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  1. #41
    Community Member brian14's Avatar
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    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?"

  2. #42
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    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.

  3. #43
    Community Member DrawingGuy's Avatar
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    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.

    Quote Originally Posted by NoWorries View Post
    LEGENDARY


    Level 28 items

    • Goggles - Equipment illusion DC boost +7, Quality illusion DC boost +1, Quality Int +4, True sight, Green Augment Slot
      As others have mentioned, True Seeing on a caster item is of questionable merit. I'd say either drop True Sight in favor of Quality Illusion +2, or possibly look into this being an INT Rogue assassin item as well with Quality Assassinate added.
    • Helmet - Magical Efficiency 10%, Equipment Potency +131, Insightful Potency +65, Quality Potency +32, Green Augment Slot
      This will be a hands down must-have for DPS casters. For Necro DC casters they'll have to debate between +2 from Epic Deific Diadem or this... though they'd still be using this for boss DPS. Though without completely changing the item, there is no way to take it from the "must-have" to "no one wants" as superior access to potency is its key, and the second it loses that, it's nothing. This item is high enough it can afford to be shaved down and still be "must have", but I also welcome the escape from slotting random loot for these.
    • Boots - Piercing guard 8d6, armor piercing +28, Quality Seeker +4, Quality Strength +4, Green Augment Slot
      I find these boots to be pretty "meh". It would be nice to see these to pull a leaf from Battlerager's Harness with Spiked Guard and Spiked. That and/or Seeker 14 to give an actual other slot option for Seeker. Of course with Boots being the main slot for Speed items makes this a tougher bite no matter what you do unless it too has Speed.
    • Necklace - Quality Enchantment DC +2 , Enhancement Spellpoints +371, Lesser Displacement 25%, Stealth Strike 15%, Green Augment Slot
      This at least approaches use with the Enchant DC, Spellpoints, and Lesser Displacement. Maybe add Insightful Spellpoints?
    • Bracers - Good Guard 8d6, Evil Guard 8d6, Light Guard 8d6, Negative energy Guard 8d6, Green Augment Slot
      Guards are interesting, but these values are not high enough to escape the "only if I have nothing else needed" barrier. Would it be possible to have these bypass Good and Evil DR on attacks? That would add interesting utility.






    • Trinket - Quality Constitution +4, Enhancement False Life +68, Insightful Fort Saves +6, Enhancement Fire Resist +68, Green Augment Slot
      It really is hard to pass up Litany as it gives +2 Profane to every stat along with other utility to both casters and physical types. But not everyone has an Epic Litany, so this would be a solid HP boosting item for those people.
    • Cloak - Equipment Evocation DC +7, Quality Wisdom +4, Equipment force Spell Power +185, Quality Balance +5, Green Augment Slot
      Definitely a Druid and Divine caster item... though hard to not go "Huh?" at the dinky balance bonus. Just drop the Balance bonus and go Quality Evocation +1/2.
    • Leather Armor - Resistance (Resistance bonus to Reflex, Fortitude, Will) +14, Quality Spell Resistance +14, Quality Spell Saves +3, Quality Poison Ward +3, Green Augment Slot
      Interesting anti-spell concept with high save bonuses and SR, but don't see most people forgoing Celestial armors in favor of this. But there are some that already have Fort and PRR slotted that could find use from these.
    • Belt - Negative Energy Amp +72, Greater Boon of Undeath (Inflict Moderate Wounds), Enhancement Light resistance +68, Quality Int +4, Green Augment Slot
      An amazing Necro item - and nice to see Boon of Undeath beyond event/lowbie items.
    • Docent - Wooden - Insightful PRR +22, Insightful MRR +22, repair amp +72, Enhancement Sheltering +45, Green Augment Slot
      These are impressive PRR/MRR bonuses, and great nod to druids with Wooden. Kinda makes me wish this armor was available on other armor types.






    • Belt - Diversion +28, Sneak Attack (Accuracy +14, Damage +22), Dodge +17%, Combat Mastery +14, Green Augment Slot
      Is the "Sneak Attack" under a Deception value, or just straight SA? With, it's a nice Strange Tidings replacement. Without, eh.
    • Bracers - Competence UMD +7, Competence Disable Device +22, Competence Open Lock +22, Quality Dexterity +4, Green Augment Slot
      Quality Dexterity +4 is not enough to make this more than just a utility swap (unless someone really can spare the slots), but utility swaps are still nice.
    • Hide Armor - Quality Healing Amp +18, Epic Nimbleness (+6 max dex bonus, -4 Armor check penalty), Enhancement Fortification +185, Quality Fortification +45, Green Augment Slot
      This one treads more deeply into the Celestial Armor territory with a lot fewer bonuses. Some of the bonuses are much higher, so there may be some that situationally will use it, but for the most part it will be waysided.
    • Ring - Melee power 8, Ranged power 8, Deadly +14, Accuracy +28, Green Augment Slot
      It's nice to see an altertative to Sightless.
    • Gloves - Equipment Sonic Spellpower +185, Equipment Sonic Critical +27, Quality Charisma +4, Quality Perform +5, Green Augment Slot
      Another solid item. Spellsingers and Fey Warlocks will be clamoring for it with CHA DC casters not far behind.
    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)

  4. #44
    Community Member Eryhn's Avatar
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    Quote Originally Posted by NoWorries View Post
    potent potency
    im all like ...
    Last edited by Eryhn; 04-19-2016 at 09:25 PM.

  5. #45
    Community Member acdcrocks's Avatar
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    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.(?)

    Arlinsae of Sarlona

  6. #46
    Community Member knightgf's Avatar
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    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)

  7. #47
    Community Member Nyata's Avatar
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    Quote Originally Posted by NoWorries View Post
    [*]Bracers - Competence UMD +3, Competence Disable Device +17, Competence Open Lock +17, Quality Dexterity +2, Green Augment Slot
    [*]Bracers - Competence UMD +7, Competence Disable Device +22, Competence Open Lock +22, Quality Dexterity +4, Green Augment Slot
    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.

    Quote Originally Posted by NoWorries View Post
    [*]Belt - Diversion +14, Sneak Attack (Accuracy +7, Damage +9), Dodge +9%, Combat Mastery +7, Green Augment Slot
    [*]Belt - Diversion +28, Sneak Attack (Accuracy +14, Damage +22), Dodge +17%, Combat Mastery +14, Green Augment Slot
    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.

  8. #48
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    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.

  9. #49
    Cosmetic Guru Aelonwy's Avatar
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    Quote Originally Posted by Eryhn View Post
    im all like ...
    *shudder* Jack at his kooky, creepiest. Now I'm not going to be able to equip that item without feeling dirty. Rightfully so, I'm sure, if they keep it as is... ;P
    Blood Scented Axe Body Spray (Thelanis)
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  10. #50
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    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

  11. #51
    Community Member hunzi2010's Avatar
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    Quote Originally Posted by Wizza View Post
    Bound to Account loot. Another pack destined to die soon just like The Devil's Gambit, Epic Vale's quest and Epic Amrath's quests. Not interested.
    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.

  12. #52
    Community Member glmfw1's Avatar
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    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 Lathander
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  13. 04-20-2016, 02:22 AM


  14. #53

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    Quote Originally Posted by Rys View Post
    Why no new augments? The gear with augment slots is still being added but the last time we have got the augments from a regular content was, if I am not mistaken, 3BC. That is almost two years ago. Why is this system being abandoned?
    They had some new ones planned for the DoJ loot pool, not sure why those got scraped...
    Thelanis - Ethforged - Etherar - Fjirty --- Mitis Mors
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  15. #54
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    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.

  16. #55
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    Quote Originally Posted by Elfishski View Post
    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.
    Very well said, this is by far the biggest issue with the list.

  17. #56

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    Why is this loot level 28?
    Thelanis - Ethforged - Etherar - Fjirty --- Mitis Mors
    Ghallanda - Ethrayne - Ethryne --- Omnipresence
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  18. #57
    Community Member AzureDragonas's Avatar
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    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?

    Quote Originally Posted by NoWorries View Post
    As we are getting closer to U31, it is a great time to get initial feedback on the named loot that will be in the update. Without further ado, here is the list:

    LEGENDARY

    Level 28 items
    Quote Originally Posted by NoWorries View Post
    [*]Goggles - Equipment illusion DC boost +7, Quality illusion DC boost +1, Quality Int +4, True sight, Green Augment 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?

    Quote Originally Posted by NoWorries View Post
    [*]Helmet - Magical Efficiency 10%, Equipment Potency +131, Insightful Potency +65, Quality Potency +32, Green Augment Slot
    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.

    Quote Originally Posted by NoWorries View Post
    [*]Boots - Piercing guard 8d6, armor piercing +28, Quality Seeker +4, Quality Strength +4, Green Augment Slot
    Some sense at least nothing in particular OP.

    Quote Originally Posted by NoWorries View Post
    [*]Necklace - Quality Enchantment DC +2 , Enhancement Spellpoints +371, Lesser Displacement 25%, Stealth Strike 15%, Green Augment Slot
    Strange item hard to imagine people using it too much.

    Quote Originally Posted by NoWorries View Post
    [*]Bracers - Good Guard 8d6, Evil Guard 8d6, Light Guard 8d6, Negative energy Guard 8d6, Green Augment Slot
    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.

    Quote Originally Posted by NoWorries View Post
    [*]Trinket - Quality Constitution +4, Enhancement False Life +68, Insightful Fort Saves +6, Enhancement Fire Resist +68, Green Augment Slot
    Too high power creep. single item gives too much false life and quality con.

    Quote Originally Posted by NoWorries View Post
    [*]Cloak - Equipment Evocation DC +7, Quality Wisdom +4, Equipment force Spell Power +185, Quality Balance +5, Green Augment Slot
    Seems decent enough to consider in many builds - too good to balance with others. Dozen items becomes invalidated including raids

    Quote Originally Posted by NoWorries View Post
    [*]Leather Armor - Resistance (Resistance bonus to Reflex, Fortitude, Will) +14, Quality Spell Resistance +14, Quality Spell Saves +3, Quality Poison Ward +3, Green Augment Slot
    Unusable. Hardly imagine it being used by anyone

    Quote Originally Posted by NoWorries View Post
    [*]Belt - Negative Energy Amp +72, Greater Boon of Undeath (Inflict Moderate Wounds), Enhancement Light resistance +68, Quality Int +4, Green Augment Slot
    Well designed item for necromancers +1.

    Quote Originally Posted by NoWorries View Post
    [*]Docent - Wooden - Insightful PRR +22, Insightful MRR +22, repair amp +72, Enhancement Sheltering +45, Green Augment Slot
    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.

    Quote Originally Posted by NoWorries View Post
    [*]Belt - Diversion +28, Sneak Attack (Accuracy +14, Damage +22), Dodge +17%, Combat Mastery +14, Green Augment Slot
    Monks, rogs will use 100% no other belt in game is competative to this. So it's too strong

    Quote Originally Posted by NoWorries View Post
    [*]Bracers - Competence UMD +7, Competence Disable Device +22, Competence Open Lock +22, Quality Dexterity +4, Green Augment Slot
    Seems not too op compared to others.

    Quote Originally Posted by NoWorries View Post
    [*]Hide Armor - Quality Healing Amp +18, Epic Nimbleness (+6 max dex bonus, -4 Armor check penalty), Enhancement Fortification +185, Quality Fortification +45, Green Augment Slot
    Doubt anyone will use. Even without criticals monsters in legendary one shoot, there is no point in this fort bonus

    Quote Originally Posted by NoWorries View Post
    [*]Ring - Melee power 8, Ranged power 8, Deadly +14, Accuracy +28, Green Augment Slot
    Each and every melee will use it. Too strong for single item.

    Quote Originally Posted by NoWorries View Post
    [*]Gloves - Equipment Sonic Spellpower +185, Equipment Sonic Critical +27, Quality Charisma +4, Quality Perform +5, Green Augment Slot
    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.

  19. #58
    Community Member Wizza's Avatar
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    Quote Originally Posted by Rys View Post
    Why no new augments? The gear with augment slots is still being added but the last time we have got the augments from a regular content was, if I am not mistaken, 3BC. That is almost two years ago. Why is this system being abandoned?
    They plan on adding new augments soon.

    Probably the same time they will add more Mysterious Remnants items as they promised too.

    Kek.

    Quote Originally Posted by hunzi2010 View Post
    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,
    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?
    Last edited by Wizza; 04-20-2016 at 05:23 AM.
    Quote Originally Posted by JOTMON View Post
    I don't think you get a choice.. you are Rys's minion..

  20. #59
    Community Member Vhayre's Avatar
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    Quote Originally Posted by NoWorries View Post
    Level 28 items

    • Goggles - Equipment illusion DC boost +7, Quality illusion DC boost +1, Quality Int +4, True sight, Green Augment Slot
      Interesting. Tastes like gnome.
    • Helmet - Magical Efficiency 10%, Equipment Potency +131, Insightful Potency +65, Quality Potency +32, Green Augment Slot
      Nice to have all bonuses on one item. Maybe lower the equipment bonus slightly, but I'd personally still slot a separate item for my main spellpower already.
    • Boots - Piercing guard 8d6, armor piercing +28, Quality Seeker +4, Quality Strength +4, Green Augment Slot
      Looks balanced. Good fit for a melee who uses something not thunderforged.
    • Necklace - Quality Enchantment DC +2 , Enhancement Spellpoints +371, Lesser Displacement 25%, Stealth Strike 15%, Green Augment Slot
      Most classes that are going to be casting enchantment spells are able to cast displacement, so I question the usefulness of having it on this item. Note that I consider part of the flavour a valid reason, but I can't judge that until we know item names
    • Bracers - Good Guard 8d6, Evil Guard 8d6, Light Guard 8d6, Negative energy Guard 8d6, Green Augment Slot
      Flavour item obviously, it would be cool if it had a hidden effect of a much more powerful guard effect


    • Trinket - Quality Constitution +4, Enhancement False Life +68, Insightful Fort Saves +6, Enhancement Fire Resist +68, Green Augment Slot
      Might use it for lack of something better. Not a fan of individual insightful saves since they're mostly invalidated by riposte items.
    • Cloak - Equipment Evocation DC +7, Quality Wisdom +4, Equipment force Spell Power +185, Quality Balance +5, Green Augment Slot
      Would use this on a druid or caster cleric. Spellpower is over the top. ML 28 raid loot goes up to 156, this stuff should not have higher bonuses than raid loot of the same level even if it's a different element.
    • Leather Armor - Resistance (Resistance bonus to Reflex, Fortitude, Will) +14, Quality Spell Resistance +14, Quality Spell Saves +3, Quality Poison Ward +3, Green Augment Slot
      Haven't done the maths yet, but with base spell resistance, insightful and quality all stacking spell resistance could become a thing. It would be nice if random loot was fixed to stack with drow spell resistance for that since currently neither normal nor insightful stacks with that.
    • Belt - Negative Energy Amp +72, Greater Boon of Undeath (Inflict Moderate Wounds), Enhancement Light resistance +68, Quality Int +4, Green Augment Slot
      You are my hero. You would be even more my hero if this could have void lore, since it can be a pain to slot at cap.
    • Docent - Wooden - Insightful PRR +22, Insightful MRR +22, repair amp +72, Enhancement Sheltering +45, Green Augment Slot
      Big PRR/MRR bonuses, nice defensive docent.


    • Belt - Diversion +28, Sneak Attack (Accuracy +14, Damage +22), Dodge +17%, Combat Mastery +14, Green Augment Slot
      Would be nice if it had insightful or quality assassinate
    • Bracers - Competence UMD +7, Competence Disable Device +22, Competence Open Lock +22, Quality Dexterity +4, Green Augment Slot
      This looks like a trapper item, so adding quality int for the disable device would make sense.
    • Hide Armor - Quality Healing Amp +18, Epic Nimbleness (+6 max dex bonus, -4 Armor check penalty), Enhancement Fortification +185, Quality Fortification +45, Green Augment Slot
      I like the introduction of old armor types. Unfortunately I also can't really see who would use this. It's a medium armor with +6 mdb, fortification and a small amount of stacking heal amp. It needs at least 1 more thing to make it worth considering.
    • Ring - Melee power 8, Ranged power 8, Deadly +14, Accuracy +28, Green Augment Slot
      I will farm this.
    • Gloves - Equipment Sonic Spellpower +185, Equipment Sonic Critical +27, Quality Charisma +4, Quality Perform +5, Green Augment Slot
      I will also farm this on my air savant, but it would be nice if the cores actually gave the listed caster level bonus to sonic spells for that. Spellpower bonus too high, like the cloak.
    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

  21. #60
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    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.

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