Results 1 to 13 of 13
  1. #1
    2014 DDO Players Council
    Alt-pletionist
    IronClan's Avatar
    Join Date
    Jan 2010
    Posts
    7,167

    Default Improve the 8 or so ED's that are too narrow focused don't nerf the 3 or 4 good ones.

    Exulted Angel; put the Archon in as a core as someone wonderfully suggested in another thread so Pali's and Clerics can charge up the Ardor stack every 15-20 seconds like a AoV FvS light nuker can (improves existing FvS archon if you already have it). Also ad two new 9% proc chance shiradi like procs (Divine themed, command and maybe an automatic version of Judgement that you don't need to target explicitly and works against all evil mobs). 9% chance because of the lack of multi proc spells, put these out of twist range, but let them apply to ranged weapons. Improve the T6 awful useless melee smite to cooldown every 9 seconds, and make it a small cleave (90* arc?) add "Sunbeam" in as a T5 SLA 30sp meta-able. Now go through the entire tree and make all "light/positive" spell stuff have a "Negative/force" alternate... New ED name is Exulted Angel/Dark Angel, Dark Wrath does identical damage but no positive healing component, the damage that would be light, is split between negative and force. Then improve this spell so that it can be soft targeted or area targeted for either version. The dark Archon can be anything (i suggest a skull) but it spits out negative rays at half spell power/crit%

    Unyielding Sentinel
    ; Put some DPS in the cores, Sacred bonus to Seeker +2 per core, at core 3 all your weapons are considered maiming (wont mess up Celestia) at core 6 all your weapons are also considered heartseeker I (ribcracker/bloodletter w/e) as well all stack with the real weapon affixes. Take OUT the true law and good 1d6's and put caster/ranged useful 9% procs divinity themed, again this is throwing a bone out there to Casters/ranged that need to level this ED and still enjoy playing this game while they do it, you want players ENJOYING themselves right? T6 add "Inpirational Champion" 2min 5 min cooldown, while active all of your melee OR ranged special attacks (cleaves, laywaste, momentum swing, divine sacrifice etc, slayer arrows, inferno shots etc.) get your exulted smite effects on every hit. in addition your single shot smites are doubled in power, and their regen rate is doubled. passive effect; your regen rate for smites is improved by another 20% even when this ability is on cooldown. (also massively fix/overhaul the Pali heroic class trees so that smiting isn't so utterly outdated). Add T4 "shield charge" a leap/step ability that gives shield bashes and a knockdown effect, 1 min cooldown, must have shield equipped and be proficient.

    GMOF, T4 ability "lesser evasion" reflex save takes 1/3rd damage instead of half where a normal evasion save takes no damage and a non evasion takes half damage on a save, lesser evasion takes 1/3, if you have evasion you no longer automatically fail to save on a 1. (note the idea with this is to reduce the dominance of Monk splashes by providing a less powerful compromise version of evasion that can be twisted into a build). Allow the pedal Ki SLA's to use tiny amounts of SP OR Ki (whichever pool is higher), and they are not increased in costs by meta magics and expand on them for tier 5 and 6. T6: Hadouken! does untyped (force) damage ala Cyclonic blast, 20sp/ki knocks down those in it's path, does not clear away AOE's like cyclonic does. Give quivering Palm at tier 6, much longer cooldown, improves DC if you already have QP.

    Shadow: really needs a rework, overly targeted at Rogue Assasins, I would never run this in Acrobat (LD pulverizer) or Mechanic (Shiradi or melee ED, Arti ED when they get around to it probably). So to my mind this ED isn't even good fit for more than one type of Rogue build. Most of the counter based stuff (shadow charges... lame) is finky and requires you to be focused on NOT GAMING... any time your ED ability makes you change your focus to cool downs or charges or stacks, the game has distracted you from FUN, and made you focus on MATH that is poor game design IMO. Start with T4 Lesser evasion as per GMOF (note again the idea with this is to reduce the dominance of Monk splashes). Add multiple ways to let outside builds/classes use the perks (giving non stealth classes stealth and lesser assassinate abilities) put in a abundant step/leap core ability that is stealthed, 10 second cooldown, at T5 add the ability to assasinate at the end of this Leap/step with a 10 + character level + Dex/Int (whichever is higher) as the DC. You have to time/control that with high skill to end up next to a mob for the assasinate, so the DC is generous.

    LD Add in some ranged shots, in fact every one shot or cleave attack should have a multiselector ranged version. add the missing piercing crit improver that goes with pulverizer and headmans chop and allow all of these to work with throwing and ranged weapons. now this ED is totally non caster but a couple EK synergies would be nice.

    Primal sphere
    ; seems like Shiradi and Fury have enough flexibility, primal to a lesser extent has some underrated SLA's, and could probably use a tweak or 2 to their costs (they are overly expensive). What would it hurt to allow Shiradi procs on melee weapons? Basically this would just allow a melee to have a little fun leveling the destiny up. same with fury and casting... make fury stacks when casting give a spell crit multiplier (but only say one extra multiple when maxed out) not enough to make anyone but a weird hybrid ranged/caster stay in fury, just enough to make it more fun for a caster to level. something like +.15/20/25/30/35 etc. until we reach a total of +1.0 which would be x3 spell crits.

    Fatesinger oh my where to start, i have a bard, I have 3 other arcanes... this ED has a ranged twist that would be nice if it wasn't so stupid to twist (you need to take the ED feat "Lasting inspirations" to be able to use Reign) on top of that it's a 5% proc chance!, anyway lets start with Dirge: give it meta's extend/max/emp/enlarge and spell power and crit chance otherwise it's just a sad tickling that just manages to get you unwanted arrgo while doing not enough DPS to make that worth wild. The echo's things are semi useful (+1DC) mostly they belong at T2 and T3 abilities... T4 ability +1/2/3 Enchantment and Sonic Evocation DC's. Put enchantment and sonic spell love in this ED, T6 SLA Mass hold monster 1min cooldown, uses your highest casting stat for DC, but is spell level 10 like other ED SLA's. This loves on Bards a little while being attractive to other casters as wel. Mostly need to fix Bards to make sensible suggestions for this ED, there's something for everyone here, but there's not ENOUGH for any main build to do more than twist. Core 3 sonic DOT, core 6 Wall of Sound T3 Sound lance but then you really should be adding these to Bard with their 3rd tree that hopefully fixes Bards. so scratch those out and revisit fatesinger when Bards have been loved on some.

    Draconic, not too bad, definitely the best spell DPS, just reduce the overly chore-some cooldowns on Flyby/Breath by at least half and do ONE other tweak: Add Etherial (force), Dracolich (or shadow) for Negative, Silver for Sonic and Golden dragons for Light/positive. Yeah when they fix bard i would be all over a sonic duergar draconic bard, would also definitely consider a Divine Disciple cleric in golden draconic, a PM in shadow draconic, or an AM in Ethereal. now in the interest of flexing everything out they should put a melee attack or two in here and maybe even a T5 melee "wing buffet" cleave that knocks down. and for ranged/caster builds:

    T6 Epic moment "Arial" like a dragon you lift off above the battlefield and hover over your victims, raigning chaos down on them (levitate above the ground can only move at 10% but can use "tumble" to loop-de-loop one tumble space in any direction in the air). While in this moment all of your ranged attacks have manyshot (triggers cooldown timer on end).

    Magister, heavily lacking spell DPS and not good enough as a DC casting ED (Draconic with twists from Magister is better IMO)... has utterly nothing to offer ranged or melee... Magister is really a bookish "sage" like theme, and is presently done better by draconic with the best magister DC stuff twisted in (the DC spell school and the debuff proc on evoc spell)... change it completely to:

    Archmagician, cores ad +1 to all DC's every other core or +3 total, if you aren't the ultimate DC caster in this ED then it has failed to live up to it's theme no? This ED gives LOTS OF MAGICAL ABILITIES, and is thus pure flexibility and ultility that can be useful to any build at all. All SLA's in this tree can be meta'd at no additional cost.

    Core 1 +50sp and "Magical training" gives ability to take meta's with epic feats even without caster levels, if you already have magical training this doubles your echos of power regen rate. if you leave the ED the feats deactivate but stay there.
    Core 2 INT to hit with blunt wooden weapons and daggers (inc throwing daggers)
    Core 6 INT to damage with the above

    T1 spell likes (T1 all cost zero SP if you have cores or 20sp if not) multiselectors: Jump/burning hands, acid spray/nightshield, rams might/shillelagh

    Arcane interwine: all force spells you cast have a 3% chance to cast dispell on the opponent (removing buffs)

    T2 SLA's (cost 8 sp or 30sp) multiselectors: Scorching ray/Acid arrow, hypno/web, Blur/Invis, Electric Loop/Flase Life

    Upgrade Intertwine so that all damage spell have a 5% chance to dispell on the opponent

    T3 SLA's (10sp or 50) as above: Displace/Haste, Rage/Acid blast, Chain Missles/Frost lance

    Intertwine additionally has 7% chance to debuff all saves by -1 per stack up to -5

    T4 SLA's (20sp/75sp) Neg energy Burst/Force Missles, D-door/Mind fog, hold Monster/Teleport

    Intertwine separate 7% chance to proc Multi selector: hold monster/Feeblemind/Envervation

    T5 Archmage spells added to your spellbook:
    Blink spell added to your spell book, when cast you disappear and instantly reappear shifted slightly in a random direction has 75% displacement effect, moves you around chaotically, and causes you to have -100% threat... needless to say be careful where you cast this spell, duration 30sec 1 minute cooldown.

    Lesser Teleportation 30sp move one abundant step/leap of faith unit in whichever direction you are pressing when you cast (can move sideways, backwards, diagonally) uses Abundant step mechanic but you disappear and reappear in a "bamf" black cloud.

    Levitate 30sp for 30 seconds with 1min cool down you float above the ground or any thing more solid than air (uses PM wraith form floaty animation frames without the black hazy swirl effect) such as water and lava, in addition you have a stacking with all sources 20% movement speed increase due to the lack of friction. While levitating you do not take damage from lava or trigger traps.

    New intertwine proc, 7% chance to proc one of: (Multiselector no meta's can not proc more random procs) force: chain missile like force chain reaction (max 8 mobs hit) Fire: burning blood DOT (Max 8 mobs effected). Electric: Chain Lightning proc (up to 4 things hit), Acid: Melfs (8 max) or Naics biting cold dot (4) and some day that Sonic DOT they make to help Bards out.

    T6
    Retributive strike you can break any magic item that has durability and charges to use the charges all at once, resulting in (number of charges x 1d4 force damage with a X5 crit multiplier in an AOE effect around the caster, this uncontrolled dangerous use of magic results in random effects both good and bad, to keep this from being overly flavor and not practical enough, the force damage is amped up with your spell power and crit chance and the high X5 multiplier. The bad should be potion of wonder like and good should include most of the random Shiradi procs, plus random buffs on party members... bad should only happen to the caster.

    Arcane Mindfury; Stance, 50sp to enter stance 25sp to leave the stance. -10 to all DC's except Evocation: All force spells you cast have +.5X to critical damage multiplier and non SLA's force damage spells have their casting cost reduced by 20% (may or may not stack with existing -10% casting cost items) . All damage spells of level 3 or lower that you cast get +1X crit damage. (So MM and CM would get a total of +1.5x which added to normal X2 crits = X3.5 spell crits, Burning hands or Frost Lance = X3 crits and Cyclonic blast or Disintegrate (or Ruin) = X2.5 crits while in this stance. 25sp to leave the stance is simulating that this is a mentally costly rage like stance, that hurts to both summon up the courage to enter and recover from the effects when you stop.
    Last edited by IronClan; 12-18-2013 at 04:24 PM.
    You guys filibustering a new mode have already succeeded in scaring the Dev's into not doing it the right way and re-scaling the existing settings, why in the world are you still filibustering? Drunk on your success? Schadenfreude? Spitefulness?

  2. #2
    The Hatchery Scraap's Avatar
    Join Date
    Oct 2009
    Posts
    2,503

    Default

    I'd actually say conceptually the Sigil end of the Magister tree isn't that bad as a semi-unique gameplay mechanic. Setting and enforcing your personal space, and all that. That being said, the magnitude is definitely off for statics. Something like...

    t1: Sigil of Spell Warding: adds PRR in a fixed area. Gets stepped all over by gear options. Would say adds 25% 50% 100% PRR.

    T2: Sigil of Lifeshielding: "Grants deathward to allies within radius and inflicts [1/2/3]d6 light damage every 2 second to the undead" kill off the light damage, and make it positive energy to everything in the area.

    T3: Sigil of Energy Negation: "Grants [20/40/60] stacking fire, cold, electricity and acid resistance to allies within radius." Make that % absorption.

    T4: Sigil of Battering Spellcraft: "Grants +[15/30/45] stacking spellpower to allies within radius." there's an effect in http://ddowiki.com/page/Tomb_of_the_Unhallowed that works on all spells and weapon spell-procs and reduces it by half. Invert it using the current values for percentages.

  3. #3
    Community Member
    Join Date
    Dec 2010
    Location
    Ghallanda
    Posts
    102

    Default

    I'd like to see a Shiradi monk with nerve venom and double rainbow.

  4. #4
    Community Member sephiroth1084's Avatar
    Join Date
    Jan 2008
    Location
    Staten Island, NY
    Posts
    12,813

    Default

    Quote Originally Posted by IronClan View Post

    GMOF, T4 ability "lesser evasion" reflex save takes 1/3rd damage instead of half where a normal evasion save takes no damage and a non evasion takes half damage on a save, lesser evasion takes 1/3, if you have evasion you no longer automatically fail to save on a 1. (note the idea with this is to reduce the dominance of Monk splashes by providing a less powerful compromise version of evasion that can be twisted into a build). Allow the pedal Ki SLA's to use tiny amounts of SP OR Ki (whichever pool is higher), and they are not increased in costs by meta magics and expand on them for tier 5 and 6. T6: Hadouken! does untyped (force) damage ala Cyclonic blast, 20sp/ki knocks down those in it's path, does not clear away AOE's like cyclonic does. Give quivering Palm at tier 6, much longer cooldown, improves DC if you already have QP.
    I like these suggestions.

    That said, why go halfway? Just give Evasion as a tier 4 ability. If you already have Evasion from another source, this either gives you Improved Evasion, or disables auto-fail on a rolled 1 on Reflex saves. While I think a Ring of Evasion would be too powerful for the game, I don't think a tier 4 twist would be excessive. It forces you to choose defense over the common offensive options, and although we now have access to slightly better twist breakdowns, a tier 4 seriously limits your ability to twist anything else. Plus, you still need to actually have a good Reflex save to go with that.

    LD Add in some ranged shots, in fact every one shot or cleave attack should have a multiselector ranged version. add the missing piercing crit improver that goes with pulverizer and headmans chop and allow all of these to work with throwing and ranged weapons. now this ED is totally non caster but a couple EK synergies would be nice.
    Also need to have more of the abilities work with handwraps. Maybe add handwraps to the blunt activated attack, and add a ranged activated attack as well?

    Could maybe add in a defensive ability or two so that non-martial characters have something to put points into besides more Con.
    Primal sphere
    ; seems like Shiradi and Fury have enough flexibility, primal to a lesser extent has some underrated SLA's, and could probably use a tweak or 2 to their costs (they are overly expensive). What would it hurt to allow Shiradi procs on melee weapons? Basically this would just allow a melee to have a little fun leveling the destiny up. same with fury and casting... make fury stacks when casting give a spell crit multiplier (but only say one extra multiple when maxed out) not enough to make anyone but a weird hybrid ranged/caster stay in fury, just enough to make it more fun for a caster to level. something like +.15/20/25/30/35 etc. until we reach a total of +1.0 which would be x3 spell crits.
    Shiradi definitely needs to either get some abilities reworked to function with melee attacks, or swap positions with Fury of the Wild so every melee doesn't have to suffer through Shiradi.

    Draconic, not too bad, definitely the best spell DPS, just reduce the overly chore-some cooldowns on Flyby/Breath by at least half and do ONE other tweak: Add Etherial (force), Dracolich (or shadow) for Negative, Silver for Sonic and Golden dragons for Light/positive. Yeah when they fix bard i would be all over a sonic duergar draconic bard, would also definitely consider a Divine Disciple cleric in golden draconic, a PM in shadow draconic, or an AM in Ethereal. now in the interest of flexing everything out they should put a melee attack or two in here and maybe even a T5 melee "wing buffet" cleave that knocks down. and for ranged/caster builds:

    T6 Epic moment "Arial" like a dragon you lift off above the battlefield and hover over your victims, raigning chaos down on them (levitate above the ground can only move at 10% but can use "tumble" to loop-de-loop one tumble space in any direction in the air). While in this moment all of your ranged attacks have manyshot (triggers cooldown timer on end).
    I like these suggestions.
    Magister,
    Not thrilled with most of the suggestions on this one.

    First, we don't need to inflate save DCs more, we need the monsters' saves at end game lowered a bit.

    For Magister, I'd make the cooldown to spells in your school bigger (really, anything less than 10% is almost entirely worthless, and even 10% is often of zero value). Add some more interesting rider effects to spells of your school, and with a higher proc rate than we have currently.

    Improve the scale of the Glyph abilities to be actually relevant.

    Buff the summon.

    Add one or two buff or CC SLA's with worthwhile DCs (to contrast with Draconic Inspiration's nuking SLAs).

    Change the structure of the spell school progression--having to spend 3 ranks in each tier just to get 3 ranks of a higher tier you want just sucks up points. Not everything has to be tied together like that, and not everything has to be tiered.
    Useful links: A Guide to Using a Gamepad w/ DDO / All Caster Shroud, Hard Shroud, VoD, ToD Einhander, Elochka, Ferrumrym, Ferrumdermis, Ferrumshot, Ferrumblood, Ferrumender, Ferrumshadow, Ferrumschtik All proud officers of The Loreseekers. Except Bruucelee, he's a Sentinel!

  5. #5
    Community Member sephiroth1084's Avatar
    Join Date
    Jan 2008
    Location
    Staten Island, NY
    Posts
    12,813

    Default

    In addition to specific ED changes, move caster level increases to epic level progression as standard (+1 per epic level), so a caster changing EDs doesn't suddenly lose 5 caster levels.
    Useful links: A Guide to Using a Gamepad w/ DDO / All Caster Shroud, Hard Shroud, VoD, ToD Einhander, Elochka, Ferrumrym, Ferrumdermis, Ferrumshot, Ferrumblood, Ferrumender, Ferrumshadow, Ferrumschtik All proud officers of The Loreseekers. Except Bruucelee, he's a Sentinel!

  6. #6
    The Hatchery kierg10's Avatar
    Join Date
    Aug 2010
    Location
    Toronto ON
    Posts
    1,418

    Default

    A lot of your ideas have merit, but one point of contention for me is that I find fatesinger to be a well balanced destiny, and how most should have been designed rather than uber over powered adrenaline smashes vs. woopee 200 HPs from unyielding sentinel....joy oh joy.
    Ckarlock Alarm (PDK bard 7 fighter 6 rogue 2) life 17
    Dragonbloodz Power (Drow sorc 20/epic 8) life 6
    Sorinsal (Drow rogue 20/epic 5) life 2
    Quote Originally Posted by Memnir View Post
    What I think is OP is anyone who uses implemented game mechanics, standard game features, or their own skill to be more effective in quests then I am - so I then find the time to post complaints about their use of implemented game mechanics, standard game features, or their own skill thus making me OP on the forums.
    Quote Originally Posted by Bridge_Dweller View Post
    Here's a new flash for the people who have not evolved and still play sponge toons: you serve no purpose. it's rude, but it's the truth. Divines are powerful, have been for a long time. They don't need you. If you need them you add no value to the group.

  7. #7
    2014 DDO Players Council
    Alt-pletionist
    IronClan's Avatar
    Join Date
    Jan 2010
    Posts
    7,167

    Default

    Quote Originally Posted by sephiroth1084 View Post
    In addition to specific ED changes, move caster level increases to epic level progression as standard (+1 per epic level), so a caster changing EDs doesn't suddenly lose 5 caster levels.
    I like the caster levels in ED due to the odd multiclassing possibilities they open up, admittedly most people will never use them because they're afraid to take say 5 of something get the SLA's and fill out the 6th through 10th caster levels of damage dice with ED caster levels. i.e. 5 levels of Sorc still maxes Lightning bolt if you have 5 arcane caster levels from ED. If epic levels give GENERIC caster levels then sounds good to me.
    You guys filibustering a new mode have already succeeded in scaring the Dev's into not doing it the right way and re-scaling the existing settings, why in the world are you still filibustering? Drunk on your success? Schadenfreude? Spitefulness?

  8. #8
    Community Member sephiroth1084's Avatar
    Join Date
    Jan 2008
    Location
    Staten Island, NY
    Posts
    12,813

    Default

    Quote Originally Posted by kierg10 View Post
    A lot of your ideas have merit, but one point of contention for me is that I find fatesinger to be a well balanced destiny, and how most should have been designed rather than uber over powered adrenaline smashes vs. woopee 200 HPs from unyielding sentinel....joy oh joy.
    I think Fatesinger does some of what destinies should have been--capitalizes on the "target" class' abilities, expands on those a little bit, provides some new options from the "target" class for other characters. It still feels a little weak, even without the context of the other EDs.

    I do agree that some of the EDs (LD and FotW mostly) are over the top. FotW would have been excellent if Adrenaline capped at +200% damage and was an auto-crit. It doesn't need to go up to +400%, and the epic moment really didn't need to be as ridiculous as it is. The rest of the destiny builds power incrementally on the types of characters at which the destiny is targeted, and includes some additional abilities that are useful, non-replicable, and interesting, and if Adrenaline and the epic moment weren't so ridiculously overpowered, it would see a lot of play, but wouldn't be the number 1 stopping point for non-monk martial characters.

    LD is a little less egregious, but also is a little less interesting (the auto-grants aside).
    Quote Originally Posted by IronClan View Post
    I like the caster levels in ED due to the odd multiclassing possibilities they open up, admittedly most people will never use them because they're afraid to take say 5 of something get the SLA's and fill out the 6th through 10th caster levels of damage dice with ED caster levels. i.e. 5 levels of Sorc still maxes Lightning bolt if you have 5 arcane caster levels from ED. If epic levels give GENERIC caster levels then sounds good to me.
    I think the reason we don't have generic caster levels in epic is because the devs didn't want a multi-classed caster to get bumps to multiple classes at a time. Given how weak such a character would be, I don't believe that's a good reason to not have them. An easy solution would have been to have us select a class with a caster level at each epic level-up and have the selected class go up by 1.
    Useful links: A Guide to Using a Gamepad w/ DDO / All Caster Shroud, Hard Shroud, VoD, ToD Einhander, Elochka, Ferrumrym, Ferrumdermis, Ferrumshot, Ferrumblood, Ferrumender, Ferrumshadow, Ferrumschtik All proud officers of The Loreseekers. Except Bruucelee, he's a Sentinel!

  9. #9
    The Hatchery sirgog's Avatar
    Join Date
    Apr 2007
    Posts
    17,129

    Default

    Seems like it would make a lot more sense to nerf the overpowered destinies, and reduce the stats of monsters that were balanced according to us having access to that brokenness (ie most EEs).

    Increasing character power always leads to new content having higher monster stats. Higher monster stats means bigger character progression gaps between being ready for each lot of content. That leads to content getting obsoleted faster.

    Nerf LD and Fury quite hard, rebalance recent content to those nerfs and we'd have more relevant high level content and more viable build options.
    I don't have a zerging problem.

    I'm zerging. That's YOUR problem.

  10. #10
    Community Member goodspeed's Avatar
    Join Date
    Mar 2010
    Location
    I'm just outside that door to your left.
    Posts
    3,564

    Default

    Quote Originally Posted by sirgog View Post
    Seems like it would make a lot more sense to nerf the overpowered destinies, and reduce the stats of monsters that were balanced according to us having access to that brokenness (ie most EEs).

    Increasing character power always leads to new content having higher monster stats. Higher monster stats means bigger character progression gaps between being ready for each lot of content. That leads to content getting obsoleted faster.

    Nerf LD and Fury quite hard, rebalance recent content to those nerfs and we'd have more relevant high level content and more viable build options.
    Best add dragon breath and burst to that as well. Needs top be more incentive to go into other spheres for casters.
    Through avarice, evil smiles; through insanity, it sings.

  11. #11
    Community Member
    Join Date
    May 2010
    Posts
    2,671

    Default

    Quote Originally Posted by kierg10 View Post
    A lot of your ideas have merit, but one point of contention for me is that I find fatesinger to be a well balanced destiny, and how most should have been designed rather than uber over powered adrenaline smashes vs. woopee 200 HPs from unyielding sentinel....joy oh joy.
    Quote Originally Posted by sephiroth1084 View Post
    I think Fatesinger does some of what destinies should have been--capitalizes on the "target" class' abilities, expands on those a little bit, provides some new options from the "target" class for other characters. It still feels a little weak, even without the context of the other EDs.
    I have to agree that Fatesinger should have been the direction that the EDs took, although the Epic Moment probably needs a bit of a boost. The sad thing about Fatesinger is that Breca really did seem like the only Dev that took players input and worked it into the system without going super stupid with the power. Compare that to the EDs that Breca didn't work on and you see the Devs outright ignoring players so the ED stinks because its underpowered and/or too focused on one type of build or the Devs caved in to over the top power.

    I really wished Breca hadn't been let go right after MOTU was released because my interaction with Breca on the EDs and other subjects was always good and thoughtful, even if I disagreed with the direction that stuff was going. Instead, the powers that be at Turbine decided to keep so Devs that just outright ignore players concerns about practically every aspect of the game.

    And they continue to do so. As we can see with the upcoming small tweaks with the existing Divine EDs and adding the new one, instead of actually fixing the whole sphere and redoing the EDs since practically no one likes how they current function.

  12. #12
    Community Member sephiroth1084's Avatar
    Join Date
    Jan 2008
    Location
    Staten Island, NY
    Posts
    12,813

    Default

    Quote Originally Posted by sirgog View Post
    Seems like it would make a lot more sense to nerf the overpowered destinies, and reduce the stats of monsters that were balanced according to us having access to that brokenness (ie most EEs).

    Increasing character power always leads to new content having higher monster stats. Higher monster stats means bigger character progression gaps between being ready for each lot of content. That leads to content getting obsoleted faster.

    Nerf LD and Fury quite hard, rebalance recent content to those nerfs and we'd have more relevant high level content and more viable build options.
    Agreed. I think some balancing is needed in both directions: LD and Fury need to get nerfed a bit (not into the ground, but significantly), while Magister, Unyielding Sentinel, Exalted Angel, Fatesinger, and Primal Avatar need to get buffed a bit. Draconic Incarnation is in a weird spot right now where it totally overpowers some content, and is underpowered in others. I'd say it could use a little buffing in some areas, but if EE gets scaled back a bit to account for the ridiculously overpowered destinies getting knocked down a notch or two, it probably will be in a good place without any adjustments. And Shiradi probably needs a downward tweak for how it functions on spells, not to make it unattractive, but to put it on even footing with DI as far as desirability and usefulness goes.
    Quote Originally Posted by oradafu View Post
    I have to agree that Fatesinger should have been the direction that the EDs took, although the Epic Moment probably needs a bit of a boost. The sad thing about Fatesinger is that Breca really did seem like the only Dev that took players input and worked it into the system without going super stupid with the power. Compare that to the EDs that Breca didn't work on and you see the Devs outright ignoring players so the ED stinks because its underpowered and/or too focused on one type of build or the Devs caved in to over the top power.

    I really wished Breca hadn't been let go right after MOTU was released because my interaction with Breca on the EDs and other subjects was always good and thoughtful, even if I disagreed with the direction that stuff was going. Instead, the powers that be at Turbine decided to keep so Devs that just outright ignore players concerns about practically every aspect of the game.

    And they continue to do so. As we can see with the upcoming small tweaks with the existing Divine EDs and adding the new one, instead of actually fixing the whole sphere and redoing the EDs since practically no one likes how they current function.
    Agreed.
    Useful links: A Guide to Using a Gamepad w/ DDO / All Caster Shroud, Hard Shroud, VoD, ToD Einhander, Elochka, Ferrumrym, Ferrumdermis, Ferrumshot, Ferrumblood, Ferrumender, Ferrumshadow, Ferrumschtik All proud officers of The Loreseekers. Except Bruucelee, he's a Sentinel!

  13. #13
    Community Member FlaviusMaximus's Avatar
    Join Date
    May 2012
    Posts
    1,636

    Default

    As powerful as Blitz is for melees, and as powerful as Fury is for archers, I would prefer to not see these nerfed. I'm in agreement with the original poster that some of the other destinies could use a little love.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  

This form's session has expired. You need to reload the page.

Reload