Am I alone in thinking that the goggles are too nice? Also umd +7 seems a tad high IMO. But good job on the loots.
Am I alone in thinking that the goggles are too nice? Also umd +7 seems a tad high IMO. But good job on the loots.
I'd like all of these things more if there was a reason to want them. Why do I want ML28 loot at this point? Just like with TF tier 3 and MOD items, these items should be ML26. ML27 max.
Now it is clear that Wizards are not welcome in this game.
1 year ago I thought the deteriorating condition of the Wizards was there because bad design decisions.
In the last 2 months especially with the vast majority of wizards complaining and making suggestions about our situation nothing is resolved, even it seems that something was heard.
The game design is already a joke in bad taste for Wizards and the launch of a new pack what we receive?
DCs Insane while melee without trade off and effortlessly kill one mob at the same time or even faster than a wizard debuffing and casting.
Almost any item for Wizards and look at this new **** that make me: INT +12 (ok), USELEES Spell Resistance, USELEES lesser displacement, USELEES acid and cold resistance and USELEES teleport!
I'm already sick of seeing melees easily owned this game and still receive various items with wizard skills making them even while OP Wizards are increasingly useless and dull.
For a Wizard need an item with skills he already has?
I think take away me for 3-6 months this game again, no one wants to read this forum.
There are times we do not play and even to accompany this forum hoping that problems are solved has been a torture for every update is clear that Wizards are hated.
BTW
Coutenance: Perfect item for CHA users AKA WARLOCK.
Obviously my post will be ignored on the grounds that I am not offensive and I provide constructive criticism.
Offense is being done with Wizards.
WIZARD Traditional requires ****** grind + ****** trade offs + retards spells nerfs.
Okay ... forget DC and try EK tree? forget DEVs decided to troll this tree.
Last edited by Gralhota; 07-16-2015 at 06:23 PM.
From the previous thread:
What if instead of "common effect, higher bonus" it is... unique. Torc is still a great item to have while running heroics on any life that uses SP for anything (even if your only use is KtA). Same for Madstone Boots, Ooze greensteel weapons, etc.
That is something that sincerely, I miss more than "better stats". When you create a new effect new, you put it on two or three pieces of loot so it is no longer unique. For instance, I love the Linguistic effect.
Amossa d'Cannith, Sarlona, casually trying Completionist (12/14) [<o>]
Almost-never-played-alts: Arquera - Chapolin - Fabber - Herweg - Mecanico - Tenma
I want DDO to be a better game. Those are my personal suggestions on: Ammunition, Archmage, Combat Stances, Deities, Dispel Magic, Epic Destiny Map, Fast Healing, Favor, Favored Enemy, Half-elf Enhancements, Monk Kensai, Monk Stances, Past Life, Potency, Potions, Ranger Spells, Summons, Tiered Loot.
Devs: Better, thank you for listen our concerns (some, at least). An item with enhanced ki! We don't have none since the lv 22 outfit.
But but but… the belt is plain bad. Seriously, do you hate wizards? It's awesome how this team of designers systematically penalizes the class. Is there any chance that the item be redesigned into something useful? The only bonus ok here is int +12. No insightful int and cha in any item? Why this discrimination?
I had removed all +12 stat (str too!) bonus; We have received good items with +11 bonus too little time ago to render them obsolete. In change I had added +4 insightful bonus (we have missed a lot of insightful stats), and I would use other effects. Increase the numbers by one unit is not fun. There are so many things that you could give us...
I love Dissolution.
Change resonation, please, give it more traditional defensive stats (sheltering, maybe +con) The truth, I would have preferred a crafting system as greensteel instead of this, because this creates many conflicts with previous loot, and makes me wonder why I wasted time farming loot. At least, give us new augments, to fill gaps.
With the raid gloves we lose the Magical efficiency from necro 4 gloves and there are no good replacements either. Any chance of getting magical efficiency elsewhere, eg a new goggles or in the belt? Perhaps in combination with spell penetration? This new cloak is good, but it seems too specific for certain builds.
And devs, I repeat, give us Metamagic efficiency, please. We need to improve mana efficiency in epics desperately. And potency, please, give us a decent item with potency…
Last edited by Iriale; 07-16-2015 at 08:26 PM.
I think mythic +2 prr bonuses are a joke.
I think you are giving too much in these new items for grinding EN.
Tone down the free item stats on the last batch and move the power creep into the mythics.
Ok lets see here:
Belt of Braided Beards: The +12 int is really the only attractive feature out of the affixes here. I don't see the point of having the resistances - this is just filler garbage given that we have draconic gems to slot or dumathions. The spell resistance I also question, but I guess why not as a little added bonus. The meat of this item is really 1 affix = Int 12. I don't care about a teleport clicky at LEVEL 28. Change this to some unique clicky - like tenser's.
Suggestion: Scrap the resistances and lesser displacement (this ability is given a lot at this point), add arcane aug IX for the intel casters, maybe improved deception for the rogue type. Done.
Countenance: Ehh...I don't know. Again, the Cha +12 is a MAJOR draw for sorcs, warlocks, some bards. I don't see how radiance lore X accomplishes anything for this items demo. I suspect that the DC's on these items are intentionally held a point below that which TF offers - which is fine. But, the radiance lore X should be replaced with something - maybe enhanced spellpower +15 that would benefit more classes. Especially since it has a mere yellow slot.
Dissolution: This is kinda badass for acid users. No value to me personally, but to those who use acid - definitely.
Strange Tidings: Solid ring, I like that there's a percentage attached to deception now. What's improved deception? Leave this as is, I think it's perfect.
Visions of Precision: Ok, I think this is borderline OP. This is a no brainer for any wisdom toon. Going with 12/4 on a stat on the same item just makes every other stat user really jealous, because the other stats don't have this kind of item. If that's what you want to do, then drop the dazing and the enhanced ki. Otherwise, drop the +4 and call it a day, or reduce the +4 to a +3 and drop one of the other affixes.
I think this ones a tad too powerful as is.
All in all, great job devs! I'm curious to see how the mythic versions work together - do their melee/whatever power bonuses all stack with one another?
I think the devs fell for the arguments on the warlock threads about how bad of shape wisdom DC builds are. They wanted to argue that a cleric enchanter was behind a warlock enchanter which of course is true, but who the hell plays a cleric enchanter.... almost all wisdom builds go evocation.
Wisdom evokers already have top notch DCs and they have great synergy with evocation augmentation and diadem to boot which gives them much better DCs than almost all other builds. This wasn't needed, but the argument about poor clerics and their bad enchantment DCs apparently persuaded the devs and they ignored the +3 evocation DC from sorc past lifes and the +2 extra evocation DC twistable from draconic. There is also quality wisdom +2 bonus available on another item I believe.
This means my druid DC earthquake will be around 90 which ironically sounds too low for eShavarath lol.
So I guess they can make it 15 wisdom and it wouldn't matter - nobody is going to land spells in eShavarath anyhow.
The game will be even more about PRR, MRR and weapon DPS in U27 than it was before U27 which is hard to imagine.
Heroic items feedback. Changes are good. Some comments.
Armbands of the Silenced Ones (Bracers): Dexterity +6, Dodge +5%, Seeker IV, Reflex Save +8, Blue Augment Slot
might be a bit too strong. I'd remove either dodge or seeker, and make the other +6
Eloquence (Helmet): Bluff +11, Intimidate +11, Good Luck +1, Seeker IV, Green Augment Slot
People who care about skills will probably carry a set of dedicated BtA cannith crafted +13 items. Very weak, even as a swap item. Perhaps bump to +13 to make it save an inventory slot. Perhaps add Linguistics.
Pendant of Quiet Movements (Necklace): Dusk, Dodge +5%, Will Save +8, Seeker IV, Yellow Augment Slot
Still weak. Could be Blurry. Epic version is also weak. This could use more work...
Rod of Mythant (Club): Spellcasting Implement +15, +5 Enhancement Bonus, Evocation Focus I, Kinetic Lore IV, Impulse +66, Wizardry III, Orange Augment Slot
This would be nice at ML10 (compare to Scepter of Healing, fun item!). At ML13 it simply ages too quickly. Move Impulse to Red slot. Club is boring, change to Light Hammer (swashbucklable, morninglord racial weapon, dwarf weapon). Remove either Evo focus or Wizardry; increase the remaining enchantment to focus +2 / wizardry 7. Or move Wizardry to Orange slot. Con to hit/damage would make it interesting for eldritch aura warlocks.
Shield of Tireless Aid (Large Shield): Spellcasting Implement +15, +5 Enhancement Bonus, Devotion +66, Healing Amplification: +20 Exceptional Bonus, Healers Bounty, Yellow Augment Slot
This is a nice shield. It would age slower if Devotion was in a red slot. For variety, consider different type of Healing Amplification - it's too similar to Wall of Wood at ML15. Competence bonus is rare in heroics (only greensteel tier 3 weapons).
The Band Immaterial (Ring): Illusion Focus I, Enchantment Focus I, Blue Augment Slot, Green Augment Slot
Yeah, this is bad. I mean, pretty strong item for Harbor lvl 2 elites, and that's it. Compare to Greater Cunning Trinket
Token of the Proven (Trinket): Invisibility Guard, Fortification 100%, Dusk, Blue Augment Slot, Feather Fall
clicky still doesnt work
Last edited by cru121; 07-17-2015 at 12:58 AM.
and epic items are nice - but these are at cap - so I won't be using them (or even seeking to get them) until the cap goes to 30.
so here are some heroic items screen shots:
I like them. These items Uurlock will look for...![]()
Help us help the new players. Adopt a new player today!
Promote your guild the right way: Sponsor a Raid night on your server today!
— Char Builder Lite — Ron's Character Planner — Smithy Alliance —
— DDO-ML — A guide for DDO-ML — How to Access Lamannia —
Just returning to the game? Want to catch up? Click Here
More Bank Space? Leomund's Secret Chest — Guild Management System (GMS) — Demi-God Reincarnation
— OzyMoronic Barbarian (INT Barb+Rog SK) — AirForged the last Firebender (BF Sorc 18 2 Pal) —
Spectacled Librarian with a BIG GIANT HUGE SWORD (INT Ftr+Wiz+Rog) — Koboldowar VetII Arty and Dog
As usual, the Devs haven't learned the basics when it comes to a melee staff, since just plug and play doesn't work for this weapon. How many times does it need to be repeated that all named melee staves need some basic customization or else the staff becomes worthless right out of the gate?
First of all, melee staves need extra hardness and durability. Acrobats don't have Item Defense, as it has been pointed out repeatedly. Also pointed out repeatedly is that staves wear down quickly because most staff attacks aren't single target and staves get lots of glancing blows. Add in high HP, DR and Fort mobs, the staves are butter if they have less than 18 hardness and 240 durability. Staves will break, especially against skeletons and constructs.
Second, the base damage die at 1d6 has always been horrible. Take a look at the staves that players say are good and you will see that they have a base die damage of 1d8 or higher:
* Theurgic Stave's 2d4
* Breeze 1d10
* (Epic) Bone Crusher 1d10
* Stout Oak Walking Stick 2d6
* Sireth 1d10
Third, the crits on melee staves need to be tweaked. A 20/x2 crit range is not good on a melee staff. At a minimum, the crit range or crit multiplier needs to be expanded, if not both.
So please take note of this, since it keeps being repeated and ignored. Melee staves need to have much better hardness and durability, since Item Defense was not added to the Monk and Rogue Enhancement trees. The base damage die needs to always be better than 1d6. The crit range and/or crit multiplier needs to be better than the standard 20/2x. If you do these things, you will make a decent melee staff. If you ignore any of these (or all of them, in the case of the Light Unending), then you end up wasting everyone's time and an item that will not be used by anyone.
Last edited by oradafu; 07-17-2015 at 12:34 AM.
Yea, a few of my toons would like those goggles, my drunk especially, however. Last it was mentioned. Dazing and vertigo both added to trip DC, (Their effects used to be just reversed, but vertigo was since fixed, and I believe in u25.2 a dev mentioned that dazing wasnt fixed yet) So, now that new named items are getting the effect is it infact fixed for u27 on all items?
I get the impression that the bracers Dissolution were designed by a ddo player, corrosion, acid lore, and conjuration focus since all acid spells are that school makes it a very coherent item, also GOO pact warlocks will love it for tentacles.
Now the cloak Countenance looks as if it was thrown into a random generator, charisma 12 on a cloak is great, but the rest of the effects just don't work with one another. Radiance lore, but no actual radiance spell power, so better use lantern ring that has both. There is only one light spell that allows an evocation based (or any) save and the only cha caster that has access to it is a sorcerer. There are also no evocation or light spells that benefit from spell penetration. My suggestion is to replace that radiance lore with 3 insight cha. Or both radiance lore and spell penetration with 4 insight cha.
Also regarding the belt I would agree with already posted criticism, but I stopped playing a DC wiz pretty much after that 4 int light armor insult. It's okayish for harper mechs I suppose.