Update 69 Preview 3: New Feats

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Sammy

Well-known member
  • Guarded Actions
    • Whenever you use an Action Boost, you take 20% less damage for 6 seconds.
  • 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.
Do Reaper Mementos count as Action Boosts for these?
 

songswrath

Well-known member
  • Patience
    • Your attack speed is reduced by 10%, but you gain +1 Critical Multiplier with all weapons. if this works for ranged builds holy crap will they be broken. if you dotn know why maybe you should not be designing feats.
 

songswrath

Well-known member
New Feat Ideas​

Legendary Two Handed Fighting: you gain 10% attack speed and 25% mainhand ability score to damage with two handed weapons. +12 combat style to melee power (requires 34)
Legendary Shield Mastery: When you have a shield equipped, you gain any bonuses to blocking regardless if you are blocking or not. In addition, shields gain +1 W and +3 enhancement bonus. +12 combat style bonus to melee power (requires 34)
Legendary Two Weapon Fighting: you gain full offhand ability score to damage. +6 combat style bonus to melee power (requires 34)
Legendary Single Weapon Fighting: your vorpal threat range is increased by +1. You gain 25% more mainhand ability score modifier to damage. +12 combat style bonus to melee power
Legendary Natural Fighting: you gain +3 sneak attack dice, +3 imbue dice, and 5% sacred bonus to max hp in any animal form (requires 34)
Improved Archers Focus: your archers focus stacks to 25 times, does not stack with enhancements
Offensive Tumble: When you Tumble, you gain +40 Melee Power for 6 seconds.
Healing Faith: you gain +3 lay on hands and healing hands charges, as well as 2 more smite evils and they regenerate 10% faster
Imbued Activation: you gain +3 imbue dice while an action boost is active
Arcane Spell Alacrity: you no longer suffer from arcane spell failure no matter what
Heightened Bardic Music: Your spellsong trance now regenerates 2 spellpoints every second, and your spellsong vigor now heals 2d6 hitpoints every 2 seconds.
Epic Rage: Your rage abilities no longer prevent casting of epic destiny abilities, epic feat abilities, clickies, potions, scrolls, or wands
Powerful Blast your eldritch blast now bypasses monster immuntities, if it has any, and gains 2d6 pact dice and 2d8 base dice
Rooting Blow: When you roll a 19-20 on a melee hit, the enemy is rooted in place for 3 seconds with no save
^^^ this is a list of feats what we was given was. idk unthoughtful to say the least
 

Sylvanush

Well-known member
  • Patience
    • Your attack speed is reduced by 10%, but you gain +1 Critical Multiplier with all weapons. if this works for ranged builds holy crap will they be broken. if you dotn know why maybe you should not be designing feats.
Last minute ideas for sure with all due respect.
 

Kitty2Meow

Well-known member
To SteelStar and Dev Team,

TBH, would not mind having the U69 delayed for another week or so, as long as the time would be spent on re-balancing the new feats from the players' feedback; especially the Patience feat.

While doing so, please also consider re-balancing the Epic Destiny Feat: Doublestrike from 5% to 10% (to be inline with the Doubleshot)?

Thanks
 

Yamani

Tyrannical Overlord
Do all these mobs have like 1000% fortification?

Running around with a bow for like a hour NOT ONE SHOT has critted.
Was curious:
Wilderness: (Combat): You roll to confirm a critical on Orc Looter. You roll a 20 (+180): Critical hit resisted!
R1 Quest: (Combat): You roll to confirm a critical on Onaglym Laborer. You roll a 4 (+203): Critical Hit!
 

J2345678

Players Council 2015
My Review

I'm hungry for new abilities that do something noticeable and fun, not just already exists +number.

Critical Multiplier, Dodge/Deflection Bypass, Legendary Hit Points are good but boring.

Tumble is fun and the boosts give it added functionality.

Channel Power and Epic Intimidate(Reverberating Shout) are both good.
Holding block for a supercharged spell burst and an extra 'works on everything' Intimidate with a separate cooldown.

Action Boosts are already short, the bonus should last the entire duration.

Epic Feats:
  • Patience: Your attack speed is reduced by 10%, but you gain +1 Critical Multiplier with all weapons.
    The attack speed penalty is too much, there should be NO penalty.
    .
  • Eerie Aim: You gain +5% Dodge Bypass and +5% Deflection Bypass.
    This is acceptable but boring.
    .
  • Paranoid: You automatically Spot almost all traps as you approach them.(Note: This is Spot, not Search.)
    It doesn't show you the trap to avoid or give any useful buff so why would anyone want this?
    Should be you now use the highest of Spot or Search for both actions including the epic level 27 feat Watchful Eye.
    .
  • 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.
    This should bypass the reaper death timer or it's another fail.
    .
  • 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.
    This is good.
    .
  • Trick Shot: When you Tumble, you gain +40 Ranged Power for 4 seconds.
    Should be Melee and Ranged Power.
Destiny Feats:
  • Titan's Blood[ML34]: Minimum Level 34. You gain a +10% Legendary Bonus to Maximum Hit Points.
    This is acceptable but boring.
    .
  • Guarded Actions: Whenever you use an Action Boost, you take 20% less damage for 6 seconds.
    Should be 20 seconds, 15% less damage.
    .
  • 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.
    Should be 20 seconds, +50 Spell Power, +1 to Spell Penetration.
    .
  • Channel Power: After blocking with an Orb or Staff for at least 3 seconds, you gain a +100 Competence Bonus to Universal Spell Power and +4 to all Spell DCs for 3 seconds.
    This is good.
    .
  • Reverberating Shout: Activate to shout at all nearby creatures, Intimidating them unless they make a Will Saving Throw (DC equal to your Intimidate skill). This works on all creature types, including those normally immune to Intimidate.
    This is good.
    .
  • Face Me: Whenever you use an Action Boost, your threat generation is increased by 200% for 6 seconds.
    Should be 20 seconds.

Comments I Agree With
I find almost all the feats boring and all of the those missing the 'I definitely want it' factor.
10% is too much for only +1 to Critical Multiplier.
any reduction to attack speed makes it not worth it.
...it's a feat, that in itself should be the negative aspect as it stops you taking something else and is what balances it out, there shouldn't be an additional negative to something you take...
whats with all the 3 seconds of buffs with action boost... worthless BS.
Feats are supposed to be special abilities that give your character a new capability, or improves one he or she already has. Why we getting penalties like -10 percent on attack speed?
Feats with negative effects: Please don't do this taking a feat should never leave you in a worse place than not taking it - there is already an opportunity cost due to the limited number of feat slots.
These choices are mostly quite underwhelming. Talk about sucking the excitement out of a level cap raise.
 
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Vish

Founder and Winner of DDO
just out of curiousity,

do you devs have the feats figured out all the way to 40?

that could give you some perspective
 

in4theride75

Well-known member
I believe it just does not require search and only spot. In which case it is an improvement.
Incorrect. All it does is enables you to spot traps (the little trap symbol above your head when you get close enough to a trap). It does not search the trap.
 

Purr

Well-known member
Wait, we are giving sprint boost nukes bonus spell power now?

Can we do a feat that helps gimpy builds? Like maybe "+2 threat range to clubs, heavy picks, Sickles, and other gimpy crap?"

Or change patience to only work on thrower builds that took forrrreeeeeeeeeeever to drag through heroics and make it a speed boost and crit multiplier on throwns?
 

Leumas Reyemreggin

Well-known member
ok steelstar, time for my giant feedback post, and maybe ill suggest a few new feats. is that ok?
Patience
i currently feel this is only good on throwers and crossbows, which is not good. i think this would be more universal if it gave -1 crit range and +1 crit multi. low threat builds would cry, but things like kukris, scims, gxbow, etc would be cool again
Not just the practical limitation to Throwers and Fussilade users but the Only ones profiting are the exact wrong ones Thrower and repeater are allready the S tier of ranged deeps but I dont think this is the right way cuz it would especially Buff stuff Like falchion Barb (and a bit too Much at that)
Eerie Aim

i think the bonus this provides is too low. 5% dodge bypass is fine, but make the deflect bypass minimum 15%, 25% would be better
Paranoid
im not sure what this does, isnt this just watchful eye? i suggest adding onto this "you always make your saves vs traps"
Inspiring Bond
i like the idea, but summons arent great. with that in mind, this feat seems very powerful for them. maybe add 15 mp/rp/sp and its perfect
Defensive Tumble
good idea, bad execution. if the buff doesnt last minimum 6 seconds its worthless
Trick Shot
again, make the buff 6 seconds. i like the idea, but where is the melee version?
Titans Blood
give this 15% hp in medium armor and 20% in heavy armor because these armors arent good enough.
I understand that tumble charges and dodge overwhelm Prr but Im not sure if DPS hp should come close to Tanks lol
"7k Hp Frenzied Berserker barbs"

Arcane Actions

make this buff last 10 seconds
Channel Power
Change this to give 500 usp and +6 spell DCs for 4 seconds because standing still for 3 seconds is a big tax on dps
Calm down buddy lol 500 USP MIGHT be a bit u know... but yeah maybe raise it a Little?
Legendary Two Handed Fighting: you gain 10% attack speed and 25% mainhand ability score to damage with two handed weapons. +12 combat style to melee power (requires 34)
Legendary Shield Mastery: When you have a shield equipped, you gain any bonuses to blocking regardless if you are blocking or not. In addition, shields gain +1 W and +3 enhancement bonus. +12 combat style bonus to melee power (requires 34)
Legendary Two Weapon Fighting: you gain full offhand ability score to damage. +6 combat style bonus to melee power (requires 34)
Legendary Single Weapon Fighting: your vorpal threat range is increased by +1. You gain 25% more mainhand ability score modifier to damage. +12 combat style bonus to melee power
Legendary Natural Fighting: you gain +3 sneak attack dice, +3 imbue dice, and 5% sacred bonus to max hp in any animal form (requires 34)
18-20 Vorpal sounds goofy af count me in :D On the other hand Im not sure if Melees especially THF needs another buff especially if its helps their "lack" of single target.
Improved Archers Focus: your archers focus stacks to 25 times, does not stack with enhancements
This would basically kill the HW tree
 

Aelastiar

Well-known member
The caster feat requiring all this blocking sounds exhausting to play. Just unnerf caster dps in r7+ and let us continue to take the multitude of spell specialty and epic spell power feats.

They complain so much about casters alpha striking and 1 shoting in low reapers, so hey! Let's give them an even bigger alpha strike? Cmon, I'm convinced the developers seriously have no idea what they're doing. They keep creating these problems and it just destroys build diversity.
 
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Leumas Reyemreggin

Well-known member
The caster feat requiring all this blocking sounds exhausting to play. Just unnerf caster dps in r7+ and let us continue to take the multitude of spell specialty and epic spell power feats.

They complain so much about casters alpha striking and 1 shoting in low reapers, so hey! Let's give them an even bigger alpha strike? Cmon, I'm convinced the developers seriously have no idea what they're doing. They keep creating these problems and it just destroys build diversity.
my favorite is that even if u were to revert the r10 caster nerfs there would still be several other dps Nuking packs faster
especially due to the MCL nerfs too
 

seph1roth5

Well-known member
I really can't find 3-4 seconds boosts appealing, really...

I understand the space of design you are proposing, but I don't like it, I don't want another crazy timing to control in the middle of a combat :(
Well, they said that too many procs were causing lag a few years ago. So the solution is many many small duration procs.
 

rabidfox

The People's Champion
The caster feat requiring all this blocking sounds exhausting to play. Just unnerf caster dps in r7+ and let us continue to take the multitude of spell specialty and epic spell power feats.
My warlock is sad that I can't blast while blocking so that feat will be a no-go for that for me.
 

Kitty2Meow

Well-known member
To SteelStar and Dev Team,

Since Ranged gets "Trick Shot", would it be possible to make "Patience" for melee only?

Remove the reduce attack speed entirely, but make "Patience" melee only:
Patience: While you have a melee weapon on your main hand, gain +1 Critical Multiplier.
 
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