Ravenloft Rewards
Greetings adventurers, this thread is for providing bug reports and feedback on the following topics:
- 5 new Artifact Equipment Sets
- 1 new Artifact Weapon Set
- New Hunt equipment rewards
- Tarokka Box, Deck and Cards
- Vampire Hunting Kit
- A new Seal and Seal store, Seal of the Crown!*
- And other new rewards in Module M14!
Please keep in mind, as always:
everything on preview is subject to change. There is no guarantee what you see on preview will translate directly when the module launches on the live server.
Thank you for taking the time to play on preview and provide feedback, see you in Ravenloft!
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Formatting Your Feedback and Bugs
For posting feedback and bugs, please follow the following format to ensure your feedback and bugs are seen clearly and processed in a timely manner, thank you!
Type: Bug/
Feedback (Please only choose one)
If you are listing a bug please have this text in
RED, if you are posting an opinion or feedback please use
CYAN. If you are replying to another user's post, or just engaging in general discussion, please do not color your posts, general discussion is welcome and we will read all of it, regardless of color! You can use BBCode to color your text:
<font color=cyan>This text will display in cyan.</font>
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Examples:Bug: When I try to create my Tarokka Deck in the Tarokka Box, when I hit the button, nothing happens.Feedback: If I could have Strahd's Mount, that would be great.
Comments
Any of my comments not posted in orange are based on my own personal opinion and not official.
Any messages written in orange are official moderation messages. Signature images are now fixed!
The new artifact sets are incredibly underpowered from a first review with the exception of the AoE attacks grant 5% damage. I'm sorry but that is going to get nerfed I know it already. How many Powers does CW have that are AoE? And what about the Tyrannical Curse of SW? I hope all those spewing damage things don't count as AoE attacks.
Really I think you guys have to rework those slightly as if nothing else is clear, they are out of balance.
Even better would be an upgrade option. The only reason at the moment for main DPS classes to chase the new artifact sets is gearscore when older sets from Orcus are still just as good if not better. Would be much appreciated if a method of upgrading old artifact sets to new item level and stat bonus amounts was implemented.
The one I mentioned in the comment above was from the set bonus "Every time you cast an AoE attack on a single target gain 5% damage."
Man I hope these are placeholder. These are terrible. No endgame DPS will take these.
Not specifically to Ravenloft and this mod there is a tendency to out date gear and with it the content it came from.
In some cases It has some positive economy outcome like using RP but in most cases it makes the proverbial hamster wheel really visible. I mean that we didn't finish yet with cradle weapon upgrades (I've missed a week) and there are already new weapons..
So IMO, more connection to old content, for example:
Ring trade:
Add and item that will drop at Ravenloft and an NPC trader, bring that rare drop (for example a rare drop from the new dungeon, one or many, depends on how it's set up) to them and a chult ring -> they will upgrade (trade) it to higher rank ring.
This will create connection to current gear as you need the base ring to begin with (one or many), will add validity to to old content (chult, omu will be old content) and because if set by rank, the higher the rank the ring you have the less of the new upgrade cost you will need, so it encourages to participate in both zones but allows a player to choose where they like to play more, when one aspect is hunts/maps and the other dungeons.
Armor Kits:
This is another option, either directly in professions or via trader, add dual stat armor kits, with lets say 300/300 stats, where the cost is a regular kit + some drops.
Currently the kits are rarely used, they cost too much and give not enough. Increasing their stats will make them more appealing, will increase their economic value as AD sink (100k per one and they are at the end not recoverable), use already implemented system, and with combining a drop from content will make that content viable longer or add economic circulation if that drop is not bound (as newer player in the future will want to farm it and sell players that moved on to newer content but want kits for the new gear to come).
In general It's great that there is a lot of new stuff offered, but perhaps it's only me who plays now the 5 years, I feel more tired than excited - "I didn't get the rings and upgrades of this mod yet, and there is already new stuff"
The RNG gating is too strong and there is no continuity. So it drives me to skip gear and by that all the work making new sets is wasted.
In the examples above I've tried to illustrate how perhaps it's possible to create less overwhelming gearing path, even if it the drop rate is rare, I'm not throwing away my old gear, I either trade or upgrade, and it's a very significant psychological difference, additional gearing path, for those that prefer group content (if the upgrade drop is dungeon drop) that doesn't take away from any of the current one, a solution for the achievement issue (make the upgrade unbound, it will cost a fortune but it will be an option to complete) and connecting and keeping the what will be older content valid for longer without overwhelming players.
PS, upgrade path doesn't mean it's easier to get, that can be easily set by the RNG, or profession costs, or NPC trader. But it adds a very significant option for those that either didn't get what they want via the original way and do not wish to do it again and again, or those that did get something and it sucks to just discard something you worked so hard to get.
What is this armor enchantment and where can we acquire it from?
If they are expected to be in Zen packs, then could one of the devs please put some copies of these enchants on the preview AH? So players can test them and give feedback?
EDIT: Just asked Cay, drops in new dungeon. Armor/weapon enchants.
Does the pet simply give you Combat Advantage wherever you are?
Does the pet multiply the basic CA bonus (so instead of 15% extra damage off CA, you gain 30%, not factoring CHA/Drow Ambush Tactics/etc.)?
Or does it simply double the entire CA damage category (including the stat/CHA/Drow Ambush Tactics/etc.)?
I assume this is not intentional. If it is, it seems like a very odd choice. The essentially free Vistani pants will be best in slot for most if not all classes.
Does it counts toward Drow Ambush boon ?
Eleonore - CW Mof Renegade 17.5k
Harlgard le Vieux - OP Prot 18.3k
Valrik - DC AC 18.2k
Furiela - SW Temp 18.1k
How exactly are we supposed to make this usable? I have the actual kit but the game tells me I have to obtain the 3 things that go inside;- Silver Weaponing, Holy Water, Morninglord's Lantern. I've interrogated all the shop NPCs I could find in the zone and also checked the campaign store through the campaign windown and none of them seem to have these things in them. Are they going to unlock with more campaign progression? It seems a little odd to give us a belt item that's effectively an empty container.
I mean, you are strangely accustomed to make a tailored set for every single class except SW. (probably since Black ice set, but even that time you at least figured out how to make the most useless set bonus...
While I like most of mod 14 (hunt mechanisms are a vast improvement over Chult hunts and the AD changes should produce a healthier economy), there is very little that I am really interested in obtaining. Sure, the bat swarm and the broom are cool, and the new Illusionist Mask artifact is a must-have for one of my builds, but the new weapons, hunt gear and seal shop items? Meh.....nothing I really want.
I'll get the boons for the IL boost, but other than that...meh...
Still, on the positive side - there is nothing I consider really bad....some mediocre stuff, some good stuff and a few pieces of great stuff...but nothing really bad.
Feedback: Prominence Enchantment
Please make the enchantment's effect more visible.
Something like a Brilliant Energy visual, rather than the volcanic weapon-esque visual. The enchantment effects are too dull and muted, I actually thought there was no visual when I first saw it.
The damage effect is pretty nice. 70% of weapon damage procs actually places as the most damaging proc based enchantment, and on GWF, it's rather decent. But, the classic "procs suck on most classes" problem rears its head, so I can only see GWFs using this enchantment in a odd circumstance.
The Absolution-esque shield is rather unnoticeable, only yielding around 30,000-40,000 for most players. I can see why it's so low, as you guys didn't want to give everyone a free Templar's Wrath.
Overall, a decently strong enchantment that does its purpose. However, it doesn't solve the disparity of the proc based enchantments versus Feytouched/Vorpal/Dread.
Bugs: Prominence Enchantment
The tooltip does not actively scale with your buffs and debuffs, unlike every other proc enchantment in the game.
The Prominence pulsing effect is actually 63% of weapon damage at base, rather than 70% as written in the tooltip.
1, I love how this mod helps new player. Btw, the Rank 8 filled gears are a little suspiciously easily got from the "welcome pack". And at most, the hunt gear and even the dungeon gear is underwhelming. I'm sure that classes like GWF would change 1 or 0. CW go with 2 upmost and 100% uninterested in hunt gear. The miss of rings is understandable, but makes the hunts even less desireable as it is. And let's note, I'd be a huge waste to make people uninterested in at the moment kind of best approach to hunting (while I'm personally can't wait to the guides to come out).
The neck sets are horrible. Even the 5% DPS (if cannot stack that I'm not tested, but if so, it's ridicoulusly OP, nerf now and I will try to make it like 40-50% bonus) seems not appealing for CW. And CW does NOT use set for optimised damage, it got beaten by the owlbear belt and company cap for a sum of 6 Int and 1400 AD + 1 week guild membership of investment.
-+5% under some bossfight kinda means that you need 2 set for optimised gameplay. But if the +5% makes you lose noticeable stat, +4% of your damage, you don't really need the urge to craft and change sets between phases. Because it's not convenient and niche.
-It does not really makes sense to mix clearly defensive things on an offensive set. 8 AC and def is useless. And I can't even remember what stats the neck part had (except the AC and HP), I only remember the belt, because I had to type those stats to my friend. And I found HP on them way more useful than AC+def combined, because I can utilise it with life steal. +8 AC and def still makes me one- or twohitted.
So, my suggestions are:
-Make that set offensive, give it AP gain, crit as stat and stuff.
-AoE shoud give the bonus regardless of how many enemies it hits (and shorten to 4-5 sec duration instead of 10). Or make it like 2% and stack to 3 with every AoE cast.
OR if the bonus wants to remain the same, make it better than 5%, because most set or non-set combination give out way better results with less requirement.
-Make it refresh if it's not already.
Some good example to catch your interest, but still didn't had the time to farm out that insane amount of barovian coins to try and get like 100 tries for all the possible 510 gear, so only 490 ones:
And those "Donjon" and stuff have in all type of gear possibly, I've seen the armlet with full power from my guildie and remembering a feet with full movement (which is obviously garbage for PvE, but noting out).
Edit: It appears that most or all elf race characters are going to have problems with most of headpieces because of their ears (example: cowl of the dead)