Does anyone know what is rare in U71? Are there are any sun/moon augments?

GrizzlyOso

Well-known member
Items dropping everywhere. I assume the pack is a bit juiced on release and these drop rates will subside in a week or two, but I already have the loot I want. A bit disappointing, frankly. What is there to do on Day 2?

Quests are short and more appropriate for L4 than L34. I appreciate the postmodern (and easier) take on Tomb of the Tormented.
The thing everyone does? Keep running it for fun / xp / reaper and slowly upgrade items you want with mythic and reaper ? And use the duplicate items for sentient xp? And curse blanks ?

Literally advancing all systems at the same time ? Enjoying rpg progress ?

Giving items to any new groupies that don’t have them ?

Oh, or you could keep advocating for the game being terrible.
 

Marshal_Lannes

Well-known member
I decided to log in last night. I ran 2 quests and was still not feeling it.
Two quests are not a significant sample size.
Keep running it for fun / xp / reaper
The XP is terrible on the Night Brigade quests. Especially for L34 quests.
Oh, or you could keep advocating for the game being terrible.
I don't believe the game is terrible. DDO is better now than at any other time of its existence.
 

Meteor

Member
Solar gem from the wizard lab. Don't know much about these as I don't own Dranor. I take it from the wiki that this is a rare gem. Also it is minimum level 30. Wiki says 31 for Dranor Gems. Odd.

gem.jpg
 

GrizzlyOso

Well-known member
Two quests are not a significant sample size.

The XP is terrible on the Night Brigade quests. Especially for L34 quests.

I don't believe the game is terrible. DDO is better now than at any other time of its existence.
Reaper xp is terrible on short easy quests?

Even if Ddo is better than any time (it’s not) doesn’t mean YOURE not advocating for it to be terrible, which you are.
 

Nickodeamous

Well-known member
Two quests are not a significant sample size.
To quickly clarify, think you may have missed what I said later in this post. I agree that 2 quests is not a significant sample size, but what said after that was I didn't even feel like playing the new quests, which I didn't ,after running 2 quests in MD to help some people pull an item. I only logged in cause I saw people farming and decided to help. I ran these 2 quests in MD and the feeling I still had was "i am still not feeling like playing DDO at this time".

I have tried to restart playing a few times over the last few weeks playing a quest here and there. I'm just not feeling it, and thus I stop playing after a quest or 2 each time.

That said, i haven't run the new quests and have zero desire to at this time due to my lack of wanting to play DDO at all. MD broke the game for me and until they stop making lottery chests for normal progression items, I really don't feel like this is the game for me, which is incredibly sad given the thousands of hours I have poured into it.
 

Sarlona Raiding

Well-known member
To quickly clarify, think you may have missed what I said later in this post. I agree that 2 quests is not a significant sample size, but what said after that was I didn't even feel like playing the new quests, which I didn't ,after running 2 quests in MD to help some people pull an item. I only logged in cause I saw people farming and decided to help. I ran these 2 quests in MD and the feeling I still had was "i am still not feeling like playing DDO at this time".

I have tried to restart playing a few times over the last few weeks playing a quest here and there. I'm just not feeling it, and thus I stop playing after a quest or 2 each time.

That said, i haven't run the new quests and have zero desire to at this time due to my lack of wanting to play DDO at all. MD broke the game for me and until they stop making lottery chests for normal progression items, I really don't feel like this is the game for me, which is incredibly sad given the thousands of hours I have poured into it.

This is the most common opinion on MD I run into. The second most common is the group of people that don't care about gear anyhow and judge it solely on the content - opinions on content vary from lukewarm to fantastic. The opinion that the loot design is fantastic is by far a fringe and kind of bizarre opinion considering all they did is arbitrarily assign run-of-the-mill loot as rare.

Ultimately what matters the most is the overall community opinion and it's clear from ddo audit that engagement is down significantly and all claims that it's due to Cormyr fall short since cormyr isn't exactly killing it and most people were still logging on to their home server for daily dice during November.

SSG made some changes that over time will make rare augments much more accessible, but it might take 2-3 months before we start seeing those for 40-50 AS in the astral shard exchange. Rare and golden age items are not impacted by any of this.

It's not clear what change the devs made to the new pack, but based on SSG comments my speculation would be they kept rare drop rates the same and simply lowered the # of items in the pool - which ironically reduces their workload and might have had nothing to do with responding to feedback and everything to do with resource constraints. If they were really responding to player concerns they could have adjusted the drop rate in MD - which they opted not to do.

Still, the inclusion of augments in saga rewards is a positive that will eventually make augments more accessible to the larger community. I would much rather see the augments more accessible than items since you can't even make a decent gear set without rare augments.
 

Sarlona Raiding

Well-known member
Solar gem from the wizard lab. Don't know much about these as I don't own Dranor. I take it from the wiki that this is a rare gem. Also it is minimum level 30. Wiki says 31 for Dranor Gems. Odd.

gem.jpg

This is indeed a "rare"augment, although it's by far the most accessible and abundant rare augment since you can farm many wilderness chests in a short period. I have several MRR cap and Sneak attack dice augments from the wilderness. Sneak attack dice is in higher demand making MRR cap the least valuable "rare" augment.
 

Nickodeamous

Well-known member
Interesting. Can you be more specific? What item that you can't get broke the game for you?
That's a totally fair question to ask. Here is my take.

To be more specific, nothing in particular outside of gold weapons drops and the fact that run of the mill normal progression items are disguised as "rare" when it shouldn't be.

Problem 1: It's more of the fact that MD says loot is Rare when there is nothing special about it other than it is normal progression, meaning, +1 here and +2 there. Nothing more than that. Since +1 or +2 doesn't really do anything at all in the grand scheme of things, I personally don't feel like its worth my time and or actual $ to reroll. I do have a bunch of the gear, but TBH, the gear and augments they have are the exact same as to what I already have (except +1/+2 better here or there), all wrapped up in a nifty new (and rare) way to get it. So, I have no desire to go for the +1 or +2.

When the great stat squish happened a few years ago, we were essentially told in order to progress the game without too much power creep, there wouldn't be a huge jump in each expansion. Ok, good. Well, that was true for everything since...until MD...where the devs said, "why don't we make this normal progression harder and monetize it". That's the issue. I personally see no issue just skipping this and waiting until it's not a lottery to get stuff.

Problem 2: I have pulled 1 gold weapon out of a few hundred runs, and it's not even something I would use. Now I need 2 to make an undying version. Ok, fine, but why should specific weapons be excluded from runes in a raid? I mean, you can buy undying weapons with runes, but only certain playstyles get this benefit. If you have xyz weapon type...no no, you need to get lucky to pull 2 items...and the rate at which they drop will take you far far longer than running the raid and accumulating 1250 runes (if you play a class that can use that weapon). This punishes alot of playstyles out there, and is just plain not fun. Now, if I could turn in say 50 fallen weapons for 1 golden age weapon, it completely flips my opinion.

I mean, time is money, and if I can run the raid 15 times on hard and buy a weapon (short list of classes that benefit) which would take, for example, 15x20 mins, or about 5 hours of playing time to do so, why can't I figure out a formula that get's me 2 golden weapons in the same timeframe. I guarantee I have spent 4-5x times as long just getting one gold weapon. What's fun about that? What if I wanted to play a different class and I spent my 2 gold weapons on 1 undying weapon that woops, I can't use anymore. Runes gaurentee a raid weapon...if you are the right build...MD punishes all others that need a different weapon type by making them "get lucky".

Raid = guaranteed item at 1250. Gold Age = no guarantee for similar undying weapon in same timeframe. I believe this is broken. That's just my 2 cents :)
 
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Sarlona Raiding

Well-known member
That's a totally fair question to ask. Here is my take.

To be more specific, nothing in particular outside of gold weapons drops and the fact that run of the mill normal progression items are disguised as "rare" when it shouldn't be.

Problem 1: It's more of the fact that MD says loot is Rare when there is nothing special about it other than it is normal progression, meaning, +1 here are +2 there. Nothing more than that. Since +1 or +2 doesn't really do anything at all in the grand scheme of things, I personally don't feel like its worth my time and or actual $ to reroll. I do have a bunch of the gear, but TBH, the gear and augments they have are the exact same as to what I already have (except +1/+2 better here or there), all wrapped up in a nifty new (and rare) way to get it. So, I have no desire to go for the +1 or +2.

When the great stat squish happened a few years ago, we were essentially told in order to progress the game without too much power creep, there wouldn't be a huge jump in each expansion. Ok, good. Well, that was true for everything since...until MD...where the devs said, "why don't we make this normal progression harder and monetize it". That's the issue. I personally see no issue just skipping this and waiting until it's not a lottery to get stuff.

Problem 2: I have pulled 1 gold weapon out of a few hundred runs, and it's not even something I would use. Now I need 2 to make an undying version. Ok, fine, but why should specific weapons be excluded from runes in a raid? I mean, you can buy undying weapons with runes, but only certain playstyles get this benefit. If you have xyz weapon type...no no, you need to get lucky to pull 2 items...and the rate at which they drop will take you far far longer than running the raid and accumulating 1250 runes (if you play a class that can use that weapon). This punishes alot of playstyles out there, and is just plain not fun. Now, if I could turn in say 50 fallen weapons for 1 golden age weapon, it completely flips my opinion.

I mean, time is money, and if I can run the raid 15 times on hard and buy a weapon (short list of classes that benefit) which would take, for example, 15x20 mins, or about 5 hours of playing time to do so, why can't I figure out a formula that get's me 2 golden weapons in the same timeframe. I guarantee I have spent 4-5x times as long just getting one gold weapon. What's fun about that? What if I wanted to play a different class and I spent my 2 gold weapons on 1 undying weapon that woops, I can't use anymore. Runes gaurentee a raid weapon...if you are the right build...MD punishes all others that need a different weapon type by making them "get lucky".

Raid = guaranteed item at 1250. Gold Age = no guarantee for similar undying weapon in same timeframe. I believe this is broken. That's just my 2 cents :)

Since the golden age weapons are upgraded through the raid they should have a chance to drop in the optional chest along with the bonus mats.

The worst example of a rare item is the 6% crit chance augment. You can't make a decent caster gear set from myth drannor without it.

A better solution would have been to provide common crit chance augments for specific elements and have the rare one be the one that applies to all spell types.
 
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