This was inspired by the Reaper Thread but I felt like it needed it's own discussion.
I feel like difficulty in DDO needs an overall rework. I've recently been playing a lot of first life characters just because I enjoy the idea of that sort of build limitation more, but I've noticed a few things.
My suggestions.
Lastly, if I had a single wish for DDO's difficulty it would be more variance on what difficulties actually influence and not just raw numbers. Maybe Path of Exile has left this idea in my brain but rogue/evil adventurers occasionally popping up in mob packs in higher difficulties would be sick.
If we can get hired by the good guys to solve problems, surely the enemies can hire some under the table mercenaries employing some of our own tactics against us, eh?
Rogue Paladins could put a debuff on players forcing players to kill them first or suffer massively reduced damage as a form of tanking, while also casting lay on hands and providing an aura to the pack.
Rogue... Rogues could require massive spot or listen skills to see before they're unstealthed, and specifically have AI to set up an attack on a squishy or heal-centric player. Maybe not an immediate attack, but maybe they do Sap for their first attack, and then will sneak attack if they are not interrupted or killed quickly.
Rogue Warlocks? Those chain eldritch blasts are pretty strong against normal monsters... how will players fair?
Ect, ect, ect...
My point being, Reapers are a great concept, but boil down to if they can surprise you or not most of the time. Adding variance that directly requires different answers each run that isn't some sneak attack and instead a 'oh that pack has a paladin/fighter merc in it' sometimes can be fun and challenging, too. This can also be a different system compared to reapers... introduce it in the new hard mode and make it more common in the new elite and reaper modes.
I feel like difficulty in DDO needs an overall rework. I've recently been playing a lot of first life characters just because I enjoy the idea of that sort of build limitation more, but I've noticed a few things.
- Casual is completely defunct. There is literally no point to even include this in the game anymore. It was pointless before the slow process of power creep effectively turned normal into Casual.
- Normal is extremely easy, even for new players. Traps, admittedly, you can make an argument for being fine on normal as they catch new players by surprise, but the difficulty of combat for most of the game on normal is pitiful. It basically doesn't exist once you have a solid AoE of some sort.
- Hard feels like where Normal should be. I can imagine brand new players struggling just a pinch if they're not taking it slow, but that's where a good normal difficulty should be imo. Just challenging enough to grip you without being extremely hard.
- Elite feels fun on a first life when you know what you're doing and have played the game for a while, know what build you're doing and enhancements you're taking. Honestly, a genuinely solid 'hard' mode if you're not playing a strong build, or your just getting good at the game. I think Elite and has always been a fun experience, but unfortunately...
- Reaper 1-3 is literally easier than Elite once you get, like, a handful of Reaper points. I'm talking, like, 3-5 reaper points in the tree of your choice. Couple that with just better rewards and reaper progress, it warps balance a bit.
My suggestions.
- First and foremost with these suggestions, tweak EXP and rewards accordingly if Elite/Reaper is suddenly inaccessible to a chunk of the playerbase. I'm not trying to suggest ways to kill the current speed at which people can grind TRs/ect, I'm just suggesting ways to make the game more fun and challenging.
- Remove the idea of casual, make 'Normal' the current 'Hard' difficulty.
- Make 'Hard' the current 'Elite' Difficulty
- Make Elite a new and unique difficulty that possesses a proper challenge to modernly designed enhancement trees and builds. Maybe Expert?
- Make a new Elite that is a step above current Elite.
- Whatever you do to reaper, make sure Reaper 1 is always more challenging than Elite. Maybe cap the strength of Reaper Trees to the level of Reaper you're attempting... for example, Reaper 1-3 only allows you to use Reaper Cores and the first tier of enhancements, Reaper 4-6 allows up to tier 2 enhancements, ect.
Lastly, if I had a single wish for DDO's difficulty it would be more variance on what difficulties actually influence and not just raw numbers. Maybe Path of Exile has left this idea in my brain but rogue/evil adventurers occasionally popping up in mob packs in higher difficulties would be sick.
If we can get hired by the good guys to solve problems, surely the enemies can hire some under the table mercenaries employing some of our own tactics against us, eh?
Rogue Paladins could put a debuff on players forcing players to kill them first or suffer massively reduced damage as a form of tanking, while also casting lay on hands and providing an aura to the pack.
Rogue... Rogues could require massive spot or listen skills to see before they're unstealthed, and specifically have AI to set up an attack on a squishy or heal-centric player. Maybe not an immediate attack, but maybe they do Sap for their first attack, and then will sneak attack if they are not interrupted or killed quickly.
Rogue Warlocks? Those chain eldritch blasts are pretty strong against normal monsters... how will players fair?
Ect, ect, ect...
My point being, Reapers are a great concept, but boil down to if they can surprise you or not most of the time. Adding variance that directly requires different answers each run that isn't some sneak attack and instead a 'oh that pack has a paladin/fighter merc in it' sometimes can be fun and challenging, too. This can also be a different system compared to reapers... introduce it in the new hard mode and make it more common in the new elite and reaper modes.
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