Chill of Ravenloft Loot Overview

Tolero

DDO Producer
Greetings!

We have been reading your feedback about our upcoming expansion The Chill of Ravenloft, and your desire to learn more about the loot system it will contain, including info about the relative rarity of the loot. So today we wanted to map out how treasure will work in Chill of Ravenloft, especially as compared to previous content and Expansions:

With Chill of Ravenloft players will be able to create weapons using components they'll find for the Viktranium crafting system in Lamordia. This will have similarities to what players experienced on the Isle of Dread, where components are gathered from questing. Certain key components, which are used to make the more powerful effects, are obtained either by raiding or by defeating rare Landscape encounters. We are aiming for the access to ingredients to be similar to our Isle of Dread expansion.

There will additionally be rare items to hunt for, which will provide fewer static effects but increased flexibility in the form of more Lamordia-specific Augment Slots. The Lamordia Augments come from crafting them, similar to Dino Bone augments. We're tuning the drop rates of those to be more generous than the recent updates' rares have been. Myth Drannor was too rare, we adjusted it during update 71.2, increasing rates and also being mindful of whether a rare drop was gated behind the rarity of the encounter it was attached to. With Chill of Ravenloft, we're increasing the rare drop rates from what they were in update 71.2.

When it comes to rare treasure, the ultimate goal is that we want obtaining a rare drop to feel meaningful and not rote -- that when someone gets one, it feels special. With that said, we also don't want it to feel insurmountable, so we continue to tune the rates so that we can hit that sweet spot of special-but-not-impossible. We're expecting players to be able to try things out in the next Lamannia preview in a couple weeks. We've been considering your feedback and assessing the impacts of the treasure rates carefully for several months, and we encourage you to provide feedback on the latest rendition of the expansion's loot system during the upcoming Lamannia preview.

Thanks for playing, and we'll see you in game!
 

Ahpuch

Well-known member
Thanks for the update. But no numbers to help us know what rare means. :(

Since we don't know what "There will additionally be rare items to hunt for, which will provide fewer static effects but increased flexibility in the form of more Lamordia-specific Augment Slots." really means yet, the numbers are probably premature anyway. But you should be prepared to provide them when the loot is revealed. "Increasing the rate" is really not sufficient info with a system that accepts shard rerolls.

And we know they will be data-mined shortly after release so its not like this is a state secret. Do yourself a favor and publish the drop rates of your items first and use that clarity and openness to buy your self some good will. You will likely need it.
 

Epicsoul

Lava Divers Assistant to the Regional Manager
When it comes to rare treasure, the ultimate goal is that we want obtaining a rare drop to feel meaningful and not rote -- that when someone gets one, it feels special. With that said, we also don't want it to feel insurmountable, so we continue to tune the rates so that we can hit that sweet spot of special-but-not-impossible. We're expecting players to be able to try things out in the next Lamannia preview in a couple weeks. We've been considering your feedback and assessing the impacts of the treasure rates carefully for several months, and we encourage you to provide feedback on the latest rendition of the expansion's loot system during the upcoming Lamannia preview.
Keep in mind, one thing that made the rare loot system in MD so difficult is: (1) it was double-gated (requiring rolling named loot and then into the rare loot table), (2) there were TOO MANY RARE ITEMS IN THE TABLE, and (3) MD Augments shared the same loot table as items. Just changing those things will make it easier on players.
 

The Blonde

Catalogues Bugs
If rare items are here to stay, they should be limited to 1 per quest at most, not be staples (which more or less rules out augments), and have better drop rates than they currently do.

However, augments sharing the loot table with named items is unacceptable, as it transforms all quests into Black and Blue/Newcomers, where all of a sudden you are trying to pull a specific item out of a pool of 10, instead of the traditional pool of 4-5.

Anything less than the above is a non-change in my eyes, no matter how it is presented.
 

Jack Jarvis Esquire

Well-known member
I like the sound of this Tolero!

Please take Epicsoul's comments above into account. They make a lot of sense.

If this pans out as hoping, I'm definitely in for this expansion - maybe even the ultimate edition.

Keen to see the Lamma feedback now to make a decision! 😁👍
 

PersonMan

Well-known member
I think the main thing that felt bad about MD Wilderness Bosses vs IoD Wilderness Bosses was that in Myth you generally get nothing for your time. In IoD you at the very least got a crafting material and sentient food. On top of always getting a weapon, you could also get an item and an artifact at the same time. In Myth you usually get nothing, sometimes get 1 sentient food, and potentially never get the thing you want. It very quickly felt like wasting time because it was. IoD you at least get something every time.
Hopefully the Lamordia bosses do not feel like a waste of time after that initial satisfaction of victory.
 

Ahpuch

Well-known member
If rare items are here to stay, they should be limited to 1 per quest at most, not be staples (which more or less rules out augments)
If the augments are not just standard set replacement effects (as the rare MD augments were) but special augments with unique effects (kinda like Skeleton Augments Aspect of Tar, Fossilized Amber, ...) then rare augments would be fine. But your other points are worth noting as increasing the drop rate in an large list of items would be pointless.
 

The Blonde

Catalogues Bugs
If the augments are not just standard set replacement effects (as the rare MD augments were) but special augments with unique effects (kinda like Skeleton Augments Aspect of Tar, Fossilized Amber, ...) then rare augments would be fine.
Hence the "more or less" part in my post ;)
 

Solarpower

Well-known member
Honestly, the moment I hear Cordovan said there will be different way to obtain loot in the stream earlier, I've imagined something like :
1) Each quest will provide 1-3 tokens
2) After collecting 800 tokens (Slave Lords, I'm looking at you !) we can exchange them for 1 piece of random material
3) After we'll gather 100 pieces of the same material, we would be able to exchange them for 1 item.
😏
And now we've got this :
With Chill of Ravenloft players will be able to create weapons using components they'll find for the Viktranium crafting system in Lamordia.
😅
Hope I was wrong with the numbers. 😆
 

Hobgoblin

Less Nerfy Nerfy more fixy fixy
incidentally, are more lag fixes on the way? doesn't directly effect loot but can't get loot if you can't play
 
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