Thank you all for your thoughts regarding the new Enchantments from Menzoberranzan. In a future Preview build, you will notice that the Item Level of the Enchantments have been reduced and match the following option presented in the initial post
Keep the Enchantment Item Level the same, but the Enchantment grants more to individual stats.
The Mythic Aquamarine Enchantment is the same Item Level as a single stat enchantment at Mythic and grants +1238 Accuracy, +1238 Critical Severity, +1350 Combined Rating.
There are other bug fixes and other adjustments as well coming to the items found in the Menzoberranzan collection, so keep an eye out for those as well.
I think this is way more ridiculous than the original IL increase. It still ensures that the new enchantments have upper hand over the old ones (in all content this time, originally it was only for the newest, uncapped content), while fracturing the rules of IL/combined rating even more.
As for the combined rating, enchantment rework has made a joke out of any rules already. It is not desirable to make the mess even worse.
Yes, I agree this is totally WORSE than the item level increased before. Stat increase is worth more than item level increase. Only stat increase without increasing the corresponding item level is GOLD. It is BiS. This new double enchantment change makes it even more better than the previous proposed change. This decreases the value of single stat enchantment even more than previous proposal. As mentioned, it also breaks the item level calculation formula as mentioned.
To make it right, it should be: 1125 + 1125 + 1350 combined rating (the most logical choice) or something like 1260 + 1260 + 1332 combined rating
1238 + 1238 + 1350 combined rating should have 1515 item level.
I actually agree with you. While I'm actually indifferent with either path choice they gave, yet they provided no 'third' option like you did. So I saw like you, that reducing the Item-Level with higher buff, at the same combined would do exactly as you said, "It still ensures that the new enchantments have upper hand, over the old ones (in all content this time) ..."
I tried identifying by having a higher buff than +1125 at same Combined Rating, was going to actually make them more attractive in all content, despite a limited few claiming otherwise.
Note: Your quoted suggestion (above) is exactly what they previously did, in fact:
So I'm fine with your first option, or the (Third) option here I showed in bold in your Quote. I just don't think they wanted to, well... make them on Par, hence the +113 buff despite same +combined rating. I'm fine however if they make them slightly more attractive, just thought it shouldn't have been more than +75 (over 1125) or +1200 at very most, if not even slightly less for Dual Enchantments; & same goes if they later introduce them with 3 split stat's. Previously if they increased the Buff they then lowered the Combined Rating to compensate! That isn't the case this time.
Their focus here *seems* to be so people at least our encouraged to do (upgrade) 2, 3, 4 of them; while the older 'Focused' Enchantments while dedicated, are only slightly below grade over the new ones...
So that's a question for @cryptic39#8917 to perhaps rethink, or talk it over amongst the team, I'm fine giving a slightly higher buff. Just don't think it should be +113, maybe only +50 to +75 at most *if* the combined rating is the same, yet doing so artificially boost item-level. So I'd rather have a *proper* 1515 Item-Level, or 1525, maybe even 1550, just not 1600 it's too wide a gap as compromise position!
Everything about this decision to reverse course seems so wrong. The opinion of a few outweighs the good of the whole. Most of the loud complainers were heard and not the silent majority to include new players. Maybe you all should look at some of these "opinions" and reconsider the decision to move backwards instead of forward.
As usual, problems from the HAMSTER. I wouldn't push to please "the silent majority to include new players" because they are worthless as players and no matter how high item level or stats they have, nothing can be done about them. New enchantments are supposed to help advanced players to balance their stats. Taking care of newbies in this case is like casting pearls before swine. No matter how much you upgrade these vegetables, you won't see any difference.
It would be unfair and unjust to leave new enchantments with a higher itemlevel.
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plasticbatMember, NW M9 PlaytestPosts: 12,404Arc User
All 3 type of old enchantment had the SAME item level. First 2 type had the same amount of total stat : 300. Hence, the combined rating was not changed. The 3rd type had a different amount of total stat: 480. Hence, the combined rating was decreased so that it had the same item level.
The old relationship among all 3 types were fair because they had the same item level.
You chose the type of enchantment based on what fit your need instead of certain type had advantage over the other by birth.
So that's a question for @cryptic39#8917 to perhaps rethink, or talk it over amongst the team, I'm fine giving a slightly higher buff. Just don't think it should be +113, maybe only +50 to +75 at most if the combined rating is the same, not less.
If the total stat is higher and combined rating is not lower accordingly, the item level will be higher (if it obeys its formula). Higher item level of the 2 stat enchantment was the original complaint. The new complaint is the stat are raised, no change of combined rating but with the same item level. That broke their formula + makes the 2 stat enchantment more valuable than the original complaint. What you proposed is: going back to the original complaint with lower item level than before but still higher than single stat enchantment.
*** The game can read your mind. If you want it, you won't get it. If you don't expect to get it, you will. ***
If the total stat is higher and combined rating is not lower accordingly, the item level will be higher (if it obeys its formula).
Re-read what I said, and ask yourself why I was very open to your first choice, yet as compromise would love the third.
Yes it's a (slight) Item-Level increase be it 1515 as stated, or even if Cryptic revised to 1525-1550. I just really disliked the 1600 choice they presented, it was too wide a gap from earlier ones. I also tried supporting you, saying clearly with examples this is what they did before with single, dual, or trio buff enchantments.
I actually agree with you. While I'm actually indifferent (or on the fence) with either path choice they gave, yet they provided no 'third' option like you did. So I learned toward their second option the only choice I had as neither was good. So I saw like you, that reducing the Item-Level with higher buff, at the same combined would do exactly as you said, "It still ensures that the new enchantments have upper hand, over the old ones (in all content this time) ..."
I tried identifying by having a higher buff than +1125 at same Combined Rating, was going to actually make them more attractive in all content, despite a limited few claiming otherwise.
Note: Your quoted suggestion (above) is exactly what they previously did, in fact...
♦ Same here why before did they lower Combined on those Tripple Enchantments with higher buff, yet this this time they do intend them fair bit higher in fact, yet aren't lowering the +Combined? ─────────────────────────────────────────────────────────────
So I'm fine with your first option, or the (Third) option here I showed in bold in your Quote. I just don't think they wanted to, well... make them on Par, hence the +113 buff despite same +combined rating. I'm fine however if they make them slightly more attractive, just thought it shouldn't have been more than +75 (over 1125) or +1200 at very most, if not even slightly less for Dual Enchantments; & same goes if they later introduce them with 3 split stat's. Previously if they increased the Buff they then lowered the Combined Rating to compensate! That isn't the case this time.
Their focus here *seems* to be so people at least our encouraged to do (upgrade) 2, 3, 4 of them; while the older 'Focused' Enchantments while dedicated, are only slightly below grade over the new ones...
So that's a question for @cryptic39#8917 to perhaps rethink, or talk it over amongst the team, I'm fine giving a slightly higher buff. Just don't think it should be +113, maybe only +50 to +75 at most *if* the combined rating is the same, yet doing so artificially boost item-level. So I'd rather have a *proper* 1515 Item-Level, or 1525, maybe even 1550, just not 1600 it's too wide a gap as compromise position!
* References the example in the Old Rank 15 Enchantments, if the buff's were higher, the combined was lowered. When I said the focus "their focus" was to encourage those to (edit: do) the new ones; as the old ones would be slightly below grade than the newer; just as your 1500 to 1515 Item-Level shows.
So hopefully the Dev answers those questions. I just didn't think they wanted to make New Enchantments, at Par with the old; and why I like your third option: ♦+1238 buff 1, +1238 buff 2, +1350 combined, & 1515 item level. That I'm open to a reasonable slight increase, even 1525, perhaps 1550; just not 1600.
------ I think you missed the point, I made they were trying to make them artificially gain an Item-Level boost without it being obvious.
Note: I was busy doing other things the last few hours, so didn't have time to update. I thought I stated on several different occasions if +Buffs were higher, then +Combined was lowered (previously) that was my focus, since the Item-Level they said would be the same. That's the only reason I linked their old Single, Dual, and Trio Buff (Ter·ti·ar·y) Enchantments to build support for your case. They just never presented either of those options, and not sure it's option 1, 2, or 3 you've presented will even be considered.
So I love the third option, even if it is a slight Item-Level increase +15 or +25 (that most don't like) yet only as a compromise for them to consider, if they even may not.
I just didn't like the 1600 Item-Level choice, as their the Item-Level Increase was a bit too much.
Post edited by strathkin on
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plasticbatMember, NW M9 PlaytestPosts: 12,404Arc User
I realize that, just as you do. Hence the reason I like your solution I bolded that had a higher buff higher, that gave them there +1238 (dual buff) leaving the combined as is, yet also slightly increased the item-level too to align it with what they did before!
You mis-read what I wrote and/or I was not clear enough. Chalk that to be my fault. No, what you bolded was NOT my solution. I just pointed out what was wrong with that. That was why I had a blank line. I am against the 'slight' increase of item level.
To make it right, it should be: 1125 + 1125 + 1350 combined rating (the most logical choice) or something like 1260 + 1260 + 1332 combined rating [ the blank line. ] 1238 + 1238 + 1350 combined rating should have 1515 item level.
IMO, they should fulfil 2 conditions: 1. obey the item level calculation formula 2. For the same rank of enchantment, single stat, double stat and triple stat enchantment should have the same item level.
1238 + 1238 + 1350 combined rating with 1500 item level is wrong because of condition 1. 1238 + 1238 + 1350 combined rating with 1515 item level is wrong because of condition 2.
I think you missed the point, I made they were trying to make them artificially gain an Item-Level boost without it being obvious.
And that is the exact reason why people complained about it including me.
Post edited by plasticbat on
*** The game can read your mind. If you want it, you won't get it. If you don't expect to get it, you will. ***
0
micky1p00Member, NW M9 PlaytestPosts: 3,594Arc User
edited February 2023
I hope the excess stats are just a typo and not planned exception. It either should have higher IL, or same IL but different stat spread lowering combined rating in favor of specific stats. But not an exceptions to the IL system.
I do understand that if the population is diminishing, you need them all to play the same content. Therefor you tend to either directly delete old content, or you at least disrupt any underlying popular system and economy on the older maps, so people do not incline to return there anymore. (Sharandar vs. Well of the Dragons) But it is still sad to see Yuma getting banished from Vallenhas to chase people away from that location.
There is one huge problem with many of the new healer items. With almost everyone. There are no items that increase outgoing healing, power, or critical strike as a percentage. On almost all items, we see the severity of a critical hit (percentage increase), while there is no need for this stat. We have various potions for the percentage of this stat, there is forte, there are new signs (by the way, power or forte + outgoing healing would sound much nicer for all healers than seeing the Critical Severity there again). Even with all the desire, it is impossible to DECREASE this indicator so that there is no overcapping. But on a bard healer, where there are no boots for 10,000 outgoing healing, it is almost impossible to collect the correct stats for maximum efficiency in endgame content. I beg you! Replace the bonus on the bragan d'aerthe boots (for bards) with CRIT CHANCE instead of CRITICAL SEVERITY. Or, on an alternative type of boots, make a PERCENTAGE increase in outgoing healing (at least + 5%) WITHOUT depending on the number of targets! This would be a real gift for healer bards! We need items that will help you defeat Gzemnid (Master), not go unclaimed in the Campaign Store! On the rings from the new trial, I also want to see percentage bonuses to outgoing healing, power or crit chance, but NOT to critical severity.
And one more thing. Big problems with the new enchantment for healers. It doesn't stack, lasts less than its advertised time (4 seconds instead of 6 seconds), and is of no value due to its single-target healing limit. The only way to revive the enchantment and make it competitive against the background of another novelty (+7.5% critical chance) is to let it work for all targets with any healing.
Sorry for my far from perfect English. I'm playing on Drider.
Hello @cryptic39#8917 and thanks to open this thread! i would like to say an item which comes from the latest master content should have an alluring bonus in order to increase the appeal of the new content. Together with the fun, the challenge, rewards are quite important for players in order to feel gratify. After trying the new master trial (Gzemind Reliquary) I would give some feedbacks about the items we can get in this trial: Looking preview collection we are going to get as reward: - new weapon set - new artifact set (artifact, neck and waist) - various mythic rings
As I said, the trial seems really difficulty to complete and it remember us the gold ToMM days, which requires maximum concentration, teamwork and responsibility from the players. in the meanwhile, the rewards seems a bit underwhelming for the kind of content you are giving us (Just to be sure, me and many other loves how hard it is). The amount of resources burned in the preview in those 3 days are incalculable (about at least 300+ scroll of life and same amount on squash soup+flask), so who is gonna completed this trial should be also good rewarded.
All the rings coming from this trial are binds on pickup (account) and binds on equip (character) so this cut the possibility, for who is going to face this new content, of "auto refinance". I think all the players would like to have "unbind" items as reward but I also think you are probably "scared" about what long time ago happened with ToMM, where a lot of players made HUGE amounts of Astral Diamonds. So, to find a meeting point, what do you think:
a) Can the rings coming from the trial be"unbindable" via unbind tokens? In this way the Action House would not be satured of those reward and we will have a new usage for the unbind tokens. I think a nice price could be between 80/100 unbind token for each ring.
b) add a pack similar to Elminster's Lunchbox as guaranteed reward from both end chests; in this ways you will get two elminster's pack where you can find some of the most usable consumables
In the comment below ill post my feedback about the rings and artifact set bonus and stats
Post edited by aster#8001 on
"The more I care for life, the more everything around me dies."
In my opinion the set bonus is not very good for all 3 roles: -For a dps player is not good except the 2 to every attribute but still not worth using by any means. Every good dps is capping all of the stats independent from artifacts set (unless someone is using the Dragon hunters artifacts set, which have a better uptime compared to this one). -For a tank is not good too because there are better options for increase the damage; also we just got 2 tank sets in a row (Tiamat Master set and Tentacle Rod set from MTos) so why would we get a third one in a row? -For healers it might be decent if you replace combat advantage with something more useful for their role, especially on a class that can get action points quickly. Still not sure if it would be worth using if it wasn't for the increased item level.
This artifact set is coming from the new trial and it seems a really underwhelming compared to the other master trials loot. I would suggest two changes for the bonus:
a) remove the cooldown so it become more appetible and increase the boost stats to 30 seconds, so will be like a 50 and 50 bonus. In game there are already bonus power similar to this without a cooldown
b) make it focus for just one role. There are many bonus power which are in actually old gear and most wont using due the low IL. You could take one of this bonus power and change it.
Some good powers with low IL are: -Inherit Danger (Arcturia music box): "When you use a daily power, you do 15% more damage to enemies that are not facing you for 10 seconds" -Vistani: "When you cast a damaging aoe but it only hits one target, the traget will take 5% more damage for 5 seconds. This effect can't stack with other same power." -Apocalypse: "Whenever you hit an enemy with a critical attack, the damage the enemy takes will be increased by 1% for 5 seconds. this stack up to 5 times."
ARTIFACT POWER USE: A frontral gaze that deals 36,379 to your enemies. Enemies struck by the blast are charged for 4 seconds and take 7.5% more damage for 10 seconds. Control immune targets take 33 extra magnitude damage
I would suggest to increase the % from 7.5 to 10% to be more in line with the other artifacts power use.
"The more I care for life, the more everything around me dies."
STAT: 6150 accuracy rating is way to much. DPS have most of their rating already capped. I would suggest to add another offensive stat and decrease a bit the actually monostat, like 4000 and 2150, 3350 and 2800
BONUS POWER: I personally like this bonus but I don’t like the double cooldown. Please remove the second cooldown (“can only occur once every 15 seconds.). In this ways this item would be very interesting for all dps classes.
----------------------------------------
LOLTHIAN ARROGANCE
This ring seems designed for tanks. RATING STATS: swap critical strike with critical avoidance or deflect.
BONUS POWER: Incoming healing is not a so relevant as stat compared to the others, unless for some dedicated ICH builds. I would suggest to remove incoming healing in favour of :
- 3% damage resistance. or -If DEFLECT is going to be in the rating stats then the bonus could give CRITICAL AVOIDANCE (5/6%) or viceversa.
----------------------------------------
LOLTHIAN ABRASION
STAT:As for the Lolthian Repulsion, 6150 rating is way to much nowadays. DPS have most of their rating already capped. I would suggest to add another offensive stat and decrease a bit the actually monostat, like 4000 and 2150, 3350 and 2800 BONUS POWER: No changes needed
----------------------------------------
LOLTHIAN ABERRANCE
STAT:6150 OGH is way to much, I would suggest to add another healer perspective stat and decrease a bit the actually monostat, like 4000 and 2150, 3350 and 2800
BONUS POWER: The bonus seems good in how works, but most of the healer have their critical severity already capped due also some passive class power (Bard will get 10% crit sev from sforzando, cleric as crit severity in forte which will push the stat, sw has a passive (Devastating Critical) which grants 10% crit sev, pally healer is the only one who dont have something for crit sev). I would suggest to change the bonus in something usefull for most of the healer, like 3.5% crit strike and power, or power and ogh, or crit strike and ogh, or crit strike and crit sev.
"The more I care for life, the more everything around me dies."
I deleted the feedback on Bard's / Warlock's Bregan D#aerthe Expert's Cloth as the behavior is a bit weird on dummies. It seems to work correctly on all other enemies.
In this comment I would like to give feedback about the Bregan D'Aerthe items.
BREGAN D'AERTHE MAULER'S MASK
The bonus is just not good. It works at start of the combat and after the cooldown it never reproc until you die and revive, or go out of combat. Mostly the dps, in single target, use mostly one of the helmet which provide a lot of stats (10% critical strike or critical severity). To make it more interest so someone can create some build around it I would suggest to add a cooldown to make it be able to reproc. "Your AP gain is increased by 20% for 10 seconds. (It can proc once every 45 second and work only in combat)."
BREGAN D'AERTHE MAULER'S GREAVES
Boots for Barbarian and fighter (melee classes); I like the concept but not the stats into the bonus. Power is really easy to cap for dps (most of the insignia used are dominance which give you forte and its a push in power % for a dps). I would suggest to change the stats with Combat Advantage which is one of most desirable stat for those two classes. You already have this bonus into Wasteland Wanderers (HC VOS). Or change with another one offensive stats.
"The more I care for life, the more everything around me dies."
The bonus is pretty good (finally also bard and sw will get ogh boots!) but it's not good as the ogh boots cleric and paladin got in M24 with the seals. To make it much fair I would sugget two options: 1) "When not in party, gain 5000 awarness. When in party, gain 10000 outgoing healing" 2) "you gain 1575 outgoing healing for each player in your team"
"The more I care for life, the more everything around me dies."
Comments
I tried identifying by having a higher buff than +1125 at same Combined Rating, was going to actually make them more attractive in all content, despite a limited few claiming otherwise.
Note: Your quoted suggestion (above) is exactly what they previously did, in fact:
─────────────────────────────────────────────────────────────
https://neverwinter.fandom.com/wiki/Azure_Enchantment,_Rank_15
╘ One stat (+300) buff, & (+180 Combined) -new focused ones start today at +300.
https://neverwinter.fandom.com/wiki/Cruel_Enchantment,_Rank_15
╘ Two stats (+150) buff, & (+180 Combined) Before dual matched item-level, buff & combined.
https://neverwinter.fandom.com/wiki/Draconic_Enchantment,_Rank_15
╘ Three stat's (+120, +120, +240) buffs or total +480, (+168 Combined) Here higher buff's, yet lower Combined Rating.
─────────────────────────────────────────────────────────────
So I'm fine with your first option, or the (Third) option here I showed in bold in your Quote. I just don't think they wanted to, well... make them on Par, hence the +113 buff despite same +combined rating. I'm fine however if they make them slightly more attractive, just thought it shouldn't have been more than +75 (over 1125) or +1200 at very most, if not even slightly less for Dual Enchantments; & same goes if they later introduce them with 3 split stat's. Previously if they increased the Buff they then lowered the Combined Rating to compensate! That isn't the case this time.
Their focus here *seems* to be so people at least our encouraged to do (upgrade) 2, 3, 4 of them; while the older 'Focused' Enchantments while dedicated, are only slightly below grade over the new ones...
So that's a question for @cryptic39#8917 to perhaps rethink, or talk it over amongst the team, I'm fine giving a slightly higher buff. Just don't think it should be +113, maybe only +50 to +75 at most * if * the combined rating is the same, yet doing so artificially boost item-level. So I'd rather have a * proper * 1515 Item-Level, or 1525, maybe even 1550, just not 1600 it's too wide a gap as compromise position!
As usual, problems from the HAMSTER.
I wouldn't push to please "the silent majority to include new players" because they are worthless as players and no matter how high item level or stats they have, nothing can be done about them. New enchantments are supposed to help advanced players to balance their stats. Taking care of newbies in this case is like casting pearls before swine. No matter how much you upgrade these vegetables, you won't see any difference.
It would be unfair and unjust to leave new enchantments with a higher itemlevel.
First 2 type had the same amount of total stat : 300. Hence, the combined rating was not changed.
The 3rd type had a different amount of total stat: 480. Hence, the combined rating was decreased so that it had the same item level.
The old relationship among all 3 types were fair because they had the same item level.
You chose the type of enchantment based on what fit your need instead of certain type had advantage over the other by birth. If the total stat is higher and combined rating is not lower accordingly, the item level will be higher (if it obeys its formula).
Higher item level of the 2 stat enchantment was the original complaint.
The new complaint is the stat are raised, no change of combined rating but with the same item level. That broke their formula + makes the 2 stat enchantment more valuable than the original complaint.
What you proposed is: going back to the original complaint with lower item level than before but still higher than single stat enchantment.
Yes it's a (slight) Item-Level increase be it 1515 as stated, or even if Cryptic revised to 1525-1550. I just really disliked the 1600 choice they presented, it was too wide a gap from earlier ones. I also tried supporting you, saying clearly with examples this is what they did before with single, dual, or trio buff enchantments. * References the example in the Old Rank 15 Enchantments, if the buff's were higher, the combined was lowered. When I said the focus "their focus" was to encourage those to (edit: do) the new ones; as the old ones would be slightly below grade than the newer; just as your 1500 to 1515 Item-Level shows.
So hopefully the Dev answers those questions. I just didn't think they wanted to make New Enchantments, at Par with the old; and why I like your third option: ♦ +1238 buff 1, +1238 buff 2, +1350 combined, & 1515 item level. That I'm open to a reasonable slight increase, even 1525, perhaps 1550; just not 1600.
------
I think you missed the point, I made they were trying to make them artificially gain an Item-Level boost without it being obvious.
Note: I was busy doing other things the last few hours, so didn't have time to update. I thought I stated on several different occasions if +Buffs were higher, then +Combined was lowered (previously) that was my focus, since the Item-Level they said would be the same. That's the only reason I linked their old Single, Dual, and Trio Buff (Ter·ti·ar·y) Enchantments to build support for your case. They just never presented either of those options, and not sure it's option 1, 2, or 3 you've presented will even be considered.
So I love the third option, even if it is a slight Item-Level increase +15 or +25 (that most don't like) yet only as a compromise for them to consider, if they even may not.
I just didn't like the 1600 Item-Level choice, as their the Item-Level Increase was a bit too much.
No, what you bolded was NOT my solution.
I just pointed out what was wrong with that. That was why I had a blank line.
I am against the 'slight' increase of item level.
To make it right, it should be:
1125 + 1125 + 1350 combined rating (the most logical choice) or something like
1260 + 1260 + 1332 combined rating
[ the blank line. ]
1238 + 1238 + 1350 combined rating should have 1515 item level.
IMO, they should fulfil 2 conditions:
1. obey the item level calculation formula
2. For the same rank of enchantment, single stat, double stat and triple stat enchantment should have the same item level.
1238 + 1238 + 1350 combined rating with 1500 item level is wrong because of condition 1.
1238 + 1238 + 1350 combined rating with 1515 item level is wrong because of condition 2. And that is the exact reason why people complained about it including me.
But it is still sad to see Yuma getting banished from Vallenhas to chase people away from that location.
On almost all items, we see the severity of a critical hit (percentage increase), while there is no need for this stat. We have various potions for the percentage of this stat, there is forte, there are new signs (by the way, power or forte + outgoing healing would sound much nicer for all healers than seeing the Critical Severity there again). Even with all the desire, it is impossible to DECREASE this indicator so that there is no overcapping. But on a bard healer, where there are no boots for 10,000 outgoing healing, it is almost impossible to collect the correct stats for maximum efficiency in endgame content.
I beg you! Replace the bonus on the bragan d'aerthe boots (for bards) with CRIT CHANCE instead of CRITICAL SEVERITY.
Or, on an alternative type of boots, make a PERCENTAGE increase in outgoing healing (at least + 5%) WITHOUT depending on the number of targets! This would be a real gift for healer bards! We need items that will help you defeat Gzemnid (Master), not go unclaimed in the Campaign Store!
On the rings from the new trial, I also want to see percentage bonuses to outgoing healing, power or crit chance, but NOT to critical severity.
And one more thing. Big problems with the new enchantment for healers. It doesn't stack, lasts less than its advertised time (4 seconds instead of 6 seconds), and is of no value due to its single-target healing limit. The only way to revive the enchantment and make it competitive against the background of another novelty (+7.5% critical chance) is to let it work for all targets with any healing.
Sorry for my far from perfect English. I'm playing on Drider.
i would like to say an item which comes from the latest master content should have an alluring bonus in order to increase the appeal of the new content. Together with the fun, the challenge, rewards are quite important for players in order to feel gratify.
After trying the new master trial (Gzemind Reliquary) I would give some feedbacks about the items we can get in this trial:
Looking preview collection we are going to get as reward:
- new weapon set
- new artifact set (artifact, neck and waist)
- various mythic rings
As I said, the trial seems really difficulty to complete and it remember us the gold ToMM days, which requires maximum concentration, teamwork and responsibility from the players.
in the meanwhile, the rewards seems a bit underwhelming for the kind of content you are giving us (Just to be sure, me and many other loves how hard it is). The amount of resources burned in the preview in those 3 days are incalculable (about at least 300+ scroll of life and same amount on squash soup+flask), so who is gonna completed this trial should be also good rewarded.
All the rings coming from this trial are binds on pickup (account) and binds on equip (character) so this cut the possibility, for who is going to face this new content, of "auto refinance".
I think all the players would like to have "unbind" items as reward but I also think you are probably "scared" about what long time ago happened with ToMM, where a lot of players made HUGE amounts of Astral Diamonds.
So, to find a meeting point, what do you think:
a) Can the rings coming from the trial be"unbindable" via unbind tokens? In this way the Action House would not be satured of those reward and we will have a new usage for the unbind tokens. I think a nice price could be between 80/100 unbind token for each ring.
b) add a pack similar to Elminster's Lunchbox as guaranteed reward from both end chests; in this ways you will get two elminster's pack where you can find some of the most usable consumables
In the comment below ill post my feedback about the rings and artifact set bonus and stats
In my opinion the set bonus is not very good for all 3 roles:
-For a dps player is not good except the 2 to every attribute but still not worth using by any means. Every good dps is capping all of the stats independent from artifacts set (unless someone is using the Dragon hunters artifacts set, which have a better uptime compared to this one).
-For a tank is not good too because there are better options for increase the damage; also we just got 2 tank sets in a row (Tiamat Master set and Tentacle Rod set from MTos) so why would we get a third one in a row?
-For healers it might be decent if you replace combat advantage with something more useful for their role, especially on a class that can get action points quickly. Still not sure if it would be worth using if it wasn't for the increased item level.
This artifact set is coming from the new trial and it seems a really underwhelming compared to the other master trials loot.
I would suggest two changes for the bonus:
a) remove the cooldown so it become more appetible and increase the boost stats to 30 seconds, so will be like a 50 and 50 bonus. In game there are already bonus power similar to this without a cooldown
b) make it focus for just one role. There are many bonus power which are in actually old gear and most wont using due the low IL. You could take one of this bonus power and change it.
Some good powers with low IL are:
-Inherit Danger (Arcturia music box): "When you use a daily power, you do 15% more damage to enemies that are not facing you for 10 seconds"
-Vistani: "When you cast a damaging aoe but it only hits one target, the traget will take 5% more damage for 5 seconds. This effect can't stack with other same power."
-Apocalypse: "Whenever you hit an enemy with a critical attack, the damage the enemy takes will be increased by 1% for 5 seconds. this stack up to 5 times."
ARTIFACT POWER USE: A frontral gaze that deals 36,379 to your enemies. Enemies struck by the blast are charged for 4 seconds and take 7.5% more damage for 10 seconds. Control immune targets take 33 extra magnitude damage
I would suggest to increase the % from 7.5 to 10% to be more in line with the other artifacts power use.
STAT: 6150 accuracy rating is way to much.
DPS have most of their rating already capped. I would suggest to add another offensive stat and decrease a bit the actually monostat, like 4000 and 2150, 3350 and 2800
BONUS POWER: I personally like this bonus but I don’t like the double cooldown.
Please remove the second cooldown (“can only occur once every 15 seconds.). In this ways this item would be very interesting for all dps classes.
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LOLTHIAN ARROGANCE
This ring seems designed for tanks.
RATING STATS: swap critical strike with critical avoidance or deflect.
BONUS POWER: Incoming healing is not a so relevant as stat compared to the others, unless for some dedicated ICH builds.
I would suggest to remove incoming healing in favour of :
- 3% damage resistance.
or
-If DEFLECT is going to be in the rating stats then the bonus could give CRITICAL AVOIDANCE (5/6%) or viceversa.
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LOLTHIAN ABRASION
STAT:As for the Lolthian Repulsion, 6150 rating is way to much nowadays.
DPS have most of their rating already capped. I would suggest to add another offensive stat and decrease a bit the actually monostat, like 4000 and 2150, 3350 and 2800
BONUS POWER: No changes needed
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LOLTHIAN ABERRANCE
STAT:6150 OGH is way to much, I would suggest to add another healer perspective stat and decrease a bit the actually monostat, like 4000 and 2150, 3350 and 2800
BONUS POWER: The bonus seems good in how works, but most of the healer have their critical severity already capped due also some passive class power (Bard will get 10% crit sev from sforzando, cleric as crit severity in forte which will push the stat, sw has a passive (Devastating Critical) which grants 10% crit sev, pally healer is the only one who dont have something for crit sev).
I would suggest to change the bonus in something usefull for most of the healer, like 3.5% crit strike and power, or power and ogh, or crit strike and ogh, or crit strike and crit sev.
In other Mmos it's not uncommon to farm them.
It seems to work correctly on all other enemies.
because currently is giving 11.2% worth of stats for critical severity.
I recommend changing the bonus from 5% critical severity to 5% critical strike
BREGAN D'AERTHE MAULER'S MASK
The bonus is just not good. It works at start of the combat and after the cooldown it never reproc until you die and revive, or go out of combat. Mostly the dps, in single target, use mostly one of the helmet which provide a lot of stats (10% critical strike or critical severity).
To make it more interest so someone can create some build around it I would suggest to add a cooldown to make it be able to reproc. "Your AP gain is increased by 20% for 10 seconds. (It can proc once every 45 second and work only in combat)."
BREGAN D'AERTHE MAULER'S GREAVES
Boots for Barbarian and fighter (melee classes); I like the concept but not the stats into the bonus. Power is really easy to cap for dps (most of the insignia used are dominance which give you forte and its a push in power % for a dps).
I would suggest to change the stats with Combat Advantage which is one of most desirable stat for those two classes. You already have this bonus into Wasteland Wanderers (HC VOS). Or change with another one offensive stats.
BREGAN D'AERTHE EXPERT SHOES
The bonus is pretty good (finally also bard and sw will get ogh boots!) but it's not good as the ogh boots cleric and paladin got in M24 with the seals. To make it much fair I would sugget two options:
1) "When not in party, gain 5000 awarness. When in party, gain 10000 outgoing healing"
2) "you gain 1575 outgoing healing for each player in your team"