Smokewolf
Frequently banned member.
I know very few people will agree with me, but I believe DDO needs an endurance-based resource system.
For Martials, this would take the form of an endurance bar that is consumed by attacking, sprinting, and other physically demanding actions. The same concept would apply to Casters, except that magical actions would consume mana while physical actions consume endurance. Both resources would regenerate naturally over time, allowing players to recover between encounters without making shrines a requirement. (Especially for newer players)
The immediate effect would be to slow the current "zerg everything" playstyle without simply inflating monster hit points or adding yet another layer of artificial penalties to compensate. At the same time, Casters would regain the ability to unleash full burst damage when the situation demands it, then recover between encounters without being shackled to shrine placement. While in doing so, much of the justification for the ever-increasing Nerfs / Penalties against Casters simply disappears.
More importantly, it would bring back something that DDO has steadily lost over the years: Class Interdependence.
Players would once again need to work together, covering teammates while they recover instead of expecting everyone to maintain maximum damage output indefinitely. It would encourage groups to think about party composition instead of stacking nothing but the highest-DPS builds available. Parties built entirely around melee, or ranged damage would quickly discover that sacrificing support, crowd control, and survivability comes with real consequences.
While all that may sound like a step backward to some people. I see it as a return to what originally made DDO stand out from other MMOs: players filling complementary roles instead of every character trying to do everything all the time. (Often solo)
Side note: Yes, I know that variations of this idea have been proposed before. Under normal circumstances I'd probably agree that it would be too radical of a change. However, looking at the current state of the game and at SSG's historical reluctance to roll back bad design decisions, I honestly don't see a better path forward. Continuing to pile new systems and penalties on top of old mistakes isn't fixing the underlying problem. It's only making the game more and more convoluted while solving nothing.
Your creative comments and suggestions are welcome!
(Oh and please VOTE)
Cheers!
Smokewolf
For Martials, this would take the form of an endurance bar that is consumed by attacking, sprinting, and other physically demanding actions. The same concept would apply to Casters, except that magical actions would consume mana while physical actions consume endurance. Both resources would regenerate naturally over time, allowing players to recover between encounters without making shrines a requirement. (Especially for newer players)
The immediate effect would be to slow the current "zerg everything" playstyle without simply inflating monster hit points or adding yet another layer of artificial penalties to compensate. At the same time, Casters would regain the ability to unleash full burst damage when the situation demands it, then recover between encounters without being shackled to shrine placement. While in doing so, much of the justification for the ever-increasing Nerfs / Penalties against Casters simply disappears.
More importantly, it would bring back something that DDO has steadily lost over the years: Class Interdependence.
Players would once again need to work together, covering teammates while they recover instead of expecting everyone to maintain maximum damage output indefinitely. It would encourage groups to think about party composition instead of stacking nothing but the highest-DPS builds available. Parties built entirely around melee, or ranged damage would quickly discover that sacrificing support, crowd control, and survivability comes with real consequences.
While all that may sound like a step backward to some people. I see it as a return to what originally made DDO stand out from other MMOs: players filling complementary roles instead of every character trying to do everything all the time. (Often solo)
Side note: Yes, I know that variations of this idea have been proposed before. Under normal circumstances I'd probably agree that it would be too radical of a change. However, looking at the current state of the game and at SSG's historical reluctance to roll back bad design decisions, I honestly don't see a better path forward. Continuing to pile new systems and penalties on top of old mistakes isn't fixing the underlying problem. It's only making the game more and more convoluted while solving nothing.
Your creative comments and suggestions are welcome!
(Oh and please VOTE)
Cheers!
Smokewolf
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