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moorewr
03-21-2011, 10:22 PM
http://forums.ddo.com/showthread.php?&postid=3663808#post3663808


Hey folks! As you’ve probably have already heard we have a major spell pass coming down the pipe. The full details will be released soon but we figured we’d cover some general cases and some the reasoning for the changes ahead of the Lamannia preview. Today we’ll look at the changes coming to spell cost ratios, CC spells, death effects, and spell points… here we go!

SPELL COST TO EFFECT RATIOS CHANGES:

For years now the cost of all spells have been strictly driven by this formula:

Base Spell cost = 5 SP + (spell level X 5).

IE: a level 1 spell is 10 sp, while a level 9 spell is 50 sp, and so forth.

While we got by with this, it didn’t exactly always make for the most diverse spell choices for those people who crunched the numbers to determine what to use. When you looked at the math, folks get very attached to certain spells, namely “wall of fire” for very logical reasons. This is a shame considering the art/dev resources devoted to the creation of so many other spells also floating in the system.

On another note, it has become a noticeable point that arcane casters are a rather difficult class to get into. The Classic 3.5 D&D concept of starting weak then gain cosmic power. While loyal to our roots we felt that perhaps the current learning curve is a bit too harsh, and we’re looking at making it an easier class role to enter for new players.

So we’re mixing things up! The spell pass was mostly focused on “damage” spells, but does extends into debuffs and other areas to a degree. We’re changing the costs and what spells do and we’ve changed far too much for me to cover it in just this post but I’m going to give you a list of examples to give you an idea of where we’re going…

Let’s take some main stream spells with a few “less popular” spells and see what you think….

Old way:

1. Burning Hands ( 10 SP)
2. Melf’s Acid Arrow ( 15 SP)
3. Scorching Ray ( 15 SP)
4. Lightning Bolt ( 20 SP)
5. Wall of fire ( 25 SP)
6. Delayed blast fire ball (40 sp)
7. Incendiary cloud: ( 45 SP)
8. Polar Ray (45 SP)

Now let’s change that too…

1. Burning Hands (down to 4 SP – other stats unchanged)

2. Melf’s Acid Arrow (down to 6 SP – Damage updated to 2d4 + 1 per caster level, duration locked to 12 seconds, now has double range, can no longer be enlarged or extended, ray targeting has been improved)

3. Scorching Ray (down to 6 SP – now has double range, can no longer be enlarged, ray targeting has been improved.)

4. Lightning Bolt (down to 12 SP – now has double range and 50% change to hit each target twice (back stroke!) – targets get an additional save against the back stroke). Can no longer be enlarged.

5. Wall of fire ( up to 35 SP – targets now get a reflex save when they first enter the effect, but no saves against the flames if they remain in the wall. Now only does an additional 2d6 against undead instead of double. Duration is now locked to 30 seconds regardless of level. Can no longer be extended)

6. Delayed blast fire ball: (25 SP/12 sp for trap version): trap cool down increased to 15 seconds, 10 seconds for sorcerers

7. Incendiary cloud (Cost remains 45 SP – Now does 2d4 + 1 per caster level in fire damage, no save. Duration locked to 30 seconds. Blind effect (previously no save) now has a reflex save. Can no longer be extended)


8. Polar Ray (Cost down to 15 SP, range doubled, can no longer be enlarged, ray targeting has been improved.)



So there is a lot going on here, and this is only a fraction of the changes going in to the spell pass. Essentially the cost of spells are being weighted now much more on their performance, method of engagement and the number of targets they effect rather than the old level-based formula.


• Low level spells that cap early (like burning hands) got discounted greatly.

• Drop and kite AOE dots such as wall of fire are now being treated as a more expensive/powerful attack form as we feel they really should be compared to other damage spells.

• Instant AOE spells got discounted some, to make them more appealing compared to waiting on kiting monsters through aoe dots.

• Single target damage and bolts are getting much cheaper, single target dots are getting cheaper and getting their effectiveness boosted.

• “Trap” type spells got really cheap to hopefully make them with consideration given the prep time they take, but had their cool downs increased to make them not a strict replacement for other in combat AOEs.

WHAT ABOUT CC?

Yeah okie, we mucked around with CC a little, and it goes into debuffs some… Here are a few high lights.

• Largely CC costs remained the same

• HD/HP caps we’re removed from most effects (yeah, I guess I should talk about death effects now, but oh, sleep works now!)

• Many debuffs had their cost reduced, and some had carrier debuffs added to them that temporarily reduced will saves regardless if the target saved against the original debuff.

Examples:

Crushing Depair: Cost reduced to 20 SP, now applies a weakn will effect for 15 seconds regardless of saving throw from original effect (will -5).

Touch of Idocy: Cost reduced to 5 SP, Now also weaks foes will save for -5 for 15 seconds regardless of save.

The notion is saving many of our under used debuffs and allow casters to punch harder targets/hit more reliably and get longer effect out of effects with quick re-occurring saves. That’s is if their willing to use a spell slot, and the spell points.


Full details to come, moving on for now…

DEATH EFFECTS:

Chaaanngggeeee….

• Costs remained the same.

• We’re pulling the death wards off epic and many pieces of content that had death proof monsters. There have been adjustments to “vorpal” weapons and the like that made us more comfortable with this change. Eladrin posted on these elsewhere if you’re looking for the sneak preview of that…

• Death spells had their cool downs increased, just a little on single target spells, a bit on AOEs. Single target spells are typically on a 8 second cool down, 6 seconds for sorcerers while AOE death effects are typically 30/25 respectively.

• Death spell on save damage was increased, so a blue hexagon won’t be a total waste of spell points, yet there will be more agro. We realize this and currently approve. Attempting to death a monster is a hate-able offense.

• There are some old death spells that got a new look and now their back in town:

Circle of Death: Now effects all targets regardless of Hit dice; Has been updated as follows:

Rains dark energy into an area. Living Creatures are subject to a death effect; getting a reflex save and then a fortitute save to avoid death. Targets who succeed against the reflex save suffer no ill effect, but creatures who success against the fortitute save will still lose 1d4 energy levels.

Power word: Kill!

Upper hit point cap removed except in PVP. Kills, no save, but spell resistance applies.
240 second cool down for wizards, 210 second cool down for sorcerors


SPELL POINT REGEN – Echoes of Power:

We’ll be introducing a limited form of spell point regen for players who have “magical training” (as in the feat). This is to avoid a true “out of gas” situation for our casters. The concept is that when a caster drops below a certain spell point threshold a spell point regen effect known as “echoes of power” applies itself until the caster reaches that threshold again. The goal is to allow low level players continue to cast level 1 spells at a diminished rate when their “out of gas” while high level players will be able to continue to use their PRE-s with the meta magics they normally require for high level play.

Currently in testing… these values are examples mind you…

• Echoes of power will appear when a player drops below 12 SP.
• Echoes of power will allow the player to regenerate at a rate of 4 SP every 6 seconds.
• Echoes of power will remove itself once a player reaches 12 SP or greater.



ETERNAL WANDS:

Not going to go into details here yet but eternals wands got a pass that increased their recharge regeneration rate and added desirable caster mutations.

Much more to come. That’s all for now folks, but be sure to participate in the Lamannia preview once it’s available to try out the changes!

-Torc
DDO Game Systems

Coldin
03-21-2011, 10:49 PM
Yep. Spell-casting is taking a major game change.

Eldamir
03-21-2011, 11:15 PM
Good thing that Luthien already prefers a good DBF or two most of the time to kiting through WoF.. :D
Now it just got easier!

Thorzian
03-21-2011, 11:18 PM
sure went through a lot of trouble just to nerf firewall.. make no mistake, that's the primary goal here. nerf firewall and smokescreen it with a lot of fluff to avoid backlash.

Shamguard
03-21-2011, 11:58 PM
So to make caster easier to play they are going to make the spells and the spell point system more complicated?

Am I missing some thing here?

Oh well I guess it's one way to sell lesser reincarnates for all the people who will have to respec their Sorcerers spells. Either that or spend 3 months to change all the spells that will be broken.


...

Coldin
03-22-2011, 12:10 AM
So to make caster easier to play they are going to make the spells and the spell point system more complicated?

Am I missing some thing here?

Oh well I guess it's one way to sell lesser reincarnates for all the people who will have to respec their Sorcerers spells. Either that or spend 3 months to change all the spells that will be broken.


...

It looks like spell point costs have been reduced for the majority of damage spells, mostly the single-target ones.

Then there's the spell point regen so casters always have enough to cast the PRE spells.

Beyond that, it's a bit more complicated. But I don't think people coming from other MMO are used to unified spell costs anyway.

moorewr
03-22-2011, 12:16 AM
It abandons the last pretense that spell points are a translation of PnP spell slots, that's for sure. A moment of silence to mark its passing.

I'd say the goal is more far-reaching than just nerfing FW. They want to make nuking possible again, and the only way to do that is both drop mob HP and reduce the cost of caster nuke spells v. DoT.

That said I will not mind the greater endurance for nuking spells, and I want to test the effectiveness of Circle of Death. I was just dreaming of an AoE level drain spell..

Jules
03-22-2011, 10:17 AM
Now that I finally have a caster at lvl 19 plus 4 ap's they are going to change everything - le sigh.

As usual I'm withholding judgment until I see it in action.

Jules

Shyv
03-22-2011, 11:34 AM
Don't mind the new changes for the most part. But really don't like the really long cooldown on area effect death spells. With the new emphasis on nuking I really want to see the PM "sla's" be able to be at least maximized if not both. What's the point of a high DC when you can only use it every so often. And 4 minutes on PWK...uhhhh.

Thorzian
03-22-2011, 06:27 PM
I'd say the goal is more far-reaching than just nerfing FW. They want to make nuking possible again, and the only way to do that is both drop mob HP and reduce the cost of caster nuke spells v. DoT.

..

nuking was never IMpossible. puma could destroy the reaver on elite in 35 seconds.. but he drained his sp to do it. DoT's are a smarter way to play a nuker and everybody figured that out so they're going to change it.

truth is i dont mind the spell point changes, i dont mind the loss of extend (though a r-p explanation of why would be nice other then just nerfing for the hell of it) what i do mind is the sudden emergence of a reflex save to a spell that never had one before. we've seen this before with touch of death on the monk. something that simply could have had the amount of damage reduced to fix an OP problem instead got a complete overhaul that didn't even make sense. how can a physical attack be negative energy? and how can you dodge a wall of fire while running through it?

i agree that the timers on death spells are a joke as well. my guess is someone in turbine's programming department has a level 20 lightning/acid ball spec sorc, it sucks, and instead of learning to build a better toon he just decided instead to nerf everyone else.

and what are they going to do when the player base rolls up cold savant sorc's, turns up their object draw to full, and 1 shots every mob out there with a low sp/farther range then the mobs can even see polar ray. they'll reduce that range of course, then increase the spellpoints. maybe increase the cooldown. anything to keep us guessing.

people have tr'd numerous times to build a toon based on the current game. i, for one, really don't like the idea of having wasted all of that time just for turbine to change the fundamentals of 2 entire classes just because they didnt have the foresight when programming these spells in the first place to realize that they were useless and nobody would use them.

moorewr
03-22-2011, 06:43 PM
r-p, eh? Well.. Eberron could have moved out of conjunction with Fernia and into conjunction with Risia... I wish they did that, actually, tweak spells a la SHavarath every few months.. +10% to death spells, then -10%, etc...

Jules
03-22-2011, 09:41 PM
They will always "tweak" it down to get us to play their way - we will find new ways around that - its the ying and yang of ddo.

Jules

moorewr
03-29-2011, 11:42 PM
Divine changes..
http://forums.ddo.com/showthread.php?p=3666683#post3666683

Here are some sample changes to the divine side of things…

Nimbus of light: reduced to 4 SP.
Command: reduced to 6 SP.
Cure Light Wounds: reduced to 8 SP.
Cure Moderate Wounds: reduced to 12 SP.
Bestow Curse: reduced to 10 SP
Searing Light: reduced to 8 SP.

Contagion: Cost reduced to 8 SP. Diseases provided by this spell that do ability damage now do it at a rate of X stat damage every 30 seconds instead of 60 seconds. Slimy Doom now does 6d6 acid damage every 6 seconds. As before two saves apply, one against damage, if successful save again to end the effect.

Glyph of Warding: reduced to 6 SP. 15 second cool down.
Divine Power: Now uses a faster cast animation. Cost unchanged.
Holy Smite: reduced to 15 SP.
Implosion: Cost & cool down unchanged, but now does 4 – 6 pts of untyped damage per caster level on a successful save to the target. Failed save results in death (still!).

and some Bard love...

Shout: Cost reduced to 6 SP, uses faster casting animation. Change shared with wizards/sorcerers.

Great Shout: Cost reduced to 15 SP, uses faster cast animation. Change shared with wizards/sorcerers.