Well its a good thing I quit playing first life non twinking permadeath then., but these types of changes have been happening for years beating down flavor builds, so by now players should be used to it and new players should have been forewarned by those that they play with.At the end of the day, this is going to punish new players and flavor builds HARD, especially while leveling.
Veteran players running optimal DPS builds will likely have enough DPS surplus to just plow through it without slowing down all that much.
Veterans might have to lower the skulls by 1 while leveling if they usually run R2+, but it won't be that big of a deal. Newbies and flavor builds that were already struggling with elite/R1 will get wrecked.
Completely agree. Another way to say this is, there are two ways to play A) just show up b/c it doesn't matter OR B) be in a elite invitation only group. From my experience, once you've completed A to the point of boredom the hurdles of getting into the B group are as much social as they are gearing/past-lives/skill and it's not like the B groups holds open trials for admission...so it's easy to get bored with the game...YMMV.
There's a ton of mobs with stuff like DR 1/something which would make DR still meaningless. The blanket static % means they can make DR matter with a simple update; anything more complex probably means going thru every quest/mob and manually adjusting DR for everything.Another suggestion :
P/B/S => current DR×0.5%, capped at 25%
Metalline/Aligned => current DR×1%, capped at 50%
That way the current proportionality is kept and so is the essence of this present rework.
The tutorial section will be relevant again for teaching folks DR stuff. It's kinda like how when doing 'Protect Baudry's Interests' that Tambor gives advice on how to deal with Kobolds (like getting resists for dealing with lightning bolts) while he's setting up his traps.I was literally talking in guild chat a week or two ago how in the olden days people needed to get DR breaker weapons to get around monster DR, and how the first quest in Korthos even teaches about the DR of skeletons and zombies with the rusty weapon chests.. but DR had in most cases in casual play become not significant enough reduction to damage to be worth switching weapon for.
Well you'd still get a yellow floaty, wouldn't you ?There's a ton of mobs with stuff like DR 1/something which would make DR still meaningless.
5% or 10% would just be ignorable. The 25/50% they're proposing will make me actually care about DR and breaking it. I'm neither for nor against them adding this DR, but if they're going to do then it needs to be impactful so I interact with the changes and care about DR again. I'll adapt as a player, bring swaps, select DR bypass feats, slot augs, scroll bypasses, etc. to deal with it. My only personal concern is hires/pets/summons as there's no easy way for them to really adapt to the changes right now.So perhaps in addition to the cap values of 25% or 50% we could get minimum values of 5% and 10% respectively.
5% or 10% would just be ignorable. The 25/50% they're proposing will make me actually care about DR and breaking it. I'm neither for nor against them adding this DR, but if they're going to do then it needs to be impactful so I interact with the changes and care about DR again. I'll adapt as a player, bring swaps, select DR bypass feats, slot augs, scroll bypasses, etc. to deal with it. My only personal concern is hires/pets/summons as there's no easy way for them to really adapt to the changes right now.
Their guild's in-house artificer better get busy, and fast !True, hirelings will likely be in a bad spot. I never use hirelings except the level 3 cleric so I am not personally concerned - but I think hirelings need to be helped somehow.
The majority of melee DPS builds aren't cracking >100% doublestrike with 100% uptime until pretty late into epics/endgame. They'll encounter the 50% DR damage reduction far more frequently while leveling than they'll have >100% doublestrike to compensate for it.+20-60% melee DPS, with -25-50% sometimes that is often avoidable with build and gearing choices?
You're saying it like every enemy will have 25-50% completely non-bypassable DR. Is that your contention? Okay.
Leveling will still be a stomp, endgame will be generally a net gain but sometimes worse. Which I will build around if we're pushing specific raids, and ignore for questing lol.
No it will still be noticeable (as would any other source of a 5-10% loss of DPS), and the moreso as you go up in levels and monster DR ramps up. That way the onus on gearing up remains but high damage resistance is less prevalent. Trying to find a middle ground here.5% or 10% would just be ignorable.
Pretty sure the B/P/S and Bane at 25% is the "middle ground"No it will still be noticeable (as would any other source of a 5-10% loss of DPS), and the moreso as you go up in levels and monster DR ramps up. That way the onus on gearing up remains but high damage resistance is less prevalent. Trying to find a middle ground here.
I think your suggestion to tie it to augment summoning is a good one, it ties a spend to something that is productive, otherwise hires could be used for utility or buffing.5% or 10% would just be ignorable. The 25/50% they're proposing will make me actually care about DR and breaking it. I'm neither for nor against them adding this DR, but if they're going to do then it needs to be impactful so I interact with the changes and care about DR again. I'll adapt as a player, bring swaps, select DR bypass feats, slot augs, scroll bypasses, etc. to deal with it. My only personal concern is hires/pets/summons as there's no easy way for them to really adapt to the changes right now.
Which I did mention earlier, but am happy to mention again: in heroics, there's no sentience = vastly reduced weapon swapping penalties. In epics, it's sprint boost + Quick Cutter, at least everywhere I see - YMMV.The majority of melee DPS builds aren't cracking >100% doublestrike with 100% uptime until pretty late into epics/endgame. They'll encounter the 50% DR damage reduction far more frequently while leveling than they'll have >100% doublestrike to compensate for it.
Lemme expand on this for folks to understand it fully: this is a problem for both sides! It's not simply a matter of being excluded. It's a matter of needing to exclude. Our guild mostly runs lowest-common-denominator style with very slight push when we can.There's nothing stopping you or anyone else from running your own raid if you're so concerned about being excluded.
Heh, I never got around to thinking about hires & pets. 'Course half of nothing is still nothing, but oh yeah that incorp floaty drives me crazy. That one really has to go. They could give hires & pets full bypass on everything, including MPRR and they'd still be unable to contribute and still die within 1~2 encounters.Give hires/pets/summons ghost touched too. Seeing their incorp message in floaty text always makes me think I forgot to equip my ghostly gear.
Maybe not a teaching raid the way Vooduu does it, but we like to make sure newbies aren't utterly lost. If you join as a newbie and speak up ("hey, I'm new"), we'll chat more -- hopefully even about the raid!It's not a reasonable expectation for the common LH/R1 LFMs to be a teaching raid, especially if it's been out for a while
IMHO, it will hurt vets more and the leaders the most, but the pain newbies experience will be perplexing and thus more distressing. Vets/etc have the knowledge to see what's happening, see that there's no workaround or that the workaround is too painful to bother doing, and then can decide if it's worth doing or punt the game.Those people, because *yes they exist and should matter*, are who these changes are going to hurt most.
I think that's the concern @Honkin raised by going through each raid to check for B/P/S and Bane. Tonquin confirmed there's nothing in a modern raid with that so your solution is to either add an arti to your group for buffs (you probably had on already on repeater) or bring scrolls to use on PUGs. I don't think its that big of a deal for moderately coordinated pugs. For uncoordinated ones yeah I could metal/algin being an issue.BUT, I won't be able to do that with non-breaking dps. I'll have to start gatekeeping and punting folk. I won't be able to accept anon joins. I'll have to insist on people linking their DR breakers. I
The alternative is a more reasonable implementation of DR. There's a happy middle ground between negligible DR and 50% but 50% is far too much.Which I did mention earlier, but am happy to mention again: in heroics, there's no sentience = vastly reduced weapon swapping penalties. In epics, it's sprint boost + Quick Cutter, at least everywhere I see - YMMV.
Also can just use your boosts to get >100% when fighting the mob with DR, no? Same thing I do when smacking through a Stone Guard's DR lol.
Probably will also be more Metalline/Aligned weaps and more bypass augs/enhancements being used as well.
But like what's the alternative? Put the DS cap back on and revert DR? That seems terrible to me; I'm gonna be stuffing DS everywhere I can, it's gonna be great!
Or what about reverting DR back to completely ignorable and just getting a huge DPS buff? Because damage is very low in current DDO, and we're really struggling to clear content? DR being relevant brings variety and tradeoffs to the game - are you going to use a DR breaker or a debuffer? Is it worth -7 SAD to get a relevant bypass? If DR is like 5-10% I'm just gonna ignore it as a mechanic, and I guarantee 95% of DDO's playerbase will as well. Maybe adjust for a life or two, or for pushing a specific raid, but like all the usual tools are gonna clear quests almost as well.
They (SSG) seem to be on a kick lately of reducing QoL in game, adding animations to teleport/removing Quicken, f’n with tumble x2, adding obnoxiously long cut scenes in every possible location.Haven't read all of this long thread, sorry.
Just wanted to say that I really don't like the idea of going back to Golf Bag days. It was annoying then, and it'll be even more annoying now with sentient.
Also, 50% for all different DRs seems... bland. Would be more cool with different numbers for different mobs/mob strengths.