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  1. #221
    Community Member arkonas's Avatar
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    Quote Originally Posted by Vargouille View Post
    We're very happy to have you guys fill out Surveys for Reincarnation!

    https://www.ddo.com/forums/showthrea...414630-Surveys

    Thanks. We'll be reviewing these on Monday, so please fill them out this weekend if you can!



    As long as Enchant Weapon is your active Arcane toggle, it's always on.

    The intent is that your spell power is increased with Implements as the enhancement bonus goes up. If that's not happening, there may be a bug.



    They do in fact function in Heroic content at level 1.

    We're happy to hear further feedback on whether or not you guys desire this, or if we should eliminate them functioning below level 20.
    im ok with the stances working at 1 but it doesnt matter to me if they dont work either. so im assuming the passives will apply still as well like any other iconic, epic or heroic tr passive correct?

  2. #222
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    We're happy to hear further feedback on whether or not you guys desire this, or if we should eliminate them functioning below level 20.
    In their current state, as marginal / cumulative benefits, having them function all the time is great.

    What you could consider is keeping half of the benefit (let's say the passive aspect) marginal and letting it function all the time, but juicing up the other half (the toggles) and having it only work at epic levels. Then, you could raise the value of that aspect and make it significantly shinier without negatively affecting early game balance. That would be a fair compromise between satisfying people like me who are happy with the incremental stuff, and giving other sorts of players flashier choices.

  3. #223
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    Quote Originally Posted by Thar View Post
    yes if you put in THAT much work, let them work back to lvl 1. the likehood of someone etr'ing all 9 destinies and going back and doing another full htr is limited and if they do who cares. they put in the time and effort.
    This is sort of how I feel. Especially since I doubt we'll see any new classes in the future. Since we've been told that the development of Psionic classes are off the table, any other class added to the game is just a retread of classes we already have or the multiclass builds we have now. So what will it really hurt if people put the effeort in to go from 1 to 28 (or 30) and back with these bonuses.

    However, if the Devs are holding back making these Epic Past Lives from being good because they don't want us running around in heroics with them, then by all means make the Epic Past Life Feats kick in at level 20. But there better be a significant boost in the Epic Past Lives that are useful for everyone.

  4. #224
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    Quote Originally Posted by Vargouille View Post

    They do in fact function in Heroic content at level 1.

    We're happy to hear further feedback on whether or not you guys desire this, or if we should eliminate them functioning below level 20.
    Quote Originally Posted by redspecter23 View Post
    It's interesting that these past lives are active right from level 1. I was quite wrong in assuming they would kick in at level 20. I'm sure others made that same assumption. That being said, if the overall power level is being balanced on this, I'd suggest tweaking the power curve upward but having them work from level 20 onward. While the boosts may seem low to epic standards, the potential at level 1 is quite high, though I won't go so far as to say overpowered as there is a level scaling element added (which makes more sense now knowing they were always intended to work from level 1 onward).
    Quote Originally Posted by Satyriasys View Post
    Maybe if you disable them for heroics you could scale them up a bit from what they are currently for epic content. We really don't need any more power for 1-20 and I would hate to see these feats neutered for the sake of heroics.
    Quote Originally Posted by Silverleafeon View Post
    Is this the silliness behind weak past lives?

    We care most about our end build at level cap, not being demigods in korthos...
    Quote Originally Posted by Qhualor View Post
    I must have overlooked that part. I don't like the idea of EPLs active at level 1. There's already too much power creep in the game. What happened to "closing the gap"? If this must happen, definitely increase the power curve in quests. I think EPLs shouldn't kick in until level 20 though since you are considered an epic character at that point.
    Quote Originally Posted by Dawnsfire View Post
    I prefer they do. I spend far more time in Heroic then I do in Epic. I would prefer to be able to use what I own when I feel like using it. If they don't, it really is no big deal, I'll just keep collecting Heroic lives. I'm not going to waste my time going for Epic lives if I can not use them in Heroic and there is no endgame for me to want to stay in Epic. Besides I don't do Heroic lives in a few weeks like most say they do, it takes me months I'm not sure if I am in the minority or majority but that is my vote.
    Quote Originally Posted by HungarianRhapsody View Post
    I'm cool with allowing Epic past lives to function in Heroic levels. If they aren't allowed to function at Heroic levels, I wouldn't cry myself to sleep, but it would make me wonder why I'm grinding through umpteen million Epic XP to get those Epic past lives.
    Quote Originally Posted by patang01 View Post
    They should function in heroic. The entire point with past life is that it works in past life. It makes absolutely sense that more powerful past life stuff works at every single level of your next life.

    Quote Originally Posted by Thar View Post
    yes if you put in THAT much work, let them work back to lvl 1. the likehood of someone etr'ing all 9 destinies and going back and doing another full htr is limited and if they do who cares. they put in the time and effort.

    Just so people can see why the devs might get confused about what people want. It's not all "I'm right, you're wrong, do what i say". Personally, I prefer the EPL's to work at lvl 1 as they do now. I would also be happy with EPL's working at 20+, providing they gave far more significant boost.

  5. #225
    Community Member Ebondevil's Avatar
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    How about a little outside the box thinking:

    For example:

    Triple Stacking one of the Arcane past lives grants +1 Caster level for every level over 20
    Triple Stacking a different one gives + Spellpoints for every level over 20
    Triple Stacking another gives +1 to the DC of all spells for each level over 20

    Or how's about:
    Gain every Past life in a sphere to get an extra AP to spend per level over 20, so getting all 3 feats from all four spheres you would get +4 AP to spend on enhancements at level 21

    I don't know, maybe do something to make taking epic levels worthwhile, so they feel EPIC!!!!!!

  6. #226
    Community Member Leclaire1's Avatar
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    Thought I should also add some feedback on the other spheres, even though my strongest critiques are for the martial sphere.

    Primal- Quite simply, I like all of these quite a bit, esp. doubleshot. Lots of applicability here, enough that I didn't look at other spheres very closely for awhile. No changes recommended.

    Divine- Decent enough. Divine PLs aren't all that exciting, but are useful. The divine sphere is about healing and tanking, and between this and the ML PL I finally feel like for the first time ever I have a reason to TR my healer/light nuker. There really is no point to cleric PLs in the heroic system, so I've never bothered, but 39 pos spellpower and 30 light and alignment spellpower gives me a reason to go for this. The other stuff is generally useful as well. Again, not exciting, but generally useful, worthwhile, and appropriate stuff.

    Arcane- Definitely agree wholeheartedly with Wizza on the implement one. Sometimes a good change doesn't mean we need more of it at any cost. In implementing the nice spellcasting implement change, the devs created a use for the previously useless enchant weapon spell. It is therefore now very popular and is often requested in raids. Nonetheless, that doesn't mean that getting more of this is worth 3 grinding 3 PLs. When requesting it in a quest it simply gives a useful weapon enchantment to a caster. Here it costs an incredible amount for a reward which is incredibly low on the spellpower scale. While perhaps the devs had in mind that this could equal to a damage bonus for melees, it leaves arcane casters gimped and encourages melees to run around in magister all the time, which could fulfill the worst fears of the new models critics. I think this one really has to go personally.

    I don't agree that the spell crit is bad now- I think this is a worthwhile feat as written. +6 spell crit is just a little less than can be gained from enhancements, so I'm a fan. I also think the cooldown thing is great not only arcanes, but for divine casters as well. Quicker Mass heals and destruction spells is always a win.

    The main critique here, other than the awful implement one, is what these DON'T do. Namely, there is nothing in these feats which increases spell DCs or spell pen. This is a huge flaw, imo. CC is a critical role which is still currently sucky in ddo due to how difficult it is to get spell DCs and spell pen up. While I think the new epic spell pen feat and better equipment bonuses help somewhat, I really think we need to do better than that. As spell pen has more sources than a universal DC increase, I'd strongly recommend replacing the crappy implement feat with +1/+2/+3 to all spell DCs, as Wizza suggested.

  7. #227
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    Quote Originally Posted by Tanngiostr View Post
    What goal other than PL are you seeking when you TR?
    As others have pointed out, for the fun if it. There's also being an alt-o-holic and trying out new builds. Also, I'm not a particularly heavy grinder. While I will repeat content while traveling with a party or guildies, when left on my lonesome I tend to run a quest only once or twice on a particular life. There's no particular gear I can't live without, and there's been a few times I've even passed up on items I'm interested in to toss to other people who want it, just because I can always try to get it later if I really want it.

    *Cracks knuckles* Okay. Let's see if this seems too ridiculous...

    Martial Sphere
    Doublestrike
    - Active: You gain 1% Doublestrike. For every 7 character levels you have, it increases by +1% (+5% at Lv 28, for a total of +15% at three stacks)
    - Passive: +2 AC and +2 PRR; +1 PRR every 5 character levels, +1 AC every 10 character levels (5 AC and 8 PRR at level 30, for a total of 15 AC and 24 PRR at three stacks)

    Rogue Scholar
    - Active: You gain +1 to all skills, bypass 5% fortification, and increase damage done while sneak attacking by 2.
    - Passive: +2 AC and +2 PRR; +1 PRR every 5 character levels, +1 AC every 10 character levels (5 AC and 8 PRR at level 30, for a total of 15 AC and 24 PRR at three stacks)

    Lethal
    - Active: Deal +1 damage to unarmed, melee, and ranged attacks. This increases by 1 for every 7 character levels (+5 at Lv 28, for a total of +15 damage at three stacks)
    - Passive: +2 AC and +2 PRR; +1 PRR every 5 character levels, +1 AC every 10 character levels (5 AC and 8 PRR at level 30, for a total of 15 AC and 24 PRR at three stacks)

    Arcane Sphere
    Energy Criticals
    - Active: Gain 3 Spell Power and 2% Spell Crit for Acid, Cold, Electric, Fire, and Sonic spells. For every 7 character levels, the spell power increases by an additional 3 (15 Spell Power and 2% spell crit at level 30, for a total 45 spell power and 6% crit at three stacks)
    - Passive - 2 Resistance and 1% absorption against Acid, Cold, Electric, & Fire damage.

    Mystic Surge
    - Active: Your main hand weapon deals 1 Force damage, and you gain 2 Universal spell power. At every 6 character levels, the damage increases (1d2 at Lv 6, 1d4 at Lv 12, 1d6 at Lv 18, 1d10 at level 24, and 2d6 at level 30) and you receive an additional 2 Universal spell power (max of 2d6 extra force and 12 universal spell power at level 30, for a total of 6d6 additional force and 36 universal for 3 stacks)
    - Passive - 2 Resistance and 1% absorption against Acid, Cold, Electric, & Fire damage.

    Arcane Alacrity
    - [u]Active[u]: Spells gain 3% cool down. If taken twice, cool down increased to 6%. If taken three times, cool down reduced to 10% and has a 10% chance to cost half SP.
    - Passive - 2 Resistance and 1% absorption against Acid, Cold, Electric, & Fire damage.

    Divine Sphere
    Holier Then Thou
    - Active: You gain 5 Positive Energy & Negative Energy spell power; this increases by 5 for every 10 character levels (20 at level 30, for a total of 60 at three stacks)
    - Passive: 3 Max HP, +2 per 5 character levels. +3% Healing Amp. When taken 3 times, gain a holy hat cosmetic item, BtC, can be broken down for some astral shards.

    Brace
    - Active: You gain +1 to all saves and 5% fortification. If taken three times, you no longer fail a save on a 1.
    - Passive: 3 Max HP, +2 per 5 character levels. +3% Healing Amp

    Energy Absorption
    - While blocking, you receive 2 Energy Resistance and 10% absorption against Acid, Cold, Electric, and Fire damage. If taken three times, if you are affected by Acid, Cold, Electric, or Fire damage while blocking, you receive 3 temporary HP per character level for 20 seconds.
    - Passive: 3 Max HP, +2 per 5 character levels. +3% Healing Amp

    Primal Sphere
    Doubleshot
    - Active: You gain 1% Doubleshot. For every 7 character levels you have, it increases by +1% (+5% at Lv 28, for a total of +15% at three stacks)
    - Passive: 10 Poison damage Resistance. If taken three times, also provides 5% Poison Absorption.

    Adrenaline High
    - Active: When you score a killing blow against an enemy, you recover HP, equal to 1d2 per 2 character levels x main hand's weapon's critical multiplier. (Max of 15d2 x multiplier) If taken twice, this activates on a Vorpal hit. If taken three times, it activates whenever you perform a successful critical hit. While raging, the healing amount is doubled.
    - Passive: 10 Poison damage Resistance. If taken three times, also provides 5% Poison Absorption.

    Colors of the Queen
    - Active: 7% chance unarmed, melee, or ranged attack or spells activates random effect, can only effect an individual once a minute. If taken twice, cool down reduced to 40 seconds; if taken three times, cool down reduced to 20 seconds, and you get a cosmetic armor kit that has the Queen's colors, BtC, can be broken for a few astral shards.
    - Passive: 10 Poison damage Resistance. If taken three times, also provides 5% Poison Absorption.
    Anything can be explained by drunken wizards.

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  8. #228
    Community Member TBot1234's Avatar
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    Quote Originally Posted by Leclaire1 View Post
    I don't agree that the spell crit is bad now- I think this is a worthwhile feat as written. +6 spell crit is just a little less than can be gained from enhancements, so I'm a fan. I also think the cooldown thing is great not only arcanes, but for divine casters as well. Quicker Mass heals and destruction spells is always a win.

    The main critique here, other than the awful implement one, is what these DON'T do. Namely, there is nothing in these feats which increases spell DCs or spell pen. This is a huge flaw, imo. CC is a critical role which is still currently sucky in ddo due to how difficult it is to get spell DCs and spell pen up. While I think the new epic spell pen feat and better equipment bonuses help somewhat, I really think we need to do better than that. As spell pen has more sources than a universal DC increase, I'd strongly recommend replacing the crappy implement feat with +1/+2/+3 to all spell DCs, as Wizza suggested.
    I agree with others in this thread who think DC casters are getting little out of these draft Epic PLs. Not much in here motivates me to do any Epic TR'ing.
    "So maybe it's about time we all get a reality check and realize that if you raid, run epics, and have capped toons and worry about ED's TR's and all that jazz, you are a small part of the population of this game, a very small part in fact." -- Ungood

  9. #229
    Hero JOTMON's Avatar
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    I would have gone a completely different route than what Dev's did here.

    1. Epic TR Destiny = +1 Fate point (3x stack per destiny)
    ~33 points potentially available for unlocking all 11 destinies 3 times @ 2mm xp per...

    2. Epic Desity Sphere = unlock Twist Slot (potential to unlock 4 additional slots)
    ~remember unlocking Twist slots is +1 per Slot so would cost (4 to unlock 4th, 5 for 5th, 6 for 6th,....) so it would cost 22 points to unlock the 4 additional twists to tier 1.

    3. Active Tree Bonus +2 spend points (per reincarnation life up to 6 points) in Active Tree.

    No need for complicated Karma system.. go to Epic Trainer..
    ~turn in Epic destiny, resets that destiny to 0 and you get your Epic TR Destiny point.
    ~Unlock your sphere and turn in for your twist slot... go see the trainer.

    They only become active once you hit your Epic levels as they do now..

    Simple clean and usefull to everyone, opens up being able to take what you want as a twist and bonusses in your active tree.
    Last edited by JOTMON; 10-25-2013 at 03:32 PM.
    Jotmon - Let's not forget why we play these games - to have fun - ~
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  10. #230
    Community Member Wizzly_Bear's Avatar
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    Quote Originally Posted by Vargouille View Post
    We're very happy to have you guys fill out Surveys for Reincarnation!https://www.ddo.com/forums/showthrea...414630-SurveysThanks. We'll be reviewing these on Monday, so please fill them out this weekend if you can! As long as Enchant Weapon is your active Arcane toggle, it's always on.The intent is that your spell power is increased with Implements as the enhancement bonus goes up. If that's not happening, there may be a bug.They do in fact function in Heroic content at level 1. We're happy to hear further feedback on whether or not you guys desire this, or if we should eliminate them functioning below level 20.
    I like the idea of the passive bonuses working during heroic levels, but think the stances should not be turned "on" until 20+. This will give a nice boost for leveling a new life, but not "too much".

  11. #231
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    Quote Originally Posted by Worldcrafter View Post
    As others have pointed out, for the fun if it. There's also being an alt-o-holic and trying out new builds. Also, I'm not a particularly heavy grinder. While I will repeat content while traveling with a party or guildies, when left on my lonesome I tend to run a quest only once or twice on a particular life. There's no particular gear I can't live without, and there's been a few times I've even passed up on items I'm interested in to toss to other people who want it, just because I can always try to get it later if I really want it.

    *Cracks knuckles* Okay. Let's see if this seems too ridiculous...

    Martial Sphere
    Doublestrike
    - Active: You gain 1% Doublestrike. For every 7 character levels you have, it increases by +1% (+5% at Lv 28, for a total of +15% at three stacks)
    - Passive: +2 AC and +2 PRR; +1 PRR every 5 character levels, +1 AC every 10 character levels (5 AC and 8 PRR at level 30, for a total of 15 AC and 24 PRR at three stacks)

    Rogue Scholar
    - Active: You gain +1 to all skills, bypass 5% fortification, and increase damage done while sneak attacking by 2.
    - Passive: +2 AC and +2 PRR; +1 PRR every 5 character levels, +1 AC every 10 character levels (5 AC and 8 PRR at level 30, for a total of 15 AC and 24 PRR at three stacks)

    Lethal
    - Active: Deal +1 damage to unarmed, melee, and ranged attacks. This increases by 1 for every 7 character levels (+5 at Lv 28, for a total of +15 damage at three stacks)
    - Passive: +2 AC and +2 PRR; +1 PRR every 5 character levels, +1 AC every 10 character levels (5 AC and 8 PRR at level 30, for a total of 15 AC and 24 PRR at three stacks)

    Arcane Sphere
    Energy Criticals
    - Active: Gain 3 Spell Power and 2% Spell Crit for Acid, Cold, Electric, Fire, and Sonic spells. For every 7 character levels, the spell power increases by an additional 3 (15 Spell Power and 2% spell crit at level 30, for a total 45 spell power and 6% crit at three stacks)
    - Passive - 2 Resistance and 1% absorption against Acid, Cold, Electric, & Fire damage.

    Mystic Surge
    - Active: Your main hand weapon deals 1 Force damage, and you gain 2 Universal spell power. At every 6 character levels, the damage increases (1d2 at Lv 6, 1d4 at Lv 12, 1d6 at Lv 18, 1d10 at level 24, and 2d6 at level 30) and you receive an additional 2 Universal spell power (max of 2d6 extra force and 12 universal spell power at level 30, for a total of 6d6 additional force and 36 universal for 3 stacks)
    - Passive - 2 Resistance and 1% absorption against Acid, Cold, Electric, & Fire damage.

    Arcane Alacrity
    - [u]Active[u]: Spells gain 3% cool down. If taken twice, cool down increased to 6%. If taken three times, cool down reduced to 10% and has a 10% chance to cost half SP.
    - Passive - 2 Resistance and 1% absorption against Acid, Cold, Electric, & Fire damage.

    Divine Sphere
    Holier Then Thou
    - Active: You gain 5 Positive Energy & Negative Energy spell power; this increases by 5 for every 10 character levels (20 at level 30, for a total of 60 at three stacks)
    - Passive: 3 Max HP, +2 per 5 character levels. +3% Healing Amp. When taken 3 times, gain a holy hat cosmetic item, BtC, can be broken down for some astral shards.

    Brace
    - Active: You gain +1 to all saves and 5% fortification. If taken three times, you no longer fail a save on a 1.
    - Passive: 3 Max HP, +2 per 5 character levels. +3% Healing Amp

    Energy Absorption
    - While blocking, you receive 2 Energy Resistance and 10% absorption against Acid, Cold, Electric, and Fire damage. If taken three times, if you are affected by Acid, Cold, Electric, or Fire damage while blocking, you receive 3 temporary HP per character level for 20 seconds.
    - Passive: 3 Max HP, +2 per 5 character levels. +3% Healing Amp

    Primal Sphere
    Doubleshot
    - Active: You gain 1% Doubleshot. For every 7 character levels you have, it increases by +1% (+5% at Lv 28, for a total of +15% at three stacks)
    - Passive: 10 Poison damage Resistance. If taken three times, also provides 5% Poison Absorption.

    Adrenaline High
    - Active: When you score a killing blow against an enemy, you recover HP, equal to 1d2 per 2 character levels x main hand's weapon's critical multiplier. (Max of 15d2 x multiplier) If taken twice, this activates on a Vorpal hit. If taken three times, it activates whenever you perform a successful critical hit. While raging, the healing amount is doubled.
    - Passive: 10 Poison damage Resistance. If taken three times, also provides 5% Poison Absorption.

    Colors of the Queen
    - Active: 7% chance unarmed, melee, or ranged attack or spells activates random effect, can only effect an individual once a minute. If taken twice, cool down reduced to 40 seconds; if taken three times, cool down reduced to 20 seconds, and you get a cosmetic armor kit that has the Queen's colors, BtC, can be broken for a few astral shards.
    - Passive: 10 Poison damage Resistance. If taken three times, also provides 5% Poison Absorption.
    Have you sent your resume to Turbine yet? If not, you need to. You get it.

  12. #232
    Community Member totalmir's Avatar
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    What a ****ing company.This entire year you have been able to produce ONE raid in an old pack,and that was it.And you dedicate your effort to this failure of a system which promotes further meaningless xp grind in this game,instead of releasing a new raid every two months.Time well spent..

    In short,waaaay too much effort for what it gives,even if the PL boni were double the value.

  13. #233
    Community Member Qhualor's Avatar
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    Quote Originally Posted by Vargouille View Post
    They do in fact function in Heroic content at level 1.

    We're happy to hear further feedback on whether or not you guys desire this, or if we should eliminate them functioning below level 20.
    I don't think EPLs should be active during heroic levels. at 20, your character is considered epic and that's when I think the EPLs should kick in. there should be a separation between heroic and epic. since EPLs are not considered a true reincarnation, the EPL abilities should not work during heroics.

    I could make an argument that EPLs should be active at level 1, but considering the power creep, up to 3x EPLs, all the possible heroic PLs, gear and ship buffs as well as any other things considered with DS decreased compared to what it used to be, it makes for a powerful character already that much more powerful a character. I hope you take these into consideration and not because you had to earn millions of xp to get these PLs or heroic content is already too easy so what does it matter type of reasons. if gap between casuals and power gamers is a concern, than EPLs during heroic lives would increase it more. if balance is a concern, EPLs during heroic levels only makes it worse.

  14. #234
    Community Member Book_O_Dragons's Avatar
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    I am absolutely against any DC or mental ability score bonuses in these as it is already too hard to get meaningful DCs in EE content and future content will be balanced against characters with some EPLs even if not all. I am against strength increases because it is already easier to get than other abilities.

    Doublestrike is where I see the proper balance point to be. Maybe 1% offhand doublestrike too.
    Skill Mastery is weak in high level content but while leveling it is second best overall after Fast Healing.
    Fortification is weak from level 8 with heavy fort augments until epic levels against roguish mobs.

    Double Shot needs to be slightly more powerful than Doublestrike given repeaters getting 1/3 benefit and 10k stars and manyshot the large penalty after their expiration. I think +3%/PL is the proper balance point.
    Fast Healing is almost always the best choice in the primal sphere but rather than increasing the 1/min regen I would make it happen more often probably every 60/40/20 seconds.
    Colors of the Queen is the worst EPL currently. Between the randomness of Double Rainbow procs and the long time limit I would not take any of these until I had already gotten all the other EPLs to 3. I think a Rainbow proc limited to once every 45/30/20 seconds would make me think about this.

    Healing Power is too narrow. Change it to Power of Life and Death and add the same amount of negative spell power.
    Brace is good and where I would ETR my non-divines first in this sphere.
    Block Energy needs a complete overhaul as it is identical to a twistable enhancement. If it is kept I think it needs to be weakened and stack with the current effect maybe 5%/PL

    Energy Criticals does not say it increases with being taken multiple times. Leave it where it is at a per PL thing.
    Enchant Weapon should work with off-hand weapons but not shields. If you are unable to prevent shields from getting the bonus for technical reasons It is probably better to allow them to receive it.
    Arcane Alacrity is at a good point if it includes all spells including long cooldown spells.

    The passives are all at good points given the relative strengths of the stances but Primal sphere HP increases shoud be spread out a bit more.

    And finally I remember that Fate Points were planned to be available from this somehow. Are they and how?
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  15. #235
    Community Member Book_O_Dragons's Avatar
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    Quote Originally Posted by Drwaz99 View Post
    Have you sent your resume to Turbine yet? If not, you need to. You get it.
    You only want him as a dev because his whole system is so much more powerful than what we can see. I think its too powerful.
    The worst problem on the DDO forums right now

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  16. #236

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    Quote Originally Posted by Worldcrafter View Post
    As others have pointed out, for the fun if it. There's also being an alt-o-holic and trying out new builds. Also, I'm not a particularly heavy grinder. While I will repeat content while traveling with a party or guildies, when left on my lonesome I tend to run a quest only once or twice on a particular life. There's no particular gear I can't live without, and there's been a few times I've even passed up on items I'm interested in to toss to other people who want it, just because I can always try to get it later if I really want it.

    *Cracks knuckles* Okay. Let's see if this seems too ridiculous...

    Martial Sphere
    Doublestrike
    - Active: You gain 1% Doublestrike. For every 7 character levels you have, it increases by +1% (+5% at Lv 28, for a total of +15% at three stacks)
    - Passive: +2 AC and +2 PRR; +1 PRR every 5 character levels, +1 AC every 10 character levels (5 AC and 8 PRR at level 30, for a total of 15 AC and 24 PRR at three stacks)

    Rogue Scholar
    - Active: You gain +1 to all skills, bypass 5% fortification, and increase damage done while sneak attacking by 2.
    - Passive: +2 AC and +2 PRR; +1 PRR every 5 character levels, +1 AC every 10 character levels (5 AC and 8 PRR at level 30, for a total of 15 AC and 24 PRR at three stacks)

    Lethal
    - Active: Deal +1 damage to unarmed, melee, and ranged attacks. This increases by 1 for every 7 character levels (+5 at Lv 28, for a total of +15 damage at three stacks)
    - Passive: +2 AC and +2 PRR; +1 PRR every 5 character levels, +1 AC every 10 character levels (5 AC and 8 PRR at level 30, for a total of 15 AC and 24 PRR at three stacks)

    Arcane Sphere
    Energy Criticals
    - Active: Gain 3 Spell Power and 2% Spell Crit for Acid, Cold, Electric, Fire, and Sonic spells. For every 7 character levels, the spell power increases by an additional 3 (15 Spell Power and 2% spell crit at level 30, for a total 45 spell power and 6% crit at three stacks)
    - Passive - 2 Resistance and 1% absorption against Acid, Cold, Electric, & Fire damage.

    Mystic Surge
    - Active: Your main hand weapon deals 1 Force damage, and you gain 2 Universal spell power. At every 6 character levels, the damage increases (1d2 at Lv 6, 1d4 at Lv 12, 1d6 at Lv 18, 1d10 at level 24, and 2d6 at level 30) and you receive an additional 2 Universal spell power (max of 2d6 extra force and 12 universal spell power at level 30, for a total of 6d6 additional force and 36 universal for 3 stacks)
    - Passive - 2 Resistance and 1% absorption against Acid, Cold, Electric, & Fire damage.

    Arcane Alacrity
    - [u]Active[u]: Spells gain 3% cool down. If taken twice, cool down increased to 6%. If taken three times, cool down reduced to 10% and has a 10% chance to cost half SP.
    - Passive - 2 Resistance and 1% absorption against Acid, Cold, Electric, & Fire damage.

    Divine Sphere
    Holier Then Thou
    - Active: You gain 5 Positive Energy & Negative Energy spell power; this increases by 5 for every 10 character levels (20 at level 30, for a total of 60 at three stacks)
    - Passive: 3 Max HP, +2 per 5 character levels. +3% Healing Amp. When taken 3 times, gain a holy hat cosmetic item, BtC, can be broken down for some astral shards.

    Brace
    - Active: You gain +1 to all saves and 5% fortification. If taken three times, you no longer fail a save on a 1.
    - Passive: 3 Max HP, +2 per 5 character levels. +3% Healing Amp

    Energy Absorption
    - While blocking, you receive 2 Energy Resistance and 10% absorption against Acid, Cold, Electric, and Fire damage. If taken three times, if you are affected by Acid, Cold, Electric, or Fire damage while blocking, you receive 3 temporary HP per character level for 20 seconds.
    - Passive: 3 Max HP, +2 per 5 character levels. +3% Healing Amp

    Primal Sphere
    Doubleshot
    - Active: You gain 1% Doubleshot. For every 7 character levels you have, it increases by +1% (+5% at Lv 28, for a total of +15% at three stacks)
    - Passive: 10 Poison damage Resistance. If taken three times, also provides 5% Poison Absorption.

    Adrenaline High
    - Active: When you score a killing blow against an enemy, you recover HP, equal to 1d2 per 2 character levels x main hand's weapon's critical multiplier. (Max of 15d2 x multiplier) If taken twice, this activates on a Vorpal hit. If taken three times, it activates whenever you perform a successful critical hit. While raging, the healing amount is doubled.
    - Passive: 10 Poison damage Resistance. If taken three times, also provides 5% Poison Absorption.

    Colors of the Queen
    - Active: 7% chance unarmed, melee, or ranged attack or spells activates random effect, can only effect an individual once a minute. If taken twice, cool down reduced to 40 seconds; if taken three times, cool down reduced to 20 seconds, and you get a cosmetic armor kit that has the Queen's colors, BtC, can be broken for a few astral shards.
    - Passive: 10 Poison damage Resistance. If taken three times, also provides 5% Poison Absorption.
    Not bad, but please no more on killing blow stuff, that's mainly for solo types. I'm not a huge fan of on crit either because of the disparity between weapon types unless it also scales up by crit multiplier. I'm not sure where the poison resist came from, but there has got to be something better than that, it is so specific.

    I am strongly in favor of having them scale up with level similar to the base passive hp bonus and the active fast healing. That way, you can have a nice starting bonus at level 1 but that they stay relevant into the epic levels. Devs, please consider scaling all if them like this. Like, instead of 2% doublestrike you get 1% + 1%/10 levels. Add 5% healing amp + 1%/6 levels. Add +2 sneak attack damage +1/10 levels and similar fort bypass.

    Things like that and some of the above quote will get people to jump on the epic reincarnation cycle.
    Quote Originally Posted by Eladrin
    I've never seen someone at a tabletop game say "I jump up on the wall until I get stuck in a spot where I can hit the giant but he can't hit me back for no apparent reason."

  17. #237

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    I thought many made it perfectly clear that past live feats need to scale.

    There were many examples.
    Heroic, Paragon, Epic ~~ go to a bookstore and read some 4th edition D&D books, please.


    They also need to feel worthwhile.

    So, so many players I have heard say, "I will not reincarnate unless the rewards are pleasing." or the like.
    I have heard that tons and tons....

  18. #238
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    Quote Originally Posted by Book_O_Dragons View Post
    You only want him as a dev because his whole system is so much more powerful than what we can see. I think its too powerful.
    *Nods* Agreed, it's a little heavy-handed and somewhat ridiculous. But is it too ridiculous, considering what must be done for them?

    1) Some players (I cannot say "most," as I don't know the statistics, but certainly most of those who have been vocal on the forums) are looking at EPL to be an end-game reward. It is their goal to get an EPL, just like it may be their goal to grind raids for the best loot. If the bonus is not significant enough, only the more stalwart players - or those who don't mind the quest - will be going for them. If they brought in a new raid for end game and the only named loot was the +1 Butter Knife of Victory (+1 dagger that does bludgeoning and triple threat against butter monsters, otherwise normal dagger), it had better be one hell of a fun raid to keep players going there, with a dozen equally fun quests.

    2) Epic PLs take a much greater time to earn. The exp to 20-28 is greater then 1-20, and I've heard several people voicing their disappointment for the exp delivered in the higher epic quests. With players viewing EPL as a goal to achieve, they want it to be something worthwhile to justify the effort made. Using the previously mentioned +1 Butter Knife of Victory again, if it required you assemble it from four pieces and each piece had half the drop rate of the rarest item in the game, players question why they spend all the effort. For some, bragging rights or proof of completion is enough; others want a more substantial reward.

    3) Some people do not want to Heroic TR their characters, and it's their right to. Some people hate off-destinies, and if that's their preference, who am I to tell them otherwise? Some of these players want to want the EPL. They want to feel justified for taking the effort and frustrations of doing something they dislike, traveling in an off-destiny with a particular character, and end up with a treasure at the end of the slog. With the current set-up and to beat the butter knife analogy to death, they don't even feel they're getting a piece of the knife going through the destinies. They're just getting a crummy, normal +1 dagger of ghostbane.

    Please don't misconstrue my point of view. I, personally, am fine with the EPL as the devs have laid out. Then again, that is because I'm not looking at them to be one of the big end-game rewards, but a bonus along the way. I freely admit I am a niche player, possibly a minority in this aspect. That is why my suggestion is catering to a more powerful style. If there were other things to do, other quests, items, powers, or rewards tied in to TR, other things that felt worthwhile to go after, then I suspect there would be a reduction in the amount of people who have issues with current EPL. Unfortunately, at this time, EPL stands alone in the spotlight at the moment, and so where players were looking for gold, they see instead pyrite and notice all of the cracks and blemishes.

    Now, by all means, I would love to hear your suggestions to tweak my suggestion so they're not so over-the-top, but also providing substantial motivation for players to pursue them. I had thought about offering BtC cosmetics along with all of the different past lives upon third completion, and have them break down for a small sum of either TP or astral shards if the player didn't want it. Other fun things to accompany the mechanics.

    Quote Originally Posted by BananaHat View Post
    Not bad, but please no more on killing blow stuff, that's mainly for solo types. I'm not a huge fan of on crit either because of the disparity between weapon types unless it also scales up by crit multiplier.
    I was tempted to suggest that it go off On Vorp at first time taken, on Crit at second time taken, and at third time, treat as if the weapon's multiplier was +1 higher for healing purposes. I thought death/vorp/crit would be a little better balanced though. And yes, the idea is to also scale by multiplier, as to allow heavy-hitting weapons to allow heavy-hitting healing.

    Quote Originally Posted by BananaHat View Post
    I'm not sure where the poison resist came from, but there has got to be something better than that, it is so specific.
    It is so specific because there is almost nothing that gives any kind of resistance to poison damage. I think Proof Against Poison enchantments offer a miniscule amount of Poison Resistance, and poison traps tend to be quite ridiculous in how much damage they give. I don't recall if "Negate Poison" does anything for the damage aspect, and it has a short duration. Tying Poison Resistance with the Primal Sphere grants it a fairly unique benefit that is hard pressed to duplicate, especially in the capacity suggested.

    Quote Originally Posted by BananaHat View Post
    I am strongly in favor of having them scale up with level similar to the base passive hp bonus and the active fast healing. That way, you can have a nice starting bonus at level 1 but that they stay relevant into the epic levels. Devs, please consider scaling all if them like this. Like, instead of 2% doublestrike you get 1% + 1%/10 levels. Add 5% healing amp + 1%/6 levels. Add +2 sneak attack damage +1/10 levels and similar fort bypass.

    Things like that and some of the above quote will get people to jump on the epic reincarnation cycle.
    *Thumb's up* Me too. If they scaled reasonably, even the stances are useful at low level without being OP. Now, I make absolutely no claims that I scaled anything reasonably. I had fun with my suggestions, and will let people pick 'em apart and offer what they think are more sane suggestions - be it similar, lesser, or even greater improvements.
    Anything can be explained by drunken wizards.

    "Hey! I got a piece of the +1 Butter Knife of Victory! Ah-oh, wait, wait. It's just a crummy, normal +1 dagger of ghostbane..."

  19. #239
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    Quote Originally Posted by Book_O_Dragons View Post
    You only want him as a dev because his whole system is so much more powerful than what we can see. I think its too powerful.
    Not if you objectively look at it from the perspective of character levels going to 30. They might be a touch powerful now but look at the huge jump in monster CR and difficulty simply from 25 to 28. I highly doubt we will get much more than a feat or two between now and 30, maybe a stat point. It possible, very possible to see HP's in the 750k - 1million mark by then.

    Say what you want about bloated monster stats and HP, we have been trying to say that for 6 months now, it's how Turbine is choosing to design things. There's not one little voice in me that says anything he wrote is overpowered from the perspective written above.

  20. #240
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    Quote Originally Posted by Worldcrafter View Post
    As others have pointed out, for the fun if it. There's also being an alt-o-holic and trying out new builds. Also, I'm not a particularly heavy grinder. While I will repeat content while traveling with a party or guildies, when left on my lonesome I tend to run a quest only once or twice on a particular life. There's no particular gear I can't live without, and there's been a few times I've even passed up on items I'm interested in to toss to other people who want it, just because I can always try to get it later if I really want it.
    .
    So... your idea of fun is doing Epic TR grinds for rewards that are lackluster

    My Idea of fun is TRing to improve a Character beyond what just 1 life can offer it is the main reason I play this game rather than some other cookie cutter MMO.

    when the rewards for the effort of Epic Reincarnation are a joke all the fun of TRing is gone.

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