Update 69 Preview 3: Items

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nenetteblackmoor

Well-known member
This Minor Artifact is completely useless for Pure Melee.
Alchemical Attunement is unnecessary, and the Insight Bonus overlaps with other items, making it redundant.

Is this really an Artifact?
I wish it had a rare effect like Bloodrage Chrism to make it more Artifact-like.
 

voenixa121

Well-known member
This Minor Artifact is completely useless for Pure Melee.
Alchemical Attunement is unnecessary, and the Insight Bonus overlaps with other items, making it redundant.

Is this really an Artifact?
I wish it had a rare effect like Bloodrage Chrism to make it more Artifact-like.
It has 5 filigree slots. That's unique. I'm pretty sure it's enough for many people to use the new artifacts.
 

Spook

Ghostly Troll
It has 5 filigree slots. That's unique. I'm pretty sure it's enough for many people to use the new artifacts.
Its going to be close +5 MP/RP in exchange for less optimal gearing - if it wasnt a ring slot it would be more interesting even with meh stats
 

Wujeck

Member
Suggestion: Increase LV 33 +6 insightful named items to +7 instead since I saw over the weekend (+10 treasure hunter weekend) someone who looted a LV 32 +15 STR, +7 insightful DEX random gen glove item! Named items at LV 33 should at least be on parr with LV 32 random gen don't you think?
 

TANUKING

Active member
Suggestion: Increase LV 33 +6 insightful named items to +7 instead since I saw over the weekend (+10 treasure hunter weekend) someone who looted a LV 32 +15 STR, +7 insightful DEX random gen glove item! Named items at LV 33 should at least be on parr with LV 32 random gen don't you think?
I agree.
If not, I think the value of the LGoMf that Canntih craft can do will be higher again.
 
The Summer Solstice artifact falls very short,

-The monk soul of the elements effect isn't L32 worthy, it's alright in the L 20's , but falls very short for 30's and is lacklustre.

-Brazen brilliance, this sounds just annoying with flashes ( unknown if it does, but for example the augments that had meteor storm are just obstructive and most give up with them soon after trying),, and many monks already have to go falconry and have a blind there, so the blind factor is just duping something many monks already have.

It;s a real shame that, again, the monk artifact just doesn't attract this full time monk. (& Neither did the perfected jidz artifact made for monks, which was totally baffling why you bothered updating it to only ruin it with changing the effects the stances gave)
Last I looked on Lamannia, we still didn't have the actual effects. I'm hoping that the "Soul of the Elements" is just a placeholder name and we'd get something more compelling, since (as you stated) those effects are far below the standard set by Perfected Jidz. Just to spitball a couple ideas I had:

Fire: I'm thinking unique bonus multiplier is too much, but maybe some kind of unique seeker at least, or increased vorpal range, something relating to crits. Fire is all about big bonk and we have too many forms of reinforced fists to make that as compelling anymore (my opinion)

Air: Something relating to doublestrike. Additionally, this should be the strongest offensive stance given that it reduces Con. I'm currently thinking another x% increase to offhand doublestrike, or possibly increasing on-hit effect chance to maybe make some use out of "cursed maelstrom" items. Would *love* to see this stance be stronger as it is by far the one I spend the least time in.

Water: Spiritualism is the idea here - maybe some kind of stacking boost to melee power each time you complete a finisher? Or some kind of magical warding that's not just "+10 MRR cap" (not that I mind having that on Perfect Jidz, but hoping for more interesting and compelling effects)

Earth: Similar concept - I see Water and Earth as two sides of the "defensive" coin. Maybe some kind of stacking defense that isn't just PRR. For offensive ideas maybe ramping acid dot? (since of any element that one is the least resisted).

In general, I think there's a lot of space for monks regarding the use of finishers. They are dreadfully underutilized, especially at cap I am never using more than 2 of them, if at all. You could even tie the "Elements soul" idea into what kind of finisher we're using, if that's more in line with your vision of this item. I'm really hoping to see something unique out of this ring, since it's going to be taking the place of Mind and Matter which is such a staple at this point for any cloth build.

Again, just spitballing and more trying to get a conversation started. Happy for any comments/criticism, and thanks to anyone who read this far. :)
 
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Wisefreelancer

Active member
I like the profane well rounded on the belt. It's what makes them something I might use. And I can slot 1 more to stats I want via profane augments. It's one of the few items in this entire loot pack that's desirable for myself and many people I've chatted with.
Agreed. These are things that make the items worth it and are relatively unique. If you're getting profane stat bonuses you probably aren't using these sets (or you're swapping +3 all for +4 in one, which is not always a good trade).
 

FVSHasBeenEvenMoreGutted

Well-known member
heres my feedback
Bugs
cloak of moonlight is missing an effectc
crown of evenings rise should have +10 intelligence skills and not +6
unsure if this is a bug, but the fallen age longswords have +2 quality spell focus mastery, golden age longswords have +2 profane spell focus mastery when the echo of the artblade has +3 sacred spell focus mastery. shouldnt they all be +3?
tower shield of the golden age is missing an effect
large shield of the fallen age doesnt have rough hide and shield spikes like the other non tower shields. the golden age shields are all the same except for the tower, so the large shield should lose the incite for rough hide
echo of the corwnblade is missing a caster level in its description
echo of the warblade is missing a caster level in its description
cloak of the artblade is missing a 4th effect
helm of the warblade has +5 insightful seeker when it should be +6
legendary armor piercing is giving me +6% (at least on the heavy armor of the artblade)
soul of the elements on the summer solstice does not work
the brazen brilliance on the summer solstice does not appear to proc for me, at least on melee razorclaw
Robe, outfit, and docent of the warblade have improved demonic shield shield instead of legendary
Gear Suggestions
Cloak of Moonlight
replace immunity to fear with freedom of movement
for the missing effect, add negative amplification
Cloak of Sunlight
replace natural armor with rough hide
Gloves of the strong, resilient, and nimble
replace physical sheltering with quality physical sheltering
Helm of Suns Wrath
make crown of summer give +12 melee and ranged power
Legendary Band of Acrobatics
replace jump 21 with the feat mobility (because that gives 1 tumble charge)
Band of Manifest Magic
replace the 3 spell DCs with insightful of those 3 DCs
Band of Mental Magic
replace the 3 spell DCs with insightful of those 3 DCs
Band of Flourishing Fauna
replace true seeing with eversight
Band of the Unseen Assassin
replace assassinate with insightful deception
Cuffs of the Forbiddeon
replace negative amplification with insightful negative spell crit (like the orb from sharn)
Pendant of Crippling strikes
stop putting combat mastery on gear, it is pointless. replace combat mastery with quality combat mastery +3
Pendant of Silence
melodic guard is currently terrible. replace this with Melody: Imperial Resonance
replace sonic resist with sonic absorb
Periapt of Charisma
replace enchantment resist (an effect that should NEVER be found on another item ever again) with extra smites
Armor of Miday, Midnight, Moonlight, Sunlight, Sunset, New Moon, docent of sunlight, outfit of sunlight
replace accuracy and deadly with quality accuracy and deadly
any armor with insightful +6 to a save replace with riposte or parrying. there is no point for this stat to exist when parrying is so common
Docent of moonlight
replace potency with quality potency
Echo of the Crownblade
replace blazing with brazen brilliance
Cloak of the Artblade
missing an effect, add firestorm lore
Helm of the Artblade
replace metamagic maximize with creeping dust lore
Helm of the warblade
make crown of summer give +12 melee and ranged power
Armors of the Warblade
replace deadly and accuracy with insightful accuracy and deadly
All minor artifact rings
replace insightful resistance with parrying as parrying is the same thing if it was actually good
 

Summoner

Well-known member
Legendary Helm of the warblade:
It says Exceptional seeker and then in the text it says insight seeker.

Also you made a really nice items for druids namely the bracelet of flaurishing fauna. I like that.
You then made another item that is supposed to be good for druids.
The "autumn equinox" with bloody thorns.

But both of the bonuses from druidic survival mastery and bloody thorns gives a primal bonus to damage which means they do not stack.
Tested on live right now with legendary thorn boots and epic hide of the fallen on a blightcaster in thorn knight form.

Is it possible to change either of those bonusses to something else to make them stack?

Also i see you kept the light and medium armors as leather which i like so druids can use them.

I wanna point out that the shields are all made of metal which means druids can not use them. I am ok with this i just wanted to make sure you are doing this deliberately and not on accident.
 

MrWindupBird

New member
General thoughts- kudos on Sun/Moon aug system, this will end up being a good thing for gear tetris and flexibility. Also, not quite the right thread, but the size/scope and variety of new wilderness area and quests are rad, especially the new challenging endfights.

There's some good feedback in this thread re: specific gear statting.

My concern- from what others who have ransacked chests have reported, the drop rates of the 'rare' set of items are abysmal. This sucks- no one wants a return to the Nebula frag era, where a ridiculous amount of grind was needed to get a functional gearset.

There are a few interlocking issues here.
1. Hunting after a base item with a cosmically-tiny droprate is just plain not fun- many of my friends bailed on DDO in the nebula era, since it is an incredible grind THAT HAS NO INCREMENTAL PROGRESSION. There's no way to make forward progress from time invested- it's all or nothing every time you open a chest, and for many people (myself included) being absolutely no closer to what you wanted after >1000 chest pulls is discouraging, to say the least- this is what causes people to quit. It's an unreasonable time investment.
2. We already have a endgame grind for those who want/need to optimize- the layered RNG of mythic bonus, reaper bonus, and useful curse on a base item means there's already an infinite treadmill in place for those who want that- we do not need to add another multiplicative grind to these systems.
3. The way gear tetris in DDO works, it's almost never one-piece-in-one-piece-out; small changes mean rotation of a large number of gearslots. All of these problems are multiplicative.
4. Nearly all equipment in DDO is bound to account/character- this means that you cannot count on trading to balance out unlucky streaks. Further, unless it's a raid item that can be bought with runes (which was a very good system change!) there is no other way to get it other than opening chests repeatedly. There is no recourse to bad luck.

Hope those thoughts are helpful. All I'm asking is please be cognizant of total effective drop rates- it's good to have chase items, but we already have systems in place for that (in the form of mythic/reaper/curse) and do not need to compound them. As an example, the effective drop rate for a particular item in Sharn mainquests in ~5.5% (33% on elite , 6 items per table)- the math works out that 6% of players will not see the item even after 50 runs (thats a month and a half of constant ransack). I'd argue that anything less common than that for a base item is undesirable.

YMMV. Thanks for reading
 

Sarlona Raiding

Well-known member
Feedback on Myth Drannor Loot

Using the heroic cloak of the crownblade at level cap is a interesting trade-off if you don't benefit much from ac. You lose an augment but gain extra hp and at least some builds can overcome the heroic incite at 34.

Thanks for making bracers for assassins, palemasters and druid melees. What about the other 95% of builds? I am assuming there will be more bracers in the raid, but dropping a cannith craftable blank bracers with a moon augment would be another awesome option for people that don't raid.

Insightful Deception isn't granting the listed bluff bonus or perhaps it's not properly stacking with competence bonus.
 

Neain

Well-known member
but dropping a cannith craftable blank bracers with a moon augment would be another awesome option for people that don't raid.
This would be amazing as a future update (assuming its not a precursor to a drought of content like when we got shroud the first time).

Maybe close to when we get another cap increase (and hopefully the set boosts get higher, as they mostly seem the same this time around with only a couple of exceptions) we can get cc blanks with sun/moon slots to make our own gear that's not as good as the most current sets, but would still be solid.

Edit: heck, sell them as a ddo store exclusive, and as long as its not too expensive I would see this as a good thing as long as its not better than current raid/quest sets.
 

ACJ97F

Well-known member
I wasn't expecting them to learn a thing from past mistakes, so nothing they do is a surprise. Aside from the standard not-listening-at-all
level of design, we get the rare loot table! .... Players have had enough with Feytwisted, Nebula, and every other "brainstorm" they've had.

Why don't the DDO designers simply design metal armor?
That would require effort, and figuring out how much to charge for the Ultimate Armor Bundle... most likely 129.99, with 10 bank slots.
 
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saekee

long live ROGUE
Is this correct—that some at least of the long swords have an expanded critical threat range?
 

seph1roth5

Well-known member
Is this correct—that some at least of the long swords have an expanded critical threat range?
Didn't notice any. Where were you looking at them? Because items now (for the past year or so) show their stats based on what feats you have. It's suuuuuuuuper annoying and wish they'd let that be an option you can toggle. I hate when I see an item and think it'll be good for another class, but then you realize it's showing it with YOUR improved crit and enhancements.
 

Mindos

CHAOTIC EVIL
t's suuuuuuuuper annoying and wish they'd let that be an option you can toggle.
I raged against this and offered just that suggestion but nooooooooo. As I said then, it's just like the max dex bonus for armor problem all over again, as the game calculates the value based on YOU and not the item.
 

saekee

long live ROGUE
Didn't notice any. Where were you looking at them? Because items now (for the past year or so) show their stats based on what feats you have. It's suuuuuuuuper annoying and wish they'd let that be an option you can toggle. I hate when I see an item and think it'll be good for another class, but then you realize it's showing it with YOUR improved crit and enhancements.
Oh, saw it on the wiki, but you are probably right
 
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