Epic Level Rings :o
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MasterYoda
- PKer
- Posts: 1251
- Joined: Sat Feb 25, 2006 2:14 pm
I think its more along the usefulness of the ring.
in reality people dong to to neg plane unless there mid 30s and by that time IMO I would rather have +x whatever stat I need rather than take like 30 MAX damage less from a planar area mob / boss.
its just not a good trade off flailer. awesome suggestion though.
persionally I think it should mabey be 10/- 25% neg since there really isn't any other gear other than these rings with neg resis/immune it shouldn't be too unballanced.
heck it might even promote people going to shadow plane more
in reality people dong to to neg plane unless there mid 30s and by that time IMO I would rather have +x whatever stat I need rather than take like 30 MAX damage less from a planar area mob / boss.
its just not a good trade off flailer. awesome suggestion though.
persionally I think it should mabey be 10/- 25% neg since there really isn't any other gear other than these rings with neg resis/immune it shouldn't be too unballanced.
heck it might even promote people going to shadow plane more
I'd go with you if I were a player on reflections.
:p
:p
The DuFresne Family of Malencia
DrunkenGamers.net
DrunkenGamers.net
Very few amulets too. The Golden Mithril Amulet (level 25) is pathetic compared to the two ammies you can pick up in FD. Instead of making more generics, you could just add some variety in standard drops.
Amulet of the Nosferatu
Level 30 Amulet
Nat AC +5
Wis +2
Regeneration +2
15% cold resistance
10% fire vulnerability
Crafted by an elder vampire to strengthen his unnatural endurance even further, this amulet is chill to the touch.
Amulet of Fire
Level 30 Amulet
Nat AC +5
Wis +4
Regeneration +1
Decreased Saving Throws, Fire -2
10% cold resistance
Water Snake
Level 30 Amulet
Nat AC +5
Wis +4
Regeneration +2
10% Fire resistance
This amulet is in the shape of a snake eating its own tail, hung around the wearer's neck.
Lumi Band [I am assuming the Lumi are on Positive Plane)
Level 30 Ring
Discipline +7
Negative Energy Resistance 10%
Lesser Restoration, 1x/day
Fiendish Ring
Level 30 Ring
Discipline +7
Positive Energy Resistance 10%
Fire Resistance 10%
Light, Low, Orange
Lightning Ring
Level 30 Ring
Concentration +7
Regeneration +1
Spellcraft +5
Saving Throws, Electrical, -4
Hide -2
Light, Low, Blue
etc etc
One ring per plane would give enough variety in Epic accessories.
Amulet of the Nosferatu
Level 30 Amulet
Nat AC +5
Wis +2
Regeneration +2
15% cold resistance
10% fire vulnerability
Crafted by an elder vampire to strengthen his unnatural endurance even further, this amulet is chill to the touch.
Amulet of Fire
Level 30 Amulet
Nat AC +5
Wis +4
Regeneration +1
Decreased Saving Throws, Fire -2
10% cold resistance
Water Snake
Level 30 Amulet
Nat AC +5
Wis +4
Regeneration +2
10% Fire resistance
This amulet is in the shape of a snake eating its own tail, hung around the wearer's neck.
Lumi Band [I am assuming the Lumi are on Positive Plane)
Level 30 Ring
Discipline +7
Negative Energy Resistance 10%
Lesser Restoration, 1x/day
Fiendish Ring
Level 30 Ring
Discipline +7
Positive Energy Resistance 10%
Fire Resistance 10%
Light, Low, Orange
Lightning Ring
Level 30 Ring
Concentration +7
Regeneration +1
Spellcraft +5
Saving Throws, Electrical, -4
Hide -2
Light, Low, Blue
etc etc
One ring per plane would give enough variety in Epic accessories.
I agree with that. It's that, or increase the caps on some of the spells that provide enhancement bonuses.
The DuFresne Family of Malencia
DrunkenGamers.net
DrunkenGamers.net
Darkfire is pretty good as-is... Blackstaff needs boosting. GMW and MV are okay--I don't think anything rmor is going past +6, and +6 weapons are available for all types.
I think +8 is overkill, and +7 weapons should be reserved for two-handers.
Side note--what's up with the HOD scythe being only a +5? I was expecting +6 or better stuff there mostly. I assume that the HOD boss probably has a +7 or +8 scythe though...?
I think +8 is overkill, and +7 weapons should be reserved for two-handers.
Side note--what's up with the HOD scythe being only a +5? I was expecting +6 or better stuff there mostly. I assume that the HOD boss probably has a +7 or +8 scythe though...?
- Flailer
- -2 Penalty in Daylight
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So, I should just go ahead and re-design all the epic areas, creatures, and items and do a vault-wipe for that then?mgrjebbo wrote:we dont need more gear, we need less. this isnt an uber server, make due with what you got.
if anything IMO weapons should be capped at +4, and the difficulty of the mobs should be formed around that.
Flailer
NS Developer
None of us is as dumb as all of us.
NS Developer
None of us is as dumb as all of us.
- Flailer
- -2 Penalty in Daylight
- Posts: 2503
- Joined: Wed Oct 08, 2003 11:54 am
- Location: Central Virginia
+8 and +7 weapons aren't *that* different than +6 weapons.CrazyJ wrote: I think +8 is overkill, and +7 weapons should be reserved for two-handers.
Side note--what's up with the HOD scythe being only a +5? I was expecting +6 or better stuff there mostly. I assume that the HOD boss probably has a +7 or +8 scythe though...?
HoD fields of the dead areas are supposed to be an easier pre-lude to the inner HoD areas. Difficulty should be at or slightly above the rest of the planes. The inner areas should be the tough ones. Thus, the +5 scythe.
Flailer
NS Developer
None of us is as dumb as all of us.
NS Developer
None of us is as dumb as all of us.
flailer m8, i didnt mean that to be offensive your work is excellent, and appreciated.
I was just stating my opinion, and that is, the one thing i really like and appreciate about NS4 is that its not a gear based server. Its about the build, and using team tactics to overcome the challenges set forth by yourself and the rest of the NS4 staff.
So i was in no way critizing yourself or the server, i was just trying to share my point of view with others, especialy the ones that think we need +7 and +8 weapons and epic rings that make you uber. I find that gear of this calibur would unbalance the wonderful world that has been put into place.
On a side note if you wish to go through all the planar areas and give them +2 sticks of noob killing then by all means i would love to see that happen.
I was just stating my opinion, and that is, the one thing i really like and appreciate about NS4 is that its not a gear based server. Its about the build, and using team tactics to overcome the challenges set forth by yourself and the rest of the NS4 staff.
So i was in no way critizing yourself or the server, i was just trying to share my point of view with others, especialy the ones that think we need +7 and +8 weapons and epic rings that make you uber. I find that gear of this calibur would unbalance the wonderful world that has been put into place.
On a side note if you wish to go through all the planar areas and give them +2 sticks of noob killing then by all means i would love to see that happen.
quit driving flailer crazy before he and zing get together and do somthing evilFlailer wrote:So, I should just go ahead and re-design all the epic areas, creatures, and items and do a vault-wipe for that then?mgrjebbo wrote:we dont need more gear, we need less. this isnt an uber server, make due with what you got.
if anything IMO weapons should be capped at +4, and the difficulty of the mobs should be formed around that.
the balance is FINE people ....and once the new planar bosses start falling we shall get a clearer picture of the new equipment.
Fatzo
Resident Glutton and Hand of the Legendary Brethren
http://thelegendarybrethren.forumsplace.com/
http://brethren.mygameguild.com/main.asp
Resident Glutton and Hand of the Legendary Brethren
http://thelegendarybrethren.forumsplace.com/
http://brethren.mygameguild.com/main.asp
I have been getting the same sense (if I am reading mgrjebbo's correctly) that the items in NS4 are walking a path towards NS3.5 .
Call me a luddite but I reckon + 4 made things interesting. It gave classes reasons to be played (apart from their uberness) and useful. For example 15 levels of Cleric gave you a GMW and +5 wpn. If a limit of +4 was around it would make clerics more "special" lol!
Mages and Druids had Damage resistance through stoneskins, premonition etc. which also made them "special". Now these spells have become useless at levels 20+ as mobs and chars all run round with at least +5 wpns.
Don't get me wrong I like what has been done by the devs here. Hands down it is an amazing PW thats why I have played here for more than 2 years.
I would have liked to see some tactical reasons (beyond tough bosses) in introducing +6,+7 and +8 items; something built around lesser used wpns or classes, rather than making wpns and items available to practically everyone thus providing an incentive to use them.
I realise there have been attempts by introducing pure class bonuses, damage resistance and early keen on two-handed wpns, which I think are excellent additions. I just worry that removing some spell effectiveness (DR spells) because of the prevalence of +5 and above items makes classes more vulnerable and limits choice selection.
Druids and Mages become even more susceptible at high lvls where they should really be excelling having to rely on epic warding to protect themselves. I play neither so this is no whinge session
If players thought running around with +4 wpns and gear was boring, variety could have been achieved via introducing wpns and items with specific race, alignment and classes making the faction system more exciting and giving players some reason to make a neutral char besides trying to avoid smite evil/good.
well that's all I'd like to say about that for now.
good day ...
Call me a luddite but I reckon + 4 made things interesting. It gave classes reasons to be played (apart from their uberness) and useful. For example 15 levels of Cleric gave you a GMW and +5 wpn. If a limit of +4 was around it would make clerics more "special" lol!
Mages and Druids had Damage resistance through stoneskins, premonition etc. which also made them "special". Now these spells have become useless at levels 20+ as mobs and chars all run round with at least +5 wpns.
Don't get me wrong I like what has been done by the devs here. Hands down it is an amazing PW thats why I have played here for more than 2 years.
I would have liked to see some tactical reasons (beyond tough bosses) in introducing +6,+7 and +8 items; something built around lesser used wpns or classes, rather than making wpns and items available to practically everyone thus providing an incentive to use them.
I realise there have been attempts by introducing pure class bonuses, damage resistance and early keen on two-handed wpns, which I think are excellent additions. I just worry that removing some spell effectiveness (DR spells) because of the prevalence of +5 and above items makes classes more vulnerable and limits choice selection.
Druids and Mages become even more susceptible at high lvls where they should really be excelling having to rely on epic warding to protect themselves. I play neither so this is no whinge session
If players thought running around with +4 wpns and gear was boring, variety could have been achieved via introducing wpns and items with specific race, alignment and classes making the faction system more exciting and giving players some reason to make a neutral char besides trying to avoid smite evil/good.
well that's all I'd like to say about that for now.
good day ...
Tres Nawt {CLAD}, Tres Baf {CLAD}, Tres Leyana {CLAD}, Tres Q'sara {CLAD}



