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Poor items are one thing but useless items like, handwraps with doubleshot? Funny stuff.
People need to remember that most of this stuff was (and still is) vender trash.
Caster/melee mix items drop way too often. Try being a monk and see how many handwraps drop that are actually useful. (not a spellcasting implement)
Other then that, love the new system. Some items seem extremely powerful for lvl, but I think this is good for new players without twink gear.
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but what I haven't been seeing are tomes.... either ability or skill.
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I play with 4 other people in a static group. We have found the following:
There is about a 1% chance that Great Clubs/Great Axes/Greatswords will have 2 physical damage effects. There is a 75% chance they will have a physical damage and spell damage effect, the rest sees 2 spell damage effects and other mixes including defensive capabilities.
The TLDR is that far too many random 2 handers are providing buffs for spellcasters and far too few are providing buffs for physical damage dealers.
Staves I can understand, but it is silly to think there are that many Great Axe wielding spellcasters out there...
Over the last few years they have gradually been reducing the random drop chances, so you can now only find these things in the Store, on some 20th lists, at certain Favor points and that's about it.
I don't know if your percentages are right or not, but I would certainly agree that it feels exactly like the statement I've quoted above.
Weapons aside, I do like that there are now lots of different +DC items dropping now but its a similar problem: there just aren't that many abjuration specialists out there, because it would only be any use for 2 banishing spells which are actually useless in many places where you face the mobs they're intended to be used against because you're actually on their home plane. Or transmutation where I think its what, another 2 spells (disintegration and flesh to stone?)?.
These kinds of things currently feel weighted against what's going to be actually useful whether they are weighted that way or not is irrelevant - its frustrating to experience. Or you need to provide better benefits for the less well used abilities to encourage people to maybe think about building that way more. Or, y'know put more spells in the game that make use of them
Also, +0 effects need to DIAF.
Finally, and I've said it before, but naming conventions need to be better. I want to be able to search for specific slaying or elemental effects or what have you please, its maddening.
I think people are forgetting the spirit of the game concept. You are meant to be an adventurer. When you go adventuring you wouldn't know what kind of loot you would find and most of that loot would be to fund your next adventure. Complaining that useful loot is not dropping every time a chest is opened is...odd (more colourful words could be used lol).
To many people are too quick to have a snap at the devs these days, myself included btw, and sometimes they do indeed deserve it but I don't think this is one of them. I like the new loot. It is so diverse that you can find most effects on most item slots and it is mainly useful in my experience so far for heroic tr toons. Find stuff , store stuff, use it next life.
Happy playing everyone.
I agree with the second statement, but let me tell you, as a Spellsinger Bard, having a weapon with some additional damage dice and resonance for spell power is the only way I can hack through anything at the moment without sacrificing my spell damage. Would it create more "viable" items for all classes? Yes, but it would make the system more difficult for half-casters to find loot. That said, perhaps a weighting of loot could be done, because there are just way too many caster implements (and repair seems to be insanely common, given that I'd imagine it's one of the rarer spell types).
Last edited by CSQ; 01-07-2016 at 10:42 AM.
I primarily play Zunzyne Siegemaker, and am the guild master of Ares Macrotechnology on Ghallanda.
Reaper Experience Calculator: https://docs.google.com/spreadsheets...ewE/edit#gid=0 (out of date as of U42.4, needs testing for new values)
There seems to be something wrong with the droprates of special items, like tomes.
As for the random loot. 99% is utter garbage because over the years i have put effort in my gear. The remeining
1% is better then what i can get with named items.
This is especially true for base stats and several exceptional & quallity bonuses on non weapons.
You can't even deconstruct that trash.
Out of protest i have left that 99% of trashloot in the chest. Driving party members insane. Suit them right for slacking of all those years. (Yes, i'm that guy).
It invalidates a lot of hard work. Remember the SoS? I just got a falchion in the harbor. It has masterwork, +0,5W, vorpal and keen on it, btw, it's level 3. It took zero effort. During our run 3 of these weapons dropped in the harbor. Including a keen vorpal quartestaff.
Great job......
If a 'win' item for a given min level is +4 Devotion (90) Dagger of Hjeeling Lore (11%), I'd rather the 'fail' items be +4 Devotion (78) Dagger of Hjeeling Lore (9%), rather than +4 Devotion (90) Dagger of Doublestrike (6%).
Easy access to 'good enough' items, with the very good ones being rare is a better system than having the 'good enough' items be quite rare and have wasted stats.
I don't have a zerging problem.
I'm zerging. That's YOUR problem.
To my mind, the more omnipresent named items would fill the "good enough" niche. The sheer volume of items we get makes not having a lot of garbage combinations a poor idea as it would turn the AH into a supermarket for good enough stuff and make most chest drops cheap AH fodder for the next guy to buy on reaching that level.
While some might see that as a good thing. Personally, I find a game where the first thing I do on gaining a level is to shop for the next ML gear set to be rather mundane, so can appreciate this system.