Each piece of Artifact Gear and the new 2 slot rings from Jewelcrafting have zero tenacity. The existing Artifact gear on Live is BiS and the new introductions, including the rings, will inevitably be BiS in PvP as well. This leaves PvP armor sets as the only relevant source of Tenacity.
So, we have a situation where Tenacity, the stat implemented for PvP in order to eliminate the ability to one-rotation another player and make fights last longer in general, is being undermined by new gear. This coerces PvP in a direction that I am not in favor of.
My suggestions:
Give each piece of Artifact gear at least 50 points of Tenacity at Legendary rank.
Give the Dominator's Shirt and Pants at least 50 points of Tenacity each and a set bonus giving 100 points of Tenacity.
Implement a Tenacity Gem created via Jewelcrafting to allow players to slot 50 points of Tenacity on Ring/Neck/Belt gear.
Implement a Tenacity Armor Kit accessible to all of the armor crafting professions to allow players to slot 150 points of Tenacity on Head/Chest/Arm/Feet gear.
This allows players to add Tenacity to different gear combinations, essentially creating their own PvP gear, and encourages build diversity. More importantly, it keeps Tenacity accessible and relevant in the setting for which it was created.
Each piece of Artifact Gear and the new 2 slot rings from Jewelcrafting have zero tenacity. The existing Artifact gear on Live is BiS and the new introductions, including the rings, will inevitably be BiS in PvP as well. This leaves PvP armor sets as the only relevant source of Tenacity.
So, we have a situation where Tenacity, the stat implemented for PvP in order to eliminate the ability to one-rotation another player and make fights last longer in general, is being undermined by new gear. This coerces PvP in a direction that I am not in favor of.
My suggestions:
Give each piece of Artifact gear at least 50 points of Tenacity at Legendary rank.
Give the Dominator's Shirt and Pants at least 50 points of Tenacity each and a set bonus giving 100 points of Tenacity.
Implement a Tenacity Gem created via Jewelcrafting to allow players to slot 50 points of Tenacity on Ring/Neck/Belt gear.
Implement a Tenacity Armor Kit accessible to all of the armor crafting professions to allow players to slot 150 points of Tenacity on Head/Chest/Arm/Feet gear.
This allows players to add Tenacity to different gear combinations, essentially creating their own PvP gear, and encourages build diversity. More importantly, it keeps Tenacity accessible and relevant in the setting for which it was created.
No. Just No. Please stop asking to mess up PVE gear to make it PVP worthy. You can chose what gear you want to use. Some gear has tenacity, some doesn't. Make a choice and be happy with it.
No. Just No. Please stop asking to mess up PVE gear to make it PVP worthy. You can chose what gear you want to use. Some gear has tenacity, some doesn't. Make a choice and be happy with it.
Does it hurt you to have a free stat more on your gear? Let s limit the power creep at some point giving all gear free tenacity
Does it hurt you to have a free stat more on your gear? Let s limit the power creep at some point giving all gear free tenacity
More choice = less power creep. If you have to scratch your head, thinking what gear to bring to PVP - its a good thing.
Personally I don't mind "free" stats, but only if its really free and wont be at the expanse of other stats.
Sure. But I was taking the three artifacts into account too. If you are new to the game and want to get them to legendary you'll need another 12 mil RP (roughly).
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darthpotaterMember, NW M9 PlaytestPosts: 1,261Arc User
Sure. But I was taking the three artifacts into account too. If you are new to the game and want to get them to legendary you'll need another 12 mil RP (roughly).
Bah. When mod 2 released artifacts, upgrade ONE to legendary was 5M ADs. Now with 4M you can upgrade those 3 artifact gear.
When mod 1 released only few people had rank 9s and less with 10s. Now people get 4 new slots and complains because they "must" get 4 new rank 10s.
The only reason to complain is the lack of hard content for those full geared, and better PvP balance.
I would think a true PvPr would want tenacity to go the other way:
have high tenacity on non-artifact items but zero tenacity on artifact items.
That would make artifacts more of a side grade in PvP and at least hold non-artifact entry level items closer in PvP instead of a "pure upgrade I have a PvP advantage because I dumped 16 million RP into items (yeah we are there)". The absolute ~last~ thing a PvPr should want is for tenacity to ~only~ kick in at legendary. There is no PvP accomplishment in RP. You don't get 16 million RP to finish your items while PvPing every night. You risk making a super item that has no PvP equivalence, and is far above all alternatives if it only kicks in at legendary. PvErs are notorious for digging that stuff, but PvPrs are usually much more skeptical about that sort of item.
The new HR Off hand is for melee spec (power, deflection, life steal).
I suggest to change it for be more usefull to the tree spec (archery, melee, trapper).
Thanks
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beckylunaticMember, NW M9 PlaytestPosts: 14,231Arc User
edited November 2014
I searched and searched but couldn't find the thread where someone reported that they used their old artifact weapon to refine a new one and received no warning about their slotted enchantments being destroyed.
I was using artifact off-hands for RP, and did receive a warning pop-up as I inserted each one to inform me that I was destroying A-an artifact and B-an item with an enchant slotted in it.
I don't know if this warning is a recent addition, but either the enchantment warning is hardcoded into the warning about destroying an artifact and appears whether this is true or not (it was not) or it appears because the locked slots register as a slotted enchantment.
At any rate, there is a fairly big warning attached to using artifact gear for RP. My only real concern with it is the wall-of-text factor. It's a long warning. But, Cryptic has made an effort, and it's not really their fault if people do click through without reading.
You can unlock other Class Featres bonuses with Cube of Augmentation from the Wondrous Bazaar.
Thanks, I get that, but making the default class feature unusable seems silly. Not getting the one you want is one thing, but not being able to even use it is another. Giving a pathfinder storm-step action is as useful as giving them a CW or GWF class feature (ie it's not useful)
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beckylunaticMember, NW M9 PlaytestPosts: 14,231Arc User
Artifact stats can also be re-rolled to receive a higher stat value. After unlocking all the available stats, you can switch to any of the unlocked powers or stats on your off-hand artifact by spending astral diamonds. Players will be able to continue to re-roll a specific stat as many times as they would like to try to get a higher value. Each time you re-roll, the stat a number between 1-300 is rolled. If it’s lower than the previously rolled value, the roll is discarded. The change will only take effect if it’s a higher value. All of this will be completed within a new user interface for off-hand artifacts.
What is unclear is if the lower roll is discarded behind the scenes and the game keeps trying until you actually get a higher roll, even by one point, or if you can essentially waste the roll but at least not get stuck with a reduced stat for your troubles.
Still, even the latter option is preferable to gimping your item while trying to improve it.
Graaxl3 , have the new belts no longer got static stats? the news post that went up today makes it look like the Belts now give + primary and + secondary stats based on class and it also says that they give +3 primary and +2 main secondary again , if the belt stats are no longer static that is pure awesome because it opens all of the artifact sets up to all classes . Or is this a change that was already announced that I somehow missed?
I know it's all always subject to change of course but the article lists the stats for the new belts differently than preview shows them:
"More belts will be added for the artifact set: Seldarine - Charisma/Wisdom, Lathander - Constitution/Dexterity, Black Ice - Intelligence/Wisdom and Imperial - Strength/Dexterity"
e.g. Imperial is Stength/Wisdom on preview but listed as Strength/Dexterity by the article.
Do we think it's an error in the article or or a planned change?
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.
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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clericalistMember, NW M9 PlaytestPosts: 595Arc User
edited November 2014
Does anyone know if they will fix companion influence in mod 5, if they don't then it puts a damper on people that want to go for the Seldarine set.
Does anyone know if they will fix companion influence in mod 5, if they don't then it puts a damper on people that want to go for the Seldarine set.
They already put a damper on all those sets, by listening to the vocal minority that "doesn't want their current belts to become obsolete". New and potentially cool equipment is reduced to uselessness. I'm not even going to bother getting that.
They already put a damper on all those sets, by listening to the vocal minority that "doesn't want their current belts to become obsolete". New and potentially cool equipment is reduced to uselessness. I'm not even going to bother getting that.
Exactly. Gear progression is natural in every game but changes are forced because someone had 4 millions AD and bought a belt in mod 4?
Is it really my concern?
I was looking forward to sth new, cool and better and now I feel fooled.
Exactly. Gear progression is natural in every game but changes are forced because someone had 4 millions AD and bought a belt in mod 4?
Is it really my concern?
I was looking forward to sth new, cool and better and now I feel fooled.
I am sorry for the confusion. I sent a doc with a chart that hasn't been updated to the web guys from before the changes to stats.
All of the new belts max out at +2/+2.
Lathander - CON, DEX
Seldarine - CHA, DEX
Black Ice - INT, CHA
Imperial - STR, WIS
Black Ice Set for every CW/SW INT+CHA, the black ice beholder is the only artifact in this list with 3 offensive bonus: Recovery/ArPen/CA damage. Every other artifact isn't offensive: Lathander and Seldarine: Defense/Life Steal/Incoming Healing and Life Steal/Defense/Companion influence (which according to some people isn't working) finally the only artifact with STR for GWF/DC, Rod of Imperial Restraint comes with Recovery / Life Steal / Control bonus, this last bonus is useless for GWF/DC because they don't control anything in the battlefield. It is better Imperial STR+DEX as it was originally and Lathander CON - WIS, in this way GWF will get benefit of STR and DEX at least while the DC will keep CON and WIS which are both good for the class + extra incoming healing with the artifact.
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So, we have a situation where Tenacity, the stat implemented for PvP in order to eliminate the ability to one-rotation another player and make fights last longer in general, is being undermined by new gear. This coerces PvP in a direction that I am not in favor of.
My suggestions:
This allows players to add Tenacity to different gear combinations, essentially creating their own PvP gear, and encourages build diversity. More importantly, it keeps Tenacity accessible and relevant in the setting for which it was created.
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No. Just No. Please stop asking to mess up PVE gear to make it PVP worthy. You can chose what gear you want to use. Some gear has tenacity, some doesn't. Make a choice and be happy with it.
Does it hurt you to have a free stat more on your gear? Let s limit the power creep at some point giving all gear free tenacity
Personally I don't mind "free" stats, but only if its really free and wont be at the expanse of other stats.
Sure. But I was taking the three artifacts into account too. If you are new to the game and want to get them to legendary you'll need another 12 mil RP (roughly).
When mod 1 released only few people had rank 9s and less with 10s. Now people get 4 new slots and complains because they "must" get 4 new rank 10s.
The only reason to complain is the lack of hard content for those full geared, and better PvP balance.
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have high tenacity on non-artifact items but zero tenacity on artifact items.
That would make artifacts more of a side grade in PvP and at least hold non-artifact entry level items closer in PvP instead of a "pure upgrade I have a PvP advantage because I dumped 16 million RP into items (yeah we are there)". The absolute ~last~ thing a PvPr should want is for tenacity to ~only~ kick in at legendary. There is no PvP accomplishment in RP. You don't get 16 million RP to finish your items while PvPing every night. You risk making a super item that has no PvP equivalence, and is far above all alternatives if it only kicks in at legendary. PvErs are notorious for digging that stuff, but PvPrs are usually much more skeptical about that sort of item.
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I suggest to change it for be more usefull to the tree spec (archery, melee, trapper).
Thanks
I was using artifact off-hands for RP, and did receive a warning pop-up as I inserted each one to inform me that I was destroying A-an artifact and B-an item with an enchant slotted in it.
I don't know if this warning is a recent addition, but either the enchantment warning is hardcoded into the warning about destroying an artifact and appears whether this is true or not (it was not) or it appears because the locked slots register as a slotted enchantment.
At any rate, there is a fairly big warning attached to using artifact gear for RP. My only real concern with it is the wall-of-text factor. It's a long warning. But, Cryptic has made an effort, and it's not really their fault if people do click through without reading.
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Thanks, I get that, but making the default class feature unusable seems silly. Not getting the one you want is one thing, but not being able to even use it is another. Giving a pathfinder storm-step action is as useful as giving them a CW or GWF class feature (ie it's not useful)
http://www.arcgames.com/en/games/neverwinter/news/detail/9003633-new-artifact-gear-coming-with-module-5
What is unclear is if the lower roll is discarded behind the scenes and the game keeps trying until you actually get a higher roll, even by one point, or if you can essentially waste the roll but at least not get stuck with a reduced stat for your troubles.
Still, even the latter option is preferable to gimping your item while trying to improve it.
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Care to explain better? Posts? Which posts?
yes it is a badly drawn chart , the belts still have static stats but the chart doesn't make that clear , sorry for the mix up.
"More belts will be added for the artifact set: Seldarine - Charisma/Wisdom, Lathander - Constitution/Dexterity, Black Ice - Intelligence/Wisdom and Imperial - Strength/Dexterity"
e.g. Imperial is Stength/Wisdom on preview but listed as Strength/Dexterity by the article.
Do we think it's an error in the article or or a planned change?
Exactly. Gear progression is natural in every game but changes are forced because someone had 4 millions AD and bought a belt in mod 4?
Is it really my concern?
I was looking forward to sth new, cool and better and now I feel fooled.
Are you two mentally challenged?!!!
If being disappointing with gear being nerfed to uselessness before release because of complains, is being mentally challenged - then yes.
Who the heck complains at better gear introduced to the game? Wtf is wrong with this "community"?
is a conspiracy and they dont want you to get that gear...
All of the new belts max out at +2/+2.
Lathander - CON, DEX
Seldarine - CHA, DEX
Black Ice - INT, CHA
Imperial - STR, WIS
Black Ice Set for every CW/SW INT+CHA, the black ice beholder is the only artifact in this list with 3 offensive bonus: Recovery/ArPen/CA damage. Every other artifact isn't offensive: Lathander and Seldarine: Defense/Life Steal/Incoming Healing and Life Steal/Defense/Companion influence (which according to some people isn't working) finally the only artifact with STR for GWF/DC, Rod of Imperial Restraint comes with Recovery / Life Steal / Control bonus, this last bonus is useless for GWF/DC because they don't control anything in the battlefield. It is better Imperial STR+DEX as it was originally and Lathander CON - WIS, in this way GWF will get benefit of STR and DEX at least while the DC will keep CON and WIS which are both good for the class + extra incoming healing with the artifact.
Can you please, have one more look at the ability scores? The changes actually made the belts much much worse.
thank you.