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Skoodge
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Things Turbine/SSG fucked up
Jun 28th, 2017 at 4:18pm
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I know how the hirelings got fucked up - they tried to fix the old code (and much as we feared even the thought of them touching anything) and it basically lobotomized the hirelings.  Yeah, they're less likely to run through a trap and grab aggro on a crowd you haven't engaged yet...but they're also less likely to do anything else...like fucking heal.  The formerly good ones are less good now and the bad ones will just stand there and let a mob beat them to death.  Good job SSG!**

But I'm curious, just what were they trying to fix when they fucked up aggro six ways from Sunday?  What should be two or three different fights now has become one giant orgy of hireling beating.  I ran Misery's Peak for the first time in years and got mobbed by every caster in the giant cavern - including the ones that somehow teleported through an unopened door.  If new players still existed, this would be a real turn off to the game.

And why the fuck do dungeon alerts even fucking still exist?!!  It would be one thing if I was bringing them on myself, but they mostly just happen when 3 different mobs all get aggro when they shouldn't at the same time.  Getting a DA just for fucking standing there is kind of bullshit.

**How fucking hard is it to copy the good AIs from one hireling to another?!  You don't have to go in and fix anything geniuses, just duplicate.
  

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Skoodge
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Re: Things Turbine/SSG fucked up
Reply #1 - Jun 28th, 2017 at 10:45pm
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Oh, and are banishing and smiting weapons no longer a thing?  Because if they're not, that kind of sucks ass.

Also, fuck you KNN.  If you want to be an assclown...whatever.  But you can still let the rest of us occasionally have a fucking conversation. 
  

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Re: Things Turbine/SSG fucked up
Reply #2 - Jun 29th, 2017 at 1:07am
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Skoodge wrote on Jun 28th, 2017 at 4:18pm:
**How fucking hard is it to copy the good AIs from one hireling to another?!  You don't have to go in and fix anything geniuses, just duplicate.

Turns out, they're very anti-duping.
  

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Re: Things Turbine/SSG fucked up
Reply #3 - Jun 29th, 2017 at 6:45am
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Yeah, aggro is completely fucked.  I did rusted blades the other day.  I stealthed out of the room
after destroying the weapons rack.  Everything is obviously hostile but nothing has clocked me.  I
stealth out back to the main room.  Nothing following.  Other mobs on the way non-hostile -
as usual.  I come out of stealth and 20s later literally all of the mobs between the weapons rack
and the main hall are coming at me.  21 mobs in all.   They instantly knew where I was and beelined
for me the minute I popped stealth.  Awesome job SSG.

Hirelings are fine as Turdh has never had a problem with them.  Evar.
  
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Skoodge
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Re: Things Turbine/SSG fucked up
Reply #4 - Jun 29th, 2017 at 11:51am
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The questions continue - what the hell were they trying to fix when they broke the quest bar options of "Slay (X amount) of (Y monsters)"?  And why the hell haven't they fixed that yet?  I mean, even for their team that shouldn't be that hard.

Jeff_Stryker wrote on Jun 29th, 2017 at 6:45am:
I stealthed out of the room
after destroying the weapons rack.


My understanding is they fucked aggro up so badly that it's all but killed pure Assassin builds, is that more or less correct?  What are the options for soloing a rogue now days?  Because I'm seriously considering just lesser TRing around level 19 to get get the rogue past life feats.
« Last Edit: Jun 29th, 2017 at 11:55am by Skoodge »  

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Re: Things Turbine/SSG fucked up
Reply #5 - Jun 29th, 2017 at 1:53pm
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Skoodge wrote on Jun 29th, 2017 at 11:51am:
pure Assassin builds


Assassin should build for DPS. Don't bother wasting AP on assassinate.

Skoodge wrote on Jun 29th, 2017 at 11:51am:
What are the options for soloing a rogue now days?


You'd be better off on a mech build for soloing though. They perform quite well across the board.
  

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Re: Things Turbine/SSG fucked up
Reply #6 - Jun 29th, 2017 at 3:10pm
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The aggro stuff just seems to keep cascading.  In response to Skoodge's original question, I can't even recall what they were trying to fix in the first place, it has been so long.  I suspect it had something to do with mobs not aggroing at all when being attacked from range.
  
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Re: Things Turbine/SSG fucked up
Reply #7 - Jun 29th, 2017 at 5:01pm
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burmp
  

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Re: Things Turbine/SSG fucked up
Reply #8 - Jun 29th, 2017 at 5:32pm
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Asheras wrote on Jun 29th, 2017 at 3:10pm:
I suspect it had something to do with mobs not aggroing at all when being attacked from range.


Sounds about right.  They're about like a faulty shower where it's always either too hot or too cold.

Flav wrote on Jun 29th, 2017 at 5:01pm:
burmp


You probably know Flav, what happened to smiting and banishing weapons (or flametouched for that matter)?  Did they stop dropping them in chests?  There are so few in the AH I get the feeling they're just left-overs.
  

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Re: Things Turbine/SSG fucked up
Reply #9 - Jun 29th, 2017 at 7:29pm
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Those weapons probably went with Feather's changes to the magic item tables?
  
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Re: Things Turbine/SSG fucked up
Reply #10 - Jun 29th, 2017 at 10:27pm
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Skoodge wrote on Jun 29th, 2017 at 11:51am:
The questions continue - what the hell were they trying to fix when they broke the quest bar options of "Slay (X amount) of (Y monsters)"?  And why the hell haven't they fixed that yet?  I mean, even for their team that shouldn't be that hard.


My understanding is they fucked aggro up so badly that it's all but killed pure Assassin builds, is that more or less correct?  What are the options for soloing a rogue now days?  Because I'm seriously considering just lesser TRing around level 19 to get get the rogue past life feats.



Rogues were having a cowardly dev assault put on them a few years back especially when ToEE was implemented. Attack hit boxes were fucked so bad you'd assassinate and smash the box behind the mob in front of you. Abilities like shiv not applying right or at all and the ridiculous reach some mobs have like an ogre hitting a 1500 one shot from across a room. From there it only gets better.

When they fucked with the aggro mechanics it was a sweeping change to favor the game for a very specific kind of player style and certain classes. Mainly the pajama wearing chucker, sploit ranger, and of course the bore-locks but mainly for the new and improved dev favorite, artificers.

The changes were implemented regardless of how the game was structured years before. The stealth bonus for running claw? Never happening again. It's possible to still be a successful assassin, just not as good and soloing anything is a big middle finger. Once you assassinate, even the movement when you hit the button, you're lucky if it doesn't create instant aggro.

You might get one, but the days of double assassinate and moving on to the next mob is over. With a group getting aggro and a rogue with dire charge can still have a really high kill count, but self sufficiency and soloability was blatantly robbed so the artificer playing dev can feel uuber at the expense of a specific playstyle. another point is if the aggro mechanic wasn't there, instakillers like assassins would dominate reaper difficulty. But then where would bore-locks be? Can't have that now, can we?

If you ever get the chance to run with someone working for SSG, they can't make their artie stay alive without their godmode cheat bar. For devs on their artificers, it's just *pew pew pew*, I'm awesome, fuck everyone else. This is who the aggro change was for. Certainly not for balance.
  
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Re: Things Turbine/SSG fucked up
Reply #11 - Jun 29th, 2017 at 10:59pm
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My understanding was that the aggro mechanics were changes specifically to stop ranged toons picking off one mob at a time.

How this was a problem I dont know, since it took 1000% longer to complete quests that way.

So now, to prevent that terrible exploit (re: valid functioning gameplay style) any damaged or even targeted mob (who had to make a saving throw, damaged or not) immediately sheds and shares aggro with every other fucking mob in the instance.

Because that's "fun" and "challenging".

And yes, if the Mythical unicorns known as "New Players" existed, this would be a complete turn off, because even on normal with the standard shit lootgen or starter gear they'd be quickly overwhelmed.

#rockstarz
  

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Re: Things Turbine/SSG fucked up
Reply #12 - Jun 29th, 2017 at 11:12pm
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Metal-Beast wrote on Jun 29th, 2017 at 10:59pm:
My understanding was that the aggro mechanics were changes specifically to stop ranged toons picking off one mob at a time.

How this was a problem I dont know, since it took 1000% longer to complete quests that way.

So now, to prevent that terrible exploit (re: valid functioning gameplay style) any damaged or even targeted mob (who had to make a saving throw, damaged or not) immediately sheds and shares aggro with every other fucking mob in the instance.

Because that's "fun" and "challenging".

And yes, if the Mythical unicorns known as "New Players" existed, this would be a complete turn off, because even on normal with the standard shit lootgen or starter gear they'd be quickly overwhelmed.

#rockstarz



A good example of your breakdown is Slavers. You leave an aggroed mob in the pit, you just bought yourself a red alert. You go to kill the orange name boss Karin and you got a dozen archers plinking you from the top of the cages.

The new aggro mechanic also demands an autistic level of tedium where you must kill most if not all enemies unless you want to deal with red alert or random mobs nowhere near related.
  
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Re: Things Turbine/SSG fucked up
Reply #13 - Jun 29th, 2017 at 11:26pm
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Novalis wrote on Jun 29th, 2017 at 11:12pm:
A good example of your breakdown is Slavers. You leave an aggroed mob in the pit, you just bought yourself a red alert. You go to kill the orange name boss Karin and you got a dozen archers plinking you from the top of the cages.

The new aggro mechanic also demands an autistic level of tedium where you must kill most if not all enemies unless you want to deal with red alert or random mobs nowhere near related.

I dont even bother with Slavers. At least, not at level, for that very reason.

The whole "butcher everything" mechanic gets tiresome quickly. It's compounded by the fact that mobs apparently NEVER white dot or lose/ reset aggro.

Even if they did, they would just re-aggro as the newly activated mobs bucket-brigade their aggro from the opposite end of the fucking universe.

I also think that they were trying to discourage/ kill the tried and true "Invis Run" style of dungeon zerg.

Because again, why allow speed runs to level quickly when you're hoping to make players grind endlessly chasing that carrot on a stick?

I guess they weren't selling enough Sovereign XP pots...  Roll Eyes

Edited:
Watch that players will complain, and nothing will happen until one of the devs with their Arty hard-on gets swamped and wipes in a Normal quest. Then they'll suddenly "Come to Jesus" about aggro mechanics.

« Last Edit: Jun 29th, 2017 at 11:32pm by Metal-Beast »  

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Re: Things Turbine/SSG fucked up
Reply #14 - Jun 30th, 2017 at 1:32am
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Skoodge wrote on Jun 29th, 2017 at 5:32pm:
You probably know Flav, what happened to smiting and banishing weapons (or flametouched for that matter)?  Did they stop dropping them in chests?  There are so few in the AH I get the feeling they're just left-overs.



Feathered and Ghostbanned, like the rest of that time... They were all tucked into a single category IIRC along with Disruptors and the Bane weapons that work the same way.
Since the DC sucks ( even the improved one ) they are mostly pointless.
  

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Re: Things Turbine/SSG fucked up
Reply #15 - Jun 30th, 2017 at 4:20am
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Turbine is still holding Novalis' aggro, regardless of change or lack of change in the game. What element of DDO he attacks can sometimes seem like it corresponds with the topic at hand, but it's just accidental. It has more to do with the hate-puppet he fucks in the quiet of his own basement.

His assessment of dev motives is insane. For reasons of madness, he counts them as aware of what's happening in the game, in possession of a plan, and as having the ability to code in a way that fulfills that plan. Yet if those thoughts were sane, his idea that aggro changes favor chuckers and artificers, for example, would still be pretty far off. But his hate-puppet screamed when he practiced carving another textwall into his arm with a knife before posting, so that convinced him it's true.

Changing mob behavior so they attack instead of stand dumbly staring at each other as one by one, they die from crossbow bolts or ninja stars, is not in favor of chuckers or artificers. This much would be easily recognized by Novalis if only he could get some blood to go into his brain. But he can't afford to let any escape his rage boner, because then he'd bleed out from all his practice carvings.

Novalis is kind of admirable, in a way. He demonstrates the extreme feats humanity's own stupidity can drive us to achieve. He has become Bizzarro-Turbine. Equally incompetent, equally delusional, equally basement-dwelling, and yet somehow still the opposite of his nemesis.
  

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Re: Things Turbine/SSG fucked up
Reply #16 - Jul 1st, 2017 at 11:45am
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Skoodge wrote on Jun 28th, 2017 at 10:45pm:
Oh, and are banishing and smiting weapons no longer a thing?  Because if they're not, that kind of sucks ass.


Disruption is almost entirely removed as well.  You can still find it on Star of Day and Mutineer's Blade, but good luck getting it in heroics.

5 Foot Step wrote on Jun 29th, 2017 at 1:53pm:
Assassin should build for DPS reroll as a mechanic. Don't bother wasting AP on assassinate.


FTFY.  The DPS you can get with assassin doesn't touch a mechanic with a great crossbow.
  

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Re: Things Turbine/SSG fucked up
Reply #17 - Jul 3rd, 2017 at 3:24pm
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Mr Reilly wrote on Jul 1st, 2017 at 11:45am:
The DPS you can get with assassin doesn't touch a mechanic with a great crossbow.


False. Unless you are trying to compensate for white space and soulstones.
  

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Re: Things Turbine/SSG fucked up
Reply #18 - Jul 3rd, 2017 at 5:24pm
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Revaulting wrote on Jun 30th, 2017 at 4:20am:
It has more to do with the hate-puppet he fucks in the quiet of his own basement.

But his hate-puppet screamed when he practiced carving another textwall into his arm with a knife before posting, so that convinced him it's true.

This much would be easily recognized by Novalis if only he could get some blood to go into his brain. But he can't afford to let any escape his rage boner, because then he'd bleed out from all his practice carvings.



  
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Re: Things Turbine/SSG fucked up
Reply #19 - Jul 3rd, 2017 at 6:07pm
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Stupid fucking ssg said that invis spell wasnt wai for 10 years.. they fixed it a while back tho... lol..

Now... cant invis shit... but good news.. they say its now wai.. they say they had it all fucked up for 10 years...

when they originally made the game they didnt want an invis spell that made you invis to mobs.. it mustve been intended only to look kinda blury to the party members only.. but something fucked up.. and it made it so that mobs couldnt see you.. and they thought.. fuck.. this is hard.. it makes no sense but i guess we will have to leave it that way for 10 years or so, then we may have the tech to fix it...

They might as well just delete the spell and get rid of the scrolls/pots..

Nurf everything... then slap dat wai on it after.. thats how ssg does things..
  
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Re: Things Turbine/SSG fucked up
Reply #20 - Jul 3rd, 2017 at 7:08pm
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Skrilla wrote on Jul 3rd, 2017 at 6:07pm:
Stupid fucking ssg said that invis spell wasnt wai for 10 years.. they fixed it a while back tho... lol..

Now... cant invis shit... but good news.. they say its now wai.. they say they had it all fucked up for 10 years...

when they originally made the game they didnt want an invis spell that made you invis to mobs.. it mustve been intended only to look kinda blury to the party members only.. but something fucked up.. and it made it so that mobs couldnt see you.. and they thought.. fuck.. this is hard.. it makes no sense but i guess we will have to leave it that way for 10 years or so, then we may have the tech to fix it...

They might as well just delete the spell and get rid of the scrolls/pots..

Nurf everything... then slap dat wai on it after.. thats how ssg does things..



It seems to be the new SSG rhetoric after Turbine. Before it was a smooth pitch bait and switch much like how they fucked players over when nerfing shit, rolling out unfinished content and the retched bille-choking excuse for killing their customer support.


"On Monday, June 6th we will be expanding our online and in-game support services as part of our efforts to provide speedier and higher quality responses to help requests. As a result, phone support will no longer be available..."


If this doesn't have 1+1=3 written all over it, time to get another sock to defend the lack of customer service for the last goddamn year.

Now in this new meta and paradigm they just don't give a shit. Whatever doesn't work for their agenda, well, it was just broken. It was OP. It wasn't WAI, etc, etc, etc. Just like Steelshit here trying to explain changes to spell resistance, then doubling down getting caught in his own arrogant stupidity.

https://www.ddo.com/forums/showthread.php/487632-Spell-Resistance-change

Originally Posted by Cantor
    My guess is they never intended for non-SR races to hit no fail values easily.
   



Steelstar



This is correct. Non-SR races should not have been able to hit no fail values easily. Regardless of the change to Drow and Deep Gnome: The values that were set on Loot (both named and crafted) starting in Update 29 were too high. That is being corrected.

    In addition, and separately, we are making the Racial Spell Resistance stack.

    The math that we have run now puts a fully-geared character with no Racial SR, playing Elite at-level, within striking distance of Spell Resistance's usability. It doesn't necessarily do so for Reaper, where enemy Spell Penetration fluctuates. That difficulty is meant to be significantly harder. With Racial SR, a fully-geared character can (and should) hold up better in lower Reaper difficulties, but even they are probably going to run into difficulty making it when you get into top-end skulls. This is intended.

    Non-Racial-SR characters should be able to achieve a viable (but not no-fail) value of Spell Resistance playing Elite at-level in most (if not all) level ranges. I can't stress that enough, because I keep seeing posts claiming otherwise, which is entirely false.

    We're flexible to altering the exact numbers of this change (specifically with hard numbers and Lamannia play data backing it up), but are unlikely to alter the overall structure at this time.

    We'll be taking a look at monsters with racial Spell Resistance to make sure that they're not more difficult as a result of this change - That would not be intended.



Originally Posted by EllisDee37
You guys understand that racial spell resistance is greater than 20, and that spell pen rolls are a single d20, right?

That means when you balance content for racial spell pen (which your comment is clearly saying you are), spell resistance may as well not even exist for every other race in the game.

You get that, right?




Steelstar

Yes, we understand the math behind it. We built it.

No, that isn't what I said about how we balance content.


Posted by EllisDee37

Actually, yes it is what you said:

Quote Originally Posted by Steelstar View Post

The math that we have run now [...] With Racial SR, a fully-geared character can (and should) hold up better in lower Reaper difficulties, but even they are probably going to run into difficulty making it when you get into top-end skulls. This is intended.


Posted by EllisDee37

I see no way to parse that statement other than you balancing spell resistance around racial spell resistance. Which means for everyone else -- who is by definition 20 behind by level 10 -- spell resistance may as well not even exist.



Steelstar can't even play the game. Can't even back up his own shit while trying to maintain that new chip on his shoulder and justifying his diplomacy that stands at n/a because all the devs got now is high bluff & intim. When that can't work, no concentration checks because that shit doesn't work anyway. And why bother to haggle when you can just move silently and that new SSG hide score is off the fucking charts.

« Last Edit: Jul 3rd, 2017 at 8:53pm by Novalis »  
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Re: Things Turbine/SSG fucked up
Reply #21 - Jul 3rd, 2017 at 7:20pm
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Lol.

Is he gonna toss out the last d20 and make SRRR? Spell resistance...resistance rating?

...

Cry
  

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Re: Things Turbine/SSG fucked up
Reply #22 - Jul 3rd, 2017 at 8:55pm
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5 Foot Step wrote on Jul 3rd, 2017 at 7:20pm:
Lol.

Is he gonna toss out the last d20 and make SRRR? Spell resistance...resistance rating?

...

Cry


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Re: Things Turbine/SSG fucked up
Reply #23 - Jul 3rd, 2017 at 9:49pm
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Novalis wrote on Jul 3rd, 2017 at 5:24pm:
[IMG]

Grin
  

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Re: Things Turbine/SSG fucked up
Reply #24 - Jul 4th, 2017 at 2:05am
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5 Foot Step wrote on Jul 3rd, 2017 at 7:20pm:
Lol.

Is he gonna toss out the last d20 and make SRRR? Spell resistance...resistance rating?

...

Cry

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