In place of I suggest "Silence" Casters can not cast for 6 seconds. And if you do, I'd go back and make that rune bone club be on any crit, and make the crit range 19-20, rather than just vorpals.
Last edited by Missing_Minds; 11-10-2013 at 10:08 PM.
Thank you Feather. This is a great format and I like how you consolidated everything into one post.
These are great. As others have mentioned I would love to see more options for healing amp - an augment or on random items - either or both would be great. Healing amp is great for tanks but it's also very useful to any character that uses cure serious or cure critical wounds to self-heal.
I like how the banes are being grouped - humanoid bane will be very useful
Most importantly, thank you for putting all this time in on the weekend.
CC Casting Druid: https://www.ddo.com/forums/showthrea...C-Summer-Build
Shiradi Wiz Plan for 1st Lifers: https://www.ddo.com/forums/showthrea...r-First-Lifers
U25 Patch 1 Dex Halfling Assassin Build: https://www.ddo.com/forums/showthrea...x-Assassin-1-0
Warlock DC Caster: https://www.ddo.com/forums/showthrea...ld-Blast-Build
Several characters on Sarlona all starting with "Rand" in the Guild "Guardians of House Cannith". My main four characters are Randowl (20 Warlock EA DPS Build), Randslar (Bard 14 / Fighter 4 / Rogue 2 Swashbuckler), Randek (Druid CC Caster 17/Fvs 3) and Randomall (Rogue 20 assassin).
Elemental versions of:
Add a lot more UNIQUE effects for named items.
Finding (+X item of +Y) with higher numbers is not rewarding.
Ghostbane is bad because it is a suffix so competes with Disruption which cannot be beat.
Any item that has Ghostbane and COULD have had Disruption is trash.
Ghost Touch was a prefix and better than Ghostbane because of it.
No single digit proc rates. 2% is pathetic. Less than 10% is garbage.
Any effect with a "chance" of happening should be MINIMUM 10%, preferably 50-75%.
2% = 98% chance of nothing = I would never consider using one of these unless it was a 'bonus' (as in no ML increase, no slot used, extra) effect on something already useful.
Keen and Impact are bad.
They don't stack with the Improved Critical feat which any character planning to hit things will have.
AND they make the other effects on the weapon weaker.
For similar reason Deathblock II+ is bad.
The only part that matters is "immunity to all death effects".
Higher Deathblock #s just make the other effects and the item weaker.
Since the upgrade of the Epic Antique Greataxe, weapons have been pigeonholed into a specialized item for bosses or certain mobs. The decision to collapse Banes into larger categories means that weapons will become less specialized and opened to being used more with less weapon swapping.
The merger of KOTC and HOTD was announced so that Paladins wouldn't be as pigeonholed and more useful in quests. However, the Devs decided to keep the Undead and Evil Outsider slaying separate, even for pure KOTC Paladins. So the merging of the KOTC and HOTD actually kept Paladins pigeonholed, especially if you consider that it KOTC and HOTD had kept separate trees, Paladins would have been able to dabble in both Undead and Evil Outsider killing.
For example 2% proc. Green Steel got by for years with 2% proc. Consider it a half-vorpal. 10% is just FAR too OP. 2% actually procs quite a lot. No fix needed (although throwing us a bone for 3% would be sweet).
Keen and Impact is indeed very useful. Toons that have taken ImpCrit:Slash are pretty happy that their Balizarde has Keen. For example. So yeah, in the case of off-feat weapons that you'd be tempted to take if not for being of an off-feat weap type, finding ones with Keen on them might tip the scales. Don't disrespect the Keen.
All in all, the proposed changes/additions are a HUGE step in the right direction, especially in light of the mess we've had to endure lately.
Originally Posted by Towrn
And what about all the prefixes and suffixes that are currently unavailable and not in the U20 or U21 list ?
When can we expect to see them back ?
On G-Land : Flavilandile, Blacklock, Yaelle, Millishande, Larilandile, Gildalinde, Tenalafel, and many other...
What about these great prefixes and suffixes which were introduced with U14 and consecutive ones? When are they coming back?
Another thing which interested me:
Meteoric (Can only be found in the highest level treasure) - 2% Chance On Hit: A falling star strikes your target, dealing 3 to 18 Fire Damage and 1 to 6 Bludgeoning Damage per Minimum Level of this item to all nearby enemies. Affected foes must also make a DC (20+ItemSo the item effects look at the ML of the slotted weapon?These new augments have no minimum level to use, and do not affect the level of any item you slot them in.
The most popular proc weapons in DDO's history were Lightning Strike (1.5%), Disintegration (2%), Corrosive Salt (2%) and Greater Incineration (5%).
Much less popular were Steam (20%), Elemental Mastery (four 20% chances), and pre-update Cloudburst (9%).
All of those proc rates came from statistically significant volumes of testing (200+ procs).
We have certain 'procs' now, Flaming VI and the like, that are not popular.
I don't have a zerging problem.
I'm zerging. That's YOUR problem.
Oh, and while I'm wishing: I'd like to see Aug drop rates bumped a wee bit. Since their inception I've only ever seen 2 +6 Con's drop in my name. I have zero luck for Augments and Tomes... I understand "Rare" but honestly, I feel I deserve a little more reward for opening 1000's of chests, ya know?
Last edited by BOgre; 11-11-2013 at 03:48 AM.
Originally Posted by Towrn
As others have said, bring back all of the old loot prefixes and suffixes, both from before MotU and from the MotU update. It's getting tiresome to see every armor I loot have some sort of guard effect on it (and they're all very weak), for example. In particular, the bundled affixes were a distinct improvement to loot, particularly in epic levels, where random loot should be competing (and losing most of the time) with good named items.
Augments need to be made more accessible. Change the random collectible turn-in to a straight barter system. Or go back to the old 3/2/1 collectible turn-in system, where the 3s are random, the 2s are bartered mediocre augments, and the 1s are bartered good augments.
Regarding your new affixes: either have the item trigger On Vorpal, or remove the save. Having an effect trigger 2% of the time and fail thanks to it having a poor save, just means your new items are going to end up getting vendored. Remember, a DC of 20+28 (item level) is a 48, and the forums are rife with players complaining about the fact that their characters with DCs for their spells, tactics, and other abilities in the 50s and 60s aren't landing enough in Epic Elite content. A DC in the 40s just isn't going to cut it in EE, and EH is already easy enough that the addition won't be a big deal.
When you add the [elemen] Bursts back into the loot tables, update them! We now have Flaming I-X or whatever, at 1d4/increment. If you bring the Bursts back in their old form as 1d6 base and 1d10/2d10/3d10 (depending on weapon multiplier), they will be largely vendor trash. There's no reason we couldn't have a Flaming Burst V that does 5d4, +5d10/6d10/7d10 on crit.
Three things I'd love to see:
- Improved version of Bodyfeeder/Life Shield that scales up to be actually useful at endgame (up to 50-150 temporary HP, maybe more, even).
- Improved version of Vampirism that is relevant at endgame.
- A bundled affix that includes improvements to the weapon's critical profile, improving either the multiplier, or the range.
On the last, I find that I hardly even look at lootgen bows I draw, since none are going to compare favorably with Unwavering Ardency's 2[1d12] base damage, and 19-20 base threat range, let alone with the stats on the Pinion.
OH! And I'd like to see a Red Augment for Radiance (4d6 light and Blindness on crit).
These laugh at your feeble weapons, my greensteel 3X pos maul was not only worn after the quest, i was worn from all the clicking.
Yes, i was still using a lv 12 (lv 17 raid crafted) weapon in lv 17 content, there are little options for anti undead mauls.
This is hardly better and the drop rates are still borked
So please, tone down all the hp of EE mobs or let us earn the tools to deal with them.
that means bigger numbers on the procs or the proc rate.
2.5[D12] +2d6+2d6+some 2%chance of 600 burst + 60 str is not cutting it against the 60 thousand+ hp mobs/minibosses we're facing
Last edited by lyrecono; 11-11-2013 at 05:26 AM.
The Tiered system (Lighting II, Lightning III, etc) diminishes the identity and ultimately the appeal of the object. Frankly, Lighting VIII makes me no more excited that Lightning I. The joy of descriptive terms (vorpal, flame burst, crushing wave) is what catches my eye.
Amossa d'Cannith, Sarlona, casually trying Completionist (12/14) [<o>]
Almost-never-played-alts: Arquera - Chapolin - Fabber - Herweg - Mecanico - Tenma
I want DDO to be a better game. Those are my personal suggestions on: Ammunition, Archmage, Combat Stances, Deities, Dispel Magic, Epic Destiny Map, Fast Healing, Favor, Favored Enemy, Half-elf Enhancements, Monk Kensai, Monk Stances, Past Life, Potency, Potions, Ranger Spells, Summons, Tiered Loot.
How would this blend with other healing amps?
Item type bonus?
Would a larger value create more problems with stacking sources or less?
Repair and negative energy should probably be a separate item.
I stack up energy absorb items, allowing a imitation of evasion on none evasion toons.
I would prefer energy absorption be left alone.
That way players can invest multiple items into desperate situations.
Last edited by Silverleafeon; 11-11-2013 at 07:58 AM.
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