So it seems to be even worse than I expected. Not only do melee classes get better gear, but the ranged gear doesn't even work properly. Testing using the Eyestalk Wrappers (+3% ranged damage) and the Fured Kiuno of the Bear these control wizard powers are:
Disintegrate -- ranged Ice Knife -- ranged Ray of Enfeeblement -- ranged Storm Pillar -- ranged Conduit of Ice -- neither ranged or melee Icy Terrain -- neither ranged or melee Oppressive Force -- neither ranged or melee Shard of Endless Avalanche -- neither ranged or melee Steal Time -- neither ranged or melee Sudden Storm -- neither ranged or melee
At the very least, powers that aren't ranged should probably be considered melee and vice versa.
This is a leftover from the edition of the pen and paper game that Neverwinter is based on - in D&D4, attacks are either Melee, Ranged, Close, or Area. Melee and ranged attacks hit single targets, Close attacks either hit a cone/line in front of you (eg. Sudden Storm) or all squares around you (eg. Steal Time, Icy Terrain), and Area attacks you drop on a location at a distance (eg Conduit Of Ice, Furious Immolation).
But there's no gear in Omu to boost Close/Area attacks, only Ranged/Melee.
@lowjohn Are you sure? I thought conduit of ice in 4e was both ranged and a zone.
There are only 4 attack types in D&D4. There might be a Ranged attack that CREATES a Zone around the target, but that doesn't make it an Area. And Conduit of Ice in Neverwinter has pretty clearly always been modeled as "Area Burst 1, centered on target enemy, Int vs Whatever"
So it seems to be even worse than I expected. Not only do melee classes get better gear, but the ranged gear doesn't even work properly. Testing using the Eyestalk Wrappers (+3% ranged damage) and the Fured Kiuno of the Bear these control wizard powers are:
Disintegrate -- ranged Ice Knife -- ranged Ray of Enfeeblement -- ranged Storm Pillar -- ranged Conduit of Ice -- neither ranged or melee Icy Terrain -- neither ranged or melee Oppressive Force -- neither ranged or melee Shard of Endless Avalanche -- neither ranged or melee Steal Time -- neither ranged or melee Sudden Storm -- neither ranged or melee
At the very least, powers that aren't ranged should probably be considered melee and vice versa.
This is a leftover from the edition of the pen and paper game that Neverwinter is based on - in D&D4, attacks are either Melee, Ranged, Close, or Area. Melee and ranged attacks hit single targets, Close attacks either hit a cone/line in front of you (eg. Sudden Storm) or all squares around you (eg. Steal Time, Icy Terrain), and Area attacks you drop on a location at a distance (eg Conduit Of Ice, Furious Immolation).
But there's no gear in Omu to boost Close/Area attacks, only Ranged/Melee.
That's why I am upset. Caster classes that deal damage from close distance are AGAIN not considered. I really wonder if the fured kiuno even procs on a SW.....
@ctatumdev @asterdahl Hello, I believe that the lockbox and it's contents are considered one of the rewards of the upcoming module and I'd like to complaint about the insignia that will drop from this mount pack.
The insignias dropping have been the same for the last 3 lockboxes, whereas the purple edition of regal insignia of dominance or the illuminated insignia of dominance have not been seen for quite a while. We've become bored of always getting the crescent insignia of courage. Please change it.
@ctatumdev Hello, I believe that the lockbox and it's contents are considered one of the rewards of the upcoming module and I'd like to complaint about the insignia that will drop from this mount pack.
The insignias dropping have been the same for the last 3 lockboxes, whereas the purple edition of regal insignia of dominance or the illuminated insignia of dominance have not been seen for quite a while. We've become bored of always getting the crescent insignia of courage. Please change it.
I second this. There are a lot of power builds out there and I've been patiently waiting for a few modules for the insignia pack to change but every time it's the same old. The sky-rocket prices of the old insignia should be reason enough to consider this. Thank you.
@lowjohn Are you sure? I thought conduit of ice in 4e was both ranged and a zone.
At the very least these types of things should be far more distinguishable in the description and with a clear explanation.
It still remains to be one of the worst properties in the Neverwinter and makes it appear as if it's logical, but then proves not to be. Descriptions...Ugh...
lowjohn is correct, though, but I'm with you on the illogicality between what's written and what's shown.
Also I don't think CW has any melee spell...
True Neutral
Left the Game due to heavy Damage Control & Missing Spanish Language
Yup. Every single damn one is a defensive insignia, while I need offensive ones. Defensive insignias are like sub 500k for most expensive, while crescent skill can be over 1 mil.
As someone stated in other posts there are issues with new weapon sets Tyrant set procs much faster then 15 seconds and doesn't expire after 10 seconds after end of fight Primal set procs even if you miss 1 hp and got healed for that, it even proc if you are full hp becoming basically always active
Make masterwork weapons damage bonus 3% up from current 2%. Also add a clause that if you're the only one with the bonus, you get 5% instead of 3. This is one of the most expensive weapons to get so it should be more of an improvement over the old set. Other 3 weapon sets can be easily kept at 10% constantly. This set comes with the disadvantage of needing multiple people to obtain it, yet this disadvantage doesn't provide an advantage as a tradeoff. Alternative is to put a 30 second ICD on other weapons effects, so the set bonuses have downtimes.
Make masterwork weapons damage bonus 3% up from current 2%. Also add a clause that if you're the only one with the bonus, you get 5% instead of 3. This is one of the most expensive weapons to get so it should be more of an improvement over the old set. Other 3 weapon sets can be easily kept at 10% constantly. This set comes with the disadvantage of needing multiple people to obtain it, yet this disadvantage doesn't provide an advantage as a tradeoff. Alternative is to put a 30 second ICD on other weapons effects, so the set bonuses have downtimes.
I agree with the 1st suggestion. The ICD on other sets is just not very good - it's a repeat of the current sets.
I've been thinking about the Pilgrim Weapon set for a while now and I've finally got a mental handle on the problems I have with them.
Money: the Pilgrim Set is a set that is simply gained by spending real coin, yes it can be gained through in game labour but the main means of gaining them is by real cash investment. Yes they come with other things, but still we are talking real cash being expended.
Given that real cash is involved the set is particularly bad (it wouldn't be a viable option for a free set either given the other choices).
There are 3 things I can see that can be done to make the set more viable;
Set the minimum bonus at 5%. So the set provides at least a 5% bonus vs mobs (this way its not gimped by a mob of 2 monsters). Set the maximum bonus at 15%. This way if there are more than 10 monsters the set offers more bonus, given the most common bonus will be 5-7%. Change the solo monster bonus to a 10% Bonus for boss fights. If there is a boss on the screen it should be offering a 10% bonus.
These changes would make the set competitive with the Primal set in some circumstances while still typically being the weaker set while also offering clear benefits over the more easily obtained for free sets.
I realise its a little late for this feedback, but still there it is.
Obsidian Moonlight - Paladin Obsidian Oath - Warlock A whole lot of other Obsidian toons as well.
all rings +5 in omu have same drop rate ? i over 50 fights agnist kutlass and so far not drop yet spellflinger +5 i guess i must have around 500 hunts of kutlass
Comments
But there's no gear in Omu to boost Close/Area attacks, only Ranged/Melee.
Are you sure? I thought conduit of ice in 4e was both ranged and a zone.
Caster classes that deal damage from close distance are AGAIN not considered.
I really wonder if the fured kiuno even procs on a SW.....
@asterdahl
Hello, I believe that the lockbox and it's contents are considered one of the rewards of the upcoming module and I'd like to complaint about the insignia that will drop from this mount pack.
The insignias dropping have been the same for the last 3 lockboxes, whereas the purple edition of regal insignia of dominance or the illuminated insignia of dominance have not been seen for quite a while. We've become bored of always getting the crescent insignia of courage. Please change it.
It still remains to be one of the worst properties in the Neverwinter and makes it appear as if it's logical, but then proves not to be. Descriptions...Ugh...
lowjohn is correct, though, but I'm with you on the illogicality between what's written and what's shown.
Also I don't think CW has any melee spell...
Tyrant set procs much faster then 15 seconds and doesn't expire after 10 seconds after end of fight
Primal set procs even if you miss 1 hp and got healed for that, it even proc if you are full hp becoming basically always active
Make masterwork weapons damage bonus 3% up from current 2%. Also add a clause that if you're the only one with the bonus, you get 5% instead of 3.
This is one of the most expensive weapons to get so it should be more of an improvement over the old set. Other 3 weapon sets can be easily kept at 10% constantly. This set comes with the disadvantage of needing multiple people to obtain it, yet this disadvantage doesn't provide an advantage as a tradeoff.
Alternative is to put a 30 second ICD on other weapons effects, so the set bonuses have downtimes.
Will I be able to buy new weapons with seals of the brave for my alt? Or they are character bound?
Money: the Pilgrim Set is a set that is simply gained by spending real coin, yes it can be gained through in game labour but the main means of gaining them is by real cash investment. Yes they come with other things, but still we are talking real cash being expended.
Given that real cash is involved the set is particularly bad (it wouldn't be a viable option for a free set either given the other choices).
There are 3 things I can see that can be done to make the set more viable;
Set the minimum bonus at 5%. So the set provides at least a 5% bonus vs mobs (this way its not gimped by a mob of 2 monsters).
Set the maximum bonus at 15%. This way if there are more than 10 monsters the set offers more bonus, given the most common bonus will be 5-7%.
Change the solo monster bonus to a 10% Bonus for boss fights. If there is a boss on the screen it should be offering a 10% bonus.
These changes would make the set competitive with the Primal set in some circumstances while still typically being the weaker set while also offering clear benefits over the more easily obtained for free sets.
I realise its a little late for this feedback, but still there it is.
Obsidian Oath - Warlock
A whole lot of other Obsidian toons as well.