@darthtzarr Thanks for your extremely relevant answer. I'm 3,227il at the moment, 3,295 after completing RD weapons' set, I'm digging (/ I've dug) through all the campaigns and I'm pleased to have been informed that these will make pretty visible difference.
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treesclimberMember, NW M9 PlaytestPosts: 1,161Arc User
@rgutscheradev are you really going forward with the concept "is enchantment so grants x IL no matter wich one", players are queueing for content this very moment and are spending hours there just to fail miserably for a content that was meant for their IL, mostly because they have no experience, yes but it's not in the same dungeon that they will gain it. Youtube runs are all roses and speed kills but it's quite diferent on regular queue, everything that is now IL shadow should be looked at, and i mean bondings, WE and AE and legendary companions otherwise this will go live, low IL content will have some improvements but endgame wont (at least not directly by this feature but yes by loadouts, still problems will be there).
I actually think the impact of utility slot IL will be watered down a lot with this update. If you bear in mind the value of a r12 & multiply it by your number of utility slots this currenty makes up a large chunk of your item level.
When you add mounts, insignias, companions, their gear and all of your boons, the percentage that utility enchantments add to your total (new) IL will be a lot less.
Please Do Not Feed The Trolls
Xael De Armadeon: DC
Xane De Armadeon: CW
Zen De Armadeon: OP
Zohar De Armadeon: TR
Chrion De Armadeon: SW
Gosti Big Belly: GWF
Barney McRustbucket: GF
Lt. Thackeray: HR
Lucius De Armadeon: BD
Whoever spents a few million on R12 utility enchants will have the min IL for every available dungeon, no matter what. I did not transfer my main, but he has all boons (except the last SOMI) including max SH, legendary mount/companions, epic insignias etc. Without utility slots he might range 'just' 3 or 4 k over the highest min IL in game.
I dont know one player, who went for BIS utility, before he upgraded the defense and offense for BIS. They are just cosmetics with little to no effect. Utilities are no problem, they just water down the picture IL gives.
Chars: CW, DC, GF, GWF, HR and TR.
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adinosiiMember, NW M9 PlaytestPosts: 4,294Arc User
I dont know one player, who went for BIS utility, before he upgraded the defense and offense for BIS.
Well, actually, I did. A year ago I had R11s in all slots, and the first ones I upgraded to R12 were my three Quartermaster utility enchants. A logical choice, because upgrading the others really didn't make much of a difference, but upgrading the Quartermasters brought a direct benefit in improving the drop quality when opening the drops. since then I have upgraded most of my enchants on my companion to R12 (most bang for the buck, so to speak), but most of the non-utility enchants on my character are still at R11 - I will upgrade them when I can afford it.
This new IL will be another massive punishment of small guilds that is added to the many other small/solo punishments in this mini mod. Having your IL lower and not getting into a dungeon because someone has a rank 10 PVP boon is really dumb.
Not all players can be in Big guilds and not all players want to be in guilds at all. Removing smal/medium and solo players from endgame dungeons and skirmished will just yet again cause a massive Bleed in the player base.
And people ask me why i don't believe a single thing Cryptic anounces. This mini mod was supposed to help small guild and now you punish us
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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beckylunaticMember, NW M9 PlaytestPosts: 14,231Arc User
It's... really not. No single "item" that is worked into the new item level system is so significant that it's going to break your ability to queue for content that you were already able to queue for.
Adjusted queue requirements were effectively calculated assuming all players have 0 from guild boons. Which means having guild boons can make up for deficiencies in other areas, but they are mostly just a (sometimes hefty) bonus for players who have them.
Most players who have looked into their adjusted item level don't even have guild boons on preview and have no issues with meeting queue requirements they meet on live. The only noted exceptions are outliers who have just managed to scrape by with their equipment but have not put any investment into obtaining campaign boons and other bonuses that don't factor into current item levels, and the general consensus is that an undeveloped character like this is probably too weak to be effective in some of the content they are currently permitted to access anyway.
If you are complaining about what kind of demands the lowest common denominator in LFG is going to make once the system shakes out, how exactly is it any different than wanting only 3k players for a Lostmauth run?
Well concidering that a player with a level 10 + guild will automatically get up to 2000 more item level (even if it is from PVP boons) than sol/small/medium guilds this will mean players will not be invited to runs because their item level is too low.
I have multiple 3k+ bonding R12 toons but will now simply not get into dungeons because i like my small guild and guildies. Luckily i am in an amazing alliance so they will help me out, but what about those that are not in a big alliance or even those that like solo play ... they are just going to leave the game.
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)
Well bear in mind the devs are adding some things that'll help boost smaller guilds in their rank progression - namely Influence, Gem and Labor crafters. That should assist in helping small guilds to reach higher levels faster.
There is no getting away from the fact that a player in a GH20 guild has 8k extra offence and defence stats over someone in a guild with no boons. The new system better reflects the reality. I am curious as to how much 'weight' the SH boons will carry - i.e. how many points they'll add to IL at each level.
Please Do Not Feed The Trolls
Xael De Armadeon: DC
Xane De Armadeon: CW
Zen De Armadeon: OP
Zohar De Armadeon: TR
Chrion De Armadeon: SW
Gosti Big Belly: GWF
Barney McRustbucket: GF
Lt. Thackeray: HR
Lucius De Armadeon: BD
My guild has boons ... and we are small. This will however really hurt small guilds. Yes it helps with your char to have guild boons but i out dps many with rank 18+ SH so the guild boons are not worth a 2k(4X500) extra IL. All the high IL boost will cause is samller guilds not being able to invite new members. Getting angry because of all zen spend and leave.
Just having a few rank 20 SH guilds will not help this game survive unless they decide to increase 150 player cap.
As for the temp buildings they do not adress the real problem in small guilds. Yes the influence is nice but players in small guilds (well at least mine) spend 45 min a day working on only SH tasks. This is really made impossible by the caps on everything. If they were to make the caps ... e.g 10 shards a day scalable(r1-4=50 per day, r5-8 30 per day, r9-12 20 per day,r13+ 10 per day ) that would help small guilds not extremely expensive week long buldings.
Please remember i realise it sounds like i am raging like a mad man but i am trying to bring across the emotions and game experience of players in small guilds (i believe that is the majority players) that don't often talk on these forums cause they feel intimidated (no ones fault).
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)
I have to say I feel the daily donation caps are too low...
Please Do Not Feed The Trolls
Xael De Armadeon: DC
Xane De Armadeon: CW
Zen De Armadeon: OP
Zohar De Armadeon: TR
Chrion De Armadeon: SW
Gosti Big Belly: GWF
Barney McRustbucket: GF
Lt. Thackeray: HR
Lucius De Armadeon: BD
Member of Casual Dailies - XBox
0
adinosiiMember, NW M9 PlaytestPosts: 4,294Arc User
Some guilds are small because they do not want to grow - for example they may have been formed by a group of friends and they might simply not want to add anyone outside their circle. In that case boons or no boons is not going to make any difference.
Some guilds are small because they cater to a specific target group of players - frequently language-based. Those guilds have limited ability to grow, except by recruiting new players to the game, but they frequently have a very strong sense of community, and retain their (loyal) players well. Again, the boons do not make a huge difference.
Then there are the guilds that are small because are unable to retain a strong, loyal core of players. Yes, those groups will frequently lose players to other, higher-ranking guilds, but maybe they should reconsider things, and perhaps consider a merger with another compatible small guild. It may not change the boons they have but being larger, it is easier to grow.
Quite frankly, my opinion is that apart from the first two categories, small guilds are simply not viable. Grow or die!
A functional level indicator towards that characters current group potential should not include utility slots.
Well, if you have Dark enchants you get a +Movement stat, right? That *might* improve your survivability, so in turn it migh help the group.
But yeah, I would cut the contribution from utility slots in half and double or triple the value that Bonding runestones give.
What annoys me is that the PvP boons contribute, and they absolutely do not help in PvE, and will give PvP players an unfair advantage - those the that PvP at lower levels and get the boons would be able to enter higher-level content earlier than pure PvE players.
True but I forsee many pvp focused players reaching a dungeon and then dying very fast as pvp boons mean nothing in pve.
Cue the pve group not amused as the pvp players constantly spams revive button. Then a vote to kick has been started on hamsterpvp player reason weak gear-boons pvp player focused.
Who is a PvP player in your opinion? Look at the big PvP guilds. Their (core) PvP players have 4k IL-BIS. They have ALL boons, relic weapons, etc. The PvP boons have no impact. With loadouts they even can switch from PvP spec to PvE (drop 100k HP for more power etc).
If you did enough PvP, to unlock boons, you should have a char, that can enter every dungeon with or without PvP boons. It would take a 2k player ages, to complete the triple kill/double kill task, to unlock PvP boons.
Chars: CW, DC, GF, GWF, HR and TR.
2
adinosiiMember, NW M9 PlaytestPosts: 4,294Arc User
beckylunaticMember, NW M9 PlaytestPosts: 14,231Arc User
That ties into @iandarksword 's bug reports about the Winter Wolf companion, which is missing any active bonus at all, at any quality, and his is legendary. The Winter Wolf was put into the game without a bonus, and give no item level either. So it seems that what determines the item level from a companion is actually its tier of active bonus, and not having one breaks the legendary bonus too.
Ok I just have 1 question. You say companions. Does that mean only your active ones or your idle ones to and if so are you going to incress the max cap for idle companions so we can get 1 of each and exrta slots to swap out or will they go the way the mounts are in that they have a type of stable(tavern,barracks, ect.) where you can swap them out and will hold any number? (Even without the making one look like another companion this would be a huge boon to players.)
That ties into @iandarksword 's bug reports about the Winter Wolf companion, which is missing any active bonus at all, at any quality, and his is legendary. The Winter Wolf was put into the game without a bonus, and give no item level either. So it seems that what determines the item level from a companion is actually its tier of active bonus, and not having one breaks the legendary bonus too.
This is an excellent theory, but as it turns out not quite correct. What happened was that Winter Wolf was a companion that looked like it was finished, but in fact was not. (This only became obvious when it got put on the dungeon key reward table, which was meant to have basically "one of everything that's finished".) Likewise for some companions that were finished at (say) purple, and had unfinished versions at green or blue.
Because they were unfinished, they were missing ACBs (or they had them, but they weren't properly connected). Also because they were unfinished, the script that gave all companions item levels missed them (they didn't look "real" enough).
All of these things have been fixed on the dev end, and should eventually wind their way through QA and onto live!
With this coming to console next week I have some interest in the new IL system, nice read here but I have questions still.
I have seen several of the examples of IL on old to IL on preview and with this change I have been trying to wrap my head around why we have an equation 2.65x+2350 = x1 for IL old to IL new....Maybe that is just an estimation formula if you are doing things a certain way???
If I have a 3.7K IL character that does poor damage compared to others of equal or lesser values, I can only assume their back end is not set right or they have a build (feats mainly) that is not favoring maximum damage. I have to assume 2 characters with the same load out up front but very different back end set ups will now have different IL's, so why is there an equation...
Why did we need to change all the numbers, maybe this was explained somewhere but it sort of seems like just multiplying everything by 2.65(ish)
How does this really fix the entry level requirements? If you ask me, FBI was at least 400 IL low on it's entry requirements before, unless you were a juicer. Five 3.1K toons are not going to have fun in there, nor are five10.5K toons (or whatever, 11k public) now, going to have fun in there.
I like that the new IL counts the stuff in the back, it is important stuff that was previously hard to assess. But I am unclear how this change is solving anything with the player experience for dungeon entry?
Example, I have a mid ranged group, they want MSVA, they are all 3.6ish but I know they are not built well in the back end, so I am pretty sure this is not going to go all that well....we form up and it goes as expected, not well, time wasted for me, hopefully lesson learned for them...in the new system, they probably should not qualify to go MSVA, but I am pretty sure they will qualify based on IL...so really nothing has changed, except the numbers are bigger and these 3.6ish toons will be 10.5 - 11.0 (I am guessing a bit) instead of 12000ish (the equation number) which would probably make them successful in MSVA.
The multiplicator is just a rough estimate. The real numbers will take boons insignia etc into account. BIS chars on PC can end up with up to 16.5k IL. The min ILs are still pretty low, but now you will know, if the other player did spent some time gearing up or did just push his IL for show.
I definitely appreciate the changing of the IL required to get in dungeons that I previously could get into..... Now I can't get into ToS,eCC,GWD,CN,NDemo,MDemo. Thanks alot Neverwinter I really appreciate it alot. Keep up the good work.
I definitely appreciate the changing of the IL required to get in dungeons that I previously could get into..... Now I can't get into ToS,eCC,GWD,CN,NDemo,MDemo. Thanks alot Neverwinter I really appreciate it alot. Keep up the good work.
For both private and public queue? The private requirements aren't intended to be higher than the public ones used to be.
That said, it is a bummer that they did things this way. I think it's fair to say that the public reqs were too low before, but I would have preferred to see much lower priv reqs.
Thankfully, everything counts for ilvl now. So working on boons or gearing up your companion can help bring your ilvl up much easier than the old system (because if you cared about your combat effectiveness you prioritized gearing your companion, and it didn't count for ilvl).
> @dupeks said: > I definitely appreciate the changing of the IL required to get in dungeons that I previously could get into..... Now I can't get into ToS,eCC,GWD,CN,NDemo,MDemo. Thanks alot Neverwinter I really appreciate it alot. Keep up the good work. > > For both private and public queue? The private requirements aren't intended to be higher than the public ones used to be. > > That said, it is a bummer that they did things this way. I think it's fair to say that the public reqs were too low before, but I would have preferred to see much lower priv reqs. > > Thankfully, everything counts for ilvl now. So working on boons or gearing up your companion can help bring your ilvl up much easier than the old system (because if you cared about your combat effectiveness you prioritized gearing your companion, and it didn't count for ilvl).
Yeah everything counts, you are no doubt about it and I still got screwed in the long run.
> @rgutscheradev said: > Hello everyone! > > Now up on preview is a revamp of the item level system. This is something we’ve been wanting to do for a while, so as to: > * have Total Item Level be a bit more accurate (but NOT perfect -- that’s impossible!) representation of player power > * have getting new weapons and armor feel more fair in terms of item level received > * have “everything count”: if you get a new thing that makes your character better, it should be reflected in the item level system > > Here’s what we’ve actually done (short version): > 1) multiplied the amount of item level you get from artifacts x2, and weapons and gear x3 > 2) added new things into the system: you’ll now get item level from boons, companions, companion gear, mount powers, and insignia > 3) rescaled the queue requirements to reflect the new system > > If you don’t care about the details, please jump to the bottom to see what kind of feedback we’d like! > > Here are some more details on each of the changes: > 1) Increased item levels > Currently on live, you get a whole pile of stats from a new chest piece or a new weapon. But upgrading it doesn’t affect your item level much. That’s a bad reflection of your player’s power, and it doesn’t feel great (especially since getting a new weapon or earning a new armor set can be a lot of work!). We’ve increased the amount of gear score you get from these things to bring them more into line with the amount of item level (per amount of stats gained) that you get for things like upgrading an enchantment. > No item should change in the amount of stats it’s giving you (other than the Item Level stat itself). All your items should work the same way as before. It’s just that some items will be giving you more item level. > > 2) New things count towards item level > Especially for endgame players, a great deal of your player power comes from things like boons, companions, insignia, and so on. As these various things have been added to the game over time, but not (until now) included in the item level system, a character’s total item level has gotten further and further away from accurately measuring that character’s power. We wanted to add these things into the system in part to make it more accurate, and in part to make it more satisfying to gain these various advantages for your character. > Here’s the table of specific adjustments (you’ll also see these numbers on your tooltips in-game) > > Boon (normal, per level) 30 > Boon (Stronghold, per level) 50 > Companions (White) 10 > Companions (Green) 25 > Companions (Blue) 50 > Companions (Purple) 100 > Companions (Orange) 200 > Summoned Companion gear: as if on you (incl. gems) > Mount Combat Power 100 > Mount Equip Power (Purple) 250 > Mount Equip Power (Orange) 500 > Insignia (Green) 40 > Insignia (Blue) 50 > Insignia (Purple) 60 > > > 3) Rescaling the queue item level requirements > Of course, all this means that players’ total item levels are much different from before. So we had to rescale the queue entry requirements. The goal of this rescaling was NOT to make it easier or harder to get into queues than before. Our hope is that as many players as possible qualify for the same queues as before. Of course, if you were just under, or just over, a given queue requirement, and you happened to have more, or fewer, boons, insignia, etc. than average, you might find yourself on the other side of that queue requirement -- but hopefully not by too much. > How did we compute the new queue requirements? Well, we decided that using real player data was the best approach, so we took some actual player characters from live (of various classes and total item levels) and loaded them into the game before and after the changes. Here’s what we saw: > > > > > You’ll notice the numbers fall on a pretty nice line. Almost all players have a new total item level equal to about 2.65*(old level) + 2350. That’s how we set the queues (with some rounding). > > Old New > 1600 6600 > 1700 6800 > 2000 7600 > 2500 9000 > 2800 9800 > 3100 10600 > 3200 10600 > > (One exception: we decided that the 3200 requirement for Svardborg wasn’t serving any real purpose, so we lowered that requirement to match the 3100 (now 10600) from Fangbreaker.) > > A natural question is “why not just lower the requirements some more, so that absolutely everyone can still make it into the same queues?” We thought about this. But the problem is that lower queue requirements are a double-edged sword. If they are lower, it means some people are happy that they can get in to some particular dungeon. But those people might not have a good experience once they are there. And people who are randomly queued with them might be frustrated if the lower-geared players can’t pull their own weight. In the end, we decided that we would not try to make queues harder or easier to qualify for with these changes -- we’d do our best to keep things (on average) the same. > > One other thing worth mentioning: the new queue values in the above chart were calculated WITHOUT counting guild boons. In other words, players who are in small guilds, or even no guild at all, should qualify for queues (again, on average) just as much they did before. Players in very strong guilds might find they are better able to qualify for queues than before. We did that because we didn’t want to penalize anyone for being in a smaller guild -- after all, you can go out and earn a few more campaign boons or get a better companion to increase the other parts of your item level, but you shouldn’t have to change guilds! We believe there won’t be “pull your own weight” problems from this, because those Stronghold boons are pretty good, and anyone getting the benefit from them should be in good shape when doing queued content. > > How You Can Help Us > > Item level is baked pretty deeply into Neverwinter’s systems. So these changes are more complicated and more far-reaching than they might at first seem. Here are some things we’d love feedback on: > * Did any of your items change functionality (for example, give different stats)? If so, that’s a bug. > * Are the tooltips showing all the new item levels (on things like boons) correctly? > * Are you wildly off on any queue requirements (in either direction)? If so, please provide details. Are you qualified for more queues? Fewer? How far off are you? Is there anything about your build that you suspect causes the problem? Don’t forget to have your best companion summoned when you check, because companions (and their gear) count now! > * Any other level/item related craziness? (For example, some things I found and fixed on a first pass were problems with Mulhorand gear, and with the player level scaling formulas.) > > Thanks for any help you can give! > > UPDATE > Known Issues > * Relic and Frostborn gear does not give its full stat values when empowered. > * Relic gear base pieces don't have the updated item levels > * Certain gear that used to be salvageable no longer is, or salvages for the wrong values. > * Companion numbers are incorrectly set to 30/60/90/120/150 instead of the correct values above (10/25/50/100/200). > * "Fast Striding" mount Equip Power fails to give iLevel > * Artifact Powers are giving an extra 4 item level (Primary) or 8 item level (Secondary). (This one is actually a pre-existing bug; you can see it on live now). > * Player powers are doing around 10% less damage (even though all associated items look fine). This was a tricky one -- thanks to thefabricant for discovering it! > * Mount slots (just the empty boxes themselves) are giving an extra 4 item levels per mount. > * Set bonuses are giving lower stats than before. > * Runestones don't display their item levels, which used to be fine, but with the new system they should display their iLevels. > > We have fixes for all of these incoming.
According to your numbers 2.5k is equal to 9k. How did I end up being 7.8k when my GS was 2.572?
According to your numbers 2.5k is equal to 9k. How did I end up being 7.8k when my GS was 2.572?
If you fell below the "average" line it means that your 2.572k did not have as many high level items that got their ilvl beefed up (armor, artis), or you didn't have a lot invested in new stuff that go brought in (boons / companion / mounts).
If I had to guess, it means that compared to the average player you had a disproportionately large amount of your ilvl coming from enchants and artifact gear.
But none of that really helps you. They did acknowledge that players with certain combinations of gear / boons / etc. might lose access to dungeons. Some folks, including you, got the short end of the stick there.
But none of that really helps either. So this might: Guild boons count, join a higher level guild with better boons for a quick boost. Certain epic insignia are pretty cheap (Refuge, Prosperity, Vigor), maybe you can swap those out for a quick boost. If you haven't already, all of the boons from the earlier campaigns are not too tough to top off with Genie's gifts During the next 2x RP maybe you can top off those arti's too
Comments
allthe campaigns and I'm pleased to have been informed that these will make pretty visible difference.When you add mounts, insignias, companions, their gear and all of your boons, the percentage that utility enchantments add to your total (new) IL will be a lot less.
Xael De Armadeon: DC
Xane De Armadeon: CW
Zen De Armadeon: OP
Zohar De Armadeon: TR
Chrion De Armadeon: SW
Gosti Big Belly: GWF
Barney McRustbucket: GF
Lt. Thackeray: HR
Lucius De Armadeon: BD
Member of Casual Dailies - XBox
I dont know one player, who went for BIS utility, before he upgraded the defense and offense for BIS. They are just cosmetics with little to no effect. Utilities are no problem, they just water down the picture IL gives.
Not all players can be in Big guilds and not all players want to be in guilds at all. Removing smal/medium and solo players from endgame dungeons and skirmished will just yet again cause a massive Bleed in the player base.
And people ask me why i don't believe a single thing Cryptic anounces. This mini mod was supposed to help small guild and now you punish us
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)
Adjusted queue requirements were effectively calculated assuming all players have 0 from guild boons. Which means having guild boons can make up for deficiencies in other areas, but they are mostly just a (sometimes hefty) bonus for players who have them.
Most players who have looked into their adjusted item level don't even have guild boons on preview and have no issues with meeting queue requirements they meet on live. The only noted exceptions are outliers who have just managed to scrape by with their equipment but have not put any investment into obtaining campaign boons and other bonuses that don't factor into current item levels, and the general consensus is that an undeveloped character like this is probably too weak to be effective in some of the content they are currently permitted to access anyway.
If you are complaining about what kind of demands the lowest common denominator in LFG is going to make once the system shakes out, how exactly is it any different than wanting only 3k players for a Lostmauth run?
Neverwinter Census 2017
All posts pending disapproval by Cecilia
I have multiple 3k+ bonding R12 toons but will now simply not get into dungeons because i like my small guild and guildies. Luckily i am in an amazing alliance so they will help me out, but what about those that are not in a big alliance or even those that like solo play ... they are just going to leave the 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)
There is no getting away from the fact that a player in a GH20 guild has 8k extra offence and defence stats over someone in a guild with no boons. The new system better reflects the reality. I am curious as to how much 'weight' the SH boons will carry - i.e. how many points they'll add to IL at each level.
Xael De Armadeon: DC
Xane De Armadeon: CW
Zen De Armadeon: OP
Zohar De Armadeon: TR
Chrion De Armadeon: SW
Gosti Big Belly: GWF
Barney McRustbucket: GF
Lt. Thackeray: HR
Lucius De Armadeon: BD
Member of Casual Dailies - XBox
Just having a few rank 20 SH guilds will not help this game survive unless they decide to increase 150 player cap.
As for the temp buildings they do not adress the real problem in small guilds. Yes the influence is nice but players in small guilds (well at least mine) spend 45 min a day working on only SH tasks. This is really made impossible by the caps on everything. If they were to make the caps ... e.g 10 shards a day scalable(r1-4=50 per day, r5-8 30 per day, r9-12 20 per day,r13+ 10 per day ) that would help small guilds not extremely expensive week long buldings.
Please remember i realise it sounds like i am raging like a mad man but i am trying to bring across the emotions and game experience of players in small guilds (i believe that is the majority players) that don't often talk on these forums cause they feel intimidated (no ones fault).
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)
Xael De Armadeon: DC
Xane De Armadeon: CW
Zen De Armadeon: OP
Zohar De Armadeon: TR
Chrion De Armadeon: SW
Gosti Big Belly: GWF
Barney McRustbucket: GF
Lt. Thackeray: HR
Lucius De Armadeon: BD
Member of Casual Dailies - XBox
Some guilds are small because they cater to a specific target group of players - frequently language-based. Those guilds have limited ability to grow, except by recruiting new players to the game, but they frequently have a very strong sense of community, and retain their (loyal) players well. Again, the boons do not make a huge difference.
Then there are the guilds that are small because are unable to retain a strong, loyal core of players. Yes, those groups will frequently lose players to other, higher-ranking guilds, but maybe they should reconsider things, and perhaps consider a merger with another compatible small guild. It may not change the boons they have but being larger, it is easier to grow.
Quite frankly, my opinion is that apart from the first two categories, small guilds are simply not viable. Grow or die!
If you did enough PvP, to unlock boons, you should have a char, that can enter every dungeon with or without PvP boons. It would take a 2k player ages, to complete the triple kill/double kill task, to unlock PvP boons.
This is annoying for PvE players who are trying to get the maximum IL score, but cannot because they don't want to do PvP.
@rgutscheradev
Signature [WIP] - tyvm John
Neverwinter Census 2017
All posts pending disapproval by Cecilia
Because they were unfinished, they were missing ACBs (or they had them, but they weren't properly connected). Also because they were unfinished, the script that gave all companions item levels missed them (they didn't look "real" enough).
All of these things have been fixed on the dev end, and should eventually wind their way through QA and onto live!
Does this apply to all platforms or just PC?
Thx
Neverwinter Census 2017
All posts pending disapproval by Cecilia
I have seen several of the examples of IL on old to IL on preview and with this change I have been trying to wrap my head around why we have an equation 2.65x+2350 = x1 for IL old to IL new....Maybe that is just an estimation formula if you are doing things a certain way???
If I have a 3.7K IL character that does poor damage compared to others of equal or lesser values, I can only assume their back end is not set right or they have a build (feats mainly) that is not favoring maximum damage. I have to assume 2 characters with the same load out up front but very different back end set ups will now have different IL's, so why is there an equation...
Why did we need to change all the numbers, maybe this was explained somewhere but it sort of seems like just multiplying everything by 2.65(ish)
How does this really fix the entry level requirements? If you ask me, FBI was at least 400 IL low on it's entry requirements before, unless you were a juicer. Five 3.1K toons are not going to have fun in there, nor are five10.5K toons (or whatever, 11k public) now, going to have fun in there.
I like that the new IL counts the stuff in the back, it is important stuff that was previously hard to assess. But I am unclear how this change is solving anything with the player experience for dungeon entry?
Example, I have a mid ranged group, they want MSVA, they are all 3.6ish but I know they are not built well in the back end, so I am pretty sure this is not going to go all that well....we form up and it goes as expected, not well, time wasted for me, hopefully lesson learned for them...in the new system, they probably should not qualify to go MSVA, but I am pretty sure they will qualify based on IL...so really nothing has changed, except the numbers are bigger and these 3.6ish toons will be 10.5 - 11.0 (I am guessing a bit) instead of 12000ish (the equation number) which would probably make them successful in MSVA.
OP - Sunshine: 16000 IL
Casual Dailies
That said, it is a bummer that they did things this way. I think it's fair to say that the public reqs were too low before, but I would have preferred to see much lower priv reqs.
Thankfully, everything counts for ilvl now. So working on boons or gearing up your companion can help bring your ilvl up much easier than the old system (because if you cared about your combat effectiveness you prioritized gearing your companion, and it didn't count for ilvl).
> I definitely appreciate the changing of the IL required to get in dungeons that I previously could get into..... Now I can't get into ToS,eCC,GWD,CN,NDemo,MDemo. Thanks alot Neverwinter I really appreciate it alot. Keep up the good work.
>
> For both private and public queue? The private requirements aren't intended to be higher than the public ones used to be.
>
> That said, it is a bummer that they did things this way. I think it's fair to say that the public reqs were too low before, but I would have preferred to see much lower priv reqs.
>
> Thankfully, everything counts for ilvl now. So working on boons or gearing up your companion can help bring your ilvl up much easier than the old system (because if you cared about your combat effectiveness you prioritized gearing your companion, and it didn't count for ilvl).
Yeah everything counts, you are no doubt about it and I still got screwed in the long run.
> Hello everyone!
>
> Now up on preview is a revamp of the item level system. This is something we’ve been wanting to do for a while, so as to:
> * have Total Item Level be a bit more accurate (but NOT perfect -- that’s impossible!) representation of player power
> * have getting new weapons and armor feel more fair in terms of item level received
> * have “everything count”: if you get a new thing that makes your character better, it should be reflected in the item level system
>
> Here’s what we’ve actually done (short version):
> 1) multiplied the amount of item level you get from artifacts x2, and weapons and gear x3
> 2) added new things into the system: you’ll now get item level from boons, companions, companion gear, mount powers, and insignia
> 3) rescaled the queue requirements to reflect the new system
>
> If you don’t care about the details, please jump to the bottom to see what kind of feedback we’d like!
>
> Here are some more details on each of the changes:
> 1) Increased item levels
> Currently on live, you get a whole pile of stats from a new chest piece or a new weapon. But upgrading it doesn’t affect your item level much. That’s a bad reflection of your player’s power, and it doesn’t feel great (especially since getting a new weapon or earning a new armor set can be a lot of work!). We’ve increased the amount of gear score you get from these things to bring them more into line with the amount of item level (per amount of stats gained) that you get for things like upgrading an enchantment.
> No item should change in the amount of stats it’s giving you (other than the Item Level stat itself). All your items should work the same way as before. It’s just that some items will be giving you more item level.
>
> 2) New things count towards item level
> Especially for endgame players, a great deal of your player power comes from things like boons, companions, insignia, and so on. As these various things have been added to the game over time, but not (until now) included in the item level system, a character’s total item level has gotten further and further away from accurately measuring that character’s power. We wanted to add these things into the system in part to make it more accurate, and in part to make it more satisfying to gain these various advantages for your character.
> Here’s the table of specific adjustments (you’ll also see these numbers on your tooltips in-game)
>
> Boon (normal, per level) 30
> Boon (Stronghold, per level) 50
> Companions (White) 10
> Companions (Green) 25
> Companions (Blue) 50
> Companions (Purple) 100
> Companions (Orange) 200
> Summoned Companion gear: as if on you (incl. gems)
> Mount Combat Power 100
> Mount Equip Power (Purple) 250
> Mount Equip Power (Orange) 500
> Insignia (Green) 40
> Insignia (Blue) 50
> Insignia (Purple) 60
>
>
> 3) Rescaling the queue item level requirements
> Of course, all this means that players’ total item levels are much different from before. So we had to rescale the queue entry requirements. The goal of this rescaling was NOT to make it easier or harder to get into queues than before. Our hope is that as many players as possible qualify for the same queues as before. Of course, if you were just under, or just over, a given queue requirement, and you happened to have more, or fewer, boons, insignia, etc. than average, you might find yourself on the other side of that queue requirement -- but hopefully not by too much.
> How did we compute the new queue requirements? Well, we decided that using real player data was the best approach, so we took some actual player characters from live (of various classes and total item levels) and loaded them into the game before and after the changes. Here’s what we saw:
>
>
>
>
> You’ll notice the numbers fall on a pretty nice line. Almost all players have a new total item level equal to about 2.65*(old level) + 2350. That’s how we set the queues (with some rounding).
>
> Old New
> 1600 6600
> 1700 6800
> 2000 7600
> 2500 9000
> 2800 9800
> 3100 10600
> 3200 10600
>
> (One exception: we decided that the 3200 requirement for Svardborg wasn’t serving any real purpose, so we lowered that requirement to match the 3100 (now 10600) from Fangbreaker.)
>
> A natural question is “why not just lower the requirements some more, so that absolutely everyone can still make it into the same queues?” We thought about this. But the problem is that lower queue requirements are a double-edged sword. If they are lower, it means some people are happy that they can get in to some particular dungeon. But those people might not have a good experience once they are there. And people who are randomly queued with them might be frustrated if the lower-geared players can’t pull their own weight. In the end, we decided that we would not try to make queues harder or easier to qualify for with these changes -- we’d do our best to keep things (on average) the same.
>
> One other thing worth mentioning: the new queue values in the above chart were calculated WITHOUT counting guild boons. In other words, players who are in small guilds, or even no guild at all, should qualify for queues (again, on average) just as much they did before. Players in very strong guilds might find they are better able to qualify for queues than before. We did that because we didn’t want to penalize anyone for being in a smaller guild -- after all, you can go out and earn a few more campaign boons or get a better companion to increase the other parts of your item level, but you shouldn’t have to change guilds! We believe there won’t be “pull your own weight” problems from this, because those Stronghold boons are pretty good, and anyone getting the benefit from them should be in good shape when doing queued content.
>
> How You Can Help Us
>
> Item level is baked pretty deeply into Neverwinter’s systems. So these changes are more complicated and more far-reaching than they might at first seem. Here are some things we’d love feedback on:
> * Did any of your items change functionality (for example, give different stats)? If so, that’s a bug.
> * Are the tooltips showing all the new item levels (on things like boons) correctly?
> * Are you wildly off on any queue requirements (in either direction)? If so, please provide details. Are you qualified for more queues? Fewer? How far off are you? Is there anything about your build that you suspect causes the problem? Don’t forget to have your best companion summoned when you check, because companions (and their gear) count now!
> * Any other level/item related craziness? (For example, some things I found and fixed on a first pass were problems with Mulhorand gear, and with the player level scaling formulas.)
>
> Thanks for any help you can give!
>
> UPDATE
> Known Issues
> * Relic and Frostborn gear does not give its full stat values when empowered.
> * Relic gear base pieces don't have the updated item levels
> * Certain gear that used to be salvageable no longer is, or salvages for the wrong values.
> * Companion numbers are incorrectly set to 30/60/90/120/150 instead of the correct values above (10/25/50/100/200).
> * "Fast Striding" mount Equip Power fails to give iLevel
> * Artifact Powers are giving an extra 4 item level (Primary) or 8 item level (Secondary). (This one is actually a pre-existing bug; you can see it on live now).
> * Player powers are doing around 10% less damage (even though all associated items look fine). This was a tricky one -- thanks to thefabricant for discovering it!
> * Mount slots (just the empty boxes themselves) are giving an extra 4 item levels per mount.
> * Set bonuses are giving lower stats than before.
> * Runestones don't display their item levels, which used to be fine, but with the new system they should display their iLevels.
>
> We have fixes for all of these incoming.
According to your numbers 2.5k is equal to 9k. How did I end up being 7.8k when my GS was 2.572?
If I had to guess, it means that compared to the average player you had a disproportionately large amount of your ilvl coming from enchants and artifact gear.
But none of that really helps you. They did acknowledge that players with certain combinations of gear / boons / etc. might lose access to dungeons. Some folks, including you, got the short end of the stick there.
But none of that really helps either. So this might:
Guild boons count, join a higher level guild with better boons for a quick boost.
Certain epic insignia are pretty cheap (Refuge, Prosperity, Vigor), maybe you can swap those out for a quick boost.
If you haven't already, all of the boons from the earlier campaigns are not too tough to top off with Genie's gifts
During the next 2x RP maybe you can top off those arti's too