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NoWorries
06-23-2016, 10:28 AM
Here is the first look at the U32 named items. There will be two forms of named items in the Against the Slave Lords content. The first is your typical named items that drop as is. The second is a group of items, one from each of the 3 dungeons, that will be flexible slots which can be upgraded with a Prefix, Suffix, Extra, and Bonus effect along with an Augment Slot. All of the named items can have 1 of 3 Set Bonuses applied to it. Further information on the upgrade items will be listed below these named items.

The ML of the heroic items is 8, the Legendary items are 28.

All items are Bound to Account, with the exception of the base ingredients for the upgradeable items which are unbound.


Slaver's Cloak:
Insightful False Life +8
Protection +4
Spearblock II
Insightful Resistance +1
Green Augment Slot



Legendary Slaver's Cloak:
Insightful False Life +33
Protection +14
Spearblock VIII
Insightful Resistance +6
Green Augment Slot



Hardened Hide Helm:
Insightful Fortification +35
Quality Magical Sheltering +2
Natural Armor Bonus +5
Quality Constitution +1
Green Augment Slot



Legendary Hardened Hide Helm:
Insightful Fortification +92
Quality Magical Sheltering +11
Natural Armor Bonus +17
Quality Constitution +4
Green Augment Slot



Executioner's Helm:
Insightful Deception +2/3
Relentless Fury
Seeker +5
Quality Combat Mastery +1
Green Augment Slot



Legendary Executioner's Helm:
Insightful Deception +7/11
Relentless Fury
Seeker +17
Quality Combat Mastery +4
Green Augment Slot



Slave Master's Staff:
+3 Enhancement Bonus
Spellcasting Implement +8
Fire Lore +10
Lightning Lore +10
Acid Lore +10
Insightful Evocation Focus +1
Insightful Conjuration Focus +1
Wizardry +96
Elemental Resonance +70 Equipment Bonus to Fire Lightning Acid and Cold spells
Orange Augment Slot



Legendary Slave Master's Staff:
+13 Enhancement Bonus
Spellcasting Implement +28
Fire Lore +27
Lightning Lore +27
Acid Lore +27
Insightful Evocation Focus +4
Insightful Conjuration Focus +4
Wizardry +371
Elemental Resonance +185 Equipment Bonus to Fire Lightning Acid and Cold spells
Orange Augment Slot



Spinneret (ring):
Spell Lore +4
Quality Potency +9
Quality Spell Focus Mastery +1
Spell Penetration +2
Green Augment Slot



Legendary Spinneret (ring):
Spell Lore +15
Quality Potency +32
Quality Spell Focus Mastery +2
Spell Penetration +7
Green Augment Slot



Ring of Power:
Quality Strength +1
Command
Melee Alacrity +10%
Insightful Armor Piercing +3
Green Augment Slot



Legendary Ring of Power:
Quality Strength +4
Persuasion
Melee Alacrity +15%
Insightful Armor Piercing +13
Green Augment Slot



Breaker of Bodies (Large Shield):
1d8
+3 Enhancement Bonus
Shield Bashing +8
Maiming Effect 2d8
Bashing 2d6
Riposte +2
Purple Augment Slot



Legendary Breaker of Bodies (Large Shield):
2d8
+13 Enhancement Bonus
Shield Bashing +28
Maiming Effect 8d8
Bashing 8d6
Riposte +8
Purple Augment Slot




Symbol of the Slave Lords (Trinket):
True Seeing
Insightful Constitution +2
Dusk
Green Augment Slot
Blue Augment Slot



Legendary Symbol of the Slave Lords (Trinket):
True Seeing
Insightful Constitution +8
Lesser Displacement
Green Augment Slot
Blue Augment Slot



Executioner's Platemail (Heavy Armor):
+3 Enhancement Bonus
Profane Well Rounded +1 - +1 Profane bonus to all abilities
Quality Deadly +1
Insightful Intimidate +5
Quality Accuracy +1
Green Augment Slot



Legendary Executioner's Platemail (Heavy Armor):
+13 Enhancement Bonus
Profane Well Rounded +2 - +2 Profane bonus to all abilities
Quality Deadly +4
Insightful Intimidate +11
Quality Accuracy +6
Green Augment Slot



Executioner's Docent:
+3 Enhancement Bonus
Profane Well Rounded +1 - +1 Profane bonus to all abilities
Quality Deadly +1
Insightful Intimidate +5
Quality Accuracy +1
Green Augment Slot



Legendary Executioner's Docent:
+13 Enhancement Bonus
Profane Well Rounded +2 - +2 Profane bonus to all abilities
Quality Deadly +4
Insightful Intimidate +11
Quality Accuracy +6
Green Augment Slot



Slave Rags (cloth armor):
+3 Enhancement Bonus
Insightful Spell Saves +1
Resistance +4
Quality Physical Sheltering +2
Diversion +8
Green Augment Slot



Legendary Slave Rags (cloth armor):
+13 Enhancement Bonus
Insightful Spell Saves +6
Resistance +14
Quality Physical Sheltering +11
Diversion +28
Green Augment Slot



Mutilator of Minds (orb):
+3 Orb Bonus
Insightful Enchantment Focus +1
Quality Impulse +17
Insightful Spell Penetration +1
Quality Spell Focus Mastery +1
Orange Augment Slot



Legendary Mutilator of Minds (orb):
+13 Orb Bonus
Insightful Enchantment Focus +4
Quality Impulse +45
Insightful Spell Penetration +4
Quality Spell Focus Mastery +2
Orange Augment Slot

NoWorries
06-23-2016, 10:31 AM
There will be an item that drops in each dungeon and that item can be equipped in 2 possible slots (so 6 slots in all). One will be belt/necklace (chain), one will be bracer/feet (shackles), and the final will be trinket/ring (5 rings).



There will be different ingredients that will drop throughout the quests which will allow you to add on a prefix, suffix, extra, bonus, an augment slot, and a Set bonus (the Set Bonus will be crafted onto the named items as well, each item can only count for 1 of the sets).


Here are the effects possible for each slot:


Prefix: Attributes, Fortification, Sheltering, False Life, Wizardry
Suffix: Guards, Resistance, Accuracy, Deadly, Deception, Seeker, Armor Piercing, Spell Lores, Spell Powers
Extra: Skills, Spell Pen, Spell Focus, Vertigo, Stunning, Shatter, Tendon Slice
Extra 2: Quality Attributes, Quality Fort, Quality MRR, Quality PRR, Quality Skills




And here are the 3 possible sets:


Slave Lord's Might –
3 pieces – +1 Artifact Bonus to Melee Power/Ranged Power (+2 legendary), +1 Artifact bonus to Deadly (+2 Legendary)
5 pieces - +1 Artifact bonus to Strength and Dexterity (+2 Legendary), +2 Artifact Bonus to Melee Power/Ranged Power (+4 Legendary), +2 Artifact bonus to Deadly (+4 Legendary)


Slave Lord's Sorcery-
3 pieces - +2 Artifact Bonus to Spell Power (+5 Legendary), +1 Artifact bonus to Spell Focus Mastery (+2 Legendary)
5 pieces - +1 Artifact bonus to Int/Wis/Cha (+2 Legendary), +5 Artifact Bonus to Spell Power (+10 Legendary), +2 Artifact bonus to Spell Focus Mastery (+4 Legendary)


Slave's Endurance-
3 pieces - +1 Artifact bonus to MRR/PRR (+2 Legendary), +1 Artifact Bonus to Resistance (+2 Legendary), +1 Artifact Spell Saves (+2 Legendary)
5 pieces - +1 Artifact Bonus to Con (+2 Legendary), +2 Artifact bonus to MRR/PRR (+4 Legendary), +2 Artifact Bonus to Resistance (+4 Legendary), +2 Artifact Spell Saves (+4 Legendary)

RistoffDervish
06-23-2016, 10:33 AM
Nice :)

Karadon_II
06-23-2016, 10:37 AM
I like the trinkets. Groan at yet more unique ingredients but can't fault the customisation options.

Zzevel
06-23-2016, 10:37 AM
Wowzas


Some of this stuff is WAY above anything else in the game at that level (8! Rags! Plate!) and other is pretty meh (cloak, rings.. Alacrity is useless with the SPEED attribute on items) .. it will take some time to digest.. I do like that trinket.. and the +1/+2 to all ability armors!


Would like the system a lot more if you included healing amp somewhere in the list of craftable effects.

And Definitely THIS!

Extra: H-Amp/NegH-Amp/Riposte/Destruction/Absorbtion

TPICKRELL
06-23-2016, 10:45 AM
I really ike the flexibility to craft an item to round out a gear set.

Would like the system a lot more if you included healing amp somewhere in the list of craftable effects.

It would also be nice if the Extra slot had something that was more useful for non-tactics melee and for melees that have their tactics covered already.

RistoffDervish
06-23-2016, 10:45 AM
So do they drop with all the stuff listed in the first post and we add to them or are those just all the possibilities listed in the first post?

NoWorries
06-23-2016, 10:46 AM
So do they drop with all the stuff listed in the first post and we add to them or are those just all the possibilities listed in the first post?

The first post is preset named items that drop as is. The only thing you can do is add a set bonus to them.

The second post is a completely separate set of items.

RistoffDervish
06-23-2016, 10:47 AM
NVM - reread the first post. Now I get it.

RistoffDervish
06-23-2016, 10:48 AM
The first post is preset named items that drop as is. The only thing you can do is add a set bonus to them.

The second post is a completely separate set of items.

Thanks for the reply. I should have reread before posting. :)

Alisonique
06-23-2016, 10:54 AM
TY for the early peek, now to digest.

DagazUlf
06-23-2016, 11:00 AM
I like a whole lot of what I'm seeing here. :)

Question on the Diversion... is that standard melee-type Diversion, or will it apply to Ranged as well?

alancarp
06-23-2016, 11:09 AM
Okay, I now have the hand I need for all these rings my characters desperate need:

https://c2.staticflickr.com/4/3535/3698061398_d77cd81675.jpg

NoWorries
06-23-2016, 11:22 AM
Thumb rings do exist ;)


Okay, I now have the hand I need for all these rings my characters desperate need:

https://c2.staticflickr.com/4/3535/3698061398_d77cd81675.jpg

legendkilleroll
06-23-2016, 11:31 AM
Will the named items continue with the mythic bonuses?

Are the necklace/belt types like a blank item before you add anything?

Can two named items count towards one set? Example: Named heavy armor, named trinket, crafted neck, crafted boots, crafted bracers

I dont think the trinket should be having 8 insightful con, the bonuses need to stop getting higher and higher

does executioners helm just have the sneak damage or does it have the proc too?

Ok for me as i didnt make much LGS equipment but this is quite soon after that release to have another possible 5 piece set, looks like the options here are more of what i try to slot into gear, can just see people complaining, yeh no surprise there but still.

Cantor
06-23-2016, 11:32 AM
I really like the customization, especially that they fit two slots. Does that mean they can drop in either slot? or that the item will actually go in either? Do the custom items get same level of effects as the named stuff?

Krelar
06-23-2016, 11:33 AM
Slaver's Cloak:
Insightful False Life +8
Protection +4
Spearblock II
Insightful Resistance +1
Green Augment Slot



Legendary Slaver's Cloak:
Insightful False Life +33
Protection +14
Spearblock VIII
Insightful Resistance +6
Green Augment Slot


By "Insightful Resistance" do you mean like parrying which is an insightful bonus to saves or is this different?

Also on the upgradable items what kind of bonuses are we looking to stats skills etc? (and how will this compare to the amount we'll be able to canith craft at the same ML?)

Anaximandroz
06-23-2016, 11:36 AM
Isn't the trinket OP? True seeing at level 8,the minimum before was lvl11. And legendary with insight con +8, not even lgs has a insight bonus bigger then 6. Will we be able to change the bonus in the rings? or each update is final and we will need a new blank each time (i guess will be this). Bound status for preset, mats and crafted items? The heroics items being ml 8 means wont listen to us asking for more quests at lvl9 and 10?

QuantumFX
06-23-2016, 11:47 AM
Dear NoWorries,
What do you have against druids? First, there is no medium armor option. Second, there is no medium option that druids can use. The Hardened Hide Armor from Good Intentions doesn’t come anywhere near the power of the U29 armors or these.

NoWorries
06-23-2016, 11:50 AM
Will the named items continue with the mythic bonuses?

Are the necklace/belt types like a blank item before you add anything?

Can two named items count towards one set? Example: Named heavy armor, named trinket, crafted neck, crafted boots, crafted bracers

I dont think the trinket should be having 8 insightful con, the bonuses need to stop getting higher and higher

does executioners helm just have the sneak damage or does it have the proc too?

Ok for me as i didnt make much LGS equipment but this is quite soon after that release to have another possible 5 piece set, looks like the options here are more of what i try to slot into gear, can just see people complaining, yeh no surprise there but still.

Yes
Yes
each item can only count to one set as it can only have a single set bonus applied. You can certainly craft 2 of the same item to slot in different slots and give them each a different set bonus
no proc


I really like the customization, especially that they fit two slots. Does that mean they can drop in either slot? or that the item will actually go in either? Do the custom items get same level of effects as the named stuff?

There is only one item that drops and it can be slotted in either gear slot.


By "Insightful Resistance" do you mean like parrying which is an insightful bonus to saves or is this different?


http://ddowiki.com/page/Resistance_(enchantment)

Krumm
06-23-2016, 12:11 PM
Here are the effects possible for each slot:


Prefix: Attributes, Fortification, Sheltering, False Life, Wizardry
Suffix: Guards, Resistance, Accuracy, Deadly, Deception, Seeker, Armor Piercing, Spell Lores, Spell Powers
Extra: Skills, Spell Pen, Spell Focus, Vertigo, Stunning, Shatter, Tendon Slice
Extra 2: Quality Attributes, Quality Fort, Quality MRR, Quality PRR, Quality Skills



NoWorries,

can you give us stats (and range) of the possible effects?

ie +14 ~ +17 attribute bonus possible on prefix with high stat costing more...???


It's really hard to tell how useful these items will be without it.


Few more questions:
Do augment slots come with the blank items or do they have to be crafted in at cost?
Whats the approx. expected # of runs (of each quest/chain) to complete an item with all bonus'/augment slot/set item bonus?

Xyy
06-23-2016, 12:34 PM
There will be an item that drops in each dungeon and that item can be equipped in 2 possible slots (so 6 slots in all). One will be belt/necklace (chain), one will be bracer/feet (shackles), and the final will be trinket/ring (5 rings).How will these items behave when equipped from a hotbar or double-clicking from inventory?

NoWorries
06-23-2016, 12:38 PM
NoWorries,

can you give us stats (and range) of the possible effects?

Do augment slots come with the blank items or do they have to be crafted in at cost?

There is no range, the power is set by the item being the heroic of Legendary version. And the power is comparable to the regular named items.



There will be different ingredients that will drop throughout the quests which will allow you to add on a prefix, suffix, extra, bonus, an augment slot, and a Set bonus (the Set Bonus will be crafted onto the named items as well, each item can only count for 1 of the sets).


You have to craft on the augment slot.

changelingamuck
06-23-2016, 12:41 PM
Isn't the trinket OP? True seeing at level 8,the minimum before was lvl11. And legendary with insight con +8, not even lgs has a insight bonus bigger then 6. Will we be able to change the bonus in the rings? or each update is final and we will need a new blank each time (i guess will be this). Bound status for preset, mats and crafted items? The heroics items being ml 8 means wont listen to us asking for more quests at lvl9 and 10?

Stave of the Seer (http://ddowiki.com/page/Item:Stave_of_the_Seer) is ML 8 and has a True Seeing clickie. One use per day.

But yeah, the trinket seems overpowered. To me, the biggest issue with it though is adding another item with a spell buff at such a low level. Being able to cast the True Seeing buff spell as a spellcaster should have a point. With the exception of the uncommon 1 use/day Stave of the Seer, True Seeing was uniquely available from spellcasters at that low level previously.

A class-based game should strive to maintain the uniqueness of classes so that everyone cannot do the same things that everyone else can do regardless of choice of class(es).

There's actually a recent thread about how buff spells have become increasingly invalidated by gear (here (https://www.ddo.com/forums/showthread.php/476541-Buff-Support-Toons-tone-bak-on-all-encompassing-gear-that-trmps-player-buffs)).

Krumm
06-23-2016, 12:45 PM
There is no range, the power is set by the item being the heroic of Legendary version. And the power is comparable to the regular named items.


Can you give us those stats please?

Pretty please?

:eek:

NoWorries
06-23-2016, 12:53 PM
How will these items behave when equipped from a hotbar or double-clicking from inventory?

It will go to the default slot for each item which is trinket, neck and wrist.

Wizza
06-23-2016, 12:58 PM
Binding status of everything? BtA, BtC, BtAoE, BtCoE, unbound?

axel15810
06-23-2016, 01:00 PM
I'm intrigued about the loot. A few pieces look quite good. Have we gotten word on whether slave lords will be one quest or split into parts? Trying to get a feel for what the grind will be like for these items.

SmashBang
06-23-2016, 01:06 PM
more options is always good


They do not need to be more powerful, just more options.

Loromir
06-23-2016, 01:16 PM
I'm intrigued about the loot. A few pieces look quite good. Have we gotten word on whether slave lords will be one quest or split into parts? Trying to get a feel for what the grind will be like for these items.

In post #2 he says there are 3 craftable items and one drops in each dungeon. So I deduce there will be 3 separate quests.

(Not his exact words...but you get the drift).

NoWorries
06-23-2016, 01:31 PM
Will we be able to change the bonus in the rings? or each update is final and we will need a new blank each time (i guess will be this). Bound status for preset, mats and crafted items?

Once you craft an effect on it is permanent.

All items in this pack are Bound to Account with the exception of the base ingredients which will be unbound.

LrdSlvrhnd
06-23-2016, 01:42 PM
It will go to the default slot for each item which is trinket, neck and wrist.

Well, that'll make gear-swapping annoying. Any chance of some kind of toggle that will change the default for that item? (I'm sort of seeing it as a clicky that will alternate between them). Being able to equip it in multiple slots is awesome, but if you want the shackles for your feet and you switch to your Cannith boots, having to open up the inventory and find the shackles and drag them to the feet (which will incidentally screw up careful placement of equipment - all my swap gear except weapons goes into the last couple of tabs; I suspect that dragging gear into occupied slots will have much the same effect as swapping weapon sets).

Alternatively: Can we finally have gear sets?

LrdSlvrhnd
06-23-2016, 01:46 PM
each item can only count to one set as it can only have a single set bonus applied. You can certainly craft 2 of the same item to slot in different slots and give them each a different set bonus

This doesn't at all answer the question (at least as I understood it). The poster wasn't asking about putting multiple sets onto one item, he was asking about using multiple of the named items to fill out a single set - ie, 2 nameds and 3 of the craftables, or 4 nameds and only one craftable, etc. Which seems to me like it should be possible, at least to a limited extent (I could see not going for 5 named items as a set and ignoring the craftables... but I could also see allowing it *g*)

NoWorries
06-23-2016, 01:50 PM
Well, that'll make gear-swapping annoying. Any chance of some kind of toggle that will change the default for that item? (I'm sort of seeing it as a clicky that will alternate between them). Being able to equip it in multiple slots is awesome, but if you want the shackles for your feet and you switch to your Cannith boots, having to open up the inventory and find the shackles and drag them to the feet (which will incidentally screw up careful placement of equipment - all my swap gear except weapons goes into the last couple of tabs; I suspect that dragging gear into occupied slots will have much the same effect as swapping weapon sets).

Alternatively: Can we finally have gear sets?

Currently there is no way to alleviate that. It is similar to what you run into with rings.

Gear sets is a good idea, but it isn't something we've looked into yet and I really wouldn't expect we could put something like that together in time for U32.

NoWorries
06-23-2016, 01:52 PM
This doesn't at all answer the question (at least as I understood it). The poster wasn't asking about putting multiple sets onto one item, he was asking about using multiple of the named items to fill out a single set - ie, 2 nameds and 3 of the craftables, or 4 nameds and only one craftable, etc. Which seems to me like it should be possible, at least to a limited extent (I could see not going for 5 named items as a set and ignoring the craftables... but I could also see allowing it *g*)


I didn't see the question as that, but yes since you can put the set bonus on all of the named and upgradeable items in this update, they all count towards a given set.

Kielbasa
06-23-2016, 02:58 PM
Is the craftable named gear exclusive?

Can I have for example 2 of the flexible belt/necklace item equipped at the same time?

If so does that mean it is possible to have both a 5 piece and a different 3 piece set bonus active at the same time?

dunklezhan
06-23-2016, 03:02 PM
Currently there is no way to alleviate that. It is similar to what you run into with rings.

Gear sets is a good idea, but it isn't something we've looked into yet and I really wouldn't expect we could put something like that together in time for U32.

You can't set the item type to bind on equip? So you choose which it is when you first decide to wear it and that's it, bound to that slot forevermore?

Shiny new item idea now unattractive. I don't have time to be opening up my inventory to equip items. Would rather you just make a version for each slot.

GregorianPL
06-23-2016, 03:04 PM
cool armor with nice damage boost... and ofc no medium armor just heavy

lifestaker
06-23-2016, 03:07 PM
Some of the items look okay, but only further set back LGS. Why would you even think of more 5 item sets when the "Legendary" set from LGS is so weak and requires huge amounts of farming to get. Give simple 2 piece sets, bump other sets, or just give good loot that does not require a set. The mindless grind of granting better loot every update that is far beyond anything else in that level range is not helping people stay (might help those that come back to some degree, but is growing annoying.)

Chaimberland
06-23-2016, 03:46 PM
Ring of Power:
Quality Strength +1
Command
Melee Alacrity +10%
Insightful Armor Piercing +3
Green Augment Slot



Legendary Ring of Power:
Quality Strength +4
Persuasion
Melee Alacrity +15%
Insightful Armor Piercing +13
Green Augment Slot





One Ring to rule them all.

AnEvenNewerNoob
06-23-2016, 03:49 PM
ANOTHER SEPARATE CRAFTING SYSTEM?

REALLY?

Does almost every pack have to have its own crafting system? is it in the contract?

I know I can't be the only one who has been suffering from acute ingredient BURN OUT.

I am sick to death of all the disjointed crafting systems. (Which end up useless and outdated in a flash and aren't worth any sort of grind at all)

GregorianPL
06-23-2016, 03:50 PM
can you add medium version of armor aswell ? barbarians wants to wear something like this aswell...

HuneyMunster
06-23-2016, 04:09 PM
Slave Master's Staff:
+3 Enhancement Bonus
Spellcasting Implement +8
Fire Lore +10
Lightning Lore +10
Acid Lore +10
Insightful Evocation Focus +1
Insightful Conjuration Focus +1
Wizardry +96
Elemental Resonance +70 Equipment Bonus to Fire Lightning Acid and Cold spells
Orange Augment Slot



Legendary Slave Master's Staff:
+13 Enhancement Bonus
Spellcasting Implement +28
Fire Lore +27
Lightning Lore +27
Acid Lore +27
Insightful Evocation Focus +4
Insightful Conjuration Focus +4
Wizardry +371
Elemental Resonance +185 Equipment Bonus to Fire Lightning Acid and Cold spells
Orange Augment Slot






Im not a fan of wizardry on staffs due to them being two-handed weapons. It means you lose the spell points if you want to use scrolls for buffing at start of a quest. Magical Efficiency would be a better option instead.

apep1412
06-23-2016, 04:37 PM
Currently there is no way to alleviate that. It is similar to what you run into with rings.

Gear sets is a good idea, but it isn't something we've looked into yet and I really wouldn't expect we could put something like that together in time for U32.

Would it be feasible to add options to the barter interface to trade the dropped item for a version that can only be equipped in one slot? i.e. The shackles would drop as equippable to both arms and feet, but could be traded for a version that only equips to arms or a version that only equips to feet.

TPICKRELL
06-23-2016, 04:42 PM
Would it be feasible to add options to the barter interface to trade the dropped item for a version that can only be equipped in one slot? i.e. The shackles would drop as equippable to both arms and feet, but could be traded for a version that only equips to arms or a version that only equips to feet.

Or a stone of change recipe that lets you switch slot preferences.

NoWorries
06-23-2016, 04:49 PM
Would it be feasible to add options to the barter interface to trade the dropped item for a version that can only be equipped in one slot? i.e. The shackles would drop as equippable to both arms and feet, but could be traded for a version that only equips to arms or a version that only equips to feet.

We don't really want 3 items to turn into 9 of the same item where some can and can't do things others can/can't.

We could discuss which would be the better default slot for them to have, but we don't want this becoming overly complex with all of those almost identical items floating around.

Shoemaker
06-23-2016, 04:58 PM
Here is the first look at the U32 named items. There will be two forms of named items in the Against the Slave Lords content. The first is your typical named items that drop as is. The second is a group of items, one from each of the 3 dungeons, that will be flexible slots which can be upgraded with a Prefix, Suffix, Extra, and Bonus effect along with an Augment Slot. All of the named items can have 1 of 3 Set Bonuses applied to it. Further information on the upgrade items will be listed below these named items.

The ML of the heroic items is 8, the Legendary items are 28.


Heroic (ML:8)
Legendary (ML:28) isn't legendary 31+?
Slaver's Cloak:
Insightful False Life +8
Protection +4
Spearblock II
Insightful Resistance +1
Green Augment Slot
Legendary Slaver's Cloak:
Insightful False Life +33
Protection +14
Spearblock VIII
Insightful Resistance +6
Green Augment Slot
Hardened Hide Helm:
Insightful Fortification +35
Quality Magical Sheltering +2 Quality Sheltering +2
Natural Armor Bonus +5
Quality Constitution +1
Green Augment Slot
Legendary Hardened Hide Helm:
Insightful Fortification +92
Quality Magical Sheltering +11 Quality Sheltering +11
Natural Armor Bonus +17
Quality Constitution +4
Green Augment Slot
Executioner's Helm:
Insightful Deception +2/3
Relentless Fury
Accuracy +3
Deadly +3
Seeker +5 Seeker +3
Quality Combat Mastery +1
Green Augment Slot
Legendary Executioner's Helm:
Insightful Deception +7/11
Relentless Fury
Accuracy +14
Deadly +14
Seeker +17 Seeker +14
Quality Combat Mastery +4
Green Augment Slot
Slave Master's Staff:
+3 Enhancement Bonus +4 Enhancement Bonus
Spellcasting Implement +8
Fire Lore +10
Lightning Lore +10
Acid Lore +10
Insightful Evocation Focus +1
Insightful Conjuration Focus +1
Wizardry +96
Elemental Resonance +70 Equipment Bonus to Fire, Lightning, Acid, and Cold spells
Orange Augment Slot
Legendary Slave Master's Staff:
+13 Enhancement Bonus
Spellcasting Implement +28
Fire Lore +27
Lightning Lore +27
Acid Lore +27
Insightful Evocation Focus +4
Insightful Conjuration Focus +4
Wizardry +371
Elemental Resonance +185 Equipment Bonus to Fire, Lightning, Acid, and Cold spells
Orange Augment Slot
Spinneret (ring):
Spell Lore +4
Quality Potency +9
Quality Spell Focus Mastery +1
Spell Penetration +2 Quality Spell Penetration +1
Green Augment Slot
Legendary Spinneret (ring):
Spell Lore +15
Quality Potency +32
Quality Spell Focus Mastery +2
Spell Penetration +7 Quality Spell Penetration +4
Green Augment Slot
Colorless Augment Slot
Ring of Power:
Quality Strength +1
Command
Melee Alacrity +10% Insightful Melee Alacrity +5%
Insightful Armor Piercing +3
Green Augment Slot
Legendary Ring of Power:
Quality Strength +4
Persuasion
Melee Alacrity +15% Insightful Melee Alacrity +10%
Insightful Armor Piercing +13
Green Augment Slot
Colorless Augment Slot
Breaker of Bodies (Large Shield):
1d8
+3 Enhancement Bonus +4 Enhancement Bonus
Shield Bashing +8
Maiming Effect 2d8
Bashing 2d6
Riposte +2
Purple Augment Slot
Legendary Breaker of Bodies (Large Shield):
2d8
+13 Enhancement Bonus
Shield Bashing +28
Maiming Effect 8d8
Bashing 8d6
Riposte +8
Purple Augment Slot
Orange Augment Slot
Symbol of the Slave Lords (Trinket):
True Seeing
Insightful Constitution +2
Dusk
Green Augment Slot
Blue Augment Slot Orange Augment Slot
Legendary Symbol of the Slave Lords (Trinket):
True Seeing
Insightful Constitution +8
Lesser Displacement
Green Augment Slot
Blue Augment Slot Orange Augment Slot
Colorless Augment Slot
Executioner's Platemail (Heavy Armor):
+3 Enhancement Bonus
Profane Well Rounded +1 - +1 Profane bonus to all abilities
Quality Deadly +1
Insightful Intimidate +5
Quality Accuracy +1 Quality Accuracy +2
Green Augment Slot
Legendary Executioner's Platemail (Heavy Armor):
+13 Enhancement Bonus
Profane Well Rounded +2 - +2 Profane bonus to all abilities
Quality Deadly +4 Quality Deadly +5
Insightful Intimidate +11
Quality Accuracy +4 Quality Accuracy +5
Green Augment Slot
Colorless Augment Slot
Executioner's Docent:
+3 Enhancement Bonus
Profane Well Rounded +1 - +1 Profane bonus to all abilities
Quality Deadly +1
Insightful Intimidate +5
Quality Accuracy +1 Quality Accuracy +2
Green Augment Slot
Legendary Executioner's Docent:
+13 Enhancement Bonus
Profane Well Rounded +2 - +2 Profane bonus to all abilities
Quality Deadly +4 Quality Deadly +5
Insightful Intimidate +11
Quality Accuracy +6 Quality Accuracy +5
Green Augment Slot
Colorless Augment Slot
Slave Rags (cloth armor):
+3 Enhancement Bonus
Insightful Spell Saves +1
Resistance +4
Quality Physical Sheltering +2
Diversion +8
Green Augment Slot
Legendary Slave Rags (cloth armor):
+13 Enhancement Bonus
Insightful Spell Saves +6
Resistance +14
Quality Physical Sheltering +11
Diversion +28
Green Augment Slot
Colorless Augment Slot
Mutilator of Minds (orb):
+3 Orb Bonus
Insightful Enchantment Focus +1
Quality Impulse +17
Insightful Spell Penetration +1
Quality Spell Focus Mastery +1
Orange Augment Slot
Legendary Mutilator of Minds (orb):
+13 Orb Bonus
Insightful Enchantment Focus +4
Quality Impulse +45
Insightful Spell Penetration +4
Quality Spell Focus Mastery +2
Orange Augment Slot
Purple Augment Slot


Add in BOLD GREEN remove in ITALIC RED.

Ebondevil
06-23-2016, 05:52 PM
Add in BOLD GREEN remove in ITALIC RED.

If Legendary were ML 31 no one would be able to use them when the level cap is 30...

ThomasHunter
06-23-2016, 05:54 PM
Add in BOLD GREEN remove in ITALIC RED.

The loot looks fantastic - can't wait! I think Shoemaker has some GREAT ideas as well. In fact, when I first saw the loot, the Melee Alacrity on the Legendary stuff seemed, well, sad really. Adding Insightful to it seems darn cool though! Maybe instead add Insightful Doublestrike? I have a toon with about 34% DS right now and having something to boost that would be pretty sweet!

LordDunmore
06-23-2016, 05:54 PM
The title says it all. There are so many different crafting sets now, and everything goes into a green bag. PLEASE let us have something to help us organize all this crafting stuff.

I once asked if it has to go in a green bag, can we at least customize it? Green with different stripes/edges/top/bottom?

Any chance at all, or is this utter futility to ask over and over with each new crafting system?

Mindos
06-23-2016, 06:23 PM
Stave of the Seer (http://ddowiki.com/page/Item:Stave_of_the_Seer) is ML 8 and has a True Seeing clickie. One use per day.

But yeah, the trinket seems overpowered. To me, the biggest issue with it though is adding another item with a spell buff at such a low level. Being able to cast the True Seeing buff spell as a spellcaster should have a point. With the exception of the uncommon 1 use/day Stave of the Seer, True Seeing was uniquely available from spellcasters at that low level previously.

A class-based game should strive to maintain the uniqueness of classes so that everyone cannot do the same things that everyone else can do regardless of choice of class(es).

There's actually a recent thread about how buff spells have become increasingly invalidated by gear (here (https://www.ddo.com/forums/showthread.php/476541-Buff-Support-Toons-tone-bak-on-all-encompassing-gear-that-trmps-player-buffs)).

Isn't the DM's Vision set from equiping both http://ddowiki.com/page/Item:Mantle_of_the_Worldshaper and http://ddowiki.com/page/Item:Voice_of_the_Master usable at level 5?

Propane
06-23-2016, 06:44 PM
Well, that'll make gear-swapping annoying. Any chance of some kind of toggle that will change the default for that item? (I'm sort of seeing it as a clicky that will alternate between them). Being able to equip it in multiple slots is awesome, but if you want the shackles for your feet and you switch to your Cannith boots, having to open up the inventory and find the shackles and drag them to the feet (which will incidentally screw up careful placement of equipment - all my swap gear except weapons goes into the last couple of tabs; I suspect that dragging gear into occupied slots will have much the same effect as swapping weapon sets).

Alternatively: Can we finally have gear sets?

Have you tried...

Taking to two or three hotbars - set them vertically - place your normal item towards the center, then moving towards the outside, you hot swap item.

Click on hot bar and you are good to go!

http://i.imgur.com/0NrP3iJ.jpg?1 (http://imgur.com/0NrP3iJ)

stryder48092
06-23-2016, 06:53 PM
This all sounds good but I think that you would get alot more people running the quests if you made it more like the old greensteel, what I mean by that Is you could run the quests without a maxed out character (say a level 25 quests) and get the stuff to make the items and use the items at lower levels (22-27) where at 22 they may seem a bit powerful but as you gain levels they become less useful where you may only use 1 or 2 items ( min 2 wpn hit point gear etc).
If you did that combined with decent experience ( not huge ) I could see people posting and running them daily like they do now with the large xp quests

EnziteBob
06-23-2016, 07:09 PM
heroic items seem a bit overpowered. IMO they shouldn't have all the staking bonuses that early in the game. Just give a flat bonus.


Ring of Power:
Quality Strength +1
Command
Melee Alacrity +10% ---------- (way too much at ML 8)
Insightful Armor Piercing +3
Green Augment Slot



Symbol of the Slave Lords (Trinket):
True Seeing--------------------( make it a clicky)
Insightful Constitution +2
Dusk
Green Augment Slot
Blue Augment Slot



Legendary stuff looks fine. Maybe add a slot or two here and there.

gwonbush
06-23-2016, 07:25 PM
10% melee Alacrity isn't really OP at level 8. You can get it at level 3 with Cannith Crafting or 4 with the Mithril Fullplate of Speed. And you can get 15% if you are willing to chug haste potions.

NoWorries
06-23-2016, 07:42 PM
The title says it all. There are so many different crafting sets now, and everything goes into a green bag. PLEASE let us have something to help us organize all this crafting stuff.

I once asked if it has to go in a green bag, can we at least customize it? Green with different stripes/edges/top/bottom?

Any chance at all, or is this utter futility to ask over and over with each new crafting system?

That is a ways off topic for this thread, but I hear you. I can't say what can or can't be done as far as that goes. I believe the system was never designed with the intent of having multiple inventory bags which can collect the same type of items. As such it would be no small amount of work to rework the system to try and make such a thing possible. I can't speak to how much work it would be, but I imagine it would be significant.

All that said, I'm happy to bring up the topic with the team.

slarden
06-23-2016, 07:54 PM
Legendary Spinneret (ring):
Spell Lore +15
Quality Potency +32
Quality Spell Focus Mastery +2
Spell Penetration +7
Green Augment Slot


Spell lore on this should be +17 as there are already other items with that value and this is from a higher level adventure.

LordPiglet
06-23-2016, 08:12 PM
heroic items seem a bit overpowered. IMO they shouldn't have all the staking bonuses that early in the game. Just give a flat bonus.


Ring of Power:
Quality Strength +1
Command
Melee Alacrity +10% ---------- (way too much at ML 8)
Insightful Armor Piercing +3
Green Augment Slot



Symbol of the Slave Lords (Trinket):
True Seeing--------------------( make it a clicky)
Insightful Constitution +2
Dusk
Green Augment Slot
Blue Augment Slot



Legendary stuff looks fine. Maybe add a slot or two here and there.

10% Melee alacrity is available at ML1

MonadRebelion
06-23-2016, 08:12 PM
Items that can go in multiple slots is a great idea. I don't like 5 piece set bonuses. If the sets are really good, everyone ends up with the same gear. This makes the game boring. I want more build diversity and more weird gear set ups. I want to see new gear pump new life into old gear. 2 and 3 piece gear sets make more sense to me.

Also if the direction you want to keep going is to outclass previous gear every time you introduce new gear, then maybe it's time to rethink the way mythic gear works. Pursuing +4 mythics only makes sense when +4 mythic items aren't outclassed by the basic versions of the new loot.

JOTMON
06-23-2016, 08:21 PM
There will be an item that drops in each dungeon and that item can be equipped in 2 possible slots (so 6 slots in all). One will be belt/necklace (chain), one will be bracer/feet (shackles), and the final will be trinket/ring (5 rings).



There will be different ingredients that will drop throughout the quests which will allow you to add on a prefix, suffix, extra, bonus, an augment slot, and a Set bonus (the Set Bonus will be crafted onto the named items as well, each item can only count for 1 of the sets).


Here are the effects possible for each slot:


Prefix: Attributes, Fortification, Sheltering, False Life, Wizardry
Suffix: Guards, Resistance, Accuracy, Deadly, Deception, Seeker, Armor Piercing, Spell Lores, Spell Powers
Extra: Skills, Spell Pen, Spell Focus, Vertigo, Stunning, Shatter, Tendon Slice
Extra 2: Quality Attributes, Quality Fort, Quality MRR, Quality PRR, Quality Skills




And here are the 3 possible sets:


Slave Lord's Might –
3 pieces – +1 Artifact Bonus to Melee Power/Ranged Power (+2 legendary), +1 Artifact bonus to Deadly (+2 Legendary)
5 pieces - +1 Artifact bonus to Strength and Dexterity (+2 Legendary), +2 Artifact Bonus to Melee Power/Ranged Power (+4 Legendary), +2 Artifact bonus to Deadly (+4 Legendary)


Slave Lord's Sorcery-
3 pieces - +2 Artifact Bonus to Spell Power (+5 Legendary), +1 Artifact bonus to Spell Focus Mastery (+2 Legendary)
5 pieces - +1 Artifact bonus to Int/Wis/Cha (+2 Legendary), +5 Artifact Bonus to Spell Power (+10 Legendary), +2 Artifact bonus to Spell Focus Mastery (+4 Legendary)


Slave's Endurance-
3 pieces - +1 Artifact bonus to MRR/PRR (+2 Legendary), +1 Artifact Bonus to Resistance (+2 Legendary), +1 Artifact Spell Saves (+2 Legendary)
5 pieces - +1 Artifact Bonus to Con (+2 Legendary), +2 Artifact bonus to MRR/PRR (+4 Legendary), +2 Artifact Bonus to Resistance (+4 Legendary), +2 Artifact Spell Saves (+4 Legendary)


aren't all the guildship amenity bonuses artifact bonuses?..
does this mean these will not stack with guildship bonuses?
...cause that would really suck to got to all the trouble of a set bonus and not stack with easy peasy guildship buffs....

Qhualor
06-23-2016, 09:02 PM
aren't all the guildship amenity bonuses artifact bonuses?..
does this mean these will not stack with guildship bonuses?
...cause that would really suck to got to all the trouble of a set bonus and not stack with easy peasy guildship buffs....

the old ship buffs are Artifact. the new ship buffs are a separate guild bonus.

LrdSlvrhnd
06-23-2016, 09:20 PM
Have you tried...

Taking to two or three hotbars - set them vertically - place your normal item towards the center, then moving towards the outside, you hot swap item.

Click on hot bar and you are good to go!

http://i.imgur.com/0NrP3iJ.jpg?1 (http://imgur.com/0NrP3iJ)

Doesn't work if you have something that can be worn on your hands or your feet, you want them on your feet 'cause you have better gloves, you switch to your Cannith boots to make a jump, and then you want to switch back and the item defaults to your hands and not your feet. So no, I'm not "good to go".

I *do* have my standard gear all set up on a hotbar. (Eyes, Head, Neck, Trinket, Back, Waist, Hands, Ring2, Feet, Arms... with armor & shield elsewhere, and weapons generally get their own hotbar(s).) That's not the issue. THe issue is when I want to put these things back on my feet, I'm gonna have to go to inventory, find the Shackles (which will be on the last page or two because that's how I set up my gear, and that's where my Cannith boots were put), and drag them on. And when I do that, the Cannith boots will be shoved to the first available spot in the inventory rather than where they "should" be. So next time I do that, unless I thought to put my boots back where they belong, they'll be somewhere in the middle of the third tab, and when I go looking for my Shackles, I'll have to actually *look* for them. So this is going to be VERY extremely annoying, to the point where I'll either not use these items, or only use them in the "default" places.


That is a ways off topic for this thread, but I hear you. I can't say what can or can't be done as far as that goes. I believe the system was never designed with the intent of having multiple inventory bags which can collect the same type of items. As such it would be no small amount of work to rework the system to try and make such a thing possible. I can't speak to how much work it would be, but I imagine it would be significant.

All that said, I'm happy to bring up the topic with the team.

So the system was designed with the intent of not having so frelling many ingredients, then? *koffs lightly*

JOTMON
06-23-2016, 09:34 PM
the old ship buffs are Artifact. the new ship buffs are a separate guild bonus.

good stuff. my subconscious was just thinking hey wait aren't guildship buffs artifact....

ForgettableNPC
06-24-2016, 12:36 AM
Executioner's Helm - Deception items are always useful for anyone that can deal sneak attack damage, even just backstabbing items. Combining Relentless Fury + Seeker is something that may definitely see use on anyone who can achieve a high-critical ratio. Especially Swashbucklers.

Slave Master's Staff - Seems like it's missing Ice Lore. Otherwise pretty great.

Ring of Power - Never hurts to have Melee Alacrity for melees. And more STR!

Breaker of Bodies - Shield Bash. 'nuff said.

Symbol of the Slave Lords - True Seeing, Insight CON, Concealment AND Green + Blue Augment slots? The Legendary one might give my Epic Elite Ring of Shadows and Epic Brawn's Spirits I have a run for its money.

janave
06-24-2016, 12:45 AM
General comments:
- Most of the effects seem to overlap with whats available on random loot or a stacking version of these abilities. I find this too much focus on verticalness, more "interesting" effects that are unique/uncommon would be nice. ~ "Things that dont obsolete items 1-3 updates back and wont be needing replacement in 1-3 updates."
- Is it time to kill our Litany trinkets? I think the profane bonus should be reserved for relatively high rarity named raid items.
- Little utility or Stealth effects. Looks like all defense or power related effects.


Slaver's Cloak:
Prot
Spearblock
+Dodge 6%
- false life
- ins.resistance
GS[preslot-resistance] // maybe preslot with a named augment of saves bonus



Hardened Hide Helm:
Insightful Fortification +35
Quality Magical Sheltering +2
Natural Armor Bonus +5
Quality Constitution +1
Green Augment Slot

- Is the fortification over 100% useful at level 8?, looks like decent for -forged races, so they can skip on slotting other fort items, i see this too marginal for which looks like a generalist defense item


Executioner's Helm:
Insightful Deception +2/3
Relentless Fury
Seeker +5
Quality Combat Mastery +1
Green Augment Slot

- This looks strong, id probably drop the Combat Mastery, it is still a very powerful piece.



Spinneret (ring):
Spell Lore +4
Quality Potency +9
Quality Spell Focus Mastery +1
Spell Penetration +2
Green Augment Slot

- Looks alright, no tech for more spell level increase option on gear yet? would fit this ring nicely


Ring of Power:
Quality Strength +1
Command
Melee Alacrity +10%
Insightful Armor Piercing +3
Green Augment Slot

- Looks ok, alacrity is great on heroics but not much on the epic version
- I'd replace Quality STR and Fort bypass with a Tensors Clicky: CL8/28 matching the items minlevel.
- Epic version should get an alacrity of 16% at least. Or even better a stacking variant with 3-4% :).


Thanks for the preview

GeoffWatson
06-24-2016, 01:19 AM
Executioner's Helm:
Insightful Deception +2/3
Relentless Fury
Seeker +5
Quality Combat Mastery +1
Green Augment Slot



Legendary Executioner's Helm:
Insightful Deception +7/11
Relentless Fury
Seeker +17
Quality Combat Mastery +4
Green Augment Slot



Does Insightful Deception include a chance to Bluff enemies (like old Deception/Improved Deception items) or is it just Sneak Attack damage?

Eth
06-24-2016, 02:05 AM
Comments in bold.


Legendary Slaver's Cloak:
Insightful False Life +33
Protection +14
Spearblock VIII
Insightful Resistance +6
Green Augment Slot

This should have Parrying instead of insightful resistances. Then it would make a great AC item.
Otherwise good item. Will probably see use on my tanky build.



Legendary Hardened Hide Helm:
Insightful Fortification +92
Quality Magical Sheltering +11
Natural Armor Bonus +17
Quality Constitution +4
Green Augment Slot

Again, decent for tanks. It's OK.


Legendary Executioner's Helm:
Insightful Deception +7/11
Relentless Fury
Seeker +17
Quality Combat Mastery +4
Green Augment Slot

Insightful deception? So that stacks with deception? (I mean the procrate?)
Interesting. Other stats are good enough to make use of this.



Legendary Slave Master's Staff:
+13 Enhancement Bonus
Spellcasting Implement +28
Fire Lore +27
Lightning Lore +27
Acid Lore +27
Insightful Evocation Focus +4
Insightful Conjuration Focus +4
Wizardry +371
Elemental Resonance +185 Equipment Bonus to Fire Lightning Acid and Cold spells
Orange Augment Slot

Might aswell add sonic and call it the hellball staff (btw is the missing cold lore a typo?).
I mean the idea is cool, but this item doesn't work.
LGS gives you 224 spellpower that stacks with equipment spellpower. If you deal elemental spellpower you won't use a two-hander over that.



Legendary Spinneret (ring):
Spell Lore +15
Quality Potency +32
Quality Spell Focus Mastery +2
Spell Penetration +7
Green Augment Slot

Nice caster item. Wouldn't change it. Maybe spell lore 17 though?


Legendary Ring of Power:
Quality Strength +4
Persuasion
Melee Alacrity +15%
Insightful Armor Piercing +13
Green Augment Slot

Insightful armor piercing would be the kicker to use this for me. Rest is neat. Good item.


Legendary Symbol of the Slave Lords (Trinket):
True Seeing
Insightful Constitution +8
Lesser Displacement
Green Augment Slot
Blue Augment Slot

True seeing on a trinket is (kind of) unique. The con makes it something that can be considered.


Legendary Executioner's Platemail (Heavy Armor):
+13 Enhancement Bonus
Profane Well Rounded +2 - +2 Profane bonus to all abilities
Quality Deadly +4
Insightful Intimidate +11
Quality Accuracy +6
Green Augment Slot
Legendary Executioner's Docent:
+13 Enhancement Bonus
Profane Well Rounded +2 - +2 Profane bonus to all abilities
Quality Deadly +4
Insightful Intimidate +11
Quality Accuracy +6
Green Augment Slot

I really don't know what to think of this yet. DPS love for tanks? Eh.



Legendary Slave Rags (cloth armor):
+13 Enhancement Bonus
Insightful Spell Saves +6
Resistance +14
Quality Physical Sheltering +11
Diversion +28
Green Augment Slot

This could use some love.
I hope you make it at least look good, so I can consider using a mirror on it. :P


Legendary Mutilator of Minds (orb):
+13 Orb Bonus
Insightful Enchantment Focus +4
Quality Impulse +45
Insightful Spell Penetration +4
Quality Spell Focus Mastery +2
Orange Augment Slot

I'm not really up to date on DC caster gear, but this looks like easily being best in slot.

Silverleafeon
06-24-2016, 03:23 AM
Legendary Slave Master's Staff:
+13 Enhancement Bonus
Spellcasting Implement +28
Fire Lore +27
Lightning Lore +27
Acid Lore +27
Insightful Evocation Focus +4
Insightful Conjuration Focus +4
Wizardry +371
Elemental Resonance +185 Equipment Bonus to Fire Lightning Acid and Cold spells
Orange Augment Slot

Nice to see a return to casting staffs, there appears to be a copy/paste error here ~ you left off:
Cold Lore +27

Otherwise, looks nice, definitely a Sorcerer/Druid item with other casters pausing to consider this staff.

RedOrm
06-24-2016, 04:06 AM
Legendary Symbol of the Slave Lords (Trinket):
True Seeing
Insightful Constitution +8
Lesser Displacement
Green Augment Slot
Blue Augment Slot

True seeing on a trinket is (kind of) unique. The con makes it something that can be considered.


Not really unique; the Spyglass (http://ddowiki.com/page/Treasure_Hunter%27s_Spyglass) from Crystal Cove has True Seeing starting at L16. Still, a decent item if you don't need the rest of the Spyglass.

Greetz,
Red Orm
Whi****lly dreaming of L28 Cove items...
(Really?? w h i s t f u l l y gets moderated? Wow...)

legendkilleroll
06-24-2016, 04:18 AM
Insightful deception? So that stacks with deception? (I mean the procrate?)
Interesting. Other stats are good enough to make use of this.




NoWorries replied to me at bottom of first page saying no proc

Shoemaker
06-24-2016, 04:19 AM
If Legendary were ML 31 no one would be able to use them when the level cap is 30...

Then perhaps they shouldn't be called legendary. I don't know of any items in game that are called Epic and are less than the corresponding ML:20. ML:28 is still in the ML:20-ML:30 range and should be Epic instead of [[Legendary (http://ddowiki.com/page/Legendary)]] that starts at ML:31. Just saying...

Eth
06-24-2016, 04:30 AM
Then perhaps they shouldn't be called legendary. I don't know of any items in game that are called Epic and are less than the corresponding ML:20. ML:28 is still in the ML:20-ML:30 range and should be Epic instead of [[Legendary (http://ddowiki.com/page/Legendary)]] that starts at ML:31. Just saying...

Level 31 is the required questlevel.
Most named items that drop in legendary content that they added since U29 are called legendary. There are already exceptions though.

Eth
06-24-2016, 04:30 AM
NoWorries replied to me at bottom of first page saying no proc

OK, thanks. That makes it less interesting.

legendkilleroll
06-24-2016, 04:38 AM
Do the craftable items drop with mythic bonus? or is there an ingredient like ToEE to add it during crafting?

Wizza
06-24-2016, 04:49 AM
No ranged items, literally. Casters staff are awful with no extra Spellpowers. Why there is a +2 Profane stat Heavy Armor and not light/medium/clothing?

Xahtep
06-24-2016, 07:13 AM
Add in BOLD GREEN remove in ITALIC RED.

The problem with alacrity is that it causes issues with the game. It was changed to doublestrike back then, it shuld be doublestrike instead tomake sure it dosntbreak more stuff.

Phil7
06-24-2016, 07:35 AM
Thanks for adding new shields, but please consider adding Impact to some of them.
Currently the Epic Demonic Slab has such a high base damage, that no other shield can be compared to it in terms of dps.
Only if compared against Damage Reduction bypassing shields (Ultimatum, Terminus) and against mobs with DR.

And the effects that the Demonic Slab gives (except from Impact V) are totally useless on a dps-oriented shield. Vitality and Cold Resistance!!
In spite of that every new shield that you add to the game will still be outperformed by the Demonic Slab, unless you start adding Impact on some of the new shields.

I like the new Large Shield and the fact that it is a Large shield is even better, because now I can keep my Dodge chance very high aswell. The effects on it are perfect for a dps shield, but it still can not compete against Demonic Slab.

180+ base damage rating with 17-18/x4 & 19-20/x7 critical and 200+ Melee Power and all this increased by +135% against perma helpless enemies is insane!
No matter what you add and how many fancy effects it has on it, it will never beat this monster!
The monster was great when it was released, but now it has become too common and it kills diversity.

Oh and weapon effects don't scale with melee/ranged power, making them even more useless.
Look around you. Everyone is currently playing fury ranged builds for a reason

twinstronglord
06-24-2016, 08:49 AM
Whi****lly dreaming of L28 Cove items...
(Really?? w h i s t f u l l y gets moderated? Wow...)


Lol. You are being punished because you wont Shut The F*** Up. whi(S T F U)(lly)

NoWorries
06-24-2016, 09:00 AM
Legendary Slave Master's Staff:
+13 Enhancement Bonus
Spellcasting Implement +28
Fire Lore +27
Lightning Lore +27
Acid Lore +27
Insightful Evocation Focus +4
Insightful Conjuration Focus +4
Wizardry +371
Elemental Resonance +185 Equipment Bonus to Fire Lightning Acid and Cold spells
Orange Augment Slot

Nice to see a return to casting staffs, there appears to be a copy/paste error here ~ you left off:
Cold Lore +27

Otherwise, looks nice, definitely a Sorcerer/Druid item with other casters pausing to consider this staff.

It is not meant to have cold lore, just because it has elemental resonance does not mean it is meant to focus on all 4. It is intended to focus on fire lightning and acid only.

Atremus
06-24-2016, 09:54 AM
Here are the effects possible for each slot:

Prefix: Attributes, Fortification, Sheltering, False Life, Wizardry
Suffix: Guards, Resistance, Accuracy, Deadly, Deception, Seeker, Armor Piercing, Spell Lores, Spell Powers
Extra: Skills, Spell Pen, Spell Focus, Vertigo, Stunning, Shatter, Tendon Slice
Extra 2: Quality Attributes, Quality Fort, Quality MRR, Quality PRR, Quality Skills



NoWorries:

Which spell powers and lore will be craftable? Light/Force included? And will they be 185 like we have seen recently?

LightBear
06-24-2016, 09:57 AM
It is not meant to have cold lore, just because it has elemental resonance does not mean it is meant to focus on all 4. It is intended to focus on fire lightning and acid only.

Then drop the Cold spell power on it as well. As the item stands right now, it will lead to a whole lot of cunfustion and disapointment.
Btw, resonacne is for sonic spells. :p;)

NoWorries
06-24-2016, 10:03 AM
Then drop the Cold spell power on it as well. As the item stands right now, it will lead to a whole lot of cunfustion and disapointment.
Btw, resonacne is for sonic spells. :p;)


There isn't a cold spell power singularly on it, cold spell power is part of a singular effect that does 4 things. It is simply a scaling version of Elemental Manipulation. I think it would be stranger to have an effect that was Elemental Resonance Not Cold.

HastyPudding
06-24-2016, 10:20 AM
There isn't a cold spell power singularly on it, cold spell power is part of a singular effect that does 4 things. It is simply a scaling version of Elemental Manipulation. I think it would be stranger to have an effect that was Elemental Resonance Not Cold.

So, out of curiosity, why was cold left out of the staff? Too much power on one item? Poor water savant keeps getting dumped on, as if they haven't had enough trouble with so many skeletons in the game, and they seem to get dumped out of most caster items. There seems to be an abundance of fire, acid, sonic, force, light, and lightning items in the game, but I can only think of 2 cold-based items off the top of my head.

ThomasHunter
06-24-2016, 10:40 AM
I saw the Cold spell power and missed the lack of Cold Lore. That would be sad to not be on the staff for the druid as they are forced to switch back and forth between Summer/Winter.

Even so, I will want one for my Druid. :)

Selvera
06-24-2016, 11:44 AM
Slave rags? Shackles? I think I need these items, I don't care what the stats are.

I hope they look good/appropriate :)

Kebtid
06-24-2016, 12:12 PM
Is it known how high the stats/increases/spellpower/ penetr etc etc will be on the craftable gear?

changelingamuck
06-24-2016, 12:16 PM
Isn't the DM's Vision set from equiping both http://ddowiki.com/page/Item:Mantle_of_the_Worldshaper and http://ddowiki.com/page/Item:Voice_of_the_Master usable at level 5?

Yes, I stand corrected. Thank you for pointing it out.

I still stand by my objection to putting True Seeing on the ML 8 trinket here. The DM's Vision set True Seeing actually strikes me as less of an issue because it requires sacrificing two inventory slots and, in my experience, most people would find it quite a sacrifice to wear both of those items all the time.

Shoemaker
06-24-2016, 12:26 PM
If Legendary were ML 31 no one would be able to use them when the level cap is 30...


Level 31 is the required questlevel.
Most named items that drop in legendary content that they added since U29 are called legendary. There are already exceptions though.

I'm aware there are exceptions, but it still isn't consistent with Epic. Epic quest level was 20+, loot was ML:20+. On the same thread for continuity/consistency Legendary quests should be level 30+, and loot ML:30+

Axeyu
06-24-2016, 12:36 PM
I'm aware there are exceptions, but it still isn't consistent with Epic. Epic quest level was 20+, loot was ML:20+. On the same thread for continuity/consistency Legendary quests should be level 30+, and loot ML:30+

It is level 30+ loot, just see one of it's bonuses as "lowered min level".

LightBear
06-24-2016, 01:39 PM
There isn't a cold spell power singularly on it, cold spell power is part of a singular effect that does 4 things. It is simply a scaling version of Elemental Manipulation. I think it would be stranger to have an effect that was Elemental Resonance Not Cold.

Maybe see it as a chance to introduce "Lore of the Elements" singularity to the game then. :cool:
And while you're at it add an "Elemental Multiplier" singularity that gives +50 Critical Damage for Acid, Electric, Fire and Cold.
Or what about a "Fall for the Elements" singularity that gives a stacking vulnerability to Acid, Electric, Fire and Cold.
Wait, what if we add a "Gauge of the Elements" singularity that bypasses 50% of damage reduction to Acid, Electric, Fire and Cold.

Aletys
06-24-2016, 02:14 PM
That is a ways off topic for this thread, but I hear you. I can't say what can or can't be done as far as that goes. I believe the system was never designed with the intent of having multiple inventory bags which can collect the same type of items. As such it would be no small amount of work to rework the system to try and make such a thing possible. I can't speak to how much work it would be, but I imagine it would be significant.

All that said, I'm happy to bring up the topic with the team.

How about allowing us to rename the bags? Currently all the bags are called "bag". Allow us to add a prefix or a suffix, and at least we'd be able to tell which bag had what.

Silverleafeon
06-24-2016, 04:57 PM
It is not meant to have cold lore, just because it has elemental resonance does not mean it is meant to focus on all 4. It is intended to focus on fire lightning and acid only.

Any chance of an alternate version like this?

Slave Enforcer's Staff:
+3 Enhancement Bonus
Spellcasting Implement +8
Cold Lore +10
Lightning Lore +10
Acid Lore +10
Insightful Evocation Focus +1
Insightful Conjuration Focus +1
Wizardry +96
Elemental Resonance +70 Equipment Bonus to Fire Lightning Acid and Cold spells
Orange Augment Slot


Legendary Slave Enforcer's Staff:
+13 Enhancement Bonus
Spellcasting Implement +28
Cold Lore +27
Lightning Lore +27
Acid Lore +27
Insightful Evocation Focus +4
Insightful Conjuration Focus +4
Wizardry +371
Elemental Resonance +185 Equipment Bonus to Fire Lightning Acid and Cold spells
Orange Augment Slot



Offered along with the slave master's version already posted on post 1

DrawingGuy
06-24-2016, 06:47 PM
Skipping heroic items as they're just watered down versions of the Legendary.



Legendary Slaver's Cloak:
Insightful False Life +33
Protection +14
Spearblock VIII
Insightful Resistance +6 Change to Parrying 6/7
Heal Amplification +56 (Exceptional)
Green Augment Slot

Overall I find this item to be "meh". For a tank that doesn't have a parrying item, this might be a nice alternative. Outside of that it's unlikely to be touched unless buffed. Healing map would let people give up Mysterious Cloak MRR in favor of a bit more AC and HP.




Legendary Hardened Hide Helm:
Insightful Fortification +92
Insightful Magical Sheltering +22
Insightful Physical Sheltering +22
Natural Armor Bonus +17
Quality Constitution +4
Green Augment Slot

Not a bad tanker's item, but I do feel that PRR should be included, and the bonuses changed to a higher value Insightful for two reasons. First is that the only named items that come with 22 INS PRR/MRR is a docent, so not other races have this option, and this would give it to them. Second is the craftable items will be coming with Quality MRR/PRR options, so there would be a little less overlap with them.



Legendary Executioner's Helm:
Insightful Deception +7/11
Relentless Fury
Seeker +17
Quality Combat Mastery +4
Manslayer
Green Augment Slot

Nice to see Relentless Fury again, but "Executioner's Helm" begs for a vorpal effect. MANSLAYER!!!




Legendary Slave Master's Staff:
+13 Enhancement Bonus
Spellcasting Implement +28
Fire Lore +27
Lightning Lore +27
Acid Lore +27
Ice Lore +27
Insightful Evocation Focus +4
Insightful Conjuration Focus +4
Wizardry +371
Elemental Resonance +185 Equipment Bonus to Fire Lightning Acid and Cold spells
Orange Augment Slot
Red Augment Slot

See no reason that this should exclude Ice Lore. Also as a two-hander, think it should get a second augment slot.



Legendary Spinneret (ring):
Spell Lore +17
Quality Potency +32
Quality Spell Focus Mastery +2
Spell Penetration +7
Green Augment Slot

Think it should have Spell Lore 17 to be on the level of other end-game spell lore items.



Legendary Ring of Power:
Quality Strength +4
Persuasion
Melee Alacrity +15%
Invisibility Guard
Ghostly
Insightful Armor Piercing +13
Green Augment Slot

While Quality STR and Insightful Armor Piercing is enough to put this on people's wear lists, "Ring of Power" begs for more parallels to the One Ring. Please give it some invisibility traits like Invisibility Guard and Ghostly. <3



Legendary Breaker of Bodies (Large Shield):
2d8
+13 Enhancement Bonus
Shield Bashing +28
Maiming Effect 8d8
Bashing 8d6
Riposte +8
Purple Augment Slot

A nice bashing shield, especially for Pally builds so they won't need to take Tower Shield prof.



Legendary Symbol of the Slave Lords (Trinket):
True Seeing
Insightful Constitution +8
Lesser Displacement
Green Augment Slot
Blue Augment Slot



Legendary Executioner's Platemail (Heavy Armor):
+13 Enhancement Bonus
Profane Well Rounded +2 - +2 Profane bonus to all abilities
Quality Deadly +4
Insightful Intimidate +11
Quality Accuracy +6
Green Augment Slot

I don't see this one being used as often as the docent due to the "Heavy" requirement. Personally, design wise, I see an executioner's outfit as a medium armor with leather straps and chains rather than platemail.



Legendary Executioner's Docent:
+13 Enhancement Bonus
Profane Well Rounded +2 - +2 Profane bonus to all abilities
Quality Deadly +4
Insightful Intimidate +11
Quality Accuracy +6
Green Augment Slot

This could create interesting ways to free up Trinket slot for DC builds as they could drop Epic Litany.




Legendary Slave Rags (cloth armor):
+13 Enhancement Bonus
Insightful Spell Saves +6
Resistance +14
Quality Physical Sheltering +11
Diversion +28
Tendon Slice 10%
Green Augment Slot

I find this to be slightly weak. Tendon Slice would give it a little more utility while being more flavorful. You're not a proper slave trying to escape without a shiv!



Legendary Mutilator of Minds (orb):
+13 Orb Bonus
Insightful Enchantment Focus +4
Quality Impulse +45
Insightful Spell Penetration +4
Quality Spell Focus Mastery +2
Orange Augment Slot

Great item as is for DC casters.

DrawingGuy
06-24-2016, 06:53 PM
There will be an item that drops in each dungeon and that item can be equipped in 2 possible slots (so 6 slots in all). One will be belt/necklace (chain), one will be bracer/feet (shackles), and the final will be trinket/ring (5 rings).



There will be different ingredients that will drop throughout the quests which will allow you to add on a prefix, suffix, extra, bonus, an augment slot, and a Set bonus (the Set Bonus will be crafted onto the named items as well, each item can only count for 1 of the sets).


Here are the effects possible for each slot:


Prefix: Attributes, Fortification, Sheltering, False Life, Wizardry
Suffix: Guards, Resistance, Accuracy, Deadly, Deception, Seeker, Armor Piercing, Spell Lores, Spell Powers
Extra: Skills, Spell Pen, Spell Focus, Vertigo, Stunning, Shatter, Tendon Slice
Extra 2: Quality Attributes, Quality Fort, Quality MRR, Quality PRR, Quality Skills



Not quite enough details to critique balance. I do ask, though, what of Insightful attributes? With the exception of the new trinket, new items have not covered standard and Insightful attributes forcing either an extremely lucky loot gen pull or a LGS weapon. Depending on the value this may address the standard stats... maybe drop quality attributes in favor of Insightful? Or if you find it to be acceptable, place it as a suffix and allow all three?

Torin17
06-24-2016, 08:37 PM
Why is there no light, medium or druid armor in the loot list? This is not the first time where new armor was added but light armor was skipped (I am thinking of the epic Necro IV gear). In this case it is particularly important because the armor can contribute to the set bonus count. Please consider adding armor for everyone.

Torin

Atremus
06-24-2016, 09:12 PM
Spinneret (ring):
Spell Lore +4
Quality Potency +9
Quality Spell Focus Mastery +1
Spell Penetration +2
Green Augment Slot



Legendary Spinneret (ring):
Spell Lore +15
Quality Potency +32
Quality Spell Focus Mastery +2
Spell Penetration +7
Green Augment Slot



Follow on Comments for this item:

I like both of these rings. The Heroic one grants a lot of bonuses on a single item that should give it longevity while leveling. My FvS really appreciates the Spell Pen on the Legendary Ring also. I might even be able to use a staff again instead of two weapons to get spell pen + spell power + DC. I need to re-evaluate my gear layout to see/verify.

Will Quality Spell Mastery off this new ring stack with Insightful on the Celestial Sage Set/ Profane from TF armor? I assume yes, but I would like to ask after all the wonky-ness that Insightful Spell Focus caused

General Comments:

I hate to sound like a broken record, but I would love a farm-able SP restoration item in a quest.

My Druid is sad that the staff wasn't meant to be perfect for a druid. I need to know what spell power we can put on the rings to get all 4 elements for a druid (caster) to make better use of their spell book

And please, please some Medium leathers for my druid.

duntduntduuun
06-24-2016, 09:22 PM
I know this will just get burried but any chance you can make shields part of the craftable item sets with set bonus? For some reason there's almost no craftable shields in any of the games many crafting systems?!?

AtomicMew
06-25-2016, 01:48 AM
There will be an item that drops in each dungeon and that item can be equipped in 2 possible slots (so 6 slots in all). One will be belt/necklace (chain), one will be bracer/feet (shackles), and the final will be trinket/ring (5 rings).



There will be different ingredients that will drop throughout the quests which will allow you to add on a prefix, suffix, extra, bonus, an augment slot, and a Set bonus (the Set Bonus will be crafted onto the named items as well, each item can only count for 1 of the sets).


Here are the effects possible for each slot:


Prefix: Attributes, Fortification, Sheltering, False Life, Wizardry
Suffix: Guards, Resistance, Accuracy, Deadly, Deception, Seeker, Armor Piercing, Spell Lores, Spell Powers
Extra: Skills, Spell Pen, Spell Focus, Vertigo, Stunning, Shatter, Tendon Slice
Extra 2: Quality Attributes, Quality Fort, Quality MRR, Quality PRR, Quality Skills

Cool, can you go into more details, i.e., the specific values for these attributes? Thanks!

bbqzor
06-25-2016, 02:39 AM
It is not meant to have cold lore, just because it has elemental resonance does not mean it is meant to focus on all 4. It is intended to focus on fire lightning and acid only.

What possible purpose does this serve. It just leaves cold out in the cold. Its not like cold has some greater impact quest/content wise, or other alternatives in terms of comparable items. This is the sort of itemization move which leaves players baffled, and arbitrarily (in an overall sense) determines player build choice. Providing 3 of the 4 elements a decent item and leaving one out just marginalizes that one. It would serve the game better to allow players to choose their builds, and permit all 4 elements access to an equivalent item, at a single point in time rather than changing which one has the "best" choice in any given expansion pack.

Tahkhesis
06-25-2016, 07:46 AM
This is all really interesting and it will complement the U31 loot very nicely. I really dig the STR/Melee Alacrity ring, like, A LOT.

the_one_dwarfforged
06-25-2016, 09:25 AM
how high are the stat bonuses going to go on the customizeable items? 12? 14? 16? what about the sheltering? and the quality prr/mrr? and the stunning/tripping/sundering? and the false life? and the wizardry? and the fortification?

the ring of power gives +4 quality strength. the recently released knife toed boots also give +4 quality strength. the boots give quality seeker. the ring gives insightful armor piercing. i dont see that you can get either of those two effects anywhere else. you really gonna make me wear both of em just cause? why not change the strength bonus on the ring of power to insightful, or just something different? as it stands, its looking like the ring is an absolute must have, because im probably going to wear the new armor, which means i need to slot alacrity somewhere else...as in that ring. so while i could just skip that 4 seeker...it kinda feels sucky to do it, but its just as sucky to have the same stat slotted twice for no good reason. unless it is a design goal to make players really pick and choose at this point, which is fine, as long as thats the intended and announced goal, horizontal gear expansion instead of vertical.

why are deception items no longer giving the bluff proc? i dont see the proc being added anywhere else. is this to make bluff a thing? if so, can you please just say that?

while were talking about gear, can you make the tactic bonuses on this new stuff at least +14, and fix the stacking mechanic on combat mastery and insightful combat mastery? that way i can slot one of the new custom items as a belt instead of having to give up an obnoxious feeling amount of dps stats to get the 5 piece set bonus just because of a dumb bug. as it is, im thinking helm/armor/ring are a given. then it gets messy. thinking ill end up using the insightful false life cloak and a custom item belt. this seriously shrinks my available augment slots though, kinda sucks.

Seikojin
06-25-2016, 03:36 PM
Yes, I stand corrected. Thank you for pointing it out.

I still stand by my objection to putting True Seeing on the ML 8 trinket here. The DM's Vision set True Seeing actually strikes me as less of an issue because it requires sacrificing two inventory slots and, in my experience, most people would find it quite a sacrifice to wear both of those items all the time.
Also most who have the set are multi-lifers. Not many at lvl 5 are running threnal and delara's.

However with all that said, I really like the loot and buildup from this design. It has form, function and customization in pretty much the right amounts. I will see players fetching these for a month or two and finding new ways to integrate them into their builds.


Slave rags? Shackles? I think I need these items, I don't care what the stats are.

I hope they look good/appropriate :)
Oh I know, right?! I really hope they have the right look. And @noWorries, if they do get chains, make them a bit longer. I think some exaggeration here would be loved by the players.


So, out of curiosity, why was cold left out of the staff? Too much power on one item? Poor water savant keeps getting dumped on, as if they haven't had enough trouble with so many skeletons in the game, and they seem to get dumped out of most caster items. There seems to be an abundance of fire, acid, sonic, force, light, and lightning items in the game, but I can only think of 2 cold-based items off the top of my head.

Most likely due to the flavor of the quests being made.

Shoemaker
06-25-2016, 05:25 PM
Legendary Slave Master's Staff:
+13 Enhancement Bonus
Spellcasting Implement +28
Fire Lore +27
Lightning Lore +27
Acid Lore +27
Insightful Evocation Focus +4
Insightful Conjuration Focus +4
Wizardry +371
Elemental Resonance +185 Equipment Bonus to Fire Lightning Acid and Cold spells
Orange Augment Slot

Nice to see a return to casting staffs, there appears to be a copy/paste error here ~ you left off:
Cold Lore +27

Otherwise, looks nice, definitely a Sorcerer/Druid item with other casters pausing to consider this staff.It is not meant to have cold lore, just because it has elemental resonance does not mean it is meant to focus on all 4. It is intended to focus on fire lightning and acid only.

What possible purpose does this serve. It just leaves cold out in the cold. Its not like cold has some greater impact quest/content wise, or other alternatives in terms of comparable items. This is the sort of itemization move which leaves players baffled, and arbitrarily (in an overall sense) determines player build choice. Providing 3 of the 4 elements a decent item and leaving one out just marginalizes that one. It would serve the game better to allow players to choose their builds, and permit all 4 elements access to an equivalent item, at a single point in time rather than changing which one has the "best" choice in any given expansion pack.

Personally, I'd rather see +35 to a single lore and let four versions drop or let a single version drop with an "Untapped power of lore" and let it be augmented/unsurpressed by for a more powerful version of only one element.

LrdSlvrhnd
06-25-2016, 07:12 PM
I'm aware there are exceptions, but it still isn't consistent with Epic. Epic quest level was 20+, loot was ML:20+. On the same thread for continuity/consistency Legendary quests should be level 30+, and loot ML:30+

It may not be consistent with Epic... but they're not Epic. They're Legendary. One of the things that make these items Legendary is they're lower level than absolute freakin' max, which means that you can use them for a couple of levels before you ETR.

Lower level = more people being able to use them. Making them ML 30 means that only people running at cap will get to use them. Sure, old Epic items were ML 20 when 20 was cap... but they were also meant to be used by characters staying at cap, because TRing wasn't a thing yet. And later items that came out that were at the then-current cap, they were planning on raising the cap so eventually these wouldn't be at-cap items (and even then, there weren't a whole lot of ML25 items when that was the cap, and even fewer ML28 items when *that* was the cap). But now that we've reached the planned max, it makes sense that the best items aren't necessarily for the at-cap players, because a lot smaller percentage of characters stay and play at 30 than stayed and played at 20.

Oh, and... Epic items come from Epic quests. Legendary items come from Legendary quests. COMPLETELY consistent. I can't think of a single Legendary item that comes from a non-Legendary quest, and I can't think of a single Epic item that comes from a non-Epic quest.

LrdSlvrhnd
06-25-2016, 07:16 PM
It is not meant to have cold lore, just because it has elemental resonance does not mean it is meant to focus on all 4. It is intended to focus on fire lightning and acid only.

So it's intended to "focus" on 75% of elemental damage while ignoring the last quarter. C'mon. Once you get past half the possibilities, it's no longer "focusing" on something, it's now a generality. Either add the cold lore, or remove one of the others. And don't remove one of the others. And besides, "Elemental Focus" would be (pardon the pun) cool... not to mention taking up less screen space on the tool tip *g*

AtomicMew
06-25-2016, 07:49 PM
It is not meant to have cold lore, just because it has elemental resonance does not mean it is meant to focus on all 4. It is intended to focus on fire lightning and acid only.

Elemental casting is currently subpar due to lots of reasons, but a large one is that there are more elemental immunities and therefore a need to multi spec into more than one element. Including cold lore isn't going to make this item overpowered, because it's still a niche item regardless. Obviously people here think it's a good idea, and it's not an overpowered item, so why not? It already has cold spellpower so it's not like it's anti-thematic.

Robai
06-26-2016, 06:42 AM
Here is the first look at the U32 named items. ...
Why so many items?
24 items?
You realize that the more you make new items the more you'll HAVE to make in the future.
A waste of Dev time imho.

4-5 new items per pack is enough.

Drelak
06-26-2016, 07:07 AM
True seeing at lvl 8 feels bit early. For non-trappers that invalidates most of the search gear.

Shoemaker
06-26-2016, 02:52 PM
True seeing at lvl 8 feels bit early. For non-trappers that invalidates most of the search gear.

I disagree. http://ddowiki.com/page/Item:Stave_of_the_Seer has offered a clickie version of True Seeing at ML:8 since 2007. True seeing does nothing for traps, and with the modifications to the effect is only useful for insta-finding secret doors with a DC of 30 or less.

Qhualor
06-26-2016, 03:50 PM
It may not be consistent with Epic... but they're not Epic. They're Legendary. One of the things that make these items Legendary is they're lower level than absolute freakin' max, which means that you can use them for a couple of levels before you ETR.

Lower level = more people being able to use them. Making them ML 30 means that only people running at cap will get to use them. Sure, old Epic items were ML 20 when 20 was cap... but they were also meant to be used by characters staying at cap, because TRing wasn't a thing yet. And later items that came out that were at the then-current cap, they were planning on raising the cap so eventually these wouldn't be at-cap items (and even then, there weren't a whole lot of ML25 items when that was the cap, and even fewer ML28 items when *that* was the cap). But now that we've reached the planned max, it makes sense that the best items aren't necessarily for the at-cap players, because a lot smaller percentage of characters stay and play at 30 than stayed and played at 20.

Oh, and... Epic items come from Epic quests. Legendary items come from Legendary quests. COMPLETELY consistent. I can't think of a single Legendary item that comes from a non-Legendary quest, and I can't think of a single Epic item that comes from a non-Epic quest.

TRing was a thing, it just wasn't as popular as it is now. changes to thing like tomes carrying over on a TR, more beneficial past lives like Iconic and ER, a healthy end game with like 7 or 8 raids and no bypass timers and players stating there is not much incentive to stay at level 25 cap increased the popularity. the last one is interesting to read on the forums. some players complain there isn't much incentive to stay at cap, but they want loot to be under ML 30 so they can wear the items at least for a couple levels before they turn around and start another past life. if we want incentives than we need to start somewhere and this isn't the way to do it.

SisAmethyst
06-26-2016, 04:33 PM
Once you craft an effect on it is permanent.

All items in this pack are Bound to Account with the exception of the base ingredients which will be unbound.

Thanks

SisAmethyst
06-26-2016, 04:39 PM
Add in BOLD GREEN remove in ITALIC RED.

I like those proposed changes

Saaluta
06-27-2016, 02:33 AM
There will be an item that drops in each dungeon and that item can be equipped in 2 possible slots (so 6 slots in all). One will be belt/necklace (chain), one will be bracer/feet (shackles), and the final will be trinket/ring (5 rings).



There will be different ingredients that will drop throughout the quests which will allow you to add on a prefix, suffix, extra, bonus, an augment slot, and a Set bonus (the Set Bonus will be crafted onto the named items as well, each item can only count for 1 of the sets).


Here are the effects possible for each slot:


Prefix: Attributes, Fortification, Sheltering, False Life, Wizardry
Suffix: Guards, Resistance, Accuracy, Deadly, Deception, Seeker, Armor Piercing, Spell Lores, Spell Powers
Extra: Skills, Spell Pen, Spell Focus, Vertigo, Stunning, Shatter, Tendon Slice
Extra 2: Quality Attributes, Quality Fort, Quality MRR, Quality PRR, Quality Skills




And here are the 3 possible sets:


Slave Lord's Might –
3 pieces – +1 Artifact Bonus to Melee Power/Ranged Power (+2 legendary), +1 Artifact bonus to Deadly (+2 Legendary)
5 pieces - +1 Artifact bonus to Strength and Dexterity (+2 Legendary), +2 Artifact Bonus to Melee Power/Ranged Power (+4 Legendary), +2 Artifact bonus to Deadly (+4 Legendary)


Slave Lord's Sorcery-
3 pieces - +2 Artifact Bonus to Spell Power (+5 Legendary), +1 Artifact bonus to Spell Focus Mastery (+2 Legendary)
5 pieces - +1 Artifact bonus to Int/Wis/Cha (+2 Legendary), +5 Artifact Bonus to Spell Power (+10 Legendary), +2 Artifact bonus to Spell Focus Mastery (+4 Legendary)


Slave's Endurance-
3 pieces - +1 Artifact bonus to MRR/PRR (+2 Legendary), +1 Artifact Bonus to Resistance (+2 Legendary), +1 Artifact Spell Saves (+2 Legendary)
5 pieces - +1 Artifact Bonus to Con (+2 Legendary), +2 Artifact bonus to MRR/PRR (+4 Legendary), +2 Artifact Bonus to Resistance (+4 Legendary), +2 Artifact Spell Saves (+4 Legendary)

It looks as though the trinket/ring will automatically go into the ring slot, but as to the other two items(shackles and chains) which spot will these automatically go into by default? Will stick to my ELOTD in my trinket slot, but can see myself crafting 2 rings/chains/shackles depending on which character they are on and which slot they go into automatically. Any chance you can give us that info NW?

Saal :)

GeoffWatson
06-27-2016, 02:56 AM
How powerful are the craftable items?
How much effort is required to get the ingredients?

Some of the DDO crafting systems require a huge amount of effort. Will these items be worth the bother?

BigErkyKid
06-27-2016, 04:20 AM
Without knowing the values it is hard to give feedback on crafting. The named items are too powerful for min level and override some previous gear of similar levels.

Arkai
06-27-2016, 04:33 AM
There isn't a cold spell power singularly on it, cold spell power is part of a singular effect that does 4 things. It is simply a scaling version of Elemental Manipulation. I think it would be stranger to have an effect that was Elemental Resonance Not Cold.

It's strange also to see 3 element lores on that awesome staff and not the cold one :P

In the other hand, I would love to see an specific cold set like the "glacial assault" thing from the subterranean in a future development. I am willing to play the water savant but Master of Water didn't work for his third SLA, so a little love from the new stuff will be neat :)

Robbenklopper
06-27-2016, 05:59 AM
It´s simply not necessary to make loot Update by Update stronger and stronger. And A former ML24 Insightful +2 stat is now downshifted to ML8 at where the normal boni on stats were +3, so really?! Why do you guys rip all the former gear, mix up everything and decided with the last rangenlootpass to make most of our gear obsolete? Why why why? All this develops in the wrong direction imo, it feels so wrong guys. Heroic elite is already a walk at the beach, and you contribute to make it totally easy and boring, playing heroic Levels with that super-power-creep. Something is out of control here.

Chacka_DDO
06-27-2016, 06:10 AM
That is a ways off topic for this thread, but I hear you. I can't say what can or can't be done as far as that goes. I believe the system was never designed with the intent of having multiple inventory bags which can collect the same type of items. As such it would be no small amount of work to rework the system to try and make such a thing possible. I can't speak to how much work it would be, but I imagine it would be significant.

All that said, I'm happy to bring up the topic with the team.

Basically you got already the better solution for this issue:

http://ddowiki.com/images/Medium_Collectables_Bag.jpg

This is much better then having several ingredients bags if you need some kind of organization for the different crafting systems.
And it would be helpful, if you could make this bag window at least much longer.

This kind of organization could be within the Crafting Storage too.
And even more, I would like to see one bag type for ingredients, collectables and gems similar to the Crafting Storage but please with a stack size of 10k for all items (if you buy the biggest bag type). This is some kind of DDO illness to unnecessarily inflate everything.

And pretty please a stack size of 10k for all items within the Crafting Storage. Some items don't even stack at all (yes only one item per “stack”) I assume the rule is just the same stack size as if you have them in your inventory but this is a unnecessary restriction.

I want less different storages/bags and therefore, all items could even “magically” flush into your Crafting Storage in the same way you can craft from it, into barter devices.

Loot -> Crafting Storage
or if you don't want this
Loot -> personal Crafting Storage -> account Crafting Storage

And if we get some neat organization within the Crafting Storage similar to the Collectables Bags, even better!

NoWorries
06-27-2016, 09:22 AM
Elemental casting is currently subpar due to lots of reasons, but a large one is that there are more elemental immunities and therefore a need to multi spec into more than one element. Including cold lore isn't going to make this item overpowered, because it's still a niche item regardless. Obviously people here think it's a good idea, and it's not an overpowered item, so why not? It already has cold spellpower so it's not like it's anti-thematic.

The reason there is so much talk about this item is because it is already very powerful. In fact it has more effects boosted from an item, even a two handed item, than would normally be the case.

I will remove the cold power to reduce the confusion on the item.


It´s simply not necessary to make loot Update by Update stronger and stronger. And A former ML24 Insightful +2 stat is now downshifted to ML8 at where the normal boni on stats were +3, so really?! Why do you guys rip all the former gear, mix up everything and decided with the last rangenlootpass to make most of our gear obsolete?

Random loot is here to stay, and the insightful values on this item are achievable through random loot.

NoWorries
06-27-2016, 09:24 AM
It looks as though the trinket/ring will automatically go into the ring slot, but as to the other two items(shackles and chains) which spot will these automatically go into by default? Will stick to my ELOTD in my trinket slot, but can see myself crafting 2 rings/chains/shackles depending on which character they are on and which slot they go into automatically. Any chance you can give us that info NW?

Saal :)



It will go to the default slot for each item which is trinket, neck and wrist.

there you go

Eth
06-27-2016, 10:09 AM
I will remove the cold power to reduce the confusion on the item.


lol
10/10 on the corrupt a wish scale.

Shoemaker
06-27-2016, 10:20 AM
I will remove the cold power to reduce the confusion on the item.

Please don't add three effects to replace one because a few loud voices are "confused" about it. I'd rather keep the single effect and let players choose a single (slightly higher value) lore (which would reduce the number of effects on the item by two in the process, despite causing a need for four versions) and make sure they are BtCoE instead of BoA (I don't know what the planned bind status was, just think BtCoE is the best options when there are multiple versions for something like this). Please and thank you? :D

changelingamuck
06-27-2016, 10:26 AM
Symbol of the Slave Lords (Trinket):
True Seeing
Insightful Constitution +2
Dusk
Green Augment Slot
Blue Augment Slot


Legendary Symbol of the Slave Lords (Trinket):
True Seeing
Insightful Constitution +8
Lesser Displacement
Green Augment Slot
Blue Augment Slot

I would like to suggest replacing the True Seeing (http://ddowiki.com/page/True_Seeing_(enchantment)) on the ML 8 version of the trinket with Secret Door Detection (http://ddowiki.com/page/Secret_Door_Detection) (which it seems is currently only found on the ML 13 and 14 versions of the Intricate Field Optics (http://ddowiki.com/page/Intricate_Field_Optics) when it comes to named items, but is also craftable at ML 13 or ML 11 with a shard of masterful craftsmanship).

Here are my reasons:

(1) Power Creep: So far, the earliest access to True Seeing as an item enchantment has been on the ML 5 DM's Vision Set (http://ddowiki.com/page/Named_item_sets#DM.27s_Vision_set) (comprised of the Voice of the Master (http://ddowiki.com/page/Item:Voice_of_the_Master) and the Mantle of the Worldshaper (http://ddowiki.com/page/Item:Mantle_of_the_Worldshaper)) and from the ML 8 Stave of the Seer (http://ddowiki.com/page/Item:Stave_of_the_Seer) (as a once per day, 9 minute, clicky). The DM's Vision Set only grants True Seeing if you sacrifice the two items slots to wearing the full set. The Stave of the Seer's clicky buff is short term, one use, and dispel-able. So, they both have significant limitations. In light of this, putting True Seeing on that ML 8 Symbol of the Slave Lords represents significant power creep and it's power creep in early levels where the game really, really doesn't need to be any easier. Power creep is particularly problematic at such an early level as level 8.

(2) Homogenization of Class-based Gameplay: By putting permanent non-dispel-able True Seeing on an ML 8 item, you would give every character class access to the benefits of a spell before the spell-casting classes can even cast it. Here are the levels at which various spell-casting classes can cast it: Cleric (level 9), Favored Soul (level 10), Warlock (level 10), Wizard (level 11), Sorceror (level 12), Druid (level 13). Up until now, those spell-casting classes had somewhat unique access to the benefits of True Seeing when they initially gained the ability to cast it. Consequently, that meant that playing those classes provided a distinct advantage and the feeling of playing them was differentiated. Putting True Seeing on that ML 8 trinket reduces the distinctive feeling of playing those classes by giving all character classes access to it before pure-classed spell-casters can even cast it. In other words, it homogenizes the gameplay of the classes, which is generally considered undesirable in a D&D-based game.

(3) Versions of Enchantments on Items with Different MLs Should Be Upgrades: So, the prospective slave trinket here comes in ML 8 and ML 28 versions, correct? And the enchantments on the ML 28 version are generally upgrades of the enchantments on the ML 8 version. For example, Insightful Constitution +2 becomes Insightful Constitution +8 and Dusk becomes Lesser Displacement when comparing the ML 8 and 28 versions. However, both the ML 8 and ML 28 version have True Seeing. I believe that it would be more consistent in terms of design to put Secret Door Detection on the ML 8 version since True Seeing is an upgraded form of Secret Door Detection. This is how it worked with the Intricate Field Optics. Secret Door Detection appeared on the ML 12-14 versions and True Seeing appeared on the ML 23-25 versions. I believe that item design choice was made for the reasons that I've laid out here.

Arkantios
06-27-2016, 10:30 AM
It might just be me, but it's really starting to tick me off that we haven't gotten a decent light armor in ages. You included a Heavy Armor that people will use to possibly replace their litany, a docent with the same stats, and then shafted the cloth armor like you usually do with LA/outfits.

With the past updates:

*The legendary drow outrunner armor is a joke, nobody cares about SR or "poison saves" in epics.

*The Leathers of the Celestial Archer/Avenger have Quality Deadly +2 which is nearly useless at 29/30 when you're dealing thousands of damage per hit and Speed items are abundant as ghostbane use to be. I actually had to give up a decent amount of PRR and use the Outfit of the Celestial Avenger because you guys decided to put the doublestrike 17% on that and shaft the light armor.

*Update 25 - ToEE crafted armor which was only maybe worth it if you had the set bonus. However, that meant you had to give up a significant amount of dps to downgrade your weapon to a eToEE one for the set bonus.

*Update 24 - Epic/Mythic Arcane Armor: It was an alright light armor, FOR CASTERS. Seriously, this one was a huge kick to the cojones.

*Update 23 - At first you guys seemed to have some pretty nice armor set out and I was looking forward to getting the Epic Scales of Surety, then at the last minute before you pushed the update out, you changed both light armors to medium all because it was the "Armor Up" update. This annoyed me to the point I wouldn't even touch eNecro4 for months after the update came out.

*Update 21 - I believe this is about when the Shadowscale armor was introduced. The base armor isn't terrible honestly, I actually thought about using it once. The upgrades were interesting though for this because the Heavy armor got nice DR, the medium armor got Melee/Ranged Alacrity and some doublestrike, and then....LA and robes get virtually nothing. Robes get +1 profane dc and 3 concentration and LA gets 2d6 SA(Averaging about 7 damage a swing while you can get SA) and +1 reflex. Woo...balancing..

Finally getting back to when you guys were putting out decent armor.

*Update 17 - Gianthold Flawless Black Dragonhide. I liked this and used it for a long time, especially with the set bonus because for a while +8 stats were the best you could get, and it had a +2 artifact bonus to damage. That, Haste guard, armor piercing, relentless fury, acid resist and a blue slot. This was a really nice armor that people still use.

*Update 16 - Whisperchain: It's a nice all around defensive armor. Blurry, ghostly, more hp, extra AC, and some SA damage to boot.

*Update 14 - Hide of the Goristro: This was one of my favorite armors for a long time. I had +3 insightful con on it and then vit20, rough hide for a bit of AC, melee alacrity 10% when it was actually harder to slot, and tendon slice 10%. That tendon slice was a life saver on my rogue, I could cleave to slow a bunch of things down and then jump back to scroll heal if need be, and then get back in the fight to beat them all down.


Needless to say, counting u32, it's been 15-18 updates since we've gotten a Light Armor option that is actually worth it to slot. Please keep the Light Armor and OUTFIT, not robe or "cloth", OUTFIT users in mind with these gear updates.

Axeyu
06-27-2016, 10:51 AM
New gear does not need enchantments with higher bonuses than the previous gear. This has been proven over and over in DDO history, with loot staying relevant for many years.
Stop putting 4-6 different top level enchantments on every piece of gear and you can make new gear desirable by creating new combinations of enchantments or the same enchantments in a new item slot.

Start with lowering all quality stat bonuses to +2. These +4 bonuses invalidates so much gear, for example it makes the still fairly new Devils Gambit set pointless. It is perfectly fine if wearing a complete set is the only way to get +3 quality bonuses to stats. It adds trade offs, choice and variation.
The same goes with all other quality bonuses. Put a cap on them and make them the same across all level 28+ loot.

Saaluta
06-27-2016, 10:52 AM
there you go

Thank you, was half asleep when reading the 6 pages, so must have missed it :)

Saal :)

Just 1 more question for now, why default rings to the trinket slot and not the ring slot(s) as it is much easier for most players to switch rings out than trinkets?

For instance, my new main Saalutaball has ELOTD (epic litany for those reading that do not know the acronym) in her trinket slot. One of my rings is Radiant ring from one of the last couple of updates(for lock aura), the other is dex ring. It would be much easier for me(and I assume most others) to switch rings in and out, as needed. than trinkets.

Saal :)

DrawingGuy
06-27-2016, 11:16 AM
I would like to suggest replacing the True Seeing (http://ddowiki.com/page/True_Seeing_(enchantment)) on the ML 8 version of the trinket with Secret Door Detection (http://ddowiki.com/page/Secret_Door_Detection) (which it seems is currently only found on the ML 13 and 14 versions of the Intricate Field Optics (http://ddowiki.com/page/Intricate_Field_Optics) when it comes to named items, but is also craftable at ML 13 or ML 11 with a shard of masterful craftsmanship).

Here are my reasons:

(1) Power Creep: So far, the earliest access to True Seeing as an item enchantment has been on the ML 5 DM's Vision Set (http://ddowiki.com/page/Named_item_sets#DM.27s_Vision_set) (comprised of the Voice of the Master (http://ddowiki.com/page/Item:Voice_of_the_Master) and the Mantle of the Worldshaper (http://ddowiki.com/page/Item:Mantle_of_the_Worldshaper)) and from the ML 8 Stave of the Seer (http://ddowiki.com/page/Item:Stave_of_the_Seer) (as a once per day, 9 minute, clicky). The DM's Vision Set only grants True Seeing if you sacrifice the two items slots to wearing the full set. The Stave of the Seer's clicky buff is short term, one use, and dispel-able. So, they both have significant limitations. In light of this, putting True Seeing on that ML 8 Symbol of the Slave Lords represents significant power creep and it's power creep in early levels where the game really, really doesn't need to be any easier. Power creep is particularly problematic at such an early level as level 8.

(2) Homogenization of Class-based Gameplay: By putting permanent non-dispel-able True Seeing on an ML 8 item, you would give every character class access to the benefits of a spell before the spell-casting classes can even cast it. Here are the levels at which various spell-casting classes can cast it: Cleric (level 9), Favored Soul (level 10), Warlock (level 10), Wizard (level 11), Sorceror (level 12), Druid (level 13). Up until now, those spell-casting classes had somewhat unique access to the benefits of True Seeing when they initially gained the ability to cast it. Consequently, that meant that playing those classes provided a distinct advantage and the feeling of playing them was differentiated. Putting True Seeing on that ML 8 trinket reduces the distinctive feeling of playing those classes by giving all character classes access to it before pure-classed spell-casters can even cast it. In other words, it homogenizes the gameplay of the classes, which is generally considered undesirable in a D&D-based game.

(3) Versions of Enchantments on Items with Different MLs Should Be Upgrades: So, the prospective slave trinket here comes in ML 8 and ML 28 versions, correct? And the enchantments on the ML 28 version are generally upgrades of the enchantments on the ML 8 version. For example, Insightful Constitution +2 becomes Insightful Constitution +8 and Dusk becomes Lesser Displacement when comparing the ML 8 and 28 versions. However, both the ML 8 and ML 28 version have True Seeing. I believe that it would be more consistent in terms of design to put Secret Door Detection on the ML 8 version since True Seeing is an upgraded form of Secret Door Detection. This is how it worked with the Intricate Field Optics. Secret Door Detection appeared on the ML 12-14 versions and True Seeing appeared on the ML 23-25 versions. I believe that item design choice was made for the reasons that I've laid out here.

As you noted, you can craft ML 11 True Seeing. You can also find ML 11 goggles with True Seeing here:
http://ddowiki.com/page/Item:Sandstorm_Glasses

There are also 3 or 4 ML 13 True Seeing items - I use Tereza's Perfect Sight on most of my characters while leveling.

True Seeing is able to be cast at level 9 by Clerics or by UMD with scrolls. Having items as low as level 9 with TS would be fine and balanced in my book. Level 8 is just a tiny bit too low as it is indeed before anyone is able to have access to it. Unless the ML of the item goes up to at least 9, I agree it should be downgraded to "detect secret doors".

Shoemaker
06-27-2016, 11:17 AM
I would like to suggest replacing the True Seeing (http://ddowiki.com/page/True_Seeing_(enchantment)) on the ML 8 version of the trinket with Secret Door Detection (http://ddowiki.com/page/Secret_Door_Detection) (which it seems is currently only found on the ML 13 and 14 versions of the Intricate Field Optics (http://ddowiki.com/page/Intricate_Field_Optics) when it comes to named items, but is also craftable at ML 13 or ML 11 with a shard of masterful craftsmanship).

Here are my reasons:

(1) Power Creep: So far, the earliest access to True Seeing as an item enchantment has been on the ML 5 DM's Vision Set (http://ddowiki.com/page/Named_item_sets#DM.27s_Vision_set) (comprised of the Voice of the Master (http://ddowiki.com/page/Item:Voice_of_the_Master) and the Mantle of the Worldshaper (http://ddowiki.com/page/Item:Mantle_of_the_Worldshaper)) and from the ML 8 Stave of the Seer (http://ddowiki.com/page/Item:Stave_of_the_Seer) (as a once per day, 9 minute, clicky - which is way more than enough to get from shrine to shrine in those low level quests essentially making it always on). The DM's Vision Set only grants True Seeing if you sacrifice the two items slots to wearing the full set. The Stave of the Seer's clicky buff is short term, one use, and dispel-able. So, they both have significant limitations. In light of this, putting True Seeing on that ML 8 Symbol of the Slave Lords represents significant power creep it adds no power creep as the same ability is already there and has been since 2007 when the Stave of the Seer was introduced and it's power creep in early levels where the game really, really doesn't need to be any easier. Power creep is particularly problematic at such an early level as level 8.

(2) Homogenization of Class-based Gameplay: By putting permanent non-dispel-able True Seeing on an ML 8 item, you would give every character class access to the benefits of a spell before the spell-casting classes can even cast it this is not true. Scrolls can be cast at two levels below the level required to cast the spell from a spellbook. Here are the levels at which various spell-casting classes can cast it: Cleric (level 9-2=7), Favored Soul (level 10-2=8), Warlock (level 10-2=8), Wizard (level 11-2=9), Sorceror (level 12-2=10), Druid (level 13-2=11). Up until now, those spell-casting classes had somewhat unique access to the benefits of True Seeing when they initially gained the ability to cast it. Consequently, that meant that playing those classes provided a distinct advantage and the feeling of playing them was differentiated. Putting True Seeing on that ML 8 trinket reduces the distinctive feeling of playing those classes by giving all character classes access to it before pure-classed spell-casters can even cast it still not true. In other words, it homogenizes the gameplay of the classes, which is generally considered undesirable in a D&D-based game.

(3) Versions of Enchantments on Items with Different MLs Should Be Upgrades: So, the prospective slave trinket here comes in ML 8 and ML 28 versions, correct? And the enchantments on the ML 28 version are generally upgrades of the enchantments on the ML 8 version. For example, Insightful Constitution +2 becomes Insightful Constitution +8 and Dusk becomes Lesser Displacement when comparing the ML 8 and 28 versions. However, both the ML 8 and ML 28 version have True Seeing. I believe that it would be more consistent in terms of design to put Secret Door Detection on the ML 8 version since True Seeing is an upgraded form of Secret Door Detection. This is how it worked with the Intricate Field Optics. Secret Door Detection appeared on the ML 12-14 versions and True Seeing appeared on the ML 23-25 versions. I believe that item design choice was made for the reasons that I've laid out here. This reason is the one that I most closely agree with, with one exception; I don't think the ML:8 should be down-graded to secret door detection since the change to add a cap of 20/30 DC to detecting secret doors. I instead think that DM's Vision should come back as a unique effect on the ML:28 version with a DC cap of perhaps 45. - This means that the DM's set at ML:5 would also be DC cap of 45 (and might encourage more people to run the old Threnal/Delara's content often).

Comments in bold red.

terrenceknight1
06-27-2016, 11:19 AM
As someone who plays purely a unarmed monk I find the lack of items with Enhanced Ki on them distressing to put it lightly, last piece was the Visions of Precision from DoJ and for people who don't enjoy raiding the only other epic items is the frozen tunic and spider spun caparison with enhanced Ki on it. With all the newer content having mobs where I regularly graze on a 10/11 and not get ki from grazes its making enhanced Ki more of a required thing on gear to actually enjoy playing my character.

Am I making a selfish request? Possibly, but I'm makin it anyways in the hopes that I'm not the only one with this concern.

Please give us more options for Enhanced Ki on gear, preferably on the new craftable stuff comin with the slavers chain.

Thar
06-27-2016, 11:25 AM
The reason there is so much talk about this item is because it is already very powerful. In fact it has more effects boosted from an item, even a two handed item, than would normally be the case.

I will remove the cold power to reduce the confusion on the item.



Random loot is here to stay, and the insightful values on this item are achievable through random loot.

booo cold users get the cold shoulder again! would have liked the sp so not having to slot a ring, etc... stupid complainers....

duntduntduuun
06-27-2016, 11:25 AM
Mr, No Worries is there any chance you can make shields part of the craftable item sets with set bonus? For some reason there's almost no craftable shields in any of the games many crafting systems?!

If not is there some chance you could at some future point add shields to green steel, ToEE or deathwyrm and include them in a future crafting system?

why are shields always excluded?

also why do you guys hate to go back and improve on crafting systems that missed the mark (like ToEE and LGS) or that are now highly obsolete (22 lore and 150 spell power in TF casting impliments for example) for thier level of grind and ML? would it be so hard to go back and polish these systems a little instead of letting perfectly good raids languish and be obsolete? it narrows end game tremendously when ML28 raid loot is worse than a random gen caster item just because it was made a couple years ago and surely it can't be so hard to bring TF and ToEE items up a little to make running that content worth doing?

Thar
06-27-2016, 11:27 AM
As someone who plays purely a unarmed monk I find the lack of items with Enhanced Ki on them distressing to put it lightly, last piece was the Visions of Precision from DoJ and for people who don't enjoy raiding the only other epic items is the frozen tunic and spider spun caparison with enhanced Ki on it. With all the newer content having mobs where I regularly graze on a 10/11 and not get ki from grazes its making enhanced Ki more of a required thing on gear to actually enjoy playing my character.

Am I making a selfish request? Possibly, but I'm makin it anyways in the hopes that I'm not the only one with this concern.

Please give us more options for Enhanced Ki on gear, preferably on the new craftable stuff comin with the slavers chain.

how about the sp regen on hit effect? casters only have 2 items in game. torc and orig cond op. Ki has a lot more in ability, enhancement and items. casters have to buy pots...

Shoemaker
06-27-2016, 11:28 AM
Mr, No Worries is there any chance you can make shields part of the craftable item sets with set bonus? For some reason there's almost no craftable shields in any of the games many crafting systems?!

If not is there some chance you could at some future point add shields to green steel, ToEE or deathwyrm and include them in a future crafting system?

why are shields always excluded?

also why do you guys hate to go back and improve on crafting systems that missed the mark (like ToEE and LGS) or that are now highly obsolete (22 lore and 150 spell power in TF casting impliments for example) for thier level of grind and ML? would it be so hard to go back and polish these systems a little instead of letting perfectly good raids languish and be obsolete? it narrows end game tremendously when ML28 raid loot is worse than a random gen caster item just because it was made a couple years ago and surely it can't be so hard to bring TF and ToEE items up a little to make running that content worth doing?

I only have two words for you... Cannith Crafting (http://ddowiki.com/page/Cannith_Crafting).

Thar
06-27-2016, 12:03 PM
I only have two words for you... Cannith Crafting (http://ddowiki.com/page/Cannith_Crafting).

still no reason that shield crafting wasn't in thunderforged... ie dwarves...hello...

changelingamuck
06-27-2016, 12:10 PM
Comments in bold red.


(1) Power Creep: So far, the earliest access to True Seeing as an item enchantment has been on the ML 5 DM's Vision Set (http://ddowiki.com/page/Named_item_sets#DM.27s_Vision_set) (comprised of the Voice of the Master (http://ddowiki.com/page/Item:Voice_of_the_Master) and the Mantle of the Worldshaper (http://ddowiki.com/page/Item:Mantle_of_the_Worldshaper)) and from the ML 8 Stave of the Seer (http://ddowiki.com/page/Item:Stave_of_the_Seer) (as a once per day, 9 minute, clicky - which is way more than enough to get from shrine to shrine in those low level quests essentially making it always on). The DM's Vision Set only grants True Seeing if you sacrifice the two items slots to wearing the full set. The Stave of the Seer's clicky buff is short term, one use, and dispel-able. So, they both have significant limitations. In light of this, putting True Seeing on that ML 8 Symbol of the Slave Lords represents significant power creep it adds no power creep as the same ability is already there and has been since 2007 when the Stave of the Seer was introduced and it's power creep in early levels where the game really, really doesn't need to be any easier. Power creep is particularly problematic at such an early level as level 8.

Regardless of the existence of a True Seeing clicky item at ML 8, introducing an item with a permanent duration and non-dispel-able True Seeing is power creep. You never step away from the game to take phone calls or take a break and find that a nine minute buff has expired? You've never had a buff dispelled by a mob? A permanent duration, non-dispel-able effect is objectively, factually superior. That's not a matter of opinion.


(2) Homogenization of Class-based Gameplay: By putting permanent non-dispel-able True Seeing on an ML 8 item, you would give every character class access to the benefits of a spell before the spell-casting classes can even cast it this is not true. Scrolls can be cast at two levels below the level required to cast the spell from a spellbook. Here are the levels at which various spell-casting classes can cast it: Cleric (level 9-2=7), Favored Soul (level 10-2=8), Warlock (level 10-2=8), Wizard (level 11-2=9), Sorceror (level 12-2=10), Druid (level 13-2=11). Up until now, those spell-casting classes had somewhat unique access to the benefits of True Seeing when they initially gained the ability to cast it. Consequently, that meant that playing those classes provided a distinct advantage and the feeling of playing them was differentiated. Putting True Seeing on that ML 8 trinket reduces the distinctive feeling of playing those classes by giving all character classes access to it before pure-classed spell-casters can even cast itstill not true. In other words, it homogenizes the gameplay of the classes, which is generally considered undesirable in a D&D-based game.


You're right about scroll-casting True Seeing. It would have been more precise for me to say "giving all character classes access to it before pure-classed spell-casters can even cast it NATIVELY." However, the crux of my point wasn't dependent on the exact level at which these various classes can cast True Seeing. I also pointed out that clerics can natively cast it four levels before Druids. So what? There is still a window of a certain level range in which the experience of playing a spell-caster is distinguished by the ability to provide a specific form of True Seeing. Can the Stave of the Seer provide a single party member with a 9 minute dispel-able version of it once per rest shrine? Yeah. Can the DM's Vision Set be equipped at the cost of two equipment slots to gain the effect? Yeah. But it's still, relatively speaking, uniquely advantageous for casters to be able to cast the buff in those earlier levels. And providing permanent True Seeing on a ML 8 item is still encroaching on the uniqueness of that advantage and distinctiveness of playing a casting class.


(3) Versions of Enchantments on Items with Different MLs Should Be Upgrades: So, the prospective slave trinket here comes in ML 8 and ML 28 versions, correct? And the enchantments on the ML 28 version are generally upgrades of the enchantments on the ML 8 version. For example, Insightful Constitution +2 becomes Insightful Constitution +8 and Dusk becomes Lesser Displacement when comparing the ML 8 and 28 versions. However, both the ML 8 and ML 28 version have True Seeing. I believe that it would be more consistent in terms of design to put Secret Door Detection on the ML 8 version since True Seeing is an upgraded form of Secret Door Detection. This is how it worked with the Intricate Field Optics. Secret Door Detection appeared on the ML 12-14 versions and True Seeing appeared on the ML 23-25 versions. I believe that item design choice was made for the reasons that I've laid out here. This reason is the one that I most closely agree with, with one exception; I don't think the ML:8 should be down-graded to secret door detection since the change to add a cap of 20/30 DC to detecting secret doors. I instead think that DM's Vision should come back as a unique effect on the ML:28 version with a DC cap of perhaps 45. - This means that the DM's set at ML:5 would also be DC cap of 45 (and might encourage more people to run the old Threnal/Delara's content often).

They changed how detecting secret doors works in order to lend comparative value to having full access to and investing in the Search skill. I appreciated that change because it shored up the distinctiveness of the skill and further differentiated the feeling of the gameplay of different classes. It's a matter of opinion; but I wouldn't like to see that undercut by making it even easier to discover secret doors by buffing the DM's Vision effect. Additionally, that's just more power creep. You disagreed with me that having True Seeing on the ML 8 slave trinket represented power creep; but then you suggested adding power creep by buffing the DM's Vision set. I really disagree. I don't think we share the same perspective on power creep being a real problem.

Shoemaker
06-27-2016, 12:23 PM
Regardless of the existence of a True Seeing clicky item at ML 8, introducing an item with a permanent duration and non-dispel-able True Seeing is power creep. You never step away from the game to take phone calls or take a break and find that a nine minute buff has expired? You've never had a buff dispelled by a mob? A permanent duration, non-dispel-able effect is objectively, factually superior. That's not a matter of opinion.

I don't believe I've ever had that issue where it has mattered. I still feel that most people wear both the VotM and the MotW at the same time for the XP boost and the regen/absorption anyways, so the True Seeing is just a bonus (which is why it's only available as the set bonus). So, there's already a free TS at ML:5, doesn't hurt my feelings and I don't consider it power creep to add a ML:8 version.



(3) Versions of Enchantments on Items with Different MLs Should Be Upgrades: So, the prospective slave trinket here comes in ML 8 and ML 28 versions, correct? And the enchantments on the ML 28 version are generally upgrades of the enchantments on the ML 8 version. For example, Insightful Constitution +2 becomes Insightful Constitution +8 and Dusk becomes Lesser Displacement when comparing the ML 8 and 28 versions. However, both the ML 8 and ML 28 version have True Seeing. I believe that it would be more consistent in terms of design to put Secret Door Detection on the ML 8 version since True Seeing is an upgraded form of Secret Door Detection. This is how it worked with the Intricate Field Optics. Secret Door Detection appeared on the ML 12-14 versions and True Seeing appeared on the ML 23-25 versions. I believe that item design choice was made for the reasons that I've laid out here. This reason is the one that I most closely agree with, with one exception; I don't think the ML:8 should be down-graded to secret door detection since the change to add a cap of 20/30 DC to detecting secret doors. I instead think that DM's Vision should come back as a unique effect on the ML:28 version with a DC cap of perhaps 45. - This means that the DM's set at ML:5 would also be DC cap of 45 (and might encourage more people to run the old Threnal/Delara's content often).

They changed how detecting secret doors works in order to lend comparative value to having full access to and investing in the Search skill. I appreciated that change because it shored up the distinctiveness of the skill and further differentiated the feeling of the gameplay of different classes. It's a matter of opinion; but I wouldn't like to see that undercut by making it even easier to discover secret doors by buffing the DM's Vision effect. Additionally, that's just more power creep. You disagreed with me that having True Seeing on the ML 8 slave trinket represented power creep; but then you suggested adding power creep by buffing the DM's Vision set. I really disagree. I don't think we share the same perspective on power creep being a real problem.

I understand that it was to lend comparative value to having a high search skill for finding hidden doors. I also appreciated the change, somewhat. Characters can have DSD at level 1 and TS by level 12... However, there was nothing that scaled into epics (and now legendary) which is where I feel the shortfall is. There needs to be something that is acquirable for level 20-24 and above to find the higher level stuff. The DM's vision idea was arbitrary, and if they choose to not use that existing effect name for fears that people would find it as power creep and create an entirely new one for the purpose of scaling into the higher level content, I'd be equally okay with that.

Vish
06-27-2016, 12:36 PM
No Worries,

I totally get where u guys are going

The loot pass is a boon for returning and new players
Con, prr/mrr, and spell resist to toughen us up

And now raid quality loot dropping in non raids
So it's easy to get equipped
And up to speed

Been gone many years and this gets me back into the game fast
I see you are setting a new benchmark

Please continue with the ml28 lootz.
But please some love for the divines

(unless that's coming, which I'll understand)

And hey a question that never got answered...
Why does word of recall take you to the host, when we only get silver flame favor?

You're the lore master right?

If you would

My thanks

changelingamuck
06-27-2016, 12:52 PM
I understand that it was to lend comparative value to having a high search skill for finding hidden doors. I also appreciated the change, somewhat. Characters can have DSD at level 1 and TS by level 12... However, there was nothing that scaled into epics (and now legendary) which is where I feel the shortfall is. There needs to be something that is acquirable for level 20-24 and above to find the higher level stuff. The DM's vision idea was arbitrary, and if they choose to not use that existing effect name for fears that people would find it as power creep and create an entirely new one for the purpose of scaling into the higher level content, I'd be equally okay with that.

A legendary DM's Vision set could be cool... just as long as they left the heroic one at its current power levels.

Taimasan
06-27-2016, 02:05 PM
Monk pass with no new wraps?

Chacka_DDO
06-27-2016, 03:50 PM
I personally really miss some kind of system behind your item design, it appears to me you don't have the idea how much Strength an named item should have at level 20 25 or 30 for example.
And then how many good effects an named item can have.

Just an example two Orbs both ML 28 one from Update 28 and the other from the upcoming Update 32,

http://ddowiki.com/images/Epic_Increased_Potential.jpg

Legendary Mutilator of Minds (orb):
+13 Orb Bonus
Insightful Enchantment Focus +4
Quality Impulse +45
Insightful Spell Penetration +4
Quality Spell Focus Mastery +2
Orange Augment Slot[/QUOTE]

you may see the issue, the Orb from U32 is just much better with the same ML it got double the Insightful Spell Penetration the same Quality Spell Focus Mastery and in addition insightful Enchantment Focus. It is of course questionable wizardry is better or worse then Quality Impulse but if you ask me, more power is always better then just more Spell points foremost because there tons of wizardry items out there and you can even augment 250 Spell Points while there is no augment for Quality Impulse.

And another example are three Items with Quality bonus to an ability score.

Update 27
http://ddowiki.com/images/Halcyonia_%28level_28%29.jpg

Update 29
http://ddowiki.com/images/Legendary_Construct%27s_Mantle.png

and

Upcoming Update 32


Legendary Hardened Hide Helm:
Insightful Fortification +92
Quality Magical Sheltering +11
Natural Armor Bonus +17
Quality Constitution +4
Green Augment Slot

You may see suddenly it is possible to get double the quality bonus in ML 28 and in U29 you needed ML29 for +3. At least it is now consistent with U30 and U31 where you get +4 on intelligence with ML28 too.

There much more examples for items that are worse and better then before but all this shows one thing clearly: you don't have an system behind it.
I don't mind if you give an named item 20 different powerful effect at once to be honest but I expect to see at least some kind of system how powerful an specific effect is for its ML.


And another general issue I see and I really wonder if I am the only one?
You introduce Heroic and Legendary content with Items ML 8 and ML 28 but what is with lvl 9-27 items? This is by far a too big gap and it is quite clear this is some kind of design fail.

Introduce Level scaling items! yes I will repeat here again and again because this is something DDO obviously need!

And if you introduce new content do it for Heroic Epic and Legendary level range.
You said at some point it is easier to create Dungeons for Heroic and Legendary difficulty while you on it, so be consistent and do this relatively small additional work for epic level.
This is just logical because you introduced this three kinds of difficulty therefore give us new content with all three kinds!

And at this point I don't want to miss to say even so called old content is not old at all. You want new players and you want them to buy and play all Adventure Packs and every should be nice to play at there level. Therefore it is clearly need to maintain them. This means the Items you get there need overhauls from time to time and also the content need some love.
This means Legendary and Epic difficulty for so called old content too!

Shoemaker
06-27-2016, 04:12 PM
And another example are three Items with Quality bonus to an ability score.

Update 27
http://ddowiki.com/images/Halcyonia_%28level_28%29.jpg

Update 29
http://ddowiki.com/images/Legendary_Construct%27s_Mantle.png

and

Upcoming Update 32


Legendary Hardened Hide Helm:
Insightful Fortification +92
Quality Magical Sheltering +11
Natural Armor Bonus +17
Quality Constitution +4
Green Augment Slot

You may see suddenly it is possible to get double the quality bonus in ML 28 and in U29 you needed ML29 for +3. At least it is now consistent with U30 and U31 where you get +4 on intelligence with ML28 too.

You're comparing WIS to INT to CON... There is an existing Quality +4 CON item already at ML:28 http://ddowiki.com/images/Legendary_Empowered_Dragonscale.png
and this new helm trades false life, fort, and FR for MRR, fortification, and natural armor. I'd say they're about even power wise.

NoWorries
06-27-2016, 04:13 PM
I personally really miss some kind of system behind your item design, it appears to me you don't have the idea how much Strength an named item should have at level 20 25 or 30 for example.

And then how many good effects an named item can have.



We have created a system with scaling effects. There is a power range associated with a level and the effects scale off of those powers. Part of the reasons for doing the Random Loot changes and Scaling Effects was to create a system that worked across all types of loot.


Also, a while back we made the traditional number of effects for a named item to be 4 with an augment slot. Raid items tend to get 5 with 2 augment slots. There are some exceptions to this, but that is most of named items will be. Where as random loot can get up to 3 effects and an augment slot.

Axeyu
06-27-2016, 04:24 PM
We have created a system with scaling effects. There is a power range associated with a level and the effects scale off of those powers. Part of the reasons for doing the Random Loot changes and Scaling Effects was to create a system that worked across all types of loot.


Also, a while back we made the traditional number of effects for a named item to be 4 with an augment slot. Raid items tend to get 5 with 2 augment slots. There are some exceptions to this, but that is most of named items will be. Where as random loot can get up to 3 effects and an augment slot.

It should have stopped scaling at level 30.


4 enchantments is too many when combined with the constant upscaling. Within a few updates every currently highest stat will have been replaced making it practically useless.
4 is also too many for a system without the constant upscaling, if you only had 2 or 3 you could offer loot incentives with new combinations instead of higher stats. When all items have 4-5 effects you will hardly be able to create a new combination as incentive because every stat will be readily available on otherwise good items already.

SisAmethyst
06-27-2016, 05:21 PM
Comments in bold red.

Interestting argumentation. I am actually as well on the fence with true seeing on a ML: 8 item but it isn't game breaking as we also have to consider that not everybody will own this pack and thus doesn't necessarily have access to it. However I think it wouldn't hurt to downgrade it to a Detect Secret Door clicky. But I really like the option of having DMs vision make a return on this item with a higher DC on the Epic version!

Chacka_DDO
06-27-2016, 05:34 PM
We have created a system with scaling effects. There is a power range associated with a level and the effects scale off of those powers. Part of the reasons for doing the Random Loot changes and Scaling Effects was to create a system that worked across all types of loot.


Also, a while back we made the traditional number of effects for a named item to be 4 with an augment slot. Raid items tend to get 5 with 2 augment slots. There are some exceptions to this, but that is most of named items will be. Where as random loot can get up to 3 effects and an augment slot.

This is quite nice to read you have this now, but how about going back to so called old content and make retroactive changes so they fit into this scaling system?`
This is another objective a lot players share with me from what I read, old content need more love and it can not be that difficult to change at least the items even if also the content itself deserve some love.

And another thing that puzzles me is the set bonus rule. From my understanding you should always get artificial bonuses for sets effects and this makes a lot sense to me. But a lot item sets break this rule, the latest example is the Epic Devil's Handiwork Set, I got two issues here, you only get +3 Quality bonus for a set of 5 items, this is already very restrictive to have the need to use 5 Items and then you only get this relatively low bonus. I would expect this gives +2 artificial bonus and therefore stacking with Quality or it gives +4 Quality bonus.


You're comparing WIS to INT to CON... There is an existing Quality +4 CON item already at ML:28
and this new helm trades false life, fort, and FR for MRR, fortification, and natural armor. I'd say they're about even power wise.

Indeed I compare wis to int and to con and this with good reason, because all of them are quality bonuses and all of them are ability related and therefore this is absolutely right.
And you may be aware of it, your example is from U31 and therefore the latest Update. But I want to show, within a very short time period the Quality bonus for ML28 items doubled and this appears like there was no system at the time U27 was introduced or the system changed dramatically from U27 to U31/U32. And sorry, but if you change a system every update or every second update, there is no system at the end.
And if you got a system it should apply to the whole game and not only to the latest Update, it may be hard to retroactive change the old Items/content but basically exactly this should happen if your serious with your game/program.

Edit:
Epic Devil's Handiwork Set gives of course +3 to all abilities.

BigErkyKid
06-27-2016, 05:36 PM
We have created a system with scaling effects. There is a power range associated with a level and the effects scale off of those powers. Part of the reasons for doing the Random Loot changes and Scaling Effects was to create a system that worked across all types of loot.


Also, a while back we made the traditional number of effects for a named item to be 4 with an augment slot. Raid items tend to get 5 with 2 augment slots. There are some exceptions to this, but that is most of named items will be. Where as random loot can get up to 3 effects and an augment slot.

You have some system but the player has shown you how there are inconsistencies in power levels.

Systematically items from new content are more powerful (not talking about 5 years old items, it is 1-2-3-4 updates ago) for the same ML (the orb is a very crude offender). Some of the loot you have here is better than raid loot at the same ML. For example, the deception helm is better than the dragon masque.

Sometimes even though there is a minimal min level difference items are just vastly inferior (eNecro gear) to the current power levels.

You have to consider that all these items have very high ML. At 28ML, this means that TR people wear them very little. So this is effectively cap gear. So is eNecro gear, devil's gambit gear, trial of archons, u31 items. Now ask yourself, of all these updates, how much of the gear remains relevant?

If every update brings more powerful gear, why should anyone spend time trying to get a mythic item from previous updates? Do you realize that there is a very small number of quests that are relevant for a cap player?

BigErkyKid
06-27-2016, 05:38 PM
And if you got a system it should apply to the whole game and not only to the latest Update, it may be hard to retroactive change the old Items/content but basically exactly this should happen if your serious with your game/program.


And sorry, but if you change a system every update or every second update, there is no system at the end.

Bingo. At least to items within a year of release...

CSQ
06-27-2016, 08:09 PM
Interestting argumentation. I am actually as well on the fence with true seeing on a ML: 8 item but it isn't game breaking as we also have to consider that not everybody will own this pack and thus doesn't necessarily have access to it. However I think it wouldn't hurt to downgrade it to a Detect Secret Door clicky. But I really like the option of having DMs vision make a return on this item with a higher DC on the Epic version!

Interesting; I didn't think about the secret door portion of True Seeing; I had thought it was actually a little low value because true seeing doesn't help that much against most low level enemies. It might be a bit too powerful, but then again it's not hard to build for secret door detection so I don't think this is too unbalanced.

bbqzor
06-28-2016, 12:01 AM
The reason there is so much talk about this item is because it is already very powerful.
Its because its one of the more obvious places where an adjustment could be made in favor of player choice. No caster can use all 4 elements at once time (at level cap) to the same effect. Having them there just means more choice in which elements to build for; a peripheral boost to an element with no other effort doesnt suddenly make it worth casting.


In fact it has more effects boosted from an item, even a two handed item, than would normally be the case.
Number of effects does not directly cause the power of an item. An item could have 30 effects, but if any build can only really harness 3 at a time, the others don't really matter. Thats what this staff is... its only useful on a few builds relative to other choices, and those builds cannot use every effect on the item to full potential, so the total number isn't really an issue. You likely know this, which is why you're accepting breaking your own pattern. This is a prime example of how a dev and a player see items differently. Players see the lack of 2 augs on a 2 hd and that only 3/4 sorcs might like it; devs count the number of effects and since its over average its powerful.


I will remove the cold power to reduce the confusion on the item.
Shrug. Thats not really what any confusion was about... its more about why only support 3/4 elements in itemization leaving 1/4 of builds out (assuming standard distribution among element damage casters). Or why count total effects when no build can use them all well, and not follow up things like 2hd getting a 2nd aug, etc. Pattern breaks are pattern breaks, and no itemization for some builds is still no itemization. The confusion isnt about the item, its about the lack of support for other options, seemingly at random... when its a simple fix to get those choices supported without adding whole slews of new items and more work to the process.

duntduntduuun
06-28-2016, 02:19 AM
I only have two words for you... Cannith Crafting (http://ddowiki.com/page/Cannith_Crafting).

and I have one word for you: "almost" as in "almost no crafting systems have shields" I mean its not like you can craft a relevant shield with cannith crafting (there's also alchemical shields just an FYI for you) randoms don't even drop with red augments so yeah I can craft a piece of outdated garbage, thanks for the heads up on that.

seriously green steel, legendary green steel, thunderforg, toee, this new system none of it has shields why?

erethizon
06-28-2016, 03:42 AM
Isn't the trinket OP? True seeing at level 8,the minimum before was lvl11. And legendary with insight con +8, not even lgs has a insight bonus bigger then 6. Will we be able to change the bonus in the rings? or each update is final and we will need a new blank each time (i guess will be this). Bound status for preset, mats and crafted items? The heroics items being ml 8 means wont listen to us asking for more quests at lvl9 and 10?

True seeing comes at minimum level 5 simply by wearing your Voice of the Master and Mantle of the Worldshaper at the same time. Also, it is important to note that True Seeing stops working not too long after level 11. It is very hard to see secret doors even in the teens with True Seeing (detect secret doors is even worse) and I regularly encounter enemies that manage to hide from me even with True Seeing.

I for one am extremely pleased to see them making decent items of an adequately low minimum level. I don't have the space to store high level stuff that can only be used for a few levels so gear that has a minimum level in the single digits is pretty much all I care about. The trinket in particular is something that may actually be worth getting and keeping (which is rare for loot in this game).

Shoemaker
06-28-2016, 06:42 AM
and I have one word for you: "almost" as in "almost no crafting systems have shields" I mean its not like you can craft a relevant shield with cannith crafting (there's also alchemical shields just an FYI for you) randoms don't even drop with red augments so yeah I can craft a piece of outdated garbage, thanks for the heads up on that.

seriously green steel, legendary green steel, thunderforg, toee, this new system none of it has shields why?

I've made decent TR shields and level cap shields (back when CC scaled to the level cap). Good news, Revamped CCUP for U32 next month to make it all viable again! I'm aware of alchemical shields (http://ddowiki.com/page/Alchemical_Crafting#Shields) as-well-as
Light and Darkness (http://ddowiki.com/page/Item:Light_and_Darkness) with Suppressed Power (http://ddowiki.com/page/Suppressed_Power), Madstone Shield (http://ddowiki.com/page/Item:Madstone_Shield) with Upgradeable Item (Stormreaver) (http://ddowiki.com/page/Upgradeable_Item_(Stormreaver)), and Purple Dragon Shield (http://ddowiki.com/page/Item:Purple_Dragon_Shield) / Libram of Silver Magic (http://ddowiki.com/page/Item:Libram_of_Silver_Magic) with Zhentarim Attuned (http://ddowiki.com/page/Zhentarim_Attuned) (which are all technically crafting systems as well). So, there are in fact five crafting systems that include shields... Your complaint just seems to be that it's not the crafting systems you want it to be.

XodousRoC
06-28-2016, 07:50 AM
I've made decent TR shields and level cap shields (back when CC scaled to the level cap). Good news, Revamped CCUP for U32 next month to make it all viable again! I'm aware of alchemical shields (http://ddowiki.com/page/Alchemical_Crafting#Shields) as-well-as
Light and Darkness (http://ddowiki.com/page/Item:Light_and_Darkness) with Suppressed Power (http://ddowiki.com/page/Suppressed_Power), Madstone Shield (http://ddowiki.com/page/Item:Madstone_Shield) with Upgradeable Item (Stormreaver) (http://ddowiki.com/page/Upgradeable_Item_(Stormreaver)), and Purple Dragon Shield (http://ddowiki.com/page/Item:Purple_Dragon_Shield) / Libram of Silver Magic (http://ddowiki.com/page/Item:Libram_of_Silver_Magic) with Zhentarim Attuned (http://ddowiki.com/page/Zhentarim_Attuned) (which are all technically crafting systems as well). So, there are in fact five crafting systems that include shields... Your complaint just seems to be that it's not the crafting systems you want it to be.

While your statement is technically correct, his assertion is valid. Of those you list, only the PDK shield and Libram are of semi-current status, and the Libram is an orb. Not a shield. The PDK shield is ONLY for tower shield users, leaving out a significant portion of shield users. The truth of the matter is that shield users do NOT enjoy similar support through new, current crafting systems that weapons do. I could talk about handwraps, but that'd be a whole different (and lengthy) discussion. To the point of shields. They do not enjoy the support of current, up-to-date crafting systems. Shield users have Named options, but few (if any) viable and current crafting system support.

Thar
06-28-2016, 08:41 AM
We have created a system with scaling effects. There is a power range associated with a level and the effects scale off of those powers. Part of the reasons for doing the Random Loot changes and Scaling Effects was to create a system that worked across all types of loot.


Also, a while back we made the traditional number of effects for a named item to be 4 with an augment slot. Raid items tend to get 5 with 2 augment slots. There are some exceptions to this, but that is most of named items will be. Where as random loot can get up to 3 effects and an augment slot.

any thought to go back and redo some of the named/raid loot to the above?

Thar
06-28-2016, 08:50 AM
I've made decent TR shields and level cap shields (back when CC scaled to the level cap). Good news, Revamped CCUP for U32 next month to make it all viable again! I'm aware of alchemical shields (http://ddowiki.com/page/Alchemical_Crafting#Shields) as-well-as
Light and Darkness (http://ddowiki.com/page/Item:Light_and_Darkness) with Suppressed Power (http://ddowiki.com/page/Suppressed_Power), Madstone Shield (http://ddowiki.com/page/Item:Madstone_Shield) with Upgradeable Item (Stormreaver) (http://ddowiki.com/page/Upgradeable_Item_(Stormreaver)), and Purple Dragon Shield (http://ddowiki.com/page/Item:Purple_Dragon_Shield) / Libram of Silver Magic (http://ddowiki.com/page/Item:Libram_of_Silver_Magic) with Zhentarim Attuned (http://ddowiki.com/page/Zhentarim_Attuned) (which are all technically crafting systems as well). So, there are in fact five crafting systems that include shields... Your complaint just seems to be that it's not the crafting systems you want it to be.

Alchemical has been a dead crafting system since about the time the next update after the system came out. No one runs those raids. The others you mentioned are not really crafting but an upgrade system which makes it marginally better at best.

A big miss was titan forge when the armor crafting (which had it's own flaws) was implemented. It's quite obvious that shield users do not have the same flexibility with effects as those dual weilder casters or melee with a better weapon system for TF and epic shroud. Asking for some equal treatment isn't unwarrented.

erethizon
06-28-2016, 09:37 AM
I would like to suggest replacing the True Seeing (http://ddowiki.com/page/True_Seeing_(enchantment)) on the ML 8 version of the trinket with Secret Door Detection (http://ddowiki.com/page/Secret_Door_Detection) (which it seems is currently only found on the ML 13 and 14 versions of the Intricate Field Optics (http://ddowiki.com/page/Intricate_Field_Optics) when it comes to named items, but is also craftable at ML 13 or ML 11 with a shard of masterful craftsmanship).

Here are my reasons:

(1) Power Creep: So far, the earliest access to True Seeing as an item enchantment has been on the ML 5 DM's Vision Set (http://ddowiki.com/page/Named_item_sets#DM.27s_Vision_set) (comprised of the Voice of the Master (http://ddowiki.com/page/Item:Voice_of_the_Master) and the Mantle of the Worldshaper (http://ddowiki.com/page/Item:Mantle_of_the_Worldshaper)) and from the ML 8 Stave of the Seer (http://ddowiki.com/page/Item:Stave_of_the_Seer) (as a once per day, 9 minute, clicky). The DM's Vision Set only grants True Seeing if you sacrifice the two items slots to wearing the full set. The Stave of the Seer's clicky buff is short term, one use, and dispel-able. So, they both have significant limitations. In light of this, putting True Seeing on that ML 8 Symbol of the Slave Lords represents significant power creep and it's power creep in early levels where the game really, really doesn't need to be any easier. Power creep is particularly problematic at such an early level as level 8.

(2) Homogenization of Class-based Gameplay: By putting permanent non-dispel-able True Seeing on an ML 8 item, you would give every character class access to the benefits of a spell before the spell-casting classes can even cast it. Here are the levels at which various spell-casting classes can cast it: Cleric (level 9), Favored Soul (level 10), Warlock (level 10), Wizard (level 11), Sorceror (level 12), Druid (level 13). Up until now, those spell-casting classes had somewhat unique access to the benefits of True Seeing when they initially gained the ability to cast it. Consequently, that meant that playing those classes provided a distinct advantage and the feeling of playing them was differentiated. Putting True Seeing on that ML 8 trinket reduces the distinctive feeling of playing those classes by giving all character classes access to it before pure-classed spell-casters can even cast it. In other words, it homogenizes the gameplay of the classes, which is generally considered undesirable in a D&D-based game.

(3) Versions of Enchantments on Items with Different MLs Should Be Upgrades: So, the prospective slave trinket here comes in ML 8 and ML 28 versions, correct? And the enchantments on the ML 28 version are generally upgrades of the enchantments on the ML 8 version. For example, Insightful Constitution +2 becomes Insightful Constitution +8 and Dusk becomes Lesser Displacement when comparing the ML 8 and 28 versions. However, both the ML 8 and ML 28 version have True Seeing. I believe that it would be more consistent in terms of design to put Secret Door Detection on the ML 8 version since True Seeing is an upgraded form of Secret Door Detection. This is how it worked with the Intricate Field Optics. Secret Door Detection appeared on the ML 12-14 versions and True Seeing appeared on the ML 23-25 versions. I believe that item design choice was made for the reasons that I've laid out here.

As a person that does not own any epic gear because I don't have the storage space to keep an item that I can only use for a few days before ETRing or TRing I am getting really tired of people that like to farm epic gear advocating the ruining of the low level gear that is coming out. I play all 10 of my epic levels with gear that has a minimum level of 19 and below. And when I am just heroic TRing I play entirely with gear that is level 13 and below (with the vast majority of it being level 9 and below). There is not enough space for all the gear that is released. And the minimum levels on most gear are already too high to make the gear worth keeping. Every so often they release something useful. Something that actually has a nice enough ability at a low enough level to make it worth keeping. This trinket is one of them and I would appreciate it if you people would stop trying to ruin it. My gear is almost entirely cannith crafted because that is the only way to get decent effects with low enough minimum levels to make the gear worth keeping. My current character is level 25 and is wearing the voice and mantle full time for the true seeing effect (I have goggles that provide it as well that I normally wear, but I found that my trinket slot was open this life because the ioun stones I normally use (the only other items of low enough minimum level to be worth keeping) are not necessary so I may as well put the voice on for the good luck bonus and true seeing. The mantle is always in my cloak slot for every life.

They continue to release new gear every patch and 99% of it goes straight to a merchant because the minimum level is too high to make it worth keeping. When they finally get around to making some gear that has a low enough minimum level for the item to have value, you don't need to advocate its destruction just because you don't like it. If they were to raise its minimum level to 12 or replace the true seeing with detect secret doors (something I have at level 1) I won't even consider getting it and we once again will have another update with no gear worth keeping.

JOTMON
06-28-2016, 10:13 AM
We have created a system with scaling effects. There is a power range associated with a level and the effects scale off of those powers. Part of the reasons for doing the Random Loot changes and Scaling Effects was to create a system that worked across all types of loot.


Also, a while back we made the traditional number of effects for a named item to be 4 with an augment slot. Raid items tend to get 5 with 2 augment slots. There are some exceptions to this, but that is most of named items will be. Where as random loot can get up to 3 effects and an augment slot.


When will older named items be addressed.
two randmogen loot revamps with named items ignored leaves older named items screwed and completely trumped by randomgens.

changelingamuck
06-28-2016, 11:02 AM
As a person that does not own any epic gear because I don't have the storage space to keep an item that I can only use for a few days before ETRing or TRing I am getting really tired of people that like to farm epic gear advocating the ruining of the low level gear that is coming out. I play all 10 of my epic levels with gear that has a minimum level of 19 and below. And when I am just heroic TRing I play entirely with gear that is level 13 and below (with the vast majority of it being level 9 and below). There is not enough space for all the gear that is released. And the minimum levels on most gear are already too high to make the gear worth keeping. Every so often they release something useful. Something that actually has a nice enough ability at a low enough level to make it worth keeping. This trinket is one of them and I would appreciate it if you people would stop trying to ruin it. My gear is almost entirely cannith crafted because that is the only way to get decent effects with low enough minimum levels to make the gear worth keeping. My current character is level 25 and is wearing the voice and mantle full time for the true seeing effect (I have goggles that provide it as well that I normally wear, but I found that my trinket slot was open this life because the ioun stones I normally use (the only other items of low enough minimum level to be worth keeping) are not necessary so I may as well put the voice on for the good luck bonus and true seeing. The mantle is always in my cloak slot for every life.

They continue to release new gear every patch and 99% of it goes straight to a merchant because the minimum level is too high to make it worth keeping. When they finally get around to making some gear that has a low enough minimum level for the item to have value, you don't need to advocate its destruction just because you don't like it. If they were to raise its minimum level to 12 or replace the true seeing with detect secret doors (something I have at level 1) I won't even consider getting it and we once again will have another update with no gear worth keeping.

Okay, what I see from this is that you'd like to have that trinket as it is proposed with the ML 8 True Seeing. I don't really see you addressing the implications for the game as a whole that I brought up though. Answer me this. Overall, do you think that characters need to be more powerful at level 8 than they already are? Do you feel that the balance of character power vs. content difficulty in heroic levels is unbalanced (let's say quest levels 15 and under)? Wanting something for oneself doesn't necessarily make it a good idea.

Shoemaker
06-28-2016, 11:15 AM
Okay, what I see from this is that you'd like to have that trinket as it is proposed with the ML 8 True Seeing. I don't really see you addressing the implications for the game as a whole that I brought up though. Answer me this. Overall, do you think that characters need to be more powerful at level 8 than they already are? Do you feel that the balance of character power vs. content difficulty in heroic levels is unbalanced (let's say quest levels 15 and under)? Wanting something for oneself doesn't necessarily make it a good idea.

Your comment here implies that characters don't already posses this power at ML:5, which quite a few (even more since the 10th Anniversary event gave out half the set for free per character) of players do. Many of the people I know have the MotW equipped most of the time and swap in the VotM as needed. I don't see it as an issue, and it appears others don't have an issue either.

changelingamuck
06-28-2016, 11:35 AM
I don't see it as an issue, and it appears others don't have an issue either.

You know that X number of people having one viewpoint on the forums means nothing. It's not a statistically representative sample to make an even somewhat reliable estimation of public opinion. Not to mention the fact that even if a viewpoint is popular, that doesn't necessarily mean that it's beneficial.


Your comment here implies that characters don't already posses this power at ML:5, which quite a few (even more since the 10th Anniversary event gave out half the set for free per character) of players do. Many of the people I know have the MotW equipped most of the time and swap in the VotM as needed.

Yes, some characters possess permanent, non-dispell-able True Seeing at ML 5 at a sacrifice of two inventory slots. Nobody under level 11 possesses permanent, non-dispell-able True Seeing at a sacrifice of only one inventory slot. So, you're objectively, factually incorrect. One is more powerful than the other. They aren't the same thing. And if the power balance of the game around level 8 is a problem, then adding power is problematic.

We literally had almost the same exact same conversation, like, yesterday. I'm going to bow out of this thread at this point and accept things playing out as they will eventually play out.

Shoemaker
06-28-2016, 12:41 PM
Yes, some characters possess permanent, non-dispell-able True Seeing at ML 5 at a sacrifice of two inventory slots. Nobody under level 11 possesses permanent, non-dispell-able True Seeing at a sacrifice of only one inventory slot. So, you're objectively, factually incorrect. One is more powerful than the other. They aren't the same thing. And if the power balance of the game around level 8 is a problem, then adding power is problematic.

You seem to have the position that people are sacrificing two inventory slots for one effect. That is where we disagree. People are wearing the VotM for the 5%XP boost and the +1 luck bonus at ML:5, and people wear the MotW for the regeneration and 5 charges of spell absorption at ML:5. So, the True Seeing for wearing both costs no additional inventory slots. Very few characters (the ones we are talking about here) don't have both items, and don't swap them in as needed anyways. Not mentioning the fact that at levels 5-13 there is little need for True seeing as a method of bypassing blur, displacement, etc on enemies because most of them can't cast it yet. So, the only purpose it to detect secret doors, and it works fine as a swap in at that level. The problem isn't the lower levels, it's the upper levels where there are no effects to find hidden doors -- and there should be as that is where the biggest need is. So, leave TS on the ML:8 with the ability to find doors with a DC <= 30 and add a new effect or restore the glory of DM's Vision for the ML:28 with the ability to find doors with a DC <= 45 or whatever arbitrary number is appropriate.

SisAmethyst
06-28-2016, 01:02 PM
Interesting; I didn't think about the secret door portion of True Seeing; I had thought it was actually a little low value because true seeing doesn't help that much against most low level enemies. It might be a bit too powerful, but then again it's not hard to build for secret door detection so I don't think this is too unbalanced.

The problem of Secret Door clickies aren't worth a dime anymore is for me a secondary issue. I would actually love if they would have any value bejond level 3 quests, but apperently someone at Turbine decided that True Seeing is too powerfull and too much people have it and thus all secret doors will now suddenly be undetectable by magic means, factually by this killed all items with a Secret Door clicky because most items with that clicky have a ridicoulous low caster level (they could make the caster level high for this item).
For me a typical throw out the baby with the bath water action that hasn't been adjusted yet.

On the other hand one could argue that if everyone either already has or want True Seeing from level 5 on, then by all means wear the Mantle of the Worldshaper together with the Voice ;) . With that option available there is no need to put this on a different item that only occupy one slot. Don't get me wrong, as True Seeing actually works great for sneeky Bugbears and Worgs in Tangelroot as well as Thaarak Hounds in Threnal or Invaders it is great to have an option to be prepared and warded against those as well to consolidate slot and wear an other cloak. After all I suppose for the majority of players that not have True Seeing those mobs may pose a real threat in lower levels.

The question of balance - if we put True Seeing on the item - shouldn't only be if there are other items that potentially provide such a benefit except of slot consolidation, but a mix of what does the statistics of the game say about how threatening certain enemys are, if I want to possibly reduce their threat, what it will mean for future quest design and how many players really have access to this. All those questions can not be answered by any of us but only by the Devs themself as they could exactly tell how many active players actually have Voice and Mantle, how many of them actually die of those sneaky mobs or how many secret doors are found without a thief.

changelingamuck
06-28-2016, 01:12 PM
Okay, this is really my last post in this thread or I'll eat my own hat.


You seem to have the position that people are sacrificing two inventory slots for one effect. That is where we disagree.

It's not a position. It's the exact definition of what a set bonus is--sacrificing multiple inventory slots for one effect. The True Seeing from DM's Vision is a set bonus. If people want the benefit of True Seeing from DM's Vision, they must equip both items instead of just one. There isn't room for disagreement because it's a factual matter.


Not mentioning the fact that at levels 5-13 there is little need for True seeing as a method of bypassing blur, displacement, etc on enemies because most of them can't cast it yet. So, the only purpose it to detect secret doors, and it works fine as a swap in at that level.

^This here is a subjective opinion. And where you say "there is little need", you're acknowledging that there is some need. And where that need occurs, the DM's Vision set requires the sacrifice of two inventory slots in order to achieve that benefit while the trinket requires sacrificing only one. That's a factual difference in power.


The problem isn't the lower levels, it's the upper levels where there are no effects to find hidden doors -- and there should be as that is where the biggest need is.

There is something to find hidden doors in the upper levels. It's the Search (http://ddowiki.com/page/Search) skill. Spells and items that can find secret doors were intentionally revised to lend value to the search skill. And I believe that was a very positive change since characters shouldn't be able to do everything every other class can do just as effectively simply by equipping an item.

AnEvenNewerNoob
06-28-2016, 01:33 PM
You seem to have the position that people are sacrificing two inventory slots for one effect. That is where we disagree. People are wearing the VotM for the 5%XP boost and the +1 luck bonus at ML:5, and people wear the MotW for the regeneration and 5 charges of spell absorption at ML:5.
snip

Lets be realistic......NOBODY is wearing the mantle for that sweet sweet one hp per minute regen! NOBODY!

If you are, you are doing it wrong.

Tilomere
06-28-2016, 01:59 PM
I'll be honest and say my builds use so many primary gear bonuses and so many total bonuses that smaller insightful/quality bonuses don't really have any use.


Symbol of the Slave Lords (Trinket):
True Seeing
Insightful Constitution +2
Dusk
Green Augment Slot
Blue Augment Slot

I'll use this item for heroics, since it has true seeing, con, and dusk at level 8. Slightly too strong I would remove a slot.

Here is my feedback on the epic items:

Legendary Slaver's Cloak: can't compete defensively with defensive benefits of mysterious cloak or constructs mantle amplification, useful only for undeads, but no negative amplification and lack of synergy with undeads makes it weak. Needs a unique theme, such as increased threat generation to focus it to a role. HP are on a d2000 system, so +33 is too small, damage is same, so spearblock is too small, and prot + some resists is weaker than just a RNG realistic of dodge item
Insightful False Life +33
Protection +14
Spearblock VIII
Insightful Resistance +6
Green Augment Slot


Legendary Hardened Hide Helm: Can't compete defensively with extra healing from pansophic circlet or halycon helm
Insightful Fortification +92
Quality Magical Sheltering +11
Natural Armor Bonus +17
Quality Constitution +4
Green Augment Slot


Legendary Executioner's Helm: Everyone is going to use this item. Overpowered for a 5 man dungeon item. Swap Relentless Fury for Manslayer 1-2
Insightful Deception +7/11
Relentless Fury
Seeker +17
Quality Combat Mastery +4
Green Augment Slot

Legendary Slave Master's Staff:Solid item for elemental damage builds for TRs not willing to make a LGS weapon. The lack of cold lore and abundance of fire/acid/lightning immunities in end game make this a solid item for weaker builds. The cold spell power is good for HB and BoGW epic spells, so it needs to stay or this item won't have epic level synergy.
+13 Enhancement Bonus
Spellcasting Implement +28
Fire Lore +27
Lightning Lore +27
Acid Lore +27
Insightful Evocation Focus +4
Insightful Conjuration Focus +4
Wizardry +371
Elemental Resonance +185 Equipment Bonus to Fire Lightning Acid and Cold spells
Orange Augment Slot


Legendary Spinneret (ring): Since spell focus mastery doesn't work with evo or conj., this is a weak item, with decent various casting bonuses, but nothing specific enough for a build to shine with. Qual potency is already covered in celestial armor or circlet, so this is basically a 2 property green + socket RNG item most of the time with properties at odds with each other (spell lore/mastery +2).
Spell Lore +15
Quality Potency +32
Quality Spell Focus Mastery +2 Doesn't increase evo or conj
Spell Penetration +7
Green Augment Slot


Legendary Ring of Power: No one will use this over Legendary prowess ring. Limited use as a swap item vs. 100% fort. Level 21 Imp. Deception/Sneak attack damage ring from underdark is straight up better
Quality Strength +4
Persuasion
Melee Alacrity +15%
Insightful Armor Piercing +13
Green Augment Slot



Legendary Breaker of Bodies (Large Shield): Fits the need for lower dps pali VG to have a better shield without feat cost of tower. Good item.
2d8
+13 Enhancement Bonus
Shield Bashing +28
Maiming Effect 8d8
Bashing 8d6
Riposte +8
Purple Augment Slot


Legendary Symbol of the Slave Lords (Trinket): This is a solid item, because its power is mostly in the sockets, TS, and displacement, and the con value is of normal con values size.
True Seeing
Insightful Constitution +8
Lesser Displacement
Green Augment Slot
Blue Augment Slot

Legendary Executioner's Platemail (Heavy Armor): This is a very weak item, since total damage hits are on a d2000 system. Relentless fury from executioners helm should be moved here. Lack of sheltering 38 makes a non-starter vs. HOX/TS armors
+13 Enhancement Bonus
Profane Well Rounded +2 - +2 Profane bonus to all abilities
Quality Deadly +4
Insightful Intimidate +11
Quality Accuracy +6
Green Augment Slot

Legendary Executioner's Docent: This is a very weak item, since total damage hits are on a d2000 system.Relentless fury from executioners helm should be moved here. Lack of sheltering 38 makes a non-starter vs. HOX/TS armors
+13 Enhancement Bonus
Profane Well Rounded +2 - +2 Profane bonus to all abilities
Quality Deadly +4
Insightful Intimidate +11
Quality Accuracy +6
Green Augment Slot


Legendary Slave Rags (cloth armor): Lack of sheltering 38 makes this a non-starter vs. HOX/TS armors.
+13 Enhancement Bonus
Insightful Spell Saves +6
Resistance +14
Quality Physical Sheltering +11
Diversion +28
Green Augment Slot

Legendary Mutilator of Minds (orb): This is going to be a solid item, since saves are on a d20 system.
+13 Orb Bonus
Insightful Enchantment Focus +4
Quality Impulse +45
Insightful Spell Penetration +4
Quality Spell Focus Mastery +2
Orange Augment Slot

Shoemaker
06-28-2016, 02:35 PM
Lets be realistic......NOBODY is wearing the mantle for that sweet sweet one hp per minute regen! NOBODY!

If you are, you are doing it wrong.

That's your opinion, and any hp regen is nice at level 5 - especially since it means that you don't have to invest in diehard (which people don't do very often any more because they have some kind of regen)...

AnEvenNewerNoob
06-28-2016, 03:16 PM
That's your opinion, and any hp regen is nice at level 5 - especially since it means that you don't have to invest in diehard (which people don't do very often any more because they have some kind of regen)...

No, there is a difference between fact and opinion. That nobody wears this for 1 hp per min IS FACT.

What YOU ARE SAYING, is opinion.

But thanks for sharing anyways!

Shoemaker
06-28-2016, 03:25 PM
No, there is a difference between fact and opinion. That nobody wears this for 1 hp per min IS FACT.

What YOU ARE SAYING, is opinion.

But thanks for sharing anyways!

Then I think you need a fact checker, because yours appears to be broken. I know quite a few people who wear the cloak from 5-8 for the HP regen effect coupled with their expanded range of unconsciousness. Anyway... Getting off topic. The heroic version is fine the way it is, the "legendary" version is underpowered.

Qhualor
06-28-2016, 04:04 PM
Then I think you need a fact checker, because yours appears to be broken. I know quite a few people who wear the cloak from 5-8 for the HP regen effect coupled with their expanded range of unconsciousness. Anyway... Getting off topic. The heroic version is fine the way it is, the "legendary" version is underpowered.

last time I used the Mantle I was still newish to the game probably early 2010 playing my barb and was soloing the crypt of Gerard Dryden in Catacombs on normal. I didn't have the plat for a hire or cure pots so I wore the Mantle. I don't remember what level I was but I had to of been between level 5 and 8. every time my health was dangerously low, I would hide in the shrine room wearing the Mantle waiting for it to heal me to full hp. it took 20-45 minutes at 1 hp per minute to get my health back to full depending where my hp was at and I was in that quest a good 3 hours.

any time I ever hear anyone wearing the Mantle its for the spell absorption and the xp boost. I don't think I have ever heard anyone say they use it for the hp regen, but to each their own I guess.

mr420247
06-29-2016, 01:47 AM
Just thinking heroic lvl 8 seems really low perhaps lvl 12 for more bb

At a level when more iconics need the xp would be preferrable

Chacka_DDO
06-29-2016, 05:23 AM
Well, that'll make gear-swapping annoying. Any chance of some kind of toggle that will change the default for that item? (I'm sort of seeing it as a clicky that will alternate between them). Being able to equip it in multiple slots is awesome, but if you want the shackles for your feet and you switch to your Cannith boots, having to open up the inventory and find the shackles and drag them to the feet (which will incidentally screw up careful placement of equipment - all my swap gear except weapons goes into the last couple of tabs; I suspect that dragging gear into occupied slots will have much the same effect as swapping weapon sets).

Alternatively: Can we finally have gear sets?

There would be a quite simple solution for most issues we have. And this is make items clickable from inventory, this is possible and some items already have it. You don't need a lot extra coding an design work you only need to make it this way:

Item in Hot bar click left you equip it and if it is equipped the activate the effect (like it is currently)
Item on hot bar right click you always activate the effect. (new additional function)

Alternatively you right click an item on your hot bar you get a pull down menu where you can decide what happens on left click and/or hot button use.

Of course I also like the idea of item sets in general but this is not need to solve most problems.


Im not a fan of wizardry on staffs due to them being two-handed weapons. It means you lose the spell points if you want to use scrolls for buffing at start of a quest. Magical Efficiency would be a better option instead.

Also here the simple solution is: make scrolls usable from inventory like potions.

I am well aware, this is some kind of concession to the players because it makes it easier to use items and scrolls but it is in fact no real balance issue.

Appart of the fact that you dont have to be worried its going into the wrong slots foremost with the upcoming multi inventory slot items, it also removes some disadvantages from, slow systems or if you got a bad connection or some server lag.

On my system looks like this:
If I start my client freshly it takes me <1/2 second to change from item to scroll and back and it is fine and no problem.
But after I change my characters a few times a change need >3 seconds, and this is a lot.
Not to mention that the whole thing get some kind of lag spike within the 3 seconds, my character stop moving etc. In short words: unbearable and therefore I have to restart DDO often to avoid this issue.
And no my PC don't run with steam. I got a 3.5 GHz Xeon CPU with 32GB ECC memory and DDO runs on a SSD (read 2150 MB/s write 1260 MB/s) and a AMD R9 Nano card.
Not an exceptional system but DDO must run without problems on this PC!
My connection is usual at 130 ms with no packet loss (from Germany).

And just to mention it at this point once again: The development should test DDO on a normal PC system with a average connection (world wide average)
And this means no ECC memory for example and you may discover how often your DDO client crashes then. ( my new PC got ECC and no client crashes where I used to have them once every hour)
And with 200-300 ms latency and you may discover how awful some things work, like some spells you cast, never happen or you climb ladders much worse or you can not jump out of water etc. even if you do absolutely nothing wrong.

And yes you may see then, item change to item/scroll and back is a unnecessary restriction and disadvantage for a lot players who don't run with >18ms latency, you may have if you sit in the same building as your server.

What do you think how car companies test there new cars? Do they throw cotton wool at them, while they stand in well air-conditioned rooms? No they drive them in the hottest deserts and coolest places in the world to get aware of there flaws as soon as possible!

Chacka_DDO
06-29-2016, 05:42 AM
It may not be consistent with Epic... but they're not Epic. They're Legendary. One of the things that make these items Legendary is they're lower level than absolute freakin' max, which means that you can use them for a couple of levels before you ETR.

Lower level = more people being able to use them. Making them ML 30 means that only people running at cap will get to use them. Sure, old Epic items were ML 20 when 20 was cap... but they were also meant to be used by characters staying at cap, because TRing wasn't a thing yet. And later items that came out that were at the then-current cap, they were planning on raising the cap so eventually these wouldn't be at-cap items (and even then, there weren't a whole lot of ML25 items when that was the cap, and even fewer ML28 items when *that* was the cap). But now that we've reached the planned max, it makes sense that the best items aren't necessarily for the at-cap players, because a lot smaller percentage of characters stay and play at 30 than stayed and played at 20.

Oh, and... Epic items come from Epic quests. Legendary items come from Legendary quests. COMPLETELY consistent. I can't think of a single Legendary item that comes from a non-Legendary quest, and I can't think of a single Epic item that comes from a non-Epic quest.

I just take this quote as an example for someone who basically gave up on the Item system we currently have. There is a big gap between heroic items and the high level gear we currently get.
For me it is currently almost the same, I use low lvl heroic gear until I hit lvl 27 and there I can change to U24 gear from Necropolis.
You see the issue? Since at least 7 Updates we constantly don't get gear for lvl 14-27.
And now with Legendary difficulty the situation is even worse, we basically get only ML30 gear witch is lowered to ML28 (thanks for this by the way).
But all this is obviously not how it should be.

To solve this issue we need items that scale with level, so we can equip lvl 30 items with lower effects, if possible already in lvl 1 (if you equip an lvl 30 item with 15 strength it delivers 1 strength in level 1 and 6 strength in level 11 for example)

And/or we need at least all new Adventure packs not only with Heroic Legendary difficulty. We need Epic difficulty in addition with ML20 Items.

I wonder, this is really that hard to see?

erethizon
06-29-2016, 07:15 AM
Okay, what I see from this is that you'd like to have that trinket as it is proposed with the ML 8 True Seeing. I don't really see you addressing the implications for the game as a whole that I brought up though. Answer me this. Overall, do you think that characters need to be more powerful at level 8 than they already are? Do you feel that the balance of character power vs. content difficulty in heroic levels is unbalanced (let's say quest levels 15 and under)? Wanting something for oneself doesn't necessarily make it a good idea.

If the goal is to force people to group because they cannot handle content solo, then sure, characters are too powerful. If we accept that games that attempt to do that are rarely successful these days (because players demand the ability to play by themselves), then no, I don't think the quests are too easy. Whatever quest I am running I put in the LFM to allow others to join. I regularly get new players in my groups and watch how much they struggle. I also remember how much I used to struggle (which was not that long ago because, as we mentioned, I am not using the high level gear that you are). The game is no where near as easy as the people on the forums seem to think it is. This game is actually very difficult compared to most.

I recently came back from a 2.5 year break. The power creep was extremely noticeable. And I cannot deny, I very much liked it. I remember how badly I needed a party for every quest I ran on elite before I left. Now I have a decent chance of being able to duo quests. That is very desirable news in a game where LFM's never fill anymore.

The problem is, you are too focused on the ML8. If you feel that gear is too powerful then champion the nerfing of the epic gear. I will be using that ML8 trinket at level 28. It won't be too powerful then. But the epic one will be. You are worried that some people will be a little too powerful for a few low levels. I am looking at a very desirable change where an item has a low enough minimum level that it can find a home in my TR cache because it will be used for a decent amount of time each life (which is the only criterion used for determining if something is worth keeping).

duntduntduuun
06-29-2016, 11:59 AM
100% chance the developer is paying attention to you guys secret door clicky argument with teh future of the game totally riding on who wins your epic contest of wills

Let me ask when was the last time a secret door hid anything anyone gives a **** about? they are pointless wastes of developer time to even put into the game because we know where they are after one run and so anything hidden by them can not be important gear or good XP because they will just be abused over and over.

Truthkills
06-29-2016, 06:07 PM
This all looks really good, Thank you for the update

Nuclear_Elvis
06-29-2016, 07:36 PM
With every new update, I am puzzled to see that you still don't take a hard look at where you have gaps and start filling them in.

We updated the Rogue Class, especially Mechanic Tree, over 12 months ago now, and that Mechanic has really taken off in popularity as result, and has helped revive the use of The Great Crossbow.

So, given that there are so few named Great Crossbows in the game, and with this rise in popularity, I would think that you'd have specific plans and goals to make new named Great Crossbows.

Is there a plan to fill gaps, specifically The Great Crossbow with its total of 2-3 useful named Great Crossbows?

Shoemaker
06-29-2016, 08:12 PM
With every new update, I am puzzled to see that you still don't take a hard look at where you have gaps and start filling them in.

We updated the Rogue Class, especially Mechanic Tree, over 12 months ago now, and that Mechanic has really taken off in popularity as result, and has helped revive the use of The Great Crossbow.

So, given that there are so few named Great Crossbows in the game, and with this rise in popularity, I would think that you'd have specific plans and goals to make new named Great Crossbows.

Is there a plan to fill gaps, specifically The Great Crossbow with its total of 2-3 useful named Great Crossbows?

That's not the only gap either. I've also asked for mid-range longswords. :\

Silverleafeon
06-29-2016, 10:08 PM
The reason there is so much talk about this item is because it is already very powerful. In fact it has more effects boosted from an item, even a two handed item, than would normally be the case.

I will remove the cold power to reduce the confusion on the item.

Sad to see it go, I thought the elemental power thing was nice touch to have as its an good new idea.
Vote to leave it as is if possible.

A caster could always equip a cold +X spell crit ring.


;;;;;;;;


Using Voice and Mantle to get true seeing is a simple hot bar click, as one is likely to use one or the other (unless one is using an augmented approach). Its been that way for ages, stop a second, equip the second (more likely the cloak as one should reserve spell absorption for boss fights and the like), find the secret door easily then move one (which is why the rule changes to secret doors as that hot bar swap was so common and easy).

Chacka_DDO
06-30-2016, 10:18 AM
It is not meant to have cold lore, just because it has elemental resonance does not mean it is meant to focus on all 4. It is intended to focus on fire lightning and acid only.


The reason there is so much talk about this item is because it is already very powerful. In fact it has more effects boosted from an item, even a two handed item, than would normally be the case.

I will remove the cold power to reduce the confusion on the item.

Maybe you should create another effect similar to elemental resonance, that affects only fire lighting and acid and call it slave master's elemental manipulation or something and include lore for fire lighting and acid.

I personally like the appearance of only one effect that does several thing on an item like elemental resonance. It just looks more elegant.

Beside of this I agree with your move, to remove cold spell power. Because it is just logically by your own argumentation. By the way, I admit here I have no idea why a slave master can manipulate fire lighting and acid, but not cold. And I have to assume this is dictated by lore of some sort.
Either you got all four elements for spell lore and spell power or you got only three, and obviously a lot players see it this way even if some are not consequent enough to give up on cold spell power.

Silverleafeon
06-30-2016, 01:36 PM
Maybe you should create another effect similar to elemental resonance, that affects only fire lighting and acid and call it slave master's elemental manipulation or something and include lore for fire lighting and acid.

I personally like the appearance of only one effect that does several thing on an item like elemental resonance. It just looks more elegant.

Beside of this I agree with your move, to remove cold spell power. Because it is just logically by your own argumentation. By the way, I admit here I have no idea why a slave master can manipulate fire lighting and acid, but not cold. And I have to assume this is dictated by lore of some sort.
Either you got all four elements for spell lore and spell power or you got only three, and obviously a lot players see it this way even if some are not consequent enough to give up on cold spell power.


Interesting.

Well we have

Fire (themed element likely)

Acid & Electric (adjacent elements therefore friendly to themed element)

Cold (opposing element, therefore working towards excluded)


So you could rename into

Legendary Slave Master's Staff:

+13 Enhancement Bonus {fine as is}

Spellcasting Implement +28 {fine as is}

{ Fire Lore +27 & Lightning Lore +27 & Acid Lore +27 } = Elemental Lore Flame Triad

{Insightful Evocation Focus +4 & Insightful Conjuration Focus +4} = +4 Insightful Duo Focus (Evocation and Conjurations)
{Allowing you to create a whole range of Duo focuses if desired}

Wizardry +371 {fine as is}

Elemental Resonance +185 Equipment Bonus to Fire Lightning Acid spells = Elemental Resonance Fire Triad

Orange Augment Slot {fine as is}



Where

{ Cold Lore +27 & Lightning Lore +27 & Acid Lore +27 } = Elemental Lore Icy Triad}

{ Fire Lore +27 & Lightning Lore +27 & Cold Lore +27 } = Elemental Lore Lightning Triad}

{ Fire Lore +27 & Acid Lore +27 & Cold Lore +27 } = Elemental Lore Acid Triad}


{ +185 Equipment Bonus to Cold Lightning Acid spells } = Elemental Resonance Icy Triad}

{ +185 Equipment Bonus to Fire Lightning Cold spells } = Elemental Resonance Lightning Triad}

{ +185 Equipment Bonus to Fire Cold Acid spells } = Elemental Resonance Acid Triad}

Blastyswa
06-30-2016, 01:49 PM
Personally the set bonuses need to be at least doubled in effectiveness to be worth fitting 5 items into a setup. In addition, and something that I think some other people have mentioned too, is that putting healing amplification exceptional/equipment/competence into the crafting items would make them worth making, and greatly increase the value of having some of the items.

Shoemaker
06-30-2016, 02:08 PM
Interesting.

Well we have

Fire (themed element likely)

Acid & Electric (adjacent elements therefore friendly to themed element)

Cold (opposing element, therefore working towards excluded)


So you could rename into

Legendary Slave Master's Staff:

+13 Enhancement Bonus {fine as is}

Spellcasting Implement +28 {fine as is}

{ Fire Lore +27 & Lightning Lore +27 & Acid Lore +27 } = Elemental Lore Flame Triad

{Insightful Evocation Focus +4 & Insightful Conjuration Focus +4} = +4 Insightful Duo Focus (Evocation and Conjurations)
{Allowing you to create a whole range of Duo focuses if desired}

Wizardry +371 {fine as is}

Elemental Resonance +185 Equipment Bonus to Fire Lightning Acid spells = Elemental Resonance Fire Triad

Orange Augment Slot {fine as is}



Where

{ Cold Lore +27 & Lightning Lore +27 & Acid Lore +27 } = Elemental Lore Icy Triad}

{ Fire Lore +27 & Lightning Lore +27 & Cold Lore +27 } = Elemental Lore Lightning Triad}

{ Fire Lore +27 & Acid Lore +27 & Cold Lore +27 } = Elemental Lore Acid Triad}


{ +185 Equipment Bonus to Cold Lightning Acid spells } = Elemental Resonance Icy Triad}

{ +185 Equipment Bonus to Fire Lightning Cold spells } = Elemental Resonance Lightning Triad}

{ +185 Equipment Bonus to Fire Cold Acid spells } = Elemental Resonance Acid Triad}

As much as I like the motivation behind this suggestion, it would be a lot of work for the devs to have to make all those new effects (it's not as easy as it seems, they'd have to make them all from scratch) and I'd rather it be left as is and do other things. :)

RistoffDervish
06-30-2016, 02:14 PM
As much as I like the motivation behind this suggestion, it would be a lot of work for the devs to have to make all those new effects (it's not as easy as it seems, they'd have to make them all from scratch) and I'd rather it be left as is and do other things. :)

I don't really think it would be all that hard as they are not actually creating new effects, but compiling existing ones. This type of programming is way easier than creating new effects from scratch.

Shoemaker
06-30-2016, 02:21 PM
I don't really think it would be all that hard as they are not actually creating new effects, but compiling existing ones. This type of programming is way easier than creating new effects from scratch.

I've talked to the devs, they'd actually be creating new effects as the way the code is set up compiling existing ones doesn't work. They'd actually have to create them basically from scratch.

RistoffDervish
06-30-2016, 02:40 PM
I've talked to the devs, they'd actually be creating new effects as the way the code is set up compiling existing ones doesn't work. They'd actually have to create them basically from scratch.

I guess with the reputation the DDO code has I can buy into that. Compiling existing code would probably introduce yet another form of lag anyway. :)

Shoemaker
06-30-2016, 03:24 PM
I guess with the reputation the DDO code has I can buy into that. Compiling existing code would probably introduce yet another form of lag anyway. :)

/signed

RistoffDervish
06-30-2016, 03:28 PM
/signed

Not as harsh as killing innocent treasure looters with a potion of wonder. Kobold remember Tempest Spine!

Shoemaker
06-30-2016, 06:09 PM
Not as harsh as killing innocent treasure looters with a potion of wonder. Kobold remember Tempest Spine!

I know not to what you refer (https://www.youtube.com/watch?v=F1mpBdinaKY&t=5s)...:rolleyes:

Silverleafeon
06-30-2016, 11:13 PM
Well if it takes extra coding, they can just write it all out the long way, its not like we don't already have items that fill up the computer screen.

With the concern misunderstanding nerfing an item, I figured relabeling might help, but a rose by any other name....

SealedInSong
07-01-2016, 12:59 PM
Love ya, Eth-ers


lol
10/10 on the corrupt a wish scale.

Dungeoner49
07-01-2016, 01:42 PM
Yet another crafting system that requires a **** load of grinding just to get something with a bit of a personal touch. Looking at you thunderholme. Would MUCH rather have Cannith Crafting allow us to make stuff that is as good as or slightly better than ran-gen loot WITHOUT it having a super high min lv that makes it useless enough to just spend ages waiting to see if someone put something good enough to use on the AH for a reasonable price, or worse, seeing that item has been put on the Sharde Exchange (aka The Real Money Auction House).

LightBear
07-13-2016, 02:56 PM
There isn't a cold spell power singularly on it, cold spell power is part of a singular effect that does 4 things. It is simply a scaling version of Elemental Manipulation. I think it would be stranger to have an effect that was Elemental Resonance Not Cold.

It's more a scaled version of Shaman's Fury and Elder's Knowledge

Vanhooger
07-22-2016, 12:30 PM
I love to see new caster staff, but there is no way I would use it over 2 weapon.
Elemental damage is so weak compared to force & light damage.
Also wizardry on 2hander? So every time i switch I loose 400 sp...lol

jalont
07-22-2016, 12:42 PM
Some of the items look okay, but only further set back LGS. Why would you even think of more 5 item sets when the "Legendary" set from LGS is so weak and requires huge amounts of farming to get. Give simple 2 piece sets, bump other sets, or just give good loot that does not require a set. The mindless grind of granting better loot every update that is far beyond anything else in that level range is not helping people stay (might help those that come back to some degree, but is growing annoying.)

This is how every MMO on the planet works. The only thing missing is difficulty, where you have to grind out the old gear to beat the new quests.

Rys
07-27-2016, 08:51 AM
I am very unhappy with how this update favors melee over ranged.



Legendary Executioner's Helm:
Insightful Deception +7/11
Relentless Fury
Seeker +17
Quality Combat Mastery +4
Green Augment Slot

Nice item I would want on my archer for the Fury and the Seeker. But it was obviously designed for melee with Combat Mastery on it.



Legendary Ring of Power:
Quality Strength +4
Persuasion
Melee Alacrity +15%
Insightful Armor Piercing +13
Green Augment Slot

Nice ring I would want on my archer for Strenght and Ins Armor Piercing. But oh wait. No Ranged Alaricity? Only Melee?



Legendary Executioner's Platemail (Heavy Armor):
+13 Enhancement Bonus
Profane Well Rounded +2 - +2 Profane bonus to all abilities
Quality Deadly +4
Insightful Intimidate +11
Quality Accuracy +6
Green Augment Slot

Sweet armor. I envy melees in heavy armor who can give up on Litany (and negative level in some cases) and replace it with +8 Ins Con:



Legendary Symbol of the Slave Lords (Trinket):
True Seeing
Insightful Constitution +8
Lesser Displacement
Green Augment Slot
Blue Augment Slot

Meanwhile...I can enjoy this cloth armor with... diversion? Is that for melee only?




Legendary Slave Rags (cloth armor):
+13 Enhancement Bonus
Insightful Spell Saves +6
Resistance +14
Quality Physical Sheltering +11
Diversion +28
Green Augment Slot

Shoemaker
07-27-2016, 11:02 AM
I am very unhappy with how this update favors melee over ranged.

In the last update everyone was very unhappy with how the update favored caster over melee/ranged... There's not a way to make everyone happy all the time. I will say that I wouldn't say the "update" favors any one playstyle over the other, I mean the CCUP coming out is for all styles...


Nice item I would want on my archer for the Fury and the Seeker. But it was obviously designed for melee with Combat Mastery on it.

On effect does not an item designed for a certain playstyle...


Nice ring I would want on my archer for Strenght and Ins Armor Piercing. But oh wait. No Ranged Alaricity? Only Melee?

Some things are going to be slightly more melee oriented...


Sweet armor. I envy melees in heavy armor who can give up on Litany (and negative level in some cases) and replace it with +8 Ins Con:

You can have +8 Insightful CON too. LGS has that option and I believe I've seen it on random loot too.


Meanwhile...I can enjoy this cloth armor with... diversion? Is that for melee only?

There's also a Distant Diversion version... So... Maybe not.

Wizza
07-27-2016, 11:58 AM
In the last update everyone was very unhappy with how the update favored caster over melee/ranged... There's not a way to make everyone happy all the time. I will say that I wouldn't say the "update" favors any one playstyle over the other, I mean the CCUP coming out is for all styles...


Let's be honest, Ranged style has never received a bone since Severlin has been in charge.

Update 32: there is clearly no Ranged loot.
Update 31 (http://ddowiki.com/page/Update_31_named_items): Amazing Melee belt, nice Melee boots, and then we have a ring that is obviously both for Melee and Ranged. Nothing specific to ranged.
Update 30 is useless and should be killed with fire.
Update 29 (http://ddowiki.com/page/Update_29_named_items): Melee necklace, boots that can be used by anyone. Nothing specific to ranged. Shroud sucks, TS and Hox have absolutely nothing for ranged. Again, doublestrike but not Doubleshot. Diversion but not Distant Diversion. QUALITY doublestrike but not Doubleshot
Update 28 (http://ddowiki.com/page/Update_28_named_items): Boots for Melee, some generic items and a Quiver. Finally, the first very Ranged item is a Quiver that gives Doubleshot 8%, Ranged Power +4

I can go on.

So yes, update favors playstyles. It just happens that Ranged is never the favored playstyle.

And I believe Distant Diversion is bugged.

Rys
07-28-2016, 01:23 PM
In the last update everyone was very unhappy with how the update favored caster over melee/ranged... There's not a way to make everyone happy all the time. I will say that I wouldn't say the "update" favors any one playstyle over the other, I mean the CCUP coming out is for all styles...
Mhm...last update had a pretty uber ring for both melee and ranged that actually made me log into the game and pulled me back again after few months. All I want is a little carrot. Which also might pull back some other players, not just me.

bsquishwizzy
08-04-2016, 12:10 PM
Dear NoWorries,
What do you have against druids?

They smell like unwashed dog.

Vanhooger
08-05-2016, 07:45 AM
So no update on the new loot. I imagine is going to stay like that, no matter what we say in this thread.

27/06 last dev answer.

changelingamuck
08-05-2016, 07:57 AM
So no update on the new loot. I imagine is going to stay like that, no matter what we say in this thread.

27/06 last dev answer.

As always, it's going to go to Lamannia for another round of feedback--reportedly, sometime in the next couple/few weeks.

[And before some charming character inevitably pops up to say, "Hahahaha, whatever, FANBOI, what's put on Lamannia is the same thing that goes to Live servers! See, this Players Council is a joke filled with clueless bootlicker people!"...

Yes, not many changes occur between the Lamannia update builds and the updates that go live; but 'not many changes' is not the same thing as 'none'. Also, future hypothetical poster, your salivating desperation to spray noxious negativity over everything is... repulsive. (I'm getting the arguing part out of the way now because I know it's inevitable after saying anything the least bit positive on these forums.)]

Vanhooger
08-05-2016, 08:31 AM
As always, it's going to go to Lamannia for another round of feedback--reportedly, sometime in the next couple/few weeks.

[And before some charming character inevitably pops up to say, "Hahahaha, whatever, FANBOI, what's put on Lamannia is the same thing that goes to Live servers! See, this Players Council is a joke filled with clueless bootlicker people!"...

Yes, not many changes occur between the Lamannia update builds and the updates that go live; but 'not many changes' is not the same thing as 'none'. Also, future hypothetical poster, your salivating desperation to spray noxious negativity over everything is... repulsive. (I'm getting the arguing part out of the way now because I know it's inevitable after saying anything the least bit positive on these forums.)]

this is just reality mate, more than a month without an answer. We don't even know if they consider for some change.

Rys
08-11-2016, 05:28 AM
As always, it's going to go to Lamannia for another round of feedback--reportedly, sometime in the next couple/few weeks.

[And before some charming character inevitably pops up to say, "Hahahaha, whatever, FANBOI, what's put on Lamannia is the same thing that goes to Live servers! See, this Players Council is a joke filled with clueless bootlicker people!"...

Yes, not many changes occur between the Lamannia update builds and the updates that go live; but 'not many changes' is not the same thing as 'none'. Also, future hypothetical poster, your salivating desperation to spray noxious negativity over everything is... repulsive. (I'm getting the arguing part out of the way now because I know it's inevitable after saying anything the least bit positive on these forums.)]

Bitter much?

Enderoc
08-11-2016, 11:18 AM
10% melee Alacrity isn't really OP at level 8. You can get it at level 3 with Cannith Crafting or 4 with the Mithril Fullplate of Speed. And you can get 15% if you are willing to chug haste potions.

Actually with master craftsmanship melee alacrity can be made a level one effect

Nokills
08-15-2016, 07:53 PM
Wheres the light armor lovin? I know u guys dont like rogues and such but come on

JOTMON
08-16-2016, 07:31 AM
Wheres the light armor lovin? I know u guys dont like rogues and such but come on

They hate monk too.

Blastyswa
08-16-2016, 02:04 PM
Someone probably already asked this, but will there be mythic bonuses for the craftable items? If not, sorcery will probably be the only decent set of the lot, because 5 items with mythic bonuses can easily give you more than the +4 PRR/MRR or +4 MP/RP/SP from the 5 piece artifact set.

UurlockYgmeov
08-19-2016, 08:17 PM
http://i.imgur.com/UfcFfFP.pnghttp://i.imgur.com/vrK75CU.png

seems to allow for any stat/quality stat, any skill / quality skill in ring...

to get the 5 item bonus - going to be extremely difficult to win that game of item tetris. :P

CaptainPurge
08-19-2016, 10:17 PM
Slave Master's Staff and Slave Rags need "Legendary" in the item name - for the legendary version of course. Important because people run an inventory/bank search for "legendary" when you get back to that level.

Qezuzu
08-24-2016, 07:00 PM
Not sure if this has been pointed out but why does the Legendary Slave Master's Staff give cold spell power but not cold crit bonus?

LrdSlvrhnd
08-25-2016, 12:27 AM
Not sure if this has been pointed out but why does the Legendary Slave Master's Staff give cold spell power but not cold crit bonus?

https://www.ddo.com/forums/showthread.php/476542-U32-Named-Loot-First-Look?p=5840422&viewfull=1#post5840422

Short answer: "yes, because reasons." I actually was under the impression that they were gonna take the cold spellpower out because of the outcry over not having the cold lore, but I haven't been back to look at these since probably the first week or so.

CaptainPurge
09-18-2016, 02:58 AM
Slave Master's Staff and Slave Rags need "Legendary" in the item name - for the legendary version of course. Important because people run an inventory/bank search for "legendary" when you get back to that level.

* le sigh *

Looted this on this weekend. Bank searches are done for "epic" and "legendary" for loot to grab as you're leveling up. Oh well, guess what, it will not be fixed because we're already out of the U32 patch era.

https://s11.postimg.org/iqrfw9zk3/slave_staff.jpg