Warlocks have a similar "problem", most armor pieces now give Recovery instead of preferrable stats like Power, Critical and/or Armor Penetration.
Anyway, what would be amazing would be an NPC on preview which gives unlocks the new dungeon and also gives the new seals so we could test how to rebalance our equipment for the new content adventures.
The NEW DUNGEON TOMB OF THE NINE GODS drops BOA loot and rank 5s in the end chest. Do u really want to make a NEW ENDGAME DUGNEON with Loot WORSE THEN EPIC TEMPLE OF SPIDER??????
BOA loot in two of the hardest dungeons wow! Defeats the point of new content if no one runs it because the loot sucks and it's bound. That dungeon loot change is working out in our favor, more bound loot we can't sell.
Single slotted rings nowadays are design errors, nobodys going to use/wear them, craft or buy...
I've just made the change locally, so please expect it when Module 12 goes live: All rings newly available in Module 12 will have two slots. Those rings that already had double offense or double defense will remain that way, note that all rings that have been altered from one to two slots will feature one offense and one defense slot.
I tried my hand at fishing today, and to be brutally honest I don't understand why it was included. Fishing using bait bought with chultan riches results in a loss, as only 1 of the fish I was able to catch sold for as much as the bait cost, overall buying leatherjackets results in you getting back 40% of the riches you spent. Buying glow worms results in a return of about 2.5%. Currently the only reason I can see for fishing is if you really enjoy the fishing minigame, or you want a way to convert AD in to chultan treasures. Strangely, the higher quality bait also allows you to catch a lower value fish than leather jackets, which seems to defeat the purpose of the bait. Overall I'm very confused about the fishing in Chult.
The fishmonger in Port Nyanzaru only sells bait 1 piece at a time, please add the ability to buy multiples.
After filling the progress bar while fishing about 10% of the time you don't actually land the fish, instead the progress bar resets to nothing, and none of the Q E R buttons light up, meaning it's impossible to reel the fish.
I tried my hand at fishing today, and to be brutally honest I don't understand why it was included. Fishing using bait bought with chultan riches results in a loss, as only 1 of the fish I was able to catch sold for as much as the bait cost, overall buying leatherjackets results in you getting back 40% of the riches you spent. Buying glow worms results in a return of about 2.5%. Currently the only reason I can see for fishing is if you really enjoy the fishing minigame, or you want a way to convert AD in to chultan treasures. Strangely, the higher quality bait also allows you to catch a lower value fish than leather jackets, which seems to defeat the purpose of the bait. Overall I'm very confused about the fishing in Chult.
The fishmonger in Port Nyanzaru only sells bait 1 piece at a time, please add the ability to buy multiples.
After filling the progress bar while fishing about 10% of the time you don't actually land the fish, instead the progress bar resets to nothing, and none of the Q E R buttons light up, meaning it's impossible to reel the fish.
Thank you for the feedback! Internally you can now buy bait using a slider. Additionally, we isolated the bug you pointed out where you would become stuck in a broken fishing state and are working on resolving it. In regards to the cost of bait vs. the payout of fish, we are still balancing these numbers and assure you that it will be an increase in Chultan riches when you fish. Though of course, spending AD will continue to be the best way to earn riches via fishing.
We've also added a chance to get certain items that may be obtainable in other ways through fishing in Soshenstar. However, you correctly pointed out that this was mostly included for those players that enjoy the fishing gameplay. The first time we introduced fishing we wanted everyone to try it, but this time we've kept fishing as an alternate way to obtain campaign currency and a few other items.
If you are going to keep disregarding the feedback (no doubt you'll keep doing it) about the terrible loot of the new dungeon (much like it is on msp) that also happens to be bound at least can you have the decency of telling us why do you think a rank 5 enchanment is a good reward for the harder and much longer new content?
I tried my hand at fishing today, and to be brutally honest I don't understand why it was included. Fishing using bait bought with chultan riches results in a loss, as only 1 of the fish I was able to catch sold for as much as the bait cost, overall buying leatherjackets results in you getting back 40% of the riches you spent. Buying glow worms results in a return of about 2.5%. Currently the only reason I can see for fishing is if you really enjoy the fishing minigame, or you want a way to convert AD in to chultan treasures. Strangely, the higher quality bait also allows you to catch a lower value fish than leather jackets, which seems to defeat the purpose of the bait. Overall I'm very confused about the fishing in Chult.
The fishmonger in Port Nyanzaru only sells bait 1 piece at a time, please add the ability to buy multiples.
After filling the progress bar while fishing about 10% of the time you don't actually land the fish, instead the progress bar resets to nothing, and none of the Q E R buttons light up, meaning it's impossible to reel the fish.
Thank you for the feedback! Internally you can now buy bait using a slider. Additionally, we isolated the bug you pointed out where you would become stuck in a broken fishing state and are working on resolving it. In regards to the cost of bait vs. the payout of fish, we are still balancing these numbers and assure you that it will be an increase in Chultan riches when you fish. Though of course, spending AD will continue to be the best way to earn riches via fishing.
We've also added a chance to get certain items that may be obtainable in other ways through fishing in Soshenstar. However, you correctly pointed out that this was mostly included for those players that enjoy the fishing gameplay. The first time we introduced fishing we wanted everyone to try it, but this time we've kept fishing as an alternate way to obtain campaign currency and a few other items.
Where to catch? In the river Soshenstar is not found.
It appears we are back to the old tactic of "if the comments do not agree with our approach we are going to stop participating in the conversation".
@mimicking#6533 it would be nice if your team replied, even if it's with a negative. We'd rather be told "the system fits our goals so won't be changing" than meet with silence.
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
3
treesclimberMember, NW M9 PlaytestPosts: 1,161Arc User
edited July 2017
@ctatumdev#6113@mimicking#6533 maybe it's a bit too late for this but if in the future you decide to make more "secret equipment" super difficult to get please let it available for trying on preview so we can determine what it does (in this module case dps and surviviallity of summoned minions) and not have to spend days looking for info on it (like draconic loyalist visage was or zulkir's dreadnaught), in the current preview build the items are :
Gravemaster's Blinder; Batiri shaman mask; Ring of the curse bringer; Boots of the alpha;
Thank you all for your continued feedback on rewards. I apologize that it's taken this long to respond in regards to rewards for the dungeon. Obviously this is a topic a lot of you are concerned about, so I refrained from responding until we had decided on any potential adjustments.
We've looked at the rewards for Tomb of the Nine Gods and made the following adjustments for the upcoming release:
Ras Nsi now has a chance of dropping a rank 8 enchantment or runestone.
You will now be able to choose between which stat arrangement you receive when obtaining a piece of huntsman's equipment from a chest at the end of Tomb of the Nine Gods.
It is now possible to earn Bracers of Defense from either chest at the end of Tomb of the Nine Gods.
The overall chance of receiving an enchantment or runestone has been adjusted. In addition, it is no longer possible to receive an enchantment or runestone below rank 8.
Additional refinement items have been added to the campaign chest at the end of the Tomb of the Nine Gods.
Overall the rewards received at the end of Tomb of the Nine Gods should look more similar to those earned at the end of Fangbreaker Island, with the primary difference continuing to be that while there is no chance to receive more than one piece of equipment from the final chests, both chests will have a 100% chance of granting equipment.
Please keep in mind that in terms of pure astral diamond and refinement earn rates, rewards are balanced around farming run times, not the run times players will have at the launch of new content. There is also no concept of "this dungeon is twice as hard, so it pays out twice as many rewards." Difficulty is relative to your equipment and will change over time. We are not aiming to continually inflate the economy with the introduction of new dungeons.
However, we do understand that there is a desire for those who can tackle the game's hardest content to receive some sort of continual advantage aside from having access to the best equipment. We also understand there's a desire to have a reason to continue to revisit these hard dungeons even after receiving all of the items you need from them.
Although we are not ready to start talking about changes in this area yet—as they won't be coming with the launch of Module 12—we are working on big improvements in this area. In the meantime, please continue to send your feedback.
Thank you all for your continued feedback on rewards. I apologize that it's taken this long to respond in regards to rewards for the dungeon. Obviously this is a topic a lot of you are concerned about, so I refrained from responding until we had decided on any potential adjustments.
We've looked at the rewards for Tomb of the Nine Gods and made the following adjustments for the upcoming release:
Ras Nsi now has a chance of dropping a rank 8 enchantment or runestone.
You will now be able to choose between which stat arrangement you receive when obtaining a piece of huntsman's equipment from a chest at the end of Tomb of the Nine Gods.
It is now possible to earn Bracers of Defense from either chest at the end of Tomb of the Nine Gods.
The overall chance of receiving an enchantment or runestone has been adjusted. In addition, it is no longer possible to receive an enchantment or runestone below rank 8.
Additional refinement items have been added to the campaign chest at the end of the Tomb of the Nine Gods.
Overall the rewards received at the end of Tomb of the Nine Gods should look more similar to those earned at the end of Fangbreaker Island, with the primary difference continuing to be that while there is no chance to receive more than one piece of equipment from the final chests, both chests will have a 100% chance of granting equipment.
Please keep in mind that in terms of pure astral diamond and refinement earn rates, rewards are balanced around farming run times, not the run times players will have at the launch of new content. There is also no concept of "this dungeon is twice as hard, so it pays out twice as many rewards." Difficulty is relative to your equipment and will change over time. We are not aiming to continually inflate the economy with the introduction of new dungeons.
However, we do understand that there is a desire for those who can tackle the game's hardest content to receive some sort of continual advantage aside from having access to the best equipment. We also understand there's a desire to have a reason to continue to revisit these hard dungeons even after receiving all of the items you need from them.
Although we are not ready to start talking about changes in this area yet—as they won't be coming with the launch of Module 12—we are working on big improvements in this area. In the meantime, please continue to send your feedback.
Well I guess I sit this one out too. Starting to get a bit boring tho. Fangbreaker Island and Spellplague both had terrible rewards based on time spent in them. Only did them both like 5-6 times in total. Also ofc, SP was the biggest fail so far in the game since you cant even run it without the huge epic monster lag during the whole dungeon. Hopefully that wont happen in this new one.
99% sure that it's not a bug, gear pieces having different stats happened many times.
FEEDBACK:
If the shoes meant to be a niche way to get AP burst, it's kind of okay. The bonus sounds great, but recovering the loss of more than 1k crit is awkward (from relic/manticore shoe). Even if it's meant to be done for the bonus, I suggest the power+reco one to be crit+reco, which has the similar strength, but can reach the crit requirement more comfortably.
If it meant to give good stats too, then at least make the crit/ArP the dominant and recovery secondary. I don't want it to give optimal stats (crit+power) and it's great effect, but a crit+ArP option would be nicer if I can be that greedy.
Edit: Picture is updated with the new name and additinal sass
WTF. Who makes these stats up? HAHAHA omg so bad. Where is the LS? Power? Crit? Even if they do fix the loot and I get these, I wouldnt want it.
▁ ▂ ▄ ▅ ▆ ▇ █ Gankdalf The Icehole █ ▇ ▆ ▅ ▄ ▂ ▁
0
rickcase276Member, NW M9 PlaytestPosts: 1,404Arc User
edited July 2017
Those were from before they adjusted the stats on the primal armors. Before they adjusted it, the OP and GF armors both had regeneration on them, now they do not, replaced by crit I think. One set of CW armor is heavy crit and power, the other is heavy arpen and recovery, I believe now. I have only a DC on preview, so I looked at the CW armors but not for that long.
None of the armors from the mod have any other defensive stat other than defense, and deflect on OP and GF armors. I think that is going to be the new norm for all armors going forward.
Now will the new ilevel 500 armors be better for most builds than the ilevel 450-480 relic armors, time will tell.
99% sure that it's not a bug, gear pieces having different stats happened many times.
FEEDBACK:
If the shoes meant to be a niche way to get AP burst, it's kind of okay. The bonus sounds great, but recovering the loss of more than 1k crit is awkward (from relic/manticore shoe). Even if it's meant to be done for the bonus, I suggest the power+reco one to be crit+reco, which has the similar strength, but can reach the crit requirement more comfortably.
If it meant to give good stats too, then at least make the crit/ArP the dominant and recovery secondary. I don't want it to give optimal stats (crit+power) and it's great effect, but a crit+ArP option would be nicer if I can be that greedy.
Edit: Picture is updated with the new name and additinal sass
WTF. Who makes these stats up? HAHAHA omg so bad. Where is the LS? Power? Crit? Even if they do fix the loot and I get these, I wouldnt want it.
Good news, as @rickcase276 mentioned it, they changed it's stats. Now it has crit/ArP as main and Reco as secondary. And I'm really happy about it, so thanks @asterdahl.
Ras Nsi now has a chance of dropping a rank 8 enchantment or runestone. You will now be able to choose between which stat arrangement you receive when obtaining a piece of huntsman's equipment from a chest at the end of Tomb of the Nine Gods. The overall chance of receiving an enchantment or runestone has been adjusted. In addition, it is no longer possible to receive an enchantment or runestone below rank 8.
Although we are not ready to start talking about changes in this area yet—as they won't be coming with the launch of Module 12—we are working on big improvements in this area. In the meantime, please continue to send your feedback.
Yay for rank 8s. This way if I decide to run this dungeon (not that I'm ready but I'm close to it) I will be sure that in worst case scenario I will not get worse rewards than by running etos multiple times.
And thanks for removing RNG from farming huntsman equipment (so 100% chance for a piece and you can select stats arrangement).
As for the last part - any more hints? or ETA. I'm bit curious now.
0
adinosiiMember, NW M9 PlaytestPosts: 4,294Arc User
Thank you all for your continued feedback on rewards. I apologize that it's taken this long to respond in regards to rewards for the dungeon. Obviously this is a topic a lot of you are concerned about, so I refrained from responding until we had decided on any potential adjustments.
We've looked at the rewards for Tomb of the Nine Gods and made the following adjustments for the upcoming release:
Ras Nsi now has a chance of dropping a rank 8 enchantment or runestone.
You will now be able to choose between which stat arrangement you receive when obtaining a piece of huntsman's equipment from a chest at the end of Tomb of the Nine Gods.
It is now possible to earn Bracers of Defense from either chest at the end of Tomb of the Nine Gods.
The overall chance of receiving an enchantment or runestone has been adjusted. In addition, it is no longer possible to receive an enchantment or runestone below rank 8.
Additional refinement items have been added to the campaign chest at the end of the Tomb of the Nine Gods.
Sounds good. Thanks for the response. I think most players agree that there has to be some correlation between the time/gear/skill a dungeon run requires and the final rewards - otherwise there is little motivation to run the hardest or most time-consuming content.
I think those changes were pretty much what we were hoping for.
Has anyone who has been in Preview recently checked the Protector Seal items? I've heard that they are still BtC. If that goes live it will be a bit of a QoL downgrade for those of us with alts.
"We have always been at war with Dread Vault" ~ Little Brother
Now that you guys have changed the Chult rings to not suck/be BtA...
༼ つ ◕_◕ ༽つ Pls make Ostorian Rings BtA
It makes no sense that they're the only BtC rings, especially when you've given them a kick to the nads with the new and improved Chult Rings, of which are on par with the Masterwork v2 rings.
Now that you guys have changed the Chult rings to not suck/be BtA...
༼ つ ◕_◕ ༽つ Pls make Ostorian Rings BtA
It makes no sense that they're the only BtC rings, especially when you've given them a kick to the nads with the new and improved Chult Rings, of which are on par with the Masterwork v2 rings.
I would be the happiest person ever if all my +5 rings on my CW were suddenly account bound...
Well done with loot changes, sir, hopefully you'll keep that in mind when designing new content.
Now as many of us have mentioned, Ostorian rings need to be BtA, please take a look at that. If you can make them available for purple seals in protector's enclave that would be a huge qol improvement, also, you may want to put Ostorian tales and legendary marks there too, we all here can agree SKT already ran its course and for the playerbase's sake we need our much lower geared brethen to get what they need as it is extremely difficult for them to get into just 1 MSVA let alone farming it.
Comments
Anyway, what would be amazing would be an NPC on preview which gives unlocks the new dungeon and also gives the new seals so we could test how to rebalance our equipment for the new content adventures.
I bought two types of bait, 100 pieces each.
The results of fish exchange for the company's currency
- white quality - 432 Treasures Chult
- green quality - 384 Treasures Chult
Price. White 15 AD Green 85 AD
Nothing is confused?
Bug?
The NEW DUNGEON TOMB OF THE NINE GODS drops BOA loot and rank 5s in the end chest.
Do u really want to make a NEW ENDGAME DUGNEON with Loot WORSE THEN EPIC TEMPLE OF SPIDER??????
Character: Vendetta
The fishmonger in Port Nyanzaru only sells bait 1 piece at a time, please add the ability to buy multiples.
After filling the progress bar while fishing about 10% of the time you don't actually land the fish, instead the progress bar resets to nothing, and none of the Q E R buttons light up, meaning it's impossible to reel the fish.
We've also added a chance to get certain items that may be obtainable in other ways through fishing in Soshenstar. However, you correctly pointed out that this was mostly included for those players that enjoy the fishing gameplay. The first time we introduced fishing we wanted everyone to try it, but this time we've kept fishing as an alternate way to obtain campaign currency and a few other items.
If you are going to keep disregarding the feedback (no doubt you'll keep doing it) about the terrible loot of the new dungeon (much like it is on msp) that also happens to be bound at least can you have the decency of telling us why do you think a rank 5 enchanment is a good reward for the harder and much longer new content?
@mimicking#6533 it would be nice if your team replied, even if it's with a negative. We'd rather be told "the system fits our goals so won't be changing" than meet with silence.
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
Gravemaster's Blinder;
Batiri shaman mask;
Ring of the curse bringer;
Boots of the alpha;
The dev that posted this thread on the feedback of the new campaign rewards has the exact same profile picture.
We've looked at the rewards for Tomb of the Nine Gods and made the following adjustments for the upcoming release:
- Ras Nsi now has a chance of dropping a rank 8 enchantment or runestone.
- You will now be able to choose between which stat arrangement you receive when obtaining a piece of huntsman's equipment from a chest at the end of Tomb of the Nine Gods.
- It is now possible to earn Bracers of Defense from either chest at the end of Tomb of the Nine Gods.
- The overall chance of receiving an enchantment or runestone has been adjusted. In addition, it is no longer possible to receive an enchantment or runestone below rank 8.
- Additional refinement items have been added to the campaign chest at the end of the Tomb of the Nine Gods.
Overall the rewards received at the end of Tomb of the Nine Gods should look more similar to those earned at the end of Fangbreaker Island, with the primary difference continuing to be that while there is no chance to receive more than one piece of equipment from the final chests, both chests will have a 100% chance of granting equipment.Please keep in mind that in terms of pure astral diamond and refinement earn rates, rewards are balanced around farming run times, not the run times players will have at the launch of new content. There is also no concept of "this dungeon is twice as hard, so it pays out twice as many rewards." Difficulty is relative to your equipment and will change over time. We are not aiming to continually inflate the economy with the introduction of new dungeons.
However, we do understand that there is a desire for those who can tackle the game's hardest content to receive some sort of continual advantage aside from having access to the best equipment. We also understand there's a desire to have a reason to continue to revisit these hard dungeons even after receiving all of the items you need from them.
Although we are not ready to start talking about changes in this area yet—as they won't be coming with the launch of Module 12—we are working on big improvements in this area. In the meantime, please continue to send your feedback.
▁ ▂ ▄ ▅ ▆ ▇ █ Gankdalf The Icehole █ ▇ ▆ ▅ ▄ ▂ ▁
▁ ▂ ▄ ▅ ▆ ▇ █ Gankdalf The Icehole █ ▇ ▆ ▅ ▄ ▂ ▁
None of the armors from the mod have any other defensive stat other than defense, and deflect on OP and GF armors. I think that is going to be the new norm for all armors going forward.
Now will the new ilevel 500 armors be better for most builds than the ilevel 450-480 relic armors, time will tell.
And thanks for removing RNG from farming huntsman equipment (so 100% chance for a piece and you can select stats arrangement).
As for the last part - any more hints? or ETA. I'm bit curious now.
I think those changes were pretty much what we were hoping for.
༼ つ ◕_◕ ༽つ Pls make Ostorian Rings BtA
It makes no sense that they're the only BtC rings, especially when you've given them a kick to the nads with the new and improved Chult Rings, of which are on par with the Masterwork v2 rings.
Well done with loot changes, sir, hopefully you'll keep that in mind when designing new content.
Now as many of us have mentioned, Ostorian rings need to be BtA, please take a look at that. If you can make them available for purple seals in protector's enclave that would be a huge qol improvement, also, you may want to put Ostorian tales and legendary marks there too, we all here can agree SKT already ran its course and for the playerbase's sake we need our much lower geared brethen to get what they need as it is extremely difficult for them to get into just 1 MSVA let alone farming it.