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Defunct

Well-known member
Clicksavers:

Update 78.0.1 Release Notes

Here are the release notes for Update 78.0.1, released on Thursday, March 5th, 2026.
News and Notes:

An initial process has been implemented to mitigate poor game performance in public areas and guild airships during higher population times.

Level 36 items placed into Shared Banks, Character Banks, and Reincarnation Caches now display in list results.
 

Seppi Pearlsmith

Gnomepletionist
Any plans to address the lethal effects of Scorching Rays and Frost Lances from mobs? It's fun being a little scared, but it won't be fun forever. ;)
I noticed that I cannot run quests I normally could. I thought my new build is weak even I ran dozens of similar pyjama builds before.
The invisible wisps are really bad. One shotting is not good mob ai or challenge.
 

Driaza

Asker of Questions
Level 36 items placed into Shared Banks, Character Banks, and Reincarnation Caches now display in list results.

Nice
 

Mokune

Well-known member
How about the Monster Hunter normal Rem turn in dude getting fixed so it's active?
 

Holgar

Well-known member
I've been reading on these forums that the game is too easy and we need reaper 11, but one little bump on two spells makes everyone run around screaming. Not sure what to think about it.
Well, I don't think my post sounded like I was running around screaming. It's obviously not a little bump and it's obviously a bug that directlly contradicts the notes. Plus, I know it's hard for some folks to fathom, but not everyone in this game plays Reaper and runs 50+ past lives. I for one do not.
 

Celtic

Well-known member
Bank cache was doing weird things before, like not filtering equipment properly by level, not just 36 stuff. Or not showing the level of the items. I hope they fixed this too.
Some of the items seem to lose the info about their minimum level for some reason, been going on quite a while. If you're looking for something in particular use the item type filters as they always work regardless of indicated level.
 

Phoenicis

Savage's Husband
Bank cache was doing weird things before, like not filtering equipment properly by level, not just 36 stuff. Or not showing the level of the items. I hope they fixed this too.
Some of the items seem to lose the info about their minimum level for some reason, been going on quite a while. If you're looking for something in particular use the item type filters as they always work regardless of indicated level.
This is easily reproduceable (and avoidable).

Anything that moves from a bank to a bank (or TR cache) loses it's min level.

Anything that moves from inventory to a bank (or TR cache) maintains it's min level.

Edit: Exception I just recalled: Moving from bank to bank will lose item min level but occasionally (not always) retain augment min level.

Devs have acknowledged the bug, but don't seem to have a path to fixing it.
 

Blaster

Well-known member
“An initial process…” is the key phrase here. This appears to be a multi-step process, so don’t be surprised if things aren’t fixed right away.

As we saw with transfer lag, there probably is no “silver bullet” fix for this, so don’t get too excited just yet.

There are several other bug fixes in the system as per @Flimsy Firewood and @Tonquin, and my guess is that those will be rolled out in the coming weeks, so if you don’t see something yet that needs fixing, odds are it’s on the way, so just be patient.
 

SquireZed

Well-known member
I've been reading on these forums that the game is too easy and we need reaper 11, but one little bump on two spells makes everyone run around screaming. Not sure what to think about it.
I think the problem is that some of those spells present real problems for players who aren't pretty far on the past life treadmill, don't have optimized builds, and don't have stashes full of named loot. The reason why the change made spells like frost lance so powerful is that it made it capable of bypassing significantly higher cold resistance values. And, on paper, that's fine for enemies to get too, since it means that they can actually pose a threat to hardened characters. But the way the scaling works means that a mob with a caster level of 20 is now doing a base of 10d8+80 cold damage to a target before any modifiers... three times.

Now, I might be able to soak 125 cold damage (fort save for half) three times on the main I have with a bunch of past lives, festival cold resistance cosmetics, and ready at level gear at the point where I start hitting enemies with caster level 20 and things level off as MCL gets hit. Now, I don't remember exactly how caster level scales for mobs in DDO, and I wasn't able to find it quickly on the wiki, but I'm guessing that it's based on CR which keeps pace with or exceeds player level. If you factor in higher difficulties where mobs get spellpower bonuses or even champions who can scale that even more, suddenly you're hitting for what could be upwards of 200 base damage in heroics three times in rapid succession without a chance to heal.

If players had the same HP as monsters, this would be trivial, just like how adding this doesn't suddenly turn fire/cold savant into win buttons for building a character. But they do not. My main can tank this and be fine. My alts? Some of them will do fine, some will not. A newbie on a first life who doesn't know what they're doing with their build and doesn't have guild buffs, piles of gear, and a bunch of past lives to help with durability? Well, let's just say I'm not optimistic about the chances, even with resist energy and protection from energy.
 

Villefere

Well-known member
People should be challenged though.
There is a reason we optimize builds, chase gear and past lives.
Remove the challenge and these goals become meaningless.
 
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