Page 11 of 11 FirstFirst ... 7891011
Results 201 to 215 of 215
  1. #201
    Community Member Chacka_DDO's Avatar
    Join Date
    Aug 2013
    Posts
    2,668

    Default

    I wonder if this is that hard to see, currently we see since U23 (or so) always the same pattern, we get gear for high heroic (lvl 13-20) and legendary (level 30 characters even if they are ML 28-29 as a concession to the players)

    But we don't have any new items or quests below level 10 and for level 20-29.

    This leads to the fact that most players I know run around with low to mid-level Items until they reach level 28.
    In my opinion a quite unsatisfying situation.
    Only Cannith Crafting gear lessens this problem but this is not a real solution in my opinion and also the Cannith crafted items have the "problem" that you need for each slot several of them to upgrade your gear.
    Which is not only hard to get (for me no problem because I play a lot) it is also quite annoying to manage hundreds of items on your account.

    These problems could be solved with items that scale with your character level, I can not tell this often enough that DDO is predestined for such items due to the reincarnation system!
    Another solution for this problems would be at last a third level range for new quests so we have a heroic, an epic and a legendary version of each new quest.
    So the level gap is not that big on items even if this would mean we have to manage even more items with or small space with this.

  2. #202
    Community Member Indoran's Avatar
    Join Date
    Jan 2010
    Posts
    448

    Default

    Quote Originally Posted by Yesenia View Post
    Welp there you have it.. I guess I was wrong about it all SSG.. You're doing great! Continue making Adventure Packs, Expansions, Gear and everything else for capped players and Endgame. It was silly of me to think there was a need for updated loot, new stories and whatnot for the rest of your game, Nah it's doing just fine.. Thriving even! Had i known there was a lack of content for capped players (other than the packs i included in my last posts that has like 30+ quest in it combined) This whole debate couldve been avoided! Ha! Imagine that eh.. And seriously the new gear looks great! I'm sure the helms will come in handy somewhere. Hopefully they look cool enough to glamour... bah! im justa rambling now.. Anyways we had a good run while it lasted.. c'est la vie DDO

    Sayonara
    So this is how it works... You get what you want when you want it oe you quit. What a wonderful concept!
    Khyber: Pinel / Laerak / Sibeli / Kaeral / Gilmara - Crafter

  3. #203
    Community Member
    Join Date
    Jun 2010
    Posts
    3,102

    Default

    Quote Originally Posted by Indoran View Post
    So this is how it works... You get what you want when you want it oe you quit. What a wonderful concept!
    This poster will happily talk about how a whole 30+ quests for endgame players is enough while insisting that the much larger number available to levelling players is not enough, apparently without seeing any contradiction. So what's good for the goose isn't good for the gander.

    Never mind the fact that it is not just the number of quests at cap that matter, but the many other things that determine whether or not it's worthwhile to rerun them such as replayability and loot/xp incentives. Specifically, having a bunch of quests a good proportion of which aren't fun to repeat more than a small number of times and offer outdated loot and little other useful progression doesn't make an endgame.

    S/he will also talk about how unselfish s/he is while asking for the new content all to be for people playing the levelling game rather than the more reasonable split of making new content available both to levelling and endgame players. Because only the part of the game s/he is playing matters and people doing something different can go hang.

    It's far more useful to hear from people who actually understand the status quo of the game, are aware of and can acknowledge the desires of others, can take a long view of the game and it how it serves people moving through it as they and their wants change, will be truthful about their own achievements and see the value of compromise.

    Thanks.
    Last edited by blerkington; 04-05-2018 at 12:47 AM.

  4. #204
    Community Member Indoran's Avatar
    Join Date
    Jan 2010
    Posts
    448

    Default

    Quote Originally Posted by blerkington View Post
    This poster will happily talk about how a whole 30+ quests for endgame players is enough while insisting that the much larger number available to levelling players is not enough, apparently without seeing any contradiction. So what's good for the goose isn't good for the gander.

    Never mind the fact that it is not just the number of quests at cap that matter, but the many other things that determine whether or not it's worthwhile to rerun them such as replayability and loot/xp incentives. Specifically, having a bunch of quests a good proportion of which aren't fun to repeat more than a small number of times and offer outdated loot and little other useful progression doesn't make an endgame.

    S/he will also talk about how unselfish s/he is while asking for the new content all to be for people playing the levelling game rather than the more reasonable split of making new content available both to levelling and endgame players. Because only the part of the game s/he is playing matters and people doing something different can go hang.

    It's far more useful to hear from people who actually understand the status quo of the game, are aware of and can acknowledge the desires of others, can take a long view of the game and it how it serves people moving through it as they and their wants change, will be truthful about their own achievements and see the value of compromise.

    Thanks.
    Agreed
    Khyber: Pinel / Laerak / Sibeli / Kaeral / Gilmara - Crafter

  5. #205
    Community Member BandVP's Avatar
    Join Date
    Oct 2014
    Posts
    270

    Default

    Hmm, Update 38 does not have anything of my interest.
    Nevermind, im excited for the quests so all good! Im quite happy with my builds with Ravenloft loot. The loot has not too much excited me due to all my sets from Ravenloft.

    However, it seems DDO is not moving to a loot system that is mostly sets. By that i mean things like have 5 pieces equipped and get 20 melee power . I do not have a problem with that, just that it is different from the past. Maybe it will take me a bit of time to get fully used to. Meh, i don't mind!
    ~Started Playing DDO - 6th June 2011 (Joined Forums In 2014)
    ~Guild - The Matrix (Orien)
    ~Orien Raiding Discord - Click Here

  6. #206
    Community Member the_one_dwarfforged's Avatar
    Join Date
    Oct 2013
    Posts
    1,818

    Default

    Quote Originally Posted by Cetus View Post
    How is it that there is no insightful strength +9 item in the game? The expansion missed it and now this update doesn't have it.
    recent item releases strike me as being designed to proxy buff divine might by reducing the viability/availability of higher amounts insightful strength.

    definitely a ***** move but i cant say i hate it honestly.
    You are but a lamb, ignorant of your own ignorance. You no longer interest me.

  7. #207
    Community Member Alcides's Avatar
    Join Date
    Feb 2006
    Posts
    460

    Default Recommended Item Changes

    Please consider the following changes to this list.

    Trace of Madness Upgradeable Items:
    Each of the items in this section has the enchantment "Trace of Madness" which allows them to be upgraded at the "Altar of Insanity" in the Hall of the Planes in the Tower of the Twelve.

    Hands
    Hands of House Jorasco Gloves
    • Heal +15/+22
    • Healing Lore +13%/+29%
    • Insightful Heal +7/+11
    • Equipped Healing Amplification +20/+50
    • Blue Augment Slot
    • Upgrade: Devotion +63/+202
    • Upgrade: Insightful Devotion +40/+90

    Head
    Mighty Stormreach Guardian's Helm Helm
    • Strength +7/+19
    • Deadly +6/+16
    • Stunning +8/+22
    • Seeker +7/+19
    • Blue Augment Slot
    • Upgrade: Quality Strength +1/+4

    Helm of the Vulkoorim Helm
    • Dexterity +6/+19
    • Dodge +6/+19%
    • Reflex Saves +8/+16
    • Armor Piercing +7/+31
    • Purple Augment Slot
    • Upgrade: Quality Dexterity +1/+4

    Unbreakable Stormreach Guardian's Helm Helm
    • Constitution +7/+19
    • Vitality +24/+67
    • Fortitude +8/+16
    • Fortification +90%/+202%
    • Blue Augment Slot
    • Upgrade: Quality Constitution +1/+4

    Mantle of Madness Helm
    • Intelligence +7/+19
    • Shatter +8/+22
    • Wizardry +145/+412
    • Exceptional Astute Skills +4/+10
    • Purple Augment Slot
    • Upgrade: Quality Intelligence +1/+4

    Drow Sage's Mantle Helm
    • Wisdom +7/+19
    • True Seeing
    • Healing Amplification +29/+80
    • Will Saves +6/+16
    • Purple Augment Slot
    • Upgrade: Quality Wisdom +1/+4

    Compliance Helm
    • Charisma +7/+19
    • Potency +57/+145
    • Exceptional Alluring Skills +4/+10
    • Spellsight +15/+22
    • Purple Augment Slot
    • Upgrade: Quality Charisma +1/+4

    Wayward Warrior Set:
    When 2 pieces are equipped:
    You gain a +2/+5 Artifact Bonus to Natural Armor.
    You gain a+1/+2 Artifact Bonus to Constitution.
    When 2 Upgraded pieces are equipped: You gain a+1/+4 Artifact Bonus to Saving Throws.

    Armor
    Scales of Exile Heavy Armor
    AC: +20/+40
    Material: Green Dragonscale

    • Fortification +90%/+202%
    • Parrying +3/+9
    • Insightful Wisdom +3/+9
    • Insightful Constitution +3/+9
    • Blue Augment Slot
    • Upgrade: Profane Well Rounded (Profane bonus to all abilities) +1/+2

    Shield
    Giant's Platter Large Shield
    AC: +9/+23
    Material: Densewood
    Damage Dice: [1d8+1]/[2d10+10]
    Critical Profile: 19-20/x3

    • Quality Magical Sheltering +4/+12
    • Natural Armor Bonus +7/+19
    • Vitality +24/+67
    • Protection +6/+16
    • Orange Augment Slot
    • Upgrade: Insightful Magical Sheltering +9/+24

    Weapon
    Vulkoor's Edge Scimitar
    Damage Dice: 2[1d6]/7.5[1d6+2] (2, and 7.5 is because of Vorpal + Keen)
    Critical Profile: 15-20/x2 (Because of Keen)

    • Poisonous 3d6/9d6
    • Metalline
    • Keen I/V
    • Vorpal/Sovereign Vorpal
    • Red Augment Slot
    • Upgrade: Causes glancing blows when wielded alone or while a shield is equipped.

    Tail of the Scorpion Falchion
    Damage Dice: 2[2d4]/7.5[2d4+4] (2, and 7.5 is because of Vorpal + Keen)
    Critical Profile: 15-20/x2 (Because of Keen)

    • Poisonous 3d6/9d6
    • Metalline
    • Keen I/V
    • Vorpal/Sovereign Vorpal
    • Red Augment Slot
    • Upgrade: Wounding -2/-5

    Sentient Filigree:
    Below are the new sentient filigree which will have a chance to drop in all places that other filigree can drop (Ravenloft and U38 chests). In addition to the filigree below all previous filigree will also have a chance of dropping in U38 chests.

    The City's Beacon Filigree Set
    • When 2 pieces are equipped: Your melee strikes have a chance to give you +20 MRR for 10 seconds.
    • When 3 pieces are equipped: Your melee strikes have a chance to give you +20 PRR for 10 seconds.
    • When 4 pieces are equipped: Your melee strikes have a chance to give you Displacement for 10 seconds.
    Individual Filigree
    • Fortification +25%
    • Fortification (Rare) +25% Fort & +2 PRR
    • Intelligence +1
    • Intelligence (Rare) +1 Int & +2 MRR
    • Melee Power +3
    • Melee Power (Rare) +5
    • Strength +1
    • Strength (Rare) +1 Str & +2 PRR
    • Sunder +1
    • Sunder (Rare) +1 Sunder DC's & +2 PRR
    • Trip +1
    • Trip (Rare) +1 Trip DC's & +2 PRR
    • Constitution +1
    • Constitution (Rare) +1 Con & +2 PRR
    • Healing Amplification +10
    • Healing Amplification (Rare) +1 Healing Amplification & +2 MRR
    Last edited by Alcides; 04-08-2018 at 04:17 PM.

  8. #208
    Ultimate Completionist
    2014 DDO Players Council
    Open Guild for All Founder - Hardcore

    Join Date
    Nov 2009
    Posts
    0

    Default

    Wayward Warrior Set:
    [INDENT]When 2 pieces are equipped:
    [INDENT]You gain a +2/+5 Artifact Bonus to Natural Armor.
    You gain a+1/+2 Artifact Bonus to Constitution.

    Armor
    Scales of Exile Heavy Armor
    AC: +20/+40
    Material: Green Dragonscale

    • Fortification +90%/+202%
    • Parrying +3/+9
    • Insightful Wisdom +3/+9
    • Insightful Constitution +3/+9
    • Blue Augment Slot


    Somehow, I missed this insightful wisdom item earlier.

    Obviously, being the only source of +9 insightful wisdom, its pretty much a given to try to fit in.
    However, being Heavy Armor which Druids are normally not proficient in, that extra feat slot is tough to manage.
    The core 3 of nature's protector grants heavy armor proficiency, which would only cost about 11 action points.
    Most players will chip in another 2 to pick up +1 Wis, for a total of 13 action points.


    Q:
    Is there any chance this could exist in medium and heavy armor?

  9. #209
    Community Member
    Join Date
    Sep 2009
    Posts
    4,544

    Default

    Quote Originally Posted by Nachomammashouse View Post
    Crazy idea: leave the +19 ability slot as an empty upgradeable and let us upgrade it to whatever ability we want for each helm.
    That would be amazing.

  10. #210
    Community Member
    Join Date
    Apr 2006
    Posts
    1,714

    Default

    Upgrading each helm to the stat we want...that would definitely be pretty cool.

  11. #211
    Community Member
    Join Date
    Aug 2014
    Posts
    1

    Default

    Is lamannia up today? If not, when will it be?

  12. #212
    Community Member SoVeryBelgian's Avatar
    Join Date
    Aug 2012
    Posts
    542

    Default Finally a new Falchion.

    Quote Originally Posted by Alcides View Post

    Weapon
    Vulkoor's Edge Scimitar
    Damage Dice: 2[1d6]/7.5[1d6+2] (2, and 7.5 is because of Vorpal + Keen)
    Critical Profile: 15-20/x2 (Because of Keen)

    • Poisonous 3d6/9d6
    • Metalline
    • Keen I/V
    • Vorpal/Sovereign Vorpal
    • Red Augment Slot
    • Upgrade: Causes glancing blows when wielded alone or while a shield is equipped.

    Tail of the Scorpion Falchion
    Damage Dice: 2[2d4]/7.5[2d4+4] (2, and 7.5 is because of Vorpal + Keen)
    Critical Profile: 15-20/x2 (Because of Keen)

    • Poisonous 3d6/9d6
    • Metalline
    • Keen I/V
    • Vorpal/Sovereign Vorpal
    • Red Augment Slot
    • Upgrade: Wounding -2/-5
    [/INDENT][/INDENT]
    I was getting a smidge worried that there wasn't going to be any Falchion love, but this one covers it pretty nice. IMO, it would be even better if because of the madness theme (Again >_>) this wep utilized MAAAAAGICAL poison (The kind that bypasses nat poison resistance) to make it extra-spicy. Otherwise, it's really only a vorpal/metalline kinda thingie

  13. #213
    Founder & Super Hero Arkat's Avatar
    Join Date
    Feb 2006
    Posts
    380

    Default

    Quote Originally Posted by DDO-ryans View Post
    Is lamannia up today? If not, when will it be?
    No and it probably won't be up until u39 is ready to be previewed so like maybe in 3 months or so.

  14. #214
    Community Member
    Join Date
    Apr 2011
    Posts
    1,557

    Default

    Quote Originally Posted by SoVeryBelgian View Post
    I was getting a smidge worried that there wasn't going to be any Falchion love, but this one covers it pretty nice. IMO, it would be even better if because of the madness theme (Again >_>) this wep utilized MAAAAAGICAL poison (The kind that bypasses nat poison resistance) to make it extra-spicy. Otherwise, it's really only a vorpal/metalline kinda thingie
    That's just Alcide's wishful thinking.

  15. #215
    Community Member
    Join Date
    Jul 2013
    Posts
    185

    Default U38

    I'm not that thrilled with this expansion either. Meh gear sets, minimal synergy with the much-better barovia slots, stats on gear that don't make sense, Keen is the new fad again apparently (why?), light repeater (and still no raid repeater anyplace), and a poorly thought out questline. Not impressed at all, I think they stopped trying. They even kept arti's niched into melee/repair (and with no simple weapon choices), and haven't fixed the potion issue yet with Eschew, and slapped a T3 skill in as a halfarse fix.
    Last edited by Nubom70; 04-15-2018 at 10:39 AM.

Page 11 of 11 FirstFirst ... 7891011

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  

This form's session has expired. You need to reload the page.

Reload