Only did one run, then had a look at the items available.
Thoughts on the actual course:
It was a somewhat fun minigame not related to DDO gameplay at all. However the doubling bonuses are really punishing to miss.
That said, this is going to be a fun diversion for 20 minutes or so, not something that will remain entertaining for long. As such the mote requirements seem far, far too high. The upgrade costs have been designed around running the event for hours on end, and it won't remain fun that long. (Mabar and Cove have of course had the same problems).
This concern will be allayed somewhat if there's other ways to get motes. Festivult is the best event in DDO for two reasons, the first being that it doesn't push you toward heavy repetition of some minigame that should only be a diversion from DDO's real gameplay.
Personally I'd like to see the Devs add motes to thematically chosen chests in-game. Prison of the Planes ice room, Tor white dragon, Prey on the Hunter chests, any chest that drops ice-themed items and so on. Keep the ice ramp as the only place to get recipes and let players that like the ramp event a lot run it more and trade off their spare recipes.
Thoughts on the current item upgrade recipes:
There's three things available at present. Note that I didn't have enough motes or recipes to actually make anything so I've not tested any of these.
First - there's a host of consumables (most notable being Fireshield potions and Lolth cookies). These are strong but require a fair number of motes, probably too many. The second reason Festivult is the best in-game event is that the consumables drop in such quantities that you don't feel you need to conserve them and you are happy to just waste them for a laugh.
Yet my first attempt didn't get enough motes for one of the Fireshield potions.
Second - there's eldritch rituals to add 1-10 Inherent Fire or Cold resist to a random lootgen item. (Example: You can turn Clever +8 Goggles of Spot +13 into Clever +8 Goggles of Spot +13 and Inherent Fire Resistance 10).
Edit: It appears these are restricted to weapons, shields, body armor, cloaks, helms, and maybe one or two other slots.
Now I'm one of those players that highly values stacking elemental resistances (especially cold with all the Niac's Biting Colds thrown at players), and these stack with everything that's actually used except Primal items or the (heroic or epic) Templar's Bulwark shield, so you'd think I'd like these.
However I'm not a huge fan of this implementation.
First, most players running lower level content would benefit more from a 30 resist item than a 10 inherent resist item.
Second, inherent resist 1 or 3 are just too small to be of interest to anyone, IMO. Especially when it is only one element.
Third, most players running high level content carry a swap-in Primal item (or can acquire one via the auction house for a comparable price to the motes for this upgrade) and Primal is just far better.
Replace this entirely with the following upgrades, restricted to rings, cloaks, shields and body armor only (ie. where resist effects are usually available).
Tier 1: 10 cold resist AND 10 fire resist
Tier 2: 20 cold resist AND 20 fire resist. Adds 'Absolute Minimum Level: 8' to an item
Tier 3: 30 cold resist AND 30 fire resist. AML 16
Tier 4: 40 cold resist AND 40 fire resist. AML 24
Third - there's eldritch rituals to add 30-120 Glaciation to a random lootgen item. This does not appear restricted to weapons - if you've always wanted an Exceptional Stat +1/Omniscience/Glaciation 120 ring, or Stat +8/Warding/Glaciation 120, or Primal/Spell Proofing/Glaciation 120 armor, you can now get one.
These are just insanely powerful. Far more so than any previous event effect. Well-statted 108 single-element spellpower rings and even helmets are a fairly hotly traded commodity and can only have one suffix, now we can get 120 glaciation with both a prefix and a suffix. Edit: It appears these are restricted to weapons, shields, body armor, cloaks, helms, and maybe one or two other slots - my concerns still stand but examples are a little wrong.
Of course the biggest impact of having a best-in-slot item as an event-only item is that outside the event players will feel unable to roll a character of classes that would want that item (just as somewhat happened at the level 20 cap with armored AC tanks, if you didn't have a tier 3 Cavalry Plate you were hopelessly behind until Cove returned).
With that in mind I'm wary of this effect and would not be opposed to seeing it cap at lower than 120, at least until there are non-weapon slot alternatives for 114/120 glaciation. Also I think these should have minimum levels.
Thoughts on the upgrade process
Ugh. Recipes that are only available if you 'throw' a run, a need to go through every successive upgrade to get to the one you want - I really do not like this system at all.
Can we instead have a system that works like this:
- You get a recipe (say Glaciation 96). This recipe is able to upgrade a fresh item all the way to 96, or can be used to take an already partially upgraded item to 96 at a discount.
- Example: You have a Festival Glaciation 60 item, and a 'fresh' item. The fresh item might cost 1660 motes and a 96 recipe to upgrade to Festival Glaciation 96, and the one with Festival Glaciation 60 would cost the recipe plus 1000 motes.
- You can downgrade recipes if you wish (so if you have a Festival Glaciation 108 recipe but want to put 96 on an item you can downgrade your recipe).
Things that are missing:
I think the event should add the following:
- Some form of upgrade for melee characters. Perhaps Frost Touch/Frost/Icy Burst/Boreal that is restricted to only be used on 'standard' quality random lootgen (no 'blue quality' binds-on-equip items).
- Some pre-made ice-themed items that aren't very good but cover important basic effects for newer players. Think something like an ML 20 helmet with Heavy Fortification and Superior Cold Resistance, or an item with Resistance 5 and Greater False Life.
- Consumables that are silly, Festivult style.