Just starting an new discussion thread for each of these MASSIVE announcements. This one is like holy s^%$
Developer Blog: Stats & MechanicsIt's not that I disagree with any of the changes. It's that these are so massive and comprehensive that I have little faith of the devs pulling these off in one mod.
Comments
House Miliskeera in exile (NW)
Sereska Miliskeera, Lvl 70 OP - Devotion (Just.)/Protection (Just.)
Shizlee Miliskeera, Lvl 70 DC - Divine Oracle (Right.)/Anoited Champion (Faith.)
Finithey Miliskeera, Lvl 70 HR - Stormwarden (Combat)/Pathfinder (Trapper)
Maya Sik-Miliskeera, Lvl 70 CW - Spellstorm
Irae Sik-Miliskeera, Lvl 70 TR - Master Inflitrator
Member - Houseclan t'Charvon (STO)
Shiarrael e'Tal'Aura t'Charvon, LvL 60, Rom Sci
S'aana ir'Virinat t'Charvon, Lvl 60, Rom Eng
T'Lyra, LvL 60, Fed, Vul Sci
Ta'el, Lvl 60, Rom Tac
I am wondering about uselles sets of armor and weapons from all compains except of Barovia and Chalt. There very nice sets with very unique effects. Some items require long way of restoring them. But it all now uselles as any blue item you get in Barovia from start is much better with stats and "item level".
I wondering if Developers may make a patch to increase item level and stats of those items or way to "merge/move" effects of one item and stats with item level from other item. That way players will not have all same armor and weapons and will have stimulus to play and work for items. and.... Enjoy process, items and game itself!
recovery and lifesteal removal
50% forced crit cap
combat advantage cap
Guess they wanted to cap/remove fun too.
Time to find a new game
Winter Lily (CW) / Winter Rose (DC) / Winter Ivy (HR)
Pandora's Misfits Guild Leader
Enchants and such are still useful, but changes to build may require some shifting around....You might rnd up with too much of one stat and too little of another, but selection of gear pieces might partially or fully compensate.
It could actually be a very good change.
In the case of mod 16 we also get the system rebuild along with the cap increase, that is probably going to be more expensive since we could have to do a massive replacement of enchantments, insignias, companions etc. In particular enchantments are expensive stuff.
And how is capping certain stats removing fun? Is it "fun" to have 100% crit? Why? How is that more fun?
This mod is not going to change the game. This IS a New Game. Post Mod 16, it will have only bare resemblence to what we are playing now.
The new Tales of Old event (very nice even if too grindy btw) gives us new artifact gear set belt and neck. These are something we can't get at the moment since we can have 1 fabled chapter per event. This means we will probably be in M16 already when we'll be able to get our hands on this new set.
Now the question is will this gear be any relevant at all? Currently on live it's lvl 70 stuff with stats based on the current game. Now tomorrow M16 drop, we go to lvl 80, and all the grind for the new event artifact set magically becomes useless, and more importantly, the event itself becomes useless since the event gear is under the new lvl 80 gear?
I'll just have to be patient for now...
It's not like they are dumping some stats, reworking some other stats, and leaving the rest the same.
Your build isn't going to be outdated because of the removal of regen, lifesteal, or recovery, it's going to be outdated because they are changing the entire skill tree set-up.
Every build is probably out of date when this hits.
Maybe some will be able to be reproduced with little change, but I doubt that any existing build makes it through unscathed.
My question is what happens with existing equipment, companions, enchantments, and runestones that used or boosted one of the soon-to-be missing stats?
I suspect that the removed stats will be replaced with something else, but I would prefer an exchange system of some sort.
I don't remember of it being hard in the start with no guild boon. And you can always switch to defense boon or something else. If anything, like devs said, it was somethign that either saved lives or you would die before it was put to work. After a certain lvl, even without lifesteal any class can survive in the PVE regions. Dungeon-wise, it's up to the party so you wouldn't be alone. Just remember the mechanics and avoid red aoes to not get one-shotted with a powerful attack.
In pen and paper D&D you have classes of armor (leather, cloth, chain, etc) that affect movement, silences, etc. Certain classes can wear certain armors, more to do with interfering with their abilities. Then you have AC. Outside of that, you have up to ~+5 (not sure if they have power creeped that in later editions). Bolt on some magical abilities and that is armor in D&D.
NW armor never made sense to me. Why cant a rouge wear ranger armor, and visa visa? Why is there specific clerical or fighter armor? And why are there all these stats like power, armor pen, HPs, etc on armor? Its all these stats bolted on that create the power creep.
Maybe the biggest problem with NW is that it really is not story driven compared to, say, Baulder's Gate, it is task driven. Grind out these task 100x and get a reward.
No answers, just observations.
If it's anything like Mod 6, then all of your "gear" (except stuff like enchants) is now officially outdated junk. You will need to find new level 80 gear in Undermountain. Which means all the current sets and the like are probably going by the wayside (or there may be new level 80 versions of some we will need to grind for all over again).
Wait, you’re complaining that we will have to grind for new gear when a new mod is released? But that almost never happens! *eyeroll*
Yule (Barb): 72k : Siren (TR): 78k : Torun (DC): 73k : Siren OP (OP): 76k : Siren SW (SW): 78k : Modern (F): 80k : Cherry1 (CW) : 68k Siren HR (HR): 78k
Winter Lily (CW) / Winter Rose (DC) / Winter Ivy (HR)
Pandora's Misfits Guild Leader
>
>With the change to an opposing rolls system, new stats needed to be added to act as the opposing ratings. While making these >additions we also removed a few stats to improve the balance of the game.
>
>Main Ratings:
>
>Hit Points
>Power
>Critical Strike
>Critical Avoidance
>Combat Advantage Bonus
>Awareness
>Deflect
>Accuracy
>Armor Penetration
>Defense
I've been waiting for everyone to start asking about the stats they are putting in vs the stats they are taking out. Yes having my crit nuffed sucks however I wonder how the accuracy stat will be. Is it only going to help HR or will having a higher accuracy help my TR hit in more critical locations ( like head or neck hits vs back and chest) and thrus doing higher damage.
Does the awareness mean that mobs will be able to find my when I'm in stealth easier or does it mean more mobs will have stealth so we will need that in order to fight them.
Having things taken out or changed sucks however I more interested in what they are adding and how it will work into my game play since with them taking out feats my whole char has to change anyways as well as maybe my play style.
stealth is damage
stealth is mobility
stealth is everything
everything is stealth
Stealth make TR OP, but lack of stealth make TR useless.
https://www.reddit.com/r/Neverwinter/comments/asrqdn/math_for_new_stats/ ...
Awareness counters enemy Combat Advantage bonus.
It doesn't change anything about enemies finding you under Tactical Aggro Dump™ Accuracy counters Deflect.
Otherwise, you'll get silly things like:
Even if Cryptic is more generous with the recycle value in RP of existing artifacts than in past mods (not holding my breath on that) the cost of re-refining so many new pieces to max level will be astronomical.
The problem as I see it is that they are compounding the mistakes made in Mod 6 with another one.
A little history.
Prior to Mod 6 you could self-heal via two methods during combat: with Lifesteal and with Regen.
Regen gave you a steady trickle. Increasing the stat increased the trickle, but it never became more than just that -- a steady trickle. It meant that if you ran into trouble in a fight and your run speed was decent, you could dodge and buy some time for the 12-second potion cooldown to expire.
Lifesteal worked a little differently back then as well. It -- if I recall completely -- had a 100% proc chance, but it only gave you a percentage of your total HP based on your stat. Increasing the stat increased the percentage.
What Mod 6 did, which is what we have today:
Regen during combat was never -- ever -- overpowered, yet they chose to remove it anyway. It made no sense then and it makes no sense now.
Lifesteal prior to Mod 6 was indeed problematic. By maximizing procs with for example a lightning enchant and boosting the stat, you could keep yourself fully healed pretty much all the time. No one needed healers. However, the cure was worse than the disease. The stat now affects your chance of a proc, and you always get fully healed when it does. The end result is the same: you are either fully healed or dead most of the time.
What they should have done and what they should do now:
All that was necessary was the following:
1. Leave Mod 5 regen alone. It was never a problem. At most, put in a cap of x% of your total HP per second.
2. Put in a similar cap to Mod 5 lifesteal that limited it to x% of your total HP per second.
That's it -- problem solved. We told them this -- repeatedly. We told them this ad nauseam. We told them this until we were blue in the face. They didn't listen. I'm not at all confident that they'll listen now, but they darned well should.
Now, about opposing rolls.
An interesting mechanic that they could add, if and only if they made the proposed changes above, would be to give enemies a Lifedrain stat. It wouldn't ever drain your health, but it could act as an opposing roll to in-combat regen and lifesteal. This would allow them to manage difficulty for those two stats going forward.
Simple.
And, to top it all off, if they're still concerned about people not needing healers for dungeons, have those two stats work at full effectiveness only when soloing. Now that really solves the problem.
The question is, will they listen?
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 a variety of enchantments on 3 characters. So I'm hoping that between them that I only need to change what I currently have between my characters and nothing more.
Besides, when they do listen, no one remembers it. When they don't do something that YOU specifically ask for, it's f'ing intolerable.