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Post by FunkySwerve on Mar 5, 2016 3:13:52 GMT
Short for the Super-Huge Inventory-Enhancing Loot Development Initiative. Similar to my request for set loot suggestions, a bit earlier, but broader in scope.
Probably the biggest impediment to development of new areas is developing new set loot that is neither overpowered nor underpowered. The sweet spot, which is an item which many players would consider using at some point, and some subset would actually use in place of some current inventory item, is increasingly difficult to hit, for at least two reasons.
First, we have a lot of loot items, and a lot more are about to be added. This requires a great deal of familiarity with what loot is available, which only really comes with extensive playtime. Second, due to real life time constraints, and time spent developing, the dev team simply can't play as much as they used to - most of my time ingame is spent bugtesting or observing runs.
So, we need players to suggest loot. Historically, however, that has come with its own problems. Players tend to suggest items taliored to improve their favorite builds, and often get carried away, opting for items that, instead of being situationally more useful, were always going to be preferred in whatever slot the item in question occupied. We'd like to avoid that.
So, we are starting this thread. It is basically for item suggestions, as previous threads were. We will put one or more staff members in charge of actually creating these items. It is our hope that, via your suggestions, we will be able to greatly accelerate the development process.
We are looking for two categories of loot:
Hell/Ely/Abo levels - we are planning two 55-60 level areas, and optional area expansions for existing areas. The area expansions will cost much less in terms of development time, due to monster creation already being largely completed.
Paragon levels - obviously these will be an upgrade to existing loot, and should be situationally more useful than XRs. There are three pre-Elder Evils areas in development at present, and nine Elder Evils.
How is this thread different than previous threads? It's pretty similar, save that we will be actively vetting and placing items once they are proposed.
What should you post? Don't worry about names, but feel free to suggest them. We can easily re-theme item suggestions to the areas we place them in. The main thing we want to elicit from you is a sense of useful/less-ness of the items proposed. We'd also like to help players understand the game balancing that informs the decisions we make as to loot balancing, to improve future suggestions. To that end, we would ask that you explain what your item/s would replace on which characters, in what situations.
What does 'situationally' useful mean? It means that your item should not be a better choice in the vast majority of situations over other gear at the same level. Quite often, this is most easily achieved by giving it a bonus not available on loot currently, like a modification to one of that classes' spells. Other times, it will simply be an improvement for a small subset of character builds. Anything that would be more broadly used that that probably falls into the 'overpowered' category.
If you need an explanation as to why 'overpowered' is bad - say, for example, you think that word is synonymous with 'useful', this thread is probably not up your alley, but here it is, in a nutshell: Overpowered items destroy loot variety and game balance. As a corollary, that also makes them extraordinarily expensive in terms of development time.
So, in summary, please include in your suggestion:
1. Item statistics 2. Intended power level (55-60, or paragon) 3. The build it is intended for 4. The item currently used that it would replace [except in the case of usables and items that don't occupy inventory slots]
For our part, we will point out potential problems, and encourage veteran players to respectfully do the same. We would ask that you invest some time in making your suggestions.
Once we get some solid suggestions, we can very quickly produce new content. Paragon areas will not be as quick, but require more suggestions in any event (between 12-20 set items).
Thank you in advance for your input.
HG Dev Team
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Post by FunkySwerve on Mar 5, 2016 3:40:40 GMT
Example suggestion, and what we did with it for Limbo loot: "Touch of Mielikki" Base Item: Gloves Weight: 2.0 Special Properties: AC Deflection 18 Enhancement Bonus: Charisma +14 Enhancement Bonus: Wisdom +14 Damage Immunity: Bludgeoning 12% Immunity Damage Immunity: Piercing 12% Immunity Damage Immunity: Slashing 12% Immunity Damage Immunity: Positive 10% Immunity True Seeing Darkvision Freedom Haste Immunity: Confusion Immunity: Blindness Wearing this item will increase the radius of Invisibility Purge to Huge. Only usable by Ranger. -------------------------------------------- Became: Shaundakul's Sense Ability Bonus: Charisma +14 Ability Bonus: Wisdom +14 AC Bonus +18 Dam Imm Bludgeoning 12% Dam Imm Piercing 12% Dam Imm Positive 12% Dam Imm Slashing 12% Darkvision Freedom of Movement Haste True Seeing Use Limitation: Class: Rager Immunity Misc. Blindness Immunity Misc. Confusion Wearing these gloves gives the wearer the discomfiting sensation of kinesthesia beyond the self. One can literally feel their surrounds, making it very easy to stalk prey. They are sacred to the faith of Shaundakul, whose abode is somewhere in the chaos of Limbo. ----- Wearing this item will increase the radius of Invisibility Purge to Huge. ----- You must have defeated Ssendam to use this item. This item presents rangers a choice between it, and the PoM bracers which give a bonus to Called Shot, forcing a choice. Funky
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Post by Matt on Mar 5, 2016 10:10:54 GMT
55-60 xDD ideas “ Perception” - Relating to the xDD’s 5th level feat in DnD, blindsense. (Alt to VoV, BT Vestige, Grazzt) Base Item: Helm Weight: 20.0 Special Properties: AC Deflection 17 Enhancement Bonus: Strength +12 Enhancement Bonus: Constitution +12 Enhancement Bonus: Charisma +12 Damage Immunity: Bludgeoning 10% Immunity Damage Immunity: Slashing 5% Immunity Skill Bonus: Discipline +10 Use Limitation: Class: Red Dragon Disciple Your blindsense you developed as a young dragon disciple is enhanced with the magical powers in Perception. ----- Wearing this helm will act as if you have 127 listen. “ Wingbrace” - Make gust/kd more powerful (Alt to Fear Aura Vestige, adds somethin kewl) Base Item: Cloak Weight: 50.0 Special Properties: AC Deflection 17 Enhancement Bonus: Strength +12 Damage Immunity: Piercing 20% Immunity Skill Bonus: Parry +15 Use Limitation: Class: Red Dragon Disciple The brace wraps around your wings with a glove like fit, reinforced with iron and leather it serves to protect from from projectiles and amplify the gusts of wind created by them. ----- Wearing this item will grant the user +2 dc to the wing buffet ability. “ Exuberant Chains” - makes xDD more elementally focused (Alt to BUR armours) Base Item: Armour (Medium) Weight: 20.0 Special Properties: AC Armour 17 Enhancement Bonus:Intelligence +12 Enhancement Bonus: Constitution +12 Damage Immunity: Bludgeoning 30% Immunity Damage Immunity: Slashing 25% Immunity Damage Immunity: Piercing 15% Immunity Damage Immunity: Magic 5% Skill Bonus: Discipline +10 Skill Bonus: Parry +10 Skill Bonus: Craft Armour +10 Use Limitation: Class: Red Dragon Disciple The powerful energies within the armour aid the xDD, making his aura more volatile. ----- Wearing this armour will enhance the dragon fear aura to inflict enemies within, with his chosen element. (5% a round for up to 5 rounds, max of 25% - uses the elemental type of the xDD)
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Post by Matt on Mar 5, 2016 10:45:57 GMT
55-60 Assassin “ Talona’s Will” (Alt to Sin DC gloves) Base Item: Gloves Weight: 10.0 Special Properties: AC Deflection 17 Enhancement Bonus: Dexterity +12 Enhancement Bonus: Charisma +12 Damage Immunity: Piercing 5% Immunity Skill Bonus: Hide +10 Skill Bonus: Move Silently +5 Skill Bonus Tumble +5 Use Limitation: Class: Assassin These gloves, imbued with the will of Talona are soaked in a poison only known by those who are trained in the art of assassination. ----- Wearing these gloves grants the user the ability to douse his weapon in a thick poison, preventing the weapon from mortally striking but instead administering them a deadly toxin. (Changes mortal strike to posion attack, like the spell but on hit) “ Slippers of Brandobaris” (Alt to breach boots, they'll have to get it somewhere else if they wear these) Base Item: Boots Weight: 2.0 Special Properties: AC Dodge 16 Enhancement Bonus: Dexterity +14 Skill Bonus: Hide +30 Skill Bonus: Move Silently +30 Use Limitation: Class: Assassin Once worn by the god of stealth, these slippers have hidden in plain sight for centuries and have an ethereal look to them. ----- Grants the user an extra 5% conceal from the improved invisibility spell. “ Duelist’s Eternal Dance” (Alt to Sai offhand, more useful then bonus parry which is dex based anyway) Base Item: Rapier Weight: 0.5 Special Properties: AC Shield 4 Attack Bonus +12 Skill Bonus: Parry +20 Use Limitation: Class: Assassin The choice of weapon for many duelists, it has blocked, parried and deflected many strikes that would otherwise have been mortally wounding. ----- Using this rapier in the offhand will grant the user immunity to critical hits.
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Post by Matt on Mar 5, 2016 11:25:12 GMT
Paragon Various Ideas (Inverse Boots of the Wanderer)
Base Item: Boots Weight: 0.5
Special Properties: AC Dodge +18 Damage Immunity: Magic 20% Damage Immunity: Divine 20% Damage Immunity: Positive 20% Damage Immunity: Negative 50% Damage Resistance: Fire 20 / - Damage Resistance: Cold 20 / - Damage Resistance: Electric 20 / - Damage Resistance: Sonic 20 / - Damage Resistance: Acid 20 / - Haste Use Limitation: Class: Harper Scout Use: Unique Self Only 2 uses/day
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Using the ability on these boots will grant 2 extra attacks a round.
“Adaption”
Base Item: Ring Weight: 0.1
Special Properties: AC Deflection +19 Bonus Feat: Environmental Adaptivity 1 Bonus Feat: Environmental Adaptivity 2 Bonus Feat: Environmental Adaptivity 3 Damage Immunity: Acid 20% Damage Immunity: Sonic 20% Damage Immunity: Cold 20% Damage Immunity: Electric 20% Damage Immunity: Fire 20% Damage Immunity: Magic 10% Damage Immunity: Divine 10% Damage Immunity: Positive 10%
“Fixed Victory”
Base Item: Boots Weight: 0.1
Special Properties: AC Dodge +18 Bonus Feat: Inherent Waterbreathing/Firewalking/Passwall/Levitation Bonus Skills: +10 to all Bonus Saves: +5 to all Enhancement Bonus: +14 to all stats Use: Unique Power Self Only 1 use/day
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Using the unique power on these boots will toggle the paragon inherent feat it grants.
“Lionheart” (Strongheart upgrade)
Base Item: Amulet Weight: 10.0
Special Properties:
AC Natural +20 Damage Immunity: Bludgeoning 10% Immunity Bonus Damage Immunity: Slashing 10% Immunity Bonus Damage Immunity: Piercing 10% Immunity Bonus Damage Resistance: Bludgeoning 25 / - Damage Resistance: Piercing 25 / - Damage Resistance: Slashing 25 / - Bonus Feat: Aura of Courage
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Wearing this amulet will grant you the courage of 100 lions, making you immune to all forms of fear.
“Masterful Approach” Base Item: Armour Weight: 50
Special Properties: AC Armour +19 Damage Immunity: Bludgeoning 40% Immunity Bonus Damage Immunity: Slashing 40% Immunity Bonus Damage Immunity: Piercing 40% Immunity Bonus Skill Bonus: Craft Weapon +30 Skill Bonus: Craft Armour +30 Damage Resistance: Blud/Slash/Pierce 50 / - (changeable) Use Limitation: Class: Weapon Master
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You must have at least 25 levels of weapon master to use this item.
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Using this armour will allow you to attempt critical hits on creatures that were thought had no weak spots previously. (Or if thats too kewl, grant EWF in all weapons so they can swap for different areas in the mod)
“Targath Cover”
Base Item: Cloak Weight: 28.0
Special Properties: AC Deflection +18 Damage Immunity: Bludgeoning 10% Immunity Bonus Damage Immunity: Slashing 10% Immunity Bonus Damage Immunity: Piercing 10% Immunity Bonus Immunity: Poison Immunity: Disease Immunity: Level Drain
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You will be immune to fester type effects while wearing this cloak.
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You will be immune to infliction type effects while wearing this cloak.
"Exoteric Conciousness"
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You must be level 55 to use this item
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This is a very special artifact, one of a kind, that adds permanently to a character when used. A character may only ever use one of these, so you should not use it unless you are sure that it is the one you want to use on that character. Each artifact adds to a different aspect of your character.
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Using this will destroy it, and grant a permanent immunity to the amnesia effect caused by numerous creatures and environments. It will also grant the ability to cure someone of amnesia, fully resting them and curing their forgetfulness granting them amnesia immunity for 10 turns.
Weight: 0.5
Special Properties: Use: Unique Power Self Only Unlimited Uses/Day
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Post by Matt on Mar 5, 2016 16:05:37 GMT
55-60Fighter “Dire Knuckles”
Base Item: Gloves Weight: 100
Special Properties: AC Deflection +17 Damage Immunity: Slashing 10% Damage Immunity: Piercing 10% Damage Immunity: Sonic 20% +15 Soak 20 Damage Resistance Use Limitation: Class: Fighter
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These gauntlets, weighted with the finest compound man can make increase the force of attacks formidably.
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Wearing these gloves grant +10 irresistible physical damage on hit.
“Repelling Stance”
Base Item: Boots Weight: 10.0
Special Properties: AC Dodge +16 Damage Immunity: Magic 10% Spell Resistance: 76 Immunity to spell by level: 7 or lower Use Limitation: Class: Fighter
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These boots grant the swiftness needed to be able to fluidly repel arcane magic with a melee weapon. Only well trained fighters have the ability to learn these techniques.
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35 fighter levels are required to use this item.
“Maim”
Base Item: Battleaxe Weight: 60.0
Special Properties: Attack Bonus +13 Damage Bonus: Slashing 5d12 Use Limitation: Class: Fighter
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Using this item gives the enhances the disarm ability, to be able to maim an opponent preventing them from further attacking with melee attacks.
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Post by Matt on Mar 5, 2016 16:37:13 GMT
55-60Various Ideas “Targath Signet”
Base Item: Ring Weight: 10.0
Special Properties: Damage Immunity: Negative 100% Bonus Spell Slot: Class Level 9 x 10 Only Usable By: Cleric Only Usable By: Wizard Only Usable By: Sorcerer Only Usable By: Pale Master Use: Unique Power Self Only 3 uses/day
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Using this item will function as if you had cast a soul bind spell. It may hold at most 2 soul charges.
“Elementalist’s Band”
Base Item: Ring Weight: 1.0
Special Properties: AC Deflection +17 Damage Immunity: Acid 20% Damage Immunity: Sonic 20% Damage Immunity: Electric 20% Damage Immunity: Fire 20% Damage Immunity: Cold 20% Skill Bonus: Concentration +20 Skill Bonus: Spellcraft +20 Skill Bonus: Lore +20 Use: Unique Power Self Only uses 1/day
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Wearing this ring will cause the next elemental shield spell cast, to grant 80% immunity to the toggled element of choice.
“Unyielding Hold”
Base Item: Belt Weight: 10.0
Special Properties: AC Deflection +16 Immunity: Knockdown
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Wearing this item will give you full immunity to Knockdown effects created by stat checks, you will however be able to be knocked down by spell effects.
“Arcane Archer Quiver...”
Base Item: Quiver Weight: 10.0
Special Properties: Only Usable By: Arcane Archer Use: Unique Power Self Only
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Grants a stack of arrows that splinter on impact caused targets around the impact to be hit for 25-50% dmg, in a medium AoE.
"Offhandy Druidy Thingy"
Base Item: Torch Weight: 5.0
Special Properties: +12 Wisdom +12 Dexterity +10 Animal Empathy +10 Concentration
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Using this item will reduce the radius of natures balance by 1/4 but increase the spell resistance drop by 2.
"Cleric Robes"
Base Item: Armour Weight: 10.0
Special Properties: AC Armor +15 +12 Wisdom Cleric Slots - 56789 x1 + 10 Heal + 10 Concentration Use Limitation: Class: Cleric (31 levels)
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Using these robes will automatically extend any greater restoration spell you cast.
"Threader Sickle"
Base Item: Sickle Weight: 5.0
Special Properties: +13 Attack Bonus Cleric slots - 56789 slots x1 +15 Heal Use Limitation: Class: Threader
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Any healing circles cast while wielding this sickle will be at CL 50
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Using this item will automatically extend any healing circles cast.
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Healing circle will increase to huge radius when using this sickle.
"Herald of Storms Torch"
Base Item: Torch Weight: 2.0
Special Properties: AC Armour +2 Wisdom +12 Charisma +12 Druid Slots - 56789 x1 Sorc Slots - 56789 x1 + 10 Animal Empathy + 10 Concentration + 10 Lore Spell Immunity: Mordenkainen's Disjunction Use Limitation: Class: Herald of Storms
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Any Mordenkainens Disjunction spell while wielding this torch will instead create a cloud at the area reducing SR by 1 every round for up to 5 rounds. Increases to 2 a round at ESF Enchant/ 3 a round at PSF Enchant. (I would make this stack with other sources of SR drop, aswell as normal mord. SR is a problem, and heralds aren't played enough) *maybe 1 at sf, 2 at esf, 3 at lsf and 4 at psf.
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Post by KnightErrant on Mar 5, 2016 17:53:51 GMT
-Free as a bird. (Ring) (Paragon Level)
The Freedom of Movement spell cast by this item is cast at caster level 55.
When wearing this ring you are immune to being Forcecaged by item or special ability. When wearing this ring you are immune to being grabbed by spell, item or scripted ability. When wearing this ring you are immune to being Mazed by spell, item or scripted ability. When wearing this ring you are immune to any movement speed decrease by spell, item or scripted ability.
Use Freedom of Movement (7) x4 a day
(Situationally useful and giving up a ring slot is always a concern for most toons)
-Amorphous Resin (Consumable)
Coating your weapon with this resin will block all party kickback/feedback from anything you strike for 5? minutes.
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Post by FunkySwerve on Mar 5, 2016 19:28:05 GMT
Beginning to think I should create a subforum and do one item per thread, either locking or deleting them once the items are finalized and approved. That would allow much easier review and comment. Part of the point of this thread is to allow players to offer constructive criticism of items, as well as the team to give their feedback.
Thoughts welcome.
Funky
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Post by Matt on Mar 5, 2016 19:31:56 GMT
That sounds like a more organised idea.
Is there a limit to the amount of ideas i can post? :3
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Post by thomascovenant on Mar 5, 2016 21:46:07 GMT
Gift from the Unknow World
Using the unique power on this item will assing a random school spell focus to it. Once the school is assigned this item cannot be-rerandomized by again using the unique power -- Requires level 55 to wear -- Two times a day this item will cast Greater Magic Weapon spell at level 50 cleric -- Two times a day this item will cast Freedom of Mouvement at level 50 -- This item will protect the wearer from amnesia once a day --
Base item : Glove
Weight : 2.0
- Special Properties: - Bonus feat : School Spell Focus - Bonus feat : Greater School Spell Focus - Bonus feat : Epic School Focus - Bonus feat : Legendary School Focus
- Dommage immunity : Acid 5% - Dommage immunity : Electric 5% - Dommage immunity : Sonic 5% - Dommage immunity : Cold 5% - Dommage immunity : Fire 5% - Dommage immunity : Positive 5% - Dommage immunity : Negative 5% - Dommage immunity : Divine 5% - Dommage immunity : Magical 5% - Dommage immunity : Bludgeoning 5% - Dommage immunity : Percing 5% - Dommage immunity : Slashing 5%
- No class limitation - No alingment limitation - No race limitation
Haste Immunity : Fear Immunity : Knockdown Immunity : Level Drain Immunity : Sneak Attack
Use Freedom of Movement : x2 a day Use Greater Magic Weapon : x2 a day Amnésia protection once a day : use automatic
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Post by FunkySwerve on Mar 6, 2016 0:36:00 GMT
That sounds like a more organised idea. Is there a limit to the amount of ideas i can post? :3 Definitely not. Keep em coming! Thanks, Funky
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Post by Deleted on Mar 6, 2016 4:25:22 GMT
Level 55-60:
In the Abyss, Arcane toons are required to use PWK to take out key targets, with spell foci required to kill Paragons. Sorcerer toons in particular cannot fit Divination foci into the 'standard build', so to fully carry out Arcane duties at the moment they are required to have GSF:Div aug'd onto an item (they can Draught to ESF to kill Elites). This *usually* means a bit of waiting for the augmenter to appear in the shop before buying it for ~4-10 billion (at least those are the prices I have seen for them recently) - quite out of reach for poorer players, for such a make-or-break item.
My suggestion is to have GSF:Div on some Arcane-friendly set loot to make it easier for Arcanes to be 'Abyss-ready'.
Most Arcanes use the BUR item 'Wrap of Fistandantilus' for the +1 SP, as well as slots/immunities - if you create a GSF:Div Robe option, it means that poorer Arcanes will be able to unlock Divination foci easily, BUT it costs them the +1 SP from the Wrap (thus making this a 'temporary item' and providing incentive to eventually upgrade to an Aug). The fact that it is armor also means it can't be swapped in the middle of combat for the quick GSF-boost to PWK for specific spawns.
So something like... Edit: On further thought, it may be better to actually make it ESF: Divination (instead of GSF), thus removing the need for Draught-ing altogether (newer players have less access to Draughts anyway) - the Wrap is still the better item by far due to +1 SP and the availability of randomization/aug-ability, but having ESF would make it a niche choice that players who don't like/can't afford Draught-ing might prefer, instead of a completely inferior/budget choice.
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Post by Matt on Mar 6, 2016 9:35:11 GMT
Maybe instead of straight up giving it ESF div, give it GSF and the added feature of being able to grant +sf 3 times a day just like a draught.
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Post by woqued on Mar 6, 2016 10:16:01 GMT
55-60
Base Item: Cloak [Boss chest drop] - Universal Set Cloak for Tank types, to contest Wrap of the Dark Prince/Vestige wearers and give a decent set cloak for the rest - combining offense and defense. Potential wielders: Battlecleric, Stormlord in particular, but quite universal. Currently there are no decent set cloaks for tanks outside that small set.
Damage Immunity: Bludgeoning 10% Immunity Damage Immunity: Piercing 10% Immunity Damage Immunity: Slashing 10% Immunity Damage Immunity: Positive 5% Immunity Damage Reduction: Positive 20/- Ability Bonus: Wisdom +12 (->14/16) Skill Bonus: Concentration +15 Skill Bonus: Listen +15 Skill Bonus: Parry +15 Immunity: Fear Immunity: Knockdown Epic Skill Focus: Listen Skill Focus: Listen
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