"I'm not spending money to refine the same things every 3 months "
Neither Am I
Row, row, row your boat, Gently down the stream.
Merrily, merrily, merrily, merrily, Life is but a dream.
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ironzerg79Member, Neverwinter Moderator, NW M9 PlaytestPosts: 4,942Arc User
edited March 2015
Buying gear for the sake of having the best gear is a terrible idea. I agree 100% there.
You should buy gear as a way to bypass a grind that you don't enjoy, so you can do stuff that you do enjoy. But you have to understand that what you're doing is basically paying a higher ticket fee to see the same show.
If you're buying gear with the expectation that it's going to last forever, and nothing better is going to come along, you're just setting yourself up for misery and disappointment, like those people who just HAD to have an Artifact Belt as soon as they were available, and "spent" hundreds of dollars to get it. If having one first wasn't worth the cost, why did you do it?
Bottom line: The dollars you spend on Neverwinter are entrainment dollars. You're not actually buying anything physical or enduring. You're buying ACCESS to stuff. It's no different than going to the movies, playing a round of golf, having a nice dinner or buying an expensive pint of rare beer. Once the experience is gone, there's no refund on your money. And if the experience itself isn't worth it, than don't spend the money.
I think this game has a lot to offer - it's got the D&D lore, combat is fluid, some things are still enjoyable the game developers have done a good job.
However, I agree with you that there is a 'treadmill' here with refining and getting the best equipment. The game is definitely being monetized. One part of me thinks it is a business after all, but it also leaves me thinking that perhaps the game 'managers' have lost their way and are only trying to make more money by keeping us longer on the treadmill.
I will make some (hopefully) constructive comments to Cryptic/PWE/Neverwinter:
1. You can make the goalposts for refining/BIS gear etc farther, but don't make it so soon! 3 months to have to change items like artifact belts is really quite presumptious on people's ability/inclination to keep on getting the best gear. Let us enjoy some time with the items we have spent so much (time/money) on.
2. A new module is always a welcome change, but it *does not* have to mean this amount of grind! More D&D Lore content, immersing us in the story-line, group interaction, new PVP maps would have been nice. Grindiness does not equate to fun.
3. Listen to your player-base. Don't make this an 'arms race' to see who can get the best gear all at once, or at least make it so that it is more equitable in events where we party up with others e.g. Tiamat, PvP. I hear that 'nerfing down' is what is going to happen; while it doesn't sound good, at least make it so that it works well - test, test and more testing.
Remember that the only reason you need to upgrade this time is due to the level cap raise , they won't be raising it again for a while so I doubt your module 6 gear will be totally outclassed by module 7 gear , at least nowhere near as much as mod 5 gear is outclassed by mod 6 gear anyways.
Remember that the only reason you need to upgrade this time is due to the level cap raise , they won't be raising it again for a while so I doubt your module 6 gear will be totally outclassed by module 7 gear , at least nowhere near as much as mod 5 gear is outclassed by mod 6 gear anyways.
Wish I could believe that, the devs are nice enough people and all. But I dont think they're calling the shots anymore.
I look at the changes to Neverwinter and I really cant say I like where it's going. In principle the sound good, level raise with new content, new gear. But take a look at what's happening with some of the classes. Being given bonuses that way outstrip the other classes, while some of the weaker classes (Yes, I am talking about us Warlocks) get left farther and farther behind.
I grouped with one of the devs the other day to do a kessell run, We made it in 11 parsecs (heh)
Actually on my control wizard with the draconic templar set and blue level belt, weapon, offhand and neck I contributed 4x the damage that he did with his SW. And he was running the damage build, we discussed it as the skirmish ran.
And get this, I was running the master of flames path on my CW. The supposibly weaker of the 2 paths with the CW (Through honestly I think it should be considered the higher damage dealer due to smolder. Wizards can argue for this class better then I can)
I think some bad choices are being forced here and everybody is trying to do the best that they can with what's going on. But for now I wouldnt expect this to be the end of the treadmill as far as gear refinement goes.
Now that being said, at least on test, refinement items are dropping in much greater supply then before. Lets see if those things make it live and stay there.
Remember that the only reason you need to upgrade this time is due to the level cap raise , they won't be raising it again for a while so I doubt your module 6 gear will be totally outclassed by module 7 gear , at least nowhere near as much as mod 5 gear is outclassed by mod 6 gear anyways.
The fundamental problem is if you play the game and don't sink big bucks into the game (well even if you do), you would be left with gear that is under 3 months old and hardly maxed out, being made obsolete.
The big insult to all this is that it requires very expensive refining stones and that refining the old gear into the new gives you only 40%. People keep saying wait for a 2x and then you get 80%. Sorry that is absurd. Wait for an event that might or might not happen and still lose 20% on items that are LESS than 3 months old.
The only way this is even remotely acceptable is if they give 100% RP back on these items, right from the beginning.
All I can say is, good luck trying to get blood from a stone.
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ironzerg79Member, Neverwinter Moderator, NW M9 PlaytestPosts: 4,942Arc User
You can't think of the RP thing as losing something. You're actually GAINING something. You can't kill stuff with RP. You kill stuff with your weapon.
The new weapon you'll have is better. So why lament the "loss" of RP?
Dam you have about 100 post already explaining this and you still dont get it you dont read what you dont want to know or?
RP system is making people give up and if you are new player and dont have already fed items how about then?
The cost of getting artifacts in time or money are to steep and has to be renewed to often for any new players to even think about trying to gear up with them. This making them pick other games and makes old players tire and move on to less costy games in short its slowly(or rather fast actually) killing this game. This is what people are trying to say about this endless RP cost.
But keep defending it am sure when you stand there in only purply items alone lfg that you look aruond and wonder where everybody are .....
Except the glaring flaw in your logic is the items aren't equal. One is clearly superior to the other. For example, which item would you rather have?
You can't think of the RP thing as losing something. You're actually GAINING something. You can't kill stuff with RP. You kill stuff with your weapon.
The new weapon you'll have is better. So why lament the "loss" of RP?
Here's an even better comparison.
Which weapon do you want? The Module 5 or the Module 6 one?
Explain to me again how you're losing here?
Only because they decided to rebalance everything, deprecating the old artifact weapons to the point of unusability.
You can't compare the stats of the 2 and say the purple new one is better than your old legendary one. That is not an apples to apples comparison.
Yes, you do lose RP. One would have been better off SKIPPING all the artifact items/refining in Mod 6 and then you would be in a much better place in Mod 7 (you would have 100% return on your refining stones instead of 40%) than you would be if you used your refining on the soon to be defunct Mod 6 artifact equipment items.
Anytime "skipping" a module(the artifacts of the module) puts you in a better place for the next one, one has to seriously take a second look at what they are doing.
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ironzerg79Member, Neverwinter Moderator, NW M9 PlaytestPosts: 4,942Arc User
edited March 2015
You have to accept the fact that MMOs are always growing and changing and expanding. There's never an end. If you're expecting it, you're going to be disappointed.
Getting an Artifact to Legendary isn't the game. Playing the game is the game. That's the concept you have to understand. If you're not having fun playing the actual game, then the rest of this stuff IS pointless and it IS meaningless.
This is just a bunch of pixels. It means NOTHING.
It's what you do with it that's important. That's the point.
What I'm trying to show people is that the Artifact Equipment changes aren't going to negatively impact your ability to play the game and have fun.
"Meanwhile in the moderator's lounge..."
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ironzerg79Member, Neverwinter Moderator, NW M9 PlaytestPosts: 4,942Arc User
Anytime "skipping" a module(the artifacts of the module) puts you in a better place for the next one, one has to seriously take a second look at what they are doing.
And I could've saved myself about $40 by not seeing the Lord of the Rings trilogy in the theaters as soon as they came out. But I did and I had fun.
Same thing here. If you're not having fun with the game...if the idea that you should quit playing is more satisfying than the actual game...well, then there's your answer.
No, this is not a glaring flaw, that's the point of the complaint -- and nearly everyone else's complaints about the new artifact equipment. Other items we refine -- artifacts and enchantments -- aren't being replaced by new, clearly superior items, they just add more levels to them. ...
To be more exact - it is not clearly superior. It is relatively the same as you have now. with all the changes they did to new mod and in particular 2 things tougher mobs ( ~ 40% on boss [URL="http://nw-forum.perfectworld.com/showthread.php?856141-Enemy-Damage-Resistance-in-Mod-
6&p=10221671&viewfull=1#post10221671"]by abaddon523[/URL]) and new curves.
Your old upgraded gear on same level as on live (eg just log in) is doing worse on your lvl 70 on same mobs in same areas than your gear now on live at your lvl 60.
Your new artifact gear after 80% refinement on double RP week will be performing same or a bit better on your level 70 then your current gear on live at your level 60.
But in general resolution imho is that new gear will be performing in best case a bit better [0, up to 12%] then your current gear.
By best conditions I mean
- you refine it at 2xp week to get 80% of RP invested back
- you manage to close DR gap by other stuff with better RoI to get 12% raise. If not it may be same result as best on boss fights.
Also note - Im just talking about 1 item. Main hand. There is off hand that will require more investments such as cubes. There are new belts and new neck. Even if you could minimize AD loss as 20% on each piece, you actually will lose at least 20% per each item you have (x4).
Also if you have all 4 items maximized to legendary - you are a top loser in RP value.Amount of RP lost in total could be enough to make another purple artifact.
Above that you lost 4 additional enchantment slots.
silverkeltMember, NW M9 PlaytestPosts: 4,235Arc User
edited March 2015
You dont get any props from me for spending money on items. Old school way is to earn things through game play.
I hate seeing items in the shops, I dont mind UNIQUE items (there just skins) that's NOT better then in game items, just different, fine by me.
You want to monetize the system (even though I hate the whole process pretty much) then follow one of the like 12 better options that players have already given in thier threads.
Stop telling people to leave the game if they disagree with this click and grind process.
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ironzerg79Member, Neverwinter Moderator, NW M9 PlaytestPosts: 4,942Arc User
No, this is not a glaring flaw, that's the point of the complaint -- and nearly everyone else's complaints about the new artifact equipment. Other items we refine -- artifacts and enchantments -- aren't being replaced by new, clearly superior items, they just add more levels to them. This retains *all* the RP that's already been dumped into them. That the new items are clearly better isn't a point in favor, it's what nearly everyone dislikes about it.
You're getting caught up on the Refinement Points, which is the process, not the result, which is the Weapon.
What would you say if you got 100% of your RP, but then needed another 6 million RP to reach the next rank?
Some numbers to chew on.
The last rank of an Artifact Weapon took 336,000 RP. Now let's assume that Cryptic is nice, and that doesn't increase for ranks 61-80. Each level is 336,000 RP. That's a total of 6.7 million RP to reach Rank 80. That's 50% more than it took you to get to rank 60. So take the number of clicks it took you and multiple that by about 1.5. Are you happy with that? Because that's what you just asked for.
Now take what they DID. They gave you a more powerful weapon, but instead of making the field longer (by adding more RP), the just set you back. So you have a better weapon AND worse case scenario, it will take you 2.7 million RP to get back to Legendary.
Look at the Artifacts that they did add levels to. Getting up to Mythic quality I believe is 170,000 per level. That's 6.8 million more RP. Does that sound like fun?
Maybe next module, instead of raising the level cap, they should introduce a new set of more powerful classes -- call them prestige classes if you like -- and then reset everyone's levels to 30, making everyone run through the last 30 levels of the campaign all over again. Of course, this would be to the players' "benefit" because the level 30 prestige classes are better than the level 70 regular ones. Huzzah, an improvement that resets you!
Dungeons and Dragons Online does something like this called True Resurrection. It's actually extremely popular. You get to max level, then start again with a new class (or maybe the same one) at level 1, but gain additional bonuses each time you TR. The more times you TR, the more powerful you become.
"Meanwhile in the moderator's lounge..."
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ironzerg79Member, Neverwinter Moderator, NW M9 PlaytestPosts: 4,942Arc User
There's a huge psychological component that you're missing entirely here. People are generally risk averse, and dislike losing stuff more than they like getting stuff of an equivalent value -- a normal person would usually feel more strongly about losing a hundred dollars in some way than about winning a hundred dollars. And focusing on the mathematical value misses what matters more to people here -- that feeling of losing in relative status. Going from orange to purple -- that's just pixels on a screen, but those pixels are tied to a sense of getting somewhere, making progress. The fact that they chose a level-based system for the artifact gear also makes it different in how it should act from regular gear that does not have levels; it should at the very least take a lot longer to become obsolete like this.
Oh I get this, and it's exactly why I'm posting. There's some lateral thinking going on here, so I know it's a tough idea to grasp.
It's easy to focus on the color of the item border or the amount of RP. At a quick glance it DOES feel like you're moving backwards. But when you dive deeper into it, you realize you are actually moving FORWARD.
The amount of RP you have invested in the item doesn't directly determine how powerful that item is. The actual ITEM determines how powerful that item is.
That's what I'm trying to get across. People need to stop focusing on the RP number, and focus on the result, which is better, more powerful gear.
The worst part of this scenario is the fact of grinding the RP points out. I never bought cheap questionably acquired RP from the AH. I spent time running around killing everything in sight farming out all my RP. I have all my artifacts at epic. I knew I was never going to hit legendary, at least any time soon. I thought I had more time to "eventually" get to legendary, on one piece of gear, at a time.
That is where the slap in the face comes from.
I used to play WoW, I raided for gear. I understand the replacement of gear when a new expansion comes out. At least when raiding, even though it became a grind, I actually felt some sort of accomplishment. Grinding out RP points, picking up every blue and peridot or whatever and then feeding it into my artifact is not exactly the same satisfaction. When I finally rank up, it's more like "omg, finally" and now I have to spend all that time again, running around gathering up every I see and make sure that race/creature is about to go extinct.
I'm afraid to see where I'll be left behind when I feed my epic artifact equipment into a green. Having a blue in return isn't exactly a good feeling, even if it's a little better. In the end, I'll just have to grin and bear it, it will be my decision but on the part of Cryptic, it really makes it a depressing situation for the players.
As for enjoying the game and having fun, part of the problem is that this is something tied to a part of the game people find generally un-fun and not enjoyable, and they're essentially being reset in their relative progress and forced to undertake another grind to get back to where they were relatively speaking.
There's a huge psychological component that you're missing entirely here. People are generally risk averse, and dislike losing stuff more than they like getting stuff of an equivalent value -- a normal person would usually feel more strongly about losing a hundred dollars in some way than about winning a hundred dollars. And focusing on the mathematical value misses what matters more to people here -- that feeling of losing in relative status. Going from orange to purple -- that's just pixels on a screen, but those pixels are tied to a sense of getting somewhere, making progress. The fact that they chose a level-based system for the artifact gear also makes it different in how it should act from regular gear that does not have levels; it should at the very least take a lot longer to become obsolete like this.
One of the core problems from a psychological standpoint is precisely that experience of having something taken away. Instead of simply shifting the horizon and extending the track course by adding more levels, they just moved players back closer towards the start line. Making a new finish line and extending the race is fine with most players -- that's what's expected; to be continually moving forward with new modules. The problem here is that they've done something that makes players feel like they're being pushed backwards to extend the race rather than simply making the racing course longer.
This makes it all just a little too transparent how much it's all pixels on a screen. Because games like this depend on the illusion of making progress (even if the goalposts are continually shifting); make it so people experience a real feeling of loss of progression, and they will react accordingly. If they'd added 20 more levels to the existing items instead, that would likely cost more RP, which would shift goalposts even farther in real terms, but people would not be reacting as strongly because their current progression would not feel like it's being reset. (Of course, with changes not yet being finalized, they may even do this on top of what they're currently doing, which would add insult to injury.)
It's also obviously true that any investment in a game like this comes with a finite time stamp, but the cycle in this case is far too short -- the replacement cycles for many other gear items in the game that people had to work far less for has been much longer -- High Vizier sets being viable since just about the start of the game, Black Ice gear being BiS for many classes/builds for three modules, and so on. Moving the goalposts is expected, but the turnaround here is too sharp, which is also a big issue. Regular non-refined gear is much easier to replace each module because it doesn't take nearly as much effort.
So this is pixels on a screen, but they're punching you in the face with them.
This 100%
This is truly constructive, and I pray the devs read this. THIS strategy will make them far more monies, that what is in the works atm.
If anything, it's just another example that they make some poorly thought-out design decisions in terms of the psychological impact on the player base. People should be excited about new content and new opportunities, but they design things in a way that mostly provoke the opposite response. Instead of feeling excited, they make people feel exhausted and demoralized.
I think you don't understand at a fundamental level how MMOs work.
Read this. It's a wiki about the World of Warcraft Armor sets.
This is how it works. Every content expansion brings new BiS gear. It might come with a level increase. Or not. But what it essentially does is render the previous tier of gear obsolete. As people tackle the new raid content, they replace their existing gear with the new gear to achieve the NEW BiS.
But, the previous tier of gear isn't necessarily needed to acheive the next one. There's like 17 tiers of gear in WoW now, but a new player isn't FORCED to grind up from Tier 1. They enter the game with mechanisms in place to allow them to "catch up" to the current tier of content, and perhaps earn BiS themselves.
This is what you're seeing now. There's a new tier of Legendary equipment coming out. And what we're seeing here is Cryptic implementing a "catch up" mechanism so that new players who join in module 6 or returning players aren't so far behind everyone else that they feel like they're lost.
However, for existing players who've already invested time and resources into their Artifact Gear are going to be ahead of any one who's just starting.
And pretty much every mainstream Western MMO does the same thing. It's no shock to anyone who's played MMOs before.
But if it's a concept that you can't deal with, you perhaps need to forget about chasing BiS Legendary gear, and just play the game using crafted or dropped gear (all of which is sufficient to enjoy the PvE content). There's millions of people who've played WoW and have never raided, don't like raiding and will never get the "BiS" gear. Nor do they care. They enjoy the parts of the game they enjoy, and don't participate in the parts of the game they don't.
Hope DEVs just increase the rate and reduce the ICD of the dragon's hoard enchants again... otherwise, a lot of player will skip this mod6 almost for sure.
I think you don't understand at a fundamental level how MMOs work.
Read this. It's a wiki about the World of Warcraft Armor sets.
This is how it works. Every content expansion brings new BiS gear. It might come with a level increase. Or not. But what it essentially does is render the previous tier of gear obsolete. As people tackle the new raid content, they replace their existing gear with the new gear to achieve the NEW BiS.
But, the previous tier of gear isn't necessarily needed to acheive the next one. There's like 17 tiers of gear in WoW now, but a new player isn't FORCED to grind up from Tier 1. They enter the game with mechanisms in place to allow them to "catch up" to the current tier of content, and perhaps earn BiS themselves.
This is what you're seeing now. There's a new tier of Legendary equipment coming out. And what we're seeing here is Cryptic implementing a "catch up" mechanism so that new players who join in module 6 or returning players aren't so far behind everyone else that they feel like they're lost.
However, for existing players who've already invested time and resources into their Artifact Gear are going to be ahead of any one who's just starting.
And pretty much every mainstream Western MMO does the same thing. It's no shock to anyone who's played MMOs before.
But if it's a concept that you can't deal with, you perhaps need to forget about chasing BiS Legendary gear, and just play the game using crafted or dropped gear (all of which is sufficient to enjoy the PvE content). There's millions of people who've played WoW and have never raided, don't like raiding and will never get the "BiS" gear. Nor do they care. They enjoy the parts of the game they enjoy, and don't participate in the parts of the game they don't.
this is a false idea
1 if this was about farming gear one would complain you dont see any one upset over the new chest feet arms or head do you no cause that is a normal way of increasing the level
2 this is just about the refining and the fact that everyone has worked the fingers off to get where they are feeding tons of blues grees and every stone we could find into 1 artifact to get it to a decent lv just to have it replaced 3 months after if was released this is what got everyone including me pissed off
3 this is why the devs need to chang this now before they chase everyone away from the game
4 as far as all of the botted refining stuff out there the devs knew about this for years and did nothing now we have to pay for there unwillingnees to address the issue they should have bound every stone out there a long time ago and they wouldnt be in this spot
Comments
Neither Am I
Merrily, merrily, merrily, merrily, Life is but a dream.
You should buy gear as a way to bypass a grind that you don't enjoy, so you can do stuff that you do enjoy. But you have to understand that what you're doing is basically paying a higher ticket fee to see the same show.
If you're buying gear with the expectation that it's going to last forever, and nothing better is going to come along, you're just setting yourself up for misery and disappointment, like those people who just HAD to have an Artifact Belt as soon as they were available, and "spent" hundreds of dollars to get it. If having one first wasn't worth the cost, why did you do it?
Bottom line: The dollars you spend on Neverwinter are entrainment dollars. You're not actually buying anything physical or enduring. You're buying ACCESS to stuff. It's no different than going to the movies, playing a round of golf, having a nice dinner or buying an expensive pint of rare beer. Once the experience is gone, there's no refund on your money. And if the experience itself isn't worth it, than don't spend the money.
However, I agree with you that there is a 'treadmill' here with refining and getting the best equipment. The game is definitely being monetized. One part of me thinks it is a business after all, but it also leaves me thinking that perhaps the game 'managers' have lost their way and are only trying to make more money by keeping us longer on the treadmill.
I will make some (hopefully) constructive comments to Cryptic/PWE/Neverwinter:
1. You can make the goalposts for refining/BIS gear etc farther, but don't make it so soon! 3 months to have to change items like artifact belts is really quite presumptious on people's ability/inclination to keep on getting the best gear. Let us enjoy some time with the items we have spent so much (time/money) on.
2. A new module is always a welcome change, but it *does not* have to mean this amount of grind! More D&D Lore content, immersing us in the story-line, group interaction, new PVP maps would have been nice. Grindiness does not equate to fun.
3. Listen to your player-base. Don't make this an 'arms race' to see who can get the best gear all at once, or at least make it so that it is more equitable in events where we party up with others e.g. Tiamat, PvP. I hear that 'nerfing down' is what is going to happen; while it doesn't sound good, at least make it so that it works well - test, test and more testing.
Wish I could believe that, the devs are nice enough people and all. But I dont think they're calling the shots anymore.
I look at the changes to Neverwinter and I really cant say I like where it's going. In principle the sound good, level raise with new content, new gear. But take a look at what's happening with some of the classes. Being given bonuses that way outstrip the other classes, while some of the weaker classes (Yes, I am talking about us Warlocks) get left farther and farther behind.
I grouped with one of the devs the other day to do a kessell run, We made it in 11 parsecs (heh)
Actually on my control wizard with the draconic templar set and blue level belt, weapon, offhand and neck I contributed 4x the damage that he did with his SW. And he was running the damage build, we discussed it as the skirmish ran.
And get this, I was running the master of flames path on my CW. The supposibly weaker of the 2 paths with the CW (Through honestly I think it should be considered the higher damage dealer due to smolder. Wizards can argue for this class better then I can)
I think some bad choices are being forced here and everybody is trying to do the best that they can with what's going on. But for now I wouldnt expect this to be the end of the treadmill as far as gear refinement goes.
Now that being said, at least on test, refinement items are dropping in much greater supply then before. Lets see if those things make it live and stay there.
The fundamental problem is if you play the game and don't sink big bucks into the game (well even if you do), you would be left with gear that is under 3 months old and hardly maxed out, being made obsolete.
The big insult to all this is that it requires very expensive refining stones and that refining the old gear into the new gives you only 40%. People keep saying wait for a 2x and then you get 80%. Sorry that is absurd. Wait for an event that might or might not happen and still lose 20% on items that are LESS than 3 months old.
The only way this is even remotely acceptable is if they give 100% RP back on these items, right from the beginning.
All I can say is, good luck trying to get blood from a stone.
Except the glaring flaw in your logic is the items aren't equal. One is clearly superior to the other. For example, which item would you rather have?
You can't think of the RP thing as losing something. You're actually GAINING something. You can't kill stuff with RP. You kill stuff with your weapon.
The new weapon you'll have is better. So why lament the "loss" of RP?
Here's an even better comparison.
Which weapon do you want? The Module 5 or the Module 6 one?
Excluding the cost to make it, you're going to get a class equivalent to the Module 6 one for free.
Explain to me again how you're losing here?
Dam you have about 100 post already explaining this and you still dont get it you dont read what you dont want to know or?
RP system is making people give up and if you are new player and dont have already fed items how about then?
The cost of getting artifacts in time or money are to steep and has to be renewed to often for any new players to even think about trying to gear up with them. This making them pick other games and makes old players tire and move on to less costy games in short its slowly(or rather fast actually) killing this game. This is what people are trying to say about this endless RP cost.
But keep defending it am sure when you stand there in only purply items alone lfg that you look aruond and wonder where everybody are .....
Only because they decided to rebalance everything, deprecating the old artifact weapons to the point of unusability.
You can't compare the stats of the 2 and say the purple new one is better than your old legendary one. That is not an apples to apples comparison.
Yes, you do lose RP. One would have been better off SKIPPING all the artifact items/refining in Mod 6 and then you would be in a much better place in Mod 7 (you would have 100% return on your refining stones instead of 40%) than you would be if you used your refining on the soon to be defunct Mod 6 artifact equipment items.
Anytime "skipping" a module(the artifacts of the module) puts you in a better place for the next one, one has to seriously take a second look at what they are doing.
Getting an Artifact to Legendary isn't the game. Playing the game is the game. That's the concept you have to understand. If you're not having fun playing the actual game, then the rest of this stuff IS pointless and it IS meaningless.
This is just a bunch of pixels. It means NOTHING.
It's what you do with it that's important. That's the point.
What I'm trying to show people is that the Artifact Equipment changes aren't going to negatively impact your ability to play the game and have fun.
And I could've saved myself about $40 by not seeing the Lord of the Rings trilogy in the theaters as soon as they came out. But I did and I had fun.
Same thing here. If you're not having fun with the game...if the idea that you should quit playing is more satisfying than the actual game...well, then there's your answer.
To be more exact - it is not clearly superior. It is relatively the same as you have now. with all the changes they did to new mod and in particular 2 things tougher mobs ( ~ 40% on boss [URL="http://nw-forum.perfectworld.com/showthread.php?856141-Enemy-Damage-Resistance-in-Mod-
6&p=10221671&viewfull=1#post10221671"]by abaddon523[/URL]) and new curves.
Your old upgraded gear on same level as on live (eg just log in) is doing worse on your lvl 70 on same mobs in same areas than your gear now on live at your lvl 60.
Your new artifact gear after 80% refinement on double RP week will be performing same or a bit better on your level 70 then your current gear on live at your level 60.
my math was fast and sloppy a bit.
But in general resolution imho is that new gear will be performing in best case a bit better [0, up to 12%] then your current gear.
By best conditions I mean
- you refine it at 2xp week to get 80% of RP invested back
- you manage to close DR gap by other stuff with better RoI to get 12% raise. If not it may be same result as best on boss fights.
Also note - Im just talking about 1 item. Main hand. There is off hand that will require more investments such as cubes. There are new belts and new neck. Even if you could minimize AD loss as 20% on each piece, you actually will lose at least 20% per each item you have (x4).
Also if you have all 4 items maximized to legendary - you are a top loser in RP value.Amount of RP lost in total could be enough to make another purple artifact.
Above that you lost 4 additional enchantment slots.
I hate seeing items in the shops, I dont mind UNIQUE items (there just skins) that's NOT better then in game items, just different, fine by me.
You want to monetize the system (even though I hate the whole process pretty much) then follow one of the like 12 better options that players have already given in thier threads.
Stop telling people to leave the game if they disagree with this click and grind process.
You're getting caught up on the Refinement Points, which is the process, not the result, which is the Weapon.
What would you say if you got 100% of your RP, but then needed another 6 million RP to reach the next rank?
Some numbers to chew on.
The last rank of an Artifact Weapon took 336,000 RP. Now let's assume that Cryptic is nice, and that doesn't increase for ranks 61-80. Each level is 336,000 RP. That's a total of 6.7 million RP to reach Rank 80. That's 50% more than it took you to get to rank 60. So take the number of clicks it took you and multiple that by about 1.5. Are you happy with that? Because that's what you just asked for.
Now take what they DID. They gave you a more powerful weapon, but instead of making the field longer (by adding more RP), the just set you back. So you have a better weapon AND worse case scenario, it will take you 2.7 million RP to get back to Legendary.
Look at the Artifacts that they did add levels to. Getting up to Mythic quality I believe is 170,000 per level. That's 6.8 million more RP. Does that sound like fun?
Dungeons and Dragons Online does something like this called True Resurrection. It's actually extremely popular. You get to max level, then start again with a new class (or maybe the same one) at level 1, but gain additional bonuses each time you TR. The more times you TR, the more powerful you become.
Oh I get this, and it's exactly why I'm posting. There's some lateral thinking going on here, so I know it's a tough idea to grasp.
It's easy to focus on the color of the item border or the amount of RP. At a quick glance it DOES feel like you're moving backwards. But when you dive deeper into it, you realize you are actually moving FORWARD.
The amount of RP you have invested in the item doesn't directly determine how powerful that item is. The actual ITEM determines how powerful that item is.
That's what I'm trying to get across. People need to stop focusing on the RP number, and focus on the result, which is better, more powerful gear.
That is where the slap in the face comes from.
I used to play WoW, I raided for gear. I understand the replacement of gear when a new expansion comes out. At least when raiding, even though it became a grind, I actually felt some sort of accomplishment. Grinding out RP points, picking up every blue and peridot or whatever and then feeding it into my artifact is not exactly the same satisfaction. When I finally rank up, it's more like "omg, finally" and now I have to spend all that time again, running around gathering up every I see and make sure that race/creature is about to go extinct.
I'm afraid to see where I'll be left behind when I feed my epic artifact equipment into a green. Having a blue in return isn't exactly a good feeling, even if it's a little better. In the end, I'll just have to grin and bear it, it will be my decision but on the part of Cryptic, it really makes it a depressing situation for the players.
This 100%
This is truly constructive, and I pray the devs read this. THIS strategy will make them far more monies, that what is in the works atm.
I think you don't understand at a fundamental level how MMOs work.
Read this. It's a wiki about the World of Warcraft Armor sets.
This is how it works. Every content expansion brings new BiS gear. It might come with a level increase. Or not. But what it essentially does is render the previous tier of gear obsolete. As people tackle the new raid content, they replace their existing gear with the new gear to achieve the NEW BiS.
But, the previous tier of gear isn't necessarily needed to acheive the next one. There's like 17 tiers of gear in WoW now, but a new player isn't FORCED to grind up from Tier 1. They enter the game with mechanisms in place to allow them to "catch up" to the current tier of content, and perhaps earn BiS themselves.
This is what you're seeing now. There's a new tier of Legendary equipment coming out. And what we're seeing here is Cryptic implementing a "catch up" mechanism so that new players who join in module 6 or returning players aren't so far behind everyone else that they feel like they're lost.
However, for existing players who've already invested time and resources into their Artifact Gear are going to be ahead of any one who's just starting.
And pretty much every mainstream Western MMO does the same thing. It's no shock to anyone who's played MMOs before.
But if it's a concept that you can't deal with, you perhaps need to forget about chasing BiS Legendary gear, and just play the game using crafted or dropped gear (all of which is sufficient to enjoy the PvE content). There's millions of people who've played WoW and have never raided, don't like raiding and will never get the "BiS" gear. Nor do they care. They enjoy the parts of the game they enjoy, and don't participate in the parts of the game they don't.
100000% agree
this is a false idea
1 if this was about farming gear one would complain you dont see any one upset over the new chest feet arms or head do you no cause that is a normal way of increasing the level
2 this is just about the refining and the fact that everyone has worked the fingers off to get where they are feeding tons of blues grees and every stone we could find into 1 artifact to get it to a decent lv just to have it replaced 3 months after if was released this is what got everyone including me pissed off
3 this is why the devs need to chang this now before they chase everyone away from the game
4 as far as all of the botted refining stuff out there the devs knew about this for years and did nothing now we have to pay for there unwillingnees to address the issue they should have bound every stone out there a long time ago and they wouldnt be in this spot
Safe travels,
Archmage Zebular of Mystryl
PWE Community Moderator
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