CC still getting nerfed. Heroic surge is out, for now. However, my understanding is that all the change to spells (that big spell list in the update notes) are remaining - i.e. Otto's Irresistible is "not so irresistible" any more.
My toons:
CC Bard - hurt hard by senseless blanket immunities. Also by the charmed mobs being tethered nerf.
Intimitank (thankfully with DPS option) - the tanking is often non viable, compared to the monster dps show. They have given monsters such huge hitpoints that people need the max dps possible to eliminate them, combined with a large amount of self-sufficieny, and mass group heals, intimitanks are currently very much second class citizens.
My fiance wanted a 'ranged' ranger - instead she went 'dps tempest 3', because it was the only real viable option. 'Ranged dps' is an oxymoron in DDO. However, this might be changing in the upcoming update (hopefully) - that's 3-4 years of crap dps(as in don't even bother crap) for the majority of ranged characters...
All these playstyles - CC, tanking, 'ranged', have been rendered increasingly obsolete by Turbine - with their larger and larger emphasis on dps.
Those posters who are unaware of Turbine 'nerfs' (even though one poster listed some - i.e. the Bard pink hat army changes) are truly ignorant. What scares me, is not nerfing/balancing per se, but the destruction of a variety of entire playstyles.
So despite the OP's seemingly bitter, and somewhat over the top post, his points are completely valid.
Originally posted by Dr.Rock It did occur to me after I posted and had left, that the term twinked would only really apply to the early to mid-level game, after which a character would be rich enough to get most gear from the AH, without having to rely on equipment or gold from their other characters. The only exception would be specific rare items which may be outside their wealth. However I was really referring to raid gear, dragontouched armour, greensteel and rings. If you take these items off then content is a lot more challenging. This is how a lot of people are playing and they can get a lot of enjoyment because the content isn't rendered trivial to them, and various tactics become viable again. Actually not having a healer in the party can have a similar effect. Simple enough to understand now? Is the person who has every possible raid/rare/crafted item, has played raids 100s of times and epic quests 30 times the norm, or even normal. I doubt designing content for these people would enrich the game (other than maybe having epic level), in fact once they have very quickly rolled in their virtual glory the same general self obsessed whining will start again. Are you really reflecting gameplay people will actually experience or just your own obsessive play style. Or is your post in fact just a thinly veiled attempt to big up yourself by claiming everything is too easy for you and your chums.
Anytime now, you can stop trying to derail the thread. This thread is about Turbine's penchant for nerfing player characters, their abilities, and their playstyles. You are going off on a tangent about twinking and loot. If you would like to discuss twinking and loot, then I suggest you start a thread about twinking and loot. This thread is about nerfs.
Stay on topic
kthxbye
Well if you can't understand the need not to balance play around what could be considered an overpowered players needs, and that the said loot is what is making other tactics unviable (part of your original post) then yep I am wasting my time.
Now if you were to say Turbine made a big mistake with greensteel items and other over powering items, then I may well agree with you. Nerfing things like wounding effects or adding dungeon alert, I have no problem with at all.
Anyway cheerio!
DA is just an annoying buggy mess - very few people would say it has added to their ENJOYMENT of the GAME.
Originally posted by Dr.Rock It did occur to me after I posted and had left, that the term twinked would only really apply to the early to mid-level game, after which a character would be rich enough to get most gear from the AH, without having to rely on equipment or gold from their other characters. The only exception would be specific rare items which may be outside their wealth. However I was really referring to raid gear, dragontouched armour, greensteel and rings. If you take these items off then content is a lot more challenging. This is how a lot of people are playing and they can get a lot of enjoyment because the content isn't rendered trivial to them, and various tactics become viable again. Actually not having a healer in the party can have a similar effect. Simple enough to understand now? Is the person who has every possible raid/rare/crafted item, has played raids 100s of times and epic quests 30 times the norm, or even normal. I doubt designing content for these people would enrich the game (other than maybe having epic level), in fact once they have very quickly rolled in their virtual glory the same general self obsessed whining will start again. Are you really reflecting gameplay people will actually experience or just your own obsessive play style. Or is your post in fact just a thinly veiled attempt to big up yourself by claiming everything is too easy for you and your chums.
Anytime now, you can stop trying to derail the thread. This thread is about Turbine's penchant for nerfing player characters, their abilities, and their playstyles. You are going off on a tangent about twinking and loot. If you would like to discuss twinking and loot, then I suggest you start a thread about twinking and loot. This thread is about nerfs.
Stay on topic
kthxbye
Well if you can't understand the need not to balance play around what could be considered an overpowered players needs, and that the said loot is what is making other tactics unviable (part of your original post) then yep I am wasting my time.
Now if you were to say Turbine made a big mistake with greensteel items and other over powering items, then I may well agree with you. Nerfing things like wounding effects or adding dungeon alert, I have no problem with at all.
Anyway cheerio!
DA is just an annoying buggy mess - very few people would say it has added to their ENJOYMENT of the GAME.
Rushing or being exposed to rushing is a real problem for new people, and anything even an imperfect (no argument there) tool like DA is a small step in the right direction in my opinion. If it could be more logical so that it triggered additional events if you go through while setting of alarms and giving advanced warning, it might encourage alternatives to the steamroller mentality. Might even make stealth viable again, i.e. kill the guard before he sets off the alarm type play.
No doubt they have really limited a lot of game play styles and imo really can quickly remedy this with very basic but broad changes to some skills. Will they? A vet would say no, we've been asking for these things for eons. But they seem to be much more responsive then before, I think F2P and the influx of new players have revitalized the team and we are seeing changes and many of these are really outside the PnP world in the name of fun for the game. I would love to see Range work much better, I would love to see 5x more spells actually worth using.
Originally posted by Dr.Rock It did occur to me after I posted and had left, that the term twinked would only really apply to the early to mid-level game, after which a character would be rich enough to get most gear from the AH, without having to rely on equipment or gold from their other characters. The only exception would be specific rare items which may be outside their wealth. However I was really referring to raid gear, dragontouched armour, greensteel and rings. If you take these items off then content is a lot more challenging. This is how a lot of people are playing and they can get a lot of enjoyment because the content isn't rendered trivial to them, and various tactics become viable again. Actually not having a healer in the party can have a similar effect. Simple enough to understand now? Is the person who has every possible raid/rare/crafted item, has played raids 100s of times and epic quests 30 times the norm, or even normal. I doubt designing content for these people would enrich the game (other than maybe having epic level), in fact once they have very quickly rolled in their virtual glory the same general self obsessed whining will start again. Are you really reflecting gameplay people will actually experience or just your own obsessive play style. Or is your post in fact just a thinly veiled attempt to big up yourself by claiming everything is too easy for you and your chums.
Anytime now, you can stop trying to derail the thread. This thread is about Turbine's penchant for nerfing player characters, their abilities, and their playstyles. You are going off on a tangent about twinking and loot. If you would like to discuss twinking and loot, then I suggest you start a thread about twinking and loot. This thread is about nerfs.
Stay on topic
kthxbye
Well if you can't understand the need not to balance play around what could be considered an overpowered players needs, and that the said loot is what is making other tactics unviable (part of your original post) then yep I am wasting my time.
Now if you were to say Turbine made a big mistake with greensteel items and other over powering items, then I may well agree with you. Nerfing things like wounding effects or adding dungeon alert, I have no problem with at all.
Anyway cheerio!
DA is just an annoying buggy mess - very few people would say it has added to their ENJOYMENT of the GAME.
It doesn't add to the enjoyment, but something really has helped lag from 6 months ago to today. Turbine says DA was one of the main things that has helped. Many players disagree, I don't know how a player is in position to know this. To me something drastically good with lag has happened.
Originally posted by Dr.Rock It did occur to me after I posted and had left, that the term twinked would only really apply to the early to mid-level game, after which a character would be rich enough to get most gear from the AH, without having to rely on equipment or gold from their other characters. The only exception would be specific rare items which may be outside their wealth. However I was really referring to raid gear, dragontouched armour, greensteel and rings. If you take these items off then content is a lot more challenging. This is how a lot of people are playing and they can get a lot of enjoyment because the content isn't rendered trivial to them, and various tactics become viable again. Actually not having a healer in the party can have a similar effect. Simple enough to understand now? Is the person who has every possible raid/rare/crafted item, has played raids 100s of times and epic quests 30 times the norm, or even normal. I doubt designing content for these people would enrich the game (other than maybe having epic level), in fact once they have very quickly rolled in their virtual glory the same general self obsessed whining will start again. Are you really reflecting gameplay people will actually experience or just your own obsessive play style. Or is your post in fact just a thinly veiled attempt to big up yourself by claiming everything is too easy for you and your chums.
Anytime now, you can stop trying to derail the thread. This thread is about Turbine's penchant for nerfing player characters, their abilities, and their playstyles. You are going off on a tangent about twinking and loot. If you would like to discuss twinking and loot, then I suggest you start a thread about twinking and loot. This thread is about nerfs.
Stay on topic
kthxbye
Well if you can't understand the need not to balance play around what could be considered an overpowered players needs, and that the said loot is what is making other tactics unviable (part of your original post) then yep I am wasting my time.
Now if you were to say Turbine made a big mistake with greensteel items and other over powering items, then I may well agree with you. Nerfing things like wounding effects or adding dungeon alert, I have no problem with at all.
Anyway cheerio!
Only problem is the loot is not what makes thse playstyles unviable. Stop blaming the players for Turbines mistakes. No one can take you seriously when you say people should put away all their good loot or run with no healer to make the game a challenge. The game should be designed to be challenging even with the best loot, Turbine put that in the game not me. I should not be penalized because of it or because some new people find things hard.
I guess you missed my post above where I quoted a dev about heroic surge not going coming in Update 3 and alsothe reason why they want to implement it. Dumbing down is always an issue in MMOs and I understand thoose who dont like the game to become easier. But you have to remember that the more content and features they add the more complex the game become. Its muhc more overwelming to start playing DDO today than at launch when the game only had 10 levels. Things need to be streamlined and made easier and more accesible the more the game grows imo. But they also need to add really challenging content for long time players. DDO is known to be one of the hardest and most complex MMOs out there and I think they should keep it that way. More accesible Less frustrating More challenge Is how they should design the game imo. Personally I find most of the level 12+ content is to hard when I want to play casually. I want to have the choice when to have easy content and when to have challenging. Really looking forward to "casual" coming in update 3!
Can you copy the post instead of the link? I am having a problem viewing the link.
Originally posted by Rokurgepta Are you the OP of the rather play with an NPC thread by the way?
no, just in agreement with him. i dont post in the ddo forums, just use them as reference.
Originally posted by Dr.Rock
My favourite character is a WF Monk, how are you finding it?
mine too, bcz of the reasons i supplied in previous replies...namely i dont have to care if there is a healer around or if he is competent. be nice if there were gs wraps, meh the new wraps released in update strike me as underwhelming.
You'll change your mind about the game when the devs smack you with the nerf bat. They love to swing that thing around. Nerf, nerf, nerf, nerf, nerf, nerf... Then, when the game gets too frustrating, instead of rolling back the nerfs to the players, they just start nerfing the quests, by adding things like dungeon scaling. After they do this, then the devs decide that the quest and mob nerfs made the game too easy, so they start nerfing the players again. More nerfs ensue. It's a vicious cycle that Turbine has fallen into, and they just can't seem to break themselves free from it. Another round of nerfs is coming with the next update. This round of nerfs will turn all casters into damage nukers and/or buffbots. Crowd control will be effectively removed from the game. Bards that aren't melee oriented warchanters might as well /delete. It will no longer be feasible to hypnotize or otherwise crowd control a boss's minions while the party beats down the boss. From now on, any crowd control effects will last about 30 seconds to one minute. After 30-60 seconds have elapsed, monsters will come under the effect of a new mode called, "heroic surge", which will make them completely immune to any control spells or abilities. Crowd control as an effective fighting strategy is dead. If you guys thought that Sony taking over SWG was bad, then stay away from this game. This game is in a constant state of nerf fluctuation. 90% of arcane spells have been nerfed into oblivion. Basically, a caster is there to cast haste, blur, greater heroism, wall of fire, waves of fatigue, waves of exhaustion, and wail of the banshee, with the odd finger of death or banishment thrown in for good measure. That's it. The rest of the spellbook might as well not be there. Sure, you can make a case for some oddball buffs here and there. When you can't use wall of fire because a mob is immune to fire, then you switch to Polar Ray or Disintegrate. As for crowd control and enchantments, however, forget about it. Most damage spells are gimped, too. This game has become entirely focused on DPS. Sneaking and stealth? Worthless. Charms, enchantments, crowd control? Worthless High armor class tanking? Worthless. Ranged combat? Worthless. Damage spells other than Wall of Fire, Polar Ray, or Disintegrate? Near worthless except in a handful of very specific fights. Turbine has effectively simplified DDO to the point that the only meaningful objective now is to do as much physical damage as possible in the shortest amount of time. All of the combat creativity that used to come with having other options besides DPS has been tossed out of the window. Crowd control, which was already a mere sideshow, will become a complete waste of time. Dungeons and Dragons? LOLWUT? No, there's no Dungeons and Dragons left in DDO. A wizard's spellbook is a shadow of its former self. A level 20 Wizard can memorize 45 spells at a time, but as it stands, he'll only use about a dozen of them. Everything else is just filler. Just picking which 45 spells you want to memorize highlights the utter uselessness of the arcane spell selection. There are many arcane spells to choose from (much more than 45), but only a few are of any value whatsoever. Let me give you some words of advice... ...don't get attached to your characters, because sooner or later, they will be nerfed to a point that they are no longer fun to play. The way that Turbine has managed DDO is to thrive off of making people reroll new characters by nerfing their older characters into uselessness. Now, with Reincarnation available, Turbine will offer you a way to repair characters broken by nerfs, but it will cost you cold, hard cash to do so. You will be nerfed. You will reroll or reincarnate. There is no way around this. This is how Turbine tries to keep people playing. Turbine knows this. Turbine accommodates this. Just look at the Reincarnation mechanics. Turbine makes money off of people redoing their characters due to nerfs. That's why reincarnations are sold in the DDO store for cash. They're counting on the nerfs to bring in much-needed money. I can understand where they are coming from, since they are a business, after all. For the consumer, though, it isn't fun and it's down right insulting to be subjected to such an obvious ploy.
JEEZ! thats all you hear every game , they nerfed this and that, im not uber, the graphics arnt as good as so and so.
Originally posted by Rokurgepta Are you the OP of the rather play with an NPC thread by the way?
no, just in agreement with him. i dont post in the ddo forums, just use them as reference.
Originally posted by Dr.Rock
My favourite character is a WF Monk, how are you finding it?
mine too, bcz of the reasons i supplied in previous replies...namely i dont have to care if there is a healer around or if he is competent. be nice if there were gs wraps, meh the new wraps released in update strike me as underwhelming.
Yeah wraps are a bit lacking although I find weighted wraps and the number of hits possible with two weapon fighting means it fires enough to give a nice edge to whatever other effect is on them. Now they have fixed Wholeness of Body so WF don't resist the healing, if I can survive the current fight I don't generally need a healer (although I do keep a pocket healer when soloing just in case). The speed of movement and the ability to break from combat as needed works well.
Finishing moves could do with an extension to them, tend to find myself just spamming healing on a mob when fighting. If the others durations were reasonable (5 mins or so) I would probably keep several boosts up and running.
Other than that I love the feeling of close up combat with the need to keep moving and thinking.
I did try to like DDO ... really I did. I played AD&D all those years ago, and play MMOs, so I really thought DDO would be fun.
Alas DDO is a subset of D&D called "melee" ... Besides the token healer nothing else really matters.
Ranged combat - laughable to the point of being offensive to fellow combatants. Arcane casters - best used as healers for Warforged melee. CC - continues to be nerfed, not that it is needed anyway.
Just grab a big stick and swing until the baddies drop.
Gets boring very quickly.
EDIT: and when I said "melee" I should have said TWF. Two-handed is used only when dictated by feats/enhancement limitations; and sword and board is nowadays a rarity. In fact so many feats/enhancement lines have been gimped into obscurity while a small few dominate the population.
As was mentioned earlier in the thread, Turbine has decided to indefinitely postpone the implementation of heroic surge. This is good news for DDO and its players. It looks like someone at Turbine came to his or her senses and realized that pigeonholing all gameplay into DPS is a bad idea.
Good. I can say that this does, indeed, give me a good impression.
More good news: It looks like archery-based rangers are getting some love. It's too bad that it only helps the ranger class, but, oh well, something is better than nothing. I still think that ranged attack speed should be increased across the board for all classes, not just rangers. In pen & paper, you could make a ranged-focused fighter that was every bit as good of an archer as a ranger.
as to finding parties I have always had to turn down multiple blind invites. you can't sign on to this game and hang around for a hour before someone tries to party up. don't get me wrong the grouping is one of my fav points of this game but sometimes you just want to solo out a couple of quickies and be done.
im sorry you havent played long enough to figure this stuff out yet. ur right, it did only take me a month. read the story in the ddo forums about 'why id rather party with a hireling than you'
LMAO!!! So, true! As dumb as hirelings are, they aren't nearly as dumb as players.
im sorry you havent played long enough to figure this stuff out yet. ur right, it did only take me a month. read the story in the ddo forums about 'why id rather party with a hireling than you'
LMAO!!! So, true! As dumb as hirelings are, they aren't nearly as dumb as players.
Yeah, but that's what happens when you have a game where most grouping is random PUG. That one guy in WoW that pulls everything on your group is now in DDO running out to a bunch of hobs prematurely and getting leveled. The barbarian I once hired was completely useless in combat as he'd run in circles and hit nothing, but he wouldn't do kamikaze runs at higher level mobs.
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Comments
CC still getting nerfed. Heroic surge is out, for now. However, my understanding is that all the change to spells (that big spell list in the update notes) are remaining - i.e. Otto's Irresistible is "not so irresistible" any more.
My toons:
CC Bard - hurt hard by senseless blanket immunities. Also by the charmed mobs being tethered nerf.
Intimitank (thankfully with DPS option) - the tanking is often non viable, compared to the monster dps show. They have given monsters such huge hitpoints that people need the max dps possible to eliminate them, combined with a large amount of self-sufficieny, and mass group heals, intimitanks are currently very much second class citizens.
My fiance wanted a 'ranged' ranger - instead she went 'dps tempest 3', because it was the only real viable option. 'Ranged dps' is an oxymoron in DDO. However, this might be changing in the upcoming update (hopefully) - that's 3-4 years of crap dps(as in don't even bother crap) for the majority of ranged characters...
All these playstyles - CC, tanking, 'ranged', have been rendered increasingly obsolete by Turbine - with their larger and larger emphasis on dps.
Those posters who are unaware of Turbine 'nerfs' (even though one poster listed some - i.e. the Bard pink hat army changes) are truly ignorant. What scares me, is not nerfing/balancing per se, but the destruction of a variety of entire playstyles.
So despite the OP's seemingly bitter, and somewhat over the top post, his points are completely valid.
Anytime now, you can stop trying to derail the thread. This thread is about Turbine's penchant for nerfing player characters, their abilities, and their playstyles. You are going off on a tangent about twinking and loot. If you would like to discuss twinking and loot, then I suggest you start a thread about twinking and loot. This thread is about nerfs.
Stay on topic
kthxbye
Well if you can't understand the need not to balance play around what could be considered an overpowered players needs, and that the said loot is what is making other tactics unviable (part of your original post) then yep I am wasting my time.
Now if you were to say Turbine made a big mistake with greensteel items and other over powering items, then I may well agree with you. Nerfing things like wounding effects or adding dungeon alert, I have no problem with at all.
Anyway cheerio!
DA is just an annoying buggy mess - very few people would say it has added to their ENJOYMENT of the GAME.
Anytime now, you can stop trying to derail the thread. This thread is about Turbine's penchant for nerfing player characters, their abilities, and their playstyles. You are going off on a tangent about twinking and loot. If you would like to discuss twinking and loot, then I suggest you start a thread about twinking and loot. This thread is about nerfs.
Stay on topic
kthxbye
Well if you can't understand the need not to balance play around what could be considered an overpowered players needs, and that the said loot is what is making other tactics unviable (part of your original post) then yep I am wasting my time.
Now if you were to say Turbine made a big mistake with greensteel items and other over powering items, then I may well agree with you. Nerfing things like wounding effects or adding dungeon alert, I have no problem with at all.
Anyway cheerio!
DA is just an annoying buggy mess - very few people would say it has added to their ENJOYMENT of the GAME.
Rushing or being exposed to rushing is a real problem for new people, and anything even an imperfect (no argument there) tool like DA is a small step in the right direction in my opinion. If it could be more logical so that it triggered additional events if you go through while setting of alarms and giving advanced warning, it might encourage alternatives to the steamroller mentality. Might even make stealth viable again, i.e. kill the guard before he sets off the alarm type play.
No doubt they have really limited a lot of game play styles and imo really can quickly remedy this with very basic but broad changes to some skills. Will they? A vet would say no, we've been asking for these things for eons. But they seem to be much more responsive then before, I think F2P and the influx of new players have revitalized the team and we are seeing changes and many of these are really outside the PnP world in the name of fun for the game. I would love to see Range work much better, I would love to see 5x more spells actually worth using.
Anytime now, you can stop trying to derail the thread. This thread is about Turbine's penchant for nerfing player characters, their abilities, and their playstyles. You are going off on a tangent about twinking and loot. If you would like to discuss twinking and loot, then I suggest you start a thread about twinking and loot. This thread is about nerfs.
Stay on topic
kthxbye
Well if you can't understand the need not to balance play around what could be considered an overpowered players needs, and that the said loot is what is making other tactics unviable (part of your original post) then yep I am wasting my time.
Now if you were to say Turbine made a big mistake with greensteel items and other over powering items, then I may well agree with you. Nerfing things like wounding effects or adding dungeon alert, I have no problem with at all.
Anyway cheerio!
DA is just an annoying buggy mess - very few people would say it has added to their ENJOYMENT of the GAME.
It doesn't add to the enjoyment, but something really has helped lag from 6 months ago to today. Turbine says DA was one of the main things that has helped. Many players disagree, I don't know how a player is in position to know this. To me something drastically good with lag has happened.
Anytime now, you can stop trying to derail the thread. This thread is about Turbine's penchant for nerfing player characters, their abilities, and their playstyles. You are going off on a tangent about twinking and loot. If you would like to discuss twinking and loot, then I suggest you start a thread about twinking and loot. This thread is about nerfs.
Stay on topic
kthxbye
Well if you can't understand the need not to balance play around what could be considered an overpowered players needs, and that the said loot is what is making other tactics unviable (part of your original post) then yep I am wasting my time.
Now if you were to say Turbine made a big mistake with greensteel items and other over powering items, then I may well agree with you. Nerfing things like wounding effects or adding dungeon alert, I have no problem with at all.
Anyway cheerio!
Only problem is the loot is not what makes thse playstyles unviable. Stop blaming the players for Turbines mistakes. No one can take you seriously when you say people should put away all their good loot or run with no healer to make the game a challenge. The game should be designed to be challenging even with the best loot, Turbine put that in the game not me. I should not be penalized because of it or because some new people find things hard.
Can you copy the post instead of the link? I am having a problem viewing the link.
no, just in agreement with him. i dont post in the ddo forums, just use them as reference.
Originally posted by Dr.Rock
My favourite character is a WF Monk, how are you finding it?
mine too, bcz of the reasons i supplied in previous replies...namely i dont have to care if there is a healer around or if he is competent. be nice if there were gs wraps, meh the new wraps released in update strike me as underwhelming.
JEEZ! thats all you hear every game , they nerfed this and that, im not uber, the graphics arnt as good as so and so.
[Mod edit]
ha its all so true
no, just in agreement with him. i dont post in the ddo forums, just use them as reference.
Originally posted by Dr.Rock
My favourite character is a WF Monk, how are you finding it?
mine too, bcz of the reasons i supplied in previous replies...namely i dont have to care if there is a healer around or if he is competent. be nice if there were gs wraps, meh the new wraps released in update strike me as underwhelming.
Yeah wraps are a bit lacking although I find weighted wraps and the number of hits possible with two weapon fighting means it fires enough to give a nice edge to whatever other effect is on them. Now they have fixed Wholeness of Body so WF don't resist the healing, if I can survive the current fight I don't generally need a healer (although I do keep a pocket healer when soloing just in case). The speed of movement and the ability to break from combat as needed works well.
Finishing moves could do with an extension to them, tend to find myself just spamming healing on a mob when fighting. If the others durations were reasonable (5 mins or so) I would probably keep several boosts up and running.
Other than that I love the feeling of close up combat with the need to keep moving and thinking.
I did try to like DDO ... really I did. I played AD&D all those years ago, and play MMOs, so I really thought DDO would be fun.
Alas DDO is a subset of D&D called "melee" ... Besides the token healer nothing else really matters.
Ranged combat - laughable to the point of being offensive to fellow combatants. Arcane casters - best used as healers for Warforged melee. CC - continues to be nerfed, not that it is needed anyway.
Just grab a big stick and swing until the baddies drop.
Gets boring very quickly.
EDIT: and when I said "melee" I should have said TWF. Two-handed is used only when dictated by feats/enhancement limitations; and sword and board is nowadays a rarity. In fact so many feats/enhancement lines have been gimped into obscurity while a small few dominate the population.
UPDATE:
As was mentioned earlier in the thread, Turbine has decided to indefinitely postpone the implementation of heroic surge. This is good news for DDO and its players. It looks like someone at Turbine came to his or her senses and realized that pigeonholing all gameplay into DPS is a bad idea.
Good. I can say that this does, indeed, give me a good impression.
More good news: It looks like archery-based rangers are getting some love. It's too bad that it only helps the ranger class, but, oh well, something is better than nothing. I still think that ranged attack speed should be increased across the board for all classes, not just rangers. In pen & paper, you could make a ranged-focused fighter that was every bit as good of an archer as a ranger.
as to finding parties I have always had to turn down multiple blind invites. you can't sign on to this game and hang around for a hour before someone tries to party up. don't get me wrong the grouping is one of my fav points of this game but sometimes you just want to solo out a couple of quickies and be done.
LMAO!!! So, true! As dumb as hirelings are, they aren't nearly as dumb as players.
LMAO!!! So, true! As dumb as hirelings are, they aren't nearly as dumb as players.
Yeah, but that's what happens when you have a game where most grouping is random PUG. That one guy in WoW that pulls everything on your group is now in DDO running out to a bunch of hobs prematurely and getting leveled. The barbarian I once hired was completely useless in combat as he'd run in circles and hit nothing, but he wouldn't do kamikaze runs at higher level mobs.
Writer / Musician / Game Designer
Now Playing: Skyrim, Wurm Online, Tropico 4
Waiting On: GW2, TSW, Archeage, The Rapture