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[Feedback] The new Soulforged Enchantment

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  • hinageshi79hinageshi79 Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 246 Bounty Hunter
    edited November 2013
    i didn't find where it is written that they will change soulforged. Please could you explain me what they are going to change and could you link me the official post?
  • yokihiroyokihiro Member, Neverwinter Beta Users Posts: 510 Bounty Hunter
    edited November 2013
    jacksoon wrote: »
    what prob give you on pvp the auto ress -.- c'mon, speak clear all. you don't wont the new soul because you lost the 5 sec of immunity, so all the Pvpers come to cry her for don't let this done, or they will die too fast. Learn to dodge atk -.-

    You are so wrong. Seriously. I carry only a lesser Soulforge. It hardly ever saved my life in PVP because this little immunity doesn't help to run away or deal the final killblow. I like the new Soulforge's ability much better, especially on my DC in PVE. But in PVP - as happened yesterday - I get double killed when I am beaten by 3 guys to death, auto-rezz and just get beaten again to death.
  • ortzhyortzhy Member Posts: 1,103 Bounty Hunter
    edited November 2013
    jacksoon wrote: »
    what prob give you on pvp the auto ress -.- c'mon, speak clear all. you don't wont the new soul because you lost the 5 sec of immunity, so all the Pvpers come to cry her for don't let this done, or they will die too fast. Learn to dodge atk -.-

    Sry but i think this new version is way more powerful then the old one... this one avoids everything, no matter the burst, in pvp. I find it extremely strong for GWF who can go unstoppable the second they got up with half hp and regen ticking same for TR or a regen dc or any tanky build for that matter... Is rly nice in pve pretty much the best for boss fights, i am planning in making a greater version maybe a perfect... but if it will go like this the pvp will become broken.
  • zebularzebular Member, Neverwinter Moderator, NW M9 Playtest Posts: 15,270 Community Moderator
    edited November 2013
    Moderator Notice:
    . . . . . Trolling removed. Folks, keep the PvP banter in game and off the forums. There's no need for that here and it serves no purpose to any constructive discussion. Do not reply to this Moderator Notice, instead contact us via Private Message to discuss Moderator Actions. Thanks!
  • zebularzebular Member, Neverwinter Moderator, NW M9 Playtest Posts: 15,270 Community Moderator
    edited November 2013
    yokihiro wrote: »
    I like everything about it BUT the autorezz - this causes trouble in PVP and I hope they don't keep this like it is now on Preview. Otherwise you just feed doublekills to the enemy team alot.
    . . . . . Aye, we should still have a choice to ress or not when Soulforge procs, for in some situations, like surrounded by a ton of mobs or even a mosh of enemy PvPers, it would just be annoying. Giving the choice, with a countdown timer, would be better. Say, 10 seconds to make your decision. The only issue I see here though is in PvP for when you're down, an enemy can kick you so you cannot be picked up. A possible adjustment to compensate: The auto-ress would then require two kicks from an enemy player. One kick to knock out the Soulforge proc and a second to kill them completely.

    So, have it work like follows:
    1. You go down, Soulforge Procs.
    2. You stay in down animation for 10 seconds with the option to use your Soulforge Proc, players cannot pick you up at this time but enemy players can perform a kick on you to remove the proc.
    3. If you stay down for 10 seconds or are kicked by an enemy player, you then enter the normal 10 second ress window and can be either picked up by a player or kicked once more to defeat you by an enemy player.
    4. The proc timer recharge should only begin again once a player has either chosen to Auto-ress or the 10 second Soulforge down timer has expired, whichever comes first. (This is so the 10 second timer is not abused as a means to lessen the recharge time in a battle.)
  • ortzhyortzhy Member Posts: 1,103 Bounty Hunter
    edited November 2013
    http://leagueoflegends.wikia.com/wiki/Zhonya%27s_Hourglass
    Similar item, works very well there, Only thing i would do different is let players re-adjust position so they can get away of a nasty aoe zone with slow effect.
  • hinageshi79hinageshi79 Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 246 Bounty Hunter
    edited November 2013
    Soulforge worked well. I'd like if devps explain us why they changed it. I dont have soulforge so it does not hurt me, i ask to undetstad. Generally, i really think devps should stop to change "old" things ruining player efforts and fix bugs or introducing NEW contents. They are introducing a lot of new contents and this is ok, but "rework" is really bad.
  • jacksoonjacksoon Member, NW M9 Playtest Posts: 332 Arc User
    edited November 2013
    That's is was i told o.o the new ins't Op, simply let you decide if you wont ress fast, wait for a kick or wait for someone to ress you. Why, this new soul, make someone unkillable ?.?
  • hinageshi79hinageshi79 Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 246 Bounty Hunter
    edited November 2013
    i didn't find where it is written that they will change soulforged. Please could you explain me what they are going to change and could you link me the official post?

    please link me original thread. Thanks to zebular now i understood which modifications are coming but i lost the whole patch note.
  • pers3phonepers3phone Banned Users, Neverwinter Beta Users Posts: 0 Arc User
    edited November 2013
    Well I'm COMPLETELY against the change. Of course, I'm a CW... and my normal SF became from lifesaver almost useless.

    So I completely support this topic and hope the change never happens on live. It's not like I was so OP with 3 secs of "invulnerability", CC was still good to go, not to mention GTEs and SE.
  • zebularzebular Member, Neverwinter Moderator, NW M9 Playtest Posts: 15,270 Community Moderator
    edited November 2013
    please link me original thread. Thanks to zebular now i understood which modifications are coming but i lost the whole patch note.
    . . . . . Here you go, this is the patch notes where the change to Soulforged is detailed. Below is a quote from the notes:
    panderus wrote: »
    Items and Economy
    • Soulforged Armor: These enchantments have been reworked. When you die you are resurrected, healing you for 20/22.5/25/27.5% of average player health and healed for an additional 10/12.5/15/17.5% of average player health over 3 seconds. This effect may only occur every 90 seconds.
    • Tenebrous Enchantment now properly respects armor, dodging, and damage immunity.

    You can find past, present, and future patch notes for the Preview Shard here.
    Patch notes for the Live Shard (Dragon) may be found here.
  • ladysylvialadysylvia Member Posts: 946 Bounty Hunter
    edited November 2013
    zebular wrote: »
    . . . . . Aye, we should still have a choice to ress or not when Soulforge procs, for in some situations, like surrounded by a ton of mobs or even a mosh of enemy PvPers, it would just be annoying. Giving the choice, with a countdown timer, would be better. Say, 10 seconds to make your decision. The only issue I see here though is in PvP for when you're down, an enemy can kick you so you cannot be picked up. A possible adjustment to compensate: The auto-ress would then require two kicks from an enemy player. One kick to knock out the Soulforge proc and a second to kill them completely.

    So, have it work like follows:
    1. You go down, Soulforge Procs.
    2. You stay in down animation for 10 seconds with the option to use your Soulforge Proc, players cannot pick you up at this time but enemy players can perform a kick on you to remove the proc.
    3. If you stay down for 10 seconds or are kicked by an enemy player, you then enter the normal 10 second ress window and can be either picked up by a player or kicked once more to defeat you by an enemy player.
    4. The proc timer recharge should only begin again once a player has either chosen to Auto-ress or the 10 second Soulforge down timer has expired, whichever comes first. (This is so the 10 second timer is not abused as a means to lessen the recharge time in a battle.)

    +1
    I support this suggestion! But then have to be fix the bug with SE of TR, that give you instant 0 HP.
  • ladysylvialadysylvia Member Posts: 946 Bounty Hunter
    edited November 2013
    Okay i tested it out: Complete dead DON'T kill the proc of SF! Only if you aren't in a combat(something need to have attack you or only maybe aggro you), then it don't proc.
  • j0shi82j0shi82 Member Posts: 622 Arc User
    edited November 2013
    zebular wrote: »
    . . . . . Aye, we should still have a choice to ress or not when Soulforge procs, for in some situations, like surrounded by a ton of mobs or even a mosh of enemy PvPers, it would just be annoying. Giving the choice, with a countdown timer, would be better. Say, 10 seconds to make your decision. The only issue I see here though is in PvP for when you're down, an enemy can kick you so you cannot be picked up. A possible adjustment to compensate: The auto-ress would then require two kicks from an enemy player. One kick to knock out the Soulforge proc and a second to kill them completely.

    So, have it work like follows:
    1. You go down, Soulforge Procs.
    2. You stay in down animation for 10 seconds with the option to use your Soulforge Proc, players cannot pick you up at this time but enemy players can perform a kick on you to remove the proc.
    3. If you stay down for 10 seconds or are kicked by an enemy player, you then enter the normal 10 second ress window and can be either picked up by a player or kicked once more to defeat you by an enemy player.
    4. The proc timer recharge should only begin again once a player has either chosen to Auto-ress or the 10 second Soulforge down timer has expired, whichever comes first. (This is so the 10 second timer is not abused as a means to lessen the recharge time in a battle.)

    I absolutely have to agree here. For my CW it's die, Soulforge, die again. Unlike dying normally I think you might not even be losing aggro at all or at least the mobs surrounding you elect to attack you immediately because you're the nearest target. That way the Enchant effectively goes to waste and I'm not sure I would elect to equip it on my CW in PVE if this design makes it live.
  • hinageshi79hinageshi79 Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 246 Bounty Hunter
    edited November 2013
    zebular wrote: »
    . . . . . Here you go, this is the patch notes where the change to Soulforged is detailed. Below is a quote from the notes:

    You can find past, present, and future patch notes for the Preview Shard here.
    Patch notes for the Live Shard (Dragon) may be found here.

    ty

    I think new soulforged can be much more powerfull than old. I am a GF and this new soulf will resurrect me again with 7700 HP immediatly and other 4900 over 3 seconds for a total anount of 12600 HP. It is true that you will reborn exactly where you died surrounded by the same enemies that killed you and so there is the risk that you die again, but i don't think it is a weak enchants. It SEEMS pretty good. The old enchant that provides you 5 secon.ds of total immunity was much less useful in pvp than you are saying: I am used to follow "black" people for little seconds while they are running away and kill them just after enchants effect ended. It wasn't at all a life saver in pvp
  • ortzhyortzhy Member Posts: 1,103 Bounty Hunter
    edited November 2013
    ty

    The old enchant that provides you 5 secon.ds of total immunity was much less useful in pvp than you are saying: I am used to follow "black" people for little seconds while they are running away and kill them just after enchants effect ended. It wasn't at all a life saver in pvp

    The old version was a pretty bad choice in pvp... a good coordinated burst and soulforge could have been bypass. When teams are not made only of zergs u will fight alot in 1v1 and 2v2 and so the new enchant becomes ridiculous cause the amount of time needed to kill something just increased with 50%. Maybe is not so good for a cw now, but it became a must have for melee classes. If it;s going life like this i will discard my thunder in favor of this as GWF/GF/TR. I use a lashing blade or IBS or Knight Challenge to kill someone and then they are bk up with 50% hp and i have all skills on CD;s for 20 sec... rly not nice, this enchant is going to kill burst builds imo!
  • ironzerg79ironzerg79 Member, Neverwinter Moderator, NW M9 Playtest Posts: 4,942 Arc User
    edited November 2013
    zebular wrote: »
    So, have it work like follows:
    1. You go down, Soulforge Procs.
    2. You stay in down animation for 10 seconds with the option to use your Soulforge Proc, players cannot pick you up at this time but enemy players can perform a kick on you to remove the proc.
    3. If you stay down for 10 seconds or are kicked by an enemy player, you then enter the normal 10 second ress window and can be either picked up by a player or kicked once more to defeat you by an enemy player.
    4. The proc timer recharge should only begin again once a player has either chosen to Auto-ress or the 10 second Soulforge down timer has expired, whichever comes first. (This is so the 10 second timer is not abused as a means to lessen the recharge time in a battle.)
    [/COLOR]

    +1

    Even in PvE, if you auto rez just as you died, with as hard a mobs hit it's almost 100% guaranteed you'll go right back down again, really destroying the intent of the enchantment.
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  • fondlezfondlez Member Posts: 0 Arc User
    edited November 2013
    ironzerg79 wrote: »
    +1

    Even in PvE, if you auto rez just as you died, with as hard a mobs hit it's almost 100% guaranteed you'll go right back down again, really destroying the intent of the enchantment.

    I still do not understand why they are changing Soulforged (or any existing enhancement) instead of introducing a new enhancement. They are not in the habit of interfering with existing enhancements or enchants - basically the only true investments in the game, since they can be removed and used on any gear in any context.

    Without a stated reason why they are changing it, Soulforged should be left alone and a new enhancement created with the characteristics zebular outlined.

    In addition, for players on non-tanky classes, the new SF is a complete loss in both PvE and PvP due to its tested mechanics.
  • kaylos29kaylos29 Member Posts: 0 Arc User
    edited November 2013
    As a Regen PvP Sentinel GWF, I really do believe the new soulforge is too powerful for tanks and potentially perma rogues. Right now, soulforge may buy me time and get me a couple ticks of regen. The new one is simply going to almost entirely let me reset the fight to a degree in my favor. Glass cannon classes are really getting hurt by this change. I'll throw my hat in for keeping it as is.
    Mindflayer - Exodus
    Daria - Dwarf Sentinel GWF (mistaken for Halfling a lot)
    Karia (aka "The Pug") - Human Combat HR
    Kayd - Human Conqueror GF - Retired
  • ladysylvialadysylvia Member Posts: 946 Bounty Hunter
    edited November 2013
    kaylos29 wrote: »
    As a Regen PvP Sentinel GWF, I really do believe the new soulforge is too powerful for tanks and potentially perma rogues. Right now, soulforge may buy me time and get me a couple ticks of regen. The new one is simply going to almost entirely let me reset the fight to a degree in my favor. Glass cannon classes are really getting hurt by this change. I'll throw my hat in for keeping it as is.

    Current on live it's more broken as WAI. I heard several times it proc after i hit with final blow. Nice not? Second you have to wait for it to proc, most time you die before it.
    And couple of ticks... It's only 2 ticks of regen at perfect rank. With the suggestion make by zebular it would be very nice. Currently i don't know if the revive penalty avoid procing it(soulforged keep the bug of injury because complete dead as you revive through it).

    Edit: Initial heal with 4320 HP and 720 HP/s for 3s at lesser version. It's independent heal of your own HP score.
  • hinageshi79hinageshi79 Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 246 Bounty Hunter
    edited November 2013
    I said many times that devps should not "rework" things that are working well...

    first, because they ruin something working well
    second, because they ruin builds and player plans (so, they shouldn't "rework" at all)
    third, because they loose a lot of time intruducing problems and bugs instead of using that time to SOLVE problmes and bugs
  • ccspamccspam Member, Neverwinter Beta Users Posts: 0 Arc User
    edited November 2013
    As mainly a PvE player, and having actually tried the new soulforged in the preview server, I must say i really liked it. The simple fact that it never fails to proc makes it far superior to the current version, imo. I did not encounter in practice the "die, revive, die immediately again" problem that people seem to fear, even at Valindra's Tower (I'm a 23k cw, btw.)

    But there's one thing I haven't seen mentioned that I think is quite wrong: the leveling of the difference between the ranks of the enchantment.

    The old version would give us 2/3/4/5 seconds of (pseudo) invulnerability at ranks Lesser/Normal/Greater/Perfect, respectively. Comparing ranks to the lesser, we see the increased benefits as +0%/+50%/+100%/+150%. (Alternatively, comparing to the previous rank, we get +0%/+50%/+33%/+25%).

    Now look at the numbers for the new version. Combining healing and healing over time for simplicity we get a total healing of 30%/35%/40%/45% of total HP. So, again comparing to the lesser rank, we see the benefits increase as +0%/+16.7%/+33%/+50%. (Alternatively, comparing to the previous rank, we get +0%/+16.7%/+14.3%/+12.5%).

    This is a radical change that makes the difference between the ranks much smaller, e.g. where the old perfect would give +150% benefit over a lesser the new one gives +50%, one third of the old value; the benefit of a perfect over a greater went down from +25% to +12.5%, half the original.

    Now, I understand that as the owner of a perfect I may be biased, but this seems quite unfair to those of us who invested millions of AD on a perfect instead of settling for a greater or even a normal.

    Please take another look at the numbers, they should be revised. Something like 15%+5%/20%+10%/27.5%+12.5%/35%+15% (Healing + HoT) would respect the old ranking, and the investments that people made based on them.
  • ironzerg79ironzerg79 Member, Neverwinter Moderator, NW M9 Playtest Posts: 4,942 Arc User
    edited November 2013
    I agree. A few guildmates and I were looking at this and were asking ourselves if upgrading to Greater and Perfect Soulforge was really worth it, given how poorly it scales.

    EDIT: For reference I only have a lesser Soulforge slotted cause I am teh poors. :)
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  • ladysylvialadysylvia Member Posts: 946 Bounty Hunter
    edited November 2013
    I said many times that devps should not "rework" things that are working well...

    first, because they ruin something working well
    second, because they ruin builds and player plans (so, they shouldn't "rework" at all)
    third, because they loose a lot of time intruducing problems and bugs instead of using that time to SOLVE problmes and bugs

    It isn't working well on live. That's the problem! Often it don't proc in time. Second some abilities go through it which make it useless.
    Like SE go through it and DR-ignore it total.
  • fondlezfondlez Member Posts: 0 Arc User
    edited November 2013
    ladysylvia wrote: »
    It isn't working well on live. That's the problem! Often it don't proc in time. Second some abilities go through it which make it useless.
    Like SE go through it and DR-ignore it total.

    I cannot count the number of times SF has saved me on all my characters in multiple contexts. It does not matter how glitched it is, it works more than well enough and close enough as described for many many players.

    Also, all abilities that go through damage immunities go through them all, not just SF. So, obviously a completely different problem are the very very few abilities that go through damage immunities in the first place and are clearly not meant to, especially Tenebrous and Shocking Execution, which also ignore dodge immunity! They are fixing Tenebrous but doing nothing about Shocking Execution, which on top of that is undodgeable.

    So, they completely and utterly change something that already works since the beginning of the game, many months ago, with no stated reason and has a huge investment into it already, while leaving multiple unbalanceable aspects on other things that are very specific (though unrelated) and have no investment impact...

    Are you honestly telling us this makes sense to you compared to introducing a new enhancement and fixing things to work as described?
  • ladysylvialadysylvia Member Posts: 946 Bounty Hunter
    edited November 2013
    fondlez wrote: »
    I cannot count the number of times SF has saved me on all my characters in multiple contexts. It does not matter how glitched it is, it works more than well enough and close enough as described for many many players.

    Also, all abilities that go through damage immunities go through them all, not just SF. So, obviously a completely different problem are the very very few abilities that go through damage immunities in the first place and are clearly not meant to, especially Tenebrous and Shocking Execution, which also ignore dodge immunity! They are fixing Tenebrous but doing nothing about Shocking Execution, which on top of that is undodgeable.

    So, they completely and utterly change something that already works since the beginning of the game with no stated reason and has a huge investment into it already, while leaving multiple unbalanceable aspects on other things that are very specific but unrelated and have no investment impact...

    Are you honestly telling us this makes sense to you compared to introducing a new enhancement and fixing things to work as described?

    I count more times it don't work as it do. And yeah it make sense to change it if the outbugging or new recoding would cost more time/effort as simple to change it.
  • fondlezfondlez Member Posts: 0 Arc User
    edited November 2013
    ladysylvia wrote: »
    I count more times it don't work as it do. And yeah it make sense to change it if the outbugging or new recoding would cost more time/effort as simple to change it.

    Then your view of common sense is very different from mine and we have nothing to talk about. Enjoy your new SF and Shocking Execution...
  • ladysylvialadysylvia Member Posts: 946 Bounty Hunter
    edited November 2013
    fondlez wrote: »
    Then your view of common sense is very different from mine and we have nothing to talk about. Enjoy your new SF and Shocking Execution...

    Thanks i enjoy it really in PvE and PvP.

    Edit:

    Tested again: If you got down between CD, then you can be revived normal. Even if you have the revive penalty and go down, it revive you! But you get then an injury. This is a bug in my opinion.

    So yes it's 1000 times better as old soulforged!
  • tang56tang56 Member, Neverwinter Beta Users, Neverwinter Guardian Users, Neverwinter Knight of the Feywild Users Posts: 0 Arc User
    edited November 2013
    ironzerg79 wrote: »
    I agree. A few guildmates and I were looking at this and were asking ourselves if upgrading to Greater and Perfect Soulforge was really worth it, given how poorly it scales.

    EDIT: For reference I only have a lesser Soulforge slotted cause I am teh poors. :)

    I would say it's worth upgrading, the extra 10-15% HP is enough of an improvement to warrant the upgrade given how cheap it'll be to upgrade armor enchantments with the new refine system...ofc, upgrading from a lesser to a greater or perfect with the current fusion system just isn't worth it considering the difference in cost.
    RIP Neverwinter 26/06/2014
  • nwn2motb9nwn2motb9 Member, NW M9 Playtest Posts: 35 Arc User
    edited November 2013
    I just logged onto the preview server and found out my greater soulforged enchantment has changed and now resurrects you when you die giving you 5400 HP and 1080 HP a second for 3 seconds which can be triggered once every 90 seconds. I dunno about anyone else but being invulnerable for 4 seconds is awesome and often invaluable for reviving downed team mates.

    What do you guys think?
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