Chacka
Well-known member
I know some players will like me even less than they already do when I bring up this topic, but I don't appreciate the inclusion of abilities like "Elemental Apotheosis" or "Weakening Mixture" that make certain creatures vulnerable to specific elements for a limited time. For example, iron golems suddenly being harmed by fire, despite normally being healed by it. This completely breaks the immersion of the game, as it disregards the concept of monsters having unique weaknesses and strengths. It equalizes all monsters when it comes to damage, even in cases where it doesn't make sense thematically (especially considering the current bugs with these mechanics). The same issue applies, albeit in a weaker form, to the Holy Power ability of clerics. It's disheartening to see a devil being killed by Unholy Blight as if it were an angel, or vice versa with Holy Smite.
While players should have means to defeat monsters, it's okay if it's occasionally difficult and challenging. In early versions of DDO, Iron Golems were practically immune to all magic, except for a few exceptions like Disintegrate and Comet Fall (physical and untyped damage, regardless of the source being divine or arcane magic).
I don't suggest returning to the extreme difficulty of the past, but the current plan of the DDO developers to provide every caster with a "silver bullet" feels misguided to me.
Allow me to provide an example of how I would improve the situation (I always aim to offer constructive suggestions rather than just criticism). For instance, I can envision sorcerers receiving a passive ability similar to the Pale Master tree for wizards. They would gain access to their elemental form much earlier (similar to how Pale Masters obtain their undead form at level 3). They could then switch between at least two elements, and upon changing their element, they would automatically learn certain sorcerer spells that are related to that element. I'm not particularly fond of Spell-Like Abilities (SLAs) in general, but they could be used in this case as well.
There's much more I could discuss, but I hope the general idea is clear.
While players should have means to defeat monsters, it's okay if it's occasionally difficult and challenging. In early versions of DDO, Iron Golems were practically immune to all magic, except for a few exceptions like Disintegrate and Comet Fall (physical and untyped damage, regardless of the source being divine or arcane magic).
I don't suggest returning to the extreme difficulty of the past, but the current plan of the DDO developers to provide every caster with a "silver bullet" feels misguided to me.
Allow me to provide an example of how I would improve the situation (I always aim to offer constructive suggestions rather than just criticism). For instance, I can envision sorcerers receiving a passive ability similar to the Pale Master tree for wizards. They would gain access to their elemental form much earlier (similar to how Pale Masters obtain their undead form at level 3). They could then switch between at least two elements, and upon changing their element, they would automatically learn certain sorcerer spells that are related to that element. I'm not particularly fond of Spell-Like Abilities (SLAs) in general, but they could be used in this case as well.
There's much more I could discuss, but I hope the general idea is clear.