First of all my credentials
I would bet that I have more DDO hours played then 99% of the DDO population. I have averaged over 140 hours a month for over 2 years.
I am 32 years young and have been a gamer for more then 25 years since asteroids on Atari first home system which I would bet I have more video game hours played life time then 99% of the DDO population. This is not an attempt a arrogance is this simple the truth.....I PLAY....I've played all most all my life.... and I play allot
Overview
DDO is like organ system in any living thing. All organs work with a job to support the system to keep it alive, healthy and growing.
One of the vital organ systems of DDO is the RANDOM LOOT TABLE.
Why?
The random loot table is like a lotto. When a player opens a chest or gets a end reward he or she has a chance to get something so rare and valuable that there is great excitement in the anticipation. That item can make them feel special as they tell stories about where they got it and show it off to friends. This excitement is a major part of the "ENJOYMENT OF THE DDO EXPERIENCE"
Fact 1 Notice in these charts at the link below that U will find that DDO population was highest when Loot Runs were at there highest
http://www.mmogchart.com/Chart3.html
Notice how population is at its highest when Gaints caves CO6 and PoP loot runs were popular and then and then when loot runs and random loot tables head south so does population.
Power 5 vs tier 3.
This organ system took a major hit when mod 6
Why?
1. Crafting was introduced.
Tier 3 weapons basically decreased what I would guess to be about 80% of the value of power 5 weapons which is para, vorpal, smiting, banishing, and disruption.
2. Power 5's became more common do to higher level loot tables.
3. Players who had work hard to build up there weapons over the years now lost major value for there work since a tier 3 weapon was more effective in most cases. I would bet that this caused a small percentage of long time players to move onto other games.
Some of the logic I would think behind the crafting system was that newer players felt at a disadvantage due to a lack of gear. Other problems were address with build experience and guided builds in mode 8 to also help new players. Both of these ideas I am in favor of. With a 28 point guided build order and some tier 3 gear new players should hold there own.
Crafting, random loot, and raid loot should work in a synergistic manner all equal and all very important. As it stands now it is very lopsided
The final blow wounding of puncturing.
Wounding of puncturing is like a mutation that turned out to be a great evolution.
It is the last part of random loot table organ that is keeping it alive. It is that one gem in the ruff. It is the one pull left in the random loot table that has any real degree of excitement to it.
MARK MY WORDS .....NURFFF W/P AND THIS ORGAN SYSTEM WILL FAIL .
So now we move on to resolution
1. Reduce drop rate of power 5's back to where they were when giant hold was released rewarding all players who have played up to this point who have them. Add improved power 5's RR LVL 16 or 18 regular and get the drop rate at where they where when Giant hold was released.
2. Fix disruption so that in all cases on normal hard and elite it is more effective then a tier 3 weapon vs Undead or add improved disruption at RR lvl 16 regular 18 that in all cases on normal hard and elite is more effective then a tier 3 weapon vs undead.
3. Fix smiting so that in all cases on normal hard and elite it is more effective then a tier 3 weapon vs constructs and mix more constructs back into the mob table or add improved smite at RR lvl 16 regular 18 that in all cases on normal hard and elite is more effective then a tier 3 weapon vs constructs.
4. Fix banishing so that in all cases on normal hard and elite it is more effective then a tier 3 weapon vs banish able mobs and mix more banish able mobs back into the mob table or add improved banish at RR lvl 16 regular 18 that in all cases on normal hard and elite is more effective then a tier 3 weapon vs banishable mobs .
5. of all the power 5's I think vorpal is fine the way it is thus as we see vorpal still holds some value in the market today. I would continue with the theme add improved vorpal at RR lvl 16 regular 18 that vorpals on 19 and 20.
6. I can't really think of how to help paralyzing even tho I believe it needs a boost. Add improved para with a high dice check at RR 16 or normal 18.
7. these 2 ideas are a stretch but remove the prefix suffix rule and even tho I would make them 100 time more rare then the newly rarer made power 5's make it possible to have a + 1 vorpal-paralyzer min LVL 16 or a greater undead bane disruptor ect.
This would add great great excitement into the loot table.
8. Make it possible to have keen stack with improved crit since in almost all cases feats stack with effects so that one out of 35 w/p's would be a keen w/p doubling the puncturing effect
9. Add Superior bane to the pool at +1 RR 12 and +1 lvl 14 normal thats +10 10D6.
I have many some other ideas which I may post later
Close
DDO is not going to grow in a crafting grind of clones and drones where players level, craft, raid loot, and cap all turning out to be clones and drones of the crafting grind with the most the same crafted gear.
DDO will grow in a context of random loot table strength balanced with a logical and balanced crafting system, strong population for grouping playability, and regular refreshment of new content, with a strong economy based in trade as a foundation.
P.S.
For those of you mindless troll who have nothing to do but bash posts to get attention... I relay this message: if U troll my post and reply with nothing but your opinion and state no logic facts to back your reply then don't waste the space on this post......... I will not reply to mindless flames .. but if you come with facts and good reason for your disagreement of this post I will more then happy to reply