How Preservation wards are intended to work, as per dev blog
"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."
How Preservation wards are working currently
Each upgrade has 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 in which all preservation wards used (upto 3) will be destroyed instead.
7
Comments
Here's a picture of this bug with the upgrade of an artifact failing. It says that the upgrade failed 2 times. The UI states that both the RP and the Enchanting stones were protected twice. That means it consumed as much as four attempts rather than 2. It also consumed the wards that were protecting the Glyphs. The wards were definitely consumed, but I am not sure about the other materials.
https://imgur.com/7U5VEW1
Here's a picture of this bug with the upgrade of an artifact succeeding (that is older than the other picture, if something in this window was changed in the patch). It says that the upgrade failed 3 times and succeeded one time. The upgrade cost was 100k RP, 1x glyph and 5x enchanting stones rank 4. It was guaranteed to upgrade after 3 fails. It says it consumed 3x 100k RP, 3x ward (that was protecting the Glyph), and 2x 5 enchanting stones, for a total of 6 things. It also consumed that Glyph, but is not listed it here. It might have consumed even more enchanting stones and RP, I wasn't paying attention to that. And it must have triggered the 100% succeed condition.
I have no clue what is going on here. But here's a couple ideas. It might even be multiple of these.
Possible consume bugs:
- The wards are consumed on all failed attempts, rather than just when their assigned slot was chosen to be consumed
- One reagent is *not* consumed on a failed upgrade, rather than one being consumed and two not being consumed
- A random number of reagents is consumed on a failed upgrade, rather than only one being consumed
- All reagents are consumed on fails and one is given back on success (unlikely)
- The 100% succeed condition might be ignored and upgrades tried continuously despite the condition # being displayed as number of attempts
Possible display bugs:
- There is definitely something wrong where it didn't display the Glyph that was consumed on succeeding
- Maybe it didn't show the succeeding consumes at all and another 100k RP and 5 enchanting stones were consumed that are not shown (in which case 8 things were consumed for 3 fails)
- It might also display 'Protected x#' wrong
I think there's TWO bugs, most likely one consume bug and one display bug.
When only using Wards to protect a single Reagent, if one of the other Reagents is chosen, only it is consumed.
If the Reagent that is being protected is chosen, it consumes the Ward instead.
With 2 Wards, if only the unprotected Reagent is chosen; only it is consumed.
If either of the others Reagents is chosen, it consumes all the Wards instead.
It looks like the system is checking if Wards are slotted before checking if the upgrade succeeded or not and applying a universal: "If Wards are slotted and upgrade fails, consume Wards" but still only targeting 1 Reagent at random as intended.
https://www.arcgames.com/en/forums/neverwinter#/discussion/1264423
Can someone explain this answer to me please, because I really don't understand this answer and also how this answer is going to help me getting my consumed reagents back?
The original explanation was logical.
It makes sense that the ward protecting the reagent targeted for destruction is consumed, however it makes absolutely zero sense for the wards on the other two reagents that are not being targeted for destruction to be consumed in the name of "balance"...
To put it into perspective earlier today while trying to refine and enchantment from epic->legendary with a 1% chance of conversion and a 150 attempt failsafe guarantee I spent close to 300 preservation wards...300!...Lol, it's laughable.
So for "balance" sake let's do the math:
10 Preservation Wards are 100 Zen each, and I spent near 300.
300÷10=30
30×100 Zen = 3000
1 Coalescent Mote is 1000 Zen...
Pardon the expression but that is more BS than "balance".
I would kindly ask that y'all rethink your latest statement and current stance on the issue, considering amending it to work as it was previously stated.
Thanks much and have a wonderful evening. ☺
> Clarification messaging has been posted. As stated, we are monitoring player sentiment and look forward to feedback presented in a civil manner.
>
> https://www.arcgames.com/en/forums/neverwinter#/discussion/1264423
I bought this up in the preview thread. There is definitely feedback in that thread.
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
Also there are small discrepancies between the description of the combat enchantments in game and in that post.
This essentially means that all Motes below 5% are worthless junk unless you can afford to not protect some components (most likely RPs). But I did not protect RPs and am down from 14M to 1M in Mod 22. So....
tl;dr: They want you to use Coals. Hope you have your 50-toon invoking army ready...
This issue was brought up before the mod went live. I mentioned it in the preview forums, December 27, 2021. And now, 6 weeks later. SIX weeks. We are being told that this is actually WAI.
There was the opportunity to look at this prior to launch. To be told PRIOR TO LAUNCH that this is "WAI"...
https://www.arcgames.com/en/forums/neverwinter#/discussion/comment/13198039
Sorry, we know that this is a load of rot, it's not WAI. This is a case of "too hard to fix, so lets tell the dumb players that we meant for it to work this way".
I'm angry. Furious. Right now this IS me being civil.
Co-Guild Leader
Ghost Templars L20
Alliance: Tyrs Paladium
Main: Cleric (Heals|DPS)
Alt: Warlock
In the current system, ward is for protection. Mote is for the chance.
c-mote does not give you "protection". It gives you 100% chance. Hence, no need to use ward for protection.
p-ward does not give you any chance. 1/150 has nothing to do with ward. You can make it to 2/150 without using any ward (same as before).
The new system is not limited to enchantment. It applies to Artifact and Artifact equipment too which comes with their own "chance". Enchantment comes with 0% chance. Previous r14 to r15 was 1% chance. New rank 1 is "higher" than previous rank 15. Hence, 0% (without using any mote).
So, for myself, upgrade enchantment, use c-mote (I also used c-ward to upgrade r14 to r15 and weapon/armor enchantment before). Upgrade Artifact/Artifact Equipment uses p-ward.
I'm certain that you know exactly what the "player sentiment" is and will continue to be. No monitoring needed.
So you design a new system where if you dont protect the 3 items, you lose 1 of them. But if you protect all the items you lose the 3 protections. Are you serious? I cant stop laughing!
If this is WAI, you really have a problem with the designer of this feature because is just the less intuitive mechanic I saw in all my (long) history playing videogames.
Really. You made my day.
Caturday Survivor
Elemental Evil Survivor
Undermontain Survivor
Mod20 Combat rework Survivor
Mod22 Refinement rework Survivor