Quote Originally Posted by Steelstar View Post
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.
Thats mostly PR talk,

Spell power/lore changes were probably not hand re-designed on each item, they do seem to follow a pattern locked to mlvl, why could not the older stuff follow the pattern, with a condition that raid equipent gets treated as ml+1 for SP/lore effects.

If the task of creating an item is complicated, then why not make the process simpler? helping yourself in the long term.

Treasure in DDO is mostly usatisfying because you hand out too much! This showers us with junk gear instead of making a "find" meaningful, and rewarding. So you instead introduced exceptional loot = named items, so each update brings new farmable static gear that outclasses but maybe the very best of randgen.

Basically pre +6 gear, lvls 11-MC9, should preferably be clean items, that means no absorb 2% element + 1% whatever uselessness. If an items has a very low tier/esp % based, consider them showing up at a later phase of the game, like you had with old vorpals +1 at lvl10, so can have meaningful benefit.

After you reach the mark of +6 items, you start getting augments and 2nd affixes.

Reduce the amount of junk in randgen please! Looting other than named gear spawning chests is a bad experience, unfulfilling inventory clutter... im sure you understand this