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  1. #81
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    Quote Originally Posted by Noircere View Post
    If those are spell power types, you could eliminate a few options to get down to 7. Lose Negative (give it for free alongside anything you pick), lose positive (seems out of theme), lose light/alignment (also out of theme, and Wizards don't get Evil spells), lose potency (it's the odd man out).
    Oh, no, they're way more fun than that
    100% radical, enthusiasm enthusiast.

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  2. #82
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    Quote Originally Posted by Lynnabel View Post
    Oh, no, they're way more fun than that
    Now I'm hyped for update 43, and 42 isn't even out yet

  3. #83
    Uber Completionist kain741's Avatar
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    Quote Originally Posted by Lynnabel View Post
    This is not true - Command is an Insight bonus as it appears on the helmet. I will get the notes changed to reflect this, it appears as an Insight bonus in-game.
    As is there is zero reason for the raid helm. By picking up the helm I am creating a issue of having to look for ins PRR and natural armor elsewhere. In exchange I am picking up healer bounty which is not as glamorous as it was on the leviks due to much higher HP these days and the scale of damage that is done. When i see this on an item anymore i don't even consider it as viable. That said essentially we're adding +11 ins intim on the helm which will be redundant with the ring that will be very likely required due to the ins threat and linguistics (and spot to drop con on). I like the idea of aspiring for raid loot but not only does it not improve the tank but by many measures I think it makes it worse. When it appeared the intim might stack then this was at least a stretch for messing gear up but now it really needs something else to make it viable. If it were me I would scrap the command or healer bounty (or to be accurate i would scrap both) and put something on it that would be desirable by end game tanks. maybe like a tensors proc (similar to the displace proc on madness helms) or quality sheltering 13 or something...or something unique that will be sought after because i feel really bad when there is raid loot that no one wants.
    Last edited by kain741; 05-03-2019 at 03:20 PM.
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  4. #84
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    Default Nerfed for both SWF and TWF - Please consider reverting

    The Labyrinthine Edge Kukri
    Upgrade Effect: Fetters of Unreality
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    Adamantine
    Identity Crisis Enemies hit by this weapon are plagued by visions of their past and future selves, significantly slowing their movement.


    Further to my last post (since it must have been missed...), in addition to hurting SWF, removing Constricting Nightmares also hurts TWF. With Constricting Nightmares, this weapon would have been an alternative to the overused Vuln + Dust combo that is currently the flavor of the week for DPS. The way the weapon was originally set up would open up a lot more gearing possibilities like Soulrazor + Labyrinthine Edge, or Nightshard + Labrynthine Edge. Timeshard, The Fractured Elegance Scimitar, etc. There were a lot of cool weapon combos that don't look nearly as appealing anymore with the loss of Constricting Nightmares.

    Please consider putting the weapon back the way it originally was.
    Stratis on Khyber

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  5. #85
    Community Member Jandric's Avatar
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    Is it feasible to make the non-set raid items upgradeable through nearly finished, almost there, or some other means so that they can be part of sets that have the same items in them?

    For example, you could upgrade the Silver Dragonscale Helm so that it could be a part of either the Guardian of the Gate or the Sharn Wallwatch set. This would be a nice loot option to make the raids more attractive to run - especially in the case of the Part of the Family DPS set. The raid necklace for the set is focused on Assassins, but having the option to upgrade Cracked Core to be part of the set could be attractive for certain gear sets over the Family Recruit Sigil. The same can be said for the Adamantine Gauntlets over Hammerfist Gloves. It's about adding options and making the raids more attractive by allowing limited gear customization without opening up the ability to double up on set bonuses.
    Last edited by Jandric; 05-03-2019 at 03:29 PM.

  6. #86
    Ultimate Lord of Shadows Dreppo's Avatar
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    Quote Originally Posted by Lynnabel View Post
    Helmet is getting Insightful Accuracy rather than ring, would prefer to keep Insight + Insight on the helm.
    Can you clarify, do you mean Umber Brim is being changed back to Insightful Accuracy, or Silver Dragonscale Helmet? I think both of those helmets should be changed to Insightful Accuracy now that Accuracy is being put back on Cornerstone Champion.

  7. #87
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    Quote Originally Posted by kain741 View Post
    As is there is zero reason for the raid helm. By picking up the helm I am creating a issue of having to look for ins PRR and natural armor elsewhere. In exchange I am picking up healer bounty which is not as glamorous as it was on the leviks due to much higher HP these days and the scale of damage that is done. When i see this on an item anymore i don't even consider it as viable. That said essentially we're adding +11 ins intim on the helm which will be redundant with the ring that will be very likely required due to the ins threat and linguistics (and spot to drop con on). I like the idea of aspiring for raid loot but not only does it not improve the tank but by many measures I think it makes it worse. When it appeared the intim might stack then this was at least a stretch for messing gear up but now it really needs something else to make it viable. If it were me I would scrap the command or healer bounty (or to be accurate i would scrap both) and put something on it that would be desirable by end game tanks. maybe like a tensors proc (similar to the displace proc on madness helms) or quality sheltering 13 or something...or something unique that will be sought after because i feel really bad when there is raid loot that no one wants.
    If there was a way to make it do a small intimidate to enemies when they first aggro the group/you, command would be pretty interesting. Getting the whole group of enemies onto the tank before you fully engage would be good, no more random cleric chasers.

  8. #88
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    Quote Originally Posted by Lynnabel View Post
    I can change the raid one to something else if you have a concrete suggestion for what should replace it
    Insightful Distant Diversion currently is only on the Heavy Boltslinger and the Light Boltslinger. It would keep the idea of having a distant diversion on the raid helmet while allowing it to stack with the gloves.

  9. #89
    Uber Completionist kain741's Avatar
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    Quote Originally Posted by red_kain View Post
    If there was a way to make it do a small intimidate to enemies when they first aggro the group/you, command would be pretty interesting. Getting the whole group of enemies onto the tank before you fully engage would be good, no more random cleric chasers.
    Wait...am i like the hulk? is there a red version of me?
    ZERG
    Whynnd | Xantroos | Cyridven | Justys

  10. #90
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    I love this loot, we are update 42 but we still only get item bonuses going back to slave lords era and sands of menchurian

    quality spell mastery 2
    arcane augmentation 9 (we had this in sands of mencheruian)


    Huge update! Lots of Quests! buy now!!

    Loot with abilities from Update 4.2! see what we did here!!!!!!!!!!!!
    Triple All

    Ghallanda forever.

  11. #91
    Community Member DrawingGuy's Avatar
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    Most of my major concerns were helped in this version of loot, and some of the new concerns look like you already agree too.

    Main new one:

    - Piston Boots. Giving only 5 MP that is qualified is weak by a jump, when we have other non-raid lower level gear that gives 8 MP/RP permanently. I thought this was to scale off jump? This would have created some fun build changes around the need of jump, and something in the field of 1 MP per 5 - 10 Jump wouldn't have been too crazy. I hope we can still go that direction. But if that is no possible, the static value should be at least 10 MP. Also giving RP for ranged toons would be welcome, though the Stunning portion does point these towards melee.

    Some remaining concerns:

    - Light armor and casting still hope something changes here. This suggestion I made in the last preview would be a major one, but would solve this and other concerns with even less loot bloat than there is now: https://www.ddo.com/forums/showthrea...61#post6204161


    - Platinum Knuckles are still junk loot. As they stand, they barely qualify as a spiked bypass swap WITHOUT the penalty, and the penalty is not nearly made up for. Transmuted Platinum is even worse than I thought it would be, so that is a new concern on top of my old ones. Either the penalty needs to be removed (and drop Doublestrike/Seeker with the penalty removal), or new stuff should be added. I favor going for the flavor and following my suggestions, but no matter what SOMETHING needs to change to keep this from just being a waste of time garbage loot.
    -- Transmuted Platinum. You are taking an ability from 6/21 loot and just pasting it onto 15/29 loot. The DCs will not work effectively at those levels, and should have an alternate version with DCs to reflect their higher levels. Add a "Legendary" tier of Transmuted Platinum with 100 DC. Downgrade the Transmuted Platinum of level 6 gear to "Lesser Transmuted Platinum" (which has a DC of 35), and make the standard Transmuted Platinum have a DC of 50 for level 15 loot.
    -- Add Blunt Trauma. This has gone hand-in-hand with the bonesplitter proc, and would help the balance of the sacrifice
    -- Add "Platinum Dust". This would be the Dust procs of LGS, Legendary Dust proc on the Legendary version, and a Disintegration on the heroic wraps. Though you could possibly add a blind chance to add flavor and make these different and reflect the higher level requirement. Remember that these wraps are giving up their glove slot AND off hand swaps.

    While I think all of the changes are needed to make it a serious build consideration, adding "Platinum Dust" would at least make people consider the sacrifice worth it as a swap for debuffing.
    Last edited by DrawingGuy; 05-13-2019 at 05:11 AM. Reason: minor edit
    Pinc Punch - Unarmed Monk (Uber Completionist) // Porc the Orc - Paladin // Thunderborn - Warlock // Imustbe Emo - PewPew Rogue // Aquamine Artifact - Crafting Artificer (shelved)

  12. #92
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    Quote Originally Posted by justsomeguy999 View Post
    What's the rationale behind Hruit's Influence only having a heavy armor option? It seems clearly aimed at druid casters, who don't start with heavy armor proficiency. While you can get it from Nature's Protector, not having any Sharn sets that a druid can use by default seems odd - at that point getting proficiency is essentially compulsory, so all druids either need to take the feat or restrict their enhancements. If the concern is about the set being used by sorcerers, would restricting the attribute set bonus to Wisdom only be an alternative solution?
    Can we please do the same with the caster armor? The only thing that is making the Esoteric set bad is the fact that it only has one armor option. It makes it worse than Shadowdragon armor from like 5 years ago.
    Afunkymunky/Drkivorkian, Helter Skelter on Ghallanda

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  13. #93
    Community Member FuryFlash's Avatar
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    Loving the new loots!


    Quote Originally Posted by Aelonwy View Post
    I'm not saying TRing isn't optional but its kind of optional in the way that defeating the waves in Devil Assault are optional.
    Smuggler's Rest sheet music || "Smash and Burn" dice puzzle solver

  14. #94
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    The Guardian of the Gates Set looks much better with the necklace slot.

    please consider changing out spell saves from the necklace for insightful intim and command from the raid helm to alluring exceptional cha skill.

  15. #95
    Community Member HungarianRhapsody's Avatar
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    Quote Originally Posted by Lynnabel View Post
    It would be full of 85% crying, 10% angry typing, and 5% actual useful info.

    My current challenge is right now Enhancement Trees support a maximum of 7 choices per enhancement point naturally and I need 11 (maybe 12). There's ways to bend that rule, but it's dicey, so we'll see!

    Could you just put two different enhancement pants with seven in each? If you make them each lock out the other, then you have plenty of room for 11 and even a bit more without needing to change the code at all. Obviously that gets harder if there's not room in the tree layout for an additional enhancement above what is already planned.
    No one in the world ever gets what they want
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    Everybody dies frustrated and sad
    And that is beautiful

  16. #96
    Systems Designer
    Lynnabel's Avatar
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    Quote Originally Posted by HungarianRhapsody View Post
    Could you just put two different enhancement pants with seven in each? If you make them each lock out the other, then you have plenty of room for 11 and even a bit more without needing to change the code at all. Obviously that gets harder if there's not room in the tree layout for an additional enhancement above what is already planned.
    Don't worry, I got it to work, and it only took a few hits with the Hackery Hammertm.
    100% radical, enthusiasm enthusiast.

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  17. #97
    Community Member Amoneth's Avatar
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    Quote Originally Posted by Lynnabel View Post
    Then it'll conflict with the belt :P

    Gonna push back on changing it, sorry all. Staying Insight.
    But a lot of Pale Masters will want the Enhanced Nullification Belt

  18. #98
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    Quote Originally Posted by Cocomajobo View Post
    [/LIST][*]Nightshade Shooter Light Crossbow
    • Vorpal
    • Poisonous 4d6/9d6
    • Nightshade Venom Any creature struck by this weapon must succeed on a Difficulty Check 22 Fortitude save or fall unconcious. The target may attempt a new save to end the effect every several seconds; otherwise the sleep lasts for 20 seconds./Twining Hemlock This weapon is poisoned with a deadly strain of flowering plant. Hits by this weapon have a chance of putting your foe to sleep.
    • Wounding 2/5


    This needs a lot of work. For one stat damage is utterly useless and we keep trying to tell you this yet you ignore us. Either fix the fact that reaper causes stat damage to round to 0 and the fact that epic ward heals stat damage near instantly or change the property to something actually worth slotting. as for the twining hemlock, a dc of 22 at level 15 is beyond weak and the fall unconscious part, is this a sleep effect? So it will often be broken in the same shot you hit them with it? So what use is this? For the legendary variant what are the chances? and again a sleep efect that will more than likely be broken in the same shot you got it in? And the legendary variant also only gets normal vorpal and not sovereign? Again super weak, especially considering we have a severe lack of decent xbows in the game. This needs massive improvement, right now its worse than the generic weapons aside from vorpal fishing.

  19. #99
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    Quote Originally Posted by Lynnabel View Post
    Don't worry, I got it to work, and it only took a few hits with the Hackery Hammertm.
    Hey Lynn, could you make the stat choices just ANY Stat? Several items that would be interesting for different builds than the stats you have tied to them. No reason to disinclude off the wall builds is there?

  20. #100
    Founder & Super Hero Arkat's Avatar
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    Quote Originally Posted by FuryFlash View Post
    Loving the new loots!

    What on earth are you doing? Item? Enhancement? Spell?
    Quote Originally Posted by Aelonwy View Post
    Quote Originally Posted by Cordovan View Post
    The release notes themselves are essentially the same as was seen on Lamannia most recently.
    This^, in so many words, is how you say time and feedback on Lamannia are wasted.

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