U75 Preview 2: Chill of Ravenloft Loot

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SpardaX

Well-known member
This does involve the new loot. Suggestion for the skill augments to have more interesting names:

Gem of Linguistics -> Gem of the Linguist
Gem of Balance and Tumble -> Gem of the Acrobat
Gem of Repair and UMD -> Gem of the Mechanic / Artisan
Gem of Haggle and Perform -> Gem of the Charlatan
Gem of Jump and Swim -> Gem of the Athlete
Gem of Search and Spot -> Gem of the Perceptive
Gem of Heal and Listen -> Gem of the Doctor
Gem of Disable Device and Open Lock -> Gem of the Tinkerer
Gem of Hide and Move Silently -> Gem of the Scoundrel / Footpad / Stealthy
 

Rosze

Well-known member
Hey everyone! Thank you for the feedback so far. Hitting a few quick points:

People correctly assumed we made one for every spell school, but you're right, there's not a lot of point in having this one.

I'm going to remove the Divination ones, and likely replace them with:
- Solar Gem of Elemental Absorption: Slotted Effect: +[3/10]% Artifact Bonus to Fire, Cold, Electric, and Acid Absorption.
- Solar Gem of Critical Confirmation: Slotted Effect: +[2/4] Artifact Bonus to Critical Confirmation and Damage.


Good list of ideas for crafting, will look at it. We do need enough to not exist in the system to make the base item static effects meaningful, but we'll take a look.

Alignment-based critical damage (including on past items) should be fixed in this Preview - If you see places where it still isn't, let me know and I'll fix them.

RE: Legendary Heartshard: Yes, though I'm considering either bumping that % down or elevating this item to be an Artifact. Thoughts on which?

Will consider the changes to the Amulet.

There's quite a few instances in this loot where static effects are Insightful or Quality because the Enhancement equivalent exists in the crafting system - We can do a review to see if there's spots where it makes sense to swap to Enhancement in the static effects though.

Shields are meant to have slots like other named items. There's some weirdness with the shields in general in this build, some of the changes we made to them don't seem to be in the build.

Warlocks certainly have a fair few gearing necessities, but we've been making adjustments to Eldritch Blast in the last couple of updates, and have plans for the future as well. Like anything else, these are just new options.


Will definitely consider item based bonuses to Blast Dice.


There are definitely fewer named Rare Items than there were in Myth Drannor. It's one of the pieces of feedback we've taken from the past few updates and worked in for this one.

Please let us know which ones and we'll get them fixed! Most items have fewer than normal due to the Lamordia Augment Slots, but if there are any that aren't following the scheme listed in the OP, let us know which ones specifically.


The "Treasure based on class" only applies to quest end rewards lists. Admittedly, it's a system I'd love to either revamp or eliminate someday - The lists are old, and classes are diverse enough in how they function these days where it isn't necessarily MORE likely to offer you things your specific build uses.


I'll take a look, thanks.


Myth Drannor had 3-4 in its Rare Tables depending on the dungeon. In some cases, it was 3 Rare Named Items and 0 Rare Sun/Moon Augments.

We've adjusted that in Lamordia by:
- Raising the rate of reaching the Rare Table
- Locking the number of Rare Items to 3
- Locking the breakdown of that table to 1-2 Rare Items, with the other 1-2 being Rare Sun/Moon Augments.

--------------

One further note: Standard Named Items are more likely to appear in end chests than Standard Sun/Moon Augments, but we're discussing adjusting that further toward the Named Items.

Keep the feedback coming! We'd love to hear more about static effects on specific named items, which ones you'd like and what's not on any that you'd like to see.

In the meantime, I'm going to get started on adjustments for next preview.
If we are adding things to the crafting system the biggest thing Id like to see is Spell power of base, insightful and quality for each type. I know spell power is already available in weapons but think the accessories need this option too. Id also like to see same for stats base, insitful and quality. (think this is already partly there). Im sure people wouldn't mind skills there too.
You could also offer a way to make the item be cannith cartable with the lunar and solar slots. That would already help a ton to make some of these very attractive options.

For item drop rates please please just treat augments separate. So you can pull augment and an item rather than rolling from a massive list of augments and items. There will be less complaints about drop rates if you do that. I think most people dont think of augments as loot its something extra like filigree's. nice to have. so when you just get an augment especially one you dont need you feel cheated of loot.

When you decideto look at Warlock blasts can we please do some updates in the trees. They deserve some love. And with the new warlock iconic there's no better time.

AotS: never use it its awful not sure what it would need to be actually be cool. Maybe make it more like an infernal melee form. or just leave it as the forgotten failed archetype.

ES: I love this one but the tree is maybe bit pricey. 70 points to max out when the new normal is around 55. On the other hand it has so much useless stuff its doesnt come up as much. All the summoning stuff should go dont need it. The tree doesnt quite know what it is at times. Its bit tank bit of melee, but not really great at it. Id like it to embrace the tank side more. However this does requires really boosting warlock from d6 hit die to min d8 maybe even giving core 5 or capstone d10. d12 would likely be over kill. Id argue warlock should be boosted to d8 since most classes did get a die boost from their dnd 3.5 origin. Also would be nice if the Major forms worked with undead forms rather than having to choose one.

SE: it actually seems fine. Though maybe adding another SLA could be beneficial. I love the debuffs and would not change them if anything just add more.

TS: bit expensive. maybe getting the cost down a bit. I never end up using the tainted stuff except stanch that is my oh no button. Faltering blast is nice but it doesnt stack with uterdark blast so usually dont use it myself. I could have both that be great. Think if you made confusion instead cover enemies think people would use it more. also a nice combo with dhampir bites.

General warlock notes: Please give us a way to strip immunities. Warlocks have so little options. The spell book is very limited and there is not the big arsenal of tricks other casters have. If you are acid based all you do is acid. It's even worse with undead ones since DDO loves it undead so most of the time you do nothing. Even if you just added something like the chaos spells from wild mage to the warlock list I think warlocks would at least have an option for coverage. but ideally give them a strip matching their element of choice.
Or you could give a feat option that lets you dip in to a classes spell book and gives you an extra slot. Any way to get that coverage. Kinda like magic innate in dnd

Mentioned already but since most classes got a hit die increase from 3.5 to 5e dice warlock deserve it too. d8 base would be nice.
 

Abramax

Emerald Archer
I really like the craftable weapons for level 8 heroic.
1d2 vampirism instead of 3d6 damage for a lvl 8 weapon is 💩
1st crafted augment is 1d6 damage instead of 3d6 damage for a lvl 8 weapon so it s 💩
Lvl 8 weapons dont have a Woeful Slot but they could have added effects like keen / destruction / earthgrab / freezing / AOE elemental damage on crit / etc... They want us to pay for expansions but they dont do their job and that is 💩

💩+💩 + 💩 = 💩💩💩
This is what are these weapons right now
 

VinoeWhines

Well-known member
Hello, everyone! We have a new Lamannia today with your first look at items for Update 75: The Chill of Ravenloft. For those of you familiar with the Isle of Dread and the Dino Bone crafting system, you should find this system to be very similar - Named items have a number of Lamordia Augment Slots in place of base effects. Using ingredients you find in every chest in the expansion, you create Augments that can fit in those slots. We'll get into more specifics below!

Quick Overview on Feedback:
  • This is the first look! It's very likely there are places where an item isn't great, or has a static effect that overlaps with the crafting system. Just let us know, and we'll make adjustments as needed.
  • Feedback that actually tested on Lamannia is infinitely more valuable than feedback that didn't. Let us know if you got on the server to take things for a test drive!
  • The feedback we're most likely to act on:
    • Tells us what you want to see. Just telling us you don't like something is fine, but we're more likely to act when knowing what you DO want to see.
    • Isn't hyperbolic or overly generalized. Feedback that takes the time to discuss specifics of what you do and don't like is more likely to be acted on than "this is trash" or "this is the best/worst thing ever" with no elaboration.
    • Any posts with personal attacks will be entirely ignored and the post dealt with per the forum rules.
Quick Overview on the Test Dojo:
  • Most new items can be found on the vendor in the Test Dojo
  • Crafted Lamordia augments are made using the crafting devices behind the Loot Guy or in the
  • Weapon bases are made using the crafting devices behind the Loot Guy
Loot System Overview:
Items in The Chill of Ravenloft use the Viktranium Experiment Crafting System! While playing in Lamordia, you will find Named Items with Lamordia Augment Slots. Additionally you will find Bleak Parts, which can be used to make Lamordia Augments, as well as Calamitous Weapon Bases. In Ludendorf Town Hall (and the Test Dojo in this preview), you will find crafting devices, use your Bleak Parts to make Augments, which you can slot into your items!

As we've said above, this system is very similar to Dino Bone Crafting - We'll be listing comparisons below to help with understanding the system. One more important note before we get started: Unlike Dino Bone, this system exists in BOTH Legendary AND Heroic. Crafting systems in Heroic aren't usually worth sticking at a particular level for, but we're hoping to adjust numbers and rates as needed until making an item or two when playing through this content during a leveling pass becomes manageable.

Ingredients:
Ingredients have a 100% to drop in every chest in the expansion pack. Ingredient types are:
  • Bleak Conductors (These are analogous to Fossilized Ankylosaur Ribs)
  • Bleak Insulators (These are analogous to Fossilized Pteranodon Vertebrae)
  • Bleak Alternators (These are analogous to Fossilized Raptor Claws)
  • Bleak Resistors (These are analogous to Fossilized Triceratops Horns)
In the Wilderness, you can find Bleak Wires. (These are analogous to Fossilized Tyrannosaurus Teeth).

Certain special encounters will also drop Bleak Transformers. (These are analogous to Black Pearls. You can also eventually expect to find them in the Raid.)

Lamordia Augment Slots
There are four Slot Types in this crafting system:
  • Melancholic (This is analogous to Scale slots)
  • Dolorous (This is analogous to Fang slots)
  • Miserable (This is analogous to Claw slots)
  • Woeful (This is analogous to Horn slots)
These can come in multiple variants: Armor, Weapon, and Accessory. (i.e. Melancholic (Armor), etc).

Unlike Dino Bone, there are no Set Bonus Slots in this system - like the past few Updates, loot in The Chill of Ravenloft has Sun/Moon Augment Slots (see below).

Sun/Moon Augment Slots
Sun and Moon Augment Slots make their return here, appearing on the same item slots they have appeared in since Myth Drannor. (We do not plan to make changes to which slots go on which item types at this time).

There are thirty-two new Sun and Moon Augments in this expansion, as well as new drop locations for many of the existing ones! Check out the new Augments in the Test Dojo.

Lamordia Crafted Augments
The Augments for the above slots are all crafted. Check the Test Dojo for the full list, but as a guideline:
  • Almost all recipes that existed in Dino Bone have an analogue here.
    • Most of those analogues have higher numbers than the Dino Bone version. Some remain the same.
    • Ingredient costs are 1:1 what they cost in Isle of Dread, just with Lamordia ingredients.
    • There's a fair few new recipes that weren't present in Dino Bone. We may have room for more, so let us know what you'd like to see!
    • Some recipes are modified for Heroic for balance, or do not exist in Heroic (because the thing they did just does not have a balanced way to exist at this level).
  • Augments are ML8 on Heroic, and ML34 in Legendary, just like the items. If you put a ML34 Augment into one of the Heroic items, it will adjust the ML of the item.
Typical Items
  • Standard Named Items typically have:
    • 2 Static Effects (regular effects like most items have)
    • 1 Melancholic Slot
    • 1 Dolorous Slot
    • 1 Sun or Moon Augment Slot if their item type typically has one
    • Typical number of Chromatic Augment Slots (red, blue, etc - This is usually 1 on Heroic and 2 on Legendary)
  • Rare Named Items typically have:
    • 1 Static Effect
    • 1 Melancholic Slot
    • 1 Dolorous Slot
    • 1 Miserable Slot
    • 1 Sun or Moon Augment Slot if their item type typically has one
    • Typical number of Chromatic Augment Slots (red, blue, etc - This is usually 1 on Heroic and 2 on Legendary)
  • Artifacts (which aren't on the rare list this time) typically have:
    • 1 Static Effect
    • 1 Melancholic Slot
    • 1 Dolorous Slot
    • 1 Miserable Slot
    • 1 Sun or Moon Augment Slot if their item type typically has one
    • Typical number of Chromatic Augment Slots (red, blue, etc - This is usually 1 on Heroic and 2 on Legendary)
      • Artifacts drop as Standard Named Items in specific dungeons in this Preview - There aren't many of them right now, we may add more before release.
  • Calamitous Weapon Bases have:
    • 1 Melancholic Slot
    • 1 Dolorous Slot
    • 1 Miserable Slot
    • 1 Woeful Slot (Legendary Only - In Heroic, this is replaced with a static effect).

Treasure Tables:
  • When opening a Quest End Chest:
    • You have a 100% chance of getting Lamordia-specific crafting ingredients
      • These are used to make Lamordia's weapons and Lamordia-specific Augments that go into the weapons and named/rare loot. See below.
      • You get 1d4+1/2/3 (on Normal/Hard/Elite) ingredients.
        • The ingredient you get is Bleak Conductors, Bleak Insulators, Bleak Alternators, or Bleak Resistors, randomly determined when the chest is rolled.
        • (This ingredient distribution is identical to Isle of Dread).
    • Additionally, You have a 10/16/33% chance (on Normal/Hard Elite) to get something from the Named Item Table.
      • Once you have reached the Named Item Table, you have a chance to get one of the following:
        • Standard Named Item A
        • Standard Named Item B
        • Standard Named Item C
        • Standard Named Item D
        • Sun/Moon Augment 1 (Sun/Moon Augments have a lower chance of appearing than the Named Items above.)
        • Sun/Moon Augment 2
        • Sun/Moon Augment 3
        • Small chance to upgrade to the Rare Item Table. (The odds of reaching this table are higher than in past content).
          • Standard Named Items listed above are unique to that dungeon, like most end chest items in the game.
          • Sun/Moon Augments listed above are a mix of brand-new Sun/Moon Augments (see below) and ones introduced previously (giving access beyond the packs they were introduced in).
          • Once you have reached the Rare Item Table, you have a chance to get one of the following:
            • Rare Named Item A
            • Rare Sun/Moon Augment 1 (In a few dungeons, this may be Rare Named Item B)
            • Rare Sun/Moon Augment 2

  • When opening a Quest Optional Chest (from a significant optional objective in a quest)
    • You have a 100% chance of getting Lamordia-specific crafting ingredients
      • These are used to make Lamordia's weapons and Lamordia-specific Augments that go into the weapons and named/rare loot. See below.
      • You get 1d4+1/2/3 (on Normal/Hard/Elite) ingredients.
        • The ingredient you get is Bleak Conductors, Bleak Insulators, Bleak Alternators, or Bleak Resistors, randomly determined when the chest is rolled.
        • (This ingredient distribution is identical to Isle of Dread).
    • Additionally, You have a 10/16/33% chance (on Normal/Hard Elite) to get something from the Named Item Table.
      • Once you have reached the Named Item Table, you have a chance to get one of the following:
        • Standard Named Item A (unique to that optional)
        • Sun/Moon Augment A
        • Sun/Moon Augment B
        • Sun/Moon Augment C
          • There are no Rare tables for Optional Chests.

  • When opening any other chest in a The Chill of Ravenloft quest:
    • You have a 100% chance of getting Lamordia-specific crafting ingredients
      • These are used to make Lamordia's weapons and Lamordia-specific Augments that go into the weapons and named/rare loot. See below.
      • You get 1d4+1/2/3 (on Normal/Hard/Elite) ingredients.
        • The ingredient you get is Bleak Conductors, Bleak Insulators, Bleak Alternators, or Bleak Resistors, randomly determined when the chest is rolled.
        • (This ingredient distribution is identical to Isle of Dread).

  • Wilderness Chests and Wilderness Purple-Name Boss Chests are still being worked on, but they will not have Rare tables.
(Trinket) For Legendary Heartshard:

We have Legendary Bonus in Feats for HP.
What about the bonus be Quality 10% Conditioning HP for the standard trinket and the Artifact trinket could be Legendary HP%.
This way there would be a Quality HP% increase of 5 or 10% for regular item, instead of 20% unless it is "Feytwisted"/rare Artifact item.
 

Dendrix Deathblade

Well-known member
1 rare per dungeon. At most. Any more than that is just mad. 1 rare per expansion sounds much more reasonable.

And quite frankly, rares should be chase items, like the Sword of Shadows, not just random name loot which is exactly as powerful as other loot of the same level.

All these + to skill augments are a waste of space. Nobody will equip any of them except for spellcraft or the trap related ones I expect. Do a search of you database in 6 months time and count the number equipped, that will tell you just how pointless they are.
 

VinoeWhines

Well-known member
Missing Lunar/Solar augments are: +3 Artifact/Profane abilities to All stats.
We have just about all the other set bonus lines in the previous releases.
 

Taraborn

Member
If we are adding things to the crafting system the biggest thing Id like to see is Spell power of base, insightful and quality for each type. I know spell power is already available in weapons but think the accessories need this option too. Id also like to see same for stats base, insitful and quality. (think this is already partly there). Im sure people wouldn't mind skills there too.
You could also offer a way to make the item be cannith cartable with the lunar and solar slots. That would already help a ton to make some of these very attractive options.
I think they should add the Exceptional Stat and Spellpower from the Weapon Miserable slot to the Accessory as well. For Insightful stats, be careful what you wish for, if they add Insightful Stats to the Accessory Miserable slot, they will surely replace the fixed Insightful stats, that would lock the Insightful stats behind the Rare loot.
 

GramercyRiff

Well-known member
Lots of good ideas from people that love the game and want it to be better.

If I were I you SSG, I'd do a lot of what is suggested here instead of doing what you want to do. What you want to do isn't working with the people that fund the game. Who knows if they'll stop paying or stop playing, but there is a way to ensure they continue to play and continue to pay. Do stuff that they want. Make them happy, or at least content.
 
1 rare per dungeon. At most. Any more than that is just mad. 1 rare per expansion sounds much more reasonable.

And quite frankly, rares should be chase items, like the Sword of Shadows, not just random name loot which is exactly as powerful as other loot of the same level.

All these + to skill augments are a waste of space. Nobody will equip any of them except for spellcraft or the trap related ones I expect. Do a search of you database in 6 months time and count the number equipped, that will tell you just how pointless they are.
listen and preform will see a tiny number of players due to save vs those skills in some builds. but otherwise yeah. I believe that the named item table bloat is at least half of the loot issues in newer packs. Past max like 5 named items on a table to compete with each other the odds of reasonably getting the item you need fall off a cliff. Rare rolls should either only be 1 item excusive to 1-3 chests or a table with a decent selection of the rares with that second table being in 2-3x as many chests as items in that table. Also i am more tolerant to multiple rares but more than 5 in a expac is really bad.
 

SpardaX

Well-known member
AotS: never use it its awful not sure what it would need to be actually be cool. Maybe make it more like an infernal melee form. or just leave it as the forgotten failed archetype.
Iv asked before so I may as well say it again. I think all the archtype needs, at least in my opinion, is for the lv 12 Greater Pact Attunement (preferably) or the lv 18 Ultimate Pact Attunement (more likely) feat to count as a prerequisite for the epic feats. Needing to be level 12 in a class who's biggest strength is the ability to be combined with other things, AKA specifically NOT being level 12, seems just silly to me.

I actually really enjoy playing a 2 AotS / 18 Fire Savant Sorcerer or Favored Soul for example. You got your spells, and you have the full power of warlock Eldritch Blast there when you run out of mana. But the fact it doesnt scale into epics means it's a build that only works to 20, which is sad since that's seemingly the entire point of making AotS the way it is, with the feats.

I know there are people who just see "Fire" and write the whole class off as unusable. And you know what? If it's that weak, I feel like that's even more argument in favor of letting it have this. If it's so weak that it's unusable, then let it at least work the way it's meant to work in epics. Since apparently I'm the only one who's going to use it there anyway.
 
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kemton

Well-known member
I’d love to see some unique new effects that make items interesting to make builds around. Barring that combining rare existing effects would also be cool like kinesis and omen were great examples of this in previous packs.
 

Raedier

The Druid
Consider adding these affixes to accessory slots :
- Melancholic - individual spell lore
- Dolorous - individual insightful spellpower
- Miserable - individual quality spellpower

Throw casters a bone and give them the gearing flexibility they need.
 

galvarian

New member

1. Stop oversaturating loot tables with Solar and Lunar augments for skills no one takes.


If you want these to be worth picking up, the numbers need to be significantly higher, or they need to offer group-based buffs, like a +5 artifact bonus to Intelligence-based skills or a +10 profane bonus. Right now, they’re just dead drops.




2. Fix missing augment pairings.


There are Solar and Lunar augments that don’t even have their counterpart. For example, Armor Layers has a Solar augment but no Lunar. If you're going to build a paired system, then be consistent with it.




3. Improve absorption augments.


These should apply to all damage types. No one is going to give up a Solar and Lunar slot for narrow, partial absorption when other defensive augments offer better flat stats. Even with all-type coverage, the absorption percentages still need to be higher to compete.




4. Missed opportunity: Eclipse augments.


You already have Solar and Lunar, why not add an Eclipse augment theme? It could allow players to combine a Solar and Lunar effect of their choice into a single augment, usable in the ring slot. This would add build flexibility and feel like a natural evolution of the system.




5. Don’t make augments and named loot share the same loot table.


This absolutely sucks. Now I don’t just miss out on the item I actually want, I get slapped with a useless augment instead, adding insult to injury. It’s a bad experience. Loot tables should reward player time and effort, not clutter it with filler.




6. The feeling of progression is gone.


A major reason I haven’t bought the expansion, and might not for a while, is because almost none of the gear feels like an upgrade. It’s just more inventory Tetris and bank space being eaten up. The loot tables aren’t good. An expansion should bring noticeable power and game play change, this doesn’t.




7. Quantity isn’t quality.


Just adding more items doesn’t mean anything if they aren’t impactful. When players hear "expansion," they expect:


  • Upgrades to gear and I mean meaningful upgrades
  • Changes or boosts to skills, feats, and enhancements
  • New level cap increase (e.g. from 34 to 36)

What did we get instead? A new race and iconic, a cosmetic tome, some extra storage to juggle more junk, and most of that is locked behind a $129.99 price tag. Where’s the substance? Where’s the power gain?




8. Let us get our Build-a-Bear action on.


I loved the Dino crafting system and the Solar/Lunar mechanics. You’re trying to merge them—but also limiting them. Let us actually craft builds again instead of juggling junk. Give us meaningful player agency in how we piece gear together.




9. Why add Vampirism-style effects to items at all?


You’re adding gear with effects that immediately lose value the second you step into Reaper. Healing-on-hit sounds great—until Reaper makes it worthless. Either make these effects immune to Reaper penalties or replace them with something actually useful.




10. Why isn’t there any new Filigree—especially for raids or a new set?


This was a perfect opportunity to introduce new Filigree content, especially themed around Solar/Lunar systems or tied to raid progression. Instead, nothing. Where’s the Generation 3-style raid Filigree? This system has potential—it’s just being ignored.




11. What’s going on with the new Minor Artifacts?


Will they increase the Filigree slot cap from 5 to 6? If not, it’s another lateral item that doesn’t move the needle.
Better idea: Let Sparks of Dream work on Minor Artifacts. Give us more meaningful ways to engage with that slot.




12. Loosen alignment and class combination restrictions.


You could unlock massive creativity if these barriers were removed. Alignment can still matter for things like deities or flavor, but it shouldn't block entire class synergies.
Just because I’m a Paladin doesn’t mean I shouldn’t be able to play some Bard tunes in my downtime. Let people explore builds—they’ll surprise you.
 

Green_Draconis

Well-known member
I don’t hate rare loot or multiple rates per chest as much as some so long as it’s interesting, good, and achievable.

Many will grumble at my next suggestion, but allowing Elixir of Discovery to affect rare loot tables (and separate drop for augment drop) could also help get stuff and encourage point purchases (and rerolls). Can rerolls get a discount elixir? It would be nice to have a reason to use the new ransack reset elixir.

This would not be required, but might help get $ for server or investigating distributed play across servers (chosen for non Moonsea on entry of quest) to help mitigate lag.
 

xaktakorf

Well-known member
Thank you for adding including a Heroic version of the loot system.
For silent masses of casual players this is just what you needed to do.
Good job!
 
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