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  1. #161
    Hero JOTMON's Avatar
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    Quote Originally Posted by Immortallus View Post
    This is a great patch!

    I now want to actually look at my drops instead of instantly vendoring them.


    For those butt hurt over having some raid items obsoleted so what?

    You play an online progressing game!!!

    Loot does not stay the same and remain valid forever.
    Well, I had quite a few goodies that were non-standard level before the Feathering, things like level 8 Vorpals, a level 1 single haste clicky..
    These got revamped 'retroactively'.. my vorpals became level 14+, the ring became level 9 which was pathetic compared to the 3x haste clicky from cronosphere for level 5.. and stacks of pots usable at any level...

    we griped, but were told it was for ' The Greater Good' ... It was a 'fix' to standardize loot effects for all randomgen weapons retroactively and going forward.

    Then we had Update 29..
    On the weekend while running low level favor...I pulled a level 3 Vorpal that had other effects on it as well.. .. What the f..eathering... this should have been a level 16+ weapon.
    My old vorpals pulled during a special event didn't go back to level 8 (or lower), they are still level 14+...


    Now I do like seeing good random drop items that may have the rare chance of being as good as a named item, what we are seeing is randmogen drops that blow away named items and no mention of named items getting revamped to be worthy of being named items.
    Named items are supposed to have the atypical traits or abilities that make them better for the level they represent, this is what makes them special and desirable to farm/grind/hunt/flag/raid/etc....
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  2. #162
    Community Member Blastyswa's Avatar
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    Personally, the random loot isn't as powerful as it's made out to be. Certainly +14 stat items and the like are nice; however, a large benefit of raid/named loot is that it consolidates many bonuses into one item slot (with obvious exceptions, but most orchard loot onwards does this). So for example, a +14 constitution +10 saves random loot belt would be one of the rarer and nicer drops. a Belt of Thoughtful Remembrance gives +11 Constitution, Saves, and Dodge, and Deathblock and two augment slots. Random loot items have become useful, but anything with a lot of effects on it or any special effects (Sightless, Lantern Ring, Resonation, ELitany) are still better.

    I did pull a +14 Charisma +6 Necro DC +2 Insightful Necro DC necklace. That is admittedly a very nice item; however, the chances of getting the stars to align well enough to generate an item like that are low enough that it still doesn't instantly invalidate every raid item ever. Heroics are a different story, but it's not like raid loot, or random loot, or loot in general is necessary for play at those levels.
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  3. #163
    Executive Producer Severlin's Avatar
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    Thanks for the feedback!

    ~ We aren't doing a rollback.

    ~ Unlike previous loot with static effects, the new random loot has scaling effects driven by formulas. This means that for effects that modify player attributes, if a formula is broken, when we fix it all random loot will be adjusted to follow the new formula. (I hope my explanation makes sense.)

    ~ We are looking at specific effects to see if the formula is off. As an example, the numbers reported for spellpower values might mean the formula is incorrect. The effects that might be too high that we have specifically encountered are spellpower, saving throws, and insightful attribute bonuses. We will be looking at many effects, but I thought I'd mention specifics up front.

    ~ Armor should not be dropping with weapon specific effects; and vice versa. We will fix that.

    ~ There seems to be some display errors. This is because the scaling effects required special tech to create dynamic tooltips (the tooltips used to be completely static) and those were added to the effects in a separate pass. We will be looking at those reports.

    Sev~

  4. #164
    Bounty Hunter slarden's Avatar
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    Quote Originally Posted by Severlin View Post
    Thanks for the feedback!

    ~ We aren't doing a rollback.

    ~ Unlike previous loot with static effects, the new random loot has scaling effects driven by formulas. This means that for effects that modify player attributes, if a formula is broken, when we fix it all random loot will be adjusted to follow the new formula. (I hope my explanation makes sense.)

    ~ We are looking at specific effects to see if the formula is off. As an example, the numbers reported for spellpower values might mean the formula is incorrect. The effects that might be too high that we have specifically encountered are spellpower, saving throws, and insightful attribute bonuses. We will be looking at many effects, but I thought I'd mention specifics up front.

    ~ Armor should not be dropping with weapon specific effects; and vice versa. We will fix that.

    ~ There seems to be some display errors. This is because the scaling effects required special tech to create dynamic tooltips (the tooltips used to be completely static) and those were added to the effects in a separate pass. We will be looking at those reports.

    Sev~
    Thank you for checking in.

    Are our scarabs of spell absorb lost forever? Not sure if you aware of that issue but they all disappeared except those in TR bank.
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  5. #165
    Intergalactic Space Crusader
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    Default Thanks!!!

    Quote Originally Posted by Severlin View Post
    Thanks for the feedback!

    ~ We aren't doing a rollback.

    ~ Unlike previous loot with static effects, the new random loot has scaling effects driven by formulas. This means that for effects that modify player attributes, if a formula is broken, when we fix it all random loot will be adjusted to follow the new formula. (I hope my explanation makes sense.)

    ~ We are looking at specific effects to see if the formula is off. As an example, the numbers reported for spellpower values might mean the formula is incorrect. The effects that might be too high that we have specifically encountered are spellpower, saving throws, and insightful attribute bonuses. We will be looking at many effects, but I thought I'd mention specifics up front.

    ~ Armor should not be dropping with weapon specific effects; and vice versa. We will fix that.

    ~ There seems to be some display errors. This is because the scaling effects required special tech to create dynamic tooltips (the tooltips used to be completely static) and those were added to the effects in a separate pass. We will be looking at those reports.

    Sev~
    TYVM for looking into these items and TY for no roll back! I leveled some toons and did an Iconic Reincarnation this weekend. Spent some TPs in the in-game store as well.

    Also, I posted a mini-digest on the Council Forums of some motherboard threads regarding issues encountered over the weekend if you're interested or not in those particular threads out here in MoBo land.

  6. #166
    Community Member somenewnoob's Avatar
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    Thanks for the reply Sev!

  7. #167
    Executive Producer Severlin's Avatar
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    Quote Originally Posted by slarden View Post
    Thank you for checking in.

    Are our scarabs of spell absorb lost forever? Not sure if you aware of that issue but they all disappeared except those in TR bank.
    We will look at Scarabs of Spell Absorb ASAP.

    Sev~

  8. #168
    Hero patang01's Avatar
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    Quote Originally Posted by geoffhanna View Post
    I feel like I have to re-equip every character; even much of my raid loot feels useless now.

    Am I alone in this?
    Yeah, it might be good in the short run for people who don't want to blow through 20 raid completions - but it invalidate the rarity of some loot. There should never be a random gen loot with better or similar stats than raid loot. It destroys the purpose with even bothering running quests.

    I'm not against the loot gen effects; I like finding good combinations - but these combinations should never be superior. Smaller yes - situational for sure. But not so they're so good they completely replaces anything you can think of. That is what happened after Shadowfell and it is going to happen now. My hope is - despite that it might make some of the stuff I've pulled so far less valued, that Turbine can fix this.

  9. #169
    Community Member jakeelala's Avatar
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    Quote Originally Posted by Severlin View Post
    We will look at Scarabs of Spell Absorb ASAP.

    Sev~
    please look at Doubleshot and Doublestrike tooltips, They are saying 14, 15 and 16% but giving 8-8.5%
    good at business

  10. #170
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    Default New random loot Glove Arcane lore

    New random loot Glove Arcane lore not functioning.

    Critical chance is not increase.

  11. #171
    Community Member bsquishwizzy's Avatar
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    I kinda liked the fact that you could get Keen on armor.

    Just be REAL careful when you put it on, or you might lop off a limb...

  12. #172
    The Hatchery Roland_D'Arabel's Avatar
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    Quote Originally Posted by Severlin View Post
    Thanks for the feedback!

    ~ We aren't doing a rollback.

    ~ Unlike previous loot with static effects, the new random loot has scaling effects driven by formulas. This means that for effects that modify player attributes, if a formula is broken, when we fix it all random loot will be adjusted to follow the new formula. (I hope my explanation makes sense.)

    ~ We are looking at specific effects to see if the formula is off. As an example, the numbers reported for spellpower values might mean the formula is incorrect. The effects that might be too high that we have specifically encountered are spellpower, saving throws, and insightful attribute bonuses. We will be looking at many effects, but I thought I'd mention specifics up front.

    ~ Armor should not be dropping with weapon specific effects; and vice versa. We will fix that.

    ~ There seems to be some display errors. This is because the scaling effects required special tech to create dynamic tooltips (the tooltips used to be completely static) and those were added to the effects in a separate pass. We will be looking at those reports.

    Sev~
    Thank you for responding so quickly to people's concerns.

    There seems to be an inordinate amount of spell lore, spell power and implement bonuses dropping on all new loot, especially weapons. While there is a small niche demand and situational usage for weapons like this, it does seem that these effects are appearing almost constantly on weapons of all types.

    Anecdotally, after playing a lot over the weekend, I can say that myself and my guildies all noticed and remarked on this. I hope this is not WAI because it makes a great deal of the weapons generated useless to most players.
    A wise man once said that if you don't know the answer to something there is no shame in simply saying "I don't know."

  13. #173
    Community Member kmoustakas's Avatar
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    I would like to point out that

    Spellcasting implement bonuses on wondrous craftsmanship and masterful craftsmanship random weapons seems to be broken and it is either too high or 0. I have a minimum level 6 weapon with wondrous, +4 enchantment, +69 devotion and +0 spellcasting implement bonus. Yet on another item, it was minimum level 18 and it had +70something spellcasting implement.

    I have screenies somewhere...
    Bought my first dungeon master's guide in 1992. My favourite part of ddo is coffee and slayers

  14. #174
    Community Member kmoustakas's Avatar
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    Quote Originally Posted by Severlin View Post
    Thanks for the feedback!

    ~ We aren't doing a rollback.

    ~ Unlike previous loot with static effects, the new random loot has scaling effects driven by formulas. This means that for effects that modify player attributes, if a formula is broken, when we fix it all random loot will be adjusted to follow the new formula. (I hope my explanation makes sense.)

    ~ We are looking at specific effects to see if the formula is off. As an example, the numbers reported for spellpower values might mean the formula is incorrect. The effects that might be too high that we have specifically encountered are spellpower, saving throws, and insightful attribute bonuses. We will be looking at many effects, but I thought I'd mention specifics up front.

    ~ Armor should not be dropping with weapon specific effects; and vice versa. We will fix that.

    ~ There seems to be some display errors. This is because the scaling effects required special tech to create dynamic tooltips (the tooltips used to be completely static) and those were added to the effects in a separate pass. We will be looking at those reports.

    Sev~
    Sorry for the double post but I would also like to thank you Sev for replying.
    Bought my first dungeon master's guide in 1992. My favourite part of ddo is coffee and slayers

  15. #175
    Community Member Iron_Claw's Avatar
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    Quote Originally Posted by jakeelala View Post
    please look at Doubleshot and Doublestrike tooltips, They are saying 14, 15 and 16% but giving 8-8.5%
    Dude it is not WAI. Did you even read severlins post about some random gen not using their correct formula ?

    Obviously 8% would be based on what is the correct formula.

    That amount of doublestrike, aka +14/+15/+16 % is just way too broken and stupid. Of course it isn't WAI.

  16. #176
    Community Member Basura_Grande's Avatar
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    Quote Originally Posted by jakeelala View Post
    please look at Doubleshot and Doublestrike tooltips, They are saying 14, 15 and 16% but giving 8-8.5%
    Doublestrike is mostly fine . . . . will give like 13.58% double-strike on 14 item.

    Double shot is really bugged.

  17. #177
    Community Member changelingamuck's Avatar
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    Quote Originally Posted by Immortallus View Post
    This is a great patch!

    I now want to actually look at my drops instead of instantly vendoring them.


    For those butt hurt over having some raid items obsoleted so what?

    You play an online progressing game!!!

    Loot does not stay the same and remain valid forever.
    Power creep is not the same thing as progression. Progession means you gain power as you progress. Power creep means you gain power via changes to the game by pretty much doing nothing yourself and the balance of mob vs. player power is thrown off to the game's detriment.

    Loot does not have to stay the same and remain valid forever. But most named items and raid loot should remain valid at least AT-LEVEL because the pursuit of named items and raid loot is a fundamental core design principle for this game and always has been. And certainly if most of the named items and raid loot in the game are invalidated, a core component of the design of this game that incentivizes play is GONE.

  18. #178

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    Quote Originally Posted by Blastyswa View Post
    I did pull a +14 Charisma +6 Necro DC +2 Insightful Necro DC necklace. That is admittedly a very nice item; however, the chances of getting the stars to align well enough
    You'd have a point if we weren't pulling all this stuff within the first three days of the update.
    It's like being back at the 10 cap and we're getting vorps and wops within a week by level 6; something is well and truly borked with loot tables.
    Based on what I'm seeing, there are no tiers anymore; values are some kind of flat die roll.
    I'm having a quite difficult time telling myself there's an overarching plan at work.
    Last edited by SableShadow; 12-21-2015 at 03:34 PM.
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  19. #179
    Community Member UurlockYgmeov's Avatar
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    Quote Originally Posted by Severlin View Post
    Thanks for the feedback!

    ~ We aren't doing a rollback.

    ~ Unlike previous loot with static effects, the new random loot has scaling effects driven by formulas. This means that for effects that modify player attributes, if a formula is broken, when we fix it all random loot will be adjusted to follow the new formula. (I hope my explanation makes sense.)

    ~ We are looking at specific effects to see if the formula is off. As an example, the numbers reported for spellpower values might mean the formula is incorrect. The effects that might be too high that we have specifically encountered are spellpower, saving throws, and insightful attribute bonuses. We will be looking at many effects, but I thought I'd mention specifics up front.

    ~ Armor should not be dropping with weapon specific effects; and vice versa. We will fix that.

    ~ There seems to be some display errors. This is because the scaling effects required special tech to create dynamic tooltips (the tooltips used to be completely static) and those were added to the effects in a separate pass. We will be looking at those reports.

    Sev~
    Been enjoying insightful corrosion on scalemail on Uurlock's Great Old One Warlock, just reincarnated to 1 and having a blast. (pun-pun-pun intended).

    Thanks for the update!

  20. #180
    Community Member xaul17's Avatar
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    Day one: I pull boots containing +12 Strength, +14 Dexterity, ML 30. This is exactly the type of thing I DIDN'T want to see with the loot pass. I was hoping for new effects, maybe the return of clickies to the lootgen system and perhaps a return of some of the old MotU effects... but this is just outrageous. Power creep much? I'd say so.
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