Honestly I'd rather have to deal with artifact equipment armor than this charging nonsense. Get rid of the timers and just let us refine armor with your new campaign currency.
I actually liked the black ice empowering. I think it will be nice to actually get rewarded for "Farming" a zone. IT will mean that people will not chase through zones to get dailies done and then go stand in PE or SH and run only dungeons complaining about no new content.
All new content is welcome and this might make things interesting. It is not like you can't access a map without the empowerment ... it just improves your survivability. More options leads to more fun.
There are more than BIS players in this game RIP Real Tiamat, RIP Real Demogorgon RIP real Temple of the spider. Why remove non bis content to give to bis players ???? FORCING the majority of your player base to play 4 mod old dungeons and trial will have a bad result on player base Changes are getting so bad i would rather prefer no new changes (RIP ICE FISHING in winter fest)
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darthpotaterMember, NW M9 PlaytestPosts: 1,261Arc User
Empowering is tedious. You forget about empower. Is a mechanic that makes you feel bad.
Do not bring back gear charging, it was a totally worthless idea before, wont be any better this time. It was the main reason I avoided black ice gear. I don't have the time to sit around farming items just to charge my gear and I don't see why anyone should be penalized for their lack of time. We put our time and effort into getting the gear and then are expected to spend what little free time we have farming items to charge our gear just doesn't feel right to me.
And then lets not forget that black ice gear didn't exactly have a long life before becoming obsolete, Im sure as hell not going to waste my time not only farming for gear but also the items to keep it charged when I know that there will be a good possibility that it will become useless in the next mod or 2.
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zekethesinnerMember, NW M9 PlaytestPosts: 805Arc User
I actually liked the black ice empowering. I think it will be nice to actually get rewarded for "Farming" a zone. IT will mean that people will not chase through zones to get dailies done and then go stand in PE or SH and run only dungeons complaining about no new content.
All new content is welcome and this might make things interesting. It is not like you can't access a map without the empowerment ... it just improves your survivability. More options leads to more fun.
I will have 6 toons which will required empowering, heeeeeelllll noooo.
(Sin)cerely Kain
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arcticblitzMember, NW M9 PlaytestPosts: 126Arc User
No more empowering please!
Blitzy : PVE only Barbarian
Martin ConDion PVE only Ranger Guild Founder: -HunterS-
All new content is welcome and this might make things interesting. It is not like you can't access a map without the empowerment ... it just improves your survivability. More options leads to more fun.
The thing is, armour empowerment isn't new content. It just adds a new element of grinding to the already too high level of grind necessary to obtain RP, Exp and so forth. There is no fun to be found in traipsing around a map tracking down relics to keep your armour empowered. To say nothing of having to surrender at least one valuable inventory slot to hold the trowel you need to dig up the relics. Hopefully, the relics and oil will be stored the same way as unrefined and refined Black Ice, so not take up two more inventory slots. On the other, that may be part of what is causing the delay in implementing the full new system on preview. Who knows.
Bottom line, as far as I'm concerned armour empowerment is a very, very bad idea which will detract from my enjoyment of playing this new content.
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kieranmtornMember, NW M9 PlaytestPosts: 382Arc User
edited July 2016
Black Ice empowerment, sucked the last time, let's not repeat it.
My personal plan, is to engineer around it... Stack hit points & even more LS, I figure 30% should be enough to ignore it. I'll just activate the LS boons when I'm on the map....
As another player with multiple playable toons (2 mains & decently 3 geared alts), I don't see much choice, but to avoid/work around/ignore it.
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kieranmtornMember, NW M9 PlaytestPosts: 382Arc User
The stat distribution of the Manaseeker armor pieces isn't the same as the Drowcraft. So it's very difficult to swap out pieces. Unlike the Dusk -> FrostBorn, which are stat compatible (same stat type in the same position in the comparable armor pieces).
All I seem to be hearing here is "I don't want to have to try hard to get all the goodies". Ya'll have gotten lazy.
Listen, I understand the complaints from people with numerous alts. It would be burdensome to continuously empower all the gear on all those characters. In that case its time to make a choice, buck up and maintain all those characters or retire a few of them in favor of the ones you enjoy playing the most. If you're only willing (or able) to play a certain amount of time per day you'll have to prioritize, either have a bunch of mediocre characters or a small few well-geared ones. Its really quite simple.
For those of you who don't have a whole bunch of alts and are still complaining about having to work hard to empower your gear, I have no advice for you except 'Adapt or die'.
I for one like the idea, it gives me purpose. Instead of sitting around idle I'll be out and about gathering relics and maintaining my voninblod supply. I would like to see more damage types, more resistance types, more sets of gear required to complete different instances/dungeons/specific fights. It would make for a more dynamic game. Gamer's enjoy challenge, whether its a challenge to our skill, a challenge to our wits or a challenge to our time; we will adapt, overcome and succeed.
Neverwinter Module 6: The only MMO expansion in the history of MMO's to remove more content than it added.
@archangelzorak01 no offense meant... a challenge to our time is the first thing to be avoided. we all have to do something for a living. If that is not your case, well i envy you but that does not stand for 70% of the players. Once i acquired something i want to keep it. thats why i dont like reinforcement kits, overload slots, feeding gear. I did my job, i won against the RNG ( this already is time consuming a lot for the not blessed by rng strikes)
Everything in life is a challenge to our time. How of much of 'Activity A' can I squeeze into 'Timeframe X'. I'm sure we would all like to accomplish more in the time we have, but sometimes its just not possible. This is one of those times, as much as I would love to have the time to equip one of the each class @4200+ IL I know I simply do not have the time to make that happen. So I make a compromise and I do what I feel I can with the amount of time I'm willing (or able) to invest. If that means only 2 characters over 4200 IL and all the others will never go above 3k, then so be it.
We all have to work within the constraints of what time we have and what the developers give us.
Neverwinter Module 6: The only MMO expansion in the history of MMO's to remove more content than it added.
We all have to work within the constraints of what time we have and what the developers give us.
When "challenge" gets conflated with "mindless busywork" (because "if you had nothing to refine, what would you do?" - man! Andy must deeply regret that one), people may decide that toddling off to slay their dirty dishes sounds more entertaining than repeatedly pressing F in Neverwinter.
A few points on this. 1. I don't mind working to get gear. What I mind is working to KEEP gear that I have achieved. It limits alting in an unreasonable manner and gives you the feeling of going backwards. The current system of elemental infusion is much much better at that. Yes, it is a pain to get there and involves a lot of work, but once infused it stays that way and you can then work on another piece. 2. Please don't make the whole elemental infusion side of things, black ice etc. pointless. If you add two zones but effectively make the other bits of icewind-dale pointless for anything other than grinding boons it would be a waste. Since we're talking about end game gear here, why not add a black ice requirement and a UE requirement to the new gear?
And I should add -as I have no intention of grinding for gear on preview apologies if I've somehow missed that this is the case. There definitely should be a way to unlock things for testing purposes on preview. Yes, the quests etc. need tested also but that just isn't going to suit everyone.
I actually liked the black ice empowering. I think it will be nice to actually get rewarded for "Farming" a zone. IT will mean that people will not chase through zones to get dailies done and then go stand in PE or SH and run only dungeons complaining about no new content.
All new content is welcome and this might make things interesting. It is not like you can't access a map without the empowerment ... it just improves your survivability. More options leads to more fun.
I think we just did
Back on topic though, if charging must happen, the duration must be significantly increased. I would suggest a full charge lasts at least 3 or maybe 4 times the current value. Grinding is not fun and will never be fun. Make this change fun please.
On the subject or armor - introducing another Black Ice reinforcement (aka Mod 3), then this is going to be a no from me. Fine for people with one toon, for the group that play multiple toons this becomes a nightmare to manage - plus still doing all the other dailies and Stronghold things.
Triple/Double Stat Enchants - The sooner you bring out the rest of the double ones the better, Agree with @ejziponken - the triple stat ones need a buff, no one uses them because the stat combinations always have one stat you dont want and the numbers dont boost to the levels needed.
Totally agree. I never liked the black ice empower, it was just too annoying!!!! at the time, profound sets was waaay better for pvp. I don't have much time, and rarely play with my alts, only use them when my guild needs any help.
Avestruz.Q.T.Seduz - Rogue, natural born assassin.
The stat distribution of the Manaseeker armor pieces isn't the same as the Drowcraft. So it's very difficult to swap out pieces. Unlike the Dusk -> FrostBorn, which are stat compatible (same stat type in the same position in the comparable armor pieces).
I would like to see more damage types, more resistance types, more sets of gear required to complete different instances/dungeons/specific fights. It would make for a more dynamic game.
I agree, but not with all you said. It's nice to have options, but let's say it clear: too many options become useless, and makes players choose one or two armor sets as your favorites, and just ignore the rest. One example: the dragonflight/ dusk set combination.
One thing that I really wanna see on NW it's something like "elemental damage", just like we have on Star Wars The Old Republic or World of Warcraft. More types of damage, more types of protection against that kind of damage. Specially for wizard-like classes [CW, SW and (why not?) DC], that way those players could focus on one damage type, and be THE master on that type of damage\playestile.
Avestruz.Q.T.Seduz - Rogue, natural born assassin.
Specially for wizard-like classes [CW, SW and (why not?) DC], that way those players could focus on one damage type, and be THE master on that type of damage\playestile.
It would never work, unless they completely redo the entire game. And especially not if classes could only excel at one damage type. That would be death for some classes. How would you feel if you spec'ed for fire damage, and then the next two mods theme all consisted of fire resistant mobs? Even if none of the new mods crippled you, you would basically be locking yourself out of content. No mater what element you spec into, there would be at least one dungeon or skirmish that you would be weak in. We have so few choices as it is, why would anyone want to further limit themselves?
In order for elemental type damage and resistances to be an option. Every class needs to have access to two or three damage types AND still needs to be completely VIABLE while using those alternate types. Otherwise you are just setting up a system that further excludes people from access to content.
As far as elemental damage goes, I think it would be a great addition. Sock brings up a great point, and it would be something that absolutely would have to be addressed during the dungeon/content development phase. Obviously it would be impossible to make every boss/enemy type in a dungeon/area be resistant to a certain type of damage without giving damage type specialized classes more choices.
That being said we've gone waaaaay off topic for this thread. We should probably get back to discussing Ostorian Relics.
Last I checked they weren't working at all, I could activate them by pressing 'F' and the progress bar would complete but not give any actual relics.
Neverwinter Module 6: The only MMO expansion in the history of MMO's to remove more content than it added.
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misquamacus2Member, NW M9 PlaytestPosts: 194Arc User
I had no motivation to work to make the Black Ice gear and power it up, the benefits from charging it were simply not worth the time it would have taken to sustain it. So I didn't. In fact I didn't so much that by the time I might have started doing it, just from sheer need to keep up, you changed the whole system and got rid of it entirely.
Please do not bring this back.
Obsidian Moonlight - Paladin Obsidian Oath - Warlock A whole lot of other Obsidian toons as well.
Comments
This....it didnt work last time...it wont work this time...please do not bring this back to the game.
Tab
Tabatha@rotters // Scourge Warlock // Co Leader // Civil Anarchy
We are looking for non elitist guilds to join our alliance.
All new content is welcome and this might make things interesting. It is not like you can't access a map without the empowerment ... it just improves your survivability. More options leads to more fun.
RIP Real Tiamat, RIP Real Demogorgon RIP real Temple of the spider. Why remove non bis content to give to bis players ????
FORCING the majority of your player base to play 4 mod old dungeons and trial will have a bad result on player base
Changes are getting so bad i would rather prefer no new changes (RIP ICE FISHING in winter fest)
Caturday Survivor
Elemental Evil Survivor
Undermontain Survivor
Mod20 Combat rework Survivor
Mod22 Refinement rework Survivor
And then lets not forget that black ice gear didn't exactly have a long life before becoming obsolete, Im sure as hell not going to waste my time not only farming for gear but also the items to keep it charged when I know that there will be a good possibility that it will become useless in the next mod or 2.
(Sin)cerely
Kain
Martin ConDion PVE only Ranger
Guild Founder: -HunterS-
Bottom line, as far as I'm concerned armour empowerment is a very, very bad idea which will detract from my enjoyment of playing this new content.
My personal plan, is to engineer around it... Stack hit points & even more LS, I figure 30% should be enough to ignore it. I'll just activate the LS boons when I'm on the map....
As another player with multiple playable toons (2 mains & decently 3 geared alts), I don't see much choice, but to avoid/work around/ignore it.
Example:
CW - Drowcraft Assault Shoes - gives Crit, Arp, & Defense.
CW - Manaseeker Assault Shoes - gives Recovery, Arp, & Defense.
Not a good idea. Even more incentive to avoid this equipment.
Listen, I understand the complaints from people with numerous alts. It would be burdensome to continuously empower all the gear on all those characters. In that case its time to make a choice, buck up and maintain all those characters or retire a few of them in favor of the ones you enjoy playing the most. If you're only willing (or able) to play a certain amount of time per day you'll have to prioritize, either have a bunch of mediocre characters or a small few well-geared ones. Its really quite simple.
For those of you who don't have a whole bunch of alts and are still complaining about having to work hard to empower your gear, I have no advice for you except 'Adapt or die'.
I for one like the idea, it gives me purpose. Instead of sitting around idle I'll be out and about gathering relics and maintaining my voninblod supply. I would like to see more damage types, more resistance types, more sets of gear required to complete different instances/dungeons/specific fights. It would make for a more dynamic game. Gamer's enjoy challenge, whether its a challenge to our skill, a challenge to our wits or a challenge to our time; we will adapt, overcome and succeed.
we all have to do something for a living. If that is not your case, well i envy you but that does not stand for 70% of the players.
Once i acquired something i want to keep it.
thats why i dont like reinforcement kits, overload slots, feeding gear. I did my job, i won against the RNG ( this already is time consuming a lot for the not blessed by rng strikes)
We all have to work within the constraints of what time we have and what the developers give us.
Neverwinter Census 2017
All posts pending disapproval by Cecilia
1. I don't mind working to get gear. What I mind is working to KEEP gear that I have achieved. It limits alting in an unreasonable manner and gives you the feeling of going backwards. The current system of elemental infusion is much much better at that. Yes, it is a pain to get there and involves a lot of work, but once infused it stays that way and you can then work on another piece.
2. Please don't make the whole elemental infusion side of things, black ice etc. pointless. If you add two zones but effectively make the other bits of icewind-dale pointless for anything other than grinding boons it would be a waste. Since we're talking about end game gear here, why not add a black ice requirement and a UE requirement to the new gear?
Back on topic though, if charging must happen, the duration must be significantly increased. I would suggest a full charge lasts at least 3 or maybe 4 times the current value. Grinding is not fun and will never be fun. Make this change fun please.
We have spell twisting we don't need more recovery ...
One thing that I really wanna see on NW it's something like "elemental damage", just like we have on Star Wars The Old Republic or World of Warcraft. More types of damage, more types of protection against that kind of damage. Specially for wizard-like classes [CW, SW and (why not?) DC], that way those players could focus on one damage type, and be THE master on that type of damage\playestile.
In order for elemental type damage and resistances to be an option. Every class needs to have access to two or three damage types AND still needs to be completely VIABLE while using those alternate types. Otherwise you are just setting up a system that further excludes people from access to content.
That being said we've gone waaaaay off topic for this thread. We should probably get back to discussing Ostorian Relics.
Last I checked they weren't working at all, I could activate them by pressing 'F' and the progress bar would complete but not give any actual relics.
Please do not bring this back.
Obsidian Oath - Warlock
A whole lot of other Obsidian toons as well.