Rank 14 Weapon enchantments give 8% bonus damage and 800 il. So that's -0.8% on all stats. This is manageable. Rank 4 Combat enchantment gives 8% bonus damage and 4000 il. So that's -4% on all stats. That's insane. A player that is not familiar with how the ratings system works, they are not getting what they are seeing on the tooltip. Either the bonus damage/extra item level is getting negated by the 4% loss of all stats.
Instead of giving 100% combined rating, have you considered not giving any item level or giving less combined ratings? Mount collars had the same issue when they came out and they give 50% combined rating now.
Otherwise an empty combat slot would be a viable solution.
It's true, a new Combat enchantment is just "a hole from the bagel". Who will spend resourses (money, time) on what makes him weaker?
I have no plan to take significant time and effort to move enchants between characters every time I switch. I don't do it now and I will NOT do it in the future. I suspect many others will not either. Without immediate access to bank or mail wherever my toon happens to be, this is simply adding that much more tedium to the game. Even with max rank of VIP I would not do that.
With that in mind, I probably won't be switching between toons much (at all?) and that means I will run my heal and tank toons through queues that much less. If everyone thinks random queues are bad now, I can only believe it will get much worse.
If that is part of your "design" for enchantment usage, then you need to reconsider how these are "shared" within an account.
I have been asked numerous times to post on the forums, and I rarely do so but I hope to most more going forward. Hopefully my response is clear and well received. I do not know how to color my text or else I would have done so.
Refinement:
Bug: The feature that allows you to refine continuously until success is reached does not appear to be working. It just makes one attempt and kicks you back to the refinement window.
Feedback: While I recognize the devs view the addition of a gold cost as being relative to the cost of unslotting and moving around enchantments in the old system, and trying to maintain a use for gold, I believe there are a few problems. I believe that the gold cost for refining, coupled with the recent nerf to gold drop that we suffered in Mod 21 changes, in combination with an incoming professions activity spike is going to severely drive up the cost of gold to an unhealthy value for the in-game economy. I do think that it is good that gold will have more value, but I think the workshop already does that reasonably well when there are chase items to be had in the professions workshop.
My suggestion is to increase the amount of gold that drops from activities, similar to the amount of gold we were dropping in Mod 21. Another suggestion you may consider is possibly adding small quantities of gold bars into the premium loot table, perhaps in quantities of 1-5.
Feedback: With the increase in refinement use incoming, and many people having reached the toon capacity for refinement, it is time to implement the shared bank refinement space. We were told we would get this feature “soon” a long time ago and we even saw the implementation of shared Reaper Marks and Insignia Powder before receiving the shared Refinement slot.
My recommendation for the shared bank allotment is 100,000,000 and release it before the Module if possible so that toons with capped refinement can make necessary adjustments before the changes go live.
Legacy Refinement Items Exchange:
With the changes to the refinement system, many items are now obsolete, and I believe it is fair to offer exchange vendors for the following items due to the severe loss in value. Players already feel as though they are being ripped off/losing investment value. Players would feel better about the changes in general if they feel the devs are making an effort to lower the value loss for their player base.
Marks of Potency Rank 7 Marks of Potency Rank 6 Marks of Potency Rank 5 Marks of Potency Rank 4
Enchanting Stones Rank 6 Enchanting Stones Rank 5
I believe a fair way to approach this exchange would be to honor an AD exchange for items that were more than likely purchased from the Wondrous Bazaar which would be the Marks of Potency. For the Enchanting Stones, as these were mostly acquired from running content and not paid for with AD, I believe the best solution for an exchange would be to offer items in the new system. As a suggestion, you could have an exchange age rate to turn in Rank 6 Enchanting Stones for Motes, and turn in Rank 5 Enchanting Stones for the new Glyphs of Potency, or just be able to exchange both enchanting stone ranks for Motes. One suggestion is to allow players to exchange Rank 6 Enchanting Stones for 10% Motes, and exchange Rank 5 Enchanting Stones for 5% Motes.
Edit: It seems the decision to allow an exchange for the Marks of Potency ranks 4-7 have been fulfilled at a 60% return on the normal price. I do believe this is a fair offer that will allow players to minimize the blow on their investments while also preventing another AD Stimulus Package ala M21.
Edit: If the end goal is to permanently keep Rank 5 Enchanting Stones in the game for artifact upgrading, then obviously there’s no need to offer an exchange. My suggestion to offer the Rank 5 exchange in particular is if the goal is to move to just dropping maxed out artifacts and removing upgrading artifacts going forward, aka phasing out the reagent. If the goal is to keep offering artifact upgrades and Rank 5 Enchanting Stones will be a reagent, then I only recommend an exchange for Rank 6 Enchanting Stones for Motes or possibly Gylphs of Potency, though I think Motes will have a better effect on the economy.
This exchange should be heavily considered since the items mentioned or are no longer valid for refinement in the new system for new items going forward. Also, by offering an exchange you encourage this inventory to be permanently removed from the game which will help prevent layers from monetizing off of the changes, such as using refinement items to create a market for creating and selling Rank 15 enchantments and weapon/armor enhancements post changes, similar to what happened with the bondings exchange. This leads me to my next topic.
Armor and Weapon Enhancement Exchange:
Feedback: Currently on preview, turning in your old armor and weapon enhancements will give the player medallions exchange currency and an illusion (transmute) of the weapon or armor enhancement. To further prevent players from marketing retired items post changes, I recommend that the developers change the exchange to give account-unlocked illusions. Currently, the illusions are one copy per exchange, which requires you to keep the illusion in your bag, and put it in the bank or mail it to yourself to share with another toon. As people will not want to transfer these cosmetics back and forth, players may seek to gain additional copies of the illusions, creating a need and therefore a market for buying and flipping enhancements post changes. With the suggestion to make illusions and one-time required account unlock per enhancement, players should be able to “add to enhancement library” much like we would for other transmutes, so that these new cosmetics don’t clutter our inventory. I know this suggestion was already made at least one other time, but this is an extension of that suggestion.
Edit: I see that the devs are looking to give Rank 8 and 9 Weapon and Armor Enhancements an exchange for illusions only. I think this will help to combat the impulse to marketize these enhancements after the module releases. I would still highly encourage adding a library and account-wide unlock on the illusions.
New enchantment ranks:
My final area of feedback revolves around the new enchantment ranks. Currently, there are 5 ranks of enchantments in the new system. The cost of a Rank 1 enchantment (Uncommon) is 100,000 AD in Bradda the Sage’s store. With the item level requirements for the daily random queues, I am not sure 100,000 AD is the best price for these enchantments. I think that for new players who are just trying to get basic versions of anything on their toon, the entry level enchantment should be cheaper.
Suggestion is to actually create a few more ranks of enchantments on both ends of the spectrum, and have the rank we can get from the exchange vendor be in the middle of the spectrum. I feel there should be 7 levels and players exchanging their medallions to jump in at rank 4 (could be the same stats as are offered now, but just with a different upgrade scale). This would give an additional rank upwards to grow, as well as give newer players one more option as a cheaper and more basic set in the progression that may help them reach item level requirements necessary for qualifying for all of the random queues. One of the difficulties in ranking up a new toon current is qualifying for the random queues to be eligible for its AD bonuses and seals, which are vital to progression early on. I understand the simplicity of having 5 ranks as they match the uncommon, rare, epic, legendary, and mythic system we have already had, but the devs could at least add a cheaper version on the bottom end as common rank for the newest players.
So, if you were trying to do something about enchantments "not being meaningful enough in terms of item level and stats", why not simply make the current enchantments give improved item level and stats? This would have had far less impact on peoples' current character builds. I feel like this new system is going to give us less room to fine tune our characters. Under this new system, we only have one choice for companion enchants. So instead of being able to balance a little bit of stat bonus and extra dmg from our runestones, we now have to choose to run an attack companion or take the augment for the bonuses. In my case, this is going to force me to upgrade yet another companion to compensate for my stat loss. I now have to choose between an offense or defense enchantment, which is going to affect how my character performs. So after spending almost a year getting my character fine tuned to where I can effevtively run endgame content, you guys are gonna make us start all over. I have 3 characters. I was hoping to be able to start working on my other 2 now that my tank is maxed out. But now I'm going to have to go back to fixing my tank. And leave the other 2 on the back burner yet again. I'm tempted to just quit this game and find something else to play. Every time I get my character worked out, you guys okie do us. This just is not ok. You're seriously upsetting your player base. Many of the members of my alliance are ready to quit because you guys keep doing this. If you would work more on new content, or maybe fix some of the current content, you'd have a happier community. Happy players spend money. Mad players quit and find something else. We play to have fun, not be stressed out.
I have been an unconditional supporter of this game since I started playing it a year ago. I've weathered the changes with a smile and continued to enjoy the game. However, this latest round of major changes, right on the heels of the previous one does not see wise - unless you are already aware of what this will do to your frayed player base but do not care if you lose some more. This, to me, feels like a desperate attempt to attract new players - at the expense of the existing player base. I can easily imagine bean counters crunching numbers and saying this will attract more new players than the number of existing players you will lose. I might be paranoid, but I seriously see no wisdom in this change so soon after the level crunch and the pains it's put the existing player base through - you lost a lot of feathers there, I simply can't understand the business case behind this, unless it's to make place for new blood. This game, I started playing because I was tired of the World of Warcraft grind. I only ended up finding and even more tedious grind, but since I love the game and the D&D and Forgotten Realms settings, it makes it more bearable. The extremely low drop rates of EVERYTHING, the need to refine everything from enchants, to items, to mounts, to companions, etc. etc. etc. - I try to see it as "enjoying the trip" rather than reaching the final destination. But at the prospect of starting all over....regardless of how you seem to try to sweaten the pot... I really don't know, but this seems boneheaded if you intend to keep your existing player base intact. I own a small business, and while I actively look for new clients, I always make sure that I make my existing clients feel like they are treasured. Loyalty clientele is a key to success in any business. I seriously would spend more time fixing issues that have been reported time and time again, responding to requests for balancing all classes, improving existing things and introducing new content rather than redefining everything, yet once again in so short a time.
Hello! I would like to ask with the upcoming changes, if it is possible that we get to convert the Brilliant Energy Enchantment that we got from Hero of the North Founders Pack long time ago, into visual for our weapons.
Our beliefs don't make us better people. Our actions do.
Ok, the exchange for the new enchantments is not fair. I have worked hard to cap my stats. Rank 2 is bs. I should be able to exchange my rank 15 enchantments for enchantments = to what will give me the stat cap I have on the live server. If we are only allowed to get rank 2 enchantments, it will cost @ 35 Motes to upgrade them to = what we have currently on the live server. In Ad, that is @ 25 million astral diamond and I'm sure in the Zen market you will probably offer something for $200. I think Elder Scrolls Online is sounding a lot better now. You should really make the exchange = to what we have on the live server. That does not mean give me = item level, it means give me = stats. Please explain why you are doing this and the reasoning for nerfing our stats. Others may look at only the item level but if you really look at it, it's a nerf to stats that we have capped already.
I am a returning player, never felt the need to post, i came back a couple months ago to play with my brother. I have not invested as much time as others(who you devs should be listening to), but I have been playing a lot, upgraded my companion slots to all 15 been able to start on my gear enchantments. After reading the forums, the apparent disregard for the players requests, keep this up and new players like me will go back to other less disruptive games like ffxiv. Seriously who at your company is sitting on their shoulders? You took a simple enjoyable game and made it about %points. If that's what you're into then this is the game for you, but I game to game. You can keep your incredibley tacky complex combat system that is not noobie friendly and your grind. You want to decimate the rest of your player base keep it up, I have 6 months on my sub, I can pay for that and never log back in, think about all the zen you're gonna mis out on now since that's all you guys care about, or maybe you're just intentionally trying to kill the game so it can be shut down easier.
Just so you can maybe understand, less messing with the system and create more content. Making people start over on their time investments is a d**k move by money mongers.
The cheapest rank 10 enchant cost around 40k AD and you can exchange it for a medallion For weapon enchants (r8 is around 25+ k Ad, r9 75k Ad, r10 1.1M AD) For armour enchants (r8 is around 20+k AD, r9 100k Ad, r10 1.2M AD)
So a rank 9 weapon or armour enchant cost more than a rank 10 normal enchant and is not exchangeable for a medallion
rank 10 enchants seems to be between 40k and 100k in auction rank 10 weapon enchants between 1.1 and 3.6 M AD rank 10 armour enchants between 1 and 6 M AD
Basically i think weapon and armour enchants should be exchanged for more than the normal enchants and that either r8 or r9 weapon/armour enchants should exchange for 1 medallion
noted one error i made: rank 10 normal enchants is exchanged for 1 medallion while armour enchant is exchanged to 20 rank 10 weapon/armour is exchanged for 20
You get 20 medallions in exchange for one rank 15 normal enchant or one rank 10 weapon/armour enchant You get 12 medallions in exchange for one rank 14 normal enchant (should it had been? or one rank 9 weapon/armor enchant)
I would like to know if in the new system pants and shirt are supposed to be able to use jewel or armor kits.
I Think everfrost armor kit that worked on shirt and pants are removed from the game, and currently on preview it's impossible to add jewel or armor kits on shirt and pants.
I ask this question because an option to apply reinforement is available for the shirt and pants on preview.
Thanks
“He raised his staff. There was a roll of thunder. The sunlight was blotted out from the eastern windows; the whole hall became suddenly dark as night. The fire faded to sullen embers. Only Gandalf could be seen, standing white and tall before the blackened hearth.” ― J.R.R. Tolkien, The Two Towers
*Marks of Potency. A big topic was an exchange for those items. Another concern raised in the thread is also why aren't we doing more about the ZAX backlog. Giving bonus AD out to everyone for existing MoPs, especially ones bought on sale and with VIP discounts would only make all of that worse. But we will add an exchange for MoPs Rank 4-7 which will give back 60% of the Wondrous Bazaar cost of the items.
I would also suggest a cost-for-cost exchange for the new Glyphs of Potency, i.e. 2 MoP4 for a glyph, 2 MoP5 for 3 glyphs, etc, since that's straightforward, doesn't inject AD back into the economy, and is a better trade value for those who didn't buy with VIP12.
I was going to suggest exactly this, adding a cost-for-cost exchange between the new Glyphs and the old Marks used. That way we can move from the old system to the new one.
> @nisckis said: > I was going to suggest exactly this, adding a cost-for-cost exchange between the new Glyphs and the old Marks used. That way we can move from the old system to the new one.
If the new ones are in the bazaar, then giving AD will have the same end result as an exchange. Though, some may lose out on AD.
Froger - Barbarian - Original Main - The Freak Core - Xbone Jade - Cleric - Healer Main - The Freak Core - Xbone Magnus - Fighter - Tank for queues - The Freak Core - Xbone Loverboy - Ranger - Alt - 9 3/4 Unbuffed - Xbone Nomnomnommm - Wizard - Alt - Droppin Crits on Fools - Xbone I Am The Wall - Paladin - Alt - Droppin Crits on Fools - Xbone Xeros - Rogue - Alt - 9 3/4 Unbuffed - Xbone RIP bad name - Warlock - Alt - 9 3/4 Unbuffed - Xbone Bardholomew - Bard - Alt - 9 3/4 Unbuffed - Xbone Sirona - Cleric - Alt - 9 3/4 Unbuffed - Xbone
Just a summary of lower effort things that should be added/happen:
- Definitely go ahead with the plan to make Rank 5s tradeable for an Account Bound reclaimable version. - Weapon/Armor Enchants Rank 9 and lower should be tradeable for their illusion but no currency. There's literally no reason for them not to be. - Illusions should be Account reclaimable by default. Again, there is no reason not to be.
Be careful on too much back and forth arguing, it adds a lot of posts to an already large thread. If there is a specific aspect a few people want to dig deep into then a new thread for that might be a good approach.
And yes this thread is still being read and the other one is simply to make feedback information easier to find.
My concern or one of them, is that you have Ieft heaIers with no choices for combat enchantments. Why is it that heaIers are often Ieft out? with Vos HC, there was a good improvement with some gear pieces, but its aIways been a constant that heaIers are Ied to wearing dps/ tank gear. And since there is not intention to add more combat enchantmets for now, can you at Ieast rework prominence to be ideaI for heaIers?
Just a summary of lower effort things that should be added/happen:
- Definitely go ahead with the plan to make Rank 5s tradeable for an Account Bound reclaimable version. - Weapon/Armor Enchants Rank 9 and lower should be tradeable for their illusion but no currency. There's literally no reason for them not to be. - Illusions should be Account reclaimable by default. Again, there is no reason not to be.
#1 - I like my crack-pot idea better, but this will be better than nothing. The reply in the other thread seems to have left the door open for upgrading the account wide enchantment in the future. #2 - I agree with this, leaving these in the game as shards to be refined could make it an ok chase item and preserve some value. #3 - 100%
Froger - Barbarian - Original Main - The Freak Core - Xbone Jade - Cleric - Healer Main - The Freak Core - Xbone Magnus - Fighter - Tank for queues - The Freak Core - Xbone Loverboy - Ranger - Alt - 9 3/4 Unbuffed - Xbone Nomnomnommm - Wizard - Alt - Droppin Crits on Fools - Xbone I Am The Wall - Paladin - Alt - Droppin Crits on Fools - Xbone Xeros - Rogue - Alt - 9 3/4 Unbuffed - Xbone RIP bad name - Warlock - Alt - 9 3/4 Unbuffed - Xbone Bardholomew - Bard - Alt - 9 3/4 Unbuffed - Xbone Sirona - Cleric - Alt - 9 3/4 Unbuffed - Xbone
Some people is obsessed with stat %s, I see this on live also. People not using %dmg companions or lowering the IL just to have all offensive stats at 90% and they are doing much less damage. Dont understimate base dmg or %dmg.
This new system was created to force us making choices, not having a mainstream build with all max IL and all stats at 90%.
Combat enchant not having combined rating is a choice, like mount collars not having 80% combined rating. Some people dont wear collars because of that. Thats fine also!!. Just do a test in preview, with combat enchant and without it, if you do less damage, or your defensive stats are not acceptable, just unslot it, is a choice like others you have to do. Maybe the sweet spot is not at 75K, maybe is at 72K or less, who knows.
Also, if you lose defensive stats but are making more dmg, is also a choice, I as dps dont like to be a glass cannon also, and maybe I sacrifice some dps to be able to take a hit or two. The good thing is that we have to make choices, and every character is different.
Tests must be done but some of the complains I am seing here are all about "If I maximize everything I will lose stats %", well, then dont maximize everything. Look for your comfortable spot. You want an offensive enchant on a tank? go for it. You play with no companion enchant? ok. You want to have all 90%? unslot companion and weapon enchant.
Maybe the system is not 100% balanced, but first we need to copy character, rebalance enchants, and tweak some things and see.
Edit: typo
The % is only part of the problem. The value of the medallions, the lack of choice on combat enchant, runestone, and even regular enchants, is the main problem for me. As it stands, I'll have close to 3k medallions. With not much choice, there is no need for that much. So I'll have to sell, instead of an easy turn in like the bondings. I'm not saying 2.6 mil AD for each rank 15 is a must, but giving player 800k value, not AD, for each rank 15 seems wrong. If the price of the rank 2 and 4 packs drops, the medallion price will mean nothing, the market will dictate price and we will get even less. So at current prices, I'll be able to buy a coalescent ward for 2 rank 15's, or close to that. Last week, before this was announced, it was closer to 1 to 1. It's only going to get worse. Please give AD exchange instead of the medallions, even if it's 1mil AD per rank 15.
[sarcasm] Oh yes, please, give AD exchange for the old enchantments instead of the medallions and thus automatically nuke ZAX another half-a-year deeper into the abyss, that's the exact thing we're in dire need for right now [/sarcasm]
What happens with Dragon's Hoard, Tymora, Quartermaster and Fey Blessing enchantments? I have solo loadouts using all of these enchantments because 90% of this game is solo. You keep saying you want more options for the players and keep doing the exact opposite and take away options for the players. Most mastercrafters use Quartermaster enchants for the bags in order to get guild marks. You're just going to take all of this away?
@noworries#8859 You do realize we understand that we could aways (with the shared bank) remove and swap enchants. It's already a pain and it's already expensive when you switch roles for Qs. Time is gold and gold is already more difficult to farm. Now you want us to strip each change? Do you actually play this game or just float on conversation threads. If you play, I invite you to come with us (in my Alliance for a week to see how we live/play.). You're going to realize how ridiculous this is.
Here's the thing about low level enchantments. You are sell Rank 9 enchants. For real cash money. These items are still there, in everything from lock boxes, packs, or just in the zen market. I've spent time farming ad to buy them off the trade house. You've taken the money and time, given the item, now you're removing the item that people paid for. There's no trade or values assigned to them. That's bs. As a guild owner this is how I help new players. I PAID FOR THOSE. PAID. FOR. THEM. Now you're taking them away without a proper trade.
Murder time is fun time!
10
arbitrarityMember, NW M9 PlaytestPosts: 96Arc User
If the new ones are in the bazaar, then giving AD will have the same end result as an exchange. Though, some may lose out on AD.
Direct exchange is better value if you specifically want new Glyphs. Exchange for 60% AD assumes the user has VIP 12 and it's Wondrous Bazaar 15% off, while a direct exchange preserves value, but avoids injecting new AD into the economy.
Unless by "the same end result" you mean "for people who are patient enough to wait for a Bazaar discount and are VIP 12", which... is true, yes. For everyone else, trading like-for-like seems like a nice option to provide.
I totally agree with redchillismoke and 22 discarded 40% Key vouchers in last 5 days is how I am responding to this, I will no longer spend money opening boxes that basically give refinement points, and in the last 2 years and 28 Characters over TWO VIP 12 accounts I had discarded 3 40% Key vouchers and that was before we were compensated for the last "rework" and I started buying again, now I also have to agree that weapons and armor enchants ranks 8 and 9 need a fair medallion exchange rate to see me even think about spending anymore money on this game EVER. You are still selling the rank 9 in Zen store, you are still giving the rank 8s in leveling rewards, all of these need to be able to be swapped for a fair amount of the medallions, or and I KNOW you don't want this but you need to refund the Zen people paid for those Rank 9 Butterfly Holy Vorpal ect..., likely also need to refund the 30K IL bundles too, and if you say heh just BUY a Coal ward and upgrade it to rank 10 well I can only shake my head and say you really don't have a clue on how to run a business. You can't force people at gunpoint to buy something and then expect them to be happy to spend more.
You seem to have missed some information. Also, remember that things can change on preview, it's not the final form...especially when the live date is as far away as it is.
"Another aspect brought up was the Illusions and rank 8/9 weapon/armor enchants. We will look into making an exchange for those for illusions so people can make sure to still have their visuals." -Noworries
Pretty sure the main reason people bought those enchants was for the visuals, so this is a fair exchange.
No its not a fair exchange I have never paid for visual effects with real money. I paid for them for their battle effects I could care less for visuals and infact mostly disable visuals on my enchants I dont like butterflies at all but did not want to spend that much ad on bilethorn at the time as my AD was already low and a rank 9 was a ridiculous price on AH, some people have use three coal wards to get to rank 9 and you think a visual effect is worth all that zen, think again.
Then why did you buy the butterflies and not just a normal barkshield? Or maybe help out the ZAX backlog and convert that Zen to AD? Or did you also buy the pack for the other items that are still just as viable and made the pack worth it?
I would also like to say 28 characters of which 21 on one account and 7 on the other and yes when I was naïve and stupid I bought coal wards and made weapon and armor enchants because I was stupid and bought campaign starter packs that gave me three coal wards so I have cash invested in many of my characters in form of rank 8 and 9 weapons and armor enchants and I doubt I am the only one, and because you can only refine 100k ad a day I had to buy stuff like that from Zen store to outfit my alts, as well as the slots for those alts, and now my investment is worth a visual effect, please look at what you are saying and if people you do this to are going to want to spend money to keep you in a job.
So now instead of having 21 different sets of enchantments, you can just work on upgrading ONE set and then trade them for the account set and all your 21 alts on the one account will be set.
> @arazith07 said: > So now instead of having 21 different sets of enchantments, you can just work on upgrading ONE set and then trade them for the account set and all your 21 alts on the one account will be set.
Lol. 1 set for tanks, healers and dps. I'm sure that'll work out wonderfully.
> @arbitrarity said: > Direct exchange is better value if you specifically want new Glyphs. Exchange for 60% AD assumes the user has VIP 12 and it's Wondrous Bazaar 15% off, while a direct exchange preserves value, but avoids injecting new AD into the economy. > > Unless by "the same end result" you mean "for people who are patient enough to wait for a Bazaar discount and are VIP 12", which... is true, yes. For everyone else, trading like-for-like seems like a nice option to provide.
The problem is the difference in values of the various current stones and the one glyph type. You would end up with leftovers of whatever exchange currency they make or leftover stones. I agree putting AD in is not good, but is likely the best way to avoid headaches(from this). Besides, the Zax will never recover anyway, unless they want it to.
Froger - Barbarian - Original Main - The Freak Core - Xbone Jade - Cleric - Healer Main - The Freak Core - Xbone Magnus - Fighter - Tank for queues - The Freak Core - Xbone Loverboy - Ranger - Alt - 9 3/4 Unbuffed - Xbone Nomnomnommm - Wizard - Alt - Droppin Crits on Fools - Xbone I Am The Wall - Paladin - Alt - Droppin Crits on Fools - Xbone Xeros - Rogue - Alt - 9 3/4 Unbuffed - Xbone RIP bad name - Warlock - Alt - 9 3/4 Unbuffed - Xbone Bardholomew - Bard - Alt - 9 3/4 Unbuffed - Xbone Sirona - Cleric - Alt - 9 3/4 Unbuffed - Xbone
Let us now set aside all the conversations of compensation for our investment in items made obsolete by mod 22 and pretend that we are a brand new player who has joined Neverwinter and has heard that there is a new enchant system that will cost him 1.2 million AD to completely equip his character to advance in the game once he completes the leveling experience.
The base reward for questing from level 1 to 20 is 280k AD. If the player learns that his reward can be increased by 50% through invoking, he will stop doing quests when he completes Vellosk, learn to invoke, and will invoke 5x/day for 35 days (3600 bonus/day) until his bonus bank is at 125,000. This will result in turning in Ebon Downs through Whispering Caverns for a total of 420000 AD. This is about 1/3 of what he needs for his enchants.
He realizes that he can create a second character, so while he is invoking for 35 days he levels another one. He needs some bank slots so he buys 1000 Zen for $10 and that opens up a third character slot...
So, after approximately 60 days of invoking and questing on 3 characters he has amassed 1,260,000 AD plus whatever he gets from daring to do dungeons with minimal equipment.
Oh, and the rewards he got from some of the quest areas are outdated and can be turned into RP in case they would like to upgrade the Rank 1 Enchants they purchased from the Sage store.
Is this really the intended new user experience? @noworries#8859
I would also add that from my own experience playing since mod13, I have received 5 Coalescent Wards and about 110 Pres Wards from Celestial Coffer bag opening across 3 characters, so I'm not quite sure how this new user will acquire the materials to upgrade anything without either a lot of patience or RL money.
Comments
@noworries#8859
And I hope, you make an Offensive and Defensive Combat enchantments slots.
Each would give 2000 IL and 1600 CR (80%)...
With that in mind, I probably won't be switching between toons much (at all?) and that means I will run my heal and tank toons through queues that much less. If everyone thinks random queues are bad now, I can only believe it will get much worse.
If that is part of your "design" for enchantment usage, then you need to reconsider how these are "shared" within an account.
Refinement:
Bug: The feature that allows you to refine continuously until success is reached does not appear to be working. It just makes one attempt and kicks you back to the refinement window.
Feedback: While I recognize the devs view the addition of a gold cost as being relative to the cost of unslotting and moving around enchantments in the old system, and trying to maintain a use for gold, I believe there are a few problems. I believe that the gold cost for refining, coupled with the recent nerf to gold drop that we suffered in Mod 21 changes, in combination with an incoming professions activity spike is going to severely drive up the cost of gold to an unhealthy value for the in-game economy. I do think that it is good that gold will have more value, but I think the workshop already does that reasonably well when there are chase items to be had in the professions workshop.
My suggestion is to increase the amount of gold that drops from activities, similar to the amount of gold we were dropping in Mod 21. Another suggestion you may consider is possibly adding small quantities of gold bars into the premium loot table, perhaps in quantities of 1-5.
Feedback: With the increase in refinement use incoming, and many people having reached the toon capacity for refinement, it is time to implement the shared bank refinement space. We were told we would get this feature “soon” a long time ago and we even saw the implementation of shared Reaper Marks and Insignia Powder before receiving the shared Refinement slot.
My recommendation for the shared bank allotment is 100,000,000 and release it before the Module if possible so that toons with capped refinement can make necessary adjustments before the changes go live.
Legacy Refinement Items Exchange:
With the changes to the refinement system, many items are now obsolete, and I believe it is fair to offer exchange vendors for the following items due to the severe loss in value. Players already feel as though they are being ripped off/losing investment value. Players would feel better about the changes in general if they feel the devs are making an effort to lower the value loss for their player base.
Marks of Potency Rank 7
Marks of Potency Rank 6
Marks of Potency Rank 5
Marks of Potency Rank 4
Enchanting Stones Rank 6
Enchanting Stones Rank 5
I believe a fair way to approach this exchange would be to honor an AD exchange for items that were more than likely purchased from the Wondrous Bazaar which would be the Marks of Potency. For the Enchanting Stones, as these were mostly acquired from running content and not paid for with AD, I believe the best solution for an exchange would be to offer items in the new system. As a suggestion, you could have an exchange age rate to turn in Rank 6 Enchanting Stones for Motes, and turn in Rank 5 Enchanting Stones for the new Glyphs of Potency, or just be able to exchange both enchanting stone ranks for Motes. One suggestion is to allow players to exchange Rank 6 Enchanting Stones for 10% Motes, and exchange Rank 5 Enchanting Stones for 5% Motes.
Edit: It seems the decision to allow an exchange for the Marks of Potency ranks 4-7 have been fulfilled at a 60% return on the normal price. I do believe this is a fair offer that will allow players to minimize the blow on their investments while also preventing another AD Stimulus Package ala M21.
Edit: If the end goal is to permanently keep Rank 5 Enchanting Stones in the game for artifact upgrading, then obviously there’s no need to offer an exchange. My suggestion to offer the Rank 5 exchange in particular is if the goal is to move to just dropping maxed out artifacts and removing upgrading artifacts going forward, aka phasing out the reagent. If the goal is to keep offering artifact upgrades and Rank 5 Enchanting Stones will be a reagent, then I only recommend an exchange for Rank 6 Enchanting Stones for Motes or possibly Gylphs of Potency, though I think Motes will have a better effect on the economy.
This exchange should be heavily considered since the items mentioned or are no longer valid for refinement in the new system for new items going forward. Also, by offering an exchange you encourage this inventory to be permanently removed from the game which will help prevent layers from monetizing off of the changes, such as using refinement items to create a market for creating and selling Rank 15 enchantments and weapon/armor enhancements post changes, similar to what happened with the bondings exchange. This leads me to my next topic.
Armor and Weapon Enhancement Exchange:
Feedback: Currently on preview, turning in your old armor and weapon enhancements will give the player medallions exchange currency and an illusion (transmute) of the weapon or armor enhancement. To further prevent players from marketing retired items post changes, I recommend that the developers change the exchange to give account-unlocked illusions. Currently, the illusions are one copy per exchange, which requires you to keep the illusion in your bag, and put it in the bank or mail it to yourself to share with another toon. As people will not want to transfer these cosmetics back and forth, players may seek to gain additional copies of the illusions, creating a need and therefore a market for buying and flipping enhancements post changes. With the suggestion to make illusions and one-time required account unlock per enhancement, players should be able to “add to enhancement library” much like we would for other transmutes, so that these new cosmetics don’t clutter our inventory. I know this suggestion was already made at least one other time, but this is an extension of that suggestion.
Edit: I see that the devs are looking to give Rank 8 and 9 Weapon and Armor Enhancements an exchange for illusions only. I think this will help to combat the impulse to marketize these enhancements after the module releases. I would still highly encourage adding a library and account-wide unlock on the illusions.
New enchantment ranks:
My final area of feedback revolves around the new enchantment ranks. Currently, there are 5 ranks of enchantments in the new system. The cost of a Rank 1 enchantment (Uncommon) is 100,000 AD in Bradda the Sage’s store. With the item level requirements for the daily random queues, I am not sure 100,000 AD is the best price for these enchantments. I think that for new players who are just trying to get basic versions of anything on their toon, the entry level enchantment should be cheaper.
Suggestion is to actually create a few more ranks of enchantments on both ends of the spectrum, and have the rank we can get from the exchange vendor be in the middle of the spectrum. I feel there should be 7 levels and players exchanging their medallions to jump in at rank 4 (could be the same stats as are offered now, but just with a different upgrade scale). This would give an additional rank upwards to grow, as well as give newer players one more option as a cheaper and more basic set in the progression that may help them reach item level requirements necessary for qualifying for all of the random queues. One of the difficulties in ranking up a new toon current is qualifying for the random queues to be eligible for its AD bonuses and seals, which are vital to progression early on. I understand the simplicity of having 5 ranks as they match the uncommon, rare, epic, legendary, and mythic system we have already had, but the devs could at least add a cheaper version on the bottom end as common rank for the newest players.
Just so you can maybe understand, less messing with the system and create more content. Making people start over on their time investments is a d**k move by money mongers.
For weapon enchants (r8 is around 25+ k Ad, r9 75k Ad, r10 1.1M AD)
For armour enchants (r8 is around 20+k AD, r9 100k Ad, r10 1.2M AD)
So a rank 9 weapon or armour enchant cost more than a rank 10 normal enchant and is not exchangeable for a medallion
rank 10 enchants seems to be between 40k and 100k in auction
rank 10 weapon enchants between 1.1 and 3.6 M AD
rank 10 armour enchants between 1 and 6 M AD
Basically i think weapon and armour enchants should be exchanged for more than the normal enchants and that either r8 or r9 weapon/armour enchants should exchange for 1 medallion
rank 10 normal enchants is exchanged for 1 medallion while armour enchant is exchanged to 20
rank 10 weapon/armour is exchanged for 20
You get 20 medallions in exchange for one rank 15 normal enchant or one rank 10 weapon/armour enchant
You get 12 medallions in exchange for one rank 14 normal enchant (should it had been? or one rank 9 weapon/armor enchant)
I Think everfrost armor kit that worked on shirt and pants are removed from the game, and currently on preview it's impossible to add jewel or armor kits on shirt and pants.
I ask this question because an option to apply reinforement is available for the shirt and pants on preview.
Thanks
― J.R.R. Tolkien, The Two Towers
> I was going to suggest exactly this, adding a cost-for-cost exchange between the new Glyphs and the old Marks used. That way we can move from the old system to the new one.
If the new ones are in the bazaar, then giving AD will have the same end result as an exchange. Though, some may lose out on AD.
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
- Definitely go ahead with the plan to make Rank 5s tradeable for an Account Bound reclaimable version.
- Weapon/Armor Enchants Rank 9 and lower should be tradeable for their illusion but no currency. There's literally no reason for them not to be.
- Illusions should be Account reclaimable by default. Again, there is no reason not to be.
#2 - I agree with this, leaving these in the game as shards to be refined could make it an ok chase item and preserve some value.
#3 - 100%
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
You do realize we understand that we could aways (with the shared bank) remove and swap enchants. It's already a pain and it's already expensive when you switch roles for Qs. Time is gold and gold is already more difficult to farm. Now you want us to strip each change? Do you actually play this game or just float on conversation threads. If you play, I invite you to come with us (in my Alliance for a week to see how we live/play.). You're going to realize how ridiculous this is.
Here's the thing about low level enchantments. You are sell Rank 9 enchants. For real cash money. These items are still there, in everything from lock boxes, packs, or just in the zen market. I've spent time farming ad to buy them off the trade house.
You've taken the money and time, given the item, now you're removing the item that people paid for. There's no trade or values assigned to them. That's bs. As a guild owner this is how I help new players. I PAID FOR THOSE. PAID. FOR. THEM. Now you're taking them away without a proper trade.
Unless by "the same end result" you mean "for people who are patient enough to wait for a Bazaar discount and are VIP 12", which... is true, yes. For everyone else, trading like-for-like seems like a nice option to provide.
"Another aspect brought up was the Illusions and rank 8/9 weapon/armor enchants. We will look into making an exchange for those for illusions so people can make sure to still have their visuals." -Noworries
Pretty sure the main reason people bought those enchants was for the visuals, so this is a fair exchange.
> So now instead of having 21 different sets of enchantments, you can just work on upgrading ONE set and then trade them for the account set and all your 21 alts on the one account will be set.
Lol. 1 set for tanks, healers and dps. I'm sure that'll work out wonderfully.
> Direct exchange is better value if you specifically want new Glyphs. Exchange for 60% AD assumes the user has VIP 12 and it's Wondrous Bazaar 15% off, while a direct exchange preserves value, but avoids injecting new AD into the economy.
>
> Unless by "the same end result" you mean "for people who are patient enough to wait for a Bazaar discount and are VIP 12", which... is true, yes. For everyone else, trading like-for-like seems like a nice option to provide.
The problem is the difference in values of the various current stones and the one glyph type. You would end up with leftovers of whatever exchange currency they make or leftover stones. I agree putting AD in is not good, but is likely the best way to avoid headaches(from this). Besides, the Zax will never recover anyway, unless they want it to.
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
The base reward for questing from level 1 to 20 is 280k AD. If the player learns that his reward can be increased by 50% through invoking, he will stop doing quests when he completes Vellosk, learn to invoke, and will invoke 5x/day for 35 days (3600 bonus/day) until his bonus bank is at 125,000. This will result in turning in Ebon Downs through Whispering Caverns for a total of 420000 AD. This is about 1/3 of what he needs for his enchants.
He realizes that he can create a second character, so while he is invoking for 35 days he levels another one. He needs some bank slots so he buys 1000 Zen for $10 and that opens up a third character slot...
So, after approximately 60 days of invoking and questing on 3 characters he has amassed 1,260,000 AD plus whatever he gets from daring to do dungeons with minimal equipment.
Oh, and the rewards he got from some of the quest areas are outdated and can be turned into RP in case they would like to upgrade the Rank 1 Enchants they purchased from the Sage store.
Is this really the intended new user experience? @noworries#8859
I would also add that from my own experience playing since mod13, I have received 5 Coalescent Wards and about 110 Pres Wards from Celestial Coffer bag opening across 3 characters, so I'm not quite sure how this new user will acquire the materials to upgrade anything without either a lot of patience or RL money.