any signs of adjusting the current artifacts in mod2? emblem is a little bit OP in healing considering its a team heal, makes waters and bloodraven skull in pvp unnecessary.
Thayan book of the dead activation is also.... lol, how bout making those 3 zombies you summon hug the target instead and make it prone'd/cc'd/dazed because the damage it gives right now is pretty weak.
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l3g10nna1reMember, NW M9 PlaytestPosts: 372Arc User
If you lose your artifact you can just grab another from the Reward Claims Merchant. Because of this, class artifacts can not be used to feed Refining Points to any enchantment or artifact.
any signs of adjusting the current artifacts in mod2? emblem is a little bit OP in healing considering its a team heal, makes waters and bloodraven skull in pvp unnecessary.
Thayan book of the dead activation is also.... lol, how bout making those 3 zombies you summon hug the target instead and make it prone'd/cc'd/dazed because the damage it gives right now is pretty weak.
I agree. Maybe that was their point? Make an expensive artifact that is hands-down OP in PVP.
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degraafinationMember, Neverwinter Beta UsersPosts: 0Arc User
edited March 2014
Anyone know when we'll be able to see them? (i.e., when they go to Preview and not Owlbear)
If you lose your artifact you can just grab another from the Reward Claims Merchant. Because of this, class artifacts can not be used to feed Refining Points to any enchantment or artifact.
FEEDBACK:
That is a bit too restrictive, as it discourages people from leveling up those artifacts in case they might want to replace them with "better" artifacts later.
What I would suggest is the following: The artifact itself gives 0 RP if used to refine another artifact (obviously, as you have an endless supply of them), but you get credit for the refinement points you have put into it - maybe not 100%, though. .
Hoping for improvements...
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adinosiiMember, NW M9 PlaytestPosts: 4,294Arc User
edited March 2014
Another point - or rather a question -
Will any class-specific artifacts be particularly useful for the class in question, or is the system set up so that the most useful artifact for class X is deliberately the class-specific artifact for class Y?
For example, will the artifact have a special power that somehow boosts the regular powers of the class in question?
Also, if an artifact boosts some stats, will those actually be stats that a typical high-end member of the class would actually benefit from?
Let me give an example - my main is a pretty well-geared DC (no, I don't have perfect enchants or R10s, just "good enough" gear). Now, recovery is a very important stat for me, but with my current gear it is so high already that boosting that wouldn't really make a difference. Also, I am not a DPS - boosting ArPen or Life Steal is not going to benefit me very much .... Give me Regeneration, Deflection - even Defense or Power and I'll be happy.
I guess we'll see very soon when we can look at the artifacts in the collection page - but I just wanted to raise this concern.
Having said that, I am now busy leveling one character of each class to 60 to qualify for all the artifacts, so this isn't really a big issue for me.
That is a bit too restrictive, as it discourages people from leveling up those artifacts in case they might want to replace them with "better" artifacts later.
What I would suggest is the following: The artifact itself gives 0 RP if used to refine another artifact (obviously, as you have an endless supply of them), but you get credit for the refinement points you have put into it - maybe not 100%, though. .
You mean exactly what that clever, insightful McOnosRep chappie suggested here:
Then only disadvantage of these new artifacts is that unlike every other artifact they can't be used to refine others. So unlike other artifacts where if you find a better artifact of the same type later your RP is transferable this is not the case for the class-based ones.
Perhaps they could change it so that for these you only get the same amount of RP as you put in if they are used as fodder for another artifact, without critical chance of course, to prevent exploitation.
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adinosiiMember, NW M9 PlaytestPosts: 4,294Arc User
Indeed...well, as I said, maybe not 100% of the points you put in, but you should get the majority of the RPs at least.
Well actually that clever, insightful McOnosRep chappie also suggested that too - but as he is modest as well, I thought he might be embarrassed if that was pointed out.
The way I proposed means that if you fill one of these artifacts with X RP, and dump it into another of the same type (Power, etc) you get exactly X RP back.
That isn't infinity*1, that is X times one equals X.....
Whereas for every other artifact you could potentially get more RP back, and have the possibility of criticals.
The multiplier of 'one' above could be reduced after level 59, if needed. Don't see any obvious way to exploit this.
Perhaps they could change it so that for these you only get the same amount of RP as you put in if they are used as fodder for another artifact, without critical chance of course, to prevent exploitation.
I hope they go along with something like this , if not then the class artifacts had better be something special or different or nobody will level them up because its all lost RP.
I hope they go along with something like this , if not then the class artifacts had better be something special or different or nobody will level them up because its all lost RP.
FEEDBACK:
IGNORE - CAPABLE OF BEING EXPLOITED - see post by adinosii below.
Technically to avoid exploitation, you would only need to have that if you use one of these class artifacts as fodder for another class artifact then you get the same RP without criticals. If you put them into another artifact having it possibly crit is fine.
I don't see any way to exploit this setup unless I have missed something?
let's say you have a spare non-class artifact that you have no use for, say an Eye of Lathander. Now, take a class artifact and feed some RPs into that, and then feed that into the eye....then get a new class artifact, and feed the eye into that.
Even if you make the class artifact itself give 0RP, there is still the potential for a "free" gain if you allow a crit. I think that's too much to ask for - just being able to use the class artifacts to feed other artifacts with 0 base RP value and no chance of crit is good enough.
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adinosiiMember, NW M9 PlaytestPosts: 4,294Arc User
Technically to avoid exploitation, you would only need to have that if you use one of these class artifacts as fodder for another class artifact then you get the same RP without criticals. If you put them into another artifact having it possibly crit is fine.
I don't see any way to exploit this setup unless I have missed something?
Uhm...can you feed the "other artifact" into a class artifact ? If so, then you would have a problem if you allow crits....
Why is this different to feeding it into any other artifact? It still doesn't allow you to gain anything this way you wouldn't normally.
let's say you have a spare non-class artifact that you have no use for, say an Eye of Lathander. Now, take a class artifact and feed some RPs into that, and then feed that into the eye....then get a new class artifact, and feed the eye into that.
Even if you make the class artifact itself give 0RP, there is still the potential for a "free" gain if you allow a crit. I think that's too much to ask for - just being able to use the class artifacts to feed other artifacts with 0 base RP value and no chance of crit is good enough.
let's say you have a spare non-class artifact that you have no use for, say an Eye of Lathander. Now, take a class artifact and feed some RPs into that, and then feed that into the eye....then get a new class artifact, and feed the eye into that.
Even if you make the class artifact itself give 0RP, there is still the potential for a "free" gain if you allow a crit. I think that's too much to ask for - just being able to use the class artifacts to feed other artifacts with 0 base RP value and no chance of crit is good enough.
Yes, I see your point. It would have to be set up so that class artifacts can't crit at all when used as fodder to avoid this scenario.
Yes, I see your point. It would have to be set up so that class artifacts can't crit at all when used as fodder to avoid this scenario.
I don't think you guys understand how the artifacts will retrieved by your character, either that I have gotten seriously confused as what you are talking about.
Once you have them unlocked you can get them from the rewards claim guy... an infinite amount of times. Now, even if you restricted the ability of these artifacts to only be refined into their own class type (TR to TR for example) you could level the TR artifact up for free simply by 'buying' more free artifacts from the claims agent. So since that is a bad thing (remember the free Stone of Radiance?) they made it so that a class artifact is worth zero refining points. Preventing it from being able to crit does not limit the unlimited part of the problem that we would have.
Guild - The Imaginary Friends We are searching for slave labor, will pay with food from our farm!
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adinosiiMember, NW M9 PlaytestPosts: 4,294Arc User
I don't think you guys understand how the artifacts will retrieved by your character, either that I have gotten seriously confused as what you are talking about.
Once you have them unlocked you can get them from the rewards claim guy... an infinite amount of times. Now, even if you restricted the ability of these artifacts to only be refined into their own class type (TR to TR for example) you could level the TR artifact up for free simply by 'buying' more free artifacts from the claims agent. So since that is a bad thing (remember the free Stone of Radiance?) they made it so that a class artifact is worth zero refining points. Preventing it from being able to crit does not limit the unlimited part of the problem that we would have.
Eh...I think you are confused. There is no problem here even if you can get an unlimited number of artifacts if they are all worth zero points themselves when refining and you don't get more RP out of them than you put into them in the first place.
I don't think you guys understand how the artifacts will retrieved by your character, either that I have gotten seriously confused as what you are talking about.
Once you have them unlocked you can get them from the rewards claim guy... an infinite amount of times. Now, even if you restricted the ability of these artifacts to only be refined into their own class type (TR to TR for example) you could level the TR artifact up for free simply by 'buying' more free artifacts from the claims agent. So since that is a bad thing (remember the free Stone of Radiance?) they made it so that a class artifact is worth zero refining points. Preventing it from being able to crit does not limit the unlimited part of the problem that we would have.
No, this was considered.
A class artifact should be made to give as much RP as was put in if used as fodder for another artifact. So a class artifact that is not levelled up is worth exactly zero RP if used as fodder.
Unable to find Jarlaxle. Despite having two eligible characters on Preview in Icewind Dale, did not automatically receive any kind of quest, so I have no pathfinding. The only auto-quest I got was "Mark" which had the GF ability described.
Unable to find Jarlaxle. Despite having two eligible characters on Preview in Icewind Dale, did not automatically receive any kind of quest, so I have no pathfinding. The only auto-quest I got was "Mark" which had the GF ability described.
Class Artifacts
New class-themed artifacts are available to both reward and support alts! Anyone with at least two characters that qualify for Icewind Dale will unlock a new quest. The reward for that quest is an artifact unique to the class being played… and that artifact is immediately available to all other characters on the account.
Obtain them through a new daily quest, Vault of the Nine. Qualify by having at least two level 60 characters talk to Jarlaxle in Caer-Konig, the main town in Icewind Dale.
Completing Vault of the Nine gives the player a chance for and artifact specific to their class, and unlocks that Artifact for all other characters on the account, regardless of class and level. Just check the Reward Claims Agent in Protector's Enclave!
Note that the introduction to this quest is not yet available on Neverwinter Preview. The Artifacts can still be previewed in the Artifacts category of the Collections window.
I must say - this REALLY sucks.
I have ONE main character that only has a SINGLE boon from Sharandar and I've been playing regularly since beta/early-access.
My next highest alt is only about 30th level. It is going to take me YEARS to be able to qualify.
It's already going to take me probably another six months to even qualify for Icewind Dale.
With this expansion, you might just push me to completely stop playing characters and ONLY playing with the Foundry.
just level alts thru crafting
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adinosiiMember, NW M9 PlaytestPosts: 4,294Arc User
edited March 2014
So, I looked at the artifacts, and I am reasonably happy with what I see.
DC artifact is indeed quite useful for DCs - Power and Defense are good stats to have, and an incoming healing bonus would help - assuming of course that "incoming" also applies to my own heals. Also, the active power seems quite reasonable. So, good job on the DC artifact.
GWF artifact looks a bit overpowered to me - the specific power, that is - not the HP, Power, ArPen boost. Then again, GWFs feel a bit overpowered to me in the first place.
GF, CW, TR and HR artifacts all look good - seem properly balanced to me - some of them seem more useful for other classes - for example the GF artifact gives Defense and Deflection but most high-end GFs already have enough of that - my GF might actually prefer the CW artifact, for example. Still, the artifacts are appropriate and look good overall.
The Black Ice artifacts - Sphere and Beholder are not something that appeals to me - I guess some will like them, but with a flood of artifacts, and only 3 usable at a time, I think I will not bother with those two for most of my characters.
Forgehammer of Gond. Now, that is an interesting artifact - but it has one major problem - the crafting professions are so lackluster and useless that it is kind-of pointless to get that legendary tool - sure, I assume you can get it to increase the chances of you getting the gemmed version of pants/shirts to 100%, but considering the cost of getting the artifact to legendary level, you would have to make an awful lot of pants and shirts.
Maybe, maybe if professions were about to get a boost in usefulness - as in making them actually profitable, then yes...this artifact might make sense. As it is....meh...I'll pass.
This brings me to the banners, the PvP artifacts. There is one big question there - are those artifacts only usable in PvP? If that is the case, fine...no problems. If, however, they are usable in PvE, everyone will want to have them for the the buffing during boss fights. This would mean that serious PvE players would feel forced to do PvP, just for the purpose of getting the artifacts - they would not enjoy it, nor would the PvP players.
My suggestion, either make those artifacts only usable in PvP, or introduce PvE artifacts that give comparable group buffs. Alternatively, make all the banner artifacts give Tenacity - that will discourage PvE players from getting them.
Finally, I must repeat the suggestion that the class artifacts be allowed to feed other artifacts, just with a base RP of 0 and no chance of crit. Otherwise people may hesitate to upgrade them, as the RPs would be wasted if some better artifact comes along later.
However, I must repeat the suggestion that the artifacts be allowed to feed other artifacts, just with a base RP of 0 and no chance of crit. Otherwise people may hesitate to upgrade them, as the RPs would be wasted if some better artifact comes along later.
FEEDBACK:
Really important point above. No-one will want to take these artifacts to high level if they can't get some RP back when a better artifact comes along.
Comments
Thayan book of the dead activation is also.... lol, how bout making those 3 zombies you summon hug the target instead and make it prone'd/cc'd/dazed because the damage it gives right now is pretty weak.
Can I ask what Rank they are Green or Blue ?
I agree. Maybe that was their point? Make an expensive artifact that is hands-down OP in PVP.
Join Essence of Aggression: PVP-ing Hard Since Beta!
Probably sometime Monday.
FEEDBACK:
That is a bit too restrictive, as it discourages people from leveling up those artifacts in case they might want to replace them with "better" artifacts later.
What I would suggest is the following: The artifact itself gives 0 RP if used to refine another artifact (obviously, as you have an endless supply of them), but you get credit for the refinement points you have put into it - maybe not 100%, though.
.
Will any class-specific artifacts be particularly useful for the class in question, or is the system set up so that the most useful artifact for class X is deliberately the class-specific artifact for class Y?
For example, will the artifact have a special power that somehow boosts the regular powers of the class in question?
Also, if an artifact boosts some stats, will those actually be stats that a typical high-end member of the class would actually benefit from?
Let me give an example - my main is a pretty well-geared DC (no, I don't have perfect enchants or R10s, just "good enough" gear). Now, recovery is a very important stat for me, but with my current gear it is so high already that boosting that wouldn't really make a difference. Also, I am not a DPS - boosting ArPen or Life Steal is not going to benefit me very much .... Give me Regeneration, Deflection - even Defense or Power and I'll be happy.
I guess we'll see very soon when we can look at the artifacts in the collection page - but I just wanted to raise this concern.
Having said that, I am now busy leveling one character of each class to 60 to qualify for all the artifacts, so this isn't really a big issue for me.
You mean exactly what that clever, insightful McOnosRep chappie suggested here:
Indeed...well, as I said, maybe not 100% of the points you put in, but you should get the majority of the RPs at least.
Well actually that clever, insightful McOnosRep chappie also suggested that too - but as he is modest as well, I thought he might be embarrassed if that was pointed out.
I hope they go along with something like this , if not then the class artifacts had better be something special or different or nobody will level them up because its all lost RP.
FEEDBACK:
IGNORE - CAPABLE OF BEING EXPLOITED - see post by adinosii below.
Technically to avoid exploitation, you would only need to have that if you use one of these class artifacts as fodder for another class artifact then you get the same RP without criticals. If you put them into another artifact having it possibly crit is fine.
I don't see any way to exploit this setup unless I have missed something?
Uhm...can you feed the "other artifact" into a class artifact ? If so, then you would have a problem if you allow crits....
Why is this different to feeding it into any other artifact? It still doesn't allow you to gain anything this way you wouldn't normally.
The important thing is that feeding a class artifact into another class artifact doesn't lead to the possibility of a free gain though criticals.
let's say you have a spare non-class artifact that you have no use for, say an Eye of Lathander. Now, take a class artifact and feed some RPs into that, and then feed that into the eye....then get a new class artifact, and feed the eye into that.
Even if you make the class artifact itself give 0RP, there is still the potential for a "free" gain if you allow a crit. I think that's too much to ask for - just being able to use the class artifacts to feed other artifacts with 0 base RP value and no chance of crit is good enough.
Yes, I see your point. It would have to be set up so that class artifacts can't crit at all when used as fodder to avoid this scenario.
I don't think you guys understand how the artifacts will retrieved by your character, either that I have gotten seriously confused as what you are talking about.
Once you have them unlocked you can get them from the rewards claim guy... an infinite amount of times. Now, even if you restricted the ability of these artifacts to only be refined into their own class type (TR to TR for example) you could level the TR artifact up for free simply by 'buying' more free artifacts from the claims agent. So since that is a bad thing (remember the free Stone of Radiance?) they made it so that a class artifact is worth zero refining points. Preventing it from being able to crit does not limit the unlimited part of the problem that we would have.
We are searching for slave labor, will pay with food from our farm!
Eh...I think you are confused. There is no problem here even if you can get an unlimited number of artifacts if they are all worth zero points themselves when refining and you don't get more RP out of them than you put into them in the first place.
No, this was considered.
A class artifact should be made to give as much RP as was put in if used as fodder for another artifact. So a class artifact that is not levelled up is worth exactly zero RP if used as fodder.
Class Artifacts
New class-themed artifacts are available to both reward and support alts! Anyone with at least two characters that qualify for Icewind Dale will unlock a new quest. The reward for that quest is an artifact unique to the class being played… and that artifact is immediately available to all other characters on the account.
Obtain them through a new daily quest, Vault of the Nine. Qualify by having at least two level 60 characters talk to Jarlaxle in Caer-Konig, the main town in Icewind Dale.
Completing Vault of the Nine gives the player a chance for and artifact specific to their class, and unlocks that Artifact for all other characters on the account, regardless of class and level. Just check the Reward Claims Agent in Protector's Enclave!
Note that the introduction to this quest is not yet available on Neverwinter Preview. The Artifacts can still be previewed in the Artifacts category of the Collections window.
just level alts thru crafting
DC artifact is indeed quite useful for DCs - Power and Defense are good stats to have, and an incoming healing bonus would help - assuming of course that "incoming" also applies to my own heals. Also, the active power seems quite reasonable. So, good job on the DC artifact.
GWF artifact looks a bit overpowered to me - the specific power, that is - not the HP, Power, ArPen boost. Then again, GWFs feel a bit overpowered to me in the first place.
GF, CW, TR and HR artifacts all look good - seem properly balanced to me - some of them seem more useful for other classes - for example the GF artifact gives Defense and Deflection but most high-end GFs already have enough of that - my GF might actually prefer the CW artifact, for example. Still, the artifacts are appropriate and look good overall.
The Black Ice artifacts - Sphere and Beholder are not something that appeals to me - I guess some will like them, but with a flood of artifacts, and only 3 usable at a time, I think I will not bother with those two for most of my characters.
Forgehammer of Gond. Now, that is an interesting artifact - but it has one major problem - the crafting professions are so lackluster and useless that it is kind-of pointless to get that legendary tool - sure, I assume you can get it to increase the chances of you getting the gemmed version of pants/shirts to 100%, but considering the cost of getting the artifact to legendary level, you would have to make an awful lot of pants and shirts.
Maybe, maybe if professions were about to get a boost in usefulness - as in making them actually profitable, then yes...this artifact might make sense. As it is....meh...I'll pass.
This brings me to the banners, the PvP artifacts. There is one big question there - are those artifacts only usable in PvP? If that is the case, fine...no problems. If, however, they are usable in PvE, everyone will want to have them for the the buffing during boss fights. This would mean that serious PvE players would feel forced to do PvP, just for the purpose of getting the artifacts - they would not enjoy it, nor would the PvP players.
My suggestion, either make those artifacts only usable in PvP, or introduce PvE artifacts that give comparable group buffs. Alternatively, make all the banner artifacts give Tenacity - that will discourage PvE players from getting them.
Finally, I must repeat the suggestion that the class artifacts be allowed to feed other artifacts, just with a base RP of 0 and no chance of crit. Otherwise people may hesitate to upgrade them, as the RPs would be wasted if some better artifact comes along later.
You have to do the quest with a qualifying GWF character yes....and then the artifact will be available to all your characters.
FEEDBACK:
Really important point above. No-one will want to take these artifacts to high level if they can't get some RP back when a better artifact comes along.
And if you have more characters of the same ... class?
In this case they should allow the sharing