Update 69 Preview 3: New Feats

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Shear-buckler

Well-known member
Some ideas along the same line as Patience:

"Your imbue dice increases by one step. You can not score critical strikes with attacks"

"You have +1 stacking critical threat range. You can not sneak attack enemies"
 

Kyrr

Well-known member
Some ideas along the same line as Patience:

"Your imbue dice increases by one step. You can not score critical strikes with attacks"

"You have +1 stacking critical threat range. You can not sneak attack enemies"
Ah yes, support solo play.
 

Raedier

Well-known member
The 3 seconds buffs to spell power seems like very short time. Max 3 spells can be cast in this time.

at cap it is not impossible to get more than 700 spell power. 100 more adds 1/7~14% more damage.

I am not sure i would take such a feat.
Don’t you mean 1700 spellpower?
The new feats casters get are so bad I would probably just take some defensive buffs instead of this wack stuff.
~5% more spellpower for at best 3 spells when someone else has agro and at worst nothing when you are kiting and can’t get ur nukes off in 3 seconds time.

Come on devs, you can do better then this right?

Just to give you a few ideas:

“After using AB, next 4 damaging spells autocrit”
“30% crit dam after tumbling”
“Dots deal double damage”
“5 stacks of 5 universal spellpower for each 2 seconds you stand still stacking up to 40” (similar to archers focus)
“20% spell cooldown reduction”
“Your SLA’s now benefit from cooldown reduction aswell”


See? It’s not that hard.
 

Kyrr

Well-known member
Don’t you mean 1700 spellpower?
The new feats casters get are so bad I would probably just take some defensive buffs instead of this wack stuff.
~5% more spellpower for at best 3 spells when someone else has agro and at worst nothing when you are kiting and can’t get ur nukes off in 3 seconds time.

Come on devs, you can do better then this right?

Just to give you a few ideas:

“After using AB, next 4 damaging spells autocrit”
“30% crit dam after tumbling”
“Dots deal double damage”
“5 stacks of 5 universal spellpower for each 2 seconds you stand still stacking up to 40” (similar to archers focus)
“20% spell cooldown reduction”
“Your SLA’s now benefit from cooldown reduction aswell”


See? It’s not that hard.
Legendary Feats should feel Legendary.. these.. don't..

The scions are the most impressive thing from 30-34. Overwhelming Critical is a 19-20 multiplier with no downside, there's no reason Patience should have a downside.

They should make Patience have a pre-requisite of Overwhelming Critical and alter the affects to something like "Overwhelming Critical now provides a +1 critical multiplier on every critical hit instead of just 19-20"
(Not your ideas, but the ones given to us by the developers)
 
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Bogrot

Well-known member
I shall not bother with any of the feats that have a 3 or 4 second duration. I am now semi retired and my reactions are not what they once were,so it's doubtful that I will get any benefit from the feat at all or maybe for a whole 1 seconds worth. The lag and my reactions don't really combine favourably with twitch type gaming.
 

VinoeWhines

Well-known member
Patience
  • Your attack speed is reduced by 10%, but you gain +1 Critical Multiplier with all weapons.


Patience
  • Standing still for 3 seconds grants you ten seconds of +1 Critical Multiplier with all weapons. If you stand still again for 3 seconds before time expires the bonus will increase by 1. This can stack 3 times. (This will at least give the characters that focus on speed to damage a +1 Critical Multiplier if patient for 3 seconds and the character that might need assistance to raise their damage have to wait and be more patient to reap the rewards of not engaging in the fight. Tumble away or retreat for a few seconds more to come back in and re-engage with some more power to help them finish the job.

Eerie Aim
  • You gain +5% Dodge Bypass and +5% Deflection Bypass.

Earie Aim
  • You gain +5% Dodge Bypass and +5% Deflection Bypass.
  • Your Improved Precise Shot range damaged is reduced now to only 5%.
  • Your Archers Focus now can stack to 20 times.

Paranoid
  • You automatically Spot almost all traps as you approach them.
  • (Note: This is Spot, not Search.)

Paranoid

  • You automatically Spot almost all traps as you approach them. If you are able to Disable Traps. You Instantly are able to Disable them if within half a meter of trap. (Removes the Disabling animation and just collect trap parts.)

Inspiring Bond
  • When your Hirelings or Pets die, after 2.5 seconds they are automatically resurrected and heal to full health. This can occur only once for each creature every 3 minutes. In addition, your Hirelings, Pets, and Summons gain +25 Physical Resistance Rating and Magical Resistance Rating.

Inspiring Bond
  • When your Hirelings or Pets die, after 2.5 seconds they are automatically resurrected and heal to full health and are Ghostly with 15% Incorporeal and Displaced until half their health is removed.
  • This can occur only once for each creature every 3 minutes. In addition, your Hirelings, Pets, and Summons gain +50 Melee/Range/Spell Power and Physical Resistance Rating and Magical Resistance Rating.

Defensive Tumble
  • When you Tumble, for the next 3 seconds you take 20% less damage from all sources (except Bane). In addition, the bonus to Reflex Saving Throws you receive while actively Tumbling is now also applied to Fortitude and Will saving throws while Tumbling.

Defensive Tumble

  • When you Tumble, for the next 5 seconds you take 20% less damage from all sources (except Bane). In addition, the bonus to Reflex Saving Throws you receive while actively Tumbling is now also applied to Fortitude and Will saving throws while Tumbling.
  • Gain 1 Extra Tumble.

Trick Shot
  • When you Tumble, you gain +40 Ranged Power for 4 seconds.

Trick Shot

  • When you Tumble, you gain +40 Range Power and Melee Power for 4 seconds.
  • Gain 1 Extra Tumble.


New Epic Destiny Feats


Titan's Blood
  • Minimum Level 34. You gain a +10% Legendary Bonus to Maximum Hit Points.


Titan's Blood
  • Minimum Level 34. You gain a +250 Legendary Bonus to Maximum Hit Points.
  • If you have Legendary Toughness it increases by +100 HP more.

Guarded Actions
  • Whenever you use an Action Boost, you take 20% less damage for 6 seconds.

Guarded Actions

  • Whenever you use an Action Boost, you take 20% less damage for 6 seconds.
  • You gain 25 PRR/MRR for 6 seconds.
  • +25 untyped Shield bonus.
  • Gain 1 extra Action Boost.

Arcane Actions
  • Whenever you use an Action Boost, you gain a +100 Competence Bonus to Universal Spell Power and +2 to Spell Penetration for 3 seconds.

Arcane Actions

  • Whenever you use a secondary element not your main, you gain a +100 Competence Bonus to Universal Spell Power and +2 to Spell Penetration for 3 seconds. 20-30 second cooldown (Action Boost Cooldown timer).
  • Gain Arcane Aura. Your aura deals 1d8 Untyped damage per Legendary Level.

Channel Power
  • After blocking with an Orb or Staff for at least 3 seconds, you gain a +100 Competence Bonus to Unversal Spell Power and +4 to all Spell DCs for 3 seconds.

Channel Power

  • After standing still for at least 3 seconds or Channeling 100 Spell Points, you gain a +100 Competence Bonus to Unversal Spell Power and +4 to all Spell DCs for 3 seconds. (This can be Toggled on or off 20 second cooldown.)

Dont Face Me

  • Whenever you use an Action Boost, your threat generation is decreased by 200% for 6 seconds.
  • Gain 1 extra Action Boost.
 
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Summoner

Well-known member
No i did actually mean 700 spellpower as this value can usually be obtained for a first lifer.

if you are able to get 1700 spell power id like to see a breakdown...

Bottom line is if spell power is higher the feat gives less bonus so my point still stands.
 

Lacci

Well-known member
So, "Inspiring Bond" is the alternative to fixing the pet/hireling AI ?

This is them saying "Yeah, we know they are too stupid not to stand in lava or spike pits, but we can´t be bothered to fix that. So here´s a feat so they at least get back up again."
 

erethizon1

Well-known member
- I don't see the benefit of Paranoid. Yeah, it automatically spots traps, but I honestly don't think that a feat slot is needed for that (unless auto-spot also works in tandem with the auto-search feats as a one-two punch). Maybe if it also added some kind of reflex bonus or something thematic some newbie would pick it, but as-is.....I think this is a waste of design space.
Paranoid would really have the greatest benefit as a non-epic feat. I like the idea of finally having a way for people to spot traps even if they have no spot skill. I hope, at the very least, that this makes the spot check for Watchful Eye and other trap auto-detection abilities pass automatically. If people can take this feat and only need to have search skill to make Watchful Eye work, then it has a use for people that fail their auto-detection abilities because of poor spot skill.

But where this would really shine is allowing newer players to spot traps in all levels of the game. I like the idea in general, but I already know where every trap is in the game, so it doesn't provide much use for me, and having to wait until level 21 to get it prevents it from helping those that need it most (namely the people that die in early heroics to traps).
 

erethizon1

Well-known member
I shall not bother with any of the feats that have a 3 or 4 second duration. I am now semi retired and my reactions are not what they once were,so it's doubtful that I will get any benefit from the feat at all or maybe for a whole 1 seconds worth. The lag and my reactions don't really combine favourably with twitch type gaming.
Same. I don't waste my time with any temporary buffs. I don't even use any form of action boosts in this game (not even the PDK run buff). I'm not wasting a feat on something that doesn't give a permanent bonus that is on all the time.
 

droid327

Well-known member
I agree these seem to show some fundamental lack of creativity in design. They're better than just another layer of passive +stat bonuses, at least, but I'd like to see things tied to how people actually play, not arbitrary things like "block" and "tumble". I'd rather see some more special proc-on-cast/hit effects that would expand existing playstyles, not just ones that attempt to limit them or force you into certain actions just to get a benefit.

Tumble feats, especially the defensive ones, would be more useful if mobs telegraphed more often (and more reliably, looking at you Dark Unicorn in Back to Basics). DDO is not well designed to be proactive in a fight. And doubly so for Action Boosts, which you're just going to pop at the start of a boss fight, not use as proactive defense (Guarded Actions). Bosses dont tend to alpha strike, so it does no good to have extra defense when you're doing your alpha strike.

Patience is a decent option now for builds that have other +speed bonuses to offset it, like SWF, or ones that can already hit their animation cap, like xbow. However, Block based mechanics are DOA since blocking is 0 DPS, and none of the benefits will be worth as much as the attacks you're giving up.

I'm worried you're adding more spaghetti to the pot with Paranoid that duplicates existing functionality, but probably wont always duplicate it (ie things like Watchful Eye's bonus in Shiradi, or being Spot vs Search...how many similar-but-separate Auto Trapfind abilities are there now?). That just makes it more confusing and harder to keep everything aligned down the road.

The tanking feats should be well received, at least
 

Ahpuch

Well-known member
What? So your are saying its "fundamentally bad game design" to be able to nerf a build by taking a feat because "it should never be possible to nerf a build by taking a feat"? That is a circular argument. Why should it not be possible to take a feat that is net-negative for your character?

Obviously you could make the feat without drawbacks, but its the drawbacks that makes it interesting. A feat that makes a character stronger in some situations and weaker in others creates a great choice and is a very good design principle. That implies though that you can end up "nerfing" your character by taking such a feat, and that is fine, its a part of what makes it interesting.

This feat in particular is great because the value is highly dependant on playstyle and build.
Yes its bad design to have these trade offs in FEATS. Feats are the harder to change so going back and forth to see how it works for your build is not ideal. Trade-off design works better in gear which is easy to swap or in enhancements which are relatively easy to respec (only takes plat). If this is in a feat it would be better as a stance so you could turn it off and on to see its effect in action.
 

Rosze

Well-known member
Like Improved Critical? or Blinding Speed? There is nothing wrong with an alternative method to get a benefit.
And don’t think most people use blinding speed. Improved critical is good because you can use any weapon keen or not. But think you are better of taking toughness than titans blood if your goal is to be but more bulky
 

Shear-buckler

Well-known member
Yes its bad design to have these trade offs in FEATS. Feats are the harder to change so going back and forth to see how it works for your build is not ideal. Trade-off design works better in gear which is easy to swap or in enhancements which are relatively easy to respec (only takes plat). If this is in a feat it would be better as a stance so you could turn it off and on to see its effect in action.
Changing feats is very easy. That is a dumb reason to kill off a massive design space.
 
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