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Dungeons and Dragons Online - Fair Codexia Dead - DDO NEWs Thread!

damager

Arbiter
Joined
Jan 19, 2016
Messages
751
I was not able to pick anything during character creation I believe. Maybe this comes with level up?
 

damager

Arbiter
Joined
Jan 19, 2016
Messages
751
Why can I not hold left mouse to turn the camera around me? It feels bad

Graphics are better than expected. I like them so far
Movement is a little wanky, janky, spongy, wongy, uncrisp
My character hits with the staff like karate kid, but when he shoots arcane missle he looks like a special ed kid in a wheel chair
Voice acting is great
Dialogue is short and unwordy, to the point. I like it

All in all it feels like it's missing some polish and I am playing an alpha
 

deama

Prophet
Joined
May 13, 2013
Messages
4,796
Location
UK
My character hits with the staff like karate kid, but when he shoots arcane missle he looks like a special ed kid in a wheel chair
There's a furry race that has new staff animations that don't look too bad. I forgot if that only applies to the iconic or not though.
 

Zurat-Yarkuch

Savant
Joined
Feb 7, 2016
Messages
463
New expansion coming out with tomorrow's update

Magic of Myth Drannor has arrived!​


Venture into the heart of the Forgotten Realms and brave the perilous ruins of Myth Drannor! Harness the power of chaotic Wild Magic, navigate mysteries of the Forgotten Realms, and thwart the sinister Red Wizards of Thay in their quest for dark secrets. Join the adventure to restore the Elves' ancient capital—will you rise to the challenge? Dive into Magic of Myth Drannor and shape the future of the legendary Elven city!


Read more about the Magic of Myth Drannor expansion on DDO.com!


Venture through the lands of Myth Drannor with 13 new quests and an exciting new wilderness area! A raid will be released for this content in the future as well. Myth Drannor's quests are level 13 on Heroic difficulty and level 35 on Legendary difficulty. Talk to Aelorin Ungive in the Outskirts of Myth Drannor to begin the story. You can reach the Outskirts of Myth Drannor from either Eveningstar (near the Thunderholme entrance) or the Gatekeeper's Grove.


The game's level cap is now 34! More experience, more powerful loot, new Feats and more!


News and Notes:​


Favor:​


  • Two tiers of Cormanthor elven Favor are now available. Tier 1 awards +1 to your Saving Throws versus Spells, and Tier 2 awards +5 Hit Points.

New Epic Feats:​


  • These are all Minimum Level 21, and can be taken with normal feat slots that you get at levels 21, 24, 27, 30, and 33.
    • Patience: Your attack speed is reduced by 10%, but you gain +1 Critical Multiplier with all weapons.
    • Eerie Aim: You gain +5% Dodge Bypass, +5% Deflection Bypass, and +10 to Attack.
    • Paranoid: You take 10% less damage from Traps, and you automatically Spot almost all traps as you approach them.
    • Inspiring Bond: When your Hirelings or Pets die, after 2.5 seconds they are automatically resurrected and heal to full health. This can occur only once for each creature every 3 minutes. In addition, your Hirelings, Pets, and Summons gain +25 Physical Resistance Rating and Magical Resistance Rating.
    • Defensive Tumble: When you Tumble, for the next 3 seconds you take 20% less damage from all sources (except Bane). In addition, your Tumble charges recharge .5 seconds faster, and the bonus to Reflex Saving Throws you receive while actively Tumbling is now also applied to Fortitude and Will saving throws while Tumbling.
    • Trick Shot: When you Tumble, you gain +40 Ranged Power for 4 seconds. In addition, your Tumble charges recharge .5 seconds faster.

New Epic Destiny Feats:​


  • These are all Minimum Level 21 except for Titan's Blood, which is ML34. These can be taken with Destiny Feat Slots, which you get at 22, 25, 28, 31, and 34.
    • Titan's Blood: Minimum Level 34. You gain a +10% Legendary Bonus to Maximum Hit Points.
    • Guarded Actions: Whenever you use an Action Boost, you take 20% less damage for 6 seconds.
    • Arcane Actions: Whenever you use an Action Boost, you gain a +100 Competence Bonus to Universal Spell Power and +2 to Imbue Dice for 6 seconds.
    • Channel Power: After blocking with an Orb or Staff for at least three seconds, get a +100 Competence Bonus to Universal Spell Power and a +4 to all Spell DCs for three seconds.
    • Reverberating Shout: Activate to shout at all nearby creatures, Intimidating them unless they make a Will Saving Throw (DC equal to your Intimidate skill). This works on all creature types, including those normally immune to Intimidate.
    • Face Me: Whenever you use an Action Boost, your threat generation is increased by 200% for 6 seconds.

New Items and Augments:​


  • Loot in this update is Minimum Level 13 in Heroic, and Minimum Level 33 in Legendary.
  • Weapons from the Weapon Suite can be found in chests:
    • Like previous expansion packs, most chests (including Optional Objective chests) have a chance to drop weapons from the Weapon Suite - In this case, the Fallen Age weapons.
    • In rare cases, when the Weapon Suite table is rolled, you will receive a weapon from the Golden Age suite instead.
  • Generation 3 Filigree: On Legendary difficulties, end reward chests may drop Generation 3 Filigree.
  • The named loot table for each dungeon's end chests includes named items, Sun and/or Moon Augments, and rarely something from that dungeon's Rare Loot Table. The Rare Loot Table includes a mix of exclusive Named Items and Sun/Moon Augments that are unique to that chest. In Legendary, Minor Artifacts may also drop from this list in certain dungeons.
  • Sun and Moon Augments / Set Bonuses:
    • In Update 69, there are no traditional Set Bonuses. Instead, items in this pack (both Heroic and Legendary) have Sun and Moon Augment Slots.
      • One Sun Augment Slot appears on Armor, Helm, Cloak, Goggle, and Trinket slot items.
      • One Moon Augment Slot appears on Glove, Bracer, Belt, Necklace, and Boot slot items.
      • Sun and Moon Augment Slots do not appear on Ring, Rune Arm, Quiver, Ammunition, or Weapon/Shield slot items, and we intend to keep it that way in future updates.
    • Sun and Moon Augments work exactly like Chromatic (Red, Blue, Colorless, etc.) Augments. They are slotted the same way, removed with Jeweler's Toolkits, and can be replaced by slotting a new Sun or Moon Augment in an existing one's place.
    • Sun Augment Slots only accept Sun Augments, and Moon Augment Slots only accept Moon Augments.
    • The Sun and Moon Augments in this pack are Unbound.
    • Sun and Moon Augment Slots can appear on items in addition to the expected number/type of Chromatic Augment Slots (so an item may have Yellow, Green and Sun slots simultaneously).
    • Sun Augments replace Primary sets in this pack, meaning their Effect Bonus Type is usually Artifact. Moon Augments replace Secondary sets in this pack, meaning their Effect Bonus Type is usually Profane.
      • This means their effects do not stack with similar Set Bonuses from previous packs, though if you have a combination of loot with an old Set and Myth Drannor Loot with Sun/Moon Augments that provides bonuses to different stats, they will work together. Most Artifact and Profane bonuses from recent sets have a corresponding Sun or Moon Augment somewhere in Myth Drannor.
    • Sun/Moon Augments that drop in Legendary Dungeons in Myth Drannor are ML30. Most Sun/Moon Augments that drop in Heroic Dungeons in Myth Drannor are ML1, though some have higher minimum levels. This isn't especially relevant in Myth Drannor, as the only items with slots will be ML13 and ML33, but it may be relevant if this system is used beyond this pack.

Bug Fixes:​


  • The guild airship Farshifter can now offer more than nine teleportation options, and now offers the ability to teleport to Myth Drannor for characters with access to the Myth Drannor teleportation item available in the Ultimate Edition of Magic of Myth Drannor.
  • The Spell Damage tooltip on the character sheet now properly displays Chaos, Lawful, and Evil damage.
  • The Dragon Hatchling Pet now has its proper preview avatar.
  • Eladrin and Tabaxi icons are no longer missing from the Social Panel.
  • Various typos have been corrected.
  • The Flying Carpet mount no longer sticks to your hand when drinking a potion or casting teleport.
  • The Blue Draconic Wings have had a display issue corrected for Aasimar Druids and veiled Druid elemental forms.
  • A stuck spot has been fixed in the Isle of Dread quest "The Trouble with Tar Pits".
  • A variety of enemies in entrance states which were attackable but not targetable now can be targeted. Not every enemy with this bug has been corrected, but many have.
  • The damage from Quick Cutter in Fury of the Wild now properly scales with Melee Power.
  • An issue has been corrected with many humanoid caster enemies which caused them to throw a dagger instead of casting a spell.
  • An issue that could cause Nothics to go brain dead after defeating a target has been corrected.

Gameplay Changes:​


  • Naarhesh now offers the teleport item "Book of Legends: Myth Drannor" to any who have purchased the Ultimate Edition of Magic of Myth Drannor.
  • The Gatekeeper's Grove now has a Stormreach teleporter, and can be reached via the Stormreach teleporter system and Airship Captain.
  • Howler Quills now have a shorter duration and the player now rechecks their Saving Throws against them more frequently.
  • Howler Quill Saving Throws now scale with level.
  • Casting a Teleport spell now dismounts you.
  • Knight's Challenge now adds 400 Hate times the level of the target against the user, and removes all other targets on the character's Hate list. This makes it easier for players using this ability to make a lead in Threat before the taunt override expires.
  • All "socket" style objects in the socket/crest system will now display on the mini-map until they are filled.

Known Issues:​


Some of the new feats are interesting but some are definite garbage. As someone who plays melee giving up 10% attack speed for just +1 to critical multiplier is a huge net negative to your DPS. Have no idea how they approved that at all. Apparently Tanks will be access to Legendary Bonus to Hitpoints from the Shields in this expansion, so Titan's blood is probably meant for Melee DPS for survival boost. Curious about if Reverberating Shout will be useful in practice as Throw the boom already gets aggro from non-intimidate enemies.

In the bug fixes I'm glad they fixed that weird behaviour were the caster enemies would throw a dagger instead of spellcasting. Now if they can fix casters from swinging their melee weapon instead of casting a spell the fix will be complete.
 

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