ my wizz, I know we have mass suggestion but wizz have slow cooldowns so was looking for 2 options , again it seems like going DPs is the only smart choice for casters

-- making CR16 harder....listen I could care less but the whole "they make stuff harder for the powergamers and twinkers" have more ammo now and I hate reading through those posts

this is on hard and elite only, casual players who are not twinked out do not have to do elite

Shyver
01-14-2008, 10:51 AM
Well there goes a perfectly good hazing ritual :p



I hate guessing, does this mean that the ladder people used to jump to to avoid the fire blaster is now back to its old length?

If I had to guess I'd say it's the ladder in the fire and bridge room on the way to the named rust monster. Unless you had D-door or a really good jump it is a pain to get out of there in one piece. I doubt that they would change the ladder in the fire blaster area. By changing that ladder it was changed from being able to 2 or 3 man to requiring at least 5 to complete von 5.

Kerr
01-14-2008, 10:51 AM
The Black Abbot Raid
NEW The three trials contained within the Black Abbot raid no longer need to all be completed in a single teleport pass.
NEW The Black Abbot will now send you back to the three trials if you have not yet beaten them, rather than simply continuing the battle immortal.
Hmmm....I'm hoping this finally opens up this content to us. I haven't seen or heard of anyone running the Abbot in weeks. I'll really have to see this in action to see if this "fix" is the final one.

This isn't NEW. It's been this way for weeks now. I've seen plenty of people running it on Thelanis as practice, but have never seen a successful goggle room run due to the problems inherent with lag and voice chat.

Allasar
01-14-2008, 10:52 AM
Bet we've got at least 1 more WDA to go (next week), followed by preliminary release notes on the 28th and Mod day on the 30th or 31st. Still time for some little stuff to make it in (like Dscale armor repair).

ArkoHighStar
01-14-2008, 10:53 AM
Thanks Lorien. I never had any perm. damage on my dragon scale anyway but it almost always goes form 85 to 75 after one quest and down to 65 after 3 or so. It is just annoying...

Just out of curiosity, how come they don't put things like this in the WDA? How many other things will be in MOD 6 that are not in the WDA?

Just prior to release there is a first look release notes which gives us the etails of the quests etc, then on release day we get the final notes, this includes anything that the devs wanted to keep a secret, so that advance knowledge would not allow players to get an upper hand. A perfect example was the removal of scrolls with mod 3. Although it was discovered on Risia, Turbine did not put the offical list into the release notes until after the servers went down.

Yukiko
01-14-2008, 10:54 AM
Looks like the big stuff is out of the way and the smaller bugs just got ironed out.
I see the new mod coming soon ;)

Gordo
01-14-2008, 10:56 AM
Bet we've got at least 1 more WDA to go (next week), followed by preliminary release notes on the 28th and Mod day on the 30th or 31st. Still time for some little stuff to make it in (like Dscale armor repair).

Hopefully... I don't even mind the relic nonsense if the darn armor didn't damage so easily and by so much. If it dinged like weapons, for example, I wouldn't care but it seems that if dragon scale armor damages so easily, shouldn't killing dragons be easier too?

Yaga_Nub
01-14-2008, 10:56 AM
this is on hard and elite only, casual players who are not twinked out do not have to do elite

I don't think you should have to be twinked out to do elite.

You should only need to be a good player.

Gordo
01-14-2008, 10:57 AM
Just prior to release there is a first look release notes which gives us the etails of the quests etc, then on release day we get the final notes, this includes anything that the devs wanted to keep a secret, so that advance knowledge would not allow players to get an upper hand. A perfect example was the removal of scrolls with mod 3. Although it was discovered on Risia, Turbine did not put the offical list into the release notes until after the servers went down.

Thanks for the info. Arko

Selinius
01-14-2008, 11:03 AM
I don't think you should have to be twinked out to do elite.

You should only need to be a good player.

With the changes to the death penalty, and now the news that level 17 and above quests they are taking the gloves off and pulling out the big guns, maybe we will see groups slowing down and not zerging through quests?:eek::eek::eek: Uber gear is never a substitue for smart play.

The_Ick
01-14-2008, 11:05 AM
I don't think you should have to be twinked out to do elite.

You should only need to be a good player.

While I can see your point, i think it is somewhat splitting hairs. If you are a good player, then odds are you have fairly good equipment that you picked up while becoming a good player. So odds are you are fairly twinket out anyway.

On the flip side, I doubt that just having a twinked out toon will be enough. Being a good player and being in a strong group is what will end up making the difference in the end. No amount of equipment will ever make up for experience and "Know How".

I think it is a good change. It will add a new challenge to the game and that is good. Should also making grinding out favor a new adventure too. :-)

Dimz
01-14-2008, 11:12 AM
The Black Abbot Raid
NEW The three trials contained within the Black Abbot raid no longer need to all be completed in a single teleport pass.
NEW The Black Abbot will now send you back to the three trials if you have not yet beaten them, rather than simply continuing the battle immortal.


Hmmm....I'm hoping this finally opens up this content to us. I haven't seen or heard of anyone running the Abbot in weeks. I'll really have to see this in action to see if this "fix" is the final one.

If i am not wrong this is not new. He already sent you back if you didn't beat the puzzles in one try. You just have to bring him down to his next tier. Kind of disappointed with this "new" abbot stuff because its not new. Want to make it challenging and not impossible for the common pug/player Turbine? Make it one puzzle to make him beatable. This asteriods,leap frog, and hey move foward OH ****! Party voice chat is delayed is getting old.

Valk

/signed not doing abbot till nerf.. (same with what we did with titan!)

dragnmoon
01-14-2008, 11:13 AM
I am still hoping there are more spells coming with Mod 6.. Or I am going to be very disapointed..

Specially since the Last Mod with a Level upgrade and its Mini mods with it (MOD 4) which took the same development time as Just Mod 6 added 47 spells, and so far all we are hearing about are 16 spells for Mod 6..

Memnir
01-14-2008, 11:16 AM
...somebody wake me up when these WDA's get meaningful again.

BurnerD
01-14-2008, 11:16 AM
Well there goes a perfectly good hazing ritual :p



I hate guessing, does this mean that the ladder people used to jump to to avoid the fire blaster is now back to its old length?

I am guessing maybe it is the ladder in the lava room where the chest is at the bottom? I would think this is more likely since they purposefully shortened the other one didn't they?

Missing_Minds
01-14-2008, 11:18 AM
LOL what, too overpowered??? :rolleyes:

It shouldn't be. I mean you can make an army of trolls all be your friend, one after another and they will all be at full health. ;)

I think they may have an issue with AI ques again. You know how you'll make it your friend but it will continue to try to hit you constantly the next 3 seconds.

I bet the ques get messed up and they don't know how to fix it. However, I've always been an advocate of dumping the que whenever a target changes even though the Devs seem not to think that way. I figure they have a reason due to coding that I just don't know.

ccheath776
01-14-2008, 11:22 AM
NEW A ladder in Vault of Night had been..."cut short" by a missplaced warrior's blade. It has now been replaced with a ladder of the proper length.

Cool thanks

Shade
01-14-2008, 11:25 AM
The Black Abbot Raid
NEW The three trials contained within the Black Abbot raid no longer need to all be completed in a single teleport pass.
NEW The Black Abbot will now send you back to the three trials if you have not yet beaten them, rather than simply continuing the battle immortal. Other Changes:

NEW The Black Prophecy book item now has text!6.11

All of these changes are already implemented on live and thus are a mistake. They were implemented in the recent 5.2 update (http://forums.ddo.com/showthread.php?t=129461). Much like a fair portion of these notes actually (paladin aura and a few other things are also already implemented)

Well I ofcourse can't confirm the abbot one as the raid is currently impossible - and sounds like it will sadly remain that way in mod6. But the black prophecy book does indeed have text now.

bobbryan2
01-14-2008, 11:25 AM
With the changes to the death penalty, and now the news that level 17 and above quests they are taking the gloves off and pulling out the big guns, maybe we will see groups slowing down and not zerging through quests?:eek::eek::eek: Uber gear is never a substitue for smart play.

Doubtless... there aren't enough bosses in quests to warrant change of playstyle.

Maybe people will approach bosses a little different, but that will account for very little playstyle change within the quest.

Besides... zerging doesn't necessitate bad play. Zerging makes up the top and bottom of play abilities.

Shade
01-14-2008, 11:26 AM
NEW A ladder in Vault of Night had been..."cut short" by a missplaced warrior's blade. It has now been replaced with a ladder of the proper length. Cool thanks http://ddoimages.turbine.com/forums/images/buttons/red/quote.gif (http://forums.ddo.com/newreply.php?do=newreply&p=1515216)

Cool thanks

Do you know what ladder this change refers to?

Xaxx
01-14-2008, 11:30 AM
With the changes to the death penalty, and now the news that level 17 and above quests they are taking the gloves off and pulling out the big guns, maybe we will see groups slowing down and not zerging through quests?:eek::eek::eek: Uber gear is never a substitue for smart play.

actually no all them pulling off the gloves will do is make the zerging puggers moan at the poor cleric who decided to pug about not healing them fast enough or something else.

You know I have to laugh at all the "casters are to powerful" threads now, because with the change in mod 5 I never believed for a second they didnt do it for a reason... if they really make the changes that big, those people who have been moaning over and over and over and making so many posts it could choke a whale about it will start screaming for casters to shoot the stuff thats hitting them for 120+ on a non crit.

I do feal sorry for any cleric who pugs any of the new stuff now.... those 450 to 500 hp barbs are gonna make those clerics very very sad or very very broke.... maybe i'll finally be able to pull out my battle cleric and play him again (oh my god a tank who can heal himself... holy ****)

not that i'm complaining... people need to play smarter... if they zerg and get their rear handed to them enough that thier plat starts to dry out... well... maybe they'll finally learn.

Aspenor
01-14-2008, 11:33 AM
It shouldn't be. I mean you can make an army of trolls all be your friend, one after another and they will all be at full health. ;)

I think they may have an issue with AI ques again. You know how you'll make it your friend but it will continue to try to hit you constantly the next 3 seconds.

I bet the ques get messed up and they don't know how to fix it. However, I've always been an advocate of dumping the que whenever a target changes even though the Devs seem not to think that way. I figure they have a reason due to coding that I just don't know.

Maybe, I never got the chance to mess with the spell on Risia so I couldn't tell ya what the problem is....

I do know that an enchantment specced caster with mass charm monster would be a major force to be reckoned with once this spell went live, though.

Missing_Minds
01-14-2008, 11:44 AM
Maybe, I never got the chance to mess with the spell on Risia so I couldn't tell ya what the problem is....

I do know that an enchantment specced caster with mass charm monster would be a major force to be reckoned with once this spell went live, though.

yes and no at the same time. I've played with mass charm person. The one reason why I don't like it is because when one breaks, they all break. And when they all break, they all want YOU. So my own personal agro managment style, I create friends that can break free and just let the rest of my friends deal with the "traitor". I make my army one friend at a time so as to control the mass break you are squish syndrome.

But in the other manner, it kind of makes up for the fact that summoned creatures just... only one pet and you can't cast it again until after a duration is up, not when they are gone? bleh... I've never liked the summon mechanic in DDO.

Aspenor
01-14-2008, 11:45 AM
yes and no at the same time. I've played with mass charm person. The one reason why I don't like it is because when one breaks, they all break. And when they all break, they all want YOU. So my own personal agro managment style, I create friends that can break free and just let the rest of my friends deal with the "traitor". I make my army one friend at a time so as to control the mass break you are squish syndrome.

But in the other manner, it kind of makes up for the fact that summoned creatures just... only one pet and you can't cast it again until after a duration is up, not when they are gone? bleh... I've never liked the summon mechanic in DDO.

You mean mass suggestion? Because yeah, that's the problem with mass suggestion...they all break at one time.

Charm Monster is not a static length spell per caster level as suggestion is. The monsters much each make their own individual saves, so Mass Charm Monster would make for monsters breaking in 1s and 2s at a time.

Yaga_Nub
01-14-2008, 11:48 AM
While I can see your point, i think it is somewhat splitting hairs. If you are a good player, then odds are you have fairly good equipment that you picked up while becoming a good player. So odds are you are fairly twinket out anyway.

On the flip side, I doubt that just having a twinked out toon will be enough. Being a good player and being in a strong group is what will end up making the difference in the end. No amount of equipment will ever make up for experience and "Know How".

I think it is a good change. It will add a new challenge to the game and that is good. Should also making grinding out favor a new adventure too. :-)

My point is one does not beget the other.

So being fully twinked out doesn't mean that you're a good player. I've known of way to many idiots in this game that think because they have a raid item in every slot that means they are elite. For the most part, in my experience, it just meant they were in a guild that didn't mind them and made up for their shortcomings during a raid.

Nor does being a good player mean that you are twinked. Sure they probably have some good stuff but I know of some great melees that still don't have any of the Power 5 weapons much less a Greater Bane of every variety.

Impaqt
01-14-2008, 11:49 AM
Weekly Development Activities

NEW Items that are bound no longer take permanent damage when repaired. The chance for unbound items to take permanent damage when repaired has been cut in half.[/LIST]




Is this right? Seems to me the death penalty has changed fromt his already. Last I saw, Eladrin said Damage rate was NOT changing at all on Unbound items since the Perm damage was negated from death.

Yaga_Nub
01-14-2008, 11:50 AM
You mean mass suggestion? Because yeah, that's the problem with mass suggestion...they all break at one time.

Charm Monster is not a static length spell per caster level as suggestion is. The monsters much each make their own individual saves, so Mass Charm Monster would make for monsters breaking in 1s and 2s at a time.

Unless he was saying that he tried Mass Charm Monster and it was using the Mass Suggestion spell mechanic. That would be a fairly large problem.

Aspenor
01-14-2008, 11:52 AM
Is this right? Seems to me the death penalty has changed fromt his already. Last I saw, Eladrin said Damage rate was NOT changing at all on Unbound items since the Perm damage was negated from death.

I don't remember him taking that out, I thought he was leaving the reduced damage chance in, as well.

smatt
01-14-2008, 11:55 AM
Orange Juice makes my soul happy.

Hmm some nice changes... But as far as the sig line goes Q... I think it's the vitamin V (vodka) really :)

Jondallar
01-14-2008, 11:58 AM
I don't think you should have to be twinked out to do elite.

You should only need to be a good player.

True,
but Good Player eventually = "Twinked Out"

Impaqt
01-14-2008, 11:59 AM
I don't remember him taking that out, I thought he was leaving the reduced damage chance in, as well.

Look at the current description of the death penalty system (THread right below this one)
It no longer makes any mention of reduced cost or chance of damage. I asked about that in Respnse 10, and Response 14 from Eladrin seemed to be in response to me.

Damage and Cost was reverted back to the current system.

THe devs realy need to get on the same page here....... THis is a significant change and we now have 2 completely different descriptions of whats happeneing.

Aspenor
01-14-2008, 12:11 PM
Look at the current description of the death penalty system (THread right below this one)
It no longer makes any mention of reduced cost or chance of damage. I asked about that in Respnse 10, and Response 14 from Eladrin seemed to be in response to me.

Damage and Cost was reverted back to the current system.

THe devs realy need to get on the same page here....... THis is a significant change and we now have 2 completely different descriptions of whats happeneing.

Hmmmm I see, well hopefully Eladrin will poke his nose in and give us some clarification.

Pellegro
01-14-2008, 12:15 PM
NEW Starting in Module 6, the hard and elite monsters in new quests at very high level (CR 16 and up) will be getting tougher as their starting CR rises. Hard will become increasingly more difficult and elite will become a real challenge. Be prepared to start facing some particularly tough bosses on elite CR 16 and higher quests.

Love this direction ...

Separately ... Can anyone tell me what the Black Abbott Prophecy book is for? I have been holding onto it wondering. Also, there is another book I picked up somewhere that says I can't read it but maybe someone else can ....

Are these for the Abbott raid?

Thanks.

Strykersz
01-14-2008, 12:18 PM
[/URL]


Do you know what ladder this change refers to?

The only ladder in von5 I can think of that has been shortened without a release note is the one in the lava room otw to the Rust Emperor. I believe you used to be able to make it on to it with a 40 jump while standing at it's base and you currently have to jump from the chest ledge to make it.

Cowdenicus
01-14-2008, 12:21 PM
Just wow. Still no update on clerics (lack of) spells.

CSFurious
01-14-2008, 12:28 PM
if you play this game long enough, you should eventually become good & your in-game time should result in your characters becoming twinked

& since all of this content will still be repeated & is not randomly generated, it will once again be conquered by the player-base

however, it is a good idea to not put quests on Risia, let's keep the cat in the bag for as long as we can

True,
but Good Player eventually = "Twinked Out"

Mercules
01-14-2008, 12:29 PM
I am guessing maybe it is the ladder in the lava room where the chest is at the bottom? I would think this is more likely since they purposefully shortened the other one didn't they?

It looks like they shortened ALL ladders across Stormreach. I believe that is where the ladder bugs are coming from. I noticed last night by turning my view to just the right angle while climbing that the points where I get stuck on ladders there is an intersection between one ladder graphic, and another. You are getting stuck switching from one "ladder" section to another "ladder" section.

Mercules
01-14-2008, 12:31 PM
True,
but Good Player eventually = "Twinked Out"

False,
You could be a good player, with good tactics, but not loot run and thus never become "Twinked Out".

Eladrin
01-14-2008, 12:31 PM
Is this right? Seems to me the death penalty has changed fromt his already. Last I saw, Eladrin said Damage rate was NOT changing at all on Unbound items since the Perm damage was negated from death.
That's my bad, and what I get for making so many changes to the system in a short period of time.

The complete and accurate future death penalty is available here (http://forums.ddo.com/showpost.php?p=1483542&postcount=1).

Eladrin
01-14-2008, 12:36 PM
Hmmmm I see, well hopefully Eladrin will poke his nose in and give us some clarification.
Now is the chance to heap shame on me for missing that patch note! Quick! Do it now!

Beherit_Baphomar
01-14-2008, 12:37 PM
Now is the chance to heap shame on me for missing that patch note! Quick! Do it now!

/heap'o'shame.

Aspenor
01-14-2008, 12:38 PM
Now is the chance to heap shame on me for missing that patch note! Quick! Do it now!

/picks up a heap of shame

/dumps it on Eladrin's head

Missing_Minds
01-14-2008, 12:40 PM
Now is the chance to heap shame on me for missing that patch note! Quick! Do it now!

/looks at all the shame, and adds a cherry on top.

Dane_McArdy
01-14-2008, 12:42 PM
Now is the chance to heap shame on me for missing that patch note! Quick! Do it now!

Shame.

Heap.

Repeat.

wamjratl1
01-14-2008, 12:42 PM
[QUOTE=Lorien the First One;1515125]Well there goes a perfectly good hazing ritual :p
Seriously! Now we gotta get newbs all the way to Tempest Spine to haze 'em! :cool:

Gratch
01-14-2008, 12:42 PM
Now is the chance to heap shame on me for missing that patch note! Quick! Do it now!

SHAME... you didn't put any new Abbot fixes in the WDA.... Come on Eladrin. Goggles bug, goggles puzzle, encasement all need modification for even the crazies to run this on normal.

Beherit_Baphomar
01-14-2008, 12:48 PM
SHAME... you didn't put any new Abbot fixes in the WDA.... Come on Eladrin. Goggles bug, goggles puzzle, encasement all need modification for even the crazies to run this on normal.

Whats the Abbot?

Mad_Bombardier
01-14-2008, 12:50 PM
Whats the Abbot?The guy on the left. ==> http://www.cafeaulait.org/slides/sd2006west/guitesting/images/loc_vc118.jpg

Drider
01-14-2008, 12:53 PM
Hey Abbot!

Gratch
01-14-2008, 12:54 PM
Whats the Abbot?

Your crazyness quotient sadly made its save thus preventing your awareness of the Abbot. These aren't the raids you're looking for. Move along.


even the crazies to run this

Lorien_the_First_One
01-14-2008, 12:54 PM
If I had to guess I'd say it's the ladder in the fire and bridge room on the way to the named rust monster. Unless you had D-door or a really good jump it is a pain to get out of there in one piece..

lol oh...was that ladder supposed to be reachable? I always assumed is was a deliberate DDoor or death spot.



True,
but Good Player eventually = "Twinked Out"

Only if you are the type to grind to death. If you have limited time or like playing a variety of chars at diff levels that isn't necessarily the case.

Aspenor
01-14-2008, 12:55 PM
Thank you for saving me, but the Abbot is in another castle.

The_Phenx
01-14-2008, 01:03 PM
So no fix to make fleeing mobs able to be hit then?

sigh pout...

CHEER for the rest

Strumpoo
01-14-2008, 01:10 PM
SHAME... you didn't put any new Abbot fixes in the WDA.... Come on Eladrin. Goggles bug, goggles puzzle, encasement all need modification for even the crazies to run this on normal.

As one of the "crazies" I do have to say, I haven't even attempted the Abbott. :eek:

Something about beating my head against a wall....and it being low level of fun...something like that..:rolleyes:

Sadly, for one of the first times in this game, I really don't feel like I am missing anything by not running a raid.:(

I really hope there are more spells planned for this mod, along with more enhancements for other classes besides rangers. What is everyone else supposed to do with their 8 extra action points? I guess we can beef up the other "enhancements" like swim, listen, etc..

Vizzini
01-14-2008, 01:10 PM
Aww No more death Sprint Races through House Kundrak Gorge!

Raithe
01-14-2008, 01:22 PM
NEW Starting in Module 6, the hard and elite monsters in new quests at very high level (CR 16 and up) will be getting tougher as their starting CR rises. Hard will become increasingly more difficult and elite will become a real challenge. Be prepared to start facing some particularly tough bosses on elite CR 16 and higher quests.

Let's have a top 10 countdown for how this will be good for the game:

10) Characters without top tier equipment will find the game really expensive when attempting elite dungeons, and we know how rich those characters are (cause they didn't waste money on all that top of the line gear...).
9) AC becomes meaningless and we can force everyone to wear hot swappable, snazzy looking robes.
8) Wizards and sorcerors with way too many spell points can now waste huge amounts of mana on failed crowd control attempts.
7) Low con elven rogues can now die with one non-crit hit. Slimy criminals that they are, good riddance!
6) Exploitations of poor dungeon design and game mechanics will now be more popular than ever.
5) Clerics and other healers will now actually become desired in groups.
4) Bad rolls on the D20 will make it so some elven females will go semi-naked from death item damage... that can't be a bad thing.
3) Casters can now leave empower + maximize turned on all the time, without fear of wasting any spell points.
2) Monsters will be smarter, more deceptive, and use better team tactics now. Gameplay will be drastically improved. ...oh wait...

and the number 1 reason this will be good for the game:

1) Non-DPS character builds will make better mules than ever!

:rolleyes:

Luthen
01-14-2008, 01:30 PM
So glad that our desire for more spells has resulted in them removing a spell rather then adding more. /sarcasm off :(

Drider
01-14-2008, 01:32 PM
So glad that our desire for more spells has resulted in them removing a spell rather then adding more. /sarcasm off :(

I see nothing wrong with them removing a spell if there is problems with it. Would we all like more spells? Yes, of course, but adding broken spells into the game is worse then not enough spells.

tolana
01-14-2008, 01:32 PM
i have noticed that a few changes that should have been implemented a long time ago are missing.

1- the ladder bug
2- when a cleric logs in their dv's are reduced to 5
3-the bug that makes you switch from buy to sell when trying to buy drinks


these are bugs that have been around quite a while and should have been fixed a long time ago with one of you famous hot fixes.

The_Phenx
01-14-2008, 01:33 PM
Let's have a top 10 countdown for how this will be good for the game:

10) Characters without top tier equipment will find the game really expensive when attempting elite dungeons, and we know how rich those characters are (cause they didn't waste money on all that top of the line gear...).
9) AC becomes meaningless and we can force everyone to wear hot swappable, snazzy looking robes.
8) Wizards and sorcerors with way too many spell points can now waste huge amounts of mana on failed crowd control attempts.
7) Low con elven rogues can now die with one non-crit hit. Slimy criminals that they are, good riddance!
6) Exploitations of poor dungeon design and game mechanics will now be more popular than ever.
5) Clerics and other healers will now actually become desired in groups.
4) Bad rolls on the D20 will make it so some elven females will go semi-naked from death item damage... that can't be a bad thing.
3) Casters can now leave empower + maximize turned on all the time, without fear of wasting any spell points.
2) Monsters will be smarter, more deceptive, and use better team tactics now. Gameplay will be drastically improved. ...oh wait...

and the number 1 reason this will be good for the game:

1) Non-DPS character builds will make better mules than ever!

:rolleyes:

Hey, can solo everything thru level 12 quests and do everything in the game with three men on elite.. I say... BRING on the CHALLENGE... and hopefully the loot too...

Impaqt
01-14-2008, 01:35 PM
I see nothing wrong with them removing a spell if there is problems with it. Would we all like more spells? Yes, of course, but adding broken spells into the game is worse then not enough spells.

We already have Mass Hold Person and Hold Monster spells......

Doesnt seem like it would be hard to fix.....

Dexxaan
01-14-2008, 01:37 PM
I like it, and about time to establish challenges.


not happy w/ 2 things here....

-- making CR16 harder....listen I could care less but the whole "they make stuff harder for the powergamers and twinkers" have more ammo now and I hate reading through those posts

And if it upsets you that things are gonna get rough, keep playing normal, nobody is saying you cannot.

We all pay monthly dues, glad to hear those of us who want challenges each and every time we repeat a quest on Elite, that we just may fail if we get sloppy or try to drag our sub-par toons into the fray.

TY Q.

Raithe
01-14-2008, 01:38 PM
Hey, can solo everything thru level 12 quests and do everything in the game with three men on elite.. I say... BRING on the CHALLENGE... and hopefully the loot too...

Sorry, increased challenge wasn't on the list. Better luck next time!

Shyver
01-14-2008, 01:44 PM
2- when a cleric logs in their dv's are reduced to 5


I don't think it's 5 but whatever your base is with your charisma modifier. When my cleric logs in he has 1 DV available. :D

tolana
01-14-2008, 01:53 PM
I don't think it's 5 but whatever your base is with your charisma modifier. When my cleric logs in he has 1 DV available. :D

i have a lv14 cleric on khyber with a base cha of 14 and a lv13clr/1ftr on argonessin with a base cha of 8 and both of them log in with 5 dv's. this becomes especially annoying when getting dc'd in a dungeon and going from 9 dv's to 5 on reconnection or going from 12 to 5.

akla_thornfist
01-14-2008, 01:57 PM
i have a lv14 cleric on khyber with a base cha of 14 and a lv13clr/1ftr on argonessin with a base cha of 8 and both of them log in with 5 dv's. this becomes especially annoying when getting dc'd in a dungeon and going from 9 dv's to 5 on reconnection or going from 12 to 5.

same here i log in with 5 with my 14 lev cleric, this should have been fixed long ago just another bug that never gets fixed

MysticTheurge
01-14-2008, 01:58 PM
i have a lv14 cleric on khyber with a base cha of 14 and a lv13clr/1ftr on argonessin with a base cha of 8 and both of them log in with 5 dv's.

Does the second one have "Extra Turning" enhancements?

CHA 14: 3 + 2 = 5
CHA 8: 3 - 1 (+ 3?) = 5

Hambo
01-14-2008, 02:00 PM
ARRRRRRGGGGHHH, when are we going to get to try out the quests on Risia!!! :D

Btw, I like the change to hard and elite, can you make it retro to all quests.

My guess is that, to prevent people from "complaining" (I'm trying to be nice) about the new content one week after the mod is released, the new quest material will not be previewed on Risia. In the past new material has been "ruined" by people solving it on the test server and then acting as "tour guides" the day the new mod appears.

I still think the best night of gaming I had on DDO was the introduction of the desert area (and also the undiluted "death penalty" at the time)... I was in a PUG for Chamber of Raiyum that took 6 1/2 hours and ended up costing me 67,000 XP, but I had fun because it was new to ALL of us.

Shyver
01-14-2008, 02:00 PM
Does the second one have "Extra Turning" enhancements?

CHA 14: 3 + 2 = 5
CHA 8: 3 - 1 (+ 3?) = 5

I think it more likely the "Extra Turning Feat" as opposed to enhancements.

I have the first extra turning enhancement and still log in with only 1 DV.

CHA 6: 3-2 = 1

If the enhancement helped then I would log in with 2 instead of 1.

tolana
01-14-2008, 02:05 PM
i am not sure witch cleric has what but i do have extra turning feats and enhancements mixed on both of my clerics.

Drider
01-14-2008, 02:07 PM
My guess is that, to prevent people from "complaining" (I'm trying to be nice) about the new content one week after the mod is released, the new quest material will not be previewed on Risia. In the past new material has been "ruined" by people solving it on the test server and then acting as "tour guides" the day the new mod appears.



After the way a certain segment of the testers acted with the last mod on Risia. I wouldn't be surprised if the reason for the new development period was so that they could internally test the quests as much themselves, before releasing it on Risia for a day or two before live.. or just skipping the quests being put up on Risia and going straight to live.

Vizzini
01-14-2008, 02:41 PM
Don't forget Mass Suggestion.. It is afterall essentially "Mass Charm Monster"


We already have Mass Hold Person and Hold Monster spells......

Doesnt seem like it would be hard to fix.....

Shamguard
01-14-2008, 02:44 PM
i am not sure witch cleric has what but i do have extra turning feats and enhancements mixed on both of my clerics.

There's the answer you have a witch and not a cleric.:p

UtherSRG
01-14-2008, 02:49 PM
I am thinking that after the mod 5 controversy of guilds practising on Risia so they could beat the raid on the first weekend of live, we will not see any quests until it goes live

Hrm... should I mention which guild's officers were invite to Risia to test run the reaver raid before it came out, and all of their characters were bumped up from capped lvl 12s to capped lvl 14s?......

smatt
01-14-2008, 03:13 PM
actually no all them pulling off the gloves will do is make the zerging puggers moan at the poor cleric who decided to pug about not healing them fast enough or something else.

You know I have to laugh at all the "casters are to powerful" threads now, because with the change in mod 5 I never believed for a second they didnt do it for a reason... if they really make the changes that big, those people who have been moaning over and over and over and making so many posts it could choke a whale about it will start screaming for casters to shoot the stuff thats hitting them for 120+ on a non crit.

I do feal sorry for any cleric who pugs any of the new stuff now.... those 450 to 500 hp barbs are gonna make those clerics very very sad or very very broke.... maybe i'll finally be able to pull out my battle cleric and play him again (oh my god a tank who can heal himself... holy ****)

not that i'm complaining... people need to play smarter... if they zerg and get their rear handed to them enough that thier plat starts to dry out... well... maybe they'll finally learn.


Oh dear now Zaxx as we discussed.... Casters run around with those big old balloon heads all the time... They need to be lanced back down to earth :) Perhaps OTHER classes bsides casters will become more than window dressing in parties.... We don't know exactly HOW they're making them harder now do we.... We'll see ;)

Luthen
01-14-2008, 03:14 PM
I see nothing wrong with them removing a spell if there is problems with it. Would we all like more spells? Yes, of course, but adding broken spells into the game is worse then not enough spells.

I don't oppose removing spells that aren't ready. Just the opposite I am all for it. What I am against is them building up this whole "We're not putting out content as frequently so we can release bigger Mods each quarter" and then, based on their WDA's giving us limited spell, enhancement, and feat lists. There are dozens of spells they didn't even bother putting into the game for the new Mod which have similar effects and everything that's needed for them is essentially in the game. Did they bother to implement those? Nope. So to find out that not only is the spell list small for Mod 6 (clerics mostly), but now they're saying they flubbed getting one of the spells right so now it won't even be in this Mod.

smatt
01-14-2008, 03:14 PM
Hrm... should I mention which guild's officers were invite to Risia to test run the reaver raid before it came out, and all of their characters were bumped up from capped lvl 12s to capped lvl 14s?......


Hmm, of course you should also mention which guild was exploiting such things first as well :) Oh wait... LOLOLOLOLOL ;)

McGraham
01-14-2008, 03:16 PM
Player characters that have been rendered unconscious but have stabilized will slowly regenerate health until they wake up at one hit point. Warforged auto-stabilize and repair to one hit point after one minute of remaining inert. Humanoid characters will regenerate at a rate of one hit point every six seconds, starting thirty seconds after stabilization.

If this has been mentioned I'm sorry, if not ... well here's my two coppers worth.

Hopefully, the mobs will wander off on their own still rather than stand around and wait for the character to regenerate to 1hp. It would really suck to make the stabilization save only to have 15 kobolds or whatever standing there waiting to flail on your toon again, in which case you will most likely be killed at that time.

Drider
01-14-2008, 03:18 PM
If this has been mentioned I'm sorry, if not ... well here's my two coppers worth.

Hopefully, the mobs will wander off on their own still rather than stand around and wait for the character to regenerate to 1hp. It would really suck to make the stabilization save only to have 15 kobolds or whatever standing there waiting to flail on your toon again, in which case you will most likely be killed at that time.


The funny thing is.. intelligent creatures should be smart enough to make sure you are dead.

Turial
01-14-2008, 03:20 PM
The funny thing is.. intelligent creatures should be smart enough to make sure you are dead.

Funny thing about that is players...supposedly intelligent creatures....leave greater commanded mobs alive all the time only to have the buggers get back up a little while later and chew on the cleric. Remember, in real life, that if theres lots of blood on it and its not moving most people will think its dead. Same here except without the blood thing.

Drider
01-14-2008, 03:32 PM
Funny thing about that is players...supposedly intelligent creatures....leave greater commanded mobs alive all the time only to have the buggers get back up a little while later and chew on the cleric. Remember, in real life, that if theres lots of blood on it and its not moving most people will think its dead. Same here except without the blood thing.

Real life? In real life after combat, soldiers would go through the bodies after battles to check to see if there are any that may still be alive. From there.. they were usually, they were taken as prisoner, if they were going to die they were just dispatched, and if they were a hearltess enemy, they dispatched even those that could be helped.

ArkoHighStar
01-14-2008, 03:35 PM
Hrm... should I mention which guild's officers were invite to Risia to test run the reaver raid before it came out, and all of their characters were bumped up from capped lvl 12s to capped lvl 14s?......

Funny I thought they were from xoriat, in fact they posted pics that were taken down:D

Impaqt
01-14-2008, 03:39 PM
Hey, Wait a second....

Wheres Inspire Heroics for bards? Isnt that supposed to be a 15th level ability?

MysticTheurge
01-14-2008, 03:45 PM
Wheres Inspire Heroics for bards? Isnt that supposed to be a 15th level ability?

Presumably, the same place as all those level 15/16 enhancements. And the rest of the level 8 cleric spells. ;)

Cowdenicus
01-14-2008, 03:58 PM
Presumably, the same place as all those level 15/16 enhancements. And the rest of the level 8 cleric spells. ;)

Presuming there are more level 8 cleric spells of course.

Coldin
01-14-2008, 04:03 PM
Hey, Wait a second....

Wheres Inspire Heroics for bards? Isnt that supposed to be a 15th level ability?

Well, I can speak for all Bards when I say Risia does in fact have Inspire Heroics. Seemed to working just fine as well.

Impaqt
01-14-2008, 04:06 PM
Well, I can speak for all Bards when I say Risia does in fact have Inspire Heroics. Seemed to working just fine as well.


Good to know, would of been nice to see that in the WDA... This is the Frustrating part of these WDA's SO much is left off the list..... ANd its stuff that theres no reason for it to be left off...... Class Abilities and Granted feats SHOULD be here if they put them int he game....

maddmatt70
01-14-2008, 04:10 PM
Quote:
Originally Posted by Quarion View Post

* The Black Abbot Raid
o NEW The three trials contained within the Black Abbot raid no longer need to all be completed in a single teleport pass.
o NEW The Black Abbot will now send you back to the three trials if you have not yet beaten them, rather than simply continuing the battle immortal.

6.11

These are both new. I was not aware that currently you had to complete the puzzles in a single teleport pass just that you had to complete all three sometime in the raid so that aspect is news to me and I am glad they are changing it. From my reading of the second bullet point after you initially beat down the abbot and then get teleported to the puzzles, if you then fail the puzzles you immeadiately get teleported to the puzzles again instead of having to beat the abbot down a second time for another teleport. If you fail the puzzles you currently either die or have to die so it is unclear if that has been changed as well. This will make practicing the puzzles much easier, but it does not make the puzzles any easier. The issue for me currently is no one will run the abbot raid. Unfortunately, I don't think the increase in the level cap to 16 and these changes to the raid will entice anyone to run the raid. If anything the changes to the death penalty counterbalances these changes and the level cap increase in regards to the difficulty of the raid.

Kerr
01-14-2008, 04:28 PM
The funny thing is.. intelligent creatures should be smart enough to make sure you are dead.

I'd have been happy to take this chance last night.

DQ raid. We're fighting her. People start going down, a large number of them. My character goes down, starts bleeding but stabilizes as -9. A wizard is still running around throwing Cone of Cold on her at the last sliver of life, even though the rest of everyone is down or dead and the party leader yells to not kill her. The wizard yells out "I GOT HER!" as the DQ dies, then takes a series of arrows from the archers and drops dead.

All the others are all dead, my character is stabilized.

All is silent.

The wizard immediately recalls and drops group as he realizes what he's done, as we're sitting in stunned silence looking at the DQ raid chest glistening there, that no one can open, and we all have completion on the Raid.

I'd have happily taken the chance my char would regenerate to 1 HP and stand up (still being buffed with blur and other spells) and hope that I can get off enough healing on myself, a Raise Dead cake on teh Clerics, and then throw enough spells that the archers go down.

fefnir3284
01-14-2008, 07:39 PM
this is on hard and elite only, casual players who are not twinked out do not have to do elite

no offense but casual players are FORCED to do hard and elite if they want any good gear to trade for stuff they want and to get favor. remember drow? that was favor based, and so was the 32 point build. plus rumor has it that monks will be favor based as well, and seeing as drow (a race) was, this isnt a far fetched rumor...

Spisey
01-14-2008, 11:44 PM
Sheesh, alright, drop group....let's go peeps

ahpook
01-15-2008, 12:26 AM
For all normal chests, players who are not in the dungeon at the time the chest is opened with not get loot from the chest and will not be able to have loot re-assigned to them. For all raid chests, players who are not in the dungeon at the time the raid boss is killed will not have loot generated for them and cannot have loot re-assigned to them.

Still hoping that this one will be reversed. We all appreciated it when it was changed to the current model and I would hate to see it go back to the old format.



NEW Starting in Module 6, the hard and elite monsters in new quests at very high level (CR 16 and up) will be getting tougher as their starting CR rises. Hard will become increasingly more difficult and elite will become a real challenge. Be prepared to start facing some particularly tough bosses on elite CR 16 and higher quests.

Maybe I suck but I already find the elite monsters to be difficult. If they are too difficult we simply throw more bodies at the problem (recalling/dieing and reentering). If the goal is to make the Elite content more challenging, I would prefer to see stricter rules rather than even higher stats on turbo charged mobs. For example, deny reentry on elite by locking the quest after 5 minutes or after crossing a threshold in the dungeon (like the last half of the abbott pre-raid).

Yshkabibble
01-15-2008, 01:41 AM
With the exception of some much needed ranger love, this list is pretty lean. Considering the release will be supposedly in less than 2 weeks (and it has been 3 months in betwee releases), I hope there is a lot included that we haven't seen yet.

CDevil
01-15-2008, 03:20 AM
[U][B]

The intimidate skill has always factored in the size of your target. You get a bonus when attempting to intimidate creatures that are smaller than you and get a penalty against creatures that are larger than you. The description for this skill now explains this.


I think this proves that the people in development need to talk to each other a little more when creating things.

Firstly, the skill is NOT "Intimidation", this skill would more correctly be known as "Taunting". If this skill were really intended to intimidate, using it would scare creatures away from you, not concentrate their anger on you. Drawing attention is the purpose of taunting.

Secondly, the bonus/penalty descriptions are backwards. They only make sense if "intimidation" was actually being used to scare creatures, rather than enrage them.

Since the DDO version of "intimidation" is used to enrage and draw attention to yourself, a character using it should get a PENALTY against smaller creatures (who are LESS likely to attack something big and fearsome) and a BONUS against larger creatures (who are MORE likely to go up to the mouthy little punk and try to knock his block off).

The current bonus/penalty scale for size actually gimps the skill as it is intended to be used, and should obviously be reversed.

Drak
01-16-2008, 06:32 AM
Ok this may have been addressed but ...

Has any consideration been given by the devs, to the fact that you can be encased while standing on the ice platforms (created by the wands, after you complete that puzzle) during an inferno ?

This is THE ONLY reason we have continued to boycott the abbott completely. Without this it is possible to beat him.

UtherSRG
01-16-2008, 06:49 AM
Funny I thought they were from xoriat, in fact they posted pics that were taken down:D

Yes, the guild from Lhazaar that was invited and granted capped lvl 14 on Risia was more discrete.


I think this proves that the people in development need to talk to each other a little more when creating things.

Firstly, the skill is NOT "Intimidation", this skill would more correctly be known as "Taunting". If this skill were really intended to intimidate, using it would scare creatures away from you, not concentrate their anger on you. Drawing attention is the purpose of taunting.

Secondly, the bonus/penalty descriptions are backwards. They only make sense if "intimidation" was actually being used to scare creatures, rather than enrage them.

Since the DDO version of "intimidation" is used to enrage and draw attention to yourself, a character using it should get a PENALTY against smaller creatures (who are LESS likely to attack something big and fearsome) and a BONUS against larger creatures (who are MORE likely to go up to the mouthy little punk and try to knock his block off).

The current bonus/penalty scale for size actually gimps the skill as it is intended to be used, and should obviously be reversed.

"Intimidate" is the skill in pen and paper D&D. That's why it is "Intimidate" in DDO.



Intimidate (Cha)
Check

You can change another’s behavior with a successful check. Your Intimidate check is opposed by the target’s modified level check (1d20 + character level or Hit Dice + target’s Wisdom bonus [if any] + target’s modifiers on saves against fear). If you beat your target’s check result, you may treat the target as friendly, but only for the purpose of actions taken while it remains intimidated. (That is, the target retains its normal attitude, but will chat, advise, offer limited help, or advocate on your behalf while intimidated. See the Diplomacy skill, above, for additional details.) The effect lasts as long as the target remains in your presence, and for 1d6×10 minutes afterward. After this time, the target’s default attitude toward you shifts to unfriendly (or, if normally unfriendly, to hostile).

If you fail the check by 5 or more, the target provides you with incorrect or useless information, or otherwise frustrates your efforts.
Demoralize Opponent

You can also use Intimidate to weaken an opponent’s resolve in combat. To do so, make an Intimidate check opposed by the target’s modified level check (see above). If you win, the target becomes shaken for 1 round. A shaken character takes a -2 penalty on attack rolls, ability checks, and saving throws. You can intimidate only an opponent that you threaten in melee combat and that can see you.
Action

Varies. Changing another’s behavior requires 1 minute of interaction. Intimidating an opponent in combat is a standard action.
Try Again

Optional, but not recommended because retries usually do not work. Even if the initial check succeeds, the other character can be intimidated only so far, and a retry doesn’t help. If the initial check fails, the other character has probably become more firmly resolved to resist the intimidator, and a retry is futile.
Special

You gain a +4 bonus on your Intimidate check for every size category that you are larger than your target. Conversely, you take a -4 penalty on your Intimidate check for every size category that you are smaller than your target.

A character immune to fear can’t be intimidated, nor can nonintelligent creatures.

If you have the Persuasive feat, you get a +2 bonus on Intimidate checks.
Synergy

If you have 5 or more ranks in Bluff, you get a +2 bonus on Intimidate checks.

CDevil
01-16-2008, 07:53 AM
"Intimidate" is the skill in pen and paper D&D. That's why it is "Intimidate" in DDO.
Intimidate (Cha) Check

You can change another’s behavior with a successful check. Your Intimidate check is opposed by the target’s modified level check (1d20 + character level or Hit Dice + target’s Wisdom bonus [if any] + target’s modifiers on saves against fear). If you beat your target’s check result, you may treat the target as friendly, but only for the purpose of actions taken while it remains intimidated. (That is, the target retains its normal attitude, but will chat, advise, offer limited help, or advocate on your behalf while intimidated. See the Diplomacy skill, above, for additional details.) The effect lasts as long as the target remains in your presence, and for 1d6&#215;10 minutes afterward. After this time, the target’s default attitude toward you shifts to unfriendly (or, if normally unfriendly, to hostile).

If you fail the check by 5 or more, the target provides you with incorrect or useless information, or otherwise frustrates your efforts.
Demoralize Opponent

You can also use Intimidate to weaken an opponent’s resolve in combat. To do so, make an Intimidate check opposed by the target’s modified level check (see above). If you win, the target becomes shaken for 1 round. A shaken character takes a -2 penalty on attack rolls, ability checks, and saving throws. You can intimidate only an opponent that you threaten in melee combat and that can see you.
Action

Varies. Changing another’s behavior requires 1 minute of interaction. Intimidating an opponent in combat is a standard action.
Try Again

Optional, but not recommended because retries usually do not work. Even if the initial check succeeds, the other character can be intimidated only so far, and a retry doesn’t help. If the initial check fails, the other character has probably become more firmly resolved to resist the intimidator, and a retry is futile.
Special

You gain a +4 bonus on your Intimidate check for every size category that you are larger than your target. Conversely, you take a -4 penalty on your Intimidate check for every size category that you are smaller than your target.

A character immune to fear can’t be intimidated, nor can nonintelligent creatures.

If you have the Persuasive feat, you get a +2 bonus on Intimidate checks.
Synergy

If you have 5 or more ranks in Bluff, you get a +2 bonus on Intimidate checks.

Thank you for the book info, UtherSRG (makes me wish I'd brought my books with me on the boat), but the above info also proves my point.
"Intimidate," as shown above, is a fear effect meant to render a target as "friendly" (by scaring the bejeezus out of it) or "demoralized" (making it less likely you will be attacked, or at least more difficult for the target to do so). Also, you get a bonus to the skill for being bigger than the target and a penalty for being smaller than the target.

Now I will grant you, in speaking with NPCs, this is in fact how Intimidate is used.

However, in combat, Intimidate is used to DRAW attacks to the person using it. By the listed description you provided, if I were successfull in using Intimidate, the target would be shaken and less likely to attack. By DDO's own definition, the skill is not being used this way in combat. (Intimidate: Allows you to intimidate certain NPCs and to draw the attention of monsters. I.E. Make them attack ME, instead of someone else.)

My major issue with the skill (I may have overstressed the name issue in my original post) is that the skill bonus and penalty mods for size are reversed for this purpose. If I'm going to get your attention and draw you into attacking me, it makes sense that I'd be less likely to succeed if I'm larger than you (more of a threat) than if I'm smaller than you (less of a threat).

Think about it, if I'm trying to get someone's attention by intimidation (as described and used by DDO) doesn't it seem reasonable that I'd have better luck with, say, a giant vice a kobold? ("Puny elf, I squish you!" "Yark! Big shiny! Run!!!")

Sorry if my earlier posting confused the point.

jjflanigan
01-16-2008, 08:56 AM
The point of intimidate in DDO (and how it functions) is that you intimidate the mob, thus making it view you as a larger threat. This causes them to focus their attacks on you since you are the biggest threat.

It makes perfect sense, when viewed like this, that size is taken into consideration -- It would be much harder for a tiny halfling to convince a giant that it was a big threat, where-as a Warforged would have an easier time convincing a kobold that it was about to be squished.


In regards to Mass Suggestion already being in the game -- the mechanics between the two spells are different so you can't really use one to justify having the other.

sirgog
01-16-2008, 10:58 AM
Don't forget Mass Suggestion.. It is afterall essentially "Mass Charm Monster"

Not quite. Mass suggestion sees all the charms pop at once. Mass charm monster - they pop one by one. Big improvement.

ArkoHighStar
01-16-2008, 11:15 AM
no offense but casual players are FORCED to do hard and elite if they want any good gear to trade for stuff they want and to get favor. remember drow? that was favor based, and so was the 32 point build. plus rumor has it that monks will be favor based as well, and seeing as drow (a race) was, this isnt a far fetched rumor...


If you read it, they are not changing anything on existing quests only the new quests. Monks are a core class, making you achieve favor for to get access to them will cause a revolt.
Lets face it most quests thaht start out as being "hard", eventually become easy due to repitition. Who would have thought Madstone crater on elite would become a loot run, but it has because we have developed tactics to make it easy. The same will happen with the new quests on elite, it may just take a little more time. Lets face it we have plenty of loot runs at every level to keep people in decent gear, I mean when +5 MFP drops out of SC on elite then I have a hard time thinking even casual players have some decent gear at lvl 14, they may not have oodles of it, or enough to support multiple characters, but they have a decent set of gear. I did not own a single power 5 till some time in May of 2007, and I did just fine on elite. Now did I have excellent team mates etc, of course. I am not going to sit here and say that I am the best when I am not, but I have enough decent gear to get through elite

osirisisis
01-21-2008, 06:32 AM
wheres the added weapons sets?

dragnmoon
01-21-2008, 07:54 AM
wheres the added weapons sets?

huh?

They have never hinted they were adding new weapons any time soon..

In fact they have stated because of the difficulty in adding them it might be awhile