Mythic Artifacts in Primary Artifact Slot giving extra item level.
Maybe WAI but I couldn't find it listed anywhere. Tested Staff of Flowers, Trobriand's Ring, Halaster's Blast Scepter & Music Box which all give 450 rather than 300 to TIL
That should be true on live as well (although I think we improved the display to show it on the item now), the active artifact power grants item level.
My wife and I ran a new test today. We imported our mid-level characters to Preview, timed our run of a Lair Quest, then ran the same Lair on Live to compare. Level 39, Ebon Downs, the final Barrow for Drowned King.
I’m playing a Half-Orc Vanguard Fighter, and she’s playing a Wood Elf Warden Ranger. In both cases, similar Item Levels and similar equipment: the highest level Bounty equipment for the zone, with some slots filled with slightly better Quest Reward gear. Some green and White mounts and companions, the free ones. The Fighter did have 1 Epic quality Companion from Z store, 1 Epic quality Mount from Z Store, and the Ranger had 1 Legendary Mount from Z store. Everything else was just the free ones.
Sounds typical for most players leveling up, right? I don’t have exact build stats for you, but we’re semi-veteran Fantasy/MMORPG players, so the Tank has more defensive than offensive gear, but we didn’t spend a ton of Silver or AD on new gear because we know they’ll be replaced in a few levels. Some Professions crafted shirts and pants from my main.
Preview Run: 30 minutes, 2 full party wipes from double-group pulls, and each player used multiple Potion of Healing during combat. Each fight took on average 3 times longer than Live. Playing the tank, I was certain enemies were hitting me harder, about 1.5 to 2x harder. I had to use a lot more Daily powers to complete combats. Trash mob groups had to be carefully pulled to avoid a double aggro, and then Combat Advantage carefully used to speed up every fight, which is difficult if solo or in narrow halls. The Drowned King boss pulled off a life-steal from my tank, and watching an enemy heal 1/4 of their health bar was demoralizing after 3 full minutes of combat. My attempted interrupt failed. I could survive most of it with the potions being used, so long as my potion wasn’t on cooldown, which happened during the 2 wipes.
Live Run: 9 minutes, no wipes. No potions necessary, although I almost used 1 during the boss because my back was to the adds in the back of the room, and they were archers. If anything, the companions were weaker on Live because they weren’t fully leveled up yet.
Here’s the thing. I thought these Lairs were intended for solo play, but that bringing a party was optional. According to what I’m seeing on Mimic right now, that’s not the case. We could have made up the time by either bringing in someone of higher level, or forming a full Party of 5. With a healer to help alleviate the Potion use and additional DPS classes, I think we could have cleared faster. But I didn’t exactly have 3 extra friends hanging around at level 37-42 to test that. Someone who wasn’t doing the exact quest as us would have gotten no reward for their trouble but trash drops.
Is this the new normal? If it is, I’ll tell you this: the result is not a fun experience. It makes the whole game take longer, feel more tedious, and makes me want to log out and play something else. I was raised on some pretty grindy games (any Dragon Quest fans here?) so I expect to put it a fair amount of combat time to progress, but this doesn’t feel rewarding for the time invested.
OR, and this is my hope, is it possible the enemy defensive stats are set too high? In our experience, it's every enemy everywhere, so I wonder if it's in the percentages.
Call me El, she/her only. Currently Professions-only until the next combat change fixes this mess.
@eladonwarps#6040 from what I experienced and have been reading, lower level zones will need to be tuned along with boss fights. Feedback like you provided I imagine is very beneficial.
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pyrosorcererMember, NW M9 PlaytestPosts: 137Arc User
Idea for an interesting and creative way of working with new weapons:
If the weapon set bonuses are all collected into a similar tab as mount passive bonuses (like Dominant Force etc.) and can be selected from a list with any "base weapons", then you can keep releasing newer weapons with higher IL to be desirable to obtain. However you keep the creative flexibility of working with all the previous collected bonuses, and then you also can make more unique and interesting builds.
I think this could complement the system you are working to complete in a positive way.
> @noworries#8859 said: > Interesting that there is simultaneously players saying they want control bonus gone and others asking for more sources. Shows the variety of play styles. > > We don't often change the bonuses on existing things to new stats (exception being when a stat is removed) as people tend not to like that. But if there is a race that players think it would be a good fit and would like to see it, we can make that change. Would be better for that conversation to happen in the race bonus thread though.
Without mentioning other games on this forum, I replayed a very popular MMO that was re-released last August. It was enjoyable to run group content where non-Tank characters could CC mobs to assist the Tank with pulls/difficulty. Most times, everyone had an assignment, which differs from the current state of NW where a single high-level DPS can be tanky, self-heal, and/or nuke mobs in dungeons before they become a threat. Boss/mob interrupts, stuns, fears, roots, etc. were shared responsibilities of the group.
CC adds a layer to combat, diversifies gameplay styles (i.e. support character), and is a survivability mechanism for squishy classes. The Control Wizards and Trapper Rangers of old were VERY FUN to play and I imagine could be tuned for practicality rather than having the ability to chain CC mobs or bosses. On control immune targets they could be granted extra damage magnitude which we know is already possible.
When everyone can participate in the dungeon and have a meaningful role/responsibility = fun.
When you can choke, daze, repel, blind, root, etc. mobs to keep your party safe = fun.
When mobs dont die in one hit to whoever sprints ahead first leaving the rest of the party to be "carried" = fun.
OK so my feedback... I'm not reading through all comments to see if it was suggested but this is extremely important! Mod 16 we were given the option to trade in enchants, runestones, etc... in for boxes. The boxes were: Armor Enchant, Weapon Enchant, Runestones, Single State Enchantment, Double Stat Enchantment, and Tripple Stat Enchantment. Now... please hear me on this. Our current power system is changing yes? Right now everyone has Radiants all over the place right now. If you release the trade ins like the way I posted above that will not help us. What we need is Armor/Weapon Enchantment Choice Pack, Runestones Choice Pack, and Enchantment Choice Pack (including ALL enchantments, single, double, and triple. I can't stress enough how important this is and it would reduce a lot of stress people are feeling right now for all their hard work leveling enchants so we don't have to start 100% from scratch...
@noworries#8859 I hope I've posted this in the correct place. If not can it be relocated or a link provided so I can post to the right place? Thank you
This thread is for feedback/bugs that don't fit into any of the other specific threads.
When some players say they dont like these changes , its normally cause their pets gave them high stats and they didnt have to be at high itm lvl to get massive power and combat adv for example ... now the stats arent pet heavy and your toon need to be geared not your pet ! which is how it should be !
Absolutly fantastic tht the game is finally moving in right direction - TY cryptic
Yes there will be changes and tweaks to stabilize bugs or imbalances , but fundamentally this is the best thing tht happened to the game in many years !
Thats not quite correct xd. The changes are in the right direction, but too drastic. Literally everyone in the game have their builds based on power. Millions of ad spend on companions, mounts, insignias, enchants that gave power, and all of a sudden, there's a hard cap on power, making them useless. Thats countless hours and years wasted building your character, just to start from fresh.
Everyday is a new day , such is life .. we love spending AD we might not always like earning it
i have been here since Mod 5 and i'll bet i have spent more AD & Zen than you but welcome the change.
Feedback: 1. More companions need accuracy. We have 7.5% for combat advantage, power, critical strike, critical severity but none for accuracy. Best they give is 3.8% of something and 3.8% of accuracy. 2. Make easier accessible food buffs - watermelon is currently the best choice for what it gives but anything that'd give 10% critical strike and accuracy - for example - would outshine watermelon. 3. Overloads from hell pit should add 5% directly to percentages rather than to ratings - accuracy and critical strike overload is at this point just useless. 4. Damage reduction and HP reduction from scaling at the current point is punishing for end game players. On live currently you can feel that you have worked towards something in every dungeon, right now you are put in a position that makes the progress and better items with the same powers redundant in scaled content. My suggestion is that instead of not letting damage and HP over a certain point in item level, just reduce returns. For example, if item level maximum for a dungeon is 30k, then for the next 10k points return damage and HP at 50% effectiveness and for anyone above 10k the effectiveness would be further reduced to 25%. At any point above that you would just not gain any bonus damage or HP.
Something else that's bothered me for a long time is the tool tip on multi-stat enchants. Can the slot type be grouped together? like defense - defense - defense - offense - offense - offense - combined rating - utility
Froger - Barbarian - Original Main - The Freak Core - Xbone Jade - Cleric - Healer Main - The Freak Core - Xbone Magnus - Fighter - Tank for queues - The Freak Core - Xbone Loverboy - Ranger - Alt - 9 3/4 Unbuffed - Xbone Nomnomnommm - Wizard - Alt - Droppin Crits on Fools - Xbone I Am The Wall - Paladin - Alt - Droppin Crits on Fools - Xbone Xeros - Rogue - Alt - 9 3/4 Unbuffed - Xbone RIP bad name - Warlock - Alt - 9 3/4 Unbuffed - Xbone Bardholomew - Bard - Alt - 9 3/4 Unbuffed - Xbone Sirona - Cleric - Alt - 9 3/4 Unbuffed - Xbone
feedback: With the new changes we technically do much less damage (in numbers), while health pool is often increased/stayed the same. This combination kind of made anything that heals you based on damage dealt (bloodletter, armour enchant, possibly weapon enchant) completely lose its niche. It might be worth it to transfer things that "heals you based on damage dealt" to "return portion of max health" instead. (bloodletter on preview, on a good day, returns 1/10 of my total HP - which does not justify its use; while the armour enchant would need 10x increase of proc chance to actually be worth a penny for solo play)
@Cryptic You are aware of your solo player community? Many of them playing a paladin tank, because he is tanky, can heal and can kill enemies not as fast than a dps could, but at a reasonable amount of time. Are you aware of your solo community? Are there any plans to introduce kill tokens for paladins? You ruined self heal and damage. I have doubts, heavy doubts, your community is going to play this.
make the bonding runestone exchange vendor not be done by clicking 1 by 1.. add a slider. FARMVILLE = not FUN. I'd say this is a needed change. we have a lot of bonding runestones accumulated over the years, unlike the previous exchanges like insignias.
As someone who has a 15 minute window of game time a night, this scaling stuff sounds pretty bad for me. If things take longer to kill then the rewards better increase via the same ratio. 10 times the time, 10 times the reward (specifically weeklies, which is where as a solo player I get most of my AD.).
I'd like to see more feats, passives, companions, powers, and/or gear bonuses that revolve around this system
I like the idea of picking a build focus, like a Barbarian focused on Combat Advantage, or a Rogue specialized in Critical hits, or making yourself a pure glass cannon at the expense of defensive stats.
But, for the most part, I feel that I'm just picking which damage multiplier works out the best for my class, rather than deciding on a different playstyle.
While I get that the stat overhaul isn't supposed to be class balance related or gear related, I would highly suggest revising gear bonuses, powers, feats, and passives to better revolve around this stats system, such that players can diversify themselves in more than just what damage multiplier to focus on.
Some bonuses already exist in this fashion, such as Combat Balance, Overpenetration, or Skirmisher's Gambit.
But I'd like to see more bonuses added that compel me to make different decisions, to make my build, my build and not just "which gear list gives me the objectively highest damage numbers".
@noworries#8859 Can you tell us if anything about Revive Sickness stacks or the Temple's Revive Sickness boon has changed? I'm on PS4 and can't test, but I'm preparing to build the Temple for my guild. Thank you for any info.
@noworries#8859 I don't know where to post specific class feedback, but after making builds for my ranger/cleric (my mains) I tested other classes with some friends. Wizard is way behind the other dps classes. Their encounters/atwills/dailies need some additional magnitude than what they have on the current preview build. I would suggest 80 more mag to encounters, 40 more mag to at wills, and 100 more mag to dailies. They might still be behind, but it should help them be more in line with the others. Thanks, Neko
Will you be doing a pass on the weapon/armor enchants?
The new system is awesome for some of the enchants as is, but makes the sub-par enchants stand out even more than before.
I tested all enchantments on preview and found these still have a place in the new system (some very situational):
Weapon enchantments:
Bilethorn : Very nice DoT, control effect. Control effect makes up for lack of +/- stats due to insignia bonus synergy.
Bronzewood: +10% damage taken and -3000 deflect.
Flaming : DoT and -3000 crit avoidance (3x1000).
Holy Avenger : Heal and +15% defense for party.
Lightning : The one and only AoE enchant.
Vorpal : +20% crit severity and 3000 crit on daily activation.
Armor enchants:
Barkshield : Needs adjustment, but ok effect.
Bloodtheft : Very niche, but ok effect.
Eclipse : +3000 deflection and full stamina on depletion. Ok.
Elven Battle : Control resistance and stamina regen, very nice.
Negation : +% damage resistance and healing. +DR not showing in char sheet ?
Shadowclad : +% deflection and invisibility on max stacks. Needs adjustment (currently counts toward stat rating)
Thunderhead : Nice for AoE/non-boss fights. Has undocumented control effect. Needs tooltip adjustment?
In my opinion, the following enchantments needs rework/added effects :
Weapon enchants :
Prominence : Full rework, close to useless in current version.
Frost : Has control effect, needs more to compete with Bilethorn. Control effect makes up for lack of +/- stats due to insignia bonus synergy.
Lifedrinker : May have some use in PVP(?), useless in PVE. Rework.
Plague Fire : We have Flaming, why do we need this?
Terror : -3000 awareness on daily activation, very weak compared to alternatives.
Armor enchants :
Briartwine : By far my favorite armor enchant, but sadly extremely weak. Effect needs a buff and/or added effect.
Fireburst : +5% to “resistances” needs clarification, does nothing according to my character sheet. If +% goes to defense, awareness, crit avoid and deflect this can be a very good choice for endgame tanks.
Frostburn : Currently 30% chance for -3% crit chance debuff to mob. 10,5% chance for slow. Needs rework.
Loamweave: Needs rework.
Soulforged: Nice resurrection effect, needs adjustment to secondary effect.
Encounters/dailies/at-wills magnitudes have been increased by around 30% but I hope you are looking (or will look) at the procs with fixed magnitude coming from feats and class features , because for some classes these procs are very high contributers to total damage, and are are at risk of not being as effective in the new rework . If they are overlooked, classes with big raw magnitudes on their encounters/dailies/at-wills could be quite far ahead of others relying more on these procs.
You need to do something for weapons: as it stands now, there is no reason to farm any new generation of weapons if the previous ones have better bonuses (even considering a lower item level and combined rating). You could add a hidden small multiplier on top of the item level to make more recent weapons relevant.
Mount collars: from what I understood, we are punished if we equip them in the new system because of their big IL but lack of combined ratings. You shot yourself in your foot if you use them, especially the utility ones. Please revise this recent addition to the game to make them attractive again.</
bugs: ring of the fallen power +5/condemned +5 (and possibly other MOG/Garryx rings) have m19 stats Manticore presence... all my attacks have at least halved effective damage except this one (flat damage bypassing that mysterious defensive measure no other attack can bypass)
Thorned Roots hunter feat is unchanged from mod 19. It is still giving 75 magnitude per TIC of thorned roots or 225 magnitude to single targets. Will this get a magnitude buff like other encounters/at wills/dailies? Perhaps 100 per tic and 300 mag would suffice.
I would like to know if Feats and Class Features are going to receive a pass-over?
For some classes, the BiS feats don't add direct magnitude damage. For other classes they do. Since all powers were increased to 130% of old magnitudes, magnitude-adding feats will suffer. Some paragons are dependent on this feat type in their class balancing.
Example: Dreadnought Fighter in any Boss Fight will use the 'Momentum' class feature and the 'Weight of Vengeance' Feat.
Momentum adds 300 magnitude to Bull Charge encounter. Weight of Vengeance adds 380 magnitude to Anvil of Doom encounter.
Since these amounts were not also multiplied by 1.30 , like the encounters, a Dreadnought will lose 204 magnitude every 12 seconds (the encounter recharge length).
By contrast, classes that use no direct magnitude boosts in their feats will lose nothing.
I liked the adjustment to Holy Avenger, as it made Holy Avenger a legitimately useful enchantment for protecting your team. It would be perfect if Holy Avenger triggered on daily attacks only, but I'd rather see other weapon and armor enchants to have their effects tweaked to be useful.
Ehhh I would disagree with Flaming (and its clone Plaguefire) being useful.
Flaming and Plaguefire are theoretically supposed to occupy a middle ground as a jack of all trades, master of none style enchant. But Flaming and Plaguefire are jacks of all trades that is just incompetent in both damage and supporting, with the player almost always better off picking a more specialized enchantment.
Their DoT is very small, the Fire explosion has too long of an ICD to be useful, and the debuff on Critical Avoid boosts the rather underwhelming Critical hit side of the damage formula.
If you want damage, Bilethorn does 3x as much damage, Lightning is superior to all other weapon enchants on AoE, and Vorpal was the go to boost for Critical hits since forever. If you want to play supporter, Bronzewood offers a stronger damage increasing debuff, Dread (if fixed) would be similar to Bronzewood by reducing enemy defense, and Holy Avenger and Feytouched are better for surviving.
I would adjust Flaming to be more DPS oriented between the two fire type enchants. Let Flaming keep the Critical debuff, get rid of the Fire Explosion, and make Flaming give the player a flat 25 magnitude damage per hit.
Whereas I would adjust Plaguefire to be more support oriented between the two enchants. Let Plaguefire reduce enemy outgoing damage, Deflect Severity, and Awareness by 0.5% per stack.
Flaming's adjustment is to make it more of a generalist enchant than Bilethorn: you trade the stronger damage of BIlethorn for the immediate damage (25 mag immediately, rather than 40 mag after a 3 second delay) a very small increase chance to score Critical hits (the debuff). This makes Flaming decent at AoE and decent at single target, but not a specialist in either role.
Plaguefire's adjustment is such that it can stay as a jack of all trades debuffing enchant. You can debuff 3 different stats, but to compensate for its versatility, the debuff % itself isn't going to be as strong as more specialized options.
Barkshield is very bad for people expecting to get hit a lot, but is great for people that need to survive a small number of very large hits of damage. Ie, it sucks for tanks but is fantastic for healers and DPSers.
Prominence: Full rework, close to useless in current version.
I would reverse the way the effects of Prominence trigger: make attacks deal a flat 10 magnitude damage per hit. After gathering 20 stacks of Prominence, the player gains 10% of their HP (maximized at 100,000) as Temporary HP.
This would make Prominence a mix between a damaging weapon enchant and a Barkshield that the player carries in their weapon enchantment slot. Players that are confident in their survival would likely pick other weapon enchants with better damage or debuffing capabilities.
But players that want to be able to survive big hits, or want to proc "if you have Temporary HP" bonuses (and aren't using a Barkshield), Prominence is for them.
Terror:3000 awareness on daily activation, very weak compared to alternatives. Frost : Has control effect, needs more to compete with Bilethorn. Control effect makes up for lack of +/- stats due to insignia bonus synergy.
It would be cool if we had an Accuracy and Combat Advantage version of Vorpal.
I would suggest making Terror grant +7.5% CA damage to the player, while making Frost grant +10% Accuracy to the player.
I suggest 7.5% for the CA enchant and 10% for the Accuracy enchant, since CA is the second strongest offensive stat (after Power) while Accuracy is the 3rd strongest offensive stat (worse than Power/CA, better than Criticals). Vorpal should stay at 20% Critical Severity because a player needs to invest in twice as many stats to make Criticals work, hence why Vorpal gets twice as much of a bonus as the other enchants.
It really doesn't matter if Terror has the Accuracy boost and Frost the CA boost, but I think that Frost giving Accuracy and Terror giving CA works better with their flavor text.
Terror is flavored as inducing magical fear in your opponents and an enemy that's terrified of you is going to be less attentive in the ways you can strike from non-direct opportunities, hence why it grants bonus Combat Advantage to the player. Frost could be argued to grant player Accuracy (reducing enemy Deflect Severity) by making armor brittle from being frozen.
Soulforged:Nice resurrection effect, needs adjustment to secondary effect.
Fix the bug where Soulforged will give you twice as many Revive Sickness stacks from death. Right now, it is a penalty more than a bonus, as dying once will grant 2 stacks of Revive Sickness. You would be better off picking any other armor enchant that stops you from dying in general, or just not wearing an armor enchantment that penalizes you twice as much for dying.
If the bug is fixed, it's better, if still underpowered since anything that killed you will just poke you again and you die. But it is no longer a penalty to use, which is a start.
Comments
I’m playing a Half-Orc Vanguard Fighter, and she’s playing a Wood Elf Warden Ranger. In both cases, similar Item Levels and similar equipment: the highest level Bounty equipment for the zone, with some slots filled with slightly better Quest Reward gear. Some green and White mounts and companions, the free ones. The Fighter did have 1 Epic quality Companion from Z store, 1 Epic quality Mount from Z Store, and the Ranger had 1 Legendary Mount from Z store. Everything else was just the free ones.
Sounds typical for most players leveling up, right? I don’t have exact build stats for you, but we’re semi-veteran Fantasy/MMORPG players, so the Tank has more defensive than offensive gear, but we didn’t spend a ton of Silver or AD on new gear because we know they’ll be replaced in a few levels. Some Professions crafted shirts and pants from my main.
Preview Run: 30 minutes, 2 full party wipes from double-group pulls, and each player used multiple Potion of Healing during combat. Each fight took on average 3 times longer than Live. Playing the tank, I was certain enemies were hitting me harder, about 1.5 to 2x harder. I had to use a lot more Daily powers to complete combats. Trash mob groups had to be carefully pulled to avoid a double aggro, and then Combat Advantage carefully used to speed up every fight, which is difficult if solo or in narrow halls. The Drowned King boss pulled off a life-steal from my tank, and watching an enemy heal 1/4 of their health bar was demoralizing after 3 full minutes of combat. My attempted interrupt failed. I could survive most of it with the potions being used, so long as my potion wasn’t on cooldown, which happened during the 2 wipes.
Live Run: 9 minutes, no wipes. No potions necessary, although I almost used 1 during the boss because my back was to the adds in the back of the room, and they were archers. If anything, the companions were weaker on Live because they weren’t fully leveled up yet.
Here’s the thing. I thought these Lairs were intended for solo play, but that bringing a party was optional. According to what I’m seeing on Mimic right now, that’s not the case. We could have made up the time by either bringing in someone of higher level, or forming a full Party of 5. With a healer to help alleviate the Potion use and additional DPS classes, I think we could have cleared faster. But I didn’t exactly have 3 extra friends hanging around at level 37-42 to test that. Someone who wasn’t doing the exact quest as us would have gotten no reward for their trouble but trash drops.
Is this the new normal? If it is, I’ll tell you this: the result is not a fun experience. It makes the whole game take longer, feel more tedious, and makes me want to log out and play something else. I was raised on some pretty grindy games (any Dragon Quest fans here?) so I expect to put it a fair amount of combat time to progress, but this doesn’t feel rewarding for the time invested.
OR, and this is my hope, is it possible the enemy defensive stats are set too high? In our experience, it's every enemy everywhere, so I wonder if it's in the percentages.
If the weapon set bonuses are all collected into a similar tab as mount passive bonuses (like Dominant Force etc.) and can be selected from a list with any "base weapons", then you can keep releasing newer weapons with higher IL to be desirable to obtain. However you keep the creative flexibility of working with all the previous collected bonuses, and then you also can make more unique and interesting builds.
I think this could complement the system you are working to complete in a positive way.
> Interesting that there is simultaneously players saying they want control bonus gone and others asking for more sources. Shows the variety of play styles.
>
> We don't often change the bonuses on existing things to new stats (exception being when a stat is removed) as people tend not to like that. But if there is a race that players think it would be a good fit and would like to see it, we can make that change. Would be better for that conversation to happen in the race bonus thread though.
Without mentioning other games on this forum, I replayed a very popular MMO that was re-released last August. It was enjoyable to run group content where non-Tank characters could CC mobs to assist the Tank with pulls/difficulty. Most times, everyone had an assignment, which differs from the current state of NW where a single high-level DPS can be tanky, self-heal, and/or nuke mobs in dungeons before they become a threat. Boss/mob interrupts, stuns, fears, roots, etc. were shared responsibilities of the group.
CC adds a layer to combat, diversifies gameplay styles (i.e. support character), and is a survivability mechanism for squishy classes. The Control Wizards and Trapper Rangers of old were VERY FUN to play and I imagine could be tuned for practicality rather than having the ability to chain CC mobs or bosses. On control immune targets they could be granted extra damage magnitude which we know is already possible.
When everyone can participate in the dungeon and have a meaningful role/responsibility = fun.
When you can choke, daze, repel, blind, root, etc. mobs to keep your party safe = fun.
When mobs dont die in one hit to whoever sprints ahead first leaving the rest of the party to be "carried" = fun.
I'm not reading through all comments to see if it was suggested but this is extremely important!
Mod 16 we were given the option to trade in enchants, runestones, etc... in for boxes.
The boxes were: Armor Enchant, Weapon Enchant, Runestones, Single State Enchantment, Double Stat Enchantment, and Tripple Stat Enchantment.
Now... please hear me on this.
Our current power system is changing yes? Right now everyone has Radiants all over the place right now.
If you release the trade ins like the way I posted above that will not help us.
What we need is Armor/Weapon Enchantment Choice Pack, Runestones Choice Pack, and Enchantment Choice Pack (including ALL enchantments, single, double, and triple.
I can't stress enough how important this is and it would reduce a lot of stress people are feeling right now for all their hard work leveling enchants so we don't have to start 100% from scratch...
@noworries#8859 I hope I've posted this in the correct place. If not can it be relocated or a link provided so I can post to the right place? Thank you
Everyday is a new day , such is life .. we love spending AD we might not always like earning it
i have been here since Mod 5 and i'll bet i have spent more AD & Zen than you but welcome the change.
1. More companions need accuracy. We have 7.5% for combat advantage, power, critical strike, critical severity but none for accuracy. Best they give is 3.8% of something and 3.8% of accuracy.
2. Make easier accessible food buffs - watermelon is currently the best choice for what it gives but anything that'd give 10% critical strike and accuracy - for example - would outshine watermelon.
3. Overloads from hell pit should add 5% directly to percentages rather than to ratings - accuracy and critical strike overload is at this point just useless.
4. Damage reduction and HP reduction from scaling at the current point is punishing for end game players. On live currently you can feel that you have worked towards something in every dungeon, right now you are put in a position that makes the progress and better items with the same powers redundant in scaled content. My suggestion is that instead of not letting damage and HP over a certain point in item level, just reduce returns. For example, if item level maximum for a dungeon is 30k, then for the next 10k points return damage and HP at 50% effectiveness and for anyone above 10k the effectiveness would be further reduced to 25%. At any point above that you would just not gain any bonus damage or HP.
Hello
BUG
The acolyte od Kelemvor gives a lot critical avoidance. A lot.
Blessing of Kelemvor is bugged and give me 55,093,740 critical avoidance.
Something else that's bothered me for a long time is the tool tip on multi-stat enchants. Can the slot type be grouped together?
like defense - defense - defense - offense - offense - offense - combined rating - utility
Jade - Cleric - Healer Main - The Freak Core - Xbone
Magnus - Fighter - Tank for queues - The Freak Core - Xbone
Loverboy - Ranger - Alt - 9 3/4 Unbuffed - Xbone
Nomnomnommm - Wizard - Alt - Droppin Crits on Fools - Xbone
I Am The Wall - Paladin - Alt - Droppin Crits on Fools - Xbone
Xeros - Rogue - Alt - 9 3/4 Unbuffed - Xbone
RIP bad name - Warlock - Alt - 9 3/4 Unbuffed - Xbone
Bardholomew - Bard - Alt - 9 3/4 Unbuffed - Xbone
Sirona - Cleric - Alt - 9 3/4 Unbuffed - Xbone
Jade - DC - Shadows of Gauntlgrym - PC
With the new changes we technically do much less damage (in numbers), while health pool is often increased/stayed the same.
This combination kind of made anything that heals you based on damage dealt (bloodletter, armour enchant, possibly weapon enchant) completely lose its niche.
It might be worth it to transfer things that "heals you based on damage dealt" to "return portion of max health" instead. (bloodletter on preview, on a good day, returns 1/10 of my total HP - which does not justify its use; while the armour enchant would need 10x increase of proc chance to actually be worth a penny for solo play)
You are aware of your solo player community? Many of them playing a paladin tank, because he is tanky, can heal and can kill enemies not as fast than a dps could, but at a reasonable amount of time. Are you aware of your solo community? Are there any plans to introduce kill tokens for paladins? You ruined self heal and damage. I have doubts, heavy doubts, your community is going to play this.
make the bonding runestone exchange vendor not be done by clicking 1 by 1.. add a slider. FARMVILLE = not FUN. I'd say this is a needed change. we have a lot of bonding runestones accumulated over the years, unlike the previous exchanges like insignias.
I await good news.
I like the idea of picking a build focus, like a Barbarian focused on Combat Advantage, or a Rogue specialized in Critical hits, or making yourself a pure glass cannon at the expense of defensive stats.
But, for the most part, I feel that I'm just picking which damage multiplier works out the best for my class, rather than deciding on a different playstyle.
While I get that the stat overhaul isn't supposed to be class balance related or gear related, I would highly suggest revising gear bonuses, powers, feats, and passives to better revolve around this stats system, such that players can diversify themselves in more than just what damage multiplier to focus on.
Some bonuses already exist in this fashion, such as Combat Balance, Overpenetration, or Skirmisher's Gambit.
But I'd like to see more bonuses added that compel me to make different decisions, to make my build, my build and not just "which gear list gives me the objectively highest damage numbers".
Thanks,
Neko
Will you be doing a pass on the weapon/armor enchants?
The new system is awesome for some of the enchants as is, but makes the sub-par enchants stand out even more than before.
I tested all enchantments on preview and found these still have a place in the new system (some very situational):
Weapon enchantments:
Bilethorn :
Very nice DoT, control effect. Control effect makes up for lack of +/- stats due to insignia bonus synergy.
Bronzewood:
+10% damage taken and -3000 deflect.
Flaming :
DoT and -3000 crit avoidance (3x1000).
Holy Avenger :
Heal and +15% defense for party.
Lightning :
The one and only AoE enchant.
Vorpal :
+20% crit severity and 3000 crit on daily activation.
Armor enchants:
Barkshield :
Needs adjustment, but ok effect.
Bloodtheft :
Very niche, but ok effect.
Eclipse :
+3000 deflection and full stamina on depletion. Ok.
Elven Battle :
Control resistance and stamina regen, very nice.
Negation :
+% damage resistance and healing. +DR not showing in char sheet ?
Shadowclad :
+% deflection and invisibility on max stacks. Needs adjustment (currently counts toward stat rating)
Thunderhead :
Nice for AoE/non-boss fights. Has undocumented control effect. Needs tooltip adjustment?
In my opinion, the following enchantments needs rework/added effects :
Weapon enchants :
Prominence :
Full rework, close to useless in current version.
Frost :
Has control effect, needs more to compete with Bilethorn. Control effect makes up for lack of +/- stats due to insignia bonus synergy.
Lifedrinker :
May have some use in PVP(?), useless in PVE. Rework.
Plague Fire :
We have Flaming, why do we need this?
Terror :
-3000 awareness on daily activation, very weak compared to alternatives.
Armor enchants :
Briartwine :
By far my favorite armor enchant, but sadly extremely weak. Effect needs a buff and/or added effect.
Fireburst :
+5% to “resistances” needs clarification, does nothing according to my character sheet. If +% goes to defense, awareness, crit avoid and deflect this can be a very good choice for endgame tanks.
Frostburn :
Currently 30% chance for -3% crit chance debuff to mob. 10,5% chance for slow. Needs rework.
Loamweave:
Needs rework.
Soulforged:
Nice resurrection effect, needs adjustment to secondary effect.
- Incoming Healing (2.5%)
- Control Bonus (10%)
- Control Resistance Bonus (10%)
- Critical Severity (10%)
They don't show in character stat list and don't give a bonus (I have tested on CS bonus many times). Please, check this issue.thanks
You need to do something for weapons: as it stands now, there is no reason to farm any new generation of weapons if the previous ones have better bonuses (even considering a lower item level and combined rating).
You could add a hidden small multiplier on top of the item level to make more recent weapons relevant.
Mount collars: from what I understood, we are punished if we equip them in the new system because of their big IL but lack of combined ratings. You shot yourself in your foot if you use them, especially the utility ones. Please revise this recent addition to the game to make them attractive again.</
Will the same happen with the Codex of companion XP ?
ring of the fallen power +5/condemned +5 (and possibly other MOG/Garryx rings) have m19 stats
Manticore presence... all my attacks have at least halved effective damage except this one (flat damage bypassing that mysterious defensive measure no other attack can bypass)
I would like to know if Feats and Class Features are going to receive a pass-over?
For some classes, the BiS feats don't add direct magnitude damage. For other classes they do. Since all powers were increased to 130% of old magnitudes, magnitude-adding feats will suffer. Some paragons are dependent on this feat type in their class balancing.
Example: Dreadnought Fighter in any Boss Fight will use the 'Momentum' class feature and the 'Weight of Vengeance' Feat.
Momentum adds 300 magnitude to Bull Charge encounter.
Weight of Vengeance adds 380 magnitude to Anvil of Doom encounter.
Since these amounts were not also multiplied by 1.30 , like the encounters, a Dreadnought will lose 204 magnitude every 12 seconds (the encounter recharge length).
By contrast, classes that use no direct magnitude boosts in their feats will lose nothing.
Flaming and Plaguefire are theoretically supposed to occupy a middle ground as a jack of all trades, master of none style enchant. But Flaming and Plaguefire are jacks of all trades that is just incompetent in both damage and supporting, with the player almost always better off picking a more specialized enchantment.
Their DoT is very small, the Fire explosion has too long of an ICD to be useful, and the debuff on Critical Avoid boosts the rather underwhelming Critical hit side of the damage formula.
If you want damage, Bilethorn does 3x as much damage, Lightning is superior to all other weapon enchants on AoE, and Vorpal was the go to boost for Critical hits since forever.
If you want to play supporter, Bronzewood offers a stronger damage increasing debuff, Dread (if fixed) would be similar to Bronzewood by reducing enemy defense, and Holy Avenger and Feytouched are better for surviving.
I would adjust Flaming to be more DPS oriented between the two fire type enchants. Let Flaming keep the Critical debuff, get rid of the Fire Explosion, and make Flaming give the player a flat 25 magnitude damage per hit.
Whereas I would adjust Plaguefire to be more support oriented between the two enchants. Let Plaguefire reduce enemy outgoing damage, Deflect Severity, and Awareness by 0.5% per stack.
Flaming's adjustment is to make it more of a generalist enchant than Bilethorn: you trade the stronger damage of BIlethorn for the immediate damage (25 mag immediately, rather than 40 mag after a 3 second delay) a very small increase chance to score Critical hits (the debuff). This makes Flaming decent at AoE and decent at single target, but not a specialist in either role.
Plaguefire's adjustment is such that it can stay as a jack of all trades debuffing enchant. You can debuff 3 different stats, but to compensate for its versatility, the debuff % itself isn't going to be as strong as more specialized options. Barkshield doesn't need adjustment.
Barkshield is very bad for people expecting to get hit a lot, but is great for people that need to survive a small number of very large hits of damage.
Ie, it sucks for tanks but is fantastic for healers and DPSers. I would reverse the way the effects of Prominence trigger: make attacks deal a flat 10 magnitude damage per hit. After gathering 20 stacks of Prominence, the player gains 10% of their HP (maximized at 100,000) as Temporary HP.
This would make Prominence a mix between a damaging weapon enchant and a Barkshield that the player carries in their weapon enchantment slot. Players that are confident in their survival would likely pick other weapon enchants with better damage or debuffing capabilities.
But players that want to be able to survive big hits, or want to proc "if you have Temporary HP" bonuses (and aren't using a Barkshield), Prominence is for them. It would be cool if we had an Accuracy and Combat Advantage version of Vorpal.
I would suggest making Terror grant +7.5% CA damage to the player, while making Frost grant +10% Accuracy to the player.
I suggest 7.5% for the CA enchant and 10% for the Accuracy enchant, since CA is the second strongest offensive stat (after Power) while Accuracy is the 3rd strongest offensive stat (worse than Power/CA, better than Criticals). Vorpal should stay at 20% Critical Severity because a player needs to invest in twice as many stats to make Criticals work, hence why Vorpal gets twice as much of a bonus as the other enchants.
It really doesn't matter if Terror has the Accuracy boost and Frost the CA boost, but I think that Frost giving Accuracy and Terror giving CA works better with their flavor text.
Terror is flavored as inducing magical fear in your opponents and an enemy that's terrified of you is going to be less attentive in the ways you can strike from non-direct opportunities, hence why it grants bonus Combat Advantage to the player. Frost could be argued to grant player Accuracy (reducing enemy Deflect Severity) by making armor brittle from being frozen. Fix the bug where Soulforged will give you twice as many Revive Sickness stacks from death.
Right now, it is a penalty more than a bonus, as dying once will grant 2 stacks of Revive Sickness. You would be better off picking any other armor enchant that stops you from dying in general, or just not wearing an armor enchantment that penalizes you twice as much for dying.
If the bug is fixed, it's better, if still underpowered since anything that killed you will just poke you again and you die. But it is no longer a penalty to use, which is a start.