The ML 15 trinket seems designed to obsolete Sustaining Symbiont.
The ML 15 trinket seems designed to obsolete Sustaining Symbiont.
"Beauty is in the eye of the beholder."
"Of course it is. Are YOU going to question beholder's artistic sense?"
If you are going to make the loot this good you should charge for the pack.... I'm wearing almost all lootgen currently and this messes up everything.
Only tackling the Legendary items. When it comes to Heroic, I think U30 Random Loot changes already obliterated the usefulness of almost all old named loot, so some actually useful named gear is nice. To cover the way I think it should be would be a far longer post than just talking about the specific gear.
While there are items I think need some adjustments, overall this looks like an item set that will have people farming. I'm also OK with BtA statuses. Previously the market was dying and new content never being tradeable was just another nail, but one pro of the overpowered random loot changes is they are all tradeable and created a constant market for those. Now they just need to fix the loot level cap so some of the higher end random loot actually drops...
Pinc Punch - Unarmed Monk (Uber Completionist) // Porc the Orc - Paladin // Thunderborn - Warlock // Imustbe Emo - PewPew Rogue // Aquamine Artifact - Crafting Artificer (shelved)
Good items, but why not add substantial bonuses to stats instead of small "quality" bonuses.. E.x +6/+7 for heroic items and +14/+15 for epic items.(?)
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Arlinsae of Sarlona
I can tell you that unless you plan on revamping heroic loot in addition to epic-level* loot, INCLUDING Greensteel of all types, these heroic-level loot items are too powerful, and if this trend continues, can negate the effort of crafting greensteel items for heroic levels. However, what I can say is that the bracers that offer 4 types of guards and a green augment slot are GARBAGE. Sure, it may be pretty good for a retaliation item, but really, who wants to wear guard items in place of a high-boosting stat item, or even a defense or DPS item? Nobody, that's who.
* (And dare I say Legendary? I don't even think there is a definition for 'legendary' loot in DDO yet, and if there is, PLEASE define it)
so level 17 vs level 28... 11 levels difference... and only 5 points difference on the skills seems... wrong. also not liking the quality dex on a trapper item.
seems a lot more ballanced, I quite like it. will definitely want both.
I am missing quality INT and assassin boni somewhere in the mix though. seems like the gear is generally groomed to 'things you can do with a gnome' and those should be there.
Liking the loot. Seeing some combos that give room to plan and play around with things. I notice that the affixes aren't something that random loot is going to be able to trump or duplicate. Excellent!
For the most part, the heroic versions range from good to too-powerful. A few things that stand out:
Helmet - Magical Efficiency 5%, Equipment Potency +63, Insightful Potency +31, Quality Potency +15, Green Augment Slot
Another magical efficiency item: Nice! The potency is above the top though.
Bracers - Good Guard 4d6, Evil Guard 4d6, Light Guard 4d6, Negative energy Guard 4d6, Green Augment Slot
Interesting and potentially a lot of damage being dealt back, but I still probably wouldn't take the time to slot it. Maybe an additional proc that's unique and thematic with the item's name. Something like radiance, enervation, dispel, vulnerability (alignment), or a small chance at turning the attacker into an odd animal or a kobold. Imagine the scene: an orthon or abishai mid-fight getting turned into a kobold, "Yark?!? I've got a bad feeling about this." *ding*. Very rewarding.
Cloak - Equipment Evocation DC +4, Quality Wisdom +1, Equipment force Spell Power +101, Quality Balance +4, Green Augment Slot
Nice! The force spell power is a bit high though.
Leather Armor - Resistance (Resistance bonus to Reflex, Fortitude, Will) +7, Quality Spell Resistance +6, Quality Spell Saves +1, Quality Poison Ward +1, Green Augment Slot
Maybe I'm missing it but this one looks really underpowered. Stats? Sheltering? Amp? Stun/tendon slice/etc? What is the aim for this piece of armor?
Belt - Diversion +14, Sneak Attack (Accuracy +7, Damage +9), Dodge +9%, Combat Mastery +7, Green Augment Slot
Yum!
Bracers - Competence UMD +3, Competence Disable Device +17, Competence Open Lock +17, Quality Dexterity +2, Green Augment Slot
An alternative to the Spare Hand. Cool!
Ring - Melee power 2, Ranged power 2, Deadly +7, Accuracy +14, Green Augment Slot
Yum again!
LEGENDARY
I have a few characters filling out their shopping lists already. Looks pretty cool.
Helmet - Magical Efficiency 10%, Equipment Potency +131, Insightful Potency +65, Quality Potency +32, Green Augment Slot
Not as big of a problem as the heroic version but that's still a lot of potency.
Bracers - Good Guard 8d6, Evil Guard 8d6, Light Guard 8d6, Negative energy Guard 8d6, Green Augment Slot
Same as the heroic version of the bracers.
Blood Scented Axe Body Spray (Thelanis)Aelonwy - Wydavir - Metaluscious - Aertimys - Phantastique - Kaelaria - Lunaura - Aelurawynn - Saurscha - Crystalorn - Aurvaeyn - Vaelyns - Wyllowynd
HEROIC
Level 13 items
- Goggles - Equipment illusion DC +3, Quality illusion DC +1, Quality Int +1, True sight, Green Augment Slot
- Helmet - Magical Efficiency 5%, Equipment Potency +63, Insightful Potency +31, Quality Potency +15, Green Augment Slot
- Boots - Piercing guard 4d6, armor piercing +12, Quality Seeker +1, Quality Strength +1, Green Augment Slot
- Necklace - Quality Enchantment DC +1 , Enhancement Spellpoints +162, Blurry 20%, Stealth Strike 15%, Green Augment Slot
- Bracers - Good Guard 4d6, Evil Guard 4d6, Light Guard 4d6, Negative energy Guard 4d6, Green Augment Slot
As everyone else said, for general potency the helmet is WAY out of line with existing loot. Make it simply magical efficiency 5% and insightful potency 31 and an augment slot and you'd still find a lot of spellcasters wearing it to supplement other equipment rather than replace it all. The other things don't seem too out of line with current options at level while definitely being useful to some builds.
Level 15 items
- Trinket - Quality Con +1, Enhancement False Life +32, Insightful Fort Saves +3, Enhancement Fire Resist +32, Green Augment Slot
- Cloak - Equipment Evocation DC +4, Quality Wisdom +1, Equipment force Spell Power +101, Quality Balance +4, Green Augment Slot
- Leather Armor - Resistance (Resistance bonus to Reflex, Fortitude, Will) +7, Quality Spell Resistance +6, Quality Spell Saves +1, Quality Poison Ward +1, Green Augment Slot
- Belt - Negative Energy Amp +33, Boon of Undeath, Enhancement Light Resistance +32, Quality Int +1, Green Augment Slot
- Docent - Wooden - Insightful PRR +10, Insightful MRR +10, Repair Amp +33, Enhancement Sheltering +21, Green Augment Slot
Cloak doesn't need to have more force spellpower than you can currently get while also having more evocation DC and a wisdom bonus that's otherwise unavailable at level. You only need to make one of those things BEST while keeping the other things at-level with what you can otherwise get and it's still a strong item. Same goes for other things like the Belt. Great for PMs and they don't have enough negative amp options, but it's a huge amount, and boon of undeath, and light resistance AND quality int. All the things you need all in one place, too obvious and uninteresting a choice. Other things okay. I like e.g. the armor which has other bonuses in line with the better options you can normally get at level while having quality spell resistance which makes spell resistance stacking options more possible rather than something to be ignored.
Level 17 items
- Belt - Diversion +14, Sneak Attack (Accuracy +7, Damage +9), Dodge +9%, Combat Mastery +7, Green Augment Slot
- Bracers - Competence UMD +3, Competence Disable Device +17, Competence Open Lock +17, Quality Dexterity +2, Green Augment Slot
- Hide Armor - Quality Healing Amp +10, Greater Nimbleness (+2 max Dex bonus, -4 Armor check penalty), Enhancement Fortification +108, Quality Fortification +26, Green Augment Slot
- Ring - Melee power 2, Ranged power 2, Deadly +7, Accuracy +14, Green Augment Slot
- Gloves - Equipment Sonic Spellpower +108, Equipment Sonic Critical +16, Quality Charisma +2, Quality perform +4, Green Augment Slot
Belt is stupidly strong compared to other options at level. Ring is a pretty obvious choice for melee/ranged too, which is really boring. Gloves... consolidation of all the sonic stuff in one place. Power creepy, really.
LEGENDARY
Did anyone compare ANY of these legendary items against the current best available bonuses of the same type currently in the game on raid loot etc, before planning to add it in as BTA stuff? These are all just stupidly power creepy. Best available bonus +12.... well now we need... +17! Start again and look at existing raid loot, balance against that, not against the +16 it's theoretically possible to get on the perfect random gen item with all loot boosts etc, leave that as special.
Worst of all, they're power creep for the current flavor of the month builds that already steamroll any and all LE content with no challenge, rather than being useful items for the currently neglected builds that nobody uses.
Nistafa on Khyber
Nope I still run these quests for both xp and loot for myself and friends and guildies.
I love the bound to account gear, this stops people who a greedy and put a rare item up for 5k shards.
I will vote and always vote to keep gear bound to account for as long as I can.
the only people that don't like it is the free to play accounts that play for 15hrs a day to try and make profit from it.
and you can now begin trolling me.
if I had it my way this would be VIP only,
and regarding heroic gear op, lets face it peps, how long are you at level 13 for? its not like end game where you sit there for a few weeks to months.
I know people tr, and that's awesome, but its the same at lvl 1, how long are you going to be there for??? your gonna stomp it anyways so don't worry about it if there is a bit of a kick to a heroic item.
p.s. I do not and will never use the astral shard exchange.
There for good work on keeping the new gear bound to account.
cheers.
Bracers - Good Guard 4d6, Evil Guard 4d6, Light Guard 4d6, Negative energy Guard 4d6, Green Augment Slot
How does this item make any sense? Which NPCs in their right minds would get together to make such an item? I can understand an item with Good Guard and Light Guard. I can understand killing people who wear an item with Evil Guard and Negative Energy Guard. But combine all 4? There should be a logic to the powers that an item has in addition to "wouldn't it be cool". An item of "alignment balance" would be created by NPCs of neutral alignment, who would be unlikely have the ability to create Good or Evil guardT hey might manage damage to Good and damage to Evil, but that's not the same thing as Good Damage and Evil Damage.
I understand wanting "cool" items. I understand wanting powerful items, but can't we also have items that make sense?
Cool and powerful items appeal to some of the player base. Cool and powerful items that make sense appeal to those players who have "characters" rather than just "toons" as well.
Bettayne Brah'dukcc, Cleric of LathanderToday is the first day of the rest of your life
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Community Member
Thelanis - Ethforged - Etherar - Fjirty --- Mitis Mors
Ghallanda - Ethrayne - Ethryne --- Omnipresence
Youtube channel: http://www.youtube.com/channel/UCKVn...wLuzB2Q/videos
Well, i am a little surprised we get the "Fighter" pass next, and there we still have the more powerful items Warlock focused mostly. Less favouritism please
HEROIC
Level 13 items
Goggles - Equipment illusion DC +3, Quality illusion DC +1, Quality Int +1, True sight, Green Augment Slot
-Okay, this is for the new Gnome Mages, who spam PK, and maybe ok for a Rogue Mech who "neeeds" that +1 dmg eventually. Its an (OK)
Helmet - Magical Efficiency 5%, Equipment Potency +63, Insightful Potency +31, Quality Potency +15, Green Augment Slot
-This somewhat collides with boundless, which is a relatively new item - please dont kill off items from 1-2 updates ago (or at all). This item definitely should be redesigned, to be less generic. This is also a horrendous buff to Warlocks again, due to the best scaling of spellpower in the game.
Boots - Piercing guard 4d6, armor piercing +12, Quality Seeker +1, Quality Strength +1, Green Augment Slot
-This one should be interesting, i probably wont give up permanent FOM for this. It would be nice if it would come with a preslotted striding, even if a lower level one.
Necklace - Quality Enchantment DC +1 , Enhancement Spellpoints +162, Blurry 20%, Stealth Strike 15%, Green Augment Slot
-I dont see using this at all, it has good effects but i dont see this mix well. I would suggest making it a unique Stealth Strike item 20-25%, and maybe to proc temp spell pts instead, a lesser GreenSteel conc-opp effect?.
Bracers - Good Guard 4d6, Evil Guard 4d6, Light Guard 4d6, Negative energy Guard 4d6, Green Augment Slot
-Interesting item, except bracers is a very competitive slot on most melee builds. Looks like another spellcasting handwraps to me, that noone ever bothers to pick up from the chest
Level 15 items
Trinket - Quality Con +1, Enhancement False Life +32, Insightful Fort Saves +3, Enhancement Fire Resist +32, Green Augment Slot
-Sustaining Symbiont, and also not an exceptionally interesting item, i guess new players would be using this, maybe.
Cloak - Equipment Evocation DC +4, Quality Wisdom +1, Equipment force Spell Power +101, Quality Balance +4, Green Augment Slot
-This one is actually quite nice for a Cleric/Fvs/Druid. Spell power is probably quite a bit overkill, because, yes, that class...
Leather Armor - Resistance (Resistance bonus to Reflex, Fortitude, Will) +7, Quality Spell Resistance +6, Quality Spell Saves +1, Quality Poison Ward +1, Green Augment Slot
- This should be a Heavy Armor, thats all
Belt - Negative Energy Amp +33, Boon of Undeath, Enhancement Light Resistance +32, Quality Int +1, Green Augment Slot
-Ok, Palemaster item. Probably a bit too specific item, focusing on only the undead shrouds.
Docent - Wooden - Insightful PRR +10, Insightful MRR +10, Repair Amp +33, Enhancement Sheltering +21, Green Augment Slot
Level 17 items
Belt - Diversion +14, Sneak Attack (Accuracy +7, Damage +9), Dodge +9%, Combat Mastery +7, Green Augment Slot
-(Ok)
Bracers - Competence UMD +3, Competence Disable Device +17, Competence Open Lock +17, Quality Dexterity +2, Green Augment Slot
-Ok, not very interesting, that other items dont accomplish already, the dex buff is ok.
Hide Armor - Quality Healing Amp +10, Greater Nimbleness (+2 max Dex bonus, -4 Armor check penalty), Enhancement Fortification +108, Quality Fortification +26, Green Augment Slot
-I hope this looks good, because im not gonna wear it for the stats.
Ring - Melee power 2, Ranged power 2, Deadly +7, Accuracy +14, Green Augment Slot
-Ok, this one seems like a new permaslot on martial dps guys. RP/MP can go to 3-4 even, it will only be visible on crits mostly.
Gloves - Equipment Sonic Spellpower +108, Equipment Sonic Critical +16, Quality Charisma +2, Quality perform +4, Green Augment Slot
-Too powerful, too much. Also almost completely invalidates the Cannith Blasting Chime trinket which is pretty tough to grind.
Legendary: Adjust the numbers to "sane" levels please.
Last edited by janave; 04-20-2016 at 03:17 AM.
Why is this loot level 28?
Thelanis - Ethforged - Etherar - Fjirty --- Mitis Mors
Ghallanda - Ethrayne - Ethryne --- Omnipresence
Youtube channel: http://www.youtube.com/channel/UCKVn...wLuzB2Q/videos
I am happy to see at least some progress in game which is barely playable due to lag, but after seeing this list i am not quite sure what is goal of this update? To put dozen pointless items with couple best 1 for everyone slot?
Many told already there is no point on TS by this level and specialy to have item giving +8 illusion DC for 2 existing illusion spells. ETA till you actually add new spells to use this illusion dc?
http://ddowiki.com/page/Item:Sage%27s_Ring_(Level_27). So far highest potency +92 item in game
http://ddowiki.com/page/Item:Libram_of_Silver_Magic so far highest Insightful Potency +10
http://ddowiki.com/page/Item:Docent_...Celestial_Sage so far highest Quality Potency +27
(exluding random items), all 3 items offers 127 potency TOTAL in 3 slots. You actually plan to release single item which is same level range as those 3 and giving 228 (180% boost from previous???). This item goes with mod necklace and makes each and every other item in game giving spell power a waste. Specially when you consider only items for spell power which are still considered usable are elemental weapons from shroud. This single item is invalidating 10 years of items moment its released. It's not power creep anymore its power Everest for this game.
Some sense at least nothing in particular OP.
Strange item hard to imagine people using it too much.
You made legendary difficulty where monsters hits 4 digit numbers and killing most tanks who don't have 3k hp in raids. what is purpose of guard which might be usefull in heroics? Not to mention design itself being strange.
Too high power creep. single item gives too much false life and quality con.
Seems decent enough to consider in many builds - too good to balance with others. Dozen items becomes invalidated including raids
Unusable. Hardly imagine it being used by anyone
Well designed item for necromancers +1.
Wooden docent makes sense for druid wf. and yet druid dont have repair spells. change to heal amp and it would be usefull for druids while lowering PK for tanks by reducing healing from repair spells. It's wooden docent full with life so. Now its prob best wf/bf tank docent in game.
Monks, rogs will use 100% no other belt in game is competative to this. So it's too strong
Seems not too op compared to others.
Doubt anyone will use. Even without criticals monsters in legendary one shoot, there is no point in this fort bonus
Each and every melee will use it. Too strong for single item.
Bards needed some buffing this seems good way to go, yet bonuses too high also
This list seems terrible of how much PK it gives. You should reconsider this list from start. Compare with existing items. Making players tear god with penta digits damage which gets killed by single attacks are stupid design. We have energy bursts hitting for 3x monsters hp(16-24k on my shiradi caster) on crits each 30 seconds. Monsters except in legendary are too weak already and die too fast. You need make balancing on what you got already, and new items should give options to change items not to be "best slot in game". Making 3 items to give same bonus as let's say helm gives options for trade offs on item picks. And items should increase slowly maybe 5% from previous when you update but obviously not 80% as you try pull with potency.
Last edited by AzureDragonas; 04-20-2016 at 04:34 AM.
They plan on adding new augments soon.
Probably the same time they will add more Mysterious Remnants items as they promised too.
Kek.
Good for you! You people must have hated this game when eGH came out, with people *gasp* trading items all over the place. How did they dare!!!
What if I told you that I sold a 14 con ring for 2k lately anyway?![]()
Comments in blue
As for the heroic stuff, no quality stats please. That will not only invalidate named loot in the same level range but also a lot in low epics. The spellpower seemed high, but then I realized that a lot of the masterful craftsmanship lootgen I find at that level is over 100 as well anyways.
I agree with everyone who's asking for new augments and for existing augments to be buffed a bit more in line with current lootgen. Some more general options like spell lore and seeker would be great for slot consolidation.
The join date is lying to you! Kill it with fire o.o
My problem with this kind of loot is: it's too niche.
I mean, what if one is neither a caster or a trapper?
Add to that the recent "new genloot" that assumes every toon is a caster, and good old melee/ranged toons get the short end of the stick, again.
I cannot see one item any of my current toons would want to farm, sorry.