Update 66 Preview 1 - Epic Destiny Refresh

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Lazuli

Well-known member
It's the same heal value per level as healing wall and arti's repair aura (also very meh). Healing walls ticks aren't amazing either, it just has the situational usefulness of being able to place them somewhere else (but it also interferes with melee players vision so some complain about it to me). I find the cleric aura about as useful, I just stand next to ranged/casters for it's ticks to help them. As for arti's repair aura.. it's just mostly memes for me taking it on my bubble build.

What I would like to see for cleric is love for:
Divine Healing: Channel Divinity: Your target heals 1d4/2d4/4d4 hp every 2 seconds for 2 seconds per point of Heal skill you possess
It's pretty much just a junk ability right now. At the least, it needs be able to scale off positive spell power. Then clerics could put out long lasting HoTs and those needing extra ticks could turtle close to the cleric for the aura's effect too.
Yes, I know that the radiant servant's aura is more or less the same as those other two auras, but the problem is that all three of them are garbage lol. I also use it like this, but it cannot be said that they are very useful. In any case, it is what it is *shrugs*

Divine healing is a waste of aps yes.
 

Monkey_Archer

Well-known member
One thing is chain lightning will bounce from terrain if it doesn't connect with a unit (back when EDF/ Knight's Transformation had the spell range restrictions a method to use chain lightning effectively was to fire it at the ground as the bounce range was longer than your actual range)
I imagine chain heal lacks that functionality
Many SLAs have had issues with being unable to camera-direction target, or ground target. I suspect you are correct in this case.
 

Elminster

Sage of Shadowdale
You guys ever think that the devs might be doing this to just shake things up (in terms of build creation) and no real rhyme or reason for anything else?
 

somenewnoob

Well-known member
Yes, I know that the radiant servant's aura is more or less the same as those other two auras, but the problem is that all three of them are garbage lol. I also use it like this, but it cannot be said that they are very useful. In any case, it is what it is *shrugs*

Divine healing is a waste of aps yes.


On the plus side.......they are better than EA aura now!
 

somenewnoob

Well-known member
Let us know which SLAs have that issue and we can take a look!

What was the reasoning behind eliminating the EA heal aura? Think many of us would like to know.

Anything is better than crickets. The players are obviously concerned.

Silence is not the best customer service tactic sometimes.
 
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Monkey_Archer

Well-known member
Let us know which SLAs have that issue and we can take a look!
Not sure if any have been fixed since I last tested, but Holy fireball and Sunbolt are the 2 i can think of off the top of my head. I beleive some of the savant sla were not working last time i tried them as well.
 

Griglok

Leader- The Casual Obsession (Khyber)
It's the same heal value per level as healing wall and arti's repair aura (also very meh). Healing walls ticks aren't amazing either, it just has the situational usefulness of being able to place them somewhere else (but it also interferes with melee players vision so some complain about it to me). I find the cleric aura about as useful, I just stand next to ranged/casters for it's ticks to help them. As for arti's repair aura.. it's just mostly memes for me taking it on my bubble build.

What I would like to see for cleric is love for:
Divine Healing: Channel Divinity: Your target heals 1d4/2d4/4d4 hp every 2 seconds for 2 seconds per point of Heal skill you possess
It's pretty much just a junk ability right now. At the least, it needs be able to scale off positive spell power. Then clerics could put out long lasting HoTs and those needing extra ticks could turtle close to the cleric for the aura's effect too.
I have a different perspective (based on playstyle). I love the auras for Cleric. You have enough defenses to be able to stand in range just behind the melees who will also benefit from constant buffs of prayer, enflame, consecration (crusade) and occasional implaccable foe. Clerics also have to be in range for melees to benefit from their domain buff when they use turn undead. That extra +40 PRR/MRR to every melee is really nice.

I agree with you on Divine Healing. I see no reasons they can't make Divine Healing better AND leave the aura in the ED as an option. I liked the suggestion to make it a multi-selector with the damage rings.
 

somenewnoob

Well-known member
I have a different perspective (based on playstyle). I love the auras for Cleric. You have enough defenses to be able to stand in range just behind the melees who will also benefit from constant buffs of prayer, enflame, consecration (crusade) and occasional implaccable foe. Clerics also have to be in range for melees to benefit from their domain buff when they use turn undead. That extra +40 PRR/MRR to every melee is really nice.

I agree with you on Divine Healing. I see no reasons they can't make Divine Healing better AND leave the aura in the ED as an option. I liked the suggestion to make it a multi-selector with the damage rings.

I also stand with the melee's on my cleric, she's built for 2 things, heals, and don't die. Huddle up with them, 2 auras, consecration, masses when needed. Can stand in even in r10.

Divine healing........well, I'm sitting here waiting for Strahd to finish his long monologue.......let me toss this on everybody while he rambles.
 

peng

Well-known member
Let us know which SLAs have that issue and we can take a look!
As far as I know, all of them. Projectile slas that can be fired without a target ignore your z-axis aiming and fire directly in front of you even if your camera is facing the ground or the sky.
 

Kalibano

Build Designer. Having fun since 2006!
Just adding my suggestion from Discord here, so things are in one place when it comes to looking at feedback:

A suggestion for Angelic Form:
> Multiselector with 3 options.
> all cause a flaming blade barrier ring to erupt around you
  • option 1: enemies entering or leaving the ring take 1d? Fire and 1d? Light damage per caster level (perhaps slighty higher dmg, to compensate for lack of healing?)
  • option 2: allies entering or leaving the ring are healed for 1d6 plus 1 per caster level in positive energy (this healing and damage has a short cooldown to prevent weirdness)
  • option 3: option 1+2 together, as per what was proposed on Lama

This should cater nicely to:
1. builds that want to nuke and don't care about healing and/or happy to sacrifice healing for extra dmg
2. healers that don't want to deal dmg because of agro
3. those who want to heal while contributing to dealing dmg (and vice-versa)
A further thought towards this ? multiselector idea:
Angelic form grants you 3 toggles, each for the options I suggested. So you can toggle in and out of the option you prefer, without having to re-spec the tree?
 

Matuse

Join Date: February 2006
What was the problem with weird? What's the functional difference between being in the spell book versus being and SLA? If an sla, does that mean every class can use it?
The functional difference is that the spellbook version could be massively exploited.
 

Matuse

Join Date: February 2006
Decreasing cooldown is not an exploit. We already do it with banshee and nothing happens.

Additionally, instantkills <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<< useful than pure damage.
I'm not talking about reducing cooldowns. I'm talking about an actual genuine no kidding exploit. I can't discuss WHAT that exploit is, because forum rules. But yes, huge massive exploit.
 

Lazuli

Well-known member
I'm not talking about reducing cooldowns. I'm talking about an actual genuine no kidding exploit. I can't discuss WHAT that exploit is, because forum rules. But yes, huge massive exploit.
ok, then fix the exploit, and leave the spell alone. It's ridiculous that this game can't have an iconic spell in the pnp game and that is functionally like a banshee. That doesn't say much for the quality of the code lol.

Fix the exploit. Do not remove features from the game. Eliminate the exploits.
 

Tonquin

of Lightning Hammer fame!
Quick further update in response to feedback on Draconic Incarnation:
  • Dragon Breath's damage is now 1d6+5 from 1d6+3
  • Dragon Breath's upgraded damage is now 1d6+10 from 1d6+7
What was the problem with weird? What's the functional difference between being in the spell book versus being and SLA? If an sla, does that mean every class can use it?
A big reason for the change is that no other Destiny ability required pure or nearly-pure classes to use - originally in the ED designs we leaned way harder on Spellbook Modification, and Weird was the last little bit of that. In practice, however, it punished multiclasses and made some variant builds harder to explore than they should be. In that respect, making it a SLA makes it easier for all characters to use.
 

Matuse

Join Date: February 2006
ok, then fix the exploit, and leave the spell alone. It's ridiculous that this game can't have an iconic spell in the pnp game and that is functionally like a banshee. That doesn't say much for the quality of the code lol.

Fix the exploit. Do not remove features from the game. Eliminate the exploits.
Between DDO's spaghetti code and the nature of the exploit, I doubt that it is possible to do a direct fix. Turning it into an SLA is the only recourse.
 

Reifee - Orien

Well-known member
Why is it, EVERYTIME there is a level limit increase there is a bunch of DPS nerfs which we essentially get back with the level.
When the wife said there is a level increase coming I said there be nerfs to the Caster DPS just watch.
The dragons breath nerf is a bit brutal, the holy Fireball Nerf was also a large nerf.

I don't know why you can't just balance out the dps increases and reflect it in the new content, its math Not magic.
 

Reifee - Orien

Well-known member
Quick further update in response to feedback on Draconic Incarnation:
  • Dragon Breath's damage is now 1d6+5 from 1d6+3
  • Dragon Breath's upgraded damage is now 1d6+10 from 1d6+7

A big reason for the change is that no other Destiny ability required pure or nearly-pure classes to use - originally in the ED designs we leaned way harder on Spellbook Modification, and Weird was the last little bit of that. In practice, however, it punished multiclasses and made some variant builds harder to explore than they should be. In that respect, making it a SLA makes it easier for all characters to use.


Its also playstyle Different people prefer different playstyles. If you want to ENCOURAGE us to try different things make OTHER things better. I think that explination is a Disingenuous and fairly misleading.

Most games make the same mistake of trying to balance dps across all classes, its a failing strategy. Some games have gotten better balance with different approaches. Glass cannons vs Tanks VS the Valkyrie approach. Each class has a function its not purely about dps.

I play ddo to escape inflation, but now I'm being told I'm getting less for what I was giving before!
 
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