rickcase276Member, NW M9 PlaytestPosts: 1,404Arc User
From their original posts about Cloaked Ascendancy it said that the traveling merchant was supposed to have something where you trade the campaign currency for voinblood. So if that actually makes it into the vendor there will be no reason to farm voinblood either.
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treesclimberMember, NW M9 PlaytestPosts: 1,161Arc User
From their original posts about Cloaked Ascendancy it said that the traveling merchant was supposed to have something where you trade the campaign currency for voinblood. So if that actually makes it into the vendor there will be no reason to farm voinblood either.
Uh, it is available already (from the traveling vendor, not the one in the square), but the exchange rate the vendor is offering is pretty bad. If you need Voninblod it is much better just to run around BS and pick up Ostorian relics.
Hoping for improvements...
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rickcase276Member, NW M9 PlaytestPosts: 1,404Arc User
Ah, I can understand that, but at least it is an option, I guess even at a bad exchange rate. But still not that bad running around BS to get relics.
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treesclimberMember, NW M9 PlaytestPosts: 1,161Arc User
@terramak silver scaled cleric disciple has no bonus when sumoned along with dragon loyalist's visage.
Ya, this does kill Lifeforged as a viable choice. Why new weapons if they are so weak? At least remove the cooldowns, the weak bonuses do not justify cooldowns.
New weapons must be worse than old.
These are worse than Twisted. 20k defense gives you 2000 power for 10 secs every 30 secs. Does that sound good to you? New means better, it is called progression. Seriously, if they are not going to be on par or better than Relic, pull them. Release them in Mod 12 as better than Relic.
as catch up weapons i don't think they should better or on par with the relic, but if worse than twisted too, i prefer them removed too.
Lol the base damage alone will make them significantly better than twisted.
I think that the lifeforged bonus called "fortified" was originally meant to be a defense-focused weapon. Kind of like the earthen set was back in the day.
Everyone got excited about it being the best dps set because of speculation about the tooltips, and the weapon got nerfed before we ever got to test it. Now lifeforged set bonus does sound pretty close to useless (kind of like the earthen set was back in the day). No big deal.
That said, it's absolute bollocks to insinuate that these new relic weps won't be better than twisted.
1
beckylunaticMember, NW M9 PlaytestPosts: 14,231Arc User
not really, many tanks use drowned set, have you pugged lately?
@terramak the new dungeon will use runic (fbi's) keys then? That the first time 2 different campaigns use same keys, well done on deciding that!
But this means more voninblod farming....
Also effectively kills FBI since Spellplague Caverns has a better artifact drop (and it drops the unrestored relic armor).
woah woah unrestored relic armour in sp as well? Are you sure about that?
I've watched a preview video for SP where the recording player got a piece, and the feedback thread for the dungeon asks if the loot feels reasonable so it's not like what it's dropping now is placeholders.
Quite frankly, by their very nature, relic weapons and gear are just that....once powerful gear. Just because they were introduced in SKT does not mean that they can't be dug up and restored elsewhere. They should also be more powerful than non relic gear. Just from a "lore" type of perspective...it makes sense.
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beckylunaticMember, NW M9 PlaytestPosts: 14,231Arc User
They kind of had to put the relic armor in MSP unless they were also scheduled to release another tier of armor, and this module is already doing a lot with new items between the weapon sets and companion gear additions.
They usually (roughly) alternate what types of equipment slots they're shepherding you into changing out. Pattern analysis says that upcoming items might include more neck and belt sets (possibly a Stars set) and at some point they'll definitely do "catch-up" armor.
"Rings introduced by the Underdark expansion, received from Demonic Heroic Encounters, no longer apply their bonuses to companions or the player when equipped by companions."
Wow goodbye +30% crit and damage increases... Fire Archon's prices will drop like a rock.
"Rings introduced by the Underdark expansion, received from Demonic Heroic Encounters, no longer apply their bonuses to companions or the player when equipped by companions."
Wow goodbye +30% crit and damage increases... Fire Archon's prices will drop like a rock.
I'm glad this is happening tbh. Underdark rings + companion's gift was ridiculous. I say this as someone who uses conartist.
3.5k HB Temptation -- Dread Legion Xbox GT -- Mr Shabok My Guide
Meh. Most that truely min/max end game could care less because their companions dont have ring slots and sudden rings are <font color="orange">HAMSTER</font> in boss fights anyways.
Meh. Most that truely min/max end game could care less because their companions dont have ring slots and sudden rings are HAMSTER in boss fights anyways.
I know right? I'm mostly bummed because I think that UD rings were a good and accessible compromise for lower-geared players in order to get a decent setup with bondings. Most high-gear players I know are running loyal / adorables anyway.
Whatever, hope the new companion gear coming with Mod11 will be accessible enough. That said, I think some of the stat combinations are subpar. So fortunate folks will get even more mileage out of their old, inaccessible loyal gear.
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demonmongerMember, NW M9 PlaytestPosts: 3,350Arc User
Our old set bonuses got removed... They may just remove loyal and other deemed over powered gear from the game.
Massive outcry from the masses round 5
[SIGPIC][/SIGPIC]
I hate paying taxes! Why must I pay thousands of dollars in taxes when everything I buy is taxed anyways!
its work fine, if DC have build with perma AA that means the DC is good player with good build. no borken no cheat no nothing... and for PVP...who cares about pvp? lol...
"good player" ?
No. It only means that the DC is relying on a broken game mechanism, which encourages bad gameplay, but like the Paladin perma-shield. AA was never intended to provide permanent semi-immunity, and it is just a matter of time until it gets fixed.
It is broken. Get over it.
The broken part is the duration not being affected by hits and that it fully mitigates damage. When it gets fixed it'll still be a power you spam.
That! Here your answer!
Look you to get over it and enjoy the game mate... To become perma AA needs good build and to be good player. As I said is no broken no cheat no nothing(for perma AA)!!!
Taylor DC/DO & AC Buff/Debuff - Guild Gutbusters Brigade - PVE May the Torm of Understanding guide us!
dmg immunity for 4 hits, Extraordinary. in pvp the most used daily is the Hallowed Ground or a prone daily btw...
No you are immune to knockdowns and damage till it wears off now, I think this was ninja changed during mod 10 cause the everfrost damage was making it wear off instantly in PVE. Basically the hits half of this spell no longer functions and you are immune till the spell wears off.
Terramak, Planar Vitality boon needs at least 30 seconds cooldown, optimally 60 seconds cooldown and it has to be affected by PvP healing depression or otherwise everybody will be healing always every 10 seconds for 8k because in PvP you always deflect something be it some silly DoT passive or WE damage proc, this is particularly impactful for DoT based/non-burst classes which won't clear quick enough and at the same time the healing will grant outheals for their damage in PvP enviromnent where DoTs are small enough, and also reduced by Cold Shoulder passive.
Personally I don't care one way or another, as I am just a DC, with a minimal number of points in Deflect. However, your point is relevant to me because it part of a bigger problem - there are frequently requests/demands that some powers, boons or abilities be changed one way or another because they introduce issues for PvP, without any consideration of how a change may affect PvE.
Of course, the reverse is also possible - players demand a change because of PvE issues, but fail to consider the PvP implications.
The underlying problem is basically that it is very difficult to balance things for PvP and PvE at the same time. However, we know you are able to make powers and abilities have different effects in PvP vs PvE (or maybe..have different effects against mobs versus other players) - some of the weapon enchants make that quite clear in the description.
So, I would suggest the devs do more of that - if they feel there is a need to "balance" something because of PvP or PvE issues, maybe make the change only affect one, and not the other (unless the issue is also there, of course).
Post edited by adinosii on
Hoping for improvements...
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adinosiiMember, NW M9 PlaytestPosts: 4,294Arc User
A fix to this has been made internally, and a build should go onto Preview tonight (February 13, 2017). If the version is NW.75.20170206a.2, then this should be resolved.
I assume this was the only significant fix that went into this particular build, as I did not see a change to any of the other issues I have reported - one of which (loss of ability to get portal stones) is pretty much a showstopper for me.
I also assume there may be a new build with some bugfixes on Friday and most likely that will be the one going live next week - followed shortly afterwards by an emergency fix to some major issue that somebody will discover on the first or second day. Then you will have a week or two to fix things later in the campaign as players cannot unlock them right away, and in a month or so we should have a relatively stable, relatively bug-free (well, no worse than the rest of the game, that is) version.
Am I close?
I think you should have given players a bit more time to test - the issue with the daily and weekly tasks slowed testing down quite a bit. Basically, you have a large group of unpaid/volunteer testers - a few of which might actually have more experience in software development and testing that anyone on your development team. You should make a better use of that resource.
I think you made a smart move in M9, by setting up a closed group of selected people and giving them access before opening up Preview for general testing, but for some reason you did not repeat this in M10 or M11. I was surprised, as I would have thought that this should have given you earlier reports and hopefully better reports by a group of more motivated testers, but *shrug* your game, your rules.
Hoping for improvements...
1
treesclimberMember, NW M9 PlaytestPosts: 1,161Arc User
Aura of Despair and Aura of Hope no longer stack from different players.
Planar Vitality now has a cooldown of 10 seconds.
Tier 4 boons are no longer available early.
Vision of Beyond now has a cooldown of 10 seconds.
Hey.
Terramak, Planar Vitality boon needs at least 30 seconds cooldown, optimally 60 seconds cooldown and it has to be affected by PvP healing depression or otherwise everybody will be healing always every 10 seconds for 8k because in PvP you always deflect something be it some silly DoT passive or WE damage proc, this is particularly impactful for DoT based/non-burst classes which won't clear quick enough and at the same time the healing will grant outheals for their damage in PvP enviromnent where DoTs are small enough, and also reduced by Cold Shoulder passive.
I agree but probably it would be better if it was based on the deflected damage and be a always heal like:
Heal = damage deflected * 0,2 * (1/I(healing depression) + 1)* incoming healing bonus. If i receive a damage 100k after mitigated and deflect 60% of it i will, and heal for 8000k pve and 6k pvp. To this ignore any dot and WE/insignia.
With a cooldown a TR(best example) dodges on and on and on always being healed when deflected and be useless in pve, in pve deflect means nothing control can easly be avoided, with a secure healing font from deflection probably that would change.
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lordseth1985Member, NW M9 PlaytestPosts: 319Arc User
Ya, this does kill Lifeforged as a viable choice. Why new weapons if they are so weak? At least remove the cooldowns, the weak bonuses do not justify cooldowns.
New weapons must be worse than old.
These are worse than Twisted. 20k defense gives you 2000 power for 10 secs every 30 secs. Does that sound good to you? New means better, it is called progression. Seriously, if they are not going to be on par or better than Relic, pull them. Release them in Mod 12 as better than Relic.
You know that weapon is more tanker-oriented right? so, players with high def get more bonus from it...
Avestruz.Q.T.Seduz - Rogue, natural born assassin.
would have preferred a marks vendor in lue of tripled drop rate of leg marks. really hard to find good groups to run with these days and its only gonna get harder with the new mod out.
Maybe at endgame, but when you're a guild leader like me, you play with all kinds of geared players -- both in our guild and in our alliance. I remember one time I brought my main (an archer-build SW HR) to help with Valindra's Tower. We got her down to 20%, and the wheels fell off. Everyone except me had dropped and were watching from behind the barrier. Thankfully, Valindra had decided to stop using the claw. I managed to solo her the rest of the way, even with a good dozen adds chasing me around. The only way they could hurt me was when Valindra held me up in the air for a few seconds ("You are *pitiful*").
I bet she wasn't expecting an HR with over 30k defense and the drowned set.
Sometimes that "Tanking for Dummies" book comes in handy.
Harper Chronicles: Cap Snatchers (RELEASED) - NW-DPUTABC6X Blood Magic (RELEASED) - NW-DUU2P7HCO Children of the Fey (RELEASED) - NW-DKSSAPFPF Buried Under Blacklake (WIP) - NW-DEDV2PAEP The Redcap Rebels (WIP) - NW-DO23AFHFH
My Foundry playthrough channel: https://www.youtube.com/user/Ruskaga/featured
Comments
Farming bi for elemental infusion. People were already trivializing content in a baby's diaper. Is that small upgrade to armor really worth the grind?
Only advantage it has is RP if you happen to struggle at getting enough of it. Personally I'd rather kill things for my RP.
I think that the lifeforged bonus called "fortified" was originally meant to be a defense-focused weapon. Kind of like the earthen set was back in the day.
Everyone got excited about it being the best dps set because of speculation about the tooltips, and the weapon got nerfed before we ever got to test it. Now lifeforged set bonus does sound pretty close to useless (kind of like the earthen set was back in the day). No big deal.
That said, it's absolute bollocks to insinuate that these new relic weps won't be better than twisted.
Neverwinter Census 2017
All posts pending disapproval by Cecilia
They usually (roughly) alternate what types of equipment slots they're shepherding you into changing out. Pattern analysis says that upcoming items might include more neck and belt sets (possibly a Stars set) and at some point they'll definitely do "catch-up" armor.
Neverwinter Census 2017
All posts pending disapproval by Cecilia
Wow goodbye +30% crit and damage increases... Fire Archon's prices will drop like a rock.
Xbox GT -- Mr Shabok
My Guide
Whatever, hope the new companion gear coming with Mod11 will be accessible enough. That said, I think some of the stat combinations are subpar. So fortunate folks will get even more mileage out of their old, inaccessible loyal gear.
They may just remove loyal and other deemed over powered gear from the game.
Massive outcry from the masses round 5
Look you to get over it and enjoy the game mate...
To become perma AA needs good build and to be good player.
As I said is no broken no cheat no nothing(for perma AA)!!!
Taylor DC/DO & AC Buff/Debuff - Guild Gutbusters Brigade - PVE
May the Torm of Understanding guide us!
Of course, the reverse is also possible - players demand a change because of PvE issues, but fail to consider the PvP implications.
The underlying problem is basically that it is very difficult to balance things for PvP and PvE at the same time. However, we know you are able to make powers and abilities have different effects in PvP vs PvE (or maybe..have different effects against mobs versus other players) - some of the weapon enchants make that quite clear in the description.
So, I would suggest the devs do more of that - if they feel there is a need to "balance" something because of PvP or PvE issues, maybe make the change only affect one, and not the other (unless the issue is also there, of course).
I also assume there may be a new build with some bugfixes on Friday and most likely that will be the one going live next week - followed shortly afterwards by an emergency fix to some major issue that somebody will discover on the first or second day.
Then you will have a week or two to fix things later in the campaign as players cannot unlock them right away, and in a month or so we should have a relatively stable, relatively bug-free (well, no worse than the rest of the game, that is) version.
Am I close?
I think you should have given players a bit more time to test - the issue with the daily and weekly tasks slowed testing down quite a bit. Basically, you have a large group of unpaid/volunteer testers - a few of which might actually have more experience in software development and testing that anyone on your development team. You should make a better use of that resource.
I think you made a smart move in M9, by setting up a closed group of selected people and giving them access before opening up Preview for general testing, but for some reason you did not repeat this in M10 or M11. I was surprised, as I would have thought that this should have given you earlier reports and hopefully better reports by a group of more motivated testers, but *shrug* your game, your rules.
Heal = damage deflected * 0,2 * (1/I(healing depression) + 1)* incoming healing bonus.
If i receive a damage 100k after mitigated and deflect 60% of it i will, and heal for 8000k pve and 6k pvp. To this ignore any dot and WE/insignia.
With a cooldown a TR(best example) dodges on and on and on always being healed when deflected and be useless in pve, in pve deflect means nothing control can easly be avoided, with a secure healing font from deflection probably that would change.
all i see is 5% more damage (out of 500) and better tooltip
this would help us to tank (by increasing threat, wille also allowing us to build more dmg during a fight...
The stacks could be like the ones on twisted set...
But that is one idea fo new sets, all that i want to know atm is how does the Ilusion/mirage set works
I bet she wasn't expecting an HR with over 30k defense and the drowned set.
Sometimes that "Tanking for Dummies" book comes in handy.
Blood Magic (RELEASED) - NW-DUU2P7HCO
Children of the Fey (RELEASED) - NW-DKSSAPFPF
Buried Under Blacklake (WIP) - NW-DEDV2PAEP
The Redcap Rebels (WIP) - NW-DO23AFHFH
My Foundry playthrough channel: https://www.youtube.com/user/Ruskaga/featured