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.
++++++++1
Totally agree.
Dr. Phil
0
adinosiiMember, NW M9 PlaytestPosts: 4,294Arc User
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.
Yeah...this would be brilliant. It is therefore obvious that this is not going to happen.
Personally I spent a lot on getting my Artifact (Wisdom) belt to Legendary - pretty much bankrupted all my other alts to do that during the 2xRP event (not a big loss, as due to the excessive grinding, I have no time to play them anyhow), and there is just no way whatsoever that I am going to replace that belt with another.
My reaction to the new artifact items is simply "too much - I am not going to bother". Yeah, the off-hand is fine - I'll probably try to get that, but that's it.
[url
[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.
this needs to be fixed. imagine on a 70k HP GF , this is too OP
problem is it doesnt activate with ferocious reaction and only acts independently
so i get 5% out of max HP everytime my hp goes bellow 50% it's like a 2nd Regeneration.
if thats how it should work, that would bring more balance.
i expect to see this kinda of feedback from all classes
you all are cryin you want balance, but hell if you post all bugged things, you all want to one shot people and have an upperhand, shame on you.
just have some principles for once in this game, cause you community are killing it mostly.
0
beckylunaticMember, NW M9 PlaytestPosts: 14,231Arc User
edited October 2014
Feedback: cubes of augmentation
If I'm understanding correctly, attempts to increase the bonus stat on your off-hand can result in lowering it? Blergh. I'm willing to pay for improvements, but enforced gambling for a chance at improvement really grinds my gears. Ok, make it possible for only a teeny-tiny increase at a time, but *never* *ever* go lower than what you'd already rolled.
Bug: equipment drops One of the justifications for artifact gear is that it gives us a use for with all the junk we pick up in our travels. A not-insignificant number of the rare items dropped by level 60+ content are still level 59, even though this was supposed to be specifically fixed that we'd get nothing but gear usable as fodder. The level 59 blue items can drop from monsters, in Shar/DR lair chests, regular chests, and from SCA. Applies to neck, boots, and main hand items. Green items are correctly always level 60.
Also, you basically got rid of level 60 green accessories, which means overall fewer drops with a match bonus for first the artifact belts and now the cloaks as well.
nezraalMember, Neverwinter Knight of the Feywild UsersPosts: 0Arc User
edited October 2014
Are you guys turning it into a full blown p2w? Greedy too, specially after so many players spend time to turn their gears to "orange" in just 1 module! All the sirens before Neverwinter was released, in game media sites has come true. Now that this is the trend, the game is on a pace for self-destruction. Not spending $1 supporting this game any further. Good luck!
20k 1 stack of peridots x 90 stacks = 4.6 mil RP at the cost of 1.8 mil AD , is that too much for you to do the legendary weapon/belt/neck/offhand ?
It is cause it comes from exploiters or bots! Soon we;ll need a section on the forum with guides for exploits so we dont put ad in the wrong pockets...
It is cause it comes from exploiters or bots! Soon we;ll need a section on the forum with guides for exploits so we dont put ad in the wrong pockets...
Exactly. I mean do 2 wrongs make a right? Effectenstein apparently thinks so.
I feel that we need some other means to refine artifacts. Something that rewards us for actually playing the game.
With module 5 we'll have four pieces of artifcat equipment and three artifacts (and it is likely that following modules will bring as legendary equipment for all slots). To get them to legendary status it takes about 30 mil RP. How are we supposed to be doing this in a reasonable time? Farming items is ridiculous. It takes forever and is just dull. Identifying tenthousands of items and dragging them to the refining slots is boring. I'd rather spent my time playing the game.
Of course one could always buy refining stuff from the AH. But we all know where most of that comes from.
Here are some suggestions...
1) Add refining stuff to the post-level 60 rewards.
2) Add refining stuff to dungeon and skirmish chests.
3) Add refining stuff as quest rewards.
4) Add refining stuff as contest rewards.
Make those rewards worthwile. Make them give at least 1000 RP, with more points for rewards less easily acquired.
Make all the additional refining stuff bound-to-account. Thus there will not be any "abuse".
Exactly. I mean do 2 wrongs make a right? Effectenstein apparently thinks so.
no friend, but this is what it takes to do them now... you will see after mod5 they will add a faster way and better way to get RP.
you dont expect to add that in mod5 , to make legendary weapon as you clap your hands, no m8 .. that will be added in mod6 probably, another way to Refine faster, probably you will get RP from somewhere, for example 5k RP from prayin / or after youve done a level, or after you've done a dungeon and so on ...
I love how people keep assuming that since they're adding more artifact equipment to the game they will also add more sources of RP. This prospect is laughable, to say the least, why would they do this? Artifacts will NEVER be faster to refine and will NEVER have non-item related sources added. The profitable part of this is that people get impatient and buy blood rubies from the zen store or flawless sapphires from WB to refine (nobody actually does this but Cryptic seems to think they could/should).
They will keep adding artifact gear until every BIS slot requires 3-6 million RP to actually BE BIS, adding more RP sources is not compulsory (and certainly not good for business).
I love how people keep assuming that since they're adding more artifact equipment to the game they will also add more sources of RP. This prospect is laughable, to say the least, why would they do this?
Very few people are assuming that. If you will notice, those same people defend every action and provide weird arguments.
A lot of people see through that and are frustrated with the direction.
I love shiny gear as any other guy, however if they are going to introduce more and more powerful expensive equipment, they need to introduce more difficult and challenging but rewarding PVE content to complement it.
0
beckylunaticMember, NW M9 PlaytestPosts: 14,231Arc User
edited October 2014
Feedback: Devoted Cleric off-hand bonuses A large number of the class features for the DC have +150 bonus to a stat as their off-hand bonus. This is frankly really lame and boring. The bonuses should be something that you can't get so easily from gear and enchants. Same applies if any other class has similar bonuses on their class features but it's really noticeable on the DC because so many of them are like this. The more interesting ones have buffs that can be applied to allies for example, something that is much more role-defining and dynamic.
I noticed on the preview server that the class feature for the off-hand weapon I grabbed was 'storm-step action'. This would be useful if my character was a storm warden, but he is not. Could you ensure that the class feature is one that is actually usable? It would be very annoying if this were not the case once mod 5 goes live
Just want to again recommend making purple items refine for more than what they current are. Especially T2. It would encourage people to run dungeons. Also it make no sense that it is better to salvage it rather than refine it.
"we all love this game and want it to thrive"
0
lordfuzunMember, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Knight of the Feywild UsersPosts: 54
I noticed on the preview server that the class feature for the off-hand weapon I grabbed was 'storm-step action'. This would be useful if my character was a storm warden, but he is not. Could you ensure that the class feature is one that is actually usable? It would be very annoying if this were not the case once mod 5 goes live
You can unlock other Class Featres bonuses with Cube of Augmentation from the Wondrous Bazaar.
FEEDBACK: It is ridiculous that the new Artifact set includes a belt piece. This piece should be a ring or even a shirt or pants, in order to advance your toon not move gear sideways after the huge expenditure that was made for TOD belt.
The current default unlocked bonus on the CW Artifact offhand is for Critical Conflagration which is not any use for SS CW's and it isn't really fair if the first thing SS CW's have to do is pay 50k AD to unlock a bonus they can use.
The current default unlocked bonus on the CW Artifact offhand is for Critical Conflagration which is not any use for SS CW's and it isn't really fair if the first thing SS CW's have to do is pay 50k AD to unlock a bonus they can use.
The bonus randomly change every time. Try to buy 5 6 offhands.
still thinking we should have a one time only possibility to refine old main hand into new main hands for 1:1 ratio
still thinking we should have a one time only possibility to refine old main hand into new main hands for 1:1 ratio
+11111111111
0
fusionawesomeMember, NW M9 PlaytestPosts: 121Arc User
edited October 2014
Feedback: DC artifact offhand DC's get a lot of recovery from different sources. Most of our sets have it, my legendary weapon has it, the wisdom belt has it and its on our shirt and pants.
I cant get it below 3000 right now and the off hand gives another 298 + 250 recovery. I would like to see the recovery on the artifact offhand change to anything EXCEPT recovery.
0
beckylunaticMember, NW M9 PlaytestPosts: 14,231Arc User
edited October 2014
Pasted this from the patch notes thread
Bug: GF off-hand AC values
Really we should be given an event to refine old weapons in new ones with a good ratio but always less than 1 or 1:1. This must be done.
The return in investiment?
People will trust new gears and not seeing like a trap.
It was ok when to be bis one just had to run dungeons but now we are talking of milions wasted and at least in europe 1M = 20 euros
As a Great Weapon Fighter I was quite excited about new artifact sets - sure it's a lot of refining but Imperial Set seemed ideal for me in terms of stats. But now - stats have changed and the only artifact sets which improve my damage:
Imperial Set (25% fire dmg) Belt gives +2 strength and +2 wisdom - wisdom is useless for me.
Black Ice Set (10% unresistable dmg) Belt gives +2 intelligence and +2 charisma - those stats are completely useless for GWFs.
So what I am left with are only defensive sets ... with Belt of Seldarine +2 dexterity +2 charisma - again useless charisma.
And the last choice Lathander Belt - yay, finally useful stats +2 constitution, +2 dexterity but wait a minute ... when I'm returned from near death status ... I mean - how often does it happen?
And you deal dmg with other sets all the time.
So that's it - the only offensive sets can't be used by my class without putting 2 points into stats which are not even secondary. But of course our beloved Control Wizards get an offensive set with +2 intelligence, +2 charisma (both stats useful) and 10% dmg. As if they didn't beat other classes in damage already.
Yeah a couple of us have asked for the stats on the new belts to be tied into your classes primary and secondary stats instead of being static stats , that way every set could be used by every class instead of some classes being stuck with useless bonuses or useless stats etc.
So for example when a CW equips one of the new belts the stat increase is +2 INT and +2 CHA or WIS or when a GF equips one the stat increase would be +2CON and +2STR or DEX
And the last choice Lathander Belt - yay, finally useful stats +2 constitution, +2 dexterity but wait a minute ... when I'm returned from near death status ... I mean - how often does it happen?
And you deal dmg with other sets all the time.
How is it fair for other classes?
everytime soulforge procs. Imo is by far the strongest set of all, it is so strong that it should already get a nerf...
You would need a lot of well-timed deaths to benefit from that in a dungeon or skirmish party. What is the chance than when you die others are below 50% hp and you save them?
And where do we have such difficult content to die more than once in a skirmish or dungeon?
So maybe you die once doing eSoT and some of your party members which lack some hp will get healed and what then - honestly nothing because you don't die more than once with current difficulty of skirmishes and dungeons.
Other sets give you a chance to proc all the time and you don't need to get killed to get 500 recovery.
I know that in PvP it might be worth it but in PvE ... not really. And we don't really have another choice.
PVE doesnt even matter anymore, as a gwf is a good thing we have sprint so we can keep up with the SW only so we dont get kicked from parties... joke aside, why do we even need higher dmg numbers in pve?! I am talking about pvp, where this set will become BiS even for cws
Please tell what the trouble with these **** belt and bonn's books ?
I made more than 200 tuerns and close to 100 dragons and i saw only 2 belts and no one book !!!!!
Please, i need explaination about that stupidly low drop rate !!
Why are you doing everything you can to kill that game ? ( lots of players flee be cause no tvt only domination, stupid drop rate with dice rolls = you will never had what you want , no end game all dungeon are too easy )
Do something , that game is great but will die soon if you dont change this !
Comments
++++++++1
Totally agree.
Yeah...this would be brilliant. It is therefore obvious that this is not going to happen.
Personally I spent a lot on getting my Artifact (Wisdom) belt to Legendary - pretty much bankrupted all my other alts to do that during the 2xRP event (not a big loss, as due to the excessive grinding, I have no time to play them anyhow), and there is just no way whatsoever that I am going to replace that belt with another.
My reaction to the new artifact items is simply "too much - I am not going to bother". Yeah, the off-hand is fine - I'll probably try to get that, but that's it.
[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.
this needs to be fixed. imagine on a 70k HP GF , this is too OP
problem is it doesnt activate with ferocious reaction and only acts independently
so i get 5% out of max HP everytime my hp goes bellow 50% it's like a 2nd Regeneration.
if thats how it should work, that would bring more balance.
i expect to see this kinda of feedback from all classes
you all are cryin you want balance, but hell if you post all bugged things, you all want to one shot people and have an upperhand, shame on you.
just have some principles for once in this game, cause you community are killing it mostly.
If I'm understanding correctly, attempts to increase the bonus stat on your off-hand can result in lowering it? Blergh. I'm willing to pay for improvements, but enforced gambling for a chance at improvement really grinds my gears. Ok, make it possible for only a teeny-tiny increase at a time, but *never* *ever* go lower than what you'd already rolled.
Bug: equipment drops
One of the justifications for artifact gear is that it gives us a use for with all the junk we pick up in our travels. A not-insignificant number of the rare items dropped by level 60+ content are still level 59, even though this was supposed to be specifically fixed that we'd get nothing but gear usable as fodder. The level 59 blue items can drop from monsters, in Shar/DR lair chests, regular chests, and from SCA. Applies to neck, boots, and main hand items. Green items are correctly always level 60.
Also, you basically got rid of level 60 green accessories, which means overall fewer drops with a match bonus for first the artifact belts and now the cloaks as well.
Neverwinter Census 2017
All posts pending disapproval by Cecilia
+ CAGI Calcultator
+ Liquid Tear Website
It is cause it comes from exploiters or bots! Soon we;ll need a section on the forum with guides for exploits so we dont put ad in the wrong pockets...
Exactly. I mean do 2 wrongs make a right? Effectenstein apparently thinks so.
I feel that we need some other means to refine artifacts. Something that rewards us for actually playing the game.
With module 5 we'll have four pieces of artifcat equipment and three artifacts (and it is likely that following modules will bring as legendary equipment for all slots). To get them to legendary status it takes about 30 mil RP. How are we supposed to be doing this in a reasonable time? Farming items is ridiculous. It takes forever and is just dull. Identifying tenthousands of items and dragging them to the refining slots is boring. I'd rather spent my time playing the game.
Of course one could always buy refining stuff from the AH. But we all know where most of that comes from.
Here are some suggestions...
1) Add refining stuff to the post-level 60 rewards.
2) Add refining stuff to dungeon and skirmish chests.
3) Add refining stuff as quest rewards.
4) Add refining stuff as contest rewards.
Make those rewards worthwile. Make them give at least 1000 RP, with more points for rewards less easily acquired.
Make all the additional refining stuff bound-to-account. Thus there will not be any "abuse".
no friend, but this is what it takes to do them now... you will see after mod5 they will add a faster way and better way to get RP.
you dont expect to add that in mod5 , to make legendary weapon as you clap your hands, no m8 .. that will be added in mod6 probably, another way to Refine faster, probably you will get RP from somewhere, for example 5k RP from prayin / or after youve done a level, or after you've done a dungeon and so on ...
fdsakhfduewhfiuf:
4.6x4 = 18.4
They will keep adding artifact gear until every BIS slot requires 3-6 million RP to actually BE BIS, adding more RP sources is not compulsory (and certainly not good for business).
Very few people are assuming that. If you will notice, those same people defend every action and provide weird arguments.
A lot of people see through that and are frustrated with the direction.
I love shiny gear as any other guy, however if they are going to introduce more and more powerful expensive equipment, they need to introduce more difficult and challenging but rewarding PVE content to complement it.
A large number of the class features for the DC have +150 bonus to a stat as their off-hand bonus. This is frankly really lame and boring. The bonuses should be something that you can't get so easily from gear and enchants. Same applies if any other class has similar bonuses on their class features but it's really noticeable on the DC because so many of them are like this. The more interesting ones have buffs that can be applied to allies for example, something that is much more role-defining and dynamic.
Neverwinter Census 2017
All posts pending disapproval by Cecilia
Could you ensure that the class feature is one that is actually usable? It would be very annoying if this were not the case once mod 5 goes live
You can unlock other Class Featres bonuses with Cube of Augmentation from the Wondrous Bazaar.
It is ridiculous that the new Artifact set includes a belt piece. This piece should be a ring or even a shirt or pants, in order to advance your toon not move gear sideways after the huge expenditure that was made for TOD belt.
The bonus randomly change every time. Try to buy 5 6 offhands.
still thinking we should have a one time only possibility to refine old main hand into new main hands for 1:1 ratio
+11111111111
DC's get a lot of recovery from different sources. Most of our sets have it, my legendary weapon has it, the wisdom belt has it and its on our shirt and pants.
I cant get it below 3000 right now and the off hand gives another 298 + 250 recovery. I would like to see the recovery on the artifact offhand change to anything EXCEPT recovery.
Bug: GF off-hand AC values
Neverwinter Census 2017
All posts pending disapproval by Cecilia
The return in investiment?
People will trust new gears and not seeing like a trap.
It was ok when to be bis one just had to run dungeons but now we are talking of milions wasted and at least in europe 1M = 20 euros
As a Great Weapon Fighter I was quite excited about new artifact sets - sure it's a lot of refining but Imperial Set seemed ideal for me in terms of stats. But now - stats have changed and the only artifact sets which improve my damage:
Imperial Set (25% fire dmg) Belt gives +2 strength and +2 wisdom - wisdom is useless for me.
Black Ice Set (10% unresistable dmg) Belt gives +2 intelligence and +2 charisma - those stats are completely useless for GWFs.
So what I am left with are only defensive sets ... with Belt of Seldarine +2 dexterity +2 charisma - again useless charisma.
And the last choice Lathander Belt - yay, finally useful stats +2 constitution, +2 dexterity but wait a minute ... when I'm returned from near death status ... I mean - how often does it happen?
And you deal dmg with other sets all the time.
So that's it - the only offensive sets can't be used by my class without putting 2 points into stats which are not even secondary. But of course our beloved Control Wizards get an offensive set with +2 intelligence, +2 charisma (both stats useful) and 10% dmg. As if they didn't beat other classes in damage already.
How is it fair for other classes?
Yeah a couple of us have asked for the stats on the new belts to be tied into your classes primary and secondary stats instead of being static stats , that way every set could be used by every class instead of some classes being stuck with useless bonuses or useless stats etc.
So for example when a CW equips one of the new belts the stat increase is +2 INT and +2 CHA or WIS or when a GF equips one the stat increase would be +2CON and +2STR or DEX
everytime soulforge procs. Imo is by far the strongest set of all, it is so strong that it should already get a nerf...
so 1 time per 90 seconds, orwhen people will revive you.
i thinkthat will be like..
And where do we have such difficult content to die more than once in a skirmish or dungeon?
So maybe you die once doing eSoT and some of your party members which lack some hp will get healed and what then - honestly nothing because you don't die more than once with current difficulty of skirmishes and dungeons.
Other sets give you a chance to proc all the time and you don't need to get killed to get 500 recovery.
I know that in PvP it might be worth it but in PvE ... not really. And we don't really have another choice.
I made more than 200 tuerns and close to 100 dragons and i saw only 2 belts and no one book !!!!!
Please, i need explaination about that stupidly low drop rate !!
Why are you doing everything you can to kill that game ? ( lots of players flee be cause no tvt only domination, stupid drop rate with dice rolls = you will never had what you want , no end game all dungeon are too easy )
Do something , that game is great but will die soon if you dont change this !