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Post by chirality on Jun 26, 2013 19:26:12 GMT
Well, there are already such BUR augmenters, although XR versions could be yet more powerful I suppose (although assuming they similarly can only be found randomized on to something it might be too much overlap).
I hadn't even considered XR augmenters. Is that happening? How will it work?
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Back to specifically limbo set loot, some additional detail on the zone could be helpful. My feeling was that Limbo is going to be the "first" EE zone? I was assuming the overall EEs structure would be something along the lines of increasing difficulty from Limbo --> the other zones; is this correct? Or is it more like Abo vs Ely vs Abyss where it's not necessarily as simple as "Limbo is the easiest, then Father Llymic" etc?
What I'm getting at is this: will there by any (intentional) power difference in loots between Limbo and other EEs?
Also, could some feedback be given on KE's suggestions from earlier? Either from devs or you uber leet vets; it'd be helpful to know how appropriate his numbers and concepts are in terms of balance and desirability.
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Post by Yojimbo on Jun 26, 2013 21:20:19 GMT
Limo Augmenters wouldn't be a bad idea we have AByssal augmenters afterall but I would look to do something different than the stats like those but nothing overly powerful. I am not sure on the survival augments and on a note to that Air is usually Sonic and Electric damage types IIRC.
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Post by AuBricker on Jun 26, 2013 21:41:02 GMT
Yojimbo,
Thanks. I was thinking of the old AD&D Temple of Elemental Evil. Monsters of its "Air Node" tended to be cold-dwelling creatures if I recall correctly. Thanks for the correction.
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Post by Yojimbo on Jun 26, 2013 21:44:28 GMT
I was thinking off the air plane in HG actually where primary elemental damage are that and exotic is usually magic and/or positive while waters seem to do magic and/or negative. I only wonder about how much of a power boost it is since most of the current items granting any of that compete with some other serious slots so as an augment survival feats is possibly OP. It mostly depends on how Limbo and EEs are done which to my understanding Limbo and the EEs are two separate areas.
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Post by chirality on Jun 26, 2013 22:25:58 GMT
I think the general guideline ingame is air=elec and water=cold, as evidenced not just from gear but also the para survival feats
Brick I think I misunderstood your suggestion. I did not think you meant actual augmenter items that drop as loot and could be applied on a whim, such as abyssal augs, but XR-class augs which would only be available via randomization (such as the extant BUR survival suffix augmenters)
I would have to agree with jimbo that having such powerful augs drop would be OP, even as XR quality loot.
edit: that said xr augs in limbo could be cool, although i think if they're dropping as augmenters then something along the lines of BUR augs in power would be more appropriate
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Post by FunkySwerve on Jun 27, 2013 0:30:38 GMT
There will not be any XR augs.
Funky
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Deleted Member
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Post by Deleted on Jun 27, 2013 9:46:59 GMT
I would like to contribute a little more to this but without knowing anything really about the new areas I am struggling.
I know there is going to be some different damage types because I see them on !list imm so I guess there should be set loot that gives protection from those. A little more information on the following would help:
1. AC rates needed and for mobs 2. Effective Conceal rates needed and for mobs 3. Average SR needed and for mobs 4. AB rates needed and for mobs 5. SP rates needed 6. Special damage types 7. Environmental Conditions that affect status 8. Special attacks 9. Average Stat check levels, which ones and frequency 10. Skill types needed frequency, types, levels etc 11. Effective damage types to mobs exotic/elemental/new ones? 12. DCs required 13. Saves required
Of course it's a double edged sword because having all this information will spoil the surprise but would help design effective and useable loot. e.g. Its of no use proposing set loot that gives 3 epic skill focuses in skills that are not even to be tested in the new areas.
One idea I really like is giving the existing set loots a boost some how e.g Rona/Dachy/POM caster gear. Maybe wearing whole sets, a bit like the Drake set was meant to in olden times.
Kratlin
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Post by KnightErrant on Aug 5, 2013 19:19:41 GMT
Satchel of Neverending Shooting Stars (Shuriken) (Untagged Level 50 to use)
Using the Resistance ability will allow the user to choose 12d6 ? damage of the chosen elemental damage type.
Using the Virtue ability will allow the user to choose 8d6 damage of the chosen exotic damage type.
+14 Enhancement Keen
(There's next to nothing for Shuriken users currently in the game...of course there may not be any...)
KE.
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Post by Test on Aug 5, 2013 22:19:01 GMT
Flask of Life Reborn
1 Use - destroyed upon use
This Flask contains an ancient elixir that will enable the user to undertake the reincarnation process without any class based restrictions and at any time. You will not need to keep your control class, ad will not need to wait the usual time based cool down.
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Post by hjshotgun on Aug 7, 2013 7:24:37 GMT
How about weapons with things like ED or harm on hit, or some thing that has esoteric damage (sacred, vile, ecto, ext...). Or weapons that do not heal NPC no mater what. I don't know enough about game mechanics so I can't say what would be good. Do NPC even have resistance to the new damage type? As far as armor I would like to see more armor that has immun to implantation. I am not sure if limbo is going to be like the D&D limbo. with the summoning stone, bosses like Ssendam (Lord of Insanity) or Ygorl. I belive the slad do some kind of implantion much like advespa.
Vorpal sword of Ssendam (bastard sword) +15 enchantment lvl 55 rebuke 8d8 magic damage 2d8 ecto damage 2d8 vile damage keen
Blade of Fenmarel ( Assassin dagger)
+15 enchantment lvl 55 inflict critical wounds 8d8 divine damage 2d8 scared damage 2d8 vile damage keen
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Post by chirality on Aug 7, 2013 10:39:37 GMT
Would be great to see some unexplored territory in terms of special goodies for tanks. Special onhits, heck even some "normal" vanilla stuff like solid vamp regen would be interesting.
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Post by Yojimbo on Aug 7, 2013 14:15:45 GMT
I think it was mentioned somewhere before that implementing esoteric damages on weapons was not feasible.
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Post by leezard on Aug 7, 2013 15:31:30 GMT
I'd. Like to see a simple weapon with a 15 to 20% chance to kv monster if not immue
"after your many useless hits u have discovered his weak spot"
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Post by KnightErrant on Aug 12, 2013 18:00:35 GMT
Helm of the Epic Hero. (Helmet)
Using the Resistance ability allows the user to choose immunity to any of the HG Epic Spells.
Spell Immunity: Hellball Spell Immunity: Greater Ruin
Must be worn continuously after rest to function.
KE.
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Post by Test on Aug 16, 2013 2:58:12 GMT
Beaker of Negative Protection
Using this item will create an undroppable endless stack of Protection from Negative Energy Potions. If you reincarnate your character after using this item the reincarnation light will return this item to your new character.
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