View Full Version : DDO:EU The Reboot

09-23-2011, 10:46 AM
DDO - The Reboot
Assuming "Comet" ELENIN doesn't wipe us all out!..this suggestion would drag this game "kicking and screaming" backup to the top of the gaming polls…
Why do I care!?...because like most I've played this game since BETA! and im not going to see a game I've invested 6 years of my life be turned into a PIECE OF TRASH!

The Pre - Boot

1. Offer a free respec to EVERYONE!
2. Talent Tree EVERYTHING! (each time you level you gain a "pool" of points to spend how you like in your classes talent tree's (with tree's that cover EVERY aspect of the class!!)
3.Keep the combat system (it’s the ONLY THING worth SAVING!!)
4. Call Warner Brothers and tell them to GIVE YOU SOME FREAKING MONEY!!

The Reboot

1. Weapons Reboot
1a Introduce a "Weapon Range" Mechanic for Melee weapons that allows you to connect with the mobs at different ranges…For example
(-2 or -1 with "hand to hand" training) (special "monks" have no negative to hit)Hand to Hand = Shortest Range = You can only hit the mob when facing them and standing at "toe to toe" distance (special even though it's the shortest range you can use your Whole body movement's (including throws and bear hugs..ect) when attacking the enemy.

(-1) Daggers and "short" weapons .. ect = Short Range = You can only hit at just over an "arm's length" when facing the mob (you cannot fully "swing" at a traditional way.. instead you must "Stab" or "swipe" (hand movements only) at the enemy

(+1) Martial Weapons = Medium Range = You hit at an arm + an elbow range to hit the enemy.. You can "Swing" "Stab" but only moving form the Hand and Elbow movement's

(+2) Bastard Sword's (special!) and Two Handed Weapons = Long Range = You hit at two arm lengths to strike the enemy and can use you whole arm movements (from the shoulder to your hand movements) to Swing and Stab your enemy.

The Weapon Ranges have a +/- when deflecting a blow from the weapon + plus your combat stat (Str/Dex ect)

... in game terms a short sword cannot "connect" (initiate a "tohit" dice roll) at the same distance as a Bastard Sword!


All fighters' weapon specs and feats will be reformed into talent tree's.. for example (Weapon Specialization would be it's own tree with "points" per level that you can spend that increases it's rating .
Weapon Spec "Slashing"
1/2/3/4/5 increases the bonus for all Slashing weapons
And putting points into Weapon Spec "slashing" opens up further weapon tree's for each slashing weapon in the game.. Short Sword, Long Sword ect
I repeat EACH and EVERY aspect of the Race and Class will be tree'd
Human's have their own Fighter's have there own PRE's Have their own (the pre req's would change slightly to you need a point slot in the same feat tree's to open up the PrE's
For example

will change from Dodge (http://ddowiki.com/page/Dodge), Mobility (http://ddowiki.com/page/Mobility), Spring Attack (http://ddowiki.com/page/Spring_Attack), Two Weapon Fighting (http://ddowiki.com/page/Two_Weapon_Fighting), Improved Two Weapon Fighting (http://ddowiki.com/page/Improved_Two_Weapon_Fighting) feats to
You need one point slotted in each Dodge (http://ddowiki.com/page/Dodge), Mobility (http://ddowiki.com/page/Mobility), Spring Attack (http://ddowiki.com/page/Spring_Attack), Two Weapon Fighting (http://ddowiki.com/page/Two_Weapon_Fighting), Improved Two Weapon Fighting (http://ddowiki.com/page/Improved_Two_Weapon_Fighting) to unlock the PrE!

...Each SKILL is a separate Talent Tree!
… Each SPELL is a separate Talent Tree!
… Each Feat is a Separate Talent Tree!


so you can have two human fighters who are totally different to each other.. same as before...


Wizards would who like to nuke shouldn’t be forced into the same icons as Buffers!
Each different subtype of the class should have its OWN class ICON!!
For example

General Wizard (what you get when you first pick the class)


www.dandwiki.com/wiki/Elementalist_(3.5e_Prestige_Class (http://www.dandwiki.com/wiki/Elementalist_(3.5e_Prestige_Class)))

This is a Nuker Pre that uses enhanced Summoned Elementals (as controlled pets) to add to your damage output

…Adapted to DDO:EU by..

Linking/binding the summoned elemental to the Wizard (wizard gets damage mitigation whilst the elem is summoned, but if the elem is killed Wizard losses half HP and gets a debuff to casting for several minuets)

Wizards get a small bonus to chosen element (not as much as savants) and a minus to the opp elements resistance (at a flat perm debuff)
SORC's get less Talent tree Meta Magic depth then wizards (less available slots) but they get a deeper spell points and spell quicken talent tree then wizards.
so once the PrE is taken the class icon changes to that specific PrE (this changes for all PrE's)


ARCHMAGE (would be more adjusted to spell penetration talent tree's then ELEMENTALIST)

PALEMASTERS would be the same (with separate undead summon buffage and undead pet unlock tree's)
so to recap CLASS Icons would be generalized at the start and then change to PrE Icons once spaced (Duel or Triple PRE's will share a split (or two splits) of the ICON image)

…So Big changes

New "Weapon Range" Mechanic!
EVERYTHING converted into talent tree's
New PrE for Wizards
New Icons for every class and PrE

09-23-2011, 02:13 PM
Idk, but everytime I read "something tree" i think about stuff out of Blizzard`s bu..hole..

09-23-2011, 02:27 PM
/not signed

You are proposing to cut away half of the uniqueness of this game.

The two things that keep DDO different from any other MMO are the active combat and the skill/feat building style that is characteristic of Dungeons and Dragons. I can list a dozen or so other MMOs that use skill trees for everything. If the character building style of DDO doesn't suit you any more, try one of them out.

09-23-2011, 02:37 PM
i got as far as "talent tree" before I stopped reading.