Is there something on the horizon for crafting that will make sense of weapons with casting attributes. Or any of the other odd combinations we're seeing?
Hmmm?
Discuss people, maybe a dev will chime in and enlighten us
Is there something on the horizon for crafting that will make sense of weapons with casting attributes. Or any of the other odd combinations we're seeing?
Hmmm?
Discuss people, maybe a dev will chime in and enlighten us
Last edited by ferd; 12-29-2015 at 10:15 AM.
The vendors seem to want the vorpal of reconstruction items, there must be a use for them somewhere... Otherwise it's just bad business for them...
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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 don't think caster/melee need to be mutually exclusive - there are EKs and AAs out there and even Bards for whom the right mix of effects can be very useful. But they need to be much more rarely combined than they are.
Here I agree 100%. And you used the correct word: need. They really can't afford to sit on this, in my view.
The new loot is awful. It looks tasty on first inspection, but after you try to work it into your gear.... maddening.
1. Lower the percentage chance for caster attributes to be dropped on weapons.
2. Lower the percentage chance for the following effects (they drop like candy): Spell Resistance, Insightful Magical Sheltering, Insightful Physical Sheltering, Assassinate, Insightful Combat Mastery
3. Increase the percentage chance for the following effects: Healing Amp, Deadly
4. Code so that the "rare 3rd bonus effect" compliments the attributes on the item. Assassinate is not a good 3rd effect on caster goggles.
5. Ditch the "Slaying" name on weapons, and go back to Khopesh of (Mob) Bane.
6. Fix the DCs on Paralyzing, etc. They aren't even Improved Paralyzing, just regular DC:17, same as heroic.
7. Make it impossible for Doubleshot to show up on handwraps, and for Assassinate to show up on bows.
8. If enhancements are going to allow DEX/CHA/INT to damage, than you should allow those stats same percentage drop as an attribute with melee oriented gear. It's great that STR users get their +15 STR Belt of Melee Stuff..... what about people using alternate stats to damage? If you can't put CHA/INT on belts, gloves, boots for balance reasons, code so that if CHA/INT shows in that slot, it's Bard, Arti, Rogue Only, UMD 99 to wear otherwise.
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The new loot is great for people who don't raid much. Effects that previously were only available on named items now have a chance to appear on loot gen loot. The power levels on these items are much closer to raid level loot than the previous system produced.
So for an end game raider it may be frustrating to find just the piece you need to improve your gear but for everybody else it is a godsend, since gear of that quality just wasn't dropping out of random EE chests in the past.
I have 2 accounts, the 2nd doesn't have any twinked gear setups. The new loot has changed that considerably.
So far the minor issue is getting the right combo of items for my arti & wf pally. And the way things are dropping it won't take long for that to change.
I'm really liking the changes
I'm sure a few builds are finding amazing items that are helping.
Devotion/Reconstruction are great for self healers.
As mentioned, it needs to be fixed, but not eliminated. I'd say leave devotion/recon at a higher setting than others, but still definitely needs to be lowered.
I would like to see ever bright and scared come back.
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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.
Last edited by Cordovan; 01-06-2016 at 01:10 PM. Reason: smiting the awful '
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Lootgen is random for a reason. You never know what you can get, and you never know if some combination in your right hand will fill that void your other gear lacks.
Bug template! QA is here for you.
How random DD is
how to handle this random, anywhere
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The more "uselessness" you remove, the more chance you have of something being OP. My main is on her 57th life, and I'm wearing a couple pieces of random lootgen at cap. That tells me the system is okay. It *is* hard to work the new lootgen into builds, but I think that's because it's hard, at least for me, to find what I want where I want it. But I'm still looking for that perfect piece, and they makes it exciting for me. Removing "uselessness" probably raises the drop rates for that perfect piece dramatically.
1. could use a tweaking maybe, my ek will use mellee "x" of caster weapons gladdly
2. um no these have been missing or are new and there for we need lots of drops to get the right ones in the right spots
3. VERY YES to heal amp dropping more.... deadly seems to drop less than it use to for me so is fine (what is the bonus type on new loot gen amps)
4. they should be more attuned to gear but i see many rouge splashed wizzys they do get into the assassin tree (think invised sneaks followed by booms)
5. the blindness of many of the loot items actual buffs is VERY annoying
6. is lame they left this out of the scaling "algorithms"
7. i think they mentioned they would fix this soon*tm
8. ????? a stat is a stat where ever it goes, but i do miss the openess of gear builds the old system had with any stat any were a stat could drop
they really need to fix a few named items every patch or update,,,, has been needed since u 14 and def since u 17, when they did some items but always quit just shy of actually getting some place...... sigh
All of this...plus
a) Speed IX and XI items at level 30...why...completely useless....I don't mind if there's a range between Speed IX and XV, but there isn't...please fix.
b) A not fully thought through request...change the limitations for gear effects (like stats and parrying and spellsight etc etc) to fall on any piece of gear.
c) What's up with so many pieces of gear stating just "Boots" or "Cloak", but then having a prefix and a suffix if hovered over. Same with others stating a prefix but not suffix when there is a suffix.
d) I haven't extensively searched in order to disprove, but I don't think I've seen one TH weapon (with a prefix and suffix) without a caster effect on it. I'd say that's broke.
There's more, but I just don't have time to rack my brain when it should be focused on my employers requests![]()
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)
All I ever seem to get is stupid shields. I'm still waiting for all this overpowered loot everyone is talking about!
While there was an issue with Ghostbane weapons some time in the past (that made those items infamous), I'm really missing that suffix now. It's really useful, especially at low levels. Good that I have stashed a few of them.
Second issue with random loot I can see now is that weapons with good/evil damage don't break corresponding DR. Please fix it.
Khyber: Nimrud (main), Tadko (tank), Yayamee (monk), Healingonly (melee FvS), Almeya (trapper), Groggor (barb), Feneya (archer), Zornix (archer) and some others
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I agree with these two. I don't 100% agree with the others for this reason:
You are supposed to be looting garbage sometimes. Just as often as you loot something somewhat useful, you should loot something useless.
I concur that Doubleshot should not be on melee weapons. Dropping on gear is fine.
Same with Assassinate on ranged weapons, Doublestrike on ranged, and Vampirism on armor.
I've said this before in a couple threads, but in short
1. Not seeing any Everbright type of random weapons. I haven't even seen extra damage to oozes or rust monsters. Regardless of the extra damage, still need weapons that won't break fighting these monsters. In low levels, there are a lot of oozes.
2. I have found, only on AH so far, extra damage to incorpreal creatures but not ghostbane/touch to bypass the miss chance.
3. I'm seeing a lot of caster affects mixed with melee affects on gear that seems to be 75% of the time. This is my perception.
Edit: 4. Also seeing a lot of reconstruction on heavy armor. Not sure if they are also on other armors because I'm currently playing a heavy armor fighter.
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You are the one choosing not to play alts.
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