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Hot Topic (More than 35 Replies) Closed Beta/Enhancements Update (Read 12779 times)
Carpone
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Re: Closed Beta/Enhancements Update
Reply #50 - Jul 11th, 2013 at 11:12am
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Bigjunk wrote on Jul 11th, 2013 at 10:47am:
More power-creep = bad.

If the saves are too high you fix it by lowering the save.

I get that. Way too many people focus on how to fix the problem rather than stating the expected outcome.  Unintended consequences need to be minimized, and players don't have the visibility into the game engine to do that.

For example, focus on what's a reasonable chance to affect mobs with a DC based spell in EE content with a suitably geared first life character.  Once that's been decided, then it's easy to scale monsters/characters under the covers.  Example:

  • EE Caster mob: 70% chance to instakill; 10% chance for Enchantment effects; 90% chance to apply full spell damage (traditionally has a high Will and low Fort/Dex save)
  • EE Ranged/Rogue: 50% chance to instakill; 30% chance to apply full spell damage; 40% to apply Enchantment effects (traditionally has high Reflex, moderate Fort and low Will)
  • EE Melee: 30% chance to instakill; 70% chance for Enchantment effects; 90% for full spell damage (traditionally high Fort save, low Reflex/Will save)

Racial mob template adjusts the chances.

I'm not suggesting these numbers nor looking for consensus.  That's the kind of discussion that needs to take place though.
  
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Re: Closed Beta/Enhancements Update
Reply #51 - Jul 11th, 2013 at 11:36am
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Carpone wrote on Jul 11th, 2013 at 11:12am:
I get that. Way too many people focus on how to fix the problem rather than stating the expected outcome.  Unintended consequences need to be minimized, and players don't have the visibility into the game engine to do that.

For example, focus on what's a reasonable chance to affect mobs with a DC based spell in EE content with a suitably geared first life character.  Once that's been decided, then it's easy to scale monsters/characters under the covers.  Example:

  • EE Caster mob: 70% chance to instakill; 10% chance for Enchantment effects; 90% chance to apply full spell damage (traditionally has a high Will and low Fort/Dex save)
  • EE Ranged/Rogue: 50% chance to instakill; 30% chance to apply full spell damage; 40% to apply Enchantment effects (traditionally has high Reflex, moderate Fort and low Will)
  • EE Melee: 30% chance to instakill; 70% chance for Enchantment effects; 90% for full spell damage (traditionally high Fort save, low Reflex/Will save)

Racial mob template adjusts the chances.

I'm not suggesting these numbers nor looking for consensus.  That's the kind of discussion that needs to take place though.


I get what you're saying.  It would be a great conversation for a "let's talk . . ." thingy.  For now I'd just like them to lower some of the saves by 3-5 overall in EE.

See unlike to-hit/AC insta-kill DC is a much narrower ranger between a maxxed out mook and somebody who just builds for DCs.  My PM's a 56 necro DC which I think is the highest you can get on a non-completionist. 

Take away the Litany, +5 tome, and PL that drops to a 53.  That's something anyone can get with more or less random-gen loot and some work.   Nothing exotic, just grinding out some EDs and actually equipping for DC-casting.

It's a much narrower range than the broken to-hit/AC number we had pre-U14 so changing from D20 to some rocket-science formula just isn't needed.

What do I consider reasonable?  I feel a high-DC caster (maxxed or close to it) should be able to land a finger 50% of the time in EE on an average fort-save target without prepping.
  
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Re: Closed Beta/Enhancements Update
Reply #52 - Jul 11th, 2013 at 12:57pm
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Carpone wrote on Jul 11th, 2013 at 11:12am:
I get that. Way too many people focus on how to fix the problem rather than stating the expected outcome.  Unintended consequences need to be minimized, and players don't have the visibility into the game engine to do that.

For example, focus on what's a reasonable chance to affect mobs with a DC based spell in EE content with a suitably geared first life character.  Once that's been decided, then it's easy to scale monsters/characters under the covers.  Example:

  • EE Caster mob: 70% chance to instakill; 10% chance for Enchantment effects; 90% chance to apply full spell damage (traditionally has a high Will and low Fort/Dex save)
  • EE Ranged/Rogue: 50% chance to instakill; 30% chance to apply full spell damage; 40% to apply Enchantment effects (traditionally has high Reflex, moderate Fort and low Will)
  • EE Melee: 30% chance to instakill; 70% chance for Enchantment effects; 90% for full spell damage (traditionally high Fort save, low Reflex/Will save)

Racial mob template adjusts the chances.

I'm not suggesting these numbers nor looking for consensus.  That's the kind of discussion that needs to take place though.


Turbine won't read or use this post so your points are invalid.

Keep up the bitching and moaning worse than my ex-gf's did.
  
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Re: Closed Beta/Enhancements Update
Reply #53 - Jul 11th, 2013 at 1:19pm
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Bigjunk wrote on Jul 11th, 2013 at 11:36am:
maxxed


Please stop spelling maxed like this or we'll have to start calling you Axer.
It also gives you away on the main forums.
« Last Edit: Jul 11th, 2013 at 1:19pm by rest »  
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Re: Closed Beta/Enhancements Update
Reply #54 - Jul 11th, 2013 at 2:00pm
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Bigjunk wrote on Jul 11th, 2013 at 11:36am:
I get what you're saying.  It would be a great conversation for a "let's talk . . ." thingy.  For now I'd just like them to lower some of the saves by 3-5 overall in EE.

See unlike to-hit/AC insta-kill DC is a much narrower ranger between a maxxed out mook and somebody who just builds for DCs.  My PM's a 56 necro DC which I think is the highest you can get on a non-completionist. 

Take away the Litany, +5 tome, and PL that drops to a 53.  That's something anyone can get with more or less random-gen loot and some work.   Nothing exotic, just grinding out some EDs and actually equipping for DC-casting.

It's a much narrower range than the broken to-hit/AC number we had pre-U14 so changing from D20 to some rocket-science formula just isn't needed.

What do I consider reasonable?  I feel a high-DC caster (maxxed or close to it) should be able to land a finger 50% of the time in EE on an average fort-save target without prepping.


I agree that the DC range isn't that large.  But that's not really the issue.

For a Necro DC, the only past life benefit is +1 from Wiz and completionist. 

Assuming someone can get the basics (necro item, spell mastery item, standard Int +8, +3, +1 boosts) with minor effort,  your range between a "maxxed" DC caster and a decent effort DC Caster is probably about +4.  That's a pretty tight range. 

Spell pen is another matter.  But that applies more in MoTU content than GH. 

The problem will come,  however, with where to set the level.  Unless you want EE to become a DC caster fest (like Chrono scroll farming used to be), you need to make the DC something that is not going to touch 50% on a maxxed caster WITH preparation. (my opinion) The DC's need to stay at a point where it is more beneficial to bring a party with melees, divines, and arcanes.  That point only exists at the point where it is too inefficient to use insta-death as the primary means of dealing with trash mobs.  Otherwise, since the loot is all BtCoE, it will become a caster only thing. 

What's "too inefficient"?  That's where people differ (and the DC range has to expand as a result).  Some will find it too onerous if they have to prep targets to get no-fail.  Some are OK at 70% success or 50% success even with having to prep.  Some are OK with chugging massive amounts of mana pots to get easy access to EE loot rolls.  Some are not.  This is where the range expands.  It's not so much about the mechanical gap between 1st Life, moderately geared or specd vs. maxxed DC spec'd/geared too.  It's about managing that and players affinity for trivalizing EE with insta-death spells.

There are ways to get necro DC's to have some value without being the sole method to clear the dungeon.  But it's a tough balance to strike.  And it doesn't take much to tip the tables one way or the other. 

I think putting 50% non-prepped on an average mob is too high.  With Prep, you are killing it 70% of the time.  Low fort mobs are probably no-fail range.  High fort mobs are probably 20% without prep and 40-50% with prep.  That's going to make it possible for casters to handle the whole quest solo.  That's a bad place to be. 

They should set the bar for maxxed DC, btw.  Non-dedicated/geared DC casters should not expect much success in EE content. 
  
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Re: Closed Beta/Enhancements Update
Reply #55 - Jul 11th, 2013 at 2:36pm
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Asheras wrote on Jul 11th, 2013 at 2:00pm:
I think putting 50% non-prepped on an average mob is too high.  With Prep, you are killing it 70% of the time.  Low fort mobs are probably no-fail range.  High fort mobs are probably 20% without prep and 40-50% with prep.  That's going to make it possible for casters to handle the whole quest solo.  That's a bad place to be. 
 


You start costing more than 100 sp/kill and I'll just play my ranger. 

Seriously, good melees are just so much better equipped to handle this stuff in EE it's not funny.  You can no-save incap a target, kill it, heal with a scroll or a cheap-ass cacoon, and move on.  Everything I do on my PM costs me real SP. 

Dumping more than 100 SP into a target to kill it becomes a waste of time and the character either become Shiradis or bench-warmers.  We're at the point wherein much content (it's not as bad as people make it out to be - so it's not "all") DC-casters, even maxed-out, are worthless.

And so fucking what if a necro caster can solo a quest?  Melees can solo shit just fine right now.  I mean there's NOTHING in a caster's arsenal that compares to Fury-shot or master's blitz. 

Where is the harm in necro being able to efficiently kill shit?  I understand we don't want necro to be as powerful in EE as it is in EH . . . but what worked to me was pre U16 EEs.  it felt about right.  U16 and EGH went nuts with the saves, thats the issue, that's what needs to be corrected.
  
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Re: Closed Beta/Enhancements Update
Reply #56 - Jul 11th, 2013 at 2:41pm
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rest wrote on Jul 11th, 2013 at 1:19pm:
Please stop spelling maxed like this or we'll have to start calling you Axer.
It also gives you away on the main forums.


You got me, I'm really Shade.  Though sometimes I post as Thrudh and Hendrick so any devs reading this should promptly ban those accounts.
  
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Re: Closed Beta/Enhancements Update
Reply #57 - Jul 11th, 2013 at 3:06pm
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Carpone wrote on Jul 11th, 2013 at 11:12am:
I get that. Way too many people focus on how to fix the problem rather than stating the expected outcome.  Unintended consequences need to be minimized, and players don't have the visibility into the game engine to do that.

For example, focus on what's a reasonable chance to affect mobs with a DC based spell in EE content with a suitably geared first life character.  Once that's been decided, then it's easy to scale monsters/characters under the covers.  Example:

  • EE Caster mob: 70% chance to instakill; 10% chance for Enchantment effects; 90% chance to apply full spell damage (traditionally has a high Will and low Fort/Dex save)
  • EE Ranged/Rogue: 50% chance to instakill; 30% chance to apply full spell damage; 40% to apply Enchantment effects (traditionally has high Reflex, moderate Fort and low Will)
  • EE Melee: 30% chance to instakill; 70% chance for Enchantment effects; 90% for full spell damage (traditionally high Fort save, low Reflex/Will save)

Racial mob template adjusts the chances.

I'm not suggesting these numbers nor looking for consensus.  That's the kind of discussion that needs to take place though.


I think we'll eventually just end up with a spell equivalent of the current to-hit/ac system.
  
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Re: Closed Beta/Enhancements Update
Reply #58 - Jul 11th, 2013 at 3:20pm
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Glenalth wrote on Jul 11th, 2013 at 3:06pm:
I think we'll eventually just end up with a spell equivalent of the current to-hit/ac system.


That would just be retarded.

The to-hit/AC system doesn't even work until that retarded formula they came up with.
  
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Re: Closed Beta/Enhancements Update
Reply #59 - Jul 11th, 2013 at 3:29pm
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rest wrote on Jul 11th, 2013 at 1:19pm:
Please stop spelling maxed like this or we'll have to start calling you Axer.
It also gives you away on the main forums.


The Maxxer package.
  

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Re: Closed Beta/Enhancements Update
Reply #60 - Jul 11th, 2013 at 3:38pm
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spathic wrote on Jul 11th, 2013 at 3:29pm:
The Maxxer package.


Maxx Package is a good porn name . . . I think I found the name for my next account . . .
  
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Re: Closed Beta/Enhancements Update
Reply #61 - Jul 11th, 2013 at 3:46pm
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Asheras wrote on Jul 11th, 2013 at 2:00pm:
I agree that the DC range isn't that large. 
 


You're both wrong in practice even if correct in principle, because the same saves apply against things that aren't spells.

Persiflage wrote on Jul 2nd, 2013 at 6:21am:
...  A Bard can Fascinate with a Perform check result that can easily hit the 80's; which means that if you want mobs to have a chance at saving, you either have to make them immune to that sort of effect or give them a base save that is bigger than the DC achievable on any standard spell.  To a slightly lesser extent, the same applies to Stunning Fist/Blow: my first-life, low-geared Monk can hit a DC on his stunning fist that's easily 12 points higher than the very best I can do on the caster I've spent ten times as much effort working on.

There is absolutely no way - no way at all - that you can provide a reasonable chance of failure against the stronger option that doesn't utterly invalidate the weaker option simply by tweaking enemy saves.  The only way it can be done is by changing the mechanics. 


Ironically, a 2nd Edition approach would have handled this better; it had more categories of saving throws, with "vs. spells" being a specific type.  Of course, 2e categories were stupid and arbitrary, but there's no reason why the approach couldn't be used more systematically.
  

stainer wrote on May 16th, 2013 at 9:26am:
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QuantumFX wrote on Jun 5th, 2013 at 11:11am:
You are an evil human being. 


m4lacka wrote on Mar 29th, 2014 at 7:04am:
wow that post hurt a lot more than any of the namecalling i expected. Now I see why ppl consider you evil.
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Re: Closed Beta/Enhancements Update
Reply #62 - Jul 11th, 2013 at 4:07pm
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Persiflage wrote on Jul 11th, 2013 at 3:46pm:
You're both wrong in practice even if correct in principle, because the same saves apply against things that aren't spells.

This is one of the core problems with the current DC system.  Martial tactics and instakills are not equivalent, but they use equivalent formulas.
  
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Re: Closed Beta/Enhancements Update
Reply #63 - Jul 11th, 2013 at 4:23pm
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A good monk/fighter is gonna get a no-fail on their stuns anyway.  so what if they got 5 over the no-fail threshold or 10.
  
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Re: Closed Beta/Enhancements Update
Reply #64 - Jul 11th, 2013 at 4:27pm
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Bigjunk wrote on Jul 11th, 2013 at 4:23pm:
A good monk/fighter is gonna get a no-fail on their stuns anyway.  so what if they got 5 over the no-fail threshold or 10.


I wouldn't go 5-10 over the threshold. I'd free up item slots or twists
  

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Re: Closed Beta/Enhancements Update
Reply #65 - Jul 11th, 2013 at 4:37pm
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Munkenmo wrote on Jul 11th, 2013 at 4:27pm:
I wouldn't go 5-10 over the threshold. I'd free up item slots or twists



Again I don't see an issue with this, especially with the no-save incapacitation options available.
  
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Re: Closed Beta/Enhancements Update
Reply #66 - Jul 11th, 2013 at 7:53pm
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Bigjunk wrote on Jul 11th, 2013 at 4:23pm:
A good monk/fighter is gonna get a no-fail on their stuns anyway.  so what if they got 5 over the no-fail threshold or 10.


You're missing the point.  It's not about stuns, it's about stuns and trips and fascinate and ED abilities and weapon effects and anything else that has a saving throw, many of which are - or have the potential to be - of a higher DC than spells.  They use the same mechanics: as Carpone pointed out in much more succinct form than I, this is a core problem with the saving throw system inherited from 3.5

So if the Devs set saving throws to a point where stuns (or whatever) are *not* no-fail, you haven't got a prayer of landing spells.  That's not to say that balance isn't possible, but the point is that balancing saves is a broader issue than just spell DC's, which are - as you said - in a relatively narrow range.

The lack of possible variation in saving throws is the reason that half or more of a character's abilities are rendered useless in Epic content.  Much as I'm a fan of preserving DnD rules where appropriate, the whole saving throw thing has been a mess forever  :/
  

stainer wrote on May 16th, 2013 at 9:26am:
Oh you are good. I will be watching you.


QuantumFX wrote on Jun 5th, 2013 at 11:11am:
You are an evil human being. 


m4lacka wrote on Mar 29th, 2014 at 7:04am:
wow that post hurt a lot more than any of the namecalling i expected. Now I see why ppl consider you evil.
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Re: Closed Beta/Enhancements Update
Reply #67 - Jul 11th, 2013 at 10:46pm
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Persiflage wrote on Jul 11th, 2013 at 7:53pm:
You're missing the point.  It's not about stuns, it's about stuns and trips and fascinate and ED abilities and weapon effects and anything else that has a saving throw, many of which are - or have the potential to be - of a higher DC than spells.  They use the same mechanics: as Carpone pointed out in much more succinct form than I, this is a core problem with the saving throw system inherited from 3.5

So if the Devs set saving throws to a point where stuns (or whatever) are *not* no-fail, you haven't got a prayer of landing spells.  That's not to say that balance isn't possible, but the point is that balancing saves is a broader issue than just spell DC's, which are - as you said - in a relatively narrow range.

The lack of possible variation in saving throws is the reason that half or more of a character's abilities are rendered useless in Epic content.  Much as I'm a fan of preserving DnD rules where appropriate, the whole saving throw thing has been a mess forever  :/


Again, I see no issues with stuns being no fail since we have the means in EDs to incapacitate with no save anyway.

And this isn't the fault of the 3.5 rules, it's Turbine fault for introducing power-creep shit like Exceptional combat mastery and +6 tactics on a tier 1 twist.
  
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Re: Closed Beta/Enhancements Update
Reply #68 - Jul 12th, 2013 at 1:47am
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kierg10 wrote on Jul 10th, 2013 at 8:11pm:
well now I won't post on the forum about it Smiley

Any of you that wants to post something anonymously can just PM me.  I'll post it.
  
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Re: Closed Beta/Enhancements Update
Reply #69 - Jul 12th, 2013 at 3:02am
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Bigjunk wrote on Jul 11th, 2013 at 10:46pm:
And this isn't the fault of the 3.5 rules, it's Turbine fault for introducing power-creep shit like Exceptional combat mastery and +6 tactics on a tier 1 twist.


You shut your whore mouth! They saved the game! (or that's what everyone insisted at the time.)
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