Bill Z Bubb wrote on Oct 4
th, 2012 at 9:49am:
The fix obviously is to add another slot to the legacy equipment that is filled with a random effect. After all, who doesn't like the thrill of discovering how badly their equipment is screwed?
Being serious for a second, I personally prefer MORE customization on end game gear and less standardization. Not randomization, that is terrbile.
But the epic slots were a step in the right direction. It's a terrible shame that the new loot dropped customization(Slots) and went to randomization. I think every epic item should have 2-4 standard effects and 1-3 slots that can hold varying types of effects and degrees of power. That will stop the issue of having 6 +7 CON items. Let me slot whatever +7 stat I want rather than making it static.
Give us slots that work like this:
Ability Scores:
Level 20: +6 stat of choice or +1 Exceptional
Level 22: +7 stat of choice or +2 Insight
Level 24: +8 stat of choice or +3 exceptional
Casting:
Level 20: School Focus +1 or Spell Pen +1 or Element Type +90
Level 22: School Focus +2 or Spell Mastery +1 or Spell Pen +2 or Element Type +105
Level 24: School Focus +3 or Spell Mastery +2 or Spell Pen +3 or Element Type +120
Defensive:
Level 20: GFL or Toughness or Dodge 2% or Heavy Fort or Natural Armor +5 or Protection +5 or Resistance +5 or Blur 10% or PRR +10
Level 22: SFL or Exceptional Fort +25% or Dodge 3% or Nat Armor +6 or Prot +6 or Resist +6 or Blur 20% or PRR + 20
Level 24: DR10/Epic or Dodge 4% or Displacement (5/Rest) or Nat/Prot/Resist +7 or PRR +30
Offensive:
Level 20: +4 To Hit or +4 Damage or +5 Sneak Attack or +5 Combat Mastery or +6 Seeker or Bypass Fort 10%
Level 22: +5 To Hit or +5 Damage or +6 Sneak Attack or +6 Combat Mastery or +10 Seeker or Bypass Fort 25%
Level 24: +6 To Hit or +6 Damage or +5 Exceptional Sneak or +5 Exceptional Combat Mastery or +4 Exceptional Seeker
Utility:
Level 20: FF, Underwater Action, Blindness Immunity, Poison +Something, Disease +Something, Good Luck, +200 SP, FoM, resist element 30
Level 22: FireShield Cold, Fireshield Hot, Element of Choice Absorb - 20%, Resist Element 40, +250 SP, Kinetic Energy (ala Torc!)
Level 24: Element Absorb - 33%, Resist Element Exceptional +10, +300 SP, Better Kinetic Energy
Weapons:
Level 20: +.5[W] or +Metal Type or + Good/Anarchic/Law/Light/Element type
Level 22: +1[W] or +Metalline or + Good/Anarchic/Law/Light/Element type Blast
Level 24: +1.5[W] or +1 Crit Multiplier or + 1 Crit Range or Good/Anarchic/Law/Light/Element type Greater Blast
(Caster Stick options too for Potency, Implement, etc increases on Weapons)
That's what I would rather see.