U75 Preview 2: Chill of Ravenloft Loot

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Abax11

Well-known member
Higher chance than MD to get rare items. but still 0 transparency. On the other hand, you have 0 drama to clarity the standard drop table giving exact percentage (or maybe copy paste form another exp pack?), too obvious the ofuscation to scam people on a gacha system.
Wouldn't mind either as people suggested to have separated loot tables for augments and items, is really frustrating to have 7 8 items on the same quest on top of the rare ones.

Btw Artifacts not being rare is good, considering they are BTC and is stupidly hard to get the one you need on MD.
 

SpartanKiller13

Why do I have 522 ddo build files
Either True Seeing (etc) is being altered and thus needs a DC now.
Oooooor maybe they're gonna make TS (etc) able to autofind doors with a search check based on your DC!

I doubt it but it's possible XD

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.
Not to disagree with your overall argument, but going from 5% to 6% is a 20% increase in drop rate even if it's just +1% directly. Presented as above can be confusing for the less math-inclined among us.

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I feel like it should be well over 10% for the Rare Table personally though, I completely wrote off everything "rare" in MD from use in any gearset I'll consider.

Will likely do the same with Chill if it goes live as-is. I don't play the same build twice, and grinding out something I'll use at most for a few weeks for push raids just isn't worth it to me.

Like a 50/35/15% split would make each common item 12.5% of the time, an augment ~1/3 of the time, and each of the Rare items/augs 5% (so 2.5x as rare as the base items). Enough you'd feel the grind vs a common item, but an average of 1/20 of pulls, or ~1/60 on E/R1.
 

saekee

long live ROGUE
06% chance to move to the Rare Item Table.

For comparison, Myth Drannor and Night Brigade is 5% to get to the rare table.
So devs if this is true—and I assume it is—you are thinking that you made a 20% increase to rare loot chances over the last one? It will feel like hell still.


1) The skill augments are often useless and bloating the loot tables. Please reduce them to the LGS groupings, eg. Profane x bonus to Dexterity skills, not HS/MS and elsewhere tumble. Then you have 6 stacking skill augments only that might have niche uses.
2) General statement (you said you did not want to hear general statements; here is one anyway): copying another crafting system and throwing on different names in a weird act of self-plagiarism is not good form. Limit it to Sun/Moon gear and eliminate everything else. It will be quite useful having that flexibility.

Since you are just copying IoD, just make up some thing/explanation where the scientists figured out how to use IoD crafting in their own devices (say, they had a fossilized site nearby); drop IoD ingredients in chests too. Sure the lore will be a bit weird but i am sure we can come up with a clever spin. No one will care and will appreciate being able to use mats between two expansions.
 

Cowzrul

Well-known member
(Bump to notify people like me who use the New Posts feeds!)
Can you please provide feedback on my thread and collected data that demonstrate with statistical significance that the named item drop rate is not 10/16/33%? I have provided ample specific statistical analysis, and would appreciate it if you would investigate it and fix whatever issue is causing the discrepancy.

 

SpartanKiller13

Why do I have 522 ddo build files
As far as the gear, I'm looking at heroic gear in terms of which items I'd like to pick up; obviously the Solar/Lunar augments are a big boost, but I still want a useful base item to slot them in.

Many of the items are dead on-arrival. Insightful Armor-piercing 3%? Quality Sonic Absorption 2%? Legendary Accuracy +1? Quality Fortitude +1? Quality Mystic Diversion 1%? I understand these are the scaled-down version of sometimes-useful Legendary items, but *nobody* would notice equipping an item giving all five of the previous stats. A lot of the items are also focused versions of specific stats (+2 Conjuration) where the general version is equivalent and thus superior (+2 Spell Focus).

There are plenty of cool alternatives, like the +2 Insightful stat items are worth using as a base, the Rocket Boots are incredible, or even stuff like Temperance of Belief.

Actionable advice is hard though. Either you end up with BiS stuff (belt with Ram's Might? Crown of Snow with +2 enhancement spell focus & freeze proc? etc etc) or your stuff more of the same.
  • Please make L Rocket Boots 5min CD (like L Propulsion Boots) or less. Or +50% range. Or explode on-arrival.
  • Please consider making the +2 School Spell Focus items into +1 School Sacred Spell Focus. +1 Spell DC is meaningful if you're in the DC range, and this would stack with ~everything and would make these items desirable. I'd suggest Profane to fit the theme, but there's already a lot of Profane spell DC's available.
  • Please make Heroic/Legendary Profane Skill augments +5/+10 respectively. This number has to be high enough to be worth a Lunar slot & farming an augment + item out. Would put this in line with Exceptional X Skills, just worse because those apply to all skills in that stat. I would put +10 Intimidate on a swap item for an off-tank, or on my tank directly. I would not put +20 Heal and Listen on any character ever (barring a Divine Healing rework), and +4 is a lot lower than that.
    • Necklace of the Glib Tongue as a comparison
  • Please make L Tiny Brain in a Jar have Exceptional Dex Skills +10. This shouldn't be a worse trapping gear swap than Skulduggery Kit from U19.
 

saekee

long live ROGUE
As far as the gear, I'm looking at heroic gear in terms of which items I'd like to pick up; obviously the Solar/Lunar augments are a big boost, but I still want a useful base item to slot them in.

Many of the items are dead on-arrival. Insightful Armor-piercing 3%? Quality Sonic Absorption 2%? Legendary Accuracy +1? Quality Fortitude +1? Quality Mystic Diversion 1%? I understand these are the scaled-down version of sometimes-useful Legendary items, but *nobody* would notice equipping an item giving all five of the previous stats. A lot of the items are also focused versions of specific stats (+2 Conjuration) where the general version is equivalent and thus superior (+2 Spell Focus).

There are plenty of cool alternatives, like the +2 Insightful stat items are worth using as a base, the Rocket Boots are incredible, or even stuff like Temperance of Belief.

Actionable advice is hard though. Either you end up with BiS stuff (belt with Ram's Might? Crown of Snow with +2 enhancement spell focus & freeze proc? etc etc) or your stuff more of the same.
  • Please make L Rocket Boots 5min CD (like L Propulsion Boots) or less. Or +50% range. Or explode on-arrival.
  • Please consider making the +2 School Spell Focus items into +1 School Sacred Spell Focus. +1 Spell DC is meaningful if you're in the DC range, and this would stack with ~everything and would make these items desirable. I'd suggest Profane to fit the theme, but there's already a lot of Profane spell DC's available.
  • Please make Heroic/Legendary Profane Skill augments +5/+10 respectively. This number has to be high enough to be worth a Lunar slot & farming an augment + item out. Would put this in line with Exceptional X Skills, just worse because those apply to all skills in that stat. I would put +10 Intimidate on a swap item for an off-tank, or on my tank directly. I would not put +20 Heal and Listen on any character ever (barring a Divine Healing rework), and +4 is a lot lower than that.
    • Necklace of the Glib Tongue as a comparison
  • Please make L Tiny Brain in a Jar have Exceptional Dex Skills +10. This shouldn't be a worse trapping gear swap than Skulduggery Kit from U19.
I think I might do the ghostly armor since I often use Ship mage’s attire for all of heroics.

Otherwise I think a lot of vets do not care much about gear re-tetrising their heroic stuff since (as you know) heroics are not that difficult for vet toons and players.
 

Bobbryan2

Well-known member
From 10,000 feet, I like the changes overall. I'm actually excited to farm out a dino weapon for level 8.
I do wonder what the point of the skill augments are. +4 to skills is far too low to be useful in the vast majority of situations. This just seems like loot clutter to add to all the lunar saves, etc.
Honestly... just do a +4 bonus to skills as a solar/lunar gem, and call it good. We don't need to be dividing all the skills up; there are such precious few solar/lunar slots that even justifying a single one to something as silly as skills seems difficult. Likewise, all the Will, Fort, Reflex really should be combined to saves.
I'll look a little closer and probably have some more thoughts, but for the most part I just though the augment sprawl was unnecessary, and then combined with them preventing you from getting other loot... it just seems like a lot.
 

Christhemiss

Maker of Builds
im not going to give feedback on how to improve the items because why should i waste my time giving feedback you wont listen to. you had an ENTIRE YEAR of people saying md droprates were bad and yet the drops for this xpack are almost identical. if that feedback wasnt listened to (when probably over 100 people gave that feedback), then there is a 0% chance my feedback will be listened to. i will wait for preview 3 to see if anything meaningful changes but i highly doubt it. im sad the direction this game is going
 

Qubert

Well-known member
So far I have only had time to test out the solar/lunar augments. Overall I like the newer augments though I think there are few areas that I would like changed.

What I would liked changed:
  • Skill augments to be changed to +4 lvl 1 and +10 lvl 30. to make them more competitive with other lunar slots.
  • Divination DC changed into Breath DC or Rune Arm DC. I understand it is not really thematic to the expansion but nothing currently scales off of divination.
  • Add Concentration and Spellcraft into the mix as they are the only skills left out
  • Make it clear which augments are going into the rare loot table
Bugs:
  • Both lunar and solar augments of the different spell schools (evocation, enchantment, etc) are not stacking with the respective lunar and solar augments from MD.
    • If this is intentional please remove these from the pool and replace with something else. Happy to add more suggestions.
 

Frieling Slyhand

Well-known member
I love this game, but I am not buying this expansion for dollars. I'll wait until it is discounted and you can get for ddo points. Sorry, but we were very clear that the type of rare bs we saw in MD would not be acceptable. We spend over a 100 bucks and we expect to have a real chance of getting good loot. I don't need this expansion and I won't buy it given what I see here.

I don't know who is making these decisions, but they should be fired.
 

Drawing Guy

New member
Initial Comments:
  • Legendary armor should have Enhanced Ghostly or possibly a new Legendary Ghostly with 20%. Lesser Displacement is a flat downgrade as it both loses the utility of ghost touch and does not stack with displacement/blurry.
  • Loot dilution is a serious issue that will make farming gear a nightmare in this unless changed:
    • Instead of having separate item for each Insightful stat and resist type, consider adding this to the respective crafting slot system
    • Change skill augments from two skill to str/dex/con/int/wis/cha skills. Already a very situational item that very few will want, so please simplify them so as to not bloat the drops and hurt people getting what they actually want
    • Eliminate Divination School augments as those are useless. Buff individual schools, or make them stack, or eliminate them altogether and just keep the +3 to all schools in the loot table.
    • As many have asked, please have augments and loot on separate tables. Please don't repeat the MD farming nightmare.

I would even go farther and fully cover the Insightful spectrum in this crafting system (so including stats/attack/damage/seeker/assassinate/etc). Helps loot bloat as mentioned above, and also would help differentiate it from just being a repeat of dino gear with slightly higher stats. The increased flexibility would potentially keep it as longer lasting filler gear as time goes on.
 

_fully_carroted_

Well-known member
Thanks to dataminers for providing the below info. You provide a much appreciated service to the community.

Once you get it to the Named Item Table:

56% chance to get a named item
38% chance to get an augment
06% chance to move to the Rare Item Table.

For comparison, Myth Drannor and Night Brigade is 5% to get to the rare table.
NO NO NO

I really wanted to play this content, because I love the feeling of it all - very Victorian, very Bram Stoker. I saw the posts about Dino-style crafting and took the gamble on buying the expansion. Fooled again, and feeling like an idiot.

If the numbers are even remotely close to this at launch, which they will be because that's the way the game is going, then I'll leave and never come back. That's something like $15/mo + the occasional $80 "supporter pack" + the $130 expansions. So around $300 per year, give or take? I guess SSG is doing so well that they don't need that money.

I checked out of the game for a while when SSG ignored hundreds of comments on one of the largest forum threads ("can we please have an option to hide EK armor spells") because it was a reasonable ask. I won't play Myth Drannor content because of rare loot - they ruined my positive association with that setting, which was my favourite d&d locale - and if they really are doing it again then it's goodbye.

Remember everyone: This game isn't your job, it's not a legal requirement that you play it, and you're free to log on or not. If the devs keep making it unpleasant to engage with new content, then take a break. Other games get released every day!
 
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_fully_carroted_

Well-known member
Can you please provide feedback on my thread and collected data that demonstrate with statistical significance that the named item drop rate is not 10/16/33%? I have provided ample specific statistical analysis, and would appreciate it if you would investigate it and fix whatever issue is causing the discrepancy.

I thought that Y1NG posted some datamined examples of why the numbers are the way they are: It's on purpose; different items on the "named list" have very different drop rates. SSG does not use fair, player-focused design.
 

Alternative

Sarcasm elemental
Some things I'd like to see added as some sort of augments, based on my recent gear planning

insightful sheltering physical and magical
insightful deception
freedom of movement
15% elemental absorb as on sharn set
maybe alignment absorb, or fix the bugged values on stablestone
 

Putti

Well-known member
Really not a fan of augments sharing the same table with named items, but thank you for sharing the details at least.
 
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