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  1. #21
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    Jul 2015
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    With the new loot gen weapons I have had to craft all my low level weapons, getting something to drop with melee attributes is a lot more difficult now.

    Hopefully they will be adjusting the attributes, if they do not then crafting will probably be very important for melee. I have even searched the vendors and AH and have not found anything close to what I can craft for the weapon I am looking for.

  2. #22
    Hero JOTMON's Avatar
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    Oct 2008
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    5,415

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    Quote Originally Posted by FranOhmsford View Post

    I haven't seen a single decent Melee Greatsword, Greataxe or Maul since the Update!


    My Barb is using a Quarterstaff! {A Vorpal of Deadly 2 Quarterstaff! Why couldn't I find that on a Greatsword or G-Axe? Or even a Maul?}.


    And yes I have quest end rewards based on Class checked - I rechecked it to see if it made a difference - it doesn't!
    I am seeing a disproportionate ratio of Caster effects on melee weapons and handwraps. either with Prefix or suffix or both...
    Even my casters don't have much interest in mixed caster/melee items.
    Makes for a lot of vendor trash items.

    Would like to see the calculation tweaked a bit so that if a item has a caster tangent it is given a higher likelihood (95%) of being a purely caster item and same for melee..
    Like Greataxe/falchion/handwraps/rapier/etc///.. Melee weapon 95%.. 5% caster... 95% melee prefix/95% melee suffix
    Quarterstaff.. 25% melee ... if intial roll has it fall on the 25% melee.. then prefix/suffix are 95% melee chance.
    whatever %'s for weapons let them be more focussed to melee/caster (keep that 5% for those that may want something unusual)

    Seeing too much bleed over for caster lores with a melee prefix or a cster prefix with some melee suffix which in most cases pushes the majority of the items into straight to trash category.
    Last edited by JOTMON; 12-29-2015 at 10:54 AM.
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  3. #23
    Community Member SealedInSong's Avatar
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    Nov 2009
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    1,015

    Default Totally agree

    In the old loot system, it was cute to see a bastard sword with spell power and spell lore.

    Now it's 90% of weapons has some confusing name with spell power, or spell lore, but not both (which is most desirable)

    Ex:
    Bastard sword of deadly
    *expected: +deadly
    *mod not named: combustion

    Ex: nullified short bow
    expected: nullification
    mod not named: doubleshot

    WHAT I WANT
    I actually do have lots of gish builds, and I'm fully in support of them, but generally, the ONLY spellpower items I save are those with matching elements on them.

    It's way too confusing in the middle of battle to switch to:
    ice spellpower, fire lore
    (fire spellpower somewhere else, ice lore somewhere else)

    I just switch to:
    ice spellpower + ice lore
    fire spellpower + fire lore

    If I have that spellpower or lore in offhand, it would have to be a very static item (i.e. body) for me to build it into my framework, and even then, those items often get outpaced by weapon lore/spellpower very quickly.

    For me, MIXED ELEMENT CASTER ITEMS ARE VENDOR TRASH.
    The only okay scenario would be something like:
    [matching spellpower + matching lore]
    [secondary spellpower]
    i.e. Belashyrra's scepter
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