Lamannia Update 68 Preview 2 - Eladrin

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Aelonwy

Well-known member
I see +4 to CHA/INT and only +2 to DEX with no dex abilities in the tree... What makes it "dex based race" again ? ?
Dex based because at character creation you can make it higher dex for reduced cost and additionally its second racial past life is +1 dex
 

Solarpower

Well-known member
Dex based because at character creation you can make it higher dex for reduced cost and additionally its second racial past life is +1 dex
Hmm. ?
OK.
I don't create DEX characters and didn't pay attention to that thing with DEX during character creation. ?
 

Malruk

Member
The t4 spells are very lackluster. Maybe if they were a t2...but the top of the tree should be something much more appealing for all those pts.

Longstrider - Used to be completely useless, but now at least it has a very rare place in quests with shallow water, but it's also so infrequent that scrolling it isn't an issue.

Blur - Lots of gear has blur on it at low lv. Super not worth the pts, and if you have a ton of racial AP you're really not hurting for blur at lv 1-2.

Lesser Vigor - Super weak

Nightshield - The only useful one, but also a bit expensive. I don't see any of my guys ever spending that many pts unless they have a ton of racial AP. I don't like wanding shield every quest/rest, but I'd totally do it to save 15 AP lol.
This! Please make t4 something that would be useful at higher levels, I'm thinking of the Warforged weapon attachment and memories of the last war as examples. But a bunch of SLAs for low level spells that are useless by epics just does not cut it.

If you want to stick with the theme (though this would totally require more coding) you could have the longstrider instead be a stacking bonus to base movement, people who zerg would appreciate this even if it does not provide a bonus to attack speed.

Blur could provide a concealment bonus based on character level, thus it would scale up to be equal to displacement by legendary

Lesser vigor could be a heal or greater restoration or immunity to negative levels.

Personally unless it is a bit "OP" out of the box, I am not going to bother paying for it. And the current ideas are not even at parity to other races.

Realize you all get dumped on a lot with "constructive" feedback... so do know that I appreciate the efforts and hopefully the tier 4 will improve by launch even if not in the ways I suggested :)
 

FaceDancer

Olde Wurm
The forward movement/gliding issue that I'm seeing seems to be related to having a crossbow armed? I also noticed when mounted on the flying carpet that weapons disappeared (but the rune-arm effects were still visible, as well as a crossbow bolt).
 

Lofen

Active member
Some constructive feedback - the eladrin are described as fey, illusionist, magical, deceptive beings, married to seasons. You clearly want to make them a melee race, which is an odd choice for a magical race but workable, however I feel the implemntation doesn't convey the racial theme well enough.

So, here are some suggestions:
1. As someone mentioned, imbue would make sense, as it also straddles the fence of mystical and melee.

2. As the D&D eladrin introduction video suggested - make the teleport have an impact. They said Summer teleport should burn those around you (fireball on self?) which I think is an awesome idea, but even if you find elemental blast too be too difficult, you can just cause it to throw a whirlwind (which by the way would also easily solve level scaling damage issues, and the melee vs spell power issue). Any cool effect is preferable in my mind to giving a buff. there's nothing cool about getting +3 to weapon damage, however a party of teleporting eladrin generating effects (preferably ones that can complement each other) would be awesome.

3. Some generic effect ideas: CC (mass confusion? mob attacks targets at random), some protection/healing ("thank god you showed up" teleport), debuffs, explosions, escape (invis & dodge, breaking invis loses dodge)
4. As they are mystical illusionists satyre-like fey, I'm thinking delirium shield effect would make sense, or something along these lines (enemies attacking you have a small chance to be confused/dazed/fascinated/danced/whatever)
5. MRR or SR bonus would make sense to me, perhaps instead of spell penetration?
6. Shattermantle attacks
7. Fey special attack, giving debuff like mind fog (not the fog, the effect it has) or have a single target weak CC like sap, that can be broken with damage.

Hopefully this is constructive enough, go make something nice.
 

QuantumFX

Well-known member
RE: Eladrin hairstyles

Likes and hopes:
  • Curly hairstyles are awesome! Please add them to the older races!
  • The ombre setting is awesome as well! Please add them to other races and existing hairstyles!
  • Adding a checkbox for ombre that automatically matches the color choice for hair and ombre would be a great addition for folks who don't want an ombre in their hairstyle.
  • Let beards have some ombre love.

Dislikes:
  • Many of the hairstyles look like they're just tacked onto the male model. I'd really like to have some long hairstyles with a higher hairline.
 
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Ahpuch

Well-known member
ombre?

Are we going to be inundated with frosted tips once Eladrin are released ?? Do we need more races getting into that look? All I can say is we better be able to Friendly Fire anyone that looks like Lance Bass ?
 

Edrein

Well-known member
So, here are some suggestions:
1. As someone mentioned, imbue would make sense, as it also straddles the fence of mystical and melee.
Thinking about this I really like the concept. I think giving them an imbue like Enlightened Spirit's Spiritual Retribution would be a great way to give them an unique place in the hierarchy of 'what use does this race provide gameplay wise?' as well as fitting their lore. It keeps with the seasonal/mystical warrior theme that the base race has, while giving them just enough of an opening to play any Eladrin as a caster.

3d6 elemental imbue on spell casts won't break the game, but gives them an unique place compared to Dragonborn and Tiefling in my book. It also provides more synergy with both Druid and Sorcerer as thematic classes for them, as unlike the Iconic Eladrin they won't ship with an immunity stripper.
 

Fisto Mk I

Well-known member
3d6 elemental imbue on spell casts won't break the game, but gives them an unique place compared to Dragonborn and Tiefling in my book.
Oh lol... Seriously?! Provide 9 SA dice for only 2 AP just not enough?!! You wanna game become Eladrins&more Eladrins Online? ?
 

Edrein

Well-known member
Oh lol... Seriously?! Provide 9 SA dice for only 2 AP just not enough?!! You wanna game become Eladrins&more Eladrins Online? ?
What I want is more imbue races for variety. And since it's clear we won't get +2 imbue dice in Tiefling, might as well try and suggest it here.

Also don't be hyperbolic and act like that's a permanent +9 sneak dice, it's a temp boost. ?
 

Torc

Systems Developer
Hey guys! Thanks for the feedback. I just wanted to let you know these are the adjustments we are looking at right now for the Eladrin for when it launches...

Eladrin changes

Spring Spell - Lesser Vigor changed to Vigor and costs 1 ap
Summer Spell - Long Strider changed to Fire Shield Hot and costs 2 ap
Autumn stays put since Night Shield is still nice, costs 1 ap
Winter Spell - Blur goes to Displacement, costs 2 ap

Major Winter Attunement switches it’s +3 damage for Fort Saves (I felt like it looked to much like a clear winner with +3 damage passive and displacement)

Major Summer Attunement switches it’s +3 crit damage for +3 damage.

-T
 

KylerrTheMajty

Well-known member
Hey guys! Thanks for the feedback. I just wanted to let you know these are the adjustments we are looking at right now for the Eladrin for when it launches...

Eladrin changes

Spring Spell - Lesser Vigor changed to Vigor and costs 1 ap
Summer Spell - Long Strider changed to Fire Shield Hot and costs 2 ap
Autumn stays put since Night Shield is still nice, costs 1 ap
Winter Spell - Blur goes to Displacement, costs 2 ap

Major Winter Attunement switches it’s +3 damage for Fort Saves (I felt like it looked to much like a clear winner with +3 damage passive and displacement)

Major Summer Attunement switches it’s +3 crit damage for +3 damage.

-T
question from other bag as we are with Long Strider can you change it bonus to action bonus so it stack ? it will be not op but atleast will be more usefule now
 

Scrag

Well-known member
question from other bag as we are with Long Strider can you change it bonus to action bonus so it stack ? it will be not op but atleast will be more usefule now
Well, just action boost at all. You can stack up some action boost charges, and it would be nice if fireshield was an action boost.
 

Fisto Mk I

Well-known member
Also don't be hyperbolic and act like that's a permanent +9 sneak dice, it's a temp boost. ?
Diversion in NiS is a temp boost too, but... provide only 5 SA dice and required 18 lvl Monk and 31 AP spended. Where you see hyperbola? 8)
 
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Mary

Well-known member
I don't understand why Eladrin are dex based - do we need another dex based species in ddo? No. And what does a dex based species have to do with sorcery? Shouldnt it be charisma, which is sorcery's main stat? Shouldn't this at least be Eladrin are dex or cha? Or both? And what sense does it make to have elven cores for this species? They aren't Elves, they are eladrin. Elves are different. Can't they have a unique core for their normal/iconic?

Also - the movement buff - this needs to be made like every other movement buff similar to monks and air elemental sorcerers - no charges just 5 charges. If it were considered too much, then put it on a 10 or 15 second timer, similar to the dragonlord flight of kings. Requiring a purchase of 1-4 uses, that do not regenerate is exceedingly dumb and useless and it makes no flavor sense why a monk or dragonlord or exalted angel could but an eladrin couldnt. please change this - remove the charges and just make it a leap ability like every other that refreshes.
 

Mary

Well-known member
Since Eladrin are magical fey species I would imagine they should have spell resistance, similar to other fey species and other creatures like drow and deep gnome.

Also, regarding the spells for the racial abilities:

  • Spring Spell: SLA: Lesser Vigor (SP cost: 5, cooldown: 10 seconds) Lesser Vigor is garbage, this should be Regenerate
  • Summer Spell: SLA: Longstrider (SP cost: 3, cooldown: 10 seconds) Longstrider is garbage, this should be sun burst or crown of summer
  • Autumn Spell: SLA: Night Shield (SP cost: 3, cooldown: 10 seconds) Night Shield is completely redundant and should be anti-magic shell
  • Winter Spell: SLA: Blur (SP cost: 3, cooldown: 10 seconds) Blur is garbage, this should be displacement or a stacking ghostly
 

Fisto Mk I

Well-known member
Since Eladrin are magical fey species I would imagine they should have spell resistance, similar to other fey species and other creatures like drow and deep gnome.

Also, regarding the spells for the racial abilities:

  • Spring Spell: SLA: Lesser Vigor (SP cost: 5, cooldown: 10 seconds) Lesser Vigor is garbage, this should be Regenerate
  • Summer Spell: SLA: Longstrider (SP cost: 3, cooldown: 10 seconds) Longstrider is garbage, this should be sun burst or crown of summer
  • Autumn Spell: SLA: Night Shield (SP cost: 3, cooldown: 10 seconds) Night Shield is completely redundant and should be anti-magic shell
  • Winter Spell: SLA: Blur (SP cost: 3, cooldown: 10 seconds) Blur is garbage, this should be displacement or a stacking ghostly
Eladrin changes

Spring Spell - Lesser Vigor changed to Vigor and costs 1 ap
Summer Spell - Long Strider changed to Fire Shield Hot and costs 2 ap
Autumn stays put since Night Shield is still nice, costs 1 ap
Winter Spell - Blur goes to Displacement, costs 2 ap

Major Winter Attunement switches it’s +3 damage for Fort Saves (I felt like it looked to much like a clear winner with +3 damage passive and displacement)

Major Summer Attunement switches it’s +3 crit damage for +3 damage.
;)
 

ChaoticDrivel

Well-known member
Hey guys! Thanks for the feedback. I just wanted to let you know these are the adjustments we are looking at right now for the Eladrin for when it launches...

Eladrin changes

Spring Spell - Lesser Vigor changed to Vigor and costs 1 ap
Summer Spell - Long Strider changed to Fire Shield Hot and costs 2 ap
Autumn stays put since Night Shield is still nice, costs 1 ap
Winter Spell - Blur goes to Displacement, costs 2 ap

Major Winter Attunement switches it’s +3 damage for Fort Saves (I felt like it looked to much like a clear winner with +3 damage passive and displacement)

Major Summer Attunement switches it’s +3 crit damage for +3 damage.

-T

That's looking a bit better. Here are some other possibilities:

Spring Spell: Greater Vigor. Or Spring's Resurgence
Summer Spell - Body of the Sun (such cool VFX that never see the light of day). Or Fire Seeds (seems fitting for one with leaves in their hair).
Autumn - Nightshield is okay, but plentiful. I think it needs a bit more oomph to go with it. Or Shadow Walk (Shadowfell influence bleeding through)
Winter - Displacement is fine. Or Ice Barrier(like from the Cloak of Winter). Or (passive) stacking 5% concealment

--------------------------------------------------------

This tree is very martial focused. I would like to see at least a little more general purpose or caster aligned perks. Adding Fey Energy Tap makes a lot of sense(it is already in other Elven trees).

I also think Fey Step looks fun. But being limited by charges, is...not so fun. At least, not for what they give(minus the Spring's bonus, which is fitting for something that restrictive). Here are some alternatives:
  • Fey Step: Disappear and reappear some distance ahead. You start with 2 charges per Rest. Cooldown: 10 seconds. Based on your season, this has an additional effect:
    • Spring: You gain the effects of Restoration. As well as a temporary +10% bonus to dodge, +1% per 2 character levels for 10 seconds, not affected by your Dodge cap.
    • Summer: You gain the effects of Fire Shield(fire) for 10 seconds. While this persists - you deal 1d6 fire damage with all attacks and spells, that scales with the highest of Melee, Ranged, Fire spell power.
    • Autumn: You gain Invisibility and +3 Sneak Attack Dice for 10 seconds.
    • Winter: You gain the effects of Fire Shield(cold) for 10 seconds. While this persists - you deal 1d6 cold damage with all attacks and spells, that scales with the highest of Melee, Ranged, Cold spell power for 10 seconds.

      With these changes - I would be much happier to endure the restriction of limited charges. And they provide bonuses/utility from each season that may appeal to both martials and casters alike.​
 
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