Greetings, heroes of Neverwinter!
Those of you who participate in advanced group content may have noticed a slight change to the reward setup in this latest module. Since we've received a fair number of questions about it, I wanted to give a brief breakdown of the changes and why they were made.
Similar to dungeons, trials now come in normal, advanced, and master difficulties, and have a wider variety of rewards available through them. In addition to multiple tiers of weapons, armor, and rings, there are also two currencies you can acquire, to help purchase the specific gear you want in the event that you have been unlucky with the RNG.
Celestial Emeralds: These are acquired from the final chest in both the Advanced and Master versions, and have no weekly cap. They are used as a component in nearly all of the purchases from the Trial Store.
Miniature Neutron Cores: These can only be acquired from the final chest in the Master trial, and are capped at 3 per week. They are used in the purchase of class based weapons and Legendary rings.
When the module launched, a bug allowed Miniature Neutron Cores to be acquired past their intended cap. This has been hotfixed ahead of the next official patch, and the Cores are now properly limited to 3 per week. I apologize for the lack of communication on this fix - it will appear in the patch notes, but we needed to correct the bug as quickly as possible, so the fix made it in before those notes were available.
The most frequent question that has resulted from this fix is, "Is the 3 per week cap intended? I thought that was a typo, and it was supposed to be 30." The answer is yes, the 3 per week cap is intended. While previous trials did not have this same currency cap, they only had a single currency, and had fewer rewards available. The new setup follows the same structure as our Advanced/Master dungeons, which also utilize a 3/week Master currency.
If you're wondering what your motivation is to run the trial once you've hit that currency cap, remember that all of the gear purchased with Cores can be obtained as drops/chest loot. Additionally, you can continue to acquire the Advanced currency, as well as shirts, pants, an artifact set, rings, and a mythic armor set that cannot be purchased through the store. The intent with the weekly cap is not to discourage you from engaging in this content, but to provide a mechanic by which specific, important upgrades will be available to anyone who has put a steady amount of effort into obtaining them.
Thank you for all the feedback; we sincerely hope that you continue to find the Defense of the Moondancer rewarding.
Stay safe out in Wildspace!
Xalkastiz
I have been (VIP)active in Neverwinter for 4 years now. I strive to be extremely cost/benefit aware of where I opt to invest my admittedly limited real world funds. I have also witnessed a lot of players quitting because the cost/benefit is to their detriment instead of benefit - a viewpoint that I did not agree with until recently.
The value I am receiving for spending my time, effort and money does not seem to be commensurate - I am not quitting, but am submitting this for consideration in the fervent hopes of redress of the situation with benefit to all.
The impetus for this posting stems from the Winter Festival 'rewards' such as they are. In no particular order, this is what I find degrading the value of participation.
1. Rewards that no longer have any use whatsoever in the game. Including but not limited;
2. Upgrade items that cannot be used
3. Enchants from a system that has changed
4. Marks of potency(of varying pedigree) that cannot be used
5. Mounts & Companions that are bound so they cannot be sold or auctioned
6. Retraining tokens in far greater quantity than can ever be used(I have over a thousand of them)
7. Re roll tokens that accumulate faster than can ever be used - I have over 5 thousand
8. Unique awards that are repetitive and of little to no interest or use to any.
The dearth of value is not limited to just the festival(s) which originate from 'old' code that would be onerous to update or modify and some argument could be made that this would be a ;waste' of time & effort by the developers - a lot of work for a limited benefit. The degradation of value for the player is also rampantly present in the latest modules added. The battle pass rewards for both the general players and those who opt for the 'premium' are the most limited I have ever seen. Simply put, there is no impetus to obtain the premium, or even participate in the general because what is being offered for rewards does not justify the time and effort(not mention expense) that the player is required to submit.
I truly enjoy participating in Neverwinter - it is my hope that in submitting this that some modicum of focus turns from developer profit to player appeal - the entirety of this game is 100% imaginary for the player - I understand that the game exists to make a profit for the owners, but this MUST be balanced against the cost/benefit for the player(s). I offer the following suggestions for analysis in the hopes of generating improvement and I strongly encourage all who are reading this to also offer ideas-with the provision that this does not degenerate into a 'monty haul' wish list of idiocy.
1. Increase re rolls on chest rewards to 5.
2. Enable rewards to be sold, either directly or by auction house via existing unbind tokens.
3. Eliminate old content that has no relevancy to the current game - such as enchants/marks of potency/items of no worth.
4. Implement new gemstone rewards - with new modules.
5. Adopt a vendor trade option - trade retraining tokens or re rolls for more useful(to the player) items.
I thank everyone who has invested their time and effort in reading this - I am NOT writing in denigration of the game, rather I am writing in the belief that we ALL want a better gaming experience and a more equitable cost/benefit equation.
Respectfully submitted for consideration,
Draco.
The Life Drinker Illusion on other players should come with a medical warning for triggering seizures.
It also overpowers all other effects on screen, blinding players and hindering gameplay.
Sometimes it makes the game crash.
Why would anyone want to kill his teammates for a bling?- it is a good question.
But why does the item exists in the game?- it is the primal question.
I had raids where 3 players had this enchant illusion . I left from the campfire, no idea if they finished, also it is not the point to be able to play the game IN SPITE of fashion choices.
Please, join an instance with a player having the Life Drinker Illusion and see with your own eyes.
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