What is the method behind the madness of the new enchant stats in mod 16 preview? Assuming these go live, why nerf dark enchant utility stat from movement? On console I have a pally with 82xx movement(+20.6 % move speed) and he's still lags behind in groups a ton. It now looks like in preview that if I want to move faster I need to spend what few ability points I get from leveling on dex to run faster. Is it possible to leave the enchant stats alone, and add the new stats that need adding for the new stats. I have a ton invested in dark enchants so I can at least attempt to keep up with the others in pugs, but now I'll never finish any q that takes more than 15mins as I'll get kicked for being too slow...
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> No movement: no more speed runs through leveling dungeons.
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> This right here. Step one in making more challenging and involved content is apparently to artificially keep you in said content by making you much slower.
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> That is going to suck huge donkey butt if this is the goal. My toon on preview is slower than molasses going uphill in alaska in january. Some dungeon runs take too long as it is, to slow them done further is stupid.
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> Depends on your point of view. From the point of view of a newbie, when you see so called Veterans run to the end of the dungeon while you are still halfway thru, this movement speed they have is discouraging. It discouraged one guy out of my group to just stop playing after the first month or so of this. Its not a race, you aren't on a timer.
To paraphrase the great George Carlin:
"The correct speed is my speed.
Anyone driving faster then me is a maniac.
Anyone driving slower then me is a nuisance."
It's all relative.
One person's slow noob is someone elses el33tist speedrunner.
The entire game is slowing down fir everyone in Mod 16... both combat action and running speed.
But I feel the OP's pain.
Spent years earning rank 14 darks in utility slots for 5 toons.
Ouch.
Hard to shrug that off.
I am Took.
"Full plate and packing steel" in NW since 2013.
Then again, I guess its the treadmill aspect of things. They have made it very monotonous to have to repeatedly do the same content again and again so I shouldn't begrudge the people who are running thru the content for possibly the hundredth time ...
I just realised, we don't have a sprint button in this game do we? Hmm, might be the only MMO I've seen w/o a sprint mode.
If the GWF starts a fight I can get there to help. If someone else aggros a mob and starts a fight, I can be there to help. If the GWF starts a fight and a mob hits the party, then the GWF is on their own.
It doesn't matter when the last person gets into the circle. What matters is that they do get to the circle.
Having fast movement also allows me to loot without having people complain about me lagging behind because of it.
The entire party is slower.
But this is a real problem for Fighter Tanks (Vanguard).
Foot speed was very useful for Mod15 GF. We fight to stay ahead of DPS in order to grab aggro.
In Mod 16 we are slower then ever before AND have lost all ranged taunts.
Fighters can only grab aggro by physically running across the room and hitting each and every single mob.
Without Movement stat enchant it is very hard to hold aggro on a large, spread-out group of mobs.
Dark-movement was not just a novelty. It was very useful for some of us.
I am Took.
"Full plate and packing steel" in NW since 2013.
• Movement was also helpful for tanks to just stay ahead of groups to grab agro.
• Some people like to go fast. To ask why is pointless. You may like a slooooooooow dungeon crawl but others don't.
Winter Lily (CW) / Winter Rose (DC) / Winter Ivy (HR)
Pandora's Misfits Guild Leader
Tanks need to be ahead to grab aggro. Agreed. Maybe, just maybe, you might let the tank go first? Hmm, like teamwork or something approximating that? Just because you can run ahead of the tank does not mean you should.
As to the speed of the dungeon crawl. Of course everybody would like things to go faster. But if only half are going fast and the other half arent, then see first paragraph.
Anyway, my point was merely that you have your viewpoint and someone else has their viewpoint. I hate to break it to you but you're not right. And you're not wrong. You play your way. Others will play theirs.
You know what else an mmo entails? Dealing with different personalities and play styles. Something all the proponents of "slowing down for the newbs" love to ignore.
I could care less other people handle their runs. It's their prerogative. I don't pug often. I have a group because I, dear lord can you believe this, understand it's an mmo. Because of that I have a group I run with in the style and speed and fun ways we like to play.
On the rare chance that I do enter the netherworlds of pug life, hard to believe but I kill things in the way and proceed forward. I don't leave things behind for slower players to have to battle through but I don't sit around and wait for them either. I can deal with mail/bank/etc items while waiting in the purple circle. Take your time getting to the circle at your own painfully slow pace. The path will be cleared.
Anyway, this is all moot since we'll soon all be running at the same speed. Then the complaints will be that the tankier players are aggroing too many mobs and getting lower level players killed while continuing on without them. Because back to my only point, you can nerf speed, but you can't change player behavior.
This is an MMO, supposedly co-op play. Why not slow down and help the new guys who aren't moving at light speed. That is not only polite but completely necessary since you have to wait for them anyways.
And yes, all moot since we are all going at the same speed now. I just don't think this is a bad thing.
You can get 150,000 power without enchants, with those enchants all rank 15 will give you 160,000. That 10k difference does nothing when compared to the 150,000 you already have. Its a drop in the ocean compared. It has even been tested running a character without any enchants in the slots with level 80 gear vs one with rank 15s and there is little to no difference.
They are masking the "Chase" players assume that they need the enchants but they don't want over powered players anymore, they want new characters and old veteran characters to be identical and the only way to ensure this happens is by making it so enchants give very little stat bonus.
The same is happening with the boons. The total without and the total with reveal no effective gain. So if you were to skip all the boons, no one in the party will even notice. The ONLY difference comes in the form of companions. This currently is the ONLY thing that sets players apart. So the assumption is they plan to reduce their effectiveness as well but are waiting until closer to launch to do it.
All will be made nearly worthless in 2 weeks.
But 'sall good.
I hear "90% of players" are happy with that.
I am Took.
"Full plate and packing steel" in NW since 2013.
I don't know why - this is the exact wrong direction as far as I am concerned, as it devalues the whole idea of progression and the enjoyment many players get out of working hard for a "meaningful" upgrade. I suspect the is idea is to narrow the gap between a new player and veterans - and make it easier for the new players to catch up ... we cannot have a player who started a month ago feel inferior to someone who has been playing for 5+ years, right?
Anyhow, the refine points and pres wards are fine (you need them for the bonding runestones at the very least). The coalescent wards will actually be devalued - because of the streak breaker, they are only equivalent to 80-something Preservation wards now, instead of 100, but that's not a massive difference.
I am actually a bit surprised why they did not increase the points given by high-end enchants. When people realize it is not as worthwhile to upgrade enchants as it used to be, it will reduce the demand for wards, which in the long run will probably reduce Zen sales.
given those choices why would i spend 25 minutes more in the run than i have to?
Then you've got the ones who run away from all the mobs and leave their mess for everyone else to clean up. They're just jerks. But yeah, the smart ones sit there managing the workshop or browsing the auction house - maybe posting blues that you're busy picking up for them. The stupid ones just sit there, or maybe yell for their mom to microwave them another frozen burrito.
Again, you mistake running fast with leaving things alive. Why run ahead? Why, if everything's dead, stand there and walk at a snails pace with someone? Why not proceed, clear a path, and handle whatever I need to handle while they catch up? I'm living with their slow playstyle. Why are the speedy players the bad guys?
I can understand abandoning someone with mobs being an issue, But speed in itself is not an issue.
Okay. enough venting.
Let's argue logic. This was illogical from every angle including as a business decision:
Cryptic's Benefit:
As you say, increasing value of refineable assets (enchants) coupled with the rank increase will result in increased zen sales and reduction in the AD market surplus (due to AD Store and AH-fees for refining mats).
Took would gladly have bought some zen and stocked up on coal wards.
But instead, they decreased the value.
Now hundreds of players who would have been desperate to upgrade their 'chants from 14 to 15 will hesitate.
Much less likely to spend real money or Zen for something half as valuable.
Not a smart business move.
I am Took.
"Full plate and packing steel" in NW since 2013.