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:
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Solar Gem of Elemental Absorption: Slotted Effect: +[3/10]% Artifact Bonus to Fire, Cold, Electric, and Acid Absorption.
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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.
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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.