clunkiest = most powerful play style is bad for the game's health

Bjond

Well-known member
Buff management overall is a huge piece of low hanging fruit for a QOL upgrade
They'll never do this, but how I think they should work is "long, short, & forever":
  • long = until death or quest exit
  • short = 2m (4m extended)
  • forever = keep it even through death (guild buffs .. why do these even have a timer?)
And, if you can cast it on others, it's a group buff. No such thing as 1x1 buffing .. ever. What good thing happens as a result of making a raid stand around for 12 single target buffs versus one group buff?
Lol you could always use auto targetting.
IPS kinda only works WITHOUT tab-targets. If you pick a target, your IPS bolt stops on that target and is very narrow. If you don't, it's wide and hits everything all the way through to maximum range.

I still only use IPS for questing. The only raid use I've ever found was on the Dryad Beatle line. These days, I swap it out for something better at cap.
 

Monkey_Archer

Well-known member
I believe the biggest issue with ranged "clunkiness" is that it appears that when an attack is queued, the target of that attack is also queued at the same time. This leads to the queued attack targeting a monster that may already be dead. I believe this also occurs with melee attacks that can be targeted, but its less noticeable with faster attack speeds.

If attacks checked targets when they are fired, rather than when they are queued, this would go a long way to make ranged (and even some melee) builds feel a lot more responsive. It also wouldn't change anything about the ranged style that some players currently enjoy.
 

Cildar

Well-known member
seen so many new players asking or be recommended to repeaters or inqu, same thing on r10 ends with all the throw monks but lets face it ppl play these builds because they are powerful not because they r smooth/fun to play.

range is by far the clunkiest most antiquated play style in ddo, every time i see someone reviewing ddo on youtube i get scared when they hover over ranger classes in char creation.

range need more attack speed(but less dps), bigger targeting arc, less iqs more aoe...... unless ssg can smooth out the player experience STOP funneling everyone in to this tab targeting nightmare play style from the early 2000s
Oh neat a new flavor of nerf the ranged classes cause my class is not as much dps.
 

Cildar

Well-known member
This is how I feel about juicing Trick Shot.
The Juicing of trick shot (meaning the new bigger legendary trick shot?) is not much. You have to tumble to get the added ranged power and it doesn't last long enough to matter. I just tested it for a couple of days. You are much better off standing still and archer focusing at 15 stacks until you cackle and take aggro from the tank.
 

Oliphant

Well-known member
The Juicing of trick shot (meaning the new bigger legendary trick shot?) is not much. You have to tumble to get the added ranged power and it doesn't last long enough to matter. I just tested it for a couple of days. You are much better off standing still and archer focusing at 15 stacks until you cackle and take aggro from the tank.
I'm not whining about power creep I'm talking about juicing the most annoying playstyle in the game (the tumble nutcase).
 

Bjond

Well-known member
I'm not whining about power creep I'm talking about juicing the most annoying playstyle in the game (the tumble nutcase).
I agree on how annoying it is AND how jarring. Ranged combat is vastly improved by staying still. It's fundamental to the style.

Mobility is huge for many MMOs when increasing encounter difficulty. FFXIV & ESO & Terra & GW2 & SWTOR .. and uh .. heh, probably all of them .. up difficulty in raids by adding "get out of bad" mechs. FFXIV is absurd about it with vanishing floors or icy ground that tilts to slide you off.

From a very high level view, making mobility a thing can be great for an MMO. They just chose the WRONG style. It's not ranged that needs to duck out of bad. It's melee. ALL the other MMOs understand and make melee the mobile style.

SWTOR had the most fun melee mobility, IMHO, but they're all far FAR more fluid and fun to use than DDO's clunky tumble. Hmm, Terra's zig-zag Ninja dash was silly fun, too (their ninja used a shuriken bigger than the ninja -- comic, but fun).

I wish DDO's devs had even 1/100th of the creativity for class abilities that those games had. Instead, they just give us cheap hacks like ranged!? tumble-power.
 

Tanis

Well-known member
Some people want to "play the piano" really fast pressing many keys every second - each key press mattering less.

Others want to press fewer keys which each key press mattering more.

I find that DDO has been pushed too far towards the former - where every build seems to be pressing far too many keys far too often each of them mattering little. That is my personal opinion - not something I want to push on others though.
It’s the opposite for ranged and it’s boring AF clunky as all

Mash they keys in a row to get biggest boom rinse repeat yawn

Ranged was better when attacks were faster and did DPS by hitting more times instead of these big spike damage attacks

The problem with this is that there is no other option that gives a different play style if you want that DPS


The devs decided that laying down more hits faster was lag so they gave us the slow boom yawn fest
 

PaleFox

Well-known member
I believe the biggest issue with ranged "clunkiness" is that it appears that when an attack is queued, the target of that attack is also queued at the same time. This leads to the queued attack targeting a monster that may already be dead. I believe this also occurs with melee attacks that can be targeted, but its less noticeable with faster attack speeds.

If attacks checked targets when they are fired, rather than when they are queued, this would go a long way to make ranged (and even some melee) builds feel a lot more responsive. It also wouldn't change anything about the ranged style that some players currently enjoy.
The game mechanic that just about everybody is using is tab and by default that targets the closest of the mobs, which tends to be the same mob for everyone.
Just double tab, shift-tab or set it in the options to target the furthest mob instead of closest.
 

paddymaxson

Deliberately obtuse
I hones
YES! VKF is the prime example of button-bloat. Why do you press those buttons? No reason other than to keep a buff running. That's it.
Honestly any buff that you have to recast every minute or two should be togglable to just cast again automatically every minute or two.

Reload is great and I don't think I could play without it now.
 

LurkingVeteran

Well-known member
I agree on how annoying it is AND how jarring. Ranged combat is vastly improved by staying still. It's fundamental to the style.

Mobility is huge for many MMOs when increasing encounter difficulty. FFXIV & ESO & Terra & GW2 & SWTOR .. and uh .. heh, probably all of them .. up difficulty in raids by adding "get out of bad" mechs. FFXIV is absurd about it with vanishing floors or icy ground that tilts to slide you off.

From a very high level view, making mobility a thing can be great for an MMO. They just chose the WRONG style. It's not ranged that needs to duck out of bad. It's melee. ALL the other MMOs understand and make melee the mobile style.

SWTOR had the most fun melee mobility, IMHO, but they're all far FAR more fluid and fun to use than DDO's clunky tumble. Hmm, Terra's zig-zag Ninja dash was silly fun, too (their ninja used a shuriken bigger than the ninja -- comic, but fun).

I wish DDO's devs had even 1/100th of the creativity for class abilities that those games had. Instead, they just give us cheap hacks like ranged!? tumble-power.
Mobility in general is great in DDO with fast run speed and high jumps, it's just that tumbling is a bit jarring. I'm not entirely sure why. I don't think the forward leaps are bad unless you are lagging. Spring Attack is pretty fluid even. Maybe tumbles should be shorter and have more charges so you could control them better?
 

norriskwondo

Well-known member
I agree. More efforts should be spent now to make other types of combat viable, rather than nerfing Ranged.

With the inquisitive nerfs, things seem more or less fine? Inq feels about at par with what it should be, Bows and GCB could both be improved by giving them 50% ability mod from PBS (And require being in pbs range) and another 50% from IPS (Which currently bow only has). Give the Mechanic tree another 50% ability mod at 12 and another 50% and +3 19-20 multi at 20 and it'll almost be worth using.

Melee is currently dominated by Vistani and needs across the board improvements for their trees/feats, while Vistani needs to be dialed back. It's only seen as not 'terrible' right now because everyone just runs kukri vistani and somehow that's perfectly fine. Active attacks and melee strikes suck, to the point that the only viable aoe strike (Quick Cutter) remains best in slot despite being (understandably) nerfed.

Casters are in hell and they exist in a twilight zone where they're incredibly powerful while levelling but are treated incredibly poorly by epic levels. I personally value Spell Power at about 4-5x less valuable than Melee Power, yet somehow trees give out the same spell power from cores as they give melee/ranged power, require more random AP tax to get spell power, and have more stupid restrictions. Whereas physical DPS get exponentially better through melee/ranged power plus weapon enhancement + stats, casters only scale through spellpower, which is linear. There's no spell crit in EDs, very little spell crit in feats, and while the crit damage is cute, it just doesn't come into play properly. Maximum Caster Level needs to be abolished, and then spell power needs to be looked at and balanced around that, because quite literally we're in a linear wizards, quadratic warriors situation.
I like what they did with epic spell focus incorporating all spell schools as one, that would be helpful at heroic levels since every caster to include warlock uses more than one school of magic. Then they can dial it with their gear instead of feats. That would really help out casters.
 

Bjond

Well-known member
tumbling is a bit jarring. I'm not entirely sure why
Many DDO animations include a "wind-up" after you press the button. This is why they feel and look bad / weird. Tumble is like that, too. There's a slow crouch before it finally it fires.

All it takes is 100ms to ruin it (1/10th of a second). A windup less than that is below direct human perception, though we'll still kinda notice it subliminally in retrospect.

This is why those few quick animations like spring attack feel good; press button and it happens -- no windup delay.

BTW, a lot of games don't get it right. The only one I ever played that got every animation snappy and visceral was Terra. The rest of the game sucked, but damn if combat immersion wasn't absolutely incredible.
 

Jaspar

Well-known member
I'm not whining about power creep I'm talking about juicing the most annoying playstyle in the game (the tumble nutcase).

To be fair, ranged was in a really bad place. SSG were genuinely concerned thst other builds were getting as high as 50% of ranged DPS.

Its why they are desperately trying to fix the issue where sometimes missiles go missing and dont trigger attack rolls and damage.

Casters are melee will be looked at one day. When its needed.

Just played ranged for now.
 
Top