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OFFICIAL FEEDBACK THREAD: RIVER DISTRICT REWARDS

ctatumdev#6113 ctatumdev Member Posts: 34 Cryptic Developer
Hello everyone! On this preview build, we would like feedback on the new rewards! We have already gotten some great feedback on the new weapons sets, but would love to have more feedback for them, as well as the rest of the rewards available!

Access

You’ll need to be on the Preview Shard to test these features.
You should be able to obtain these rewards organically through gameplay. We have gotten feedback on the time taken to get the new weapon sets, as well as their bonuses, so there may be changes made on this throughout the Preview.

What's new?

There are 4 new Artifact Weapons available in the campaign store:
Aberrant
Fey
Firesoul
Illusion

We have a new Artifact dropping in the new Spellplague Cavern dungeon:
Fragmented Key of Stars

3 new Companions available in the instances:
Yeth Hound
Lava Galeb Dhur
Blue Fire Eye

Feedback Desired

We want to hear any and all things you can tell us about the new Rewards, though we would like to focus on smaller changes that we can make in the time we have before launch!

Some things to consider on your feedback:
How do the new Artifacts feel, both in damage/stats as well as Bonus Set?
Are these rewards comparable to your current Artifacts/Companions? We already got great feedback on how the new weapon sets compare to Relic, but we would also like to hear how they compare to each other! Do you have a favorite?
Are the tooltips clear and easy to understand?
Etc, etc, etc. Let us know what you think!

Here’s how to give feedback:

Respond to this forum post.
Please mark what type it is: Bug or Feedback (Please only choose one)

Format:
Please use boldface text for the Type, and then type your feedback in the body of your post. If you are listing a bug please have this text in RED, and if you are posting an opinion or feedback please use CYAN.

Concise feedback is preferred and screenshots are appreciated!


<font color=cyan>This text will display in cyan.</font> <font color=red>This text will display in red.</font>

Examples of Feedback

Bug: Artifact Weapon Bonus Set isn't working
My Illusion bonus set triggered, but I got three chickens instead of clones.

Feedback: Would like the weapons sets to be brighter.
The colors aren't bright enough on the weapons. More colors!
«1

Comments

  • beckylunaticbeckylunatic Member, NW M9 Playtest Posts: 14,231 Arc User
    Bug: Fragmented Key of Stars flavor text
    Reads (in part): Though, with the last portal it opened was to the Far Realm, be weary what may come out.

    Recommended: Though, with the last portal it opened leading to the Far Realm, be wary what may come out.

    or

    Though, as the last portal it opened was to the Far Realm, be wary what may come out.
    Guild Leader - The Lords of Light

    Neverwinter Census 2017

    All posts pending disapproval by Cecilia
  • adinosiiadinosii Member, NW M9 Playtest Posts: 4,294 Arc User
    Treasure maps
    The treasure maps are nice. Much easier to obtain than the (annoying) 10,5 maps you get while fishing. Appreciated. Good work.
    Hoping for improvements...
  • rickcase276rickcase276 Member, NW M9 Playtest Posts: 1,404 Arc User
    Treasure maps

    I have an issue with a treasure map. I got the one to the treasure by the unicorn statue in the Tainted Grove, and it allows me to disarm the trap on the chest but the chest does not appear. Hopefully this is just a bug.
  • hustin1hustin1 Member, NW M9 Playtest Posts: 3,467 Arc User
    I had that happen to me. Look nearby for another sparkly on the ground that signifies a place to dig. The chest will appear and then you can disarm it.
    Harper Chronicles: Cap Snatchers (RELEASED) - NW-DPUTABC6X
    Blood Magic (RELEASED) - NW-DUU2P7HCO
    Children of the Fey (RELEASED) - NW-DKSSAPFPF
    Buried Under Blacklake (WIP) - NW-DEDV2PAEP
    The Redcap Rebels (WIP) - NW-DO23AFHFH
    My Foundry playthrough channel: https://www.youtube.com/user/Ruskaga/featured
  • cilginordekcilginordek Member Posts: 459 Arc User
    edited January 2017
    There arent any fashion items in the collections page.
    That leads me to think there won't be any new fashion items in mod 11, which I find rather disappointing.
    Even if its too much work to have whole new outfit models, I think some of the older outfits could be slightly modified and added to increase variety. Some examples I'd like to see would be: Icewind Merchants Tunic without an apron, Waterdhavian Shirt without popped up collar, Intern's Tunic with short sleeves nad Injured Survivor's outfit without injuries.

    Edit: I was talking about male models above.
    Post edited by cilginordek on
  • blackjackwidowblackjackwidow Member, NW M9 Playtest Posts: 424 Arc User

    There arent any fashion items in the collections page.
    That leads me to think there won't be any new fashion items in mod 11, which I find rather disappointing.
    Even if its too much work to have whole new outfit models, I think some of the older outfits could be slightly modified and added to increase variety. Some examples I'd like to see would be: Icewind Merchants Tunic without an apron, Waterdhavian Shirt without popped up collar, Intern's Tunic with short sleeves nad Injured Survivor's outfit without injuries.

    Also, maybe add some of the npc outfits that we can't currently use. I've wanted the Master of Coin's outfit for my TR for the longest time. And the female Sunite tunic, without the big flower on the shoulder.
  • rickcase276rickcase276 Member, NW M9 Playtest Posts: 1,404 Arc User
    I found it, it is well hidden though.
  • hustin1hustin1 Member, NW M9 Playtest Posts: 3,467 Arc User
    edited January 2017
    Feedback: Ornately Carved Boxes should stack to much more than 5
    It looks like it will be a good long while until we meet the requirements for using these. I foresee them rapidly piling up in the meantime. Please, dramatically increase how much they can stack.
    Harper Chronicles: Cap Snatchers (RELEASED) - NW-DPUTABC6X
    Blood Magic (RELEASED) - NW-DUU2P7HCO
    Children of the Fey (RELEASED) - NW-DKSSAPFPF
    Buried Under Blacklake (WIP) - NW-DEDV2PAEP
    The Redcap Rebels (WIP) - NW-DO23AFHFH
    My Foundry playthrough channel: https://www.youtube.com/user/Ruskaga/featured
  • adinosiiadinosii Member, NW M9 Playtest Posts: 4,294 Arc User
    edited January 2017
    Some thoughts on the weapons

    I have 16 characters on live - two of every class, and while I do not play all of them actively, I consider myself to be reasonably familiar with every class. I am looking at the new weapons, considering how they would suit each of my characters.

    What I would like to see is:
    • Every character would find at least one weapon to be interesting/suitable. In particular, I would like to see a weapon suitable for my main character (Righteous DO DC). If no weapon suits a particular character, I would be disappointed.
    • Each weapon should be suitable for at least one of my characters. If a weapon is of no interest to any of my characters, I would consider the weapon to be pointless, so to speak.
    Fey
    When you damage an enemy or heal an ally, there is a chance you become Fey-Touched, which restores 10% of your AP, as well as increases your Outgoing Damage by 3% and your Outgoing Healing by 6% for 10 seconds. You can only be Fey-Touched once every 30 seconds.
    My "healadin" OP would like this, and perhaps my Faithful DC. It would not suit my main (Righteous DC) - the AP boost is good, but the outgoing damage is minuscule and the outgoing healing is irrelevant.

    Firesoul
    When you damage an enemy, there is a chance you become Fortified, which increases your defense by 5% and adds your Defense to your Power, to a max of 30% increase of your total Power.
    This is certainly of interest to any of my characters which has a decent Defense - my GFs, for example. It would also suit any character which already focuses on power, and has decent defense - a 30% boost to power is no little thing. My concern is how this is calculated. Is it 30% to base total power (before any other power boosting mechanism kicks in), or is it 30% on top of any other boost - for example from bonded companions and temporary buffs? That would make a huge difference.

    Illusion
    When you damage an enemy, there is a chance you become a Master of Illusion for 10 seconds! As a Master of Illusion will summon three illusions of yourself to fight for you, though results may vary. A Master of Illusion also does 3% more damage, which increases by 10% against enemies with Shields and Temp HP. You can only be a Master of Illusion once every 30 seconds.
    This sounds interesting, but how does it work in practice? Do the illusions look like me - will monsters mistake them for me and attack them instead - might other players do that (which might make this a game-changer in PvP)? More information is needed, before I can really say which of my characters might like this.

    Aberrant
    When you damage an enemy, there is a chance you will become a Far-Influenced, which increases your Outgoing Damage by 4% and grants you a random buff for 10 seconds. Lifestealer: Increases your Lifesteal by 2500. Tainted Attack: Enemies you attack will take additional damage over time. Impeding Death: Enemies you attack will explode on death, doing damage to other foes. You can only be Far-Influenced once every 30 seconds.
    Interesting - a bit random, but might be fun. I might actually go for this for my main, due to the lack of anything better. My main is primarily a buffer/debuffer, and there is no weapon that helps me perform better in that respect - for that I would like to see something like "Enemies you attack will take additional damage from all attacks" or something like that.

    So, in short - interesting weapons - some are certainly suitable for some classes and playstyles, None are particularly appealing to my main, but 3 of them are actually usable, but a bit of additional info on the mechanisms would be appreciated.
    Post edited by adinosii on
    Hoping for improvements...
  • darthtzarrdarthtzarr Member Posts: 1,003 Arc User
    edited February 2017
    I would like to say that these weapons should be added to the Bazaar on preview (like weapon enchants) for easy testing. I know that you also want people testing the quests to obtain the weapons, but I feel like they also need to be available in the WB.

    And the tooltip for the Illusion weapons needs improved in regards to the illusions. It needs to state exactly what they do.



    Post edited by darthtzarr on

    Signature [WIP] - tyvm John

  • gabrieldourdengabrieldourden Member, NW M9 Playtest Posts: 1,212 Arc User
    adinosii said:




    Firesoul
    When you damage an enemy, there is a chance you become Fortified, which increases your defense by 5% and adds your Defense to your Power, to a max of 30% increase of your total Power.
    This is certainly of interest to any of my characters which has a decent Defense - my GFs, for example. It would also suit any character which already focuses on power, and has decent defense - a 30% boost to power is no little thing. My concern is how this is calculated. Is it 30% to base total power (before any other power boosting mechanism kicks in), or is it 30% on top of any other boost - for example from bonded companions and temporary buffs? That would make a huge difference.

    Be really careful with this weapon and possibly reconsider it completely. GFs are already approaching the DPS levels of DPS classes and with an extra 30% boost to power they will make most DPS classes obsolete. In general all "add X of your Y to Power" abilities should be removed, there is already enough "Power" creep, pun intended.
    Le-Shan: HR level 80 (main)
    Born of Black Wind: SW Level 80
  • This content has been removed.
  • darthtzarrdarthtzarr Member Posts: 1,003 Arc User
    edited February 2017
    Yeah it is actually much more balanced now. Note that lifeforged is the name of the cleric version. Not sure why it has a different name.





    Post edited by darthtzarr on

    Signature [WIP] - tyvm John

  • beckylunaticbeckylunatic Member, NW M9 Playtest Posts: 14,231 Arc User
    Lifeforged is a more sensible name for that set bonus than Firesoul, tbh. It's not got anything to do with fire.
    Guild Leader - The Lords of Light

    Neverwinter Census 2017

    All posts pending disapproval by Cecilia
  • darthtzarrdarthtzarr Member Posts: 1,003 Arc User
    edited February 2017
    Thank you @ctatumdev#6113 It really helps to hear that you are lurking ... *cough* listening :)

    Signature [WIP] - tyvm John

  • This content has been removed.
  • adinosiiadinosii Member, NW M9 Playtest Posts: 4,294 Arc User

    The Lifeforged weapon now has a weaker bonus than Twisted or SH weapons. This is not right. Please revert the nerf.

    Well, considering that the M11 weapons are easier to obtain/restore than the Relic weapons, it is only fair that they should have a slightly lower bonus than the Relic ones. They should, however, outperform Twisted - no doubt about that. Lifeforged was too powerful as originally proposed, but its current change went too far in the other direction.

    The SH weapons, now, that's a different issue. I'm not sure agree that the SH weapons outperform Lifeforged - in fact, I consider the SH weapons (and armor as well) that you obtain through Mastercrafting to be essentially a pointless waste of AD. Why should anyone bother to level up Mastercraft (a slow and very expensive process) when you cannot make anything that is worth making? Yes, I admit this is off-topic here - Mastercrafting has nothing to do with M11, but for M12, please, please consider making Mastercrafting relevant again - I would suggest making the SH Mastercraft weapons on par with the M11 weapons and giving the SH Mastercraft armors a decent set bonus to make them relevant.

    And yes, just going to repeat this once again + when adding a new set of weapons like this, please do not ignore the buff/debuff support classes - none of the four new weapons really appeal to those.
    Hoping for improvements...
  • cilginordekcilginordek Member Posts: 459 Arc User

    The Lifeforged weapon now has a weaker bonus than Twisted or SH weapons. This is not right. Please revert the nerf.

    It has a similar or better bonus depending on your build, it also has higher power and base damage. They will outperform twisted and SH by quite a margin.
  • edited February 2017
    This content has been removed.
  • ghoulz66ghoulz66 Member, NW M9 Playtest Posts: 3,748 Arc User

    The Lifeforged weapon now has a weaker bonus than Twisted or SH weapons. This is not right. Please revert the nerf.

    It has a similar or better bonus depending on your build, it also has higher power and base damage. They will outperform twisted and SH by quite a margin.
    The bonus is weaker than Twisted. It has a cooldown and requires a massive investment into Defense. I did not say the weapon damage is weaker. Revert the change or remove the cooldown. Mod 11 weapons should not be so weak that they are only good for transmute, which is what happened. I do love the look of them though.
    It'd be fine if it wasn't a pathetic 1/3rd uptime. Sure, relic is the same but offers more buffs. Flat % buff, speed buff, then there's the secondary defensive buffs. This is just an insignifitcant defense buff and power buff that's still inferior.

  • edited February 2017
    This content has been removed.
  • firdraingfirdraing Member, NW M9 Playtest Posts: 58 Arc User
    No one else seems to notice. But... WHY those giant SWORDS for GWFs are called GREATAXES? I mean, my English isn't perfect but even I can understand that you should rename them.
  • gabrieldourdengabrieldourden Member, NW M9 Playtest Posts: 1,212 Arc User
    edited February 2017

    I would like to say that these weapons should be added to the Bazaar on preview (like weapon enchants) for easy testing. I know that you also want people testing the quests to obtain the weapons, but I feel like they also need to be available in the WB.

    And the tooltip for the Illusion weapons needs to be improved and state exactly what they do. Do they attack like a paranoid delusion using a class power? Do they have standard attacks? Are they standard summons or do they scale with player stats?


    Le-Shan: HR level 80 (main)
    Born of Black Wind: SW Level 80
  • firdraingfirdraing Member, NW M9 Playtest Posts: 58 Arc User
    edited February 2017
    Finally, thanks for the fix from Greataxes to Greatswords. But there's this other thing. Even though the new weapons look amazing, I for one am staying with my relic since it packs slightly more dps. But I would love my axe to look like one of those new swords, so maybe there could be a fashion version of the new artifact weapons? Like you did with elemental weapons (howling, burning etc.), because the lifeforged would look sick on my back, and spending hours grinding a new artifact weapon to use it just for a look change seems a bit dumb for the moment. Because the weapons are indeed increadible. We haven't had such good looking ones since... Wait... We didin't have such good looking weapons yet.

    P.S. Have you considered adding the ability (or a button) to make weapon enchantment's visual effect invisible? Like there is one with the helmets? Because right now most of them completely ruin the looks of the weapon. :/
    Post edited by firdraing on
  • c3rb3r3c3rb3r3 Member Posts: 277 Arc User
    About the river district rewards ... are there specific refining stones for district artifact weapon like ostorian refining stones ?
  • beckylunaticbeckylunatic Member, NW M9 Playtest Posts: 14,231 Arc User
    c3rb3r3 said:

    About the river district rewards ... are there specific refining stones for district artifact weapon like ostorian refining stones ?

    No. They use normal items for progression.
    Guild Leader - The Lords of Light

    Neverwinter Census 2017

    All posts pending disapproval by Cecilia
  • c3rb3r3c3rb3r3 Member Posts: 277 Arc User

    c3rb3r3 said:

    About the river district rewards ... are there specific refining stones for district artifact weapon like ostorian refining stones ?

    No. They use normal items for progression.
    I meant the stones giving 250k RP for example
  • beckylunaticbeckylunatic Member, NW M9 Playtest Posts: 14,231 Arc User
    edited February 2017
    c3rb3r3 said:

    c3rb3r3 said:

    About the river district rewards ... are there specific refining stones for district artifact weapon like ostorian refining stones ?

    No. They use normal items for progression.
    I meant the stones giving 250k RP for example
    They use normal items for progression including refinement.

    Treasure hunting in River District mostly grants campaign currency and occasional restoration components. Not more RP.
    Guild Leader - The Lords of Light

    Neverwinter Census 2017

    All posts pending disapproval by Cecilia
  • c3rb3r3c3rb3r3 Member Posts: 277 Arc User
    edited February 2017

    c3rb3r3 said:

    c3rb3r3 said:

    About the river district rewards ... are there specific refining stones for district artifact weapon like ostorian refining stones ?

    No. They use normal items for progression.
    I meant the stones giving 250k RP for example
    They use normal items for progression including refinement.

    Treasure hunting in River District mostly grants campaign currency and occasional restoration components. Not more RP.
    And I was thinking I didn't need to grind for rp anymore. rip
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