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View Full Version : 90% stat-damage resistance of epic ward - remove it



Teh_Troll
01-07-2014, 09:29 AM
Why does this still exist after death-block was removed?

taurean430
01-07-2014, 09:43 AM
To render the majority of necormancy based debuff spells usleless of course.

/sarcasm

redspecter23
01-07-2014, 09:45 AM
Why does this still exist after death-block was removed?

At the time it was added, it was addressing a problem (well the devs thought it was a problem) in which stat damage was more effective than dps on trash mobs. I believe we're past that point now. The band-aid fix is no longer needed so remove the band-aid or lower it to a point where stat damage is at least viable situationally. There is no longer even an instant kill when con reaches 0. It's like a stun effect that takes a huge amount of time to actually get going while you're outputting poor relative dps. I can't see how this is a danger to game balance. In EN and EH, who cares as the trash dies to dps in seconds. In EE would this really kills things so much faster as to invalidate ESoS on trash?

Miow
01-07-2014, 10:05 AM
Your on roll today troll woo woo! /signed

RobbinB
01-07-2014, 11:01 AM
The 90% stat damage shield shows everything that is wrong about the Turbine dev team:
-- they fix a current game imbalance with a "nuke from orbit" overcompensate nerf to nothingness approach
-- when it becomes obvious that the fix is as bad or worse than the problem, they completely fail to recognize this or simply do not care to make any changes
-- the concept of introducing a change and then tweaking that change till it's "just right" is Greek to Turbine
-- when multiple forum posters point out with plain indisputable logic why a design change isn't appropriate, Turbine either can't read English, can't understand English, or keeps repeating the mantra "forums posters only make up 1% of the DDO population"

I don't understand why it's so tough to realize that when mobs have 90% stat shield, stat damage becomes useless or pretty close to useless. This is obvious to anyone who actually plays the game. Does Turbine code not let them change the 90% to a 70% and see how that works? Two months later, can't that 70% be changes to a 60% or an 80% depending on the experiences of actual DDO players in the game.

(Simple question: does Turbine really believe that stat damage is a viable option with even a situational use when mobs have 90% stat shield? My experience is no - I currently no longer carry stat damaging weapons on any of my Epic characters, except where I've been too lazy to throw them into the bank or sell them)

Seikojin
01-07-2014, 11:04 AM
At the time it was added, it was addressing a problem (well the devs thought it was a problem) in which stat damage was more effective than dps on trash mobs. I believe we're past that point now. The band-aid fix is no longer needed so remove the band-aid or lower it to a point where stat damage is at least viable situationally. There is no longer even an instant kill when con reaches 0. It's like a stun effect that takes a huge amount of time to actually get going while you're outputting poor relative dps. I can't see how this is a danger to game balance. In EN and EH, who cares as the trash dies to dps in seconds. In EE would this really kills things so much faster as to invalidate ESoS on trash?

^this^
I never saw a use for it since epic mobs have such hugly inflated stats, that even layering stat damage and using wound of puncture still doesn't drop them as quickly as aoe splash and melee dps.

Teh_Troll
01-07-2014, 11:04 AM
The 90% stat damage shield shows everything that is wrong about the Turbine dev team:
-- they fix a current game imbalance with a "nuke from orbit" overcompensate nerf to nothingness approach
-- when it becomes obvious that the fix is as bad or worse than the problem, they completely fail to recognize this or simply do not care to make any changes
-- the concept of introducing a change and then tweaking that change till it's "just right" is Greek to Turbine
-- when multiple forum posters point out with plain indisputable logic why a design change isn't appropriate, Turbine either can't read English, can't understand English, or keeps repeating the mantra "forums posters only make up 1% of the DDO population"

I don't understand why it's so tough to realize that when mobs have 90% stat shield, stat damage becomes useless or pretty close to useless. This is obvious to anyone who actually plays the game. Does Turbine code not let them change the 90% to a 70% and see how that works? Two months later, can't that 70% be changes to a 60% or an 80% depending on the experiences of actual DDO players in the game.

(Simple question: does Turbine really believe that stat damage is a viable option with even a situational use when mobs have 90% stat shield? My experience is no - I currently no longer carry stat damaging weapons on any of my Epic characters, except where I've been too lazy to throw them into the bank or sell them)

What was escpecially dumb about this was Turbine in MoTU introduced all those level 20+ poison weapons that were all useless in Epics. Yeah, that made sense . . .

Enoach
01-07-2014, 11:08 AM
I never understood why they did this and added such a fast recovery from Stat damage and even negative levels.

Making these viable by not only removing/reducing the 90% resistance and put the recovery time back to the same time as it takes player characters to recover from the same damage.

voodoogroves
01-07-2014, 01:57 PM
What was escpecially dumb about this was Turbine in MoTU introduced all those level 20+ poison weapons that were all useless in Epics. Yeah, that made sense . . .

You know what would rock? A poison weapon in epic levels that did as much damage as the traps in elite WW ;-)

danotmano1998
01-07-2014, 02:17 PM
when mobs have 90% stat shield, stat damage becomes useless or pretty close to useless.

Exactly.


/Signed.
It would give more options for gameplay.
If developers don't like to spend time on "worthless" things like making secret doors when a simple clickie can negate that, why do they spend time on stat damaging weapons which are equally useless?

Trillea
01-07-2014, 02:38 PM
You know what would rock? A poison weapon in epic levels that did as much damage as the traps in elite WW ;-)

I would prefer the one in elite Delera..

voodoogroves
01-07-2014, 03:28 PM
I would prefer the one in elite Delera..

Heh - that one is a killer too

Vellrad
01-07-2014, 03:49 PM
/signed

While you're at it, reintroduce DR for mobs.

Dandonk
01-07-2014, 04:13 PM
/signed

Give us more useful weapon options apart from straight up DPS, and stop nerfing everything that isn't pure DPS. Please.

voodoogroves
01-07-2014, 08:00 PM
/signed

While you're at it, reintroduce DR for mobs.


And not all DR/-

Meaningful, typed-DR

That's better than piles of HP as it makes us have to make the choice between pure DPS weapon and over-damage, or bypass DR.

Vellrad
01-07-2014, 08:21 PM
And not all DR/-

Meaningful, typed-DR

That's better than piles of HP as it makes us have to make the choice between pure DPS weapon and over-damage, or bypass DR.

That's what I mean.

Preferabely have some mobs with more than 1 type of DR, so artificer is not enough (marut is good example: you need to have chaos and adamantine, and artificer can give only 1 buff, so you must be prepared. And if you're prepared really well, you're rewarded with deadly weapons)(assuming you have artificer at all in your team).

CThruTheEgo
01-07-2014, 08:34 PM
marut is good example: you need to have chaos and adamantine

Marut only has chaotic DR, not both.

I believe it's only a few old school raid bosses that have dual typed DR.

EDIT: and /signed.