DC pass - epic fail

Lazuli

Well-known member
As far as I'm concerned, the correct way to play this update is abandon all hope of doing any damage and build for DCs and tank stats, you can gain about 5 without too much effort. 5k+ hp no fail instakillers are at least decent in the current game... just don't try to solo anything.
No, the right way is playing other games where the devs know what they are doing and respect their clients .
 

PersonMan

Well-known member
See only 14/7 personally on ML32 stuff. Need check ML34 CC stuff specifically for better amount... 8)
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Reminder that Legendary Craftsmanship (+3) and Curse of Major Masterworks (+2) also exist.

It is difficult to judge what the actual potential is since RNG items have a range for effects, but consider trying to get 4 matching useful max roll affixes with dual augment slots, legendary craftsmanship and curse of major masterworks. I ransacked mabar last year and never even matched Spell Schools. (mostly got weapons/armor, which are entirely useless)
 
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Spook

Ghostly Troll
That is simply, and objectively false.
You are confusing raising the dc ceiling with making it easier to gear.

Individual schools is harder to gear than spell focus mastery especially when IoD augments are no longer top tier.

An optimal gear set is much harder now than before the patch even if the DCs reachable by that gearset is much higher.
 

Wizard

Well-known member
Legendary fail, even.

(still major DC issues in legendary content)

Please release part 2 soon where you increase DC of feats (including free epic and legendary feats), enhancements, epic destinies by a lot. Ideally to match dragonlord, since all casters are just as relying on DCs to land as DL is.
 

Fizzix

Well-known member
The whole thing is just pants on head for casters. Its too hard to adjust, and classes who haven't had a revamp in forever or have worse been nerfed excessively are suffering. I dont know what the fix is, but I think the D20 probability limitation combined with MCL schema and level increases are killing caster classes.

MCL should be done away with altogether. Its impossible to balance when 100% of your spells stopped adding damage at level 20 except for +MCL every other level in epics + the silly SLA "Master of" shenanigans.

The whole spell school specialty needs to be nixxed altogether. Combine it all to spell mastery DC by level with raid gear getting a +1 bonus vs quest blues. Raid gear should have cumulative stacking enhancement that makes it easier to achieve.. Someone decked out in raid gear should be significantly more powerful than quest blue.

This whole concept of individual spell school DC would be like separating doublestrike/strikethough on equipment into different bonuses base on which fighting feat you've selected:
  • equipment/insightful/quality/profane/artifact SWF doublestrike
  • equipment/insightful/quality/profane/artifact TWF doublestrike
  • equipment/insightful/quality/profane/artifact THF doublestrike
  • equipment/insightful/quality/profane/artifact SWF Strikethrough
  • equipment/insightful/quality/profane/artifact TWF Strikethrough
  • equipment/insightful/quality/profane/artifact THF Strikethrough.


Then further segregating gear by Melee power into MP by weapon...
equipment/insightful/quality/profane/artifact Simple Light
equipment/insightful/quality/profane/artifact Martial Light
equipment/insightful/quality/profane/artifact Exotic Light
equipment/insightful/quality/profane/artifact Simple One-Handed
equipment/insightful/quality/profane/artifact Martial One-Handed
and so on

And then removing the Stat to Damage Bonus...

That would be absolutely nonsensical, Melees would quit en mass.

But its what it feels like as a caster trying to balance 2 or 3 of 8 schools and 11 spell powers.

Spells should have some sort of linear damage progression

Adjust the die system so spell levels affect more closely the investment in the class. 1d4 to 1d4+1 to 1d6 to 1d8 or 2d4 etc . higher level spells should have a big chunk of static base damage nominally 50% of the possible damage. 500+ CL* d10 (absurd example).

For every level as a caster, a spell should gain a linear level of damage output. It would be far easier to balance than all the ridiculous nonsensical limitations currently imposed.
 
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Bravgji

Well-known member
Do you have something in mind?

If things go sour (and we are getting there), I'll return to Warframe.
There's a lot of grind but the devs listen to the players, and it isn't hard to get progress that matters forever. Like recently getting Nezha Prime for me. Will be trying to get good weapons to move to SP.

Unlike DDO where you can have your procs nerfed overnight.
 

Necrodancer

Ancient beyond measure
There's a lot of grind but the devs listen to the players, and it isn't hard to get progress that matters forever. Like recently getting Nezha Prime for me. Will be trying to get good weapons to move to SP.

Unlike DDO where you can have your procs nerfed overnight.

Indeed, I was almost max MR when I left. I could not stand the Nora night wave, nothing against her and I actually loved the character but the event became pretty much a job.
 
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Bjond

Well-known member
IMHO, spell DC gearing should be a mild gear-check; ie. if you have one single-school equipment focus item OR a full stack of mastery, nothing should ever succeed on a DC check. It should not be a hard wall that results in a casters unable to do much of anything until climbing it.

Focus mastery is still much lower than combat mastery. Why? They should be identical.

That single-school is so much higher than mastery is a tetris nightmare, particularly with the new trend towards only one colored slot on gear and the complete lack of single-school augments at cap.
 

woq

Well-known member
IMHO, spell DC gearing should be a mild gear-check; ie. if you have one single-school equipment focus item OR a full stack of mastery, nothing should ever succeed on a DC check. It should not be a hard wall that results in a casters unable to do much of anything until climbing it.

Focus mastery is still much lower than combat mastery. Why? They should be identical.

That single-school is so much higher than mastery is a tetris nightmare, particularly with the new trend towards only one colored slot on gear and the complete lack of single-school augments at cap.
These are problems that they will sell expansion sourced rare loot to fix over the next year.
 

songswrath

Well-known member
thank you SSG for making gearing a dc sorc even more difficult. i didn't think it was possible, you've outdone yourself here, well done
Almost like they have no cule what they are doing. hey many experienced players warned and gave better paths but what do we know we only spend 90% of our free time in the ddo world. Its embarrassing how bad this update is
 

Quartis

Well-known member
In F2P there is balancing for the sake of game balance and balancing to encourage real money ingame store usage (now or in the future).
I'd say this does both at same time, but more ingame store use in the future. New caster items in new expansions hadnt enough increase to give a strong enough pull to get them.
And it also helps new casters that didnt yet have collected maxed out gear. its now easier to get DC for some spells for old Legend content.
A problem that I see with this school specialisation in gear is that dmg spells are the requirment to win boss fights/Dungeons/Quests but only some spell schools have dmg spells and it leads to more items that one doesnt want, because one isnt using this school at all.

The winner is obvious necro, it can do all: dmg, cc and instakill
 
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LurkingVeteran

Well-known member
As I understood their rationale for the equipment changes, monster DCs somehow scaled at a higher rate in legendary, while items did not. Still linear, but the rate was increased.

It makes sense that the gear should match the monster scaling - these need to match or DCs will become impossible at some point - but did anyone get why monster DCs scaled faster in legendary to begin with? Maybe they should have changed that instead of trying to micromanage item DCs and forcing everyone to re-tetris.

Going forward, this will likely also cause issues for other things like enhancements, EDs, feats etc that maybe now also should be adjusted to scale at the new faster rate of monsters in legendary. On the ED side, due to non-stacking DC bonuses I don't see much opportunity to scale with more points. They will need to spend effort retuning the ED system again soon.

Why build a game system like that? Balance seems reactive rather than proactive, which ends up causing everyone grief - including SSG.
 
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woq

Well-known member
Just remove the DCs from damage spells. Then casters can breathe again and focus on the more interesting aspects of the classes :).
Monkey paw curls, and the og 3.5 implementation calls:

Damage spells now also respect SP. No other changes.
 
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