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  1. #61
    Community Member UurlockYgmeov's Avatar
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    Quote Originally Posted by Cantor View Post
    Pretty much how I see it too. They are so far behind it doesn't really matter how the ccup affects it. Would be nice to make T3 bta though.

    Challenges need a full pass with level increase (items and quests) and total item adjustment (not redesign, just adjustment of effect scaling). Not likely, but I think that's where it sits.

    I think part of it is that it's not just X cannith items, it's 5timesX cannith items for the different ML versions. But the opportunity is here to just make them scale using new cc factors and cut it to X items plus scaling, also making it easy to add ML 24/28 versions.
    T3 being made BtA (retroactively) would greatly offset the perceived loss in functionality and help ease the migration.

    Since NoWorries (or whomever) is going to have to adjust every single piece of challenge gear to update it - now is the time to update it!

    add frozen docent
    add handwraps (even if just a placeholder)
    add other missing (can't remember what off the top of my head)...


    and these items have been traditionally a little more powerful than other named loot - more on the line of mini-raid items. Keep the power that way.

    I too would love lv24/28 versions and have the challenges scale to CR35++ but that probably couldn't be fit into U32 - maybe U32.2? :P

  2. #62
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    Quote Originally Posted by NoWorries View Post
    Now that everyone has had a chance to look at the basics of the system, it is time to talk about the outliers. And to note, existing items are intended to stay how they are when these changes go live.


    Runearms:

    A similar issue exists with Runearms. Having 3 effects on an item which can then have 3 powerful crafted effects added is too much.

    The most straightforward solution would appear to be that the charge tier, the spell itself, the rune arm imbue, the ML, and any very unique effects (such as Coronauch) would stay. The rest of the effects would be removed when prepping for crafting and then you could craft on 2 effects (or 3 using the Mark of House Cannith). The list of effects for Runearms is still being worked on.


    Thoughts, comments? And as always, all plans are subject to change for any numerous and unforeseen reasons.
    Coronauch? Good thing you guys know well what you are changing, hehe :P It is Coronach...

  3. #63
    Intergalactic Space Crusader
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    Livmo's Avatar
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    Default Melee Alacrity


  4. #64
    Intergalactic Space Crusader
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    Default Ranged Alacrity


  5. #65
    Community Member btolson's Avatar
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    Is there going to be any follow-up on this?

  6. #66
    Community Member sudzz's Avatar
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    Quote Originally Posted by UurlockYgmeov View Post
    They are not. Only Cannith Challenge Gear can be upgraded to allow for crafting.
    Only HEROIC cannith items can be upgraded to craftable the ml20 items have always been considered epic and are not craftable.

  7. #67
    Community Member UurlockYgmeov's Avatar
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    Quote Originally Posted by sudzz View Post
    Only HEROIC cannith items can be upgraded to craftable the ml20 items have always been considered epic and are not craftable.
    aye - that is true.

  8. #68
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    Default Lucie Dreams

    Well deconstructed a Lucid Dreams:

    Lost Spell Lore VI , +48 potency, -2 Will saves, and -5% spell points. I think I actually came out ahead with lost abilities.

    Applied a force lore suffix and got +16% force critical.
    ( using previous crafting my other lucid dreams has +15% force lore )
    and I've got two slots to fill yet.

  9. #69
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    How do we update old challenge gear? Or are we forced to refarm it?

  10. #70
    Community Member Xahtep's Avatar
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    Quote Originally Posted by Cantor View Post
    How do we update old challenge gear? Or are we forced to refarm it?
    I would love to hear about this as i have some tier 3 epic challenge items. To me its not a huge deal having to reaquire but a option to trade for the new versions (like the cleansing ritual) or at least exchanging for raw materials would be very apreciated.

  11. #71
    Community Member Ebondevil's Avatar
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    Quote Originally Posted by Cantor View Post
    How do we update old challenge gear? Or are we forced to refarm it?
    Quote Originally Posted by Cordovan View Post
    Quote Originally Posted by Soleran100 View Post
    So on this note are we supposed to just make new items to get the scaling affects or can our existing items be upgraded to reflect the changes to current items?
    Yes, only new Cannith Challenge items will get the new effects. Old items cannot be upgraded.
    Found a quote for you.
    Last edited by Ebondevil; 09-18-2016 at 11:23 AM.

  12. #72
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    Quote Originally Posted by Ebondevil View Post
    Found a quote for you.
    Thanks, and that's too bad.

  13. #73

  14. #74

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    I guess you can't craft on Corruption of Nature? Pulled one from the chest and it would not go in the machine.

    edit: nevermind, figured it out--it never was craftable
    Last edited by Saekee; 12-06-2016 at 08:02 PM.

  15. #75
    Community Member hp1055cm's Avatar
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    Quote Originally Posted by NoWorries View Post
    Challenge Gear:

    This change would switch any effects that have scaling versions, into those versions, and leave any more unique effects as they are. It would also result in all tier 3 items having a colored augment slot.
    This is how crafting systems die. Unless you revamp augments to bring them in line with current options, and add more variety this idea is just simply underwhelming.
    I don't use a lot of challenge gear, but the effort to get it is worth more than an augment slot.

    Quote Originally Posted by NoWorries View Post
    Runearms:

    ...and then you could craft on 2 effects (or 3 using the Mark of House Cannith). The list of effects for Runearms is still being worked on.
    I agree that 3 effects would be OP for Rune arms. Probably a better idea to limit it to 1 or 2 effects but add unique list of effects for Rune arms only for at least one of the slots.

  16. #76
    Community Member changelingamuck's Avatar
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    Quote Originally Posted by hp1055cm View Post
    This is how crafting systems die. Unless you revamp augments to bring them in line with current options, and add more variety this idea is just simply underwhelming.
    I don't use a lot of challenge gear, but the effort to get it is worth more than an augment slot.


    I agree that 3 effects would be OP for Rune arms. Probably a better idea to limit it to 1 or 2 effects but add unique list of effects for Rune arms only for at least one of the slots.
    You're late to the party. These changes have already gone live.

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