I look forward to the enhancement changes, and hope it comes with the xpac, as frankly, I am sick of waiting.
There's a couple things I'd like them to change, but all in all, it's looking pretty interesting for the future.
Even though you're making sprint boost into a lvl2 barb requirement and kinda making my current build broken; I will TR and fix that - well, unless you put sprint boost back to level 1
Some of the new multiclass options look quite amazing, and kudos to the devs for adding SLA's to more casters (druids and clerics with free metas on their sla's, that's amazing, and makes me want to play a cleric for the first time ever)
BRING IT ON, DEVS. MAKE IT LIVE TODAY
Things like monk archer builds, crossbow heavy splash builds with 6 rogue for int to damage, and ANY GOOD SD player who knows that a shield should not be out all the time are just a few of the builds which are being devastated by this mess.
Proud Recipient of At least 8 Negative Rep From NA Threads.
And she's not my favorite toon, I'm just sad I has been screwed up.. Btw, since MotU tanks are unusefull.. So I'll just wait for this AWSOME enhancements pass and see in what other class I can TR her.. before they erase in some way all my maxed EDs ò.ò
My feeling is that I actually like the new UI and it's features and it looks like it can expand easily.
However, and I say this knowing that I didn't expect any of my characters to be the same going from what we currently have to the new system, I wasn't expecting that the Paladin Defender tree to be so lacking in offense (even burst offense). While I'm able to get 60 more in devotion and +10 more AC, to do so means no more exalted smites or Divine Might or Sacrifice or even Weapons of Good.
So far the best I've come up with is a 39/41 split on enhancements (Loosing AC/PRR for DPS and Burst DPS) and doing this makes being a Half-Elf pointless as I do not have any points to spend in the racial trees.
I even commented that the Defender Capstone is not desirable and in my opinion less desirable/Useful than the current Cleric Capstone Divine Intervention
For me the Cleric changes made in the Beta were good and I can see many different paths I can take to flavor my cleric more to my liking.
I understand (no first hand knowledge) that there are other trees where players feel they are lacking. But I like the General Direction and am just hoping that more adjustments are made to these trees.
Last edited by HAL; 07-02-2013 at 04:01 PM.
[Many Casual & Average players] quietly moved on without needing to do the "Look at me strut out the door in my drama queen dress" routine -Ungood
...make the favor, experience, and loot the same across the board, regardless of the difficulty ...Then, folks can set the difficulty to their enjoyment level -TerysDethswind
Ah, I think I see why you like the changes. I mean, as long as the characters that you play the most, such as Assassins and Stalwart Defenders who never put the shield away, get interesting increases, then arcanes and divines can just go pound sand.Main Characters: Amossa Lowbie, probably mid TR - Arquera Bardcher - Chapolin DEX based Rogue - Fabber Uncapped, ungeared cleric, possibly abandoned or else new - Herweg Sword + Board Fighter - Mecanico Lightly geared CON Sorc, looks to be abandoned - Tenma mid-TR Trap-Wizard
Last edited by ForumAccess; 07-02-2013 at 03:46 PM.
And this is even more untrue. First off, the Enhancements that reduce search and disable time by 100% do not make it instant, as you claim here. They only shorten the bar to about half of what it is on Live, which is still not enough to convince players who avoid traps rather than eating them that they should change anything.However, the EP is going to add a lot more flexibility. Things that are currently not endgame-viable will be. Things like full time ranged combat, or Dex-based builds, for Elves and Rangers, or Mechanic (auto-trapping! Its no longer just easier to heal through traps on a zerg run)
Additionally, while some classes will be seeing much needed increases, none of them will take anything from invalid at endgame to suddenly being viable. This is mostly due to the nature of current end game, and the need for self sufficiency. Either you had it before, and you will retain it. Or else you did not have it before and no amount of class buffs are going to make up for that. On the other hand, if you are one of those classes that depended on the now-extinct Devotion line of enhancements, before you could build in self-cast healing that would help to somewhat aid your self sufficiency, but generally not be fully viable. Now these on-the-fence self healers are entirely screwed with the loss of their accessible Devotion spell power.
Last edited by ForumAccess; 07-02-2013 at 04:15 PM.
So, yeah. Outside of the main divine casters, I think bard, rangers and paladins need a lot of buffs. I answered the surveys saying that the 1 Spellpower per point in tree is a bad mechanic and should go for every tree (even caster ones). I suggested them to make spellpower enhancements like the weapon damage lines on rogue/ranger/kensai/racial trees.
Just because I believe in the end that changes are a net positive, it do not mean that I believe it is ONLY positives.
On those 4 toons, I think on the current pass, all of them got buffed in some way or another.
My sorc lost a bit of spellpower (less than 20), but I got the ability to bypass elemental resistance on both elements he specialize on, and my Recons still hits for the same after I respeced some of his skill points to repair (covered the enhancement gap). Since with max/emp on, my elemental spell power were over 450, losing 20 is not a big nerf to me. And that because I invested nothing on spellcraft.
My barcher got in a place were I think she got buffed in the end. Her current enhancement split make me happy that she would in general be buffed (the major loss will be her virtuoso song regen. The major benefit is breaking any DR with pinion). Her spellpower also stayed more or less the same as on live.
You already agree that rogues and stalwarts got buffed, so no need to expand on it.
Amossa is my main, and I always try new stuff on her. Right now, she is currently on a cleric/artificer build that is extremelly gimpy, but works on live. I wanted to see how her build would work on lama, but her transfer failed, and the loot room in the dojo don't have any high level runearm to mirror her live gear. So, no idea if her build will live after the enhancement pass. But eh, one dead build requiring a bigger respec over 5 is a good everage for such a system-changing stuff like this.
Main: Amossa d'Cannith, Sarlona, casually trying Completionist [<o>]
Almost-never-played-alts: Arquera - Chapolin - Fabber - Herweg - Mecanico - Tenma
I want DDO to be a better game. Those are my personal suggestions on: Ammunition, Archmage, Combat Stances, Deities, Dispel Magic, Epic Destiny Map, Fast Healing, Favor, Favored Enemy, Half-elf Enhancements, Monk Stances, Past Life, Potency, Potions, Ranger Spells, Summons, Tiered Loot.
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