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  1. #1
    Founder LeLoric's Avatar
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    Default Yellow slots are pretty bad while blue got too good

    Moving gfl and resistance both over to blue slots leaves yellow slots with very little that anyone would want. +2 school dc's is ok but anything of real consequence casters will aim for +3 boosts or have one of the items with +2 to all schools. Resistances are easy enough to get elsewharere with the spell, ship buffs, wands, 30 point pots etc.

    Blue meanwhile added more to an already pretty heavy field of augments.

    In general I think most people are gonna end up wanting more blue slots then they can get and use yellow mainly for colorless augments.

    Either some of blues need to be moved to yellow like good luck and gfl as these are effects mostly found on accessories anyways not armor. Either that or yellow needs a big boost. A possible change would be to add + skills of a stat like you see on shroud items. have a +3 cha skills and a +2 cha skills one that can use two yellow slots to mostly replace a shroud item would be nice.

    Readding toughness as an option would be important too.
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  2. #2
    Community Member Atremus's Avatar
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    They should move the HP back to Yellow to keep the change consistent with the previous system.

    What do we need to do for them to bring back toughness?
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  3. #3
    Founder Alavatar's Avatar
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    Quote Originally Posted by Atremus View Post
    What do we need to do for them to bring back toughness?
    Roll a 1 or 13 on 2d6?

  4. #4
    Community Member Dolphious's Avatar
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    Agreed. Move HP back to yellow (or make it both), and add a bunch of other random stuff to yellow like: blurry, melee alacrity, incorporeal, slippery surface immunity, small dodge bonuses, and the like.

    Also add tactics DCs 2/4/6/8 to red.
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  5. #5
    Community Member Vellrad's Avatar
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    Quote Originally Posted by Alavatar View Post
    Quote Originally Posted by Atremus View Post
    What do we need to do for them to bring back toughness?
    Roll a 1 or 13 on 2d6?
    Or pay 1k TP...
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  6. #6
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    Adding a chosen skill bonus to yellow slot would be nice. +15 at level 16, +17 at level 20 and +20 at level 24 plus all lower level bonuses.

  7. #7
    Community Member Cetus's Avatar
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    yea, this is the only troublesome aspect of my visit to lamaland so far.

  8. #8
    Founder Rydlic's Avatar
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    well this is all still suject to changes.
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  9. #9
    The Hatchery dejafu's Avatar
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    Quote Originally Posted by Durnak View Post
    yea, this is the only troublesome aspect of my visit to lamaland so far.
    The new augment system is a fantastic, much needed breath of fresh air into the DDO loot system.

    That said, yeah, this is the only real issue I have with it... but it's a BIG issue. It's compounded by the fact that yellow slots will be by far the most common ones in most people's gear since it applies to accessories.

    When there's already very little I'd think about slotting into even ONE yellow slot item, I foresee a lot of empty yellow slots in my inventory.

    On a related note, I see that the new named rune-arm has a yellow and colorless slot. Are yellow slots going to be the standard for runearms? If so, I'm curious why... it's an off-hand item, after all. Plus I got all excited that I would FINALLY be able to fit a decent force spell power item in my artificers inventory, but it would need to be a red slot to make it happen
    Last edited by dejafu; 01-16-2013 at 09:06 PM.
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  10. #10
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    While the new system overall is very interesting, I agree, Yellow slots were absolutely gutted. Some of what yellow lost (resist, false life in particular) should really be put back.

  11. #11
    Hero LordPiglet's Avatar
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    Quote Originally Posted by Atremus View Post
    They should move the HP back to Yellow to keep the change consistent with the previous system.

    What do we need to do for them to bring back toughness?
    We haven't seen all the augments yet, like the raid ones. I'm hoping for a blue that toughness/heavy fort (based on heavy fort being ml 8).

  12. #12
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    Quote Originally Posted by LeLoric View Post
    Moving gfl and resistance both over to blue slots leaves yellow slots with very little that anyone would want.
    I am somewhat disappointed that GFL is no longer on yellow and agree with you that yellow now seems pretty useless.

    I am hoping that maybe something unique and awesome is developed that goes into yellow. Things like that globe of imprerial blood - only for a yellow. idk what effect but hopefully something that melees can use.
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  13. #13

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    Best thing would be if they'd put healing amp on yellow slots. Pretty please?
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  14. #14
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    Quote Originally Posted by Eth View Post
    Best thing would be if they'd put healing amp on yellow slots. Pretty please?
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  15. #15
    Founder Matuse's Avatar
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    I don't really see why people are down on yellow augments so much. Yes, it would be nice if GFL were still included, but it's not like you won't be able to find anything to put there.

    Options for Yellow:
    Fire/Cold/Lightning/Acid/Sonic resist up to 30
    Poison/Disease resist up to +10
    Striding up to 30
    UWA
    Feather Fall
    Blindness Immunity
    Fear Immunity
    Deathblock
    Archmagi
    Greater Spell Focus: X

    Plus of course the colorless options (+7 Stat, or +1 Exceptional Stat, or +2 Insight Stat).

    I forsee no difficulty in filling yellow slots.
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  16. #16
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    Have 10% heal amp at lvl12 and 20% heal amp at lvl16 on yellow slots. Should stop some of the bickering.
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  17. #17
    The Hatchery Antiguo's Avatar
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    Quote Originally Posted by HalfORCastrator View Post
    Have 10% heal amp at lvl12 and 20% heal amp at lvl16 on yellow slots. Should stop some of the bickering.
    That would be a great idea.

  18. #18
    Community Member LafoMamone's Avatar
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    Quote Originally Posted by Matuse View Post
    I don't really see why people are down on yellow augments so much. Yes, it would be nice if GFL were still included, but it's not like you won't be able to find anything to put there.

    Options for Yellow:
    Fire/Cold/Lightning/Acid/Sonic resist up to 30
    Poison/Disease resist up to +10
    Striding up to 30
    UWA
    Feather Fall
    Blindness Immunity
    Fear Immunity
    Deathblock
    Archmagi
    Greater Spell Focus: X

    Plus of course the colorless options (+7 Stat, or +1 Exceptional Stat, or +2 Insight Stat).

    I forsee no difficulty in filling yellow slots.
    I, on the other hand, forsee a lot of difficulty. Especially for pre-U14 epic items.

    Fire/Cold/Lightning/Acid/Sonic resist up to 30 - Ship Buffs
    Poison/Disease resist up to +10 - simply not necessary
    Striding up to 30 - only worth it for ML24 items, i.e. n/a to pre-U14 epic items
    UWA - perma not necessary
    Feather Fall - perma not necessary
    Blindness Immunity - pots are cheap
    Fear Immunity - GH scrolls are cheap. For everything else, there is Draconic Necklace/Planar Gird. Or ask your arcane nicely.
    Deathblock - ML24 items, and you will STILL need a source of Deathward for level drain.
    Archmagi - ML 24 items
    Greater Spell Focus: X - ML 24 items, and hardly anyone i know (arcane or divine) wants to be good at more than 2 or 3 schools anyway.

    Out of the ML24 slots that actually might have some use (DB, AM, GSF), they will have to heavily compete with colorless slots, given that the latter provide +7 or +2 ins bonus to any stat, and are arguably more useful.

  19. #19
    Community Member bbqzor's Avatar
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    Unless I'm mistaken, the aug level is not the level of the item slot it goes into, its the level it makes the item if the item is lower.

    For example, putting a ML24 aug into a waterworks item makes the waterworks item ML24. Its to prevent using epic augs on TRs etc.

    So, any epic item should be able to use the ML24 augs, provided you are level 24 to equip them. This makes several options somewhat appealing (Striding, Fear Immunity, and possibly Archmagi or Greater Spell Focus)... but in the end I think its fair to state 90% of the slots will wind up with Colorless Augs. Thats a sign a few more options might help out.

    I mentioned it in another thread but will again here, the "False Life" line really needs to appear in Yellow, as it has since forever. It can be in blue too... but moving it from yellow to blue really unbalances the availability of modifiers to players, and effectively nerfs old epic items (which were designed knowing they could have GFL in those slots).

    Don't be a nerfy-nancy... removing toughness now because its going back in later is fine, but removing GFL yellows because <randomness> is going to make re-gearing, again, very annoying.

  20. #20
    Community Member SealedInSong's Avatar
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    Default Yellow has a lot of problems

    Quote Originally Posted by LafoMamone View Post
    I, on the other hand, forsee a lot of difficulty. Especially for pre-U14 epic items.
    (snip)
    Agreed on all points.
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