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  1. #21
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    Quote Originally Posted by nibel View Post
    Just like you guys didn't expected people to farm the same quest 3500 times in a row to max out all Epic Destinies?
    Comparing 1d4 damage on hit, in the quests, wasting time everyone's time while you try to get it, with the power of EDestinies is like comparing a flat with a Skyscraper.

    If I could have 1d4 dmg added PERMANENTLY to my weapons, then you'd have a point. But everytime to sit at shrines and wait for my luck to show up? Noway.

  2. #22
    The Hatchery Mryal's Avatar
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    People complain too much.1d4 damage temporarily for TP? id never buy that

    before +4 tomes were added, there was never any game breaking effect added to DDO store.But you know what.I dont care much about them either.
    How can someone or something be overpowered on a game that doesnt cares about PVP anyway? Do the mobs post on forums complaining?

  3. #23
    Community Member sephiroth1084's Avatar
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    And of course, the Repair skill, which has the same keyword as the effect being introduced, and in desperate need of ways to not be a joke, will have nothing at all to do with this system.

    Way to go.
    Useful links: A Guide to Using a Gamepad w/ DDO / All Caster Shroud, Hard Shroud, VoD, ToD Einhander, Elochka, Ferrumrym, Ferrumdermis, Ferrumshot, Ferrumblood, Ferrumender, Ferrumshadow, Ferrumschtik All proud officers of The Loreseekers. Except Bruucelee, he's a Sentinel!

  4. #24
    Community Member Kinerd's Avatar
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    Quote Originally Posted by Syllph View Post
    Comments like these



    This is the comment you seem to think is fine. I personally think cash-grab =/= earn profit. Which is why I mentioned p2w. last-minute cash-milking effort implies the game is dying, ie. doom.
    I do think it's fine for someone to speculate negatively, yes, especially when the language clearly indicates it as such and when the situation speculated upon is filled with uncertainty.
    4 reallys in a row + gamebreaking+ again p2w leads me to think he's more than just a little skeptical.
    4 reallys in a row followed by hope. There's no hope in doom; D-O-O-M, that spells doom.
    You could be totally right, who knows. I just like to see people wait a week or so after something comes out, test it, then give feedback.
    One only has to consider the Chattering Ring crafting fiasco to realize that patience is not a virtue in this context. This does not mean that every proposal warrants undiscerning, certain criticism, but what was offered here was hypothetical and conditional.
    Quote Originally Posted by Tid12
    Comparing 1d4 damage on hit, in the quests, wasting time everyone's time while you try to get it, with the power of EDestinies is like comparing a flat with a Skyscraper.

    If I could have 1d4 dmg added PERMANENTLY to my weapons, then you'd have a point. But everytime to sit at shrines and wait for my luck to show up? Noway.
    You don't see parallels with the similarly low power, similarly temporary, and similarly "everyone wait 5 minutes while I tinker with a SoC" guild augment crystals?

  5. #25
    Community Member Cetus's Avatar
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    Quote Originally Posted by Mryal View Post
    How can someone or something be overpowered on a game that doesnt cares about PVP anyway? Do the mobs post on forums complaining?
    lol

  6. #26
    Community Member redspecter23's Avatar
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    Quote Originally Posted by Mryal View Post
    How can someone or something be overpowered on a game that doesnt cares about PVP anyway? Do the mobs post on forums complaining?
    An item with a 1 per use clickie that destroys all mobs in the dungeon and teleports you to the end chest if applicable. By your logic, since PVP concerns aren't an issue, the above item isn't overpowered at all.

    Just because PVP is downplayed in this game, doesn't mean you can't have overpowered items. It's just a case of how overpowered something is and that is somewhat subjective on many things.
    Kaarloe - Degenerate Matter - Argonnessen

  7. #27
    The Hatchery Mryal's Avatar
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    Quote Originally Posted by redspecter23 View Post
    An item with a 1 per use clickie that destroys all mobs in the dungeon and teleports you to the end chest if applicable. By your logic, since PVP concerns aren't an issue, the above item isn't overpowered at all.

    Just because PVP is downplayed in this game, doesn't mean you can't have overpowered items. It's just a case of how overpowered something is and that is somewhat subjective on many things.
    Dont force it.You've played too much PS1 Games where you could L1+R1+X+O to skip this level.The above mentioned is not 'overpowered' but plain dumbness on whoever uses, and on whoever decides releasing that was a good idea.

    Quote Originally Posted by sephiroth1084 View Post
    And of course, the Repair skill, which has the same keyword as the effect being introduced, and in desperate need of ways to not be a joke, will have nothing at all to do with this system.

    Way to go.
    You on the other hand, has a good point.Using repair to actualy..hmm.Repair your items.Isnt only a cool feature but also logical.Repair is really sucky right now, cant even use it to repair your pet as arti.

  8. #28
    Community Member Cetus's Avatar
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    Quote Originally Posted by Mryal View Post
    People complain too much.1d4 damage temporarily for TP? id never buy that

    before +4 tomes were added, there was never any game breaking effect added to DDO store.But you know what.I dont care much about them either.
    How can someone or something be overpowered on a game that doesnt cares about PVP anyway? Do the mobs post on forums complaining?
    So you label abilities as overpowered only if the entity on the receiving end can complain?

  9. #29
    Community Member Cyr's Avatar
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    Quote Originally Posted by Eladrin View Post
    We thought of that - most of the time, the buff is +10 hardness (until you die or unequip the item). There are other buffs on the list at varying percentages, but most of them are weaker than a +1 equivalent enchantment.

    It's intended to be an easy to use repair system that happens to come with a minor bonus. I don't really expect that everyone will be sitting there mashing the button for a chance to do 1d4 acid damage on hit.
    There is a big difference between 'everyone' and 'no one'.

    Clearly people TR for the smaller benefit of +1 damage per hit. That takes ALOT more work then clicking on some store bought garbage.

    I also note that you state 'most' are weaker then +1 enhancement bonus. As 1d4 acid damage is weaker then a the equivelent enhancement I am going to go out on a limb and guess that you also are neglecting to state what the top end effects are.
    Proud Recipient of At least 8 Negative Rep From NA Threads.
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  10. #30
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    Quote Originally Posted by redspecter23 View Post
    An item with a 1 per use clickie that destroys all mobs in the dungeon and teleports you to the end chest if applicable. By your logic, since PVP concerns aren't an issue, the above item isn't overpowered at all.
    You saying you have a problem with monks?


    Quote Originally Posted by MajMalphunktion View Post
    *Handwraps. Yes we know. Here is my known issue for handwraps. Hand wraps in assorted flavors are borked.

  11. #31
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    Quote Originally Posted by WielderofGigantus View Post
    What about logging on and off? Does that remove the bonus too, or does it last through that?
    *Bump* for answer.

  12. #32
    Producer Tolero's Avatar
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    Quote Originally Posted by WielderofGigantus View Post
    What about logging on and off? Does that remove the bonus too, or does it last through that?
    Persists through logout.

    Also updated the release notes w/ the possible effects list.

  13. #33
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    Quote Originally Posted by Tolero View Post
    Persists through logout.

    Also updated the release notes w/ the possible effects list.
    I gotta say, given that I can only assume these shards are store bought only due to the lack of comment otherwise, and the fact that some of those weapon/armor enhancements are quite powerful (possible +1[w] on a weapon, when you can only get +.5[w] for the raid weapons after getting 15 comms), I really, really do NOT like the introduction of this system. It just seems way too much like a cash grab to me.

  14. #34
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    I've got some astral diamonds lying around that I've picked up from random chests; I can convert them into astral shards so that they stop taking up space in my bank. I presume astral shards will drop from random chests too like other ddo store items.

    And how often do you switch your weapons out? All my melee characters are carrying about a dozen each. I'm more interested in using it on items that I don't switch out as often, like my armor. It's always getting the durability beat out of it despite an adamantine ritual on it; extra hardness would be nice.

  15. #35
    Community Member TheRealest's Avatar
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    Lama Release Notes
    Common:
    +10 Hardness (weapon and armor)
    Uncommon:
    A d4 of elemental damage on hit (weapon)
    Acid, cold, electric, or fire
    Only one type at a time, does not randomize per hit
    Rare:
    +10% Insight bonus to Fortification (armor)
    Stacking +5 to Physical Resistance Rating (armor)
    Very Rare:
    A d4 damage on hit (weapon)
    Sonic or force
    Only one type at a time, does not randomize per hit
    Increase to damage dice (weapon)
    +0.25, +.5, or +1
    Stacking bonus to Physical Resistance Rating (armor)
    +7 or +10
    +25% Insight bonus to Fortification (armor)
    +10% elemental absorption of one type (armor)
    Acid, cold, electric, or fire
    True Reincarnated on Thelanis
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  16. #36
    Community Member sephiroth1084's Avatar
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    Those should A) really be toned down, and B) be dependent upon your Repair skill.

    Ideal implementation in my eyes:

    • Astral Shards would instead have some nomenclature more evocative of repairing equipment.
    • These items could be used to repair X (or X%) amount of wear on an item, with a low chance to repair some permanent damage.
    • Repair skill has a chance to increase X, a higher chance to restore permanent damage, and have a chance to grant special effects on the item.
    • Add a function that allows a player to open something like a trade window with another player, present an item, and allow the other player to use their Repair skill on the item. Doing so should have a lesser effect than doing it yourself with the same skill value, but enough of an effect still that untrained characters would want to have a trained character help them out.
    • Bonus effects should not apply to items with no wear and tear, should be nice enough that you appreciate their popping up, but not so good that players go out of their way to gain the bonuses.
    Useful links: A Guide to Using a Gamepad w/ DDO / All Caster Shroud, Hard Shroud, VoD, ToD Einhander, Elochka, Ferrumrym, Ferrumdermis, Ferrumshot, Ferrumblood, Ferrumender, Ferrumshadow, Ferrumschtik All proud officers of The Loreseekers. Except Bruucelee, he's a Sentinel!

  17. #37
    Community Member Zonixx's Avatar
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    Quote Originally Posted by TheRealest View Post
    Lama Release Notes
    Common:
    +10 Hardness (weapon and armor)
    Uncommon:
    A d4 of elemental damage on hit (weapon)
    Acid, cold, electric, or fire
    Only one type at a time, does not randomize per hit
    Rare:
    +10% Insight bonus to Fortification (armor)
    Stacking +5 to Physical Resistance Rating (armor)
    Very Rare:
    A d4 damage on hit (weapon)
    Sonic or force
    Only one type at a time, does not randomize per hit
    Increase to damage dice (weapon)
    +0.25, +.5, or +1
    Stacking bonus to Physical Resistance Rating (armor)
    +7 or +10
    +25% Insight bonus to Fortification (armor)
    +10% elemental absorption of one type (armor)
    Acid, cold, electric, or fire
    Most of these don't seem too overpowering. This still leads to my original question, which is why would you want one of these benefits after repairing your gear? These attributes are, for the most part, things people already can and do build into their gear-sets, so why would you want a +25% insight bonus to your fortification as a slight chance after repairing? It just really does not make much sense. Now the durability/hardness, that I can see. If your gear is breaking and you use one of these enchanted repairs, having it break less is both understandable and reasonable. But getting a bonus to your resists, fortification, or any of those things just don't really make much sense.
    If you are reading this, that probably means I am broadcasting live @ http://www.twitch.tv/ZonixxTV

  18. #38
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    Quote Originally Posted by Zonixx View Post
    Most of these don't seem too overpowering. This still leads to my original question, which is why would you want one of these benefits after repairing your gear? These attributes are, for the most part, things people already can and do build into their gear-sets, so why would you want a +25% insight bonus to your fortification as a slight chance after repairing? It just really does not make much sense. Now the durability/hardness, that I can see. If your gear is breaking and you use one of these enchanted repairs, having it break less is both understandable and reasonable. But getting a bonus to your resists, fortification, or any of those things just don't really make much sense.
    The fortification one, togheter with the Hardness one, are the best actually. You will never have 154% (crit immune even from the Matron in EE Rusted Blades). If you are really concerned about your fort, you will have 140% with brace for Impact. With the buff (extra 10 or 25% fort), you will reach complete crit immune. I wouldn't complain about it.

    Also, sephiroth's idea is awesome. Make it a Repair skill check. This is THE PERFECT TIME to make this skill USEFULL. DO IT.

  19. #39
    Community Member Cyr's Avatar
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    Quote Originally Posted by TheRealest View Post
    Lama Release Notes
    Common:
    +10 Hardness (weapon and armor)
    Uncommon:
    A d4 of elemental damage on hit (weapon)
    Acid, cold, electric, or fire
    Only one type at a time, does not randomize per hit
    Rare:
    +10% Insight bonus to Fortification (armor)
    Stacking +5 to Physical Resistance Rating (armor)
    Very Rare:
    A d4 damage on hit (weapon)
    Sonic or force
    Only one type at a time, does not randomize per hit
    Increase to damage dice (weapon)
    +0.25, +.5, or +1
    Stacking bonus to Physical Resistance Rating (armor)
    +7 or +10
    +25% Insight bonus to Fortification (armor)
    +10% elemental absorption of one type (armor)
    Acid, cold, electric, or fire
    So pretty much exactly what I thought.

    Extra stacking PRR and extra stacking dps.

    Of course those are highly valuable.

    I extremely dislike a mechanic to 'repair' items that is really a pay to buff mechanic in disguise.

    Keep the hardness buff and drop the rest and you have a mechanic which makes sense and is not really just a pay to win addition to the game.
    Proud Recipient of At least 8 Negative Rep From NA Threads.
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  20. #40
    The Hatchery
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    Quote Originally Posted by Cyr View Post
    I extremely dislike a mechanic to 'repair' items that is really a pay to buff mechanic in disguise.

    Keep the hardness buff and drop the rest and you have a mechanic which makes sense and is not really just a pay to win addition to the game.
    This.

    Also, I intensely dislike mechanics that lead to more out-of-adventure time. We're here to play the game, not to run around for ever guild buffing and now weapon/armor buffing.

    Yes, I can just not do that. But in pugs, there WILL be those who insist on doing it, even when the other 11 are waiting inside the raid - so it does affect my play experience.
    DDO: If a problem cannot be solved by the application of DPS, you're not applying enough.

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