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U66 Preview on Lamma
Jan 18th, 2024 at 7:41pm
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Epic Destiny Changes

Dragon Lord Fighter Archetype

AOE Ranged Attacks

New Quest


The thing that stands out to me most so far is the destiny changes. They nerfed nukers by nerfing dragon breath substantially.

The Ice Druid I loved has been nerfed hard multiple times:

1. Howl of terror nerf
2. Tsunami nerf
3. Reaper nuker dmg nerf
4. Now dragon breath

Just brutal.



  


Strake wrote on Mar 31st, 2020 at 1:51pm:
Like every group, there are schlubs and there are stars, and a lot in between. Pick your cause and I can say the same thing about the associated group.
Gunga wrote on Oct 5th, 2022 at 2:27am:
Bitcoin. lul
--Who is luling in March 2025?
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Re: U66 Preview on Lamma
Reply #1 - Jan 18th, 2024 at 7:42pm
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Notes:

Quote:
Here are the release notes for this first preview of Update 66 and an early look at some U67 features. Lamannia opens shortly (5p Eastern) today and is expected to remain open until late-afternoon Eastern time on Thursday, January 18th. Please find separate preview threads and release notes for each of the Major Features. As usual, these release notes are expected to change over time.

Major Features:

    Dragon Lord Fighter Archetype (discussion thread)
    Destiny Balance Refresh (discussion thread)
    Tooltip Upgrade (discussion thread)
    Experimental Feature: AOE Ranged Attacks (discussion thread)
    U67 Early Look: New Dungeon: Fred's First Date (discussion thread)

Balance Changes and Small Features:

    Experimental Tumble Controls have been disabled.

Bug Fixes:

    The quest Dread Sea Scrolls is now properly shareable.
    Selecting an Alignment during character creation no longer allows you to click through the window to the Create button accidentally.
    Sacred Fist now shows up as a prerequisite for Unarmed Strike.
    Annabelle d'Jorasco no longer robs people.
    Augments that apply an Implement bonus to their equipped weapons now correctly make the weapon an implement instead of trying to make you an implement.
    Sacred Fist's Iron Skin's 2nd Tier now functions as intended.
    The Spellsinger SLAs Cure Light Wounds and Cure Light Wounds, Mass now target undead foes correctly.
    Incapacitation Range found on items has had its magnitude adjusted to match its intended value.
    You now properly gain Force Spell Power and Force Spell Caster Levels within Season's Herald.
    The tooltips for the Seasonal Attunements within Season's Herald have been adjusted for clarity.
    You may now use the Enlarge Metamagic feat on Dark Apostate's Bane and Bestow Curse spells.
    Ranged Special Attacks (such as Poisoned Shot from Vile Chemist) now correctly work while moving and firing a dual crossbow.
    Fixed many small text errors and typos.
    Death Salve now correctly turns your allies Undead.
    Hirelings can now turn into Undead or Plants properly if they desire to do so.
    Angel of Vengeance's Just Reward now works regardless of what favored weapon you have.
    Shuriken Expertise and Advanced Ninja Training now have proper tooltips.
    Stormsinger's Lightning Strike now correctly upgrades its damage.
    Fixed the Gianthold augment vendors tooltips to correctly indicate what augments they sell.
    Draconic Incarnation's 4th core no longer improperly consumes your spell components.
    Sacred Fist's Divine Striker now functions again.
    Fixed the tooltips of the Armor and Shield Proficiency feats and added more clarifying text to them.
    You can now cast Protection Domain's Radiant Forcefield on your allies.
    Plant Growth's tooltip no longer eats Animal Growth's tooltip.

Engineering Changes:

    Directional Arrows for Hirelings on the map and minimap are now their proper color.
    The LFM UI is now the default page of the Social Panel. It also now triggers a load for all player data upon opening, which prevents broken LFMs from appearing.
    There is a new button in the Guild window to send a tell to another member of your guild.
    You may now search the Adventure Compendium for Epic Level.
    Melee Attack Bonus, Melee Damage Bonus, Ranged Attack Bonus, and Ranged Damage Bonus now are tracked in the Details(+) Tab in your character sheet.
    Adjustments have been made to Conquest calculations to make them more accurate and fix some of the remaining outliers.

KNOWN ISSUE:
"Dragon's Roar" (dragon lord archetype) is broken and should not be used with these types of characters:
-All Dwarves
-All Half-Orcs
-Shifter Males
  


Strake wrote on Mar 31st, 2020 at 1:51pm:
Like every group, there are schlubs and there are stars, and a lot in between. Pick your cause and I can say the same thing about the associated group.
Gunga wrote on Oct 5th, 2022 at 2:27am:
Bitcoin. lul
--Who is luling in March 2025?
*Proud FORCCer*
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Re: U66 Preview on Lamma
Reply #2 - Jan 18th, 2024 at 7:44pm
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Destiny Changes

Quote:
With Update 66 we're embarking on a pretty large overhaul of the current 13 Epic Destinies in an effort to adjust their structure, balance, and presentation. This takes the form of some universal changes that apply to all trees, and some specific changes that apply to certain abilities within certain trees. Without further ado, let's get right to it!
Changes to All Trees​
All Epic Destiny Trees have received the following:

    A pass over their individual icons for readability and iconography - this includes several new icons and edits to existing ones to provide a cleaner and more cohesive within-tree look.
    All Mantle ability icons now have a color-coded border around their Icon for maximum readability on a hotbar or within a tree.
    All Strike ability icons now have a color-coded border around their Icon for maximum readability on a hotbar or within a tree.
    All abilities that upgrade a Mantle or a Strike now have an appropriate border that matches the border of what they're upgrading for maximum visual clarity.
    Trees have been reordered and rearranged to support more clear Prereq lines in cases where ability upgrades are required - for example, an ability that says "Your Destiny Mantle gains this specific bonus" is now in a line with that Mantle and has arrows to properly convey its relationship.
    A ton of tooltips have been rewritten, reworded, color coded, and simplified or expanded depending on their needs.

You'll notice this section is almost all about how the trees are presented - and it's something that we hope really makes a difference. But now, onwards to the funky stuff!
Draconic Incarnation​
Most of these adjustments are about Dragon Breath, an ability that we think is quite strong but has overshadowed the other caster-based Epic Strikes and (more importantly) outpaced the intended difficulty of our content. To that end, we're lowering its damage, but are also lowering its AP cost and its cooldown. Other Epic Strikes are being adjusted as well, Draconic just happens to be first and we're starting here!

    Dragon Breath is now a 1-rank, 2AP Ability.
    Dragon Breath damage adjusted to 1d6+3 damage per caster level.
    Energy Burst now increases Dragon Breath's damage to 1d6+7 damage per caster level.
    Gaping Maw now increases Dragon Breath's damage to 1d6+7 damage per caster level.
    Dragon Breath cooldown adjusted to 12 seconds.
    Dragon Breath and Attune the Arcane have swapped places in the tree.


Fatesinger​
Fatesinger's largest adjustments are in how it calculates its DCs for its CC abilities. It's also the first tree in alphabetical order to have its cores adjusted, which means this is a great place to talk about our new Core structure for certain destinies.
Quick Interlude for a Chart!​
Going forward, we've standardized the HP and SP so that certain destinies match each other based on their intended playstyle. This mostly resulted in a bump to HP for the Martial Destinies, but we're happy to have a good standard to fall back on when iterating on this system.
Destiny Type      Destiny Trees      HP Per Core      SP Per Core
Martial      Divine Crusader, Grandmaster of Flowers, Legendary Dreadnought, Fury of the Wild      25      -
Hybrid      Shadowdancer, Fatesinger, Machrotechnic, Shiradi      15      25
Spellcaster      Draconic Incarnation, Magus of the Eclipse, Primal Avatar, Exalted Angel      -      50
Unyielding Sentienel      Unyielding Sentienel      35      20

Back to Fatesinger​
Where were we... right! Fatesinger!

    Core abilities now grant +15 HP
    Renamed "The Rhythm to Reign" to "Pianissimo"
    Renamed "Reign" to "The Rhythm to Reign"
    DC for Discord abilities (melee/ranged) is now 20 + highest mod + stun DC
    DC for Greatest Shout + Discord (spell) is now 20 + highest of int/wis/cha + evocation DC

Magus of the Eclipse​
Magus is the first of the trees to get a more significant overhaul to its structure. The big goal here was to provide more traditional spellcasters a way to better utilize the whole tree. We also wanted to significantly boost the damage of the Epic Strikes to make them a more attractive choice for damaging spellcasters.

    Moon Lance and Gloom Spear now deal 1d8+8 damage per caster level
    Chill Aura is now multiselected with: "Flash of the Eclipse: While in your Magus of the Eclipse Destiny Mantle, your Cold and Negative spells have a chance to blast your target for an additional 1d6+6 damage per character level of the same type as the spell used, as well as applying one stack of Shattermantle. Each element can only strike once every 5 seconds, tracked separately."
    Share the Light now requires Chill Aura as a prereq
    Null Magic Strike is now multiselected with Share the Light and moves down in the tree to Tier 3
    New Tier 4 where Null Magic Strike was: "Lunar Studies: While in your Magus of the Eclipse Destiny Mantle, you gain Spell Resistance, Magic Resistance Rating, and Magic Resistance Rating Cap equal to 3 times the number of Metamagic feats you've acquired."
    Grand Summoner moves to multiselect with New Tier 4 Lunar Studies, and is now part of the Destiny Mantle
    New Tier 1 where Grand Summoner was: "Moontouched: +2/4/6 Magic Resistance Rating. Rank 3: +5 Negative, Cold, Force, and Universal Spell Power"
    Lunar Imbuement is now: "Casting Moon Lance or Gloom Spear grants you +5 Negative, Cold, Force, and Universal Spell Power for 12 seconds, and these spells apply 5 stacks of Vulnerability to the enemy struck."
    All Core abilities now grant +1 Spell Penetration each
    Core 4 now grants +3 Spell Pen (which is still total of 7 across all 4 cores + 3 from core 4, but is now spread out a bit and easier to access)
    Lunar Power is now: "+10 Negative, Cold, Force, and Universal spell power. Your Moon Lance and Gloom Spear spells now deal 1d12+16 damage to enemies with 0 or less Spell Resistance."
    AP costs of several abilities have been adjusted to try to get this tree closer to the goal of 60-ish AP for all abilities like other Destiny Trees. It's still below other trees, but now the margin is less severe.

Machrotechnic​
Only one change - and it's cooldown timer related.

    The cooldowns of the Hammer Time spells and the damaging Epic Strikes have swapped places - leaving the Sonic and Electric Epic Strikes at 10 seconds and the Hammer spells at 15 seconds.

Divine Crusader​
Only one change - adjusting the cores to match the aforementioned chart.

    Core Abilities now grant +25 HP

Exalted Angel​
Another tree to receive a larger overhaul. Most of these changes are centered around the Mantle and the Epic Moment. A new mechanical sub-theme within this tree is abilities that boost your Armor Class and Physical and Magical Resistance Rating. Furthermore, we boosted the damage of the Epic Strikes significantly.

    Holy Fireball damage adjusted to 1d6+4 Fire and 1d6+4 Light damage per caster level. Cooldown Adjusted to 10 seconds.
    Divine Protection is now: +1/2/3 Armor Class and Physical and Magical Resistance Rating. Rank 3: +5 Fire, Light, Positive, Alignment and Universal Spellpower.
    Metamagic Attunement II in tier 5 no longer grants spell power (was moved to tier 2 Divine Protection)
    Metamagic Attunement II now has proper feat prereqs
    Sun Pillar and Flame Pillar now deal 1d8+8 damage per caster level
    Angelic Form is now: "Casting a Fire, Light, or Positive spell causes a flaming blade barrier ring to erupt around you. Enemies entering or leaving the ring take 1d6 Fire and 1d6 Light damage per caster level, and allies entering or leaving the ring are healed for 1d6 plus 1 per caster level in positive energy (this healing and damage has a short cooldown to prevent weirdness). The flaming ring lasts for 5 seconds per spell cast, but subsequent casts extend the duration by 5 seconds each up to a maximum of 30 seconds."
    Angelic Body is now: "While within your Exalted Angel Destiny Mantle, you gain +5 Armor Class and Physical and Magical Resistance Rating, and are immune to Natural Poisons and Natural Diseases.
    Angelic Soul is now: "You also apply Consecrated Cinders to enemies when they touch your flaming Blade Barrier ring, and apply Consecrated Sparks to allies that touch your flaming Blade Barrier Ring. Consecrated Cinders: -5 Armor Class and Physical and Magical Resistance Rating. Consecrated Sparks: +5 Armor Class and Physical and Magical Resistance Rating"
    Holy Presence and Angelic Soul have swapped places
    Holy Presence is now: "While in your Exalted Angel Destiny Mantle, you gain 15% damage absorption to all Elemental (Fire, Cold, Electric, Acid, Poison, Sonic) and Alignment (Good, Evil, Lawful, Chaotic) damage."
    Blessed Water's Rank 3 now also grants +15 Magical Resistance Rating if you have the Font of Life feat
    Shadows Upon You now also reduces Armor Class and Physical and Magical Resistance Rating by 1 per stack.
    Ascendance is now: Epic Moment. For the next 20 seconds, your single-target Cure Wounds spells you cast on any target now instead apply to all allies. These spells cannot crit. For the duration of this ability, Raise Dead and Resurrection also raise your target to full HP like True Resurrection does.

Grandmaster of Flowers​
Almost all of the adjustments here are centered on the Epic Strikes.

    Core Abilities now grant +25 HP
    Drifting Lotus Epic strike now deals +10/20/30% damage
    Orchid Blossom Epic Strike now deals 1d6+10 damage per caster level
    Fixed ranged power scaling on Orchid Blossom
    Fixed tainted creature boost on Orchid Blossom

Legendary Dreadnought​
Only one change - adjusting the cores to match the aforementioned chart.

    Core Abilities now grant +25 HP

Shadowdancer​
Another tree to get a slightly more in-depth overhaul, focused on beefing up the Mantle a bit and boosting the Epic Strike.

    Core abilities now grant +15 HP and +25 SP.
    Epic Strike: Becomes a beam like Lightning Bolt instead of being single target. Cooldown adjusted to 8 seconds. (note: the Lightning Bolt targeting is not working in this preview!)
    Shadow Mastery Epic Moment's activation time has been significantly reduced
    Weird is now a SLA instead of a Spellbook Spell, with the same cost and cooldown as it had before
    Consumed by Shadows debuff attack from t5 now also applies Shadow Loss and 3 stacks of Darkness to affected enemies.
    Mantle t5 upgrade's shadowy floating vfx and feather fall moves to the T2 Mantle upgrade, Depths of Darkness
    New t5 to replace Greater Shadowform: Unholy Feeding: On kill, you gain 6 temp HP per sneak attack dice. You also gain +10 Force and Universal Spell Power and are immune to Pressure Plates and Bear Traps.

Fury of the Wild​
Most of the adjustments here center on the tree's Epic Strikes. We wanted to boost Quick Cut to make it a more attractive choice versus Adrenaline.

    Core abilities now grant +25 HP
    Great Leveler now applies a 2 second no save knockdown against targets who succeed against the 6 second knockdown. Tool tip upgraded to indicate the save is vs the Balance Skill.
    Adrenaline's cooldown has been adjusted to 9 seconds
    Quick Cut's animation upgraded to use whirlwind (2 hits in a 360 degree area)
    Cutter now always applies to all creatures hit without requiring you to be Quick
    Quick now always applies to you (assuming you hit a creature)
    Cutter damage reduced from 4d6 to 3d6 and is now slashing damage, not bane.

Primal Avatar​
Note: this entire tree's adjusted state is not in this preview! These changes are entirely about the tree's Epic Strikes.

    Carrion Swarm DOT damage bug fixed to actually be 1d6+1 per 2 character levels.
    Carrion Swarm gains a saving throw interval to remove the dot.
    Spring to Summer AOE damage adjusted to 1d6+6 per Caster Level. It's still doubled in Tier 3 (to 2d6+12)
    Storm Catcher single target damage adjusted to 1d8+8 per Caster Level. DOT damage adjusted to 1d6 every 2 seconds per Caster Level.

Shiradi Champion​
For this tree, we wanted to make Fey Lights stronger and broaden the tree's ranged DPS appeal. This is also the debut of a cool new feature, Exploding Arrows, the details of which are in another thread!

    Core abilities now grant +15 HP, +25 SP
    Feywild Attunement's Base Attack Bonus now works regardless of weapon type.
    Fey Lights now deals 1d6+3 Force damage per caster level, scaling with Force Spell Power.
    Core 4 is now: "You gain +1 Saves vs Spells, with an additional +1 for every Favored Enemy feat you've acquired. +1 Maximum Manyshot charge."
    Hunt's End goes from an 8 second to a 9 second cooldown
    Pin is now: "AOE Ranged Attack: Make a Ranged Attack that shatters on impact, hitting all enemies in a small area around where it lands. If a moving enemy is affected, they are slowed for 12 seconds. 15 second cooldown."
    Otto's Whistler's Immobilize and Dance effects when upgrading Pin have been reduced to a 6 second duration (though still with no saving throw) as Pin's ability to lock down groups is now significantly stronger.

Unyielding Sentinel​
This tree actually received no changes!
Conclusion​
This is an early preview, which means we're very interested in your thoughts and feedback on these changes. Please let us know what you think!
« Last Edit: Jan 18th, 2024 at 7:44pm by Head-Meat »  


Strake wrote on Mar 31st, 2020 at 1:51pm:
Like every group, there are schlubs and there are stars, and a lot in between. Pick your cause and I can say the same thing about the associated group.
Gunga wrote on Oct 5th, 2022 at 2:27am:
Bitcoin. lul
--Who is luling in March 2025?
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Re: U66 Preview on Lamma
Reply #3 - Jan 19th, 2024 at 10:33am
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Well at least fighter abomination is better than a kick in the balls.

Not sure why they get Ravager but hey why not I guess...
  

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Re: U66 Preview on Lamma
Reply #4 - Jan 19th, 2024 at 5:19pm
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Dragon Breath now a level 5 spell with a MCL of 20 useless
  
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Re: U66 Preview on Lamma
Reply #5 - Jan 19th, 2024 at 6:29pm
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Head-Meat wrote on Jan 18th, 2024 at 7:41pm:
The Ice Druid I loved has been nerfed hard multiple times:


They just capped breathe at ML20 too.

Nukers are done in r10s.
  
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Re: U66 Preview on Lamma
Reply #6 - Jan 20th, 2024 at 8:44am
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They really like to piss off their customers.  Undecided
  
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Re: U66 Preview on Lamma
Reply #7 - Jan 20th, 2024 at 11:27am
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"Other things aren't good enough, so we're going to nerf the good thins." - SSG.

I've been on my way out for a while, I think this is the kick in the balls that will finally get me to actually stop playing.
  

I'll never understand the propensity of people to brag about being good at a video game. Its a toy you play with for fun. The only person who should be proud of you is your mother. If you're 3.
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Re: U66 Preview on Lamma
Reply #8 - Jan 20th, 2024 at 12:37pm
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Quote:
Quick further update in response to feedback on Draconic Incarnation:
Dragon Breath's damage is now 1d6+5 from 1d6+3
Dragon Breath's upgraded damage is now 1d6+10 from 1d6+7


Partially walked back.


1d6+10 is currently the BASE dragon breath. The upgraded version doubles the damage. So, this is a straight 50% nerf.

They are reducing the CD slightly. Currently it's 15 sec. They are going to 12 seconds.

4 attacks per min @ 100% vs 5 attacks per min @ 50%

(400 vs 250) = ~38% nerf to dps overall.
  


Strake wrote on Mar 31st, 2020 at 1:51pm:
Like every group, there are schlubs and there are stars, and a lot in between. Pick your cause and I can say the same thing about the associated group.
Gunga wrote on Oct 5th, 2022 at 2:27am:
Bitcoin. lul
--Who is luling in March 2025?
*Proud FORCCer*
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Re: U66 Preview on Lamma
Reply #9 - Jan 20th, 2024 at 12:53pm
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Head-Meat wrote on Jan 20th, 2024 at 12:37pm:
Partially walked back.


1d6+10 is currently the BASE dragon breath. The upgraded version doubles the damage. So, this is a straight 50% nerf.

They are reducing the CD slightly. Currently it's 15 sec. They are going to 12 seconds.

4 attacks per min @ 100% vs 5 attacks per min @ 50%

(400 vs 250) = ~38% nerf to dps overall.



Because you couldn't get into a Reaper group without half the toons using Dragon Breath.

Roll Eyes Roll Eyes Roll Eyes
  

We invite you to explore our games, which hold the promise of depth, scope, and unlimited imagination!

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Re: U66 Preview on Lamma
Reply #10 - Jan 20th, 2024 at 1:20pm
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Another potentially significant change to highlight: No more heal aura in EA.
  


Strake wrote on Mar 31st, 2020 at 1:51pm:
Like every group, there are schlubs and there are stars, and a lot in between. Pick your cause and I can say the same thing about the associated group.
Gunga wrote on Oct 5th, 2022 at 2:27am:
Bitcoin. lul
--Who is luling in March 2025?
*Proud FORCCer*
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Re: U66 Preview on Lamma
Reply #11 - Jan 20th, 2024 at 1:21pm
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Standing Stone Games wrote on Jan 20th, 2024 at 12:53pm:
Because you couldn't get into a Reaper group without half the toons using Dragon Breath.

Roll Eyes Roll Eyes Roll Eyes



Well if you wanted that to change, I think you'll get your wish.
  


Strake wrote on Mar 31st, 2020 at 1:51pm:
Like every group, there are schlubs and there are stars, and a lot in between. Pick your cause and I can say the same thing about the associated group.
Gunga wrote on Oct 5th, 2022 at 2:27am:
Bitcoin. lul
--Who is luling in March 2025?
*Proud FORCCer*
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Re: U66 Preview on Lamma
Reply #12 - Jan 20th, 2024 at 10:13pm
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Standing Stone Games wrote on Jan 20th, 2024 at 12:53pm:
Because you couldn't get into a Reaper group without half the toons using Dragon Breath.

Roll Eyes Roll Eyes Roll Eyes


The MCL is also being set to 20 for DB.
  
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Re: U66 Preview on Lamma
Reply #13 - Jan 20th, 2024 at 10:33pm
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TheFifthSock wrote on Jan 20th, 2024 at 10:13pm:
The MCL is also being set to 20 for DB.



On live I cast at lvl 38-39 depending on class


You can probably get it to ~31 on the new version. So, you're losing ~7 spell levels. That's nuts
« Last Edit: Jan 20th, 2024 at 10:36pm by Head-Meat »  


Strake wrote on Mar 31st, 2020 at 1:51pm:
Like every group, there are schlubs and there are stars, and a lot in between. Pick your cause and I can say the same thing about the associated group.
Gunga wrote on Oct 5th, 2022 at 2:27am:
Bitcoin. lul
--Who is luling in March 2025?
*Proud FORCCer*
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Re: U66 Preview on Lamma
Reply #14 - Jan 20th, 2024 at 10:42pm
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Upgraded breath at lvl32 for a cold sorc with wave is 50[2d6+20]. Brain trust is moving it to 29[1d6+10]

1,350 -> 392

But you can cast it 3 seconds faster!  Cheesy
  
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Re: U66 Preview on Lamma
Reply #15 - Jan 21st, 2024 at 12:27am
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Ferd wrote on Jan 20th, 2024 at 10:42pm:
Upgraded breath at lvl32 for a cold sorc with wave is 50[2d6+20]. Brain trust is moving it to 29[1d6+10]

1,350 -> 392

But you can cast it 3 seconds faster!  Cheesy



In a party with a cold druid with a wave right now. He says his is saying 51 atm.
  


Strake wrote on Mar 31st, 2020 at 1:51pm:
Like every group, there are schlubs and there are stars, and a lot in between. Pick your cause and I can say the same thing about the associated group.
Gunga wrote on Oct 5th, 2022 at 2:27am:
Bitcoin. lul
--Who is luling in March 2025?
*Proud FORCCer*
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Re: U66 Preview on Lamma
Reply #16 - Jan 21st, 2024 at 12:30pm
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50 - 51 - whatever

Patch goes thru as is breathe is useless
  
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Re: U66 Preview on Lamma
Reply #17 - Jan 21st, 2024 at 3:46pm
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So what will casters use after the nerf?
  
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Re: U66 Preview on Lamma
Reply #18 - Jan 21st, 2024 at 3:59pm
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Insta kills or BOWS
  
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Re: U66 Preview on Lamma
Reply #19 - Jan 21st, 2024 at 4:49pm
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ManyCookies wrote on Jan 21st, 2024 at 3:46pm:
So what will casters use after the nerf?


Inquis tree and fireballs.
  
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Re: U66 Preview on Lamma
Reply #20 - Jan 21st, 2024 at 8:58pm
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ManyCookies wrote on Jan 21st, 2024 at 3:46pm:
So what will casters use after the nerf?

IK sorc.

Most casters are not the best of players. They have OP builds. An IK build is effective and easy to play.

They won't move to melee, too hard to get the same level of success for most casters.
  
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Re: U66 Preview on Lamma
Reply #21 - Jan 21st, 2024 at 9:26pm
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Ferd wrote on Jan 21st, 2024 at 8:58pm:
IK sorc.

Most casters are not the best of players. They have OP builds. An IK build is effective and easy to play.

They won't move to melee, too hard to get the same level of success for most casters.



Hey!




You might be right.
  


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Re: U66 Preview on Lamma
Reply #22 - Jan 22nd, 2024 at 3:07am
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Ferd wrote on Jan 21st, 2024 at 8:58pm:
IK sorc.

Most casters are not the best of players. They have OP builds. An IK build is effective and easy to play.

They won't move to melee, too hard to get the same level of success for most casters.


Im not sure about that, IIRC sorc trees dont buff IK DCs and it is very hard to get your IK DCs high enough if you do not have max past lives, especially on newer content, ever since they nerfed IK by lowering the stat bonuses on legendary gear.

At least they didnt nerf level 9 spells but i think you will probably need 2 sorcs to do what 1 sorc could do before, and with the ghost town servers, that can be hard...
« Last Edit: Jan 22nd, 2024 at 3:09am by ManyCookies »  
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Re: U66 Preview on Lamma
Reply #23 - Jan 22nd, 2024 at 9:08am
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mr420247 wrote on Jan 19th, 2024 at 5:19pm:
Dragon Breath now a level 5 spell with a MCL of 20 useless


TheFifthSock wrote on Jan 20th, 2024 at 10:13pm:
The MCL is also being set to 20 for DB.


Sauce? I don't see it in the release notes (not calling you liars, would just like to know)

Ferd wrote on Jan 21st, 2024 at 8:58pm:
IK sorc.

Most casters are not the best of players. They have OP builds. An IK build is effective and easy to play.

They won't move to melee, too hard to get the same level of success for most casters.


I think they want to slow the overall completion of quests and make R10 be the the "exception, not the rule" with wizs and sorcs holding stuff and tossing a few aoe spells to soften targets while melees and pewpew boys kill them unless, as you pointed out, IK become the new meta to build your caster around until some crying pussy starts to complain

"IK op REEEEEEEEEEEEEEEEEEEEEEE" (may actually happen)

I don't think high reaper players will want to convert to EK, it's my favorites sub-class but I have to admit imbue toggle does jack shit in R7 and this was BEFORE they nerfed EK imbue a few months ago. I don't see how R10 beasts could build around this

Don't get me wrong, I'm glad if they do but I don't see melee sorcs/wiz in any way competitive in high reapers. I never see them anyway and maybe there's a good reason  Roll Eyes 
  
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Re: U66 Preview on Lamma
Reply #24 - Jan 22nd, 2024 at 9:44am
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CC was always more fun for party play.
R10 being too easy is the problem with all of this.

They seem to have given up on doing changes to reaper which is the main problem.
I actually logged in yesterday... ...did 3 quests and uninstalled.

I can't be arsed to play the game the same way as I did 7 fucking years ago.

Reaper was released "Update 34: Death or Glory, published on Thursday, February 2nd, 2017. "

We've had very few changes since then to fundamental systems and a lot of the fundamentals suck.
« Last Edit: Jan 22nd, 2024 at 9:45am by WonderfulFoppyBint »  

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