U71 Lamannia Preview Release Notes

Mornyngstar

Well-known member
As far as I am aware the rarer items that have shown up, have gameplay implications, and dont have an alternative way to get them

2014: Cursed blade of jack jibbers

2024 (march): Fried Sword Fish, Frozen Sword Fish

2024 (august): 6x artblade armors, 6x crownblade armors, 6x warblade armors, 4x shield, 3x helms, 3x cloaks, 3x swords, rune arm, 7 artifacts, 6 augments, golden age weapons

And now in 2024 (december?): whatever is rare from this pack

This is a worrying trend

I do not like looting a chest hundreds of times, and not being any closer to getting the item that I want for a build. Especially when there are enough rare items that most builds want one.

I posted this over in the loot discussion, but I'll link it here since this conversation seems to also be about the rare loot


Thank you
Does the Mythic items from Epic The Necropolis part 4 factor into the rarity comparison? Also, the Mythic items from Heart of Madness? While the "Mythic" itself evolved into adding mythic to items the drop rate was low for the original Mythic named items. Could the Rare loot table be a dusted off version of what started there?

I know I was psyched when I had a Mythic Minos Legens drop for me about 2 weeks after the pack dropped. Even though it is not the best now I still keep it around for nostalgia.

(IMO: SSG is doing the rare loot tables for 2 reasons, first the chase (might be a bit too hard), second the surprise/glee [need a better word for this] of a random rare loot find. While this is not conducive to farmers/min-maxers, it does speak to the flavor of PnP D&D. They could always introduce Limited Unique(ish) Named items where once it drops that is it. It could be just 1 per server or 5 or 10. If it was just 1/server how would that sit with the player base? [Some not all wouldn't like it, not everyone is endgame oriented.])
 

woq

Well-known member
Another rare item is the POS belt from Newcomers. That thing didnt exist for all intents and purposes and only induced rage. I saw many people give up farming on it or farm it out and then quit the healer out of exhaustion becausae it took a stupid amount of full group farm runs to get it.

Rare items like this just aren't fun or cool in a game like DDO imo and I don't understand why they're going back to old inferior systems that they have since gotten better systems to replace. Runes/"Area materials" exist and they're as far as I can tell universally liked and allow for alts to exist in this game.

This is simply regression.
 

woq

Well-known member
Does the Mythic items from Epic The Necropolis part 4 factor into the rarity comparison? Also, the Mythic items from Heart of Madness? While the "Mythic" itself evolved into adding mythic to items the drop rate was low for the original Mythic named items. Could the Rare loot table be a dusted off version of what started there?

I know I was psyched when I had a Mythic Minos Legens drop for me about 2 weeks after the pack dropped. Even though it is not the best now I still keep it around for nostalgia.

(IMO: SSG is doing the rare loot tables for 2 reasons, first the chase (might be a bit too hard), second the surprise/glee [need a better word for this] of a random rare loot find. While this is not conducive to farmers/min-maxers, it does speak to the flavor of PnP D&D. They could always introduce Limited Unique(ish) Named items where once it drops that is it. It could be just 1 per server or 5 or 10. If it was just 1/server how would that sit with the player base? [Some not all wouldn't like it, not everyone is endgame oriented.])
1 - 10 per server and they're in some guys' bank that quit the game 3 years ago. Very fun. Do you think DDO would have it in it to manage a system like that over time?
 

Phoenicis

Savage's Husband
IMO rare items should be either an item with unique effects (jibbers) OR an upgrade on an item that is a fairly common drop that otherwise cannot be obtained. Not a common effect that the equivalent can be obtained elsewhere in the game fairly easily.
 

Rull

Well-known member
IMO rare items should be either an item with unique effects (jibbers) OR an upgrade on an item that is a fairly common drop that otherwise cannot be obtained. Not a common effect that the equivalent can be obtained elsewhere in the game fairly easily.

Exactly this; if there were 15 melee power augments in myth drannor and super rare 17 melee power perfected augments, that would have been fun. With weeks/months of farming or years of regular play, one can get a regular gearset from Myth Drannor. And for those that are online 60 hours a week, there is something to go for, to optimize their gear even further.
 

Rull

Well-known member
Also, rare items on heroic... that's even worse. What is the intended gameplay pattern to obtain these? Stay at level 16 even though you are xp capped and farm them every day, like you would at cap?
Rare items in legendary quests at least make somewhat sense, but heroic items that are rare do not. Black & Blue and Newcomers items were already way too uncommon (at 1/30th dropchance). Anything under that droprate is just silly for heroics.
 

Vertigo

New member
no need for double and rare loot tables. we already got Reaper, Mythic and Curses to fill those roles. the odds of getting a perfect item is probably 0.0001% chance
 
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Yeet

Well-known member
Official lam threads have fewer and fewer visits and reads with every release over the past few years. Only ~7K reads on this thread.

Seems to me most people are over the preview system, the lag, and have lost trust and confidence in this team. Lack of responsiveness and engagement by the community should be a concern for team dev.

Zero excitement for a new pack. Burning the community with MD was a bad move. That fiscal responsibility has sharp teeth, and FAFO is in process.

But ... whatever.
 

Aelonwy

Well-known member
Zero excitement for a new pack. Burning the community with MD was a bad move. That fiscal responsibility has sharp teeth, and FAFO is in process.
Worse isn't it? Is this a free pack or paid adventure? If this is a free pack with this little interest... well that doesn't say anything good.
 

Mesmerin

Well-known member
There is not nearly as much of a change in loot rarity as is being theorized in this discussion. Drop rates remain about the same as ever, it's just that similar to the couple of items in Myth Drannor that were designed to be particularly rare there are a couple of items here given the same treatment.
A couple?
Whatever it is you're smoking you should be sharing it.
 

Kitty2Meow

Well-known member
Only interested in the Strength belt, will wait till the pack is available to be purchased with points, or simply skip it.
 

Chacka

Well-known member
I also want to share my opinion regarding rare items.

Yes, I like to "work" for my items, but it's about finding the right balance. If it's too hard to get your items, it becomes frustrating, and if it's too easy, requiring almost no effort, it doesn’t feel satisfying either.

I really hope that the DDO game designers agree that the most important thing is for players to have fun while playing DDO.

For this reason, I generally dislike super rare items. I think it's a misconception to believe that you can balance extraordinarily powerful items simply by making them rare.

That said, I do see the appeal of having such rare items—it can be fun. However, this only works if there is always a second way to obtain those items through effort. If done correctly, this doesn't devalue rare items; in fact, it can enhance their perceived value.

For example, if someone loots a super rare item on their first try, they can't truly appreciate its value without knowing how hard it would be to obtain that item through effort if there were a secondary method.

Additionally, I much prefer the idea of items that can be gradually improved through small, incremental upgrades and tailored specifically to suit the needs of your builds, rather than fixed items predetermined by developers—especially if those developers intentionally design items to avoid being too useful.
 

Xgya

Well-known member
Additionally, I much prefer the idea of items that can be gradually improved through small, incremental upgrades and tailored specifically to suit the needs of your builds, rather than fixed items predetermined by developers—especially if those developers intentionally design items to avoid being too useful.
I could appreciate a world with Sharn-style crafting but for minor effects (kinda like the Busts were in Slave Lords).
Just make the base item decent enough, and the upgrades will still be chased around for.

I could also accept (though more reluctantly) the "Get what you need" version of Feytwisted items, where you can get crafting materials that will Feytwist an object of your choice. Slightly less because some of those items could be build-defining, and having to find ultra-rare upgrade mats for it would be a pain.
 
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