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  1. #1
    Squirrel Enthusiast Lokeal_The_Flame's Avatar
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    Default Keylock Ring (New Version Suggestions, help developers brainstorm changes)

    If you can think of an alternate version, please post it in the comments, here's what I got so far..... Help the developers brainstorm!

    1) Keylock Ring (I think this version might be a bit overpowered)

    Mechanic Skills +22 (Search, Spot, Open Lock, Disable Trap)
    Accuracy +31
    Seeker +19
    Deadly +16

    2) Keylock Ring (Frankly I feel this version is a winner)

    Mechanic Skills +22 (Search, Spot, Open Lock, Disable Trap)
    You can use your Intelligence modifier for damage and to hit with Melee and Missile weapons.

    3) Keylock Ring (this one would require a bit more of programming and testing than the other two, also this would still be a swap item )

    Mechanic Skills +22 (Search, Spot, Open Lock, Disable Trap)
    Rogue's Focus: Your concentration skill determines whether or not you can take damage and be interrupted while disarming a trap or opening a lock, while opening a lock or disabling a trap you gain +20 profane concentration.

    4) Keylock Ring

    Mechanic Skills +22 (Search, Spot, Open Lock, Disable Trap)
    Dream Vision +(Debating on what would be legendary level appropriate here)

    5) Keylock Ring

    Mechanic Skills +22 (Search, Spot, Open Lock, Disable Trap)
    Attacks now deal 1d10 constitution damage
    Last edited by Lokeal_The_Flame; 11-26-2017 at 11:06 PM.

  2. #2
    Community Member C-Dog's Avatar
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    I'm sorry - is this something the Dev's asked help with, or an "improvement" that you're suggesting?

    o https://www.ddo.com/forums/showthrea...=1#post6036841

    Quote Originally Posted by Lokeal_The_Flame View Post
    2) Keylock Ring (Frankly I feel this version is a winner)

    Mechanic Skills +22 (Search, Spot, Open Lock, Disable Trap)
    You can use your Intelligence modifier for damage and to hit with Melee and Missile weapons.
    Hmmm - on one hand, something that mimics the Harper/Mechanic Trees' "Int to Hit & Damage" feels OP, but on the other hand at ML 29 it would, at most, only free up a few AP at end-game and/or let a Level 29 Mechanic branch out into different weapons than "crossbows and thrown weapons".

  3. #3
    Squirrel Enthusiast Lokeal_The_Flame's Avatar
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    Quote Originally Posted by C-Dog View Post
    I'm sorry - is this something the Dev's asked help with, or an "improvement" that you're suggesting?

    o https://www.ddo.com/forums/showthrea...=1#post6036841


    Hmmm - on one hand, something that mimics the Harper/Mechanic Trees' "Int to Hit & Damage" feels OP, but on the other hand at ML 29 it would, at most, only free up a few AP at end-game and/or let a Level 29 Mechanic branch out into different weapons than "crossbows and thrown weapons".
    The devs seem to be taking to the criticisms of the players differently from when they were under Turbine, changes to the mists of ravenloft loot is planned, just not yet entirely specified. Also, yes that is the point of this, to clear up action points in end game for such..... also I don't think it would be too powerful at level 10, in fact you can have those points in the harper tree well before level 10, where else in the meantime would you place the points? The Artificer doggy tree? Meanwhile the slot would likely still be taken up by the level 10 ring thus nerfing the build until it reaches level 29 if they would choose to keep the ring equipped after the search, spot, open lock, and disable device attributes get too weak to function adequately. Strategically speaking I'd recon people would just equip the ring until they have enough action points to spend in the harper tree and whatever other tree they chose.
    Last edited by Lokeal_The_Flame; 11-25-2017 at 06:44 PM.

  4. #4
    Squirrel Enthusiast Lokeal_The_Flame's Avatar
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    New versions made just now!

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