thunderlore2Member, NW M9 PlaytestPosts: 29Arc User
edited July 2016
These are some really great patch notes @terramak and @panderus it seems the notes are more focused on improving quality of life in the game rather than just introduction of new content.
Regarding the salvage changes, i think a much more comprehensive look at the gear is needed, some gear in Sh dropping while still purple and still being offhands are worth far more than the gear drops in CN. However it should be noted that they are rarer in drop. Maybe a system that equals all gear salvage is good however it needs to take into consideration the rarity of a drop item as well. With he upgrading of the Daily AD refinement to 36k AD and most dungz at the end chest dropping rings the overall drop rate of gear in instances might also need a look at as to adjust with salvage changes to make playtime more rewarding. Players usually run content which rewards items such as the underdark rings, edemo is an end game raid as such its gear should reflect more on the salvage quality than lets say an elemental ring, if not then it will be forcing players to farm only a few instances rather than making gameplay more rewarding in accordance with instances like edemo,tiamat and CN.
Admire the upgrades to the seal acquirement and the pvp gear acquirement requirements, it will bring the game in accordance with the game play currently in the game. The update to the number of fangs dropping in greed of dragon flight also makes more sense and will make lots of players happy!
One thing i would like to ask is: Is there an upgrade to the active powers of the artifacts? Dealing 5-10k damage was good pre-mod6, now that the critters are powerful and have more HP an update in that regard might reflect modern game play. Similarly the buffing/de-buffing capabilities of the artifacts can be upgraded and updated to a number more beneficial to the player's game play so artifacts, which are one of the major gear acquirement can truly shine rather than just be a mark of progress and item level.
Hard to not call the salvage value changes a nerf, because to most it absolutely is. Have to say it always felt weird that T1/T2 gave the same RADs, but instead of choosing a middle ground players are now forced into T2s to maintain their salvage.
At least it's now easy to decide between dungeon keys and stronghold vouchers, because even with the additional chest you are not guaranteed to get more salvage from T1 than T2. Ouch.
kieranmtornMember, NW M9 PlaytestPosts: 382Arc User
Sounds like I'll be seeing way too much eToS, given the time to reward ratio.
The changes to CA companions are a DPS nerf to all classes that work with combat advantage. Since most geared competent parties will have combat advantage and other additive buffs, the dps boost will be much lower, since the 5% boost is now part of the general buffs, instead of multiplicative.
Small T1: down from 3000 to 2000 Medium T1: down from 4000 to 2500 Large T1: down from 5000 to 3000
Small T2: up from 3000 to 4000 Medium T2: up from 4000 to 5000 Large T2: up from 5000 to 6000
+1,+2 rings: down from 3000 to 2000 +3,+4 rings: down from 6000 to 4000
Guild armor stays at 1000 per piece.
Seems to be a good idea to salvage all blue equipment and Underdark rings before module 10 goes live - unless they'll do a double AD event after module 10 will have gone live (how likely will this be?).
Without a doubt it's a good idea to keep all T2 equipment to salvage later.
In addition to these - it seems that the companion gear that drops from Stronghold HEs are taking a big hit as well.
Companion Belts/Rings: Live - 6000 / Preview - 4000 Companion Icons/Talismans/Knots/Grimoires: Live - 8000 / Preview: 6000
So Blue Gear, Underdark rings, and Companion stuff - taking a hit. But Purple gear is getting a boost.
So the question is - how likely are we to finally see that promised 2xAD? And will it be before or after these salvage changes?
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thefabricantMember, NW M9 PlaytestPosts: 5,248Arc User
edited July 2016
Feedback: Salvage Changes Whilst the changes to salvage values likely won't effect older players, who will just shift from farming T1s to farming whichever T2 is the most lucrative, it has a significant impact on newer or less experienced players, who won't be able to farm T2s. I understand what you are trying to do, incentivize people to run T2s. My suggestion, use the old mod 5 values for salvage, 3/4/6k AD for a T1 piece of gear and 6/8/12k AD for a T2 piece of gear, then for T3 pieces of gear use 9/12/18k AD for a piece of gear.
Feedback: New Dungeon Entrance Requirements: It was a very good decision to move away from making dungeons an unlock able part of the campaign and instead have it only be the chest key you unlock. Lets not progress is backwards manner and undo good decisions made in the past. I don't want to have to do the campaign grind on every single 1 of my characters in order for them to be able to run it. Don't gate the content behind the campaign, those of us with multiple toons don't want to have to unlock the dungeon on all of them in order to be able to do the dungeon. This is not an alt friendly decision. Alternatively, have it so if you unlock the dungeon on 1 character, it is unlocked on all of them
Request for Clarification on CA Companion Changes: @amenar can you please clarify going forward how the change to combat advantage companion's will work? Will it add to other combat advantage bonuses such as the percentage you gain from the combat advantage stat, or will the companions add with each other, but multiply with other sources. Whilst the latter is only a 0.76% dps loss, the former could be a lot bigger.
Maze Engine: There is a new store for the campaign vendor that has older transmute items in exchange for Maze Engine currencies. These quests can now be player more than just one a day if desired.
Quest is bugged for me - tree in Mount Hotenow is inactive
Just a quick question to some of the posters here about blink dog/ intellect devourer nerf:
How much extra damage do you think the pair are giving you right now?
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treesclimberMember, NW M9 PlaytestPosts: 1,161Arc User
Hello, this is amazing patch notes,i've already seen the grim equipment in trade bars store and i have to say value is too high, also can anyone tell me if 3 stats enchants work with bonding runestones(i'll be away from the game)
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someonediesMember, NW M9 PlaytestPosts: 1,257Arc User
Hello, this is amazing patch notes,i've already seen the grim equipment in trade bars store and i have to say value is too high, also can anyone tell me if 3 stats enchants work with bonding runestones(i'll be away from the game)
yes it works; best setup Black Ice enchants (Power/Crit/Recovery) with Adorable* Gear.
Oh my eyes, tehy hurt, after playing for 40 minutes, i have a major headache, can you please rethink the colloring in this zone, the quest tracker is almost invisible, i can't read or see most things on screen. If you keep it like this, i will just abandon the entire zone after completing it
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treesclimberMember, NW M9 PlaytestPosts: 1,161Arc User
So brutals now have recovery or you meant Bkack ice?
So brutals now have recovery or you meant Bkack ice?
every enchantment works with bondings, and brutals are the same as ever power/crit
No - 3 stat enchantments do not work with companions - they dont get the stats.
Actually they do, they just don't show up properly in the companions stat sheet, but still works as they should, try with an Augment for easy confirmation... (at least on Xbox it works)
--Companions with Combat Advantage active companion bonuses (Blink Dog, Staldorf, Intellect Devourer) have had these powers changed to combine additively rather than multiplicatively. As such, players using these may notice slight reductions in the combat advantage bonus provided by these powers.--
Does this affect if we have only one of these companions , or is it when we have 2 or 3 with CA active?
Jamaica
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mamalion1234Member, NW M9 PlaytestPosts: 3,415Arc User
+++++++++++++++++++++ for ca change. AND poeple is not normal that you wanted nerf "op gf" and you have tears about ca nerf more please:)
I feel sorry for all those people who bought or even worse for those who crafted all those adamant/umbral super expensive PvP gear to get that slight bonus only to realize the gear is becoming obsolete in mod 10. Was about same story with rosegold pvp rings, they kind of became obsolete when Devs added second enchantment slot to Underdark rings +4. The Warborn set is easily obtainable and have quite nice anti-gank measure, +400 tenacity and +6k run speed if there are two opponents nearby, I can already feel it on my SW
Request for Clarification on CA Companion Changes: @amenar can you please clarify going forward how the change to combat advantage companion's will work? Will it add to other combat advantage bonuses such as the percentage you gain from the combat advantage stat, or will the companions add with each other, but multiply with other sources. Whilst the latter is only a 0.76% dps loss, the former could be a lot bigger.
Would really like this answer.
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jumpingmorksMember, NW M9 PlaytestPosts: 876Arc User
Fixing the Intellect Devourer is an indirect nerf to a lot of CWs. Can we please get word on when CW will get some love? They are the most nerfed class in the game.
this is not really true, in fact throughout the lifecycle of this game they have been the most consistent.
Agreed.
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jumpingmorksMember, NW M9 PlaytestPosts: 876Arc User
Icewind Dale now has an updated Overwold Map to support new content. You can also now choose any location you have unlocked in that region without needing to travel through Caer-Konig first.
What about needing a contract? Right now we always need a contract to enter those zones, even if it's just to help a guildie with Biggrin's Tomb.
Now what would really be nice would be if we could enter those areas without a contract and as such be completely unable to get flagged for PvP.
And help yourself to the more ample and less defended BI nodes in the PvP zone without fear of being attacked.....
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jumpingmorksMember, NW M9 PlaytestPosts: 876Arc User
Thankyou for these patch notes, really good to see a nice comprehensive list of fixes and changes that have either been a pre-existing issue for a very long time or as a result from player feedback.
Okay, so another thought on the changes to Salvage - this could have an impact on Surplus Equipment donations to the mimic.
Currently the difference in Surplus points a blue vs purple is a gigantic amount. Since they currently salvage for the same amount, it makes more sense to donate purple drops and salvage your blue drops. It was very common to see people organise T2 Surplus runs in order to help the coffer get to the required amount.
With these proposed changes, you are going to have people needing to make a choice between guild progression and AD. This is going to hit the smaller guilds more.
In the same way I am pretty sure the 10 heroic shards that can be earned for completing an epic Heroic Encounter in the Stronghold are also on a 20 hour long cooldown. This is incredibly annoying since i don't play at a set time each day and If i go through the effort of doing an Epic HE i want to be properly rewarded for doing it if i qualify.
Absolutely agree, the invisible cooldown is really bad!
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mamalion1234Member, NW M9 PlaytestPosts: 3,415Arc User
In the same way I am pretty sure the 10 heroic shards that can be earned for completing an epic Heroic Encounter in the Stronghold are also on a 20 hour long cooldown. This is incredibly annoying since i don't play at a set time each day and If i go through the effort of doing an Epic HE i want to be properly rewarded for doing it if i qualify.
Absolutely agree, the invisible cooldown is really bad!
instead do 1 character 400 influence you could go : 5 characters ( if you have) 150 x5:=750 influence and 50 heroic shards. and this is just 1 account imagine to do it 5 poeple.
mamalion1234Member, NW M9 PlaytestPosts: 3,415Arc User
I want to have a powerfull character but with a combination. Now on live i cant even self buff and kill monster with att will lol on cw! ANY change give me hope that i would at least do self buffing before deal high damage ( arcane stacks-frozen power transfer etc) THe current state on live is : gf dc buff me and i will do opressive that sucks.
beckylunaticMember, NW M9 PlaytestPosts: 14,231Arc User
My overwhelming response to that line of thought is... so? Who the eff cares if it becomes marginally easier to farm heroic shards that are good for nothing more than catching up SH development for guilds that would now be considered to be lagging behind the frontrunners anyway. The argument for keeping a personal cooldown is ludicrous. Personal cooldowns that can't be tracked are an awful mechanic in all regards.
You can do exactly that with a 20-hour cooldown anyway. It's just more of a pain in the backside from a time-management perspective.
18- or 20-hour timers are sort of ok for allowing people to complete a task slightly more quickly than once per day to advance a campaign if they're really keen to be OMGFIRST, or if it's something like Portobello where you're under a time constraint and trying to play catch-up. If and only if they're visible, as with campaign task countdowns. When they're invisible, they can die in a fire.
Comments
Regarding the salvage changes, i think a much more comprehensive look at the gear is needed, some gear in Sh dropping while still purple and still being offhands are worth far more than the gear drops in CN. However it should be noted that they are rarer in drop. Maybe a system that equals all gear salvage is good however it needs to take into consideration the rarity of a drop item as well. With he upgrading of the Daily AD refinement to 36k AD and most dungz at the end chest dropping rings the overall drop rate of gear in instances might also need a look at as to adjust with salvage changes to make playtime more rewarding. Players usually run content which rewards items such as the underdark rings, edemo is an end game raid as such its gear should reflect more on the salvage quality than lets say an elemental ring, if not then it will be forcing players to farm only a few instances rather than making gameplay more rewarding in accordance with instances like edemo,tiamat and CN.
Admire the upgrades to the seal acquirement and the pvp gear acquirement requirements, it will bring the game in accordance with the game play currently in the game. The update to the number of fangs dropping in greed of dragon flight also makes more sense and will make lots of players happy!
One thing i would like to ask is: Is there an upgrade to the active powers of the artifacts? Dealing 5-10k damage was good pre-mod6, now that the critters are powerful and have more HP an update in that regard might reflect modern game play. Similarly the buffing/de-buffing capabilities of the artifacts can be upgraded and updated to a number more beneficial to the player's game play so artifacts, which are one of the major gear acquirement can truly shine rather than just be a mark of progress and item level.
https://arcgames.com/en/forums/neverwinter/#/discussion/1216650/the-guild-of-fun-and-humor-humor-is-god
At least it's now easy to decide between dungeon keys and stronghold vouchers, because even with the additional chest you are not guaranteed to get more salvage from T1 than T2. Ouch.
The changes to CA companions are a DPS nerf to all classes that work with combat advantage. Since most geared competent parties will have combat advantage and other additive buffs, the dps boost will be much lower, since the 5% boost is now part of the general buffs, instead of multiplicative.
Companion Belts/Rings: Live - 6000 / Preview - 4000
Companion Icons/Talismans/Knots/Grimoires: Live - 8000 / Preview: 6000
So Blue Gear, Underdark rings, and Companion stuff - taking a hit. But Purple gear is getting a boost.
So the question is - how likely are we to finally see that promised 2xAD? And will it be before or after these salvage changes?
Whilst the changes to salvage values likely won't effect older players, who will just shift from farming T1s to farming whichever T2 is the most lucrative, it has a significant impact on newer or less experienced players, who won't be able to farm T2s. I understand what you are trying to do, incentivize people to run T2s. My suggestion, use the old mod 5 values for salvage, 3/4/6k AD for a T1 piece of gear and 6/8/12k AD for a T2 piece of gear, then for T3 pieces of gear use 9/12/18k AD for a piece of gear.
Feedback: New Dungeon Entrance Requirements:
It was a very good decision to move away from making dungeons an unlock able part of the campaign and instead have it only be the chest key you unlock. Lets not progress is backwards manner and undo good decisions made in the past. I don't want to have to do the campaign grind on every single 1 of my characters in order for them to be able to run it. Don't gate the content behind the campaign, those of us with multiple toons don't want to have to unlock the dungeon on all of them in order to be able to do the dungeon. This is not an alt friendly decision. Alternatively, have it so if you unlock the dungeon on 1 character, it is unlocked on all of them
Request for Clarification on CA Companion Changes:
@amenar can you please clarify going forward how the change to combat advantage companion's will work? Will it add to other combat advantage bonuses such as the percentage you gain from the combat advantage stat, or will the companions add with each other, but multiply with other sources. Whilst the latter is only a 0.76% dps loss, the former could be a lot bigger.
How much extra damage do you think the pair are giving you right now?
typo fix
Dead🔪(at least on Xbox it works)
Does this affect if we have only one of these companions , or is it when we have 2 or 3 with CA active?
Really good to see patch notes like this
Currently the difference in Surplus points a blue vs purple is a gigantic amount. Since they currently salvage for the same amount, it makes more sense to donate purple drops and salvage your blue drops. It was very common to see people organise T2 Surplus runs in order to help the coffer get to the required amount.
With these proposed changes, you are going to have people needing to make a choice between guild progression and AD. This is going to hit the smaller guilds more.
--
I'll never retrace my steps.
Some of my best friends are Imaginary.
You can do exactly that with a 20-hour cooldown anyway. It's just more of a pain in the backside from a time-management perspective.
18- or 20-hour timers are sort of ok for allowing people to complete a task slightly more quickly than once per day to advance a campaign if they're really keen to be OMGFIRST, or if it's something like Portobello where you're under a time constraint and trying to play catch-up. If and only if they're visible, as with campaign task countdowns. When they're invisible, they can die in a fire.
Neverwinter Census 2017
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