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  1. #21
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    Quote Originally Posted by SirValentine View Post
    No, it's not. Your claim is false. Sorry, you don't get to define what defines my play-style.
    Except its kinda true, though :P

    Enhancements are what defines the playstyle of a build. The difference between a caster Cleric and a battle Cleric is Warpriest vs DD. Tempest vs AA. Mech vs Assassin. Swash vs Spellspinger. Enhancements, not class levels, determine what fighting style you're optimized for, what abilities you get in fights, how much defenses you have. You build your gear, your feat selection, around where you're spending your AP. If you tell me what your AP split it, I can tell you what your playstyle is...if you just tell me your class split, its not always as clear.

    Regardless, my point is just this...MC is a feature of the game, so unless you're endorsing the idea of eliminating MC entirely, its something that needs to be fully supported. Denying people the ability to do a T5/T4 split with their AP goes way beyond simply discouraging shallow splashes, it makes MC so fundamentally nerfed that no one would ever take more than, say, /2 rogue or monk for Evasion and Trapping. You're just backdoor removing MC from the game, at that point.
    Last edited by droid327; 10-19-2019 at 09:45 AM.

  2. #22
    Community Member Lagin's Avatar
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    Quote Originally Posted by droid327 View Post

    Regardless, my point is just this...MC is a feature of the game, so unless you're endorsing the idea of eliminating MC entirely, its something that needs to be fully supported. Denying people the ability to do a T5/T4 split with their AP goes way beyond simply discouraging shallow splashes, it makes MC so fundamentally nerfed that no one would ever take more than, say, /2 rogue or monk for Evasion and Trapping. You're just backdoor removing MC from the game, at that point.

    Droid, the enhancement system has so much OP low hanging fruit, Gear sets are way over the top OP, this topic has no meaning.

    Multi-classing is what this game favors.

    As per my previous post, SSG has been adding power creep in every aspect, and other than 3/4 of casters, pure builds are garbage.

    You havent got a lot of traction in this thread because it's carrying any weight. or point for discussion



  3. #23
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    Quote Originally Posted by Lagin View Post
    Droid, the enhancement system has so much OP low hanging fruit, Gear sets are way over the top OP, this topic has no meaning.

    Multi-classing is what this game favors.

    As per my previous post, SSG has been adding power creep in every aspect, and other than 3/4 of casters, pure builds are garbage.

    You havent got a lot of traction in this thread because it's carrying any weight. or point for discussion
    Claiming pures are garbage is silly. 20 tempest, 20 monk, 20 rogue, 20 barb, plus nearly all casters, have all been popular builds over the last few years. If anything should be nerfed, it's universal trees like Inq, which heavily favor MC since you don't lose out on their capstone/top cores.
    Last edited by LurkingVeteran; 10-19-2019 at 01:24 PM.

  4. #24
    Community Member Lagin's Avatar
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    Quote Originally Posted by LurkingVeteran View Post
    Claiming pures are garbage is silly. 20 tempest, 20 monk, 20 rogue, 20 barb, plus nearly all casters, have all been popular builds over the last few years. If anything should be nerfed, it's universal trees like Inq, which heavily favor MC since you don't lose out on their capstone/top cores.

    I agree. but I also included why I said that. Fusillade, casters etc... why bother running full speed ahead just get to mob and they're dead?

    I play mainly pure builds. I KNOW what they're capable of.



  5. #25
    Community Member Kutalp's Avatar
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    Multiclassing is the best thing at DDO. One of the main reasons I keep returning the game and keep playing casual/forum runner or whatever I enjoy that time. I hope it never goes down the drain in the future.



    I would have suggested something else instead.


    Although I do not use Vanguard tree since I never go pure Shield fighting style; I love the enhancement there;


    ' Shield Rush: While shield equipped, Activate: Rush forward in a line, delivering a shield bash to every creature hit. Each enemy is knocked down for [+2/+4/+6] (W) damage. The knockdown is negated on Fortitude saving throw vs DC(20 + highest ability modifier + class level + bonus to trip attacks). [60/45/25] seconds cooldown. '

    I believe at this era of DDO enhancements should be more flexible to let players use enhancements from different classes/universal trees with multile choices of ability score bonuses.

    ' The knockdown is negated on Fortitude saving throw vs DC(20 + highest ability modifier + class level + bonus to trip attacks). [60/45/25] seconds cooldown. '


    Now this is amazing.

    If the class level requirement would also be changed to Character level , imagine the fun and new era of multiclass combinations heaven. The strong point and advantage for the Universal trees , with a revamp, would let players use more than one of Intelligence/Wisdom/Charisma/Constitution to hit and damage. This way all classes and enhancements would aid creation of hundreds of combinations aswell as Universal enhancement trees empower ability score bonus amplification aswell as giving unique passive and active enhancements that no other tree has (Inquisitive, Harper (Being the weakest now), Vistani, Falconry allready has several of those unique enhancements.



    Forcing players use a ready template would kill all the fun. (It does) Not only DDO but original D&D allready has multiclassing. Fantasy roleplay gamers allways love the playdough/ sandcastle style and picking their own unique style as much as possible. Pretty hard when there re key enhancements and class levels and the 'extras/flavor stuff(!)'.

    https://www.youtube.com/watch?v=gQEDpuLR4aM

    Majority of the adventures and quests are fix A to B problem solving while alternative start/ending otherthan optionals are few in numbers. I believe it is much harder to code a unique alternate ending (as well as optionals the middle) for all quests and to add alternate npcs, monsters, video scores for each choice. This is pretty hard unless the game is an actual MUD with visuals. Easier approach would be to let the player base create their own working combinations and to let them handle the scenario with alternative ways over class and enhancement (or racial) abilities.


    Developers may choose to add multiclass Caps when you reach with certain combos to lvl 20 or lvl 30 ,in the future, which has nothing to do with Epic destinies and feats.

    Meanwhile there can be offensive and defensive list of feats and enhancements for generalised class/martial etc feats aswell as focused Specialist, Martial, Arcane, Divine etc enhancements that work for all of those branches and subbranches to add more color. (Improved basic feats and sub branch feats for heroics and early epics)


    Gamers love these kind of things at all games. Ready to eat rations brings dullness and boredom and repetition. Gamers hate this. (Unless they play a game for a pixel prayer/stress relief beads; repeating the same row a zillon tmes or they re the Rain Man himself)


    Ps: Multiclassing does not mean, taking the best 'couple of powerfull enhancements' then dumping the remaining action points (yes seems it is much less tied to character class lately) to short term buffs or run speed boost etc. What I mean about it is creating unique builds ( and yes it would be even better if there were no Classes aswell. Well I know there is TSR rules etc which also keeps a certain balance which is fair ) the number of offensive, defensive, trapping skill, ability score, feat etc base would actually create a unique template for the builder himself. What is built there by the player would allready define itself with a nickname or not.


    https://www.youtube.com/watch?v=5oyZJDBUzWc





    My humble n00b eight pieces.

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