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  1. #101
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    Quote Originally Posted by A-O View Post
    Any chance of those being reduced in cost or dropping far more frequently? Or being purchasable in game. It's pretty obscene how expensive they are.
    Yeah I think everyone could agree with this - i find the occasional sentient tool when running legendary, but never find any augment tools. The cost of them should be significantly cheaper than the cost of any of the augments.

  2. #102
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    Quote Originally Posted by mikarddo View Post
    Please reconsider the ML of 30. None of the augments should be more than ML 29. It will be a royal pain with gear being ML29 and the augment ML30.
    Soulforged Augments need to be ML28 which correspond with Tier 3 raid ML gear (Killing Time, Strahd and Baba).
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  3. #103
    Nerino & Daniele's Souls Malex's Avatar
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    Quote Originally Posted by pawpaw2000 View Post
    The heroic augments being level 6 seems fairly odd. Shouldn't these be level 5 like the regular items?
    Yep, that's the big take currently.

    Augments in heroics have tiers at lv6, (8), 12, 16.

    The good items are... Lv 5 (feywild), 10 (raveloft), 15 (sharn).
    So it is a llitle odd..

  4. #104
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    Quote Originally Posted by Malex View Post
    Yep, that's the big take currently.

    Augments in heroics have tiers at lv6, (8), 12, 16.

    The good items are... Lv 5 (feywild), 10 (raveloft), 15 (sharn).
    So it is a llitle odd..
    yeah its going to be very annoying for ML15 Sharn Gear, especially for ITRing, if you have to socket a weaker ML12 augment because you dont want to have to level 15-16 without your gear :P

    At least the augments hit at L20 for ETRing though.

    I hope they'll increase the drop rate on Jeweler's Toolkits now that augments are becoming more of a focus and its more likely we'll want to swap them out occasionally.

  5. #105
    Community Member Kelledren's Avatar
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    Quote Originally Posted by droid327 View Post
    yeah its going to be very annoying for ML15 Sharn Gear, especially for ITRing, if you have to socket a weaker ML12 augment because you dont want to have to level 15-16 without your gear :P

    At least the augments hit at L20 for ETRing though.

    I hope they'll increase the drop rate on Jeweler's Toolkits now that augments are becoming more of a focus and its more likely we'll want to swap them out occasionally.
    Agree on dropping cost of Jeweler’s Toolkits even with the addition of Legacy Augment Jeweler’s kits for initial removal. Also, I was hoping that with the basic augments being scaled based on Cannith Crafting that they would automatically scale based on minimum level of the item they are slotted in... much like Cannith Crafting. This would solve some issues, however I am not sure how difficult this would be to implement. Would even take hits on Fort augments to see this implemented.

    Also thanks for leaving the Greater Topaz DCs as they are Lynnabel, for newer players without all the past lives and lgs gear any little bit helps!

  6. #106
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    When I first read the post for the "Set Bonus" augments, I thought that the point was to convert an item into an augment, then use 3 different augments to "make" a set, allowing for flexibility in what set bonuses a character has on their gear, filling in gaps from the Sharn and Feywild sets with augments.

    For example, combining the Helpless Damage from Family's Blessing, Wisdom Bonus from Crystalline Gauntlets, and the Fortification Bypass from Helm of the Final Watcher to make a "set" that a monk might use.

    After reading through the thread, and re-reading the original post, my understanding seems to have been wrong, and I don't know that I'll want to try and make/use any of the "set bonus" augments.

  7. #107
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    Quote Originally Posted by Akoriv View Post
    Since you are finally revamping augments, can you an Enhanced Ki series?

    Something like
    Lv 12 +1
    Lv 20 +2
    Lv 28 +3

    With the exception of the DoJ eyes and the Duality wraps, the gear you have put in for Enhanced Ki generally makes a ****** mess out of any attempt at building gear sets that include it.

    If you do put in a augment for it, make it Topaz or Sapphire.
    Having to augment every **** weapon we want to use for Enhanced Ki would just another ****** mess for gearing.
    This so much this please!!

    Also a worthy replacement for the ridiculous improved destruction soul forged augment would be draconic reinvigoration. If the grind is going to be dumb at least make the payout good. Or replace the cracked core one with this. The ability to occasionally recharge boosts is better than +1 charge. Alchemical conservation is a cool effect but it is a level 18-20 effect that was never scaled into the end game probably due to being old tech. At level 28+ it should be +3 charges and +3 ki.

  8. #108
    Community Member Amoneth's Avatar
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    Quote Originally Posted by A-O View Post
    Any chance of those being reduced in cost or dropping far more frequently? Or being purchasable in game. It's pretty obscene how expensive they are.
    Omg yes, these go for up to 2 mil EACH on the AH on Ghallanda, it's mental!

  9. #109
    Community Member Amoneth's Avatar
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    Quote Originally Posted by Lynnabel View Post
    Nah, turns out it was a dumb idea so I'm not doing it.
    Phew, thank you!

  10. #110
    Community Member Amoneth's Avatar
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    I agree with many others here that the Soulforged augments are WAY too expensive for what they are and will massively encourage greed in raids. I love that you've made older raids more appealing (except RtSO, omg I hate that raid with a passion) but a better way to do that would be with an ingredient that costs runes and maybe also drops in each raid instead of an existing named item. Bear in mind that I am a total hoarder and have a few of these items already whereas I don't have that many runes so I make this suggestion at my own loss too because I think it would be better for the game. Also, having to replace existing set bonuses instead of just adding one will be a struggle if you're trying to combine the new gear with Sharn, which I believe is an option you wanted to keep open.

  11. #111
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    Quote Originally Posted by Kielbasa View Post
    This so much this please!!

    Also a worthy replacement for the ridiculous improved destruction soul forged augment would be draconic reinvigoration. If the grind is going to be dumb at least make the payout good. Or replace the cracked core one with this. The ability to occasionally recharge boosts is better than +1 charge. Alchemical conservation is a cool effect but it is a level 18-20 effect that was never scaled into the end game probably due to being old tech. At level 28+ it should be +3 charges and +3 ki.
    Would absolutely love to have Draconic Reinvigoration somewhere in these.

  12. #112
    Community Member Seph1roth5's Avatar
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    I thought the whole point of augments was to give you bonuses you can put anywhere, and the cost was that you get it at a later level. So being able to put them in gear at 5/10/15 seems to defeat the point of it.
    Mains - Messam, Indalecio, Mozenrath, Quackerjack.

  13. #113
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    Default Tks lynnabel

    Quote Originally Posted by Lynnabel View Post
    Ah, so that other thread you made talking about this preview's potential changes doesn't count for this? :P



    Nah, turns out it was a dumb idea so I'm not doing it.

    im sorry, I know that you are doing a good job in front of the DDO, working hard and communicating actively with us, but I did not want to appear aggressive, only few upset with a modification that I considered unnecessary: If the CR of the mobs will increase, what ll'be the logic of removing bonuses from DC?


    Once again I thank you for considering our requests and keeping the Greater Focus Topaz as it is.

  14. #114
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    Quote Originally Posted by Akoriv View Post
    Since you are finally revamping augments, can you an Enhanced Ki series?

    Something like
    Lv 12 +1
    Lv 20 +2
    Lv 28 +3

    With the exception of the DoJ eyes and the Duality wraps, the gear you have put in for Enhanced Ki generally makes a ****** mess out of any attempt at building gear sets that include it.

    If you do put in a augment for it, make it Topaz or Sapphire.
    Having to augment every **** weapon we want to use for Enhanced Ki would just another ****** mess for gearing.
    As far as I know, Enhanced Ki +1 first appears on named gear at level 14. (Frozen Tunic, legacy versions crafted with Masterful Craftsmanship down to ML12 may still exist, but have not been available for many years now.)

    IMO:
    • ML16: Emerald of Enhanced Ki +1, available at a vendor
    • ML26: Emerald of Enhanced Ki +2


    This would make the +1 relatively more obtainable to first-life monks, while still allowing the other named items to provide value for future TRs.

    The +2 version at 26 would be available at the same level as Visions of Precision, which is the first item to offer more than +1 (it has +3; no +2s exist). This would allow you to reach full Ki saturation with some combination of Fire Stance, or maxxed out crit/doublestrike/speed and Way of the Elegant Crane, or with fewer Ki spenders. This would become doable at level 30, but the +3 version on Visions would still be an upgrade for levelling.

  15. #115
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    A lot of the minimum levels on new auguments need to be reconsidered:


    Emerald of Bitter Wounds: 30 Boon of undeath
    There are level 15 items granting this ability. give palemasters a break. Make this 16.

    Sapphire of Greater Heroism: 28
    There is a level 18 item granting this ability. Granted that item is tough to get so a minimum level of 20 would be fine.

    Storm's Bulwark: 28 Whirlwind Ward
    There is a level 5 item granting this. And I see no reason at all why this augment be 5 as well.

    Ruby of Disintegration: 28
    There are a lot of level 20 weapons with this. this augment should be level 20 as well. unless we're talking about "Utter disintegration" then it should be 28.

    etc.

    For Soul forged augments I would put the minimal level to the item it got it from. If you used a 26 level item to make the augment then the augment should have a minimum level of 26. That goes for set augments as well.

    No one wants to slot an augment on a piece of equipment to make it a higher minimum level then it was before. A augment with a minimum level of 30 is going to be shunned unless it's such a vital part of a character's build they're willing to go and get multiple copies of a item just so they can slot different levels of augments in them.

  16. #116
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    Another advantage to dynamically scaling augments (ie its effects are scaled to the item's ML) is that you only need one type of Augment. An MRR Augment is an MRR Augment, instead of having separate drops at ML4, ML8, etc.

    That'd make it far easier to build a trading economy for augments, if you just need the right type and not the right type AND level.

  17. #117
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    Quote Originally Posted by droid327 View Post
    Another advantage to dynamically scaling augments (ie its effects are scaled to the item's ML) is that you only need one type of Augment. An MRR Augment is an MRR Augment, instead of having separate drops at ML4, ML8, etc.

    That'd make it far easier to build a trading economy for augments, if you just need the right type and not the right type AND level.
    This im super disappointed that they are keeping the 4/8/12/16 etc its nearly impossible to get the augment you want through normal gameplay as there are what 2000+? different augments in the game right now?

  18. #118
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    Dynamically scaling augments are just the tip of the ice berg. DDO doesn't offer any item that scales as you level, similar to heirloom gear in World of Warcraft. That's a shame, considering how central reincarnation is to the game.
    Khyber: Ying-1, Kobeyashi, Nichevo-1 | 75 million Reaper XP

  19. #119
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    Quote Originally Posted by Cocomajobo View Post
    Lifetaker
    • Minimum Level: 28
    • Binding: Bound to Account
    • Color: Orange
    • Effect Granted: Slay Living: This weapon stores a dark and sinister power deep within. When the weapon is used, this power occasionally comes to the surface, attempting to instantly snuff out the life force of the enemy.
    What is the DC? Older items with Slay Living enchantments had a DC of 30, which would be laughable in Legendary Feywild.

    Also, why are the new named augments BtA instead of Unbound? I completely get and support Soulforged Augments being BtA. But the new named ones? Not seeing it. They should be unbound.
    Last edited by Carpone; 10-22-2020 at 05:04 PM.
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  20. #120
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    Default DEIFIC FOCUS ll AUGMENT

    Would be possible one Deific Focus ll Augment pls?

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