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Post by jelricle on Dec 22, 2021 14:32:09 GMT
So I keep running into motes, which give a +5 boost to a skill. Now +5 is perfectly fine, but it is not really all that much. Has we ever discussed buffing motes up?
eg. Allow them to stack so that if you can collect 10 (or 50, if we drop the plus to +1) then you can max out a skill buff. Alternatively, allow more than one mote to be equipped (arrow, bullet and bolt) so that you can buff to +15.
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Post by simpetar on Dec 22, 2021 14:44:49 GMT
Low level motes (Toyshop, Hive, Dulvoroth, etc.) are just a taste of things to come. More difficult runs drop better motes, and the difference is well reflected in their power. Ultimately the Solar Mote from saving Pelor is what you will be probably wearing (although there are some alternatives people with specific setups might use). Allowing more than 1 mote might be problematic, especially for ranged builds - they simply need the ammo (and yes, it IS possible to accidentally launch Solar Mote from sling, to much displeasure).
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Post by Deleted on Dec 22, 2021 14:55:29 GMT
I remember talk of adding motes which buff targeted spell SC or SP and also coming with alignment parameters to boot to ensure they are leveraged for specific zones. This idea is appealing and allowing these to be used (one at a time) in conjunction with the Solar mote, while maintaining a third slot for the ranged toons given ammunition seems like a preferred option while not adversely impacting our middle friends.
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Post by chainlink on Dec 22, 2021 16:21:24 GMT
(and yes, it IS possible to accidentally launch Solar Mote from sling, to much displeasure). ROFL
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Post by magecat on Dec 23, 2021 2:33:32 GMT
As a side thought, and, yes, I realize this is a dev burden, what about fitting a special ability to change the ammo type of the mote so that they could be made into something a specific toon doesn't use?
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Post by jelricle on Dec 23, 2021 4:30:12 GMT
As a side thought, and, yes, I realize this is a dev burden, what about fitting a special ability to change the ammo type of the mote so that they could be made into something a specific toon doesn't use? If you use the mote's special power, you can change it between bullet, bolt and arrow. (At least, my low level motes can. :-D Srsly? Legendary levels are low level? That is why I love this mod. There is always more to come!)
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Post by jelricle on Dec 23, 2021 4:50:30 GMT
Ultimately the Solar Mote from saving Pelor is what you will be probably wearing . . . Oh my goodness!! That solar mote is a thing of beauty!!! Just how long does it take to run the Abyss (for you vets in a group) and get the wand pieces for Pelor? . . . (and yes, it IS possible to accidentally launch Solar Mote from sling, to much displeasure). I would laugh, simply so that I would not cry!
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Post by chainlink on Dec 23, 2021 8:41:28 GMT
As a side thought, and, yes, I realize this is a dev burden, what about fitting a special ability to change the ammo type of the mote so that they could be made into something a specific toon doesn't use? Yes you can change between the three ammo types but you can only ever have one mote and one ammo type equipped.
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Post by chainlink on Dec 23, 2021 8:44:58 GMT
Ultimately the Solar Mote from saving Pelor is what you will be probably wearing . . . Oh my goodness!! That solar mote is a thing of beauty!!! Just how long does it take to run the Abyss (for you vets in a group) and get the wand pieces for Pelor? . . . (and yes, it IS possible to accidentally launch Solar Mote from sling, to much displeasure). I would laugh, simply so that I would not cry! One thing the description does not say is that it can actually give you +16 to two stats which in combination with Asmo artifacts/Abyss/xR gear means that you can ensure +16 to all the stats you need.
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Post by tritone on Dec 23, 2021 8:52:20 GMT
Oh my goodness!! That solar mote is a thing of beauty!!! Just how long does it take to run the Abyss (for you vets in a group) and get the wand pieces for Pelor?
Each of the 5 runs to collect the pieces are 1.5 - 2.5 hours, and then the final fight to defend pelor is about 1.5h
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Post by simpetar on Dec 23, 2021 8:57:45 GMT
and then the final fight to defend pelor is about 1.5h ...out of which 30 minutes is yawning and trying to not fall asleep in between waves, and 20 seconds of sheer panic when you found you did fall asleep and Pelor is almost dead.
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Post by magecat on Dec 23, 2021 12:07:31 GMT
As a side thought, and, yes, I realize this is a dev burden, what about fitting a special ability to change the ammo type of the mote so that they could be made into something a specific toon doesn't use? Yes you can change between the three ammo types but you can only ever have one mote and one ammo type equipped. Which just shows that I am out of date....
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Post by jelricle on Dec 23, 2021 17:27:26 GMT
. . . Which just shows that I am out of date.... Thanks to how addictive HG is, there have been several times this passed month that I was almost out of a date. :-D
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Post by jelricle on Jul 7, 2022 13:42:27 GMT
Oh, I just reread the Solar mote description. I thought it said +14 to two skills. It just gives +14 (or, per chainlink, +16) to two abilities.
I actually think I would prefer that kind of boost to two skills.
Are there motes that give more than the measly +5? If not, then I would again propose allowing skill motes to stack, but lowering the bonus to +1 (and/or limitting the stack to <50) Thus, if you go through the trouble of getting enough, you can get a meaningful bonus for a desired skill, and these motes would then become much more desirable.
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Post by chirality on Jul 7, 2022 19:26:10 GMT
I believe that you would most likely be open to re-examining that viewpoint after spending some more time gearing toons at the higher end of the wealth/experience spectrum.
The solar mote was designed to be exceptionally strong and desirable, even for endgame vets that are gauging an item's power relative to their own significant wealth.
It's certainly the case that some items are a "miss" rather than a "hit," and fixing the lemons might take years (see: asmo artis, abyssal vestiges...and, in the case of XR motes, the "miss" was so wide afield that they fit in their own category). However, for the most part, items as unique and difficult-to-attain as the solar mote are carefully balanced to cater for the strongest toons in the game, and actually the solar mote is a great example of that being successful. If I had to guess, it would probably end up being voted pretty high on a list of favorite/best items in the game, even after including XRs and p2 setloot in the picture.
Anyway, when it comes to items built for satisfying the top-tier players/toons in the game, the solar mote has served well in that role. Also, unlike many other similar items (such as its afore-mentioned abyssal vestige brethren) I can't say I've ever heard any complaints about it. This is actually the first time I've seen someone remark that the dual +16s is not desirable.
I would wager that you don't fully realize the value of the two +16s on the mote, and/or don't fully realize that a skill bonus would be, for the most partm much less attractive. It's true that even for L80s wearing the best gear and fully-tagged, there are certain skills that unfortunately can be "annoying" or "difficult" to max, or even nigh-impossible without amazing gear. Which skills these are, and how great the difficulty is, naturally varies depending on the build; some builds may not have an issue with this for any relevant skill, while others may find it to be somewhat troublesome for one or two key skills, due to overall gearing considerations.
However, in general, there is not much issue for toons to be capping out all required skills by the time a solar mote comes into the picture, especially after factoring in bardsong which can generally be accounted for as a given in parties and scenarios with toons wearing solar motes.
That said, from the other direction, to address the value of maxing difficult-to-cap skills for some builds, the lowly +5 motes that you may find rather measly can sometimes be useful even for higher-level, wealthy characters. At the same time as the solar mote is extremely good and largely blows everything else out of the water by a good margin...until you have one, some builds may actually benefit from a particular poor little +5 mote (for example, lore on a sorc), far past the point in their careers that you may expect. Of course, that benefit is always going to be relatively minor in the grand scheme of things, but these are the minutiae that we relish optimizing over.
Unless a particular kit really needs an abo mote to fill a hole on an ability, +5 motes are worn up until a pelor win, and if the build doesn't need the +5 anywhere special, it is worn as an extra little buffer for penalties.
As for the +14/+16 thing (you seem unsure which the solar mote indeed offers, seeing two different sources): the answer is that it's "both." Attribute modifiers like this tend to "scale" based on level, and part of the value of the solar mote is that it not only allows you to get 2 abilities to 14/16 without being slotted on other gear, but also that it offers a higher baseline bonus (starting at +14, rather than +12, like some other gear that can hit +16), which is a power boost for toons that otherwise wouldn't have as easy a time hitting +16s before L80.
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