> @rjc9000 said: > As for the Legendary rings, we've been talking about them in-house and comparing them to the Underdark rings, so what you see currently on preview may change since they are still in review. > > > > While we're on the subject... please make the Legendary Ostorian Rings BtA... especially if +5 Underdarks and the Mod12 legendaries are going to be BoA and BoE respectively. > > That would leave the Greater Ostorians as the only BoE legendary ring type, which would be rather odd.
Maybe not, tho. The Greater Ostadrian rings are a lot easier to get, and can be reliably farmed. If they were bta, too many alts would way to easy have best rings.
With dreams to be a king, first one should be a man.
Oh please...the whole reason for wanting them to be BOA is so we can send useless rings on the characters that get them to alts that can use them. I support the idea.
Preliminary Notes: I play a TR and can't tell for sure how this effects other classes. Numbers following are taken from TR equipment.
FEEDBACK: Can you please elaborate about the recent changes to armor stats a bit. It started when you introduced the new MW2 (Raid) Armors, which should be an alternative to grinding FBI armor. The problem is/was that you changed the power and crit stats around, so that I lose power and gain crit stats when equipping them. A thing that is not desired for me (and I think for some other dps classes as well).
So with introducing the strongest PVE armor yet (Primal = 500 IL), you do the same thing again and even worse. Equipping the new primal (Raid) set will resulting in gaining me about 6900 HP and 3600 recovery, on the same line I will lose about 1600 power and 1100 crit.
There is no incentive for me to get the new armor. My FBI armor will remain BIS as it is. You introduced a new challenging zone and the reward is worse when before? That can't be your goal for sure.
Ty for reading this.
0
rickcase276Member, NW M9 PlaytestPosts: 1,404Arc User
What makes me very happy with the new armors is that Paladins and Guardian Fighters do not share the same armor skins. It is about time that has happened.
Many of us get specific gear based on its stats, whether it be Raid or Assault or w/e. We then use our artifacts, insignia's, mounts, enchants and other items to balance our overall stats accordingly. That second part is a rather heavy investment; in many cases tens of millions of AD worth of stuff.
So when stat allocation on 'Raid' or 'Assault' changes from mod to mod you insert a potentially enormous price tag on re-balancing stats that we've already spent a significant amount of resources to balance. I propose that stat allocation based on prefix should not change.
If you, as developers, feel that certain stat allocations aren't being well represented then perhaps it would be in everyone's best interest to introduce a 3rd prefix with a different stat allocation rather than changing the stat allocation on any existing prefixes.
Neverwinter Module 6: The only MMO expansion in the history of MMO's to remove more content than it added.
Many of us get specific gear based on its stats, whether it be Raid or Assault or w/e. We then use our artifacts, insignia's, mounts, enchants and other items to balance our overall stats accordingly. That second part is a rather heavy investment; in many cases tens of millions of AD worth of stuff.
So when stat allocation on 'Raid' or 'Assault' changes from mod to mod you insert a potentially enormous price tag on re-balancing stats that we've already spent a significant amount of resources to balance. I propose that stat allocation based on prefix should not change.
If you, as developers, feel that certain stat allocations aren't being well represented then perhaps it would be in everyone's best interest to introduce a 3rd prefix with a different stat allocation rather than changing the stat allocation on any existing prefixes.
For newcomer like me it always was a bit misleading The leveling gear is a lot easier to understand: Cruel ... of reviving or Smiting ... of .. since the name always applied given stat contribution. So when I wanted to get particular stat contribution I had to inspect all lvl 70 gear (dusk, drow, df, alliance, company, relic) to find piece that meet my needs (because sometimes only the old generation of gear hadstat contribution I wanted).
Both the CW shoes (raid and assault) have recovery as the main stat, I'm fairly certain the CW raid shoes should have crit instead of recovery.
~Image~
99% sure that it's not a bug, gear pieces having different stats happened many times.
FEEDBACK:
~Image~
If the shoes meant to be a niche way to get AP burst, it's kind of okay. The bonus sounds great, but recovering the loss of more than 1k crit is awkward (from relic/manticore shoe). Even if it's meant to be done for the bonus, I suggest the power+reco one to be crit+reco, which has the similar strength, but can reach the crit requirement more comfortably.
If it meant to give good stats too, then at least make the crit/ArP the dominant and recovery secondary. I don't want it to give optimal stats (crit+power) and it's great effect, but a crit+ArP option would be nicer if I can be that greedy.
Totally agree, and I love the pictures, but HP and Power aren't exactly worthless. Wow those stats are bad though. Just like cleric gear. Because clerics want armor pen and lots of it right?
I was comparing to the relic raid and assault boots, I'm 14k and still not 100% crit, i'm not losing 2.5% swapping boots, especially when i have to spend another 200k on an armor kit, why aren't those slotted like gems?
0
aimeesellersMember, NW M9 PlaytestPosts: 342Arc User
edited July 2017
ok folks... the primal gear skins are out. They added more huntsman skins too... I will get those later.
Item name is wrong. I checked name in collection of NW.85.20170627a.1 Scourge Warlock's Huntsman Assault Cowl is shown as Huntsman Restoration Armet. Hunter Ranger's Huntsman Assault Gaiters is shown as Huntsman Ward Sabatons. Oathbound Paladin's Huntsman Restroation Poleyns is shown as Huntsman Raid Gaiters. Oahtbound Paladin's Huntsman Ward Armet is shwon as Huntsman Restoration Armet. Oathbound Paladin's Huntsman Ward Cuirass is shown as Huntsman Restoration Cuirass. Oathbound Paladin's Pioneer Restoration Thahdus is shown as Pioneer Raid Tahadus. Oathbound Paladin's Primal Rastoration Headwear and Armswear are same name (Primal Restoration Ibhendis). Oathbound Paladin's Primal Ward Headwear and Armswear are same name (Primal Ward Ibhendis).
Definitely not a bug, 99% sure this is their actual plan for the new gear. The gear pieces doesn't have to match in stat (even the Dusk did this long ago).
These are the kinds of stats relic gear had before we complained that we don't need raid sets to have recovery. This isn't something new; these are the stats they've been putting on gear by default since mod 7 because they either don't understand end game builds, they've forgotten about the complaints players had before, or they're just using placeholder stats.
99% sure that it's not a bug, gear pieces having different stats happened many times.
FEEDBACK:
If the shoes meant to be a niche way to get AP burst, it's kind of okay. The bonus sounds great, but recovering the loss of more than 1k crit is awkward (from relic/manticore shoe). Even if it's meant to be done for the bonus, I suggest the power+reco one to be crit+reco, which has the similar strength, but can reach the crit requirement more comfortably.
If it meant to give good stats too, then at least make the crit/ArP the dominant and recovery secondary. I don't want it to give optimal stats (crit+power) and it's great effect, but a crit+ArP option would be nicer if I can be that greedy.
Edit: Picture is updated with the new name and additinal sass
Old comment is lost due too much modification (my fault).
99% sure that it's not a bug, gear pieces having different stats happened many times.
FEEDBACK:
If the shoes meant to be a niche way to get AP burst, it's kind of okay. The bonus sounds great, but recovering the loss of more than 1k crit is awkward (from relic/manticore shoe). Even if it's meant to be done for the bonus, I suggest the power+reco one to be crit+reco, which has the similar strength, but can reach the crit requirement more comfortably.
If it meant to give good stats too, then at least make the crit/ArP the dominant and recovery secondary. I don't want it to give optimal stats (crit+power) and it's great effect, but a crit+ArP option would be nicer if I can be that greedy.
Edit: Picture is updated with the new name and additinal sass.
0
treesclimberMember, NW M9 PlaytestPosts: 1,161Arc User
Getting the 200 required to "dailly" campaign progression is easy so the delimitation of the campaign is really time, so why not do something like: Each r1 ring can be traded by 30 Faerzress, r2 80, r3 200, r4 1000, r5 5000 And r4 and r5 ( i don't think lower are necessary) cost 5000 and 15000 respectivly, these are just shouted values, but you get the general concept.
Post edited by treesclimber on
2
mamalion1234Member, NW M9 PlaytestPosts: 3,415Arc User
edited July 2017
SInce you talk about rewards i will bring that here. YOU release armors rings etc etc with the stat recovery. SINCE the day you closed down gateway you didnt release yet a belt, necklace, sword knot, talisman( refering to companions mostly) WITH power recovery or critical recovery. WHY no recovery for companion gear? if MY GOAL is to have many recovery why you dont let it ? IN other hand poeple to reach high power is ok or 100% critical but if i want to do my recovery instead no gear for it.
2nd Question why a masterwork pve armor of control wizard for example do not have set pieces with recovery but only with power critical?
Please consider releasing a sets in future with improving classes mechanisms for example old bonus from dc profound set. Increasing divine generation on DC will allow to open new paths how build this class.
Note that it is possible that they will mix-and-match some relic pieces in with the new primal, but as a full set, it is beyond horrible for buff clerics.
Here is the thing. The Primal gear is "end-game" gear, so it should be suitable for end-game characters and the roles they fill, right?
Now, we have the "problem" that there are multiple "viable" end-game PvE builds for DCs which ideally want different stat allocations (a "problem" that some other classes really don't have), but there are three "most popular" DC roles and builds (There are some "off-beat" ones too - @darthtzarr has one, for example, but I'm only talking about the three most popular ones here). Now, I realize you cannot get "ideal" gear for three builds with just two sets of items, but the problem is that some of the gear just isn't great for *any* of the builds and roles that end-game DCs are currently filling.
AC "power sharing"
This is the "AC group buff" build - popular for boosting high-end groups. Power is by far the most important stat, followed by Recovery. Crit is a much lower priority and ArmPen is somewhat irrelevant. This build gets one decent item (Primal Raid Braces) and one great item (Primal Restoration Cuisses), but no good armor or head pieces.
DO "high-crit DPS"
This is a popular "solo" build, maximizing personal DPS instead of buffs. With this build you want to get Crit% close to 100% and RI% high enough for all solo content - typically 50%, but perhaps a bit more for Chult. Power is the third most important stat, but Recovery just has to be decent. This build gets one usable item (Primal Raid Surcoat), two great items (Primal Raid Coif and Primal Raid Cuisses), and one decent (Primal Restoration Braces)
DO buff/debuff
This is the DO "buff build", which is popular in "Two DCs" groups (one AC, one DO). For this build, you want really high Recovery, but other stats are less relevant - Decent Power, Crit and ArPen are always useful, though. This build gets four good items (Primal Restoration Surcoat, Primal Restoration Coif, Primal Raid Braces and Primal Restoration Cuisses)
The bottom line is that all the items are suitable for at least one of the most popular builds, but some builds get a "better deal" than others.
I would like to suggest the following change:
Change the Primal Restoration Surcoat to have Power instead of Critical Strike - The AC buff build will then have an usable item - the DO buff build can use it too and the DO DPS build can go for the Raid version instead (although it would be improved by having Crit as primary and ArPen as secondary.
Change the Primal Raid Coif to have Power instead of ArPen, The AC buff build will then have an usable item, and the other builds still have usable options. You could change the Primal Restoration Coif, instead, but the Crit/Recovery combination is actually good for some hybrid builds. Also, it is so easy to get ArPen high enough anyhow - DPS builds don't need ArPen both from the Surcoat and the Coif.
Hoping for improvements...
0
adinosiiMember, NW M9 PlaytestPosts: 4,294Arc User
edited July 2017
I was looking at some of the League gear that you make via crafting - specifically, I was looking at the Jewelcrafting rings.
With just a single slot, the rings are clearly not "end-game" gear, but the stats are not bad, and it seems to be possible to make them cheaply, so they might be great starting gear for new L70s, until they are able to obtain proper double-slotted rings.
However, there is one small bug. Compare the rings to items like this:
The problem is that when you look at the crafted rings in the collections tab, you do not see a "You can find this in:" section.
EDIT: I forgot to wrote that new artifact weapon and offhand set bonus could be a "little" bit more useful couse currently is probably the worst passive set effect I have ever came across. The bonus is also far insignificant given that it can also bolster your less useful/desired stats that basically means it does nothing for fixed amount of time... Please rework this set bonus to do something useful.
Oh yes. As it is, this item is a total waste of space. The temporary bonus is useless for boss fights (when you really need any bonuses you can get), and too unpredictable elsewhere - and you don't really need bonuses for solo play or trash clearing.
I would have liked to see this reversed - a weapon that has no bonuses at the start of combat, but after some time of non-stop combat the bonuses kick in - perhaps reaching a maximum after, say, 5 minutes of non-stop combat?
That would be an interesting option, but this? This is a piece of stuffed HAMSTER!
@adinosii My build is just the high crit DPS build, nothing special.
From what I understood the stat distributions given by the relic gear were either good or perfect for all 3 roles. Raid had power/crit on every piece with the chest piece being crit primary. The Restoration set had power/recovery on every piece with power primary on every piece. It leaves the pure recovery builds a tad behind, but tends to gives the most options as far as I can tell.
As much as I would like to see crit primary on every piece of Raid gear, it is probably not the best, since weapons of light shares power with everyone. Also, as much as debuff clerics like yours would like to see recovery primary on the restoration gear, it is not good for the most popular build: AC Power Share.
Signature [WIP] - tyvm John
0
adinosiiMember, NW M9 PlaytestPosts: 4,294Arc User
Also, as much as debuff clerics like yours would like to see recovery primary on the restoration gear, it is not good for the most popular build: AC Power Share.
Well, I did list the power-focused AC build first, and in fact, the two suggestions I made were specifically meant to benefit that build most - adding Power to one of the Coif and one of the Surcoat pieces. That would basically give all three builds I listed four decent (and even good) pieces.
What I want to avoid is to have pieces that are basically worthless for *any* build.
Also, as much as debuff clerics like yours would like to see recovery primary on the restoration gear, it is not good for the most popular build: AC Power Share.
Well, I did list the power-focused AC build first, and in fact, the two suggestions I made were specifically meant to benefit that build most - adding Power to one of the Coif and one of the Surcoat pieces. That would basically give all three builds I listed four decent (and even good) pieces.
What I want to avoid is to have pieces that are basically worthless for *any* build.
With the changes you advised for the Restoration chest armor, the old Relic set will remain BiS by a large margin, potentially even without needing voninblod. For buff AC, Power is pretty much the only stat on the armor that matters. In theory Recovery is nice, but when Power gives Recovery, Recovery loses almost all of its value. Not only this, but the AA+Hastening Light bug (I reported it for Flame Strike earlier) still has not been fixed, so keeping AA up with even low recovery is effortless.
Not sure where to put it but on the rewinded Protector Seal Trader Store, he sells Lanolin and other required components to restore the SoMI Gear except for Dragon Turtle Moult which is also needed resource but can't be bought I assumed this is a bug.
Moults are for the weapons and the seal vendor is only being updated with armor and armor related restoration mats.
"We have always been at war with Dread Vault" ~ Little Brother
You said it was a bug. I merely pointed out that the devs are adding items relating to relic armor restoration only. Weapons and weapon related items were excluded specifically. There is no bug.
"starting in Module 12 unrestored relic armor and restoration reagents will be available for purchase with seals of the protector. This will replace the now outdated elven armor. Relic weapon reagents will not be available in the store,"
So when stat allocation on 'Raid' or 'Assault' changes from mod to mod you insert a potentially enormous price tag on re-balancing stats that we've already spent a significant amount of resources to balance. I propose that stat allocation based on prefix should not change.
The basic difference between raid and assault (for classes with only a DPS role) is the presence of armor penetration. We don't plan to make these keywords strict to the point where there is a unique keyword for "power & crit" or "recovery & power," etc. However, I will be taking the time to look through this feedback with @ctatumdev so expect some adjustments by the time these items go live.
Comments
> As for the Legendary rings, we've been talking about them in-house and comparing them to the Underdark rings, so what you see currently on preview may change since they are still in review.
>
>
>
> While we're on the subject... please make the Legendary Ostorian Rings BtA... especially if +5 Underdarks and the Mod12 legendaries are going to be BoA and BoE respectively.
>
> That would leave the Greater Ostorians as the only BoE legendary ring type, which would be rather odd.
Maybe not, tho. The Greater Ostadrian rings are a lot easier to get, and can be reliably farmed. If they were bta, too many alts would way to easy have best rings.
Rise to POWER with <House of Power>.
The Exterminator - (NW-DLNXF3BGG)
Rise to POWER with <House of Power>.
The Exterminator - (NW-DLNXF3BGG)
Both the CW shoes (raid and assault) have recovery as the main stat, I'm fairly certain the CW raid shoes should have crit instead of recovery.
https://i.imgur.com/O738jqD.png
Preliminary Notes:
I play a TR and can't tell for sure how this effects other classes. Numbers following are taken from TR equipment.
FEEDBACK:
Can you please elaborate about the recent changes to armor stats a bit. It started when you introduced the new MW2 (Raid) Armors, which should be an alternative to grinding FBI armor. The problem is/was that you changed the power and crit stats around, so that I lose power and gain crit stats when equipping them. A thing that is not desired for me (and I think for some other dps classes as well).
So with introducing the strongest PVE armor yet (Primal = 500 IL), you do the same thing again and even worse. Equipping the new primal (Raid) set will resulting in gaining me about 6900 HP and 3600 recovery, on the same line I will lose about 1600 power and 1100 crit.
There is no incentive for me to get the new armor. My FBI armor will remain BIS as it is. You introduced a new challenging zone and the reward is worse when before? That can't be your goal for sure.
Ty for reading this.
Many of us get specific gear based on its stats, whether it be Raid or Assault or w/e. We then use our artifacts, insignia's, mounts, enchants and other items to balance our overall stats accordingly. That second part is a rather heavy investment; in many cases tens of millions of AD worth of stuff.
So when stat allocation on 'Raid' or 'Assault' changes from mod to mod you insert a potentially enormous price tag on re-balancing stats that we've already spent a significant amount of resources to balance. I propose that stat allocation based on prefix should not change.
If you, as developers, feel that certain stat allocations aren't being well represented then perhaps it would be in everyone's best interest to introduce a 3rd prefix with a different stat allocation rather than changing the stat allocation on any existing prefixes.
Signature [WIP] - tyvm John
Here is the whole gallery: https://ibb.co/album/hciWyv
Pandora's Misfits Guild Leader
Scourge Warlock's Huntsman Assault Cowl is shown as Huntsman Restoration Armet.
Hunter Ranger's Huntsman Assault Gaiters is shown as Huntsman Ward Sabatons.
Oathbound Paladin's Huntsman Restroation Poleyns is shown as Huntsman Raid Gaiters.
Oahtbound Paladin's Huntsman Ward Armet is shwon as Huntsman Restoration Armet.
Oathbound Paladin's Huntsman Ward Cuirass is shown as Huntsman Restoration Cuirass.
Oathbound Paladin's Pioneer Restoration Thahdus is shown as Pioneer Raid Tahadus.
Oathbound Paladin's Primal Rastoration Headwear and Armswear are same name (Primal Restoration Ibhendis).
Oathbound Paladin's Primal Ward Headwear and Armswear are same name (Primal Ward Ibhendis).
These are the kinds of stats relic gear had before we complained that we don't need raid sets to have recovery. This isn't something new; these are the stats they've been putting on gear by default since mod 7 because they either don't understand end game builds, they've forgotten about the complaints players had before, or they're just using placeholder stats.
FEEDBACK:
If the shoes meant to be a niche way to get AP burst, it's kind of okay. The bonus sounds great, but recovering the loss of more than 1k crit is awkward (from relic/manticore shoe). Even if it's meant to be done for the bonus, I suggest the power+reco one to be crit+reco, which has the similar strength, but can reach the crit requirement more comfortably.
If it meant to give good stats too, then at least make the crit/ArP the dominant and recovery secondary. I don't want it to give optimal stats (crit+power) and it's great effect, but a crit+ArP option would be nicer if I can be that greedy.
Edit: Picture is updated with the new name and additinal sass
99% sure that it's not a bug, gear pieces having different stats happened many times.
FEEDBACK:
If the shoes meant to be a niche way to get AP burst, it's kind of okay. The bonus sounds great, but recovering the loss of more than 1k crit is awkward (from relic/manticore shoe). Even if it's meant to be done for the bonus, I suggest the power+reco one to be crit+reco, which has the similar strength, but can reach the crit requirement more comfortably.
If it meant to give good stats too, then at least make the crit/ArP the dominant and recovery secondary. I don't want it to give optimal stats (crit+power) and it's great effect, but a crit+ArP option would be nicer if I can be that greedy.
Edit: Picture is updated with the new name and additinal sass.
Getting the 200 required to "dailly" campaign progression is easy so the delimitation of the campaign is really time, so why not do something like:
Each r1 ring can be traded by 30 Faerzress, r2 80, r3 200, r4 1000, r5 5000
And r4 and r5 ( i don't think lower are necessary) cost 5000 and 15000 respectivly, these are just shouted values, but you get the general concept.
YOU release armors rings etc etc with the stat recovery.
SINCE the day you closed down gateway you didnt release yet a belt, necklace, sword knot, talisman( refering to companions mostly) WITH power recovery or critical recovery.
WHY no recovery for companion gear?
if MY GOAL is to have many recovery why you dont let it ? IN other hand poeple to reach high power is ok or 100% critical but if i want to do my recovery instead no gear for it.
2nd Question why a masterwork pve armor of control wizard for example do not have set pieces with recovery but only with power critical?
THANKs a lot.
Here is the thing. The Primal gear is "end-game" gear, so it should be suitable for end-game characters and the roles they fill, right?
Now, we have the "problem" that there are multiple "viable" end-game PvE builds for DCs which ideally want different stat allocations (a "problem" that some other classes really don't have), but there are three "most popular" DC roles and builds (There are some "off-beat" ones too - @darthtzarr has one, for example, but I'm only talking about the three most popular ones here). Now, I realize you cannot get "ideal" gear for three builds with just two sets of items, but the problem is that some of the gear just isn't great for *any* of the builds and roles that end-game DCs are currently filling.
AC "power sharing"
This is the "AC group buff" build - popular for boosting high-end groups. Power is by far the most important stat, followed by Recovery. Crit is a much lower priority and ArmPen is somewhat irrelevant. This build gets one decent item (Primal Raid Braces) and one great item (Primal Restoration Cuisses), but no good armor or head pieces.DO "high-crit DPS"
This is a popular "solo" build, maximizing personal DPS instead of buffs. With this build you want to get Crit% close to 100% and RI% high enough for all solo content - typically 50%, but perhaps a bit more for Chult. Power is the third most important stat, but Recovery just has to be decent. This build gets one usable item (Primal Raid Surcoat), two great items (Primal Raid Coif and Primal Raid Cuisses), and one decent (Primal Restoration Braces)DO buff/debuff
This is the DO "buff build", which is popular in "Two DCs" groups (one AC, one DO). For this build, you want really high Recovery, but other stats are less relevant - Decent Power, Crit and ArPen are always useful, though. This build gets four good items (Primal Restoration Surcoat, Primal Restoration Coif, Primal Raid Braces and Primal Restoration Cuisses)The bottom line is that all the items are suitable for at least one of the most popular builds, but some builds get a "better deal" than others.
I would like to suggest the following change:
Change the Primal Restoration Surcoat to have Power instead of Critical Strike - The AC buff build will then have an usable item - the DO buff build can use it too and the DO DPS build can go for the Raid version instead (although it would be improved by having Crit as primary and ArPen as secondary.
Change the Primal Raid Coif to have Power instead of ArPen, The AC buff build will then have an usable item, and the other builds still have usable options. You could change the Primal Restoration Coif, instead, but the Crit/Recovery combination is actually good for some hybrid builds. Also, it is so easy to get ArPen high enough anyhow - DPS builds don't need ArPen both from the Surcoat and the Coif.
With just a single slot, the rings are clearly not "end-game" gear, but the stats are not bad, and it seems to be possible to make them cheaply, so they might be great starting gear for new L70s, until they are able to obtain proper double-slotted rings.
However, there is one small bug. Compare the rings to items like this:
The problem is that when you look at the crafted rings in the collections tab, you do not see a "You can find this in:" section.
I would have liked to see this reversed - a weapon that has no bonuses at the start of combat, but after some time of non-stop combat the bonuses kick in - perhaps reaching a maximum after, say, 5 minutes of non-stop combat?
That would be an interesting option, but this? This is a piece of stuffed HAMSTER!
From what I understood the stat distributions given by the relic gear were either good or perfect for all 3 roles. Raid had power/crit on every piece with the chest piece being crit primary. The Restoration set had power/recovery on every piece with power primary on every piece. It leaves the pure recovery builds a tad behind, but tends to gives the most options as far as I can tell.
As much as I would like to see crit primary on every piece of Raid gear, it is probably not the best, since weapons of light shares power with everyone. Also, as much as debuff clerics like yours would like to see recovery primary on the restoration gear, it is not good for the most popular build: AC Power Share.
Signature [WIP] - tyvm John
What I want to avoid is to have pieces that are basically worthless for *any* build.
Signature [WIP] - tyvm John
"starting in Module 12 unrestored relic armor and restoration reagents will be available for purchase with seals of the protector. This will replace the now outdated elven armor. Relic weapon reagents will not be available in the store,"
http://www.arcgames.com/en/games/neverwinter/news/detail/10538713
I don't work for Cryptic and have no say in what they add or don't add. There is nothing for me to regret.