Update 66 Preview 1 - Epic Destiny Refresh

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Wini

Well-known member
@Tonquin, while you are at it, please:

Magus of the Moon > Moontouched (T2) (+3 DC to fear based spells):
This ability is giving +3 DC to
  • Phantasmal Killer spell
  • Weird
  • Archmage's SLA PK

but is NOT giving anything to

  • Deep Gnome SLA PK
Put a ticket long time ago. They said they will hit the right department, but never fixed. Thanks!
 

Lazuli

Well-known member
RE: Dragon Breath

I think the main issue with Dragon Breath changes is that these specific changes are a symptom of the real problem: caster damage is in a really odd spot. There are a few types of casters who are able to make effective use of their spells in R10s. This comes down to the specific spells/abilities being used, and the ability of the class/race to make mobs vulnerable to the spell damage type as well as any particular build's ability to scale the stats for those spells. (spellpower 1300+ (without metas), 70%+ crit chance, 110%+ crit damage multiplier)

Some casters/builds can hit the necessary spell numbers, but have no/few ways to make mobs vulnerable to their damage. Others can hit the spell numbers and stack vuln but don't have (compartively) great spell/ability rotations. For instance, if you want to play a Cleric nuker, you're going to go Tiefling w/Sun Domain (for fire and light vulnerability) and STILL be disappointed with how it performs when compared to druid/sorc/alch due to the available spell rotations.

The nerf to spell damage in R10 from U59 did bring down certain builds that were over-performing, unfortunately it also destroyed many other builds that could otherwise be effective. Because there are so few build choices/abilities which underpin R10 casters, when you cut the damage from Dragon Breath it's a feel bad moment. However, Dragon Breath changes are not actually the underlying issue here. Can we unwind some of the spell damage nerf in R10s from U59 in conjunction with this change?
Yes, I totally agree with you. But let me add one more thing so that Tonquin understands why the nerf to dragonbreath is not going to be well received even with his new modification. I want to take advantage of the fact that Tonquin does read the feedback on these topics, something that not all devs seem to do.

There is a perception that nerfs are not done for balance, because they really do not usually bring balance to the game, but mere destruction. And I don't think that at this point the devs ignore the deep distaste that players have with their nerfs, not because of the nerfs themselves, but because two times out of three their nerfs have managed to make the object of their nerf useless or highly undesirable.

So Tonquin if you are really interested in bringing balance, you can't just nerf dragon breath. You need to improve the draconic's abilities that fail, such as wings and epic momentum, so that there is no perception of destruction for the sake of destruction.

But there is something else. As Griglok said, devs treat spellecasters as a homogeneous population, when there are two groups: those that work well (sorc, druid, alch) and those that leave a lot to be desired in terms of damage (everyone else). Nerfs have always affected the second group more than the first. And if you really want to bring balance with this ED pass, you need to make changes that help the second group. Give us the perception that you bring balance and not destruction.

What does the second group need? Well, casters like the wizard or cleric need the EDs to not be geared towards specialists. Currently the only ED that allows its procs to work with any spell, regardless of its energy type, is draconic. All the others require using a specific type of energy, and that for a generalist is not good. This tendency towards specialization is the reason why Magus ED doesn't work for the casters the devs had in mind, and will continue to not work after the changes in this pass. Cold and negative are energies with so many immunities that it is basically a nightmare to choose this mantle, although the concept is cool. PA works a little better than Magus for a generalist caster, but is still very limited. Seriously devs, regardless of output procs are limited to a particular energy type (or limited range of types), the spells that activate the mantle must be any energy type, or you're penalizing generalists grossly.

Of course, the ideal would be to have an ED that gave procs of exactly the same type of energy as the input spell. That would be an ED for a generalist and it is greatly missed. For me, the fact that you changed the magister, which was a generalist caster ED although too focused on DC and little on damage, for a specialist ED like the Magus left a very bad taste in my mouth. Magus could be cool as a second ED if there was a true generalist ED, but there isn't one.

But anyway, the EDs are what they are and I don't expect exit procs that help generalists in this pass. But I do hope, Tonquin, that for once you help the generalist casters and extend to the Magus and the PA the way that any spell can activate the mantle. If you really want to bring a little balance.

The warlock is a different case. In his case, what warlocks need is that all mantles work with his eldritch blast. Also, the sonic warlock is in a really bad position, because the EDs that support sound don't mesh well with the class at all. I won’t speak about bards, because I’m not an expert in this class.

I'm not a big fan of each ED supporting only three spellpowers. This means that the specialists, who are not coincidentally all from the group of spellcasters that work well, are disproportionately benefited in relation to the generalist spellcasters. Specialists simply stack the benefits of their main element three times, while generalists... well. They are as they are. And keep in mind, Tonquin, that this is in addition to the fact that those classes that work well have better heroic damage enhancements, epic feats focused on specialists (all epic crit feats affect only one element), and, more important, the entire design of the gear revolves around them. It's impossible to equip many spellpowers, and that inevitably benefits specialists (plan to create some heroic enhancement that allows generalists to use an element's spellpower and critical, like force, for elemental spells please). Generalists usually have the added handicap of also needing to equip themselves for more DC schools.

There are many differences between the two groups that disproportionately benefit the “good” spellcaster group, but speaking specifically of EDs, we really need the activation procs to be focused on an entire spellbook and not just on one or limited group of elements, and in a future, an ED whose procs are too based on the initial spell. In the past shiradi kinda was something like this, but even then it was a weak ED for generalists and is currently not viable for a spellcaster. We need a generalist ED that isn't seen as a missile spammer so we don't get nerfed it to the ground.

Another detail that has helped draconic be overrepresented among casters is that it has Ruin intensified in its tier 5. And no, it is not that this enhancement is OP. There are classes like wizard or cleric or warlock that use force as their main offensive element. So where do they go but tier 5 draconic when looking for offensive power? When you created these new EDs, devs, I was opposed to putting this enhancement there. At that time sorc, druid and alch did not use ruins in any appreciable number, but they were used for “weaker” classes like the ones mentioned above. By putting that enhancement there, it was clear that all the casters looking for spell damage were going to go directly to that ED, as indeed it has been (specialists because it was the elemental ED par excellence, and generalists because of the entry of their mantle and the support for the only epic spell that really works for them).

I do not propose that you move the enhancement. This is going to cause deep discomfort among nukers, at a time when you are nerfing draconic hard, and even more so after the nerf in r7+, which has left spell damage in a bad position. But keep in mind the reality that generalist casters currently receive more support from the draconic than from any other ED, due to the fact that his mantle is the closest to his spellcasting style despite his unique elemental output (which really sucks a lot against immune targets, but it is the best “generalist” in entry) and because it supports better force than any other ED. So not all casters are in draconic ED for the dragon breath. There were other reasons too. Put a more general proc entry in PA, and I'll consider using the PA mantle for my wizard, e.g. In my experience, the draconic mantle is also the one that best suits the warlock, because warlock is really very limited in mantles that work with his eldritch blast.

And yes, I repeat that all epic strikes need to eliminate the CL max. They should be epic.

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Edited to correct mistakes, non-native speaker who wrote this post too quickly.
 
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Wini

Well-known member
Weird change to SLA:

We are going to lose spell cost reduction and Arcane Alacrity for this one, invalidating heavily invested past life features and gear. This feels very bad, since this is the only reason to get this ED as a caster.

Proposal (any of them):

  • Let SLAs get Arcane Alacrity (as Rabidfox said in suggestions)
  • Let Feydark Illusionist's Capstone get Weird in their spellboks, since Shadowblade spells damage is not good on epics and they are heavily invested on illusion spells, so at least they should shine in this single, non game-changing aspect of the game.
 

voenixa121

Well-known member
I suggest that at the very least an epic strike should have 101% of the dice that their heroic counterparts have.

Seriously, reread the sentence. It's an EPIC strike.

Following that logic, at least 1d6+20 AoE should be the baseline (or 1d6+15 with no save, or 1d6+15 with a shorter cooldown, or 1d6+25 with some limitation or other twists upon that). And 1d6+30 single target.
That's so pointless. If we kill enemies too quickly, the health of new enemies will just be increased. This has happened with every expansion now. Bigger numbers are an illusion.
And 30 second cooldowns are just obnoxious. There are alread way too many spells and abilities that you have to press every 10/15/20/30 seconds, let's not add any more.
What are "meaningful choices" anyway? Right now if you take a different epic strike from the 3 that are the best by a large margin you feel like you did something wrong and are sabotaging yourself. Where is the meaningful choice in that? And where does it go if all other epic strikes were to have their numbers changed to be all equal?
DI needs a nerf, there is no way around it. It's strike needs to become weaker compared to other epic strikes. Same goes for Hunts End and Adrenaline.
But DI is especially problematic. As a single element destiny it should be balanced by being inflexible, but thanks to all the immunity strippers nowadays that is no longer a factor. And I think ruin intensified is another thing that needs to be looked at for the same reason. It's crazy that it will stay as it is while holy fireball gets it's damage reduced.
 

Shear-buckler

Master of reactions
There is a perception that nerfs are not done for balance, because they really do not usually bring balance to the game, but mere destruction.

Its only 'mere destruction" if you overlook the alternatives that become viable when the outliers are nerfed.

Let's say they deleted Adrenaline from the game, that would be "destruction" but it would also make the choice of epic strike far more interesting and varied for the vast majority of melee characters.
 

Beast

Well-known member
Its only 'mere destruction" if you overlook the alternatives that become viable when the outliers are nerfed.

Let's say they deleted Adrenaline from the game, that would be "destruction" but it would also make the choice of epic strike far more interesting and varied for the vast majority of melee characters.
IF they gave an alternative, I couldn't agree more.
That's what is called balance, or rebalance as they are trying to fool us with.
Moving the power from one build or class or whatever has been what kept many games interesting in time.
Nerfs can come AFTER there has been a new update (for example the cap to 34 could break some builds, possibly? Idk)
So, this is just something they mess us with, for, no foreseeable reason, just for giggles? again, idk.
Removing, nerfing for no actual reason, is bad. terribad to be honest.
Anyway, it's their income they are messing with, not mine, if they are happy, I'm happy too!
 

Rull

Well-known member
And 30 second cooldowns are just obnoxious. There are alread way too many spells and abilities that you have to press every 10/15/20/30 seconds, let's not add any more.

That's why they should make a 1d6+20 AoE on a 30 second cooldown and a 1d6+10 AoE on a 6 second cooldown (comparable to but better than DBF and ice flowers and such) and let the players decide which they like best for their particular build. And after a couple of months tweak the numbers a little if they didn't get it right the first time.

What are "meaningful choices" anyway? Right now if you take a different epic strike from the 3 that are the best by a large margin you feel like you did something wrong and are sabotaging yourself. Where is the meaningful choice in that? And where does it go if all other epic strikes were to have their numbers changed to be all equal?
Meaningful choices are wildly different strikes that are more or less equal in power

Right now we have incredibly bad strikes and some strikes that could be OK if they weren't bugged in regards to undocumented MCL, and one OK strike that for no reason becomes very good only at 26, which is no fun given that the premise of the epic destiny overhaul was 'pick your strike (or multiple), pick your mantle, pick your tier5'.
 
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Ptalon

Well-known member
You are going to nerf me right out of this game.
The game that I have loved for 18 years now.

Specifically, the healing aura in EA. ^%$#%$#%$#$%#
...and if not me directly, my closest friend who is far less tolerant than I. Which will kill my enjoyment completely.

Then there all of those other nerfs. Many I don't even realize since I don't tend to use those often.

Nerfs are horrible! STOP IT!

Here go again, just like the last level cap increase. Nerf you first, then let you regain some power you had before. And call it advancement.

There are soooo many ways to increase challenge without decreasing player power.

%$#$%#%$%$
 

Falkor

Well-known member
Ptalon, keep letting them know because they are tone deaf. The more players that speak this truth, the greater the chance they'll listen.

Oh wait, who am I kidding. If past changes are any indication, these changes are happening.

I hope you and your friend find a better place to game.
 

mikarddo

Well-known member
Can you add an alternative version of Boulder's Might that has Adrenaline built into it? And an alternate version of Hunt's End with Sniper Shot built into it, that requires having Sniper Shot to use, and has a shared cooldown?

Ohh, please. I really hate having to "chain" abilities the way it is now. The lagginess of DDO just does not sit well with such chaining.
 

Soulcial

Weekend Warrior
Casters / melee / others

dps on an raid boss

caster does tiny bit of dps and can use alot of its sp pool to ruin
melee does massive sustainable dps (+ 15 or so haste boosts)all raid long and burst adrenaline same dps as that poor caster for free every 9 secs now
ranged toon does tiny bit of dps and burst dps like ruin or adrenaline. Endless fusilate with 10+ uses can do great dps like inquisites as far as have boosts

survivablilty

melees laugh at those squishies and even more when lvl cap raises to 34

In normal questing mobs / bosses dont have 1 mil hp so it sustainable dps doesnt matter. In reaper maxed out caster / ranged toon survives better if it maxed out :) Not all toons are.

Caster nuker should do by far the most dps and the sacrifice of it is its squishiness? Am I missing something?

Disclaimer:

I always enjoy most playing a caster no matter what.
2wf should be dps king, it's hard to debate that. it's front line, single target dps. casters can nuke down a whole group of mobs by the time you get the first swing. it should not also be the most single target dps, that is absurd as it operates at range and has massive AOE capabilities. general balance principles there. ranged, being also mostly single target, must sacrifice a ton of damage in order to do aoe in a much less diverse form than say multivial, or dragon breath/tsunami, or ice flowers. it's pretty reasonable to suggest, then, that optimized caster dps should also be less single target dps than a ranged toon.

all of these things already ring true in the current iteration of live, as they should.. so this is not necessarily an endorsement of nerfing dragon breath into the ground. although actually, we should be happy ruin intensified is still intact, because it's insanely powerful even at a high cost.

try playing a melee dps toon in r10. yeah, you can maybe take a few hits from a non champ mob but a champ will 1-2 shot you and you're in their melee range all the time. being in melee range is a huge sacrifice for that dps, and without a tank and a lot of threat diversion you are always at high risk. I run over 50% standing dodge for this very reason.
 

CBDunk

Well-known member
I get where they are comming from. The problem is that if epic spells replace heroic spells you invalidate large parts of entire classes, or at the very least make the class features feel really bad to use compared to the epic spells.

So change more of the epic strikes to modify existing class spells. The latest proposal for the EA mantle (not strike) is that it add more fire/light/positive healing to spells of those kinds. There is no reason you couldn't have a strike that 'boosts the next spell' the way Adrenaline and Hunt's End boost the nest melee or ranged attack. The Crusade epic strike currently adds +10% to melee and ranged damage of all allied attacks made within a fixed circle... no reason there couldn't be similar effects for spell damage. Et cetera.

If you want to keep class spells relevant into epic (and legendary) levels then you either need to modify them to keep increasing (i.e. raise MCL caps) or allow epic abilities to boost them. Nerfing 'epic' abilities to be no better, or even worse, than heroic abilities just creates hotbar clutter.
 

Shear-buckler

Master of reactions
So change more of the epic strikes to modify existing class spells. The latest proposal for the EA mantle (not strike) is that it add more fire/light/positive healing to spells of those kinds. There is no reason you couldn't have a strike that 'boosts the next spell' the way Adrenaline and Hunt's End boost the nest melee or ranged attack. The Crusade epic strike currently adds +10% to melee and ranged damage of all allied attacks made within a fixed circle... no reason there couldn't be similar effects for spell damage. Et cetera.

If you want to keep class spells relevant into epic (and legendary) levels then you either need to modify them to keep increasing (i.e. raise MCL caps) or allow epic abilities to boost them. Nerfing 'epic' abilities to be no better, or even worse, than heroic abilities just creates hotbar clutter.
That's what I suggested too.
 

Eme

Well-known member
Drifting Lotus Epic strike now deals +10/20/30% damage
if that is all it is, now, it doesn't sound like it's worth getting three ranks in, just one will do to enable taking the stun :/

blows my mind that it used to be one of the most fun and best looking moves in any game I have played since pong, and you've turned it into Blandy McBlando staring at a grey wall
 
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somenewnoob

Well-known member
No one likes the proposed EA changes. And its not just about hate generation, a multiselector isnt going to solve this. People want the aura, simple as that.

This is quite possibly the least popular major change that's been implemented in...a long long time, not sure when something else has been this unanimously unwanted and improperly justified

This isnt a "tweak it a bit for Preview 2" problem. This isnt a "throw some extra bonuses on the mantle" problem. This is a "completely scrap this idea and take it back to the drawing board" problem.

I know you've done it before after overwhelmingly negative feedback, and if there's ever been a situation where its warranted more than any other, this would be it.

Just replying to this, because what he said needs to be on every page of this thread because it can not be said enough.
 

DBZ

Well-known member
They got one its called fury it has a mantle and everything and free spell damage
 
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