U75 Preview 2: Chill of Ravenloft Loot

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HolyPoek

Member
Is it possible to change the Solar dodge cap augment to become Dodge cap + Max dexterity bonus?
Or just add a +3 maximum dexterity bonus solar augment?
it would make this augment useable by so many builds
 

Ying

5000+ hours played
Legendary Icewalkers is great itemization but a poor slot choice. Monks really want to wear the Greaves of Seasons' Warding for the elemental absorb. Change this slot from feet to waist, and change Legendary Miner's Steel Boots from a waist slot (and the waist icon) to feet+icon to match it's name.

Legendary Unbridled Power and Legendary Frozen Contraption (both rune arms) have an incorrect ML32 and have the Forbidden Knowledge set bonus. Should be ML34 like all other Chill gear.

Legendary Coldlight Runners incorrectly have Marksmanship (a heroic effect) instead of Greater Marksmanship (the legendary version).

Legendary The Baron's Bandolier, Legendary Souvenier Chain, Legendary Viktra's Experiment and Legendary Mining Sights only has 2 craftable slots with zero other effects. Add the missing effects.

Legendary Agony's Eyes only has three effects. Add the missing effect.
 
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kentos9

Member
I'm very disappointed with the new Solar and Lunar augments.

Half of them give +3 DC to a specific school (either Artifact bonus for Solar or Profane for Lunar), but we already have augments that give +3 Artifact / Profane DC to all schools in one slot.
I have checked and they don't stack (which is expected), so there is basically no point for anyone to ever slot any of these 16 augments (8 artifact, 8 profane).
Heroic Profane DCs are useless as well, as there are loads of items that give +1 to Profane DC.
Heroic Artifact +1 DC augments might be the only ones ever used from all 32 (but still not very likely).

Another thing is that we do not use Divination DCs anywhere in the game, it is not even listed in the + tab on character sheet, there are also no items that give it, so four of these augments are absolutely useless.

In order for the legendary DC augments to be useful, they either need to give a small bonus that would stack with existing artifact/profane bonuses, or, more likely, have a bigger bonus like +4 or maybe even +5 (the DC requirements in new quests exceeded available gear quite a long time ago, so that wouldn't be too strong at all).
The other, equally good solution, would be to just remove all 32 of them in order to make the loot lists in quests way more manageable and slightly increase the stunningly low chance to pull a specific named item from a list of 7.

Lunar profane +4 to two skills augments are very bad as well - there is no way anyone would slot that over one of the existing lunar augments, the bonus is way too small.
The bonus would need to be way higher to get anyone to actually use them.
Solutions are the same here - remove them completely to fix the too-large loot lists or increase the bonuses by a big margin.
 

J1NG

I can do things others can't...
Is it possible to change the Solar dodge cap augment to become Dodge cap + Max dexterity bonus?
Or just add a +3 maximum dexterity bonus solar augment?
it would make this augment useable by so many builds
Traditionally, the Max Dex Bonus and Dodge Cap have always been separate items. Given the dislike of rare items (that could facilitate such a request), I would imagine the best approach would be a separate Augment that adds your requested Max Dex Bonus.

Although, I will need to actually go test that Max Dodge Cap as well a little later on, as they had the same one in the Spring Feywild set and that only gave a x1 Bonus.

J1NG
 

Ying

5000+ hours played
There's too much bloat in the cloak and helm slots -- 16 (!!) of each. The variations aren't enticing by themselves. More importantly, they don't do anything to motivate me to move away from Devils' Infernal Dance, Deacon of the Auricular Sacrarium, or Defender of Tanaroa 3pc sets.
 

ChickenMobile

Well-known member
Didn't have a lot of time to deeply test items today. But this was my thoughts.

The good:
  • Customizable crafting system on most items! This is great for casters or hybrids or any class that needs a stat that can't quite fit it in.
    • Though at this point why not just introduce a Cannith craftable item with a sun/moon slot? Feels like a shame to completely ignore this system.
  • Hood and Hat cosmetics! Me likey. The cape designs are nice-looking too.
  • Interesting new augs:
    • Dodge Cap
    • +% Max Spell Points
    • Force Absorption (where's the other absorp types? gimme!)
    • Warlock Pact/Blast Die
The probably needs a bit more work:
  • Splitting Warlock's set bonus pact & blast die into 4 augs. That's a lot of Sun/Moon slots taken up. Perhaps merge them together?
  • Skill Augs. +4 to a skill isn't worth it and Concentration is missing! At least merge more together like Alluring Skills. HELL, even the level 29 Tyrannical Tinkerer set from 2020 has +5to Disable Device & Open Lock!
    • Likely these particular augs would only be slotted in swap items anyway (e.g. trapping gear, social skills for Dryad/Make Believe).
  • This has been said before: +3 to individual spell DCs when there is an already +3 available to all DCs. If it were +4 it would be worth individually slotting them.
  • +20% health neck is gonna be BiS for everyone and completely invalidates the Crownblade Cloak and Golden Age shields. Might wanna rethink this one or up the amount of %hp given from the Titan's Blood feat.
  • You had such an opportunity to make awesome gothic dresses/outfits for the ladies! But hey at least we got a Gangster chap outfit and a mysterious hood now (not sarcastic, I do like them XD).
    • No monocle either.
The bad:
  • A lot of repeated 'similar' items. Specifically the capes and helmets. This could've been at most 2-4 items using a unique crafting slot type which only accepted absorption or resistance.
    • My suggestion would be to remove Half of them and make the Heroic items 'Resistance' and the Legendary items 'Absorption'. 4% Absorption has little effect at level 8 and elemental resistance has little effect at level 34 (at least in higher diffs).
  • Same drop rate and cost for ingredients as Dread. It takes hours of farming and doing saga etc. for me to fully craft a 4-slot dino-bone item. So filling an entire set of items' crafting slots will be a nightmare.

I'd like to see more unique effects, instead of the same old same old being jumbled around again...
These are some great ideas and the sort of stuff which compliment unique build play. More stuff like this SSG!

Snipping these to tag posts:
Well looking through the gear on Lammania...
Profane DC augments should be +4 or 5 rather than +3 otherwise why would a player not just use +3...
Bellow are the issues I had with Dino loot and the actions I think you should take improve them...
As far as the gear, I'm looking at heroic gear in terms of which items I'd like to pick up...
So far I have only had time to test out the solar/lunar augments. Overall I like the newer augments though...
It feels like there is a lot of item bloat...
Thanks for the useful feedback guys, @SteelStar please at least read these ones. Agree with most points here.
 

Torm

Well-known member

Feedback & Suggestions for the New Loot System​

I’m really enjoying the direction of the new loot system—there’s a lot to like, especially the chase potential. Below are a few ideas and requests that could enhance it even further:

  • Introduce a Solar Gem that grants a +3 Artifact bonus to all ability scores—a valuable general-use augment.
  • Add a Solar Gem offering 15% Armor Class and +30 PRR, which would be a solid option for tanks and defensive builds.
  • Consider expanding dual-stat or hybrid bonuses that are broadly useful across multiple build types—this would encourage more flexible gearing.
  • Include a Lunar Gem with a +3 Profane bonus to all ability scores, providing a counterpart to the artifact-based Solar gem.
  • The current +15 Enhancement bonuses to stats and +3 Artifact bonuses are excellent additions. Please keep them! A few may benefit from clearer naming, but the design shows thoughtful intent toward facilitating better gear-swapping options.
  • Would it be possible to add +7 Insightful stat bonuses to craftable slots as well? This would help round out stat customization.
  • Since rings don’t support Solar or Lunar augments, could they possibly be given a third craftable slot to stay competitive?
  • There seems to be an overabundance of Insightful PRR on items. Perhaps this could be randomized more or balanced against other defensive properties to avoid oversaturation.
  • Please avoid raid-locking blanks this time around. Raid gear should feel distinct—either by being uniquely powerful or through exclusive crafting options and materials. Maybe have the ability to add that last craftable slot with some grinding on items to quest.
  • Finally, since this is a gathering-based system, it would be fantastic if we could apply Mythic boosts to expansion-specific loot using crafting mats. That would add meaningful depth and endgame goals.
  • For raid loot, please consider introducing blank items that feature:
    • Four craftable slots
    • Three augment slots (one that is Lunar or Solar)
    • No predefined stat bonuses
  • Consider adding raid-exclusive craftable augments that grant Enhancement, Insightful, or Quality bonuses to Sheltering (affecting both PRR and MRR).
 
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Tyrbeorn

Active member
Others have done a lot of the commenting on stats, so I'll leave that to them and I've commented on the loot tables. I wanted to talk a bit about the art of the new items!

To start the designs of all of the pieces is very good. I look forward to the finished versions of the armor. The Heavy armor pieces all look incredible. I love the mix of cloth and metal, huge props to the art team.

The weapons all look quite good! I think the model size on a few of them could use a little tweaking:
  • I would love to see the guard on the rapier brought a little closer to the hand model, as it is very large.
  • The light hammer is INCREDIBLE, but the warhammer could be a *little* larger as well to give it more umph. The same goes for the Maul; I think the "head" of the hammer needs to be a bit larger.
  • The greatclub design is great, but the size of the model seems way too small for a 2h weapon. Feels like it could be 10-20% larger
  • The design shared across dagger, short, long, bastard, and great is a very strong design. It looks best on Longsword/Bastard Sword
  • The dagger seems too slight. I think you could lengthen the blade without touching the rest of the model, and it would look much better.
  • The ratio of guard/blade on the short sword feels off. I think the length of the whole weapon is fine, but the guard seems too large comparatively.
  • The greatsword feels off I'm not sure what the fix would be; maybe the blade could be widened by 10-15%
  • Staff/Club/Sceptre looks great, no notes here
  • The Khopesh feels too curved, nearing a half-circle.

These are all small nitpicks. I'm sure the art team is working on lots of other things, but I do think that with a few small tweaks that the weapon models would be top tier.
 

Torm

Well-known member
Magic Fang from Razor Claw shifter is not affecting the hit and damage bonuses on weapons and shield from the expansion loot.
 

SteelStar

Senior Systems Designer
Hey everyone! Thank you for the feedback so far. Hitting a few quick points:
"Divination DC" Augment??

Are we finally getting a spell expansion as well and getting some Divination based spells?

J1NG
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.

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
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.
- I really don't like that a lot of the items, especially in heroics, have quality/insight bonuses on them to things like absorption. I get trying to give different types of stats to stack and things, but like, I just can't get excited over a cloak where 7% quality absorption (or like, 3% in heroics) to one element is something it gives. I'd much rather see this type of stuff just be enhancement - examples include quality absorption, quality spellpower on the orbs, and quality save bonuses (+3 just doesn't feel good). Getting enhancement absorption that is actually significant or something other than +3 to a single save or +38 spellpower would feel a lot better.

- The shields seem really, really bad? Nothing but insightful PRR, and like a tiny bit of threat on the tower. And several say TBD. Hopefully more stats coming on those, or ideally it would be very neat and unlikely to be OP if they just got some socketing of their own.

- Some of the Sun and Moon Augments don't seem ever worth it. I just can't imagine taking +4 to two skills. The numbers could be +5 in heroic and +10 in legendary instead of +2/+4 and I would maybe occasionally consider one. +10/+20 and I'd actually probably put in occasional ones for builds. But they're competing for set bonuses, it just can't be that low.

- 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.
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.

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.
Will definitely consider item based bonuses to Blast Dice.

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.
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.
There are a lot of items that seem to be missing their static effects.

Cheers! Thank you!
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.

Treasure based on class has never worked on named loot to my knowledge, it's just for the random gen loot you find and even then it's based more or less on items that your class typically has proficiency with (so, if you're playing any build that adds a heavier armor proficiency or more exotic weapon type, it won't factor that in I believe). You'll only get the named loot based on table rolls, which are as far as I'm aware agnostic of any character specifics (but, of course, RNG will decide that while statistics dictate that probability will even out as sample sizes increase it would be *really funny* to give you everything *except* the one thing you're looking for.)
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.

The Light and Alignment spell critical damage augment values are incorrect. Instead of 23/12/6, it matches dread values at 20/10/5. I did not test other augments.
I'll take a look, thanks.

Are you kidding? three rare items in the same table? making the items 3 times as rare as the already ultrarare items we know...

We're going to need new terminology for this.

I thought you were going to fix the extreme rarity, not double down (or triple down) on it...
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.
 

HolyPoek

Member
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.
Reducing the % down would make it much less usefull, i would much rather see this become an artifact, it will be a worthy sacrifise for getting some hp
 

after human

Active member
Thanks for bringing Dino Bone Crafting back at level 34 and for expanding the Moon/Sun augment system.

There's already some good feedback in this thread about the usefulness of the stats (especially the school DC augments), which I agree with. Hopefully, that'll get looked at before release.
 

Dom

Well-known member
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.
Would it be possible to also get a Solar (and/or Lunar) Gem for alignment absorb? This is something that is currently not available in game, but would be a nice addition
 

rabidfox

The People's Champion
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.
Good to see that get fixed, my dino is working nicely. On lam, "Staff of the Summer Solstice" still isn't getting alignment spell damage to chaos/evil/law (it is getting regular spell crit correctly).
 

Draco

Active member
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.
I won't comment on the other things brought up, I only glanced at most items but the trinket struck me as an immediate must have on every build basically, replacing either a 3 piece raid augment set, a legendary feat or a sun aug. And with an even better effect.
I think adjusting it to +15% makes it very desirable but not strictly a must have and is in line with the cloak from the MD dragon. Or making it an artifact. I believe it's a rare item based on 1 effect + 3 slots, and either of these adjustments probably still makes it something people would farm for, but not be a must have.
My vote is 15%.

Actually I will bring up one other thing, having different +3 profane augments when we have a +profane to all (spell dc) seems unnecessary, consider adjusting to +4 or +5 to make people choose what to have, and consider either removing the skill augments or making them "+4 profane to charisma skills" or something, rather than just a couple of skills.
 

SteelStar

Senior Systems Designer
Actually I will bring up one other thing, having different +3 profane augments when we have a +profane to all (spell dc) seems unnecessary, consider adjusting to +4 or +5 to make people choose what to have, and consider either removing the skill augments or making them "+4 profane to charisma skills" or something, rather than just a couple of skills.
Checking the math today, but I believe we'll be bumping the individual spell school Sun/Moon augments to be higher than the all-spell-school one.

Skills we're taking a look at as well, I think the numbers could stand to be higher than they are, but in several cases these are brand-new stacking bonuses that don't already exist elsewhere, and we do not want to go especially high with them for balance purposes.
 

_fully_carroted_

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


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.
So, this is explicit confirmation that the rare table is here to stay as a long-term addition to the game.

Want a rare item? 33% named item table x 6% rare table chance according to data miners x 33% for the one item you want.

Players don’t understand what these numbers mean.

33% sure, not so bad. 1 in 3.

6% is just a little more than 1 in 17.

Then 3 named items means 33% again, pretty much.

To get a single rare item you need is then one in 3x~17x3 = 150 pulls. Just for a single rare item that you need.

But that is averaged over many pulls. On average, 50% of your farming attempts will drop one after 104 pulls. And 10% will wait, on average, 345 pulls.

So if you need multiple rare items or even just want to ever see them, you need thousands and thousands of pulls.

104 pulls means 15 weeks of ransacks just for even odds of getting a single targeted item. That 10% (which isn’t even an outlier! It’s only 1/10!) is 49 weeks of ransacks. Now we’re talking about 10% of people who want a particular rare item will need to ransack a single chest every week for a year to get it to drop.

An actual outlier at the 99% level (if we have 40,000 players that’s 400 people - not insignificant) that number gets up to 689 pulls.

Just for ONE targeted rare item.

This isn’t a game anymore. Something has gone terribly wrong with @SteelStar and their design priorities.
 

Glorgm

Member
Items that are missing stat blocks:
Legendary:
  1. Viktras Experiment - Goggles
  2. Souvenir Coin - Trinket
  3. Mining Sights - Goggles
  4. The Baron's Bandolier - Belt
  5. Buckle of Secrets - Belt
All of the orbs and shields look very underwhelming; some are listed as TBD though.

Rare
  1. Climber's Remembrance - Neck
  2. Contraption Keyring - Ring
  3. Dreadmonger Gang's Signet - Ring
  4. Golden Souvenir Coin - Trinket
  5. Wintery Wrappings
  6. Legendary Frozen Contraption - Currently has the Forbidden Knowledge Set Bonus
Crafting (Legendary)
  1. Miserable Arcana Spellpowers - don't look like they are up to date with level 34
  2. Page 8 is a mess between the item displayed and the tooltip.


RE: Legendary Heartshard: Yes, though I'm considering either bumping that % down or elevating this item to be an Artifact. Thoughts on which?
I would prefer to see this as a lower % rather than an artifact. Possibly 15% not 20%. I liked the % HP bonuses on the shields from myth drannor, as this catered more to tanky characters, not casters.
 

pirotessa

Well-known member
Checking the math today, but I believe we'll be bumping the individual spell school Sun/Moon augments to be higher than the all-spell-school one.

Skills we're taking a look at as well, I think the numbers could stand to be higher than they are, but in several cases these are brand-new stacking bonuses that don't already exist elsewhere, and we do not want to go especially high with them for balance purposes.
You could make the skills +50 and they still wouldn't be worth using other than heal and perform.
 
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