Don't argue with Wilbur. He does this every time people don't like a change and it just clogs up the thread with bs.
Who's arguing, he's all over the place. When clearly stated, and many have seen on preview already, you go up 15k IL from these changes once you max the enchants, you receive only 7k combined rating, so the spread is 8k more from your ratings and IL, or 8%. Yes, we get 9k offensive stats vs 1.5k before, but at what cost. Every offensive stat lowered(the only thing masking it is they gave 4 temp enchants of each offensive type, close to 2% each). If 1 of each offensive, you will still lose 6% on each offensive stat. If put all 4 of 1 type, yeah that 1 will stay even, and the others will lose 8%.
@arazith07 the real issue... and the issue I really have with the developers (and @noworries#8859 please be listening) is a lot of times they will come up with a new mechanic and system than move on to the newest shiny one instead of finishing fixing the first one. I know I harp on this topic a lot but they severely broke Crafting not just Mastercrafting with the level squish and then they still haven't fixed it (the fact that there's two Rank 18 crafting materials and one of them is unnecessary with the new Mastercraft is part of it.) Heck they were talking about how they were adding the Sharandar Mastercrafting OVER THREE MONTHS AGO and it's still not available on live. I personally think this change could end up great if 1. They take their time on it and possibly wait until Mod 23 to push this out and 2. do it in a way that's welcoming to new people without making the veterans feel like they've wasted their time and money. Listening to the feed back here through the noise of people who will never be happy is important. I'm ashamed to admit have spend almost $1000 a year (if not more some years) on this game in the past 6 years and I want to know I'm not losing value. And I do it mainly to trade Zen in for AD on the exchange (You're welcome I try to cut the wait down) so I can buy MOPs and back to this crafting materials I needed in the Trade Market or to buy the super expensive 1.5 million AD Sharandar Mastercrafting (if they EVER release it). And now there's no trade ins on the MOPS and that will go to waste. We just want to know we're being listened to, acknowledged and the constructive feedback being taken into consideration.
As a long time, yet really casual player, this is the first mod change that I see as an issue. Devs want to change things to make players basically relearn the game every few months...fine. Never been a top tier player, so not up on all the technical mechanics, anyway. I'll figure it out or get frustrated and leave. Makes no difference to anyone else either way.
What has me more ticked off than anything in this is what has been stated several times here (and, apparently, ignored by devs on every account): making things that cost actual, real world money absolutely useless. All the enchants, weapon/armor mods, and even things that are bought with AD that was gained through Zen purchases get tossed as basically useless (other than for RP conversion on most of them). I picked up several rank 9 weapon/armor enchants from the Zen store over the years and we don't even get the visual effects for them as the new mod stands. So, basically, we paid actual money for RP. To a lesser degree, this goes for VIP as I tend to get a metric butt-load of rank 9 enchants from the daily lockbox key (by the way, I would suggest hoarding the daily keys since many of the things that are common in the lockboxes will be useless after this mod goes live...haven't seen anyone mention that yet, but could easily have missed it). So, for me, this change hits the wallet which is considerably more annoying than forcing me to learn a new system of play. Even as far as AD goes, I would guess that MANY players will be taking a huge hit just from buying MOPs during the latest sale (even I bought several to try and boost some of my enchants and gear). Not being able to get a refund for MOPs and getting nothing other than RP for any enchant/runestones lower than rank 10 is a fairly large "up yours" to those who have been around and putting cash into the game for any amount of time.
Another thing, you mentionned all these items giving a lot more item level and all, and I may be missing something but they don't give combined rating at all?
The new enchantments do give combined rating. A mythic 1500 item level Jade Enchantment for example gives 2250 Crit Strike (offense), 2250 Critical Avoidance (defense) or 2250 Outgoing Healing (utiltity) and 1350 Combined Rating.
The new enchantments do give combined rating. A mythic 1500 item level Jade Enchantment for example gives 2250 Crit Strike (offense), 2250 Critical Avoidance (defense) or 2250 Outgoing Healing (utiltity) and 1350 Combined Rating.
Yes, those give combined rating. T he combat enchant replacing weapon/armor, is 4k IL in the rank 4 box and 5k IL maxed, and gives no combined rating. The companion runestone is equivalent in stat to the 6 being replaced, but combined rating removed, so at max rank 1500 IL, no combined rating. Same with bonus enchant, 1.5 IL, no rating. Thats 8k IL with no rating, effectively raising the gap of your IL and ratings by 8000(8%). Yes the 9 enchants from off/def/utility give combined rating, but the 3 that don't create a 8k hole, and the IL from the other 9 equates to a hole of 150 each, so another 1350 combined rating loss vs the IL. Yes, the stats help, 18000 between the 8 offense/defense slots at max rank giving 2250, but between 10 stats, that means youre covering on average 1.8k per stat, and need to cover 9.35k to keep %'s.
Yes, those give combined rating. T he combat enchant replacing weapon/armor, is 4k IL in the rank 4 box and 5k IL maxed, and gives no combined rating. The companion runestone is equivalent in stat to the 6 being replaced, but combined rating removed, so at max rank 1500 IL, no combined rating. Same with bonus enchant, 1.5 IL, no rating. Thats 8k IL with no rating, effectively raising the gap of your IL and ratings by 8000(8%). Yes the 9 enchants from off/def/utility give combined rating, but the 3 that don't create a 8k hole, and the IL from the other 9 equates to a hole of 150 each, so another 1350 combined rating loss vs the IL. Yes, the stats help, 18000 between the 8 offense/defense slots at max rank giving 2250, but between 10 stats, that means youre covering on average 1.8k per stat, and need to cover 9.35k to keep %'s.
Could you provide screenshots showing this 8% drop to every stat ?
> @"noworries#8859" said: > There has been a few people talking about how their main characters have good enchants but their alts have rank 8/9 because those were cheap/easy to get. The new enchants that are exchanged for are unbound, and there is no unslot cost to take them off your character. This means all of your characters can share the same enchantments. > > If someone is playing 5-10 different characters each play session that could be slightly tedious to move to the shared bank and back each time. I could look into a thing where an enchant could be turned in for a bound to account, can't be refined, can't be sold, can't be turned into RP account wide unlock enchant. Which means each character could have their own version, but I'm not sure how players would feel about that option since it does mean taking an enchant you could auction/sell and turns it into one that you can't do that with.
For the developer:
That would be great. I personally dont care about maximazing a character, I prefer having multiple decent geared characters, and the option to bind something so i can reclaim it to all of them sounds amazing. I dont understand your concern about how players would feel about it, since its optional and not obligatory, if you feel good about it as player you use it, if you dont feel good about it you dont use it.
The game is not very friendly for multiple characters so far, there have been some nice steps with account wide mounts and companions, BUT imagine the pain with all the other stuff: collars, insignias, companion gear, runestones, enchantments, artifacts, its hard to even be decent so you can enjoy most of the content with multiple characters/classes. Its a lot of work to even reach 40k IL to unlock sharandar for all the classes i like to play and I dont even want to start about having to complete all these campaigns/adventures with every character :/ (sigents are half measure) I believe that items that can be reclaimed to all your characters have way more value, you dont want to miss them, you feel more rewarded when you obtain them, even if you farmed it or bought it.
For the rest of you:
I usually don't get involved in forums (yes you don't care) because its full of negative people who cry about everything. Yes the game has problems... every game has problems... yes most free to play games are pay to win.. but crying for everything never helps. Most people cry without even undenstand what they read and the analogies that are presented to them. EXAMPLE: You demand to exchange old rank 15 (legendary) to new rank 5 (mythic), developer explains: if we don't change the system we add more ranks. Use some simple f'ing math here. If instead of the new system they just increase the cap at... lets say rank 20 (mythic), would you expect to exchange your rank 15 (legendary) to rank 20 (mythic) ??? Would you ??? so why now you ask for exchange to rank 5 (mythic) of the new system ???
Anyway, If you keep crying about everything, nothing is going to be fixed. Don't flood the developers with so much negativity, make thoughtfull comments, constructive critisism, tell ideas, report bugs, help the game get better. Some already trying to do it but they are minority. If you cannot be helpful and all you think is negative, maybe you need a break, go play another game. Maybe your absense will ring a stronger bell than your negativity does. Its the third time i return to this game, I play for sometime, and when I get bored and dont have fun anymore I dont blame the developers, I just move to another game and when I get bored of that too, I go to next again.
If your damage/damage resistance/threat generation/healing is increased, does it really matter what %s are shown in your character sheet ?
Yes it matters, TIL unlocks the gates to content, particularly End Game content but it's your Total % Values that determine how effective your Chr is in scaled content which is basically everywhere else
3
arazith07Member, NW M9 PlaytestPosts: 1,719Arc User
If your damage/damage resistance/threat generation/healing is increased, does it really matter what %s are shown in your character sheet ?
Yes it matters, TIL unlocks the gates to content, particularly End Game content but it's your Total % Values that determine how effective your Chr is in scaled content which is basically everywhere else
The fact that the combat enchantment adds more damage/damage resistance than the stat loss is not relevant ?
If your damage/damage resistance/threat generation/healing is increased, does it really matter what %s are shown in your character sheet ?
Yes it matters, TIL unlocks the gates to content, particularly End Game content but it's your Total % Values that determine how effective your Chr is in scaled content which is basically everywhere else
The fact that the combat enchantment adds more damage/damage resistance than the stat loss is not relevant ?
I'd rather keep my negation, which has more damage resist, and the option on weapon enchant at same time of bronzewood, frost, etc.
T he combat enchant replacing weapon/armor, is 4k IL in the rank 4 box and 5k IL maxed, and gives no combined rating.
Weapon and armor enchants don't have combined ratings now...why would they randomly add it now?
1.6k IL hurts, but you got both enchants and what they did. Now it's 5k IL, and effectively does less in my opinion. So you lose 3.4k there(or 3.4% on each stat), the 160 combined rating on each of 6 runestones(960 combined rating), and the addition of the bonus, that has no combined either. I couldn't see at work that weapon/armor enchant. Also the enchants give 150 more IL than combined rating on each. Altogether, you lose 1.35k there, 1.5 on runestone, 1.5k on bonus, and 3.4k more on combat. So that's 7.75k IL more than rating(we lose % from that spread), and we get 18k more stat across 10 stats to balance, or 1.8k each on avg. That means we're in the hole 5.95% on each stat.
2
arazith07Member, NW M9 PlaytestPosts: 1,719Arc User
Again, why would they randomly add combined ratings to something that never has had it in the first place?
Again, why would they randomly add combined ratings to something that never has had it in the first place?
Or raise it from 1.6k IL with none to 5k with none, and making the player lose 3.4% more stat.
Ok...Let's add Combined rating to everything so that stats on gear mean absolutely nothing. Who cares about balance and choice?
And what choice, the enchants are a fraction of the choice of what they were(no more 3 way split or working your build for fine tuning), the weapon/armor enchants are 6 total now and we get to pick 1, runestones don't help healers or tanks anymore if they trying to get awareness, etc. Making items stronger they are doing(and we pay), with less choice and flexibility, and at same time making DPS squishier, tanks do less damage, and heals get nothing.
Refinement and Enchantments are undergoing some big changes. We read the feedback on enchantments not being meaningful enough in terms of item level and stats, and how the unslot cost was a tedious aspect of changing gear. We also had a wide variety of enchantments, but many were hardly used. We took that feedback and data, looked at the refinement system, and made changes we are excited to share with you.
No More Unslot Cost In the new refinement system there is no more unslot cost for enchantments. In fact, there are no more enchantment slots on gear. Instead, players now have an enhancement page on their character sheet. Add and remove enchants from this page with no cost.
The enchantment page has the following enchantment slots: 4x Offense Enchantments 4x Defense Enchantments 1x Utility Enchantment 1x Bonus Enchantment 1x Combat Enchantment 2x Overload Enchantments And on the Companion sheet you will find a slot for a Companion Enchantment
With these new slots come all new enchantments with higher item levels and some new options. There are 5 ranks to the new enchantments. Existing enchantments can be exchanged for the new enchantments at the antiquities dealer.
There is only one type of companion enchant with this change. It will increase companion damage or if it is an augment companion, it will increase the value of the bonus stats from that companion.
Exchange Cost New Enchantment Choice Pack Cost All Enchantments - Rank 1 30 All Enchantments - Rank 2 60 Combat/Companion – Rank 3 90 Combat/Companion – Rank 4 120
The current item level of a rank 15 enchant on live is 200. A rank 2 enchantment in the new system is 600 Item Level which is why it takes 3 rank 15s to convert into a rank 2.
Don’t have a lot of high level enchantments lying around to exchange? Not a problem! You can also buy the exchange currency directly with AD to get a head start on the new enchantments.
Preservation and Coal Wards
Preservation wards in the new system are the same items they’ve always been, but they are used slightly differently than before which we will discuss in the next section.
Coalescent Wards have a new icon and are now called Coalescent Motes, but are also the same items they were before and work in the same way.
There are new Motes as well which when used will add their percentage bonus to the chance of success. These motes increase the chance by 1%, 2%, 5%, 10%. The lowest tier can be bought in the refinement sage shop in PE. The other tiers can drop in dungeon end chests.
New Upgrade UI With these changes we also reworked the upgrade UI. In the past we had several different upgrade UIs depending on the item being upgraded and what items it turned into. We have combined all of this into a single UI that is universal to all items.
Each upgrade will have up to 3 components, each of which can be protected by a preservation ward. If the upgrade fails, 1 of the components is chosen at random to be destroyed, unless it is protected by a preservation ward which will get destroyed instead.
There is a percentage chance of success and a mote can be slotted to increase that chance, with a coalescent mote still raising the chance to 100%.
With this system there is no longer partial refinement point filling of an item. All of the refinement points are needed upfront and it goes directly into a chance to upgrade. Existing items with partial refinement points in them will have the refinement points refunded to the owner on login with these changes. If you are at max refinement points of 50,000,000 then you will need to spend some of that ahead of the update to receive the refunds.
Artifacts/Artifact Equipment If every item is now using the same refinement window, what does that mean for artifacts and artifact equipment? These items are no longer upgraded by ranks and instead are upgraded in full quality tiers each time. Some items received an item level increase during this change over.
Weapon/Armor Enchant Effects With these changes we have separated weapon and armor enchant effects from the enchantments. Instead we have added new slots to the appearance tab where you can slot both a weapon and an armor visual effect. Exchanging existing armor and weapon enchantments will also give you one of these matching effect items so you both have the visuals you had access to before and have new flexibility in how your character looks.
Will I have to figure this all out before I can play again? We realize changes of this size can be disruptive and may even feel overwhelming at first. To help with this and to let people play as they normally would when the update goes live, characters will get temporary enchantments equipped automatically. These enchantment have the item level of rank 4 in the new system and give a range of balanced stats. They last 7 days before disappearing, at which point you’d want to have exchanged your old enchants for new ones to take their place.
With this release to preview work is still ongoing and some things may not function as intended or may still have adjustments to values before going live.
We welcome all feedback and bug reports.
3 rank 15s for 1 rank 2 is destructive to builds. I have all but a couple of my slots with rank 15s on live i go to preview and get best possible i can i end up with lower il lower percentages and lower ratings! Not just .1 or .2% but 1% or greater. Lower hp on tank load out lower damage on dps every thing is just lower. The last time you nerfed things this bad when you removed ls and ruined countless peoples builds how many players did you loose after 10 to 30k nearly over night? To put together a well built ls build costs $100s or literally 1k hours + play time minimal. I spent a fairly large sum of money on my build. Now to just get my char playable again i spent a couple 100 more and all of that is about to go out the window again. This is a massive mistake on your part you will loose 1000s of players again.
Most players never post on forums or to your twitter posts. You have maybe 10% of players who actually take the time to ever post on a forum i rarely post here i think this might be my 3rd ever post since 11 2016 when i joined the forums.
I am telling you if you keep the exchange even close to what it is now you will loose a huge number of players! you are effectively resetting our chars to a state where they were $250 usd previously or about 800 hours ago
7
arazith07Member, NW M9 PlaytestPosts: 1,719Arc User
You can chose to use the higher ilevel item, gaining in damage and HP, or use a lower one (or have nothing) and not lose your other stats. Also if everything has the same item level as Combined rating, all the stats will just hit the cap, making the addition stats on gear/enchantments useless.
You can chose to use the higher ilevel item, gaining in damage and HP, or use a lower one (or have nothing) and not lose your other stats. Also if everything has the same item level as Combined rating, all the stats will just hit the cap, making the addition stats on gear/enchantments useless.
@arazith07 why no comment on removal of combined rating off runestones? Just curious.
Oh idk, because it falls under the same argument we've been having? And no I don't think that combined rating should be removed from everything. However with runestones, they now act like weapon/armor enchants and mount collars in where they give something that isn't just a stat.
@arazith07 why no comment on removal of combined rating off runestones? Just curious.
Wouldnt it be better if you showed an actual example of the stat loss you are so worried about instead of making claims without any form of documentation ?
@arazith07 why no comment on removal of combined rating off runestones? Just curious.
Wouldnt it be better if you showed an actual example of the stat loss you are so worried about instead of making claims without any form of documentation ?
And fudge a screenshot like you did by stacking 1 enchant...sure...not in game, youll get your screen shots, just like last one for chart, glad you ignored.
@arazith07 why no comment on removal of combined rating off runestones? Just curious.
Wouldnt it be better if you showed an actual example of the stat loss you are so worried about instead of making claims without any form of documentation ?
And fudge a screenshot like you did by stacking 1 enchant...sure...not in game, youll get your screen shots, just like last one for chart, glad you ignored.
What do you mean "fudge a screenshot stacking 1 enchant" ? I can teach you how to work with the new system if you want ?
@arazith07 why no comment on removal of combined rating off runestones? Just curious.
Oh idk, because it falls under the same argument we've been having? And no I don't think that combined rating should be removed from everything. However with runestones, they now act like weapon/armor enchants and mount collars in where they give something that isn't just a stat.
So to you it makes sense to remove from runestone combined rating and not add to bonus enchant...which makes dps squishier, tanks hold less threat, and healers best to not upgrade, as nothing helps them. I never said add combined rating equal to IL. I don't think it's right with changes, to make it so we're suddenly short from runestone, bonus, and combat(even more now than before) and it does less and restricts choice, and we get to pay coal wards to experience.
@arazith07 why no comment on removal of combined rating off runestones? Just curious.
Wouldnt it be better if you showed an actual example of the stat loss you are so worried about instead of making claims without any form of documentation ?
And fudge a screenshot like you did by stacking 1 enchant...sure...not in game, youll get your screen shots, just like last one for chart, glad you ignored.
What do you mean "fudge a screenshot stacking 1 enchant" ? I can teach you how to work with the new system if you want ?
I'm good man, I don't want thread closed due to moderator, which i know is your goal. Still curious on threat generation...if tanks go up 15000 IL and get 1.5 base damage, thats great...dps also go up 15k IL and get 1.8k base damage, but that helps tanks.
Comments
What has me more ticked off than anything in this is what has been stated several times here (and, apparently, ignored by devs on every account): making things that cost actual, real world money absolutely useless. All the enchants, weapon/armor mods, and even things that are bought with AD that was gained through Zen purchases get tossed as basically useless (other than for RP conversion on most of them). I picked up several rank 9 weapon/armor enchants from the Zen store over the years and we don't even get the visual effects for them as the new mod stands. So, basically, we paid actual money for RP. To a lesser degree, this goes for VIP as I tend to get a metric butt-load of rank 9 enchants from the daily lockbox key (by the way, I would suggest hoarding the daily keys since many of the things that are common in the lockboxes will be useless after this mod goes live...haven't seen anyone mention that yet, but could easily have missed it). So, for me, this change hits the wallet which is considerably more annoying than forcing me to learn a new system of play. Even as far as AD goes, I would guess that MANY players will be taking a huge hit just from buying MOPs during the latest sale (even I bought several to try and boost some of my enchants and gear). Not being able to get a refund for MOPs and getting nothing other than RP for any enchant/runestones lower than rank 10 is a fairly large "up yours" to those who have been around and putting cash into the game for any amount of time.
Yeah, what he said.
The new enchantments do give combined rating. A mythic 1500 item level Jade Enchantment for example gives 2250 Crit Strike (offense), 2250 Critical Avoidance (defense) or 2250 Outgoing Healing (utiltity) and 1350 Combined Rating.
Yes, those give combined rating. T he combat enchant replacing weapon/armor, is 4k IL in the rank 4 box and 5k IL maxed, and gives no combined rating. The companion runestone is equivalent in stat to the 6 being replaced, but combined rating removed, so at max rank 1500 IL, no combined rating. Same with bonus enchant, 1.5 IL, no rating. Thats 8k IL with no rating, effectively raising the gap of your IL and ratings by 8000(8%). Yes the 9 enchants from off/def/utility give combined rating, but the 3 that don't create a 8k hole, and the IL from the other 9 equates to a hole of 150 each, so another 1350 combined rating loss vs the IL. Yes, the stats help, 18000 between the 8 offense/defense slots at max rank giving 2250, but between 10 stats, that means youre covering on average 1.8k per stat, and need to cover 9.35k to keep %'s.
> There has been a few people talking about how their main characters have good enchants but their alts have rank 8/9 because those were cheap/easy to get. The new enchants that are exchanged for are unbound, and there is no unslot cost to take them off your character. This means all of your characters can share the same enchantments.
>
> If someone is playing 5-10 different characters each play session that could be slightly tedious to move to the shared bank and back each time. I could look into a thing where an enchant could be turned in for a bound to account, can't be refined, can't be sold, can't be turned into RP account wide unlock enchant. Which means each character could have their own version, but I'm not sure how players would feel about that option since it does mean taking an enchant you could auction/sell and turns it into one that you can't do that with.
For the developer:
That would be great. I personally dont care about maximazing a character, I prefer having multiple decent geared characters, and the option to bind something so i can reclaim it to all of them sounds amazing. I dont understand your concern about how players would feel about it, since its optional and not obligatory, if you feel good about it as player you use it, if you dont feel good about it you dont use it.
The game is not very friendly for multiple characters so far, there have been some nice steps with account wide mounts and companions, BUT imagine the pain with all the other stuff: collars, insignias, companion gear, runestones, enchantments, artifacts, its hard to even be decent so you can enjoy most of the content with multiple characters/classes. Its a lot of work to even reach 40k IL to unlock sharandar for all the classes i like to play and I dont even want to start about having to complete all these campaigns/adventures with every character :/ (sigents are half measure) I believe that items that can be reclaimed to all your characters have way more value, you dont want to miss them, you feel more rewarded when you obtain them, even if you farmed it or bought it.
For the rest of you:
I usually don't get involved in forums (yes you don't care) because its full of negative people who cry about everything. Yes the game has problems... every game has problems... yes most free to play games are pay to win.. but crying for everything never helps. Most people cry without even undenstand what they read and the analogies that are presented to them. EXAMPLE: You demand to exchange old rank 15 (legendary) to new rank 5 (mythic), developer explains: if we don't change the system we add more ranks. Use some simple f'ing math here. If instead of the new system they just increase the cap at... lets say rank 20 (mythic), would you expect to exchange your rank 15 (legendary) to rank 20 (mythic) ??? Would you ??? so why now you ask for exchange to rank 5 (mythic) of the new system ???
Anyway, If you keep crying about everything, nothing is going to be fixed. Don't flood the developers with so much negativity, make thoughtfull comments, constructive critisism, tell ideas, report bugs, help the game get better. Some already trying to do it but they are minority. If you cannot be helpful and all you think is negative, maybe you need a break, go play another game. Maybe your absense will ring a stronger bell than your negativity does. Its the third time i return to this game, I play for sometime, and when I get bored and dont have fun anymore I dont blame the developers, I just move to another game and when I get bored of that too, I go to next again.
Weapon and armor enchants don't have combined ratings now...why would they randomly add it now?
1.6k IL hurts, but you got both enchants and what they did. Now it's 5k IL, and effectively does less in my opinion. So you lose 3.4k there(or 3.4% on each stat), the 160 combined rating on each of 6 runestones(960 combined rating), and the addition of the bonus, that has no combined either. I couldn't see at work that weapon/armor enchant. Also the enchants give 150 more IL than combined rating on each. Altogether, you lose 1.35k there, 1.5 on runestone, 1.5k on bonus, and 3.4k more on combat. So that's 7.75k IL more than rating(we lose % from that spread), and we get 18k more stat across 10 stats to balance, or 1.8k each on avg. That means we're in the hole 5.95% on each stat.
Fair enough, why take them away from runestone?
Or raise it from 1.6k IL with none to 5k with none, and making the player lose 3.4% more stat.
Ok...Let's add Combined rating to everything so that stats on gear mean absolutely nothing. Who cares about balance and choice?
Glad you ignored the removal from runestones and not being added to bonus enchant, which is the real problem, that 3% also combined.
And what choice, the enchants are a fraction of the choice of what they were(no more 3 way split or working your build for fine tuning), the weapon/armor enchants are 6 total now and we get to pick 1, runestones don't help healers or tanks anymore if they trying to get awareness, etc. Making items stronger they are doing(and we pay), with less choice and flexibility, and at same time making DPS squishier, tanks do less damage, and heals get nothing.
Most players never post on forums or to your twitter posts. You have maybe 10% of players who actually take the time to ever post on a forum i rarely post here i think this might be my 3rd ever post since 11 2016 when i joined the forums.
I am telling you if you keep the exchange even close to what it is now you will loose a huge number of players! you are effectively resetting our chars to a state where they were $250 usd previously or about 800 hours ago
why no comment on removal of combined rating off runestones? Just curious.