If you have at least one character before this overhaul that has fully capped all of their Epic Destinies, you will receive an exclusive Cloak of Destiny featuring the now-deprecated Starmap to commemorate your achievement. All characters level 20 and higher at the time of this Update will not be able to change Feats with Fred until they perform a Lesser Reincarnation or any other form of Reincarnation.
This is to prevent invalid build scenarios and situations where certain feats simply cannot be swapped. We are updating our Epic Destiny structure from the ground up to provide a cohesive level experience from levels 20 to 30 and beyond. The new structure resembles Heroic Enhancements - Cores along the bottom and 5 tiers reaching to the top. However, there are some notable differences from and similarities to the old Epic Destiny structure:.
You can now be in up to three Epic Destinies at a time. You select up to three trees at a time in a drop-down menu of the user interface, socketing them into place in your Epic Destiny window, just as you select your Heroic Enhancement Trees.
You can spend points freely between these three trees, and resetting your Epic Destiny points out of a tree will allow you to choose a new one. As you level up beyond level 20, you will earn Destiny Points that you can spend in these Epic Destiny trees. Epic Levels now display their experience in Ranks, just like Heroic levels do.
The 5th rank of each Epic Level is the level itself, as it is in Heroics. This means that you'll earn Destiny Points at a steady rate rather than in large chunks every 5 ranks.
Each Epic Destiny ability in the new Destiny system has a destiny point requirement as well as a level requirement - just like heroic enhancements do - so you can't jump right to the end at level 20 or without spending the requisite points up the tree. The Level and Destiny Point requirements are as follows:. These new Epic Destiny trees are a mix of the old Epic Destiny abilities and brand new ones, providing a large variety of options to players both familiar with our current Epic Destinies and those hungry for new abilities.
We have been able to make sweeping changes to themes and designs to better support the widest range of available play. You'll see familiar abilities in unfamiliar places, new abilities in the places of old ones, and changes aimed at bringing the entire Destiny system together into more of a cohesive whole.
Assuming you've never been in epics before, when you reach level 20, you will be directed to the Fatespinner and a new public area accessible from her dialogue. This area will contain NPCs that correspond to each Destiny. Speak to those NPCs to unlock the destiny for this character permanently. This NPC will give you a description of the playstyles that the tree supports, as well as serve a small part in a new, lightweight tutorial.
Once you have done this once on a character, you will not need to do it again. This is just a way for us to vector new players to the Epic gameplay loop into a space that can give them a bit of an aesthetical introduction to our Epic game. There are no more Twists of Fate in this system since players can branch out across up to three trees, but Fate Points still have a use.
These points are available at level 20 and can be freely spent between the trees you have slotted. If this is your first time in Epics, you will begin with a bare minimum of 36 Fate Points from unlocking the 12 currently available trees , which means you'll start level 20 with 12 Permanent Destiny Points.
This Permanent Destiny Point system is where we recapture the currently-frontloaded Destiny flow and allows us to offer playstyle-defining elements right out of the gate. The first two tiers of each tree are accessible at level 20, so you'll have quite a bit of choice and power at the start.
You earn Fate Points in a variety of ways - from the Tomes of Fate currently available, from Epic Past Lives at the ratio of 3 Epic Past Lives to 1 Fate Point compared to the ratio as it is currently , and from unlocking Destinies in the new system. You will no longer receive bonus Fate Points at levels 29 and This means that a player with 24 Epic Past Lives will start with 2 copies of Epic Completionist, and will be able to earn 2 more as they reach the 48 total Epic Past Lives.
A player will not be required to level up in a destiny, or earn XP in a destiny, to unlock new trees or reincarnate. The base 12 destinies will be unlocked at level 20 via a simple tutorial, and reincarnation will no longer require Karma to complete. This means that the only type of XP you need to worry about in Epics is Epic XP, which will be unchanged from how it is earned.
Epic XP will be displayed on your XP Bar differently by splitting each level up into Ranks so we can award points more often , but the amounts and totals needed to level up are unchanged from how they are currently. In order to address the backloaded feat flow and frontloaded enhancement flow, we are meeting in the middle for the new level-up experience for Epics:.
We are moving the Destiny Feat levels to follow directly after the Epic Feat levels. We want to smooth out the rate at which a player gains power considerably, which means we are lowering the minimum levels of the Destiny feats. Epic Destiny Feats no longer have Sphere requirements, as there are no more Spheres. Instead, they will simply have level prerequisites. These behave exactly as targets do currently. You can press the escape key to clear your hard target, just as you could before these changes.
Hard targets can be identified by the double ring around their feet and a bolder name. Using the smart targeting system, if you do not have a hard target, a "soft" target will be selected.
Monsters within close range are taken as a priority over items and interactables, with selection weighted towards objects that are closer to you and towards the middle of the screen.
Most spells and attacks will be aimed at your soft target, but area of effect direction spells such as fireball will be fired in the direction you are facing, as if you did not have a target selected.
If you move your mouse over a target, your soft target will shift to that one. If a creature that is a hard target becomes untargetable for a few moments due to incorporeality or teleportation, you will retarget them when they are available again if they are not invalid for more than a few seconds. In some situations, you may not want to have a close target selected such as when using ranged weapons.
You can use the G key to toggle the smart targeting system on or off. This feature can be further customized in the UI Settings in the Options menu. To address issues of player dissatisfaction with a high rate of missed attacks and to balance high AC numbers among characters, the "grazing hit" system adds a chance to apply a small amount of damage to monsters and players on attacks that would otherwise have missed if the number rolled on the die is high enough.
These hits will appear in your combat log and will also have a visual indicator in floaty damage. The thresholds for when players or monsters can graze on a missed attack is as follows subject to changes in the future :. Normal and Hard dungeons not solo, elite, or raid will now scale their difficulty based on the size and composition of the party to help "smaller" parties face a more appropriate amount of challenge.
Players and hirelings will contribute to the overall strength of the party which influences the difficulty of the dungeon. As a result, several different dungeon elements are adjusted to help keep the challenge of the dungeon in line with the size of the force taking it on. This can include things such as monster spell durations, hit points, and even damage output.
A new technology known as "Dungeon Alert" has been introduced into quests and adventure areas. While questing, if you or your party members get the attention of too many monsters, a warning symbol will alert you that you have alerted your enemies to your coming.
A warning level of "green skull" appears initially to remind you to be more cautious if you accrue too much aggro. Beyond the green skull alert level, the region's monsters become harder to escape from, and bosses grow challenging having had the time to be alerted to your presence. To reduce your alert level you may kill monsters that are chasing you, sneak past monsters so they don't see you, hide and wait for the monsters to overlook your presence, or other actions to help mitigate the amount of alertness you are triggering in the region.
DDO Unlimited introduces some new default keymapping settings to help players who are sailing to Stormreach from other gameplay styles. Remember that if you have customized your controls, but want to experiment with the new control schemes, be sure to make a copy of your keymapping file if you want to over-write with your custom settings.
To do so, save a copy of the following files somewhere else in your computer: UserPreferences. A new "Challenge" system has been added to the game to allow players to challenge one another to duels without having to go to a tavern first!
Arcane Tempest moves to a second cooldown, and a second duration. Arcane Tempest is no longer linked to Sigil of Battering Spellcraft.
Arcane Tempest now costs 1AP. Arcane Tempest now has a faster cast animation and cast time. Arcane Tempest no longer has a previously-unlisted saving throw. Arcane Adept now costs 1AP. Removed the Saving Throw from Arcane Tempest. Arcane Spellsurge now has a 1 minute cooldown. Nullmagic Aura no longer requires charging. Now has a 4 minute cooldown. Acid versions of these spells are now Conjuration spells. These spells should now be considered part of their Elements for the purpose of Caster Level increases other than Savant's caster level increases, which were already working.
Dragon Breath no longer uses Charges. Dragon Breath now has a 25 second cooldown. Fearsome Invulnerability no longer needs to be charged. It no longer says it does an Intimidate effect, on account of that functionality never being implemented ever.
Draconic Hunger's has been changed to: The voracity of your draconic ancestors is strong within you. Draconic Fury's cooldown reduced to 1 minute. Black Dragon Breath is now a Conjuration spell. See below for related Dragonborn changes Fatesinger: This tree has been completely redesigned. Some abilities from the old Fatesinger were moved into the new version, and further changes to those abilities are marked accordingly.
You also gain Inspire Courage if you didn't have it before. Core 3: Harmonic Resonance: Attacks have a chance of building up Resonance on your enemies, increasing their Sonic vulnerability and reducing their Armor Class by 2 per stack max 5 stacks.
Core 4: Intoxicating Presence: Enemies that strike you have a chance to be Fascinated. Siren's Song: relocated, damage now takes effect even if Mesmerize does not.
The duration of the additional fascinate now matches the other Fascinate durations. Bound Fate's immobilization now actually immobilizes faster creatures. Bound Fate's immobilization now lasts slightly longer. Bound Fate now has a 1 minute cooldown. Reign: relocated, now lasts 10 minutes, no longer requires Bard Songs to activate. When you activate this ability, your target is surrounded by magical energies, bestowing Resonance. Attempting to activate this ability on someone else will dispel this Hymn from your former target.
If you attempt to activate a different Hymn on someone who is already benefiting from this Hymn, it will dispel this Hymn as it applies the new one. You may activate this ability on yourself.
Divine Hymn: Another hymn, this time divine sphere themed. Primal Hymn: Another hymn, this time primal sphere themed. This Metamagic is considered always on at no additional cost. Turn of the Tide: several bug fixes: No longer a Bard Song. Cooldown is now 3 minutes. Sonic and Light damage now apply to bosses. Charisma now stacks with Inspire Excellence. The Thief Acrobat Core 2 level 3 enhancement, Stick Fighting, now grants Swords to Plowshares regardless of if you meet the prerequisites for it.
You are considered undead. Core 3: Multiselector: Improved Shrouding: Pick one of the following abilities that applies while in a Pale Shroud: Passive: While in a Shroud, you can breathe underwater. You no longer take extra damage from Light. Core 4: Pick an ability you didn't pick in Core 3. Envelops the caster in a sickly aura of negative energy. Living enemies stepping inside the aura take 3 to 12 negative energy damage plus 1 additional point per caster level every two seconds as long as they remain within it.
A successful Fortitude save reduces the damage by half. Undead are instead healed by the aura. This aura can affect up to one target per caster level. Accepts Metamagics. Scales with full Spell Power. No summon cost. You may only have one active at a time. Animate Ally: 18 second cooldown.
Target no longer takes damage over time. Zombie Form is removed on Rest or Death. Because Pale Masters should get to turn into bats and float away. This effect still ends if you attack. This effect may only trigger once every 60 seconds. Your melee attacks have a chance to dominate your adversaries.
On Hit: Target has a chance to be Paralyzed Will save vs. There is a new Level 9 Spell for Sorcerers and Wizards: Rend the Soul: Twists unholy energies around a single foe, causing it significant negative damage over time. Deals 4 to 10 damage every two seconds for 10 seconds for every caster level up to A successful fortitude save reduces damage by half. The spell Harm no longer has a facing requirement to be cast.
Falconry: Killer Instinct is no longer classified as a "Debuff" for display purposes. Bardic Inspiration's Heal over Time should be a lot quieter now. Favored Soul and Cleric: Silence the Wicked no longer stops movement. Artificer's Wrack Construct attack no longer stops movement.
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