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!
0
Comments
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.
Neverwinter Census 2017
All posts pending disapproval by Cecilia
The treasure maps are nice. Much easier to obtain than the (annoying) 10,5 maps you get while fishing. Appreciated. Good work.
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.
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
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.
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.
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
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.
FeyWhen 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.
And the tooltip for the Illusion weapons needs improved in regards to the illusions. It needs to state exactly what they do.
Signature [WIP] - tyvm John
Born of Black Wind: SW Level 80
Signature [WIP] - tyvm John
Neverwinter Census 2017
All posts pending disapproval by Cecilia
AND LAST!
The weapons! adinosii, thanks for the break down! This is exactly what we are looking for in feedback, and I appreciate your thoughts on them!
Darthzarr, you are correct that the weapons should be easily accessible for Preview, and I'm actually a little sad that we didn't do this. However, something more important came from making y'all grind for them. We got to see how fast they could be achieved, and could adjust accordingly. For this one case, this was actually far more useful information for us.
However, since I do agree that, on principle, we should have new artifacts easily available to y'all, we will make sure to have either the WB updated, or another way available for y'all to acquire them during testing in future previews.
And for the rest of the comments on the weapons:
We are still looking into these weapons and adjusting/testing them, as well as matching consistency of texts/titles. It's been good to hear what y'all think about them!
The feedback we have gotten so far has been great! We really do appreciate it; it really does help us with making our new modules better!
Thanks again, I'm going back to lurking now. Okay bai.
Signature [WIP] - tyvm John
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.
Born of Black Wind: SW Level 80
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.
Neverwinter Census 2017
All posts pending disapproval by Cecilia
Treasure hunting in River District mostly grants campaign currency and occasional restoration components. Not more RP.
Neverwinter Census 2017
All posts pending disapproval by Cecilia