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Observations of the new loot system

silent

Lore Master
Stratics Veteran
Stratics Legend
Overall it took a few steps forward but it also took a step or two back.

Step forward: Groupings of similar mods on items
Step back: Some groupings not quite right, SDI following DI

Step forward: Some usefull mods appearing by themselves, Luck, DCI, MR
Step back: The randomness of having ANY mod appear by itself is gone, SSI, FC/FCR, HCI

Step forward: Introducing new mods on items that previously didn't have them, DEX/INT/STR/DCI/HCI on armor
Step back: Having LMC 1 appear on a weapon that takes up a valuable imbuing slot so that it could have actually been useful.

Step forward: making uber items have limited use/life brittle, CBR, Cursed
Step back: -100 luck, brittle, CBR, cursed on a piece of armor with 3 enhance potions, was it that uber?

Ok I'm done doing the hokey pokey, anyone else wanna dance?
 

G.v.P

Stratics Legend
Stratics Veteran
Stratics Legend
Those are pretty solid. I guess the only thing I would say is, re-forging and the BOD changes make me wonder whether the new loot is useful at all anymore...because, if you invest the time to do BODs and re-forge GM made stuff, you end up with 255 dur stuff that will usually be better than the randoms you find from loot...which, again, makes loot obsolete...I thought the point of the new loot system was to get people going to dungeons again, and now there's really little reason except to fight the new monsters...which, imho, should have been the focus to begin with, new monsters to fight, new mini-champs and the like, rather than vehicles for new loot.

Like, we all need to kill fairy dragons to get LRC when we imbue, and now we can kill the chaos elemental as well to get faery dust, but that's more difficult, really, even if we can recall there...because of all the diseased blood elementals. I would have liked the new dungeon changes much better if they were all like the stygian spawns, starting out with low level guys who drop resources you need then stronger level guys and eventually a boss who can drop an arty-level item, or I guess, in this case, an arty-level new loot item.
 

silent

Lore Master
Stratics Veteran
Stratics Legend
I think the loot system is good for getting nice jewels which at this point are not part of the reforging system, as far as I know. Also for getting items that exceed the 5 mod limit, but that's not currently working as it did at introduction.
 

Tjalle

Grand Poobah
Stratics Veteran
Stratics Legend
UNLEASHED
Campaign Supporter
Those are pretty solid. I guess the only thing I would say is, re-forging and the BOD changes make me wonder whether the new loot is useful at all anymore...because, if you invest the time to do BODs and re-forge GM made stuff, you end up with 255 dur stuff that will usually be better than the randoms you find from loot...which, again, makes loot obsolete...I thought the point of the new loot system was to get people going to dungeons again, and now there's really little reason except to fight the new monsters...which, imho, should have been the focus to begin with, new monsters to fight, new mini-champs and the like, rather than vehicles for new loot.
Just think of it as alternatives.

Those who can/want to do BODs can go that route and the hunter/gatherers can go loot stuff.
 

Meatbread

Journeyman
Stratics Veteran
I did New Shame for a couple days, got nothing but trash, and quit going. If Splintering Weapon weren't the current uber PVP thing of the moment, nobody would go at all.
 

Fridgster

Crazed Zealot
Stratics Veteran
Stratics Legend
UNLEASHED
I did New Shame for a couple days, got nothing but trash, and quit going. If Splintering Weapon weren't the current uber PVP thing of the moment, nobody would go at all.
I disagree completly. I've pulled numerous 150 luck pieces (can enhance to 190) not to mention some really nice armor pieces like the gorget I got with over 110 resists, 10 stamina increase, and 5 hci with no curses (not even bad luck). Not to mention it's an imbuers candy land. I have thousands of enchanted essences and hundreds of relics from the "crap" down there.
 

G.v.P

Stratics Legend
Stratics Veteran
Stratics Legend
I think the loot system is good for getting nice jewels which at this point are not part of the reforging system, as far as I know. Also for getting items that exceed the 5 mod limit, but that's not currently working as it did at introduction.
true; I received a 150 luck clean no curses ring on Origin which, if I had an imbuer, I could fix into something nice :). jewelry does remain useful, esp. how any jewel has that 500 intensity cap.
 

Shelleybean

Certifiable
Stratics Veteran
Stratics Legend
I agree with the OP. I also want to add:
1) Gargish earrings and necklaces are rare. Is this intended? I have 10,000 shields but one pair of earrings.
2) Spell channeling no penalty combination seems quite rare on shields and weapons. A lot of mage weapons are useless loot because they have a ton of properties except for the one other property that's needed - spell channeling.
3) Weapons in general have unusual combinations of properties. I probably loot them the least. For example, lower mana cost is cool and all but for a warrior that switches weapons constantly, this ends up being a wasted property. Things like that are normally built into the suit so that when you change weapons, you don't have to worry about that property dropping. It could be nice for a caster, but see above regarding mage weapons.
4) Elemental damage weapons seem a lot harder to get as loot and through crafting.
5) Where are the treasure maps and musical instruments? Is there a reason why all of the new monsters can't spawn these as loot?

Even though things aren't perhaps perfect, I'm still sometimes getting clean 150 luck jewels and a fairly steady supply of relic fragments. I do hope the devs take a look at some of these suggestions before revamping another dungeon. On a side note, I like the concept of Wrong for rogue type characters with puzzles and traps. Way to go devs. :)
 

Shelleybean

Certifiable
Stratics Veteran
Stratics Legend
Oh one other thing I noticed about the loot. The max HCI I've seen on shields is 5. Is having 20 hci overpowered whereas all the other high properties on shields are not overpowered?
 
R

RavenWinterHawk

Guest
I stopped going to shame for loot once reforging came out.

There is no point.

Should have went with one system or the other.

No real point now. I can buy or make what I need.
 

Viquire

Crazed Zealot
Stratics Veteran
Stratics Legend
No one has even made mention of there being only two reasons to continue working any of the entire set of peerless dungeons associated with ML (crystaline/dreadhorn mane). Nor are we addressing a continued absence of non essential equipables.

If this new system is really about engaging a wave of new players in more than lip service then there need to be opportunities available through quests or some other mechanism for those players to receive low to mid level sashes, wing armor, robes and other wearables that do not take up armor slots.

Medusa blood is in the turn in system for 1000 points. Couldn't we at least give a similar value to the peerless boss ingredients? Some of the funnest times I have had playing in groups were in those spaces. It is a real shame to see them sit so idle.

It would also be nice to see what a tinkering runic crafting system might look like at this point.
 
S

Sevin0oo0

Guest
I think the HCI on shields is strictly for PVP issues. Mobs get an inherent DCI base, + an undocumented increase as they near death. If they allowed the old values to return, mob DCI could top 50% at low life, which players don't get.

I agree a lot with RavenWinterHawk, a new loot 'system' wasn't needed, riddance of trash loot was.
Trash loot = armor w/ 18-23 cumulative resists, in case the Devs don't know.
While now different in type, except for the needle in a haystack find, the new Shame loot is still trash. imo. I dry loot there, 99.9% is unraveled, which returning relics is the only Plus I have gotten out of the Revamp - that is the sole reason I go. I've not played the "new Wrong" (aptly named), doubt i ever will. As asked, Why?
 

Gorbs

Sage
Stratics Veteran
Stratics Legend
No one has even made mention of...
I agree. I hope the consider the revamps to the loot system and attempt to improve the options for non-armor/weapon/jewelry slots.

Also, people are lamenting the fact that it feels as if non-physical damage weapons are not dropping as often. The consumable that removes DI from an exceptionally crafted weapon is nice. I'd suggest adding a consumable that converts damage type on weapons into 100% damage of a specific type.
 

silent

Lore Master
Stratics Veteran
Stratics Legend
I agree. I hope the consider the revamps to the loot system and attempt to improve the options for non-armor/weapon/jewelry slots.

Also, people are lamenting the fact that it feels as if non-physical damage weapons are not dropping as often. The consumable that removes DI from an exceptionally crafted weapon is nice. I'd suggest adding a consumable that converts damage type on weapons into 100% damage of a specific type.
That's a good idea. I had suggested a new consumable that brings a non-exceptional item up to exceptional intensity cap.
 

Theo_GL

Grand Poobah
Stratics Veteran
Stratics Legend
UNLEASHED
My impression of new loot system:

1 - Good for new jewels with mods higher than achievable by regular means (20 DCI/HCI) for example
2 - Good for training items (Ie grab cursed wizard stuff to build suit with crazy mana regen, mana increase, LRC, LMC etc)
3 - Good for shields with way better mods than craftable and some are uncursed so very useful
4 - 95% of rest of items - unravel for relic frags


Honestly it was a nice try but I would much rather kill 20 Unbound EV's to get 2 really nice brittle items and one uncursed/nonbrittle killer item than waht it is now - kill 20 Unbound Ev's to get 100 items of which I will unravel 100 for approximately 15-25 relic frags.

Rarely would I use an armor piece from down here because its not ex made and cannot be imbued up to normal amount of intensity like GM crafted items. The resists are generally awful on the moded items so they don't work for most suits. I have yet to merge any item into my regular armor suits and now with reforging it is 10x better than monster loot so we are back to square 1.

As for this being a 'good way to get decent gear in new players hands' you can't kill even the easiest monsters down there without a 70's suit and near GM abilities. Epic fail if that was the purpose.
 

Wizal the Fox

Sage
Stratics Veteran
Stratics Legend
There are many good things to loot in Shame:

- Clean Legendary and Major Artifacts have more total weight than any reforged stuff
- Rings and Bracelets cannot be reforged, so looted ones are good for any non-imbuable property/intensity
- Gargish necklaces and earrings cannot be reforged, so looted ones are useful
- Splintering weapons cannot be reforged and must be looted
- Cursed training equipment is useful (MR9 spellchan weapons for example)
- Brittle/cannot repair spellchan weapons and shields are good because they don't take damage if you don't have parrying

This is MUCH better than any traditional loot, and one of the reason why it is good that Tinker Runics don't exist.

On a side note, I haven't seen any single +20 skill jewelry since the first day where I looted a +20 Taming bracelet (over 800 intensity one but I haven't found any use because of the weird combination of Taming + Peacemaking + Necromancy + DCI + Dex). Are they still spawning?
 
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