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Last point on my wishlist

Discussion in 'UHall' started by Eaerendil, Aug 20, 2014.

  1. Eaerendil

    Eaerendil Professional Mall Santa and Legendary Piglet
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    Dear Mesanna,

    I had four major topics on my wishlist:

    Vendor Search
    Global Loot Change
    Input-Based Artie-System e.g. Blackrhorns Arties
    Imbuing Artifacts

    You and your team fulfilled 3 of 4, even though I would have preferred Blackthorns with Replica-Tags and lower Turn-InValues.

    My last wish is: Let us imbue Artifacts again. Only the minors from Paragons, Tokuno and ML-Dungeons. Would be sufficient this way?

    Wanna make a totally happy man out of an outstandingly satsfied one?

    Thanks!
     
  2. SoftServeDreams

    SoftServeDreams Journeyman
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    Do you have any particular arties in mind that you want to use if they are imbuable ?

    The problem is, in fact most of them are already overcapped in the number of properties and total property weight thus they can't be imbued even if they are changed to be imbuable and the rest of them also only have little room left for new mods. I think most of them will still be useless even if they are changed to be imbuable.

    I rather want the whole revamp of old useless arties than changing them to be imbuable, which means giving new and different set of mods to existing arties while keeping thier original names, item types, colors as they are.
    I remember Devs failed big time when they tried to introduce revamped Doom arties as rewards to revamped Covetous, but why not give it another try ? Just for example, how about giving those non-imbuable properties like, Bane, Hit Curse, Splintering Weapon, Blood Drinker, etc. with revamped set of mods to, say, The Taskmaster, Serpent's Fang, or Axe of Heavens, etc. so they can be usefull again ?
     
  3. MalagAste

    MalagAste Belaern d'Zhaunil
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    As I recall I have an imbued pair of arty gloves that were nice.

    Fact is there are dozens of arties that are worth only throwing away for points. And many are under capped.
     
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  4. Eaerendil

    Eaerendil Professional Mall Santa and Legendary Piglet
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    MalagAste is right. As far as I can see 90 % of the minors are dramatically undercapped. I think of Arms of tactical excellence, Helm of Swiftness and so on... On arms with +12 Tactics you could imbue so nice mods. Same for a helm with FCR...

    There are nice Doom-Arties dramatically undercapped, too. The ALL go into clean-up. I would prefer to keep them and to try to craft something nice with em. THAT would make visits at Swoop, in Doom or elsewhere MUCH more neat!
     
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  5. Warpig Inc

    Warpig Inc Babbling Loonie
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    When you can farm spine leather at Wrong enterance. And get better gear then most artifacts out there. Then it maybe an issue. Artifacts just need to have one mod that can only be found on artifacts and or a second mod at an over cap level. A halberd with Balance and 75 phys area and we go from there with imbuing. Chain Tunic with 30LRC and 25 resist spells skill.

    Could have new unique to artifact properties. Maybe for a revamped scripter free DOOM arti drop. Artifacts that could be random generated from the new revamp loot creator of imbue level 3-4 mods. Theese artifacts would have new properties.

    While wearing/holding this "named" artifact at your death. Window pops up with the option to self rez. Clicking OK on the self rez destroys the artifact.

    "named" Artifact that holds a single charge. Can be recharged at a shrine area for 10,000 gold. Charge can be used to rez target dead pet.

    "named" Artifact that simply comes pre enhanced. When theese "named" artifacts are recycled they produce a random 2,000-5,000 ingots, leather, bone, scale or wood of what ever it was made of.

    "named" Artifact that only comes with one low strength mod. Random generated from any the possible race weapons, armor and jewels. Float in random chance that one mod might be 5 points of ANY skill (like tailor, mining, arms lore, scribe, ANY). Power of this artifact type is that it can be combined with the same exact gear that it is by art work. Garg ring with garg ring only. Leaf gloves with leaf gloves only. Club with club only. Human wood shield with human wood shield only. Combined mods cannot exceed mod caps and skill mod will overwrite any current skill mod and caps at 20 points of that one skill when combining.

    "named" Artifact that has one charge. Takes a week to recharge and recharges only while being worn. Clicking on gear charge produces a bonded Blaze or Black Bear Ride. Blaze or Black Bear does not trade, does not release for retaming (no tame option) and does not have a ghost for rez. Little better then polar bear buffs would be nice for us true pack tamers



    Time for work. Later
     
    #5 Warpig Inc, Aug 20, 2014
    Last edited: Aug 20, 2014
  6. Eaerendil

    Eaerendil Professional Mall Santa and Legendary Piglet
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    Well, I am no perfectionist and I dont need Über-Stuff. I just would be happy if I could modificate some of the minors...
     
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  7. Winter

    Winter Lore Keeper

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    The set pieces that drop as loot. I would like to imbue the Assassin's Armor to make a decent suit. I don't think that will make these uber powerful. As of now, set pieces are almost worthless.
     
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  8. SoftServeDreams

    SoftServeDreams Journeyman
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    I'm not against the idea of making arties imbuable again.
    It will sure give a few more options for suit-building.
    I just couldnt come up with any minor arties that I'd want to use even if they are imbuable.

    Making only minor arties imbuable is not gonna make a big difference and not enough if your intention was to make existing arties better and give players more incentive to go hunting for them again in Doom/Peerless Dungeon, this was my point.

    Okay, now I understand your point, I'm kind of perctionist myself... lol.
    Glad to see the word uber in real German :)
     
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  9. MalagAste

    MalagAste Belaern d'Zhaunil
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    They are the only reason I ever collected them was just to complete the set to say I had it. Otherwise they are for the most part never something I'd actually "use". That goes for 90% of artifacts and sets. The fishermans set is expensive.... but the benefit is next to nil. Hardly worth wearing. Infact it's a joke... slap in the face to anyone who ever bothered to waste the points getting one.

    Sadly that's the case with most stuff. If I could imbue a fishing bonus I'm sure it would be 100x better. Fact is that with most artifacts anyone with basic imbuing can make better stuff. Anyone who reforges and imbues can make stuff 10x better than a vast majority of arties.... the only reason some get used is because we CAN'T imbue those items. You can't imbue a belt or sash or robe... nor can you imbue a spellbook though I often wonder why mages get the shaft when it comes to that. We ought to be able to imbue spellbooks this would include mystic, mage and spellweaving. We ought to be able to imbue instruments as well. I get sick and tired of things being added to the game and leaving crafters out. There are 100's of things that should be craftable. From furnishings to paintings, and many other things. but that's a whole other can of worms.
     
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  10. Wolfman

    Wolfman Seasoned Veteran
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    I agree with the wish to make arties imbuable again.
    "Game balance" stays in effect because of the property weight that cannot be over.
    Ring of the Djin with its 2FC becomes an alternative to the Ornament of the Magician....
    So many things that would become usable and interesting to implement in a suit.
    So I definetly second this!!!
     
  11. Winter

    Winter Lore Keeper

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    I am guessing at the number, but I would say 90% - 95% or all artifacts that drop are not useful. Luna Lance, anyone? The developers should start by either allowing artifacts to be imbued, or stop them from spawning. Any new artifact should be updated to be useful, but not overpowering.
     
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  12. Eaerendil

    Eaerendil Professional Mall Santa and Legendary Piglet
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    Yehaaw. Here we go. This is the right direction and the thread I wanted to read! Thanks, folks!
     
  13. Smoot

    Smoot Grand Poobah
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    ive tried to find prepatch imbued artifacts, not much luck even tho was offering 100mil plus for some of them.

    Helm of swiftness would be the most useful. overpowered even when you consider the other mods compared to other item slots. rather than make the older arties useful however, the devs choose to add in other arties like the new fc1 mempo, or new worthless pseudo pvp arties that arent good for anything.
     
  14. Arcades

    Arcades Sage
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    Ya I've been saying this since they deactivated artifact imbuing...please bring it back!! I think it was turned off b/c a few weps retained their high base damage relative to other wep types (Windsong & Faerie Fire), but with the global revamp to base wep damage, all the bugged old imbued ones were made useless b/c their counterparts had their base damages raised to their level.

    What I'd love to see is the variety that artifact imbuing would bring to suit building...I had saved up a bunch of Djinn Rings and Midnight Bracers to play around with, but never got around to it before imbuing was nerfed. Now, I just wish they would let us remove the "Mage Armor" property on artifacts using the mage guildmasters. That would be a start in the right direction in further customization of artifacts.

    Keeping the artifact item intensity at 450 is still a good idea as they are all non-exceptional items (all the traditional artifacts), and provides a little more balance.
     
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  15. CovenantX

    CovenantX Babbling Loonie
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    You can remove "Mage Armor" from artifacts, you just can't add it back to them once it's been removed.

    All Artifacts/Replicas should become Enhanceable as well as imbue-able imo.
     
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  16. Arcades

    Arcades Sage
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    Oh sweet...you're right! Now if I could only imbue non-med Midnight Bracers...ahh the possibilities. What about removing Mage Armor off replicas?
     
  17. CovenantX

    CovenantX Babbling Loonie
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    Yep that works as well, you just can't add mage armor back (which I don't understand why).

    Adding/removing Mage Armor is a gold-sink (we need more effective ones imo), There shouldn't be any restrictions on it.
    250k each time you want to add/remove it back the gold adds up, but since you can't add it back on most items (anything with more than 4 magical properties) you just need to farm/buy another of the same item and keep mage-armor on it to have a med-able version.