you should consider bringing back no names, they allowed more template diversity,
all around not just in pvp... But it would be awesome if that's possible, I know it probably isn't and this will probably get closed so im done wasting my time writing it hopefully someone else will
I have no idea what this is about. WTF is no names?
So the op wants items with less add-ons while everybody is screaming for more add-ons and more high end items per drop. I see a lot of no name items on a lot of the lower spawn but if I am killing a boss or high end MOB I expect high end items. I an surprised at a lot of the loot from the invasion because it is all over the place put no LEET items yet.
The OP means no name stuff with 12 to 15 mods instead of 8....
So he wants the same mods on it but without the name on it, why?
I'm guessing this has something to do with the earlier threads about loot nerfs and closing accounts? Can't say I'm overly fussed about switching up 8 mod items for 10+ items just to fit more skills on your template, unless it's for PvP, and there's probably better things to work on instead.
Power creep through items is a dangerous precedent, but then again, it's been going on since AoS...
Maybe solve all the bugs first, still lots of them flying around... but I did vote to revamp the loot too.
I agree with the original poster on this one.
Armor and weapon drops from loot should be completely random and i feel it was a mistake to tie them to named properties. It's just to limiting. Especially since they reduced the total property weight to only allow for 8 mods.
Named properties should have only been for crafted items when reforging for particular named properties.
In favor of slowly removing all the crazy modded pieces and make the only high end mods come as rare artifact drops. At what point does it stop? next a single piece of armor will have more mods than a current set does now. I spoke to a few old time players that left to private servers because of that very one thing.
Am I the only one who remembers that one of the biggest complaints before the loot re-vamp was that it was next to impossible to get a piece where the mods went together in any way at all?
Torn on this. I do like the idea of having the no name arties come back (at random based on luck) but I feel like by doing this we essentially put the final nail in the coffin of crafting. Crafting armor has already taken a beating (not imbuing) over the years; the top end runic kits are garbage these days and pointless to get. If anything I'd like to see them do some kind of revival of high end runics by allowing them to craft no name legendary type stuff (1 charge). That way crafters actually have a reason to fill high end bods and actually select high end runics and people looking for no name type pieces would be able to get their fill too.
I'll take all your worthless Barbed kits Kevin. Thanks
Resists don't count as mods.
When you loot jewels there is a 8 cap mod you cannot get 10 mod items weather it be resist night site or anything else same with armor you will not get armor over idk what it is now 8 mods? they do no count the resist as mods thanks... however no names do need to be brought back its the only way to keep archers viable with all of the nerfs they've taken unless you want to run less than 210 stam because you'd have to wear the slither/crimson combo and wouldnt be able to reach the 210 for max ssi with a comp bow... taking out no names was a huge mistake and clearly its cost the game a lot of pvpers and people who farmed them to sell.. agree or disagree doesn't matter the proof is in the lack of pvpers now and many quitting
it has also driven prices through the rough for any items that are old no names talking about multiple plat per item depending on mods
“I built a bok mage suit using all 8 mod cap pieces and one reforged/imbued piece,
no problem competing with anyone with old no name mod pieces”
“Reflect physical damage and luck doesn’t seem to drop on legendaries, but this gives some value left to crafting”
a 9 mod item isnt a problem or a 10 mod item... its the people like Legendary Rick who thinks he can make this game a job.... thats the problem the items wouldn't be you wouldnt want a great 9 mod jewel then you could get a 30 skill jewel with ep hci dci fast cast, fast cast recovery, swing speed, damage increase... now you cannot enjoy letting devs break this game more gosh i hate it anymore but lets allow shield bash and glenda to hit at same time for 70+dmg can literally kill someone in 3 seconds two glenda hits two shield bashes even worse if you cast plaque first
"Petra is incorrect, the documented 8 mod cap on mods for loot which is the topic of discussion in this thread does not include resists on armor. (however resists do count as a mod for imbuing/reforging purposes which she may be confused with)"
I really think names should remain, but there should be a chance that an item can roll without names also. Or if that can't be done, then just add a name that allows for any property to be rolled. It's nice mostly that certain properties come together, but it really hurts the ability of certain builds to get good armor for their build.
“If you take a look at some legendaries, you will find they don’t all have 5 x high resist, quite often they have only 4, and when they have 4 in high resists, they will still only have a max of 8 mods in non resist stats, not 9. So the cap is on the non resist stats, similarly you’ll find major artefacts with no mods in resist and again 8 non resist stats, (never 13 non resist stats)
please try not to get upset with statistics”
Or that one just has 12...
The cap is 8 extra mods to an item. Armor (which has resists already) can also get bonus resists. The loot system does not seem to count them as a “mod” because resists already exist on the piece and are just increasing in intensity. That is why you can’t get more than 8 additional properties to armor even when none of the resists get a bonus.
Resistances can be buffed by +15 on each, they will count via 'imbuing mods' but they won't count towards the '8 mods cap', but if it exceed +15 , then it counts towards both.
Exemple, a base resist leather piece has 2/4/3/3/3
These resist can be bumped by +15 from loot (mostly on artifacts+) without counting toward the '8 mods cap' up to 17/19/18/18/18
But
if it exceeds the previous values 17/19/18/18/18, like for exemple 23/25/18/18/24 then in this exemple, the extra physical , fire and energy resistances would count as 3 mods on the '8 mods cap'. (I beleive these extra resistances can be buffed by +40% of +15 which result in approx. +6 on average.)
hope this clear some confusion on resistances and mods.
To return to the topic , I wish they turned all 9+ mods into a 'Antique' tag to wears them faster, and do not bring them back, but I agree on bringing back the 'No name'' category which allow completly random mods on a single piece and keeping the cap at 8 mods as it is.
I support bringing back no-name legendary drops. They should be relatively rare, but it would help bring some balance to the currently inflated prices that those currently holding older no-name legendaries are trying to sell them for.
I understand there is concern about "power creep" but that ship has long sailed. There is still a significant amount challenging content in UO where by having a few pieces of Uber gear will not save you if you don't know what you're doing. Having a few of these powerful items will help to contribute to some more template diversity and that's a positive. I hope the developers would give some consideration to adding this type of loot back into the game.