View Full Version : New Lootgen Items, and How They are Broken
Kompera_Oberon
03-15-2016, 05:40 AM
http://i1098.photobucket.com/albums/g362/Kompera/Lootgen_Broken8_zpst0nfo2wk.jpg (http://s1098.photobucket.com/user/Kompera/media/Lootgen_Broken8_zpst0nfo2wk.jpg.html)
Not Mastercraft. Speed IX not mentioned.
http://i1098.photobucket.com/albums/g362/Kompera/Lootgen_Broken10_zpsx6nlknrb.jpg (http://s1098.photobucket.com/user/Kompera/media/Lootgen_Broken10_zpsx6nlknrb.jpg.html)
Not Mastercraft. Speed IV not mentioned.
http://i1098.photobucket.com/albums/g362/Kompera/Lootgen_Broken7_zpso5b0cfki.jpg (http://s1098.photobucket.com/user/Kompera/media/Lootgen_Broken7_zpso5b0cfki.jpg.html)
Not Mastercraft. Armor Piercing not mentioned.
http://i1098.photobucket.com/albums/g362/Kompera/Lootgen_broken1_zpshc3rdinw.jpg (http://s1098.photobucket.com/user/Kompera/media/Lootgen_broken1_zpshc3rdinw.jpg.html)
Assassinate 0.
http://i1098.photobucket.com/albums/g362/Kompera/Lootgen_Broken5_zps7qrluuwz.jpg (http://s1098.photobucket.com/user/Kompera/media/Lootgen_Broken5_zps7qrluuwz.jpg.html)
Dexterity damage effect not mentioned.
Also, I really hate how someone managed to convince the Turbine dev team that coming up with a synonym for every single effect was the way to go. It is foolish on very many levels:
1) It forces players to remember an entire new set of words which mean the same thing as other words, which has no value;
2) In many cases the synonym is awkward and foolish;
3) Calling a thing a thing in no way broke immersion, so there was no need at all for the time spent on making this change;
4) It took at least some amount of wasted dev time to come up with those needless synonyms;
5) Spellcraft is being called Spellsight in both the name and the description on items with a Spellcraft bonus, which is a typo and needs to be fixed
I'm sure there are more reasons to reverse this horrible decision that other players might add, but really five should be enough. In fact, five minutes of thought beforehand should have been enough to convince anyone that this was a bad idea before any more time was invested and lost in the further development and implementation of this truly horrible plan.
Gauthaag
03-15-2016, 12:19 PM
just to add, there are still nullified items which give no necromancy crit chance but abjuration one
NoWorries
03-15-2016, 12:28 PM
I'm not clear on why you think those items should have masterful craftsmanship on them. Masterful Craftsmanship is a term used to say the item hit the lucky rolls on the power of at least one of the effects on the item.
Aelonwy
03-15-2016, 12:58 PM
I'm not clear on why you think those items should have masterful craftsmanship on them. Masterful Craftsmanship is a term used to say the item hit the lucky rolls on the power of at least one of the effects on the item.
Did something get edited out? I'm not seeing anything in the OP about masterful craftsmanship.
Anyways, I'm far more personally aggravated by the enchantments that make zero common sense, the utter irrational bugs me much, much more than a few enchantments being unlisted in an item's name.
Examples:
Spell casting collars?! WTHeck! Did I miss a new feature where pets can cast spells?
Doubleshot collars. I wasn't aware they could use ranged weapons. I would feel differently if I could mount a great xbow on my dog.
Diversion (melee) on ranged weapons?!
Doubleshot bonus on a repeater, repeaters get a penalty to doubleshot so it doesn't do much for them. Waste of an item.
Assassinate collars. I wouldn't mind adding that as a feature but pets aren't too bright and that's an ability that takes prep and thought.
And for the luv of all that is fun there needs to be an increased chance of getting dmg prefix/suffix combinations on melee and ranged weapons. Please decrease the %chance of caster effects to go on every single weapon. Only scepters should have a 100% chance of being caster items, staves should have two versions that can spawn - actual melee quarterstaves and the thaumaturgy staves as before with caster effects. Any other weapons should have only a small chance of caster effects, maybe just maybe 25% for a caster dagger/club/mace etc.
bracelet
03-15-2016, 01:04 PM
These items don't look that broken to me except the +0 thing. That's just a display error though and they supposedly continue to work on those. I do think "nullification" was a poor word choice for abjuration items. I doubt that's working as intended, but maybe it is.
In addition to a "suffix" and "affix" there appear to be these additional attributes an item can have:
1) masterful -lowers item ML
2) bonus effect -the rare third power on an item -seems to be able to occur on items it would not normally appear on.
3) power boost -ups the power on an item without affecting ML. I think there are different levels of this. I have seen amazing items at level 12 that would ordinarily be much higher even in the new system.
4) augment slot -I have never seen more than one, unlike the old style loot. The slot raises the ML so it may or may not be desirable on a really "good" item.
5) Wonderous -lowers item ML even more than masterful. I don't think this can appear on new loot gen. I am very unsure about that though.
How I would improve things: I would love to be able to tell at a glance if an item has any of the additional attributes. We have a visual clue for masterful and wondrous. It's exciting to see those pop up and always garners a second look. But we have no visual clue for power boost, augments, or the extra effect. There is literally no telling how many things I have passed up or thrown away without even a first look because I didn't know there was anything special about them.
Despite some of the early negativity, I do like the new system. Yes you can get some really nice, potentially over-powered gear. But the odds of getting something truly outstanding are really really small. You would have much better odds of getting good gear by raiding than by looting random chests.
RD2play
03-15-2016, 01:04 PM
I'm not clear on why you think those items should have masterful craftsmanship on them. Masterful Craftsmanship is a term used to say the item hit the lucky rolls on the power of at least one of the effects on the item.
This is new to me I thought Masterful craftsmanship decreased the level of the item, so a ml9 MC item would roll for its power as if it is a ml10 item... Ok this will make me look different at MC items!
Aelonwy
03-15-2016, 01:12 PM
Silly me I just noticed the tiny little text between the pictures. I thought the pictures were just evidence of the bug where an effect went unlisted in the name.
Enoach
03-15-2016, 01:19 PM
I too have found it interesting that Item names don't always contain all of the Enhancements listed.
I'm wondering if this goes back to the one Suffix and one Prefix. New weapons seam to have more than the Suffix and Prefix.
Now my understanding is items that are Masterful Craftman will have a different color border. The images in the OP are Green, I believe Masterful Craftman is designated with a Teal boarder.
Maybe the issue is looking how Random loot gets its name. It is possible the code is taking the First Prefix and First Suffix. It is also possible that now these items now have multiple Prefix enhancements and no Suffix enhancements and vice versa.
As far as limiting effects to weapons, I disagree, limiting in this way will make weapon choices obsolete. And I don't think anything should be done that would prevent a player from using the Weapon they want to use. Be it a Fighter using Scepters/Clubs or a Wizard using Bastard swords. Keep in mind that spell power on a bow or standard melee weapon is a benefit to AA or EK builds.
Now I do admit I get a chuckle when I see Gloves of Doubleshot/Bashing since you can't use both at the same time, but they are conditionally useful.
Gremmlynn
03-15-2016, 01:21 PM
Just seems like a lot on nit picking to me. Sure the system could use some polish, but I don't see any major issues with it beyond alignment DR not getting broken and a few missing or not scaling effects.
Enoach
03-15-2016, 01:21 PM
I too have found it interesting that Item names don't always contain all of the Enhancements listed.
I'm wondering if this goes back to the one Suffix and one Prefix. New weapons seam to have more than the Suffix and Prefix.
Now my understanding is items that are Masterful Craftman will have a different color border. The images in the OP are Green, I believe Masterful Craftman is designated with a Teal boarder.
Maybe the issue is looking how Random loot gets its name. It is possible the code is taking the First Prefix and First Suffix. It is also possible that now these items now have multiple Prefix enhancements and no Suffix enhancements and vice versa.
As far as limiting effects to weapons, I disagree, limiting in this way will make weapon choices obsolete. And I don't think anything should be done that would prevent a player from using the Weapon they want to use. Be it a Fighter using Scepters/Clubs or a Wizard using Bastard swords. Keep in mind that spell power on a bow or standard melee weapon is a benefit to AA or EK builds.
Now I do admit I get a chuckle when I see Gloves of Doubleshot/Bashing since you can't use both at the same time, but they are conditionally useful.
SilkofDrasnia
03-15-2016, 01:29 PM
http://i.imgur.com/nQ2dcAK.jpg
Can't even come close to this with cannith crafting. Only thing that comes close is http://ddowiki.com/page/Item:Skirmisher's_Gloves_%28Level_15%29
Aelonwy
03-15-2016, 01:42 PM
As far as limiting effects to weapons, I disagree, limiting in this way will make weapon choices obsolete. And I don't think anything should be done that would prevent a player from using the Weapon they want to use. Be it a Fighter using Scepters/Clubs or a Wizard using Bastard swords. Keep in mind that spell power on a bow or standard melee weapon is a benefit to AA or EK builds.
I never said that caster effects should never drop on weapons other than scepter/staff, I said there needs to be an increase %chance of dmg effects on melee/ranged weapons and only the scepter/thaumaturgy staff should have a 100% chance of caster effects. Since I've been picking up the new random loot, I would guess less than one weapon in ten has not had at least one caster effect on it, be it prefix or suffix. The percent chance is off, that is all. I have an AA and I would rather have a bow with two damage effects, I can either slot the spell power with an augment or even more convenient on a new random loot jewelry or accessory item. You want to play an EK with a caster bastard sword (hypothetical example) fine, do it, but that doesn't mean that caster bastard swords should drop more frequently than wholly melee bastard swords and currently that feels like the case with all melee/ranged random weapons.
CeltEireson
03-15-2016, 01:43 PM
Just seems like a lot on nit picking to me. Sure the system could use some polish, but I don't see any major issues with it beyond alignment DR not getting broken and a few missing or not scaling effects.
Well there are a few bonuses that just don't scale up anymore - the likes of keen (you only ever get Keen I that I can see) or draining - again only ever seem to get the lowest level of this and similar bonuses on weapons. So those definitely need fixing.
Gremmlynn
03-15-2016, 01:48 PM
I never said that caster effects should never drop on weapons other than scepter/staff, I said there needs to be an increase %chance of dmg effects on melee/ranged weapons and only the scepter/thaumaturgy staff should have a 100% chance of caster effects. Since I've been picking up the new random loot, I would guess less than one weapon in ten has not had at least one caster effect on it, be it prefix or suffix. The percent chance is off, that is all. I have an AA and I would rather have a bow with two damage effects, I can either slot the spell power with an augment or even more convenient on a new random loot jewelry or accessory item. You want to play an EK with a caster bastard sword (hypothetical example) fine, do it, but that doesn't mean that caster bastard swords should drop more frequently than wholly melee bastard swords and currently that feels like the case with all melee/ranged random weapons.I would see this as a bigger problem if we didn't get 10+ times as many weapons as we could ever use. I just see this as a way of mitigating some of the Monty Haul in the game. If the game gives out 10x the loot it should, but 90% of it is pure vendor trash it all balances out.
Gremmlynn
03-15-2016, 01:49 PM
Well there are a few bonuses that just don't scale up anymore - the likes of keen (you only ever get Keen I that I can see) or draining - again only ever seem to get the lowest level of this and similar bonuses on weapons. So those definitely need fixing.Those are what I meant by "not scaling effects". As to whether they need fixing or not is another matter as they didn't always scale in the first place.
Aelonwy
03-15-2016, 01:54 PM
I would see this as a bigger problem if we didn't get 10+ times as many weapons as we could ever use. I just see this as a way of mitigating some of the Monty Haul in the game. If the game gives out 10x the loot it should, but 90% of it is pure vendor trash it all balances out.
Okay. I can't argue with that logic. My PnP DM would be having a rumplestiltskin-type tantrum if we picked up 1/1000th of the loot we get in this game.
CeltEireson
03-15-2016, 01:55 PM
Those are what I meant by "not scaling effects". As to whether they need fixing or not is another matter as they didn't always scale in the first place.
Well the second part of draining used to scale definitely - for both the hitpoint and spellpoint version. The level drain part didn't but you used to get more hitpoints/spellpoints on higher level items.
Robai
03-15-2016, 02:01 PM
Current random loot is broken in so many ways that I have no hope that it will ever be fixed.
I won't start talking about power creep here (it's completely another huge topic for discussion).
Also I won't start talking bugs either in description or in effects (it's also completely another huge topic for discussion).
As for +0 effects it's simply an elementary programming error, which students often do when they start learning programming.
The most annoying part of random loot is the new naming of the effects (whoever is a designer and whoever approved this idea: SHAME ON YOU!).
Another annoying part of the new random loot is that at a glance of the name of that item you can't tell (even remotely) what effects are on that item.
slarden
03-15-2016, 04:19 PM
I'm not clear on why you think those items should have masterful craftsmanship on them. Masterful Craftsmanship is a term used to say the item hit the lucky rolls on the power of at least one of the effects on the item.
The whole masterful craftmanship thing is confusing and not consistent. I have a level 24 item with masterful craftmanship that is IDENTICAL to a level 22 item without masterful craftmanship. If it was the other way around it would make sense, but unfortunately masterful craftmanship isn't always better than items without masterful craftmanship. I've seen same level masterful craftmanship items WORSE than items without masterful craftmanship. Meaning, 2 items with the same prefix and suffix, but the item without masterful craftmanship has one bonus the same and one better.
In my opinion masterful craftmanship should always be better, but it seems there are other rolls involved.
biggin
03-15-2016, 06:21 PM
Yes, not all the names of effects on items is BAD. Like really bad. Bad, bad, bad, bad, bad. Just bad.
I don't know why this is so hard to fix but when you get the majority of your lag problems sorted FIX THIS. The AH is in effect broken as far as I am concerned since you can't find the items by name since some aren't even listed.
I know Turbine isn't eBay or Craigslist but c'mon, would anyone use those sites if they had to look at every item to find what they want? Need a car? Look at garden gnomes! I shouldn't have to look at 20 pages of jewelry item by item to find a single effect.
Maybe we as players should start listing things by codes so others can find them.
Need insightful CON? Ending 3 numbers will be 111.
Need insightful DEX? Ending 3 numbers will be 112.
See, how hard can this be, we only need roughly 10,000 more codes, plus another 10,000 for the ASAH and we won't need devs!
PermaBanned
03-15-2016, 08:27 PM
Also, I really hate how someone managed to convince the Turbine dev team that coming up with a synonym for every single effect was the way to go."Someone?" Lol Were you here for the last major change in random loot? I can't recal a single post of praise for the change from names like "Flaming," "Flaming Burst," "Incinerating" and "Firey Detonation" to the oh-so-lackluster "Flaming I-VIII." Maybe you (and some others?) prefer some plain & boring nomenclature, but historically in DDO such blandness has been poorly received by a significant portion of players.
Obviously you don't like the new names. That's fine, but just thought you should know that the "someone" you're reffering to was/is nearly if not everyone who commented on their last attempt to "improve" random loot.
It is foolish on very many levels:
1) It forces players to remember an entire new set of words which mean the same thing as other words, which has no value;
2) In many cases the synonym is awkward and foolish;
3) Calling a thing a thing in no way broke immersion, so there was no need at all for the time spent on making this change;
4) It took at least some amount of wasted dev time to come up with those needless synonyms;
5) Spellcraft is being called Spellsight in both the name and the description on items with a Spellcraft bonus, which is a typo and needs to be fixed
I'm sure there are more reasons to reverse this horrible decision that other players might add, but really five should be enough. In fact, five minutes of thought beforehand should have been enough to convince anyone that this was a bad idea before any more time was invested and lost in the further development and implementation of this truly horrible plan.
The current system certainly has it's flaws, and I don't really have much expectation they'll get it all smoothed out. That said it's great to see Spellpowers on slots that aren't weapons again, it's great to see a bunch of properties returned to the loot tables that've been absent since the great Ghostbaning of loot (referenced above as the last attempt to improve random loot), and while the powercreep is a bit too much it's great that random loot is again interesting and potentially useful instead of just bland ****.
So while this new system is certainly flawed (like just about everything else), I'll gladly take it as-is over the last syst as-it-was.
Kompera_Oberon
03-15-2016, 09:27 PM
I'm not clear on why you think those items should have masterful craftsmanship on them. Masterful Craftsmanship is a term used to say the item hit the lucky rolls on the power of at least one of the effects on the item.
I should have been more verbose. It is my impression, wrong or right, that the bonus effects granted for mastercrat items are not mentioned in the item name. So I called out that items which did not have some of their effects listed in the name were not mastercraft items.
FeartheBow
03-15-2016, 09:36 PM
http://i1098.photobucket.com/albums/g362/Kompera/Lootgen_Broken8_zpst0nfo2wk.jpg (http://s1098.photobucket.com/user/Kompera/media/Lootgen_Broken8_zpst0nfo2wk.jpg.html)
Not Mastercraft. Speed IX not mentioned.
http://i1098.photobucket.com/albums/g362/Kompera/Lootgen_Broken10_zpsx6nlknrb.jpg (http://s1098.photobucket.com/user/Kompera/media/Lootgen_Broken10_zpsx6nlknrb.jpg.html)
Not Mastercraft. Speed IV not mentioned.
http://i1098.photobucket.com/albums/g362/Kompera/Lootgen_Broken7_zpso5b0cfki.jpg (http://s1098.photobucket.com/user/Kompera/media/Lootgen_Broken7_zpso5b0cfki.jpg.html)
Not Mastercraft. Armor Piercing not mentioned.
http://i1098.photobucket.com/albums/g362/Kompera/Lootgen_broken1_zpshc3rdinw.jpg (http://s1098.photobucket.com/user/Kompera/media/Lootgen_broken1_zpshc3rdinw.jpg.html)
Assassinate 0.
http://i1098.photobucket.com/albums/g362/Kompera/Lootgen_Broken5_zps7qrluuwz.jpg (http://s1098.photobucket.com/user/Kompera/media/Lootgen_Broken5_zps7qrluuwz.jpg.html)
Dexterity damage effect not mentioned.
Also, I really hate how someone managed to convince the Turbine dev team that coming up with a synonym for every single effect was the way to go. It is foolish on very many levels:
1) It forces players to remember an entire new set of words which mean the same thing as other words, which has no value;
2) In many cases the synonym is awkward and foolish;
3) Calling a thing a thing in no way broke immersion, so there was no need at all for the time spent on making this change;
4) It took at least some amount of wasted dev time to come up with those needless synonyms;
5) Spellcraft is being called Spellsight in both the name and the description on items with a Spellcraft bonus, which is a typo and needs to be fixed
I'm sure there are more reasons to reverse this horrible decision that other players might add, but really five should be enough. In fact, five minutes of thought beforehand should have been enough to convince anyone that this was a bad idea before any more time was invested and lost in the further development and implementation of this truly horrible plan.
Dude its called COMMON CORE language. We now have common core math why not change the entire English language as well. I think that's what has happened here. lmao.
Kompera_Oberon
03-15-2016, 09:38 PM
"Someone?" Lol Were you here for the last major change in random loot? I can't recal a single post of praise for the change from names like "Flaming," "Flaming Burst," "Incinerating" and "Firey Detonation" to the oh-so-lackluster "Flaming I-VIII." Maybe you (and some others?) prefer some plain & boring nomenclature, but historically in DDO such blandness has been poorly received by a significant portion of players.
Obviously you don't like the new names. That's fine, but just thought you should know that the "someone" you're reffering to was/is nearly if not everyone who commented on their last attempt to "improve" random loot.
I won't argue that Flaming I-VIII is more bland than "Flaming," "Flaming Burst," "Incinerating" and "Fiery Detonation," but that has nothing to do with my objection.
I find that the apparent need to call an item "Spellsight" instead of "Spellcraft" is a pointless exercise. The skill is called Spellcraft, and I don't see inventing the word Spellsight and using that as the item name as adding anything at all to immersion or interest. It is instead a needless synonym which has all of the drawbacks I enumerated in my OP. Next we'll have +10 gloves of Liquid Acuity instead of +10 Swim. Or maybe we already do, I don't know.
PolarisNC
03-15-2016, 10:15 PM
Well there are a few bonuses that just don't scale up anymore - the likes of keen (you only ever get Keen I that I can see) or draining - again only ever seem to get the lowest level of this and similar bonuses on weapons. So those definitely need fixing.
Elemental Damage effects on ranged weapons don't seem to scale either. They all give 1-6 points of damage, regardless of how much damage is listed in the description.
Robai
03-16-2016, 02:53 AM
... Obviously you don't like the new names. ...
Are you saying that you like the new names in random loot?
You are the first person then (and probably the only one who actually likes it).
Just to be clear:
- you like that Nullification means a completely different thing now
- you like that bonus to Strength has different names (even if it's the same type of bonus)
- you like that the same bonus on suffix and prefix can have different names
- you have fun spending a lot of time on examining items just to relearn the new naming system
- you like spending more time on searching items on AH/ASAH (since now have to type different names to find them all)
- you like selling items much slower on AH/ASAH since many players won't find your items
etc.
Really?
Memnir
03-16-2016, 03:05 AM
If nothing else, the naming of New Loot is egregiously bad. A huge misstep in design. Please correct it.
dunklezhan
03-16-2016, 03:17 AM
http://i.imgur.com/nQ2dcAK.jpg
Can't even come close to this with cannith crafting. Only thing that comes close is http://ddowiki.com/page/Item:Skirmisher's_Gloves_%28Level_15%29
Yes, the new loot is capable of very powerful outcomes, particularly with equipment rather than weapons and armours for which I almost never find anything 'useful' unless I'm a caster (in which case its like Christmas when it comes to lootgen at the moment).
So the new loot is capable of amazing combos. Its also capable of utterly useless combos. That's obviously ok. But the middle ground isn't possibly 'useful combos'. I almost never find something with 2 "just useful" effects on. Its always one thing that is useful and one thing that isn't... or its two things that are amazing. So I find that far, far too variable. I still basicalyl don't look at end reward lists - I scan down and if the first effect I see (because the rest are truncated) isn't something I want, I don't look at the rest. Just grab the renown and go.
And there are secret effects. That's annoying when it comes to scanning loot/searching the AH. And there are effects like speed showing up on weapons - they seem to work but its been indicated they shouldn't appear. Doubleshot showing up on melee weapons, doublestrike on ranged. +0 items - I don't care if its a typo, how am I supposed to know what they do? And if they are granting +0 they should just be hidden.
No, in particular weapons and armour are borked as far as I'm concerned. Equipment is a bit more bearable.
Robbenklopper
03-16-2016, 04:18 AM
Just curious to know coz i haven´t checked out:
Now that we have e.g. INS+2 whatever on ML15 items (and alike +7 on stats), has the ML of Augments dropped the same way so i can Slot them in heroics instead of having em banked now forever since they´ve become mostly obsolete in epics?
And if NOT, why?
P.S. Has anyone already pulled a Featherfalling Ring of insightful featherfall?
Wizza
03-16-2016, 05:01 AM
If nothing else, the naming of New Loot is egregiously bad. A huge misstep in design. Please correct it.
Yes. And not having the third extra ability in the name is awful as well.
PermaBanned
03-16-2016, 05:24 AM
Bold added by me:
Are you saying that you like the new names in random loot?
Did I say that? Erm... Nope ;)
You are the first person then (and probably the only one who actually likes it).
Or at least I would've been - if I had said that ^^
Just to be clear:
- you like that Nullification means a completely different thing now
• lol nope
- you like that bonus to Strength has different names (even if it's the same type of bonus)
• tbh, hasn't even noticed that yet
- you like that the same bonus on suffix and prefix can have different names
• haven't seen this yet either, what's showing up that way?
- you have fun spending a lot of time on examining items just to relearn the new naming system
• hasn't seemed like much of a problem for me - yet?
- you like spending more time on searching items on AH/ASAH (since now have to type different names to find them all)
• I don't search for items that way (I go by slots), so I neither like nor dislike that.
- you like selling items much slower on AH/ASAH since many players won't find your items
etc.
• I'm rather casual about selling stuff. I list it, and it sells or it doesn't. /shrug
Really?Um... What? Where have I said I like any of that? Here's the positive things I said about the new loot:
...it's great to see Spellpowers on slots that aren't weapons again, it's great to see a bunch of properties returned to the loot tables that've been absent since the great Ghostbaning of loot ... and while the powercreep is a bit too much it's great that random loot is again interesting and potentially useful instead of just bland ****.None of the words you're attempting to put in my mouth came from me. To be perfectly honest, I like some of the new names and I dislike others. Obviously repurposing names like Nullification is dumb. Over all though, I'll take the New Loot with it's issues over the Ghostbaned Loot it replaced.
IronClan
03-16-2016, 07:48 AM
I'm sure there are more reasons to reverse this horrible decision that other players might add, but really five should be enough. In fact, five minutes of thought beforehand should have been enough to convince anyone that this was a bad idea before any more time was invested and lost in the further development and implementation of this truly horrible plan.
Reverse? So like go back to useless ghostbane? Because of some minor bugs that are mostly notable because some ppl who hate everthing are holding them up as examples?
Sure fix those things improve on them idealy add more weapon affixes especially. But lets keep it in perspective.
As for naming part of me agrees with you but the rest of me just searched the AH for "hardy" and was **** glad i didnt have to sort through the hundred "health" items that some chinese gold shop bot relists for 500k every 3 days and never ever sells any of.
Gremmlynn
03-16-2016, 08:08 AM
Well the second part of draining used to scale definitely - for both the hitpoint and spellpoint version. The level drain part didn't but you used to get more hitpoints/spellpoints on higher level items.Draining was actually added when the other effects were scaled. Feeding, for example, was Bodyfeeder before the scaling and was always 15 hps (still is on legacy and older named items). Keen used to just be Keen, basically just adding imp crit to the weapon and it may be reverted to that just as Deathblock appears to have. So it's hard to tell without any sort of conformation whether the scaling on those things is missing due to a bug, or has simply been reverted.
vaniir1976
03-16-2016, 08:16 AM
Overall, I like the new items. I wish it were easier to find stuff on the AH (like stat items...) and I wish 90% of random weapons didn't have caster prefixes/suffixes...
But some items are just insanely OP. Like this belt:
http://s22.postimg.org/6gep4qo69/belt.jpg
Don't get me wrong, I like the belt and I'm glad I found it but it IS a tad OP for the ML.
Elsbet
03-16-2016, 08:18 AM
If nothing else, the naming of New Loot is egregiously bad. A huge misstep in design. Please correct it.
QFT.
Rephrased for emphasis:
The naming of the new loot is a colossal PITA, especially since using the AH search functionality is akin to getting Sriracha enema. You have to do three different searches to look for a single item because there are multiple terms for the same effect depending on whether it is a suffix, prefix, or old vs. new loot. And OMG, please buy a search engine that searches the descriptions too!
I'm all for creative names. An Immolation Maul is definitely cooler than a Flaming Maul, but the terminology should be consistent so that when you want an item that will burn the face off your enemies, you know what to look for.
Wizza
03-16-2016, 08:22 AM
QFT.
I'm all for creative names. An Immolation Maul is definitely cooler than a Flaming Maul, but the terminology should be consistent so that when you want an item that will burn the face off your enemies, you know what to look for.
It does look cooler but don't forget that some of these words are not intuitive for non-native english speakers, also another reason to not use complicate words in the names.
Gremmlynn
03-16-2016, 08:28 AM
I noticed something when deconning an item with an effect missing in it's name. Both effects used the same reagent. So both were, in that case, suffixes.
Gremmlynn
03-16-2016, 08:34 AM
Overall, I like the new items. I wish it were easier to find stuff on the AH (like stat items...) and I wish 90% of random weapons didn't have caster prefixes/suffixes...
But some items are just insanely OP. Like this belt:
http://s22.postimg.org/6gep4qo69/belt.jpg
Don't get me wrong, I like the belt and I'm glad I found it but it IS a tad OP for the ML.Seems about right to me. A lot of effects are scaled at, roughly, half ML. Most notably character stat effects. The insightful was just a rare extra effect. It just seems OP compared to the, IMO bad, system that's being replaced where having two effects meant neither would be "at level" effects.
Gauthaag
03-16-2016, 08:50 AM
Seems about right to me. A lot of effects are scaled at, roughly, half ML. Most notably character stat effects. The insightful was just a rare extra effect. It just seems OP compared to the, IMO bad, system that's being replaced where having two effects meant neither would be "at level" effects.
the old systém had clear formula for random generated loot. Sorry to say that but even The Great Ghostbaner had imho more clue about equipoment than whoever is behind this change.
But yeah, we need new ways how to make people grind - making new stronger random loot is quite simple and doesnot need new content.
Gremmlynn
03-16-2016, 09:09 AM
the old systém had clear formula for random generated loot. Sorry to say that but even The Great Ghostbaner had imho more clue about equipoment than whoever is behind this change.
But yeah, we need new ways how to make people grind - making new stronger random loot is quite simple and doesnot need new content.Pretty much. I'd put it in the same category as TR. Basically systems designed to keep players occupied with what content can be made.
Also, the old system had a formula that was basically made up as they went along past ML 12 or so.
bruener
03-16-2016, 09:12 AM
- you like selling items much slower on AH/ASAH since many players won't find your items
etc.
on the plus side. I find that my old loot sells quickly at the buy out price :-) time to clean out those banks and make some plat lol
vaniir1976
03-16-2016, 09:37 AM
Seems about right to me. A lot of effects are scaled at, roughly, half ML. Most notably character stat effects. The insightful was just a rare extra effect. It just seems OP compared to the, IMO bad, system that's being replaced where having two effects meant neither would be "at level" effects.
Um, not really? You had to get some ML28 items to get anywhere near +14 to a single stat on an item before this update. Now, randomly rolled gear is replacing most of the high end quest and raid gear. That isn't how things are supposed to be.
Requiro
03-16-2016, 10:25 AM
Some suggestion to fix or improve new gen loot:
Fixes bugs:
Remove +0 from visible code (BTW: idk why it take so long. It’s so simple coding procedure)
Put both suffix and prefix on item’s name (BTW: same as above)
Remove illogical effect like doubleshoot on melee weapons (and vice-versa)
Easy/Fast improvements:
Rename stupidly new wording (like Spellsight instead of Spellcraft)
Depends of your fighting style (of your choice: melee/ranger/caster – new check box in UI) you get different, better fit your role, effect on items (no like now, when 90% weapons have caster effects)
Hard/Long improvements:
Change working of Masterful and Wonders items:
Masterful - add extra slot effect on item. Now, no one know what Masterful mean anymore. It suppose to be better item, but reality show something different. With new changes, it make more sense.
Wonder – add extra slot effect on item and improve one effect from normal slot without rising ML.
Augment slot can be fit to one normal effect slot or extra effect slot from Masterful / Wonder (so if you are lucky you get one normal augment slot plus 2nd augment slots in extra effect slot)
phalaeo
03-16-2016, 11:27 AM
I'll just leave these here.
http://i1077.photobucket.com/albums/w471/Megashot9000/11_zpscy4vbj6e.jpg
http://i1077.photobucket.com/albums/w471/Megashot9000/str9_zpsmv3e4kef.jpg
http://i1077.photobucket.com/albums/w471/Megashot9000/ah_zpswc6wc0il.jpg
Requiro
03-16-2016, 11:52 AM
I'll just leave these here.
http://i1077.photobucket.com/albums/w471/Megashot9000/11_zpscy4vbj6e.jpg
http://i1077.photobucket.com/albums/w471/Megashot9000/str9_zpsmv3e4kef.jpg
BTW: Anyone have a clue what that +3 and +8 means in new loot gen system?
And gratz on OP lucky loot. That boots... omg... :eek:
Robai
03-16-2016, 03:10 PM
Are you saying that you like the new names in random loot?
Um... What? Where have I said I like any of that?
Good! Thank you for the answer.
None of the words you're attempting to put in my mouth came from me.
My apologies, it wasn't supposed to sound like that.
Kompera_Oberon
03-16-2016, 05:40 PM
Reverse? So like go back to useless ghostbane? Because of some minor bugs that are mostly notable because some ppl who hate everthing are holding them up as examples?
Congratulations! Your skill in Straw Man has just increased!
You either only skimmed my post or just completely failed your reading comprehension check. My complaint was and is about the entirely superfluous and useless affix synonyms they have decided to saddle the new lootgen system with, not the new lootgen system itself.
TomahawkOrange
05-29-2016, 02:32 AM
http://i.imgur.com/nQ2dcAK.jpg
+3 item is ML:15
Are the item "levels" just another random number now as well?
Gremmlynn
05-29-2016, 03:16 AM
+3 item is ML:15
Are the item "levels" just another random number now as well?I don't think it really means anything anymore. It seems to just use whatever the first effect is rated at. In that case, as the first effect "deathblock" is a static one, it comes in low. A featherfall item of any ML would likely be lower.
Astoroth
05-29-2016, 03:30 AM
Depends of your fighting style (of your choice: melee/ranger/caster – new check box in UI) you get different, better fit your role, effect on items (no like now, when 90% weapons have caster effects)
It'd be nice if there were something that would make the loot more logical. Armor still seems too common as well, you only have 1 armor slot.
fatherpirate
06-19-2016, 01:39 AM
Unfortunately, somewhere, someone decided that 'MORE' = 'BETTER'
The loot items became a little bit of EVERYTHING.
That turned 99% of the new loot into TRASH.
Nonsense bonuses +0
bonuses for skills NOBODY cares about +1 deplomacy, docent of swimming (if you can wear it, you don't need it)
absolutely random magic skill bonuses on items that casters don't usually use
ect...
LESS is more
Random loot should have max (2) things it can do..LIMITED by what it is
Crafted items should allow 3 (giving them a reason to exist)
Some powers should be EXCLUSIVE - Vorpal - thats it + to hit/dam and vorpal
Some powers should be exclusive to crafting (giving them a reason to exist)
The more **** you put in loot, the more worthless you make a players skill
and the more insane worthless magic items get created.
GroundhogDay
06-19-2016, 03:07 AM
my personal fav is this one, named only "belt" :D
https://s31.postimg.org/ydqu5ahob/Untitled_1.jpg
Enguebert
06-20-2016, 03:13 AM
Having recently TRed a toon to a new class, and not having adequate low-level gear, i have spent time to look every lootgen item i have found.
Here is my feedback
1) Name of lootgen item : some names are not intuitive. But the worse is having some prefix/suffix not in the name is terrible. I can understand that it is difficult to display the 3rd enchantment where there is one, but at least display the 2 first
2) Too many caster weapon. I understand the need of those weapons for caster or hybrid, but finding a pure damage weapon is nearly impossible. The only one with damage prefix & suffix i found in 6 levels was a scepter !
3) Armor : too many element resistant/mage enchantment/xxx guard
4) Other items : i have the feeling that there are also lot of enchantment for casters, but at least there are some useful items
5) Lot of useful enhancement have completly disappeared (or seems very very rare) : ghost touch, everbright, bodyfeeder,...
RD2play
06-20-2016, 05:03 AM
my personal fav is this one, named only "belt" :D
https://s31.postimg.org/ydqu5ahob/Untitled_1.jpg
Names of effects are magical so resisted by the effects on this item /LoL!
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