I would add to these many excellent suggestions immunity rings. I think the following rings or similar items would be of immense value to newer and lowbie players without being of great use to higher level players. I would suggest these rings drop, one each, from the following dragons: Dustbone, MoAD, Dachy, Uro, and Sissy.
If it seems like much, think about randomize and 111 chests / player markets / non-individual based loot. If it's not -at least- this, it won't be used.
Let me see if I can alter your paradigm a bit here. We're looking for stuff that's in line with other loot dropping in current areas. The point is not to provide vets with new items they will use, but to provide people who are newer to the server some useful gear. These areas are being used as both solo/group areas like Feywild, but with the idea that they will help acclimate players to the tougher LL play.
If we can fill in missing gaps in extant gear, then semi-vets may also be able to make use of them. The goal is not, and never will be, to outmatch gear available to endgame runners. That's for the endgame.
I would not use the suggested items/stat-base-line on my own toons unless they serve a class-specific out-of-depth tier of power like Sorc helmet from Thids, rogue skill bonus items or Armors without lvl 50 limit (before you get to UR armors). Proposal was not to outmatch gear available to endgame runners. We have pretty atrocious gear considering the loot pool of items and quick progression towards BUR/Hell/Abyss/Limbo sets thus not-wearing those items thus allowing recycling for any and all toons and do not serve as a good comparing point, and that was not my intention at all.
My opinion is that majority of set gear is too weak unless it serves a specific level-wise OP niche. My recommendation was made specifically with newer players in mind, who (from my experience) seldom wear the set gear already because the set gear is unimpressive for the most part and they get to Rona too late where gear stat baseline is actually good - at which point they've found, bought or gotten as freebies vastly stronger rares or URs, or heck Hell set items without level restriction (which still are not strong enough to combat randomized URs except for Strongheart/Phleg bracers.. From BUR area). I used Sissy armors and class-specific unique niches like harper boots and sorc 20 defl ac helmets. End of set items worn before Hells/Abo/Ely/Abyss, even as a new player on a gnoll barbarian, and I focused running a variety of runs lowmanning with similarly leveled people - runs like Beholders / Hive / Rona / Dulvuroth. The proposed tier of gear I recommended already exists in the few items that actually get used. Making anything worse would get unused, and as such I felt the need to point it out. Maybe I was lucky with random items or unlucky with sets? Regardless that was the experience for me.
If your intention is to alleviate burden of progressing, my suggestion would be to just tweak Feywilds/Elemental planes (just add minibosses and the new interesting sets recommended by the good people in this thread there to revitalize those zones) and upgrade existing items instead of making a new run and adding new items there. If you want to create a new 40-60 run because the idea makes you giddy and allows you to squash two flies with one punch, then great. But using some of the existing set gear as baseline will lead to more unused and underwhelming gear. But I'm just one overly talkative one, some people might have different experiences - just food for discussion. Hopefully not derailing in a bad way
I agree with everything Woqued said. And the mention of zots comes up often. We have great areas. Lets breathe fresh air into some of them via these suggestions / re-doing existing loot from there and you've fixed multiple issues with minimal work.
Wrap of the Shady Dude: Cloak 8% physical immunities Immunity: Knockdown // or instead of imm skills hide +10 craft weapon +10. CL:55 Divine Power 3/Day
To fill the gap between immortal and azzagrat pt3 end chests for classes that hit stuff with intention to do damage.
This is the kind of thing we're talking about. There's active discussion among the dev team about what do do about the Wrap. Sep thread for that if you want to venture suggestions, please. Thought, whether or not we wind up using this particular will probably depend on the Wrap decision.
Can we make traps competitive? Every time I try to use one on a clean map I get a "enemies to close" message. The consumable traps aren't to bad, if I could ever place them without failing, but the reuseables are not effective at all, I drop a devastating divine trap, or 20 of them, and I find that devastating traps do 30 dmg each. They should be on par with whatever a caster of that level or with equal skill points in lore can output, specially since they are so slow to deploy and are not anywhere near as effective as shifter kobold traps, and the shifter mechanic is at least useful when you can put it down in the middle of a fight. I dont believe anyone will use them without that capability.
That message should only fire if there is an enemy within about 3 meters. Given the way its scripted, I don't see how you could be getting it on clean maps. If it is in fact that message and not another error, like 'needs rest', please post a screenie on BPR.
Beyond that, this is a class balancing discussion and belongs elsewhere.
If you are in a party and several members are close to you this also happens. Not sure if summons even affect it, I didn`t really went into testing this. But this thing belongs into another thread I´d say. Don't wanna derail this one.
isn't this intended behavior, as a result of anti-exploit?
for some applications, traps at one time were "competitive" (aka used to great effect), albeit in an extremely cheesy/abusive manner (but then, that's the definition of a trap, hard to make them "competitive" without glaringly-lame abuse of way runs are "intended" to be completed). Due to NWN AI and spawn system, this is a bit of a dead-end imo, even in perfect HG where no more dev work needs to be done. At best could make them as sources of malus (like kobold traps) to provide flexibility/tactical options instead of pure damage, but i'm sure even adding more ranged weapons/ammo should a higher priority than promoting trap usefulness in late game in a delicate/carefully-thought way that walks the fine line between "use me!" and "abuse me!" ________________________________________________________________________________________________________
Lesser Rod of Disaster Special Use: Black Blade of Disaster (17) 1 Uses/Day
To help pre-demis lacking UMD/arcane caster in party. Would be nice for solo/duo tanks that may often find themselves beating their heads against a wall in some LL runs, or even in "full-sized" party to help in overwhelming situations. Would provide an option to help weak/"at-level" parties in spans where they lack specific gear and need to soak/add extra target for mobs vs. deadly inflicts (toy, uro, loca, dulv) big damage aoe spam (myco, frostwere shamans), roll-or-die/perma disable onhits/spells (uro, desert, db--dulv stf less issue imo). Aka another thing to help address "plode problem", or stf. I think plode ring @l60 and stf rare/relatively restricted is fine,if plode robe/farmable shield was implemented, should be a lot less painful for avg noob, but a bbod for classes/toons that can't produce one would be an extra step to ensure ppl don't cry as much. Cheesy, but bbod cheese is a part of the game, and unlike "offensive" cheese it shouldn't unbalance anything. ____________________________________ ___________________________________
Expeditious Exploration Base item: Rod Special Use: Expeditious Retreat 1 Use/Day Special Use: Invisibility 1 Use/Day
The Invisibility and Expeditious Retreat spells cast by this rod are cast at CL 59. The rod may not be used in combat (autocaster script?) nor when enemies are present (TA script?) _________________________________ Point of this is just to help running to areas across the mod, non-combat only . Could still be used before combat but since it would block FoM it would be useless/not provide a tactical power boost in LL+ combat, just a small QoL enhancer for ppl lacking FoM aug or self-buff er/fom for speedy movement between areas. Invis allows safe transit on maps with non-TS pp mobs (aka ones you encounter going to surface zones). Imp Invis givs 50% conceal which is a tactical benefit, so elected L2 Invis instead. Carrying 2x2 square sheath is annoying and this rod could be fine to hold for purpose of running to and fro even for LL toons that lack source of invis/gs/movespeed buff, threw invis on for constant pp complaints. ___________________________________ _____________________________________
Pulpa's Portable Purchaser
From the keen business mind of HG's beloved extra-planar merchant. Like a PH but only usable in No-PvP zones. Activates a bulk-sell-enabled chest instead. Could be used for on-the-spot hurry-i-gotta-log premature/"stop before p2" / paean/descent/lost in time splits, or summon one in wyrm/town for parties lacking guild-tagged member. Good solution would be (as asked many times in the past) put a proper guild chest inside Wyrm. _____________________________ ____________________________