For one... I think they should leave things as they are right now. The artifacts and enchants DO NOT need to be increased in levels. I think it's a completely bad idea. As for artifacts, I also disagree strongly. These would be changes unnecessary in the module to come, where attention could be diverted elsewhere to address other problems/issues.
Just curious as to what others think, and if anyone has any suggestions, feel free to comment.
Well, I'm never going to have rank 12 anything, so I really don't care - as long as they don't scale content assuming you have the higher levels of enchants.
As far as companions go, they should change purple level companions max rank to 35, and leave it at that.
Adding more and more items that you have to spend major amounts of AD on is just going to demoralize the player base - and it will continue to shrink in population.
rank 12 - hate, it is insanely expensive to get rank10's as it is now with sacrificing another same tier AND a bunch of expensive stones @100k ad a piece, and i have 22 enchantments on my gwf(6.6 mil @ average price of ~300k for rank8), the price for all would be simply insane, rank 8 that is more or less affordable compared to rank 10 isnt so big a difference, rank 8 vs rank 12 is huge, they need to allow to upgrade artifacts up to 9 without sacrificing another enchant then
legendary companions -wouldnt mind IF they reduced upgrade price or made upgrades account wide. else its 750k to epic, legendary will be too expensive
rank 120 artifacts - if mobs will drop rank5's like they drop rank4's now it might be ok, since artifacts are a long term investment, but if they increase max levels of artifact equipment then some pitchforks and molotovs might get involved, though i think they need to allow to use legendary class artifacts for refining
While I want to wait and see how the artifact change affects things (and whether refining resources will be more readily available), I'm incredibly excited for the legendary companion update. At the current level, companions other than augments, healers, and the very rare defender are entriely useless because they get completely mulched in basic content. even worse, in dungeons, augments are the only real choice because everything else dies so fast if you aren't personally healing it.
Classically, one companion rank = 2 player levels, at least in theory. this is the perfect opportunity to make companions actually useful again in a context other than "FEED ME STATS."
My biggest problem with the R12s is that the price of the enchants is partly predetermined because of the Mark of Potencies. No matter how many RPs will drop in the game, the price of R9s and R10s wouldn't change significantly. That would mean BiS will get more expensive while the game still doesn't offer solid ways to farm and/or make ADs.
But we'll see what they'll come up with. Maybe purple enchants and those potency marks will start to drop, who knows.
When I back home from airport and opened my laptop to read the forums my first reaction was exactly the same. I was upset, at best and decided not to even bother doing my professions that day. In both scenarios it will only end up in more frustration. They change the RP system to be more friendly - old senior players get screwed. They change nothing and just bring some more lvls - new players get screwed.
Maybe only if they increase the RP we get from current refine stones(drastically) would please everyone. But again, it's all nothing but more RP routine increasing power creep and making the game more alt unfriendly. I don't think I will have both the time and motivation to catch up with those changes
As for companions, I am quite sure, even with legendary tiers they will be useless as they are now comparing to augments. And will only serve as extra stat boost which makes me sad.
seriously i can understand artifacts level 120... rank 4 are cheap and i can buy 1 stack today, 1 stack tomorrow having the impression to progress....but rank 12? no way in the hell, this is done only for whales....a not even simple whales...artifact whales
Looking at the stat bloat on the rest of the gear coming up in the new module, the enchants and artifacts needed an increase to remain relevant. If you got on the test realm at all before it went down for the weekend you would have seen the drop rate on rank 5 enchantments from skill nodes and mobs as well as the refinement drops for completing an encounter. Refining materials are going to be abundant, so it may not be anywhere near as bad as people think.
Looking at the stat bloat on the rest of the gear coming up in the new module, the enchants and artifacts needed an increase to remain relevant. If you got on the test realm at all before it went down for the weekend you would have seen the drop rate on rank 5 enchantments from skill nodes and mobs as well as the refinement drops for completing an encounter. Refining materials are going to be abundant, so it may not be anywhere near as bad as people think.
As I've said, the overwhelming portion of the price of the enchants is defined by the cost of Marks of Potencys, not by RPs. So unless they make these Marks more available than today, the prices won't go down as much. Currently you are looking at a 1.5M fixed cost for a Rank 10 and that will at least double for R11 (3.2M) and quadruple for R12 (6.4M) if they stick to the current progression.
So no matter how much RPs you farm, a BiS char will always cost 89.6M AD. You tell me whether this may or may not be anywhere near as bad as people think.
So no matter how much RPs you farm, a BiS char will always cost 89.6M AD. You tell me whether this may or may not be anywhere near as bad as people think.
? i have 22 enchants on my gwf and 22*6.4m ir 140 800 000
? i have 22 enchants on my gwf and 22*6.4m ir 140 800 000
I calculated with 14, but it's only 13 not counting Utility + 6 on the augment max. Either way, 6.4M per enchant as fixed cost is way too much, if at the same time we're not getting options to farm Potencys or make AD at a higher rate than now.
Honestly i thought adding artifact gear was just a big money/AD-sink to remove the AD generated by the recent exploit prior to mod4. And it happened again in mod5 so i thought maybe there was still too much AD in the game.
But adding rank 12s and more level to artifacts? There is no justification to that.
Majority of a players stats should come from gear and gear only. Enchants etc should only be a small addition to the stats given from gear. There is no logic from a gaming perspective to anything that is happening in this game anymore. Not even from a business point of view. How will they run a game when everyone quits?
All my dreams actually came true! Thank god I saved up 15mil. Wait. In mod 6 this is even less compared to current amounts of AD required to reach BiS gear. Well, wait again. Those aforementioned dreams were nightmares.
New means of RP generation or not - as already stated before: For non-artifact gear, RP never was the bottleneck. It's the thrugh-the-roof fixed costs past R7 that drain your wallet (both literally and figuratively speaking) like there's no tomorrow.
Just to get this straight: By no means am I suggesting that there's not an ABSOLUTE, undeniable need of new RP sources. Or at least a major overhaul of existing ones. Talk about quadruple to tenfold the RP/h we can reliably farm now. Yes, I might be exaggerating. Or well, maybe I'm not. Depending on what the total amt of RP needed for the new Artifact Maxlevel turns out to be.
All my dreams actually came true! Thank god I saved up 15mil. Wait. In mod 6 this is even less compared to current amounts of AD required to reach BiS gear. Well, wait again. Those aforementioned dreams were nightmares.
New means of RP generation or not - as already stated before: For non-artifact gear, RP never was the bottleneck. It's the thrugh-the-roof fixed costs past R7 that drain your wallet (both literally and figuratively speaking) like there's no tomorrow.
Just to get this straight: By no means am I suggesting that there's not an ABSOLUTE, undeniable need of new RP sources. Or at least a major overhaul of existing ones. Talk about quadruple to tenfold the RP/h we can reliably farm now. Yes, I might be exaggerating. Or well, maybe I'm not. Depending on what the total amt of RP needed for the new Artifact Maxlevel turns out to be.
i would not be against that but droprates of marks should definitely be higher or refining from 10 to 12 should require just additional materials not additional enchantments.
if this happens there needs to be a serious drop rate increase for marks. As with current standards to making a r10 its around 2mil and up and guessing that LMOPS will cost 500k a piece and you will need at least 4 to 6 of them not including the rp needed. This will cost easily 10 mil plus for a r12 enchant.
There needs to be a droprate increase across the board on marks of all qualities.
i still dont see the reason to introduce rank 12 tho.
it will just open a greater gap between "have" and "have not" while continuing to discourage playing alts.
just rebalance the values of things rank 8 to be like actual rank 10, rank 10 to be like rank 12.
babumachadoMember, Neverwinter Beta UsersPosts: 7Arc User
edited January 2015
I think there is so many problems to be solved, class balancing, new maps, problems on maps, in queues, leaderboard, I believe it would be better to solve them than implement new attributes, power, class and enchantments.
Frida Kahlo CW
Mama GWF
Madeleine TR
Björk HR
Édith Piaf DC
B.B.King GF
Malévola SW
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tripsofthrymrMember, Neverwinter Moderator, NW M9 PlaytestPosts: 1,624Community Moderator
edited January 2015
Early in the game, I spent some real dollars to buy AD, to buy crafting assets for each profitable type of crafting. I made buckets of money, and had the good fortune to buy tons of RP just before they became BtA. My PVP toon has all orange artifacts, mostly R10's, and I have a financial engine (mostly crafting based) to steadily level these items further.
I think increasing the rank of enchants and artifacts at this time is a bad idea.
While my investments should be rewarded, the disparity between engaged players is just too great. Some figured out how the system works (and in the case of some, how the system is broken...). Those people are in all-orange. Other players mostly just play the game, and they are stating things like "I'll never see an R10".
My suggestion is to hold off on increasing the power of items for Module 6. Work on getting the balance right for Level 70 (let's face it, there will be plenty of broken things that will take months to tune). Introduce a mechanic whereby people that run dungeons, run skirmishes, and PVP can earn an amount of RP through such activities that feels somewhat meaningful. Don't give them oranges on a silver platter, but give them a chance to be in the game through hard play.
Once level 70 is balanced and the refinement system is fair (orange artifacts should be very rare, but eventually attainable), go ahead and increase the power of the equipment.
No. This is an awful idea contrary to what majority of the playerbase wanted. It will drive a lot of players away just like modules 4&5 did.
I guess we have to wait until module 7 for me to say I told you so yet again.
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onecoolscatcatMember, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Knight of the Feywild UsersPosts: 575Arc User
edited January 2015
Sadly, all this change does is make farming even more attractive than actually playing. Hopefully ironzergs proposal gets taken seriously.
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shadows1313Member, NW M9 PlaytestPosts: 68Arc User
edited January 2015
Personally I like they adding more ways of improving and growing my char but im hoping they will also come with much needed improvements on the way u gain RP to go with it.
Also people gotta stop thinking max everything is a must have else there's no point living/playing/whatever. Sure everyone WANTS to get it but its not by any means needed for anything. And its definitely not something u should get over night or with minimal effort. (except by paying a lot of real cash for it to speed up the whole process).
Following the math behind all enchantments and refining processes, to gear out a character to BiS, it would take:
18x slots with BiS gear means 18x r12 enchants.
To make one r12, you need (4x r10) + (2x 930k rp)+(2790k rp) = 4x r10s and 4650k rp (not to mention the GMOP or maybe even legendary ones....)
A BiS player has 18 slots in his gear, which means: 18x (4x r10 + 4650k rp) =
83.7 MILLION rp and 72x!!! r10s
And thats just the enchantments... r12s and the artifact gear at lvl80 (120) = O M G
Yup, I completely agree. I like Ironzerg's idea of using EXP as a way to also earn RP.
What I would also like to see done would be to decrease the RP needed on the enchants rank 1-10 to make room for this new r11 and r12.
If they scaled everything back quite a bit, it would make all of this cheaper and easier to attain. Then if they implement the RP system proposed you could in theory farm all this RP via earning EXP and then with everything needing less RP eventually be able to afford everything.
Basically if Rank 12s cost the same RP that rank 10s to today, all it really does is "resets" players who are at rank 10s now down to an equivalent of rank 8s today. What that does is build in room for improvement without actually making it end up costing more than it does for a rank 10 today.
Either way, they need to give us MUCH more avenues to earn RP. The only plausible/viable option IMO is giving us an "overflow EXP" accumulates as "RP" for us to spend on ALL of this stuff.
It's too much. There is a problem in this game. Just like in today's society, there is no middle class. Only the haves and have-nots. The difference between blue artifacts/artifact equipment and end-game equipment is minimal. New players can be a breath away from immortal in less that a month.
You have the fresh level 60's. WOW the gear they can get now is amazing. Takes them from Zeroes to heroes overnight. I had to do dozens of dungeon runs just for the chance at one piece of gear. Now it's all handed out virtually free. Therein lies the problem. There is a very small gap between a player at 12k GS with blue Artifact gear and a fully geared player. That's the problem.
I've spent 2 years toiling away to just a couple days ago getting my 1st Rank 10 Radiant. Felt just like when I got my perfect vorpal. My wizard is the only toon I care about. And here we are. My son's friend just stated playing 2 months ago and he is almost at my level.
What we need:
Buff all PERFECT enchantments. The difference between greater and perfect is too small in most cases to warrant an upgrade.
Give us a Perfect Plaguefire!
Cubes of augmentation to Buff Legendary Artifacts/artifact gear in the same way the offhand works. Make them chest drops and BOP.
Buff the current enchantments. So as they level they gain MORE EACH level. Level 7-8 - gain 40 points. 8-9 - Gain 60 points. Etc. Etc.
It's hard to justify replacing a rank 9 stone with a rank 10, when it will cost over a million AD and only net 40 more points (or 160 more HP)
The Gap between levels needs to increase. If I spent around 10 million AD I can upgrade my 9 rank 9 radiants to rank 10. At a gain of 360 points. 10 Million for 360 points?? Hardly seems fair or equitable.
Finally. Leave the lifesteal mechanic alone. Leave it a percentage heal. But nerf the percentage. Random heals are a bad idea.
I can't really speak to regen. I used to run with 10%. Now with 4% I don't really notice a difference. Fights are over in seconds. Again. Just nerf the percentage not the mechanic.
Umm that's it for now. But might come back and edit
Comments
As far as companions go, they should change purple level companions max rank to 35, and leave it at that.
Adding more and more items that you have to spend major amounts of AD on is just going to demoralize the player base - and it will continue to shrink in population.
legendary companions -wouldnt mind IF they reduced upgrade price or made upgrades account wide. else its 750k to epic, legendary will be too expensive
rank 120 artifacts - if mobs will drop rank5's like they drop rank4's now it might be ok, since artifacts are a long term investment, but if they increase max levels of artifact equipment then some pitchforks and molotovs might get involved, though i think they need to allow to use legendary class artifacts for refining
Classically, one companion rank = 2 player levels, at least in theory. this is the perfect opportunity to make companions actually useful again in a context other than "FEED ME STATS."
But we'll see what they'll come up with. Maybe purple enchants and those potency marks will start to drop, who knows.
How much will this cost?
At it's current system, rank 10 was a dream.. I couldn't even begin to think about R12 if it's the same.
Also when they say "artifacts", does that include artifact equipment or the trinkets only?
Maybe only if they increase the RP we get from current refine stones(drastically) would please everyone. But again, it's all nothing but more RP routine increasing power creep and making the game more alt unfriendly. I don't think I will have both the time and motivation to catch up with those changes
As for companions, I am quite sure, even with legendary tiers they will be useless as they are now comparing to augments. And will only serve as extra stat boost which makes me sad.
WTB Class Reroll please
Eum...........
As I've said, the overwhelming portion of the price of the enchants is defined by the cost of Marks of Potencys, not by RPs. So unless they make these Marks more available than today, the prices won't go down as much. Currently you are looking at a 1.5M fixed cost for a Rank 10 and that will at least double for R11 (3.2M) and quadruple for R12 (6.4M) if they stick to the current progression.
So no matter how much RPs you farm, a BiS char will always cost 89.6M AD. You tell me whether this may or may not be anywhere near as bad as people think.
? i have 22 enchants on my gwf and 22*6.4m ir 140 800 000
I calculated with 14, but it's only 13 not counting Utility + 6 on the augment max. Either way, 6.4M per enchant as fixed cost is way too much, if at the same time we're not getting options to farm Potencys or make AD at a higher rate than now.
But adding rank 12s and more level to artifacts? There is no justification to that.
Majority of a players stats should come from gear and gear only. Enchants etc should only be a small addition to the stats given from gear. There is no logic from a gaming perspective to anything that is happening in this game anymore. Not even from a business point of view. How will they run a game when everyone quits?
New means of RP generation or not - as already stated before: For non-artifact gear, RP never was the bottleneck. It's the thrugh-the-roof fixed costs past R7 that drain your wallet (both literally and figuratively speaking) like there's no tomorrow.
Just to get this straight: By no means am I suggesting that there's not an ABSOLUTE, undeniable need of new RP sources. Or at least a major overhaul of existing ones. Talk about quadruple to tenfold the RP/h we can reliably farm now. Yes, I might be exaggerating. Or well, maybe I'm not. Depending on what the total amt of RP needed for the new Artifact Maxlevel turns out to be.
i would not be against that but droprates of marks should definitely be higher or refining from 10 to 12 should require just additional materials not additional enchantments.
There needs to be a droprate increase across the board on marks of all qualities.
it will just open a greater gap between "have" and "have not" while continuing to discourage playing alts.
just rebalance the values of things rank 8 to be like actual rank 10, rank 10 to be like rank 12.
Mama GWF
Madeleine TR
Björk HR
Édith Piaf DC
B.B.King GF
Malévola SW
I think increasing the rank of enchants and artifacts at this time is a bad idea.
While my investments should be rewarded, the disparity between engaged players is just too great. Some figured out how the system works (and in the case of some, how the system is broken...). Those people are in all-orange. Other players mostly just play the game, and they are stating things like "I'll never see an R10".
My suggestion is to hold off on increasing the power of items for Module 6. Work on getting the balance right for Level 70 (let's face it, there will be plenty of broken things that will take months to tune). Introduce a mechanic whereby people that run dungeons, run skirmishes, and PVP can earn an amount of RP through such activities that feels somewhat meaningful. Don't give them oranges on a silver platter, but give them a chance to be in the game through hard play.
Once level 70 is balanced and the refinement system is fair (orange artifacts should be very rare, but eventually attainable), go ahead and increase the power of the equipment.
Sci-fi author: The Gods We Make, The Gods We Seek, and Ji-min
18x slots with BiS gear means 18x r12 enchants.
To make one r12, you need (4x r10) + (2x 930k rp)+(2790k rp) = 4x r10s and 4650k rp (not to mention the GMOP or maybe even legendary ones....)
A BiS player has 18 slots in his gear, which means: 18x (4x r10 + 4650k rp) =
83.7 MILLION rp and 72x!!! r10s
And thats just the enchantments... r12s and the artifact gear at lvl80 (120) = O M G
I guess we have to wait until module 7 for me to say I told you so yet again.
Also people gotta stop thinking max everything is a must have else there's no point living/playing/whatever. Sure everyone WANTS to get it but its not by any means needed for anything. And its definitely not something u should get over night or with minimal effort. (except by paying a lot of real cash for it to speed up the whole process).
Yup, I completely agree. I like Ironzerg's idea of using EXP as a way to also earn RP.
What I would also like to see done would be to decrease the RP needed on the enchants rank 1-10 to make room for this new r11 and r12.
If they scaled everything back quite a bit, it would make all of this cheaper and easier to attain. Then if they implement the RP system proposed you could in theory farm all this RP via earning EXP and then with everything needing less RP eventually be able to afford everything.
Basically if Rank 12s cost the same RP that rank 10s to today, all it really does is "resets" players who are at rank 10s now down to an equivalent of rank 8s today. What that does is build in room for improvement without actually making it end up costing more than it does for a rank 10 today.
Either way, they need to give us MUCH more avenues to earn RP. The only plausible/viable option IMO is giving us an "overflow EXP" accumulates as "RP" for us to spend on ALL of this stuff.
You have the fresh level 60's. WOW the gear they can get now is amazing. Takes them from Zeroes to heroes overnight. I had to do dozens of dungeon runs just for the chance at one piece of gear. Now it's all handed out virtually free. Therein lies the problem. There is a very small gap between a player at 12k GS with blue Artifact gear and a fully geared player. That's the problem.
I've spent 2 years toiling away to just a couple days ago getting my 1st Rank 10 Radiant. Felt just like when I got my perfect vorpal. My wizard is the only toon I care about. And here we are. My son's friend just stated playing 2 months ago and he is almost at my level.
What we need:
Buff all PERFECT enchantments. The difference between greater and perfect is too small in most cases to warrant an upgrade.
Give us a Perfect Plaguefire!
Cubes of augmentation to Buff Legendary Artifacts/artifact gear in the same way the offhand works. Make them chest drops and BOP.
Buff the current enchantments. So as they level they gain MORE EACH level. Level 7-8 - gain 40 points. 8-9 - Gain 60 points. Etc. Etc.
It's hard to justify replacing a rank 9 stone with a rank 10, when it will cost over a million AD and only net 40 more points (or 160 more HP)
The Gap between levels needs to increase. If I spent around 10 million AD I can upgrade my 9 rank 9 radiants to rank 10. At a gain of 360 points. 10 Million for 360 points?? Hardly seems fair or equitable.
Finally. Leave the lifesteal mechanic alone. Leave it a percentage heal. But nerf the percentage. Random heals are a bad idea.
I can't really speak to regen. I used to run with 10%. Now with 4% I don't really notice a difference. Fights are over in seconds. Again. Just nerf the percentage not the mechanic.
Umm that's it for now. But might come back and edit