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  1. #1

    Default Update 39 Preview 2: Favored Soul + War Priest Revamp

    Goals
    • Primary focus on Healing + Restoration
    • Provide new and interesting ways to Heal
    • Secondary focus on Buffing, as an active loop for players who are not spending their primary or secondary focus on weapon attacks (War Soul) or offensive casting (Angel of Vengeance).


    Cores
    1. Pleasant Disposition: For each Core ability you gain, +1% Positive Spell Critical Chance, +10 Healing Amp, and +5 Positive Spell Power.
    2. Beacon of Grace: Cost: 6 SP: You and allies ahead of you heal for 1 point of Positive Energy per Favored Soul level. Undead enemies ahead of you take the same amount of damage (Will save for half). Both scale with your Positive Spell Power. 6 second cooldown. This ability is considered a 1st Level Favored Soul Spell of the Conjuration school.
    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.
    4. Beacon of Hope: Cost: 30 SP: You and allies ahead of you take the dispelling effects of a Panacea, Restoration, and Remove Paralysis spell, and heal for 5 points of Positive Energy per Favored Soul level. Undead enemies ahead of you take the same amount of damage (Will save for half). Both scale with your Positive Spell Power. 30 second cooldown. This ability is considered a 5th Level Favored Soul Spell of the Conjuration school.
    5. Flight of Glory: Cost: 10 SP: When you use your Leap of Faith, nearby allies gain Temporary Hit Points equal to triple your character level, plus an additional 50.
    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 + 1/4 your Favored Soul level for 18 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 5 + your Strength modifier for 30/60/120 seconds.
      • You gain an Sacred bonus to Positive Spell Power equal to 5 + your Wisdom modifier for 30/60/120 seconds.
      • You gain an Sacred bonus to Positive Spell Power equal to 5 + 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 3 + your Favored Soul level for 18 seconds. 6 second cooldown.
    • Efficient Empower Healing
    • Spell Critical Chance: Positive: +2%
    • Ability Score Multiselector
      • Wisdom
      • Charisma


    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 3 + half your Favored Soul level, and Universal Spell Power equal to 6 + your Favored Soul level. This lasts for 18 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%
    • Ability Score Multiselector
      • Wisdom
      • Charisma


    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 18 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: 15 Spell Points. Create a wall that persists for 15 seconds. Allies and Undead in the wall take a Cure Moderate Wounds spell every few seconds. 30 second cooldown.
    Tell me about any and all bugs you encounter by clicking here!


    NOTE: Submitting a bug in this manner is not a quick fix for past occurrences; it is instead a means of bringing issues to our attention to prevent future occurrences for both you and others. Providing detailed information, especially specifics about your account and character as well as what steps you took leading up to the issue, are critical to us being able to pinpoint the cause of any problems you have encountered.

  2. #2

    Default War Soul & War Priest Revamp

    Goals
    • Add ranged support to these for Silver Flame builds
    • Bring overall weapon DPS up between burst and +[w] attacks (additionally, giving Favored Soul access to weapon criticals)
    • Give this tree interesting things to do (Its only attack skill right now is on a long cooldown)
    • Fix/Remove a few of the abilities that are huge AP sinks for minor benefit
    • Push Warpriest to have more defense than War Soul
    • Push War Soul to have more offense than Warpriest


    Both CLR and FvS versions
    • Cores
      • Core 1: Smite Foe is now a Multiselector with a Melee and Ranged version.
      • Core 1: Smite Foe's cooldown has been reduced to 12 seconds
      • Core 5: War Caster: Haste now grants +1 Competence Bonus to Critical Threat Range with your Favored Weapon in addition to its other benefits.
      • Core 6: Implacable Foe's cooldown has been reduced to 3 minutes.
    • Tier 2
      • Inflame is no longer an Action Boost. It no longer has charges, and now has a 90 second cooldown.
      • Inflame: Saving Throws has been rolled into Greater Inflame (see below)
      • Righteous/Wrathful Weapons: No longer gives out +1 Enhancement Bonus at each tier; instead, when wielding your Favored Weapon in your main hand, you gain +1 to hit and damage and +3 Universal Spell Power.
    • Tier 3
      • Inflame: Energy Absorption is now "Greater Inflame", has all the effects of Inflame: Energy Absorption and Inflame: Saving Throws
      • Righteous/Wrathful Weapons: No longer gives out +1 Enhancement Bonus at each tier; instead, when wielding your Favored Weapon in your main hand, you gain +1 to hit and damage and +3 Universal Spell Power.
      • Magical Backlash has been moved to Tier 3!
      • Burden of Sin is gone.
      • Replaced with: Radiant Flourish (multiselect melee/ranged): +1/2/3[w] attack, adds 1d6/2d6/3d6 Light Damage that scales with 200% of (higher of Melee or Ranged Power). Small chance to blind non-Boss enemies with no save. 6 second cooldown.
    • Tier 4
      • Light Guard is gone.
      • Replaced with +3/6/10% Doublestrike or Doubleshot (Multiselector)
      • Righteous/Wrathful Weapons: No longer gives out +1 Enhancement Bonus at each tier; instead, when wielding your Favored Weapon in your main hand, you gain +1 to hit and damage and +3 Universal Spell Power.
      • New: Silence the Wicked (multiselect melee/ranged):
      • +1/2/3[w], affected enemy can't cast spells for 4 seconds.
        • Melee: 14/12/10 second cooldown.
        • Ranged: 20/18/15 second cooldown.
    • Tier 5
      • Righteous/Wrathful Weapons: No longer gives out +1 Enhancement Bonus at each tier; instead, when wielding your Favored Weapon in your main hand, you gain +3 to hit and damage and +9 Universal Spell Power. Light damage is now 10d6 Light Damge that lasts for 12 seconds, and scales with the higher of Melee and Ranged power at 200%.
      • Divine Vessel functionality has been altered in many ways and is now: "Passive: Your attacks generate a stack of Diving Conduit. When Divine Conduit reaches 25, all stacks are cleared and you gain one charge of this attack. (Max uses: 1/ You may continue to gain stacks of Divine Conduit, but will not gain another charge until you expend your existing one.) Active: (Melee or Ranged Multiselector) Favored Weapon Attack: Expend 1 Charge. Make a sweeping weapon attack against all nearby enemies for +5(W) damage. Affected enemies are hit by a meteor, taking 1 to 4 Fire and 1 to 4 Light damage per character level. (Damage from the meteor is affected by Fire and Light Spell Power). Shares its cooldown with the Great Cleave feat. You may only gain a stack of Divine Conduit once every second. If you have Implacable Foe, Divine Vessel will gain a charge upon reaching 20 stacks of Divine Conduit, instead of 25.
      • Divine Vessel visual has been completely remade.
      • Divine Power is now a +6 Sacred Bonus to Strength (plus the Base Attack Bonus it already gives).


    Cleric (Warpriest) Only
    • Cores
      • Implacable Foe is now a Multiselector (all versions have the same effects):
        • +2 STR, +2 CON
        • +2 CON, +2 WIS
    • Tier 2
      • NEW: Action Boost: Melee & Ranged Power
    • Tier 5
      • NEW: While wearing Heavy armor, you gain +10 PRR, +10 MRR, +10 AC, and +50% to threat generation with melee and ranged attacks.
      • Divine Power is now 1AP.


    Favored Soul (War Soul) Only
    • Cores
      • Implacable Foe is now a Multiselector (all versions have the same effects):
        • +4 STR
        • +4 WIS
        • +4 CHA
    • Tier 2
      • NEW: Action Boost: Haste
    • Tier 5
      • NEW: Divine Champion: While wearing Medium armor, you gain +5% Doublestrike, +5% Doubleshot, +5 to confirm critical hits and critical hit damage (before weapon multipliers)
      • Divine Power remains at 2AP. It now also grants a +1 Competence bonus to Critical Multiplier with weapons.
    Tell me about any and all bugs you encounter by clicking here!


    NOTE: Submitting a bug in this manner is not a quick fix for past occurrences; it is instead a means of bringing issues to our attention to prevent future occurrences for both you and others. Providing detailed information, especially specifics about your account and character as well as what steps you took leading up to the issue, are critical to us being able to pinpoint the cause of any problems you have encountered.

  3. #3

    Default Angel of Vengeance Revamp

    Goals
    • Improve their DPS and efficiency
    • Give them some SLAs
    • Change their capstone to something universally useful to the tree & better for overall balance


    Cores
    • Core 4: The Archon's light spell now benefits from 100% of your Spell Power and Spell Crit (was 50%).
    • Core 5: Vengeful Magic has been altered in many small ways and is now: "Passive: +1 to Spell DCs and +20 Light and Alignment Spell Power. When you fall below 80% health, you gain a +1% Sacred bonus to Spell Critical chance for 20 seconds. When you fall below 60% health, you gain +1 Sacred bonus to your spell DCs for 20 seconds. When you fall below 40% health, you gain +50% Sacred bonus to Spell Critical Damage Multiplier with Fire, Force, Light and Physical damage spells for 20 seconds. Each of these effects persist even if you are healed above their health thresholds, but each can only trigger once every two minutes."
    • Core 6: Ascendancy's many versions based on deity are now gone. In their place:
    • Core 6: Ascendancy: Both versions grant +2 to all Skills, +20 Universal Spell Power, and a Searing Light SLA that costs zero spell points. Multiselector:
      • +4 Wisdom
      • +4 Charisma


    Tier 1
    • NEW: Nimbus of Light SLA (12/8/4 second cooldown, 4/3/2 SP)
    • Animus and Scourge have been combined into one ability with both sets of effects.


    Tier 2
    • Just Reward is now gone.
    • Taking the first rank of Articles of Faith now also grants Just Reward's former bonus.


    Tier 3
    • NEW: Sun Bolt SLA (12/9/6 second cooldown, 12/10/8 SP)
    • Wand & Scroll Mastery has moved down to Tier 2


    Tier 5
    • NEW: Cometfall SLA (20/15/12 second cooldown,35/30/25 SP)
    • NEW: Archon's Fury: (Requires Summon Archon) While this is toggled on, your Lantern Archon will add a stack of Archon's Fury on every shot. (Archon's Fury: 1d6 Fire damage every 2 seconds for 10 seconds, stacks up to 20 times. New stacks refresh the duration. This damage scales with 100% of Spell Power). While toggled on, every shot from your Archon costs 12 Spell Points.
    • The spell DC boost in Tier 5 is no longer conencted to Smiting line.
    Tell me about any and all bugs you encounter by clicking here!


    NOTE: Submitting a bug in this manner is not a quick fix for past occurrences; it is instead a means of bringing issues to our attention to prevent future occurrences for both you and others. Providing detailed information, especially specifics about your account and character as well as what steps you took leading up to the issue, are critical to us being able to pinpoint the cause of any problems you have encountered.

  4. #4
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    Was AoV supposed to gain +2 DC in the capstone? Or just the +1 in Core5? Without that, I'm afraid the tree isn't competitive with Beacon for DC casters that don't care about light damage (which is basically every end game caster, aside from the pure healers who will also choose Beacon). AoV is the clear choice for heroics, where spell damage matters. A DC boost in the capstone would help characters keep up after that.

    Disappointing to see no change to the Beacon Raise Dead and Deathward SLAs. The tree is fine with or without them, but they actively reduce people's excitement.

    +Wis to attack and damage in the new universal tree fixes a lot of issues with Warpriest builds.

  5. #5

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    Quote Originally Posted by GotSomeQuestions View Post
    Was AoV supposed to gain +2 DC in the capstone?
    Should be another +2 in the Capstone. Looking into it now.


    Quote Originally Posted by GotSomeQuestions View Post
    +Wis to attack and damage in the new universal tree fixes a lot of issues with Warpriest builds.
    We knew this tree would be a boon to Warpriest and War Soul builds, but the tree wasn't ready for prime time in the last build, unfortunately. Perils of production.
    We don't only build for the builds that exist.
    We don't only build for the builds that are good right now.

    The fact that some changes are necessary is not diminished by the fact that other necessary changes have not happened yet.

  6. #6
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    Quote Originally Posted by Cocomajobo View Post
    Goals
    • Primary focus on Healing + Restoration
    • Provide new and interesting ways to Heal
    • Secondary focus on Buffing, as an active loop for players who are not spending their primary or secondary focus on weapon attacks (War Soul) or offensive casting (Angel of Vengeance).
    "The active loop for players who are not spending their primary or secondary focus on weapon attacks..." doesn't work if the buffs don't even come close to actively doing things. I understand you are trying to push for a different support playstyle here, but you guys need to give it proper support. Hope for Victory, for example, doesn't even come close to the power of putting a small amount of points into the new AoV tree and simply casting the various SLAs that exist. The damage focused abilities have inherent flaws that will make them way weaker and less "fun" than they look on paper. First, while they both give incredibly stat boosts, neither give more damage than you just casting spells or melee attacking yourself.

    • If I swing my weapon, I do base 100 Melee Power worth of damage to an enemy.
    • If I cast Nimbus of Light SLA, I do base 100 spellpower to an enemy.
    • If I buff my ally, I, at level 30, only give them 18 Melee Power, Ranged Power and 21 Spellpower.


    This means a player needs to attack 5 times to do 1 attacks worth of damage with this buff, by that point I could have attacked 5 times with my shiny new offensive melee tree and inflicted way more effective damage AND it's more fun for me.

    If you want a dedicated buffing playstyle, you have to make it powerful enough to incentivize ONLY buffing and not feel like you're making your party weaker if you want to choose that playstyle. In T5, or at some point at level 12+ FvS, you should give them a stance that further improves these Hope abilities but weakens your damage (the Beacon of Hope's damage) (akin to Pacifism from RS but actually good).

    Otherwise, the SLAs should still be tweaked. A lot of people have already asked for Raise Dead/Deathward changes. Honestly, I think Deathward is fine, but Raise Dead is still a little meh. I don't mind it if you keep it, because it saves a spell slot (which I think, ultimately, is your goal with the SLAs in general) but I feel like there are better, both functionally and flavorwise, candidates.

    Quote Originally Posted by Cocomajobo View Post
    Goals
    • Add ranged support to these for Silver Flame builds
    • Bring overall weapon DPS up between burst and +[w] attacks (additionally, giving Favored Soul access to weapon criticals)
    • Give this tree interesting things to do (Its only attack skill right now is on a long cooldown)
    • Fix/Remove a few of the abilities that are huge AP sinks for minor benefit
    • Push Warpriest to have more defense than War Soul
    • Push War Soul to have more offense than Warpriest
    I don't understand why you changed Righteous/Wrathful Weapons from an Enhancement Bonus to a +1/+1 and some spell power. I guess it's because of FvS's "Articles of Faith"? That's a shame, it was unique and had some pretty interesting interactions with a few enhancements. The T5 change for this section of WP enhancements, however, makes sense.

    Divine Vessel looks pretty good as it is now. Looks like some fine tweaking has been done there to get a balance of how many stacks you should be able to hold. Is the Ranged and Melee version of the attack +5[w]?

    Otherwise, is it possible to know the reasoning behind "+50% to threat generation with melee and ranged attacks" for Clerics? I don't mind Clerics being the bulkier of the two, but the threat generation is just a little annoying seeing as how clerics already are going to be getting the weaker of the two trees. This threat generation just seems like an unnecessary addition to this tree (seeing as how this 100% is not a tank tree).

    Quote Originally Posted by Cocomajobo View Post
    Goals
    • Improve their DPS and efficiency
    • Give them some SLAs
    • Change their capstone to something universally useful to the tree & better for overall balance
    I have no complaints. Edit: Oops.
    Last edited by TMTrainer; 07-10-2018 at 04:14 PM.

  7. #7
    DDO Players Council Xyfiel's Avatar
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    Just Reward isn't gone.

    Quote Originally Posted by Cocomajobo View Post
    Tier 2
    • Taking the first rank of Articles of Faith now also grants Just Reward's former bonus.

    Quote Originally Posted by TMTrainer View Post
    I have no complaints. Losing Just Reward is a pain but I can understand the decision.

  8. #8
    Community Member edrein's Avatar
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    So. Why is that I feel like the Falconry tree did a better job and making what should be a War Priest than the minuscule changes between Preview 1 and Preview 2 as far as player feedback and the changes that've occurred?

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    Quote Originally Posted by Xyfiel View Post
    Just Reward isn't gone.
    Oops, missed that. Thanks!

  10. #10
    DDO Players Council Renvar's Avatar
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    Quote Originally Posted by edrein View Post
    So. Why is that I feel like the Falconry tree did a better job and making what should be a War Priest than the minuscule changes between Preview 1 and Preview 2 as far as player feedback and the changes that've occurred?
    Falconry is by far a better DPS tree than war priest or war soul.
    Asheras - Velania - Renvar - Ventarya - Officer in Loreseekers and Officer of Lava Divers - Khyber

  11. #11
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    Quote Originally Posted by Steelstar View Post
    Should be another +2 in the Capstone. Looking into it now.




    We knew this tree would be a boon to Warpriest and War Soul builds, but the tree wasn't ready for prime time in the last build, unfortunately. Perils of production.
    Do the active abilities in wp require favored weapons? Has any thought been put into making favored weapons not be **** outside of silvanus. I still see little to zero reason to t5 a warpriest much less capstone it over a fighter/ranger splash. A 6 fighter splash would let the warpriest use a domain that isnt war, give them more feats on a feat starved class, provide more dps (and almost more dps just from using decent weapons.... see the theme here? Make favored weapons better/better choices). In addition the spell list for divines gives melee divines no reason to go past 14. I will do a better wright up when i get home and not trying to do it from the phone.

  12. #12
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    Quote Originally Posted by Renvar View Post
    Falconry is by far a better DPS tree than war priest or war soul.
    Warpriest/soul cores are very weak, and there are no desireable high level spells for a melee divine. Further the devs cannot seem to get past the fact that outside of trivial content hybrid builds do not work. Gear bloat and restrictions have made them impossible. The way to fix this is just like they did with druids, give us spells that work off of melee stats.

  13. #13
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    • If I swing my weapon, I do base 100 Melee Power worth of damage to an enemy.
    • If I cast Nimbus of Light SLA, I do base 100 spellpower to an enemy.
    • If I buff my ally, I, at level 30, only give them 18 Melee Power, Ranged Power and 21 Spellpower.


    This means a player needs to attack 5 times to do 1 attacks worth of damage with this buff, by that point I could have attacked 5 times with my shiny new offensive melee tree and inflicted way more effective damage AND it's more fun for me.
    This is an excellent point. I hope it gets addressed.
    Dorian

  14. #14
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    Quote Originally Posted by edrein View Post
    So. Why is that I feel like the Falconry tree did a better job and making what should be a War Priest than the minuscule changes between Preview 1 and Preview 2 as far as player feedback and the changes that've occurred?
    Maybe that guy in Conan wasn't that wrong after all. Having falcons really is part of what's best in life.

  15. #15

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    Quote Originally Posted by TMTrainer View Post

    • If I swing my weapon, I do base 100 Melee Power worth of damage to an enemy.
    • If I cast Nimbus of Light SLA, I do base 100 spellpower to an enemy.
    • If I buff my ally, I, at level 30, only give them 18 Melee Power, Ranged Power and 21 Spellpower.


    This means a player needs to attack 5 times to do 1 attacks worth of damage with this buff, by that point I could have attacked 5 times with my shiny new offensive melee tree and inflicted way more effective damage AND it's more fun for me.
    Good. If that's what you want to do, do that. You absolutely have the option to build a weapon-based character who reaches into this tree for heals and ignores the buffs outright. We built it that way on purpose. Please do this.

    Quote Originally Posted by TMTrainer View Post
    If you want a dedicated buffing playstyle, you have to make it powerful enough to incentivize ONLY buffing and not feel like you're making your party weaker if you want to choose that playstyle. In T5, or at some point at level 12+ FvS, you should give them a stance that further improves these Hope abilities but weakens your damage (the Beacon of Hope's damage) (akin to Pacifism from RS but actually good).

    Otherwise, the SLAs should still be tweaked. A lot of people have already asked for Raise Dead/Deathward changes. Honestly, I think Deathward is fine, but Raise Dead is still a little meh. I don't mind it if you keep it, because it saves a spell slot (which I think, ultimately, is your goal with the SLAs in general) but I feel like there are better, both functionally and flavorwise, candidates.
    This tree isn't framed around a purely-buffing playstyle. It's framed around a primary healing, secondary buffing playstyle. For the dedicated healer that wants to apply stacking Action Boosts to their party when they're between heals instead of swinging a sword or casting offensive spells. Who keeps their primary gearing aimed toward healing, instead of half-splitting it between (Healing) and (Offense). There are likely to be far fewer players who opt for this playstyle compared to those who would aim for a DPS path (which is absolutely fine) - But those players do exist, and the ones who have reached out to me about this tree so far are pretty excited for it.

    Quote Originally Posted by TMTrainer View Post
    I don't understand why you changed Righteous/Wrathful Weapons from an Enhancement Bonus to a +1/+1 and some spell power.
    This was due to player feedback in Lamannia Round 1.
    Last edited by Steelstar; 07-10-2018 at 04:51 PM.
    We don't only build for the builds that exist.
    We don't only build for the builds that are good right now.

    The fact that some changes are necessary is not diminished by the fact that other necessary changes have not happened yet.

  16. #16
    Community Member edrein's Avatar
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    Quote Originally Posted by Steelstar View Post
    This was due to player feedback in Lamannia Round 1.
    Feedback in round one was universally to improve the Righteous Weapons mostly with the idea of an AA style stance scaling off of spellpower. Not sure how you took that feedback and came up with the current change.

  17. #17
    Community Member edrein's Avatar
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    Quote Originally Posted by Renvar View Post
    Falconry is by far a better DPS tree than war priest or war soul.
    Which is why I find the situation pitiful. There was plenty of good ideas and feedback in the War Priest thread during R1. Even saying, "Hey, we might not be able to make those changes for R2 in time but we're debating them" would have gone a lot further than springing the Falconry tree on us and pretty much showing it got the proper scaling and design while the War Priest changes are haphazard ideas that haven't really expanded in the 12 months since you and I originally saw them proposed in 2017.

    I'm all for giving the devs their proper dues when it's time, but this one is really dropping the ball hardcore.
    Last edited by edrein; 07-10-2018 at 05:07 PM.

  18. #18
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    I'm with you edrein. I'd like to see something a lot better than what we're seeing. And yes, there were a lot of good suggestions in that preview 1 thread.

    Love the Barbarian buffs. Love the Bird Man.

    But War Priest/Soul is just not exciting.

  19. #19
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    Oh and to reiterate from last time, 6 ap for inflame with a 33% uptime is highway robbery. Make it a permanent aura or 100% uptime for 6 ap.
    Last edited by J-mann; 07-10-2018 at 06:48 PM.

  20. #20
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    Default Bugs and feelings

    BUGS THAT NEED FIXING
    • If hope for victory or Hope for success are applied to a player, hope for Success will not apply (but it will go on cooldown). This means you can't stack hopes and also that if you slip up you literally can't use hope for success ever.
    • Hopes only last 12 seconds but the tooltip claims they last 18.
    • Wall of Healing claims to cost 15 spellpoints and have a 30 second cooldown in this thread but IN GAME it costs 30 and has a 1 minute cooldown.
    • Flight of Glory doesn't work. I tried using it next to allies, and it doesn't give temp HP to myself or other players.
    • Beacon spells do not apply to yourself if moving backwards.
    • Wall of healing shiradi procs on allies, meaning you can get a bad proc and blow your friend to bits. Might not be good.
    • Beacon of hope claims to cost 15sp, but actually costs 30.


    These bugs heavily impact gameplay and need correcting before live. Or for the tooltips to be more accurate to their actual effects.

    FEELINGS

    Feels really clean.

    • I felt active while healing. I was engaged and I enjoyed being able to pump damage while playing.
    • Close wounds for spot healing is great. Wall of healing performed really well. The targetting was a little weird but I think it just needs practice.
    • The beacon spells are oddly delayed, or at least they feel that way. The heal goes out, a galf second goes by, then the actual healing happens. It felt strange.
    • As a point, the only spells I was casting were implosion and soundburst. All healing abilities were from the tree, and it was enough. I never needed to cast and healing spells, only SLAs.
    • Mights reward is weird. Is poent 3 points for 36 spellpower. I guess it's good.
    • Extremely fun, looking forward to giving it a go on live.
    Last edited by Strimtom; 07-10-2018 at 06:57 PM.
    All my builds in one place!
    Personal stream http://www.twitch.tv/strimtom and I stream my show on the official DDOStream 6PM-9PM EDT on Mon.

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