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  1. #1
    Community Member Nailog's Avatar
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    Default Item Enchantments - suggested changes

    I feel the following suggestions would revamp the random loot system without requiring any new enchantments.



    • Increase the kinds of enchantments on certain types of items.

      Ex. Goggles of Power IV, Bracers of Fire Guard, Ring of Cure Light Wounds, Boots of Acid Resistance, Cloak of False Life, Superior Devotion II Greatsword

    • Allow enchantments to be either prefixed or suffixed.

      Ex. Keen Short Sword of Weakening, Ghost Touch Mace of Flaming Burst, Wise Goggles of Blindness Ward, Resistant Cloak of Lightning Resistance, Lightning Guard Platemail of Fire Guard

    • Allow two prefixes if the item is powerful enough.

      Ex. Wise Blindness Ward Goggles of the Eagle, Holy Ghost Touch Longsword of Pure Good, Jumping Striding Boots of Improved Cold Resistance



    (Some of these items may already exist. Please pardon my non-playing-for-years ignorance.)

    (Some of these items may exist as a unique named item. Those don't count.)

    (A thread like this may already exist. Again, excuse the ignorance.)
    Last edited by Nailog; 10-06-2009 at 04:18 PM.
    Wyestone and Juuts on Cannith.

  2. #2
    Community Member Nailog's Avatar
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    Addition :

    • Allow caster enchantments to mix with fighter enchantments.

      Ex. Holy Dagger of Power VII, Ghost Touch Heavy Mace of Devotion V, Flaming Burst Quarterstaff of Improved Resonance IV
    Wyestone and Juuts on Cannith.

  3. #3
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    Quote Originally Posted by Nailog View Post
    • Allow caster enchantments to mix with fighter enchantments.
      Ex. Holy Dagger of Power VII, Ghost Touch Heavy Mace of Devotion V, Flaming Burst Quarterstaff of Improved Resonance IV
    Why do you want such a goofy nerf?

  4. #4
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    Quote Originally Posted by Angelus_dead View Post
    Why do you want such a goofy nerf?
    I'm quite sure i've seen various Elemental or melee damage prefiexed bows with Wizardy III on them... TOo often actually.....
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  5. #5
    Community Member Nailog's Avatar
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    Quote Originally Posted by Angelus_dead View Post
    Why do you want such a goofy nerf?
    Not so goofy for a Favored Soul that has no problem meleeing when needed.


    I'd like more options for our gear setup. Right now it's about as cookie cutter as any WoW equipment set.
    Wyestone and Juuts on Cannith.

  6. #6
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    Quote Originally Posted by Nailog View Post
    Not so goofy for a Favored Soul that has no problem meleeing when needed.
    That's just not true. Can you give an example of hypothetical randomly-dropped dual caster/melee weapon that such a Favored Soul might want to use?

  7. #7
    Community Member Nailog's Avatar
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    Quote Originally Posted by Angelus_dead View Post
    That's just not true. Can you give an example of hypothetical randomly-dropped dual caster/melee weapon that such a Favored Soul might want to use?
    While I'm wishing, I might as well apply all my suggestions.

    +1 Holy Burst Superior Devotion VI Greatsword of Pure Good


    As a warforged favored soul, I want to be wielding my greatsword as much as possible, dishing out damage and increasing the party DPS. I also want to be able to toss out highly efficient heals as needed, especially on myself. Switching out to mace and shield (a couple of the current item types that sport devotion enchantments) when a heal is needed introduces potential error and extra time lapse. Switching back to a greatsword doubles that. That is not efficient.
    Wyestone and Juuts on Cannith.

  8. #8
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    Quote Originally Posted by Nailog View Post
    While I'm wishing, I might as well apply all my suggestions.
    +1 Holy Burst Superior Devotion VI Greatsword of Pure Good
    As a warforged favored soul, I want to be wielding my greatsword as much as possible, dishing out damage and increasing the party DPS. I also want to be able to toss out highly efficient heals as needed
    Fail. It would be better to use the standard-issue +5 Holy Acid Burst Transmuting Greatsword of Acid Blast along with Devotion on either a helmet or ring (or even from a clicky).

    In the event that random weapons could have 3 different magic properties, people would want all of them to be something that helps it function as a weapon.

  9. #9
    Community Member Auran82's Avatar
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    I've made this suggestion before but:

    Have a rarity between normal magic items and named items that allows an extra prefix/suffix probably with a lower weighting on the enhancements.
    Ghostbane Ghostbane Ghostbane Ghostbane Ghostbane Ghostbane Ghostbane Ghostbane Ghostbane Ghostbane Ghostbane Ghostbane Ghostbane Ghostbane Ghostbane Ghostbane Ghostbane Ghostbane GhostbaneGhostbane Ghostbane Ghostbane Ghostbane Ghostbane Ghostbane Ghostbane Ghostbane Ghostbane Ghostbane Ghostbane Ghostbane Ghostbane Ghostbane Ghostbane

  10. #10
    Community Member Nailog's Avatar
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    Fail.
    You're right. Let's not give people options. It's much better for each slot to be dedicated to a few different types of enchantments so that everyone winds up using similar equipment in the end.

    Thank you for sharing such wisdom with one so lowly as me.
    Wyestone and Juuts on Cannith.

  11. #11
    Uber Completionist Lithic's Avatar
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    Quote Originally Posted by Impaqt View Post
    I'm quite sure i've seen various Elemental or melee damage prefiexed bows with Wizardy III on them... TOo often actually.....
    Way back when, stuff like that use to happen. Then the devs said "ok enough with the crappy caster/melee mixes, all weapons will have EITHER caster stuff, or melee stuff on them". Somewhere around mod2 or 3 IIRC.

    You might be thinking of "transmutation of power 3" sorts of things as the bonus to transmuting spell DC can be easily mistaken for the transmuting melee effect.
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  12. #12
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    Quote Originally Posted by Nailog View Post
    You're right. Let's not give people options.
    Oh, it's an "option" now?

    You mean there will be a checkbox in your settings as to whether or not you want receive dumb loot combinations? Ok then, that's different. (Still a waste of developer effort though)

  13. #13
    Community Member Jay203's Avatar
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    my vote is on taking out stupid comibinations on equipments
    like ghosttouched shields
    ooze bane slashing weapons...
    also stupid combinations like ghost touched of backstabbing
    ALL of the sundering suffix
    PS: Greensteel RUINED the game! and you all know it!
    less buffing, more nerfing!!!
    to make it easier for those of you that wants to avoid me in game, all my characters are in "Bladesworn Mercenaries"

  14. #14
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    Quote Originally Posted by Jay203 View Post
    ALL of the sundering suffix
    My suggestion is to instead make Sunder worthwhile by giving it options to sunder armor or weapon, reducing the threat posed by the enemy.

  15. #15
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    Quote Originally Posted by Nailog View Post
    It's much better for each slot to be dedicated to a few different types of enchantments so that everyone winds up using similar equipment in the end.
    After 12 months with little more than the Sub and Shroud most are using GS or raid items.

    Not much that comes out of a normal chest can compete.

    The only items that have any value are 'pure' combos (stacking effects like WoP or lowest ML items ie ML 11 RR +6 stat items). Most of the time this 'value' is on the AH or for twinking.

    Increasing the number of combinations will reduce the likelyhood of a 'pure' combo item in your chest.

    IMO increasing the number of combos is not helpful, increasing item creation logic would be a much better use of dev time (and some adjustment to make certain effects meaningful).

    That is; I see little point in +1 something FP of otherstuff ML 14 (is there any item enhancement/s worth -4 AC?).
    Adding logic to ensure a minimum '+' at higher ML would be a better idea (ie ML 10 armor has to be +3 or higher, ML 12 armor has to be +4 or higher, ML 14 armor has to be +5, then generate other effects).
    Jesus saves but only Buddha makes incremental backups.

  16. #16
    Community Member MissErres's Avatar
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    Quote Originally Posted by Jay203 View Post
    my vote is on taking out stupid comibinations on equipments
    like ghosttouched shields
    ooze bane slashing weapons...
    also stupid combinations like ghost touched of backstabbing
    ALL of the sundering suffix
    My favorite are the RR WF items such as poison/disease immunity and UWA. Yep, I've pulled all 3 of those.
    Quote Originally Posted by Jay203 View Post
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  17. #17
    Community Member Maetrim's Avatar
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    Quote Originally Posted by Angelus_dead View Post
    Fail. It would be better to use the standard-issue +5 Holy Acid Burst Transmuting Greatsword of Acid Blast along with Devotion on either a helmet or ring (or even from a clicky).
    And pidgeon hole someone. Whats wrong about letting people have variety if their equipment setup?

    Also, not everyone wants to or has the time to grind the shroud to craft that kind of weapon. Plus those are only available at high level, more varied random drops will help lowbies as well as those at high level.

    Your main concern is that the loot tables will become even more watered down. I say "So what?". More variety is better.
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  18. #18
    Community Member Lorien_the_First_One's Avatar
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    Quote Originally Posted by Nailog View Post
    You're right. Let's not give people options. It's much better for each slot to be dedicated to a few different types of enchantments so that everyone winds up using similar equipment in the end.

    Thank you for sharing such wisdom with one so lowly as me.
    There are already too many dumb combinations that are of no use to 90% of the player base. Your suggestion would create even more.

    Your example also shows a lack of understanding about how random loot is generated in this game, you gave it 3 parts, that can't happen with the way they create random items in this game. Even ignoring that, the ML on that item would also be VERY high, by which time the weapon would be so underpowered you would be foolish to use it and the devotion item wouldn't apply to the high end spells you need to use. It would be a USELESS item for 100% of the population in 99.999% of circumstances.

  19. #19
    Community Member Lorien_the_First_One's Avatar
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    Quote Originally Posted by Maetrim View Post
    And pidgeon hole someone. Whats wrong about letting people have variety if their equipment setup?

    Also, not everyone wants to or has the time to grind the shroud to craft that kind of weapon. Plus those are only available at high level, more varied random drops will help lowbies as well as those at high level.

    Your main concern is that the loot tables will become even more watered down. I say "So what?". More variety is better.
    No, its not. They allowed everything to mix with eveything the first two years, it was universally bad, even for my battle cleric. The way MLs work you could never get something that was good at both casting and attack. Just look at what they didn't pull out now for examples, like an ML14 weapon that has "power 2" on it...I mean really, NO ONE will use that.

  20. #20
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    Quote Originally Posted by Lorien_the_First_One View Post
    No, its not. They allowed everything to mix with eveything the first two years, it was universally bad, even for my battle cleric. The way MLs work you could never get something that was good at both casting and attack. Just look at what they didn't pull out now for examples, like an ML14 weapon that has "power 2" on it...I mean really, NO ONE will use that.
    An idea that could be considered is to declare that combat and caster effects on a weapon don't stack in terms of price, or at least don't stack 100%. That would reflect the lower demand for such an item.

    For a slightly different way to do it, suppose that Combustion and Inferno made the item likely to have Flame or Flaming Burst for free/cheap... there are methods that could be used to get dual-purpose weapons into random loot without diluting everything. (Then one could get into the separate question about whether they're unfairly biased towards melee-capable casters)

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