A very controversial suggestion.

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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 I see it as a return to what originally made DDO stand out from other MMOs: players filling complementary roles instead of every character trying to do everything all the time.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
 
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Upvote 6

Ebondevil

Well-known member
I've said it before, I'll say it again:

They should just turn Echoes of Power on full time for everyone

Magical training then increases the amount it gives, Epic Destinies that currently increase the limit, just increase the amount it gives, can add gear to increase the amount it gives, then they can remove Lost Souls from Reaper.
 

Blerkington

Well-known member
Standing around recovering stamina between fights sounds like really terrible, boring gameplay. Let alone what a godawful waste of xp potion time it would be.

That being said, I would prefer a slower pace of play in the highest difficulty settings. But I think that could be achieved through adjusting content difficulty rather than by adding something as obnoxious as a stamina bar.
 

Smokewolf

Frequently banned member.
Standing around recovering stamina between fights sounds like really terrible, boring gameplay. Let alone what a godawful waste of xp potion time it would be.

That being said, I would prefer a slower pace of play in the highest difficulty settings. But I think that could be achieved through adjusting content difficulty rather than by adding something as obnoxious as a stamina bar.
And there in lies the problem... The speed-thru content or its boring mentality doesn't work for non-Martial builds under the current caster restrictions. Besides, the end result is that the gap between Martial and Caster will only continue to widen as time moves forward. Making the game all but unplayable for half the builds currently in existence.

Sure you'll be just fine as a Martial build, but what about the rest of the players that came to DDO specifically to play a spell caster?

All I ask with my suggestion is that you keep an open mind.
 

Owlbear

Well-known member
The active combat is one of the fun things of DDO. The Class Interdependence was already gone by moving to more 5e like content.
 

Smokewolf

Frequently banned member.
The active combat is one of the fun things of DDO. The Class Interdependence was already gone by moving to more 5e like content.
This does not remove active combat, but could require a party to regen a bit between encounters rather than Zerg blindly thru.
 
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Smokewolf

Frequently banned member.
I've said it before, I'll say it again:

They should just turn Echoes of Power on full time for everyone

Magical training then increases the amount it gives, Epic Destinies that currently increase the limit, just increase the amount it gives, can add gear to increase the amount it gives, then they can remove Lost Souls from Reaper.
I could see this being a thing. Though it may not matter much in the long run if there's no restrictions on Martial combat to level the playing-field.
 
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Zvdegor

Melee Artificer Freak
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!

Cheers!

Smokewolf
That is a terrible game mechanic and I will immediately uninstall the game and cancel my vip after 15+ years.
 

Zvdegor

Melee Artificer Freak
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!

Cheers!

Smokewolf
Your suggestion would make sense without the 200+ Past Lifes and without the endless repetition of the game. Zerging exists because of the grinding exists. Your suggestion wont solve this problem but creates more stress for the old time players. What we need is a catch up system or Past Life sharing among alts or anything which drives away the focus from zerging and put the focus back on playing/team play. Your suggestion just an annoying block mechanism and will force the players who wont quit to find other ways to zerg. No offense.
 

Smokewolf

Frequently banned member.
That is a terrible game mechanic and I will immediately uninstall the game and cancel my vip after 15+ years.
Seeing that you play a Martial, I can understand your POV. Just consider though that the current path of game development is having the same effect on Casters, but players like yourself are apparently OK with this.
 

Smokewolf

Frequently banned member.
What we need is a catch up system or Past Life sharing among alts or anything which drives away the focus from zerging and put the focus back on playing/team play.
NO... Catch up systems are tantamount to Pay-2-Win. While I agree that the DDO store is a necessary evil, lets not turn DDO into War Thunder just yet.
 

Zvdegor

Melee Artificer Freak
Seeing that your play a Martial, I can understand your POV. Just consider though that the current path of game development is having the same effect on Casters, but players like yourself are apparently OK with this.
IMO the solution is not nerf the classes which can be played effectively and are fun. Devs should find ways for those classes which arent fun to paly or lacking behind to be better. Barriers, nerfs never the way to go.
 

Smokewolf

Frequently banned member.
IMO the solution is not nerf the classes which can be played effectively and are fun. Devs should find ways for those classes which arent fun to paly or lacking behind to be better. Barriers, nerfs never the way to go.
Yet Martials are currently "fun" precisely for the fact that Casters are under-performing. Makes perfect sense in a very selfish way.
 

Xgya

Well-known member
You're actively encouraging people to get back to full resources between each combat, because staying still to recover while in combat is obviously NOT going to work.

Between slowing down combat by making people wait between hits, and slowing down combat by making people have to hit things more (bloat HP bars), I'd rather have the second kind.
At least I'd get the impression I'm doing *SOMETHING*.

Your suggestion is the equivalent of asking auto-attacks to come back to being a one attack per click, and then adding a cooldown between those.
 

Jack Jarvis Esquire

Well-known member
I voted for this.

I'd not let folks automatically recover by hanging around between fights though. Maybe have something drop at the end of each encounter that partially revitalises them.

I think it would present an additional and interesting tactical challenge.

Worth a try, and if it doesn't work, just turn it off again.
 
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Smokewolf

Frequently banned member.
You're actively encouraging people to get back to full resources between each combat, because staying still to recover while in combat is obviously NOT going to work.
Recovering doesn't need to be standing still, just not being fully engaged in combat. Especially when the rate of regen will vary based upon the players build, gearing and feat selection.
 

Custodian

Well-known member
Standing around recovering stamina between fights sounds like really terrible, boring gameplay. Let alone what a godawful waste of xp potion time it would be.

That being said, I would prefer a slower pace of play in the highest difficulty settings. But I think that could be achieved through adjusting content difficulty rather than by adding something as obnoxious as a stamina bar.
That's how wizards have to play only they can't stand around to recover resources they need hard to acquire potions or a shrine.
 

Zvdegor

Melee Artificer Freak
So ranged will have an overheated weapon too? Or can they shoot endlessly without any anti-zerging mechanism?
 
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Custodian

Well-known member
So ranged will have an overheated weapon too? Or can they shoot endlessly without any anti-zerging mechanism?
This is DDO we don't nerf ranged characters here. I imagine with this change crossbow users would get a buff instead, that is the way.

ting ting ting
ting ting ting
ting ting ting
ting ting ting
ting ting ting
ting ting ting
ting ting ting
ting ting ting
ting ting ting
ting ting ting
ting ting ting
ting ting ting
ting ting ting
ting ting ting

that's the nails on a chalkboard style sound of partying with a crossbow user.
 
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