@noworries#8859 here's a TL;DR, but hoping you read the post in full:
- Please add back unique effects of weapon & armor enchantments for launch. - Please add exchanges for Rank 8 & 9 enchantments as was done for bondings.
You and the team have done a great job simplifying switching builds on the fly with these runestone/enchantment changes, which is brilliant for the health of the game and progression going forward.
HOWEVER, I need to PLEASE ask that you consider those who enjoy build diversity, for example self-healing with Lifedrinker and Bloodtheft enchantments, or stamina pepeganess with Eclipse etc. While you are presenting many welcome changes (once the dust blows over and people realise how useful they are) you are inadvertently removing an extra layer of customisation to our characters.
PLEASE consider returning those effects, as they already exist, in some form for us to utilise. In some builds, they are essential, and have now been nullified leaving it to the stale stat/IL balancing which honestly isn't the be-all and end-all.
And if you're feeling in an extra giving Christmas-y spirit, could you consider looking into R8/R9 enchantments providing token exchange currency as well? Many have supported your game through blood, sweat, and tears. Lockboxes rewarded them by the dozens. Make right by your community, just as you did for bonding runestones allowing all ranks to be exchanged.
@noworries#8859 here's a TL;DR, but hoping you read the post in full:
- Please add back unique effects of weapon & armor enchantments for launch. - Please add exchanges for Rank 8 & 9 enchantments as was done for bondings.
Spot on. I'd also add that we need exchange for MoPs to the new Glyphs. Those MoPs were definitely not free to collect.
The new rank 2 equals three rank 15 enchantments. Giving account wide rank 5 enchants would ruin the economy forever ?
Not sure I see where you think that would ruin the economy. I trade in MY 3 r15s for a new rank 2 > I trade in my rank 2 for a bound rank 2 > I can no longer trade it or influence the economy with it by selling it > I claim it on my alt that had rank9 enchantments and which was never going to get any better enchantments > My alt gains a very nice replacement of the equivalent of 3 r15s for the now useless r9s that he was running.
How would you see that as ruining the economy?
Because I would no longer need to consider buying r2's for my alts? I would never have considered that anyway. How would that effect the economy even if I did? Because I'm not going to sink ad into buying expensive enchantments for my mostly unloved toons?
If I could equip my alts with a decent set of enchantments and achieve a decent balance to their stats I might actually start liking them ... and might start investing in equipping them with other things they are lacking ...
I mean these are all mights - but I'm not seeing the destruction of the economy. Seeing your follow up post I can tell you are upset and probably don't want to discuss things. That's completely understandable. But if you would be willing to share the angle you are seeing that maybe I'm missing, I'd be interested in understanding what you mean.
Edit: Do you mean exclusively the trade in of new r5's as an option? Again, I think if you did the above, ranked up your new rank 2s to rank 5s and then handed them in to make them bound - yes that would be a great boon for all alts, but again not seeing how this could effect the economy either honestly.
Post edited by jbear79 on
5
arazith07Member, NW M9 PlaytestPosts: 1,719Arc User
Obviously I am not talking about those, I am talking about the normal enchantments.
The issue with the entry point remains though. R9s and even some Armor and Weapon Enchantments are cheap, a new set of R1s is 3M+, at least with the info available right now. That's quite a difference.
Not sure where you are getting your 3M value. You can get a set for 1M, 10 slotsx100k AD. There is currently no place to buy a Runestone or Combat Enchantment. We are also not taking into account what the outdated rewards in the adventures will end up being. Speaking of...
Bug: Leveling Adventurer awards are giving old enchantments/runestones/weapon enchants. Feedback: I suggest the above be switched to rank 1s of the new enchantments.
Obviously I am not talking about those, I am talking about the normal enchantments.
The issue with the entry point remains though. R9s and even some Armor and Weapon Enchantments are cheap, a new set of R1s is 3M+, at least with the info available right now. That's quite a difference.
Not sure where you are getting your 3M value. You can get a set for 1M, 10 slotsx100k AD. There is currently no place to buy a Runestone or Combat Enchantment. We are also not taking into account what the outdated rewards in the adventures will end up being. Speaking of...
Bug: Leveling Adventurer awards are giving old enchantments/runestones/weapon enchants. Feedback: I suggest the above be switched to rank 1s of the new enchantments.
10x normal enchantments = 1,000k 60 tokens for 2x combat/companion = 2,400k
Sure maybe there will be additional sources for all enchantments especially combat/companion. That's why I was saying "at least with the info available right now". But we can obviously only debate the current preview state. What makes the entry point especially cruel is the fact that certain armor and weapon enchantments at Rank 9 are already quite expensive, but get completely devalued. Players should be able to exchange old R9s (300 item level) for a new R1 (300 item level).
So the 'rank 8 weapon enchantment pack' that you get from completing the levelling adventure 'the whispering caverns' is now basically 2500 RP the equal of a 'jadeite'
6
plasticbatMember, NW M9 PlaytestPosts: 12,426Arc User
So the 'rank 8 weapon enchantment pack' that you get from completing the levelling adventure 'the whispering caverns' is now basically 2500 RP the equal of a 'jadeite'
And I believe this "new" 'rank 8 weapon enchantment pack' was introduced in mod 21. Not a legacy item.
*** The game can read your mind. If you want it, you won't get it. If you don't expect to get it, you will. ***
I don’t think it’s right to make low rank weapon and armor enchants worth nothing. I can understand regular enchantments because they’re super cheap, but R8 weapon enchants still have some value. I think the weapon/armor enchants should have trade-in value going down to at least R8.
Shouldn't there be a Mark of Potency to Glyph of Potency conversion via Enchantment Medallions too ? And might as well add Enchanting Stone conversion to Glyph of Potency too, since now all you need is this Glyph of Potency !
The temporary enchantments should expire based on combat time, not elapsed time since character conversion (presumably - why don't you explicitly state when that clock starts ticking on a character basis).
So for once I'm not mad about the changes. It's fewer items you need to collect and once upgraded will give you way more stats than simply adding a mythic rank to the enchantments on live. (Which is what I was expecting and hoping for.) Not having them tied to gear is great! Swapping your gear for different situations will be breeze.
I've done the exchange a couple of times on preview now and once you factor in the guild boons I have on live I'll be a higher item level from day one.
I would like to see more of the armor and weapon enchantments added as a choice for use in the combat slot.
I'm not someone who plays a lot of alts so I'm not worried about my never used fighter not having any enhancements. Besides, the 100k ad for a green enhancement (300 ivl) is good price considering it's still more item level and stats than a rank 15 enchantment (200 ilvl). (Vendor is in the Adventurer's Guild, 2nd floor if you haven't found it yet.)
Having all your enhancements on 1 page neatly laid out makes it much easier to swap things around. No longer do you need to hover over things and figure out where you put that azure or whatever. Quality of life = improved.
New zone is nice, big and spacious and I don't feel like I'm stumbling over other players all the time. Grappling hook that doubles as a weapon is fun.
A tank friend of mine is worried about holding threat with the big boost DPS will be getting. I'd suggest adding some gear or increasing tanks base threat modifier. As is it is, most 50k tanks have trouble holding agro with 3 60k dps using tunnel vision and demogorgon's reach.
I'd still like to see the RNG in VoS addressed though. It sucks.
If they're going to make r8/r9 stones worthless, maybe they should instead give every toon a base set of uncommon stones and allow them to trade in r10+ stones for mats to upgrade them? It would keep people from turning in a huge amount of low rank stones to get better replacements, but not totally screw over new players that don't have better equipment.
If they're going to make r8/r9 stones worthless, maybe they should instead give every toon a base set of uncommon stones and allow them to trade in r10+ stones for mats to upgrade them? It would keep people from turning in a huge amount of low rank stones to get better replacements, but not totally screw over new players that don't have better equipment.
Rank 8 & 9 already are already worthless though. Our guild bank is full of them and nobody takes any because they drop so much in game. Maybe the middle ground is every player gets a free rank 2 pack regardless of what they had. But leave the rank 8/9's out of the exchange vendor.
So the 'rank 8 weapon enchantment pack' that you get from completing the levelling adventure 'the whispering caverns' is now basically 2500 RP the equal of a 'jadeite'
Well, here's a short list of enchantments that will also be worthless with Mod. 22... + Enchantments being sold directly in the ZEN shop -> Rank 9 + Enchantments from 30k Character Boost -> Rank 9 + Enchantments from lockboxes -> mostly Rank 9, very rarely a Rank 10 + Enchantments from Class Packs (or other old Packs) -> Rank 7 ... and that's just not right, considering players have spend real money on them.
And please do explain how letting players exchange free bound to account Rank 15 enchantments/runestones from events/promotions or the Rank 14 enchantment from the AI campaign for tradable new enchantments/runestones is just fine, but the world is going to end when the exchange is widen towards lower ranking enchantments/runestones...
Am I getting this right? They are selling us back our former stats pre mod 19? and "bonding" for x3 the price? Ohhh you guys…
Post edited by thordet91#6067 on
11
greywyndMember, NW M9 PlaytestPosts: 7,154Arc User
Whatever happens, there should be parity between before the change goes through and after. No requirement to spend anything to get back to where we were at step one.
Not like most of the other changes we've been forced to live with.
I'm not looking for forgiveness, and I'm way past asking permission. Earth just lost her best defender, so we're here to fight. And if you want to stand in our way, we'll fight you too.
> @greywynd said: > Whatever happens, there should be parity between before the change goes through and after. No requirement to spend anything to get back to where we were at step one. > > Not like most of the other changes we've been forced to live with.
We have to trade 3 rank 15 to get 1 new rank 2. And this will let us keep our item lvl.
But our rank 15 have coalwards in them.
In my opinion they are removing at least 66% of the coalwards spent in this game the last years with this 3 for 1 change.
66% of peoples time or money used to get the enchants where they are. Sounds like initial nerf to me..
@noworries#8859 Hi, thanks for your and whole teams hard work.
I will not go in details, but since there are changes with weapon enchantment( now offensive enchantments). I want to ask few questions. Or more precise clarifications on how enchantments should work in certain situations. .
Let's take Poisoned thorns ( previously Bilethorn). By tooltip, it have CC effect, reduce enemies movement speed by 10%, for 4s, and it's stack x3 times. Also it does 25 magnitude damage over 4s. The question is how different ranked versions of same enchantment should behave.
Lets say we have target which where affected by Poisoned Thorn ( legendary) and then other player hit same target with Mythic ranked version. So should higher ranked version override lesser ranked versions effect( DoT and CC) or reffresh or they stack.
Same can be asked about Plague Fire enchantment too. Should different ranked override each other or refhresh or they stack seprated.
And also this enchantment have 10% chance to do extra 10 mag explode damage. So it's bring question, if you have lets say 5 players with same or different ranked plague fire enchantmetns, do 10s cool down counts for all in same time, or it count for each player individually..
I know that it's sound as silly questions, but I need to know clear statement how they should behave. If we don't know how it should work, then it's simply impossible to test out and find out do they work as intended or not. What outcome is considered as Ok and which interactions are not OK.
p.s Is there plans in future( someday) add more enchaments? Also is runes which increase companion dealt dmg, but there is nothing like that which would improve support companions performance..
There is Lliira's Bell of Empowerment which increase companions dealt dmg and also there is bell which reduce companions abilties/skills cool down. So I woder is there are plans to bring similar thing with runestones..
Post edited by hadestemplar#9918 on
======================================================================== “The masses have never thirsted after truth. Whoever can supply them with illusions is easily their master; whoever attempts to destroy their illusions is always their victim. Gustave Le Bon. ==================================================
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.
I have several rank 8 and 9 weapon and armor enchantments that I have been slowly selling. Now you are saying I should upgrade them using 1 or 2 coal wards + other reagents for each one and then trade it in for a value of 800k?
You need to rethink the value of rank 7, 8 and 9 weapon and armor enchants. Unlike regular enchants, they require coal wards to upgrade every step.
Here is what I don't get and how I know that this was made with the intention of making us spend money. One mote cost 40k(!) and one only gives us a 1% chance to upgrade. Buying a coalescent ward (or mote as they will be called now) cost about 10 US dollars or 750k ad. With how it is you will need 4000000 ad to get a 100% chance to upgrade or the player can spend ten bucks. To make this fair and less like you are whaling us the price for motes should be 7500-8000 ad as 100 motes should add up to the price of a coalescent mote.
> @jbear79 said: > Not sure I see where you think that would ruin the economy. I trade in MY 3 r15s for a new rank 2 > I trade in my rank 2 for a bound rank 2 > I can no longer trade it or influence the economy with it by selling it > I claim it on my alt that had rank9 enchantments and which was never going to get any better enchantments > My alt gains a very nice replacement of the equivalent of 3 r15s for the now useless r9s that he was running. > > How would you see that as ruining the economy? > > Because I would no longer need to consider buying r2's for my alts? I would never have considered that anyway. How would that effect the economy even if I did? Because I'm not going to sink ad into buying expensive enchantments for my mostly unloved toons? > > If I could equip my alts with a decent set of enchantments and achieve a decent balance to their stats I might actually start liking them ... and might start investing in equipping them with other things they are lacking ... > > > I mean these are all mights - but I'm not seeing the destruction of the economy. Seeing your follow up post I can tell you are upset and probably don't want to discuss things. That's completely understandable. But if you would be willing to share the angle you are seeing that maybe I'm missing, I'd be interested in understanding what you mean. > > Edit: Do you mean exclusively the trade in of new r5's as an option? Again, I think if you did the above, ranked up your new rank 2s to rank 5s and then handed them in to make them bound - yes that would be a great boon for all alts, but again not seeing how this could effect the economy either honestly.
You wrote : « If I could exchange a fully upgraded enchantment for a bound fully upgraded enchantment I could then claim on my alts, I would actually consider that a fantastic option»
Trading a current fully upgraded enchantment (r15) for a new fully upgraded enchantment (rank 5) is what I think would be bad for the economy
◙ Are we getting even exchange 1 for 1 that means my rank 15 enchantment becomes a rank 5 enchantment Regardless of inflated stats or item level. • ( 3 rank 15s for 1 rank 2 enchantment on preview must be a error right?) ◙ Are you going to increase the 9 offensive slots we have now? - Making the end game builds unique and have more variety to them? • (4 offensive slots on preview must be a error right?) ◙ Are you going to increase the 8 defensive slots we have now? - Making the end game builds unique and have more variety to them? • (4 defensive slots on preview must be a error right?) ◙ Are we going to be able to exchange our rank 15 enchantments for 2.5 mil ad like bonding runestones? - for compensation?
◙ Are we going to be able to exchange our rank 14s weapon/ armor enchantments for 7.5 mil ad - for compensation? •( converting rank 14 weapons / armor enchantments to fashion items or refinement points must be a error right?)
◙ Are you going to keep the bonding runestones on preview? • didn't we just get ride of those 3 mods ago just so they can come back? - that makes no sense • Every player should get 1 free [mythic bonding runestone pack] right? • yes they latterly just brought back bonding runestone to companions again don't believe me go to preview and check for your self.
◙ Are you going to increase the 5 utility slots we have now? - making the end game builds unique and have more variety? • (the 1 utility slot must be a error right?)
are players getting any refunds on zen or ad spent on obsolete items in next mod?
(MY MOD22 THOUGHTS)
Instead of simplifying (END GAME) have you ever thought to listen to your community on the forums. By adding more enchantments and (NOT LESS). Making end game builds unique to that players play style and have some variety?
The real question we all are asking here... Is why are you making the game more simple. Wasn't that the point of mod 1 to start simple & grow on that. 8 years later we are on Mod 22. Shouldn't content be out of this world with everything mod moving forward? I mean shouldn't we have more instead of this (beta nonsense). Should we have more like...
(More Boon paragons/paths,) (More Enchantment & enchantment slots with new unique enchantments bases on class and roles) (More Mount insignia bonus's to choose from) (More Armor enhancements) and so much more.
Cryptic Studios were is all that stuff why are you makeing end game easy when in reality is should be hard and complex with tons of options for players to create unique builds. Everyone i see all look the same. It is sad over the years to see how bad the game is getting based on greed, what a shame..
> @jbear79 said: > Not sure I see where you think that would ruin the economy. I trade in MY 3 r15s for a new rank 2 > I trade in my rank 2 for a bound rank 2 > I can no longer trade it or influence the economy with it by selling it > I claim it on my alt that had rank9 enchantments and which was never going to get any better enchantments > My alt gains a very nice replacement of the equivalent of 3 r15s for the now useless r9s that he was running. > > How would you see that as ruining the economy? > > Because I would no longer need to consider buying r2's for my alts? I would never have considered that anyway. How would that effect the economy even if I did? Because I'm not going to sink ad into buying expensive enchantments for my mostly unloved toons? > > If I could equip my alts with a decent set of enchantments and achieve a decent balance to their stats I might actually start liking them ... and might start investing in equipping them with other things they are lacking ... > > > I mean these are all mights - but I'm not seeing the destruction of the economy. Seeing your follow up post I can tell you are upset and probably don't want to discuss things. That's completely understandable. But if you would be willing to share the angle you are seeing that maybe I'm missing, I'd be interested in understanding what you mean. > > Edit: Do you mean exclusively the trade in of new r5's as an option? Again, I think if you did the above, ranked up your new rank 2s to rank 5s and then handed them in to make them bound - yes that would be a great boon for all alts, but again not seeing how this could effect the economy either honestly.
You wrote : « If I could exchange a fully upgraded enchantment for a bound fully upgraded enchantment I could then claim on my alts, I would actually consider that a fantastic option»
Trading a current fully upgraded enchantment (r15) for a new fully upgraded enchantment (rank 5) is what I think would be bad for the economy
... but giving only a small percentage of players a fully new setup and letting them sell any leftovers is "good" for the economy? Yeah, i think i understand it now, you and others making a huge profit through this exchange -> good for the economy. Anyone else getting at least something out of the exchange -> bad for the economy.
Btw. last time i checked, the "economy" got nuked by Knox Boxes, and i see not many actual complains about that either.
As i said before, any enchantment/runestone from the exchange should be bound to account as they did it in the past, 0 to little impact on the economy that way.
Comments
@noworries#8859 here's a TL;DR, but hoping you read the post in full:
- Please add back unique effects of weapon & armor enchantments for launch.
- Please add exchanges for Rank 8 & 9 enchantments as was done for bondings.
You and the team have done a great job simplifying switching builds on the fly with these runestone/enchantment changes, which is brilliant for the health of the game and progression going forward.
HOWEVER, I need to PLEASE ask that you consider those who enjoy build diversity, for example self-healing with Lifedrinker and Bloodtheft enchantments, or stamina pepeganess with Eclipse etc. While you are presenting many welcome changes (once the dust blows over and people realise how useful they are) you are inadvertently removing an extra layer of customisation to our characters.
PLEASE consider returning those effects, as they already exist, in some form for us to utilise. In some builds, they are essential, and have now been nullified leaving it to the stale stat/IL balancing which honestly isn't the be-all and end-all.
And if you're feeling in an extra giving Christmas-y spirit, could you consider looking into R8/R9 enchantments providing token exchange currency as well? Many have supported your game through blood, sweat, and tears. Lockboxes rewarded them by the dozens. Make right by your community, just as you did for bonding runestones allowing all ranks to be exchanged.
I'd also add that we need exchange for MoPs to the new Glyphs.
Those MoPs were definitely not free to collect.
How would you see that as ruining the economy?
Because I would no longer need to consider buying r2's for my alts? I would never have considered that anyway. How would that effect the economy even if I did? Because I'm not going to sink ad into buying expensive enchantments for my mostly unloved toons?
If I could equip my alts with a decent set of enchantments and achieve a decent balance to their stats I might actually start liking them ... and might start investing in equipping them with other things they are lacking ...
I mean these are all mights - but I'm not seeing the destruction of the economy. Seeing your follow up post I can tell you are upset and probably don't want to discuss things. That's completely understandable. But if you would be willing to share the angle you are seeing that maybe I'm missing, I'd be interested in understanding what you mean.
Edit: Do you mean exclusively the trade in of new r5's as an option? Again, I think if you did the above, ranked up your new rank 2s to rank 5s and then handed them in to make them bound - yes that would be a great boon for all alts, but again not seeing how this could effect the economy either honestly.
Bug: Leveling Adventurer awards are giving old enchantments/runestones/weapon enchants.
Feedback: I suggest the above be switched to rank 1s of the new enchantments.
60 tokens for 2x combat/companion = 2,400k
Sure maybe there will be additional sources for all enchantments especially combat/companion. That's why I was saying "at least with the info available right now". But we can obviously only debate the current preview state. What makes the entry point especially cruel is the fact that certain armor and weapon enchantments at Rank 9 are already quite expensive, but get completely devalued. Players should be able to exchange old R9s (300 item level) for a new R1 (300 item level).
And might as well add Enchanting Stone conversion to Glyph of Potency too, since now all you need is this Glyph of Potency !
I've done the exchange a couple of times on preview now and once you factor in the guild boons I have on live I'll be a higher item level from day one.
I would like to see more of the armor and weapon enchantments added as a choice for use in the combat slot.
I'm not someone who plays a lot of alts so I'm not worried about my never used fighter not having any enhancements. Besides, the 100k ad for a green enhancement (300 ivl) is good price considering it's still more item level and stats than a rank 15 enchantment (200 ilvl). (Vendor is in the Adventurer's Guild, 2nd floor if you haven't found it yet.)
Having all your enhancements on 1 page neatly laid out makes it much easier to swap things around. No longer do you need to hover over things and figure out where you put that azure or whatever. Quality of life = improved.
New zone is nice, big and spacious and I don't feel like I'm stumbling over other players all the time. Grappling hook that doubles as a weapon is fun.
A tank friend of mine is worried about holding threat with the big boost DPS will be getting. I'd suggest adding some gear or increasing tanks base threat modifier. As is it is, most 50k tanks have trouble holding agro with 3 60k dps using tunnel vision and demogorgon's reach.
I'd still like to see the RNG in VoS addressed though. It sucks.
+ Enchantments being sold directly in the ZEN shop -> Rank 9
+ Enchantments from 30k Character Boost -> Rank 9
+ Enchantments from lockboxes -> mostly Rank 9, very rarely a Rank 10
+ Enchantments from Class Packs (or other old Packs) -> Rank 7
... and that's just not right, considering players have spend real money on them.
And please do explain how letting players exchange free bound to account Rank 15 enchantments/runestones from events/promotions or the Rank 14 enchantment from the AI campaign for tradable new enchantments/runestones is just fine, but the world is going to end when the exchange is widen towards lower ranking enchantments/runestones...
Not like most of the other changes we've been forced to live with.
> Whatever happens, there should be parity between before the change goes through and after. No requirement to spend anything to get back to where we were at step one.
>
> Not like most of the other changes we've been forced to live with.
We have to trade 3 rank 15 to get 1 new rank 2. And this will let us keep our item lvl.
But our rank 15 have coalwards in them.
In my opinion they are removing at least 66% of the coalwards spent in this game the last years with this 3 for 1 change.
66% of peoples time or money used to get the enchants where they are. Sounds like initial nerf to me..
Also, at a minimum allow lower level weapon/armor enchants to be traded for their respective effect.
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
Counter-Proposal
https://forum.arcgames.com/neverwinter/discussion/1263808/urgent-the-peoples-solution-an-improved-enchantment-table-for-mod22#latest
Hi, thanks for your and whole teams hard work.
I will not go in details, but since there are changes with weapon enchantment( now offensive enchantments). I want to ask few questions. Or more precise clarifications on how enchantments should work in certain situations. .
Let's take Poisoned thorns ( previously Bilethorn).
By tooltip, it have CC effect, reduce enemies movement speed by 10%, for 4s, and it's stack x3 times. Also it does 25 magnitude damage over 4s.
The question is how different ranked versions of same enchantment should behave.
Lets say we have target which where affected by Poisoned Thorn ( legendary) and then other player hit same target with Mythic ranked version.
So should higher ranked version override lesser ranked versions effect( DoT and CC) or reffresh or they stack.
Same can be asked about Plague Fire enchantment too.
Should different ranked override each other or refhresh or they stack seprated.
And also this enchantment have 10% chance to do extra 10 mag explode damage. So it's bring question, if you have lets say 5 players with same or different ranked plague fire enchantmetns, do 10s cool down counts for all in same time, or it count for each player individually..
I know that it's sound as silly questions, but I need to know clear statement how they should behave. If we don't know how it should work, then it's simply impossible to test out and find out do they work as intended or not. What outcome is considered as Ok and which interactions are not OK.
p.s Is there plans in future( someday) add more enchaments? Also is runes which increase companion dealt dmg, but there is nothing like that which would improve support companions performance..
There is Lliira's Bell of Empowerment which increase companions dealt dmg and also there is bell which reduce companions abilties/skills cool down. So I woder is there are plans to bring similar thing with runestones..
“The masses have never thirsted after truth. Whoever can supply them with illusions is easily their master; whoever attempts to destroy their illusions is always their victim.
Gustave Le Bon.
==================================================
I have several rank 8 and 9 weapon and armor enchantments that I have been slowly selling. Now you are saying I should upgrade them using 1 or 2 coal wards + other reagents for each one and then trade it in for a value of 800k?
You need to rethink the value of rank 7, 8 and 9 weapon and armor enchants. Unlike regular enchants, they require coal wards to upgrade every step.
> Not sure I see where you think that would ruin the economy. I trade in MY 3 r15s for a new rank 2 > I trade in my rank 2 for a bound rank 2 > I can no longer trade it or influence the economy with it by selling it > I claim it on my alt that had rank9 enchantments and which was never going to get any better enchantments > My alt gains a very nice replacement of the equivalent of 3 r15s for the now useless r9s that he was running.
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> How would you see that as ruining the economy?
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> Because I would no longer need to consider buying r2's for my alts? I would never have considered that anyway. How would that effect the economy even if I did? Because I'm not going to sink ad into buying expensive enchantments for my mostly unloved toons?
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> If I could equip my alts with a decent set of enchantments and achieve a decent balance to their stats I might actually start liking them ... and might start investing in equipping them with other things they are lacking ...
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> I mean these are all mights - but I'm not seeing the destruction of the economy. Seeing your follow up post I can tell you are upset and probably don't want to discuss things. That's completely understandable. But if you would be willing to share the angle you are seeing that maybe I'm missing, I'd be interested in understanding what you mean.
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> Edit: Do you mean exclusively the trade in of new r5's as an option? Again, I think if you did the above, ranked up your new rank 2s to rank 5s and then handed them in to make them bound - yes that would be a great boon for all alts, but again not seeing how this could effect the economy either honestly.
You wrote : « If I could exchange a fully upgraded enchantment for a bound fully upgraded enchantment I could then claim on my alts, I would actually consider that a fantastic option»
Trading a current fully upgraded enchantment (r15) for a new fully upgraded enchantment (rank 5) is what I think would be bad for the economy
(RANK 15 ENCHANTMENTS)
◙ Are we getting even exchange 1 for 1 that means my rank 15 enchantment becomes a rank 5 enchantment Regardless of inflated stats or item level.
• ( 3 rank 15s for 1 rank 2 enchantment on preview must be a error right?)
◙ Are you going to increase the 9 offensive slots we have now? - Making the end game builds unique and have more variety to them?
• (4 offensive slots on preview must be a error right?)
◙ Are you going to increase the 8 defensive slots we have now? - Making the end game builds unique and have more variety to them?
• (4 defensive slots on preview must be a error right?)
◙ Are we going to be able to exchange our rank 15 enchantments for 2.5 mil ad like bonding runestones? - for compensation?
◙ Are we going to be able to exchange our rank 14s weapon/ armor enchantments for 7.5 mil ad - for compensation?
•( converting rank 14 weapons / armor enchantments to fashion items or refinement points must be a error right?)
◙ Are you going to keep the bonding runestones on preview?
• didn't we just get ride of those 3 mods ago just so they can come back? - that makes no sense
• Every player should get 1 free [mythic bonding runestone pack] right?
• yes they latterly just brought back bonding runestone to companions again don't believe me go to preview and check for your self.
◙ Are you going to increase the 5 utility slots we have now? - making the end game builds unique and have more variety?
• (the 1 utility slot must be a error right?)
are players getting any refunds on zen or ad spent on obsolete items in next mod?
(MY MOD22 THOUGHTS)
Instead of simplifying (END GAME) have you ever thought to listen to your community on the forums. By adding more enchantments and (NOT LESS). Making end game builds unique to that players play style and have some variety?
The real question we all are asking here... Is why are you making the game more simple. Wasn't that the point of mod 1 to start simple & grow on that. 8 years later we are on Mod 22. Shouldn't content be out of this world with everything mod moving forward? I mean shouldn't we have more instead of this (beta nonsense). Should we have more like...
(More Boon paragons/paths,)
(More Enchantment & enchantment slots with new unique enchantments bases on class and roles)
(More Mount insignia bonus's to choose from)
(More Armor enhancements)
and so much more.
Cryptic Studios were is all that stuff why are you makeing end game easy when in reality is should be hard and complex with tons of options for players to create unique builds. Everyone i see all look the same. It is sad over the years to see how bad the game is getting based on greed, what a shame..
Yeah, i think i understand it now, you and others making a huge profit through this exchange -> good for the economy.
Anyone else getting at least something out of the exchange -> bad for the economy.
Btw. last time i checked, the "economy" got nuked by Knox Boxes, and i see not many actual complains about that either.
As i said before, any enchantment/runestone from the exchange should be bound to account as they did it in the past, 0 to little impact on the economy that way.
on preview we have
4 offensive enchantments
4 defensive enchantments
so hear me out
now all 8 enchantment slots are empty no stats in them and we can use 4x enchantment for 1 empty offence or defense slot
example
1 empty offensive enchantment
less say i want to add 2x radiant 15s for 2x power
and i want to add 2x azure 15s for 2x crit strike
then would then fill up that 1 out 4 offensive or defensive enchantment slots
that way we can use our rank 15s in a unique way
so total we would have 16 defense enchantments and 16 offensive enchantments