I think that's completely the right way to go!
Thus:
1. The PRR bonuses from blue slots are too high. There's no gear that offers a +14 PRR, so that's going to be a new "must have" property that can only come from a slot.
2. There's still a bunch of random stuff missing that could be added to yellow slots: melee alacrity, blurry, incorporeal, tactics DCs, seeker, exceptional fort (I realize "exceptional" doesn't really jive with "backup slots," but exceptional fort is just so necessary in EE that I think it falls in the same category).
3. Additionally, could HP be either yellow or yellow and blue? False life is a property commonly available on accessories, and could be slotted in old yellow slots.
Gildus, Yhvain, Sabathiel, Einion
Cannith, GOCI
Be Chill, have fun
I hear you, but I think it just adds to the already byzantine systems this game uses. The guild slot system was always so tacked on and incomplete. Occasionally you have to cut something if the game isn't going to become a total mess.
I have piles of times with guilds slots, and I say just cut it out and replace it with this more comprehensive and elegant system.
Gildus, Yhvain, Sabathiel, Einion
Cannith, GOCI
Be Chill, have fun
suggestion: add red slots to t3 mystical alchemical weapons, and make a way for the ones in existence to have the slot put on them. now that you can add sp to red slots, it seriously changes the balance of the mystical/martial tiers of these weapons.
As Carpone mentioned, some things are missing. Does this mean that these days are our last chance to make this axe into a +7?
Other than the question of missing augments, I do like the customization that this new system provides. Thanks for that.
Last edited by Sonos; 01-14-2013 at 04:56 PM.
Looks good - the only thing that looks odd to me is changing hit point enhancements from yellow to blue slot. No-one currently uses the +4 res or +4 prot yellow enhancements (or at least only as a last resort) so moving these to blue and providing better versions will work. Moving the HP enhancement however will cause problems for many, especially as yellow slots are much more common. The best solution imo would be to keep toughness available for blue, and move the HP enhancements to yellow; the process of converting characters to the new system would then be so much smoother. SP enhancements are staying in yellow, I don't see the reasoning for moving the HP enhancement - perhaps someone could enlighten me.
(OFC the above assumes that the HP enhancement is a False Life type of enhancement, if it isn't and it stacks with False Life then a big legacy item problem will be created - as has already been stated).
Ghallanda (Ex-Keeper, Ex-Boldrei, Ex-Beta). Mad-1 Leo (Rog), Oaksfist (Rgr/Rog), Booted (Brd), Dawnsinger (Ftr), Preying-1 (Fvs), Gibbery (Rog/Rgr), Sloped (Pal), Bugged (Wiz)
So it looks like there are up to +35 HP augments in the list, but no Toughness augments. Will we be seeing those added back in, or is toughness no longer going to be a mod-able property?
Sirgog, Based on the way the Festival Glaciation operates, I would expect that an augment slot would not have an impact on caster sticks. The description of why Festival Glaciation caused min levels to rise (as well as the effect of the artificer's "Enchant Weapons" spell), implies that the strength of the effect is entirely dependent on the min level of the item. I'm less certain about the mastery bonuses, but wouldn't expect them to be effected either.
Striding 30 on something other than a ring or boots (or an impossible to get raid item) is a dream come true for most of my builds. Please don't make the drop rates like yellow dopant. This needs to be something that actually works in a practical sense for it to be useful.
Ehh, but is it really that complicated? You get a certain guild level, and you can get added customizability. If its too complicated for a player, then they can just stay away from it while enjoying an otherwise comprehensive non-guild related system.
This solution solves every issue that arises with grandfathering in items on both fronts, the old and the new player.
I assumed augments only fitted matching level slots. So lvl20 augments only go in lvl20 slots. I take it by your post I could be wrong, but it doesn't specifically say so in the OP.
Who cares about that when you get get 1d8(4.5avg) elemental damage?
ME BARB, ME SMA-ok I stand here with pretty blue lines around me. ok I take damage. ok bye.
Where did feather say eliminate stacking bonuses????
Do people not read or just see what they want. This is intended to give you more options where to slot things NOT add and stack to items. It is for flexability in gear selection which is a great thing they are giving us and people now crying it doesn't stack and make it more complicated to get optimal gear set ups??? Man people will find anything to whine about.
So will Guild Augment Crystal Vendors be removed completely?
(if not now at some point later?)
Or will just be the timer removed?
I sit on Large and Med slot items worth several Millions, which makes my skin itch now that you say "We wanted to remove anything that is temporary"
Also how could this new system be a change in the right direction?
We loose
all twinkability +20hp as minlvl16? and it adds to cannith?...
Cannith Crafting gets nerfed (as if it wasnt the stepchild already)
we will have tons of different crystals that fill our bags
none of those crystals under 16 will be worth more then a copper
we get even more useless slotted items (really, who does craft a new armor at 4,8,12? one at lvl1 and one at 12 thats it..)
Gets AH at least a search option?
Do we get increased Item limit for AH? (really i would even pay monthly if you would just get rid of that stupid limit)
Taenebrae, Daemonsoul, Daemoneyes and Daemonheart of Argonessen
Glitzakram - Trade Thread