Karadon: Paladin  Mar - Jul 2006 - Aureon [EU] --- Paladin  Feb 2010 - June 2012 - Orien --- Paladin  June 2012 - July 2013 - Orien [TR1] --- Paladin  July 2013 - Present - Orien [TR2]
Yes this is correct, I played Paladins, even pure Paladins before Update 23!!!
So now that these new augments are out when are you guys going to finish the PrE's? You kind of promised to have them done since before Menace of the Underdark. It's just I'm a little frustrated that this system hasn't been updated in a long while especially when you said you would revamp the wholr enhancement system.
I don't really have much to say about this new system except for the following:
Please go through all existing items and update the text to indicate what type of bonus the item provides so we dont' waste resources trying to slot something that doesn't stack. For example, on the +13 Intimidate & Greater False Life ring my guy is wearing, under GFL, all it says is "This item grants the wearer +30 maximum health". That makes it seem like an untyped bonus, but apparently that it not the case. On a spell point ring I have, it doesn't indicate what type of bonus the spell point bonus is, but I learned (by blowing resources I worked hard on ) that the spell point augment does not stack with it.
You really need to address this. Most people are not going to come here to wade through a boatload of posts to see what stacks and doesn't. And you really should have addressed this before the update went live.
I saw a few of the new slotted items and one crystal to slot in when running Necro1 last night. Nothing very exiting so far. It will be interesting to see a full list of what's available.
The old guild-slotted items passing is a shame. It will only effect new players and they might get a twinsey bit upset when they see level 1 tr sorcerors with 400sp :-p
When I saw they were changing the aug slots I figured there would be good and bad as with most roll outs. I hoped we would get something on the line of guild augments that didn't expire, but knew I was kidding myself there. As I have looked and and now tried a few of the aug abilities it brings me to think what is the point?
With the exception of damage, and dr breaking the rest of the bonuses are min leveled out of usefulness.
IE what self respecting character of any type will accept a +4 to any stat at lvl 12 when at 11 you can have +6 to any stat and every stat you need with a little planning.
What is the point of lvl 16 25 resistance to a specific element when again at lvl 11 you can get 30 resistance items and almost every party can give 30 elemental resist starting at lvl 1
Slots that come in rare named loot that boost the value are about as useful as ..... on a nun because there is nothing to put in the slots that anyone that knows what they are doing should not have had covered several levels before the min lvl lets them use it. If min lvls were removed the lvl 16 crystals would be useful below lvl 11 and the 20's from 11 to about 15/16 in some cases, less if the toon is a tr with GS, VON, DQ, and Abbot gear.
How many hours was put into this system just to have everyone turn crystals into vendor trash because at a lvl 9 toon with good eq has no need of of most of the lvl 16 crystals.
By lvl 11 depending on past lives the lvl 20 stuff is pointless. Even most of the lvl 24 slots since they don't stack are pointless since once again since there is gear that does all of the above and more. I understand the point is that you can add that to an existing item but when you have gear that gives you a higher bonus your not going to take it off so you can slot a +1 exceptional___ or get the 200 of the 350 sp that you had on a gs item since lvl 12.
The bottom line unless something changes, ie bonuses are made stacking, abilities, real ones that compete with GS, at mid lvl and blow it away at epic lvl.
As is I have one way to describe augment crystals and anything with aug slots.
Seems like were getting a double whammy. It sets the minimum level when you put in an augment, but it also adds AT LEAST four levels to the item if you use a yellow augment (and probably red and blue, but I didn't check those).
Since a deconstructed item with a yellow augment slot has a ml 3, when you add a prefix or suffix, you have to use the bigger number. For example, spot +13 has +12 minumum level (+11 if the item doesn't already have a minimum level.) SO you have to use the +12 when calculating.
So a strength +4 augment in a yellow slot is automatically going to up the level to 12, but on top of that it is going to add three to whatever you already have on the item AND its going to add an extra 1 because it forces you to use the bigger number for the prefix or suffix you added.
I take it back, that's a triple whammy.
Time and time again they add something to the game. Spend countless hours programming the new feature. Then gimp it to the point of making it nearly useless. Essentially they just added another slot. Now you have prefix, suffix, augment. All add to the items minumum level, so more than likely if you add an augment, your going to have to do without a prefix or suffix. They could have saved a lot of time by just adding the augment items to the crafting items.
Augment slots add enchantment level to a crafted item as follows:
+2 Primary color (yellow, blue, red)
+3 Secondary color (green, purple, orange) <= Not currently possible on random lootgen
The actual augments, as opposed to the slots, imbue the item with an AML whenever you slot an augment, based on the slotted augment's ML.
So, for example, if you craft Health +6 on a belt with a yellow augment and slot deathblock:
Base item enchantment level (potential) = 6 + 2 = 8 (+6 health +2 yellow)
Apply masterful to drop it down to 7 enchantment, item now ML13
Slot deathblock, which adds an AML12 to the item. Since it's already higher than that, the item stays ML13.
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