View Full Version : Ravenloft Expansion Preview #2 Sentient Weapons Feedback
Cocomajobo
11-17-2017, 03:32 PM
First, please refer back to the main preview thread (https://www.ddo.com/forums/showthread.php/491550-Ravenloft-Expansion-Preview-2-Friday-Monday).
Sentient Weapons Overview
DDO has a new system coming up; Sentient Weapons.
The system allows players to find a sentient weapon with a specific personality, customize its powers, and even move the sentient personality from weapon to weapon.
Every sentient weapon drops with a Sentient Jewel that holds the personality of the weapon, and the power of the weapon is contained in that Sentient Jewel. This Sentient Jewel can be pried out of an existing weapon, and the Jewel can be attached to a new weapon of sufficient magical power. This transfers the sentience and its power level to the new magical weapon.
Once a weapon is sentient and has a Sentient Jewel, the weapon can also slot Sentient Filigree to enhance the weapon’s magical properties. A Sentient Weapon starts with only being able to slot one Filigree, but as the weapon grows in power it can slot more, up to a maximum of 7.
Most named weapons that are not crafted and have a minimum level of 21 or higher can accept a Sentient Jewel and become sentient. This will be applied retroactively to existing named weapons; appropriate weapons players have already earned can accept Sentient Jewels if the weapon is capable of becoming Sentient.
(Designer’s Note: Because Dungeons and Dragons has such a variety of weapon types and magical weapons, it is necessary to allow players to move the sentience to a weapon appropriate for their class, race, and feats. This means that players need to be able to use this system with a variety of weapons and weapon types.)
Once a weapon has a Sentient Jewel, the player can build the power of that Jewel by feeding the jewel named magical items. The jewel drains the power from the named item and feeds on the magic to increase its own power. The more magical items fed, the more powerful it becomes.
The Sentient Jewel can be empowered with Sentient Filigree that the player obtains as loot. Each piece of Filigree increases the enchantment of the Sentient Jewel. The more power the Sentient Jewel has gained, the more pieces of Sentient Filigree can be attached to the weapon’s Jewel.
Sometimes a weapon might be found with a Sentient Jewel already attached to the weapon with a specific personality. Other times, such as during the introduction of the system, the weapon and jewel might be delivered independently.
The sentient weapon makes comments to the player as the weapon is held and the player fights, finishes quests, and finds treasure. These comments are actual game voices coupled with text sent to the chat panel. The player will have a UI option to turn off one or both of these. Weapons can make comments based on a number of criteria, including how a player is fighting, whether the player dies, when the player finds treasure, and it can even make comments when the player takes certain actions in quests.
During the tutorial for Sentient Weapons, the player will be given a weapon and their first Sentient Jewel, and they will be taught how to slot the Sentient Jewel and add a Filigree. After that, new Sentient Jewels will be found infrequently, but when they are they will be attached to a weapon. We expect new gems to come out as treasure occasionally in the coming updates.
Each piece of Sentient Filigree adds magical power on top of the weapon’s enchantments. Each filigree has a primary power and it also belongs to a set. This means each piece of Filigree not only adds effects to the weapon, but as you add more and more pieces of Filigree from a specific set, the weapon will gain more bonus powers. Each set has a bonus power for having two pieces of the set, and sets range from a total of 3 to 5 total set bonuses. Note that since a fully empowered weapon can hold up to 7 pieces of Filigree, the player will have to mix and match Filigree from multiple sets to find the best combination of set bonuses.
A weapon can only have one of each Filigree. You cannot slot two of the same Filigree in one weapon.
Filigree will have their own rarity. Some sets will be less common than others. In addition, each Filigree has a rare chance to drop as with an upgraded bonus, which has an additional effect on it.
Players can fairly easily obtain and use Sentient Destroyer Tools to destroy a Filigree or even a Sentient Jewel to open up the slot for a new piece. One would simply drag the tools onto the Filigree or Jewel slot to destroy the contents and free up the slot. Players can also obtain Sentient Unslotter Tools that drop in loot that allow them to unslot a Filigree rather than destroy it, and these tools can even unslot the Sentient Jewel itself. A player cannot destroy or unslot a Sentient Jewel unless all Filigree have been removed from the weapon first.
Progression
Players can build Sentient XP by feeding named items to their Sentient Jewel. You do this by dragging the item to the appropriate slot in the Sentient Item panel. Each named item will add a number of Sentient XP to the jewel based on the minimum level required to use it. The actual numbers are as follows:
Minimum Level Requirement of 1-20: Adds a number of Sentient XP equal to Minimum Level.
Minimum Level Requirement of 21-27: Adds a number of Sentient XP equal to Minimum Level x5.
Minimum Level Requirement of 28+: Adds a number of Sentient XP equal to Minimum Level x10.
For example, a named item with a minimum level of 10 would add 10 Sentient XP, while a named item with a minimum level of 29 would add 290 Sentient XP.
Costs to open slots are as follows:
Sentient Filigree Slot 1: Free
Sentient Filigree Slot 2: 2000 total Sentient XP
Sentient Filigree Slot 3: 6000 total Sentient XP
Sentient Filigree Slot 4: 12000 total Sentient XP
Sentient Filigree Slot 5: 20000 total Sentient XP
---
Sentient Filigree Slot 6: 40000 total Sentient XP
Sentient Filigree Slot 7: 60000 total Sentient XP
This means that a character will need almost 70 named items at top level to reach 5 Filigree slots, and it gets expensive for slots 6 and 7.
Cocomajobo
11-17-2017, 03:33 PM
NameEffectRarity Bonus
Eye of the Beholder
Eye of the Beholder: Intelligence"+1 Intelligence""+2 MRR"
Eye of the Beholder: Charisma"+1 Charisma""+2 MRR"
Eye of the Beholder: Wisdom"+1 Wisdom""+2 MRR"
Eye of the Beholder: Will"+2 Willpower Saving Throws""+2 MRR"
Eye of the Beholder: Spellpower"+6 Universal Spellpower"+4 Spellpower"
Eye of the Beholder: MRR"+3 Magical Resistance Rating""+2 PRR"
2 Pieces: +4 Concentration
3 Pieces: +1 Spell Penetration
4 Pieces: +2 to the DCs of all spells
Spines of the Manticore
Spines of the Manticore: Dexterity"+1 Dexterity""+2 PRR"
Spines of the Manticore: Strength"+1 Strength""+2 PRR"
Spines of the Manticore: Ranged Power"+3 Ranged Power""+2 Ranged Power"
Spines of the Manticore: +2 Attack and Damage"+2 to hit and damage with all weapons""+2 PRR"
Spines of the Manticore: Reflex"+2 Reflex Saving Throws""+2 MRR"
2 Pieces: +2 Damage
3 Pieces: 20% chance your arrow will not be consumed
4 Pieces: +10 Ranged Power
Nystul's Mystical Defense
Nystul's Mystical Defense: MRR"+3 Magical Resistance Rating""+2 PRR"
Nystul's Mystical Defense: Constitution"+1 Constitution""+2 PRR"
Nystul's Mystical Defense: Will"+2 Will Saving Throws""+2 MRR"
Nystul's Mystical Defense: Fire Absorption"+5% Fire Absorption""+2 MRR"
Nystul's Mystical Defense: Sonic Absorption"+5% Sonic Absorption""+2 MRR"
Nystul's Mystical Defense: Electric Absorption"+5% Electrical Absorption""+2 MRR"
Nystul's Mystical Defense: Cold Absorption"+5% Cold Absorption""+2 MRR"
Nystul's Mystical Defense: Acid Absorption"+5% Acid Absorption""+2 MRR"
2 Pieces: +5 Magical Resistance Rating
3 Pieces: +1 to all saving throws.
4 Pieces: +100 Hit Points
5 Pieces: +5% increased chance for miss with Displacement***
The Long Shadow
The Long Shadow: Charisma"+1 Charisma""+2 MRR"
The Long Shadow: Dexterity"+1 Dexterity""+2 PRR"
The Long Shadow: Intelligence"+1 Intelligence""+2 MRR"
The Long Shadow: Melee Power"+3 Melee Power""+2 Melee Power"
The Long Shadow: Attack and Damage"+1 to hit and damage""+2 PRR"
The Long Shadow: Stealth"+2 to Hide in Shadows and Move Silently""+2 PRR"
The Long Shadow: Ranged Power"+3 Ranged Power""+2 Ranged Power"
The Long Shadow: Reflex"+2 Reflex Saving Throws""+2 MRR"
2 Pieces: +5 Melee and Ranged Power
3 Pieces: +1d6 sneak attack damage
4 Pieces: +1% to Dodge and Maximum Dodge
5 Pieces: +2 to Assassinate DCs
Sucker Punch
Sucker Punch: Strength"+1 Strength""+2 PRR"
Sucker Punch: Dexterity"+1 Dexterity""+2 PRR"
Sucker Punch: Attack and Damage"+1 to hit and damage""+2 PRR"
Sucker Punch: Melee Power"+3 Melee Power""+2 Melee Power"
2 Pieces: +5 Melee Power
3 Pieces: +1d6 sneak attack damage
Touch of Grace
Touch of Grace: Wisdom"+1 Wisdom""+2 MRR"
Touch of Grace: Charisma"+1 Charisma""+2 MRR"
Touch of Grace: Positive Spell Power"+12 Positive Spellpower""+4 Spellpower"
Touch of Grace: Healing Amp"+3 Healing Amplification""+2 MRR"
2 Pieces: +50 Spell Points
3 Pieces: +20 Positive Spellpower
Embraced by Light
Embraced by Light: Wisdom"+1 Wisdom""+2 MRR"
Embraced by Light: Charisma"+1 Charisma""+2 MRR"
Embraced by Light: Constitution"+1 Constitution""+2 PRR"
Embraced by Light: Light Spellpower"+9 Light Spellpower""+4 Spellpower"
Embraced by Light: Healing Amp"+3 Healing Amplification""+2 MRR"
Embraced by Light: Positive Spellpower"+9 Positive Spellpower""+4 Spellpower"
Embraced by Light: MRR"+3 Magical Resistance Rating""+2 PRR"
Embraced by Light: Turn Undead"+2 to Turn Undead checks""+4 Spellpower"
2 Pieces: +5 Healing Amplification
3 Pieces: +10 Spellpower
4 Pieces: +1 to all saving throws
5 Pieces: +2 caster levels with healing spells
Twilight's Cloak
Twilight's Cloak: Dexterity"+1 Dexterity""+2 PRR"
Twilight's Cloak: Intelligence"+1 Intelligence""+2 MRR"
Twilight's Cloak: Charisma"+1 Charisma""+2 MRR"
Twilight's Cloak: Reflex"+2 Reflex Saving Throws""+2 MRR"
Twilight's Cloak: Dodge"+1% Dodge""+2 PRR"
Twilight's Cloak: Stealth"+2 to Hide in Shadows and Move Silently""+2 PRR"
2 Pieces: +2 Reflex Saving Throws
3 Pieces: +3 Magical Resistance Rating
4 Pieces: +1% Dodge and Maximum Dodge
5 Pieces: +5% increased chance for miss with Displacement
The Wreath of Flame
The Wreath of Flame: Fire Spellpower"+9 Fire Spellpower""+4 Spellpower"
The Wreath of Flame: Fire Absorption"+5% Fire Absorption""+2 MRR"
The Wreath of Flame: Melee Power"+3 Melee Power""+2 Melee Power"
The Wreath of Flame: Constitution"+1 Constitution""+2 PRR"
The Wreath of Flame: Fortitude"+2 Fortitude""+2 PRR"
The Wreath of Flame: Ranged Power"+3 Ranged Power""+2 Ranged Power"
2 Pieces: +5% Fire Absorption
3 Pieces: +15 Fire Spellpower, Weapon attacks do +8d8 Fire Damage
4 Pieces: Permanent Fire Shield
The Inevitable Grave
The Inevitable Grave: Negative Spell Power"+9 Negative Spell Power""+4 Spellpower"
The Inevitable Grave: Intelligence"+1 Intelligence""+2 MRR"
The Inevitable Grave: Negative Healing Amplification"+20% Negative Healing Amplification""+2 PRR"
The Inevitable Grave: PRR"+3 Physical Resistance Rating""+2 MRR"
2 Pieces: +10 Spellpower
3 Pieces: +2 Will saving throws
4 Pieces: +2 to DCs of Necromancy Spells
The Beast's Mantle
The Beast's Mantle: Rage"+2 Uses of Rage""+2 MRR"
The Beast's Mantle: Melee Power"+3 Melee Power""+2 Melee Power"
The Beast's Mantle: Ranged Power"+3 Ranged Power""+2 Ranged Power"
The Beast's Mantle: Strength"+1 Strength""+2 PRR"
The Beast's Mantle: Constitution"+1 Constitution""+2 PRR"
2 Pieces: +10 Natural Armor
3 Pieces: +10% Fortification Bypass
The Enlightened Step
The Enlightened Step: Wisdom"+1 Wisdom""+2 MRR"
The Enlightened Step: Dexterity"+1 Dexterity""+2 PRR"
The Enlightened Step: Strength"1 Strength""+2 PRR"
The Enlightened Step: Will"+2 Will saving throws""+2 MRR"
The Enlightened Step: Constitution"+1 Constitution""+2 PRR"
The Enlightened Step: Light Absorption"+10% Light Absorption""+2 MRR"
2 Pieces: +5 Healing Amplification
3 Pieces: +5 Melee Power, +5 Ranged Power
4 Pieces: +5 Physical Resistance Rating
5 Pieces: +1 Unarmed Damage Dice
Prowess (Rare)
Prowess: Strength"+1 Strength""+2 PRR"
Prowess: Dexterity"+1 Dexterity""+2 PRR"
Prowess: Melee Power"+3 Melee Power""+2 Melee Power"
Prowess: PRR"+3 Physical Resistance Rating""+2 MRR"
Prowess: MRR"+3 Magical Resistance Rating""+2 PRR"
Prowess: Attack and Damage"+1 to hit and damage""+2 PRR"
Prowess: Critical Confirmation and Damage"+2 to critical confirmation rolls and damage""+2 PRR"
2 Pieces: +5 Physical Resistance Rating
3 Pieces: +5 Melee Power
4 Pieces: +2 Action Boosts
5 Pieces: On a 20, +1 Critical Damage Multiplier
Deadly Rain (Rare)
Deadly Rain: Dexterity"+1 Dexterity""+2 PRR"
Deadly Rain: Wisdom"+1 Wisdom""+2 MRR"
Deadly Rain: Ranged Power"+3 Ranged Power""+2 Ranged Power"
Deadly Rain: Attack and Damage"+1 to hit and damage""+2 PRR"
Deadly Rain: Critical Confirmation and Damage"+2 to critical confirmation rolls and damage""+2 PRR"
Deadly Rain: PRR"+3 Physical Resistance Rating""+2 MRR"
Deadly Rain: Reflex"+2 Reflex saving throws""+2 MRR"
2 Pieces: +5 Ranged Power
3 Pieces: +2 Damage
4 Pieces: +1 Dodge and Maximum Dodge
5 Pieces: When you use an action boost, gain +20 Ranged power for 20 seconds
Melony's Melody
Melony's Melody: Charisma"+1 Charisma""+2 MRR"
Melony's Melody: Intelligence"+1 Intelligence""+2 MRR"
Melony's Melody: Bard Songs"+2 Bard Songs per rest""+2 MRR"
Melony's Melody: Spellpower"+6 Spellpower""+4 Spellpower"
Melony's Melody: Will"+2 Will saving throws""+2 MRR"
Melony's Melody: Perform"+4 Perform Skill""+2 PRR"
2 Pieces: 50 Spell Points
3 Pieces: +1 Charisma
4 Pieces: +2 DC for Enchantment spells
To Hell and Back
To Hell and Back: Charisma"+1 Charisma""+2 MRR"
To Hell and Back: Constitution"+1 Constitution""+2 PRR"
To Hell and Back: Fire Absorption"+5% Fire Absorption""+2 MRR"
To Hell and Back: Spellpower"+6 Spellpower""+4 Spellpower"
To Hell and Back: MRR"+3 Magical Resistance Rating""+2 PRR"
2 Pieces: +5 Physical Resistance Rating
3 Pieces: +5 Magical Resistance Rating
4 Pieces: +1 to all saving throws
Celerity
Celerity: Dexterity"+1 Dexterity""+2 PRR"
Celerity: Dodge"+1 Dodge""+2 PRR"
Celerity: Reflex"+1 Reflex""+2 MRR"
Celerity: Intelligence"+1 Intelligence""+2 MRR"
2 Pieces: +2 Doublestrike and Doubleshot
3 Pieces: Permanent "Haste" spell
Grandfather's Shield
Grandfather's Shield: Constitution"+1 Constitution""+2 PRR"
Grandfather's Shield: Healing Amp"+3 Healing Amplification""+2 PRR"
Grandfather's Shield: PRR"+3 Physical Resistance Rating""+2 MRR"
Grandfather's Shield: Armor Class"+2 Armor Class""+2 PRR"
2 Pieces: +5 Physical Resistance Rating
3 Pieces: +5% Armor Class
One Against Many
One Against Many: Strength"+1 Strength""+2 PRR"
One Against Many: Dexterity"+1 Dexterity""+2 PRR"
One Against Many: Melee Power"+3 Melee Power""+2 Melee Power"
One Against Many: Attack and Damage"+1 attack and damage""+2 PRR"
One Against Many: Critical Confirmation and Damage"+2 to critical confirmation rolls and damage""+2 PRR"
2 Pieces: +5 Melee Power
3 Pieces: +5% chance for glancing blows
4 Pieces: +1 Damage when you Cleave, up to 10 stacks
Otto's Irrevocable Power (Rare)
Otto's Irrevocable Power: Intelligence"+1 Intelligence""+2 MRR"
Otto's Irrevocable Power: Charisma"+1 Charisma""+2 MRR"
Otto's Irrevocable Power: Spellpower"+6 Spellpower""+4 Spellpower"
Otto's Irrevocable Power: Will"+2 Will saving throws""+2 MRR"
Otto's Irrevocable Power: MRR"+3 Magical Resistance Rating""+2 PRR"
Otto's Irrevocable Power: PRR"+3 Physical Resistance Rating""+2 MRR"
Otto's Irrevocable Power: Constitution"+1 Constitution""+2 PRR"
Otto's Irrevocable Power: Spell Failure Reduction"-10% to Arcane Spell Failure chance""+2 MRR"
2 Pieces: +5 Magical Resistance Rating
3 Pieces: +200 Spell Points
4 Pieces: +1 to the DC of all spells
5 Pieces: -10% to Mana cost for spells
The Blood Feast
The Blood Feast: Strength"+1 Strength""+2 PRR"
The Blood Feast: Dexterity"+1 Dexterity""+2 PRR"
The Blood Feast: Constitution"+1 Constitution""+2 PRR"
The Blood Feast: PRR"+3 Physical Resistance Rating""+2 MRR"
The Blood Feast: Healing Amp"+3 Healing Amplification""+2 PRR"
The Blood Feast: Melee Power"+3 Melee Power""+2 Melee Power"
The Blood Feast: MRR"+3 Magical Resistance Rating""+2 PRR"
2 Pieces: +1 Constitution
3 Pieces: +5 Physical Resistance Rating
4 Pieces: +5 Melee Power
5 Pieces: When you roll a 20, gain 100 temporary hit points
The Cry of Battle
The Cry of Battle: Constitution"+1 Constitution""+2 PRR"
The Cry of Battle: Will"+2 Will saving throws""+2 MRR"
The Cry of Battle: Physical Resistance Rating"+1 Physical Resistance Rating""+2 MRR"
The Cry of Battle: Fortitude"+2 Fortitude saving throws""+2 PRR"
2 Pieces: Your minions gain +4 to all ability scores and +20 Melee Power, PRR and MRR
3 Pieces: Your minions gain +4 to all ability scores and +20 Melee Power, PRR and MRR
Electrocution
Electrocution: Constitution"+1 Constitution""+2 PRR"
Electrocution: Electric Spellpower"+6 Electric Spellpower""+4 Spellpower"
Electrocution: Electric Absorption"+5% Electric Absorption""+2 MRR"
Electrocution: Fortitude"+2 Fortitude saving throws""+2 PRR"
Electrocution: MRR"+3 Magical Resistance Rating""+2 PRR"
Electrocution: Air Elemental Protection"The charge of Air Elementals will not knock you down.""+2 MRR"
Electrocution: PRR"+3 Physical Resistance Rating""+2 MRR"
2 Pieces: +15 Electric Spellpower
3 Pieces: +5 MRR
4 Pieces: You gain a permanent Energy Sheath (Electric)
Trapper's Delight
Trapper's Delight: Alertness"+2 Search, Spot, Listen""+2 PRR"
Trapper's Delight: Intelligence"+1 Intelligence""+2 MRR"
Trapper's Delight: Reflex"+2 Reflex saving throws""+2 MRR"
Trapper's Delight: Dexterity"+1 Dexterity""+2 PRR"
Trapper's Delight: Trap Saving Throws"+4 Saving Throws versus Traps""+2 PRR"
2 Pieces: +2 Open Locks, Disable Device
3 Pieces: +2 Reflex saving throws
4 Pieces: 20% reduction in trap damage
Vigilance
Vigilance: Wisdom"+1 Wisdom""+2 MRR"
Vigilance: Alertness"+2 Search, Spot, Listen""+2 MRR"
Vigilance: Will"+2 Will saving throws""+2 MRR"
Vigilance: Reflex"+2 Reflex saving throws""+2 PRR"
Vigilance: Fortitude"+2 Fortitude saving throws""+2 PRR"
2 Pieces: +50% Fortification
3 Pieces: True Seeing
Snake Bite
Snake Bite: Poison Protection"Proof Against Poison +4""+2 PRR"
Snake Bite: Fortitude"+2 Fortitude saving throws""+2 PRR"
Snake Bite: Constitution"+1 Constitution""+2 PRR"
Snake Bite: Attack and Damage"+1 attack and damage""+2 PRR"
Snake Bite: Poison Attacks"+4 to the DC of Poison attacks""+2 MRR"
2 Pieces: +4 saving throws versus Poison
3 Pieces: Melee and Ranged attack get +3d6 poison damage that scales with Melee or Ranged Power
Treachery
Treachery: Intelligence"+1 Intelligence""+2 MRR"
Treachery: Dexterity"+1 Dexterity""+2 PRR"
Treachery: Melee Power"+3 Melee Power""+2 Melee Power"
Treachery: Critical Confirmation and Damage"+2 to critical confirmation rolls and damage""+2 PRR"
Treachery: Stealth"+2 to Hide in Shadows and Move Silently""+2 MRR"
Treachery: Threat Reduction"+50% Threat Reduction""+2 PRR"
2 Pieces: +5 Melee and Ranged Power
3 Pieces: +1 Sneak attack dice
4 Pieces: +2 to the DC of Assassinate
Purity
Purity: Constitution"+1 Constitution""+2 PRR"
Purity: Wisdom"+1 Wisdom""+2 MRR"
Purity: Healing Amplification"+3 Healing Amplification""+2 PRR"
Purity: Fortitude"+2 Fortitude""+2 PRR"
Purity: Positive Spellpower"+9 Positive Spellpower""+4 Spellpower"
Purity: Death Block"Death Block""+2 MRR"
2 Pieces: +5 Healing Amplification
3 Pieces: Immune to Disease
4 Pieces: Energy Drain ImmunityThe one we are willing to give out, not the one that's too powerful
Zephyr (Rare)
Zephyr: Dexterity"+1 Dexterity""+2 PRR"
Zephyr: Reflex"+2 Reflex""+2 MRR"
Zephyr: Charisma"+1 Charisma""+2 MRR"
Zephyr: Intelligence"+1 Intelligence""+2 MRR"
Zephyr: Doublestrike"+2% Doublestrike""+2 Melee Power"
Zephyr: Doubleshot"+2% Doubleshot""+2 Ranged Power"
Zephyr: Feather Fall"Permanent Feather Fall""+2 MRR"
Zephyr: Dodge"+1% Dodge""+2 PRR"
Zephyr: MRR"+3 Magical Resistance Rating""+2 PRR"
2 Pieces: +5 Magical Resistance Rating
3 Pieces: +1% Dodge and Maximum Dodge
4 Pieces: Immune to slippery surfaces
5 Pieces: Immune to knockdown
Cocomajobo
11-17-2017, 03:34 PM
How do I add a Sentient Jewel to a Weapon that accepts Sentience?
There is now a red button on the right of the inventory panel which pulls open the Sentient Weapon menu. From here you can drag a weapon and then a Sentient Jewel to create a Sentient Weapon.
What is the deal with Binding Status?
Sentient Weapons: As per the named item, so it varies.
Sentient Jewels: Bound to Account
Filigree: Varies depending on content, but probably unbound so players can trade and sell the ones they don't want.
The bonuses granted by each filigree are small but the set bonuses are large, is this intended?
The intent is that the juicy flavorful stuff should be in the set bonuses, not the bonuses of the base Sentient Filigree.
Can someone fighting with Two Weapons wield two sentient weapons?
Weapons with a Sentient Jewel slotted in them will reject being placed in your off hand.
How will we obtain Unslotters and Destroyers?
Destroyer tools will probably be on vendors for plat.
Unslotters will drop in loot and you can buy them in the store.
What weapons will accept Sentience?
A large portion of named weapons with Minimum levels higher than 21 will accept Sentience. There are exceptions to that including, most notably, named items that go through certain crafting or upgrading systems. This list includes, but is not limited to upgradable weapons from Temple of Elemental Evil, Legendary Green Steel, and Thunder-Forged Weapons.
Does adding a Sentient Jewel or a Filagree to a Weapon alter the weapons Minimum level?
None of this changes the item's minimum level. Making an item sentient, adding power to the Sentient Jewel, and then putting Filigree in slots all can be done without changing the minimum level. Might we have Filigree with a minimum level requirement someday? Maybe, but that doesn't exist in this iteration.
Do the Filigree go into any bags?
Yes. Filigree go into Augment bags. Also, Augment bags now have a search function!
This is a sentient Weapon, does it do anything but give me mechanical benefits?
Yes. While wielding a weapon with a sentient jewel slotted into it you will occasionally hear the personality within the weapon commenting on your current situation. The weapon will use voice and send text to chat, not DM text. Both options will have an option to be turned off. Each Sentient Jewel contains a different personality. (NOTE: This aspect is not yet implemented in this current Lamannia Preview)
Does the Personality of a Sentient Jewel have any impact on the mechanical benefits?
No. We do not want people to get stuck with personality they find annoying because they want the mechanical benefits of a certain filigree set.
What happens to the XP accumulated if you unslot a Sentient Jewel from a weapon?
All Sentient XP you have gained stays with the Sentient Jewel when you unslot it, and is applied to a new weapon when you slot that jewel into it.
Dewboy691
11-17-2017, 03:40 PM
How about an example?
Qhualor
11-17-2017, 03:49 PM
This does sound really cool and I like how you guys are trying to make named loot more desired. Great idea to add a tutorial.
Do the bonuses stack with gear, enhancements, buffs, feats, etc?
More reason to buy augment bags, but they are BTC. The only reason why I have never bought one.
FuzzyDuck81
11-17-2017, 03:59 PM
If i'm understanding this right, having the jewel be bound to account means you can feed items into it from multiple characters?
zehnvhex
11-17-2017, 04:00 PM
Progression
For example, a named item with a minimum level of 10 would add 10 Sentient XP, while a named item with a minimum level of 29 would add 290 Sentient XP.
RIP PUGS.
"Hey cool, can I have that Sword of Shadows? It would be a pretty awesome upgrade!"
"Nope, sorry, my gem needs 10 xp."
You guys might want to instead just create 'sentient essence' or something that can randomly drop for people that do the same thing. Just putting that out there.
Aelonwy
11-17-2017, 04:00 PM
Do the Filigree go into any bags?
Yes. Filigree go into Augment bags. Also, Augment bags now have a search function!
This is fantastic news. Good job!
Aelonwy
11-17-2017, 04:05 PM
RIP PUGS.
"Hey cool, can I have that Sword of Shadows? It would be a pretty awesome upgrade!"
"Nope, sorry, my gem needs 10 xp."
You guys might want to instead just create 'sentient essence' or something that can randomly drop for people that do the same thing. Just putting that out there.
A good suggestion would be to preclude raid loot from feeding sentients and instead have a sentient XP snack gem appropriate to the level of the raid drop in raids.
I was stoked at the idea of a intelligent weapon like in Neverwinter nights 1 mod 3 hordes of the underdark. This plan you have laid out has ruined any fun factor for me.
I was hoping for a weapon you find that was intelligent and you feed it loot and it increased the power it already has, the whole crafting aspect of this is a turn off to me personally.
I know you had to of put a lot of work into this but im giving it a 2 out of 10 stars
Wizza
11-17-2017, 04:08 PM
Destroy all your named items to get Sentient XP.
You thought Reaper 1 was easy? Wait until...
AFK Farming ML30 quests on Casual to cap SXP *zzzzz*
If this is your idea to promote endgame, go back to the drawing board. Endgame should be Skulls 5+, not Casual.
Also, I love the MRR rarity for obvious casters sets. Gotta get to that 50 MRR!
Aelonwy
11-17-2017, 04:08 PM
Coco I'd like to post my previous suggestions to see what people think of them... should I wait till tomorrow so you can see what fresh minds think of on their own?
Cocomajobo
11-17-2017, 04:11 PM
Coco I'd like to post my previous suggestions to see what people think of them... should I wait till tomorrow so you can see what fresh minds think of on their own?
Tomorrow sounds great. Thank you for the consideration. =]
Aelonwy
11-17-2017, 04:18 PM
Tomorrow sounds great. Thank you for the consideration. =]
Your welcome. :)
EllisDee37
11-17-2017, 04:25 PM
What weapons will accept Sentience?
A large portion of named weapons with Minimum levels higher than 21 will accept Sentience. There are exceptions to that including, most notably, named items that go through certain crafting or upgrading systems. This list includes, but is not limited to upgradable weapons from Temple of Elemental Evil, Legendary Green Steel, and Thunder-Forged Weapons.
Are CitW weapons able to be made sentient?
Drwaz99
11-17-2017, 04:26 PM
My initial reaction is: I was hoping for something to encourage running at cap on harder <reaper> difficulties to gain more SXP (obv Norm/Hard/Elite would provide xp, too). Instead, as mentioned by Wizza, using named items to "feed" XP to them will encourage fast repetitions of easy quests on easy diff levels to gather named items. That is not a good endgame strategy.
And if your justification for this is that "higher reaper levels give a better bonus to named loot" - stop. We've been through this and the time needed to complete higher reaper levels is not commensurable with the minuscule increase in drop rate (if it actually exists or works correctly).
This is a miss as it stands now.
Also: It would be nice to have a confirmation when destroying a weapon for XP if this stays.
Fivetigers33
11-17-2017, 04:29 PM
While I like being able to make most named weapons ML21+ better through sentient crafting, I'm a little bummed that these exclude ToEE, LGS, and TF.
I was hoping for an endgame weapon, something that either equaled or surpassed LGS/TF. Just glossing over the bonuses, I'm not sure if any of the bonuses/sets will be able to keep up in terms of melee/ranged DPS with LGS or TF weapons.
As for casters, I see everyone getting a ML21 weapon and adding all the DC bonuses and calling it a day. Casters get full power at level 21 while ranged/melee are left debating whether they want a sentient CitW weapon or a LGS/TF. I'm not going to do all the math, but I find it hard to believe that adding 10 power or +1 to crit multipliers will put any named weapon on par with completed LGS/TF weapons. There may be a few exceptions, but in general I think LGS/TF still wins.
Edit: Some of the new raid weapons are pretty cool, but you don't cover every weapon type. You need to let crafted weapons be compatible with sentience.
GordolGreydon
11-17-2017, 04:31 PM
TDLR; For the majority of non-casters, greensteel is the go to for end game weapons, please let sentient be applicable to those weapons.
While the base idea is great, as a person who plays consistently at end game this system isn't really aimed for people who want to sit at end game.
"Most named weapons that are not crafted and have a minimum level of 21 or higher can accept a Sentient Jewel and become sentient. This will be applied retroactively to existing named weapons; appropriate weapons players have already earned can accept Sentient Jewels if the weapon is capable of becoming Sentient."
If I'm understanding that correctly crafted items will not be able to get sentient status.
This is a huge problem. At the moment for non-caster types there isn't much named weapons that would be considered best in slot. Running r1's-r10's its normally salt and triple positive greensteel for your melee and ranged types with very few exceptions for dps primary examples being sapphire sting swap off for bosses, bleeding edge for CC, divine artillery or epic assassins kiss for a small dps increase. Even then most melees or rangers are not running those named items primarily over greensteel at end game. The hitpoint bonus is too big, and the salt slow is a must have for r10's added on by the fact any melee or ranger type could use these make them wide reaching so that anyone could gain from using these weapons. So please dev's find a way to let crafted items gain the effects of sentient gear. So like minded people who enjoy running a variety of non-casters at end game have the option to put these bonuses on.
Edit: After looking at some of the raid gear you may be able to add one or two items to the list (Looking at you handwraps) but largely greensteel is still best in slot.
Drwaz99
11-17-2017, 04:34 PM
Are CitW weapons able to be made sentient?
I was able to use my base Pinion and upgraded Twilight.
Zafaron
11-17-2017, 04:35 PM
So does this apply to specific weapons only? Will it work on runearms? How about shields or orbs? Do two handed weapons get double bonuses?
And yes, I would suggest something to feed to the sentient weapons in addition to named items. Whatever you decided to call your sentient weapon food, perhaps they should drop more frequently in higher reaper difficulties, to encourage people running those. Seems like a fairly simple addition to make, provided it didn't skew balance too badly. Or possibly make items with reaper bonuses have an additional multiplier to the experience points gained.
Renvar
11-17-2017, 04:55 PM
TDLR; For the majority of non-casters, greensteel is the go to for end game weapons, please let sentient be applicable to those weapons.
While the base idea is great, as a person who plays consistently at end game this system isn't really aimed for people who want to sit at end game.
"Most named weapons that are not crafted and have a minimum level of 21 or higher can accept a Sentient Jewel and become sentient. This will be applied retroactively to existing named weapons; appropriate weapons players have already earned can accept Sentient Jewels if the weapon is capable of becoming Sentient."
If I'm understanding that correctly crafted items will not be able to get sentient status.
This is a huge problem. At the moment for non-caster types there isn't much named weapons that would be considered best in slot. Running r1's-r10's its normally salt and triple positive greensteel for your melee and ranged types with very few exceptions for dps primary examples being sapphire sting swap off for bosses, bleeding edge for CC, divine artillery or epic assassins kiss for a small dps increase. Even then most melees or rangers are not running those named items primarily over greensteel at end game. The hitpoint bonus is too big, and the salt slow is a must have for r10's added on by the fact any melee or ranger type could use these make them wide reaching so that anyone could gain from using these weapons. So please dev's find a way to let crafted items gain the effects of sentient gear. So like minded people who enjoy running a variety of non-casters at end game have the option to put these bonuses on.
Edit: After looking at some of the raid gear you may be able to add one or two items to the list (Looking at you handwraps) but largely greensteel is still best in slot.
You know there are a whole bunch of new named weapons coming with RL, right? You have only seen the accessories for the 6 man quests and the sentient system. The weapons and the Raid Loot are yet to be revealed.
Drwaz99
11-17-2017, 04:57 PM
You know there are a whole bunch of new named weapons coming with RL, right? You have only seen the accessories for the 6 man quests and the sentient system. The weapons and the Raid Loot are yet to be revealed.
They've been revealed (and you can check them out on Lama):
https://www.ddo.com/forums/showthread.php/491574-Ravenloft-Expansion-Preview-2-Loot-Feedback?p=6040103&viewfull=1#post6040103
Anaximandroz
11-17-2017, 05:02 PM
RIP PUGS.
"Hey cool, can I have that Sword of Shadows? It would be a pretty awesome upgrade!"
"Nope, sorry, my gem needs 10 xp."
You guys might want to instead just create 'sentient essence' or something that can randomly drop for people that do the same thing. Just putting that out there.
Was my 1st thought. The system sounds cool but hits one of the best things in ddo the good will of the community.
GordolGreydon
11-17-2017, 05:07 PM
You know there are a whole bunch of new named weapons coming with RL, right? You have only seen the accessories for the 6 man quests and the sentient system. The weapons and the Raid Loot are yet to be revealed.
https://www.ddo.com/forums/showthread.php/491574-Ravenloft-Expansion-Preview-2-Loot-Feedback#post6040099
Yeah heres a list of the new look. Nice caster stick with the illusion bonuses :)
As I've said in the edit of my post the list is still largely unchanged.
blerkington
11-17-2017, 05:11 PM
I'd just like to echo other people's concerns about the social effects this system will have on sharing named loot. It really is going to usher in a new age of selfishness and the people who will be hurt the most are less well established players. That is a very bad path to go down, in my opinion anyway.
Maybe what you could do instead is write a script that also generates a sentient weapon xp gem every time a named item drops. So if my loot has a named item, I can give that to someone else who needs it but keep the sentient weapon xp gem for myself.
Such a system could also be tied to difficulty, so the value of the sentient weapon xp gem is higher for doing quests on higher difficulties. This would address people's very justified concerns that your current proposal wrongly incentivises lower difficulties, and gives people more reason to run higher difficulties instead.
Thanks.
Qhualor
11-17-2017, 05:26 PM
I just want to point out that selfishness of players has existed since the beginning. named items for Sentient weapon xp wont be any different. I do see what others are concerned about and I don't disagree, but passing loot to other players isn't something DDO players are known to be good about doing. as an example, if anyone remembers the TOD days and party leaders not letting in certain builds or players looking for specific rings that they were also looking for. in raids where players would ask why a barbarian was looting or rolling on items that were clearly meant for casters and the response was "I will be doing a cleric past life" or some such. these days it does still happen regardless and, in my experience at least, it doesn't get questioned as much because the TR grind is so prevalent in todays game and so much named loot is considered weak/outdated/whatever. especially in the beginning as players are trying to earn the xp as fast as possible, I do think it will be a little worse than those old days.
Fivetigers33
11-17-2017, 05:27 PM
I'd just like to echo other people's concerns about the social effects this system will have on sharing named loot. It really is going to usher in a new age of selfishness and the people who will be hurt the most are less well established players. That is a very bad path to go down, in my opinion anyway.
Maybe what you could do instead is write a script that also generates a sentient weapon xp gem every time a named item drops. So if my loot has a named item, I can give that to someone else who needs it but keep the sentient weapon xp gem for myself.
Such a system could also be tied to difficulty, so the value of the sentient weapon xp gem is higher for doing quests on higher difficulties. This would address people's very justified concerns that your current proposal wrongly incentivises lower difficulties, and gives people more reason to run higher difficulties instead.
Thanks.
This. Tie sentient xp to quest xp or something else. People will be less likely to pass items in chests now if it cost them potential sentient weapon xp. Also, some people are just unlucky and don't pull named items very often. I also imagine the AH being void of pretty much all named items if this goes live.
Tielryn
11-17-2017, 05:30 PM
This sounds really awesome, but as someone who isn't as interested in epic content, and mostly does heroic TR, I would love to see at least some iteration of sentient weapons for heroic level characters.
Krelar
11-17-2017, 05:34 PM
RIP PUGS.
"Hey cool, can I have that Sword of Shadows? It would be a pretty awesome upgrade!"
"Nope, sorry, my gem needs 10 xp."
You guys might want to instead just create 'sentient essence' or something that can randomly drop for people that do the same thing. Just putting that out there.
This is pretty much my thought as well when reading that part. Good luck getting anything passed to you ever again. I'm also not seeing anything that really encourages playing at cap like (I thought?) we were told this system would be about. I can run ML 28+ quests way below cap most of the time.
blerkington
11-17-2017, 05:51 PM
I just want to point out that selfishness of players has existed since the beginning. named items for Sentient weapon xp wont be any different. I do see what others are concerned about and I don't disagree, but passing loot to other players isn't something DDO players are known to be good about doing. as an example, if anyone remembers the TOD days and party leaders not letting in certain builds or players looking for specific rings that they were also looking for. in raids where players would ask why a barbarian was looting or rolling on items that were clearly meant for casters and the response was "I will be doing a cleric past life" or some such. these days it does still happen regardless and, in my experience at least, it doesn't get questioned as much because the TR grind is so prevalent in todays game and so much named loot is considered weak/outdated/whatever. especially in the beginning as players are trying to earn the xp as fast as possible, I do think it will be a little worse than those old days.
Your experience about loot sharing is obviously very different to mine. I've been passed some very nice items by generous players and I do my best to share loot if I don't need it. Most of the long term players I run with are very cooperative about sharing loot and like to help new people by gearing them up this way.
The key point here is we don't want a system that gives people any more reason to be selfish than there already is. You and I may disagree on how selfish other players are on average, but hopefully we can agree we don't want to encourage people to become more selfish. And that is exactly what this system as is currently proposed will do.
Thanks.
Fivetigers33
11-17-2017, 05:57 PM
There isn't a single ML21+ Kukri.
I haven't checked other weapon types, but by excluding crafted weapons, you are severely limiting players' options.
Making it ML21+ and excluding crafted weapons also pretty much puts the nail in the coffin for Alchemical weapons and certainly epic crafted weapons. They might not be as powerful as they once were, but I am a big fan of both, and would love to see them included in sentient weapons.
Legic
11-17-2017, 06:08 PM
What weapons will accept Sentience?
A large portion of named weapons with Minimum levels higher than 21 will accept Sentience. There are exceptions to that including, most notably, named items that go through certain crafting or upgrading systems. This list includes, but is not limited to upgradable weapons from Temple of Elemental Evil, Legendary Green Steel, and Thunder-Forged Weapons.
Wait, so what named weapon is an end game caster supposed to use if not Legendary Green Steel? It's best in slot in most builds and situations to my knowledge. Triple Acid, Vacuum, Salt, etc. If this system is supposed to be designed around end game, maybe it should be more compatible with end game loadouts? Maybe I'm missing something but this seems slightly awkward. This is compounded by the lack of interesting named caster weapons listed in the expansion preview.
Other than this issue, I like sentient weapons a lot and look forward to spending more time at cap.
Qhualor
11-17-2017, 06:21 PM
Your experience about loot sharing is obviously very different to mine. I've been passed some very nice items by generous players and I do my best to share loot if I don't need it. Most of the long term players I run with are very cooperative about sharing loot and like to help new people by gearing them up this way.
The key point here is we don't want a system that gives people any more reason to be selfish than there already is. You and I may disagree on how selfish other players are on average, but hopefully we can agree we don't want to encourage people to become more selfish. And that is exactly what this system as is currently proposed will do.
Thanks.
I know you are very good about passing loot and you seem to run with players that are like minded. I'm not saying loot passing never happens out of the kindness of players, its just when the loot is very desired that players than become more unlikely to pass. with a brand new crafting system that I suspect most players will want to participate in, I think we will see less kindness than we do now.
if something can be done so players are more likely to share named loot with each other, than I'm all for it. I just don't think, aside from imposing some kind of restrictions, anything can be done to make players less selfish or more willing to pass loot. as is, this will be up to the player to change their mindset. I don't want a system to encourage more selfishness either and would like to see a more friendly gaming environment.
JOTMON
11-17-2017, 06:22 PM
Each piece of Sentient Filigree adds magical power on top of the weapon’s enchantments. Each filigree has a primary power and it also belongs to a set. This means each piece of Filigree not only adds effects to the weapon, but as you add more and more pieces of Filigree from a specific set, the weapon will gain more bonus powers. Each set has a bonus power for having two pieces of the set, and sets range from a total of 3 to 5 total set bonuses. Note that since a fully empowered weapon can hold up to 7 pieces of Filigree, the player will have to mix and match Filigree from multiple sets to find the best combination of set bonuses.
A weapon can only have one of each Filigree. You cannot slot two of the same Filigree in one weapon.
The system will let you slot two 'same effect' filigrees from different set groups, but they do not stack.
For instance.., I slotted 6 different '+1 CHA' filigrees from different sets which the system let me slot, but they do not stack. Only got +1 Cha.
Wizza
11-17-2017, 06:38 PM
This is going to be Reaper 2.0 drama:
"You told us this system was endgame!!!" "Nop, never did, we only meant to be played in epics. Never mentioned high skulls".
Sentient Weapons should have been the reason to buy the pack, for this mythic promised endgame. Nope, not even close.
Will wait until Severlin shows up for his explanation about this afk casual farm fest system.
SirValentine
11-17-2017, 06:44 PM
Most named weapons that are not crafted and have a minimum level of 21 or higher can accept a Sentient Jewel and become sentient. This will be applied retroactively to existing named weapons; appropriate weapons players have already earned can accept Sentient Jewels if the weapon is capable of becoming Sentient.
Why ML 21? More specifically, why not 20? You could put some extra life back into old Epic items by letting them become sentient.
I wouldn't bother using a sentient level 21-30 weapon that would be a step down from the ML 20 endgame weapon I've typically used.
Silverleafeon
11-17-2017, 06:51 PM
Initial thoughts after quick read thru:
* Concern that Sentient Weapon bonuses are good enough to compete with a main hand Greensteel Weapon?
Will this system tempt at least some players at end game to hold Greensteel in off hand plus Sentient in main hand?
Would have to do a lot of math stuff and see things that the Devs already see to answer that, so Devs I ask you to consider thus?
{Which obviously you already have...}
* Plus for excluding craftable weapons which would obviously become the prime choice for this system.
* Plus for creating a new system of xp based upon destroying name loot as per the often requested approach to this system.
{See posts on the subject long ago, including myself.}
* Not concerned about loot sharing being impacted.
Overall this will definitely increase RAIDING groups, at least I know it will on Khyber.
On Khyber if a player really needs an items, good players are very generous about it.
So, more raid groups = more chance to pull items = more chances to get what you really need.
{If your friends are not willing to pass something you really, really want recall some advice given to me long ago by another player:
"...you need better friends..."
* Glad to have an excuse to review old loot and ask myself, "Do I really, really need this item?"
My TR cache is going to get lighter very soon.
* Glad to see that one can upgrade weapons at the level one wants.
This grants everyone a chance to pick their favorite weapon and boost it.
*Glad to see that end game loot sxp > heroic loot sxp.
Obviously the End Gamers need a boost in group after racial past lives occurred.
* Glad to see that earning those top tiers will take a lifetime (or so it might seem) of looting.
* Ponders raid loot vs nonraid loot sxp and realizes that the two being equal in sxp values is good.
Players are more likely to farm out quests than raid, but will be interested in raiding again.
* Glad to see the ability to go to the store and remove progress without losing progress via pay to win Leg Greensteel Extractor style.
One of the things I don't like about Slavers is being unable to lift progress as one's gaming style changes.
Being able to evolve is important.
* Goes back to DDO wiki to consider what sort of weapon might be interesting to start working upwards?
Predicts all the name weapons in the game will be rerated in order of possible potential.
* Hopes for more end game items as such?
* Wonders whether Slayers caster Qstaff {which can have Slayer's set bonus added to it} is excluded or not.
Rather nice druid weapon and a few bonuses on it might tip the scale vs greensteel?
blerkington
11-17-2017, 06:57 PM
I know you are very good about passing loot and you seem to run with players that are like minded. I'm not saying loot passing never happens out of the kindness of players, its just when the loot is very desired that players than become more unlikely to pass. with a brand new crafting system that I suspect most players will want to participate in, I think we will see less kindness than we do now.
if something can be done so players are more likely to share named loot with each other, than I'm all for it. I just don't think, aside from imposing some kind of restrictions, anything can be done to make players less selfish or more willing to pass loot. as is, this will be up to the player to change their mindset. I don't want a system to encourage more selfishness either and would like to see a more friendly gaming environment.
No, I'm not arguing that the sentient weapon xp gems would make people more likely to share loot. But what I am saying, is that without them it's very likely there would be (even) less loot sharing. We don't want any less sharing than there already is. It makes for a nasty game.
What really concerns me is that the developers may see less loot sharing as the more desirable outcome for them. So instead of us helping newbies and working together to defeat grind as civilised players do now, we are all encouraged into selfish behaviour because the devs think it will lead to everyone running more content in pursuit of named items. And so the game becomes this ****show of self interest above all else where even good people who previously did share named loot now won't do it anymore because it hurts their own progress.
This just seems like a rehash of that astonishingly dumb attempt we had a while back to make named items from raids required ingredients for certain cannith crafting recipes. Whether this is someone attempting to recycle another version of what was a bad idea back then, or this is another developer accidentally making the same mistake as a predecessor, it's just got to stop. If you don't have a principles of loot design document then get yourselves a whiteboard for writing up these bad loot ideas and put this on there so it never happens again.
Thanks.
QueenOfTheHook
11-17-2017, 07:09 PM
I'm with the others expressing the concern about loot sharing going down. Right now you can run CiTW with a group and people that have been playing forever already has the loot so they gladly share. That will go out the window. Now it won't matter if the monk in the group could really used the named handwraps that dropped, those are worth sxp now.
Silverleafeon
11-17-2017, 07:15 PM
One of the things that sets Legendary Greensteel apart from any other weapon system in the game is that tier one provides an "enhancement" bonus to spell power instead of the usual "equipment" bonus to spellpower. This is very difficult to ignore, and is fairly common knowledge.
GeoffWatson
11-17-2017, 07:19 PM
One of the things that sets Legendary Greensteel apart from any other weapon system in the game is that tier one provides an "enhancement" bonus to spell power instead of the usual "equipment" bonus to spellpower. This is very difficult to ignore, and is fairly common knowledge.
Obviously an accidental bug (most item bonuses are "enhancement") but too late to fix it now, without huge amounts of crying and screaming.
If it had intended to be a stacking bonus it would be a lot smaller.
Krelar
11-17-2017, 07:20 PM
Obviously an accidental bug (most item bonuses are "enhancement") but too late to fix it now, without huge amounts of crying and screaming.
When has that ever stopped them before?
Silverleafeon
11-17-2017, 07:25 PM
Was organizing my mules yesterday and destroyed about a dozen pieces of named loot...
Runs to see if the buy back option is still there...
Aelonwy
11-17-2017, 07:26 PM
*snip* Whether this is someone attempting to recycle another version of what was a bad idea back then, or this is another developer accidentally making the same mistake as a predecessor, it's just got to stop.
Thanks.
I had similar thoughts myself.
Silverleafeon
11-17-2017, 07:34 PM
Obviously an accidental bug (most item bonuses are "enhancement") but too late to fix it now, without huge amounts of crying and screaming.
If it had intended to be a stacking bonus it would be a lot smaller.
Just bringing it up, because spellpower comes on rings and many other places (including slavers), so a spellcaster at level 26+ is pretty much forced into two handed greensteel (even if its tier one) to gain the:
Equipment Bonus on Slayers + Enhancement Bonus on Leg Greensteel = 150 spellpower more than any other combo in the game.
That is the same as handing out free Maximize.
I am quite sure the Devs are very aware of this situation?
Of course if want to weapon swap and focus on a particular element, you are fine most of the time.
If it is a longstanding bug, then it should be dealt with.
If it is not, then that is fine, leave it be.
Whatever...
If this nerfs spellcasters, better to do so before their upcoming class upgrade passes than afterwards.
Nerf now upgrade soon.
Either way, whatever will be will be, and I am sure this discussion has already happened with the Devs sometime...
...and yes I have many Leg Greensteel weapon augments, so it will impact me as much as any other player in the game...
Equatis
11-17-2017, 07:42 PM
If i'm understanding this right, having the jewel be bound to account means you can feed items into it from multiple characters?From what I observed on Lamannia, since you can't feed items to the sentient jewel until it's slotted on a weapon, it becomes bound depending on the named weapon's own binding type, so you'd have to pass the items to the toon with the weapon to feed them unless it's BTA and you place it in the shared bank while leveling it. But I don't see that last bit happening myself.
blerkington
11-17-2017, 07:47 PM
I had similar thoughts myself.
Thanks, and since you were the first person to come up with the xp gem idea you should get full credit for it. Well done.
All I've done in this thread is try to flesh your idea out, argue to preserve loot sharing and wrap in a way to reward attempting harder content. I really hope these ideas are all taken into account.
Take care.
Silverleafeon
11-17-2017, 07:48 PM
Assuming greed wins the day (which I doubt but whatever),
which is better:
More Raiding lfms up with less people passing loot?
or
No Raiding lfms up with more people passing loot?
Which would hurt the newbie more?
Not being able to raid at all, because they lack experience?
or
Having to get lucky or wait for their 20th run to get what they want.
Either way, all hail the Golden Guile of which thousands of players have vendored since MotU!
Silverleafeon
11-17-2017, 07:57 PM
If one restricts the ability to use raid loot for sxp, then one removes a reason to go old school and run raid trains like we used to do...
Guilds are there to help newcomers and make friends...
..............................
Just bought back 17ish named items to feed the hungry Sentient Weapon of the future...
Bank clearing will be more interesting in the days to come...
.........
As far as running quests on lower difficulties, higher difficulties drop more named loot usually.
There is also pulling the extra:
Filigree will have their own rarity. Some sets will be less common than others. In addition, each Filigree has a rare chance to drop as with an upgraded bonus, which has an additional effect on it.
Which will also encourage higher difficulty.
And it has been finally proven that rxp has no limit cap on it...
Fivetigers33
11-17-2017, 08:05 PM
Assuming greed wins the day (which I doubt but whatever),
which is better:
More Raiding lfms up with less people passing loot?
or
No Raiding lfms up with more people passing loot?
I don't think sentient weapons will increase raiding. To grind xp people will zerg short quests with high drop rates, and quests with multiple chests that can drop named items.
For instance, Lord's of Dust can be completed in about 10 minutes and has 4 chests that can drop named items.
I'm sure it won't take long for players to figure out which quests are best for sentient xp.
Aelonwy
11-17-2017, 08:09 PM
Thanks, and since you were the first person to come up with the xp gem idea you should get full credit for it. Well done.
All I've done in this thread is try to flesh your idea out, argue to preserve loot sharing and wrap in a way to reward attempting harder content. I really hope these ideas are all taken into account.
Take care.
To be totally honest, the originator of the idea was a poster named Scuddy, he deserves the credit. Although I was the first to bring the issue up on the PC, I'm not sure I can say much more than that even though they seemed to have brought out everything to the public forums. Just in case.
I also brought up the issue of things needing to go in a bag, and that Augment bags were not searchable... but they fixed that up so fast I'm sure a dev must have already been thinking the same thing.
A good suggestion would be to preclude raid loot from feeding sentients and instead have a sentient XP snack gem appropriate to the level of the raid drop in raids.
+1 yes plz!
I would also like to say, the idea you get to pick what personality your Sentient weapon gets to have is total party kill to me. IF you just want to create another grindy crafting system look no further than the current one that are in place Cannith, Green steel, Thunder Forged
I'm still trying to get tier 3 on a couple Thunderforged weapons. We don't need another at end game.
I like the Idea that you find a sentient weapon in one of the new quests, and it will be what it is, to me that is the joy of dnd. To me this system as is, is a Epic fail. For me.
I know this game does not revolve around me, but for once I would like to see a little Old DnD fantasy put back into this game.
1) snarky dagger... If I pulled this on my pally I might be bummed but what if I was able to trade it? of give it to my rogue? Keep playing until I found that cool intelligent Dwarven axe with the personality of a bottled dwarven warpriest!! that would be cool.
That would keep me interested. But to just pick your weapon as if your at the Wal-mart ddo store is lame IMO
Yamani
11-17-2017, 08:42 PM
A good suggestion would be to preclude raid loot from feeding sentients and instead have a sentient XP snack gem appropriate to the level of the raid drop in raids.
Well that xp gem has to have a much higher drop rate of gear then. Because as I see it, that xp gem not as common as the chance to get 1 raid item would void me out of running that raid and instead just hitting a few legendary quests which doesn't put me on a timer. This boils down to the lack of raid groups atm vs raid loot sharing. Which one is more important to you? Personally if someone states they need something early on from a raid, ill give it to them. But with this new system I wouldn't put anything up for roll anymore as ppl would roll just for the sentient xp. Id ask if anyone can actually use it and then if there is multiple (I don't accept those "for another life" players either) I'd allow them to roll on it(also not giving caster gear to melee's! vice versa).
And to those who suggested casual farming legendary quests!?! good luck with your decreased drop rates of next to nill?
noinfo
11-17-2017, 09:26 PM
How do I add a Sentient Jewel to a Weapon that accepts Sentience?
There is now a red button on the right of the inventory panel which pulls open the Sentient Weapon menu. From here you can drag a weapon and then a Sentient Jewel to create a Sentient Weapon.
What is the deal with Binding Status?
Sentient Weapons: As per the named item, so it varies.
Sentient Jewels: Bound to Account
Filigree: Varies depending on content, but probably unbound so players can trade and sell the ones they don't want.
The bonuses granted by each filigree are small but the set bonuses are large, is this intended?
The intent is that the juicy flavorful stuff should be in the set bonuses, not the bonuses of the base Sentient Filigree.
Can someone fighting with Two Weapons wield two sentient weapons?
Weapons with a Sentient Jewel slotted in them will reject being placed in your off hand.
How will we obtain Unslotters and Destroyers?
Destroyer tools will probably be on vendors for plat.
Unslotters will drop in loot and you can buy them in the store.
What weapons will accept Sentience?
A large portion of named weapons with Minimum levels higher than 21 will accept Sentience. There are exceptions to that including, most notably, named items that go through certain crafting or upgrading systems. This list includes, but is not limited to upgradable weapons from Temple of Elemental Evil, Legendary Green Steel, and Thunder-Forged Weapons.
Does adding a Sentient Jewel or a Filagree to a Weapon alter the weapons Minimum level?
None of this changes the item's minimum level. Making an item sentient, adding power to the Sentient Jewel, and then putting Filigree in slots all can be done without changing the minimum level. Might we have Filigree with a minimum level requirement someday? Maybe, but that doesn't exist in this iteration.
Do the Filigree go into any bags?
Yes. Filigree go into Augment bags. Also, Augment bags now have a search function!
This is a sentient Weapon, does it do anything but give me mechanical benefits?
Yes. While wielding a weapon with a sentient jewel slotted into it you will occasionally hear the personality within the weapon commenting on your current situation. The weapon will use voice and send text to chat, not DM text. Both options will have an option to be turned off. Each Sentient Jewel contains a different personality. (NOTE: This aspect is not yet implemented in this current Lamannia Preview)
Does the Personality of a Sentient Jewel have any impact on the mechanical benefits?
No. We do not want people to get stuck with personality they find annoying because they want the mechanical benefits of a certain filigree set.
What happens to the XP accumulated if you unslot a Sentient Jewel from a weapon?
All Sentient XP you have gained stays with the Sentient Jewel when you unslot it, and is applied to a new weapon when you slot that jewel into it.
Do the stats stack for example the wisdom +1 from one set with the wisdom +1 set of another?
lyrecono
11-17-2017, 09:27 PM
This means that a character will need almost 70 named items at top level to reach 5 Filigree slots, and it gets expensive for slots 6 and 7.
so i'm sacrificing 70 items to open up 5 slots, are the filigree rare drops? is it the shard debacle all over again? where people are buying overpriced items with duped shards?
As a whole, the crafting seems lackluster, right after the racial past lives and reaper trees.
I'd just like to echo other people's concerns about the social effects this system will have on sharing named loot. It really is going to usher in a new age of selfishness and the people who will be hurt the most are less well established players. That is a very bad path to go down, in my opinion anyway.
Maybe what you could do instead is write a script that also generates a sentient weapon xp gem every time a named item drops. So if my loot has a named item, I can give that to someone else who needs it but keep the sentient weapon xp gem for myself.
Such a system could also be tied to difficulty, so the value of the sentient weapon xp gem is higher for doing quests on higher difficulties. This would address people's very justified concerns that your current proposal wrongly incentivises lower difficulties, and gives people more reason to run higher difficulties instead.
Thanks.
yeah, this is a likely scenario
Why ML 21? More specifically, why not 20? You could put some extra life back into old Epic items by letting them become sentient.
I wouldn't bother using a sentient level 21-30 weapon that would be a step down from the ML 20 endgame weapon I've typically used.
half a decade and a nerf down the line, they still fear the ESoS.
Silverleafeon
11-17-2017, 09:48 PM
The biggest fear of a sxp gem from raids would be players duplicating thus.
After all, the xp gems from Sagas were very short lived, removed very quickly after their implementation.
Likely due to duplication issues.
GeoffWatson
11-17-2017, 10:22 PM
Many of the high-level weapons are upgradeable (Thunderforged, Legendary Green Steel, CitW, ToEE, Slavelords Staff).
Will these be all unavailable for Sentient Weapons?
Silverleafeon
11-17-2017, 10:32 PM
I don't think sentient weapons will increase raiding. To grind xp people will zerg short quests with high drop rates, and quests with multiple chests that can drop named items.
For instance, Lord's of Dust can be completed in about 10 minutes and has 4 chests that can drop named items.
I'm sure it won't take long for players to figure out which quests are best for sentient xp.
I respect your opinion.
Things may differ from server to sever and from guild to guild.
Just farming Wheloon for heroic reaper xp, I picked up half a dozen named items.
Suddenly I am worried my bank will overflow before the Expansion arrives...lol...
blerkington
11-17-2017, 10:39 PM
The biggest fear of a sxp gem from raids would be players duplicating thus.
After all, the xp gems from Sagas were very short lived, removed very quickly after their implementation.
Likely due to duplication issues.
As far as I know, that problem has been solved. But let's say it hasn't been, or there's a chance for it to crop up again in the future for whatever reason. What they could do instead is make sentient weapon xp a currency that we cannot interact with in the same way we can as with objects in our backpack.
I would really hate to see a system that is potentially so destructive to altruistic behaviour and player cooperation be implemented because someone is frightened about Dupers Under The Bed.
I am not condoning duping, but there are other ways to deal with that problem than adding systems that will pit us against each other rather than encouraging sharing and helping.
Thanks.
Drwaz99
11-17-2017, 10:47 PM
As far as I know, that problem has been solved. But let's say it hasn't been, or there's a chance for it to crop up again in the future for whatever reason. What they could do instead is make sentient weapon xp a currency that we cannot interact with in the same way we can as with objects in our backpack.
I would really hate to see a system that is potentially so destructive to altruistic behaviour and player cooperation be implemented because someone is frightened about Dupers Under The Bed.
I am not condoning duping, but there are other ways to deal with that problem than adding systems that will pit us against each other rather than encouraging sharing and helping.
Thanks.
Have a SXP gem set up so when you loot it, it's auto-consumed (like saga rewards) and the amount is placed into the already existing Sentient bank (or imo opinion, a separate and better account based bank so you choose to use it on another item on another toon*). No need to worry about dupes. Have the SXP gems values scale equal to the scaling in quest difficulty and drop at the rate that named loot would given the difficulty.
* Everyone else (not you Blerk, I know you'll see this) - almost all of named loot is now BTA, so please save your arguments about it being too easy to level this way. As it's set now, just pass the named item to another toon and crunch it. The account bank also cuts down on inventory shuffle.
blerkington
11-17-2017, 10:58 PM
Have a SXP gem set up so when you loot it, it's auto-consumed (like saga rewards) and the amount is placed into the already existing Sentient bank (or imo opinion, a separate and better account based bank so you choose to use it on another item on another toon*). No need to worry about dupes. Have the SXP gems values scale equal to the scaling in quest difficulty and drop at the rate that named loot would given the difficulty.
Yes exactly.
This removes the possibility of duping, lets us continue to share named loot instead of always taking everything for ourselves, and gives an incentive to run harder content for faster progress.
Thanks.
J-mann
11-17-2017, 11:07 PM
I like that the system works with any previous weapon of over level 21, I would like it better if it worked for ANY weapon, but dems the breaks and 21 is a nice compromise. I actually like the loot feed system and it gives room for the economy to come back (something that is really needed) as btc/aoe gear can now be sold to people. The next fix is to make all gear bound on equip not acquire (one can dream.....). I do have to agree with the others voicing that it needs to compete with lgs and im not sure it does at current.
JOTMON
11-17-2017, 11:27 PM
Assuming greed wins the day (which I doubt but whatever),
which is better:
More Raiding lfms up with less people passing loot?
or
No Raiding lfms up with more people passing loot?
Which would hurt the newbie more?
Not being able to raid at all, because they lack experience?
or
Having to get lucky or wait for their 20th run to get what they want.
Either way, all hail the Golden Guile of which thousands of players have vendored since MotU!
Don't think it will matter much.
the sentient weapon consumes any named items and converts it to Sentient XP.
crunch 70-100 items (depending on level of named item) and it is maxed out.
The junk we come across during regular running will cap these fairly quickly.
The grindy part will be getting the Sentient Base weapon we want to apply the Gem and Filigree's we want for the effects and set bonus.
Since Gems will be found infrequently, and Filigree will have their own rarity.
Some sets will be less common than others. In addition, each Filigree has a rare chance to drop as with an upgraded bonus, which has an additional effect on it.
and of course.. its all random drop possibility of 170'ish Filigree's...
..Hope everyone has freed up augment bag space..
JOTMON
11-17-2017, 11:29 PM
I like that the system works with any previous weapon of over level 21, I would like it better if it worked for ANY weapon, but dems the breaks and 21 is a nice compromise. I actually like the loot feed system and it gives room for the economy to come back (something that is really needed) as btc/aoe gear can now be sold to people. The next fix is to make all gear bound on equip not acquire (one can dream.....). I do have to agree with the others voicing that it needs to compete with lgs and im not sure it does at current.
They could just add a sentience upgrade to the LGS weapons..
Kerthyn
11-17-2017, 11:45 PM
Instead of some sort of SXP gem how about using the Mysterious Remnants?
I've pretty much gotten what i want from the vendor. It would be nice to use them, instead of waiting for something new to show up on the Mysterious Remnants Vendor's list.
Maleficere
11-18-2017, 12:46 AM
In the current form, the system is disgusting. Simply disgusting.
I understand why this system may be good to developers - it forces a player to buy an augment bag that is not necessary to him. But I do not see how this system can please me, as a player. This would be a good system if it ADDED to crafting system, rather than REPLACING the craft.
As a replacement of craft system - this Sentient Weapons system is incompetent. Instead of individually tailored weapons for me, I must use one of the six existed weapons. (Yes, yes, SIX - that's the number of one-handed 21+ Lv weapons, with Spellcasting Implement exists in the game - http://ddowiki.com/page/Named_weapons_by_type). The resulting microscopic bonuses from Sentient Weapons do not in any way cover up the total uselessness of this named weapons.
Excuse me, you have 14 classes, 43 Enhancements tree, 12 slots for the rest of the items, and a myriad of the most intricate builds! And you try to stuff all this diversity into the Procrustean bed of your rigid and limited named weapons? It's just ... it's a shame what!
Once again, I'm sorry, I do not see the point of buying MoR, paying for a system that will make my weapons WORSE
Wongar
11-18-2017, 12:48 AM
First some overall feedback then some observations and likely bug from testing:
I do not like that the system is tied to named weapons. There are a great deal of named weapons for some types and very few for other types. In general - if you happen to be build around a named weapon - congrats you win the new sentient weapons jackpot - good weapon AND more bonuses to add to it. If you are build around a weapon type with few / poor named items there is very little in the new system for you.
Unfortunately, I fall into the latter group. I like Dwarfs and like to build around Dwarven Axes. There are very few options for named Dwarven Axes (I don't believe there has EVER been a named Dwarven Axe as raid loot) and none that I would feel like putting in the effort to level up as a sentient weapon because even with the sentient bonuses I would rarely use them. This makes me very sad as I was very much looking forward to the possibilities of the sentient weapon system and listening to the weapon.
Please reconsider the named, non-crafted weapon requirement. And if not that, could you add a Dwarf Axe to the raid loot? :D
Some feedback from testing.
The sentient weapon will eat LOCKED items. I hope that this is a bug as I would hate to accidentally feed my LOCKED fully crafted green steel / slavers / thunderforge weapon / etc to it. Once fed - the items appear to be gone forever - they do not show up in the Buy Back (as expected but leaves no room for feeding error).
There does not seem to be any way to see what has been slotted or what set bonuses you have. The graphics do not appear to be unique enough to tell what a Filigree is. It would be very nice if you got the slotted Filigree description when you hovered over it. It would also be very nice if any set bonuses received were shown in the window.
The sentient weapon exp seems to level relatively easily with high level, easy to farm items. For someone still grinding epic slavers, simply feeding the frequently dropping Chains, Shackles, and Rings will quickly level a weapon. It also eats Mabar items.
My guess is leveling the weapon will be the easy part - the filigrees and sets will be the difficult part.
Seikojin
11-18-2017, 01:20 AM
This means that a character will need almost 70 named items at top level to reach 5 Filigree slots, and it gets expensive for slots 6 and 7.
so i'm sacrificing 70 items to open up 5 slots, are the filigree rare drops? is it the shard debacle all over again? where people are buying overpriced items with duped shards?
As a whole, the crafting seems lackluster, right after the racial past lives and reaper trees.
yeah, this is a likely scenario
half a decade and a nerf down the line, they still fear the ESoS.
To get to 7 slots in one item, you will grind into it, 200 lvl 30 named items, or you know 210 lvl 29's. And that is if lvl 30 is the highest in the longer run. So in the future, it could get lower. It is still a lot, however I, in my lazy, uncollective way, have a few hundred items to grind because they are outclassed by newer gear.
The lvl 21 items is about where the system is meant to fit and where the tech could be added. Heroic makes no sense since that is a huge field of set in stone stuff.
I think in the typical life of a toon, they can get 2 or 3 slots on an item before any reincarnation. But that is 1 item.
grandeibra
11-18-2017, 01:49 AM
I just want to point out that selfishness of players has existed since the beginning
passing loot to other players isn't something DDO players are known to be good about doingFrom the start of heroic resurrections sure. At the very beginning, and for quite a while, DDO players were very generous with loot since if you couldn't use it on your build you had no reason to take it apart from selling to vendor. Rolls or loot simply given to class it fit was the standard. At times certain people tried to sell or auction while in raid, sometimes they even succeeded, but quickly got bad reps for doing so.
I initially loathed the change to more BTA than BTC and the introduction of people doing different classes on the same toon. Created a lot more selfish play. I got used to it though :)
Infiltraitor
11-18-2017, 01:49 AM
As an American, I am compelled to ask:
Does this mean my gun will finally love me back?
grandeibra
11-18-2017, 02:04 AM
TDLR; For the majority of non-casters, greensteel is the go to for end game weaponsIs this really true? I play exclusive non-casters and almost exclusive at cap and I've simply banked my LGS weapons due to so-so base dps, bad crit profile, and only so-so effects, no chance at mythic/reaper, can't icy burst etc. I prefer mythiced Pinion (still top dps for certain builds) or Sapphire Sting for ranged, TF with Dragon's Edge plus vulnerability tickers for bosses or nice crit effects that has synergy w increased crit profile of my toons for melee toons on trash . For my main rogue I still often run with lvl 25 icy-bursted old fashioned random loot 'rapier of radiance' when solo/short-man reaper due to backstab and mainly bc added defense of them being blinded. Sucked that new LGS radiance effect wasn't based on crit profile hehe. For my 2hf I used riftmaker with both reaper and +4 mythic. And that's a main drawback of LGS (and TF) - they can't get random reaper+mythic that can add quite a bit of dps.
Anyhooo - Quite possibly I've just been too lazy to get new LGS that work even better in hi reaper though :)
GeoffWatson
11-18-2017, 02:05 AM
If you unslot a Sentient Jewel, does it lose all of it's XP?
Can you feed named items to a unattached SJ, or does it need to be attached to a weapon?
Can you hear other player's sentient weapons talking? Are they as loud and annoying as some of the cosmetic pets?
Can you wield a sentient weapon in your off-hand, if it's the only SW you are using?
Why 21+? There are a lot of level 20 items, which would give a lot more options, particularly for those weapon types with very few named.
Maybe even lower? Some players prefer heroic levels, and would like to use SW, even if it would take them a lot longer to power them up.
Dielzen
11-18-2017, 02:16 AM
So I can slot 4 pieces to get +2 Enchantment from one set, or +2 Necromancy from another set, or +2 to ALL DCs from a different set? Or I could get lucky and get 4 pieces of the rare set and instead get only a +1 to all DCs? Wha?
Dragavon
11-18-2017, 03:26 AM
The more I look at this the more disappointed I become.
Not because of the system itself, but because of the system being limited to named weapons only.
The selection of named weapons that are actually good enough that you want to use them is very limited and for many weapon types no good weapons exist.
We need a lot of new good named weapons of all types to make this a success.
Silverleafeon
11-18-2017, 05:27 AM
EDITT:
Apologize for earlier statements about Sentient Weapons and Leg Greensteel, will probably go back and edit thus:
according to Steel there are end game enhancement bonuses for spellpower that can replace Leg Greensteel tier one.
Also earlier comments about Leg Greensteel tier one spellpower being bugged and nerfable by others are untrue.
In which my concerns about Sentient Weapons expressed earlier are unfounded.
On a different note, my toon gave away two named items lately even though the ghost of a Sentient Weapon was whispering in my ear to keep them to feed its hunger...
Seems somewhat appropriate that players will get tempted by Sentient Weapons to become greedy, lol, darkness from Ravenloft descends...
Can you remain firm in your beliefs or will you follow the path of power into oblivion?
Is this really true? I play exclusive non-casters and almost exclusive at cap and I've simply banked my LGS weapons due to so-so base dps, bad crit profile, and only so-so effects, no chance at mythic/reaper, can't icy burst etc. I prefer mythiced Pinion (still top dps for certain builds) or Sapphire Sting for ranged, TF with Dragon's Edge plus vulnerability tickers for bosses or nice crit effects that has synergy w increased crit profile of my toons for melee toons on trash . For my main rogue I still often run with lvl 25 icy-bursted old fashioned random loot 'rapier of radiance' when solo/short-man reaper due to backstab and mainly bc added defense of them being blinded. Sucked that new LGS radiance effect wasn't based on crit profile hehe. For my 2hf I used riftmaker with both reaper and +4 mythic. And that's a main drawback of LGS (and TF) - they can't get random reaper+mythic that can add quite a bit of dps.
Anyhooo - Quite possibly I've just been too lazy to get new LGS that work even better in hi reaper though :)
Indeed it is quite true.
Look at the massive Sentient Weapon bonus of +9 spellpower in the first post, even consider a rare drop that will add +4 more spellpower.
I am assuming since this is untyped it will stack with everything.
Now, look at tier one Legendary Greensteel which grants a stacking +150 spellpower.
All you have to do is figure out a way to slot a basic equipment bonus somewhere else.
Simple Math 9 + 4 <<< 150
Yes, my main carries three (working on a fourth) caster sticks that not only provide a strong special effect they grant 150 extra spellpower to an element.
For perspective typical spellpower can be 500ish without using metamagics (which cost extra sp unless its a sla).
So benefit gained is ((500ish + 150)/500ish) = 33% increase in power.
Compare to the Sentient Weapon proposal with a gain of ((500ish + 9 +4)/500ish) = 2.6% increase in power.
So you can see that a third of the end game roles (Clerics, Druids, Favored Souls, Sorcerers, and Wizards) are going to completely ignore the Sentient Weapon system as a viable end game option.
Don't think it will matter much.
+1 ultimately I think you are right.
Between buy back and choosing named weapons over renown choice, my toon accumulated thirty named items to feed a Sentient Weapon in a single day.
Reality in game conversation today:
"Does anyone want these Treads of Falling Shadows? Otherwise I am going to pass them to a mule to feed to Sentient Weapons."
Likely that is the future of named loot at least on Khyber.
Smashjaw
11-18-2017, 05:31 AM
Use the rune that drop in the legendary raid or just create a new one.
Leave the named loot alone.
This dont encourage grouping, it just encourage boting....
blerkington
11-18-2017, 06:35 AM
https://i.imgflip.com/1zlndb.jpg (https://imgflip.com/i/1zlndb)
via Imgflip Meme Generator (https://imgflip.com/memegenerator)
grandeibra
11-18-2017, 06:47 AM
Indeed it is quite true
...
So you can see that a third of the end game roles (Clerics, Druids, Favored Souls, Sorcerers, and Wizards) are going to completely ignore the Sentient Weapon system as a viable end game optionNo offense but either I misunderstand you or you misunderstood me :)
I had responded to For the majority of non-casters
Hey I completely agree that for casters (what little I knew, and what more I now know after reading your well constructed post) LGS seems quite good. But again I was only responding to the other poster claiming majority of non-casters using only LGS :) And hey I know for some non-caster builds LGS are best in slot as well, I just wouldn't say majority of melee/ranged use only LGS.
Either way - the sentient weapon system means we have to adapt to new meta. I will quite possibly drop my preferred TF/CitW weapons, many others will drop their LGS (or use only 1). I don't mind that at all. And hey if old loot remains best in slot for some builds that's fine by me too. I think the system looks interesting but haven't analyzed it in detail yet.
Steelstar
11-18-2017, 06:56 AM
Now, look at tier one Legendary Greensteel which grants a stacking +150 spellpower.
Alternately, you could slot Burnscar Sash, Silverthread Belt, or Thrummingspark Cord - They will have that same bonus at a value higher than 150.
GeoffWatson
11-18-2017, 07:03 AM
Alternately, you could slot Burnscar Sash, Silverthread Belt, or Thrummingspark Cord - They will have that same bonus at a value higher than 150.
So these items give Enhancement spell power rather than the more common Equipment type?
Silverleafeon
11-18-2017, 07:06 AM
So these items give Enhancement spell power rather than the more common Equipment type?
Certainly interesting if so....
Until yesterday I assumed that Leg Greensteel having an Enhancement Spell Power not stacking with Equipment spellpower was working as intended.
Then people in this thread started saying that they are intended to have the same type and its a bug.
Steelstar are you saying Enhancement Spellpower bonus is different than Equipment Spellpower bonus?
Until this thread I assumed that if the name of the bonus type is different the bonuses do stack.
Silverleafeon
11-18-2017, 07:10 AM
Obviously an accidental bug (most item bonuses are "enhancement") but too late to fix it now, without huge amounts of crying and screaming.
If it had intended to be a stacking bonus it would be a lot smaller.
Totally wrong, I went and looked random/cannith crafted loot says "equipment"
GeoffWatson
11-18-2017, 07:14 AM
Totally wrong, I went and looked random/cannith crafted loot says "equipment"
Most of the common bonuses on items are "enhancement" bonuses, with the exception of spell power, where the common type is "equipment".
Drwaz99
11-18-2017, 07:18 AM
So these items give Enhancement spell power rather than the more common Equipment type?
I just checked and they are indeed Enhancement on Lama.
Iriale
11-18-2017, 07:19 AM
Legendary greensteel needs to work with this system. They are the best weapons in the game, for casters and non casters. Please, include it in this system
Except that greensteel does not work with that system, it is better than I had expected. Except that I'm sure the removers will be virtually non-existent in the loot and we'll have to buy them at stupid prices in the store. There should be a way to get them more or less feasible in the loot. Please, don't be greedy, the game needs new impetus
As for loot this system is the only one worthwile in this expansion. The rest of the loot is absolutely terrible. But if it does not work with greensteel, it will not be well received.
Do you want to sell the expansion? Make it work with legendary greensteel.
Silverleafeon
11-18-2017, 07:27 AM
I just checked and they are indeed Enhancement on Lama.
Thank you.
Well if this is so, then the system has potential for merit of some sort.
Wh070aa
11-18-2017, 07:27 AM
So you added sub par upgrade to epic greensteel/Tunderforged weapons. (I mean sure if you fully upgrade it, it's pretty good, but for work needed to do that? Hell no)
Wooptie doo. And its not even level 20, just 21+. Super disappointing. Like now there is even less opportunity to use/get named items, and no reason to transfer stuff off your tunderforged (since it does not scale with levels). Like sure there is that one endgame named item for your class that is bit better, or comparable to your greensteel/tunderforeged gear, but come on that stuff is so rare you aint seeing it without literal years of playing the game.
Even the loot is not worth buying and playing this new expansion. Just sad.
PpalP
11-18-2017, 07:36 AM
I think there will be no problem with sxp and passing loot, some people will pass and others not. Leveling sxp seems good to me. One problem will be the correct Filigree shards you want, but the real problem is the named weapons prerequisite. At least for melees, a lot of builds wear ToEE, LGS or TF weapons, and there are few named weapons that can compare to the ones in live, and not to mention named khopesh, hehe
Also I really don't want that reaper will bring more bonusses or more sxp; devs sell us reaper as a non influence tree outside reaper and that isn't true, so reaper is the new elite now and the ones outside reaper (I mostly solo and for me reaper is another nonsense grind wheel) are left behind again. I still thinking of buying the expansion or not, but that depends a lot of sentiend weapons because I'm outside raids (as most casual player are, we play for fun..and really, having a sentient speaking weapon is fun!)
so I cross my fingers....
Silverleafeon
11-18-2017, 07:39 AM
Please don't go around saying that Leg Greensteel (or any other complex system) is bugged and likely to be nerfed in the future unless you are very sure.
Thank you.
Annex
11-18-2017, 07:48 AM
In my opinion, this system looks very good and allows for tons of growth possibility. Some questions:
Where, exactly, do Sentient Jewels drop? Only Ravenloft weapons? Any applicable L21+ weapon? Independently of weapons? Any L21+ quest? Only Ravenloft quests? Any raid? Only Ravenloft raids? Epic chests? Any L21+ chest?
Where, exactly, do Filigrees drop? Only Ravenloft weapons? Any applicable L21+ weapon? Independently of weapons? Any L21+ quest? Only Ravenloft quests? Any raid? Only Ravenloft raids? Epic chests? Any L21+ chest?
Do the Sentient Jewels have unique identifiers so we can immediately tell them apart?
Can we "test drive" a Sentient Jewel to preview the personality?
I count 170 x2 = 340 unique Filigrees. A Colossal Augment bag holds 300 unique Augments. My Wizard currently has 248 unique Augments in her Colossal Augment Bag. Will you be releasing a much larger Augment Bag to handle the immense number of Augments and Filigrees soon available?
...
My thoughts on Sentient Weapons:
The system strikes me as having tons of long term growth potential. In my opinion, many of the other players in this thread are looking at the system entirely wrong. It is all about the Sentient Jewel, not the weapon the Sentient Jewel goes into. As our Characters level and change classes, our Sentient Jewels will move with us. For Epic go rounds, slot the Sentient Jewel into a suitable L21 weapon. When stopping at End Game for a spell, slot the Sentient Jewel into an End Game weapon. When a new, desirable weapon comes out, move the Sentient Jewel. If no weapon looks good, build up a useful Sentient Jewel for another character or life or situation and wait. We can all build an endless number of Sentient Jewels for different character, class, level, and role configurations. We will be building these things until the day the servers shut down.
I am not even slightly worried about the common versus rare Filigree issue. I will use the best Filigrees I have until I find all the right parts to make the perfect Sentient Gem. If it takes me a year to find all the perfect parts, I am fine with that. It gives me something rare to look for. In my opinion, rare and special treasure items serve as one foundation stone of a well designed role playing game.
As almost everyone knows, I play solo 99% of the time. Feeding named items to Sentient Jewels works perfectly fine for me. Based on some quick math, 214 L28 items will fill a Sentient Jewel. That strikes me as very reasonable for an item that grows over the long term with my character.
In my opinion, the vast majority of people, understanding Sentient Jewels require a long term effort, will forgo 100 experience points here and there to help friends, guild members, and polite strangers by passing Named Equipment in chests. A very small number of over obsessive, super greedy individuals will hoard every last named item they find for a month or two, finish their Sentient Jewels, then return to business as usual. They will probably run the most stupid easy quests available to maximize their Sentient Jewels as quickly as possible, complaining the entire time, then complain about having nothing to do. I wish not to be unkind, but frankly, their pain is self inflicted and I have little sympathy for them. In summation, I think feeding named items to Sentient Jewels is perfectly fine. It is a very fair system, benefiting Casual and Power player alike based solely on effort. However, if the majority of players prefer some other equally fair system, I am fine with that, too.
Sentient Jewels offer an excellent opportunity for revitalizing low Epic level quests with new L21 named weapons. If ever you had reason to add some new L21 to L25 quests, now is that time. :D
Finally, thank you again for making Sentient Jewels talk. Even if they did absolutely nothing else, I would want them for that reason alone. :D
GordolGreydon
11-18-2017, 07:55 AM
Is this really true? I play exclusive non-casters and almost exclusive at cap and I've simply banked my LGS weapons due to so-so base dps, bad crit profile, and only so-so effects, no chance at mythic/reaper, can't icy burst etc. I prefer mythiced Pinion (still top dps for certain builds) or Sapphire Sting for ranged, TF with Dragon's Edge plus vulnerability tickers for bosses or nice crit effects that has synergy w increased crit profile of my toons for melee toons on trash . For my main rogue I still often run with lvl 25 icy-bursted old fashioned random loot 'rapier of radiance' when solo/short-man reaper due to backstab and mainly bc added defense of them being blinded. Sucked that new LGS radiance effect wasn't based on crit profile hehe. For my 2hf I used riftmaker with both reaper and +4 mythic. And that's a main drawback of LGS (and TF) - they can't get random reaper+mythic that can add quite a bit of dps.
Anyhooo - Quite possibly I've just been too lazy to get new LGS that work even better in hi reaper though :)
Given the responses from this thread i'd say yes this is true. It isn't only me saying that they should let greensteel become sentient. Now I would love to discuss optimal gearing more with you so i sent you a pm to talk on discord, as i too fell into the trap of LGS radiance when it first came out.
EllisDee37
11-18-2017, 07:58 AM
Most of the common bonuses on items are "enhancement" bonuses, with the exception of spell power, where the common type is "equipment".Just as a datapoint, the default bonus for skills on gear is Competence. Enhancement bonus to skills is the special stacking variety, like on the named items in Secrets of the Artiificers: Enhanced Jump on rocket boots, Enhanced Open Lock on tinker's gloves, etc...
dunklezhan
11-18-2017, 08:04 AM
Melony's Melody
What, no anthem with that set bonus?
ThomasHunter
11-18-2017, 08:13 AM
I also don't think it will affect passing of loot much. I think what will happen is if you don't need the item NOW then don't ask for it. I think that is fine (generally unless you have been looking for item X for years!).
I'll be the counterpoint on Reaper. I don't think all end-game should point to Reaper. I don't really enjoy Reaper and I don't believe that is the "point" of end-game. I thought Sev discussed that Reaper is for those that want a challenge. Well, there you go. I'll keep my end-game (which to me is already difficult) and those that like Reaper can go to 5+ skulls! We're all happy.
Topic at hand - this system does look quite interesting. I don't think it is easily grok-able, but I definitely look forward to checking out the tutorial. Also, it seems (I don't know if this is true yet) that it is a bit like Epic Destinies and their relation to MOTU. ED's weren't necessary to play MOTU, they just enhanced it. In the same way, this looks to be a similar system where you don't need Ravenloft quests to use the SW system. I think that's brilliant. So, you'll only get filigree stuff in chests if you own the expansion I'm thinking?
Happy gaming and those that enjoy a sneak peak, enjoy it! I can't wait for the xpak!
Iriale
11-18-2017, 08:17 AM
I support the idea that gems of experience (better the account sxp bank) for sentient weapons and components of this system drop in all the raids. In my opinion, creating a healthy endgame involves rewarding to run raids, and drops of this style would increase the number of raids. You have to help raids, devs, obsolete loot and excessive TR have practically killed them
On sentient weapons
Well, these sentient weapons won't be used
Both my mains use LGS
Vish, a bow for 150 pos and +7 wisdom
Kil a triple pos staff for +1000 hp
Nothing sentient will replace those serious bonuses
And you want me to use named loot?
Not likely
Vish doesn't use the bow for dps, just needs to hit for paralyzers
Kil, now, there are a couple unholy staffs in the update, so
Luckily he's lawful neutral, I could use it as a swap weapon
But you know that freezing bug been complained about? Ya it's lessened since mabar, but still happens when swapping items. Like a sec or two hang up. So even with QuickDraw, that playstyle may result in laggy combat. Better keeping one weapon equipped.
Or, you could update restless isle to legendary, and make an epic staff of the seer. It's got wisdom mod on it, and only named weapon I would consider. Otherwise LGS hands down.
Now here's comment.
So designing sytems to be compatible is probably tricky programming. There must be some reason why you're saying we can't use crafted weapons...
And from a power creep perspective, it may be better to offer something lateral, instead of vertical. But designing something that won't be useful also is disadvantageous. So unless you produce one each named of each weapon type, your going to be creating an artificial meta.
And besides, the power offered is not worth the trade off. Just like the new gear won't supplant slavers. I'm not changing my gear sets for nothing new, it just doesn't figure to play Tetris for +2 or +3 stats across the board. Way too much effort. For new players, or returners, sure, but not for vets.
So the expansion looks like flavor with a little more power. And again tough choices to make, but looks like most of them are already made.
But I do like the feeding the monster system.
Already commented that it supports the game, very flexible, and will dovetail with so many vendoring loot. Now a purpose.
But what I'd like to comment on is filigree
Please keep these unbound
We need an economy, not a farm fest
I would rather have some selection of these other than loot pulls
And I wheel and deal on the auctions
It would be a great boon to see these tradeable.
Not like the old dragon touched armors.
Got those things doing nothing but taking up bag space.
Make them useful, and valuable.
Please keep filigree unbound.
Silverleafeon
11-18-2017, 08:20 AM
Just as a datapoint, the default bonus for skills on gear is Competence. Enhancement bonus to skills is the special stacking variety, like on the named items in Secrets of the Artiificers: Enhanced Jump on rocket boots, Enhanced Open Lock on tinker's gloves, etc...
Thank you for clarification.
PsychoBlonde
11-18-2017, 08:39 AM
Most named weapons that are not crafted and have a minimum level of 21 or higher can accept a Sentient Jewel and become sentient. This will be applied retroactively to existing named weapons; appropriate weapons players have already earned can accept Sentient Jewels if the weapon is capable of becoming Sentient.
I looked at the stuff on Lama and was underwhelmed, until I saw this. Now I am whelmed. I am so whelmed. This is REALLY cool.
archerforever
11-18-2017, 08:52 AM
Hi all, I already posted the same thing here https://www.ddo.com/forums/showthrea...=1#post6040363
but i really think that they r missing something with sentient weapons and I hope that my suggestion will be seen and appreciated.
In the actual system for sentient weapons, I dont need anything about it, effects and sets are weak and really bad for my 30+ lives character .... and it s really sad cause it was intended to keep players at level cap but it s not doing the job... And sentient weapons should be able to get sentient XP with common trash loot LVL 30 weapons, cause it s a shame to think that some VERY RARE named weapons from quests and Raids will be consumed to feed them... lot of drama incoming... and getting XP with lvl 30 common weapons makes players to stay on high level.
If you really want us to stay on level cap and enjoy it, sentient weapons should be able to learn effects from weapons/Items they eat !!!
For exemple, if my sentient weapon eats a TF weapon with mortal fear, it should be able to learn it ( and peoples will do that raid again !!!)
If my sentient weapon eats a Legendary green steel weapons to get legendary ice, vaccum or salty for exemple, it should be able to learn it. Cause it will consume a full green steel weapon, destroying the item, destroying all T1,T2 and T3 crystals, to get the special weapon bonus effect.
If my sentient weapon is a bow and eats a pinion, it could be able to become a 18+ crit roll bow.
And we can imagine that if my sentient weapon eats a named item with ghostly (even an armor, gloves, boots, bracers, ect...) it should be able to learn it !!!
In that case Sentient Filigree Slots should have a level restriction for the effect they steal / learn /eat from a weapon
Sentient Filigree Slot 1: Free ---> Your sentient weapon can eat a named item from lvl 1 to 20 and learn an effect
Sentient Filigree Slot 2: 2000 total Sentient XP ---> When unlocked, Your sentient weapon can eat a named item from lvl 1 to 23 and learn an effect
Sentient Filigree Slot 3: 6000 total Sentient XP ---> When unlocked, Your sentient weapon can eat a named item from lvl 1 to 24 and learn an effect
---
Sentient Filigree Slot 4: 12000 total Sentient XP ---> When unlocked, Your sentient weapon can eat a named item from lvl 1 to 25 and learn an effect
Sentient Filigree Slot 5: 20000 total Sentient XP ---> When unlocked, Your sentient weapon can eat a named item from lvl 1 to 26 and learn an effect
---
Sentient Filigree Slot 6: 40000 total Sentient XP ---> When unlocked, Your sentient weapon can eat a named item from lvl 1 to 27 and learn an effect
Sentient Filigree Slot 7: 60000 total Sentient XP ---> When unlocked, Your sentient weapon can eat a named item from lvl 1 to 28 and learn an effect
---
Sentient Filigree Slot 8: 80000 total Sentient XP ---> When unlocked, Your sentient weapon can eat a named item from lvl 1 to 30 and learn an effect
Sentient Filigree Slot 9: 100000 total Sentient XP ---> When unlocked, Your sentient weapon can eat a named item from lvl 1 to 30 and learn an effect
Thanks for reading
Yamani
11-18-2017, 08:53 AM
crunch 70-100 items (depending on level of named item) and it is maxed out.
Umm, 70 items for tier 5, NOT max. max is almost 210 high level 28-30 items minimal.
Coco said almost 70 items for filligree 5 which is 20,000 xp, for F5 lvl 30 items = 66.6 items to get 20k xp.
Tier 6 is 40,000 so another 66.6 lvl 30 items.
Tier 7 is 60,000 so another 66.6 lvl 30 items.
Claver
11-18-2017, 08:55 AM
I rather like the design as a whole. Some of the numbers could be tweaked but the system is sound
Here's what I like
- Provides a use for obsolete named loot
- Excludes Cannith Crafting promoting running content over buying vendor trash
- Provides a reason to run a full spectrum of content for named loot rather than just the latest content
- Provides more rewards for higher minimum level items (I would say tilt the scale a bit more towards end game) but doesn't mandate that we run exclusively at end game
- Rewards running at higher difficulty in quests that drop higher ML items based on hard and elite but does not mandate that we run exclusively on Elite
- Allows for progressive advancement over multiple lives
- Allows us to use existing ML21 named loot for niche builds that lack that weapon in Ravenloft loot
- Provides a reasonably flexible set of initial Sentient options
- Allows Filigree to be traded which will help keep the community active
- Allows Sentient Jewels to be upgraded and passed to other characters on the same account
- Allows Sentient Jewels to be upgraded and slotted on new and better items
Here's what I would change
- Provide slightly more Sentient XP for running at end game without invalidating progression at lower levels. Do this to make end game a bit more rewarding and lower level farming a bit less rewarding
- Provide greater speciation of Sentient XP with more brackets
- Make Filigree only drop in end game content (which may be the case already) to promote a more active end game community
- Significantly increase the odds of Filigree dropping in endgame Reaper content based on number of skulls. Since filigree can be purchased on the auction house players who avoid endgame reaper would still have access to the crafting system
As an aside, I am not concerned about selfish players refusing to pass raid items. People who are selfish are already selfish. Find a good guild if this is a problem
I am more concerned about people soloing on normal instead of putting an LFM up for higher difficulties such as Reaper or Epic Elite. I am more motivated to join a pug when I am running Reaper or Epic Elite simply because I can't face roll that content. If it is more rewarding to farm normal for named items than to run reaper then we may see a drop in grouping because most people can solo normal. The Sentient system needs to promote higher difficulties over farming. Making Filigree drops contingent upon difficulty would help address that problem
Progression
Players can build Sentient XP by feeding named items to their Sentient Jewel. You do this by dragging the item to the appropriate slot in the Sentient Item panel. Each named item will add a number of Sentient XP to the jewel based on the minimum level required to use it. The actual numbers are as follows:
Minimum Level Requirement of 1-20: Adds a number of Sentient XP equal to Minimum Level.
Minimum Level Requirement of 21-27: Adds a number of Sentient XP equal to Minimum Level x5.
Minimum Level Requirement of 28+: Adds a number of Sentient XP equal to Minimum Level x10.
For example, a named item with a minimum level of 10 would add 10 Sentient XP, while a named item with a minimum level of 29 would add 290 Sentient XP.
I would suggest making the XP a bit more rewarding at higher levels to promote more end game activity with less low level farming
Minimum Level Requirement of 1-20: Adds a number of Sentient XP equal to Minimum Level.
Minimum Level Requirement of 21-23: Adds a number of Sentient XP equal to Minimum Level x3.
Minimum Level Requirement of 24-25: Adds a number of Sentient XP equal to Minimum Level x4.
Minimum Level Requirement of 26-27: Adds a number of Sentient XP equal to Minimum Level x6.
Minimum Level Requirement of 28: Adds a number of Sentient XP equal to Minimum Level x9.
Minimum Level Requirement of 29: Adds a number of Sentient XP equal to Minimum Level x12.
*Minimum Level Requirement of 30+: Adds a number of Sentient XP equal to Minimum Level x15.
* Some day there will be level 30 items
MistaMagic
11-18-2017, 08:56 AM
I have so far put 4 items (2 sets) on my xbow as follows:-
Long Shadow
---------------
+1 Intel with +2 mrr
+ +5 Ranged power
Bonus for 2 Pieces + 5 Ranged/Mele power
Treachery
-----------
+1 Intel with + 2 mrr
+2 crit with +2 prr
Bonus for 2 pieces +5 Ranged/Mele power
Total for 2 sets +2 Intel, +4 mrr. +2 prr and +15 mele/ranged power
Current stats before equipping weapon are:-
Prr = 98
Mrr = 91
Int = 73
Ranged Power = 125
After equipping weapon stats should be:-
Prr = 100
Mrr = 95
Int = 75
Ranged power = 144 (Weapon has a +4 mythic on it)
Stats Actualy granted are:-
Prr = 100 (correct) :p
Mrr = 93 (wrong) :mad:
Int = 74 (wrong) :mad:
Ranged power = 139 (wrong) :( :mad:
Is this WAI that they don't stack or a programming error?
Saekee
11-18-2017, 08:57 AM
why does this not include level 20 loot? I want to make my EMG sentient. That is a dream now...Please...If it is too hard to program, then please just manually program the 2 or 3 SSS weapons that people are still using, like an EMG, SoS etc. This system could be used to buff an endgame weapon or add to the fun of a TR twink weapon that is ML20.
As for finding named items to crunch--soon you will see a thread that gives the 'fast farming for named items' list of quests, so that is a non-issue.
Can you crunch Estar trade-in weapons? I have a lot of commendations...
If you add a ML24 augment to a ML20 weapon, will it then accept a sentient jewel?
SerPounce
11-18-2017, 09:31 AM
I don't foresee people crunching raid loot being a problem.
If someone want to be greedy just offer to trade them an equivalent or greater amount of unbound named items.
And really the grind is not that huge at all. The people that are THAT goal oriented are going to max this out in a few weeks.
There's always going to be a handful of griefers and arses, but I don't think you're average player is going to feel like they're missing out on something important by passing a named item someone else wants to actually use. The crunch value just isn't great enough to stress about.
JOTMON
11-18-2017, 09:37 AM
Umm, 70 items for tier 5, NOT max. max is almost 210 high level 28-30 items minimal.
Coco said almost 70 items for filligree 5 which is 20,000 xp, for F5 lvl 30 items = 66.6 items to get 20k xp.
Tier 6 is 40,000 so another 66.6 lvl 30 items.
Tier 7 is 60,000 so another 66.6 lvl 30 items.
You are correct.
but even still crunching down 200ish previously vendor trash named items is still a finite target.
The grindy part will still be the Filigree's.
Niminae
11-18-2017, 11:09 AM
Sentient Weapons Overview
My feedback follows below. In places I have changed the order of what the OP wrote, and even moved paragraphs regarding similar areas of feedback around in order to gather the portions I wanted to comment on together. This was intended to make my feedback more targeted, and not to change the meaning of what the OP wrote.
I have not read any of the other feedback yet. I did not want to color my perceptions with those of any others. My apologies for any duplication, please view these as things that more than one person sees as a point of question or concern.
Once a weapon has a Sentient Jewel, the player can build the power of that Jewel by feeding the jewel named magical items. The jewel drains the power from the named item and feeds on the magic to increase its own power. The more magical items fed, the more powerful it becomes.
Progression
Players can build Sentient XP by feeding named items to their Sentient Jewel. You do this by dragging the item to the appropriate slot in the Sentient Item panel. Each named item will add a number of Sentient XP to the jewel based on the minimum level required to use it. The actual numbers are as follows:
Minimum Level Requirement of 1-20: Adds a number of Sentient XP equal to Minimum Level.
Minimum Level Requirement of 21-27: Adds a number of Sentient XP equal to Minimum Level x5.
Minimum Level Requirement of 28+: Adds a number of Sentient XP equal to Minimum Level x10.
- Here lies my largest concern with this system. In my experience, DDO is the most friendly of games for loot passing. Far more so than in any other MMO I have played. If you have a BTA item there is little need for a second. So you pass it freely. If you have a BTC item there is zero need for a second. So you pass it freely. And if you have a character you intend to leave in a specific role, be that caster or melee or ranged, you might pass freely even BTC items you do not have but would never use on that character. If you have a well geared character and would never use some item, but someone in the group says they would use it, you pass it freely. There is little to no downside, since the platinum you can make by vendoring these items is trivial. But now SSG is introducing a reason to not be so free about passing loot, because every item can now be seen as a means to advance the latest, greatest character improvement system.
[Not a quote, a paraphrasing from livestreams, posts, and other SSG statements]Every SSG statement I have seen or heard about the intent of the Sentient Weapon system being to be an end game system
- I do not match the system I am seeing with the previously stated intent for the system. Level 21+ is not "end game." I know of many players who were eagerly awaiting a system which would encourage and reward them for leaving their characters at cap, and this system does not do that. Other than the designers note regarding weapon type diversity I do not see any other statements of intent in the OP or the follow-up posts. Has the intent for the system changed? Will SSG make a statement as to what exactly is the intent of the Sentient Weapon system?
Most named weapons that are not crafted and have a minimum level of 21 or higher can accept a Sentient Jewel and become sentient.
- Most? What are the exceptions? Can a weapon upgraded via the Scroll/Seal/Shard system accept a Sentient Jewel? And if not, why not?
EDIT: Reading the other feedback has answered this question. I missed the part where the application of a Sentience is only for weapons L21+. So now my question is, like many others before me: Why? Why exclude all of the S/S/S weapons? Why exclude the Commendation vendor weapons?
- Not crafted? You are aware that the last latest-greatest boost to weapons was Legendary Green Steel, right? Why introduce a competing system rather than add onto all existing systems? It seems like every new system always seeks to make invalid the old systems, and this does not have to be and should not be the case.
The Sentient Jewel can be empowered with Sentient Filigree that the player obtains as loot. Each piece of Filigree increases the enchantment of the Sentient Jewel. The more power the Sentient Jewel has gained, the more pieces of Sentient Filigree can be attached to the weapon’s Jewel.
- Do these Filigree come preset, i.e. you find an "Eye of the Beholder: Intelligence," or are they player configurable?
The quote below seems to answer that question, but I'd like to be completely certain of this.
Filigree will have their own rarity. Some sets will be less common than others. In addition, each Filigree has a rare chance to drop as with an upgraded bonus, which has an additional effect on it.
- Why the differences in rarity? In this game of highly customizable characters, why make the latest-greatest system more or less available to any given play style or character build? It is my opinion that the developers should attempt to offer a sandbox as much as possible, and that limiting the options available to a particular build or play style should have no part in the development process. Change overarching mechanics as needed to tweak balance, of course, but don't apply an artificial rarity to the items needed by a particular play style or character build as a means for attempting to balance the game, because that will both never work and will only get in the way of or have a poor interaction with changing the overarching mechanics as needed to tweak balance.
Players can fairly easily obtain and use Sentient Destroyer Tools to destroy a Filigree or even a Sentient Jewel to open up the slot for a new piece. One would simply drag the tools onto the Filigree or Jewel slot to destroy the contents and free up the slot. Players can also obtain Sentient Unslotter Tools that drop in loot that allow them to unslot a Filigree rather than destroy it, and these tools can even unslot the Sentient Jewel itself. A player cannot destroy or unslot a Sentient Jewel unless all Filigree have been removed from the weapon first.
Once a weapon is sentient and has a Sentient Jewel, the weapon can also slot Sentient Filigree to enhance the weapon’s magical properties. A Sentient Weapon starts with only being able to slot one Filigree, but as the weapon grows in power it can slot more, up to a maximum of 7.
- Why? Why not allow a player to change the personality of their Sentient Weapon, since this is the pure fluff/role play/interest part and has nothing at all to do with the power of the item, without expending a pile of resources to do so?
- And I did see the "Players can fairly easily obtain" part, but that is a completely subjective evaluation made regarding the ease of doing something which may or may not be considered to be "fairly easy" by players once the system goes live. And which seems like it should be able to be done completely without restriction, again since it only impacts role play. It's like you are encouraging players to just conclude something like:
"It'll be too costly for me to swap the personality out of my Sentient Weapon, so I'll just turn off the voice and use the system only for the power it grants my character."
And that seems to me to be both a real shame and a waste of developer resources. Why introduce a half dozen or so interesting personalities, pay for the voice actors, spend the development hours coding in when those voices are triggered, and then actually encourage players, by attaching a cost to the change, to ignore what you've just spent a lot of time and money implementing?
- I can understand attaching a cost for removing Filigree, but any cost for changing the weapon personality seems to be 180 degrees counterproductive in terms of development costs.
Can someone fighting with Two Weapons wield two sentient weapons?
Weapons with a Sentient Jewel slotted in them will reject being placed in your off hand.
- Does SSG intend to release a few more named shuriken before the Ravenloft/Sentient Weapon release? Because right now there are two at 21+, and what a shuriken user holds in their off-hand is just as important as the shuriken they are using.
And if the below is really a design goal then that really needs to happen.
(Designer’s Note: Because Dungeons and Dragons has such a variety of weapon types and magical weapons, it is necessary to allow players to move the sentience to a weapon appropriate for their class, race, and feats. This means that players need to be able to use this system with a variety of weapons and weapon types.)
Shuriken are not the only weapon type with a dearth of Named options, either. Adding more power to the existing Named items only further trivializes those weapon types which do not have a decent representation of Named options. Unless more Named options are introduced, a player running a more flavorful build is just all that more behind the power curve. Encouraging diversity of builds should be high on the developer list of goals.
5 Pieces: +5% increased chance for miss with Displacement***
- The asterisk is used to indicate a footnote, and three are used to indicate the third footnote on a page. I do not see two prior footnotes, and I do not see a footnote for '***' either. What was including those asterisks supposed to convey to the readers?
3 Pieces: 20% chance your arrow will not be consumed
- Please change 'arrow' to 'missile.' Unless of course it was intended that only arrows will benefit from this set bonus.
The various Filigree, their sets, and the set bonuses
- No types are listed in this post. Will there be a type or types associated with Filigree and set bonuses? As to why it might matter, I see several duplications which a player might like to stack up (or which might just happen as they build a set), but would not be happy to attempt only to find that they share a type and do not stack, forcing them to have to remove the Filigree.
Ziindarax
11-18-2017, 11:17 AM
In the Developer FAQ / Listing - it shows Wreath of Flame as giving your weapons 8d8 fire damage, yet in-game, it says that bonus is only 4d6.
I am going to assume that the lower number is the intended number, and that the 8d8 is the mistake. Otherwise, can the effect be buffed to the stated 8d8 effect? Actually... why not offer weapon imbues on all weapons? Maybe a defense proc on the defense-oriented items.
deconedi
11-18-2017, 11:28 AM
Maybe someone can help me identify if there is any item or weapon in the game that has at the same time +7 insightfull bonus for int and + 2 execpcional bonus for int. If you have I will be happy to stop using my gs scepter to use another weapon and turn it into sentient haha. The only point that displeased me was not being able to turn weapons gs into sentient, I think my cc caster will not have sentient weapon for a long time. At most I found the suggested system interesting, I think it's a step towards a possible end game.
MistaMagic
11-18-2017, 11:56 AM
Maybe someone can help me identify if there is any item or weapon in the game that has at the same time +7 insightfull bonus for int and + 2 execpcional bonus for int. If you have I will be happy to stop using my gs scepter to use another weapon and turn it into sentient haha. The only point that displeased me was not being able to turn weapons gs into sentient, I think my cc caster will not have sentient weapon for a long time. At most I found the suggested system interesting, I think it's a step towards a possible end game.
You can craft Insightful +7. Also if you are using a globe of True Imperial Blood then you have already +1 Exceptional so you are only loosing +1
PsychoBlonde
11-18-2017, 11:57 AM
So does this apply to specific weapons only? Will it work on runearms? How about shields or orbs? Do two handed weapons get double bonuses?
Weapons only. Doesn't work on runearms, shields, or orbs.
JOTMON
11-18-2017, 11:58 AM
Set bonus's are not showing up on buff bar.
Alcides
11-18-2017, 12:02 PM
Every sentient weapon drops with a Sentient Jewel that holds the personality of the weapon, and the power of the weapon is contained in that Sentient Jewel. This Sentient Jewel can be pried out of an existing weapon, and the Jewel can be attached to a new weapon of sufficient magical power. This transfers the sentience and its power level to the new magical weapon.
When you say that this increases of the power level of the name item the sentient jewels is attached to does it scale the effects and enhancement bonus to a level 29 named item's power level? Also if a weapon is level 30 or higher does it scale down to 29 or maintain it's power level? If so I can get on board with the system since it's on par with Legendary Green Steel?
If not then the bonuses of the filigrees need to be increased unless these are the base effects and they get scaled up with the level of the weapon the sentient jewel is attached to. Could you please clarify how this works in a little bit more detail for the community?
PsychoBlonde
11-18-2017, 12:03 PM
Maybe someone can help me identify if there is any item or weapon in the game that has at the same time +7 insightfull bonus for int and + 2 execpcional bonus for int. If you have I will be happy to stop using my gs scepter to use another weapon and turn it into sentient haha. The only point that displeased me was not being able to turn weapons gs into sentient, I think my cc caster will not have sentient weapon for a long time. At most I found the suggested system interesting, I think it's a step towards a possible end game.
One of the new rings (Legendary Ring of Nightfall) has +9 insightful int.
With the new loot literally the only thing you're going to lose from ditching green steel on a caster is a whole +1 exceptional stat, more than made up for by the +20/+9 items now available and the fact that you can get a +1 stacking stat bonus from the sentient weapon itself. :P
Now, here's an interesting bit--I did find that the Cormyrian challenge reward weapons accept sentience. So they're not considered "crafted" even though you get them by exchanging ingredients. Huh.
Not that I really recommend them because for the most part they're kinda crappy, but it might be good for shuriken huckers.
PsychoBlonde
11-18-2017, 12:05 PM
When you say that this increases of the power level of the name item the sentient jewels is attached to does it scale the effects and enhancement bonus to a level 29 named item's power level? Also if a weapon is level 30 or higher does it scale down to 29 or maintain it's power level? If so I can get on board with the system since it's on par with Legendary Green Steel?
The weapon stays at its existing ML. The "power level" is the AMOUNT OF XP THE SENTIENT JEWEL HAS. So that means you don't lose all your accumulated XP by taking it out of your level 25 item and slapping it into a level 29 item.
The whole point is that you can use your sentient jewel WHILE you're leveling. If it made everything ML 29 that would kind of be pointless.
Tenelai
11-18-2017, 12:17 PM
Please reconsider the no offhand rule and make it a single sentient weapon rule. It kinda messes things up for scroll/wand users. <3
Also, some spellpower scaling procs would be lovely
SerPounce
11-18-2017, 12:55 PM
The whole point is that you can use your sentient jewel WHILE you're leveling. If it made everything ML 29 that would kind of be pointless.
Is that the point?
My understanding is that the design goal was to have something to do at cap?
Looks like a cool system all in all, but I can understand the disapointment from people that were hoping for more of a reason to stay at cap.
Baylen76
11-18-2017, 01:15 PM
I went to Lamannia today and played with a sentient Volley (in undies, too, as some raid robes are still missing their pantsy part). As the sentient weapon implementation seems incomplete still it made me wonder:
With implementation complete, will the actual sentient personality have active power/s effect itself? Behavioral scripting beyond the occasional banter? Or does adding sentience to a weapon effectively boil down to adding more slots?
It would be nice for immersion if a weapon would be able to cast the occasional healing effect, repair effect, lend you an aura, cast an invul globe or even cut you if you did something it considers bad. It could proc temp effects like 2d6 fire effect if was mad etc.
Anything on this front? Anything we can actually attribute to the weapon's personality or are we effectively just getting slots to grind for and some chatter? In other words: With the chatter turned off, what will the sentient personality matter for?
JOTMON
11-18-2017, 01:25 PM
The weapon stays at its existing ML. The "power level" is the AMOUNT OF XP THE SENTIENT JEWEL HAS. So that means you don't lose all your accumulated XP by taking it out of your level 25 item and slapping it into a level 29 item.
The whole point is that you can use your sentient jewel WHILE you're leveling. If it made everything ML 29 that would kind of be pointless.
the accumulated xp being associated to the gem is nice.. but...
I doubt anyone will be moving Gems around since Sentient Unslotter Tools every time.
and you have to unslot every filigree before you can unslot the gem since the gem cannot be unslotted with filigrees installed... more unslotting tools...
.. transferring the gem around is going to be pretty cost prohibitive
Ganak
11-18-2017, 01:44 PM
Prowess (Rare)
For the 5 piece set
Currently: 5 Pieces: On a 20, +1 Critical Damage Multiplier
Change to: +1 Critical Damage Multiplier
Melee need a bone
Ganak
11-18-2017, 01:48 PM
For: Deadly Rain (Rare)
Current:
2 Pieces: +5 Ranged Power
3 Pieces: +2 Damage
4 Pieces: +1 Dodge and Maximum Dodge
5 Pieces: When you use an action boost, gain +20 Ranged power for 20 seconds
Proposed:
2 Pieces: +5 Ranged/Melee Power
3 Pieces: +2 Dodge and Maximum Dodge
4 Pieces: +4 Damage
5 Pieces: When you use an action boost, gain +20 Ranged/Melee power for 20 seconds
Bone to melee pls
Noircere
11-18-2017, 01:49 PM
As other posters have stated, I think tying sentient weapon progress *only* to the ML of the items consumed is a mistake, and will lead to people speed farming easy quests on lower difficulties.
I suggest that only items with a Mythic/Reaper item boost be consumable to upgrade the sentient jewel, with the amount of XP scaling with both the item's ML and the total amount of the Mythic/Reaper boost(s) on the item. This would mean that players would need to run on at least Hard to farm for XP, and the increased modifier appearance rate on higher difficulties would somewhat compensate for the slower runs from playing on higher difficulties. Ideally, I think you should consider trying to use internal data on quest completion time and mythic/reaper bonus appearance chance to try to set the sentient XP scaling factors from ML/mythic/reaper amounts, such that playing on higher difficulties yields at least the same sentient XP/min as playing on easier ones.
Ganak
11-18-2017, 01:51 PM
For: Grandfather's Shield
Current:
Grandfather's Shield: Armor Class "+2 Armor Class"
+2 AC is not proportional to other bonuses.
Proposed: +5 AC
Ganak
11-18-2017, 01:52 PM
For:
One Against Many
Current:
2 Pieces: +5 Melee Power
3 Pieces: +5% chance for glancing blows
4 Pieces: +1 Damage when you Cleave, up to 10 stacks
Proposed:
2 Pieces: +5% chance for glancing blows
3 Pieces: +10 Melee Power
4 Pieces: +1 Damage when you Cleave, up to 10 stacks
JOTMON
11-18-2017, 01:53 PM
Do the Filigree go into any bags?
Yes. Filigree go into Augment bags. Also, Augment bags now have a search function!
Having a simplistic search is somewhat helpful..
..but..
1. Augment bags are not available in game.. only from DDO store.
Small Augment Bag - 10 unique items
Medium Augment Bag - 20 unique items
Large Augment Bag - 40 unique items
Huge Augment Bag - 80 unique items
Colossal Augment Bag - 300 unique items
..Sizing doesn't match the scaling of ingredient bag capacities or have the range of bag size options..
for instance.. Colossal Ingredient Bag holds 1000 unique items. vs the Colossal Augment bag's 300.
2. Current Augment bag capacity is insufficient to handle the 170ish filigree's that are being added to the game over and above all the existing augments we already have.
Even my Colossal bag is already near full of augments and is a cluttered mess.
3. can the bags be configured like the collectible bag, so it groups augments into separate categories
Preferably..
can we get a unique bag series that holds Sentient weapon Gems and filligree's with a starter bag available from Ravenloft.
.. why clutter the augment bag with filigree's, now is the time to add a Filigree bag collection.
or even use Soul Gem bags and add bigger bags to that grouping for the Filigree's.
we only use 25 different souls stones for the current crafting system
and really..
why over burden the augment bag with stuff that could go somewhere else, soul gem bags are under utilized relative to all the other bags.
Ganak
11-18-2017, 01:54 PM
For: The Blood Feast
Current:
2 Pieces: +1 Constitution
3 Pieces: +5 Physical Resistance Rating
4 Pieces: +5 Melee Power
5 Pieces: When you roll a 20, gain 100 temporary hit points
Proposed:
2 Pieces: +1 Constitution
3 Pieces: +5 Physical Resistance Rating
4 Pieces: +10 Melee Power
5 Pieces: When you roll a 20, gain 100 temporary hit points
Aelonwy
11-18-2017, 02:04 PM
Preferably..
can we get a unique bag series that holds Sentient weapon Gems and filligree's with a starter bag available from Ravenloft.
.. why clutter the augment bag with filigree's, now is the time to add a Filigree bag collection.
I suggested it be purple or black and be named a Jewel Pouch or something similar to differentiate from the regular Gem Bag but it was argued that people didn't want another permanent inventory slot occupied by yet another bag.
Annex
11-18-2017, 02:06 PM
the accumulated xp being associated to the gem is nice.. but...
I doubt anyone will be moving Gems around since Sentient Unslotter Tools every time.
and you have to unslot every filigree before you can unslot the gem since the gem cannot be unslotted with filigrees installed... more unslotting tools...
.. transferring the gem around is going to be pretty cost prohibitive
Hi JOTMON,
Are the unslotting tool costs known? I presumed the costs would be "reasonable" for moving Gems and Filigrees around to facilitate Epic leveling. If not...Plan B.
Thanks!
JOTMON
11-18-2017, 02:06 PM
I suggested it be purple or black and be named a Jewel Pouch or something similar to differentiate from the regular Gem Bag but it was argued that people didn't want another permanent inventory slot occupied by yet another bag.
Would rather have a new bag for all these items then try to squeeze these new filigrees to the already overflowing existing insufficient capacity augment bags.
JOTMON
11-18-2017, 02:09 PM
Hi JOTMON,
Are the unslotting tool costs known? I presumed the costs would be "reasonable" for moving Gems and Filigrees around to facilitate Epic leveling. If not...Plan B.
Thanks!
reasonable? .. I am sure it will fall in line with all the other reasonable DDO store prices..
but in-game.. who knows..
Haven't seen anything on costs or in-game availability...
time will tell...
Aelonwy
11-18-2017, 02:09 PM
These were my previous suggestions (whilst staying within the structure the devs provided for the sentient system) to improve and make the set bonuses more flavorful:
I've only copy/pasted the ones I felt needed a change or that I made a note on.
Eye of the Beholder
2 Pieces: +4 Concentration
3 Pieces: +1 Spell Pen This one made it in Yay!
4 Pieces: +2 to the DCs of all spells
Spines of the Manticore
2 Pieces: 20% chance your arrow will not be consumed
3 Pieces: Shrieking Bolt (From Wind Howler Bracers)
4 Pieces: +10 Ranged Power
The Long Shadow
2 Pieces: +1d6 sneak attack damage
3 Pieces: +1% to Dodge and Maximum Dodge
4 Pieces: +Improved Deception
5 Pieces: +2 to Assassinate DCs
Sucker Punch
2 Pieces: +Guardbreaking (You hit him so hard he's seeing stars)
3 Pieces: +1d6 sneak attack damage
Touch of Grace
2 Pieces: +50 Spell Points
3 Pieces: +Healer's Bounty (it is only a 2% chance)
Embraced by Light
2 Pieces: +Lifeshield
3 Pieces: +1 to all saving throws
4 Pieces: +2 caster levels with healing spells
5 Pieces: +Scorching Sun (like sanctified gages, not that this type caster will likely be meleeing much but its thematic)
Twilight's Cloak
2 Pieces: +3 Magical Resistance Rating
3 Pieces: +1% Dodge and Maximum Dodge
4 Pieces: +Nightshield clicky caster level 20, 1 charge per rest
5 Pieces: +5% increased chance for miss with Displacement
The Beast's Mantle
2 Pieces: +10 Natural Armor
3 Pieces: +10% Fortification Bypass
4 Pieces: Relentless Fury or Roar
The Enlightened Step
2 Pieces: +3 Healing Amplification, +3 Physical Resistance Rating
3 Pieces: +3 Melee Power, +3 Ranged Power
4 Pieces: +1 Unarmed Damage Dice
5 Pieces: Tet-zik, The Enlightened Change
Prowess
Looks like your ultimate melee package maybe add a Prowess Filigree(not set bonus) with a +1 tactics option?
Deadly Rain (Rare)
2 Pieces: +3 Ranged Power
3 Pieces: +1 attack and damage
Needs something more thematic in place of one of the above bonuses but I just can't think of anything with the set name that fits.
Melony's Melody
Seems aimed at a spellsinger. There needs to be a Spell Penetration bonus either as a filigree option or replacement for the 3 piece set bonus.
2 Pieces: 50 Spell Points
3 Pieces: +1 Spell Pen
4 Pieces: +2 DC for Enchantment spells
5 Pieces: Nightsinger
To Hell and Back
2 Pieces: +3 Physical Resistance Rating, +3 Magical Resistance Rating
3 Pieces: +1 to all saving throws
4 Pieces: Demonic Shield
Grandfather's Shield
2 Pieces: +3 Physical Resistance Rating
3 Pieces: +5% Armor Class, Shield Spell Clicky Caster level 20 1 charge per rest
One Against Many
2 Pieces: +Crippling
3 Pieces: +5% chance for glancing blows
4 Pieces: +1 Damage when you Cleave, up to 10 stacks
Otto's Irrevocable Power (Rare)
2 Pieces: +1 Spell Penetration
3 Pieces: +200 Spell Points
4 Pieces: +1 to the DC of all spells
5 Pieces: -10% to Mana cost for spells
6 Pieces: Halcyon Mind
Add a +1 Wisdom Filigree option for this set and its the ultimate caster set desired by every type of offensive caster.
The Blood Feast
2 Pieces: +1 Constitution
3 Pieces: +3 Physical Resistance Rating
4 Pieces: +3 Melee Power
5 Pieces: When you roll a 20, gain 100 temporary hit points
This feels like it needs Vampirism somewhere.
Snake Bite
Change (Filigree Proof vs Poion +4) or add a Filigree that gives the feat Snake Blood.
Annex
11-18-2017, 02:18 PM
Shared Crafting Storage could really use some tabs (Ingredients, Collectibles, Gems, Augments, Filigrees, Other, etc.) with proper sort functions. As noted in previous posts, current Augment Bags cannot handle the immense number of incoming Filigrees.
deconedi
11-18-2017, 02:29 PM
You can craft Insightful +7. Also if you are using a globe of True Imperial Blood then you have already +1 Exceptional so you are only loosing +1
thanks for the help
deconedi
11-18-2017, 02:37 PM
One of the new rings (Legendary Ring of Nightfall) has +9 insightful int.
With the new loot literally the only thing you're going to lose from ditching green steel on a caster is a whole +1 exceptional stat, more than made up for by the +20/+9 items now available and the fact that you can get a +1 stacking stat bonus from the sentient weapon itself. :P
Now, here's an interesting bit--I did find that the Cormyrian challenge reward weapons accept sentience. So they're not considered "crafted" even though you get them by exchanging ingredients. Huh.
Not that I really recommend them because for the most part they're kinda crappy, but it might be good for shuriken huckers.
Thanks for the help Psyco, but my main problem is to remove a piece from the Slavers Set, I can even relocate a ring to the trinket slot and use an armor that has profane bonus, but has the Skulled Ring that gives me necro dc, spell point and exceptional nullification. Great dilema haha.
Saekee
11-18-2017, 02:39 PM
what dialogue do the sentient jewels make while they are being pried out of the weapon?
I imagine...Aaaaaah!!!! Stop!!! That HURTS!!! Go rip out YOUR brain!!!!
JOTMON
11-18-2017, 02:50 PM
Shared Crafting Storage could really use some tabs (Ingredients, Collectibles, Gems, Augments, Filigrees, Other, etc.) with proper sort functions. As noted in previous posts, current Augment Bags cannot handle the immense number of incoming Filigrees.
Definitely.
Its still annoying that stuff we put in goes into the last spot on the last page...
wish they would redo the sort mechanic so the item goes into the first spot on the first page instead of the last slot on the last page...same with shared bank..
I am already up to 38 pages in the crafting storage bank.. some way to organize this in a meaningful way would be useful.
Alcides
11-18-2017, 03:10 PM
(Designer’s Note: Because Dungeons and Dragons has such a variety of weapon types and magical weapons, it is necessary to allow players to move the sentience to a weapon appropriate for their class, race, and feats. This means that players need to be able to use this system with a variety of weapons and weapon types.
This contradicts the statement that sentient jewels can only be used with a named item. Please relax the requirement to include crafted weapons green steel runearms and shields. Only allowing named.items is very limiting. Limiting one sentient item at a time is the best solution.
JOTMON
11-18-2017, 03:25 PM
This contradicts the statement that sentient jewels can only be used with a named item. Please relax the requirement to include crafted weapons green steel runearms and shields. Only allowing named.items is very limiting. Limiting one sentient item at a time is the best solution.
Shields and Rune arms could be an issue...
The rule they implemented to limit players to only benefit from one equipped sentient weapon messes up the whole off hand equipping...
Weapons with a Sentient Jewel slotted in them will reject being placed in your off hand.
Captain_Wizbang
11-18-2017, 03:26 PM
After looking at everything, I have to say, there is something not quite right about the approach to sentients.
*edited*
Silverleafeon
11-18-2017, 04:01 PM
Alternately, you could slot Burnscar Sash, Silverthread Belt, or Thrummingspark Cord - They will have that same bonus at a value higher than 150.
Apologize for earlier statements about Sentient Weapons and Leg Greensteel, will probably go back and edit thus:
according to Steel there are end game enhancement bonuses for spellpower that can replace Leg Greensteel tier one.
Also earlier comments about Leg Greensteel tier one spellpower being bugged and nerfable by others are untrue.
In which my concerns about Sentient Weapons expressed earlier are unfounded.
On a different note, my toon gave away two named items lately even though the ghost of a Sentient Weapon was whispering in my ear to keep them to feed its hunger...
Seems somewhat appropriate that players will get tempted by Sentient Weapons to become greedy, lol, darkness from Ravenloft descends...
Can you remain firm in your beliefs or will you follow the path of power into oblivion?
DANTEIL
11-18-2017, 04:01 PM
There is nothing preventing you from consuming a LOCKED named item in the sentient panel. If the item is locked, you should at least get a warning.
JOTMON
11-18-2017, 04:03 PM
There is nothing preventing you from consuming a LOCKED named item in the sentient panel. If the item is locked, you should at least get a warning.
It should not accept any locked item.
Silverleafeon
11-18-2017, 04:07 PM
There is nothing preventing you from consuming a LOCKED named item in the sentient panel. If the item is locked, you should at least get a warning.
Definitely.
Also, please add Orange Slots into end game, I want my Merida Fragment useful again...
Annex
11-18-2017, 04:50 PM
Can a Sentient Weapon consume a named quest item like the Radiant Arc (http://ddowiki.com/page/Item:Radiant_Arc) from Rainbow in the Dark? If so...ya better fix it quick because people restarting a quest like that over and over will break all the servers.
Vulkoorex
11-18-2017, 05:09 PM
Can a sentient weapon eat a named item inside a quest / wilderness?
Silverleafeon
11-18-2017, 05:44 PM
Can a Sentient Weapon consume a named quest item like the Radiant Arc (http://ddowiki.com/page/Item:Radiant_Arc) from Rainbow in the Dark? If so...ya better fix it quick because people restarting a quest like that over and over will break all the servers.
LOL, nice catch....
Just realize I need to quit throwing away my iconic gear, hungry mouths to feed...
Assuming Sentient Weapons become btc because might want to consider the situation of:
drop Sentient Weapon into Shared Bank Space
create new toon
feed Sentient Weapon all starter gear
drop Sentient Weapon into Shared Bank Space
Delete Toon
Repeat as desired
Lyranda
11-18-2017, 06:10 PM
Nevermind, filled a bug report.
Satyriasys
11-18-2017, 06:51 PM
Can a Sentient Weapon consume a named quest item like the Radiant Arc (http://ddowiki.com/page/Item:Radiant_Arc) from Rainbow in the Dark? If so...ya better fix it quick because people restarting a quest like that over and over will break all the servers.
It can, but it's barely any xp.
Annex
11-18-2017, 07:12 PM
LOL, nice catch....
Just realize I need to quit throwing away my iconic gear, hungry mouths to feed...
Assuming Sentient Weapons become btc because might want to consider the situation of:
drop Sentient Weapon into Shared Bank Space
create new toon
feed Sentient Weapon all starter gear
drop Sentient Weapon into Shared Bank Space
Delete Toon
Repeat as desired
That's also a good one!
Treasure of Crystal Cove will generate fast experience if those items work. A good group making Gem only runs could barter for a whole lot of L24 Spyglasses (or whatever) in a very short time. If you have a bunch of Gems stockpiled, so much the better. My Avatar currently has enough Gems to make 85 L24 items. :o
Annex
11-18-2017, 07:13 PM
It can, but it's barely any xp.
It would be like farming collectibles!
Edit: Assuming it works, we are all just 4,286 restarts of Rainbow in the Dark away from maxing out a Sentient Jewel. *laughs*
That is obviously not going to work but I could not think of a higher level quest with a named quest item.
Edit: How fast could someone reach the Boots of Grounding (http://ddowiki.com/page/Item:Boots_of_Grounding) in the Haunted Halls of Eveningstar?
Silverleafeon
11-18-2017, 07:45 PM
Party leader to chest: "Come on Bauble!"
Party member to leader: "You want the Bauble? Its in the middle chest."
No mention of the dark whispers of a Sentient Weapon...
Satyriasys
11-18-2017, 08:53 PM
LOL, nice catch....
Just realize I need to quit throwing away my iconic gear, hungry mouths to feed...
Assuming Sentient Weapons become btc because might want to consider the situation of:
drop Sentient Weapon into Shared Bank Space
create new toon
feed Sentient Weapon all starter gear
drop Sentient Weapon into Shared Bank Space
Delete Toon
Repeat as desired
Lower level gear like this is hardly worth feeding it.
ThomasHunter
11-18-2017, 09:05 PM
That would have been a cool item to include with the Raveloft purchase - a Filigree bag! We wouldn't even have known what it was, but it would have even sounded cool! HA!
(note, I went all in anyways as I love this game!)
Elfishski
11-18-2017, 10:00 PM
LOL, nice catch....
Just realize I need to quit throwing away my iconic gear, hungry mouths to feed...
Assuming Sentient Weapons become btc because might want to consider the situation of:
drop Sentient Weapon into Shared Bank Space
create new toon
feed Sentient Weapon all starter gear
drop Sentient Weapon into Shared Bank Space
Delete Toon
Repeat as desired
It would be like farming collectibles!
Edit: Assuming it works, we are all just 4,286 restarts of Rainbow in the Dark away from maxing out a Sentient Jewel. *laughs*
That is obviously not going to work but I could not think of a higher level quest with a named quest item.
Edit: How fast could someone reach the Boots of Grounding (http://ddowiki.com/page/Item:Boots_of_Grounding) in the Haunted Halls of Eveningstar?
Yes, both of these would be too inefficiently tedious for anyone to do manually, but we all know there's a reason they had to remove optional xp from the start of crucible and elsewhere - if it's something you can script and go away for 24 hours and come back to a farmed up item, then some people will definitely do it. Best to close the door in advance.
My overall opinions - exceeds my very low expectations for the system, but I agree with the other comments that using named items really discourages passing things along to newbies which is the only way any semblance of cohesion is achieved in the community where players who play rarely can sort of keep up with the powergamers (though that tether is pretty much snapped with racial TRs and reaper xp anyway) getting handed on items. With this system the people who play all day will have no trouble levelling up their sentient weapon and be even further ahead. The people who play rarely will not have any hope of making a sentient weapon this century and will no longer get the new named items either unless they specifically ask for it in advance and other players are kind.
Given this, and the likely issues with loopholes allowing cheating through specific quest items or whatever I'd also suggest dropping this and just adding the drop of something specifically for the purpose of sentient weapon xp.
Tenelai
11-19-2017, 12:33 AM
I know it's probably way to late to change it, but why isn't the sentience gem just attached to character instead of a weapon? Would remove all the problems with offhands, etc. Also it would let people use decent weapons where no named items exist for their build type.
On a side note, greensteel has far more interesting and flavorful options than these set boni.
GeoffWatson
11-19-2017, 12:39 AM
I know it's probably way to late to change it, but why isn't the sentience gem just attached to character instead of a weapon? Would remove all the problems with offhands, etc. Also it would let people use decent weapons where no named items exist for their build type.
So players have to buy unslotting items from the DDO store for lots of money, or level up multiple sentient weapons.
blerkington
11-19-2017, 01:27 AM
So players have to buy unslotting items from the DDO store for lots of money, or level up multiple sentient weapons.
Don't forget those juicy chest re-rolls we should all be making to get more named loot. And the bags!
Even if we don't get a decision to allow crafted items items to be made sentient, I think the system would gain much broader appeal if it was just extended to include named orbs, rune-arms and shields. Not that we should be allowed to use two sentient weapons at once, just opening up that slot as an alternative place to put it.
I do wonder if it was done for main hand items only as a coding convenience or because it was deliberately intended to be much less useful to some builds than others. Neither of these seem particularly good reasons for what's been proposed.
Don't get me wrong, I think there are plenty of other areas that could be improved, both to make the effects better and the system more attractive, but for me this single change would do the most to make the system more useful.
Despite some of the effort made to allow us carry effects over from one weapon type to another, there are some fairly mainstream builds that the system does not suit at all, so people who reincarnate into one of those builds and are trying to be BIS may find they suddenly have no room for their sentient weapon.
And thanks very much to the people who spoke up in this thread with their concerns about named loot sharing.
Stingae
11-19-2017, 06:23 AM
what dialogue do the sentient jewels make while they are being pried out of the weapon?
I imagine...Aaaaaah!!!! Stop!!! That HURTS!!! Go rip out YOUR brain!!!!
Why did I read that in the Kobold voice. ****. Now I want a Kobold weapon soul.
"No, Kobold wanted reincarnation as dragon not dagger!"
Separate note, do the wheloon named end rewards count as weapon food? Nice to have guaranteed food sources.
"Another guardian locket? Kobold kopesh do not want!"
Annex
11-19-2017, 06:46 AM
Suggestion: Double Sentient Jewel Experience Boost Weekend
Annex
11-19-2017, 07:15 AM
Yes, both of these would be too inefficiently tedious for anyone to do manually, but we all know there's a reason they had to remove optional xp from the start of crucible and elsewhere - if it's something you can script and go away for 24 hours and come back to a farmed up item, then some people will definitely do it. Best to close the door in advance.
That was my thought when I brought up the issue. I also misread the experience table and thought Radiant Arc would be worth 70 experience, not 14. :o Anyway, the developers can now decide if it matters or not.
My overall opinions - exceeds my very low expectations for the system, but I agree with the other comments that using named items really discourages passing things along to newbies which is the only way any semblance of cohesion is achieved in the community where players who play rarely can sort of keep up with the powergamers (though that tether is pretty much snapped with racial TRs and reaper xp anyway) getting handed on items. With this system the people who play all day will have no trouble levelling up their sentient weapon and be even further ahead. The people who play rarely will not have any hope of making a sentient weapon this century and will no longer get the new named items either unless they specifically ask for it in advance and other players are kind.
As I quested today, I also came to the conclusion that people who play one evening a week will never get anywhere with Sentient Jewels. Perhaps the developers have something else in mind? Let us say the new Ravenloft named items drop _very_ frequently in Ravenloft quests and from Ravenloft landscape encounters. If so, combined with more Reaper Experience in L30+ quests, maybe they hope players stay at L30 running Ravenloft. I guess we will all see.
I also came to the conclusion that named items below L20 do not matter. The Sentient Jewel experience is too pitiful. Named Items in the L21 to L27 range are marginally useful but drop so rarely they will also not matter. I will try to find the easiest quests that drop L28+ named items and incorporate them into my Epic leveling routine. I really cannot see any other way to get somewhere with this. (Crystal Cove remains an interesting possibility.)
Saekee
11-19-2017, 08:10 AM
please make sentient xp of named items crunch from 20-27 not 21-27
That opens up a lot of named items and fun grinds: Estar trade-ins and drops; level 20 CC and Cormyrian weapons. For the latter, challenge weekend boosts will be HUGE for players to create named weapons.
this list, nix the sss epic ones:
http://m.ddowiki.com/page/Category:Minimum_level_20_weapons
edrein
11-19-2017, 08:26 AM
[table]NameEffectRarity Bonus
Eye of the Beholder
Eye of the Beholder: Intelligence"+1 Intelligence""+2 MRR"
Eye of the Beholder: Charisma"+1 Charisma""+2 MRR"
Eye of the Beholder: Wisdom"+1 Wisdom""+2 MRR"
Eye of the Beholder: Will"+2 Willpower Saving Throws""+2 MRR"
Eye of the Beholder: Spellpower"+6 Universal Spellpower"+4 Spellpower"
Eye of the Beholder: MRR"+3 Magical Resistance Rating""+2 PRR"
2 Pieces: +4 Concentration
3 Pieces: +1 Spell Penetration
4 Pieces: +2 to the DCs of all spells
Could we get a 5pc bonus for a prismatic ray/spray type ability with the old no-save death affect? That would be the appropriate power for a sentient beholder type weapon.
The Wreath of Flame
The Wreath of Flame: Fire Spellpower"+9 Fire Spellpower""+4 Spellpower"
The Wreath of Flame: Fire Absorption"+5% Fire Absorption""+2 MRR"
The Wreath of Flame: Melee Power"+3 Melee Power""+2 Melee Power"
The Wreath of Flame: Constitution"+1 Constitution""+2 PRR"
The Wreath of Flame: Fortitude"+2 Fortitude""+2 PRR"
The Wreath of Flame: Ranged Power"+3 Ranged Power""+2 Ranged Power"
2 Pieces: +5% Fire Absorption
3 Pieces: +15 Fire Spellpower, Weapon attacks do +8d8 Fire Damage
4 Pieces: Permanent Fire Shield
This I like; but why is it the other elemental sentient gems lack the on-hit weapon damage effects?
The Inevitable Grave
The Inevitable Grave: Negative Spell Power"+9 Negative Spell Power""+4 Spellpower"
The Inevitable Grave: Intelligence"+1 Intelligence""+2 MRR"
The Inevitable Grave: Negative Healing Amplification"+20% Negative Healing Amplification""+2 PRR"
The Inevitable Grave: PRR"+3 Physical Resistance Rating""+2 MRR"
2 Pieces: +10 Spellpower
3 Pieces: +2 Will saving throws
4 Pieces: +2 to DCs of Necromancy Spells
This has no benefit to being a melee PM, no bonuses to Zombies, Vampires, or Wraiths. (Even Liches can now be viable melees with Vistani)
The Beast's Mantle
The Beast's Mantle: Rage"+2 Uses of Rage""+2 MRR"
The Beast's Mantle: Melee Power"+3 Melee Power""+2 Melee Power"
The Beast's Mantle: Ranged Power"+3 Ranged Power""+2 Ranged Power"
The Beast's Mantle: Strength"+1 Strength""+2 PRR"
The Beast's Mantle: Constitution"+1 Constitution""+2 PRR"
2 Pieces: +10 Natural Armor
3 Pieces: +10% Fortification Bypass
With a name like this I'm hoping to see an absolutely great bonus for animal druids and not a rather bland barbarian looking line?
The Enlightened Step
The Enlightened Step: Wisdom"+1 Wisdom""+2 MRR"
The Enlightened Step: Dexterity"+1 Dexterity""+2 PRR"
The Enlightened Step: Strength"1 Strength""+2 PRR"
The Enlightened Step: Will"+2 Will saving throws""+2 MRR"
The Enlightened Step: Constitution"+1 Constitution""+2 PRR"
The Enlightened Step: Light Absorption"+10% Light Absorption""+2 MRR"
2 Pieces: +5 Healing Amplification
3 Pieces: +5 Melee Power, +5 Ranged Power
4 Pieces: +5 Physical Resistance Rating
5 Pieces: +1 Unarmed Damage Dice
Great, but the only good monk option at the moment. (I'll explain below on the poison gem.)
Melony's Melody
Melony's Melody: Charisma"+1 Charisma""+2 MRR"
Melony's Melody: Intelligence"+1 Intelligence""+2 MRR"
Melony's Melody: Bard Songs"+2 Bard Songs per rest""+2 MRR"
Melony's Melody: Spellpower"+6 Spellpower""+4 Spellpower"
Melony's Melody: Will"+2 Will saving throws""+2 MRR"
Melony's Melody: Perform"+4 Perform Skill""+2 PRR"
2 Pieces: 50 Spell Points
3 Pieces: +1 Charisma
4 Pieces: +2 DC for Enchantment spells
As mentioned by others, no anthem? Although I'd rather there be a 5pc bonus that adds a sonic damage on melee and spells.
To Hell and Back
To Hell and Back: Charisma"+1 Charisma""+2 MRR"
To Hell and Back: Constitution"+1 Constitution""+2 PRR"
To Hell and Back: Fire Absorption"+5% Fire Absorption""+2 MRR"
To Hell and Back: Spellpower"+6 Spellpower""+4 Spellpower"
To Hell and Back: MRR"+3 Magical Resistance Rating""+2 PRR"
2 Pieces: +5 Physical Resistance Rating
3 Pieces: +5 Magical Resistance Rating
4 Pieces: +1 to all saving throws
I'm just not exactly seeing what this one is going for. Is it a reference to Hurl Through Hell? If so give this one unique warlock stacking bonuses.
Celerity
Celerity: Dexterity"+1 Dexterity""+2 PRR"
Celerity: Dodge"+1 Dodge""+2 PRR"
Celerity: Reflex"+1 Reflex""+2 MRR"
Celerity: Intelligence"+1 Intelligence""+2 MRR"
2 Pieces: +2 Doublestrike and Doubleshot
3 Pieces: Permanent "Haste" spell
Permanent Haste Spell on equipment only negates the use of Blinding Speed as a feat. I'm not entirely sure if that's a good enough trade off. Or rather I should say; my weapon can have a max of 7 fillagree, why should I use 3 here and prevent a 5pc set when most melee builds can fit in Blind Speed as a feat?
Otto's Irrevocable Power (Rare)
Otto's Irrevocable Power: Intelligence"+1 Intelligence""+2 MRR"
Otto's Irrevocable Power: Charisma"+1 Charisma""+2 MRR"
Otto's Irrevocable Power: Spellpower"+6 Spellpower""+4 Spellpower"
Otto's Irrevocable Power: Will"+2 Will saving throws""+2 MRR"
Otto's Irrevocable Power: MRR"+3 Magical Resistance Rating""+2 PRR"
Otto's Irrevocable Power: PRR"+3 Physical Resistance Rating""+2 MRR"
Otto's Irrevocable Power: Constitution"+1 Constitution""+2 PRR"
Otto's Irrevocable Power: Spell Failure Reduction"-10% to Arcane Spell Failure chance""+2 MRR"
2 Pieces: +5 Magical Resistance Rating
3 Pieces: +200 Spell Points
4 Pieces: +1 to the DC of all spells
5 Pieces: -10% to Mana cost for spells
It's named Otto's and there isn't a dance proc? Even if it's super low percent chance to proc; a completely irresistible dance without a DC here would be great.
The Blood Feast
The Blood Feast: Strength"+1 Strength""+2 PRR"
The Blood Feast: Dexterity"+1 Dexterity""+2 PRR"
The Blood Feast: Constitution"+1 Constitution""+2 PRR"
The Blood Feast: PRR"+3 Physical Resistance Rating""+2 MRR"
The Blood Feast: Healing Amp"+3 Healing Amplification""+2 PRR"
The Blood Feast: Melee Power"+3 Melee Power""+2 Melee Power"
The Blood Feast: MRR"+3 Magical Resistance Rating""+2 PRR"
2 Pieces: +1 Constitution
3 Pieces: +5 Physical Resistance Rating
4 Pieces: +5 Melee Power
5 Pieces: When you roll a 20, gain 100 temporary hit points
I was excited with a name like The Blood Feast. Here I was hoping for some sort of Vampire sentience. The effects are arguably weak, but come on this is supposed to be an -endgame- system. You should know by now that 100 temp HP at endgame is a joke. Let alone tying it behind a nat 20 roll. The effect really needs to be properly increased for the 'endgame scene'. The HP proc needs to give us 1000+ HP, be dropped to any crit and be a lesser amount between 100-500HP, or drop the temp HP idea and instead reuse other ideas. Why not mimic the Sun Soul set and give us a heal cast on crits/20s. Give us a fully meta'd Heal spell that doesn't count as being cast by the player (to ensure it's not completely nullified by Reaper difficulty), or make it give us an unique source of vampirism similar to Blood Strength. And for the love of all things unholy, please if you turn this into an actual vampirism effect, do not leave out undead builds.
The Cry of Battle
The Cry of Battle: Constitution"+1 Constitution""+2 PRR"
The Cry of Battle: Will"+2 Will saving throws""+2 MRR"
The Cry of Battle: Physical Resistance Rating"+1 Physical Resistance Rating""+2 MRR"
The Cry of Battle: Fortitude"+2 Fortitude saving throws""+2 PRR"
2 Pieces: Your minions gain +4 to all ability scores and +20 Melee Power, PRR and MRR
3 Pieces: Your minions gain +4 to all ability scores and +20 Melee Power, PRR and MRR
Do these bonuses stack? I'd love to see this go all the way to a 5PC set with some actual unique buffs to summoner/pet/charm builds.
Electrocution
Electrocution: Constitution"+1 Constitution""+2 PRR"
Electrocution: Electric Spellpower"+6 Electric Spellpower""+4 Spellpower"
Electrocution: Electric Absorption"+5% Electric Absorption""+2 MRR"
Electrocution: Fortitude"+2 Fortitude saving throws""+2 PRR"
Electrocution: MRR"+3 Magical Resistance Rating""+2 PRR"
Electrocution: Air Elemental Protection"The charge of Air Elementals will not knock you down.""+2 MRR"
Electrocution: PRR"+3 Physical Resistance Rating""+2 MRR"
2 Pieces: +15 Electric Spellpower
3 Pieces: +5 MRR
4 Pieces: You gain a permanent Energy Sheath (Electric)
No on hit lightning damage for melee. :(
Snake Bite
Snake Bite: Poison Protection"Proof Against Poison +4""+2 PRR"
Snake Bite: Fortitude"+2 Fortitude saving throws""+2 PRR"
Snake Bite: Constitution"+1 Constitution""+2 PRR"
Snake Bite: Attack and Damage"+1 attack and damage""+2 PRR"
Snake Bite: Poison Attacks"+4 to the DC of Poison attacks""+2 MRR"
2 Pieces: +4 saving throws versus Poison
3 Pieces: Melee and Ranged attack get +3d6 poison damage that scales with Melee or Ranged Power
Alright, I'll admit I love this one. I've always wanted more poison damage sources. However; please bump up the damage on the 3pc set. Assuming this gem was designed with Ninja Spy's in mind, recall that their only named weapon with poison is level 20 and excluded from sentient weapons. Additionally CC venomous weapons have much higher scaling poison effects at level 30. I'd love to see this gem have a 4pc and a 5pc, with the 5pc possibly proccing the Lolth/Bebilith venom.
Purity
Purity: Constitution"+1 Constitution""+2 PRR"
Purity: Wisdom"+1 Wisdom""+2 MRR"
Purity: Healing Amplification"+3 Healing Amplification""+2 PRR"
Purity: Fortitude"+2 Fortitude""+2 PRR"
Purity: Positive Spellpower"+9 Positive Spellpower""+4 Spellpower"
Purity: Death Block"Death Block""+2 MRR"
2 Pieces: +5 Healing Amplification
3 Pieces: Immune to Disease
4 Pieces: Energy Drain ImmunityThe one we are willing to give out, not the one that's too powerful
What is the too powerful version out of curiosity?
SisAmethyst
11-19-2017, 09:56 AM
RIP PUGS.
"Hey cool, can I have that Sword of Shadows? It would be a pretty awesome upgrade!"
"Nope, sorry, my gem needs 10 xp."
You guys might want to instead just create 'sentient essence' or something that can randomly drop for people that do the same thing. Just putting that out there.
Well it should not be fed with raid loot but only with blue items!
please make sentient xp of named items crunch from 20-27 not 21-27
That opens up a lot of named items and fun grinds: Estar trade-ins and drops; level 20 CC and Cormyrian weapons. For the latter, challenge weekend boosts will be HUGE for players to create named weapons.
this list, nix the sss epic ones:
http://m.ddowiki.com/page/Category:Minimum_level_20_weapons
Indeed I would also prefer 20-27
Why ML 21? More specifically, why not 20? You could put some extra life back into old Epic items by letting them become sentient.
I wouldn't bother using a sentient level 21-30 weapon that would be a step down from the ML 20 endgame weapon I've typically used.
Exactly this, especially as not everyone is staying on level cap
IBCrabin
11-19-2017, 11:39 AM
Sentient weapon (system) should be broken down into at least 2 group weapon, defense (armor shield helmet) and maybe even jewelry. Make them exclusive in each subset.
There should be set focus
metal bypasses, incorporeal and blur/displaced mobs
tactics - hamstring type effect for -5 to 10% stacking slow, curse spewing, trip 2%(?) chance to trip
Druid set - with 10% attack speed to bear and 2d6 SA die for wolf
different filigree to add 1d6 damage(?)
Make manslayer > improved or greater manslayer to be in the same damage group as their counterpart in epic.
Have 4 or 5 set bonuses with 5% stacking attack speed and or +1 threat multiplier, and or +1 threat range and or 1[w]
Caster set for critical damage multiplier / critical chance
This is not so much an end game as much as buffing up the epic named item without rebuilding each named item from scratch.
Move the defensive set giving spell absorption, prr / mrr / etc to its own sentient (defense)
Rylex_Night-Shield
11-19-2017, 12:31 PM
Sorry, I only read through the first 5 pages of this thread and skipped over the ones after that. So, my apologies to anyone that brought it up before me.
My concern with the current model is the filigrees. At current count there will be 170 in game, not counting the rare versions of them that would double the number. If they're all random drops, I feel it would be agonizing trying to farm up to your 5th set bonus. Maybe they'll drop like candy and I'll be over burdened with them in my gather bag but I RARELY ever get what I want in this game. I was hoping to TR my monk here 5 months ago but I said I wanted Jibber's sword before I do and here I am now, having run the quest more than 70+ times and still no sword. But I feel like in the 1st year of this going live, I'll be lucky to have 2 of the 5 set bonus I need for my sentient weapon even after I've unlocked my 5th slot on the gem.
Can you at least make it so you can crunch say like 10 or 20 of them to craft 1 that you need? Maybe I misread something in the developer's initial post but that many random drops makes for a HUGE low percentage to get what you want/need. I just see myself becoming crestfallen as I pick up my 20th filigree from the Sucker Punch group while I'm praying for my 2nd filigree from The Enlightened Step set.
barecm
11-19-2017, 12:42 PM
The bonuses granted by each filigree are small but the set bonuses are large, is this intended?
The intent is that the juicy flavorful stuff should be in the set bonuses, not the bonuses of the base Sentient Filigree.
Let me fix this question....
The bonuses granted by each filigree are small but the set bonuses are not as small, but still underwhelming considering the grind that we are looking at to get a 5 piece weapon, is this intended? Are we really looking at an end game system that is incredible weak?
SisAmethyst
11-19-2017, 12:52 PM
Sentient weapon (system) should be broken down into at least 2 group weapon, defense (armor shield helmet) and maybe even jewelry. Make them exclusive in each subset.
There should be set focus
metal bypasses, incorporeal and blur/displaced mobs
tactics - hamstring type effect for -5 to 10% stacking slow, curse spewing, trip 2%(?) chance to trip
Druid set - with 10% attack speed to bear and 2d6 SA die for wolf
different filigree to add 1d6 damage(?)
Make manslayer > improved or greater manslayer to be in the same damage group as their counterpart in epic.
Have 4 or 5 set bonuses with 5% stacking attack speed and or +1 threat multiplier, and or +1 threat range and or 1[w]
Caster set for critical damage multiplier / critical chance
This is not so much an end game as much as buffing up the epic named item without rebuilding each named item from scratch.
Move the defensive set giving spell absorption, prr / mrr / etc to its own sentient (defense)
Uhhh a Sentient weapon (system) with armor and jewelry? Unless I miss-read the post, the sentient weapon is usually a single item, a form of a pet or companion which as the name suggest usually is a talking weapon. The set bonus as I understand come from putting an additional gem of a particular type on this single weapon, but you can also mix gems in which case you would loose out on an eventual set bonus.
I would advice against metal or alignment bypass this is what the red/orange slot in a weapon is for. Additionally the Druid one with 10% attack speed and 2d6 SA + additional 1d6 would be way out of line...
Saekee
11-19-2017, 12:54 PM
Sorry, I only read through the first 5 pages of this thread and skipped over the ones after that. So, my apologies to anyone that brought it up before me.
My concern with the current model is the filigrees. At current count there will be 170 in game, not counting the rare versions of them that would double the number. If they're all random drops, I feel it would be agonizing trying to farm up to your 5th set bonus. Maybe they'll drop like candy and I'll be over burdened with them in my gather bag but I RARELY ever get what I want in this game. I was hoping to TR my monk here 5 months ago but I said I wanted Jibber's sword before I do and here I am now, having run the quest more than 70+ times and still no sword. But I feel like in the 1st year of this going live, I'll be lucky to have 2 of the 5 set bonus I need for my sentient weapon even after I've unlocked my 5th slot on the gem.
Can you at least make it so you can crunch say like 10 or 20 of them to craft 1 that you need? Maybe I misread something in the developer's initial post but that many random drops makes for a HUGE low percentage to get what you want/need. I just see myself becoming crestfallen as I pick up my 20th filigree from the Sucker Punch group while I'm praying for my 2nd filigree from The Enlightened Step set.
I think they are not BtC or BtA so they will be all over the ASAH
BigErkyKid
11-19-2017, 01:18 PM
Logged in just to say that this is the most uninspired and lazy loot in an expansion so far. I am very surprised no one even commented on that.
There are no interesting effects, there is just some silly number bloat.
I read quickly through the tables and got bored half way, so maybe there is something interesting, but then there is an excessive amount of filler.
I was kinda keeping an eye on the game, specially since you told us to wait for Ravenloft for interesting loot.
All I see is some OKIsh quests and a lot of boring number bloating items, combined with a doses of some clearly not well thought out grindy system (yeah, grinding easy items, etc.).
No way on earth I pay 40 dollars for this, let alone paying 50 extra bugs for some cosmetics.
I consider thunder forged to be the last interesting crafting system, with all its imbalance and so on.
I guess this is it for me. I cannot understand the players that say that they like this; I simply cannot understand their thought process.
Dorian
11-19-2017, 01:51 PM
In the purity set bonus, you have the following listed:
4 Pieces: Energy Drain Immunity - The one we are willing to give out, not the one that's too powerful
What Energy Drain Immunity is " too powerful"?
JOTMON
11-19-2017, 02:22 PM
Unslotting the gem requires unslotting each of the filigrees first.. this potentially will be an exorbitant cost since it will require using multiple unslotting tools.
Why does the gem unslotting require the filigrees to be removed considering we would be unslotting the gem to move to another weapon of choice.
Please look at this function.
We should be able to unslot the gem with filigrees intact to reslot onto another weapon.
IBCrabin
11-19-2017, 02:32 PM
Uhhh a Sentient weapon (system) with armor and jewelry? Unless I miss-read the post, the sentient weapon is usually a single item, a form of a pet or companion which as the name suggest usually is a talking weapon. The set bonus as I understand come from putting an additional gem of a particular type on this single weapon, but you can also mix gems in which case you would loose out on an eventual set bonus.
I would advice against metal or alignment bypass this is what the red/orange slot in a weapon is for. Additionally the Druid one with 10% attack speed and 2d6 SA + additional 1d6 would be way out of line...
10% attack speed on bear is not out of line. How often do you see a bear running around in this game? compared to wolf, the bear DPS is lacking. 2d6 SA die on wolf is not out of line. The only way wolf get the SA die to work, is when they bluff, make them helpless, not have agro and or there is a way to bypass their SA immunity.
metal or alignment bypass is not out of line either for the old named items. A lot of the mobs in epic now a days have 2 DR to bypass. Not a lot of named items from the old days have 2 orange/ red / purple slot or have any good / metal bypass built in. I am sure you have seen those DR on mobs in Amrath Trial of archon pack on Epic Elite. Those old named items can benefit bypass to make them work in higher level epic content.
I am suggesting to break up the sentient weapon set bonus into different group instead of putting all on weapons.
There not a lot of good named weapons to turn into sentient weapons. Cetus have pointed out how few named 2hf there are people go to as an example
Sentient weapon system will end up being something for eTR and not a whole lot of end game capped reaper or raiding use.
Aelonwy
11-19-2017, 02:55 PM
Unslotting the gem requires unslotting each of the filigrees first.. this potentially will be an exorbitant cost since it will require using multiple unslotting tools.
Why does the gem unslotting require the filigrees to be removed considering we would be unslotting the gem to move to another weapon of choice.
Please look at this function.
We should be able to unslot the gem with filigrees intact to reslot onto another weapon.
Oh! I missed that... yes that is potentially a deal breaker. What would be the ongoing cost of this? It sounds like a needless aggravation.
https://www.youtube.com/watch?v=3LVXjB_VUfk
Iriesys
11-19-2017, 03:34 PM
ok now grind out those 200+ named weapons after they decrease their drop rate (RIP Envenomed Blade) doing the same quests that you have been doing the past 10 years and using recycled content to increase the grind. Enjoy more of your power creep to destroy again the same quests made 10 years ago for another 30 lives of guess what... doing the same quests again!
And to add to the flavor you will do this as a warlock because warlock=efficiency in a grind-oriented game for 30 lives... heh if you haven't turned Durk already.
Meanwhile you will be reminded how useless all other non-caster classes are, how great the melee pass was and how alive melees are now thanks to it, how awesome it is to lose all your gear/PLs/etc. when TRing, because... challenge and you will enjoy the friendly customer service who will hint out your mistakes to you for playing DDO in ways such as: "It is your fault for accidentaly hitting the Finish button". Of course fixing broken things is not expected of SSG because charity and therefore you obviously will have to pay to get out of the mess caused by bugs/lost items or dead servers.
"Did you just transfer to Orien because it was not dead, but now it is dead thanks to you being out-smarted from SSG by having the default server changed after Orien cashed in?"
Oh well nothing we can do for you... now pay 50+ to transfer all your toons to Cannith until it is changed again :)
But no wait... DDO is free and you can play on potato PC so why you complain? Of course it is free cause no one would pay for this game anyway in this state in which they've brought it down to and yes you can play on potato PC because the System Requirements NEVER change!
Expansion?? Improved Graphics after expansion?? What is this...
Dunno it usually always happens in proper games like WOW and GW2, maybe just saying?!
It's ok people I don't blame you, it takes a look out of your "window" a look at the "guy" or the "game" elsewhere to open your eyes and a bit of a change, say a game from the top of the list to see and compared and to realize how sad things are over here. But all is fine here and nothing to see... enjoy your grind and your raids (if you manage to fill the group) and.. oh look at that 6-man R1 raid from Omni. I guess the other 6 empty spots were... propably busy or who knows having internet issues.. ah yes that must have been the reason!
P.S. I heard the dupers can max their new shiny weapons from Day 1. Oh what you thought there are no dupers in MMOs? :D
and because edit is free I wanted to remind everyone how awesome DDO is because it encourages group play and pugs and rewards new players and this is why this game has this population omg! Now you can remind your pug buddies how much you need them and how you love carrying them because player scaling is so perfectly designed and you must have 5 newb pugs because 1 pug>reaper mobs.
Pugs will now make you feel "badass" because you will see them begging for "ze named loot" but you will deny them "ze named loot" because you want to destroy it to upgrade your epic awesome sentient weapons.
This is so well thought from Turbine and so clever.. omg I'm out of words, please give them an award.. this.. I can't, I feel so stupid arghgjfgg.
Now the pugs will no longer have to bother with USELESS Named items! Never again! No more slowing you down with "Who needs this Stick of Truth?"
"Roll d123 Envenomed Blade"! No more running Ruins of Threnal and picking up named items, no salvage them all! This is so perfectly and cleverly planned, the new players will now just instantly move to end game and will become pros to pass down their wisdom to newer new-players which will flood our servers, because of this system! They will no longer be bothered with generations of old and rusty items. NO! Instantly to 30 and salvage everything for exp!
GG Turbine I'm speechless
Kielbasa
11-19-2017, 03:47 PM
Why did I read that in the Kobold voice. ****. Now I want a Kobold weapon soul.
"No, Kobold wanted reincarnation as dragon not dagger!"
Separate note, do the wheloon named end rewards count as weapon food? Nice to have guaranteed food sources.
"Another guardian locket? Kobold kopesh do not want!"
There had better be a kobold voiced one. Have not bought the expansion yet but that may be the thing that encourages me to do so.
Anything that improves the experience playing epic content is a plus to me it is by far the most lacking part of the game. Revamp epic destinies, add more destiny levels, and more destinies once you are done with the class passes please wink wink nudge nudge. Would love if destinies ended up looking more like path of exiles or final fantasy 10 skill maps.
Silverleafeon
11-19-2017, 03:51 PM
Alternately, you could slot Burnscar Sash, Silverthread Belt, or Thrummingspark Cord - They will have that same bonus at a value higher than 150.
Silverthread Belt: Belt
Devotion (Heroic: +77) (Legendary: +202)
Nullification (Heroic: +77) (Legendary: +202)
Healing Lore (Heroic: +11%) (Legendary: +29%)
Void Lore (Heroic: +11%) (Legendary: +29%)
Blue Augment Slot
...
Burnscar Sash: Belt
Corrosion (Heroic: +77) (Legendary: +202)
Combustion (Heroic: +77) (Legendary: +202)
Acid Lore (Heroic: +11%) (Legendary: +29%)
Fire Lore (Heroic: +11%) (Legendary: +29%)
Green Augment Slot
....
Thrummingspark Cord: Belt
Magnetism (Heroic: +77) (Legendary: +202)
Glaciation (Heroic: +77) (Legendary: +202)
Lightning Lore (Heroic: +11%) (Legendary: +29%)
Ice Lore (Heroic: +11%) (Legendary: +29%)
Yellow Augment Slot
These are major items seeing as "enhancement" bonus to spellpower is indicated?
This might even shift some heroic gear setup.
Nice applying the elements in this fashion:
Pos & Neg
Earth & Fire
Air & Water
Very significant.
This also leaves an opening for main hand sentient weapon, seeing as these could replace Leg Greensteel at cap.
vryxnr
11-19-2017, 04:18 PM
My journey through reading the notes:
Me: I hope the sentient weapons are interesting, flavorful, and powerful!
info: ...the sentience is tied to a gem you can put in other weapons...
Me: oh, that's different. Oh hey, Thunderforged sentien-
info: ...nope, non-crafted only...
Me: aw, well, oh! I have an Epic Xuum I'd love to make viable again-
info: ...nope. ml21 only. Xuum is ml20, so no dice...
Me: dang. well, I'll figure out that part later then. The names are cool, but most of the powers seem very generic/bland, and very small/weak for the epic level/end game long term farm I thought it would be. Wait, what's this now?
info: ...augment bags now have a search function...
me: YES! (actually exclaimed this out loud irl)
Dielzen
11-19-2017, 04:40 PM
Thanks for the help Psyco, but my main problem is to remove a piece from the Slavers Set, I can even relocate a ring to the trinket slot and use an armor that has profane bonus, but has the Skulled Ring that gives me necro dc, spell point and exceptional nullification. Great dilema haha.All your old items are junk now...+20 stat, +9 insightful, +8 Spell Pen are all available.Also, you can offhand your LGS if you really want to keep it, but you'll probably find that it's been upgraded with all this new stuff once you completely rework your gear. (That's what you'll have to do for an expansion this big, and why I've held off on fully decking my character I keep at 30 for raids)
Grace_ana
11-19-2017, 05:05 PM
I'm still deciding how I feel about this.
The system will let you slot two 'same effect' filigrees from different set groups, but they do not stack.
For instance.., I slotted 6 different '+1 CHA' filigrees from different sets which the system let me slot, but they do not stack. Only got +1 Cha.
The sentient bonuses should stack with each other if at all possible re: coding. There's no other reason why someone can't slot two +1 int or whatever and not get both bonuses.
RIP PUGS.
"Hey cool, can I have that Sword of Shadows? It would be a pretty awesome upgrade!"
"Nope, sorry, my gem needs 10 xp."
You guys might want to instead just create 'sentient essence' or something that can randomly drop for people that do the same thing. Just putting that out there.
A good suggestion would be to preclude raid loot from feeding sentients and instead have a sentient XP snack gem appropriate to the level of the raid drop in raids.
I'd just like to echo other people's concerns about the social effects this system will have on sharing named loot. It really is going to usher in a new age of selfishness and the people who will be hurt the most are less well established players. That is a very bad path to go down, in my opinion anyway.
Maybe what you could do instead is write a script that also generates a sentient weapon xp gem every time a named item drops. So if my loot has a named item, I can give that to someone else who needs it but keep the sentient weapon xp gem for myself.
Such a system could also be tied to difficulty, so the value of the sentient weapon xp gem is higher for doing quests on higher difficulties. This would address people's very justified concerns that your current proposal wrongly incentivises lower difficulties, and gives people more reason to run higher difficulties instead.
Thanks.
I'm not going to quote all the concerns here, because there were a lot of them, but these kinda sum it up. I'm genuinely not sure how I feel about it. On the one hand, I like the idea of being able to get some use out of named items no one wants or needs instead of the usual vendoring. This happens even in raids ("Anyone need the medium armor? Anyone? Bueller?"). On the other hand, I am also seriously concerned about people not following Wheaton's Law when it comes to loot. I am a big proponent of "your loot is your loot," but generally speaking people pass stuff and help each other out when they don't need it. This is good for everyone. But with this system there will literally never be a named item that someone doesn't have a use for, because you can always feed the beast (or stable of beasts, eventually).
Why ML 21? More specifically, why not 20? You could put some extra life back into old Epic items by letting them become sentient.
I too am confused about this. Last I checked, level 20 was still epic. There are a ton of the old S/S/S epic items that would be lots of fun with the sentient system. Please expand to those items.
I would also like to say, the idea you get to pick what personality your Sentient weapon gets to have is total party kill to me. IF you just want to create another grindy crafting system look no further than the current one that are in place Cannith, Green steel, Thunder Forged
It feels more complicated than it should be, certainly. I'm not sure what the point of the filigrees is. I would rather have seen the jewels drop with the set already coded, and as you feed it, you gain power inherent to the jewel. The extra stuff just seems more like crafting and less like sentient weapons. Plus, more complex and more easily hacked.
Why can't it be applied to our current crafted items...greensteel, thunderforged, cannith?
I have no problem with it not applying to cannith crafted, but I don't understand why LGS and TF are excluded. Unless, again, it's a coding issue, these should be included.
So I can slot 4 pieces to get +2 Enchantment from one set, or +2 Necromancy from another set, or +2 to ALL DCs from a different set? Or I could get lucky and get 4 pieces of the rare set and instead get only a +1 to all DCs? Wha?
Yeah, some of the bonuses seem a little out of place.
Does SSG intend to release a few more named shuriken before the Ravenloft/Sentient Weapon release? Because right now there are two at 21+, and what a shuriken user holds in their off-hand is just as important as the shuriken they are using.
Please reconsider the no offhand rule and make it a single sentient weapon rule. It kinda messes things up for scroll/wand users. <3
Shields and Rune arms could be an issue...
The rule they implemented to limit players to only benefit from one equipped sentient weapon messes up the whole off hand equipping...
I agree. If you want to have a limit where only one can be equipped at a time, that's reasonable. But throwers really depend on that offhand weapon, and given that epic named throwers are either rare or not very good (because of limited thrower utility for many throwing weapons)...you're kinda screwing thrower builds.
Shared Crafting Storage could really use some tabs (Ingredients, Collectibles, Gems, Augments, Filigrees, Other, etc.) with proper sort functions. As noted in previous posts, current Augment Bags cannot handle the immense number of incoming Filigrees.
This is a very true statement. I love my shared crafting bank and use it for tons of stuff, and I expect to use it for filigrees as well. I'd love to be able to find things more quickly.
It should not accept any locked item.
Please fix this. It's super important. In particular, with the amount of lag that occurs in the game, sometimes it looks like you are grabbing one thing, but if fact you grabbed something different. If something is locked, you shouldn't be able to do anything destructive or potentially loss-inducing with it.
Can a sentient weapon eat a named item inside a quest / wilderness?
Excellent question. I would love to feed stuff to help my overflowing inventory mid-quest, but if not, it's not a gamebreaker.
My concern with the current model is the filigrees. At current count there will be 170 in game, not counting the rare versions of them that would double the number. If they're all random drops, I feel it would be agonizing trying to farm up to your 5th set bonus. Maybe they'll drop like candy and I'll be over burdened with them in my gather bag but I RARELY ever get what I want in this game. I was hoping to TR my monk here 5 months ago but I said I wanted Jibber's sword before I do and here I am now, having run the quest more than 70+ times and still no sword. But I feel like in the 1st year of this going live, I'll be lucky to have 2 of the 5 set bonus I need for my sentient weapon even after I've unlocked my 5th slot on the gem.
Can you at least make it so you can crunch say like 10 or 20 of them to craft 1 that you need? Maybe I misread something in the developer's initial post but that many random drops makes for a HUGE low percentage to get what you want/need. I just see myself becoming crestfallen as I pick up my 20th filigree from the Sucker Punch group while I'm praying for my 2nd filigree from The Enlightened Step set.
The drop rate will make or break this system, probably. If it's too low, it's a recap of Sands S/S/S. If it's too high, everyone will have what they want in a month. I do think it's a good idea to have the filigrees unbound so they are tradeable, which might mitigate some drop rate frustration.
There are no interesting effects, there is just some silly number bloat.
I don't think the bloat is bad for the most part. I would definitely have preferred some unique effect for each jewel based on their personality aside from smart-aleck remarks.
And a question I didn't see answered: this is a unique stacking bonus, correct? These should all be sentient bonuses. If it doesn't stack with everything else in the game, the bonuses are too small to be useful. Seems obvious, but I want to make sure, because history.
Jandric
11-19-2017, 05:28 PM
*Please* add the ML 20 named items to the list. It would be great to see Sword Of Shadows, Epic Antique Greataxes, Xuum, etc with these in it, as it could breathe new life into them. There's really no reason to exclude them.
Aelonwy
11-19-2017, 07:10 PM
Alternately, you could slot Burnscar Sash, Silverthread Belt, or Thrummingspark Cord - They will have that same bonus at a value higher than 150.
That's great Steel but what about a force/light option for Evoker Cleric/Fvs?
So does this apply to specific weapons only? Will it work on runearms? How about shields or orbs? Do two handed weapons get double bonuses?
And yes, I would suggest something to feed to the sentient weapons in addition to named items. Whatever you decided to call your sentient weapon food, perhaps they should drop more frequently in higher reaper difficulties, to encourage people running those. Seems like a fairly simple addition to make, provided it didn't skew balance too badly. Or possibly make items with reaper bonuses have an additional multiplier to the experience points gained.
named items drop more frequently in reaper.
vryxnr
11-19-2017, 08:07 PM
So far I cannot think of any weapons I would want to spend the time farming up the sxp for for any of my epic leveled characters. They all have crafted weapons (LGS, TF, ToEE, etc) for their needs, and none of the new loot coming with Ravenloft is worth swapping out for as they currently are (for me at least). And of the current named items that do qualify, there are many weapon types that simply don't have enough named options anyways.
A shame really. I was looking forwards to farming for sentient weapons/upgrades as my next big carrot... but as it is right now, it's not looking like something I'll be actively going for (mostly due to the limitations on what can be made sentient). :/
Drwaz99
11-19-2017, 09:03 PM
named items drop more frequently in reaper.
Lol. That's what the devs may tell us, but as someone who regularly runs higher reaper (5+), there is no noticeable difference in the drop rate. It might mathematically be there but it's insignificant.
Logged in just to say that this is the most uninspired and lazy loot in an expansion so far. I am very surprised no one even commented on that.
There are no interesting effects, there is just some silly number bloat.
I read quickly through the tables and got bored half way, so maybe there is something interesting, but then there is an excessive amount of filler.
I was kinda keeping an eye on the game, specially since you told us to wait for Ravenloft for interesting loot.
All I see is some OKIsh quests and a lot of boring number bloating items, combined with a doses of some clearly not well thought out grindy system (yeah, grinding easy items, etc.).
No way on earth I pay 40 dollars for this, let alone paying 50 extra bugs for some cosmetics.
I consider thunder forged to be the last interesting crafting system, with all its imbalance and so on.
I guess this is it for me. I cannot understand the players that say that they like this; I simply cannot understand their thought process.
I said something along these lines.
Wongar
11-19-2017, 10:08 PM
Please consider allowing shields to be Sentient weapons.
- Shields are considered weapons in DDO, just look at the abilities on shields and the Vanguard trees for proof.
- There are a number of interesting shields that would make good sentient weapons from Min level 22 to cap
- This gives shield users a way to get sentient weapons on par with two weapon users and dual caster stick casters
- This can be done while still keeping the restriction of only having one sentient weapon - if you have a sentient shield you can not have a sentient weapon in your main hand.
One thing I noticed not sure if it's a bug or oversight but I created one of the Sentient Weapons Slavers Hand Crossbow and was able to trade it and sell it in the Auction House. I thought these would at least be bound to account maybe at least the jewel.
Ladislaio
11-19-2017, 11:07 PM
Thematically I love feeding named loot to your weapon to make it stronger. Love the flavor. BUT as has been pointed out enough to kill an owlbear summoned by an ooze build, it isn't likely to be healthy for the community.
Also excluding LGS hurts melee and ranged builds a fair bit... I'm not sure giving up the life saving CC from LGS salt or ice is worth it on moderate to high reaper. I also doubt that any of these weapons will be better for my tank than LGS L. Affermation.
Ladislaio
11-19-2017, 11:09 PM
Please consider allowing shields to be Sentient weapons.
- Shields are considered weapons in DDO, just look at the abilities on shields and the Vanguard trees for proof.
- There are a number of interesting shields that would make good sentient weapons from Min level 22 to cap
- This gives shield users a way to get sentient weapons on par with two weapon users and dual caster stick casters
- This can be done while still keeping the restriction of only having one sentient weapon - if you have a sentient shield you can not have a sentient weapon in your main hand.
Or let us have LGS shields :)
amsharkwei
11-19-2017, 11:15 PM
1. We spend a lot much time to craft our Legendery Greensteel Weapen , but crafting items can not upgrade to Sentient Weapon , that's so disappointed
2. We need named items to feed Sentient Weapon for Sentient Weapon EXP. Excuse me ? Is there something wrong with this design ? That meas if there is a named item in the chest and I don't need it , I will not let other players Roll for it ,I must take it to feed my Sentient Weapon ! That's not good ,We should share love and friendly to each other , be selfless , this is a game we work toghter.
I suggest , use random items to feed those Sentient Weapon.
Stand as One !
For Eberron !
Tenelai
11-20-2017, 12:28 AM
Like I said earlier, I know it's too late for any real changes to the system, but I put some thought into this and figured I'd type it out just cause.
1. New gear slot for sentient jewel, ML 20 to equip. Only affects ML 20 gear. (Now old systems are not invalidated and more freedom is given)
2. Sentient jewel works the same, has slots for filigrees etc.
3. Sentient jewels have more levels, gaining levels either makes the jewel affect higher ml gear or unlocks a filigree slot. (This compensates for the advantage of needing to level less jewels/reslotting jewels)
4. Give us small sets 2pc,3pc that give small things like the bursts/insightful stats from ToD
5. Small sets 2pc,3pc that are DR breaker i.e. adamantine filigree, silver filigree etc, 2pc bonus metalline
6. Alignment sets for DR breaking
7. A set with whatever d6 of whatever damage type to attacks that scales with spellpower (something for spellblades, melee locks, arcane archers etc)
8. Set(s) with procs on spellcast
9. Set(s) with defensive procs.
10. Set(s) with damage type additions
11. Set(s) with fun things from old greensteel/dragontouched, concordant opposition, ooze guard, trap the soul, blind, etc.
12. Set(s) with things like intimidate on crit, heal on block, retaliate on block, bluff on nat 20 etc
13. Set(s) that replace buff scroll spamming
14. Set(s) that give feats that are fun but not generally worth taking or are unavailable to some classes
15. Set(s) that change the damage/to hit modifier stat
16. Filigrees that only drop from certain activities (quest optionals, getting all the stars in a challenge, speed runs)
17. A heroic inspiration filigree/set
18. Raids/lesser run content can drop sentient xp gems that are consumed like named items.
19. Weekly or daily activities that reward filigrees or sxp
I know at the end of the day, melee power and ranged power and PRR/MRR/HP produce the same net dps as giving a fluffy nifty ability, but from my point of view at least fluffy nifty abilities are more fun. Sure 3% dodge is probably better than a melodic guard, but one is kinda bleh and the other interesting. And i'd probably never spend the feats on whirlwind for anything other than a tree build, but a chance to whirlwind on attack would definitely get slotted on some of my builds even though Melee power might be better, the whirlwind would be more fun. And I know slotting a WIS to damage/hit set is probably less damage than more melee power, but giving me the option to play hybrid with say a nightmare would be something I would enjoy.
Slotting the jewel to character removes any bugs/coding difficulties that might occur with crafted/older items. Letting it work with ML 20 gear lets us use older interesting items. Also, please show love for those of us who do invest in UMD for scrolls but don't switch between weapons and scrolls and only use an offhand due to the lag it creates when stats change.
Also adding specific filigrees to older content would give a reason to run those/buy the packs.
<3 Tene
Marupal
11-20-2017, 01:05 AM
After spending time with this system I'm really looking forward to it.
Some interesting effects on the filigree's. (Air Elemental Protection->sweet!) I noticed the +2 bard songs. Any room for +2 turn undeads or lay on hands?
Set bonus powers seem ...across the board. Perma-haste, 10% spell efficiency, 5% additional displacement and Immunity to Knockdown for example are all really nice. Hell and Back's +1 saving throws as the tier 4 bonus isn't quite as inspiring. There are a few spots in there that leave the question "Why would ever I go for that set bonus when I can get that from a filigree in another set."
Personalities: Please tell me there is a kobold foreman flavored one coming. Please?
Thoughts on the UI and mechanics:
"Why isn't this weapon letting me feed it? It says it Accepts Sentience" is going to be a common question. It would avert some confusion if you added some text on the UI that displays if they don't already have a personality slotted.
Might want to throw a reminder up on the UI or somewhere that the xp acquired belongs to the personality, not the weapon. Found that out on accident myself. I like it, but I can see players getting caught off guard by it (I was). Much gnashings of teeth when someone realizes where the xp progression was stored ...after they trashed the personality that was getting on their nerves. :eek:
After the way augment kits work, the unslotter toolkit takes a bit to figure out. It made sense why after finding out that all filigree's need to be removed before a personality can be removed, but still .... Is there a useage description coming in the text for the unslotter?
ML21 for sentient weapons? There must be a reason why 21 was chosen, but Squeaky (an eEnvenomed Blade) is going to be sad. He talks about wanting to be a real sentient weapon someday. Talks about it a lot. Kind of annoying really. Please don't break his heart like this. (He and all the other Shard/Seal/Scroll weapons deserve a shot at sentience imho)
Marupal
11-20-2017, 01:47 AM
Thematically I love feeding named loot to your weapon to make it stronger. Love the flavor. BUT as has been pointed out enough to kill an owlbear summoned by an ooze build, it isn't likely to be healthy for the community.
It's a possibility that it will negatively impact loot sharing, but I'm thinking it's not too likely for most players. You will have a few that do, but honestly, you probably weren't in any danger of receiving loot from them anyway.
For the short term you're going to have people scrambling to see how high they can get. Anything and everything will go in. After that, reality will set in and they'll realize how long it's going to take and that they're in for the long haul. People will go back to running their favorite end-game(ish) quests to pull named loot.
I almost feel bad for the Slave Lords, they're going to get pulverized by people looking for shackles and chains. ;)
Niminae
11-20-2017, 01:56 AM
P.S. I heard the dupers can max their new shiny weapons from Day 1. Oh what you thought there are no dupers in MMOs? :D
Hey, guess what? People who don't dupe can also max their new shiny weapons from Day 1. Oh what you thought you had to cheat to win?
Jeromio
11-20-2017, 02:53 AM
Overall I think that it will be an okayish system. However, I'm a bit disappointed that lvl 20 weapons are excluded. Could it be clarified why this is the case?
Iceslab
11-20-2017, 03:37 AM
Seeing how Sentience would be placed on finely honed/crafted weapons from renowned smith's I can't seem to fathom how crafted weapons are excluded here... Seems like you missed the chance on making something truly special and took the lazy route out yet again. Laziness seems to be the definition used most to describe many features in this game right now.
Wizza
11-20-2017, 03:48 AM
So we are going to have no words regarding endgame and named items concerns that we raised by any of the Devs or Severlin. Seems good.
Impossible demand 7x runs on Casual incoming. And people thought filling EDs with dailies was boring lolz
Legic
11-20-2017, 04:00 AM
Seeing how Sentience would be placed on finely honed/crafted weapons from renowned smith's I can't seem to fathom how crafted weapons are excluded here... Seems like you missed the chance on making something truly special and took the lazy route out yet again. Laziness seems to be the definition used most to describe many features in this game right now.
Agreed
It honestly seems like it would be more difficult(for the devs) to let us craft upon already crafted items. It does NOT make sense from an in-game/Lore/immersion point of view.
I would like to hear the devs comment on this. Unless this expansion is also going to include a plethora of named weapons of all kinds(good ones with real interesting/competitive stats), I think the system has no place at all in the current end game that it's supposed to target.
If the truth is that it's too difficult or impossible to add a crafting system to an already created crafting system, We'll need a lot of new named weapons to build around.
Dreppo
11-20-2017, 04:04 AM
The sentient bonuses should stack with each other if at all possible re: coding. There's no other reason why someone can't slot two +1 int or whatever and not get both bonuses.
Because min/maxers would slot "+1 int or whatever" 7 times and get another fully stacking +7 to one stat. Some of the other bonuses look pretty powerful stacked 7 times too.
Silverleafeon
11-20-2017, 04:23 AM
All your old items are junk now...+20 stat, +9 insightful, +8 Spell Pen are all available.Also, you can offhand your LGS if you really want to keep it, but you'll probably find that it's been upgraded with all this new stuff once you completely rework your gear. (That's what you'll have to do for an expansion this big, and why I've held off on fully decking my character I keep at 30 for raids)
Probably need to start from scratch on end game gear and think outside the box.
It actually would be nice to not be using min level 26 gear.
Sure gonna miss those salt & freezing effects...
Claver
11-20-2017, 06:40 AM
Gloaming Philter (min level 27 named item) can not be fed to sentient weapon gems
http://ddowiki.com/page/Item:Gloaming_Philter
FYI
Qhualor
11-20-2017, 06:56 AM
Please consider allowing shields to be Sentient weapons.
- Shields are considered weapons in DDO, just look at the abilities on shields and the Vanguard trees for proof.
- There are a number of interesting shields that would make good sentient weapons from Min level 22 to cap
- This gives shield users a way to get sentient weapons on par with two weapon users and dual caster stick casters
- This can be done while still keeping the restriction of only having one sentient weapon - if you have a sentient shield you can not have a sentient weapon in your main hand.
while shields can be used as a weapon for any build capable of equipping one, using shields as a weapon is primarily a Vanguard thing. I would rather continue pushing for a shield crafting system for both heroic and epic. we have crafting systems for everything else, but shields.
Silverleafeon
11-20-2017, 07:01 AM
How many end game caster sticks are there to upgrade to sentient weapons?
I count this in the expansion:
[
Truth, The Light Within
Sickle
7.5 [W]
20/x2
Devotion +208
Insightful Devotion +104
Healing Lore +30%
Efficient Metamagic - Empower Healing II
Purple Augment Slot
Red Augment Slot
Spiral, the Voice of the Elements
Club
6.5 [W]
20/x2
Elemental Spiral Elemental power pulses within you. This weapon quickly cycles through bonuses to different elemental spell powers and spell lores
Kinetic Lore +30%
Impulse +208
Insightful Impulse +104
Purple Augment Slot
Red Augment Slot
Someone correct me if I am wrong, but are these the only caster weapons that we upgrade to sentient weapons inside the whole expansion?
and how many of these are caster weapons:
Minimum level 28 weapons
Dawnbringer (level 28) • Elemental Fury (Level 28) • Epic Arm of the Archons • Epic Bleeding Edge • Epic Dice • Epic Divine Artillery • Epic Light Unending • Epic Locked and Loaded • Epic Return to Sender • Epic Riftmaker • Epic Rod of Mythant • Epic Scraps of Enlightenment • Epic Slice • Fellblade (longsword) • Frostbite Blade (Level 28) • Giant's Fist (Level 28) • Knives Eternal • Legendary Deep Demise • Legendary Drowhunter • Legendary Dwarven Brawler's Wraps • Legendary Forge • Legendary Forgotten Axe • Legendary Heavy Boltslinger • Legendary Light Boltslinger • Legendary Slave Master's Staff • Legendary Stonework Beam • Legendary Thunderstrike • Legendary Wave of Despair • Legendary Wave of Sorrow • Magistrate's Scepter (Level 28) • Master's Riposte (Level 28) • The Epic Fatal Flaw • The Legendary Arc Welder (close range) • The Legendary Arc Welder (long range) • Thunder and Lightning (Level 28)
Minimum level 29 weapons
Machination of Madness • Storm's Harness
Minimum level 30 weapons
First Light (level 30) • Kookie Kutter (level 30)
Silverleafeon
11-20-2017, 07:05 AM
http://ddowiki.com/images/Slave_Master%27s_Staff_%28level_28%29.jpg
I assume this does not count, since it is "craftable"?
Silverleafeon
11-20-2017, 07:09 AM
http://ddowiki.com/images/Epic_Locked_and_Loaded.jpg
This is terrible, its handwraps and it takes up two hands.
Silverleafeon
11-20-2017, 07:10 AM
http://ddowiki.com/images/Epic_Rod_of_Mythant.jpg
Ok, this one is pretty good, but it is focused on Warlocks.
Silverleafeon
11-20-2017, 07:12 AM
http://ddowiki.com/images/Legendary_Deep_Demise.jpg
Here is one a Deep Gnome might use?
Silverleafeon
11-20-2017, 07:17 AM
About all I can find.
Up until now Leg Greensteel has been Caster's favorite weapons.
I am not saying that we have to include them into sentient weapons.
I am just pointing out there are hardly any caster weapons available inside the expansion.
Will go back and look at the random named stuff, hoping to find something there.
Wondering what the elemental random cycling will be like, and thinking that is not going to be popular at all.
Much likely to have players want a standard element and have all four types drop?
But maybe not?
Silverleafeon
11-20-2017, 07:19 AM
Zero caster weapons here:
Weapons:
Heroic: Minimum level 10
Barovian's (One of each weapon type)
Silver, Alchemical
Keen I
Undead Bane 3d10
Maiming 3
Macabre's (One of each weapon type)
Mother Night's Embrace This weapon is unholy and imbued by one of the two dieties of Barovia - the Mother Night. This weapon is evil, dealing an additional 3d6 evil damage on each hit.
Human Bane 3d10
Doublestrike +6
Deception +4
Legendary: Minimum Level 29
Morninglord's (One of each weapon type)
Silver, Alchemical
Keen V
Sovereign Disruption On hit: 4 to 24 Bane damage to Undead. On Vorpal Hit: If undead struck by this weapon has fewer than 300 Hit Points, it is instantly slain. If the Undead has above 3000 Hit Points, it takes 300 damage.
Greater Maiming
Nightmother's (One of each weapon type)
Mother Night's Embrace This weapon is unholy and imbued by one of the two dieties of Barovia - the Mother Night. This weapon is evil, dealing an additional 9d6 evil damage on each hit.
Human Bane 9d10
Doublestrike +22
Deception +16
One would think the Devs would have bothered to make a random named dropped caster type?
Silverleafeon
11-20-2017, 07:21 AM
Suggest that the random elemental one keeps at least two types at all times as it cycles around.
Silverleafeon
11-20-2017, 07:24 AM
One the other hand, its nice to see a lot of spell power on things other than weapons.
lyrecono
11-20-2017, 08:02 AM
I'm not getting it.
The amount of times we need to switch weapons just to break mob dr is stagering
Suping up 1 weapon is only partially usefull.
Removing a full gem costs 8 removel items, if they are as costly as the epic shroud ones, we're looking at a 1250 ddo points per stack of 10
Another issue is the item to put it on, i understand that the old seal/shard/scroll ml 20 weapons won't work, its old code.
But for things like tanking the 3X positive greensteel is kind of manditory.
Can't you create 1 slot on a toons boddy that can hold 1 gem? Something that works regardless of weapon?
Just rename it to sentient pin, clasp, button, etc.
Wongar
11-20-2017, 08:50 AM
while shields can be used as a weapon for any build capable of equipping one, using shields as a weapon is primarily a Vanguard thing. I would rather continue pushing for a shield crafting system for both heroic and epic. we have crafting systems for everything else, but shields.
I have to disagree that shields as weapons is only a Vanguard thing. Shields as weapons was a thing long before Vanguard was introduced and you do not need Vanguard to use a shield as a weapon - consider Wizards, Sorcs and Bards get offensive shield enhancements.
While I would like to see shields included into crafting systems I don't think it is relevant to this discussion. We have a good argument for allowing shields to be Sentient weapons but we have already been told NO about shields in Thunderforge and LGS crafting and I see the chance of getting that retroactively changed at near zero.
This is really about making the Sentient weapon system useful to more people and making it something to get excited about. Extending the system to include more named options while staying within the original proposed theme will increase the pool of people that will find it useful and fun. As it is now, there is simply no named weapon that fits my main build so the Sentient weapon system will do nothing but cause me sadness, frustration, and anger. I don't think I am alone in this view.
Ok some final thoughts on sentient weapons
First, keep filigree unbound
Second, double the mp/rp in sets
These are supposed to be smart weapons?
Give them some punch
This is supposed to be endgame,
You know the state of melee
We need more mp and more defense
Double both in the fighting sets
Casters already get dc adds
Melee needs more than 5 mp from a smart weapon
That a joke
A stupid weapon
Give us something to wield
And as for using named only,
Make them only ml 28+
For a real endgame
And then crank it up,
Because you know everyone's playing reaper
And melees getting the shaft
So filigree unbound
Double melee power in sets
Or triple it
Thx
From a monk
Cantor
11-20-2017, 09:43 AM
Tie sentient xp to quest xp
NO, just no. Quest level and difficulty setting, ok. Quest exp no. We don't need another reason to only run dailies, and or whatever optional people bot now that the obvious ones are removed.
Also add something to Sagas for sentient xp.
* Glad to see that earning those top tiers will take a lifetime (or so it might seem) of looting.
* Ponders raid loot vs nonraid loot sxp and realizes that the two being equal in sxp values is good.
Players are more likely to farm out quests than raid, but will be interested in raiding again.
I thought 5, 6, 7 (maybe even 3+ tiers) should be more. 70 ML 28 items is not a big deal, for some one with several capped characters. I'll cap a gem day one using obsoleted loot from one mule. (orchard, 3 barrel, devil's, etc)
Agreed on raid loot, only a real piece of work would not pass raid loot and keep for sentient xp when you can get as much from junk in a quest.
I'm with the others expressing the concern about loot sharing going down. Right now you can run CiTW with a group and people that have been playing forever already has the loot so they gladly share. That will go out the window. Now it won't matter if the monk in the group could really used the named handwraps that dropped, those are worth sxp now.
Hoard tradable loot. : oh you are not gonna pass that pinion to get exp? here is a higher ML piece of garbage from GH for it. I really don't see this being an issue. I don't play with anyone that big of an *******.
1) snarky dagger... If I pulled this on my pally I might be bummed but what if I was able to trade it? of give it to my rogue? Keep playing until I found that cool intelligent Dwarven axe with the personality of a bottled dwarven warpriest!! that would be cool.
I kinda agree here, big loss of flavor on sentient weapons which should be a strong aspect. With the UI options to silence them we don't need this generic build system.
The biggest fear of a sxp gem from raids would be players duplicating thus.
After all, the xp gems from Sagas were very short lived, removed very quickly after their implementation.
Likely due to duplication issues.
I loved those. Just another example of cheaters ruining it for the rest of us.
I actually like the loot feed system and it gives room for the economy to come back (something that is really needed) as btc/aoe gear can now be sold to people.
Agreed but, they need to raise the SXP requirements A LOT. Any minor hoarder is capping multiple gems day one from mules.
Can you crunch Estar trade-in weapons? I have a lot of commendations...
LOL, I thought of that too.
I consider thunder forged to be the last interesting crafting system, with all its imbalance and so on.
I guess this is it for me. I cannot understand the players that say that they like this; I simply cannot understand their thought process.
I can't understand how you think thunderforged is interesting when there is one clear winner at every crafting stage. There is very little real choice.
Qhualor
11-20-2017, 09:53 AM
I have to disagree that shields as weapons is only a Vanguard thing. Shields as weapons was a thing long before Vanguard was introduced and you do not need Vanguard to use a shield as a weapon - consider Wizards, Sorcs and Bards get offensive shield enhancements.
While I would like to see shields included into crafting systems I don't think it is relevant to this discussion. We have a good argument for allowing shields to be Sentient weapons but we have already been told NO about shields in Thunderforge and LGS crafting and I see the chance of getting that retroactively changed at near zero.
This is really about making the Sentient weapon system useful to more people and making it something to get excited about. Extending the system to include more named options while staying within the original proposed theme will increase the pool of people that will find it useful and fun. As it is now, there is simply no named weapon that fits my main build so the Sentient weapon system will do nothing but cause me sadness, frustration, and anger. I don't think I am alone in this view.
Note that I said primarily a Vanguard thing used as a weapon. Most other builds that use shields use them mostly for defensive reasons and/or to boost their general dps. Unless investing points into the tree and cross classing, there is very little ways to boost dps by swinging it as a weapon making it a subpar weapon. I don't know how everyone else plays their Vanguard, but I think of shields on my Vanguard as more 2WF or as an off hand attack. There are only a few clickies in the Vanguard tree where you use a shield as a weapon, but can boost damage and increase the chance of shield bashing.
I'm not against the idea of shields being Sentient weapons, I just think it would be very niche. Personally I probably wouldn't make a Sentient shield.
Niminae
11-20-2017, 10:13 AM
My journey through reading the notes:
Me: I hope the sentient weapons are interesting, flavorful, and powerful!
info: ...the sentience is tied to a gem you can put in other weapons...
Me: oh, that's different. Oh hey, Thunderforged sentien-
info: ...nope, non-crafted only...
Me: aw, well, oh! I have an Epic Xuum I'd love to make viable again-
info: ...nope. ml21 only. Xuum is ml20, so no dice...
Me: dang. well, I'll figure out that part later then. The names are cool, but most of the powers seem very generic/bland, and very small/weak for the epic level/end game long term farm I thought it would be. Wait, what's this now?
info: ...augment bags now have a search function...
me: YES! (actually exclaimed this out loud irl)
Pretty much my reaction exactly. Excluding crafted and level 20 items is a poor design decision, since those are probably what a large portion of the player base uses and would like to improve. I know that for me my transition during epics on all of my characters is typically from Cannith Crafted or Epic, to Thunderforged, to Legendary Greensteel. There are a few exceptions, but they are exceptions. So it'll be a struggle to find a weapon which the Sentience system will make a compelling draw to change my weapons use over.
The next disappointment is that the sentient weapons system is just another bit of power creep, but there just isn't any there there. All effects are already in the game, and are fairly minor, and completely lack any real "WOW" effect. +3 MRR, uh, wow? Where is the new, the interesting, the innovative? It just isn't there.
But I've said several times on these forums and to Jerry while he is livestreaming that augment bags need a search function. It's just a shame that needed changes only seem to come about when prompted by other things. Either there is an intern on staff for a few months who brings the enthusiasm and love for the game that seems to be lacking otherwise, or some new system is implemented which fairly much demands that some needed change finally be gotten around to being given some attention.
Alcides
11-20-2017, 10:32 AM
I believe that this system needs more potential weapons to choose from. Please consider including rune arms and shields since there are specs that use those. Also I think it's ridiculous not to allow people to add sentience to crafted weapons since crafted weapons are the only good option for certain specs. Limiting it to a single sentient item equipped at a time is a far better solution and gives a much higher range of flexibility. This was advertised as an end game system so it should be the best yet. What is presented here is a step backwards. Also I think nonnamed magic items should be allowed for sacrifice as well since requiring sacrifice of named items will make it harder for casuals to gear up since people will be less generous for the next several months until their sentient jewels are maxed out. Until now I haven't had a problem giving other players who need gear a hand up. Generosity should be encouraged not discouraged.
edrein
11-20-2017, 10:52 AM
Note that I said primarily a Vanguard thing used as a weapon. Most other builds that use shields use them mostly for defensive reasons and/or to boost their general dps. Unless investing points into the tree and cross classing, there is very little ways to boost dps by swinging it as a weapon making it a subpar weapon. I don't know how everyone else plays their Vanguard, but I think of shields on my Vanguard as more 2WF or as an off hand attack. There are only a few clickies in the Vanguard tree where you use a shield as a weapon, but can boost damage and increase the chance of shield bashing.
I'm not against the idea of shields being Sentient weapons, I just think it would be very niche. Personally I probably wouldn't make a Sentient shield.
Vanguard should be an universal tree to be honest. It's such a niche fighting style that it's a shame it's locked behind two classes that I wouldn't want to play for a shield build.
That being said; they seem to forget items like Dethik Runestone for druids. Which I'd love to make sentient with an appropriate druid boosting sentient gem. But there isn't one at the moment.
Niminae
11-20-2017, 11:05 AM
Hoard tradable loot. : oh you are not gonna pass that pinion to get exp? here is a higher ML piece of garbage from GH for it. I really don't see this being an issue. I don't play with anyone that big of an *******.
I've seen this offered up as the "solution" for the potential impact to generosity with named items that any system which requires that you feed it named items will bring. I don't agree that this will be any kind of solution. On the first hand, "Hoard tradable loot" doesn't work when everyone is feeding their named items to their own sentient weapons. And then there is the time and annoyance factor. Player A passes item to Player B, who is now expected to calculate the SXP and mail Player A items of similar SXP value? In a game where people can't be bothered to wait for a chest blesser to finish their animation before popping that sucker open? (please provide your own dozen plus examples of player impatience to continue that thread) Could it happen? Sure. But it isn't a solution, because most people just won't want to bother with it.
Cantor
11-20-2017, 11:14 AM
I've seen this offered up as the "solution" for the potential impact to generosity with named items that any system which requires that you feed it named items will bring. I don't agree that this will be any kind of solution. On the first hand, "Hoard tradable loot" doesn't work when everyone is feeding their named items to their own sentient weapons. And then there is the time and annoyance factor. Player A passes item to Player B, who is now expected to calculate the SXP and mail Player A items of similar SXP value? In a game where people can't be bothered to wait for a chest blesser to finish their animation before popping that sucker open? (please provide your own dozen plus examples of player impatience to continue that thread) Could it happen? Sure. But it isn't a solution, because most people just won't want to bother with it.
I honestly just threw that out there as an option. In truth I believe anyone who will not pass you raid loot to get sentient xp, wasn't going to pass it anyway. I think this will have absolutely no effect on loot passing.
bloodnose13
11-20-2017, 11:15 AM
first im going to say that i only had time to try one weapon with one filigree set, The Blood Feast, and what i noticed is that set effect does not seem to apply.
as for the way leveling is done, its horrible idea to base it on feeding it with named items as the only way to do it, it will kill any shreds of decency pugs have regarding named items, at first i thought its a good idea for getting rid of all the named bound to character items we dont want but we dont want to just sell either, but after useing few items i realized how MANY items needs to go into it before you gain ONE level, from that point i started thinking its horrible idea.
i think that much better idea whould be if weapon would level with portion of exp gained in quest, similarly as reaper system.
other possiblity woul be some weapon exp gems to drop in chests, similarly to how the renown is handed out.
As for the way sentient weapons are handled, im a little bit dissapointed, i expected something like companion, that levels up with character, instead it seems like another crafting system that we have a lot of in ddo already, i thought that it will be something along the lines of a weapon that has own enchancement trees that level up and have own encahncements that configure it. this way its done seems realy copy paste of other systems in ddo like auguments or legendary greensteel.
i would say that sentient weapons should not be released with this update and be thoroughly rethought and redesigned, otherwise they will just be one more boring crafting grind.
Magnus_Arcanis
11-20-2017, 11:23 AM
Now that the weekend is out of the way…. Spoiler alert, this may get a little ranty, but remember that it comes from a place of love.
General Opinion – A lot of missed opportunities. Underwhelming crafting system instead of a more flavorful option, but it has some neat ideas. Ultimately I’m going to have fun figuring out some good combinations and will enjoy the flexibility.
Things that you can fix before launch:
Aside from the obvious things like bug fixes, here is a list of things that really ‘need’ to be fixed/adjusted before release.
1. Bonus types – Frankly, this is just inexcusable at this point. Having to ask the question “Does it stack?” every single time there is something new introduced to the game is ludicrous! Got all these stat boosts…. Some of it stacks, some of it doesn’t. No indicator other than “best guess” to guide to us. One of the set bonuses is +10 Natural Armor. That’s all it lists. Based on that, it shouldn’t stack, but it does and it feels like that’s the intended effect. Type the bonuses, in the descriptor of each item and make it obvious what it is supposed to stack with, like it should’ve been from the start. As coders, designers, developers, and as D&D nerds… you should be ashamed that this basic issue is still a thing.
Things you should adjust before launch:
1. ML 20 weapons.
2. If you’re going to give the ability to work with all named items, then don’t exclude any.
Things that you should think about:
When I said that there are a lot of missed opportunities? Below is a list a things (in no particular order as this is all coming off the top of my head this morning) that could be instead of the uninspired stat bloat you’re pushing.
1. DR bypass
2. Alternate Stat to hit and/or Damage
3. Alternate casting stat (dc and/or spell points).
4. Add Enchantment bonus of the weapon to your shield AC and/or armor bonus (non-stacking)
5. Grant existing feats if you (and/or the weapon) qualifies for it. Especially makes sense for tactic feats, deflect arrows, stances likes CE and power attack, the top end of the different weapon fighting styles.
6. Centering – (doesn’t uncenter for a monk)
7. Acts as a (specific) Deity’s favored weapon
8. Competence Bonus to crit range and/or multiplier.
9. Act as a different type of weapon. (this would probably be hard to code, but would be cool if for example I could use a 1-handed weapon and still get the most out of something like… the quarter staff stuff out of thief acrobat)
10. Evasion
11. Leap effect (with a not 10 minute cool-down)
12. Shield bashing bonuses
13. Gains temp hp and sp on kills/damage/whatever
14. Adds spell like abilities to your enhancements page
15. Relentless Fury
16. Melodic
17. Paralyzing, Vorpal, Disruption, Smiting, etc..
18. Alternate Save (use different stat for a save, or use an entirely save instead of the normal save type)
19. Grants Divine Grace using weapon level instead of paladin level.
20. Procs a use of Turn Undead without expenditure
21. Favored Enemy
22. Things that proc after hitting/killing certain enemy types
23. Things that proc after hitting/killing certain types of enemies (red named, orange names)
24. Elemental damage and bursts
25. Old weapon effects like… Obscenity
26. Set bonus flag or Multi-set bonus flagging (Slave Lords, Planar Conflux, Hearld of Dawnetc..)
27. Rare/Unique weapon effects (Limb Chopper, Life Stealing, Cloudburst, etc..)
28. Spell proc’s (ie. Casts lightning bolt, cone of cold, fireball, etc.. randomly, when a certain condition is met, or an activated trigger)
29. Grants proficiency
30. Procs a use of one or more types of Bard Songs without expenditure
31. Grants Rune Arm use
32. Grants Smites
33. Immunity to Hamstring/slow effects that keep spamming my character.
34. Effects based on the number of skulls (quest skulls) that are active
35. Effects based on difficulty of the quest.
36. Effects based on what world and/or plane you’re in/on
37. Effects based on the current weather (in-game, but could be interesting if it was impacted by real life weather conditions)
38. Effects based on the time of day. (in game, but could be interesting if it was impacted by real time as well or instead)
39. Effects based on the season of year.
40. Effects based on the lunar cycle.
I could go on all day apparently, but I think you get my point. I know everyone wets themselves at the thought of increasing their raw numbers and stats, but sentiment weapons is/was your biggest bullet point in the Ravenloft expansion. It smells like a lot of compromises to make a deadline was made here instead of swinging for the fences and that’s the most disappointing thing to me.
Which brings me to another point. You’re done right? With the stat increases? +20, +9 insight, +4 quality, +2 profrane, +1 exceptional, +1 sentient, set bonus, artifact, sentient bonus or w/e the hell we’re calling the new ones, etc. etc.. etc.. You’re done adding new and increasing numbers to stats right? Please be content with adding more of what already exists in new and interesting ways instead of making more increases to total and variety. The difference between the haves and have nots is staggering. Frankly this applies to nearly any stat, not just ability scores. Let the game spread its wings a bit.
To leave on a higher note, it’s not like you didn’t dabble in some of what I’m talking about. Re-using some Thunderforged stuff, Energy Drain Immunity, Feather Fall, Air Elemental Knockdown immunity, deathblock, temp hp on a 20. So its not like you’re unable or unwilling re-utilize or create new. In fact, I plan on enjoying those very things I just mentioned.
Despite what others may say, including myself, you have the base of something cool here. I’m just asking you to go all the way instead of taking the minimalistic/safe/quick and easy option.
Captain_Wizbang
11-20-2017, 12:08 PM
you have the base of something cool here. I’m just asking you to go all the way instead of taking the minimalistic/safe/quick and easy option.
That right there, pretty much sums up many players opinion.
mr420247
11-20-2017, 12:19 PM
Sentient weapons questions Can you dual wield 2 of them at once doesn't really say if its exclusive or not
And filigrees says you can only slot 1 of the same each weapon but does not say if you can attach more sentient jewels too 1 weapon
I would think those are exclusive as in 1 per weapon but does not specifically say that i can find
And filigrees and sentient jewels do those drop in the quests or just the raid or any high end chests with enough loot luck
JOTMON
11-20-2017, 12:56 PM
Sentient weapons questions Can you dual wield 2 of them at once doesn't really say if its exclusive or not
And filigrees says you can only slot 1 of the same each weapon but does not say if you can attach more sentient jewels too 1 weapon
I would think those are exclusive as in 1 per weapon but does not specifically say that i can find
And filigrees and sentient jewels do those drop in the quests or just the raid or any high end chests with enough loot luck
Sentient Gem slotted weapons reject the off hand, so you cannot dual wield. (or even equip off hand)
Sentient compatible weapons will only take 1 sentient gem.
Sentient Gems can be upgraded to 7 Filigree's. (by sacrificing named items to it for XP while slotted in a weapon)
Filgree's with the same bonus within the same set will not slot.
Filgrees with the same bonus type from different sets will slot, but do not stack.
It is currently unknown what the drop rates will be for Filigree's. (there are 170ish Filigrees and 29 different sets)
It is currently unknown what the chance will be for Named Weapons level 21+ to drop with a sentient gem.
It is unlikely they will tell us what the drop chances are.. its likely one of those you will see when it is live scenario's.
Removing Filgree's and Sentient Gem's requires Sentient unslotting tools.
Every slotted Filagree has to be individually unslotted (or destroyed with a destruction tool) before the gem can be unslotted.
PsychoBlonde
11-20-2017, 12:56 PM
Oops, nvm I misread something.
mr420247
11-20-2017, 01:01 PM
Hows the training one work is that 1 per server or account or character
ned_ellis
11-20-2017, 01:19 PM
That right there, pretty much sums up many players opinion.
Indeed it does...and with regard the post Lagin refers to, plenty of good stuff there. Please, now we've hit plus 20 stats, make it stop and 'spread your wings', ty! ;)
Silverleafeon
11-20-2017, 03:03 PM
Distortion, the Mirror Between
Short Sword
7.5 [W]
19-20/x2
Illusion Focus +8
Insightful Illusion Focus +4
Quality Illusion Focus +1
Spell Penetration +8
Purple Augment Slot
Red Augment Slot
This will also likely be a premier caster sentient for all the deep gnomes.
Ok, Deep Gnome Wizards and Warlocks have their Sentient Weapons to upgrade.
Really want to see how that Random Elemental effect works, because if it cycles thru:
Radiant, ice, fire, cold, acid, ect..
and keeps 3 at one time
then I could see maybe
but if its one every 3 seconds, its terrible...
.......
The future is R1 Slavers = rxp + half dozen top tier named loot + ingredients you can place cheap on the shard exchange.
For variety, R3 Grim/Mem/ect chain runs are likely....
No chance in *^*&^ of me asking for Raid loot I don't need because everyone will know if one starts down that path...
How many items are gonna fit your toon anyway?
Probably less reincarnation for awhile anyway.
For the reincarnation crowd CitW weapons are likely to be popular for sentient choices.
Bank mules will be unloading stuff.
All those "I will take that item if no one else wants" old school raid loot will be eaten...
All those "I used this for ___ life, but now its not so great will be eaten...
Likely to hear, "I am putting this up for roll, but I am going to ask no one takes it to feed their sentient weapon,
cause I can do that myself."
Silverleafeon
11-20-2017, 03:06 PM
Hows the training one work is that 1 per server or account or character
Give the slant away from alt players, hoping that its one per player, which would reset on new life.
Not sure how a one per account could be implemented without some player getting nothing, which would trigger a set of
"here have another, we are sorry about that..." and such would make it more towards an awkward version of one per player anyway.
HungarianRhapsody
11-20-2017, 03:07 PM
Sentient Gem slotted weapons reject the off hand, so you cannot dual wield. (or even equip off hand)
That's going to make me really sad when I get to my Shuriken life.
Silverleafeon
11-20-2017, 03:09 PM
Kind of thinking, melee will want a universal DR breaker EI Min2 old school item to Sentient slot?
mr420247
11-20-2017, 03:35 PM
So your saying you can't use a shield or orb with a sentient weapon is that wai i really hope not kind of kills it
Steelstar
11-20-2017, 03:40 PM
So your saying you can't use a shield or orb with a sentient weapon is that wai i really hope not kind of kills it
You cannot create a Sentient Shield or Sentient Orb, no.
You cannot wield Sentient Items (that have been slotted with Sentient Jewels) in both hands at once.
You can use any non-Sentient item you'd normally be able to use in your offhand (including Orbs and Shields, as well as Weapons that do not contain a Sentient Jewel) while wielding a Sentient weapon in your main hand.
mr420247
11-20-2017, 03:44 PM
Np jot said you could not dual wield items with a sentient weapon equipped maybe thats a bug idk
Nvm read fail
macubrae
11-20-2017, 03:50 PM
It seems to me, that since most of the effects given by sentient weapons aren't weapon effects, why would DDO limit them to the main hand weapon? Attribute bonus, spell pen, dodge, permanent effects, these are effects we craft on helms and bracers, they would be better suited to sentient orbs shaped like skulls, sentient shields with glowing runes floating around them, a second skin sentient armor or a trinket with an ancient ancestor's soul attached to it. Rune arms are like mechanical magic devises, with four arty and arty splashes in my ever growing number of toons, I can understand an argument against sentient runearms.
I understand that this is the system which sentient weapons are going to exist and subtle changes to the effects, not the system, are possible. As I remember, most sentient items had a story behind them as well as a theme to their abilities. If these aren't too much to ask for I believe that this will help round out the items. I know the system has limitations and that sentient weapons is a compromise of what we want and what is possible to create in game. I hope the finished product adds to our enjoyment of this nostalgic game. Some of us have been playing a version of it for well over thirty years.
These items are sentient for a reason, the story is up to you.
Wongar
11-20-2017, 04:43 PM
You cannot create a Sentient Shield or Sentient Orb, no.
Could you let us know the reasoning behind no shields or orbs?
Silverleafeon
11-20-2017, 05:12 PM
(Party:): [To Party] Grim's Bracelet d99
(Party:): [Party] _______: nty
Hafeal
11-20-2017, 05:38 PM
Shared Crafting Storage could really use some tabs (Ingredients, Collectibles, Gems, Augments, Filigrees, Other, etc.) with proper sort functions. As noted in previous posts, current Augment Bags cannot handle the immense number of incoming Filigrees.
Amen!
The sentient weapon makes comments to the player as the weapon is held and the player fights, finishes quests, and finds treasure. These comments are actual game voices coupled with text sent to the chat panel. The player will have a UI option to turn off one or both of these. Weapons can make comments based on a number of criteria, including how a player is fighting, whether the player dies, when the player finds treasure, and it can even make comments when the player takes certain actions in quests.]
This is very interesting to me - I presume the "comments" follow the action and not the content. If I am wrong, and the comments follow the content, will "old" content be revamped as well? Or is this feature only for the expansion and beyond?
If the "comments" follow the weapon, does this mean you can only have 1 sentient weapon at a time? Or do the comments only occur if the weapon is equipped?
Once a weapon has a Sentient Jewel ... The Sentient Jewel can be empowered with Sentient Filigree that the player obtains as loot ... Sometimes a weapon might be found with a Sentient Jewel already attached to the weapon with a specific personality. Other times, such as during the introduction of the system, the weapon and jewel might be delivered independently ... Filigree will have their own rarity. Some sets will be less common than others. In addition, each Filigree has a rare chance to drop as with an upgraded bonus, which has an additional effect on it.
I am sorry if I missed it, but I don't recall reading the binding status if the Jewels and Filigrees (BtC, BtA, BtCoE)? Will they be auctionable?
Players can fairly easily obtain and use Sentient Destroyer Tools to destroy a Filigree or even a Sentient Jewel to open up the slot for a new piece.
Some questions:
1. I presume some might be available for purchase in the store as well?
2. So Filigrees, unlike Augments, cannot be "unslotted" and retained?
3. I inferred that this might mean you can only have 1 sentient weapon in your inventory at a time? Is this correct?
Progression
I do think some options to help with XP and acquisition would be nice, for example:
1) Have sagas give a sentient weapon xp option; and
2) Give sentient jewels and filigrees a spot on the Daily Dice rolls.
Thank you for your work on the system, it looks really interesting - and from a role-playing / immersion experience, I can't wait to run content with all 6 weapons personalities (and more to come?).
SirValentine
11-20-2017, 05:53 PM
Which brings me to another point. You’re done right? With the stat increases? +20, +9 insight, +4 quality, +2 profrane, +1 exceptional, +1 sentient, set bonus, artifact, sentient bonus or w/e the hell we’re calling the new ones, etc. etc.. etc.. You’re done adding new and increasing numbers to stats right? Please be content with adding more of what already exists in new and interesting ways instead of making more increases to total and variety. The difference between the haves and have nots is staggering. Frankly this applies to nearly any stat, not just ability scores. Let the game spread its wings a bit.
I'm not sure they know how to do anything else anymore. I mean, after years of +7 stat only on end-game ML 20 items when the level cap was 20, we went, pretty reasonably, to +8 when cap went to 25.
They could have gone to +9 when cap went to 28, and to +10 when cap went to 30. But, no, from +8 at level 25, we're going to have +20 at level 30.
And it's not just the sheer size increase, but the deliberate invalidation of their own systems...wasn't LGS supposed to be end-game-worthy grindy raid loot? It only had +15! So instead it got invalidated by grindy Slavers with their +17...which is now totally outclassed by the new +20.
Remember when Amrath loot, and Greensteel, and S/S/S Epic items, and Dragontouched, and various other named raid items, all co-existed, without flat-out vastly outclassing each other's numerical stats?
From Shadowfail onward, loot has been just junk power bloat.
Seikojin
11-20-2017, 06:14 PM
Sentient Gem slotted weapons reject the off hand, so you cannot dual wield. (or even equip off hand)
Sentient compatible weapons will only take 1 sentient gem.
Sentient Gems can be upgraded to 7 Filigree's. (by sacrificing named items to it for XP while slotted in a weapon)
Filgree's with the same bonus within the same set will not slot.
Filgrees with the same bonus type from different sets will slot, but do not stack.
It is currently unknown what the drop rates will be for Filigree's. (there are 170ish Filigrees and 29 different sets)
It is currently unknown what the chance will be for Named Weapons level 21+ to drop with a sentient gem.
It is unlikely they will tell us what the drop chances are.. its likely one of those you will see when it is live scenario's.
Removing Filgree's and Sentient Gem's requires Sentient unslotting tools.
Every slotted Filagree has to be individually unslotted (or destroyed with a destruction tool) before the gem can be unslotted.
Doh, I think there is a bug for 2 weapon sentients. I swear my toon had 2 weapons gemmed up. They were the same weapon name, so that may bypass. When the next lam is up, I can check. To any dev: My character Songed had two sentient light hammers.
mr420247
11-20-2017, 06:32 PM
Will the raids have either a 20 turn in list or a codex kind of turn in any know
Cocomajobo
11-20-2017, 06:36 PM
Will the raids have either a 20 turn in list or a codex kind of turn in any know
Rune vendor just like Riding the Storm Out.
SirValentine
11-20-2017, 10:04 PM
Can someone fighting with Two Weapons wield two sentient weapons?
Weapons with a Sentient Jewel slotted in them will reject being placed in your off hand.
That's ugly. So no using scrolls/wands/throwers/etc with your sentient weapons.
No-2-at-once is reasonable, and fits lore. But having to be in a particular hand seems like a lazy way to implement it.
Jandric
11-20-2017, 11:20 PM
You cannot create a Sentient Shield or Sentient Orb, no.
You cannot wield Sentient Items (that have been slotted with Sentient Jewels) in both hands at once.
You can use any non-Sentient item you'd normally be able to use in your offhand (including Orbs and Shields, as well as Weapons that do not contain a Sentient Jewel) while wielding a Sentient weapon in your main hand.
Doesn't this tilt the balance further in favor of the SWF/THF?
staples
11-20-2017, 11:36 PM
Reward long term players with using outdated seals and shards to feed the beast....
etotheipi
11-20-2017, 11:37 PM
(1) Don't permit named items which drop in raids to feed the gems.
(2) Add a chance for a BTC auto-consumable drop in raids which will feed the gems.
(3) Have the auto-consumable BTC raid drop provide far more XP than same-level non-raid items which do feed the gem.
This will result in the system encouraging raiding (and particularly end-game raiding) which is much needed. It will also sell RBT's.
*snip Can someone fighting with Two Weapons wield two sentient weapons?
Weapons with a Sentient Jewel slotted in them will reject being placed in your off hand.
Ok.. This makes sense to me because it is Lore Based. Sentient weapons as are depicted in DnD from AD&D at least until 3.5 always had their own motivations, Will, Goals, and an Ego of their own. No Sentient weapon would want to play second fiddle to another Sentient weapon or even worse. A Non-Sentient weapon.
They would complain, and if they became to unhappy with their situation they would attempt to rectify it and find a more suitable "host" to wield them. (Like screaming at the top of their lungs when you try to stealth past the whole tribe of of Orcs.) and even attempt to overcome the will of their wielder and usurp control (Ego roll).
GeoffWatson
11-20-2017, 11:56 PM
Ok.. This makes sense to me because it is Lore Based. Sentient weapons as are depicted in DnD from AD&D at least until 3.5 always had their own motivations, Will, Goals, and an Ego of their own. No Sentient weapon would want to play second fiddle to another Sentient weapon or even worse. A Non-Sentient weapon.
They would complain, and if they became to unhappy with their situation they would attempt to rectify it and find a more suitable "host" to wield them. (Like screaming at the top of their lungs when you try to stealth past the whole tribe of of Orcs.) and even attempt to overcome the will of their wielder and usurp control (Ego roll).
Only if you have a pathetic DM who plays all sentient weapons as whiny little children.
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