A Realistic Start To Buffing Melee DPS

Drachmor

Well-known member
That is not what happened. Other epic strikes were buffed simultaneously with the energy burst nerf. The current weakness of casters is not the result of that nerf, but of all the buffs to physical styles: imbues, percent damage bonus to active attacks, buffs to chains and cleave/greater cleave, ranged aoe attacks etc.
If everything gets buffed to that level, what content are we supposed to play then that is still a challenge? Only raids? Running into a room and pressing one button to destroy everything barely qualifies as gameplay in my eye. That is why I can really not understand all the tears for the old energy burst. It's also why I can't understand why chains/qc are now supposed to be untouchable.
And yes, the fact that the game is so extremely focused on end rewards is part of that problem. Many players don't want challenge that keeps them from getting to the rewards as quickly as possible.
Most of the satisfying gameplay happens before a quest and right at the end of a quest. That can't just be solved by number buffs though.

If I had a game and were to realize how many people play by simply running through and minimizing interaction with the actual elements of a level/quest, I would ask myself what I did to either make the gameplay too boring/dull or the rewards too rewarding. I wish the developers of this game would start at that point when planning balance changes.
Hate to admit it but this is facts.

As an adventurer, I obviously want to chase max power, and I find a greater level of interaction by selecting higher difficulty modes in quests. But, one, reapers are a bit immersion-breaking at this point; someone recently pointed out that they are the SAME few monsters in EVERY quest, and now I can’t unsee it. And two, you’re right about the game feeling a lot more end-goal driven than experience-driven, and that is a problem.

The way that DDO is, today, seems a bit too streamlined for moneymaking and appeals to FOMO, power, and endless grind. There is still a lot of mechanical fun to be had, and I love the action combat and I love my super powerful toon and selecting high reaper and all that, but yeah. It feels less like the innovative thing it was supposed to be on release.
 

Fizzix

Well-known member
Im totally against nerfing any particular core style.

What is needed is better design of quests and raids to require more rock paper scissors type encounters.

  • Combat should be slowed down by about 100%. Its too fast so there's always some class that feels like they're just chasing the DPS classes
    • this doesn't mean bloating completion time of the dungeon, just smarter mob combat design.
    • If combat is slowed there needs to be fewer copy/paste mob packs of no significance
    • More interesting single mob spawns with special abilities
    • More positional awareness during combat should be required like the dino charge.
  • Combination of any two melee | arcane | divine | primal debuff have additional value buff/debuff to the combat on top of the spells themselves,
    • like an inverse dungeon alert. mobs should be overwhelmed when theyre getting ro-sham-bo'd by several magic schools
  • Mobs should require some sort of debuff or players should be require over-healing to survive
    • Mob DPS output could be from slows, stat deduction, irresistible short duration stuns.
    • Mob packs should require some tactics. like casters being CCd and melee being debuffed.
  • Highest single target DPS should be a melee followed by ranged
  • Highest AOE DPS should be a caster
Im not against a duos of super high PL chars facerolling through R1 content, but it should require some sort of teamwork build variance to make it that easy.
 

saekee

long live ROGUE
I would like to see some minor buffs to hybrids, nothing too crazy—add some doublestrike somewhere in Fatesinger, oddly missing; improve Shadowdancer’s epic strike in some way, even if you just make the mf animation faster; add spellpower to Divine Crusader’s cores and elsewhere; and, strangely, I would make Shiradi be melee friendly as well somehow, even if just for a couple cores.
 

zenman

Well-known member
give every class frickin' insta-Death beams shooting out their eyes. No more dice rolls needed so it will reduce lag and be totally fair; just look and it dies. Problem solved. Yea, Balance! lol
 

Rage

Well-known member
I want to be . . .

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Blerkington

Well-known member
That is not what happened. Other epic strikes were buffed simultaneously with the energy burst nerf. The current weakness of casters is not the result of that nerf, but of all the buffs to physical styles: imbues, percent damage bonus to active attacks, buffs to chains and cleave/greater cleave, ranged aoe attacks etc.
If everything gets buffed to that level, what content are we supposed to play then that is still a challenge? Only raids? Running into a room and pressing one button to destroy everything barely qualifies as gameplay in my eye. That is why I can really not understand all the tears for the old energy burst. It's also why I can't understand why chains/qc are now supposed to be untouchable.
And yes, the fact that the game is so extremely focused on end rewards is part of that problem. Many players don't want challenge that keeps them from getting to the rewards as quickly as possible.
Most of the satisfying gameplay happens before a quest and right at the end of a quest. That can't just be solved by number buffs though.

If I had a game and were to realize how many people play by simply running through and minimizing interaction with the actual elements of a level/quest, I would ask myself what I did to either make the gameplay too boring/dull or the rewards too rewarding. I wish the developers of this game would start at that point when planning balance changes.
This is a pretty fanciful retelling of what happened to casters, and it conveniently leaves out most of what happened.

No mention of the MCL nerfs or the spell damage nerfs in r7+ difficulties? No mention of proc damage nerfs? Casters are where they are solely because some active melee attacks got a damage boost? Give me a break.

If the developers want to do the work to improve weaker melee builds that's fine with me. My point is removing what makes weaker builds somewhat effective before that other work is done will not produce a good outcome, the same way it didn't for casters.

So by all means adjust QC and other outliers, but not before bringing up those builds that need some help.
 
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