great just finished getting most of of my characters into purple gear... waste of bars that turned out to be... thanks or is there going to be some sort of trade in for the now hard earned rubbish ? and I still get one shotted in certain places one area of well of dragons... and Ice dale... better up the value of potions to 50 - 75k and reduce cool downs. Quick teleportation to a blue circle frequently is not why I play or spend money ...
3 to 1 seal exchange? if this correct why? worked hard for the ones I have and haven't spent.
Finally get my prime into real good armour and wasn't cheap, (yes I play solo) and now once again it will be turned into rubbish, this happened to me before in mod 6. Mod 6 memories are still strong in my mind... Will not renew VIP or purchase any more zen until see the fallout from Mod 12 once it has been released. Why not keep the changes to just the new part? like you have for the last few expansions ? NWN currently is a lot of fun, this seem like a re-run of mod 6, Everything harder, gear made useless more expense or grinding to get stuff to do the new stuff, and most importantly the fun gets gutted out of the game.
You can avoid downgrading the viability of MW r3 armor by allowing it to be "elementalised" as with Dragonflight & Drow.
Being able to bump it to IL500 and match the stats to the mod12 gear will allow it to stay a worthy investment.
You say that all gear becomes obsolete, which is fine. But surely the amount of time it stays relevant has to be worth the cost compared to other gear sets?
Allow it to be Elementalised - you know you want to.
Please Do Not Feed The Trolls
Xael De Armadeon: DC
Xane De Armadeon: CW
Zen De Armadeon: OP
Zohar De Armadeon: TR
Chrion De Armadeon: SW
Gosti Big Belly: GWF
Barney McRustbucket: GF
Lt. Thackeray: HR
Lucius De Armadeon: BD
@asterdahl you know, one very important point just occurred to me - some support classes, such as the Paladin, absolutely need to be over the Armor Pen cap in order to maintain threat.
However, Armor Pen/Resistance Ignored is not included in their primary stat attributes and is harder to find on higher IL gear.
Whilst your team is looking at the new Mod 12 gear, can you bear this in mind and please make sure classes have the right stat allocations for their respective roles?
Please Do Not Feed The Trolls
Xael De Armadeon: DC
Xane De Armadeon: CW
Zen De Armadeon: OP
Zohar De Armadeon: TR
Chrion De Armadeon: SW
Gosti Big Belly: GWF
Barney McRustbucket: GF
Lt. Thackeray: HR
Lucius De Armadeon: BD
You can avoid downgrading the viability of MW r3 armor by allowing it to be "elementalised" as with Dragonflight & Drow.
Being able to bump it to IL500 and match the stats to the mod12 gear will allow it to stay a worthy investment.
You say that all gear becomes obsolete, which is fine. But surely the amount of time it stays relevant has to be worth the cost compared to other gear sets?
Allow it to be Elementalised - you know you want to.
I conceptionally like Elementalise, it should be reintegrated into the flow of the game. Even letting things like "Elemental Vivified" to exist.
And in a larger scale it would cost very little to not abandon old conceptions for the new, but make them (at least optionally) a part of it. Because old stuff being trash or having marginally useful makes players to just skip it and make a cut almost straight to the endgame gear, making them bored in a much faster rate. And making grindy contents like IG is a clear indicator that Cryptic wants to make this path longer, while actively building dead-ends. Revising old, marginally used stuff would make the gameplay more diverse, with resources that the already have.
For example, imagine making twisted set unbound, but making them as a reagent for the new tier weapon sets. Of course it cannot happen now (or can it? :P ), just theoretically thinking:
Would that made RD/Relic/MC II more expensive? Both later set costs a million or more, not mentioning the refining, so not with a high amount. People could run edemo (even though unbounding could make them not to) and you can tweak the new sets cost lower (for example with less arcane writing) if it seems to be the problem. In the sense of people wasting a tons of dragon keys for the chance +5, they could gain back a little more with edemo than ndemo, lowering the price of the twisted, while the lesser demonic keys would still make ndemo viable in that sense.
3
treesclimberMember, NW M9 PlaytestPosts: 1,161Arc User
You can avoid downgrading the viability of MW r3 armor by allowing it to be "elementalised" as with Dragonflight & Drow.
Being able to bump it to IL500 and match the stats to the mod12 gear will allow it to stay a worthy investment.
You say that all gear becomes obsolete, which is fine. But surely the amount of time it stays relevant has to be worth the cost compared to other gear sets?
Allow it to be Elementalised - you know you want to.
I don't know how hard will you make to acquire the new items but the way to get to them is important. I really liked the way River district was built and finished it without getting bored at all. I didn't mind the time gating (it is useful I believe) and RNG held a minimal part in getting items. On the other hand, I hate how relic armor is acquired. Heavy RNG makes hard work irrelevant (25+ heroics in Bryn Shander and still no boots and from what I read FBI is a worse nightmare). Also getting groups for Heroics in places that players moved on is really frustrating. So, when farming items: -Please reward hard work and leave RNG out -If some group content is required (like heroics) make sure somehow that players want to repeat it after getting the items. That way new players will not be locked out due to insufficient nember of players doing the said content.
On a side note, like monotaur2857 stated earlier, the problem of red areas appearing at the same time or after the damage is applied is a very irritating thing. Due to this bug, you often die without reason and it misleads people to question your skill or focus on the game. I would appreciate if something can be done about it.
silverkeltMember, NW M9 PlaytestPosts: 4,235Arc User
@asterdahl Before we get to far into this process, I think it is very important to find out cryptics plans on the multi stacking debuffing pets.. right now most groups go for 5 of these.. as its way more powerful then anything in game otherwise.
Its important, because if you decide to nerf these 5 sellsword setups.. after you increase difficulty it might scew things wrong.
Can you get back to us on these.
(in my OWN personal opinion, I would just have each type of debuff, only stack once.. so 1 sell, 1 con, 1 shield) so stacking 10 sellswords at msva, isnt over the top anymore.
Right now its kind of frustrating .0., as everyone is getting piegonholed again, into the same 1 or 2 type companions. I cant believe that is intended design, and while I dont believe that these comps should be completely useless, I still believe that having 5 sellswords should stack on each other eeither.. most other games, wouldve prevented that Ive played int he past.
Please let us know, as I think this is a critical area of review, before we start testing any difficulty settings.
@asterdahl Before we get to far into this process, I think it is very important to find out cryptics plans on the multi stacking debuffing pets.. right now most groups go for 5 of these.. as its way more powerful then anything in game otherwise.
Its important, because if you decide to nerf these 5 sellsword setups.. after you increase difficulty it might scew things wrong.
Can you get back to us on these.
(in my OWN personal opinion, I would just have each type of debuff, only stack once.. so 1 sell, 1 con, 1 shield) so stacking 10 sellswords at msva, isnt over the top anymore.
Right now its kind of frustrating .0., as everyone is getting piegonholed again, into the same 1 or 2 type companions. I cant believe that is intended design, and while I dont believe that these comps should be completely useless, I still believe that having 5 sellswords should stack on each other eeither.. most other games, wouldve prevented that Ive played int he past.
Please let us know, as I think this is a critical area of review, before we start testing any difficulty settings.
1 Sellsword, 1 Con artist, 1 Rebel mercenary, 1 dancing shield, 1 ambush drake... [and a ton of other 5% thing that I can't remember]
If there's a debuff change I don't think that a 1/type is enough, it only delays to get again into the same problem.
@asterdahl Can you please shed some light on this please: Mod12 will remove Elemental Seals and leave us only with Protector Seals.
So far, I liked Elemental Seals because I could trade in BtA stuff AND salvage it on one of my alts. Protector Seals only give BtC stuff, which can be salvaged only by the char trading them in. I think I am not the only one who has a kind of "backlog" of RAD piling up already, making Protector Seals kind of useless for me.
So are there any plans to make Protector Seals stuff also BtA? If not, many players who run T1 dungeons have less incentive to do so in the future and another source of income will go down the drain. Togehter with rewards being unsellable due to their bound nature, influx of AD gets harder and harder.
@asterdahl Can you please shed some light on this please: Mod12 will remove Elemental Seals and leave us only with Protector Seals.
So far, I liked Elemental Seals because I could trade in BtA stuff AND salvage it on one of my alts. Protector Seals only give BtC stuff, which can be salvaged only by the char trading them in. I think I am not the only one who has a kind of "backlog" of RAD piling up already, making Protector Seals kind of useless for me.
So are there any plans to make Protector Seals stuff also BtA? If not, many players who run T1 dungeons have less incentive to do so in the future and another source of income will go down the drain. Togehter with rewards being unsellable due to their bound nature, influx of AD gets harder and harder.
guys please read the dev blog i believe thew intention is to provide better gear in the process of ostorian rings which allow alot of players to increase their ef and stand a better chance of doing fbi nsva and msva . but thats my assumption please wait until further details is shed for thats the general ideas of these dev blogs #patienceisavirtue
I am really happy with the new gear. As i am in a small guild and can't give them MW gear it is great to have something else to aim for.
The harder the monsters are the better in my opinion my 4th strongest toon can easily do most content and that makes it just too easy it would be good to swear a bit on discord after a mob killed me on a map again
There are more than BIS players in this game RIP Real Tiamat, RIP Real Demogorgon RIP real Temple of the spider. Why remove non bis content to give to bis players ???? FORCING the majority of your player base to play 4 mod old dungeons and trial will have a bad result on player base Changes are getting so bad i would rather prefer no new changes (RIP ICE FISHING in winter fest)
0
silverkeltMember, NW M9 PlaytestPosts: 4,235Arc User
@asterdahl Before we get to far into this process, I think it is very important to find out cryptics plans on the multi stacking debuffing pets.. right now most groups go for 5 of these.. as its way more powerful then anything in game otherwise.
Its important, because if you decide to nerf these 5 sellsword setups.. after you increase difficulty it might scew things wrong.
Can you get back to us on these.
(in my OWN personal opinion, I would just have each type of debuff, only stack once.. so 1 sell, 1 con, 1 shield) so stacking 10 sellswords at msva, isnt over the top anymore.
Right now its kind of frustrating .0., as everyone is getting piegonholed again, into the same 1 or 2 type companions. I cant believe that is intended design, and while I dont believe that these comps should be completely useless, I still believe that having 5 sellswords should stack on each other eeither.. most other games, wouldve prevented that Ive played int he past.
Please let us know, as I think this is a critical area of review, before we start testing any difficulty settings.
1 Sellsword, 1 Con artist, 1 Rebel mercenary, 1 dancing shield, 1 ambush drake... [and a ton of other 5% thing that I can't remember]
If there's a debuff change I don't think that a 1/type is enough, it only delays to get again into the same problem.
True, I guess it still begs the question, WILL this be changed or not?
This really is quite critical before we start testing stuff.
@asterdahl Can you please shed some light on this please: Mod12 will remove Elemental Seals and leave us only with Protector Seals.
So far, I liked Elemental Seals because I could trade in BtA stuff AND salvage it on one of my alts. Protector Seals only give BtC stuff, which can be salvaged only by the char trading them in. I think I am not the only one who has a kind of "backlog" of RAD piling up already, making Protector Seals kind of useless for me.
So are there any plans to make Protector Seals stuff also BtA? If not, many players who run T1 dungeons have less incentive to do so in the future and another source of income will go down the drain. Togehter with rewards being unsellable due to their bound nature, influx of AD gets harder and harder.
guys please read the dev blog i believe thew intention is to provide better gear in the process of ostorian rings which allow alot of players to increase their ef and stand a better chance of doing fbi nsva and msva . but thats my assumption please wait until further details is shed for thats the general ideas of these dev blogs #patienceisavirtue
I think you misunderstood me.
Quoting from Dev-Blog: "In addition to these changes, seals of the elements and outdated alliance equipment will be phased out. All previous sources of seals of the elements will now reward seals of the protector and all shards and miscellaneous items once purchasable with seals of the elements will now be purchasable with seals of the protector. Starting in Module 12, any seals of the elements can be exchanged 3:1 for seals of the protector at the seal trader. In a future module, seals of the elements will be removed completely."
My question is if Protector Seals stuff will remain BtA. That way (R)AD income is drastically reduced (again). I didn't comment any (new) stuff buyable with Protector Seals.
Lot of negative feedback, so i'd just like to say this game is HAMSTER loads of fun and I'm really looking forward to upcoming changes.
Never gonna please em all.
As one of the titles in the River District says; "Experience Over Hope". Many of those commenting here have played for several years.
Please Do Not Feed The Trolls
Xael De Armadeon: DC
Xane De Armadeon: CW
Zen De Armadeon: OP
Zohar De Armadeon: TR
Chrion De Armadeon: SW
Gosti Big Belly: GWF
Barney McRustbucket: GF
Lt. Thackeray: HR
Lucius De Armadeon: BD
1. No more stuff for salvaging in dungeons. We go to a dungeon to get seals to buy rings to salvage them finally. Say good buy your twins. 2. Can suppose that to get new armor set full we need to gather new seals while 2-3 months cause of cap. Obviously no more grinding anymore. 3. Nothing about daily/weekly AD rewards changes. 4. F2P cut by 70th level cause it sounds like to beat enforced mobs in T1+ dungeons gamers need 11-12IL at least. The idea to do every new mod as free DLC and make gamers to pay to pass it is great. No jokes.
will the cw get a rework low hp low ac . and can we some more useful spells . after the last nerf bang no one uses soe, black hole, and pretty much most of them. Other than disintergrate all new spell are unused. And what kind of control will the cw have on these new powerful mobs just take the cw out of cw and call me an izard.
CW has being dead since m6. HR and TR have so effective control convertible to damage that Control Wizard sounds kidding. Choose a different class and enjoy the game.
1
treesclimberMember, NW M9 PlaytestPosts: 1,161Arc User
BIS gear ha ha, for me all Gear is BIS, in the end of the day it will be spending a small fortune to acquire stuff that will get outdated in a couple of months, if i hadn't dropped the raid pigaches i would be using historian regalia, 2 dusk pieces, draconic loyalist visage, instead of dusk head and those pigaches i'm using, spending 5, 6, 7 million in equipment is ridiculous, people that use bondings, have good enchants, guild boons will see probably 1k more stats, if that is power probably 1% damage increase.
@asterdahl I am kind of disappointed the new enemies are not level 74, with monsters being more resistant, it would seem reasonable that they would be higher level as well. Also, the level scaling against level 74 enemies would make for much more engaging content, at least in my perspective.
Enemies will be significantly more difficult, they may even be harder than standard level 74 enemies in some cases. There are factors at play as to why we don't want to raise the level of enemies any further. (The stronghold event where enemy level is raised continually until you can't survive is a special case.) There are combat modifiers in place that penalize your damage against enemies 3 levels and more above you in a way that can't be overcome with stats.
If we continued to raise the level of enemies, your damage values would be going down dramatically. We'd rather increase the amount of defense and hit points enemies have instead of further clamping damage with combat modifiers. We could change the way combat modifiers work and raise the level of enemies, but we'd like to avoid this as if we ever raise the level cap in the future, it would make it very difficult to handle the levels of enemies. Player and enemy levels would get wildly out of sync or we'd have to dramatically adjust existing content. I want to make it clear that there are currently no plans to increase the level cap, but this is part of the consideration for why we are approaching the increase in strength of enemies in this manner.
The fact that we're not raising the level of enemies does not mean they won't be notably more difficult.
I very much get your reasons for this .But I do very much hope that you understand that a very large number of players dont use the forum and when they enter game they will rush to the new area and see level 73 mobs and rush in and die. Then you will be flooded with very negative feed back . While I see your point for doing this as at some point we will see a level cap change in the "FUTURE" it would still be wise to make the current level 73 that will be effected with this new powers to show as level 74 and when the day comes for a level cap increase you could adjust them to fall in line with all the other new levels you will add at that time. But changing the difficulty and a level we are already accustomed to without making it "extremely clear" to all in game players will cause you to received a very negative review. But you can do as you wish, I want be the one getting yelled at.
I fail to understand how this announces are bad news at all...
Basically i see an opportunity for players like me to get better stuff and more easily ( will not regret farming voninflood or crapoline if i can buy it instead with seals).
Should the things always stay the same for players who dont control the market, don't have the whole day to play or don't have a lot of money to spend just so the players who spent time don't feel "bad" ?
The more there is gap between old and new players, the more a game is close to die.
There is many things that are very wrong in how this game is handled but these recents news don't belong to them imho.
That said i don't do mastercraft at all and don't have the knowledge to understand why it wouls be a bad thing.
@asterdahl quick question since the phrasing "removed" was used, is the alliance and elven gear dropped in the existing dungeons changing at all? Is it becoming no stat transmutes like the castle never drops?
Removed was only used in relation to the seals themselves. As previously stated alliance equipment already drops in the game. Elven armor will still be available in other ways for those that wish to obtain it for transmutes.
3 to 1 seal exchange? if this correct why? worked hard for the ones I have and haven't spent.
This change will only go live with the release of Module 12, you have plenty of time to spend your seals before the patch goes live. This is just an outlet for you to use those unspent seals that you happen to no spend. Going forward we're planning to only maintain 2 endgame seals at a time to keep the number of currencies down.
So far, I liked Elemental Seals because I could trade in BtA stuff AND salvage it on one of my alts. Protector Seals only give BtC stuff, which can be salvaged only by the char trading them in.
There are unbound items available for seals of the protector currently, in regards to the elven armor being bound to character, this was done at the time because there was an idea that the team did not want players to earn best in slot for their alts without actually playing them in the content. The sets were never updated when they were no longer best in slot and we have since moved away from that idea in general.
As such, you can expect the new equipment available for protector's seals to be bound to account.
I very much get your reasons for this .But I do very much hope that you understand that a very large number of players dont use the forum and when they enter game they will rush to the new area and see level 73 mobs and rush in and die.
We are aware that only a small percentage of players read the forums and development blogs. A surprising amount of the information posted here does disseminate into the game through all of you though. Many of you are guild leaders and socialites and we count on you all to discuss these things in game. That being said, introductory quests in Chult will focus on making it clear to players that the new areas are difficult, as well as recommending they pick up new gear in the bazaar before proceeding if they are under a certain item level.
We plan to raise the difficulty in this manner more often in the future, so this will become a more normal and understandable progression as new regions are added. However, this first time there will potentially be some surprise for players. We believe that overall the challenge in adventure zones is fairly low, and players will have a lot of options to work on becoming stronger if they're having a hard time in Chult. We have also included the new hub town of Port Nyanzaru so players can potentially consider teaming up and chatting about how best to tackle the interior.
patch goes live. This is just an outlet for you to use those unspent seals that you happen to no spend. Going forward we're planning to only maintain 2 endgame seals at a time to keep the number of currencies down.
The worry is that you're valuing elemental seals at 3:1 when they're really 2:1. If that happens to seal rewards in dungeons and we lose the seal bag from T1 dungeons it's another arbitrary nerf to salvage that's going to mostly hit lower ilvl players.
> @mumidon said: > Suggestions: > > 1. No more stuff for salvaging in dungeons. We go to a dungeon to get seals to buy rings to salvage them finally. Say good buy your twins. > 2. Can suppose that to get new armor set full we need to gather new seals while 2-3 months cause of cap. Obviously no more grinding anymore. > 3. Nothing about daily/weekly AD rewards changes. > 4. F2P cut by 70th level cause it sounds like to beat enforced mobs in T1+ dungeons gamers need 11-12IL at least. > The idea to do every new mod as free DLC and make gamers to pay to pass it is great. No jokes. will the cw get a rework low hp low ac . and can we some more useful spells . after the last nerf bang no one uses soe, black hole, and pretty much most of them. Other than disintergrate all new spell are unused. And what kind of control will the cw have on these new powerful mobs just take the cw out of cw and call me an izard. > > CW has being dead since m6. HR and TR have so effective control convertible to damage that Control Wizard sounds kidding. Choose a different class and enjoy the game. I've played with some kickbuttt end game cws. They are def not obsolete. I've played w kickbuttt endgamers of all classes.
> @armadeonx said: > Lot of negative feedback, so i'd just like to say this game is HAMSTER loads of fun and I'm really looking forward to upcoming changes. > > > > Never gonna please em all. > > As one of the titles in the River District says; "Experience Over Hope". Many of those commenting here have played for several years.
I've been in since nearly the beginning on Xbox and I don't see this as bad in any way lol. I think given all the ways they could have handled this it was done brilliantly. I agree that mw has been fumbled but Imo it was always an elitist system and backwards from the start. The best gear should not cost millions and millions. It should be earnable in game and accessible to everyone. What I see here is they had a choice of revisiting mod 6 or trying a new way of raising level cap. They are trying a new way. It may be flawed (I'm going to wait for it personally to see) or it may be a good path forward. No matter what they do it's going to be disruptive with this sort of thing. It's got to be done tho.
I like this change, I grow tired of mundane killing with no death and I finally have a use for my excess armor pen. I also did not put time and effort into relic gear as it seemed from the start a replay of the black ice gear that would not last, I think I would have been not happy if I did that and am glad I did not. Bring on the jungle and harder mobs!
I've seen numerous posts on the forums full of complaint about power creep and trivialized content. Now the devs announce a new mod with harder enemies and people complain that players might die.
As far as gear goes, yeah it's annoying to have to change gear but maybe don't go crazy trying to get BiS. I stopped that rollercoaster months ago and the game has been more enjoyable ever since. Just because they introduce armor doesn't mean you need it. This is the main reason I don't elementalize gear anymore. It's a waste of time at the rate they introduce gear.
Comments
3 to 1 seal exchange? if this correct why? worked hard for the ones I have and haven't spent.
Finally get my prime into real good armour and wasn't cheap, (yes I play solo) and now once again it will be turned into rubbish, this happened to me before in mod 6. Mod 6 memories are still strong in my mind... Will not renew VIP or purchase any more zen until see the fallout from Mod 12 once it has been released. Why not keep the changes to just the new part? like you have for the last few expansions ? NWN currently is a lot of fun, this seem like a re-run of mod 6, Everything harder, gear made useless more expense or grinding to get stuff to do the new stuff, and most importantly the fun gets gutted out of the game.
Being able to bump it to IL500 and match the stats to the mod12 gear will allow it to stay a worthy investment.
You say that all gear becomes obsolete, which is fine. But surely the amount of time it stays relevant has to be worth the cost compared to other gear sets?
Allow it to be Elementalised - you know you want to.
Xael De Armadeon: DC
Xane De Armadeon: CW
Zen De Armadeon: OP
Zohar De Armadeon: TR
Chrion De Armadeon: SW
Gosti Big Belly: GWF
Barney McRustbucket: GF
Lt. Thackeray: HR
Lucius De Armadeon: BD
Member of Casual Dailies - XBox
However, Armor Pen/Resistance Ignored is not included in their primary stat attributes and is harder to find on higher IL gear.
Whilst your team is looking at the new Mod 12 gear, can you bear this in mind and please make sure classes have the right stat allocations for their respective roles?
Xael De Armadeon: DC
Xane De Armadeon: CW
Zen De Armadeon: OP
Zohar De Armadeon: TR
Chrion De Armadeon: SW
Gosti Big Belly: GWF
Barney McRustbucket: GF
Lt. Thackeray: HR
Lucius De Armadeon: BD
Member of Casual Dailies - XBox
And in a larger scale it would cost very little to not abandon old conceptions for the new, but make them (at least optionally) a part of it. Because old stuff being trash or having marginally useful makes players to just skip it and make a cut almost straight to the endgame gear, making them bored in a much faster rate. And making grindy contents like IG is a clear indicator that Cryptic wants to make this path longer, while actively building dead-ends. Revising old, marginally used stuff would make the gameplay more diverse, with resources that the already have.
For example, imagine making twisted set unbound, but making them as a reagent for the new tier weapon sets. Of course it cannot happen now (or can it? :P ), just theoretically thinking:
Would that made RD/Relic/MC II more expensive? Both later set costs a million or more, not mentioning the refining, so not with a high amount. People could run edemo (even though unbounding could make them not to) and you can tweak the new sets cost lower (for example with less arcane writing) if it seems to be the problem. In the sense of people wasting a tons of dragon keys for the chance +5, they could gain back a little more with edemo than ndemo, lowering the price of the twisted, while the lesser demonic keys would still make ndemo viable in that sense.
I don't know how hard will you make to acquire the new items but the way to get to them is important. I really liked the way River district was built and finished it without getting bored at all. I didn't mind the time gating (it is useful I believe) and RNG held a minimal part in getting items. On the other hand, I hate how relic armor is acquired. Heavy RNG makes hard work irrelevant (25+ heroics in Bryn Shander and still no boots and from what I read FBI is a worse nightmare). Also getting groups for Heroics in places that players moved on is really frustrating. So, when farming items:
-Please reward hard work and leave RNG out
-If some group content is required (like heroics) make sure somehow that players want to repeat it after getting the items. That way new players will not be locked out due to insufficient nember of players doing the said content.
On a side note, like monotaur2857 stated earlier, the problem of red areas appearing at the same time or after the damage is applied is a very irritating thing. Due to this bug, you often die without reason and it misleads people to question your skill or focus on the game. I would appreciate if something can be done about it.
Thank u for BIS seal armor i cant stand the RNG
Im Hyped for the new mod
Before we get to far into this process, I think it is very important to find out cryptics plans on the multi stacking debuffing pets.. right now most groups go for 5 of these.. as its way more powerful then anything in game otherwise.
Its important, because if you decide to nerf these 5 sellsword setups.. after you increase difficulty it might scew things wrong.
Can you get back to us on these.
(in my OWN personal opinion, I would just have each type of debuff, only stack once.. so 1 sell, 1 con, 1 shield) so stacking 10 sellswords at msva, isnt over the top anymore.
Right now its kind of frustrating
.0., as everyone is getting piegonholed again, into the same 1 or 2 type companions. I cant believe that is intended design, and while I dont believe that these comps should be completely useless, I still believe that having 5 sellswords should stack on each other eeither.. most other games, wouldve prevented that Ive played int he past.
Please let us know, as I think this is a critical area of review, before we start testing any difficulty settings.
If there's a debuff change I don't think that a 1/type is enough, it only delays to get again into the same problem.
Can you please shed some light on this please:
Mod12 will remove Elemental Seals and leave us only with Protector Seals.
So far, I liked Elemental Seals because I could trade in BtA stuff AND salvage it on one of my alts.
Protector Seals only give BtC stuff, which can be salvaged only by the char trading them in.
I think I am not the only one who has a kind of "backlog" of RAD piling up already, making Protector
Seals kind of useless for me.
So are there any plans to make Protector Seals stuff also BtA? If not, many players who run T1 dungeons
have less incentive to do so in the future and another source of income will go down the drain.
Togehter with rewards being unsellable due to their bound nature, influx of AD gets harder and harder.
The harder the monsters are the better in my opinion my 4th strongest toon can easily do most content and that makes it just too easy it would be good to swear a bit on discord after a mob killed me on a map again
RIP Real Tiamat, RIP Real Demogorgon RIP real Temple of the spider. Why remove non bis content to give to bis players ????
FORCING the majority of your player base to play 4 mod old dungeons and trial will have a bad result on player base
Changes are getting so bad i would rather prefer no new changes (RIP ICE FISHING in winter fest)
This really is quite critical before we start testing stuff.
Quoting from Dev-Blog:
"In addition to these changes, seals of the elements and outdated alliance equipment will be phased out. All previous sources of seals of the elements will now reward seals of the protector and all shards and miscellaneous items once purchasable with seals of the elements will now be purchasable with seals of the protector. Starting in Module 12, any seals of the elements can be exchanged 3:1 for seals of the protector at the seal trader. In a future module, seals of the elements will be removed completely."
My question is if Protector Seals stuff will remain BtA. That way (R)AD income is drastically reduced (again).
I didn't comment any (new) stuff buyable with Protector Seals.
Never gonna please em all.
Xael De Armadeon: DC
Xane De Armadeon: CW
Zen De Armadeon: OP
Zohar De Armadeon: TR
Chrion De Armadeon: SW
Gosti Big Belly: GWF
Barney McRustbucket: GF
Lt. Thackeray: HR
Lucius De Armadeon: BD
Member of Casual Dailies - XBox
1. No more stuff for salvaging in dungeons. We go to a dungeon to get seals to buy rings to salvage them finally. Say good buy your twins.
2. Can suppose that to get new armor set full we need to gather new seals while 2-3 months cause of cap. Obviously no more grinding anymore.
3. Nothing about daily/weekly AD rewards changes.
4. F2P cut by 70th level cause it sounds like to beat enforced mobs in T1+ dungeons gamers need 11-12IL at least.
The idea to do every new mod as free DLC and make gamers to pay to pass it is great. No jokes. CW has being dead since m6. HR and TR have so effective control convertible to damage that Control Wizard sounds kidding. Choose a different class and enjoy the game.
Basically i see an opportunity for players like me to get better stuff and more easily ( will not regret farming voninflood or crapoline if i can buy it instead with seals).
Should the things always stay the same for players who dont control the market, don't have the whole day to play or don't have a lot of money to spend just so the players who spent time don't feel "bad" ?
The more there is gap between old and new players, the more a game is close to die.
There is many things that are very wrong in how this game is handled but these recents news don't belong to them imho.
That said i don't do mastercraft at all and don't have the knowledge to understand why it wouls be a bad thing.
They act like a Cryptic MMO is actually hard, or actually requires you to get it to do well in 99% of the game's content. It does not.
I've seen this same backwards mentality in Star Trek Online, and most MMOs also.
The fact that better game came out does not mean the gear you already got is now just absolutely rubbish.
As such, you can expect the new equipment available for protector's seals to be bound to account. We are aware that only a small percentage of players read the forums and development blogs. A surprising amount of the information posted here does disseminate into the game through all of you though. Many of you are guild leaders and socialites and we count on you all to discuss these things in game. That being said, introductory quests in Chult will focus on making it clear to players that the new areas are difficult, as well as recommending they pick up new gear in the bazaar before proceeding if they are under a certain item level.
We plan to raise the difficulty in this manner more often in the future, so this will become a more normal and understandable progression as new regions are added. However, this first time there will potentially be some surprise for players. We believe that overall the challenge in adventure zones is fairly low, and players will have a lot of options to work on becoming stronger if they're having a hard time in Chult. We have also included the new hub town of Port Nyanzaru so players can potentially consider teaming up and chatting about how best to tackle the interior.
It is another money sink from what I can tell.
> Suggestions:
>
> 1. No more stuff for salvaging in dungeons. We go to a dungeon to get seals to buy rings to salvage them finally. Say good buy your twins.
> 2. Can suppose that to get new armor set full we need to gather new seals while 2-3 months cause of cap. Obviously no more grinding anymore.
> 3. Nothing about daily/weekly AD rewards changes.
> 4. F2P cut by 70th level cause it sounds like to beat enforced mobs in T1+ dungeons gamers need 11-12IL at least.
> The idea to do every new mod as free DLC and make gamers to pay to pass it is great. No jokes. will the cw get a rework low hp low ac . and can we some more useful spells . after the last nerf bang no one uses soe, black hole, and pretty much most of them. Other than disintergrate all new spell are unused. And what kind of control will the cw have on these new powerful mobs just take the cw out of cw and call me an izard.
>
> CW has being dead since m6. HR and TR have so effective control convertible to damage that Control Wizard sounds kidding. Choose a different class and enjoy the game.
I've played with some kickbuttt end game cws. They are def not obsolete. I've played w kickbuttt endgamers of all classes.
> Lot of negative feedback, so i'd just like to say this game is HAMSTER loads of fun and I'm really looking forward to upcoming changes.
>
>
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> Never gonna please em all.
>
> As one of the titles in the River District says; "Experience Over Hope". Many of those commenting here have played for several years.
I've been in since nearly the beginning on Xbox and I don't see this as bad in any way lol. I think given all the ways they could have handled this it was done brilliantly. I agree that mw has been fumbled but Imo it was always an elitist system and backwards from the start. The best gear should not cost millions and millions. It should be earnable in game and accessible to everyone. What I see here is they had a choice of revisiting mod 6 or trying a new way of raising level cap. They are trying a new way. It may be flawed (I'm going to wait for it personally to see) or it may be a good path forward. No matter what they do it's going to be disruptive with this sort of thing. It's got to be done tho.
OP - Sunshine: 16000 IL
Casual Dailies
As far as gear goes, yeah it's annoying to have to change gear but maybe don't go crazy trying to get BiS. I stopped that rollercoaster months ago and the game has been more enjoyable ever since. Just because they introduce armor doesn't mean you need it. This is the main reason I don't elementalize gear anymore. It's a waste of time at the rate they introduce gear.