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Storm King's Thunder Preview Patch Notes: NW.65.20160705a.3

terramakterramak Member, Cryptic Developer Posts: 991 Cryptic Developer
Patch notes coming at a later date, but our first Preview build is up, running, and ready to play!

For the short term, check out some of our features in Developer Blog: Storm King's Thunder Features!

As always, given that this is a Preview build, please keep in mind that there may be unfinished or placeholder art and functionality in places. Still feel free to give feedback - The best place for that is in an Official Feedback Thread for the given feature, so it's worth checking out the Feedback / General Discussion Forum before posting here.

Items and Equipment
  • Invocation now gives a Rough AD bonus instead of granting Rough AD directly. The bonus Rough AD awarded is moderately larger than what was previously granted as straight Rough AD. General Invoking while playing other Rough AD generating activities will see a reasonable increase in AD earned, while Invoking only will see a drastic decrease.
  • Adamant Rejuvenation Surcoat: A new healing focused Devoted Cleric Masterwork Chest.
  • Armor Kits and Jewels: Text added to Armor Kits and Jewels that show the Item Level increase they add to armor. This is a visual change, no function changes have occurred.
  • Champion's Battle Horn: No longer puts player in a combat stance when out of combat.
  • Companions
    • Companions with Combat Advantage active companion bonuses (Blink Dog, Staldorf, Intellect Devourer) have had these powers changed to combine additively rather than multiplicatively. As such, players using these may notice slight reductions in the combat advantage bonus provided by these powers.
    • Fixes to several companions with Rank 30 abilites that weren't triggering such as the Priestess of Sehanine, Acolyte of Kelemvore and the Repentant Cultist.
    • Harper Bard: Now works as intended, as a Leader companion.
    • Renegade Illusionist: Now works as intended, as a Striker companion.
    • Sergeant Knox: Now works as intended, as a Defender companion.
    • Wandering Scarecrow: Now works as intended, as a Striker companion.
  • Controller's Celestial Cowl: This item from the Control Wizard Class Pack no longer has a class requirment.
  • Demonic Ichor: The weekly cap for Demonic Ichor has been removed.
  • Drain Overload Enchantments: Drastically reduced the power of the 4 Stronghold PvP AP and Stamina Drain Overload Enchantments. (The corresponding 4 wards and 2 boons are scaled proportionally.)
  • Enchantments: Slightly increased the stats you get from the three-stat enchantments (Black Ice, Demonic, and Draconic) to make them competitive with the one and two stat enchantments.
  • Fireburst, Frostburn, Thunderhead, and Bloodtheft armor enchantments from Lesser to Transcendent have had all their internal cooldowns reduced.
  • Frostburn Enchantments: In addition to its other properties, all ranks of the Frostburn Enchantment now slow the attacker (players and NPCs) by 30% as part of the effect.
  • Illusionist's Mask: A new legendary rank has been added to the Illusionist's Mask as part of the next Masquerade of Liars event. The epic rank of the artifact can now take basic refinement and Masquerade refinement to be upgraded, and the mask acquires an activated power when it is upgraded to legendary.
  • Insignia Bonuses
    • Five new bonus powers have been added to the game!
    • Assassin's Covenant: This new bonus requires a Regal, and two Enlightened insignia. You lose 10% of Defense, Deflection and Life Steal and gain the combination lost as Power.
    • Barbarian's Revelry/Delight: Updated the tooltip to list that the effect can only occur once every 2s. This is just a tooltip update.
    • Berserker's Rage: This new bonus requires a Barbed and two Illuminated insignia. While you have full Action Points, you gain 10% of your Armor Penetration as Power.
    • Combatant's Maneuver: This new bonus requires an Illuminated and two Regal insignia. Whenever you control an enemy, you gain 5% combat Advantage damage for 10 seconds.
    • Slayer's Redemption: This new bonus requires an enlightened and two crescent insignia. Whenever you kill a target, you are healed for 10% of your maximum Hit Points over 5 seconds.
    • Victim's Preservation: This new bonus requires a Crescent and two Barbed insignia. Whenever you take more than 35% of your maximum Hit Points before any mitigation in a single attack, you are healed for 10% of your maximum Hit Points over 5 seconds. This cannot occur once every 10 seconds.
  • Lightning Enchantments: In addition to its other properties, all ranks of the Lightning Enchantment now reduce all cooldowns by 2% for the first lightning strike, plus an additional 1% for each chain.
  • Profession Asset Pack: This item has been reworked and updated. When opening the pack you may now choose which profession you wish to receive rewards for, excluding Leadership. The rewards have also been improved, the packs now contain 2 Grandmaster Craftsmen, 2 Mithral Tools, 4 Master Craftsmen and 12 Steel Tools. The specific tools and craftsmen granted are specified in the Zen Market and upon choosing which profession to open the pack for. Any existing Profession Asset Packs will be updated to reflect these changes.
  • PvP Equipment
    • Grim equipment is no longer available for purchase at the Trade of Blades.
    • Seals of Triumph have been removed from the cost of Lionsmane armor.
    • The cost of Burning equipment has been reduced.
    • The number of Fallen Banners required to purchase Lionsmane armor pieces has been halved.
    • Rings of Ambush, Sieging, and Charging Bull: The wording has been changed to state "When you have been running" instead of When you have been moving."This means that moving very slowly (such as when you are running into a wall) will cause the effects to stop, and the effects will no longer apply while you are mounted. Note that most Slow will not cause you to move slowly enough on their own to prevent these effects from firing.
  • Salvage values for Neverwinter have not been very consistent. Now that we're adding a new tier of gear, we really want to streamline what items gave. Going forward, all items of level 130+ that are salvageable will have their salvage value determined by rarity and size (Small/Medium/Large) only. (Small = Neck, Waist, Ring, Shirt, Pants; Medium = Arms, Feet, Head, Offhand; Large = Body, Mainhand) In practice, the biggest effect of these changes is that some rings have gone down in value and some Elemental/Protector seal gear has gone up.
  • Seals of Triumph
    • The amount of Seals of Triumph awarded for winning a daily domination match has been increased from 1 to 60.
    • The amount of Seals of Triumph in the cost of items has been adjusted based on therelated changes.
    • The cap for Seals of Triumph has been increased from 500 seals to 1200.
    • Star Metal Gauntlet and Adamantine Gauntlet tooltips now accurately display the rewards they can retrieve.
  • Tradebar Store
    • Dusk equipment has been moved from the "current" tab in the Trade Bar store's equipment section to the "legacy" tab.
    • Goat Companion is now available in the Trade Bar Store!
    • Grim equipment is now available for purchase in the Trade Bar store.
    • Shard of Shadowclad Enchantment is now available at the Seal Vendor.
  • Worn Gauntlets: For players who have misplaced their Worn Guantlets, they are now available in the profession vendors. They are only visible for those that need them.
Performance
  • Resolved several client crashes that could occur when transferring maps.
User Interface
  • Collections: The Trade Bar store collection page has been updated.
  • Coupons: Resolved an issue where coupons could be consumed even when reclaiming a free product such as a mount.
  • Guild Alliances: Leaders now have the option to set visits to alliances by invites only if desired.
  • Queues
    • Players who logout and log back in will now be properly be put back into the queue and party instead of being a Schrodinger's party member both in and out of the party depending on perspective.
    • There is now a Vote Abandon feature that allows a player to initiate a vote with all active players in the map. If the vote succeeds all players will be notified that the map is shutting down and no leaver penalty will be applied. This option is only available in PvE content.
    • There is now a tooltip when trying to join a queue you are still in an instance for to notify of this case.
    • When an event that expires is required by a queue all players waiting in that queue will be kicked out of it instead of remaining and being led to believe it may still start. This affects Demogorgon, Tiamat and many weekly event queues.
    • When looking at the details of a queue an average wait time will be displayed when available.
    • While in a queued instance if the event that is required to be running to queue for that instance ends the 'Looking for group reinforcements' will no longer display to show no more help is coming instead of misleading players.
  • Zen Market: Resolved a case where visiting the Zen Market with a coupon in the inventory could show an incorrect price for some item as if the coupon would provide a discount but does not.
Current threads:
Official Feedback Thread: Bryn Shander
Official Feedback Thread: Maze Engine Changes
Post edited by panderus on
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Comments

  • jazzfongjazzfong Member Posts: 1,079 Arc User
    Wow thanks, stalking everyday for patch notes and finally it is up.
  • treesclimbertreesclimber Member, NW M9 Playtest Posts: 1,161 Arc User
    Hello, about the classes changes coming, just please dont mess up like mod 6, it will be bad for us players and for you because probably it will be a headache for you in the future and it's a really really important thing, im waiting to play my sentinel gwf for a century :smile:

  • jumpingmorksjumpingmorks Member, NW M9 Playtest Posts: 876 Arc User

    Hello, about the classes changes coming, just please dont mess up like mod 6, it will be bad for us players and for you because probably it will be a headache for you in the future and it's a really really important thing, im waiting to play my sentinel gwf for a century :smile:

    Now they have a clear and concise map for not messing up.

  • userutf8userutf8 Member, NW M9 Playtest Posts: 270 Arc User
    I have a proposal to the devs:
    1. make a toon, pick any class you like
    2. unlock all boons including SH boons of your choice
    3. dress your toon in BiS PVP gear, slot the r12 enchants you consider to be the best
    4. pick the best mounts and equip all insignias
    5. come to PTR and show us how are we supposed to kill each other in PVP
    ABSOLUTE
  • whitestaruawhitestarua Member Posts: 175 Arc User
    edited July 2016
    userutf8 said:

    I have a proposal to the devs:
    1. make a toon, pick any class you like
    2. unlock all boons including SH boons of your choice
    3. dress your toon in BiS PVP gear, slot the r12 enchants you consider to be the best
    4. pick the best mounts and equip all insignias
    5. come to PTR and show us how are we supposed to kill each other in PVP

    agree with this.

    @terramak
  • varixo#7114 varixo Member Posts: 16 Arc User

    userutf8 said:

    I have a proposal to the devs:
    1. make a toon, pick any class you like
    2. unlock all boons including SH boons of your choice
    3. dress your toon in BiS PVP gear, slot the r12 enchants you consider to be the best
    4. pick the best mounts and equip all insignias
    5. come to PTR and show us how are we supposed to kill each other in PVP

    agree with this.

    @terramak
    I agree too... all items on preview should be selectable and all boons should be unlocked.
  • creeperlp681creeperlp681 Member Posts: 18 Arc User
    mroczpal said:

    userutf8 said:

    I have a proposal to the devs:
    1. make a toon, pick any class you like
    2. unlock all boons including SH boons of your choice
    3. dress your toon in BiS PVP gear, slot the r12 enchants you consider to be the best
    4. pick the best mounts and equip all insignias
    5. come to PTR and show us how are we supposed to kill each other in PVP

    agree with this.

    @terramak
    I agree too... all items on preview should be selectable and all boons should be unlocked.
    I agree too :)
  • doublea2014doublea2014 Member Posts: 49 Arc User
    edited July 2016
    yea they have this option on Test server for their testers on Star trek Online , basicly there if we need a new toon leveled up from like say LVL 5 to lvl 60 it can be done by going to a certain location getting some XP boxes then opening those boxes, and boom your max level, same thing for the campaign stuff they have boxes with all the needed items for the campaigns, provides several things makes the testing experience much easyier and much faster, which in turn makes it faster for us to find bugs and glitches then report as such so it can be fixed within a timely manner
  • kalina311kalina311 Member, NW M9 Playtest Posts: 2,082 Arc User
    edited July 2016
    @terramak

    Were there any CW tweaks made at all? No class Balance ??


    The renegade capstone (armor pen bonus) has been broken for like forever this does not help class balance when everyone else gets fixes and we dont ...also every high level CW power and their feats are never used for PVE or PvP
    what does that say about power balance when there is no choice of encounter to use except for disintegrate

    this is not balance either there are no good level 70 powers or feats to chose from on a cw with imprisonment arguably one the least useful powers in the game with 30 second cool down lol come on it does nothing at all

    Also there are no single target lightning CW encounters which I feel are missing and could replace one of the less useful powers
    there are at wills and aoe but no single target lightning cw powers for spellstorm CW


  • izworizwor Member, NW M9 Playtest Posts: 238 Arc User
    edited July 2016
    Nevermind, found it. Sorry
  • panderuspanderus Member, NW_CrypticDev, Cryptic Developer Posts: 1,007 Cryptic Developer
    Patch notes updated minus Content and powers changes, the notes are too long, will be posting here and seeing if i can merge or bump these notes up later.

    Content and Environment
    • Demogorgon: the Demogorgon event no longer displays a score rank in the HUD.
    • Drowned Shore: Resolved a few issues with a quest objective that was behind colission.
    • Exiting several instance maps now returns you to the map from which you queued or entered.
    • Goblin Warrens: Murgal Mawcram resets properly after a player or party wipe
    • Greed of the Dragonflight: The number of Fangs of the Dragonflight awarded by the guild event "Greed of the Dragonflight" has been increased. The number of fangs granted now matches the number of dragons killed during the event.
    • Icewind Dale now has an updated Overwold Map to support new content. You can also now choose any location you have unlocked in that region without needing to travel through Caer-Konig first.
    • Icewind Dale: Caer Conig: Clairified the text about feeding the yeti so that it is more apparent that it is only a chance that it will like the treat.
    • Malabog's Castle: Resolved an issue where after wiping to Fulimorax, Valindra will still have portals open requiring another party wipe to reset the fight.
    • Maze Engine: There is a new store for the campaign vendor that has older transmute items in exchange for Maze Engine currencies. These quests can now be player more than just one a day if desired.
    • Pirates' Skyhold: Resolved an issue with the quest path leading to Pirate King's Retreat.
    • Stronghold Siege: The number of Banners of the Fallen awarded in "Stronghold Siege" matches has been increased. Four banners will be earned for a crushing victory, three for a close victory, two for a close loss, and one for a crushing loss."
    • Underdark Campaign: Players can now refine Faerzress once the campaign has been completed.
    • Well of Dragons: Capture the Messenger: This quest now gives credit to anyone nearby when a messenger is captured, not just to the captor.
  • two30two30 Member, NW M9 Playtest Posts: 1,168 Arc User
    panderus said:

    Underdark Campaign: Players can now refine Faerzress once the campaign has been completed.

    I think this should say "can no longer". We've been able to refine Faerzress (uselessly). The task will be (correctly) locked after completing the campaign.

    Screenshot from M10 preview:

    Neverwinter Tools for evaluating boons, mounts, dyes, etc.
  • beckylunaticbeckylunatic Member, NW M9 Playtest Posts: 14,231 Arc User
    panderus said:


    Underdark Campaign: Players can now refine Faerzress once the campaign has been completed.
    Or possibly "can not"?



    Guild Leader - The Lords of Light

    Neverwinter Census 2017

    All posts pending disapproval by Cecilia
  • scathiasscathias Member Posts: 1,174 Arc User
    I've been waiting to post this until these patch notes went up.

    Currently on live the quests given by the boon buildings in the Stronghold go on a 20 hour cooldown when they are turned in. Could these daily quests please be changed to act like every other daily quest in the game and reset at with the server reset at 3am? There is no reason that i can see that having these being on a 20h cooldown is helpful to the players in any way (if there is I would love to hear it).

    In the same way I am pretty sure the 10 heroic shards that can be earned for completing an epic Heroic Encounter in the Stronghold are also on a 20 hour long cooldown. This is incredibly annoying since i don't play at a set time each day and If i go through the effort of doing an Epic HE i want to be properly rewarded for doing it if i qualify.
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  • lwedarlwedar Member, NW M9 Playtest Posts: 790 Arc User

    Fixing the Intellect Devourer is an indirect nerf to a lot of CWs. Can we please get word on when CW will get some love? They are the most nerfed class in the game.

    this is not really true, in fact throughout the lifecycle of this game they have been the most consistent.
    "we all love this game and want it to thrive"
  • lwedarlwedar Member, NW M9 Playtest Posts: 790 Arc User
    "Salvage values for Neverwinter have not been very consistent. Now that we're adding a new tier of gear, we really want to streamline what items gave. Going forward, all items of level 130+ that are salvageable will have their salvage value determined by rarity and size (Small/Medium/Large) only. (Small = Neck, Waist, Ring, Shirt, Pants; Medium = Arms, Feet, Head, Offhand; Large = Body, Mainhand) In practice, the biggest effect of these changes is that some rings have gone down in value and some Elemental/Protector seal gear has gone up."


    You'll never guess which rings when down in value...
    "we all love this game and want it to thrive"
  • oldbaldyoneoldbaldyone Member Posts: 1,840 Arc User
    Salvage values for Neverwinter have not been very consistent. Now that we're adding a new tier of gear, we really want to streamline what items gave. Going forward, all items of level 130+ that are salvageable will have their salvage value determined by rarity and size (Small/Medium/Large) only. (Small = Neck, Waist, Ring, Shirt, Pants; Medium = Arms, Feet, Head, Offhand; Large = Body, Mainhand) In practice, the biggest effect of these changes is that some rings have gone down in value and some Elemental/Protector seal gear has gone up.

    If you arms and head are bigger than your legs, you need to stop skipping leg day.

    TBH, I thought the salvage values were already pretty fair.
    ribbs1 said:

    The nerfs to the CA companions is a deal breaker for me. Goodbye game. Enough is enough.

    I think thats like the third time you've quit this week ;)
  • urabaskurabask Member Posts: 2,923 Arc User
    edited July 2016
    terramak said:

    Salvage values for Neverwinter have not been very consistent. Now that we're adding a new tier of gear, we really want to streamline what items gave. Going forward, all items of level 130+ that are salvageable will have their salvage value determined by rarity and size (Small/Medium/Large) only. (Small = Neck, Waist, Ring, Shirt, Pants; Medium = Arms, Feet, Head, Offhand; Large = Body, Mainhand) In practice, the biggest effect of these changes is that some rings have gone down in value and some Elemental/Protector seal gear has gone up.


    So is this mostly referring to the gear that drops in the stronghold (like some of the offhands worth 8k)? Because nothing should really drop below 3k.
    lwedar said:

    Fixing the Intellect Devourer is an indirect nerf to a lot of CWs. Can we please get word on when CW will get some love? They are the most nerfed class in the game.

    this is not really true, in fact throughout the lifecycle of this game they have been the most consistent.
    As in consistently 2nd/3rd tier DPS in a meta with no need for control since mod 6 : \

    Welcome to mod 10.
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  • someonediessomeonedies Member, NW M9 Playtest Posts: 1,257 Arc User
    panderus said:

    Patch notes updated minus Content and powers changes, the notes are too long, will be posting here and seeing if i can merge or bump these notes up later.

    Content and Environment

    • Stronghold Siege: The number of Banners of the Fallen awarded in "Stronghold Siege" matches has been increased. Four banners will be earned for a crushing victory, three for a close victory, two for a close loss, and one for a crushing loss."
    Close Victory/Loss?
    plz explain.
    Rimuru?
    Dead 🔪
  • hustin1hustin1 Member, NW M9 Playtest Posts: 3,460 Arc User
    panderus said:


    • Icewind Dale now has an updated Overwold Map to support new content. You can also now choose any location you have unlocked in that region without needing to travel through Caer-Konig first.
    What about needing a contract? Right now we always need a contract to enter those zones, even if it's just to help a guildie with Biggrin's Tomb.

    Now what would really be nice would be if we could enter those areas without a contract and as such be completely unable to get flagged for PvP.
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  • fdsakhfduewhfiuffdsakhfduewhfiuf Member Posts: 604 Arc User
    Salvage changes...

    Small T1: down from 3000 to 2000
    Medium T1: down from 4000 to 2500
    Large T1: down from 5000 to 3000

    Small T2: up from 3000 to 4000
    Medium T2: up from 4000 to 5000
    Large T2: up from 5000 to 6000

    +1,+2 rings: down from 3000 to 2000
    +3,+4 rings: down from 6000 to 4000

    Guild armor stays at 1000 per piece.

    Seems to be a good idea to salvage all blue equipment and Underdark rings before
    module 10 goes live - unless they'll do a double AD event after module 10 will have
    gone live (how likely will this be?).

    Without a doubt it's a good idea to keep all T2 equipment to salvage later.
  • crizpynutzcrizpynutz Member Posts: 349 Arc User
    That sucks regarding CA companions. Now we can all run exactly the same companions with exactly the same builds. This sucks.
  • ironzerg79ironzerg79 Member, Neverwinter Moderator, NW M9 Playtest Posts: 4,942 Arc User

    That sucks regarding CA companions. Now we can all run exactly the same companions with exactly the same builds. This sucks.

    Most people were (or should have been) running the same slate of companions anyway. The change to the CA bonus doesn't make them not viable...it just doesn't make them as awesome as they were. Hardly something worth quitting over.
    terramak said:

    Salvage values for Neverwinter have not been very consistent. Now that we're adding a new tier of gear, we really want to streamline what items gave. Going forward, all items of level 130+ that are salvageable will have their salvage value determined by rarity and size (Small/Medium/Large) only. (Small = Neck, Waist, Ring, Shirt, Pants; Medium = Arms, Feet, Head, Offhand; Large = Body, Mainhand) In practice, the biggest effect of these changes is that some rings have gone down in value and some Elemental/Protector seal gear has gone up.

    @terramak I understand the need to make things more consistent. And yes, right now the current meta has people running eLOL religiously because it's the best time:salvage value ratio. Obviously, you want to make the harder content more rewarding than just spamming through an easy dungeon.

    But with that, might I suggest you look at perhaps buffing the T2 (and possibly T3, whatever that is) salvage rewards to match the challenge, instead of reducing the rewards of other content. With that, the easier dungeons are still a great source of rAD for lower iLevel players, and so it's these people who are going to be impacted the most. Which is unfortunate because it's the new players or the fresh level 70's that need the most help when it comes to ramping up the rAD earning machine.
    "Meanwhile in the moderator's lounge..."
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  • crizpynutzcrizpynutz Member Posts: 349 Arc User
    edited July 2016

    That sucks regarding CA companions. Now we can all run exactly the same companions with exactly the same builds. This sucks.

    Most people were (or should have been) running the same slate of companions anyway. The change to the CA bonus doesn't make them not viable...it just doesn't make them as awesome as they were. Hardly something worth quitting over.
    Did I say I was quitting? I think I said "it sucks" so, ya, I still think it sucks. Are we not allowed to dislike changes? I'm not going to leave the game and I'll adjust, but I don't get what drove this change, was CA damage unbalanced or something? With all the broken feats, encounters and mechanics in this game I'm not understanding this one and ya, I dislike it. Your posts are seemingly always in defense of every change and somewhat critical of those who aren't in agreement with them...nvm I think I get why that is.

    I'll say this, I don't like the update, but in reality, I don't even know what the real impact is so it may end up minor, I'm not sure. Maybe it makes little to no difference in the end, still simply don't like it.
  • unknowndramaunknowndrama Member, NW M9 Playtest Posts: 115 Arc User
    edited July 2016

    That sucks regarding CA companions. Now we can all run exactly the same companions with exactly the same builds. This sucks.

    Most people were (or should have been) running the same slate of companions anyway. The change to the CA bonus doesn't make them not viable...it just doesn't make them as awesome as they were. Hardly something worth quitting over.
    terramak said:

    Salvage values for Neverwinter have not been very consistent. Now that we're adding a new tier of gear, we really want to streamline what items gave. Going forward, all items of level 130+ that are salvageable will have their salvage value determined by rarity and size (Small/Medium/Large) only. (Small = Neck, Waist, Ring, Shirt, Pants; Medium = Arms, Feet, Head, Offhand; Large = Body, Mainhand) In practice, the biggest effect of these changes is that some rings have gone down in value and some Elemental/Protector seal gear has gone up.

    @terramak I understand the need to make things more consistent. And yes, right now the current meta has people running eLOL religiously because it's the best time:salvage value ratio. Obviously, you want to make the harder content more rewarding than just spamming through an easy dungeon.

    But with that, might I suggest you look at perhaps buffing the T2 (and possibly T3, whatever that is) salvage rewards to match the challenge, instead of reducing the rewards of other content. With that, the easier dungeons are still a great source of rAD for lower iLevel players, and so it's these people who are going to be impacted the most. Which is unfortunate because it's the new players or the fresh level 70's that need the most help when it comes to ramping up the rAD earning machine.
    This very unrewarding change on t1 gear since in all the runs in all dungeons you get only one piece of salvage gear from chest becose in 90% times none of bosses drops nothing and about tier 2 dungeons who is stupid to waste time on them...no one plays them beside if you need them for SH quest..and you can hardly find a group to do tier 2 dungeons..
    Epic Grey Wolf..1 piece of armor from chest..waste of time..
    Epic Temple of Spiders..same
    Epic Eragmire Crypts ..same
    Worthless..for a dungeon renamed to "master" doesnt looks to me like that..
    Please add on loot table artifact like it is in elol-vt-mc to this dungeons..a greater mark of potency..something to make them desirable for us to play them..
This discussion has been closed.