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Carpone
11-19-2020, 05:33 AM
Newly released set augments like Cruel Cut are ML30. That's awkward when Ravenloft/Sharn/Feywild items are ML 29, and Ravenloft/Killing Time raid loot is ML28. So players are supposed to not use loot with slotted augments while leveling from 28 to 30? The ML30 requirement feels disconnected from reincarnation, which has been the center of replayability for a decade. Help us understand why set augments are not ML28.

Thank you.

mikarddo
11-19-2020, 05:38 AM
A most relevant question. It was asked by me and several others during the previews - but the Devs seem to have decided not to care to explain - or better yet change them to ML28 as they bloody well should have been.

/sigh

Iriale
11-19-2020, 05:46 AM
It was pointed out many times during the lammania previews. The devs did not give any explanation, so most likely it was not a mistake, but they think it is something "cool" and they want to avoid the controversy because they know that the players do not think it is something cool.

If it is a mistake, they still have time to fix it. I honestly do not understand that with the storage problem that this game has, they think it is cool to make us have a copy of the items for level 28-29 or make us discard the idea of using new augments. It's silly.

Chacka_DDO
11-19-2020, 06:02 AM
This is another sign that shows that the developers simply don't understand that players want to USE the items they have.
DDO is mostly about reincarnation and playing your character from level 1-20 (or 30) but DDO doesn't have items to match that needs.
DDO basically needs items that are designed to use at any character level but sadly the developers don't do that by themself and oddly even players don't comprehend that fact even if you tell them that idea.
Many effects these augments provide are not at all overpowered even if you would use them at lvl 1 (e.g. destruction) like vorpal is of course good but not op even at level 1.

Itemization in DDO needs basically also a paradigm shift, you should be able to work for your items at any character level and you should be able to use your items at any character level.
Scaling items could be one solution relatively close to the current itemization and if you would be able to level your item effects you would have something to do for your items for a long time.
In addition, account-based character progression would make it possible to have certain builds divided on different characters and this makes item management much easier (along with other advantages)

timmy9999
11-19-2020, 06:23 AM
Newly released set augments like Cruel Cut are ML30. That's awkward when Ravenloft/Sharn/Feywild items are ML 29, and Ravenloft/Killing Time raid loot is ML28. So players are supposed to not use loot with slotted augments while leveling from 28 to 30? The ML30 requirement feels disconnected from reincarnation, which has been the center of replayability for a decade. Help us understand why set augments are not ML28.

Thank you.

How long are you lv 28 to 30? 2-3 hours max? Do what ever other lazy player does and wear you lv 15 gear to 30 :)

SheIsMiiiiiiinnnne
11-19-2020, 06:30 AM
How long are you lv 28 to 30? 2-3 hours max? Do what ever other lazy player does and wear you lv 15 gear to 30 :)

This. L28 to L30 is a downhill freewheel after the trudge through the mid 20s.

DerpDerply
11-19-2020, 06:51 AM
How long are you lv 28 to 30? 2-3 hours max? Do what ever other lazy player does and wear you lv 15 gear to 30 :)

LOL! If you want to deal with an utterly terrible design flaw that way, it’s your choice.

BTW, have fun chasing that particularly limp carrot.

I however won’t be wasting any time on these augments because they’re pathetically weak and completely undeserving of being ML30 in the first place.

kanordog
11-19-2020, 07:09 AM
Newly released set augments like Cruel Cut are ML30. That's awkward when Ravenloft/Sharn/Feywild items are ML 29, and Ravenloft/Killing Time raid loot is ML28. So players are supposed to not use loot with slotted augments while leveling from 28 to 30? The ML30 requirement feels disconnected from reincarnation, which has been the center of replayability for a decade. Help us understand why set augments are not ML28.

Thank you.


They gonna raise the level cap - no matter what - and they are building on it already, you will be able to use your RL set when doing Legendary Reincarnations between lv 30 and 40. And that is what you supposed to do after U4x.

Hawkwier
11-19-2020, 07:21 AM
I've no dog in this fight, as I'm not wasting mats and aug slots on what I consider as a poor trade off for 3 slots anyway.

But objectively, I think the OP makes a good point - and seeing replies that apparently suggest this concern was raised in pre-testing, it seems bizzare to me that this matter has not been addressed, let alone ignored as seems the case here.

Terrible decision-making IMO here Devs - What gives?

Valerianus
11-19-2020, 07:44 AM
How long are you lv 28 to 30? 2-3 hours max? Do what ever other lazy player does and wear you lv 15 gear to 30 :)


i agree. i am lazy too and wear lvl15 sharn till 29 with no issue. it won't be a problem delaying to 30 but but but.

but i hate the nonsense inconsistency. it has no sense, and if it has some sense, we would like it to be told. that's all.


since i'm lazy, i'll ignore these new augs if they stay lvl30, i have not the mats, i'll gear good at 29 anyway, i like gear planning and i like having good gear, even if not the best of the best it will work, i'll use this 29 gearset as leveling gear when lvl cap will increase. since it will be leveling gear, i'll want to use it asap. level pattern may change, game could change, destinies will change. i'll not waste time now in planning a lvl30gearset to potentially be screwed later. maybe i'll really want\need a powerful lvl29 gearset and not 30. who knows. this is another major flaw in having ml30 augs, the future. unless there is something we do not know and they will not tell us till that time comes. level cap will increase next year, the development of new gear will have to deal and count and include these augs (this would be a major new gear design flaw imho) or just surpass or equal them. what level will be the new gear? 30? 31? 32? before wasting my time in ml30 augs, i want to see what will change and what i'll need 30+. then i'll decide. because i'm lazy. in the meantime, i'll get some mats just playing as normal. i'll just keep on playing some time at cap, doing some raiding, doing endgame R6-10 for rxp and then tr. and i bet a really large portion of the playerbase will just straightforward ignore this "ml30 cool new stuff". and this is sad. just because this level inconsistency, one way or another, one reason or another, brings you hassle or questions. i can't possibly know what a really large portion of the playerbase will think or do, but i bet i'm not far from the mark.

i'm perfectly aware that the target audience of these augments can farm them easily or more probably they already have the mats stashed, but the inconsistency and the question remain.

edit: i support the "no matter the future, i can use it now and i'll use it in the meantime till something changes, no matter, it is good now and that's what matters" mentality. but not when changes are so close and while the new expansion\augment revamp is still in beta testing.

SpartanKiller13
11-19-2020, 08:04 AM
How long are you lv 28 to 30? 2-3 hours max? Do what ever other lazy player does and wear you lv 15 gear to 30 :)


This. L28 to L30 is a downhill freewheel after the trudge through the mid 20s.


i agree. i am lazy too and wear lvl15 sharn till 29 with no issue. it won't be a problem delaying to 30 but but but.

For me level 28-29 is when I stop zerging dailies etc and start running mid-high skulls. YMMV, but gearing for that part is sorta impactful for me personally :)

LightBear
11-19-2020, 08:05 AM
Seeing that the boiling down of a raid item to create such an augment only gives us 1 affix that is a very minor boost I am seriously wondering why the ML isn't set to 20.
There are a lot of named items at the level 20-29 range that don't have a set bonus attached to them that could benefit from this while still not be as good as Ravenloft/Sharn items at level 15/17.

I can even make a case for dropping the ml for these augments to 1 as the it would only be slightly better then adding a couple of past lives which you can get more reliable than any named item, prob faster than getting the runes to barter for it and the item you'll place these on is quickly outdated in your leveling process. Numbers wise the set bonus on Kortos' Arcane Mind is comparable or even better depending how you look at that type.

Iriale
11-19-2020, 08:21 AM
They gonna raise the level cap - no matter what - and they are building on it already, you will be able to use your RL set when doing Legendary Reincarnations between lv 30 and 40. And that is what you supposed to do after U4x.
Yes, I have thought this, that these augments were items designed for the loot corresponding to the cap increase, and that they have left them at 30 for that, although they have not raised the cap. But it's still sloppy work that only increases the storage problem. And it's not just set augments that have level 30, all soul-forged augments have this problem.

And that's not to mention that raising the cap is a terrible mistake that will destroy the end game for years and disperse even more a small population... once again.

Valerianus
11-19-2020, 08:25 AM
For me level 28-29 is when I stop zerging dailies etc and start running mid-high skulls. YMMV, but gearing for that part is sorta impactful for me personally :)


lvl 29 for me too is the moment when i stop doing only bravery reaper1 or elite tr stuff \ slayer zone \ random stuff \ some daily \ whatever to level. i can go on like this 29 to 30 but yeah, i will not enter a mid-high reaper or raid lfm with no proper gear. my contribution will not be relevant, i don't want it for the party. like many others. and that happens at 29. even if it would not take long anyway to level from 29 to 30 in 15 gear, you have less grouping options. in practice is not such a big deal, in theory in an mmo is a major design flaw imho. not all the players level fast. but after all, i repeat myself, the target audience of these augments is a minority of players, it seems to me. i don't care (atm, cause reasons in my post above) about lvl30 augs like they don't care about any problem this thread is pointing at.

Aelonwy
11-19-2020, 08:38 AM
Yes, I have thought this, that these augments were items designed for the loot corresponding to the cap increase, and that they have left them at 30 for that, although they have not raised the cap. But it's still sloppy work that only increases the storage problem. And it's not just set augments that have level 30, all soul-forged augments have this problem.

And that's not to mention that raising the cap is a terrible mistake that will destroy the end game for years and disperse even more a small population... once again.

I agree. Completely.

But I see the devs' problems too. Already on the forums there are people complaining that Feywild gear was not a direct upgrade or they see no upgrade for their characters and therefor see no reason to buy or play Feywild. Because there is a section of players that only want bigger numbers, and for whatever reason the devs feel they cannot ignore these players or mollify them laterally, they must find a way to give them bigger numbers. And obviously they can't just keep adding bigger numbers at level 29, therefor from their perspective level must go up to continue character progression and more importantly gear progression because in DDO especially (thanks to TR) character progression involves going backwards again and again and again.

Its a Gordian Knot of player and payer psychology.

archest
11-19-2020, 08:40 AM
was this said about level 20 stuff before the cap was raised to level 30?

Iriale
11-19-2020, 08:47 AM
I agree. Completely.

But I see the devs' problems too. Already on the forums there are people complaining that Feywild gear was not a direct upgrade or they see no upgrade for their characters and therefor see no reason to buy or play Feywild. Because there is a section of players that only want bigger numbers, and for whatever reason the devs feel they cannot ignore these players or mollify them laterally, they must find a way to give them bigger numbers. And obviously they can't just keep adding bigger numbers at level 29, therefor from their perspective level must go up to continue character progression and more importantly gear progression because in DDO especially (thanks to TR) character progression involves going backwards again and again and again.

Its a Gordian Knot of player and payer psychology.
Actually the problem with the loot of this expansion is that many builds cannot afford to fit the items in their gearset, because the current design of loot causes that changing an item dislodges several important stats, and the loot of this expansion lacks of enough variety of basic stats like resistance, sheltering or abilities to alleviate this problem.

The problem with people not being able to use the loot of this expansion is NOT in the lack of a numerical increase, but in the gear tetris problems that devs have created for years with this loot design.

I have some toons that have been able to use the loot because they have been lucky that it fits into tetris, and those toons have actually improved numerically. I also have other alts in which I have not managed to fit a single item.

No, Aelonwy, devs don't have a problem with not turning up the numbers. They have a problem that players often fail to do tetris to take advantage of the loot, and this stems from a chaotic loot design. No more no less. Many people who are complaining about the loot of this expansion would not be doing it if they could fit some items in their gearset. But they cannot.

Aelonwy
11-19-2020, 09:08 AM
No, Aelonwy, devs don't have a problem with not turning up the numbers. They have a problem that players often fail to do tetris to take advantage of the loot, and this stems from a chaotic loot design. No more no less. Many people who are complaining about the loot of this expansion would not be doing it if they could fit some items in their gearset. But they cannot.

I didn't say their (the players) complaints were entirely legitimate or in what way said complaints could indeed be factual... I said there is a section of players making said complaints and that what the devs perceive from those complaints is "BIGGER = BETTER" and from that perception as well as comments the devs themselves have made about character progression my take a way is that they (the devs) see going up as the only solution.

Sadly, I perceive an outcome that players are perhaps not expecting... but really should be from past precedence.

When the level cap went from 20 to 20+, Cannith Crafted items that were level 20 but power level 20+ became the level that was the new cap. I expect that CC items that are level 30 now but power level 34 behind the scenes will increase in minimum level to whatever is the newest cap up to their actual power level. I'm guardedly concerned that we may see the same thing happen with named items. That is we all know Ravenloft and Sharn gear is obviously not power level 29 behind the scenes. Up till now all named items since the update to Cannith Crafting have been matching the CC scaling on the way up to cap gear which they kindly have allowed us to enjoy at levels 28/29 so the gear sees some use before epic-TR. But what happens when the cap moves to level 32? Will Ravenloft, Sharn gear move to minimum level 30 or 31? To reflect that behind the scenes its power level is actually much higher than its minimum level? OR and this is the other possibility, will Ravenloft and Sharn gear be downgraded to level 29 true scaling? Because it would be absurdly easy then to create new expansion gear with desirable numbers at level 31/32 without actually giving higher numbers at all.

kanordog
11-19-2020, 09:27 AM
Actually the problem with the loot of this expansion is that many builds cannot afford to fit the items in their gearset, because the current design of loot causes that changing an item dislodges several important stats, and the loot of this expansion lacks of enough variety of basic stats like resistance, sheltering or abilities to alleviate this problem.

The problem with people not being able to use the loot of this expansion is NOT in the lack of a numerical increase, but in the gear tetris problems that devs have created for years with this loot design.

I have some toons that have been able to use the loot because they have been lucky that it fits into tetris, and those toons have actually improved numerically. I also have other alts in which I have not managed to fit a single item.

No, Aelonwy, devs don't have a problem with not turning up the numbers. They have a problem that players often fail to do tetris to take advantage of the loot, and this stems from a chaotic loot design. No more no less. Many people who are complaining about the loot of this expansion would not be doing it if they could fit some items in their gearset. But they cannot.


I agree. Completely.

But I see the devs' problems too.


I would not want increase in power but those silly overlapping attributes to be gone. I have a few capped alts - thanks to the alt play not being rewarded - and they have gear with like PRR 3 times, Stunning bonuses and deadly on two items but no space for blurry or ghostly. Or if I use item with blurry then I lose out on deadly or Con etc etc. In this regards THEY created the problem.

Anuulified
11-19-2020, 09:30 AM
Newly released set augments like Cruel Cut are ML30. That's awkward when Ravenloft/Sharn/Feywild items are ML 29, and Ravenloft/Killing Time raid loot is ML28. So players are supposed to not use loot with slotted augments while leveling from 28 to 30? The ML30 requirement feels disconnected from reincarnation, which has been the center of replayability for a decade. Help us understand why set augments are not ML28.

Thank you.

Some kind of incentive / reward for staying at cap? Possibly.

Nickodeamous
11-19-2020, 09:42 AM
What i did is not optimal, but for me it works for now. I looked in my bank toons for duplicate lev 29 gear and decided tbat at level 29, ill use 1 or 2 pieces without the new lev 30 augs, and then switch to the more powerful lev 29 gear i have with the lev 30 augs. It doesnt solve the problem, but at least i can do reapers at lev 29 vs. wait for mid-high skull until lev 30.

When they raise the lev cap, these augments will be fine, and i honestly think they are lev 30 in purpose for that reason. But for most, its still a pain.

DerpDerply
11-19-2020, 09:47 AM
My problem with them is that as far as what you get, none of these augments should be ML30, and quite a few of them shouldn’t even be ML20.

Dismagicka?!?! Are you frickin’ kidding me?!

IBCrabin
11-19-2020, 01:42 PM
When the level cap went from 20 to 20+, Cannith Crafted items that were level 20 but power level 20+ became the level that was the new cap. I expect that CC items that are level 30 now but power level 34 behind the scenes will increase in minimum level to whatever is the newest cap up to their actual power level. I'm guardedly concerned that we may see the same thing happen with named items. That is we all know Ravenloft and Sharn gear is obviously not power level 29 behind the scenes. Up till now all named items since the update to Cannith Crafting have been matching the CC scaling on the way up to cap gear which they kindly have allowed us to enjoy at levels 28/29 so the gear sees some use before epic-TR. But what happens when the cap moves to level 32? Will Ravenloft, Sharn gear move to minimum level 30 or 31? To reflect that behind the scenes its power level is actually much higher than its minimum level? OR and this is the other possibility, will Ravenloft and Sharn gear be downgraded to level 29 true scaling? Because it would be absurdly easy then to create new expansion gear with desirable numbers at level 31/32 without actually giving higher numbers at all.

If this is true, they wouldn't have made the raid tier pass back in update 41. Kind of silly to lower a few of the older Legendary raids to tier 2 raid and set the loot as lvl 27 and have Ravenloft as tier 3 raid with minimum level 28 item only for them to move them back up to 30 if and when there is a level increase.

Cannith Crafting is +15 at level 30 with min lvl 34

Level 26 raid gear
+15 with Lshroud
+17 item with Deific Diadem, sightless etc.


Gear tetris became a problem around the release of Legendary content. There are way too many modifiers in the game, double shot, double strike, melee power, range power. On top of this breaking apart sheltering and saves into its own type.

Reducing item modifiers to 4 on items.

Enhancement
Insightful
Quality
Artifact
Exceptional
Equipment
... to name some categories.

Part of the gear tetris issue was alleviated in Sharn with limited craftable bonuses. i.e. shattered onyx with a choice of insightful Int, Wis, Cha. They could have gone 1 step further and allow for all insightful stat instead of only 3 choice per item.

With Feywild, the itemization got boxed in with 0 flexibility on the modifiers.

Aelonwy
11-19-2020, 01:47 PM
If this is true, they wouldn't have made the raid tier pass back in update 41.

Its nothing more than my speculation based on what they did when level cap increased with MotU. Its a possibility based on what they did to level 20 cannith crafted items when the level cap went above 20.

Iriale
11-19-2020, 05:56 PM
Gear tetris became a problem around the release of Legendary content. There are way too many modifiers in the game, double shot, double strike, melee power, range power. On top of this breaking apart sheltering and saves into its own type.

Reducing item modifiers to 4 on items.

Enhancement
Insightful
Quality
Artifact
Exceptional
Equipment
... to name some categories.
+1.

Yes, there are many modifiers, but not only is there an excess of stats and that they broke without any logic sheltering and resistance, it is that it does not help anything that the devs randomly distribute the stats in each new item, and a chronic lack of consolidation items and of crafting basic stats. In addition, the sets further aggravate this problem, as some slots are completely "fixed". The feywild sets do not help this, they just compound the problem, as now those feywild slots are added to the sharn ones as "untouchable". Better that they had made that the players could decide in which items to put the sets, that would give flexibility.

yes, the legendary loot design was the one that created these tetris gear problems, and honestly, I can't express how much I hate this design.


Part of the gear tetris issue was alleviated in Sharn with limited craftable bonuses. i.e. shattered onyx with a choice of insightful Int, Wis, Cha. They could have gone 1 step further and allow for all insightful stat instead of only 3 choice per item.

With Feywild, the itemization got boxed in with 0 flexibility on the modifiers.

I can't count how many times I've told Lynnabel how much it would help if they used the Nearly finished system more, extended to all basic stats (abilities, sheltering, resistance). But as if I spoke to her in Chinese xD.

droid327
11-19-2020, 09:16 PM
Some kind of incentive / reward for staying at cap? Possibly.

This is my guess too. Given the ML30 req, and the fact they take 3 endgame raid items to make use of, it seems this is intended more as a "capstone" element to your gear for stay-at-cap raiders than to enhance TRing sub-cap.




Dismagicka?!?! Are you frickin’ kidding me?!

It might actually be nice on, say, a CC-specced EK or a Bard. A build that does DC casting + weapon damage. Its basically +3 Spell Pen.

Carrow12
11-19-2020, 09:37 PM
All in all - I'm seriously hating the new augments. They don't work. I have a neat pretty diamond on my buff bar - but no change to what was supposed to be changed. The augments are ml 30, which is stupid, cannot be slotted in an artifact, and once slotted in gear, all gear has to be removed and reequipped before you get that useless picture of a diamond.

IBCrabin
11-19-2020, 10:13 PM
yes, the legendary loot design was the one that created these tetris gear problems, and honestly, I can't express how much I hate this design.



I can't count how many times I've told Lynnabel how much it would help if they used the Nearly finished system more, extended to all basic stats (abilities, sheltering, resistance). But as if I spoke to her in Chinese xD.


I think on a coding side of things, they were trying to scale everything linearly.

Kind of hard to dissolve +5 quality bonus back to other categories. That would make level 29 item jump from 21 stat to 24. and +10 insightful to +12 insightful. Cannith crafting at level 30 is only +15. <--> 24 too big of a discrepancy. Beside this, removing all quality bonus now would be a nightmare.

All the content would be hilariously boring if every update uses a crafting system.

side note: If there was a crafting system in feywild, would have had a nice twist to be able to craft spell power/focus, double strike/shot, stun/sunder/trip, ghostly/dodge/armor class instead of stat.

Iriale
11-20-2020, 02:11 AM
I think on a coding side of things, they were trying to scale everything linearly.

Kind of hard to dissolve +5 quality bonus back to other categories. That would make level 29 item jump from 21 stat to 24. and +10 insightful to +12 insightful. Cannith crafting at level 30 is only +15. <--> 24 too big of a discrepancy. Beside this, removing all quality bonus now would be a nightmare.

All the content would be hilariously boring if every update uses a crafting system.

side note: If there was a crafting system in feywild, would have had a nice twist to be able to craft spell power/focus, double strike/shot, stun/sunder/trip, ghostly/dodge/armor class instead of stat.
Why boring? It would be just a few stats in crafting to help with gear tetris. It's not like it's all slavers-style crafting. Not only would it not be boring, but it would help a lot and make it easier to replace a single object, making loot updates more exciting because they can potentially have something useful for your character. Currently, it is very difficult that you can replace an item without moving almost all the others, so updates with loot are a meh for many people.

Chacka_DDO
11-20-2020, 05:14 AM
Why boring? It would be just a few stats in crafting to help with gear tetris. It's not like it's all slavers-style crafting. Not only would it not be boring, but it would help a lot and make it easier to replace a single object, making loot updates more exciting because they can potentially have something useful for your character. Currently, it is very difficult that you can replace an item without moving almost all the others, so updates with loot are a meh for many people.

Fun for me is that I "invented" the term item-Tetris already several years ago for myself but it had for me a more ironic meaning.
Many players seemingly don't see that item-Tetris is a game mainly the developers play because they have to design the named items in a way that you can combine them to be useful for certain builds.
The only thing the players have to figure out is how the developers meant a combination to look like.
And if the players play a build the developers made no item setup for then the player has to find a combination that fits semi-ideal.

The root source of this item-Tetris is that items come almost complete with the named and random items it is mostly a consequence and not an intention but some players now glossing over this item-Tetris to something that is "super fun".
If you ask me I can perfectly play DDO without such an item-Tetris we have currently in DDO.

The problem is if items come only complete it also limits the whole system because with each additional effect the number of possible combinations increases exponentially.
And the next problem is that DDO makes it possible to have thousands of different builds and even if many builds are very similar they need many different item setups to be "ideal"
All this tells me that it would be better for DDO if it has an item system that makes it possible to customize the items as a default.
In my opinion in the DDO future items should, in general, come with only ONE main effect and have possible additional effects you can customize.
This would give players much more freedom to tailor their own ideal item setup.
And yes this is very close to a crafting system but I think exactly this is GOOD!

In the future, you should have in my opinion 3 kinds of items, the base item with one effect, effect shards (similar to cannith crafted shards), and augments.
The augments should serve in the future to further adjust an item setup if you want to do a certain raid or quest and for this an augment change should be for free.
I don't like monetization in a game but if you want this you can in the future allow changing effect shards on items with DDO Store-bought tools.

In such a new system you could have random, crafted, and named Items (with one main effect), effect shards, and augments compatible with each other and all sources for items in DDO could be important and meaningful.
Raids could drop items with possible additional effect "slots" and additionally augment slots (and items with the power to add augment slots to your current items).

If you now think itemization would be too easy then I tell you this depends foremost on the number of available items and the effect shards but this whole system can be greatly expanded.
e.g. the first step would be that each item could come with a quality level you can increase if you find more of the same effect shard or item.
Then you could allow combination effects (also something we basically already have in DDO)
Last but not least you could have many more different effects without the need to be worried about the number of possible combinations the increased number of effects makes it only more difficult to find the effects you want (on random loot).
And of course, you can complicate such a system e.g. if you have shards who are only allowed on certain slots (similar to cannith crafting) and more rare shards who are flexible.

Well, I think I wrote already too much even if I could say much more...

Carpone
11-20-2020, 11:39 AM
Additionally: Gear slotted with set augments doesn't actually display the ML has been raised. This still says ML28, yet can't be worn until 30:

https://cdn.discordapp.com/attachments/540228566395125760/779400234383048734/cruelcut.PNG

MistaMagic
11-20-2020, 02:09 PM
Additionally: Gear slotted with set augments doesn't actually display the ML has been raised. This still says ML28, yet can't be worn until 30:

https://cdn.discordapp.com/attachments/540228566395125760/779400234383048734/cruelcut.PNG

None of the Augments show a min lvl when slotted now but if u have plenty of tools you can use the workaround unless that was fixed in the last patch

IBCrabin
11-20-2020, 03:50 PM
Why boring? It would be just a few stats in crafting to help with gear tetris. It's not like it's all slavers-style crafting. Not only would it not be boring, but it would help a lot and make it easier to replace a single object, making loot updates more exciting because they can potentially have something useful for your character. Currently, it is very difficult that you can replace an item without moving almost all the others, so updates with loot are a meh for many people.

People play gear tetris because the newest update has something that would make them slightly better at the current level. At some point the gear will be over saturated for a particular level range. No matter what the Dev does, people will not have a desire to do any gear swapping. This is when and If Dev decide to increase the level and equipment farming will start over again for the new level cap.


When the content are dated, not many will grind out the mats to craft an item. Raven loft is nice because people can put them on at level 10 and go to level 15 to 20. If people want, they have a choice to use Sharn crafting system at 15 before using borderland gear at 21.

Ravenloft set was universal to an archetype where as Sharn was specific to class tree.

Feywild is universal but 1/2 the equipment in the set does not help a lot of the archetype. Feywild should help close the power with cold / electric / acid sorc vs a fire sorc. The sets are quite good for palemaster after all the gear tetris

Imagine new players or people changing play style every TR and have to craft every couple levels. Game would end up quite tedious and boring. I reach lvl 20 yay. Now I can farm some mats and craft something to use. I hit 23, oh I have to farm and craft again from a different content. I reach 28 now, have to craft again.

Iriale
11-20-2020, 07:02 PM
People play gear tetris because the newest update has something that would make them slightly better at the current level. At some point the gear will be over saturated for a particular level range. No matter what the Dev does, people will not have a desire to do any gear swapping. This is when and If Dev decide to increase the level and equipment farming will start over again for the new level cap.


When the content are dated, not many will grind out the mats to craft an item. Raven loft is nice because people can put them on at level 10 and go to level 15 to 20. If people want, they have a choice to use Sharn crafting system at 15 before using borderland gear at 21.

Ravenloft set was universal to an archetype where as Sharn was specific to class tree.

Feywild is universal but 1/2 the equipment in the set does not help a lot of the archetype. Feywild should help close the power with cold / electric / acid sorc vs a fire sorc. The sets are quite good for palemaster after all the gear tetris

Imagine new players or people changing play style every TR and have to craft every couple levels. Game would end up quite tedious and boring. I reach lvl 20 yay. Now I can farm some mats and craft something to use. I hit 23, oh I have to farm and craft again from a different content. I reach 28 now, have to craft again.
This makes no sense. The gear tetris is in cap. In heroics there is currently no gear tetris problem precisely because cannith crafting works and is not obsolete. In fact, having TR sets crafted at various levels is what most people do.

For years the loot was numerically stable and people were still looking for new items. And if you can craft a couple of basic stats, it still leaves plenty of room for devs to combine other stats. The truth is that there are currently too many stats, and they are too randomly scattered, for gearing to be nothing more than a headache.

IBCrabin
11-21-2020, 02:11 AM
This makes no sense. The gear tetris is in cap. In heroics there is currently no gear tetris problem precisely because cannith crafting works and is not obsolete. In fact, having TR sets crafted at various levels is what most people do.

For years the loot was numerically stable and people were still looking for new items. And if you can craft a couple of basic stats, it still leaves plenty of room for devs to combine other stats. The truth is that there are currently too many stats, and they are too randomly scattered, for gearing to be nothing more than a headache.


Crafting system may be good when they are first release; however, when there is a level increase, people will ignore most of the gear with a crafting system and use whatever is the easiest to get to cap quickly.

If the level cap is increase to 34, would people use Ravenloft or Sharn + whatever current gear tetris they have to quickly reach 34?

Yes, gear tetris is a current problem at cap, but having too many crafting system create other problems in the long term.

They are better off adjusting the epic level range of cannith crafting to reflect similar numbers of the epic gear.

Why is level 15 Cannith crafting numbers the same as level 15 Sharn gear but the numbers start to go out of wack at level 25 and onward