It has been about 6 months since the loot pass. Aside from trying to remove 0 effects and not actually managing it; It appears as if you're not going to even try to fix your new random loot. I was sort of giving you some space to fix random loot, but apparently that's not going to happen. You sort of got saved from the blasting you deserved by the data center move and the on going lag issues. 6 months I mean really, even for turbine that's a lack of work ethic. The honeymoon is over, you need to fix this mess before you copy and past it over to cannith crafting like it was the next best thing since sliced bread.
In general the item naming process is still way off, And you cannot tell whats what without a detailed inspection. Not even going to mention(other than now ofc) the Monty Hall loot changes of high level stats at lower levels, that's water under the bridge. Changing it after 6 months would just be unfair and create a black market for those items.
Weapons:
- Alignment effects not breaking DR on weapons.
- Sceptres, handwraps, repeating cross bows and what-not should drop when loot is set to be non class specific.
- Plain paralyzing on high level weapons, when even improved paralyzing is a joke at epic levels.
- Keen, is just broken from what it was, Keen 1 on level 30 items? Where's Keen II, III, IV.
- Ranged only effects on melee weapons, this should never happen.
- Melee only effects on ranged weapons, this should never happen.
- Disruption is missing, needs the improved and greater version to scale with epics.
- Smiting is missing, needs the improved and greater version to scale with epics.
- Banishing is missing, needs the improved and greater version to scale with epics.
- Vicious is missing.
- Transmuation is missing.
- Metaline is missing.
- Everbright is missing.
- Ghost touch, Ghostbane missing.
- Not going to list the 40 or so effects feather of sun introduced, they were probably removed intentionally.
- The replacement for Bane damage naming is a mess.
- The replacement for Burst naming is a mess.
- Vorpals at level 1, was this supposed to be a generic replacement for the missing instant kill weapons?
- Matching item effects for caster weapons seem incredibly rare. its probably easier to win the lottery.
- Caster stats now on any two handed weapon, instead of mostly staffs with all caster efefcts and a 3rd bonus caster effect
- Even if this is intentional, caster effects are very numerous and blow out the loot generation from a numerical stand point.
Items:
- Fortification now scales up too slowly, (the 100% augment is ml 8). Even epic items will often not have 100 fort.
- False Life now scales up too slowly. Crafted greater false life is +10 levels, and old random loot is similar.
- Detect secret, true seeing not really working since Harvest Hall update. Scaling is too low even by the time you get to restless isles.
- Zero bonus effects still dropping, mostly in older bta reward lists.
- Haven't seen double augment slots since new random loot. And in general augment slots seem a lot rarer.
- Underwater action is missing.
- Rings used to be a catch all for all sorts of stats and effects. Now they seem limited, they need to service the wide range of classes.
- Necklaces used to be a catch all for all sorts of stats and effects. Now they seem limited, they need to service the wide range of classes.
- Bracers used to be a catch all for all sorts of stats and effects. Now they seem limited, they need to service the wide range of classes.
- Clothing items used to be sort of pigeon holed ogre power gloves, boots of swiftness and what not. Following traditional D&D loot. Now its pigeon holed into other weird stuff for no reason. Loot needs to serve all classes and builds.
- Spell resistance missing in item naming.
- Concentration is grossly over represented on goggles.
Armor:
- Adamantine and Mithril still not effective as rare armor types should be.
- Caster effects on armor. The other weapon effects on armor were removed, deadly and what not.
- Even if this is intentional, caster effects are very numerous and blow out the loot generation from a numerical stand point.
- Little logic in mixing caster effects with non caster effects.
- Repair amplification on armor other than docents, this should never happen. Or maybe 1 in a million for that 1 fleshie artificer.
- Healing amplification on docents, this should never happen. These two seem so common its like its just backwards.
Feel free to suggest other problems with new random loot, that I may have missed, I reserved the second post for additions.