dheffernanMember, NW M9 PlaytestPosts: 216Arc User
Peeked at this on PTS, not amused.
This appears to be nothing more or less than a cash grab. Most of what my characters have will become worthless and I won't have the ADs to restake them. This doesn't inspire me to spend money just to tread water. It inspires me to stop playing.
@Venture-1@Venture from City of Heroes if you remember that far back. Yes, *that* Venture. Yes, I probably trashed your MA arc. For me it was Tuesday.
I'm curious to know what you'll replace the free enchantments/runestones gained from levelling with? You know, the ones earned as rewards for the Achievements? In particular, the r8 weapon enchantment.
Please Do Not Feed The Trolls
Xael De Armadeon: DC
Xane De Armadeon: CW
Zen De Armadeon: OP
Zohar De Armadeon: TR
Chrion De Armadeon: SW
Gosti Big Belly: GWF
Barney McRustbucket: GF
Lt. Thackeray: HR
Lucius De Armadeon: BD
This is most likely something already said but I didn't get a chance to read all the comment yet. Ok cryptic I am going to level with you. This is the only mmo I have played that frequently removes stuff people like. It's a weird business model. I Know why you did what you did, your trying to attract new players by simplifying the enchant system thus not scaring off people who don't like overly complex games. This IS going to backfire. (1 new player - 1 current player = net 0) Why couldn't you keep ALL existing weapon enchantments (i.e lightning, holy vorpal, reg vorpal ) and ADD more enchantments to replace all the existing enchantments. Additionally you could Take current BiS and create new BiS. I do like the enchantment tab. I have 2 concerns with it, however. Why only 8? I liked the way I could put some crit there, defense here, str over there etc. Second have to choose from offense or defense, unless I completely misunderstood. I could go on but I will finish with this question. Do you even ask current players what changes, if any, they would like to see with new mod? Seeing as how they are your existing customers it might be a good idea in the future, just saying.
I would also like to say 28 characters of which 21 on one account and 7 on the other and yes when I was naïve and stupid I bought coal wards and made weapon and armor enchants because I was stupid and bought campaign starter packs that gave me three coal wards so I have cash invested in many of my characters in form of rank 8 and 9 weapons and armor enchants and I doubt I am the only one, and because you can only refine 100k ad a day I had to buy stuff like that from Zen store to outfit my alts, as well as the slots for those alts, and now my investment is worth a visual effect, please look at what you are saying and if people you do this to are going to want to spend money to keep you in a job.
So now instead of having 21 different sets of enchantments, you can just work on upgrading ONE set and then trade them for the account set and all your 21 alts on the one account will be set.
If i wanted to slot that many enchants, at rank 9 or so, not that much. If you have to spend 32 coal wards and the 7 mil in glyphs to achieve "account-wide" set of the 12, and not all classes are going to need same ones, i'd rather not have to commit 40+ mil AD to have account wide. I'd rather have my unbound enchants, which is another issue. Will unbound enchants pull more value?
So I may be in a minority, or perhaps in not a very vocal group, but I loved all the changes you've made to the game since the combat rework. Could we work on comms a bit, sure, whetever. Could we polish things up, yeah, a whack-a-bug marathon would be nice. I'll wait. Game is certainly not dying with all the tlc it's been getting.
My question: will rank 8 and 9 weapon/aromor enchants have maxed out enchant visuals when traded in, or will they have the lesser visual effect?
Disclaimer: This is the view a "general" player, not a min-maxer, or end-gamer. Yes I run VoS (give my my Healer ring! 100s runs and still....) Anyway, those players have very different concerns about the changes.
Some more feedback.
I think you are going to cause a lot of confusion by saying the new system gives players more options. The reality on Live is that R9 stat enchantments are fine. I always tell players that higher ranks are for 1) Item Level 2) End game tweaking of ratings.
Example. If I switch my 5xR9 Darks, for R15s I gain less than 2% forte, which is less than 1% power, and so less than 1% damage. My DPS main is 52k, and still has 10xR9 enchantments.
On Preview I lose A LOT of percents (7% power, 4% off EVERY stat, and that's with the 2xR2 I could buy). You say the system gives us options. I wanted defense so I added a R2 Defense (cost 2.4m AD) for 1.7% more defense. As with Live stat enchantments don't matter, Combat, Companion and Utility are the more useful.
This isn't being made clear, and the 7day enchantments will make it even worse. Players (dps) toons will be fine with no stat enchantments
Caveat to all of this is I haven't tried real content yet. My toon is doing more damage with the Item Level and Combat enchant, but until I run content to check that it's enough to compensate for no teneborous, lightning etc. I can't be sure. However if I'm not ok, stat enchantments aren't the solutions e.g. the 1.7% Defense for 2.4m AD.
No doubt I shall be posting again when I try my other mains (tank and healer). I suspect the stat loss will be much more significant (augment may fix the tank, we'll see).
Post edited by tamtoucan on
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mamalion1234Member, NW M9 PlaytestPosts: 3,415Arc User
combat enchantments do not give combined rating like the other enchants.
> @arazith07 said: > Then why did you buy the butterflies and not just a normal barkshield? Or maybe help out the ZAX backlog and convert that Zen to AD? Or did you also buy the pack for the other items that are still just as viable and made the pack worth it?
You must have piles of money to burn. The reason for the purchases are mute. They were bought. Money was spent. Personally the flower pack was a birthday gift. The reasons don’t matter. It comes off as bait and switch. Don’t **** in my ear and tell me it’s raining. I now have to get 3 sets of enchants for dps healer and tank, because they all require different ones, unless the game is going to be homogenized to such an extent that tank dps and healer are just appearances. I don’t have the wards for that. Being able to spend money on the game for some of us is a RARE luxury or a gift from others. But the lesson learned AGAIN is don’t buy anything because next mod it’s worthless. Great business model.
I played Perfect World for years and iirc the closed beta on this because of Perfect World. I work too much to have all my characters fully maxed or have time to learn all the constant drastic changes. It's crazy that every mod ends up being a negative thing and when people like me that can't play all day everyday finally get back in the swing of things it's another drastic change. Especially because I always take a few months off after a mod so all the bugs, problems and prices for stuff can get somewhat organized.
It's like getting divorced all the time and losing half your stuff. I played D&D and games like Dragon Warrior growing up, I don't mind grinding and earning it, but this is like grinding gold golem's, finally get your 7,700 gold for the magic armor and the Nintendo freezes, except it's all the time with you guys and your "improvements". I know it's obviously about money, don't hate the player hate the game right (no pun intended)...I'm just happy I never put a single dollar into this game It's mostly new players which sucks. I have left for a year multiple times, it's just a weird business model. Playing in the dungeons is funny these days with so many new players, they are like 12 year olds in a strip club, they have no clue what's going on. Keep the damage going I guess, money looks good in the pocket.
I think people are overlooking the real big issue, Stat Caps!! Item level means nothing if you can't cap your stats. Also, they changed the artifact weapon modifications to default. This means having to purchase a couple hundred cubes of augmentation to reset the values we had on the live server. I mean come on!! We should not have to reset our weapons modifications. Currently on the live server I have capped all my stats that I need for a dps class. Your new system is unfair. But as I said before you will most likely at the launch of the changes, have packs that will run $200ea. I bet it will require several purchases to get even close to what we have in terms of item level and STAT CAPS!!! I would encourage players to really look at what changes are made after you exchange your enchantments and also look at you weapon modifications to see how they have changed. Item level is important but also look at your stat caps and look for ninja nerfs to companions as well!!
I think people are overlooking the real big issue, Stat Caps!! Item level means nothing if you can't cap your stats. Also, they changed the artifact weapon modifications to default. This means having to purchase a couple hundred cubes of augmentation to reset the values we had on the live server. I mean come on!! We should not have to reset our weapons modifications. Currently on the live server I have capped all my stats that I need for a dps class. Your new system is unfair. But as I said before you will most likely at the launch of the changes, have packs that will run $200ea. I bet it will require several purchases to get even close to what we have in terms of item level and STAT CAPS!!! I would encourage players to really look at what changes are made after you exchange your enchantments and also look at you weapon modifications to see how they have changed. Item level is important but also look at your stat caps and look for ninja nerfs to companions as well!!
I missed being able to bounce to Helm's Hold for some XP to gain a couple levels before going back to Ebon Downs when the going got too hard for my first character back in February/March.
I miss being able to click "Random Trial Queue" and have a reasonable chance of success in whatever comes up.
And I miss the fact that I now have five Tymora's and Dragon's Hoard stones that give me what I actually enjoy about this game: Little bags of treasure. Randomized. I like blind bags. And I like getting them when I kill monsters. I didn't mind so much when they apparently forgot to put treasure into Sharandar, because I knew I'd be getting treasure from my stones.
It feels as though Cryptic has a very specific vision for the "right way" to play NeverWinter. And they're going to wipe out anything peripheral to that. Did you enjoy having options while leveling? Huh. Did you enjoy something other than bonus Forte from your Utilities? Interesting. Did you enjoy being able to play a Trial Queue without an almost 80% chance of insta-quit from the other nine players? How very nice for you.
Let me say, also, that I have been playing this game for almost one year, and I'm already getting burned out from the degree of sweeping changes that take no actual feedback into account.
Seriously, people - "We got feedback that Enchantments weren't effective anymore?"
Even Northside didn't complain about Enchantments, and that guy starts dropping f-bombs when a sunny day isn't sunny enough.
Less than 12 months, and I'm burned out. Is this the lifespan you want from your customers? It's somewhere between a fruit fly and a hummingbird, which seems like a weird flex.
Weapon and Armor enchants really need added combined rating. It would be a good idea to make the higher qualities get closer to the Item Level as they level up.
While I have concerns, I am not all negative. I think the trade in values for enchants below R15 should be increased and am not a fan of the change in weapon and armor enchants. I am one that thinks complexity is valuable and that is why I started playing this way back. As someone that took months due to frustration off after prior mods, I understand the concern. I would like to see complexity increased and things like the foundry come back, but that stage of the life cycle is behind us.
edit: We also do not need everyone to be end-game in weeks. End game should be something earned over time and through hard work.
I have near to 50M RP on live shard and I can't spend them. When I logged in the game on preview, all my bonus RP just burnt out immediately. I tried to spend some RP, but I didn't receive bonus RP second time. Could you add an option to store RP in the shared bank before the M22 release or change the way of obtaining bonus RP?
I think shared bank for RP has been asked quite a few times, but it didn't really matter because you could partial fill an enchantment. Now, with partial fill removed, we really need a way to consolidate RP on an account.
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
- INTRODUCTION: Well, I read ALL the comments and opinions here in this thread, as well as did some tests in the preview, I also read the other official thread with clarification on the subject and I'm trying to leave my collaboration. This text is great, as I was reading the comments and assigning my values in building this feedback with all the attention and affection I have for the game. I tried to organize the themes as much as possible for readability. please read it calmly and leave your thoughts on my approaches. sorry for any text error because I'm using google translator to put in english.
I'm ALQUImist, I've been playing NWO since chult and I've gone through a lot of big changes since then. Maybe some know me as “a guy who dreams too big” due to some slightly traveled suggestion posts. However, they all have one or another very important base idea premise.
One of those suggestions was about reworking the enchantmet system. where despite being very over, full of ideas within ideas, one of the basic premises was the need to remove the enchantment slots from equipment. Follow the link for anyone who wants to see the other ideas within this suggestion.
First, I want to say that I agree that we've been getting a lot of change in recent years, and that it's absurdly frustrating. especially when the changes go completely against your idea of improvement, as was the case with the last update in the professions that I disliked a lot. I'm a big fan of change, but it's very uncomfortable when those changes devalue all of our previous effort.
- EXCHANGE/RARITIES: I don't particularly believe that is the case here. even though the setback that this system brings puts us in a position where we will need a lot of updates to the enchants, I believe that the initial measure that was taken is pleasant, but unbalanced. as some have commented on the exchange despite being equated at the 3 R15 ratio with a new R2, I feel that enchants like weapon and armor are disproportionate in some points, especially when it comes to rare enchants that have spent a long time being the most expensive ones, like the bile and light being placed in the same “package” of enchantments that came to be worth half their value. I think at this point things could be better.
There should be another rank (rarity), inferior, common (white). The exchange rate is worrying mainly when we talk about weapon and armor enchantment below rank 10. the regular enchantment below 10 I even understand, since it has very low value in AH. Suggestion: Perhaps an option is to double the exchange value both on sale and purchase. Example: Enchant/Runestone Rank / Exchange Currency: R15=40 - R14=20 - R13=15 - R12=8 - R11=4 - R10=2
The purchase prices have also doubled, this makes room for exchanging rank 7 to 9 armor and weapon enchantment as well, even if they are at reduced values. Also the common rarity should be added, (I don't understand the need to use the term rank in enchantments as we finally only have rarities as a strength meter)
Exchange Cost: New Enchantment Choice Pack Cost All Enchantments - Common 30 All Enchantments - Uncommon 60 All Enchantments - Rare 120 All Enchantments - Epic 240
These numbers are just an example, and even in this example I still think the exchange values need to be revised to give a better return based on the rank and type of enchantment we have, we all know that there are different types of enchantments with market values different, including special enchantments bought in R9 and up to 14, these are not fair to be exchanged for the same value as regular R14 weapon enchants, and even if they are still R9, they were bought with real money, receiving 12 medallions as I suggested in example seems to me little. everything must be well calculated to make sense in its proportion, but the proposal is that they have more options of exchange and that players do not totally lose their weapon enchants and low-level armor, especially in the case of those who were paid with real money, no matter whether the reason for the purchase was to get the look or its effect in combat, or both at the same time.
Unusual incantations from the NPC inside the store that I forget the name should be changed to common and price adjusted to make sense with the proportion.
Another important point about trading is the option to trade new enchants for other new enchants, considering that you probably don't intend to cast all the reworked weapon and armor enchantments at once when casting the M22. consider adding the option of future exchanges between new enchants. Understand that many of us will end up choosing an enchantment from the ones available that we think is best, even if it's not the one we used before. it's unfair to choose a combat enchant to put in the mythical and later on that enchant we used to be re-released, or even one that we didn't use but that got much better after the changes and we can't make that switch. And even if you manage to release the recast of all combat enchants at once, I still think it's unfair to anyone who makes a switch and regrets it after a while, considering that not all players use preview to pretest . Overall, I urge you to consider switching between new enchants after the M22 is released for at least a few months until players adjust.
- ENCHANTMENT ACCOUNT: About the option if enchants are account category for all alts is something that I deeply like. I really believe that everything in the game should load the -Account and although at first instance it looks like the market would die, I can guarantee that there are thousands of ways to move the market with other items and thousands of ways to monetize things. However, as this is not a reality yet, I believe that an OPTION to activate this item - Account would be interesting, perhaps putting an option on the right click on the enchantment as well as adding the unbind option, this bind option - Account could only work after reaching the mythical rarity, making the lower enchants negotiable and without the -Account bind option. In this way we can look at some mythic enchants - Account as we look at mythical mounts - Account.
- MARK OF POTENCY AND ENCHANTING STONE: At this point I have some concerns:
1- What is the real need for creating glyphs? Couldn't the reagents used to refine the new enchants be the current MoPs themselves, with at most a rarity adjustment for better quality of life?
2- If there really is a need to use glyphs for the new system to work, why not make a direct switch from MoP to GoP? 2 MoP4 - 1 GoP 1 MoP5 - 1 GoP 1 MoP6 - 2 GoP 1 MoP7 - 3 GoP
Or even let us exchange our MoPs for Medallions, add GoP and Motes of various rarities for purchase using Medallions. Let us choose what we're going to do with our thousands of features that we've worked a lot in game or in real life to get them.
I really understand the need for monetization in a free game, and that's why practically all of my suggestions I've posted here on the forum in the past have suggestions on how to monetize.
3- Why aren't we using Enchanting Stone for the upgrades of the new enchants, this is something that doesn't make sense to me, enjoy that they are hands-on and reformulate the game's ES as well. Create a new ES and let us change our old ones, Add the new ES to farme in content like dread ring and new content as well like the beautiful weekly sharandar quests you guys worked so hard to soon be forgotten. One thing that always generated a "balance" in the game market was the fact that it is almost impossible to drop MoP at the same time that there are almost no sources to buy ES, except from other players who farmed them, and as these have always been 2 crucial features for all kind of upgrades with similar value within the game that brought quality of life to the game. Not putting ES as a necessary reagent to upgrade in new enchants at a point that you no longer have with upgrading new weapons (something I liked a lot by the way because it again assigns a real value to the game's rarities), segregating MoP for enchant and ES for artifacts is not something positive especially when we are going to receive a general change in enchants. Then cut the amount of GoP needed in half and add a New ES to supply that other half. let us swap our old mops and ES into new features or medallions so we can better manage our features.
A question in this matter, however, can be quite silly. Why is GoP legendary? I realize that little by little we're finally getting valued due to rarity items, like new enchants and new weapons, with no need for rank. Something that always comes to my mind automatically is that we should need higher rarity reagent to upgrade a lower rarity item, if I want to upgrade from unusual to rare I need rare X MoP for example, although it is not like that in live, it's the kind of logic that in my view is good for the quality of life of the game.
So from that premise I would like to make another suggestion that might help to balance the whole issue raised above about GoP and ES.
Change Legendary Bazaar GoP to Regular (White) GoP, adjust the GoP cost for each upgrade down to ½ or ⅓ of the current preview total. reshape the Enchanting Stone, creating new ES (this is necessary as the existing ES currently has unbalanced and disproportionate values to the suggested system). Create new ES from unusual rarity (green) to mythical (cyano). after that, allow us the option of refining common GoPs using ES as a reagent, within the progression logic I suggested above. Unusual X ES to upgrade from ordinary GoP to unusual GoP, X rare ES to upgrade from unusual GoP to a rare GoP and that way we will reach mythical GoP.
With the GoPs refinement system we will be able to use the GoPs of specific rarities to upgrade artifact enchantments and anything else that may be upgraded using the reagent rarity logic superior to the item that will be upgraded. After evaluating the balances in this suggestion, consider the possibility of using GoPs to upgrade Motes, even if such an option is high-cost limited to epic and legendary. change the motto that sells with AD to common, adding the 1% chance value and increase that value based on reality with this upgrade possibility.
All of these suggestions need a balance to maintain the aforementioned relationship of GoP being purchased at the Bazaar (I could even go on calling itself the Mark of Potency), and the new Enchanting Stone being farmed into various game content, making both each time more relevant to our character progressions.
- ON THE EXCHANGE OF MARK OF POTENCY AND ENCHANTING STONE: The exchange of MoP in the Refund format that was suggested should be at least in its full value without the vip discount, which is 80% of the value. subjecting all players to a 60% refund just as if everyone bought this item through the bazaar with vip 12 + event discount is disrespectful. I know that many bought large quantities in this situation paying only 60% but we cannot punish everyone because of these cases, the account should be rounded up and not down.
- ABOUT GENERAL SYSTEM CHANGES: To start this topic I would like and super agree with my friend @dillygirl about keeping the color references in the enchantment as per your suggestion below: Statistic----------Current----------Preview-----------Suggestion Power-----------Yellow (Radiant)---Red (Garnet)--------Yellow (Citrine) Accuracy---------Grey (Silvery)-----Yellow (Citrine)-----Green (Jade) Crit. Strike-------Blue (Azure)------Green (Jade)--------Blue (Cobalt) Crit. Severity-----Red (Dark)--------Blue (Cobalt)-------Red (Garnet) Combat Adv.-----Purple (Tactical)---Purple (Amethyst)---Purple (Amethyst)
I loved the change of names, it gave a freshness to the system, but the jewelry colors changing I thought it was really unnecessary.
- ON THE BIG DISCUSSION ABOUT THE LOSS OF CR (COMBINED RATINGS): In my opinion the CR reduction is absolutely necessary, especially when we recap the debates in the forum about the combat system rework tests. one of the premises is that every class would choose 1 or 2 stats to put at most based on the synergies of their class and these stats, however days later many already had players with 4 static at most, and as an end game player that I am I can say that it's not that difficult to achieve, besides the way the combat system works, with certain limitations on the way statics work, leaving some highly superior to others added to the fact that we don't have to choose our strong bonus. . all of this generates a major flaw in the combat system that in my view still needs to be resolved, and one of the solutions I believe is to reduce the CR, HOWEVER I don't think the best way is to put a 5k recoil in just one item like combat enchantment, mainly in my case that I defend the permanence of two combat slots, one offensive and the other defensive. We'll talk more about Slots later on...
I suggest that you review this CR situation, do a better calculation so that the CR reduction comes from multiple sources in greater quantity, making room for adding CR in the offensive and defensive combat enchants. I know that the CR calculation has to do directly with the amount of status and item level that the item passes, so it's harder to calculate what the fair CR is for items that pass effects and not statistics, but as was done with necklaces, da to do in other similar sources. Taking the opportunity to alert that with the change in the enchant system, the high need for a review of the necklaces is really important so that the cost of having it versus the return generated is adequate.
- ABOUT THE STREAKBREAKER: I agree with the colleague who mentioned its reduction based on the type of mote used, I didn't actually test motes above the unusual, so I don't really know if the streakbreaker has proportional reduction, so someone can clarify this detail for me if possible. If it is the case that it is always 150, please consider a proportional reduction.
- ABOUT ENCHANTMENT SLOTS: At this point I can readily state that many players including myself prefer to have both offensive and defensive combat enchant slots. Consider adding the two slots and split the item level so that the two count as one, that is 2500 each mythical combat enchant and add some CR to them, as I said before the CR needs to be reduced, but doing this in just one item it's bad for game health. Maybe 2500 Item Level and 1000 CR (40%) already helps, and for the bonus enchant consider maybe adding Item Level to them similar to regular enchants, 1500 Item Level in Mythic but with only CR 750 (50% ) of , something in this sense makes the system better represented, be aware that it is counter-intuitive to progress in something that does not give us a tangible return. especially for players who will only get rank 1 enchants to improve their TIL, adding an enchant that doesn't give any iL is kind of weird for the system. Ah!!! consider changing the name of the bonus slot, perhaps to special slot or another name. the term bonus reminds a lot of something we're going to get for free, I've seen a lot of people getting mixed up in this regard because of the name, look for a name more clearly if possible.
- STILL ABOUT SLOTS (I ASK YOU TO PAY CLOSE ATTENTION TO THIS PART) Dear Developers, I have been following this forum since pre M16 and it really amazes me how something always repeats itself, something players always ask for and you seem to take it for granted, CHOICES, we all want the power of choice, this is inherent of the RPG genre from its base at the table. With each new major update we see our choices go down the drain, and believe me, I heartily understand that these updates are sorely needed, I'm even a huge supporter of them and I advocate them, as I advocated changing the M16 feat system and the change in the combat system, but in the M16 there was a lot of asking for the feats options within the system to be broader and less locked, I even thought that this would evolve over time, and I still hope, in the combat change I I was one of those who asked for the fort system to be revised so that we could have the power of choice.
Now we're in front of a major update, which I once again agree despite its flaws, but are you serious that you're again going to reduce our power of choice? And I'm not talking about the few combat enchantment options with just one slot, we've already talked about that. I refer to the scare I had when noticing the low amount of slots we have on the enchantment page in the new system.
On the enchantment rework system I suggested, in this link I posted at the beginning. We not only had enough slots for enchants, we would actually have more than we have live today, just to improve our power of choice, and we also have the power of choice in the formation of combos for the marks system which I suggested as a more option. grandiose of the system. That said, I want to suggest some changes to help us bring some of our lost power of choice back over and over in recent years.
- ADAPTIVE ENCHANTMENT PAGE SYSTEM: Well, this system has 1 main pillar which is the choice the player can make. So let's go to the examples of how adaptive pages work. I imagine that some of you may know about the weapons mastery distribution system in New World, it serves to exemplify my suggestion well. While the UI proposal below is formulated, I recommend considering expanding the idea you added that we can transition between the char and enchants page without losing the view in our attributes and statistics, it would be very good for the game if this column of information remained right outside the main window on a layer above so we can transition through all of our character's tabs without losing this all-important view.
Returning to our focus, imagine on the enchantment page 4 columns, column 1 Offensive, 2 Defensive, 3 Utility and 4 Effects, (Division columns in the background). Columns 1, 2 and 3 everyone already knows what they would be for, and column 4 if in doubt would be for overload, combat slots (offensive and defensive) and the bonus slot (or special). Each column 1,2 and 3 would have vertical rows of slots, with 6 slots in each row, ie 12 offensive, 12 defensive and 12 utility slots, BUT CALM! we are not going to use 36 enchantments. the proposal is to use 18 enchants, and here is where "magic" happens, with a limitation of 18, we must choose how we are going to distribute them, in principle, only the first horizontal row of slots are freed, the others below are dark, blocked, and by adding an enchant to any of them, the imaginary line, or even a line visible to players, goes down, freeing up the second line slots much like the New World mastery system I mentioned, No be afraid to “copy” something if the idea is a good one.
In practice we will choose 18 enchantments in whatever way WE think is best, and of course in this scenario the enchantments need to be resized if currently in the preview we use 9 enchantments and I'm suggesting using 18, just split the level and stat item granted by half as well as combat enchant if joining the 2 slots would be halved.
With this change, if I'm DPS I can opt for 12 offensives, and there are 6 left to choose between defensive and utilitarian, but if I'm a melee dps with low defense I can do 10 offensive and 8 defensive. Let the player decide how they want to play, even if in the end part of the players will find a good build and another part will repeat it, this is no reason to take away our options, the choices generate fun which is something we look for when playing an RPG .
I'm crazy to play Warlock Tank (I know, crazy), but in some content with a lot of effort I can do it, even VoS I've done it with “tank” build with a lot of suffocation, it's not ideal but it's fun, even the game doesn't give me choices, since as Hellbringer is DPS I can't use almost anything that generates aggro because they are tied to the role conditional, which is another way to lock our choices. Check out the new weapons themselves, they all have role-based bonuses, but often the bonus is not what you would choose. as a warlock I would not choose to gain recharge speed for dps, but action point, but the only ones who gain action point are the healers, the cleric would also choose action point as their skills do not have a recharge time in general, a cleric healer, and if i wanted to use extra awareness which is limited to tanks only? Do you understand how these stuck things are bothersome when we create our own builds? These weapons could have a bonus choice system that would activate, an interface similar to choosing weapon modifiers, but to define which bonuses you want to receive.
In case you don't believe the players desire to be able to choose their destiny in the game I give you a suggestion, make a voting thread similar to what was done in the past to choose future updates, and add implicit questions that remove choice and other options that add choice options, make all questions sound positive and improvements to the game, and let players vote, add that vote on the launcher screen.
- GAME LONGEVITY Finally, I'm going to address something that I also suggested in my post about enchantment and that was even used in a different way by you in this implementation that is in the preview, which is the enhancement of gold and RP. I know a lot of players, probably the majority, don't like what I'm going to suggest now because it reminds me of Neverwinter's dark times. It is an overload system in the enchantment. a system that aims to balance some easily acquired resources such as gold and RP, in addition to promoting the longevity of the enchantment system. Many look at this proposal with fear for the reference to voniblood or black ice systems, which had their monotonous, repetitive, limited farms, in fact it was horrible. But I'm proposing to use features that are general to the game, and that we can literally get across every farm in the game. You developers as well as many players may not agree with my point of view, but this new enchant system tends to fail in the long run, as does the mount and companions bolster system. In recent years, the only one that was thought for the long term of the game was the combat system, and even though it has several problems, it is a system that with slight adjustments or even no adjustments will be working and evolving automatically in 100 years if that's the case, with items dating 180k item level each and players with 8kk TIL it will still be functional. But we cannot say that about other systems.
At some point in the future, maybe not so far away, many players are full mythical, most of today's end game will already be full mythical at launch. other players who spend more even if they are novices will be full mythical and even more in the future only extremely novices will not be full mythical. And there? How is it going to be? Will you bring mythical +1, +2 and +3? are you going to redo the system so that the adjustments bring us the need to upgrade again? I could be wrong but the main game systems need to be thought of in the long term for the best health of the game. the mount and companion bolster system still has a “salvation” which is to exceed the bolster limit above 100% which for me is just a bandit in a very big wound, but it works even with many player base complaints.
The overload system proposes to define a value in RP to be inserted in enchantments, making them stronger for a period of time, and a value in gold to carry out the overload, allowing for the self-maintenance of the system as more or less happens in the combat system. This overload can last for 1 week of race, or 24 hours of combat. Some effect like 50% of the enchant ratings value is added to the char in %, which would represent an increase of 0.5% depending on your item level, things like that would help give you more options to improve some stats or even several depending on our choice of enchants. The cost is perhaps 1 gold for each rarity cooldown and 5k RP per overload at each rank. Note that the numbers I'm putting here in the example are merely illustrative, a more detailed analysis of cost versus reward must be evaluated.
Using these hypothetical numbers we would have the following expense for a full overload:
-1 gold for rarity, then 6 gold for a mythical enchant -5k RP for rarity, then 30k RP in a mythical enchant.
Using the adaptive page system I suggested as an example, we would have a total of 108 gold 540k RP for a one-week rush hour overhead, or maybe 24 hours of combat. Does this sound a lot for an endgame player with a 60k+ item level? or even for a 75/80k player? Maybe yes, maybe not, just be calculated to get good numbers. An advanced player after the rare full enchant switch would clearly have a spend halved due to the rarity of the enchant. 54 gold to give full overload, and 270k RP. If that's too much, cut the cost in half or double the duration of the overload. Add a general button on the enchant page for full overload, and the option to overload individual slots
The main part of the overload system is that it is non-mandatory and malleable. I'll give just one example, imagine the game in 5 years, mythical enchats and mythical motes worth 5% of the value they had in the past, and thousands and thousands of these resources in AH with very low output, in a system without self-management, players would keep these features forever until new levels of enchants arrive. with an overload system, a reformulation of the overload reagents would be enough, greatly increasing the amount of RP needed for the action. and increasing the RP return that enchants and mythical reagents give. as both features are going to be very cheap it will be worth the conversion. And attention!!! the overload system would remain optional and would avoid the need for major changes in the future.
Well if you read this to the end you are a legendary warrior because I know how great it was, if you who are reading this are a dev, answer me something so I know that even if it is not true, maybe that's how I am feel less silly with the time I put into it here.
OH!!!! I almost forgot, I was talking to friends about what the new vorpal could be like, and I mentioned that I would like it to be well represented this time to make up for the tragedy that befell it earlier in the year. so I'll put it here as a complement.
I felt like playing more, let's see.
Vorpal: Increased X damage or healing bonus on critical. Critical outputs give you 1 stack of severe will up to 10x. Severe Will increases your critical chance and your critical severity by 0.2%. Non-critical outputs reduces 2 stack of severe will.
When you reach 10 stack, they are consumed increasing your damage output and bonus healing by 2X for 20 seconds.
This is the vorpal I want for M22 ❤ Total synergy with critics.
Many thanks to everyone who read this huge newspaper and I hope that at least something in this all comes in handy.
@noworries#8859 Feedback: You mentioned in the other thread: *Variety of Combat enchants. 6 is the planned number to start with, but we will almost certainly add more over time.
Will we be able to use the exchange vendor for future combat enchants? Some of us have all/most of the weapon and armor enchants currently. It would be nice to be able to trade in those enchants for future analogs as they become available.
Bug / Feedback: Account Reclaims Thanks a lot. This is one of the most important features for alt play in recent memory and it derived directly from feedback within this very thread. Kudos to all players and devs! Reclaiming only works if you have no Account Enchant on the character. This is not much of an issue because you can discard all and then reclaim the quantity you need. But ideally you should be able to claim any quantity at any time.
Feedback: MoP Compensation The compensation for old Mark of Potencies is up and fine I guess. Think the prices on live will quickly adjust as well. I would still prefer an exchange to the new Glyph of Potency, even with the same 60% AD loss.
> @rubytrue said: > @"noworries#8859" > Feedback: You mentioned in the other thread: > *Variety of Combat enchants. 6 is the planned number to start with, but we will almost certainly add more over time. > > Will we be able to use the exchange vendor for future combat enchants? Some of us have all/most of the weapon and armor enchants currently. It would be nice to be able to trade in those enchants for future analogs as they become available.
@noworries#8859
^^^ This right here!
Been a console player for only the past 15 months or so; And the experience has been one kick in the jewels after another.
Never mind all the reworks/reboots of my main; the constant companion "adjustments" (and yeah, you nailed all of my mythic strikers to the point I just went Augment).
I have built a Rank 14 Barkshield, Bilethorn, Lightning, Fireburst and Vorpal at considerable time and effort from scratch; as well as many others that were "in-progress".
Now you want those as well? I didn't build those for Illusion/Appearance/Fashion. I use those depending on content.
Neverwinter is a dolls hair from becoming Neveragain. It's a game, not a lesson in frustration.
In regards to creating Account Reclaimable Bound versions of Enchants for ease of use over multiple characters since people will just shift their enchants either way; it will be necessary for when you upgrade one of them, for the Reclaim to be updated as well. Otherwise the whole point becomes invalid.
There's no in game precedent to support that. For instance, does that happen with Account Wide Epic and Legendary Mounts and Companions?
I think it would prove simpler to gain a new R2 and account bind it. I imagine there will be other ways to gain new enchants above R1, beyond the initial exchange.
I'm curious to know what you'll replace the free enchantments/runestones gained from levelling with? You know, the ones earned as rewards for the Achievements? In particular, the r8 weapon enchantment.
I'm the same. I've got a whole bunch of alts that haven't done Acquisitions Inc yet, and I thought, "Oh! That's a whole bunch of free R14 enchants for the exchange..." and was about to throw myself into Neverwinter's equivalent of the deepest layers of Dante's Inferno, in order to grab these quickly.
But then I thought, "Hold on... a single R14 on exchange won't buy me half a new Rank 1..." and that "Heart of Fire" is a Campaign Goal level reward... they won't replace it in Mod 22 with a piece of HAMSTER only worth a few thousand RP..." I mean... that Enchant and the Boons are the ONLY reason sane minded people would put themselves through that turgid, vacuous, nightmare content, and I've managed long enough on most of my characters to do without them.
Weighing up whether or not to run the AI "Adventure" (even now, without the added tedium of repeatedly having to fetch eggs for that fat tongued moron and listen to the witless drivel as they walk their "audience" through the "We go on three..." routine, and some slack arsed lizard explains the "(insert wooden object) don't grow on trees" joke in slow, painful, detail, in the name of "comedy," is like saying "Would you repetitively bang your head against a wall for a few hours, in exchange for a Rank 14 enchant and 4 Boon Points?" to which my reply would consist of a slow intake of breath, a furrowed brow and, ultimately, the words, "Depends which character..."
But if the Heart of Fire suddenly becomes a REALLY useful item, particularly to new players or alts... then maybe some more people will run it...
So I'm holding off till we get some feedback on how existing "Enchants as Rewards" in current content are going to be replaced.
I must repeat that was already said about combined rating for combat, bonus and companion enchantments: please add it to them. 80% of IL value is reasonable enough if you don't want to have it at 90% (to be the same as other enchantments), but this needs to be there. In current system only armor/weapon enchantments do not have it, but their IL is not 5000.
Also, about illusions (the visual effects of armor/weapon enchantments): can you please make them account-wide unlocks? It's only visual, but buying same enchantment many times and exchanging it seems to be somewhat not right just to get visual from it. It needs to apply to r8 and r9 too, since the former are still expensive and latter were given in zen store.
If they mean nothing then we should not worry about them and having 65% caps should be fine for any content.
I infer from what you are saying is that stats need to be capped to not be useless? That's not the case. They are modifiers to base scores.
It's factually incorrect to state that, "Item level means nothing if you can't cap your stats..."
Stats are a factor in a mathematical equation. a) If your stats goes down and your IL remains the same, the result will diminish. b) If your IL goes up by a factor that cancels out the drop in stats, the result will remain the same. c) If your IL goes up by a higher relative factor the result will be higher.
Basic examples of above. a) 9IL x 10stat = 90, switches to 9IL x 9stat = 81 (Bad change!) b) 9IL x 10stat = 90, switches to 10IL x 9stat = 90 (no difference) c) 9IL x 10stat = 90, switches to 11IL x 9stat = 99 (Good change!)
So without taking into account the Item Level variance, stats (capped or otherwise) have little meaning on their own. They NEED the IL to measure their effectiveness, because their effectiveness is directly decided by the Item Level.
IF the IL increases by more than it takes to offset the drop in stats, you are better off, because guess what! You then get to add even MORE to your stats from new sources allowing that very basic multiplication to yield even higher totals.
If I'm doing the same or more DPS with LOWER stat totals I'm going to be happy because there is scope to get even better.
And if the increase in IL gives you sleepless nights over not having a raft of green 90s, and you genuinely... TRULY... believe that "Item level means nothing if you can't cap your stats..." just go away and dump some IL from somewhere else and you can go back to where you were before, with your oh so important capped stats.
If you can show that the drop in stats is not covered by the increased IL, then you have a different argument you are able to make as to why the system is bad. But simply dismissing IL in a discussion about Stats is just weird. Like wondering about how fast a new saddle will go without considering the horse.
It’s the new item level reducing what stats people have with now LESS ways to adjust them. I’m not saying all 90 I’m saying try not to dip below 60. Andifyou don’t have the stats to get the items whatdoyourothen? They made this “system” we are just trying to play it. AGAIN. Some folks just made it into VOS. Will this knock them out? How much harder will it be AGAIN.
How as a Tank can I compensate for the new DPS? As a healer, the gear doesn’t exist to balance the new item level.
Comments
This appears to be nothing more or less than a cash grab. Most of what my characters have will become worthless and I won't have the ADs to restake them. This doesn't inspire me to spend money just to tread water. It inspires me to stop playing.
Xael De Armadeon: DC
Xane De Armadeon: CW
Zen De Armadeon: OP
Zohar De Armadeon: TR
Chrion De Armadeon: SW
Gosti Big Belly: GWF
Barney McRustbucket: GF
Lt. Thackeray: HR
Lucius De Armadeon: BD
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(1 new player - 1 current player = net 0)
Why couldn't you keep ALL existing weapon enchantments (i.e lightning, holy vorpal, reg vorpal ) and ADD more enchantments to replace all the existing enchantments. Additionally you could Take current BiS and create new BiS. I do like the enchantment tab. I have 2 concerns with it, however. Why only 8? I liked the way I could put some crit there, defense here, str over there etc. Second have to choose from offense or defense, unless I completely misunderstood. I could go on but I will finish with this question. Do you even ask current players what changes, if any, they would like to see with new mod? Seeing as how they are your existing customers it might be a good idea in the future, just saying.
My question: will rank 8 and 9 weapon/aromor enchants have maxed out enchant visuals when traded in, or will they have the lesser visual effect?
Some more feedback.
I think you are going to cause a lot of confusion by saying the new system gives players more options. The reality on Live is that R9 stat enchantments are fine. I always tell players that higher ranks are for 1) Item Level 2) End game tweaking of ratings.
Example. If I switch my 5xR9 Darks, for R15s I gain less than 2% forte, which is less than 1% power, and so less than 1% damage. My DPS main is 52k, and still has 10xR9 enchantments.
On Preview I lose A LOT of percents (7% power, 4% off EVERY stat, and that's with the 2xR2 I could buy). You say the system gives us options. I wanted defense so I added a R2 Defense (cost 2.4m AD) for 1.7% more defense. As with Live stat enchantments don't matter, Combat, Companion and Utility are the more useful.
This isn't being made clear, and the 7day enchantments will make it even worse.
Players (dps) toons will be fine with no stat enchantments
Caveat to all of this is I haven't tried real content yet. My toon is doing more damage with the Item Level and Combat enchant, but until I run content to check that it's enough to compensate for no teneborous, lightning etc. I can't be sure. However if I'm not ok, stat enchantments aren't the solutions e.g. the 1.7% Defense for 2.4m AD.
No doubt I shall be posting again when I try my other mains (tank and healer). I suspect the stat loss will be much more significant (augment may fix the tank, we'll see).
> Then why did you buy the butterflies and not just a normal barkshield? Or maybe help out the ZAX backlog and convert that Zen to AD? Or did you also buy the pack for the other items that are still just as viable and made the pack worth it?
You must have piles of money to burn. The reason for the purchases are mute. They were bought. Money was spent. Personally the flower pack was a birthday gift.
The reasons don’t matter. It comes off as bait and switch.
Don’t **** in my ear and tell me it’s raining.
I now have to get 3 sets of enchants for dps healer and tank, because they all require different ones, unless the game is going to be homogenized to such an extent that tank dps and healer are just appearances.
I don’t have the wards for that. Being able to spend money on the game for some of us is a RARE luxury or a gift from others.
But the lesson learned AGAIN is don’t buy anything because next mod it’s worthless.
Great business model.
It's like getting divorced all the time and losing half your stuff. I played D&D and games like Dragon Warrior growing up, I don't mind grinding and earning it, but this is like grinding gold golem's, finally get your 7,700 gold for the magic armor and the Nintendo freezes, except it's all the time with you guys and your "improvements". I know it's obviously about money, don't hate the player hate the game right (no pun intended)...I'm just happy I never put a single dollar into this game It's mostly new players which sucks. I have left for a year multiple times, it's just a weird business model. Playing in the dungeons is funny these days with so many new players, they are like 12 year olds in a strip club, they have no clue what's going on. Keep the damage going I guess, money looks good in the pocket.
I missed being able to bounce to Helm's Hold for some XP to gain a couple levels before going back to Ebon Downs when the going got too hard for my first character back in February/March.
I miss being able to click "Random Trial Queue" and have a reasonable chance of success in whatever comes up.
And I miss the fact that I now have five Tymora's and Dragon's Hoard stones that give me what I actually enjoy about this game: Little bags of treasure. Randomized. I like blind bags. And I like getting them when I kill monsters. I didn't mind so much when they apparently forgot to put treasure into Sharandar, because I knew I'd be getting treasure from my stones.
It feels as though Cryptic has a very specific vision for the "right way" to play NeverWinter. And they're going to wipe out anything peripheral to that. Did you enjoy having options while leveling? Huh. Did you enjoy something other than bonus Forte from your Utilities? Interesting. Did you enjoy being able to play a Trial Queue without an almost 80% chance of insta-quit from the other nine players? How very nice for you.
Seriously, people - "We got feedback that Enchantments weren't effective anymore?"
Even Northside didn't complain about Enchantments, and that guy starts dropping f-bombs when a sunny day isn't sunny enough.
Less than 12 months, and I'm burned out. Is this the lifespan you want from your customers? It's somewhere between a fruit fly and a hummingbird, which seems like a weird flex.
edit: We also do not need everyone to be end-game in weeks. End game should be something earned over time and through hard work.
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
Well, I read ALL the comments and opinions here in this thread, as well as did some tests in the preview, I also read the other official thread with clarification on the subject and I'm trying to leave my collaboration. This text is great, as I was reading the comments and assigning my values in building this feedback with all the attention and affection I have for the game. I tried to organize the themes as much as possible for readability. please read it calmly and leave your thoughts on my approaches. sorry for any text error because I'm using google translator to put in english.
hello @noworries#8859 hello everyone
I'm ALQUImist, I've been playing NWO since chult and I've gone through a lot of big changes since then. Maybe some know me as “a guy who dreams too big” due to some slightly traveled suggestion posts. However, they all have one or another very important base idea premise.
One of those suggestions was about reworking the enchantmet system. where despite being very over, full of ideas within ideas, one of the basic premises was the need to remove the enchantment slots from equipment. Follow the link for anyone who wants to see the other ideas within this suggestion.
ENCHANTMENT SYSTEM REWORK + NEW MARK SYSTEM:
https://www.arcgames.com/en/forums/neverwinter#/discussion/1261228/enchantment-system-rework-new-mark-system
First, I want to say that I agree that we've been getting a lot of change in recent years, and that it's absurdly frustrating. especially when the changes go completely against your idea of improvement, as was the case with the last update in the professions that I disliked a lot. I'm a big fan of change, but it's very uncomfortable when those changes devalue all of our previous effort.
- EXCHANGE/RARITIES:
I don't particularly believe that is the case here. even though the setback that this system brings puts us in a position where we will need a lot of updates to the enchants, I believe that the initial measure that was taken is pleasant, but unbalanced. as some have commented on the exchange despite being equated at the 3 R15 ratio with a new R2, I feel that enchants like weapon and armor are disproportionate in some points, especially when it comes to rare enchants that have spent a long time being the most expensive ones, like the bile and light being placed in the same “package” of enchantments that came to be worth half their value. I think at this point things could be better.
There should be another rank (rarity), inferior, common (white).
The exchange rate is worrying mainly when we talk about weapon and armor enchantment below rank 10. the regular enchantment below 10 I even understand, since it has very low value in AH.
Suggestion: Perhaps an option is to double the exchange value both on sale and purchase.
Example:
Enchant/Runestone Rank / Exchange Currency:
R15=40 - R14=20 - R13=15 - R12=8 - R11=4 - R10=2
Weapon + Armor Enchants / Exchange Currency:
R14=240 - R13=160 - R12=110 - R11=70 - R10=40 - R9=12 - R8=4 - R7=2
1 medallion = 20,000 AD
The purchase prices have also doubled, this makes room for exchanging rank 7 to 9 armor and weapon enchantment as well, even if they are at reduced values. Also the common rarity should be added, (I don't understand the need to use the term rank in enchantments as we finally only have rarities as a strength meter)
Exchange Cost:
New Enchantment Choice Pack Cost
All Enchantments - Common 30
All Enchantments - Uncommon 60
All Enchantments - Rare 120
All Enchantments - Epic 240
Combat/Companion – Uncommon 40
Combat/Companion - Rare 80
Combat/Companion – Epic 160
Combat/Companion – Legendary 240
These numbers are just an example, and even in this example I still think the exchange values need to be revised to give a better return based on the rank and type of enchantment we have, we all know that there are different types of enchantments with market values different, including special enchantments bought in R9 and up to 14, these are not fair to be exchanged for the same value as regular R14 weapon enchants, and even if they are still R9, they were bought with real money, receiving 12 medallions as I suggested in example seems to me little. everything must be well calculated to make sense in its proportion, but the proposal is that they have more options of exchange and that players do not totally lose their weapon enchants and low-level armor, especially in the case of those who were paid with real money, no matter whether the reason for the purchase was to get the look or its effect in combat, or both at the same time.
Unusual incantations from the NPC inside the store that I forget the name should be changed to common and price adjusted to make sense with the proportion.
Another important point about trading is the option to trade new enchants for other new enchants, considering that you probably don't intend to cast all the reworked weapon and armor enchantments at once when casting the M22. consider adding the option of future exchanges between new enchants. Understand that many of us will end up choosing an enchantment from the ones available that we think is best, even if it's not the one we used before. it's unfair to choose a combat enchant to put in the mythical and later on that enchant we used to be re-released, or even one that we didn't use but that got much better after the changes and we can't make that switch. And even if you manage to release the recast of all combat enchants at once, I still think it's unfair to anyone who makes a switch and regrets it after a while, considering that not all players use preview to pretest . Overall, I urge you to consider switching between new enchants after the M22 is released for at least a few months until players adjust.
- ENCHANTMENT ACCOUNT:
About the option if enchants are account category for all alts is something that I deeply like. I really believe that everything in the game should load the -Account and although at first instance it looks like the market would die, I can guarantee that there are thousands of ways to move the market with other items and thousands of ways to monetize things. However, as this is not a reality yet, I believe that an OPTION to activate this item - Account would be interesting, perhaps putting an option on the right click on the enchantment as well as adding the unbind option, this bind option - Account could only work after reaching the mythical rarity, making the lower enchants negotiable and without the -Account bind option. In this way we can look at some mythic enchants - Account as we look at mythical mounts - Account.
- MARK OF POTENCY AND ENCHANTING STONE:
At this point I have some concerns:
1- What is the real need for creating glyphs? Couldn't the reagents used to refine the new enchants be the current MoPs themselves, with at most a rarity adjustment for better quality of life?
2- If there really is a need to use glyphs for the new system to work, why not make a direct switch from MoP to GoP?
2 MoP4 - 1 GoP
1 MoP5 - 1 GoP
1 MoP6 - 2 GoP
1 MoP7 - 3 GoP
Or even let us exchange our MoPs for Medallions, add GoP and Motes of various rarities for purchase using Medallions. Let us choose what we're going to do with our thousands of features that we've worked a lot in game or in real life to get them.
I really understand the need for monetization in a free game, and that's why practically all of my suggestions I've posted here on the forum in the past have suggestions on how to monetize.
3- Why aren't we using Enchanting Stone for the upgrades of the new enchants, this is something that doesn't make sense to me, enjoy that they are hands-on and reformulate the game's ES as well. Create a new ES and let us change our old ones, Add the new ES to farme in content like dread ring and new content as well like the beautiful weekly sharandar quests you guys worked so hard to soon be forgotten.
One thing that always generated a "balance" in the game market was the fact that it is almost impossible to drop MoP at the same time that there are almost no sources to buy ES, except from other players who farmed them, and as these have always been 2 crucial features for all kind of upgrades with similar value within the game that brought quality of life to the game. Not putting ES as a necessary reagent to upgrade in new enchants at a point that you no longer have with upgrading new weapons (something I liked a lot by the way because it again assigns a real value to the game's rarities), segregating MoP for enchant and ES for artifacts is not something positive especially when we are going to receive a general change in enchants. Then cut the amount of GoP needed in half and add a New ES to supply that other half. let us swap our old mops and ES into new features or medallions so we can better manage our features.
A question in this matter, however, can be quite silly. Why is GoP legendary? I realize that little by little we're finally getting valued due to rarity items, like new enchants and new weapons, with no need for rank. Something that always comes to my mind automatically is that we should need higher rarity reagent to upgrade a lower rarity item, if I want to upgrade from unusual to rare I need rare X MoP for example, although it is not like that in live, it's the kind of logic that in my view is good for the quality of life of the game.
So from that premise I would like to make another suggestion that might help to balance the whole issue raised above about GoP and ES.
Change Legendary Bazaar GoP to Regular (White) GoP, adjust the GoP cost for each upgrade down to ½ or ⅓ of the current preview total. reshape the Enchanting Stone, creating new ES (this is necessary as the existing ES currently has unbalanced and disproportionate values to the suggested system).
Create new ES from unusual rarity (green) to mythical (cyano). after that, allow us the option of refining common GoPs using ES as a reagent, within the progression logic I suggested above. Unusual X ES to upgrade from ordinary GoP to unusual GoP, X rare ES to upgrade from unusual GoP to a rare GoP and that way we will reach mythical GoP.
With the GoPs refinement system we will be able to use the GoPs of specific rarities to upgrade artifact enchantments and anything else that may be upgraded using the reagent rarity logic superior to the item that will be upgraded. After evaluating the balances in this suggestion, consider the possibility of using GoPs to upgrade Motes, even if such an option is high-cost limited to epic and legendary. change the motto that sells with AD to common, adding the 1% chance value and increase that value based on reality with this upgrade possibility.
All of these suggestions need a balance to maintain the aforementioned relationship of GoP being purchased at the Bazaar (I could even go on calling itself the Mark of Potency), and the new Enchanting Stone being farmed into various game content, making both each time more relevant to our character progressions.
- ON THE EXCHANGE OF MARK OF POTENCY AND ENCHANTING STONE:
The exchange of MoP in the Refund format that was suggested should be at least in its full value without the vip discount, which is 80% of the value. subjecting all players to a 60% refund just as if everyone bought this item through the bazaar with vip 12 + event discount is disrespectful. I know that many bought large quantities in this situation paying only 60% but we cannot punish everyone because of these cases, the account should be rounded up and not down.
- ABOUT GENERAL SYSTEM CHANGES:
To start this topic I would like and super agree with my friend @dillygirl about keeping the color references in the enchantment as per your suggestion below:
Statistic----------Current----------Preview-----------Suggestion
Power-----------Yellow (Radiant)---Red (Garnet)--------Yellow (Citrine)
Accuracy---------Grey (Silvery)-----Yellow (Citrine)-----Green (Jade)
Crit. Strike-------Blue (Azure)------Green (Jade)--------Blue (Cobalt)
Crit. Severity-----Red (Dark)--------Blue (Cobalt)-------Red (Garnet)
Combat Adv.-----Purple (Tactical)---Purple (Amethyst)---Purple (Amethyst)
I loved the change of names, it gave a freshness to the system, but the jewelry colors changing I thought it was really unnecessary.
- ON THE BIG DISCUSSION ABOUT THE LOSS OF CR (COMBINED RATINGS):
In my opinion the CR reduction is absolutely necessary, especially when we recap the debates in the forum about the combat system rework tests. one of the premises is that every class would choose 1 or 2 stats to put at most based on the synergies of their class and these stats, however days later many already had players with 4 static at most, and as an end game player that I am I can say that it's not that difficult to achieve, besides the way the combat system works, with certain limitations on the way statics work, leaving some highly superior to others added to the fact that we don't have to choose our strong bonus. . all of this generates a major flaw in the combat system that in my view still needs to be resolved, and one of the solutions I believe is to reduce the CR, HOWEVER I don't think the best way is to put a 5k recoil in just one item like combat enchantment, mainly in my case that I defend the permanence of two combat slots, one offensive and the other defensive. We'll talk more about Slots later on...
I suggest that you review this CR situation, do a better calculation so that the CR reduction comes from multiple sources in greater quantity, making room for adding CR in the offensive and defensive combat enchants. I know that the CR calculation has to do directly with the amount of status and item level that the item passes, so it's harder to calculate what the fair CR is for items that pass effects and not statistics, but as was done with necklaces, da to do in other similar sources. Taking the opportunity to alert that with the change in the enchant system, the high need for a review of the necklaces is really important so that the cost of having it versus the return generated is adequate.
- ABOUT THE STREAKBREAKER:
I agree with the colleague who mentioned its reduction based on the type of mote used, I didn't actually test motes above the unusual, so I don't really know if the streakbreaker has proportional reduction, so someone can clarify this detail for me if possible. If it is the case that it is always 150, please consider a proportional reduction.
- ABOUT ENCHANTMENT SLOTS:
At this point I can readily state that many players including myself prefer to have both offensive and defensive combat enchant slots. Consider adding the two slots and split the item level so that the two count as one, that is 2500 each mythical combat enchant and add some CR to them, as I said before the CR needs to be reduced, but doing this in just one item it's bad for game health. Maybe 2500 Item Level and 1000 CR (40%) already helps, and for the bonus enchant consider maybe adding Item Level to them similar to regular enchants, 1500 Item Level in Mythic but with only CR 750 (50% ) of , something in this sense makes the system better represented, be aware that it is counter-intuitive to progress in something that does not give us a tangible return. especially for players who will only get rank 1 enchants to improve their TIL, adding an enchant that doesn't give any iL is kind of weird for the system. Ah!!! consider changing the name of the bonus slot, perhaps to special slot or another name. the term bonus reminds a lot of something we're going to get for free, I've seen a lot of people getting mixed up in this regard because of the name, look for a name more clearly if possible.
- STILL ABOUT SLOTS (I ASK YOU TO PAY CLOSE ATTENTION TO THIS PART)
Dear Developers, I have been following this forum since pre M16 and it really amazes me how something always repeats itself, something players always ask for and you seem to take it for granted, CHOICES, we all want the power of choice, this is inherent of the RPG genre from its base at the table. With each new major update we see our choices go down the drain, and believe me, I heartily understand that these updates are sorely needed, I'm even a huge supporter of them and I advocate them, as I advocated changing the M16 feat system and the change in the combat system, but in the M16 there was a lot of asking for the feats options within the system to be broader and less locked, I even thought that this would evolve over time, and I still hope, in the combat change I I was one of those who asked for the fort system to be revised so that we could have the power of choice.
Now we're in front of a major update, which I once again agree despite its flaws, but are you serious that you're again going to reduce our power of choice? And I'm not talking about the few combat enchantment options with just one slot, we've already talked about that. I refer to the scare I had when noticing the low amount of slots we have on the enchantment page in the new system.
On the enchantment rework system I suggested, in this link I posted at the beginning. We not only had enough slots for enchants, we would actually have more than we have live today, just to improve our power of choice, and we also have the power of choice in the formation of combos for the marks system which I suggested as a more option. grandiose of the system. That said, I want to suggest some changes to help us bring some of our lost power of choice back over and over in recent years.
- ADAPTIVE ENCHANTMENT PAGE SYSTEM:
Well, this system has 1 main pillar which is the choice the player can make. So let's go to the examples of how adaptive pages work. I imagine that some of you may know about the weapons mastery distribution system in New World, it serves to exemplify my suggestion well. While the UI proposal below is formulated, I recommend considering expanding the idea you added that we can transition between the char and enchants page without losing the view in our attributes and statistics, it would be very good for the game if this column of information remained right outside the main window on a layer above so we can transition through all of our character's tabs without losing this all-important view.
Returning to our focus, imagine on the enchantment page 4 columns, column 1 Offensive, 2 Defensive, 3 Utility and 4 Effects, (Division columns in the background). Columns 1, 2 and 3 everyone already knows what they would be for, and column 4 if in doubt would be for overload, combat slots (offensive and defensive) and the bonus slot (or special). Each column 1,2 and 3 would have vertical rows of slots, with 6 slots in each row, ie 12 offensive, 12 defensive and 12 utility slots, BUT CALM! we are not going to use 36 enchantments. the proposal is to use 18 enchants, and here is where "magic" happens, with a limitation of 18, we must choose how we are going to distribute them, in principle, only the first horizontal row of slots are freed, the others below are dark, blocked, and by adding an enchant to any of them, the imaginary line, or even a line visible to players, goes down, freeing up the second line slots much like the New World mastery system I mentioned, No be afraid to “copy” something if the idea is a good one.
In practice we will choose 18 enchantments in whatever way WE think is best, and of course in this scenario the enchantments need to be resized if currently in the preview we use 9 enchantments and I'm suggesting using 18, just split the level and stat item granted by half as well as combat enchant if joining the 2 slots would be halved.
With this change, if I'm DPS I can opt for 12 offensives, and there are 6 left to choose between defensive and utilitarian, but if I'm a melee dps with low defense I can do 10 offensive and 8 defensive. Let the player decide how they want to play, even if in the end part of the players will find a good build and another part will repeat it, this is no reason to take away our options, the choices generate fun which is something we look for when playing an RPG .
I'm crazy to play Warlock Tank (I know, crazy), but in some content with a lot of effort I can do it, even VoS I've done it with “tank” build with a lot of suffocation, it's not ideal but it's fun, even the game doesn't give me choices, since as Hellbringer is DPS I can't use almost anything that generates aggro because they are tied to the role conditional, which is another way to lock our choices. Check out the new weapons themselves, they all have role-based bonuses, but often the bonus is not what you would choose. as a warlock I would not choose to gain recharge speed for dps, but action point, but the only ones who gain action point are the healers, the cleric would also choose action point as their skills do not have a recharge time in general, a cleric healer, and if i wanted to use extra awareness which is limited to tanks only? Do you understand how these stuck things are bothersome when we create our own builds? These weapons could have a bonus choice system that would activate, an interface similar to choosing weapon modifiers, but to define which bonuses you want to receive.
In case you don't believe the players desire to be able to choose their destiny in the game I give you a suggestion, make a voting thread similar to what was done in the past to choose future updates, and add implicit questions that remove choice and other options that add choice options, make all questions sound positive and improvements to the game, and let players vote, add that vote on the launcher screen.
- GAME LONGEVITY
Finally, I'm going to address something that I also suggested in my post about enchantment and that was even used in a different way by you in this implementation that is in the preview, which is the enhancement of gold and RP. I know a lot of players, probably the majority, don't like what I'm going to suggest now because it reminds me of Neverwinter's dark times. It is an overload system in the enchantment. a system that aims to balance some easily acquired resources such as gold and RP, in addition to promoting the longevity of the enchantment system. Many look at this proposal with fear for the reference to voniblood or black ice systems, which had their monotonous, repetitive, limited farms, in fact it was horrible. But I'm proposing to use features that are general to the game, and that we can literally get across every farm in the game.
You developers as well as many players may not agree with my point of view, but this new enchant system tends to fail in the long run, as does the mount and companions bolster system. In recent years, the only one that was thought for the long term of the game was the combat system, and even though it has several problems, it is a system that with slight adjustments or even no adjustments will be working and evolving automatically in 100 years if that's the case, with items dating 180k item level each and players with 8kk TIL it will still be functional. But we cannot say that about other systems.
At some point in the future, maybe not so far away, many players are full mythical, most of today's end game will already be full mythical at launch. other players who spend more even if they are novices will be full mythical and even more in the future only extremely novices will not be full mythical. And there? How is it going to be? Will you bring mythical +1, +2 and +3? are you going to redo the system so that the adjustments bring us the need to upgrade again? I could be wrong but the main game systems need to be thought of in the long term for the best health of the game. the mount and companion bolster system still has a “salvation” which is to exceed the bolster limit above 100% which for me is just a bandit in a very big wound, but it works even with many player base complaints.
The overload system proposes to define a value in RP to be inserted in enchantments, making them stronger for a period of time, and a value in gold to carry out the overload, allowing for the self-maintenance of the system as more or less happens in the combat system. This overload can last for 1 week of race, or 24 hours of combat. Some effect like 50% of the enchant ratings value is added to the char in %, which would represent an increase of 0.5% depending on your item level, things like that would help give you more options to improve some stats or even several depending on our choice of enchants.
The cost is perhaps 1 gold for each rarity cooldown and 5k RP per overload at each rank. Note that the numbers I'm putting here in the example are merely illustrative, a more detailed analysis of cost versus reward must be evaluated.
Using these hypothetical numbers we would have the following expense for a full overload:
-1 gold for rarity, then 6 gold for a mythical enchant
-5k RP for rarity, then 30k RP in a mythical enchant.
Using the adaptive page system I suggested as an example, we would have a total of 108 gold 540k RP for a one-week rush hour overhead, or maybe 24 hours of combat. Does this sound a lot for an endgame player with a 60k+ item level? or even for a 75/80k player? Maybe yes, maybe not, just be calculated to get good numbers. An advanced player after the rare full enchant switch would clearly have a spend halved due to the rarity of the enchant. 54 gold to give full overload, and 270k RP. If that's too much, cut the cost in half or double the duration of the overload. Add a general button on the enchant page for full overload, and the option to overload individual slots
The main part of the overload system is that it is non-mandatory and malleable. I'll give just one example, imagine the game in 5 years, mythical enchats and mythical motes worth 5% of the value they had in the past, and thousands and thousands of these resources in AH with very low output, in a system without self-management, players would keep these features forever until new levels of enchants arrive. with an overload system, a reformulation of the overload reagents would be enough, greatly increasing the amount of RP needed for the action. and increasing the RP return that enchants and mythical reagents give. as both features are going to be very cheap it will be worth the conversion. And attention!!! the overload system would remain optional and would avoid the need for major changes in the future.
Well if you read this to the end you are a legendary warrior because I know how great it was, if you who are reading this are a dev, answer me something so I know that even if it is not true, maybe that's how I am feel less silly with the time I put into it here.
OH!!!! I almost forgot, I was talking to friends about what the new vorpal could be like, and I mentioned that I would like it to be well represented this time to make up for the tragedy that befell it earlier in the year. so I'll put it here as a complement.
I felt like playing more, let's see.
Vorpal: Increased X damage or healing bonus on critical.
Critical outputs give you 1 stack of severe will up to 10x. Severe Will increases your critical chance and your critical severity by 0.2%. Non-critical outputs reduces 2 stack of severe will.
When you reach 10 stack, they are consumed increasing your damage output and bonus healing by 2X for 20 seconds.
This is the vorpal I want for M22 ❤ Total synergy with critics.
Many thanks to everyone who read this huge newspaper and I hope that at least something in this all comes in handy.
Feedback: You mentioned in the other thread:
*Variety of Combat enchants. 6 is the planned number to start with, but we will almost certainly add more over time.
Will we be able to use the exchange vendor for future combat enchants? Some of us have all/most of the weapon and armor enchants currently. It would be nice to be able to trade in those enchants for future analogs as they become available.
Thanks a lot. This is one of the most important features for alt play in recent memory and it derived directly from feedback within this very thread. Kudos to all players and devs!
Reclaiming only works if you have no Account Enchant on the character. This is not much of an issue because you can discard all and then reclaim the quantity you need. But ideally you should be able to claim any quantity at any time.
Feedback: MoP Compensation
The compensation for old Mark of Potencies is up and fine I guess. Think the prices on live will quickly adjust as well. I would still prefer an exchange to the new Glyph of Potency, even with the same 60% AD loss.
> @"noworries#8859"
> Feedback: You mentioned in the other thread:
> *Variety of Combat enchants. 6 is the planned number to start with, but we will almost certainly add more over time.
>
> Will we be able to use the exchange vendor for future combat enchants? Some of us have all/most of the weapon and armor enchants currently. It would be nice to be able to trade in those enchants for future analogs as they become available.
@noworries#8859
^^^ This right here!
Been a console player for only the past 15 months or so; And the experience has been one kick in the jewels after another.
Never mind all the reworks/reboots of my main; the constant companion "adjustments" (and yeah, you nailed all of my mythic strikers to the point I just went Augment).
I have built a Rank 14 Barkshield, Bilethorn, Lightning, Fireburst and Vorpal at considerable time and effort from scratch; as well as many others that were "in-progress".
Now you want those as well? I didn't build those for Illusion/Appearance/Fashion. I use those depending on content.
Neverwinter is a dolls hair from becoming Neveragain. It's a game, not a lesson in frustration.
- Regards
For instance, does that happen with Account Wide Epic and Legendary Mounts and Companions?
I think it would prove simpler to gain a new R2 and account bind it.
I imagine there will be other ways to gain new enchants above R1, beyond the initial exchange. I'm the same. I've got a whole bunch of alts that haven't done Acquisitions Inc yet, and I thought, "Oh! That's a whole bunch of free R14 enchants for the exchange..." and was about to throw myself into Neverwinter's equivalent of the deepest layers of Dante's Inferno, in order to grab these quickly.
But then I thought, "Hold on... a single R14 on exchange won't buy me half a new Rank 1..." and that "Heart of Fire" is a Campaign Goal level reward... they won't replace it in Mod 22 with a piece of HAMSTER only worth a few thousand RP..."
I mean... that Enchant and the Boons are the ONLY reason sane minded people would put themselves through that turgid, vacuous, nightmare content, and I've managed long enough on most of my characters to do without them.
Weighing up whether or not to run the AI "Adventure" (even now, without the added tedium of repeatedly having to fetch eggs for that fat tongued moron and listen to the witless drivel as they walk their "audience" through the "We go on three..." routine, and some slack arsed lizard explains the "(insert wooden object) don't grow on trees" joke in slow, painful, detail, in the name of "comedy," is like saying "Would you repetitively bang your head against a wall for a few hours, in exchange for a Rank 14 enchant and 4 Boon Points?" to which my reply would consist of a slow intake of breath, a furrowed brow and, ultimately, the words, "Depends which character..."
But if the Heart of Fire suddenly becomes a REALLY useful item, particularly to new players or alts... then maybe some more people will run it...
So I'm holding off till we get some feedback on how existing "Enchants as Rewards" in current content are going to be replaced.
Also, about illusions (the visual effects of armor/weapon enchantments): can you please make them account-wide unlocks? It's only visual, but buying same enchantment many times and exchanging it seems to be somewhat not right just to get visual from it. It needs to apply to r8 and r9 too, since the former are still expensive and latter were given in zen store.
That's not the case.
They are modifiers to base scores.
It's factually incorrect to state that, "Item level means nothing if you can't cap your stats..."
Stats are a factor in a mathematical equation.
a) If your stats goes down and your IL remains the same, the result will diminish.
b) If your IL goes up by a factor that cancels out the drop in stats, the result will remain the same.
c) If your IL goes up by a higher relative factor the result will be higher.
Basic examples of above.
a) 9IL x 10stat = 90, switches to 9IL x 9stat = 81 (Bad change!)
b) 9IL x 10stat = 90, switches to 10IL x 9stat = 90 (no difference)
c) 9IL x 10stat = 90, switches to 11IL x 9stat = 99 (Good change!)
So without taking into account the Item Level variance, stats (capped or otherwise) have little meaning on their own.
They NEED the IL to measure their effectiveness, because their effectiveness is directly decided by the Item Level.
IF the IL increases by more than it takes to offset the drop in stats, you are better off, because guess what! You then get to add even MORE to your stats from new sources allowing that very basic multiplication to yield even higher totals.
If I'm doing the same or more DPS with LOWER stat totals I'm going to be happy because there is scope to get even better.
And if the increase in IL gives you sleepless nights over not having a raft of green 90s, and you genuinely... TRULY... believe that "Item level means nothing if you can't cap your stats..." just go away and dump some IL from somewhere else and you can go back to where you were before, with your oh so important capped stats.
If you can show that the drop in stats is not covered by the increased IL, then you have a different argument you are able to make as to why the system is bad.
But simply dismissing IL in a discussion about Stats is just weird.
Like wondering about how fast a new saddle will go without considering the horse.
They made this “system” we are just trying to play it. AGAIN.
Some folks just made it into VOS. Will this knock them out? How much harder will it be AGAIN.
How as a Tank can I compensate for the new DPS?
As a healer, the gear doesn’t exist to balance the new item level.