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shhhh dont tell them thatThere are more people in fel than some people realise.
shhhh dont tell them thatThere are more people in fel than some people realise.
Now that is what I like to hear!I could not have come back to this game at a better time. This update looks absolutely incredible. Can't wait to see it in action!
Yeah, it's so populated they've spent the last ten years giving it PVM "welfare" to try and lure people there.There are more people in fel than some people realise.
I know a lot of people who go there we dont all go to pvp some of us go to try and avoid it and be sneaky and see if we canYeah, it's so populated they've spent the last ten years giving it PVM "welfare" to try and lure people there.
Yes, they're imbuable. Of course many of them will have too much total weighted item property intensity. But the rare named weak items will drop with fewer than 5 properties, allowing imbuers to add new properties of their choice.Just want to verify that the new loot can be imbued? It doesn't say it cannot... but it doesn't say it can.
That tooltip item serves the purpose of identifying items created with this new loot system. The identifier itself provides information of the total item property budget the item was given when generated. This includes the bonuses from its disadvantages. The designations of "Major Magic Item" and "Lesser Artifact" represent the approximate strength of an exceptional quality armor imbued to the max.Can you get a "Legendary Artifact" in Shame?
There are no new pre-designed artifacts added with this system. They are basically random artifacts. Most Greater Artifacts and above will be guaranteed to have both a prefix and a suffix in their name. Those name modifiers indicate that the properties on the item were chosen randomly from small pools of proprties. These items are a lot more likely to have useful combinations of item properties than typical random magic items.Also, are there any new artifacts being introduced?
I'm going to go ahead and plant the idea now of adding these randomized artifacts to the Gauntlet....There are no new pre-designed artifacts added with this system. They are basically random artifacts...
Man I would hope unraveling applies according to weight even if there is less loot of a lower level as is implied. I enjoy the fact that unraveling made the "worthless" loot have some value.Sweet! Wait...
Ahaha, can this garbage be broken down to get imbuing materials? You know, to make REAL equipment with?
Right now there are no changes to Imbuing in the works, but we do intend to re-evaluate those kinds of things, once we see how these new loot items shift balances around.Thanks for the reply, Phoenix!
Is the max imbuing intensity still 450 as these are all non-exceptionally crafted items? Any chance of boosting the cap to 500 for greater magic items and 550 for artifact quality items?
-OBSIDIAN-
I wouldn't be surprised if something like that were to happen in the future. If the new loot system is fully successful, then it pretty much obviates the existing randomly generated items, and we'd phase them out over time.I'm going to go ahead and plant the idea now of adding these randomized artifacts to the Gauntlet.
I don't think this will. It will give you a chance to get a lesser armor piece with just one or two desirable mods. A armor piece with just 5 HCI or a ring with MR3 for instance and then imbue it. This sounds like a great boon to suit customization when coupled with imbuing.Please don't ruin a good thing by making all of the worthwhile items cursed...
It almost looks like you brought back the Pre-AoS naming conventions with a new twist......I LOVE IT. Better than seeing boring names for non-artifact items....There are no new pre-designed artifacts added with this system. They are basically random artifacts. Most Greater Artifacts and above will be guaranteed to have both a prefix and a suffix in their name. Those name modifiers indicate that the properties on the item were chosen randomly from small pools of proprties. These items are a lot more likely to have useful combinations of item properties than typical random magic items.
Sweet!!!There is a way to get a new item in Shame that will remove Damage Increase from an exceptionally crafted weapon.
Don't do it! Item escalation has gone far enough! I really like that this new loot structure is rolling out into the dungeons (if it works well in testing).Right now there are no changes to Imbuing in the works, but we do intend to re-evaluate those kinds of things, once we see how these new loot items shift balances around.
There is a way to get a new item in Shame that will remove Damage Increase from an exceptionally crafted weapon.
Are you seriously saying that not being able to refil a pot of egg-nog is a major bug?About the bug fixes tho... Messana or Phoenix...
refilling a pot of egg-nog ?
Would it be possible please (I'm asking very politely) to confirm to us you have read the major bugs we've been talking about for the past 2 years and that you cannot fix them ?
^This^I didn't say it was over busy. But there's more people there than the half dozen hanging out at Yew gate.
I dig maps in Fel, for pinks. I work honesty in Fel.
Now excuse me while I switch back to my other monitor - cos my char's in Fel and I have to keep her safe.
Shame will be added to my nightly T2A scout. I have a feeling some of the slower shards will have more action here than the busy shards.*Gets my pker ready to patrol fel shame dungeon*
No. One of the primary issues with the game right now is that stuff lasts forever. This is a really good idea. Besides, it's not on everything.Brittle = no PoF, correct?
So... Shouldn't they start with more than ****ing 25 durability? That's just far too low.
Can you please clarify whether and how the "slightly higher item property budget" and "significant bonus" on luck checks will apply on Siege and where/how they will apply on Mugen? There is no double resource bonus for gathering resources in Felucca on Siege, although the Arms Lore skill does provide better resists on Siege/Mugen than elsewhere. So I'm curious to see how you'll implement any so-called "Felucca advantage" on Siege and Mugen.I think there was a slight miscommunication. The drop rates are the same. The difference with Felucca Shame is that items will have a slightly higher item property budget, and luck checks done for loot generation are given a significant bonus.Can we have the percentage for the tram side please?