U75 Preview 2: Chill of Ravenloft Loot

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zandoe

Well-known member
Shroud was released january 2008 and we celebrate soon legendary Shrouds 10 year anniversary


Welcome to the Update 29, released on December 15th, 2015.​


What Im saying is that this system is nice but it is just straight copied from Dino crafting and all effects are 10 - 15 year old ones. It is just straight up impossible to invent new effects and put those into the game?

Loot has that 20% hp trinket besides all dino with tiny improvements like spell damage will get 5% higher overall than with dino ones.
 

Norgorber

Member
I would love to see something other than dino crafting. It's long, cumbersome, and annoying. You're heavily reliant on RNG, plus a grindy slog to get incrementally better gear. I much preferred item sets with a couple interchangeable pieces, like in Curse of Strahd.
 

Shall

Well-known member
The warlock tax is way too high, this makes it worse. Warlocks have to spend an epic feat, epic destiny feat, and now 2 sun and 2 moon augments to max out their eldritch blast and pact dice. Not even including the 5 piece filigree. Honestly I'd just straight up make the augments "+3 pact and blast dice" for both sun and moon for now to avoid making it just completely terrible for warlocks.

Yeah, those feats should really just be rolled into the existing epic/legendary knowledge feats auto granted every other level. Plus it would more accessible for Acolytes of the skin multiclass characters that bought the pact attunement feats. Really, warlocks kind of remind me of preupdate handwrap monks and animal druids and it makes me wonder if they are waiting until they release the warlock themed epic destiny to revamp the whole eldritch blast system, maybe adding loaded dice in epics like ranged weapons get.
 

cammy

If you ain't first, you're last
that probably illustrates why they didnt disclose the rates themselves. adding an additional 1% drop chance to rare loot is meaningless to most people id imagine. i recently had to loot booking burning over 700 times to get a golden age buckler. im currently in the process of farming a heavy crownblade armor from voices of the dead. im over 360 pulls from it atm this week. 1% feels inconsequential when compared to those numbers imo. more casual players who dont multibox and dont farm as hard still dont have items from MD after all this time. id really love to have someone from the dev team give a frank, concise reasoning behind the decision to go to rare loot tables.
Exactly. So the increase from 5%->6% rare loot looks like the following:

Assume Elite difficulty
MD
Chance to pull 1 random singular rare from chest: 1.65% or ~60 chest pulls
Chance to pull 1 specific rare from chest: 0.5% or ~183 chest pulls

Chill of Ravenloft
Chance to pull 1 random singular rare from chest: 1.98% or ~50 chest pulls
Chance to pull 1 specific rare from chest: ~0.65% or ~153 chest pulls

Not much of an increase when it's laid out like this.
 

J1NG

I can do things others can't...
I feel like putting 'Lesser Displacment' on a level 34 item is kinda trolling . . .
Unless if the Divination DC thing actually comes about, then Concealement might become useful depending on the DC of the effect to be bypassed by something with True Seeing DC.

But yes. Totally agree, that Lesser Displacement for such high level stuff appears to be an odd choice, given at such level points, use of Concealment is often negated by too much stuff anyway, so it's giving an effect that essentially could be better by something like Legendary Fortification +35%, which will help players.

J1NG
 

woq

Well-known member
Keeping mostly the same system as MD in place I see down to the very number of items in chest and loot pools, with elements of Isle of Dread crafting.

Like the IoD -esque crafting. Don't like the bloated item chests and rare loot. You got infinite feedback on why and what was wrong with it and fixed none of it for Chill of Ravenloft.

It'll be a no thank you for me on this. MD itemization was incredibly unfun - and by that I mean acquiring said items to do the itemizing.

Good luck.
 

szczekus

New member
I appreciate that we got sun/moon augment with artifact/profane bonus to both eldritch blast dice and pact dice as well as next item with enhancement pact dice. Could we get also some form of enhancement bonus to base eldritch blast dice?

Also tested myself light/alignment spell crit dmg augments on Lam and it works fine for my utterdark blast.
 

Elfishski

Well-known member
I'm going to echo that having sun/moon augments on the same loot table as the gear itself is too much items and makes gearing just obnoxious.
Yep, sun/moon augments are augments, put them as things that can happen from any chest, like special augments in other expansions. This is just much more enjoyable design.
- optionals feel worth doing if there's a chance for something
- end of quest items list isn't polluted by augments (maybe you get one too on a separate roll!)

I don't understand this new approach to loot design/distribution when so many other expansions got it so perfectly right with filigrees/augments/something dropping in any chest to make it feel worth exploring the content. Myth Drannor is great for sightseeing but to me it's an expansion that might as well not have any gear in it and that makes me feel actively bad for sightseeing to optionals that have no chance of anything. Don't do that.
 

Ratatoskr_Mikew

Well-known member
Please mix it up, you are copying too much, and not improving anything, below are my improvement suggestions, please read and consider each, thanks in advance!

Weapon Augments:


1-Replace the acid damage on Melancholic Acid with Force or Evil damage, keep the crystal and byshk damage bypass, change the name to reflect this change, do something simular for all the other effects of this tier as well.

2-Make sure the curse effect on dreadful shadows also inflicts the debuffs that legendary cursespewing inflicts

3-Include insightful spellpower in the "Miserable" tier for the three healing spellpowers: Devotion, Nullification, and Reconstruction

4-Include a Wounding per hit effect (3 constitution damage each hit) coupled with Improved Destruction in the miserable tier as a single augment

5-For Woeful Dimlight, have it inflict 1d6 negative levels to the enemy struck with it upon procing the 1000 temporary hitpoints thus making it a true legendary feeding effect: Flavorful and moderately more helpful.

Accessory Augments:
1-Bundle the Dolorous Negative healing amplification and positive amplification with a bonus to the heal skill and the Repair amplification with a bonus to the repair skill, this will be enough to add appeal and differentiate it from the Dinosaur bone crafting system.

2-Add "Ravenloft combat infusion" to the Dolorous selection (Would boost Wisdom rather than strength when proc'd)

3-Bundle together the magical and the physical sheltering as just "Sheltering" for the Miserable tier augments

4-Consider adding an augment to the raid that will come with this the "Scion Of Shadowfell" feat.

General:

1-To make these structurally on par with the Isle Of Dread weapons, there will need to be an upgrade that adds a Sun or Moon augment slot to them!

2-Add a red augment slot to these weapons so that they have a red, purple, and orange augment slot!

3-Add new augments for: the heroic version of boon of undeath and heroic, epic, and legendary versions of a Trap The Soul augment, and create an augment for Greater and Improved Auto repair.



 

Sarlona Raiding

Well-known member
Profane DC augments should be +4 or 5 rather than +3 otherwise why would a player not just use +3
The system looks great at a high level. I will need to drill down into the details further.

If you don't update cannith crafting with the expansion I will be extremely disappointed considering it's just adding 4 shards that existed previously in a slightly different form and this is a completely new crafting system, albeit highly leveraging IOD crafting.

Can the salt effect match LGS/Threats effect rather than the IOD effect?

As mentioned earlier in the thread IOD light/alignment properly works for light, but doesn't boost alignment. Please take a look at that and ideally fix it for both systems, but at a minimum for the Chill of Ravenloft system.

Looking forward to the update!
The warlock sun and moon augments are awesome - thank you for adding those!

After drilling down into the details further, some additional suggestions:

  • The profane skill bonuses should be +4 heroic and +10 legendary.
  • The profane DC bonuses to specific schools like evocation should be +2 heroic and +4 legendary
  • Specific types of saves like reflex save shouldn't be on gear unless it's at least +4 higher than resistance @ the same level. Insightful spell saves or parrying would be better.
  • Insightful and quality saves like quality reflex saves should not be on gear at all - unless it's parrying instead of insightful <Save> and quality bonus all saves.
  • Insightful fire/cold/acid/electric/sonic resistance at legendary levels is ineffective in the vast majority of situations and shouldn't be on gear - insightful absorb is a much better answer.
  • Useful standard augments such as those from temple of elemental evil, isle of dread, vecna are highly beneficial - would like to see more of those - even if only in upcoming raids
  • Unless I am missing it, there seems to be a missing spell critical chance type missing from sun/moon augments. The type that is in the same channel as elders that stacks with the existing artifact spell critical chance. This will force the use of older gear.
  • Legendary conditioning 20% on non-shields seems like it will be a must have item. And nothing on the shields is unexpected.

Thanks for the great work!
 
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Claver

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.
Interesting idea on guard that scales off of AC. I would like to see this or equivalent
 

zandoe

Well-known member
Since the introduction of sun/moon augments people have been counting effects cs. set bonuses. The later one gives more. Situation does not change if give more augments put on your rare loot BOTH sun and moon augment slots
 

Pilgrim

Well-known member
Bellow are the issues I had with Dino loot and the actions I think you should take improve them.

1) Dino loot is especially time consuming to farm.

To build out a Dino artifact/helm/cloak (not counting set bonuses), takes 150 of each of the 4 standard ingredients - for a total of 600 ingredients, and 100 more from the wilderness. At a average of 5.5 ingredients per chest (1d4+3) this requires you to loot ~110 chests and ~19 wilderness chests. At 2 chests per quest this effectively means to make 1 item you need to run ~50 chests and 3 wilderness runs. For isle of dread that is about 4 saga runs. For me this seams quite excessive. I think you should really re-think how much questing you want people to do PER ITEM.

Solution - reduce the farming time by (A) reducing the number of materials to craft an item, (B) increase the ingredients per chest, (C) increase the number of chests per quest, and/or (D) significantly increasing the saga rewards.

My personal view is you should set it up so that you can craft 1 full item by doing 1 full saga run and hitting half of the rares in the wilderness. As people want to incorporate more items into there gear sets they will naturally run this again.


2) Dino Crafting was limited in its effects location.
I realize this is a design choice, but is there any reason why you shouldn't be able to craft an item with multiple Claw effects. I think you should take some time to look at this and decide if allowing more flexibility to item customization is going to be an issue.


3) Dino Crafting was to limiting in its effects.

There are significant wholes in Dino Crafting that makes it difficult and cumbersome to incorporate into gear-sets. I will list a few that stand out to me, others will have there own takes as well.

-No insightful anything in the crafting options
-No quality anything in the crafting options
-No spell lore in the crafting options


4) Additional effects to add the loot table.

Adding new things to the loot table would significantly increase excitement for this pack. This is my wish idea:

-Universal spell critical damage increase: This would follow the same line as potency does to spell power and universal spell lore to normal spell lore. Currently you can get 35% increase to spell critical damage to a specific element via gear, i think making an item that gives 25% universal (non-stacking) would significantly help casters that struggle with multiple elements while still allowing single element casters to retain their dominance for damage.

- I would love to see a set of single handed caster sticks that follow this guideline:
*Single type Spell lore
*Single type Spell power
*Single type insightful spell power
*Salt/Ash/Ooze/Dust/Affirmation/Extra (that work on spell cast).
 

Matuse

Join Date: February 2006
It's a little challenging to give feedback on the gear on Lammania when half of it has no stats at all and therefore we have trouble trusting any of the existing stats that we can see.
 

J1NG

I can do things others can't...
Maybe I'm missing something from my super quick login and look earlier, but it doesn't look like there's many "Rares" in the first place here, only that there are some that is found on the "Rare" list, and it's all blanks. So getting a rare would just mean one of the small list of items on the Rare list right? Unlike in MD where there was so many items tagged as Rare and so getting what you want on the Rare list is much less likely.

Or have I missed something that has been mentioned since that would say otherwise?

J1NG

:: edit ::
Ah, relooking at first post, says the point I was missing. Some of the Augments are also rare, but looking at how the item drop list is spread, you never have more than one or two from a particluar quest.
 
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plantpower

Well-known member
Treasure Tables:
  • When opening a Quest End Chest:
    • 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.
Can you combine these 4 ingredients if they all have the same drop location, drop rate, and usage in crafting? Having 4 different ingredients for the same thing just means you end up taking up 3 extra bag slots, and you have a chance of being unlucky where you have fewer of one ingredient than the others.
 
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