Oh and one other thing I will not spend anymore money on this game until I see how this plays out, no more 40% keys no more anything from me, it seems I have been throwing good money after bad because I wanted this game to be my forever game but looks like it may be time to get a divorce.
As a new player i Will be naked on gem Page Just and example: with wep enc free from campaign at r8 i want Ask why i cant have any weapon enc now ? I did the level campaign and no compensation ? So a r1 weapon or armor slot have t be filled from campaign. so pls consider t replace reward and sent item to every1 did campaign. tnx And same for the free r8 we got for companion...every level campaign should be reworked on reward and for every1 did It be4 new module have to grab a compensation for every main/alt tnx
Literally no one asked for this change, you want to raise enchants level? Fine, but making what we already own essentially useless. Not to mention we have to spend a ton of money to upgrade, your killing your already dying game faster. You need new content faster to keep people playing. Not big cash grabs every few months, more and more will just quit and leave... smh
As a new player i Will be naked on gem Page Just and example: with wep enc free from campaign at r8 i want Ask why i cant have any weapon enc now ? I did the level campaign and no compensation ? So a r1 weapon or armor slot have t be filled from campaign. so pls consider t replace reward and sent item to every1 did campaign. tnx And same for the free r8 we got for companion...every level campaign should be reworked on reward and for every1 did It be4 new module have to grab a compensation for every main/alt tnx
That's kind of the thing. The base entry level for a weapon or companion enchantment is now 30x R10 or 1,200,000 AD unless they make them available elsewhere. The basic enchantments are 100k each in the Sage Shop. I mentioned it elsewhere that the Adventure Rewards should get adjusted to the new system. Players that already completed them should be able to re-claim the new rewards.
@noworries#8859 most of those Rank 9's are on my alts along with the few Rank 10s that drop. So my alts will not be able to buy any of the new gems that they have equipped. I also keep them for when Alts need RP. But the real issue with turning all those Rank 9s to 10's is the sheer amount of Marks of Potency's Rank 4 I would need. The refinement item that drops the least amount in the game naturally. I can't buy them with Tradebars and I focus on the 10 I need to get my alts Artifacts up to Mythic level. Let alone for their enchantments. Also I don't remove enchantments much after Level 20. I may remove them once a mod sometimes not even then. The most amount of time spent removing enchantments is during the leveling process because you keep getting better and better gear you need to move them to.
Also I see all the gear has Reinforcement slots. Can we get an update on those? Like they're right now done with the Rank 18 Crafting level. The highest tier of those should be made with the Rank 20 Crafting materials. The materials we actually keep when we get higher level since we don't even need the old highest level crafting materials for Rank 1 Mastercraft anymore.
Lastly, this goes along with the complaint I made about the Mastercrafting changes. This is the sort of thing that needs a blog post from you or @nitocris83 weeks before the mod starts on the main page for Neverwinter, Not buried in the Preview server forums. Majority of your player base probably doesn't pay attention to the forums. I mainly play on PS4 but I play PC solely so I can do the preview to pass the information on to my Alliance. Not everyone is that lucky. Consoles sometimes luck out because you test these changes on the PC live server so we get to hear all the complaints from there and we're prepared for when it coms to us. You did that weeks ahead announcement with the Combat Rework and the huge Mod 15 and 16 changes. You need to do that now with this.
For my own curiosity, what were you planning to do with those 100 enchantments if this system change hadn't happened? The enchantments on live can still be upgraded, so one option is to raise some of them to rank 10 to exchange into the new enchantments.
If upgraded to rank 10 as you just said, youd have to do that 30 times to get 1 rank 1 pack, 60 times to get 1 rank 2. Really?
noworries#8859 said: There have been some comments on why can't we exchange max rank old for max rank new. This is adding more progression, and if we hadn't done a new system, we would have added new enchantment ranks like we have many times in the past. We haven't added ranks in a while because we did want to take the time to explore different improvements as well as resetting the ranks so there weren't so many for players to deal with. So we held off adding new ranks until we could get to that. But if we had decided against that plan, you'd see new ranks above 15 happening now.
Please, raise the ranks then. Removing armor and weapon enchants and replacing both with 1 choice, out of 6 total, is not progression. There are 3 options for tank now total, and soul shield is based on dying. 3 options for dps now, and battle tempered has a small shield? And none for the healers. Again, this doesnt feel like progression, like the opposite.
Literally no one asked for this change, you want to raise enchants level? Fine, but making what we already own essentially useless. Not to mention we have to spend a ton of money to upgrade, your killing your already dying game faster. You need new content faster to keep people playing. Not big cash grabs every few months, more and more will just quit and leave... smh
i understand the changes coming around but will wait an see wheather they are actually good or bad in the long run/ buyt own? question ... can you actualy hold whatever it is in this game that you say you "own" in tour hand? bc you dont own anything unless you can hold it in your hand...... and spending the money.... well nobody made you spend it... you didnt have a gun to your head and somebody saying "spend it or die" you felt the need to spend it or wanted to spend it soOo
The 1 medallion purchase for 40,000 AD needs a slider to purchase multiples (probably with a confirmation when spending large amounts of AD) or larger quantity medallions packs are needed.
It would also be nice to have temporary enchantments made available for purchase permanently, or added to the training room. Even if they are shorter duration, say 1 day. To give players a chance to play around with things when this goes live.
Froger - Barbarian - Original Main - The Freak Core - Xbone Jade - Cleric - Healer Main - The Freak Core - Xbone Magnus - Fighter - Tank for queues - The Freak Core - Xbone Loverboy - Ranger - Alt - 9 3/4 Unbuffed - Xbone Nomnomnommm - Wizard - Alt - Droppin Crits on Fools - Xbone I Am The Wall - Paladin - Alt - Droppin Crits on Fools - Xbone Xeros - Rogue - Alt - 9 3/4 Unbuffed - Xbone RIP bad name - Warlock - Alt - 9 3/4 Unbuffed - Xbone Bardholomew - Bard - Alt - 9 3/4 Unbuffed - Xbone Sirona - Cleric - Alt - 9 3/4 Unbuffed - Xbone
My thoughts as a veteran who has played this game for years. I am not opposed to the changes to enchantments. I can understand why. However, what I don't like is the trade for the weapon and armor enchantments. It is a pretty bum deal that you only get visual effects for trading them. Those enchantments were some of the most expensive to get in the game. Costing players millions of AD to get or upgrade and even sometimes real money to upgrade as well. There should be a better trade for them. I also don't like how much you are going to have to spend on creating new enchantments. I've spent a lot of time grinding to get myself some of the best enchantments for my characters only now to start all over again. Having a better exchange for the enchantments like rank 13 and higher will be nice. Also, I noticed that there isn't really any good combat enchantments for tanks and healers. Can you please, before the update, make some combat enchantments that will help tanks and healers?
Each upgrade will have up to 3 components, each of which can be protected by a preservation ward. If the upgrade fails, 1 of the components is chosen at random to be destroyed, unless it is protected by a preservation ward which will get destroyed instead.
Not sure if bug. I attempted an upgrade at 1% chance with a ward protecting each item. The upgrade failed, 1 item was protected by it's ward. However, all 3 wards were consumed. I would expect this to only consume the ward for the item selected to be destroyed.
Froger - Barbarian - Original Main - The Freak Core - Xbone Jade - Cleric - Healer Main - The Freak Core - Xbone Magnus - Fighter - Tank for queues - The Freak Core - Xbone Loverboy - Ranger - Alt - 9 3/4 Unbuffed - Xbone Nomnomnommm - Wizard - Alt - Droppin Crits on Fools - Xbone I Am The Wall - Paladin - Alt - Droppin Crits on Fools - Xbone Xeros - Rogue - Alt - 9 3/4 Unbuffed - Xbone RIP bad name - Warlock - Alt - 9 3/4 Unbuffed - Xbone Bardholomew - Bard - Alt - 9 3/4 Unbuffed - Xbone Sirona - Cleric - Alt - 9 3/4 Unbuffed - Xbone
> @rangerboo#7766 said: > My thoughts as a veteran who has played this game for years. I am not opposed to the changes to enchantments. I can understand why. However, what I don't like is the trade for the weapon and armor enchantments. It is a pretty bum deal that you only get visual effects for trading them. Those enchantments were some of the most expensive to get in the game. Costing players millions of AD to get or upgrade and even sometimes real money to upgrade as well. There should be a better trade for them. > I also don't like how much you are going to have to spend on creating new enchantments. I've spent a lot of time grinding to get myself some of the best enchantments for my characters only now to start all over again. Having a better exchange for the enchantments like rank 13 and higher will be nice. > Also, I noticed that there isn't really any good combat enchantments for tanks and healers. Can you please, before the update, make some combat enchantments that will help tanks and healers? I thought our rank 14 weapon and armour enchantment were worth 120 tokens ? Which will get you a rank 4 combat enchantment? So basically a straight up trade ? I realize that the new combat can be upgraded once more to mythic . Am I missing something ? Whether you have a rank 14 lightning or rank 14 terror enchantment, they both trade for 120 tokens ?
Okay, so I have one serious question for this reworking: How are new/non-endgame players to earn 100K AD per day to be able to buy into the new forced enchantment system? Asking because given the item level limit is going to 100k, I cannot imagine the scaling on enemies across all content, the RADQ, RTQ, RSQ, etc, for example, will be staying the exact same.
6
unknowndramaMember, NW M9 PlaytestPosts: 115Arc User
What happen with all the marks we have will there be a exchange for them or something? @noworries
There have been some comments on why can't we exchange max rank old for max rank new. This is adding more progression, and if we hadn't done a new system, we would have added new enchantment ranks like we have many times in the past. We haven't added ranks in a while because we did want to take the time to explore different improvements as well as resetting the ranks so there weren't so many for players to deal with. So we held off adding new ranks until we could get to that. But if we had decided against that plan, you'd see new ranks above 15 happening now.
No, we know why. It is because you want more people to spend in real life money to get the best enchantments. Stop lying to us. Many of us have played for years and worked hard to grind for the best enchantments. Now that we got them and aren't spending as much money anymore you are looking to find other ways to whale.
Refinement and Enchantments are undergoing some big changes. We read the feedback on enchantments not being meaningful enough in terms of item level and stats, and how the unslot cost was a tedious aspect of changing gear. We also had a wide variety of enchantments, but many were hardly used. We took that feedback and data, looked at the refinement system, and made changes we are excited to share with you.
No More Unslot Cost In the new refinement system there is no more unslot cost for enchantments. In fact, there are no more enchantment slots on gear. Instead, players now have an enhancement page on their character sheet. Add and remove enchants from this page with no cost.
The enchantment page has the following enchantment slots: 4x Offense Enchantments 4x Defense Enchantments 1x Utility Enchantment 1x Bonus Enchantment 1x Combat Enchantment 2x Overload Enchantments And on the Companion sheet you will find a slot for a Companion Enchantment
With these new slots come all new enchantments with higher item levels and some new options. There are 5 ranks to the new enchantments. Existing enchantments can be exchanged for the new enchantments at the antiquities dealer.
There is only one type of companion enchant with this change. It will increase companion damage or if it is an augment companion, it will increase the value of the bonus stats from that companion.
Exchange Cost New Enchantment Choice Pack Cost All Enchantments - Rank 1 30 All Enchantments - Rank 2 60 Combat/Companion – Rank 3 90 Combat/Companion – Rank 4 120
The current item level of a rank 15 enchant on live is 200. A rank 2 enchantment in the new system is 600 Item Level which is why it takes 3 rank 15s to convert into a rank 2.
Don’t have a lot of high level enchantments lying around to exchange? Not a problem! You can also buy the exchange currency directly with AD to get a head start on the new enchantments.
Preservation and Coal Wards
Preservation wards in the new system are the same items they’ve always been, but they are used slightly differently than before which we will discuss in the next section.
Coalescent Wards have a new icon and are now called Coalescent Motes, but are also the same items they were before and work in the same way.
There are new Motes as well which when used will add their percentage bonus to the chance of success. These motes increase the chance by 1%, 2%, 5%, 10%. The lowest tier can be bought in the refinement sage shop in PE. The other tiers can drop in dungeon end chests.
New Upgrade UI With these changes we also reworked the upgrade UI. In the past we had several different upgrade UIs depending on the item being upgraded and what items it turned into. We have combined all of this into a single UI that is universal to all items.
Each upgrade will have up to 3 components, each of which can be protected by a preservation ward. If the upgrade fails, 1 of the components is chosen at random to be destroyed, unless it is protected by a preservation ward which will get destroyed instead.
There is a percentage chance of success and a mote can be slotted to increase that chance, with a coalescent mote still raising the chance to 100%.
With this system there is no longer partial refinement point filling of an item. All of the refinement points are needed upfront and it goes directly into a chance to upgrade. Existing items with partial refinement points in them will have the refinement points refunded to the owner on login with these changes. If you are at max refinement points of 50,000,000 then you will need to spend some of that ahead of the update to receive the refunds.
Artifacts/Artifact Equipment If every item is now using the same refinement window, what does that mean for artifacts and artifact equipment? These items are no longer upgraded by ranks and instead are upgraded in full quality tiers each time. Some items received an item level increase during this change over.
Weapon/Armor Enchant Effects With these changes we have separated weapon and armor enchant effects from the enchantments. Instead we have added new slots to the appearance tab where you can slot both a weapon and an armor visual effect. Exchanging existing armor and weapon enchantments will also give you one of these matching effect items so you both have the visuals you had access to before and have new flexibility in how your character looks.
Will I have to figure this all out before I can play again? We realize changes of this size can be disruptive and may even feel overwhelming at first. To help with this and to let people play as they normally would when the update goes live, characters will get temporary enchantments equipped automatically. These enchantment have the item level of rank 4 in the new system and give a range of balanced stats. They last 7 days before disappearing, at which point you’d want to have exchanged your old enchants for new ones to take their place.
With this release to preview work is still ongoing and some things may not function as intended or may still have adjustments to values before going live.
We welcome all feedback and bug reports.
are u insane..did u already started plans for next year to suck our blood already,,, stop messing with the game and focus on improvements ,, so u are trying to attract new players with fancy cosmetics while cutting existing players .. that is really low from you all
Please tell me this isn't why we haven't gotten content in over 10 months...
Content Designers and Environment artists don't tend to work on these types of systems. But there is also an entire module on preview with a new adventure zone, campaign, and there will be a new trial as well.
I have almost 100 Rank 9 enchantments because that's what the lockboxes give us. What am I supposed to do with those? Just turn them into refinement points? Also it's really bad we can't buy the Rank 3 or 4 of the normal Enchantments and just the Combat/Companion ones. Also, the thing you don't explain here is that the unslot cost has gone away because it now costs Gold to upgrade the Enchantment. That's a little bit of a bait and switch.
For my own curiosity, what were you planning to do with those 100 enchantments if this system change hadn't happened? The enchantments on live can still be upgraded, so one option is to raise some of them to rank 10 to exchange into the new enchantments.
The reason players can exchange for rank 2 of the stat enchants and rank 4 of the combat and companion enchants if those match the stats/level/power of the old ones. The damage boost on a rank 4 combat enchant is the same as a rank 14 weapon enchant now. The companion enchant at rank 4 is the damage increase of having all rank 15 indomitables on live now. The exchange is to make sure players can exchange to keep themselves where they already are (or get caught up if behind that now).
While there is a gold cost to upgrade, I would compare it to how many times you've likely paid to unslot an enchantment over time.
There have been some comments on why can't we exchange max rank old for max rank new. This is adding more progression, and if we hadn't done a new system, we would have added new enchantment ranks like we have many times in the past. We haven't added ranks in a while because we did want to take the time to explore different improvements as well as resetting the ranks so there weren't so many for players to deal with. So we held off adding new ranks until we could get to that. But if we had decided against that plan, you'd see new ranks above 15 happening now.
This response is fine until you fine tune it a bit. Currently, I'm 53k IL and as that number implies, I can successfully have an impact (as DPS) on all the current queues. Given Your case that we're getting these new "better" enhancements, will the difficulty of the current dungeons be the same? Will I be able to do things as I am now? To put it better, is my progress/grind/work as a semi veteran player going to get punished by this change? Or will I be playing as usual with the new changes and enjoying the new content? I'm sure thesewill be rhetoric questions, because I'm completely positive that I'll be at the bottom, grinding again, loosing all of my progress, because of the easiest idea that states "If current content gets harder, seems like new content right?" What will you do with your mid-players that have been playing for 6 months to a year? They won't have rank 15s yet, they'll take a big hit from this and probably quit. This is one of the few times (if not the first time) I participated in the forums, but I had to get this out of my chest, because this really feels like you are insulting our intelligence, this is a step necessary to cash grab the soul out of the players that want to be on top.
I'd like to add that the weapon and armor enchants currently available are completely useless for healers. Max rank they are 5k il, with 0 Comb Rating, i don't think i have to explain what that does to your stats.
Using one is just nerfing yourself, unless you really want to get that high il no matter what no sane healer is gonna use one.
I hope you really read and implement some of the player's feedback. Don't know if this has been already expressed, but if the weapon/armor enchantments will be uselss in the upcoming changes, please allow us to trade them for ADs, like when Bonding Runestones were (or still) able to be traded for 2.4M ADs. If we can get around 5M ADs per Weapon/Armor, I believe will at least compensate many players to buy the new Glyph of Potency regeants.
I like that they decided to work on new ways to whale us instead of doing something that players have been begging for. Like fixing the AD-Zen Exchange. That hasn't been working for PC's since May but finding other ways to whale us was more important.
7
arcanjo86Member, NW M9 PlaytestPosts: 1,093Arc User
Refinement and Enchantments are undergoing some big changes. We read the feedback on enchantments not being meaningful enough in terms of item level and stats, and how the unslot cost was a tedious aspect of changing gear. We also had a wide variety of enchantments, but many were hardly used. We took that feedback and data, looked at the refinement system, and made changes we are excited to share with you.
No More Unslot Cost In the new refinement system there is no more unslot cost for enchantments. In fact, there are no more enchantment slots on gear. Instead, players now have an enhancement page on their character sheet. Add and remove enchants from this page with no cost.
The enchantment page has the following enchantment slots: 4x Offense Enchantments 4x Defense Enchantments 1x Utility Enchantment 1x Bonus Enchantment 1x Combat Enchantment 2x Overload Enchantments And on the Companion sheet you will find a slot for a Companion Enchantment
With these new slots come all new enchantments with higher item levels and some new options. There are 5 ranks to the new enchantments. Existing enchantments can be exchanged for the new enchantments at the antiquities dealer.
There is only one type of companion enchant with this change. It will increase companion damage or if it is an augment companion, it will increase the value of the bonus stats from that companion.
Exchange Cost New Enchantment Choice Pack Cost All Enchantments - Rank 1 30 All Enchantments - Rank 2 60 Combat/Companion – Rank 3 90 Combat/Companion – Rank 4 120
The current item level of a rank 15 enchant on live is 200. A rank 2 enchantment in the new system is 600 Item Level which is why it takes 3 rank 15s to convert into a rank 2.
Don’t have a lot of high level enchantments lying around to exchange? Not a problem! You can also buy the exchange currency directly with AD to get a head start on the new enchantments.
Preservation and Coal Wards
Preservation wards in the new system are the same items they’ve always been, but they are used slightly differently than before which we will discuss in the next section.
Coalescent Wards have a new icon and are now called Coalescent Motes, but are also the same items they were before and work in the same way.
There are new Motes as well which when used will add their percentage bonus to the chance of success. These motes increase the chance by 1%, 2%, 5%, 10%. The lowest tier can be bought in the refinement sage shop in PE. The other tiers can drop in dungeon end chests.
New Upgrade UI With these changes we also reworked the upgrade UI. In the past we had several different upgrade UIs depending on the item being upgraded and what items it turned into. We have combined all of this into a single UI that is universal to all items.
Each upgrade will have up to 3 components, each of which can be protected by a preservation ward. If the upgrade fails, 1 of the components is chosen at random to be destroyed, unless it is protected by a preservation ward which will get destroyed instead.
There is a percentage chance of success and a mote can be slotted to increase that chance, with a coalescent mote still raising the chance to 100%.
With this system there is no longer partial refinement point filling of an item. All of the refinement points are needed upfront and it goes directly into a chance to upgrade. Existing items with partial refinement points in them will have the refinement points refunded to the owner on login with these changes. If you are at max refinement points of 50,000,000 then you will need to spend some of that ahead of the update to receive the refunds.
Artifacts/Artifact Equipment If every item is now using the same refinement window, what does that mean for artifacts and artifact equipment? These items are no longer upgraded by ranks and instead are upgraded in full quality tiers each time. Some items received an item level increase during this change over.
Weapon/Armor Enchant Effects With these changes we have separated weapon and armor enchant effects from the enchantments. Instead we have added new slots to the appearance tab where you can slot both a weapon and an armor visual effect. Exchanging existing armor and weapon enchantments will also give you one of these matching effect items so you both have the visuals you had access to before and have new flexibility in how your character looks.
Will I have to figure this all out before I can play again? We realize changes of this size can be disruptive and may even feel overwhelming at first. To help with this and to let people play as they normally would when the update goes live, characters will get temporary enchantments equipped automatically. These enchantment have the item level of rank 4 in the new system and give a range of balanced stats. They last 7 days before disappearing, at which point you’d want to have exchanged your old enchants for new ones to take their place.
With this release to preview work is still ongoing and some things may not function as intended or may still have adjustments to values before going live.
We welcome all feedback and bug reports.
this was a good way to introduce class based combat enchantments like:
- Vorpal - chance on melee hit if enemy has 5% hp enemy dies(rogue ^^) (something similar to vorpal blade in d&d) + 10% outgoing(this is the basics for dps oriented specs); - arcane - your at-wil, encounter and daily powers on hit give you 1 arcane stack(wizard) + 10% outgoing damage; - flaming - your at-wil, encounter and daily powers on hit aplly burn stack on target(thaum) + 10% outgoing damage; - frost - your at-wil, encounter and daily powers on hit apply 1 chill stack on target(chill stack already has slow down effect) + 10% outgoing damage; - divine - your at-will, encounter and daily powers that heal target gives you +1% divinity(clerics and paladins) + 10% outgoing healing; - divine soul - your at-will, encounter and daily powers that heal target gives you 1% soulweave(warlock) + 10% outgoing healing; - dread - your at-will, encounter and daily powers on hit aplly curse to target(warlock) + 10% outgoing damage; - rage - your at-will, encounter and daily powers on hit give you +1% rage(barbarian) + 10% outgoing damage; - vegeance - your at-will, encounter and daily powers on hit give you +1% vegeance(fighter) + 10% outgoing damage; - poison - your at-will, encounter and daily powers on critical hit aplly poison to target + 10% outgoing damage; - Inspiration - your at-will, encounter powers, daily powers and songs have a chance to give you +1% performance + 5% outgoing damage +5% outgoing healing(bard);
Some ideas for tanks: - bark shield - when taking damage chance to root the enemy target for few seconds and aplly poison on them -10% damage taken(this is the basics for tank oriented specs); - fire shield - when taking damage chance to aplly burn on enemy target - 10% damage taken; - ice shield - when taking damage chance to frozen enemy target -10% damage taken; - earth shield - when taking damage chance to gain +1% defense(max 5%) -10% damage taken; - shadow - when taking damage chance to gain +1% deflection(max 5%) +1% stealth; - divine shield - when taking damage chance to gain +1% critical avoidance(max 5%) +1% divinity; - radiant shield - when taking damage chance to reduce enemy accuracy by 1%(max 5%) +5% incoming healing -5% damage taken; - blessed armor - when taking damage chance to to gain +1% incoming healing(max 5%) -10% damage taken;
This response is fine until you fine tune it a bit. Currently, I'm 53k IL and as that number implies, I can successfully have an impact (as DPS) on all the current queues. Given Your case that we're getting these new "better" enhancements, will the difficulty of the current dungeons be the same? Will I be able to do things as I am now? To put it better, is my progress/grind/work as a semi veteran player going to get punished by this change? Or will I be playing as usual with the new changes and enjoying the new content? I'm sure thesewill be rhetoric questions, because I'm completely positive that I'll be at the bottom, grinding again, loosing all of my progress, because of the easiest idea that states "If current content gets harder, seems like new content right?" What will you do with your mid-players that have been playing for 6 months to a year? They won't have rank 15s yet, they'll take a big hit from this and probably quit. This is one of the few times (if not the first time) I participated in the forums, but I had to get this out of my chest, because this really feels like you are insulting our intelligence, this is a step necessary to cash grab the soul out of the players that want to be on top.
There was no change to any existing content with this update. And your item level will likely go up after you do some exchanges so you will continue to be able to do everything you can do now, and may be able to do more than you can do now.
There isn't any content with this update that needs the new IL from the maxed out enchants. Every time we add new progression it is meant as a long term goal and is not needed for existing content or the new content.
There has been a few people talking about how their main characters have good enchants but their alts have rank 8/9 because those were cheap/easy to get. The new enchants that are exchanged for are unbound, and there is no unslot cost to take them off your character. This means all of your characters can share the same enchantments.
If someone is playing 5-10 different characters each play session that could be slightly tedious to move to the shared bank and back each time. I could look into a thing where an enchant could be turned in for a bound to account, can't be refined, can't be sold, can't be turned into RP account wide unlock enchant. Which means each character could have their own version, but I'm not sure how players would feel about that option since it does mean taking an enchant you could auction/sell and turns it into one that you can't do that with.
Here are my suggestions to remove the thorny side of what these changes mean so that you don't lose players over this:
- Allow an exchange for the current mops that will become invalid - Increase older artifacts item levels so they remain (slightly lower but still) viable so that enchanting stones keep an acceptable level of value in the game - Offer some exchange for the rank 6 enchanting stones (only needed in enchantment upgrades not artifact upgrades) making them (as far as I can tell) worthless. These once had a value and in theory would have become far more valuable with a direct upgrade from r15s to r17s for example (following the pattern of stone requirements of lower level enchantments) - add the new mops/motes and level 1 enchants to new lockboxes and end game chest loot tables so that the cost of equipping alts or new player toons with basic enchants is cheap (while you are at it please remove the, at this point, insulting blue blackjaw gear from these chests > your loot tables are FAR MORE in need of an overhaul as a system than the enchantment system you have chosen to update did. Happy players stay. Happy players will pay. Happy players will tell their friends ... just adding a chance at tradebars, comp tokens etc does not add the exciting ZING! that opening treasure should have. It seems like the job got left half done. Make the game as hard as you want ... just make it worth it. Eg. Reaper is great! You guys did good! I know that I have one fun thing to do every day when I log on... but ... Reaper chest should have different loot tables completely.) - Allow a direct account bound exchange for lower weapon/armour enchantments that were given as part of character progression. If the ones in the exchange are legendary ranks (only requiring 1 rank to get to mythic), offer a direct exchange for the lowest rank combat enchantment equivalent. Alts and new player still have an offensive/defensive combat enchantment they can equip and level up if they choose with no impact on the economy.
Personally, I think its fine that r9s just become refinement points. But I also have a lot of alts I actually do use to run about doing legacy quests, bounties, events or just to run through old content for the campaign rewards when I feel like switching my brain off completely. So the one concern for me here is that they are not completely stripped as their r9 enchantments and rune stones did add some value in terms of survivability and effectiveness in certain more alt-challenging zones like Sharandar. So I do think the aquisition of some minimum level enchantments as a replacement for the now useless rank 9's is appropriate, though I understand this should happen in a way that the stacks of r9s I have saved in my guild bank don't add an ad bloat to the economy.
Suggestion: Maybe you could give a replacement pack to each character that completed the relevant piece of content that gives the r8 enchantments during level up with the lowest level accountbound defensive/offensive and combat enchantments.
> @noworries#8859 said: > There was no change to any existing content with this update. And your item level will likely go up after you do some exchanges so you will continue to be able to do everything you can do now, and may be able to do more than you can do now. > > There isn't any content with this update that needs the new IL from the maxed out enchants. Every time we add new progression it is meant as a long term goal and is not needed for existing content or the new content. > > > > There has been a few people talking about how their main characters have good enchants but their alts have rank 8/9 because those were cheap/easy to get. The new enchants that are exchanged for are unbound, and there is no unslot cost to take them off your character. This means all of your characters can share the same enchantments. > > If someone is playing 5-10 different characters each play session that could be slightly tedious to move to the shared bank and back each time. I could look into a thing where an enchant could be turned in for a bound to account, can't be refined, can't be sold, can't be turned into RP account wide unlock enchant. Which means each character could have their own version, but I'm not sure how players would feel about that option since it does mean taking an enchant you could auction/sell and turns it into one that you can't do that with.
No , keep them unbound . If you’re gonna run harder content on alts , take the time and swap your gear around via mail / shared bank . Just my opinion
As a PvP-player I want to bring your attention to the absence of the elven battle enchantment. Some classes really need it for PvP in order to not be a walking target dummy, since they have no cc-break or counter cc. Please consider adding it asap
@noworries#8859 so playing more often my next question is what are we supposed to do with the Marks of Potency? They should be able to be exchanged for AD (the price they currently are in the live Wondrous Bazaar) so we can buy the new item we need for progression (forgetting the name). I'm glad Enchanting stones are still used but now we have the issue we're sitting on all these Mops for no good reason.
noworries#8859 As per existing Enchanting Stones , Mark of Potency . Will we be able to trade these in ? For AD ? Points/tokens towards new gear / items ? Or what will become of them ? Ty
There has been a few people talking about how their main characters have good enchants but their alts have rank 8/9 because those were cheap/easy to get. The new enchants that are exchanged for are unbound, and there is no unslot cost to take them off your character. This means all of your characters can share the same enchantments.
If someone is playing 5-10 different characters each play session that could be slightly tedious to move to the shared bank and back each time. I could look into a thing where an enchant could be turned in for a bound to account, can't be refined, can't be sold, can't be turned into RP account wide unlock enchant. Which means each character could have their own version, but I'm not sure how players would feel about that option since it does mean taking an enchant you could auction/sell and turns it into one that you can't do that with.
This is actually what I was hoping wouldn't be the case, the system being an excuse of why undergeared alts are stripped of their enchantments. As mentioned while theoretically possible, the attached inconvenience makes it unviable. I think I'm using my shared bank more extensively than others, but I quite honestly run into spacing issues here as well. I simply do not always have room for the 20-25 slots I would need to cover all loadouts and use-cases for my characters. If there are technical limitations fine, but then maybe one major boost would be to allow more space in the shared bank, like twice as much.
I personally wouldn't mind Enchantments tying into the Account Unlock system. Meaning you bind an enchantment to the account and can re-claim it on all characters using the RCA. If this system is built on the assumption that players will move one set of Enchantments across multiple toons anyway, then this shouldn't make a huge difference other than being way more user-friendly.
Comments
with wep enc free from campaign at r8 i want Ask why i cant have any weapon enc now ? I did the level campaign and no compensation ? So a r1 weapon or armor slot have t be filled from campaign.
so pls consider t replace reward and sent item to every1 did campaign.
tnx
And same for the free r8 we got for companion...every level campaign should be reworked on reward and for every1 did It be4 new module have to grab a compensation for every main/alt tnx
Also I don't remove enchantments much after Level 20. I may remove them once a mod sometimes not even then. The most amount of time spent removing enchantments is during the leveling process because you keep getting better and better gear you need to move them to.
Also I see all the gear has Reinforcement slots. Can we get an update on those? Like they're right now done with the Rank 18 Crafting level. The highest tier of those should be made with the Rank 20 Crafting materials. The materials we actually keep when we get higher level since we don't even need the old highest level crafting materials for Rank 1 Mastercraft anymore.
Lastly, this goes along with the complaint I made about the Mastercrafting changes. This is the sort of thing that needs a blog post from you or @nitocris83 weeks before the mod starts on the main page for Neverwinter, Not buried in the Preview server forums. Majority of your player base probably doesn't pay attention to the forums. I mainly play on PS4 but I play PC solely so I can do the preview to pass the information on to my Alliance. Not everyone is that lucky. Consoles sometimes luck out because you test these changes on the PC live server so we get to hear all the complaints from there and we're prepared for when it coms to us. You did that weeks ahead announcement with the Combat Rework and the huge Mod 15 and 16 changes. You need to do that now with this.
For my own curiosity, what were you planning to do with those 100 enchantments if this system change hadn't happened? The enchantments on live can still be upgraded, so one option is to raise some of them to rank 10 to exchange into the new enchantments.
If upgraded to rank 10 as you just said, youd have to do that 30 times to get 1 rank 1 pack, 60 times to get 1 rank 2. Really?
noworries#8859 said:
There have been some comments on why can't we exchange max rank old for max rank new. This is adding more progression, and if we hadn't done a new system, we would have added new enchantment ranks like we have many times in the past. We haven't added ranks in a while because we did want to take the time to explore different improvements as well as resetting the ranks so there weren't so many for players to deal with. So we held off adding new ranks until we could get to that. But if we had decided against that plan, you'd see new ranks above 15 happening now.
Please, raise the ranks then. Removing armor and weapon enchants and replacing both with 1 choice, out of 6 total, is not progression. There are 3 options for tank now total, and soul shield is based on dying. 3 options for dps now, and battle tempered has a small shield? And none for the healers. Again, this doesnt feel like progression, like the opposite.
you felt the need to spend it or wanted to spend it soOo
The 1 medallion purchase for 40,000 AD needs a slider to purchase multiples (probably with a confirmation when spending large amounts of AD) or larger quantity medallions packs are needed.
It would also be nice to have temporary enchantments made available for purchase permanently, or added to the training room. Even if they are shorter duration, say 1 day. To give players a chance to play around with things when this goes live.
Jade - Cleric - Healer Main - The Freak Core - Xbone
Magnus - Fighter - Tank for queues - The Freak Core - Xbone
Loverboy - Ranger - Alt - 9 3/4 Unbuffed - Xbone
Nomnomnommm - Wizard - Alt - Droppin Crits on Fools - Xbone
I Am The Wall - Paladin - Alt - Droppin Crits on Fools - Xbone
Xeros - Rogue - Alt - 9 3/4 Unbuffed - Xbone
RIP bad name - Warlock - Alt - 9 3/4 Unbuffed - Xbone
Bardholomew - Bard - Alt - 9 3/4 Unbuffed - Xbone
Sirona - Cleric - Alt - 9 3/4 Unbuffed - Xbone
Jade - DC - Shadows of Gauntlgrym - PC
I also don't like how much you are going to have to spend on creating new enchantments. I've spent a lot of time grinding to get myself some of the best enchantments for my characters only now to start all over again. Having a better exchange for the enchantments like rank 13 and higher will be nice.
Also, I noticed that there isn't really any good combat enchantments for tanks and healers. Can you please, before the update, make some combat enchantments that will help tanks and healers?
Jade - Cleric - Healer Main - The Freak Core - Xbone
Magnus - Fighter - Tank for queues - The Freak Core - Xbone
Loverboy - Ranger - Alt - 9 3/4 Unbuffed - Xbone
Nomnomnommm - Wizard - Alt - Droppin Crits on Fools - Xbone
I Am The Wall - Paladin - Alt - Droppin Crits on Fools - Xbone
Xeros - Rogue - Alt - 9 3/4 Unbuffed - Xbone
RIP bad name - Warlock - Alt - 9 3/4 Unbuffed - Xbone
Bardholomew - Bard - Alt - 9 3/4 Unbuffed - Xbone
Sirona - Cleric - Alt - 9 3/4 Unbuffed - Xbone
Jade - DC - Shadows of Gauntlgrym - PC
> My thoughts as a veteran who has played this game for years. I am not opposed to the changes to enchantments. I can understand why. However, what I don't like is the trade for the weapon and armor enchantments. It is a pretty bum deal that you only get visual effects for trading them. Those enchantments were some of the most expensive to get in the game. Costing players millions of AD to get or upgrade and even sometimes real money to upgrade as well. There should be a better trade for them.
> I also don't like how much you are going to have to spend on creating new enchantments. I've spent a lot of time grinding to get myself some of the best enchantments for my characters only now to start all over again. Having a better exchange for the enchantments like rank 13 and higher will be nice.
> Also, I noticed that there isn't really any good combat enchantments for tanks and healers. Can you please, before the update, make some combat enchantments that will help tanks and healers?
I thought our rank 14 weapon and armour enchantment were worth 120 tokens ? Which will get you a rank 4 combat enchantment? So basically a straight up trade ? I realize that the new combat can be upgraded once more to mythic .
Am I missing something ?
Whether you have a rank 14 lightning or rank 14 terror enchantment, they both trade for 120 tokens ?
This response is fine until you fine tune it a bit. Currently, I'm 53k IL and as that number implies, I can successfully have an impact (as DPS) on all the current queues. Given Your case that we're getting these new "better" enhancements, will the difficulty of the current dungeons be the same? Will I be able to do things as I am now? To put it better, is my progress/grind/work as a semi veteran player going to get punished by this change? Or will I be playing as usual with the new changes and enjoying the new content?
I'm sure thesewill be rhetoric questions, because I'm completely positive that I'll be at the bottom, grinding again, loosing all of my progress, because of the easiest idea that states "If current content gets harder, seems like new content right?"
What will you do with your mid-players that have been playing for 6 months to a year? They won't have rank 15s yet, they'll take a big hit from this and probably quit.
This is one of the few times (if not the first time) I participated in the forums, but I had to get this out of my chest, because this really feels like you are insulting our intelligence, this is a step necessary to cash grab the soul out of the players that want to be on top.
Max rank they are 5k il, with 0 Comb Rating, i don't think i have to explain what that does to your stats.
Using one is just nerfing yourself, unless you really want to get that high il no matter what no sane healer is gonna use one.
- Vorpal - chance on melee hit if enemy has 5% hp enemy dies(rogue ^^) (something similar to vorpal blade in d&d) + 10% outgoing(this is the basics for dps oriented specs);
- arcane - your at-wil, encounter and daily powers on hit give you 1 arcane stack(wizard) + 10% outgoing damage;
- flaming - your at-wil, encounter and daily powers on hit aplly burn stack on target(thaum) + 10% outgoing damage;
- frost - your at-wil, encounter and daily powers on hit apply 1 chill stack on target(chill stack already has slow down effect) + 10% outgoing damage;
- divine - your at-will, encounter and daily powers that heal target gives you +1% divinity(clerics and paladins) + 10% outgoing healing;
- divine soul - your at-will, encounter and daily powers that heal target gives you 1% soulweave(warlock) + 10% outgoing healing;
- dread - your at-will, encounter and daily powers on hit aplly curse to target(warlock) + 10% outgoing damage;
- rage - your at-will, encounter and daily powers on hit give you +1% rage(barbarian) + 10% outgoing damage;
- vegeance - your at-will, encounter and daily powers on hit give you +1% vegeance(fighter) + 10% outgoing damage;
- poison - your at-will, encounter and daily powers on critical hit aplly poison to target + 10% outgoing damage;
- Inspiration - your at-will, encounter powers, daily powers and songs have a chance to give you +1% performance + 5% outgoing damage +5% outgoing healing(bard);
Some ideas for tanks:
- bark shield - when taking damage chance to root the enemy target for few seconds and aplly poison on them -10% damage taken(this is the basics for tank oriented specs);
- fire shield - when taking damage chance to aplly burn on enemy target - 10% damage taken;
- ice shield - when taking damage chance to frozen enemy target -10% damage taken;
- earth shield - when taking damage chance to gain +1% defense(max 5%) -10% damage taken;
- shadow - when taking damage chance to gain +1% deflection(max 5%) +1% stealth;
- divine shield - when taking damage chance to gain +1% critical avoidance(max 5%) +1% divinity;
- radiant shield - when taking damage chance to reduce enemy accuracy by 1%(max 5%) +5% incoming healing -5% damage taken;
- blessed armor - when taking damage chance to to gain +1% incoming healing(max 5%) -10% damage taken;
There isn't any content with this update that needs the new IL from the maxed out enchants. Every time we add new progression it is meant as a long term goal and is not needed for existing content or the new content.
There has been a few people talking about how their main characters have good enchants but their alts have rank 8/9 because those were cheap/easy to get. The new enchants that are exchanged for are unbound, and there is no unslot cost to take them off your character. This means all of your characters can share the same enchantments.
If someone is playing 5-10 different characters each play session that could be slightly tedious to move to the shared bank and back each time. I could look into a thing where an enchant could be turned in for a bound to account, can't be refined, can't be sold, can't be turned into RP account wide unlock enchant. Which means each character could have their own version, but I'm not sure how players would feel about that option since it does mean taking an enchant you could auction/sell and turns it into one that you can't do that with.
- Allow an exchange for the current mops that will become invalid
- Increase older artifacts item levels so they remain (slightly lower but still) viable so that enchanting stones keep an acceptable level of value in the game
- Offer some exchange for the rank 6 enchanting stones (only needed in enchantment upgrades not artifact upgrades) making them (as far as I can tell) worthless. These once had a value and in theory would have become far more valuable with a direct upgrade from r15s to r17s for example (following the pattern of stone requirements of lower level enchantments)
- add the new mops/motes and level 1 enchants to new lockboxes and end game chest loot tables so that the cost of equipping alts or new player toons with basic enchants is cheap (while you are at it please remove the, at this point, insulting blue blackjaw gear from these chests > your loot tables are FAR MORE in need of an overhaul as a system than the enchantment system you have chosen to update did. Happy players stay. Happy players will pay. Happy players will tell their friends ... just adding a chance at tradebars, comp tokens etc does not add the exciting ZING! that opening treasure should have. It seems like the job got left half done. Make the game as hard as you want ... just make it worth it. Eg. Reaper is great! You guys did good! I know that I have one fun thing to do every day when I log on... but ... Reaper chest should have different loot tables completely.)
- Allow a direct account bound exchange for lower weapon/armour enchantments that were given as part of character progression. If the ones in the exchange are legendary ranks (only requiring 1 rank to get to mythic), offer a direct exchange for the lowest rank combat enchantment equivalent. Alts and new player still have an offensive/defensive combat enchantment they can equip and level up if they choose with no impact on the economy.
Personally, I think its fine that r9s just become refinement points. But I also have a lot of alts I actually do use to run about doing legacy quests, bounties, events or just to run through old content for the campaign rewards when I feel like switching my brain off completely. So the one concern for me here is that they are not completely stripped as their r9 enchantments and rune stones did add some value in terms of survivability and effectiveness in certain more alt-challenging zones like Sharandar. So I do think the aquisition of some minimum level enchantments as a replacement for the now useless rank 9's is appropriate, though I understand this should happen in a way that the stacks of r9s I have saved in my guild bank don't add an ad bloat to the economy.
Suggestion: Maybe you could give a replacement pack to each character that completed the relevant piece of content that gives the r8 enchantments during level up with the lowest level accountbound defensive/offensive and combat enchantments.
> There was no change to any existing content with this update. And your item level will likely go up after you do some exchanges so you will continue to be able to do everything you can do now, and may be able to do more than you can do now.
>
> There isn't any content with this update that needs the new IL from the maxed out enchants. Every time we add new progression it is meant as a long term goal and is not needed for existing content or the new content.
>
>
>
> There has been a few people talking about how their main characters have good enchants but their alts have rank 8/9 because those were cheap/easy to get. The new enchants that are exchanged for are unbound, and there is no unslot cost to take them off your character. This means all of your characters can share the same enchantments.
>
> If someone is playing 5-10 different characters each play session that could be slightly tedious to move to the shared bank and back each time. I could look into a thing where an enchant could be turned in for a bound to account, can't be refined, can't be sold, can't be turned into RP account wide unlock enchant. Which means each character could have their own version, but I'm not sure how players would feel about that option since it does mean taking an enchant you could auction/sell and turns it into one that you can't do that with.
No , keep them unbound . If you’re gonna run harder content on alts , take the time and swap your gear around via mail / shared bank . Just my opinion
As per existing Enchanting Stones , Mark of Potency .
Will we be able to trade these in ? For AD ? Points/tokens towards new gear / items ?
Or what will become of them ?
Ty
I personally wouldn't mind Enchantments tying into the Account Unlock system. Meaning you bind an enchantment to the account and can re-claim it on all characters using the RCA. If this system is built on the assumption that players will move one set of Enchantments across multiple toons anyway, then this shouldn't make a huge difference other than being way more user-friendly.