Ravenloft: Prisoners of the Mist

Suggestions, Feedback & Bug Reports (OOC) => Module Feedback and Suggestions => Topic started by: Bad_Bud on February 09, 2013, 04:49:05 PM

Title: Balance Enchanting Boots
Post by: Bad_Bud on February 09, 2013, 04:49:05 PM
The quality of some boots in relation to their cost is questionable.

In particular,

Enchanted Ancient Dire Bear Boots
Cost: 3000xp
Essence: Strong magic
Result: +1 universal saves, +1 AC, +6 reflex saves

Enchanted Ancient Dire Crocodile Boots
Cost: 5000xp
Essence: Radiant magic
Result: +1 universal saves, +1 AC, +9 Antagonize, +3 Move Silently

Skill points take a back seat to saving throws every day, at least for me, and Antagonize is not really something someone needs to enchant an item for to get maximum benefit.

I think the Enchanted Ancient Dire Crocodile Boots would have to give a +2 AC bonus (which would not be beyond the theme, considering the bonuses the hide applies to armor) to justify the comparative cost increase.  A +2 AC bonus on player crafted boots is a craft niche that needs filling anyway.
Title: Re: Balance Enchanting Boots
Post by: Lucadia on March 02, 2013, 01:15:17 AM
Just tried a pair of dire crag cat boots

Enchanted Dire Craig Cat Boots
Cost: 2000 exp
Essence: strong magic
result: +1 universal saves, +1 ac, +6 reflex

These boots are exactly like the bear boots, but for 1k exp less

I was expecting some other enchant, to be different , not to have two different items produce the same thing at different costs.
Title: Re: Balance Enchanting Boots
Post by: Kaspar on March 02, 2013, 01:28:29 AM
The quality of some boots in relation to their cost is questionable.

In particular,


Enchanted Ancient Dire Crocodile Boots
Cost: 5000xp
Essence: Radiant magic
Result: +1 universal saves, +1 AC, +9 Antagonize, +3 Move Silently

Skill points take a back seat to saving throws every day, at least for me, and Antagonize is not really something someone needs to enchant an item for to get maximum benefit.

I think the Enchanted Ancient Dire Crocodile Boots would have to give a +2 AC bonus (which would not be beyond the theme, considering the bonuses the hide applies to armor) to justify the comparative cost increase.  A +2 AC bonus on player crafted boots is a craft niche that needs filling anyway.

The +9 antagonize on these boots help the higher levels equip themselves to antagonize the pit fiends which have an insane DC to taunt. I'd hate to see this removed personally on account of that. I don't oppose adding +2 ac to them somehow.
Title: Re: Balance Enchanting Boots
Post by: Bad_Bud on March 02, 2013, 02:33:07 AM
Whatever makes it as a +2 AC boot probably shouldn't have +9 skill bonuses on it.
Title: Re: Balance Enchanting Boots
Post by: Lucadia on March 16, 2013, 09:20:04 PM
Enchanted Bodak Boots
Exp Cost: 2000
effects: +1 dodge, +1 universal saves


Enchanted Snake Skin boots
Exp Cost: 3000
Effects: +1 dodge, +1 universal saves, +3 move silently


Enchanted White Stag boots
Exp cost: 3000
effects +1 dodge, +1 universal Saves, +6 reflex
................

Im having trouble how to post this being constructive, but im concerned with more then three types of different boots resulting in +6 reflex saves at different exp costs, with no other changes to the enchanted item.

Also for the cost of the snake skin boots only offering a +3 move silent bonus is very under par , when in the loot tables there at hectors wary treads with +5 move silenty, Elven boots at +10 and Mocassins at +10 with 50 charges of exp retreat.

Suggest boosting these snake boots up to +10 also. Least offer a carrot of getting enchanted ones for the saves.

White stag being +6 reflex with the other two pairs of books is disturbing also.
What I would suggest  is a +3 universal saves for supposedly being lucky fur.
Title: Re: Balance Enchanting Boots
Post by: APorg on March 16, 2013, 09:24:43 PM
I think +10 may be a bit over the top for the snake skin boots, but I think it might be worth making them at least closer to par with the Ebon Tiger boots...
Title: Re: Balance Enchanting Boots
Post by: Lucadia on March 16, 2013, 11:43:07 PM
Currently as they are, nobody would want them over say another pair of enchanted boots

I would prefer see more that offered skill bonuses over say..+6 saves

What Stag Boots could offer +8 influence for their price (this is just example)

Snake Skin could offer +8 and still fall in being better then Hectors but not as good as Elven boots that can be aquire.

Bodak could offer 10 resist to negative, +8 to concentration, +5 to parry or some other skill bonus that would be appropriate for undead skin.
Title: Re: Balance Enchanting Boots
Post by: respawnaholic on March 18, 2013, 06:23:31 PM
Currently as they are, nobody would want them over say another pair of enchanted boots

I would prefer see more that offered skill bonuses over say..+6 saves

What Stag Boots could offer +8 influence for their price (this is just example)

Snake Skin could offer +8 and still fall in being better then Hectors but not as good as Elven boots that can be aquire.

Bodak could offer 10 resist to negative, +8 to concentration, +5 to parry or some other skill bonus that would be appropriate for undead skin.

Think the easiest thing would be to change up the universal saves with something a little more "flavorful" to each style of boot.

Each get +1 AC (dodge)
Ancient Dire Bear +3 Fort Save +3 save vs fear (3000)
Croc +3 Fort Save, +1 will (3000)
Dire craig cat +3 reflex save +3 tumble (3000)
Troll +4 fort save (3000)
Ebon Tiger +3 reflex save, +1 hide +1 MS (3000)
White Stag +2 Reflex Save, +2 Will save (3000)
Bodak +2 Fort Save +4 Save vs Death (3000)
Gargoyle +1 universal save (3000)
Wolf, Bear (all except dire) +1 fort save, +3 save vs cold (2000)
Dire Bear +2 fort save (2000)
Snakeskin +1 reflex save, +1 hide, +1 MS (2000)
Title: Re: Balance Enchanting Boots
Post by: Lucadia on March 18, 2013, 08:16:10 PM
Most of your suggestitions are much too meager for the exp price examples set with them.
With the abilty to either get hold of +2 dodge boots or +1 boots with discipline skills with no exp cost in comparison.

Such as ebon tiger being only +1 hide and +1 ms, no sneak would wear these, if your into stealth, your saves are your least concern.

They should also be comparable to each other, otherwise there will always be a clear cut choice for a player and the rest would not be used even if they was "flavor"

Such as 3k for +1 univeral save or +4 fort for 3k, not comparable, easy for one choose the other.

I rather see skill bonuses added over some of the saves that keep repeating with different recipes . Skill bonuses are much more rp favorable then just adding more saves.
Title: Re: Balance Enchanting Boots
Post by: respawnaholic on March 18, 2013, 08:22:12 PM
Most of your suggestitions are much too meager for the exp price examples set with them.
With the abilty to either get hold of +2 dodge boots or +1 boots with discipline skills with no exp cost in comparison.

Such as ebon tiger being only +1 hide and +1 ms, no sneak would wear these, if your into stealth, your saves are your least concern.

They should also be comparable to each other, otherwise there will always be a clear cut choice for a player and the rest would not be used even if they was "flavor"

Such as 3k for +1 univeral save or +4 fort for 3k, not comparable, easy for one choose the other.

I rather see skill bonuses added over some of the saves that keep repeating with different recipes . Skill bonuses are much more rp favorable then just adding more saves.

True. I'm used to posting for regular mundane magical items (if that isn't an oxymoron). I would say that if the EXP hit is too high tone it down some rather than beef up the skills. As it is pretty much every item on the server gives decent to generous bonuses to skills and some of the suituational item swapping people do to max out a specific stat at a specific time is starting to reach absurd proportions.
Title: Re: Balance Enchanting Boots
Post by: Lucadia on March 18, 2013, 09:03:25 PM
Yes, but the items should also be in par with what can be found, which is between the +5 and +10 skill bonues now on certain skills

Example, Ebon tiger gives +6 hide +4 reflex , + 1 dodge and +1 univeral saves

For the Snakeskin, I would like see it give +6 move silenty, +3 will saves and raise the cost to 5k exp. They fill a niche thats previously not there
Title: Re: Balance Enchanting Boots
Post by: Ryltar/ Robert Archer on March 18, 2013, 09:35:22 PM
Example, Ebon tiger gives +6 hide +4 reflex , + 1 dodge and +1 univeral saves

This is me just nitpicking i guess but someone explain to me how boots help you hide better  :lol: realistically it'd be move silent not hide  :lol: honestly there's a lot of items i have come across that just make me go WTF? O.o in trying to figure how they do the mechanic items they do
Title: Re: Balance Enchanting Boots
Post by: Crimson Shuriken on March 18, 2013, 09:40:01 PM
The ebon tiger fur is extraordinarily stealthy.
Ebon Tigers are magical beasts, not normal animals. They are more like a unicorn than a horse in other words.

Among their abilities is the Stealth Supernatural Ability. Its not far fetched to imagine their fur would have this property to a lesser extent.

Stealth(Su): The very nature of the ebon tiger makes it a very stealthy
creature. Their natural coloring gives them a natural +20 to Hide checks, and
their near weightlessness from being incorporeal grants them a nautral +20 to
Move Silently checks.
Title: Re: Balance Enchanting Boots
Post by: Ryltar/ Robert Archer on March 18, 2013, 09:40:45 PM
The ebon tiger fur is extraordinarily stealthy.
Ebon Tigers are magical beasts, not normal animals. They are more like a unicorn than a horse in other words.

Among their abilities is the Stealth Supernatural Ability. Its not far fetched to imagine their fur would have this property to a lesser extent.

Stealth(Su): The very nature of the ebon tiger makes it a very stealthy
creature. Their natural coloring gives them a natural +20 to Hide checks, and
their near weightlessness from being incorporeal grants them a nautral +20 to
Move Silently checks.

fair point there then crimson so why not have it as say +2 hide/move silent?
Title: Re: Balance Enchanting Boots
Post by: Lucadia on March 18, 2013, 10:16:43 PM
+2 is the normal pair of boots. Talking about enchanted ones which are going be better..

and it says something on the description their fur is so dark it absorbs light, hence why they are better hiders
Title: Re: Balance Enchanting Boots
Post by: Ellana Twiggy on March 19, 2013, 09:55:20 AM
I might say drop the ac bonus on ebon tiger and make them +4 hide /move silent. Give them a +2 to reflex. That should make them quite worth while for a sneak to get them enchanted.
Title: Re: Balance Enchanting Boots
Post by: DM Panic on March 19, 2013, 10:15:07 AM
All boot recipes, even the "bad" ones, are definitely worth enchanting.

In my personal opinion, I think that Ancient Dire Crocodile hide should be looked at, and the Move Silently bonuses should be replaced with Discipline bonuses at all ranks and stages of the recipes to optimize the bonuses as the niche choice for fighters, barbarians, and combat oriented rogues who have splashed a martial class for discipline points.
Title: Re: Balance Enchanting Boots
Post by: MadJKevlar on March 19, 2013, 10:25:51 AM
Speaking on the mention Discipline bonus, I was really disappointed when i got to the oasis, saw a bunch of Lions, killed them only to find the King of Beasts drops no hide to make warrior discipline items out of, in my honest opinion Lion hides would be awesome for discipline garments, or if not "Antagonize".

Also are we coming to the conclusion of Croc skin giving Discipline because it would supposedly give better grip to boots and gloves?
Title: Re: Balance Enchanting Boots
Post by: Ophie Kitty on March 19, 2013, 12:02:42 PM
'All' of the boots currently are pretty effing amazing. To the point boots are the best enchantments, because its an item slot you don't drop, the bonuses are amazing/just as good as armor, and the experience cost of the least.

So OP.
Title: Re: Balance Enchanting Boots
Post by: YouLitABonfire on March 19, 2013, 12:05:57 PM

So OP.

tend to agree on that.
Title: Re: Balance Enchanting Boots
Post by: Lucadia on March 19, 2013, 01:05:34 PM
Your not looking at the recipe prices in compariso that range from 2k to 5k. Nor for
That price are they over the top. Probably be more concerned about +1 save items
That drop a lot when enchanted boots you can't get till lv 14.

If you change recipe on boots it also affects enchanted armours. Right now snakeskin be +3 ms and tiger +6 hide.
Rogues garbs come at +3 hide and ms. Shadowed armour at +4 each also.
Saving throws on the items do not matter as they not that great for sneak gear
And be easily removed In favor of skill bonuses better then mundane items.


Title: Re: Balance Enchanting Boots
Post by: Ophie Kitty on March 19, 2013, 07:02:38 PM
Your not looking at the recipe prices in compariso that range from 2k to 5k. Nor for
That price are they over the top. Probably be more concerned about +1 save items
That drop a lot when enchanted boots you can't get till lv 14.

If you change recipe on boots it also affects enchanted armours. Right now snakeskin be +3 ms and tiger +6 hide.
Rogues garbs come at +3 hide and ms. Shadowed armour at +4 each also.
Saving throws on the items do not matter as they not that great for sneak gear
And be easily removed In favor of skill bonuses better then mundane items.




I would beg to differ, saving throws are everything. Its just a matter of preference, would you rather have good ac and stealth, or good ac, saves, and still keep your stealth high.

+1ac/+1saves/+3 MS > WAY better than +1 AC / +5 ms
Title: Re: Balance Enchanting Boots
Post by: APorg on March 19, 2013, 07:25:29 PM
+1ac/+1saves/+3 MS > WAY better than +1 AC / +5 ms

Not when you pay 3000XP for the first pair and the second pair drops as loot.

ESPECIALLY when you consider there's +10 MS boots out there that have already outclassed Hector's Wary Treads.
Title: Re: Balance Enchanting Boots
Post by: Ophie Kitty on March 19, 2013, 07:27:54 PM
I'd pay twice that for the first pair, I just don't because I don't have any viable PCs that can participate in enchanting.
Title: Re: Balance Enchanting Boots
Post by: APorg on March 19, 2013, 07:34:54 PM
I'd pay twice that for the first pair, I just don't because I don't have any viable PCs that can participate in enchanting.

At the going rate of exchange for these things, you'd be overpaying by a factor of three to four times, I reckon. I base this statement on the going rate for enchanted weapons and Hector's Treads sold at the Goose auctions.
Title: Re: Balance Enchanting Boots
Post by: Ophie Kitty on March 19, 2013, 07:43:29 PM
I'd pay twice the -experience- for one of these items.


I'd pay twice that for the first pair, I just don't because I don't have any viable PCs that can participate in enchanting.

At the going rate of exchange for these things, you'd be overpaying by a factor of three to four times, I reckon. I base this statement on the going rate for enchanted weapons and Hector's Treads sold at the Goose auctions.
Title: Re: Balance Enchanting Boots
Post by: APorg on March 19, 2013, 07:52:57 PM
I understood you the first time :P
Title: Re: Balance Enchanting Boots
Post by: Ophie Kitty on March 19, 2013, 07:54:58 PM
There isn't any sort of means you can overpay with experience when it comes to the shear strength of enchanted gear. So what if things aren't perfect, they don't need to get better. The way enchanting works already, people consider the gear "hard worked earned" and less likely to retire.
Title: Re: Balance Enchanting Boots
Post by: Apocrypha on March 19, 2013, 08:03:19 PM
For the XP hit, I personally feel that something competitive should exist for each class type & bonus type.

For my part, the stats provided are just fine for my pure cleric.  The extra AC and Saves are great, the skills are meaningless to him though.

For any stealth build or Rogue, Bard, et cetera, I'd give my left arm and all my AC for a Stealth bonus that is better than what drops.
Title: Re: Balance Enchanting Boots
Post by: Troukk on March 19, 2013, 11:29:04 PM
The way enchanting works already, people consider the gear "hard worked earned" and less likely to retire.

This.

It's becoming waaaay too similar to the endgame of World of Warcraft, or any MMORPG for that matter.
Title: Re: Balance Enchanting Boots
Post by: Lucadia on March 20, 2013, 12:04:20 AM
So by your logic we can only only hope a system that's already part of the server
is not balanced to get PC's to retire? I know your a big proponent to permadeath
but that seems unfair to expect everyone to like it. Enchanted boots
Really seem like least of worries in weather one retires a pc.

Could we get the white stag boots to be +2 universal? Seems fair over the overpowered
+6 reflex.
Title: Re: Balance Enchanting Boots
Post by: Kaspar on March 20, 2013, 06:20:27 AM
I guess I would make this thread explosive if I mentioned there's +8 reflex boots you can get through enchantment.

 :ontome:
Title: Re: Balance Enchanting Boots
Post by: APorg on March 20, 2013, 06:32:33 AM
This.

It's becoming waaaay too similar to the endgame of World of Warcraft, or any MMORPG for that matter.

Other than taking yet another swipe at high level PCs, I don't see what this point contributes and is indeed besides the issue. The very premise of the issue raised is that loot that drops makes some particular enchanted gear un-competitive. If you want to gripe about high-powered loot, it seems counter-intuitive to me to undermine the option with the more serious cost (as XP is harder to earn than gold or loot at higher levels).

I also think it's a massive generalisation to talk of character retirement in this context. Speaking personally, my desire to retire PCs is driven less by whether they've hit that magic lvl 20 (none of them have) but more by how interesting and challenging they remain to play. The connection between enchanted gear competitiveness and character retirement is subjective at best.
Title: Re: Balance Enchanting Boots
Post by: Troukk on March 20, 2013, 11:19:47 AM
This.

It's becoming waaaay too similar to the endgame of World of Warcraft, or any MMORPG for that matter.

Other than taking yet another swipe at high level PCs, I don't see what this point contributes and is indeed besides the issue. The very premise of the issue raised is that loot that drops makes some particular enchanted gear un-competitive. If you want to gripe about high-powered loot, it seems counter-intuitive to me to undermine the option with the more serious cost (as XP is harder to earn than gold or loot at higher levels).

I also think it's a massive generalisation to talk of character retirement in this context. Speaking personally, my desire to retire PCs is driven less by whether they've hit that magic lvl 20 (none of them have) but more by how interesting and challenging they remain to play. The connection between enchanted gear competitiveness and character retirement is subjective at best.

This is not a swipe at high level PCs. My main character is becoming a high level himself, so I'd be a hypocrite to do so. I'll try to answer the best way I can without getting too off topic...

It is my personal belief that nobody should be forced on anything, especially PC retirement. If a player decides to play his character and stay out of trouble, he can live forever and that's fine. Another thing completely is to have systems in the game that -encourage- that. This system seems to be one of them. Because even if a character is stagnant and no longer has a story to tell, he can spend days and weeks (months?) just "farming" exp and hoarding these items. There is nothing wrong with that, there are millions of people who do that every day on other computer games... The question we should ask ourselves: "Is that what we want for POTM?".

Not even DMs and developers can force you on how to play, but they can make systems that encourage certain behaviors. For example: RP exp system is awesome because it encourages roleplay. The location exp system is great because it encourages higher levels to leave lower level areas. You can still decide not to roleplay, and you can still stay in Vallaki as a high level, nobody will stop you, but you are encouraged to roleplay with people and leave vallaki after a certain level, and that seems to be a good thing.

Enchanted items, while fun and flavorful, seem to discourage character retirement. And as Lucadia accurately stated, I do believe that character retirement is a good thing, especially when that character has become stagnant and no longer is telling a story.
Title: Re: Balance Enchanting Boots
Post by: APorg on March 20, 2013, 11:57:57 AM
I guess I just don't resonate with your point. I don't think players with high level PCs see enchanted gear as some kind of incentive or reason to keep going when they would otherwise retire. Certainly, the people I know who are interested in grinding out XP for enchanting gear are usually those in the lvl 14 range and have no intention of retiring. So I just don't see that a population of reluctant-retirees exists to justify the argument that keeping enchanted gear competitive versus dungeoning loot encourages said reluctance.

There is perhaps an argument to be made that some enchanted gear is OP, but let's be specific and consistent.

Edit N.B.: it's a lot more work and a lot less interesting to grind XP the higher level you are.
Title: Re: Balance Enchanting Boots
Post by: Dusk on March 20, 2013, 12:56:33 PM
I can see where Troukk is coming from with the claim enchanted gear is an incentive not to end your character. I agree with this, but I also feel the same way about high-level loot. If my character acquired these +10 MS boots I've been hearing about, I'd feel much less inclined to lose that item than any pair of enchanted boots currently.

It really seems there is a divide of personal opinion as to whether a boost skill points or boost in saves is better. Why not add variety to enchanting to meet a middle ground? For example, a Greater Negative Essence on certain items, such as Ebon Tiger fur boots, would give a greater increase to stealth points, whereas the same boots enchanted with a Magical essence would give better saving throws?

In terms of AC, has anyone considered adding steel boots as a craftable item that can be enchanted? Obviously these boots could be more warrior-oriented with an enchantment of +2 AC, +1 saves, and some discipline.

Balance through variety, I say.
Title: Re: Balance Enchanting Boots
Post by: APorg on March 20, 2013, 01:36:00 PM
I can see where Troukk is coming from with the claim enchanted gear is an incentive not to end your character. I agree with this, but I also feel the same way about high-level loot. If my character acquired these +10 MS boots I've been hearing about, I'd feel much less inclined to lose that item than any pair of enchanted boots currently.

But Troukk and Rhymo are aiming this argument at enchanted gear in general, not at ultra-rare loot like these +10 boots. It's not really a specific answer to the question, why are some items of enchanted gear, like Snakeskin Boots, so un-competitive when compared to other enchanted boots or even loot?

Sure, you can swing that argument and make the case that high-powered gear in general is a disincentive to character retirement (not saying I really agree on the case of enchanted, because, as I pointed out above, the sweet spot to grind XP for enchantment is lvl 14, not higher). But that's a broader debate that does nothing to address the internal consistency of enchanted gear compared to itself, or to loot gear.
Title: Re: Balance Enchanting Boots
Post by: MadJKevlar on March 20, 2013, 01:42:45 PM
Staying on topic

[youtube=425,350]http://www.youtube.com/watch?v=au2oW1mXY8M[/youtube]
Title: Re: Balance Enchanting Boots
Post by: monsinyana on April 27, 2013, 01:14:31 PM
i'm a bit hard core but i say do away with all the magical loot and only have magical things and the best gear available through crafting alone or stuff given out at the end of extended events

i personally would rather loot drops mostly be consumables

and even have the ingredients for crafting be more rare

and id like to see most of the gold go poof.. since the largest cities in ravenloft all are rather poor

but thats just me and i know my opinions are not popular ones.
i have to say ever since i went and played that nwn zombie survival mod i thought it worked rather well where you had to go find 'crafting materials' (i.e. 'points') to make most things.. even basic sling bullets, arrows, and bolts

if we dont have 'stuff' suddenly all the places are much more dangerous and scary to go to.
Title: Re: Balance Enchanting Boots
Post by: Ellana Twiggy on April 27, 2013, 05:06:40 PM
well, the ancient dire bear plated do the same thing as the stag plated. . .and for more xp. I really felt kind of ripped off with those boots, expecting maybe, that the stats before enchantment might leave some indication as to the end result, ie fear save and cold save bonus'. Instead it was +6 reflex. . .so terribly disappointing, and so not worth 5k xp.
Title: Re: Balance Enchanting Boots
Post by: respawnaholic on April 30, 2013, 07:19:27 AM
I wouldn't mind seeing the enchanted gear getting a make over so that there's some more flavor or to avoid the usual crafting trap of one particular type of something being so much better than anything else in the same field. Honestly on a server with a hard rule about no items granting stat bonuses  I wouldn't mind seeing some of the enchanted gear toned down some since to compensate they all tend to jack skill points and saves thru the roof. A fully kitted fighter type can make themselves functionally immune to knockdown, have saves in the mid 20s for EVERYTHING, and have base un buffed AC in the mid 30s. That's starting to enter hi-magic world territory. I can understand why some of the gear was introduced since it helps fighting and sneaker types remain functional with the holy or mystic nuke classes, but the power creep is definitely noticeable over the past three four years.
Title: Re: Balance Enchanting Boots
Post by: ShadyWraith on November 30, 2014, 06:52:58 PM
The quality of some boots in relation to their cost is questionable.

In particular,

Enchanted Ancient Dire Bear Boots
Cost: 3000xp
Essence: Strong magic
Result: +1 universal saves, +1 AC, +6 reflex saves

Enchanted Ancient Dire Crocodile Boots
Cost: 5000xp
Essence: Radiant magic
Result: +1 universal saves, +1 AC, +9 Antagonize, +3 Move Silently

Skill points take a back seat to saving throws every day, at least for me, and Antagonize is not really something someone needs to enchant an item for to get maximum benefit.

I think the Enchanted Ancient Dire Crocodile Boots would have to give a +2 AC bonus (which would not be beyond the theme, considering the bonuses the hide applies to armor) to justify the comparative cost increase.  A +2 AC bonus on player crafted boots is a craft niche that needs filling anyway.


????????????????????????????????????????????
Title: Re: Balance Enchanting Boots
Post by: FinalHeaven on November 30, 2014, 06:58:25 PM
I thought that the massive saving throw bonus was only a new discovery, due to the auto fail on 1 thread?

How is the claim that nobody knew until recently valid, when the last post is from 9 months ago?
Title: Re: Balance Enchanting Boots
Post by: Geiger on November 30, 2014, 07:01:48 PM
You can take this conversation to the thread that I will unlock shortly.
Title: Re: Balance Enchanting Boots
Post by: Soren / Zarathustra217 on November 30, 2014, 07:13:20 PM
I thought that the massive saving throw bonus was only a new discovery, due to the auto fail on 1 thread?

How is the claim that nobody knew until recently valid, when the last post is from 9 months ago?

It may surprise you to learn that I and other key developers on these forums have access to 50+ sub-forums. We also all maintain full time occupations meanwhile. There's always a chance stuff slips under the radar unless it's brought directly to us as a priority concern. We have no chance of reading all that are written on these forums.

Those are the terms for a voluntarily run project. I hope that suffices as an answer.