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U28 Release Notes On Lamma
Sep 16th, 2015 at 4:59pm
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Lamannia Update 28 Release Notes


These are the Lamannia Release Notes for Update 28, published on September 16th. These notes will change over time.


Special Note:


The Devil's Gambit


Defend Stormreach from demonic invaders! This all-new adventure pack features four quests. The NPC to acquire the quest chain and teleport you to the various quest NPCs can be found in the Eberron Hall of Heroes. Free to VIPs, and also available in the DDO Store.


Monster Manual:


A new Monster Manual (Monster Manual 6) is now available! Includes a top-tier reward of an exclusive Hellhound Creature Companion!


News and Notes:


Combat:

    Items and abilities which decrease the time for Smite Evil charges to regenerate now work properly.



Cosmetics:


Glamered Weapon Auras now work with the following items:

  • Greataxe of the Chained Soldier
  • Epic Greataxe of the Chained Soldier
  • Terror

    Mirrors of Glamering should no longer be able to be used on any quest-specific items that are destroyed upon quest exit.

Enhancements:

Spellsinger's Song of Arcane Might now properly adds +1 Caster Level in all cases Swashbuckler's Blow by Blow now adds its proper critical threat range benefit across all three tiers.

Ranger Deepwood Stalker has received numerous changes:

  • Archer's Focus now adds 2 Ranger Power per stack instead of 2% damage to missile damage.


Core Abilities:
  • Sneak Attack (4th Core) now passively adds +10 Melee and Ranged Power.
  • Mark of the Hunted: Activate to expend a use of Animal Empathy. Your target gains -25% Fortification, -10 Armor Class, -10 Spell Resistance, and suffers a -4 penalty to add ability scores for three minutes.
  • Horizon Shot now passively adds +20 Melee and Ranged Power.

Each core ability after the first one grants an extra use of Animal Empathy.

Tier One:
  • Favored Defense now costs 1/1/1 Action Point, is no longer a multi-selector, and instead gives the following benefits against Favored Enemies: +2/4/6 Armor Class, +2/4/6 Physical Resistance, +1/2/3 Saving Throws.
  • Tendon Cut's bonus damage has been increased to +1/2/3[W].

       
Tier Two:
  • Favored Defense has been combined into the previous Favored Defense, and is now removed.
  • Faster Sneaking now costs 1/1/1 AP.
  • Improved Weapon Finesse: You can now use your Dexterity modifier for damage when wielding bows, thrown, and melee weapons with which you can use your Dexterity modifier to hit. The Weapon Finesse feat is not required to take this enhancement.
  • Action Boost now costs 1/1/1 AP, and offers a multi-selector:
    Melee Power: Boosts Melee Power by 30
    Ranged Power: Boosts Ranged Power by 30
    Skill Boost remains unchanged.
  • Survivalist: (2 AP) Gain 10 hit points. While wearing light armor you gain 3 Physical Resistance Rating.


Tier Three:
  • Favored Accuracy has been removed, and replaced with Favored Hunter: 1/1/1 AP. You gain +1/2/3 to-hit and damage against Favored Enemies.
  • Thrill of the Hunt: 1/1/1 AP. You gain +1/2/3 damage for six seconds after damaging an opponent under 30/40/50% health.
  • Survivalist: 2 AP. Gain 20 hit points. While wearing light armor you gain 4 Physical Resistance Rating.


Tier Four:
  • Favored Damage is combined with Tier Three Favored Hunter.
  • Hunter's Mercy: Merciful Shot now works if the target is below 50% health. The bane damage scales with 100% Ranged Power. Merciful Strike now works if the target is below 50% health. The bane damage scales with 100% Melee Power.
  • Leg Shot now also does +2[W] damage.
  • Survivalist: 2 AP. Gain 30 hit points. While wearing light armor you gain 5 Physical Resistance Rating. Killer's stacks are now reduced one at a time.

      
Tier Five:
  • Head Shot/Strike: Ranged or Melee Attack. +5[W] attack that is automatically considered a critical threat, and blinds an opponent for six seconds on a failed Fortitude Saving Throw of 10/14/18 + Ranger Level + Tactical Feat bonuses + Dexterity Bonus. 12 second cooldown.
  • Stalker Training:
  • Improved Archer's Focus remains unchanged.
  • With Bow and Sword: +10 Melee and Ranged Power.
  • Strikes Like Lightning: Gain 10% Double Strike and 20% Double Shot.


Ranger Tempest has received numerous changes:

Core Abilities:
  • Shield of Whirling Steel: While dual wielding, gain +2 Shield Bonus to Armor Class, Physical Resistance Rating, and Magical Resistance Rating. This increases by +1 for each additional Tempest Core Ability you acquire. In addition, if you are a level 1 character, gain the Two Weapon Fighting feat until you reach character level 2 (which is granted permanently when you take a second Ranger level.)
  • Graceful Death: Gain +5 Melee Power.
  • Whirlwind: Gain +5 Melee Power.
  • Dervish: Passive: Gain +4 Dexterity, +10 Melee Power, Physical Resistance Rating, and Magical Resistance Rating while wearing light or no armor. You now have a 25% chance to Doublestrike with your off-hand wearing when dual-wielding.

       
Tier One:
  • Improved Defense: (1/1/1 AP) Grants +1/2/3 Physical Resistance Rating if wearing light armor.
  • Acrobatic: +1/2/3 Balance, Jump, and Tumble. At level 3, gain +1 Reflex Saving Throws.


Tier Two:
  • Action Boost now costs 1/1/1 AP.


Tier Three:
  • Critical Accuracy has been removed, and combined with Critical Mastery.
  • Critical Mastery: (1/1/1 AP) +1/2/3 bonus to critical damage and to confirm critical hits.
  • Stormdancer: (2 AP) Toggle: While on, gain 15% absorption to electrical damage. Your melee attacks do an additional 1d6 lightning damage. This damage scales with 200% Melee Power.

       
Tier Four:
  • Elaborate Parry: Each stack also adds +2 to the maximum dexterity bonus of light armor.
  • Critical Damage is removed (as it was combined with Tier Three Critical Mastery.)
  • Stormdancer: (2 AP) Toggle: Your absorption to electrical damage is increased to 30%. Your melee attacks now do 2d6 lightning damage.

       
Tier Five:
  • A Thousand Cuts: Melee Dual-Wielding Attack. Deals +1/3/5[W] damage. Gain +15/30/45 Doublestrike, +15/30/45 Melee Power, and a +4/8/12 Insight Bonus to Dexterity for 10 seconds. Cooldown of 60 seconds.
  • Dual Perfection: (2 AP) Your off-hand weapon now adds your full attribute damage modifier.
  • Whirling Blades: (2 AP) +3 to-hit and damage when dual wielding.


Epic Destinies:

Ability score enhancements now appear separately for all destinies, so a player can use multiple of them as Twists of Fate.

Hirelings:

Stand Your Ground will now remain persistent through most commands (except for Follow Me, Teleport To Me, and Guard Target.) Hirelings will no longer move toward their master after interacting with a lever, if they have been ordered to Stand their Ground.

Hirelings now show alerts when players "spam" an interact button, and for when pathing fails during a target interaction.

Players are now alerted when a hireling cannot use a rest shrine (because they have already used it, for example.)

For clarity, these are the descriptions for hireling commands:
       
Stand Ground

Stand Ground commands the hireling to remain in the general area. The hireling will still engage creatures in combat, but should not stray too far from their standard unless directed to do so. Three commands will automatically dismiss the Stand Ground directive:
                1. Follow Me
                2. Guard Target
                3. Teleport to me

Follow Me

The hireling will follow you and in engage in combat as they see fit. This command completely removes any previous stand ground directives, and is synonymous with the Guard Target when the hireling's master is selected.

Teleport to Me

The hireling will abandon any current activity and teleport to your location. This command removes the stand ground directive. There is a short cooldown after teleportation before the hireling can take another action.

Aggressive Stance

Hirelings will aggressively seek combat. If the hireling is in possession of ranged weapons, they may be used to attack creatures within range.

Defensive Stance

Any creature not registering as a threat to the hireling will not be attacked. Spell casters will typically buff their master, whereas melee classes will typically wait to be engaged. Each hireling will act differently in this situation depending on their personality. When guarding a target, the hireling might not attack an enemy unless the enemy directly attacks the guarded target or the hireling.

Passive Stance

Hirelings will refrain from most movement and combat of any kind. In passive mode, hirelings will consider using rest shrines that are nearby.

Interact with Target

Commands a hireling to interact with a selected object, such as a lever or a rest shrine. This will override a stand ground directive, but will not dismiss the directive completely.

Guard Target

Commands the hireling to actively guard a selected target. This command will completely remove the stand ground directive because it would be a conflicting order otherwise. Telling a hireling to guard yourself is effectively the same thing as the Follow Me command.

Attack Target

Commands the hireling to attack a selected target, moving to it if required. This command will temporarily override a stand ground directive, but will not dismiss the directive completely.

Items:

  • Temple of Elemental Evil Greater Acidic/Electrifying/Fiery/Freezing Blast weapons now do their proper damage.
  • Mabar Festival of Endless Night ingredients have had their names and descriptions updated to note their deprecated state.


Quests and Adventure Areas:

  • Spell Ward traps can now be disabled reliably when a character is very close to them.
  • Monster autoscaling for level 30 quests has been removed, and monster stats for level 30 quests have been manually adjusted. This applies to any CR 30 quest (Level 28 quests on Elite, for example.)


UI:

  • Fixed an issue that caused the mouse wheel to get stuck in First-Person View when interacting with a bag.
  • Poison Resistance is now listed correctly in the combat chat log.


EDIT - Fixed the formatting since it did look fucking terrible! Should be much easier to read now Smiley
« Last Edit: Sep 16th, 2015 at 5:27pm by FTL »  
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Grand
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Re: U28 Release Notes On Lamma
Reply #1 - Sep 16th, 2015 at 5:19pm
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Ha with DWS they changed almost nothing after 20+ pages of "feedback", Worse yet they put the archer focus back to the original proposal.

Just terrible stuff.

*Also if you take a look at the limited number of posts the devs made, you will see several the indicate they were "working" on the passes this week, meaning it's very likely they didn't start it until last week.
« Last Edit: Sep 16th, 2015 at 5:20pm by Grand »  
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FTL
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Re: U28 Release Notes On Lamma
Reply #2 - Sep 16th, 2015 at 5:23pm
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Yeah it's a fucking joke, there is nothing in the trees that make me think "wow I gotta me some of that" at all it's just utter garbage Sad

Also it looks like old ings from Mabar will be totally useless even though they said they could be used in the new event they are supposed to be making.
« Last Edit: Sep 16th, 2015 at 5:24pm by FTL »  
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Re: U28 Release Notes On Lamma
Reply #3 - Sep 16th, 2015 at 6:09pm
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Poorly thought out garbage.
  
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Re: U28 Release Notes On Lamma
Reply #4 - Sep 16th, 2015 at 6:17pm
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Combat:

Items and abilities which decrease the time for Smite Evil charges to regenerate now work properly.

Finally.
« Last Edit: Sep 16th, 2015 at 6:17pm by yardarm_ »  
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Re: U28 Release Notes On Lamma
Reply #5 - Sep 16th, 2015 at 6:17pm
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Quote:
Poorly thought out garbage.


GDIAF, fake !
  
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Re: U28 Release Notes On Lamma
Reply #6 - Sep 16th, 2015 at 6:35pm
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FTL wrote on Sep 16th, 2015 at 4:59pm:
UI:

Fixed an issue that caused the mouse wheel to get stuck in First-Person View when interacting with a bag.


I'll believe it when I see it.
  

Groo The Wanderer wrote on Sep 8th, 2013 at 10:43pm:
they will probably congratulate themselves on how long they "kept it going" never able to see that it could have easily managed to keep itself going for far longer if they had just meddled far less drastically and with some semblance of an actual gameplan.
Darth Anonymous wrote on Feb 1st, 2014 at 1:11pm:
Hearing something has "merit" but we don't have "time" kind of says everything about how Turbine works on things.
eighnuss wrote on May 27th, 2014 at 12:52pm:
everyone but turbine knows that we are sad they are destroying our game
majmalphunktion wrote on Aug 30th, 2013 at 12:12am:
I don't make the game, I just get tested what they build. Sorry you are not happy.
Skoodge wrote on Nov 27th, 2014 at 6:54am:
DDO is easy to summarize - the greatest game to suck the most ass.
GooFY wrote on Mar 2nd, 2015 at 5:36pm:
Turbine - So incompetent that we are skeptical when they report their own incompetence.  
Meursault wrote on May 11th, 2015 at 8:10pm:
Other companies will settle for shitting out garbage, Turdbin actually prefers to. Especially if they can get us to buy it, that just cracks them up.
Meursault wrote on Nov 12th, 2015 at 2:50pm:
Breaking something and putting it back together isn't as good as not breaking it to begin with, it's not even close.
palmer01 wrote on Nov 20th, 2015 at 9:05am:
Devs do not care what players want - they already have an agenda and give out token gestures so the paladins can feel worthy.
PersonaNonGrata wrote on Oct 4th, 2016 at 1:24am:
The DDO devs aren't motivated by a positive user experience.

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Re: U28 Release Notes On Lamma
Reply #7 - Sep 16th, 2015 at 6:44pm
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Certain throwers will be better off with Tier 5 DWS than T5 Mechanic, it would seem, based on the state of these changes as they are. Specifically, 12 Ranger/3 Monk/5 Rogue.

That looks juicy, though 11 Rogue/6 Ranger/3 Monk with T5 DWS still might be the best
  
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Re: U28 Release Notes On Lamma
Reply #8 - Sep 16th, 2015 at 6:50pm
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harharharhar wrote on Sep 16th, 2015 at 6:44pm:
#rogues?

  
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Re: U28 Release Notes On Lamma
Reply #9 - Sep 16th, 2015 at 6:56pm
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OldCoaly wrote on Sep 16th, 2015 at 6:35pm:
I'll believe it when I see it.


Just like that bug that caused the lfm to permanently stay on screen if closed using the RMB to switch between cursor mode and target mode. It's supposed to be fixed according to release notes and yet still happens  Tongue

Yes, we're fixing bug. No, really, we're fixing them. Why don't you believe us??
  
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Re: U28 Release Notes On Lamma
Reply #10 - Sep 16th, 2015 at 7:03pm
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Monster autoscaling for level 30 quests has been removed, and monster stats for level 30 quests have been manually adjusted. This applies to any CR 30 quest (Level 28 quests on Elite, for example.)

Is this supposed to be a fix for soloing EE quests?
  

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Re: U28 Release Notes On Lamma
Reply #11 - Sep 16th, 2015 at 7:39pm
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QuantumFX wrote on Sep 16th, 2015 at 7:03pm:
Monster autoscaling for level 30 quests has been removed, and monster stats for level 30 quests have been manually adjusted. This applies to any CR 30 quest (Level 28 quests on Elite, for example.)

Is this supposed to be a fix for soloing EE quests?


Likely the tard board bois and their cry harderness finally got their way. If indeed this pertains to dungeon scaling on a unit mob level. And why only for the highest possible CR quests?  Is this their idea of a trade off between increasing quest difficulty beyond epic elite? (i.e., soloing now scales to base 4 (doesn't scale) in level 30 quests.) Possibly experimental, but isn't all dev work in DDO experimental?
  
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Re: U28 Release Notes On Lamma
Reply #12 - Sep 16th, 2015 at 8:32pm
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Any info on loot?
  
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Re: U28 Release Notes On Lamma
Reply #13 - Sep 16th, 2015 at 8:52pm
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« Last Edit: Sep 16th, 2015 at 9:00pm by »  
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Re: U28 Release Notes On Lamma
Reply #14 - Sep 16th, 2015 at 8:54pm
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So, no increases to crit threat range or multiplier? Why keep following the trend right? Useless cunts
  
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Re: U28 Release Notes On Lamma
Reply #15 - Sep 16th, 2015 at 9:00pm
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thanks.  I like item sets, but 6 items for the whole set is a bit much.  Insightful saves on boots is fantastic, freeing up the bracers slot. 

The robes/docent are solid for a warlock or caster. 

The handwraps are a headscratcher.
  
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Re: U28 Release Notes On Lamma
Reply #16 - Sep 16th, 2015 at 9:01pm
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The heavy repeater is a joke. Keen? on a lv28 item?
  
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Re: U28 Release Notes On Lamma
Reply #17 - Sep 16th, 2015 at 9:06pm
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AtomicMew wrote on Sep 16th, 2015 at 9:00pm:
The handwraps are a headscratcher. 

Warlock monk???
  

Do not try the patience of wizards, for they are subtle and quick to anger.

We are dreamers, shapers, singers, and makers. We study the mysteries of laser and circuit, crystal and scanner, holographic demons and invocation of equations. These are the tools we employ, and we know many things.

The absence of evidence is not evidence of absence.
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Re: U28 Release Notes On Lamma
Reply #18 - Sep 16th, 2015 at 9:27pm
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lmao .....that wraps. Cheesy Cheesy Cheesy Cheesy Cheesy Cheesy Cheesy Cheesy Cheesy Cheesy Cheesy Cheesy Cheesy Cheesy Cheesy Cheesy
  

Dear players,

The D&D rules you were familiar with were too simple to understand, so we're continuing our move away from them to needlessly confusing subsystems that will make your play experience less fun and invalidate old builds and loot. We hope you have fun working out what the fuck MRR, PRR, MP, SP, RP, CL, MCL and all the other bullshit we made up whilst drunk means.

Love,

People who don't know how to fix their own mistakes cleanly
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Re: U28 Release Notes On Lamma
Reply #19 - Sep 16th, 2015 at 10:08pm
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Who the hell, or better yet, why the hell would you ever use those hand wraps?
  
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Re: U28 Release Notes On Lamma
Reply #20 - Sep 16th, 2015 at 11:04pm
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-Items are complete trash
-Weapons are complete trash
-DWS is complete trash (no crit modifier? every other class gets one but Ranger is the class they suddenly have an epiphany about it and stop?)
-Tempest looks to be mostly trash as well
-AA logically will be trash also.

I can't believe how bad the 6 piece set is. I mean +2 Quality to stats is nice but it requires ditching eLitany? Are you kidding?

Its like they've had a change of heart to stop massive power creep and OP buffing, but without making any backward adjustments. Totally insane.
  
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Re: U28 Release Notes On Lamma
Reply #21 - Sep 16th, 2015 at 11:05pm
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I don't follow.
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Re: U28 Release Notes On Lamma
Reply #22 - Sep 16th, 2015 at 11:25pm
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Mabar Festival of Endless Night ingredients have had their names and descriptions updated to note their deprecated state.

What the hell does that mean?
Do they actually know what deprecate means?

When they drop this shit in, why don't they explain it? Or is this part of their being mysterious.....   Huh

Does this mean that all the Mabar ingredients will now be as useless as all the other ingredients, because they're making them redundant?


  
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Re: U28 Release Notes On Lamma
Reply #23 - Sep 16th, 2015 at 11:35pm
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Quote:
See how I just said some stuff here?


it doesn't count if you steal a name from a sock account
  
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Re: U28 Release Notes On Lamma
Reply #24 - Sep 17th, 2015 at 12:48am
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harharharhar wrote on Sep 16th, 2015 at 11:04pm:
-Items are complete trash
-Weapons are complete trash

yep. i dont even wanna log on to lama
  

Mockduck wrote on Aug 30th, 2010 at 2:20pm:
I don't think naming names would be a good thing for me to do, but I'd pretty much add anyone who's a know-it-all dick on the list.� Even if they are sometimes intelligent with their opinions, the way they state them in long, "i'm a lawyer at trial"-type posts makes me want to punch them in the face.� They act like whiney babies with god complexes and then freak out if someone so much as breathes criticism in their direction.
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