I don't like the sun/moon augments and prefer the set bonuses. I hate the grind that I need farm rare augments to fit gear into my gearset, i'd rather have a specific item that already has that as part of a set. I've ransacked MD on 8 toons weekly since its come out trying to farm for the spell crit augment. I dont mind farming for gear because it drops eventually...but the rare augment grind is too much for me. The part that makes this game boring for me is the constant farming of the same quest for specific item or in this case augment. I'm extremely burned out and I cant swap my items around without it. This aspect is very not fun for me. I'd either like to see the drop rates for the augments go up or do not do them moving forward. For someone that plays 10 alts, regearing them and farming specific augments seems next to impossible.Hey, everyone!
We've had a couple of really good feedback threads on loot in the past few months, a lot of you have brought strong ideas to the table that influenced both the direction of loot and the individual items.
With Myth Drannor having been out for a while and the followup Raid dropping very shortly, it's time to look toward what loot comes next. While we're not ready to talk about specifics, I did want to bring up a topic for discussion that will help us know what you want to see:
As of U69.3, what effects are you looking for that are hard to find in Quest Loot?
A few guidelines for discussion:
- We're talking about Quest Loot specifically here, not Raid Loot
- Some effects are intentionally uncommon on Quest Loot, as they're considered Raid-tier effects.
- We're giving some preference to effects that didn't appear in Myth Drannor and would synergize well with those items.
- Sun and Moon Augment Slots are likely going to continue to exist on new items!
- As a result, in the near term we're not likely to do new Set Bonuses, as Sun and Moon Augments fill that role on those items.
- We still do not intend to make combined Sun+Moon Augment Slots, or add Sun or Moon slots to item slots that didn't get that slot in Myth Drannor (no Moon Slots on Helms, Sun Slots on Boots, etc).
Chase items should not be the only way to get essential stats that many build would need. Spell critical chance and fortification bypass are examples of things that should not be exclusively chase items.
Affixes I dislike seeing on gear:
<lots! But maybe it would be fine to have one of these on an item if it didn't prevent the item from having something useful as well?
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adding more augments for these stats with updates was a good a thing and was disappointed MD didn't continue this. Over time if you continue to add more augments for hard-to-find stats there will be less scrutiny on your gear.
I know it's not likely, but it'd be cool to have more weapons with extended crit and/or multiplier. There's a select handful of weapons with them, and they are the main weapons that a lot of people use.
It's on one of the new raid weapons (the upgraded warblade). Well, it was bugged last lam, but that's effect on it.Dripping with Magma - the version that works with spells.
Yeah, need to reinforce what rabidfox said, the grind breaks the fun of the game, that was the reason I stopped to play in 2012 and went back in 2020, never forget that at that time i did Von Raid about 100 times and never dropped a shard of SoS to meAs long as rare solar augments exist (and cover what already exists on other sets stat-wise), all new items will be tainted by that for me. The grind for solar spell crit augment broke my fun; to the point where some days I just log in, roll my dice, and log off (my of most time spent in game lately has been on lam & Cormyr). Any items I get will mean I need to hit RNG lottery to replace any existing set based gear I have and that's going to influence my fun with any upcoming gear. For the sun/moon system to be something I want to engage with, all the current rare augments would need to be put on regular loot tables; and if you want rare augements they should be something like 'rare augement gets non-rare value( plus 1)'; where it's just slightly better than the easily obtainable version. This issue effects both heroic & legenedary gear desirablity to me. Who's going grind heroic MD (or future packs) for a less than 1% chance for a rare solar augment vs just using existing fey/dread/ravenloft/sharn/etc. gear for leveling?
The augement system itself is cool on paper and could be great as a universal system going forward. But the lack of availability and grind has me checked out of the game entirely now.
A heroic intercession ward item that's not a weapon would be hot; right now we've only got attonement in heroics for that.
Or just give it to us as an epic past life toggle already so all caster types are on equal footing (put all the missing the spell types from spell critical toggle either on it or on a fresh toggle).Here's my obligatory post about insightful Radiant and Void lore really needing representation outside the offhand slot, sharn orbs have kind of trapped that itemisation niche too hard.
Alchemist Combat Infusion?One thing I should probably do is make a more general version of this - The name of it makes it impossible to use outside of Eberron content, which is why it didn't appear in Myth Drannor.
Thanks. The question is for bon raid items though and I would prefer the effect on a non-weapon non-armor.It's on one of the new raid weapons (the upgraded warblade). Well, it was bugged last lam, but that's effect on it.
There's never been magma on a non-raid item, so I assume it's not gonna suddenly happen now.Thanks. The question is for bon raid items though and I would prefer the effect on a non-weapon non-armor.
We're talking about Quest Loot specifically here, not Raid Loot