U82 Preview 1 - Enhancement Changes (and one new Feat!)

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Raedier

The Druid
Let's talk about that. We've definitely heard more than a few calls for it, but despite people saying so, we've seen very few feasible suggestions for what people want to see happen to it.

A few things we have seen:
  • A number of suggestions that essentially equate to "burn the tree down and replace it with a new tree"
    • This isn't in scope for U82, nor will it be realistically doable anytime soon.
  • "The SLAs in the cores are bad/outdated and need to be replaced with better ones"
    • While potentially true, we've seen no realistic suggestions on what to replace these thirty-five SLAs with that doesn't overwhelmingly favor one school.
  • Add Mixed Magics to Archmage
    • This is a good suggestion, and very Archmage-coded, and we might consider it. However, it primarily helps multiclassed characters and Wizard splashes without doing anything for pure Wizard Archmages.
We're up for potentially buffing Archmage in this pass, but it would need to fit into the following box:
  1. It's got to be within the scope of what we can do. We can't do a full tree overhaul here. At most, we could do something similar to the changes Renegade Mastermaker got in this preview.
  2. It needs to not lose the Archmage focus of being a tree for most-to-all spell schools.
  3. It needs to bear in mind the other caster buffs in U82, including Cantrips, spell damage changes, etc, so that it doesn't blow away other caster builds or builds in general.

This is my suggestion thread on how to make archmage feel more satisfying and fun to play with less tedium, take with a grain of salt and adjust where needed ofcourse but i think this is a very good core template of what archmage needs to fix it's issues.

 

axel15810

DDO YouTuber, Streamer and Podcaster
As far as Warpriest/War Soul - I like the changes overall, but there's 2 additional things I'd like to see which are:

- An option for WIS or CHA in Warpriest for divine might. Only Warsoul has the option of WIS or CHA, it's really silly IMO to have to splash a level of FVS to get a WIS trance on a Cleric. FVS gets the choice to use their main stat for their class trance, and cleric doesn't which should not be the case.

- An option for WIS to hit/damage. Do we really need to keep mandating all WIS melee clerics splash Falconry? It'd be nice if it was an option in the class tree like Henshin gets. As of now unless you run STR you have to splash Falconry (or Feydark if CHA). It'd be nice if Falconry was an option rather than so required (it has WIS trance and WIS to hit/damage).
 

Lotoc

Well-known member
As far as Warpriest/War Soul - I like the changes overall, but there's 2 additional things I'd like to see which are:

- An option for WIS or CHA in Warpriest for divine might. Only Warsoul has the option of WIS or CHA, it's really silly IMO to have to splash a level of FVS to get a WIS trance on a Cleric. FVS gets the choice to use their main stat for their class trance, and cleric doesn't which should not be the case.

- An option for WIS to hit/damage. Do we really need to keep mandating all WIS melee clerics splash Falconry? It'd be nice if it was an option in the class tree like Henshin gets. As of now unless you run STR you have to splash Falconry (or Feydark if CHA). It'd be nice if Falconry was an option rather than so required (it has WIS trance and WIS to hit/damage).
main thing I'd add is the capstone should also support charisma really, up until the capstone everything about Warpriest does more to support a charisma focus than a wisdom one and then it pulls a 180 for the 41st point (and generally dipping into feydark for charisma to hit/dmg feels better than going into falconry)
Side thing, smite foe triggering smite evil effects so Warpriest/Warsoul interact better with Divine Crusader would be very welcome.
 

axel15810

DDO YouTuber, Streamer and Podcaster
Another thing I want to add is that if you want to open up domains other than War for Melee Clerics, you need to buff them as part of this pass. Namely Strength and Destruction domains. I also would love to see some other melee domains added. Maybe one that is focused on tactics CC (so perhaps gets CC actives as part of the domain) instead of DPS. And maybe one that is focused primarily on debuffing enemies and buffing allies. Melee clerics need more options. War is still the only choice for the vast majority of melee cleric builds, both before and after these changes.
 

droid327

Hardcore casual soloist
I'm glad HaH weapons are seeing some more love! But while you're working on Enhancements and Feats in general, I think it'd be good to include a few more sources of Strikethrough that dont require THF feats.

There are SWF builds that will want to use HaH too, especially BE, and it'd be nice if there was enough general options to get to ~60% ST in Heroic and ~100% by endgame, without requiring the very specific race/multiclass combos that give access the few options that currently exist.

Ideally you just bake a little ST into the SWF line, since that can only be used with HaH anyway (like 20% per feat?)

That wont dilute THF HaH too bad, but it will give enough to make SWF HaH worthwhile over 1H SWF with a better weapon type and just spamming QC and WWA.
 

Frieling Slyhand

Well-known member
Who are the ‘people’ mentioned numerous times who are asking for this? My request is for a professional and inclusive way to poll your customers. Because whomever has your ear is not representative of all of us.

Half of the changes are unneeded and the other half go way too far. Tone it all down.
 

Erork07

Active member
Arcanotechnician
  • Multivial of Flame, Frost, Acid, and Sparks are added to the Arti spellbook as level 5 spells. Not actually part of the tree.
  • Arcane Mechanism is removed, and its abilities consolidated into Charged Recoil.
  • NEW: Shock Gauntlet: SLA: Target living, construct, or inanimate object foe at touch range must make an Fortitude Saving Throw (standard spell save) or die. If they succeed, they take 1d6+4 Electric Damage per Caster Level, MCL 25. 20 second cooldown.
  • Notes: Arti Caster just suffers from extremely narrow DPS options, and a lot of the ones they do have are not great. This (along with caster level updates going on in the spell change threads this pass that affect these SLAs) helps significantly flesh out their options.
Could we also change the 5th core from 2 Caster Levels and Max Caster Levels to electric spells -> 2 universal Caster Levels and Max Caster levels
 

SongandTime

Well-known member
Hello!

Here are a few changes planned for this Balance Pass. In looking at this new feat and changes to Enhancements, we are looking to boost some trees and styles that need some love while bringing down a few over-performing abilities.

New Feat:
  • Lock In
    • Included automatically with Improved Two Handed Fighting and Two Handed Specialty
    • Active: (Requires you to be using a Two Handed Weapon and not be in Animal form to activate. Hand and a Half does not count.) For 20 seconds, you cannot benefit from Strikethrough. For the duration, you gain Melee Power equal to 50% of your Strikethrough. This effect ends early if you switch to a style or weapons that do not meet the requirements. 60 second cooldown.
      • Notes: Two Handed Fighting builds are doing well against large packs of mobs, but they're significantly behind when dealing with Bosses and larger targets, to the point where we're hearing some THF builds are being excluded from Raids. This gives them significantly more ability to deal with single targets, while not at 100% uptime. Exact numbers of MP/Strikethrough ratio are a work in progress.
Melee Weapons:
  • Morningstar and Warhammer are now considered hand-and-a-half weapons, benefiting from Strikethrough and the Two Handed Fighting feats in the same ways Bastard Sword and Dwarven Waraxe do.
  • Notes: We're on the fence about Warhammers with this one, but want to see it play out in this preview before making a final decision. This isn't an enhancement or feat changes, it's here as it's relevant to Battle Engineer especially.
Changed Feats:
  • Master of the Domain of War now gains +10 to Melee and Ranged Power in addition to its other effects, to offset the reduced usefulness of Holy Sword with the changes to Warpriest.
  • Notes: This also isn't an enhancement change, it's here because it's relevant to the Warpriest changes below.

Enhancement Tree Changes:
  • Inquisitive:
  • Dragon Lord:
    • Dragon's Roar now uses a significantly shorter cone.
    • Dragon's Roar no longer affects creatures who are unaffected by Greater Shout; this includes Undead, Elementals, Oozes, etc.
      • Notes: Players feel that Dragon's Roar has singlehandedly obsoleted some forms of casters; it needs to change. This allows it to still be a powerful tool for Dragon Lord Fighters, just at closer range and not quite as universal in all content.
  • Purple Dragon Knight:
    • The Purple Dragon Knight enhancement, For Cormyr!, no longer requires you to be under 50% HP to grant its damage. Its damage bonus buff has been reduced to half your Charisma modifier, and it now lasts for 20 seconds.
      • Notes: This ability has gotten stronger over the last 10 years, as the level cap and overall available CHA has increased, to the point where its bonus is becoming too integral to certain Raid strategies. This change still lets it grant a meaningful bonus in a more accessible way, while also being more in line with other abilities in similar trees.
  • Battle Engineer:
    • See Ranged Changes thread.
    • Battle Engineer's "Hand and a Half Training" has been renamed "Bastard Sword and Dwarven Waraxe Training".
    • Battle Engineer's "Hammer and Morningstar Training" now gains +5% Strikethrough per rank.
    • Haste Boost replaced with Engine Strike: Melee Attack: +200% Damage, +1 Threat Range, +1 Multiplier. 6 second cooldown. (This is a parallel melee ability to Fusilade's replacement detailed in the Ranged Changes thread.)
    • Haste Boost has been added in T2 as a multiselector with Action Boost: Power and Attack.
  • Arcanotechnician
    • Multivial of Flame, Frost, Acid, and Sparks are added to the Arti spellbook as level 5 spells. Not actually part of the tree.
    • Arcane Mechanism is removed, and its abilities consolidated into Charged Recoil.
    • NEW: Shock Gauntlet: SLA: Target living, construct, or inanimate object foe at touch range must make an Fortitude Saving Throw (standard spell save) or die. If they succeed, they take 1d6+4 Electric Damage per Caster Level, MCL 25. 20 second cooldown.
    • Notes: Arti Caster just suffers from extremely narrow DPS options, and a lot of the ones they do have are not great. This (along with caster level updates going on in the spell change threads this pass that affect these SLAs) helps significantly flesh out their options.
  • Warpriest/War Soul
    • Smite Foe (Core 1) now applies “On hit: you are healed for 1d3 per Character Level, which scales with Positive Spell Power. This healing can only trigger once per use of this ability.” (Ameliorating Strike in T4 still applies the heal to nearby allies, and adds the Lesser Restoration to you and nearby allies.)
    • Inflame now has a 40 second cooldown (was 90)
    • Wrathful Weapons now reads: When wielding your religion's favored weapon in your main hand, you gain +3 to hit and damage, and +9 Universal Spell Power. +3 Imbue Dice.
    • Warpriest’s Divine Power gains +1 Competence Bonus to Critical Multiplier, making it match War Soul’s.
    • War Caster (Core 5) now grants +5 Melee and Ranged Power in addition to their other effects.
    • Implacable Foe (Core 6) now grants +10 Melee and Ranged Power in addition to their other effects.
    • Fires of Fury now has a Light multiselector
      • Notes: Clerics really want to play with weapon-oriented domains other than War, This opens up those other Domains while still giving a bonus for using the War Domain. This also opens up low splashes and lets Warpriests/Souls focus a little better on one Spell Power. Open to suggestions on how to further make these trees relevant.
  • Sorc Savant Trees
    • Unlink the SLAs, so you can take only the ones you want
    • Remove the caster level debuffs from the cores for alt-elements
  • Vanguard
    • T5 Brutal Impact loses “+1 Critical Damage Multiplier on a roll of a 19-20.”, gains “While wielding a Shield, you gain a +1 Competence Bonus to Critical Threat Range”.
    • Shield Combat II (Core 4) gains “While wielding a Shield, you gain a +1 Competence Bonus to Critical Multiplier”.
      • Fighter Vanguard players are frustrated that they must go mega deep into Kensei to get any Crit options with their weapons, and literally can’t get some at all if they go T5 Vanguard. This opens up options.
  • Renegade Mastermaker
    • Mastermaker (T5) now adds: “+1 Competence Bonus to Critical Threat Range with Weapons”
    • Radiant Forcefield SLA (Core 5) now adds: “Passive: You gain Curative Admixture: Heal as a 6th level Artificer spell”
    • Battlefist’s damage bonus increases to 50%
    • Paragon Body (T5) is removed.
      • Constructive Conduit (Core 4) gains the “+4 Fortitude and you no longer suffer Arcane Spell Failure from Armor” that used to be in Paragon Body.
      • Mastermaker’s Competence Bonus to Max HP increases to 30% (its original 20%, plus the 10% Bonus that used to be in Paragon Body, to the same maximum)
    • NEW T5: Multiselector:
      • Aggression Engine: Melee Attack: +50% damage. On Hit: For the next 6 seconds, you gain +20 Melee Power, +40 Universal Spell Power, and +10% Spell Crit Damage. For the next 20 seconds, you gain a +450% Competence Bonus to Melee Threat and 900% Competence Bonus to Spell Threat. Cooldown: 12 seconds. Passive: +100% Melee and Spell Threat
      • Tactical Engine: Melee Attack: +50% damage. On Hit: For the next 6 seconds, you gain +20 Melee Power, +40 Universal Spell Power, and +10% Spell Crit Damage. For the next 20 seconds, you gain +10% Doublestrike and a +4 Competence Bonus to Spell and Sunder DCs. Cooldown: 12 seconds. Passive: +5 Melee Power
    • Notes: People want to play Renegade Mastermaker, but feel it doesn’t have enough punch vs. what you give up in Battle Engineer. They also want to tank with it, despite not being a tank tree. These changes give them the tools they need to front-line with this tree to tank, and combined with some Battle Engineer, to DPS.
  • Vile Chemist
    • See Ranged thread notes about Core 2 Doubleshot
    • Wave of Poison and Greater Wave of Poison can now each stack up to 3 times, increasing the damage each time.
    • Notes: Players feel the damage portion of these spells doesn’t hold up, so I’ve made them more like Eladar’s Electric Surge, rewarding you for repeat casts.
  • Harper Agent
    • T2 Heroic Companion is removed, and replaced with Multiselector: Harper Lore I: (2AP)
      • Harper Weapon Training: +1 to Attack and Damage while Single Weapon Fighting.
      • Harper Spell Training: +2% Spell Crit Damage with Force/Physical, Sonic, Light, and Good spells
    • T3 Highly Skilled is removed, and replaced with Multiselector: Harper Lore II: (2AP)
      • Harper Weapon Training: +1 to Attack and Damage while Single Weapon Fighting.
      • Harper Spell Training: +2% Spell Crit Damage with Force/Physical, Sonic, Light, and Good spells
    • T4 Throat Dagger’s cooldown changes to 18/15/12 seconds.
    • T4 Throat Dagger is now a multiselector with Silencing Strike: Melee Attack: 20/30/50% Damage: Damaged non-boss enemies cannot cast spells for 6 seconds. Cooldown: 18/15/12 seconds.
    • New T5: Multiselector:
      • The Resolute Blade: +1 Competence Bonus to Critical Threat Range while Single Weapon Fighting. Rank 2: +1 Competence Bonus to Critical Multiplier while Single Weapon Fighting.
      • The Harp’s Magic: +2% Spell Crit Damage with Force/Physical, Sonic, Light, and Good spells. Rank 2: An additional +2% Spell Crit Damage with Force/Physical, Sonic, Light, and Good spells
    • Notes: This gives Harper a little more identity, as well as more avenues for some builds to climb higher in the tree. T5 may not be the most powerful set of T5s, but shouldn’t just be strictly worse than class trees. This ought to give some strong options to SWF builds throughout the game.
  • Sacred Fist:
    • Violence Begets Violence is reduced to 1AP (matching current Monk)
    • Sacred Strike V is reduced to 1AP (matching similar T5 offerings - Henshin Mystic, Kensei, etc)
    • Light of Hope and Light of Glory are reduced to 1AP each
      • Notes: Sacred Fist is one of the most expensive enhancement trees in overall AP. Granted, it has a lot of abilities that are 2AP from other trees, so I’m lightening it where it doesn’t match or doesn’t have an analogue.
We expect that there are other trees and abilities out there that need love, but we (sadly) don't have time for absolutely everything in this pass (or much beyond what's listed here). That said, let us know what you think of these changes, if there are other small changes you think would have a big impact, and anything else you can come up with!


Known Issues:
  • Icons for some of the new Enhancements are placeholders.
  • VFX has not been completed for new active abilities/SLAs listed on this page
Buff them up, last time warpriest was done it was just a patch and this is how they ended up. BUFF them up
 

Drachmor

Well-known member
  • Dragon's Roar now uses a significantly shorter cone.
  • Dragon's Roar no longer affects creatures who are unaffected by Greater Shout; this includes Undead, Elementals, Oozes, etc.
🫠 there goes that I guess. I'm sad.

Edit: To be more specific, the cone size especially is just a huge kick to this playstyle, and really not fun. The second point, fine, I get it - still a disappointment (and a huge change in self-sufficiency), but justifiable. But man. Reconsider the cone size.
 
Please don't make the cone smaller on dragon's roar. Also, please remove the hard-target requirement in order to use it.
Yeah players already gotta gear and build for the DC requirement and Dragon’s Roar doesn’t even work on bosses, only trash mobs, more trash mobs and dime a thousand trash reapers.

Like damn, don’t the devs got grander ideas besides making routine trash disposal more difficult and unfun? Pathetic.
 

Griglok

Leader- The Casual Obsession (Khyber)
@SteelStar So our feedback is aligned with what you’re looking for… I know a few of us have asked for additional things like changes to trances in warpriest to allow for wis/cha instead of of just cha and for Wis to hit and damage in warpriest.

After reading your feedback on archmage- are these types of requests in the scope of this type of overhaul?
 

VinoeWhines

Well-known member

Long overdue Revamp to give back some crumbs of what was lost:​

Cheat Death(self res) and Vorpal on 20​


It seems every class gets soo much Sneak Attack Dice as non stealth either Range or Melee, that a once "Rogue/Stealth Ranger" has no identity and Sneak Dice is a thing that is now being handed out like candy.
Even Caster Arcane Trickster (a far distance safe range class) Supersedes the hard to be in Touch Range, Have to be in Stealth and not have aggro and can still miss the strike, Melee Rogue.


The Assassin Enhancement Tree feels 4 decades old in comparison to what the current builds can do. From 4 second (multi-forms of) instakill w/cooldowns (safe caster range) and 'Fighter Style' AOE instakills (breaks down to 1 kill every 6 seconds).

Now every time you see the Rogue icon it's either a Caster or a Barbarian or Artificer combating in its natural ways (in Sheepish Rogue Clothing).


1. Assassin Enhancement should have more sneak attack dice as you invest more in the cores.

2. Even Ninja Spy(On Live) gets an extra +10 Sneak Attack Dice and +5 Assassinate DCs in its last Two Cores....not to mention +25 Melee Power as well. With an Aggro Magnet target dummy to help get the aggro, to induce Sneak Attack....

3. Why did the Assassin Enhancement Tree get it's Range option in Shortbow removed? (A Throwing Dagger can rectify that and is thematic with daggers.)

4. Why did Offhand Assassinate get removed? It was the reason why you would go the slower fighting style, than Single Weapon Fighting(SWF) to be able to get the benefits of Offhand attacks in Two Weapon Fighting(TWF). Offhand Assassinate should of never been accidentally removed...
Now SWF can Assassinate 2 mobs(which is fine) and TWF has no benefit, when it was there before.

5. There is no stealth way to Crowd Control(or cause vulnerability to) your target as for some reason Trap DCs(slow placing Traps you create) even with a 125+ DC has no effect on mobs in Reapers...

Here is a baseline of curated, not extreme, feasible base Cores.

And of course foremost, thanks again for putting in a lot of effort in spending time making the Enhancement Pass to all the classes thus far.

​

Core abilities​

Knife in the Darkness: You gain proficiency with Kukris and Throwing Daggers You can also use your Dexterity AND INTELLIGENCE modifier to hit with Daggers and Kukris. Daggers, Throwing Daggers and Kukris are Favored Weapons. +1 Sneak Attack Dice.
AP Cost: 1Ranks: 1Progression: 0Requires: Level 1 Rogue
Dagger in the Back: You can now use your Dexterity AND INTELLIGENCE for damage with Daggers, Throwing Daggers and Kukris. If you possess the Weapon Finesse feat, this also applies to melee weapons with which you can use your Dexterity modifier to hit. This enhancement does not work with handwraps or unarmed attacks. +1 Sneak Attack Dice.
AP Cost: 1Ranks: 1Progression: 5Requires: Knife in the Darkness, Level 3 Rogue
Assassin's Trick: Activate: Target An Area Of Effect Circle 'DISTRACTION' in a Large Area(DC vs Bluff skill) where opponentS loses their immunity to sneak attack and 25% of their fortification for 15 seconds. (Cooldown: 12 seconds) +1 Sneak Attack Dice.
AP Cost: 1Ranks: 1Progression: 10Requires: Dagger in the Back, Level 6 Rogue
Nimbleness: You gain the Mobility Feat. On Hit: Up to once every 2 seconds, you gain 1% dodge for 10 seconds. This effect can stack up to 10 times. +5 Melee Power and +5 Range Power. +2 Sneak Attack Dice.
AP Cost: 1Ranks: 1Progression: 20Requires: Assassin's Trick, Level 12 Rogue
Lethality: While wearing light or cloth armor you gain +1 Insight bonus to your Critical Damage Multiplier for any one-handed (melee and Range) weapon you are wielding. The Target's vulnerability to poison is increased by 5%. This ability can stack up to 20 times. On timer expiration, 4 stacks of Poison are removed at a time. +2 Sneak Attack Dice. +5 Melee and Range Power.
Note:
Also works with Orbs, Shields and offhand weapons when Two Weapon Fighting.
AP Cost: 1Ranks: 1Progression: 30Requires: Nimbleness, Level 18 Rogue
Deadly Shadow: You gain +2 Dexterity and +2 Intelligence. You gain 15 Range and Melee Power and +5 Sneak Attack dice and 10% Fortification Bypass. Any weapon you wield gains the Vorpal effect. If you have Crippling Strike, +10 additional Range and Melee Power. You gain +10 to Reflex Saving Throws.
You gain +5 to the DC of your Assassinate and If you have Measure the Foe Rank 3 your Assassinate Cooldown is 8 seconds and are able to get another Assassinate attempt with your offhand .
AP Cost: 1Ranks: 1Progression: 40Requires: Lethality, Level 20 Rogue
 
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Tilomere

Well-known member
  • Lock In
    • Included automatically with Improved Two Handed Fighting and Two Handed Specialty
    • Active: (Requires you to be using a Two Handed Weapon and not be in Animal form to activate. Hand and a Half does not count.) For 20 seconds, you cannot benefit from Strikethrough. For the duration, you gain Melee Power equal to 50% of your Strikethrough. This effect ends early if you switch to a style or weapons that do not meet the requirements. 60 second cooldown.
      • Notes: Two Handed Fighting builds are doing well against large packs of mobs, but they're significantly behind when dealing with Bosses and larger targets, to the point where we're hearing some THF builds are being excluded from Raids. This gives them significantly more ability to deal with single targets, while not at 100% uptime. Exact numbers of MP/Strikethrough ratio are a work in progress.
Lock In misaligns due to the importance of cleaves to THF means it is always worth trading strike through for melee power. Therefore this isn't a red named buff, this is an all-dungeon buff. On R10, a well-built group will down a red named in under 10 seconds, so if they spent 4:90 seconds getting to the boss, for that 4:90 THF was superior, and for that 10 seconds of boss fight, its not really relevant who is superior.

This also is duplicative in function of the four feats for weapon speciality already available as level 31 feats, as well as Adrenaline + Boulder's Might epic destiny balancing.

For example, if I take a 200% doublestrike monk with high melee power from Lock In, it devastates with AoE damage via QQ, which is not the purpose of the feat.
Or, for example, a tempest can use it to snapshot QQ at +200 MP and still use TWF.

A better design would be a passive buff or debuff (bleed) upon hitting red names with a two handed weapon or in animal form, otherwise you just moved NHB to THF. A consistent design would be to add a damage proc to ED mantles supporting THF, or a set of feats in line with Master of X, but for THF.
 
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Monkey_Archer

Well-known member
There are other ways of making THF more competitive. I would add an extra multiplier on Mauls and Greataxes right off the bat (a change that is largely build agnostic and very much needed). Then, I would provide higher to-hit bonuses and fortification bypass with each THF feat (most of the damage depends on landing adrenaline, if the big hit doesn't land - you just became useless, unlike the other fighting styles).

A great advance would be to figure out a way to disincentivize adrenaline as a mandatory ability altogether without just straight nerfing it. But that would require more thought and attention to the style and the FotW tree as a whole; an endeavor that may be deemed "not worth the time".
I've long advocated for knight's training to apply to greatsword/greataxe. It's extremely sad that falchion barbarian and silvanus maul have been the only competitive crit profiles at endgame for what? 10 years? When was ESOS last viable...
I like the idea of instead giving greataxes +1 multiplier. It would less average dps than +1 range, but fits adrenaline better.

As for more passive bonuses, I tend to disagree. A toggle version of lock in would just turn THF into a numbers check vs other styles, so I prefer the temporary bonus. This allows it to be balanced as a "less dps overall but higher burst damage" style rather then just numerically better or worse.

I agree with the adrenaline problem. I don't agree that passive attack/bypass is the way to go though. Adrenaline+Leveler is amazing because of the +500 to hit bonus, but the cooldown is too long. I'd much rather see high accuracy bonuses attached to other combo attacks, such as boulder's might.
 

Blerkington

Well-known member
How about you reduce the cooldowns for trances? They misfire frequently and if that problem can't be fixed a five or ten second cooldown would go a long way towards mitigating this problem.
 

alavatar

Member
I don't know if the Devs will read the Lammania General Discussion, so I am reposting here from the thread I created in general in the hopes that this may be a more effective communication platform:

Please add Warforged/Bladeforged to the balance pass in U82

Warforged and Bladeforged currently are sub-par in every respect compared to standard races. For a premium race, this does not make sense to me.

Warforged/Bladeforged have the following problems:
  1. AC from Body Feats / Docents is dramatically different from the AC a normal character can achieve. Standard races Heavy Armor AC is significantly higher than AC achieved from Adamantine Body feat, for example.
  2. There is no Medium Armor Body Feat, making WF/BF unable to take advantage of certain builds like some of the Barbarian enhancements, or the "No ASF in medium armor" enhancements
  3. Max Dex Bonus being static on a WF/BF places them at a distinct disadvantage compared to endgame standard races due to Dodge and AC differences
  4. The inability to wear armor/robes has locked out WF/BF from certain set bonuses
  5. On the subject of loot, there are much fewer options for stackable Repair Amp than stackable Healing Amp
  6. The Body feat tax is outdated. I suggest either making it a Racial feat or removing it entirely and allow WF/BF to wear armor/robes
  7. The DR offered by Adamantine Body is not adding value except at low levels.
    1. The corresponding Racial Enhancement is therefore also not adding value
    2. Consider changing the Adamantine Body feat to grant PRR instead of DR
  8. For Racial Enhancements, I suggest the following changes:
    1. Core
      1. Add Repair Amp to Core 3 and Core 5 (comparing to Dhampir). Consider adding -5% ASF to Core 3 and Core 5 as well
    2. Tier 1
      1. Combine Construct Stability and Construct Nature / Communion of the Sentinel
      2. Add a new Enhancement for bonus to THF/HaH weapon attack/damage and strikethrough
      3. Change Construct Toughness to be a % bonus to HP (5% for 2AP?)
      4. Change Inscribed Armor to be a reduction to ASF of 5%/10%/20%
    3. Tier 2 (Warforged)
      1. Remove Construct Nature
      2. Remove Great Weapon Aptitude
      3. Add a new Enhancement for bonus to THF/HaH weapon attack/damage and strikethrough
      4. Add a new Enhancement for +2/+4/+6 MDB of Armor and Tower Shields (based on current non-scaling MDB body feats)
      5. Change Damage Reduction to be +10 PRR for 2 AP; reduce ASF by 5%
      6. Change Construct Toughness to be a % bonus to HP (5% for 2AP?)
    4. Tier 2 (Bladeforged)
      1. You are already changing Communion of Scribing (I think?)
      2. Remove Great Weapon Aptitude
      3. Add a new Enhancement for bonus to THF/HaH weapon attack/damage and strikethrough
        1. Combine Fearsome Presence into this Enhancement
      4. Add a new Enhancement for +2/+4/+6 MDB of Armor and Tower Shields (based on current non-scaling MDB body feats)
      5. Change Damage Reduction to be +10 PRR for 2 AP; reduce ASF by 5%
    5. Tier 3 (Warforged)
      1. Change Improved Body to be: +2PRR, +2 MRR, and +1 MDB per tier
      2. Add a new Enhancement for bonus to THF/HaH weapon attack/damage and strikethrough
      3. Change Construct Toughness to be a % bonus to HP (5% for 2AP?)
    6. Tier 3 (Bladeforged)
      1. Change Communion of Warding to be like the above proposed Improved Body, except add Repair Amp
      2. Add a new Enhancement for bonus to THF/HaH weapon attack/damage and strikethrough
      3. Change Construct Toughness to be a % bonus to HP (5% for 2AP?)
      4. Add Memories of the Last War
    7. Tier 4 (Warforged)
      1. Remove Warforged Resolve. I doubt anyone uses this
      2. Add a new Enhancement for bonus to THF/HaH weapon attack/damage and strikethrough
      3. Change Weapon Attachment to be an Always On effect. It is very annoying having to re-enable it after using scroll or something
        1. Add to Weapon Attachment a bonus to Spell Crit Damage. +5%?
      4. Change Construct Toughness to be a % bonus to HP (5% for 2AP?)
      5. Add a mirror of the Aasimar's Tier 4 Celestial Tutelage with the same feat options
    8. Tier 4 (Bladeforged)
      1. Remove Warforged Resolve. I doubt anyone uses this
      2. Add a new Enhancement for bonus to THF/HaH weapon attack/damage and strikethrough
      3. Combine Weapon Attachment and Communion of Handling into one Enhancement for 2AP.
        1. Change to be an Always On effect.
        2. Add to Weapon Attachment a bonus to Spell Crit Damage. +5%?
      4. Add a mirror of the Aasimar's Tier 4 Celestial Tutelage with the same feat options
      5. Add Memories of the Last War

Anywho, these are my thoughts. I would really appreciate it if the Devs took some time to give the Warforged and Bladeforged a little love since they are a premium race yet so far behind all of the other races, including standard races.
 

l_remmie

Well-known member
I'm going to pretend it's becaue Archmage rework i going to need a whole patch of its own, but it's probably just because they don't have any idea how to fix it, despite 2-3 threads a years full of ideas on how to fix Archmage.


+8% Intensity to force/sonic/light/good is stunningly bad compared to trees (All casters) that give +crit chance
  • Especially when Harper doesn't grant access on its own to any source of force, physical, sonic, light, or good damage (with the exception of throat dagger on a 12-second cooldown)
The harper tree is extremely weak and offers no incentive whatsoever past intelligence to damage. These enhancement change absolutely nothing about that.

You did notice correctly the harper tree needs an identity. However you need to do the actual work and create a good tree from the ground up. This isn't a fix it's shaking the cage of a dead parrot.
 
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