Arcane endurance. That gem is practically impossible to slot due to the saturation of solar slots, and it fit with the idea of more spell points. It would be nice to have it as a regular enchantment. Furthermore, % HP exists in regular equipment, so why not % spell points as well?The first two are intentional - We do not need a full array of armor types every time, and in this case we took a targeted eye at Light armors. The expansion pack later this year will feature armor of each type, as it typically does.
The Insightful Temporary Spell Points is a bug, it's an unused effect that's in data but was intended to be Insightful Wizardry. Open to suggestions other than Insightful Wizardry, though we are unlikely to add Spell Lore to these items.
I've already explained why it's a bad idea. Seriously, caster gear has too many stats, too many divisions, too many channels. Way too many.Talking about the Legendary DC bonus on the band: This is an intentional addition, and while it does appear on this item only for now, it will appear on more items in different slots in the upcoming expansion pack.
With IOD you added several heroic emeralds. And now you're not adding green slots to heroic items. It doesn't make sense. How are we supposed to use those emeralds if you don't give us green slots? Please keep the design consistent; don't change it from one expansion to the next.We can do a pass on augment slot types here, for sure.
Elemental damage is in many cases too big, more than it should be. The problem is in the stat itself. Energy absorption is very useful. Elemental resistance is barely noticeable. So, a quality resistance is pretty meh. Absorption saves your life. Resistance takes away a couple dozen points of damages, and when you're taking thousands of points of damage, it's barely noticeable.Will do some thinking about the state of elemental resist items - There's something to be said that if they aren't impactful enough, it's possible elemental damage isn't as much of a factor as it needs to be. Worth a discussion with the team.
Talking about the Legendary DC bonus on the band: This is an intentional addition, and while it does appear on this item only for now, it will appear on more items in different slots in the upcoming expansion pack.
I agree with you in all, except... Why to do more difficult dcs for not nuking spells? They have given to martials IKs and CC with ridiculous low investement. They have put a hundred of obstacles to CC and IKs too; in any mob group always there are several mobs inmune to that.+1 to Lazuli and MrWindupBird's comments above about the sheer difficulty of gearing a caster these days. I also want to point out that much of caster gear is locked behind rare gear or limited options:
Why does this matter? Together, these represent +8 DCs for a caster (I'm going to be generous and pretend Artblade's +3 Sacred doesn't exist for a minute). Because spell DCs are still on the d20, that gap means a 40 percentage point gap for a caster who doesn't have these items. If a geared player succeeds on a roll of 2 or higher (95% success), the ungeared player needs a 10 or higher (55% success). This creates a wall that new players have to climb in terms of gear and past lives in order to become modestly successfully as a caster. Because these bonuses are almost exclusively tied to rare drops, legacy raids (Dinosaur Bone), or specific weapon types (DoV), new players are effectively forced into a 40% higher failure rate. We are relying on 4-to-6-year-old items to fill 'must-have' slots, which signals a stagnation in accessible gear diversity.
- Sacred DCs - 9 items. 3 are raid items, 4 are rare items (I'm counting Feytwisted as rare even though it's predictable). The most predictable options for a new player are a Dinosaur Bone artifact (4 years old) or Gloryborne Gloves (6 years old).
- Quality DCs - Almost exclusively on weapons (DoV and fallen age).
- Exceptional DCs - Again, exclusive to weapons, mostly the DoV weapons.
- Enhancement DCs - only the GH augments
I did want to clarify that I didn't mean to imply that nuking doesn't require DCs today, rather I wanted to ask if SSG plans to make it easier to nuke with low DCs while simultaneously making it more difficult to gear for both DC casting and nuking. Yes, that would mean removing game mechanics that are carried over from tabletop for the sake of game balance.
Insightful temp sp 0 this seems useful only if a number significantly greater than zeroThere are new items for the new dungeons in this Preview! They can be found in chests in the new content, as well as in the Test Dojo!
As usual, if you have feedback, feel free to talk about it here!
1% or 2% isn't going to matter at all. How many spells cost 100 or more (that would see the cost reduced by 1)?
Insightful temp sp 0 this seems useful only if a number significantly greater than zero
Why temp? Does this not replenish with other effects like sp pots or torc/cord op?
yellow and green. There are heroic emeralds. Lamordia heroic items lacked green slots. Now this pack follow the same pattern. I want to use those emeralds!I would like to see a few more yellow augment slots on heroic items. Right now 8 out of 10 slots (not counting weapons) have blue augments. Granted, there are more blue augments in general, but their effects are also more often covered by the items themselves. I think it would be nice to have at least 3 yellow slots and maybe the armor changed to green.
Also, I appreciate the theme going on with the different dragon color items, but from a gameplay perspective it seems like it would be annoying to have a loot table padded with 2x5 items where the only difference is which resistance they grant - a stat that probably doesn't matter much to most players.
Lastly, there are two long swords. Was one of them perhaps meant to be a short sword? It would make sense to me if Drysvayla's Razor was a short sword since it's called a razor and it's poison.
While I completely agree with your point about having too many channels for spell DCs, this tactics point is a bit disingenuous... While it is true that it it much easier to gear for tactics, if you add up all those bonuses (using fully maxed values, 50 str mod) you still only get to about a 110 dc on trip. So its only easier to also achieve similarly useless DCs.Compare that to a melee investing in tactics:
1. Enhancement (eg stunning +16-17, vs combat mastery +12)
2. Insightful (this is almost always obtained from trance, and bonus range varies, usually ~15-25 depending on mainstat or offstat)
3. Occasionally one of profane or quality combat mastery is easily tetris'ed into gear, but more commonly neither, and almost never both.
4. Artifact. Ive never personally used this in any melee build I have played, as there are better things to do with the slots and it simply isnt needed
90% of melee builds will only use stunning, but if you do need another tactic like sunder, thats a single extra affix/slot.
So, 2-3 affixes/augment slots for melee, add 1 if using multiple tactics, such stunning and sunder or stunning and trip.
I often hide my cloak while actively playing because I’d like to see myself better so yes that sash is nice. I wish they would figure out how to decorate them to reflect the theme of the release. A plain color is ok but given how many nice cloaks are out there some artwork would be nice.Black/Red/White versions of Nullscale armor do look nice. I'm also a big fan of getting some extra sash color options. I like the split look compared to normal cloaks.
Yes, yes and yesMy congratulations to the art team. The items look gorgeous. I already have a few mirrors ready.
Regarding the ring... I appreciate, devs, that you want to help casters. We need it. DCs are through the roof. But a new channel isn't the way to do it. Caster gear these days is a complete nightmare. There are so many stats, so many bonuses within each stat, and you differentiate between schools for DC and elements for damage. There's simply not enough room for so many stats. Specialist nukers have it very tough. Generalist casters like wizards have it impossible.
Devs, equipping a martial is ten times easier than equipping a caster. There's too much stat division for casters.
Then we have the fact that the DC provided by caster gear is much lower than what you get with tactical gear (and martials also add trance to their DC). And let's not even talk about the DC gained from skill abilities, like Intimidate or Disable Device. No, seriously. Casters are at a tremendous disadvantage.
Contract stats, please. We need gear that buffs multiple elements in a single enchantment. We need you to reduce stats for DC as well: remove some DC channels and increase the value of core enchantments, like regular, insightful and quality spell mastery. We need a new augment to replace the Gianthold augments: a +2 (or better yet, a +4, since DCs are out of control in the new content) for all schools. It's so frustrating that these Gianthold augments are eating up all the caster color slots.
And finally, there's an overabundance of stats in solar slots for casters. For example, we have to add TWO sets of spellpower and critical chance (the universal one and the potency-style one), plus critical damage, etc. This leaves no room for the new gems you've released, like Arcane Endurance and others. Please merge those two sets of spellpower and critical chance, or make one of them profane so it can go in lunar slots. Or make the new gems lunar, now it seems like everything has to be solar.
I appreciate the attempt to throw casters a bone, I really do. But a new stat isn't the way to do it. Caster gear is seriously oversaturated. We need a slimming, not a fattening up. Please help us with this.
There is an almost invisible cloak from dq raid that is nice.I often hide my cloak while actively playing because I’d like to see myself better so yes that sash is nice. I wish they would figure out how to decorate them to reflect the theme of the release. A plain color is ok but given how many nice cloaks are out there some artwork would be nice.
Agree. Tons of work on DC casters to make it work but other classes get easier paths for their critical abilities. Imagine if clerics needed 100 past lives to heal effectively... or fighters to do dps effectively. Casters need dcs to NOT do half damage most of the time. Destinies are of little help.Yes, yes and yes![]()
On another note, there are stats that remain seriously underrepresented for casters. Lores are always a nightmare to slot. Just look at this pack, again. Insightful Spellpower is also a nightmare. And Sacred DC is another nightmare (why not remove this and add it to one of the other channels? Anyway, it's silly to have profane and sacred bonuses that don't cancel each other out, like in PnP).
As for the ring, replace the regular SFM with Insightful Spell Mastery.
While I completely agree with your point about having too many channels for spell DCs, this tactics point is a bit disingenuous... While it is true that it it much easier to gear for tactics, if you add up all those bonuses (using fully maxed values, 50 str mod) you still only get to about a 110 dc on trip. So its only easier to also achieve similarly useless DCs.
IMO both basic tactics and basic spells need at least a +10 generic buff to dcs across the board to match the current level of endgame mobs. This current design paradigm of giving excessively overkill dc values (150+ with no effort) to only a few select classes while all other builds spend thousands of hours/dollars farming pastlives and gear for peanuts, just to remain borderline useless is very frustrating.
Steelstar has repliedAs usual, SSG devs rarely respond to the preview loot threads, if at all.
Just like always, they don’t really take feedback into account, and even when bugs are reported, they go ahead and push it to live without fixing them.
They haven’t replied even once this time either, right?
Even though they’ve been posting all over other threads.