Revaulting wrote on Mar 22
nd, 2015 at 3:22am:
Another huge problem with TF gear is that it invalidated every possible non-TF caster stick ML24 and above. Which means almost no treasure chest is even worth opening, for a caster, including some end chests.
That's a very good example.
I like opening chests on my Sorc to see how many suits of Planeforged half plate and docents I can collect in a session....
TL : DR - Turdbine need a longer term loot/game plan to help avoid all these loot mistakes.IMHO, there are several problems that are evident.
There is no strategy or plan for loot (or the game).
Even with changing devs, a strategy would help to keep the holistic themes consistent. You could plan what sort of items you will have and their place in the broader system. With this approach you could pre-select what each release/area is going to have as a niche that will draw interest.
What we have is a loose collection of unrelated crap that syncs together poorly.
With a strategic framework, you have the core logic sorted and can focus more on balancing.
Next problem - devs don't know enough about the game to understand what is actually good. There is no point in making named loot that no-one wants. It is simply a waste of resources.
So the balance is that not everything can be uber, so some things need to be more niche. There are plenty of niche opportunities in DDO - so many races/classes and then the builds.
Be familiar with the builds and put one or two useful items in the right slots.
To me the beauty of PnP DnD is having to make choices. Having multiple options and trade-offs. I can have that, but it means I can't have that. In DDO, between items, enhancements and ED's you can be virtually invulnerable. We've reached the point in the mungbean campaign where the GM can no longer challenge the player group (or more accurately the gap between the vets and newbs is so great that balancing content is very difficult). DDO needs to restore that difficult decision around what to equip by having choices, but nothing that is perfect.
Next problem - level ranges. Understand the relevant useful ranges of named loot. Use the player resources and PC to understand this. Get a community database like DDO wiki to do it for you and keep it maintained - players are dedicated enough to do this.
If they understand this, they don't create a ridiculous grind item that are only useful for 1-2 levels (eg. CITW weaps).
Revise older Epic content. CITW is dead, acknowledge it and do something about it so it is not wasted. Go back and change something about it, so all that content is no longer irrelevant.
Drop the level range so it is valid 23-26? New versions of the weaps? Make the insightful +3 stat trinkets bindable to other weapons, so they stay useful? I don't have the answer, but at least look for ideas.
I look at the recent Epic stuff like e3BC and the eMadness content and it looks haphazard. Most of the stuff has no real place. E3BC was supposed to support the release of Swashbucklers - do Swashy builds use that gear or is it just flavour gear? I find the boots useful in Double Dragon raid, but that's about it
HH and eNecro have some themes and useful items that players do chase down, but how do they stop HH becoming dead content too?