> @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.
> @regenerde said: > ... 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.
I don’t understand the logic when he wants r15 to be traded for r5, as 3x r15 = 1x r2.
Exchanging owned enchantments to the same level you currently have would be the better option. I am not looking for profit, I just don’t understand why everyone should be able to exchange from the current max to the new max.
> @regenerde said: > ... 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.
I don’t understand the logic when he wants r15 to be traded for r5, as 3x r15 = 1x r2.
Exchanging owned enchantments to the same level you currently have would be the better option. I am not looking for profit, I just don’t understand why everyone should be able to exchange from the current max to the new max.
Maybe not the new max lvl 5, but a trade in of 3 rank 15, for 1 rank 2 is not fair, unless you look at the IL and justify that you get equivalent back in the rank 2...minus all upgrade costs. Many got their enchants from the bar store, but many built theirs up. This is more important for the weapon/armor enchants. The cost of getting a weapon enchant to lvl 11, cost 2 coal wards, even if you got it at rank 9, not even counting the MOPs. The turnin for medallions is 30, at a value of 40k each. That isn't a fair turnin. You have to turn in 4 rank 11's to get 1 rank 4 pack, 8 coal wards already spent. If ranked to rank 14, you spent millions more on MOPs, and still spent 5 coal wards. If you built up from shards, 8 coal wards for each max rank weapon/armor enchant. If not fully maxed, you get even less value for what youve already put into them, and faced with option of spending 10 MOP6 and another coal ward to push one from 12-13? And you get a fraction back in medallions.
The new meta will be to create a single set of enchants + alternates and transfer them from character to character as you play.
Annoying, yes. But a lot less costly overall.
The meta of running alts has died with changing from salvage/toon to salvage/acc imo. It wasn't good to have many toons for a while, I guess. When I started playing it was good to have 50 toons+, but lately (or until I stopped playing) people that went for endgame (not that I would know) didnt tinker with too many toons if they didn't want to spend 24/7 on this show In theory, this would be nice - but they change the meta of enchs way too often for this to be cool
More deletions. I guess my soulforged is gone now? Also deleting the choices regarding off/def combos.
Did SF even work properly
I'm not talking about running 40 billion alts, just 1 of each class; so 9 characters in total.
Each running at least 1 loadout for each path.
Not having to keep a separate set of enchants for every single character will be much less costly and less of a hassle; if a biy tedious to transfer around.
But what is Neverwinter except putting up with the tedium of constantly ignored issues, hmm? Like the setting to turn on Proc. text STILL being missing from the option menu.
And yes, I will continue to bring it up until it gets fixed.
As for Soulforged, it does and always has worked great. I have used it exclusively for most of the game's life. The new version; Soul Shield, even more so.
If bondings still able to be turned in for 2.6 mil at rank 15, why are we getting 20 medallions at 40k value(800k) for every other type. And if they pull 2.6 mil clean AD, why 120 tokens for a max rank weapon enchant, 4.8 mil value, not AD. Not to mention that those were 1% on every upgrade, meaning coal wards, and never on bar store for 1k bars or 800 bars during discount. Seems like a lot less in return.
If bondings still able to be turned in for 2.6 mil at rank 15, why are we getting 20 medallions at 40k value(800k) for every other type. And if they pull 2.6 mil clean AD, why 120 tokens for a max rank weapon enchant, 4.8 mil value, not AD. Not to mention that those were 1% on every upgrade, meaning coal wards, and never on bar store for 1k bars or 800 bars during discount. Seems like a lot less in return.
Well, can't find the tab for trading in Bonding Runestones for AD on the PTS any more - i'd say trade in every single Bonding Runestone you have right now, before they decide to remove the tab on the life server too.
It looks like you can trade in R10+ Bonding Runestones for Medallion of Enchantment like any other normal enchantment...
We have to trade 3 rank 15 to get 1 new rank 2. And this will let us keep our item lvl.
Just a bit of a correction: You keep your item level, you LOSE stats thanks to some enchantments no longer having Combined Rating, meaning a 1% - 5% effective drop in your stats. So yeah, it's a nerf, but not only a nerf, but a step backward from where you were stated previously.
We have to trade 3 rank 15 to get 1 new rank 2. And this will let us keep our item lvl.
Just a bit of a correction: You keep your item level, you LOSE stats thanks to some enchantments no longer having Combined Rating, meaning a 1% - 5% effective drop in your stats. So yeah, it's a nerf, but not only a nerf, but a step backward from where you were stated previously.
Can you eleborate on this please ?
If a player that has all 18x R15 enchantments (a total of 3600 item level) and trade them in, that will player will have 360 tokens. The player will afford to get 6 new R2 enchantments (3600 item level), leaving 4 slots open. The player then exchanges his 6x R15 runestones (1200 item level) for 120 tokens, this will be replaced with 2x R2 enchantments (1200 item level). The player then trades in his R14 armor and weapon enchantments (1600 item level) for 120 tokens each, affording him/her the missing R2 enchantments (1200 item level) and 1 companion enchantment (1200 item level).
Wouldnt this mean that player effectiveness and companion effectiveness will be increased and stat % will remain almost the same ?
We have to trade 3 rank 15 to get 1 new rank 2. And this will let us keep our item lvl.
Just a bit of a correction: You keep your item level, you LOSE stats thanks to some enchantments no longer having Combined Rating, meaning a 1% - 5% effective drop in your stats. So yeah, it's a nerf, but not only a nerf, but a step backward from where you were stated previously.
Can you eleborate on this please ?
If a player that has all 18x R15 enchantments (a total of 3600 item level) and trade them in, that will player will have 360 tokens. The player will afford to get 6 new R2 enchantments (3600 item level), leaving 4 slots open. The player then exchanges his 6x R15 runestones (1200 item level) for 120 tokens, this will be replaced with 2x R2 enchantments (1200 item level). The player then trades in his R14 armor and weapon enchantments (1600 item level) for 120 tokens each, affording him/her the missing R2 enchantments (1200 item level) and 1 companion enchantment (1200 item level).
Wouldnt this mean that player effectiveness and companion effectiveness will be increased and stat % will remain almost the same ?
You left off the 6 runestones that had combined rating...for obvious reasons.
I don’t understand the logic when he wants r15 to be traded for r5, as 3x r15 = 1x r2.
Exchanging owned enchantments to the same level you currently have would be the better option. I am not looking for profit, I just don’t understand why everyone should be able to exchange from the current max to the new max.
Think the key is getting equal item level back for all players. You can't expect bis for bis because the system obviously is designed to add on top of the current R15, but on low-end characters you shouldn't just lose 2k+ item level either. Unless there will be additional sources of R1s (adventures, dungeon chests, lockboxes) the entry point to the new system is poorly thought out.
And again, this is especially painful for those with R9/R10 Weapon Enchantments. Those are not cheap and you will not be able to replace them.
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arcanjo86Member, NW M9 PlaytestPosts: 1,093Arc User
they shouldn't have never add rank 2 and rank 3 exchange in the first place and make all enchantment sloted character exchange for rank 1 pack each when sent to mail. everyone is happy and everyone starts at same level as if everyone had r15 in the past and now improve together from there, if u complaining about the color around the enchantment, i would look at it as a old increase in rank as from 15 to 16(green, new rank 1), 16 to 17(blue, new rank 2), 17 to 18(purple, new rank 3), 18 to 19(orange, new rank 4 ) and 19 to 20(cyan, new rank 5).
We lose combined rating of 5k on combat enchant, 1.5k on bonus, and 1.5k on runestone. So 8% on everything.
The lack of combined rating is an interesting aspect. Definitely smells like the system being designed to allow for higher item level and not capping all important stats like it is currently. Imho this will require even more specialized builds for scaled content where higher item level means nothing and you want to cap percentages as much as possible instead. Not saying it's bad, but if it is indeed the case this should have been better communicated.
We lose combined rating of 5k on combat enchant, 1.5k on bonus, and 1.5k on runestone. So 8% on everything.
The lack of combined rating is an interesting aspect. Definitely smells like the system being designed to allow for higher item level and not capping all important stats like it is currently. Imho this will require even more specialized builds for scaled content where higher item level means nothing and you want to cap percentages as much as possible instead. Not saying it's bad, but if it is indeed the case this should have been better communicated.
I would be all for this if scaled content actually became a challenge (so long as rewards were also appropriate), but doubt this will have any impact (Harper has a stream reward of "Naked Dungeon run", they healed LoMM with all their gear and comps removed. That's a big hit to %s).
Repear's is a good first step in re-using existing content, but as always it seems rushed and untested by real players (they vary from "just like a normal run" to "This is hell and no way 5x50k players can do it").
I don’t understand the logic when he wants r15 to be traded for r5, as 3x r15 = 1x r2.
Exchanging owned enchantments to the same level you currently have would be the better option. I am not looking for profit, I just don’t understand why everyone should be able to exchange from the current max to the new max.
Think the key is getting equal item level back for all players. You can't expect bis for bis because the system obviously is designed to add on top of the current R15, but on low-end characters you shouldn't just lose 2k+ item level either. Unless there will be additional sources of R1s (adventures, dungeon chests, lockboxes) the entry point to the new system is poorly thought out.
And again, this is especially painful for those with R9/R10 Weapon Enchantments. Those are not cheap and you will not be able to replace them.
Players can still see on live, how much the turn in for a bonding rank15 is, 2.6 million AD. No undercutting and selling and losing 10% on top. 2.6 million. This system is going to give 800k credit in medallions. If you have extra and plan on selling an enchantment from the medallions, lose 10% immediate, after finding a buyer on AH, which will be flooded. Pretty easy to see that players will end up with around 720k AD per rank 15(if they can sell for that), a far cry from 2.6 mil AD from the bonding.
We have to trade 3 rank 15 to get 1 new rank 2. And this will let us keep our item lvl.
Just a bit of a correction: You keep your item level, you LOSE stats thanks to some enchantments no longer having Combined Rating, meaning a 1% - 5% effective drop in your stats. So yeah, it's a nerf, but not only a nerf, but a step backward from where you were stated previously.
Each player will gain 4k IL from combat enchant, 1.2k from companion runestone(both from rank 4 box), and 600 IL from rank 2 bonus. That's 5.8k swing in combined rating loss immediate. The only thing masking it, is them giving, for 1 week, rank 4 of each type in off/def, close to 2k per stat. When you slot the rank 2, its noticable, and only gets worse if enchants in offense/ defense, aren't the desired stat(say slot awareness on tank....crit avoid goes down drastic if you dont slot 1.
> @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.
Giving "functional" enchantments in the new system to people who had that level of enchantments for free would wreck the economy, because the new system has been created to reset the bar. I dont like it either, it will cripple my account, but that is what is happening. I got to Item level 30k with a solid "whew" and brought my other characters up behind that guy, now I am starting at an effective 25k(ish) lead character who cant break into the new grind. With all my characters completed in the adventures I dont see a way for them to fix anything for me.
I have nothing against the new interface for enchants. I don't mind the rework of "normal" enchants as I was somehow expecting some new ranks.
However, removing the current choice of weapon/armor enchant and removing the possibility to slot both weapon and armor enchantments is a slap in the face. We DO like our weapon/armor enchants as they are, and the choices you offer are pointless (e.g the ridiculous shield of the reworked prominence enchant) or worse, these new enchants are going to weaken the class balance that is currently not bad at all. I am also afraid these new enchants are not working properly (e.g using the thorn enchant on a warlock makes him hit for zero damage from many sources). Please keep the current weapon/armor enchants.
Besides, exchanging our maxed enchants will grant us only 720 medallons whereas buying a full set of newest r2 enchants + one weapon/armor enchant costs 840 medallons. It is a ripoff of 120 medallons which equals to one weapon/armor enchant. Easy fix: Please revise the value of exchange or even better, add back another slot for weapon or armor enchant so that we can have a good equivalence with the current system. Please also think to the people who have a bunch or r12/r13 etc: they should get good value enchants in the new system.
Another thing that bothers me is the too wide gap between each enchant rank (item level and stat). You should narrow them just like in the current system (as a reminder, there is only 30 points of stat difference more stat in a current r15 vs a r14): people will not feel punished to have a rank 2 rather than a rank 3, considering you are alredy forcing them to get a "blue" rank rather than a maxed r15. You are not obliged to narrow that much but you should definitely reduce the gap between the green rank and the mythic rank. Alternatively, you could revise the new ranks so that we get r3 enchants for our r15: having an epic rank-mid tier is more acceptable psychologically.
Last thing, it could be nice to have some universal slots. And I would like two utility slots or more choice for the enchant to be slot into it: I would like forte/movement for instance and not a single stat.
Note: you were complaining that some enchants were not used. To tell you the truth, the ones less used do not make sense (e.g the ones that are activating their fancy effect on a daily power, considering that we cannot use daily powers often) or it is just because they are half-bugged (e.g flaming and its "clogging" that prevents it from being really effective).
Note2: it is nice that the new enchants you can get are not bound to account. In my personal case, I have 3 toons with their own gear and enchants (95% not bound except heart of fire enchant or gift enchants) and I wouldn't stand to exchange what I PAID for some bound stuff.
Feedback: Hi @noworries#8859 , so even Weapon and Armor enchants at below rank 10 are not tradable in? You know that Weapon and Armor enchants are expensive for folks to upgrade and have to use co wards as well even from shards to rank 7, and then rank 8–10 and so on. Yet the trade in value for a rank 10 is 40k rADs, not even close to a faction that players have to spent to get those enchants up to rank 10. All enchants including weapons and armor enchants rank 7 - 9 should be tradable in. Please also give us the exchange value = total cost players have to spend to get different types of MOPs, Pres wards and or co wards just to rank up each rank from 7 to higher ranks. While I do understand you gals and guys are trying to simplify enchants to just a few enchants for simplifying the coding, combat calculations, enchants management, etc., but this change w. the exchange values just aren’t fair to players. Also, do keep in mind that you will NEED to update your lockboxes, your Enchantment Choice packs from Zen store and Adventuring Campaigns, Dungeon chest rewards/loot table, Events’ Store/Rewards to STOP dropping any old types of enchants rank 7 - 9. It is like you step forward 1 step to the right direction, and then you step backward not just 2 steps. but a big whopper of backward directions to about killing even more players based including the new players and returning players who just find something good to return or try the game with this Mod21!!! It’s very frustrating! I am a veteran player from almost Day1 on console, and from Mod15 with A.I.campaign forward, I kept seeing friends, guild members, good players leaving the game each Mod! I even run a NW Xbox One FB group to help players in NW community with game info, etc…through each Mod, but this one is very hard to support you and PW company with these greedy scheme this past 2 years. Tbh, if it wasn’t for the remaining friends and members of my guild, I would have walked away from the game since your combat changes in Feb. this year. Now with this change of enchantments, I am debating to continue w. NW or find another game for me and my crew to try out and enjoy.
Having had the chance to look some more, I suggest the detrimental impact to non Max Rank players could be removed by making the following changes to the Trade In Scales. This would allow an equitable transition between the two systems regardless of the degree of Character Development.
Enchants/Runestones Rank 15 > 20 Medallions - Trading in 3 gives enough for a new R2 with equal IL Rank 14 > 18 Medallions Rank 13 > 16 Medallions Rank 12 > 14 Medallions Rank 11 > 12 Medallions Rank 10 > 10 Medallions - Trading in 3 gives enough for a new R1 with equal IL
Weapon/Armour Enchants Rank 14 > 120 Medallions - Trading in gives enough for a new R4 with equal IL Rank 13 > 105 Medallions Rank 12 > 90 Medallions - Trading in gives enough for a new R3 Rank 11 > 75 Medallions Rank 10 > 60 Medallions - Trading in gives enough for a new R2 Rank 9 > 45 Medallions Rank 8 > 30 Medallions - Trading in gives enough for a new entry level R1
It would be nice if you can keep the colors/colours for the stats on the enchants the same as they currently are. I will try to put a table thing to show how you switched them up and what I am asking that you change them to. As it currently is on Preview, only the Combat Advantage (offense stat) Enchantment remains the same colour, since both Tactical (current) and Amethyst (preview) are purple.
Comments
> 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
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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.
>
> 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
(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
> ... 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.
I don’t understand the logic when he wants r15 to be traded for r5, as 3x r15 = 1x r2.
Exchanging owned enchantments to the same level you currently have would be the better option. I am not looking for profit, I just don’t understand why everyone should be able to exchange from the current max to the new max.
Each running at least 1 loadout for each path.
Not having to keep a separate set of enchants for every single character will be much less costly and less of a hassle; if a biy tedious to transfer around.
But what is Neverwinter except putting up with the tedium of constantly ignored issues, hmm? Like the setting to turn on Proc. text STILL being missing from the option menu.
And yes, I will continue to bring it up until it gets fixed.
As for Soulforged, it does and always has worked great. I have used it exclusively for most of the game's life. The new version; Soul Shield, even more so.
It looks like you can trade in R10+ Bonding Runestones for Medallion of Enchantment like any other normal enchantment...
If a player that has all 18x R15 enchantments (a total of 3600 item level) and trade them in, that will player will have 360 tokens. The player will afford to get 6 new R2 enchantments (3600 item level), leaving 4 slots open.
The player then exchanges his 6x R15 runestones (1200 item level) for 120 tokens, this will be replaced with 2x R2 enchantments (1200 item level).
The player then trades in his R14 armor and weapon enchantments (1600 item level) for 120 tokens each, affording him/her the missing R2 enchantments (1200 item level) and 1 companion enchantment (1200 item level).
Wouldnt this mean that player effectiveness and companion effectiveness will be increased and stat % will remain almost the same ?
And again, this is especially painful for those with R9/R10 Weapon Enchantments. Those are not cheap and you will not be able to replace them.
Repear's is a good first step in re-using existing content, but as always it seems rushed and untested by real players (they vary from "just like a normal run" to "This is hell and no way 5x50k players can do it").
I don't mind the rework of "normal" enchants as I was somehow expecting some new ranks.
However, removing the current choice of weapon/armor enchant and removing the possibility to slot both weapon and armor enchantments is a slap in the face. We DO like our weapon/armor enchants as they are, and the choices you offer are pointless (e.g the ridiculous shield of the reworked prominence enchant) or worse, these new enchants are going to weaken the class balance that is currently not bad at all. I am also afraid these new enchants are not working properly (e.g using the thorn enchant on a warlock makes him hit for zero damage from many sources).
Please keep the current weapon/armor enchants.
Besides, exchanging our maxed enchants will grant us only 720 medallons whereas buying a full set of newest r2 enchants + one weapon/armor enchant costs 840 medallons. It is a ripoff of 120 medallons which equals to one weapon/armor enchant. Easy fix: Please revise the value of exchange or even better, add back another slot for weapon or armor enchant so that we can have a good equivalence with the current system.
Please also think to the people who have a bunch or r12/r13 etc: they should get good value enchants in the new system.
Another thing that bothers me is the too wide gap between each enchant rank (item level and stat). You should narrow them just like in the current system (as a reminder, there is only 30 points of stat difference more stat in a current r15 vs a r14): people will not feel punished to have a rank 2 rather than a rank 3, considering you are alredy forcing them to get a "blue" rank rather than a maxed r15. You are not obliged to narrow that much but you should definitely reduce the gap between the green rank and the mythic rank. Alternatively, you could revise the new ranks so that we get r3 enchants for our r15: having an epic rank-mid tier is more acceptable psychologically.
Last thing, it could be nice to have some universal slots.
And I would like two utility slots or more choice for the enchant to be slot into it: I would like forte/movement for instance
and not a single stat.
Note: you were complaining that some enchants were not used. To tell you the truth, the ones less used do not make sense (e.g the ones that are activating their fancy effect on a daily power, considering that we cannot use daily powers often) or it is just because they are half-bugged (e.g flaming and its "clogging" that prevents it from being really effective).
Note2: it is nice that the new enchants you can get are not bound to account. In my personal case, I have 3 toons with their own gear and enchants (95% not bound except heart of fire enchant or gift enchants) and I wouldn't stand to exchange what I PAID for some bound stuff.
Hi @noworries#8859 , so even Weapon and Armor enchants at below rank 10 are not tradable in?
You know that Weapon and Armor enchants are expensive for folks to upgrade and have to use co wards as well even from shards to rank 7, and then rank 8–10 and so on. Yet the trade in value for a rank 10 is 40k rADs, not even close to a faction that players have to spent to get those enchants up to rank 10. All enchants including weapons and armor enchants rank 7 - 9 should be tradable in. Please also give us the exchange value = total cost players have to spend to get different types of MOPs, Pres wards and or co wards just to rank up each rank from 7 to higher ranks.
While I do understand you gals and guys are trying to simplify enchants to just a few enchants for simplifying the coding, combat calculations, enchants management, etc., but this change w. the exchange values just aren’t fair to players.
Also, do keep in mind that you will NEED to update your lockboxes, your Enchantment Choice packs from Zen store and Adventuring Campaigns, Dungeon chest rewards/loot table, Events’ Store/Rewards to STOP dropping any old types of enchants rank 7 - 9.
It is like you step forward 1 step to the right direction, and then you step backward not just 2 steps. but a big whopper of backward directions to about killing even more players based including the new players and returning players who just find something good to return or try the game with this Mod21!!! It’s very frustrating! I am a veteran player from almost Day1 on console, and from Mod15 with A.I.campaign forward, I kept seeing friends, guild members, good players leaving the game each Mod! I even run a NW Xbox One FB group to help players in NW community with game info, etc…through each Mod, but this one is very hard to support you and PW company with these greedy scheme this past 2 years. Tbh, if it wasn’t for the remaining friends and members of my guild, I would have walked away from the game since your combat changes in Feb. this year. Now with this change of enchantments, I am debating to continue w. NW or find another game for me and my crew to try out and enjoy.
Enchants/Runestones
Rank 15 > 20 Medallions - Trading in 3 gives enough for a new R2 with equal IL
Rank 14 > 18 Medallions
Rank 13 > 16 Medallions
Rank 12 > 14 Medallions
Rank 11 > 12 Medallions
Rank 10 > 10 Medallions - Trading in 3 gives enough for a new R1 with equal IL
Weapon/Armour Enchants
Rank 14 > 120 Medallions - Trading in gives enough for a new R4 with equal IL
Rank 13 > 105 Medallions
Rank 12 > 90 Medallions - Trading in gives enough for a new R3
Rank 11 > 75 Medallions
Rank 10 > 60 Medallions - Trading in gives enough for a new R2
Rank 9 > 45 Medallions
Rank 8 > 30 Medallions - Trading in gives enough for a new entry level R1
It would be nice if you can keep the colors/colours for the stats on the enchants the same as they currently are. I will try to put a table thing to show how you switched them up and what I am asking that you change them to. As it currently is on Preview, only the Combat Advantage (offense stat) Enchantment remains the same colour, since both Tactical (current) and Amethyst (preview) are purple.
Statistic----------Current----------Preview-----------Suggestion
Power-----------Yellow (Radiant)---Red (Garnet)--------Yellow (Citrine)
Accuracy---------Grey (Silvery)-----Yellow (Citrine)-----Green (Jade)
Crit. Strike-------Blue (Azure)------Green (Jade)--------Blue (Cobalt)
Crit. Severity-----Red (Dark)--------Blue (Cobalt)-------Red (Garnet)
Combat Adv.-----Purple (Tactical)---Purple (Amethyst)---Purple (Amethyst)