View Full Version : Future Mysterious Remants Rewards (Monster Champions) - Augments, Cloak
Vargouille
02-13-2015, 06:29 PM
We're looking at adding some additional reward options in the future for Mysterious Remnants, available through the existing vendor in the Hall of Heroes.
There's two broad categories of rewards, standard rewards that are available all of the time, and "Festival" rewards that are turned on for shorter periods of time (often one weekend, maybe one week). The first list below is fairly long.
We'd like to hear what you think of these rewards, and the general reward structure.
New Standard Rewards
This is a series of Augments that mostly exist in some form in DDO already. These aren't always "easily" available and we felt Augments were a good solution for providing items that are usable by a lot of players. We recognize that some players that want these augments may go through different routes they'd use to obtain some of these, and that's OK.
Each of these Augments has an associated minimum level (generally along the pattern of 4, 8, 12, 16, 20).
Sapphires of Defense provide both Physical Resistance and Magical Resistance.
Summary: Ability score augments, Elemental "on-hit" damage augments, Spell Power Augments, Saving Throw augments, PRR/MRR Augments, and Energy Resistance augments.
Augment, Cost in Mysterious Remnants
"Ruby of Minor Flame", 100
"Ruby of Minor Frost", 100
"Ruby of Minor Acid", 100
"Ruby of Minor Shock", 100
"Ruby of Combustion 30", 100
"Ruby of Glaciation 30", 100
"Ruby of Corrosion 30", 100
"Ruby of Magnetism 30", 100
"Ruby of Resonance 30", 100
"Ruby of Impulse 30", 100
"Ruby of Radiance 30", 100
"Ruby of Nullification 30", 100
"Ruby of Devotion 30", 100
"Ruby of Reconstruction 30", 100
"Ruby of Lesser Flame", 200
"Ruby of Lesser Frost", 200
"Ruby of Lesser Acid", 200
"Ruby of Lesser Shock", 200
"Ruby of Combustion 42", 200
"Ruby of Glaciation 42", 200
"Ruby of Corrosion 42", 200
"Ruby of Magnetism 42", 200
"Ruby of Resonance 42", 200
"Ruby of Impulse 42", 200
"Ruby of Radiance 42", 200
"Ruby of Nullification 42", 200
"Ruby of Devotion 42", 200
"Ruby of Reconstruction 42", 200
"Ruby of Flame", 400
"Ruby of Frost", 400
"Ruby of Acid", 400
"Ruby of Shock", 400
"Ruby of Combustion 54", 400
"Ruby of Glaciation 54", 400
"Ruby of Corrosion 54", 400
"Ruby of Magnetism 54", 400
"Ruby of Resonance 54", 400
"Ruby of Impulse 54", 400
"Ruby of Radiance 54", 400
"Ruby of Nullification 54", 400
"Ruby of Devotion 54", 400
"Ruby of Reconstruction 54", 400
"Ruby of Improved Flame", 600
"Ruby of Improved Frost", 600
"Ruby of Improved Acid", 600
"Ruby of Improved Shock", 600
"Ruby of Combustion 66", 600
"Ruby of Glaciation 66", 600
"Ruby of Corrosion 66", 600
"Ruby of Magnetism 66", 600
"Ruby of Resonance 66", 600
"Ruby of Impulse 66", 600
"Ruby of Radiance 66", 600
"Ruby of Nullification 66", 600
"Ruby of Devotion 66", 600
"Ruby of Reconstruction 66", 600
"Ruby of Greater Flame", 800
"Ruby of Greater Frost", 800
"Ruby of Greater Acid", 800
"Ruby of Greater Shock", 800
"Ruby of Combustion 78", 800
"Ruby of Glaciation 78", 800
"Ruby of Corrosion 78", 800
"Ruby of Magnetism 78", 800
"Ruby of Resonance 78", 800
"Ruby of Impulse 78", 800
"Ruby of Radiance 78", 800
"Ruby of Nullification 78", 800
"Ruby of Devotion 78", 800
"Ruby of Reconstruction 78", 800
"Ruby of Superior Flame", 1000
"Ruby of Superior Frost", 1000
"Ruby of Superior Acid", 1000
"Ruby of Superior Shock", 1000
"Ruby of Combustion 90", 1000
"Ruby of Glaciation 90", 1000
"Ruby of Corrosion 90", 1000
"Ruby of Magnetism 90", 1000
"Ruby of Resonance 90", 1000
"Ruby of Impulse 90", 1000
"Ruby of Radiance 90", 1000
"Ruby of Nullification 90", 1000
"Ruby of Devotion 90", 1000
"Ruby of Reconstruction 90", 1000
"Sapphire of Resistance +1", 100
"Sapphire of Defense +2", 100
"Sapphire of Resistance +2", 200
"Sapphire of Defense +4", 200
"Sapphire of Resistance +3", 400
"Sapphire of Defense +6", 400
"Sapphire of Resistance +4", 600
"Sapphire of Defense +8", 600
"Sapphire of Resistance +5", 800
"Sapphire of Defense +10", 800
"Sapphire of Resistance +6", 1000
"Sapphire of Defense +12", 1000
"Topaz of Fire Resistance 5", 100
"Topaz of Cold Resistance 5", 100
"Topaz of Acid Resistance 5", 100
"Topaz of Electric Resistance 5", 100
"Topaz of Sonic Resistance 5", 100
"Topaz of Fire Resistance 10", 200
"Topaz of Cold Resistance 10", 200
"Topaz of Acid Resistance 10", 200
"Topaz of Electric Resistance 10", 200
"Topaz of Sonic Resistance 10", 200
"Topaz of Fire Resistance 15", 400
"Topaz of Cold Resistance 15", 400
"Topaz of Acid Resistance 15", 400
"Topaz of Electric Resistance 15", 400
"Topaz of Sonic Resistance 15", 400
"Topaz of Fire Resistance 20", 600
"Topaz of Cold Resistance 20", 600
"Topaz of Acid Resistance 20", 600
"Topaz of Electric Resistance 20", 600
"Topaz of Sonic Resistance 20", 600
"Topaz of Fire Resistance 25", 800
"Topaz of Cold Resistance 25", 800
"Topaz of Acid Resistance 25", 800
"Topaz of Electric Resistance 25", 800
"Topaz of Sonic Resistance 25", 800
"Topaz of Fire Resistance 30", 1000
"Topaz of Cold Resistance 30", 1000
"Topaz of Acid Resistance 30", 1000
"Topaz of Electric Resistance 30", 1000
"Topaz of Sonic Resistance 30", 1000
"Diamond of Strength +1", 300
"Diamond of Dexterity +1", 300
"Diamond of Constitution +1", 300
"Diamond of Intelligence +1", 300
"Diamond of Wisdom +1", 300
"Diamond of Charisma +1", 300
"Diamond of Strength +2", 400
"Diamond of Dexterity +2", 400
"Diamond of Constitution +2", 400
"Diamond of Intelligence +2", 400
"Diamond of Wisdom +2", 400
"Diamond of Charisma +2", 400
"Diamond of Strength +3", 500
"Diamond of Dexterity +3", 500
"Diamond of Constitution +3", 500
"Diamond of Intelligence +3", 500
"Diamond of Wisdom +3", 500
"Diamond of Charisma +3", 500
"Diamond of Strength +4", 700
"Diamond of Dexterity +4", 700
"Diamond of Constitution +4", 700
"Diamond of Intelligence +4", 700
"Diamond of Wisdom +4", 700
"Diamond of Charisma +4", 700
"Diamond of Strength +5", 1000
"Diamond of Dexterity +5", 1000
"Diamond of Constitution +5", 1000
"Diamond of Intelligence +5", 1000
"Diamond of Wisdom +5", 1000
"Diamond of Charisma +5", 1000
"Diamond of Strength +6", 2000
"Diamond of Dexterity +6", 2000
"Diamond of Constitution +6", 2000
"Diamond of Intelligence +6", 2000
"Diamond of Wisdom +6", 2000
"Diamond of Charisma +6", 2000
New "Festival" Rewards
Somewhat similar to the Eternal Flasks and the Crown of fire, these items would be available on a limited time basis, but would be expected to return again in the future. These would not necessarily be available at the same time as the Flasks and Crown, however. (The exact timing and appearances are part of a larger rewards schedule.)
Summary: More powerful versions of the standard rewards augments, and Mysterious Cloaks & Mysterious Bracers.
Mysterious Cloaks & Mysterious Bracers
These are intentionally identical items. We're choosing to put out a Cloak version and a Bracers version to make it easier to mix into the puzzle that is juggling items between your equipment slots.
Minimum Level 7: +15 Exceptional bonus to Positive Healing Amplification, +11 Competence bonus to Magical Resistance, Green Augment Slot, Colorless Augment Slot, Masterful Craftsmanship 4
Minimum Level 14: +30 Exceptional bonus to Positive Healing Amplification, +18 Competence bonus to Magical Resistance, Green Augment Slot, Colorless Augment Slot, Masterful Craftsmanship 4
Minimum Level 21: +45 Exceptional bonus to Positive Healing Amplification, +25 Competence bonus to Magical Resistance, Green Augment Slot, Colorless Augment Slot, Masterful Craftsmanship 4
(updated post Lamannia, because things change)
Pre-answering some questions that came up from the Council: Masterful Craftsmanship 4 reduces the minimum level by 4 (so while the first item has a minimum level of 7, it would normally be 11). Yes, that's an Exceptional bonus to Healing Amplification, the same bonus type given to the old 10% Healing Amplification items before the recent Healing Amp changes. Competence bonus hasn't been used for MRR before, so this would stack with everything made so far.
Festival Augments
"Diamond of Strength +7", 3000
"Diamond of Dexterity +7", 3000
"Diamond of Constitution +7", 3000
"Diamond of Intelligence +7", 3000
"Diamond of Wisdom +7", 3000
"Diamond of Charisma +7", 3000
"Diamond of Exceptional Strength +1", 3000
"Diamond of Exceptional Dexterity +1", 3000
"Diamond of Exceptional Constitution +1", 3000
"Diamond of Exceptional Intelligence +1", 3000
"Diamond of Exceptional Wisdom +1", 3000
"Diamond of Exceptional Charisma +1", 3000
"Diamond of Insightful Strength +2", 3000
"Diamond of Insightful Dexterity +2", 3000
"Diamond of Insightful Constitution +2", 3000
"Diamond of Insightful Intelligence +2", 3000
"Diamond of Insightful Wisdom +2", 3000
"Diamond of Insightful Charisma +2", 3000
"Ruby of Sovereign Flame", 2000
"Ruby of Sovereign Frost", 2000
"Ruby of Sovereign Acid", 2000
"Ruby of Sovereign Shock", 2000
"Ruby of Combustion 114", 2000
"Ruby of Glaciation 114", 2000
"Ruby of Corrosion 114", 2000
"Ruby of Magnetism 114", 2000
"Ruby of Resonance 114", 2000
"Ruby of Impulse 114", 2000
"Ruby of Radiance 114", 2000
"Ruby of Nullification 114", 2000
"Ruby of Devotion 114", 2000
"Ruby of Reconstruction 114", 2000
"Sapphire of Resistance +7", 2000
"Sapphire of Defense +14", 2000
"Topaz of Fire Resistance 35", 2000
"Topaz of Cold Resistance 35", 2000
"Topaz of Acid Resistance 35", 2000
"Topaz of Electric Resistance 35", 2000
"Topaz of Sonic Resistance 35", 2000
Thanks for your feedback!
Vargouille
02-13-2015, 06:31 PM
A brief reminder that current Player's Council members are urged to not post in this thread for approximately 36 hours, so we can get feedback from the community at large initially untainted by those who have seen this topic already, and earlier iterations of this topic.
Monkey-Boy
02-13-2015, 06:37 PM
Give me some augments I can't get through some other means and I might care enough to bother to farm for the champ droppings.
Healing amp?
Artifact damage bonus?
True seeing?
Wizza
02-13-2015, 06:40 PM
Nice, tons of augments of stuff that you can get readily on a random gen loot, as augments in GH or Twelve or about EVERYWHERE else for about 1k plat and some mats.
Also, what about people at cap? Thanks for thinking to us (not) but no, I appreciate your effort but try more. As a player at level 28, this post, these rewards are completely useless.
Nothing much interesting for level 28 toons. The hamp items are pretty cool but not really worth of giving up any other gear.
Gratch
02-13-2015, 06:42 PM
Hmmm... interesting. Well not the augments I can already get from the Twelve crafting or Gianthold vendors. But at least this gives others a more universal ingredient to get those.
So no on healing amp augments then?
Also no skill augments.... hmmmm.
Lots of work I won't use except maybe the new healing amp/bonus MRR items for ETR leveling.
bbqzor
02-13-2015, 06:45 PM
Initially... Meh. Its better than what is there now. And it WILL be useful to players. On those two points, thumbs up.
But its also nothing that didnt already exist (save the MRR aug). So there is a high degree of probability that veterans will, at some point, have diminishing use for the entire thing.
I like that it provides a UNIVERSAL avenue to obtain augment progression. This does NOT bias against new players, or require certain content (which is frequently only available in a specific level range). There are positives.
Its probably better for the game that this go live than not, even if personally I cant see really being affected one way or the other.
The one possibility is the cloak/bracers, for one sole reason: healing amp and prr/mrr before epic. But to fill such a large gap in the games implementation, it really should be something thats always available. With it being a "seasonal" offering, it wont really help anyone unless they save up and buy it for a future heroic life and thats really not what the game needs encouraged right now. Its a "rich get richer" kind of thinking for people already established making their life easier. It needs to be accessible to people who DONT already have those things.
If you make those (cloak/bracer) 24/7 offerings, I would be much more inclined to say this was a good change. As written, it just looks like another path to the same place, and as someone whos been around long enough to see places, it doesnt really fit the bill for "making remnants cool". But itll help the new guy, so like I said, better than nothing. Id really like to see it address some greater purpose though... and extending access to what are quickly becoming "game-required" stats like healing amp and prr/mrr into heroic is an actual void that needs filling.
FestusHood
02-13-2015, 06:46 PM
I would like to see skill augments available in the festival category. All the ones you listed here are available in Gianthold now. It might be nice for people who don't own Gianthold or can't get a raid completion.
If you ever decide to put in healing amp augments, please don't make them of the stacking exceptional type. I would want them to replace gear that i feel somewhat forced to wear.
depositbox
02-13-2015, 06:57 PM
omg that cloak!!
apep1412
02-13-2015, 07:11 PM
Mysterious Cloaks & Mysterious Bracers
These are intentionally identical items. We're choosing to put out a Cloak version and a Bracers version to make it easier to mix into the puzzle that is juggling items between your equipment slots.
Minimum Level 7: +15 Exceptional bonus to Positive Healing Amplification, +11 Competence bonus to Magical Resistance, Green Augment Slot, Yellow Augment Slot, Masterful Craftsmanship 4
Minimum Level 14: +30 Exceptional bonus to Positive Healing Amplification, +18 Competence bonus to Magical Resistance, Green Augment Slot, Yellow Augment Slot, Masterful Craftsmanship 4
Minimum Level 21: +45 Exceptional bonus to Positive Healing Amplification, +25 Competence bonus to Magical Resistance, Green Augment Slot, Yellow Augment Slot, Masterful Craftsmanship 4
Pre-answering some questions that came up from the Council: Masterful Craftsmanship 4 reduces the minimum level by 4 (so while the first item has a minimum level of 7, it would normally be 11). Yes, that's an Exceptional bonus to Healing Amplification, the same bonus type given to the old 10% Healing Amplification items before the recent Healing Amp changes. Competence bonus hasn't been used for MRR before, so this would stack with everything made so far.
Concerning your pre-answer to Masterful Craftsmanship 4: Is there a reason for it to appear on these items? Do they count as randomly generated loot? Does each level version have different tiers, one of which adds the MC4, decreasing the level? Otherwise, wouldn't it be the same as making them 7/14/21 instead of making them 11/18/25 with MC4? I also noticed that there's no cost listed for these. I can see myself using the cloak version, even at level 28 on some characters. I can't find a use for the bracer version in epic levels, but that's mostly because the cloak version exists and there aren't a lot of good epic cloak options.
Festival Augments
"Diamond of Insightful Strength +2", 3000
"Diamond of Insightful Dexterity +2", 3000
"Diamond of Insightful Constitution +2", 3000
"Diamond of Insightful Intelligence +2", 3000
"Diamond of Insightful Wisdom +2", 3000
"Diamond of Insightful Charisma +2", 3000
It's nice to see these somewhere outside of random loot, even if it's only occasionally.
LordTigerDawn
02-13-2015, 07:13 PM
Opinion:
Any augment with lvl 8 or less needs to have their costs cut by 4. This is the newbie levels, and making it expensive to get stuff the pro's sell to a vendor on a regular basis, is kinda pointless. A newb who actually does a elite quite should feel rewarded by doing so. Let him get his 1d2 acid dmg, if he can find a item with a red slot at that lvl, which should be the hard part.
Augments:
I want an augment that changes an augment slot to a crafting slot. I want to be able to use my crafter for something.
Mysterious items: Would rather have cloak and belt. Bracers have so many competition items.
Yes, I would use the mysterious items. We need a lvl 28 version though. We also need a lvl 1 version so the newbs feel special.
I would care more if their was cosmetic cloaks and bracers that a toon could wear. Then as long as they were pretty, I would want them even more.
3k for the high end festival items seems ridiculous considering you can get the same stuff from gh relic turn ins.
You should also offer remnants to heart seeds prices on a regular basis. The heart seeds are pretty much given away at lvl 28, this would save running a couple of quests.
Shaskja
02-13-2015, 07:14 PM
What I expected to see on this thread by reading the Title: New content, new objects, new stuff to incorporate.
If you plan on making the augments that are mainly ALREADY available to people, via Gianthold, to free to play players, that is nice.
However, why limit yourselves to simply this? It seems a tad on the lazy side, as it is noted that the Barter System is already a template you all possess in terms of setting up the trades.
As far as adding stuff to this, that we can get, would be:
-XP Potions; Not asking for your to throw Sov pots at everyone's feet, but a 10% Bonus for 3/6 Hours for 5k Remnants would be nice.
-Healing Amplification Augments, system you added for this made the game a ton easier to balance, but why stop short? Everything has an augment, why not this?
-Skill Augments; These are rare in-game, and would help out the community a ton if these were released from +5, to a +15 or so. And make them raise the level of the item as per usual.
-This may seem like an odd idea, but allow the barter system to allow players to add Augment Slots to Loot-Gen items.
In this manner, we have a use to farm for Remnants.
--2000 Remnants for a Colorless
--5000 to 10000 for a Red, Blue, or Yellow.
And to balance such items, it would be best to limit it to One of each, or Either or.
Raise the level as usual to balance this feature.
This could also be used to revive the old and dying Cannith Crafting that was made obsolete with Thunder-Forged.
-And while an oddball request, why not tomes?
+1 For 2k
+2 For 4k
+3 For 6k
+4 For 10k
This way, free to play can catch up a bit, but would still have to buy the +5/6 tomes, or the content for it (Epics)
-Why not a new line of cosmetics?
Ive seen Turbine showcase cosmetics often, why not make some more accessible?
Mirror For 20k
Special Cosmetics ( Like the Crown ) for 10k
While I am not bashing the feature, it would be nice to see turbine push it more to the limits, and make use.
Most players seem frustrated because some systems are put into place, but never continued or finished, or updated.
So it would be nice to see some depth into this one.
Just as an overall - This idea floats, its nice for free to play, and VIP players do not need to farm Gianthold for fancy augments, as they can grab some from here.
Again, not bashing, but I just wanna emphasize what players hope this new barter system can bring.
Push it a bit more in the right direction, and it can be nice.
dunklezhan
02-13-2015, 07:17 PM
I think that your mid-lower level items are way, way too expensive. It would be nice if there was a remote possibility that a relatively new player could earn some appropriate level augments before outlevelling their usefulness and based on the drop rates I experience at least that just seems unlikely. I have no problems with higher tier augments being expensive, people will use jewellers kits to keep that kind of stuff but lowbie augments are near useless, given the speed one levels and finds effects on loot - even 100 remnants for a L4 augment is really just too high.
This issue is not just limited to champion augments, but augments in general. Put it this way - the current system means I still don't bother trailing around the collectible merchants and my bags just get more full. With prices like these, my bags are going to get very full of remnants too, because it'll take so long to earn enough to buy anything, I will have got out of the habit of checking on - and therefore caring about - my remnant totals. I will simply forget about the system, as I more or less do with augments barring a couple of the nice chance-to-proc ones which I managed to get for a couple of mil off the auction house because I can guarantee you they'd never actually drop for me.
Basically, the speed you blow through low to mid heroics these days, anything intended for L12 or under is basically throwaway loot now. So there's zero point making people work for it when it comes to augments at that level particularly.
As far as the actual effects on the list - sorry but /meh. Standard effects are standard. for the festival loot especially I was hoping for more interesting effects like some of the wackier named loot effects (staggering, antimagic spike, treason, nightmare spike, that kind of thing). Obviously more sources of +7 stat and exceptional stat are going to be welcomed (actually, the exceptional stats are the only way I'd be interested in trying to slot stats via augments, I don't want to minimise how useful they are. They're just not interesting). We just had Sev in another thread telling us about all the varied tactics and abilities and options available to us as players with regard dealing with champions, be nice if the rewards for defeating them mirrored that. As it is, I don't honestly think you should bother spending the effort putting any of that in at those prices for anything below about L16. Would anyone really buy them, or would everyone be saving up for the higher level stuff? Think about DDO's own pricing strategy - for low level consumption it's all about the micro transactions. Low level augments would seem an ideal place to apply that same strategy when it comes to the in game 'ingredient' cost.
actually, on the plus side, the uniformity of that list would suggest you're pretty good at getting those effects to slot into place at will now. Shape of Cannith to come?
UurlockYgmeov
02-13-2015, 07:24 PM
We're looking at adding some additional reward options in the future for Mysterious Remnants, available through the existing vendor in the Hall of Heroes.
There's two broad categories of rewards, standard rewards that are available all of the time, and "Festival" rewards that are turned on for shorter periods of time (often one weekend, maybe one week). The first list below is fairly long.
We'd like to hear what you think of these rewards, and the general reward structure.
New Standard Rewards
This is a series of Augments that mostly exist in some form in DDO already. These aren't always "easily" available and we felt Augments were a good solution for providing items that are usable by a lot of players. We recognize that some players that want these augments may go through different routes they'd use to obtain some of these, and that's OK.
Each of these Augments has an associated minimum level (generally along the pattern of 4, 8, 12, 16, 20).
Sapphires of Defense provide both Physical Resistance and Magical Resistance.
Summary: Ability score augments, Elemental "on-hit" damage augments, Spell Power Augments, Saving Throw augments, PRR/MRR Augments, and Energy Resistance augments.
Augment, Cost in Mysterious Remnants
"Ruby of Minor Flame", 100
"Ruby of Minor Frost", 100
"Ruby of Minor Acid", 100
"Ruby of Minor Shock", 100
"Ruby of Combustion 30", 100
"Ruby of Glaciation 30", 100
"Ruby of Corrosion 30", 100
"Ruby of Magnetism 30", 100
"Ruby of Resonance 30", 100
"Ruby of Impulse 30", 100
"Ruby of Radiance 30", 100
"Ruby of Nullification 30", 100
"Ruby of Devotion 30", 100
"Ruby of Reconstruction 30", 100
"Ruby of Lesser Flame", 200
"Ruby of Lesser Frost", 200
"Ruby of Lesser Acid", 200
"Ruby of Lesser Shock", 200
"Ruby of Combustion 42", 200
"Ruby of Glaciation 42", 200
"Ruby of Corrosion 42", 200
"Ruby of Magnetism 42", 200
"Ruby of Resonance 42", 200
"Ruby of Impulse 42", 200
"Ruby of Radiance 42", 200
"Ruby of Nullification 42", 200
"Ruby of Devotion 42", 200
"Ruby of Reconstruction 42", 200
"Ruby of Flame", 400
"Ruby of Frost", 400
"Ruby of Acid", 400
"Ruby of Shock", 400
"Ruby of Combustion 54", 400
"Ruby of Glaciation 54", 400
"Ruby of Corrosion 54", 400
"Ruby of Magnetism 54", 400
"Ruby of Resonance 54", 400
"Ruby of Impulse 54", 400
"Ruby of Radiance 54", 400
"Ruby of Nullification 54", 400
"Ruby of Devotion 54", 400
"Ruby of Reconstruction 54", 400
"Ruby of Improved Flame", 600
"Ruby of Improved Frost", 600
"Ruby of Improved Acid", 600
"Ruby of Improved Shock", 600
"Ruby of Combustion 66", 600
"Ruby of Glaciation 66", 600
"Ruby of Corrosion 66", 600
"Ruby of Magnetism 66", 600
"Ruby of Resonance 66", 600
"Ruby of Impulse 66", 600
"Ruby of Radiance 66", 600
"Ruby of Nullification 66", 600
"Ruby of Devotion 66", 600
"Ruby of Reconstruction 66", 600
"Ruby of Greater Flame", 800
"Ruby of Greater Frost", 800
"Ruby of Greater Acid", 800
"Ruby of Greater Shock", 800
"Ruby of Combustion 78", 800
"Ruby of Glaciation 78", 800
"Ruby of Corrosion 78", 800
"Ruby of Magnetism 78", 800
"Ruby of Resonance 78", 800
"Ruby of Impulse 78", 800
"Ruby of Radiance 78", 800
"Ruby of Nullification 78", 800
"Ruby of Devotion 78", 800
"Ruby of Reconstruction 78", 800
"Ruby of Superior Flame", 1000
"Ruby of Superior Frost", 1000
"Ruby of Superior Acid", 1000
"Ruby of Superior Shock", 1000
"Ruby of Combustion 90", 1000
"Ruby of Glaciation 90", 1000
"Ruby of Corrosion 90", 1000
"Ruby of Magnetism 90", 1000
"Ruby of Resonance 90", 1000
"Ruby of Impulse 90", 1000
"Ruby of Radiance 90", 1000
"Ruby of Nullification 90", 1000
"Ruby of Devotion 90", 1000
"Ruby of Reconstruction 90", 1000
"Sapphire of Resistance +1", 100
"Sapphire of Defense +2", 100
"Sapphire of Resistance +2", 200
"Sapphire of Defense +4", 200
"Sapphire of Resistance +3", 400
"Sapphire of Defense +6", 400
"Sapphire of Resistance +4", 600
"Sapphire of Defense +8", 600
"Sapphire of Resistance +5", 800
"Sapphire of Defense +10", 800
"Sapphire of Resistance +6", 1000
"Sapphire of Defense +12", 1000
"Topaz of Fire Resistance 5", 100
"Topaz of Cold Resistance 5", 100
"Topaz of Acid Resistance 5", 100
"Topaz of Electric Resistance 5", 100
"Topaz of Sonic Resistance 5", 100
"Topaz of Fire Resistance 10", 200
"Topaz of Cold Resistance 10", 200
"Topaz of Acid Resistance 10", 200
"Topaz of Electric Resistance 10", 200
"Topaz of Sonic Resistance 10", 200
"Topaz of Fire Resistance 15", 400
"Topaz of Cold Resistance 15", 400
"Topaz of Acid Resistance 15", 400
"Topaz of Electric Resistance 15", 400
"Topaz of Sonic Resistance 15", 400
"Topaz of Fire Resistance 20", 600
"Topaz of Cold Resistance 20", 600
"Topaz of Acid Resistance 20", 600
"Topaz of Electric Resistance 20", 600
"Topaz of Sonic Resistance 20", 600
"Topaz of Fire Resistance 25", 800
"Topaz of Cold Resistance 25", 800
"Topaz of Acid Resistance 25", 800
"Topaz of Electric Resistance 25", 800
"Topaz of Sonic Resistance 25", 800
"Topaz of Fire Resistance 30", 1000
"Topaz of Cold Resistance 30", 1000
"Topaz of Acid Resistance 30", 1000
"Topaz of Electric Resistance 30", 1000
"Topaz of Sonic Resistance 30", 1000
"Diamond of Strength +1", 300
"Diamond of Dexterity +1", 300
"Diamond of Constitution +1", 300
"Diamond of Intelligence +1", 300
"Diamond of Wisdom +1", 300
"Diamond of Charisma +1", 300
"Diamond of Strength +2", 400
"Diamond of Dexterity +2", 400
"Diamond of Constitution +2", 400
"Diamond of Intelligence +2", 400
"Diamond of Wisdom +2", 400
"Diamond of Charisma +2", 400
"Diamond of Strength +3", 500
"Diamond of Dexterity +3", 500
"Diamond of Constitution +3", 500
"Diamond of Intelligence +3", 500
"Diamond of Wisdom +3", 500
"Diamond of Charisma +3", 500
"Diamond of Strength +4", 700
"Diamond of Dexterity +4", 700
"Diamond of Constitution +4", 700
"Diamond of Intelligence +4", 700
"Diamond of Wisdom +4", 700
"Diamond of Charisma +4", 700
"Diamond of Strength +5", 1000
"Diamond of Dexterity +5", 1000
"Diamond of Constitution +5", 1000
"Diamond of Intelligence +5", 1000
"Diamond of Wisdom +5", 1000
"Diamond of Charisma +5", 1000
"Diamond of Strength +6", 2000
"Diamond of Dexterity +6", 2000
"Diamond of Constitution +6", 2000
"Diamond of Intelligence +6", 2000
"Diamond of Wisdom +6", 2000
"Diamond of Charisma +6", 2000
New "Festival" Rewards
Somewhat similar to the Eternal Flasks and the Crown of fire, these items would be available on a limited time basis, but would be expected to return again in the future. These would not necessarily be available at the same time as the Flasks and Crown, however. (The exact timing and appearances are part of a larger rewards schedule.)
Summary: More powerful versions of the standard rewards augments, and Mysterious Cloaks & Mysterious Bracers.
Mysterious Cloaks & Mysterious Bracers
These are intentionally identical items. We're choosing to put out a Cloak version and a Bracers version to make it easier to mix into the puzzle that is juggling items between your equipment slots.
Minimum Level 7: +15 Exceptional bonus to Positive Healing Amplification, +11 Competence bonus to Magical Resistance, Green Augment Slot, Yellow Augment Slot, Masterful Craftsmanship 4
Minimum Level 14: +30 Exceptional bonus to Positive Healing Amplification, +18 Competence bonus to Magical Resistance, Green Augment Slot, Yellow Augment Slot, Masterful Craftsmanship 4
Minimum Level 21: +45 Exceptional bonus to Positive Healing Amplification, +25 Competence bonus to Magical Resistance, Green Augment Slot, Yellow Augment Slot, Masterful Craftsmanship 4
Pre-answering some questions that came up from the Council: Masterful Craftsmanship 4 reduces the minimum level by 4 (so while the first item has a minimum level of 7, it would normally be 11). Yes, that's an Exceptional bonus to Healing Amplification, the same bonus type given to the old 10% Healing Amplification items before the recent Healing Amp changes. Competence bonus hasn't been used for MRR before, so this would stack with everything made so far.
Festival Augments
"Diamond of Strength +7", 3000
"Diamond of Dexterity +7", 3000
"Diamond of Constitution +7", 3000
"Diamond of Intelligence +7", 3000
"Diamond of Wisdom +7", 3000
"Diamond of Charisma +7", 3000
"Diamond of Exceptional Strength +1", 3000
"Diamond of Exceptional Dexterity +1", 3000
"Diamond of Exceptional Constitution +1", 3000
"Diamond of Exceptional Intelligence +1", 3000
"Diamond of Exceptional Wisdom +1", 3000
"Diamond of Exceptional Charisma +1", 3000
"Diamond of Insightful Strength +2", 3000
"Diamond of Insightful Dexterity +2", 3000
"Diamond of Insightful Constitution +2", 3000
"Diamond of Insightful Intelligence +2", 3000
"Diamond of Insightful Wisdom +2", 3000
"Diamond of Insightful Charisma +2", 3000
"Ruby of Sovereign Flame", 2000
"Ruby of Sovereign Frost", 2000
"Ruby of Sovereign Acid", 2000
"Ruby of Sovereign Shock", 2000
"Ruby of Combustion 114", 2000
"Ruby of Glaciation 114", 2000
"Ruby of Corrosion 114", 2000
"Ruby of Magnetism 114", 2000
"Ruby of Resonance 114", 2000
"Ruby of Impulse 114", 2000
"Ruby of Radiance 114", 2000
"Ruby of Nullification 114", 2000
"Ruby of Devotion 114", 2000
"Ruby of Reconstruction 114", 2000
"Sapphire of Resistance +7", 2000
"Sapphire of Defense +14", 2000
"Topaz of Fire Resistance 35", 2000
"Topaz of Cold Resistance 35", 2000
"Topaz of Acid Resistance 35", 2000
"Topaz of Electric Resistance 35", 2000
"Topaz of Sonic Resistance 35", 2000
Thanks for your feedback!
love it. especially the new defense augments and the cloak and bracers.
One query? BtA or BtC?
kauetomaz
02-13-2015, 07:24 PM
everything in this thread has a cast outlined bar the one actual thing i might be interested in *the bracers/cloak*
whats the cost for it?
Give me some augments I can't get through some other means and I might care enough to bother to farm for the champ droppings.
Healing amp?
Artifact damage bonus?
True seeing?
This is my feeling as well.
Some will say that these items may be to OP, but most of what is listed is not enough to make me go out of my way. Ddoor scrolls too please.
Systern
02-13-2015, 07:27 PM
While I like the cloak/bracers, you didn't list their price...
As far as it being Festival Gear, I recall a year or two ago that it was decided that having Cove stuff being Best-In-Slot and only seasonally available was a bad thing, so design was moving away from that... I guess that's a rock and a hard place kind of thing... How do you make festival stuff special, while not making them "mandatory".
As for the Sapphire of Defense, it's nice that MRR is being added to augments. It sucks as someone that's spent a bunch of TP at various levels on PRR augments.
Why are +7s festival Loot when they're available everyday in Gianthold?
You guys really need something like the "Skill Tome (+x)" for skill augments. Spend 400 remnants, get an item for a specific ML, double-click on it and get a barter interface for all the Skill Augments in that range. It's annoying that you can't get Skill augments from the augment vendors in game. It's especially stupid that you can't even get the overwhelming majority of them in the DDO store. You want Perform? Jump? Move Silently? Pray to RNGesus that you encounter a chest with one...
Krell
02-13-2015, 07:27 PM
Nice improvements. Bracers/Cloak is nice. Not much else for end game but that might be ok. I wouldn't mind seeing a little more for the ER's such as level 24-25 options.
Severlin
02-13-2015, 07:29 PM
love it. especially the new defense augments and the cloak and bracers.
One query? BtA or BtC?
BtA
Sev~
legendkilleroll
02-13-2015, 07:32 PM
ive played everyday since remnants and collect around 2k (havent farmed for them) that would get me a +6 stat item, thats useless especailly as they are ML20
I like having the insight stat ones available as they cant be got elsewhere but i dont see the need for alot of the others, much easier and quicker to just run GH, plus people have relics from there already
The bracers and cloak seem fine
Like others have mentioned people who sit at 28 will want to spend their remnants too :)
Shadow2024
02-13-2015, 07:32 PM
Kool, i like this stuff
But as some said already, it doesnt offer much for already high level toon :(
The bracers and cloaks look nice, but not much useful for high level again.
I like the idea to get equips this way too. Would be nice to add a whole set of Remnant. Kind of like Chronoscope items, if u wear 2 items, get +1 something, +3items u get +2 instead, etc...
We could also get more cosmetic stuff?
Oh what about an item that increase the amount of remnant looted? :P
btw, i enjoy beating those Champion and take those mysterious remnant!
bbqzor
02-13-2015, 07:32 PM
In response to a few player comments so far:
Yes, True Seeing as an augment is a good idea. Ive already posted enough today Im out of time to write a lot, but suffice it to say there are enough examples of this being a simple swap at worst that an augment doesnt really add anything except quality of life (at 20+). Adding it to the ML20 table is advised.
I also wanted to chime in and say the people mentioning +Skill Augments are on to something. Those are, if anything, MORE critical than the stat augments which have become ubiquitous. Having those available (+3 to +11 at least, maybe with +13 on the seasonal charts) would be a great add. Being higher level natively than items which grant them means it will NOT replace heroic gear, but it WILL allow people to supplement secondary abilities as they go without resorting to gear Feng Shui.
Additionally, both of those provide avenues for more veteran players to round out their game and encourage a more robust participation in the system.
All positive points.
Qhualor
02-13-2015, 07:47 PM
We're looking at adding some additional reward options in the future for Mysterious Remnants, available through the existing vendor in the Hall of Heroes.
We'd like to hear what you think of these rewards, and the general reward structure.
New Standard Rewards
This is a series of Augments that mostly exist in some form in DDO already. These aren't always "easily" available and we felt Augments were a good solution for providing items that are usable by a lot of players. We recognize that some players that want these augments may go through different routes they'd use to obtain some of these, and that's OK.
New "Festival" Rewards
Somewhat similar to the Eternal Flasks and the Crown of fire, these items would be available on a limited time basis, but would be expected to return again in the future. These would not necessarily be available at the same time as the Flasks and Crown, however. (The exact timing and appearances are part of a larger rewards schedule.)
Summary: More powerful versions of the standard rewards augments, and Mysterious Cloaks & Mysterious Bracers.
Mysterious Cloaks & Mysterious Bracers
These are intentionally identical items. We're choosing to put out a Cloak version and a Bracers version to make it easier to mix into the puzzle that is juggling items between your equipment slots.
Minimum Level 7: +15 Exceptional bonus to Positive Healing Amplification, +11 Competence bonus to Magical Resistance, Green Augment Slot, Yellow Augment Slot, Masterful Craftsmanship 4
Minimum Level 14: +30 Exceptional bonus to Positive Healing Amplification, +18 Competence bonus to Magical Resistance, Green Augment Slot, Yellow Augment Slot, Masterful Craftsmanship 4
Minimum Level 21: +45 Exceptional bonus to Positive Healing Amplification, +25 Competence bonus to Magical Resistance, Green Augment Slot, Yellow Augment Slot, Masterful Craftsmanship 4
Thanks for your feedback!
1. why invalidate the augment vendors that currently exist or add another place to get augments? the vendors are actually very easy to trade in. i would rather see just unique augments like MRR.
2. ML 14 heal amp bracers would be more powerful than Leviks Bracers. actually, i believe that list becomes more powerful than anything else in the level range. are you ok with invalidating old loot?
flaggson
02-13-2015, 07:48 PM
Nope not interested... I like champions.. but I'm kinda meh about the rewards.. this is all stuff that is way easier to get in other ways... champion difficulty =good... difficulty of actually getting enough drops to get some poo = not good ... on the bright side.. it definitely doesn't make me feel like I need to make any special effort collecting the remnants :)
FestusHood
02-13-2015, 07:51 PM
While I like the cloak/bracers, you didn't list their price...
As far as it being Festival Gear, I recall a year or two ago that it was decided that having Cove stuff being Best-In-Slot and only seasonally available was a bad thing, so design was moving away from that... I guess that's a rock and a hard place kind of thing... How do you make festival stuff special, while not making them "mandatory".
As for the Sapphire of Defense, it's nice that MRR is being added to augments. It sucks as someone that's spent a bunch of TP at various levels on PRR augments.
Why are +7s festival Loot when they're available everyday in Gianthold?
You guys really need something like the "Skill Tome (+x)" for skill augments. Spend 400 remnants, get an item for a specific ML, double-click on it and get a barter interface for all the Skill Augments in that range. It's annoying that you can't get Skill augments from the augment vendors in game. It's especially stupid that you can't even get the overwhelming majority of them in the DDO store. You want Perform? Jump? Move Silently? Pray to RNGesus that you encounter a chest with one...
The cloak/bracers need to cost at least 10,000, and be btc in my opinion, they are that nice.
He's referring to the turn ins as a festival event, but the acquisition of the mats to pay for them does not involve a festival. So it's different.
FestusHood
02-13-2015, 08:00 PM
1. why invalidate the augment vendors that currently exist or add another place to get augments? the vendors are actually very easy to trade in. i would rather see just unique augments like MRR.
2. ML 14 heal amp bracers would be more powerful than Leviks Bracers. actually, i believe that list becomes more powerful than anything else in the level range. are you ok with invalidating old loot?
1. i kind of agree with this, but it doesn't actually bother me much.
2. I'm guessing the leviks bracers have become hamp 40 in the new system, so still better. Don't have any to check. This new one is a stacking type it seems, although the amounts are odd so they would probably have stacked with current stuff anyway?
HatsuharuZ
02-13-2015, 08:01 PM
Even though everything here is available from other sources, I like this proposal as-is. Essentially, this lets me grab the materials needed to obtain the augments before I need the augments. Furthermore, the materials (mysterious fragments) are available in all content, as opposed to only being available in certain content.
This looks like a good start, devs.
Qhualor
02-13-2015, 08:15 PM
1. i kind of agree with this, but it doesn't actually bother me much.
2. I'm guessing the leviks bracers have become hamp 40 in the new system, so still better. Don't have any to check. This new one is a stacking type it seems, although the amounts are odd so they would probably have stacked with current stuff anyway?
im looking at it as an entire piece and not just one thing on the item. ill take the 10% hit to heal amp for a stacking increase to MRR. but, its not like sub raids are popular anymore so i suspect that a lot of players that have been playing the past few years probably don't have a Leviks. for me, it would replace it.
<clip>
-Healing Amplification Augments, system you added for this made the game a ton easier to balance, but why stop short? Everything has an augment, why not this?
-Skill Augments; These are rare in-game, and would help out the community a ton if these were released from +5, to a +15 or so. And make them raise the level of the item as per usual.
<clip>
^this^
Kwyjibo
02-13-2015, 08:20 PM
I still don't see anything that will make me farm for, consolidate character stashes, or make the trip to the vendor.
Daine
02-13-2015, 08:34 PM
Mysterious Cloaks & Mysterious Bracers
These are intentionally identical items. We're choosing to put out a Cloak version and a Bracers version to make it easier to mix into the puzzle that is juggling items between your equipment slots.
Minimum Level 7: +15 Exceptional bonus to Positive Healing Amplification, +11 Competence bonus to Magical Resistance, Green Augment Slot, Yellow Augment Slot, Masterful Craftsmanship 4
Minimum Level 14: +30 Exceptional bonus to Positive Healing Amplification, +18 Competence bonus to Magical Resistance, Green Augment Slot, Yellow Augment Slot, Masterful Craftsmanship 4
Minimum Level 21: +45 Exceptional bonus to Positive Healing Amplification, +25 Competence bonus to Magical Resistance, Green Augment Slot, Yellow Augment Slot, Masterful Craftsmanship 4
Pre-answering some questions that came up from the Council: Masterful Craftsmanship 4 reduces the minimum level by 4 (so while the first item has a minimum level of 7, it would normally be 11). Yes, that's an Exceptional bonus to Healing Amplification, the same bonus type given to the old 10% Healing Amplification items before the recent Healing Amp changes. Competence bonus hasn't been used for MRR before, so this would stack with everything made so far.
Thanks for your feedback!
I'd say this is the last nail in the healing cleric's coffin, but that thing has been nailed down, buried deep, stamped down and now you've built a condo on top for all the solo'ers to live in.
Instead of solo power creep, how about something original, like a gestalt augment gem, that has its power grow the more people in the party have one?
phillymiket
02-13-2015, 08:40 PM
I would certainly use these items. They offer some things while not being OP.
As mentioned above, the augments are redundant. Skill augments would be very helpful. Maybe do that instead.
I'm confused by the phrase "more powerful versions of standard augments".
Do you mean they have a lower minimum level?
I would also like to see a higher level versions of the bracers and cloak. i also wouldn't mind if you made a version in all accessory slots to fully promote being a flexible item.
But overall, I think this is good.
Annyee
02-13-2015, 08:55 PM
I like the idea of offering augs as a reward however what we don't need are redundant rewards. Give us new augs and it would be nice. If your just going to give us another source of augs that we can already get you should save your time and develop something useful instead of redundant.
Also, keep the bracers/cloaks and just give us augs that have Hamp/PRR/MRR.
EllisDee37
02-13-2015, 08:55 PM
Good idea, but just misses. In terms of keeping true to the vision outlined in the OP, I suggest:
1) Add skill augments.
2) KEEP all the collectable turn-in augments. (I still carry bad feelings toward Turbine regarding the collectable augment turn-in system. Bad form, Turbine.)
3) Remove all the Gianthold and Twelve augments.
HastyPudding
02-13-2015, 09:02 PM
While I love some of the new augment types, I dislike having yet another collectible situation. DDO has too many collectibles as it is, and adding more redundant vendors for the same old thing (plus a few new things) just complicates matters.
I would really like to see the Hall of Heroes transformed into a be-all-end-all emporium with tons of augment vendors, epic altars, stones of change, pawn brokers, reagent vendors, etc. Having to travel all over the place for different things is time-consuming and exhausting.
1) wasn't the collectibles supposed to fill most of this shopping void? I applaud the change but perhaps the other turnins needed to be a selection instead of a random pull. making a new system for something we already have that can be tweaked easily sounds more appropriate.
2) epic augs - good addition to add these but they are available in giant hold for the most part. why not just add new augs there. too much of the same here. need more new options.
3) no aug bag yet? seriously... this should be a favor reward for 300 twelve favor or whatever level give you a title and nothing else since we dont show titles anywhere like other games. or pdk top level favor.
4) if the prr/mrr augs dont' stack with enhancement or artifact, then for 19+ end game it's meh.... the ring in stormhorns will still be better and probably easier to get.
5) heal amp augs - great!!
6) what about some effects for epic aug. cordonant oposition, other shroud lvl 12 effects for 20+ augs? dodge1-8 augs? some augs to help light armor toons? crafting effect augs like ranged/melee alaracy or fire/ele 33% absorb, vamperism, etc...
7)how about a dual aug aug... to combine two lower level augs think shroud but more options...
8) NEED skill augs since you seem to mandate dc needed being unachievable on elite with max skill ranks, max item bonus for that level of toon. (3bc 24 lvl quests can't be disarmed by maxed 28 rogue with 28 gear...) It's almost as if some new content is not meant to be disarmable unless you are max level. so give us tomes and augs to add to this..(and add to items so exceptional skill bonus...)
lyrecono
02-13-2015, 09:20 PM
We're looking at adding some additional reward options in the future for Mysterious Remnants, available through the existing vendor in the Hall of Heroes.
Mysterious Cloaks & Mysterious Bracers
These are intentionally identical items. We're choosing to put out a Cloak version and a Bracers version to make it easier to mix into the puzzle that is juggling items between your equipment slots.
Minimum Level 7: +15 Exceptional bonus to Positive Healing Amplification, +11 Competence bonus to Magical Resistance, Green Augment Slot, Yellow Augment Slot, Masterful Craftsmanship 4
Minimum Level 14: +30 Exceptional bonus to Positive Healing Amplification, +18 Competence bonus to Magical Resistance, Green Augment Slot, Yellow Augment Slot, Masterful Craftsmanship 4
Minimum Level 21: +45 Exceptional bonus to Positive Healing Amplification, +25 Competence bonus to Magical Resistance, Green Augment Slot, Yellow Augment Slot, Masterful Craftsmanship 4
Pre-answering some questions that came up from the Council: Masterful Craftsmanship 4 reduces the minimum level by 4 (so while the first item has a minimum level of 7, it would normally be 11). Yes, that's an Exceptional bonus to Healing Amplification, the same bonus type given to the old 10% Healing Amplification items before the recent Healing Amp changes. Competence bonus hasn't been used for MRR before, so this would stack with everything made so far.
Thanks for your feedback!
Since you're using multiples of 7, why is there no lv 28 one?
Why are there overpriced use impaired augments in there? as incentive not to spend remnants while we wait for the festival ones?
When are you finally going to add the opt out on the quest entry menu?
UurlockYgmeov
02-13-2015, 09:25 PM
BtA
Sev~
thank you for the rapid informative response. Bravo! BtA - sign me up. :D
Qhualor
02-13-2015, 09:30 PM
.
3) no aug bag yet? seriously... this should be a favor reward for 300 twelve favor or whatever level give you a title and nothing else since we dont show titles anywhere like other games. or pdk top level favor.
yes please.
GeoffWatson
02-13-2015, 09:35 PM
I don't like that some items are only available occasionally.
They should be available all the time, especially as the Mysterious Fragments are generally available.
The year when I first started, I missed out on Mabar.
After Mabar, everyone was gloating horribly whenever their Cloaks of Night killed something with the Nightmare Guard.
Geoff.
Vargouille
02-13-2015, 09:43 PM
He's referring to the turn ins as a festival event, but the acquisition of the mats to pay for them does not involve a festival. So it's different.
This is correct. Our current thinking also has various Mysterious Remnant festival reward lists showing up more often than once per year.
im looking at it as an entire piece and not just one thing on the item. ill take the 10% hit to heal amp for a stacking increase to MRR. but, its not like sub raids are popular anymore so i suspect that a lot of players that have been playing the past few years probably don't have a Leviks. for me, it would replace it.
Just to clarify, the Exceptional bonus to Positive Healing Amplification for the level 21 or the level 14 item is higher than anything else in DDO right now, and Healing Amplification is generally not available on cloaks as well. (Green Augment slots are also somewhat rare on cloaks and bracers, as they can hold blue augments.)
I'm confused by the phrase "more powerful versions of standard augments".
Do you mean they have a lower minimum level?
My apologies, this writing is a bit sloppy. The Festival reward list described here includes several sets of augments, such as +7, which is more powerful than the +6 augments in the "standard" reward list (also described in the first post here). Arguably the Festival +1 Exceptional and +2 Insight are also more powerful than some of the other augments not on the Festival list.
moo_cow
02-13-2015, 09:45 PM
Interesting ideas. These items can be good for people who have open slots. I find that with the current changes to healing amp these items are just overkill and I would probably never have room to slot them, but cool anyway. For the bracers and cloak that is.
FlaviusMaximus
02-13-2015, 10:04 PM
Minimum Level 14: +30 Exceptional bonus to Positive Healing Amplification, +18 Competence bonus to Magical Resistance, Green Augment Slot, Yellow Augment Slot, Masterful Craftsmanship 4
Minimum Level 21: +45 Exceptional bonus to Positive Healing Amplification, +25 Competence bonus to Magical Resistance, Green Augment Slot, Yellow Augment Slot, Masterful Craftsmanship 4
[/LIST]
I would seek out these items. The rest I wouldn't be interested in.
PsychoBlonde
02-13-2015, 10:19 PM
Put some skill augments in there, some of them are @#$@!~ hard to find, dangit!
MangLord
02-13-2015, 10:53 PM
Hmmm. A lot to take in just from the initial post. My two CP for what its worth.
I think it would be terrific to be able to trade for lower level augments outright, rather than playing a game of chance with collectables vendors, however relatively painless it is for us hoarders. However, level 12 and 16 augments are very easily exchanged for in Gianthold, so I don't really see anyone trading hard earned fragments when they could just farm a few rares in GH wilderness for the same result. Maybe when people have 100000 remnants it'll be different. Upper level augments are somewhat harder to acquire, particularly lvl 24 GH trades that require a precious Commendation of Heroism. Personally, I wouldn't want to wait for a festival to do a proper gear loadout on a epic level character. Realistically I'm just going to search the auction houses, panhandle my hoarder friends or buy it off the store if I really need a +7 diamond of wisdom for example. A festival suggests something special and unusual, not just fairly common stuff that can be more easily acquired with some points and a VIP acct.
What with a large number of players spending all of their time at epic levels, I don't really see making epic level augments a festival-only trade in to be a great idea. I think it would be much more friendly for the augments to be available year-round, with an across-the-board "festival discount" when an event comes to town. In order to get the majority of the playerbase to participate in an event, particularly veterans, offer some really great, limited stuff. The problem I've seen over the past couple years is that the majority of festival participants are newer players, as the item list hasn't been updated for the fests in quite some time, so there is no incentive for vets to participate unless they're assisting a new friend.
I'm a huge fan of augment gems, especially at epic levels. I would never be sad to see more.
Some exclusive augments for a high price would be great. If you make them exclusive to festivals, that would be a tremendous incentive. Just off the top of my head, I doodled out some augments. Earning one of these should be very difficult at the current champion fragment droprates, and perhaps offering variations scaled to lower levels would be cool, too.
I put these augments at ML24 because people on the ETR train really don't get to enjoy lvl 28 stuff. It would be nice to get a little mileage out of these, especially if they cost 10000 fragments each.
Prism of Astral Vision (yellow augment)
ML24 Ghostly, Blur, True Seeing, Seeker +8,
[/i]Although this prism appears to be a simple, yellow tinged crystal, peering through it reveals all things as they actually are. In addition, the owner partially resides in the astral plane, causing their body to become partially insubstantial and difficult to focus on.[/i]
Immutable Granite (blue augment)
ML 24 Exceptional PRR/MRR +12, Exceptional Fort +20, Exceptional Hamp +30, Intimidate +15, Balance +15
A small, blueish shard of deep mountain rock, this incredibly dense stone transmutes a portion of the unchanging earth to its wearer.
Coterminous Jelly (red augment)
ML24 Metalline, Aligned, Morphic (bypass slash/pierce/bludgeon DR), Exceptional Armor Piercing +10%
At first glance, this appears to be a pea-sized glob of red grease. Upon application to a weapon, it slowly leaches into the metal and infuses it with power over extraplanar and unnatural beings, no matter what form.
Emerald of Veneration (green augment only)
ML24 Exceptional Universal Spellpower +40, Exceptional INT +2, Exceptional CHA +2, Exceptional WIS +2, Exceptional Spell Pen +2
This gem is vividly green and exceptionally heavy for its tiny size. It bears ancient, powerful enchantments that imbue the owner with mysterious power beyond that of normal divine or arcane means
The Master's Eye (colorless augment)
ML24 +5%xp, True Seeing, Insightful Good Luck +1
Infused with a fragment of the creators, this tiny, 20-sided gem bestows a preternatural sense of insight and luck upon the wearer
Undisputed Attitude (red augment)
ML24 Deadly +10, Seeker +10, Exceptional STR +2, Heroism, Blood Rage
Throughout many seasons in the abyss, this coagulated droplet of demonic rage was carried by countless warriors reigning in blood. Somehow it made its way to this world, searching for an owner to create a world painted in blood.
I'd happily farm and grind 10000 fragments to earn a nice augment like those, and I'd expect other people would, too.
For me, special items are where it's at when it comes to fragments. I like the cloaks and bracers, and would like to see more of that stuff. Perhaps expanding the list to include one of each wearable, including trinkets, would open up equipment optimization to everyone, regardless of what choice items they have.
I don't think anyone would be upset at seeing a set of shields. In fact, I think a mysterious buckler/small/large/tower shield set would be a better option, given the relatively sparse selection of great shields and the already stretched gear loadout that we're currently operating with. As far as I know, heroic levels are entirely barren of decent bucklers and light shields. This seems like a perfect opportunity to shore up some gaps.
QuantumFX
02-13-2015, 11:12 PM
I’d still prefer a “Flint and Tinder of Glamoring”!
Rinnaldo
02-13-2015, 11:15 PM
I agree that most of the augments seems redundant to have available for Remnants in addition to them being available already from other collectibles vendors. Unless... Perhaps this could be the opportunity to make nearly useless collectibles relevant: by having a turn-in rate that would convert them to Remnants.
I'd rather have new and interesting things available than just a lot of the same augments.
Also, it would be really cool if you could use Remnants to alter a given non-named item to add an augment slot (which would increase the minimum level by a set amount). I think that would be a really cool mechanic that people would appreciate.
Janisis
02-13-2015, 11:28 PM
Would be nice to get some more repair amp and negative heal amp. A Dodge augment would be nice also.
Ayseifn
02-13-2015, 11:31 PM
What about adding Jeweler's Tool Kits? Most high level items have two slots so it can get expensive when doing an item shuffle.
E-Necro gear gave a ton of slots but honestly I still have a lot that are empty. If the trend going forward is to give all high level items 2 or more slots then more non red augs would be nice, 13-15 gear slots means 26-30 possible augments in that scenario with more for items with 3 slots. That's a lot, I usually double up a bit though or just overwrite them because I'm too cheap with Jeweler's Tool Kits.
Augment slots were supposed to be used to fill holes in gearing, stuff like healing amp and true seeing are something that I'd call a hole in gearing so would like to see them added, maybe greater than 100 fortification and probably others I haven't though of too. Skills would also be nice, for secondary skills like heal on a paladin, spot/listen, jump for low str toons and so on are all nice thing that don't really add much power.
maddong
02-13-2015, 11:34 PM
Just to clarify, the Exceptional bonus to Positive Healing Amplification for the level 21 or the level 14 item is higher than anything else in DDO right now, and Healing Amplification is generally not available on cloaks as well. (Green Augment slots are also somewhat rare on cloaks and bracers, as they can hold blue augments.)
It seems like having the cloak version exponentially increases the value of the old Superior Parrying of Convalescent Bracers that you refuse to add back into the loot tables....
You could level the playing field by adding them back into the loot tables.
Otherwise maybe you should not have the cloak version so that the bracers are essentially replaced.
Qhualor
02-13-2015, 11:36 PM
Just to clarify, the Exceptional bonus to Positive Healing Amplification for the level 21 or the level 14 item is higher than anything else in DDO right now, and Healing Amplification is generally not available on cloaks as well. (Green Augment slots are also somewhat rare on cloaks and bracers, as they can hold blue augments.)
i need glasses. didn't see that big long word that says exceptional.
LevelJ
02-14-2015, 12:05 AM
Interesting items. Cloak and bracers might make some decent gear for anyone trying to get from 20-28. Other than that, I don't see too many must-have items. Still, it would be nice to have another source of augments.
My only suggestion on adding things to the list would be some seasonal cosmetics, cause I loved the concept of getting those with this system. For example, the crown of fire could work for summer. I know a certain daily dice cosmetic that would work for winter, but that's probably me dreaming. Honestly, I would really enjoy it if there was a helm/armor cosmetic set for each season or different points of the year, but I know that might take a bit of time out of working on content.
As for the Heal/Negative/Repair amp augments...frankly, I think it would make more sense for something like that to show up in new content, rather than this. Gives you something useful to hunt for.
-J
HatsuharuZ
02-14-2015, 12:18 AM
Oh, another thought...
I'm playing a barbarian right now, and I have gotten quite a bit of use from the Healing Elixirs that can be had from various collectable turn-in NPCs. However, there is a small issue... I find it harder to get the right collectables. I chug the pots faster than I can get the collectables to buy them.
So devs, could you please consider adding the Healing Elixirs, in addition to the augments?
MangLord
02-14-2015, 12:40 AM
Also, it would be really cool if you could use Remnants to alter a given non-named item to add an augment slot (which would increase the minimum level by a set amount). I think that would be a really cool mechanic that people would appreciate.
I think this is a great idea. Many named items were retroactively given augment slots, but it would be very cool to give a favorite piece of gear extra slots if someone desires and is dedicated enough.
A lootgen item can only have +3 to augmentation. Meaning that it can have a colorless and yellow slot added, a single blue slot, or a red slot added.
Red slots should be acquirable for equipment, but only passive spellpower (such as devotion, magnetism, etc) would take effect. Thus, slotting a ruby eye of force into a pair of bracers would have no effect, but as a passive effect devotion or corrosion would.
A red and blue slot are mutually exclusive. Adding a red slot to lootgen items, then slotting it with blue will override the red slot and vice versa.
Given the popularity of the Risia Icy Burst, I could see this being a very popular thing. Ice damage on its own isn't all that fantastic, but finding a ML 16 wondrous craftsmanship banishing 2(W)shortsword of heartseeking and icy bursting it to lvl 12 was the best item I had during my heroic bard life. Similarly when I did Artificer life, I icy Bursted a vorpal repeating heavy crossbow to ML 10, and I got the base item from what someone tossed into the Eveningstar weapon vendor, which I check out diligently. I loaned it to two friends doing their artificer and mechanic rogue lives.
Of course, the Icy Burst reduces the ML of an item, while adding augment slots to lootgen should raise ML by at least two. If the ML of the item stayed the same, which would be great incentive for players to create an item, I can see a lot of people rounding out gear with passive devotion and reconstruction boosts, assuming they don't have an epic Ring of Master Artifice. Given the popularity of Cannith Challenges, I'll assume most players don't have that ring.
nibel
02-14-2015, 12:45 AM
We're looking at adding some additional reward options in the future for Mysterious Remnants, available through the existing vendor in the Hall of Heroes.
There's two broad categories of rewards, standard rewards that are available all of the time, and "Festival" rewards that are turned on for shorter periods of time (often one weekend, maybe one week). The first list below is fairly long.
We'd like to hear what you think of these rewards, and the general reward structure.
Augments: We have access to those via the collectible traders (for level 1-4-8) and Gianthold (for 12-16-20-24). The Twelve still have some unique augments that you can't find anywhere else (like alignment/metal bypass). And this list gives nothing new.
Switch the festival ones for some unique augments (dodge, heal amp, true seeing... maybe even a unique green augment with Transform Kinect Energy or augments on the style of the old Devil Assault's crystals), and make the permanent list with a single thing or two that you can't find anywhere else (skills are the safe bet).
Bracers/Cloaks: Why using "Masterful 4" instead of "Wondrous Craftsmanship", that already exists in game, and do exactly that? Minor detail, but I like consistency.
They are interesting, and it is really nice to have another source of healing amplification on gear in heroics. I still think we have a lack of repair and negative energy amplification gear, and believe those could be merged into existing heal amp gear effects, but I digress.
MangLord
02-14-2015, 12:48 AM
Oh, another thought...
I'm playing a barbarian right now, and I have gotten quite a bit of use from the Healing Elixirs that can be had from various collectable turn-in NPCs. However, there is a small issue... I find it harder to get the right collectables. I chug the pots faster than I can get the collectables to buy them.
So devs, could you please consider adding the Healing Elixirs, in addition to the augments?
I kinda feel like this system favors veterans, especially hoarders like myself. For me, I have no problem finding and crunching 100 potions at a time as needed, but I can see how it would be an issue if you don't have 1000 of each collectable on hand. (FYI, I've crunched and sold stacks of 100 potions many, many times on AH for base cost, just to clear out my collectable bags. They sell instantly.)
It may not be a bad idea to sell the level scaled elixirs for very cheap with the fragment vendor. A 1/1 ratio for level scaled, 30sec timered potions wouldn't be outrageous if that player relies on potions for self healing exclusively. They can accrue enough pots to carry them through normal play and supplement with collectable turn-ins (that should stack with fragment pots of the same kind) and House K CW pots and silver flame once they earn the favor.
btolson
02-14-2015, 01:25 AM
I'd just like to say that I think the cost structuring needs to be revised for lower-level rewards.
Levels 1-3 blow by so fast that you'd have to be either:
-a clueless noob
-crazy
-filthy-stinking-remnant-rich
to purchase any of the ml 1 augments for 100-300 remnants.
Levels 4-7 last a bit longer, but not long enough to justify the costs on the ml 4 rewards either.
I'd suggest trying to structure the costs around the percentage of an average character's life is spent in the levels where the reward is useful. Probably also worth pointing out that Champs/Remnants do not appear in quests below level 5, which makes it even less likely to organically acquire remnants to spend on an ml 1 reward.
bbqzor
02-14-2015, 01:28 AM
Would be nice to get some more repair amp and negative heal amp. A Dodge augment would be nice also.
This. There is exactly one negative amp item in game, and two (if you count bladeforged starting gear) repair amp items. Those two types of "healing" need equal representation, at least from vendor obtainable goods. This is a serious point of note, please.
A dodge aug is likely long overdue as well. But making 100% sure that everyone can benefit from the healing amp, including repair/negative types, is critically important.
Infiltraitor
02-14-2015, 01:43 AM
Mysterious Cloaks & Mysterious Bracers
These are intentionally identical items. We're choosing to put out a Cloak version and a Bracers version to make it easier to mix into the puzzle that is juggling items between your equipment slots.
Minimum Level 7: +15 Exceptional bonus to Positive Healing Amplification, +11 Competence bonus to Magical Resistance, Green Augment Slot, Yellow Augment Slot, Masterful Craftsmanship 4
Minimum Level 14: +30 Exceptional bonus to Positive Healing Amplification, +18 Competence bonus to Magical Resistance, Green Augment Slot, Yellow Augment Slot, Masterful Craftsmanship 4
Minimum Level 21: +45 Exceptional bonus to Positive Healing Amplification, +25 Competence bonus to Magical Resistance, Green Augment Slot, Yellow Augment Slot, Masterful Craftsmanship 4
Could you be a dear and change the MRR bonus type to Luck or Profane. This won't stack with Fighter Stance if it is a competence bonus.
dontmater
02-14-2015, 01:43 AM
why not something abit dirfent?
cru121
02-14-2015, 01:57 AM
Could you be a dear and change the MRR bonus type to Luck or Profane. This won't stack with Fighter Stance if it is a competence bonus.
that's an excellent point. I could even see it changed to Sacred as an indirect nerf to paladins.
anyway, off to farm some remnants!
Alternative
02-14-2015, 02:01 AM
so instead of heal amp augments we get a set of bracers with heal amp of different type?
That's so against the point of the whole augment system I can't even begin to describe. It was meant to make gearing a character EASIER, when you start to pile up stacking types of the same effects it does the opposite.
janave
02-14-2015, 02:17 AM
I think bracers and cloaks are adding a bit too much power for the levels.
ML7: +10 Exc Hamp, +11 MR, Yellow slot
ML14: +20 Exc Hamp, +14MR, Yellow slot, Colorless slot
ML21: +30 Exc Hamp, +20MR, Green slot, Yellow slot
I believe this is more balanced,
thanks for adding two items and stacking bonus tho, so we dont have our older loot trivialized (again).
MeliCat
02-14-2015, 02:23 AM
Without reading other posters, I can't see the advantage in getting augments in this way compared to getting it in existing ways. So far I've collected < 2000 frag on one server playing parts of fri, sat, sun so I figure this exchange system is not for me other than for the unique items I can't get elsewhere. (For personal reasons I want that lion pet). The items are just too expensive for the rate at which I am collecting fragments.
Comments on items:
- augments I can get elsewhere I am uninterested. I worries me that you tell me that these are BTA - are you going to change the same augments elsewhere as BTA on acquire?
- does anyone actually use individual resistance augments? do people use just one resistance for all or drink a 20 pot or just ship resistance good enough while leveling? Maybe if you dropped the individual resistances usage levels? Also why not a negative energy and a light resistance augment? They might make some people happy.
- HA items - yes please. Stacking too - wow that is a total reversal of the before philosophy. I do wonder though at the easiness of the game... So EE von56 the other day no trapper on my barb - running through the traps and just not caring. Masterful craftsmanship in the Cannith crafting reduces by 2 but here it's 4 - that's confusing that the same term is used differently in both places.
- if you fixed flasks so that they would actually be useful that would be nice. As in the timer for next use was the same as the use rather than longer. Also the inconsistency of some effects in the game with one item against another. But maybe I shouldn't mention that as we'll be disappointed if you break the ones that actually work the way we want trying to make them the same.
Dandonk
02-14-2015, 02:24 AM
New standard augment rewards seem... OK, but not great.
The cloak/bracers seem nice, definitely interesting.
The festival augments seem decent. Not a "hurray" thing, but decent enough.
EDIT: After reading other comments and thinking a bit, I'll grant that it being easier and simpler to get especially lowlevel augments is a really good thing. Doubt I'll use it that much, but it seems like a great thing for newer players.
blerkington
02-14-2015, 02:34 AM
Hi,
Frankly, I'm amazed at how much dev time is tied up in propping up this ungodly mess. Perhaps what I thought I knew about scarce and precious developer time being wisely and carefully apportioned to only the most important projects was all wrong.
All this just seems like a bad idea (more extensive but still not particularly useful rewards) being used to sell another bad idea (monster champions), which apparently had to be introduced after the first set of this round of bad ideas (unnecessarily overpowered classes and poorly considered combat mechanic changes leading to the need for content rebalancing).
I'm sorry to say this, but if the focus was on providing an internally consistent and well-balanced game rather than this roller coaster ride of balance-destroying, CV-padding changes, we would better off. Some judicious wielding of the nerf-hammer along with some much more subtle tweaking would have put us in a much better place than we are now.
Still, I'm sure at least some of the community will enjoy these changes, and good luck to them.
Take care.
krzyysiek098
02-14-2015, 03:00 AM
Yes, that's an Exceptional bonus to Healing Amplification, the same bonus type given to the old 10% Healing Amplification items before the recent Healing Amp changes.
Are you sure Vargouille?
http://i59.tinypic.com/4fy6ol.jpg
Cetus
02-14-2015, 03:04 AM
I hate the augment additions - its a huge load of mediocrity injected into that list.
I'd like to see some original stuff - the mysterious bracer/cloak is alone is a better addition than that entire list of nothingness.
Maybe give us some NEW augments? Old stuff is not fun, nor is it interesting or enriching the remnant mechanic.
mikarddo
02-14-2015, 03:57 AM
We're looking at adding some additional reward options in the future for Mysterious Remnants, available through the existing vendor in the Hall of Heroes.
Mysterious Cloaks & Mysterious Bracers
These are intentionally identical items. We're choosing to put out a Cloak version and a Bracers version to make it easier to mix into the puzzle that is juggling items between your equipment slots.
Minimum Level 7: +15 Exceptional bonus to Positive Healing Amplification, +11 Competence bonus to Magical Resistance, Green Augment Slot, Yellow Augment Slot, Masterful Craftsmanship 4
Minimum Level 14: +30 Exceptional bonus to Positive Healing Amplification, +18 Competence bonus to Magical Resistance, Green Augment Slot, Yellow Augment Slot, Masterful Craftsmanship 4
Minimum Level 21: +45 Exceptional bonus to Positive Healing Amplification, +25 Competence bonus to Magical Resistance, Green Augment Slot, Yellow Augment Slot, Masterful Craftsmanship 4
Thanks for your feedback!
Dear Varg
The standard augments are a fine idea but I would lower the cost of the higher ML ones. Earning remnants does not really happen faster on higher levels so the scaling in cost is too high.
The mysterious cloak and bracer are too much power creep imho. You added Champs to up the challange a bit (then watered them down). If you add items this good you counter that challenge (more than) fully. Heal Amp and MRR are already along with PRR at the core of the game becoming too easy so adding more stacking power to those is a very bad idea. Please consider making good items that add options and choices rather than new easily best in game items that most builds will use because they are pure power creep.
Festival augments - cool idea, I fully applaud.
Suggestion: (rather than the power creep mysterious items)
Add illusion <race> cosmetics at very high cost. These give the wearer the appearance of <race> in size and looks while retaining the stats of original race. When graphics does not exist for that particular race just display a default look. People will farm till they bleed for these - but no actual power creep is added - so its purely win-win. Alternatively to high cost permanent cosmetics you could add cheaper illusion potions <race> so more people can experience these faster and the expenditure is continual rather than permanent. It woul, however, make these less exclusive.
IronClan
02-14-2015, 04:02 AM
Are you sure Vargouille?
http://i59.tinypic.com/4fy6ol.jpg
Hate to interrupt your failed got'cha but those are Greater Convalescent (as evidenced by the words Greater and Convalescent) that means they used to be 30, made 60 by the recent change, and those are also Competence bonus (as evidenced by the words Competence and Bonus). So... yeah.. He's sure.
IronClan
02-14-2015, 04:19 AM
I get allowing a second place (and F2P access) to buy common augments. But this does mean that the attractiveness to Vet's is minimal at best. Need some more new stuff here, and a way to do that is skill augments, and maybe a few unusual stackers (like new bonus type reflex +2, or stacking new bonus inherent elemental resists, or +5 new type PRR).
I like the Bracers and I love the Cloak because frankly I am sick of being completely stuck having to put the same Bracers on every time. You might even go one better and make a Gloves version for even more flexibility. I think 25MRR is attractive maybe too much, perhaps 20 MRR?
Like others I would like to see the lower level augments be dirt cheap... Try 10 (no seriously 10!) low level augments are as disposable as juice boxes. I can't imagine affording 100 fragments by level 4, you can get to level 4 in an hour in this game... chance of getting 100 fragments by level 6 is not good let alone 4. and then you're onto bigger and better augments anyway so you never spend on them. Frankly like most I never bother with low level augments, even with a bag full of collectables I have nothing to do with.
As a unique/special event reward I would like to see a way to add 1 red slot to any named weapon that does not already have one, this helps finish Feather of Sun's unfinished U19 Augment pass without you guys having to go through like he did and tweak every item from ML14 to ML20. Or you know you guys could finish what he started. It really is disheartening the amount of "half a**" half finished, half working, that DDO contains because Dev's in the past kinda did whatever they feel like... Hopefully on Sev's watch "design direction via whatever we feel like doing this morning" is a thing of the past. Anyway as a player it is not fun going from ML14 items with 7 or 8 slots to ML15 to 21 items with no slots at all.
The Eveningstar Comms turns ins are the biggest culprits. You could potentially go from having augments on every slot at ML14 to having NO AUGMENTS AT ALL when you re-gear at 20 (theoretically at least) which IMO is a VERY poor progression, from a production values sense. It's actually like the game suddenly gets older.
cru121
02-14-2015, 04:26 AM
I can't imagine affording 100 fragments by level 4, you can get to level 4 in an hour in this game... chance of getting 100 fragments by level 6 is not good.
you can get 40 out of a single champion drop... run 2-3 elite kobold assaults and you should have enough.
EllisDee37
02-14-2015, 05:09 AM
Just to clarify, the Exceptional bonus to Positive Healing Amplification for the level 21 or the level 14 item is higher than anything else in DDO right now, and Healing Amplification is generally not available on cloaks as well. (Green Augment slots are also somewhat rare on cloaks and bracers, as they can hold blue augments.)Best amp at ML14? Aren't Levik's Bracers +40 @ ML13?
Or are you saying that they're the best of that type, meaning they're a different type than and stack with Levik's? So a level 14 character could equip both Levik's and the cloak for +70 total?
My paladin, who happens to have Levik's bracers, would love that.
Eryhn
02-14-2015, 05:54 AM
1) making a looooong list of standard augments reliably available this way, including low level augments, is nice. period.
- its a friggin pain to try get some specific ones via collectables (not every trader is as easily to appease as verisgante)
- by implementing it this way you add something other than consumable pots for those players that do not overly like champions and thus only gather remnants very slowly and hence would only qualify for 10k price range rewards in like 1-2 years of playtime.
- I also agree with what some said, making low/mid level augments more easily available potentially helps newer, less gear-stacked up players.
- I also agree with some that for those reasons, the ML4-12 range augments need to be made significantly cheaper so that this becomes less of a rarity but a more generalized way of getting some things.
2) contents of the augment list are a start, but not brilliant yet.
- thumbs up to the PRR/MRR augment.
- thumbs down for not including 10/20/30 % heal amp augments.
(I do not really get WHY you devs are so very very obviously against heal amp augments. One might even say you are trying to grease us up with the shiny cloak/braccers in order to silence the *what, no hamp aug* outcry before it starts - this may however fail regardless of shininess of items :P - could we kindly get a direct comment on reluctance to introduce hamp augments?)
- skill augments WOULD be nice. I can see how this might cut into sales though as other than random loot these have to be bought mostly. possibly balance that out by making these more expensive than other augments, if you absolutely NEED to keep selling them in store. but please give some thought to introducing them to the list.
- it would be nice indeed to also have some more high level augments in the list, also rarer ones, at siginficantly steeper prices.
3) notion of seasonal rewards is nice,
at the one hand its on occasion, at the other hand it still remains reliable/planable to get reward X at timeframe Y
- in order to not discriminate players that are on vacation/or for whatever other reason cannot log into the game at a certain time, these timeframes would have to be sufficiently long though, I'd say 2 weeks per seasonal turn in phase at least. Why not just make this align with the festivals? If its cove, as long as cove runs, there is cove style special turn ins, if its risia, as long as risia, if it's mimicbar ... IF such is implemented, the special rewards for longer seasonal phases need to be clearly announced in advance and players need to be able to rely on you to sticking to that otherwise saving remnants for something that then doesn't come out for whatever reason sucks big time. for shorter stuff like the market traveller thingy you could leave the turn in phase SHORT, if so, I would suggest that actually useful seasonal rewards come during cove/risia/mabar/mimic phase, other, short seasonal events offer turn ins for more twinky, flavory stuff like cosmetics, special pets or such. I would like the notion though to be able to get some pirate style comsetic during cove, a warm muffler during risia etc...
4) player added suggestions:
- add heal elixirs to list: seconded. doesnt have to be on store item level, but like the ones ya get from lordsmarch or from red fens collectable traders maybe.
- add *something* with weapons/item lootgen upgrade function maybe (this may be for later future, after the cannith and lootgen rehaul)
supposing your loot/cannith revamp makes GOOD lootgen items and well crafted stuff more competative with named items in heroic levels again,
maybe consider:
-trade in remnants for masterful 2/4/6 crafted random generated weapon with augment slot
-possibly allow players to choose one item effect on a generated lootgen weapon (like, allow selection of some nice, useful sought after stuff, keen, feeding, vorpal, etc - so you could say *hey trader, here is 5k remnants, make me a ML X vorpal WEAPONTYPE* - the remaining effects on weapon and enhancement bonus would be random, making this something like a more reliable, more expensive version of desert token turn ins?
I also like the notion of *get the ability to bring the trader an already existing lootgen weapon, and upgrade with augment, or switch out one prefix/suffix* - I suspect though this might be more hassle development wise than can be realized.
I'm sure I forgot something worthwhile that went through my head when I first read thread last night, but oh well :D
generally, big thumbs up for communicating this the way you do and asking for feedback. thank you.
edit: right: BTA!! and elitist stuff !!!
5) BTA twink cloak/bracers
I am beginning to see a red line here between BTA 3BC, Necro4 and these. I assume the notion behind this is to allow newer players to somewhat catch up on the power creep a bit faster by being able to grind these out on a main first life and then put to good use soonish on alts. This is seriously good approach. thumbs up.
that being said, those items are OP. tone em down VERY slightly but don't smash them with an over-eager nerf bat either. thank you.
6)give some thought to adding something for the multi life high power players that cycle through TRs fast, too though.
I dunno if this can be coded, and if it can be done if it can be worked out in an acceptable timeframe. But what about the ability to *mythify* a lootgen or named weapon of choice?
as I envision it, items like these would gain a special ability to grow in power together with their mythic owner. have them accumulate certain bonus effects with each past life on which they accompany the player. like, I dunno, not overly OP but tentatively useful.
i.e.maybe "mythic weapon of champion of light", gains +1d2 light damage with each past life on which it is owned, used and lovingly polished by the player, for a maximum of 1d6 after 3 lives. same for elements and negative and force. epic weapons would allow 2 SUCH additons to be made. prices for this being a solid 10k to 20k remnants, tiered according to weapon ML to activate the ability, and another 5k each life to *charge it*
It could be designed in such a way that it doesnt overly overpower weapons, yet adds a little punch each time and gives the elitists a new epeen toy to grind for :D
edit2: another line of thought for mythfied weapons would be champion buffs. a mythified weapon may proc a champion crown and chamion buff on the player using it, procrates 1/2/3 % duration 10/20/30 sec, tiered upgrades or upgrades with chargin on each past life ...
Saekee
02-14-2015, 09:32 AM
I suggest you put things there that you can't get anywhere else, like skill augments, negative healing amp, etc. and do not put anything there that you can get anywhere else. One of the fun things about this game is running around figuring out where to get stuff. I actually like being spread out. sounds dumb but, hey.
How about something completely overpriced for vets to aim for? Something that costs 50K remnants and might take a couple of years to save for? Not sure what it would be, though.
bracers and cloak look very powerful; would be helpful for undergeared players.
I would add a lot of cosmetic stuff. Lots. It adds to the fun.
macadope
02-14-2015, 09:38 AM
HAMP cloaks/bracers are nice.
Need named/special +3 insightful stat augments....shouldn't be to far fetched since we see the occasional +4 insighful.
And devs....don't listen to the people about champions...the game was at its peak in popularity when it was at its peak in difficulty.
MadCookieQueen
02-14-2015, 10:21 AM
Augments:
http://media1.giphy.com/media/CQARt3veyUCTS/giphy.gif
Items:
http://media.giphy.com/media/P63zBqiQOSXHW/giphy.gif
That should sum it up in an easy to read fashion.
If you want more details...there are other posts to read.
Andoris
02-14-2015, 10:32 AM
As others have already said please give us different augments that we can't get elsewhere (Skil augments, True Seeing, etc) -- as it stands I don't see it being worthwhile to use my remnants to buy augments that I can get cheaper in Giant hold or from the twelve.
Mysterious Cloaks & Mysterious Bracers
These are intentionally identical items. We're choosing to put out a Cloak version and a Bracers version to make it easier to mix into the puzzle that is juggling items between your equipment slots.
Minimum Level 7: +15 Exceptional bonus to Positive Healing Amplification, +11 Competence bonus to Magical Resistance, Green Augment Slot, Yellow Augment Slot, Masterful Craftsmanship 4
Minimum Level 14: +30 Exceptional bonus to Positive Healing Amplification, +18 Competence bonus to Magical Resistance, Green Augment Slot, Yellow Augment Slot, Masterful Craftsmanship 4
Minimum Level 21: +45 Exceptional bonus to Positive Healing Amplification, +25 Competence bonus to Magical Resistance, Green Augment Slot, Yellow Augment Slot, Masterful Craftsmanship 4
Pre-answering some questions that came up from the Council: Masterful Craftsmanship 4 reduces the minimum level by 4 (so while the first item has a minimum level of 7, it would normally be 11). Yes, that's an Exceptional bonus to Healing Amplification, the same bonus type given to the old 10% Healing Amplification items before the recent Healing Amp changes. Competence bonus hasn't been used for MRR before, so this would stack with everything made so far.
These look very cool, I just wish they affected all types of healing (repair and negative) not just positive. It is already fairly trivial to get very high levels of positive healing amp, but nearly impossible to get repair or negative amp (I think each type only has 1 item that exists),
Having this affect other healing types will make these items more inclusive and highly sought after by the (entire) player base.
Ovrad
02-14-2015, 10:51 AM
Those Cloaks/Bracers look reaaaally good.
Kinda disappointed in the lack of new augments though. I mean a new source of aug is good, but nothing special...
Silverleafeon
02-14-2015, 01:39 PM
Overall it looks like a good start.
I am assuming the extra list will be flexible and have various additions at times.
I love the fact that you took my (and others) advice and found a permanent home for the eternal flasks.
I like the cloak and bracers.
Like others I am a bit concerned there is nothing for level cap (which is soon to be increased anyway which throw everything out of focus), however I assume that Temple of Elemental Evil, Epic Vale, Epic Devil's Battlefield will fill that bill for this year.
I love the fact that you took my (and others) advice and created/expanded items with reduced min levels as this will become more and more important in creating new loot for toons that will not advance past level 30 (assuming the level cap stays consistent with D&D 4th edition).
IronClan
02-14-2015, 03:02 PM
you can get 40 out of a single champion drop... run 2-3 elite kobold assaults and you should have enough.
Well 40 is 60 too few isn't it? and new players do not farm, why would they, why would anyone? Fresh brand new never TR'ed, no twink gear, players are the ones my comments are directed at, and doing 2-3 Elite Kobold Assaults is liable to be multiple party wipes if memory of the last time I did that on a toon without meta knowledge, hand me down Carnifex, or icy bursted of pure good/lacerating weapons or past lives serves me correctly.
I can hand fragments down, so I'm not concerned with me or other vet players who do things like farm. We don't even bother with a +2 stat augments, most Vet's will be level 8 later that evening, and 16 the next night, then a few hours of major slayer pots to 20. We might stop at level 11/12 to put GS on and clean +6 stat items, then regear at 20. I can't remember the last Heroic augment I slotted in anything. It doesn't help that there's no slots on most ML15 to 20 gear and even most level 21 to 23 gear... Again a pet peeve I have.
Marupal
02-14-2015, 03:14 PM
New Standard Rewards
This is a series of Augments that mostly exist in some form in DDO already. These aren't always "easily" available and we felt Augments were a good solution for providing items that are usable by a lot of players. We recognize that some players that want these augments may go through different routes they'd use to obtain some of these, and that's OK.
Each of these Augments has an associated minimum level (generally along the pattern of 4, 8, 12, 16, 20).
Sapphires of Defense provide both Physical Resistance and Magical Resistance.
New "Festival" Rewards
Somewhat similar to the Eternal Flasks and the Crown of fire, these items would be available on a limited time basis, but would be expected to return again in the future. These would not necessarily be available at the same time as the Flasks and Crown, however. (The exact timing and appearances are part of a larger rewards schedule.)
Festival Augments
I like the way Remnants are having their reward options expanded out. Having the regular augments available from multiple sources can only be a good thing. Looking forward to the cloak. Please expand the named loot reward options. Create new loot or give us the ability somehow to acquire named loot from existing packs.
I really like the "festival" portion of this. 10k for the eternal flasks was a bit much, but the temporary availability/rotating rewards thing is pretty dang cool. Kudos.
As others have said, please add some special augments only acquirable through this.
Zephea
02-14-2015, 03:24 PM
Could you be a dear and change the MRR bonus type to Luck or Profane. This won't stack with Fighter Stance if it is a competence bonus.
Poor old fighters. They're being screwed every which way. Maybe the fighter stance bonus should be changed to exceptional.
Vargouille
02-14-2015, 03:28 PM
Best amp at ML14? Aren't Levik's Bracers +40 @ ML13?
Or are you saying that they're the best of that type, meaning they're a different type than and stack with Levik's? So a level 14 character could equip both Levik's and the cloak for +70 total?
My paladin, who happens to have Levik's bracers, would love that.
At the risk of promoting a particular (wonderful) fansite:
http://ddowiki.com/page/Item:Levik%27s_Bracers
Healing Amplification: +40 Equipment Bonus (http://ddowiki.com/page/Healing_Amplification)
Levik's Bracers give +0 Exceptional Bonus to Healing Amplification, but +40 Equipment Bonus. Mysterious Cloaks and Bracers provide Exceptional bonuses (which is the same as "old" 10% items, but not 20% (Equipment) or 30% (Competence).)
Examples: http://ddowiki.com/page/Healing_Amplification
so instead of heal amp augments we get a set of bracers with heal amp of different type?
This is not correct. There was a never a "this or that" going on.
2) contents of the augment list are a start, but not brilliant yet.
- thumbs up to the PRR/MRR augment.
- thumbs down for not including 10/20/30 % heal amp augments.
As with the initial list and the Flasks and the added augments here and the new Festival list, we aren't saying we're done yet.
(I do not really get WHY you devs are so very very obviously against heal amp augments. One might even say you are trying to grease us up with the shiny cloak/braccers in order to silence the *what, no hamp aug* outcry before it starts - this may however fail regardless of shininess of items :P - could we kindly get a direct comment on reluctance to introduce hamp augments?)I'm not sure why players believe we're against Healing Amplification Augments. They are not part of this round of feedback, though the reminders that they are desirable are fine. (We already know this, but it's OK to remind us.)
We have been against increasing even more Healing Amplification since before the revamping pass recently done to Healing Amplification, but that's been done so you can expect more Healing Amplification in the future.
5) BTA twink cloak/bracers
I am beginning to see a red line here between BTA 3BC, Necro4 and these. I assume the notion behind this is to allow newer players to somewhat catch up on the power creep a bit faster by being able to grind these out on a main first life and then put to good use soonish on alts. This is seriously good approach. thumbs up.
that being said, those items are OP. tone em down VERY slightly but don't smash them with an over-eager nerf bat either. thank you.
We're definitely open to all feedback about the balance of these Mysterious Cloaks and Bracers.
Wizza
02-14-2015, 03:31 PM
So still no reply on the Non-existance of augments for players at cap?
Monkey-Boy
02-14-2015, 03:32 PM
I'm not sure why players believe we're against Healing Amplification Augments.
I don't know, maybe because none exist at this time despite people asking for them for years.
We're definitely open to all feedback about the balance of these Mysterious Cloaks and Bracers.
Define balance. Do you want them to be best in slot?
Varg, are you planning to add anything attractive for capped toons?
Wipey
02-14-2015, 03:44 PM
So how much heal amp would be enough ?
is it 1500 hp from SF pot ? 1k Csw non crit on kotc pally ? 650 Consecration ticks ?
Or is 400 csw and 250 + cocoon ticks on any toon now not sufficient ?
Carry on.
Daine
02-14-2015, 04:48 PM
So how much heal amp would be enough ?
is it 1500 hp from SF pot ? 1k Csw non crit on kotc pally ? 650 Consecration ticks ?
Or is 400 csw and 250 + cocoon ticks on any toon now not sufficient ?
Carry on.
It won't be enough until every last cleric, favored soul and druid who has the temerity to think they should heal others is scoured from the world.
It won't be enough until every mob has over 1 million hit points and the only reason to team together is to kill it slightly faster while we all self heal.
It won't be enough until party chat breaks and it goes unnoticed because nobody has grouped since 2015.
Most of the reasons to group in this game are:
-to split up to pull levers
-to split up to kill two foes that must be kept seperate
-to spit up to complete the dungeon faster
Most of the reasons to group together in DDO are to split up and play solo.
With each passing year, there is less and less need to work together as a team. These additions continue the tradition of pulling DDO further away from the co-operative gameplay that made D&D, and early DDO so much fun.
lyrecono
02-14-2015, 05:06 PM
so, on what (lv10-22) gear am i supposed to put some of these augments, as far as i recall, that project was never finished.
also: Since you're using multiples of 7, why is there no lv 28 one?
why the masterfull craftmanship? so we can get the burden of proof in adq1 when we get disjuncted?
Erdrique
02-14-2015, 05:57 PM
I have no problem with another source of getting the augments we already see at other vendors. In fact having them in consolidated is kind of nice to me. However, I do agree that it would be interesting to see some new augments. True Seeing augment has been mentioned but I also wouldn't mind seeing a Freedom of Movement augment as well. I would also like to see the skill augments in there as well. I have been having issues trying to find some of those.
I do like the bracers and the cloak. Those are nice ideas. Look forward to seeing what else can come out this :).
Vellrad
02-14-2015, 06:05 PM
1. Augment prices are stupid high, with low drop of remnants, and 0 drops from epics because level restriction. Epic levels add almost no extra power, so why should they determine anything related to champions. Why have less reasons to stay at cap a second longer than time required to run 21 EN quests and teleport to reincarnation grove?
2. Why cloak/bracers are not stacking with beign a fighter?
3. Will cloak/bracer stack with healing amp dragontouched armor? If not, meh.
Cetus
02-14-2015, 06:08 PM
As with the initial list and the Flasks and the added augments here and the new Festival list, we aren't saying we're done yet.
Well, I'm patiently waiting for some rewards that have some endgame/capped player relevance. Whole lot of "meh" right now.
Faltout
02-14-2015, 07:31 PM
The augments are a filler for the list and understandable that they now have a universal way for their acquisition. So with that in mind, I don't see any new items on that list. It wasn't that hard of a decision to put the augments in that list. Either in or out, game is pretty much the same.
The festival cloaks and bracers on the other hand will be best in slot. Just look at the amount of people saying "I like them". When even the min/maxers that complain about every loot choice say "That item is nice", it means that this item is increasing their power. So if you're fine with a "vertical" upgrade to player levels that weren't even end-game (so why mess with twink gear balance?), then I guess you deserve a new wave of "game is too easy" following that policy.
There are various player suggestions about "horizontal" upgrades and new loot ideas, but you went for the classic and expected MRR/PRR/Hamp route. We know you said that "loot carrying those will come", but didn't expect making such a huge mess over it. I agree with the posters saying that dev time was wasted discussing this.
Postumus
02-14-2015, 08:47 PM
Well 40 is 60 too few isn't it? and new players do not farm, why would they, why would anyone? Fresh brand new never TR'ed, no twink gear, players are the ones my comments are directed at,
The prices are fine.
It's unlikely new players are going to play much content at hard or elite anyway so that part is irrelevant since they won't be getting remnants. Everyone else would probably have 200-300 remnants by the time they get out of Kothos.
The rewards are pretty bad though.
Monkey-Boy
02-14-2015, 08:53 PM
Everyone else would probably have 200-300 remnants by the time they get out of Kothos.
Wait . . . what?
Daine
02-14-2015, 09:48 PM
Wait . . . what?
I just ran a TR through Korthos, skipped Sacrifices and Necromancer's Doom and would have picked up about 100 remnants, probably missed a couple of remnants along the way. Sometimes 1 or 2 remnants, sometimes more, I think the largest pile I got in Korthos was 37.
Vellrad
02-14-2015, 10:11 PM
I just ran a TR through Korthos, skipped Sacrifices and Necromancer's Doom and would have picked up about 100 remnants, probably missed a couple of remnants along the way. Sometimes 1 or 2 remnants, sometimes more, I think the largest pile I got in Korthos was 37.
korthos and harbor dont have champs
Vooduspyce
02-14-2015, 11:25 PM
Mysterious Cloaks & Mysterious Bracers
These are intentionally identical items. We're choosing to put out a Cloak version and a Bracers version to make it easier to mix into the puzzle that is juggling items between your equipment slots.
Minimum Level 7: +15 Exceptional bonus to Positive Healing Amplification, +11 Competence bonus to Magical Resistance, Green Augment Slot, Yellow Augment Slot, Masterful Craftsmanship 4
Minimum Level 14: +30 Exceptional bonus to Positive Healing Amplification, +18 Competence bonus to Magical Resistance, Green Augment Slot, Yellow Augment Slot, Masterful Craftsmanship 4
Minimum Level 21: +45 Exceptional bonus to Positive Healing Amplification, +25 Competence bonus to Magical Resistance, Green Augment Slot, Yellow Augment Slot, Masterful Craftsmanship 4
Ooh I would love to put this cloak on my wolf! Please add a cloak slot to the wolf and iron defender :p
Seems pretty cool for L21. Add a L28 version plz :)
Vellrad
02-15-2015, 12:09 AM
Competence bonus hasn't been used for MRR before, so this would stack with everything made so far.
Wrong.
http://i1045.photobucket.com/albums/b459/vellrad/ScreenShot00727_zpsdvve77uq.jpg
cru121
02-15-2015, 12:17 AM
3. Will cloak/bracer stack with healing amp dragontouched armor? If not, meh.
It will not stack with any of the former Healing Amplification 10% items, which currently grant +20 exceptional bonus:
* Random loot: Lesser Convalescent
* Named items: Book of Amaunator, Momento of War, Vengeful Protector, Wall of Wood (level 15 and 16)
* Crafted items: Dragontouched Armor (Eldritch), Greensteel weapon (Tier 1)
http://ddowiki.com/page/Healing_Amplification#Item_bonus
I'd rather farm remnants for BtA gear than dragontouched stuff (btc).
Silverleafeon
02-15-2015, 12:38 AM
We're definitely open to all feedback about the balance of these Mysterious Cloaks and Bracers.
It takes me about a week to get Fawngate from 20 to 28 without caring a bit about xp strategies or boost. When I get to level cap, these will be definitely competing with your new mysterious cloaks and bracers for a precious slot.
A picture is worth a thousand words...but im an artist so that is how I think.
http://ddowiki.com/images/Epic_Cloak_of_Ice.png
http://ddowiki.com/images/Jeweled_Cloak_%28Level_25%29.png
http://ddowiki.com/images/Prismatic_Cloak%2C_Red_%28Level_28%29.png
http://ddowiki.com/images/Prismatic_Cloak%2C_Violet_%28Level_28%29.png
http://ddowiki.com/images/Green_Steel_Weave_Cloak.png
http://ddowiki.com/images/Cloak_of_Night_%28Level_24%29.png
http://ddowiki.com/images/Adamantine_Cloak_of_the_Bear.png
http://ddowiki.com/images/Dumathoin%27s_Bracers.png
http://ddowiki.com/images/Epic_Inferno_Bracers.png
http://ddowiki.com/images/Epic_Ethereal_Bracers.png
http://ddowiki.com/images/Bracers_of_Twisting_Shade_%28Level_25%29.png
http://ddowiki.com/images/Green_Steel_Bracers.png
http://ddowiki.com/images/Epic_Jidz-Tet%27ka.png
http://ddowiki.com/images/Manacles_of_Ceaseless_Toil_%28Level_25%29.png
http://ddowiki.com/images/Skirmisher%27s_Bracers_%28Level_26%29.png
http://ddowiki.com/images/Ventilated_Armbands_%28Tier_2%29.png
Monkey-Boy
02-15-2015, 12:42 AM
I just ran a TR through Korthos, skipped Sacrifices and Necromancer's Doom and would have picked up about 100 remnants, probably missed a couple of remnants along the way. Sometimes 1 or 2 remnants, sometimes more, I think the largest pile I got in Korthos was 37.
How is this possible with no champs in korthos?
wayreth602
02-15-2015, 01:14 AM
How is this possible with no champs in korthos?
I'm currently running a TR on a toon. There were champs in Korthos at first release of champs (I had a hireling die from one in The Cannith Crystal). These champs would no longer be there since the change to stop them from appearing below level 5.
So, it might have been possible on first release, but would no longer be possible with the changes.
Edit: On topic I like the cloaks.
SirValentine
02-15-2015, 01:26 AM
Festival Augments
Limited time, and super high prices? What's the point, when most of these are already available all the time for much less grind?
"Diamond of Exceptional Strength +1", 3000
"Diamond of Exceptional Dexterity +1", 3000
"Diamond of Exceptional Constitution +1", 3000
"Diamond of Exceptional Intelligence +1", 3000
"Diamond of Exceptional Wisdom +1", 3000
"Diamond of Exceptional Charisma +1", 3000
Already available 100% of the time for much cheaper: 5 Epic Raid tokens. In The Twelve.
"Diamond of Strength +7", 3000
"Diamond of Dexterity +7", 3000
"Diamond of Constitution +7", 3000
"Diamond of Intelligence +7", 3000
"Diamond of Wisdom +7", 3000
"Diamond of Charisma +7", 3000
"Ruby of Sovereign Flame", 2000
"Ruby of Sovereign Frost", 2000
"Ruby of Sovereign Acid", 2000
"Ruby of Sovereign Shock", 2000
"Ruby of Combustion 114", 2000
"Ruby of Glaciation 114", 2000
"Ruby of Corrosion 114", 2000
"Ruby of Magnetism 114", 2000
"Ruby of Resonance 114", 2000
"Ruby of Impulse 114", 2000
"Ruby of Radiance 114", 2000
"Ruby of Nullification 114", 2000
"Ruby of Devotion 114", 2000
"Ruby of Reconstruction 114", 2000
"Sapphire of Resistance +7", 2000
"Topaz of Fire Resistance 35", 2000
"Topaz of Cold Resistance 35", 2000
"Topaz of Acid Resistance 35", 2000
"Topaz of Electric Resistance 35", 2000
"Topaz of Sonic Resistance 35", 2000
These are all available full-time in Gianthold, for a few Restored Relics and 1 Commendation of Heroism.
"Sapphire of Defense +14", 2000
I never checked: did the old PRR augments become PRR/MRR when MRR was created? If so, add this to the above list.
"Diamond of Insightful Strength +2", 3000
"Diamond of Insightful Dexterity +2", 3000
"Diamond of Insightful Constitution +2", 3000
"Diamond of Insightful Intelligence +2", 3000
"Diamond of Insightful Wisdom +2", 3000
"Diamond of Insightful Charisma +2", 3000
Hey, some augments that you can't already get whenever you want! Nice...well, except the price.
I suggest scrapping from the "limited time Festival Augment" list everything you can already get any time. Which is most of your current list. And perhaps adding in more of the random un-buyable augments, like the ML 28 ones.
SirValentine
02-15-2015, 01:32 AM
Remove all the Gianthold and Twelve augments.
Suggesting massive nerf why?
B0ltdrag0n
02-15-2015, 02:43 AM
Well, I'm patiently waiting for some rewards that have some endgame/capped player relevance. Whole lot of "meh" right now.
Agreed.
I think the cloaks are good as there are not many decent cloaks, but that's about it.
Unique augments! Give us some unique effects on augments!
B0ltdrag0n
02-15-2015, 02:46 AM
ALL THE PICTURES
This really doesn't help with discussion
cru121
02-15-2015, 03:30 AM
spam
reported
Flavilandile
02-15-2015, 03:41 AM
Well, it's nice to see another source for all the low level augments.... But the price is too steep for new players.
At the other end of the spectrum, there's nothing appealing for Vets. The cloak is at best a filler if you have an empty slot...
But otherwise it doesn't have any real appeal that will make you shuffle your setup to make room for it.
While I would refrain on the Healing Amp augment until you can add them as Epic Greensteel items, I agre with others that the Champions should give augments
and stuff that cannot be found anywhere else and that has some appeal to end gameplayers/veterans. Otherwise the tokens are going to be just yet another
trash that gets bypassed while we quest ( like most of the collectables... they were nice when the level cap was 10 to 14.... But even with the changes made most of
them are not worth collecting ).
the_one_dwarfforged
02-15-2015, 04:27 AM
i like that you will be able to get insightful 2 augs but honestly, they are pretty common right now and i think we all know why. so i cant get excited about this. earlier wouldve been better.
i will be getting the cloak but its a swap/part time item at best for me.
everything else seems like a waste of your time.
Annyee
02-15-2015, 06:35 AM
Your prices are way to high. There is no way I would ever pay 2k for a resist 35. Giant hold vendors are way cheaper in time investment. Also, the hero lvl augs would only be a god investment if you were doing hero TR's and had static gear. I am also not going to pay 100's of tokens at lvl 6 to pay 100's more at lvl 9 and again at 13 and again........ Most if not all the Augs you have posted have cheaper costs else ware.
patang01
02-15-2015, 08:50 AM
A brief reminder that current Player's Council members are urged to not post in this thread for approximately 36 hours, so we can get feedback from the community at large initially untainted by those who have seen this topic already, and earlier iterations of this topic.
It's a nice list and it's commendable. The bracers/cloak looks nice. One note tho, what most people (I think anyways) are looking for is a good source of skill augments. It's easy enough to get stat bonus augments and there are plenty of items that cover these aspects of spell power, stat bonuses and resistance. But there are very few effective sources of skill boosts. At least for the coveted augment slots. There are a few out of the store but it doesn't cover all skills.
At the risk of promoting a particular (wonderful) fansite:
http://ddowiki.com/page/Item:Levik%27s_Bracers
As with the initial list and the Flasks and the added augments here and the new Festival list, we aren't saying we're done yet.
I'm not sure why players believe we're against Healing Amplification Augments. They are not part of this round of feedback, though the reminders that they are desirable are fine. (We already know this, but it's OK to remind us.)
We have been against increasing even more Healing Amplification since before the revamping pass recently done to Healing Amplification, but that's been done so you can expect more Healing Amplification in the future.
We're definitely open to all feedback about the balance of these Mysterious Cloaks and Bracers.
Love the heal amp, the prr/mrr doesn't appear to stack at end game so meh... how about something that stacks but only for non heavy armor? give the light armor guys a fighting chance.
as for pots, why in the world would they be on the same timer as the eternal heroism flask that we all got. To put all that work in and then have to pick which one to use... is silly. Your basically saying, here is these wonderful potions but you can only have/use one...3
JOTMON
02-15-2015, 09:36 AM
Summary: More powerful versions of the standard rewards augments, and Mysterious Cloaks & Mysterious Bracers.
Mysterious Cloaks & Mysterious Bracers
These are intentionally identical items. We're choosing to put out a Cloak version and a Bracers version to make it easier to mix into the puzzle that is juggling items between your equipment slots.
Minimum Level 7: +15 Exceptional bonus to Positive Healing Amplification, +11 Competence bonus to Magical Resistance, Green Augment Slot, Yellow Augment Slot, Masterful Craftsmanship 4
Minimum Level 14: +30 Exceptional bonus to Positive Healing Amplification, +18 Competence bonus to Magical Resistance, Green Augment Slot, Yellow Augment Slot, Masterful Craftsmanship 4
Minimum Level 21: +45 Exceptional bonus to Positive Healing Amplification, +25 Competence bonus to Magical Resistance, Green Augment Slot, Yellow Augment Slot, Masterful Craftsmanship 4
Pre-answering some questions that came up from the Council: Masterful Craftsmanship 4 reduces the minimum level by 4 (so while the first item has a minimum level of 7, it would normally be 11). Yes, that's an Exceptional bonus to Healing Amplification, the same bonus type given to the old 10% Healing Amplification items before the recent Healing Amp changes. Competence bonus hasn't been used for MRR before, so this would stack with everything made so far.
No issues with General augments being available for trade for remnants.
Festival augments.. would like to see the "Festival" flavor ... like how we had for Mabar.
Ruby of Ghostbane, Ruby of the Vampire Slayer, Ruby of the Endless Night...
As to the Cloak/Bracers.. looks pretty nice, looks like something I would want to work into my TR'ing gear sets.
1. ..is it possible to have a Negative Energy / Repair version of these..
or even better..
..can they be coded to work with all 3 (Positive/Negative/Repair).. and just amp incoming beneficial energy..
ps.. Still waiting in anticipation for healing amp augments.. repair and negative too..
BtA
Sev~
Excellent..
~
The remnant drops themselves are pretty screwy..
Heroic seems to drop the same amount of remnants as Epic.
I got a range of 1-37 in a level 4 quest .. easy peasy.. I get the same amount ranges in Epic Elites which I find more of a challenge.
I was surprised to get more than 5 remnants at a time in Heroics.
I am also surprised to get less than 5 remnants for any Epic Champion.. felt like a rip off..
Is this working as intended.. if so I can see myself rolling up a veteran level 4 toon and farming easy goto harbour quests when it comes to remnant farming instead of running challenging content.
Aelonwy
02-15-2015, 10:26 AM
Limited time, and super high prices? What's the point, when most of these are already available all the time for much less grind?
Already available 100% of the time for much cheaper: 5 Epic Raid tokens. In The Twelve.
Well I like them because... not everyone raids.
These are all available full-time in Gianthold, for a few Restored Relics and 1 Commendation of Heroism.
I was thrilled to see these. Again not everyone raids or has a stockpile of Commendations for other reasons. (Not implying anything against you.)
I never checked: did the old PRR augments become PRR/MRR when MRR was created? If so, add this to the above list.
I believe the combination PRR/MRR augments are new, which realistically means all old PRR augments will probably be considered trash after this is introduced.
Hey, some augments that you can't already get whenever you want! Nice...well, except the price.
I suggest scrapping from the "limited time Festival Augment" list everything you can already get any time. Which is most of your current list. And perhaps adding in more of the random un-buyable augments, like the ML 28 ones.
I like the whole list, regular and limited time, but I wished that some of the rarer augments had been included such as deathblock, fear immunity, blindness immunity, feather fall, fortification, (these were also left out of Gianthold, where level applicable) and furthermore I wish the list of augment effects could be expanded to include:
Sapphires of Dodge (1 through 8)
Emeralds of Speed (1 through 8)
Topaz of True Seeing
Topaz of Freedom of Movement
Sapphire of Fortification 105 (lvl 12)
Sapphire of Fortification 110 (lvl 16)
Sapphire of Fortification 115 (lvl 20)
Sapphire of Fortification 120 (lvl 24)
Sapphire of Fortification 125 (lvl 28)
Rubies of Stunning, Vertigo, & Shatter with zero level ruby being +1 and the 4th level ruby being +2, going up by 2 from there but ending at level 24, I don't have the heart to add anything higher than what is currently in-game. I feel its balanced well enough because these effects can be acquired on high end named equipment and not take up a damage slot on your weapon. But having these available as augments would open up itemization and make weapons/shields with multiple slots more useful.
Seriously a one stop place to go for any and all augments is a great idea. I use the collectible vendors when I've stockpiled for a few months however it can be aggravating not to mention time consuming to need something in a hurry and have to look up (on wiki) who to go to for it, check your bags for turn-in collectibles, run to said person and try to get what you want randomly or precisely (Gianthold, Twelve) and then get back to where you need to be to keep questing. A single vendor is a great idea. Convenience! Huzzah!
Now about the cloak/bracers, I hate to say it but they should be toned down just abit... please use tweazers devs not a sledgehammer. Also I would rather these be cloak/belt because most of my characters use cannith crafted or random generated belts for almost the entire course of the game except for maybe my monk. Whereas I usually end up wearing various named bracers from level 3 - 28. I wouldn't complain if we were given a choice of cloak/belt/bracers. I'm not actually complaining now, just saying what I would find more useful.
Thank you for your time,
Aelonwy
Monkey-Boy
02-15-2015, 10:37 AM
Limited time, and super high prices? What's the point, when most of these are already available all the time for much less grind?
There is no point.
Qhualor
02-15-2015, 10:47 AM
Well I like them because... not everyone raids.
I was thrilled to see these. Again not everyone raids or has a stockpile of Commendations for other reasons. (Not implying anything against you.)
I believe the combination PRR/MRR augments are new, which realistically means all old PRR augments will probably be considered trash after this is introduced.
I like the whole list, regular and limited time, but I wished that some of the rarer augments had been included such as deathblock, fear immunity, blindness immunity, feather fall, fortification, (these were also left out of Gianthold, where level applicable) and furthermore I wish the list of augment effects could be expanded to include:
Sapphires of Dodge (1 through 8)
Emeralds of Speed (1 through 8)
Topaz of True Seeing
Topaz of Freedom of Movement
Sapphire of Fortification 105 (lvl 12)
Sapphire of Fortification 110 (lvl 16)
Sapphire of Fortification 115 (lvl 20)
Sapphire of Fortification 120 (lvl 24)
Sapphire of Fortification 125 (lvl 28)
Rubies of Stunning, Vertigo, & Shatter with zero level ruby being +1 and the 4th level ruby being +2, going up by 2 from there but ending at level 24, I don't have the heart to add anything higher than what is currently in-game. I feel its balanced well enough because these effects can be acquired on high end named equipment and not take up a damage slot on your weapon. But having these available as augments would open up itemization and make weapons/shields with multiple slots more useful.
Seriously a one stop place to go for any and all augments is a great idea. I use the collectible vendors when I've stockpiled for a few months however it can be aggravating not to mention time consuming to need something in a hurry and have to look up (on wiki) who to go to for it, check your bags for turn-in collectibles, run to said person and try to get what you want randomly or precisely (Gianthold, Twelve) and then get back to where you need to be to keep questing. A single vendor is a great idea. Convenience! Huzzah!
Now about the cloak/bracers, I hate to say it but they should be toned down just abit... please use tweazers devs not a sledgehammer. Also I would rather these be cloak/belt because most of my characters use cannith crafted or random generated belts for almost the entire course of the game except for maybe my monk. Whereas I usually end up wearing various named bracers from level 3 - 28. I wouldn't complain if we were given a choice of cloak/belt/bracers. I'm not actually complaining now, just saying what I would find more useful.
Thank you for your time,
Aelonwy
you can get tokens from epic quests, not just raids.
the level 24 GH augment vendor requires 1 Commendation. given the drop rates of remnants, it would actually be faster and easier to run a norm FOT than to acquire 3000 remnants.
thos DB, FF, Blindness, etc you can get from the Twelve vendor for just 20 epic tokens, which again is far faster and easier to get than 3000 remnants.
IronClan
02-15-2015, 11:04 AM
I just ran a TR through Korthos, skipped Sacrifices and Necromancer's Doom and would have picked up about 100 remnants, probably missed a couple of remnants along the way. Sometimes 1 or 2 remnants, sometimes more, I think the largest pile I got in Korthos was 37.
No you didn't. But thanks for illustrating my point... New players will leave Korthos with 0 (zero) Champ Remnants, they will be around 3rd level, and thus 100 remnants is crazy.
Vet players have THOUSANDS of Remnants going into this, and in all likelihood would not bother with a +1 stat or a +2 stat augment anyway.
So you almost can't price the ML1 and ML4 augments rock bottom enough for them to EVER BE USED. They should be priced like a newspaper or anything else that is quickly disposable (i.e. whatever's in your pockets, loose change, the left overs from a cup of coffee). In fact the ML1 augments should drop on the ground like collectables in Korthos, or even come on starter gear preslotted. Put 5 remnants in every chest in Korthos and price them at 25 or 30...
You can't GIVE AWAY low level augments. and they want fresh level 4 first lifers to farm 8 or 10 Kobold Assaults (to throw out someone elses guesstimate) after they leave Korthos?
Wait . . . what?
Yeah I mean what more is there to say... Except he must be the ONLY person on the forums who thinks Sev's quote about new player expectation to not play Hard or Elite showing up in peoples Sig's is an attempt to flatter Sev. as opposed to what it is, seizing on a Dev's faux pas.
Aelonwy
02-15-2015, 11:09 AM
you can get tokens from epic quests, not just raids.
the level 24 GH augment vendor requires 1 Commendation. given the drop rates of remnants, it would actually be faster and easier to run a norm FOT than to acquire 3000 remnants.
thos DB, FF, Blindness, etc you can get from the Twelve vendor for just 20 epic tokens, which again is far faster and easier to get than 3000 remnants.
Already available 100% of the time for much cheaper: 5 Epic Raid tokens. In The Twelve.
He said Epic Raid tokens. That is the part I was answering to, is there someplace you can trade regular epic tokens for epic raid tokens? AFAIK you can trade the epic raid tokens for regular epic tokens but not the other way around. It would be nice if we could trade Commendations of Valor for Commendations of Heroism too, high exchange rate probably but would still be nice.
I've never done FOT, I've tried to get my friends to run it several times... no one feels up to it or the couple of them that have done it don't feel they know it well enough to lead me. I've tried to join a few groups that have posted them, but when I tell the leaders I've never done it they don't seem to want me in their group. Also finding time to raid is difficult because i have two small children and I can rarely give 100% of my attention to the game. Raiding is a rare thing for me. I appreciate that my play style is not the standard, and you are probably right that 20 epic tokens is easier to acquire than the champion remnants (at this time) but that doesn't change the fact that a single vendor with all augments should have been implemented for convenience sake long ago.
Also no comments on my ideas for new augments? oh well.
Qhualor
02-15-2015, 11:30 AM
He said Epic Raid tokens. That is the part I was answering to, is there someplace you can trade regular epic tokens for epic raid tokens? AFAIK you can trade the epic raid tokens for regular epic tokens but not the other way around. It would be nice if we could trade Commendations of Valor for Commendations of Heroism too, high exchange rate probably but would still be nice.
I've never done FOT, I've tried to get my friends to run it several times... no one feels up to it or the couple of them that have done it don't feel they know it well enough to lead me. I've tried to join a few groups that have posted them, but when I tell the leaders I've never done it they don't seem to want me in their group. Also finding time to raid is difficult because i have two small children and I can rarely give 100% of my attention to the game. Raiding is a rare thing for me. I appreciate that my play style is not the standard, and you are probably right that 20 epic tokens is easier to acquire than the champion remnants (at this time) but that doesn't change the fact that a single vendor with all augments should have been implemented for convenience sake long ago.
Also no comments on my ideas for new augments? oh well.
i just went to Lahar and tried and you need greater (raid) tokens for the +1 exceptional augments. regular tokens you can trade for the other augments that Lahar has to offer.
the problem with Commendations is that they drop from 2 raids and neither is really that popular anymore. CITW doesn't even guarantee drops like FOT does. i would like to see Commendations be available in other places and give more reasons to run those other 2 raids as well.
Oxarhamar
02-15-2015, 11:45 AM
Good idea, but just misses. In terms of keeping true to the vision outlined in the OP, I suggest:
1) Add skill augments.
2) KEEP all the collectable turn-in augments. (I still carry bad feelings toward Turbine regarding the collectable augment turn-in system. Bad form, Turbine.)
3) Remove all the Gianthold and Twelve augments.
Why would you want to keep collectables Augment turn in but, remove Gainthold & token Augments?
Removing exsisting turn ins is not the answer!
Giving new & unique Augments rather than redundancy is!
Oxarhamar
02-15-2015, 11:55 AM
This really doesn't help with discussion
The Dev's suggested the cloak/bracers would help fit them into the puzzle that is gear.
Player posted cloaks & bracers that make that difficult.
For me it's a no brainier both slots are filled with unique gear that only is available in those slots already so I will pass.
FestusHood
02-15-2015, 12:20 PM
Why would you want to keep collectables Augment turn in but, remove Gainthold & token Augments?
Removing exsisting turn ins is not the answer!
Giving new & unique Augments rather than redundancy is!
I believe Ellis meant that they should remove the Gianthold and Twelve augments from the remnants list.
My view is it doesn't hurt anybody to have them there, as long as there is other stuff too. Some people really do have a very hard time raiding.
Zerkul
02-15-2015, 01:20 PM
You should value the possibility to make Mysterious Fragments gather automatically inside the collectable bag like the fragments from twelve tokens.
Oxarhamar
02-15-2015, 02:13 PM
I believe Ellis meant that they should remove the Gianthold and Twelve augments from the remnants list.
My view is it doesn't hurt anybody to have them there, as long as there is other stuff too. Some people really do have a very hard time raiding.
If that was the intent then I also agree with you having options is good but, it's like to see more unique rewards either way.
MangLord
02-15-2015, 08:49 PM
You should value the possibility to make Mysterious Fragments gather automatically inside the collectable bag like the fragments from twelve tokens.
Actually, this is just starting to become an issue with me. I normally carry two collectables bags that hold stacks of 1000 (whatever size that is), and I'm noticing that the remnants have just started to overflow into the second bag. I can see a problem later down the road when I start to have valuable inventory space clogged up with remnants, or needing to periodically visit the bank and dump them into the shared bag space (which holds 10000 if I recall correctly). I realize that I'm a DDO hoarder, but if we're expected to turn in stacks of 10000 at various points for excellent stuff, it might be nice if our inventory management resources could properly consolidate the fragments. (My friend Haste calls them cheeseburgers. "Don't forget your cheeseburger back there guys". Good times.)
PS...I don't know if yours don't autogather into your bags, but mine do.
Ayseifn
02-15-2015, 09:03 PM
Actually, this is just starting to become an issue with me. I normally carry two collectables bags that hold stacks of 1000 (whatever size that is), and I'm noticing that the remnants have just started to overflow into the second bag. I can see a problem later down the road when I start to have valuable inventory space clogged up with remnants, or needing to periodically visit the bank and dump them into the shared bag space (which holds 10000 if I recall correctly). I realize that I'm a DDO hoarder, but if we're expected to turn in stacks of 10000 at various points for excellent stuff, it might be nice if our inventory management resources could properly consolidate the fragments. (My friend Haste calls them cheeseburgers. "Don't forget your cheeseburger back there guys". Good times.)
PS...I don't know if yours don't autogather into your bags, but mine do.
Agreed, two bags filled so far with 1k each and 1.5k in inventory.
Any ingredient that needs you to collect thousands or even tens of thousands to buy something needs the Heart Seed treatment. Either that or just implement it like currencies, less risk of duping, no busy work with BTA stuff and less junk going into bags would be grand.
Vellrad
02-15-2015, 09:04 PM
Actually, this is just starting to become an issue with me. I normally carry two collectables bags that hold stacks of 1000 (whatever size that is), and I'm noticing that the remnants have just started to overflow into the second bag. I can see a problem later down the road when I start to have valuable inventory space clogged up with remnants, or needing to periodically visit the bank and dump them into the shared bag space (which holds 10000 if I recall correctly). I realize that I'm a DDO hoarder, but if we're expected to turn in stacks of 10000 at various points for excellent stuff, it might be nice if our inventory management resources could properly consolidate the fragments. (My friend Haste calls them cheeseburgers. "Don't forget your cheeseburger back there guys". Good times.)
PS...I don't know if yours don't autogather into your bags, but mine do.
he means he have to click manually instad of them appearing in his bag after beign generated.
IDK, I prefer them dropping on the floor, because late guys can pick remnants, and they're easy to notice
eecsman
02-15-2015, 09:27 PM
We're looking at adding some additional reward options in the future for Mysterious Remnants, available through the existing vendor in the Hall of Heroes.
Mysterious Cloaks & Mysterious Bracers
These are intentionally identical items. We're choosing to put out a Cloak version and a Bracers version to make it easier to mix into the puzzle that is juggling items between your equipment slots.
Minimum Level 7: +15 Exceptional bonus to Positive Healing Amplification, +11 Competence bonus to Magical Resistance, Green Augment Slot, Yellow Augment Slot, Masterful Craftsmanship 4
Minimum Level 14: +30 Exceptional bonus to Positive Healing Amplification, +18 Competence bonus to Magical Resistance, Green Augment Slot, Yellow Augment Slot, Masterful Craftsmanship 4
Minimum Level 21: +45 Exceptional bonus to Positive Healing Amplification, +25 Competence bonus to Magical Resistance, Green Augment Slot, Yellow Augment Slot, Masterful Craftsmanship 4
Thanks for your feedback!
Please make Repair/Negative Amplification versions of these items. There are a total of 3 items for Repair/Negative Amplification combined, and any new sources would be greatly appreciated.
Ayseifn
02-15-2015, 09:35 PM
Please make Repair/Negative Amplification versions of these items. There are a total of 3 items for Repair/Negative Amplification combined, and any new sources would be greatly appreciated.
Sure, nerf recon to only receive 50% of your spell power total while you're at it and all will be well.
Marupal
02-15-2015, 10:09 PM
he means he have to click manually instad of them appearing in his bag after beign generated.
IDK, I prefer them dropping on the floor, because late guys can pick remnants, and they're easy to notice
I like them dropping on the floor too. It's a mini happy-dance seeing them, kinda like in Sub-t finding Planar Shards.
I wouldn't mind seeing some visual effect added though. When playing with my kids I have to point each one out or they will walk right by them.
SirValentine
02-15-2015, 11:33 PM
I wouldn't mind seeing some visual effect added though.
More obvious visual, and also perhaps an audio effect when they drop. Way too hard to notice now. Especially since they hide under mob bodies.
Silverleafeon
02-16-2015, 02:08 AM
I am not in favor of removing existing turn in vendors.
If these new turn in are not competitive, then the new rates should be adjusted.
Variety is the spice of life.
Let us keep options.
Agreed, two bags filled so far with 1k each and 1.5k in inventory.
Any ingredient that needs you to collect thousands or even tens of thousands to buy something needs the Heart Seed treatment. Either that or just implement it like currencies, less risk of duping, no busy work with BTA stuff and less junk going into bags would be grand.
http://ddowiki.com/images/Item_HeartSeeds.jpg
Sounds like a plan.
Annyee
02-16-2015, 02:44 AM
Good idea, but just misses. In terms of keeping true to the vision outlined in the OP, I suggest:
1) Add skill augments.
2) KEEP all the collectable turn-in augments. (I still carry bad feelings toward Turbine regarding the collectable augment turn-in system. Bad form, Turbine.)
3) Remove all the Gianthold and Twelve augments.
1 is a good idea that has been suggested many time over.
2 is another good idea
3 is a terrible idea of epic proportions. TERRIBLE idea. TERRIBLE. Why would anyone ever suggest this?!
Eryhn
02-16-2015, 08:26 AM
As with the initial list and the Flasks and the added augments here and the new Festival list, we aren't saying we're done yet.
fair enough. plz give some serious consideration to making low to mid heroic level standard augments sufficiently cheap.
I'm not sure why players believe we're against Healing Amplification Augments. They are not part of this round of feedback, though the reminders that they are desirable are fine. (We already know this, but it's OK to remind us.)
oke oke I get it. sry, I'm a greedy person :D
We're definitely open to all feedback about the balance of these Mysterious Cloaks and Bracers.
well, lemme give you some: I look at them and my mouth waters and I wants them just as they are there, off the shelf, I'll buy out the whole stock muha.
BUT, the realist in me says the stacking hamp is just too high. My first heroic life 5Etrs human 18/2 bard fighter main rocks a hamp of 80% and my cure critical wound ticks for about 200-250 and crits for 370-450 at a pos spell power of 250ish at lv27. I could easily push spell power to 300+ with some changes in enhancements, I could add convalescent 40% bracers if I rly went for it, I could add another 10% or 20% in racial. Even not doing that the highest level cloak gives me a solid +50% on heals.
Now go figure what these things will do on a 3 pally past life, pally or barb human hamp enhancement build. Even considering the dps loss you get for taking the hamp enhancements, that adds up to crazy. Last time I saw somebody use CSW pots on EE I loled, this time, I would prly use them myself on such a build.
make the stacking hamp 10/20/30 or something.
*ducks and runs from people more greedy fro creep than me*
I will admit that at endgame the bracers compete with durmathoins and with ethereal while the cloak goes up against the absorption cloaks and jeweld cloak or some build specific things, its a nice slot for exceptional seeker too i.e.
But still, hamp over the top. period. I would like to see an upgrade option to turn the yellow slot into an orange one as a trade for the hamp nerf ... having red slot on item is also quite valuable commodity, but does not go quite as far, while allowing for convenient slotting of devotion. Yes, that also boosts the heals, but people taking their self heals serious slot or switch in devo/heal lore anyways, so its just a quality of life thing to get that on the cloak more so than an OP heal power increase ...
Bzzzt
02-16-2015, 09:39 AM
These items are nice but as a multi-lifer, I find that I already have optimized gear that slots and stacks better (hp greensteel, ethereal tracers). What I'd love to see from this turn in:
-Mysterious Augments that have bonuses typed as Mysterious (thus fully stacking with everything)
-Mysterious set bonus. Have a full set of gear that becomes available a piece at a time every 2 levels or so with a bonus based on how many mysterious pieces you are wearing. Start small, +1 to hit and damage for 2. End with 50% heal amp and 250hp for every piece (or something massive). One thing that has really disappeared from recent updates is item set bonuses (Which is a decent way to tuck some balance into the game).
Bogenbroom
02-16-2015, 11:19 AM
I'd like to put in my 2 cents that the MRs also be an alternative currency for the Master's Gift. MG is overly limited in its path-to-acquire as it stands, and MRs seem a good mech to alleviate that.
Livmo
02-16-2015, 12:05 PM
How about an upgradable wand like Nics Cold Ray from the winter fest?
We have Candy Canes, we have Ham, but we don't have in-game bacon or epic level heals similar to Ham and Candy Canes. We need more in-game sources of ham. 1 ham from the Harbinger of Madness chain leaves me hungry and wanting more.
I would love to see an Eternal Wand of Bacon with epic heals similar to ham and cane, that is level restricted, so it can only be used in epics and not exploited in heroics.
It would be great to trade remnants for ham. Then trade X amount of ham and remnants for a wand. Final upgrade is 10k remenants and wand for Eternal Wand of Bacon.
IronClan
02-16-2015, 01:28 PM
You know I also like LESS STUFF IN BAGS... lets make any new "currencies" from here on out work like AS and Plat... just gather them up in a pool and a UI hook that shows the number...
I can't tell you how lame it is having to drag ramnants and seeds into bags, they wont autogather. And currency can't be duped.
I know you guys (Turbine Dev's) have said you are currently (or recently) facinated with adding new economies to DDO but the problem is from a player perspective we already have too many specialized and limited use economies... Comms, but not just Comm's also Comms of Valor, and 5 different E-star comms, GH relics, but not just them Epic (Restored) GH relics, collectabiles (which BTW all suffer from the exact same problem as pricing +2 stat augments at 100 remnants... They are all over priced by a factor of 100... it should take 5 or 10 mushroom spore pods for a newbie to get ONE HUNDRED lesser healing elixers... It should take 10 or 20 swaying dingle clusters to get ONE HUNDRED greater exliers... 10 is laughable, and makes the system not worthy of bothering with.
The whole game suffers from this sort of "high hanging fruit that is not worth picking" syndrome no one bothers... you've over priced ALMOST EVERY THING IN THE GAME except stuff like E-star turn in gear... that should be your guide FIVE comms, not 100 comms. Especially where it conerns systems that a new player is going to look at and say "OHoly *** I will be level 15 before I can afford a +4 stat augment (or 10 greater elixirs of healing in the case of collectable mushrooms)". I once turned in 4 years of dedicated collecting and got: no lie 45 greater healing elixers out of it. Needless to say I no longer bother clicking on the nodes... why would I? Waste of time.
Silverleafeon
02-16-2015, 01:33 PM
How about an upgradable wand like Nics Cold Ray from the winter fest?
We have Candy Canes, we have Ham, but we don't have in-game bacon or epic level heals similar to Ham and Candy Canes. We need more in-game sources of ham. 1 ham from the Harbinger of Madness chain leaves me hungry and wanting more.
I would love to see an Eternal Wand of Bacon with epic heals similar to ham and cane, that is level restricted, so it can only be used in epics and not exploited in heroics.
It would be great to trade remnants for ham. Then trade X amount of ham and remnants for a wand. Final upgrade is 10k remenants and wand for Eternal Wand of Bacon.
Very Cool idea.
I love eternal wands (used to collect them at one time).
Its a shame that we don't have any eternal wands (pardon if my memory is flawed here) that are viable (with limited charges) at end game.
Livmo
02-16-2015, 01:37 PM
Very Cool idea.
I love eternal wands (used to collect them at one time).
Its a shame that we don't have any eternal wands (pardon if my memory is flawed here) that are viable (with limited charges) at end game.
Me too! End game could use some love.
The game could also use an Eternal Wand of Broccholi (harm for those that use as a heal?) and an Eternal Oiler for the WF/BF peeps :)
IronClan
02-16-2015, 03:14 PM
The Dev's suggested the cloak/bracers would help fit them into the puzzle that is gear.
Player posted cloaks & bracers that make that difficult.
For me it's a no brainier both slots are filled with unique gear that only is available in those slots already so I will pass.
I have toons that will slot the cloak so that Ethereal bracers can go in the bracers slot, not everything introduced should be good for every build, I'm running into that constantly with Orchard epic gear... so much of it is best in slot that many toons are starting to look the same in terms of gear.
The best gear (and this is something I think the Dev's are not really aware of being "a thing") should be so interesting that it inspires a build. The problem with this is of course that so much of DDO's most imaginative gear is out leveled with nothing similar at a later level to replace it. Gear like this that has multiple ML's and even an alternative slotting is brilliant in that regard... it allows a cornerstone foundational piece of gear to level with your concept build... A great example of this is the Cove buckler, as swash players know it's still for many types of Swash builds the Swashes best friend. And you can literally level from 4 to 24 with it.
Oxarhamar
02-16-2015, 10:56 PM
I have toons that will slot the cloak so that Ethereal bracers can go in the bracers slot, not everything introduced should be good for every build, I'm running into that constantly with Orchard epic gear... so much of it is best in slot that many toons are starting to look the same in terms of gear.
The best gear (and this is something I think the Dev's are not really aware of being "a thing") should be so interesting that it inspires a build. The problem with this is of course that so much of DDO's most imaginative gear is out leveled with nothing similar at a later level to replace it. Gear like this that has multiple ML's and even an alternative slotting is brilliant in that regard... it allows a cornerstone foundational piece of gear to level with your concept build... A great example of this is the Cove buckler, as swash players know it's still for many types of Swash builds the Swashes best friend. And you can literally level from 4 to 24 with it.
yep not enough lateral gear just creep recently, there are a few options but, for many unique effects they are so limited that if you want them your limited to 1 or 2 items.
For me Clock & Bracers slot are filled with these types of unique effects and I'm fine with it as these cloaks are not something I would bother slotting anyways.
I agree the level stepped gear can be good and have used/use some Challenge & cove gear that steps up in level.
Maybe I could use a lowbie one before equipping my better stuff but, where's the stuff for LVL 28 ? They seam to miss this mark every time, look at Cove when level Cap increased. the 1st cove after level cap increase to 25 offered 1 LVL 24 item & the 1sr Cove after lvl Cap increase to 28 offered more LVL 24 items, wheres the top end option?
cru121
02-17-2015, 12:13 AM
Maybe I could use a lowbie one before equipping my better stuff but, where's the stuff for LVL 28 ? They seam to miss this mark every time, look at Cove when level Cap increased. the 1st cove after level cap increase to 25 offered 1 LVL 24 item & the 1sr Cove after lvl Cap increase to 28 offered more LVL 24 items, wheres the top end option?
people were b*tching about cove gear being too strong and seasonal on top of that, here's the answer. anyway, cove buckler might be best in slot for some builds.
MangLord
02-17-2015, 05:35 AM
These items are nice but as a multi-lifer, I find that I already have optimized gear that slots and stacks better (hp greensteel, ethereal tracers). What I'd love to see from this turn in:
-Mysterious Augments that have bonuses typed as Mysterious (thus fully stacking with everything)
-Mysterious set bonus. Have a full set of gear that becomes available a piece at a time every 2 levels or so with a bonus based on how many mysterious pieces you are wearing. Start small, +1 to hit and damage for 2. End with 50% heal amp and 250hp for every piece (or something massive). One thing that has really disappeared from recent updates is item set bonuses (Which is a decent way to tuck some balance into the game).
I like the idea of a unique augment set with a mysterious/champion bonus, or some other bonus that easily stacks with common boosts. Profane, possibly? It wouldn't be useful if you have an epic Litany trinket, but it might be a nice option for the majority of players (myself included) that either don't have one yet or don't want one. I wouldn't be mad if the initial offerings were limited to +2 profane stat boosts, +20 profane USP and +2 profane deadly and seeker rubies. Personally I'd still favor a ruby eye in a red slot, but options are cool. I'd bet most spellcasters would be pretty excited about a stacking +20 universal spellpower.
My main character also has a gear set that I'm really happy with. Aside from my cloak that only really gives me +5 extra seeker at this point, I'd be hard pressed to ditch any of my other gear for an existing mysterious turn-in. Perhaps a buckler with extra healing amp and prr/mrr, but I have devotion and resonance slotted on my Falling Darkness, so I'd probably still hang onto that unless I could upgrade another buckler with two red gem slots.
I'm not really wild about set bonuses, because I often find the set bonuses to be weaker than if I were to mix and match. (epic black dragon set isn't very good, for example, although it does look cool cosmetically) If enough people like set bonuses, then that might be a good option.
There definitely needs to be some hard to acquire options with something really special for veterans to strive for. The bracers and cloak seem cool, but once those are acquired what's left to do with our fragments?
Annyee
02-17-2015, 06:40 AM
Throw in Augment Sets. Kinda like the chrono sets, ToD Sets, Sora Kell, Red Fens, ect. Make up new ones, recycle old ones, whatever. There are so many possibilities.
Example: You could crunch a base item(ToD set item) + X amount of Mysterious Remants for a aug gem of said base item. When you have the full set of Aug gems slotted into your gear you now get the set bonus. Mysterious Remants crunch cost would be based off the items set level. Example: Korthos sets would be dirt cheap while the eChrono would be very expensive. This would give ppl a reason to run outdated quests againl. I can think of A LOT of set bonus I would love to slot into my gear.
Just an idea though.
Marupal
02-17-2015, 12:46 PM
Throw in Augment Sets. Kinda like the chrono sets, ToD Sets, Sora Kell, Red Fens, ect. Make up new ones, recycle old ones, whatever. There are so many possibilities.
Example: You could crunch a base item(ToD set item) + X amount of Mysterious Remants for a aug gem of said base item. When you have the full set of Aug gems slotted into your gear you now get the set bonus. Mysterious Remants crunch cost would be based off the items set level. Example: Korthos sets would be dirt cheap while the eChrono would be very expensive. This would give ppl a reason to run outdated quests againl. I can think of A LOT of set bonus I would love to slot into my gear.
Just an idea though.
cool idea.
Existing set bonuses would probably be a bit overpowered. Creating some augment sets from scratch would add an interesting layer to things.
cru121
02-17-2015, 01:12 PM
I expect the new bracers/cloak to be rather expensive. I wonder if it would be a good idea to add upgrade recipes. for example
base item: healamp, mrr
upgrade 1: first slot, master craftmanship 2
upgrade 2: second slot, mc4
Maybe 20% price for base, 30% for first upgrade, 50% for second upgrade
I don't see upgrade from the lvl 7 version to lvl 14 as necessary.
An interesting option would be to add a cheap conversion recipe bracers <> cloak.
XxJFGxX
02-18-2015, 03:14 AM
Mysterious Cloaks & Mysterious Bracers
These are intentionally identical items. We're choosing to put out a Cloak version and a Bracers version to make it easier to mix into the puzzle that is juggling items between your equipment slots.
Minimum Level 7: +15 Exceptional bonus to Positive Healing Amplification, +11 Competence bonus to Magical Resistance, Green Augment Slot, Yellow Augment Slot, Masterful Craftsmanship 4
Minimum Level 14: +30 Exceptional bonus to Positive Healing Amplification, +18 Competence bonus to Magical Resistance, Green Augment Slot, Yellow Augment Slot, Masterful Craftsmanship 4
Minimum Level 21: +45 Exceptional bonus to Positive Healing Amplification, +25 Competence bonus to Magical Resistance, Green Augment Slot, Yellow Augment Slot, Masterful Craftsmanship 4
How about adding exceptional heal amp augments into the standard list?
Min level 7: +15
Min level 14: +30
Min level 21: +45
Annyee
02-18-2015, 09:12 AM
cool idea.
Existing set bonuses would probably be a bit overpowered. Creating some augment sets from scratch would add an interesting layer to things.
I don't think it would really be over powered. Compare the ToD set bonus to some of the named Augs.
Hi,
Here is augments that i really want to see.
Blue slot
Heal Amp 10 at lvl4
Heal Amp 20 at lvl12
Heal Amp 30 at lvl20
Repair Amp 10 at lvl12
Repair Amp 20 at lvl20 It's rare
Negative Amp 10 at lvl12
Negative Amp 20 at lvl20 Rare also
Non-stacking with each other
Freedom of movement at lvl20
True Seeing at lvl20
Ethereal at lvl16
Ghostly at lvl24
I know ghosts should be colorless =p
Yellow
Inherent Elemental Resistance 5 (single flavor) at lvl12
Inherent Elemental Resistance 5 (all) at lvl20
Inherent Elemental Resistance 10 (all) at lvl28
Poison dmg resistance 10 at lvl12
Force same
Light same
Absorption 15% (single flavor) lvl20
Absorption 15% (all) lv28
non-stacking)
Green
The ultimate augment of adventuring
Deathblock, fearless, UW action, Featherfall, FoM at lvl28
Red
Bleeding(1d8) at lvl12
Bleeding(2d8) at lvl20
Vicious(2d6 -1d3 to you) at lvl16
force 1d4 at lvl16
Good
Law
Chaos
Adamantine
Silver
Byeshk
all available for decent cost
Lesser Vampirism lvl8
Vampirism lvl16
Greater Vampirism lvl24
Colorless
exceptional skill +5 at lvl 20
No UMD
UMD +3 at lvl20
Normal nonstacking
spellclickies
Blur
Shield
Pro-evil
invisi
nothing special just to help out the UMD-impaired with a few charges for emergencies
That's a long enough of augments for now.
Other ideas for remnants
More cosmetic stuff (weapons?)
More Pets
I don't care, but people seem to love m
Healing elixers (good ones)
Elixers for repair
Elixers for palemasters
Potion of Deathblock
Potion of Restoration (like the ones that already drop rarely)
Potion of FoM
Potion of resist all 30
Potion of melee power +10
Potion of ranged power +10
Potion of spell power +10
Potion of Heal Amp +50
All for like 1-2 minutes
Buddy-ONLY cake 1use
You can't have your cake and eat it too
Loot+1 3hours
Exp+10% 3 hours
Bracelets of friends etc
Teleport staff
Thx for reading =)
Rmi.
Vargouille
02-18-2015, 01:58 PM
We'll probably change the MRR bonus type to Insight in this case (though that doesn't mean we'll always try to avoid overlapping heroic enhancements).
We'll consider adding upgrade recipes for some things as well.
Future rewards may include some of the other ideas here (but probably not Soon(tm)).
Tyrande
02-18-2015, 02:18 PM
Hi,
Here is augments that i really want to see.
[...]
Poison dmg resistance 10 at lvl12
Force same
Light same
I would rather not see Force or Light resistance augments. Force and Light are low damage and with resistance 10 might as well completely eliminated the damage. Please note that monsters do not use potency items...
Absorption 15% (single flavor) lvl20
Absorption 15% (all) lv28
non-stacking)
Same here, would rather not see these as augments. Force and Light resistance/absorption should be very rare and only on specifically themed named items and not as augments.
Reason: having these items would nullify most of the caster monsters and made them almost useless since those are their primary damage types.
IMHO, MRR should not affect incoming force, untyped nor light damage.
UurlockYgmeov
02-18-2015, 02:19 PM
We'll probably change the MRR bonus type to Insight in this case (though that doesn't mean we'll always try to avoid overlapping heroic enhancements).
We'll consider adding upgrade recipes for some things as well.
Future rewards may include some of the other ideas here (but probably not Soon(tm)).
awesome...
just as long as SOON™ doesn't mean never. :P
Dungeoner49
02-18-2015, 02:36 PM
I get that these new rewards for remnats would be good but they seem to be quite expensive at higher levels even if remants drop in greater quanity that scale via dungeon lv as getting 110 is about what I get from leveling up from 7 to 8 on a 1st life vet status fire/acid sorc which would only be good for a 1d2 dmg augment which would be completely useless for him! having the remnat cost be reduced by 50% or more for any remnats reward would make getting the remants more worthwhile. heck if remnat drops are dependent on the dungeon's effective lv or DEL (lv 7 quest on leet is effetively a lv 9 quest, tho at higher levels leet may seem to be a 3 or 4 lv increase for diff) and have the remnat drop rate be equal to 2d2+DEL.
Seikojin
02-18-2015, 03:24 PM
As so far, the suggestions for new augments are good. I know how much people would not like redundant avenues to the same things, however I think having them available all the time instead of some of the time (having the content, getting the relics in order, etc), is a great way to get more augments in play. Many people avoid using them in low levels because they are soo hard to get. This at least will bring common augments to a common marketplace where they can be utilized more readily while the top end augments are earned.
I like the cloak/bracer reward, and like the limited time reward ones.
It would be nice if we had a solid schedule for them and I think some low end tome availability during that time would be nice too. Not many +1's drop anymore.
Wizza
02-18-2015, 04:20 PM
Still no reply about endgame items/augments?
CaptainSpacePony
02-18-2015, 04:32 PM
... a gestalt augment gem, that has its power grow the more people in the party have one?
That's actually very interesting to me. +1 SP, MP, and RP for each party member.
Monkey-Boy
02-18-2015, 04:46 PM
Still no reply about endgame items/augments?
it would be nice, none of the garbage listed gives me that " i want that!" feeling that might inspire me to play.
redoubt
02-18-2015, 06:19 PM
Can we get a "green" augment of light damage?
Something worth putting on a Celestia that won't remove its DR breaking properties?
By being a green augment it won't go on other weapons and make them OP. It will just allow this unique weapon to scale up using its augment slot while keeping the function that makes it unique.
mudfud
02-18-2015, 08:41 PM
Future rewards may include some of the other ideas here (but probably not Soon(tm)).
LOL I'm sorry I just had to laugh and quote it for posterity seeing a dev use the (tm) in a post in regards to you all doing something in the game.
Oxarhamar
02-18-2015, 09:03 PM
people were b*tching about cove gear being too strong and seasonal on top of that, here's the answer. anyway, cove buckler might be best in slot for some builds.
Yes sure when cove first hit & the only alternative for Epic items was the S/S/S system they may have been due to easy of acquisition in comparison.
Buckler & rune arm are the exceptions in today's game due to lack of options, most everything else is placeholder it swap gear.
LightBear
02-19-2015, 06:38 AM
Thanks for your feedback!
The pricing is unrealistic. Why would you pay with Remnants if you can get it for less effort when paid for with Plat on the AH?
I don't see any unique and festival worthy things on that list.
The special augments are not that special.
The cloak/bracers are nice and the exception to this, would like to see more slot options.
Even better... would like to see that as augments (the levels are fine) and would pay the 10k for that.
Xionanx
02-19-2015, 07:05 AM
You know what, I am happy that augments from other turn ins are on this list. Personally I think ALL augments from ALL turn ins should be on this list.. then.. just turn off the other turn ins. Sure, leave them on long enough for people to use their relic/doodads/whoosits.. but make those things stop dropping and make remnants THE source for all future turn in junk.
ONE currency available to all players at all levels of play used for all turn ins..
Thats what needs to be done.
But.. while you are at it, make them "Auto Collect" and not drop on the ground and stop asking me if I want to take them out of chests..
Oh.. and make them purchasable with PP.. 1000PP = 1 remnant or some junk.
Saekee
02-19-2015, 08:08 AM
The more I have thought about this, the more I think that only cosmetic stuff should be buyable with the remnants.
If you want to introduce gear and augments, then pop them into a quest.
We love cosmetics. It is a visible boastable achievement and fun and does not mess with power creep. Look at the success of mirror of glammering. I can't afford any cosmetics so must occassionally endure unappealing costumes.
Let's see haloes, ninja outfits, flaming heads, etc etc
LightBear
02-19-2015, 09:11 AM
You know what, I am happy that augments from other turn ins are on this list. Personally I think ALL augments from ALL turn ins should be on this list.. then.. just turn off the other turn ins. Sure, leave them on long enough for people to use their relic/doodads/whoosits.. but make those things stop dropping and make remnants THE source for all future turn in junk.
ONE currency available to all players at all levels of play used for all turn ins..
Thats what needs to be done.
But.. while you are at it, make them "Auto Collect" and not drop on the ground and stop asking me if I want to take them out of chests..
Oh.. and make them purchasable with PP.. 1000PP = 1 remnant or some junk.
You're killing all the flavor.
I'm all pro the auto-collect, not just for this but for everything that drops to the ground.
So, you're saying that the flaming crown is worth 10 mil pp?
Xionanx
02-19-2015, 10:09 AM
You're killing all the flavor.
I'm all pro the auto-collect, not just for this but for everything that drops to the ground.
So, you're saying that the flaming crown is worth 10 mil pp?
Ehh.. the PP to Remnants "cost" was just a shot in the dark.
Shadow7375
02-19-2015, 10:13 AM
How about a DODGE augment ?
HatsuharuZ
02-19-2015, 10:16 AM
The pricing is unrealistic. Why would you pay with Remnants if you can get it for less effort when paid for with Plat on the AH?
Perhaps you don't have a lot of plat. Well, *you* might, but not everyone does.
Merlin-ator
02-19-2015, 01:46 PM
So it's like the augments you get from collectable turn-ins, except it doesn't take multiple lives to be able to buy a random roll.
I like the idea, but it does highlight the fact that collectable turn-ins have been FUBARed since U17. Could those get lowered too? How about evening out the type of drops received? Some items, like Silver Flame Hymnals, are pretty rare when compared to Blessed Candles, even thought they both drop from altars. Perhaps you could give all collectables a crafting purpose when you do the Cannith Crafting pass?
I love the idea, but it throws existing problems into sharp relief.
EDIT: There seem to be a few important augments missing, like Blindness/Fear Immunity. Is that intended to be here too, or is it supposed to only be available from chests and the insane random collectable roll? I'd actually be fine with it if it was chest-only, but if it's in the collectable roll, I'd like to see it available for remnants too.
Marupal
02-19-2015, 07:39 PM
I don't think it would really be over powered. Compare the ToD set bonus to some of the named Augs.
True, except set bonuses still (iirc) stack with everything else, including other set bonuses. There were a few I can recall, like one of the sets in Red Fens, that don't but others do. Maybe that has changed by now.
If the stacking rules haven't changed we'd be able to layer on a pile of set bonuses through augments without having to face the gear slot restrictions.
Augment sets do sound like a pretty cool idea though.
Annyee
02-19-2015, 10:19 PM
I think the over all point of this feed back is goes something like this: The proposed list is garbage. There are many many better ideas.
Soleran100
02-20-2015, 09:35 PM
I really like champions without an additional reward system, that said. Most (not all) of the items can be purchased with other forms of trade. Rather then simply put forth more items with a different currency create something that has been suggested:
truesight augment
dodge augment
heal amp augment
You could even make the heal amp and dodge exclusive.
MangLord
02-23-2015, 06:42 AM
But.. while you are at it, make them "Auto Collect" and not drop on the ground and stop asking me if I want to take them out of chests..
This feature is somewhat bothersome, especially if some monster wanders in and starts attacking you while you're trying to confirm that yes, you do actually want to collect your remnants.
General_Gronker
02-23-2015, 08:58 AM
Better ideas than the current rewards. Also a waste of resources stemming from a subsystem that should be abandoned for the poor idea that it is. Devote your time and energy to fixing things that need fixing and filling in the gaps that have been present since the beginning of the game (for example, the lack of gnomes, psionics, and illusion spells).
Please stop wasting time on this stupid champion ****.
Annyee
02-23-2015, 09:04 AM
Better ideas than the current rewards. Also a waste of resources stemming from a subsystem that should be abandoned for the poor idea that it is. Devote your time and energy to fixing things that need fixing and filling in the gaps that have been present since the beginning of the game (for example, the lack of gnomes, psionics, and illusion spells).
Please stop wasting time on this stupid champion ****.
We have had Psionics since launch, its called Spell Points. More illusion spells would be nice and I would take Gnomes over a redundant Warlock class.
Epitome
02-23-2015, 02:07 PM
Mysterious Cloaks & Mysterious Bracers
These are intentionally identical items. We're choosing to put out a Cloak version and a Bracers version to make it easier to mix into the puzzle that is juggling items between your equipment slots.
Minimum Level 7: +15 Exceptional bonus to Positive Healing Amplification, +11 Competence bonus to Magical Resistance, Green Augment Slot, Yellow Augment Slot, Masterful Craftsmanship 4
Minimum Level 14: +30 Exceptional bonus to Positive Healing Amplification, +18 Competence bonus to Magical Resistance, Green Augment Slot, Yellow Augment Slot, Masterful Craftsmanship 4
Minimum Level 21: +45 Exceptional bonus to Positive Healing Amplification, +25 Competence bonus to Magical Resistance, Green Augment Slot, Yellow Augment Slot, Masterful Craftsmanship 4
Seen many of the augments in the proposed list be implemented today (Update 24 Patch 2 Release Notes (https://www.ddo.com/en/update-24-patch-2-release-notes)) but not the Mysterious items. Is there a timeframe on these items making it to the vendor?
Krelar
02-23-2015, 03:05 PM
Seen many of the augments in the proposed list be implemented today (Update 24 Patch 2 Release Notes (https://www.ddo.com/en/update-24-patch-2-release-notes)) but not the Mysterious items. Is there a timeframe on these items making it to the vendor?
Those are part of the new "Festival" items. So whenever they decided to do that again we'll likely see them.
Annyee
02-23-2015, 06:34 PM
Augs for sale in the hall. Its everything we did not ask for. I really hope something good will hit live one day because its not here yet.
visibleman
02-27-2015, 03:09 AM
I only have one thing to say here:
HEALING AMP AUGMENT
crazycaren
02-27-2015, 11:14 AM
I support many previous posts regarding over-priced stuff that is available elsewhere for collectible turn ins. Perhaps you are not aware how few augments drop for people who are not exploiting HH?
There should be +1, +3 and +5 hearts of wood available here, since they are virtually unattainable without TP otherwise.
Lanadazia
03-04-2015, 07:10 AM
level 12 augments
300 Remnants < or > 3 of heroic elven/giant/dragon relics each
level 16 augments
800 remnants < or > 6 of each heroic relic
level 20 augments
1000 remnants < or > 6 of each epic relic
i'd reject all of that offers for remnants. the costs of an augment are disaproportionate in comparison of the time needed to gather the appropriate remnants/relics
since there are no more relics needed to flag for gianthold tor they're only good for augments only.
therefore everyone that has played the game for a while got a bunch of relics laying around.
since release i've been assiduous collecting remnants. i don't think i could purchase a lvl 20 augment this way yet
so in comparison it looks like this to me:
playing consistently since remnant-release and not be able to buy an augment with remnants >> collecting for almost 2 months now
getting the appropriate ammount of relics in gianthold in a few quests and be able to buy the augment with relics >> done in an hour or less (if you just rush the walkups to the endchest to get relics its pretty quick)
so. guess its clear that i think the remnant price for the augments are way too high
the 10k remnant price on the eternal flasks was ok though. these flasks are really worth it and its a piece of nice loot you cannot get anywhere else anymore, since its from the 40th anniversary DnD event
i've seen people complaining about the crown of fire here in the forums too, and they're right. 10k remnants for an ugly hat.. that for once is a bad reward, just like the augments.
i really really like the champion and remnant drop mechanics, i'm a collector, i love to collect stuff, love it even more if its very useful (and not just a 'meh' turn in for collectibles (yes there are many 'meh collectible turn ins!))
i love that its accountbound and i can gather on different characters, i like that there are short-time-rewards from time to time (like the flasks were a very good opportunity for people that missed out on the 40th anniversary event, still noone really could buy it back then since the remnant drop was active for a few days then)
but you have to refigure the pricing. the augments are way too expansive, so are the other consumeables like the stat potions. 250 for one actually makes me safe the remnants and hope there is something worth to spend them on later on
EDIT:
i like the points of the previous comments, now that the healing amp is additive and you've said there will be more healing amp stuff in the future a STACKING healing amp/repair amp/ negative energy amp augments. preferably something that is NO blue slot. we have so many things that are blue augments, i'd like to see more useful yellow augments for non-casters
the negative energy amp is highly recommended, since i only know of one single item that provides a bonus like this (the deathwyrm cloak)
also lesser reincarnation hearts would be a fine addition to this list
i think of the remnant turn in as a deluxe reward. there really should be some special stuff in that list
the flasks were one of that special rewards, really liked to see them in that list. i think its an item a player that missed out on the 40th anniversary event really wants to have.
legendkilleroll
03-04-2015, 07:22 AM
I hope we see the cloak and bracers soon (other cool stuff aswell that you havent mentioned!) but if a +1 augement is costing 300 remnants , the price of the other augs which are also too high, i can see the cloak/bracers being very expensive
IronClan
03-04-2015, 11:10 AM
There should be +1, +3 and +5 hearts of wood available here, since they are virtually unattainable without TP otherwise.
Here's a thought, respecs in DDO are ludicrously expensive, so put the LR hearts into the game purchasable with champ coins. Then to take their place in the store sell +10 and +20 hearts.
brian14
03-04-2015, 03:47 PM
level 12 augments
300 Remnants < or > 3 of heroic elven/giant/dragon relics each
level 16 augments
800 remnants < or > 6 of each heroic relic
level 20 augments
1000 remnants < or > 6 of each epic relic
i'd reject all of that offers for remnants. the costs of an augment are disaproportionate in comparison of the time needed to gather the appropriate remnants/relics
since there are no more relics needed to flag for gianthold tor they're only good for augments only.
therefore everyone that has played the game for a while got a bunch of relics laying around.
since release i've been assiduous collecting remnants. i don't think i could purchase a lvl 20 augment this way yet
so in comparison it looks like this to me:
playing consistently since remnant-release and not be able to buy an augment with remnants >> collecting for almost 2 months now
getting the appropriate ammount of relics in gianthold in a few quests and be able to buy the augment with relics >> done in an hour or less (if you just rush the walkups to the endchest to get relics its pretty quick)
My experience is just the opposite. On Cannith at least, Gianthold relics disappeared overnight from AH when Augment trade-ins were introduced. Several times I found myself short, at least for level 20 augments. Whereas I easily have over 2000 remnants by now, and that's without any purposeful farming. Well, almost: once I participated in a heroic elite Devil Assault "first wave/rinse/repeat". But generally it is just from regular questing.
Havader
03-05-2015, 05:58 PM
A riposte or parrying augment would be much appreciated, on so little gear and hard to fit. Just an idea I hope for, thanks for listening.
Havader
03-05-2015, 07:26 PM
Jewelers are really expensive and a way to get more into the game would be nice.
I do like the skill augments in the store, but often have trouble getting the one I want to show up. They only seem to want to show me certain skills and often those aren't the skill augments I am looking for.
Just a thought to get more of those into the game as well.
Lanadazia
03-08-2015, 06:54 PM
My experience is just the opposite. On Cannith at least, Gianthold relics disappeared overnight from AH when Augment trade-ins were introduced. Several times I found myself short, at least for level 20 augments. Whereas I easily have over 2000 remnants by now, and that's without any purposeful farming. Well, almost: once I participated in a heroic elite Devil Assault "first wave/rinse/repeat". But generally it is just from regular questing.
i wasn't talking about the AH, but i get your point.
my intention was, to show the difference between remnants, that stack up way slower (and that you cannot really farm since its random) than the relics (which you will get everytime on completing a quest)
relics are the way to go, since they're assured drops, you just need a few and you're able to get these few in a short period of time
cave_diver
03-25-2015, 01:46 PM
Any update on when we might see theseÉ
cru121
03-25-2015, 02:21 PM
Any update on when we might see theseÉ
Just checked, current Lamannia does not have them. :(
Krelar
03-25-2015, 02:54 PM
Just checked, current Lamannia does not have them. :(
They might be, they may even be on live already. They are event rewards, so if the event is not going on you won't see them.
cave_diver
03-25-2015, 03:57 PM
They might be, they may even be on live already. They are event rewards, so if the event is not going on you won't see them.
Ummm no not on live yet
lugoman
03-25-2015, 04:13 PM
Just an fyi to the devs. I recently leveled up from 1 to 20 doing only HE for bb. I ended with around 2800 remants. No idea if that is high/low or average.
Navox
03-26-2015, 12:56 PM
Overpriced. Please be more reasonable in your remnant prices...please.
Navox
03-26-2015, 12:58 PM
Just an fyi to the devs. I recently leveled up from 1 to 20 doing only HE for bb. I ended with around 2800 remants. No idea if that is high/low or average.
I went from 1 to 20 and from 20-28 seven times...for a total of 3400 remnants. Always on elite or epic elite...
Navox
03-26-2015, 01:03 PM
The green augment slot on the new cloak (tried the highest level one I can get, 7) seems to be broken as well, it will not accept any augments...
Play-testing is so '99, right?
AsburyParker
03-29-2015, 01:48 PM
Just got the ml 7 version and I cannot slot augments in the green slot either. The colorless slot works fine, but cannot get the green slot to take any of my blue augments.
lyrecono
03-29-2015, 02:08 PM
i got the lv 21 cloak, the green augment is not showing up, my thanks to the test team and quality control
Bladebolt
04-15-2015, 12:45 PM
Well I will say my opinion too.
Giving stuff to free to play players is a good move.
It is nice to give access to augments to everybody.
Don't forget that free players turn to paying players once they get the bug... like most of us did.
I would like to see like a lot of people said before me, healing amplification augments + MMR augments.
Especially the MMR which is hard to get from another source.
Also I think that 8K remnants for an item is kind of too much...
But I am a working guy who can hardly play 1 hour/day on weekdays so I don't know what the average player is.
But for me, with the frequency that remnants drop.... it will be quite a while.
By the time I have the needed number of remnants the items will probably be obsolete....
Thank you.
Powskier
05-12-2015, 11:52 AM
Augment list is a joke? There are no augments there I would spend remnants on.As for The Festival or "good" rewards, being temporary- that really stinks. When we have 10k remnants we should be able to go get a decent reward ,not available elsewhere-they are the mysterious lol after all...not 12 tokens or fart seeds.
I was all excited about 'new' augments until I read what is considered new is not new at all. HAmp would be nice, or some skill augments like heal, or spellcraft +15... I guess I'll keep saving for another worthless pet.
cru121
06-09-2015, 01:23 PM
Reposting this bug here for bigger dev visibility:
Sapphire of Crushing Wave Guard (ML20) + Mysterious Cloak (ML21) = ML22
http://s27.postimg.org/8oyvxg5vn/failedusage.png
https://www.ddo.com/forums/showthread.php/435747
Hostyle
11-23-2016, 05:59 AM
Fantastic, came back to discover this. Can't wait to apply the augments for remanants. Keep up the good work guys.
Cordovan
11-28-2016, 03:27 PM
/necro.
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