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Hot Topic (More than 35 Replies) FvS Class Changes (Read 11109 times)
Digimonk
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Re: FvS Class Changes
Reply #25 - Aug 8th, 2017 at 5:58pm
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hydra wrote on Aug 8th, 2017 at 3:30pm:
It is kinda server specific. For instance, thelanis is flat out dead for endgame (challenging content).  We still run an LE/r1
shroud here and there but its prearranged and shortmanned almost always. There's only a small handful of good players left in the game on thelanis and only a fraction of them actively play at cap.

I'll concede that it is possible some of the servers are more of a ghost town than others.  I only know what G-land is like. 

If that really is the case on Thelanis, I'd transfer to a more populated server if it were me. 

After all, it's not like it's realistic to sit around hoping that SSG will suddenly start making good marketing decisions, fix their customer service levels, and make great content to generate a sudden influx of new and returning players that will stick around for more than a month.

I'm aware that packing up and transferring to a new server sucks when your guild had a fully decked out airship with all the amenities, but not being able to find groups and fill LFMs when you want to group with people sucks, too.   Airships can be built back up.   Server populations, not so much.

For the record, G-land has a pretty friendly and active public LFM scene as long as you're not a jackass.  I see nightly LFMs for everything from EN XP speed runs to EH, EE, and R1+ on my capped toon.
« Last Edit: Aug 8th, 2017 at 6:04pm by Digimonk »  
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Re: FvS Class Changes
Reply #26 - Aug 8th, 2017 at 9:22pm
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Thelanis late night is dead.  I was doing a DA for tokens this morning and had the who panel open for 20-29.  There was under 20 people when I posted the lfm.  Doing my first epic life since reaper came out and not even dailies were posted every night.  Even doing heroic lives it is common for there to be 5-10 people on in a 3 level range.  I just solo a lot.
  
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Re: FvS Class Changes
Reply #27 - Aug 8th, 2017 at 9:44pm
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As far as 110 sustainable...

22 deep gnome
7 tome
7 levels
17 item
7 insight
4 quality
2 litany
1 globe
2 festive
2 artifact
2 ship
6 destiny
2 yugo
2 store/remnant
2 acute twist
1 twist
1 feat
4 completionist
10 kensai
2 aa
2 dws
1 human pl
4 water

You don't have to have racial completionist or even 6 racial ap since there are a few other ways to increase it.  110 sustained is quite possible.
  
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Digimonk
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Re: FvS Class Changes
Reply #28 - Aug 9th, 2017 at 12:29am
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Trollero wrote on Aug 8th, 2017 at 9:44pm:
As far as 110 sustainable...

22 deep gnome
7 tome
7 levels
17 item
7 insight
4 quality
2 litany
1 globe
2 festive
2 artifact
2 ship
6 destiny
2 yugo
2 store/remnant
2 acute twist
1 twist
1 feat
4 completionist
10 kensai
2 aa
2 dws
1 human pl
4 water

You don't have to have racial completionist or even 6 racial ap since there are a few other ways to increase it.  110 sustained is quite possible.

Completionist is only 2, isn't it?

Burning 2 twists and a feat on +1 each is still gay and retarded.
« Last Edit: Aug 9th, 2017 at 12:29am by Digimonk »  
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Asheras
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Re: FvS Class Changes
Reply #29 - Aug 9th, 2017 at 9:00am
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Digimonk wrote on Aug 8th, 2017 at 12:10pm:
The wiki's use of "sustainable" is really reaching.

+2 DDO store pots = nope, you either run out of TP and/or have to spend real $$ to keep "sustaining" that.
+2 Competence (Bard Inspire Excellence song) = the class split they listed had no bard = nope, no guarantee you're always going to be grouped with a bard.
+8 Insightful(Item, Random loot) = Sure if you win the RNG loot lotto which is not likely without it being a complete crap item on the other effects.  Reality says this is +7 from CC instead.
+4 Epic Feat (Great Ability x4) = sure but it would be a net loss given what you could gain from other epic feats instead.
+5 Twists (+3 twisted in from EDs, +1 twisted in from Epic Completionist bonus +1 Twisted in with Level 30 bonus Twist) = same as the Epic feats option.  Yes, you could, but it would be stupid given what you can gain from other twists instead.

So in reality, without just doing a MOAR WISDOM!!1!! retard build, you're looking at something along the lines of 100-102 sustained I think.   That's still pretty decent.


The Wiki's goal is not to show a best practices wisdom score for any particular build.  That would be too fluid and too prone to interpretation.  The Wiki is trying to show an exhaustive list of every possible source that can be stacked, as a reference for builders who can then decide which ones make the most sense for any particular build.  Hopefully reminding them or informing them of sources they may not have been aware of. 

It goes without saying that chasing max theoretical of any stat has diminishing returns and, typically, the trade offs required end up weakening the build past a certain point.

 
  
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Re: FvS Class Changes
Reply #30 - Aug 9th, 2017 at 11:04am
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Digimonk wrote on Aug 9th, 2017 at 12:29am:
Completionist is only 2, isn't it?

Burning 2 twists and a feat on +1 each is still gay and retarded.

Heroic completionist is +2, racial completionist is +2.  List looked like they are grouped.
  

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Re: FvS Class Changes
Reply #31 - Aug 9th, 2017 at 1:01pm
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Asheras wrote on Aug 9th, 2017 at 9:00am:
The Wiki's goal is not to show a best practices wisdom score for any particular build.  That would be too fluid and too prone to interpretation.  The Wiki is trying to show an exhaustive list of every possible source that can be stacked, as a reference for builders who can then decide which ones make the most sense for any particular build.  Hopefully reminding them or informing them of sources they may not have been aware of. 

It goes without saying that chasing max theoretical of any stat has diminishing returns and, typically, the trade offs required end up weakening the build past a certain point.

Yes, we know the wiki is showing the theoretical max.   That's my point.  It's a "theoretical" max that nobody with half a brain would actually use for a real build.  As such, it's a waste of time discussing it here.  The wiki already has the theory covered.  No need to rehash it since it doesn't apply to real-world, useful builds.

Unless of course I missed someone asking for a build that would suck?
  
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Re: FvS Class Changes
Reply #32 - Aug 9th, 2017 at 1:04pm
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Toke wrote on Aug 9th, 2017 at 11:04am:
Heroic completionist is +2, racial completionist is +2.  List looked like they are grouped.

I just inferred from the following comment by them that it was not included.  Maybe I misunderstood what they meant.

Trollero wrote on Aug 8th, 2017 at 9:44pm:
As far as 110 sustainable...
4 completionist...

You don't have to have racial completionist...

« Last Edit: Aug 9th, 2017 at 1:04pm by Digimonk »  
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Re: FvS Class Changes
Reply #33 - Aug 9th, 2017 at 1:24pm
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Asheras wrote on Aug 7th, 2017 at 4:20pm:
As it stands now with domains and what we have seen so far, clerics are better at healing, DC Casting, Nuker/DPS casting, and melee divine builds.

Unless the FvS trees blow the doors off, all you have for FvS is some niche wis/cha to hit and damage builds and some interesting synergy with a few cha or wis ED abilities. 

Heck, the only thing that limits a cleric DC caster is the weaker spell book vs. arcanes.  Their max DC's are going to be very strong.

As of right now, 99% of this superiority is in the Cleric trees.

It is notably absent from FvS because there AREN'T any good FvS trees. Arguably, there never have been (at least not since we've had trees).

From how I read their description, these changes mean that you can go "full retard" in either WIS or CHA, and that either stat will determine DCs, SP and whatever. No ability splitting like before.

That effectively kills the advantage for Cleric, since FvS will now use the stronger of whatever stat for casting DCs.

For melees, FvS should come out ahead, because granted Deity feats give Weapon Focus and Weapon Specialization. Admittedly, those are shite Domain Favoured Weapons, but the principle stands.

Wasn't that the whole premise behind all the Silvanus Maul builds? That and Pulverizer from LD...

Cleric's advantage in Healing is solely because of Aura, and when I rolled mine, I didn't even bother with it. Everyone is so geared for Hamp and self-heals that it was unnecessary. Hell, I didn't even slot a Devotion/ Healing Lore item.

I doubt that'll change significantly, even with Reaper gimping self-heals. If you're soloing, you'll waste even less time building to it because your focus will be on relevant stats for casting DCs or DPS.

Ultimately, the real determining factor will be the new/revamped trees, which is assuming SSG even bother with them and doesn't try to load all the benefits into class features.

Changing FvS into a "Divine Sorc" won't really fix what's wrong with a FvS.

If we can all recollect, there was a time when the only viable option for Arcane was Sorc, because: Deeper SP pool, more DPS, same effective DCs based on a single stat, faster casting times, loss of spells was all but meaningless because there weren't that many spells that were actually useful.

They devoted and entire Wiki page to it as a matter of fact: http://ddowiki.com/page/Spell_usefulness

Those factors all but killed anyone playing a Wizard for years, except for grinding the Past Life ("But Pale Master!" you cry. Yes... But even that was a niche build that required patience and gear to work, and it had some severe limitations, especially after the nerfs to Wail of the Banshee).

And that's what we'd be looking at with Cleric, which is already an unpopular class to begin with. Don't even TRY to mention Turn Undead, it's so pointless (currently).

I could support adding more spells for Arcane and Divine and making them class exclusive, but we all remember Cordo's "Spellz is Hard Yo!" whinging, so that's a pipe dream.

Time will tell how this plays out but I am (at least for now) looking forward to rolling my Dwarf FvS and not being useless as tits on a bull for 12 levels.

tl;dr: It will depend on the new FvS enhancements.
  

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Re: FvS Class Changes
Reply #34 - Aug 9th, 2017 at 1:51pm
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Oh come on.

Race completionist is 2.
Class completionist is 2.
2+2  = 4

The last line meaning stands on its own.  You don't have to have racial to get 110 sustained since I didn't include everything in the list.
  
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Re: FvS Class Changes
Reply #35 - Aug 9th, 2017 at 4:06pm
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Metal-Beast wrote on Aug 9th, 2017 at 1:24pm:
As of right now, 99% of this superiority is in the Cleric trees.

Have you seen the cleric domains?  For casters especially, they are vastly unbalancing.

Metal-Beast wrote on Aug 9th, 2017 at 1:24pm:
For melees, FvS should come out ahead, because granted Deity feats give Weapon Focus and Weapon Specialization. Admittedly, those are shite Domain Favoured Weapons, but the principle stands.


Really?  So you prefer +4 to attack and Damage with a single weapon type vs. War Domain having +5 to attack and Damage, +10 MP, All Martial and Exotic Proficiencies for free, +10 to tactics and Holy Sword SLA for a better crit profile?  FvS come out on top there, do they? 

What about Strength Domain?  +12 to Strength (+6 to hit and Damage and tactics DC's), Strength for reflex save, immune to knock downs and immune to stuns. 

Come on.  FvS's deity weapons are not making up the domain advantages.  Be serious.  You think the TREES will fix this?  WRONG.  CLerics and FvS share warpriest tree.  Whatever buffs the FvS gets, the cleric gets too.  The domains vs. the deity feats is the only difference.

Metal-Beast wrote on Aug 9th, 2017 at 1:24pm:
If we can all recollect, there was a time when the only viable option for Arcane was Sorc, because: Deeper SP pool, more DPS, same effective DCs based on a single stat, faster casting times, loss of spells was all but meaningless because there weren't that many spells that were actually useful.

They devoted and entire Wiki page to it as a matter of fact: http://ddowiki.com/page/Spell_usefulness

Those factors all but killed anyone playing a Wizard for years, except for grinding the Past Life ("But Pale Master!" you cry. Yes... But even that was a niche build that required patience and gear to work, and it had some severe limitations, especially after the nerfs to Wail of the Banshee).

And that's what we'd be looking at with Cleric, which is already an unpopular class to begin with. Don't even TRY to mention Turn Undead, it's so pointless (currently).

I could support adding more spells for Arcane and Divine and making them class exclusive, but we all remember Cordo's "Spellz is Hard Yo!" whinging, so that's a pipe dream.

Time will tell how this plays out but I am (at least for now) looking forward to rolling my Dwarf FvS and not being useless as tits on a bull for 12 levels.

tl;dr: It will depend on the new FvS enhancements.


Trees gives the Fvs +1 to Evo.  Cleric can choose +2 to Evo or Necro.  FvS can add to that...nothing.  Cleric can add (via domains) +2 to all schools or +4 to any school they want.  So, pick your poison.  You can't make a better FvS DC caster than Cleric for Evo, Necro, or Enchant.  You think the trees are going to give FvS a boost of +5 to Evocation?  Or +6 to Necro?  or +4 to Enchant?  Go on with that...

Trees give the FvS 1 SLA.  Cleric gets 4 new DPS spells in spell book that FvS doesn't get and 4 SLA's.  Clerics can add (from domains) 3 more offensive SLA's and 40 more Light/Fire Spell power.  Even with a deeper SP Pool, you can't make a better nuker.   You think the trees are going be changed to give the FvS 6 more SLA's?  Cause that's how many they are behind by. 

 The cleric trees are already better than the FvS trees.  you pile on the domains and the gap becomes so large, no tree can make up the distance.
« Last Edit: Aug 9th, 2017 at 4:15pm by Asheras »  
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Re: FvS Class Changes
Reply #36 - Aug 10th, 2017 at 9:23am
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Digimonk wrote on Aug 8th, 2017 at 3:03pm:
[Fran] You'll just argue against whatever answer you're given and then continue bitching about how doing things the easy way is hard.


ftfy

Metal-Beast wrote on Aug 9th, 2017 at 1:24pm:
tl;dr: It will depend on the new FvS enhancements.


Pretty much this.  Without a third tree (fourth tree?  Having one of the two which is a carbon copy of a cleric tree makes the terminology mixed) the changes to fvs are all just a smoke screen.  Or a bandaid on a sucking chest wound.  Take your pick.  Some decent changes to the two existing trees might help a bit, but they keep avoiding the real work needed to fix the class.

But fvs will never compare to clerics until and unless they get some decent slas.  A larger spell pool that goes away faster is just the illusion of an advantage.
  

No, let me be Frank.

Digimonk wrote on Dec 8th, 2016 at 12:39pm:
I've had multiple RoSS rot just from doing the explorer points in Sands across multiple lives since it is exclusive.


Smart players know how to use buyback.

Digimonk wrote on Dec 22nd, 2016 at 1:58pm:
I will not chone.

I did what I did intentionally and while my primary purpose was not to annoy the other Vaulties, I acknowledge that it was a side effect.


Smart people don't elicit "side effects."  They understand in advance the consequences of their actions.
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Re: FvS Class Changes
Reply #37 - Aug 10th, 2017 at 11:16am
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Frank wrote on Aug 10th, 2017 at 9:23am:
ftfy

I think you misunderstood. 

Yes, we tell him the easy way.  He then makes excuses and promptly ignores that advice because it doesn't fit his idiotic, unrealistic world view and continues to do things the hard way and continues to bitch about it being hard.

He's essentially the guy that repeatedly slams his head into a wall and complains that it hurts while all the bystanders are telling him to walk through the open door 3 feet to the left.
« Last Edit: Aug 10th, 2017 at 11:19am by Digimonk »  
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Re: FvS Class Changes
Reply #38 - Aug 12th, 2017 at 2:17pm
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Metal-Beast wrote on Aug 7th, 2017 at 3:23pm:
This would have been OP in my opinion, and would make "WhyTF should I roll a Cleric?" a thing (again).


Would be better than the changes they're proposing.

Don't see how it would be so much worse on FvS than it is on Sorc.

Metal-Beast wrote on Aug 7th, 2017 at 3:23pm:
Remember, that casting speed bonus applies to their Heals as well, which is really stepping on a Clerics toes, especially when you add a much deeper SP pool and SLAs.


Umm...Clerics are supposed to be upset that FvS could be better healbots?  Shrug.  That's (exactly!) like Wizards being upset that Sorcs are better at spamming a few specific spells.

You want a one-hit wonder, FvS/Sorc, great.  You flexible/adaptable, Clr/Wiz.  No problem.

Of course, that would be a better comparison if their domains weren't pieces of shit.
  
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Re: FvS Class Changes
Reply #39 - Aug 13th, 2017 at 4:20pm
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SirValentine wrote on Aug 12th, 2017 at 2:17pm:
Of course, that would be a better comparison if their domains weren't pieces of shit.

Do you meant enhance trees?  Because fvs aren't getting domains.

What they are getting is a band-aid applied to a sucking chest wound, in the hopes that it will stave off the complaints that cleric domains makes fvs irrelevant.  And while I'm more than happy to see them at least try to keep fvs relevant when they update clerics, all the bitching on the forums (take a peek, there is a shitload of "do it right or don't do it at all" posts in that thread) makes me wonder how long it will be before SSG just pulls a turn undead maneuver and goes "All the feedback says that people like things the way they are now, so we won't be changing fvs at all anymore."

And really, the two 'new' threads on domains and fvs changes are already a huge bait and switch.

Here's what was said just 2 months ago:

Quote:
As we work on an eventual pass for the Divine classes, I wanted to get some initial thoughts on both Turn Undead and Cleric.

    We want to revamp Turn Undead to be generally more useful, simpler to understand, and to be less dependent on the specific hit dice of the undead you are using the ability on.
    We also want to add the concept of Domains to clerics, to give them more flavor and build options and to shore up the class when compared to Favored Soul.

Before we talk about the specifics, I wanted to bring up both internal discussion and comments from the previous council so you know what we are considering.

    The new Turn Undead relies on damage rather than insta-kill so it isn't all or nothing. Some council members thought it was better, but a few who had made Clerics that focused on Turn Undead were concerned that in certain scenarios it might be worse.
    The Domains are meant to bring cleric on par with Favored Soul. There is concern, however, that since it would be "new and shiny" and because it presents a lot of potential new character builds that Cleric would eclipse Favored Soul. We don't want players to have no reason to play Favored Soul. If this is the case, what would Favored Soul need as part of their base class?
    Favored Soul would be getting a third tree and divine enhancement trees would be getting a pass.

And now it's:
Quote:
We are working on a Divine pass, but for this pass instead of solely focusing on class trees we wanted to update the base classes.

So out with turn undead, out with any work on enhance trees (any why are they so hard to get done?), and out with a 3rd fvs tree.  All that's left is the answer to his own question: "If this is the case, what would Favored Soul need as part of their base class?" and domains.

And the tree work pushed back to the vaporware state of "we're working on it."  Well they aren't, or it would have gotten itself done.

In domains they gutted the war domain and so any improvements to a melee cleric or fvs will have to wait for the vaporware pass on war priest.  And outside of melee where were cleric behind a fvs anyway?  Having a lot of mana that goes away fast because you have no slas* isn't something clerics needed to hope to catch up with.

* And the "pick one only, deity dependent, requires 20 levels in fvs, grants a low level spell" sla in aov does not count.  "Hey look guys!  I just hit level 20 and my deity now allows me to cast luck cape for free!"
  

No, let me be Frank.

Digimonk wrote on Dec 8th, 2016 at 12:39pm:
I've had multiple RoSS rot just from doing the explorer points in Sands across multiple lives since it is exclusive.


Smart players know how to use buyback.

Digimonk wrote on Dec 22nd, 2016 at 1:58pm:
I will not chone.

I did what I did intentionally and while my primary purpose was not to annoy the other Vaulties, I acknowledge that it was a side effect.


Smart people don't elicit "side effects."  They understand in advance the consequences of their actions.
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Re: FvS Class Changes
Reply #40 - Aug 13th, 2017 at 4:55pm
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Frank wrote on Aug 13th, 2017 at 4:20pm:
out with any work on enhance trees (any why are they so hard to get done?)

Because the redesign from the old enhancement system made them easier to work on, obvs.
  

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Re: FvS Class Changes
Reply #41 - Aug 14th, 2017 at 2:13am
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A lot of the discussion and complaints both here and on main forums will be lessened and/or different when they release more stuff.  They are working on many things just have to wait some more.  Right now people have some jigsaw pieces and are trying to make a picture.  Wait for all the pieces.
  
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Re: FvS Class Changes
Reply #42 - Aug 14th, 2017 at 3:19am
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No, that's not right.  For fvs we have all of the pieces, because the only piece is what they just posted.  "Anything may change" doesn't count as not having all the pieces, and neither does "we're still working on the tree pass."  Because they aren't working on the tree pass.  They are working on Ravenloft but trying to squeeze in domains and the changes to the fvs class as a side project.
  

No, let me be Frank.

Digimonk wrote on Dec 8th, 2016 at 12:39pm:
I've had multiple RoSS rot just from doing the explorer points in Sands across multiple lives since it is exclusive.


Smart players know how to use buyback.

Digimonk wrote on Dec 22nd, 2016 at 1:58pm:
I will not chone.

I did what I did intentionally and while my primary purpose was not to annoy the other Vaulties, I acknowledge that it was a side effect.


Smart people don't elicit "side effects."  They understand in advance the consequences of their actions.
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Re: FvS Class Changes
Reply #43 - Aug 14th, 2017 at 6:39am
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Frank wrote on Aug 14th, 2017 at 3:19am:
No, that's not right.  For fvs we have all of the pieces, because the only piece is what they just posted.  "Anything may change" doesn't count as not having all the pieces, and neither does "we're still working on the tree pass."  Because they aren't working on the tree pass.  They are working on Ravenloft but trying to squeeze in domains and the changes to the fvs class as a side project.

Wrong.  Dumbass.
  
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Re: FvS Class Changes
Reply #44 - Aug 14th, 2017 at 3:23pm
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Trollero wrote on Aug 14th, 2017 at 2:13am:
A lot of the discussion and complaints both here and on main forums will be lessened and/or different when they release more stuff.  They are working on many things just have to wait some more.  Right now people have some jigsaw pieces and are trying to make a picture.  Wait for all the pieces.

lol.
  

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Re: FvS Class Changes
Reply #45 - Aug 14th, 2017 at 7:18pm
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Trollero wrote on Aug 14th, 2017 at 2:13am:
A lot of the discussion and complaints both here and on main forums will be lessened and/or different when they release more stuff.  They are working on many things just have to wait some more.  Right now people have some jigsaw pieces and are trying to make a picture.  Wait for all the pieces.

You mean like all the arties, FvS and clerics who were told how many years ago to wait for their class pass?   Roll Eyes
  
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Re: FvS Class Changes
Reply #46 - Aug 15th, 2017 at 1:45am
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Digimonk wrote on Aug 14th, 2017 at 7:18pm:
You mean like all the arties, FvS and clerics who were told how many years ago to wait for their class pass?   Roll Eyes



Clerics have always been at the low end... everytime they started to be real clerics ( as in being able to both cast and heal and fight relatively well ) the ability that stuck it's neck out was nerfed into oblivion.

- multiple nerfs on the single decent AoE Fire and Forget Spell ( namely Blade Barrier ) : Done
- multiple nerfs on all the other attack spells ( Destruction, Harm, ... )  : Done
- multiple nerfs on healing ( Heal Spell, but the others got some tweaks too ) : Done
- multiple nerfs on combat ability : Done through the Enhancement Crash and the lack improvement of the Cleric Enhancements compared to all the other melee classes.

FvS have been less hit... and Arties have been left to rot because they were initially so awesome.



  

Yes my avatar is an Hermine eating a Greenland Lemming for brunch.
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Frank
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I Love Drama!

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Re: FvS Class Changes
Reply #47 - Aug 15th, 2017 at 6:26am
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Asheras wrote on Aug 14th, 2017 at 6:39am:
I learned to program before you.  I actually invented programming.  And I run three companies, so probably two more than you.  I have so many certificates I had to build more walls to hold them all.  So I also have more walls than you.


Whatever you say, Penelope.
  

No, let me be Frank.

Digimonk wrote on Dec 8th, 2016 at 12:39pm:
I've had multiple RoSS rot just from doing the explorer points in Sands across multiple lives since it is exclusive.


Smart players know how to use buyback.

Digimonk wrote on Dec 22nd, 2016 at 1:58pm:
I will not chone.

I did what I did intentionally and while my primary purpose was not to annoy the other Vaulties, I acknowledge that it was a side effect.


Smart people don't elicit "side effects."  They understand in advance the consequences of their actions.
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Asheras
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This is why we can't have
nice things.

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Re: FvS Class Changes
Reply #48 - Aug 15th, 2017 at 8:40am
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Frank wrote on Aug 15th, 2017 at 6:26am:
I post mean things because I am lonely and sad.


I know. It's OK.  I hope you have a great day today and something wonderful happens for you.





  
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Mokune
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Gimped Hairless Ape

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Re: FvS Class Changes
Reply #49 - Aug 15th, 2017 at 9:29am
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Asheras wrote on Aug 15th, 2017 at 8:40am:
I know. It's OK.  I hope you have a great day today and something wonderful happens for you.


lol.  Good shit mang.
  

Welcome to your sexually transmitted death sentence served in a shit-machine meat suit.
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