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  1. #1
    Community Member Qlumsee's Avatar
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    I imagine Elite+ Legendary Tempest Spine will be played a lot less than it already is.

  2. #2
    Community Member Iriale's Avatar
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    Aug 2012
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    Quote Originally Posted by Qlumsee View Post
    I imagine Elite+ Legendary Tempest Spine will be played a lot less than it already is.
    I don't think so, the changes are not as drastic as for that.

    Although devs need to lower the str needed for that lever xD. And that they lower it a lot, it is very tiring that there are so few toons that can do that lever. In comparison, the int check is ridiculously easy.

  3. #3

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    I am pretty sure the Development Team views most of my post as pretty arduous. I never am truly happy with their plans and wish they do things a little different. When Lamannia is up I go out of my way to play test the proposed changes and give it the old college try before posting my displeasure.

    Shockingly I found this change really didn't bother me.

    Give it a second I am sure a couple devs have fallen out of their chairs and may need help getting up.

    I played a DPS Melee, a Assassin Rouge and a DC caster on Lamannia for a good six hours and really can't complain about my offensive numbers on Hard, Elite or Reaper 1. I have a minor compliant about the loss of ~300 Hit Points as I lost 12 Con on all three builds and some number of false life (HP) and the multiplier(s) was in effect.

    My Melee build and my Rogue Assassin took approximately 20% longer to complete quests; regardless of quest level or difficulty. It didn't feel that much longer nor did it seem like I was doing anything different other than paying more attention to my HP the entire time as I was down 300 plus HP from usual on live. Meaning there was a lot more casting of self healing to keep myself full. Even in R1 I never got hit for that 800,800 (double hits) that are my doom on live. I lost 400(ish),400 a few times, so maybe that was balanced too.

    My DC caster is another story. In some quests I was fine, in others it seemed like more saves, but I couldn't tell you how many more. I zipped right through one quest as fast as my melee normally does. And in another quest it took a long time as everything seemed to make their saves. I want to add I had already been considering adjusting his gear and current Epic Destiny layout to get a point or two of DC improvement, so it may not be the best min/maxed comparison.

    I would like to see one adjustment to this. I wish named loot was 1 power level higher (stronger, above) Cannith Crafted or max Random Generated Loot (and Raid Loot/Minor Artifacts 1 power level higher than that. For a Ability Stat as example at level 30 - Cannith or Max Random Generated +13, Named Loot should be +14, and Raid Loot +15. I know that is slight increase in power over what the devs are currently planning, but to me it make sense and makes grinding for the named gear more appealing. Otherwise just grind out a crafter and use double augment slot items to equip you character with far less gear tetris.

    I also hope that in the near future named items from levels 20 to 28 is normalized as their power is all over the place and many pieces I would normally consider using are under powered.

    They one thing to watch, at least I think, is a character's defensive stats, AC, HP, Dodge. I think builds like Monks or many of the glass cannon builds have the potential to smacked around pretty hard. My Monk lost 30 some points of AC (wisdom and dex) and 350 HP (con and False Life) and 10% Dodge, but I wasn't fully able to test on enough of the more difficult content.

    The Twilight Avengers are always recruiting - http://twilightavengersofeberron.yuku.com/topic/655

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