Gary Gygax quotes
The essence of a role-playing game is that it is a group, cooperative experience.
There is no winning or losing, but rather the value is in the experience of imagining yourself as a character in whatever genre you are involved in, whether its a fantasy game, the Wild West, secret agents or whatever else. You get to sort of vicariously experience those things.
Role-playing isn't storytelling. If the dungeon master is directing it, its not a game.
When AI approximates Machine Intelligence, than many online and computer run RPGs will move toward actual RPG activity. Nonetheless, that will not replace the experience of "being there" anymore than seeing a theatrical motion picture can replace the stage play.
The secret we should never let the game masters know is that they don't need any rules.
I am going to a Devil's advocate and say the U21 items should be no more powerful than the U19 items. i.e. spell power at 144, critical chance at 20% and enhancement at 10, etc.
1. The power creep will make the game easier than it is now for new and even more so for old content.
2. The older gear are almost useless. ( look at U19 random gen compared to the named item from before)
3. There will be a bigger gap in power between power gamer and casual gamer making the pug scene even worse than now
5. People are already soloing the new EE raid.
6. There need to be more emphasis for DC on items and not just spamming spells and cleaves.
When Pre U14 epic gear is epic, items had +15 tactics like dennith heavy chain with +15 Trip, Epic Brawn spirit with 20 intimidate. Post U14, Tactics is capped at 10 and 20 skill check is almost non existence on named items?
There should to be a plateau where power is similar among a bunch of quests, raids and items instead of regular power up with every update.
Last edited by IBCrabin; 01-26-2014 at 05:40 PM.
Not counting the new expansion. I have a dwarf monk 18 fighter 2 with 3 fighter past lives. I sit in fire stance with +10 sunder wraps, es challenge cloak. not even wearing +11 wisdom item, or completionist, or yugo pots or ddo store pots with a 72 qp dc. If you take out all the tactical feat bonuses the combat feat bonuses, past life bonuses I will lose 27 to the qp dc. Now with that said. People talk about how great if a wizard could get that dc. or how it's a fair nerf. When you think about it. ok qp has a cool down of about 7 seconds, but here is the kicker. If you are spamming qp and stunning fist like a lot of monks do in EE content they burn through ki. If you have necro casters, shiradi casters or Monchers in the quest with you. You can't keep building up the ki fast enough even in fire stance to really be effective. you have to basically play a balancing act and pick and choose what to stun or try to qp. I would say instead of nerfing the entire dc. Why not double our cool down to say 15 seconds. I would be irritated of course. But would rather compromise something like that then to completely screw over people that spent a lot of time and effort to farm out gear, do the fighter lives, and grind out the wisdom tome. So what if a monk can qp trash mobs. it all depends on the group. i have been in quests where i couldn't even get a few stuns off because of casters. To me the high dc of qp was my ability in some quests to actually get a kill in. So Devs. Why not just get rid of all the melee classes since all it seems you want to do is make them laughable compared to the casters. That is to me what it feels like. Ohh a melee class can do 1 thing better then a caster. Well lets nerf it. I agree it's hard to run into the middle of a mob of enemies to qp one of them.
Well I guess my break from DDO is gonna last a few more months until they stop nerfing things and focus on fixing Known Issues.
Norg Fighter12/Paladin6/Monk2, Jacquiej Cleric18/Monk1/Wiz1, Rabiez Bard16/Ranger3/Cleric1, Hangover Bard L20, Boomsticks Fighter12/Monk 6/Druid 2, Grumblegut Ranger8/Paladin6/Monk6, Rabidly Rogue L20, Furiously Rogue10/Monk6/Paladin4, Snowcones Cleric 12/Ranger 6/Monk 2, Norge Barbarian 12/FVS4/Rogue4. Guild:Prophets of The New Republic Khyber.
I am for reduce cool down of QP instead DC.
6s cool down is insane. In Pen and Paper version QP have cool down one week :-o. If you reduce cool down of QP to 30s, it will be nice and working ability, which will not brake the game and monks will have enough time and ki to enjoy also stunning fist and another ki attack and finishers.
6s is stupid. Monks haven’t ki and time to use their large scale of ki attacks and only doing QP, while saying why to stun mob, if I can kill him, but I haven’t ki to do QP and stun and healing ki together. Reducing cool down also mostly will reduce monks dc of QP a bit, because player will not buff QP DC for every cost and will thing about investment for DC of ability with long cool down and so will focus more on Stunning fist again.
The patch notes do not list the Two Weapon Fighting bugfix for melee Wolf/Bear Druids. While many players want the bug to be wai because of increased dmg (mostly them who splashed Monk or Fighter), those Druids who didn't take the TWF feats still suffer from to-hit and dmg penalties while having eg. two scimitars equipped but fight in Animal Form. Especially with the new Eldritch Knight enhancement tree, there are more possibilities to build a melee Druid now who also needs various Spell Powers which are mainly found on Weapons, currently there are no random Shields or Light/Medium Armors for melee Casters. So the way to go actually is to equip a Robe and a Thaumaturgy Quarterstaff.
Furthermore the standard Animal attack is always the same one - but its attack speed varies depending on what kind of weapon is equipped. With Twohanders like Quarterstaffs attack speed is slower than with Wraps or S&B. But shouldn't the attack speed in Animal Form always be the same regardless of what weapon set is equipped?
I, and hopefully many others, would appreciate it when this is addressed in Update 21 too. Thank you.
devs, Turbine, Majmal, whoever is in charge of the crafting recipes in the game. First: I think I do understand why we have so many crafting systems in ddo. 1 type for shroud, 1 type for gianthold, 1 type for cannith chall., 1 type for LoD and MA, 1 type for madness chain, lormarch plaza, etc etc. the thing is, its already too much.
Really, no kidding. I have 1 char I play the most. I like to try different kind of builds, but I don’t like to grind items for them. So I end up with 1 build, he has about 20 heroic past lifes and coulpe epic PLs. the thing is, (except form lack of inventory space when I need to clean up my TR cache), I have about 10 full large ing bags and 1 almost full huge ing bag. I am well aware of the fact, that many ings in the bags are the same, so I could save some space in them. But its not funny to sit and move things from 1 bag to another, just because there are so many different ings. So I woul rly like to beg you Do not create another crafting system. Please.
Another thing you should consider in U21. Please reduce comm of valor needed for epic hearts and iconic hearts. 4200 is way too much. I use to run many different quests when lvling form 20 to 28 and I end up with about 1600-1800 comm of valor. I do not understand why I should buy xp potions (yes I do buy them), when I end up with capped char without the possibility to TR. I assure you, the number 2000 comms is enough for tr hearth. And not to mention the droprate – I mean why do I have to choose them from end reward? It means for me (and for many other players too), I have to choose comms everytime. So I lost 1 part of the game which I liked. I don’t even check items I could take, I just scroll down the reward list and take comms.
Please think about this.
do 1/3 Sundering or 1/2 sundering or stacking 4 DC after fail but not 1/2 wisdom bonus modifier.
every class should be so lucky to have a version of killing blow attack...monks even get Vorpal Strikes...
vorpal strikes although heard not great should be available to all classes based on Str, Dex or Wis...
I play monks...matter of fact I play all classes. I like balance or at least trying for balance...keeping D&D in mind.
The gap didn't shrink because of U19 random generated gear. What casual gamers have access to, power gamers have access to even easier. People can easily pick up a deadly 8 of resistance 8. A power gamer would go and find a deadly 10 of resistance 10 or similar with slot. This doesn't close the gap, just made them parallel in power creep.
The gap shrink because of the raider box and the bugs. If it wasn't for the raider box, would we be seeing so many monkcher running around with pinions? If it wasn't for the bag bug, would they be fully upgraded weapons so quickly? This is not to say some people didn't spent the time farming the gear, but these things make he balance of power much easier. How about all the globes and 138 spell power augment on AH/SE?
If there is too big of a power difference of named item from 1 update to the next that is within the level range of each other, the gap is created when power gamers pull away with new named/raid loot. Slowing down the power creep of items extend the shelf life of the more recent contents. This was the case with U19 when random gear came out making the giant hold epic gear almost obsolete. People were buying giant hold gear off AS only to have them all became useless in U19 with random gear being better than them. What happened if the new raid item somehow ended up being 40 base damage vs the 29 base damage on pinion? How is random generated with 20 base damage item going to close the gap to a 40 base damage raid item?
There are ways to make named items better without giving them over the top more attack / spell power. They can give them different modifiers like vulnerability, slowing mobs down when using cold spells, maybe +15 tactics, +20 skill, incite, healing amp, etc. etc. A few nice combination will make the item more attractive without killing off all the recent gears from the last couple updates.
On a side note: I would rather see more named armors, clothing and jewelery with stats like 15 stunning on glove, or 15 trip on boots.
With mobs bypassing 60% fortification, maybe this is the time they look at adding in augment for 130-140%,or gear with 150%+ fortification, higher PRR, more dodge %, and incorporeal for the sake of melee. Maybe this will provide a bit variation in the current flavor of the month than the caster and range focus builds.
Rather than power up range and caster toons, Make damage mitigation gear more easily accessible to help melee builds out.
I am not a TR junkie. I TR when I have an end game build I want to test.
Last edited by IBCrabin; 01-27-2014 at 08:23 PM.
I think that rerolling a chest 3 times is within some degree of reason, however I have a few proposals.
Each successive reroll should cost more, for example: 12 AS, 18 AS, 27 AS (50% more each time). This would generate you lots of TP at minimal anger to the player base, who would largely understand that it should cost more to reroll more times.
Furthermore, raid chests should only be rerollable once. If someone completes a quest 5 times in U21, it would be like completing it 20 times pre-chest reroll, please give us a reason to keep coming back to raids. This is where the staying power will come from, esp with the release of the 3 new raids.
Raid chests should not be re-rollable. period.. I would rather see endchest drop fragments be collectible to purchase named raid items.. or use Comm's..
and they still haven't addressed re-roll chest ransack.
Last edited by JOTMON; 01-30-2014 at 08:56 AM.
Jotmon - Let's not forget why we play these games - to have fun - ~
Guild: Degenerate Matter - 200 (Former Guilds: ChaosKnights, Big Damn Heroes, Shadowfiends, Order of the Drow, Unusual Suspects, Raided R)
Argo-Jotmon(Completionist - before the Otto's/XP pots easymode), Jotmonheals(Clr17/Rog2/Mnk1-Epic Completionist), Whatthetruck.. and many many more alts..
Update 24: Champions... "whew, it's ok, it's only a red name" .. sad day when trash spawn Champions and their one-shot ignore fort attacks instill more party fear than the Red named bosses.
I mean it's not like you see people complaining about "overpowered" melee druids Melee in general is weak, a fighter kensei with dual mourns are a way better powerhouse then a melee druid with or without the twf feats. There are other classes that are in need of "bug" fixes that you call them like *harkle harkle* Monkchers *harkle harkle*
Last edited by elyssaria; 01-29-2014 at 10:45 AM.
Cannith - Characters: Khierra - Former The Dominator (U7) (TR 12Mnk/7rog/1ftr) now becoming 13 Rogue/6 Monk/ 1 Druid Staff Orc # Tisseltass - The Prodigy (10rgr/2rog/1mnk) # Smallpoxx (14 pure shintao monk, healing amp) # Azatooth (12ftr/5rog/1mnk) # Eleona (15fvs/2mnk) # Heliga Birgitta (7cleric/3monk, Healing Amp)
Calling Sarlona my home - Guildmaster - Brotherhood of Redemption - ddoborguild.com
Alts - Propane, Kerosene, Hexane, JA, Waulter, Acetylene, CNG, LPG, Woodpile, Hexyne, Dilithium Crystal, Geothermal, TidalPower, Windpower, Natural Gas, Antimematter, and Coaldust (and a few others)
The QP nerf is a pretty bad idea. I have a QP monk and yes, things die almost every time from QP, even EE Stormhorns. It is a good character, I am not complaining.
However... Nerfing QP, and supposedly other death effects (that's what the patch notes suggest) is pretty ridiculous when none of the fotm builds rely on death effects, and for good reason. Fighter multiclass blitzers, furyshot archers, shiradi wizards all steamroll through trash more effectively than a QPer, or a necro wizard, or an assassin.
The fear of instakills that started in U9 has always been an exaggeration, but right now it is really pointless. Death effects by no means dominate the game, and none of them need any nerfs at all.
The suggested system for QP (keep failing and stacking a bonus until you succeed) is pointless when I can just stunning fist the mob and it will die from melee damage before I can QP it 3 times. The whole point of QP is to instantly kill, it costs way too much ki to spam multiple times per enemy. It would need to cost something like 10 ki for this system to be viable and I would still prefer the current system.
The person who invented this system probably doesn't play the game much and doesn't see how quickly some builds blow up trash without relying on instakills.
Another thing: the intolerant blows change. I kind of like it, but I would prefer if it wasn't a sacred bonus, but a different type... It is already bad that paladins have a 75% and a 100% threat increase ability in the same tree which don't stack with each other (I am assuming the 50% one stacks - but maybe it doesn't either), but even worse that the ED ability doesn't stack either... When it was 1000% it didn't matter as much. Or am I wrong, and these abilities stack?
Last edited by svinja; 02-02-2014 at 01:42 PM.
Or put some similar Enhancements in the NW Tree to grant more variety. And make these enhancements Str or Wis based. But leaving a melee feat line that requires Dex working in Animal Form should be fixed. The sooner, the better.
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