
Originally Posted by
Angelus_dead
Some miscellaneous comments and suggestions on loot rebalancing.
Set Bonuses
When looking for ways to improve mid-level items, set bonuses are an easy technique to keep in mind. Have a piece of Delera or Sorrowdusk loot that's not quite worth using? Toss Anger's Wrath or Nimble Grasp onto it.
Don't make the mistake of thinking a set bonus can only apply to a specific list of items. They can function more generally as abilities that activate when you have multiple corresponding items equipped. There is a ton of flexibility to give many kinds of bonuses. And all of a set doesn't have to come from the same place.
Penalties on Items
The first wave of named loot in DDO often had minor penalties on it, like -1 to an ability score or -2 will saves. But that kind of variety has only rarely appeared since then. It is a useful tool to allow named items to be boosted up to a valuable level of power, while still not becoming superior to similar items which are harder to acquire.
Making clickies useful
Most items which actively cast a spell are non-useful. Here are some ideas that could help make them more valuable:
1. Remember that offensive clickies are less valuable than buff/curative ones, and spells with a save or damage are weaker than irresistable flat debuffs. For example, a Heal clicky would be great, but a Disintegrate clicky is almost worthless. So it is inaccurate to treat every effect that's "X uses of a level Y spell" as the same value.
2. Higher caster level, especially as it applies to buff duration. For example, there's no item with Protection From Evil for more than 1 minute at a time.
2b. You don't necessarily need to stay consistent with the caster level for all aspects of the spell. It could be good to make an item with 2 minutes of Fire Resist 30 or Greater Heroism 60 seconds x3 uses.
3. Higher DC, as if the creator had an intelligence/wisdom bonus. (In fact, the current clicky DC is less than the minimum allowed by the D&D item creation rules)
4. Emulate the effects of Potency, Maximize, and Empower on offensive clickies.
5. For certain items, allow the wielder to substitute his own ability score modifiers for purposes of spell DC, which is how magic staves work in the D&D rules. Optionally such items could exact a price in spellpoints too.
6. Some could have less cooldown than the standard 6 seconds.
7. Regenerating uses. Some clickies could recover charges over time, but only when below some certain limit.
8. Unlimited use. For an especially weak clicky effect, such as Remove Exhaustion on Endless Toil bracers, it may as well have infinite uses. The cooldown and casting time may be enough of a penalty to pay for the spell effect.
9. Some spells would be so attractive as clickies that the devs should be very careful about adding them, and attach huge limitations if they do, especially things like Ram's Might, Zeal, and Holy Sword (!)
Threnal Warblade suggestion
Make it a tiny bit like Shroud crafting. The ingredients come from end chests around Threnal and are bind on acquire. The six ingredients are used in pairs, one to determine slot and one to pick from three allowed effects. The base item on completing the Threnal warrior initiation challenge is a greatsword, longsword, or dagger with +4 Seeker2 Silver Cold Iron and Minor Arcane Lore.
Slot 1 effects are a +4 enhancement bonus to strength, dexterity, or constitution
Slot 2 effects:
a. Shocking Burst, Superior Magnetism VI
b. Acid Burst, Superior Corrosion VI
c. Slicing, Everbright, Superior Reconstruction VI, Greater Devotion V
Slot 3 effects:
a. Lesser Giant Bane, Enchantment Focus
b. Lesser Abberation Bane, Transmutation Focus
c. Lesser Outsider Bane, Evocation Focus
In addition, some named items from Threnal (like Theurgic Staff and Jeweled Hammer) could include one or two slots for Threnal ingredients, to give those weapons a reason to be used.