I did a lot of farming to see if Catalysts can be obtained in sufficient numbers to offset the obcene AD cost of buying them through the store.
Remember the AD prices for purchasing low rank enchantments from the store were equally obcene however the prevalence of them within the game allowed them to be available at drastically reduced prices through the ah.
Unfortunately I have not found the same to be true for Catalysts. I found a Rare Mark of Power from a Sharandar node eventually but the number of nodes I hit is not viable on live server due to my having no competition for those nodes allowing me to loot every node repeatedly.
Epic marks may be more in line with the Malabog epic crafting items in that countless boss kills may be required just for a chance at winning the roll on an item which every single character wants in large numbers.
While only time will tell at this stage I am confident that while RP items will be in large numbers and enchants and shards in even greater numbers the Catalysts are going be of significant value even with bot farmers going to town on them. Under supply of Catalysts should keep their costs noticeably higher than the current cost of removing an enchant from a piece of equipment.
Everyone has their great new charts that say this system is great because it's cheaper. This is hooey. I've actually seen arguments that it is cheaper based on opportunity costs. Seriously, opportunity costs. The simple fact of the matter is they are adding a huge AD cost, while slightly mitigating the time cost. With the current system I'm just starting to get my r9 enchants. I've done this just while farming my normal play. People keep saying it takes 85 Coal wards to get to r10 under the current system. So far with my 3 r9 enchants I have used 0 coal wards and 0 AD to make them. I have used quite a few green wards but no coal wards yet. So tell me again how this new system is cheaper, because I love fantasy stories. Now with weapon and armor enchants that's a different story, yes you have to use that many coal wards, but my last test on the server I didn't save anything to make a vorpal enchant. the cost was actually more for the same regular vorpal enchant as the old system. Granted it was refined up to the point of being able to upgrade to greater, but I needed another whole regular vorpal enchant as a reagent. All I can say about this new system is it is going to be great...for ESO.
Oh and for everyone that is hoping that the drop rates for the reagents will make up for things, come on. the price for these things is slightly less than coal wards, expect them to drop slightly more than coal wards. The devs decided to fix something no one was asking to be fixed. Who did they fix it for then, hmmm. I don't care how much lipstick you put on this pig, it is still just a huge bacony, economy wrecking, AD sink. But if you want to keep hoping that they have your best interest at heart, good for you I say. Hope in one hand HAMSTER in the other, see which fills up first.
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uurbsMember, Neverwinter Beta Users, Neverwinter Guardian Users, Neverwinter Knight of the Feywild UsersPosts: 449Bounty Hunter
[...] Now with weapon and armor enchants that's a different story, yes you have to use that many coal wards, but my last test on the server I didn't save anything to make a vorpal enchant. the cost was actually more for the same regular vorpal enchant as the old system.
So you did needed more than 85 Coalescent Wards?! Instead of the 15 all other guys need with the new system?
But buying coal wards or MArks of potency are still buying the same amount. If you start with straight shards and try to get to greater enchant it is MORE expensive with the new system. That was my experience. IRL I couldn't even get to the greater enchant because I needed another whole reg. enchant on top of the lessers i used to refine it. And yes I had to pay for the Marks of potency, along with the refining cost, so i blew through all my shards all my AD and some of my wards to get the same thing I got at ZERO cost on the live server. Since AD is the actual currency in this game, and I have a bunch of coal wards that i have collected freely I'm pretty sure that this was about 600k more expensive. But on the upside I did manage to clear my inventory of all those pesky stones I've spent all this time collecting.
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beckylunaticMember, NW M9 PlaytestPosts: 14,231Arc User
edited November 2013
I don't think anyone has said that you need 85 coalescent wards to make a rank 10. That's the number for perfect weapon/armor enchantments.
Anyone who uses coalescent wards on normal enchantments is wasting them. Yeah, I said it.
So if I have a bunch of shards, should I fuse them into lessers before the change, or doesn't it matter? In one case, I have 16 negation shards. Should I save them? Should I fuse a lesser? 2 Lessers?
If I have enchants on gear, should I wait to de-socket them?
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beckylunaticMember, NW M9 PlaytestPosts: 14,231Arc User
edited November 2013
Absolutely wait to remove enchants from gear. You'll save a fortune.
Making lessers from shards there is no change. It takes 4 shards and a ward. You don't want to make anything higher than that yet, as you'll only need two of those lessers to make a regular, etc.
khimera906Member, NW M9 PlaytestPosts: 898Arc User
edited November 2013
I think getting R5s and R6s before the new system is introduced would be a good idea as they're relatively easy to get with the current system and it would save you the trouble of messing with the Catalysts. Am I wrong?
I hate dancing with Lady Luck. She always steps on my toes.
I think getting R5s and R6s before the new system is introduced would be a good idea as they relatively easy to get with the current system and it would save you the trouble of messing with the Catalysts. Am I wrong?
It all depends on how easy it is to obtain the wards needed. If the best way to get them is by buying them for 25k AD then it makes sense to combine now. If the drop rate in dungeons is decent then it might be better to wait.
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saolilMember, Neverwinter Knight of the Feywild UsersPosts: 7Arc User
while the fuse system may not appear broken to you, i assure you it was not working as intended. here is part of the dev blog concerning why the system was revamped.
Item Progression System – Dev Blog by Chris Matz, Lead Systems Designer
Old Fusion
Since Neverwinter launched, we’ve received lots of feedback about the way our current Fusing system – and everything that surrounds it, like Enchantments, Runestones, Unslot costs, etc. – works, and where it… doesn’t quite work. We gathered it all up and took a look at what some of the major issues were, and looked at how we could address those issues. Some of the biggest issues we identified were:
No one wanted to Unslot an Enchantment, pretty much ever. They did if they had really high end Enchants, but this wasn’t very common. This had an additional negative of making people not want to bother with the whole Enchantment system while leveling up – if you were unwilling to Unslot an Enchant, then putting one into an item meant it was lost forever, so a lot of people just opted to not bother until the end of the game.
You couldn’t Fuse Enchants that were currently slotted. With people not wanting to Unslot Enchants, this was a particularly troublesome problem.
So. Much. Bag space. Since you needed to gather 4 matching Enchants of the same exact rank in order to Fuse them to the next Rank, you ended up with 2 or 3 stacks of each Enchantment and Runestone, filling upwards of 30 slots in your bag.
High barriers to high end Enchants. While the system stayed consistent in that you always needed 4 of a given Rank to get to the next Rank, it would become progressively harder to get 4 of the same Rank, with compounding costs of needing to Rank up many Enchants of lower level before you could even get close to making progress on your current Enchantment.
With these issues in mind, we set out to solve some problems. We also kept in mind our upcoming system – Artifacts – which would be using another “rank up” style system, but we’ll get to that in another Dev Blog.
it's understandable that people dislike change, but the new system is infinitely better and far more intuitive than the simple fuse system. read more of that article here:
Comments
I don't think white marks besides potency should be showing up since artifacts start with required 2 greens and a blue for the first upgrade.
Remember the AD prices for purchasing low rank enchantments from the store were equally obcene however the prevalence of them within the game allowed them to be available at drastically reduced prices through the ah.
Unfortunately I have not found the same to be true for Catalysts. I found a Rare Mark of Power from a Sharandar node eventually but the number of nodes I hit is not viable on live server due to my having no competition for those nodes allowing me to loot every node repeatedly.
Epic marks may be more in line with the Malabog epic crafting items in that countless boss kills may be required just for a chance at winning the roll on an item which every single character wants in large numbers.
While only time will tell at this stage I am confident that while RP items will be in large numbers and enchants and shards in even greater numbers the Catalysts are going be of significant value even with bot farmers going to town on them. Under supply of Catalysts should keep their costs noticeably higher than the current cost of removing an enchant from a piece of equipment.
So you did needed more than 85 Coalescent Wards?! Instead of the 15 all other guys need with the new system?
Anyone who uses coalescent wards on normal enchantments is wasting them. Yeah, I said it.
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costs 5K ad......
On the flip side, those 3 marks are only used for artifacts and not for enchantments. You also can't buy those 3 marks from the AD vendor.
Then how are you going to fuse them into normals with 1% chance without a coalescant?
you need 13 coalescant wards for a perfect.
By normal enchantments, becky likely means rank 1-10 enchantments, not weapon/armor enchantments.
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If I have enchants on gear, should I wait to de-socket them?
Making lessers from shards there is no change. It takes 4 shards and a ward. You don't want to make anything higher than that yet, as you'll only need two of those lessers to make a regular, etc.
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It all depends on how easy it is to obtain the wards needed. If the best way to get them is by buying them for 25k AD then it makes sense to combine now. If the drop rate in dungeons is decent then it might be better to wait.
while the fuse system may not appear broken to you, i assure you it was not working as intended. here is part of the dev blog concerning why the system was revamped.
it's understandable that people dislike change, but the new system is infinitely better and far more intuitive than the simple fuse system. read more of that article here:
http://nw.perfectworld.com/news/?p=1028581
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