Is there any way to transfer a 'BTA' item to another one of your characters on the same account, without using the shared bank?
Is there any way to transfer a 'BTA' item to another one of your characters on the same account, without using the shared bank?
- Founding member of The Firebrands of Caruja on Thelanis -Korrin Unterklippe / Miloc Maurvayne / Dinvak Massif / Iyflyn Godylyl(D&D player since '82)
This actually feedback on something that's not new to 9.1: Crafting level for the Enhancement bonus shards. I understand the basic idea about spreading them out across the full level range (+1:lvl 10, +2:lvl 20, +3:lvl 30, +4:lvl 45, +5:lvl 70).
I'm assuming the overall goal of the leveling system is "enable making some useful leveling items early, require high levels for truly powerful items". The curve above kinda works for weapons, but really falls flat with Armor and Shields.
The problem is, for armor and shields, the AC modification is the foundation (for any build that cares about AC). On a hypothetical level 8 Paladin S&B build, for example, I'm never going to consider using a +4 Heavy Shield of <something interesting> over a vanilla +5 Heavy Shield. Same with armor. The d20 system makes the enhancement points (in ranges where AC matters) *the* most valuable thing on shields and armor. Essentially, no-one would ever use a set of armor or shield with *any* suffix or prefix until level 10 -- up until that point, it's far smarter to use the max enhancement available until that level.
So, let's look at a decent mid-level shield as an example. +5 Spiked Heavy Shield -- this would be a nice mid-level shield that could be crafted, not a truly powerful end game item. Shield Spike's crafting level? 15 -- obviously intended as a low-to-mid level availability. But the lowest level shield you would put that on that wouldn't be vendor trash would be a +5 -- crafting level 70!!!
What this means is that right now, you can craft useful mid game equipment starting around crafting level 10, but you wouldn't craft your first useful mid game shield or armor until at least crafting level 70!
(Obviously, this doesn't apply for robe-wearers or barbarians.)
I'd recommend the enhancement shards have their curve pulled much farther back -- say, level 10/15/20/30/40. Now that the Shards of Potential mechanic gates creating an endgame-worthy +5 weapon, enable the system to generate useful mid-level armor and shields by -- well, by mid-level!
The Brotherhood of BYOH--Thelanis: Charged, WF Artificer; Venomshade, Half-Elf Monk; Poxs, Fist of an Angry God; Crash, Pale Monkster
I'm enjoying crafting overall, seem to be very well done on the whole.
Some concerns -
1. Unless I'm wrong you can't add shards of incredible potential as you go along - so you can't upgrade your Holy xxx of Lesser Vampirism from +1 to +2 to +3 etc as your toon levels up. Ideally when I level from Fighter 11 to Fighter 12 I'd want to add another +1 to my crafted weapon, not deconstruct it and start again.
2. Where did Vampirism go? Will it be back? I was about to TR from HOrc to HElf to make a healing amp build to take advantage of this.
You can't currently replace effects on items, however, you can add the shards of potential to boost the max enchantment level as you go... So, if you had one school high, but another not high enough to make your desired effect shard... For example, if your elemental was 60ish, but you'd only levelled divine and arcane to 15 or so... you could make a holy weapon of greater (elemental recipe) bane, and max out the enchantment level.. and then once you're able to make +4 or +5 (not sure if you can do +5 on a holy greater bane, I know +3 is the cap for holy burst) shards, you could do the remaining potential boost shards and add the + enhancement...
Devs: Thanks for making Druids available to VIPs without the pack. This more than anything, has made me want to buy the pack.
My question is why is the items limited , when crafting meaning crafting was supposed to gives us a little more freedom in gear setup but only items that can allready be gotten from drops are able to be crafted . IE cant put charisma on a necklace . Will this be changing ? this isnt about making uberitems or overpowered items , just items that free up the ability to vary gear setup . i like the setup of the crafting just lookin for a little freedom in crafting .
Thanx
Random loot still has lots of advantages:
1. Can be RR (-2 ML)
2. Could be BTA rather than BTC (-2 ML Plus trade between your alts, and NO permanent dmg)
3. Can be sold on AH
4. Won't cost any resources and be pure profit/or of good use
I can agree to a +1 ML to crafted items but that is under duress. Crafting is NOT so advantageous (with the amount of resources used: plat/essences/time/effort) that the current increase to ML of crafted items is desired.
I don't think crafted items should have the ML of RR or BTA random loot, merely the same ML as non RR or BTA random loot.
Problems:
ML is borked. +2 ml higher than rangen loot for no obvious reason.
Great deal of missing effects.
Handwraps now broken.
Vampirism still not working on hand wraps.
Unable to tell what effect goes on what item type and suffix/prefix orientation at time of crafting the shard.
Limited slot locations for new equipment (attack shard for example).
Too many extraneous clicks for shard of potential.
The bta stuff was a step in the right direction.
Bta was a big step in the right direction. Removing vamp, silly. Removing instead of restricting or restructuring life stealing, silly again. Still at a 3/10.
Aeolwind (5/12) - 18 Sorc/1 Art | Melisandria - 20 Fighter SD | Anlona - 20 cleric RS
Ghinsuu, Spikey, Preying, , Pyroclastic
Khyber, Jesters Court
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Last edited by Crazyfruit; 05-24-2011 at 03:41 PM.
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I have confirmed that when you disjunction an item that has 'Masterwork' on it.
It removes that as well, unlike before the patch where it would leave it.
Can a developer or player comment if that is as intended or will be fixed?