Feedback: Rewards
This thread is for providing bug reports and feedback on the new M19 Rewards. Some of the major updates include:
New Equipment Sets (There's a few!)
Rare Seal Armor Set (How many? more than one!)
New Campaign Store (Should only be one of those...)
And more (Surely!)
Please keep in mind, as always: everything on preview is subject to change. There is no guarantee what you see on preview will translate directly when the module launches on the live server.
Thank you for taking the time to play on preview and provide feedback.
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Formatting Your Feedback and Bugs
For posting feedback and bugs, please adhere to the following format to ensure your feedback and bugs are seen clearly and processed in a timely manner, thank you!
Type: Bug/Feedback (Please only choose one)
If you are listing a bug please have this text in RED, if you are posting an opinion or feedback please use CYAN. If you are replying to another user's post, asking a question, or just engaging in general discussion, please do not color your posts, general discussion is welcome and we will read all of it, regardless of color! You can use BBCode to color your text:
This text will display in cyan.
This text will display in red.
Examples:
Bug: The Hellfire Engine set bonus doesn't stop increasing my movement speed after every stack of the buff, resulting in me becoming the Flash after a few encounters.
Feedback: When activating the artifact, it is unclear which buff is active.
-Neverwinter Systems Designer
0
Comments
GreenMount: 3 hits in 5 sec, 50% mount speed
Blue Mount: 4 hits in 5 sec, 80% mount speed
Epic Mount: 5 hits in 5 sec, 110% mount speed
Legg Mount: 6 hits in 5 sec, 140% mount speed
Extrapolating the current data I expected:
Myth Mount: 7 hits in 5 sec, 170% mount speed
what I actually got was:
Myth Mount: 6 hits in 5 sec, 140% mount speed
With that im not saying we should recycle mod18 gear, but something that rivals the previous "bis" gear would be nice. For example the mod16 ebony armor is still best and from what i saw, it will remain best for the coming mod if nothing is changed.
Also like several ppl already pointed out, the new trial needs other attractive loot. The weapon alone wont be enough to keep players running it and this will certainly make grouping tougher cause once ppl get their weapons, its more likely they'll stop doing it and farm something more profitable.
This piece gives the "Critical Fail" equip bonus, but the same is true for two other armor pieces - you really should offer more variety.
Here are the problems:
Head: 2 pieces give Executioner's Pursuit
Armor: 3 Pieces give Critical Fail
Arms: 3 Pieces give Death Defier's Might
Feet: 2 Pieces Give Brute's Might
You have plenty of other viable armor bonuses - why not set things up so that you do not use the same more than once for each new set of pieces. I know the item stats are different, but we can work around that, with companion gear, enchants and so on. What we cannot work around is when we basically feel like we have no choice as all the gear is basically the same.
The equip bonues do not have to be BiS all the time, but please, please give us something to make us feel we are making a meaningful choice.
Let's please not have a repeat of the Demogorgon fiasco, where really old equipment remains BiS for years. Even worse when the equipment is obtainable only by highly random chance, Bind on Pickup to Account, and can be acquired exclusively from previous content that serves few other purposes.
Contagion - Cleric
Testament - Wizard
Pestilence - Ranger
Dominion - Paladin
NIGHTSWATCH
I have a big, big problem with it. The issue is not that the stats are bad (they are great), or that it is too hard to obtain (it is probably fair enough, as is suitable for the highest stat weapon in the game). The reason I have a problem is that the set bonus is so blatantly unfair.
If the set bonus was just plain bad, that would be OK - we have seen that before, and that's fine - or at least something people can live with, but the issue is that the set bonus is so biased.....it is OK for some classes, but utterly useless for others, simply due to the fact that different classes have very different abilities to spam encounters.
As this is the only weapon set of this IL, players don't really have a choice - they cannot go after a different equally-high IL set, with a different bonus that suits their class better. The Celestial set favours classes that can spam encounters, while some other classes will not benefit from the bonus at all. To make it clear - I am very unhappy with this bonus - it looks like it was designed by someone who doesn't know the game, and certainly does not play all classes - I consider this a fiasco and an example of why it would have been good to get some player input at an earlier stage and actually LISTEN to that input.
This item is not "fair" in any sense.
i don't think this will be a desideerable item, no one can play with only 25% hp, but if the thing concern you i'd advise to not decrease the increase in power but decrease the threshold of hp (maybe to 10%), so that ppl will not use it in dungeon, but in adventuring.
@admiralwarlord#3792 thi is only my personal speculation but in the map (in the citadel, it's a speculation because i still didn't reach that far) we have a 'celestial forge' and a 'celestial smith' and the promise from the dev of 'linear equipment'; i think they did this like the old black ice forge, you take equipment to the forge and with specific item for each boost, you upgrade them, i may be wrong but something like this shoould be doable even on lion eqip.
By the way: artifact modification giving 10% extra crit severity is giving 7.5% (this is true for all weapons I checked). Please fix it.
Born of Black Wind: SW Level 80
Feedback new companion gear (1100 ilvl)
I am disappointed that there is only new single-stat companion gear.At the moment (on live) multi-stat companion gear is the best pick for most classes because the 30k stats you get from a single-stat gearpiece (with augment companion and bondings) exceeds the stat cap most of the time. The closest you can get to your caps is with the mixed stat versions so you waste as less stats as possible.
On the other hand getting companion gear is pure RNG on live server at the moment. I would love a way to farm companion gear without wasting hundreds of hours because of bad RNG.
Will the new companion gear be RNG again?
Mod 17 provided many variants of companion gear, in those days it was compatible with the best IL weapon set (1010).
The new mod introduces only 1100 IL equipment, which is a bit low. Mod 18 gave 1200-1250 IL equipment, and now one mod later we get companion gear with a lower IL than mod 18.
Companion equipment should have at least 1200 IL. Additionally there should be a 1300 IL version from Zariel trial.
Nix*
Nix*
(tank, lvl 80, GS 26,4k)
I was going to wait to give feedback on the loot after it has been added, however the general thoughts of the players is that the loot is already in. This is a big problem that needs feedback.
As far as I can see the trial has a new artifact 3 set, the new item to buy the weapons, and ToMM rings. If this loot is final, how I see people running this trial is they will run to get their weapons, and then never run it again, the ToMM rings will be a nice bonus while getting the weapons, and nothing more. The auction house is already over saturated with ToMM rings, adding them to this loot pool isnt going to help. If someone wants to farm for these rings, they will do it in ToMM, especially with increased weapon damage and no buffs to ToMM this will be farmed much more.
The ideas for rewards are endless, I dont want more rings, I would prefer more original ideas to rewards in ways which are new and refreshing.
The way how I would like rewards to be done is in 2 ways.
1) Give us unbound items we can sell and trade so if we dont get the items we want we can buy them from the auction house.
2) Similar to how the ToMM weapon currency (Lost Scrolls of the Void), make us be able to dismantle our newly acquired Zariel ToMM-tier rings for 1 Ring Shard (example name) and be able to trade 20 of these items in for the rings we want. I personally think this is the best way of doing bound loot.
I also think having current ToMM rings in Zariel is a bad idea, as this means they come from even more sources. Most likely when zariel goes live people will farm it, this means there will be less people doing ToMM. If those rings are removed from dropping from Zariel in favor for something new, that market should come up a little bit, which I think is a good thing, giving more incentive for people to want to run older content.
The stack duration should refresh after each Encounter use. So if you have 2 stacks with 7 seconds of duration left, then use an Encounter power, you should have 3 stacks with 15 seconds of duration left. Did you test the item and this functionality was broken?
I've done a lot of testing with the movement speed thing on consoles, and in some areas the impact isn't that bad when you get that high. Those areas tend to have good occlusion (sight-line blocking) that allows for the engine to prioritize the rendering of certain assets as more important than others, so the impact isn't that bad. But when I tested greater movement speeds in Protector's Enclave or wide open maps, the result is a lot of visual pop-in (art assets that don't load low-res versions, and instead load in the full resolution object, but it takes longer so you notice it suddenly poof into existence) or a lot of low res textures get loaded in due to the volume of art assets being greater than the hardware can run in such a short amount of time. It just doesn't look good, and as a result we have to scale back.
As for the hit dismount thing, that's a fair point. I'll chat it up with my lead to see if that's something we'd be interested in doing. This is a bit off topic though as Mythic mounts aren't part of the rewards stuff for this thread, but I hope it was some good insight into some of the behind-the-scenes stuff.
https://www.arcgames.com/en/forums/neverwinter#/discussion/1255956/celestial-set-concern
This is the tl;dr version:
It was said before you balance dps classes around rogue assassin, given same stats and celestial set this will happen:
Wizard arcanist applies daily and shoots off 20 encounters in the span of 10 seconds
Cleric Arbiter shoots off the same amount of encounters anyway
Ranger also has very low cooldowns compared to other classes, so they will benefit alot
Rogue has (in the optimal loadout) 17.2s, 14.3s, 11.2s cooldowns, which if my math is right does not allow for a second stack of Divine Fury to ever proc.
If you will keep balancing dps classes based on end game rogue, boy you're gonna nerf alot of classes.
it is pratically the best set for all of those that can't (or won't) do zariel's trial, sould be ok to make it a little more powerfull, and not bound to a fixed amount.