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Cocomajobo
10-11-2017, 03:19 PM
(EDIT 2: The second lamannia preview for U36 Patch 3 has now closed.

If you have any feedback please do so here in the Lamannia section of the DDO forums.

To report any bugs please visit the following link: https://help.standingstonegames.com/hc/en-us/requests/new)

(EDIT Lamannia is now open!

In the DDO store you can find placeholder listings for all three of:

- Vistani Knife Fighter
- Aasimar
- Iconic Aasimar: Scourge of the Undead

Which should give you access to preview those three features! In addition, the Night Revels has been enabled and can be found in House Jorasco.

We will likely be giving out a Coupon Code to redeem tomorrow that should give you all of the listed Ravenloft features in the Release Notes.)



Hello, all! We are currently waiting for a preview build to be ready and currently expecting to be able to open Lamannia late tonight with a second preview of some of the features coming to DDO in the near future! This preview should contain all of the following (Please note that some of this information may change after we have a chance to verify the build. Will edit if/when that happens):

Reincarnation: Improvements have been made to the reincarnation system to prevent loss of items while undergoing the process!

Changes have been made to the way a player's inventory and bank are moved to the True Reincarnation cache during reincarnation. The process occurs upon first login after a reincarnation. The process is now more resilient against disconnects that occur at this time.
If there is a problem and it detects that items were lost, a message will be displayed in the chat window at login.
Customer service now has additional tools to identify and restore items lost in this process.


Night Revels: A variety of new additions have been added to the Night Revels this year!

A spooky variant of Coalescence Chamber has been added as the seventh Night Revels dungeon.
Additional item rewards have been added to the turn in vendor for the event:

Existing Night Revels items have been given recipes for level 28 upgrades.
A red variant of the Reaper's Platemail has been added.
A collection of new named items have been added to the festival vendor turn in:

Pick of Endless Light (Light Pick):

Undead Bane (Extra damage to Undead. Exact values dependent on Minimum Level)
Coruscating (Light Damage on hit. Exact values dependent on Minimum Level)
Light Bringer (On Vorpal: Destroy undead below 1000 hit points. Only on higher Minimum Level variants.)
Sunburst (Chance for Blind and area Light Damage. Only on higher Minimum Level variants.)

Star of Endless Night (Morningstar):

Unholy (Evil Aligned. Evil Damage on hit. Exact value dependent on Minimum Level)
Smashing (Bludgeon damage on crit. Exact value dependent on Minimum Level)
Piercing (Piercing damage on hit. Exact value dependent on Minimum Level)
Combat Mastery (Tactics DC's. Exact value dependent on Minimum Level)

Crystallized Eternity (Great Club):

Tendon Slice (Chance for slow on hit. Exact value dependent on Minimum Level)
Electrifying (Lightning damage on hit. Exact value dependent on Minimum Level)
Freezing (Ice Damage on hit. Exact value dependent on Minimum Level)
Armor-Piercing (Bypass enemy Fortification. Exact value dependent on Minimum Level)

Spectral Dagger (Dagger)

Ghostbane (Ghost Touch, bypasses ethereal evade chance, deals Bane damage vs. Incorporeal monsters. Exact value dependent on Minimum Level)
Evil Outsider Bane (Extra damage to Evil Outsiders. Exact value dependent on Minimum Level)
Crushing (Force damage on crit. Exact value dependent on Minimum Level)
Vorpal (Extra W damage. On vorpal enemies with few hitpoints are instantly slain. Only on higher Minimum Level variants.)

Spectral Throwing Dagger (Throwing Dagger)

Ghostbane (Ghost Touch, bypasses ethereal evade chance, deals Bane damage vs. Incorporeal monsters. Exact value dependent on Minimum Level)
Evil Outsider Bane (Extra damage to Evil Outsiders. Exact value dependent on Minimum Level)
Crushing (Force damage on crit. Exact value dependent on Minimum Level)
Vorpal (Extra W damage. On vorpal enemies with few hitpoints are instantly slain. Only on higher Minimum Level variants.)


2016 candy, ingredients, and non-store bought keys have been deprecated and can no longer be used.



Miscellaneous: Some changes that don't quite fit into any other category!

Favored Soul:

Changed the name of the Favored Soul "Warpriest" enhancement tree to "War Soul". (This does not affect the Cleric tree which is still called "Warpriest")
Added a multiselector to the "Divine Might enhancement under War Soul.

Divine Might: You gain an Insight bonus to Strength equal to your Charisma Modifier.
Divine Presence: Adds one half of Charisma modifier to melee damage and tactical DC's.
Divine Will: Adds one half of Wisdom modifier to melee damage and tactical DC's




Ravenloft Expansion Features: Some of the features from the upcoming Ravenloft expansion are available for early preview!

Race: Aasimar: A new heroic Eberron race which will be free to VIPs and available in all Ravenloft Expansion bundles and, at a later date, in the DDO store.

Base Traits:

+ 2 Wisdom
Racial Lay On Hands (Healing Hands). Start with one charge per rest, gain more in tree. Can only be used while your Bond Feat is active. 10+Character Level * WIS Mod = HP gained.
+2 Racial Bonus to Heal, Listen, and Spot.
+5 Resistance to Cold, Acid, and Electricity.
Choose one Bond Feat. These are toggled on to get their bonuses, have visual effects, are mutually exclusive with Warlock Pacts. (Bear in mind that these ability scores don't apply to Feat Prereqs or anything.)

Protector

+1 Charisma
+1 to Will Saving Throws

Fallen

+1 to Strength
+1 to Reflex Saving Throws




Past Life Feats:

First: +1 Heal
Second: +1 Wisdom
Third: +1 Racial AP


Racial Enhancement Tree:

Core Abilities

Core 1: +1 use of Healing Hands per rest.
Core 2: WIS/CHA/STR
Core 3: +2 more uses of Healing Hands per rest.

Protector Bond now grants +2% Dodge.
Fallen Bond now grants +2 to Tactics DCs.

Core 4: WIS/CHA/STR
Core 5: +3 more uses of Healing Hands per rest. You recharge one use of Healing Hands every 3 minutes.

Tier 1:

Fight the Wicked: +1 to hit and damage vs. Evil creatures. (1AP)
Counsel: +1/2/3 to the Heal, Listen, and Spot skills
True Resilience: +1/2/3 to your (Will/Ref Saving Throws) (Choice is gated based on your Bond Feat)
Bold: You overcome fear quickly - fear and shaken effects are removed from you after 12/6/3 seconds.
Improved Recovery: +20 Healing Amplification

Tier 2:

Fight the Wicked: +1 to hit and damage vs. Evil creatures.
Arcanum: +25/+50/+100 spell points and +1/+2/+3 spell penetration.
Divine Purpose: Gain an active ability with one charge per rest. Must have your Bond Feat active to use.

Protector: You sprout ethereal wings, the marks of the Protector. For one minute, you gain a Determination Bonus to Healing Amplification and Positive Spell Power equal to your Character Level.
Fallen: You sprout weird wings of a Fallen Aasimar. For one minute, you gain +2 Primal bonus to Strength and +5% Primal bonus to Doublestrike.

Divine Resolve: +1/2/3 (CHA/STR, gated by your Bond Feat) while your Divine Purpose is active.

Tier 3:

Fight the Wicked: +1 to hit and damage vs. Evil creatures.
Divine Charge: +1/2/3 Purpose Charges
Improved Recovery: +20 Healing Amplification

Tier 4:

Celestial Tutelage: Choose one of the following.

Tower Shield Proficiency
Bastard Sword Proficiency
Magical Training
Quick Draw

Divine Form: Toggle: 30sp, toggles off on rest. Must have your Bond Feat active to use. Mutually exclusive with Form feats (PM, Druid, etc).

Protector: You gain +3 stacking bonus to all Saving Throws, 10% Competence Bonus to Max HP, and a +10 Determination Bonus to PRR and MRR.
Fallen: You gain immunity to Fear, a +10 Determination bonus to Melee Power, and your melee weapon attacks add a stack of Vulnerability once per second.

Improved Recovery: +20 Healing Amplification




Iconic Race: Aasimar: Scourge of the Undead: A new iconic Forgotten Realms race which will be available in select (but not all) Ravenloft Expansion bundles and, at a later date, in the DDO store.

Base Traits:

Begins as a Ranger with enough Experience to reach level 15
+ 2 Wisdom
Feat: Favored Enemy: Undead
Racial Lay On Hands (Healing Hands). Start with one charge per rest, gain more in tree. Can only be used while your Bond Feat is active. 10+Character Level * WIS Mod = HP gained.
+2 Racial Bonus to Heal, Listen, and Spot.
+5 Resistance to Cold, Acid, and Electricity.
Unlike other Aasimar, they have one choice of Bond Feat. This is toggled on to get its bonuses, has visual effects, and is mutually exclusive with Warlock Pacts. (Bear in mind that these ability scores don't apply to Feat Prereqs or anything.)

Scourge

+1 Constitution
+1 to Fortitude Saving Throws



Past Life Feat:

Passive: +1 Fortitude Save per time this feat has been acquired up to 3.
Toggle: +1 % Doublestrike and +2% Offhand Doublestrike per time this feat has been acquired up to 3.

Racial Enhancement Tree:

Core Abilities:

Core 1: +1 use of Healing Hands per rest.
Core 2: WIS/STR/CHA
Core 3: +2 more uses of Healing Hands per rest. In addition, Bond of the Scourge now grants you Ghost Touch on all weapon attacks.
Core 4: WIS/STR/CHA
Core 5: +3 more uses of Healing Hands per rest. You recharge one use of Healing Hands every 3 minutes.

Tier 1:

Scourge Weapons: You gain proficiency with Clubs, Light Maces, Heavy Maces, and Morningstars. If you are Good, any of these four weapons you wield are considered Good.
Counsel: +1/2/3 to the Heal, Listen, and Spot skills
True Resilience: +1/2/3 to your Fort Saving Throws
Bold: You overcome fear quickly - fear and shaken effects are removed from you after 12/6/3 seconds.
Improved Recovery: +20 Healing Amplification

Tier 2:

Improved Scourge Weapons: You gain 5% Doublestrike. If you have the Two Weapon Fighting feat, this grants the Oversized Two Weapon Fighting feat.
Arcanum: +25/+50/+100 spell points and +1/+2/+3 spell penetration.
Divine Purpose: Gain an active ability with one charge per rest. Must have your Bond Feat active to use.

Scourge: You gain the furious aura of the Scourge of the Undead. For one minute, your weapon attacks deal 3d6 extra Light damage that scales with the higher of your Melee or Ranged Power. On Vorpal, enemies are Blinded.

Divine Resolve:

Scourge: +1/2/3 Constitution while your Divine Purpose is active.


Tier 3:

Greater Scourge Weapons: While dual-wielding Clubs, Light Maces, Heavy Maces, and Morningstars, you gain 5% chance to make off-hand attacks and 5% chance to doublestrike with your off-hand.
Strike Down the Dead: +1/2/3[w], single-target attack.. 15 second cooldown. On hit: Deals 1d4+4 per Character Level (scales with 100% Melee Power) in Positive Damage to Undead creatures.
Divine Charge: +1/2/3 Purpose Charges
Blessings: +10/20/30 Positive Spell Power
Improved Recovery: +20 Healing Amplification

Tier 4:

Destroyer of the Dead: Clubs, Light Maces, Heavy Maces, and Morningstars you wield gain a +1 Sacred Bonus to Critical Multiplier.
Divine Form: Toggle: Must have your Bond Feat active to use. Mutually exclusive with other form-like feats (PM, Druid, etc).

Scourge: 30sp, toggles off on rest. All bonuses from this skill are removed if this or your Bond Feat are toggled off. 3 Minute Cooldown.

Stage 1: When this stance is enabled, you gain +1 to Hit and Damage, 1% Doubleshot, and 1% Doublestrike.
Stage 2: After 20 seconds of this stance being active, these bonuses double.
Stage 3: After 40 seconds of this stance being active, you also gain a 10% Action Boost Bonus to Attack Speed, 10% Action Boost bonus to Melee Power, and 5% Action Boost bonus to Ranged Power, but you take your Character Level in Light damage every second until the stance is toggled off.
Stage 4: After 60 seconds of this stance being active, all of your bonuses from this stance double once more, but you take one stack of Vulnerability every second.
Stage 5: After 70 seconds of this stance being active, your movement speed will drop dramatically.
Stage 6: After 75 seconds of this stance being active, you can no longer contain the radiance within, and it will consume you.


Improved Recovery: +20 Healing Amplification




Universal Enhancement Tree: Vistani Knife Fighter: A new universal enhancement tree which will be available in select (but not all) Ravenloft Expansion bundles and, at a later date, in the DDO store, as well as able to be earned from Favor attainable in Ravenloft content on a per character basis.

Core Abilities

Core 1: Knife Expertise You gain +1 to hit and damage with daggers and throwing daggers.
Core 2: Knife Juggler You gain +5% to speed with throwing daggers. You gain the benefits of the Deflect Arrows feat, knocking aside one incoming projectile that would have struck you every 6 seconds.
Core 3: Quick Reflexes You gain Quickdraw as a bonus feat. You gain +5% Doublestrike (main and off hand), and Doubleshot.
Core 4: Plays With Knives You gain a +1 Competence bonus to Critical Threat Range and +1 to Critical Damage Multiplier with daggers and throwing daggers.
Core 5: Vistani Fortune Passive: You gain +10 Physical Resistance Rating and Magical Resistance Rating. Activate to gain one random Vistani fortune. Cooldown 60 seconds.

Coins: You gain 10% Doublestrike and 10% Doubleshot for 60 seconds.
Glyphs: You gain 10 Physical Resistance Rating and 20 Magical Resistance Rating for 60 seconds.
Stars: You gain +2 to all ability scores for 60 seconds.
Swords: You gain 15 Melee Power and Ranged Power for 60 seconds.

Core 6: Blade Master You gain +2 to all ability scores. You gain +5% attack speed one handed weapons and throwing weapons. You gain 20 Melee Power and 20 Ranged Power.

Tier One

Vistani Knife Training: When using a dagger in each hand, you now fight in melee using the Vistani style, with both daggers held down point down. You gain +1 to hit and damage with daggers and throwing daggers.
Undead Hunter: You resist evil influences particularly well, gaining a +2 bonus to saves against spells and effects produced by evil creatures. Undead are automatically consider a Favored Enemy for you.
Mist Stalker I: You gain +25% negative energy absorption. You gain +3 Physical Resistance Rating and Magical Resistance Rating.
Acrobatic: +1/2/3 Balance, Jump, and Tumble. Rank 3: +1 to Reflex Saving Throws.
You gain both of the following:

Rapid Slash: Requires dagger. Melee Attack: Deals +3(W) damage. You gain a 20% Morale bonus to (main hand) doublestrike for 10 seconds. Cooldown: 10 seconds.
Rapid Throw: Requires throwing knife. Missile Attack: Deals +3(W) damage. You gain a 20% Morale bonus to doubleshot for 10 seconds. Cooldown: 10 seconds. This puts Ten Thousand Stars and Manyshot on a 10 second cooldown.


Tier Two

Vistani Knife Training: You gain +1 to hit and +2 damage with daggers and throwing daggers.
Blooded Blades: When you score a Vorpal hit with a dagger or throwing knife you add a stack of Blood of Vengeance to your opponent.

Blood of Vengeance: You deal 1d6 damage per two seconds for 30 seconds. This damage scales with 200% Melee Power. This stacks up to 10 times, with news stacks refreshing the duration.

Mist Stalker II: You gain +2 to Will saving throws. You gain +3 Physical Resistance Rating and Magical Resistance Rating.
Weapon Versatility: Your melee and missile attacks use the higher of Melee Power or Ranged Power.
Haste Boost: Activate to gain a 10%/20%/30% Action Boost bonus to attack speed for 20 seconds. (Cooldown: 30 seconds)

Tier Three

Vistani Knife Training: You gain +1 to hit and damage with daggers and throwing knives.
Fan of Knives: On activation: You throw a hail of throwing knives in a cone in front of you. Enemies caught in the cone take 5 to 8 per character level of damage and take 1 stack of Blood of Vengeance. This damage scales with 200% Ranged Power. Cooldown: 15 seconds
Mist Stalker III: You are immune to Fear effects. You gain +3 Physical Resistance Rating and Magical Resistance Rating.
Deadly Blades: Your daggers and throwing daggers do an additional +1(W) of damage. You are centered when fighting with daggers.
Gifted: Choose one:

+1 Strength
+1 Dexterity
+1 Constitution
+1 Intelligence
+1 Wisdom
+1 Charisma


Tier Four

Vistani Knife Training: You gain +1 to hit and +2 damage with daggers and throwing knives.
Celerity: You gain +5% Doublestrike (main and off hand), and Doubleshot.
Mist Stalker IV: You gain immunity to Energy Drain. You gain +6 Physical Resistance Rating and Magical Resistance Rating.
Choose One:

Single Dagger: When fighting single weapon style with a dagger: +20 Melee Power
Double Daggers: When fighting with a dagger in each hand: +20% stacking chance to make off-hand attacks when dual wielding weapons.

Gifted: Choose one:

+1 Strength
+1 Dexterity
+1 Constitution
+1 Intelligence
+1 Wisdom
+1 Charisma


Tier Five

Vistani Knife Training: You gain +3 to hit and damage with daggers and throwing knives.
Whirling Blades: Requires throwing knife. Missile Attack: +5(W) damage. Your throwing knife gains 100 doubleshot for 15 seconds. Cooldown one minute. (Shares cooldown with 10K Stars.)
Mist Stalker V: Activate to gain +20% Dodge and Maximum Dodge, +30 PRR, and +30 MRR for 20 seconds. Cooldown: 60 seconds.
You gain both of the following:

Blessed Blades: Requires dagger. Melee attack. +5(W) damage, plus one stack of Blood of Vengeance. Your equipped daggers gain a +10 Enhancement bonus for 10 seconds. They also gain Silver, Good, and Ghost Touch. 10 second cooldown.
Blessed Knives: Requires throwing knife. Missile attack. +5(W) damage, plus one stack of Blood of Vengeance. Your throwing knife gains a +10 Enhancement bonus for 10 seconds. It also gains Silver, Good, and Ghost touch. 10 second cooldown.

Vendetta: Activate to gain a unique +1 Critical Threat Range and +1 to Critical damage multiplier to your equipped daggers or throwing knives for 15 seconds. 60 second cooldown.



Permanent Gold Seal Hirelings: Animated Scarecrow: Two new Permanent Gold Seal Hirelings which will be available in select (but not all) Ravenloft Expansion bundles.

Scarecrow Hirelings will have variants at the following levels:

Level 10
Level 30



New Cosmetics: A variety of cosmetic outfits, helms, pets, and weapon aura's which will be available in select (but not all) Ravenloft Expansion bundles.

The following cosmetic outfits are available for preview:

Barovian Noble
Vampire Hunter

The following cosmetic helms are available for preview:

Barovian Noble
Vampire Hunter

The following cosmetic pets are available for preview:

Black Cat
Raven

The following Weapon Aura is available for preview:

Mist




Bug Fixes:

Attack animations for Dragonborn wielding runearms are no longer stiff and awkward when wielding melee weapons or crossbows.
Unyielding Sentinel's Vigor of Battle now gives only the 20 Healing Amplification its text indicates that it should.
Cleric's on paths should no longer be forced to select their Tier 2 and higher domain feats.
When launching the DDO Store: If the embedded browser fails to initialize, the game store will open in your system browser.

Cocomajobo
10-11-2017, 03:20 PM
Known Issues: These are things that we know are working incorrectly in this current preview build but did not get implemented/fixed in time for this preview.


Aasimar:

Not all Char gen options are in. Notably their are a couple more hairstyles on the way.
Visuals: Metalic skin tone only applies to the face not the rest of the body.
Visuals: Females dont have a focus orb or character portrait
Char Gen: Lip selector does nothing. Nose Selector changes both nose shape and lip shape.

Iconic Aasimar: Scourge of the Undead

Items: All Scourge named loot have placeholder names.
Items: Scourge does not come with a unique cosmetic outfit like other iconics get.
Char Gen: Aasimar Scourge button is smaller than the other Iconic buttons.
Enhancements: "Ascendant Bond: Scourge" only kills you after 75 seconds it doesn't affect enemies with light damage
Past Life: Undergoing "Iconic True Reincarnation" multiple times does not grant a second or third stack of the "Aasimar Scourge" feat.
There is not yet a Path button. If you don't select "Customize" specifically during the path portion of Character Generation you will not be able to complete Char Gen until you go back and hit Customize.

Vistani Knife Fighter:

The Enhancement Tree symbol currently matches the Harper Agent Enhancement Tree symbol.
Animations: Characters still run with Daggers facing forward.
Haste Boost doesn't use standard Action Boost Charges. Never has any charges available.
Whirling Blades Buff Effect does not display duration timer countdown.

Other:

The Scarecrow Hirelings have not been statted. They are currently level 1 and level 17 Owlbear Fighters.

Cocomajobo
10-11-2017, 03:20 PM
Notable Changes/Bugfixes from the first U36 Patch 3 Preview to this one: This list is in an effort to be as open as possible about what work has been done so that you can more easily, at a glance, know what has changed since the first preview build instead of simply trying to parse the release notes as a whole


The following are new additions or simply design changes made since the first preview build:

Added new Night Revels dungeon
Added new Night Revels loot (See release notes for more info)
Added Iconic Aasimar: Scourge of the Undead (See release notes for more info)
Made some changes to Favored Soul Warpriest and Divine Might
Vistani Knife Fighter:

Added the ability to be Centered while wielding Daggers to "Deadly Blades" in the Vistani Knife Fighter Tree
New animations have been given a polish pass.

Aasimar:

Changed Aasimar base attributes to +2 Wisdom
Added some cosmetic options
Changed the "Metallic" slider to a color gradient for you to decide what color you would like to shine.
New animations have all been given a polish pass.
Wings have been given both a fancy new animation when they burst out of your back and new animations when you are falling.
Updated the textures on the Celestial Parentage marks have been given a polish pass.



The following are bugs that were in the previous Preview but are now believed to be fixed:

Reincarnation

FIXED: Reincarnating causes enhancement trees to disappear until relogging

Vistani Knife Fighter:

FIXED: "Mist Stalker IV" & "Vendetta" enhancements require character level 1 instead of 12 like other Tier 5 Enhancements.
FIXED: Vistani Knife Training I text does not state that it grants +1 to hit and damage with Throwing Knives (but it does).
FIXED: Mist Stalker IV grants +6 PRR and MRR instead of the listed +3.
FIXED: Mist Stalker I does not grant +25% Negative Absorption
FIXED: Rapid Slash tooltip states that it "Requires dagger. Requires dagger."
FIXED: Rapid Slash tooltip states that it grants +25% Doublestrike instead of the +20% it actually grants.
FIXED: Rapid Throw tooltip states that it grants +25% Doubleshot instead of the +20% it actually grants.
FIXED: Blood of Vengeance debuff lasts 20 seconds not the listed 30.
FIXED: Bleeding Cuts does not apply a stack of Blood of Vengeance on Vorpal from a Throwing Dagger.
FIXED: Fan of Knives tooltip text states that it scales with 100% Ranged Power not the 200% that it actually does scale with.
FIXED: "Knife Specialist" (Core 3) tooltip text does not match documentation/what it actually does. Should state +5 Doubleshot and Doublestrike (both main hand and offhand) no matter the weapon type.
FIXED: "Celerity" tooltip does not state that it also gives Off Hand Doublestrike.
FIXED: Blessed Knives tooltip is incorrect in multiple ways.
FIXED: Blessed Blades tooltip incorrect in multiple ways.
FIXED: Blessed Blades and Blessed Knives buff effect does not display a duration timer in the buffbar.
FIXED: Blessed Knives seems to do +3.5(W) damage instead of the listed +5(W)
FIXED: "Vistani Fortune" (Core 5) does not grant + 10 PRR and MRR.
FIXED: Vistani Fortune spews out the line "You've been hit by a random curse!" into the combat log but never actually curses you (nor does the tooltip or documentation mention curses)

Aasimar:

FIXED: Animations: After attacking while moving with any two handed weapon the character attempts to go back to the standard run (holding the weapon in one hand) before "popping" back to the new Aasimar run animations.
FIXED: Enhancements: Capstone (Stronger Bonds) does not cause you to recharge uses of Healing Hands ever.
FIXED: Enhancements: Bold (T1) does not display its icon in the tree.
FIXED: Enhancements: Aasimar Racial tree has a Dragonborn Icon in the bottom left.
FIXED: Enhancements: Celestial Tutelage specifies "Tower Shield" when mousing over it unlike other multiselectors which simply state the generic name.
FIXED: Enhancements: All three ranks of "Blessings" (t3) do not grant any positive spell power.
FIXED: Enhancements: You can activate either "Divine Purpose" without having their bond toggle active (the only difference is you don't get the wings or glowing eyes if you do)
FIXED: Feats: Both Bond of the Protector and Bond of the Fallen give give their patrons glowing eye effect while toggled despite not stating that they should.
FIXED: Enhancements: "Ascendant Bond: Protector" only grants +5 PRR and MRR instead of the +10 listed in the tooltip.
FIXED: Enhancements: "Divine Purpose: Fallen" does not grant any either of its listed bonuses (+2 Primal Bonus to Strength and +5% Primal bonus to Doublestrike).
FIXED: Enhancements: "Ascendant Form: Fallen" does not cause your melee strikes to add a stack of Vulnerability on enemies.
FIXED: Enhancements: "Ascendant Bond: Fallen" does not grant Fear Immunity when active.
FIXED: Icons: All Bond, Divine Purpose, and Ascendant Form things use the "Doublestrike" icon in the buff bar instead of their specific icons.
FIXED: Icons: "Bond of the Fallen" does not have a buff bar icon while active.
FIXED: Char Gen: General tab text is "DNT - TBD Aasimar General Info"
FIXED: Char Gen: More Info tab text is "DNT - TBD Aasimar Additional Info"
FIXED: Past Life: Aasimar I feat does nothing and states it gives a "+1 bonus to ??? skill" in both the feat tooltip and the reincarnation rewards screen.
FIXED: Past Life: Aasimar II feat does nothing and states it gives a "+1 bonus to ???" in both the feat tooltip and the reincarnation rewards screen.
FIXED: Past Life: All three Aasimar Past Life feats state that "You were a Aasimar in a past life."
FIXED: Feats: Aasimar Racial Traits does not grant +5 Resistance to Cold, Acid, and Electricity like it states it should.

Misc.

FIXED: Rogue: Enhancements: Assassin: Knife in the Darkness and Dagger in the Back Dex to hit and Dex to Damage with daggers does not work (THIS WAS NEVER ON THE LIVE SERVER)

JoeShmo
10-11-2017, 03:30 PM
•Deadly Blades: Your daggers and throwing daggers do an additional +1(W) of damage. You are centered when fighting with daggers.

Thank you, from me and all other monks, for this addition to the Vistani tree! I can now definitively say that I will be trying an Aasimar monk investing heavily in the Vistani enhancement tree.

cru121
10-11-2017, 04:12 PM
Divine form: Scourge seems very weak.
Activate for 30 spell points (not actually cheap).
Then wait 40 seconds. (too minor benefit to notice it)
Then gain an effect that's weaker than normal action boost for 20 seconds. And it overlaps with several action boosts. And you pay with your life for upkeep.
Then for 10 seconds you get an effect that's bit stronger than usual action boost. Keep taking damage and vulnerability.
Then stop moving and deactivate the effect.

Then wait 110 seconds until you can use it again.

TL;DR
Weaker than action boost
Less uptime than action boost + long cooldown
Harder to use than action boost
Overlaps with common action boosts
Non-trivial spell point cost
Hit point upkeep and other detrimental effects
Requires active bond

Either I read the ability incorrectly or it needs more work.
Compare with Bladeforged T4 boost, Power of the Forge.

Steelstar
10-11-2017, 04:14 PM
We want to know what you'd like to see for the new Iconic's Path, click here for details! (https://www.ddo.com/forums/showthread.php/490402-Iconic-Scourge-Path?p=6026665#post6026665)

DYWYPI
10-11-2017, 04:28 PM
I believe you meant: kni[f]e rather than "knive" or knives?


Vendetta: [...] Critical damage multiplier to your equipped daggers or throwing knive for 15 seconds. 60 second cooldown. ...

Interestingly, I'm not actually aware of generic throwing knives as an equipped thrown weapon option by Characters but Throwing Dagger does appear. The description mentioning "kni[f]e" possibly could confuse some people. Kukris are also essentially knives albeit I'd be surprised if it also includes kukri.

DANTEIL
10-11-2017, 04:29 PM
A spooky variant of Coalescence Chamber has been added as the seventh Night Revels dungeon.



Aaaaaaaaah!! I think this is the scariest thing possible they could have come up with for Night Revels.

Wizza
10-11-2017, 04:33 PM
This list is in an effort to be as open as possible about what work has been done so that you can more easily, at a glance, know what has changed since the first preview build instead of simply trying to parse the release notes as a whole

Appreciate that list.

Just a question: are Reaper XP changes coming with Ravenloft?

ComicRelief
10-11-2017, 04:35 PM
*snip*Night Revels: A variety of new additions have been added to the Night Revels this year!

A spooky variant of Coalescence Chamber has been added as the seventh Night Revels dungeon.
Additional item rewards have been added to the turn in vendor for the event:

Existing Night Revels items have been given recipes for level 28 upgrades.
A red variant of the Reaper's Platemail has been added.
A collection of new named items have been added to the festival vendor turn in:

Pick of Endless Light (Light Pick):

Undead Bane (Extra damage to Undead. Exact values dependent on Minimum Level)
Coruscating (Light Damage on hit. Exact values dependent on Minimum Level)
Light Bringer (On Vorpal: Destroy undead below 1000 hit points. Only on higher Minimum Level variants.)
Sunburst (Chance for Blind and area Light Damage. Only on higher Minimum Level variants.)

Star of Endless Night (Morningstar):

Unholy (Evil Aligned. Evil Damage on hit. Exact value dependent on Minimum Level)
Smashing (Bludgeon damage on crit. Exact value dependent on Minimum Level)
Piercing (Piercing damage on hit. Exact value dependent on Minimum Level)
Combat Mastery (Tactics DC's. Exact value dependent on Minimum Level)

Crystallized Eternity (Great Club):

Tendon Slice (Chance for slow on hit. Exact value dependent on Minimum Level)
Electrifying (Lightning damage on hit. Exact value dependent on Minimum Level)
Freezing (Ice Damage on hit. Exact value dependent on Minimum Level)
Armor-Piercing (Bypass enemy Fortification. Exact value dependent on Minimum Level)

Spectral Dagger (Dagger)

Ghostbane (Ghost Touch, bypasses ethereal evade chance, deals Bane damage vs. Incorporeal monsters. Exact value dependent on Minimum Level)
Evil Outsider Bane (Extra damage to Evil Outsiders. Exact value dependent on Minimum Level)
Crushing (Force damage on crit. Exact value dependent on Minimum Level)
Vorpal (Extra W damage. On vorpal enemies with few hitpoints are instantly slain. Only on higher Minimum Level variants.)

Spectral Throwing Dagger (Throwing Dagger)

Ghostbane (Ghost Touch, bypasses ethereal evade chance, deals Bane damage vs. Incorporeal monsters. Exact value dependent on Minimum Level)
Evil Outsider Bane (Extra damage to Evil Outsiders. Exact value dependent on Minimum Level)
Crushing (Force damage on crit. Exact value dependent on Minimum Level)
Vorpal (Extra W damage. On vorpal enemies with few hitpoints are instantly slain. Only on higher Minimum Level variants.)


2016 candy, ingredients, and non-store bought keys have been deprecated and can no longer be used. (Edit Note: color added}


*snip*

PLEASE tell me the new ingredients will be NON-expiring (with the possible exception of the chocolate and keys). Pretty, pretty, please??? Otherwise, you'll just exacerbate an already existing problem of 'not enough time so why even bother?' feelings of much of the player-base. Including and especially - but by no means limited to - me!!
;)

Arkat
10-11-2017, 04:38 PM
For "Blessings: +10/20/30 Positive Spell Power," make it a toggle that gives Light Spell Power instead of Positive Spell Power if you choose.

cru121
10-11-2017, 04:39 PM
Scourge Weapons enhancement line ideas:
- add greatclub
- add options for non-TWF users (two handed, shield, empty hand, rune arm)

Strike Down the Dead: +1/2/3[w], single-target attack.. 15 second cooldown.
- add for 3/6/10 seconds, all your attack gain Weaken Undead: Each time this weapon deals damage to an undead creature, the target loses 20% of its fortification for the next 20 seconds. This effect does not stack with itself.

Cocomajobo
10-11-2017, 04:42 PM
•Deadly Blades: Your daggers and throwing daggers do an additional +1(W) of damage. You are centered when fighting with daggers.

Thank you, from me and all other monks, for this addition to the Vistani tree! I can now definitively say that I will be trying an Aasimar monk investing heavily in the Vistani enhancement tree.

Yeah, Stacking Ninja Spy Poison DOTs and Vistani Bleeding DOTs is something I am, personally, looking forward to. =]


Divine form: Scourge seems very weak.

What sort of specific changes would you make to it if you could?


I believe you meant: kni[f]e rather than "knive" or knives?

Nice catch. The whole tree is laced with the term Throwing Knife now that I think of it.


Aaaaaaaaah!! I think this is the scariest thing possible they could have come up with for Night Revels.

That's the idea! Muahahahaha


Appreciate that list.

Just a question: are Reaper XP changes coming with Ravenloft?

I do not know the answer to that question! It's not currently on our feature list for U36 Patch 3 which is all that is consuming my life at the moment. There has been a lot of chatter about it in the office but that doesn't always result in immediate changes.


PLEASE tell me the new ingredients will be NON-expiring (with the possible exception of the chocolate and keys). Pretty, pretty, please??? Otherwise, you'll just exacerbate an already existing problem of 'not enough time so why even bother?' feelings of much of the player-base. Including and especially - but by no means limited to - me!!
;)

Ingredients, Candy Clickies, and non-store bought keys will again, eventually expire.

Wizza
10-11-2017, 04:44 PM
I do not know the answer to that question! It's not currently on our feature list for U36 Patch 3 which is all that is consuming my life at the moment. There has been a lot of chatter about it in the office but that doesn't always result in immediate changes.


Disappointing, we have been asking RXP changes since February.

But thanks for the answer.

Gratch
10-11-2017, 04:48 PM
Disappointing, we have been asking RXP changes since February.

But thanks for the answer.

I'm just hoping they have something for cap once the actual Ravenloft content releases (when I'm playing moreso at cap).
Not really sure what they're thinking over. RXP epic seems slower per min than heroic by at least 2x (though you can get much larger chunks). RXP at cap is just blech.

unbongwah
10-11-2017, 04:51 PM
Iconic Race: Aasimar: Scourge of the Undead: A new iconic Forgotten Realms race which will be available in select (but not all) Ravenloft Expansion bundles and, at a later date, in the DDO store.





Scourge Weapons: You gain proficiency with Clubs, Light Maces, Heavy Maces, and Morningstars. If you are Good, any of these four weapons you wield are considered Good.
Improved Scourge Weapons: You gain 5% Doublestrike. If you have the Two Weapon Fighting feat, this grants the Oversized Two Weapon Fighting feat.




Greater Scourge Weapons: While dual-wielding Clubs, Light Maces, Heavy Maces, and Morningstars, you gain 5% chance to make off-hand attacks and 5% chance to doublestrike with your off-hand.
Destroyer of the Dead: Clubs, Light Maces, Heavy Maces, and Morningstars you wield gain a +1 Sacred Bonus to Critical Multiplier.










What about adding a way to apply WIS as your combat stat to racial weapons, similar to DEX/CON in elf/dwarf trees? Devs clearly intend Aasimar to be a WIS-based race. And since you can only use DEX with light maces, it precludes going the usual DEX route with an Aasimar ranger specializing in these blunt weapons.

SerPounce
10-11-2017, 04:58 PM
Favored Soul:

Changed the name of the Favored Soul "Warpriest" enhancement tree to "War Soul". (This does not affect the Cleric tree which is still called "Warpriest")
Added a multiselector to the "Divine Might enhancement under War Soul.

Divine Might: You gain an Insight bonus to Strength equal to your Charisma Modifier.
Divine Presence: Adds one half of Charisma modifier to melee damage and tactical DC's.
Divine Will: Adds one half of Wisdom modifier to melee damage and tactical DC's



Only melee damage? Is that right? Come on, why should such an ability be limited to melee?

Arkat
10-11-2017, 05:23 PM
Only melee damage? Is that right? Come on, why should such an ability be limited to melee?

Because Divine Might has ALWAYS been that way.

Arkat
10-11-2017, 05:23 PM
What about adding a way to apply WIS as your combat stat to racial weapons, similar to DEX/CON in elf/dwarf trees? Devs clearly intend Aasimar to be a WIS-based race. And since you can only use DEX with light maces, it precludes going the usual DEX route with an Aasimar ranger specializing in these blunt weapons.

Here, here!

LrdSlvrhnd
10-11-2017, 05:31 PM
Ingredients, Candy Clickies, and non-store bought keys will again, eventually expire.

Still a bad idea. IMHO this actually DISCOURAGES people from running this, rather than encouraging it. I know the last two years I got to a point where I didn't figure I'd be able to get enough for another item so I just... stopped. It was no longer worth my time. I'd see LFMs up, I'd see guildies running, and I'd simply not bother. With Cove, with Mabar, I'd go ahead and run some more, because I knew I'd be able to use the ingredients next time it rolled around. If all the ingredients are going to disappear, why bother going for more than precisely however many you need to make an item?

Make the clickies disappear; even make the keys disappear. But the ingredients? Other than *maybe* the easily-obtainable chocolate, no. That's just a slap in the face to us.

Also: Are the new items going to be able to be directly made at the desired level (like items from Cove, Challenges, and pretty much everything else), or are we going to be forced through the same upgrade path as the former Mabar loot? And what's the binding status on it? BtA and made directly, some of this stuff is definitely worth making. BtA and requiring the upgrade path, some of it will still be worth it. BtC in any capacity, and absolutely not worth it, and I'll just stick to making ghostbane augments.

blerkington
10-11-2017, 05:50 PM
Reincarnation: Improvements have been made to the reincarnation system to prevent loss of items while undergoing the process!

Changes have been made to the way a player's inventory and bank are moved to the True Reincarnation cache during reincarnation. The process occurs upon first login after a reincarnation. The process is now more resilient against disconnects that occur at this time.
If there is a problem and it detects that items were lost, a message will be displayed in the chat window at login.
Customer service now has additional tools to identify and restore items lost in this process.




This is very good to see, at last. Well done, if it works.

Thanks.

SerPounce
10-11-2017, 05:53 PM
Because Divine Might has ALWAYS been that way.

That's just 100% wrong. Divine might used to be a flat bonus to all damage, now it increases STR, and if you have STR to ranged damage (say bow strength feat or a thrower) it adds to ranged. Divine might has in fact NEVER been that way. It has never distinguished between ranged and melee damage.

Heck, even going all the way back to PnP 3.5 divine might added a flat bonus to all weapon damage: http://www.dandwiki.com/wiki/SRD:Divine_Might.

And Know the Angle, the other divine might like ability, adds to both melee and ranged also.

What motivates someone to make such a flatly incorrect comment like that?

Qhualor
10-11-2017, 05:54 PM
+ 2 Wisdom

disappointing. I guess the Swashbuckler idea will continue to be at the bottom of the list of planned out characters.

Cleanincubus
10-11-2017, 06:00 PM
Night Revels: A variety of new additions have been added to the Night Revels this year!

A spooky variant of Coalescence Chamber has been added as the seventh Night Revels dungeon.


https://i.pinimg.com/564x/06/83/e2/0683e21e80ac6b7cb5460e2ffc66eda3--my-favourite-kevin-oleary.jpg

Opensezame
10-11-2017, 06:03 PM
Night Revels: A variety of new additions have been added to the Night Revels this year!

A spooky variant of Coalescence Chamber has been added as the seventh Night Revels dungeon.



Probably everybody's worst nightmare....

When is the server up?

Nandos
10-11-2017, 06:07 PM
Favored Soul:
•Changed the name of the Favored Soul "Warpriest" enhancement tree to "War Soul". (This does not affect the Cleric tree which is still called "Warpriest")
•Added a multiselector to the "Divine Might enhancement under War Soul.
•Divine Might: You gain an Insight bonus to Strength equal to your Charisma Modifier.
•Divine Presence: Adds one half of Charisma modifier to melee damage and tactical DC's.
•Divine Will: Adds one half of Wisdom modifier to melee damage and tactical DC's

One of Favored Souls deity weapons is the Longbow, so it would be fair if Divine Presence and Divine Will add to ranged damage too.

tikwid
10-11-2017, 06:11 PM
Favored Soul:

Changed the name of the Favored Soul "Warpriest" enhancement tree to "War Soul". (This does not affect the Cleric tree which is still called "Warpriest")
Added a multiselector to the "Divine Might enhancement under War Soul.

Divine Might: You gain an Insight bonus to Strength equal to your Charisma Modifier.
Divine Presence: Adds one half of Charisma modifier to melee damage and tactical DC's.
Divine Will: Adds one half of Wisdom modifier to melee damage and tactical DC's





Why not give this option to Clerics aswell?

EDIT:

One of Favored Souls deity weapons is the Longbow, so it would be fair if Divine Presence and Divine Will add to ranged damage too.

It would be nice for it to be like Know the Angles.

Marupal
10-11-2017, 06:12 PM
Noice!

Centered with daggers. Wasn't expecting that but that's outstanding. Thank you very much.

Best of all, this:



...

Night Revels: A variety of new additions have been added to the Night Revels this year!

A spooky variant of Coalescence Chamber has been added as the seventh Night Revels dungeon.
Additional item rewards have been added to the turn in vendor for the event:

Existing Night Revels items have been given recipes for level 28 upgrades.
A red variant of the Reaper's Platemail has been added.
A collection of new named items have been added to the festival vendor turn in:

...


Coal may not be the one I'd pick but I'm looking forward to it. ;)

Nonesuch2008
10-11-2017, 06:21 PM
Wow, I thought the last preview was pretty inclusive, but this iteration includes even more surprises. I'm very curious about the plot behind the Coal Chamber setting... Why do I get the feeling that we'll be seeing zombified trolls in there?

There must be some kind of especially potent coffee around the offices at SSG. Whatever is behind all of this production, please keep it coming.

edrein
10-11-2017, 06:31 PM
Why not give this option to Clerics aswell?

If I had to speculate? I'd guess this is part of the issue I warned and argued about regarding War Domain having Holy Sword. From here out Warpriest and now War Soul will be split and balanced seperately. Expect War Soul to get a crit bonus option, where as Warpriest will lack this and instead be limited to going War Domain if you want crits.

StahrChylde
10-11-2017, 06:40 PM
[QUOTE=Cleanincubus;6026706]https://i.pinimg.com/564x/06/83/e2/0683e21e80ac6b7cb5460e2ffc66eda3--my-favourite-kevin-oleary.jpg

Can somebody please just kill me now? I just can't even O.O

Cocomajobo
10-11-2017, 06:41 PM
When is the server up?

No specific ETA other than "Very late tonight if things go well"


disappointing. I guess the Swashbuckler idea will continue to be at the bottom of the list of planned out characters.

1 less Charisma is enough to make that decision? You can still get +4 CHA from Protector Bond and Ascendant Protector Bond (T4 toggle form if you have Divine Resolve) it just takes an AP investment. Just spitballing build thoughts! I too like the idea of an Aasimar Swashbuckler.


Why not give this option to Clerics aswell?

The multiselector is in response to Favored Souls being able to select Wisdom or Charisma to hit and damage which makes it easily possible to build a Melee Favored Soul that has dumped Strength entirely and thus couldn't benefit from the basic Divine Might at all. It further helps differentiate the two classes from each other which is something that we've been beginning to accomplish.


Wow, I thought the last preview was pretty inclusive, but this iteration includes even more surprises. I'm very curious about the plot behind the Coal Chamber setting... Why do I get the feeling that we'll be seeing zombified trolls in there?

There must be some kind of especially potent coffee around the offices at SSG. Whatever is behind all of this production, please keep it coming.

The new night revels dungeon certainly has some surprises... some of them are named powerups. The moment, in an internal playday of the new content, FlimsyFirewood exclaimed with so much excitement "Quad Damage!" and sprinted up the shaft way ahead of everyone was wonderful. Especially when we finally caught up with him and realized that his maniacal laughter had stopped a while back was because he was a soulstone. =]

leesun
10-11-2017, 06:47 PM
please give favored souls wings at lvl 17, they are supposed to get wings :(

Lord_Asmodeus
10-11-2017, 06:53 PM
Night Revels:
" A red variant of the Reaper's Platemail has been added." Still no option for wf/bf to use.
You have the capability to have select cosmetics to be warn by wf/bf why do you not add it to theses event ones?

Ravenloft Expansion Features:
New Cosmetics:will wf and bf be able to use them? Otherwise it does not make me want to buy them as much.
The following Weapon Aura is available for preview:Mist still only on selected weapon types? Perhaps make some for armors and docent use.

J-mann
10-11-2017, 06:59 PM
No specific ETA other than "Very late tonight if things go well"



1 less Charisma is enough to make that decision? You can still get +4 CHA from Protector Bond and Ascendant Protector Bond (T4 toggle form if you have Divine Resolve) it just takes an AP investment. Just spitballing build thoughts! I too like the idea of an Aasimar Swashbuckler.



The multiselector is in response to Favored Souls being able to select Wisdom or Charisma to hit and damage which makes it easily possible to build a Melee Favored Soul that has dumped Strength entirely and thus couldn't benefit from the basic Divine Might at all. It further helps differentiate the two classes from each other which is something that we've been beginning to accomplish.



The new night revels dungeon certainly has some surprises... some of them are named powerups. The moment, in an internal playday of the new content, FlimsyFirewood exclaimed with so much excitement "Quad Damage!" and sprinted up the shaft way ahead of everyone was wonderful. Especially when we finally caught up with him and realized that his maniacal laughter had stopped a while back was because he was a soulstone. =]

Please give at least the cha to damage/tactics option to clerics as well. Qstaffs are a favored weapon as are short swords and dex to damage is available for both. The cha to dmg and tactics opens a lot of build flavor up instead of locking us in str (lets face it any melee nuild needs either divine might or kta to be worth much and untying dm from str will open up a lot of builds (dex cleric builds for example)).

Gratch
10-11-2017, 07:04 PM
please give favored souls wings at lvl 17, they are supposed to get wings :(

Might happen once they redo the FVS enhancement trees after Ravenloft. Angel Form. :)

Qhualor
10-11-2017, 07:06 PM
1 less Charisma is enough to make that decision? You can still get +4 CHA from Protector Bond and Ascendant Protector Bond (T4 toggle form if you have Divine Resolve) it just takes an AP investment. Just spitballing build thoughts! I too like the idea of an Aasimar Swashbuckler.

I know it sounds a bit silly, but its the little things. its my new approach to DDO :) when I looked up Aasimar, they would get +1/+2 to Cha plus the Wis bonus. to me, it just feels wrong to not have +1 or +2 to Cha in the starting stats. I was perfectly fine with +1 Wis and +1 Cha. the tree does look really exciting, so despite my feelings, I most likely will still do it. its just not getting pushed ahead of my other alt character build desires and just do it for the past lives.

SerPounce
10-11-2017, 07:09 PM
The multiselector is in response to Favored Souls being able to select Wisdom or Charisma to hit and damage which makes it easily possible to build a Melee Favored Soul that has dumped Strength entirely and thus couldn't benefit from the basic Divine Might at all. It further helps differentiate the two classes from each other which is something that we've been beginning to accomplish.



But Silver Flame FVS get left out? Any reason for that?

Silverleafeon
10-11-2017, 07:14 PM
I had leftover ingredients during last years event, and enjoyed clicking the candy thru the year, since they were fairly cheap and lasted many more months than I expected. Nice at low levels. The first year I avoid the candy, but the second year I had extra and it was a fun extra click.

Good to see upgrades to level 28 along with new items for Revels.

Lol Coal Chamber!?!? hopefully we go backwards from the end, giving us a jump/float option for the start of the dungeon?


Glad to see a new iconic which seems fitting for the expansion.
Ranger does fill some void, well called.

I have some concerns about having to track an effect that kills your toon in the iconic form,
it reminds me of Astral Vibrance which if forgotten about can drain all your sp.
However the ramp up seems powerful, and it could be amusing to keep players on their toes...
Maybe the toon should have a visual effect increased at the time the vastly slow starts... red alert ?!?

But after all, its fairly high on the racial tree, so players don't have to take it, unlike Astral Vibrance...


Definitely liking the separation of the Warpriest tree, that will allow more and more definition between the two classes as time passes.


Glad to know the Scarecrow is an official Ravenloft monster (as posted elsewhere), hoping it can survive in today difficult dungeons?



Oh, and anything to improve reincarnation woes is highly welcome...

jwelch
10-11-2017, 07:26 PM
Aaaaaaaaah!! I think this is the scariest thing possible they could have come up with for Night Revels.


Nope. That would be S1: Tomb of Horrors.

Gratch
10-11-2017, 07:41 PM
disappointing. I guess the Swashbuckler idea will continue to be at the bottom of the list of planned out characters.

Checkout the Scourge Aasimar iconic +1 critical multiplier to weapons including light maces... now put that in your current swashcrit profile.
The knife fighter stuff also works with Swashbuckler well.

I won't be crying for bards with these updates over +1 cha.

ThomasHunter
10-11-2017, 08:19 PM
What about adding a way to apply WIS as your combat stat to racial weapons, similar to DEX/CON in elf/dwarf trees? Devs clearly intend Aasimar to be a WIS-based race. And since you can only use DEX with light maces, it precludes going the usual DEX route with an Aasimar ranger specializing in these blunt weapons.

I REALLY love this idea! It would really make them special and worthwhile using blunt damage sources. Please give them this option. Seconded. Thirded, etc...:cool:

edrein
10-11-2017, 08:46 PM
Favored Soul:

Changed the name of the Favored Soul "Warpriest" enhancement tree to "War Soul". (This does not affect the Cleric tree which is still called "Warpriest")
Added a multiselector to the "Divine Might enhancement under War Soul.

Divine Might: You gain an Insight bonus to Strength equal to your Charisma Modifier.
Divine Presence: Adds one half of Charisma modifier to melee damage and tactical DC's.
Divine Will: Adds one half of Wisdom modifier to melee damage and tactical DC's




I'm not sure if I like this direction. Unless the end goal is FVS's new War Soul eventually becomes Divine Avenger, I'm not really liking the idea of keeping two similar but now differently named and adjusted trees. The biggest issue here is the elephant in the room that is crit enhancement and the possiblity cleric's warpriest will suffer because war domain has holy sword.



Race: Aasimar: A new heroic Eberron race which will be free to VIPs and available in all Ravenloft Expansion bundles and, at a later date, in the DDO store.
-snip Aasimar enhancements-
Thanks for listening and changing the racial stat to +2 wisdom. Is it possible that we could see the Divine Purposes extended by 20-30 seconds per rank of Divine Charge? I feel like this would help a lot and make the ability feel a lot less annoying to spam/maintain such as the maintenance of Frenzy/Death Frenzy on a barbarian. Two minutes or two and a half make it just the right duration that you can maintain it with four charges to a shrine in most content. Where as the four uses of one minute charges is a bit more rough and would see most of its uses in a boss beat down. One last thing here? Could we possibly get Bold changed to 12/6/immune? And then change the Fallen Divine Form to have a more DPS oriented buff instead? I feel like that was the only part of our feedback that sort of got lost and wasn't addressed. Or rather that Fallen didn't get a nice damage boost beyond just melee power (as there's nothing within the tree to benefit from it compared to what Scourge now has, feels like a corrupt-a-wish situation.)



Iconic Race: Aasimar: Scourge of the Undead: A new iconic Forgotten Realms race which will be available in select (but not all) Ravenloft Expansion bundles and, at a later date, in the DDO store.

Scourge Weapons: You gain proficiency with Clubs, Light Maces, Heavy Maces, and Morningstars. If you are Good, any of these four weapons you wield are considered Good.
Improved Scourge Weapons: You gain 5% Doublestrike. If you have the Two Weapon Fighting feat, this grants the Oversized Two Weapon Fighting feat.
Scourge: You gain the furious aura of the Scourge of the Undead. For one minute, your weapon attacks deal 3d6 extra Light damage that scales with the higher of your Melee or Ranged Power. On Vorpal, enemies are Blinded.
Greater Scourge Weapons: While dual-wielding Clubs, Light Maces, Heavy Maces, and Morningstars, you gain 5% chance to make off-hand attacks and 5% chance to doublestrike with your off-hand.
Destroyer of the Dead: Clubs, Light Maces, Heavy Maces, and Morningstars you wield gain a +1 Sacred Bonus to Critical Multiplier.


Alright, here's where I have a problem. This is all great. The issue is it's a complete corrupt-a-wish of what I requested and gave feedback on for Fallen Aasimar both in the PC (when I was still there) and here on the Lamania thread last week. You've literally taken my ideas for giving Fallen DR breaking, DPS buffs, and on-hit-damage procs and slapped it into the iconic because more or less you threw us all a curveball and went ranger instead of any form of caster with Scourge. It reads a lot like you had no idea how to make Scourge work as a non-caster and instead took those ideas I provided for the DPS aasimar line and put them here to make the iconic look good for sales purposes.



Universal Enhancement Tree: Vistani Knife Fighter: A new universal enhancement tree which will be available in select (but not all) Ravenloft Expansion bundles and, at a later date, in the DDO store, as well as able to be earned from Favor attainable in Ravenloft content on a per character basis.

Mist Stalker I: You gain +25% negative energy absorption. You gain +3 Physical Resistance Rating and Magical Resistance Rating.
Mist Stalker IV: You gain immunity to Energy Drain. You gain +6 Physical Resistance Rating and Magical Resistance Rating.


First of all; thank you for finally granting my request for centering with daggers. Secondly can we discuss Mist Stalker for a moment? I actually like the line as it progresses, it's a nice little defense boost. Might I request however that you push the 25% negative energy absorption to rank 4, so that PMs running Vistani aren't going to harm their self healing by trying to gain defense boosts? Or perhaps make the negative energy absorption a stance similar to cloak of night? I think if you put immunity to Energy Drain and Negative Energy Absorption in the same rank that you're pairing that theme together at the right point, and could instead give a more unique and universally desirable bonus at rank 1 for defenses. Perhaps a 5% stacking corporeality?

PsychoBlonde
10-11-2017, 09:02 PM
Checkout the Scourge Aasimar iconic +1 critical multiplier to weapons including light maces... now put that in your current swashcrit profile.
The knife fighter stuff also works with Swashbuckler well.

I won't be crying for bards with these updates over +1 cha.

Skullsmasher already becomes a x4 crit multiplier with regular swashy. This would make it a x5.

PsychoBlonde
10-11-2017, 09:05 PM
If it gets much later it's going to be tomorrow . . .

Fnordian
10-11-2017, 09:46 PM
Ingredients, Candy Clickies, and non-store bought keys will again, eventually expire.

This is unfortunate. I'm a long time DDO player but I usually have very limited time to play. It would take me about three years to collect enough ingredients to trade for much of anything worthwhile in Night Revels. However, since they expire each year, I can't do this, so it has little appeal beyond the initial once or twice to try out the quests.

Noir
10-11-2017, 10:08 PM
The launcher is now receiving the update files.

Andu_Indorin
10-11-2017, 10:18 PM
Hello, all! We are currently waiting for a preview build to be ready and currently expecting to be able to open Lamannia late tonight with a second preview of some of the features coming to DDO in the near future! This preview should contain all of the following (Please note that some of this information may change after we have a chance to verify the build. Will edit if/when that happens):

A collection of new named items have been added to the festival vendor turn in:

Pick of Endless Light (Light Pick):

Undead Bane (Extra damage to Undead. Exact values dependent on Minimum Level)
Coruscating (Light Damage on hit. Exact values dependent on Minimum Level)
Light Bringer (On Vorpal: Destroy undead below 1000 hit points. Only on higher Minimum Level variants.)
Sunburst (Chance for Blind and area Light Damage. Only on higher Minimum Level variants.)

Star of Endless Night (Morningstar):

Unholy (Evil Aligned. Evil Damage on hit. Exact value dependent on Minimum Level)
Smashing (Bludgeon damage on crit. Exact value dependent on Minimum Level)
Piercing (Piercing damage on hit. Exact value dependent on Minimum Level)
Combat Mastery (Tactics DC's. Exact value dependent on Minimum Level)

Crystallized Eternity (Great Club):

Tendon Slice (Chance for slow on hit. Exact value dependent on Minimum Level)
Electrifying (Lightning damage on hit. Exact value dependent on Minimum Level)
Freezing (Ice Damage on hit. Exact value dependent on Minimum Level)
Armor-Piercing (Bypass enemy Fortification. Exact value dependent on Minimum Level)

Spectral Dagger (Dagger)

Ghostbane (Ghost Touch, bypasses ethereal evade chance, deals Bane damage vs. Incorporeal monsters. Exact value dependent on Minimum Level)
Evil Outsider Bane (Extra damage to Evil Outsiders. Exact value dependent on Minimum Level)
Crushing (Force damage on crit. Exact value dependent on Minimum Level)
Vorpal (Extra W damage. On vorpal enemies with few hitpoints are instantly slain. Only on higher Minimum Level variants.)

Spectral Throwing Dagger (Throwing Dagger)

Ghostbane (Ghost Touch, bypasses ethereal evade chance, deals Bane damage vs. Incorporeal monsters. Exact value dependent on Minimum Level)
Evil Outsider Bane (Extra damage to Evil Outsiders. Exact value dependent on Minimum Level)
Crushing (Force damage on crit. Exact value dependent on Minimum Level)
Vorpal (Extra W damage. On vorpal enemies with few hitpoints are instantly slain. Only on higher Minimum Level variants.)






An interesting selection of weapons, and not the usual Dwarven Axe or Bastard Sword. Can I begin to hope for a unique, named Falchion at some point in the future. It has only been five or six years since we had one of those ...

thomascoolone64
10-11-2017, 10:45 PM
Were will this Mist Aura Cosmetic be? In the Mirror of Glamoring?

PsychoBlonde
10-11-2017, 10:50 PM
Were will this Mist Aura Cosmetic be? In the Mirror of Glamoring?

Maybe on the Glamered Weapon Aura?

thomascoolone64
10-11-2017, 10:54 PM
Maybe on the Glamered Weapon Aura?

Ok, that is what i meant, I was just confirming.

PsychoBlonde
10-11-2017, 10:55 PM
The launcher is now receiving the update files.

Sadly the server still shows as Closed

Thar
10-11-2017, 11:00 PM
Ingredients, Candy Clickies, and non-store bought keys will again, eventually expire.

poor decision again not listening to the issues that people have with the event. similar to the egg hunt event that is hardly run. let everyone have fun and what is the harm keeping it till next year? if someone does something narfarous you should have tracking set up to catch it if they expand their candy stash 1000x.

whoolsey
10-11-2017, 11:13 PM
1, will the event be as short as the mimic one?

2, will there be more worthwille gear added tho the short list of weapons?

3, why not release the races a month before the pack? People will want to get their completionist back before facing ravenloft.

4, will the race and knife tree be properly tested this time around unlike warlock? The constant nerfs do not make hapy customers.

5, will there be a reason to buy this pack for me? As a melee i have been screwed over all the time. Another undead heavy pack (with little to no consistant crits) doesn't look apealing to me, with all these glaring ballance issues.

Cocomajobo
10-11-2017, 11:28 PM
Lamannia is now open!

In the DDO store you can find placeholder listings for all three of:

- Vistani Knife Fighter
- Aasimar
- Iconic Aasimar: Scourge of the Undead

Which should give you access to preview those three features! In addition, the Night Revels has been enabled and can be found in House Jorasco.

We will likely be giving out a Coupon Code to redeem tomorrow that should give you all of the listed Ravenloft features in the Release Notes.

the_one_dwarfforged
10-11-2017, 11:34 PM
the iconic aasimar divine form raises some questions:

-how is % additional melee power going to function. like, is it going to, like uh, WORK PROPERLY?
-how is % additional melee power going to interact with flat additional melee power? will they completely stack? will you only get the higher of the two bonuses? will you only get the bonus of the effect that activated first?
-i see we have another case of giving out attack speed increases that arent alacrity effects or haste boost. why can we not use this to open the doors on build diversity by giving rangers way more than they currently have but nerfing their crit profile to adjust not just how much dps they do but how they do it (as one example)? clearly you are not only willing but INTENDING for players to stack attack speed bonuses, and we have attack speed based builds with vanguards and wolves and anything with swf, so clearly "because lag" is not a reason not to reintroduce attack speed buffs in a more standardized manner instead of just wherever because its a way to buff a weak build/combat style that isnt mp/crit?
-how are % attack speed bonuses intended to interact with each other? and how are they intended to currently? if you feel like answering how they actually do and how they actually will, go for it, but honestly the only information id trust on how such things are actually working on live servers is player testing.

aside from those questions, i feel that the ability has sufficiently significant opportunity cost for the power it provides and the exclusivity of what provides it, so gj there. do. not. buff. this. ignore. everyone. who. tells. you. to. for. the. love. of. whatever. deity. you. choose.


the iconic past life feat is a pretty significant bonus. it still benefits non twf pretty well so i dont have a huge issue with it but thats still quite a bit of offhand dstrike. i think the main problem is that it benefits twf more than thf/swf and i feel that the gap is already wide enough that it didnt need to get bigger.


the iconic aasimar ability strike down the dead isnt bad, but you are clearly sticking with the formula that you have been for a while now when it comes to active abilities. i guess thats fine for balances sake, but uh, guys, you do realize that there are some huge issues with that formula right? just look at the scaling of this new ability youre introducing. 3 ranks and the only thing that changes is +1[w]/15secs per rank. is that where you think the damage comes from? is that what you think is worth 1 ap in its own right? is that what you think is worth 1 ap next to +1[w]/15secs + 1d4+4 per Character Level (scales with 100% Melee Power) in Positive Damage to Undead creatures? do you think the dev team would have more time to design new content or balance classes and builds if the you were saving the time that you were coding enhancement ranks that literally no one will ever take?


the iconic aasimar racial scourge weapons tier two doesnt state that the player is required to be using the racial weapons to get that 5% dstrike bonus. is this intended? a typo? really?


the iconic aasimar racial scourge weapons tier three is stated as granting +5% offhand proc chance and +5% offhand dstrike. given that this race is intended to be 20 ranger and the class levels are already going to grant it 100% offhand proc chance, are offhand attacks going to be able to occur more than once per main hand attack? like, what?

the_one_dwarfforged
10-11-2017, 11:37 PM
An interesting selection of weapons, and not the usual Dwarven Axe or Bastard Sword. Can I begin to hope for a unique, named Falchion at some point in the future. It has only been five or six years since we had one of those ...

they have a good crit profile, so no.

PsychoBlonde
10-12-2017, 12:18 AM
I highly recommend including light and heavy mace versions of the weapons for the scourge level 15 gear. Or perhaps a light mace and a morningstar instead of just a heavy mace.

Andu_Indorin
10-12-2017, 12:43 AM
Lamannia is now open!

In the DDO store you can find placeholder listings for all three of:

- Vistani Knife Fighter
- Aasimar
- Iconic Aasimar: Scourge of the Undead

Which should give you access to preview those three features! In addition, the Night Revels has been enabled and can be found in House Jorasco.


AND the DDO store is still not opening either in game or in a browser. So no Scourge of the Undead for this user. Sigh.

Looks pretty cool though! Will it be a part of the MoR pre-purchase package? Here's hoping ...

Andu_Indorin
10-12-2017, 12:45 AM
they have a good crit profile, so no.

lol

Mofus
10-12-2017, 12:59 AM
Happy about everything here, except the fact that ingredients for night revels will disappear after event is over. Why is this being done? Do we really need this? Please reconsider this decision.

irnimnode
10-12-2017, 12:59 AM
After all the changes I have made that SSG sent me I still only get the getting in line to connect then nothing. Guess I wait for their next suggestions and hope it wont take a month lol

PsychoBlonde
10-12-2017, 01:15 AM
Um, the level 28 version of the Cloak of Night says +18% dodge. This seems excessive since the level 24 version is only 6%.

Can I suggest correcting the Vistani capstone to say "you gain 5% attack speed when wielding two daggers or a throwing dagger", because the current wording makes it sound like you can wield two throwing knives, which as far as I know you cannot.

Core 3 of knife fighter also makes it sound like you get 5% doubleshot for "both the main hand and the off hand". Pretty sure there's no way to equip anything in your off hand that you can get doubleshot ON.

It's unclear on One with the Blades if the bonus to critical threat range is daggers only, or if you just get +1 critical threat range to EVERYTHING and then a +1 multiplier with daggers.

The Red reaper cosmetic armor/helm looks kinda sickly, since it still has blue-green accents and it doesn't have the super-dark black of the original version.

The standing still animation for the vistani dagger fighting looks bad, like you're about to jam both daggers in your own ears. If you could lower the left arm slightly so that you're holding the right dagger at about neck height and the left one at about waist height it would look a LOT better. I don't know if this is doable with the time you have--I know animations can be tricky.

The_Human_Cypher
10-12-2017, 01:20 AM
I ran The Night Revels version of 'The Coalescence Chamber' dungeon (now called "Resurrection Chamber") and it is the best of the seven "spooky" quests so far. The quest is challenging at level and now we have an Epic version of Coal Chamber (CR 35) for those who have been waiting for such a thing. The majority of players probably couldn't solo this dungeon at level, so there is an incentive for grouping in the event this year.

The 'Mysterious Boxes' optional is fun (I didn't find the very last two of the fifteen boxes) and has a Ravenloft Easter Egg - "Greetings from Barovia" - when examining the boxes. The new voice over actor is good (I don't remember hearing him before this dungeon) and the appearance of the dungeon fits The Night Revels aesthetic very well. This dungeon also uses the Power Up mechanism from the House Cannith Challenges, which is new from the previous years' dungeons. The Night Revels event has grown on me since my initial unfavorable review, mainly due to the content becoming progressively better each year.

Now that The Night Revels has added seven spooky versions of quests, the devs may want to consider adding a raid for 2018. Which raids would be good candidates for the spooky treatment?

EllisDee37
10-12-2017, 01:23 AM
Changed the name of the Favored Soul "Warpriest" enhancement tree to "War Soul". (This does not affect the Cleric tree which is still called "Warpriest")
Added a multiselector to the "Divine Might enhancement under War Soul.

Divine Might: You gain an Insight bonus to Strength equal to your Charisma Modifier.
Divine Presence: Adds one half of Charisma modifier to melee damage and tactical DC's.
Divine Will: Adds one half of Wisdom modifier to melee damage and tactical DC's

Nice!


Race: Aasimar
+ 2 WisdomNice!


2016 candy, ingredients, and non-store bought keys have been deprecated and can no longer be used.I think you're using that word incorrectly, and so am I. I'm currently working on "build deprecation" in my character builder, where if you open an old build whose chosen game features have changed since you saved it, a screen pops up letting you correct the issues.

"Deprecate" in a software sense very specifically means "obsolete, but still usable." As in, you shouldn't use it starting now and going forward, but existing software that uses it will still work correctly without changes.

The problem I'm having is that there doesn't seem to be a good software word for "obsolete, and NOT usable." Can anyone think of one? Bonus points if it can be used to replace "deprecated" in the sentence "That feature has been deprecated."

EDIT: An example of DDO updates actually deprecating features, remember the original barbarian crit rage enhancement? It got changed long before the enhancement pass. That change wasn't required, though; barbarians with the original version could still keep and use it, but if you reset your enhancements or did an LR/TR you'd lose it. That enhancement was deprecated.

Marupal
10-12-2017, 01:37 AM
I ran The Night Revels version of 'The Coalescence Chamber' dungeon (now called "Resurrection Chamber") and it is the best of the seven "spooky" quests so far. The quest is challenging at level and now we have an Epic version of Coal Chamber (CR 35) so those who have been waiting for such a thing. The majority of players probably couldn't solo this dungeon at level, so there is an incentive for grouping in the event this year.

The 'Mysterious Boxes' optional is fun (I didn't find the very last two of the fifteen boxes) and has a Ravenloft Easter Egg - "Greetings from Barovia" - when examining the boxes. The new voice over actor is good (I don't remember hearing him before this dungeon) and the appearance of the dungeon fits The Night Revels aesthetic very well. This dungeon also uses the Power Up mechanism from the House Cannith Challenges, which is new from the previous years' dungeons. The Night Revels event has grown on me since my initial unfavorable review, mainly due to the content becoming progressively better each year.

Now that The Night Revels has added seven spooky versions of quests, the devs may want to consider adding a raid for 2018. Which raids would be good candidates for the spooky treatment?

Have to agree, it's the best so far.

The voice actor isn't new to DDO, he has done some voicing in the game previously. It was good. :)

I missed the greetings from Barovia on the first run. Funny.

The broken adventurer though - lmao!

cru121
10-12-2017, 01:55 AM
regarding Night Revels loot:

any chance to bring the loot to modern standards?
- BtA! Or you think it's raid quality gear that warrants BtC status?
- purchase higher level items directly - ditch the upgrade recipes
- update for existing lower level gear? (at least the newly purchased)

That said, I need to grind ghostbane augments so probably not gonna get any of the new (or old) stuff anyway.

Hipparan
10-12-2017, 02:29 AM
I was disappointed to see that Ascendant Bond: Fallen no longer has its wing animations while it's toggled. Were the wings removed from this purposefully?

Wizza
10-12-2017, 03:41 AM
I'm just hoping they have something for cap once the actual Ravenloft content releases (when I'm playing moreso at cap).
Not really sure what they're thinking over. RXP epic seems slower per min than heroic by at least 2x (though you can get much larger chunks). RXP at cap is just blech.

At this point I'd like to know if any RXP at cap is coming at all. There has been zero talk about it for 8 months, would be nice to have a Dev or Sev to chime in.

Andu_Indorin
10-12-2017, 03:51 AM
Um, the level 28 version of the Cloak of Night says +18% dodge. This seems excessive since the level 24 version is only 6%.

This is "more in line" with current equipments; it would be nice if the older version were brought in line with the current magic items.

And I hope they fix the store soon! It'd be nice to actually play the iconic as well as the new revel challenges.

Annex
10-12-2017, 03:52 AM
Any chance of making all the equipment Bound to Account?

Cloak of Night: The new L28 Cloak of Night seems about right. Any chance of adjusting the other versions with equivalent Dodge percentages?
L28: N/A increased to 18% Dodge (1.5 x 12) (The number 12 comes from equivalent level Cannith Crafting.)
L24: 6% increased to 16.5% Dodge (1.5 x 11)
L20: 4% increased to 13.5 Dodge (1.5 x 9)
L16: 2% increased to 12% Dodge (1.5 x 8)
I include the following three lines only for reference:
L12: 0% increased to 9% Dodge (1.5 x 6)
L8: 0% increased to 7.5% Dodge (1.5 x 5)
L4: 0% increased to 4.5% Dodge (1.5 x 3)
In comparison, the Bracers of Wind have the following Dodge percentages: L11-6% to 8%; L15-8% to 9%; L20-9% to 11%

Pick of Endless Light: Light Bringer does not scale by level like Vorpal on the new Daggers. Is that intended?

Spectral Dagger: I look forward to trying these out in Devil heavy dungeons. Any chance of making them Good?

Sorcerio
10-12-2017, 05:15 AM
"Wings have been given both a fancy new animation when they burst out of your back and new animations when you are falling."

This is cool, but is there anything that can be done to integrate the Aasimar wings into the Leap of Faith ability appearance-wise? The standard yellow wings tacked on with the Aasimar wings during leaping looks pretty chintzy and takes away from the overall fit and finish of this class/race combination. Maybe replace the LoF wings with a special animation of the Aasimar racial wings?

edrein
10-12-2017, 06:32 AM
There are a few cleric/FVS issues currently floating about to my knowledge. Two are domain related and two are religion related. Is it possible that these could be fixed/touched on before the next iteration of Lamannia or the live update for Night Revels (assuming it launches before Ravenloft)?

Can we please know the state of War Domain's proficiency bug?

Additionally are you aware that Destruction Domain does not cover madstone rage? Is this intentional or an oversight? I was hoping to be able to wear madstone boots and any item with bloodrage procs, but after I saw the boots still blocked me I didn't dare equip my Scourge Choker.

The Blood is the Life; level 6 Blood of Vol active feat. This does not cover undead player characters in PM shrouds. Could we please have the vampirism portion reflected to use the coding from Scion of Shadowfel? Additionally, can we have the vampirism portion turned into a passive weapon boost/character buff as long as you meet the dagger in mainhand prerequisites. Can we also see this vampirism effect scale with melee power similar to Blood Rage? As I understand the current vampirism coding is 1d3HP per hit, can the formula be changed to reflect melee power as such: 1d3+(melee power)HP per hit. This scales the ability into later heroics, epics, and ultimately reaper content where it is completely useless on live.

Onatar's Forge; level 6 Onatar active feat. This does not provide the melee power or tactics portion. This wasn't working for me as of last weekend when I activated the ability.

DYWYPI
10-12-2017, 06:43 AM
https://i.imgur.com/pxcTPKi.jpg
DDO Developer, modelling the (Red coloured) Reaper's Platemail cosmetics.

Hakushi
10-12-2017, 06:56 AM
Happy about everything here, except the fact that ingredients for night revels will disappear after event is over. Why is this being done? Do we really need this? Please reconsider this decision.

This, this, this and THIS.

I think the disappearance of ingredients if an insult for people who don't have a lot of time and want to get the items they want over multiple seasons. I'll probably only have 3 days available to play during the time the event is up, why should I bother if I can't get the item I would like to?

CaptainPurge
10-12-2017, 06:58 AM
I ran The Night Revels version of 'The Coalescence Chamber' dungeon (now called "Resurrection Chamber") and it is the best of the seven "spooky" quests so far. The quest is challenging at level and now we have an Epic version of Coal Chamber (CR 35) so those who have been waiting for such a thing. The majority of players probably couldn't solo this dungeon at level, so there is an incentive for grouping in the event this year.

The 'Mysterious Boxes' optional is fun (I didn't find the very last two of the fifteen boxes) and has a Ravenloft Easter Egg - "Greetings from Barovia" - when examining the boxes.

Thankfully this Night Revels quest is only a section of the full sized coal chamber. I didn't have a problem finding all the boxes, it was linear really. There is one behind a secret door, maybe that is one you missed?

Also the name of the red-named skeleton I found suspicious "Lord Harryhausen"...had to google it, lol check it.

lLockehart
10-12-2017, 07:35 AM
Added the ability to be Centered while wielding Daggers to "Deadly Blades" in the Vistani Knife Fighter Tree

Will this also enable the use of Throwing Knifes while being centred? I hope it doesn't personally, it would muddle the style too much with the Shuriken throwers, I'm very pleased with the melee daggers being able to though, It's an important (and balanced) buff to Ninja Spy and there's some cute things you can do now like splashing Vol Fvs to go full wisdom, getting good Dc's for the finishers/Deathtouch while not sacrificing damage and to-hit. It gives the melee Vistani a much wider approach at building.

The Scourge Iconic was expected given the missing bond from Aasimar, the toggle is quite awesome and flavourful, wish there was more effects like this, the Risk-Reward kind. I really enjoy how it does kill you if you're too engaged in Dps'ing the baddies that you forget the impending doom signalled by you moving drastically slower, that's really good design.
I'm not too keen with the past life and the tempest buffs, it's very... pigeon-holey? we've never had a racial tree this strong before and if one wants to tempest, you're -really- encouraged to Scourge it up now and the bludgeon non-animations are so awkward that you also really want to hide behind cosmetic weaponry but that's a very minor complaint.

Hyped for CC chamber!

The_Human_Cypher
10-12-2017, 08:18 AM
Now that The Night Revels has added seven spooky versions of quests, the devs may want to consider adding a raid for 2018. Which raids would be good candidates for the spooky treatment?

The best candidate for a The Night Revels raid is The Mark of Death. The raid space isn't very big and making a spooky version may just be a matter of replacing the mobs and adding pumpkins, cobwebs, and so on. A new, The Night Revels-appropriate boss would have to replace the raid boss, but this raid would fit the event better than any of the other raids in DDO.

http://ddowiki.com/page/The_Mark_of_Death

JoeShmo
10-12-2017, 08:44 AM
Pardon my ignorance here, but is there a pattern for when an update goes live on Lamannia, and when it then goes live on the live servers? Is there a typical amount of time that goes by usually, or does it vary from update to update? Just nerding out super hard over the Aasimar and Vistani changes and was curious :P Thanks in advance!

edrein
10-12-2017, 08:44 AM
The best candidate for a The Night Revels raid is The Mark of Death. The raid space isn't very big and making a spooky version may just be a matter of replacing the mobs and adding pumpkins, cobwebs, and so on. A new, The Night Revels-appropriate boss would have to replace the raid boss, but this raid would fit the event better than any of the other raids in DDO.

http://ddowiki.com/page/The_Mark_of_Death

Part 1 of Shroud could work as well; Portals to Mabar and Dolurrh could spring up, giving us varied undead and pals similar to the graveyard. Just have the final portal spring out a named boss or two.

edrein
10-12-2017, 09:13 AM
After a bit of testing; I found that only Angelic Form (from Exalted Angel) and Construct Exemplar work with Aasimar Divine Form. Is this really intentional? At the very least I feel like this should work with all epic level transformations: Shadowform and Avatar of Nature as well, perhaps even considering sorcerer elemental forms since they require a pure capstone.

I'm a little disappointed that this doesn't work with Celestial Spirit as well. Fallen Aasimar with Celestial Spirit would actually feel decent enough to swing in melee without being completely gimped, as they would atleast have a nice amount of melee power to supplement their lack of feats.

I can understand not wanting druids and PMs to have access to these forms (though I really really don't see any broken OP synergies). But at the same time the current blanket exclusion pattern is really killing build diversity options on an aasimar. As previously stated in the first preview thread; you're ignoring current classes that don't have shining revamped enhancement trees. PMs are just about dead, atleast in reaper content, and druids are mostly gone as well. A protector bear tank would be a nice supplement to tankiness that currently doesn't exist for bears. Fallen Celestial Spirit for melee. Fallen in PM forms for melee as well. Fallen sorcerers with savant capstones and points in EK/Vistani melee builds. Perhaps rather than blanket exclusions, you create a list of exclusions for each Divine Form?


Protector should enable tank builds: Paladin tank, bear form druid tank, Celestial Spirit tank (Even though the type bonus prevents stacking HP), some weird savant-EK divine crusader tank (I've done it before, it's an interesting build).
Fallen should enable 'darker themed' DPS builds: PM forms, Celestial Spirit, Shadowform (ED and cookie), elemental savants, so on and so forth. Really, the only transformation that should be blocked for the sake of balance is wolf form and that's a stretch.
Scourge's form obviously shouldn't be able to take PM forms or Shadowform and that's fine.

Gemini-Dragon357
10-12-2017, 09:31 AM
I love the new Night Revel items, I just wish they weren't BTC.

I did notice that the Spectral Dagger/Throwing Dagger level 16 and 20 are very similar. There is probably no reason to make a level 20 version because of the lack of a difference. The only thing the level 20 version gets over the level 16 is .5W and Crushing gets upgraded from 9 to 10. Maybe if Ghostbane and Evil Outsider Bane were upgraded from 4 to 5 this would help the item? This would make the difference between 20 and 24 a bit smaller, but 24 gets Greater Vorpal and Crushing 12, which seems like a nice upgrade on its own.

whoolsey
10-12-2017, 09:42 AM
1, will the event be as short as the mimic one?

2, will there be more worthwille gear added tho the short list of weapons?

3, why not release the races a month before the pack? People will want to get their completionist back before facing ravenloft.

4, will the race and knife tree be properly tested this time around unlike warlock? The constant nerfs do not make hapy customers.

5, will there be a reason to buy this pack for me? As a melee i have been screwed over all the time. Another undead heavy pack (with little to no consistant crits) doesn't look apealing to me, with all these glaring ballance issues.

6, are the tr issues fully solved and have its victims helped and compensated?

7, are the hirelings worthwhile or just as useless as the owlbear? I.e. leverpullers at best?

8, are the store issuess resolved? Can people trust the store now or are we in danger of spending lots of money and having to wait 6 +months from a repley from customer sopport, claiming our key was already in use?

9, why not add whips, if we're ripping of every transilvania cliche, you might as wel include a nice ranged melee weapon.

Edit:
10, i just noticed the lame paslife for iconic asimar.
A +1fortitude save? The best save for melees? Worst iconic passive pastlife out there. But the biggest insult is the doublestrike. It doesn't work properly on cleaves, is there any intent on fixing that? At the moment, all the doublestrike gear is pretty useless for a portion of melees.

unbongwah
10-12-2017, 10:21 AM
After a bit of testing; I found that only Angelic Form (from Exalted Angel) and Construct Exemplar work with Aasimar Divine Form. Is this really intentional?
The release notes say Divine Form is mutually exclusive with other forms, which should include (but not necessarily limited to):

Pale Master undead forms
druid wildshapes (both animal and elemental)
Celestial Spirit
Primal Avatar tree form
Shadowdancer Shadow Form*


I'm actually a little surprised it stacks with EA Angelic Form, which I thought also didn't stack with those other forms.

*Note that Ninja Shadow Veil isn't considered a form so it will stack.

edrein
10-12-2017, 10:32 AM
The release notes say Divine Form is mutually exclusive with other forms, which should include (but not necessarily limited to):

Pale Master undead forms
druid wildshapes (both animal and elemental)
Celestial Spirit
Primal Avatar tree form
Shadowdancer Shadow Form*


I'm actually a little surprised it stacks with EA Angelic Form, which I thought also didn't stack with those other forms.

*Note that Ninja Shadow Veil isn't considered a form so it will stack.

Celestial Spirit was left off the list, although I figured it wouldn't work. And if you pop on Lamannia it currently specifies Celestial spirit won't work. I just think it's a bit overkill, the bonuses are not innately strong enough to deny anything that requires 20 full levels of a class or is an epic ability in my book.

PsychoBlonde
10-12-2017, 11:52 AM
This is "more in line" with current equipments; it would be nice if the older version were brought in line with the current magic items.

And I hope they fix the store soon! It'd be nice to actually play the iconic as well as the new revel challenges.

It's pretty high--the only other item that gives comparable dodge is raid loot.

PsychoBlonde
10-12-2017, 11:55 AM
Pardon my ignorance here, but is there a pattern for when an update goes live on Lamannia, and when it then goes live on the live servers? Is there a typical amount of time that goes by usually, or does it vary from update to update? Just nerding out super hard over the Aasimar and Vistani changes and was curious :P Thanks in advance!

It's variable--they don't have a publisher to force them onto a deadline any more, so they put it out when they think it's ready these days, sometimes only with a day or two of warning.

Lately it's been just about 1 week from the last preview, whenever that is.

JoeShmo
10-12-2017, 12:03 PM
It's variable--they don't have a publisher to force them onto a deadline any more, so they put it out when they think it's ready these days, sometimes only with a day or two of warning.

Lately it's been just about 1 week from the last preview, whenever that is.

Thank you for the response! Hopefully that means we'll see it rolled out before the end of the month!

Aelonwy
10-12-2017, 12:12 PM
For "Blessings: +10/20/30 Positive Spell Power," make it a toggle that gives Light Spell Power instead of Positive Spell Power if you choose.

I want to second the above^ or make it a multi-selector.



Race: Aasimar

Divine Purpose: Gain an active ability with one charge per rest. Must have your Bond Feat active to use.

Protector: You sprout ethereal wings, the marks of the Protector. For one minute, you gain a Determination Bonus to Healing Amplification and Positive Spell Power equal to your Character Level.


I would like to respectfully request that during the one minute wings of Protector's Divine Purpose they also get light spell power equal to character level. So it would read : For one minute, you gain a Determination Bonus to Healing Amplification, Light and Positive Spell Power equal to your Character Level.


Char Gen: Lip selector does nothing. Nose Selector changes both nose shape and lip shape.

I see this was listed under Known Issues, I just want to make certain this is NOT the intended function?



Updated the textures on the Celestial Parentage marks have been given a polish pass.


Are these the marks on the forehead? If so, can we please, please have a UI toggle to make them not visible just as its possible to do so with Dragon Marks?

---------------------------------------------------------------------------------------------------------------------------


Part 1 of Shroud could work as well; Portals to Mabar and Dolurrh could spring up, giving us varied undead and pals similar to the graveyard. Just have the final portal spring out a named boss or two.

They could just give us back the original spectral dragon to beat down, possibly with altars to cast light upon her.

dunklezhan
10-12-2017, 12:13 PM
Keeping the ravenloft from everything else is hard and I'm too lazy to open a new tab with the posts on to refer to so apologies if i've got mixed up as to what's in what. From a pure feeding back on the release notes point of view:

Ravenloft
All of that looks great - like the level ranges of the pets, like the idea of the pets, like the vistani unlocking with favour, like the way Aasimar is going (and I really don't care that much about them lore wise but you made me Aas-curious*, so good job), the upfront 'only in certain bundles but then available later through the store' - all of that. Two thumbs up.

I am interested as to whether we'll have any new systems of a scale similar to epic destinies in the expansion though. That will certainly affect which bundle I buy.

Night revels
Revised loot, a freakin' coal chamber revel to punish us with (It's OK. We deserve it), reduced ingredient cost to offset the expiring nature of the ingredients... again, two thumbs up.


So... yeah. Looks great, all round! Huh. Not a sentence I expected to say today.





*OK, I hereby gift that term into the public domain.

xRyanex
10-12-2017, 12:16 PM
Will you be adding other festival/spooky augments? Charisma, Strength, Constitution, Dexterity

redoubt
10-12-2017, 12:55 PM
Universal Enhancement Tree: Vistani Knife Fighter: A new universal enhancement tree which will be available in select (but not all) Ravenloft Expansion bundles and, at a later date, in the DDO store, as well as able to be earned from Favor attainable in Ravenloft content on a per character basis.

Core Abilities

Core 1: Knife Expertise You gain +1 to hit and damage with daggers and throwing daggers.
Core 2: Knife Juggler You gain +5% to speed with throwing daggers. You gain the benefits of the Deflect Arrows feat, knocking aside one incoming projectile that would have struck you every 6 seconds.
Core 3: Quick Reflexes You gain Quickdraw as a bonus feat. You gain +5% Doublestrike (main and off hand), and Doubleshot.
Core 4: Plays With Knives You gain a +1 Competence bonus to Critical Threat Range and +1 to Critical Damage Multiplier with daggers and throwing daggers.
Core 5: Vistani Fortune Passive: You gain +10 Physical Resistance Rating and Magical Resistance Rating. Activate to gain one random Vistani fortune. Cooldown 60 seconds.
[LIST]
Coins: You gain 10% Doublestrike and 10% Doubleshot for 60 seconds.
Glyphs: You gain 10 Physical Resistance Rating and 20 Magical Resistance Rating for 60 seconds.
Stars: You gain +2 to all ability scores for 60 seconds.
Swords: You gain 15 Melee Power and Ranged Power for 60 seconds.

Core 6: Blade Master You gain +2 to all ability scores. You gain +5% attack speed one handed weapons and throwing weapons. You gain 20 Melee Power and 20 Ranged Power.



Reference the knife critical range and multiplier, will this stack with those in the assassin tree? Both are listed as competence bonuses so that might indicate that they will not stack, but they are not anti-requisites which also turn up from time to time.

redoubt
10-12-2017, 01:13 PM
Can you have the Vistani and Harper trees at the same time?

Cantor
10-12-2017, 01:18 PM
Divine form: Scourge seems very weak.


You mean terrible.

edit: F'ing terrible. Like so bad I would not turn it on even if I had points in it to unlock something else. It's like astral vibrance from EA only worse. 20-30 seconds of usefulness (while you take damage from it) with a 40 sec wind up and if you forget to turn it off you get vulnerability/then slowed/then ??? (consume you? do you die?). Really I can't get over how bad this thing is.

Marupal
10-12-2017, 01:23 PM
The best candidate for a The Night Revels raid is The Mark of Death. The raid space isn't very big and making a spooky version may just be a matter of replacing the mobs and adding pumpkins, cobwebs, and so on. A new, The Night Revels-appropriate boss would have to replace the raid boss, but this raid would fit the event better than any of the other raids in DDO.

http://ddowiki.com/page/The_Mark_of_Death


Part 1 of Shroud could work as well; Portals to Mabar and Dolurrh could spring up, giving us varied undead and pals similar to the graveyard. Just have the final portal spring out a named boss or two.

Both those areas would make something interesting for a Night Revels.
My hope has been that if they put together a raid for this event it will have our long-missing spectral dragon, Eternity. There should also be enough room for some twisted, maniacal, tongue in cheek raid mechanism.

Silverleafeon
10-12-2017, 01:36 PM
Added the ability to be Centered while wielding Daggers to "Deadly Blades" in the Vistani Knife Fighter Tree

Will this also enable the use of Throwing Knifes while being centred? I hope it doesn't personally, it would muddle the style too much with the Shuriken throwers, I'm very pleased with the melee daggers being able to though, It's an important (and balanced) buff to Ninja Spy and there's some cute things you can do now like splashing Vol Fvs to go full wisdom, getting good Dc's for the finishers/Deathtouch while not sacrificing damage and to-hit. It gives the melee Vistani a much wider approach at building.
+1
Pondered this for a bit, and agree with you, better for throwing dagger not to be centered with Monks.

Looking at DDO wiki, both Druids and Monks are not proficient with throwing daggers.
Every other class in the game is proficient.
So even if a Monk could be centered with throwing daggers they are not proficient with them.

This is thematically good, as one very much expects a monk to pull out shurikens via D&D imitating real life lore.

Druids also would be expected to throw thorns at foes and their weapons proficiencies very much mirror their closeness to nature.
Dart are about the closest weapon to a big thorn and also their low cooldown/sp cost splinterbold spell.

Its what we expect.


I do ask that any new classes created in the future have serious considerations about getting both dagger and throwing dagger proficiency.
Its way off in right field, but if there ever is any challenge classes such as NPC classes, they should all get these proficiencies.
Off the top of my head, I cannot recall any class other than Monk & Druid that thematically should not get throwing dagger proficiency.

Dagger proficiency does not equal Throwing Dagger proficiency, I learned that the hard way crafting for an end build Druid.

Silverleafeon
10-12-2017, 01:43 PM
...
+1
My toons rarely if ever use Astral Vibrance, I wish it would just be an auto turn on and off when it was free.
I don't like its current form at all.

My thoughts on Scourge Form are pretty much unlikely to ever use thus, so its a question of
"Does anyone here feel its useful in the current form?"

Anyone at all a fan?

Otherwise, maybe it should go back to the drawing board?

Silverleafeon
10-12-2017, 01:47 PM
active to use. Mutually exclusive with other form-like feats (PM, Druid, etc).

Scourge: 30sp, toggles off on rest. All bonuses from this skill are removed if this or your Bond Feat are toggled off. 3 Minute Cooldown.
[LIST]
Stage 1: When this stance is enabled, you gain +1 to Hit and Damage, 1% Doubleshot, and 1% Doublestrike.
Stage 2: After 20 seconds of this stance being active, these bonuses double.
Stage 3: After 40 seconds of this stance being active, you also gain a 10% Action Boost Bonus to Attack Speed, 10% Action Boost bonus to Melee Power, and 5% Action Boost bonus to Ranged Power, but you take your Character Level in Light damage every second until the stance is toggled off.
Stage 4: After 60 seconds of this stance being active, all of your bonuses from this stance double once more, but you take one stack of Vulnerability every second.
Stage 5: After 70 seconds of this stance being active, your movement speed will drop dramatically.
Stage 6: After 75 seconds of this stance being active, you can no longer contain the radiance within, and it will consume you.

]

Rereading this I agree with others.

This part of the Iconic is horrible, terrible and should be completely reworked over.
Send it back to the factory for replacements.
Its awful.


Just look at it:

you take your Character Level in Light damage every second until the stance is toggled off.

At level 15, you take 15 light damage every second.
Can any toon at that level afford that kind of damage?

and it will consume you.


You die folks, this ability kills you.
If the constant light damage did not do it already.

So you get +1 then +2 to doubleshot, to hit and doublestrike then you have to turn it off, wait the ? cooldown then turn it on again.
Too much button pushing, too much problems, Devs you can do better...

Cocomajobo
10-12-2017, 02:06 PM
Hey, everyone! I've posted a thread with a request from anyone who can make it onto Lamannia. If you have some time I'd love it if you'd meander over to this thread:

https://www.ddo.com/forums/showthread.php/490421-U36-Patch-3-Preview-Request

Severlin
10-12-2017, 02:31 PM
At this point I'd like to know if any RXP at cap is coming at all. There has been zero talk about it for 8 months, would be nice to have a Dev or Sev to chime in.

We are looking into having all dungeons with a base CR of 30+ giving double the RXP.

Sev~

Wizza
10-12-2017, 02:41 PM
We are looking into having all dungeons with a base CR of 30+ giving double the RXP.

Sev~

We waited 8 months just to have a handful of quests with double RXP? We are already locked out from majority of content at cap thanks to the amazing lockout feature, and if Ravenloft is anything like Necropolis 4, it wont be run at all in high skulls.

I suggest a better formula together, if your purpose is to create an endgame. If not, then doesn't matter.

Will there be more incentives to run Higher skulls other than..RXP?

ComicRelief
10-12-2017, 03:04 PM
*snip*
Ingredients, Candy Clickies, and non-store bought keys will again, eventually expire.

Candy clickies, fine - I get that. Non-store bought key, OK. But ALL the ingredients??? That really, really, REALLY sucks. ESPECIALLY when you consider the 'special' ingredients (non-chocolate) are already BtA!!! I could probably live with the chocolates expiring, as there is a mechanism (draught of midnight) to help boost their gathering (as long as the draught can also be bought with a reasonable number of chocolates or even 'special' ingredients, and not just exclusively from the DDO-store). Otherwise, I am disinclined to participate (and I LOVE Night Revels) due to the lack of time to gather sufficient ingredients to make EVEN ONE item of what I want, PARTICULARLY epic level gear. I'm no 'spring chicken' anymore, so I simply CANNOT run 24-hrs/7-days during the event - I actually have to WORK for a living.
;)

{PS - my discontent is not directed at you, Cocomajobo, nor anyone specifically at SSG. Just an 'in general' discontent at the 'wrongness' (IMO) of having expiring ingredients. NO OTHER event in DDO has expiring ingredients, afaik.}
;)

Kza
10-12-2017, 03:19 PM
We are looking into having all dungeons with a base CR of 30+ giving double the RXP.

Sev~

Nice you reconsider trying to do an endgame At cap that also benefit reaper xp.

But i really Think this is too low.

I suggest Always get first completion bonus and rxp at cr 30+. Othervise i will Always be ahead in rxp with tring. I Think its too Little to be honest?

The difficulty doing heroic vs Epic reapers is extreme. For me its like 5 times longer completion. So anything less than first time bonus + some more and i will Always be ahead in rxp just doing those heroic lvls over and over. As i do .-)

I love lvl 1-20 so for me its nice as is. BUT i really Think you should buff reaper xp for lvl 30 players considerably. Only double wont help, need atleast also Always get first time bonus. (Probably need even more).

And maybe also get a 1%/skull boost on chanse get reaper buffs on items in reapers for lvl 30 toons? ( so same chanse get the item but 1%*nr of skulls get bonus if you got an item)

DeltaBravo
10-12-2017, 03:27 PM
we are looking into having all dungeons with a base cr of 30+ giving double the rxp.

Sev~
nice! But erm wait,,, Thats not really alot of quests. And still not really worth the hazzle now is it ? I mean whohoo i now get 340 RXP for running slavelords on 2 skulls....

Severlin
10-12-2017, 03:29 PM
Currently on live the chance for getting a named item increases as the number of skulls increases, and the chance to get a Reaper bonus on an item also increases as the number of skulls increases.

Ravenloft also endgame content and rewards that we will be talking about as the actual release get closer.

Sev~

Drwaz99
10-12-2017, 03:46 PM
We are looking into having all dungeons with a base CR of 30+ giving double the RXP.

Sev~

This is far, far too low, with too few quests (even with Ravenloft coming) to encourage equal playtime between heroics and "endgame" in context to RXP. Epic quests take much longer, consume more resources, and are much harder than heroics. While this will bring a few quests closer, the gap is still incredibly (and unfarily) wide.



Currently on live the chance for getting a named item increases as the number of skulls increases, and the chance to get a Reaper bonus on an item also increases as the number of skulls increases.

Ravenloft also endgame content and rewards that we will be talking about as the actual release get closer.

Sev~

This has been largely debated on the forums (with Lynn I believe) while you were away busy, and the general consensus is the benefit to named items and reaper bonuses per skull is so low that it's virtually irrelevant and basically doesn't exist for all intents and purposes. Most people I know who run higher than R5 seem to think it just doesn't exist or work correctly.

blerkington
10-12-2017, 03:48 PM
We are looking into having all dungeons with a base CR of 30+ giving double the RXP.

Sev~

Do you think this will solve the problems of much slower progression at cap, and the lack of content to play there? To my mind your proposal will not do either of these things.

It's almost as if your answer is not the result of many months of careful consideration. Frankly, I don't think any value you put into the formula you've provided is going to work, given how little legendary content there is right now.

I mean, you're talking about making a change only to a small subset of the quests we can get into at cap. I really don't see how this is going to solve any of the problems people have been discussing for months here on the forums. My advice is either go back and read those threads yourself or get an employee to summarise them for you.

Maybe it's time to raise the white flag and admit that play at cap isn't anything of a priority anymore. That way those of us who are hoping for something like that to happen one day don't have to sit around forever waiting for it to appear. Those who don't like it can just leave, while the rest of us can continue riding your reincarnation escalator to nowhere.

Thanks.

Arkat
10-12-2017, 04:03 PM
For "Blessings: +10/20/30 Positive Spell Power," make it a toggle that gives Light Spell Power instead of Positive Spell Power if you choose.I want to second the above^ or make it a multi-selector.

Yes, I meant to say "multi-selector" instead of "toggle."

Thanks for pointing that out.



Are these the marks on the forehead? If so, can we please, please have a UI toggle to make them not visible just as its possible to do so with Dragon Marks?

IIRC, there is an option you can take during character creation for no forehead mark.

Silverleafeon
10-12-2017, 04:11 PM
We are looking into having all dungeons with a base CR of 30+ giving double the RXP.

Sev~

Its seems like a good target for solution, making CR 30+ dungeon grant more rxp, since this is where the difficulty increases.
+100% seems nice to me

If you also offer:

Legendary Voice of the Master
Trinket Slot
Min level 30
Acquired thru purchase of expansion.
+25% rxp

Wizza
10-12-2017, 04:12 PM
Currently on live the chance for getting a named item increases as the number of skulls increases, and the chance to get a Reaper bonus on an item also increases as the number of skulls increases.

Ravenloft also endgame content and rewards that we will be talking about as the actual release get closer.

Sev~

Having increased named item drop rate is pointless, honestly. And so is Reaper bonus. The increases are so small (or inexistant for some) that people have stopped farming for them. And the bonus are available and usable on such small number of items that it's barely even worth it.

People at cap don't have trading anymore either because everything is BtA, so farming for items is out of question. Reaper XP is not interesting enough, and doesn't offer enough incentives. We are already locked out thanks to lockout, now you want to lockout us even more, after the initial backlash of your original proposal. Insane.

I hope you guys have a backup plan, or your "endgame expanion" will be a flop on that side.

snowhitefox
10-12-2017, 04:36 PM
(EDIT Lamannia is now open!

In the DDO store you can find placeholder listings for all three of:

- Vistani Knife Fighter
- Aasimar
- Iconic Aasimar: Scourge of the Undead

Which should give you access to preview those three features! In addition, the Night Revels has been enabled and can be found in House Jorasco.

We will likely be giving out a Coupon Code to redeem tomorrow that should give you all of the listed Ravenloft features in the Release Notes.)



Hello, all! We are currently waiting for a preview build to be ready and currently expecting to be able to open Lamannia late tonight with a second preview of some of the features coming to DDO in the near future! This preview should contain all of the following (Please note that some of this information may change after we have a chance to verify the build. Will edit if/when that happens):

Reincarnation: Improvements have been made to the reincarnation system to prevent loss of items while undergoing the process!

Changes have been made to the way a player's inventory and bank are moved to the True Reincarnation cache during reincarnation. The process occurs upon first login after a reincarnation. The process is now more resilient against disconnects that occur at this time.
If there is a problem and it detects that items were lost, a message will be displayed in the chat window at login.
Customer service now has additional tools to identify and restore items lost in this process.


Night Revels: A variety of new additions have been added to the Night Revels this year!

A spooky variant of Coalescence Chamber has been added as the seventh Night Revels dungeon.
Additional item rewards have been added to the turn in vendor for the event:

Existing Night Revels items have been given recipes for level 28 upgrades.
A red variant of the Reaper's Platemail has been added.
A collection of new named items have been added to the festival vendor turn in:

Pick of Endless Light (Light Pick):

Undead Bane (Extra damage to Undead. Exact values dependent on Minimum Level)
Coruscating (Light Damage on hit. Exact values dependent on Minimum Level)
Light Bringer (On Vorpal: Destroy undead below 1000 hit points. Only on higher Minimum Level variants.)
Sunburst (Chance for Blind and area Light Damage. Only on higher Minimum Level variants.)

Star of Endless Night (Morningstar):

Unholy (Evil Aligned. Evil Damage on hit. Exact value dependent on Minimum Level)
Smashing (Bludgeon damage on crit. Exact value dependent on Minimum Level)
Piercing (Piercing damage on hit. Exact value dependent on Minimum Level)
Combat Mastery (Tactics DC's. Exact value dependent on Minimum Level)

Crystallized Eternity (Great Club):

Tendon Slice (Chance for slow on hit. Exact value dependent on Minimum Level)
Electrifying (Lightning damage on hit. Exact value dependent on Minimum Level)
Freezing (Ice Damage on hit. Exact value dependent on Minimum Level)
Armor-Piercing (Bypass enemy Fortification. Exact value dependent on Minimum Level)

Spectral Dagger (Dagger)

Ghostbane (Ghost Touch, bypasses ethereal evade chance, deals Bane damage vs. Incorporeal monsters. Exact value dependent on Minimum Level)
Evil Outsider Bane (Extra damage to Evil Outsiders. Exact value dependent on Minimum Level)
Crushing (Force damage on crit. Exact value dependent on Minimum Level)
Vorpal (Extra W damage. On vorpal enemies with few hitpoints are instantly slain. Only on higher Minimum Level variants.)

Spectral Throwing Dagger (Throwing Dagger)

Ghostbane (Ghost Touch, bypasses ethereal evade chance, deals Bane damage vs. Incorporeal monsters. Exact value dependent on Minimum Level)
Evil Outsider Bane (Extra damage to Evil Outsiders. Exact value dependent on Minimum Level)
Crushing (Force damage on crit. Exact value dependent on Minimum Level)
Vorpal (Extra W damage. On vorpal enemies with few hitpoints are instantly slain. Only on higher Minimum Level variants.)


2016 candy, ingredients, and non-store bought keys have been deprecated and can no longer be used.



Miscellaneous: Some changes that don't quite fit into any other category!

Favored Soul:

Changed the name of the Favored Soul "Warpriest" enhancement tree to "War Soul". (This does not affect the Cleric tree which is still called "Warpriest")
Added a multiselector to the "Divine Might enhancement under War Soul.

Divine Might: You gain an Insight bonus to Strength equal to your Charisma Modifier.
Divine Presence: Adds one half of Charisma modifier to melee damage and tactical DC's.
Divine Will: Adds one half of Wisdom modifier to melee damage and tactical DC's




Ravenloft Expansion Features: Some of the features from the upcoming Ravenloft expansion are available for early preview!

Race: Aasimar: A new heroic Eberron race which will be free to VIPs and available in all Ravenloft Expansion bundles and, at a later date, in the DDO store.

Base Traits:

+ 2 Wisdom
Racial Lay On Hands (Healing Hands). Start with one charge per rest, gain more in tree. Can only be used while your Bond Feat is active. 10+Character Level * WIS Mod = HP gained.
+2 Racial Bonus to Heal, Listen, and Spot.
+5 Resistance to Cold, Acid, and Electricity.
Choose one Bond Feat. These are toggled on to get their bonuses, have visual effects, are mutually exclusive with Warlock Pacts. (Bear in mind that these ability scores don't apply to Feat Prereqs or anything.)

Protector

+1 Charisma
+1 to Will Saving Throws

Fallen

+1 to Strength
+1 to Reflex Saving Throws




Past Life Feats:

First: +1 Heal
Second: +1 Wisdom
Third: +1 Racial AP


Racial Enhancement Tree:

Core Abilities

Core 1: +1 use of Healing Hands per rest.
Core 2: WIS/CHA/STR
Core 3: +2 more uses of Healing Hands per rest.

Protector Bond now grants +2% Dodge.
Fallen Bond now grants +2 to Tactics DCs.

Core 4: WIS/CHA/STR
Core 5: +3 more uses of Healing Hands per rest. You recharge one use of Healing Hands every 3 minutes.

Tier 1:

Fight the Wicked: +1 to hit and damage vs. Evil creatures. (1AP)
Counsel: +1/2/3 to the Heal, Listen, and Spot skills
True Resilience: +1/2/3 to your (Will/Ref Saving Throws) (Choice is gated based on your Bond Feat)
Bold: You overcome fear quickly - fear and shaken effects are removed from you after 12/6/3 seconds.
Improved Recovery: +20 Healing Amplification

Tier 2:

Fight the Wicked: +1 to hit and damage vs. Evil creatures.
Arcanum: +25/+50/+100 spell points and +1/+2/+3 spell penetration.
Divine Purpose: Gain an active ability with one charge per rest. Must have your Bond Feat active to use.

Protector: You sprout ethereal wings, the marks of the Protector. For one minute, you gain a Determination Bonus to Healing Amplification and Positive Spell Power equal to your Character Level.
Fallen: You sprout weird wings of a Fallen Aasimar. For one minute, you gain +2 Primal bonus to Strength and +5% Primal bonus to Doublestrike.

Divine Resolve: +1/2/3 (CHA/STR, gated by your Bond Feat) while your Divine Purpose is active.

Tier 3:

Fight the Wicked: +1 to hit and damage vs. Evil creatures.
Divine Charge: +1/2/3 Purpose Charges
Improved Recovery: +20 Healing Amplification

Tier 4:

Celestial Tutelage: Choose one of the following.

Tower Shield Proficiency
Bastard Sword Proficiency
Magical Training
Quick Draw

Divine Form: Toggle: 30sp, toggles off on rest. Must have your Bond Feat active to use. Mutually exclusive with Form feats (PM, Druid, etc).

Protector: You gain +3 stacking bonus to all Saving Throws, 10% Competence Bonus to Max HP, and a +10 Determination Bonus to PRR and MRR.
Fallen: You gain immunity to Fear, a +10 Determination bonus to Melee Power, and your melee weapon attacks add a stack of Vulnerability once per second.

Improved Recovery: +20 Healing Amplification




Iconic Race: Aasimar: Scourge of the Undead: A new iconic Forgotten Realms race which will be available in select (but not all) Ravenloft Expansion bundles and, at a later date, in the DDO store.

Base Traits:

Begins as a Ranger with enough Experience to reach level 15
+ 2 Wisdom
Feat: Favored Enemy: Undead
Racial Lay On Hands (Healing Hands). Start with one charge per rest, gain more in tree. Can only be used while your Bond Feat is active. 10+Character Level * WIS Mod = HP gained.
+2 Racial Bonus to Heal, Listen, and Spot.
+5 Resistance to Cold, Acid, and Electricity.
Unlike other Aasimar, they have one choice of Bond Feat. This is toggled on to get its bonuses, has visual effects, and is mutually exclusive with Warlock Pacts. (Bear in mind that these ability scores don't apply to Feat Prereqs or anything.)

Scourge

+1 Constitution
+1 to Fortitude Saving Throws



Past Life Feat:

Passive: +1 Fortitude Save per time this feat has been acquired up to 3.
Toggle: +1 % Doublestrike and +2% Offhand Doublestrike per time this feat has been acquired up to 3.

Racial Enhancement Tree:

Core Abilities:

Core 1: +1 use of Healing Hands per rest.
Core 2: WIS/STR/CHA
Core 3: +2 more uses of Healing Hands per rest. In addition, Bond of the Scourge now grants you Ghost Touch on all weapon attacks.
Core 4: WIS/STR/CHA
Core 5: +3 more uses of Healing Hands per rest. You recharge one use of Healing Hands every 3 minutes.

Tier 1:

Scourge Weapons: You gain proficiency with Clubs, Light Maces, Heavy Maces, and Morningstars. If you are Good, any of these four weapons you wield are considered Good.
Counsel: +1/2/3 to the Heal, Listen, and Spot skills
True Resilience: +1/2/3 to your Fort Saving Throws
Bold: You overcome fear quickly - fear and shaken effects are removed from you after 12/6/3 seconds.
Improved Recovery: +20 Healing Amplification

Tier 2:

Improved Scourge Weapons: You gain 5% Doublestrike. If you have the Two Weapon Fighting feat, this grants the Oversized Two Weapon Fighting feat.
Arcanum: +25/+50/+100 spell points and +1/+2/+3 spell penetration.
Divine Purpose: Gain an active ability with one charge per rest. Must have your Bond Feat active to use.

Scourge: You gain the furious aura of the Scourge of the Undead. For one minute, your weapon attacks deal 3d6 extra Light damage that scales with the higher of your Melee or Ranged Power. On Vorpal, enemies are Blinded.

Divine Resolve:

Scourge: +1/2/3 Constitution while your Divine Purpose is active.


Tier 3:

Greater Scourge Weapons: While dual-wielding Clubs, Light Maces, Heavy Maces, and Morningstars, you gain 5% chance to make off-hand attacks and 5% chance to doublestrike with your off-hand.
Strike Down the Dead: +1/2/3[w], single-target attack.. 15 second cooldown. On hit: Deals 1d4+4 per Character Level (scales with 100% Melee Power) in Positive Damage to Undead creatures.
Divine Charge: +1/2/3 Purpose Charges
Blessings: +10/20/30 Positive Spell Power
Improved Recovery: +20 Healing Amplification

Tier 4:

Destroyer of the Dead: Clubs, Light Maces, Heavy Maces, and Morningstars you wield gain a +1 Sacred Bonus to Critical Multiplier.
Divine Form: Toggle: Must have your Bond Feat active to use. Mutually exclusive with other form-like feats (PM, Druid, etc).

Scourge: 30sp, toggles off on rest. All bonuses from this skill are removed if this or your Bond Feat are toggled off. 3 Minute Cooldown.

Stage 1: When this stance is enabled, you gain +1 to Hit and Damage, 1% Doubleshot, and 1% Doublestrike.
Stage 2: After 20 seconds of this stance being active, these bonuses double.
Stage 3: After 40 seconds of this stance being active, you also gain a 10% Action Boost Bonus to Attack Speed, 10% Action Boost bonus to Melee Power, and 5% Action Boost bonus to Ranged Power, but you take your Character Level in Light damage every second until the stance is toggled off.
Stage 4: After 60 seconds of this stance being active, all of your bonuses from this stance double once more, but you take one stack of Vulnerability every second.
Stage 5: After 70 seconds of this stance being active, your movement speed will drop dramatically.
Stage 6: After 75 seconds of this stance being active, you can no longer contain the radiance within, and it will consume you.


Improved Recovery: +20 Healing Amplification




Universal Enhancement Tree: Vistani Knife Fighter: A new universal enhancement tree which will be available in select (but not all) Ravenloft Expansion bundles and, at a later date, in the DDO store, as well as able to be earned from Favor attainable in Ravenloft content on a per character basis.

Core Abilities

Core 1: Knife Expertise You gain +1 to hit and damage with daggers and throwing daggers.
Core 2: Knife Juggler You gain +5% to speed with throwing daggers. You gain the benefits of the Deflect Arrows feat, knocking aside one incoming projectile that would have struck you every 6 seconds.
Core 3: Quick Reflexes You gain Quickdraw as a bonus feat. You gain +5% Doublestrike (main and off hand), and Doubleshot.
Core 4: Plays With Knives You gain a +1 Competence bonus to Critical Threat Range and +1 to Critical Damage Multiplier with daggers and throwing daggers.
Core 5: Vistani Fortune Passive: You gain +10 Physical Resistance Rating and Magical Resistance Rating. Activate to gain one random Vistani fortune. Cooldown 60 seconds.

Coins: You gain 10% Doublestrike and 10% Doubleshot for 60 seconds.
Glyphs: You gain 10 Physical Resistance Rating and 20 Magical Resistance Rating for 60 seconds.
Stars: You gain +2 to all ability scores for 60 seconds.
Swords: You gain 15 Melee Power and Ranged Power for 60 seconds.

Core 6: Blade Master You gain +2 to all ability scores. You gain +5% attack speed one handed weapons and throwing weapons. You gain 20 Melee Power and 20 Ranged Power.

Tier One

Vistani Knife Training: When using a dagger in each hand, you now fight in melee using the Vistani style, with both daggers held down point down. You gain +1 to hit and damage with daggers and throwing daggers.
Undead Hunter: You resist evil influences particularly well, gaining a +2 bonus to saves against spells and effects produced by evil creatures. Undead are automatically consider a Favored Enemy for you.
Mist Stalker I: You gain +25% negative energy absorption. You gain +3 Physical Resistance Rating and Magical Resistance Rating.
Acrobatic: +1/2/3 Balance, Jump, and Tumble. Rank 3: +1 to Reflex Saving Throws.
You gain both of the following:

Rapid Slash: Requires dagger. Melee Attack: Deals +3(W) damage. You gain a 20% Morale bonus to (main hand) doublestrike for 10 seconds. Cooldown: 10 seconds.
Rapid Throw: Requires throwing knife. Missile Attack: Deals +3(W) damage. You gain a 20% Morale bonus to doubleshot for 10 seconds. Cooldown: 10 seconds. This puts Ten Thousand Stars and Manyshot on a 10 second cooldown.


Tier Two

Vistani Knife Training: You gain +1 to hit and +2 damage with daggers and throwing daggers.
Blooded Blades: When you score a Vorpal hit with a dagger or throwing knife you add a stack of Blood of Vengeance to your opponent.

Blood of Vengeance: You deal 1d6 damage per two seconds for 30 seconds. This damage scales with 200% Melee Power. This stacks up to 10 times, with news stacks refreshing the duration.

Mist Stalker II: You gain +2 to Will saving throws. You gain +3 Physical Resistance Rating and Magical Resistance Rating.
Weapon Versatility: Your melee and missile attacks use the higher of Melee Power or Ranged Power.
Haste Boost: Activate to gain a 10%/20%/30% Action Boost bonus to attack speed for 20 seconds. (Cooldown: 30 seconds)

Tier Three

Vistani Knife Training: You gain +1 to hit and damage with daggers and throwing knives.
Fan of Knives: On activation: You throw a hail of throwing knives in a cone in front of you. Enemies caught in the cone take 5 to 8 per character level of damage and take 1 stack of Blood of Vengeance. This damage scales with 200% Ranged Power. Cooldown: 15 seconds
Mist Stalker III: You are immune to Fear effects. You gain +3 Physical Resistance Rating and Magical Resistance Rating.
Deadly Blades: Your daggers and throwing daggers do an additional +1(W) of damage. You are centered when fighting with daggers.
Gifted: Choose one:

+1 Strength
+1 Dexterity
+1 Constitution
+1 Intelligence
+1 Wisdom
+1 Charisma


Tier Four

Vistani Knife Training: You gain +1 to hit and +2 damage with daggers and throwing knives.
Celerity: You gain +5% Doublestrike (main and off hand), and Doubleshot.
Mist Stalker IV: You gain immunity to Energy Drain. You gain +6 Physical Resistance Rating and Magical Resistance Rating.
Choose One:

Single Dagger: When fighting single weapon style with a dagger: +20 Melee Power
Double Daggers: When fighting with a dagger in each hand: +20% stacking chance to make off-hand attacks when dual wielding weapons.

Gifted: Choose one:

+1 Strength
+1 Dexterity
+1 Constitution
+1 Intelligence
+1 Wisdom
+1 Charisma


Tier Five

Vistani Knife Training: You gain +3 to hit and damage with daggers and throwing knives.
Whirling Blades: Requires throwing knife. Missile Attack: +5(W) damage. Your throwing knife gains 100 doubleshot for 15 seconds. Cooldown one minute. (Shares cooldown with 10K Stars.)
Mist Stalker V: Activate to gain +20% Dodge and Maximum Dodge, +30 PRR, and +30 MRR for 20 seconds. Cooldown: 60 seconds.
You gain both of the following:

Blessed Blades: Requires dagger. Melee attack. +5(W) damage, plus one stack of Blood of Vengeance. Your equipped daggers gain a +10 Enhancement bonus for 10 seconds. They also gain Silver, Good, and Ghost Touch. 10 second cooldown.
Blessed Knives: Requires throwing knife. Missile attack. +5(W) damage, plus one stack of Blood of Vengeance. Your throwing knife gains a +10 Enhancement bonus for 10 seconds. It also gains Silver, Good, and Ghost touch. 10 second cooldown.

Vendetta: Activate to gain a unique +1 Critical Threat Range and +1 to Critical damage multiplier to your equipped daggers or throwing knives for 15 seconds. 60 second cooldown.



Permanent Gold Seal Hirelings: Animated Scarecrow: Two new Permanent Gold Seal Hirelings which will be available in select (but not all) Ravenloft Expansion bundles.

Scarecrow Hirelings will have variants at the following levels:

Level 10
Level 30



New Cosmetics: A variety of cosmetic outfits, helms, pets, and weapon aura's which will be available in select (but not all) Ravenloft Expansion bundles.

The following cosmetic outfits are available for preview:

Barovian Noble
Vampire Hunter

The following cosmetic helms are available for preview:

Barovian Noble
Vampire Hunter

The following cosmetic pets are available for preview:

Black Cat
Raven

The following Weapon Aura is available for preview:

Mist




Bug Fixes:

Attack animations for Dragonborn wielding runearms are no longer stiff and awkward when wielding melee weapons or crossbows.
Unyielding Sentinel's Vigor of Battle now gives only the 20 Healing Amplification its text indicates that it should.
Cleric's on paths should no longer be forced to select their Tier 2 and higher domain feats.
When launching the DDO Store: If the embedded browser fails to initialize, the game store will open in your system browser.


new hairstyles: I hope that one will be really long.

whoolsey
10-12-2017, 05:02 PM
We are looking into having all dungeons with a base CR of 30+ giving double the RXP.

Sev~


Currently on live the chance for getting a named item increases as the number of skulls increases, and the chance to get a Reaper bonus on an item also increases as the number of skulls increases.

Ravenloft also endgame content and rewards that we will be talking about as the actual release get closer.

Sev~

So, do i choose to stay at cap or tr in order to get reaper exp?

At cap i can play a whoppin 15 quests
Assault on the Aerie of the Slave Lords • Black and Blue • Creeping Death • Desire in the Dark • Good Intentions • Graveyard Shift • Memoirs of an Illusory Larcener • Records of the Past • Search and Rescue • Secret of the Slavers' Stockade • Slave Pits of the Undercity • Strike Back • The Newcomers • Third Time's a Charm • To Curse the Sky
All of them suffer from dense mob population with inflated hp, inflated hp that takes ages to take down on a melee on reaper because someone though it was a good idea to punish dps. (but not dc based instakills?)
Sure, X amount of ravenloft material is coming but they doubtlessly will suffer from the same mechanics.

Or i can play heroic quests, all 300+ of them, of wich many are far better balanced then epics and thus less painful for melees when played on reaper.
This would also give me the opportunity to work on racial completion, especially when ravenloft comes out, the heroic asimar will be required material to regain my racial completionist.
(and lets be fair, since the double strike doesn't work there is no reason for me to buy the iconic asimar let alone play one in epics.)

even with double the reaper exp and increased drop rate, playing at cap is not attractive, you made the quest tedious and serious un-fun to play in LE, reaper mode at cap lost all of it's draw.
And this mob density/balancing issue is bleeding through into the heroic versions of these epic quests, making them out of whack for newer players and a chore to run on tr vet toons.

Are you trying to keep people out of epics?


Hey, everyone! I've posted a thread with a request from anyone who can make it onto Lamannia. If you have some time I'd love it if you'd meander over to this thread:

https://www.ddo.com/forums/showthread.php/490421-U36-Patch-3-Preview-Request
at least one of my concerns is being addressed, what else is being done with the people that got screwed out of eberron keys?

Zafaron
10-12-2017, 05:52 PM
Currently on live the chance for getting a named item increases as the number of skulls increases, and the chance to get a Reaper bonus on an item also increases as the number of skulls increases.

Ravenloft also endgame content and rewards that we will be talking about as the actual release get closer.

Sev~


This isn't why some quests have stopped dropping named equipment is it? If you run the quest not on reaper is it counting as zero skulls and zeroing out the chance to get any items?

Aelonwy
10-12-2017, 06:24 PM
IIRC, there is an option you can take during character creation for no forehead mark.

I hope you are right. They didn't look particularly attractive to me and seeing it every time I log in the character would annoy me.

edrein
10-12-2017, 06:42 PM
I hope you are right. They didn't look particularly attractive to me and seeing it every time I log in the character would annoy me.

They aren't visually attractive I'll agree. I'd like to see the option to choose the coloration on the side rather than having 20+ options with most of them being a small shade varient between the last. I'd also love to see more planes; I only managed to recognize a few of them. Shavarath being the most easily recognizable to me. I'd love to see it expanded to all 13 planes of Eberron, even if it's not particularly 100% lore accurate. I'd love to have the Mabar symbol.

Silverleafeon
10-12-2017, 07:47 PM
Something to add to Reaper XP could be:

Legendary Reaper Tome of Learning (same bonuses as other tomes of learning)
Only applies to Reaper XP while at level 30.

Sold in the DDO store later after being part of certain expansion packages.

J-mann
10-12-2017, 08:50 PM
No specific ETA other than "Very late tonight if things go well"



1 less Charisma is enough to make that decision? You can still get +4 CHA from Protector Bond and Ascendant Protector Bond (T4 toggle form if you have Divine Resolve) it just takes an AP investment. Just spitballing build thoughts! I too like the idea of an Aasimar Swashbuckler.



The multiselector is in response to Favored Souls being able to select Wisdom or Charisma to hit and damage which makes it easily possible to build a Melee Favored Soul that has dumped Strength entirely and thus couldn't benefit from the basic Divine Might at all. It further helps differentiate the two classes from each other which is something that we've been beginning to accomplish.



The new night revels dungeon certainly has some surprises... some of them are named powerups. The moment, in an internal playday of the new content, FlimsyFirewood exclaimed with so much excitement "Quad Damage!" and sprinted up the shaft way ahead of everyone was wonderful. Especially when we finally caught up with him and realized that his maniacal laughter had stopped a while back was because he was a soulstone. =]

I will reiterate, there are non-strength based melee clerics, especially with knives/qstaffs/shortswords, through them a bone and make them relevant by at least adopting the divine might cha to damage and dcs change for clerics too, no reason not to give them wis as well either. In fact giving them wis divine might will help them reduce their stat loading, Which is something many, many melee builds are suffering greatly from atm, they often need 3,4,or even 5 stats to work whereas most ranged builds care about int/castingstat and con.......

LrdSlvrhnd
10-12-2017, 09:21 PM
Now that The Night Revels has added seven spooky versions of quests, the devs may want to consider adding a raid for 2018. Which raids would be good candidates for the spooky treatment?

IMHO, the only area to even consider for a raid is... the old Mabar spectral dragon fight. They can absolutely rework that to clear up some of the problems (not as many spawns per room, or make it so you have to clear each room and move on to the next, and only after all four corners are cleared can you go to the middle to fight the spectral dragon, etc.)


I love the new Night Revel items, I just wish they weren't BTC.

I did notice that the Spectral Dagger/Throwing Dagger level 16 and 20 are very similar. There is probably no reason to make a level 20 version because of the lack of a difference. The only thing the level 20 version gets over the level 16 is .5W and Crushing gets upgraded from 9 to 10. Maybe if Ghostbane and Evil Outsider Bane were upgraded from 4 to 5 this would help the item? This would make the difference between 20 and 24 a bit smaller, but 24 gets Greater Vorpal and Crushing 12, which seems like a nice upgrade on its own.

It's about the same thing with the Kookie Kutter and First Light from the Anniversary Party - The L20 is just a minuscule improvement over the L15. First Light is +1 Enhancement, +3 Negative Energy Absorption, +7 Negative Resistance, and +1d6 light damage on crit; Kookie Kutter is +1 Enhancement, +1d6 slashing damage on crit, and +3% armor piercing. On, and a bit of extra durability/hardness for each. Just completely not worth it.

Unguided
10-13-2017, 02:35 AM
Coalescence Chamber? Which one was... oh. Ohhhhh...

Well, it could be worse. It could be Sleeping Dust.

Silverleafeon
10-13-2017, 02:58 AM
We are looking into having all dungeons with a base CR of 30+ giving double the RXP.

Sev~

Seems I misread this earlier.

Legendary Dungeons granted double RXP is an acceptable solution for me.

Fenix93
10-13-2017, 03:33 AM
Iconic Race: Aasimar: Scourge of the Undead: A new iconic Forgotten Realms race which will be available in select (but not all) Ravenloft Expansion bundles and, at a later date, in the DDO store.

Base Traits:

Begins as a Ranger with enough Experience to reach level 15
+ 2 Wisdom
Feat: Favored Enemy: Undead
Racial Lay On Hands (Healing Hands). Start with one charge per rest, gain more in tree. Can only be used while your Bond Feat is active. 10+Character Level * WIS Mod = HP gained.
+2 Racial Bonus to Heal, Listen, and Spot.
+5 Resistance to Cold, Acid, and Electricity.
Unlike other Aasimar, they have one choice of Bond Feat. This is toggled on to get its bonuses, has visual effects, and is mutually exclusive with Warlock Pacts. (Bear in mind that these ability scores don't apply to Feat Prereqs or anything.)

Scourge

+1 Constitution
+1 to Fortitude Saving Throws



Past Life Feat:

Passive: +1 Fortitude Save per time this feat has been acquired up to 3.
Toggle: +1 % Doublestrike and +2% Offhand Doublestrike per time this feat has been acquired up to 3.

Racial Enhancement Tree:

Core Abilities:

Core 1: +1 use of Healing Hands per rest.
Core 2: WIS/STR/CHA
Core 3: +2 more uses of Healing Hands per rest. In addition, Bond of the Scourge now grants you Ghost Touch on all weapon attacks.
Core 4: WIS/STR/CHA
Core 5: +3 more uses of Healing Hands per rest. You recharge one use of Healing Hands every 3 minutes.

Tier 1:

Scourge Weapons: You gain proficiency with Clubs, Light Maces, Heavy Maces, and Morningstars. If you are Good, any of these four weapons you wield are considered Good.
Counsel: +1/2/3 to the Heal, Listen, and Spot skills
True Resilience: +1/2/3 to your Fort Saving Throws
Bold: You overcome fear quickly - fear and shaken effects are removed from you after 12/6/3 seconds.
Improved Recovery: +20 Healing Amplification

Tier 2:

Improved Scourge Weapons: You gain 5% Doublestrike. If you have the Two Weapon Fighting feat, this grants the Oversized Two Weapon Fighting feat.
Arcanum: +25/+50/+100 spell points and +1/+2/+3 spell penetration.
Divine Purpose: Gain an active ability with one charge per rest. Must have your Bond Feat active to use.

Scourge: You gain the furious aura of the Scourge of the Undead. For one minute, your weapon attacks deal 3d6 extra Light damage that scales with the higher of your Melee or Ranged Power. On Vorpal, enemies are Blinded.

Divine Resolve:

Scourge: +1/2/3 Constitution while your Divine Purpose is active.


Tier 3:

Greater Scourge Weapons: While dual-wielding Clubs, Light Maces, Heavy Maces, and Morningstars, you gain 5% chance to make off-hand attacks and 5% chance to doublestrike with your off-hand.
Strike Down the Dead: +1/2/3[w], single-target attack.. 15 second cooldown. On hit: Deals 1d4+4 per Character Level (scales with 100% Melee Power) in Positive Damage to Undead creatures.
Divine Charge: +1/2/3 Purpose Charges
Blessings: +10/20/30 Positive Spell Power
Improved Recovery: +20 Healing Amplification

Tier 4:

Destroyer of the Dead: Clubs, Light Maces, Heavy Maces, and Morningstars you wield gain a +1 Sacred Bonus to Critical Multiplier.
Divine Form: Toggle: Must have your Bond Feat active to use. Mutually exclusive with other form-like feats (PM, Druid, etc).

Scourge: 30sp, toggles off on rest. All bonuses from this skill are removed if this or your Bond Feat are toggled off. 3 Minute Cooldown.

Stage 1: When this stance is enabled, you gain +1 to Hit and Damage, 1% Doubleshot, and 1% Doublestrike.
Stage 2: After 20 seconds of this stance being active, these bonuses double.
Stage 3: After 40 seconds of this stance being active, you also gain a 10% Action Boost Bonus to Attack Speed, 10% Action Boost bonus to Melee Power, and 5% Action Boost bonus to Ranged Power, but you take your Character Level in Light damage every second until the stance is toggled off.
Stage 4: After 60 seconds of this stance being active, all of your bonuses from this stance double once more, but you take one stack of Vulnerability every second.
Stage 5: After 70 seconds of this stance being active, your movement speed will drop dramatically.
Stage 6: After 75 seconds of this stance being active, you can no longer contain the radiance within, and it will consume you.


Improved Recovery: +20 Healing Amplification





Why is the ranger is Melè alone too? and a bit limited choice on this iconic for my tastes as a bit limited and also choice for the Morninglords, omitting the racial tree that is not bad with that Healing Amp which is good for ranger to sneak out ... the choice of personalization if you want to make this iconic in a personalized way and a bit ... limited, the bonuses and abilities you have made will only make it a Ranger whenever the ranger should be able to choose whether to be Ranged or Dual-Wilding which in this case does not exist, so it limits the choice of a new player and the veteran to choose between the two fighting styles, but this does not even make sense to make an iconic with a race like Aasimar it is based entirely on Wisdon on a build that is based entirely on strength ... there is ... and a contradiction, is it not better to add them among the racial bonuses also the ability to use the arc? so it would make sense that WIS bonus ... but my and only an idea ... an idea perhaps not yet considered by anyone in this forum.



Past Life Feat:

Passive: +1 Fortitude Save per time this feat has been acquired up to 3.
Toggle: +1 % Doublestrike and +2% Offhand Doublestrike per time this feat has been acquired up to 3.



And it is clear that "indirectly" entice people to play totally in a game where people with their Worloak play range and rarely at least, or at least this happens on my server, PL would be nice too, but it would not be an idea to add Doubleshot ? so from the more choice and the staffs who play ranged have 3 lives with this iconic, it is much more logical so, so by the way, you have to add them among the racial tree talents also skill on the arcs to give the people the chance to choose .

Iriale
10-13-2017, 04:35 AM
We are looking into having all dungeons with a base CR of 30+ giving double the RXP.

Sev~
The solution to create an end game can not only pass through fix rxp, and your measure is insufficient. My advice is that you create a daily quest bonus to rxp equivalent to the first completion, which only applies to 30 level characters.

Do not overcharge reaper with rewards. You have already made the mistake of making it the default difficulty of play (which has made many players quit the game) instead of a system for those who want to challenge. Allow get a more equitable rxp in epics (where is a joke), then focus on other types of end game rewards for ALL end game players, not only reaper players. You can not make only reaper players have end game rewards. The game has already lost enough players.

You have to revitalize the end game with raids. It's what creates a cooperative and vibrant gameplay scene for level 30. And I'm sorry, Severlin, but you (devs) have made terrible decisions about loot in the last few years, and people no longer want to play for items that we can use only on levels 28-30 and that will become obsolete in a few months. Add character progression through raids, for people who do not want to do TR. So, toons can achieve similar but non-stackable past lives with reincarnation bonuses. And upgrade the loot of old raids to current standards.

Lastly, you have to do something with alt gameplay. Your insane grind has drastically killed the viability of the alts. You should consider making account server wide the last two implemented systems, racial and rxp. Farm for our alts heroic, iconic and epic past lives is more than enough to drive anyone crazy. The rest is more than overkill, it's making people quit this game.

And for the love of all the gods of D&D, stop making stupid decisions with the loot! You are killing the game. Players feel that there is nothing worthwhile. A build we've been playing for years? Will be trash the next update. Raid loot it took us months to get? Will be trash the next update. An alt in which we have invested work? You will favor only players who have only one toon.

Time to think in all these problems, Severlin, devs (and in a new storage system without TR Cache!) If you want to have a viable business and not one with three players.

noinfo
10-13-2017, 04:44 AM
We are looking into having all dungeons with a base CR of 30+ giving double the RXP.

Sev~

Its a start but consider having access to lower level quests without penalty maybe base 26.

Claver
10-13-2017, 04:55 AM
Scourge Weapons enhancement line ideas:
- add greatclub
- add options for non-TWF users

I had the same thought. There need to be weapons for ALL fighting styles for an Iconic melee to make Scourge more attractive to a wider audience (more build flexibility)

Scourge weapon line will work for two weapon fighter, single weapon fighter, sword and board but offers nothing for the Two-handed fighter.

I recommend adding Great Club to the Scourge weapon set; because, like clubs, maces and morningstars...it has a poor crit profile and is under represented in game play, fits with the bludgeoning theme, is closely related to clubs....and most importantly....gives players who prefer to cleave through hordes of skeletons a reason to purchase this Iconic character

whoolsey
10-13-2017, 06:39 AM
*snipped awesome message*

Time to think in all these problems, Severlin, devs (and in a new storage system without TR Cache!) If you want to have a viable business and not one with three players.
Thank you for this awsome message, i feel like i'm the only one raging against the machine
And lots of people on the forum don't seem to notice the playerbase is thinning out around them.
What did you mean with a tr system with a tr cache?




I had the same thought. There need to be weapons for ALL fighting styles for an Iconic melee to make Scourge more attractive to a wider audience (more build flexibility)

Scourge weapon line will work for two weapon fighter, single weapon fighter, sword and board but offers nothing for the Two-handed fighter.

I recommend adding Great Club to the Scourge weapon set; because, like clubs, maces and morningstars...it has a poor crit profile and is under represented in game play, fits with the bludgeoning theme, is closely related to clubs....and most importantly....gives players who prefer to cleave through hordes of skeletons a reason to purchase this Iconic character

I wouldn't have minded if they also included an OP 2hf iconic melee race.
They claimed to be working on an iconic dwarven battle rager years ago, along with 3 others, including the harper, wich failed and all we got was a harpertree (often used by arties and rogues, coincidence?)
Anyway, atm, the 2hf class doing the worst is barbarian. It gets less prr and mrr then arties and warlock, the classes designed around ranged atacks, they get less melee power then fighters and monks. Due to the nature of % based hp, they have less hp potential then builds with the fighter, paladin and warlock stance.
The entire tactic of soacking up damage though hp and dealing out massive damage is negated in LE and reaper. Most of them i knew(many left) switched to fighter when epic shroud hit live. You can't beat the melee power, fighter stance and prr feats.
No wait, let me correct that, you can't go without it.

So yeah, an iconic barbarian race with some enh changes to every core adding melee power and prr would at least bring it to the level of usefull.
I would pay good money for that.

guzzlr
10-13-2017, 08:34 AM
I am guessing there are licensing issues, but is there any chance of getting the Aasimar access to the Silvanus divine tree?

SpartanKiller13
10-13-2017, 09:13 AM
Make the clickies disappear; even make the keys disappear. But the ingredients? Other than *maybe* the easily-obtainable chocolate, no. That's just a slap in the face to us.

Also: Are the new items going to be able to be directly made at the desired level (like items from Cove, Challenges, and pretty much everything else), or are we going to be forced through the same upgrade path as the former Mabar loot? And what's the binding status on it? BtA and made directly, some of this stuff is definitely worth making. BtA and requiring the upgrade path, some of it will still be worth it. BtC in any capacity, and absolutely not worth it, and I'll just stick to making ghostbane augments.

I mean I plan on running it regardless. I quite like Mabar, and if the ingredients didn't vanish it would just be a few new players running it as all the vets get out their stacks.

I'm playing almost exclusively on one character, so BtC is fine for me as well :P Although I plan on getting a stack of Ghostbane Augments as well.

Cantor
10-13-2017, 09:19 AM
I had the same thought. There need to be weapons for ALL fighting styles for an Iconic melee to make Scourge more attractive to a wider audience (more build flexibility)

Scourge weapon line will work for two weapon fighter, single weapon fighter, sword and board but offers nothing for the Two-handed fighter.

I recommend adding Great Club to the Scourge weapon set; because, like clubs, maces and morningstars...it has a poor crit profile and is under represented in game play, fits with the bludgeoning theme, is closely related to clubs....and most importantly....gives players who prefer to cleave through hordes of skeletons a reason to purchase this Iconic character

I kinda disagree. It's a ranger iconic, that means TWF not SWF or THF, I'm ok with that. How about add bow though? Bow and TWF makes sense. I know people are already looking at other builds using the race, but when it comes down to it, it's the ranger iconic.

Cantor
10-13-2017, 10:01 AM
And for the love of all the gods of D&D, stop making stupid decisions with the loot! ~snip~ Raid loot it took us months to get? Will be trash the next update. An alt in which we have invested work? You will favor only players who have only one toon.


They have to decide what top tier loot looks like then never go above that. At cap 20, nothing went above +7 or two +6. Decide what level 30 raid loot looks like then stick to it. When you can't go up in numbers then you have to make interesting loot.



A build we've been playing for years?

Many builds affected by nerfs are known not WAI, this is because nerfs don't come soon/often enough. If we saw regular nerfs and boosts it would be expected, and people wouldn't get entrenched in OP exploit builds.

Ninja shuriken should never have stacked with shuri expert, AA inbues working with not a bow, FotW should never have worked with ranged, cleaves should not bypass tree animations, warlock should never have left lama as strong as it was. All of these things were around so long they were accepted then can't be taken away without backlash, they should have been crushed right away. Some things they got fairly quickly, shiradi procs were nerfed from initial release. Nerve venom is still great but the tree doesn't do massive low cost spell DPS like it used to. Some stayed so long they couldn't take them away anymore and just said OK.

You need boosts too. When you fix something with unintended synergy, boost something that's weak too. ...cough... warpriest, EK, pets, fatesinger, many outdated feats...

On Topic: Can we get back to just how bad the divine form is and if there will be a change?

edrein
10-13-2017, 10:26 AM
They have to decide what top tier loot looks like then never go above that. At cap 20, nothing went above +7 or two +6. Decide what level 30 raid loot looks like then stick to it. When you can't go up in numbers then you have to make interesting loot.


Many builds affected by nerfs are known not WAI, this is because nerfs don't come soon/often enough. If we saw regular nerfs and boosts it would be expected, and people wouldn't get entrenched in OP exploit builds.

Ninja shuriken should never have stacked with shuri expert, AA inbues working with not a bow, FotW should never have worked with ranged, cleaves should not bypass tree animations, warlock should never have left lama as strong as it was. All of these things were around so long they were accepted then can't be taken away without backlash, they should have been crushed right away. Some things they got fairly quickly, shiradi procs were nerfed from initial release. Nerve venom is still great but the tree doesn't do massive low cost spell DPS like it used to. Some stayed so long they couldn't take them away anymore and just said OK.

You need boosts too. When you fix something with unintended synergy, boost something that's weak too. ...cough... warpriest, EK, pets, fatesinger, many outdated feats...

On Topic: Can we get back to just how bad the divine form is and if there will be a change?

I highly doubt it; all three divine forms are arguably bad due to the exclusive form clause which makes no sense. Granted the Iconic Scourge is the worst offender. If they did something similar to what I suggested a few pages back on how to keep the exclusiveness but make it logical for each form, then maybe we might see some good out of the forms. But at the moment the only one that will ever get extended use by any build would be the Protector form for Paladin tanks.

Niminae
10-13-2017, 11:19 AM
(EDIT Lamannia is now open!

In the DDO store you can find placeholder listings for all three of:

- Vistani Knife Fighter
- Aasimar
- Iconic Aasimar: Scourge of the Undead

Which should give you access to preview those three features! In addition, the Night Revels has been enabled and can be found in House Jorasco.

We will likely be giving out a Coupon Code to redeem tomorrow that should give you all of the listed Ravenloft features in the Release Notes.)

I'm confused. Is U36 Patch 3 Ravenloft? It seems odd to call an expansion by the naming convention of an Update, and especially a patch within an Update. But you appear to have a lot of Ravenloft things mixed in with this U36P3 notice. Or are those things that I think look like Ravenloft stuff, Aasimar race and Iconic race and Knife Fighter coming in U36P3?

Wongar
10-13-2017, 12:05 PM
We are looking into having all dungeons with a base CR of 30+ giving double the RXP.

Sev~

That sounds nice but what I would really like as a cap player is the ability to run all epic quests on reaper.

Currently cap players are limited to a comparatively very few quests where we can get reaper exp, and anything below 30 takes a big reaper exp hit. It would be very nice if cap players could access ALL epic quests on reaper.

To help cap players and reaper exp, I would suggest opening all epic quests to reaper for anyone at level 30 and reducing the reaper over level penalty to allow at least a meaningful amount of reaper exp to be earned for any epic quest. You could give capped players full reaper exp for all epic quests and it would still be better to run heroics for reaper exp - so why the lockout and exp penalty?

I had a lot of fun running lower level quests on reaper during the LAM period where there was no lockout. The LOD chain was a blast on Reaper 10 with a capped melee builds, it's mind nummingly easy on EE with the same build so I never run it at cap. Please open up reaper on all epic quests to capped players so we can have some fun and run a larger variety of quests and have some challenge while doing it.

Edit: Like many people I went back to heroics to get the reaper exp I wanted so am much more interested in variety and challenge than reaper exp. I'd actually be happy if all quests were at least opened on reaper and no reaper exp was awarded.

Hipparan
10-13-2017, 02:07 PM
I am guessing there are licensing issues, but is there any chance of getting the Aasimar access to the Silvanus divine tree?

As far as I know, regular Aasimar are Eberron characters, but the Iconic Aasimar should be able to access the Silvanus deity feat line via multi-classing.

Steelstar
10-13-2017, 02:09 PM
As far as I know, regular Aasimar are Eberron characters, but the Iconic Aasimar should be able to access the Silvanus deity feat line via multi-classing.

This is accurate. The standard Aasimar are from Eberron, and can take Eberron deity feats.

The Iconic Scourge Aasimar is from the Forgotten Realms, and can take Forgotten Realms deity feats.

Hipparan
10-13-2017, 02:10 PM
I'm confused. Is U36 Patch 3 Ravenloft? It seems odd to call an expansion by the naming convention of an Update, and especially a patch within an Update. But you appear to have a lot of Ravenloft things mixed in with this U36P3 notice. Or are those things that I think look like Ravenloft stuff, Aasimar race and Iconic race and Knife Fighter coming in U36P3?


I have a feeling they wanted to test some Ravenloft stuff early in order to make the expansion as good as they can, but patch 3 might only have new night revels stuff as well as reincarnation tweaks and bug fixes mentioned here (https://www.ddo.com/forums/showthread.php/490207-U36-Patch-3-First-Preview-Release-Notes).

JoeShmo
10-13-2017, 02:13 PM
Can a dev or someone who has Lamannia downloaded confirm one way or another how the Capstone works? As it reads: "Core 6: Blade Master You gain +2 to all ability scores. You gain +5% attack speed one handed weapons and throwing weapons. You gain 20 Melee Power and 20 Ranged Power", I'm not sure if this works if you're dual wielding a dagger in each hand, since technically each dagger is a one handed weapon, or if you have to be wielding just one, one handed weapon for this core to take effect. Thank you.

EllisDee37
10-13-2017, 02:20 PM
Can a dev or someone who has Lamannia downloaded confirm one way or another how the Capstone works? As it reads: "Core 6: Blade Master You gain +2 to all ability scores. You gain +5% attack speed one handed weapons and throwing weapons. You gain 20 Melee Power and 20 Ranged Power", I'm not sure if this works if you're dual wielding a dagger in each hand, since technically each dagger is a one handed weapon, or if you have to be wielding just one, one handed weapon for this core to take effect. Thank you.I imagine it would say "while single weapon fighting" if it didn't work for TWF.

Gratch
10-13-2017, 02:28 PM
I'm confused. Is U36 Patch 3 Ravenloft? It seems odd to call an expansion by the naming convention of an Update, and especially a patch within an Update. But you appear to have a lot of Ravenloft things mixed in with this U36P3 notice. Or are those things that I think look like Ravenloft stuff, Aasimar race and Iconic race and Knife Fighter coming in U36P3?

U36 Patch 3 will release shortly with all the items in these release notes (maybe some more cosmetics) and all the free Night Revels updates. But there will be no Ravenloft content/items/etc. Then SSG will somehow sell us Ravenloft preorders and we will be able to access the new race pair/cosmetics/VistaniKnifeFighter right away with said preorder purchase. Then later this year the Ravenloft(U37) will land and you'll have access to that content as well via your preorder level. So preorder bonuses now via Patch 3. Quests to play later.

If you decide not to get Ravenloft preorder, you'll be able to get some/most of these things a la carte via the DDO Store maybe 3 months? 6 months? after Ravenloft content has landed.

(Or so I'm guessing based on the release notes and stuff Coco is testing with his ticket system).



Ravenloft Expansion Features: Some of the features from the upcoming Ravenloft expansion are available for early preview!

Race: Aasimar: A new heroic Eberron race which will be free to VIPs and available in all Ravenloft Expansion bundles and, at a later date, in the DDO store.
Iconic Race: Aasimar: Scourge of the Undead: A new iconic Forgotten Realms race which will be available in select (but not all) Ravenloft Expansion bundles and, at a later date, in the DDO store.
Universal Enhancement Tree: Vistani Knife Fighter: A new universal enhancement tree which will be available in select (but not all) Ravenloft Expansion bundles and, at a later date, in the DDO store, as well as able to be earned from Favor attainable in Ravenloft content on a per character basis.
Permanent Gold Seal Hirelings: Animated Scarecrow: Two new Permanent Gold Seal Hirelings which will be available in select (but not all) Ravenloft Expansion bundles.
New Cosmetics: A variety of cosmetic outfits, helms, pets, and weapon aura's which will be available in select (but not all) Ravenloft Expansion bundles.

Aelonwy
10-13-2017, 02:50 PM
Possible for hair and eyes, if we have time. We are told that violet skin is not lore appropriate.

Sev~

I really want to make sure this is seen so I'm putting this comment here too.

I hope you had time for the extra hair and eye colors its sorely needed. My mistake about the violet skin I was looking at an image of a named Aasimar (Pistis Sophia) in the Book of Exalted Deeds but even though the image appears violet the description states her skin looks like polished indigo crystal. Which though in fact the color indigo is an ultraviolet shade it is often considered a blue.

In the book Races of Faerun under the chapter Planetouched, heading Aasimar: Opalescent eyes, Irridescent scales, and feathers for or in the hair, are all listed as distinguishing features of Aasimar as well as what parentage causes each feature. Please have at least ONE hairstyle with feathers, thank you.

P.S. having seen the Red/orange recolor of the cosmetic armor from Night Revels, I would like to ask that someone please recolor it violet/fucshia to match the shield Death's Door. I'm willing to purchase it as a cosmetic from the DDO Store if need be.

Example:
http://ddowiki.com/images/Death%27s_Door_shown.jpg

Image from wiki. I hesitate to photoshop the Reaper Cosmetic as an example myself for fear that will preclude anyone from doing it officially.

edrein
10-13-2017, 03:31 PM
I really want to make sure this is seen so I'm putting this comment here too.

I hope you had time for the extra hair and eye colors its sorely needed. My mistake about the violet skin I was looking at an image of a named Aasimar (Pistis Sophia) in the Book of Exalted Deeds but even though the image appears violet the description states her skin looks like polished indigo crystal. Which though in fact the color indigo is an ultraviolet shade it is often considered a blue.

In the book Races of Faerun under the chapter Planetouched, heading Aasimar: Opalescent eyes, Irridescent scales, and feathers for or in the hair, are all listed as distinguishing features of Aasimar as well as what parentage causes each feature. Please have at least ONE hairstyle with feathers, thank you.

P.S. having seen the Red/orange recolor of the cosmetic armor from Night Revels, I would like to ask that someone please recolor it violet/fucshia to match the shield Death's Door. I'm willing to purchase it as a cosmetic from the DDO Store if need be.

Example:
http://ddowiki.com/images/Death%27s_Door_shown.jpg

Image from wiki. I hesitate to photoshop the Reaper Cosmetic as an example myself for fear that will preclude anyone from doing it officially.

While I don't usually agree with some of your cosmetic choices. A complete 100% on this one. I love Death's Door and would outright buy a cosmetic purple Reaper's set if it matched the shield. Store or ingame, either way. On a side note, could we get a neck texture placed underneath all of the Reaper's helmets? I love the helmet and it's a shame it doesn't work with a lot of other cosmetic armors due to your neck being visible where the chainmail mesh ends on certain race combinations.

JOTMON
10-13-2017, 04:00 PM
(EDIT Lamannia is now open!

Night Revels: [I]A variety of new additions have been added to the Night Revels this year!

A spooky variant of Coalescence Chamber has been added as the seventh Night Revels dungeon.
Additional item rewards have been added to the turn in vendor for the event:

Existing Night Revels items have been given recipes for level 28 upgrades.
A red variant of the Reaper's Platemail has been added.
A collection of new named items have been added to the festival vendor turn in:

Pick of Endless Light (Light Pick):

Undead Bane (Extra damage to Undead. Exact values dependent on Minimum Level)
Coruscating (Light Damage on hit. Exact values dependent on Minimum Level)
Light Bringer (On Vorpal: Destroy undead below 1000 hit points. Only on higher Minimum Level variants.)
Sunburst (Chance for Blind and area Light Damage. Only on higher Minimum Level variants.)

Star of Endless Night (Morningstar):

Unholy (Evil Aligned. Evil Damage on hit. Exact value dependent on Minimum Level)
Smashing (Bludgeon damage on crit. Exact value dependent on Minimum Level)
Piercing (Piercing damage on hit. Exact value dependent on Minimum Level)
Combat Mastery (Tactics DC's. Exact value dependent on Minimum Level)

Crystallized Eternity (Great Club):

Tendon Slice (Chance for slow on hit. Exact value dependent on Minimum Level)
Electrifying (Lightning damage on hit. Exact value dependent on Minimum Level)
Freezing (Ice Damage on hit. Exact value dependent on Minimum Level)
Armor-Piercing (Bypass enemy Fortification. Exact value dependent on Minimum Level)

Spectral Dagger (Dagger)

Ghostbane (Ghost Touch, bypasses ethereal evade chance, deals Bane damage vs. Incorporeal monsters. Exact value dependent on Minimum Level)
Evil Outsider Bane (Extra damage to Evil Outsiders. Exact value dependent on Minimum Level)
Crushing (Force damage on crit. Exact value dependent on Minimum Level)
Vorpal (Extra W damage. On vorpal enemies with few hitpoints are instantly slain. Only on higher Minimum Level variants.)

Spectral Throwing Dagger (Throwing Dagger)

Ghostbane (Ghost Touch, bypasses ethereal evade chance, deals Bane damage vs. Incorporeal monsters. Exact value dependent on Minimum Level)
Evil Outsider Bane (Extra damage to Evil Outsiders. Exact value dependent on Minimum Level)
Crushing (Force damage on crit. Exact value dependent on Minimum Level)
Vorpal (Extra W damage. On vorpal enemies with few hitpoints are instantly slain. Only on higher Minimum Level variants.)


2016 candy, ingredients, and non-store bought keys have been deprecated and can no longer be used.





Yay, more cosmetics.. and they are BTA.

Festival items are still BTC. please change these all to BTA. BTC has no place in the festivals.. ever..

Expiring ingredients.. bah.. I hate you.. it creates an environment where it is detrimental to run as much as possible.
makes me not want to run as much as I could since I am wasting effort and risking losing if I don't hit thresholds.
would rather see a new ingredient component added for new items while leaving old items as they are which allows us to bridge events to craft items as part of the short term and long term game.

New addition items were build utilizing current power levels, they look enticing...

The old Mabar items haven't been updated to todays power standards. Every one of them falls short.
All the festivals need to be tweaked/updated on an ongoing basis to keep them relevant for all players.

The pick was copied from the handwraps.. which is based on the old power levels effectively making them subpar. ( I typed subpar instead of the word I was actually thinking)
the lightbringer effect hasn't been scaled to approximate vorpals/disruptors in the improved/sovereign scale. its just the same basic effect copied from level 12 wraps.
Undead Banes are poorly scaled as well, effects are pathetic when comparing to Cannith crafting for comparable level range.
*all the old Mabar items need to be redone*

Boon of death.. same lacking issue, not scaled in higher levels.
old robes were not updated. level 20 gives +2 equipment bonus to necro.. +2 spell focus is a level 8 effect now.. slavers for instance is level 8 +2 to all schools not just a singular school.
Heres some basic drop randomgens with Necro +2 in the level 5-8 range..
https://i.imgur.com/nvpPpMm.jpg


Level 16 Robe Necro focus equipment +1 .. Cannith Crafting at level 16 is equipment +3 and insightful +2 (cannith crafting is not an option on outfits but its still relevant for level comparison and randomgens)

Level 28 stuff is lacking augment slots.

Festival crafted gear is lacking unique festival stacking bonuses that would make them desirable from ...a how do I work that into my gears set for net benefit..

New Daggers look great.

Don1966
10-13-2017, 04:09 PM
Notable Changes/Bugfixes from the first U36 Patch 3 Preview to this one: This list is in an effort to be as open as possible about what work has been done so that you can more easily, at a glance, know what has changed since the first preview build instead of simply trying to parse the release notes as a whole






FIXED: Past Life: Aasimar I feat does nothing and states it gives a "+1 bonus to ??? skill" in both the feat tooltip and the reincarnation rewards screen.
FIXED: Past Life: Aasimar II feat does nothing and states it gives a "+1 bonus to ???" in both the feat tooltip and the reincarnation rewards screen.





Not sure if this has been reported yet but the Aasimar racial past life feats don't not actually grant what they say they will. No +1 to wisdom nor +1 to racial action points. In addition, even before tr'ing into an Aasimar my character still had his racial completionist feat.

Niminae
10-13-2017, 05:31 PM
Divine Charges
Are Divine Charges a new thing, or do they stack with Channel Divinity charges?
- If not, please consider having them stack and/or being in the same pool/being the same thing. Aasimar are descendants of upper plan beings, so Channel Divinity would both seem to go hand in hand with that on a lore basis, plus it would add to multi-classing potential and synergies with:
- Clerics
- Paladins
- Endless Turning (Radiant Servant Enhancement)
- Endless Turning (Divine Crusader Destiny)
- Extra Turning (Feat)
- Some gear effects

Ascendant Bond: Scourge
"All bonuses from this skill are removed if this or your Bond feat are toggled off."
It isn't a skill, and the word skill has a meaning in the game that is already well defined, so it seems to be better referred to as an enhancement, or better to use the term "stance" as is used in many other places in the description.
"After 75 seconds ... it will consume you." How about not being vague about the effect, so no one spends points all the way up to the top of the tree without having a clear idea of the drawback, and then having to respec out of this (lousy, imo) choice?

Also, and this really shouldn't have to be said but it's been repeated a few times by the same set of game designers, drawback effects are not fun. Having a wolf pet as a class feature that when it dies costs the player health and mana is not fun. Having an iron defender as a pet that you have to spend enhancement point to keep it from costing you health and mana when it dies is not fun. Having a coffee elixir that has to be clicked every 90 freaking seconds to avoid severe negative effects is not fun. And having a capstone racial enhancement that kills you if you leave it on for 75 seconds is not fun.

Please think some more on what fun is, and design better towards fun.

Both the base Aasimar and the Iconic add a pile of multistrike (and multishot). I'm anticipating some swashbuckling/swf/Aasimar (core or iconic) builds. It's only a shame that melee is not a terribly effective option in the new difficulty level.

Spooky Coalescence Chamber
Sounds like hell on Earth, and so quite appropriate for Hallowe'en.

As a purchaser of the top tier bundles for both prior expansions I am anticipating doing the same for Ravenloft. I hope that the price points will make this an attractive option. I also hope that the Cordovan-described very short pre-order period for Ravenloft will be announced loudly and to all four corners of the Earth and web, so that anyone who isn't living under a rock will be aware of it with enough time to budget the purchase.

redoubt
10-13-2017, 05:42 PM
Reference the knife critical range and multiplier, will this stack with those in the assassin tree? Both are listed as competence bonuses so that might indicate that they will not stack, but they are not anti-requisites which also turn up from time to time.


Can you have the Vistani and Harper trees at the same time?

Anyone?

Cocomajobo
10-13-2017, 06:07 PM
The second lamannia preview for U36 Patch 3 has now closed.

If you have any feedback please do so here in the Lamannia section of the DDO forums.

To report any bugs please visit the following link: https://help.standingstonegames.com/hc/en-us/requests/new

AustinWolfclaw
10-13-2017, 06:16 PM
The second lamannia preview for U36 Patch 3 has now closed.

If you have any feedback please do so here in the Lamannia section of the DDO forums.

To report any bugs please visit the following link: https://help.standingstonegames.com/hc/en-us/requests/new

Is that it for the patch preview? or is there still something that may warrant a 3rd preview?

Cocomajobo
10-13-2017, 06:18 PM
Is that it for the patch preview? or is there still something that may warrant a 3rd preview?

We do not currently expect a third preview for this patch cycle, no.

JoeShmo
10-13-2017, 06:29 PM
We do not currently expect a third preview for this patch cycle, no.

Coco, can you confirm if Ravenloft and the Assimar, Vistani, etc, are going to be included in Update 36, Patch 3, or if it's going to be later this year? I'm a little confused by the timing of everything and what is/is not included in the upcoming patch. Thanks!

edrein
10-13-2017, 06:31 PM
We do not currently expect a third preview for this patch cycle, no.

Well, I'm hoping some of the divine stuff I brought up might get addressed before patch 3 goes live.

PsychoBlonde
10-13-2017, 06:35 PM
While I don't usually agree with some of your cosmetic choices. A complete 100% on this one. I love Death's Door and would outright buy a cosmetic purple Reaper's set if it matched the shield. Store or ingame, either way. On a side note, could we get a neck texture placed underneath all of the Reaper's helmets? I love the helmet and it's a shame it doesn't work with a lot of other cosmetic armors due to your neck being visible where the chainmail mesh ends on certain race combinations.

Instead of calling them "original" and "red", they should be named "Famine Reaper" and "Carnage Reaper" respectively. And then we should get a yellow and green one at least for fear and pestilence.

I support purple also of course. Purple should be "twilight" reaper.

MAKE IT SO!

PsychoBlonde
10-13-2017, 06:39 PM
Anyone?

Doesn't stack with the competence in Assassin T5. DOES stack with Lethality though, which is an INSIGHT bonus.

Yes, you can have Vistani and Harper at the same time. You can have any trees you have access to at the same time if you put them in slots.

Aelonwy
10-13-2017, 06:54 PM
The second lamannia preview for U36 Patch 3 has now closed.


Coco any word or better yet images of the unique hairstyles mentioned here:


Our goal is 3 new hairs for male and 3 new hairs for female, with the understanding that the number may change.

Sev~

Any word on whether we might get some exotic colors added to the palettes for hair and eyes?


Possible for hair and eyes, if we have time.

Sev~

Aelonwy
10-13-2017, 06:56 PM
Instead of calling them "original" and "red", they should be named "Famine Reaper" and "Carnage Reaper" respectively. And then we should get a yellow and green one at least for fear and pestilence.

I support purple also of course. Purple should be "twilight" reaper.

MAKE IT SO!

Seconded. Renamed to proper Reaper nomenclature. What in goodness name would a Twilight Reaper do to a party?

redoubt
10-13-2017, 07:02 PM
Doesn't stack with the competence in Assassin T5. DOES stack with Lethality though, which is an INSIGHT bonus.

Yes, you can have Vistani and Harper at the same time. You can have any trees you have access to at the same time if you put them in slots.

Well, oh well. Kinda what I figured would happen. Thanks for the reply.

As assassin knife spec rogues are the most over powered class right now, with their insane AOE dps and tank-like survivability, I can see why this would be overpowered. ;)

Cocomajobo
10-13-2017, 07:16 PM
Coco, can you confirm if Ravenloft and the Assimar, Vistani, etc, are going to be included in Update 36, Patch 3, or if it's going to be later this year? I'm a little confused by the timing of everything and what is/is not included in the upcoming patch. Thanks!

These are things that I can not elaborate on in specifics at this time. Expect more solid confirmation of our timeline of releases from more official channels soon (Very likely, next week announcements will be made through the proper and official channels).


Doesn't stack with the competence in Assassin T5. DOES stack with Lethality though, which is an INSIGHT bonus.

Yes, you can have Vistani and Harper at the same time. You can have any trees you have access to at the same time if you put them in slots.

I just wanted to thank you for hopping onto clarifying before I got around to it. I genuinely appreciate the effort. =]


Coco any word or better yet images of the unique hairstyles mentioned here:

Any word on whether we might get some exotic colors added to the palettes for hair and eyes?

Looking through our build there is a check-in from 5:40 today that reads "AVATAR: 2 new Aasimar Female Hairs" so we have, for sure gotten some new hairs in! I won't have any idea what they look like until tomorrow.

Aelonwy
10-13-2017, 07:21 PM
Looking through our build there is a check-in from 5:40 today that reads "AVATAR: 2 new Aasimar Female Hairs" so we have, for sure gotten some new hairs in! I won't have any idea what they look like until tomorrow.

That is fantastic news Coco, keep up the good work! :)

unbongwah
10-13-2017, 07:31 PM
Reference the knife critical range and multiplier, will this stack with those in the assassin tree?
Did some testing tonight before Lama shut down.

As expected, the crit bonuses from Plays with Knives (VKF lvl 12 core) and Knife Specialization (tier-5 Assassin) don't stack with each other. Furthermore, the crit range bonus from Plays w/Knives isn't doubled by Imp Crit:Pierce feat, so if you have PwK instead of Knife Spec, your crit range is only 16-20/x3 vs 15-20/x3. Either of them will stack with Lethality for 16-20/x4 and 15-20/x4 respectively. So in that regard Knife Spec is superior to the VKF crit bonus. BUT -
The crit bonus from Vendetta (tier-5 VKF) appeared to stack with Lethality, resulting in a 15-20/x5 crit profile while Vendetta is active (15 sec duration, 60 sec CD).


Which means for VKF Assassins (ignoring Assassinate), you have to choose between having 15-20/x4 all of the time (Knife Spec) OR having 16-20/x4 75% of the time 15-20/x5 25% of the time (Vendetta). I.e., do you want better sustained DPS (plus an instakill) or better burst DPS?

I initially thought Assassin was the stronger tree, but now I'm not so sure. If you're willing to give up Assassinate, 41 VKF (Vendetta+capstone) / 31 Assassin (Lethality) might be the way to go if your focus is on burst DPS. In which case, rog 18 / monk 2 builds might prove to be higher DPS than rogue 20 thanks to extra doublestrike from Wind stance. [EDIT: plus Mist Stalker V's Dodge bonus is actually useful to centered toons.] Unfortunately, I didn't have time to test that option. :(

redoubt
10-13-2017, 07:54 PM
Did some testing tonight before Lama shut down.

As expected, the crit bonuses from Plays with Knives (VKF lvl 12 core) and Knife Specialization (tier-5 Assassin) don't stack with each other. Furthermore, the crit range bonus from Plays w/Knives isn't doubled by Imp Crit:Pierce feat, so if you have PwK instead of Knife Spec, your crit range is only 16-20/x3 vs 15-20/x3. Either of them will stack with Lethality for 16-20/x4 and 15-20/x4 respectively. So in that regard Knife Spec is superior to the VKF crit bonus. BUT -
The crit bonus from Vendetta (tier-5 VKF) appeared to stack with Lethality, resulting in a 15-20/x5 crit profile while Vendetta is active (15 sec duration, 60 sec CD).


Which means for VKF Assassins (ignoring Assassinate), you have to choose between having 15-20/x4 all of the time (Knife Spec) OR having 16-20/x4 75% of the time 15-20/x5 25% of the time (Vendetta). I.e., do you want better sustained DPS (plus an instakill) or better burst DPS?

I initially thought Assassin was the stronger tree, but now I'm not so sure. If you're willing to give up Assassinate, 41 VKF (Vendetta+capstone) / 31 Assassin (Lethality) might be the way to go if your focus is on burst DPS. In which case, rog 18 / monk 2 builds might prove to be higher DPS than rogue 20 thanks to extra doublestrike from Wind stance. [EDIT: plus Mist Stalker V's Dodge bonus is actually useful to centered toons.] Unfortunately, I didn't have time to test that option. :(

When you had PwK and Knife spec during your test, did improved crit work or did PwK block it?

If I go assassin again, then I'll be in T5 of assassin and can easily take Knife Spec. At the same time it might be nice to get core 5 of Vistani (but not if PwKs blocks improved crit.)

thank you for your testing!

unbongwah
10-13-2017, 08:15 PM
When you had PwK and Knife spec during your test, did improved crit work or did PwK block it?
Using SDK starter daggers:

With PwK and no Knife Spec nor Lethality: 16-20/x3 (so +2 from IC:Pierce, +1 from PwK) - tested to be sure (i.e., critted on 16 but not 15)
With PwK and Knife Spec but no Lethality: 15-20/x3 (same as usual)
With PwK and Knife Spec and Lethality: 15-20/x4 (same as usual)
With PwK and Lethality but no Knife Spec: 16-20/x4 (as expected)
With PwK and Lethality while Vendetta active: 15-20/x5 (as stated above)

Silverleafeon
10-13-2017, 09:07 PM
is not fun.

Please think some more on what fun is, and design better towards fun.


+1

Perhaps the Devs can think of self damaging as a feature flavor.

As such, in order to preserve the class & race distinctions, self damaging might largely be limited to
Barbarian type trees (and any variations therein)
Half Orc type trees (and any Half Orc Iconics etc..)

Leaving the rest of the class designs mostly free of this flavor if possible.



As a purchaser of the top tier bundles for both prior expansions I am anticipating doing the same for Ravenloft. I hope that the price points will make this an attractive option. I also hope that the Cordovan-described very short pre-order period for Ravenloft will be announced loudly and to all four corners of the Earth and web, so that anyone who isn't living under a rock will be aware of it with enough time to budget the purchase.

+1 especially if there are any "limited to prelease features"

Thar
10-13-2017, 10:00 PM
No message about the TR bank being empty when reincarnating. It seemed stuff was missing but hard to tell what was in there to start and didn't get to go back and check since it closed.

PsychoBlonde
10-13-2017, 11:55 PM
Seconded. Renamed to proper Reaper nomenclature. What in goodness name would a Twilight Reaper do to a party?

Blindness. All the blindness.

redoubt
10-14-2017, 01:01 AM
Using SDK starter daggers:

With PwK and no Knife Spec nor Lethality: 16-20/x3 (so +2 from IC:Pierce, +1 from PwK) - tested to be sure (i.e., critted on 16 but not 15)
With PwK and Knife Spec but no Lethality: 15-20/x3 (same as usual)
With PwK and Knife Spec and Lethality: 15-20/x4 (same as usual)
With PwK and Lethality but no Knife Spec: 16-20/x4 (as expected)
With PwK and Lethality while Vendetta active: 15-20/x5 (as stated above)


Thank you!

Niminae
10-14-2017, 01:25 AM
The second lamannia preview for U36 Patch 3 has now closed.

If you have any feedback please do so here in the Lamannia section of the DDO forums.

To report any bugs please visit the following link: https://help.standingstonegames.com/hc/en-us/requests/new

Elapsed time between my post and yours: ~30 minutes.

I'm going to have to weigh in a lot earlier on any other preview threads, it appears that my comments scare you into action! :cool:

HuneyMunster
10-14-2017, 03:43 AM
Yay, more cosmetics.. and they are BTA.

Festival items are still BTC. please change these all to BTA. BTC has no place in the festivals.. ever..

Expiring ingredients.. bah.. I hate you.. it creates an environment where it is detrimental to run as much as possible.
makes me not want to run as much as I could since I am wasting effort and risking losing if I don't hit thresholds.
would rather see a new ingredient component added for new items while leaving old items as they are which allows us to bridge events to craft items as part of the short term and long term game.

New addition items were build utilizing current power levels, they look enticing...

The old Mabar items haven't been updated to todays power standards. Every one of them falls short.
All the festivals need to be tweaked/updated on an ongoing basis to keep them relevant for all players.

The pick was copied from the handwraps.. which is based on the old power levels effectively making them subpar. ( I typed subpar instead of the word I was actually thinking)
the lightbringer effect hasn't been scaled to approximate vorpals/disruptors in the improved/sovereign scale. its just the same basic effect copied from level 12 wraps.
Undead Banes are poorly scaled as well, effects are pathetic when comparing to Cannith crafting for comparable level range.
*all the old Mabar items need to be redone*

Boon of death.. same lacking issue, not scaled in higher levels.
old robes were not updated. level 20 gives +2 equipment bonus to necro.. +2 spell focus is a level 8 effect now.. slavers for instance is level 8 +2 to all schools not just a singular school.

Level 16 Robe Necro focus equipment +1 .. Cannith Crafting at level 16 is equipment +3 and insightful +2 (cannith crafting is not an option on outfits but its still relevant for level comparison and randomgens)

Level 28 stuff is lacking augment slots.

Festival crafted gear is lacking unique festival stacking bonuses that would make them desirable from ...a how do I work that into my gears set for net benefit..

New Daggers look great.

Agree with all this with exception on:

Ok with expiring ingrediants as long as items are made bta instead of btc.

Spell focuses. Necro +2 is ml 4-9 not 8(but have same power at 8) while Spell Focus +2 is 5-12 for Cannith.

Still no festive augments for abilities other than Int and Wis.

Aelonwy
10-14-2017, 08:50 AM
Agree with all this with exception on:

Ok with expiring ingrediants as long as items are made bta instead of btc.

Spell focuses. Necro +2 is ml 4-9 not 8(but have same power at 8) while Spell Focus +2 is 5-12 for Cannith.

Still no festive augments for abilities other than Int and Wis.

If they ever add other Festive augments of stats they really should spread them out among the other festivals, IMHO. I could see Festive Augments of Dex and Str go to Crystal Cove, and the Festive Augments of Cha and Con go to the Mimic Hunt. I thought about Risia and the Race in Eveningstar... but both of those depend on acquiring random recipes and that could be obnoxious. There is also the Anniversary Party, I suppose it could get the Cha augment.

JoeShmo
10-14-2017, 10:21 AM
Did some testing tonight before Lama shut down.

As expected, the crit bonuses from Plays with Knives (VKF lvl 12 core) and Knife Specialization (tier-5 Assassin) don't stack with each other. Furthermore, the crit range bonus from Plays w/Knives isn't doubled by Imp Crit:Pierce feat, so if you have PwK instead of Knife Spec, your crit range is only 16-20/x3 vs 15-20/x3. Either of them will stack with Lethality for 16-20/x4 and 15-20/x4 respectively. So in that regard Knife Spec is superior to the VKF crit bonus. BUT -
The crit bonus from Vendetta (tier-5 VKF) appeared to stack with Lethality, resulting in a 15-20/x5 crit profile while Vendetta is active (15 sec duration, 60 sec CD).


Which means for VKF Assassins (ignoring Assassinate), you have to choose between having 15-20/x4 all of the time (Knife Spec) OR having 16-20/x4 75% of the time 15-20/x5 25% of the time (Vendetta). I.e., do you want better sustained DPS (plus an instakill) or better burst DPS?

I initially thought Assassin was the stronger tree, but now I'm not so sure. If you're willing to give up Assassinate, 41 VKF (Vendetta+capstone) / 31 Assassin (Lethality) might be the way to go if your focus is on burst DPS. In which case, rog 18 / monk 2 builds might prove to be higher DPS than rogue 20 thanks to extra doublestrike from Wind stance. [EDIT: plus Mist Stalker V's Dodge bonus is actually useful to centered toons.] Unfortunately, I didn't have time to test that option. :(

Were you able to test if the capstone works with TWF or if it's just SWF?

Cocomajobo
10-14-2017, 12:02 PM
Were you able to test if the capstone works with TWF or if it's just SWF?

It works with one handed weapons and throwing weapons. It would say “Single Weapon Fighting” if it didn’t work while dual wielding.

JoeShmo
10-14-2017, 12:57 PM
It works with one handed weapons and throwing weapons. It would say “Single Weapon Fighting” if it didn’t work while dual wielding.

Thanks for the confirmation Coco! :)

LrdSlvrhnd
10-14-2017, 04:04 PM
If they ever add other Festive augments of stats they really should spread them out among the other festivals, IMHO. I could see Festive Augments of Dex and Str go to Crystal Cove, and the Festive Augments of Cha and Con go to the Mimic Hunt. I thought about Risia and the Race in Eveningstar... but both of those depend on acquiring random recipes and that could be obnoxious. There is also the Anniversary Party, I suppose it could get the Cha augment.

Which I believe was the original plan as stated... they renamed them from "Spooky" to "Festival" so that they could spread them out to other festivals... and not have to worry about over-stacking.

whoolsey
10-15-2017, 11:10 AM
Yay, more cosmetics.. and they are BTA.

Festival items are still BTC. please change these all to BTA. BTC has no place in the festivals.. ever..

Expiring ingredients.. bah.. I hate you.. it creates an environment where it is detrimental to run as much as possible.
makes me not want to run as much as I could since I am wasting effort and risking losing if I don't hit thresholds.
would rather see a new ingredient component added for new items while leaving old items as they are which allows us to bridge events to craft items as part of the short term and long term game.

New addition items were build utilizing current power levels, they look enticing...

The old Mabar items haven't been updated to todays power standards. Every one of them falls short.
All the festivals need to be tweaked/updated on an ongoing basis to keep them relevant for all players.

The pick was copied from the handwraps.. which is based on the old power levels effectively making them subpar. ( I typed subpar instead of the word I was actually thinking)
the lightbringer effect hasn't been scaled to approximate vorpals/disruptors in the improved/sovereign scale. its just the same basic effect copied from level 12 wraps.
Undead Banes are poorly scaled as well, effects are pathetic when comparing to Cannith crafting for comparable level range.
*all the old Mabar items need to be redone*

Boon of death.. same lacking issue, not scaled in higher levels.
old robes were not updated. level 20 gives +2 equipment bonus to necro.. +2 spell focus is a level 8 effect now.. slavers for instance is level 8 +2 to all schools not just a singular school.
Heres some basic drop randomgens with Necro +2 in the level 5-8 range..
(snipped picture)


Level 16 Robe Necro focus equipment +1 .. Cannith Crafting at level 16 is equipment +3 and insightful +2 (cannith crafting is not an option on outfits but its still relevant for level comparison and randomgens)

Level 28 stuff is lacking augment slots.

Festival crafted gear is lacking unique festival stacking bonuses that would make them desirable from ...a how do I work that into my gears set for net benefit..

New Daggers look great.
So crappy gear so we can focus on farming mabar ghost touch augments and pets, whoot!!!!!
Thanks for the heads up!


Not sure if this has been reported yet but the Aasimar racial past life feats don't not actually grant what they say they will. No +1 to wisdom nor +1 to racial action points. In addition, even before tr'ing into an Aasimar my character still had his racial completionist feat.
Good, one less reason to buy the expansion


Seconded. Renamed to proper Reaper nomenclature. What in goodness name would a Twilight Reaper do to a party?

sparkle when they kill you with bad acting?

Arkat
10-15-2017, 04:16 PM
So crappy gear so we can focus on farming mabar ghost touch augments and pets, whoot!!!!!
Thanks for the heads up!


Good, one less reason to buy the expansion



sparkle when they kill you with bad acting?

Who peed in your corn flakes this morning?

Aelonwy
10-15-2017, 04:23 PM
Which I believe was the original plan as stated... they renamed them from "Spooky" to "Festival" so that they could spread them out to other festivals... and not have to worry about over-stacking.

Huh. I didn't know there was an original plan nor ever saw them as Spooky, but I did miss the debut of Night Revels that was during the awful time period of my 2nd computer's heat death. It had lasted 9yrs which was pretty amazing.


sparkle when they kill you with bad acting?

So... vampiric Reapers? :p I don't know PB's idea of blindness could be cool too if it were implemented like a timed glitterdust curse instead of regular blindness since many are immune to it.

ComicRelief
10-15-2017, 08:35 PM
The second lamannia preview for U36 Patch 3 has now closed.

If you have any feedback please do so here in the Lamannia section of the DDO forums.
*snip*

Chnage it so the Night Revels ingredients (at least the ones which are already BtA) are NON-expiring. If you haven't already, read through this thread (https://www.ddo.com/forums/showthread.php/490412-Night-Revels-Ingredients) and this thread (https://www.ddo.com/forums/showthread.php/490053-Night-Revels-Plea-from-a-Casual-Player). Expiring ingredients DIScourages participation.

I may be biased, but it seems to me most of the posters in these threads (if not the player-base in general) all agree that expiring ingredients suck. Especially for casual players and those with multiple toons on multiple servers.
;)

Dreppo
10-16-2017, 11:25 AM
Chnage it so the Night Revels ingredients (at least the ones which are already BtA) are NON-expiring. If you haven't already, read through this thread (https://www.ddo.com/forums/showthread.php/490412-Night-Revels-Ingredients) and this thread (https://www.ddo.com/forums/showthread.php/490053-Night-Revels-Plea-from-a-Casual-Player). Expiring ingredients DIScourages participation.

I may be biased, but it seems to me most of the posters in these threads (if not the player-base in general) all agree that expiring ingredients suck. Especially for casual players and those with multiple toons on multiple servers.
;)

I don't know if this has been brought up yet: duping. Duping is the original reason why they started to make festival ingredients expire. Now I know they've made changes to prevent duping. But part of the reason for continuing to have expiring ingredients might be "just in case" there are still ways to dupe.

unbongwah
10-16-2017, 11:25 AM
For future reference, this is the Vistani build I wanted to test but ran out of time:

Race: any works, I planned to use SDK for the starter gear and extra DEX
Class: rog 18 / monk 2 (leveling order rog 1, monk 1-2, rog 2-18) or 19/1 if you don't care about extra monk feat
Stats: max DEX, rest into CON & INT (DEX 20 CON 18 INT 12 on 36pt build probably)
Feats: Imp Feint (1), TWF (monk 1), Precision (monk 2), <filler> (3), Adept of Forms (6), ITWF (9), Imp Crit:Pierce (12), Master of Forms (15), GTWF (18), ISA (21), OC (24), PTWF (26), Epic DR (27), ??? (28), ??? (29), GM of Forms or <filler> (30), Scion of the Ethereal Plane
Enhancements: 41 VKF (tier-5 + capstone) / 31 Assassin (Lethality) / 3 Acro (Fast Movement) / 3 Ninja (+1d6 SA) / 1 Henshin (+10 MP) / 1 Shintao (heal amp)

Past life feats can go into the <filler> slots.

JoeShmo
10-16-2017, 02:47 PM
For future reference, this is the Vistani build I wanted to test but ran out of time:

Race: any works, I planned to use SDK for the starter gear and extra DEX
Class: rog 18 / monk 2 (leveling order rog 1, monk 1-2, rog 2-18) or 19/1 if you don't care about extra monk feat
Stats: max DEX, rest into CON & INT (DEX 20 CON 18 INT 12 on 36pt build probably)
Feats: Imp Feint (1), TWF (monk 1), Precision (monk 2), <filler> (3), Adept of Forms (6), ITWF (9), Imp Crit:Pierce (12), Master of Forms (15), GTWF (18), ISA (21), OC (24), PTWF (26), Epic DR (27), ??? (28), ??? (29), GM of Forms or <filler> (30), Scion of the Ethereal Plane
Enhancements: 41 VKF (tier-5 + capstone) / 31 Assassin (Lethality) / 3 Acro (Fast Movement) / 3 Ninja (+1d6 SA) / 1 Henshin (+10 MP) / 1 Shintao (heal amp)

Past life feats can go into the <filler> slots.

I'm assuming Legendary Dreadnought is the go-to ED for this build?

edrein
10-16-2017, 03:03 PM
For future reference, this is the Vistani build I wanted to test but ran out of time:

Race: any works, I planned to use SDK for the starter gear and extra DEX
Class: rog 18 / monk 2 (leveling order rog 1, monk 1-2, rog 2-18) or 19/1 if you don't care about extra monk feat
Stats: max DEX, rest into CON & INT (DEX 20 CON 18 INT 12 on 36pt build probably)
Feats: Imp Feint (1), TWF (monk 1), Precision (monk 2), <filler> (3), Adept of Forms (6), ITWF (9), Imp Crit:Pierce (12), Master of Forms (15), GTWF (18), ISA (21), OC (24), PTWF (26), Epic DR (27), ??? (28), ??? (29), GM of Forms or <filler> (30), Scion of the Ethereal Plane
Enhancements: 41 VKF (tier-5 + capstone) / 31 Assassin (Lethality) / 3 Acro (Fast Movement) / 3 Ninja (+1d6 SA) / 1 Henshin (+10 MP) / 1 Shintao (heal amp)

Past life feats can go into the <filler> slots.

If you're taking T5 Vishtani and forgoing assassination anyway, I'd suggest going 17/3 or something similar. You're far better off getting Ninja Poison to synergize with named daggers and Venomed Blades from assassin.

unbongwah
10-16-2017, 03:08 PM
If you're taking T5 Vishtani and forgoing assassination anyway, I'd suggest going 17/3 or something similar. You're far better off getting Ninja Poison to synergize with named daggers and Venomed Blades from assassin.
You think Ninja Poison / Sting of the Ninja is better than Lethality's +1 crit multiplier? I have a hard time believing that, but I'd like to see the numbers crunched.

JoeShmo
10-16-2017, 03:35 PM
If you're taking T5 Vishtani and forgoing assassination anyway, I'd suggest going 17/3 or something similar. You're far better off getting Ninja Poison to synergize with named daggers and Venomed Blades from assassin.

I'm going to assume Ninja Poison and Venomed Blades are both stances that can be toggled on at the same time? Are they not both weapon stances?

jwelch
10-16-2017, 05:13 PM
Seconded. Renamed to proper Reaper nomenclature. What in goodness name would a Twilight Reaper do to a party?

Twilight Reaper Effect:
You have permanent glitterdust and feeblemind.
You only make bad decisions.
We shan't talk about your personal life, but really?

Ulfo
10-17-2017, 10:11 AM
I'm going to assume Ninja Poison and Venomed Blades are both stances that can be toggled on at the same time? Are they not both weapon stances?

If you mean Sting of the Ninja (http://ddowiki.com/page/Sting_of_the_Ninja) and Venomed Blades (http://ddowiki.com/page/Venomed_Blades) - they both compatible and work together, because first is weapon stance, second - poison stance.

If you mean exactly Ninja Poison (http://ddowiki.com/page/Ninja_Poison) - it's not stance at all. 8)

JoeShmo
10-17-2017, 10:30 AM
If you mean Sting of the Ninja (http://ddowiki.com/page/Sting_of_the_Ninja) and Venomed Blades (http://ddowiki.com/page/Venomed_Blades) - they both compatible and work together, because first is weapon stance, second - poison stance.

If you mean exactly Ninja Poison (http://ddowiki.com/page/Ninja_Poison) - it's not stance at all. 8)

Yup, I meant Sting of the Ninja! Thanks for the clarification/confirmation :D

edrein
10-17-2017, 10:41 PM
You think Ninja Poison / Sting of the Ninja is better than Lethality's +1 crit multiplier? I have a hard time believing that, but I'd like to see the numbers crunched.

I forgot about Lethality, that is a strong selling point for 18. However, I do think that with the melee power available to this build ninja poison/venomed blades will overall be a greater DPS option on mobs that aren't immune (undead and some constructs). Which are coincidentally the mobs that also have sneak/crit resistance/immunity. You do also get fists of darkness for additional debuffing from shaken and a pretty solid DPS boost 2d10 to living and 1d50 on vorpal. Darkness finisher is 25% negative energy vulnerability which synergizes with Sacrificial Dagger ( http://ddowiki.com/page/Item:Sacrificial_Dagger ). So I'd argue at level 20, on paper against non undead/constructs 17/3 might be the better option for synergies.

leesun
10-18-2017, 02:39 AM
does lethality work with throwing daggers? was thinking about having epic ToEE dagger in one hand and a throwing dagger in the other

unbongwah
10-18-2017, 10:07 AM
So I'd argue at level 20, on paper against non undead/constructs 17/3 might be the better option for synergies.
At that point, you might as well dust off the old rog 13 / monk 6 split so you can pick up Shadow Veil and another +10 MP from Henshin. Maybe splash FvS for the new Divine Will if going DEX+WIS-based? Something like 41 VKF / 13 Ninja (Shadow Veil + Sting of the Ninja) / 11 Henshin (30 MP) / 8 Assassin (Venomed Blades) / 4 FvS (Div Will) / 3 Acro (Fast Movement). Would like to squeeze in Assassin's Trick too, just not sure what to drop for it.

Saekee
10-19-2017, 08:53 AM
Did some testing tonight before Lama shut down.

As expected, the crit bonuses from Plays with Knives (VKF lvl 12 core) and Knife Specialization (tier-5 Assassin) don't stack with each other. Furthermore, the crit range bonus from Plays w/Knives isn't doubled by Imp Crit:Pierce feat, so if you have PwK instead of Knife Spec, your crit range is only 16-20/x3 vs 15-20/x3. Either of them will stack with Lethality for 16-20/x4 and 15-20/x4 respectively. So in that regard Knife Spec is superior to the VKF crit bonus. BUT -
The crit bonus from Vendetta (tier-5 VKF) appeared to stack with Lethality, resulting in a 15-20/x5 crit profile while Vendetta is active (15 sec duration, 60 sec CD).


Which means for VKF Assassins (ignoring Assassinate), you have to choose between having 15-20/x4 all of the time (Knife Spec) OR having 16-20/x4 75% of the time 15-20/x5 25% of the time (Vendetta). I.e., do you want better sustained DPS (plus an instakill) or better burst DPS?

I initially thought Assassin was the stronger tree, but now I'm not so sure. If you're willing to give up Assassinate, 41 VKF (Vendetta+capstone) / 31 Assassin (Lethality) might be the way to go if your focus is on burst DPS. In which case, rog 18 / monk 2 builds might prove to be higher DPS than rogue 20 thanks to extra doublestrike from Wind stance. [EDIT: plus Mist Stalker V's Dodge bonus is actually useful to centered toons.] Unfortunately, I didn't have time to test that option. :(

awesome, thx--now I see it--

For boss DPS VkF tier 5 for rogue builds you: hit uncanny dodge, haste boost and vendetta. A big burst of DPS.

I do this similar with my assassin and take advantage of MtF's 10 second duration before expiring (haste boost and dodge clicky of some kind--Meld, Night revels hoody, uncanny dodge)

TheRiftKeeper
10-21-2017, 12:57 PM
Okay so the ranks are supposed to increase the duration of Divine Presence (and other versions on selector) 30/60/120 seconds...

It doesn't. It changes the description... yaddi yaddi yaddi for 120 seconds. at rank 3 but above it shows duration 30 seconds, so you get the modifier for 120 seconds it says, but the duration still says 30 seconds.. and in actuality, it runs for 30 seconds.

Please Fix!

warbird1610
10-23-2017, 06:04 PM
According to the 3.5e races book Aasimar average around seven feet tall (putting them at Dragonborn height). But they look like they are normal human size (about six foot) however long sword's appear that they are being scaled for a character seven feet tall.

Just wondering ???



(EDIT 2: The second lamannia preview for U36 Patch 3 has now closed.

If you have any feedback please do so here in the Lamannia section of the DDO forums.

To report any bugs please visit the following link: https://help.standingstonegames.com/hc/en-us/requests/new)

(EDIT Lamannia is now open!

In the DDO store you can find placeholder listings for all three of:

- Vistani Knife Fighter
- Aasimar
- Iconic Aasimar: Scourge of the Undead

Which should give you access to preview those three features! In addition, the Night Revels has been enabled and can be found in House Jorasco.

We will likely be giving out a Coupon Code to redeem tomorrow that should give you all of the listed Ravenloft features in the Release Notes.)



Hello, all! We are currently waiting for a preview build to be ready and currently expecting to be able to open Lamannia late tonight with a second preview of some of the features coming to DDO in the near future! This preview should contain all of the following (Please note that some of this information may change after we have a chance to verify the build. Will edit if/when that happens):

Reincarnation: Improvements have been made to the reincarnation system to prevent loss of items while undergoing the process!

Changes have been made to the way a player's inventory and bank are moved to the True Reincarnation cache during reincarnation. The process occurs upon first login after a reincarnation. The process is now more resilient against disconnects that occur at this time.
If there is a problem and it detects that items were lost, a message will be displayed in the chat window at login.
Customer service now has additional tools to identify and restore items lost in this process.


Night Revels: A variety of new additions have been added to the Night Revels this year!

A spooky variant of Coalescence Chamber has been added as the seventh Night Revels dungeon.
Additional item rewards have been added to the turn in vendor for the event:

Existing Night Revels items have been given recipes for level 28 upgrades.
A red variant of the Reaper's Platemail has been added.
A collection of new named items have been added to the festival vendor turn in:

Pick of Endless Light (Light Pick):

Undead Bane (Extra damage to Undead. Exact values dependent on Minimum Level)
Coruscating (Light Damage on hit. Exact values dependent on Minimum Level)
Light Bringer (On Vorpal: Destroy undead below 1000 hit points. Only on higher Minimum Level variants.)
Sunburst (Chance for Blind and area Light Damage. Only on higher Minimum Level variants.)

Star of Endless Night (Morningstar):

Unholy (Evil Aligned. Evil Damage on hit. Exact value dependent on Minimum Level)
Smashing (Bludgeon damage on crit. Exact value dependent on Minimum Level)
Piercing (Piercing damage on hit. Exact value dependent on Minimum Level)
Combat Mastery (Tactics DC's. Exact value dependent on Minimum Level)

Crystallized Eternity (Great Club):

Tendon Slice (Chance for slow on hit. Exact value dependent on Minimum Level)
Electrifying (Lightning damage on hit. Exact value dependent on Minimum Level)
Freezing (Ice Damage on hit. Exact value dependent on Minimum Level)
Armor-Piercing (Bypass enemy Fortification. Exact value dependent on Minimum Level)

Spectral Dagger (Dagger)

Ghostbane (Ghost Touch, bypasses ethereal evade chance, deals Bane damage vs. Incorporeal monsters. Exact value dependent on Minimum Level)
Evil Outsider Bane (Extra damage to Evil Outsiders. Exact value dependent on Minimum Level)
Crushing (Force damage on crit. Exact value dependent on Minimum Level)
Vorpal (Extra W damage. On vorpal enemies with few hitpoints are instantly slain. Only on higher Minimum Level variants.)

Spectral Throwing Dagger (Throwing Dagger)

Ghostbane (Ghost Touch, bypasses ethereal evade chance, deals Bane damage vs. Incorporeal monsters. Exact value dependent on Minimum Level)
Evil Outsider Bane (Extra damage to Evil Outsiders. Exact value dependent on Minimum Level)
Crushing (Force damage on crit. Exact value dependent on Minimum Level)
Vorpal (Extra W damage. On vorpal enemies with few hitpoints are instantly slain. Only on higher Minimum Level variants.)


2016 candy, ingredients, and non-store bought keys have been deprecated and can no longer be used.



Miscellaneous: Some changes that don't quite fit into any other category!

Favored Soul:

Changed the name of the Favored Soul "Warpriest" enhancement tree to "War Soul". (This does not affect the Cleric tree which is still called "Warpriest")
Added a multiselector to the "Divine Might enhancement under War Soul.

Divine Might: You gain an Insight bonus to Strength equal to your Charisma Modifier.
Divine Presence: Adds one half of Charisma modifier to melee damage and tactical DC's.
Divine Will: Adds one half of Wisdom modifier to melee damage and tactical DC's




Ravenloft Expansion Features: Some of the features from the upcoming Ravenloft expansion are available for early preview!

Race: Aasimar: A new heroic Eberron race which will be free to VIPs and available in all Ravenloft Expansion bundles and, at a later date, in the DDO store.

Base Traits:

+ 2 Wisdom
Racial Lay On Hands (Healing Hands). Start with one charge per rest, gain more in tree. Can only be used while your Bond Feat is active. 10+Character Level * WIS Mod = HP gained.
+2 Racial Bonus to Heal, Listen, and Spot.
+5 Resistance to Cold, Acid, and Electricity.
Choose one Bond Feat. These are toggled on to get their bonuses, have visual effects, are mutually exclusive with Warlock Pacts. (Bear in mind that these ability scores don't apply to Feat Prereqs or anything.)

Protector

+1 Charisma
+1 to Will Saving Throws

Fallen

+1 to Strength
+1 to Reflex Saving Throws




Past Life Feats:

First: +1 Heal
Second: +1 Wisdom
Third: +1 Racial AP


Racial Enhancement Tree:

Core Abilities

Core 1: +1 use of Healing Hands per rest.
Core 2: WIS/CHA/STR
Core 3: +2 more uses of Healing Hands per rest.

Protector Bond now grants +2% Dodge.
Fallen Bond now grants +2 to Tactics DCs.

Core 4: WIS/CHA/STR
Core 5: +3 more uses of Healing Hands per rest. You recharge one use of Healing Hands every 3 minutes.

Tier 1:

Fight the Wicked: +1 to hit and damage vs. Evil creatures. (1AP)
Counsel: +1/2/3 to the Heal, Listen, and Spot skills
True Resilience: +1/2/3 to your (Will/Ref Saving Throws) (Choice is gated based on your Bond Feat)
Bold: You overcome fear quickly - fear and shaken effects are removed from you after 12/6/3 seconds.
Improved Recovery: +20 Healing Amplification

Tier 2:

Fight the Wicked: +1 to hit and damage vs. Evil creatures.
Arcanum: +25/+50/+100 spell points and +1/+2/+3 spell penetration.
Divine Purpose: Gain an active ability with one charge per rest. Must have your Bond Feat active to use.

Protector: You sprout ethereal wings, the marks of the Protector. For one minute, you gain a Determination Bonus to Healing Amplification and Positive Spell Power equal to your Character Level.
Fallen: You sprout weird wings of a Fallen Aasimar. For one minute, you gain +2 Primal bonus to Strength and +5% Primal bonus to Doublestrike.

Divine Resolve: +1/2/3 (CHA/STR, gated by your Bond Feat) while your Divine Purpose is active.

Tier 3:

Fight the Wicked: +1 to hit and damage vs. Evil creatures.
Divine Charge: +1/2/3 Purpose Charges
Improved Recovery: +20 Healing Amplification

Tier 4:

Celestial Tutelage: Choose one of the following.

Tower Shield Proficiency
Bastard Sword Proficiency
Magical Training
Quick Draw

Divine Form: Toggle: 30sp, toggles off on rest. Must have your Bond Feat active to use. Mutually exclusive with Form feats (PM, Druid, etc).

Protector: You gain +3 stacking bonus to all Saving Throws, 10% Competence Bonus to Max HP, and a +10 Determination Bonus to PRR and MRR.
Fallen: You gain immunity to Fear, a +10 Determination bonus to Melee Power, and your melee weapon attacks add a stack of Vulnerability once per second.

Improved Recovery: +20 Healing Amplification




Iconic Race: Aasimar: Scourge of the Undead: A new iconic Forgotten Realms race which will be available in select (but not all) Ravenloft Expansion bundles and, at a later date, in the DDO store.

Base Traits:

Begins as a Ranger with enough Experience to reach level 15
+ 2 Wisdom
Feat: Favored Enemy: Undead
Racial Lay On Hands (Healing Hands). Start with one charge per rest, gain more in tree. Can only be used while your Bond Feat is active. 10+Character Level * WIS Mod = HP gained.
+2 Racial Bonus to Heal, Listen, and Spot.
+5 Resistance to Cold, Acid, and Electricity.
Unlike other Aasimar, they have one choice of Bond Feat. This is toggled on to get its bonuses, has visual effects, and is mutually exclusive with Warlock Pacts. (Bear in mind that these ability scores don't apply to Feat Prereqs or anything.)

Scourge

+1 Constitution
+1 to Fortitude Saving Throws



Past Life Feat:

Passive: +1 Fortitude Save per time this feat has been acquired up to 3.
Toggle: +1 % Doublestrike and +2% Offhand Doublestrike per time this feat has been acquired up to 3.

Racial Enhancement Tree:

Core Abilities:

Core 1: +1 use of Healing Hands per rest.
Core 2: WIS/STR/CHA
Core 3: +2 more uses of Healing Hands per rest. In addition, Bond of the Scourge now grants you Ghost Touch on all weapon attacks.
Core 4: WIS/STR/CHA
Core 5: +3 more uses of Healing Hands per rest. You recharge one use of Healing Hands every 3 minutes.

Tier 1:

Scourge Weapons: You gain proficiency with Clubs, Light Maces, Heavy Maces, and Morningstars. If you are Good, any of these four weapons you wield are considered Good.
Counsel: +1/2/3 to the Heal, Listen, and Spot skills
True Resilience: +1/2/3 to your Fort Saving Throws
Bold: You overcome fear quickly - fear and shaken effects are removed from you after 12/6/3 seconds.
Improved Recovery: +20 Healing Amplification

Tier 2:

Improved Scourge Weapons: You gain 5% Doublestrike. If you have the Two Weapon Fighting feat, this grants the Oversized Two Weapon Fighting feat.
Arcanum: +25/+50/+100 spell points and +1/+2/+3 spell penetration.
Divine Purpose: Gain an active ability with one charge per rest. Must have your Bond Feat active to use.

Scourge: You gain the furious aura of the Scourge of the Undead. For one minute, your weapon attacks deal 3d6 extra Light damage that scales with the higher of your Melee or Ranged Power. On Vorpal, enemies are Blinded.

Divine Resolve:

Scourge: +1/2/3 Constitution while your Divine Purpose is active.


Tier 3:

Greater Scourge Weapons: While dual-wielding Clubs, Light Maces, Heavy Maces, and Morningstars, you gain 5% chance to make off-hand attacks and 5% chance to doublestrike with your off-hand.
Strike Down the Dead: +1/2/3[w], single-target attack.. 15 second cooldown. On hit: Deals 1d4+4 per Character Level (scales with 100% Melee Power) in Positive Damage to Undead creatures.
Divine Charge: +1/2/3 Purpose Charges
Blessings: +10/20/30 Positive Spell Power
Improved Recovery: +20 Healing Amplification

Tier 4:

Destroyer of the Dead: Clubs, Light Maces, Heavy Maces, and Morningstars you wield gain a +1 Sacred Bonus to Critical Multiplier.
Divine Form: Toggle: Must have your Bond Feat active to use. Mutually exclusive with other form-like feats (PM, Druid, etc).

Scourge: 30sp, toggles off on rest. All bonuses from this skill are removed if this or your Bond Feat are toggled off. 3 Minute Cooldown.

Stage 1: When this stance is enabled, you gain +1 to Hit and Damage, 1% Doubleshot, and 1% Doublestrike.
Stage 2: After 20 seconds of this stance being active, these bonuses double.
Stage 3: After 40 seconds of this stance being active, you also gain a 10% Action Boost Bonus to Attack Speed, 10% Action Boost bonus to Melee Power, and 5% Action Boost bonus to Ranged Power, but you take your Character Level in Light damage every second until the stance is toggled off.
Stage 4: After 60 seconds of this stance being active, all of your bonuses from this stance double once more, but you take one stack of Vulnerability every second.
Stage 5: After 70 seconds of this stance being active, your movement speed will drop dramatically.
Stage 6: After 75 seconds of this stance being active, you can no longer contain the radiance within, and it will consume you.


Improved Recovery: +20 Healing Amplification




Universal Enhancement Tree: Vistani Knife Fighter: A new universal enhancement tree which will be available in select (but not all) Ravenloft Expansion bundles and, at a later date, in the DDO store, as well as able to be earned from Favor attainable in Ravenloft content on a per character basis.

Core Abilities

Core 1: Knife Expertise You gain +1 to hit and damage with daggers and throwing daggers.
Core 2: Knife Juggler You gain +5% to speed with throwing daggers. You gain the benefits of the Deflect Arrows feat, knocking aside one incoming projectile that would have struck you every 6 seconds.
Core 3: Quick Reflexes You gain Quickdraw as a bonus feat. You gain +5% Doublestrike (main and off hand), and Doubleshot.
Core 4: Plays With Knives You gain a +1 Competence bonus to Critical Threat Range and +1 to Critical Damage Multiplier with daggers and throwing daggers.
Core 5: Vistani Fortune Passive: You gain +10 Physical Resistance Rating and Magical Resistance Rating. Activate to gain one random Vistani fortune. Cooldown 60 seconds.

Coins: You gain 10% Doublestrike and 10% Doubleshot for 60 seconds.
Glyphs: You gain 10 Physical Resistance Rating and 20 Magical Resistance Rating for 60 seconds.
Stars: You gain +2 to all ability scores for 60 seconds.
Swords: You gain 15 Melee Power and Ranged Power for 60 seconds.

Core 6: Blade Master You gain +2 to all ability scores. You gain +5% attack speed one handed weapons and throwing weapons. You gain 20 Melee Power and 20 Ranged Power.

Tier One

Vistani Knife Training: When using a dagger in each hand, you now fight in melee using the Vistani style, with both daggers held down point down. You gain +1 to hit and damage with daggers and throwing daggers.
Undead Hunter: You resist evil influences particularly well, gaining a +2 bonus to saves against spells and effects produced by evil creatures. Undead are automatically consider a Favored Enemy for you.
Mist Stalker I: You gain +25% negative energy absorption. You gain +3 Physical Resistance Rating and Magical Resistance Rating.
Acrobatic: +1/2/3 Balance, Jump, and Tumble. Rank 3: +1 to Reflex Saving Throws.
You gain both of the following:

Rapid Slash: Requires dagger. Melee Attack: Deals +3(W) damage. You gain a 20% Morale bonus to (main hand) doublestrike for 10 seconds. Cooldown: 10 seconds.
Rapid Throw: Requires throwing knife. Missile Attack: Deals +3(W) damage. You gain a 20% Morale bonus to doubleshot for 10 seconds. Cooldown: 10 seconds. This puts Ten Thousand Stars and Manyshot on a 10 second cooldown.


Tier Two

Vistani Knife Training: You gain +1 to hit and +2 damage with daggers and throwing daggers.
Blooded Blades: When you score a Vorpal hit with a dagger or throwing knife you add a stack of Blood of Vengeance to your opponent.

Blood of Vengeance: You deal 1d6 damage per two seconds for 30 seconds. This damage scales with 200% Melee Power. This stacks up to 10 times, with news stacks refreshing the duration.

Mist Stalker II: You gain +2 to Will saving throws. You gain +3 Physical Resistance Rating and Magical Resistance Rating.
Weapon Versatility: Your melee and missile attacks use the higher of Melee Power or Ranged Power.
Haste Boost: Activate to gain a 10%/20%/30% Action Boost bonus to attack speed for 20 seconds. (Cooldown: 30 seconds)

Tier Three

Vistani Knife Training: You gain +1 to hit and damage with daggers and throwing knives.
Fan of Knives: On activation: You throw a hail of throwing knives in a cone in front of you. Enemies caught in the cone take 5 to 8 per character level of damage and take 1 stack of Blood of Vengeance. This damage scales with 200% Ranged Power. Cooldown: 15 seconds
Mist Stalker III: You are immune to Fear effects. You gain +3 Physical Resistance Rating and Magical Resistance Rating.
Deadly Blades: Your daggers and throwing daggers do an additional +1(W) of damage. You are centered when fighting with daggers.
Gifted: Choose one:

+1 Strength
+1 Dexterity
+1 Constitution
+1 Intelligence
+1 Wisdom
+1 Charisma


Tier Four

Vistani Knife Training: You gain +1 to hit and +2 damage with daggers and throwing knives.
Celerity: You gain +5% Doublestrike (main and off hand), and Doubleshot.
Mist Stalker IV: You gain immunity to Energy Drain. You gain +6 Physical Resistance Rating and Magical Resistance Rating.
Choose One:

Single Dagger: When fighting single weapon style with a dagger: +20 Melee Power
Double Daggers: When fighting with a dagger in each hand: +20% stacking chance to make off-hand attacks when dual wielding weapons.

Gifted: Choose one:

+1 Strength
+1 Dexterity
+1 Constitution
+1 Intelligence
+1 Wisdom
+1 Charisma


Tier Five

Vistani Knife Training: You gain +3 to hit and damage with daggers and throwing knives.
Whirling Blades: Requires throwing knife. Missile Attack: +5(W) damage. Your throwing knife gains 100 doubleshot for 15 seconds. Cooldown one minute. (Shares cooldown with 10K Stars.)
Mist Stalker V: Activate to gain +20% Dodge and Maximum Dodge, +30 PRR, and +30 MRR for 20 seconds. Cooldown: 60 seconds.
You gain both of the following:

Blessed Blades: Requires dagger. Melee attack. +5(W) damage, plus one stack of Blood of Vengeance. Your equipped daggers gain a +10 Enhancement bonus for 10 seconds. They also gain Silver, Good, and Ghost Touch. 10 second cooldown.
Blessed Knives: Requires throwing knife. Missile attack. +5(W) damage, plus one stack of Blood of Vengeance. Your throwing knife gains a +10 Enhancement bonus for 10 seconds. It also gains Silver, Good, and Ghost touch. 10 second cooldown.

Vendetta: Activate to gain a unique +1 Critical Threat Range and +1 to Critical damage multiplier to your equipped daggers or throwing knives for 15 seconds. 60 second cooldown.



Permanent Gold Seal Hirelings: Animated Scarecrow: Two new Permanent Gold Seal Hirelings which will be available in select (but not all) Ravenloft Expansion bundles.

Scarecrow Hirelings will have variants at the following levels:

Level 10
Level 30



New Cosmetics: A variety of cosmetic outfits, helms, pets, and weapon aura's which will be available in select (but not all) Ravenloft Expansion bundles.

The following cosmetic outfits are available for preview:

Barovian Noble
Vampire Hunter

The following cosmetic helms are available for preview:

Barovian Noble
Vampire Hunter

The following cosmetic pets are available for preview:

Black Cat
Raven

The following Weapon Aura is available for preview:

Mist




Bug Fixes:

Attack animations for Dragonborn wielding runearms are no longer stiff and awkward when wielding melee weapons or crossbows.
Unyielding Sentinel's Vigor of Battle now gives only the 20 Healing Amplification its text indicates that it should.
Cleric's on paths should no longer be forced to select their Tier 2 and higher domain feats.
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