kmoustakas
Scourge of Xaos
Edit: I hope it's clear to everyone I'm not complaining but pointing out what I feel is a flaw in concept. If you look at it in a vaccuum random loot is technically the strongest it has ever been since the inception of DDO. It's also the time it has been least used - outside of hardcore.
As someone who has lived through the ghostbane of ghostbane era of loot and actually started playing in the era of a +5 weapon with no other abilities at minimum level 9 being bonkers and +2 to hit crafted on a trinket at minimum level 10 (or something) was insanely powerful, random loot looks brilliant. It's awesome! The problem is unless you're on hardcore it's... useless.
And that's by design.
The second you hit level 5, everything is overshadowed by the feywild level of power. Items have 4 abilities many of them special like blurry, ghostly, relentless fury, an augment slot and are part of a set. Random items have one prefix, one suffix, maybe a slot or two and maybe a special prefix or suffix that gives two abilities instead of one. So technically, you could get the loot gods to give you a special prefix and a special suffix and two augment slots and an 'extra' after level 10 but it would most likely be an irrelevant combination or actually useless like doubleshot on handwraps. Exceptions do occur of course but are so few and far between they might as well be mythical.
The reason random loot is good in (other) games is because random loot HAS TO BE BETTER than anything named or crafted. Otherwise, it's automatically vendor trash. Named items are designed (mostly) to be good, have coherent abilities, (almost) always have augment slots and are often part of a sets. Not only that, you can actually FARM for a specific item. Run the quest a hundred times and you'll get it. Maybe even fewer times than a hundred. You can't farm for a specific random loot. Random loot cannot be viewed in isolation to named loot or crafted gear.
Now, does this actually matter? Meh, no, not really. I was also there during wounding of puncturing and during riptide of lacerating.
As someone who has lived through the ghostbane of ghostbane era of loot and actually started playing in the era of a +5 weapon with no other abilities at minimum level 9 being bonkers and +2 to hit crafted on a trinket at minimum level 10 (or something) was insanely powerful, random loot looks brilliant. It's awesome! The problem is unless you're on hardcore it's... useless.
And that's by design.
The second you hit level 5, everything is overshadowed by the feywild level of power. Items have 4 abilities many of them special like blurry, ghostly, relentless fury, an augment slot and are part of a set. Random items have one prefix, one suffix, maybe a slot or two and maybe a special prefix or suffix that gives two abilities instead of one. So technically, you could get the loot gods to give you a special prefix and a special suffix and two augment slots and an 'extra' after level 10 but it would most likely be an irrelevant combination or actually useless like doubleshot on handwraps. Exceptions do occur of course but are so few and far between they might as well be mythical.
The reason random loot is good in (other) games is because random loot HAS TO BE BETTER than anything named or crafted. Otherwise, it's automatically vendor trash. Named items are designed (mostly) to be good, have coherent abilities, (almost) always have augment slots and are often part of a sets. Not only that, you can actually FARM for a specific item. Run the quest a hundred times and you'll get it. Maybe even fewer times than a hundred. You can't farm for a specific random loot. Random loot cannot be viewed in isolation to named loot or crafted gear.
Now, does this actually matter? Meh, no, not really. I was also there during wounding of puncturing and during riptide of lacerating.
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