
Originally Posted by
Cocomajobo
Greetings,
I wanted to go over some changes to Reaper difficulty that are deployed on the test server, and some changes which are coming up soon. We hope players can look at the changes.
First, I want to discuss our goals for the changes:
~ High level Reaper should not take as long to kill bosses and special enemies with high hit point pools, though we want to retain difficulty. We don’t want Reaper easier, but we do want killing bosses to be a bit faster.
~ We want to make it a bit harder to keep everything locked down with CC.
~ Reaper levels 1-2 should be a bit harder as compared to Elite.
~ We want to shake up the meta a bit.
Here are the changes on test:
1. Creatures in high skull Reaper have a lesser amount of damage resistance than they do now. Not only does the damage resistance ramp up more slowly, but resistance to ranged and magic is further reduced to match melee resistance. Currently the damage resistance for melee is actually lower (more favorable to the player) than for ranged and magic, so in the new system the reduction for melee, ranged, and magic will all be equal with ranged and magic catching up to melee damage.
The new formula has the reduction slightly higher for melee (although still more favorable for magic and ranged) on Reaper 1 and 2, the same for Reaper 3, and more favorable to the player as it ramps up beyond that. As an example, the multiplier at Reaper 10 for melee will change from 0.091 to 0.154 and for ranged and magic will change from a 0.076 multiplier to a 0.154 multiplier.
This will make taking down creatures with large hit point pools less of a slog at higher Reaper skulls. To be clear, the decrease to damage resistance scales with Reaper level – at lower Reaper levels the change to damage won’t be as noticeable.
this is the entire issue, no on will care, dps type melees have usually rarely any other option but to dps (and die due to high a mob dps output) while casting classes and ranged have other means of killing them, safely, from a distance. A caster can simply point and click, boom, instakill spell, save or die (or in some cases not even a save)
2. The base damage multiplier for hitting helpless creatures will be lowered from a 1.5 multiplier to a 1.25 multiplier. Helplessness will provide less damage increase.
So even less reason to take a melee and just instakill them after cc-ing, thanks i guess
3. It will be slightly harder to keep creatures locked down. First, Reaper creatures will have an additional +4 to their saving throws versus spells. In addition, the formula for reducing the duration of crowd control will be tweaked so crowd control duration reductions ramps up more quickly by about 25% at Reaper 10. As an example, an unmodified caster level 20 Mass Hold would be reduced on live to 12 seconds in duration on Reaper 10; the same spell would be reduced to 9.6 seconds. The minimum duration of 6 seconds still applies as it does on live.
As an example, at Reaper 5 each saving throw a monster makes is increased by a randomized number between 1 and 15 on live, it would be 1 and 20 going forward.
so, cc, mass instakill, got it, no time to dps, just instakill, good for teamwork.....
4. Tank threat will be increased dramatically. Tank defensive stances, threat increases in Unyielding Sentinel, and scaling threat itemization effects have had their values tripled from what they are currently. Note that this is a larger increase for Unyielding Sentinel than previously noted. Our goal is that Tanks should be able to hold threat by delivering damage to enemies when things are immune to Intimidate, assuming the tank has these increases and DPS is smart about burst damage.
So with dps nearly being reduced to nigh zero in reaper, due to having your entire build dedicated to defence and hp, what tank dps is getting multiplied?
5. Monster spell penetration rolls are increased on live by a randomized number between 1 and (Reaper Level x 3). This would be increased to a randomized number between 1 and (Reaper Level x 4). This does not affect the player's ability to penetrate monster spell penetration; only attacks on players from monsters.
who's using sr these days?
6. Incorporeality will be reduced in Reaper by the same amount as Blur and Displacement.
7. Dodge will have, across all difficulties, an absolute cap of 95%.
8. Charmed creatures will no longer gain the Reaper monster damage bonus. This was always a bug. The damage they do, however, would not be reduced in Reaper as players are.
9. Reaper toughness is buffed. They will take longer to kill – to both compensate for the damage increase and to fix the problem that level scaling was not providing enough hit point scaling for them.
who is damaging mobs in reaper? who was asking for this? and who cares, instakills with spells is where it's at. only bosses will be affected.
10. New Reapers will appear, one at all levels and some only in Reaper level 6 and higher. Expect some new mechanics.
11. Hit Points given out by the Reaper trees will have an upper limit based on your character level.
Character Level 1-5: 50 hit points
Character Level 6-10: 100 hit points
Character Level 11-15: 200 hit points
Character Level 16-20: 400 hit points
Character Level 21-25: 800 hit points
Character Level 26+: No limit
so, screw over the people that need to get close to function, while classes that can stay away safely to do their job aren't affected, sounds balanced to me, melee is over preforming in high reaper and should be nerfed.....ohhh, wait a minute!
12. The appearance of Lost Souls will scale with party size and Reaper skulls. There will be fewer appearing for smaller parties and on lower Reaper levels.
those forced to solo often, due to low population thank you from the bottom of our hearts
13. Reaper dungeons now use the same over and under level XP penalties as normal dungeons. Characters cannot enter a Reaper dungeon if they are too high level as compared to the dungeon; in the Heroic levels this limit is more than 4 levels above the base challenge rating of the dungeon, and in Epic levels this limit is more than 6 levels as it is on live. As always, Epic characters cannot enter Heroic dungeons.
Sev~