Page 2 of 2 FirstFirst 12
Results 21 to 33 of 33
  1. #21
    Community Manager
    Cordovan's Avatar
    Join Date
    Nov 2010
    Posts
    0

    Default

    Quote Originally Posted by Waylayer View Post
    Is it expected that epic quests would routinely have several "completely normal" items per list? I am not seeing this behavior in "chests", only as end rewards.

    I see this with "loot based on class" enabled and disabled, I also see it on more than one character.

    By completely normal I mean items like http://ddowiki.com/page/Club_(weapon)
    No, "blank" items are a bug.
    Have fun, and don't forget to gather for buffs!
    Follow DDO on: Facebook Twitter YouTube
    Join us on Twitch!
    Hello from Standing Stone Games! Facebook Twitter
    For Support: https://help.standingstonegames.com



  2. #22
    Community Member knobaroo's Avatar
    Join Date
    Sep 2009
    Posts
    213

    Default

    Quote Originally Posted by Cordovan View Post
    The random loot system does need to have it's good items and poor items; not every piece of loot should be a win. The mix of caster/melee on items is largely a replacement for low-bonus effects, now that our bonuses fall within a tight range based on item level. It's something we have been discussing, though, so please continue to provide us with your feedback.
    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.
    Explorers are we, intrepid and bold, out in the wild, amongst wonders untold. Equipped wit our wits, a map and a snack, we’re searching for fun and we’re on the right track!


  3. #23

  4. #24
    Community Member
    Join Date
    Oct 2009
    Posts
    1,847

    Default

    Quote Originally Posted by Cordovan View Post
    The random loot system does need to have its good items and poor items; not every piece of loot should be a win. The mix of caster/melee on items is largely a replacement for low-bonus effects, now that our bonuses fall within a tight range based on item level. It's something we have been discussing, though, so please continue to provide us with your feedback.
    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...


    Quote Originally Posted by UurlockYgmeov View Post
    but what I haven't been seeing are tomes.... either ability or skill.
    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.

  5. #25
    Community Member
    Join Date
    Apr 2012
    Posts
    1,483

    Default

    Quote Originally Posted by UurlockYgmeov View Post
    but what I haven't been seeing are tomes.... either ability or skill.
    Tomes are utterly broken. They drop often actually, I'd say I probably pull one a week and see someone pull one a day, but they level isn't right, since they're almost always +1 tomes no matter what level chest it is.

  6. #26
    Community Member brzytki's Avatar
    Join Date
    Sep 2009
    Posts
    671

    Default

    Quote Originally Posted by UurlockYgmeov View Post
    but what I haven't been seeing are tomes.... either ability or skill.
    I've seen ability tomes drop in epics twice since the update. EH MoD +1 tome (yes, that's right, +1 ability tome) and some other mid lvl epic quest dropped another +1 ability tome.
    Quote Originally Posted by Absolute-Omniscience View Post
    Did Einstein solo eLoB without pots or what?
    Guild: Captain's Crew
    Characters: Kyorli , Xunrae , Halisstra , Nyarly

  7. #27
    Hopeless Romantic dunklezhan's Avatar
    Join Date
    Sep 2009
    Posts
    4,983

    Default

    Quote Originally Posted by Jasparion View Post

    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...
    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.
    Quote Originally Posted by Vargouille View Post
    The best of the best DDO players generally overperform when given a real challenge
    Quote Originally Posted by Amundir View Post
    My words are great. Even out of context.

  8. #28
    Community Member
    Join Date
    Jul 2013
    Posts
    114

    Default

    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.

  9. #29
    Community Member CSQ's Avatar
    Join Date
    Jul 2009
    Posts
    783

    Default

    Quote Originally Posted by Impaqt View Post
    Caster and Melee effects really do need to be mutually exclusive. I dont mind defensive effects being universal though.

    I think the new system is far better than the last system, just needs some tweaking.
    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)

  10. #30
    Community Member lyrecono's Avatar
    Join Date
    Jun 2013
    Posts
    2,392

    Default

    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......
    Quote Originally Posted by FlimsyFirewood View Post
    I play a guy with a two-hander not just in this game, but in every game that has 'em.
    Quote Originally Posted by J-mann View Post
    Not to derail the thread, but then can you make 2hf NOT suck so much compared to 2wf or swf?
    Quote Originally Posted by FlimsyFirewood View Post
    8 pages in, that train has already sailed. The dead horse is canned into cat food by now.

  11. #31
    The Hatchery sirgog's Avatar
    Join Date
    Apr 2007
    Posts
    11,175

    Default

    Quote Originally Posted by Cordovan View Post
    The random loot system does need to have its good items and poor items; not every piece of loot should be a win. The mix of caster/melee on items is largely a replacement for low-bonus effects, now that our bonuses fall within a tight range based on item level. It's something we have been discussing, though, so please continue to provide us with your feedback.
    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.

  12. #32
    Community Member
    Join Date
    Sep 2009
    Posts
    8,758

    Default

    Quote Originally Posted by sirgog View Post
    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.
    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.

  13. #33
    Community Member TomahawkOrange's Avatar
    Join Date
    Sep 2013
    Posts
    12

    Angry New loot just oozing with problems

    Quote Originally Posted by Starla70 View Post
    I would like to see ever bright and scared come back.
    That explains why I had to craft ooze beaters instead of being able to find some good ones. (Muckbane is okay early on, but beyond meh by mid-levels.)

Page 2 of 2 FirstFirst 12

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  

This form's session has expired. You need to reload the page.

Reload