Spook
Ghostly Troll
Umm you are aware that they changed cleave to scale with attack speed right?Who cares if your basics are slower when you are blowing up packs with cleaves?
Umm you are aware that they changed cleave to scale with attack speed right?Who cares if your basics are slower when you are blowing up packs with cleaves?
Yes Improved Fortification especially good if you wear that new doecent with HEAL AMP on it !!!Yeah, I don't like feats with penalties in them. Like Improved Fortification. I still run into new players now and then who can't understand why they suddenly can't be healed...
That is an absolutely appaling attitude. The game should not be intentionally dumbed down just because you think people are stupid. There is plenty of room in the game for mechanics that require some thought and consideration. There is a massive untapped design space for these kinds of feats that will add a lot of depth and customization to the game and they should use it.There is ample evidence in this thread to point to how confusing this feat is for most folk. Consider the folks on Lamannia are some of the most ardent DDO gamers.
I don't object to an "interesting game mechanic" for experienced players, but if we consider noob-medium experienced players that can nerf their build upon taking a legendary level and then not understand how their relative kill count dropped, well, that's gonna be tough to explain and if you purchased the feat, it'll be a bitter pill to swallow.
I disagree, I think it sets a bad precedent that doesn't bode well for future developmentThat is an absolutely appaling attitude. The game should not be intentionally dumbed down just because you think people are stupid. There is plenty of room in the game for mechanics that require some thought and consideration. There is a massive untapped design space for these kinds of feats that will add a lot of depth and customization to the game and they should use it.
From the past experience of previous expansion packs, last review usually means 99% things are set in stones, very unlikely anything will be changed for the loots, feats, or mechanics.Over 8 pages of robust, engaged, thoughtful feedback from the players. Anyone else both simultaneously excited to see if we get an equally engaged dev partner to respond & worried this will be rushed out the door with the most minor of tweaks?
Kinda feels like Daybreak has SSG on a rigid schedule and Lamannaia is crowd sourced quality review. That is, our feedback may be heard, a few months after the expansion goes live...I'd love to be wrong here as I want to be inspired to rebuild the alt-army...looking for inspiration![]()
Many games have these kind of mechanics and in every one of them it is seen as a good thing and in none of them it is seen as bad.I disgree, I think it sets a bad precedent that doesn't bode well for future development
The game should not be intentionally dumbed down just because you think people are stupid.
Yes. You are aware that cooldowns don't scale with attack speed, right?Umm you are aware that they changed cleave to scale with attack speed right?
Many games have damage parsers so people can actually tell if something is good or bad for them. The average player isn't going to run around doing the complex math to figure out if it's a gain or loss for them. It's a trap type situation when every other feat is a net gain (outside improved fort which is giant red flag trap that people still take and learn the hard way).Many games have these kind of mechanics and in every one of them it is seen as a good thing and in none of them it is seen as bad.
Because it is fundamentally bad game design. Plus you can accomplish the exact same thing without nerfing any builds.Why not? That seems like an arbitrary and bad limitation for design space. More feats with trade-offs that are worth it only if you lean into it would be amazing and very interesting. It works great in other games.
And most games suck too so that means nothing.Many games have these kind of mechanics and in every one of them it is seen as a good thing and in none of them it is seen as bad.
Many games without damage parsers do these mechanics with great success.Many games have damage parsers so people can actually tell if something is good or bad for them. The average player isn't going to run around doing the complex math to figure out if it's a gain or loss for them. It's a trap type situation when every other feat is a net gain (outside improved fort which is giant red flag trap that people still take and learn the hard way).
Since when is trade-offs "fundamentally bad game design"? Another laughably bad take.Because it is fundamentally bad game design. Plus you can accomplish the exact same thing without nerfing any builds.
And most games suck too so that means nothing.
Which means with more attack speed you can fit more active attacks in between cooldowns - it not like melee are waiting for cooldowns 1 hand on the keyboard autoattacking exclaiming into the mic look at my big deepsYes. You are aware that cooldowns don't scale with attack speed, right?
Devs: Here are the new items for you to considerPlease confirm whether Cannith Crafting will be updated to allow for crafting of Lv 34 items?
You have enough active attacks to make every attack an active attack? Do you only play Monks?Which means with more attack speed you can fit more active attacks in between cooldowns - it not like melee are waiting for cooldowns 1 hand on the keyboard autoattacking exclaiming into the mic look at my big deeps
"Since when are COMPLETELY UNNECCESARY trade-offs THAT ACCOMPLISH THE SAME THING AS A SYSTEM WITHOUT THE TRADE OFFS fundamentally bad game design.Since when is trade-offs "fundamentally bad game design"? Another laughably bad take.