Dark Enchantment is going from Companion Influence to Forte. Now depending on the Class of the character Forte gives Power and "other" (or "others"). If your character is capped on Power why have Dark Enchantments that give Forte? Why can't we exchange Dark Enchantments?
I have all r15 Radiants and r15 Dark enchantments on my DPS characters, combined with mostly Legendary Domination Insignias. On all of them... the raw power goes over 200,000 on live. On the test server... I found no problems bringing power down to 90%. You only need to adjust your companion bonuses and mount bonus and it brings you down to cap. If you remove some power-gain gear and stop using Watermelon... you actually go down to around 70% on power... even with maximum radiants, darks, and Dominations. It is not hard to adjust power around when the new mod comes. There is absolutely no need to start dumping your stuff now or then.
Dark Enchantment is going from Companion Influence to Forte. Now depending on the Class of the character Forte gives Power and "other" (or "others"). If your character is capped on Power why have Dark Enchantments that give Forte? Why can't we exchange Dark Enchantments?
You can move other sources of power to another stat. Darks are actually a good source of stats overall. As others have stated above, switch what consumables you are using or use different companion bonuses, or equip bonuses.
Darks in utility slot are great imo, as are dominance insignias for the forte, since it goes to your contribution %.
Anyway @noworries#8859 , Daily reminder to rework celestial weapons: Reduce number of stacks needed to 3 (so that rogues / wizard / warlocks can proc it reliably - 5 stacks too much because of their cool downs) Increase the numbers to 10%, add 10% DR
Bonus would look like the following: With each encounter gain a stack, when 3 stacks, gain 10% damage, 10% OGH, 10% DR, no cool downs.
@gonzakotwi This actually seems to have gotten worse with last preview patch, some items that were already fixed do now have their "old" stat distribution back...
I coldnt find a mention of Mount Collars in this thread, but I believe they need to be looked at.
In current state, having mythic collars only possible for the richest of the richest. Upgrading 5 collars from epic to mythic quality I estimate to cost about 75.000.000 if buying materials from AH, farming for the needed materials is 100% unrealistic.
In the new system, this upgrade will give the players: 2000 item level = 20k HP (+CON bonus) + 240 dmg for DPS 24k HP (+CON bonus) + 200 dmg for tank
This is in addition to the actual effects (+5% at-will/encounter +5% healing in/out +10% glory and so on). Some of the current effects are acually worth using (+% healing, +% dmg, +% stam/ap gain), where others are 100% useless. I find it hard to believe that a player that can afford spending 75.000.000 is in dire need of +10% rough astral diamonds.
I would love to see some of the bonuses boosted to match actual price/time spent farming for them and some bonuses replaced with stats that are actually needed. Collars would be a great source for Forte, Deflect Severity and -% damage taken for example.
Please fix all artifacts with item level 300. They give over-proportionally less ratings than artifacts with item level 450.
Level 450 artifcat gives... 1st stat = 450 (100%) 2nd stat = 225 (50%) 3rd stat = 225 (50%) combined = 240 (53%)
Level 300 artifact gives.. 1st stat = 112 (37%) 2nd stat = 112 (37%) 3rd stat = 112 (37%) combined = 128 (43%)
Level 300 artifacts are just bad. Please up their stats to the same relative values as level 450 artifacts. That would greatly improve options and build variety.
Improved level 300 values would be... 1st stat = 300 (100%) 2nd stat = 150 (50%) 3rd stat = 150 (50%) combined = 160 (53%)
Please fix all artifacts with item level 300. They give over-proportionally less ratings than artifacts with item level 450.
Level 450 artifcat gives... 1st stat = 450 (100%) 2nd stat = 225 (50%) 3rd stat = 225 (50%) combined = 240 (53%)
Level 300 artifact gives.. 1st stat = 112 (37%) 2nd stat = 112 (37%) 3rd stat = 112 (37%) combined = 128 (43%)
Level 300 artifacts are just bad. Please up their stats to the same relative values as level 450 artifacts. That would greatly improve options and build variety.
Improved level 300 values would be... 1st stat = 300 (100%) 2nd stat = 150 (50%) 3rd stat = 150 (50%) combined = 160 (53%)
I was going to suggest this also. Anyway @noworries#8859 daily reminder to fix celestials.
Suggestion: When using an encounter, gain a stack, at 3 stacks, 10% damage, 10% outgoing healing, 10% damage resistance for 30 seconds, no cool down.
Each stack from T3 equipment bonus (Goristro horns included) has its own countdown so new stacks are not extending the old ones, this makes basically impossible reaching the max number of stacks.
I wish I had that helm to test! I have no use for it though other than to test. I also need to get my hands on T3 helms for testing!
But as you can see I have no need to add crit from the horns, I want the CA and Accuracy helms! CA for Single target cause it's only active when in combat with 1 enemy. Accuracy helm for other content just cause I don't need the power from my Lions Guard.
The Tier 3 Hunt Armor Bone Devil's Ribcage has a bug. If you proc the armor bonus with dealing damage or by healing someone else it gives 2.5% crit and crit severity like it is written on tooltip, but if you proc it with healing yourself, it gives 2.5% power. I think when this bonus was getting reworked, the healing part was missed.
Also about this armor, I think putting 25% percentage stat rating on a single piece is too much. Other hunt items are reworked into giving 10% crit chance(Goristro Helmet), 7.5% accuracy(Whisper Hood) and 7% combat advantage(Skyblazer Helmet). Yes these items should retain their values, but 25% from 1 item is just way too much. Most classes are able to cap 4 offensive stats to 90% and other one over 70, 80% already. And one of the main purpose of these changes was to make sure not all stats are cappable. This armor makes it so easy to cap crit and crit sev. I think this armor should be reworked again into one of the following:
-Either reduce the amount of bonus, make it 1% crit and 1% crit sev per stat, so it gives 10% total, would be in line with other hunt items.
or
-Remove either crit or crit sev from the bonus. Make it single stat, either 10% or 12.5% total giving only crit or crit sev. But since Goristro Helmet is already giving crit, I would prefer this armor giving only crit sev.
Now since we are talking about crit sev, we all know its really easy to cap crit sev at this moment. Its because of 2 potions that are giving 17.5% crit sev totally. These potions are not fitting the current stat system, and they need a rework on their bonuses. With these potions and this armor, we can easily cap crit sev to 90% without investing anything on crit sev specifically. And for classes with crit sev forte its even worse, because they get so much overcapped crit sev they can not even reduce. Leaving the bonuses of the potions:
Bonuses of potions from Vault of Piety(The ones we buy with Ardent Favors by invoking):
Wild Storm Elixir: 400 Critical Strike and 10% Critical Severity Foehammer's Favor Elixir: 400 Deflection and 10% Deflect Severity Sunlord's Gift Elixir: 400 Accuracy and 5% AP over 20 seconds Elixir of Corellon's Blood: 400 Power and 5*80 Power stacks Elixir of Steadfast Devotion: 400 Defense and 400 Awareness
and 1 potion craftable from professions: Superior Flask of Potency: 400(440 on +1 version) Power, Critical Strike, Accuracy and 7.5% Crit Sev.
There has been a lot of talk about Celestial Vs Lionheart weapon sets.
On the stream I mentioned that for Celestial I removed the lockout timer so that if a player is constantly engaged they can keep the celestial effect up continuously. There were still complaints that Lionheart would still be too powerful compared to Celestial in that regard. So another change that will be going in is that Lionheart will be reduced to 7.5% maximums to bring the two sets better in line.
This should not have been done. Celestials should have been increased to 10%. With this change, you've now made MW3 set the best weapon set, a set that can be bought with AD........ MW3 set has 10% damage with 100% uptimes, 10% damage resist provided everyone in the party has it. Please stop nerfing stuff. We gave the suggestion to make Celestials 10% and to add some DR as well.
Honestly, more viable sets is a good thing.
Another thing though, if people are saying something is outperforming everything, expect a nerf.
More viable sets lol. So you are okay with a pay to win set being better than two sets obtained from the two hardest trials in the game?
Maybe, remember ad can be had by running qs. Sure it takes a long time to grind ad for 2 weapons, but some folks can't be on the game 24hrs a day just to get tomm/master zariel runs once, let alone to do it enough to get the weapons on one toon, let alone 2+.
IMHO, the mw3 should be at least equal to the latest endgame trial/dungeon weapon sets. It would give people that don't have time to grind the endgame content the chance to get weapons that enable them to at least run it once...
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darthpotaterMember, NW M9 PlaytestPosts: 1,261Arc User
You should not compare T3 items with T1 items. In any case other T3 items should give more stats, like 10% instead 7%.
And dont fall in thinking that this item gives 12,5% and 12,5%, you have to stack it 5 times, is not like you have the bonus when the combat start, and the hardest trials have phases where you lose the bonus.
Is a very good bonus, but is not an authomatic +12,5% to each. It requires some effort wich is a good thing
You should not compare T3 items with T1 items. In any case other T3 items should give more stats, like 10% instead 7%.
And dont fall in thinking that this item gives 12,5% and 12,5%, you have to stack it 5 times, is not like you have the bonus when the combat start, and the hardest trials have phases where you lose the bonus.
Is a very good bonus, but is not an authomatic +12,5% to each. It requires some effort wich is a good thing
I am comparing Tier3 items with Tier3 items, both of those helmets are from Tier3, they give 7% and 7.5%. And 1 Tier1 item, which gives 10%.
All 7%, 7.5% and 25% bonuses are from Tier 3 hunt, which makes them not balanced within each other.
And most classes can stack these easily, yes you lose in the beginning of the phases, but in 5 seconds you can fully stack and keep them active almost all the time. Does not really require any effort, because it does not really have anything mechanically, it happens as you deal damage anyways.
I have no problem with how it works, I just think it gives way too much percentage stats compared to other Tier3 items.
First you need to understand that this is going to be a Meta of sharing status among players (especially end game players) and that there are ways to earn maximize your CA or have 4 status without you needing potions or food. First you need to understand that this is going to be a goal of sharing status among players (especially end game players) and that there are ways to earn maximize your CA or have 4 status without you needing potions or food. Ranger has a class future that of 5% CA for everyone on the part, there are 2 artifacts for CA buff, and I don't know how that applies to the Guardian's debuff that of -10k awareness, but if 10k = 10%, you would have the 10% gain even if those are casual. Ranger has a class future that of 5% CA for everyone on the part, there are 2 artifacts for CA buff, and I don't know how that applies to the Guardian's debuff that of -10k awareness, but if 10k = 10%, you would have the 10% gain even if those are casual.
The strange thing is to see players comparing a T1 item with a T3. I even paid 2M on a Bone Devil Ribcage that just fell on the third hunt and thought they were well paid for the work that should be riding one.
First you need to understand that this is going to be a Meta of sharing status among players (especially end game players) and that there are ways to earn maximize your CA or have 4 status without you needing potions or food. First you need to understand that this is going to be a goal of sharing status among players (especially end game players) and that there are ways to earn maximize your CA or have 4 status without you needing potions or food. Ranger has a class future that of 5% CA for everyone on the part, there are 2 artifacts for CA buff, and I don't know how that applies to the Guardian's debuff that of -10k awareness, but if 10k = 10%, you would have the 10% gain even if those are casual. Ranger has a class future that of 5% CA for everyone on the part, there are 2 artifacts for CA buff, and I don't know how that applies to the Guardian's debuff that of -10k awareness, but if 10k = 10%, you would have the 10% gain even if those are casual.
The strange thing is to see players comparing a T1 item with a T3. I even paid 2M on a Bone Devil Ribcage that just fell on the third hunt and thought they were well paid for the work that should be riding one.
I know its meta of sharing and buffing eachother, and helping eachother. Which is exactly why 25% on a single item is too much. Right now on most classes you can easily cap 4 offensive stats, and on some classes 3 offensive stats, and other stats being really close to 90% aswell. So if its already too easy to cap everything, there is no point on helping or buffing each other. But if it was actually hard to cap all stats, then we would be using party wide buffs etc. to help eachothers stats. Do you see my point?
I am comparing Tier3 items within eachother, with how much bonus they give. Three items from Tier3 have 7% vs 7.5% vs 25% bonuses, do these sound balanced for you? Why is 1 Tier3 item giving up to 3 times as other Tier3 items are giving?
Also if I was actually comparing Tier1 item to Tier 3 item, in this case Goristro Helmet(Tier 1), is better than Whisper's Hood and Skyblazer Helmet(Both Tier3). So with your logic, we expect Tier3 items to give more/better stats, but a Tier1 item is giving more atm. So you are conflicting with yourself.
Accuracy and CA are bis status since according to your critical strike and critical severity thinking exist and are easily reachable to get the ceiling with potions. Maybe that's why these items have so little status compared to armor.
> @sekosek#5740 said: > I know its meta of sharing and buffing eachother, and helping eachother. Which is exactly why 25% on a single item is too much. Right now on most classes you can easily cap 4 offensive stats, and on some classes 3 offensive stats, and other stats being really close to 90% aswell. So if its already too easy to cap everything, there is no point on helping or buffing each other. But if it was actually hard to cap all stats, then we would be using party wide buffs etc. to help eachothers stats. Do you see my point? > > I am comparing Tier3 items within eachother, with how much bonus they give. Three items from Tier3 have 7% vs 7.5% vs 25% bonuses, do these sound balanced for you? Why is 1 Tier3 item giving up to 3 times as other Tier3 items are giving? > > Also if I was actually comparing Tier1 item to Tier 3 item, in this case Goristro Helmet(Tier 1), is better than Whisper's Hood and Skyblazer Helmet(Both Tier3). So with your logic, we expect Tier3 items to give more/better stats, but a Tier1 item is giving more atm. So you are conflicting with yourself.
So since the patch is going out tomorrow, can we please get some feedback on the thoughts around celestial weapons? To any dev that will answer^. The numbers really need to be changed to 10%, have the stacking reduced to make it fair for all classes, and have damage resistance added for tanks. Just removing the cool down and calling it a day wasn't enough to fix it.
"Level 70 Character" Tooltip states that the pack includes "3 [Bonding Runestone, Rank 7] Also states Sharandar completion - This might need to be revised in a few weeks with the removal of the old Sharandar campaign, and the release of the new one.
tonyvincentMember, NW M9 PlaytestPosts: 123Arc User
Just mentioning that the stacks of defense% from Shadowclad Armour Enchantment don't reset upon deflection. It would be great having the stacks reset. Thanks! Maybe it's mentioned already.
Suggestion: Upgrade Doohickey from 100 magnitude to 150 magnitude.
This item has been a little underpowered and seldom used. At-Wills and Encounters increased by 33% magnitude. Increasing Doohickey to 150 magnitude will keep it viable. This item would be more interesting with an added effect such as... decreases Accuracy of targets by 5% for 5 seconds.
Will be the Breastplate of the crusader and the Greaves of the Lightguard bonus change to something different? Right now they give 8k and 7.5k power, respectively. They where used mostly by healers. It's very difficult to cap power for them, since there aren't many pieces that give % power and they don't have power in their forte. I suggest to change them to % power instead of stats, like 7.5% each. This way healers will have something to increase their power rating.
I believe the Imperial set and the Black Ice set should be updated the same way the Lostmouth set was. Please replace the attributes removed from the Demon Lord's set, it is an injustice that he be younger than these quoted and give less Constitution than the other.
Will be the Breastplate of the crusader and the Greaves of the Lightguard bonus change to something different? Right now they give 8k and 7.5k power, respectively. They where used mostly by healers. It's very difficult to cap power for them, since there aren't many pieces that give % power and they don't have power in their forte. I suggest to change them to % power instead of stats, like 7.5% each. This way healers will have something to increase their power rating.
Agreed, Crusader is a tier 3 Nightspine reward that previously was better then the Ribcage for many builds.
The boots are at least still usable, you need stats from somewhere and the bonus is a bit more reliable then the one from the armor.
Comments
New sharandar companion gear also gives too much stats
Anyway @noworries#8859 ,
Daily reminder to rework celestial weapons:
Reduce number of stacks needed to 3 (so that rogues / wizard / warlocks can proc it reliably - 5 stacks too much because of their cool downs)
Increase the numbers to 10%, add 10% DR
Bonus would look like the following:
With each encounter gain a stack, when 3 stacks, gain 10% damage, 10% OGH, 10% DR, no cool downs.
Simple, effective and something for all paragons.
I suggest a full recheck of every stats of the gear currently in game
In current state, having mythic collars only possible for the richest of the richest. Upgrading 5 collars from epic to mythic quality I estimate to cost about 75.000.000 if buying materials from AH, farming for the needed materials is 100% unrealistic.
In the new system, this upgrade will give the players:
2000 item level =
20k HP (+CON bonus) + 240 dmg for DPS
24k HP (+CON bonus) + 200 dmg for tank
This is in addition to the actual effects (+5% at-will/encounter +5% healing in/out +10% glory and so on).
Some of the current effects are acually worth using (+% healing, +% dmg, +% stam/ap gain), where others are 100% useless. I find it hard to believe that a player that can afford spending 75.000.000 is in dire need of +10% rough astral diamonds.
I would love to see some of the bonuses boosted to match actual price/time spent farming for them and some bonuses replaced with stats that are actually needed. Collars would be a great source for Forte, Deflect Severity and -% damage taken for example.
Level 450 artifcat gives...
1st stat = 450 (100%)
2nd stat = 225 (50%)
3rd stat = 225 (50%)
combined = 240 (53%)
Level 300 artifact gives..
1st stat = 112 (37%)
2nd stat = 112 (37%)
3rd stat = 112 (37%)
combined = 128 (43%)
Level 300 artifacts are just bad. Please up their stats to the same relative values as level 450 artifacts.
That would greatly improve options and build variety.
Improved level 300 values would be...
1st stat = 300 (100%)
2nd stat = 150 (50%)
3rd stat = 150 (50%)
combined = 160 (53%)
Suggestion:
When using an encounter, gain a stack, at 3 stacks, 10% damage, 10% outgoing healing, 10% damage resistance for 30 seconds, no cool down.
But as you can see I have no need to add crit from the horns, I want the CA and Accuracy helms! CA for Single target cause it's only active when in combat with 1 enemy. Accuracy helm for other content just cause I don't need the power from my Lions Guard.
Also about this armor, I think putting 25% percentage stat rating on a single piece is too much. Other hunt items are reworked into giving 10% crit chance(Goristro Helmet), 7.5% accuracy(Whisper Hood) and 7% combat advantage(Skyblazer Helmet). Yes these items should retain their values, but 25% from 1 item is just way too much. Most classes are able to cap 4 offensive stats to 90% and other one over 70, 80% already. And one of the main purpose of these changes was to make sure not all stats are cappable. This armor makes it so easy to cap crit and crit sev. I think this armor should be reworked again into one of the following:
-Either reduce the amount of bonus, make it 1% crit and 1% crit sev per stat, so it gives 10% total, would be in line with other hunt items.
or
-Remove either crit or crit sev from the bonus. Make it single stat, either 10% or 12.5% total giving only crit or crit sev. But since Goristro Helmet is already giving crit, I would prefer this armor giving only crit sev.
Now since we are talking about crit sev, we all know its really easy to cap crit sev at this moment. Its because of 2 potions that are giving 17.5% crit sev totally. These potions are not fitting the current stat system, and they need a rework on their bonuses. With these potions and this armor, we can easily cap crit sev to 90% without investing anything on crit sev specifically. And for classes with crit sev forte its even worse, because they get so much overcapped crit sev they can not even reduce. Leaving the bonuses of the potions:
Bonuses of potions from Vault of Piety(The ones we buy with Ardent Favors by invoking):
Wild Storm Elixir: 400 Critical Strike and 10% Critical Severity
Foehammer's Favor Elixir: 400 Deflection and 10% Deflect Severity
Sunlord's Gift Elixir: 400 Accuracy and 5% AP over 20 seconds
Elixir of Corellon's Blood: 400 Power and 5*80 Power stacks
Elixir of Steadfast Devotion: 400 Defense and 400 Awareness
and 1 potion craftable from professions:
Superior Flask of Potency: 400(440 on +1 version) Power, Critical Strike, Accuracy and 7.5% Crit Sev.
IMHO, the mw3 should be at least equal to the latest endgame trial/dungeon weapon sets. It would give people that don't have time to grind the endgame content the chance to get weapons that enable them to at least run it once...
You should not compare T3 items with T1 items. In any case other T3 items should give more stats, like 10% instead 7%.
And dont fall in thinking that this item gives 12,5% and 12,5%, you have to stack it 5 times, is not like you have the bonus when the combat start, and the hardest trials have phases where you lose the bonus.
Is a very good bonus, but is not an authomatic +12,5% to each. It requires some effort wich is a good thing
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All 7%, 7.5% and 25% bonuses are from Tier 3 hunt, which makes them not balanced within each other.
And most classes can stack these easily, yes you lose in the beginning of the phases, but in 5 seconds you can fully stack and keep them active almost all the time. Does not really require any effort, because it does not really have anything mechanically, it happens as you deal damage anyways.
I have no problem with how it works, I just think it gives way too much percentage stats compared to other Tier3 items.
The strange thing is to see players comparing a T1 item with a T3. I even paid 2M on a Bone Devil Ribcage that just fell on the third hunt and thought they were well paid for the work that should be riding one.
I am comparing Tier3 items within eachother, with how much bonus they give. Three items from Tier3 have 7% vs 7.5% vs 25% bonuses, do these sound balanced for you? Why is 1 Tier3 item giving up to 3 times as other Tier3 items are giving?
Also if I was actually comparing Tier1 item to Tier 3 item, in this case Goristro Helmet(Tier 1), is better than Whisper's Hood and Skyblazer Helmet(Both Tier3). So with your logic, we expect Tier3 items to give more/better stats, but a Tier1 item is giving more atm. So you are conflicting with yourself.
> I know its meta of sharing and buffing eachother, and helping eachother. Which is exactly why 25% on a single item is too much. Right now on most classes you can easily cap 4 offensive stats, and on some classes 3 offensive stats, and other stats being really close to 90% aswell. So if its already too easy to cap everything, there is no point on helping or buffing each other. But if it was actually hard to cap all stats, then we would be using party wide buffs etc. to help eachothers stats. Do you see my point?
>
> I am comparing Tier3 items within eachother, with how much bonus they give. Three items from Tier3 have 7% vs 7.5% vs 25% bonuses, do these sound balanced for you? Why is 1 Tier3 item giving up to 3 times as other Tier3 items are giving?
>
> Also if I was actually comparing Tier1 item to Tier 3 item, in this case Goristro Helmet(Tier 1), is better than Whisper's Hood and Skyblazer Helmet(Both Tier3). So with your logic, we expect Tier3 items to give more/better stats, but a Tier1 item is giving more atm. So you are conflicting with yourself.
Skyblazer should be 10% CA imo
"Level 70 Character"
Tooltip states that the pack includes "3 [Bonding Runestone, Rank 7]
Also states Sharandar completion - This might need to be revised in a few weeks with the removal of the old Sharandar campaign, and the release of the new one.
Co-Guild Leader
Ghost Templars L20
Alliance: Tyrs Paladium
Main: Cleric (Heals|DPS)
Alt: Warlock
This item has been a little underpowered and seldom used. At-Wills and Encounters increased by 33% magnitude. Increasing Doohickey to 150 magnitude will keep it viable. This item would be more interesting with an added effect such as... decreases Accuracy of targets by 5% for 5 seconds.
> Rings from avernus give too much stats compared to the others
>
>
>
>
> New sharandar companion gear also gives too much stats
Here's an idea: Take it off and stop complaining.
Lower levels need those stats.
The boots are at least still usable, you need stats from somewhere and the bonus is a bit more reliable then the one from the armor.