Yvonne_Blacksword
01-10-2023, 01:27 AM
Update 57: Grip of the Hidden Hand Release Notes
Artificer:
(Battle Engineer Tier 3) 1d6 Electric damage, electric spellpower (fills in missing t3)
The spell Elemental Weapons now grants +1 alchemical bonus to Imbue Dice (note this is still exclusive with other weapon enchantment spells)
The spell Greater Elemental Weapons now grants +2 alchemical bonus to Imbue Dice (note this is still exclusive with other weapon enchantment spells)
AAAAAAAnnnnd now you don't.
Are they going to change the name of Elemental Weapons to be imbued weapons? Because right now that is all they do.
I liked being able to switch out extra damage types and now I am stuck with whatever the runearm gives me and electric. I feel that my squishy just got more squishy.
I realize that this affects lower level characters the most and I realize I am the only one playing characters below level 10 on their first lives but I really don't understand why you couldn't have left my spells alone. Give us a different spell that does imbue. Make Elemental Weapons offer fire/cold/elect/acid -or- +1 alchemical bonus to Imbue Dice. I hate having my roll stopped and undermined by something that is so useless to low levels that REPLACES something so useful. 1d6 of damage may not seem like much but below level 10 and the fact that the exotic weapon they were given proficiency heavy/light repeaters fire thrice.. so you took 3d6 damage from us per attack.
I play exclusively artificers. I bought artificer in the store on all my accounts. I bought DDO points to add this class. I have 12 accounts. They are all currently paying for VIP. I love playing into the early hours of the morning when few are on. Just me, my artis, my dog and any perm. hirelings I have collected, running quests, in peace and quiet. I hate complaining but really.
WHY?!!
I get that you are trying to "sell us on" a new update and I get that the only way you know how to do it is to shove it down our throats and make us choke on it.
Please un-fix this. It never needed fixing. Higher levels always use deadly weapons. It is just more cost effective. Put your imbue there where it belongs. Make it a part of Arcanotechnitian as that tree is completely useless. To a full Arti.
Or at least move Thundershock Imbue down to tier 1 in Battle engineer tree and move field scrapper up along with those above it in the tree and make it all make sense. Or make it thunder/acid/fire/cold-shock...as that would be at least usable.
Please give me back my acid. I personally hate electrical damage unless it is from my runearm. Acid is real. It makes sense. Hello?! Repair skill....yeah, I really do need to rethink that..
I always feel kinda let down by the game this time of year. I play less. don't like festivault or ice games. I usually take a hiatus about now. not much going on except a rather gimped HCL that feels like an apology for last season.
Please give me back my acid.
Please give me back my acid.
Please give me back my acid.
I'll be good and shut up... I promise!
Artificer:
(Battle Engineer Tier 3) 1d6 Electric damage, electric spellpower (fills in missing t3)
The spell Elemental Weapons now grants +1 alchemical bonus to Imbue Dice (note this is still exclusive with other weapon enchantment spells)
The spell Greater Elemental Weapons now grants +2 alchemical bonus to Imbue Dice (note this is still exclusive with other weapon enchantment spells)
AAAAAAAnnnnd now you don't.
Are they going to change the name of Elemental Weapons to be imbued weapons? Because right now that is all they do.
I liked being able to switch out extra damage types and now I am stuck with whatever the runearm gives me and electric. I feel that my squishy just got more squishy.
I realize that this affects lower level characters the most and I realize I am the only one playing characters below level 10 on their first lives but I really don't understand why you couldn't have left my spells alone. Give us a different spell that does imbue. Make Elemental Weapons offer fire/cold/elect/acid -or- +1 alchemical bonus to Imbue Dice. I hate having my roll stopped and undermined by something that is so useless to low levels that REPLACES something so useful. 1d6 of damage may not seem like much but below level 10 and the fact that the exotic weapon they were given proficiency heavy/light repeaters fire thrice.. so you took 3d6 damage from us per attack.
I play exclusively artificers. I bought artificer in the store on all my accounts. I bought DDO points to add this class. I have 12 accounts. They are all currently paying for VIP. I love playing into the early hours of the morning when few are on. Just me, my artis, my dog and any perm. hirelings I have collected, running quests, in peace and quiet. I hate complaining but really.
WHY?!!
I get that you are trying to "sell us on" a new update and I get that the only way you know how to do it is to shove it down our throats and make us choke on it.
Please un-fix this. It never needed fixing. Higher levels always use deadly weapons. It is just more cost effective. Put your imbue there where it belongs. Make it a part of Arcanotechnitian as that tree is completely useless. To a full Arti.
Or at least move Thundershock Imbue down to tier 1 in Battle engineer tree and move field scrapper up along with those above it in the tree and make it all make sense. Or make it thunder/acid/fire/cold-shock...as that would be at least usable.
Please give me back my acid. I personally hate electrical damage unless it is from my runearm. Acid is real. It makes sense. Hello?! Repair skill....yeah, I really do need to rethink that..
I always feel kinda let down by the game this time of year. I play less. don't like festivault or ice games. I usually take a hiatus about now. not much going on except a rather gimped HCL that feels like an apology for last season.
Please give me back my acid.
Please give me back my acid.
Please give me back my acid.
I'll be good and shut up... I promise!