Wow... lots to take in from all the news dropping today...
For those not checking:
1. GWFs are being renamed 'Barbarians'.
2. Cap to level 80
3. Distinct paragon paths, with more distinction in powers
4. Goodbye to recovery and lifesteal
5. Different crit / def mechanics (and crit / deflect getting capped at 50%)
6. ilevel getting reworked to be more accurate.
Now, if we could just get some sort of confirmation on rumored rAD changes... ;-)
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*17 pages later*
....ooooooooooooooooo!
time to get out my trusty sword of light
https://www.youtube.com/watch?v=LhAobPugvsk
Yes yes we get it, DC and or CW is bugged to be ultra mega top DPS so we can have the return of the 5x CW.
What's next, they'll bring back the set bonus on High Vizier and High Prophet alone?
▂▃▄▅▆▇█▓▒░ Drac ░▒▓█▇▆▅▄▃▂
There is supposed to be an image here, but the hamsters took it.
<div align="center">AKA Draconis of Luskan</div>
Take a backseat boy. Cause now I'm driving. ~ Give it up - Elizabeth Gilies ft. Ariana Grande
RIP Foundry: On that day, when the sky fell away, our world came to an end. ~Lifelight
we will see Soon™
Lifesteal to make Healing relevant again.
At least I can suppose GWF will finally have diverse options ...
inb4 bArBaRiAnS aRe Op pLeAsE nErF
a 16MOD-day, a red day, ere the Sun rises!"
Tu ru tu tu tuuu tuuu tuuu tuuuu
Why the negativity, though? 50% Crit chance to me makes sense. 51% would make it crit always, no? That's how I was raised up on DnD rules since I remember.
And this was to be expected, too. All your builds are temporary, especially if you micromanage. Things in MMOs change all the time. It is a dynamic, living process that goes back and forth between developers and players.
50% Deflect chance for players? That's crazy amount. That will get taken down to 25% sooner or later. Otherwise it might be BiS for all those who do not want to bring in any tanks/healers into pt.
So do the rolls per enemy's Crit Avoidance. So does the name "Barbarian" that's de facto D&D name concept. It also makes sense to make Rogues, Wizards and Ranges the typical DPS-only classes.
All of that is good on paper, but how will it translate in-game? I doubt that it will be exactly as devs envisioned or proposed here. There will be bugs. There will be adjustments.
And, yes, this is the same feeling like back in MOD5's end, but I do not see it hitting as hard as MOd6, tbh.
I, for one, salute developer's note that there won't be increases each mod like "20% less hitting for players and 200% more HP and Hitting for bosses".
What is frightening is the amount of crit/ca/power which might be needed to fill the cap. 10.000 Crit for 6% chance at a starting point? Holy!
What is frightening is the way Enchantments might get overhauled, especially those with Life-Steal and Recovery.
Newer enchantments with CA/CRIT bonuses might be Cryptic's way of hinting us how to prepare for the upcoming mod.
RNG in fights.
I don't know, but all of that sounds FUN to me. And I can't wait to tinker around. I understand that some people are afraid of changes and prefer to have a lot of stability as well as that this is a rather unexpected move, but before giving such NEGATIVE COMMENTS, please abstain from trying to find something to QQ about every single time and be just slightly more positive and try to find a solution to a problem. That's what we've been doing all this time, that's what we'll be doing onward after MOD16 hits.
Thank you.
Recovery - was hitting a point where Encounter / Daily spam was outnumbering At-will use, which wasn't the intended mechanic. Tough to argue when most DC rotations include "and throw an at-will in somewhere in there."
Lifesteal - made healing unnecessary, which made two DC trees pretty much useless. Who needs a healer when you can heal yourself?
This is a new game. ALL builds will be broken. They are removing feat trees, power points, don't look at individual changes and try to evaluate them based on what it would do if added to the current game. This might end up being a disaster or it might completely revive the game, but it won't be a continuation of what we currently have.
....at least the runspeed will be good for escaping those lvl 83 goblins.
Currently, people stack crit to 100% so that every attack is a critical hit. In Mod16+, this will be capped to 50% (one in two hits is a crit) and will go up and down based on how good your enemy is at avoiding crits. ....uh. I don't think you understand.
Someone who stacks Deflect out the yingyang, who so outclasses the enemy that they have a Deflect of 22,500 higher than the enemy Accuracy, will, 50% of the time, ignore 50% of the incoming damage.
(75% of incoming if they're a Rogue and that class feature sticks around)
That is not "crazy" and it's certainly not going to make you not need a healer. That's for an enemy with 7000 Crit Avoidance - by being 3000 higher, you get +6%.
Enemies in the new zone will have 16,000 Crit Avoidance. So if you have 16,000 Critical Hit Chance, you get +0% = the base 5%. If you have 20,000 Crit you'll have 4,000 more, so 8%, so a 13% crit chance.
In order to cap out your critical hit chance at 50%, you'll need 45% * 500 = 22,500 critical MORE THAN their avoidance, so 38,500 Critical Hit Chance against the new mobs in the new zone. Here, I agree with you. I'm excited, this sounds like it could be good. It also could be bad. It'll definitely be different.
Merrily, merrily, merrily, merrily, Life is but a dream.
This is more in-tune with DnD rolls and many MMOs than anything else I've seen implemented and I used to talk about this back in the days, too. I'm happy to see it being implemented as it will make builds so much easier to look at. Perhaps that may be so, but we do not know that yet, unless you have some insight and can say so with such certainty? IF you are certain, then do please share more, I want to hear lol.
For me things are still at the point of speculation until I can go to preview servers. Same goes for abovementioned quote.
If what you state is true, then Owlbear cub may be back into action, and powershare, too. Point is - still a speculation. I do not see the problem with what I've stated. Crit/CA will need to be much higher than now in order to be as useful. Glad to hear that. Cheers!
If you have a 50% crit chance and make 1000 hits, you expect 500 crits.
If you have a 51% crit chance and make 1000 hits, you expect 510 crits, not 1000.
I *think* you're assuming that a player is rolling 1d20, needs a 9+ to crit, and also needs that same 9+ to hit (which is a possible degenerate result in badly designed games like D&D3[1]), so if they don't crit, they will miss, thus every hit will be a crit. Is that what you're saying?
That's not an intuitive or normal result, at all, and it's not even common in D&D: If you have gotten your crit to 9+, you probably hit on a 4 or 5. And you can get to "100% of hits are crits because non-crits are misses" much earlier, too, against some opponents.
[1]: And doesn't even hold true in D&D3, because then you'd need to roll to confirm the crit and would do a normal non-crit hit on 8- .... it's in the Developer blog post? It's literally spelled out right here?
" for every 500 rating points you are above your opponent’s opposing rating gains you 1% to a stat.
Let’s look at an example where you have 10,000 Critical Strike and the opponent has 7,000 Critical Avoidance.
Critical Chance = (10,000 – 7,000) / 500 = 6%"
"Critical Strike gets a bonus 5% chance by default. My example up above showed how any given set of opposing ratings work, but since Critical Strike gets a 5% bonus, the player would actually have an 11% chance to crit instead of a 6%."
"Critical Strike is now capped at 50%."
"Jared Sears Lead Systems Designer"
If you leave your Critical Hit score at 0 then you'll never crit against anyone with at least a 2500 Crit Avoidance, which will be ~100% of level 70+ enemies. That's not speculation, that's in the developer blog. And yeah, I think leaving crit at zero and using an Owlbear Cub might be a really good choice - that IS speculation but certainly seems worth trying.