Preview 2 Dark Gifts

Anurakh

Little Nixie
All these 'Dark Gifts' are VERY D&D like, cool. Too bad almost none of the end game players are playing D&D. They will totally ignore any story connection to these new dangerous feats and break them down to pure mathematical calculation. If you want to add D&D back into DDO ... add shifting alignments based on character actions, or something like that.
You're wrong, many of us play PnP. I've been GMing D&D for 30 years.

- I play and DM tabletop D&D ---> it's a roleplaying game. I build my characters and NPCs for that roleplay.

- I play DDO-> it's an action game, whose success depends on numerical options --- I build my characters for that type of game. There's no roleplaying here. The game's current numerical options also don't allow for background immersion. Of course, because if you want a DC necromancer wizard, you have to get DC as a druidic (primal avatar) bard (fatesinger) wizard. Like in DDO, you can have profane and sacred bonuses regardless of your alignment and without them canceling each other out.

DDO isn't a roleplaying game. It doesn't even support traditional D&D background well in character building. So let's leave that argument aside.

And as a DM who has been creating and running games for decades: even in PnP, these kinds of numbers don't usually work well. It works much better for the DM to introduce consequences of making pacts with dark powers related to the plot and interactions with the world. That's roleplaying. Choosing a feat because it gives me X numbers and I'm going to avoid the inconvenience by doing this and that... that's not roleplaying. It's a numbers game.
 

The Blonde

Catalogues Bugs
@The Blonde get in here with your SD melee range bug report

It's actually 2 bugs, not just 1.

@SteelStar now's probably the best time to fix them, considering you're re-releasing them through the "Living Shadow" feat:

The expanded melee range from Dark Imbuement (epic strike upgrade II in Shadowdancer) doesn't apply to Quarterstaves unless you're moving.

The expanded melee range from Dark Imbuement (epic strike upgrade II in Shadowdancer) is severely bugged: you only get the extra melee range if you "click" to attack, or if you use things like Rapid Slash. However, if you have Auto Attack turned on (and are thus not actually clicking to attack), you do not get the extra range. You also don't get the extra melee range with things such as the Sunder, Trip, or Whirlwind feats. And lastly (this might be intended) you do not get extra range on things that have an expanded range to begin with, such as SDK chains.
 

Ignorus

New member
So I had a look at my copy of Guide to Ravenloft, and that gave me a few ideas for less random drawbacks:

Echoing Souls
Upside: As-is
Downside: You will get afflicted with a Symbol of Pain/Crushing Despair(either or both) effect for 15 seconds after rolling a natural 1 on an attack/save/skill check.

Living Shadow
Upside: As-is
Downside: The Shadow-reach is inherently not quite stable. -2 to critical confirmation and damage, additional -2 per 5 levels. (Total -14 at lv 30, -16 at 35; for -1 per 5 levels it would be -8 at 30)

Mist Walker
Upside: As-is
Downside: Has a 5% chance to set your Movement speed to 100% after usage for 12 seconds and triple its cooldown. (still a slowing downside, seeing as most people have Striding 30% pretty fast(cough quiver); not as bad as getting Exhausted.)

Touch of Death:
Kinda a flavor fail IMO - your bodily touch is death, so you cast better death spells?
Suggestion:
Eldritch Blast Shape - Imbue: Turns your Eldritch blast into a weapon imbue (scaling with 75% SP); EB dice convert to imbue dice 1:1 (or maybe 2:1 rounded up, not a balance expert.)
Downside: The power of Death weakens your weapon - Your equipped weapon's hardness is 2. This cannot be increased by any means. (better hope you have a backup weapon or five.)
(Maybe an exception for handwraps+ prof with them?)
Alternatively: Your touch withers natural items. (Reverse Druidic oath, can only wear metal)
Or just make it a flat 25/50% Positive Absorption (same as how Mist Stalker I from VKF reduces negative healing).

Form of Pain:
Upside: would maybe add +1 MRR cap/stack (so clothies can get some MRR benefit, if not the full one).
Downside: I'd remove the MS penalty, and add a cooldown penalty: 1% increased cooldown of all abilities per stack (need the extra moment to focus through the pain); optionally a 0.5% attack speed penalty as well/instead.

Webtouched Wretch:
Upside: depending on the chance pretty nice, would probably have to be around 5%; maybe add +5 Balance.
Downside: Whenever this ability ensnares an enemy,( if you are moving,) there is a 5% chance to trip over one of the web strands (DC: 10 + highest ability score mod+ Trip DCs + Necromancy DCs).

Minion of the Eldritch:
Upside: +3 USP/Level, +1% crit damage/Level for 15 s, 30 s cooldown
Downside: Every use gives a stack of Eldritch Sacrifice: -1% Spell Critical Chance per stack; no stack limit, all stacks expire on shrining. Alternative costs: -1CON; -(Level/5) USP.

Also, my 2 cents for one more:
The Watched
Certain Spirits have taken an interest in you and follow you around.
Borrow their vision. Gain True Seeing and +1 Spot/Level. -10 on Saves vs. Blindness, cannot become Blindness Immune.
The spirits' presence intimidates others. +1 Intim/Level; -1 Diplo/Bluff/Haggle/Perform per level. Small (1%) chance that the Spirits intimidate a random target within 30 feet onto you.
 

Magrok

Theorycrafter
Can I get immunity to CC effects in exchange for like, permanent -200% Fortification and -15% damage?
 

Mechgraber

Well-known member
Mist Walker:
I imagine players will take this one since it is an active they don't have to push. From testing it seemed about 4% proc rate to suffer the bad stuff. The dash is fine but there are some bugs.
BUGS:
  1. Pushing the button you always suffer the -50% movespeed lasts 1 second.
  2. When suffering the bad stuff you don't take the stat damage or movespeed penalty, but the bad stuff from Minion of the Eldritch

These bugs slipped through, unlike other abundant steps it slows you for a bit after using.
 

rabidfox

The People's Champion
These bugs slipped through, unlike other abundant steps it slows you for a bit after using.
The bugged negative effect for the misty step is pretty silly...

4p3IoE6.jpeg
 

Bobbryan2

Well-known member
All these 'Dark Gifts' are VERY D&D like, cool. Too bad almost none of the end game players are playing D&D. They will totally ignore any story connection to these new dangerous feats and break them down to pure mathematical calculation. If you want to add D&D back into DDO ... add shifting alignments based on character actions, or something like that.
The weird gatekeeping thing that fans do is bizarre.
Glad you like the feats. It's possible to say you like the feats while not denigrating the other players of the game.

Just an observation.
 
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