Well done

Mokune

Well-known member
It's definitely worth the money. They have done a fantastic job with the new expansion. I am extremely impressed with what they have accomplished
SSG has lost the privilege of deserving my money regardless of how good the content is. The lack of transparency, hiding game changes behind their EULA and purposeful lack of awareness or appreciation for their players has forced my hand and made up my mind.

It is 100% SSG's fault in the loss of revenue from me.

Too little, too late.
 

Darlyaa

Well-known member
ideally more interesting changes like new reaper or champion types. When vengeance reapers (and the others) were released, it breathed new life into endgame quest content.
Ooooh I would love that! Great idea.

We seem to mostly agree indeed; just a question (genuine); why do you think making R7-R10 harder would be a better solution than adding R11-R20? Or are there technical issues making it just more simple that way or so?
 

Synalon

Choose another soldier
Ooooh I would love that! Great idea.

We seem to mostly agree indeed; just a question (genuine); why do you think making R7-R10 harder would be a better solution than adding R11-R20? Or are there technical issues making it just more simple that way or so?
Well, scaling from r1 to r10 is set on a curve. Healing, damage dealt, damage received etc. scale on a curve from the lowest to highest difficulties. It is not clear how player healing and damage, in particular, could be scaled further from 10 to 20. In r10, player damage is at 15%, or 10% for spells, and self-healing in combat is 4%. Stretching from 15/10% in r10 to whatever figure in r20 would be somewhat thin.

I also just think it seems unlikely. R10 was already meant to be the pinnacle of difficulty, so adding an r20 just seems an unlikely move. I think it's more likely and feasible to modify the existing curve than to extend to a new one.

But I'm not opposed to the idea in principle. Ultimately I just want a high difficulty setting that poses a challenge to strong parties again. Reducing player damage in this setting is one thing that would have to happen somehow. If this is actually achieved by introducing r20, I'd be all for it.
 

Darlyaa

Well-known member
Well, scaling from r1 to r10 is set on a curve. Healing, damage dealt, damage received etc. scale on a curve from the lowest to highest difficulties. It is not clear how player healing and damage, in particular, could be scaled further from 10 to 20. In r10, player damage is at 15%, or 10% for spells, and self-healing in combat is 4%. Stretching from 15/10% in r10 to whatever figure in r20 would be somewhat thin.
I see. Thank you!
 

Bjond

Well-known member
R10 used to be group-only and was very hard for groups. It's much more matter-of-course now for a decent group and some can solo it regularly.

IMHO, reaper shouldn't have so many special negations, like the conceal/incorp cut or the R7 magic cliff or the self-heal penalty. ALL abilities should work with the difficulty scaled via mitigation, eHP, and incoming damage rate.

Each new negation is a cheap temporary difficulty that cancels a few current builds and forces the population into an ever narrowing slice of functional play as the player base adapts.


On a slightly related note: where's the background lore for reapers in game? There are ZERO quests or background on them and it's a major overarching feature of the game that cuts across every single expansion.

The game would be vastly improved with some kind of story about them. What are they doing? Why are we fighting them? Also, make lost souls only drop from reapers. It gives them an implicit story (they're collecting the souls and you "interrupted" that by killing).

Would be fun if there were "extra fat" reapers who want to escape with the souls they collected, too -- vastly more interesting if some tried to run away instead of the dumb kamikaze AI. Oh, and they agro the zone AND scale things up when they run off. Better kill it quick!

Get rid of red-alert debuffs. The swarm should be danger enough. If it's not, scale things up. I do absolutely LOVE the heart-beat threat sound-fx of it, though -- keeping that part would be nice.
 

Hakoist

Well-known member
Agreed- absolutely fantastic expansion.

1. Public area is aesthetically pleasing
2. Wilderness area is also beautiful. Quests on the perimeter of the map is such a phenomenal idea, way easier to navigate, or tell a pug “head northeast”
3. Loot is…. Dropping (prob shouldn’t say that out loud, they’ll screw the drop rates)
4. Reaper Wilderness? That is insane, the Marileth is a great challenge.

Props to SSG on this one, you’ve got me excited to log in and play again. I’ve got high hopes for the raid… let’s see something spectacular with that please.
My static group did the r10 Marileth and it has 9m HP
We spend nearly half hour killing it
Might need 6 Repeater for that
 

Oliphant

Well-known member
Consider the difficulty is fine as is: Did the saga on R10 with a PUG group. Maybe 4/6 of us were pretty strong toons, the other two could at least survive. Was not super hard and we seemed to be moving at ok pace, but... the whole thing took 6 hours.
 

Darlyaa

Well-known member
On a slightly related note: where's the background lore for reapers in game? There are ZERO quests or background on them and it's a major overarching feature of the game that cuts across every single expansion.

The game would be vastly improved with some kind of story about them.
A huge YES to that.
 

Teh_Troll

Master of Baiting
With Teh Troll endorsement on this new content, I will be happy to spend Turbine Points earned for FREE when the new content becomes available to purchase for points at the end of the year.

In the meantime...gonna keep my greenbacks in my wallet.
You're missing out. It's a fantastic pack.
 

Stratiotis

Well-known member
With Teh Troll endorsement on this new content, I will be happy to spend Turbine Points earned for FREE when the new content becomes available to purchase for points at the end of the year.

In the meantime...gonna keep my greenbacks in my wallet.
Have you told your parents yet?
 

Krishna Devi

Well-known member
the fact that so many groups yesterday were straight to r10 and stomping through seems wrong .

Can we make this game harder , especially for end game content ?
... just pull the meta back a little please, and modestly boost the underperforming ... with careful measured steps, especially at endgame.

Great job with the new content - the most aesthetically beautiful environment I've seen in any mmo.
 

axemania

Well-known member
You're missing out. It's a fantastic pack.
I spent $40 on the basic edition. First time I've bought an expac day 1.

Worth every penny. Gorgeous quests and environment, quests are fun without being annoying (even the wedding one is fine if you have basic platforming skills), well-laid-out wilderness, purple names are delightfully tough on heroic.

Good fun.
 

Nickodeamous

Mercenary for Hire
Im 3 quests in soloing on Heroic elite (no xp), and I must say, i really do like it so far! Im just trying to learn the quests, and the 3 I have run are all very unique, and more importantly, fun!!
 

LurkingVeteran

Well-known member
R10 used to be group-only and was very hard for groups. It's much more matter-of-course now for a decent group and some can solo it regularly.

IMHO, reaper shouldn't have so many special negations, like the conceal/incorp cut or the R7 magic cliff or the self-heal penalty. ALL abilities should work with the difficulty scaled via mitigation, eHP, and incoming damage rate.

Each new negation is a cheap temporary difficulty that cancels a few current builds and forces the population into an ever narrowing slice of functional play as the player base adapts.


On a slightly related note: where's the background lore for reapers in game? There are ZERO quests or background on them and it's a major overarching feature of the game that cuts across every single expansion.

The game would be vastly improved with some kind of story about them. What are they doing? Why are we fighting them? Also, make lost souls only drop from reapers. It gives them an implicit story (they're collecting the souls and you "interrupted" that by killing).

Would be fun if there were "extra fat" reapers who want to escape with the souls they collected, too -- vastly more interesting if some tried to run away instead of the dumb kamikaze AI. Oh, and they agro the zone AND scale things up when they run off. Better kill it quick!

Get rid of red-alert debuffs. The swarm should be danger enough. If it's not, scale things up. I do absolutely LOVE the heart-beat threat sound-fx of it, though -- keeping that part would be nice.
Agree. I've been saying for a very long time that reapers should have been Githyanki raiding parties that teleported in or smth that actually makes sense in DDO lore.

At the very least they can invent some reason as you say for why the material plane is under attack by these reaper outsiders... It would be a natural quest or expension even. Reapers, now with more reapers 😅 . Since they are everywhere now, it should be a central part of DDO lore. Maybe some plane of death is somehow colliding with the material plane due to <evil plot> and they are attracted to strong characters.
 
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Jack Jarvis Esquire

Well-known member
Just finished my solo flower sniff through the pack. Really enjoyed every bit of it (except for the frustration of the air jet bug on my monk ff stance but I'm sure they'll fix that).

Really good job Devs! Enjoyed that more than any pack I've done this on (first one was Feywild). As good as RL? Maybe not, but the best science then for sure IMHO. 😁👏👏👏
 
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