Problem with this is that raids are built around DPS. You'll have a character that will serve no purpose in raids as is.After playing with it and seeing it played, I think giving it much more dmg would be a mistake. Not because it does any dmg (the dmg feels anemic and falls off fast, but we'll know more in next lama) but because it should be an utility support sneaky shenanigan class - but it doesn't have stealth speed, and has low amount of ac (but extreme amounts of dodge).
More in the favour of instakill/cc/stealth actions, debuffs and support: less "more" damage (though it probably still needs some, especially if you want to melee/range anything at all). If damage is given, it should be in the utility format too (in a way that gimps the enemy to be weaker to you, or buffs you and others - not in a way that increases your damage dealt to everything).
One example I considered - reasoning should be obvious (force imbues, force spells):
- Mage Hand - Meddle with Reality: Any creature you target with mage hand Slap or Eye Poke is no longer immune to sneak attacks,
their fortification is reduced by 25%they are now 20% more vulnerable to force damage and their will saves are reduced by 4. The creature type changes to fey for purposes of immunities. This lasts 30 seconds. This can apply to bosses. Passive: Gain 30 Spell Points. Requires previous mage hand enhancement.
This is yet another PL with +1 Illusion per stack. Why not +1 Enchantment?Past Lives: +1 Illusion DCs and +3 Force Spell Power
Nah, there are plenty of builds I can think of that can do various niche **** in raids with AT - none those have much to do with damage though. You could give raid damage AT purpose by giving multiselector to Presto, which instead of flicking the weak enemy instead flicks the boss enemys' MRR to the magical land of Nope - or flick the edges of their teeth, claws & spears away that reduces their damage dealt. Or just have it be a multi-effect that flicks enemies to neverneverland if weak or if too strong, then instead flicks their defences/offenses away. Similar to Meddle with Reality in t3.Problem with this is that raids are built around DPS. You'll have a character that will serve no purpose in raids as is.
100% agree that they need debuffs unique to them or something useful to bring in their kit if not DPS.Nah, there are plenty of builds I can think of that can do various niche **** in raids with AT - none those have much to do with damage though. You could give raid damage AT purpose by giving multiselector to Presto, which instead of flicking the weak enemy instead flicks the boss enemys' MRR to the magical land of Nope - or flick the edges of their teeth, claws & spears away that reduces their damage dealt. Or just have it be a multi-effect that flicks enemies to neverneverland if weak or if too strong, then instead flicks their defences/offenses away. Similar to Meddle with Reality in t3.
Problem with raid dps minded thinking in design is that there will always be the best for that and others will accept their place. DDO doesn't have enough classes bringing everyone up properly (or the enemies down that matter - the red & purple named enemies).
Sorry but the last thing DDO needs is yet another casting class to be shunned by Reaper / Raid groups due to poor DPS. Unfortuenately though, this is exactly what we're going to receive once the update drops. With most doing the TR dance for about a month in heroics before ignoring the Archetype completely.After playing with it and seeing it played, I think giving it much more dmg would be a mistake. Not because it does any dmg (the dmg feels anemic and falls off fast, but we'll know more in next lama) but because it should be an utility support sneaky shenanigan class - but it doesn't have stealth speed, and has low amount of ac (but extreme amounts of dodge).
More in the favour of instakill/cc/stealth actions, debuffs and support: less "more" damage (though it probably still needs some, especially if you want to melee/range anything at all). If damage is given, it should be in the utility format too (in a way that gimps the enemy to be weaker to you, or buffs you and others - not in a way that increases your damage dealt to everything).
One example I considered - reasoning should be obvious (force imbues, force spells):
- Mage Hand - Meddle with Reality: Any creature you target with mage hand Slap or Eye Poke is no longer immune to sneak attacks,
their fortification is reduced by 25%they are now 20% more vulnerable to force damage and their will saves are reduced by 4. The creature type changes to fey for purposes of immunities. This lasts 30 seconds. This can apply to bosses. Passive: Gain 30 Spell Points. Requires previous mage hand enhancement.
That's a destiny / general / reaper problem, not an arcane trickster design problem. Trying to fix the problem of casting and hybrid classes in general with arcane trickster is a terrible idea and if arcane trickster is released as a good caster dps then fixing the rest will be nigh impossible without making that hypothetical arcane trickster op.Sorry but the last thing DDO needs is yet anothet casting class to be shunned by Reaper / Raid groups due to poor DPS. Unfortuenately though, this is exactly what we're going to receive once the update drops. With most doing the TR dance for about a month in heroics before ignoring the Archetype completely.
Remove the Shiradi mantle timer on procs for Magic Missiles. Make Magic Missiles great again. Probably would be competitive with ranged DPS at that point?Master of Magic Missiles feat: You now cast twice as many Magic, Force and Chain Missiles.
Master of Knowledge now also triggers on Magic missile spells.
Boom Shaka Locka
I get it, but if you are going to use disable device as the DC, I don't think you can give them short cool downs, or it will be completely broken with no fail DCs.The extra long cooldown on these compared to the normal spells (Sounds burst 20s vs 3s and Flash Freeze 30s vs 6s) is going to make these abilities pretty meh for anyone that runs higher skull content. The 3s/6s normal cooldowns work well with the reductions to durations that CC get; down to 6s in r10. Without shorter cooldowns , they'll be mostly just there for leveling/easy difficulties. It'd be nice if the cooldowns were brought down.
Current caster issues such as Reaper penalties are not even a concern here yet...That's a destiny / general / reaper problem, not an arcane trickster design problem. Trying to fix the problem of casting and hybrid classes in general with arcane trickster is a terrible idea and if arcane trickster is released as a good caster dps then fixing the rest will be nigh impossible without making that hypothetical arcane trickster op.
If the servers can handle the procs now, than a common system in games is to have each extra proc do slightly less damage. Tweaking the level of diminishing returns would be a good lever for balancing it and make the multi-hitting, but otherwise weak spells, get more value.Remove the Shiradi mantle timer on procs for Magic Missiles. Make Magic Missiles great again. Probably would be competitive with ranged DPS at that point?
They could do Soundsburst 6s cooldown (double the 3s other classes get) and FF 12s (double the 6s alch gets) and it would make both spells viable while not as good as other casters.I get it, but if you are going to use disable device as the DC, I don't think you can give them short cool downs, or it will be completely broken with no fail DCs.
Make Magic Missles Great Again!Remove the Shiradi mantle timer on procs for Magic Missiles. Make Magic Missiles great again. Probably would be competitive with ranged DPS at that point?
Everything sucks compared to dragonlord.They really made a mistake with how (arguably) well and versatile they made DL. When you give one class an archetype that can do it all, a one trick pony thats not as good is meh?
1-20 is not enough to be a success. This is such a damn low bar to set for success.They should focus on fun and support. If heroic 1-20 is a lot of fun and legendary raids suck a€€ that's still a success.