PDA

View Full Version : upcoming epic augment changes.



bigolbear
11-22-2012, 11:57 AM
after wathcing the 'mimic Q&A session' I have been thinking about the proposed changes to augments.

I therefore have a few ideas.


Idea 1. (epic tokens) - epic tokens to drop in ALL epic content.

Idea 2. (heroic augments) a general purpose augment vendor to be placed in house K along with all the guild augment vendors. An epic augment vendor to be placed at this location too and one at the twelve and one in evening star.

basic heroic augments to be available for plat from vendor.
advanced heroic augments to be craftable via canith crafting (unbound recipies only to encourage economy), as rare drops in quests and as favour rewards from all the houses. (unlocked favour allows access to vendor)

Idea 3. (merge 'craftable' and augments)
We can already see this is in the pipe as a posibility - look at the house C challenge items, the heroic ones have craftable, the epic ones have augment slots.

Allow heroic items with the 'craftable enhancement' to also accept the new heroic augments. make heroic augments of +1 thru +3 value availbe for purchase by plat. +4 and +5 as drops/favour reward/crafted.

Improtant: items flagged as craftable should have their minimum lvl set - slotting an augment should not increase the ML. This is to avoid confusion and anger.

Modify (existing and new) epic items in the following way.

colourless slot = +6 craftable.
red slot = +6 craftable.
yellow slot = +6 craftable.
blue slot = +6 craftable.
green slot = +7 craftable.
violet slot = +7 craftable.
orange slot = +7 craftable.


Idea 4. (new heroic augments)
craftable/augment lvl - name - benefit
armour/jewelry/clothing.
1 - minor false life - +5 hp.
1 - minor resistance - +1 resistance to saves.
1 - minor fortification - +5% (exceptional) fort.
1 - minor fortitude - +1 (exceptional) fort save.
1 - minor will - +1 (exceptional) will save.
1 - minor reflex - +1 (exceptional) reflex.
1 - minor tough hide - +1 (natural) armour bonus to ac.

weapons
1 - fire touch - +1 fire damage.
1 - ice touch - +1 ice damage.
1 - acid touch - + 1 acid damage.
1 - shocking touch - +1 shock damage.
1 - implement - this weapon grants an implement bonus to universal spell power determined by its + value.

any item
1 - stunning - +2 stunning.
1 - slicing - +2 tendon slice.
1 - vertigo - +2 trip
1 - minor twilight - -5% ASF.
1 - minor tactical - +1 (exceptional) tactics dcs.
1 - minor defending - +1 (exceptional) armour bonus to ac.
1 - combustion - +25 to fire spell power (non stacking).
1 - freezing - +25 to ice spell power(non stacking).
1 - corrosion - +25 to acid spell power(non stacking).
1 - storm - +25 to electric spell power(non stacking).
1 - positive - +25 to positive spell power(non stacking).
1 - negative - +25 to negative spell power(non stacking).
1 - force - +25 to force/untyped/budgeon/slash/peirce spell power(non stacking).
1 - sonic - +25 to sonic spell power(non stacking).
1 - minor fire lore
1 - minor ice lore
1 - minor acid lore
1 - minor shock lore
1 - minor healing lore
1 - minor void lore
1 - minor force lore
1 - minor sonic lore


now imangine.. that there is a reperesentative of all the above at +1 thru +6 augments. +1 to 5 being heroic and +6 being epic. and throw in things like death block, heavy fort, toughness, proof vs poison/disease, arcane lore, potency +1 thru + 6 stats, +1 exceptional stats, +2 insight stats, etc etc.

+1 thru +3 augments to be purchaseable via plat.
+4 and 5 to be favour rewards, rare drops and made via canith crafting.
+6 to be purchased via epic tokens/ raredrops/ favour.
ALL augments to be available on the ddo store. - cos turbine has to make a profit right.
unwanted scroll/shard/seal trade in for epic tokens.

Now add in a simple drag and drop interface (with an are you sure button) to slot these augments. Dragging a new augment into an already augmented item should place your old augment in your back pack - not destroy it.

I would also suggest that artis are allowed to 'craft' powerful temporary augments on the fly using mana (targeted person gains augment in their inventory) - these augments would be destroyed on exiting dungeon. certain epic destinies my also grant this ability.

I would particularly like to hear opinions on the above by feather of sun as they are the lead dev on this aspect of the game, opinions/comments of felow comunity members welcome as always