Lamannia U76 - Balance Pass

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SpartanKiller13

Why do I have 522 ddo build files
Throwing Axes/Hammers now use Strength for to-hit and damage.
  1. The Brutal Throw Feat is changing to +1 damage while using a throwing axe or hammer for every 8 points of Strength. (Starting stat, level increases and tomes here)
Please make this feat meaningful, it's +2-4 damage currently at best. Throwing Axes/Hammers are already outside Simple Thrown Expertise & Multitude of Missiles, so they're not even considered next to like Darts (which are already super niche at best) and Daggers (which have VKF to support them and are still quite niche). Those get 30-100% more Doubleshot (from STE) and MoM as a strong offensive clicky, so Throwing Axes/Hammers would need a huge buff to be even considered.

You're doing a balance pass and putting work into rebalancing a feat, and it still won't be taken after this. Make your team's work relevant. This is an opportunity to do something cool, don't waste it making Snake Blood 2.0 please.

Give them a 1s knockdown on-crit, or a crippling effect on-hit or something - it doesn't have to be damage, and it can be thematic with "Brutal" (lol there's no way y'all will add enough damage to compete with the other throwers, like idk +10 crit multiplier on 19-20?).
 

J1NG

I can do things others can't...
On my Dhampir on lam:
Cast DW>turn on undead form>turn off undead form>No DW
turn on undead form>Cast DW>turn off undead form>No DW

So it doesn't run supressed in the background for them at least.
Thanks for running that and correcting me on current implementation. Most interesting, it certainly answers something that was queried and I answered recently regarding chain effects and immunities to one part of the chain of effects blocks others and from this result it appears that it was more wide ranging that I thought. 🤔

J1NG
 

VinoeWhines

Well-known member
As has been mentioned several times in the Past with Shadow Dancer Epic Destiny Splash Tree as it was left fully undone and an identity crisis of a Tree with only caster choices in its main Tier V's and weak stealth choices. This could balance it out more to be its own self standing Tree.

Shadow Training: You gain the Magical Training .
Your weapons gain - Imbue with Shadow: This effect changes your equipped weapons, shields & orbs to the Force material type, causes them to be treated as implements, and grants a +1 enhancement bonus.

Each Core ability in this tree, including this one, grants the following:
  • +1 Epic bonus to Spell DCs
  • +25 Maximum Hit Points
  • +25 Maximum Spell Points
  • +5 Melee Power
  • +5 Ranged Power
  • +1 Sneak Attack Dice
  • +5 Force and Universal Spell Power.
EDP Cost: 1Ranks: 1Progression: 0Requires: None
Step Through Shadow: Dimension Door SLA. Cooldown of 2 minutes. (every core gains an SLA)

You are able to tumble through enemies.
EDP Cost: 1Ranks:Progression: 5Requires: Shadow Training, Character Level 23
The Darkest Luck: You gain the Evasion feat (normal Evasion rules apply). If you have Evasion, you gain the Improved Evasion feat. If you already have Improved Evasion, you no longer fail Reflex Saves automatically by rolling a 1. Temporarily acquired versions of these feats from other sources will not cause this enhancement to give you greater bonuses.
Distract: (SLA) Create an illusionary Shadow that appears at a targeted location, acting as a distraction and attracting attention of monsters who may be searching for you in the area. This will only successfully distract monsters who are not actively attacking. This ability may be used without breaking Stealth or Invisibility. Cooldown 30 seconds.
EDP Cost: 1Ranks: 1Progression: 10Requires: Step Through Shadow, Character Level 26
Cut to the Soul: +3% Dodge Bypass, +3% Fortification Bypass, +3% Damage versus the helpless.
When you Tumble through enemies they are stunned for 3 seconds.
You can cast
the spell Trap the Soul,(DC: 20 + INT/CHA/WIS mod + illusion DC or Assassinate DC) it automatically applies 3 stacks of the Darkness debuff even if the enemy survives the spell. Darkness debuff: You are vulnerable to Sneak Attacks. -3 Spell Resistance, -3 PRR and -3 MRR per stack. Lasts 12 seconds, stacks drop 1 at a time. Max 3 stacks.
EDP Cost: 1Ranks: 1Progression: 20Requires: Third core, Level 32

Tier 1 (Requires Character Level 20)​

Stealthy: +1/2/3 Reflex Saves, +2/4/6 Hide and Move Silently. Rank 3: You gain the Hide in Plain Sight feat.
Assassinate: +2/4/6 Assassinate DCs. (These two abilities Stealthy and Assassinate were always paired together and should not of been seperated as they are now. )
EDP Cost: 1Ranks: 3Progression: 0Requires: None
Cover of Darkness: +10/20/30% less threat from all sources. Rank 3: Gain the benefits of the Nightshield spell.
Your Sneak Attacks have a chance to trigger Improve Deception on enemy.
EDP Cost: 1Ranks: 3Progression: 0Requires: None
Well of Darkness:
  • +30/60/100 Spell Points. Rank 3: +5 Force and Universal Spell Power.
  • +2/4/7% Incorpreality. Rank 3: +10 Melee and Range Power.
EDP Cost: 1Ranks: 3Progression: 0Requires: None
Improved Assassinate: -1 /-2/-3 seconds Assassinate abilities Cooldown timer.
EDP Cost: 1Ranks: 3Progression: 0Requires: None
Technician: +2/4/6 to Search, Spot, Disable Device, Open Lock. Rank 3: If you have the Nimble Fingers feat, +2 Sneak Attack dice. Gain Nimble Fingers feat.
EDP Cost: 1Ranks: 3Progression: 0Requires: None

Tier 2 (Requires Character Level 20, 5 points spent in tree)​

Sleight of Hand: +2/4/6 Use Magic Device. +25/50/75% damage and healing of your wands, scrolls and other items that cast spells. Adds +1/2/3 to the save DC's of your offensive wands. Note: This does not stack with Wand and Scroll Mastery.(But devs said it would stack per posts on message board. )

Also gain:
Traps and Vial Mastery: If you have the Trapmaking Feat: You can make Noisemaker Traps(8 second clicky) or Noisemaker throwing Vials(on exploding they stick to door/wall and make ticking sound), with the ability to place(traps) or throw(Vials) in stealth.
Shadow Trapper -
(Tier 1): If you have the Trapmaking Feat, you can now add your Sneak Attack Dice and Damage to Traps and Veils.
(Tier 2): You can use the higher of Melee or Range Power to Traps and Veils you Throw.
(Tier 3):You can inscribe scrolls as Traps and Alchemical Recipes as Vials.
EDP Cost: 1Ranks: 3Progression: 5Requires: None
Dance in the Dark: +1/2/3 Sneak Attack Dice +5/10/15 Quality Shield Bonus and Strikethrough. +15/20/25 DR/Light.
EDP Cost: 1Ranks: 3Progression: 5Requires: None
Shadowform: Shadowdancer Destiny Mantle. Grants +30% Enhancement bonus to movement speed, 25% Insight bonus to Sneak Speed, 25% Insight bonus to Casting Movement Speed. Your attacks gain ghost touch, and may bypass the Incorporeality of monsters. 5% Dodge and Incorporeality.
EDP Cost: 2Ranks: 1Progression: 5Requires: None
Lithe: +2/4/6 Saving Throws. 10/15/20 Armor Class, PRR/MRR and Light Armor Max Dex bonus. Rank 3: +5 Force and Universal Spellpower.
EDP Cost: 1Ranks: 3Progression: 5Requires: None
Epic Strike: Multiselector:
  • Nightmare Lance (spell): Epic Strike: Conjure a lance of pure nightmares to impale your foes, dealing 1d6+6 Force damage per character level to all enemies in a line. On hit, opponent must make a Fortitude Save vs (DC 20 + Highest of INT/WIS/CHA Modifier + Illusion bonuses) or be cursed with Shadow Loss. Cooldown: 8 seconds. 15 SP.
  • Shadowstrike (Melee Attack): Epic Strike: Deals +50% Damage. +3 Critical Multiplier. +3 Critical Threat Range. On hit, opponent must make a Fortitude save vs (DC 20 + highest ability score + Assassinate Bonuses) or be cursed with Shadow Loss. Cooldown: 8 seconds.
  • Shadowstrike (AoE Ranged Attack): Epic Strike: Deals 30% Damage. +2 Critical Multiplier. +3 Critical Threat Range. Fire a single shot, hitting every enemy in an area around where the shot hits. On hit, opponent must make a Fortitude save vs (DC 20 + highest ability score + Assassinate Bonuses) or be cursed with Shadow Loss. Cooldown: 8 seconds.
Shadow Loss: You no longer cast a shadow. In addition, you have -5 Physical and Magical Resistance Rating, and -5 Spell Resistance every 2 seconds for 10 seconds.
EDP Cost: 2Ranks: 1Progression: 5Requires: None

Tier 3 (Requires Character Level 23, 10 points spent in tree)​

Grim Precision: +1/2/3 Spell Penetration, and you bypass 5/10/15% enemy Fortification.
EDP Cost: 1Ranks: 3Progression: 10Requires: None
ShadowMaster: Multiselector:
EDP Cost: 2Ranks: 1Progression: 10Requires: None
Depths of Darkness: Cloak yourself in magic and assume the form of an illusionary Shadow. Your Shadowdancer Destiny Mantle now grants +25% Incorporeality and 25% Concealment, and allows you to float as if you had Feather Fall. The Incorporeality portion does not stack with Alternate Forms bonuses such as from Wraith form.

Enable Feather Fall on holding block. (you can still float over ground but to Feather Fall you need to be holding block. Because having Feather Fall always on causes you in dungeon to be an easier target to hit -since you move slower- while jumping around in dungeon)
  • You gain the Sap feat.
EDP Cost: 2Ranks: 1Progression: 10Requires: Shadowform
Shadowdancer Focus: Multiselector:
  • Shadowdancer Spell Focus Abjuration.png +1/2/3 Abjuration DCs
  • Shadowdancer Spell Focus Enchantment.png +1/2/3 Enchantment DCs
  • Shadowdancer Spell Focus Illusion.png +1/2/3 Illusion DCs
  • Shadowdancer Spell Focus Necromancy.png +1/2/3 Necromancy DCs
  • +1/2/3 Assassinate DCs
  • Meld into Darkness: you gain 10/15/20 % Dodge that is not affected by your Dodge Cap for 15 seconds. Cooldown 30 seconds.
EDP Cost: 1Ranks: 3Progression: 10Requires: None
Epic Strike Upgrade: Multiselector:
  • U51 Dark Imbuement.png Dark Imbuement: When you activate your Shadowdancer Epic Strike, you imbue your weapons and spells with Evil energies for 12 seconds. You deal 1d6 per Sneak Attack Dice in Untyped damage on hit (scaling with the higher of Melee or Ranged Power), and on a Vorpal strike, your attacks blind enemies with no save. This blind lasts 15 seconds and can only apply to each monster once per 60 seconds. Gain Greater Shadow Loss.
  • Paranoia.png Paranoia: When you activate your Shadowdancer Epic Strike, you imbue your weapons and spells with Evil energies for 10 seconds. You deal 1d6 per Sneak Attack Dice in Untyped damage on hit (scaling with Force Spellpower), and on a Vorpal strike, your attacks blind enemies with no save. This blind lasts 5 seconds and can apply to each monster once per 60 seconds. Gain Greater Shadow Loss.
Greater Shadow Loss: As you no longer cast a shadow every Critical Hit does an addition + 3d6 in Untyped damage per Character Level every 2 seconds.
Stacks 3 times, scales with 200% Melee/Range/Force Spell Powers for 8 seconds.
EDP Cost: 2Ranks: 1Progression: 10Requires: None

Tier 4 (Requires Character Level 26, 20 points spent in the tree)​

Pierce the Gloom: +1% /2% /3% Dodge bypass, +4/6/8 to hit, as well as +4/6/8 to hit for Sneak Attacks, and to hit while Flanking. Rank 3: You gain immunity to Silence, Quell, and Blindness and knockdown.
EDP Cost: 1Ranks: 3Progression: 20Requires: None
From the Shadows:
You become invisible and You gain Shadow Phase being able to pass through enemies and are able to move through monsters as if you were ethereal for ten seconds.

From-Stealth Active (i.e. is sneaking): From a stealthed position, dissolve into shadows, before appearing some distance in front of you.
Enemise you go through are stunned for 2 seconds. This grants you the buffs from your Shadowdancer Epic Strike if you have them trained. Cooldown: 20 seconds.

Shadow Phase: You become invisible and are able to move through monsters as if you were ethereal for ten seconds.
EDP Cost: 2Ranks: 1Progression: 20Requires: None
Dark Mercy: Your Shadowdancer Destiny Mantle now grants you +5/10/15% damage versus the Helpless.
You take +5/10/15% less damage versus evil or negative damage, if undead you heal more per tier.
EDP Cost: 1Ranks: 3Progression: 20Requires: Depths of Darkness
Bring Darkness: When you roll a natural 20 on a Melee or Ranged attack, you envelop the target in shadow, applying a stack of Darkness.
If you have the feat First Blood, your Melee and Range attacks deals Double First Blood Damage against enemies with 70% or more HP.
it now triggers off of your harmful Critical spellcasts, and when it procs, it also applies a stack of Darkness.

Darkness debuff: You are vulnerable to Sneak Attacks, -10 Spell Resistance, -10 PRR and -10 MRR per stack. Lasts 12 seconds, stacks drop 1 at a time. Max 3 stacks.
Note: The wording of this enhancement is a little unclear on the interaction between Darkness and First Blood. First Blood only causes a stack of Darkness if it triggers off a spellcast.
EDP Cost: 2Ranks: 1Progression: 20Requires: None
Epic Strike Upgrade II: Multiselector:
  • Improved Imbuement: Your Epic Strike now increases your Melee range and Stuns for 3 seconds.
  • Improved Paranoia: Your Epic Strike now reduces the cost of all of your Metamagics by 1 Spell Point each.
EDP Cost: 1Ranks: 1Progression: 10Requires: None

Tier 5 (Requires Character Level 30, 30 points spent in the tree):​

Weird: Multiselector:
  • Ring of Shadowblades: Conjure a ring of interlocking illusory Shadowblades that Instantly Assassinate enemies if they fail their Reflex save. Enemies making their save take damage passing through them. Enemies take 1d6+2 Sneak Attack/Force damage per character level, with a Will save vs (DC20 + Illusory or Assassinate bonuses + Highest of Int/Wis/Cha) for half damage.
    Cooldown: 45 seconds
  • Weird SLA: A targeted foe and all nearby enemies are subject to a Phantasmal Killer effect. They must succeed on a Will saveing throw (DC20 + highest of INT/WIS/CHA mod + Illusion spell bonuses +Assassinate bonuses ) to prevent the death. EDP Cost: 2
EDP Cost: 1 or 2Ranks: 1Progression: 30Requires: None
Just a Taste: You have +1 Critical hit multiplier on roll of 19-20 with Bows, Thrown Weapons, Crossbows, Quarterstaves, and Finessable Melee Weapons. Your Vorpals gain Enervation.
EDP Cost: 1Ranks: 1Progression: 30Requires: None
Unholy Feeding:
You Gain Shadow Expulsion: Stealth Action (i.e. is sneaking): Your shadow courses out from you, cursing nearby monsters with Illusory Panic, Shadow Loss, and 5 stacks of Darkness if they fail a fortitude save vs (DC 20 + Highest Ability Score mod + Illusion spell bonuses+ Assassinate bonuses). Duration: 12 seconds. Cooldown: 1 minute
You also gain +10 Force and Universal Spell Power.

When you kill an enemy, you gain 10 Temporary Hit Points per Sneak Attack Dice for 20 seconds. You also Heal for 15 Hit Points per Sneak Attack Dice every 3 seconds for 12 seconds while in stealth.

As a Shadow Dancer absorbing your enemey you gain from them:
10 Melee/Range/Spell Power for 10 seconds
2 Universal DCs for 10 seconds
5% uncapped dodge and Incorporeality for the next 10 seconds .
Your steps are ethereal, so you will not trigger Pressure Plates and Bear Traps.
EDP Cost: 1Ranks: 1Progression: 30Requires: None
Greater Shadowdancer Focus: You may choose up to two per each cost.

+1/2/3 Spell Penetration and Spell DCs

+2/4/6 Sneak Attack Dice

+2/4/6% Uncapped Dodge for your Greater Meld into Darkness

+2/4/6% Incorporeality

-1/-2/-3 Seconds Assassinate ability Cooldown timer

+1/2/3 Assassinate DCs
EDP Cost: 1Ranks: 3Progression: 30Requires: None
Shadow Mastery (Epic Moment): Dissolve into a whorl of shadow for 30 seconds, leaving your corporeal form behind. While in this form, you are considered Sneaking and Invisible regardless of what you do. You also gain 10d6 Sneak Attack Dice, 50% Stacking Incorporeality, as well as the effects your Dark Imbuement, Paranioa, and Meld into Darkness as as if they had been fully trained and upgraded.

Your Assassinates gain Great Cleave effect and when non-boss enemies pass by you in this state, they are slain by their fear, automatically taking a Phantasmal Killer effect with no save. Duration: 30 seconds. Cooldown: 5 minutes.
EDP Cost: 2Ranks: 1Progression: 30Requires: None
 

Sammy

Active member
4. Radiant Servant (Cleric/Sacred Fist):
i. Positive energy shield buff - increase temp hp to double healing skill, and x4 of healing skill is target is level 20 or above.
ii. Efficient Empowered Heal costs 1 Ap per rank instead of 2.
iii. Divine healing now scales with 50% positive spell power (only 50% since the duration is so long). Will now have a line of sight check, double spell range (ray range)
iv. Reactive Heal will either scale with spell power or be increased to 2000. (these kinda effects are tricky sometimes)
These are great changes and very much needed to make these enhancements useful outside of early Heroic levels.

If you're unsure whether to increase Reactive Heal's base or scale it with spell power: in my opinion, the base should be increased to 500 and scale with 50% spell power. That would increase its general effectiveness while still rewarding spell power.

Also, I wouldn't mind if Reactive Heal triggered at 40% HP instead of 50%, but that's just what I want.
 

Contessor

Well-known member
Caster buffs are pretty non-existant. Archmage buffs are far too little in my opinion. And Warlock needs a a few more dice in legendary content. Maybe a new legendary feat avaialbe for damage caster that buff even warlock damage?

I think balance in the trees is not the best way to handle caster DPS as they perform fine in heroics and even late epics.
 

VinoeWhines

Well-known member
Mechanic:

Core abilities​


Tanglefoot: Cooldown: 30 seconds. Spell Resistance: No
  • Alchemical Trap Activate: Throws a flask of caustic liquid at your enemy, which explodes into a sticky mess. Enemies caught within by the goo puddle take: 4d6 acid and Poison damage Per Rogue Level every 2 seconds, Reflex DC (10 + Rogue Level + Intelligence Modifier + Assassinate DC or Disable Device is ok.) halves, and are slowed (does not affect bosses), Reflex (DC 10 + Rogue Level + Intelligence Modifier) negates. This damage scales with 200% Ranged Power.

Core V:
Expert Builder
: You gain a +1 Competence Bonus to Critical Multiplier with bows, crossbows & thrown weapons.


Removing it from Mechanics Core messes up Rogues that are using Core V in Mechanic Tree that aren't going up to Tier V in Mechanic Tree and lock out this ability when it wasn't Over Powerful at all, if anything it should match Vistani and go to Core IV. Each Core can give +5 Range Power as well.




Vistani Tree Core IV:
gets Plays With Knives: You gain a +1 Competence bonus to Critical Damage Multiplier with Daggers, Kukris and Throwing Daggers. Daggers and Throwing Daggers also gain a +1 Competence bonus to Critical Threat Range.
 

Rull

Well-known member
I like the direction of these changes. The native dex-to-damage will feel more intuitive for 5E players (or other new players in general).

I don't like stacking up to 50 prr/mrr over the course of 40 seconds and then losing it all depending on how far apart groups of enemies are. It reminds me of Master's Blitz: it's fun (for some) to manage those timers when solo... but when in a group (which DDO should be designed around), it's not an interesting aspect.

Consider keeping it at +10 or +20 even, but just with 1 stack max.

Quick Strikes / Crazy Strikes / Opportunist all show that these active attacks can give a serious upside (more than you'd normally give passively) while the downside of having to hit something first is not insignificant (especially if you have multiple).
It's time for a defensive-buffing ability like them, so I like the idea behind Battle Guard, just not the stacking aspect.
 

Rull

Well-known member
Also the -20% damage from ISP is still an eyesore.

Can't Precise Shot add 20% damage, and ranged in general be balanced around that?
With the number of changes you're making to ranged once again surely you can move the baseline to where you want it to be.
 

pirotessa

Well-known member
While youre updating too can you give the universal tree trances a to hit component? Theyre significantly more expensive than most class trances. With the continually increase in needing a higher to hit, classes/builds that do not have inherent classes trances keep falling further and further behind, such as fighter, rogue, ranger, bard, and barbarian. 1 level of cleric/fvs should not be a requirement for being able to consistently hit the latest content.

Alternatively please give every class a trance as you just updated monks to have one.
 

Torc

Systems Developer
Are you planning on fixing Time Bomb so that it actually works on uneven terrain? It used to work just fine and then one of the updates broke it (it was during the old forums because I searched for my post about it). I swapped out of Mechanic because I just couldn't hit reliably with it. If you fix that, I might go back to being a Mechanic rogue with these other updates to the abilities I never bothered to use because they were a waste of animation time.
So there is a fix in there, and it appears to be working but if you can find a location where it doesn't send it along. We think the problem was it only did one ray cast from it's origin to determine if it could hit a target but now we do 2, the 2nd one from the top of the bomb itself. So effectively a short ledge or random brick will no longer block your bomb because if you can see the bottom of the bomb or the top, thats good enough.
 

rabidfox

The People's Champion
Put an ICD on imbues and increase their damage to account for it. Then imbues would be more viable on slower RoF speed weapons like bows, vs right now where they're only really decent with high rate of attack weapons for max procs.
 

VinoeWhines

Well-known member
Lacerating Shots: You have upgraded your Great Crossbow to shoot more forcefully that its construction would normally allow. Your Great Crossbow attacks have a 33%/66%/100% chance of putting a stack of Bleed on enemies. The bleed effect can stack up to 5 times. Note: Bleed deals 1d6/1d8/1d10 and Poison damage Per Rogue Level damage every 2 seconds for 14 seconds. This damage scales with 200% Melee Power.
AP Cost: 1Ranks: 3Progression: 1
Thunderstone: Cooldown: 12 seconds. Spell Resistance: No Alchemical Trap Attack: Throws an alchemical charge at your enemy. Deals 4d6/6d6/8d6 sonic and Poison damage Per Rogue Level damage and dazes in an area. Fort DC (12/14/16 + Rogue Level + Intelligence Modifier) Negates daze. The damage scales with 200% Ranged Power. Note: The daze does not work correctly, targets hit by the daze effect can still move and attack, yet are vulnerable to sneak attacks.) Bug: Thunderstone actually blinds targets and damage does not scale with RP
Improved Traps: +1/+2/+3 to the save DC's of Alchemical Trap Attacks and Magical Traps. Elemental Traps that you place now have a DC equal to 65%/80%/100% of your Disable Device Skill instead of 50%. Note: Appears to scale Magical Trap DC in the same way as Elemental Traps, giving them incredibly high DCs.
Ooze Flask: Cooldown: 12 seconds. Spell Resistance: No Alchemical Trap Attack: You throw a flask at your enemy that contains concentrated grey ooze secretions. Deals 4d8/8d8/12d8 acid and Poison damage Per Rogue Level damage (scales with 200% Ranged Power), no save, and reduces the Armor Class and PRR of your opponent by 2 + 1 for every Rogue levelfor 30 seconds, Fort DC 10 + Rogue Level + Intelligence Modifier) negates.
  • Actual DC is 10/12/14 + Rogue Level + INT mod.

Tier IIIProgression: 10
Fletching: You are skilled at enhancing your Crossbow.
  • Action Boost: You may activate this ability to enchant your crossbow to instantly reload itself for 18 seconds.
  • Also you are able to re-purposing your arrows, bolts, and throwing weapons. +3/6/10 Ranged Power and your ammunition gains a 50/65/80% chance of returning. Note: Cannot be taken at the same time as Meticulous Fletching.
AP Cost: 1Tier IV Progression: 20

REAPER NERFS THIS Improved Traps ABILITY TO ONLY 1 TO 3 SECONDS IN UPPER REAPER.
 

VinoeWhines

Well-known member
All trances should have To Hit and Damage that are giving To Damage only. Like was mentioned earlier: To Hit is becoming a very big problem for many that aren't Quadruple Completionists and staying at Cap. A To Hit of under 120 or so doesn't cut it in new content.
 

VinoeWhines

Well-known member
This pass was brought up by Devs and people are offering suggestions and possible changes/tweaks to Enhancemnts/Epic Destinies and of course the devs put in their ideas(Deathward and such) and their is an open communication of dialogue and performance of mechanics improvements and as such people post their sentiments...what are your referring to about Walls of Text?
 

VinoeWhines

Well-known member
Dex To Hit and Damage changes.
Changes/Swaps in Cores of Trees.
Epic Destiny changes to Cooldowns.
Devs expressing Balance pass on things.
Casters chiming in to express their concerns on the state of the game.
Rogues such as I expressing, like Casters the state of our Class.

Stating Mechaninc Tier V is bad, Mechanic Tree is bad is, exactly what the Devs get tired of seeing posted and Not Actually putting any Thought in "Ok if it's bad...express yourself why it's Bad, but Better yet, give ideas of How you would want to improve it.

Just lazily saying: This Sucks! Devs are Terrible! I'm quitting! is not what the Developers of this game are asking for.
Grant it I don't always go in Lamania and Game Test All the Features being implemented but I try to give reasonable, logical, root based class discussion and try to proof read what is written to be legible, non combative and expressive in context.
For someone to just chime in and say: Don't Speak...Too much words...don't like and not offer suggested solutions....seems disingenuous.
 
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