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  1. #441
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    Lynnabel's Avatar
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    Quote Originally Posted by Wongar View Post
    Fair enough. I do think medium armor for a caster druid is appropriate so if you want to limit Sorcs (and Warlocks, Bards), a better change may be to remove Charisma from the set bonus. Druids get little benefit from Charisma and Favored Souls have another attractive set to use.
    Fair enough.

    What do you want out of an Acid Caster item? Just the usual pile of Acid Spellpower/Spell Lore? I have a little time to throw some special sauce your way if you can think of something fun.
    100% radical, enthusiasm enthusiast.

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  2. #442
    Community Member Hobgoblin's Avatar
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    Quote Originally Posted by Lynnabel View Post
    Fair enough.

    What do you want out of an Acid Caster item? Just the usual pile of Acid Spellpower/Spell Lore? I have a little time to throw some special sauce your way if you can think of something fun.
    that would be nice..... but i like things that you cant get other places

    maybe something like:

    any acid spell puts a dot on affected? 1d6 per char level?

    or any acid spell cast gives you temp hp/prr/mrr - pick one

    or any acid spell gives - prr to the affected?

    or and i dont know if this is possible but acid spells slow down move speed - affects bosses

  3. #443
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    Would it be possible for the original posts in this thread to be updated with changes before things go live? Unless we're getting a 3rd preview, than it won't matter.

  4. #444
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    Quote Originally Posted by Lynnabel View Post
    Fair enough.

    What do you want out of an Acid Caster item? Just the usual pile of Acid Spellpower/Spell Lore? I have a little time to throw some special sauce your way if you can think of something fun.
    Acid Spellpower/Spell Lore is always nice and helpful. But like the above poster, I'd love to see something unique.

    Maybe as a fun adder to the Acid Spellpower/Spell Lore:

    Earth Grab: This item stores the implacable strength of the earth deep within. Attacks and offensive spells occasionally force this power to the surface, calling on the earth to erupt from the ground and hold an enemy in place.

    Stone Prison / Greater Stone Prison could also be fun and with the theme of earth/acid

    If you want to look at something really useful but maybe not straight Power/Lore - consider something like LGS Ooze or Dust as acid spell procs. I have mixed feeling about suggesting this as part of me thinks LGS affects should stay LGS only.

    Given the choice - I'd likely want to go with Earth Grab or Stone Prison with Acid Spellpower/Spell Lore.
    (Assuming Earth Grab / Stone Prison have a reasonable proc rate and DC that will land )

  5. #445
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    Lynnabel's Avatar
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    Quote Originally Posted by Wongar View Post
    Earth Grab: This item stores the implacable strength of the earth deep within. Attacks and offensive spells occasionally force this power to the surface, calling on the earth to erupt from the ground and hold an enemy in place.
    This is very workable and fits the theme. I'll tinker with what's possible and hopefully it'll land somewhere very fun.
    100% radical, enthusiasm enthusiast.

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  6. #446
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    Thank you for taking the time to engage and explain, it is greatly appreciated.

    I also wanted to thank you for including a Dwarven Axe in the Raid Loot. I believe this is the first ever Dwarven Axe Raid Weapon. I know Dwarfs like to keep track of their weapons (raids in Dwarven ruins and no axes to be found) so it is nice to see one finally dropping. I played with Hoarfrost a bit on Lam and it was indeed a lot of fun. The proc rate seemed good and adamantine was a great addition. Dwarf is my favorite race and I love to swing a Dwarven Axe so I greatly appreciate this weapon.

  7. #447
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    Quote Originally Posted by Elearim View Post
    (...) we need a pure dps Longbow more imo.
    +1

  8. #448
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    Quote Originally Posted by Wongar View Post
    Acid Spellpower/Spell Lore is always nice and helpful. But like the above poster, I'd love to see something unique.

    Maybe as a fun adder to the Acid Spellpower/Spell Lore:

    Earth Grab: This item stores the implacable strength of the earth deep within. Attacks and offensive spells occasionally force this power to the surface, calling on the earth to erupt from the ground and hold an enemy in place.

    Stone Prison / Greater Stone Prison could also be fun and with the theme of earth/acid

    If you want to look at something really useful but maybe not straight Power/Lore - consider something like LGS Ooze or Dust as acid spell procs. I have mixed feeling about suggesting this as part of me thinks LGS affects should stay LGS only.

    Given the choice - I'd likely want to go with Earth Grab or Stone Prison with Acid Spellpower/Spell Lore.
    (Assuming Earth Grab / Stone Prison have a reasonable proc rate and DC that will land )
    This sounds like a much more fun item. +1, but Force/Untyped spell power/lore should be in there too with acid for Druids' Earthquakes and similar more stony spells, as well as just generally having a Force spell item, something that is sorely lacking in endgame gear.

  9. #449
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    Quote from the OP:
    ----------------------

    These weapons are found in Quests, and follow our standard Dice Progression for heroics/Legendary - 1.5W at level 15, and 5W (with loaded dice depending on handedness) at level 29.
    ----------------------

    This is actually inaccurate, and has been a frustration how distorted the original weapon base profiles become after dice load.

    1d2+2 is a relative increase of ~133% ( eg: shuriken 1H)
    1d6+2 is a relative increase of ~57% ( eg: shortsword 1H)
    1d8+2 is a relative increase of ~44% ( eg: longbow 2H)

  10. #450
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    PLS stop trying to optimize these items for your own specific Build, but start thinking of the overwhole of different Builds for the sets !!!


    Wildwood Gauntlets Gloves
    Minimum Level: 15/29
    • Blurry +20%/+35%
    • Dodge +8%/+21%
    • Deception +6/+18
    • Distant Diversion +25%/+62%

    Crown of Bitter Thorns Raid Helmet
    Minimum Level: 29
    • Seeker +21
    • Deadly +17
    • Accuracy +34
    • Doubleshot +23%

    Wildwood Wrists Bracers
    Minimum Level: 29
    • (INSIGHT INT, DEX, WIS +10)
    • Insightful Doubleshot +13
    • Insightful Accuracy +17
    • Insightful Deadly +8

    Those could be combined with any Artifact for INT/DEX/WIS depending on the specific ranged builds (Moncher w/ Zen Archery, Falconry, INT Artificer Crossbows, DEX Ranger or whatever builds), if the Artifacts whould look like the following, since its really the Artifacts, where the problems for the overlapp for different ranged builds occured, those where diversed:


    Radiant Ring of Taer Valaestas Ring Minor Artifact
    Minimum Level:29
    Maximum Filigree Slots: 3

    • Wisdom +22
    • Quality Accuracy +8
    • Quality Deadly +5
    • Law Absorption +31%

    Sigil of the Triumverate Ring Minor Artifact
    Minimum Level:29
    Maximum Filigree Slots: 3

    • Dexterity +22
    • Quality Accuracy +8
    • Quality Deadly +5
    • Sonic Absorption +53%

    Key of Rhukaan Draal Ring Minor Artifact
    Minimum Level:29
    Maximum Filigree Slots: 3

    • Intelligence +22
    • Quality Accuracy +8
    • Quality Deadly +5
    • Chaos Absorption +31%

    and maybe for the Twisted Willow
    [*]Longbow - Twisted Willow - Keen, Elasticity, Poison dmg, Vorpal

    TYVM for listening

    P. S.: This way the Artifacts do fit better to the Melee set for INT Assasins and DEX based melee builds as well. Before the INT artifact collided with the Set Neclace for Assasins.
    Last edited by Elearim; 04-20-2019 at 08:17 AM.

  11. #451
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    Quote Originally Posted by Lynnabel View Post
    Fair enough.

    What do you want out of an Acid Caster item? Just the usual pile of Acid Spellpower/Spell Lore? I have a little time to throw some special sauce your way if you can think of something fun.
    Stacking 1% vulnerability to Acid on Acid spell damage, max 100. Since Acid is a lot of DOTs (and that's kinda what separates it from other elements), and each tick would add another 1% vuln, I think this would encourage players to use DOTs more often, and use more types of DOTs, and not just spam nukes. Plus it kinda fits thematically with Acid breaking you down gradually.

    I'd be worried about Earthgrab becoming DC-limited...a chance-for-5%-chance is never a fun mechanic

  12. #452
    Community Member Captain_Wizbang's Avatar
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    Quote Originally Posted by droid327 View Post
    Stacking 1% vulnerability to Acid on Acid spell damage, max 100.
    Great idea. +1

  13. #453

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    please reduce all stat bonuses to Ravenloft levels which were already bloated anyway.

    Don’t worry, people will still buy the expansion and run the content
    Wiki dashboard with some useful stealthplay links. LONG LIVE STEALTH!
    Proud Knight of the Silver Legion, Cannith: Saekee (main) and some others typically parked at some level to help guildies and other players


  14. #454
    Community Member Captain_Wizbang's Avatar
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    Quote Originally Posted by Saekee View Post
    please reduce all stat bonuses to Ravenloft levels which were already bloated anyway.

    Don’t worry, people will still buy the expansion and run the content

    This is quote worthy.

  15. #455
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    I noticed that the Druid Set requires a necklace slot as does the Ws bonus minor artifact. This means that a druid caster has to choose between the Druid set and the Ws minor artifact. Is there someway to change this, while still allowing FvS and other Ws classes access to their respective set bonuses and the minor artifact?

    Sincerely,
    Marc

  16. #456
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    Quote Originally Posted by Saekee View Post
    please reduce all stat bonuses to Ravenloft levels which were already bloated anyway.

    Don’t worry, people will still buy the expansion and run the content

    Yes, please keep it to the same levels. Stop the bloat. Focus on gear from now on (not just the expansion gear) supporting different builds and approaches. We've hit the end of Epic levels, keep the level 29 gear stats the same.

  17. #457
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    Quote Originally Posted by Saekee View Post
    please reduce all stat bonuses to Ravenloft levels which were already bloated anyway.

    Don’t worry, people will still buy the expansion and run the content
    Yes pls, make:

    Raid-Gear Stats 20
    None Raid-Gear Stats 19
    Artifacts Stats 22 (with the Limit of one per Toon)
    this way they whould be something realy special!

    And all set bonuses and other enchantments the equivalent to this power lvl.

    By this you whould just increase the possible gear setups instead of just pushing everything higher and higher and make all new gear the “none plus ultra must haves“

  18. #458
    Community Member Duhboy's Avatar
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    Quote Originally Posted by Wongar View Post
    Lynnabel,

    I have been following the thread and have not seen you mention acid since the 1st page. I made a couple suggestions on how to fit it into one of the sets. After following along and reading your thoughts on armor, set bonuses, casting, and fitting with themes - I think one of the suggestions is still valid so I will repeat it and hope for some response.

    Add Acid to Hruit's Influence Set

    "Fit" Reasoning: Hruit was a Druid and Druids use Acid so it's not a reach to add Acid to the set bonus for Hruit's Influence.

    "DDO Reasoning":
    You have this set labeled as Primal Casting - I've always viewed Sorcs as Primal casters as they are not very evolved or disciplined with their spells.

    You have already changed the armor to medium which now makes this set very attractive to Fire and Cold EK sorcs and somewhat attractive to Lightning. Adding Acid to it will make it usable by all EK sorcs.

    The set started with Charisma in the set bonus so it should be safe to assume that you expected Charisma casters to use it.

    The necklace slot in the set is basically a wasted slot for for Air and Acid sorcs but at least it is a tradeoff they can make. I made suggestions on fixing this as well but would still like the option of a set even if it does cost a mostly useless slot.

    I understand that you can't support every play style in the release and you want to leave room for additional set bonuses in the future; however, the release currently supports Wiz EK builds with a set bonus and all Sorc EK builds with a set bonus except acid. Given that Earth EK sorc seems to be a nich build, I don't see it being very high on the list for future set bonuses - especially given that all other EK builds already have a set.

    Wrong thread but related note, I don't believe acid has a Filigree set either making it the only element without one.

    As an example, Fire is already Far ahead of Earth for an EK choice - especially considering the benefits of Spiral, Tiefling, Divine Crusader, and multiple sets to pick from. Adding acid to Hruit's set will not make an earth Sorc EK OP, it won't even allow an earth Sorc EK to catch up to Fire but it will at least give an option for a set.

    You said in the previous loot thread that Acid being excluded was an oversight and not intentional. Given that, can you please add Acid to Hruit's set or let us know why it does not fit and hopefully add it someplace else?
    Sorcs casters let alone EK have the advantage when it comes to Sharn sets over Wizard.

    Sorcs have: Hruit's Influence supports heavy armor but will more than likely be change to medium armor to better suit sorc EK.
    Flamecleansed Fury already supports Heavy and medium.
    Esoteric Influence doesn't support ANY armor choices for flesh characters only docents for WF/BF


    Wizards have: Arcsteel Battlemage it supports medium but has repair amp on it to appease fleshy artificers that took construct essence .
    Esoteric Influence doesn't support ANY armor choices for flesh characters as I have previously mentioned.

    Case in point if you're going to compromise in giving sorcs more options overall then give wizards the same.

  19. #459
    Community Member Strambotica's Avatar
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    Ops... Marc its right. A Caster Druid can't use the pretty Wisdom caster artifact (Necklace) with the Primal Set (Armor - Necklace - Gloves) :C
    And the other Artifact with Wisdom is not usefull for a Caster Druid :C
    Last edited by Strambotica; 04-20-2019 at 06:20 PM.

  20. #460
    Community Member Cetus's Avatar
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    Quote Originally Posted by Cocomajobo View Post

    Generic Weapon Suite:
    • Greataxe: Starcarver - Limb Chopper, Untyped Damage, Metalline - upgrade to add Fetters of Unreality
    • Greatsword: Constellation, Cursed Blade Made Whole - Cold Iron, Untyped Damage, Legendary Polycurse - upgrade to add Fetters of Unreality
    Starcarver: Boring weapon. Adding vulnerability yet again to two successive generations of raid level greataxes is pretty unimaginative, in my opinion. Vulnerability can be the go-to utility of Torn in a shortman setting when an alternate source of vulnerability is missing.

    Starcarver should have something that's actually fun. Maybe a meteor swarm-looking proc that deals a lot of AoE damage, or maybe a cometfall looking proc with a similar effect? You're designing a weapon in a fantasy game. Make it do something fun.

    Constellation: The curse is laughably weak when I tried it on lama. Again, this weapon does nothing fun.
    Last edited by Cetus; 04-20-2019 at 08:09 PM.

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