Even having back the 100% uptime, I still dont know what to think about cryptic intentions with this.
If you wanna reduce the gap between augment and bonding companions, the logical step is to buff augment, not nerf bondings; specially when the game difficulty for the last year has been adjusted to the current bonding situation. All runing tong, fbi, msva, well go back to etos again, and current players in progression runing etos and the like...cloak tower?
C´mon, if you wanted to provide challenge, this is the cheapiest (read crapiest) way to provide it
If you think this is the worst way they could create difficulty or that it will at all, you're extremely naive.
Off the top of my head I can think of at least 10 ways they could do it much more unfairly to really give people something to complain about and they would need to do a few of them to actually make content a true challenge.
In full, brutal honesty; if the Bonding nerf affects someone that much then they were never suited to online gaming in the first place, they need their hand held at all times and should be kept away from pointy objects.
And if people really didn't see this coming then that's on them, you work on the things less likely to be touched first and never spend what you're not prepared to potentially lose.
> @tgwolf said: > Even having back the 100% uptime, I still dont know what to think about cryptic intentions with this. > > If you wanna reduce the gap between augment and bonding companions, the logical step is to buff augment, not nerf bondings; specially when the game difficulty for the last year has been adjusted to the current bonding situation. All runing tong, fbi, msva, well go back to etos again, and current players in progression runing etos and the like...cloak tower? > > C´mon, if you wanted to provide challenge, this is the cheapiest (read crapiest) way to provide it > > If you think this is the worst way they could create difficulty or that it will at all, you're extremely naive. > > Off the top of my head I can think of at least 10 ways they could do it much more unfairly to really give people something to complain about and they would need to do a few of them to actually make content a true challenge. > > In full, brutal honesty; if the Bonding nerf affects someone that much then they were never suited to online gaming in the first place, they need their hand held at all times and should be kept away from pointy objects. > > And if people really didn't see this coming then that's on them, you work on the things less likely to be touched first and never spend what you're not prepared to potentially lose.
So people should have not invest in bondings ? They should have stay low dps that nobody will take in dunjeons ?
Nice strategy, thanks for your input.
PS4 Again it's almost impossible to get full r10+ on your toon but it's possible to get 3 r10+ bonding on pet.
I know that, i'm 13k 3xr12 bondings with r10 enchants on my pet. The rest on my toon is r9 mostly and 2 r10...
I've been playing for a year, i should wait for an other year or two to get full r12 on my toon and then an other 2 years to be full r14 ?
> @oria1 said: > You got a better idea that can realistically happen in the given time frame from beta to live, Please speak and present the idea.
Well that's easy : Just have all the players stop paying/buying anything in this game until the devs actually promise not to touch the bondings, and not to touch powershare either (more about this later). We have the money, we have the power...... Oh, wait...it's already happening : Look at the zen exchange : the zen price went down to 498 AD in 2 days, whereas normally there is a backlog of several millions during an 2xRP event. This means that the market is sluggish already.
I said "Don't touch powershare either". Isn't saying this a bit too greedy from my part ? Well, maybe (i'm an AC DC 20k Pow heavily using power sharing).
But before flaming me, please consider my point of view:
We've seen a video where someone gathered 25 ACDC clerics on tiamat and got millions of power: This is HARD to pull from an organisational point of view, and if you manage to pull it off, good for you: you can reap the joy of this hard work.
My point is : DC are a rare thing to find. I've seen msva queues waiting for 1 hour+ to find just one DC (and not a good one in the end). Leveling as a DC is hard work. All this powershare creep discussion does not represent reality. It's an exception. You just happen to see it more often becausee ppl will always post impressive videos on youtube, not boring ones. Most of the time, in a party of 5 you get ONE DC. and out of 20 DCs maybe you meet 1 powersharing DC (I'm not a top player, just an average).
If the elite (1% players) want to have fun with 200k power, good for them. I'm just an average player (80% of the players) and i can pull 85k power boost to my team mates. That's not too much.
Bottom line : Even if it's technically possible to get as high as 300k power, the vast majority of players well never achieve it. Let the elites have their fun, let the average players get the impression they are at least of little use to their group.
PS : oria1 this message is not targeted at you, i'm just quoting you to introduce my arguments, thank you :-)
I'm probably being a bit dim here, but can someone clarify what the uptime = cooldown thing means? Right now, Bonding Runestones provide; "...a chance to grant you Companions Gift, which grants you xx% of your Companion's stats for 20 seconds..." Now, that "chance" was, as we all know, made 100% so whenever a Companion activates a power it renews. There's no mention of a cooldown. If the new cooldown is equal to the 20 second activation, how is that different to the 50/50 up/down time in the initial proposal for change?
What am I not understanding? How can something be up 100% of the time AND spend an equal amount of time on cool down?
This isn't a sideways means of complaining, I just genuinely want some clarification.
Currently the "chance" is still just that, a chance. It isn't actually 100% bur approaches it as you reach R12 Bondings. This lasted 20 seconds and would refrest those 20 seconds every time it proc'd.
With the new system, we'll presume that the Companions Gift lasts 30 seconds, the chance to proc. it is 100% so it will proc. when your companion attacks, now if we take that Uptime = Cooldown then at the same time as the Companions Gift activates, it goes on a 30 second CD immediately, the same 30 seconds as the Gift is active.
With this system, the Companion's Gift can't be replenished continuously, after each 30 seconds your companion must land another attack to re-proc. it.
The bonding itself is not an issue. You have to understand they try to nerf the excessive power that some combos and groups have and by doing so they will nerf everyone with the bonding nerf.
Contrary to popular belief not all groups run optimal, but those are the ones that will get hurt the most. As it has been showcased here the bonding nerf has almost zero effect on the upper level groups and maximum effect on the lower part. Not everyone runs with 2 dc AND pally. Sometimes by choice as they prefer to run with friends regardless the class they play or because they cant find people in a given time frame.
So now we wont be able to hit 280k power or 300k but we can hit 230k - 250k... How is the bonding nerf affected that? Zero In 3-4 months (or more) we will be exactly where we are now and in mod 13 we will be looking at another nerf because of the excessive power creep... déjà vu much?
We all need to realize that a nerf will happen, if it is so, at least we can make suggestions for the right one, for one that doesn't affect people that do dailies or solo grind, for no good reason, or don't have optimal groups. Don't get me wrong, the content will be manageable anyhow with good players.
The real question I'm asking is Why this particular change that it makes it harder on the lower and mid end and doesn't affect much the upper end and not the other way around. That's where the power creep is more evident, not on the 10-12k groups that are trying to do CN, not at the 12k - 14k that are trying to do FBI- SP. Cryptic will still make money with r14s and upgrades anyway. Every dps will buy that artifact and all will like the r13 weapon enchants.
> You got a better idea that can realistically happen in the given time frame from beta to live, Please speak and present the idea.
Well that's easy : Just have all the players stop paying/buying anything in this game until the devs actually promise not to touch the bondings, and not to touch powershare either (more about this later). We have the money, we have the power...... Oh, wait...it's already happening : Look at the zen exchange : the zen price went down to 498 AD in 2 days, whereas normally there is a backlog of several millions during an 2xRP event. This means that the market is sluggish already.
I said "Don't touch powershare either". Isn't saying this a bit too greedy from my part ? Well, maybe (i'm an AC DC 20k Pow heavily using power sharing).
But before flaming me, please consider my point of view:
We've seen a video where someone gathered 25 ACDC clerics on tiamat and got millions of power: This is HARD to pull from an organisational point of view, and if you manage to pull it off, good for you: you can reap the joy of this hard work.
My point is : DC are a rare thing to find. I've seen msva queues waiting for 1 hour+ to find just one DC (and not a good one in the end). Leveling as a DC is hard work. All this powershare creep discussion does not represent reality. It's an exception. You just happen to see it more often becausee ppl will always post impressive videos on youtube, not boring ones. Most of the time, in a party of 5 you get ONE DC. and out of 20 DCs maybe you meet 1 powersharing DC (I'm not a top player, just an average).
If the elite (1% players) want to have fun with 200k power, good for them. I'm just an average player (80% of the players) and i can pull 85k power boost to my team mates. That's not too much.
Bottom line : Even if it's technically possible to get as high as 300k power, the vast majority of players well never achieve it. Let the elites have their fun, let the average players get the impression they are at least of little use to their group.
PS : oria1 this message is not targeted at you, i'm just quoting you to introduce my arguments, thank you :-)
I understand and believe me the last thing I want is a nerf to anyone. My class had a fair share of nerfs / changes over the time and I know the feeling. Your point of view is very valid and I will be the last to flame a valid argument. My suggestion always was as a compromise.
Block/stop the powersharing Through companion, but at the same time buff the AC / pally powershare to the player. How much? enough to be viable and desired but not to lead to situations of excessive power, other suggested to make it straight damage buff thats a good idea too.
I ll repeat it again. No one is asking for a nerf to a class, only to change a mechanic and make it work as it should to save the bonding nerf itself. Win WIn
I agree with most of those posts about bondings and powersharing. The companions rebuff is a pretty well known issue for years now and one mayor reason why content at BIS level is trivial and also why supporter classes reign NWO. Sry, but a buff getting enhanced for 285% by a companion ?
Not that I want these dungeons to last 2-3 times longer. The rewards are simply laughable and it is allready completely senseless to build random groups and struggle 60min all through FBI with a miserable tank and DC by your side to be rewarded with a gemstone, worth 5k rp But the mayor broken thing is that rebuff and it does not only concern powersharing but also synergize in a redicules way with insignia boni like Artificers Persuation and Shepard´s Devotion .... literally speedruns , funny but broken somehow. Not sure if that got fixed allready.
Bonding stones are not the problem but I think this rework is not about fixing stuff but more about getting the playerbase "shaked up" a bit to spend some cash...idk.
Players using and pushing for bonding nerfs who say they are op should maybe unequip them and use something else. Let the rest of us enjoy our hard work of ranking them up.
See, and this is the hilarious part here, you and people like you are under the impression that there are more than a handful of people who ever mentioned that Bondings were OP. Cause, equally as amusing, they like any sane person believed that this was common knowledge everyone shared and acknowledged, fully aware that a normalization of them would be coming in the future.
So the fact that not only this comes as a surprise to people but that, especially now that people know they will retain a 100% uptime, people have regressed into children throwing a tantrum is what is, not funny but a depressing sadness.
Grow up, no-one forced you to sink your life into a luxury item, no one made promises that they would leave it as powerful as it was. Indeed they did all but outright TELL you it would be adjusted and they're doing that now.
So either stick around and see where it goes, by precedent every "bad decision" the Dev's have made has resulted in the game improving to an extent in the long run.
or
Don't like it? Then leave and you'll really be wasting all your efforts.
If you think this is the worst way they could create difficulty or that it will at all, you're extremely naive.
Off the top of my head I can think of at least 10 ways they could do it much more unfairly to really give people something to complain about and they would need to do a few of them to actually make content a true challenge.
In full, brutal honesty; if the Bonding nerf affects someone that much then they were never suited to online gaming in the first place, they need their hand held at all times and should be kept away from pointy objects.
And if people really didn't see this coming then that's on them, you work on the things less likely to be touched first and never spend what you're not prepared to potentially lose.
Dude... we are not all the same. You have kids from 10 to 18 playing this game. You have adults 70 + playing this game. All kinds of people play NW. Including disabled people , who actually do need to be held by their hand and led to achieve HAMSTER here.
You are not being honest. You are being brutally mean.
Some understand how it works, and some do not and they do not have to.
So , what you are saying is, people like that have no business playing ? Are you HAMSTER kidding me ? Only pro players who know exactingly how things work for you , ha ...
Games should be fun . Among other things.
Why do we need to expect anything ? You buy something, you spend cash for something , and it is HAMSTER yours. Not your friends, or your brothers. Yours. No one will take it away from you and then expect from you to cash out money for it again. Why would they ?
8
micky1p00Member, NW M9 PlaytestPosts: 3,594Arc User
Players using and pushing for bonding nerfs who say they are op should maybe unequip them and use something else. Let the rest of us enjoy our hard work of ranking them up.
See, and this is the hilarious part here, you and people like you are under the impression that there are more than a handful of people who ever mentioned that Bondings were OP. Cause, equally as amusing, they like any sane person believed that this was common knowledge everyone shared and acknowledged, fully aware that a normalization of them would be coming in the future.
So the fact that not only this comes as a surprise to people but that, especially now that people know they will retain a 100% uptime, people have regressed into children throwing a tantrum is what is, not funny but a depressing sadness.
Grow up, no-one forced you to sink your life into a luxury item, no one made promises that they would leave it as powerful as it was. Indeed they did all but outright TELL you it would be adjusted and they're doing that now.
So either stick around and see where it goes, by precedent every "bad decision" the Dev's have made has resulted in the game improving to an extent in the long run.
or
Don't like it? Then leave and you'll really be wasting all your efforts.
Interesting attitude, discussing other people. You don't have issues with anything good for you. Others are free to express their concerns. You on the other hand are free to argue over those concerns but not the people behind them.
My point is : DC are a rare thing to find. I've seen msva queues waiting for 1 hour+ to find just one DC (and not a good one in the end). Leveling as a DC is hard work. All this powershare creep discussion does not represent reality. It's an exception. You just happen to see it more often becausee ppl will always post impressive videos on youtube, not boring ones. Most of the time, in a party of 5 you get ONE DC. and out of 20 DCs maybe you meet 1 powersharing DC (I'm not a top player, just an average).
I also witnessed those random groups spamming the chat for hours to find one pittyful DC to join their party and I allready took part. But the truth is more like this: Most DC´s completed their Svardborg adventure and can´t stand this dungeon any more (on PC), same as random groups tend to be a waste of time sometimes. It´s not that DC`s are rare imo, they are just picky and chose the "easy way".
Imagine a chat in PE. A 11k GWF with a green relic weapon spams all day long : "Lfm, AA/DO DC, GF, OP, renemof, hdps , pm me" This is the common experience I have, standing beside the latterbox, and my first thought is: No way, I will not waste my time with that dude wearing a greater Lifedrinker enchant.
Btw. , leveling as a DC these days is not that hard anymore.
Nothing productive can come out of this discussion.
1) We can pretty much all agree that the company behind this is trying to re-package what we have and sell it to us again not in a form of content, as a video should, but in a form the same content, the same resurfaced content that should replace actual content.
2) powersharing as currently implemented has very little to do with it. Same have problems with it, some don't. Doesn't change the fact it's in every single meta group. And it doesn't change the fact we are getting nerfed somewhere so that we can gain it back elsewhere.
3) The main thing we should all talk about is how ridiculous the nerf is, as it doesn't change a damn thing. Back at the beginning of this topic, the runes should have had 50% uptime. That would actually change something, because it would force players to make choices between burst and stable stats, between powersharing and 100% uptime on crucial things build-wise. They could have made bondings like artifacts, so that you can activate them when you want, so that you get the extra stats at the same time as others, you can plan your buffs and debuffs to that very moment, you can actually add a significant gameplay element to bondings. That would not be a nerf, with some content balance added, it would be a great addition to the game. (you can make dailies to feel like, you know, dailies and it would actually fit the gameplay style). But it's not.
4) We should agree as a community and end this thread with a consensus instead of arguing about meta, DCs, and other HAMSTER that needs to be addressed, but elsewhere. We should send a clear massage we don't wanna spend our money/leisure time to get where we are now without any difference or gameplay change what so ever.
I think we should leave it guys. Seriously. It's really no point to argue or going personal as we all gona end up in knee deep...swamp soon. There is absolutely no point arguing about how that nerf gona impact different classes or how it wont affect power creep, or how augments wont be worth more then they are now.
Is obvious for every player playing this game more than few months and having acces to calculator.
Devs are not that stupid to do not know how it works, and how it will be after patch hits live servers. And I even start to belive that its not the change they really want to do, but someone above them ordered them to find a way to bring more profits, with possibly smallest resurces used to that.
Simplest solution – take something form players and resell that back, but at much higher price.
More experienced player then myself told me about a 8 months ago that to create BIS character you need about 100-120kk of AD. Now, according to some of your judgement, if you are BIS you need 50-60kk more to.... regain whats gona be taken from you. Simple as that.
And thats gona happen, no matter what kind of arguments or proofs you gona bring into that topic, cos it leads to the designated target. All that devs/moderators statements, how its gona cure the game is just a smoke screen – nothing else.
And dear devs I have a bad news for you and your bosses who order you to do that. This time it wont work.
But I will tell you what bonding nerf gona bring to you and a game:
1. Many of seasoned players will leave this game for good – cos they simply know the time and effort/money it took to get what they have, and whats gona be taken from them. And its highly unlikelly thay gona be ready to buy it back. Really. 2. Its gona be massive alt killer – those who stay wont bother to play alts any more cos alts with lower level bondings gona be weakend as well, and with all that new random que stop bringing any profits. So they gona abondon them to try to have at least 1 toon BIS 3. Its gona be guilds killer as well becouse of combined impact of bonding nerf and forcing players to play with strangers to earn any rough AD. 4. Its gona be your new loadouts killer – as you use it for serious rebuild of your toon. So you gona need even more AD to upgrade enchants to use it properly. 5. Its gona leave so much bad press for you that many peoples will simply avoid Neverwinter and rest of your games. 6. New players wont stick around too long as well – they may be new, but can count as well. Even if at first glance new refine system seems easier/cheaper it is not, and gated behind hardest content and lockboxes drop.
I guess rest of forum members can add some others stuff I am missing here. But the point is – its gona be far worse than you think. Don't forget that forum/prewiev users are just a small amount of players. Many more are just casuals, not guild members and so on. I bet large number of them gona be suprised when this change hit live servers. And thats gona be a nasty suprise.
So, good luck with it devs – you gona need it, much more than we do. Its still easier to find a new game to play with, then a new job. And I have a feeling you gone need one sooner then you think.
Alright, It's Monday. I'm expecting a dev to reply soon, and I'd like if I could get into contact with one via PM or skype/discord/whatever 'cause I really want to understand, so help me understand it please. I know the devs ain't stupid, and they have their reasoning behind this, and I want to know that reasoning.
You take overall stats away from decreasing bondingstone effectiveness, don't add anything to make other runestones viable and then compensate the entire mess with the ability to create r14. So in the end we will be able to rank our enchantments for no overall gain to rank 14, increasing the gap between new players and end game players even further.
The change should be adjustement of the bondings curve with a diminishing return for higher ranks giving a marginal overall increase at 14 (i.e. r14 = flat 100% vs current 95% r12).
Then rework the other runestone bonuses in such a way that they are viable alternatives by massively increasing the stats they provide towards a point where they provide a yield exactly the same amount of stats bonding boosted stats provide (my current stats are 1000 arm pen, 4200 crit and 7200 power, those would be transferred at 300% with full bondings so total stats a r14 runestone should provide are 12400.
To further increase the viability of all other runestones using multiple of the same type of runestone could have the second one incur an effectiveness penalty of say 25% and the third one 50%.
But who am I kidding history proofs that this will go live as presented, we'll suffer for it and it will be fixed in half a year or later.
*sigh*
You really don't get it, everyone whining about this still doesn't get it.
No-one ASKED for this, it was GOING to happen sooner or later.
The entire point of this is to reduce the stat gain from Bondings to an appropriate level, making them more in line with content rather than, as people seem to still believe despite mountains of evidence to the contrary, that content was made for Bondings as they are.
The new system of R14 is designed not only to bring Bondings in line but bring other Runestones closer to being more useful than they currently are. On top of that new values across the board and the new ranks bring slight gains to all slotted enchants.
No-one told or forced you to spend money so any financial loss you suffer is on you and you alone. I have spent a grand total of $30 in the past 4 years on the game and I have well into the double (actually triple) digits of active characters to gear.
Most of them are 16.5-17k, not the ones on console though, with which this new system will greatly assist me in improving.
The other Runestones btw, are having their stats doubled.
Even having back the 100% uptime, I still dont know what to think about cryptic intentions with this.
If you wanna reduce the gap between augment and bonding companions, the logical step is to buff augment, not nerf bondings; specially when the game difficulty for the last year has been adjusted to the current bonding situation. All runing tong, fbi, msva, well go back to etos again, and current players in progression runing etos and the like...cloak tower?
C´mon, if you wanted to provide challenge, this is the cheapiest (read crapiest) way to provide it
If you think this is the worst way they could create difficulty or that it will at all, you're extremely naive.
Off the top of my head I can think of at least 10 ways they could do it much more unfairly to really give people something to complain about and they would need to do a few of them to actually make content a true challenge.
In full, brutal honesty; if the Bonding nerf affects someone that much then they were never suited to online gaming in the first place, they need their hand held at all times and should be kept away from pointy objects.
And if people really didn't see this coming then that's on them, you work on the things less likely to be touched first and never spend what you're not prepared to potentially lose.
You can be as self righteous as you like, however no company should charge its paying customers for the same thing twice.
Alright, It's Monday. I'm expecting a dev to reply soon, and I'd like if I could get into contact with one via PM or skype/discord/whatever 'cause I really want to understand, so help me understand it please. I know the devs ain't stupid, and they have their reasoning behind this, and I want to know that reasoning.
it's aholiday in the states. it's not likely to hear anythng until tomorrow
Answer me this: Lets say people go with this change and rank up all of their enchants and bondings to 14. They also upgrade 4 comps to legendary giving the 225% from their comps. The increase in all these stats including the enchants on their character will make them just as strong as they are now, if not stronger and the current ' problem ' will of course return. At this point what is to stop the deves saying oh we have the same problem as last year so we're reducing bondings to 40% and raising enchants to rank 16 now so you can all go through this again. If they can get away with this once, what's to stop them doing it again when exactly the same ' problem ' returns in 12 months or so?
Answer me this: Lets say people go with this change and rank up all of their enchants and bondings to 14. They also upgrade 4 comps to legendary giving the 225% from their comps. The increase in all these stats including the enchants on their character will make them just as strong as they are now, if not stronger and the current ' problem ' will of course return. At this point what is to stop the deves saying oh we have the same problem as last year so we're reducing bondings to 40% and raising enchants to rank 16 now so you can all go through this again. If they can get away with this once, what's to stop them doing it again when exactly the same ' problem ' returns in 12 months or so?
it won't take that long to have the "problem" reappear because this won't solve the "problem" in the first place. this is just going to create a bunch of new problems
I'm confused as to what the problem actually is? Were people clearing dungeons so fast they were getting so much loot that they were breaking the economy or something? They've refused to fix rewards in T3 dungeons so I kind of find that hard to believe. Every time they nerf classes/items they tell players that this or that was overperforming but is it really overperforming if you're still clearing dungeons in a half hour for a few trinkets?
> @tgwolf said: > You take overall stats away from decreasing bondingstone effectiveness, don't add anything to make other runestones viable and then compensate the entire mess with the ability to create r14. So in the end we will be able to rank our enchantments for no overall gain to rank 14, increasing the gap between new players and end game players even further. > > The change should be adjustement of the bondings curve with a diminishing return for higher ranks giving a marginal overall increase at 14 (i.e. r14 = flat 100% vs current 95% r12). > > Then rework the other runestone bonuses in such a way that they are viable alternatives by massively increasing the stats they provide towards a point where they provide a yield exactly the same amount of stats bonding boosted stats provide (my current stats are 1000 arm pen, 4200 crit and 7200 power, those would be transferred at 300% with full bondings so total stats a r14 runestone should provide are 12400. > > To further increase the viability of all other runestones using multiple of the same type of runestone could have the second one incur an effectiveness penalty of say 25% and the third one 50%. > > But who am I kidding history proofs that this will go live as presented, we'll suffer for it and it will be fixed in half a year or later. > > > > *sigh* > > You really don't get it, everyone whining about this still doesn't get it. > > No-one ASKED for this, it was GOING to happen sooner or later. > > The entire point of this is to reduce the stat gain from Bondings to an appropriate level, making them more in line with content rather than, as people seem to still believe despite mountains of evidence to the contrary, that content was made for Bondings as they are. > > The new system of R14 is designed not only to bring Bondings in line but bring other Runestones closer to being more useful than they currently are. On top of that new values across the board and the new ranks bring slight gains to all slotted enchants. > > No-one told or forced you to spend money so any financial loss you suffer is on you and you alone. I have spent a grand total of $30 in the past 4 years on the game and I have well into the double (actually triple) digits of active characters to gear. > > Most of them are 16.5-17k, not the ones on console though, with which this new system will greatly assist me in improving. > > The other Runestones btw, are having their stats doubled.
> @tgwolf said: > You take overall stats away from decreasing bondingstone effectiveness, don't add anything to make other runestones viable and then compensate the entire mess with the ability to create r14. So in the end we will be able to rank our enchantments for no overall gain to rank 14, increasing the gap between new players and end game players even further. > > The change should be adjustement of the bondings curve with a diminishing return for higher ranks giving a marginal overall increase at 14 (i.e. r14 = flat 100% vs current 95% r12). > > Then rework the other runestone bonuses in such a way that they are viable alternatives by massively increasing the stats they provide towards a point where they provide a yield exactly the same amount of stats bonding boosted stats provide (my current stats are 1000 arm pen, 4200 crit and 7200 power, those would be transferred at 300% with full bondings so total stats a r14 runestone should provide are 12400. > > To further increase the viability of all other runestones using multiple of the same type of runestone could have the second one incur an effectiveness penalty of say 25% and the third one 50%. > > But who am I kidding history proofs that this will go live as presented, we'll suffer for it and it will be fixed in half a year or later. > > > > *sigh* > > You really don't get it, everyone whining about this still doesn't get it. > > No-one ASKED for this, it was GOING to happen sooner or later. > > The entire point of this is to reduce the stat gain from Bondings to an appropriate level, making them more in line with content rather than, as people seem to still believe despite mountains of evidence to the contrary, that content was made for Bondings as they are. > > The new system of R14 is designed not only to bring Bondings in line but bring other Runestones closer to being more useful than they currently are. On top of that new values across the board and the new ranks bring slight gains to all slotted enchants. > > No-one told or forced you to spend money so any financial loss you suffer is on you and you alone. I have spent a grand total of $30 in the past 4 years on the game and I have well into the double (actually triple) digits of active characters to gear. > > Most of them are 16.5-17k, not the ones on console though, with which this new system will greatly assist me in improving. > > The other Runestones btw, are having their stats doubled.
Nice trolling...
On consoles, the game was released a year ago. You'll not fool anyone by saying you'll have r14 easy... With what ad you bought the enchants, all the refining materials, coalescent wards, marks and the second enchant needed to upgrade them ? All without investing a single dollar...
Unless you farm 10 characters for 36k da each day, it's impossible.
And please show some respect, try to prove your point with arguments. "You all don't get it" is no argument...
We're all dumb and you are the only one with a brain?
@diloul31 Ignore tgwolf - he's nothing but a boring troll. He can't make any sensible, reasonable arguments so he has to insult others. Don't go down to his level.
Anyways, even IF this is made so Cryptic and PWE can profit, this will only bite them in the rear. Not only will they lose a lot of people because of the nerf in general, the fact that it's a bonding nerf - something people paid for is just terrible. Add to that the fact that they're re-selling already bought power... a recipe for disaster.
I would like please we devoted players dont loose the perspective on this matter....
The real and simple issue here is that by nerfing bondings they are forcing all of us to spend more money. It is an easy solution to force all 90% of current users to look into our pocket without any investment on their side. Its a clear WIN-LOSE deal....
Making new content a lot harder, then increase bondings ranks and enchants. Then boost augment if you cought*really care*cough about lower level players. Make a WIN-WIN deal.
- The bonding nerf was expected at some point, but the % given and the duration method can be improved/increased a bit. The duration and the way it procs especially. - I understand that the point of this nerfing is to prevent classes from reaching multiple caps (i.e arm pen AND crit AND deflect or whatever). I agree with this approach but you must consider that some classes solely rely on bondings to gain some mandatory stats. For example, paladins or DC don't have any armor penetration on their gear (except artifacts or mount insignias) or don't have any ability (charisma etc..) that give it, so they cannot reach 60% (not to mention 85% that seems now out or reach if they want to keep other useful stats!). If there is a kind of cooldown because the pet dies or whatever, they will have zero stats then, and the survivability/effectiveness will be really bad ! - Guildless people should be considered: they will have even less stats... - Some classes can make up a part of the loss by using some feats. Please consider that this will put some classes at disadvantage. See the full picture. - Many players are not really skilled and will not be able to cope up in high tier dungeons, especially if the rumors about random dungeon queue with random players are true (?). Please take this into consideration when you will set the final settings of bondings. - Consequently, you might have to adjust the dungeons difficulty even I would prefer to keep them at their current level.
> @tgwolf said: > Even having back the 100% uptime, I still dont know what to think about cryptic intentions with this. > > If you wanna reduce the gap between augment and bonding companions, the logical step is to buff augment, not nerf bondings; specially when the game difficulty for the last year has been adjusted to the current bonding situation. All runing tong, fbi, msva, well go back to etos again, and current players in progression runing etos and the like...cloak tower? > > C´mon, if you wanted to provide challenge, this is the cheapiest (read crapiest) way to provide it > > If you think this is the worst way they could create difficulty or that it will at all, you're extremely naive. > > Off the top of my head I can think of at least 10 ways they could do it much more unfairly to really give people something to complain about and they would need to do a few of them to actually make content a true challenge. > > In full, brutal honesty; if the Bonding nerf affects someone that much then they were never suited to online gaming in the first place, they need their hand held at all times and should be kept away from pointy objects. > > And if people really didn't see this coming then that's on them, you work on the things less likely to be touched first and never spend what you're not prepared to potentially lose.
are you for real? 2 years of them selling us bondings not being able to get into content if you didn't have bondings? so what should we have done? not played the game for 2 years? I'd love to see this list of 10 things that could be worse
> @tgwolf said: > Players using and pushing for bonding nerfs who say they are op should maybe unequip them and use something else. Let the rest of us enjoy our hard work of ranking them up. > > See, and this is the hilarious part here, you and people like you are under the impression that there are more than a handful of people who ever mentioned that Bondings were OP. Cause, equally as amusing, they like any sane person believed that this was common knowledge everyone shared and acknowledged, fully aware that a normalization of them would be coming in the future. > > So the fact that not only this comes as a surprise to people but that, especially now that people know they will retain a 100% uptime, people have regressed into children throwing a tantrum is what is, not funny but a depressing sadness. > > Grow up, no-one forced you to sink your life into a luxury item, no one made promises that they would leave it as powerful as it was. Indeed they did all but outright TELL you it would be adjusted and they're doing that now. > > So either stick around and see where it goes, by precedent every "bad decision" the Dev's have made has resulted in the game improving to an extent in the long run. > > or > > Don't like it? Then leave and you'll really be wasting all your efforts.
lol they told us a few weeks ago they where being adjusted some of us have had bondings for years so we are now have to be able to read the future? tell me this once we get all our enchants and bondings up to 14 we will be just about where we are now so won't we be over powered again? another nerf? where does it stop? do you think we enjoy having time and money wiped out because the devs can't do there job properly, if people have put time and money into the game just to have it taken away don't you think they have the right to complain?
Answer me this: Lets say people go with this change and rank up all of their enchants and bondings to 14. They also upgrade 4 comps to legendary giving the 225% from their comps. The increase in all these stats including the enchants on their character will make them just as strong as they are now, if not stronger and the current ' problem ' will of course return. At this point what is to stop the deves saying oh we have the same problem as last year so we're reducing bondings to 40% and raising enchants to rank 16 now so you can all go through this again. If they can get away with this once, what's to stop them doing it again when exactly the same ' problem ' returns in 12 months or so?
This is exactly what is going to happen and I couldn't agree more. The biggest issue here is that we were told that they were WORKING AS INTENDED and now all of a sudden they are too powerful according to the the same people who told us they were WAI and the content is harder now then when we were originally told that. So how do the devs justify what they are saying?
And as you (Zacorial) said we are going to be right back at the same amount of power we are now except we have to spend 25 to 40 million AD to get there and what's going to stop them from doing this again and making us spend a 100 million AD next time?
If they want to do something that will actually benefit players add new tiers of dungeons for BiS players that actually give half way decent rewards and is a real challenge for us or add some actual QUALITY CONTENT that can actually catch our attention because every MOD since SKT has been mediocre at best and everyone knows that because the quality of actual MODS are lacking that all BiS players do is run the same 4 to 5 dungeons endlessly and all we get is the same +1 rings, unrefined relic armor, peridots and aquamarines over and over again.
Comments
When the change goes live R12 will give you 150%
Off the top of my head I can think of at least 10 ways they could do it much more unfairly to really give people something to complain about and they would need to do a few of them to actually make content a true challenge.
In full, brutal honesty; if the Bonding nerf affects someone that much then they were never suited to online gaming in the first place, they need their hand held at all times and should be kept away from pointy objects.
And if people really didn't see this coming then that's on them, you work on the things less likely to be touched first and never spend what you're not prepared to potentially lose.
> Even having back the 100% uptime, I still dont know what to think about cryptic intentions with this.
>
> If you wanna reduce the gap between augment and bonding companions, the logical step is to buff augment, not nerf bondings; specially when the game difficulty for the last year has been adjusted to the current bonding situation. All runing tong, fbi, msva, well go back to etos again, and current players in progression runing etos and the like...cloak tower?
>
> C´mon, if you wanted to provide challenge, this is the cheapiest (read crapiest) way to provide it
>
> If you think this is the worst way they could create difficulty or that it will at all, you're extremely naive.
>
> Off the top of my head I can think of at least 10 ways they could do it much more unfairly to really give people something to complain about and they would need to do a few of them to actually make content a true challenge.
>
> In full, brutal honesty; if the Bonding nerf affects someone that much then they were never suited to online gaming in the first place, they need their hand held at all times and should be kept away from pointy objects.
>
> And if people really didn't see this coming then that's on them, you work on the things less likely to be touched first and never spend what you're not prepared to potentially lose.
So people should have not invest in bondings ?
They should have stay low dps that nobody will take in dunjeons ?
Nice strategy, thanks for your input.
PS4
Again it's almost impossible to get full r10+ on your toon but it's possible to get 3 r10+ bonding on pet.
I know that, i'm 13k 3xr12 bondings with r10 enchants on my pet.
The rest on my toon is r9 mostly and 2 r10...
I've been playing for a year, i should wait for an other year or two to get full r12 on my toon and then an other 2 years to be full r14 ?
This is your way ? Awsome...
> You got a better idea that can realistically happen in the given time frame from beta to live, Please speak and present the idea.
Well that's easy : Just have all the players stop paying/buying anything in this game until the devs actually promise not to touch the bondings, and not to touch powershare either (more about this later). We have the money, we have the power...... Oh, wait...it's already happening : Look at the zen exchange : the zen price went down to 498 AD in 2 days, whereas normally there is a backlog of several millions during an 2xRP event. This means that the market is sluggish already.
I said "Don't touch powershare either". Isn't saying this a bit too greedy from my part ? Well, maybe (i'm an AC DC 20k Pow heavily using power sharing).
But before flaming me, please consider my point of view:
We've seen a video where someone gathered 25 ACDC clerics on tiamat and got millions of power: This is HARD to pull from an organisational point of view, and if you manage to pull it off, good for you: you can reap the joy of this hard work.
My point is : DC are a rare thing to find. I've seen msva queues waiting for 1 hour+ to find just one DC (and not a good one in the end). Leveling as a DC is hard work. All this powershare creep discussion does not represent reality. It's an exception. You just happen to see it more often becausee ppl will always post impressive videos on youtube, not boring ones. Most of the time, in a party of 5 you get ONE DC. and out of 20 DCs maybe you meet 1 powersharing DC (I'm not a top player, just an average).
If the elite (1% players) want to have fun with 200k power, good for them. I'm just an average player (80% of the players) and i can pull 85k power boost to my team mates. That's not too much.
Bottom line : Even if it's technically possible to get as high as 300k power, the vast majority of players well never achieve it. Let the elites have their fun, let the average players get the impression they are at least of little use to their group.
PS : oria1 this message is not targeted at you, i'm just quoting you to introduce my arguments, thank you :-)
With the new system, we'll presume that the Companions Gift lasts 30 seconds, the chance to proc. it is 100% so it will proc. when your companion attacks, now if we take that Uptime = Cooldown then at the same time as the Companions Gift activates, it goes on a 30 second CD immediately, the same 30 seconds as the Gift is active.
With this system, the Companion's Gift can't be replenished continuously, after each 30 seconds your companion must land another attack to re-proc. it.
Contrary to popular belief not all groups run optimal, but those are the ones that will get hurt the most. As it has been showcased here the bonding nerf has almost zero effect on the upper level groups and maximum effect on the lower part. Not everyone runs with 2 dc AND pally. Sometimes by choice as they prefer to run with friends regardless the class they play or because they cant find people in a given time frame.
So now we wont be able to hit 280k power or 300k but we can hit 230k - 250k... How is the bonding nerf affected that? Zero
In 3-4 months (or more) we will be exactly where we are now and in mod 13 we will be looking at another nerf because of the excessive power creep... déjà vu much?
We all need to realize that a nerf will happen, if it is so, at least we can make suggestions for the right one, for one that doesn't affect people that do dailies or solo grind, for no good reason, or don't have optimal groups. Don't get me wrong, the content will be manageable anyhow with good players.
The real question I'm asking is Why this particular change that it makes it harder on the lower and mid end and doesn't affect much the upper end and not the other way around. That's where the power creep is more evident, not on the 10-12k groups that are trying to do CN, not at the 12k - 14k that are trying to do FBI- SP. Cryptic will still make money with r14s and upgrades anyway. Every dps will buy that artifact and all will like the r13 weapon enchants.
Block/stop the powersharing Through companion, but at the same time buff the AC / pally powershare to the player. How much? enough to be viable and desired but not to lead to situations of excessive power, other suggested to make it straight damage buff thats a good idea too.
I ll repeat it again. No one is asking for a nerf to a class, only to change a mechanic and make it work as it should to save the bonding nerf itself. Win WIn
The companions rebuff is a pretty well known issue for years now and one mayor reason why content at BIS level is trivial and also why supporter classes reign NWO. Sry, but a buff getting enhanced for 285% by a companion ?
Not that I want these dungeons to last 2-3 times longer. The rewards are simply laughable and it is allready completely senseless to build random groups and struggle 60min all through FBI with a miserable tank and DC by your side to be rewarded with a gemstone, worth 5k rp
But the mayor broken thing is that rebuff and it does not only concern powersharing but also synergize in a redicules way with insignia boni like Artificers Persuation and Shepard´s Devotion .... literally speedruns , funny but broken somehow. Not sure if that got fixed allready.
Bonding stones are not the problem but I think this rework is not about fixing stuff but more about getting the playerbase "shaked up" a bit to spend some cash...idk.
So the fact that not only this comes as a surprise to people but that, especially now that people know they will retain a 100% uptime, people have regressed into children throwing a tantrum is what is, not funny but a depressing sadness.
Grow up, no-one forced you to sink your life into a luxury item, no one made promises that they would leave it as powerful as it was. Indeed they did all but outright TELL you it would be adjusted and they're doing that now.
So either stick around and see where it goes, by precedent every "bad decision" the Dev's have made has resulted in the game improving to an extent in the long run.
or
Don't like it? Then leave and you'll really be wasting all your efforts.
You have kids from 10 to 18 playing this game. You have adults 70 + playing this game. All kinds of people play NW.
Including disabled people , who actually do need to be held by their hand and led to achieve HAMSTER here.
You are not being honest. You are being brutally mean.
Some understand how it works, and some do not and they do not have to.
So , what you are saying is, people like that have no business playing ? Are you HAMSTER kidding me ?
Only pro players who know exactingly how things work for you , ha ...
Games should be fun . Among other things.
Why do we need to expect anything ? You buy something, you spend cash for something , and it is HAMSTER yours.
Not your friends, or your brothers. Yours.
No one will take it away from you and then expect from you to cash out money for it again.
Why would they ?
You on the other hand are free to argue over those concerns but not the people behind them.
Imagine a chat in PE. A 11k GWF with a green relic weapon spams all day long : "Lfm, AA/DO DC, GF, OP, renemof, hdps , pm me"
This is the common experience I have, standing beside the latterbox, and my first thought is: No way, I will not waste my time with that dude wearing a greater Lifedrinker enchant.
Btw. , leveling as a DC these days is not that hard anymore.
1) We can pretty much all agree that the company behind this is trying to re-package what we have and sell it to us again not in a form of content, as a video should, but in a form the same content, the same resurfaced content that should replace actual content.
2) powersharing as currently implemented has very little to do with it. Same have problems with it, some don't. Doesn't change the fact it's in every single meta group. And it doesn't change the fact we are getting nerfed somewhere so that we can gain it back elsewhere.
3) The main thing we should all talk about is how ridiculous the nerf is, as it doesn't change a damn thing. Back at the beginning of this topic, the runes should have had 50% uptime. That would actually change something, because it would force players to make choices between burst and stable stats, between powersharing and 100% uptime on crucial things build-wise.
They could have made bondings like artifacts, so that you can activate them when you want, so that you get the extra stats at the same time as others, you can plan your buffs and debuffs to that very moment, you can actually add a significant gameplay element to bondings. That would not be a nerf, with some content balance added, it would be a great addition to the game. (you can make dailies to feel like, you know, dailies and it would actually fit the gameplay style). But it's not.
4) We should agree as a community and end this thread with a consensus instead of arguing about meta, DCs, and other HAMSTER that needs to be addressed, but elsewhere.
We should send a clear massage we don't wanna spend our money/leisure time to get where we are now without any difference or gameplay change what so ever.
[PS4] Alliance - House Stargaryen
Is obvious for every player playing this game more than few months and having acces to calculator.
Devs are not that stupid to do not know how it works, and how it will be after patch hits live servers. And I even start to belive that its not the change they really want to do, but someone above them ordered them to find a way to bring more profits, with possibly smallest resurces used to that.
Simplest solution – take something form players and resell that back, but at much higher price.
More experienced player then myself told me about a 8 months ago that to create BIS character you need about 100-120kk of AD. Now, according to some of your judgement, if you are BIS you need 50-60kk more to.... regain whats gona be taken from you. Simple as that.
And thats gona happen, no matter what kind of arguments or proofs you gona bring into that topic, cos it leads to the designated target. All that devs/moderators statements, how its gona cure the game is just a smoke screen – nothing else.
And dear devs I have a bad news for you and your bosses who order you to do that. This time it wont work.
But I will tell you what bonding nerf gona bring to you and a game:
1. Many of seasoned players will leave this game for good – cos they simply know the time and effort/money it took to get what they have, and whats gona be taken from them. And its highly unlikelly thay gona be ready to buy it back. Really.
2. Its gona be massive alt killer – those who stay wont bother to play alts any more cos alts with lower level bondings gona be weakend as well, and with all that new random que stop bringing any profits. So they gona abondon them to try to have at least 1 toon BIS
3. Its gona be guilds killer as well becouse of combined impact of bonding nerf and forcing players to play with strangers to earn any rough AD.
4. Its gona be your new loadouts killer – as you use it for serious rebuild of your toon. So you gona need even more AD to upgrade enchants to use it properly.
5. Its gona leave so much bad press for you that many peoples will simply avoid Neverwinter and rest of your games.
6. New players wont stick around too long as well – they may be new, but can count as well. Even if at first glance new refine system seems easier/cheaper it is not, and gated behind hardest content and lockboxes drop.
I guess rest of forum members can add some others stuff I am missing here. But the point is – its gona be far worse than you think. Don't forget that forum/prewiev users are just a small amount of players. Many more are just casuals, not guild members and so on. I bet large number of them gona be suprised when this change hit live servers. And thats gona be a nasty suprise.
So, good luck with it devs – you gona need it, much more than we do. Its still easier to find a new game to play with, then a new job. And I have a feeling you gone need one sooner then you think.
Wallet closed for me... I meant topic, topic.....
You really don't get it, everyone whining about this still doesn't get it.
No-one ASKED for this, it was GOING to happen sooner or later.
The entire point of this is to reduce the stat gain from Bondings to an appropriate level, making them more in line with content rather than, as people seem to still believe despite mountains of evidence to the contrary, that content was made for Bondings as they are.
The new system of R14 is designed not only to bring Bondings in line but bring other Runestones closer to being more useful than they currently are. On top of that new values across the board and the new ranks bring slight gains to all slotted enchants.
No-one told or forced you to spend money so any financial loss you suffer is on you and you alone. I have spent a grand total of $30 in the past 4 years on the game and I have well into the double (actually triple) digits of active characters to gear.
Most of them are 16.5-17k, not the ones on console though, with which this new system will greatly assist me in improving.
The other Runestones btw, are having their stats doubled.
You can be as self righteous as you like, however no company should charge its paying customers for the same thing twice.
At this point what is to stop the deves saying oh we have the same problem as last year so we're reducing bondings to 40% and raising enchants to rank 16 now so you can all go through this again.
If they can get away with this once, what's to stop them doing it again when exactly the same ' problem ' returns in 12 months or so?
it won't take that long to have the "problem" reappear because this won't solve the "problem" in the first place. this is just going to create a bunch of new problems
> You take overall stats away from decreasing bondingstone effectiveness, don't add anything to make other runestones viable and then compensate the entire mess with the ability to create r14. So in the end we will be able to rank our enchantments for no overall gain to rank 14, increasing the gap between new players and end game players even further.
>
> The change should be adjustement of the bondings curve with a diminishing return for higher ranks giving a marginal overall increase at 14 (i.e. r14 = flat 100% vs current 95% r12).
>
> Then rework the other runestone bonuses in such a way that they are viable alternatives by massively increasing the stats they provide towards a point where they provide a yield exactly the same amount of stats bonding boosted stats provide (my current stats are 1000 arm pen, 4200 crit and 7200 power, those would be transferred at 300% with full bondings so total stats a r14 runestone should provide are 12400.
>
> To further increase the viability of all other runestones using multiple of the same type of runestone could have the second one incur an effectiveness penalty of say 25% and the third one 50%.
>
> But who am I kidding history proofs that this will go live as presented, we'll suffer for it and it will be fixed in half a year or later.
>
>
>
> *sigh*
>
> You really don't get it, everyone whining about this still doesn't get it.
>
> No-one ASKED for this, it was GOING to happen sooner or later.
>
> The entire point of this is to reduce the stat gain from Bondings to an appropriate level, making them more in line with content rather than, as people seem to still believe despite mountains of evidence to the contrary, that content was made for Bondings as they are.
>
> The new system of R14 is designed not only to bring Bondings in line but bring other Runestones closer to being more useful than they currently are. On top of that new values across the board and the new ranks bring slight gains to all slotted enchants.
>
> No-one told or forced you to spend money so any financial loss you suffer is on you and you alone. I have spent a grand total of $30 in the past 4 years on the game and I have well into the double (actually triple) digits of active characters to gear.
>
> Most of them are 16.5-17k, not the ones on console though, with which this new system will greatly assist me in improving.
>
> The other Runestones btw, are having their stats doubled.
> @tgwolf said:
> You take overall stats away from decreasing bondingstone effectiveness, don't add anything to make other runestones viable and then compensate the entire mess with the ability to create r14. So in the end we will be able to rank our enchantments for no overall gain to rank 14, increasing the gap between new players and end game players even further.
>
> The change should be adjustement of the bondings curve with a diminishing return for higher ranks giving a marginal overall increase at 14 (i.e. r14 = flat 100% vs current 95% r12).
>
> Then rework the other runestone bonuses in such a way that they are viable alternatives by massively increasing the stats they provide towards a point where they provide a yield exactly the same amount of stats bonding boosted stats provide (my current stats are 1000 arm pen, 4200 crit and 7200 power, those would be transferred at 300% with full bondings so total stats a r14 runestone should provide are 12400.
>
> To further increase the viability of all other runestones using multiple of the same type of runestone could have the second one incur an effectiveness penalty of say 25% and the third one 50%.
>
> But who am I kidding history proofs that this will go live as presented, we'll suffer for it and it will be fixed in half a year or later.
>
>
>
> *sigh*
>
> You really don't get it, everyone whining about this still doesn't get it.
>
> No-one ASKED for this, it was GOING to happen sooner or later.
>
> The entire point of this is to reduce the stat gain from Bondings to an appropriate level, making them more in line with content rather than, as people seem to still believe despite mountains of evidence to the contrary, that content was made for Bondings as they are.
>
> The new system of R14 is designed not only to bring Bondings in line but bring other Runestones closer to being more useful than they currently are. On top of that new values across the board and the new ranks bring slight gains to all slotted enchants.
>
> No-one told or forced you to spend money so any financial loss you suffer is on you and you alone. I have spent a grand total of $30 in the past 4 years on the game and I have well into the double (actually triple) digits of active characters to gear.
>
> Most of them are 16.5-17k, not the ones on console though, with which this new system will greatly assist me in improving.
>
> The other Runestones btw, are having their stats doubled.
Nice trolling...
On consoles, the game was released a year ago.
You'll not fool anyone by saying you'll have r14 easy...
With what ad you bought the enchants, all the refining materials, coalescent wards, marks and the second enchant needed to upgrade them ?
All without investing a single dollar...
Unless you farm 10 characters for 36k da each day, it's impossible.
And please show some respect, try to prove your point with arguments.
"You all don't get it" is no argument...
We're all dumb and you are the only one with a brain?
Ignore tgwolf - he's nothing but a boring troll. He can't make any sensible, reasonable arguments so he has to insult others. Don't go down to his level.
Anyways, even IF this is made so Cryptic and PWE can profit, this will only bite them in the rear. Not only will they lose a lot of people because of the nerf in general, the fact that it's a bonding nerf - something people paid for is just terrible. Add to that the fact that they're re-selling already bought power... a recipe for disaster.
- I understand that the point of this nerfing is to prevent classes from reaching multiple caps (i.e arm pen AND crit AND deflect or whatever). I agree with this approach but you must consider that some classes solely rely on bondings to gain some mandatory stats. For example, paladins or DC don't have any armor penetration on their gear (except artifacts or mount insignias) or don't have any ability (charisma etc..) that give it, so they cannot reach 60% (not to mention 85% that seems now out or reach if they want to keep other useful stats!). If there is a kind of cooldown because the pet dies or whatever, they will have zero stats then, and the survivability/effectiveness will be really bad !
- Guildless people should be considered: they will have even less stats...
- Some classes can make up a part of the loss by using some feats. Please consider that this will put some classes at disadvantage. See the full picture.
- Many players are not really skilled and will not be able to cope up in high tier dungeons, especially if the rumors about random dungeon queue with random players are true (?). Please take this into consideration when you will set the final settings of bondings.
- Consequently, you might have to adjust the dungeons difficulty even I would prefer to keep them at their current level.
Thank you.
> Even having back the 100% uptime, I still dont know what to think about cryptic intentions with this.
>
> If you wanna reduce the gap between augment and bonding companions, the logical step is to buff augment, not nerf bondings; specially when the game difficulty for the last year has been adjusted to the current bonding situation. All runing tong, fbi, msva, well go back to etos again, and current players in progression runing etos and the like...cloak tower?
>
> C´mon, if you wanted to provide challenge, this is the cheapiest (read crapiest) way to provide it
>
> If you think this is the worst way they could create difficulty or that it will at all, you're extremely naive.
>
> Off the top of my head I can think of at least 10 ways they could do it much more unfairly to really give people something to complain about and they would need to do a few of them to actually make content a true challenge.
>
> In full, brutal honesty; if the Bonding nerf affects someone that much then they were never suited to online gaming in the first place, they need their hand held at all times and should be kept away from pointy objects.
>
> And if people really didn't see this coming then that's on them, you work on the things less likely to be touched first and never spend what you're not prepared to potentially lose.
are you for real? 2 years of them selling us bondings not being able to get into content if you didn't have bondings? so what should we have done? not played the game for 2 years? I'd love to see this list of 10 things that could be worse
> Players using and pushing for bonding nerfs who say they are op should maybe unequip them and use something else. Let the rest of us enjoy our hard work of ranking them up.
>
> See, and this is the hilarious part here, you and people like you are under the impression that there are more than a handful of people who ever mentioned that Bondings were OP. Cause, equally as amusing, they like any sane person believed that this was common knowledge everyone shared and acknowledged, fully aware that a normalization of them would be coming in the future.
>
> So the fact that not only this comes as a surprise to people but that, especially now that people know they will retain a 100% uptime, people have regressed into children throwing a tantrum is what is, not funny but a depressing sadness.
>
> Grow up, no-one forced you to sink your life into a luxury item, no one made promises that they would leave it as powerful as it was. Indeed they did all but outright TELL you it would be adjusted and they're doing that now.
>
> So either stick around and see where it goes, by precedent every "bad decision" the Dev's have made has resulted in the game improving to an extent in the long run.
>
> or
>
> Don't like it? Then leave and you'll really be wasting all your efforts.
lol they told us a few weeks ago they where being adjusted some of us have had bondings for years so we are now have to be able to read the future? tell me this once we get all our enchants and bondings up to 14 we will be just about where we are now so won't we be over powered again? another nerf? where does it stop? do you think we enjoy having time and money wiped out because the devs can't do there job properly, if people have put time and money into the game just to have it taken away don't you think they have the right to complain?
And as you (Zacorial) said we are going to be right back at the same amount of power we are now except we have to spend 25 to 40 million AD to get there and what's going to stop them from doing this again and making us spend a 100 million AD next time?
If they want to do something that will actually benefit players add new tiers of dungeons for BiS players that actually give half way decent rewards and is a real challenge for us or add some actual QUALITY CONTENT that can actually catch our attention because every MOD since SKT has been mediocre at best and everyone knows that because the quality of actual MODS are lacking that all BiS players do is run the same 4 to 5 dungeons endlessly and all we get is the same +1 rings, unrefined relic armor, peridots and aquamarines over and over again.