Hello everyone! On this preview build, you will also have access to the new rewards of Storm King's Thunder!
Access
You’ll need to be on the Preview Shard to test these features.
You should be able to obtain these rewards organically through gameplay. However, next week you will be able to get these rewards from the preview vendor, your friendly neighborhood Sergeant Knox that is temporary in Byrn Shander.
What's new?
There are new Artifact Equipment available:
- New Relic Artifact Weapons!
- Cloak of Valhalla
- Belt of Valhalla
Note: If you don't have a Horn of Valhalla, it will also be available in the vendor next week so you can test out the new Bonus Set!
New Artifact available is:
New Companion available is:
Feedback Desired
We want to hear any and all things you can tell us about the new Rewards, though we would like to focus on smaller changes that we can make in the time we have before launch!
Some things to consider on your feedback:
- How do the new Artifacts feel, both in damage/stats as well as Bonus Set?
- Are these rewards comparable to your current Artifacts/Companions?
- Are the tooltips clear and easy to understand?
- Etc, etc, etc. Let us know what you think!
Here’s how to give feedback:
- Respond to this forum post.
- Please mark what type it is: Bug or Feedback (Please only choose one)
- Format:
Please use boldface text for the Type, and then type your feedback in the body of your post. If you are listing a bug please have this text in RED, and if you are posting an opinion or feedback please use CYAN.
Concise feedback is preferred and screenshots are appreciated!
Examples of Feedback
Bug: Artifact Weapon Bonus Set isn't workingAs a Trickster Rogue, I have both dagger and stiletto equipped, but the Overcharge Attack doesn't trigger when I dodge. Feedback: Would like a text pop-up for when I use my Overcharge I get a text pop-up when Overcharge is ready, but I would also like one when I activate Overcharge.
Comments
the bonuses are highly unreliable, how do i know if the bonus is active? how can i manage dodges and dailies? i dodge when i have to dodge, i use a daily when i feel like i want to use a daily.
also, will those weapons need to be empowered with voninblood?
if yes, thanks but no.
Furthermore the uptime is bad, imagine u need a dmg buff in battle but u popped a daily, gl waiting for another 30 sec for a chance of the dmg buff, and u must not pop any daily when over 25 seconds, while trying to spam your shift until u see the dmg buff icon on you. Can u understand what im trying to tell? The stats and weapon dmg is good, but the set effect brings too much inconvenience for us.
Edit: Please remove the icd of the buff and allow both buffs exist at the same time to make the set useful. Change the effect into when sprint/dodge increase our movement speed and get a defensive buff while on the other hand, when we use daily, get a dmg buff and the healing effect or maybe better, a small AP refund like burning set does.
Eye of the Giant and Manticore companion (yuck, I don't really want to see more of these running around) aren't in the collections yet so can't be previewed at this time.
Stats on the Valhalla set items are kind of all over the place. Mostly designed as a tanking set, and the bonus seems like it wold be decent, and possibly better than the current defensive sets.
Neverwinter Census 2017
All posts pending disapproval by Cecilia
We don't need more healig bonuses.
Give us more damege to have opportunity to kill someone on pvp...
Neverwinter Census 2017
All posts pending disapproval by Cecilia
However, I do not like the 2nd part of the set bonus, (If you use a Daily power, you gain Overcharge Defense,which decreases your Incoming Damage, by 10% and and heals you 15% of your health over 10 seconds) this requires me to daily every time to obtain the defensive ability, which I personally do not like. It's not the fact that I need to activate my daily, it's the fact that it's literally the same bonus for every single class. This makes more sense for my class than for example a Trickster Rouge. The Daily Bonus should be different for every class that should enhance the ability of something specific for that class.
A Guardian Fighter would decrease damage taken by 10% and heals me for 15% of my HP over 10 seconds. Where as a Trickster Rouge would increase damage done to a target by 10% and increase critical severity by 5% for 10 seconds. A Devoted Clerics Outgoing and Incoming Healing is increased by 10% and gain 10% Damage Resistance for 10 seconds. Those are just some examples, but this needs to happen for class diversity. Additionally, the uptime and use of the "Overcharge Effect" as stated in previous posts, needs to change so it can have more synergy with skills because people get daily's fairly quickly and people dodge, block, sprint and shadowslip 90% of the time. Gaining 1 overcharge effect every 30 seconds doesn't really make much sense if people are doing dodge or block followed up immediately after with a daily. These things have to change to make me switch to these weapons.
Guardian Fighter
TLO
https://www.arcgames.com/en/forums/neverwinter/#/discussion/1221446/the-future-of-the-gf/p1 Existing Problems Still In The Guardian Fighter
https://www.arcgames.com/en/forums/neverwinter/#/discussion/comment/12984912m
Feat Changes I'd like to see in The Guardian Fighter
I would of prayed / hoped the bonuses were more "class Defined" as in back in the day when the game was " Nerf All skills + classes"
Examples:
GWF: Adds 2/3 seconds to to unstoppable
GF: Adds 2/3 Seconds to to Block
TR: Adds 2/3 Seconds to Stealth
HR: Adds 2/3 Seconds to Bleeds / Snare duration
as these are now I think ill pass...
Twisted are fine for me
Guardian Fighter
TLO
https://www.arcgames.com/en/forums/neverwinter/#/discussion/1221446/the-future-of-the-gf/p1 Existing Problems Still In The Guardian Fighter
https://www.arcgames.com/en/forums/neverwinter/#/discussion/comment/12984912m
Feat Changes I'd like to see in The Guardian Fighter
I haven't tested the weapons yet, but I do not like the set bonus. Neverwinter has way too many unreliable procs that may or may not happen at the right time. Players dodge and sprint all the time, which means the offensive bonus will hardly trigger, probably never in PVP.
I also don't understand why a dodge triggers the offensive proc and a daily the defensive. That doesn't seem to make sense. If you're attacking, you want more power. If you need to dodge, good chance you also need some help.
I dont find set bonuses really atractive for DPS classes, the cooldown should be much more lower, otherwise many people will not find this set attractive.
Does this pertain to both of the Overcharge abilities overall? Or is the cooldown separate? so Overcharge: Attack has its own 30sec cooldown and Overcharge: Defense had its own 30sec cooldown?
edit: Dear sweet baby jesus.....50,000 blood + six other various items to just restore these?
The new artifact weapons set bonus doesn't make any sense. Why would I get a debuff for using a daily power?
Most classes could probably use the new weapon for the extra weapon damage and some other off-hand to avoid the set bonus but then what of HR and TR who get weapon damage from both items? I'm not even sure that the added weapon damage would make up for losing the bunch of power given by the twisted set bonus.
Still kind of a debuff if it prevents you from getting the damage buff but maybe you can get both.
If the description is not very poorly misworded and the two different buffs do share the same cooldown, it would make the set borderline useless for many classes. GF in particular is going to block virtually all the time, and there is no reason they shouldn't be blocking, so they will always be getting the offensive buff instead of the one they actually want. Remove the shared ICD and this set will actually work properly.
Or you can do the thing that would actually make sense and swap the triggers so you get the defense buff when you push the button that is meant to make you not die and get the offense buff when you push the button that tends to be for killing the enemies.
And please no more self-healing. Killing a tank in PVP is already a nightmare unless you use piercing damage.
A different bonus for each class would be nice.
Born of Black Wind: SW Level 80
And we assume a 50% proc of each, wich means 10% more damage for 1/6th of the time (1,7% more damage).
So, by now we have almost granted 5,7% damage adition, while power from twisted will grant around 9,4% (let's assume the player stacks some paranoia in midle battle), so the diference now stands in 3,7%, from 15% to 3,7% goes a lot and it would need a power with massive base damage to ever bring down the weapon damage increase in damage from shieldbarer to twisted to 3,7%, more info in amenar's post here: arcgames.com/en/forums/neverwinter#/discussion/comment/12858622?sso=eyJuYW1lIjoiIiwicGhvdG91cmwiOiIiLCJjbGllbnRfaWQiOiIxNDQzOTY4OTgxIn0%3D+0a678e10c7e2b4fe6d30cc6d8bda58da05982054+1475502868+hmacsha1
This not considering the separated cooldown and skilled players aiming for the damage increase with a block/shift/roll/whatever in the beggining of the battle. Conclusion, taking apart some builds where more power is usefull the new set will be bis for damage, no matter the bonuses ICD and player caring about triggering, not just that but also better protection, if one doesn't care about protection and has, let's say a power multiplicator (TR's shadowborn for example it will be hardly noticeable any damage increase. (this was based on GF's weapons haven't checked the other's yet).
How are you supposed to control which buffs you get while fighting in PVP? Especially as a GWF or SW. You are literally trying not to die from a Shocking execution every second of the game because of our poor dodge / sprint mechanic.
My suggestion? We don't need the run speed and self healing as it currently is too much already in PvP. Perhaps make both have a separate cool down please?
Also I would suggest making them more unique. For instance turn GWF's Overcharge:Offense into increased at-will speed by 20% for 10 seconds and Overcharge:Defense into reduced incoming damage by 10% for 10 seconds or 20% temporary hit-points for 10 seconds.
These are just ideas but we need to have some separate bonuses. It has been many mods since they were different and this could certainly help give the game a bit more of an edge.
Totally agree (with quote below)... With new valhalla set you will see even more invincibility of some classes/builds. Not to mention a proccable 10% incoming damage debuff with new weapons... at best in slot levels, or near that (what many players strive to -- not to mention players that probably spend alot of money on the game) the there is hardly any death. everyone is just too tanky, and becomes a shoving match instead of a game of death. In pve there is death, we strive to kill monsters, together or alone, it's what we do. Bring killing back to pvp. A fresh look at tenacity may help.
Also, to artifact weapon set bonus?! +10% outgoing damage. then +10% damage resistance (or incoming damage.... not sure this is the same as damage resistance)... but either way it seems silly, we don't need another fey-type mechanic. it is dumb (for pvp). I'll get this because of the huge damage increase, but then I am basically just doing because if my enemy player has it then i want it so that i can do "normal" damage as the two effects will essentially negate eachother. Sure I can deal with fey, fine, even though I don't like it. but another mechanic like this is crazy and pidgeon holes pvp players into choosing the same things, just to keep up. LONG STORY SHORT... keep the damage increase, but anything but that set bonus please. bring back different ways of killing in pvp.
About the valhalla set im quite disapointed, i was willing to give up some offensive stats over the damage debuff on enemies to help the team, i am still waiting for gwf rework so i can be a sentinel to protect people with my gwf, but after seeing "+8 AC" Instead "you will gain 4% of your ap each 3 seconds" it was a instant no, less ap means less shepherd devotion, meaning less 2250 def, defl, movement for my team, less ap for myself and less ofensive stats from other sets, any chance you can make those bonus like gems we can switch? I gave up on lathander set on my SW for that same reason, there is no point stacking DR after the 80%.....kinda useless.