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  1. #41
    Hero LordPiglet's Avatar
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    Quote Originally Posted by Feather_of_Sun View Post
    They will still be functional after Update 17, until such time as you use the Cleansing Ritual on your item to change it over to the new slots.
    So if you'd like to stock up on Toughness augments now, you still can.

    We felt that Toughness, due to it's special stacking nature (It's hardly optional- most people feel it necessary to slot it in their gear somehow), should be a named augment in the new system, especially as False Life-style Enhancement bonus to Hit Points is available as a "common" Augment.

    Toughness is coming back in Update 18 as a named augment, along with a sizable batch of other unbound named augments.
    How about naming it a "Sapphire augment of toughness". Things like False Life, heavy fort aren't exactly optional, and yet you've found a place for them. This isn't something new augment we're asking for, this is an epic augment we've had since the system went live. Your post is a sad excuse for over looking something that shouldn't have been over looked, period. Whoever made the decision to remove this from augments is completely out of touch with the player base.

    Gearing is hard enough as it is, it was annoying when u14 came out with a ton of variotions on some gear (like dun'robar seals). Then you added levels to the loot based on where it dropped (from normal to elite). Now you guys are combining the system so that each dragon helm has what, 18 variation (6 per each of the 3 difficutlies), and then you remove something that helps us deal with gearing? We "get" to play with 1/2 a system, 1/2 our gear converted because we can't fit in toughness. Now we have to make sure we can get it before the u17 because it won't be available afterwards for even legacy augments.

    You guys won't release the enhancement system "until it's done", but have left us with "beta" crafting and are now putting out 1/2 the augment system? You even killed one of the big advantages of guild slots when you did so.

    Personally, I'd rather you'd spent whatever time went into revising older, non-epic low ml loot into making sure the level 20 + augments were ready.
    Last edited by LordPiglet; 01-17-2013 at 09:29 PM.
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  2. #42
    Hatchery Founder Ganak's Avatar
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    Looking good overall!

    Would be nice to expand the selections more.

    20/30% healing amp

    Existing DT/ shroud effects (air guard, earthgrab, concordant opp)

    Would be nice for even more weapon effects (crippling, cursespewing, etc)

    Toughness, has this been mentioned?
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  3. #43
    Community Member SealedInSong's Avatar
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    Default Great assessment of augments

    Quote Originally Posted by QuantumFX View Post
    This is my take on the system so far:
    (...snip...)
    +10 agreed on all points.
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  4. #44
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    Quote Originally Posted by CaptainSpacePony View Post
    What happens to a tier 3 epic crystal cove or cannith challenge item that is "updated" for slot conversion? Will the slots convert cleanly, or will it revert to tier 1?
    Slots are updated, tier 3 remains.

    And speaking of toughness, it seems obvious that its current form of stacking hp was a bad idea in the first place.

  5. #45
    Community Member PNellesen's Avatar
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    Quote Originally Posted by Ovrad View Post
    You need to make augments fit into bags, preferably a new augment bag type. Otherwise we'll have our inventory overflowing within a week.
    /SIGNED!

    My inventory is already overflowing - a BtA bag that can hold 5000 items in stacks of 10,000 for about 30K plat at Empty Handed would be just about right
    Quote Originally Posted by Ertay View Post
    While they were at it though, the devs decided to go on an incredible nerfhammer rampage and left nothing in their wake standing...

  6. #46
    Community Member UurlockYgmeov's Avatar
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    Quote Originally Posted by Feather_of_Sun View Post
    This is intentional.
    Out of curiousity, why would you want all augment slots to be empty when found?

    A pre-filled slot is strictly better. It starts out doing something.
    If you don't want whatever is in that slot, then just use a new augment to overwrite it, just like slotting an empty slot.
    I agree - I like the pre-filled slot - might not be the best but heck - its a twofer... two for the price of one!

  7. #47
    Community Member Jitty's Avatar
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    Really impressed with this system. Good job!

    I would echo what others have said though. False life should go back to yellow slots. It's understandable that you dont want toughness handed out like candy, but blue slots are hard to come by in general and for many characters they have to be used for fort and good luck is important too. It's a bit of a double whammy to drop toughness from the game (temporarily) and make it difficult to slot false life. Seems a bit counter productive to the intent of the system: adding flexibility to gear set ups. People will be just as locked in as ever by need for multiple blue slots while having an abundance of empty yellow slots.

    If not perminant, maybe leave false life as yellow until U18 where there seems to be an indication that more options will be added.
    Last edited by Jitty; 01-18-2013 at 03:14 AM.
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  8. #48
    Community Member Vellrad's Avatar
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    Quote Originally Posted by Feather_of_Sun View Post
    This is intentional.
    Out of curiousity, why would you want all augment slots to be empty when found?

    A pre-filled slot is strictly better. It starts out doing something.
    If you don't want whatever is in that slot, then just use a new augment to overwrite it, just like slotting an empty slot.
    Are those pre-filled slot always occupied with the same augment crystal, or is it random each time new item is looted?

  9. #49
    The Hatchery NytCrawlr's Avatar
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    Feather,

    I was just curious if the rest of the FR epic loot was going to receive augment slots in the future?

    Overall I like the new augment system and can't wait for future updates, keep up the good work.

  10. #50
    Community Member legendlore's Avatar
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    Quote Originally Posted by Feather_of_Sun View Post
    This is intentional.
    Out of curiousity, why would you want all augment slots to be empty when found?

    A pre-filled slot is strictly better. It starts out doing something.
    If you don't want whatever is in that slot, then just use a new augment to overwrite it, just like slotting an empty slot.
    Think it's a great system and I hope that it will be used regularly in the future since it encourages more build options with the same gear.

    If possible I'd also like to see the "Seal of House" rings from Sschindylryn being converted to this system, meaning that they would be slotted with +7/insightful +2 just like they are now but could with some extra gaming time investment be converted to an ability that the character has use of. As it is they are quite restricted with maybe 2 classes in mind for each and getting the right combinations is next to impossible.



    As a side note I also agree with some post raising the concern that 14prr might be to powerful. The highest current prr is 12 on the epic elite Bastion tower shield, that a wizard can slot 14prr in the new orb and have a better prr than a feat less tower shield wielder seems very strange. The only other option for prr is the Bear cloak that with its disproportionate cost compared to the other cloaks takes a very long time to get (my experience at least twice the time of the other cloaks), that the tower shield has 3 more prr than the cloak seems fine since tower shields are restricted to classes that generally fill the role of taking hits, while the cloak could potentially be worn by anyone. The prr blue slot takes this one step further it is easier to use for anyone than the cloak, but it gets the highest bonus, so something seems off here. It could also be compared to the tier 2 twist of fate from Fury of the wild that provides 6prr, should a blue slot be worth 133% more than a tier 2 twist of fate?
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  11. #51
    2014 DDO Players Council Flavilandile's Avatar
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    now my two cents about Augments... They are going to fit what most people said.

    - Lack of Yellow Augments.
    It's the accessory augment, that's usually the one we have lots of and the most interesting things from it are gone : Toughness and False Life.

    Yes they will still be there for those that already have it, but I'm thinking of the Have Not.
    There's going to be those that had it before the change and will have it in a yellow slot and those that won't have it.
    It's going to be like the No ML Underwater action items, the No ML Feather Falling items and all the other grandfathered items... there's going to be the Have and the Have Not. ( and yes I'm in the Have Category... )

    I can understand the idea to make toughness a named augment as I don't see any problem there, as long as it's going to be a yellow augment. But you should put back False life in the Yellow Slot.

    Augment space used...

    Could we get an augment bag ? ( please do not add them to the all purpose ingredient bag, it's annoying as hell there's already too many things that go into the ingredient bag, if you add a bag [ highly recommended ] add an augment bag.
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  12. #52

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    Quote Originally Posted by SqueakofDoom View Post
    This thread is for discussing the new Augment system!
    It seems like the twelve guy have most of the ML 4 to ML 8 augments including ML 12+ stuff for the same cost of 20 tokens.

    This doesn't make sense. That is you can use unbound relics to get GH ML 12+ augments and slot them, but you have to use BTA tokens that you have to get from Epic quests to slot lower ML stuff. Now I haven't seem any ML 1 augments, but this can't be WAI in regards to ML 4 and 8 stuff right?

    And 20 Tokens? That's significantly more costly then say getting 6 of each regular relic since you can easily buy those off the AH.

  13. #53

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    "We felt that Toughness, due to it's stacking nature (It's hardly optiona- most people feel it necessary to slot it in their gear somehow), should be a named augment in the new system, especially as False Life-style Enhancement bonus to Hit Points is available as a "common" Augment."

    This statement above made by Feather of Sun makes me stunned. Really this there reasoning. Everything in this game is optional first of all. I don't need anything in this game to play it. Will my character do good in the quest running it naked, Hmm that a different story.

    1. If you remove Toughness people will just go to the next Enhancement they fell that increases there power as the none optional Must have slot.

    2. If your statement above is true, you will just make sure the gear you have has Toughness on it already.

    Is not part of MMO collecting gear that you feel like you need to continue your journey? Otherwise why should we run that quest 20th, 40th or 60th time. Because beating it is just that fun?

    I really trying to understand this logic above, if a item that feels like less optional then another item it a bad thing. Really we should just remove them +4 Tomes and +5 Tomes that improve charcters. Pretty sure everyone out there trying pull these items and feels like they are less optional.

    The reason you want this to be optional, must be for the people will not like using the new Augment system. Is really why we hold back progess for the few that don't like new tools? Progess held back for the few hmm. That never happens. You do realize they will find a reason to whine about this new system anyway and the only thing you really accomplish by making the system weaker is a less attrative system. It might just be me, but when create a system that going be on so many items in the game, attrativness might be important. (Not worring about what people feel is optional or needed to complete there character.)

    Though if you are going for the must poweriful or uber character this system still is not optional. It makes easier to fit more items in, which in turns increase the power of your toon. Though if do what place above making all optional it makes the system less attrative to use. Please elaborate more on this subject. I really want to understand why we keeping making system like crafting and Augments incomplete. Just to make the people do not want use the system happy? Is this game holding back progess for the few that will complain about feeling they have to grind out something? Really a MMO were you have to grind for Power. Is this not why you added the store, so they can bypass the grind they do not enjoy? I am trying to understand how this kind of logic adds to the fun and playablity of the game.
    Last edited by dragonofsteel2; 01-18-2013 at 05:17 AM.

  14. #54

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    Quote Originally Posted by Feather_of_Sun View Post
    This is intentional.
    Out of curiousity, why would you want all augment slots to be empty when found?

    A pre-filled slot is strictly better. It starts out doing something.
    If you don't want whatever is in that slot, then just use a new augment to overwrite it, just like slotting an empty slot.
    I think it's good - if possible do the same with random loot.

  15. #55
    Community Member Zerkul's Avatar
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    Default Feedback

    I like the new augment sytem, yet there's few things i don't like.

    The fact that there's no toughness in the new augments and greater false life and other stuff got transformed into blue augments will make people not cleanse their own items. For example i got an item with toughness slotted into greenslot: i will never cleanse it if i know i will not be able to fit it anywhere else. This is a desing problem in my opinion: i think you guys should either revert this thing back to their normal slots and allow the crafting of toughness and other stuff you removed or simply make all items holding toughness at the moment auto-cleansing on log in.

    A new player will never be able to make an item like mine (Spare Hand Belt with toughness for example) if he hits cap and farm this kind of equipment post U17.

    Same discussion can be made for large guild augments. This kind of system will encourage keeping and saving these kind of items which are potentially useful in a lot of technical endgame gearlists.
    Guild Leader of "GODS - Guardians Of the Dragon Sanctuary" on Cannith --- My Characters: Zavarthak (20 Barbarian Frenzied/Ravager DPS - MAIN), Ryumajin (Warlock,), Leohands (Evocation FVS firstlife), Galvano (Paladin TWF). - If you like or find useful my posts, consider adding reputation.

  16. #56
    Community Member Zerkul's Avatar
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    There's a neat loss of 40 hit points in the new system...

    20 from Large Guild Augment Slot,
    20 from Toughness which can be found only on some items.
    Guild Leader of "GODS - Guardians Of the Dragon Sanctuary" on Cannith --- My Characters: Zavarthak (20 Barbarian Frenzied/Ravager DPS - MAIN), Ryumajin (Warlock,), Leohands (Evocation FVS firstlife), Galvano (Paladin TWF). - If you like or find useful my posts, consider adding reputation.

  17. #57

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    Most of the feedback I have thus far has been stated already, but I'd like to emphasize a three points:

    • Please either allow augments to go into ingredient bags, or create a new type of bag that will hold them. Otherwise I foresee players leaving half or more of found augments to rot in chests like scrolls, potions, and other abundant drop types.


    • Please shift certain enhancements back to yellow slots, such as False Life, Protection, and Resistance. We're likely to have an abundance of yellow slots compared to blue, as they can appear on three times the amount of slots. However, there are not enough viable or interesting choices for yellow augments to fill these slots.


    • Please incorporate additional choices for base/generic augments, such as healing amplification and parrying. If there's one enhancement most people I've encountered don't have enough access to, it is healing amplification.


    Thanks.
    Forcin - Orien

  18. #58
    Community Member Zerkul's Avatar
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    Unhappy On second tought...

    Anyway in all honesty Squeak, even if you are awesome, i sincerely think this new kind of system with augments it's a Sneak Nerf yet again much like the spellpower system: buffing augments possibilities and then restrain them with the change to the slot colour and making some things uncraftable.

    On second tought i'm not liking it anymore. That's my opinion, i'll live and adapt.

    EDIT: I feel bad as well for the new Blue Dragon Helm + Blue Dragon Armor thing... while +15 Spell Power Artifact bonus might be a nice buff, do you think a serious Sorcerer will ever wear this kind of set? 15 spellpower is just a small addition to the damage of our spells on the top of the already very high spellpower number we got, i will never trade a neat 10% discount on all spells for that. Encounters are getting longer (boss encounters, mobs encounters), i would never trade my endurance in casting to improve that little my casting power: it's much like saying "the game difficult is increasing, we won't give you any more power instead we give you items to fool you".

    Nice items with nice potential, wasted.
    Last edited by Zerkul; 01-18-2013 at 08:45 AM.
    Guild Leader of "GODS - Guardians Of the Dragon Sanctuary" on Cannith --- My Characters: Zavarthak (20 Barbarian Frenzied/Ravager DPS - MAIN), Ryumajin (Warlock,), Leohands (Evocation FVS firstlife), Galvano (Paladin TWF). - If you like or find useful my posts, consider adding reputation.

  19. #59
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    The red slot augments you can buy to break specific types of DR in the Twelve have a minimum level lower than 20, yet require 20 epic tokens to purchase.

    There is something wonky going on here; if the Minimum Level was lowered intentionally then the cost to purchase should no longer require epic dungeon tokens.


  20. #60
    Community Member voodoogroves's Avatar
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    Quote Originally Posted by porq View Post
    The red slot augments you can buy to break specific types of DR in the Twelve have a minimum level lower than 20, yet require 20 epic tokens to purchase.

    There is something wonky going on here; if the Minimum Level was lowered intentionally then the cost to purchase should no longer require epic dungeon tokens.
    They will be available through other means as well. Some for sale, mostly as drops.
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