Elemental Evil campaign completion Reclamation Rock is still bugged(not completed) for me and my friend: acc: Spanja@spanjaubijca Thorfin Lorearthen@dedeleed0
Thank you very much for the 2X RP weekend--and the sale on wards. The only issue I see at this point is that for some reason, preservation wards don't seem to count in the sale--will that change? Only the coalescent wards are on sale at this point.
I would hate to purchase a bunch of wards only to find that they put them on sale right after purchasing them at full price.
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greywyndMember, NW M9 PlaytestPosts: 7,155Arc User
Not too thrill with multiple successfully opened skill nodes to receive nothing at all...
I'm not looking for forgiveness, and I'm way past asking permission. Earth just lost her best defender, so we're here to fight. And if you want to stand in our way, we'll fight you too.
Not too thrill with multiple successfully opened skill nodes to receive nothing at all...
Just encountered this 'feature' while doing Biggrin. What's with that?
They are combating bots.
My opinions are my own. I do not work for PWE or Cryptic. - Forum Rules - Protector's Enclave Discord - I play on Xbox Any of my comments not posted in orange are based on my own personal opinion and not official. Any messages written in orange are official moderation messages. Signature images are now fixed!
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beckylunaticMember, NW M9 PlaytestPosts: 14,231Arc User
Not too thrill with multiple successfully opened skill nodes to receive nothing at all...
Just encountered this 'feature' while doing Biggrin. What's with that?
They are combating bots.
@kreatyve That is no excuse for them taking the refinement stuff out of the loot tables and replacing it with *nothing*. This means some nodes are EMPTY. That's ridiculous and "ooooooooh but... but BOTS" doesn't excuse that they were completely sloppy in implementing this change. It's shoddy work, rolled out without considering what the results would be. (Please see my bug thread for further details.)
It's fine to support their underlying reasoning for the decision, but you need to call them out for being irresponsible when their methods break things.
Not too thrill with multiple successfully opened skill nodes to receive nothing at all...
Just encountered this 'feature' while doing Biggrin. What's with that?
They are combating bots.
@kreatyve That is no excuse for them taking the refinement stuff out of the loot tables and replacing it with *nothing*. This means some nodes are EMPTY. That's ridiculous and "ooooooooh but... but BOTS" doesn't excuse that they were completely sloppy in implementing this change. It's shoddy work, rolled out without considering what the results would be. (Please see my bug thread for further details.)
It's fine to support their underlying reasoning for the decision, but you need to call them out for being irresponsible when their methods break things.
I'm sorry, I hadn't had time to play enough to notice the empty nodes. My hard drive on my laptop got fried, so I'm stuck sharing a computer with my husband. I will be sure to forward this.
My opinions are my own. I do not work for PWE or Cryptic. - Forum Rules - Protector's Enclave Discord - I play on Xbox Any of my comments not posted in orange are based on my own personal opinion and not official. Any messages written in orange are official moderation messages. Signature images are now fixed!
I don't understand why the drop rates on green insignia are still so low. They're bound-to-character and only vendor for 2.5 silver. The insignia from lockboxes have double or quadruple as many stats. The potions and junk-treasures that drop from enemies, chests and skill nodes have much high vendor prices and drop far more regularly. There's no good reason for being so stingy about green insignia drops.
I don't understand why the drop rates on green insignia are still so low. They're bound-to-character and only vendor for 2.5 silver. The insignia from lockboxes have double or quadruple as many stats. The potions and junk-treasures that drop from enemies, chests and skill nodes have much high vendor prices and drop far more regularly. There's no good reason for being so stingy about green insignia drops.
I think one answer to this would be that a program manager is actually considering 'power creep' and trying to slow down the somewhat questionable idea of giving mounts such a high bonus for the characters. I realize that it is great for people that have BIS everything--"Here you go--a new item to round out your all powerful character that blitzes through all our content anyway." It represents something to keep the powerful endgamer happy--definitely not necessary to have, but kind of a fun item.
Good move on fighting bots- few things are more annoying. However, with refining stones gone, you may as well just kill the nodes altogether. I know I'm not going to bother with them anymore. A low chance of getting a bound insignia just isn't worth the bag space, and there aren't enough crafting supplies in any node to make them worth the effort. In fact, you can probably just kill crafting too. It's not worth the effort to press "N" for what you get out of it.
Something has got to be done about refining at this point. The new enchantment drop rate from mobs is so low im only getting maybe 1% of the daily amount I was getting from mobs + skill nodes with skill nodes being the main source. At this rate I can pretty much kiss goodbye the chance of leveling anything up in a reasonable amount of time, hell, I'll be lucky if I level anything this year.
Also this change is going to hurt small guilds when it comes to donating gems to the coffers. While the profession items were a nice idea they only really worked as an addition to the other ways of getting donation items. Once you remove the other ways those profession items become far less useful. Much like the change to the level of gear dropped in the 3 man dungeons after they added back a lot of the older ones. I used to be able to run temple of the spider and at minimum walk out with 3 rare gear pieces plus however many uncommon pieces a of gear I picked up each run. Now I basically only get the 1 rare piece I get from the end chest using my free daily key. And lets also not forget they made drops to be rolled on again instead of the personal loot drops we were getting. God only knows why they brought back loot rolls.
While I applaud the effort to combat bots its really starting to feel like you're killing the hostages to stop the hijackers.
My guildmates are having the same complaint -- website spam filling their mailbox. I haven't gotten any yet, but I keep myself set to invisible all the time.
Harper Chronicles: Cap Snatchers (RELEASED) - NW-DPUTABC6X Blood Magic (RELEASED) - NW-DUU2P7HCO Children of the Fey (RELEASED) - NW-DKSSAPFPF Buried Under Blacklake (WIP) - NW-DEDV2PAEP The Redcap Rebels (WIP) - NW-DO23AFHFH
My Foundry playthrough channel: https://www.youtube.com/user/Ruskaga/featured
Elemental Evil campaign completion is still bugged for me. Character/account is bella@camarthyk is incorrect; whereas lola@camarthyk has updated ok. For bella Spinward Rise is showing all complete, Drowned Shore and Reclamation Rock have nothing complete, The Fiery Pit has one stage completed. All the zones were completed in tandem playing with Mythracka@Mythracka who has the entire campaign correctly completed. Please can this be looked into.
Any dev feedback on this? Do I really have to re-run the three zones?
Not too thrill with multiple successfully opened skill nodes to receive nothing at all...
Just encountered this 'feature' while doing Biggrin. What's with that?
They are combating bots.
Now that the botting problem is solved once and for all, and skill nodes are effectively useless, is it time to remove skill node kits and the 50/75 % chance of opening a node from the game altogether? If they ever served a purpose then they don't anymore. That would at least save some bag space. Just give 100% success rate with no kits.
I realize some races have the ability to open nodes without kits as a trait and this might also need fixing. On second thoughts, that's so unimportant, just leave it broken like everything else.
Not too thrill with multiple successfully opened skill nodes to receive nothing at all...
Just encountered this 'feature' while doing Biggrin. What's with that?
They are combating bots.
Now that the botting problem is solved once and for all, and skill nodes are effectively useless, is it time to remove skill node kits and the 50/75 % chance of opening a node from the game altogether? If they ever served a purpose then they don't anymore. That would at least save some bag space. Just give 100% success rate with no kits.
I realize some races have the ability to open nodes without kits as a trait and this might also need fixing. On second thoughts, that's so unimportant, just leave it broken like everything else.
Now this is the kind of Feedback that will be floowed, i can say i'm 99% assured that is what will happen... when some new player ask us about the nodes function we can all say, used to be useful, sadly not anymore...
Comments
Thorfin Lorearthen@dedeleed0
I would hate to purchase a bunch of wards only to find that they put them on sale right after purchasing them at full price.
Any of my comments not posted in orange are based on my own personal opinion and not official.
Any messages written in orange are official moderation messages. Signature images are now fixed!
It's fine to support their underlying reasoning for the decision, but you need to call them out for being irresponsible when their methods break things.
Neverwinter Census 2017
All posts pending disapproval by Cecilia
Any of my comments not posted in orange are based on my own personal opinion and not official.
Any messages written in orange are official moderation messages. Signature images are now fixed!
But that said, You promised it--now deliver.
Also this change is going to hurt small guilds when it comes to donating gems to the coffers. While the profession items were a nice idea they only really worked as an addition to the other ways of getting donation items. Once you remove the other ways those profession items become far less useful. Much like the change to the level of gear dropped in the 3 man dungeons after they added back a lot of the older ones. I used to be able to run temple of the spider and at minimum walk out with 3 rare gear pieces plus however many uncommon pieces a of gear I picked up each run. Now I basically only get the 1 rare piece I get from the end chest using my free daily key. And lets also not forget they made drops to be rolled on again instead of the personal loot drops we were getting. God only knows why they brought back loot rolls.
While I applaud the effort to combat bots its really starting to feel like you're killing the hostages to stop the hijackers.
Blood Magic (RELEASED) - NW-DUU2P7HCO
Children of the Fey (RELEASED) - NW-DKSSAPFPF
Buried Under Blacklake (WIP) - NW-DEDV2PAEP
The Redcap Rebels (WIP) - NW-DO23AFHFH
My Foundry playthrough channel: https://www.youtube.com/user/Ruskaga/featured
I realize some races have the ability to open nodes without kits as a trait and this might also need fixing. On second thoughts, that's so unimportant, just leave it broken like everything else.
when some new player ask us about the nodes function we can all say, used to be useful, sadly not anymore...