I opened 250 lockboxes today. Zero ultimate enchanting stones. In 30 To9G zero ultimate enchanting stones. I officially will stop backing this game with money until this nonsense is changed. Our bonding runestones were nerfed from 95% to 55% per at rank 12. Upgrading them and our other enchants to gain back a portion of that power is locked behind money gated RNG.
This is not an acceptable way to treat clients. This RNG for stones gated behind legendary dragon keys and lockboxes with unbelievable RNG odds against you. Please fix this, make these more readily available somewhere.
@nitocris83
On ambush rings: "How would you like PVE if all the mobs were invisible?"
Comments
Caturday Survivor
Elemental Evil Survivor
Undermontain Survivor
Mod20 Combat rework Survivor
Mod22 Refinement rework Survivor
▁ ▂ ▄ ▅ ▆ ▇ █ Gankdalf The Icehole █ ▇ ▆ ▅ ▄ ▂ ▁
▁ ▂ ▄ ▅ ▆ ▇ █ Gankdalf The Icehole █ ▇ ▆ ▅ ▄ ▂ ▁
Is there any official feedback to all the claims about this module 12b? Or is silence the new answer to all of the claims?
Rnd queues, bounding nerfs, ultimate sone drop rate ...etc. When will some one answer? Or did they? Plz link it. Thx
20+ tong runs and not even 1 stone. I will stop running this dungeon until they increase the drop rate. Currently it feels more like a waste of time than farming the stones for the R14 enchants. I am definetly disappointed.
Letting us buy the enchanting stones for seals would be a great option.
unless the intended effect was to have these rare drops cost as much as they do on the AH, this needs to be fixed sooner rather to bring costs down to reasonable prices, as the increase to enchant level came hand in hand with a nerf to bonding stones
Drop rate is waaaay too low.
> To those that don't play 1 of the chosen class's it's even harder to get we all know that only GWF is the main dps for tong groups and if u not paladin or cleric u got shafted on this . people that play other class"s have little chance at them then to get nothing is"Ultimate Slap in Face"
Those people that wanted the nerf and wanted to nerf DCs...this is what we get. Before the nerf, some very well geared dps can finish ToNG. Not anymore
> @preechr#2215 said:
> +1
> unless the intended effect was to have these rare drops cost as much as they do on the AH, this needs to be fixed sooner rather to bring costs down to reasonable prices, as the increase to enchant level came hand in hand with a nerf to bonding stones
At least we can buy the stone in AH. I wish I can spend 1million AD to buy a 2-slot companion gears that I wanted. I have been grinding IG till my eyes hurt and still not get a neck piece with 2 slots. The drop rate on +4 gears are abysmal and when you get them, it's not the one you wanted. Please allow people to sell them so at least there is a way to get them when you get really bad luck.
One (1) Ultimate Enchanting Stone.
ONE.
Really, devs? Really?
Blood Magic (RELEASED) - NW-DUU2P7HCO
Children of the Fey (RELEASED) - NW-DKSSAPFPF
Buried Under Blacklake (WIP) - NW-DEDV2PAEP
The Redcap Rebels (WIP) - NW-DO23AFHFH
My Foundry playthrough channel: https://www.youtube.com/user/Ruskaga/featured
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!
An item that is very desirable/necessary, and at a price where rich players can keep buying up all cheaper stones and re-post them with considerable mark-up.
This is exactly how it's going to play out on Xbox at least, and most likely on all platforms, but I doubt that's what the developers envisioned when coming up with this bright idea on where to get the stone & the very low drop-rate...
Yes, it's frustrating when we're trying to build ourselves back up from being weaker after 12b, or even if we're just trying to improve in general. However, I don't see it as a problem. It isn't supposed to be easy to attain and maintain end-game status. "End-game" is constantly evolving. Even now, future mods are in progress that will likely bring better gear, harder dungeons, and more challenging content.
In addition, we can't expect to have the latest and greatest stuff so soon after a mod release. It's really just bragging rights until the next mod is released. I know I personally enjoy working to better my characters, and I wouldn't be satisfied if it were handed to me so easily. I enjoy a challenge, and I know that I will eventually have r13/r14 enchantments, so I'm not really bothered by their rarity. The price will drop as more are introduced into the market, anyhow.
Of course, greed makes me wish they were cheaper just like everyone else, but I understand the reasoning and I am content with it.
Silv3ry on YouTube
I have no desire to instantly be BIS on all my toons, 8 of which were BIS last mod, but to be able to progress at all even after spending a fair amount of money in game is what this is pointing at. It's pay to play and with horrible RNG. There is no excuse for this type of money grabbing phenomenon.
Nerf your playerbase, then force them to pay to get a percentage of it back. I will not support this type of robbery tactic.
Silv3ry on YouTube
Just make all this stuff purchasable! All this is doing is taking large amounts of money and shifting it from one player to another, not actually taking it out of the game
Mastercrafted Weapons are not SO much more powerful than the new Chult Weapons that they should command a 1000% markup.... that's just ridiculous, and it makes me think our devs are just a little too in love with idea that everybody should have gear that gives random stats at random times with variable up-times...
The real problem comes with these new levels on Enchants and making the required ultimate enchanting stones so RNG-rare... The main reason the bonding nerf didn't cause a mass-exodus from the game was because players were led to believe they could regain those stats they were losing by raising up all their other enchants to r14... The drop-rates were not something that could be tested on this level on Preview, and now that PC players are being shocked at the abysmally low drop-rates from T9G and realizing how much of an investment this is going to be, they are angry.... and this is happening already so soon after the release of 12b
Do you really think this is good for the console communities to be seeing? They were already scared from all the largely unanswered noise generated before the update released... how do you guys think they are going to feel when they can see the true costs of the bonding nerf so long before they get 12b? That's plenty of time to shop around
12b brought some good stuff and some bad stuff, and the bugfix month brings far more good stuff... it may be arguable that the bad stuff is needed to make the game better in the long term (and further arguable that the methods chosen were the best options) but the nature of people is they can easily forget 10,000 great haircuts as soon as you cut off their ear
When you guys (talking to the devs here) feel like you have to cause some pain for some greater good, you really need to know there are some rules you would have come to understand if you had taken a few more government and psych classes on top of your game design and theory classes: Bandaid Rule - Make the necessary pain quickly recoverable, Scapel Rule - Precise surgery is much harder to implement yet much easier to understand than fixing things with Hand Grenades, Metrics Rule - Make one change at a time so you know what fixed the problem, and finally, The I Don't Have a Name For It Because Its Just Common Sense Rule - Make sure the pain you are causing is actually fixing the problem
Taken as one big thing, which is how we players see Mod 12b since we aren't compartmentalized, we are seeing a lot of unnecessary pain here and not a lot of balm... Though a lot of this new stuff is pretty nice, you can't kick someone in the nether regions and then give them a nice hat and expect everything to be fine
Maybe none of you were working for Cryptic when Mod 6 came out... I know I wasn't playing yet... I was looking for a new game at the time and read about how badly that was being handled and took a pass... But the main problem there was not that mistakes were made, just that it took SOOOO long to fix (yes, I'm over-simplifying, but for a larger point)
There is a lot to lose by taking a wait and see position here, and absolutely nothing to be gained
You have several options: Very Publically Do Nothing (aka ignore the players,) Increase the drop rate in T9G (aka duh,) and simply sell ultimate enchanting stones for whatever price you choose
You really don't have the options of increasing the drop rate in lock-boxes or making them a Zen Store purchase because the exchange is locked down now until after Thanksgiving, so the perception would be written in stone that you guys designed this so players would be forced to spend real money and you would endanger your entire F2P base
I suspected the bonding nerf/enchant upgrade thing was a new AD sink and was fine with it, honestly, but now it appears the only money this is taking out of the game is via the AH 10% cut, and you gotta realize that is a finite source of AD, guys
Stabilize the market price of ultimate enchanting stones by selling them directly while giving high level players the option of farming them instead (same with Mastercrafting mats,) and you get a much better AD sink WITHOUT endangering the future of the game, then go fix Random Ques, then work on Mod 13, OK? It would be much better for everyone to do that and THEN wait and see how it works...
TL/DR for @zebular +1
Also, every stone sold on the AH means 10% of its value is removed from the economy.