Last edited by moo_cow; 02-15-2014 at 10:02 PM.
OBTW Dwarven crafting and there's no Shields? Somewhere a Nibelung is rolling in his grave... well funeral pyre... whatever!
Seriously you have an Orb in here just disallow one of the caster stick affixes on the shields and your problem is solved (I.e we can tell you omitted Shields because you don't want casters running around with 150 combustion 22% lore Tower shields... Just randomly choose one castery perk and disallow it on shields that will remove them from the equation for most people, and make them sub optimal for the people who will still make one..
I have NO idea why throwers were omitted, throw them a bone guys...
This looks pretty solid right now, though I do think it could still use a few tweaks here and there.
Pros: Lots of choices. Can craft a weapon and upgrade it once without going into a raid. Fairly powerful in some choices.
Cons: Rapid increase of min level. Some choices much better than others. Weapons with better crit profiles beat out other weapons.
Mainly, I really like that I could go out into the explorer area for a while, and work on crafting up a decent set of weapons before heading into my first raid. That helps put players on a more even footing, though that does depend on how difficult ingots are to obtain.
The choices presented here actually have quite a few tough ones. Do you go for shadow damage and deal less, or go for fire and deal more but risk resistances? Do you go for support effects, or for pure DPS, or a mix of the two? I like that about the system, but I just know whatever I end up picking, I'll quickly be told that this other choice was the correct one.
Then, there are a few options which are kind of just poor. Blinding Fear just isn't worth using since it has no added damage, and blindness isn't that useful even to rogues these days. The same goes for 2nd Degree Burns. I simply don't see where a slow is that useful to forgo extra damage. Though maybe people will take options like these as hotswap weapons to use to support the group.
The only part that really bugs me is the Min Level increases. Personally, I think these should just start at Min Level 24, and stay there. I don't really like the idea of being able to craft my weapon past the point where I could even use it. Or crafting up a super T3 weapon, but then Epic Reincarnating and not having access to it till level 28. Maybe this doesn't bother anyone else much, but I'd rather have the min level stay the same through upgrades. After all, the effort is upgrading. That should come with the perk of a slightly lower min level weapon.
Edit: I really hope these have cool looking skins too. Even if they were rehashed skins.
Last edited by Coldin; 02-15-2014 at 10:05 PM.
RedShirt / Roleplayer of Giant Slayers, Inc. on Thelanis, formerly Tharashk.
Member of the DDO Player Council
Coldin-Artificer; Lynton-Bard; Alydyn-Swashbuckler;
Takai-Monk; Rosein-Paladin; Ellyiana-Cleric; Aurixs-Sorcerer
First of all, THANK YOU for being clear on the effects that can be crafted. I assume you will also be clear on what ingredients are needed to craft, so it's a HUGE, HUGE step in the right direction compared to when GreenSteel came out.
Now onto business: I do like most of the effects I see, and is very comparable to greensteel at heroic levels. One thing I might add is that you should probably replace the DC's on effects with something else. The best way to replace them is to ask yourself, "How effective should these attacks be when they proc?" Right now, as it stands, the effects with various saves are a 5% chance for a 5% chance at elite early-epic level content (I.E.: Epic levels 21-23). And that's jack sheet for a chance if you ask me. Maybe a 5% chance for a 35% chance would be ok, but as it stands, DC's on weapons do not scale up or even down well.
Have you considered making Thunder-Forged shields and possibly armor? Truthfully, even back when dragoncrafted armor might be valuable, I debated whether it was worth the effort, but these days, the only armor I find viable is either good armor obtainable by random loot or named armor in either quests or as collectable turn in's. Weapon crafting is quite covered in DDO, but armor crafting is not.
I think you should really consider redesigning the elemental storm effects. Currently, it is supposed to deal 480-900 points of damage per use, with no save I assume. You get 3 clickies, and if it follows the standard format for most clickie items, has a base cooldown of 6 seconds and takes nearly a second to cast. In the span of ~21 seconds, you could deal 1540-2700 damage. A good epic-level player will do WAY more damage than that. Heck, even some high-level heroic level players could do more damage than that. Sure, you could argue that it's a cone effect and that it has no save, but both of these only come in handy if they do enough DPS. And while you could argue that a player could switch back to a regular weapon while its on cooldown, I doubt that even switching would make a viable difference. I recommend going for something else that doesn't deal damage, damage clickies would be too complex to implement right in-game.
Here's a riddle for you: What do you call people who play the game for only a day and apparently know everything?
As my main and only focus is a pure ranger AA , I don't know what to think !!
The 20x3 on the bow kills it for me , I mainly play in shiradi which gives me no increases to my crit profiles , Nor do any of my enhancements outside of the improved crit-range feat !!
Yes i can play in fotm even though i find it boring ! And i hate blitz , Im perfectly fine not playing in the most optimal builds if it means i don't have to have my character twerking 24/7 to keep stacks !!
And i played a monkcher for 2 of my monk past lives , Im good on that as well ... Op kinda and boring !
So the new bow fully upgraded will net me a few more base dmg points , At the same time i will be losing +4 dmg from planar focus set not to mention 15 prr !! I really don't think giving up crit dmg for some element dmg is worth it !! And even if it turns out to be more dmg over time i don't think it will be that much of an upgrade overall .
Every epic bow or epic weapon with a standard 20x? needs to have a natural improved crit range !!! Especially for someone like me who id kind of a flavor build atm !!
And it doesn't seem like i will be gaining ranged alacrity 20% on the new bow at all , Ohh wait the new shadowscale has it on it ..... Only for medium though .... bummer !!! " SUBTRACTION BY SUBTRACTION ? " really ???
Point and case is you just screwed any pure built rangers over !!! Increase the bows crit range ... I don't care if monkchers benefit more since they will always be better ranged dmg " It's the way you guys like it btw "
Anyway if you plan to keep it this way count me out . Look at all the 20x3 epic bows cause we all know there not eating space in my bank right now !!
Any epic bow moving forward needs it's base threat range to be a natural 19-20 to be considered for the most part .
And to make an epic armor that can have an affect for ranged use should be available for the ones most likely to use it as well as medium armor users !!
I don't even know why i get excited to read these threads knowing im only going to be disappointed in the end !!
Nothing here interests me.
-The abilities that have a DC for no effect will never be used, ever, by anyone. Not unless they gain a DC high enough to be relevant to EE mobs.
-1 second stuns are a waste of everyone's time. I don't see anyone using that ability.
-Min level 1 augment that give a neg level on vorpal, no save. Min level 28 ability that gives a neg level on vorpal, with a save that EE mobs will always succeed at. High level ability fails spectacularly.
-Two one handers get you higher DC to one type than a two hander can. (8 from two 1h, 7 from a 2h).
-2% chance to proc, but can only proc once ever 100 seconds. Seriously? Such a low proc rate with that limit? My impression is that you want to throw people a bone here, but you don't want it to have any serious improvement.
-Putting in an orb, but no sheild. My response would get this post deleted, so I'm not bothering to write it. What is the justification for this? Decided sword and board needed to be even further behind monks? If it is about casters using sheilds, then you could make certain spell boosts not work on shields. This would of course be like saying that you hate divine casters and druids. But we already knew that anyway.
-No thrown weapons? Those players supposed to be happy with the hammer and bottle from the wilderness? Goodbye all you shiriken wielding monks, it was nice while it lasted. I hope to see you again in another decade.
But Truth is eternal, so it can never be old or new. It never ‘was’ or ‘will be.’ It just ‘is.’ It always ‘is.’
Regarding inefficiency of caster staves. Give them the highest spellpower/lore/dc for a single school/element. This would give casters the option of dual wielding for greater diversity or using a staff for better specialization.
Join Date: Nov 2009
This is a mess and the same mess that existed when people gave their initial feedback on it.
* Limited Weapon choices - No Shurikens as well as other weapon types
* Only weapons (oh and orb/whatever on that one) with sentient weapons coming out makes me pretty sure this will be alchemical weapons all over again
* Large +W factors and on crit damage effects equates to a very small subset of weapons really being the good ones in this design. That is a massive issue with so much specialized weapon stuff in the enhancement pass
* Increasing ML makes upgrading your weapons a downgrade sometimes! No increase in MLs should ever be seen for upgraded items...ever. This was one of the biggest issues with the EN/EH/EE loot.
Proud Recipient of At least 8 Negative Rep From NA Threads.
2 issues for me
1) the DC on those affects area complete joke, please just remove the DC part & make it 1/3 chance of happening ... or something like that
2) do not raise the ML as you make a better weapon, its annoying for those who like to TR/ETR/ITR
Really? I thought it was a good jump. In my opinion, too large a jump forward would have meant that these weapons not only would have been the top choice at epic levels, it would have been the top choice period. No other niche or weapons with special mods or perks would have overcome those if that was the case.
Last edited by knightgf; 02-16-2014 at 01:28 AM.
Here's a riddle for you: What do you call people who play the game for only a day and apparently know everything?
Are raid ingredients still BtC?
As many other posters pointed out, just drop ML increase per tier and make ingredients unbound/tradable.
Thats what made Greensteel such success and Alchemical such failure.
1) Please remove the DC and cooldown from "Blinding Fear". The ability itself only lasts 3 seconds, so I don't believe that the number of hurdles needed to jump through in order to activate it are warranted.
2) Make all weapon types available.
3) Please make all weapon types available.
4) Players dislike DC-based weapon procs on items, since the DCs are fixed, and thus are less likely to do full damage in high-level content. Please do not use DC based weapon procs if at all possible.
5) Please make some, if not all, of the ingredients tradable. Being able to trade ingredients is very useful to players.
Doc... as others have said the crafting scheme has.... problems.
The BIGGEST problem it has is not balancing out the effects for 1vs2 hand weapons. In all cases, the one handed weapons with the superior crit range will be top of the charts due to the fact that the bulk of the damage/bonuses are based on hit and on crit. Melee abilities need to have 2 hand only stuff added to them AND the base stats of the weapons need to be tinkered with or the high attack speed high crit rate weapons win... and by a lot. This problem is further compounded by the enhancement pass basically mandating certain weapons for certain build. Again for all that is holy BALANCE these weapons with respect to 1h/2h fighting and their crit ranges/damage or else you are leaving a lot of us out in the cold.
The second problem is the dcs on the effects are far too low to even consider. Scrap them, or they will be irrelevant in most pertinent content.
The third problem facing your weapons is the fact that the choices are still very limited.... and WHY only fire and negative damage when the raid will feature fire and negative immune (or worse... HEALED) mobs? Now I get that you want to follow the theme of the raid, but dont you want these new shiny weapons to actually be USEFUL in said raid? In my case a fully upgraded sireth is 3.5 d10 +8+3d6 good+lighting strike+cloudburst+much better crit profile vs 4.5d6+12+whatever the boss is not immune to (which would be overhalf of it depending on the boss) with a terrible crit profile. Im not sure sireth doesnt win out against even a FULLY upgraded item against the wrong boss.
The next problem is the increasing minimum level... scrap it please. As others have said make it ml 24 or 25 (even 26 if you want a little less overlap with citw and fot) and leave it there. The increasing ml is really annoying for etrs and its not good business to annoy your players...
Maybe they could go nuts with glancing blow damage and glancing blow procs? Would 10% to both do anything to close the gap, or is that just a drop in the ocean?
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