SteelStar Asks: (U69.3) What Effects Are Hard To Find On Quest Loot?

Tyrande

Well-known member
For me, it would be:
1. Sacred Spell DC​
2. Enhancement Lightning spell power (NOTE: Enhancement, not equipment)​
3. Gold Curse​
4. Wounding & Puncturing​
5. Greater Regeneration​
6. Cosmic​
7. Block Elements​
8. Radiant Glory​
9. Insightful Potency and Insightful Lore​
10. Edolon Summons​
11. Augment Summoning​
 

saekee

long live ROGUE
I would enjoy some fun combinations of effects that do the same thing on something. A weapon might have Unstoppable Staggering Blow + Legendary Telekinetic (one procs on vorpal, the other on crit) and maybe tendon slice for extra cruelty. Another could be Life draining/life stealing/legendary vampirism/Lifedriker/legendary bodyfeeder/ soul consumption (last one like Blackrazor).
 

shopach

Active member
In general I would say Quality Ability items. While they are out there, there are few enough of them that it can be hard to make one fit that also has other useful stats. Quality main stat seems to be one of the most common items that I wear only for that stat and the other affixes are basically junk. This is especially true when running a martial with a mental stat as primary, because the vast majority of Quality mental ability items are caster focused.
 

Lencrennis

Active member
Manslayer

I always thought the Symbol of Lolth was cool because it gave an implement bonus on a trinket. Any chance of doing that again?

I am an utter **** for weapon procs on accessories. Perfected Darkstorm Helm is crack cocaine, and the Alchemical Rings are always worth a side glance. More of this, please.

And I know what you said, but is there room for a one-off trinket that's got a Sun slot and/or a Moon slot, and then some normal augment slots in the vein of the music box from Three Barrel, Thirteen, or Many Facets? It's about time for the next generation of weird trinket, and that one will make itself interesting for years by making old sets and new sets duel each other.
 
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Lencrennis

Active member
In general I would say Quality Ability items. While they are out there, there are few enough of them that it can be hard to make one fit that also has other useful stats. Quality main stat seems to be one of the most common items that I wear only for that stat and the other affixes are basically junk. This is especially true when running a martial with a mental stat as primary, because the vast majority of Quality mental ability items are caster focused.
The latest "globe" augment should have been +1 Quality, or, you know, useful at all, but that's ripping a wound where the offender mocked everyone else for having an opinion.
 

Anurakh

Little Nixie
Speaking from a caster perspective. Melees and Rangeds have their issues as well, but I generally find them easier to equip these days.


I have a lot of trouble fitting quality stats into my gear. Insightful to a lesser extent, but often the quality stats are very difficult to fit into my gear, as they don't appear in all expansions and when they do appear they are in items that you have a hard time fitting into your gear, either because of the set, the age of the item, or because of its characteristics or the slot of the item.

Insightful (+3) and quality spell mastery are also very difficult stats to find. They appear in very few items, and once again, they are items that usually collide with other important items. For example, ISM appears a lot in items with melee or ranged stats (not desirable for casters), in cloaks (it collides with sets when you want to run Magewright or Deacon of the Auricular Sacrarium), or in goggles (good goggles, but they also collide with Magewright). Clouded dreams is a very good ring, but it blocks an important set and has a penalty that weapon user items don't have.

Spell lores are also often difficult to fit, especially in a class that needs more than two spellpowers like the wizard (it's easier for a specialist with immunity bypass). Additionally, spell lore (the general one) is a nearly absent stat, and it also has too much difference with individual lores.

Insightful potency can be a tricky stat too, due to set collision.

Sacred spell DC is another difficult stat to fit. Frankly, I'm not a fan of this stat or the trend to gradually introduce more new stats (like profane doublestrike for melees). We have too many types of bonuses: competence, insightful, quality, profane, sacred, exceptional… I'm sorry, but gear has become a complete pain with so many types of bonuses on so many different stats. And it doesn't help that there are very few consolidated items, and often the stats appear in a somewhat random way.

I would like to see the spell points bonus set from legendary greensteel appear in the future as well. For some reason, it is completely absent from modern sets. Some sorc players might not want it. Here a wizard/cleric player would warmly welcome it.

Sharn was so successful because it had sets with consolidated stats and thought specifically for each playstyle in the game, along with other more different items that allowed to customize the builds. We need more items with specific design for playstyles and with consolidated stats, as happened with Sharn and to a lesser extent with Feywild.

IoD was so successful because it allowed customization through crafting. This allows to reach a greater number of builds than finished items and completely lacking customization. I miss more customization in the items, more crafting possibilities. Very often when you are making a set it is completely impossible to introduce an important stat, which does not fit in any way. Crafting allows you to bypass these problems.

I ask you not to abandon Randall Lyric. Augments are very useful for balancing the gear.

I ask you to do something about the +2 DC augments for each school from Gianthold. For builds like wizard they eat up almost all the augment slots. You give very little help to builds that need to equip more schools and more spellpowers, and it is one of the reasons why these builds are far behind specialist builds like sorc, druid or alchemist. Creating new higher level augments that give the same bonus to several schools (I'm not asking for them to go above +2) could help a lot to wizards, who really need to equip too many stats compared to specialists.

And finally, I ask that in addition to more consolidated stat items and more crafting, you stop breaking stats in several, like Resistance, Sheltering, etc. An item with +13 fortitude, for example, is a waste, because you know it's practically impossible to fit items that also have Reflex or Will into your gear. Shaltering is easier, but you keep adding more and more types of bonuses, and there's just not enough room in our gear for everything.

I also think the moon/sun system is going to need some tweaking. It suffers from the stat splitting effect, like resistance and sheltering did. Needing more items for the same stats or even fewer stats promises to be frustrating in the future. Added to this is having fewer set ítems (no rings, no weapons…), which will only make the problem worse.

I'm asking you to stop the madness and help us equip ourselves more easily. It's gotten to the point where a lot of people are desperate for loot. Yes, some people like this madness and play tetris, but most of us are already very tired. We've gone from ignoring all new loot until an expansion comes out, to looking at expansions and deciding they don't help either.
 

DBZ

Well-known member
Crits Crits Crits have been locked down hard for too long fix the elemental filigrees to at least match frozen wanderer

So they are viable options
 

Willsave20

Indie Game Developer
Hey, everyone!

We've had a couple of really good feedback threads on loot in the past few months, a lot of you have brought strong ideas to the table that influenced both the direction of loot and the individual items.

With Myth Drannor having been out for a while and the followup Raid dropping very shortly, it's time to look toward what loot comes next. While we're not ready to talk about specifics, I did want to bring up a topic for discussion that will help us know what you want to see:

As of U69.3, what effects are you looking for that are hard to find in Quest Loot?

A few guidelines for discussion:
  • We're talking about Quest Loot specifically here, not Raid Loot
  • Some effects are intentionally uncommon on Quest Loot, as they're considered Raid-tier effects.
  • We're giving some preference to effects that didn't appear in Myth Drannor and would synergize well with those items.
  • Sun and Moon Augment Slots are likely going to continue to exist on new items!
  • As a result, in the near term we're not likely to do new Set Bonuses, as Sun and Moon Augments fill that role on those items.
  • We still do not intend to make combined Sun+Moon Augment Slots, or add Sun or Moon slots to item slots that didn't get that slot in Myth Drannor (no Moon Slots on Helms, Sun Slots on Boots, etc).
More Roaring, Improved Roaring, and Trembling weapon effects~ I feel like you can do more with shaken vulnerabilities as seen in Legendary Dreadnaught's 'Strike with Fear'.
 

Positive thinking

Well-known member
We have feather fall(falling damage immunity), blindness immunity, fear immunity augments and deathblock augments(this grant immunities). All of these are level 12 and under,.

What we really need are two more augments.

Petrification immunity
And
Charisma stat drain immunity

*hasnt everyone been drained to crazy amounts of charisma in thralls of the fungus lord

*currently petrification immunity is locked behind two items and one tree
 

Positive thinking

Well-known member
Yeah lets see one that is as low level as the other immunity augments and doesnt come from a raiding item, like all the others augments i had in my post. That is what i would like to see SSG.

As indicated in my post there are already a few items with petrification immunity and one tree and as per your post one augment, albeit an augment gated at level 30 when you start facing multiple medusa quests in lordsmarch heroics. So unless you qualify for one of those four things, petrification immunity is gated as an impossibility for you.

Suggestion Topaz of petrification immunity level 12

And

Emerald of mind shielding Level 12 - this augment prevent charisma drain from mindflayers and quori

I dont know anyone i play with theat likes being helpless from stat damage, if it existed it would definitely burn up one of my augment slots.
 

rabidfox

The People's Champion
Yeah lets see one that is as low level as the other immunity augments and doesnt come from a raiding item, like all the others augments i had in my post. That is what i would like to see SSG.

As indicated in my post there are already a few items with petrification immunity and one tree and as per your post one augment, albeit an augment gated at level 30 when you start facing multiple medusa quests in lordsmarch heroics. So unless you qualify for one of those four things, petrification immunity is gated as an impossibility for you.

Suggestion Topaz of petrification immunity level 12

And

Emerald of mind shielding Level 12 - this augment prevent charisma drain from mindflayers and quori

I dont know anyone i play with theat likes being helpless from stat damage, if it existed it would definitely burn up one of my augment slots.
https://ddowiki.com/page/Item:Shield_of_Reflecting there you go.

As for CHA drain immunity; there isn't anything in the game that provides it. Even the epic ability that says it does, doesn't actually make one immune.

Providing blanket immunity to stuff easily doesn't help with game design; it just removes/reduces any challenges the game can even try to do.
 

Positive thinking

Well-known member
https://ddowiki.com/page/Item:Shield_of_Reflecting there you go.

As for CHA drain immunity; there isn't anything in the game that provides it. Even the epic ability that says it does, doesn't actually make one immune.

Providing blanket immunity to stuff easily doesn't help with game design; it just removes/reduces any challenges the game can even try to do.
Shield of reflection is an absorption item as obviously you know and there are better choices for that in mid heroics as you also know.

And as i am also sure you know, there are ways certainly in heroics to be near immune to charisma drain, but that is irrelvant to the ask of the original post.

Sticking with the original post I would love to see an heroic augment for petrification immunity and an augment to stop mind flayers and quori charisma drain.

Players can make adjustments without them, but i am sure many players would like them added.

Petrification immunity(not absorption) being gated by level 26 or by being an earth savant sorceror isnt really an inclusive mechanic to gameplay, especially when there is a healthy amount of petrification prior to level 26.

Happy gaming either way.

😊👸
 
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