Update 69 Preview 2: Items

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h46av8r

Well-known member
Fair enough. I should have stated more clearly that I mean on ML33 gear. If there is a SFM ML 33 piece to match the ML 13 I certainly stand corrected. I would prefer it on non-armor though.
Nightmothers Sceptre? ML29 not 33 but has SFM 4 and iSFM 2
 

mikarddo

Well-known member
Nightmothers Sceptre? ML29 not 33 but has SFM 4 and iSFM 2
Please dont be silly. Its many years ago that was relevant. SF items and augments are +6 and ISFM is +3. I am hoping for a new ISFM item with a sun or moon augment slot. Please note.. a new.
 

Anurakh

Little Nixie
The idea of sun/moon augments is brilliant, and something we have been asking for for some time. Well done. As an improvement, I think the slots should be opened to more items. Some set bonuses are also missing, not just MRR cap. For example, can you bring the % to spell points that the LGS gives? You have completely forgotten it in the current sets. And one very frustrating thing about LGS is that it doesn't have augments slots.

Can you consider the idea of updating the 3 set-augment-bonuses from raid items, devs? It has always seemed very abusive to me to need 3 slots and 3 raid items to be able to obtain only one set benefit. If you want, maintain that three raid items are needed, but please make those three items form a single augment that only occupies one slot.

And now, my disappointment regarding the new equipment: the items themselves are frustrating. Important stats that are very difficult to find are missing, such as quality ability, or spell lore (a stat totally forgotten since you designed the spinneret with Slavers loot!), or insightful/quality spell mastery, or even freedom of movement! Devs, it is very difficult to change equipment when the important stats on the items are so scattered, and in some cases forgotten.

We need more thematic items that group together important stats. We need fewer stats that do nothing, like break sheltering and resistance, or the quality saves. And we need better integration with another previous items. For example, we have some items with those important stats in other expansions, but they conflict with slots where there are now sun or moon augments. A less random loot design is needed or give us more crafting options so that we can set the stats we need. Or alternatively, allow us to update old items to the new moon/sun system, although I think this would be more difficult to code.

And instead of filler stats that are useless, bring us nice things, deific focus style, dots, clickies, increased boosts, etc, etc, which are what should define the new loot, not the same stats thrown between the items randomly.

Looking at these items, as much as I like the moon/sun system, I am left with a bad impression, because I find it difficult to replace my current sets without losing important stats. Please, please, please, we need to make it easier to integrate all the stats. We need to make it easier to replace one item with another. The sets are a barrier, of course, but so is how difficult it is to integrate the essential stats of a build into the items themselves.
 
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Anurakh

Little Nixie
ISFM is +3. I am hoping for a new ISFM item with a sun or moon augment slot. Please note.. a new.
Please. iSFM, same qSFM and quality ability are too hard to slot!

Spell lore is a forgotten stat. Devs, see hopw many spell lore items there are:

And the only really good is spinneret (with a 11%!) outside of that small list.

Also, isn't it time to update the spell lore value? It's very low, half an individual lore is very very low. Give it 75-80% of an individual lore, please. But above all, remember that this stat exists!
 

patang01

Member
I wanted to offer my 2 cents on the items in this expansion. I honestly don't like the gating of the new augments. I like the idea of breaking up set bonuses into augments, but to create a whole new category of augments that can only go into new items we have to grind for is awful. I am currently grinding gears out of the latest 3 expansions. Some set bonus and some odd and end items. The idea of having to grind out entire new sets of items that might or might not work well with the 2 end game characters I'm working on just isn't interesting to me.

By creating the moon and sun augment slots you basically gate entire item sets from the old items you might have. A much better solution would've been to add these as green and orange augments slots, where the most powerful are orange and therefor make it fewer items sets that it works with - and then simply add both a green and orange augment slot to the new items. That way you can still add these augments to old gear but at less rates and not always in the best combinations, and the new gear are more 'ideal' for the new augments. By making it sun and moon you are entirely gating out old items.

I'm just not interested in reinventing the item wheel here by starting to grind fresh for a whole new item sets. Now it is too late to stop this train from leaving, but finding out that these new 'cool' augments require not just a grind for the augments itself - which is just part of the way things work, but also require me to find the item that works with what I have, or might require an ENTIRE separate grind...not fun.

I like crafting systems such as Dread Isle. Every single run goes towards my end goal. I'll get the items as I run, but all I'm really doing is grinding for materials to make them exactly as I want them. Same was true with slavers. You basically ran it for the future of making the item you wanted.

Having to grind out new gear that can ONLY take advantage of these cool new aguments just feels like double hurdles. I basically bought an entire expansion just to go back to work starting from scratch.
 

Rosze

Well-known member
Looking at the minor artifacts in this pack I think they have potential but i doubt anyone will ever use them. They fail on few levels for me. They lack a 15 stat I can get on a Dino item and they have no other X factor that pushes them to be great. I know there are designs reasons to not put sun and moon augments on them but they would basically have to have one of each to pick them over Dino or 5 filigree slots.
 

Anurakh

Little Nixie
I wish there were also more swap spell absorption items in other slots as well. Currently it is trinket/cloak. Yes, there are Thth gloves, but they are not easy to get for most people, it is a raid that in pugs is not usually played above normal. Give us options, please.

A craftable item like the GoMF but with the sun/moon system would be great too.
 

Rosze

Well-known member
For the echo of the War Blade I was reading and in dnd lore it seems to give bulls strength and blade barrier. I think neither of those are actually that enticing in DDO as they are in pen and paper. I think for warblade having something like perma rams might or maybe even legendary rams might could be cool while still noding to the source material. Instead of blade barrier however something like a blade ritual buff that is similar to original audience with the queen could be cool. Giving some bonuses few times a rest makes it unique and a clicky any melee would want to use. Maybe make it a str check. You could even have each blade have their own ritual.
 

Gimpy Jok

Member
Overall i liked the new augments idea, i think it will bring some new gear tetris ideas and help customize your setup.

Though I am a bit dissapointed with some of the gear pieces, mainly the artifact rings, they feel a little weaker than we expected for the brand new minor artifact for this expansion, as a caster point of view, i do hope ull consider changing them up a little bit and maybe removing the
insightful saves stat and adding another usefull modifer such as spell lore, or a caster related modifier for the caster rings such as dc, Spell point or something in that field. considering that this will replace both the bound element rings that are almost mandatory for most casters, and the currently used minor artifact, it needs to be significantly strong for it to justify giving up so many other stats that will need to be replaced in one way or another.
so i do hope the rings will be reconsidered and maybe have spell power + insightfull spell power + spell lore.
 

Cyran

Well-known member
Listened to Cordovan's Fridays at 4 and I came away bewildered.

Did you not realize that these new Sun/Moon augments make so many of the 3 piece set augments obsolete? A system you implemented not that long ago. Why farm items, 3 of them at that, convert to augments when you can just slot one of the new Sun augments and get the same bonus. I realize there will be some uses for the 3 piece set augments. But to pretty much kick a recent system into the gutter baffles me.

My reaction was opposite. I think the new system vastly increase the value of the 3 piece set augments. Before you could not put it on any other item that has a set on it because it would replace that set. In new system you can have a sun/moon aug and a set augment active on a item at same time.
 

moffus

Member
Ive got a suggestion with artifacts - since there are a fair amount of older artifacts that have sort of decent stats, would you concider updating the older artifacts to have 4 or even 5 filigree slots so they'd be more viable compared to the new artifacts? Their base stats would still be tied to ML, but if all artifacts had the same amount of filigree slots, they would keep some of their value in the gear tetris.
 

Bricks

Halfling Backstab
Assassin Bracers would be exciting if Assassinate were changed to Insightful assassinate
Take out assassinate and replace with insightful, then put a moon slot on it for the profane assassinate to be slotted. Then slot assassinate into an augment and can consolidate the item. And then can switch it out when on boss beatdowns
 

saekee

long live ROGUE
Take out assassinate and replace with insightful, then put a moon slot on it for the profane assassinate to be slotted. Then slot assassinate into an augment and can consolidate the item. And then can switch it out when on boss beatdowns
SOLD!
 

Grundable

Active member
Please make the following changes.
- Consider changing medium armor, heavy armor, and shields out of Mithral.
- Consider crown age light, medium, heavy armor and towers shields to have Greater Nimbleness (or better Nimbleness) to make up for missing Legendary Rough Hide if it's not being added. Also, this is the height of Elven civilization high magic so it should be like this ;)
- Add increases Magical Resistance Rating Cap to the new Magic Resistance Rating Sun/Moon augments. The additive bonus to Magical Resistance Rating Cap would be the same bonus the Magical Resistance Rating bonus conferred.
- Add +6 insightful stats and +12 melee power augment to the augment vendor added to the start of this expansion.
- Add Rough Hide and Legendary Rough Hide Augments please.
- For the new feat that will grant Legendary HP% on Fridays at Four, consider having it scale with the number of shield mastery feats the user has.
 
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Summoner

Well-known member
Please make the following changes.
- Consider changing medium armor, heavy armor, and shields out of Mithral.
- Consider crown age light, medium, heavy armor and towers shields to have Greater Nimbleness (or better Nimbleness) to make up for missing Legendary Rough Hide if it's not being added.
- Add increases Magical Resistance Rating Cap to the new Magic Resistance Rating Sun/Moon augments. The additive bonus to Magical Resistance Rating Cap would be the same bonus the Magical Resistance Rating bonus conferred.
- Add +6 insightful stats and +12 melee power augment to the augment vendor added to the start of this expansion.
- Add Rough Hide and Legendary Rough Hide Augments please.
No please don't make them of mithral. that means my druid can't use them.

Also consider making the shields of something else than metal so my druids can use them
 
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