Lamordia Fortification - Seriously?

Igognito

Well-known member
Everyone has their (difficulty) problem in this game.
For some it is spell DCs.
For some it is Fortification.
For some it is the spell debuff.
...
Well I also have a problem with the difficulty scaling of this game...

When I play epic/ legendary I don't want to be killing rats, spiders, dogs etc. even those with the stats of dragons. Really now?

The game scaling shouldn't be stuff buffing. It should be new monsters!

Please introduce a new graphic, a new name and you are ready!

What? you are out of creatures to add in your quests?

Personally, I do not like power creep. I like making a decent build grabbing easily accessible equipment and playing with some fear of losing. I do not want to have everything CAPPED like there is no tomorrow to be able to do a trap, deliver some damage etc.

I have the following suggestion for challenge increase. Block resurrection(any form) in some dungeon areas. Maybe some monsters have it as an ability. You get killed by that monster? Tough luck, recall, reset, retry!

These monsters, could have a crazy save/fortification/etc.

Increase failure conditions in the dungeons. But make clear what are those otherwise it becomes frustrating.

Not all challenges come in the form of a rat with a crown on their head and 3 reapers escorting it.
 

Bjond

Well-known member
The game scaling shouldn't be stuff buffing. It should be new monsters!
You're basically asking for GW2. It works to a point, but you need some immense creativity to keep things interesting with only story and new graphics for the same old skills and stats when there's no drive to create new stronger builds.
 

Igognito

Well-known member
You're basically asking for GW2.
GW2?
I think up to a point changing the graphics and monster naming should be easy.
The scaling is already there, it is only a matter of perception now. I'm not fighting a rat anymore which would be the heroic equivalent but some made abomination that fits the story.

Most heroic ddo has a great feel. You gradually see different and more complicated foes.
But when you do to epic, things start repeat. The monsters are the same just scaled up. That is what I would like different.
And yes, I'm not expecting 100% different just enough to make me feel I'm fighting harder stuff. Nice examples are the Titans, those would be cool epic creatures. The demons scale well up to a point, but on some quests the also feel repeatitive. For example you fight the same demons at chronoscope and leg. Chronoscope. The stats could remain but the demons could have different graphic. Etc...
 

Shear-buckler

Master of reactions
GW2?
I think up to a point changing the graphics and monster naming should be easy.
The scaling is already there, it is only a matter of perception now. I'm not fighting a rat anymore which would be the heroic equivalent but some made abomination that fits the story.

Most heroic ddo has a great feel. You gradually see different and more complicated foes.
But when you do to epic, things start repeat. The monsters are the same just scaled up. That is what I would like different.
And yes, I'm not expecting 100% different just enough to make me feel I'm fighting harder stuff. Nice examples are the Titans, those would be cool epic creatures. The demons scale well up to a point, but on some quests the also feel repeatitive. For example you fight the same demons at chronoscope and leg. Chronoscope. The stats could remain but the demons could have different graphic. Etc...
That doesnt work when they make a heroic and a legendary version of the same quest.
 

Quartis

Well-known member
Depends how much connected epic/legend & heroic version of quests are. When each is an own instance then nothing serious stops them from placing other monsters in the legend quest.
 

Igognito

Well-known member
This is a good question actually. We do have 3bc that the epic quests are significantly different from heroic.
But most quests in the game are identical in heroic and epic version and if indeed it is an automatic mechanism that just scales it, then I guess my idea might be tough to implement.
It must be something like a monster with two forms.
 

Lazuli

Well-known member
You're basically asking for GW2. It works to a point, but you need some immense creativity to keep things interesting with only story and new graphics for the same old skills and stats when there's no drive to create new stronger builds.
Well, in D&D, monsters are ranked by their CR. There are hundreds of devils and demons in the game. At low levels you can fight dretchs, and at high levels you can fight mariliths and balors (to name a few iconic monsters, there are many demons). On the devil side, it's the same. Abishais, barbazus and the like are low-level trash, at high levels you fight cornugons and pit fiends. In DDO, we have dretches and babazus galore at epic/legendary levels, when that's heroic trash. At epic levels, we should be fighting high-level demons and devils. Due to overusing and using low level monsters, they have not even created the intermediate range monsters like hamatulas or gelugons.

The same goes for rats. Epic rats? Please. Aberrations, elementals, undeads etc. would be much more suitable enemies on epics+.

I remember the early years of this game, and back then the devs were incredibly careful about the monsters and spells they could use at each level. In the early years of DDO, low-level lore monsters appeared in low-level quests and were later replaced by high livel lore monsters. In D&D, there monsters have higher CRs by default. In the early years of DDO, it would have been unthinkable to include a level 4 lich, as is the case now on the anniversary, because liches are immune to any spell a caster without access to level 5 spells can cast. Now, they don't give a damn; they use the same monster at level 2 as they do at level 34.

It's a bit ridiculous. The truth is, the game would have a lot more coherence if the developers paid more attention to lore and context. But today, that's no longer important; the game has become a hack-and-slash game where lore and context no longer matter.
 
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Sarandra

Well-known member
I want to go back to MY version of DDO. Where the bard ran in and used fascinate to stop all the mobs.

Does anyone even put bard fascinate on the hot bar anymore? :(
Same with sleep or hypnotism.
Nope, fascinating in high reapers only gets you killed.
 

Igognito

Well-known member
Well, in D&D, monsters are ranked by their CR. There are hundreds of devils and demons in the game. At low levels you can fight dretchs, and at high levels you can fight mariliths and balors (to name a few iconic monsters, there are many demons). On the devil side, it's the same. Abishais, barbazus and the like are low-level trash, at high levels you fight cornugons and pit fiends. In DDO, we have dretches and babazus galore at epic/legendary levels, when that's heroic trash. At epic levels, we should be fighting high-level demons and devils. Due to overusing and using low level monsters, they have not even created the intermediate range monsters like hamatulas or gelugons.

The same goes for rats. Epic rats? Please. Aberrations, elementals, undeads etc. would be much more suitable enemies on epics+.

I remember the early years of this game, and back then the devs were incredibly careful about the monsters and spells they could use at each level. In the early years of DDO, low-level lore monsters appeared in low-level quests and were later replaced by high livel lore monsters. In D&D, there monsters have higher CRs by default. In the early years of DDO, it would have been unthinkable to include a level 4 lich, as is the case now on the anniversary, because liches are immune to any spell a caster without access to level 5 spells can cast. Now, they don't give a damn; they use the same monster at level 2 as they do at level 34.

It's a bit ridiculous. The truth is, the game would have a lot more coherence if the developers paid more attention to lore and context. But today, that's no longer important; the game has become a hack-and-slash game where lore and context no longer matter.
Not in the same words, but yes in the same spirit!

Creatures, should have a min-max CR that could achieve and be auto-scaled.

After if, they need to make heroic/epic version these creatures should be changed.

And I agree, a lich should not be a cr 4 creature. It could be part of an adventure but only if you don't actually interact with it. The same like with misery. Your don't interact with the illithid or the dragon.
 

Bricks

Halfling Backstab
Wererats have the exact same sound effects as erm regular rats, sounds bad. Obviously a budget issue.
 

KrakenSkullz

Well-known member
Everyone has their (difficulty) problem in this game.
For some it is spell DCs.
For some it is Fortification.
For some it is the spell debuff.
...
Well I also have a problem with the difficulty scaling of this game...

When I play epic/ legendary I don't want to be killing rats, spiders, dogs etc. even those with the stats of dragons. Really now?

The game scaling shouldn't be stuff buffing. It should be new monsters!

Please introduce a new graphic, a new name and you are ready!

What? you are out of creatures to add in your quests?

Personally, I do not like power creep. I like making a decent build grabbing easily accessible equipment and playing with some fear of losing. I do not want to have everything CAPPED like there is no tomorrow to be able to do a trap, deliver some damage etc.

I have the following suggestion for challenge increase. Block resurrection(any form) in some dungeon areas. Maybe some monsters have it as an ability. You get killed by that monster? Tough luck, recall, reset, retry!

These monsters, could have a crazy save/fortification/etc.

Increase failure conditions in the dungeons. But make clear what are those otherwise it becomes frustrating.

Not all challenges come in the form of a rat with a crown on their head and 3 reapers escorting it.
I have always disliked this about DDO as well. Having rats with the stats of dragons just because it's higher level content always cracks me up. I am more likely to die to a pack of ravens in legendary quests than I am to the boss at the end. It's actually quite funny but also dumb. haha
 

VinoeWhines

Well-known member
Putting a Web Trap with a 145 DC in R10, gets you nothing or 1-2 second CC. Hypnotic Pattern maybe gets you 3 seconds.
The devs did say they would not lower CC time to less than 6 seconds but apparently that's not the case.
A 120 DC should be enough for Reaper 10s in new content but like was stated earlier, it is definitely not the case now.
Should give a standard +1 to DC/Tactics("Assassinate") every 2 Epic Levels and Legendary Levels, if they are going to keep raising monster saves.
 

J1NG

I can do things others can't...
My guess is the traps you can set are running foul of the same issue that plagued projectiles and effects that proc'd off of projectiles but didn't do anything (but secretly was doing stuff just to the wrong target).

So in this case, the traps check for what DC they are, but they aren't enemies or allies either when placed down, so they're a "neutral" party and trigger on contact with "enemies", and because of the neutral aspect, it's not done by players and thus doesn't stick to the minimum of 6 seconds rule they put forward.

J1NG

:: edit ::
Just noticed the 3 month Necro... 🤦‍♂️
 

VinoeWhines

Well-known member
My guess is the traps you can set are running foul of the same issue that plagued projectiles and effects that proc'd off of projectiles but didn't do anything (but secretly was doing stuff just to the wrong target).

So in this case, the traps check for what DC they are, but they aren't enemies or allies either when placed down, so they're a "neutral" party and trigger on contact with "enemies", and because of the neutral aspect, it's not done by players and thus doesn't stick to the minimum of 6 seconds rule they put forward.

J1NG

:: edit ::
Just noticed the 3 month Necro... 🤦‍♂️
A thing I wonder about is that if you switch gear after placing traps, does the DC drop as well(DC is suppose to be on Trap placement)...? I know this is the case with Augment Summoning, I have the Legendary Deadly Diabolist Set(+12 to All Ability Score to Summons) and when I remove the gear, the summons looses the buff and when re-equipping it gains it back(only in buff icon but I don't see the HP increase of what +12 CON should be)....which is a shoddy effect.
 

ChickenMobile

Well-known member
A thing I wonder about is that if you switch gear after placing traps, does the DC drop as well(DC is suppose to be on Trap placement)...? I know this is the case with Augment Summoning, I have the Legendary Deadly Diabolist Set(+12 to All Ability Score to Summons) and when I remove the gear, the summons looses the buff and when re-equipping it gains it back(only in buff icon but I don't see the HP increase of what +12 CON should be)....which is a shoddy effect.
DDO has so many exceptions and weird behaviours that even different types of traps may act differently. Normally spells snapshot their DC, spellpower etc. on cast but I can't say for sure.

My suggestion to find out is this:
  1. Get a friend or alt account
  2. PVP them
  3. Ask your friend what the number of the save was on their dice roll with gear on vs gear off for your traps
When you figure out the sweet spot between fail and save, that's a true indication of the DC.
 
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Defunct

Well-known member
Well, in D&D, monsters are ranked by their CR. There are hundreds of devils and demons in the game. At low levels you can fight dretchs, and at high levels you can fight mariliths and balors (to name a few iconic monsters, there are many demons). On the devil side, it's the same. Abishais, barbazus and the like are low-level trash, at high levels you fight cornugons and pit fiends. In DDO, we have dretches and babazus galore at epic/legendary levels, when that's heroic trash. At epic levels, we should be fighting high-level demons and devils. Due to overusing and using low level monsters, they have not even created the intermediate range monsters like hamatulas or gelugons.

The same goes for rats. Epic rats? Please. Aberrations, elementals, undeads etc. would be much more suitable enemies on epics+.

I remember the early years of this game, and back then the devs were incredibly careful about the monsters and spells they could use at each level. In the early years of DDO, low-level lore monsters appeared in low-level quests and were later replaced by high livel lore monsters. In D&D, there monsters have higher CRs by default. In the early years of DDO, it would have been unthinkable to include a level 4 lich, as is the case now on the anniversary, because liches are immune to any spell a caster without access to level 5 spells can cast. Now, they don't give a damn; they use the same monster at level 2 as they do at level 34.

It's a bit ridiculous. The truth is, the game would have a lot more coherence if the developers paid more attention to lore and context. But today, that's no longer important; the game has become a hack-and-slash game where lore and context no longer matter.

We've been lamenting this for over a decade.

It's why Devils of Shavarath felt so special when 20 was cap, because it felt like we were engaging end game enemies in an end game setting. It was a bleak bloodied warzone, with dead angels in terrible positions, it felt like we were in an overwhelming position. But seeing the titans come through the portal for the first time we completed The Weapons Shipment felt we could actually beat the odds. Of course this sentiment is based on memory and nostalgia, but I hope we get a proper end game only batch of content sooner rather than later.

That said I don't mind recycled content, however I would *really* prefer if they gave the high level stuff the e3BC treatment, rather than the copy/paste they've done with everything else.
 

Frieling Slyhand

Well-known member
I noticed I was very rarely critically hitting, in spite of having good seeker and no problem hitting normally.

For reference, I'm dual wielding scimitars on a close to maxed out Dragonlord. Running low (1-3) skull reaper, and look specifically at my attack rolls against non-constructs (humans, hook horrors, mephits, etc.)

With 55% Fortification bypass, improved destruction on my weapon, and spamming sunder (108 DC), I'm still scoring critical hits on 15-20 less than half the time. Checking combat log, I keep seeing "Critical hit resisted".

Devs, please tell me this is an accident. Every single mobile having 100%+ Fortification? This is not fun. It's borderline infuriating.

It looks like I need to trade in my patience feat for Improved Sundering.
I thought melee could clear rooms in end game no problem and poor casters are unable to overcome dcs!
 
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