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sirgog
05-09-2010, 11:10 PM
My wishlist for the Update 5 release notes...


New Adventure Packs:

The Blinding Light:
Sometimes, the greatest threat isn't the devil you know.
Journey to Shavarath's Archon areas, and unravel the deadly machinations of a fallen angel.
Discover how a great force of Light was corrupted - and redeem or destroy the Mad Archon before it's too late.

*Battle Eladrin, Ghaele and other archons - plus the cultists manipulating them
*Prevent the Archon hordes from corrupting the Silver Flame
*Storm the Refuge of the Mad Archon, and put an end to its corruption once and for all
*Five level 18-21 quests designed to challenge higher level players
*Two new raids - one level 18 raid slightly tougher than the Shroud, and one level 21 raid designed to put even the strongest of adventurers to a merciless test.

Stormreach's Finest
This adventure pack contains no new quests, but allows (non-VIP) players access to the new Epic difficulty setting on Tempest's Spine, Stormcleave Outpost, Gwylan's Stand, Xorian Cypher, and Tear of Dhakaan. These quests remain free-to-play on Casual, Normal, Hard and Elite.


New Prestige Enhancements:

Clerics can now train as Radiant Servants or Warpriests (Silver Flame Exorcist coming later).
Sorcerers can now train as elemental savants
Monks can now train as Henshin Mystics, Ninja Spies or (whatever the one already part spoiled is called).
Pale Masters have learned a few more tricks, and Wizards with the Pale Master 3 enhancement can now cast Harm as though it was a level 6 Arcane spell.


New Spells:

Warforged, rejoice: Wizards and Sorcerers can now cast Mass Reconstruct as a level 9 spell, and Reactivate Construct (a construct-only Raise Dead) as a level 6 spell.
Pale Masters in particular should be happy to see Vampiric Touch and several other negative-energy themed spells added.


Changes to existing quests:

All Epic Dungeons and Raids:
Epic Ward no longer provides absolute protection against death effects. When a foe with Epic Ward would be slain outright by a death effect (including Implosion and Vorpal weapons), the foe survives, but suffers 250 damage and is stunned for two seconds. Red and purple named foes with Epic Ward remain completely immune to such effects.
In addition, True Reincarnated characters can now enter Epic dungeons upon attaining level 18, and Epic dungeons and raids now award XP.

Tower of Despair:
First General Horoth has decided that opera isn't for him, and has consumed the soul of his opera teacher. Whilst non-tanks may still benefit from wearing Boots of Anchoring, they are no longer (almost) mandatory for this raid. They are, however, still useful, and relics allowing their construction can also be found within the new quests in the Blinding Light adventure pack - where these boots will be needed again.

The Shroud:
Arraetrikos' lieutenants have just received a new stash of Shards of Power, which they have decided to keep for safekeeping in a chest just outside a maze inside the Shroud. Rumors abound that a new Lieutenant has been recruited by the forces of Shavarrath - a fallen angel - and is working occasional shifts inside the Shroud.

The Shroud:
Arraetrikos' chests in part 5 will now be better stocked on Hard and Elite difficulty. Elite adventurers have reported sightings of +3 tomes in these chests, and rumors abound of Arraetrikos shedding more of his scales on both Hard and Elite difficulties.

Stealer of Souls, Enter the Kobold, Prey on the Hunter, Monastery of the Scorpion:
Eldritch, Tempest and Sovereign runes found inside these quests on Elite difficulty are sick of being anonymous, and will now be identified. (They can still be traded whilst inside the chest, but remain bound-to-character once looted).
Additional named items, including a very powerful set of Monk handwraps, have been added to the additional chests Sor'Jek guards on Hard and Elite.

Gianthold Tor, Prison of the Planes, Madstone Crater, Crucible:
These quests are now available for play on Epic difficulty. Gianthold Tor is tuned to challenge extremely well equipped level 20 characters (tougher by far than Amrath content on Elite), and the other three are tuned to challenge other level 20 characters (comparable in difficulty to Hard or Elite Amrath).

Tempest's Spine, Stormcleave Outpost, Gwylan's Stand, Xorian Cypher and Tear of Dhakaan
These quests are also available for play on Epic difficulty. Although these quests remain free-to-play on Casual, Normal, Hard and Elite, Free and Premium players must purchase the new adventure pack Stormreach's Finest to play them on Epic.

Sentinels of Stormreach:
Quests in this chain now provide Epic Dungeon Tokens on Epic difficulty. In addition, certain somewhat less-than-epic Epic items from this adventure pack have been reworked, and should now be somewhat more appealing.

The Demon Sands:
Certain somewhat less-than-epic items masquerading as Epic items in this adventure pack have been reworked, and should now be somewhat more appealing.

Against the Demon Queen:
Lailat has recognized that pilgrims to her court require rest, and has installed an additional rest shrine in the entry hall of this dungeon. In addition, adventurers have reported seeing new Monk handwraps in the final chest of this dungeon, but they have only reported them on Elite and Epic difficulty.

Zawabi's Revenge:
Lailat's treasure chests (other than the Epic Chest) are somewhat better stocked on Epic difficulty, and she is now guarding more of them.



Airships have arrived!

Guild housing, in the forms of guild airships, have arrived. Guilds can use their airship as a base of operations from which they can quickly teleport to the location of major quest hubs (like Meridia), once enough members of the guild have completed the climactic encounters in that area.


Changes to Dungeon Scaling:

Enemy healing amplification and regeneration are now affected by Dungeon Scaling, making certain quests (like The Church and the Cult and Running with the Devils) more easily completed with smaller groups and possibly slightly harder than at present with larger ones.


New in the DDO store:

Players can now purchase a Symbol of Atonement from the DDO store for 300 points, or find them as extremely rare treasure drops in level 12 and above chests. The Church of the Sovereign Host in House Deneith use these as reagents to cast the spell Atonement, allowing players to change their alignment.

Players cannot change alignment if their new alignment conflicts with any of their class levels. (For example, a Chaotic Neutral Barbarian cannot change to a lawful alignment, but may change to Neutral Good instead).

Lithic
05-09-2010, 11:52 PM
NEW Characters who true reincarnate more than twice will now gain 1 additional build point per past life past 2. The experience required for these later past lives remains the same. In addition the following changes to the passive past life feats have been made:

NEW Past Life: Rogue: The sneak attack bonus now works correctly, stacks with all other forms of sneak damage (including that from rogue levels) and is correctly applied at lvl 1. The saves vs. traps also recognizes all forms of traps now, including non-reflex save traps such as poison spray.

NEW Past Life: Paladin: The warriors of law and goodness have noticed a distinct lack of clerics willing to follow them around and patch up all their booboos, and so have increased their past life benefit to +10% healing amp per past life (stacks with everything).

NEW Any past life now counts as 2 levels of that class for the purposes of qualifying for enhancements. A reincarnated cleric with a past life sorcerer would be able to choose sorcerer cha 1, and energy of the dragon blooded 1 as an enhancemnets. A triple reincarnated fighter (Fighter past life x3) could get fighter str 2, and qualify for kensai 1. Note that unlocking such enhancements will not allow multiple similar enhancements. In the above example, a cleric with a sorc past life could take energy of the dragonblooded 1 (sorc enh), but would be locked out of the cleric spell point enhancements.

Past life unlocking levels stack with actual character levels for the purpose of qualifying for higher level enhancements, up to the current character level. A lvl 4 fighter/lvl 16 ranger with 3 fighter past lives (counts as lvl 10 fighter for enhancemnets) would qualify for kensai 1, and fighter strenght 3.

All enhancements follow the minimum points spent and prereqs rules.

Cetus
05-10-2010, 12:35 AM
Past Life Barbarian (Purchasable): Those with this feat now receive the full benefit of the hp allotted to a character of the appropriate level. Players now ACTUALLY gain 1 hp per character level instead of 5 hp in total. Also, the duration of the rage is extended to 45 seconds with no fatigue effect.

Reasonable?

sirgog
05-10-2010, 01:01 AM
NEW Characters who true reincarnate more than twice will now gain 1 additional build point per past life past 2. The experience required for these later past lives remains the same. In addition the following changes to the passive past life feats have been made:

NEW Past Life: Rogue: The sneak attack bonus now works correctly, stacks with all other forms of sneak damage (including that from rogue levels) and is correctly applied at lvl 1. The saves vs. traps also recognizes all forms of traps now, including non-reflex save traps such as poison spray.

NEW Past Life: Paladin: The warriors of law and goodness have noticed a distinct lack of clerics willing to follow them around and patch up all their booboos, and so have increased their past life benefit to +10% healing amp per past life (stacks with everything).

NEW Any past life now counts as 2 levels of that class for the purposes of qualifying for enhancements. A reincarnated cleric with a past life sorcerer would be able to choose sorcerer cha 1, and energy of the dragon blooded 1 as an enhancemnets. A triple reincarnated fighter (Fighter past life x3) could get fighter str 2, and qualify for kensai 1. Note that unlocking such enhancements will not allow multiple similar enhancements. In the above example, a cleric with a sorc past life could take energy of the dragonblooded 1 (sorc enh), but would be locked out of the cleric spell point enhancements.

Past life unlocking levels stack with actual character levels for the purpose of qualifying for higher level enhancements, up to the current character level. A lvl 4 fighter/lvl 16 ranger with 3 fighter past lives (counts as lvl 10 fighter for enhancemnets) would qualify for kensai 1, and fighter strenght 3.

All enhancements follow the minimum points spent and prereqs rules.

Some of those strike me as extraordinarily powerful.

Consider, for instance, the power of a Bbn14/Rgr2 (just a 16th level toon) with two Barb past lives and two Ranger ones. We're looking at a level 16 with Frenzied Berserker 3 and Tempest 1 (and probably wielding dual Lit 2 Khopeshes), and we haven't considered the silliness that comes about when you add Fighter to the mix.

Content that's designed to challenge such an ultra-powered toon will not be even remotely fun for more balanced toons, and content aimed at regular toons will be extraordinarily dull for the Tempest Berseker.

Trillea
05-10-2010, 01:10 AM
Acrobat III - 2 AP, prerequisite feat: Weapon focus (blunt).

There are many quarterstaves in the world, but this one is yours. It is a part of you, and you are peerless with it. Quarterstaves are considered to be in the finessable weapons list for you. When you are wielding a quarterstaff, you get an extra 5% alacrity bonus over the previous tier, you are more likely to proc effects on glancing blows, and deal damage based on your dexterity instead of your strength if your dexterity is higher.

Scraap
05-10-2010, 01:34 AM
Since they'd mentioned something about mechanics this patch, just to throw it out there, must say it'd be nice to see higher bonuses to the elemental resists (as in up to the spell level for a given element), as well as a mechanic-only buff to UMD. Seems that would fit right in with the core notion of a tinkerer, as well as add a bit more non-situationally useful perqs to the subclass.

Cetus
05-10-2010, 02:24 AM
Dont give us class enhancement availability, just gives us some bonus action points to distribute.

Lithic
05-10-2010, 06:19 AM
Some of those strike me as extraordinarily powerful.

Consider, for instance, the power of a Bbn14/Rgr2 (just a 16th level toon) with two Barb past lives and two Ranger ones. We're looking at a level 16 with Frenzied Berserker 3 and Tempest 1 (and probably wielding dual Lit 2 Khopeshes), and we haven't considered the silliness that comes about when you add Fighter to the mix.

Content that's designed to challenge such an ultra-powered toon will not be even remotely fun for more balanced toons, and content aimed at regular toons will be extraordinarily dull for the Tempest Berseker.

Well it IS a wishlist, but you're probably right about the enhancement one heh. I do however REALLY need more buildpoints! ;)

Symar-FangofLloth
05-10-2010, 06:31 AM
Some of that sounds more suited to Update6 or beyond :rolleyes: Especially as U5 is going to be some 'Fiendish Carnival' quests chain.
However, I'd really like to see some of those.

SquelchHU
05-10-2010, 07:17 AM
Some of those strike me as extraordinarily powerful.

Consider, for instance, the power of a Bbn14/Rgr2 (just a 16th level toon) with two Barb past lives and two Ranger ones. We're looking at a level 16 with Frenzied Berserker 3 and Tempest 1 (and probably wielding dual Lit 2 Khopeshes), and we haven't considered the silliness that comes about when you add Fighter to the mix.

Content that's designed to challenge such an ultra-powered toon will not be even remotely fun for more balanced toons, and content aimed at regular toons will be extraordinarily dull for the Tempest Berseker.

Anyone willing to grind out:

A normal life.
A TR 1.
3 TR 2s.

Had damn well better get something worthwhile out of it.

Daehawk
05-10-2010, 09:58 AM
Stormreach's Finest
This adventure pack contains no new quests, but allows (non-VIP) players access to the new Epic difficulty setting on Tempest's Spine, Stormcleave Outpost, Gwylan's Stand, Xorian Cypher, and Tear of Dhakaan. These quests remain free-to-play on Casual, Normal, Hard and Elite.


Add Epic Waterworks to that and you have a deal :D Not a bad wishlist.

sirgog
05-11-2010, 08:23 AM
Some of that sounds more suited to Update6 or beyond :rolleyes: Especially as U5 is going to be some 'Fiendish Carnival' quests chain.
However, I'd really like to see some of those.

Was that confirmed as the Update 5 content? Another update without worthwhile endgame content strikes me as a mistake by Turbine (Epic Sentinels is endgame content, but has no incentive to be run, and there's a real need for new endgame raids, IMO).

Anyway, it's a wishlist, not an attempt to predict.

Symar-FangofLloth
05-11-2010, 09:22 AM
Was that confirmed as the Update 5 content?

I know it's a wishlist. I wish half of that stuff too.
Anyway, I'm fairly certain 'Fiendish Carnival' plus a level 9ish explorer area (which points at the quests being 7-11) was stated for U5, with the mysterious 'Underwater Combat' being for U6.

But man, those Archons would be sweet. And those fixes you mentioned.

Maybe this carnival will go Epic as well... and actually give tokens, and have more generalized loot. And considering the level range it should wind up about the same power level gear as VoN and Desert, maybe a little lower if there's no raid.

AZgreentea
05-11-2010, 09:28 AM
Was that confirmed as the Update 5 content? Another update without worthwhile endgame content strikes me as a mistake by Turbine (Epic Sentinels is endgame content, but has no incentive to be run, and there's a real need for new endgame raids, IMO).

Anyway, it's a wishlist, not an attempt to predict.
I thought the updates were supposed to alternate between Quests and Updates? Which means we wont see new quests until Update 6. Update 5 is supposed to be Bug fixes, class/race mods and such. I would guess by that logic Update 7 or 9 should have half orcs.

Symar-FangofLloth
05-11-2010, 09:32 AM
I thought the updates were supposed to alternate between Quests and Updates?
Alternate between Only Quests (maybe with a couple minor things tossed in) and Quests + Other Features (including fixes and whatnot).

x1372
05-11-2010, 09:49 AM
How about some more useful divine spells, especially at higher level? Give clerics some advantage over FvS anyway, currently FvS can get pretty much everything relevant that clerics get.

Level 9 Spell added: Storm of Vengeance
http://www.dandwiki.com/wiki/SRD:Storm_of_Vengeance
Scale the damage to be relevant to current content. AOE damage effects.

Level 8 Spell added: Earthquake
http://www.dandwiki.com/wiki/SRD:Earthquake
Surely we can have some sort of damage attack here, with a chance of stunning enemies or knocking them prone.

Level 7 Spell added: Regenerate
http://www.dandwiki.com/wiki/SRD:Regenerate
Screw what it does in DnD (we do that often enough already), give divines a legitimate heal over time spell that doesn't immediately remove itself when the target reaches maximum HP. Something like +30 HP every 6 seconds would be quite useful.

Level 7 Spell added: Etherial Jaunt
http://www.dandwiki.com/wiki/SRD:Ethereal_Jaunt
Make it a self-only displacement effect.

Level 6 Spell added: Wind Walk
http://www.dandwiki.com/wiki/SRD:Wind_Walk
Give clerics a haste-like effect that only increases run speed.

Heck, maybe we can even add some useful spells that aren't directly out of DnD...

Seventh
05-11-2010, 12:55 PM
Quest Changes!

Epic Queen Lailat has grown an extra four arms.

The fact that there are portions of the quest "Taming the Flames" that are not covered in lava has recently been brought to the development team's attention. This oversight has been fixed.

In retrospect, the quest "Stop Hazadill's Shipment" is not as funny on a second or third run- so we've spiced it up. In order to get completion in the new and improved version, players must defeat Boxacronus, the deadly red-named crate.


Enhancements!

The Tempest enhancement has been removed from the game. (On a related note, Hearts of Wood are 30% off in the DDO store!)


Monsters!

All the monsters in Shavarath have had their saving throws nerfed. You know what? Screw it; saving throw nerfs for everybody!

Air Elementals just aren't as fun as they used to be. So they've been restored to their pre-nerf status, and in addition all Air Elementals are now mounted on either Worgs or Bezekiras depending on the level of the quest they're in.


New Adventure Pack!

The Light of Zakarum
A paladin order deep within the jungles of Xen'drik has been corrupted by a mysterious force. In this new series of adventures you must fight your way past the maddened defenders of their outpost and reforge the weapon needed to enter the new Durance of Hate raid, where you must defeat a foe that might very well be from another world- Mephisto, the Lord of Hatred. The development team would like to note that this is an excellent loot run and recommends that all groups bring one or two arcane spellcasters with cold damage spells.


New Prestige Class!

Wizard Archmage I
Prerequisite: Any 2 Spell Focus feats, Wizard Energy of the Scholar I, Wizard Intelligence I, Level 6 Wizard
Cost: 4 AP
The highest art is magic—often referred to as the Art. Its most advanced practitioners are frequently archmages, characters who bend spells in ways unavailable to other spellcasters. An archmage gains strange powers and the ability to alter spells in remarkable ways. You gain ONE of the following sub-enhancements of your choice:

Mastery of Counterspelling
This special ability can be toggled on and off, like the Power Attack or Combat Expertise feats. If an enemy within 60 feet of you attempts to cast an offensive spell at you or an ally while this ability is on, you attempt to counterspell it, making a caster level check (as if you were trying to overcome spell resistance) with a DC of the enemy’s caster level plus the level of the spell being counterspelled. If you fail, the enemy’s spell goes off normally. If you succeed by 1 to 9 points, the enemy’s spell is cancelled, and if you succeed by 10 points or more, the spell is turned back at the enemy as if you had cast it at them. Regardless of whether your fail or succeed at the caster level check, you burn a number of spell points dependant on the level of the spell you are attempting to counterspell.

Spell Power
This ability increases your caster level by 1.

Wizard Archmage II
Prerequisite: Any 1 Greater Spell Focus feat, Wizard Energy of the Scholar II, Wizard Intelligence II, Level 12 Wizard
Cost: 2 AP
You gain ONE of the following sub-enhancements of your choice:

Arcane Reach
The Archmage can use touch spells on a target up to 30 feet away, and in addition can now apply the Enlarge Spell metamagic feat to them.

Spell Power
This ability increases your caster level by 1.

Wizard Archmage III
Prerequisite: Wizard Energy of the Scholar III, Wizard Intelligence III, Level 18 Wizard
Cost: 2 AP
You gain ONE of the following sub-enhancements of your choice:

Mastery of Elements
This special ability functions like a metamagic feat, and comes in 5 versions, one for each elemental damage type (like the Resist Energy spell). Only one can be on at a time. While the ability is on, all elemental damage spells will deal damage of the toggled element instead of what they normally would (Acidwall! Fire Lance! Delayed Blast Sonicball!) and will cost 15 extra spell points.

Spell Power
This ability increases your caster level by 1.

Cyr
05-11-2010, 04:23 PM
NEW Characters who true reincarnate more than twice will now gain 1 additional build point per past life past 2. The experience required for these later past lives remains the same. In addition the following changes to the passive past life feats have been made:

NEW Past Life: Rogue: The sneak attack bonus now works correctly, stacks with all other forms of sneak damage (including that from rogue levels) and is correctly applied at lvl 1. The saves vs. traps also recognizes all forms of traps now, including non-reflex save traps such as poison spray.

NEW Past Life: Paladin: The warriors of law and goodness have noticed a distinct lack of clerics willing to follow them around and patch up all their booboos, and so have increased their past life benefit to +10% healing amp per past life (stacks with everything).

NEW Any past life now counts as 2 levels of that class for the purposes of qualifying for enhancements. A reincarnated cleric with a past life sorcerer would be able to choose sorcerer cha 1, and energy of the dragon blooded 1 as an enhancemnets. A triple reincarnated fighter (Fighter past life x3) could get fighter str 2, and qualify for kensai 1. Note that unlocking such enhancements will not allow multiple similar enhancements. In the above example, a cleric with a sorc past life could take energy of the dragonblooded 1 (sorc enh), but would be locked out of the cleric spell point enhancements.

Past life unlocking levels stack with actual character levels for the purpose of qualifying for higher level enhancements, up to the current character level. A lvl 4 fighter/lvl 16 ranger with 3 fighter past lives (counts as lvl 10 fighter for enhancemnets) would qualify for kensai 1, and fighter strenght 3.

All enhancements follow the minimum points spent and prereqs rules.

These are all great ideas. The OP had some great ones too. I've been pushing the beter benefits for TR's past life 2 for a while now. It's pretty clear the benefits are not big enough when very few hard core power gamers are pushing past the first TR2.

sirgog
05-11-2010, 11:11 PM
These are all great ideas. The OP had some great ones too. I've been pushing the beter benefits for TR's past life 2 for a while now. It's pretty clear the benefits are not big enough when very few hard core power gamers are pushing past the first TR2.

I'm not really a fan of pushing people to have to grind so much easy content to optimize their characters myself.

lostdrow
05-11-2010, 11:20 PM
Just a small wish list.

Pally get there FOM like it said in the PHB.

Ranger get d10 hp per level that was change in 3.5 PHB or give them 8 more hp at level one if there useing the old PHB.

Ardhiel
05-12-2010, 10:13 AM
I'm all for some type of Heart of Wood or similar that will allow the change of alignment without having to TR

azrael4h
05-12-2010, 01:43 PM
Small list myself:

1- BRING ME THE HEAD OF WILLY THE MAIL BOY!

2- Druids. I WILL pay for a Druid.

3- Quarterstaff as double weapon, per PHB page 120(equipment), 160(TWF, Combat).

sirgog
05-14-2010, 05:18 AM
Edited to add alignment respecs.

sirgog
05-26-2010, 08:43 AM
And we get..........


Level 5 dungeons :(

At least they have Epic mode, so that's some consolation, but I'll probably almost never play them at-level.