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Kimberlite
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Enhancement pass take 2 - release notes June 27
Jun 27th, 2013 at 6:27pm
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Lamannia Release Notes: Second Preview of Enhancements

Welcome to the Lamannia Release Notes for Dungeons & Dragons Online! These release notes were posted on Thursday, June 27th, 2013. These notes are subject to changes and additions... lots and lots of changes and additions.

News & Notes

This Lamannia preview includes features that are in very early stages of development or still in the planning stages. Please be sure to review Lamannia announcements and release note updates for instructions on preview around specific features.

Of Special Note

DDO's Enhancement system is being revamped. Some of these changes will address/clean up UI concerns. Some will enable new forms of gameplay and decisions that improve the character building experience. The new design will allow us to more easily add new enhancement trees in the future.

Thanks for your patience and for participating in the Second Preview of Enhancements!

Goals

The Enhancement system revamp is intended to:

    Make it easier to see what enhancements are available, both for your current level and to plan for character building as you level up.
    Help increase character differentiation through distinct character builds.
    Improve the development flow and presentation so we can add enhancements and better display those changes to you.
    Make it easier for us to implement class trees with complete Prestige Enhancement (PrE) lines and further expand character build options.



Recent Changes to Enhancements:

    You now have access to 6 Class trees and 1 Racial for a total of 7 trees
    The first Core Enhancement is Required to take the first Enhancement of that Tree
    Improved Enhancement UI. Core Enhancements are now called out more clearly, and a white box highlights them when they can be taken (like non-Core enhancements have already done)
    You can now re-arrange your enhancement trees by clicking on the drop-down box near the bottom of the trees. The “TBD – DNT – Unset” panel is available so you can select the order you prefer.
    You can only take tier 5 abilities in one class tree
    Cleric Divine Disciple:
        We have added a new Cleric Tree!
        To access the Tree on a previously created Cleric Character, you may have to scroll to the end of your available Class Trees. (IE: It appears in the 7th Enhancement Panel.)
    Bard Warchanter:
        Tree has been significantly rearranged
        Inspire Recklessness now works as intended
        Ironskin Chant now works as intended
        Northwind now works as intended
        Iced Edges now works as intended
        Armorer now has the correct AP cost
        Wassail is gone, and now included in the 2nd Core Ability
        Poetic Edda is now in Tier 1
        Fervor has been removed
        Heroes' Feast has been removed
        Skaldic Rage now scales based on song duration
        Bard Action Boost: Sprint is now an Action Boost rather than a Bard Song
        Boast should no longer stack with itself
        Bard Gathering Cold now is a stance that, when active, grants a 20/35/50% chance of getting the "Armor of Frost" effect: Armor of Frost: +1 Stacking AC and Cold Resist. Stacks up to 5 times.
        The AC bonus on Rough & Ready is now 2/4/6
        Rallying Cry (the old one – Tier 2) is now called Words of Encouragement
        The “New” Rallying Cry (Tier 5) is an Action Boost: “You and all allies within range of your songs gain +10% movement speed and a +1 Morale bonus to Saving Throws for twenty seconds. This ability can be used while feared, and dispels fear effects.”
        Added Bard Frozen Fury: Melee attack with a chance of freezing enemies
        Added Enchant Weapons
    Bard Spellsinger:
        Song of Arcane Might and Spellsong Trance are now working as intended
        Flicker now works as intended
        Haunting Melody now works as intended
    Fighter Kensei:
        Gained Haste Boost and Extra Action Boosts
    Rogue Assassin:
        Bleed Them Out’s tooltip has been updated
    Bladeforged:
        The Bladeforged Racial Tree has access to additional abilities
    Dwarf:
        Iron Stomach has been changed to grant Remove Poison/Remove Disease/Heroism for two minutes whenever you drink a Potion
    Warforged:
        Construct Toughness has been increased to 10HP



Faith Based Feats:

    Some old religious feats that were exclusive to Favored Soul (such as Child of Vulkoor and Beloved of Lord of Blades) are now available for Clerics and Paladins if they want them for the cost of a feat. They remain freely granted for FvS. The stats have been slightly improved to give more bonuses and give them at earlier levels.
    As previously seen on Lamannia, Clerics and Paladins now choose a deity to worship at level 1 as a feat, similar to Favored Souls. Old religious enhancements for Clerics, Paladins and Favored Souls such as Unyielding Sovereignty are now freely granted at level 6 as feats.
    Amaunator will be available as a deity for Forgotten Realm characters.



Treasure Changes:

    Randomly generated treasure has been improved to better scale to player power at all levels of play.
    The following only applies to new items that can be found throughout Ebberon and the Realms:
        There are many new item effects and higher bonuses to find!
        Notable new effects to find include Improved Vorpal, Energy Absorption, and Doubleshot, +10% Dodge, among many others.
        Some effects have been rebalanced or removed, with the overall goal of reducing the proportion of items which are of very low quality for their level.
        New randomly-generated items will no longer be able to appear with Race Restrictions.
        Instead, new items have a chance to appear with “Masterful Craftsmanship”. An item with Masterful Craftsmanship has a lower minimum level to equip than an item with its enchantments otherwise would.
    Changes to existing items: Below are some notable changes that are retroactive:
        Dodge bonuses:
            Dodge bonuses have been doubled in value.
                Items that had +1% dodge now have +2% dodge.
                Items that had +2% dodge now have +4% dodge.
                Items that had +3% dodge now have +6% dodge.
                Items that had +4% dodge now have +8% dodge.
            Dodge bonuses of different numerical values no longer stack.
        Exceptional Bonuses to Skills:
            Exceptional Bonuses to Skills have been doubled in value.
                Items that had a +1 Exceptional Bonus to one or more skills now provide a +2 Exceptional Bonus to those skills.
                Items that had a +2 Exceptional Bonus to one or more skills now provide a +4 Exceptional Bonus to those skills.
                Items that had a +3 Exceptional Bonus to one or more skills now provide a +6 Exceptional Bonus to those skills.
            Exceptional Skill bonuses of different numerical values no longer stack.



Please Note that the following are in very early stages of development and many aspects and values are subject to change. We would like to focus on Enhancements at this time, but you will likely encounter the following changes:

Repetition Penalty:

    The Repetition Penalty system is in the process of being changed.
    Please note that the values currently on Lamannia are place-holder values!
    More information here: https://www.ddo.com/forums/showthrea...est-XP-Changes



Stealth and AI Awareness:

    We are updating Stealth and AI Awareness.
    You can find more information here: https://www.ddo.com/forums/showthrea...0-AI-Awareness!



Harbor Adjustments:

    The Harbor is in the process of being updated!
    Many NPCs (Trainers, Quest givers, etc.) have been relocated
    Fitzpat the Fence now gives out the free gem bag
    Baudry Cartaman now gives players collectible bags
    Mari Mosshand has been removed
    Added a simple skill-check quest to allow players to help refugees in the Harbor arrival area
    While fixing a server crash in Baudry Cartamon's Interests, we made some other updates. The quest is now available.



Hall of Heroes:

    Two new buttons appear in Character Select
        Transport to Eberron
        Transport to Forgotten Realms
    Currently only newly created Bladeforged characters can utilize this function



Miscellaneous Changes:

    We're changing the name of Extra Shot to Doubleshot to match consistency with Doublestrike. If you see the term Extra Shot anywhere, please bug it -- this should be called Doubleshot now.
    The Haste spell now provides +1% Dodge instead of +1 AC



Bug Fixes:

    XP Potions should now affect ALL Monster Manual XP rewards. (Tome of Learning XP bonuses DO NOT APPLY to monster manual only to quests.)
    Uncaring Masters should no longer be told how much they care
    You can now easily click on the chat window type box
    The Eveningstar Spirit Binder now once again binds you to Eveningstar (and not Wheloon.)
    Stuck Spots! A number of stuck spots have been fixed: a couple in House P and one in the Underdark.
    Discovering all explorer locations in Gianthold once again reveals the entire map



Launcher

    The New Launcher is making a reappearance on Lamannia



Known Issues

Known issues are now available, click here!
« Last Edit: Jun 27th, 2013 at 6:40pm by Kimberlite »  

Memnir wrote on Jun 14th, 2013 at 10:59am:
Note to any Turbine staffers reading this, and one I genuinely hope you share around the office: DDO has become a shit game because y'all have made it a shit game. Once it was great. Now, it's a festering puddle of monkey diarrhea. No matter how you try to justify it, or pat yourselves on the back for doing great jobs... it's a shit game now because of you. Y'all keep on giving the players the middle finger, and you keep expecting us to reward you for the abuse. I've had it with you narcissistic fuckwads and your myopic policies of ineptitude.
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Re: Enhancement pass take 2 - release notes June 27
Reply #1 - Jun 27th, 2013 at 7:47pm
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anyone mind transcribing the new cleric tree?
  

Terebinthia wrote on Feb 17th, 2014 at 9:26pm:
the Wayward Lobster is a retard petting zoo.
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Re: Enhancement pass take 2 - release notes June 27
Reply #2 - Jun 27th, 2013 at 7:52pm
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Kimberlite wrote on Jun 27th, 2013 at 6:27pm:
Goals

The Enhancement system revamp is intended to:

    Make it easier to see what enhancements are available, both for your current level and to plan for character building as you level up.
    Help increase character differentiation through distinct character builds.
    Improve the development flow and presentation so we can add enhancements and better display those changes to you.
    Make it easier for us to implement class trees with complete Prestige Enhancement (PrE) lines and further expand character build options.


I like this part the best.  Whether any of us agree with the goals or not, it's really nice to FINALLY have someone say out loud what those goals are.
  
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Re: Enhancement pass take 2 - release notes June 27
Reply #3 - Jun 27th, 2013 at 7:55pm
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dodge bonuses no longer stack. fucking classy.
  
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Re: Enhancement pass take 2 - release notes June 27
Reply #4 - Jun 27th, 2013 at 8:05pm
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rest wrote on Jun 27th, 2013 at 7:55pm:
dodge bonuses no longer stack. fucking classy.


I'll take the 8% or 10% from one item rather than getting 10% from 4 different items.
  
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Re: Enhancement pass take 2 - release notes June 27
Reply #5 - Jun 27th, 2013 at 8:05pm
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and no more RR items.
  
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Re: Enhancement pass take 2 - release notes June 27
Reply #6 - Jun 27th, 2013 at 8:41pm
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rest wrote on Jun 27th, 2013 at 8:05pm:
and no more RR items.


Instead there will be Master Craftsman Items with the same basic level adjustment.

But you are right gone are the days of the RR Halfling Dwarven War Axe of Halfling Bane
  
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Re: Enhancement pass take 2 - release notes June 27
Reply #7 - Jun 27th, 2013 at 8:46pm
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Enoach wrote on Jun 27th, 2013 at 8:41pm:
Instead there will be Master Craftsman Items with the same basic level adjustment.

BtCoE no doubt. The loot designers should be met somewhere in a dark alleyway by Epoch on a cold, wintry night.
  

Memnir wrote on Jun 14th, 2013 at 10:59am:
Note to any Turbine staffers reading this, and one I genuinely hope you share around the office: DDO has become a shit game because y'all have made it a shit game. Once it was great. Now, it's a festering puddle of monkey diarrhea. No matter how you try to justify it, or pat yourselves on the back for doing great jobs... it's a shit game now because of you. Y'all keep on giving the players the middle finger, and you keep expecting us to reward you for the abuse. I've had it with you narcissistic fuckwads and your myopic policies of ineptitude.
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Re: Enhancement pass take 2 - release notes June 27
Reply #8 - Jun 27th, 2013 at 10:32pm
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How I see it:

Turbine couldn't fix the intermittent stacking dodge issues.

Shroud SP and HP will inevitably get caught up in this and stop stacking too, eventually made to be WAI.

Race restricted random gen currently can be transferred without involving astral shards - not WAI.
  

So you want to know about an exploit?
PM Epoch For Details. Or, in case you don't already know, OnePercenter controls the Exploits Board. Lastly, if you're truly desperate, Vendui Tells Everyone
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Re: Enhancement pass take 2 - release notes June 27
Reply #9 - Jun 27th, 2013 at 11:55pm
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rest wrote on Jun 27th, 2013 at 8:05pm:
and no more RR items.


There go my Paula Deen "Not for Warforged" cookbooks...

Hey kids, back in my day, RR was okay...

/slinks back to my P&R cubbie hole...
  

Feynman wrote on Jan 20th, 2015 at 4:57pm:
One thing for everyone who is a "skeptic" on this issue: Insurance companies are basing their underwriting on the assumption that it is real. They are refusing to write policies on homes that are likely to be in danger from rising seas 20 years from now, even though the resale rate of the homes is so high that they could keep writing policies for another 10 years and still not have to pay out on 1 policy in 5, but that would be irresponsible. Unethical, as well, but that's never stopped anyone before.


IMARANGER wrote on Jan 11th, 2014 at 6:12pm:
It is fairly natural to assume that the fair price for the pot is the fair value of the resources I needed to make the pot plus the fair value of my labor.

IMARANGER wrote on Jan 15th, 2014 at 4:56pm:
You were right this time, OnePercenter. 


iliveyourdream13 wrote on May 14th, 2014 at 2:02pm:
#bringbackreadingcomprehension
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Re: Enhancement pass take 2 - release notes June 27
Reply #10 - Jun 28th, 2013 at 12:00am
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OnePercenter wrote on Jun 27th, 2013 at 11:55pm:
There go my Paula Deen "Not for Warforged" cookbooks...



  
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Re: Enhancement pass take 2 - release notes June 27
Reply #11 - Jun 28th, 2013 at 12:02am
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NOTpopejubal wrote on Jun 28th, 2013 at 12:00am:


Awesome...  Butter of Serious Repair pots...
  

Feynman wrote on Jan 20th, 2015 at 4:57pm:
One thing for everyone who is a "skeptic" on this issue: Insurance companies are basing their underwriting on the assumption that it is real. They are refusing to write policies on homes that are likely to be in danger from rising seas 20 years from now, even though the resale rate of the homes is so high that they could keep writing policies for another 10 years and still not have to pay out on 1 policy in 5, but that would be irresponsible. Unethical, as well, but that's never stopped anyone before.


IMARANGER wrote on Jan 11th, 2014 at 6:12pm:
It is fairly natural to assume that the fair price for the pot is the fair value of the resources I needed to make the pot plus the fair value of my labor.

IMARANGER wrote on Jan 15th, 2014 at 4:56pm:
You were right this time, OnePercenter. 


iliveyourdream13 wrote on May 14th, 2014 at 2:02pm:
#bringbackreadingcomprehension
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Re: Enhancement pass take 2 - release notes June 27
Reply #12 - Jun 28th, 2013 at 1:53am
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Kimberlite wrote on Jun 27th, 2013 at 6:27pm:
Exceptional Bonuses to Skills:
            Exceptional Bonuses to Skills have been doubled in value.
                Items that had a +1 Exceptional Bonus to one or more skills now provide a +2 Exceptional Bonus to those skills.
                Items that had a +2 Exceptional Bonus to one or more skills now provide a +4 Exceptional Bonus to those skills.
                Items that had a +3 Exceptional Bonus to one or more skills now provide a +6 Exceptional Bonus to those skills.
            Exceptional Skill bonuses of different numerical values no longer stack.


Whee! Your old Con-Op Greensteel now has useless effects. Okay, It's kinda cool that my Con-Op is now going to net +1 more UMD than the old version, but It'll still irk me that the tier 2 ability is useless.


+50 SP, +4 unstacking cha skills (since it'd be trumped by the +100 SP, +6 Cha Skills T3 effect)
vs
Greater Healing Lore! (Oh Wait, they want to get rid of lore)
vs +15 HP +4 Con Skills... errr, concentration.
vs +2 Will Saves?
vs Lesser Good guard  Cheesy
vs Improved Regeneration (1 HP every 30 seconds...)

Yup, Turbine hates raiding. Shroud will not even be run by those looking to twink their TRs.
  
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Re: Enhancement pass take 2 - release notes June 27
Reply #13 - Jun 28th, 2013 at 3:27am
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Despite my skeptisism, I kinda like the Exceptional skill bonuses change.

A. They've made sure we haven't lost anything.
B. I'm probably going to end up making 25hp / 100sp con op items, personally thatll almost make my cha skills item worth having full time.
  

So you want to know about an exploit?
PM Epoch For Details. Or, in case you don't already know, OnePercenter controls the Exploits Board. Lastly, if you're truly desperate, Vendui Tells Everyone
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Re: Enhancement pass take 2 - release notes June 27
Reply #14 - Jun 28th, 2013 at 11:02am
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Just get rid of greensteel altogether you useless fucks.

You know you want to.

It pisses newer developers off that it is so good it outshines most if not every other piece of gear at level 12.

They fucked up at least 6 pieces of GS gear that had Poison and/or disease immunity on it.

And now this load of shit.

The net effect may be the same but we crafted our shit to have the specific effects we wanted.

Shitty fucking shit.

  

Welcome to your sexually transmitted death sentence served in a shit-machine meat suit.
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Re: Enhancement pass take 2 - release notes June 27
Reply #15 - Jun 28th, 2013 at 11:49am
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Hey, if they decide they want to make greensteel hp/sp not stack but make it so nothing is lost by boosting the effects of each tier...sign me up. Smiley

Heck, even if they doubled everything w/ elemental hp's that would still be 40hp for a T3 (which appears on non-shroud items) which is good enough to give up the 45hp. And doubling the sp one would be OP'd...if they just made it 150 you're set there as well.

I'm all for getting rid of requiring multiple items to accomplish what one item will now accomplish. Sign me up. Smiley
  
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Re: Enhancement pass take 2 - release notes June 27
Reply #16 - Jun 28th, 2013 at 11:51am
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Ok quick question for those going off their rockers about the GS changes?

If I made a Tier 1 +1 cha skills, Tier 2 +2 Cha skills, Tier 2 +3 Cha Skills item, isn't this new change like Cannith crafting where it only displays the final total? You put the previous item in with the required ingredients and out comes the new item with the latest stats? Except it's giving a +1 higher bonus on the first two tiers I see nothing wrong in that case.

I'm wondering if you did some hybrid skill item with (don't ask me why i'd do this but it was what I quickly found in the GS planner while at work) +1 con at tier 1, +2 wis at tier 2 and +3 con at tier 3 would you get +4 wis and +6 con?

  
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Re: Enhancement pass take 2 - release notes June 27
Reply #17 - Jun 28th, 2013 at 12:16pm
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It may work out just fine in the end.  However, I usually get really mad first to buy myself time to process...
  

Welcome to your sexually transmitted death sentence served in a shit-machine meat suit.
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Re: Enhancement pass take 2 - release notes June 27
Reply #18 - Jun 28th, 2013 at 12:31pm
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Flint wrote on Jun 28th, 2013 at 11:51am:
Ok quick question for those going off their rockers about the GS changes?

If I made a Tier 1 +1 cha skills, Tier 2 +2 Cha skills, Tier 2 +3 Cha Skills item, isn't this new change like Cannith crafting where it only displays the final total? You put the previous item in with the required ingredients and out comes the new item with the latest stats? Except it's giving a +1 higher bonus on the first two tiers I see nothing wrong in that case.

I'm wondering if you did some hybrid skill item with (don't ask me why i'd do this but it was what I quickly found in the GS planner while at work) +1 con at tier 1, +2 wis at tier 2 and +3 con at tier 3 would you get +4 wis and +6 con?



IF they updated the greensteel abilities to coincide with the double bonus that exceptional skill bonuses should get, then there's absolutely no point in taking the Tier 1/2 abilities if you will end up taking the Tier 3 ability, and you will end up with the same bonus as if you took all three.  You should take something else instead of Tier 1/2 exceptional skill bonuses.

On the other hand, if they somehow forgot to update the greensteel abilities, then there's still no point in taking the Tier 1/2 abilities, but now your greensteel has been significantly nerfed.
  

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Ashes and diamonds, foe and friend, we were all equal in the end."

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Re: Enhancement pass take 2 - release notes June 27
Reply #19 - Jun 28th, 2013 at 12:34pm
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Added a simple skill-check quest to allow players to help refugees in the Harbor arrival area
  
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Re: Enhancement pass take 2 - release notes June 27
Reply #20 - Jun 28th, 2013 at 12:36pm
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What are the skill-check needed to help refugees over these boards?
  
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Re: Enhancement pass take 2 - release notes June 27
Reply #21 - Jun 28th, 2013 at 12:47pm
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Schmoe wrote on Jun 28th, 2013 at 12:31pm:
IF they updated the greensteel abilities to coincide with the double bonus that exceptional skill bonuses should get, then there's absolutely no point in taking the Tier 1/2 abilities if you will end up taking the Tier 3 ability, and you will end up with the same bonus as if you took all three.  You should take something else instead of Tier 1/2 exceptional skill bonuses.

On the other hand, if they somehow forgot to update the greensteel abilities, then there's still no point in taking the Tier 1/2 abilities, but now your greensteel has been significantly nerfed.


But you are looking at is from the view of knowing the old system where the benefit of tier 1 and tier 2 were needed to get to the end build. Of +6 to a skill. This new system brings it more in line with Challenges where you needed the previous item + some ingredients to yield the better item. It's not a nerf. It's a realignment of the process. They are bringing two crafting systems more into alignment and people are bitching? Weren't people bitching that we have too many different crafting processes?
  
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Re: Enhancement pass take 2 - release notes June 27
Reply #22 - Jun 28th, 2013 at 1:34pm
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Flint wrote on Jun 28th, 2013 at 11:51am:
I'm wondering if you did some hybrid skill item with (don't ask me why i'd do this but it was what I quickly found in the GS planner while at work) +1 con at tier 1, +2 wis at tier 2 and +3 con at tier 3 would you get +4 wis and +6 con?


Radiance guard skills item might be a little bit worthwhile on a rogue who hates swapping gear. +6 CHA skills from the top tier, +4 INT skills on the middle tier on top of the blinding guard. 

Or with the upcoming INT based skill to give you more spellpower, a Smoke item with +6 INT and +4 CHA skill item on top of perma Blur would be OK.
  

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Re: Enhancement pass take 2 - release notes June 27
Reply #23 - Jun 28th, 2013 at 2:04pm
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Change is scary.  People are going to freak out and piss and moan.  Who doesn't have a bag with 100+ of every shroud component.  Besides needing to grind out a few shards, it wouldn't take much to rework them.  It's only twink gear anyways.  My melees don't even wear shroud items anymore.  My caster still has a conc-opp/SP item and an HP item.  Otherwise, the only thing I use Shroud items for is leveling and haste/stoneskin/displacement/raise dead clickies.
  
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qwerty1234
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Re: Enhancement pass take 2 - release notes June 27
Reply #24 - Jun 28th, 2013 at 2:10pm
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Next up: "We doubled all item-based healing amplification, and those effects will no longer stack with each other."
  
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