Changing the scaling on the buff / protection spells.

Minako

Well-known member
It seems that some spells like your stat buffs - Bulls strength, eagles splendor, etc and a few of your protection spells, mostly protection from energy, but others like your armor spells are just not useful beyond the very low levels. What would we think of making say the stat boosters a different kind of bonus so they stack with the base stuff you get from equipment? Energy protection is the one most in need of a scaling boost because in most cases it does not protect you from even a single hit. The spells are not worth the mana it takes to cast them.

The main advantage a wizard has over a sorc is I can get every spell in my spellbook to cover almost any situation. The way protection / buff spells work on here anything other then a nuke is a waste of a spell slot. This probably affects clerics worse then it does mages considering a lot of their spells are the protection and buff types. There has to be a way to make these spells actually worth using and not make them so overpowered spellcasters a cheat code for cruiising through the game.
 

Macenzie

Well-known member
I would agree some low level stat spells could use a boost in usefulness past level 6 or so, apart from the quest where you can skip a couple of altars with Bears/Bulls :)

I don't know how easy/possible it is to do from a development point of view, but I would be happy if they reduced Bulls Might to a stacking +2. That would be useful at low levels but still have a point at higher levels. BUT in theory then you would then have all the players nagging the casters for various main stat buffs which would take up precious spell slots...

One of my minor iritations. Why did Shield of Faith miss out of the "minimum 5 minutes" pass that happened to most of the other low level spells?

If it suits your build, don't sleep on Core 3 in Primal Avatar "Weathering the Elements: 15% Absorption versus Fire, Cold, Electric, Acid, and Poison Damage. Your Protection from Energy spells now apply 25 points of Energy Protection per Caster Level and no longer have a Max Caster Level"
 

Minako

Well-known member
I am heavily invested in draconic right now for my acid blast, but I will look into it. If they just baked the 25 points per level into the spell and still kept the cap at level 10 or 12. It would be useful enough to use before you get to epics and can get that.
 

Macenzie

Well-known member
On a caster I could do without being nagged to cast multiple ability buffs on mulitple people, thats bad enough when I play a bard just whispering one song to each person! And don't say Mass spells, as I have better things to slot there.
 

Zvdegor

Melee Artificer Freak
Some of the spells could follow the Cannith Crafting level values (or very close to it)

Some spells like Enchant Weapon/Armor could give +1 bonus for every heroic/epic/legendary levels (so +1/2/3)

Elemental resist/protection spells could also produce elemental absorption beside there elemental res/prot value to be more useful at higher levels

Basicly 75% of spells of every class could get a facelift for a modern DDO gameplay
 

l_remmie

Well-known member
Magic spells in general in DDO need a complete overhaul and have done so for years. Pen and paper rules from the '90s just dont work well in an evolving computer game.
 

bootch

Member
I would agree some low level stat spells could use a boost in usefulness past level 6 or so, apart from the quest where you can skip a couple of altars with Bears/Bulls :)

I don't know how easy/possible it is to do from a development point of view, but I would be happy if they reduced Bulls Might to a stacking +2. That would be useful at low levels but still have a point at higher levels. BUT in theory then you would then have all the players nagging the casters for various main stat buffs which would take up precious spell slots...

One of my minor iritations. Why did Shield of Faith miss out of the "minimum 5 minutes" pass that happened to most of the other low level spells?

If it suits your build, don't sleep on Core 3 in Primal Avatar "Weathering the Elements: 15% Absorption versus Fire, Cold, Electric, Acid, and Poison Damage. Your Protection from Energy spells now apply 25 points of Energy Protection per Caster Level and no longer have a Max Caster Level"
An option for stat buffs
Better scaling per x lvls
Then add 2 higher level spellls
single target buff all stats
Mass buff all stats
 

waysider

Well-known member
(As Macenzie pointed out) There's already of a precedent for this in the Primal "Weathering the Elements" third core, that takes Protection from Elements from 120 up to 700ish. That'll handle a tick of DOT so it's actually worth casting (or even recasting) at endgame. Weathering shows how easy/hard it might be to would be to develop, yanking the MCL cap seems like it'd maybe just be straightforward numbers edit.

Yes, there's way too many spells that grant tiny or non-stacking bonuses, that by endgame are either doing nothing or is less than a 1% bonus. That's why Ram's Might is still a thing some people want on their gear or a spell they want to cast; at endgame yes it's a small %, but is an actual benefit.

Tradeoffs are fine; good buffs that cost in AP and mana would be acceptable, and a much more interesting choice than the wastes time - wastes attention - doesn't do anything combos that we have now
 

l_remmie

Well-known member
I'd like to see magic more diversified like alchemist spells.
Throw some different stacking boosts in there.
Also tie-ins in enhancement and destiny trees are great design space.
 

Chacka

Well-known member
Yes, ability buffs should scale in the same way that items do. In general, every spell should remain useful at any character level, and therefore, they should scale with the character’s overall level as caster level and not just their class level.

Another example, the Knock spell is limited to a maximum caster level of 10. Additionally, items related to Transmutation do not even increase the skill check for this spell.
 

Speed

Well-known member
Make them special bonus (like jump/tumble stack with items or alchemical stat like alchemist), extra benefits (like shield/nightshield with immunity to magic missile type spells or protection from evil with immunity to some enchantments) or scale with Cannith Crafting.
Cleric buffs are mostly morale/luck/sacred bonus.
Some buffs get extra bonuses in some trees (like ac/prr/mrr for mage armor, shield, nightshield).

Spells are getting mass update once per few years, so I believe there is a chance since game is extended to legendary content now.
 

GramercyRiff

Well-known member
Divine Power's STR buff needs to stack as well. We don't have Righteous Might. We don't have Shapechange or Polymorph. Divine Power needs to carry more than it does. The clickies that exist can remain non-stacking if need be.
 

Smokewolf

Frequently banned member.
It seems that some spells like your stat buffs - Bulls strength, eagles splendor, etc and a few of your protection spells, mostly protection from energy, but others like your armor spells are just not useful beyond the very low levels. What would we think of making say the stat boosters a different kind of bonus so they stack with the base stuff you get from equipment? Energy protection is the one most in need of a scaling boost because in most cases it does not protect you from even a single hit. The spells are not worth the mana it takes to cast them.

The main advantage a wizard has over a sorc is I can get every spell in my spellbook to cover almost any situation. The way protection / buff spells work on here anything other then a nuke is a waste of a spell slot. This probably affects clerics worse then it does mages considering a lot of their spells are the protection and buff types. There has to be a way to make these spells actually worth using and not make them so overpowered spellcasters a cheat code for cruiising through the game.
This problem applies to every Heroic spell and SLA, as well as many of the Epic ones. Hence why fewer and fewer players are hanging out in Epics as casters. It's just easier and more efficient to use Physical DPS to side step much of the Nerf BS arbitrary imposed upon casters.
 
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Minako

Well-known member
To the people complaining people will be asking you for spells don't most buffs and protections have a mass version? Pop into a dungeon and hit like 3 buttons and off you go?
 

droid327

Hardcore casual soloist
I don't think it should become a stacking type, that's just power creep, especially since anyone can buy and use pots. If everyone can do it then it just becomes expected, balanced for, and then it's something you have to do rather than something you get to do

It works nicely as an alternative to gear/aug for a minor stat, though it could scale with the CC curve so it stays relevant for that purpose. Casters have enough to gear for anyway without needing multiple stat augs for dex, str, etc. just to eg situationally avoid helpless debuffs or make skill checks. Feel like a low level spell slot is an appropriate opportunity cost for saving a colorless augment slot
 
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