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  1. #41
    Community Member kafrielveddicus's Avatar
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    Default It has its downside as a supernerf

    just so everyone that is seeing the benefits of this can also see the down fall for low level toons that have a high guild level you will no longer be able to slot in medium augment gems of health or power, because what could be a minimum level 2 item with a medium or large guild augment gem of health or power, will now become minimum level 12 or 16 with that same gem!!!

    Nerf, Nerf, Nerf!!!!
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  2. #42
    The Hatchery
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    I was farming for the Shadowmail but now that I can slot my Epic Vulkoorims with +14 PRR and +2 insight something...

    This is really awesome, I must say. u17 is looking to be huge, and I'll certainly get back into the game.

    But, can we have some details about stacking?

    Will PRR slots stack with the already existing "sheltering" items?
    What sort of HP bonus is this? False life, toughness, elemental energy, or a new kind?
    Last edited by Qezuzu; 01-14-2013 at 02:31 PM.

  3. #43
    Hero Gkar's Avatar
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    Quote Originally Posted by TheNarc View Post
    just so everyone that is seeing the benefits of this can also see the down fall for low level toons that have a high guild level you will no longer be able to slot in medium augment gems of health or power, because what could be a minimum level 2 item with a medium or large guild augment gem of health or power, will now become minimum level 12 or 16 with that same gem!!!

    Nerf, Nerf, Nerf!!!!
    Nope, it just means those medium and large slots just became a LOT more valuable since they won't be available anymore.

    Huh... /runs off to corner the market before anyone else thinks of it.

  4. #44
    Community Member onivedlav's Avatar
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    Talking

    Great improvement to the current system. And ty for letting us keep what we have without enforced changes.

    Super excited!

  5. #45
    Hero Gkar's Avatar
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    First of all, thanks for the preview

    On first glance, I like the direction you appear to be going. I will miss the twinkability of those med/large guild slots when they don't drop anymore, but I have to admit the new ML system is conceptually fair.

    Yeah, I think overall a nice improvement.

    Oh, and don't think we didn't notice that comment you made about Epic GH relics.

  6. #46
    The Hatchery
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    Quote Originally Posted by TheNarc View Post
    just so everyone that is seeing the benefits of this can also see the down fall for low level toons that have a high guild level you will no longer be able to slot in medium augment gems of health or power, because what could be a minimum level 2 item with a medium or large guild augment gem of health or power, will now become minimum level 12 or 16 with that same gem!!!

    Nerf, Nerf, Nerf!!!!
    Oh no, no more twink items for the first few levels! Because elite kobolds are so hard.

  7. #47
    Community Member FranOhmsford's Avatar
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    One of the biggest reasons to be in a guild is Guild Augment Slots.

    I was extremely happy when I finally got my guild to Lvl 45 {Medium Slots}.

    I won't talk about Large Slots atm - Just Small and Medium but you can see where this is going.

    As things stand I can put a Medium Guild Augment of Health and one of Power onto any item other than a weapon or shield.
    I can put a Medium Augment of Shielding on that Shield and a small bonus to attack or damage on the weapon {which I frankly can't be bothered with}.

    That Medium Health is worth 15hp - At Lvl 1 or Lvl 25!
    That Medium Power is worth 60 sp {120 for a Sorc or Soul}- At Lvl 1 or Lvl 25!
    That Medium Shielding is worth........

    If this goes through then Lvl 1-7 items are going to be hit hard with the nerf bat!

    And though I can see that to some people the idea of Lvl 1 characters running round with 50+ hp may be a bit much; I'm thinking more of the transition levels:

    Lvl 7 Elf/Drow or Halfling {no con enhancement} Arti {No toughness - Best to take that at Lvl 9} with a Con of 21 {Base 14, +4 item, +2 Inherent, +1 Shipbuff}, a False Life item and a +10 hp Health Augment {current Small} = 117hp
    That same Arti at Lvl 8 - Jumps up to 133hp with a +15hp Health Augment
    At Lvl 9 with Toughness + Enhancements, a +5 Con Item and an Improved False Life Item he/she Leaps up to
    195hp!
    And that's certainly not maxed!

    What I'm getting at is that you're making it harder for Lvl 7s to run with Lvl 9s {within the three levels allowed by DDO historically}.
    The same issue is going to be seen at Lvl 11!

    And I've used my own reachable standards {Change Arti to Ranger [another class that has trouble fitting Toughness in early] and remove the+2 inherent at Lvl 7 for most newbies}.


    I won't go into the Spell Power or Shielding {fortification}!
    I won't go into the issue of debasing Guild Levels 45 and 70!
    At least not in this post!

  8. #48
    Community Member Atremus's Avatar
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    Feather,

    Please consider a augment for exceptional fortification. Or possibly give us a ml24 blue augment of 150.

    The new system looks cool.
    Characters: Celemia / Tukson / Thau (Broken link) / Atremus

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  9. #49
    Community Member redspecter23's Avatar
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    Quote Originally Posted by Gkar View Post
    Nope, it just means those medium and large slots just became a LOT more valuable since they won't be available anymore.

    Huh... /runs off to corner the market before anyone else thinks of it.
    Yeah, that's the way I'm reading it. Your old guild slots and augments stay the same and the vendors remain for the foreseeable future, but no guild augmented items will drop invgame after this hits. If you want your +20 hp, it should still be doable as long as vendors and augments remain available to buy. Stock up on large guild slot items now as they will be a true rarity soon.

    I'm hopefully optimistic about the new system. So much to like and it's more user friendly. Hopefully most of the lowbie basic augments are plat purchasable and not store exclusive or astral shard only. At 5% drop rate, many people will have a decent stockpile after a while and the non plat purchase ones might even have a market for traders. The potential for named augments is nearly endless. This is a very nice open ended system that replaces two clunkier ones. As long as the implementation is good, it should be a great new customization option.
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  10. #50
    Community Member Hendrik's Avatar
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    Quote Originally Posted by barabel View Post
    The way I'm reading that, if the loot generator creates an item which has an augment slot, it probably would have normally been a ML 22 to ML 24 item.

    It sounds like the higher level items would get watered down with these augments.

    Not sure If this is what they mean, but that's how it's coming across to me.
    I would not consider adding one of these;

    Minimum Level 24:
    +1d10 Fire Damage on Hit
    +1d10 Cold Damage on Hit
    +1d10 Acid Damage on Hit
    +1d10 Electric Damage on Hit
    +114 Fire Spell Power
    +114 Cold Spell Power
    +114 Acid Spell Power
    +114 Electric Spell Power
    +114 Sonic Spell Power
    +114 Force/Untyped Spell Power
    +114 Light/Alignment Spell Power
    +114 Negative Spell Power
    +114 Positive/Healing Spell Power
    +114 Repair/Rust Spell Power


    to a ML24 random lootgen item as 'watered down'. And that is just the list for hand-held items.

    But that is just me.

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  11. #51
    Community Member Saravis's Avatar
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    Quote Originally Posted by Gkar View Post
    Nope, it just means those medium and large slots just became a LOT more valuable since they won't be available anymore.

    Huh... /runs off to corner the market before anyone else thinks of it.
    Well crafting on guild slotted items will be much less desirable, unless you're cool with only one toon using that item or you have spares.

  12. #52
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    Default well

    1) the +1 enchant or +2 enchant on cannith crafted items looks as a huge and lame penalty for low level items...
    (while at high level it wont matter to get hit for +2 to +4ml to use a lvl 20 or 24 augment)

    also another funny thing: why getting +2ml item to add a material bypass ability, when you can decon a silver weapon or an adamantine weapon and so on, and get it to ml1

    i mean for low level, it is much better to just have a deconned and recrafted special material weapon then getting a +2 enchantment penalty and being forced to wait lvl 12 or 16

    while yet again at lvl 20 you can use any bypass you wish via augment slot, and the +2 ml isnt a problem.

    so... all in all this looks mostly as an end game augment system...

    2) could u lower yet again the 9 9 9 relics to flag for tor ? between the relic needed to flag tor, to get armor and augment it looks as a sad farm fest...

  13. #53
    Hatchery Founder Glenalth's Avatar
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    Overall it looks good, but I am concerned about the drop rate of the augments now that they will be treasure and if there will be any way to purchase the new versions of the current epic augments that we have now.


    Getting the perfect thaumaturgy staff with a red slot is going to be irritating...

    ... and there are now 300+ more things to clog up your ingredients bags with.
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  14. #54
    Death's Dominator Eth's Avatar
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    Quote Originally Posted by Dolphious View Post
    Looks like there will be nothing that we could do with the old system that we can't do with the new one, so no rushing out to slot stuff and get grandfathered in.
    That part doesn't seem to be enitrely true. Seems like they removed GFL (greater false life) from yellow slots and made a slightly better version for the blue slots.
    But blue seems to already have enough very useful stuff, so an old item slotted with GFL might still fit better in some setups.
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  15. #55
    Community Member rest's Avatar
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    I would be much more excited for this if Cannith Crafting was also updated to reflect the ever more powerful random drop loot that exists.

    What would I like to see?
    • banishing
    • smiting
    • disruption
    • 2d6 elemental/light/force damages (at least. 3d6 would be the bee's knees)
    • 30% striding
    • exceptional fortification
    • more dodge %
    • superior lore
    • +7 stats (minimum. +8 would be the cat's meow)
    • +7 resistance
    • +7 natural armor
    • +7 protection
    • higher spell power


    etc.

    Then I wouldn't feel bad about having to re-acquire all my gear over again, hunting for these new slots. Because then I could craft what I really want on them.
    Last edited by rest; 01-14-2013 at 02:55 PM.

  16. #56
    Community Member brian14's Avatar
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    Yes, guild slot items will become quite valuable, as their in-game supply becomes fixed. That's not a bad thing, just different.

    Epic Dungeon Tokens will still drop and will still be used to buy ML 20 Augment Crystals -- which seem to be unchanged. And at lower price, too!

    The only thing which seems to be missing are 100-hour red crystals -- Demon's Ruin, Devil's Ruin, etc. Will they continue dropping in Devil Assault -- or anywhere?
    "Beauty is in the eye of the beholder."

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  17. #57
    Hero Gkar's Avatar
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    Quote Originally Posted by Saravis View Post
    Well crafting on guild slotted items will be much less desirable, unless you're cool with only one toon using that item or you have spares.
    How is that less desirable than it is now when that's how it works now?

  18. #58
    Community Member thunir's Avatar
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    Default Are we going to see

    Updates to new U15/16 Epic Equipment?

    Something like
    Epic Colorless
    Epic Hard Yellow
    Epic Elite Colorless and Green slot?

    Also in the Cormyrian Crafting Arms and Equiptment/Cloaks?
    Last edited by thunir; 01-14-2013 at 03:03 PM.

  19. #59
    Community Member Saravis's Avatar
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    Quote Originally Posted by Gkar View Post
    How is that less desirable than it is now when that's how it works now?
    Because you'll be much less likely to find extra guild slot items that you can use on alts.

    It should be additionally noted that if people do continue to craft on guild slot items, guild slot items will dwindle and perhaps eventually disappear.

  20. #60
    Community Member Forzah's Avatar
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    Quote Originally Posted by thunir View Post
    Updates to new U15/16 Epic Equipment?

    Something like
    Epic Colorless
    Epic Hard Yellow
    Epic Elite Colorless and Green slot?

    Also in the Cormyrian Crafting Arms and Equiptment/Cloaks?
    Then the old loot becomes obsolete again right away.... I think the newer stuff is pretty powerful and useful even without slots.

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