U75 Preview 2: Chill of Ravenloft Loot

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pirotessa

Well-known member
Are some of these items missing stats? The rare trinket has no bonus and the exact same slots as the non-rare trinket with legendary conditioning +20%? What am I missing?
 

l_remmie

Well-known member
Dino bone system looks good IF you also get them from opts and the wild.
Artifacts in specific chest is fine.

No augment drop table is still a massive flaw and unnecessay. Make it a 10/15/25 droprate and seperate the table.

Multiple rares per quest is still unacceptable. Even with better rates any individiual item will still be 1/200+. Which means never.

Creating content longevity by making the basic loot scarce and the rare loot unobtainable is BAD game design.
With customizable gear you already have good longevity.
 

Varr

Well-known member
You ask for feedback, but ignore the hundreds and hundreds of comments from myth drannor about people hating sun/moon augments on the same loot table and rare items in general? True I don't know the exact % of rare, because you won't tell us...

But regardless of rare %, it's just too bloated, and I can't remember seeing a SINGLE person saying they liked the way MD did loot. At best (worst?) 1 or 2 people just didn't want everyone else to get the loot they were going to spend all their time hunting.
Just not true. I more than liked it I loved MD loot mechanics.

This new robust loot dump is unattractive........but I'll hold back posting 100 threads about how easy it is with loot falling out of the sky. MD was for me, this will be for all of you, the common folk!
 

Epicsoul

Lava Divers Assistant to the Regional Manager

Crafting

General Impressions: I enjoyed the Dread crafting system. However, with the reduced number of static effects on items, I think there’s a need to introduce a few new options to increase diversity.
  • Skills
  • Beyond Sight
  • Crown of Summer
  • Elemental Absorbs
  • Lifesealed
  • Enhanced Bloodrage
Please ensure alignment-based critical damage augments are working as intended. Consider updating Profane and Sacred DC augments to +3 to bring them in line with the +3 bonus from MD.

Items

Legendary Heartshard:
  • Is it intentional to give +20% HP to everyone?
Baron Aubrecker’s Family Amulet:
  • The current UMD +6 bonus feels underwhelming. Would you consider replacing it with:
    • Insightful Spell Focus +3, or
    • A Spell Lore bonus, such as Force/Light or Insightful Force/Light
 

GramercyRiff

Well-known member
After looking at the items, I don't see any reason to buy Chill. It's interesting that there's a crafting system for the loot, but acquiring items will be miserable, especially considering the new augments are either useless or for casters.

edit: I agree with the above too. Adding some of the good newer item abilities would sweeten the crafting system considerably.
 

Sorccadin

Well-known member
Would it be possible to consider introducing new weapon effects, similar to those featured in Den of the Vipers?
I believe they could integrate seamlessly into the Fang/ Dolorous slots, especially since the system they're tied to already feels like an evolution of the established dino-crafting framework.


Adding a selection of unique effects would open up far more room for creative builds—particularly for hybrid or unconventional multiclass setups—and inject fresh variety into the current meta. It would also help differentiate the Fang slot, which for many martial classes tends to feel somewhat repetitive.


Importantly, I don’t believe this would devalue recent raid items, as the system allows for only one effect to be used at a time. Rather than replacing anything, it would enhance the existing diversity and give players more room to experiment.
 

rabidfox

The People's Champion
You have multiple effects granting an Artifact bonus to Evocation Focus that do not stack. ( Legendary Periapt of Charisma and Legendary Glasses of the Studious Mage )
The new +3 DC to specific schools solar augments don't stack with +3 DC to all spells solar augments we had from MD. What's the point of the new ones then? They either need to stack or have higher DCs (+4? +5?) than the all spell school ones. (I only tested the solar as I didn't have a lunar laying around to test)
 

seph1roth5

Well-known member
Am I correct in my understanding that this means:

Quest End Chest - 33% elite chance of item, ~1/7ish chance of getting any particular item not counting the rare stuff.

If that's the case I actually like the direction reasonably well, that's several legitimate reasons to do optionals (contains ingredients, contains unique item, gives better odds at getting the augments from the main chest).

I don't like augments being on the same table as items. Even if the rates were fiddled with to keep them the same overall, it's just more fun in stuff like Vecna where you feasibly xan get "Named Item Drop, Augment Drop, Random Weapon Drop" all in the same chest. Like if it was changed to "33% chance to have a 4/7 chance of getting a named item. Separate 33% chance to have a 3/7 chance to get an augment" that would be fine. Just feels lame to not get both at once.


Really like seeing all the numbers laid out.

I think they put a bunch of numbers in there to smokescreen all the numbers they're leaving out. Most people (all the ones that care about loot in this new xpac) already know the 11/16/33% for named drop rates.

Andit's not 1 in 7 chance, because the sun/moon augments aren't the same. They STILL aren't giving the numbers for sun/moon augments. Just that they have "a lower chance of appearing than named items." So if open a chest and the 33% says you get a named item, is it 40% chance at an augment? 10? 5? No one knows.

And no reason NOT to talk about rares, it's the same problem. They say "the odds of reaching this table are higher than in past content." But we don't even know what that rate before was. If it was 3% before and is now 3.5%, they're not lying.

100% mat drop rates are good, was it that way in dino? Sure felt like it...but still, see what I mean about them pushing the known/big numbers and not giving us the numbers people actually care about lol, the ones people were worried about?

Not giving the player numbers is ridiculous, particularly for a game that takes our $$. In NO other game I play, are the devs so dead set against releasing stuff like that. Whether an online live service game, gacha, or just indie rpg, the devs are always more than happy to answer questions about loot drop % and damage calculations and such (they think a dps meter of sorts is bad for the game, even though people will do it anyway, just on their own). True, some are required by law to divulge that info (loot box stuff I think?), but it's just complete nonsense that they can release new content, new loot, and just say it has "a chance" to drop and refuse to say what that is.
 

J1NG

I can do things others can't...
They probably just made an augment for every school. Upside, you'll be able to cast Detect Secret Doors like a champ now.

The implications alone are... concerning.

Either True Seeing (etc) is being altered and thus needs a DC now.

Or, we are getting new spells: Distract (Target Dummy with a DC check) to tank with, Premonition (Temporary Dodge bonus or Elusive Target %), etc.

Or, if not, it's taking up loot table space for an item that does nothing...

J1NG
 

_fully_carroted_

Well-known member
Digging in further only gets worse.


There are 7 items on the named table. That’s a 1/21 chance of getting what you want, or three ransacks per item. Of course many people will have to wait much, much longer.

But the sun/moon augments are less likely to drop? So… what, it’s now 1/40 chance to get a particular sun or moon augment? That’s even worse than MD rare loot, for example.

Rare items with their super-secret chance are gonna be… what? 10%? 5.1%? If it was 10% then it’s still 1/3 for the named table, 10% for the rare table, and 1/3 to get the one you want. That is a happy little 1% chance to get your item, which is no longer a game with playing.


@SteelStar youve gotta give us some better news.


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).
 

rabidfox

The People's Champion
Or, if not, it's taking up loot table space for an item that does nothing...
Occam's razor.

They don't stack with the +3 artifact DC to all spells, so unless that changes, it's all kinda moot what school they effect.
 

Monkey_Archer

Well-known member
If we absolutely have to continue with the rare loot, please at least limit it to 1 rare item per chest. The 1 rare item in end chest and 1 rare augment in optional chest idea is great.

It really sucks farming a chest to death only to drop the wrong rare item and feed it as sentient food...
 

Spyderwolf

Member
maybe this is their lag fix. step 1: put out unwanted content , step 2: people quit over it step 3: less lag, step 4: profit? no wait that works the opposite of profit
 
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Dazling

Well-known member
I think they put a bunch of numbers in there to smokescreen all the numbers they're leaving out. Most people (all the ones that care about loot in this new xpac) already know the 11/16/33% for named drop rates.

Andit's not 1 in 7 chance, because the sun/moon augments aren't the same. They STILL aren't giving the numbers for sun/moon augments. Just that they have "a lower chance of appearing than named items." So if open a chest and the 33% says you get a named item, is it 40% chance at an augment? 10? 5? No one knows.

And no reason NOT to talk about rares, it's the same problem. They say "the odds of reaching this table are higher than in past content." But we don't even know what that rate before was. If it was 3% before and is now 3.5%, they're not lying.

100% mat drop rates are good, was it that way in dino? Sure felt like it...but still, see what I mean about them pushing the known/big numbers and not giving us the numbers people actually care about lol, the ones people were worried about?

Not giving the player numbers is ridiculous, particularly for a game that takes our $$. In NO other game I play, are the devs so dead set against releasing stuff like that. Whether an online live service game, gacha, or just indie rpg, the devs are always more than happy to answer questions about loot drop % and damage calculations and such (they think a dps meter of sorts is bad for the game, even though people will do it anyway, just on their own). True, some are required by law to divulge that info (loot box stuff I think?), but it's just complete nonsense that they can release new content, new loot, and just say it has "a chance" to drop and refuse to say what that is.
Ah good call, I skimmed this at work and might've missed some stuff. Non-even weighting without giving the numbers on it is not good. I'm assuming it is a case like 3% -> 3.5% (Or 3.1% perhaps?). But I doubt there's any value in really raising concerns about that, I got it out of my system during Myth Drannor and will just plan around never using a piece of rare loot that hasn't already dropped for me.

I'll be optimistic and say this might just be a case of trying to give info and not really thinking about the additional percentages - if @SteelStar or someone else gives additional numbers on the ones that were missing, or says "This is as specific as we can get", that'd be great. It reads to me though like the developers trying to be more transparent but being too vague on some parts, definitely agreeing on the vagueness now that I've gone back and reread it looking for those bits.
 

Lichcrak

Well-known member
NEW SOLAR AUGS
+6% Artifact Force Absorb
+3% Artifact Dodge Cap
+3 Artifact Pact Dice
+3 Artifact Eldritch Blast Dice
+3 Artifact School (That don't stack with MD +3 all school) - make these stack, otherwise Remove
+10% Legendary SP

NEW LUNAR AUGS
+3 Profane Pact Dice
+3 Profane Eldritch Blast Dice
+3 Profane School (That don't stack with MD +3 all school) - make these stack, otherwise Remove
+4 Profane Skills (in pairs of 2) - REMOVE PLEASE

It's too much bloat, if you have to keep the skills make it like 5 tops needs way more compression
 

Baahb3

Well-known member
I would love to see a static ability or even a crafted ability for Armor or Shields that is a guard but the damage scales off of PRR or AC. This would give tanks something to look forward to.

And I feel like the monster manual guy, but are we ever going to see a tank focused legendary feat? I am sick of taking Celestia just for the HPs.
 
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