Wait . . . so LGA stuff is going away?
Overall looks like a really good change.
I'll also echo that Yellow slots seem really weak, especially for non-blue bars. While Blue Slots seem very desirable (since some of old Yellow augments were moved to Blue). The biggest problem with that is you are more then likely to have more Yellow augents then Blue on nearly any set-up.
I'd like to see some of those old Yellow augments come back and perhaps add in a few other choices for Blue. As in at least consider moving GFL (or the new equivelent) back to Yellow, Give Blue back Toughness, Consider 150% Fort for lvl 24 Blue.
Otherwise, looks like a nice direction.
Git off mah lawn!
If, If's and But's was Candies and Nuts, we'd all have a Merry Christmas.
As mentioned in another thread; I am simply looking forward to the slots they add to older named items. I think this will be the key to success for the system. Adding augments to Sands or Delera items could really prolong their usefulness and generate more interest in acquiring them.
edit: I don't think the slots would change ML on named items
-Anything is possible....if you don't understand the problem.
-Better to be perceived a fool than to open ones mouth and remove all doubt.
-Luck is simply a crossroads between circumstance and knowledge, both are things you can control.
We wanted to remove anything that is temporary- as we've decided to change that aspect of the old system's design.
While these won't be in initially with Update 17, we do intend to add new versions of these augments in the future as named treasure, and without the temporary duration.
The system seems nice, but I'm not a fan of losing guild augments dropping on loot. Time to start hoarding large slotted gear.
This is going to be a problem that will be especially aggravating since yellow slots will be by far the most common slots after colorless. Fewer options + more slots = a lot of empty slots.
All in all, looks very interesting.
1) What does the new augment HP bonus stack with and what does it not stack with? Edit: This has been answered, treated as a false life effect.
2) You mention that augment slots have a +1 to +2 itemization cost. How does that work with caster stat sticks? Does that mean that if you would have got a +6 implement +120 element greater mastery stick, you instead get a +5/114/regular mastery/red slot, or a +4/120/greater/redslot? Will it be possible to find Meteoric/Mangling/Obscenity etc items with red slots or are we just not getting high enough loot levels to?
3) Am I right in thinking we are going to be utterly flooded with augment crystals? Do they fit into ingredients bags?
And a comment. Please don't grandfather in advantages like stacking HP augments. Don't make newer players get stuck forever 20hp behind someone that's been playing as long as me. Either the 'guild' stacking 20hp is too powerful, in which case remove it from everyone, or it's not a problem, in which case make it available to old players and new players alike. (There's a precedent - this game did not grandfather in the benefits of the old stacking tomes but just gave everyone that had +3 or higher inherent bonuses from quaffing multiple +1 tomes a +2 bonus).
Last edited by sirgog; 01-14-2013 at 05:22 PM.
I don't have a zerging problem.
I'm zerging. That's YOUR problem.
I should add that I'm not too keen on the whole "they drop randomly from chests." Just have a vendor where we trade tokens, plat, or whatever for them. I get that you're pushing for people to buy bags, but come on, there's not to be a less obnoxious way for you to nickel and dime us than flooding us with random junk to sort though.
Gildus, Yhvain, Sabathiel, Einion
Be Chill, have fun
It has been asked many times but I will ask once again:
Do +35 HP, +200 SP, +15 PRR et similia stack with something? Are they unique bonuses?
Yellow seems a bit lacking compared to live, if all current gear with Yellow stays the same.
Devs - Thank you so much for giving us some stuff to digest! I've been checking the forums since the new year hit each day with the hope that some news is thrown our way.
As I'm considering the implications of this system, it looks pretty good so far, aside form the previously mentioned lackluster yellow list. A couple of immediate questions popped into my head:
1)Will Devil Assault continue to drop temporary augments for those of us that decide to keep some weapons with the old red augment slot?
2)My opinion of this system will depend enirely on how it improves my characters, which itself is tied entirely to how this system will manifest itself in endgame gear. I am very nervous about the potential injustice that you might do to endgame gear. Can you provide some reassurance about the kinds of slots that might appear on eveningstar named loot that would make them more appealing to me?
The special uber slots that have been referred to in the OP sound awesome. They have a lot of potential to provide incentive and longevity to some content.
Thanks for the info!
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