Loot boost are misleadingly advertised.

dozensnakes

Well-known member
Treasure hunter's potions, based on some older forum post[1][2][3], do not increase the chance of named loot to have mythic/reaper bonuses.

Effect: You are Lucky! (Treasure Dice Rolls are increased by 15, making the chance of finding maximum effects on loot more likely. This only affects you, not your party members.)
Going by the phrasing above a reasonable person would conclude otherwise, just looking at the description, as Mythic and reaper bonuses are classified as an "effect" on items, and "named loot" is considered a subsection of "loot".

With that considered, I think the description should be changed to reflect what the bonus does, which is restricted to randomly generated loot. I additionally think how monetized systems work(IE chest loot/drop rates) should be transparent.
 

erethizon1

Well-known member
What kind of sociopath sells potions to increase effects on random loot in the first place?
Yes, they need to get rid of these and simply sell potions that increase the likelihood of named drops and potions that increase the likelihood of mythic and reaper bonuses on named items. Those are the only things players care about. I don't need fancier items to feed to the cannith crafting machine.

Now if you want to make set bonuses the equivalent of something that can be found on random loot and cannith crafted loot then I am all for it, but as long as set bonuses exist, random loot and most cannith loot will be garbage unless similar effects can be found on these items to make them equal to named loot with a set bonus (and ideally mythic and reaper bonuses as well).
 

Phaedra

Well-known member
Yes, they need to get rid of these and simply sell potions that increase the likelihood of named drops and potions that increase the likelihood of mythic and reaper bonuses on named items. Those are the only things players care about. I don't need fancier items to feed to the cannith crafting machine.

Now if you want to make set bonuses the equivalent of something that can be found on random loot and cannith crafted loot then I am all for it, but as long as set bonuses exist, random loot and most cannith loot will be garbage unless similar effects can be found on these items to make them equal to named loot with a set bonus (and ideally mythic and reaper bonuses as well).
Since they seem to be trying to transition from set bonuses to augments, they could also either allow lootgen items to drop with sun/moon slots, or allow "wondrous" lootgen items to drop with artifact/profane bonuses.
 

dozensnakes

Well-known member
Now if you want to make set bonuses the equivalent of something that can be found on random loot and cannith crafted loot then I am all for it, but as long as set bonuses exist, random loot and most cannith loot will be garbage unless similar effects can be found on these items to make them equal to named loot with a set bonus (and ideally mythic and reaper bonuses as well).
As it stands, a standard named item has 1 more stat then even the special random loot, by default has 2 augment slots, a sun/moon slot or set bonus, and access to several types of stat types you cannot augment, and random loot cannot spawn with.
 

erethizon1

Well-known member
As it stands, a standard named item has 1 more stat then even the special random loot, by default has 2 augment slots, a sun/moon slot or set bonus, and access to several types of stat types you cannot augment, and random loot cannot spawn with.
What they really need to do is revamp cannith crafting again to make it as powerful as named loot, including set bonuses. The did a cannith crafting revamp many years ago that greatly improved it, but it has since fallen behind. We find random loot with 2 augment slots reasonably often now and if we could craft those into items that would allow us to replace all (or at least nearly all) named loot, it would be a good system. Loot farming for people that like repeating quests and crafting for people that like crafting. As someone that doesn't enjoy farming quests I can tell you, it takes years to get a gear set from new content when just playing quests once each life. Some lives you don't get any new gear at all. It's not a great system.

I like crafting. I crafted under the old system making things like a heavy fort belt at level 7 and strength 6 bracers for level 9. Then they made an even better cannith crafting system and it was awesome for a while. Then they made set bonuses on gear and crafting was never again able to hold up. Coupled with reaper, which made better stats necessary, I haven't crafted anything in many, many years. I still have my level 1 True Seeing goggles of persuasion with a Master's Gift in them for seeing secret doors and getting the exp bonus at level 1, but other than that, I don't use anything crafted. It isn't that I don't like crafting. It's just that it is all garbage with no set bonuses. Let's fix that and make crafting a good alternative for those that don't like farming gear (especially with the change to rare drops that makes farming even more miserable than it was before).
 
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