The stats in each item are fine, the set bonuses are fine, the artifacts required are ok too, everything is ok IMO but there's only one thing that is troublesome: Ability Scores, as you already mentioned it is going to be impossible to please each character with the exact pair of stats and it would be really, really awesome if the ability scores are determinated by the class once you equip the item, i.e for my GWF the stat remain hidden in the item while it's in my inventory then once I equip it I will have +2 Primary stat (STR) + 1 each secondary stat (DEX and CON), in this very simple way I'm going to be able to use every set according to the stats that I need and not because I have to, considering the ability scores.
In the way these items are designed now: Imperial Waistband of Honor: +2 STR +2WIS, good stats for the DC but what would a DC do with the set bonus? Chance to deal an additional 25% of your weapon damage as fire damage with your powers, perhaps this is not what he wants to use, he prefers to use Lathander because when he is in near death status, he's going to be able to heal the group when someone res him, it's rewarding and that's something very cool but then the belt comes with dex+con, these stats aren't primary nor secondary. There's a similar situation for every class like i.e Seldarine is good for a tanking class but +2 dex + 2 cha doesn't look remotely interesting and the good thing is that the previous belts won't be obsolete because there are very specific builds where +4 AS will be necessary.
You've mentioned that it might take much more time to implement than what you have before launch, well there's no hurry, do not release the belts yet, meanwhile we can still get by drop the cloaks and we will be working in the offhands too.
if the ability scores are determinated by the class once you equip the item
This^ , This is a really good idea and opens up all sets to all classes instead of the current system where classes are being railroaded into having to choose one specific set.
I like the new Offhand gear. The Cube costs are reasonable and provide and class features and additional stats provide a nice boost without being OP from what I'm seeing so far.
As a guardian i am upset .
Other classes have brutal Artifact class feature bonuses .
From all class feature bonuses only 1 is usefull. (shild talent)
I tested them all they are total unusefull this is total unbalanced vs other classes class feature bonus .
Gf will be already the slowest class with the lowest survie ability and the lowest Dmg .
I cant make any suggestion cuz they are total usless .
... ok that be a few disappoint
the bonus of feature can be better... no need much to think
1 -enduring warrior... GF is no dps class and have poor aoe skill so usefull feature. NEED a change
2-Ferocius reaction ... have potential for one good tank but the bonus can be 10 % more DR and -60 sec CD
3-steel grace... that **** work? any have proof of feature do something?... if is work is too good =D
4-trample the fallen..easy one put 1/2 % critical chance
5-Guarded Assault .. increase the damage relfect 5 %
6-stell blitz ... increase dmg done
7-enhanced mark ... can get 1/2% of deflet chance for x target marked max 5/6
8-shield talent ... these the only one good featured
9-steel defence ... 5 % DR is a joke!! add it cc inmunity while active
10- combat supetiority .. can buff the GF def/deflect chance or idk add critical chance too..
see is no too hard get better featured for GF just need love it a few ...
What? I'm not complaining, I'm actually trying to help the community, giving advices to the dev so in this way other players will have more choices instead of using determinated piece of gear which is going to be only useful for a specific class when everyone should have the right to enjoy all these bonuses.
thats not true at all. devs are doing this because they know the best, not to mention there are 2 classes that will be released in the near future : Paladin , Warlord .
and if everyone will pick their abilities, there wont be a point to them.
everyone will pick black ice for example etc.
so let them do their normal job.
cause this game doesnt depend on either you have or not those sets.
0
lazaroth666Member, NW M9 PlaytestPosts: 1,332Arc User
thats not true at all. devs are doing this because they know the best, not to mention there are 2 classes that will be released in the near future : Paladin , Warlord .
and if everyone will pick their abilities, there wont be a point to them.
everyone will pick black ice for example etc.
so let them do their normal job.
cause this game doesnt depend on either you have or not those sets.
If that were true, they wouldn't be asking for our feedback. I've seen many, many times how they have changed some things due to the feedback of the players.
Also, keep your hypocrite comments for yourself, you just asked a couple of posts:
kieranmtornMember, NW M9 PlaytestPosts: 382Arc User
edited October 2014
Feedback - initial artifact power should NOT be outside your paragon path.
My CW got a test artifact and guess what - a Storm Spell/CW got the Critical Conflag. Artifact ability. Say What????
The system of using Cubes of Augmentation to unlock new artifact offhand class feature-based powers is acceptable.
However, the system of unlocking and rolling randomly for stats is not; the current implementation seems to mean it will require an enormous number of rolls to get the desirable maximum value. I'd propose the following changes:
Each time a roll is made, the result will always increase in a gain over the current value. I.e. if you're at 296, the new roll will result in a value from 297-400. Ideally, it should also result in some minimum level of gain per roll, such as at least 25 or 50 points; this could even be implemented in a way that each roll within 50 of the old value just adds +50, so at 296, all rolls of 297-346 gives a value of 346, anything above gives the value rolled.
The highest value should apply to all stats you can use simultaneously; if you've increased one value to 250, that increase should apply to all other potential values too. If, for instance, Control Resist is 250 (and your only value), each additional stat you unlock should also start at this value, and all stats should increase from that level.
This would mitigate the worst potential cases of bad luck for players, allow players to reach their stat goals with a reasonable degree of predictability, while remaining a massive AD sink.
would it be possible to drop the price of CoA for preview? I'm not a high-roller with tons of AD to drop merely for testing - 50k is a bit steep regardless, but especially in preview.
would it be possible to drop the price of CoA for preview? I'm not a high-roller with tons of AD to drop merely for testing - 50k is a bit steep regardless, but especially in preview.
I second this. I'd really like to do some testing but I simply can't afford it.
Just wondering what would happen if the same system of the off-hands was implemented to the main-hands.
What I mean is: are we ever going to have the ability to choose our current main-hands evaluating the stats, and choose the power bonus just like the off-hands currently do on Preview? Or even choose the stats of our main-hands instead of the bonus?
(´・ ω ・`)
0
darthpotaterMember, NW M9 PlaytestPosts: 1,261Arc User
The system of using Cubes of Augmentation to unlock new artifact offhand class feature-based powers is acceptable.
However, the system of unlocking and rolling randomly for stats is not; the current implementation seems to mean it will require an enormous number of rolls to get the desirable maximum value. I'd propose the following changes:
Each time a roll is made, the result will always increase in a gain over the current value. I.e. if you're at 296, the new roll will result in a value from 297-400. Ideally, it should also result in some minimum level of gain per roll, such as at least 25 or 50 points; this could even be implemented in a way that each roll within 50 of the old value just adds +50, so at 296, all rolls of 297-346 gives a value of 346, anything above gives the value rolled.
The highest value should apply to all stats you can use simultaneously; if you've increased one value to 250, that increase should apply to all other potential values too. If, for instance, Control Resist is 250 (and your only value), each additional stat you unlock should also start at this value, and all stats should increase from that level.
This would mitigate the worst potential cases of bad luck for players, allow players to reach their stat goals with a reasonable degree of predictability, while remaining a massive AD sink.
+1
I can accept even a little upgrade (+10 for example) when the roll is lower. I managed to get a +397 using 20 cubes but thats is 1M.
Players with lots of ads can even max 2 or more stats to have depending the situation or build. But being 100% random has no incentive in using it when you get 350 or more, and that means less ADs removed from the game.
lordfuzunMember, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Knight of the Feywild UsersPosts: 54
edited October 2014
Well since I am rolling in AD. I've put over 200 Cube of Augmentation on the AH on Preview in batches of 10. They have a buyout price of 5 AD. Please get only 1 stack. And if you can afford the 500K AD on Preview yourself don't buy a stack. Be nice. Because if you aren't, I'll know it.
Well since I am rolling in AD. I've put over 200 Cube of Augmentation on the AH on Preview in batches of 10. They have a buyout price of 5 AD. Please get only 1 stack. And if you can afford the 500K AD on Preview yourself don't buy a stack. Be nice. Because if you aren't, I'll know it.
The system of using Cubes of Augmentation to unlock new artifact offhand class feature-based powers is acceptable.
I couldn't agree more. The chance for any value between 100 and 400 is 1/301.
If you want to make sure you'll get the maximum value - let's say a chance of 99% of getting the maximum value at least once is sufficiently high - you'd have to roll at least 1384 times. That will cost you 69,200,000 AD. A bargain ;-)
On the other hand, if you think a value of 350 and above is sufficient we're down to at least 26 tries.
Do note the rest of my post -- unlocking the powers is an acceptable system because you only have to spend seven cubes to unlock all of them. Similarly, unlocking all the additional statistics costs seven cubes.
The system for increasing statistics is not acceptable, however, as I also noted -- as you point out, the cost can be exorbitant -- and that's assuming a functional RNG, while the RNG in this game is notoriously streaky. (Not to forget that you have to roll for each statistic individually currently, meaning it would be an even larger expenditure if you decide to switch to a different statistic.) Making a minimum statistics gain of 50 points per cube, and making the value of all the statistics the same would limit it to six cubes required, for a total of 20 to fully unlock all the offhand features. That's 1 million AD, which would be a large, but acceptable number. (And may encourage more people to spend to that limit, making it a potentially more effective AD sink than requiring a vast expenditure that people would avoid even trying too hard at.)
Apart from the massive fustercluck of rolling for statistics increases, the system they've made for the offhands is a huge step forward from the system they used for the main hands in module 4, though.
I second this. I'd really like to do some testing but I simply can't afford it.
You can always just mass copy over characters, buy the cubes on each and then mail it to yourself (or put it in the shared bank section). The cubes are tradeable.
Do note the rest of my post -- unlocking the powers is an acceptable system because you only have to spend seven cubes to unlock all of them. Similarly, unlocking all the additional statistics costs seven cubes.
Seven? I thought there are ten powers and you had to unlock nine of them.
I'm always in favor of less RNG. Also I'd prefer to have a system that would allow me to reach the maximum value in a predictable fashion - just like you described.
So as a DPS PvE TR, it looks like the lathander set will be best for me. What is the chance to proc the 25% weapon damage as fire effect and does it proc from at-wills or just encounter powers? If it is a high chance and procs off of duelist flurry, it MIGHT be a dps increase to lose 2 strength from my current belt and lose the effects of 1 of my artifacts. would like to be able to test it first though.
I've been trying to figure out how cubes work on preview with an artifact weapon. I didn't manage to make it work so far. It must have a very counter intuitive way to work.
Some of the DC offhand bonuses seem very underwhelming, like the one affecting healer's lore (extra power, really, how is that useful?). Some of CW gear is also weird too, it won't make the unused class features attractive. Critical conflagration not increasing crit chance for fire based spell doesn't really seem extremely relevant. Fire based spells are already underpowered...
There are definitely good and interesting offhands but it won't really change what people use already, the terrible class features will not be more appealing, and the good ones will only get a more or less significant buff.
I've been trying to figure out how cubes work on preview with an artifact weapon. I didn't manage to make it work so far. It must have a very counter intuitive way to work.
They only work on the offhands , we can't alter anything on the artifact weapons themselves .
I've been trying to figure out how cubes work on preview with an artifact weapon. I didn't manage to make it work so far. It must have a very counter intuitive way to work.
Some of the DC offhand bonuses seem very underwhelming, like the one affecting healer's lore (extra power, really, how is that useful?). Some of CW gear is also weird too, it won't make the unused class features attractive. Critical conflagration not increasing crit chance for fire based spell doesn't really seem extremely relevant. Fire based spells are already underpowered...
There are definitely good and interesting offhands but it won't really change what people use already, the terrible class features will not be more appealing, and the good ones will only get a more or less significant buff.
Open your charater's paperdoll window, select Manage Artifact Powers from the Off-Hand weapon menu. That will allow you to use Cube of Augmentation and select which Feature you want to use
Playing around with the new Off-Hand and Cubes I thought how amazing it would be if all Artifact gear would just have a base item that could be customized by the Cubes.
Main Hand: Cubes unlock the five At-Will boosters and the five combinations of the two other stats next to +Power; scaling could remain the same
Belt: Cubes could simply unlock the ten types, would be grand though if you could separately choose between +ability scores (and the set availability that comes with some of them) and one of the 3-stat-combinations; scaling would remain the same
Neck: Same as Belt items: You either simply unlock the different Cloaks or even be able to choose between AP and AC and one of the four 3-stat-combinations; scaling as usual
I mean c'mon, it's right there! You shouldn't ever be forced to refine more than one item per slot period! This would be the way. And the system already exists.
FEEDBACK TR - offhand:
considering the changes to our class forced to be more out of stealth and given the 100% crit in stealth, i feel like we need different stat and bonus set. Deflection 100% / lifesteal / recovery instead of other armor pen and other crit chance.
the bonus set gives stats like the item itself and those stats are no longer much desired in mod 5.
Comments
+1.
That or readjust the ability scores.
This^ , This is a really good idea and opens up all sets to all classes instead of the current system where classes are being railroaded into having to choose one specific set.
... ok that be a few disappoint
the bonus of feature can be better... no need much to think
1 -enduring warrior... GF is no dps class and have poor aoe skill so usefull feature. NEED a change
2-Ferocius reaction ... have potential for one good tank but the bonus can be 10 % more DR and -60 sec CD
3-steel grace... that **** work? any have proof of feature do something?... if is work is too good =D
4-trample the fallen..easy one put 1/2 % critical chance
5-Guarded Assault .. increase the damage relfect 5 %
6-stell blitz ... increase dmg done
7-enhanced mark ... can get 1/2% of deflet chance for x target marked max 5/6
8-shield talent ... these the only one good featured
9-steel defence ... 5 % DR is a joke!! add it cc inmunity while active
10- combat supetiority .. can buff the GF def/deflect chance or idk add critical chance too..
see is no too hard get better featured for GF just need love it a few ...
thats not true at all. devs are doing this because they know the best, not to mention there are 2 classes that will be released in the near future : Paladin , Warlord .
and if everyone will pick their abilities, there wont be a point to them.
everyone will pick black ice for example etc.
so let them do their normal job.
cause this game doesnt depend on either you have or not those sets.
If that were true, they wouldn't be asking for our feedback. I've seen many, many times how they have changed some things due to the feedback of the players.
Also, keep your hypocrite comments for yourself, you just asked a couple of posts:
Now, you asked us to let them do their "normal job" but also you come here trying to change something? What's wrong with you?
Whatever, just go away and keep trolling the GWF threads, stop stalking me, I don't care about you, you shouldn't care about me either.
My CW got a test artifact and guess what - a Storm Spell/CW got the Critical Conflag. Artifact ability. Say What????
+1 to this. pls don't gate stats with rng
Sharra Del'Armgo - SW Trapper Hybrid HR
Ogghra Bar'Ghuzumn - MI Scoundrel TR
Vænna Thrymskjöldr - IV Protector GF
I think combat superiority is good where it is. any chance to build threat offensively is welcome
Sharra Del'Armgo - SW Trapper Hybrid HR
Ogghra Bar'Ghuzumn - MI Scoundrel TR
Vænna Thrymskjöldr - IV Protector GF
Aelar Hawkwind - Archer
Karrin Feywinter - Mistress of Flame
Errin Duskwalker - Executioner
Darquess - Soulbinder
What I mean is: are we ever going to have the ability to choose our current main-hands evaluating the stats, and choose the power bonus just like the off-hands currently do on Preview? Or even choose the stats of our main-hands instead of the bonus?
+1
I can accept even a little upgrade (+10 for example) when the roll is lower. I managed to get a +397 using 20 cubes but thats is 1M.
Players with lots of ads can even max 2 or more stats to have depending the situation or build. But being 100% random has no incentive in using it when you get 350 or more, and that means less ADs removed from the game.
Caturday Survivor
Elemental Evil Survivor
Undermontain Survivor
Mod20 Combat rework Survivor
Mod22 Refinement rework Survivor
much appreciated
Sharra Del'Armgo - SW Trapper Hybrid HR
Ogghra Bar'Ghuzumn - MI Scoundrel TR
Vænna Thrymskjöldr - IV Protector GF
I couldn't agree more. The chance for any value between 100 and 400 is 1/301.
If you want to make sure you'll get the maximum value - let's say a chance of 99% of getting the maximum value at least once is sufficiently high - you'd have to roll at least 1384 times. That will cost you 69,200,000 AD. A bargain ;-)
On the other hand, if you think a value of 350 and above is sufficient we're down to at least 26 tries.
+1
pls pls pls plssss
You can always just mass copy over characters, buy the cubes on each and then mail it to yourself (or put it in the shared bank section). The cubes are tradeable.
Seven? I thought there are ten powers and you had to unlock nine of them.
I'm always in favor of less RNG. Also I'd prefer to have a system that would allow me to reach the maximum value in a predictable fashion - just like you described.
Having to rely on luck alone is boring.
Some of the DC offhand bonuses seem very underwhelming, like the one affecting healer's lore (extra power, really, how is that useful?). Some of CW gear is also weird too, it won't make the unused class features attractive. Critical conflagration not increasing crit chance for fire based spell doesn't really seem extremely relevant. Fire based spells are already underpowered...
There are definitely good and interesting offhands but it won't really change what people use already, the terrible class features will not be more appealing, and the good ones will only get a more or less significant buff.
[Combat (Self)] Your Ferocious Reaction gives 1186 (2297) Hit Points to you.
[Combat (Self)] Your Ferocious Reaction gives 1186 (2297) Hit Points to you.
[Combat (Self)] Critical Hit! Death Og 3 deals 1253 (4844) Physical Damage to you with Bloodbath.
[Combat (Self)] Death Og 3 deals 1119 (1701) Physical Damage to you with Shadowy Opportunity.
[Combat (Self)] Your Fey Thistle gives 0 (1058) Physical Damage to Death Og 3.
[Combat (Self)] Your Ferocious Reaction gives 1186 (2297) Hit Points to you.
[Combat (Self)] Your Ferocious Reaction gives 1186 (2297) Hit Points to you.
[Combat (Self)] Your Health Steal gives 0 Hit Points to you.
[Combat (Self)] Death Og 3 deals 1082 (1644) Physical Damage to you with Shadowy Opportunity.
[Combat (Self)] Critical Hit! Death Og 3 deals 1181 (4568) Physical Damage to you with Bloodbath.
[Combat (Self)] Your Fey Thistle gives 0 (1058) Physical Damage to Death Og 3.
[Combat (Self)] Your Ferocious Reaction gives 1186 (2297) Hit Points to you.
[Combat (Self)] Your Ferocious Reaction gives 1186 (2297) Hit Points to you.
[Combat (Self)] Your Health Steal gives 0 Hit Points to you.
[Combat (Self)] Death Og 3 deals 1047 (1591) Physical Damage to you with Shadowy Opportunity.
[Combat (Self)] Critical Hit! Death Og 3 deals 1140 (4410) Physical Damage to you with Bloodbath.
[Combat (Self)] Your Fey Thistle gives 0 (1058) Physical Damage to Death Og 3.
[Combat (Self)] Your Ferocious Reaction gives 1186 (2297) Hit Points to you.
[Combat (Self)] Your Ferocious Reaction gives 1186 (2297) Hit Points to you.
[Combat (Self)] Your Health Steal gives 0 Hit Points to you.
[Combat (Self)] Critical Hit! Death Og 3 deals 640 (2737) Physical Damage to you with Disheartening Strike.
[Combat (Self)] Your Ferocious Reaction gives 1186 (2297) Hit Points to you.
[Combat (Self)] Critical Hit! Death Og 3 deals 2232 (4315) Physical Damage to you with Bloodbath.
[Combat (Self)] Death Og 3 deals 1057 (1606) Physical Damage to you with Shadowy Opportunity.
[Combat (Self)] Your Ferocious Reaction gives 1186 (2297) Hit Points to you.
[Combat (Self)] Your Ferocious Reaction gives 1186 (2297) Hit Points to you.
[Combat (Self)] Critical Hit! Death Og 3 deals 1839 (3555) Physical Damage to you with Bloodbath.
[Combat (Self)] Death Og 3 deals 945 (1437) Physical Damage to you with Shadowy Opportunity.
[Combat (Self)] Your Ferocious Reaction gives 1186 (2297) Hit Points to you.
the bonus from OFFhand seems it acctivates randomly.
They only work on the offhands , we can't alter anything on the artifact weapons themselves .
Oh, not yet you mean. That will be added eventually. Well ok thanks for the heads up. I'll blame the tooltips again, they're always cryptic...
Open your charater's paperdoll window, select Manage Artifact Powers from the Off-Hand weapon menu. That will allow you to use Cube of Augmentation and select which Feature you want to use
I mean c'mon, it's right there! You shouldn't ever be forced to refine more than one item per slot period! This would be the way. And the system already exists.
considering the changes to our class forced to be more out of stealth and given the 100% crit in stealth, i feel like we need different stat and bonus set. Deflection 100% / lifesteal / recovery instead of other armor pen and other crit chance.
the bonus set gives stats like the item itself and those stats are no longer much desired in mod 5.