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

Phaedra

Well-known member
was thinking a new augment for spell power. as it comes in other items than weapons.
I mentioned a lack of "gish" weapons previously, would the problem you're trying to solve be served equally well by making some red augments that give both weapon effects and spellpower, instead of having to choose between getting spellpower or getting more weapon damage? Say ML32 8d6Elemental+145 Spellpower?

We've gotten several different items of several types with Elemental Attunement; I'd love to see more items show up with Brazen Brilliance/Radiant Glory and/or similar effects for non-elemental damage types.
 

Bitss

VIP since 2006
There was a time, so I have heard, that random gear was less bad. Alas I was but a twinkle in DDO's eye and can say no more.
It depends on the roll, and the whims of the Creators. I have also seen many a fanciful gotten item mysteriously changed.
 

Tanis

Well-known member
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).
So what you are saying is that we are doubling down on the worst bits of Myth Drannor in the future

Eh like most new systems in DDO it will likely be abandoned in time so it’s a waiting game
 

Jasparius

Well-known member
Ability / Stat gear in MD. Periapt of <x> and.... ?

So you either get Con or your main Stat ?

And this is an expansion 2+ years in the making ?
 

Rosze

Well-known member
A bit silly thing but would be situationally useful. Dog collar with stats. Was trying to make a wolf do a rune with the new raid but realised augments don't work on wolf collar. So a collar with like +20 all stats might be very useful situationally.
 

Phaedra

Well-known member
A bit silly thing but would be situationally useful. Dog collar with stats. Was trying to make a wolf do a rune with the new raid but realised augments don't work on wolf collar. So a collar with like +20 all stats might be very useful situationally.
Situationally? It's pretty much the only way it would be useful. And with hireling/mob AI borked, half the time even that wouldn't do it.
 

Villefere

Active member
Theres not a single rune arm in the game tailored to ranged builds. Every single one of them is tailored to spellcasters. Just 1 rune arm for pure ranged builds who dont care about spell power, spell points or charge rate etc is sorely needed.
 

Phaedra

Well-known member
Theres not a single rune arm in the game tailored to ranged builds. Every single one of them is tailored to spellcasters. Just 1 rune arm for pure ranged builds who dont care about spell power, spell points or charge rate etc is sorely needed.
While they're at it, add one for Melee (+Strikethrough, +Shield, and an aura burst shot)
 
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ChickenMobile

Well-known member
A bit silly thing but would be situationally useful. Dog collar with stats. Was trying to make a wolf do a rune with the new raid but realised augments don't work on wolf collar. So a collar with like +20 all stats might be very useful situationally.
This was a solution the guildies here were trying to do as well. If they fixed the bug, would be nice. Would mean Legendary Green Steel stats would work too (handwraps conv to collar).
 

Tanis

Well-known member
Theres not a single rune arm in the game tailored to ranged builds. Every single one of them is tailored to spellcasters. Just 1 rune arm for pure ranged builds who dont care about spell power, spell points or charge rate etc is sorely needed.
This
 
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