First round of Item adjustments

Anything wrong with them?
Vaion
Posts: 3712

First round of Item adjustments

Post#1 » Thu Jul 04, 2013 8:04 pm

As most of the community already knows, the dev team has been working on reviewing a massive amount of items in the game right now to better smooth out some of the randomness that has occurred over the past few years with itemization.

The following will be taking affect with the next reboot as the first wave of adjustment. We wanted to let the community know prior to the reboot so that any concerns may be addressed properly.


Items:
Tier 8 Adjustments:
    o Blade of Corruption had its damage lowered from 72 to 63.
    o Immaculate Shissar Fang Blade had its damage lowered from 72 to 63.
    o Blade of the Vortex had its damage lowered from 72 to 64.
    o Blade of Destructive Carnage had its damage lowered from 72 to 63.
    o Curthrin, The Bloodfrenzy had its damage lowered from 72 to 64.
    o Turkaz, The Dark had its AC increased from 95 to 135.
    o Turkaz, The Dark had its delay lowered from 21 to 20.
    o Immaculate Blade of the Elements had its damage lowered from 72 to 63.
    o Immaculate Blade of the Elements had its delay increased from 19 to 20.
    o Djinn Slayer had its damage lowered from 72 to 63.
    o Djinn Slayer had its AC increased from 0 to 115.
    o Lizirak, the Weeper had its AC increased from 110 to 130.
    o Lizirak, the Weeper had its delay decreased from 21 to 20.
    o Immaculate Shissar Bone Maul had its delay increased from 19 to 20.
    o Vizcara, the Twin Biter had its delay decreased from 21 to 20.
Tier 7 Adjustments:
    o All weapons from Tier 7 now have a skill mod of 18.
    o All weapons from Tier 7 now use the worn effects identified here: Worn Effects
    o All Augments from Tier 7 now have a skill mod of 18.
Tier 6 Adjustments:
    o All weapons from Tier 6 now have a skill mod of 17.
    o All weapons from Tier 6 now use either the True or Ancient Focus Effect Line.
    o All weapons from Tier 6 now use the worn effects identified here: Worn Effects
    o All Augments from Tier 6 now have a skill mod of 17.
Tier 5 Adjustments:
    o All weapons from Tier 5 now have a skill mod of 16.
    o All weapons from Tier 5 now use the True Focus Effect Line.
    o All weapons from Tier 5 now use the worn effects identified here: Worn Effects
    o All Augments from Tier 5 now have a skill mod of 16.
Tier 4 Adjustments:
    o All weapons from Tier 4 now have a skill mod of 15.
    o All weapons from Tier 4 now use the Chaotic Focus Effect Line.
    o All weapons from Tier 4 now use the worn effects identified here: Worn Effects
    o All Augments from Tier 4 now have a skill mod of 15.
Tier 3 Adjustments:
    o All weapons from Tier 3 now have a skill mod of 14.
    o All weapons from Tier 3 now use the Vampiric Focus Effect Line.
    o All weapons from Tier 3 now use the worn effects identified here: Worn Effects
    o All Augments from Tier 3 now have a skill mod of 14.
Tier 2 Adjustments:
    o All weapons from Tier 2 now have a skill mod of 13.
    o All weapons from Tier 2 now use the Dragon Focus Effect Line.
    o All weapons from Tier 2 now use the worn effects identified here: Worn Effects
    o All Augments from Tier 2 now have a skill mod of 13.
Tier 1 Adjustments:
    o All weapons from Tier 1 now have a skill mod of 12.
    o All weapons from Tier 1 now use the Shissilian Focus Effect Line.
    o All weapons from Tier 1 now use the worn effects identified here: Worn Effects
    o All Augments from Tier 1 now have a skill mod of 12.


The biggest change is probably the adjustments to the Tier 8 dropped weapons. Many of them received a reduction in DMG because they were stronger than the final version of the evolved weapon which was not how the zone was designed to be.
Oh the fun you all are going to have in DSK3...
Simon says.. touch the green one! Nooooo BLIQUE NOT THE RED ONE! zomg you just got me "Vaion Touched"!

PKinternet
Posts: 277

Re: First round of Item adjustments

Post#2 » Thu Jul 04, 2013 10:19 pm

Vaion wrote:The biggest change is probably the adjustments to the Tier 8 dropped weapons. Many of them received a reduction in DMG because they were stronger than the final version of the evolved weapon which was not how the zone was designed to be.


I can understand this and agree with the change, however, doesn't this cause an augment problem? I have a few of the dropped weapons and have been putting the better weapon augs in them. I know I can donate or spend AA's to get the distiller and remove them but I was wondering if there could be another solution? Maybe 1 or 2 distillers given out in HoH by a vendor? or making them cheaper from the AA vendor for a little while?
D. B. A. Galdace

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Lillu
Posts: 11301
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Re: First round of Item adjustments

Post#3 » Thu Jul 04, 2013 10:28 pm

No, it won't cause any augmenting problem. Only the item's base damage was modified, not their augmentation slots.

Stickybuds
Posts: 883

Re: First round of Item adjustments

Post#4 » Thu Jul 04, 2013 10:39 pm

I always thought the higher dmg from the HoH drop weapons was to make up for only having 3 aug slots compared to the evolve weapons which have lower dmg but 4 slots.
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Noren
Posts: 1053

Re: First round of Item adjustments

Post#5 » Fri Jul 05, 2013 12:35 am

Lillu wrote:No, it won't cause any augmenting problem. Only the item's base damage was modified, not their augmentation slots.

I think Moke was saying he made aug decisions long ago that, after the proposed item changes, would be a total waste of those good augs. So it's not that these items cannot accept augs, it's that he used up his good augs on items that will now be less desirable. Does that sound correct, Mr. Moke?

PKinternet
Posts: 277

Re: First round of Item adjustments

Post#6 » Fri Jul 05, 2013 1:39 am

Noren wrote:
Lillu wrote:No, it won't cause any augmenting problem. Only the item's base damage was modified, not their augmentation slots.

I think Moke was saying he made aug decisions long ago that, after the proposed item changes, would be a total waste of those good augs. So it's not that these items cannot accept augs, it's that he used up his good augs on items that will now be less desirable. Does that sound correct, Mr. Moke?


English is my second language. Yes, that is my point. I would have to imagine that there are others that would be in the same situation.
D. B. A. Galdace

Vaion
Posts: 3712

Re: First round of Item adjustments

Post#7 » Fri Jul 05, 2013 2:14 am

Stickybuds wrote:I always thought the higher dmg from the HoH drop weapons was to make up for only having 3 aug slots compared to the evolve weapons which have lower dmg but 4 slots.


I'm afraid not. The higher damage was completely my fault. The Final version of the evolved items are meant to have the double 8 aug slots similar to final boss loot in zones. The other weapons were not meant to have 8+ more damage than the final evolved weapons.

While the dev team all does our own share, this exact issue (higher damage) was my fault. I created the NPC dropped weapons months after the final evolves and did not take the time to compare them properly until now.

Noren wrote:I think Moke was saying he made aug decisions long ago that, after the proposed item changes, would be a total waste of those good augs. So it's not that these items cannot accept augs, it's that he used up his good augs on items that will now be less desirable. Does that sound correct, Mr. Moke?


I understand your concerns and complaints Moke and I personally apologize. As the dev team has already mentioned, this is why we are reviewing the items now to help prevent such trends from happening in the future.

We have two end game zones (Dreadspire Tier 3 and Vex Thal) currently under development and while making the items available in these zones is how we found the issues that we have been working on fixing.

Sadly, as Lillu said, we cannot hand out free augment distillers. There are methods in game (AA potions/Prize Wheel/4th of July prizes) in which you can obtain the distillers.

Again, I personally take blame for this since I designed the items without doing all of my research :oops:
Oh the fun you all are going to have in DSK3...
Simon says.. touch the green one! Nooooo BLIQUE NOT THE RED ONE! zomg you just got me "Vaion Touched"!

Vaion
Posts: 3712

Re: First round of Item adjustments

Post#8 » Fri Jul 05, 2013 3:17 pm

Any adjustments made to the above list will be shown in Green.
Oh the fun you all are going to have in DSK3...
Simon says.. touch the green one! Nooooo BLIQUE NOT THE RED ONE! zomg you just got me "Vaion Touched"!

Stickybuds
Posts: 883

Re: First round of Item adjustments

Post#9 » Sat Jul 06, 2013 3:20 am

any chance hoh drop weapons can get a 4th augment slot? cause with this change the evolve weapons are going to be better than all the drop weapons. Why would anyone use a drop weapon now?

in fact, even a T7 weapon is better than the t8 drop weapons now =/

webtools/items.php?id=83663 - Twinfang the 1hb from Xeru

Please consider doing something to the hoh drop weapons b/c imo they are all just going to rot now.

Regards,
Sticky
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Melkor
Posts: 347

Re: First round of Item adjustments

Post#10 » Sat Jul 06, 2013 3:30 am

I've always believed that boss drops should be > the evolved. I know it's not the dev's intention, but the reason I believe this is the bosses spawn every 4-8 hours now and the first 3 bosses (Volk, Sera, Draek) drop 500-800 points per death. They are basically perma-pharmed so you have a ton of points flooding the market and sitting in peoples banks and the prices on points has dropped significantly over the months. That plus anyone can afk during a 2x weekend and rack up a whole bunch of points. Getting a full set of evolved isn't as difficult as it used to be imho. The bosses require much more skill to defeat and there is absolutely no reason for anyone to use boss dropped weapons after this change, they may as well be removed from the loot tables (minus the 5% from draekon).

Just my .02 and I would love to hear other people's input on this!

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