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Official Feedback Thread: Artifacts

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  • adinosiiadinosii Member, NW M9 Playtest Posts: 4,294 Arc User
    edited March 2014
    rayrdan wrote: »
    class artifacts should not be shared in the account. Class artifact...class.

    Completely disagree. The point is that the best artifact for a particular class might not be the "class" artifact for that class. Allowing all characters access to all earned artifacts solves that problem.


    However, there is one issue....allowing all characters access to all artifacts regardless of levels makes "twinking" even easier than it is today, and makes it easy to create grossly overpowered low-level alts. Personally I think there should be a level minimum for the class artifacts....maybe "you can only use artifacts for other classes than your own once you hit level 60"
    Hoping for improvements...
  • radtatatradtatat Member, Neverwinter Beta Users Posts: 201
    edited March 2014
    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!

    So what level is the quest Vault of the Nine? If say I have a lvl 60 CW, a lvl 60 TR and a lvl 10 DC, can my lvl 10 DC do the quest and unlock the DC artifact for my CW and TR?
  • adinosiiadinosii Member, NW M9 Playtest Posts: 4,294 Arc User
    edited March 2014
    radtatat wrote: »
    So what level is the quest Vault of the Nine? If say I have a lvl 60 CW, a lvl 60 TR and a lvl 10 DC, can my lvl 10 DC do the quest and unlock the DC artifact for my CW and TR?

    No. You need to be able to enter Icewind Dale to get the quest in the first place, and you have to be level 60 get the quest to go there.
    Hoping for improvements...
  • untamedengineer#6733 untamedengineer Member, NW M9 Playtest Posts: 100 Arc User
    edited March 2014
    The stats on the artifacts should be shareable with any class using the secondary artifact slots, not the activated ability (which should be class restricted).
    adinosii wrote: »
    Completely disagree. The point is that the best artifact for a particular class might not be the "class" artifact for that class. Allowing all characters access to all earned artifacts solves that problem.


    However, there is one issue....allowing all characters access to all artifacts regardless of levels makes "twinking" even easier than it is today, and makes it easy to create grossly overpowered low-level alts. Personally I think there should be a level minimum for the class artifacts....maybe "you can only use artifacts for other classes than your own once you hit level 60"
  • ianthewizard2012ianthewizard2012 Member, NW M9 Playtest Posts: 2,142 Arc User
    edited March 2014
    Can artifacts which are acquired by doing PvP campaign be used in PvE?
  • radtatatradtatat Member, Neverwinter Beta Users Posts: 201
    edited March 2014
    adinosii wrote: »
    No. You need to be able to enter Icewind Dale to get the quest in the first place, and you have to be level 60 get the quest to go there.

    Duh...thanks, donno what I was thinking :D

    Sigh.. I like the DC artifact, but I don't think I am going to lvl a 3rd DC to 60 just to get it. (my current 2 DCs are in another account :/)
  • graalx3graalx3 Member Posts: 232
    edited March 2014
    Can artifacts which are acquired by doing PvP campaign be used in PvE?

    The current plan is to not have any restrictions on artifact use. With the addition of open world PvP in Icewind Dale where would you draw the line?
  • risendragonrisendragon Member Posts: 88
    edited March 2014
    These artifacts make it possible for GWFs to get to 58k HP (Companions+Artis+Gear)

    I don't even want to say anything more on my opinion of this for fear of being ban.
  • darkstarcrashdarkstarcrash Member, NW M9 Playtest Posts: 1,382 Arc User
    edited March 2014
    Thought I'd post them all for those not on preview shard.
    Stats listed in order unlocked, active ability from green to legendary


    Class Artifacts:

    Sigil of the Controller - Stability
    300 Crit/300 Power/400 Control Resist
    PBAoE Repel(?) for 1310/1743/21275/2608, plus root for 1.5 secs with 874/1162/1450/1738 add'l damage

    Sigil of the Devoted - Union
    300 Power/300 Defense/400 Incoming Healing Bonus
    40/60/80/100% Action Points over 15 secs, plus heal yourself for 437/581/725/869 whenever you use encounter over the 15 secs

    Sigil of the Great Weapon - Power
    300 Power/300 Arm Pen/1,600 Hit Points
    PBAoE damage 2402/3195/3988/4781, plus increase your damage/decrease incoming damage by 6-14% for 8/10/12/14 secs, depending on number of enemies you hit

    Sigil of the Trickster - Power
    300 Crit/300 Deflection/400 Combat Advantage Bonus
    Teleport to target, deal 2271/3021/3770/4520 damage in a cone in front of you

    Sigil of the Hunter - Stability
    300 Movement/300 Deflection/400 Stamina/Guard Gain
    Rain of arrows at target enemy location, dealing 437/581/725/869 damage every .5 secs for 6 secs

    Sigil of the Guardian - Union
    300 Defense/300 Deflection/400 AoE Resist
    Block 50/60/70/80% of incoming attack's damage once a sec for 10 secs


    PVP Artifacts:

    Tactician's Banner - Union
    300 Crit/300 Movement/400 Action Point Gain
    Allies gain 15/20/25/30% movement bonus and gain APs 2/3/4/5% faster, foes gain APs 2/3/4/5% slower

    Vanguard's Banner - Power
    1,200 Hit Points/300 Power/300 Lifesteal
    Allies gain 210/279/349/418 Power and Lifesteal, foes have -4/5/6/7% damage resist

    Defender's Banner - Stability
    300 Defense/300 Regen/400 Incoming Healing Bonus
    Allies gain 210/279/349/418 Tenacity and Regen, foes deal 4/5/6/7% less damage


    Other Artifacts:

    Black Ice Beholder - Union
    300 Arm Pen/300 Recovery/400 Combat Advantage Bonus
    Summons a beholder, moves in a line dealing 874/1162/1450/1738 damage a sec. After 10 secs or when collides with object it explodes for 3058/4067/5076/6085 damage
    From Kessel's Retreat skirmish

    Sphere of Black Ice - Union
    300 Life Steal/300 Recovery/400 Control Bonus
    Roots target for 3 secs, dealing 1450/1738 damage per sec for 3 secs, then explodes and damages all nearby foes for 3625/4346 damage
    New lockbox artifact, starts at Epic

    Forgehammer of Gond - Stability
    300 Deflection/300 Power/400 Control Resist
    Summons Epic/Legendary(!) tool useable for all crafting professions, and halves damage you take from all attacks for 4/4.5 secs
    From Profession packs, starts at Epic
  • ianthewizard2012ianthewizard2012 Member, NW M9 Playtest Posts: 2,142 Arc User
    edited March 2014
    graalx3 wrote: »
    The current plan is to not have any restrictions on artifact use. With the addition of open world PvP in Icewind Dale where would you draw the line?
    Thanks. That's fair since artifacts which are acquired in PvE can be used in PvP as well.
  • ianthewizard2012ianthewizard2012 Member, NW M9 Playtest Posts: 2,142 Arc User
    edited March 2014
    Sigil of the Controller - Stability
    300 Crit/300 Power/400 Control Resist
    PBAoE Repel(?) for 1310/1743/21275/2608, plus root for 1.5 secs with 874/1162/1450/1738 add'l damage
    Umm... I'm not sure if I understand it correctly or not, but maybe the third stat Control Resist could be more efficient being on a melee's artifact than on a controller's artifact. Melee are more likely to need Control Resist than controllers.
  • darkstarcrashdarkstarcrash Member, NW M9 Playtest Posts: 1,382 Arc User
    edited March 2014
    Umm... I'm not sure if I understand it correctly or not, but maybe the third stat Control Resist could be more efficient being on a melee's artifact than on a controller's artifact. Melee are more likely to need Control Resist than controllers.

    Well, that's the nice thing about these class artifacts: it takes a controller to unlock it, but any other character on your account can pick one up.

    And since "controls" include prones, I would guess PVP CWs can use control resist too.
  • ianthewizard2012ianthewizard2012 Member, NW M9 Playtest Posts: 2,142 Arc User
    edited March 2014
    Well, that's the nice thing about these class artifacts: it takes a controller to unlock it, but any other character on your account can pick one up.

    And since "controls" include prones, I would guess PVP CWs can use control resist too.
    I see. Imho class artifacts should be special. If they can be used freely by any class without restrictions, there's no point to call them class artifacts.
  • untamedengineer#6733 untamedengineer Member, NW M9 Playtest Posts: 100 Arc User
    edited March 2014
    I see. Imho class artifacts should be special. If they can be used freely by any class without restrictions, there's no point to call them class artifacts.

    The class artifacts can be used freely once unlocked, but can only be unlocked on a player's account if they have the appropriate level class that can complete the quest in Mod 3 (and a similarly leveled second character). I still hold to the fact that I believe that the activated ability should only be usable by that specific class in the primary artifact slot.
  • ironzerg79ironzerg79 Member, Neverwinter Moderator, NW M9 Playtest Posts: 4,942 Arc User
    edited March 2014
    I think requiring people to have TWO characters at level 60 and eligible for Icewind Dale stuff is a little too much. It's a bit disappointing to people who may only have one main that they can't at least get the class artifact for their own class.

    I would highly consider changing it so that the quest is available to any character who has access to Icewind Dale.
    "Meanwhile in the moderator's lounge..."
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  • two30two30 Member, NW M9 Playtest Posts: 1,168 Arc User
    edited March 2014
    Bug
    The rank 60 Defender's Banner in the collection page has 300/300/166 stats. It should be 300/183/166. This may be a collection tooltip bug, or an actual item bug.
    Neverwinter Tools for evaluating boons, mounts, dyes, etc.
  • ianthewizard2012ianthewizard2012 Member, NW M9 Playtest Posts: 2,142 Arc User
    edited March 2014
    dave49424 wrote: »
    ... I still hold to the fact that I believe that the activated ability should only be usable by that specific class in the primary artifact slot.
    That makes sense. It could be better to make these artifacts completely class dependent and not usable by other classes imho.
  • ianthewizard2012ianthewizard2012 Member, NW M9 Playtest Posts: 2,142 Arc User
    edited March 2014
    ironzerg79 wrote: »
    I think requiring people to have TWO characters at level 60 and eligible for Icewind Dale stuff is a little too much. It's a bit disappointing to people who may only have one main that they can't at least get the class artifact for their own class.

    I would highly consider changing it so that the quest is available to any character who has access to Icewind Dale.
    Well, if that's true, it really is too much. I only have one character and currently am not interested in other classes. I don't want to be forced to level a class I'm not interested in to level 60.
  • dardovedardove Member, Neverwinter Beta Users, Neverwinter Guardian Users, Neverwinter Knight of the Feywild Users Posts: 0 Arc User
    edited March 2014
    Since you are channeling the spirit of the class, I personally see no reason to lock out artifacts so only that class can use it.
  • ianthewizard2012ianthewizard2012 Member, NW M9 Playtest Posts: 2,142 Arc User
    edited March 2014
    dardove wrote: »
    Since you are channeling the spirit of the class, I personally see no reason to lock out artifacts so only that class can use it.
    My point is that it would be more reasonable to make class artifacts class-exclusive, even though there can be hundreds of role-playing interpretations which make them available to all classes.

    Actually this is not a very big deal. We will be just losing a feature which can make each class more unique.
  • scoutmasterjscoutmasterj Member, NW M9 Playtest Posts: 101 Arc User
    edited March 2014
    I think you guys are missing the point of why these exist. The goal is to get players to play multiple characters. The incentive is the artifact. Additionally, making the class artifact that each class can unlock not necessarily be the ideal artifact for that class is genius. This is also an incentive for you to play a different character. For the builds for my GWF or HR, I'd prefer the DC artifact, but I don't have a DC, so this is the incentive to level one. Sure some of you don't like this concept, or don't want to level another character, but that is the point of the incentive. If you aren't willing to put in the time to level a character, you don't get that artifact, simple as that. There are plenty of other artifacts to obtain, so it's not like you can't get three anyways. You can fiddle with the active powers based on feedback, but don't change the concept, it accomplishes exactly what you want. Bravo

    Funny thing is, I have a friend who has like 9 characters on one account, and he's taken them all through Sharandar and Dread Ring. I'm always like, "what are you doing, you're never going to play those guys when we do Dungeon delves, why are you doing this?" Guess he's got that last laugh now.
  • ianthewizard2012ianthewizard2012 Member, NW M9 Playtest Posts: 2,142 Arc User
    edited March 2014
    I think you guys are missing the point of why these exist. The goal is to get players to play multiple characters. The incentive is the artifact. Additionally, making the class artifact that each class can unlock not necessarily be the ideal artifact for that class is genius. This is also an incentive for you to play a different character. For the builds for my GWF or HR, I'd prefer the DC artifact, but I don't have a DC, so this is the incentive to level one. Sure some of you don't like this concept, or don't want to level another character, but that is the point of the incentive. If you aren't willing to put in the time to level a character, you don't get that artifact, simple as that. There are plenty of other artifacts to obtain, so it's not like you can't get three anyways. You can fiddle with the active powers based on feedback, but don't change the concept, it accomplishes exactly what you want. Bravo

    Funny thing is, I have a friend who has like 9 characters on one account, and he's taken them all through Sharandar and Dread Ring. I'm always like, "what are you doing, you're never going to play those guys when we do Dungeon delves, why are you doing this?" Guess he's got that last laugh now.
    Imho, in a role-playing game, players play classes they like and don't play classes they have no interest in. Thus it doesn't make much sense to use other classes' artifacts as incentives to encourage players to create and play other classes. Besides, if the builds for GWF or HR work better with DC's artifact, something is wrong.
  • harnelharnel Member Posts: 0 Arc User
    edited March 2014
    Imho, in a role-playing game, players play classes they like and don't play classes they have no interest in. Thus it doesn't make much sense to use other classes' artifacts as incentives to encourage players to create and play other classes. Besides, if the builds for GWF or HR work better with DC's artifact, something is wrong.
    Not really? I mean, take a look at it. The wizard artifact for instance, is power, critical strike, and control resistance. Those are three stats literally everybody in the game wants. In fact, looking at these, the only two I wouldn't go solidly out of my way to get are the HR one and the TR one - everything else is built in such a way that it's capable of being utilized extremely effectively by everyone else, but also by the class it comes from.

    These are an incentive to branch out. To step out of your comfort zone and see other things. And on top of that, it's a reward for the players who already have branched out. Scoutmasterj's friend has nine different characters. I myself have 3 characters at level 60 already. Getting a reward for the number of hours I've put in would be amazing.
  • ianthewizard2012ianthewizard2012 Member, NW M9 Playtest Posts: 2,142 Arc User
    edited March 2014
    harnel wrote: »
    Not really? I mean, take a look at it. The wizard artifact for instance, is power, critical strike, and control resistance. Those are three stats literally everybody in the game wants. In fact, looking at these, the only two I wouldn't go solidly out of my way to get are the HR one and the TR one - everything else is built in such a way that it's capable of being utilized extremely effectively by everyone else, but also by the class it comes from.

    These are an incentive to branch out. To step out of your comfort zone and see other things. And on top of that, it's a reward for the players who already have branched out. Scoutmasterj's friend has nine different characters. I myself have 3 characters at level 60 already. Getting a reward for the number of hours I've put in would be amazing.
    The provided stats by these class artifacts are the main thing I personally think needs to be adjusted. As you mentioned, CW's class artifact's three stats are literally wanted by everybody. It is weird, isn't it? Controller's class artifact is supposed to provide corresponding stats (for example, Recovery, Regeneration, and Control Bonus) which benefit mainly controllers, not other classes.

    Getting a reward for the number of hours you've put in is okay. Just it doesn't make sense that the reward is letting you use other classes' class artifacts, which is supposed to benefit mainly those classes themselves.
  • iambecks1iambecks1 Member Posts: 4,044 Arc User
    edited March 2014
    It does seem strange that they are doing it this way allowing you to pick up every class artifact if you want to on one character , they originally had it so that upon reaching 60 you went to the lord neverwinter and he gave you the artifact for your class and that was it , guess they want us to level up multiple classes on one account plus its a huge RP sink ,especially since you cannot even get back the basic RP you spend on the class artifacts , I know I'll be unlocking them all in any case , I already have 4 characters of different classes that qualify on my main account, now I just need to level a DC and a GF on my main account , i already have them leveled on other accounts -.- .
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  • harnelharnel Member Posts: 0 Arc User
    edited March 2014
    Keeping in mind, of course, that each character only has three artifact slots. The Three that I want - CW, GF, and DC - are all the three characters I've already grinded up to 60, and I have a TR, HR, and GWF I could get up the rest of the way if I so chose. Yeah, I could totally get every class artifact, but since I'll already have the three I want, what point do I have in getting the others? Further, on the "RP sink" note, why would you level up artifacts that you're not going to use?

    For me, this is mostly going to be a way of doing the high level content I was barred from - three purple artifacts go a long way towards getting you that 14k Gearscore everybody wants for VT, MC, and CN. Basically, this is going to make it easier for people with Altitis to get their characters up to par. How is having more strong playerbase variety a bad thing?
  • nathyielnathyiel Member, NW M9 Playtest Posts: 340 Arc User
    edited March 2014
    On contrary, I found stat allocation for CW artefact really good.
    As a CW, I have a ton of Recovery with set & weapon bonus and stat. So having Crit on it is good.
    most class artefact have power or defence depending on class, so it's ok.
    And having control resist is good.
    Control bonus could have been a good option but there's already 2 with it.

    On stat itemization, I should asked the HR's one.
    If deflect is good, it could have been better with a more offensive stat instead of movement.
  • iambecks1iambecks1 Member Posts: 4,044 Arc User
    edited March 2014
    harnel wrote: »
    Further, on the "RP sink" note, why would you level up artifacts that you're not going to use?

    You never know what is coming down the road , you could level one of the class artifacts to epic then a better artifact becomes easily available in mod 4 or whatever and you want to replace the epic class artifact but you cannot get the RP back , and I totally agree that anything like this that makes it way easier for players to remain competitive is a very good thing , the way I see it is the more players who can take part in end of game content the merrier.
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  • mconosrepmconosrep Member Posts: 0 Arc User
    edited March 2014
    iambecks1 wrote: »
    You never know what is coming down the road , you could level one of the class artifacts to epic then a better artifact becomes easily available in mod 4 or whatever and you want to replace the epic class artifact but you cannot get the RP back , and I totally agree that anything like this that makes it way easier for players to remain competitive is a very good thing , the way I see it is the more players who can take part in end of game content the merrier.

    Bear in mind that the class artifacts cannot currently be used to feed other artifacts.
  • iambecks1iambecks1 Member Posts: 4,044 Arc User
    edited March 2014
    mconosrep wrote: »
    Bear in mind that the class artifacts cannot currently be used to feed other artifacts.

    Yeah that's why I mentioned that they are just a huge RP sink atm , they might be decent but we never know if a better replacement might be released later so I don't know how comfortable I am feeding one up to epic just to see all the RP wasted if a better alternative comes along later , I think it was you who suggested allowing us to claim back the exact amount of RP we feed into the class artifacts , I'd be happier if some system existed that let us do that.
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