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Official Feedback Thread: Artifact Equipment

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  • jayrad8jayrad8 Member Posts: 210 Arc User
    edited November 2014
    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.
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  • vadimt83vadimt83 Member Posts: 259 Arc User
    edited November 2014
    jayrad8 wrote: »
    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.
  • rayrdanrayrdan Member Posts: 5,410 Arc User
    edited November 2014
    vadimt83 wrote: »
    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
  • vadimt83vadimt83 Member Posts: 259 Arc User
    edited November 2014
    rayrdan wrote: »
    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.
  • fdsakhfduewhfiuffdsakhfduewhfiuf Member Posts: 604 Arc User
    edited November 2014
    fdsakhfduewhfiuf:
    4.6x4 = 18.4


    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).
  • darthpotaterdarthpotater Member, NW M9 Playtest Posts: 1,261 Arc User
    edited November 2014
    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.
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  • qutsemniequtsemnie Member Posts: 419 Arc User
    edited November 2014
    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.
  • edited November 2014
    This content has been removed.
  • darthpotaterdarthpotater Member, NW M9 Playtest Posts: 1,261 Arc User
    edited November 2014
    Or add artifacts with tenacity as 3rd stat. 450 in legendary
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  • crimpatulcrimpatul Member Posts: 197
    edited November 2014
    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
  • beckylunaticbeckylunatic Member, NW M9 Playtest Posts: 14,231 Arc 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.
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  • levdbronsteinlevdbronstein Member Posts: 67 Arc User
    edited November 2014
    lordfuzun wrote: »
    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)
  • beckylunaticbeckylunatic Member, NW M9 Playtest Posts: 14,231 Arc User
    edited November 2014
    new news post
    http://www.arcgames.com/en/games/neverwinter/news/detail/9003633-new-artifact-gear-coming-with-module-5
    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.
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  • iambecks1iambecks1 Member Posts: 4,044 Arc User
    edited November 2014
    Edit out////
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  • rayrdanrayrdan Member Posts: 5,410 Arc User
    edited November 2014
    iambecks1 wrote: »
    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?

    Care to explain better? Posts? Which posts?
  • iambecks1iambecks1 Member Posts: 4,044 Arc User
    edited November 2014
    edited , badly drawn chart in the new news blog gave inaccurate information that my question was based on .
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  • rayrdanrayrdan Member Posts: 5,410 Arc User
    edited November 2014
    It clearly an error or at least i hope it.
  • iambecks1iambecks1 Member Posts: 4,044 Arc User
    edited November 2014
    rayrdan wrote: »
    It clearly an error or at least i hope it.

    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.
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  • lihin23nihillihin23nihil Member Posts: 229 Arc User
    edited November 2014
    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?
  • loboguildloboguild Member Posts: 2,371 Arc User
    edited November 2014
    The news article contains outdated information. Imperial used to be STR/DEX, is now STR/WIS and they changed it to +2/+2.
    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 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.
  • clericalistclericalist Member, NW M9 Playtest Posts: 595 Arc 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.
  • vadimt83vadimt83 Member Posts: 259 Arc 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.
    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.
  • yokanaanyokanaan Member, Neverwinter Beta Users Posts: 151 Bounty Hunter
    edited November 2014
    vadimt83 wrote: »
    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.
  • ortzhyortzhy Member Posts: 1,103 Bounty Hunter
    edited November 2014
    yokanaan wrote: »
    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?!!!
  • vadimt83vadimt83 Member Posts: 259 Arc User
    edited November 2014
    ortzhy wrote: »
    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"?
  • ortzhyortzhy Member Posts: 1,103 Bounty Hunter
    edited November 2014
    vadimt83 wrote: »
    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...
  • yuccapalmyuccapalm Member, Neverwinter Beta Users Posts: 195 Bounty Hunter
    edited November 2014
    Please no more artifact gear there won't be any equip diversity anymore.
  • graalx3graalx3 Member Posts: 232
    edited November 2014
    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
  • lazaroth666lazaroth666 Member, NW M9 Playtest Posts: 1,332 Arc User
    edited November 2014
    graalx3 wrote: »
    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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  • vadimt83vadimt83 Member Posts: 259 Arc User
    edited November 2014
    graalx3 wrote: »
    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

    Can you please, have one more look at the ability scores? The changes actually made the belts much much worse.

    thank you.
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