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  1. #1

    Default First Look: Favored Soul Beacon of Hope

    Hey, all! SteelStar here with a look at the third Favored Soul tree coming soon: Beacon of Hope! This Healing- and Buffing-Focused tree is currently slated for U39, and ought to be up on Lamannia soon. Have a look (be sure to check out the FAQ at the bottom) and let us know what you think!





    • Core 1: For each Core ability you gain, +1% Positive Spell Critical Chance, +10 Healing Amp, and +5 Positive Spell Power.
    • Core 2: Beacon of Grace: Cost: 2 SP: You and allies ahead of you* heal for 1 point of Positive Energy per Favored Soul level. This scales with your Positive Spell Power. 6 second cooldown.
    • Core 3: Shining Light: Whenever you cast one of your Beacons or use Flight of Glory, you and affected allies gain a Sacred bonus to Healing Amplification equal to your Favored Soul level for 12 seconds. Enemies in the zone of effect are dazzled and take a -1 penalty to attack, spot, and search. These enemies are illuminated by Shining Light, dispelling stealth, invisibility, blur, and displacement, for 10 seconds, and giving a -40 penalty to hide. Sightless enemies are immune to the dazzle effect.
    • Core 4: Beacon of Hope: Cost: 15 SP: You and allies ahead of you* take the effects of a Panacea and a Restoration spell, and heal for 5 points of Positive Energy per Favored Soul level. This scales with 100% Positive Spell Power. 30 second cooldown.
    • Core 5: Flight of Glory: When you use your Leap of Faith, nearby allies gain Temporary Hit Points equal to twice your character level, plus an additional 25.
    • Core 6: True Resurrection SLA: 25 SP. 10 second cooldown. Multiselector:
      • Passive:+4 WIS. You gain +3 Maximum Caster Level with all Positive spells. Your Hope and Beacon abilities that scale with Favored Soul level now add Epic Levels as well.
      • Passive: +4 CHA. You gain +3 Maximum Caster Level with all Positive spells. Your Hope and Beacon abilities that scale with Favored Soul level now add Epic Levels as well.



    Tier 1:

    • Good Hope SLA 10/5/2 SP. (3 second cooldown)
    • Confidence: +1/+2/+3 Concentration, Diplomacy and Heal. Rank 3: You also gain +10 Positive Energy Spell Power.
    • Divine Durability: +2/4/6 Competence Bonus to PRR.
    • Spell Critical Chance: Positive: +2%
    • Spell Points: 30/60/90 Spell Points



    Tier 2:

    • Close Wounds SLA: (6/4/2 Spell Points) (3/2/1 second cooldown)
    • Hope for Inspiration: Target ally gains a Sacred bonus to all Skills equal to 1/4 your Favored Soul level for 12 seconds. 6 second cooldown.
    • Divine Durability II: +2/4/6 Competence bonus to MRR.
    • Spell Critical Chance: Positive: +2%
    • Might's Reward: Multiselector (Shares a cooldown and same SP cost as Divine Might).
      • You gain an Sacred bonus to Positive Spell Power equal to your Strength modifier for 30/60/120 seconds.
      • You gain an Sacred bonus to Positive Spell Power equal to your Wisdom modifier for 30/60/120 seconds.
      • You gain an Sacred bonus to Positive Spell Power equal to your Charisma modifier for 30/60/120 seconds.



    Tier 3:

    • Hope for Protection: Target ally gains a Sacred bonus to PRR and MRR equal to your Favored Soul level for 12 seconds. 6 second cooldown.
    • Efficient Empower Healing
    • Spell Critical Chance: Positive: +2%
    • WIS/CHA



    Tier 4:

    • Death Ward SLA: 10/8/5 SP (4 second cooldown)
    • Hope for Victory: Target ally gains a Sacred Bonus to Melee Power and Ranged Power equal to half your Favored Soul level, and Universal Spell Power equal to your Favored Soul level. This lasts for 12 seconds. 6 second cooldown.
    • Optimism: Every time you cast one of your Hope abilities, you gain a stack of Rising Beacon, giving yourself +2 PRR, +2 MRR, and +1 AC. This stacks up to 10 times, and stacks fade once every 12 seconds. Hope for Success grants 3 stacks.
    • Spell Critical Chance: Positive: +2%
    • WIS/CHA



    Tier 5:

    • Raise Dead SLA: 15 SP, 9 second cooldown
    • Hope for Success: Target ally gains +1 to Critical Threat Range and Multiplier with weapons for 12 seconds. 60 second cooldown.
    • Heal SLA: 40 SP, 6 second cooldown
    • Undying Beacon: Allies affected by your Beacons gain Unconsciousness Range equal to 10x your Favored Soul level. This effect lasts for 12 seconds, and is refreshed if the target is affected by another Beacon spell.
    • Wall of Healing: Cost: 30 Spell Points. Create a wall that persists for 30 seconds. Allies and Undead in the wall take a Cure Moderate Wounds spell every few seconds. 60 second cooldown.
    Last edited by Steelstar; 06-07-2018 at 12:45 PM.
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  2. #2

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    FAQ:


    Why a Healing-themed tree?

    • Favored Soul's two existing trees focus around Offensive Casting and Weapon Attacks. This tree gives some good defensive utility and helps round them out with Healing skills.


    Why the secondary focus on Buffing?


    • Short answer: We wanted to give this tree options to function in a purely-support role if people wanted to go that route, and to have a playstyle available that made it stand out from other existing trees.
    • Longer answer: The feedback loop for Renegade Mastermaker taught us that, at least for a wide variety of players, a tree entirely focused on Healing+Defense ends up feeling passive and kind of lackluster. We wanted something for people invested in this tree to do between healing. For some, that might be using weapons (because they split heavily into War Soul) or offensive casting (because they split heavily into AoV), but we wanted something for this tree to do on a secondary level that was useful in its own right. At the top end of their scaling, the buffs here are pretty dang strong.


    What do you mean by "ahead of you*" on those Core abilities?

    • Think of it like a cone, but fairly long and a static width a bit wider than the player character. You'd be trying to get your allies into a line, similar to how you'd line up enemies for Improved Precise Shot. We're going to work on having visual feedback that makes it pretty clear how long/wide the affected space is. (For the record, it's similar in size to Cone of Cold.)


    Are you fixing War Soul with this pass? Angel of Vengeance? ...Any of the Cleric trees?

    • We've got an Angel of Vengeance pass nearly done, and plans to try and get Warpriest and War Soul passes in for either U39 or shortly after. Details soon!


    Do these work with Metamagics?

    • Hope Buffs: Enlarge, Quicken
    • Beacons: Empower Healing, Quicken
    • Wall of Healing: Enlarge, Empower Healing, Quicken


    Hope for Protection doesn't stack with Paladins???

    • Correct, though a pure FvS at cap would edge out a Sacred Defender Paladin's PRR/MRR bonuses a little.


    Can I cast the Hope buffs on myself?

    • Nope.


    If I'm friends with another Beacon of Hope, can we cast our buffs on each other?

    • Yep.


    What does (insert ability here) stack with?

    • Assume that any Bonus we didn't add an explicit type to (Sacred, Competence, etc.) stacks with everything. Yes, that includes Hope for Success (though that might change before release, not sure yet).


    This looks neat, but I wouldn't take this over Angel of Vengeance on my spell nuker / War Soul on my melee

    • Nor should you! Existing builds were built with the existing trees in mind. We'd hope you find some things here worth taking on some of those builds, and that new builds would eventually be built around this tree. But it absolutely makes sense that existing characters using the archetypes of the other two trees keep using those trees as their primary. This is a different sort of role than those trees embody.
    Last edited by Steelstar; 06-07-2018 at 01:00 PM. Reason: Added note about roles
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    The fact that some changes are necessary is not diminished by the fact that other necessary changes have not happened yet.

  3. #3
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    At a glance, it looks pretty ok. I would change a few things, however.

    Hope for Protection and Hope for Victory could stand to have somewhat longer durations. They're good, but not gamebreakingly so. 30 seconds seems good to me, if you absolutely want to prevent a FvS doing almost nothing but keeping them up on the party, give them a 10 or 15 second cooldown. Having to reapply a buff on someone every 10 seconds during combat is not really that awesome. Hope for Success is ok, though, keep the cooldown on that as it is. It's a really strong buff fitting for tier 5.

    Raise Dead as an SLA however... is really meh. I can't see myself take that when scrolls are plentiful and there's True Resurrection in the capstone anyway. By the time a Favoured Soul is level 12 they can easily scroll Resurrection, which is about 5 times as good as Raise Dead. Being able to cast Raise Dead on yourself while dead once per rest, now that would be a good tier 5.



    OH, and cores 2 and 3 in the image do not match cores 2 and 3 in the description.

  4. #4

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    Quote Originally Posted by Sunnie View Post
    OH, and cores 2 and 3 in the image do not match cores 2 and 3 in the description.
    Ack.

    Text is correct. I'll see about getting the image updated.
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    Quote Originally Posted by Sunnie View Post
    Raise Dead as an SLA however... is really meh. I can't see myself take that when scrolls are plentiful and there's True Resurrection in the capstone anyway. By the time a Favoured Soul is level 12 they can easily scroll Resurrection, which is about 5 times as good as Raise Dead. Being able to cast Raise Dead on yourself while dead once per rest, now that would be a good tier 5.
    This.

    Raise dead is a BAD SLA.
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  6. #6
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    First Impresions: To many SLA and to many clickies!

    Ok, so I like the idea of giving FvS more access to spells to expand there spell books. Spell like abilities only are a real benifit if you cast them alot AND use metta’s on them. The problem with the spell like abilities you have given to FvS are that they are (with the exception of heal) spells that get cast infrequently. I think a better solution would be the one you gave to pallies: add the spells to the spellbook.

    Next is the clickies. I like the idea of buffing other players, however the fact that you have 4 diffrent buffs that are single target all on a 6 second cooldown. Ug, such a pain. I would sugest eather making thoes buffs AoE, and/or, having each tear improve on a single buff so you ONLY have 1 buff clicky. The final other option is to increase the duration & cooldown to something like 2min.

    I think the only core people will use will be flight of glory, the other ones look like they will be to cumbersome to use much.

    You gave druids a capstone of +2 wisdom and +2 con. Maybe you should do the same here, I mean this is a deffensive healing focused tree, no nead for it to have the extra wisdom right?

    I like the fact that you can get 14% crit chance with positivie spell power but it would be nice to also add some universal crit chance to the cores or the devotion line, 1% each tear seams like plenty. That way FvS would end up with 4/6 universal crit chance.

    Your devotion divine might is really poor. At least make it charsma/wisdom/str SCORE rather than MODIFIER.

    The “hope for success” ability has a 60 second cooldown. I think, as a t5 ability, you are realy over-valueing this ability. Especialy since this is a pure suport tree and it only targets alliles. Keep it in line with the rest of the hope abilities and if its to strong - i dont think it will be - take of the extra crit ranger or something. Keep in mind that the t4 hope line will give much more DPS than this one just due to the additional up time.

  7. #7
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    Quote Originally Posted by Pilgrim1 View Post
    ......
    Your devotion divine might is really poor.
    At least make it charsma/wisdom/str SCORE rather than MODIFIER.

    ..........
    /agree.. Might's Reward <Multiselector> should be Score vs. Modifier


    Also I am assuming that this is the Divine Might in the War Soul enhancements tree NOT Divine Might in the Knight of the Chalice enhancements tree because that one costs a Turn Undead / Channel Divinity.

    The War Soul enhancement is listed on the Wiki as…
    Activation Cost: 21/18/15 spell points.
    Duration: 30/60/120 seconds.
    Cooldown: 20 seconds
    Last edited by Vyrzain; 06-07-2018 at 02:44 PM.

  8. #8
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    I'll chime in with others before me.

    The SLAs should be of spells you want to consistently cast. Buff and Rez SLAs don't seem very worthwhile.

    Too many clickies with low durations. While I DO love the idea of temporary buffs castable on allies to make the fights easier, but combat being the tangled mess it is, I'd rather have a starting ability that improves over time, like the Warpriest's Smite Foe.
    Either that, or a stacking effect that tags along with your spells, a rising wave that gets better as the fight goes on.

    Do very much love the cone effects and Wall of Healing.

    You could combine both ideas, making the SLAs actually give buffs along the spells they copy. (especially the resurrection ones...)

    "Raise Dead SLA: 15SP, 9 second CD. Additionally, resurrecting someone grants them X temp HPs/X MRR/PRR/ X Dodge/ X Incorp...". I mean, the useful defensive buffs someone that's coming back to life with a sliver of their health left would like are numerous. Make this apply to any resurrection, so it doesn't come into conflict with the True Resurrection SLA later on, or with the Resurrection spell.
    "True Resurrection SLA: 25SP. This resurrection doesn't come with death penalties."

  9. #9
    Community Member btolson's Avatar
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    Overall this looks somewhat infuriating to use with all the short-duration buffs to manage on top of what you already need to be doing, but maybe that's just a playstyle thing.

    ***

    Can't say I see any point in the Deathward SLA, unless it's going to be undispellable. The regular spell isn't that expensive, the mass version is a huge QoL improvement... and I don't generally care what buffs cost anyway, since they typically come out of a Wizardry swap item budget (those spellpoints are "use 'em or lose 'em").

    If it's not going to be undispellable, then maybe change this to a consolidation buff SLA, similar to the Resist All SLA that warlocks can take in the ES tree. I'm not sure what buffs to suggest for that, all the useful ones that spring to mind atm have a mass version that's more appealing anyway. But there is probably some sort of QoL SLA to put here.

    ***

    The Raise Dead SLA looks even worse. Won't be casting that often, and as soon as you get a better res (one that doesn't result in your ally immediately dying if something so much as breathes in its direction), it's going to be the only one you use and replace this entirely. Don't even know what to suggest for this.

  10. #10
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    Quote Originally Posted by Pilgrim1 View Post
    I like the idea of buffing other players, however the fact that you have 4 diffrent buffs that are single target all on a 6 second cooldown. Ug, such a pain. I would sugest eather making thoes buffs AoE, and/or, having each tear improve on a single buff so you ONLY have 1 buff clicky. The final other option is to increase the duration & cooldown to something like 2min.
    +1

    This is concern of mine as well.
    Refreshing every 12 seconds with two different buffs is a bit much.

    A very interesting option, combining Hope Protection, Victory & Success on the same cast would be better?
    If Success if on cooldown it would not trigger?
    Also, perhaps making Protection, Victory have equal cooldown with Success would work?
    All hit the same target, triggering a 1 minute cooldown?
    Duration of Protection and Victory have duration increased to 1 minute?

    That would work for me.

    You gave druids a capstone of +2 wisdom and +2 con. Maybe you should do the same here, I mean this is a deffensive healing focused tree, no nead for it to have the extra wisdom right?
    I like the pure ability boost for extra spell points and overall DCs.
    After all, Favored Souls can choose the huge bonus spell point or the huge bonus hit point packages.

    Season's Herald should likely be compared to Angel of Vengeance?
    Beacon of Hope should likely be compared to the upcoming 3rd Druid tree?

  11. #11
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    Quote Originally Posted by Silverleafeon View Post
    +1

    This is concern of mine as well.
    Refreshing every 12 seconds with two different buffs is a bit much.
    Especially since the crit buff has a 60 second cooldown. I think that's a bad idea and it should have the same cooldown as everything else. The bonus melee and ranged power is probably going to net you more damage overall anyway. The way most people play, keeping these buffs active is going to be basically impossible. Most of the time people will be out of range or out of sight when you need to re-cast it. At least favored souls get wings to make the running after people a little bit easier, but only a little bit.

    I think it'd be more interesting if, instead of a 6 second cooldown on a 12 second ability, it had a 4 second cooldown and applied a STACK of the buff, stacking up to 3 times, stacks fall off one at a time. Give it a visual effect similar to Eladar's Electric Surge or Niac's Cold Bite or Divine Vengeance, and it becomes a game of trying to stack this up on people while they're fighting. That's a lot more active than just . . . refresh the buff. Wait. Refresh the buff. Wait.

    I'd suggest putting some FUNCTIONAL aggro-management in the tree, also, because that would have the potential to be pretty unique, like maybe have the ranged/melee power one also cause the target get a Hate Bomb of some kind that draws enemies to them. I'd suggest doing a Dodge buff that would have an "aggro be gone" effect.

    Exerting hefty control over who gets aggro would be really unique and is MUCH NEEDED.

  12. #12
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    QUOTE=Steelstar;6103408]FAQ:


    Why a Healing-themed tree?

    • Favored Soul's two existing trees focus around Offensive Casting and Weapon Attacks. This tree gives some good defensive utility and helps round them out with Healing skills.


    Makes sense

    Why the secondary focus on Buffing?


    • Short answer: We wanted to give this tree options to function in a purely-support role if people wanted to go that route, and to have a playstyle available that made it stand out from other existing trees.
    • Longer answer: The feedback loop for Renegade Mastermaker taught us that, at least for a wide variety of players, a tree entirely focused on Healing+Defense ends up feeling passive and kind of lackluster. We wanted something for people invested in this tree to do between healing. For some, that might be using weapons (because they split heavily into War Soul) or offensive casting (because they split heavily into AoV), but we wanted something for this tree to do on a secondary level that was useful in its own right. At the top end of their scaling, the buffs here are pretty dang strong.


    I like thus. A healing type role does like buffing.

    What do you mean by "ahead of you*" on those Core abilities?

    • Think of it like a cone, but fairly long and a static width a bit wider than the player character. You'd be trying to get your allies into a line, similar to how you'd line up enemies for Improved Precise Shot. We're going to work on having visual feedback that makes it pretty clear how long/wide the affected space is. (For the record, it's similar in size to Cone of Cold.)


    Cone of Cold shape is rather nice. Its going to be a bit hard to place at times, but interesting.

    Are you fixing War Soul with this pass? Angel of Vengeance? ...Any of the Cleric trees?

    • We've got an Angel of Vengeance pass nearly done, and plans to try and get Warpriest and War Soul passes in for either U39 or shortly after. Details soon!


    Nods happily

    Do these work with Metamagics?

    • Hope Buffs: Enlarge, Quicken
    • Beacons: Empower Healing, Quicken
    • Wall of Healing: Enlarge, Empower Healing, Quicken


    Hopefully the metamagics are free for all of these SLAs? Looks good.


    Hope for Protection doesn't stack with Paladins???

    • Correct, though a pure FvS at cap would edge out a Sacred Defender Paladin's PRR/MRR bonuses a little.


    Sounds good.

    Can I cast the Hope buffs on myself?

    • Nope.


    Smart

    If I'm friends with another Beacon of Hope, can we cast our buffs on each other?

    • Yep.


    LOL, nice

    What does (insert ability here) stack with?

    • Assume that any Bonus we didn't add an explicit type to (Sacred, Competence, etc.) stacks with everything. Yes, that includes Hope for Success (though that might change before release, not sure yet).


    Thanks for the explanation.


    This looks neat, but I wouldn't take this over Angel of Vengeance on my spell nuker / War Soul on my melee

    • Nor should you! Existing builds were built with the existing trees in mind. We'd hope you find some things here worth taking on some of those builds, and that new builds would eventually be built around this tree. But it absolutely makes sense that existing characters using the archetypes of the other two trees keep using those trees as their primary. This is a different sort of role than those trees embody.


    Looking forward to seeing the improved AoV tree.

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    any chance we could get extend on the hope buffs?
    also making extend way more viable. i think this would fit well on a buff- focused character, while also opening up some space to do something else, but cycling through hope buffs all the time.
    the buffs indeed are strong, but with just 12 seconds they also just let you have one decision - completely opt into this playstyle and do almost nothing else - or abandon it completely.

    the mini-buff-game the cleric can play right now is a little more intuitive. you heal someone - they get some prr

    weaker persistent bonuses, like the bards with their aura are up constantly, but its actually pretty lame. you don't feel like you contribute much, even tho you do, by just standing there.

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    oh this should be good. all those that are already complaining that theres to much self healing in reaper
    are going to have a field day with this. just 5 levels for a heal spell.

    from a personal point thx for this it looks good.

    your friend sil

    i do have one point to make though could the heal sla be a multi selector
    and have it combine with harm ?.
    Last edited by silinteresting; 06-07-2018 at 01:28 PM.

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    Looks good... definitely gives more options
    Looking forwards to playing with it once it's released!
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  16. #16
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    Lot of cool ideas here. I like the "ahead of you" cone buffs.

    There are a few oddities, like why deathward and raise dead SLAs? 95%+ of the builds that will use this tree will have those spells (most of the good stuff scales with FVS levels, so if you aren't mostly fvs the tree in general doesn't make much sense). Usually SLAs are spells that you want to cast a LOT so you get the benefit of low SP cost and free metas. Neither are really relevant to to raise dead or deathward.

    Looking big picture if you're going to with ally-only buffing (which I like) I really think you could scale up the strength of the buffs considerably. As is it seems at best a wash between adding a Beacon of Hope vs. another DPS/caster type that can heal. Even the big t5 ability of +1 crit range/multiplier for 12 seconds every 60 is pretty minor from a party/raid group DPS perspective. I'd like to see all of those buffs be party based rather than single target ally. A t5 where you could self-buff for +1 crit r/m for 12/60 secs would be OK, but nothing special (Vistani has something like this). An ally only buff should be considerably more powerful. A cone that throws that same buff for the same time would be something special without (IMO) being over powered for an ally buff.

    I see enough here that will give people who really want to play a buffing/healing FVS something to do, but I don't see enough where parties and raid groups are going to be thinking "boy, I wish we had a Beacon of Hope in this group!" which is really what a buffing class aspires to.
    Last edited by SerPounce; 06-07-2018 at 01:45 PM.
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    Quote Originally Posted by SerPounce View Post
    There are a few oddities, like why deathward and raise dead SLAs? 95%+ of the builds that will use this tree will have those spells (most of the good stuff scales with FVS levels, so if you aren't mostly fvs the tree in general doesn't make much sense). Usually SLAs are spells that you want to cast a LOT so you get the benefit of low SP cost and free metas. Neither are really relevant to to raise dead or deathward.
    Actually, it made a lot of sense to me. FvS have such super-limited spell spots, the point of the SLA is that now you don't have to have those spells, so you can add something else instead.
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    Quote Originally Posted by SirValentine View Post
    Actually, it made a lot of sense to me. FvS have such super-limited spell spots, the point of the SLA is that now you don't have to have those spells, so you can add something else instead.
    Yeah, well, first they should add like 40-50-60+ new spells into the game, 'cos as it is now, there is nothing else to put into the said spells slots.

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    Quote Originally Posted by silinteresting View Post
    oh this should be good. all those that are already complaining that theres to much self healing in reaper
    are going to have a field day with this. just 5 levels for a heal spell.
    Damn right we are. This is the kind of broken BS that doesn't belong in the game.

    Adding the self-healing penalty and then giving classes easy ways to burn through it (healing hands on a Wisdom toon or a HEAL SLA!) or avoid it (warlock) is asinine.

    Yeah, you'll gimp yourself spending a tier 5 for this. But have you seen pugland? Ideas way less dumb than this have spread.
    Last edited by Kaboom2112; 06-07-2018 at 03:02 PM.

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    Quote Originally Posted by Kaboom2112 View Post
    Damn right we are. This is the kind of broken BS that doesn't belong in the game.

    Adding the self-healing penalty and then giving classes easy ways to burn through it (healing hands on a Wisdom toon or a HEAL SLA!) or avoid it (warlock) is asinine.

    Yeah, you'll gimp yourself spending a tier 5 for this. But have you seen pugland? Ideas way less dumb than this have spread.
    Wow, that was a quick reversal, but you've gotta love a mixed message! "This is the kind of broken BS that doesn't belong in the game," followed immediately by "you'll gimp yourself spending a tier 5 for this.."

    It's so broken that only a gimp player would consider taking it? Or only a gimp player would take it, but then they'd discover that it was of game-shattering brokenness and start leading the kill counts against undeads or something? I can't wait to find out which one it is!

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