Undermountain Rewards
Greetings adventurers, this thread is for providing bug reports and feedback on the following topics:
ALL THE NEW M16 REWARDS!
Seriously, there's a lot here, y'all! So please send any and all feedback you have! Here are some of the major things that you'll see thoughout M16 Undermountain!
- New leveling gear
- 5 new Artifact Equipment Sets
- 4 new Artifact Weapon Sets
- Rare Equipment rewards
- Two New Seals and an updated Seal store!
- And so much more!
Please keep in mind, as always:
everything on preview is subject to change. There is no guarantee what you see on preview will translate directly when the module launches on the live server.
Thank you for taking the time to play on preview and provide feedback, see you in Undermountain!
Things to note:
- Green and Blue leveling gear binding status has been changed and will be in the upcoming patches.
- We are looking the transmute issues with all the new gear!
- All new level 80 gear and artifacts will be added to the Preview store in the Wonderous Bazaar, expect to see them in the upcoming patches!
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Formatting Your Feedback and Bugs
For posting feedback and bugs, please follow the following format to ensure your feedback and bugs are seen clearly and processed in a timely manner, thank you!
Type: Bug/
Feedback (Please only choose one)
If you are listing a bug please have this text in
RED, if you are posting an opinion or feedback please use
CYAN. If you are replying to another user's post, or just engaging in general discussion, please do not color your posts, general discussion is welcome and we will read all of it, regardless of color! You can use BBCode to color your text:
<font color=cyan>This text will display in cyan.</font>
<font color=red>This text will display in red.</font>
Examples:Bug: None of the new gear can be transmuted by old gear.Feedback: I don't like the binding on the new green and blue leveling gear. I can't sell them nor give them to my other characters.
Comments
See this video: https://youtube.com/watch?v=tiQd7xL7SG4 (I think it despawns just as the DoT Effect ends?)
The new enchantment visual is a particle effect yet the glowing blade that has the flames glowing inside the blade looks cooler.
The seal vendor in the Yawning portal has two tabs, "Mountain" and "Deep", which I assume are supposed to correspond to the two new seal types.
Now, I can earn Seals of the Mountain, no problem...I have not yet gotten any Seal of the Deep, but I would guess they only drop from the new dungeon, which is fine.
However, I cannot spend my "Mountain" seals. The items in the "Mountain" tab use Seals of the Crown. I guess those are supposed to be Seals of the Mountain. Stranger still, there is the ability to convert Seals of the Brave to Seals of the Crown. That just looks wrong. Is it supposed to offer the ability to convert Seals of the Brave (or Seals of the Crown) to Seals of the Mountain?
In addition, if you look at the popup for Seals of the Mountain, it refers to Seals of the Plunderer. That looks like an obsolete, earlier name that someone forgot to change.
Finally, in the other tab - if you look at the popup for Seals of the Deep, it refers to Seals of the Mountain.
Either the vendor or the description in the collection needs fixing.
The Trade bar store needs a bit of work
First, it uses the "old" class names:
Second, the Description for the Armor of the Dungeon Raider says it is available in the Trade bar store, but it is not. All that is available is the Mountaineer weapon set
Third, "Sceptor" ??? The only "Sceptor" I am aware of is some experimental aircraft. Don't yopu mean "Scepter" (or "Sceptre" in proper English)
2 - I think the item icons for Mirror-Plated Belt and Blooming Cord belt were mixed up.
3 - It seems kinda pointless to me to include Torbriand's Ring and Arcturia's Music Box as 150 IL artifacts with their sets while Staff of Flowers, Erratic Drift Orb, and Wyvern Venom-coated Knives are 300 IL artifacts. The higher IL artifacts have double the stats of the other two artifacts, which render Torbriand's and Arcturia's artifact sets less useful right on release. And the ability scores on the belts of the lesser two artifact sets are not going to recoup that loss of stats.
4 - There are 2 "+2 STR and +2 DEX" sets currently, and none of the sets boosting CHA. Could we get a little more variety in the sets? (the selfish warlock me would love a INT/CHA set, or INT/DEX set, but I'll get by with whatever)
Cleric: You can be an angel of mercy or give in to hate. - Shinedown
Wizard: The more the dark consumes me, I pretend I'm burning bright. - Shinedown
Barbarian: Am I beautiful... as I tear you to pieces? - In This Moment
Historically, this has been the issue with demo set and other dps sets giving CON STR DEX which focused on the physical dps classes. This is fine but I think a magical dps set should be available for those classes. A set should pair INT with something more worthwhile that WIS.
A deeper issue I see in the rebalance of character stats is the value of wisdom. The staff of flowers artifact set gets shafted because of the 5 wisdom on the belt. Wisdom give incoming healing and control resist and is supposed to be a support set. Wisdom needs to be adjusted so the attribute itself isnt worthless. Change AP from CON with control resist or incoming healing. it just doesn't make sense for DC an OP (more of an issue on DC) having a large amount of WIS when it outgoing healing and control resist, which are both of little worth to a DC. Maybe even consider changing companion stat bonus with one of the wisdom traits.
I appreciate that fact that there are so many sets, I am grateful for the time to make that happen including some pretty cool artifact animations. I just think the sets could be a little more in balance with what the classes are trying to accomplish. Balancing classes includes balancing equipment sets. Maybe WIS isnt as poor as I am looking at right now, I just think it will be easy to make good set bonuses if all the attributes are on a level playing field. Curious what DEVs/Others think.
Gambler's Assault Ring given as a quest reward for the 2nd phase of Wyllowwood has no enchant slots at all.
Obsidian Oath - Warlock
A whole lot of other Obsidian toons as well.
Update the costs to use the new seals!
Remove the obsolete reward gate on Seals of the Mountain.
Add the correct gate to Seals of the Deep.
And yes, the Seals of the Deep drops only in the dungeon! Oh, thank you for the catch! I'll make sure to get the undergear in the store! We are doing a polish pass on the stores right now! Names are being updated.
We moved the Dungeon Raider gear around, I'll update the collections!
And thanks for the scepter spelling error! 1 and 2. I'll look into these artifact progressions to make sure their names and icons are being correctly used.
3, 4, and 5 - We recently were changing the item levels around on these, but all five sets are to be the same item level. I'll check into this! As for the stats, I'll be doing a review pass on all five sets to make sure that they are accurately stated for what they are and each one is unique enough to be special! I understand the need for ALL the stats, and want these to feel good for y'all! Sweet, thanks for the catch! I really appreciate you taking the time on this feedback! I totally understand the importance of these artifact stats, and I already had a plan to review all the new artifacts and their stats to try and make sure that all roles and stats represented on these new tiered artifacts. Definitely will take this feedback into consideration when I do my review!! Slots! With so much new gear, I'll do a slot pass and try to get all the new gear appropriate slots for what they deserve!
Thanks everybody! Please keep it coming! I'll try to get all these stuff into the next patch!
I'm unsure about what changes we have done with this enchant's fxs, but I'll look into it. If this change is intentional, I'll make sure to pass your feedback onto our fx team!
The problem is really the following: (I am using DCs as example as that's my facvourite class)
-but ability scores sure as heck aren't one of em.
Obsidian Oath - Warlock
A whole lot of other Obsidian toons as well.
As I'm sure I'm a broken record about at this point, I don't understand why the change was implemented in the first place-doing a patchwork series of fixes like this is pointless when you could just keep the old system. New system doesn't serve any purpose and just makes people mad.
As for posting this in the stats and mechanics part, that's where I'm mentioning that I'm a broken record~
And, of course, Arbiters utterly will not care since they'll want to focus on INT for damage.
Contagion - Cleric
Testament - Wizard
Pestilence - Ranger
Dominion - Paladin
NIGHTSWATCH
All other classes retain the bubble FX through all levels of the enchant.
Just something to take a glance at if someone is passing over the FX.
Not sure where exactly to post this feedback, so I'll try here. It's something that's a bit worrying right now with the difficulty bump of older, lower level dungeons due to scaling.
I get that we want to make lower level dungeons more challenging, but if we don't change the rewards at the end, and we make even level 62 dungeons close to as hard as level 80 or difficult level 70 dungeons (FBI and eSoT felt about the same difficulty...both difficult and requiring a full group to do properly), then there's not much point to run anything lower level because the rewards aren't going to be worth the time and effort spent versus something at our current level.
IMO, an option could be we make the chests at the end based on the PC level that ran it. So a level 20 that ran Cragmire Crypts would get some seals of the adventurer, a low level equipment item, and whatever bonus AD the instance had like they do today.
But a level 80 that runs it would get seals of the crown, gear at an appropriate level, and if Cragmire Crypts takes as long to run as FBI now, they should have similar AD rewards. Something like
Base dungeon difficulty at scale (based on estimated time to run it) * player level = reward
We want to make sure players actively want to do the lower level dungeons, especially since the developers are working tirelessly to get the scaling right
We also want to make sure there's plenty of people queuing for dungeons of all types so all players can queue and have a chance of getting into a group for a dungeon, whether it's for leveling, or for a specific quest.
Everyone running n/eDemo, Tiamat, CN, and eSot is sub-optimal, and what I assume we're trying to correct for by making lower level dungeons more challenging.
Rewards need to scale to challenge, and should scale based on player level.
If we're being scaled down to a dungeon, then its rewards should scale up to meet us.
> Not sure where exactly to post this feedback, so I'll try here. It's something that's a bit worrying right now with the difficulty bump of older, lower level dungeons due to scaling.
>
> I get that we want to make lower level dungeons more challenging, but if we don't change the rewards at the end, and we make even level 62 dungeons close to as hard as level 80 or difficult level 70 dungeons (FBI and eSoT felt about the same difficulty...both difficult and requiring a full group to do properly), then there's not much point to run anything lower level because the rewards aren't going to be worth the time and effort spent versus something at our current level.
>
> IMO, an option could be we make the chests at the end based on the PC level that ran it. So a level 20 that ran Cragmire Crypts would get some seals of the adventurer, a low level equipment item, and whatever bonus AD the instance had like they do today.
>
> But a level 80 that runs it would get seals of the crown, gear at an appropriate level, and if Cragmire Crypts takes as long to run as FBI now, they should have similar AD rewards. Something like
>
> Base dungeon difficulty at scale (based on estimated time to run it) * player level = reward
>
> We want to make sure players actively want to do the lower level dungeons, especially since the developers are working tirelessly to get the scaling right
>
> We also want to make sure there's plenty of people queuing for dungeons of all types so all players can queue and have a chance of getting into a group for a dungeon, whether it's for leveling, or for a specific quest.
>
> Everyone running n/eDemo, Tiamat, CN, and eSot is sub-optimal, and what I assume we're trying to correct for by making lower level dungeons more challenging.
>
> Rewards need to scale to challenge, and should scale based on player level.
>
> If we're being scaled down to a dungeon, then its rewards should scale up to meet us.
>
>
>
>
> About your comment about scale and rewards, I think the Devs thought more of a fit for randoms queues. I can not imagine a 20k DPS running a malabog for another reason.Perhaps new transmutes for weapons or equipment will bring some attraction to run the lower dungeons. I agree with your comment, but I do not believe in an improvement in rewards.
This might not be right place for the discussion but will reply anyway. The reward system with leveling is what kills games.
Right now, with random queues the reward of RAD is worth runnimg RIQ and RAQ because as a high toon the time spent to reward ratio is ok.
With auto-scaling if the reward is not worth time spent, people will stop using those queues and find best.reward to time ratio. This will dry up the random queue for lower level toons and cause other problrms as well.
In short if reward isnt worth tome soent, you wont get people to go back and run old content, thereby hurting your new players.
As you can guess, we introduced the random leveling queue to prevent those queues from being underpopulated, so we will absolutely be making adjustments if we see the leveling queue drying up. Because the leveling queue is still a very reliable way to make AD, we don't believe it will dry up very much, even if it is slowed down a bit.
We do believe that it may no longer be the first and often only random queue some players run, which ultimately we feel is an improvement, we'd like endgame players to run queues that are more appropriate for their level, and provide more of an entertaining challenge first for their daily rewards, and then run the leveling queue if they have time left.
Ultimately, we believe plenty of players still will have time left, enough to keep those queues firing, but again, if not, we'll definitely make the needed adjustments, and quickly.
In doing so, you introduced another problem. If you have an overgeared end-game player doing a random leveling queue, there is a high chance he will just speed through the dungeon to get his AD reward as quickly as possible.
Unfortunately, this generally means a "not-so fun" experience for any actual low-level player in the group. Some high-level players are considerate, but far to often, they either run ahead and kill everything (leaving the low -level player(s) bored), or run past the mobs (leaving one or two low-level players to deal with them).
Now, downscaling in Mod 16 may reduce this problem, but if it works "too" well, the leveling dungeons will take much longer than they do today, which in turn will reduce the reward/time ratio - perhaps to the point where high-level players find it not worthwhile to do those dungeons, which might put you right back where you started with an underpopulation problem.
I have a level 70 end-game SW.
I also, don't have a great deal of time most of the week, an hour or an hour and half, most nights.
After getting done with SH logistics, profession logistics, I run a random leveling (also tied to SH logistics for the shards) and maybe... a random intermediate.
Some nights, I only get to run the leveling dungeon, because its fast, and satisfies two things for me... rAD and shards for my SH.
And, even though I am end-game situated, I do try and stay with the group. I don't try to run ahead and one-shot mobs.
I stop and wait if need to. And its still faster, in terms of time spent, than running some of the intermediates.
I know I might be the exception rather than the norm in this case.