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Official Feedback Thread: Artifact Equipment

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  • diogene0diogene0 Member Posts: 2,894 Arc User
    edited October 2014
    graalx3 wrote: »
    The base ability scores given by the new artifact belts could use some changes to better cover the classes.

    Would something like this address y'alls concerns?
    Lathander - CON, DEX unchanged
    Seldarine - CHA, DEX (WIS switched out for DEX)
    Black Ice - INT, CHA (WIS switched out for CHA)
    Imperial - STR, WIS (DEX switched out for WIS)

    This gives each class a belt that hits 2 of their three primary/secondary stats.

    Well if you insist on making these belts better than the current ones and part of sets (which is IMO wrong and will make people quite mad at cryptic), the set to use for clerics if we intend to play on stats is imperial, which is kinda ridiculous because the cleric reworks includes two healing trees and it makes the set completely useless for the class, unlike Seldarine.
  • mstrssihrmstrssihr Member, NW M9 Playtest Posts: 545 Arc User
    edited October 2014
    graalx3 wrote: »
    The base ability scores given by the new artifact belts could use some changes to better cover the classes.

    Would something like this address y'alls concerns?
    Lathander - CON, DEX unchanged
    Seldarine - CHA, DEX (WIS switched out for DEX)
    Black Ice - INT, CHA (WIS switched out for CHA)
    Imperial - STR, WIS (DEX switched out for WIS)

    This gives each class a belt that hits 2 of their three primary/secondary stats.

    Graalx3- Thank you kindly for the replies in regards to the attribute mismatches, while you're suggestions are appreciated - sadly this does not help us much. Please also take into consideration the stats of the Artifacts (that are needed to complete the set bonus) and how the Artifacts are obtained. For instance, from an SW POV the only viable options we have are the Eye of Lathander set, Emblem of Seldarine set or the Black Ice set, as the Imperial set gives us no primary or secondary attributes.

    1. Eye of Lathander set = Gives DEX which isn't for us but we benefit from the CON.
    * (Artifact = Only drops from Arcane Coffers and it's BOP and I've already been trying to get one since December of 2013)

    2. Emblem of Seldarine set = Gives WIS/DEX which isn't for us but we benefit from the CHA.
    * (Artifact = Defensive stats, I suppose it's good if you decide you wanna try and tank with your clothie)

    3. Black Ice set
    * (Amazing Offensive stats , the only serious viable option.)

    I am also in favor of the Dice allowing us to roll the primary and 2ndry attributes. I'm obviously not as technical as the Dev team but I still have yet to find a reason why this wouldn't/couldn't be implemented.

    - OR -

    Whatever Artifact Belt you pick whether it be the Lathander's Belt, Belt of Seladrine, Belt of Black Ice or Imperial Waistband of Honor the primary and secondary attribute are based off the class of that player. Do these items NEED to have predetermined attributes such as they are now? If the attributes of the item are based solely off of the players class then in fact each artifact belt could be 100% useful for your class, depending on your playstyle. You will have nothing else to figure out. Each artifact would come as it with a Primary and Secondary attribute for your class. <--- So many options, people love options!!
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  • tyrtallowtyrtallow Member, NW M9 Playtest Posts: 747 Arc User
    edited October 2014
    Interesting suggestions here. It is true that by moving around the bonuses from the belts a bit the new set arties would then complement certain playstyles/builds more instead of automatically becoming BiS gear for everyone.

    Depending on actual proc rate (internal cooldown, etc) the Lathander completion bonus has massive potential in PvP. Ideal case scenario - if the bonus procs whenever a player is brought back from near death then the belt bonus should not be too defensive (DEX and CON). I agree that a combination of WIS/CHA/STR sounds about right. These stats would prevent the tougher classes from abusing the set bonus.
    CHA/DEX on Seldarine makes sense both thematically and from a balance PoV.
    Black Ice actually makes more sense as INT/WIS. The more traditional CW build we currently have (Int/Cha) definitely does NOT need more support.
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  • luthandroseluthandrose Member, Neverwinter Beta Users, Neverwinter Guardian Users, Neverwinter Knight of the Feywild Users Posts: 0 Arc User
    edited October 2014
    graalx3 wrote: »
    The base ability scores given by the new artifact belts could use some changes to better cover the classes.

    Would something like this address y'alls concerns?
    Lathander - CON, DEX unchanged
    Seldarine - CHA, DEX (WIS switched out for DEX)
    Black Ice - INT, CHA (WIS switched out for CHA)
    Imperial - STR, WIS (DEX switched out for WIS)

    This gives each class a belt that hits 2 of their three primary/secondary stats.

    When will the Developers quit catering to the CW class. Int/Chr from the Black Ice belt along with AP gain. So much for the class balancing effort.
  • lazaroth666lazaroth666 Member, NW M9 Playtest Posts: 1,332 Arc User
    edited October 2014
    graalx3 wrote: »
    The base ability scores given by the new artifact belts could use some changes to better cover the classes.

    Would something like this address y'alls concerns?
    Lathander - CON, DEX unchanged
    Seldarine - CHA, DEX (WIS switched out for DEX)
    Black Ice - INT, CHA (WIS switched out for CHA)
    Imperial - STR, WIS (DEX switched out for WIS)

    This gives each class a belt that hits 2 of their three primary/secondary stats.

    The only way how it would be good for all of us is if you let us roll the stats with the Cube of Augmentation, at least only the secondary stat, it's going to be a significant AD sink. Or what about "the base ability scores are determinated by your class after you equip it"?

    However, if it's not possible to do that, please take into consideration that you suggested to change the only one that works for GWF which is the Imperial, it was STR + DEX which are very good stats for this class but WIS doesn't help in anything, it's useless and we have to consider that the set bonus requires a Rod of Imperial Restraint which gives bad stats too already, according to your proposal CON/DEX both are secondary stats for GWF and STR/WIS Primary and not even a secondary one.

    -

    Keep STR/DEX in the Imperial for GWF/GF/HR, Lathander for the DC WIS/CON, CW and SW INT/CHA with the Beholder, DEX/CHA for TR, in this way every class has an artifact and their respective ability scores.
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  • thedemienthedemien Member Posts: 830 Arc User
    edited October 2014
    graalx3 wrote: »
    The base ability scores given by the new artifact belts could use some changes to better cover the classes.

    Would something like this address y'alls concerns?
    Lathander - CON, DEX unchanged
    Seldarine - CHA, DEX (WIS switched out for DEX)
    Black Ice - INT, CHA (WIS switched out for CHA)
    Imperial - STR, WIS (DEX switched out for WIS)

    This gives each class a belt that hits 2 of their three primary/secondary stats.

    Well short answer - where is Dex Wis combo? or even useless Dex Str?
    I ll try to explain why in my view you favor only some classes. Just simple view from HR and SW prespective.

    Lathender -is only one so-so good from HR prespective. Even thought con is not our main or secondary it is vital for combat HRs for HP pool. But look at stats you give to it with set items - Power, Recovery, Defence. no so bad true. Yet artifact gives Defence, Ls, Incom healing. But artifact power pretty useless for HR. Set power is ok.
    Pretty much ok in general only option for HR. But all this set is havily defence focus not damage. So you will need to compensate a lot of Crit, ARM pen with other stuff.
    Dex is useless for SW. all the rest would be good btw from SW prespective.

    Seldarine - useless artifact that was ruined long time ago with ICD. Companion influence is <font color="orange">HAMSTER</font> now and gives you nothing too. Stats are - power, deflection, LS. and Defence with LS. For Stat bonus could be ok if it was Wis and Cha as it was before - for SW. Useles for HR. Set power is one of best now from defencive point.

    Imperial - Crit power recovery. Now with Wisdom. Second power for CW. Or was before Int - second for SW. Artifact - control bonus and Ls and even more Recovery. except then for Str -all damage and control focus. Set bonus in damage as passive. AC increase in artifact. CW feet great except from STR. HR have STR and Wis as secondary but useless due to Arm pen easy cap. Also we don't focus in control and 80% of our dailies are week in damage or useless due to perma nerfs.

    Black Ice - Int Cha. nothing for HRs. Arm pen, CS, power. Recovery and Combat advantage added from artifact. All damage focus bonuces. Cha is only usefull for SWs. Best set power now.

    Quick look on new stuff. I d really hope you reconsider not making any sets for current belts. Even thought this are somewhat ok and can be used there is nothing that will make HR what whole set. Samething I feel for my SW. my CW will be happy with 2 sets. My GWF will also be good with any. My TR is happy kinda. All this is imho.

    Just saying that - you have 6 classes now. Not 4. I do feel like you need to look at ogma maybe - it great defencive artifact still. But pretty useles due to nerf. While other are still usable. Add new set for oghma.

    At current level of things I wont really bother refining those at all for any of my char. mostly due to refinment system. Second to useless combos.
  • ogariousogarious Member, NW M9 Playtest Posts: 740 Arc User
    edited October 2014
    ironzerg79 wrote: »
    Here's a really crazy idea...stick with me though.

    How about you have two different methods towards leveling up Artifacts.

    Stones and Equipment. Grind all you want, toss them in until your fingers are sore.

    OR

    Make Artifact Equipment gain experience as you kill stuff with them. And make it take longer the more Artifact Equipment you're wearing. Say 50% of the experience you earn while wearing a piece of Artifact Equipment goes directly to that Artifact (in some ratio if you don't want it to be 1:1). For every other Artifact Equipment you're wearing, the experience gets split. If you have a weapon and belt, each get 25%. If you have a weapon, belt and neck, each get 33%, etc. Thus someone "lucky" enough to have multiple slots gains levels a bit slower, while someone who just has one gets to see it level a little faster.

    That way people can "build affinity" with their Artifact Equipment by just playing the game...doing PvP, dungeons, open-world or whatever. Then at least it doesn't feel like such a grind.


    Especially if you're going to introduce more and varied sets of Artifact Equipment. Leveling up my first weapon to Legendary during the double RP weekend was painful enough. The thought of having to do that again for another weapon, or other pieces of equipment honestly makes me a little queasy...

    The second idea might keep me in game, might. At this point we've spent months in game working to get our artifacts to purple and orange and now you put out new and better stuff in the same catagory and tier? If the new stuff were upgrades I could understand it. But they're not. The items we have should be getting expanded as well. And they're not.
  • lwedarlwedar Member, NW M9 Playtest Posts: 790 Arc User
    edited October 2014
    Like others have said, you gotta think of what the complete set does/gives and how that benefits classes. My TR for example. Love the bonus that the black ice set gives but not thrilled about some of the other stats that I have to take to get it. I like that you are flexible on the +abilities but really its about looking at the big picture for classes getting all 3 of these.

    I see some ideas of here of using the cube to reroll abilities. This has huge potential. Ideally we are trying to build the most powerful combos of skills for our classes and the freedom to choose stats goes a long way. I realize that if you could just pick what you wanted on any artifact it would defeat the purpose of ad sinks and money generation. I think we could brain storm some good ideas to get a balance starting with the cube re-rolling abilities on these. Maybe have it if you use a legendary artifact for refinement it gives you a unique material that can be used to re-roll certain stats on artifacts. That way you have a sink (eats your legendary) but you get more flexibility.

    Also please think of how you get these. Some of the artifacts listed are BOP and some are BOE drops. Don't make one set more difficult to get unless the bonus makes up for that difficulty.

    Sorry for the long post but I like the idea of having artifact sets and want to see it work out. Because of the immense resources to refine something to legendary we want it to be awesome (sets and all) once we do.
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  • lwedarlwedar Member, NW M9 Playtest Posts: 790 Arc User
    edited October 2014
    also I will add that not making the current artifact belts part of any set is a really bad idea. While i haven't refined one to legendary you are really going to discourage players who leveled them up and now they are out of luck with set bonus. I would consider something that would make them have set bonus similar to their ability. AKA con belt has a defensive bonus...say when your health gets below 30% you get a 10k HP temp shield. Have it be a set bonus with any artifact neck/artifact so that the belt is the catalyst. This opens up new options for play style without gimping existing items.

    I really can't stress enough that you shouldn't make the belts just introduced be replaced immediately in the new mod. This will make all players hesitate to spend resources/work toward resources for high end items if they are going to be trivial every 3 months.
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  • loboguildloboguild Member Posts: 2,371 Arc User
    edited October 2014
    Totally possible I'm not mmo-smart enough for this, but I don't get the item progression one bit either.

    This whole thing looks quite unfortunate to say the least. The belts and weapons should have been packaged to allow players to make educated choices on their long-term gear. I'm really unsure about the new off-hand because who tells me that the next mod won't feature another off-hand with a better stat distribution for my build?

    I get that you face this problem with companions / artifacts or gear in general with every mod, but the special nature of the artifact weapons / belts (time, AD investment, RP you get back from replacing) suggest it should be BiS for a substantial amount of time.

    Then you have sets for four artifacts, out of what, 30? Ok, so the free stuff (quest, Sigils, PVP) doesn't not come with a set, but not even all the lockbox artifacts and those that drop have a set. Both from M5 have none. It simply feels random.
  • eocrooseocroos Member, NW M9 Playtest Posts: 48 Arc User
    edited October 2014
    graalx3 wrote: »
    The base ability scores given by the new artifact belts could use some changes to better cover the classes.

    Would something like this address y'alls concerns?
    Lathander - CON, DEX unchanged
    Seldarine - CHA, DEX (WIS switched out for DEX)
    Black Ice - INT, CHA (WIS switched out for CHA)
    Imperial - STR, WIS (DEX switched out for WIS)

    This gives each class a belt that hits 2 of their three primary/secondary stats.

    I already bought the rod of imperial restraint for the set even though the rod artifact has Recovery, Lifesteal, which i don't really need for my GWF but Control Bonus??? if we could of changed it to combat advantage that would be nice but thats alll cool. The thing i have a problem with is GWF and possible GF TR and even HR can benefit from STR/DEX(imperial) belt .We have nothing to do with WIS, only HR. Lathander has CON, DEX which resistance ignored we don't need...as a GWF i would like more STR and DEX.
  • vortix44vortix44 Member Posts: 680 Bounty Hunter
    edited October 2014
    loboguild wrote: »
    The belts and weapons should have been packaged to allow players to make educated choices on their long-term gear. I'm really unsure about the new off-hand because who tells me that the next mod won't feature another off-hand with a better stat distribution for my build?

    This.
    All the dedicated players are currently being punished for their dedication. Through hard work and heavy money they oranged a weapon that was - they tought - the best. But they were deceived.
    At least there should be a way for them to trade their now second-best weapon for the new one (in its orange form).

    Dev's position would be defensible if the new, improved gear was coming with a mod6 or mod7 with a different theme. Say, an Arctic gear of the Giant whale set, or a Mist of Pandaria gear set. But here it's still the same themed gear, dragon, draconic, golden dragon whatever. It's all mod4 gear.
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  • shadevpshadevp Member Posts: 234 Arc User
    edited October 2014
    Absolutely not happy with new belts and mainhands.
    I feel myself deceived. Acquiring them and refining them just to get new ones that are better within a couple of months - this is just unfair and imho creates an indecent atmosphere...

    Why bothering at all if you know that what you had spent so much time, efforts and money for will become obsolete in nothing flat?...
  • mstrssihrmstrssihr Member, NW M9 Playtest Posts: 545 Arc User
    edited October 2014
    The only way how it would be good for all of us is if you let us roll the stats with the Cube of Augmentation, at least only the secondary stat, it's going to be a significant AD sink. Or what about "the base ability scores are determinated by your class after you equip it"?

    This ^^ is what I'm talking about. It begs the question- Must attributes be predetermined. Can you please make it so that which ever class accepts the item, that is how the attribute scores are chosen. Have the Primary attribute give +3 Primary and +1 each of the Secondary or w/e?

    ADD: Again, this will make us have so very few beneficial choices and will open up all the Artifacts as more viable option for all classes, depending on your play style.
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  • iambecks1iambecks1 Member Posts: 4,044 Arc User
    edited October 2014
    The only way how it would be good for all of us is if you let us roll the stats with the Cube of Augmentation, at least only the secondary stat, it's going to be a significant AD sink. Or what about "the base ability scores are determinated by your class after you equip it"?

    ^This , Graaxl3 isn't there any way you can make it so we can choose the artifact set of our own choice then roll the stats/bonuses of our choice onto it instead of being stuck with one specific set ?, for example I'd like the Imperial rod of restraint but my CW has no choice but to go with the Black ice set.

    Like maybe there could be a item that you use to combine any artifact belt/artifact neck/artifact into a set and then you could use the cube of augmentation on the set to roll the stats and bonus you want.

    Also what is going to be done about some of the artifact sets artifacts being BoP and others being BoE? for example the Black ice beholder is BoE while they Eye of Lathander is BoP, are they all going to be changed to BoE?
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  • darthpotaterdarthpotater Member, NW M9 Playtest Posts: 1,261 Arc User
    edited October 2014
    I like the option to change stats with cube of augmentation, it gives infinite options. Like with offhands, you unlock more stats and you can change them with ADs. This would be awesome for all artifacts.

    If this cant be done (because not enough time) I suggest make the new belts +2/+2/+2 instead +3/+2. Yes is +6 in total but more spread, so artifacts can cover more classes.
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  • hfgtfsdfshfgtfsdfs Member Posts: 688 Arc User
    edited October 2014
    graalx3 wrote: »
    The base ability scores given by the new artifact belts could use some changes to better cover the classes.

    Would something like this address y'alls concerns?
    Lathander - CON, DEX unchanged
    Seldarine - CHA, DEX (WIS switched out for DEX)
    Black Ice - INT, CHA (WIS switched out for CHA)
    Imperial - STR, WIS (DEX switched out for WIS)

    This gives each class a belt that hits 2 of their three primary/secondary stats.

    I rather have WIS and INT on my CW.. But we just spent alot of time and AD on our "old" artifact belts so the decent thing to do would be to use them as a part of the sets or make them worth the RP.

    A solution for this would be that the legendary artifact belt that we already have gives the same amount of RP that we already used on it if used in a new belt. That way, players would not feel tricked. Same would be good for the weapons. That means that a full legendary belt/weapon should give 4,645,200 RP. This change is CRUCIAL for many players.
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  • burkaancburkaanc Member Posts: 2,186 Arc User
    edited October 2014
    graalx3 wrote: »
    The base ability scores given by the new artifact belts could use some changes to better cover the classes.

    Would something like this address y'alls concerns?
    Lathander - CON, DEX unchanged
    Seldarine - CHA, DEX (WIS switched out for DEX)
    Black Ice - INT, CHA (WIS switched out for CHA)
    Imperial - STR, WIS (DEX switched out for WIS)

    This gives each class a belt that hits 2 of their three primary/secondary stats.
    Where is Str/dex belt for GWF ?
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  • skyvalker64skyvalker64 Member, NW M9 Playtest Posts: 55 Arc User
    edited October 2014
    Hi,

    I would like to add my 2 cents as a relatively new player. I started the game during beta and quit before module 1 came out because of real life concerns, I came back and made a new character this September. My humble suggestions for your consideration are not new to this thread and have been voiced by other people as well:

    1. Please consider making the artifact sets dynamic so that the old belts do not become obsolete.

    2. Please consider giving us 1:1 RP return on legendary artifact items when fed into artifact equipment of same type.

    3. Please consider some of the ideas in this thread (RP drops from dungeons, lower ICD on dragon's hoard, RP shared from overload experience) on how to make the refinement process more fun and linked to actual gameplay.

    4. Please consider changing the new belts to have total stat addition of 4 (2+2) instead of the current 5 (3+2) so that they are an option and a choice of playstyle, and not downright the better item.

    5. Please consider making the artifacts that are part of sets, BoE and not BoP so that the unlucky ones among us have a realistic chance to get them.

    6. Please consider the dynamic attributes idea suggested by lazaroth666.
  • graalx3graalx3 Member Posts: 232
    edited October 2014
    Given only 4 new belts every class is not going to get the exact pair of stats that they desire.

    Making all of the stats on artifact equipment dynamic is a decent idea, within limits, but it will take much more time to implement than we have before launch.

    The base attributes given by the new belts have been lowered to +2/+2 at Legendary quality.

    The Seldarine set bonus has been adjusted to require taking 10% damage in one blow before it triggers its heal. It actually was doing that already just the tooltip was incorrect. It may be adjusted further once we get a little more testing time. These set bonuses are supposed to be a cool bonus not something earth shattering.
  • rayrdanrayrdan Member Posts: 5,410 Arc User
    edited October 2014
    graalx3 wrote: »
    Given only 4 new belts every class is not going to get the exact pair of stats that they desire.

    Making all of the stats on artifact equipment dynamic is a decent idea, within limits, but it will take much more time to implement than we have before launch.

    The base attributes given by the new belts have been lowered to +2/+2 at Legendary quality.

    The Seldarine set bonus has been adjusted to require taking 10% damage in one blow before it triggers its heal. It actually was doing that already just the tooltip was incorrect. It may be adjusted further once we get a little more testing time. These set bonuses are supposed to be a cool bonus not something earth shattering.
    one of my problems is now fixed ( thanks )
  • loboguildloboguild Member Posts: 2,371 Arc User
    edited October 2014
    Some builds will still have to switch for BiS to the new belts, because of the set bonus. I think I'll retool my PVE CW to Black Ice and of course I already own a legendary INT belt...

    Why not give ALL belts a set or let multiple belts be part of a set?
  • stah01stah01 Member Posts: 540 Arc User
    edited October 2014
    lwedar wrote: »
    also I will add that not making the current artifact belts part of any set is a really bad idea. While i haven't refined one to legendary you are really going to discourage players who leveled them up and now they are out of luck with set bonus. I would consider something that would make them have set bonus similar to their ability. AKA con belt has a defensive bonus...say when your health gets below 30% you get a 10k HP temp shield. Have it be a set bonus with any artifact neck/artifact so that the belt is the catalyst. This opens up new options for play style without gimping existing items.

    I really can't stress enough that you shouldn't make the belts just introduced be replaced immediately in the new mod. This will make all players hesitate to spend resources/work toward resources for high end items if they are going to be trivial every 3 months.

    I have to say this is well said. And coming from this guy it was really hard work to put this eloquent paragraph together. I have spent some quality time with Beer-O and usually ideas are not his strong point.

    Dev's I would seriously look at how you handle the current belts. Whether or not the set bonuses are supposed to add a bit of fun, you also have a ton of min-maxers and whales who have invested quite a bit. And we will want to have that set bonus or something along those lines. You could either make the current belts work with any set or as beers stated, make them have a unique bonus.
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  • myvain7myvain7 Member, Neverwinter Beta Users Posts: 77
    edited October 2014
    Very bad english sorry...
    Give us a really hard dungeon or a legendary versions of existing dungeon. The reward will be a "pack of refining" or a gem or whatever, that give - a lot - of refining points for these artifact equipment.
    The real big problem is not these artifact equipment but that the refining system that taking eternity and is too expensive. It's a game and this is not fun.
    I will not going to try to have these new equipment because it's useless with no challenge for justifying to have it and i don't want to pay the bots in the AH or farming foundry for refining stones. I don't want this new job.
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  • nwnghostnwnghost Member, Moderators, Neverwinter Beta Users, Neverwinter Knight of the Feywild Users Posts: 0 Arc User
    edited October 2014
    graalx3 wrote: »
    These set bonuses are supposed to be a cool bonus not something earth shattering.

    4% of Action points every 3 seconds whilst in combat actually is earth shattering. Something like 2% every 5 seconds would be more balanced and still very desirable.

    The current bonus allows a Daily Power every 75 seconds WITHOUT casting any other powers. If you then factor that at the moment we already cast (depending on class) a Daily Power every 60 seconds, this will essentially allow a Daily Power every 32-35 seconds.

    That is equivalent to a +100% Action Point Gain bonus
  • thedemienthedemien Member Posts: 830 Arc User
    edited October 2014
    graalx3 wrote: »
    Given only 4 new belts every class is not going to get the exact pair of stats that they desire.

    Making all of the stats on artifact equipment dynamic is a decent idea, within limits, but it will take much more time to implement than we have before launch.
    These set bonuses are supposed to be a cool bonus not something earth shattering.

    Thing is that these are earth shattering changes. You basically gave some classes uber-toy to get them OP by getting this gear. Either by grind or by Zen. And worse part of this is that all classes in general wasted all this AD to get "old" artifact belts to Legendary. This is just a waste of money - nothing else. In the end you made game even more unbalanced due to uber-bonuses on some sets for some classes for whales. As if we did not have ruined balance for classes now.
    All of the rest of player that were buying zen and grinding stuff are left with nothing. And this will stay so unless you introduces all sets at once - for all classes, for existing belts and new belts. No other option is there. So it is really you call will you make it second "Dragonborn pack sale"?

    Id better prefer you to delay this new sets until you make required changes to get set for existing belts in place and that fit all classes - or at least that stats could be randomized for each class separately. And this is not a case really when one of option is good. Introduce as it is - all of us who refined belts will just go away, Make only random or no 1-to-1 RP point for current belts or full sets for old belts - same stuff - you make current gear expire in 2 month.( no even talking about dragonborn sets).

    Option of getting away from this - make new belt not required for set. So that any legendary belt could complete set with artifacts - no matter new belt or old. Same as for off hand. This will still make Shoers jewelery set expired but at least best solution for now that i see.
  • hfgtfsdfshfgtfsdfs Member Posts: 688 Arc User
    edited October 2014
    graalx3 wrote: »
    Given only 4 new belts every class is not going to get the exact pair of stats that they desire.

    Making all of the stats on artifact equipment dynamic is a decent idea, within limits, but it will take much more time to implement than we have before launch.

    The base attributes given by the new belts have been lowered to +2/+2 at Legendary quality.

    The Seldarine set bonus has been adjusted to require taking 10% damage in one blow before it triggers its heal. It actually was doing that already just the tooltip was incorrect. It may be adjusted further once we get a little more testing time. These set bonuses are supposed to be a cool bonus not something earth shattering.

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    Lets say my weapon damage is 800, so I do 80 damage? Thats not even a bonus worth mentioning even with a high procc rate. Whats the cooldown? 60sec? so 80 damage once a min? lol, a fight dont even last that long.

    And since you made it 2 int and 2 cha, its not worth getting the new belt anymore since the old int belt is better. But Im guessing that was the goal so that people with old belts wont be upset.
    ZengiaH@ejziponken
  • effectensteineffectenstein Member Posts: 1,031 Bounty Hunter
    edited October 2014
    hfgtfsdfs wrote: »
    cyF0odR.jpg
    Lets say my weapon damage is 800, so I do 80 damage? Thats not even a bonus worth mentioning even with a high procc rate. Whats the cooldown? 60sec? so 80 damage once a min? lol, a fight dont even last that long.

    And since you made it 2 int and 2 cha, its not worth getting the new belt anymore since the old int belt is better.

    thats why i already said, only problem to solve this is to make those belts not part of the set

    if u want to have a set make it with neck + normal artefact, dont include belts.
    or tell us what are you plannin to do next, and if thre will be any more belts/necks/offhands legendary.
    cuz for weapons, i do suspect if you adding a new path there will be a new legendary weapon, but this isn't a problem.
    i wish more communication.
  • iambecks1iambecks1 Member Posts: 4,044 Arc User
    edited October 2014
    graalx3 wrote: »

    Making all of the stats on artifact equipment dynamic is a decent idea, within limits, but it will take much more time to implement than we have before launch.

    This sounds promising if implemented properly , if we could use a new item to assemble our own artifact gear set made up of three pieces of artifact gear of our own choice (1 belt,1 neck and any artifact) then use a cube of augmentation to roll set bonuses , it would be a much better system than just having static sets that people HAVE to choose depending on class , for example CW has no choice but to go with Black ice set etc .
    YourSecretsAreOurSecrets.gif
  • loboguildloboguild Member Posts: 2,371 Arc User
    edited October 2014
    Yes, given the grind and AD needed to get artifact gear, it should definitely stick. Don't force us to refine gear over and over again, it's horrible.

    I think making you piece of artifact gear customizable is a decent idea.
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