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sirgog
02-20-2011, 05:15 AM
My wishlist for the Update 9 release notes. With a huge focus on endgame and/or near-endgame content.


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 in the first adventure pack entirely designed for raid parties.
Discover how a great force of Light was corrupted - and redeem or destroy the Mad Archon before it's too late.
Designed for level 19-20 characters, but accessible to the bravest and best equipped 16-18th level characters.

*Get a glimpse of the archons' corruption on your lower level characters in Hidden Agendas, an all-new free-to-play level 11 quest that leads into the main storyline of The Blinding Light.
*Explore an expanded Amrath, and travel to the all-new Archon Battlefield. Bring eleven friends, you'll need them! (Wilderness area designed for twelve level 17+ characters).
*Battle Eladrin, Ghaele and other archons - plus the infernal cultists manipulating them, in Bastion of Light, a level 20 raid.
*Defend some of the last uncorrupted archon soldiers from a combined demon, devil and archon assault in Purity, a level 19 raid.
*Storm a defiled Archon citadel and assassinate a corrupted Couatl champion in Paradise Lost, another level 19 raid.
*Scout out the hidden masters of the corrupt Archons in A Hint of Madness, a third level 19 raid.
*Storm the Refuge of the Mad Archon and end to its corruption once and for all in The Devil You Don't, a level 24 raid designed to pit your characters against the most difficult encounters yet in DDO's history.
*Craft amazing armor and weapons (including handwraps) in the Bastion of Light, then unlock their Epic versions in The Devil You Don't.
*The Bastion of Light and The Devil You Don't are raids with lockout timers. Purity, Paradise Lost and A Hint of Madness do not have lockout timers.
*Free to VIPs, otherwise 995 TP.


Insanity:
As Xoriat's influence on the Material Plane increases, a lunatic cult threatens to release a Daelkyr Lord and open a rift that will envelop Xen'drik in pure madness.

*Battle Beholders, Thrakk Hounds, Mind Flayers, Pseudonatural creatures and their mortal servants.
*Experience four all-new quests designed to challenge level 15-16 players, or tackle them on Epic difficulty for an extreme challenge.
*Assemble an elite squadron of a dozen adventurers and destroy the Daelkyr Lord before it can fully manifest on Xend'rik in On The Brink, a new level 17 raid.
*Free to VIPs, otherwise 595 TP.


Stormreach's Finest
This adventure pack contains no new quests, but allows 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.
This adventure pack is free to VIPs, and 295 TP to other players. Only players with at least one level 20 character may purchase this pack.


New Prestige Enhancements:

Sorcerers can now train as Elemental Savants, who focus on elemental damage, gaining at-will elemental damage abilities that improve over time, as well as enhanced damage and reduced SP costs for all damage spells of their element except persistent AoE spells like Firewall and Ice Storm.
Favored Souls can now train as Angels of Vengeance, who use their powerful divine magic to neutralize or smite their foes as well as to protect their allies.
Barbarians can now train as Occult Slayers, who can land bewildering blows and have become so adept at slaying spellcasters and evil outsiders that, while they are in a rage, they can pass through a bladebarrier, be fireballed or even disintegrated and barely be scratched. While the raw destructive power of the Frenzied Berserker makes them better equipped to causing extreme damage, Occult Slayers are far more resilient.

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 added as a level 3 arcane spell.
Clerics and Favored Souls have a new selection of heals-over-time spells, including Regrowth, to provide more tools for them to use to attempt to keep their allies alive.


New Features:

Epic Explorer Areas:
Players may now enter the following explorer areas on Epic difficulty:
Sands of Menechtarun
The Red Fens
Searing Heights (requires Sentinels of Stormreach pack)
Ataraxia's Haven (requires Stormreach's Finest pack)
Orchard of the Macabre
and possibly more in the future.

In order to enter these on Epic, parties must contain only level 18 and higher characters, then the group leader converts the party into an 'Epic Party' (similar to how you convert into a raid group), then enters any explorer area with Epic mode enabled.
Separate Slayer, Rare and Explorer quests exist for Epic explorer areas. These award XP and Epic Dungeon Tokens, as well as providing opportunities to loot Epic Scrolls and some 'premade' Epic items of lower power level than most Shard/Seal/Scroll crafted Epics.

Achievement system:
Players and guilds can now earn achievements for some of the amazing deeds they accomplish throughout Eberron. Achievements have no in-game purpose, except for some that award XP. They are simply a series of totally optional objectives you can aim to complete on your characters.
Some achievements come in bronze, silver, gold and platinum versions (corresponding to Normal, Hard, Elite and Epic difficulty). Achieving a higher tier automatically awards all lower tiers.
Sample achievements:

Demonic Focus - Slay the Demon of the Frenzied Deep in Into the Deep without anyone in the party killing a Fire Reaver during the battle.
Moah DPS! - Slay First General Horoth in the Tower of Despair before he casts Blasphemy three times.
Dragonsbane - Slay all three dragons within Gianthold Tor without a single party member dying at any point in the quest.
A knife in the hand beats a claw in the back - Slay Aussiercaex and Aussiroth in Prey on the Hunter.
A Stitch in Time - Complete the Chronoscope raid in a group where everyone is lower level than the quest (example: Elite with all of the party level 7 or lower).


Changes to existing quests:

All Epic Dungeons and Raids:
Particularly brave, well equipped or foolish characters can now enter Epic dungeons upon attaining level 18, and Epic dungeons and raids now award XP. Characters under level 20 must 'flag' for Epics by turning in a single Epic Raid Token to Gustavine in the Twelve. Level 20 characters may enter Epics without flagging, as is presently the case.
Epic dungeons always award a set amount of XP, which does not decay with additional quest repetitions.

All Epic Dungeons and Raids:
Many (non-boss) monsters in Epic dungeons have had adjustments made to their HP, saves and fortification to encourage a wider variety of tactics than 'Mass Hold, autoattack, get a coffee'.
Many of these foes have had their Will saves increased by a small amount, their HP lowered by around 30%, and their Fortification increased to between 20% and 40%. These changes mean mobs should be quicker to kill when not using autocrit effects than they are presently on Live servers, but no quicker on average to kill with autocrits. In particular, killing monsters that have failed a save against Otto's Resistable Dance should take less time than it presently does.

All Epic Dungeons and Raids - Epic Ward:
Epic Ward no longer provides absolute protection against death effects such as Wail of the Banshee or Vorpal weapons. Instead, foes with Epic Ward now have a 75% chance to be completely unaffected by a death effect - the other 25% of the time, they drop dead. Orange, red and purple named foes with Epic Ward remain completely immune to such effects.
In addition, Epic Ward no longer provides any protection against Dominate Monster and similar effects. (Orange-named and higher monsters remain totally immune, and the current resistance to Charm and Suggestion effects remains).

Devil Battlefield:
The Devil Battlefield explorer area now admits raid groups (in addition to regular parties). Dungeon scaling is in effect - groups with 7-9 members will find Battlefield monsters deal 35% more damage, have 50% more hitpoints, have a 30% chance to ignore instant-kill effects and have +3 to saves compared to the present; groups of 10-12 will find these foes deal 70% more damage, have 125% more hitpoints, 75% instant-kill immunity and +5 to saves. (The six Battlefield quests remain limited to six players).

Accursed Ascension:
The Black Abbot has accumulated quite a pile of regular treasure - enough to fill three additional chests - that he has kindly agreed to share with anyone that prevents his ascension into godhood.

Restless Isles:
A new raid has been added to this adventure pack, Stirring the Hornets' Nest. More information on this raid can be found here: http://forums.ddo.com/showthread.php?t=274081

Necropolis 4:
A very powerful set of Monk handwraps designed for use against evil outsiders has been added to the Tome of Untold Legends reward options, and a less powerful set (imbued with the power of Fernia) has been added to the quest Inferno of the Damned. Epic versions of both are rumored to exist... somewhere...

Necropolis 4:
The five quests and one raid in this pack are now available for play on Epic mode, and are all tuned to be fiendishly difficult (at least as hard as Elite Tower+Suulo). In addition, the Orchard of the Macabre itself can also be accessed on Epic mode. Will you be the first to assemble a Tome of Epic Legends or to collect a set of Shreds of Golden Tapestry?

The Shroud:
Heroes, beware! Arraetrikos's spells now scale up in damage (no longer just in save DC) when running the Shroud on Hard and Elite (he's finally got around to getting a tailor minion to make his Phoenix Regalia fit him, and on Elite even remembers to use its clicky), and hardy and elite adventurers report that Harry has also remembered how to cast Greater Dispelling. Now if only there was a reason to run it on these difficulties...

The Shroud:
On Normal difficulty, the Shroud now has eight chests, instead of the present twelve. The four chests in parts 1-3 that currently do not drop ingredients no longer appear below Hard. (Average ingredients per run are unchanged, and parts 4 and 5 still award two chests each).
Arraetrikos' chests in part 5 will now be better stocked on Hard and Elite difficulty, with increased chances to drop Large Devil Scales and slightly increased chances to drop Large Twisted Shrapnel and Large Sulfurous Stones. On Hard and Elite difficulties, +3 tomes can be found (with a low drop rate) in these chests; on Elite difficulty only, Essences of Cleansing can be (very) rarely found.
Of course, players that choose to run only Normal can still receive +3 tomes and Essences of Cleansing on their 20th reward lists for the Shroud.

The Vault of Night:
A new armorsmith has set up business in Gianthold, and is particularly experienced in the crafting of red dragonscale armor. She isn't skilled enough to work Flawless Red Dragon Scales, but perhaps if you ask Velah politely (on difficulties other than Epic), you might find some lesser quality red scales for her to work with. Red Dragonscale Armor (of all types) offers 30 Fire resist, adds Lesser Flaming (1d4 fire damage) to melee attacks, Greater Combusion 7, Greater Fire Lore, Lesser Fire Guard, and a +5 enhancement bonus to AC with standard base AC for the armor type. Robes instead offer a +6 armor bonus to AC.
In addition, rumors have been spreading of two 'premade' (i.e. no scroll/shard/seal) Epic items that have been seen in the Epic chest of Epic VON5.

The Subterrane:
As more and more heroes explore these ancient ruins and fall in battle against the dangers within, a few rather unique items have been accumulating into the hordes of various powerful denizens of this explorer area, including a ring that offers monks a (far weaker) alternative to Tower of Despair rings - it will add Holy Burst to their unarmed attacks but has none of the other abilities that make ToD rings so desirable.

Stealer of Souls, Enter the Kobold, Prey on the Hunter, Monastery of the Scorpion:
Some of the more popular rune effects (including Resistance +5, Healing Amplification 10/20%, Greater Spell Penetration 8, and others) no longer drop on Casual difficulty, but have an increased drop rate on higher difficulty settings.
Additional named items, including a very powerful set of Monk handwraps with a Shroud-esque Disintegration proc, and a Royal Guard Mask variant, have been added to the additional chests Sor'Jek guards on Hard and Elite.

Prey on the Hunter
To make the optional Dragon fight both more challenging and less dull, Aussircaex now only heals to 50% instead of 100% after Kalijarne is slain (effectively halving her hitpoints in the optional fight). However, her melee attacks now deal significantly more damage to players, and she has learned some devastating spells that she will use if (and only if) she is unable to make melee attacks against her foes (due to kiting or perching by players). Aussiroth also has less HP and more DPS to keep the battle intense and short rather than long and dull.

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 tuned to be difficult enough that server-first kills of the Dragons might take weeks), 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. These quests are tuned to be among the easier Epic quests.

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

Devil Assault:
On Epic, Baktor's Teleport ability now observes a 3-second cooldown timer again.
In addition, the Monk handwraps that drop currently on Normal and Hard difficulties only are now able to be found in this quest on all difficulties. (Normal now drops only level 6 ones at a 1% rate, Hard level 6 ones at a 2% drop rate, Elite level 10 ones, 2%, and Epic drops level 10 ones at a 3% drop rate). No more shall geared, experienced level 20s ransack this quest on Hard.

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.

Demon Sands:
On Epic difficulty, drop rates for Shards have been increased in all of these quests except the raid. Epic Offering of Blood now has a 16% drop rate (up from 9%), Epic Wiz-King now has a 21% drop rate, Epic Chains of Flame 28% and Epic DQ1 50%.
DQ1 is less difficult than Chains of Flame, but has so many more items diluting the loot tables that such a high drop rate is needed to make it reasonable for players to aspire to completing a specific item they desire from it.
In addition, epic scrolls for the DQ2 raid loot have had their drop rate increased, and monsters in the 'entry hall' of the DQ2 raid now drop scrolls. Be warned - the monsters in said entry hall have been made tougher, and there are more of them - players are not advised to attempt to solo them any more.

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.


Changes to Dungeon Scaling:

Enemy healing amplification and regeneration are now affected by Dungeon Scaling, making certain quests (like The Church and the Cult, I Dream of Jeets and Running with the Devils) more easily completed with smaller groups and harder than they are at present with full parties.


Changes to difficulty settings:

Currently, Normal difficulty is a little too lucrative (XP/minute and loot/minute) compared to other difficulties, and in most quests, Elite is far less efficient to run from an XP/minute or loot/minute perspective. To address this, all dungeons run on Normal difficulty now award 5% less XP, and all dungeons run on Elite difficulty now award 20% more XP and have an additional +1 to loot. 36 point characters in particular are encouraged to run Elite more frequently and Normal less frequently.
Some dungeons (particularly ones like The Shadow Crypt and The Titan Awakes) where there is little difference between difficulty settings will have further individual changes made to them, as will some quests (like the Crucible, Ghosts of Perdition and Running with the Devils) where there is a larger-than-usual difficulty gap from Normal to Elite.
In addition, 'special' collectibles (such as Dragon Scales, Tome of Untold Legends pages, Outsider Tokens and the like) and some popular named items have slightly increased drop rates on Hard and significantly increased drop rates on Elite difficulty, allowing level 20 characters to more quickly acquire powerful mid-level loot that they might use until they acquire Epic items or other endgame items.


Changes to Random Loot:

In order to improve the quality of very high level random loot, random lootgen weapons with a minimum level of 16 or higher now have improved base item stats. This change is retroactively applied to existing items. For example, min level 16+ Bastard Swords now deal 2d8 base damage, Scimitars and Rapiers have their crit range improved to 17-20, Greataxes have their crit multiplier improved to x4, and khopeshes (as currently the best weapon) get the smallest improvement, with their damage die improving to 1d10.
In addition, the chance for weapons to be made of a 'special material' (silver, adamantine, byshek, flametouched iron, cold iron) is increased from 3% to 8% for level 16 and higher items only. (This change is not retroactive)
The intention here is to make opening high level chests exciting again. Crafted and/or epic gear will still be superior to random lootgen items, but the gulf will not be as extreme as it is now, and there will be situations where random items will be the best option.

In addition. the following additional prefixes and suffixes now appear on random lootgen items:

Arcane Lore - two-handed spellcaster weapons, min level 10, as well as one-handed spellcaster weapons, min level 14
Greater Arcane Lore - two-handed spellcaster weapons, min level 16
Improved Devotion/Combustion/Glaciation/etc 8 - two-handed spellcaster weapons, min level 14
Superior Potency 7 - two-handed spellcaster weapons, min level 18
'of wrath': Incite 10% - melee weapons, +1 equivalent
- example: +4 Holy Warhammer of Wrath, min level 12
'of fury': Incite 15% - melee weapons, +2 equivalent
'of hatred': Incite 20% - melee weapons, +3 equivalent
'Pure': Healing Amplification 10% - heavy armor only, +2 equivalent
- example: +5 Pure Adamantine Fullplate, min level 12
'Blessed': Healing Amplification 20% - heavy armor only, +4 equivalent
'Aligned': This weapon bypasses all alignment-based damage reduction - melee and ranged weapons, +2 equivalent

PwnHammer40K
02-20-2011, 06:07 AM
My wishlist for the Update 9 release notes. With a huge focus on endgame and/or near-endgame content.


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 in the first adventure pack entirely designed for raid parties.
Discover how a great force of Light was corrupted - and redeem or destroy the Mad Archon before it's too late.

*Get a glimpse of the archons' corruption on your lower level characters in Hidden Agendas, an all-new free-to-play level 11 quest that leads into the main storyline of The Blinding Light.
*Explore an expanded Amrath, and travel to the all-new Archon Battlefield. Bring eleven friends, you'll need them! (Wilderness area designed for twelve level 17+ characters).
*Battle Eladrin, Ghaele and other archons - plus the infernal cultists manipulating them, in Bastion of Light, a level 20 raid.
*Defend some of the last uncorrupted archon soldiers from a combined demon, devil and archon assault in Purity, a level 19 raid.
*Storm a defiled Archon citadel and assassinate a corrupted Couatl champion in Paradise Lost, another level 19 raid.
*Storm the Refuge of the Mad Archon and end to its corruption once and for all in The Devil You Don't, a level 24 raid designed to pit your characters against the most difficult encounters yet in DDO's history.
*Craft amazing armor and weapons (including handwraps) in the Bastion of Light, then unlock their Epic versions in The Devil You Don't.
*Free to VIPs, otherwise 995 TP.Finally, an end-game raid where Paladins aren't the top DPS.

No. Thank you :angry:

Demon Battlefield would make more sense, with new monster models (finally!) like Cambions, Vrocks, Glabrezu etc

Kza
02-20-2011, 06:40 AM
Everything lovely except xp nerf on normal, for every1 except some few the xp grind are extreme on Tr-36 toons already. Gladly see boosts in xp/loot on h and e. But do not want it be less than now on n.

pie2655
02-20-2011, 07:01 AM
+1

Great ideas except the nef on normal.

lopkon
02-20-2011, 07:13 AM
Pretty obsessive with wilderness areas, heh? I dont think we need raid wilderness or epic wilderness. Actually I think we need more non epic endgame content.

You mentioned some good ideas for raids, I would rather like to see Droaam finished in a endgame raid +wilderness area though. After that they can divide multiple Adventure Packs regarding an Archon Storyline over multiple Updates. They arn't essentially our friends too and Im really tired of fighting devils.

On another note those Stormreach Finest adventure pack sounds like a really good idea. The quests you picked there have a really atmospheric setting and can transfer a real epic feeling. Stormcleave Outpost is still my favourite quest, wouldnt mind running that daily, when possible.

PopeJual
02-20-2011, 07:56 AM
/reported

...just to make sure that *someone* at Turbine sees this.

Great ideas that all sound like a ton of fun.

Bradik_Losdar
02-20-2011, 10:43 AM
Some great ideas there sirgog.

My wishlist for mod 9 is in my signature. ;)

AylinIsAwesome
02-20-2011, 05:30 PM
I think I'd be ok with all of these.

Not 100% sold on the lower XP on Normal, but with more ways to get XP (Epic quests + larger benefit to play on Elite) I think it'd be ok...

SardaofChaos
02-20-2011, 06:07 PM
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 harder than they are at present with full parties.
Best part there. Another example to add would be that quest where you're in Jeets' mind and you have to kill that damsel whose only action at all is to heal herself.

sirgog
02-20-2011, 07:10 PM
Finally, an end-game raid where Paladins aren't the top DPS.

No. Thank you :angry:

Demon Battlefield would make more sense, with new monster models (finally!) like Cambions, Vrocks, Glabrezu etc

I want to see the Demon Battlefield eventually as well, although some of those monsters would appear in this pack (at least in Purity). But IMO a break from evil outsiders would be a good thing - the last (partially) endgame pack we got, the reworked Devil Assault, has a bunch of powerful evil outsiders such as epic Orthons, and epic Abashai.

Master_of_None
02-20-2011, 08:46 PM
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.


I like these :cool:.

Certainly an ambitious list; we'd be lucky to get 20% of it.

A lot of good ideas here. I particularly like the idea of changing hard and elite drops. There should be a reason to do hard and elite more than once, and this goes beyond raids, as you've focused on. At minimum, drop rates of named loot should scale by difficulty (as it does in many quests now; make it retroactive to all quests), and I wouldn't mind seeing more of your idea of having some items only drop on higher difficulty levels.

darktau
02-20-2011, 09:43 PM
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 added as a level 3 arcane spell.
Clerics and Favored Souls have a new selection of heals-over-time spells, including Regrowth, to provide more tools for them to use to attempt to keep their allies alive.


Sarcastic New Features:
With Warforged getting a construct only rez spell it makes no sense for them to be considered a Living construct anymore as such they are immune to all Divine healing effects. /sarcasm

Serious New Feature:
The color of the Hp bar changes to green/pink/"dont heal me" color for any character that has entered a Form/healing curse that makes them immune to healing spell untill that that affect has been removed/ended. Healing curse = one color "green", player activated ability = different color "Purple".

Failedlegend
02-21-2011, 09:07 AM
Favored Souls can now train as Divine Avengers, who wade into battle with fervor while simultaneously rallying their allies and all the while shrugging off hostile spells like their nothing.


Fixed that for yeah :P

Anyways yeah mostly good ideas (mind you level 19/20 may be a bit high those lvls have plenty to do with epics)

Also until the devs find a better way to do epics I don't think they should waste time making more. (incorporating your ideas would be a perfect start)

Other than that no issues...good stuff Sirgog

Oh almost forgot...add Clerics finally get domains to that :D (maybe they get to choose two of any domain a lvl 1 as bonus feats than auto-gain the respective bonus stuff as they level or something)

Oh Oh also Half Orc FvS to weild Great Axes if they choose Gruumush as their deity, Dwarven FvS can now choose Gorm Gulthyn which gives them Dwarven Axes as their Favored weapon and Finally Halflings may worship Eldath to wield Handwraps (or unarmed) as their favored weapon.

Lerincho
02-21-2011, 09:45 AM
Let's just settle for update 9 to be released sometime this lifetime, instead of the Module 9 time frame. Maybe we are in for a reboot since Euro servers now joined us. Dungeons & Dragons Online: Eberron Unlimited will from now on be called Dungeons & Dragons Online: Eberron United.

stille_nacht
02-21-2011, 09:57 AM
a Meaningful AC system!

less DPS focused epics!

caster dps that actually works!

Completely balanced classes!

Ranged combat revision!

a man can dream...

Lerincho
02-21-2011, 10:06 AM
a Meaningful AC system! if only this could be true

Completely balanced classes! Such a pleasant dream

Ranged combat revision! Been promised for 2.5 years that this would be fixed. /sigh

a man can dream...

we could all dream.

Coldin
02-21-2011, 10:08 AM
You realize of course that we won't be getting any new level 20 content in Update 9 right? It will most likely be only level 15-18.

Though I would like to see Shavarath expanded a bit, and that storyline closed up for the most part. Let the Archon floating island be the main hub, with about two adventure packs worth of content. One adventure pack heading down to the devils side, then one ultimate culmination to shift the balance of the war to the Archon's side. Essentially an epic raid fighting both devils and demons alongside archons.

Failedlegend
02-21-2011, 10:08 AM
a Meaningful AC system!

less DPS focused epics! Easiest way to say it would be...don't make it so we have to have a completely different build for Epics than what 1-20 requires...contrary to popular belief lvls 1-19 are part of the game

caster dps that actually works!

Completely balanced classes! Only if your referring to balanced for PvE not Tavern Brawls...aka how to test immunities and bugs, etc.

Comments in red..agree with all :D




Ranged combat revision!

They did promise this recently so hopefully its still in the works



You are correct, double strike at this time does not apply to ranged or thrown attacks. We are planning on investigating various improvements to ranged combat in a future update.

AylinIsAwesome
02-21-2011, 12:12 PM
I want to see the Demon Battlefield eventually as well, although some of those monsters would appear in this pack (at least in Purity). But IMO a break from evil outsiders would be a good thing - the last (partially) endgame pack we got, the reworked Devil Assault, has a bunch of powerful evil outsiders such as epic Orthons, and epic Abashai.

The major issue I have with moving the end game even further away from EOs is Paladins (and to a lesser extent Rangers).

Since the Paladins DPS PrE only works on Evil Outsiders now, they would be next to useless in this new pack. Unless they also got some tools have meaningful DPS against non-Evil Outsiders (preferably at the same time, but at least close to that time), Paladins would be next to useless in those new raids. I can't imagine that being very fun, especially if any of the items in there would be useful to a Paladin. =\

Honestly, thinking about it more, I'm pushed closer to Demon Battleground until Paladins can do DPS to more than just EOs.

Uska
02-21-2011, 12:22 PM
Dont care for the lowering of normal xp and hate the arcane raise but the rest is pretty good.

Uska
02-21-2011, 12:25 PM
a Meaningful AC system! Yes
less DPS focused epics! Yescaster dps that actually works!

Completely balanced classes! NO messing with things will break the game classes arent really intended to be balanced.

Ranged combat revision! Yes

a man can dream...

some good stuff one not so

Chette
02-21-2011, 12:36 PM
Great read, you should see if Turbine is hiring :)

stille_nacht
02-21-2011, 03:43 PM
no, no, no to all you people who thought i mean balanced classes in PvP

eww.

i meant balanced in PvE, in a party :P.

Lerincho
02-21-2011, 03:49 PM
no, no, no to all you people who thought i mean balanced classes in PvP

eww.

i meant balanced in PvE, in a party :P.

we know. we agree.

totalmir
02-21-2011, 03:54 PM
My wishlist for the Update 9 release notes. With a huge focus on endgame and/or near-endgame content.


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 in the first adventure pack entirely designed for raid parties.
Discover how a great force of Light was corrupted - and redeem or destroy the Mad Archon before it's too late.
Designed for level 19-20 characters, but accessible to the bravest and best equipped 16-18th level characters.

*Get a glimpse of the archons' corruption on your lower level characters in Hidden Agendas, an all-new free-to-play level 11 quest that leads into the main storyline of The Blinding Light.
*Explore an expanded Amrath, and travel to the all-new Archon Battlefield. Bring eleven friends, you'll need them! (Wilderness area designed for twelve level 17+ characters).
*Battle Eladrin, Ghaele and other archons - plus the infernal cultists manipulating them, in Bastion of Light, a level 20 raid.
*Defend some of the last uncorrupted archon soldiers from a combined demon, devil and archon assault in Purity, a level 19 raid.
*Storm a defiled Archon citadel and assassinate a corrupted Couatl champion in Paradise Lost, another level 19 raid.
*Scout out the hidden masters of the corrupt Archons in A Hint of Madness, a third level 19 raid.
*Storm the Refuge of the Mad Archon and end to its corruption once and for all in The Devil You Don't, a level 24 raid designed to pit your characters against the most difficult encounters yet in DDO's history.
*Craft amazing armor and weapons (including handwraps) in the Bastion of Light, then unlock their Epic versions in The Devil You Don't.
*The Bastion of Light and The Devil You Don't are raids with lockout timers. Purity, Paradise Lost and A Hint of Madness do not have lockout timers.
*Free to VIPs, otherwise 995 TP.





VERY cool.

adam1oftheround
02-21-2011, 04:03 PM
Nice, forward progression of existing game mechanics.

Is this included in some format as a job application as a Game Master? Turbine needs Devs like you.

Are you currently designing a game?

sirgog
02-21-2011, 05:34 PM
The major issue I have with moving the end game even further away from EOs is Paladins (and to a lesser extent Rangers).

Since the Paladins DPS PrE only works on Evil Outsiders now, they would be next to useless in this new pack. Unless they also got some tools have meaningful DPS against non-Evil Outsiders (preferably at the same time, but at least close to that time), Paladins would be next to useless in those new raids. I can't imagine that being very fun, especially if any of the items in there would be useful to a Paladin. =\

Honestly, thinking about it more, I'm pushed closer to Demon Battleground until Paladins can do DPS to more than just EOs.

I agree that Paladins and Rangers need significant improvements against foes other than their favored enemies (considering Paladins here to have a double-strength FE against Evil Outsiders).

Paladins do bring more to the group than just their DPS. Run the Black Abbot at level and you'll find a Paladin is far more survivable than, say, a fighter, due to their stellar saves. More mob attacks with save DCs in the 40s would allow Paladins to shine. Paladins also deal better with being dispelled than other melee classes.

That said, there's a weakest class in every raid. Wizards (except those with enough Evocation to have the 6SP Chain Missiles) have always been the weakest class in Shroud. Sorcerors are weakest in TOD, unable to do enough damage to play a DPS role yet without the DCs to CC well. Rogues are unquestionably the weakest class in the Abbot raid (during the actual battle phases) and also they are again weakest against Lich Sor'jek. Rangers (even ones with FE: Evil Outsiders) are the weakest 'traditional melee' class against Malicia in Epic Big Top or pre-nerf Epic Raiyum due to their low To-Hit.


I think the best long-term solution would be twofold - to nerf Paladin anti-EO DPS, and at the same time to buff Zeal or something else to give paladins that little boost somewhere else. Overall, keep their EO DPS at about what it is now, but close the gap a bit.

Failedlegend
02-21-2011, 08:26 PM
I agree that Paladins and Rangers need significant improvements against foes other than their favored enemies (considering Paladins here to have a double-strength FE against Evil Outsiders).

Paladins do bring more to the group than just their DPS. Run the Black Abbot at level and you'll find a Paladin is far more survivable than, say, a fighter, due to their stellar saves. More mob attacks with save DCs in the 40s would allow Paladins to shine. Paladins also deal better with being dispelled than other melee classes.

That said, there's a weakest class in every raid. Wizards (except those with enough Evocation to have the 6SP Chain Missiles) have always been the weakest class in Shroud. Sorcerors are weakest in TOD, unable to do enough damage to play a DPS role yet without the DCs to CC well. Rogues are unquestionably the weakest class in the Abbot raid (during the actual battle phases) and also they are again weakest against Lich Sor'jek. Rangers (even ones with FE: Evil Outsiders) are the weakest 'traditional melee' class against Malicia in Epic Big Top or pre-nerf Epic Raiyum due to their low To-Hit.


I think the best long-term solution would be twofold - to nerf Paladin anti-EO DPS, and at the same time to buff Zeal or something else to give paladins that little boost somewhere else. Overall, keep their EO DPS at about what it is now, but close the gap a bit.

PLEASE stop judging classes against epic content its stupidly unbalanced even Turbine agrees with that.

Note: I know only a small bit is about epics...just saying

enntense
02-21-2011, 08:32 PM
Raise level cap. From epics and events we now have multiple TR'd toons WITH epic gear, and no where to go. How much can you try to squeeze in UNDER lvl 20? I know, its not in the DnD rules, but those rules have allready been thrashed(800+hp toons ect) so why bother sticking with a lvl 20 cap? P.S. introducing more sub 20 quests just says we at DDO don't care about you who have been here and paying(not paying) all this time, we want new people. How many NEW characters can one person make or TR?

AylinIsAwesome
02-21-2011, 09:33 PM
I agree that Paladins and Rangers need significant improvements against foes other than their favored enemies (considering Paladins here to have a double-strength FE against Evil Outsiders).

Paladins do bring more to the group than just their DPS. Run the Black Abbot at level and you'll find a Paladin is far more survivable than, say, a fighter, due to their stellar saves. More mob attacks with save DCs in the 40s would allow Paladins to shine. Paladins also deal better with being dispelled than other melee classes.

That said, there's a weakest class in every raid. Wizards (except those with enough Evocation to have the 6SP Chain Missiles) have always been the weakest class in Shroud. Sorcerors are weakest in TOD, unable to do enough damage to play a DPS role yet without the DCs to CC well. Rogues are unquestionably the weakest class in the Abbot raid (during the actual battle phases) and also they are again weakest against Lich Sor'jek. Rangers (even ones with FE: Evil Outsiders) are the weakest 'traditional melee' class against Malicia in Epic Big Top or pre-nerf Epic Raiyum due to their low To-Hit.


I think the best long-term solution would be twofold - to nerf Paladin anti-EO DPS, and at the same time to buff Zeal or something else to give paladins that little boost somewhere else. Overall, keep their EO DPS at about what it is now, but close the gap a bit.


I think if KotC gave bonuses to all evil enemies, and then additional bonuses to EOs, it would work better.

Something like this:

KotC 1: 1d6 to EOs.
KotC 2: 1d6 to Evil, additional 1d6 to EOs.
KotC 3: 2d6 to Evil, additional 2d6 to EOs.

This keeps their bonus to EOs constant, but also allows them to get some extra DPS to mobs that aren't EOs. From what I gathered, the new raid against the archons would have the archons be evil, so it'd still work there. (If I'm wrong sorry; really tired right now). Even if it doesn't, at least Paladins won't be so pidgeon-holed.

Failedlegend
02-21-2011, 09:39 PM
I think if KotC gave bonuses to all evil enemies, and then additional bonuses to EOs, it would work better.

Something like this:

KotC 1: 1d6 to EOs.
KotC 2: 1d6 to Evil, additional 1d6 to EOs.
KotC 3: 2d6 to Evil, additional 2d6 to EOs.

This keeps their bonus to EOs constant, but also allows them to get some extra DPS to mobs that aren't EOs. From what I gathered, the new raid against the archons would have the archons be evil, so it'd still work there. (If I'm wrong sorry; really tired right now). Even if it doesn't, at least Paladins won't be so pidgeon-holed.

It used to...and it was a bug and really cramped Hunter of the undeads ability to be useful (aside from awesome healing amp) due to most undead equaling evil.

PopeJual
02-21-2011, 09:45 PM
It used to...and it was a bug and really cramped Hunter of the undeads ability to be useful (aside from awesome healing amp) due to most undead equaling evil.


The answer to fixing one crappy thing isn't to make another thing crappy to match, though.

That's like saying you believe women should make more than 70% of a man's salary, so you give a 30% pay cut to all the men that work for you.

Uska
02-21-2011, 09:49 PM
no, no, no to all you people who thought i mean balanced classes in PvP

eww.

i meant balanced in PvE, in a party :P.

Still no all classes have their roles now not all classes should do the samething

Seikojin
02-21-2011, 10:00 PM
I would love to see raidable wilderness and difficulty settings for wilderness, but that would be more than one update.

They would have to make a few big mechanical core changes before that could happen.

Most of the tweaks are too unbalanced to really be viable. Great ideas, but they need tweaking. Makes me wish the devs had more presence in the forums, because I know they would nom up your ideas and white board them for future updates.

AylinIsAwesome
02-21-2011, 10:03 PM
It used to...and it was a bug and really cramped Hunter of the undeads ability to be useful (aside from awesome healing amp) due to most undead equaling evil.

Actually...no.

It just used to be straight up 4d6 to EOs and Undead... What I suggested would cap that out at 2d6 to Undead. And as for "cramping" HotD...that PrE just needs to be deleted and then reworked from the ground up.

JoeyWMD
02-21-2011, 10:19 PM
would like new content first couple ideas were good, bug fixes were nice. Everything else just screamed "easy button" to me.

Seikojin
02-22-2011, 11:36 AM
My wishlist for the Update 9 release notes. With a huge focus on endgame and/or near-endgame content.


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 in the first adventure pack entirely designed for raid parties.
Discover how a great force of Light was corrupted - and redeem or destroy the Mad Archon before it's too late.
Designed for level 19-20 characters, but accessible to the bravest and best equipped 16-18th level characters.

*Get a glimpse of the archons' corruption on your lower level characters in Hidden Agendas, an all-new free-to-play level 11 quest that leads into the main storyline of The Blinding Light.
*Explore an expanded Amrath, and travel to the all-new Archon Battlefield. Bring eleven friends, you'll need them! (Wilderness area designed for twelve level 17+ characters).
*Battle Eladrin, Ghaele and other archons - plus the infernal cultists manipulating them, in Bastion of Light, a level 20 raid.
*Defend some of the last uncorrupted archon soldiers from a combined demon, devil and archon assault in Purity, a level 19 raid.
*Storm a defiled Archon citadel and assassinate a corrupted Couatl champion in Paradise Lost, another level 19 raid.
*Scout out the hidden masters of the corrupt Archons in A Hint of Madness, a third level 19 raid.
*Storm the Refuge of the Mad Archon and end to its corruption once and for all in The Devil You Don't, a level 24 raid designed to pit your characters against the most difficult encounters yet in DDO's history.
*Craft amazing armor and weapons (including handwraps) in the Bastion of Light, then unlock their Epic versions in The Devil You Don't.
*The Bastion of Light and The Devil You Don't are raids with lockout timers. Purity, Paradise Lost and A Hint of Madness do not have lockout timers.
*Free to VIPs, otherwise 995 TP.

Seikojin: I like the idea of a chain raid pack. That would be nice.



Insanity:
As Xoriat's influence on the Material Plane increases, a lunatic cult threatens to release a Daelkyr Lord and open a rift that will envelop Xen'drik in pure madness.

*Battle Beholders, Thrakk Hounds, Mind Flayers, Pseudonatural creatures and their mortal servants.
*Experience four all-new quests designed to challenge level 15-16 players, or tackle them on Epic difficulty for an extreme challenge.
*Assemble an elite squadron of a dozen adventurers and destroy the Daelkyr Lord before it can fully manifest on Xend'rik in On The Brink, a new level 17 raid.
*Free to VIPs, otherwise 595 TP.

Seikojin: I think that would be good for a seperate update.


Stormreach's Finest
This adventure pack contains no new quests, but allows 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.
This adventure pack is free to VIPs, and 295 TP to other players. Only players with at least one level 20 character may purchase this pack.

Seikojin: I think removing the player lvl 20 requirement to buy is better because implimenting that would break the game. I do like however adding the ability to add epic to most, if not all the old quests. The problem there is the unique loot would have to have epics made for them. And that takes a ton of testing time for balance.


New Prestige Enhancements:
Sorcerers can now train as Elemental Savants, who focus on elemental damage.
Favored Souls can now train as Angels of Vengeance, who use their powerful divine magic to neutralize or smite their foes as well as to protect their allies.
Barbarians can now train as Occult Slayers, who can land bewildering blows and have become so adept at slaying spellcasters and evil outsiders that, while they are in a rage, they can pass through a bladebarrier, be fireballed or even disintegrated and barely be scratched.

Seikojin: Again, a seperate update. Nothing really bad here though, but nothing detailed either.


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 added as a level 3 arcane spell.
Clerics and Favored Souls have a new selection of heals-over-time spells, including Regrowth, to provide more tools for them to use to attempt to keep their allies alive.


Seikojin: I don't see any problem with these spells, but this would be a different update. Probably with the Pre update package.



New Features:
Epic Explorer Areas:
Players may now enter the following explorer areas on Epic difficulty:
Sands of Menechtarun
The Red Fens
Searing Heights (requires Sentinels of Stormreach pack)
Ataraxia's Haven (requires Stormreach's Finest pack)
Orchard of the Macabre
and possibly more in the future.

In order to enter these on Epic, parties must contain only level 18 and higher characters, then the group leader converts the party into an 'Epic Party' (similar to how you convert into a raid group), then enters any explorer area with Epic mode enabled.
Separate Slayer, Rare and Explorer quests exist for Epic explorer areas. These award XP and Epic Dungeon Tokens.


Seikojin: I like the idea of having difficulty options for wilderness, but that would be a seperate update as well. Seeings as wilderness doesn't have anything in it to scale to, it would have to have all of that made. They COULD make a popup on clicking the zone gate that brings up a difficulty window, but that puts more time between making decisions and playing. I think the epic rules for entering epic however shouldn't change. Make the epic difficulty for wilderness epic requiring lvl 20, you can get shards, and any epic related loot that could be available there (named items having epic versions, etc).



Achievement system:
Players and guilds can now earn achievements for some of the amazing deeds they accomplish throughout Eberron. Achievements have no in-game purpose, except for some that award XP. They are simply a series of totally optional objectives you can aim to complete on your characters.
Some achievements come in bronze, silver, gold and platinum versions (corresponding to Normal, Hard, Elite and Epic difficulty). Achieving a higher tier automatically awards all lower tiers.
Sample achievements:

Demonic Focus - Slay the Demon of the Frenzied Deep in Into the Deep without anyone in the party killing a Fire Reaver during the battle.
Moah DPS! - Slay First General Horoth in the Tower of Despair before he casts Blasphemy three times.
Dragonsbane - Slay all three dragons within Gianthold Tor without a single party member dying at any point in the quest.
A knife in the hand beats a claw in the back - Slay Aussiercaex and Aussiroth in Prey on the Hunter.

Seikojin: This would be a seperate update and the info you put here is too vague on what the system is for. I like the idea of something for doing certain spectacular things in game, but this focuses too much on min/max'd builds and less on the group aspect of the game. If you had some of both, people would just min/max again and form a group of min/maxers and get both. Taking the game to a whole different direction. I think current optionals do this already though.



Changes to existing quests:
All Epic Dungeons and Raids:
Particularly brave, well equipped or foolish characters can now enter Epic dungeons upon attaining level 18, and Epic dungeons and raids now award XP. Characters under level 20 must 'flag' for Epics by turning in a single Epic Raid Token to Gustavine in the Twelve. Level 20 characters may enter Epics without flagging, as is presently the case.
Epic dungeons always award a set amount of XP, which does not decay with additional quest repetitions.

Seikojin: I think the repitition mechanic would break the game if you were to magically undo it. I think Epic on 18... Meh. I think having more epicable content is better than making epic something you can do at lvl 18.



All Epic Dungeons and Raids - Epic Ward:
Epic Ward no longer provides absolute protection against death effects such as Wail of the Banshee or Vorpal weapons. Instead, foes with Epic Ward now have a 75% chance to be completely unaffected by a death effect - the other 25% of the time, they drop dead. Orange, red and purple named foes with Epic Ward remain completely immune to such effects.
In addition, Epic Ward no longer provides any protection against Dominate Monster and similar effects. (Orange-named and higher monsters remain totally immune).


Seikojin: This would make epic quests too easy.



Devil Battlefield:
The Devil Battlefield explorer area now admits raid groups (in addition to regular parties). Dungeon scaling is in effect - groups with 7-9 members will find Battlefield monsters deal 35% more damage, have 50% more hitpoints, have a 30% chance to ignore instant-kill effects and have +3 to saves compared to the present; groups of 10-12 will find these foes deal 70% more damage, have 125% more hitpoints, 75% instant-kill immunity and +5 to saves. (The six Battlefield quests remain limited to six players).

Seikojin: If you have the difficulty to enter for any wilderness/explorer area, this scaling is not needed. But if you didn't, I think scaling would be needed for all explorer raidables. It could have a notice like the GH in the battlefield.


Accursed Ascension:
The Black Abbot has accumulated quite a pile of regular treasure - enough to fill three additional chests - that he has kindly agreed to share with anyone that prevents his ascension into godhood.

Restless Isles:
A new raid has been added to this adventure pack, Stirring the Hornets' Nest. More information on this raid can be found here: http://forums.ddo.com/showthread.php?t=274081

Necropolis 4:
A very powerful set of Monk handwraps designed for use against evil outsiders has been added to the Tome of Untold Legends reward options, and a less powerful set (imbued with the power of Fernia) has been added to the quest Inferno of the Damned. Epic versions of both are rumored to exist... somewhere...

Necropolis 4:
The five quests and one raid in this pack are now available for play on Epic mode, and are all tuned to be fiendishly difficult (at least as hard as Elite Tower+Suulo). In addition, the Orchard of the Macabre itself can also be accessed on Epic mode. Will you be the first to assemble a Tome of Epic Legends or to collect a set of Shreds of Golden Tapestry?

The Shroud:
Heroes, beware! Arraetrikos's spells now scale up in damage (no longer just in save DC) when running the Shroud on Hard and Elite, and hardy and elite adventurers report that Harry has also remembered how to cast Greater Dispelling. Now if only there was a reason to run it on these difficulties...

The Shroud:
On Normal difficulty, the Shroud now has eight chests, instead of the present twelve. The four chests in parts 1-3 that currently do not drop ingredients no longer appear below Hard. (Average ingredients per run are unchanged).
Arraetrikos' chests in part 5 will now be better stocked on Hard and Elite difficulty, with increased chances to drop Large Devil Scales and slightly increased chances to drop Large Twisted Shrapnel and Large Sulfurous Stones. On Hard and Elite difficulties, +3 tomes can be found (with a low drop rate) in these chests; on Elite difficulty only, Essences of Cleansing can be (very) rarely found.
Of course, players that choose to run only Normal can still receive +3 tomes and Essences of Cleansing on their 20th reward lists for the Shroud.

The Vault of Night:
A new armorsmith has set up business in Gianthold, and is particularly experienced in the crafting of red dragonscale armor. She isn't skilled enough to work Flawless Red Dragon Scales, but perhaps if you ask Velah politely (on difficulties other than Epic), you might find some lesser quality red scales for her to work with.
In addition, rumors have been spreading of two 'premade' (i.e. no scroll/shard/seal) Epic items that have been seen in the Epic chest of Epic VON5.

The Subterrane:
As more and more heroes explore these ancient ruins and fall in battle against the dangers within, a few rather unique items have been accumulating into the hordes of various powerful denizens of this explorer area, including a ring that offers monks a (far weaker) alternative to Tower of Despair rings to add Holy Burst to their unarmed attacks.

Stealer of Souls, Enter the Kobold, Prey on the Hunter, Monastery of the Scorpion:
Some of the more popular rune effects (including Resistance +5, Healing Amplification 10/20%, Greater Spell Penetration 8, and others) no longer drop on Casual difficulty, but have an increased drop rate on higher difficulty settings.
Additional named items, including a very powerful set of Monk handwraps and a Royal Guard Mask variant, 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. These quests are tuned to be among the easier Epic quests.

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

Devil Assault:
On Epic, Baktor's Teleport ability now observes a 3-second cooldown timer again.
In addition, the Monk handwraps that drop currently on Normal and Hard difficulties only are now able to be found in this quest on all difficulties. (Normal now drops only level 6 ones at a 1% rate, Hard level 10 ones at a 1% drop rate, Elite level 10 ones, 2%, and Epic drops level 10 ones at a 3% drop rate).

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.

Demon Sands:
On Epic difficulty, drop rates for Shards have been increased in all of these quests except the raid. Epic Offering of Blood now has a 16% drop rate (up from 9%), Epic Wiz-King now has a 21% drop rate, Epic Chains of Flame 28% and Epic DQ1 50%.
DQ1 is less difficult than Chains of Flame, but has so many more items diluting the loot tables that such a high drop rate is needed to make it reasonable for players to aspire to completing a specific item they desire from it.
In addition, epic scrolls for the DQ2 raid loot have had their drop rate increased.

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.

Seikojin: As much as I like GS ingredients having a better drop rate, I think most of these make the game too easy/less appealing because it makes what you are looking for too easy to obtain.



Changes to Dungeon Scaling:
Enemy healing amplification and regeneration are now affected by Dungeon Scaling, making certain quests (like The Church and the Cult, I Dream of Jeets and Running with the Devils) more easily completed with smaller groups and harder than they are at present with full parties.

Seikojin: No easybutton!



Changes to difficulty settings:

Currently, Normal difficulty is a little too lucrative (XP/minute and loot/minute) compared to other difficulties. To address this, all dungeons run on Normal difficulty now award 5% less XP, and all dungeons run on Elite difficulty now award 20% more XP and have an additional +1 to loot. 36 point characters in particular are encouraged to run Elite more and Normal less.
Some dungeons (particularly ones like The Shadow Crypt and The Titan Awakes) where there is little difference between difficulty settings will have further individual changes made to them, as will some quests (like the Crucible, Ghosts of Perdition and Running with the Devils) where there is a larger-than-usual difficulty gap from Normal to Elite.
In addition, 'special' collectibles (such as Dragon Scales, Tome of Untold Legends pages, Outsider Tokens and the like) and some popular named items have slightly increased drop rates on Hard and significantly increased drop rates on Elite difficulty, allowing level 20 characters to more quickly acquire powerful mid-level loot that they might use until they acquire Epic items or other endgame items.

Seikojin: This would require an overhaul to the game. Many updates would be needed to address complete balancing to the rewards in the game. I agree quests exp should be more balanced so the game play is more progressive and smooth, but one of the cornerstones to DnD and DDO is being able to play the way you want, and what you want, and still achieve greatness. So forcing people to play all the content in order to get to their level cap is undesired. As far as increasing loot drops, no easybutton!



Changes to Random Loot:
In order to improve the quality of very high level random loot, random lootgen weapons with a minimum level of 16 or higher now have improved base item stats. This change is retroactively applied to existing items. For example, min level 16+ Bastard Swords now deal 2d8 base damage, Scimitars and Rapiers have their crit range improved to 17-20, Greataxes have their crit multiplier improved to x4, and khopeshes (as currently the best weapon) get the smallest improvement, with their damage die improving to 1d10.
In addition, the chance for weapons to be made of a 'special material' (silver, adamantine, byshek, flametouched iron, cold iron) is increased from 3% to 8% for level 16 and higher items only. (This change is not retroactive)
The intention here is to make opening high level chests exciting again. Crafted and/or epic gear will still be superior to random lootgen items, but the gulf will not be as extreme as it is now, and there will be situations where random items will be the best option.

In addition. the following additional prefixes and suffixes now appear on random lootgen items:

Arcane Lore - two-handed spellcaster weapons, min level 10, as well as one-handed spellcaster weapons, min level 14
Greater Arcane Lore - two-handed spellcaster weapons, min level 16
Improved Devotion/Combustion/Glaciation/etc 8 - two-handed spellcaster weapons, min level 14
Superior Potency 7 - two-handed spellcaster weapons, min level 18
'of wrath': Incite 10% - melee weapons, +1 equivalent
- example: +4 Holy Warhammer of Wrath, min level 12
'of fury': Incite 15% - melee weapons, +2 equivalent
'of hatred': Incite 20% - melee weapons, +3 equivalent
'Pure': Healing Amplification 10% - heavy armor only, +2 equivalent
- example: +5 Pure Adamantine Fullplate, min level 12
'Blessed': Healing Amplification 20% - heavy armor only, +4 equivalent
'Aligned': This weapon bypasses all alignment-based damage reduction - melee and ranged weapons, +2 equivalent

Seikojin: Scaling melee damage to min level is a broken idea. If you want stronger melee weps, get the nameds and use them. Or use GS. They could easilly make crafting to boost base weapon damage. You can thank GS for stopping that though. As for the prefix and suffix stuff... The incite seems a little unbalanced. Like +2/tier would be more balanced. I say this because of ping pong intimidation.

Failedlegend
02-22-2011, 12:12 PM
Everything else just screamed "easy button" to me.

Heh, I love when people use the term "easy button" it's similar to when marketing teams use "Buzz" words to sell a product...their completely hollow and mean nothing but it makes people believe or at least listen to you

Some other "reverse-buzz" words to look for are as follows

- OP
- BYOH
- DOOOooOOoooOOOMMmmMMM!!!
- NEWB!!!
- Make it work with roleplaying
- Overexaggeration (someone suggests adding more teleports to the game...response "OH so why don't we just give you all the best stuff in the game than)
- Flavour Build (when used as a derogatory word)
- WoW (if something is not wanted the OP is told to go play WoW...in some cases in makes sense but in mosdt it does not)
- and many many more

xxHazexx
02-22-2011, 02:14 PM
My wishlist for the Update 9 release notes. With a huge focus on endgame and/or near-endgame content.


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 in the first adventure pack entirely designed for raid parties.
Discover how a great force of Light was corrupted - and redeem or destroy the Mad Archon before it's too late.
Designed for level 19-20 characters, but accessible to the bravest and best equipped 16-18th level characters.

*Get a glimpse of the archons' corruption on your lower level characters in Hidden Agendas, an all-new free-to-play level 11 quest that leads into the main storyline of The Blinding Light.
*Explore an expanded Amrath, and travel to the all-new Archon Battlefield. Bring eleven friends, you'll need them! (Wilderness area designed for twelve level 17+ characters).
*Battle Eladrin, Ghaele and other archons - plus the infernal cultists manipulating them, in Bastion of Light, a level 20 raid.
*Defend some of the last uncorrupted archon soldiers from a combined demon, devil and archon assault in Purity, a level 19 raid.
*Storm a defiled Archon citadel and assassinate a corrupted Couatl champion in Paradise Lost, another level 19 raid.
*Scout out the hidden masters of the corrupt Archons in A Hint of Madness, a third level 19 raid.
*Storm the Refuge of the Mad Archon and end to its corruption once and for all in The Devil You Don't, a level 24 raid designed to pit your characters against the most difficult encounters yet in DDO's history.
*Craft amazing armor and weapons (including handwraps) in the Bastion of Light, then unlock their Epic versions in The Devil You Don't.
*The Bastion of Light and The Devil You Don't are raids with lockout timers. Purity, Paradise Lost and A Hint of Madness do not have lockout timers.
*Free to VIPs, otherwise 995 TP.


Insanity:
As Xoriat's influence on the Material Plane increases, a lunatic cult threatens to release a Daelkyr Lord and open a rift that will envelop Xen'drik in pure madness.

*Battle Beholders, Thrakk Hounds, Mind Flayers, Pseudonatural creatures and their mortal servants.
*Experience four all-new quests designed to challenge level 15-16 players, or tackle them on Epic difficulty for an extreme challenge.
*Assemble an elite squadron of a dozen adventurers and destroy the Daelkyr Lord before it can fully manifest on Xend'rik in On The Brink, a new level 17 raid.
*Free to VIPs, otherwise 595 TP.


Stormreach's Finest
This adventure pack contains no new quests, but allows 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.
This adventure pack is free to VIPs, and 295 TP to other players. Only players with at least one level 20 character may purchase this pack.


New Prestige Enhancements:

Sorcerers can now train as Elemental Savants, who focus on elemental damage.
Favored Souls can now train as Angels of Vengeance, who use their powerful divine magic to neutralize or smite their foes as well as to protect their allies.
Barbarians can now train as Occult Slayers, who can land bewildering blows and have become so adept at slaying spellcasters and evil outsiders that, while they are in a rage, they can pass through a bladebarrier, be fireballed or even disintegrated and barely be scratched.

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 added as a level 3 arcane spell.
Clerics and Favored Souls have a new selection of heals-over-time spells, including Regrowth, to provide more tools for them to use to attempt to keep their allies alive.


New Features:

Epic Explorer Areas:
Players may now enter the following explorer areas on Epic difficulty:
Sands of Menechtarun
The Red Fens
Searing Heights (requires Sentinels of Stormreach pack)
Ataraxia's Haven (requires Stormreach's Finest pack)
Orchard of the Macabre
and possibly more in the future.

In order to enter these on Epic, parties must contain only level 18 and higher characters, then the group leader converts the party into an 'Epic Party' (similar to how you convert into a raid group), then enters any explorer area with Epic mode enabled.
Separate Slayer, Rare and Explorer quests exist for Epic explorer areas. These award XP and Epic Dungeon Tokens.

Achievement system:
Players and guilds can now earn achievements for some of the amazing deeds they accomplish throughout Eberron. Achievements have no in-game purpose, except for some that award XP. They are simply a series of totally optional objectives you can aim to complete on your characters.
Some achievements come in bronze, silver, gold and platinum versions (corresponding to Normal, Hard, Elite and Epic difficulty). Achieving a higher tier automatically awards all lower tiers.
Sample achievements:

Demonic Focus - Slay the Demon of the Frenzied Deep in Into the Deep without anyone in the party killing a Fire Reaver during the battle.
Moah DPS! - Slay First General Horoth in the Tower of Despair before he casts Blasphemy three times.
Dragonsbane - Slay all three dragons within Gianthold Tor without a single party member dying at any point in the quest.
A knife in the hand beats a claw in the back - Slay Aussiercaex and Aussiroth in Prey on the Hunter.

Changes to existing quests:

All Epic Dungeons and Raids:
Particularly brave, well equipped or foolish characters can now enter Epic dungeons upon attaining level 18, and Epic dungeons and raids now award XP. Characters under level 20 must 'flag' for Epics by turning in a single Epic Raid Token to Gustavine in the Twelve. Level 20 characters may enter Epics without flagging, as is presently the case.
Epic dungeons always award a set amount of XP, which does not decay with additional quest repetitions.

All Epic Dungeons and Raids - Epic Ward:
Epic Ward no longer provides absolute protection against death effects such as Wail of the Banshee or Vorpal weapons. Instead, foes with Epic Ward now have a 75% chance to be completely unaffected by a death effect - the other 25% of the time, they drop dead. Orange, red and purple named foes with Epic Ward remain completely immune to such effects.
In addition, Epic Ward no longer provides any protection against Dominate Monster and similar effects. (Orange-named and higher monsters remain totally immune).

Devil Battlefield:
The Devil Battlefield explorer area now admits raid groups (in addition to regular parties). Dungeon scaling is in effect - groups with 7-9 members will find Battlefield monsters deal 35% more damage, have 50% more hitpoints, have a 30% chance to ignore instant-kill effects and have +3 to saves compared to the present; groups of 10-12 will find these foes deal 70% more damage, have 125% more hitpoints, 75% instant-kill immunity and +5 to saves. (The six Battlefield quests remain limited to six players).

Accursed Ascension:
The Black Abbot has accumulated quite a pile of regular treasure - enough to fill three additional chests - that he has kindly agreed to share with anyone that prevents his ascension into godhood.

Restless Isles:
A new raid has been added to this adventure pack, Stirring the Hornets' Nest. More information on this raid can be found here: http://forums.ddo.com/showthread.php?t=274081

Necropolis 4:
A very powerful set of Monk handwraps designed for use against evil outsiders has been added to the Tome of Untold Legends reward options, and a less powerful set (imbued with the power of Fernia) has been added to the quest Inferno of the Damned. Epic versions of both are rumored to exist... somewhere...

Necropolis 4:
The five quests and one raid in this pack are now available for play on Epic mode, and are all tuned to be fiendishly difficult (at least as hard as Elite Tower+Suulo). In addition, the Orchard of the Macabre itself can also be accessed on Epic mode. Will you be the first to assemble a Tome of Epic Legends or to collect a set of Shreds of Golden Tapestry?

The Shroud:
Heroes, beware! Arraetrikos's spells now scale up in damage (no longer just in save DC) when running the Shroud on Hard and Elite, and hardy and elite adventurers report that Harry has also remembered how to cast Greater Dispelling. Now if only there was a reason to run it on these difficulties...

The Shroud:
On Normal difficulty, the Shroud now has eight chests, instead of the present twelve. The four chests in parts 1-3 that currently do not drop ingredients no longer appear below Hard. (Average ingredients per run are unchanged).
Arraetrikos' chests in part 5 will now be better stocked on Hard and Elite difficulty, with increased chances to drop Large Devil Scales and slightly increased chances to drop Large Twisted Shrapnel and Large Sulfurous Stones. On Hard and Elite difficulties, +3 tomes can be found (with a low drop rate) in these chests; on Elite difficulty only, Essences of Cleansing can be (very) rarely found.
Of course, players that choose to run only Normal can still receive +3 tomes and Essences of Cleansing on their 20th reward lists for the Shroud.

The Vault of Night:
A new armorsmith has set up business in Gianthold, and is particularly experienced in the crafting of red dragonscale armor. She isn't skilled enough to work Flawless Red Dragon Scales, but perhaps if you ask Velah politely (on difficulties other than Epic), you might find some lesser quality red scales for her to work with.
In addition, rumors have been spreading of two 'premade' (i.e. no scroll/shard/seal) Epic items that have been seen in the Epic chest of Epic VON5.

The Subterrane:
As more and more heroes explore these ancient ruins and fall in battle against the dangers within, a few rather unique items have been accumulating into the hordes of various powerful denizens of this explorer area, including a ring that offers monks a (far weaker) alternative to Tower of Despair rings to add Holy Burst to their unarmed attacks.

Stealer of Souls, Enter the Kobold, Prey on the Hunter, Monastery of the Scorpion:
Some of the more popular rune effects (including Resistance +5, Healing Amplification 10/20%, Greater Spell Penetration 8, and others) no longer drop on Casual difficulty, but have an increased drop rate on higher difficulty settings.
Additional named items, including a very powerful set of Monk handwraps and a Royal Guard Mask variant, 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. These quests are tuned to be among the easier Epic quests.

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

Devil Assault:
On Epic, Baktor's Teleport ability now observes a 3-second cooldown timer again.
In addition, the Monk handwraps that drop currently on Normal and Hard difficulties only are now able to be found in this quest on all difficulties. (Normal now drops only level 6 ones at a 1% rate, Hard level 10 ones at a 1% drop rate, Elite level 10 ones, 2%, and Epic drops level 10 ones at a 3% drop rate).

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.

Demon Sands:
On Epic difficulty, drop rates for Shards have been increased in all of these quests except the raid. Epic Offering of Blood now has a 16% drop rate (up from 9%), Epic Wiz-King now has a 21% drop rate, Epic Chains of Flame 28% and Epic DQ1 50%.
DQ1 is less difficult than Chains of Flame, but has so many more items diluting the loot tables that such a high drop rate is needed to make it reasonable for players to aspire to completing a specific item they desire from it.
In addition, epic scrolls for the DQ2 raid loot have had their drop rate increased.

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.


Changes to Dungeon Scaling:

Enemy healing amplification and regeneration are now affected by Dungeon Scaling, making certain quests (like The Church and the Cult, I Dream of Jeets and Running with the Devils) more easily completed with smaller groups and harder than they are at present with full parties.


Changes to difficulty settings:

Currently, Normal difficulty is a little too lucrative (XP/minute and loot/minute) compared to other difficulties. To address this, all dungeons run on Normal difficulty now award 5% less XP, and all dungeons run on Elite difficulty now award 20% more XP and have an additional +1 to loot. 36 point characters in particular are encouraged to run Elite more and Normal less.
Some dungeons (particularly ones like The Shadow Crypt and The Titan Awakes) where there is little difference between difficulty settings will have further individual changes made to them, as will some quests (like the Crucible, Ghosts of Perdition and Running with the Devils) where there is a larger-than-usual difficulty gap from Normal to Elite.
In addition, 'special' collectibles (such as Dragon Scales, Tome of Untold Legends pages, Outsider Tokens and the like) and some popular named items have slightly increased drop rates on Hard and significantly increased drop rates on Elite difficulty, allowing level 20 characters to more quickly acquire powerful mid-level loot that they might use until they acquire Epic items or other endgame items.


Changes to Random Loot:

In order to improve the quality of very high level random loot, random lootgen weapons with a minimum level of 16 or higher now have improved base item stats. This change is retroactively applied to existing items. For example, min level 16+ Bastard Swords now deal 2d8 base damage, Scimitars and Rapiers have their crit range improved to 17-20, Greataxes have their crit multiplier improved to x4, and khopeshes (as currently the best weapon) get the smallest improvement, with their damage die improving to 1d10.
In addition, the chance for weapons to be made of a 'special material' (silver, adamantine, byshek, flametouched iron, cold iron) is increased from 3% to 8% for level 16 and higher items only. (This change is not retroactive)
The intention here is to make opening high level chests exciting again. Crafted and/or epic gear will still be superior to random lootgen items, but the gulf will not be as extreme as it is now, and there will be situations where random items will be the best option.

In addition. the following additional prefixes and suffixes now appear on random lootgen items:

Arcane Lore - two-handed spellcaster weapons, min level 10, as well as one-handed spellcaster weapons, min level 14
Greater Arcane Lore - two-handed spellcaster weapons, min level 16
Improved Devotion/Combustion/Glaciation/etc 8 - two-handed spellcaster weapons, min level 14
Superior Potency 7 - two-handed spellcaster weapons, min level 18
'of wrath': Incite 10% - melee weapons, +1 equivalent
- example: +4 Holy Warhammer of Wrath, min level 12
'of fury': Incite 15% - melee weapons, +2 equivalent
'of hatred': Incite 20% - melee weapons, +3 equivalent
'Pure': Healing Amplification 10% - heavy armor only, +2 equivalent
- example: +5 Pure Adamantine Fullplate, min level 12
'Blessed': Healing Amplification 20% - heavy armor only, +4 equivalent
'Aligned': This weapon bypasses all alignment-based damage reduction - melee and ranged weapons, +2 equivalent

Now this is my kind of update, also something myself as well as others i know would definitely pay for. Awesome pitch sirgog although a couple of ideas could use some critique. +1 :cool:

Monkeytoe
02-22-2011, 09:40 PM
I like the idea of an achievement system, especially if the achievements focus on something besides just killing more stuff.

The quests chains were interesting.

I like the idea of tweaking N/H/E ...but I wouldn't punish people for running normal or change it to encourage certain players to only run elite, I'd change it so that when players run elite at level the mobs are smart enough rip right through the usual shatfoop we bring for team-work. Not that the mobs would be higher level than they should be, just smarter, more organized, maybe have more interesting gear at their disposal. something like this:

Normal=Normal
Hard=moar lewt!
Elite=you want that last tier of favor before level 20, better find a good group...

pSINNa
02-22-2011, 10:40 PM
That was a great read Sirgog.

Some of it had me excited, some of it had me scratching my head thinking 'that would really change the way i approach the game'.

And some of it had me rubbing my hands over the prospect of potential new mad loot xD.

Great read, nice ideas, classy wishlist, +1.

Coit out~

sirgog
02-23-2011, 05:20 AM
Added a few further changes - in particular, some 'tweaks' to alter fights that many players find dull, and a change to Epics that would simultaneously nerf the 'Mass Hold everything' approach while buffing other approaches.

All in the name of adding variety and intensity to endgame fights.

dodger72
02-24-2011, 06:27 AM
/signed

excellent ideas all.

Claver
02-24-2011, 06:49 AM
Achievement system:
Players and guilds can now earn achievements for some of the amazing deeds they accomplish throughout Eberron. Achievements have no in-game purpose, except for some that award XP. They are simply a series of totally optional objectives you can aim to complete on your characters.
Some achievements come in bronze, silver, gold and platinum versions (corresponding to Normal, Hard, Elite and Epic difficulty). Achieving a higher tier automatically awards all lower tiers.
Sample achievements:

Demonic Focus - Slay the Demon of the Frenzied Deep in Into the Deep without anyone in the party killing a Fire Reaver during the battle.
Moah DPS! - Slay First General Horoth in the Tower of Despair before he casts Blasphemy three times.
Dragonsbane - Slay all three dragons within Gianthold Tor without a single party member dying at any point in the quest.
A knife in the hand beats a claw in the back - Slay Aussiercaex and Aussiroth in Prey on the Hunter.
A Stitch in Time - Complete the Chronoscope raid in a group where everyone is lower level than the quest (example: Elite with all of the party level 7 or lower.


Achievements could add a lot to the game.

They would be more compelling if they offered guild renown and/or "trophies" that could be placed in the guild ship for decoration.

It might also be cool to have certain achievements unlock cosmetic enhancements for armor/shield crest or simply be visible in the character examination window.

rtgr10
02-24-2011, 02:45 PM
I would like to see prestige classes for Sorcerer and FVS .... only this! All classes have at least one! Why the developers of these left out?

Failedlegend
02-24-2011, 03:01 PM
I would like to see prestige classes for Sorcerer and FVS .... only this! All classes have at least one! Why the developers of these left out?

I would like to see people actually think before they speak (type?)


We've got the Elemental Savants in Update 9, a couple of minor tweaks to a few others, and the next ones on the list I plan on after that are the Divine Avenger, Deepwood Sniper II, and Ninja Spy III.

sirgog
02-28-2011, 03:49 AM
I would like to see prestige classes for Sorcerer and FVS .... only this! All classes have at least one! Why the developers of these left out?

I think you might be happy with the real Update 9... We've had Dev confirmation the Sorc one will be in it, and one FvS is in development too (but probably for 11 not 9)

osiris1976
03-11-2011, 03:34 AM
I would like to see prestige classes for Sorcerer and FVS .... only this! All classes have at least one! Why the developers of these left out?


I think you might be happy with the real Update 9... We've had Dev confirmation the Sorc one will be in it, and one FvS is in development too (but probably for 11 not 9)

Finally!!! Oh yes, Prestige Classes for Sorcerers and Favored Souls, that's sweet. Do you have a link to the info, by any chance? :)

noinfo
03-11-2011, 04:01 AM
Changes to difficulty settings:

Currently, Normal difficulty is a little too lucrative (XP/minute and loot/minute) compared to other difficulties, and in most quests, Elite is far less efficient to run from an XP/minute or loot/minute perspective. To address this, all dungeons run on Normal difficulty now award 5% less XP, and all dungeons run on Elite difficulty now award 20% more XP and have an additional +1 to loot. 36 point characters in particular are encouraged to run Elite more frequently and Normal less frequently.


While I like most of your suggestions, the problem is not the xp for normal at all. It is the base xp for a quest no more xp nerfs required here. If you want to encorage to people to run harder quests they need to go back to the system where you would get a 10% bonus per level you were below the quest. Reward rather than penalise.

Teharahma
03-11-2011, 04:18 AM
While I like most of your suggestions, the problem is not the xp for normal at all. It is the base xp for a quest no more xp nerfs required here. If you want to encorage to people to run harder quests they need to go back to the system where you would get a 10% bonus per level you were below the quest. Reward rather than penalise.

Agree with this.
-10% for each level beyond the quest level, so doing The Pit on elite at lvl 4 (lol) would give you 50% more exp, sounds reasonable.

sirgog
03-11-2011, 04:27 AM
While I like most of your suggestions, the problem is not the xp for normal at all. It is the base xp for a quest no more xp nerfs required here. If you want to encorage to people to run harder quests they need to go back to the system where you would get a 10% bonus per level you were below the quest. Reward rather than penalise.

The problem with returning to the old system is what will happen to TR2's that continually run quests underlevel to get the extra XP.

They farm Vale elites at 14, get lots of XP, then find themselves at 15.

They then farm Refuge elites at 15 (which takes serious playskill, all of these save Prey are among the hardest elite quests in the game), get big bonuses, and finish up at 16.

They then farm IQ1, IQ2 and Amrath (all on Elite) at 17 and 18, make it to 19 and then are stuck, 500k from cap, with no real options other than slayers and running quests on Casual for first-time XP.

I didn't want to suggest a system that encourages people to play in a way that can (and will) get them XP-stranded later on, which is why I didn't recommend a return to the old system. However, in the future, if there were several new adventure packs added in the level 17+ range, and especially if level 20+ quests were added, I'd prefer the old system to my suggestion.


Allowing 18+'s into Epics (and Epic explorer areas) may mitigate this risk, but there's plenty of players not interested in epics too, so I'd be hesitant to rely on that as the only solution.

Failedlegend
03-11-2011, 04:36 AM
Finally!!! Oh yes, Prestige Classes for Sorcerers and Favored Souls, that's sweet. Do you have a link to the info, by any chance? :)

Actually the FvS PrE IS coming out with U9 actually we WERE gonna get 2 of em but they had some technical issues with Divine Avenger and it wont make it for u9 (I agree with that decision...I'd rather they postpone a release date than release something broken)

noinfo
03-11-2011, 09:43 AM
The problem with returning to the old system is what will happen to TR2's that continually run quests underlevel to get the extra XP.

They farm Vale elites at 14, get lots of XP, then find themselves at 15.

They then farm Refuge elites at 15 (which takes serious playskill, all of these save Prey are among the hardest elite quests in the game), get big bonuses, and finish up at 16.

They then farm IQ1, IQ2 and Amrath (all on Elite) at 17 and 18, make it to 19 and then are stuck, 500k from cap, with no real options other than slayers and running quests on Casual for first-time XP.

I didn't want to suggest a system that encourages people to play in a way that can (and will) get them XP-stranded later on, which is why I didn't recommend a return to the old system. However, in the future, if there were several new adventure packs added in the level 17+ range, and especially if level 20+ quests were added, I'd prefer the old system to my suggestion.


Allowing 18+'s into Epics (and Epic explorer areas) may mitigate this risk, but there's plenty of players not interested in epics too, so I'd be hesitant to rely on that as the only solution.

Yep that is more an issue with available content though than the system that should be in place. I do understand your reasoning.

noinfo
03-11-2011, 09:57 AM
Allowing 18+'s into Epics (and Epic explorer areas) may mitigate this risk, but there's plenty of players not interested in epics too, so I'd be hesitant to rely on that as the only solution.

Epics just need an epic overhaul is all. They are not for the best of the best but for a specific set of designed toons. That is the real reason for so many not playing them. TBH if amarath had the toys that the epics have I would rather be doing that.

I agree with most of your suggestions regarding epics. My personal issue as usual lies in ac in epics and elites for that matter. Drop grazing hits and actually give mobs a reasonable to hit. If they want variety give people a chance with bosses and not just with trash mobs.

Asketes
03-11-2011, 10:06 AM
I like it all.. some things are made harder which is awesome and some things are made slightly easier.


i'm all for this stuff


*bats eyes* pretty please?

grodon9999
03-11-2011, 10:23 AM
Dwarven Defender!!!!!!!

osiris1976
03-13-2011, 05:38 AM
Finally!!! Oh yes, Prestige Classes for Sorcerers and Favored Souls, that's sweet. Do you have a link to the info, by any chance? :)


Actually the FvS PrE IS coming out with U9 actually we WERE gonna get 2 of em but they had some technical issues with Divine Avenger and it wont make it for u9 (I agree with that decision...I'd rather they postpone a release date than release something broken)

Yep, but what about Sorcerers? Are they finally getting a PrE in U9, or not?

Tom318
03-13-2011, 05:44 AM
Finally!!! Oh yes, Prestige Classes for Sorcerers and Favored Souls, that's sweet. Do you have a link to the info, by any chance? :)

Finally I can start playing Sorc :)

Failedlegend
03-13-2011, 08:18 AM
Yep, but what about Sorcerers? Are they finally getting a PrE in U9, or not?

OH that was announced forever ago i just assumed people knew yes unless things change the Elemental Savants are coming for the Sorcerors

Aelonwy
03-13-2011, 12:44 PM
Only addition I'd make is cleric domains.... must have my cleric domains!!!

GeneralDiomedes
03-13-2011, 01:03 PM
Demon Battlefield would make more sense, with new monster models (finally!) like Cambions, Vrocks, Glabrezu etc

There haven't been too many completely new monster models in a while .. I wonder if all the modelers are working on Druids?

Grenada
03-13-2011, 06:45 PM
I've been thinking it"s not that the dev's need to increase the level cap, but rather there has to be something to do at level 20 that will still allow you to improve your character. One idea I've been tossing around is feat tomes. These tomes would allow you to pick any feat of your choice that you are eligible for. As well, with these the dev's could add epic feats into the game. Of course, having these as random loot drop would quickly allow low level characters to become overpowered (imagine a fighter with weapon specialization and greater weapon focus with all weapons at level 2). Therefore, make them random epic loot instead (or at the lowest level 18 loot) and make them usable by level 20s only (or 18+).

Other ideas I had included:
Weapon upgrades:
Vampiric burst (heal 2 HP on self on strike, plus an additional 1d4 on a critical) +5
Wounding burst (constitution damage 2 points on strike, plus an additional 1d4 on a critical) +5
Armour upgrades
Diplomat's guard (suggestion on being hit, will DC 17-19 negates, lasts 30 seconds) +5

sirgog
03-13-2011, 08:50 PM
I've been thinking it"s not that the dev's need to increase the level cap, but rather there has to be something to do at level 20 that will still allow you to improve your character. One idea I've been tossing around is feat tomes. These tomes would allow you to pick any feat of your choice that you are eligible for. As well, with these the dev's could add epic feats into the game. Of course, having these as random loot drop would quickly allow low level characters to become overpowered (imagine a fighter with weapon specialization and greater weapon focus with all weapons at level 2). Therefore, make them random epic loot instead (or at the lowest level 18 loot) and make them usable by level 20s only (or 18+).

Other ideas I had included:
Weapon upgrades:
Vampiric burst (heal 2 HP on self on strike, plus an additional 1d4 on a critical) +5
Wounding burst (constitution damage 2 points on strike, plus an additional 1d4 on a critical) +5
Armour upgrades
Diplomat's guard (suggestion on being hit, will DC 17-19 negates, lasts 30 seconds) +5

Any additional feats should only be given out as once-only rewards for significant favor accomplishments, just like the Agents of Argonnessen 150 reward.

And they should be handled very carefully, as a lot of builds forgo powerful capstones to get extra feats.

ArchStriker
03-13-2011, 08:54 PM
There were a lot of stuff, did you possibly have druid or some race on there lol?

osiris1976
03-16-2011, 11:36 AM
OH that was announced forever ago i just assumed people knew yes unless things change the Elemental Savants are coming for the Sorcerors

That's sweet, can't wait to reroll my Sorcerer with the new PrE on! =)

Codect
03-17-2011, 11:49 PM
I loved your update 7 wishlist (http://forums.ddo.com/showthread.php?t=256447), and this one is even better. Please apply for a game design job at Turbine.

Failedlegend
03-18-2011, 09:03 AM
That's sweet, can't wait to reroll my Sorcerer with the new PrE on! =)

Yeah I'm definitely thinking of rolling up a sorc (probably Human but I think ill check out builds....I'd do WF but I already have a WF Wiz)

Anyways here's what Eladrin has given us so far....I can't wait to see tier 3. (EDit: Tier 3 Added....overall Earth/Air are awesome & fire/ice are not...mostly because they oppose each other)




Sorcerer Air Savant I

Prereqs: Level 6 Sorcerer, Storm Manipulation III, Charged Spellcasting I, Deadly Shocks I, Sorcerer Energy of the Dragonblooded II, and either Empower Spell, Maximize Spell, or Least Dragonmark of Storm.
Cost: 4 AP
Benefit: You have focused your training on elemental mastery over lightning. You gain +2 caster levels when casting electrical and air spells and increase the maximum caster level of these spells by 1, but suffer -3 caster levels when casting acid or earth spells. You gain 5 points of electrical resistance and bypass 5 points of electrical resistance of opponents. You can cast the Shocking Grasp spell as a spell-like ability. You also gain a +2 bonus to saves against paralysis, poison, and sleep, and a +2 bonus to the Tumble skill.


Sorcerer Air Savant II

Prereqs: Level 12 Sorcerer, Sorcerer Air Savant I, Storm Manipulation V, Charged Spellcasting III, Deadly Shocks III, and any one of Spell Focus: Conjuration, Spell Focus: Evocation, or Lesser Dragonmark of Storm.
Cost: 2 AP
Benefit: You have continued to focus your training on elemental mastery over lightning. You gain an additional +2 caster levels when casting air and electricity spells, increase the maximum caster level of these spells by an additional 1, but suffer an additional -3 caster level penalty to your acid and earth spells. Your electrical resistance grows to 10 points and you now bypass 10 points of electrical resistance of opponents. You can cast the Electric Loop spell as a spell-like ability. You also gain the ability to render an opponent vulnerable to electrical damage, an additional +2 bonus to the Tumble skill, and have a permanent personal Featherfall toggle.

Inherent Shocking Grasp
Benefit: You are able to cast Shocking Grasp as a spell-like ability. (Cost: 1 sp, 3 sec cooldown)

Inherent Electric Loop
Benefit: You are able to cast Electric Loop as a spell-like ability. (Cost: 3 sp, 4.5 sec cooldown)
Personal Featherfall Toggle
Benefit: You glide slowly through the air, taking no damage from normal falls. (At will.)
Awaken Elemental Weakness: Electricity
Benefit: You are able to curse an enemy, increasing electrical damage they take by 15%. This effect stacks with itself up to five times. (Cost: 5 sp, 20 sec cooldown, 30 sec duration - refreshing a stack restarts its duration)




Sorcerer Air Savant III

Prereqs: Level 18 Sorcerer, Sorcerer Air Savant II, Storm Manipulation VII, Charged Spellcasting V, Deadly Shocks V, and either Sorcerer Improved Empowering II, Sorcerer Improved Maximizing II, or Greater Dragonmark of Storm
Cost: 2 AP
Benefit: You have completed your elemental mastery over lightning. You gain an additional +2 caster levels when casting air or electrical spells, increase the maximum caster level of these spells by an additional 1, but suffer an additional -3 caster level penalty to your acid or earth spells. Your electrical resistance grows to 15 points and you now bypass 15 points of electrical resistance of opponents. You can cast the Lightning Bolt spell as a spell-like ability. You are now immune to most knockdown effects (but not slippery surfaces), can leap through the air with incredible grace, and an additional +2 bonus to the Tumble skill.

Inherent Lightning Bolt
Benefit: You are able to cast Lightning Bolt as a spell-like ability. (Cost: 6 sp, 6 sec cooldown)

Wind Dance
Benefit: You leap through the air, propelled by a gust of wind. (Cost: 5 sp; Abundant Step effect, 6 sec cooldown)




Sorcerer Earth Savant I

Prereqs: Level 6 Sorcerer, Acid Manipulation III, Corrosive Spellcasting I, Deadly Acid I, Sorcerer Energy of the Dragonblooded II, and either Empower Spell or Maximize Spell.
Cost: 4 AP
Benefit: You have focused your training on elemental mastery over acid. You gain +2 caster levels when casting acid and earth spells and increase the maximum caster level of these spells by 1, but suffer -3 caster levels when casting air or electricity spells. You gain 5 points of acid resistance and bypass 5 points of acid resistance of opponents. You can cast the Acid Spray spell as a spell-like ability. You also gain a +2 bonus to saves against paralysis, poison, and sleep, and a +2 bonus to the Balance skill.

Inherent Acid Spray
Benefit: You are able to cast Acid Spray as a spell-like ability. (Cost: 1 sp, 3 sec cooldown)




Sorcerer Earth Savant II

Prereqs: Level 12 Sorcerer, Sorcerer Earth Savant I, Acid Manipulation V, Corrosive Spellcasting III, Deadly Acid III, and any one of Spell Focus: Conjuration or Spell Focus: Evocation.
Cost: 2 AP
Benefit: You have continued to focus your training on elemental mastery over acid. You gain an additional +2 caster levels when casting acid and earth spells, increase the maximum caster level of these spells by an additional 1, but suffer an additional -3 caster level penalty to your air and electricity spells. Your acid resistance grows to 10 points and you now bypass 10 points of acid resistance of opponents. You can cast the Melf’s Acid Arrow spell as a spell-like ability. You also gain the ability to render an opponent vulnerable to acid damage, an additional +2 bonus to the Balance skill, 10 additional hit points, and +2 stacking Natural Armor.

Inherent Melf’s Acid Arrow
Benefit: You are able to cast Melf’s Acid Arrow as a spell-like ability. (Cost: 3 sp, 4.5 sec cooldown)
Awaken Elemental Weakness: Acid
Benefit: You are able to curse an enemy, increasing acid damage they take by 15%. This effect stacks with itself up to five times. (Cost: 5 sp, 20 sec cooldown, 30 sec duration - refreshing a stack restarts its duration)



Sorcerer Earth Savant III

Prereqs: Level 18 Sorcerer, Sorcerer Earth Savant II, Acid Manipulation VII, Corrosive Spellcasting V, Deadly Acid V, and either Sorcerer Improved Empowering II or Sorcerer Improved Maximizing II
Cost: 2 AP
Benefit: You have completed your elemental mastery over acid. You gain an additional +2 caster levels when casting acid and earth spells, increase the maximum caster level of these spells by an additional 1, but suffer an additional -3 caster level penalty to your air and electricity spells. Your acid resistance grows to 15 points and you now bypass 15 points of acid resistance of opponents. You can cast the Acid Blast spell as a spell-like ability. You also gain the ability to cause earthen hands to grab your opponent rendering them helpless and dealing bludgeoning damage, and an additional +2 bonus to the Balance skill.

Inherent Acid Blast
Benefit: You are able to cast Acid Blast as a spell-like ability. (Cost: 6 sp, 6 sec cooldown)

Earthgrab
Benefit: Earthen hands grasp your foe, rendering them helpless and dealing bludgeoning damage over time on a failed Reflex save (DC: 10 + Constution Modifier + Sorcerer Level). (Cost: 15 sp, 15 sec cooldown, 12 sec duration)






Sorcerer Fire Savant I

Prereqs: Level 6 Sorcerer, Flame Manipulation III, Combustive Spellcasting I, Deadly Flame I, Sorcerer Energy of the Dragonblooded II, and either Empower Spell or Maximize Spell.
Cost: 4 AP
Benefit: You have focused your training on elemental mastery over flame. You gain +2 caster levels when casting fire spells and increase the maximum caster level of these spells by 1, but suffer -3 caster levels when casting cold or water spells. You gain 5 points of fire resistance and bypass 5 points of fire resistance of opponents. You can cast the Burning Hands spell as a spell-like ability. You also gain a +2 bonus to saves against paralysis, poison, and sleep, and a +2 bonus to the Intimidate skill.

Inherent Burning Hands
Benefit: You are able to cast Burning Hands as a spell-like ability. (Cost: 1 sp, 3 sec cooldown)




Sorcerer Fire Savant II

Prereqs: Level 12 Sorcerer, Sorcerer Fire Savant I, Flame Manipulation V, Combustive Spellcasting III, Deadly Flame III, and any one of Spell Focus: Conjuration or Spell Focus: Evocation.
Cost: 2 AP
Benefit: You have continued to focus your training on elemental mastery over flame. You gain an additional +2 caster levels when casting fire spells, increase the maximum caster level of these spells by an additional 1, but suffer an additional -3 caster level penalty to your cold and water spells. Your fire resistance grows to 10 points and you now bypass 10 points of fire resistance of opponents. You can cast the Scorching Ray spell as a spell-like ability. You also gain the ability to render an opponent vulnerable to fire damage, an additional +2 bonus to the Intimidate skill, and a permanent fire guard effect (deals 1d6 fire damage to opponents that strike you in melee).

Inherent Scorching Ray
Benefit: You are able to cast Scorching Ray as a spell-like ability. (Cost: 3 sp, 4.5 sec cooldown)
Awaken Elemental Weakness: Fire
Benefit: You are able to curse an enemy, increasing fire damage they take by 15%. This effect stacks with itself up to five times. (Cost: 5 sp, 20 sec cooldown, 30 sec duration - refreshing a stack restarts its duration)



Sorcerer Fire Savant III


Prereqs: Level 18 Sorcerer, Sorcerer Fire Savant II, Flame Manipulation VII, Combustive Spellcasting V, Deadly Flame V, and either Sorcerer Improved Empowering II or Sorcerer Improved Maximizing II
Cost: 2 AP
Benefit: You have completed your elemental mastery over flame. You gain an additional +2 caster levels when casting fire spells, increase the maximum caster level of these spells by an additional 1, but suffer an additional -3 caster level penalty to your cold or water spells. Your fire resistance grows to 15 points and you now bypass 15 points of fire resistance of opponents. You can cast the Fireball spell as a spell-like ability. You gain the ability to raise the internal temperature of a living creature to a horrifying degree, and an additional +2 bonus to the Intimidate skill.

Inherent Fireball
Benefit: You are able to cast Fireball as a spell-like ability. (Cost: 6 sp, 6 sec cooldown)

Heat Death
Benefit: You raise the internal temperature of a living target to lethal levels. The target must succeed on a Fortitude save (DC: 10 + Constitution Modifier + Sorcerer Level) or take 2000 points of fire damage as its blood (or other internal fluid) boils in a horrific manner. Fire creatures are immune to this effect. (Cost: 50 sp, 60 sec cooldown)



Sorcerer Water Savant I

Prereqs: Level 6 Sorcerer, Frost Manipulation III, Glacial Spellcasting I, Deadly Ice I, Sorcerer Energy of the Dragonblooded II, and either Empower Spell or Maximize Spell.
Cost: 4 AP
Benefit: You have focused your training on elemental mastery over ice. You gain +2 caster levels when casting cold spells and increase the maximum caster level of these spells by 1, but suffer -3 caster levels when casting fire spells. You gain 5 points of cold resistance and bypass 5 points of cold resistance of opponents. You can cast the Niac’s Cold Ray spell as a spell-like ability. You also gain a +2 bonus to saves against paralysis, poison, and sleep, and a +2 bonus to the Swim skill.

Inherent Niac’s Cold Ray
Benefit: You are able to cast Niac’s Cold Ray as a spell-like ability. (Cost: 1 sp, 3 sec cooldown)






Sorcerer Water Savant II

Prereqs: Level 12 Sorcerer, Sorcerer Water Savant I, Frost Manipulation V, Glacial Spellcasting III, Deadly Ice III, and any one of Spell Focus: Conjuration or Spell Focus: Evocation.
Cost: 2 AP
Benefit: You have continued to focus your training on elemental mastery over ice. You gain an additional +2 caster levels when casting cold and water spells, increase the maximum caster level of these spells by an additional 1, but suffer an additional -3 caster level penalty to your fire spells. Your cold resistance grows to 10 points and you now bypass 10 points of cold resistance of opponents. You can cast the Snowball Swarm spell as a spell-like ability. You also gain the ability to render an opponent vulnerable to cold damage, an additional +2 bonus to the Swim skill, and the ability to breathe water as if it were air.

Inherent Snowball Swarm
Benefit: You are able to cast Snowball Swarm as a spell-like ability. (Cost: 3 sp, 4.5 sec cooldown)
Awaken Elemental Weakness: Cold
Benefit: You are able to curse an enemy, increasing cold damage they take by 15%. This effect stacks with itself up to five times. (Cost: 5 sp, 20 sec cooldown, 30 sec duration - refreshing a stack restarts its duration)



Sorcerer Water Savant III

Prereqs: Level 18 Sorcerer, Sorcerer Water Savant II, Frost Manipulation VII, Glacial Spellcasting V, Deadly Ice V, and either Sorcerer Improved Empowering II or Sorcerer Improved Maximizing II
Cost: 2 AP
Benefit: You have completed your elemental mastery over ice. You gain an additional +2 caster levels when casting cold or water spells, increase the maximum caster level of these spells by an additional 1, but suffer an additional -3 caster level penalty to your fire spells. Your cold resistance grows to 15 points and you now bypass 15 points of cold resistance of opponents. You can cast the Frost Lance spell as a spell-like ability. You also gain the ability to attempt to lock an opponent in an Icy Prison, dealing cold damage and may freeze them in place, and an additional +2 bonus to the Swim skill.

Inherent Frost Lance
Benefit: You are able to cast Frost Lance as a spell-like ability. (Cost: 6 sp, 6 sec cooldown)

Icy Prison
Benefit: You deal 500 cold damage to your opponent, with a Fortitude save (DC: 10 + Constution Modifier + Sorcerer Level) for half damage, and an additional Reflex save or be encased in ice. Ice creatures are immune to this effect, and the target gets occasional saves to attempt to escape.. (Cost: 25 sp, 60 sec cooldown, 30 sec duration)





It’s not just damaging spells that are affected by these enhancements. The following spells were thematically considered appropriate for various savants to excel at:

Air Spells:
Ball Lightning, Chain Lightning, Cyclonic Blast, Electric Loop, Gust of Wind, Eladar’s Electric Surge, Electric Loop, Featherfall, Gust of Wind, Lightning Bolt, Protection from Energy (Electricity), Resist Energy (Electricity), Shocking Grasp, a couple of Summon Monsters
Technically also includes Call Lightning Storm. May be modified to include sonic spells like Shout.

Earth Spells:
Acid Blast, Acid Fog, Acid Rain, Acid Splash, Acid Spray, Burning Blood, Cloudkill, Flesh to Stone, Melf’s Acid Arrow, Meteor Swarm, Protection from Energy (Acid), Resist Energy (Acid), Stoneskin, Stone to Flesh, a couple of Summon Monsters

Fire Spells:
Burning Blood, Burning Hands, Delayed Blast Fireball, Finger of Fire, Fireball, Fire Shield (Hot), Fire Trap, Flame Arrow, Flaming Sphere, Incendiary Cloud, Meteor Swarm, Protection from Energy (Fire), Resist Energy (Fire), Scorching Ray, a couple of Summon Monsters, Symbol of Flame, Wall of Fire
Technically also includes Flame Strike, Firestorm

Water Spells:
Cone of Cold, Fire Shield (Cold), Frost Lance, Horrid Wilting, Ice Storm, Merfolk’s Blessing, Niac’s Biting Cold, Niac’s Cold Ray, Otiluke’s Freezing Sphere, Polar Ray, Protection from Energy (Cold), Ray of Frost, Resist Energy (Cold), Sleet Storm, Snowball Swarm, a couple of Summon Monsters, Water Breathing
Now, for everyone that’s read this far, a little bit more…


The Awaken Elemental Weakness ability of the Elemental Savants is one of the places they shine in those long fights against major bosses, along with their cheap damage spells that accept metamagics for free. At tier two, the Savants begin to diverge a little more than they did at tier one, gaining some minor bonuses appropriate to their theme. They will continue to diverge some more as they get to tier three, but that’s for another post on another day…