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Cocomajobo
11-17-2017, 02:26 PM
First, please refer back to the main preview thread (https://www.ddo.com/forums/showthread.php/491550-Ravenloft-Expansion-Preview-2-Friday-Monday).

Now, listed below are the currently designed named Raid Loot for both the Strahd raid and the Baba Lysaga raid. If you would like to see these items in action, simply visit the test dojo on lamannia and speak to the Captain where all of them can be purchased for Plat.

Also worth mentioning, many of these items belong to sets. These sets are detailed in the Ravenloft Preview #1 Quest Loot Feeback (https://www.ddo.com/forums/showthread.php/491318-Ravenloft-Preview-1-Quest-Loot-Feedback). There have, however, been some changes made to those sets and items since the first preview (and there are more coming as well which did not make it into this build.

The following changes have to quest loot and set bonuses made it into this second preview build:


Burnscar Sash, Silverthread Belt, and Thrummingspark Cord now have their intended Enhancement-typed bonuses to Spell Power. Exact numbers are still WIP.
Ravenloft set bonuses now work.
Adherent of the Mists Set now gives +10/+30 Artifact Bonus to PRR on top of its other bonuses.
Legendary Crypt Raider set now gives -40% threat with weapons (was -20% previously)
Herald of Dawn Set now gives +10/+30 Artifact Bonus to MRR on top of its other bonuses.
Knight of Shadows Set's PRR and MRR are now Profane-typed.
Silent Avenger set has had its Blur and Displacement replaced with 5%/20% Artifact Bonus to Doublestrike and Doubleshot.
The Shadowsole Footsteps are now "Shadow's Footsteps", to avoid two boots with "sole" in the name.
The TBD GLOVES / Gloves of Animal Handling are now "Gauntlets of Innate Arcanum", a CHA-based caster glove
Adversion now gets Max Spell Points instead of Quality Abjuration
The Ravenloft pet collar is now called "Hound of the Night", gets doublestrike/damage instead of its former damage procs that didn't work
Braided Cutcord now has scaling Dexterity instead of Deathward.
Softsole Slippers now has Ghostly as its fourth effect
The questline sentient Sceptre bases now have (SilverLight/Insightful Universal Spell Power/Spellcraft/Universal Spell Crit) and (Evil/Spell Focus Mastery/Force Spell Power/Quality Spell Penetration).

Cocomajobo
11-17-2017, 02:29 PM
All items are Minimum Level 29
All items are Bound to Character


Bell of Warding

Trinket
Herald of Dawn Set

Will Saves +16
Immunity to Fear
Magical Sheltering +52
Charisma +20
Yellow Augment Slot
Green Augment Slot



Fleetfoot Necklace

Necklace
Silent Avenger Set

Superior Reinforced Fists
Feat: Wind Through the Trees
Natural Armor Bonus +20
Wisdom +20
Yellow Augment Slot
Green Augment Slot



Storm in a Bottle

Trinket

Crypt Raider Set
Clicky: Stormrage
Elemental Resistance +45
Reflex Saves +16
Dodge +20%
Yellow Augment Slot
Green Augment Slot



Hands of the Dawn Healer

Trinket
Anchorite Set

Devotion +208
Healing Lore +30%
Magical Efficiency 10%
Heal +22
Blue Augment Slot
Green Augment Slot



The Masque

Goggles
Adherent of the Mists Set

Clicky: Howl of Terror
Charisma +20
Insightful Deadly +7
Soundproof Protects against stunning, dazing, and disorientation from sound-based spells such as Soundburst and Greater Shout.
Yellow Augment Slot
Green Augment Slot



Platemail of Strahd

Heavy Armor
Knight of the Shadows Set

Deathblock
Ghostly
Physical Sheltering +52
Profane Well Rounded
Blue Augment Slot
Green Augment Slot



Coat of Van Richten

Medium Armor
Crypt Raider Set

Deathblock
Ghostly
Physical Sheltering +52
Profane Well Rounded
Blue Augment Slot
Green Augment Slot



Mantle of Escher

Clothing
Beacon of Magic Set

Deathblock
Ghostly
Physical Sheltering +52
Profane Well Rounded
Green Augment Slot
Blue Augment Slot




Echo of The Tome of Strahd

Orb

Clicky: Dark Discorporation
Intelligence +20
Spellsight +22
Taint of Evil
Orange Augment Slot
Purple Augment Slot



Divinity, the Morninglord's Goal

Bastard Sword
6.5 [W]
19-20/x2

Holy 8d6
Axiomatic 8d6
Cold Iron
Purple Augment Slot
Red Augment Slot



Pain, the Half of Whole

Dagger
7 [W]
19-20/x2

Fetters of Unreality This weapon is cruel and deadly, and leaves behind wounds that affect both the body and the soul. This weapon has a chance to inflict multiple stacks of Vulnerable.
Improved Deception
Sovereign Vorpal
Insightful Assassinate +4
Purple Augment Slot
Red Augment Slot



Sanctity, the Morninglord's Keep

Great Sword
6.5 [W]
19-20/x2

Holy 8d6
Axiomatic 8d6
Cold Iron
Purple Augment Slot
Red Augment Slot



Duality, the Moral Compass

Handwraps
8 [W]
17-20/x3

The Moral Compass An oft repeated mantra of the Shintao is written on these sacred handwraps: "True strength comes from within, and true power comes from rising above."
Impact V
Vampirism 4d2
Red Augment Slot
Purple Augment Slot



Calamity, a Brush with Death

Khopesh
6.5 [W]
19-20/x3

Fetters of Unreality This weapon is cruel and deadly, and leaves behind wounds that affect both the body and the soul. This weapon has a chance to inflict multiple stacks of Vulnerable.
Unholy Consumption This weapon is beyond evil incarnate. While this weapon is in your hands, every strike has a 2% chance to drain one level from your target.
Hemorrhaging This weapon is viciously sharp and will do an additional 2 to 16 damage to targets that are vulnerable to bleeding.
Utter Disintegration This weapon has a dark, insidious power deep within. Occasionally, this power lashes out violently at enemies and attempts to disintegrate them. This disintegrate is incredibly powerful, and will utterly destroy weaker foes.
Purple Augment Slot
Red Augment Slot



Truth, The Light Within

Sickle
7.5 [W]
20/x2

Devotion +208
Insightful Devotion +104
Healing Lore +30%
Efficient Metamagic - Empower Healing II
Purple Augment Slot
Red Augment Slot



Flow, the Piercer of Hearts

Rapier
6.5 [W]
18-20/x2

Fetters of Unreality This weapon is cruel and deadly, and leaves behind wounds that affect both the body and the soul. This weapon has a chance to inflict multiple stacks of Vulnerable.
Bewildering 5 This weapon saps the willpower and sense from your enemies, dealing 5 Wisdom damage on each hit.
Anarchic 9d6
Guardbreaking This item enables you to break an enemy's guard in between your melee attacks. On critical hits with your melee weapons, enemies will become dazed as a result.
Purple Augment Slot
Red Augment Slot



Spiral, the Voice of the Elements

Club
6.5 [W]
20/x2

Elemental Spiral Elemental power pulses within you. This weapon quickly cycles through bonuses to different elemental spell powers and spell lores
Kinetic Lore +30%
Impulse +208
Insightful Impulse +104
Purple Augment Slot
Red Augment Slot



Nocturne, the Song of Night

Quarterstaff
8.5 [W]
19-20/x2

Choked by Mother Night This weapon is unholy, dealing an additional 9d6 evil damage on each hit. This effect makes the weapon evil aligned. "Mother Night does not answer the prayers of her disciples without due cause. Strike those who disobey Her with this relic, and be rewarded."
Impact V
Greater Dispelling
Vampirism 4d2
Purple Augment Slot
Red Augment Slot



Echo of the Sunsword

Short Sword
7.5 [W]
19-20/x2

Coruscating 9d6 Light damage on hit
Blazing 21d6 Light damage on critical hit
Undead Bane 9d10
Sovereign Disruption
Purple Augment Slot
Red Augment Slot

Cocomajobo
11-17-2017, 02:30 PM
All items are Minimum Level 29
All items are Bound to Character


Bloodrage Chrism

Trinket
Crypt Raider Set

Unnatural Items so profane can have unintended consequences... This item will uncenter you and break your druidic oath.
Calamitous Blows When you are holding a two-handed weapon, you gain a +10% Profane Bonus to doublestrike.
Bloodrage Defense When you are holding a two-handed weapon, you gain a +30 Profane bonus to Physical and Magical Resistance Rating.
Rune-Fueled Warding When you are holding a two-handed weapon, you have a DR of 30/-.
Blood Rage Anytime you are hit there is a chance that you will fall into a Blood Rage. Blood Rage gives up to a +8 bonus to Strength and Constitution but will also cause short periods of letherargy when your lust for blood becomes sated.
Profane Well Rounded
Blue Augment Slot
Green Augment Slot



Echo of Ravenkind

Trinket
Herald of Dawn Set

Eternal Holy Burst While you are wearing this item, your melee, ranged, and unarmed attacks gain the Holy Burst ability. (This weapon is holy. The weapon deals an additional 1 to 6 good damage each hit. In addition, critical hits deal an additional 1 to 10 good damage for weapons with a x2 critical multiplier, 2 to 20 for a x3 critical multiplier and 3 to 30 for a x4 multiplier.)
True Seeing
Constitution +20
Improved Deception
Yellow Augment Slot
Green Augment Slot



Echo of the Icon

Trinket
Adherent of the Mists Set

Fortification +208%
Strength +20
Insightful Constitution +9
Physical Sheltering +52
Blue Augment Slot
Green Augment Slot



Van Richten's Spectacles

Goggles
Silent Avenger Set

Dexterity +20
Reflex Saves +16
Doubleshot +12
Magical Sheltering +52
Blue Augment Slot
Green Augment Slot



Molten Silver Gauntlets

Gloves
Knight of the Shadows Set

Feat: Silver Weapons
Deadly +16
Manslayer This devastating ability allows the wielder to defeat a humanoid opponent with a single decisive blow. On an attack roll of 20 which is confirmed as a critical hit a humanoid target will be killed. Powerful humanoids may resist the vorpal strike and instead take 100 points of damage until they have been sufficiently weakened.
Armor-Piercing +32
Blue Augment Slot
Green Augment Slot



The Invisible Cloak Strahd

Cloak
Adherent of the Mists Set

Invisibility Guard This item has a chance of granting you temporary invisibility when you are hit by foes. The invisibility will not be removed when you attack or take damage, but it will wear off after 10 seconds.
Nightmare Guard This item has a chance of terrorizing foes that hit you, applying a Mind Thrust effect when you are hit by them (dealing 5 to 40 force damage, Will vs. Enchantments negates). It may also expose your foes to their greatest fears, acting as a Phantasmal Killer spell.
Deception +17
Magical Sheltering +52
Blue Augment Slot
Green Augment Slot



Memory of a Tailor's Duress

Docent
Crypt Raider Set

Deathblock
Ghostly
Physical Sheltering +52
Profane Well Rounded
Blue Augment Slot
Green Augment Slot



Vestments of Ravenloft

Light Armor
Silent Avenger Set

Deathblock
Ghostly
Physical Sheltering +52
Profane Well Rounded
Blue Augment Slot
Green Augment Slot



Patience Through Peril

Clothing
Silent Avenger Set

Deathblock
Ghostly
Physical Sheltering +52
Profane Well Rounded
Blue Augment Slot
Green Augment Slot



Suffering, the Half of the Whole

Dagger
6.5 [W]
19-20/x2

Deception +17
Constricting Nightmare Enemies struck by this weapon are stricken with a horrible fear of death, reducing their Physical Resistance and Magical Resistance by 10.
Wounding 5 This weapon saps the health from your enemies, dealing 5 Constitution damage on each hit.
Metalline
Purple Augment Slot
Reg Augment Slot



Torn, That Which Renders Despair

Great Axe
6.5 [W]
20/x3

Fetters of Unreality This weapon is cruel and deadly, and leaves behind wounds that affect both the body and the soul. This weapon has a chance to inflict multiple stacks of vulnerable.
Improved Destruction
Insightful Shatter +11
Metalline
Purple Augment Slot
Red Augment Slot



Volley, Arbalest of the Damned

Great Crossbow
6.5 [W]
18-20/x2

Identity Crisis Enemies hit by this weapon are plagued by visions of their past and future selves, significantly slowing their movement.
Nightmares This weapon terrorizes your foes, applying a Mind Thrust effect on successful hits (dealing 5 to 40 force damage, Will vs. Enchantments negates) and exposing your foes to their greatest fears on vorpal hits, acting as a Phantasmal Killer spell.
Fetters of Unreality This weapon is cruel and deadly, and leaves behind wounds that affect both the body and the soul. This weapon has a chance to inflict multiple stacks of vulnerable.
Blunted Ammunition The ammunition fired by this weapon deals blunt damage in addition to its other damage types.
Purple Augment Slot
Red Augment Slot



Savior, the Breaker of Chains

Light Hammer
6.5 [W]
20/x2

Axiomatic 9d6
Sovereign Banishing
Sovereign Disruption
Sovereign Smiting
Purple Augment Slot
Red Augment Slot



Void, the Endless Cold

Long Bow
6.5 [W]
20/x3

Frozen Aether This weapon was forged of malevoant ice, and enemies struck with it are afflicted by its curse. This weapon can inflict ten stacks of Cold damage over time, with one stack expiring at a time.
Chilling 9d6
Cold Vulnerability On Hit: Applies a stack of Cold Vulnerable. This effect may only occur on-hit once a second.
Clicky: Conjure Ice Arrow Summons this bow's Icy Arrow, the Frozen Terror, which has a chance to conjure a frozen gale on a natural 20. This arrow will disappear on logout.
Purple Augment Slot
Red Augment Slot



Tremor, the Breaker of Bones

Maul
9.5 [W]
19-20/x3

Impact V
Chilling 9d6
Weaken Undead While wearing this item, your attacks cause undead creatures to lose 20% of their Fortification for the next 20 seconds. This effect does not stack with itself.
Crushing Wave This weapon stores the unstoppable force of the ocean's fury deep within. When this weapon is used, this power occasionally comes to the surface, crushing enemies beneath a torrent of frigid water.
Purple Augment Slot
Red Augment Slot



Distortion, the Mirror Between

Short Sword
7.5 [W]
19-20/x2

Illusion Focus +8
Insightful Illusion Focus +4
Quality Illusion Focus +1
Spell Penetration +8
Purple Augment Slot
Red Augment Slot



Gulthia Staff

Quarterstaff
7.5 [W]
20/x2

Choked by Mother Night This weapon is unholy, dealing an additional 9d6 evil damage on each hit. This effect makes the weapon evil aligned.
Animal Bane 9d10
Aberration Bane 9d10
Vampirism 4d2
Purple Augment Slot
Red Augment Slot



Fate, the Knower of All

Throwing Dagger
8[W]
19-20/x2

Pick a Card See beyond your fate and destiny. This weapon applies a random fate effect on hit.
Sovereign Vorpal
Improved Deception
Metalline
Returning
Purple Augment Slot
Red Augment Slot



Spite, the Fractured Shards

Shuriken
8.5 [W]
19/20/x2

Glass Shards This weapon is made of fragile glass and will shatter on impact, inflicting a bleed effect on targets vulnerable to bleeding. This bleed deals 2d10 damage per stack every two seconds, lasts for 20 seconds, and can stack up to 100 times.
Keen V
Sovereign Disruption
Hemorrhaging
Returning
Purple Augment Slot
Red Augment Slot

Andu_Indorin
11-17-2017, 02:43 PM
Seriously. What have you guys got against Falchions?

The last unique, named Falchion was Breach, the Dividing Blade, from Menace of the Underdark (update 14).

The last unique, named, heroic-level Falchion was the Bloody Cleaver, from the Lordsmarch release.

Plenty of exotic Bastard Swords and Dwarven Axes in the intervening years. But no Falchions other than the epic revision to Windlasher.

What gives???

sudzz
11-17-2017, 02:49 PM
First, please refer back to the main preview thread (https://www.ddo.com/forums/showthread.php/491550-Ravenloft-Expansion-Preview-2-Friday-Monday).

Now, listed below are the currently designed named Raid Loot for both the Strahd raid and the Baba Lysaga raid. If you would like to see these items in action, simply visit the test dojo on lamannia and speak to the Captain where all of them can be purchased for Plat.

Also worth mentioning, many of these items belong to sets. These sets are detailed in the Ravenloft Preview #1 Quest Loot Feeback (https://www.ddo.com/forums/showthread.php/491318-Ravenloft-Preview-1-Quest-Loot-Feedback). There have, however, been some changes made to those sets and items since the first preview (and there are more coming as well which did not make it into this build.

The following changes have to quest loot and set bonuses made it into this second preview build:


Burnscar Sash, Silverthread Belt, and Thrummingspark Cord now have their intended Enhancement-typed bonuses to Spell Power. Exact numbers are still WIP.
Ravenloft set bonuses now work.
Adherent of the Mists Set now gives +10/+30 Artifact Bonus to PRR on top of its other bonuses.
Legendary Crypt Raider set now gives -40% threat with weapons (was -20% previously)
Herald of Dawn Set now gives +10/+30 Artifact Bonus to MRR on top of its other bonuses.
Knight of Shadows Set's PRR and MRR are now Profane-typed.
Silent Avenger set has had its Blur and Displacement replaced with 5%/20% Artifact Bonus to Doublestrike and Doubleshot.
The Shadowsole Footsteps are now "Shadow's Footsteps", to avoid two boots with "sole" in the name.
The TBD GLOVES / Gloves of Animal Handling are now "Gauntlets of Innate Arcanum", a CHA-based caster glove
Adversion now gets Max Spell Points instead of Quality Abjuration
The Ravenloft pet collar is now called "Hound of the Night", gets doublestrike/damage instead of its former damage procs that didn't work
Braided Cutcord now has scaling Dexterity instead of Deathward.
Softsole Slippers now has Ghostly as its fourth effect
The questline sentient Sceptre bases now have (SilverLight/Insightful Universal Spell Power/Spellcraft/Universal Spell Crit) and (Evil/Spell Focus Mastery/Force Spell Power/Quality Spell Penetration).


Nice that things are progressing with the expansion but did we really need another wipe so soon? Having to copy over each week is getting a little tiresome and I'm sure it adds to the work load on your end so can we call it quits and this was the last wipe unless something really bad happens?

lyrecono
11-17-2017, 02:54 PM
Trinket
Crypt Raider Set
Unnatural Items so profane can have unintended consequences... This item will uncenter you and break your druidic oath.
Calamitous Blows When you are holding a two-handed weapon, you gain a +10% Profane Bonus to doublestrike.
Bloodrage Defense When you are holding a two-handed weapon, you gain a +30 Profane bonus to Physical and Magical Resistance Rating.
Rune-Fueled Warding When you are holding a two-handed weapon, you have a DR of 30/-.
Blood Rage Anytime you are hit there is a chance that you will fall into a Blood Rage. Blood Rage gives up to a +8 bonus to Strength and Constitution but will also cause short periods of letherargy when your lust for blood becomes sated.
Profane Well Rounded
Blue Augment Slot
Green Augment Slot


why the 10% doublestrike?
Are you fixing the doublestrike so it works with cleaves? otherwise it's kinda lost on this item.
if not, change it to static damage

lyrecono
11-17-2017, 02:57 PM
Coat of Van Richten
Medium Armor
Crypt Raider Set
Deathblock
Ghostly
Physical Sheltering +52
Profane Well Rounded
Blue Augment Slot
Green Augment Slot

the armor looks ok on paper but lacks fortrification

Untitled
11-17-2017, 03:01 PM
Pain and Suffering tooltip tells you it gives you a +1, but does not define the effect.

Cocomajobo
11-17-2017, 03:16 PM
Nice that things are progressing with the expansion but did we really need another wipe so soon? Having to copy over each week is getting a little tiresome and I'm sure it adds to the work load on your end so can we call it quits and this was the last wipe unless something really bad happens?

We do a wipe before every preview unless otherwise noted for a number of reasons.

We want to discourage playing on Lamannia or simply build testing unrelated to the current release and wiping progress is integral to that.
We are often (as is the case with this preview) running behind the scenes versioning on characters when they first log into the new build. Doing a character wipe increases our data sample as to whether the versioning is working correctly.
Characters that had been copied over once can not be copied from live again until a character wipe is done. In order to make sure everyone can get their up to date live characters and to avoid anyone who made the mistake of deleting their character during the first preview not having access to it this second round we will always do a wipe
Doing a character wipe is a short and easy process on our end.



Pain and Suffering tooltip tells you it gives you a +1, but does not define the effect.

Thanks for the report!

Ultramaetche1
11-17-2017, 03:24 PM
No repeating crossbows, no falchion, no bastard sword... Short sword that gives Illusion focus for what, hypnotic pattern and phantasmal killer? We only have to Illusion spells that rely on DC.

Rather underwhelmed about the gear honestly.

Cocomajobo
11-17-2017, 03:30 PM
Updated the Baba Lysaga loot list as I had missed both the Throwing Dagger and the Shuriken. These are also not able to be purchased from the vendor. I will be dropping a bunch in the test dojo and seeing about putting some in the auction house.

Fate, the Knower of All

Throwing Dagger
8[W]
19-20/x2

Pick a Card See beyond your fate and destiny. This weapon applies a random fate effect on hit.
Sovereign Vorpal
Improved Deception
Metalline
Returning
Purple Augment Slot
Red Augment Slot



Spite, the Fractured Shards

Shuriken
8.5 [W]
19/20/x2

Glass Shards This weapon is made of fragile glass and will shatter on impact, inflicting a bleed effect on targets vulnerable to bleeding. This bleed deals 2d10 damage per stack every two seconds, lasts for 20 seconds, and can stack up to 100 times.
Keen V
Sovereign Disruption
Hemorrhaging
Returning
Purple Augment Slot
Red Augment Slot

MistaMagic
11-17-2017, 04:02 PM
Ok I have looked at what I can change to Improve my Wizard and apart from this underwhelming item there is NOTHING, ZILCH:-

Echo of The Tome of Strahd
Orb
Clicky: Dark Discorporation
Intelligence +20
Spellsight +22
Taint of Evil
Orange Augment Slot
Purple Augment Slot

Which will give me +3 to my Int (my LGS Neckless on T1 gives me +22 spellsight on its own, then add T2 + T3 and I end up with 39.)

Now compare this with the Legendary Mutilator of Minds and you can see why it is so bad.
So I will be forgoing the +3 to my Int as I would have to totaly revamp my my slavers gear (making a trinket and loosing my Litany Profane +2 which would then mean I have to get a +2 profane armour which looses me my Fort) so the long and short of it atm is will I be NOT be running the Raids NOT A CAT IN HELLS CHANCE.

.

Ulfo
11-17-2017, 04:03 PM
Spite, the Fractured Shards

Shuriken
8.5 [W]
19/20/x2

Glass Shards This weapon is made of fragile glass and will shatter on impact, inflicting a bleed effect on targets vulnerable to bleeding. This bleed deals 2d10 damage per stack every two seconds, lasts for 20 seconds, and can stack up to 100 times.
Keen V
Sovereign Disruption
Hemorrhaging
Returning
Purple Augment Slot
Red Augment Slot



Really I prefer see 19-20/x2 without any keen. With 1d2 base damage all keen applied to shurikens seems as silly joke. Any other effect be better.

MistaMagic
11-17-2017, 04:06 PM
Shuriken
8.5 [W]
19/20/x2
Glass Shards This weapon is made of fragile glass and will shatter on impact, inflicting a bleed effect on targets vulnerable to bleeding. This bleed deals 2d10 damage per stack every two seconds, lasts for 20 seconds, and can stack up to 100 times.
Keen V
Sovereign Disruption
Hemorrhaging
Returning - IN PIECES?, does it also come with glue or ducktape to fix it once shattered?

lyrecono
11-17-2017, 04:08 PM
Torn, That Which Renders Despair
Great Axe
6.5 [W]
20/x3
Fetters of Unreality This weapon is cruel and deadly, and leaves behind wounds that affect both the body and the soul. This weapon has a chance to inflict multiple stacks of vulnerable.
Improved Destruction
Insightful Shatter +11
Metalline
Purple Augment Slot
Red Augment Slot

so......vulnerable, ok
Improved Destruction, what for?
Insightful Shatter +11 who uses that feat? how could you afford it?
Metaline, good to have
purple and red slot, wich we'll loose for the mandatory good and ghostbane. (unless we wish to loose another slot)

now compare it to:

A tier 3 thunderforged:
+12 Enhancement Bonus, 4.5[W]
Metalline
Orange Augment Slot
Colorless Augment Slot
Greater Epic Bane of Dragons: Against dragons, this weapon has an additional + 8 to hit. It deals an extra 8d6 (8 to 48) points of damage against this foe.
(Additionally on Two-Handers only):
Red Augment Slot
2 stacks of vulnereble
and we can add something juicy like another augment slot (totaling 4 slots!) or Dragon's Edge: Passive: Armor-Piercing 35%. On Crit: 33 to 105 Bleeding Damage.

and this was 3 years ago.
Release Notes: Update 21[edit]
Welcome to the Release Notes for Dungeons & Dragons Online! These release notes were posted on Monday, March 10th, 2014.
nearly 4 when some will buy this in the ddo shop

or lets compare it to the epic riftmaker:
5[1d12] + 12 Slash, Good, Magic
20 / x4
+12 Enhancement Bonus
Superior Force Burst
Improved Banishing
Bloodletter VII
Melee Power +6
Orange Augment Slot
Flametouched Iron

Welcome to the Release Notes for Update 27! These notes where published on Monday, July 27, 2015.

the Torn, That Which Renders Despair great axe is out preformed by every named epic great axe from the past 3 years, it supports a feat most melees can't fit into their builds.
As far as new 2 handers go, even the maul is a better option.

But when i need to consider a weapon for the new intelligent weapon system, this great axe doesn't even make the top 5, it needs sever help.
When we're expected to run a lot of mines and ravenloft, both heavy undead and construct filled content, we need more then improved destruction.
Effect: On Hit: Your target gains a stack of Armor Destruction. (-1 penalty to Armor Class, -1% of its Fortification. 20 second duration. Stacks up to 15 times.) This effect may trigger once every second.
This is useless when most endgame trash seems to have more then a 100 fort and the great axe has a terrible crit range anyway

with all the +[W] that we build up, a 1,5 D12 doesn't impess me much, 1000 base damage or 1009, it is all worthless vs 20 double stacked packs of mobs wit a quarter million hp each.

Dragavon
11-17-2017, 04:30 PM
I do not understand why there are so many items with PRR on them.

As far as I can tell every armour has PRR, putting PRR on the items is just a waste?

Thar
11-17-2017, 04:34 PM
Silent Avenger set has had its Blur and Displacement replaced with 5%/20% Artifact Bonus to Doublestrike and Doubleshot.

Light armor users need the defense in melee not more dps. Displacement was what made that set good. Otherwise it seems lackluster and like taking the tempest spine/hound armor, giving it a boost and splitting it into two items.

Arkat
11-17-2017, 04:56 PM
Ok, first, let me say I absolutely LOVE everything about this sword! It's great in anyone's hands but give it to a Pally...OMG! The model is completely AWESOME, too!

The only problem with it is it acts like a Great Sword (2-hander) in that when you swing it, it uses the Great Sword swing animation. It's a Bastard Sword so it should use the 1-hander animation. You can use two (put one in each hand but when you swing, it looks like you're trying to swing two Great Swords "mushed" together. It's hard to explain so just try it. You'll see.

Anyway, fix the animation and I will go insane trying to get two of these bad boys (on the same toon) when the Strahd raid comes out. It'll also drive me insane because I'll have to make BOTH sentient and give them different powers and personalities.

I'm going crazy now with anticipation!!!

Powerhungry
11-17-2017, 04:59 PM
currently applied no extra damage types and had no vampirism effect

Fivetigers33
11-17-2017, 05:07 PM
Distortion, the Mirror Between
Short Sword
7.5 [W]
19-20/x2
Illusion Focus +8
Insightful Illusion Focus +4
Quality Illusion Focus +1
Spell Penetration +8
Purple Augment Slot
Red Augment Slot

You literally just released Deep Demise. Maybe consider making this necro focus instead.

blerkington
11-17-2017, 05:29 PM
Just from a personal point of view, like the quest loot, the raid loot is not very compelling either. That's partly due to it not being all that useful for my main's build; I'm sure some people will like it and find a good use for it, so the message isn't that it's all objectively bad.

But the consequence of this is that the last possible reason I had to buy the expansion before it goes on sale in the DDO Store is gone. So instead of buying it early out of excitement for new loot and also the concern that if I don't start running the raids early I might not be able to get groups later, I can just let it go.

It is good to see improved deception appearing on some of these items, so thank you for that. But it's bad that there still don't seem to be any items with healing amplification. Is this an oversight, or are you deliberately deprecating this effect from endgame loot?

I'm also not a huge fan of stats like INT, WIS, CHA and CON being on weapons and trinkets. I think the armours aren't all that competitive compared to stuff that's already in the game, especially when it comes down to the number and presence of properties you would expect armour to have.

And I'd like to reiterate my request that you broaden which effects can go where on cannith crafted gear as well as offering a deconstruction option for crafted slaver gear. A new quiver would have been really nice too, as would the addition of craftable trinkets and quivers with one or more augment slots. I would so give you money for those last two things.

Thanks.

Andu_Indorin
11-17-2017, 05:52 PM
Ok, first, let me say I absolutely LOVE everything about this sword! It's great in anyone's hands but give it to a Pally...OMG! The model is completely AWESOME, too!

The only problem with it is it acts like a Great Sword (2-hander) in that when you swing it, it uses the Great Sword swing animation. It's a Bastard Sword so it should use the 1-hander animation. You can use two (put one in each hand but when you swing, it looks like you're trying to swing two Great Swords "mushed" together. It's hard to explain so just try it. You'll see.

Anyway, fix the animation and I will go insane trying to get two of these bad boys (on the same toon) when the Strahd raid comes out. It'll also drive me insane because I'll have to make BOTH sentient and give them different powers and personalities.

I'm going crazy now with anticipation!!!

How about ... instead of changing the animation, why not just make it a Falchion!

jakeelala
11-17-2017, 06:19 PM
Updated the Baba Lysaga loot list as I had missed both the Throwing Dagger and the Shuriken. These are also not able to be purchased from the vendor. I will be dropping a bunch in the test dojo and seeing about putting some in the auction house.
Spite, the Fractured Shards
Shuriken
8.5 [W]
19/20/x2

Glass Shards This weapon is made of fragile glass and will shatter on impact, inflicting a bleed effect on targets vulnerable to bleeding. This bleed deals 2d10 damage per stack every two seconds, lasts for 20 seconds, and can stack up to 100 times.
Keen V
Sovereign Disruption
Hemorrhaging
Returning
Purple Augment Slot
Red Augment Slot




So which of the devs hates throwers? Or is it all of you?

This weapon is terrible. No one will use it. Dawnbringer will be the de-facto Shuriken for making sentient. The throwing knife is vastly better. The bleed damage needs to at least stack with Ranged Power. After 100 projectiles (which at an average end game throwrate of ~4 shuriken/sec for the best built thrower takes 25 seconds to wind up) is 1100 damage every 2 seconds. Once you get to 1000 stacks that's ok'ish, but not once you amortize the wind time of 25 seconds to get there. Against virtually anything but raid bosses this damage won't even be a factor. Against those, it will be an extremely small boost over the total time to kill the raid boss.

Change Sovereign Disrupt to Sovereign Vorp, or choose a better effect, since Dawnbringer already has this. Since this thing is supposed to be glass and shatter, why don't you give it a small radius of splash damage around each target it hits, say 10% of physical damage.

Or, do not allow it to function with Improved precise shot (it shatters, afterall), but on shattering it should do 200% physical damage as well as apply bleed stacks. This would pigeonhole this as a boss killer, but as it is it is currently pigeonholed as a vender trash/sentient gem food, would still be a massive improvement.

SerPounce
11-17-2017, 06:27 PM
No repeaters of either type :(

korgzz_bloodaxe
11-17-2017, 06:34 PM
As a 2hand fighter/barbarian I am much happy with #2 update. Loving the trinket for my barbarian and the heavy/medium raid armour look solid. My only recommendation would be similar to the other guy who said get rid of the shatter effect on the new greataxe. Replace it with stunning or insightful combat mastery.

I've double checked the items and both the barbarian trinket and raid medium armor have profane well rounded?!?! What on earth is the point of this given that both belong in the same item set (Crypt Raider). Fix this!!!

Take it off the trinket and replace it with another rage related ability.

onecooldude12
11-17-2017, 06:47 PM
The echo of Ravenkind says that is applies holy burst to your weapons. However, after testing it in the dojo, no holy damage is being applied.

korgzz_bloodaxe
11-17-2017, 07:00 PM
Torn, That Which Renders Despair
Great Axe
6.5 [W]
20/x3

Metaline, good to have
purple and red slot, wich we'll loose for the mandatory good and ghostbane. (unless we wish to loose another slot)


You wouldn't need ghostbane given that both heavy and medium raid armour have ghostly. Agree on the Shatter effect though, that is just worthless. Maybe switch that for a good effect/blast or insightful combat tactics.

Oh I see the other problem which you were probably complaining about. A crit multiplier of 3x? It should be x4 to match riftmaker or increase the base die to 20 like the antique great axe.

It's not a lost cause but it does need at least one of the above things to make it worth considering.

Thalimus67
11-17-2017, 07:30 PM
When wearing Duality, the Moral Compass, my monk cannot use Stunning Fist. Says "Failed Action: You do not meet the requirements...." as if it were not handwraps. Also second on the holy burst from Echo of the Raven Kind not working.

Magnus_Arcanis
11-17-2017, 08:27 PM
+20 stat items... i knew it! (ok, everyone knew, but w/e)

Somehow I managed to turn the bastard sword Divinity into a Greatsword while upgrading its sentience. Got the greatsword attack animation and was still able to keep my shield equipped. Good times.

https://lh3.googleusercontent.com/-nTQTTs-54Xw/Wg-aQo1E-mI/AAAAAAAABeA/3jF9bEiW_wk63i0tLteyQ43werrCqRRGQCL0BGAYYCw/h1000/ScreenShot00005.jpg

Also, the 'Vampirism' effect from the blood feast set bonus didn't trigger the 100 temp hp when I rolled a 20. Could be just because I borked the sword though.

noinfo
11-17-2017, 08:43 PM
First, please refer back to the main preview thread (https://www.ddo.com/forums/showthread.php/491550-Ravenloft-Expansion-Preview-2-Friday-Monday).

Now, listed below are the currently designed named Raid Loot for both the Strahd raid and the Baba Lysaga raid. If you would like to see these items in action, simply visit the test dojo on lamannia and speak to the Captain where all of them can be purchased for Plat.

Also worth mentioning, many of these items belong to sets. These sets are detailed in the Ravenloft Preview #1 Quest Loot Feeback (https://www.ddo.com/forums/showthread.php/491318-Ravenloft-Preview-1-Quest-Loot-Feedback). There have, however, been some changes made to those sets and items since the first preview (and there are more coming as well which did not make it into this build.

The following changes have to quest loot and set bonuses made it into this second preview build:


Burnscar Sash, Silverthread Belt, and Thrummingspark Cord now have their intended Enhancement-typed bonuses to Spell Power. Exact numbers are still WIP.
Ravenloft set bonuses now work.
Adherent of the Mists Set now gives +10/+30 Artifact Bonus to PRR on top of its other bonuses.
Legendary Crypt Raider set now gives -40% threat with weapons (was -20% previously)
Herald of Dawn Set now gives +10/+30 Artifact Bonus to MRR on top of its other bonuses.
Knight of Shadows Set's PRR and MRR are now Profane-typed.
Silent Avenger set has had its Blur and Displacement replaced with 5%/20% Artifact Bonus to Doublestrike and Doubleshot.
The Shadowsole Footsteps are now "Shadow's Footsteps", to avoid two boots with "sole" in the name.
The TBD GLOVES / Gloves of Animal Handling are now "Gauntlets of Innate Arcanum", a CHA-based caster glove
Adversion now gets Max Spell Points instead of Quality Abjuration
The Ravenloft pet collar is now called "Hound of the Night", gets doublestrike/damage instead of its former damage procs that didn't work
Braided Cutcord now has scaling Dexterity instead of Deathward.
Softsole Slippers now has Ghostly as its fourth effect
The questline sentient Sceptre bases now have (SilverLight/Insightful Universal Spell Power/Spellcraft/Universal Spell Crit) and (Evil/Spell Focus Mastery/Force Spell Power/Quality Spell Penetration).


The silent avenger set concern was the belt double handling and it by itself needed to increase the dodge cap as well as give the dodge bonus. Before I was considering it now not so much.

Still missing a 2 handed caster item to make it worth while over 2 items. The last attempt with the slavers staff fell short and that was with it being a dps weapon. The orb being released with +4 insight to all would be good as a staff with either +6 to all or with additional features, you swap to a dps set and since TF there have been no reason to use 2 handed over multiple single handed weapons. Particularly with sentient weapons starting 2 handed weapons are under represented in many other areas.
Strahds orb is pretty much an item I can't see anyone wanting.

There have been some good items that make you rethink your gear set up and are good for those without slavers or gs combinations to provide solid alternative choices but IMO the above need to be considered.

Qhualor
11-17-2017, 09:02 PM
~ I would suggest using the high level legendary weapon stats in other raids and quests as a comparison for these new weapons. the only weapon in this list that any of my current characters use is the greatsword and the legendary GS stats are better slightly. I haven't seen the sword on Lamannia, so I don't know the crit roll and such are comparable or better or worse. just by comparing the 2 as is, I can only see the Sanctity as more of a filler until I got better and as a swap weapon for specific situations. LGS weapons I can craft what I want and as many as I want. Sanctity is as is. I don't know how the other weapons stats line up.

~ Bloodrage Chrism needs to be less a 2 weapon fighting wannabe. sure, doublestrike is good for a 2 hander but better for a 2 weapon fighters. how about some increases to glancing blows or some kind of damaging proc?

~ again I need to ask. do the will/reflex/fortitude saves on these items stack with resistance and stat items? if not, than why put them on there? it becomes a waste of a slot on an item and makes the item have less value.

~ scratch that. my Kensei uses great axes. shatter needs to be removed. when I use weapons to melee mobs I want them to deal damage. I do not want to resist sunder attacks with them. destruction is fine. it lowers fortification and stacks up to 15 times.

~ the Void looks fun, but am I going to use that over a LGS or even a Pinion?

~ I do plan to visit Lamannia sometime this weekend and hopefully will be able to take a closer look at the loot in the hands of my characters to see if any of them are something they would want to go for.

J-mann
11-17-2017, 10:11 PM
So which of the devs hates throwers? Or is it all of you?

This weapon is terrible. No one will use it. Dawnbringer will be the de-facto Shuriken for making sentient. The throwing knife is vastly better. The bleed damage needs to at least stack with Ranged Power. After 100 projectiles (which at an average end game throwrate of ~4 shuriken/sec for the best built thrower takes 25 seconds to wind up) is 1100 damage every 2 seconds. Once you get to 1000 stacks that's ok'ish, but not once you amortize the wind time of 25 seconds to get there. Against virtually anything but raid bosses this damage won't even be a factor. Against those, it will be an extremely small boost over the total time to kill the raid boss.

Change Sovereign Disrupt to Sovereign Vorp, or choose a better effect, since Dawnbringer already has this. Since this thing is supposed to be glass and shatter, why don't you give it a small radius of splash damage around each target it hits, say 10% of physical damage.

Or, do not allow it to function with Improved precise shot (it shatters, afterall), but on shattering it should do 200% physical damage as well as apply bleed stacks. This would pigeonhole this as a boss killer, but as it is it is currently pigeonholed as a vender trash/sentient gem food, would still be a massive improvement.

Unless I am mistaken, this should function just like any other stacks on hit/crit item in that you get the damage immediately on the hit. So in essence, at 100 stacks this would cause an extra 200d10 damage on ever hit, thats about 4k dps by your numbers on its own unless theres an icd. This sounds like one of the best boss killer weapons in the game to me.

J-mann
11-17-2017, 10:30 PM
Per the title, as it stands most of the weapons are very weak especially for raid weapons. Further several have effects that are essentially useless in epic/reaper play. Here is my list:

Stat damage: Epic ward and the rate that epic mobs heal stat damage has made it essentially useless. Even worse, in reaper stat damage is nerfed by the reaper penalty and makes stat damage further wortless. Even just r1 reduces these from 5 (when it even gets through the ward) to 2 and the mob heals it so fast its not worth the effort. Either remove these affects and put something better (that actually works in epics) or fix stat damage to actually work in epics

Vampirism: with the introduction of the 1sec icd these abilities are boarderline useless in non-reaper, with reaper selfheal penalty in place and affecting vampirism they are COMPLETELY useless. The 1sec icd needs removed/shortened and the reaper penalty needs to NOT apply to vamp weapons or this ability needs replaced.

Impact/keen: In most cases these are rather lack luster (especially in epics, not as bad in heroics), as any serious build will have the feat anyways. Further, on the weapons they are on they are rather lack luster abilities.

Shatter: who the heck has room for shatter in their builds? Do the devs not realize how incredibly feat starved melee builds are already? Please replace this or combine some feats/reduce some requirements so I can actually take shatter (most likely wont anyways)

no improved profiles (besides the handwraps, already the best melee style......): Without improved profiles I will never touch some of these weapons unless their abilities get HUGE boosts. For my qstaff build, the two qstaffs in here are not in anyway comparable to a bloom or bonecrusher, heck Im pretty sure even sierith is a much better option. I know this will also hold true for many other weapon types as well. Further without improved profiles or much better abilities these weapons dont stand a chance vs lgs weapons.

single save buffs: We wear resistance items. These are utterly useless unless they stack. Replace them all with resistance or another stat. This has been said numerous times and the devs still ignore, I cannot for the life of me figure out why.

JOTMON
11-17-2017, 10:33 PM
The Patience Through Peril outfit is a top with no bottoms.. felt a little breezy in my briefs...

https://i.imgur.com/wkCB2UF.jpg

The Robe version has the bottom half..

https://i.imgur.com/bbzJ8Q3.jpg

die
11-18-2017, 03:00 AM
No dwarven axe So my Gs dwarven axe is nice but its only 5 [w] as where all this new items are 6.5 and up

Nachomammashouse
11-18-2017, 03:06 AM
Please consider changing some of the colored slots in caster themed weapons to orange to allow for use of Meridian Fragment.

gwonbush
11-18-2017, 03:49 AM
So Void is a useful item for ever attacker who doesn't use a crossbow. Just using it's clicky on log on and equipping the arrow gives every attack freezing gale (15d6 ice damage AoE on 20, low reflex for 1/2). You don't need to actually fire the returning arrow it creates, even melee attacks work for it.

Also, Volley is a really powerful Great XBow, being basically a combination of a Legendary Salt and a Legendary Vacuum weapon without as many on hit damage effects.

Flow also seems very strong, putting guardbreaking on a 1-handed weapon allows for all sorts of fun shenanigans with breaking attack sequences with 2 weapon fighting.

WiseFreelancer
11-18-2017, 03:52 AM
Please consider changing some of the colored slots in caster themed weapons to orange to allow for use of Meridian Fragment.

This, but please consider the longbow as well, because AAs need love too.

More generally there are some serious gaps in the loot for the xpac. Not one item gives Radiance, which will now be significantly behind any other spell power in terms of what you can get from items. Not one item gives Insightful Wisdom either. Looking at that I realised loot-wise this pack is going to do nothing for my main hybrid archer/evocation caster FvS because I would have to give up so much to use anything its not worth it:

-To use sentient weapons I need a named longbow. That's giving up 3 Wis (from Insightful Wisdom 7) at least, more likely 5 (because why would I slot Visions of Precision just for 2 Wisdom?). That's -2.5 DCs for a possible gain of 2.5 DCs from maxed filigrees.
-Using a named longbow also means no Meridian Fragment (only Tortured Livewood has orange slot), which would have been a plus over Greensteel
-Set bonuses aren't terrible but realistically I'm not going to fit any of them in without giving up Slavers, which provides 5 DCs. None of the items in this pack really make up for that.

There are marginal stat gains in other places to some of these choices, but anywhere I sacrifice Wisdom I'm losing out multiple times as a Favored Soul: weapon damage, spell DCs, will save, spell points. I can't see it being worth it.

If we had some proper augment upgrades this might not be so bad, but still having to slot Insightful Stat 2 is pointless at this stage in loot progression.

Why can we not have some decent divine-focused items that *aren't* for paladins or turning clerics?

Cetus
11-18-2017, 04:45 AM
All items are Minimum Level 29
All items are Bound to Character


Bloodrage Chrism

Trinket
Crypt Raider Set

Unnatural Items so profane can have unintended consequences... This item will uncenter you and break your druidic oath.
Calamitous Blows When you are holding a two-handed weapon, you gain a +10% Profane Bonus to doublestrike.
Bloodrage Defense When you are holding a two-handed weapon, you gain a +30 Profane bonus to Physical and Magical Resistance Rating.
Rune-Fueled Warding When you are holding a two-handed weapon, you have a DR of 30/-.
Blood Rage Anytime you are hit there is a chance that you will fall into a Blood Rage. Blood Rage gives up to a +8 bonus to Strength and Constitution but will also cause short periods of letherargy when your lust for blood becomes sated.
Profane Well Rounded
Blue Augment Slot
Green Augment Slot




Bloodrage absolutely must be removed. This item already excludes monks by uncentering the wearer, that bloodrage lethergy is so awful nobody will ever want this item.



Torn, That Which Renders Despair

Great Axe
6.5 [W]
20/x3

Fetters of Unreality This weapon is cruel and deadly, and leaves behind wounds that affect both the body and the soul. This weapon has a chance to inflict multiple stacks of vulnerable.
Improved Destruction
Insightful Shatter +11
Metalline
Purple Augment Slot
Red Augment Slot



The threat range/multiplier are weak. Vulnerability is abundantly available in a raid group, and shatter is such a niche attribute I never want to see it on my weapon. If I want shatter, I'll get it from a gear item.

Epic riftmaker, which can be farmed within an hour or two was a better axe that this new expansion raid level item. I really don't care about any of the attributes on this thing except metalline. Needs a complete rework to become an appealing two hander for axe users.

zaidm271981
11-18-2017, 04:58 AM
Per the title, as it stands most of the weapons are very weak especially for raid weapons. Further several have effects that are essentially useless in epic/reaper play. Here is my list:

Stat damage: Epic ward and the rate that epic mobs heal stat damage has made it essentially useless. Even worse, in reaper stat damage is nerfed by the reaper penalty and makes stat damage further wortless. Even just r1 reduces these from 5 (when it even gets through the ward) to 2 and the mob heals it so fast its not worth the effort. Either remove these affects and put something better (that actually works in epics) or fix stat damage to actually work in epics

Vampirism: with the introduction of the 1sec icd these abilities are boarderline useless in non-reaper, with reaper selfheal penalty in place and affecting vampirism they are COMPLETELY useless. The 1sec icd needs removed/shortened and the reaper penalty needs to NOT apply to vamp weapons or this ability needs replaced.

Impact/keen: In most cases these are rather lack luster (especially in epics, not as bad in heroics), as any serious build will have the feat anyways. Further, on the weapons they are on they are rather lack luster abilities.

Shatter: who the heck has room for shatter in their builds? Do the devs not realize how incredibly feat starved melee builds are already? Please replace this or combine some feats/reduce some requirements so I can actually take shatter (most likely wont anyways)

no improved profiles (besides the handwraps, already the best melee style......): Without improved profiles I will never touch some of these weapons unless their abilities get HUGE boosts. For my qstaff build, the two qstaffs in here are not in anyway comparable to a bloom or bonecrusher, heck Im pretty sure even sierith is a much better option. I know this will also hold true for many other weapon types as well. Further without improved profiles or much better abilities these weapons dont stand a chance vs lgs weapons.

single save buffs: We wear resistance items. These are utterly useless unless they stack. Replace them all with resistance or another stat. This has been said numerous times and the devs still ignore, I cannot for the life of me figure out why.



Hi everyone.

I must confess I find the Echo of the Sunsword especially disappointing, as it is only kind of effective against the dead. Think most people will be jumping at the khopesh, if they are not already satisfied to stay with the wave of despair.
Regarding the Echo shortsword, I would replace the Sovereign Disruption with something like ''Utter Brilliance '' - destroying enemies by bursts of light. Makes sense as an antithesis of the khopesh to be used against all evil, and not just the dead. I mean celestia has better enchantments for its level, while sovereign disruption is found on a lot of random loot and loot in general..

Silverleafeon
11-18-2017, 05:26 AM
apparently some of this loot has stacking enhancement bonuses

Ulfo
11-18-2017, 06:01 AM
Unless I am mistaken, this should function just like any other stacks on hit/crit item in that you get the damage immediately on the hit. So in essence, at 100 stacks this would cause an extra 200d10 damage on ever hit, thats about 4k dps by your numbers on its own unless theres an icd. This sounds like one of the best boss killer weapons in the game to me.

You are mistaken. This function exactly as any DoT stacks and exactly as Jakeelala say before.

Iriale
11-18-2017, 06:54 AM
There is no way to make use of these objects. Stop playing tetris with the loot or there is no way to get a coherent geat set.

Tips: NEVER set ability bonuses on weapons. NEVER. How many times do we have to tell you that the place of the ability bonuses is in items, not in weapons?

There are items that should ALWAYS have certain bonuses to facilitate the replacement of objects. There is no way to change an item if changing one implies having to change ALL the items. It is ridiculous. It's frustrating. That devalues your work. The armor, for example, should always have fortification and sheltering. Then add other things that change depending on the object. But DO NOT play tetris with the gear. Because that does not work.

Each build needs a series of bonuses that it will never give up, and it will not do so for a small benefit given by another item in only one of the bonuses. Some of those necessary bonuses are universal: constitution, false life, resistance, sheltering. Others are specific to the build or type: for example, if I replace the tempest armor in a caster I lose insightful spell mastery. Where do I get that bonus on the new loot? How many items I will need to change for get it? How many other bonuses I will lose in changing those items? Conclusion: that headache doesn't worth

Do you think that by playing to spread the different bonuses randomly in different items you can achieve something fun? Well, no. What you do is force us to play tetris, exasperate us and decide that it's not worth it.

So, a basic design tip: stop introducing stupid bonuses like bonuses to individual ST like will, reflex etc (we have resistance!) Or separate PRR and MRR into two stats (we have sheltering!) Stop creating a thousand different type bonuses (there are no sufficient? Equipment, enhancement, profane, insightful, quality, luck, alchemical etc) The basic, always needed, stats should always be in more or less the same items, with some variety to give flexibility of choice. What should change between items are not the basic stats, but the extras that define builds. And you should make room for rare effects that we rarely see on the game at the moment, but that made popular items in the past. Yes, I'm talking about things like clickies, like metamagic cost reduction, like mana regeneration, like effects on hit or spellcasting, original guards, healing options, etc etc. You would not need to increase the numbers so quickly if you leave room for these special bonuses and offer a variety of them over time

It's those special effects that should vary more in the gear. Not the basic stats! Enough to play tetris with the gear!

The loot of this expansion is terrible and basically unusable precisely because of this.

Qhualor
11-18-2017, 07:14 AM
Bloodrage absolutely must be removed. This item already excludes monks by uncentering the wearer, that bloodrage lethergy is so awful nobody will ever want this item.[/COLOR]

I agree in a fast paced game and with many players playing Reaper lethargy isn't very good, but it does last for just 12 seconds I believe. for me, I probably would like to have it on my barb. I also liked the epic Locus of Vol item too and some thought it was a bad item also. as a dedicated barbarian player, I'm used to lethargy leveling up after rages have expired anyways, although, a lesser restoration pot removes the fatigue. if Blood Rage could be removed with a lesser restoration, than maybe it would be more desired.

PsychoBlonde
11-18-2017, 07:52 AM
I would just like to point out that the small shield looks like a butter cookie.

gwonbush
11-18-2017, 08:55 AM
You are mistaken. This function exactly as any DoT stacks and exactly as Jakeelala say before.

He's saying it could work like Ninja Poison or Lacerating Shots. Both of them are DoTs that are part of weapons and do their first tick on hit.

In fact, considering how stacking DoTs work they HAVE to do their first tick on hit if they are applied to each hit of a weapon. A DoT effect triggers every 2 seconds, but adding a new stack refreshes the timer. So the only way they can do damage at all when they are applied continually is if they trigger on the initial hit because there would never be enough time for it to trigger before it resets. Still, we have to wait until we can actually use the weapon before we decide if it's super strong or rather weak.

PsychoBlonde
11-18-2017, 09:16 AM
The Feather Falling on the 5-piece herald of the dawn set is not working. From what I can tell none of the other set bonuses seem to be working, either, even though the icon does appear on my character sheet when I equip 5 items.

Valerianus
11-18-2017, 10:21 AM
I noticed that some weapon has the Greater Dispelling property. I remeber dispelling effects as bugged, they dispel friendly debuffs, dispelling arrows from AA are still bugged for sure (quick test: hit the dummy with smiting arrows ---> decon debuff ----> hit with dispel arrow ----> pufff, debuff dispelled)

Question: does the dispel property from weapon work?

gwonbush
11-18-2017, 12:16 PM
I am kind of disappointed by the (unlisted) set bonus with Pain and Suffering. I feel like 2 separate raid weapons from 2 separate raids that are called halves of a whole deserve a better set bonus than +1W. It needs something flashier, like a better crit profile, a 5% chance on hit of inflicting negative levels, etc. +1W is just kinda boring and doesn't change anything.

MistaMagic
11-18-2017, 12:17 PM
Distortion, the Mirror Between
Short Sword
7.5 [W]
19-20/x2
Illusion Focus +8
Insightful Illusion Focus +4
Quality Illusion Focus +1
Spell Penetration +8
Purple Augment Slot
Red Augment Slot


Surely this should be on a sceptre/club and not a Short Sword as this is a caster item but neither a Wizard or Warlock are profient with Short Swords unless they take the feat:rolleyes:

PsychoBlonde
11-18-2017, 12:36 PM
PLEASE add a non-docent armor option to the Beacon of Magic set, since 2 of the 3 items go in the SAME SLOT--you can't wear BOTH belts to get the set without the armor.

Odysseus2011
11-18-2017, 12:44 PM
Distortion, the Mirror Between
Short Sword
7.5 [W]
19-20/x2
Illusion Focus +8
Insightful Illusion Focus +4
Quality Illusion Focus +1
Spell Penetration +8
Purple Augment Slot
Red Augment Slot


Surely this should be on a sceptre/club and not a Short Sword as this is a caster item but neither a Wizard or Warlock are profient with Short Swords unless they take the feat:rolleyes:

Not being proficient with the weapon simply means you have a -4 to attack with it; which isn't a big deal for a class that should not be doing a whole lot of melee fighting.

Grace_ana
11-18-2017, 12:49 PM
First, please refer back to the main preview thread (https://www.ddo.com/forums/showthread.php/491550-Ravenloft-Expansion-Preview-2-Friday-Monday).

Now, listed below are the currently designed named Raid Loot for both the Strahd raid and the Baba Lysaga raid. If you would like to see these items in action, simply visit the test dojo on lamannia and speak to the Captain where all of them can be purchased for Plat.

Also worth mentioning, many of these items belong to sets. These sets are detailed in the Ravenloft Preview #1 Quest Loot Feeback (https://www.ddo.com/forums/showthread.php/491318-Ravenloft-Preview-1-Quest-Loot-Feedback). There have, however, been some changes made to those sets and items since the first preview (and there are more coming as well which did not make it into this build.

The following changes have to quest loot and set bonuses made it into this second preview build:


Burnscar Sash, Silverthread Belt, and Thrummingspark Cord now have their intended Enhancement-typed bonuses to Spell Power. Exact numbers are still WIP.
Ravenloft set bonuses now work.
Adherent of the Mists Set now gives +10/+30 Artifact Bonus to PRR on top of its other bonuses.
Legendary Crypt Raider set now gives -40% threat with weapons (was -20% previously)
Herald of Dawn Set now gives +10/+30 Artifact Bonus to MRR on top of its other bonuses.
Knight of Shadows Set's PRR and MRR are now Profane-typed.
Silent Avenger set has had its Blur and Displacement replaced with 5%/20% Artifact Bonus to Doublestrike and Doubleshot.
The Shadowsole Footsteps are now "Shadow's Footsteps", to avoid two boots with "sole" in the name.
The TBD GLOVES / Gloves of Animal Handling are now "Gauntlets of Innate Arcanum", a CHA-based caster glove
Adversion now gets Max Spell Points instead of Quality Abjuration
The Ravenloft pet collar is now called "Hound of the Night", gets doublestrike/damage instead of its former damage procs that didn't work
Braided Cutcord now has scaling Dexterity instead of Deathward.
Softsole Slippers now has Ghostly as its fourth effect
The questline sentient Sceptre bases now have (SilverLight/Insightful Universal Spell Power/Spellcraft/Universal Spell Crit) and (Evil/Spell Focus Mastery/Force Spell Power/Quality Spell Penetration).


So basically, the set bonuses are terrible and not worth my time or space. The only one I would have wanted was the blur/displacement one, and since that's gone...thank you for saving me farming time and inventory space, I guess? I don't think you guys understand that set bonuses need to be pretty compelling, and given the not-great state of the specific loot, that's even more so the case.

Selvera
11-18-2017, 01:07 PM
I pretty much will never touch a quarterstaff or longbow which doesn't have an improved critical profile (except at levels below 7), unless it has some stupidly amazing other effects; which none of the given options have. Temple of Elemental Evil is still the pack with the best weapons for both of these types.

+20 stats at level 29 is mindboggling how much powercreep we've gone through. Cannith crafting is better then random loot, and it's +15 at level 34. Oh how we've ramped up those numbers just to make loot attractive without being interesting.

As mentioned, a lot of weapons have effects which just aren't useful in higher difficulties. As in higher then normal. I don't think many people are going to do end-game raiding so they can run capped level normal difficulty faster.

If weapons had more useful things attached to them, you wouldn't have to give them crazy huge amounts of [w] damage to try and get people to try them out. People still use 3[w] weapons at cap if they have good enough effects on them.

HuneyMunster
11-18-2017, 02:10 PM
I guess my Arcane is expected to changed to a Deep Gnome Illusionist triple PK and Color Spray. Including the quest there are 3 illusion items added in Ravenloft and Deep Demise was added in the previous pack.

Wizza
11-18-2017, 02:11 PM
I guess my Arcane is expected to changed to a Deep Gnome Illusionist triple PK and Color Spray. Including the quest there are 3 illusion items added in Ravenloft and Deep Demise was added in the previous pack.

Haha I noticed the same. And all Charisma items are for bards or bad

Cetus
11-18-2017, 02:31 PM
Sanctity, the Morninglord's Keep

Great Sword
6.5 [W]
19-20/x2
[LIST]
Holy 8d6
Axiomatic 8d6
Cold Iron
Purple Augment Slot
Red Augment Slot




[/INDENT]

This is an endgame-level raid item in this games new upcoming expansion. And we get a 19-20 x2 greatsword with **** on it...again.

Why are two-handed weapons such a problem throughout the history of this game? We have rarely received distinct flavorful two-handers throughout the past 12 years.

Off the top of my head, which two-handers ever made it on people's farming radars?

ESOS
Cleaver
Breach the dividing blade
Epic Riftmaker (non-raid level either)
Epic Xuum
Epic Hellstroke maybe?
Maybe the drow greataxe?

That's it. 6 or 7 distinct two-handers that had competitive potential throughout almost 12 years of this game. Even if I missed 1 or 2, that still puts us at an embarrassingly low number.

On that list, the only one that has relevance in today's endgame is just the riftmaker. Now is your chance to release new items with these upcoming raids and they are sucking again. Please prevent this.

Every other two-hander either utterly sucked (skybreaker, anyone? Remember that awful disappointment?) or depended on generic systems like greensteel, alchemical, thunderforged etc. which all included every weapon type. Nothing distinct for two-handers.

JOTMON
11-18-2017, 02:46 PM
This is an endgame-level raid item in this games new upcoming expansion. And we get a 19-20 x2 greatsword with **** on it...again.

Why are two-handed weapons such a problem throughout the history of this game? We have rarely received distinct flavorful two-handers throughout the past 12 years.

Off the top of my head, which two-handers ever made it on people's farming radars?

ESOS
Cleaver
Breach the dividing blade
Epic Riftmaker (non-raid level either)
Epic Xuum
Epic Hellstroke maybe?
Maybe the drow greataxe?

That's it. 6 or 7 distinct two-handers that had competitive potential throughout almost 12 years of this game. Even if I missed 1 or 2, that still puts us at an embarrassingly low number.

On that list, the only one that has relevance in today's endgame is just the riftmaker. Now is your chance to release new items with these upcoming raids and they are sucking again. Please prevent this.

Every other two-hander either utterly sucked (skybreaker, anyone? Remember that awful disappointment?) or depended on generic systems like greensteel, alchemical, thunderforged etc. which all included every weapon type. Nothing distinct for two-handers.


Two-hander melee's have been lacking love for a long time..

J-mann
11-18-2017, 02:56 PM
You are mistaken. This function exactly as any DoT stacks and exactly as Jakeelala say before.

So it will operate differently from ninja poison, lacerating shot, bleed them out, and just about every add dot ability? I dont think it will. The only issue is if it has an icd, if it doesnt this shuri will likely be the best boss killer in the game, unless you know where else you can get 200d10 per hit somewhere else?

J-mann
11-18-2017, 03:12 PM
This is an endgame-level raid item in this games new upcoming expansion. And we get a 19-20 x2 greatsword with **** on it...again.

Why are two-handed weapons such a problem throughout the history of this game? We have rarely received distinct flavorful two-handers throughout the past 12 years.

Off the top of my head, which two-handers ever made it on people's farming radars?

ESOS
Cleaver
Breach the dividing blade
Epic Riftmaker (non-raid level either)
Epic Xuum
Epic Hellstroke maybe?
Maybe the drow greataxe?

That's it. 6 or 7 distinct two-handers that had competitive potential throughout almost 12 years of this game. Even if I missed 1 or 2, that still puts us at an embarrassingly low number.

On that list, the only one that has relevance in today's endgame is just the riftmaker. Now is your chance to release new items with these upcoming raids and they are sucking again. Please prevent this.

Every other two-hander either utterly sucked (skybreaker, anyone? Remember that awful disappointment?) or depended on generic systems like greensteel, alchemical, thunderforged etc. which all included every weapon type. Nothing distinct for two-handers.

Probably could add antique great ax and seirith to the list but yeah, without improved profiles or some truely amazing effects on these weapons they will never get chosen. Currently playing a stick build and I can see no reason why I would use the 2 new damage staves over seirith, bonecrusher, or ebloom. Same if I was a great ax or great sword build, what do these new weapons offer over using a LGS flachion or eriftmaker? I can see no benefit to them. If the devs are worried about power creep (lol +20 items) then they could at least put some interesting abilities on the items to make me think about taking them over the other options.

But no we get things the devs have made utterly useless (hint devs FIX THEM hint devs) like vamperism (hint devs 1sec icd and reaper nuked these from orbit undo both of these and they are interesting again hint devs) or stat damage (hint devs epic ward and reaper has made them useless hint devs) or single save buffs (hint devs we all wear resistance hint devs). The weapon loot here is very disappointing....

Silverleafeon
11-18-2017, 03:21 PM
Orange Slots please.
Merida Fragment is still viable.

Ulfo
11-18-2017, 03:22 PM
So it will operate differently from ninja poison, lacerating shot, bleed them out, and just about every add dot ability? I dont think it will. The only issue is if it has an icd, if it doesnt this shuri will likely be the best boss killer in the game, unless you know where else you can get 200d10 per hit somewhere else?


Still, we have to wait until we can actually use the weapon before we decide if it's super strong or rather weak.

I think gwonbush are right and we just need wait some time before final conclusion. 8)

blerkington
11-18-2017, 03:22 PM
On that list, the only one that has relevance in today's endgame is just the riftmaker. Now is your chance to release new items with these upcoming raids and they are sucking again. Please prevent this.

Maybe the EAG could also be included on your list, but it being omitted certainly doesn't disprove your point.

The point that the list of existing named weapons (plus the new ones from the raid) is so patchy is very much an issue. I'm currently playing an assassin, and I have a multitude of named daggers to choose from, plus two new ones, but if my main was a kukri build I'd be out in the cold.

One explanation I can think of for this is by not giving us really good named weapons in this update, they are leaving themselves somewhere to go in the future in that we're not getting it all at once. But the patchiness of the named weapon catalogue leaves some builds very far behind, and they may be waiting a very long time before their time in the sun comes around, if it ever does at all. SSG is also kind of making a rod for their own backs in that there will now be constant clamouring for new named weapons all the time.

Because of these problems, I think there's a good argument for letting crafted weapons become sentient, as well as making level 20 weapons eligible so the large set of old epic weapon are also available. But I suspect there's a coding issue with multiplying recipe numbers in the background which means that's not probably going to happen.

Alternatively I wonder if it is possible that named weapons could be reforged from one type into another, like say from a dagger into a two handed sword? That would really open up gearing possibilities without having to add a whole bunch of new named items for all the different weapon types.

Thanks.

Drwaz99
11-18-2017, 04:42 PM
Please tell me the nightmare guards have a reasonable DC for endgame and not the same old DC 20 useless **** (unless it's heroics) we've seen before.

zaidm271981
11-18-2017, 05:13 PM
Maybe the EAG could also be included on your list, but it being omitted certainly doesn't disprove your point.

The point that the list of existing named weapons (plus the new ones from the raid) is so patchy is very much an issue. I'm currently playing an assassin, and I have a multitude of named daggers to choose from, plus two new ones, but if my main was a kukri build I'd be out in the cold.

One explanation I can think of for this is by not giving us really good named weapons in this update, they are leaving themselves somewhere to go in the future in that we're not getting it all at once. But the patchiness of the named weapon catalogue leaves some builds very far behind, and they may be waiting a very long time before their time in the sun comes around, if it ever does at all. SSG is also kind of making a rod for their own backs in that there will now be constant clamouring for new named weapons all the time.

Because of these problems, I think there's a good argument for letting crafted weapons become sentient, as well as making level 20 weapons eligible so the large set of old epic weapon are also available. But I suspect there's a coding issue with multiplying recipe numbers in the background which means that's not probably going to happen.

Alternatively I wonder if it is possible that named weapons could be reforged from one type into another, like say from a dagger into a two handed sword? That would really open up gearing possibilities without having to add a whole bunch of new named items for all the different weapon types.

Thanks.


"Echo of the Sunsword
Short Sword
7.5 [W]
19-20/x2
Coruscating 9d6 Light damage on hit
Blazing 21d6 Light damage on critical hit
Undead Bane 9d10
Sovereign Disruption
Purple Augment Slot
Red Augment Slot"


Indeed, this shortsword is EXTREMELY weak. Sovereign disruption and undead bane need to be replaced with better features....

Arkat
11-18-2017, 05:57 PM
How about ... instead of changing the animation, why not just make it a Falchion!

No. There's a Greatsword version that has the exact same look and stats. Change THAT one to a Falchion.

Arkat
11-18-2017, 06:00 PM
When wearing Duality, the Moral Compass, my monk cannot use Stunning Fist. Says "Failed Action: You do not meet the requirements...." as if it were not handwraps.
Saw this bug on my Monk.

Another bug on Lamannia...neither Stunning Fist nor Quivering Palm builds charges for Everything is Nothing anymore. This happened a LONG time ago as I recall and it was fixed. It needs to be fixed again. BTW...it doesn't matter what handwraps you have on. The charges do not build up.

jakeelala
11-18-2017, 06:03 PM
Unless I am mistaken, this should function just like any other stacks on hit/crit item in that you get the damage immediately on the hit. So in essence, at 100 stacks this would cause an extra 200d10 damage on ever hit, thats about 4k dps by your numbers on its own unless theres an icd. This sounds like one of the best boss killer weapons in the game to me.

if you're right about how it works, it's a way better item.

jakeelala
11-18-2017, 06:21 PM
I pretty much will never touch a quarterstaff or longbow which doesn't have an improved critical profile (except at levels below 7), unless it has some stupidly amazing other effects; which none of the given options have. Temple of Elemental Evil is still the pack with the best weapons for both of these types.

+20 stats at level 29 is mindboggling how much powercreep we've gone through. Cannith crafting is better then random loot, and it's +15 at level 34. Oh how we've ramped up those numbers just to make loot attractive without being interesting.

As mentioned, a lot of weapons have effects which just aren't useful in higher difficulties. As in higher then normal. I don't think many people are going to do end-game raiding so they can run capped level normal difficulty faster.

If weapons had more useful things attached to them, you wouldn't have to give them crazy huge amounts of [w] damage to try and get people to try them out. People still use 3[w] weapons at cap if they have good enough effects on them.

This is spot on and really hope the devs consider this seriously.

If you just left the stats at the same level as Slavers, but added unique and interesting effects and/or gameplay and new build changing properties, this would be a much more well received and successful expansion. If you don't power creep people who are on breaks out of contention, or alienate new players by allowing vets to immediately get the best gear again and leave the rest in the dust, more people will want to play this game together.

Let me repeat this one more time for emphasis: this game won't be saved by expansions that just add +x% to all loot and calling it a day. You have to take the core game mechanics and find a creative way to add a twist for players to try out. This is what keeps people coming back to games like Destiny, or Path of Exile. WoW is only WoW because of it's sheer scale that it sort of has it's own gravity. It's like the social life of millions of people. And even WoW still get's big ambitious updates with fundamental changes to the game.

This update feels like a really big effort for SSG, and I'm sure they will keep getting better and better over time. I just think you're being a little too cautious, and not letting go of a bad idea quickly enough. Remember that the greatest quests and raids in this game are still to this day levels 3-16. If the game changed over time but did not invalidate itself with subsequent updates, all of that content would still get run. DDO would in effect feel like it had 5-6x the effective content than it actually does. Power creep, through humans optimizing their experience in pursuit of a reward, naturally limits older content with weaker items or XP in the event of power creep AND a level cap increase.

Power creep is what happens when new power is introduced, without updating the difficulty/XP/Loot of old content. It's power creep just for the sake of powercreep. Once you add power but you don't add new spells, or feats, or gear that makes new ways of playing possible, you're moving backwards and eroding the valuable asset you already have in the form of the game content that is being invalidated by that power creep. Power creep without substantive additions to the game-play is literally cannibalistic.

You should drop the new items to no more than +18 to stats, tho +17 would be even more ambitious. Beef up the set bonuses a little bit, but more optimally give them all unique and interesting effects that are not available anywhere else. I thought mobile spell casting on an item was a great example of something easy you can do but that is totally unique and someone might find an interesting use for.

Arkat
11-18-2017, 06:29 PM
This is an endgame-level raid item in this games new upcoming expansion. And we get a 19-20 x2 greatsword with **** on it...again.

Try wielding it as a Paladin.

noinfo
11-19-2017, 01:21 AM
All items are Minimum Level 29
All items are Bound to Character


Bloodrage Chrism

Trinket
Crypt Raider Set

Unnatural Items so profane can have unintended consequences... This item will uncenter you and break your druidic oath.
Calamitous Blows When you are holding a two-handed weapon, you gain a +10% Profane Bonus to doublestrike.
Bloodrage Defense When you are holding a two-handed weapon, you gain a +30 Profane bonus to Physical and Magical Resistance Rating.
Rune-Fueled Warding When you are holding a two-handed weapon, you have a DR of 30/-.
Blood Rage Anytime you are hit there is a chance that you will fall into a Blood Rage. Blood Rage gives up to a +8 bonus to Strength and Constitution but will also cause short periods of letherargy when your lust for blood becomes sated.
Profane Well Rounded
Blue Augment Slot
Green Augment Slot



[/INDENT]

Blood Rage maybe change to Madstone rage or look at the effect in general?

korgzz_bloodaxe
11-19-2017, 04:18 AM
Blood Rage maybe change to Madstone rage or look at the effect in general?

Does Blood rage stack with normal barbarian rage? And if it doesn't stack does the lvl 17 barbarian ability tireless rage at least negate the lethargy effect?

Hmmm, I'm guessing it is the same one as on the wiki: http://ddowiki.com/page/Blood_Rage. Doesn't sounds great, in fact it sounds terrible! I agree, changing it to the madstone effect would be far better.

Lagin
11-19-2017, 07:25 AM
Let me repeat this one more time for emphasis: this game won't be saved by expansions that just add +x% to all loot and calling it a day. You have to take the core game mechanics and find a creative way to add a twist for players to try out. This is what keeps people coming back to games like Destiny, or Path of Exile. WoW is only WoW because of it's sheer scale that it sort of has it's own gravity. It's like the social life of millions of people. And even WoW still get's big ambitious updates with fundamental changes to the game.
Turbine should have committed the resources a LONG time ago to make V 2.0. Or we wouldnt have what you describe next.

Power creep is what happens when new power is introduced, without updating the difficulty/XP/Loot of old content. It's power creep just for the sake of powercreep. Once you add power but you don't add new spells, or feats, or gear that makes new ways of playing possible, you're moving backwards and eroding the valuable asset you already have in the form of the game content that is being invalidated by that power creep. Power creep without substantive additions to the game-play is literally cannibalistic.

You should drop the new items to no more than +18 to stats, tho +17 would be even more ambitious. Beef up the set bonuses a little bit, but more optimally give them all unique and interesting effects that are not available anywhere else. I thought mobile spell casting on an item was a great example of something easy you can do but that is totally unique and someone might find an interesting use for.

We're at that point in development of this game where content difficulty and challenge is the only way to bolster player retention. Power creep is the elephant in the room, and has been enabled AND ignored for far too long.

Sorry to get off the tracks on the thread, but it needs to be said, a LOT more.

kain741
11-19-2017, 07:39 AM
We do a wipe before every preview unless otherwise noted for a number of reasons.

We want to discourage playing on Lamannia or simply build testing unrelated to the current release and wiping progress is integral to that.
We are often (as is the case with this preview) running behind the scenes versioning on characters when they first log into the new build. Doing a character wipe increases our data sample as to whether the versioning is working correctly.
Characters that had been copied over once can not be copied from live again until a character wipe is done. In order to make sure everyone can get their up to date live characters and to avoid anyone who made the mistake of deleting their character during the first preview not having access to it this second round we will always do a wipe
Doing a character wipe is a short and easy process on our end.




Thanks for the report!

What are the chances you could add a "get buffs" button in the dojo then? the main annoyance for me with the wipe is just having to recreate my ship every time to replicate the live environment. This waste of time could be circumvented with a centralized buff system.

xCataluna
11-19-2017, 07:43 AM
What are the chances you could add a "get buffs" button in the dojo then? the main annoyance for me with the wipe is just having to recreate my ship every time to replicate the live environment. This waste of time could be circumvented with a centralized buff system.

There's a character in the dojo that gives out ship buffs. I think he's called The Captain.

Qhualor
11-19-2017, 08:17 AM
Does Blood rage stack with normal barbarian rage? And if it doesn't stack does the lvl 17 barbarian ability tireless rage at least negate the lethargy effect?

Hmmm, I'm guessing it is the same one as on the wiki: http://ddowiki.com/page/Blood_Rage. Doesn't sounds great, in fact it sounds terrible! I agree, changing it to the madstone effect would be far better.

yes it stacks and no Tireless Rage doesn't negate it.

Madstone rage is something that comes from Madstone Crater or from the Madstone Boots that drop from Reavers Fate. for a Madstone affect to work, than there would have to be some Madstone content or mobs from Madstone Crater. I don't have a problem with changing the rage affect and removing lethargy, but it would have to be more thematic to work.

memloch
11-19-2017, 08:23 AM
Distortion, the Mirror Between
Short Sword
7.5 [W]
19-20/x2
Illusion Focus +8
Insightful Illusion Focus +4
Quality Illusion Focus +1
Spell Penetration +8
Purple Augment Slot
Red Augment Slot

You literally just released Deep Demise. Maybe consider making this necro focus instead.

I agree. A suggestion might be to have it drop with a focus on each of the schools of magic. Something for everyone.

kain741
11-19-2017, 08:25 AM
There's a character in the dojo that gives out ship buffs. I think he's called The Captain.

Thanks,
As many times as I've run by him I've never noticed him.

Elfishski
11-19-2017, 08:38 AM
This is spot on and really hope the devs consider this seriously.

If you just left the stats at the same level as Slavers, but added unique and interesting effects and/or gameplay and new build changing properties, this would be a much more well received and successful expansion. If you don't power creep people who are on breaks out of contention, or alienate new players by allowing vets to immediately get the best gear again and leave the rest in the dust, more people will want to play this game together.

Let me repeat this one more time for emphasis: this game won't be saved by expansions that just add +x% to all loot and calling it a day. You have to take the core game mechanics and find a creative way to add a twist for players to try out. This is what keeps people coming back to games like Destiny, or Path of Exile. WoW is only WoW because of it's sheer scale that it sort of has it's own gravity. It's like the social life of millions of people. And even WoW still get's big ambitious updates with fundamental changes to the game.

This update feels like a really big effort for SSG, and I'm sure they will keep getting better and better over time. I just think you're being a little too cautious, and not letting go of a bad idea quickly enough. Remember that the greatest quests and raids in this game are still to this day levels 3-16. If the game changed over time but did not invalidate itself with subsequent updates, all of that content would still get run. DDO would in effect feel like it had 5-6x the effective content than it actually does. Power creep, through humans optimizing their experience in pursuit of a reward, naturally limits older content with weaker items or XP in the event of power creep AND a level cap increase.

Power creep is what happens when new power is introduced, without updating the difficulty/XP/Loot of old content. It's power creep just for the sake of powercreep. Once you add power but you don't add new spells, or feats, or gear that makes new ways of playing possible, you're moving backwards and eroding the valuable asset you already have in the form of the game content that is being invalidated by that power creep. Power creep without substantive additions to the game-play is literally cannibalistic.

You should drop the new items to no more than +18 to stats, tho +17 would be even more ambitious. Beef up the set bonuses a little bit, but more optimally give them all unique and interesting effects that are not available anywhere else. I thought mobile spell casting on an item was a great example of something easy you can do but that is totally unique and someone might find an interesting use for.

Yeah, all of this.

SisAmethyst
11-19-2017, 08:43 AM
Coat of Van Richten
Medium Armor
Crypt Raider Set
Deathblock
Ghostly
Physical Sheltering +52
Profane Well Rounded
Blue Augment Slot
Green Augment Slot

the armor looks ok on paper but lacks fortrification

Probably because they consider that you can slot fortification in the blue slot...

SisAmethyst
11-19-2017, 08:49 AM
It's nice to see Sickle and Quarterstaff but it would have been nice if the there would have been a Warhammer for the followers of Onatar. Nor do I see a Falchion or Kukri in the list while on the other hand we have plenty of Short Swords... Especially the Echo of the Sunsword and the Savior, the Breaker of Chains would be probably better of as a Warhammer. Or how about changing one of them to a Kukri at least?

Lagin
11-19-2017, 09:31 AM
This is an endgame-level raid item in this games new upcoming expansion. And we get a 19-20 x2 greatsword with **** on it...again.

Why are two-handed weapons such a problem throughout the history of this game? We have rarely received distinct flavorful two-handers throughout the past 12 years.

. Nothing distinct for two-handers.


Two-hander melee's have been lacking love for a long time..

Because we have blue-bars to tank for us, so why bother....



Because of these problems, I think there's a good argument for letting crafted weapons become sentient, as well as making level 20 weapons eligible so the large set of old epic weapon are also available. But I suspect there's a coding issue with multiplying recipe numbers in the background which means that's not probably going to happen.

Alternatively I wonder if it is possible that named weapons could be reforged from one type into another, like say from a dagger into a two handed sword? That would really open up gearing possibilities without having to add a whole bunch of new named items for all the different weapon types.

Thanks.

aye, the #'s are less than what I expected. And there's a solid argument, but the highlighted segment is most likely the issue.


Try wielding it as a Paladin. IMO a pally in ravenloft should have a distinct advantage with most everything. It seems to me this isn't the case YET. Im hanging on to my theory "wait for it to go live" to show us some changes.

All in all the way things are being developed are the best "balanced" system we've seen since........

Livmo
11-19-2017, 09:55 AM
I was hoping to score the Hut as an artifact and use if for both transportation and storage. Perhaps even use it as a tank.

Lagin
11-19-2017, 09:58 AM
All items are Minimum Level 29
All items are Bound to Character



Platemail of Strahd
Heavy Armor
Knight of the Shadows Set

Deathblock
Ghostly
Physical Sheltering +52
Profane Well Rounded
Blue Augment Slot
Green Augment Slot



Coat of Van Richten
Medium Armor
Crypt Raider Set

Deathblock
Ghostly
Physical Sheltering +52
Profane Well Rounded
Blue Augment Slot
Green Augment Slot



Mantle of Escher
Clothing
Beacon of Magic Set

Deathblock
Ghostly
Physical Sheltering +52
Profane Well Rounded
Green Augment Slot
Blue Augment Slot









All items are Minimum Level 29
All items are Bound to Character



Docent
Crypt Raider Set

Deathblock
Ghostly
Physical Sheltering +52
Profane Well Rounded
Blue Augment Slot
Green Augment Slot



Vestments of Ravenloft
Light Armor
Silent Avenger Set

Deathblock
Ghostly
Physical Sheltering +52
Profane Well Rounded
Blue Augment Slot
Green Augment Slot



Patience Through Peril
Clothing
Silent Avenger Set

Deathblock
Ghostly
Physical Sheltering +52
Profane Well Rounded
Blue Augment Slot
Green Augment Slot






One of the biggest let-downs so far. no lore involved? You guys play PnP, especially 5e.

The augment slots are a cop-out, pain and simple.

Oh there are rebuttals for slotting fort, but it ends there.

Strahd, before he made his pact, was a fighter (pally)?** and became obsessed with the arcanum of death. So why didn't you create some armor based on his history?

What I see here is blah blah.

Seriously, why didnt you introduce mithril (not the over-looked stuff we've had for 10 years), but materials from that plane? You've done an amazing job on overall balance, just not armor.

Especially Paladin. Between the GS "Sanctity" and these armors, my pally will very little to farm for.

**depending on what companies publications and how some of the story is portrayed, Strahd very well could have been part Paladin**

Lagin
11-19-2017, 10:32 AM
Especially Paladin. Between the GS "Sanctity" and these armors, my pally will very little to farm for.


Rather than edit, I want to be a little clearer.

Take the great sword & bastard, and the heavy armor, make a competence set*, extend it to "shield equipped"...... *NOT like pdk*

Add blinding light, poison immunity *not resist*.

Add a dex cap bonus. And remove penalty for attacking while moving.

Add an alignment bonus. (or penalty)

Add MOAR.

Im very impressed with everything being developed. BUT in Strahd's land, Paladins should be exemplar in both defense and offense.

JOTMON
11-19-2017, 11:22 AM
Bloodrage Chrism
shows Profane Well Rounded +3
is giving +2.. think the +3 is a typo,

JOTMON
11-19-2017, 11:58 AM
The Invisible Cloak Strahd
Invisibility Guard
Nightmare Guard
Deception +17
Magical Sheltering +52
Blue Augment Slot
Green Augment Slot

is lacking when compared to...

Cloak of Night from Mabar event..
Invisibility Guard
Nightmare Guard
Ghostly
Deathblock
Dodge +18%
DR 15/Good

SlashbackWarrior
11-19-2017, 12:00 PM
Longbow seems to add some invisible stacks of something, that keep expanding my examine window, possibly stacking something that should not stack. Cold dot also seem to overlap with LGS ice dot too, which is pita.

J-mann
11-19-2017, 01:56 PM
Try wielding it as a Paladin.

and what difference does that make? Serious question here, unless there is a hidden ability on this gs it is trash even for pallies.

SlashbackWarrior
11-19-2017, 03:51 PM
transforms into great sword when equipped.

Krelar
11-19-2017, 03:52 PM
and what difference does that make? Serious question here, unless there is a hidden ability on this gs it is trash even for pallies.

The greatsword gains metaline, ghostbane 9, corsucating 9, and greater dispelling.

The bastard sword turned into a greatsword (but still has 1d10 base damage and can be equipped in the off hand?) and gaine the above except no greater dispelling

Grace_ana
11-19-2017, 04:32 PM
I'm confused as to how guardbreaking works on a rapier. If it is supposed to proc between melee attacks, how will it ever proc if you are hitting with a melee weapon, thereby performing a melee attack?

Clearly something is escaping me.

Thar
11-19-2017, 06:08 PM
Overall the raid look seems a bit weak. The +20 is nice but most are all in the same slots so you can't get caster Chr and Con as they are both trinkets.

Ie holy burst on weapons. what does 1d6 holy damage do in reaper? 2.5avg *.4 = 1 pt extra damage avg?

Nightmare guard - dc is too low to matter. Same with howl of terror,

immunity to fear is nice but it's also a lvl 8 aug so not end game level effect.

vampirism 4d2 = 1.5 avg x 4 = 6 pts healing. on reaper 2 pts. seems weak for end game.

Manslayer - dc was too low to be effective on other items

nightmare guard - dc too low to be effective.

getting rid of displacement in the light armor doesnt' help those classes that really need to stack all type of defense in light armor as prr isn't high enough, evasion dc's are mostly out of range and armor allowed dex is capping your dodge bonuses. lesser displacement would have at least been an ok compromise. we don't really need more dps as a ranger or rogue. and it would be something unique to ravenloft.

i see most of the spellpowers represented except light? do we hate light based clerics/fvs?

The number of effects seem low. The baseline i thought was:

2-3 effects plus slot random gen
3 effects + slot = crafted
4 effects = names loot
5+ effects = raid loot The set bonus here doesn't really apply as that's requiring another slot and the set bonus are weak when compared to shroud/slavers.

Yes the effects are endgame, best available (for now) but where is the uniqueness that will keep these viable for years? bonus to hide/sneak? featherfall? The shroud set bonuses far outclass these. The tempest spine armors have double the effects. What set bonus is even 1/2 as good as shroud or slavers?

knight of shadows - ok with profane but why is the only prr/mrr artifact bonus in game from citw?

shinsirhc
11-19-2017, 06:28 PM
Is there any chance that those raid loot can be part of any set and not just specific ones?
To many competing items on most slot so it would be better if those items can be customize by the player to pick which part of the set they want it to be.

Wongar
11-19-2017, 08:45 PM
Disappointed to not see any shield/tank oriented gear. Yes there is some gear with defense on it but nothing that is really built for a tank.

For example:
The only Natural Armor +20 item is clearly a monk item
The only CON +20 item also comes with Deception
Adherent of the Mists Set gives the best defense/tank set bonuses (+30 Artifact Bonus to PRR, +30 Profane Intimidate) but does not have 5 items a tank could use
Knight of the Shadows (The "tanking" set) has a generic heavy armor and a tactics /DPS belt and the set bonus gives 10 PRR less than the Adherent of the Mists Set
The item with Linguistics comes with Diplomacy, Quality Diplomacy, and Subtle Target - clearly didn't consider using Linguistics with intim
There are no good AC boosting items other than natural armor
There are no threat generating items (except for a small shield???)
There are no intim boosting items
There are no items that boost max dex bonus from armor or armor with nimbleness
There are no interesting new tank abilities

An idea for an interesting tank ability on a shield: "Threatening Presence" - on being hit or missed 5% chance to attract the attention of nearby mobs. Actual affect is 5% chance to do an intimidate with +10 stacking intimidate skill

I realize the current game is becoming anti-tank and many groups prefer CC and ranged DPS to a tank but there are still a few of us that prefer that play style - please give us something to get excited about.

Ladislaio
11-19-2017, 10:17 PM
In general these weapons feel weak and the only reason to use them over LGS is the SW system. I do like the daggers(wish their set bonus did more), and the great crossbow is lovely. The greataxe is amazingly horrible. The general uselessness of vamp makes me sad to see it on so many of these raid weapons.

Previous post is correct about the loot being kinda bad for tanks.

Dreppo
11-20-2017, 12:38 AM
Bloodrage Chrism
shows Profane Well Rounded +3
is giving +2.. think the +3 is a typo,

It is giving +3 to all abilities for me. You sure you don't already have something on that gives +1 profane?

Xaxx
11-20-2017, 01:17 AM
overall loot review..

the stats for these items are all over the place as to what youve stuck on items... just looking at the gear i have no idea how to even think about itemizing using most of it as I see one or maybe two stats if im lucky that would apply to the build the piece of gear is for out of the four stats on it. Gear set bonuses are meh... they're theme over function.... you would think after nearly a dozen years you guys would have realized loot that you make just for theme over function gets crapped on and is forgotten before the next update rolls around. That speaks to most everything in the update.

The raid gear... holy stuff did you guys miss by about a mile. Lets stick con 20 on something and then some other stuff and people will be WOOOO... nope. The weapons.... umm... this is supposed to be the same teir as gs or even thunderforged.... umm... umm.... did you look at the weapons.... I can hit up cannith crafting and get stuff thats just as good. Sorry you need to add a couple more effects before they're even close... (find me someone... anyone...who will use that axe over riftmaker please).

You made a khopesh that's supposed to have a 2%....2%????? chance to proc a neg level... not levels... level... and another affect is disint....a green steal affect.... not lgs.... level 12 green steel affect is one of... oh well these are the lesser affects the other two will be where the power lies.... so we find 2d8 bleed damage only for things that bleed.... umm... (goes to cannith crafting planner looks up top element damage yep 7d6)... ummm... 2d8 bleeding.... not a new dot of some king like the star... just 2d8 bleeding..... ok surely to god the 4th ability will be awesome I mean this is raid gear....EXPANSION raid gear this stuff is gonna be awesome..... nope a really low vulnerability proc.... you know you could remove any one of those 4 things and it would be something id expect to find in a quest and have it be thrown into the middle of the loot as something that might get used sometime... NOT A MAJOR EXPANSION ENDGAME WEAPON....

and thats just ranting about one weapon... shall i keep going on some of the others???

Shall I even start on nightmare....what in the ever loving sam hermes were you people thinking digging THAT effect up. ... it looks like YOU DIDNT EVEN CHANGE THE DC..... holy blue monkey mangler. So an affect that didnt work for didly when it was made years ago for the content it was made for. It was so bad you changed it and made it WAY to powerful... to the point that the danged greatsword was the weapon to use at 18+ for a while.. then nerfed it. Yet here it is now at level 30 not just on level 30 loot but on raid loot.... TWO FLIPPIN BITS OF RAID LOOT

I dont know who was left in charge of the loot this time around BUT NEVER LET THEM NEAR IT AGAIN. .. I mean what excuse do you wish to come up with when i look at your selection of raid weapons and think wow I wouldnt use most of this stuff over more than half of the CITW raid loot from year and 5 to 7 level ago...bow... citw wins.... one handers citw wins... two handers sireth ends the discussion....

Ok ranting over for now... trust me If I post a raid item by raid item look at everything I will be in such a rage induced phase of ranting to get me and most of the people who would even read the first three paragraphs of it banned for life.

I stuck my nose back in the game after being gone for most of the year.. same as last year, stuck my nose in for slaver and ran some then. Came back because I loved ravenloft... wanted to give the game a chance and see what could be done with it. What ive seen of ravenloft seems decent feal for content... yet the other side with loot and vistani and the most everything else has been beyond disappointing and bordering on... yeah not going there i'll get infracted.

Oh and WHERE IS LORD SOTH... yeah yeah 2nd edition, yeah yeah dragon lance..... dang it i wanted to fight a REAL death night not some dead dufus in black armor that you guys call a death knight.

Dreppo
11-20-2017, 01:20 AM
Silent Avenger set has had its Blur and Displacement replaced with 5%/20% Artifact Bonus to Doublestrike and Doubleshot.
Braided Cutcord now has scaling Dexterity instead of Deathward.


Hi Coco,

On the change to the set bonus, I do think that the original Displacement was a really nice effect, and not game-breaking given the various ways to keep Displacement up virtually all the time, and also with more and more mobs having true seeing which completely negates it. Lightly armored melees with their lower PRR and lower HP are in need of help right now to be able to wade into battle on legendary. Not that the doublestrike bonus is terrible, but it doesn't break new ground.

On the Braided Cutcord specifically, I have a couple pieces of feedback. With the change you mention, it becomes:

Braided Cutcord: Belt

Quality Dodge (Heroic: +1%) (Legendary: +4%)
Blurry
Dexterity (Heroic: +6) (Legendary: +19)
Diversion (Heroic: +9%) (Legendary: +31%)
Green Augment Slot


First, Blurry is fine on the heroic version but it needs to be Lesser Displacement on the legendary version. The reason you didn't receive this feedback in round 1 is because the set bonus was giving Displacement.

Second, Dexterity is a nice change vs the non-scaling Deathblock, but could you tweak this to instead be Insightful Dexterity? Hear me out, I have two specific reasons for this suggestion: 1) Van Richten's Goggles raid item has now been revealed as being part of the Silent Avenger set, and it also has Dexterity; wearing any two pieces of this small set should be possible without overlap (I understand this gets tricky with 5-pieces sets but this is a much smaller set). 2) The Knifepalm gloves will be sought after by assassins, but dex-based assassins who wear the Knifepalm will have no way to also get Insightful Dexterity +9; the *only* Ravenloft item that gives Insightful Dexterity is also in the glove slot (Crumbling Gloves). Int-based assassins won't have this difficulty as the Ring of Nightfall is a very nice option for Insightful Intelligence.

Thanks for reading.

Luthe111
11-20-2017, 03:12 AM
Hi Coco,

On the change to the set bonus, I do think that the original Displacement was a really nice effect, and not game-breaking given the various ways to keep Displacement up virtually all the time, and also with more and more mobs having true seeing which completely negates it. Lightly armored melees with their lower PRR and lower HP are in need of help right now to be able to wade into battle on legendary. Not that the doublestrike bonus is terrible, but it doesn't break new ground.

On the Braided Cutcord specifically, I have a couple pieces of feedback. With the change you mention, it becomes:

Braided Cutcord: Belt

Quality Dodge (Heroic: +1%) (Legendary: +4%)
Blurry
Dexterity (Heroic: +6) (Legendary: +19)
Diversion (Heroic: +9%) (Legendary: +31%)
Green Augment Slot


First, Blurry is fine on the heroic version but it needs to be Lesser Displacement on the legendary version. The reason you didn't receive this feedback in round 1 is because the set bonus was giving Displacement.

Second, Dexterity is a nice change vs the non-scaling Deathblock, but could you tweak this to instead be Insightful Dexterity? Hear me out, I have two specific reasons for this suggestion: 1) Van Richten's Goggles raid item has now been revealed as being part of the Silent Avenger set, and it also has Dexterity; wearing any two pieces of this small set should be possible without overlap (I understand this gets tricky with 5-pieces sets but this is a much smaller set). 2) The Knifepalm gloves will be sought after by assassins, but dex-based assassins who wear the Knifepalm will have no way to also get Insightful Dexterity +9; the *only* Ravenloft item that gives Insightful Dexterity is also in the glove slot (Crumbling Gloves). Int-based assassins won't have this difficulty as the Ring of Nightfall is a very nice option for Insightful Intelligence.

Thanks for reading.
I completely agree with the desire for the insightful dexterity on the belt. I also plan to use the goggles as my primary DEX item, and since my gear layout requires me to make some hard choices about where to put the second piece for the set, having an item that works synergistically as opposed to the aforementioned overlap would be fantastic. If it's insightful DEX its a win. If it's just DEX, not so much.

However I do actually prefer the doublestrike/shot on the set as opposed to the perma displace. It's nice, but can get displace elsewhere if really need be, and I haven't felt the need to get it. 20% artifact strike/shot is new and unique, as well as something I would move heaven and earth to get my hands on.

Silverleafeon
11-20-2017, 05:59 AM
[
Truth, The Light Within

Sickle
7.5 [W]
20/x2

Devotion +208
Insightful Devotion +104
Healing Lore +30%
Efficient Metamagic - Empower Healing II
Purple Augment Slot
Red Augment Slot




Spiral, the Voice of the Elements

Club
6.5 [W]
20/x2

Elemental Spiral Elemental power pulses within you. This weapon quickly cycles through bonuses to different elemental spell powers and spell lores
Kinetic Lore +30%
Impulse +208
Insightful Impulse +104
Purple Augment Slot
Red Augment Slot






Someone correct me if I am wrong, but are these the only caster weapons that we can upgrade to sentient weapons inside the whole expansion?

Luthe111
11-20-2017, 07:02 AM
Distortion, the Mirror Between

Short Sword
7.5 [W]
19-20/x2

Illusion Focus +8
Insightful Illusion Focus +4
Quality Illusion Focus +1
Spell Penetration +8
Purple Augment Slot
Red Augment Slot



This will also likely be a premier caster sentient for all the deep gnomes.

gwonbush
11-20-2017, 07:44 AM
I'm confused as to how guardbreaking works on a rapier. If it is supposed to proc between melee attacks, how will it ever proc if you are hitting with a melee weapon, thereby performing a melee attack?

Clearly something is escaping me.

Everytime you crit with a melee weapon it procs, then the daze breaks when you hit again. This slight CC time breaks attack sequences, making many non-rednamed monsters unable to do much in the way of attacking back, depending on the length of their animations. It has previously only been on bucklers, allowing only the SWF attack style to work with it. On a rapier, it allows a ranger to use it, which can be really ridiculous with Dance of Death and the sheer rate of hits (with Ravenloft gear I got up to 90% doublestrike and 35% offhand doublestrike with only 1 doublestrike past life). It nearly shuts down any monster susceptible to it just by attacking them, especially under haste boost.

Nachomammashouse
11-20-2017, 07:57 AM
The sad thing for me is looking at an entire expansion of loot and wanting almost none of it for my toons. I am looking at 2 raids full of nothing exciting. Not even one piece of loot that I'm like "OMG I must have that!" I love raiding and lead a raiding guild. I don't see this loot injecting much life into our guild's raiding scene, much like RSO was a loot dud. I remember when Defiler of the Just came out and having to rework most of my gear because I wanted so many of the items. I see nothing remotely close to that here in an entire expansion worth of loot.

I am looking forward to sentient weapons tho.

The level 10 version of the FOM boots (Flightfoot Greaves) is really cool. Irritating that I'll still have to use an inventory slot to hold on to my Kundarak Delving boots because they are level 9 lol. The level 29 version of the greaves is inferior to the level 24 Orcish Privateer's Boots for probably 95%+ of the community. At 5 levels higher, I would expect more from the legendary Flightfoot Greaves when I compare them to the Orcish Privateer's Boots (big fan of these).

Alled78
11-20-2017, 08:16 AM
I really dont like the New loot
I suggest You to take a look at MArk of death and Defiler
To have an idea how raid loot should be: make them unique!
Set bonus are really useless: i dont want them!!!
Think i will keep lgs and slavers ...
A
... i will play slavers as endgame

I'm speaking about the loot... hope expansion will be fun

Vish
11-20-2017, 08:50 AM
Last Comments on loot

Ok I looked everything over
A very good wide swath of items
Many bis in some way
And I tried making Kil my monk a set out of new stuff
Went with silent avenger
Since it has clothing now, patience thru peril
What, the displacements been nerfed??
Well there goes that set
Why can't we have good things
It gets talked about on the forums,
And next you know it's gone
Because its not better than a celestial avenger outfit
And so I would have to recraft all my slavers too
To get like +2-3 gains,
and actually I lose insightful off cannith crafted items
So a real net loss
This is for a wis dex con build
Yes, I looked it over
And besides the time it would take me to actually get these items
I am sitting pretty as is

This is a very non power creep expansion
Most of this loot will be sought after for a while,
Because it will require more updates of more loot,
To find sets good enough to use this stuff
because I don't think it's better than slavers...
And sentient isn't better than LGS
So it's very lateral expansion
Prob good if this represents endgame
Lateral over vertical
That's what everyone been crying about

But, nothing to write home about
Even tho I am interested in the dagger set
For vish my cleric, when he turns to vol
I'm gonna need free guild rename for that one, ok?
overall, job well done
I'll be raiding,
but I won't be drooling over anything

SpartanKiller13
11-20-2017, 09:17 AM
Silent Avenger set has had its Blur and Displacement replaced with 5%/20% Artifact Bonus to Doublestrike and Doubleshot.

Now it's a tossup for heavy melees. 20% stacking DS is nice, but it's not as nice as Displacement. I was looking forward to these b/c I don't have a stack of Displacement clickies.

Stuff quoted below. Also I'm sad that there are no weapons with enhanced crit profiles (Impact/Keen don't stack with ICrit = doesn't count).


Platemail of Strahd/Coat of Van Richten/Mantle of Escher/Memory of a Tailor's Duress/Vestments of Ravenloft/Patience Through Peril

Heavy Armor/Medium Armor/Clothing/Docent/Light Armor/Clothing
Set: Knight of the Shadows/Crypt Raider/Beacon of Magic/Crypt Raider/Silent Avenger/Silent Avenger

Deathblock
Ghostly
Physical Sheltering +52
Profane Well Rounded
Blue Augment Slot
Green Augment Slot



Uh, so 6 armors that are exactly the same (bar the set bonus)? Where's the variety?


Pain, the Half of Whole
Suffering, the Half of the Whole

Please tell me there's a set bonus if you dual-wield these daggers.


Bloodrage Chrism

Calamitous Blows When you are holding a two-handed weapon, you gain a +10% Profane Bonus to doublestrike.
Bloodrage Defense When you are holding a two-handed weapon, you gain a +30 Profane bonus to Physical and Magical Resistance Rating.
Rune-Fueled Warding When you are holding a two-handed weapon, you have a DR of 30/-.
Blood Rage Anytime you are hit there is a chance that you will fall into a Blood Rage. Blood Rage gives up to a +8 bonus to Strength and Constitution but will also cause short periods of letherargy when your lust for blood becomes sated.
Profane Well Rounded


This is Very Nice. So nice that it's probably BiS for 2HF. Wow. I want one.


Echo of Ravenkind - Eternal Holy Burst While you are wearing this item, your melee, ranged, and unarmed attacks gain the Holy Burst ability. (This weapon is holy. The weapon deals an additional 1 to 6 good damage each hit. In addition, critical hits deal an additional 1 to 10 good damage for weapons with a x2 critical multiplier, 2 to 20 for a x3 critical multiplier and 3 to 30 for a x4 multiplier.)

Molten Silver Gauntlets - Manslayer This devastating ability allows the wielder to defeat a humanoid opponent with a single decisive blow. On an attack roll of 20 which is confirmed as a critical hit a humanoid target will be killed. Powerful humanoids may resist the vorpal strike and instead take 100 points of damage until they have been sufficiently weakened.

Holy Burst is pretty weak at level 10, let alone 29. Might consider buffing this a bit (8d6 like the sentient weapon set?). Manslayer isn't much better. Only works vs enemies under 1k hp, and averages +5 damage if you're not getting the executes.


Volley, Arbalest of the Damned - Identity Crisis: Enemies hit by this weapon are plagued by visions of their past and future selves, significantly slowing their movement.

ALL enemies hit? That seems very strong. Tendon Slice, but 100%.


Tremor, the Breaker of Bones - Maul
9.5 [W] 19-20/x3

81.9 Base Damage Rating, if I'm doing my math properly? IIRC that's the highest in-game. Whooo! Silvanus is back :D
68.25 actual base, 2.0 BDR multiplier easily achievable on a common Silvanus build (not comparable to actual numbers) = 136.5 Base Damage Rating before even factoring +[w] and +enhancement bonuses etc. Wow. Just wow.

I definitely want one of these.


Calamitous Blows: When you are holding a two-handed weapon, you gain a +10% Profane Bonus to doublestrike.

Why the 10% doublestrike?
Are you fixing the doublestrike so it works with cleaves? otherwise it's kinda lost on this item.
If not, change it to static damage

I'm quite happy with +10% profane DS - not all melees (2HF or otherwise) are cleaving constantly. And if you're not, DS is probably ~7% damage boost, which would take a decent chunk of static damage to balance.


Light armor users need the defense in melee not more dps. Displacement was what made that set good. Otherwise it seems lackluster and like taking the tempest spine/hound armor, giving it a boost and splitting it into two items.

This. Although the Displacement was strong enough to be BiS even for most heavy melees...


Epic Riftmaker, which can be farmed within an hour or two was a better axe that this new expansion raid level item. I really don't care about any of the attributes on this thing except metalline. Needs a complete rework to become an appealing two hander for axe users.

Dang! I've run Devil's Details probably ~30 times, mostly in groups of 4+, and never seen a Riftmaker drop. What's your secret?

Although I agree, it certainly seems better than this thing.


Bloodrage absolutely must be removed. This item already excludes monks by uncentering the wearer, that bloodrage lethergy is so awful nobody will ever want this item.


I agree in a fast paced game and with many players playing Reaper, Lethargy isn't very good; but it does last for just 12 seconds I believe. For me, I probably would like to have it on my barb. I also liked the epic Locus of Vol item too and some thought it was a bad item also. As a dedicated barbarian player, I'm used to lethargy leveling up after rages have expired anyways, although, a lesser restoration pot removes the fatigue. If Blood Rage could be removed with a lesser restoration, than maybe it would be more desired.

I also want one (sorry Cetus), although I figured that Lesser Restore pots would work. I'm assuming it's not on every incoming hit, so 12s here and there vs the awesome stats offered...

Also, does it work like Master's Blitz? "...but will also cause short periods of lethargy when your lust for blood becomes sated" seems to indicate that it shouldn't hit until after you stop killing things.

If nothing else it'd be a great swap item for tough fights (leave it off so the trash don't proc the lethargy, then pop it on for actual fights).

gwonbush
11-20-2017, 09:52 AM
Please tell me there's a set bonus if you dual-wield these daggers.


ALL enemies hit? That seems very strong. Tendon Slice, but 100%.


There is a set bonus, but it only is +1W, so it's pretty boring considering how this is a set comprised of two raid items from different raids.


And Volley's slow is very strong. It's even better than tendon slice since it instantly gives 8 stacks of legendary salt to everything it touches.

gummolo
11-20-2017, 09:55 AM
Why is there any item I am aware of with radiance/randiance lore??? No love for us,poor divine caster....

edrein
11-20-2017, 09:57 AM
Not sure if this has been mentioned so far; but those daggers are rather lackluster. On a TWF build (including assassin) I wouldn't drop slice and dice for them. I certainly don't see their use on a Vistani build of any sort. I'd like to see an actual raid dagger with an unique crit profile and some good damage procs or unique effects.

The pattern of making daggers exclusively good for assassins or stealth builds in general should have gone out the window the moment you decided to drop Vistani on us.

Please consider more generalized DPS daggers. Like a solid named dagger that those of us who are touching Vistani would like to use. Or Blood of Vol paladins, clerics, or favored souls. Even rangers and bards, really anyone in general that doesn't make use of assassination DCs or deception bonuses.

Give us a poison damage dagger? Something with a solid amount to match CC (9d6 or more poison, a named weapon of this rare damage type should deal more than we can craft), or perhaps give us a special poison proc similar to the Belith Venom or Lolth's venom, just rename it for Ravenloft. Or an evil damage dot tied to Strahd. Bonus points if you make it a very strong vampirism weapon with vampirism that isn't the current canith style, we need more that 3d3 HP at endgame.

Clerize
11-20-2017, 10:04 AM
I'd have liked to see weapons with different damage types. ie. daggers with blunt/slash, shuris with blunt, etc. Something to help with the 0 front numbers in high skull when your weapon type doesn't break DR.

SpartanKiller13
11-20-2017, 12:00 PM
There is a set bonus, but it only is +1W, so it's pretty boring considering how this is a set comprised of two raid items from different raids.

And Volley's slow is very strong. It's even better than tendon slice since it instantly gives 8 stacks of legendary salt to everything it touches.

+1[W] is like +2.5 base damage. Lame & boring.

Wow! 90% attack speed slow too. I didn't realize that Legendary Salt was a 100% proc rate, so I guess it's just comparable, but still that looks pretty decent (especially for people who don't run a lot of Legendary Shroud, this is a one-stop item).


Not sure if this has been mentioned so far; but those daggers are rather lackluster. On a TWF build (including assassin) I wouldn't drop slice and dice for them. I certainly don't see their use on a Vistani build of any sort. I'd like to see an actual raid dagger with an unique crit profile and some good damage procs or unique effects.

The pattern of making daggers exclusively good for assassins or stealth builds in general should have gone out the window the moment you decided to drop Vistani on us.

Please consider more generalized DPS daggers. Like a solid named dagger that those of us who are touching Vistani would like to use. Or Blood of Vol paladins, clerics, or favored souls. Even rangers and bards, really anyone in general that doesn't make use of assassination DCs or deception bonuses.

Give us a poison damage dagger? Something with a solid amount to match CC (9d6 or more poison, a named weapon of this rare damage type should deal more than we can craft), or perhaps give us a special poison proc similar to the Belith Venom or Lolth's venom, just rename it for Ravenloft. Or an evil damage dot tied to Strahd. Bonus points if you make it a very strong vampirism weapon with vampirism that isn't the current canith style, we need more that 3d3 HP at endgame.

I'm with you. I've been considering a VKF build next life, but I keep finding more and more things that don't stack... At this rate I'll just run like a 15/5 Pally/Cleric and Silvanus anyway.

Cantor
11-20-2017, 12:52 PM
Why is there any item I am aware of with radiance/randiance lore??? No love for us,poor divine caster....

Because warlocks. Lol. But nah probably.

Thrudh
11-20-2017, 12:58 PM
Two-hander melee's have been lacking love for a long time..

I switched my two-hander melee to quarter-staves because they are more interesting.

Not sure about the ones in this pack... Depends on how good vampirism works in reaper.

Thrudh
11-20-2017, 01:05 PM
However I do actually prefer the doublestrike/shot on the set as opposed to the perma displace. It's nice, but can get displace elsewhere if really need be, and I haven't felt the need to get it. 20% artifact strike/shot is new and unique, as well as something I would move heaven and earth to get my hands on.

Yes, me too... 20% doublestrike/doubleshot is pretty huge.

Thrudh
11-20-2017, 01:07 PM
Everytime you crit with a melee weapon it procs, then the daze breaks when you hit again. This slight CC time breaks attack sequences, making many non-rednamed monsters unable to do much in the way of attacking back, depending on the length of their animations. It has previously only been on bucklers, allowing only the SWF attack style to work with it. On a rapier, it allows a ranger to use it, which can be really ridiculous with Dance of Death and the sheer rate of hits (with Ravenloft gear I got up to 90% doublestrike and 35% offhand doublestrike with only 1 doublestrike past life). It nearly shuts down any monster susceptible to it just by attacking them, especially under haste boost.

Yes, guard-breaking on a rapier is HUGE... This is a must-have weapon for anyone using rapiers...

Guardbreaking on a buckler was awesome back when I was playing SWF.

Cantor
11-20-2017, 01:09 PM
Yes, guard-breaking on a rapier is HUGE... This is a must-have weapon for anyone using rapiers...

Guardbreaking on a buckler was awesome back when I was playing SWF.

It's an amazing effect I think is sometimes overlooked.

Akoriv
11-20-2017, 01:10 PM
There is no way to make use of these objects. Stop playing tetris with the loot or there is no way to get a coherent geat set.

Tips: NEVER set ability bonuses on weapons. NEVER. How many times do we have to tell you that the place of the ability bonuses is in items, not in weapons?

There are items that should ALWAYS have certain bonuses to facilitate the replacement of objects. There is no way to change an item if changing one implies having to change ALL the items. It is ridiculous. It's frustrating. That devalues your work. The armor, for example, should always have fortification and sheltering. Then add other things that change depending on the object. But DO NOT play tetris with the gear. Because that does not work.

Each build needs a series of bonuses that it will never give up, and it will not do so for a small benefit given by another item in only one of the bonuses. Some of those necessary bonuses are universal: constitution, false life, resistance, sheltering. Others are specific to the build or type: for example, if I replace the tempest armor in a caster I lose insightful spell mastery. Where do I get that bonus on the new loot? How many items I will need to change for get it? How many other bonuses I will lose in changing those items? Conclusion: that headache doesn't worth

Do you think that by playing to spread the different bonuses randomly in different items you can achieve something fun? Well, no. What you do is force us to play tetris, exasperate us and decide that it's not worth it.

So, a basic design tip: stop introducing stupid bonuses like bonuses to individual ST like will, reflex etc (we have resistance!) Or separate PRR and MRR into two stats (we have sheltering!) Stop creating a thousand different type bonuses (there are no sufficient? Equipment, enhancement, profane, insightful, quality, luck, alchemical etc) The basic, always needed, stats should always be in more or less the same items, with some variety to give flexibility of choice. What should change between items are not the basic stats, but the extras that define builds. And you should make room for rare effects that we rarely see on the game at the moment, but that made popular items in the past. Yes, I'm talking about things like clickies, like metamagic cost reduction, like mana regeneration, like effects on hit or spellcasting, original guards, healing options, etc etc. You would not need to increase the numbers so quickly if you leave room for these special bonuses and offer a variety of them over time

It's those special effects that should vary more in the gear. Not the basic stats! Enough to play tetris with the gear!

The loot of this expansion is terrible and basically unusable precisely because of this.

Other than calling it blindfolded musical chairs or blindfolded darts instead of Tetris, I completely agree with this. After getting 1 nominal upgrade with just current gear, I'm trying to figure out how to put together a complete new set of gear because it completely messes up my effects if I equip it and actually leaves me in worse shape than before.

Trying to use any of the new gear from Barrovia would be even worse.

mr420247
11-20-2017, 01:18 PM
Idk if i read it right the profane robe works with the beacon of magic set allows you to drop your litany for a new

stat trinket even better then the slavers one or the litany one u swap in 1 of the belts your done

Leaving you with 1 sentient weapon and 1 lgs stat stick should fill in the blanks nicely

The Masque gogs seem pretty nice but a Howl of Terror clicky whats the dc like on it does it actually work

Arkat
11-20-2017, 03:07 PM
and what difference does that make? Serious question here, unless there is a hidden ability on this gs it is trash even for pallies.

If a Paladin wields Sanctity (Great Sword) or Divinity (the Bastard Sword equivalent), several VERY nice properties become apparent.

Silverleafeon
11-20-2017, 03:09 PM
[Spiral, the Voice of the Elements

Club
6.5 [W]
20/x2

Elemental Spiral Elemental power pulses within you. This weapon quickly cycles through bonuses to different elemental spell powers and spell lores
Kinetic Lore +30%
Impulse +208
Insightful Impulse +104
Purple Augment Slot
Red Augment Slot


]


Anyone who was on Lamania, any idea about what Elemental Spiral was like?

Is it worthwhile or random nonsense?

What does it do?

Xaxx
11-20-2017, 03:58 PM
Anyone who was on Lamania, any idea about what Elemental Spiral was like?

Is it worthwhile or random nonsense?

What does it do?

It cycles through each of the 4 elements every.... umm... 15 or so seconds (appologies dont remmeber the exact time) and it gives pretty much the same stats as it does for force i think it was 208 and 30% (sorry dont hold me to that exactly) It started with fire when I put it on and then cycled to the next three and then back to fire and on and on. Theres a small timer and insignia in your buff bar for it like druid season change but its only a few seconds per element not a few mins. Honestly this feals like it might be aimed at shiradi with the rotating powers hitting random procs at random times.... Or generally at an archmage... maybe.

I don't see alot of people running around with this thing....

Cocomajobo
11-20-2017, 04:12 PM
It cycles through each of the 4 elements every.... umm... 15 or so seconds (appologies dont remmeber the exact time) and it gives pretty much the same stats as it does for force i think it was 208 and 30% (sorry dont hold me to that exactly) It started with fire when I put it on and then cycled to the next three and then back to fire and on and on. Theres a small timer and insignia in your buff bar for it like druid season change but its only a few seconds per element not a few mins. Honestly this feals like it might be aimed at shiradi with the rotating powers hitting random procs at random times.... Or generally at an archmage... maybe.

I don't see alot of people running around with this thing....

+50 Exceptional Spell Power
+20% Exceptional Spell Lore
+5 Caster Levels

For twelve seconds. Cycles through Fire, Cold, Earth, Air.

Arkat
11-20-2017, 04:17 PM
No new Helms???

Silverleafeon
11-20-2017, 04:17 PM
+50 Exceptional Spell Power
+20% Exceptional Spell Lore
+5 Caster Levels

For twelve seconds. Cycles through Fire, Cold, Earth, Air.

Thank you very much!


Hmm...tempting...could be improved, but tempting.

Would like to see each previous cycle linger, so that one can take better advantage of thus while still retaining flavor.

Silverleafeon
11-20-2017, 04:29 PM
Any chance you could duplicate the slaver's staff abilities into a new weapon that is not craftable?
Just to give us a quickie bit more to sentient weapon slot?

Silverleafeon
11-20-2017, 04:30 PM
....

+1 Thanks for the quick replies


.

+1

SpartanKiller13
11-20-2017, 04:45 PM
+50 Exceptional Spell Power
+20% Exceptional Spell Lore
+5 Caster Levels

For twelve seconds. Cycles through Fire, Cold, Earth, Air.

Thanks! That could be pretty useful.

Does the timer keep going if you swap the weapon off? Like can I use it while it's on Fire, then swap it for something else while I wait for 30s to see if Fire comes back up?

Not sure if it's worth it for that, but if you have a free hand slot open it's effectively like +12 SP, +5 spell lore, and +1 CL for all four elements (as an average)? Or am I misunderstanding how it works?

Seikojin
11-20-2017, 05:08 PM
+50 Exceptional Spell Power
+20% Exceptional Spell Lore
+5 Caster Levels

For twelve seconds. Cycles through Fire, Cold, Earth, Air.

Mmm, +20% lore stacking. Nice.

thomascoolone64
11-20-2017, 05:23 PM
The one Trinket from one of the Raids that has "Eternal Holy Burst" and adds another "Holy Burst" effect doesnt work either...

count_spicoli
11-20-2017, 07:52 PM
This loot really lacks creativity. 1ust upping stat bonuses, dodge, prr, spell power is really getting old. Need to come up with something new and fresh that doesnt just invalidate everything we have already. Its really bad and tiresome. Guess Im glad i dildnt pay for the expansion. Makke the loot more interesting and im all in but just do this and i have no interest. Something tells me this ship is already sailed and this is what is coming full steam ahead.

Xaxx
11-20-2017, 08:07 PM
+50 Exceptional Spell Power
+20% Exceptional Spell Lore
+5 Caster Levels

For twelve seconds. Cycles through Fire, Cold, Earth, Air.

ahh yes i messed that up fully apologies

Was flipping through way to much spell power stuff when messing around with the caster that i think i got it and the belts messed up, either way no excuse for giving out false info so once again apologies

GeoffWatson
11-21-2017, 01:40 AM
The one Trinket from one of the Raids that has "Eternal Holy Burst" and adds another "Holy Burst" effect doesnt work either...

Like the Tower of Despair rings?
They haven't worked in a while.

Dalsheel
11-21-2017, 03:16 AM
Duality, the Moral Compass

Handwraps
8 [W]
17-20/x3

The Moral Compass An oft repeated mantra of the Shintao is written on these sacred handwraps: "True strength comes from within, and true power comes from rising above."
Impact V
Vampirism 4d2
Red Augment Slot
Purple Augment Slot




So what exactly is "The Moral Compass" effect?

bjones0064
11-21-2017, 04:27 AM
I was really hoping for clever strike to be added to a new expansion weapon. :)

SirValentine
11-21-2017, 06:16 AM
That's a whole lot of raid loot to be completely uninteresting. There's only 1 ability on 1 single item across both lists I'd even use, and that 1 is only because you're running up the numbers; 4 of the 5 abilities on that item are useless to me.

Fenix93
11-21-2017, 06:45 AM
Void, the Endless Cold

Long Bow
6.5 [W]
20/x3

Frozen Aether This weapon was forged of malevoant ice, and enemies struck with it are afflicted by its curse. This weapon can inflict ten stacks of Cold damage over time, with one stack expiring at a time.
Chilling 9d6
Cold Vulnerability On Hit: Applies a stack of Cold Vulnerable. This effect may only occur on-hit once a second.
Clicky: Conjure Ice Arrow Summons this bow's Icy Arrow, the Frozen Terror, which has a chance to conjure a frozen gale on a natural 20. This arrow will disappear on logout.
Purple Augment Slot
Red Augment Slot



the effect itself is also meaningful because most of the expanding enemies are vulnerable to ice, and if it coincides with Shiradi's "Stay Frosty" effect, the AA branch and some Legacy Level 30 fates could create a Ranger the ice damage is super powerful, the only negative note and that the ice and the immune damage and skeletons, demons and plants ... this makes the damage null and useless but ... are just small...

One thing I noticed but I think it's a bug...


https://i.imgur.com/GPXFKN9.png

the arrows if I relog the character or I came out of a quest when I still have them(in Teory), instead of fading as I think I should do, in my place I seem to have equipped "archaic arrows"

if it is a bug this can be solved?

speaking of the effect of the bow, it would not be bad if ... besides the possibility of creating ice arrows also create arrows of fire, acid and lightning ... so as to give a chance to space on different builds to damage elementary and making the weapon more appetizing.but this would mean that you should completely change the description of the weapon from "Void, the Endless Cold" to "Void, the Endless Elemental Powers", but I will not if it is possible to do so ... even though "Flame Terror", "Acid Terror" and "Thunder Terror" sound very good ...

Speaking in terms of aesthetics many objects like armor and weapons I do not think they still have a definite concept art, many weapons have a normal and unattractive appearance ... especially Strahd's Tomo that should have a different look ... like this


https://i.imgur.com/9cbQYv4.jpg

but I love the work done on the Sun Sword and Gulthias staff are just the same as the manual "Curse od Strahd"


https://i.imgur.com/B4JnR5Q.png
https://i.imgur.com/QSSeReX.png

the reinforcements in particular ... they did not have interesting aspects I've created the only ones I've noticed (but I think it's Work in Progress) are these


https://i.imgur.com/w7i0z3n.png

but I really hope they are placeholder ... because apart from the color of these armor they are a bit ... burmutini (pink? but we are at barovia not at disneyland)but many armor present aesthetic aspects already seen or other packs ... so I strongly hope they are all older ...

so my questions are

Will the weapons and armor of raid and quest have a unique look at the final relase?

Can you add to the Void, the Endless Cold three other fire, electric, and acid damage options? and change the name of the weapon in Void, the Endless Elemental Powers so that it is more appetizing as a weapon?

Will it be possible to have a cosmetic cape option?

if not ... the armor in the final build will have "cloaks" attached behind the back?

lyrecono
11-21-2017, 07:11 AM
Two-hander melee's have been lacking love for a long time..
Then speak up about them more often.


Bloodrage Chrism
shows Profane Well Rounded +3
is giving +2.. think the +3 is a typo,
not a typo, wai, tr one of your borelocks back into a melee!


Disappointed to not see any shield/tank oriented gear. Yes there is some gear with defense on it but nothing that is really built for a tank.

For example:
The only Natural Armor +20 item is clearly a monk item
The only CON +20 item also comes with Deception
Adherent of the Mists Set gives the best defense/tank set bonuses (+30 Artifact Bonus to PRR, +30 Profane Intimidate) but does not have 5 items a tank could use
Knight of the Shadows (The "tanking" set) has a generic heavy armor and a tactics /DPS belt and the set bonus gives 10 PRR less than the Adherent of the Mists Set
The item with Linguistics comes with Diplomacy, Quality Diplomacy, and Subtle Target - clearly didn't consider using Linguistics with intim
There are no good AC boosting items other than natural armor
There are no threat generating items (except for a small shield???)
There are no intim boosting items
There are no items that boost max dex bonus from armor or armor with nimbleness
There are no interesting new tank abilities

An idea for an interesting tank ability on a shield: "Threatening Presence" - on being hit or missed 5% chance to attract the attention of nearby mobs. Actual affect is 5% chance to do an intimidate with +10 stacking intimidate skill

I realize the current game is becoming anti-tank and many groups prefer CC and ranged DPS to a tank but there are still a few of us that prefer that play style - please give us something to get excited about.
Sobebody got it!
+1, good post


It is giving +3 to all abilities for me. You sure you don't already have something on that gives +1 profane?
Jotmon is green of envey, he wants moar warlock powerrrrrrr........


Everytime you crit with a melee weapon it procs, then the daze breaks when you hit again. This slight CC time breaks attack sequences, making many non-rednamed monsters unable to do much in the way of attacking back, depending on the length of their animations. It has previously only been on bucklers, allowing only the SWF attack style to work with it. On a rapier, it allows a ranger to use it, which can be really ridiculous with Dance of Death and the sheer rate of hits (with Ravenloft gear I got up to 90% doublestrike and 35% offhand doublestrike with only 1 doublestrike past life). It nearly shuts down any monster susceptible to it just by attacking them, especially under haste boost.
Holly powercreep batman!
Thats a lot of double strike, i wish there were items in the game that did that for 2hf glancing blow proc and damage, since doublestrike is wasted on cleavers.


Now it's a tossup for heavy melees. 20% stacking DS is nice, but it's not as nice as Displacement. I was looking forward to these b/c I don't have a stack of Displacement clickies.

Stuff quoted below. Also I'm sad that there are no weapons with enhanced crit profiles (Impact/Keen don't stack with ICrit = doesn't count).



Uh, so 6 armors that are exactly the same (bar the set bonus)? Where's the variety?



Please tell me there's a set bonus if you dual-wield these daggers.



This is Very Nice. So nice that it's probably BiS for 2HF. Wow. I want one.



Holy Burst is pretty weak at level 10, let alone 29. Might consider buffing this a bit (8d6 like the sentient weapon set?). Manslayer isn't much better. Only works vs enemies under 1k hp, and averages +5 damage if you're not getting the executes.



ALL enemies hit? That seems very strong. Tendon Slice, but 100%.

81.9 Base Damage Rating, if I'm doing my math properly? IIRC that's the highest in-game. Whooo! Silvanus is back :D
68.25 actual base, 2.0 BDR multiplier easily achievable on a common Silvanus build (not comparable to actual numbers) = 136.5 Base Damage Rating before even factoring +[w] and +enhancement bonuses etc. Wow. Just wow.

I definitely want one of these.
I'm quite happy with +10% profane DS - not all melees (2HF or otherwise) are cleaving constantly. And if you're not, DS is probably ~7% damage boost, which would take a decent chunk of static damage to balance.

This. Although the Displacement was strong enough to be BiS even for most heavy melees...

Dang! I've run Devil's Details probably ~30 times, mostly in groups of 4+, and never seen a Riftmaker drop. What's your secret?

Although I agree, it certainly seems better than this thing.

I also want one (sorry Cetus), although I figured that Lesser Restore pots would work. I'm assuming it's not on every incoming hit, so 12s here and there vs the awesome stats offered...

Also, does it work like Master's Blitz? "...but will also cause short periods of lethargy when your lust for blood becomes sated" seems to indicate that it shouldn't hit until after you stop killing things.

If nothing else it'd be a great swap item for tough fights (leave it off so the trash don't proc the lethargy, then pop it on for actual fights).

I actually took the time to test this item, the adverse affects cause you to fall back badly in distance and dps, you can't get rid of it with a pot either, wich puzzles me, barbs at lv 17 should be immune to this. You get this affect very often, the 2hf barb isn't well known for his
armor class.
I think cetus missed the point here, the items seems made for barbarians and excludes monks for a reason. No easy acces to mrr&prr for monk fighters.

Well, i say made for barbs, they should make the bloodrage penalty 10 times worse and make lv17 barbs immune to the negative effects




No new Helms???
yeah, i noticed this too. At least it allowed me to recraft my greensteel hp set but strange non the less.

gwonbush
11-21-2017, 08:22 AM
Holly powercreep batman!
Thats a lot of double strike, i wish there were items in the game that did that for 2hf glancing blow proc and damage, since doublestrike is wasted on cleavers.


Yeah, there's a lot of doublestrike available in Ravenloft. 22% on a cloak + 10% insightful on bracers (combined they are actually 33% due to rounding errors), 20% from Silent Avenger set gives anyone who gears it 53% doublestrike.

Sgt_Hart
11-21-2017, 09:10 AM
Here's my question: Have we unlocked the set boni yet?

'cause either having (A.)the raid loot, or (B.)the quest loot, with a slavers style "Make it parts of Set X" option would make a lot of this stuff way more usable.

unless that becomes a thing, I really don't set myself re gearing characters to take advantage of the set bonuses.

JOTMON
11-21-2017, 10:04 AM
Then speak up about them more often.


I've said my piece over the years.



not a typo, wai, tr one of your borelocks back into a melee!


I would, but unfortunately the game direction encouraged me to take a different direction.. adapt or die..
at least I am still playing the game..



Jotmon is green of envey, he wants moar warlock powerrrrrrr........


Moar power is good. even melee's want that... and in todays game they need it more than the rest...

Arkat
11-21-2017, 10:09 AM
So what exactly is "The Moral Compass" effect?

The next time Lamannia is up, put it on a Shintao Monk and find out!

Niminae
11-21-2017, 11:19 AM
+20 stats at level 29 is mindboggling how much powercreep we've gone through. Cannith crafting is better then random loot, and it's +15 at level 34. Oh how we've ramped up those numbers just to make loot attractive without being interesting.

As mentioned, a lot of weapons have effects which just aren't useful in higher difficulties. As in higher then normal. I don't think many people are going to do end-game raiding so they can run capped level normal difficulty faster.

If weapons had more useful things attached to them, you wouldn't have to give them crazy huge amounts of [w] damage to try and get people to try them out. People still use 3[w] weapons at cap if they have good enough effects on them.

Effects are hard, yo?

See:


Silent Avenger set has had its Blur and Displacement replaced with 5%/20% Artifact Bonus to Doublestrike and Doubleshot.

The Ravenloft pet collar is now called "Hound of the Night", gets doublestrike/damage instead of its former damage procs that didn't work

Niminae
11-21-2017, 11:31 AM
Because of these problems, I think there's a good argument for letting crafted weapons become sentient, as well as making level 20 weapons eligible so the large set of old epic weapon are also available. But I suspect there's a coding issue with multiplying recipe numbers in the background which means that's not probably going to happen.

I've seen a lot of guesses as to why level 20 and crafted weapons were excluded from being able to host a sentient gem. But they are just guesses. I'd like for SSG to just tell us why they excluded level 20 and crafted weapons. Share the design decisions, or the tech limitations if there are any. That would be nice.

Vyrtigo
11-21-2017, 12:23 PM
I've seen a lot of guesses as to why level 20 and crafted weapons were excluded from being able to host a sentient gem. But they are just guesses. I'd like for SSG to just tell us why they excluded level 20 and crafted weapons. Share the design decisions, or the tech limitations if there are any. That would be nice.

My guess is the most infamous epic item ever that was the best weapon in the game for ages so much so that it got nerfed and being sentient may very well make it scary for balance again.


That weapon.....the sword of shadows. I could be wrong but this weapon has been notorious for warping the balance meta.

http://ddowiki.com/page/File:Epic_Sword_of_Shadow.png

edgarallanpoe
11-21-2017, 01:41 PM
Unless I have missed it, I am not seeing any light maces. Not sure why you guys would do this. The Iconic Assimar is a ranger. While dex is not the only way to go with a ranger, it does make sense to go dex to get all of the hit and damage bonuses in Tempest. That makes light maces the *only* weapon the Iconic Assimar can use with dex *and* his racial bonus.

blerkington
11-21-2017, 03:06 PM
I've seen a lot of guesses as to why level 20 and crafted weapons were excluded from being able to host a sentient gem. But they are just guesses. I'd like for SSG to just tell us why they excluded level 20 and crafted weapons. Share the design decisions, or the tech limitations if there are any. That would be nice.

That is a very good point. Yes, it would be nice.

It would be great in general to have more information about these design decisions, even if the devs don't necessarily want to get into a conversation afterwards where we argue with them about why they did it that way. They'd be doing themselves a favour, I think, because from the outside a lot of this stuff just looks very weird and poorly thought through.

I do find myself wondering if they actually go through the exercise of trying to gear various endgame archetypes with this stuff to see what the effects are and what gear conflicts and duplicated effects are occurring, as well as what can't be fit in. A good example of this is how poorly the sentient weapon system is set up for casters, throwers and tanks due to the no off hand weapons restriction.

Several other people also made the following point in this thread but it bears repeating. Multiplying the number of effects we have for a particular property (enhancement, exceptional, alchemical, insightful, quality, artifact, profane, etc) and then scattering them apparently at random over new gear is really playing hell with our efforts to gear characters. Never mind that that the number of effects per item seems stuck at a number that is now too low and how it all interacts with endgame or near endgame crafting systems, some of which are very costly to undo or replace.

When we were talking about this in channel the other day, someone said this loot looks like it was designed by throwing darts at a list of properties on the wall. The problem for us is this apparently random approach to design leads to a fiendish game of gear tetris every time we try to upgrade one piece of loot on an endgame set. I would like to return to a state of affairs where seeing lists of new gear was exciting, not the source of a headache.

Thanks.

SisAmethyst
11-21-2017, 04:08 PM
Not sure if this has been mentioned so far; but those daggers are rather lackluster. On a TWF build (including assassin) I wouldn't drop slice and dice for them. I certainly don't see their use on a Vistani build of any sort. I'd like to see an actual raid dagger with an unique crit profile and some good damage procs or unique effects.

The pattern of making daggers exclusively good for assassins or stealth builds in general should have gone out the window the moment you decided to drop Vistani on us.

Please consider more generalized DPS daggers. Like a solid named dagger that those of us who are touching Vistani would like to use. Or Blood of Vol paladins, clerics, or favored souls. Even rangers and bards, really anyone in general that doesn't make use of assassination DCs or deception bonuses.

Give us a poison damage dagger? Something with a solid amount to match CC (9d6 or more poison, a named weapon of this rare damage type should deal more than we can craft), or perhaps give us a special poison proc similar to the Belith Venom or Lolth's venom, just rename it for Ravenloft. Or an evil damage dot tied to Strahd. Bonus points if you make it a very strong vampirism weapon with vampirism that isn't the current canith style, we need more that 3d3 HP at endgame.

Yeah have difficulty to fit the loot to my Assassin as each item that would be somehow interesting seem to cancel out an other option. Either because it uses the spot of e.g. my INT item or if I am not mistaken it comes with thread increase, something I surely not want on my rogue ...

Anyway it is a bit sad that we not seem to see more rare or special effects like Phlebotomizing, Night's Grasp, Screaming or Smoke Screen on the new loot instead of just splatting Spell Power +208, Alignment 8d6 and Stat +20 on most items. Well at least Bloodrage Chrism sounds interesting.

Niminae
11-22-2017, 04:11 AM
That is a very good point. Yes, it would be nice.

It would be great in general to have more information about these design decisions, even if the devs don't necessarily want to get into a conversation afterwards where we argue with them about why they did it that way. They'd be doing themselves a favour, I think, because from the outside a lot of this stuff just looks very weird and poorly thought through.

Yes. And it isn't an outrageous request, either. SSG is asking the player base to donate hundreds of hours of their time on the Lammania server to beta test their work and to shorten their QA process. So asking SSG to provide the player base with some design decisions isn't an unreasonable request. In fact, it ought to be a prerequisite. Players should not provide any Lammania feedback unless SSG provides their design goals in advance of that feedback. It is a reasonable request and prerequisite, since feedback on content without any specific goals listed isn't going to be as valuable as is feedback on content with specific goals listed.

Dalsheel
11-22-2017, 04:33 AM
The next time Lamannia is up, put it on a Shintao Monk and find out!

So very helpful and informative. Thank you...

Lokeal_The_Flame
11-22-2017, 09:33 AM
We do a wipe before every preview unless otherwise noted for a number of reasons.

We want to discourage playing on Lamannia or simply build testing unrelated to the current release and wiping progress is integral to that.
We are often (as is the case with this preview) running behind the scenes versioning on characters when they first log into the new build. Doing a character wipe increases our data sample as to whether the versioning is working correctly.
Characters that had been copied over once can not be copied from live again until a character wipe is done. In order to make sure everyone can get their up to date live characters and to avoid anyone who made the mistake of deleting their character during the first preview not having access to it this second round we will always do a wipe
Doing a character wipe is a short and easy process on our end.




Thanks for the report!

Contrary, testing whether or not working effects on older gear stacks with new effects on newer gear is somewhat essential to overall testing.... not to mention some feats and enhancements may not stack with effects on gear. If a player is helping test for bugs, sometimes the utilization of older content is a necessary inclusion for assessing newer content.

TheDr0wRanger
11-22-2017, 12:52 PM
Can someone confirm what I'm reading here, which is that there are 0(!) items in here that touch Evocation DCs and only one item that will buff an elemental spellpower?

I get the whole problem with Warlocks being a superpowered easy button but it feels like Sorcs just have nothing to even pick up in here. I haven't seen a decent caster weapon to desire outside of Greensteel and now it looks like at best I'm looking for a belt?

I mean, the character worked fine but with the constant cries for more difficulty I would be unsurprised to see a saves jump from mobs and the accompanying loss of effectiveness. Maybe I'm wrong but it does seem like an oversight.

I want to echo the cries above that some items need to be at least available on a specific slot pretty consistently. That is, Spellpower and School DCs should always have a near-top-level option in the weapon slot. Having the best-available bonuses of those types is basically mandatory for a Savant and reworking his entire gear set to slot it is profoundly un-fun, given that he's gonna re-farm bonuses he already has just to get them on another slot and accommodate a change.

My example is Eveningstar, I can reliably count on most toons getting some decent, consistent gear that is a drop-in replacement for their previous items and helps them get to their optimal design. As it stands, in order to touch the Sash which is gunning for best SP bonus, I'll have to completely regear, replacing items with the same bonus in another slot. This doubles my grind and makes the work to get any bonus suddenly so horrendous I just turn the game off.



My second complaint is that with Sentient Weapons becoming the new thing casters are gonna be in a bind.
Melees can(if not always *do*) find a weapon that got the most important things, like crit-bonuses or simply high base-damage that make a good item retain value over time and tend to stick with them. Casters right now often don't have available weapons with that sort of staying power, last I checked my Sorc had an orb with Stats on it and a TF weapon because it was easy to get the low-tiers for spellpower. He's since superseded both items with items in other slots, but until he can finish LGS he's got nothing else to really put in those slots, certainly nothing important enough to engage in the Sentience farming process. Right now it looks like he'll be getting a belt for his core SP and DCs on goggles, so what item would actually be worth making Sentient for this played-straight caster-class?

Wanatuc
11-22-2017, 01:59 PM
Please let us know if Rune Arms are going to be level 15, or level 10, or somewhere in the middle.

Cocomajobo
11-22-2017, 02:30 PM
Please let us know if Rune Arms are going to be level 15, or level 10, or somewhere in the middle.

As mentioned in the OP of the quest loot thread:



General information to keep in mind:

- Most artwork for items is not in this preview build
- All Heroic Loot is Minimum Level 10
- All Legendary Loot is Minimum Level 29

Wanatuc
11-22-2017, 02:47 PM
As mentioned in the OP of the quest loot thread:

Thanks for quick reply why I asked was the Dojo vender and the one I got in a quest was level 15>

SeveredSteel
11-22-2017, 02:51 PM
We want to discourage playing on Lamannia or simply build testing unrelated to the current release and wiping progress is integral to that.

[/LIST]



Thanks for the report!

First I want to say that the wipes are a good thing for many of the reasons you listed. Now with that out of the way, the quoted statement is bothersome, to say the least. How o you think people test your bugged items, your bugged enhancements, your bugged quests, and your erroneous tooltip descriptions? You actually WANT to encourage playing on lamania and build testing. You WANT to encourage people to try all that every chance you get. It actually encourages people to log on to lama and provide you and the dev team with much needed free QA testing. Are you under some illusion that people that log onto lama and test builds are somehow NOT using the latest items, classes, feats, and enhancements? This sort of backwards decision making and basis thereof is endemic to this game and why it is spiraling down the toilet. No, not spiraling. More like white water rafting into a sewer drain. Less stick, more carrot. But keep doing sneaky things like disabling the red named kobolds that people are using to test your faulty items and class trees. Keep telling them "we don't know why they aren't spawning as red names." yeah, no one will see through that blatant transparency /s

You want free work from us? Then give us a reason to work for free for you.

bloodnose13
11-23-2017, 12:15 PM
for raids in such a big expansion, there is a very little choice in the raid reward weapon types.
is there a way those weapon types are decided on? like % of users? why no longswords? bastard swords are in nearly every update, longswords dont appear too often.

those raid weapons will be a probable base for the sentience, so why not more types of weapons so everyone can find something for them.

AstorPotamus
11-24-2017, 12:46 PM
I dont see much here for khopesh-wielders...especially if they’re LG. Am I missing something here? It’s not like already existing named khopeshes are that good to begin with, so why would I want to spend time, energy, or money upgrading something that can’t surpass what I can craft at Thunderholm?

I hope the developers actually add a decent khopesh for a s&b pally, or open up sentience to TF weapons.

Silverleafeon
11-24-2017, 10:08 PM
+50 Exceptional Spell Power
+20% Exceptional Spell Lore
+5 Caster Levels

For twelve seconds. Cycles through Fire, Cold, Earth, Air.

I would change this stick to be:

Each Element duration is 20 seconds.
At 10 seconds a new random element (not the same as the ones currently being used) is added.

When equipped the first element choosen is random.

So,
0 seconds equip random element say acid duration 20 seconds
10 seconds add random element say fire duration 20 seconds
20 seconds remove acid buff then add random element say cold
30 seconds remove fire buff then add random element which would be either aid or earth
ect...


if this is considered too powerful, will allow concession in reducing elemental buff by 10~20%

Silverleafeon
11-25-2017, 12:02 AM
+50 Exceptional Spell Power
+20% Exceptional Spell Lore
+5 Caster Levels

For twelve seconds. Cycles through Fire, Cold, Earth, Air.

An alternative, could also be:

Cycling thru two elements at a time such as Fire + Cold and Air + Earth
along with making a second stick that cycles thru Fire + Earth and Cold + Air

increasing usefulness by a lot.

If needed drop the exceptional buff by 20%

Silverleafeon
11-25-2017, 01:58 AM
+50 Exceptional Spell Power
+20% Exceptional Spell Lore
+5 Caster Levels

For twelve seconds. Cycles through Fire, Cold, Earth, Air.

A third variation would be to eliminate Acid, as Acid is conjuration focus not evocation focus usually.
Druids and nonearth Sorcerers would appreciate thus more.

Druids tend to cast out of Fire/Water/Air, benefitting randomly from all three.

Sorcerers tend to pick a side element so that:
Fire Savant with Air as Side Element (likely build) = benefits 66% of the time.
Cold Savant with Air as Side Element (likely build as Air is Evocation) = benefits 66% of the time.
Air Savant with Fire or Cold as Side Element (likely build) = benefits 66% of the time.

Actually, this stick could drop in multiple variations of thus with a less powerful dual element as well.

As a druid fan, eliminating Acid helps me like this stick a lot more.

Iriale
11-25-2017, 03:54 AM
A third variation would be to eliminate Acid, as Acid is conjuration focus not evocation focus usually.
Druids and nonearth Sorcerers would appreciate thus more.

Druids tend to cast out of Fire/Water/Air, benefitting randomly from all three.

Sorcerers tend to pick a side element so that:
Fire Savant with Air as Side Element (likely build) = benefits 66% of the time.
Cold Savant with Air as Side Element (likely build as Air is Evocation) = benefits 66% of the time.
Air Savant with Fire or Cold as Side Element (likely build) = benefits 66% of the time.

Actually, this stick could drop in multiple variations of thus with a less powerful dual element as well.

As a druid fan, eliminating Acid helps me like this stick a lot more.
no, thanks, my build uses acid and this weapon is one of the 2 items that i want. The loot is disappointing, do not degrade me even more

More weapons or more variants, ok, but this one is ok as it is.

Anyway, having force as main statistics this is not a weapon for druid. It should have elemental statistics for that

Seriously, devs, sentient weapons NEED to be compatible with LGS. It is not healthy that you turn obsolete the LGS items so soon. Nor are there enough weapons to satisfy everyone, currently almost all use LGS or TF in the end game

Iriale
11-25-2017, 04:23 AM
Burnscar Sash, Silverthread Belt, and Thrummingspark Cord now have their intended Enhancement-typed bonuses to Spell Power. Exact numbers are still WIP.

Burnscar Sash: Belt
• Corrosion (Heroic: +77) (Legendary: +202)
• Combustion (Heroic: +77) (Legendary: +202)
• Acid Lore (Heroic: +11%) (Legendary: +29%)
• Fire Lore (Heroic: +11%) (Legendary: +29%)
• Green Augment Slot


Thrummingspark Cord: Belt
• Magnetism (Heroic: +77) (Legendary: +202)
• Glaciation (Heroic: +77) (Legendary: +202)
• Lightning Lore (Heroic: +11%) (Legendary: +29%)
• Ice Lore (Heroic: +11%) (Legendary: +29%)
• Yellow Augment Slot

Silverthread Belt: Belt
• Devotion (Heroic: +77) (Legendary: +202)
• Nullification (Heroic: +77) (Legendary: +202)
• Healing Lore (Heroic: +11%) (Legendary: +29%)
• Void Lore (Heroic: +11%) (Legendary: +29%)
• Blue Augment Slot

It is unfair that only a few spellcasters have good use of these objects, the only ones with Enhancement-typed bonuses to Spell Power. Please create useful objects for all types. This type of design (which has happened with all the loot of the expansion) makes this loot useful only for a few archetypes, devaluing the expansion for all others

My suggestion:

Change Silverthread Belt to work with Devotion and Light. More divine spellcasters favour this combination

Create an item not belt (necklace, maybe?) with nullification and force. That favours pale masters and necro clerics. Pale masters have taken the short straw in this expansion. there is only one decent item for them

Create other belt with fire and electricity. That is a very common combination.


Silverthread Cloak: Cloak
• Wisdom (Heroic: +6) (Legendary: +19)
• Insightful Evocation Focus (Heroic: +2) (Legendary: +4)
• Fortification (Heroic: +77%) (Legendary: +202%)
• Physical Sheltering (Heroic: +14) (Legendary: +50)
• Yellow Augment Slot


Phasecloak: Cloak
• Intelligence (Heroic: +6) (Legendary: +19)
• Evocation Focus (Heroic: +3) (Legendary: +8)
• Quality Intelligence (Heroic: +1) (Legendary: +4)
• Wizardry (Heroic: +112) (Legendary: +412)
• Yellow Augment Slot
One of the problems with the current loot is that there are no decent ghostly options. If you change Insightful Evocation Focus and Physical Sheltering in Silverthread Cloak for Quality wisdom and Ghostly, and Evocation Focus for Ghostly in Phasecloak you do those items a lot more valuable. Too, ghostly explains the "phase" in the last cloak. With those changes, those cloaks will be the highly valuable for clerics, druids, wizards, wis based fvs and artificers. Consider this change, please

Alternatively, instead of quality ability you can add insightful ability. It is ironic, but currently there are more sources of quality than insightful.

Evocation focus needs to go in other item more useful for a wide range of spellcasters (wizzies and artis, yes, bur too sorcerers, warlocks, fvs and druids)

By changing small things like those you would increase the usefulness of the loot of this expansion a LOT. Seriously, as it is, their usefulness is is very questionable. It is very difficult to assemble a coherent set for many archetypes.

gwonbush
11-25-2017, 05:43 AM
It is unfair that only a few spellcasters have good use of these objects, the only ones with Enhancement-typed bonuses to Spell Power. Please create useful objects for all types. This type of design (which has happened with all the loot of the expansion) makes this loot useful only for a few archetypes, devaluing the expansion for all others

My suggestion:

Change Silverthread Belt to work with Devotion and Light. More divine spellcasters favour this combination

Create an item not belt (necklace, maybe?) with nullification and force. That favours pale masters and necro clerics. Pale masters have taken the short straw in this expansion. there is only one decent item for them

Create other belt with fire and electricity. That is a very common combination.


One of the problems with the current loot is that there are no decent ghostly options. If you change Insightful Evocation Focus and Physical Sheltering in Silverthread Cloak for Quality wisdom and Ghostly, and Evocation Focus for Ghostly in Phasecloak you do those items a lot more valuable. Too, ghostly explains the "phase" in the last cloak. With those changes, those cloaks will be the highly valuable for clerics, druids, wizards, wis based fvs and artificers. Consider this change, please

Alternatively, instead of quality ability you can add insightful ability. It is ironic, but currently there are more sources of quality than insightful.

Evocation focus needs to go in other item more useful for a wide range of spellcasters (wizzies and artis, yes, bur too sorcerers, warlocks, fvs and druids)

By changing small things like those you would increase the usefulness of the loot of this expansion a LOT. Seriously, as it is, their usefulness is is very questionable. It is very difficult to assemble a coherent set for many archetypes.
My Arti would like you to leave the evocation focus on Phasecloak alone, thank you very much. Every Arti DC is based on evocation, so this makes a perfect arti cloak. I can get ghostly elsewhere, but otherwise I'd be stuck with +6 Evocation.

Iriale
11-25-2017, 06:58 AM
My Arti would like you to leave the evocation focus on Phasecloak alone, thank you very much. Every Arti DC is based on evocation, so this makes a perfect arti cloak. I can get ghostly elsewhere, but otherwise I'd be stuck with +6 Evocation.
no, we can't get ghostly elsewhere because there are few sources of ghostly. With my proposal, you will get DC evo and ghostly with arti and other caster archetypes too. DC evo will go oin other item with my proposal; preferably paired with insightful Dc evo, for less tetris play. And artificier is not the only class who needs evo DC.

it is not to suppress evo focus of the whole expansion, but to make more coherent gear sets useful for more archetypes

Silverleafeon
11-25-2017, 09:07 AM
no, thanks, my build uses acid and this weapon is one of the 2 items that i want. The loot is disappointing, do not degrade me even more

More weapons or more variants, ok, but this one is ok as it is.


ok, more variations of this weapon please, after all with a rune type list for completions, its possible to have a very large drop list

Lokeal_The_Flame
11-25-2017, 07:21 PM
All items are Minimum Level 29
All items are Bound to Character


Bloodrage Chrism

Trinket
Crypt Raider Set

Unnatural Items so profane can have unintended consequences... This item will uncenter you and break your druidic oath.
Calamitous Blows When you are holding a two-handed weapon, you gain a +10% Profane Bonus to doublestrike.
Bloodrage Defense When you are holding a two-handed weapon, you gain a +30 Profane bonus to Physical and Magical Resistance Rating.
Rune-Fueled Warding When you are holding a two-handed weapon, you have a DR of 30/-.
Blood Rage Anytime you are hit there is a chance that you will fall into a Blood Rage. Blood Rage gives up to a +8 bonus to Strength and Constitution but will also cause short periods of letherargy when your lust for blood becomes sated.
Profane Well Rounded
Blue Augment Slot
Green Augment Slot



Echo of Ravenkind

Trinket
Herald of Dawn Set

Eternal Holy Burst While you are wearing this item, your melee, ranged, and unarmed attacks gain the Holy Burst ability. (This weapon is holy. The weapon deals an additional 1 to 6 good damage each hit. In addition, critical hits deal an additional 1 to 10 good damage for weapons with a x2 critical multiplier, 2 to 20 for a x3 critical multiplier and 3 to 30 for a x4 multiplier.)
True Seeing
Constitution +20
Improved Deception
Yellow Augment Slot
Green Augment Slot



Echo of the Icon

Trinket
Adherent of the Mists Set

Fortification +208%
Strength +20
Insightful Constitution +9
Physical Sheltering +52
Blue Augment Slot
Green Augment Slot



Please don't restrict this to strength only, please give it an intelligence, charisma, and wisdom version too!

Van Richten's Spectacles

Goggles
Silent Avenger Set

Dexterity +20
Reflex Saves +16
Doubleshot +12
Magical Sheltering +52
Blue Augment Slot
Green Augment Slot



Molten Silver Gauntlets

Gloves
Knight of the Shadows Set

Feat: Silver Weapons
Deadly +16
Manslayer This devastating ability allows the wielder to defeat a humanoid opponent with a single decisive blow. On an attack roll of 20 which is confirmed as a critical hit a humanoid target will be killed. Powerful humanoids may resist the vorpal strike and instead take 100 points of damage until they have been sufficiently weakened.
Armor-Piercing +32
Blue Augment Slot
Green Augment Slot



Please give people the option to choose what set they want this to belong to via an upgrade slot option where the set attribute will go (Similarly to Slavers gear)

The Invisible Cloak Strahd

Cloak
Adherent of the Mists Set

Invisibility Guard This item has a chance of granting you temporary invisibility when you are hit by foes. The invisibility will not be removed when you attack or take damage, but it will wear off after 10 seconds.
Nightmare Guard This item has a chance of terrorizing foes that hit you, applying a Mind Thrust effect when you are hit by them (dealing 5 to 40 force damage, Will vs. Enchantments negates). It may also expose your foes to their greatest fears, acting as a Phantasmal Killer spell.
Deception +17
Magical Sheltering +52
Blue Augment Slot
Green Augment Slot



Not every class and build finds deception to be a useful attribute, please randomize it between other attributes..... maybe even have a version that allows someone to use intelligence for hit and damage. Perhaps have a version that has deadly instead of Deception?

Memory of a Tailor's Duress

Docent
Crypt Raider Set

Deathblock
Ghostly
Physical Sheltering +52
Profane Well Rounded
Blue Augment Slot
Green Augment Slot



Vestments of Ravenloft

Light Armor
Silent Avenger Set

Deathblock
Ghostly
Physical Sheltering +52
Profane Well Rounded
Blue Augment Slot
Green Augment Slot



Once again, please give people the option to choose what set they want this to belong to.....

Patience Through Peril

Clothing
Silent Avenger Set

Deathblock
Ghostly
Physical Sheltering +52
Profane Well Rounded
Blue Augment Slot
Green Augment Slot



Suffering, the Half of the Whole

Dagger
6.5 [W]
19-20/x2

Deception +17
Constricting Nightmare Enemies struck by this weapon are stricken with a horrible fear of death, reducing their Physical Resistance and Magical Resistance by 10.
Wounding 5 This weapon saps the health from your enemies, dealing 5 Constitution damage on each hit.
Metalline
Purple Augment Slot
Reg Augment Slot



Torn, That Which Renders Despair

Great Axe
6.5 [W]
20/x3

Fetters of Unreality This weapon is cruel and deadly, and leaves behind wounds that affect both the body and the soul. This weapon has a chance to inflict multiple stacks of vulnerable.
Improved Destruction
Insightful Shatter +11
Metalline
Purple Augment Slot
Red Augment Slot



Volley, Arbalest of the Damned

Great Crossbow
6.5 [W]
18-20/x2

Identity Crisis Enemies hit by this weapon are plagued by visions of their past and future selves, significantly slowing their movement.
Nightmares This weapon terrorizes your foes, applying a Mind Thrust effect on successful hits (dealing 5 to 40 force damage, Will vs. Enchantments negates) and exposing your foes to their greatest fears on vorpal hits, acting as a Phantasmal Killer spell.
Fetters of Unreality This weapon is cruel and deadly, and leaves behind wounds that affect both the body and the soul. This weapon has a chance to inflict multiple stacks of vulnerable.
Blunted Ammunition The ammunition fired by this weapon deals blunt damage in addition to its other damage types.
Purple Augment Slot
Red Augment Slot



I actually really like this Great Crossbow, but I'm more of a melee kind of guy.

Savior, the Breaker of Chains

Light Hammer
6.5 [W]
20/x2

Axiomatic 9d6
Sovereign Banishing
Sovereign Disruption
Sovereign Smiting
Purple Augment Slot
Red Augment Slot



Inventive, but I'd argue that instead of axiomatic, it should be entropic and that the weapon should be metaline and aligned.

Void, the Endless Cold

Long Bow
6.5 [W]
20/x3

Frozen Aether This weapon was forged of malevoant ice, and enemies struck with it are afflicted by its curse. This weapon can inflict ten stacks of Cold damage over time, with one stack expiring at a time.
Chilling 9d6
Cold Vulnerability On Hit: Applies a stack of Cold Vulnerable. This effect may only occur on-hit once a second.
Clicky: Conjure Ice Arrow Summons this bow's Icy Arrow, the Frozen Terror, which has a chance to conjure a frozen gale on a natural 20. This arrow will disappear on logout.
Purple Augment Slot
Red Augment Slot



My wife would love this bow, but I feel it may be missing some oomph....

Tremor, the Breaker of Bones

Maul
9.5 [W]
19-20/x3

Impact V
Chilling 9d6
Weaken Undead While wearing this item, your attacks cause undead creatures to lose 20% of their Fortification for the next 20 seconds. This effect does not stack with itself.
Crushing Wave This weapon stores the unstoppable force of the ocean's fury deep within. When this weapon is used, this power occasionally comes to the surface, crushing enemies beneath a torrent of frigid water.
Purple Augment Slot
Red Augment Slot



Distortion, the Mirror Between

Short Sword
7.5 [W]
19-20/x2

Illusion Focus +8
Insightful Illusion Focus +4
Quality Illusion Focus +1
Spell Penetration +8
Purple Augment Slot
Red Augment Slot



Gulthia Staff

Quarterstaff
7.5 [W]
20/x2

Choked by Mother Night This weapon is unholy, dealing an additional 9d6 evil damage on each hit. This effect makes the weapon evil aligned.
Animal Bane 9d10
Aberration Bane 9d10
Vampirism 4d2
Purple Augment Slot
Red Augment Slot



A vampirism item with decent other stats that I'll likely never be tempted to use :(

Fate, the Knower of All

Throwing Dagger
8[W]
19-20/x2

Pick a Card See beyond your fate and destiny. This weapon applies a random fate effect on hit.
Sovereign Vorpal
Improved Deception
Metalline
Returning
Purple Augment Slot
Red Augment Slot



Make it aligned, and give it healer's bounty

Spite, the Fractured Shards

Shuriken
8.5 [W]
19/20/x2

Glass Shards This weapon is made of fragile glass and will shatter on impact, inflicting a bleed effect on targets vulnerable to bleeding. This bleed deals 2d10 damage per stack every two seconds, lasts for 20 seconds, and can stack up to 100 times.
Keen V
Sovereign Disruption
Hemorrhaging
Returning
Purple Augment Slot
Red Augment Slot



Add constitution damage so there is still considerable merit when facing living enemies.

Noir
11-25-2017, 07:31 PM
no, we can't get ghostly elsewhere because there are few sources of ghostly.*Snip*

On the Wiki there are 46 items listed with Ghostly (Not including Ravenloft Items). That does not seem like "few sources" to me.

Lokeal_The_Flame
11-25-2017, 08:31 PM
All items are Minimum Level 29
All items are Bound to Character


Bloodrage Chrism

Trinket
Crypt Raider Set

Unnatural Items so profane can have unintended consequences... This item will uncenter you and break your druidic oath.
Calamitous Blows When you are holding a two-handed weapon, you gain a +10% Profane Bonus to doublestrike.
Bloodrage Defense When you are holding a two-handed weapon, you gain a +30 Profane bonus to Physical and Magical Resistance Rating.
Rune-Fueled Warding When you are holding a two-handed weapon, you have a DR of 30/-.
Blood Rage Anytime you are hit there is a chance that you will fall into a Blood Rage. Blood Rage gives up to a +8 bonus to Strength and Constitution but will also cause short periods of letherargy when your lust for blood becomes sated.
Profane Well Rounded
Blue Augment Slot
Green Augment Slot



Echo of Ravenkind

Trinket
Herald of Dawn Set

Eternal Holy Burst While you are wearing this item, your melee, ranged, and unarmed attacks gain the Holy Burst ability. (This weapon is holy. The weapon deals an additional 1 to 6 good damage each hit. In addition, critical hits deal an additional 1 to 10 good damage for weapons with a x2 critical multiplier, 2 to 20 for a x3 critical multiplier and 3 to 30 for a x4 multiplier.)
True Seeing
Constitution +20
Improved Deception
Yellow Augment Slot
Green Augment Slot



Echo of the Icon

Trinket
Adherent of the Mists Set

Fortification +208%
Strength +20
Insightful Constitution +9
Physical Sheltering +52
Blue Augment Slot
Green Augment Slot



Van Richten's Spectacles

Goggles
Silent Avenger Set

Dexterity +20
Reflex Saves +16
Doubleshot +12
Magical Sheltering +52
Blue Augment Slot
Green Augment Slot



Molten Silver Gauntlets

Gloves
Knight of the Shadows Set

Feat: Silver Weapons
Deadly +16
Manslayer This devastating ability allows the wielder to defeat a humanoid opponent with a single decisive blow. On an attack roll of 20 which is confirmed as a critical hit a humanoid target will be killed. Powerful humanoids may resist the vorpal strike and instead take 100 points of damage until they have been sufficiently weakened.
Armor-Piercing +32
Blue Augment Slot
Green Augment Slot



The Invisible Cloak Strahd

Cloak
Adherent of the Mists Set

Invisibility Guard This item has a chance of granting you temporary invisibility when you are hit by foes. The invisibility will not be removed when you attack or take damage, but it will wear off after 10 seconds.
Nightmare Guard This item has a chance of terrorizing foes that hit you, applying a Mind Thrust effect when you are hit by them (dealing 5 to 40 force damage, Will vs. Enchantments negates). It may also expose your foes to their greatest fears, acting as a Phantasmal Killer spell.
Deception +17
Magical Sheltering +52
Blue Augment Slot
Green Augment Slot



Memory of a Tailor's Duress

Docent
Crypt Raider Set

Deathblock
Ghostly
Physical Sheltering +52
Profane Well Rounded
Blue Augment Slot
Green Augment Slot



Vestments of Ravenloft

Light Armor
Silent Avenger Set

Deathblock
Ghostly
Physical Sheltering +52
Profane Well Rounded
Blue Augment Slot
Green Augment Slot



Patience Through Peril

Clothing
Silent Avenger Set

Deathblock
Ghostly
Physical Sheltering +52
Profane Well Rounded
Blue Augment Slot
Green Augment Slot



Suffering, the Half of the Whole

Dagger
6.5 [W]
19-20/x2

Deception +17
Constricting Nightmare Enemies struck by this weapon are stricken with a horrible fear of death, reducing their Physical Resistance and Magical Resistance by 10.
Wounding 5 This weapon saps the health from your enemies, dealing 5 Constitution damage on each hit.
Metalline
Purple Augment Slot
Reg Augment Slot



Torn, That Which Renders Despair

Great Axe
6.5 [W]
20/x3

Fetters of Unreality This weapon is cruel and deadly, and leaves behind wounds that affect both the body and the soul. This weapon has a chance to inflict multiple stacks of vulnerable.
Improved Destruction
Insightful Shatter +11
Metalline
Purple Augment Slot
Red Augment Slot



Volley, Arbalest of the Damned

Great Crossbow
6.5 [W]
18-20/x2

Identity Crisis Enemies hit by this weapon are plagued by visions of their past and future selves, significantly slowing their movement.
Nightmares This weapon terrorizes your foes, applying a Mind Thrust effect on successful hits (dealing 5 to 40 force damage, Will vs. Enchantments negates) and exposing your foes to their greatest fears on vorpal hits, acting as a Phantasmal Killer spell.
Fetters of Unreality This weapon is cruel and deadly, and leaves behind wounds that affect both the body and the soul. This weapon has a chance to inflict multiple stacks of vulnerable.
Blunted Ammunition The ammunition fired by this weapon deals blunt damage in addition to its other damage types.
Purple Augment Slot
Red Augment Slot



Savior, the Breaker of Chains

Light Hammer
6.5 [W]
20/x2

Axiomatic 9d6
Sovereign Banishing
Sovereign Disruption
Sovereign Smiting
Purple Augment Slot
Red Augment Slot



Void, the Endless Cold

Long Bow
6.5 [W]
20/x3

Frozen Aether This weapon was forged of malevoant ice, and enemies struck with it are afflicted by its curse. This weapon can inflict ten stacks of Cold damage over time, with one stack expiring at a time.
Chilling 9d6
Cold Vulnerability On Hit: Applies a stack of Cold Vulnerable. This effect may only occur on-hit once a second.
Clicky: Conjure Ice Arrow Summons this bow's Icy Arrow, the Frozen Terror, which has a chance to conjure a frozen gale on a natural 20. This arrow will disappear on logout.
Purple Augment Slot
Red Augment Slot



Tremor, the Breaker of Bones

Maul
9.5 [W]
19-20/x3

Impact V
Chilling 9d6
Weaken Undead While wearing this item, your attacks cause undead creatures to lose 20% of their Fortification for the next 20 seconds. This effect does not stack with itself.
Crushing Wave This weapon stores the unstoppable force of the ocean's fury deep within. When this weapon is used, this power occasionally comes to the surface, crushing enemies beneath a torrent of frigid water.
Purple Augment Slot
Red Augment Slot



Distortion, the Mirror Between

Short Sword
7.5 [W]
19-20/x2

Illusion Focus +8
Insightful Illusion Focus +4
Quality Illusion Focus +1
Spell Penetration +8
Purple Augment Slot
Red Augment Slot



Gulthia Staff

Quarterstaff
7.5 [W]
20/x2

Choked by Mother Night This weapon is unholy, dealing an additional 9d6 evil damage on each hit. This effect makes the weapon evil aligned.
Animal Bane 9d10
Aberration Bane 9d10
Vampirism 4d2
Purple Augment Slot
Red Augment Slot



Fate, the Knower of All

Throwing Dagger
8[W]
19-20/x2

Pick a Card See beyond your fate and destiny. This weapon applies a random fate effect on hit.
Sovereign Vorpal
Improved Deception
Metalline
Returning
Purple Augment Slot
Red Augment Slot



Spite, the Fractured Shards

Shuriken
8.5 [W]
19/20/x2

Glass Shards This weapon is made of fragile glass and will shatter on impact, inflicting a bleed effect on targets vulnerable to bleeding. This bleed deals 2d10 damage per stack every two seconds, lasts for 20 seconds, and can stack up to 100 times.
Keen V
Sovereign Disruption
Hemorrhaging
Returning
Purple Augment Slot
Red Augment Slot




no, thanks, my build uses acid and this weapon is one of the 2 items that i want. The loot is disappointing, do not degrade me even more

More weapons or more variants, ok, but this one is ok as it is.

Anyway, having force as main statistics this is not a weapon for druid. It should have elemental statistics for that

Seriously, devs, sentient weapons NEED to be compatible with LGS. It is not healthy that you turn obsolete the LGS items so soon. Nor are there enough weapons to satisfy everyone, currently almost all use LGS or TF in the end game

Yeah, I agree that it should be compatible with legendary greensteel!

Noir
11-25-2017, 10:35 PM
*Snip* Yeah, I agree

Please stop quoting the entire post for a 1 line reply. It makes for very long threads. If you are unaware how to do this
its quite simple. Just delete and replace all the text not important to the purpose of your reply with
*Snip* and delete the remainder of the text following what you were replying to but leave the tag (" [ / QUOTE ] " )

My edit of your quote looked like this. (I added spaces to actually be able to post the QUOTE text)

( "[QUOTE = Lokeal_The_Flame;6042528] *Snip* Yeah, I agree [/ QUOTE]" )

Not trying to be critical. And I 'm sure I am speaking for more forum members then just myself.

Thank you
Noir

Iriale
11-26-2017, 05:51 AM
On the Wiki there are 46 items listed with Ghostly (Not including Ravenloft Items). That does not seem like "few sources" to me.
Most of them, outdated. And the only decent ones are cloaks too, competing with the phasecloak.

Devs need to make the expansion attractive to many people, for better sales. And as I say, we would also need other item with DC evocation and if possible, that also includes something that generically increases the spell damage, creating a thematic item.

It is terrible that most of these items seem to have received their bonus by lottery, instead of thinking about utility and theme.


Ghostly items:

Ghost-Waking Cloak (Level 12, 13, 14, 23, 24, 25) - -- oudated, and it is a cloak

Wretched Twilight ---lv 14 cloak. A bit outdated, but usable in heroics. Not an epic cloak

Planar Compass (lv 15, 29) -- - trinket. I prefer my litany for caster. it is a very underwhelming item

Cloak of Night (Level 12 to 28) --- oudated less the lv 28 cl oak, but you can get it only once per year. And it is a cloak

Treads of Falling Shadow (level 16, 17, 18. 23. 24. 25) --- boots. Vastly oudated

Dream Edge-- kama- Lol. Nobody sacrifices a weapon slot for ghostly

(Epic) Ring of the Stalker--- not a caster item, it favours melee types. Ok para heroics or low epics, but not for cap

(Epic) Golden Guile -- a rogue item.

Whisperchain (Level 16, 17, 18, 23, 24, 25)--- armor, vastly oudated

Ring of Shadows (Level 12, 13, 14, 23, 24, 25) --- a rogue item. Oudated

Flawless Shadow Armor (level 26-28, all types or armor) - armor. compite with tempest armor, but better than ravenloft armors (sadly)

Epic Resplendence -- runearm. Arti has his option, but eh, casters don't have too ghostly items for them…

Necklace of Mystic Eidolons -- useless

Epic Ethereal Bracers (lv 27) bracers, vastly oudated

Epic Mentau's Goggles (lv 27) goggles, vastly outdated

Buckler of the Celestial Soldier. buckler. Not a caster item

Cloak of Invisibility lv 8. great for heroics, but useless at cap


Not 46 items. 17 items (rest are level variants) and most of them are oudated or for very specific archetypes

Well, What item with ghostly I can use in a spellcaster (cleric, druid, sorc, wizard, fvs) at cap without waste an entire slot?

SirValentine
11-26-2017, 06:48 AM
Every Arti DC is based on evocation

Well, every Arti DC except the ones that are Abjuration (http://ddowiki.com/page/Fire_Trap), Conjuration (http://ddowiki.com/page/Grease), or Transmutation (http://ddowiki.com/page/Deconstruct).

Hilltrot
11-26-2017, 02:48 PM
Two rogue-type daggers which are meh . . .

cant add other damage to them?

krimsonrane
11-26-2017, 06:07 PM
Please give assassins something better than insightful assassinate on a weapon. Vampirism or paralysis would be nice.
Also, when weapons have spell like effects be sure to tone up the DC requirments. Like phantasmal killer or paralysis.
Finally, please please please don't ever make another item with higher stats than you have here now. As it is, this is going to kill all older gear except for those you are actually using. We asked for bank space and I guess this is the answer. Feed it to the weapon.

Saekee
11-26-2017, 08:12 PM
Two rogue-type daggers which are meh . . .

cant add other damage to them?


Please give assassins something better than insightful assassinate on a weapon. Vampirism or paralysis would be nice.
Also, when weapons have spell like effects be sure to tone up the DC requirments. Like phantasmal killer or paralysis.
Finally, please please please don't ever make another item with higher stats than you have here now. As it is, this is going to kill all older gear except for those you are actually using. We asked for bank space and I guess this is the answer. Feed it to the weapon.

assassins are going to be HUGE beneficiaries in the next update although GL with the undead enemies that will populate Ravenloft.
You can load up a sentient dagger with 35 mp, massively boosting sneak; set bonus will make will saves a dex save (WOW!!!); vampirism can appear on the other set (hardly needed). Then there are even MS/HS boosts.

If only they would fix stealth.

You are both invited to the ROGUE Quatre challenge in my sig btw

Vish
11-27-2017, 10:14 AM
Silent avenger
When 2 pieces are equipped:?*
You use your Dexterity for your Will saving throws

Can we have it be the HIGHER of either dex or WILL?

This will screw monk builds.
And silent avenger is only set I'm looking at for my monk.
I would not wear this armor if it nerfed my will saves.
Example I have about 50 dex and 74 wis at cap. That's difference of +12 on will, not including monk enh benefits.
Please consider.
Thanks,
Kil

Patience Through Peril
Clothing
Silent Avenger Set
Deathblock
Ghostly
Physical Sheltering +52
Profane Well Rounded
Blue Augment Slot
Green Augment Slot

I will post this on round 3 as well

Nachomammashouse
11-27-2017, 01:20 PM
Truth, The Light Within
Sickle
7.5 [W]
20/x2

Devotion +208
Insightful Devotion +104
Healing Lore +30%
Efficient Metamagic - Empower Healing II
Purple Augment Slot
Red Augment Slot











would be nice if one of these could be an orange slot

Nachomammashouse
11-27-2017, 01:25 PM
Spiral, the Voice of the Elements
Club
6.5 [W]
20/x2

Elemental Spiral Elemental power pulses within you. This weapon quickly cycles through bonuses to different elemental spell powers and spell lores
Kinetic Lore +30%
Impulse +208
Insightful Impulse +104
Purple Augment Slot
Red Augment Slot













Elemental Spiral Elemental power pulses within you. This weapon quickly cycles through bonuses to different elemental spell powers and spell lores


seems silly, gimmicky, impractical and potentially lag inducing.

Saekee
11-27-2017, 02:09 PM
Silent avenger
When 2 pieces are equipped:?*
You use your Dexterity for your Will saving throws

Can we have it be the HIGHER of either dex or WILL?

This will screw monk builds.
And silent avenger is only set I'm looking at for my monk.
I would not wear this armor if it nerfed my will saves.
Example I have about 50 dex and 74 wis at cap. That's difference of +12 on will, not including monk enh benefits.
Please consider.
Thanks,
Kil

Patience Through Peril
Clothing
Silent Avenger Set
Deathblock
Ghostly
Physical Sheltering +52
Profane Well Rounded
Blue Augment Slot
Green Augment Slot

I will post this on round 3 as well

the armor for that set is light armor, not cloth. I think it would be a cruel joke to make it good for wisdom-based monks.

MasterAO
11-27-2017, 04:22 PM
the armor for that set is light armor, not cloth. I think it would be a cruel joke to make it good for wisdom-based monks.

One of the raids adds an outfit for that set:


Patience Through Peril
Clothing
Silent Avenger Set
Deathblock
Ghostly
Physical Sheltering +52
Profane Well Rounded
Blue Augment Slot
Green Augment Slot

Melondrop
11-29-2017, 04:56 AM
For the love of all the broccoli...

MAKE GHOSTLY AN AUGMENT!!!

Please put fort and some other useful stuff on this armor (think tempest spine armor) and make ghostly a new item augment please...i hate wearing 1 item just for ghostly so i can hit reapers...thanks!

Preferably blue green or yellow slot...just not red...thanks!

lyrecono
11-29-2017, 06:27 AM
Yes. And it isn't an outrageous request, either. SSG is asking the player base to donate hundreds of hours of their time on the Lammania server to beta test their work and to shorten their QA process. So asking SSG to provide the player base with some design decisions isn't an unreasonable request. In fact, it ought to be a prerequisite. Players should not provide any Lammania feedback unless SSG provides their design goals in advance of that feedback. It is a reasonable request and prerequisite, since feedback on content without any specific goals listed isn't going to be as valuable as is feedback on content with specific goals listed.

I agree, we do the work, we should get a reward!
How about a ribbon for the most valid bug reports? Awarded once per update?



I've said my piece over the years.

Speak up laddy, some are rather hard of hearing on the forum.

I would, but unfortunately the game direction encouraged me to take a different direction.. adapt or die..
at least I am still playing the game..

If melee is realy something you enjoy, go do melee, don't get peer pressured by the elitist propaganda community into running 3 warlocks.
Be a man and do your own thing.
Tell your party that you're only doing hard or elite and won' step into reaper untill all your toons are playeble again. Maybe then they will start to notice and complain on the forum too. Assuming they actually care about you instead of having a powerhouse warlock that drags them through content....



Moar power is good. even melee's want that... and in todays game they need it more than the rest...

indeed, or a more ballanced content.

I will do more testing with this set but i doubt it will make a dent in melee experience on the long run.....fingers crossed though.

hit_fido
11-29-2017, 09:41 AM
When is the last time you guys introduced new named augments for all these slots?

Was Meridian Fragment the last new augment that drops in a raid?

Deconstructor and Golem's Heart were from quests in Update 20. Anthem and Crushing Guard were from Update 22.

Looks like Spooky Wis/Int were the last new augments, but those are limited to a couple weeks a year.

What am I missing? You're still dropping loot with slots, why are you not hitting some more low hanging fruit with regards to new named augments... seems like an easy way to provide a little more appeal to wider subsections of the player base.