There has been a lot of discussion on potential changes different items in the game could receive with this update. We certainly wouldn't change every item in the game, but we would like to adjust some key items with our combat changes.
This thread is for suggesting items, equip bonuses, or set bonuses that could be changed. I plan on having that be an area to tackle after the new year.
To keep this thread manageable please try not to repeat items when possible, unless adding/discussing the issues/reasons surrounding an item. Giving a like/react to a post that already has items you agree with will be as effective as repeating the item in a new post.
Where possible please be specific on the item/s being discussed as well as why you feel it should be changed.
Happy Holidays, and have a wonderful New Year.
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instead increase accuracy stat rating and movement it would increase % To other contributions.
This will make masterwork more attractive.
We spent all the free time we had for weeks and weeks to beat the Zariel Master Trial for no rewards other than these weapons. Please consider this effort and give the Celestial Weapons a set bonus to rival the Lionheart set. For all the roles, Tanking, Healing and Dps.
I know how much +% damage & healing bonus screw up your scaling system, but I seriously don't recommend nerfing the lionheart set, as it similarly requires a lot of team effort to obtain!
Perhaps you can change all weapons to have like x10 Item level (+combined rating & stats) and a choice of 3 stats on the mainhand and 2 stats on the offhand. Then this would impact overall damage, healing and Hp enough to warrant having a higher item level weapon set.
Alternatively you can pretty much just give the celestial weapons the exact same set bonus but with 15% instead of 10%
In general, I think there are three prominent influential factors:
Weapon Sets: some of these could use buffs or nerfs, now that damage is no longer a factor.
Power Buffing Equipment/Items: "some" of these should be converted to other offensive stats. We have to be careful here of creating a situation where power is too hard to cap.
Deflect Severity is the one new stat that is not represented well: "some" equips should be changed to add Deflect Severity, even if combined rating needs to be dropped a bit to compensate and include it.
Some of these items would include:
Bone Devil's Ribcage:
Whisper's Hood of Quiet
Helm of the Skyblazer
Greaves of the Lightguard
Greaves of the Fallen Angel
I would also suggest adjusting some of these Path of the Fallen hunt gear bonuses to give percentage bonuses in Accuracy, Combat Advantage, Critical Strike, or Critical Severity and not just Power.
For example, the dev team could change the Greaves of the Lightguard to give +7.5% Combat Advantage, rather than giving 7500 Power.
Or the Greaves of the Fallen Angel could give +5% Accuracy when within 25' of an enemy, rather than +5000 Power.
I think many people would be disappointed that the armors they spent hours hunting and grinding drops for all go into Power and not into other stats.
As to what stats to change the bonuses to, I can't say, since everyone has their own preferences on what percentages they are prioritizing. I might want more +Combat Advantage percentage items, whereas someone else might want more +Accuracy percentage items, or another person would want +Critical Strike percentage items.
You should leave the picking of the bonuses to the community and let them pick what percentage bonuses they'd want on the Path of the Fallen Hunt gear.
Viperion - DragonTribe guild.
Playing Ranger/Paladin/Bard/Fighter.
Viperion - DragonTribe guild.
Playing Ranger/Paladin/Bard/Fighter.
Bone devils ribcage: When damaging or healing your foe for more than 5% of your HP, grant 2.5% power, maximum of 12.5% (5 stacks).
Helm of the Skyblazer: When in combat with one enemy, increase critical chance by 10%
Whispers hood of quit: When damaging or healing your foe for more than 5% of your HP, grant 2% critical strike, maximum of 10% (5 stacks).
Greaves of the Lightguard: When over 85% health, grant 7.5% accuracy.
Arms of the last resistance: When you are within 30' of an party member, grant +5% power and +5% defense
Celestial set: When using an encounter power, grant +10% damage and +2% combat advantage for 10 seconds, no cooldown.
These are some of the ideas I had.
There are a lot of items that do need adjusting though. I will make a list of my personal thoughts, even though most of those do not include anything that I wear.
I gave some a bit higher % than they actually give to make them on par with other items of the same item level.
I will not list most of the items that give power, there should be some variety and I hope it'll be kept as is for those that I do not list.
Avernus:
Gear:
Infernal Forged Armor and it's variants (Demonic, Devil and Fiend) - 1% to defense instead of 1000 into rating per player in team,
Safety Harness of Protection (and it's hunt variant if possible) - +1% to defense but -1% to accuracy when hit, stacking up to 5 times,
Mighty Storm Slippers - 5% accuracy increase on full AP instead of 5k power,
Arms of the Last Resistance - 5% to power and defense when no team members (or alone) instead of 5k to both,
Fancy Duelist's Mask of Cormyr - 5% to power instead of 5k when against one enemy.
Undermountain:
Gear:
Spy Guild/Protege/Apprentice/Successor/Dungeon Raider - I'd recommend to have all give % instead of ratings and instead of giving % to ratings, just % as in case of Boots of the Successor.
Gurtunk's Furry Sleeves - +1.5% to deflect and defense when against one enemy instead of 1k to both.
Slimy Bracers of Kuo Toa - +3% increase to combat advantage when further than 50' from the enemy instead of 1.5k
Gilded Spike Gaiters - +2.5% increase to combat advantage and accuracy instead of 1.5k to both
Sparkly Slippers of Sloopna - Awareness +2% instead of 1k
Sood's Good Wood Hood - +2.5% to both defense and critical avoidance instead of 1.5k to both
The Ol' Switcharoo (multiple gear) - +2.5% to one stat and -1.5% to another. Swapped values here due to importance of % on some items and to actually make these viable.
Artifacts:
Staff of Flowers - +5% to accuracy/combat advantage and critical strike instead of 5k to power and crit when active (at mythic quality)
Ravenloft:
Gear:
Here I have a simple solution: +2% instead of 1.5k to all gear applicable.
Chult:
Gear:
As above, including % increase. Anything that adds to % rating should instead add directly to %.
Cloaked Ascendancy:
Gear:
Garb of the Ascended: +2% to Crit when in a party instead of 2k
Anything in other campaigns has too low item level to be mentioned.
I don't have access to Mysterious Merchant items unfortunately so can't tell anything about those.
I agree with post above that anything crafted should give % instead of ratings, though.
Almost every equip and set bonus that is interesting for tanks provides Defense - these should be changed to provide one of the following ones: Deflect / Deflect Severity / Critical Avoidance / Awareness.
Things that could be changed to provide Deflect / Deflect Severity / Critical Avoidance / Awareness are (/ means OR):
Redeemed Set (Celestial Sash etc.): +5% Incoming Healing + if healed by another source gain 5% Deflect / Critical Avoidance / Awareness
Reflective Armaments Set (Reflective Collar etc): provide 5% Deflect + 5% Critical Avoidance + 5% Awareness if you stand in the rune
Shielded Defender Vambrace: same bonus as it is now, just with +1% of Deflect / Critical Avoidance / Awareness
Boots of the Herald: Change to 1% Deflect / Critical Avoidance / Awareness
Celestial weapons: : 7.5% Outgoing healing, 7.5% Combat Advantage / Crit and 7.5% Deflect / Critical Avoidance / Awareness with a 100% uptime, so every class has a use of it. Atm only DPS and healer have a use of the celestial weapons, tanks rather stick with the lionheart sadly.
Pros: The game has a huge number of artifacts, and all of them will become relevant, more build options will appear.
Cons: Future artifacts may not interest players. Players will find the most useful artifact and use it throughout the game.
Possible plus: people will get tired of using one powerful artifact set, and will experiment with other sets, choosing something to their liking
My thoughts: Artifacts are objects of great power, and I do not understand why some artifacts should be inferior in strength to other artifacts.
While I agree with your suggestions, I cannot but fail to see anything there particularly good for healers.
My suggestion would be to make the Staff of Flowers have a bonus that would be great to be used by healers since all the items in that set are best for healers from ratings perspective (crit strike, power, crit avoidance and some awareness for boss fights).
I suggest to change the set effect to +3% outgoing healing when the player's HP is > 50% and +3% defense when it's < 50%.
I suggest to change the set effect to +4% awareness for players standing in the flower area (10 seconds duration).
Viperion - DragonTribe guild.
Playing Ranger/Paladin/Bard/Fighter.
I would have nothing against if sets would be made more useful for supports, like Apprentices adding +15% outgoing healing after using a daily. Or Halaster's Odds and Ends' Mad Dash also adding Outgoing Healing. Yet, I can't say that they should be made this way as we don't know how viable are healers right now. Do they need or not a buff. Remember that healers are put into general support area as they usually have enough healing to keep the team up.
> Suggestions for gear are as follows (all equip bonuses going to % contribution unless stated):
>
> Bone devils ribcage: When damaging or healing your foe for more than 5% of your HP, grant 2.5% power, maximum of 12.5% (5 stacks).
> Helm of the Skyblazer: When in combat with one enemy, increase critical chance by 10%
> Whispers hood of quit: When damaging or healing your foe for more than 5% of your HP, grant 2% critical strike, maximum of 10% (5 stacks).
> Greaves of the Lightguard: When over 85% health, grant 7.5% accuracy.
> Arms of the last resistance: When you are within 30' of an party member, grant +5% power and +5% defense
>
> Celestial set: When using an encounter power, grant +10% damage and +2% combat advantage for 10 seconds, no cooldown.
>
> These are some of the ideas I had.
I would like to add +10% OGH, +10% damage resistance (not defense) to celestial weapons. The bonus needs to be simple and effective, like lionheart sets.
Could even make it so they can be transformed to match your chosen paragon, but that's a bit beyond the scope of this endeavor.
They need power, crit strike, crit severity, outgoing healing and defense and critical avoidance (for now only in ToMM for Hypothermia). They don't need accuracy..
Viperion - DragonTribe guild.
Playing Ranger/Paladin/Bard/Fighter.
But I want to ask to not make every BIS item available only in huts. Please. Make this items BoE so people can sell them.
Please tell me how was the experience (developer Point of View) of putting Rings in ToMM BoE. Because players answer was a massive interest in the trial. Even now is being played a lot. In the other side, Master Zariel. Nobody plays that trial.
Can we get finally a change in this practice? The game's best time was allways when you could sell anything. And is neccesary to cut AD from the game also.
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I forgot to add a suggestion for breastplate of the crusader. It seems like this piece is geared towards tanks and healers. So perhaps something like the following:
Breastplate of the Crusader: While having temp HP or a shield, increase power 5%, awareness 5%.
Once you guys will drop mod 20 with new items, most of the actual items in the game, no matter what bonus it provides will become obsolete in few months. Since you re now focusing on horizontal progression I would like to see those gear pieces maintaining their relevance in time. I would suggest you to look at different ways to make for gears giving a small percent to other contribution covering all the statuses for all types of roles up to 5% and promote your forge system from now on in various new content chapters where we can upgrade those gear pieces having an aditional set bonus for the specific content and a slightly increase in item level. For example : Ribcage will provide 1% Accuracy and 1% Combat Advantage each time you deliver a hit more than 5% of your health, up to 4 stacks. When you upgrade your Ribcage in forge this will become part of the set in combination with any other 3 tier 3 pieces that will provide you up to 4% damage bonus or rezistence vs all enemyes in Avernus.
With horizontal progression you guys can move from higher and higher statuses/bonuses/item level to a slightly increase in item level with new chapter introduced that comes with new items, a similar bonus that won t pass the 5% rule and the only difference will be the set bonus that will be thematic and will make the difference. This way you can increase the difficulty of the future content without having to increase the overall performance of the new items making the old one irrelevant. The only one factor that will make the difference will be the thematic bonus such as 5% overall damage versus all enemies in Avernus and 5% overall damage versus all enemies in mod 20. This is just my point of view. And it would be cool if you will introduce Legendary ranks for the rest of the gear pieces, such as Armor, Arms, Helm, Boots, Pants, Shirts. It is more a pshichologycal desire for people to aquire a superior grade. At least for me. Looking forword to read more ideeas.
Thank you!
I would love to see the Dusk set return to tradebar store or the Underdark armor vendor. The 3 set bonus can be a very solid choice for players progressing their characters, and a very powerful alternative for “endgame” tanks. Increasing the item level for both Dusk and Drowcraft gear to match atleast other lvl 70 items would give more players a reason to farm the underdark content like demonic heroics and the skirmishes. In a perfect world, we would get to see a reworked high level Demogorgon trial, where the Drowcraft set would be close to mandatory and a high itemlevel version of the Dusk set was added to the loot table. The shirt + pants can also be relevant for support classes if bonus got a boost.
The Great Protector set (Cloak of the Protector + Cragmire artifact + Greater stat belt) should have its set bonus adjusted to make it a viable choice for progressing tank toons (currently 500 defense/10000 HP). The cloak should be added to dungeon loot table like the other items needed to complete the set.
The sets from the outfitter in guild strongholds should also have their stats/bonuses adjusted, this would both add to gear alternatives, give players a reason to run guild activities like Dragonflight / Stronghold Siege and have the long wait for future stronghold upgrades feel a little shorter. Mysterious merchant gear could also need minor adjustments.
@noworries#8859
1)if you guys decide to rework items and give them % acc , % crit, %def etc , please make sure that you will not go over 4% total in those stats, per gear piece.
2)tanks and maybe healers that don't have power as a forte stat still need that power. Even if it is in rating form or in % form.
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