Since the blog regarding MOD16 mentioned removal of the Recovery stat, however the question remains - How will certain enchantments be "fixed", or are we left with useless enchantments in the process?
I think that this is the major fear of all players who ever spent anything in-game regarding Recovery stat.
Will Recovery stat be somehow changed into a new stat? What do you guys think?
Please, express your opinions in a civil manner.
True Neutral
Left the Game due to heavy Damage Control & Missing Spanish Language
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"Go for the eyes Boo, GO FOR THE EYES!! RrraaaAAGHGHH!!!"
Standard enchants and runestones offer three different boosts. I think that they just take the recovery or lifesteal boost out of it's slot and put something else in. We are getting some new stats, after all.
Same with weapons or armor or whatever. Have a sword that gives +X crit and +Y recovery and +Z HP? After the change it might give +X crit, +Y awareness, and +Z HP.
It's not ideal, of course. No matter what stat they slot in there, no matter what change they make, it may not fit into the new direction the player wants to go.
In a more perfect world (no pun intended) they will offer some sort of trade-in; Let us just trade in old +recovery items for AD or even give us a vendor that will let us trade in any item with +recovery or +lifesteal or whatever removed stat for an item with an equal item rating and of equal quality that has different stats.
They do not need to have every possible permutation of stats available for every item of every slot, just two or three different options for each slot and class.
Currently gameplay is brute force since the only thing we need to worry about is direct one-shots.
We have no answers and a lot of questions. The only way to find out is to attend the Preview shard and copy your most questionable characters to it. As a side topic; I plan to try out Barovia and some other areas I have already completed. If I cannot solo an area I have completed in the past, then they will need to rethink this whole module.
If the enchantments with recovery only provide recharge speed it will significantly impact any build that built up recovery for AP gains. I know it will hurt my DC. If the enchantments provide just AP and not recharge than it will be the other way around impacting the ability to use encounters faster.
There are more questions at this point until more info gets released. At this point it is simply a wait and see.
I know on console chats are exploding with players getting upset about the changes and many long time players starting to put up their enchantments for sale. Sounds like the change even prior to being launched on test is a big win.
And considering how drastic this change will be - I also think it's fair that the devs address this directly via a blog post, rather than expecting us to figure it out for ourselves by testing on preview.
They could also throw in an extra item or two, like a Ring of Vampiric Regeneration, but using them would force a choice between having lifesteal vs being more powerful. That would still mainly be useful in solo content, but redundant in group content with a healer. I'm not making any bets, but I think it would be more than a fair trade.
This is important to stress out and I do hope that developers listen to this.
They have done something similar with artifact powers. Whoever had Lostmauth set was able to turn it in for another appropriate set of same quality.
I think that this is only fair, as we do not have any involvement in the process of major changing of mechanic.
Personally, I am afraid for my Black Ice Enchantments, rank 13/14 which I have been upgrading for some time now. They come with Recovery stat and I see that as a problem if Recovery goes out of the picture.
I would like to have a possibility to pick which enchantment I would use from the Valuables Vendor and trade-in.
I figure that this would be a decent thing to do on Developers part as this would show that they do have some respect for the player base, too.
Wouldn't mind having situational enchants for once. Especially some that are not "rofl best damage enchant bis lul"
Moderate enchants going for nearly $1M AD - and they are in short supply. Perfect Lifedrinker listed at $3.5 M...crazy.
Just 3 - 4 days ago these same enchants were bargain basement material.
Either that, or less scrupulous versions of me that are making an educated guess.
"Utility Stats: - these stats don’t have ratings and instead receive boosts to their direct percentage
Action Point Gain
Recharge Speed
Stamina Gain
Critical Severity
Control Bonus
Control Resistance
Movement
Gold Gain
Xp Gain
Glory Gain
Companion Influence
Incoming Healing Bonus"
some classes gain ap with damage, casting spells/healing etc, but its just the surface.
IL is a relative value for comparing players, so what the actual values are doesn't really matter.
We need a straight up enchantment exchange for any the same rank owned before mod 16, anything less is straight up cash grab, I'd even argue theft.
Edit: to clearify the theft statement, people who bought things in this game and then they no longer hold value because of massive changes or force you to lose out. Also the game after this mod will not be the 'product' people bought things for. it will essentially be a different game, just with an old messy codebase and outdated engine.
Just 'cos they both, in some way, mitigate damage does NOT mean they are in any way equal.