Hey, everyone. Still out of the office for the holidays, but saw a few interesting ideas in this thread and thought I'd take a little time to chime in.
Overall: Item design in DDO is a relatively complicated task. When creating any item (and
especially weapons or armor), there are a lot of different settings, effects, and properties that can be adjusted to make the item unique, and there are hundreds (possibly thousands) of named/unique items introduced over the last decade or so that the new item will inevitably be compared to. With each named item being hand-designed and hand-created, each one is (in one way or another) unique.
If you take the "Comparing Apples and Oranges" metaphor, it often feels a lot like "Comparing Apples, Oranges, 542 Other Kinds of Fruit and Possibly a few Vegetables". If it falls on the low side, it's regarded as "useless junk". If it falls on the high side, we're "invalidating the loot we worked so hard to get". Rarely are new items
perceived to be right in the middle.
Not every named item is going to be spectacular for everyone, or even
viable for everyone. Some may be a lot better for new players (who may not have farmed that one thing from that one old pack) than for vets. In the end, we always try to make new loot interesting, and useful to at least
some builds at
some levels, and a little different than what's out there for that item type at at that level.
To specific questions:
The power of this item is in its versatility. Would it be overpowered if it had no minimum level? No, probably not. However, it was not our intent to create an item that you would want to equip
every life from level 1 all the way to level 28, which would be the case for some if it had no ML. It also keeps design space for other augment-slotted trinkets open in the future.
I believe the Eveningstar ones are fixed either for U24 Patch 1 or U25; we'll take a look at the Cannith ones in the near future.
To an extent, that has a lot to do with the D&D 3.5 base stats of Greatclubs. I'd still wager it's the best non-Raid Greatclub you can get at level 24, however, and that's what was being aimed for there.
Admittedly, I'm a bit confused by your comment, though; the last feedback I can find from you about the Splinter called the last round of changes to it:
We really do pay attention to the feedback on items, even if we can't always make certain changes. I'd be interested in hearing more about what changed your opinion on the Splinter between then and now.
Exactly. Augment-slotted Random loot aren't necessarily going to be the strongest things out there, but their power lies in their versatility.
The specific instances you mentioned usually came with a level cap increase.
CITW was a level 24 Raid at a time when the highest-level Raid was 20.
Fall of Truth came next and was level 25, but there wasn't a ton of overlap between it and CITW's items in terms of item slot.
The Thunderholme raids were the first level 30 Raids, with gear up to ML28.
Sentient Items, while still early in the design process, will be a part of the level 30 endgame.
So yes, as the level cap got higher, the loot generally got stronger; it would be odd if it didn't. We do try to spread out some of the types of loot we put in Raids (take Mark of Death, which had
no weapons), but weapons do have a general appeal to some players that other item types don't.
This is another tough bit about item creation in DDO; we have a
lot of weapon types, and often times lesser-used types don't go over well when proposed (see above Greatclub) unless their power is skewed relatively high. That said, we've been trying to get more of the lesser-used item types in lately, and I'll make a note about Great Crossbows.
Thanks everyone!