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View Full Version : Suggestions for over-powered abilities, Warlocks and other classes, game balancing



BannedList
09-03-2016, 01:20 PM
warlocks are over-powered because they don't have to pay any spell points to cast a spell-like ability or damage with eldritch blast. that makes them disproportionately imbalanced compared with every other spell-casting class, that has to pay 2,4,5,10,20 spell points to cast any magical effect.

suggestions:
eldritch blast drains spell points at a rate of 1 per shot. (my reasoning here is why give warlocks an ability similar to chain lightning that does about the same damage over the course of 5 seconds, but costs 0 spell points, while the chain lightning is going to cost nearly 100 at epic levels with all of the buffed feats attached to it)

eldritch blasting spell-like abilities (spirit blast, etc) cost 5,10, or 20 spell points per use.

consume, stricken, steal life force, while these are somewhat weak damage with long (10 sec + ) cool-downs, they should still cost something to cast, 2,4,5, or 10 spell points.

shining through AKA free massive TEMP hit-points, this ability is ridiculously overpowered, costing 0 spell points, and giving 200-500 temp hit-points every 30 seconds (in some cases this is 200-300% of my base hit-points). this should cost 20,30, or 50 spell points. otherwise its just another exploit that makes your character prematurely overly powerful and able to withstand any damage amount the enemy throws at you. combine this with the 0 spell point blast abilities, and you have a brainless, unskilled walking time-bomb. (put all your ability points into CON, grab empower & maximize, get both free-to-cast blasts, and you have put a minimal amount of effort into getting a maximum effect. other classes you have to use more stats involved to get this much effect. there are secondary or primary abilities you need to increase to raise the DC of damaging spells that rely on a saving throw - but doesn't apply to warlock special abilities.)

this class offers powers that defy common sense balancing. i would suggest the developers take one more look at this class balance before settling on what it is currently at.

and finally if warlocks are for paying or vip players members, then change this. don't make DDO about paying to win. don't make the excuse that warlocks are overly powerful because its for paying members only.

there are various other exploits in DDO that make characters overly powerful, not just speaking about warlocks. its up to the developers to keep those exploits under control, or lose control over the game balance, and ultimately the fun.

here are other suggestions that are based on common sense, aimed at reducing overly powerful characters or exploiters.
; reduce the accuracy and rate of fire for running while shooting a bow, or a crossbow by significant amounts, -10 to hit while running and shooting, -50% rate of fire, sorry you cant jump and shoot a bow and be a super ninja. this is going to stop the exploit where you just run around the monsters and shoot them, while they have no chance to get at you. you can't aim correctly while running and shooting, the arrows are going to fly all over the place, a repeating crossbow with pre-loaded ammunition should only shoot up to 10 times before a loading has to take place, no one can carry 100's of reloads for a repeating crossbow on their person, they would need a personal wheelbarrow that follows them, with stacks and stacks of bolt cartridges for that to work.

;make the game cooler and funner by not allowing any exploits that give you too much of an edge over the dungeon monsters. no character needs to be so much of a super-hero that they can single-handedly run through any instance on elite level without getting a scratch.

; otto's dancing ball, makes dogs and elementals dance!!, is basically overpowered in every sense of the term. you make all of the monsters vulnerable to just getting slaughtered. what challenge is that? suggestion: if a monster takes ANY damage while affected by otto's dancing, then the effect is immediately ended.

Vellrad
09-03-2016, 01:32 PM
That's not what exploit is.

esojiul
09-03-2016, 07:32 PM
warlocks are over-powered because they don't have to pay any spell points to cast a spell-like ability or damage with eldritch blast. that makes them disproportionately imbalanced compared with every other spell-casting class, that has to pay 2,4,5,10,20 spell points to cast any magical effect.

suggestions:
eldritch blast drains spell points at a rate of 1 per shot. (my reasoning here is why give warlocks an ability similar to chain lightning that does about the same damage over the course of 5 seconds, but costs 0 spell points, while the chain lightning is going to cost nearly 100 at epic levels with all of the buffed feats attached to it)

eldritch blasting spell-like abilities (spirit blast, etc) cost 5,10, or 20 spell points per use.

consume, stricken, steal life force, while these are somewhat weak damage with long (10 sec + ) cool-downs, they should still cost something to cast, 2,4,5, or 10 spell points.

shining through AKA free massive TEMP hit-points, this ability is ridiculously overpowered, costing 0 spell points, and giving 200-500 temp hit-points every 30 seconds (in some cases this is 200-300% of my base hit-points). this should cost 20,30, or 50 spell points. otherwise its just another exploit that makes your character prematurely overly powerful and able to withstand any damage amount the enemy throws at you. combine this with the 0 spell point blast abilities, and you have a brainless, unskilled walking time-bomb. (put all your ability points into CON, grab empower & maximize, get both free-to-cast blasts, and you have put a minimal amount of effort into getting a maximum effect. other classes you have to use more stats involved to get this much effect. there are secondary or primary abilities you need to increase to raise the DC of damaging spells that rely on a saving throw - but doesn't apply to warlock special abilities.)

this class offers powers that defy common sense balancing. i would suggest the developers take one more look at this class balance before settling on what it is currently at.

and finally if warlocks are for paying or vip players members, then change this. don't make DDO about paying to win. don't make the excuse that warlocks are overly powerful because its for paying members only.

there are various other exploits in DDO that make characters overly powerful, not just speaking about warlocks. its up to the developers to keep those exploits under control, or lose control over the game balance, and ultimately the fun.

here are other suggestions that are based on common sense, aimed at reducing overly powerful characters or exploiters.
; reduce the accuracy and rate of fire for running while shooting a bow, or a crossbow by significant amounts, -10 to hit while running and shooting, -50% rate of fire, sorry you cant jump and shoot a bow and be a super ninja. this is going to stop the exploit where you just run around the monsters and shoot them, while they have no chance to get at you. you can't aim correctly while running and shooting, the arrows are going to fly all over the place, a repeating crossbow with pre-loaded ammunition should only shoot up to 10 times before a loading has to take place, no one can carry 100's of reloads for a repeating crossbow on their person, they would need a personal wheelbarrow that follows them, with stacks and stacks of bolt cartridges for that to work.

;make the game cooler and funner by not allowing any exploits that give you too much of an edge over the dungeon monsters. no character needs to be so much of a super-hero that they can single-handedly run through any instance on elite level without getting a scratch.

; otto's dancing ball, makes dogs and elementals dance!!, is basically overpowered in every sense of the term. you make all of the monsters vulnerable to just getting slaughtered. what challenge is that? suggestion: if a monster takes ANY damage while affected by otto's dancing, then the effect is immediately ended.

People get upset because spend time and effort on making a toon, went it is nerfed, time and money goes to the trash. The balance is to improved classes not to nerfed them. People want to feel proud of their toon, that they are specials. The key it to improved classes and make them unique. Actually i'll take out healing capacity so group required healer on elite levels and more damage on traps to required trappers. Example what the point of building a wizards that cannot instant kill or CC the regular mobs on a quest. my advice focus in what will you like to have on your build and forget other ppl toon and if they are powerful good for them.

Fishcatch22
09-05-2016, 10:55 PM
People get upset because spend time and effort on making a toon, went it is nerfed, time and money goes to the trash. The balance is to improved classes not to nerfed them. People want to feel proud of their toon, that they are specials. The key it to improved classes and make them unique. Actually i'll take out healing capacity so group required healer on elite levels and more damage on traps to required trappers. Example what the point of building a wizards that cannot instant kill or CC the regular mobs on a quest. my advice focus in what will you like to have on your build and forget other ppl toon and if they are powerful good for them.

...and this post is a great example of how power creep becomes so hard to avoid in virtually every MMO in existence. Nerfing makes people sad, and everyone loves shiny new abilities.

ZeebaNeighba
09-06-2016, 12:10 AM
If free warlock damage is just as good as limited spellcaster damage, then nerf the warlock's damage, don't just add a spell points cost and make the two classes identical