Update 69 Patch 3 Preview - New Raid: Treasure

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I dont Like gimps

Well-known member
  • Aeon: Meh.
That Bow is Litteraly what everyone asked for its basically Chaosbow 2.0 with RDA instead of a 6d6 and offers dust which is usually better on a Bow build than vulnerability
  • Why did Rough Hide Jump from +5 (Legendary Direbear Belt) to +14 (Fallen Age Shields)?
This was answered by Sev or cordo and its something like : Rough hide is one of those stats that dont follow CC levels and as such are a bit wonky and they Kinda looked at it and went "hmm direbear feels a bit low lets up that :) " (atleast thats kinda what I remember from a stream)
  • The spell power/crit/multiplier itemization is worse than Isle of Dread. That's an impressive feat considering that IoD forgot that Spell crit was a stat that exists in DDO. Rather than blowing 2 implement slots on 2 spell power types, we now need to blow them on one spell power, and we're not even getting spell crit multiplier. And the artifact rings aren't any better. I'm really tired of having to depend on old raids and cannith crafting just so I can have access to something other than sad attempts at making potency happen. We don't even have Solar gems for individual spell crits, how long are casters supposed to be married to Sharn era gear?
the Solar gem is potency crit chance btw It stacks with Elders set ----> it covers Pos crit chance <3 we are finally free from the shackles of wanting an elders/oasis gem :D
  • Also, why are the rune arms carbon copies of the Vecna unleashed runearms? I like that we've gotten spellcaster runearms, but there are no rune arms for ranged builds like we used to have. You guys can do both if you chose to.
we have some Pretty solid Rune arms for Melee/ranged (dino FOM NecronomiconKinda tovens) )but yeah not the greatest fan of copy pasting the rune arms and just bumping the values up wouldve Loved to see something a predecessor to the arc wielder rune arms
 

FVSHasBeenEvenMoreGutted

If you read my posts you have already lost
Agree 100%. Adding to you statement not only players but seems like some DEVS wont understand the necessity of a decent quiver also with all due respect.
People who don't play ranged won't understand the necessity of a decent quiver, it's been enough years we need decent quivers.
are you those guys pulling aggro in my raids because you aren't using the broken -15% threat quiver that stacks with everything?
 

Zvdegor

Melee Artificer Freak
That Bow is Litteraly what everyone asked for its basically Chaosbow 2.0 with RDA instead of a 6d6 and offers dust which is usually better on a Bow build than vulnerability

This was answered by Sev or cordo and its something like : Rough hide is one of those stats that dont follow CC levels and as such are a bit wonky and they Kinda looked at it and went "hmm direbear feels a bit low lets up that :) " (atleast thats kinda what I remember from a stream)

the Solar gem is potency crit chance btw It stacks with Elders set ----> it covers Pos crit chance <3 we are finally free from the shackles of wanting an elders/oasis gem :D

we have some Pretty solid Rune arms for Melee/ranged (dino FOM NecronomiconKinda tovens) )but yeah not the greatest fan of copy pasting the rune arms and just bumping the values up wouldve Loved to see something a predecessor to the arc wielder rune arms
I disagree on the melee Runearms at endgame. Out of Dino Runearm there is none you can use. Demon engine would be ok if there would be more weapons for melee arties or the BE tree would be better for meleeing. Bastard sword or warhammers are just meh.
The Legendar Arch Welder (long ranged) has got awesome shot damage and nice stats for a melee arti but it is ML 28.
Machination of Madness also a very good Runearm but ML 27.

@Torc I personally would like to see a Runearm for melees with the listed options below:
  • Shot type: Force, Electric or Sonic (synergy with the Machrotechnic tree)
  • Imbue: Double imbue similar to Dumpster fire. Bludgeoning/Force
  • Insightful and/or quality Combat Mastery
  • Insightful or quality repair amplification
  • Runearm charges count as extra untyped Combat Mastery values (so +1 to 5 sunder/stun/etc dc)
  • 1 DR (one of silver/good/cold iron)
  • Crafteable
  • Setbonus if possible
This would be a cool melee arti Runearm.
 

Shear-buckler

Well-known member
What exactly is the deal with "legendary armor piercing"? We already have normal, insigthful and quality stats. We really don't need another tier of stats to dilute the pool. Is "Legendary" tiers comming for other stats as well?
Also +5% armor piercing is not very legendary, it's barely noticable. Either delete the stat completely or increase it to 20% to make it meaningful.
 

Alternative

Well-known member
What exactly is the deal with "legendary armor piercing"? We already have normal, insigthful and quality stats. We really don't need another tier of stats to dilute the pool. Is "Legendary" tiers comming for other stats as well?
Also +5% armor piercing is not very legendary, it's barely noticable. Either delete the stat completely or increase it to 20% to make it meaningful.
Good point, does it even stack with artifact armor piercing? Much like % hp was/is called legendary, but is essentially the artifact type.
 

Eme

Well-known member
Why are all the weapon effects the greensteel things, still ?
THat's all L26 stuff, and this is suppoosed to be L33. When will we see things improve to match the level ?
Is this going to be it for the future, the same old thing on repeat?
All feels very uninspired, especially for something based around wild magic.
 

Kyrr

Well-known member
Why are all the weapon effects the greensteel things, still ?
THat's all L26 stuff, and this is suppoosed to be L33. When will we see things improve to match the level ?
Is this going to be it for the future, the same old thing on repeat?
All feels very uninspired, especially for something based around wild magic.
They are very strong effects that don't need an adjustment. The game would be so much easier than it already is, if they replaced or buffed the effects for higher levels. I think once they adjusted Green Steel debuffs to be non exclusive to Shroud, it lost its specialty. It also made the raid avoided being ran.
 

Abramax

Emerald Archer
Dear @SteelStar,

Here is my feedback on Eon the Longbow:

"What I liked?"
This longbow is perfect for dealing physical damage. It's literally the big brother of the Chaosbow, and I think many players will appreciate it, especially with the option to use Legendary Dust for even more physical damage. Good Job on that.
I’m also pleased to see that the cosmetic design isn’t exactly the same as Eon the Poisoned Reign—the color variation is a nice touch.

"What I would like to see changed?"
I would love to see this longbow become a viable option for hybrid builds that focus primarily on imbues and magical damage. While Legendary Ash does provide the option to reduce MRR, I think there could be more features to support players who want to explore different avenues beyond physical damage.
Talking about LGS effects, maybe add and create some new cool effects ?

"How I would like to see it change?"

  1. Adding Upgrade Options: The best solution would be to introduce additional upgrade choices, similar to the Sharnweapons' "nearly finished" mechanic. In this case, players could choose from the following options:
    • Physical Option: Elasticity (+1 critical multiplier) + Ranged Alacrity (20% enhancement bonus to ranged attack speed).
    • Magical Option: +3 bonus to Imbue Dice + Cursed Ranged Alacrity (you are now CAPPED with 200 Ranged Power but you gain 20% enhancement bonus to ranged attack speed and +30% COMPETENCE bonus to ranged attack speed, effectively a permanent Action Boost Haste).
      These choices would allow for more diverse playstyles and build customization.
  2. Introducing a New Quiver: To complement the longbow, a matching quiver could be added, which grants the following:
    • Free feat: Enhanced Elemental Dice
    • Sight Beyond Sight ability
    • Accuracy bonuses (insight/quality/legendary)
      Set Effects:
    • Increased Imbue Dice
    • Bonus to Spell Power
    • Ability to conjure special arrows
    • Additional bonuses when using Elemental Arrow Imbue (from the Arcane Archer tree), such as damage-over-time or crowd control procs (freeze, petrify, confusion, blind, etc.).

This should make the longbow an attractive option for both physical and magical-focused builds!
 
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Khurse

Well-known member
Personally I'd like the Kukri to drop Legendary Paralysis and gain Enhanced Bloodrage like the PN one. Paralysis (Leg or otherwise) just has always seemed like a weak effect to me (apart from the very early days when it was awesome at level 10)

Also I think all the weapons should gain the "Favored Weapon" ability of the Falchion. But I'm not positive that won't create some broken builds
 

Reilia

Member
Where's the love for arcane lore? It seems like a missed opportunity to me for this expansion. There are items (and enhancements) all over the game that give bonuses for religious lore and wilderness lore. With all these quests searching ruins of ancient wizards nothing was added for arcane lore. Is there a gameplay reason for this? I would think arcane lore was added to the game for some reason but I haven't see it yet.
 

I dont Like gimps

Well-known member
Dear @SteelStar,

Here is my feedback on Eon the Longbow:

"What I liked?"
This longbow is perfect for dealing physical damage. It's literally the big brother of the Chaosbow, and I think many players will appreciate it, especially with the option to use Legendary Dust for even more physical damage. I’m also pleased to see that the cosmetic design isn’t exactly the same as Eon the Poisoned Reign—the color variation is a nice touch.

"What I would like to see changed?"
I would love to see this longbow become a viable option for hybrid builds that focus primarily on imbues and magical damage. While Legendary Ash does provide the option to reduce MRR, I think there could be more features to support players who want to explore different avenues beyond physical damage.

"How I would like to see it change?"

  1. Adding Upgrade Options: The best solution would be to introduce additional upgrade choices, similar to the Sharnweapons' "nearly finished" mechanic. In this case, players could choose from the following options:
    • Physical Option: Elasticity (+1 critical multiplier) + Ranged Alacrity (20% enhancement bonus to ranged attack speed).
    • Magical Option: +3 bonus to Imbue Dice + Cursed Ranged Alacrity (provides -100 ranged power but +30% COMPETENCE bonus to ranged attack speed, effectively a permanent Action Boost Haste).

This should make the longbow an attractive option for both physical and magical-focused builds!
u vastly underestimate How Little 100 Ranged Power is compared to a perma haste boost especially because thats Basically Only 70RP then since u can just action boost RP then
 

Abramax

Emerald Archer
u vastly underestimate How Little 100 Ranged Power is compared to a perma haste boost especially because thats Basically Only 70RP then since u can just action boost RP then
It s only numbers, you have the idea. Reduce ranged power to gain attack speed to be able to do more damage with imbues.
If to be balanced we need a -300 ranged power, let s do it.
 

Amoneth

Well-known member
Thayan Pactmage's Bangle
nice to see warlock love! however, some warlocks take utterdark blast and use light spell power to scale there damage. any chance you could give the item Forceful Light lore and spell power (light + force + kinetic)? that would make this good for any warlock
Red Wizards Sight
spell focus mastery isn't a very desirable effect. I would replace it with insightful spell focus mastery because the last pair of googles to have that was the googles from project nemesis in sharn.
Since these are red Wizards goggles, it would be cool if instead of force lore they got a blighted lore (because the necromancers all cast negative force poison and evil spells)
I'd love to see Light power and lore included on the bangle too, it's really hard to fit into warlock gear.

I'd prefer to see Quality Spell Focus Mastery rather than Standard or Insightful but that's just because it would allow me to fit in the Direbear belt since my request for Insightful Sheltering wasn't heard on the previous feedback.
 

saekee

long live ROGUE
Maw is an intriguing weapon and an obvious pairing with The Edge. I am not sure what to make of the extra 5% armor piercing—is there something you could do like ‘Improved Precision’ in which it buffs the precision feat if taken? Or something like that?

Paralysis in heroics typically uses Will save but for some reason capped weapons shifted to Fort save. Can you make The Maw’s Paralysis a Will save to make it stand out?

It is clearly an offhand weapon mean to be paired for non-boss content and I am fine with that.
 

Clagor

Active member
Looking at the weapon choices i have as a DEX based Ranger (Scimitar) i feel myself a little bit overwhelmed by the "Dripping with Magma" effect.

The new Undying Age weapons have nice effects with Sovereign Vorpal, Dripping with Magma and the customizable Sealed in Fire effect. The 3rd Degree Burns seems ok but is again fire damage + vulnerability and procs only on vorpal.

Looking on the Kindling, the twin Flames of the City raid scimitar i see again a Dripping with Magma effect and if i want the nice set bonus (+1 Critical Multiplier on 19-20) i have to have 2 times Dripping with Magma, which is not beneficial. And again the 2 times Overwhelming Incineration is a pure fire effect.

We should have ether different scimitars like Kindling, the twin Pillars (Flames&Frozen or Sun&Moon or whatever versions) of the City with different enhancements or instead the set bonus add something different instead Overwhelming Incineration e.g. Wrath of the Wild (primal bonus to damage equal to half of your wilderness lore feats) or just an additional effect Better Offhanded (+2W if in off hand).
 

I dont Like gimps

Well-known member
Looking at the weapon choices i have as a DEX based Ranger (Scimitar) i feel myself a little bit overwhelmed by the "Dripping with Magma" effect.

The new Undying Age weapons have nice effects with Sovereign Vorpal, Dripping with Magma and the customizable Sealed in Fire effect. The 3rd Degree Burns seems ok but is again fire damage + vulnerability and procs only on vorpal.

Looking on the Kindling, the twin Flames of the City raid scimitar i see again a Dripping with Magma effect and if i want the nice set bonus (+1 Critical Multiplier on 19-20) i have to have 2 times Dripping with Magma, which is not beneficial. And again the 2 times Overwhelming Incineration is a pure fire effect.

We should have ether different scimitars like Kindling, the twin Pillars (Flames&Frozen or Sun&Moon or whatever versions) of the City with different enhancements or instead the set bonus add something different instead Overwhelming Incineration e.g. Wrath of the Wild (primal bonus to damage equal to half of your wilderness lore feats) or just an additional effect Better Offhanded (+2W if in off hand).
Yeah giving Both dripping is certainly weird unless they stack which they dont?
 
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