Nice system. Yellow augments seem a bit weak though.
The only real big issue I have with it is that it creates legacy items, for example items with a yellow slot that have GFL slotted (same for resistance4, and old Toughness in blue, if the new HP isn't toughness-like). It seems unfair that new players will never ever be able to get these.
And I don't like the headache of the coming month in which I will have to figure out which item to slot how, because now it will be set in stone forever. I'll need to run cannith challenges like crazy to get multiples of the good items to slot in every possible combination that won't be possible later. I'll have to get lucky on an epic belt of mroranon because it's now or never for a GFL variant. Etc.
I don't mind change, if from u17 on all items would have to be reslotted i wouldn't complain at all, I like to adept. But I really dislike creating non-obsolete legacy items. (reminds of the Enduring Conviction fail :-/)
So. Even though I cringe to think of the inelegance of having hit points in both yellow and blue, I feel this is outweighed and I ask for you to either:
-put the HP line in yellow (of course make it false life), and keep 20 Toughness HP in blue at level20.
-make the blue HP-line toughness, and add Greater False Life to the yellow table at level20.
Also consider keeping resistance and protection in yellow, and giving blue something else, something new and exciting, there was no need for a shuffle. Honestly, the yellow augments can use an improvement anyway, what you propose now is pretty weak and I can't see anyone putting anything but colorless stuff in there.
Question: Blue Augments slots in this new system are listed as only being found on "Armor, Robes, Outfits, Shields, or other off-hand items."
There are a number of epic accessory items (Epic Cloak of Flames, Epic Spare Hand, etc.) that currently have the old Blue Augment slots. Will these slots remain Blue when placed in a Stone of Change, or will they be converted to Yellow (boo!!) or Green (yay!!)?
Increase the cost and duration of guild augment crystals by 4. We'll pay the same amount per hour of use, but we'll have to make fewer annoying trips to a Stone of Change.
Got a serious concern here, first I assume the augments go into ingredient bags correct? Second, is anything going to be done to help us handle the insane quantity of those augments?
If I counted correctly, there's 287 augments in your list, +3 named ones you mentioned, that's a LOT of stuff going into our green bags, which are already full to the brink of explosion. My main has 7 large green bags in his inventory at all time, and he would need 4 more for those augments. Any chance we can get larger bags in game? Cause the BtC bags from the store just don't cut it for me.
Assuming Tolero's augment list is complete, several currently augments are not available in the new system:
Greater False Life
+7 Enhancement Bonus (Weapons)
Also, in the new augment system is the "+Spell Point" augment classified the same as Wizardry? Or will Wizardry items and Spell Point Augments stack with each other?
You have thought of that, right?
Agree with previous poster that YELLOW slot needs Greater False Life alternative.
Thanks for listening ^
All I'm wondering is where are we going to carry all these new Augments?
Sounds like we'll be collecting tons of em, at 5% chance per chest.
Are we getting a new Augment bags? I'd hate to mix them up in ingredient bags or god forbid, just have them not bag-able!!!!
So give me Augment Bags, I say, in U17 before anything else.
I do think however, that killing the whole guild slots from dropping will over time remove one perk of being in a guild and they should consider this aspect of the proposed changes very carefully.
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yeah, double post, I know, but really, when i look at it again yellow augments seem HORRIBLE.
Look at the ML24 options.
-At level 24, noone is going to care for greater focus. If you made this major focus, it would be interesting. It is so easy to get either +2 spell focus mastery (orb, ada dragon cloak), or the relevant +2 added as an afterthought on a ML24+ spellpower stick.
-Resist 35, why not even superior? making it 10-15-20-25-30-35-40 wouldn't be overpowered on any level.
-And Archmagi. I guess with GS not being a given anymore you need your wizardry somewhere, so yeah this will actually be convenient for someone.
Basically only 3 options, of which I consider only the last one realistic, yet not something you can't get anywhere else.
If you want yellow to be the utility slot you'll need to come up with something better than underwater action. Maybe recombine stuff, at ML24 give both +10 poison and +10 resist. UA+FF. Fear+Blindness immunity. things like that.
Or be a bit creative and add, uhm, delving-boots-FOM. Or immunity to those now-common slow effects on your attack speed. Death ward instead of deathblock.
But better yet, move resist and protection back to yellow and give blue something else, for both balance and backwardcompatibilty reasons.
Though as someone said, some things are missing.
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Why would you need to carry all +200 variants? Surely you won't need the ML12 versions all the time.
But I do support at least bumping the largest bag obtainable in-game up to extra large (150 items), because I have multiple large bags myself and it is hassle to juggle them around characters.
It's getting a little obvious that you're trying to sell bags; that colossal bag is really tempting.
Will the drop rates of epic scrolls, seals and shards be adjusted at all, due to the changes?
That said I agree that they yellow slots are weak. HP (of the false life variety) should be moved from blue to yellow, and some other randomish qualties should be added (I mentioned melee alacity before, deathblock is another good one, 20% blurry should be added, I don't know about FoM as that's a rare quality on any item and to strong for a slot)
Last edited by Dolphious; 01-14-2013 at 04:43 PM.
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