Please add D to light armour
D and E to Docents would be nice as well... (though I don't see that happening)
Of course using equipment to try and balance classes/multiclasses out is always a bad idea, but at this point I'd say theyd be worried about all the screams of complaints if they tried another rebalance
Though I do think they need to improve options A-C.
(Couldn't edit previous post).
It would be nice if we could just pick armor type and then pick the abilities instead of being pigeonholed.
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Kluege Fixer- Baddabing - Majuscule Kluege - Klueje - Klooj Maker - Dundar Kluege - Superkluege
As others have responded, these items are weak, unfocused, and missing augment slots.
Having gone to the effort of making augment slots a vital part of play, not providing them in raid gear is pointless.
The powers do not make sense with each other.
You have a set of dragon scale armor and a new dragon helm. Why do they *not* form a set bonus? Why is the helm so clearly focused on negative energy casters instead of something that could benefit everyone? Put the Shadow clickie on the helm (and *3* augment slots since a random stat bonus on a raid helm is just dumb. Go for green + blue + colorless).Then tweak the armor based on the other suggestions. Make sure the Warforged docents are better than "just" repair amp for a special ability.
Someone mentioned the new raid has two red dragons. Here's a great chance to put in an epic red dragon helm that forms a set bonus with either type of red scale armor (or at least Cormyrian).
Too few items.
You need to break the game up into roles.
There may be other very clear-cut roles that I've missed. But, each role should get "some" love in *each* raid. Especially if you expect characters playing each of these roles to show up and participate in the raid.
Scale awards should be automatic in _EACH RUN_ of the raid, Tor-style (more scales the harder the difficulty). None of this doling scales out one of every ten runs nonsense, like VoN.
Giving us two raids and splitting cr@ppy loot between them is hardly the same thing as making up for the lack of solid raid loot since MotU (neither CitW nor FoT have excellent loot), downgrading the Druid chain to not have a raid, and no raid in Shadowfell.
For there to be people playing defensive caster and offensive non shiradi caster, the builds have to reach 70+ DC in ee stormhorn with a large enough spell pool to cast those spells 60 sp a cast with 3k spell pool vs 10k hp mobs doesn't go a long way. On top of this, If gear is made to provide easily 70+ DC, this will break the EN/EH aspect of game because of the much lower saves.
Brute Range/Melee are there when they play in Dreadnaught and fotw.
Stealth Range/Melee not sure what you are referring to here. Only stealth is Assassins?
Healer they sort of broke when they gave cocoon. People just need a way to boost their positive spell power. Aside from that, If a group is dependent on healer in EE, the mobs hit too hard and fast or lack of spell pool for some people to keep up. i.e chain whipping assassins in wheloon hitting for 800+ or those triple attack giant popping someone for 800+? . I doubt any healer can heal anyone when they are one shot kill,
Trapper no comment, I have played multiple trapper splash without too much problems in EE.
What this come down to is to take a step back or 10 step back, look at the bigger picture and try to piece everything together from the ground up. Quick knee jerk reaction that we have seen in the last couple of years will create more civil unrest. This is clearly noticeable with the constant change in gear design from no slot, rigid gear with expand threat/multiplier; to slotted randomness and difficulty base; to crazy randomness with extreme modifier inflation; and now back to rigid, slotted, no difficulty and no expand threat/multiplier base gear.
They need to have a plan that is set in stone to level 30 and then make the adjustments to get there. Readjust the EE setting, redo the ED a bit, and redo the playstyle to be less rush focus, i.e. losing stacks so quickly. instead of huge stacks. make smaller stacks but much longer duration. etc.
Personally, I don't see a problem with some of the gear if they are going to make the adjustments in the future to rebalanced the EE atmosphere. If they are making the gear too powerful now, they will have a bigger problem in the future when they try to adjust the playstyle, ED, Epic Elite settings. etc.
Last edited by IBCrabin; 03-01-2014 at 06:25 PM.
As for the armor, I personally disagree with gating the bonuses in that matter. People are not wearing heavy armors not because there is no good armor to wear, but because PRR and AC is WORTHLESS compared to dodge and incorp/conceal. Getting hit for 450 instead of 500 is not going to allow me to tank mobs in EE. Getting 200+ AC instead of 100 with 10% more dodge is 10% less survivability since AC has no point. I think the fundamentals of the point of heavy armor is much more important than gating these abilities.
Now onto the change of splitting off the Tactics DC from the +3 Profane Concentration/+1 Spell DC. Why was this done? To give less purpose to take the A/B tiers? Not only is +3 to a stat like Concentration a joke, you then took it off the only class that might have an inkling of caring about it - the Monk, since Concentration at least gives them a little more Ki. Personally I think that it should either be reverted for simplicity, or to give the Tactics one +1 Enhanced Ki as others have suggested.
A possible option to make the Concentration stat useful to casters is to instead provide a proc when hit:
Dracolich Mind: Provides +300 profane bonus to Concentration for X minutes/seconds when casting spells in combat. Can only trigger every X minutes/seconds.
By doing this, you actually would provide the potential for casters to have a Concentration value where they actually could save against hits to prevent spell interruption.
I really hope the look of the shadow scale armor gets changed before this goes live...
Just to be clear - I like the armor model itself but that shadows thingy is a bit to much. You can barely see anything of your character but a black cloud...
Last edited by Eth; 03-02-2014 at 11:56 AM.
Now I'm even more disappointed I won't be making a set due to the fact that the stats on the armor are totally useless for my build on a WF. It would be a big downgrade compared to Flawless Black plus the helm...
Too bad I cant build a cosmetic set to look this way so I can keep my outdated yet still superior armor...
What a joke.
I'll agree with others that the shadow effect might distract me too much. If it obscures my vision at least a little bit, I'll be covering it up with the first cosmetic I can find. I won't sacrifice playability for shadow effects.
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