Lead Systems Designer
@noworries#8859 will join us on Tuesday, January 18, at 9am PT for a Refinement Q&A! We will be taking community questions related to Refinement live. If you are unable to attend, you may leave a question in this thread. We will try to answer as many questions as possible.
Please remember to keep your questions civil and on topic; we will not engage with bad faith arguments or abuse.
Comments
1. What will happen to Heart of Fire enchantment? The one we used to got from AI campaign? Should we keep it in hopes to exchange for medallions or just use for RP?
2. Do you plan to add enchantments similar to "old" Dragonhoard/Fey blessing/Quartermaster/Tymora for utility slots in the future? Those enchantments had its place in some builds and while many didn't use them in dungeons, they were nice to have while running solo/questing.
3. What about enchantments such as Tenebrous? They were niche and had its place in builds people used. Do you plan to add something similar for both offensive and defensive slots?
4. I get that Combat Enchantments were reduced in numbers, but as it is right now, there is almost 0 options to choose from for healers (maybe snap freeze one might be somewhat useful). What was the reason to pick those specific enchantments we got and not the ones such as Holy Avenger, Vorpal or Lightning?
5. Item Level and Combined Rating (CR). I know this probably was explained somewhere, but I can't find it, so gonna ask here. Why Combat and Companion Enchantments do not have Combined Rating added to them? Old runestones - be it Indominable or any of stat increasing ones - had CR and while "old" armor/weapon enchantments didn't have CR, their Item Level was was lower than what we currently have on live.
6. Why merge armor/weapon enchantment together into combat enchantment? Why not keep it separated as it was before?
That would be all for Enchantments from me.
2. When will buyers of the "30k Character Boost" receive a partial refund for losing around 2.5k IL based on the low ranking enchantments in this pack being unusable, or will we receive something else to compensate the IL loss?
3. When will the new enchantments come to lockboxes and the Tarmalune Trade Bar Store?
Why do combat enchantments have 5k ilvl at mythic?
In my opinion it should be lower. The ilvl from a mythic neverwinter knight companion bonus power at mythic is 750 which has 7.5% damage increase so the 10% damage increase from the combat enchantment should be 1000 ilvl. Similar with the new lich companion and the damage reduction. I don't think the aditional effect of the combat enchantment is equal to 4k ilvl.
Also the high ilvl messes a lot with all stats and doesn't mean anything for most people in scaled content.
Why we can buy medallion for 40k ad but if we wrong someting with medallion count we cant have back US ad from the trader ??Will be Cool cuz if i have to many medallion what i can buy without losing my value?Idk ...
2)
someting to help US maybe a low request for R1 considering 100k barda(idk name Is pe Sellers) vs 30 medallion Yu Ask at 40 k each Yu think isnt to High 1.2m?
maybe 2or3=80-120k medallion was Better dont Yu think? And for rank 2 30medallion 1.2m and r3 60=2.4 and r4 =90 considering the barda starting price for R1 add the coal price some gliph and im more close with the real value .take a look to the ah prices and pls considering refounding Ppl tnx and cheers
Why are you having this discussion now instead of three to six months ago during the design phase?
No sense closing the barn doors once the horses have already run out.
Are there any plans to make these available for players to purchase / obtain, or will they be gone forever once the old enchantments have all been exchanged?
For speed bonus, the previous system gives +5% speed on Azure enchantment rank 15. I was able to add 5 of them in 5 piece of gear to get 25% speed.
Under the new system, the speed bonus enchant only gives 6% or 12% at mythic. I've been supporting the system and buying coal gems multiple times, but my character got slower and slower. I've been very worried and concerned about it.
Is there a chance where speed can be restored to 25% , or maybe a slightly improvement to 26% on the new system. I enjoy characters having speed in games and support them heavily.
This addition to the game is great. Ability to setup multiple characters with account-wide enchantments is something that is really nice.
That being said, do you plan to do something similar with insignias or collars at least? As of now collars are crazy expensive to upgrade while providing mostly small bonuses. Same can be said about insignias, although in case of them it's the number of them needed to be upgraded per character per build. The more builds, the more expensive it gets. Hopefully it could be done at some point in the near future.
Are there any plans to move weapon and armor illusions to the untransformed style items tab? or can illusion transformation be implemented, as is done in style and armor? these illusions take up a lot of inventory space if there are a lot of them!
1) Was the developer team aware about the artifact weapon reset before it went live? and if yes, why didnt give us any warning or explanation about this issue?
2) We had enchants in the tarmalune store until mod 22, are there any plans to put there new enchants or resources to upgrade them like coalescent motes?
3) Could you consider to implemented an option to make a new bag for visual enchanments?
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Could the effects of old enchants procing be replicated by their illusions? e.g. proeminence swish to other enemies nearby, the eclipse turning you pitch black when you fall below 75% stamina.
Right after the launch of M22, rank 8 frost enchantments cannot be traded in for an illusion. This was an issue reported on preview, and fixed on preview one week before launch on live. What is the process of fixes like these making it on the live build? In my mind it looks like a simple fix that could have been implemented for launch since it existed on preview. so I am wondering
what are the complexities that prevented that.
Will you be removing old enchants from the zen store? Holy Vorpal as a stand-alone purchase, and enchantments from the moon elf pack, the expedition of fairie finds pack, and the booster to 30k.
Unrelated to enchants, but related to M22:
Can belt items please start going in the useful items tab? Having been very lucky to *only* spend 16mil AD for a mythic egg, I now have 16 belt items, of which I am using one. Would be nice to free the clutter!
Could we expand the items that can be unbound with unbind tokens? Mostly thinking about transmutes and gear, legacy weapons you can't get anymore etc.
If I have 10 failed attempts to upgrade using the 1% mote, the guaranteed upgrade of the enchant becomes 10/150 (same as 1% upgrade chance enchants on live).
If through my adventuring I acquire a 10% mote and attempt to upgrade the same enchantment, what happens to the guaranteed upgrade counter? On live (console) a 10% chance item starts as 0/15. As I attempt to upgrade with this 10% mote does the guaranteed upgrade continue counting at 10/150, does it start at 10/15, or 0/10?
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
To another tab? Not only does it make swapping a pain.. it makes absolutely no sense being put where it is. Please move it back to the main tab.
Old r15 enchants, unless purchased with trade bars, had at least one Coal Ward used on it to level it to r15. Their previous value was in the millions, as one would expect.
New enchants take one Coal Mote per rank increase, consistent with the old system.
Three old r15 enchants will exchange for one new r2 enchantment. New r2 enchantment prices are on average 700k at the moment.
So here is my question:
Why did any of you think it was in any way acceptable to devalue enchantments so drastically? One new r2 enchantment is, at best, one-tenth the value of the three r15s that are being traded in for it. How can any of you sit there and think that is fair? Is anything going to be done about this?