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Post by FunkySwerve on Mar 13, 2016 2:59:55 GMT
What item do you currently have in your shifter's helm slot?
Funky
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Post by FunkySwerve on Mar 12, 2016 22:58:31 GMT
Debating between your version and Raj's. Going to discuss with the Team.
Funky
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Post by FunkySwerve on Mar 12, 2016 22:37:33 GMT
Going to discuss this with the Team. Loot tables are a non-issue for set loot - I can have all 8 drop from a single place. That said, I'm still concerned about the power consequences.
Funky
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Post by FunkySwerve on Mar 12, 2016 22:32:16 GMT
Approved.
Thanks! Funky
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Post by FunkySwerve on Mar 12, 2016 22:25:13 GMT
I'm a little iffy on 4 and 6 too. Anyone else want to comment? I agree that they should probably drop at random from one or two spots.
Funky
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Post by FunkySwerve on Mar 12, 2016 22:16:09 GMT
Approved, with Raj's suggested immunities (elec / son 10%).
Funky
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Post by FunkySwerve on Mar 12, 2016 21:56:37 GMT
BK's aren't good enough in the first place, this could make them a little happier. To balance it out, slightly more, you could just grant LSF: X, on a blank pair of gloves, so you lose skill/imm/resist/special bonus to other gloves. We're making some BK edits, including the spells promised a few years back. We'd have to re-evaluate after that. Could probably make one for each class we wanted to, and hone them a bit more. More thoughts welcome, but we may need new threads, one per item. Funky
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Post by FunkySwerve on Mar 12, 2016 21:46:38 GMT
1. Item statistics Base item: Magic Staff Skill Bonus: Hide +10 Skill Bonus: Parry +10 Skill Bonus: Discipline +10 Skill Bonus: Animal Empathy +15 Damage Bonus: Acid 2d12 Damage Bonus: Cold 2d12 Damage Bonus: Elec 2d12 Damage Bonus: Magic 2d12 Damage Bonus: Divine 2d12 Damage Bonus: Negative 2d12 Bonus Feat: % Rooting Damage Immunity: Negative 25% Use: Mass Camouflage CL 55, 2 uses/day Use: Shadow Shield (13), 2 uses/day 2. Intended power level (55-60, or paragon) 55-60 3. The build it is intended for Shifter 4. The item currently used that it would replace [except in the case of usables and items that don't occupy inventory slots] This druid staff randomized and augmented. Seems sad to only look for nicely randomized druid staves that grant... Usually, nothing but shadow shield buff + augmenter of choice, in best case scenario something insane of course, such as ego. Approved as to the 55-60 item. As to the paragon version: 1. No comp posted. 2. Huge apparent power increase. If you really think that's warranted, it will require a very lengthy conversation. 3. I understand why you posted the 55-60 and the paragon separately, but it risks having one item completely overlooked. It looks like you have a viable concept for a paragon item, but a lengthy discussion about appropriate power is due, absent a comp. Please repost the paragon item with a new name in a new thread, and we can hash it out. Nice work! Thanks, Funky
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Post by FunkySwerve on Mar 12, 2016 21:29:17 GMT
I'm approving this, with cone of cold instead of meteor swarm immunity. Nice work!
Funky
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Post by FunkySwerve on Mar 12, 2016 21:12:36 GMT
To me, they look like a sneaky way to gain 1 feat on reincarnation for builds who are not getting much love from current pandects Power-wise, I'd rate the suggested feats on par if not higher than the Min pandects actually availabe for the relevant build: a bit like called shot pandect is just a cheap free feat for reincarnated rangers. I also see what you did there, putting the poor next to useless Brutal Throw feat in the list to distract from OP finesse/wit ones This. This, exactly. This would be just a big power bump, no real trade off. Funky
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Post by FunkySwerve on Mar 12, 2016 21:09:32 GMT
My inclination would be to remove the Paralysis immunity and the physical immunes. I'm a little iffy on the special at lvl 7 instead of 6, but I understand the rationale. I would also probably increase the Evil Save bonus to somewhere between 12 and 15. I'd like to see some other comments based on the original before I Approve this item, though.
Thanks, Funky
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Post by FunkySwerve on Mar 12, 2016 20:56:37 GMT
The unique power is actually hard limited by the amount of barbarian rage uses you have. That's 1 +1/4 barbarian levels (typically 8 total on the most commonly used splashed builds afaik), and it uses a class unique as a resource. Consider the rages have to be recasted upon death or simply because they wear out, I suspect it'd be a 3-4 uses/rest (if not amnied), also giving the player a choice whether to apply the taunt and risk running out of rages or play more conservative. I understand the mechanic you are proposing, and it sounds like yes, it would be unlimited (the item property Unique Power Unlimited Uses Per Day). I didn't realize there were so few rage uses, though. I think I was thinking you had like 15 - not sure why. So, not as crazy as I thought, but I had in mind limiting to 3 or 4 uses per day. Given the lower total, maybe it should be unlimited, but it would have to be somewhat less powerful. I think the area taunt is akin to a class power, and I am very hesitant to put it on a piece of loot. I do recognize that we've done similar things in the past, but right now I am looking at options for degrading bard set loot and boosting some bards, because EV has fallen completely out of use (in conjunction with edits for combat-oriented bards and dexers of all classes). Making major class features/abilities gear dependent creates a lot of problems. I also think it should absolutely be separate from what has until now been a vestige power. Yes. One of the upcoming edits will make eso resists stack with an epic, and we are trying to keep a tight reign on eso resists (and especially immunities), so that they remain a factor into end-game, years from now. It's not so much that they are individually powerful, but with enough of them you can completely ignore game mechanics like kb. How about this: look again at the item it is replacing, then look at the available baseline XRs, and try to design something in line with an improvement on the first and an alternative to the second, tailored to your target class. Consider the minimum edit that would make you choose the item over the XR, and you're at the sweet spot. Maybe nudge it slightly over, but resist the temptation to make it too nice, because that creates loot that accelerates player power at a rate that development simply can't keep up with. Funky
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Post by FunkySwerve on Mar 12, 2016 20:42:00 GMT
Need to post the item it is replacing. Please read the posting guidelines in this forum, and take a look at a couple of the items I have approved.
As Raj points out, there is a similar XR. The way to gauge paragon set items is to look at what it is replacing, focus on what you want to improve, and then compare it to already existing XRs (albeit ones you have yet to obtain).
Funky
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Post by FunkySwerve on Mar 12, 2016 20:37:19 GMT
Great concept, and we are doing something similar to it on the monster statting side of things, but I'm not sure how feasible, or how unbalancing it would be. I'll have a chat with the Team about it.
Thanks, Funky
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Post by FunkySwerve on Mar 12, 2016 20:35:24 GMT
I'm in theory open to it, but balancing it would be pretty complex. We'd probably need to dummy up alternates to test it, so this should probably be put off until people are running around with some gear slots to compare it to.
Funky
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