Combat has gone from somewhat Challenging to tedious with this patch. I can't tell what exactly changed but i am making less headway in an area i already explored. My powers don't have as much punch as they did last week, i am taking damage at a higher rate and potions are very weak in healing and their long cool down means i loose more health than i can get by using them in battle.
My companion is also pulling foes from all over the map and leading them right to me when i can least afford it. on top of that foes are respawning while i am still dealing the next batch. the longer combat time coupled with the already fast respawn of undermountain is leading me to be utterly mired when trying to do simple things.
the astounding environment of and adventure of undermountain can't make up for the tedious pace of play as it stands now.
I suggest Increasing incoming healing bonuses and/or reduce the potion timer by 1/4 or 1/3, or returning the potency to character by reducing power cooldowns
Honestly i keep seeing the contrary to what little the devs are telling me. I get told that they want to reduce the meta so people aren't toxic about what build is viable only for mod 16 to come along and render entire classes unviable for solo play and i have no option in build to improve them because i am now predefined. I was told that you aren't trying to discourage solos but then you render me weaker and weaker so i can't make headway in quests. I am told you wanted to make information more clearly conveyed but it is more opaque than ever.
I have tried to be optimistic even as i see everything i like about they game taken out but i am not sure how much more faith i can put into module.
Ego etiam cupo recrari et amari diu post mortem meam I too wish to be recreated, and to be loved long after my death.
When listening to Celeste in this campaign, she sounds just a bit ... off. At times it sounds almost as if you're alternating between 2 voice actresses. She also doesn't sound quite like she did in prior campaigns.
Suggestion: If you lost the old voice actress, it would probably be best to re-record all of her lines, across all campaigns, just to make everything consistent.
Ebonized Spear for Fighjter is a really cool weapon tks for the disigner there but it should be carried on back like all the other spears not on belt, i believe is a bug...
5 years and i never complained but at this point i don't even know what the f. is going on on your heads, people say at-wills are useless (wich they are, i feel like i'm using a noodle to fight a tank or a plane) and insted of buffing them you reduce overall encouter magnite to make us feel like the at-wills look less useless?? this makes no sense... Some of the Gameplay is just boring .... I went on my paladin and i felt useless, divinity takes to long to recharge .. the only thing i was doing was using bane and letting my companion do the work because it actually does more dmg and clears the critters faster than i do. I searched for the weekest critter i could find and using only at-wills it was taking so looooooong i just swapped characters. Went on the fighter and guess what? felt the same way, boring / useless. And the cleric was the only class i felt like i was actually doing something, in terms of dps at least, because i can spam encounters as long as i manage divinty.
Mod 17 is going to have to add a lot to make up for the losses coming in mod 16. No matter how i look at it, Mechanically Mod16 is a lesser system and poorer product. The Gorgeous environments can't make up for how cumbersome combat has become.
The infuriating thing is that this update is worse than the last, it magnifies the problems inherent in the system change instead of mitigating them.
Ego etiam cupo recrari et amari diu post mortem meam I too wish to be recreated, and to be loved long after my death.
4
dread4moorMember, NW M9 PlaytestPosts: 1,154Arc User
Mod 17 is going to have to add a lot to make up for the losses coming in mod 16. No matter how i look at it, Mechanically Mod16 is a lesser system and poorer product. The Gorgeous environments can't make up for how cumbersome combat has become.
The infuriating thing is that this update is worse than the last, it magnifies the problems inherent in the system change instead of mitigating them.
I agree that "Neverwinter 2" is not ready for release in April. You say "magnifies the problems" I think of power creep and the buff meta. The well-intended (but misguided) solution appears to be: "Nerf everyone. Make them dependent on each other"
In reality, based on Asterdahls honest comments, I think they are trying to make the mechanics more inter-dependent. DPS need tanks. Tanks need healers. Healers and tanks need DPS. I wonder if NW is too far gone to abruptly go back to "The Holy Trinity"?
I am Took.
"Full plate and packing steel" in NW since 2013.
Mod 17 is going to have to add a lot to make up for the losses coming in mod 16. No matter how i look at it, Mechanically Mod16 is a lesser system and poorer product. The Gorgeous environments can't make up for how cumbersome combat has become.
The infuriating thing is that this update is worse than the last, it magnifies the problems inherent in the system change instead of mitigating them.
I agree that "Neverwinter 2" is not ready for release in April. You say "magnifies the problems" I think of power creep and the buff meta. The well-intended (but misguided) solution appears to be: "Nerf everyone. Make them dependent on each other"
In reality, based on Asterdahls honest comments, I think they are trying to make the mechanics more inter-dependent. DPS need tanks. Tanks need healers. Healers and tanks need DPS. I wonder if NW is too far gone to abruptly go back to "The Holy Trinity"?
Or in other words "Kick the solos in the hamsters till they leave" cause that has been the feeling like. I could do okay on my own in the past but mod 16 is a slog now when it was interesting in week 2. It is like they found something interesting with decent combat and then said "The solos are still having fun. Weaken them further."
Ego etiam cupo recrari et amari diu post mortem meam I too wish to be recreated, and to be loved long after my death.
From some testing after newest patch: -Unlocking stat enhancements on the Warlock "Golden Grimoire of the Watcher" offhand, I was able to unlock all secondary stats except Critical Severity using Cubes and "unlock random". Once I only had the Crit Sev option left, the unlock random button faded out and says there are no further options to unlock, but I cannot select Crit Sev since it is still locked. -The AP Gain and Recharge Speed modifications do not seem to work. Neither was appearing on my character sheet, and Recharge Speed did not reduce my encounter cooldowns on their tooltips. -During fighting some dummies, it appears that they were receiving the buff from Rune of Aggression. The wyvern knives icon buff that was on my toolbar for Rune of Aggression was also applied to the dummies when the rune circle was placed near them. I did not use the Wyvern Venom-coated Knives arti to attack them.
-for Primary Stat enhancement on the offhand weapons, increasing in increments of 1 with values between 500-2500 (10000-25000 for Max HP, but I didn't test that one) leaves a whole lot of opportunity to waste on Augmentation Cubes and brings in a rng factor that makes the current 100-400 scale look tame.
Warlock: Don't want to let you down but I am hell bound. - Imagine Dragons Cleric: You can be an angel of mercy or give in to hate. - Shinedown Wizard: The more the dark consumes me, I pretend I'm burning bright. - Shinedown Barbarian: Am I beautiful... as I tear you to pieces? - In This Moment
And in the end it will be that tanks and heals will not needed DD
El sol negro brilla, en la frente de la locura el firmar, Kelemvor tomó mi trono de la muerte, pero soy eterno en la oscuridar... https://www.youtube.com/c/cyric
Mod 17 is going to have to add a lot to make up for the losses coming in mod 16. No matter how i look at it, Mechanically Mod16 is a lesser system and poorer product. The Gorgeous environments can't make up for how cumbersome combat has become.
The infuriating thing is that this update is worse than the last, it magnifies the problems inherent in the system change instead of mitigating them.
I agree that "Neverwinter 2" is not ready for release in April. You say "magnifies the problems" I think of power creep and the buff meta. The well-intended (but misguided) solution appears to be: "Nerf everyone. Make them dependent on each other"
In reality, based on Asterdahls honest comments, I think they are trying to make the mechanics more inter-dependent. DPS need tanks. Tanks need healers. Healers and tanks need DPS. I wonder if NW is too far gone to abruptly go back to "The Holy Trinity"?
Or in other words "Kick the solos in the hamsters till they leave" cause that has been the feeling like. I could do okay on my own in the past but mod 16 is a slog now when it was interesting in week 2. It is like they found something interesting with decent combat and then said "The solos are still having fun. Weaken them further."
"We're 60 and 60: nine games out of first. That's bad, but not bad enough."
"What do you want? You've taken away everything already."
"Not everything."
(cut to the team bus)
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
hi. I play only on hr ,don't like the alt system . I found the new combat system more challenging ,because I need to calculate when to use the encounter and the daylies ,which in a way I find ok .I played both pc games and the by the look of neverwinter online actual combat sistem is more close to a hack & slash game (diablo 2 ) than the trpg from there is taking is roots .not sure if will remain the same ,but is beter than 4-7 sec or les to finish a trash mob in higher level zone .
About the powers removed : some of them where never use at all ,and where there more from decoration . they removed the choices that nobody never made or use .the 2 paragon path right now on preview I can say that are 1 multi target and the other is single target focus . I think the removing of the feets could mean that there is a posiblity in the future for multi clasing (something like 70 lev HR 30 lev TR for exp) or upgrading to special clases (weapon master ,frenzied berseker . Single player campaign is excelent for the moment at story and peace ,but im worried about the multiplayer part . the queue sistem is broken not only on the preview ,but olso on the normal server.and is not because of the dev ,but because of the players, witch wants to get the fatest,easyest and most rewarding way on dungeon,skirmish or trial.Something like :for the dungeon/skirmish/trial the best group is 3GF ,2OP and will not accept a variation of that group, and if athe group fails 1-2 to miniboss on that trial/skirmish/dungeon will just abandon it and try it again in the same composition whit other players . The perfect exp is the last event whit the tales of old .very nice dungeon and ideea ,ok rewards , for an event but complete screw up because of the players. hope things will change and be good at the launch of the mod . for sure there will be some bugs ,hope minors .
Not sure if this is a BUG or not, but when you are scaled down in a lower level area, it does not let you join REQ if your new IL has dropped below the threshold. If possible, please make this work off of your true IL so we have a healthy Queue population and so players don't hesitate to help out lower level players.
At first when M16 hit public preview, I was really hyped, because even if several changes are harsh, it had to be part of the game, to continue on a cleanest road. (in terms of code, and powercreep). Yeah, there was time to change, so I really had hope for a nice release.
As time goes, all I see is more nerfs, nerfs and more nerfs added, nothing in compensation. - Insignias bonus? All nerfed to the ground, to the point that almost nothing is valuable. Previously you had some diversity, if you were support, or dps, or in pvp, or in farm mode, etc. Only a few remain decent (Decent I insist, not even good) that's pretty harsh - Legendary mounts. Previously +4k stats were a huge deal at low IL, and still a very nice addition at high IL. Now 4k is nothing when you need 200k+ stats to cap. The legendary power are untouched, meaning a legendary mount is worth A LOT less than a legendary companion, despite being the top-end of a lucky drop in a lockbox. Aside from your first legendary mount for the speed bonus, they really are beyond useless now. - Primary stats. Well there goes your customization - Boons. As of this patch, stats boons were hardly nerfed, since they give only 250 stats now, AND the stats changes make it you need 1000 stats for 1%. So stats boons are now 4x less effective than before.
Edit: - Also weapon enhancements nerfed to the ground. Armor enhancements are somewhat still good, looking at Eclipse/Barkshield for example, ven if Negation is beyond useless now, but weapon ones took one big nerfhammer.
Well, I don't mind having my GEAR rendered useless because of the new level cap, I'll just grind for new stuff. But some things like legendary mounts, or all the insignias bonus, or boons, all things that are part of my character and my customization, nearly all of these are nerfed to the ground. That's really a disappointement.
On the other hand, how good it will be for beginners. Enchants do not give anything and are no longer needed, the legendary mounts also give nothing more and are no longer needed. Signs in horses are needed only to activate the bonuses, because by themselves almost nothing is given. Oh yeah, bonuses, too, give almost nothing, so the signs are not needed. Thanks to the developers for saving my nerves, time and money.
El sol negro brilla, en la frente de la locura el firmar, Kelemvor tomó mi trono de la muerte, pero soy eterno en la oscuridar... https://www.youtube.com/c/cyric
1
adinosiiMember, NW M9 PlaytestPosts: 4,294Arc User
On the other hand, how good it will be for beginners.
It looks like that's a part of the design. Make the game more appealing to brand-new players who play for a few months and spend a bit of $$$. With character progression through playing made almost irrelvant, it is now much easier to reach "end-game", just by spending a bit.
I am sure this is actually appealing to a number of people. No need to actually spend months building up your character, learning how to play it effectively and figuring out the best build.
Currently on mod 15 you can build your character around you play style, When mod 16 drops all the characters will be the same, so you are forced to adapt your play style to the character and to bad for you if you can't adapt as far as Cryptic is concerned. I for one prefer to build my character to fit my play style than be forced into a play style decided by somebody else whom know nothing about me.
On the other hand, how good it will be for beginners.
It looks like that's a part of the design. Make the game more appealing to brand-new players who play for a few months and spend a bit of $$$. With character progression through playing made almost irrelvant, it is now much easier to reach "end-game", just by spending a bit.
I am sure this is actually appealing to a number of people. No need to actually spend months building up your character, learning how to play it effectively and figuring out the best build.
By the way, yes. The boons campaignes now also do not need to be done either, because they are also useless.
El sol negro brilla, en la frente de la locura el firmar, Kelemvor tomó mi trono de la muerte, pero soy eterno en la oscuridar... https://www.youtube.com/c/cyric
0
minotaur2857Member, NW M9 PlaytestPosts: 1,141Arc User
Anybody else see what they've done to the mounts for April 1 as a metaphor for what they've done to the rest of the game in mod 16 ?
Anybody else see what they've done to the mounts for April 1 as a metaphor for what they've done to the rest of the game in mod 16 ?
Do you mean trying to buck my wooden horse?
Main: Angels Scar Guild: Ruathym Corsairs
2
kieranmtornMember, NW M9 PlaytestPosts: 382Arc User
edited April 2019
The bound to account enchants/runestones from the exchange make sense from a corporate view. Means, when we leave/take a break we can't pass our enchants to newer players. So, I'm going to minimize my use of the exchange for obvious reasons. Instead I figure, I'll swap with guild members and allies for some things that I would have used the exchange for.
The bound to account enchants/runestones from the exchange make sense from a corporate view. Means, when we leave/take a break we can't pass our enchants to newer players. So, I'm going to minimize my use of the exchange for obvious reasons. Instead I figure, I'll swap with guild members and allies for some things that I would have used the exchange for.
Did they change that? I thought the box was bound but the enchantment inside was unbound. If they changed that they are really trying to pull a fast one on long time players. Not good IMO.
The bound to account enchants/runestones from the exchange make sense from a corporate view. Means, when we leave/take a break we can't pass our enchants to newer players. So, I'm going to minimize my use of the exchange for obvious reasons. Instead I figure, I'll swap with guild members and allies for some things that I would have used the exchange for.
I would agree with that if the mechanics and the rules of the game did not change like the mood of a windy girl. Today, my character needs vampirism, and tomorrow it is useless and I already need a critical chance. What kind of transfer of enchants to friends can we talk about if I myself need to renew them and buy others because of the regular change of rules?
El sol negro brilla, en la frente de la locura el firmar, Kelemvor tomó mi trono de la muerte, pero soy eterno en la oscuridar... https://www.youtube.com/c/cyric
<font color=red> I've had an issue with 2 different toons that I've leveled up on the preview server: some bags (celestial bags from invoking for example) will give an error: "You already have all items from this pack." The first time I encountered it, I discarded it. The second time I held onto it until around level 35 and it actually opened and gave a peridot. I tried at various level ups along the way with no success. The other bag that gave this issue was the bag bought with bounty currency (blackdagger for this specific instance) that awards an "unidentified" piece of equipment (to test the recent no identify scroll change)
Some of the adventurer leveling up crates still award identify scrolls.
Bondings of the same rank still stack and can't be equipped unless you can differentiate (refine) the stones to be different ranks </font>
About the powers removed : some of them where never use at all ,and where there more from decoration . they removed the choices that nobody never made or use .the 2 paragon path right now on preview I can say that are 1 multi target and the other is single target focus .
Started doing the campaign with a newly transferred level 70. Was 71 by the time she got to the first expedition (may have killed a few extra mob packs while experimenting with my powers but not a lot).
Why is the first expedition zone in the campaign progress doing level scaling for a level 71 character?
That seems right on target for this part of the campaign. Maybe expect a range of about +/- 3 levels around a campaign zone.
Did they change that? I thought the box was bound but the enchantment inside was unbound. If they changed that they are really trying to pull a fast one on long time players. Not good IMO.
Since Friday, using the enchant exchanger causes the resulting enchant to be Bound To Account.
There is nothing in the patch notes to indicate whether this was intended or not (no patch notes at all, in fact) and no developer (or @nitocris83 ) has commented to say whether the change from unbound to bound was intended or not.
So we don't know *what* is going on, beyond that it's been unbound all through preview so far, and now it's not. We don't know if this was a mistake, a deliberate change, or if the unbound state from before was the mistake.
After this week patch, the exchange vendor gives enchants, runestones, weapon and armor enchants Bound to Account this kills the purpose of the exchange vendor itself, it was supposed to be a help for user after everything ingame has changed. With this change it's a severe punishment to anyone who uses it because that enchanment will be stuck to you forever, so the only real alternative is passing days or weeks trying to exchange enchants. For the runestones is even worse because with the M16 changes and this Bound to Account exchange, the only way is building 6 new runestones from scratch so if it's needed in a future we can exchange them with other players.
In conclusion, I do hope this change is a bug and it gets fixed before reaching live, because if it's working as intended this needs to be clearly stated ingame with red bold letters and also in the game web announcements (blog).
This is very serious! I do hope it was not intended. The lack of patch notes this week makes me wonder for the opposite scenario though.
There were some vocal advocates for this change from console world. So this is intentional. They claimed that unless this is done "the console market will broken". Devs decided to listen to them instead to their opponents like me and some others.
With a bound enchant exchange we will loose any future min/max potential going forward from newer mod gear, stat changes, multi role classes with 2x enchant sets, etc. Absolutely crazy to have bound enchants become potentially useless requiring all new enchants to replace. Complete money grab scenario.
Enchant market is already broken in live console. R14 enchants are less than 3 coa wards value at this time.
Comments
My companion is also pulling foes from all over the map and leading them right to me when i can least afford it. on top of that foes are respawning while i am still dealing the next batch. the longer combat time coupled with the already fast respawn of undermountain is leading me to be utterly mired when trying to do simple things.
the astounding environment of and adventure of undermountain can't make up for the tedious pace of play as it stands now.
I suggest Increasing incoming healing bonuses and/or reduce the potion timer by 1/4 or 1/3, or returning the potency to character by reducing power cooldowns
Honestly i keep seeing the contrary to what little the devs are telling me. I get told that they want to reduce the meta so people aren't toxic about what build is viable only for mod 16 to come along and render entire classes unviable for solo play and i have no option in build to improve them because i am now predefined. I was told that you aren't trying to discourage solos but then you render me weaker and weaker so i can't make headway in quests. I am told you wanted to make information more clearly conveyed but it is more opaque than ever.
I have tried to be optimistic even as i see everything i like about they game taken out but i am not sure how much more faith i can put into module.
I too wish to be recreated, and to be loved long after my death.
When listening to Celeste in this campaign, she sounds just a bit ... off. At times it sounds almost as if you're alternating between 2 voice actresses. She also doesn't sound quite like she did in prior campaigns.
Suggestion:
If you lost the old voice actress, it would probably be best to re-record all of her lines, across all campaigns, just to make everything consistent.
but it should be carried on back like all the other spears not on belt, i believe is a bug...
Some of the
Gameplay is just boring ....
I went on my paladin and i felt useless, divinity takes to long to recharge .. the only thing i was doing was using bane and letting my companion do the work because it actually does more dmg and clears the critters faster than i do.
I searched for the weekest critter i could find and using only at-wills it was taking so looooooong i just swapped characters.
Went on the fighter and guess what? felt the same way, boring / useless.
And the cleric was the only class i felt like i was actually doing something, in terms of dps at least, because i can spam encounters as long as i manage divinty.
The infuriating thing is that this update is worse than the last, it magnifies the problems inherent in the system change instead of mitigating them.
I too wish to be recreated, and to be loved long after my death.
https://www.arcgames.com/en/forums/neverwinter#/discussion/1246612/mod-17-proposal-nw-gauntlet
/s
I agree that "Neverwinter 2" is not ready for release in April.
You say "magnifies the problems" I think of power creep and the buff meta.
The well-intended (but misguided) solution appears to be:
"Nerf everyone. Make them dependent on each other"
In reality, based on Asterdahls honest comments, I think they are trying to make the mechanics more inter-dependent.
DPS need tanks. Tanks need healers. Healers and tanks need DPS.
I wonder if NW is too far gone to abruptly go back to "The Holy Trinity"?
I am Took.
"Full plate and packing steel" in NW since 2013.
I too wish to be recreated, and to be loved long after my death.
-Unlocking stat enhancements on the Warlock "Golden Grimoire of the Watcher" offhand, I was able to unlock all secondary stats except Critical Severity using Cubes and "unlock random". Once I only had the Crit Sev option left, the unlock random button faded out and says there are no further options to unlock, but I cannot select Crit Sev since it is still locked.
-The AP Gain and Recharge Speed modifications do not seem to work. Neither was appearing on my character sheet, and Recharge Speed did not reduce my encounter cooldowns on their tooltips.
-During fighting some dummies, it appears that they were receiving the buff from Rune of Aggression. The wyvern knives icon buff that was on my toolbar for Rune of Aggression was also applied to the dummies when the rune circle was placed near them. I did not use the Wyvern Venom-coated Knives arti to attack them.
-for Primary Stat enhancement on the offhand weapons, increasing in increments of 1 with values between 500-2500 (10000-25000 for Max HP, but I didn't test that one) leaves a whole lot of opportunity to waste on Augmentation Cubes and brings in a rng factor that makes the current 100-400 scale look tame.
Cleric: You can be an angel of mercy or give in to hate. - Shinedown
Wizard: The more the dark consumes me, I pretend I'm burning bright. - Shinedown
Barbarian: Am I beautiful... as I tear you to pieces? - In This Moment
Kelemvor tomó mi trono de la muerte, pero soy eterno en la oscuridar...
https://www.youtube.com/c/cyric
"What do you want? You've taken away everything already."
"Not everything."
(cut to the team bus)
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 play only on hr ,don't like the alt system .
I found the new combat system more challenging ,because I need to calculate when to use the encounter and the daylies ,which in a way I find ok .I played both pc games and the by the look of neverwinter online actual combat sistem
is more close to a hack & slash game (diablo 2 ) than the trpg from there is taking is roots .not sure if will remain the same ,but is beter than 4-7 sec or les to finish a trash mob in higher level zone .
About the powers removed : some of them where never use at all ,and where there more from decoration . they removed the choices that nobody never made or use .the 2 paragon path right now on preview I can say that are 1 multi target and the other is single target focus .
I think the removing of the feets could mean that there is a posiblity in the future for multi clasing (something like 70 lev HR 30 lev TR for exp) or upgrading to special clases (weapon master ,frenzied berseker .
Single player campaign is excelent for the moment at story and peace ,but im worried about the multiplayer part .
the queue sistem is broken not only on the preview ,but olso on the normal server.and is not because of the dev ,but because of the players, witch wants to get the fatest,easyest and most rewarding way on dungeon,skirmish or trial.Something like :for the dungeon/skirmish/trial the best group is 3GF ,2OP and will not accept a variation of that group, and if athe group fails 1-2 to miniboss on that trial/skirmish/dungeon will just abandon it and try it again in the same composition whit other players .
The perfect exp is the last event whit the tales of old .very nice dungeon and ideea ,ok rewards , for an event but complete screw up because of the players.
hope things will change and be good at the launch of the mod . for sure there will be some bugs ,hope minors .
At first when M16 hit public preview, I was really hyped, because even if several changes are harsh, it had to be part of the game, to continue on a cleanest road. (in terms of code, and powercreep). Yeah, there was time to change, so I really had hope for a nice release.
As time goes, all I see is more nerfs, nerfs and more nerfs added, nothing in compensation.
- Insignias bonus? All nerfed to the ground, to the point that almost nothing is valuable. Previously you had some diversity, if you were support, or dps, or in pvp, or in farm mode, etc. Only a few remain decent (Decent I insist, not even good) that's pretty harsh
- Legendary mounts. Previously +4k stats were a huge deal at low IL, and still a very nice addition at high IL. Now 4k is nothing when you need 200k+ stats to cap. The legendary power are untouched, meaning a legendary mount is worth A LOT less than a legendary companion, despite being the top-end of a lucky drop in a lockbox. Aside from your first legendary mount for the speed bonus, they really are beyond useless now.
- Primary stats. Well there goes your customization
- Boons. As of this patch, stats boons were hardly nerfed, since they give only 250 stats now, AND the stats changes make it you need 1000 stats for 1%. So stats boons are now 4x less effective than before.
Edit:
- Also weapon enhancements nerfed to the ground. Armor enhancements are somewhat still good, looking at Eclipse/Barkshield for example, ven if Negation is beyond useless now, but weapon ones took one big nerfhammer.
Well, I don't mind having my GEAR rendered useless because of the new level cap, I'll just grind for new stuff. But some things like legendary mounts, or all the insignias bonus, or boons, all things that are part of my character and my customization, nearly all of these are nerfed to the ground. That's really a disappointement.
On the other hand, how good it will be for beginners. Enchants do not give anything and are no longer needed, the legendary mounts also give nothing more and are no longer needed. Signs in horses are needed only to activate the bonuses, because by themselves almost nothing is given. Oh yeah, bonuses, too, give almost nothing, so the signs are not needed. Thanks to the developers for saving my nerves, time and money.
Kelemvor tomó mi trono de la muerte, pero soy eterno en la oscuridar...
https://www.youtube.com/c/cyric
I am sure this is actually appealing to a number of people. No need to actually spend months building up your character, learning how to play it effectively and figuring out the best build.
Kelemvor tomó mi trono de la muerte, pero soy eterno en la oscuridar...
https://www.youtube.com/c/cyric
Guild: Ruathym Corsairs
Kelemvor tomó mi trono de la muerte, pero soy eterno en la oscuridar...
https://www.youtube.com/c/cyric
Some of the adventurer leveling up crates still award identify scrolls.
Bondings of the same rank still stack and can't be equipped unless you can differentiate (refine) the stones to be different ranks </font>
Why is the first expedition zone in the campaign progress doing level scaling for a level 71 character?
That seems right on target for this part of the campaign. Maybe expect a range of about +/- 3 levels around a campaign zone.
There is nothing in the patch notes to indicate whether this was intended or not (no patch notes at all, in fact) and no developer (or @nitocris83 ) has commented to say whether the change from unbound to bound was intended or not.
So we don't know *what* is going on, beyond that it's been unbound all through preview so far, and now it's not. We don't know if this was a mistake, a deliberate change, or if the unbound state from before was the mistake.
Enchant market is already broken in live console. R14 enchants are less than 3 coa wards value at this time.