This would be a fun parallel-progression system. RuneScape has been doing something similar, and it's turned out well for them. In the RS implementation, there is a vendor which sells access to different loot-modifying options in exchange for one of the game currencies. They offer options that can be turned on and off, such as "certain types of consumables are consumed immediately", "certain types of item are destroyed / not shown", "certain types of item are made more visible", etc.
A similar system in DDO might be selling similar options for large amounts of Mysterious Remnants. They would be permanent toggle feats, persisting through reincarnation. For example:
- Destroy low-quality (randomly-generated, no rare affix, no sockets, and no special material) Heavy Armors in chests.
- Upgrade, requires the above unlocked: Low-quality Heavy Armors in chests are replaced with small amounts of platinum and rarely some Cannith essences.
- Similar lines for Medium Armor, Light Armor, Cloth "Armor", Clothing accessories, Jewelry accessories, Shields/Orbs, Simple Weapons, Martial Weapons, and Exotic Weapons
- Destroy consumable ammunition in chests.
- Upgrade: consumable ammunition in chests converts to a small amount of platinum.
- Similar options for potions/scrolls/toolkits, gems/dragonshards fragments.
Splitting them into many categories like this is intended to both be a gradual quality-of-life progression system spanning many lives, and also a currency sink. To avoid needing to manually toggle all of them on every reincarnation, the toggle could be inverted: they do their effect unless toggled on.
This, or even better: convert to essences!
This is cool! Past lvl 10 though named items are always more useful, because of the useless combos. Unless you find the 1 in 1000 (10000?) item with a perfect combination.
Btw what is the lore reason for useless combinations? AFAIK items in D&D are created by powerful wizards (craft items feat line) or Cannith Crafters (in Eberron only?). Then adventurers wear those and if they die in a quest, monsters loot them and put the treasure in chests
It seems unreasonable for a crafter or wizard to waste precious resources to make bad items. Or do the crafters intentionally make bad items and rip unfortunate adventurers off, by selling them poor items for a high price. Said adventurers then fail the quest because their gear was too bad ... ;-)
Yes please include special item material and augments in item name or an visual cue in the icon.
Are any of the weapons useful?
Honestly i dont see why random ones cant atleast be competitive, dont have to be as strong as raid ones but opening a high level chest and rolling really well should produce something thats worth using.plus its boring to me when everyone just has same weapon.
Always going to have problem of not being able to be made sentient, if was up to me id have some type of crafting where you could allow it but guess that cant/wont happen
You nerfed my monks, throwers, dailies and alchemists.
I hardly play anymore, found a better hobby.
Thank You!
Few more rare prefixes for non-Lamannians.
For Lynnabel: Vitality prefix on armor is not included in item name
Also keeping a list of rare prefixes here in case anyone wants to share: https://ddowiki.com/page/Update_46_r...t#Rare_affixes
https://ddowiki.com/page/Update_15_n...m_Enchantments
https://ddowiki.com/page/Update_14_n...m_enchantments
https://ddowiki.com/page/Composed_weapon_affixes
Some of these had the coolest sounding names! Of a thousand suns, etc. Why are we back to boring bland mass produced random loot with depressingly predictable power levels per equipable level. Yes thats a period not a question mark. It's that meh. Yes meh. What part of random do we not understand? Oh, just random mish mash of effects on our RIGID FRAMEWORK. It's nothing but Damage type one, two, three, etc. Or Effect level 4, level 5, but with a sticky note slapped on top saying a more enticing word. And that's just it, the only thing random is the fancy name. Sure, you've got a long list of possibles to place, but behind the scenes it's all the same robotic lock step easily/quickly/intuitively understood generic government issue junk.
Randomness is only in the list applied to the fixed template and progression. Why can't we live a little? Why can't there be ultra super one in a trillion rare actually cool uncraftable unattainable in game things? I know we don't want to overshadow raid loot, named loot, custimizable crafted loot, etc. But there's gotta be something better then nameless faceless variation 9000 generic random loot.
Part two
https://ddowiki.com/page/Wondrous_Craftsmanship
What IS the deal here? Since we're talking about loot. As a player, with all the changes, I don't even know WHAT to expect from Wondrous. Doesn't drop, it's worthless,it's min level is locked, it's durability is jacked, or is it? The only reason I bring this up is because it was SOMETHING COOL AND DIFFERENT. Which makes it stand out! Which made players RUN THE CONTENT. Something interesting, something that made you WONDER (see what I did there?)
What are our design goals here? What are our limitations? Oh, this weapon/item is just like all the others, but it's a RED EFFECT! Or this one does RANDOM ELEMENT 1D6! Said no one ever.![]()
I wonder if this will actually accomplish the stated goal of giving casters an option better than dual scepters...
Two weapons is always going to be more advantageous because you can mix-and-match rather than having to roll everything on one. And for dual scepters, you can get 6 affixes that are useful - it looks like this is really only 4 affixes, because 3 are just spellpower, and most casters are only going to have 2 spellpowers they're commonly using.
I still cant imagine using a Qstaff over, say, two Scepters that roll with Power + Magical Mastery, giving it Power, Lore, and a School bonus.
Qstaff needs something unique to put it over Scepters - maybe add a Qstaff only affix that adds an Enhancement bonus to spellpower, like the Ravenloft belts. I know that bonus is supposed to be deprecated...but until you're ready to retype the RL belts, it exists, and its a major limitation to caster gearing, and a major disadvantage to types without an Enhancement option. Putting it on random staves seems to be a good solution that'd make it available, though not optimal for endgame.
Could give quarterstaff a fixed bonus that is always present - so instead of just item level as the spellcasting implement bonus a quarterstaff gets double/triple that, so you can choose between flexibility with sceptre/orb and two sceptres, or higher power level with quarterstaff.
Lynnabel, not sure if this was on your radar before.
Google Drive sharing doesn't seem to be happy with the forum. :/
Tactful Gloves of Spell Lore 8
ML: 21
Disable Device: +16
Spell Lore: +8
Durability: 220/220
Base Value 8400p 1g
The level 4 bastard sword looks like its a little confused - on live weapons are generally either melee focused or caster focused in terms of the enchantments, this one has a mixture. I'd prefer them to be the same as they are on live - makes it more likely you'll get a reasonably useful combination.
If mithral breastplate gives the unlimited MRR cap of medium armor and allows evasion like light armor it will render every other light armor in the game trash.
Mithral should give the AC benefits of the heavier armor with a better max dex bonus, but work like the lighter armor for PRR/MRR. Acting like the heavier armor for PRR/MRR would be broken OP.
Sabbathiel/Sabathal/Sabath-1
Sarlona