mutjinninjaMember, NW M9 PlaytestPosts: 93Arc User
@terramak please please please remove the group role requirements for epic dungeons. I don't understand this decision and it's going to make life unnecessarily harder for your players. It's already so hard to find a tank and healer for a T2. Why do we suddenly need to find a tank and healer for ALL epic content? Even Lostmauth and VT (both of which I can solo). People build parties to compensate for their weaknesses or enhance their strengths. So why am I required to get a tank that doesn't really contribute anything in epic skirmishes or T1s in order to run? Please reverse this decision and let people build their parties how they want.
I guarantee you that many players will be unable to run the content they want to run specifically because the tank/healer population of this game is so low/inactive. I don't see any reason behind this change when nothing in the dungeons and nothing about the classes has changed. Please give us our freedom to play how we want back. It's not fair to tell us how to run your content.
Ninja, there are private queues you can do as well that do not have role restrictions like that. A private queue from what i understand will act like a 5 man premade does already and simply let you enter the dungeon
Guild - The Imaginary Friends We are searching for slave labor, will pay with food from our farm!
Please let us know if this is an issue of Private Mode not being easy to find / understand, or if Private Mode does not properly bypass composition requirements. (It still requires max players in the Queue Group, e.g. 5 players for a 5-person queue.)
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mutjinninjaMember, NW M9 PlaytestPosts: 93Arc User
Thank you Scathias and Terramak. I honestly have been quite confused by the new queue system. Not sure how it all works. In my testing, my group of 5 didn't get the queue pop until I included them in the "queue group" which was confusing to be as I'm used to just queueing with a party of 5. it was weird to have to add them all to a separate group.
I'm not quite sure about the ins and outs of this yet. Does this mean we can have 5 players in 5 different parties in the same "queue group" and they will be sliced from their parties should this group's queue pop? It seems odd. And why then, have the public queue requirements for the dungeons? Can you solo queue anymore? Do you need to be in a party with the requirements met because you just want to play a "public" queue in case someone drops out?
Honestly, I could go for a dev blog about these issues and more on the new queue system rather than art blogs. I'm confused about the many facets of the new system.
This are great patch notes for the most part, only thing disappointing me is the major influence voucher that you get ONLY after winning a stronghold siege pvp. Being part of a mostly pve guild this is ridicolous, other than that, queing for the Siege is like a pain for the most part of the day and the istance are very laggy. Influence is one of the major holdup for medium/small guild, we need way more help with that as it's stated in other threads. Btw like i said there are many things i really like in this build, good job.
404 Italians Not Found Guild Leader
Matt Shieldheart 3.5k GF Conq PVE _ Matt Shieldheart 0 3.5k GF Tactician PVE _ Matt Shieldheart II 4.1k Buffer DC _ Matt Shieldheart III 4.3k Thauma CW _ Matt Shieldheart IV 3.5k Exe TR _ Matt Shieldheart V 3.9k Destroyer GWF _ Matt Shieldheart VI 3.1k Trapper HR _ Matt Shieldheart VII 3.1k Fury SW _ Matt ShieldheartVIII 3.6k OP Justice _ Matt Shieldheart -8 3.1k Healadin _ Matt Shieldheart -9 3.1k Mof Rene CW
Talking about insignia's drop. can anyone explain exactly what it means "random critters" ? i've spent an hour killing anyone in sight almost everywhere and got nothing, also opened 20 skill nodes.
404 Italians Not Found Guild Leader
Matt Shieldheart 3.5k GF Conq PVE _ Matt Shieldheart 0 3.5k GF Tactician PVE _ Matt Shieldheart II 4.1k Buffer DC _ Matt Shieldheart III 4.3k Thauma CW _ Matt Shieldheart IV 3.5k Exe TR _ Matt Shieldheart V 3.9k Destroyer GWF _ Matt Shieldheart VI 3.1k Trapper HR _ Matt Shieldheart VII 3.1k Fury SW _ Matt ShieldheartVIII 3.6k OP Justice _ Matt Shieldheart -8 3.1k Healadin _ Matt Shieldheart -9 3.1k Mof Rene CW
Please let us know if this is an issue of Private Mode not being easy to find / understand, or if Private Mode does not properly bypass composition requirements. (It still requires max players in the Queue Group, e.g. 5 players for a 5-person queue.)
of course that doesn't solve the problem of why certain classes are not wanted for your content. Might be a bigger concern than leveling dungeons
"we all love this game and want it to thrive"
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beckylunaticMember, NW M9 PlaytestPosts: 14,231Arc User
Talking about insignia's drop. can anyone explain exactly what it means "random critters" ? i've spent an hour killing anyone in sight almost everywhere and got nothing, also opened 20 skill nodes.
I got one on my first skill node. None so far from killing stuff though
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thefabricantMember, NW M9 PlaytestPosts: 5,248Arc User
edited February 2016
@terramak I got a number of questions, please read through them and answer if you can
Insignias: Firstly, could you clarify which epic dungeons drop insignias, is it only the t2's, or are t1's included. Secondly, do specific insignias drop in specific dungeons or is it completely random, if it is not random, can you specify which ones drop where. Thirdly, what is the drop rate of the insignias, we have farmed epic dungeons on preview and had 1 drop in etos from the last boss, but we do not have any idea what the droprate is, we know it is not 100% (as 1 did not drop every run) but we don't know exactly what it is. If you cannot give us an exact percentage, can you please compare it to another item so we know how often we can expect it to drop? (example, does it drop as frequently as a horn in elol, or as frequently as salvage drops, or as frequently as a belt in elol). Fourthly, can you please either make insignias unbound (so we can sell them on the auction house or trade them between players) or alternatively, instead of rolling on them, have them BoA and drop for everyone. As it is, someone might win an insignia on a character which they don't need on that character, but they need on another and there is nothing they can do about it since it dropped on that character. At the very least, make them BoA instead of BoP so we can relocate them to the character we want them on. Fifthly, the mounts page mentions they will be purchaseable on the zen store, how much are they going to cost and are they all going to be available there, or some of them? Finally, can you add insignias to the catalogue so we can view them all and see all the bonuses they provide.
Dungeons: Have you removed salvage from the drop pool of epic dungeons from every boss except the last as well as epic seals? While running etos, for every boss except the last we received the adventurers seals instead of the seals of the protector and blue rares dropped that were rolled on and could not be salvaged. Also, why was the color of seals of the protector changed from epic to rare?
The minimap:
If you double tap escape, it changes the shape between a circle and a square. Why is this, is it intended and can it be fixed?
I second that the insignias should be made BoA at least. And honestly, it would be awesome if they were BoE so we would have something useful to farm for and sell in the AH.
Guild - The Imaginary Friends We are searching for slave labor, will pay with food from our farm!
I second that the insignias should be made BoA at least. And honestly, it would be awesome if they were BoE so we would have something useful to farm for and sell in the AH.
BOE would be the best outcome as we have nothing to farm/sell these days.
"Castle Never (Change log tracked for NeverwinterPreview only) Note: This Epic Dungeon is currently only available during Play with the Devs events. Cthylar now spawn as minion rank (Single health bar). Undead Adventurers now have fewer Hit Points. Various improvements have been made to the art and flow of this Epic Dungeon, with a major focus on enemy powers and boss encounters. Not all changes will be noted here. "
Why did you do that ? Why don't you add some High level Content ?
There is absolutly NO difficulties in the game. Why can't we have some hard content ? With cool rewards ? We really need that the "Master" difficulty become a thing that you can only achieve with a Premade of coordinate strongs players. Otherwise, there is nothing left. There is currently some players that can SOLO the hardest of the content for 5 Peoples. A lot of us are able so soloed Epic Encounters. It is not a good thing.
Please, think about it. Leave the current dj as it. But add more content for High Level. Could be new one, could be old one. We really don't care. Just make it hard enough. We want a little more challange.
"Castle Never (Change log tracked for NeverwinterPreview only) Note: This Epic Dungeon is currently only available during Play with the Devs events. Cthylar now spawn as minion rank (Single health bar). Undead Adventurers now have fewer Hit Points. Various improvements have been made to the art and flow of this Epic Dungeon, with a major focus on enemy powers and boss encounters. Not all changes will be noted here. "
Why did you do that ? Why don't you add some High level Content ?
There is absolutly NO difficulties in the game. Why can't we have some hard content ? With cool rewards ? We really need that the "Master" difficulty become a thing that you can only achieve with a Premade of coordinate strongs players. Otherwise, there is nothing left. There is currently some players that can SOLO the hardest of the content for 5 Peoples. A lot of us are able so soloed Epic Encounters. It is not a good thing.
Please, think about it. Leave the current dj as it. But add more content for High Level. Could be new one, could be old one. We really don't care. Just make it hard enough. We want a little more challange.
CN was never going to be as hard as you want it to be so it doesn't really matter how hard it is.
All they did was lower the HP on some trash mobs anyways.
0
matiagronxMember, NW M9 PlaytestPosts: 251Arc User
The lack of content is infuriating but we were patient for almost a year. the lack of challenge though cannot be dealt with. We are being lobotomized on a day by day basis here terramak, help us.
adinosiiMember, NW M9 PlaytestPosts: 4,294Arc User
Most of the changes to the campaign look good. However, there is one big issue that might need a bit of attention - that is the number of Linu's Favors needed for the last two boons.
Sure, you can obtain them eventually by doing Tiamat over and over, but there is one big issue here. With the new queue system, things might get a lot harder for the lower-geared players, in particular those in smaller guilds.
This is because the new 25-man queue system will be used extensively by high-geared players - those currently relying on Zerg channels and timing to get into a "good" instance. A low-geared or unskilled player could get a successful Tiamat run every now and then, if he had the luck to get into an instance dominated by high-geared and experienced players, but that will be a lot harder in the future - the "high-end" will run Tiamat instances, guaranteed to be filled with other equally well-geared players, while the "low-geared" players will have an even harder time than before, with proportionally more Tiamat runs failing.
To compensate, it would be fair to reduce the number of Linu's Favors required - the time required for the last two boons is already excessive compared to any other campaign boons, and Mod9 will just make this worse for a substantial part of the players.
I am not sure if someone has already done the math on this or not, so I apologize if this is a duplicate post. The changes to the Assist Artisans, Recover Thayan Gear and Treasures of Xvim to give 1000 vouchers respectively only seem to make sense in the case of the Assist Artisans task.
Assist Artisans
3 Vibrant Seeds x 50 credits each = 150 credits 3 Abjuring Charms x 50 credits each = 150 credits 3 Ilyanbruen Blades x 50 credits each = 150 credits 45 Gold Crescents x 5 credits each = 225 credits 3 Gold x 1 credit each = 3 credits
Total credits 678 credits/136 Guild Marks
1000 Fae Trinkets = 1000 credits/200 Guild Marks
Recover Thayan Gear
30 Thayan Scrolls x 25 credits each = 750 credits 50 Vanguard Script x 5 credits each = 250 credits 5 Gold x 1 credit each = 5 credits
Total credits 1005/201 Guild Marks
1000 Dark Gifts = 1000 credits/200 Guild Marks
Treasures of Xvim
100 Konig Coins x 15 credits each = 1500 credits 10 Tears of Auril x 90 credits each = 900 credits 10 Dwarf Gold x 90 credits each = 900 credits 5 Gold x 1 credit each = 5 credits
Total credits 3305/220 GM
1000 Frozen Treasures = 1000 credits/ 67 Guild Marks
So unless the reduce the cost of Recover and Treasures or increase the rewards for the vouchers, they do not seem to be worthwhile. Unless I misread something or have done the math wrong.
Thanks,
V
0
beckylunaticMember, NW M9 PlaytestPosts: 14,231Arc User
edited February 2016
I didn't have every type of campaign currency on my only guilded preview character, but everything I was able to check indicated that the tasks are designed to turn 675 campaign currency credits into 1000 (or technically, 5 gold into 325 campaign currency). I didn't get a chance to look at it again.
I think you've got too many items in the IWD task and it actually costs less than that. Or my memory of it is wrong and it should be adjusted downwards to be brought in line with the others.
I didn't look at how many guild marks they're worth respectively because this is basically irrelevant in a small guild.
I was holding my campaign adjustments feedback until an official thread gets posted for it.
@terramak I got a number of questions, please read through them and answer if you can
Insignias: Firstly, could you clarify which epic dungeons drop insignias, is it only the t2's, or are t1's included. Secondly, do specific insignias drop in specific dungeons or is it completely random, if it is not random, can you specify which ones drop where. Thirdly, what is the drop rate of the insignias, we have farmed epic dungeons on preview and had 1 drop in etos from the last boss, but we do not have any idea what the droprate is, we know it is not 100% (as 1 did not drop every run) but we don't know exactly what it is. If you cannot give us an exact percentage, can you please compare it to another item so we know how often we can expect it to drop? (example, does it drop as frequently as a horn in elol, or as frequently as salvage drops, or as frequently as a belt in elol). Fourthly, can you please either make insignias unbound (so we can sell them on the auction house or trade them between players) or alternatively, instead of rolling on them, have them BoA and drop for everyone. As it is, someone might win an insignia on a character which they don't need on that character, but they need on another and there is nothing they can do about it since it dropped on that character. At the very least, make them BoA instead of BoP so we can relocate them to the character we want them on. Fifthly, the mounts page mentions they will be purchaseable on the zen store, how much are they going to cost and are they all going to be available there, or some of them? Finally, can you add insignias to the catalogue so we can view them all and see all the bonuses they provide.
Dungeons: Have you removed salvage from the drop pool of epic dungeons from every boss except the last as well as epic seals? While running etos, for every boss except the last we received the adventurers seals instead of the seals of the protector and blue rares dropped that were rolled on and could not be salvaged. Also, why was the color of seals of the protector changed from epic to rare?
The minimap:
If you double tap escape, it changes the shape between a circle and a square. Why is this, is it intended and can it be fixed?
i hope that is not gonna happen to live because farming and salvage is 100% legit vs ad only from invocations. even in our days if a bot enter to a dungeon ( i am 99% sure they dont) will get kick or will not succeed so no ad . i hope is a mistake dont punish players playing the game! o
@terramak please please please remove the group role requirements for epic dungeons. I don't understand this decision and it's going to make life unnecessarily harder for your players. It's already so hard to find a tank and healer for a T2. Why do we suddenly need to find a tank and healer for ALL epic content? Even Lostmauth and VT (both of which I can solo). People build parties to compensate for their weaknesses or enhance their strengths. So why am I required to get a tank that doesn't really contribute anything in epic skirmishes or T1s in order to run? Please reverse this decision and let people build their parties how they want.
I guarantee you that many players will be unable to run the content they want to run specifically because the tank/healer population of this game is so low/inactive. I don't see any reason behind this change when nothing in the dungeons and nothing about the classes has changed. Please give us our freedom to play how we want back. It's not fair to tell us how to run your content.
As Terramak and others have pointed out, if you form a pre-made group of 5, you'll be able to queue with whatever roles you'd like, assuming you check the private queue option. You'll only need to meet the role requirements if you'd like to queue as a partial group, or if you'd like to receive automatic reinforcements should one of your members leave.
This is generally an effort to ensure that the players who end up in a pick up group together have the required composition to clear the content. We realize the entry requirements and actual difficulty of queues have made it punishing in the past for players to publicly queue and are trying to work towards resolving that with this and future modules.
Getting a weekly box from Stronghold Siege seems like a nice reward boost. However, a Greater Thaumaturgic Stone is probably the least desirable of all the Greater Stones, due to enchantments/runestones remaining a cheap alternative, so could this be replaced with, say, a Black Opal or a Greater Resonance Stone?
But then there was also this part in the notes, which seemed quite worrisome.
Strongboxes of Influence, Astral Diamonds, Surplus Equipment or Gems may now drop in place of standard vouchers.
What exactly does this mean? That *more* of the rewards for doing Stronghold Siege will now be gated behind keys we can only get from the ZEN store? It's not exactly a secret that Stronghold Siege isn't very popular, for a number of reasons (it's extremely laggy, access to companion active bonuses means it's an environment with even more broken interactions than regular pvp, certain classes being immortal makes capturing supply points all but impossible, travel takes too long), and rewards for doing it being low made it feel not worthwhile after you got enough banners. Gating additional rewards behind keys is not liable to increase popularity.
Protector's Enclave: The Neverwinter Guards have finally sealed off aerial access to Lord Neverember.
And this seems like a sad waste. The parkour mini-game of getting to places like that is fun. It's also completely harmless, so closing this off only seems to be removing a tiny bit of value from the game.
Thanks for calling this patch note out Macjae, without context to what those strongboxes are, this seems like a nerf. I'll make sure along with Terramak the patch note for the final build is more clear.
Strongboxes of Influence, Astral Diamonds, Surplus Equipment or Gems may all be donated directly to the coffer without opening them. In this case, they will count as an epic voucher. If you open them, you will receive 5 epic vouchers of that type. Rest assured, you won't be receiving less Stronghold progress.
I am not sure if someone has already done the math on this or not, so I apologize if this is a duplicate post. The changes to the Assist Artisans, Recover Thayan Gear and Treasures of Xvim to give 1000 vouchers respectively only seem to make sense in the case of the Assist Artisans task.
Assist Artisans
3 Vibrant Seeds x 50 credits each = 150 credits 3 Abjuring Charms x 50 credits each = 150 credits 3 Ilyanbruen Blades x 50 credits each = 150 credits 45 Gold Crescents x 5 credits each = 225 credits 3 Gold x 1 credit each = 3 credits
Total credits 678 credits/136 Guild Marks
1000 Fae Trinkets = 1000 credits/200 Guild Marks
Recover Thayan Gear
30 Thayan Scrolls x 25 credits each = 750 credits 50 Vanguard Script x 5 credits each = 250 credits 5 Gold x 1 credit each = 5 credits
Total credits 1005/201 Guild Marks
1000 Dark Gifts = 1000 credits/200 Guild Marks
Treasures of Xvim
100 Konig Coins x 15 credits each = 1500 credits 10 Tears of Auril x 90 credits each = 900 credits 10 Dwarf Gold x 90 credits each = 900 credits 5 Gold x 1 credit each = 5 credits
Total credits 3305/220 GM
1000 Frozen Treasures = 1000 credits/ 67 Guild Marks
So unless the reduce the cost of Recover and Treasures or increase the rewards for the vouchers, they do not seem to be worthwhile. Unless I misread something or have done the math wrong.
Thanks,
V
As Beckylunatic pointed out, the math above is incorrect. This is because the assumption was made that the costs on those tasks have not changed. However, in each case, the costs have been adjusted so that it's always a positive gain to perform the task for the voucher, as opposed to donating the currency directly. It's not a spectacular difference, but if you'd like you can squeeze out a little more efficiency with these tasks.
Glad to see that my warning about the high lvl content seems to really matter... As a lot of players pointed : All the content can be soloed by some people. This is a real matter to me. Why don't you simply adjust your difficulties to players ? There is more and more buff for players. We get up all the time, which could be good, if only we had some challange too.
Plz considerate this problem as a major issue for the game. Give us Challange, Give swet and tears of blood ! Give us good rewards if we succed ! Give us a real game plz.
Can we discuss the 'rolling for Insignia' situation? I'd really like to see some clarification as to why it's being brought back and why it's not BoE so that people can legit farm it.
The rolling for it at the RNG of a +4 Ring is not a great idea, however that coupled with it being BoP and not BoA/BoE is a terrible idea... IMO.
That really needs to be looked into ASAP before launch guys... Please!
I have a question on the new greater black ice set, is it BoA but turn into BoC when refined or we can refine it first and sent to alts? Last time i rmb someone posted same stuff on eye of lathandar, it binds to character who refined it once and cant be transfer to alts anymore, however since this is artifact equipment like artifact weapons, can you pls clarify how it is going to work? TY.
0
beckylunaticMember, NW M9 PlaytestPosts: 14,231Arc User
I have a question on the new greater black ice set, is it BoA but turn into BoC when refined or we can refine it first and sent to alts? Last time i rmb someone posted same stuff on eye of lathandar, it binds to character who refined it once and cant be transfer to alts anymore, however since this is artifact equipment like artifact weapons, can you pls clarify how it is going to work? TY.
Don't count on them having made any major changes to the refinement system. Refining equipment binds it to character, full stop.
Comments
I guarantee you that many players will be unable to run the content they want to run specifically because the tank/healer population of this game is so low/inactive. I don't see any reason behind this change when nothing in the dungeons and nothing about the classes has changed. Please give us our freedom to play how we want back. It's not fair to tell us how to run your content.
We are searching for slave labor, will pay with food from our farm!
Please let us know if this is an issue of Private Mode not being easy to find / understand, or if Private Mode does not properly bypass composition requirements. (It still requires max players in the Queue Group, e.g. 5 players for a 5-person queue.)
I'm not quite sure about the ins and outs of this yet. Does this mean we can have 5 players in 5 different parties in the same "queue group" and they will be sliced from their parties should this group's queue pop? It seems odd. And why then, have the public queue requirements for the dungeons? Can you solo queue anymore? Do you need to be in a party with the requirements met because you just want to play a "public" queue in case someone drops out?
Honestly, I could go for a dev blog about these issues and more on the new queue system rather than art blogs. I'm confused about the many facets of the new system.
Btw like i said there are many things i really like in this build, good job.
Matt Shieldheart 3.5k GF Conq PVE _ Matt Shieldheart 0 3.5k GF Tactician PVE _ Matt Shieldheart II 4.1k Buffer DC _ Matt Shieldheart III 4.3k Thauma CW _ Matt Shieldheart IV 3.5k Exe TR _ Matt Shieldheart V 3.9k Destroyer GWF _ Matt Shieldheart VI 3.1k Trapper HR _ Matt Shieldheart VII 3.1k Fury SW _ Matt ShieldheartVIII 3.6k OP Justice _ Matt Shieldheart -8 3.1k Healadin _ Matt Shieldheart -9 3.1k Mof Rene CW
Matt Shieldheart 3.5k GF Conq PVE _ Matt Shieldheart 0 3.5k GF Tactician PVE _ Matt Shieldheart II 4.1k Buffer DC _ Matt Shieldheart III 4.3k Thauma CW _ Matt Shieldheart IV 3.5k Exe TR _ Matt Shieldheart V 3.9k Destroyer GWF _ Matt Shieldheart VI 3.1k Trapper HR _ Matt Shieldheart VII 3.1k Fury SW _ Matt ShieldheartVIII 3.6k OP Justice _ Matt Shieldheart -8 3.1k Healadin _ Matt Shieldheart -9 3.1k Mof Rene CW
In the campaign window, if you select "Dread ring store", you do not get the store at all, just a dialogue with "I'll not see Valindra escape justice"
New ways to upgrade your SH! Thanks!
Neverwinter Census 2017
All posts pending disapproval by Cecilia
None so far from killing stuff though
Insignias:
Firstly, could you clarify which epic dungeons drop insignias, is it only the t2's, or are t1's included. Secondly, do specific insignias drop in specific dungeons or is it completely random, if it is not random, can you specify which ones drop where. Thirdly, what is the drop rate of the insignias, we have farmed epic dungeons on preview and had 1 drop in etos from the last boss, but we do not have any idea what the droprate is, we know it is not 100% (as 1 did not drop every run) but we don't know exactly what it is. If you cannot give us an exact percentage, can you please compare it to another item so we know how often we can expect it to drop? (example, does it drop as frequently as a horn in elol, or as frequently as salvage drops, or as frequently as a belt in elol). Fourthly, can you please either make insignias unbound (so we can sell them on the auction house or trade them between players) or alternatively, instead of rolling on them, have them BoA and drop for everyone. As it is, someone might win an insignia on a character which they don't need on that character, but they need on another and there is nothing they can do about it since it dropped on that character. At the very least, make them BoA instead of BoP so we can relocate them to the character we want them on. Fifthly, the mounts page mentions they will be purchaseable on the zen store, how much are they going to cost and are they all going to be available there, or some of them? Finally, can you add insignias to the catalogue so we can view them all and see all the bonuses they provide.
Dungeons:
Have you removed salvage from the drop pool of epic dungeons from every boss except the last as well as epic seals? While running etos, for every boss except the last we received the adventurers seals instead of the seals of the protector and blue rares dropped that were rolled on and could not be salvaged. Also, why was the color of seals of the protector changed from epic to rare?
The minimap:
If you double tap escape, it changes the shape between a circle and a square. Why is this, is it intended and can it be fixed?
We are searching for slave labor, will pay with food from our farm!
Note: This Epic Dungeon is currently only available during Play with the Devs events.
Cthylar now spawn as minion rank (Single health bar).
Undead Adventurers now have fewer Hit Points.
Various improvements have been made to the art and flow of this Epic Dungeon, with a major focus on enemy powers and boss encounters. Not all changes will be noted here. "
Why did you do that ?
Why don't you add some High level Content ?
There is absolutly NO difficulties in the game. Why can't we have some hard content ? With cool rewards ?
We really need that the "Master" difficulty become a thing that you can only achieve with a Premade of coordinate strongs players.
Otherwise, there is nothing left.
There is currently some players that can SOLO the hardest of the content for 5 Peoples. A lot of us are able so soloed Epic Encounters. It is not a good thing.
Please, think about it.
Leave the current dj as it. But add more content for High Level. Could be new one, could be old one. We really don't care. Just make it hard enough.
We want a little more challange.
All they did was lower the HP on some trash mobs anyways.
Please, please, please...
Sure, you can obtain them eventually by doing Tiamat over and over, but there is one big issue here. With the new queue system, things might get a lot harder for the lower-geared players, in particular those in smaller guilds.
This is because the new 25-man queue system will be used extensively by high-geared players - those currently relying on Zerg channels and timing to get into a "good" instance. A low-geared or unskilled player could get a successful Tiamat run every now and then, if he had the luck to get into an instance dominated by high-geared and experienced players, but that will be a lot harder in the future - the "high-end" will run Tiamat instances, guaranteed to be filled with other equally well-geared players, while the "low-geared" players will have an even harder time than before, with proportionally more Tiamat runs failing.
To compensate, it would be fair to reduce the number of Linu's Favors required - the time required for the last two boons is already excessive compared to any other campaign boons, and Mod9 will just make this worse for a substantial part of the players.
I am not sure if someone has already done the math on this or not, so I apologize if this is a duplicate post. The changes to the Assist Artisans, Recover Thayan Gear and Treasures of Xvim to give 1000 vouchers respectively only seem to make sense in the case of the Assist Artisans task.
Assist Artisans
3 Vibrant Seeds x 50 credits each = 150 credits
3 Abjuring Charms x 50 credits each = 150 credits
3 Ilyanbruen Blades x 50 credits each = 150 credits
45 Gold Crescents x 5 credits each = 225 credits
3 Gold x 1 credit each = 3 credits
Total credits 678 credits/136 Guild Marks
1000 Fae Trinkets = 1000 credits/200 Guild Marks
Recover Thayan Gear
30 Thayan Scrolls x 25 credits each = 750 credits
50 Vanguard Script x 5 credits each = 250 credits
5 Gold x 1 credit each = 5 credits
Total credits 1005/201 Guild Marks
1000 Dark Gifts = 1000 credits/200 Guild Marks
Treasures of Xvim
100 Konig Coins x 15 credits each = 1500 credits
10 Tears of Auril x 90 credits each = 900 credits
10 Dwarf Gold x 90 credits each = 900 credits
5 Gold x 1 credit each = 5 credits
Total credits 3305/220 GM
1000 Frozen Treasures = 1000 credits/ 67 Guild Marks
So unless the reduce the cost of Recover and Treasures or increase the rewards for the vouchers, they do not seem to be worthwhile. Unless I misread something or have done the math wrong.
Thanks,
V
I think you've got too many items in the IWD task and it actually costs less than that. Or my memory of it is wrong and it should be adjusted downwards to be brought in line with the others.
I didn't look at how many guild marks they're worth respectively because this is basically irrelevant in a small guild.
I was holding my campaign adjustments feedback until an official thread gets posted for it.
Neverwinter Census 2017
All posts pending disapproval by Cecilia
even in our days if a bot enter to a dungeon ( i am 99% sure they dont) will get kick or will not succeed so no ad .
i hope is a mistake dont punish players playing the game!
o
This is generally an effort to ensure that the players who end up in a pick up group together have the required composition to clear the content. We realize the entry requirements and actual difficulty of queues have made it punishing in the past for players to publicly queue and are trying to work towards resolving that with this and future modules. Thanks for calling this patch note out Macjae, without context to what those strongboxes are, this seems like a nerf. I'll make sure along with Terramak the patch note for the final build is more clear.
Strongboxes of Influence, Astral Diamonds, Surplus Equipment or Gems may all be donated directly to the coffer without opening them. In this case, they will count as an epic voucher. If you open them, you will receive 5 epic vouchers of that type. Rest assured, you won't be receiving less Stronghold progress.
As Beckylunatic pointed out, the math above is incorrect. This is because the assumption was made that the costs on those tasks have not changed. However, in each case, the costs have been adjusted so that it's always a positive gain to perform the task for the voucher, as opposed to donating the currency directly. It's not a spectacular difference, but if you'd like you can squeeze out a little more efficiency with these tasks.
Glad to see that my warning about the high lvl content seems to really matter...
As a lot of players pointed : All the content can be soloed by some people. This is a real matter to me.
Why don't you simply adjust your difficulties to players ? There is more and more buff for players. We get up all the time, which could be good, if only we had some challange too.
Plz considerate this problem as a major issue for the game. Give us Challange, Give swet and tears of blood ! Give us good rewards if we succed ! Give us a real game plz.
Can we discuss the 'rolling for Insignia' situation? I'd really like to see some clarification as to why it's being brought back and why it's not BoE so that people can legit farm it.
The rolling for it at the RNG of a +4 Ring is not a great idea, however that coupled with it being BoP and not BoA/BoE is a terrible idea... IMO.
That really needs to be looked into ASAP before launch guys... Please!
Neverwinter Census 2017
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