Hey everyone,
Thank you for taking part in the M26 Preview!
If you’ve had a chance to look at the newly added Campaign Store or the Collections, you may have seen the new artifacts, weapons, armor, insignias, the Wild Card Enchantment, and upgrades to Bregan D’aerthe gear.
Let’s discuss some of these items below, with the note that content on Preview is subject to change.
With a
dangerous new dungeon to delve, there are many new pieces of gear to earn. From Mythic gear that is not class restricted to powerful new rings. We look forward to your detailed feedback about the powers present on these pieces of gear. Got any new loadouts to share?
Within the Narbondellyn district, Bregan D’aerthe set earned from Menzoberranzancan be upgraded to Mythic, boasting higher Item Level and increased bonuses by wrestling materials from Abyssal fiends that have plagued the district.
More insignias and more dual stat enchantments are now available – alongside a new Enchantment tailored for AoE scenarios. Find a new way to redistribute your stats or call on the power of the Wild Card to aid you when outnumbered.
Don’t forget to check out monstrously delicious foods sold by the Delicacies Culinarian. For those who are Mastercrafters – you may have also noticed that there are new Masterwork books to purchase! To receive this mission, you must first complete any remaining tasks in Sharandar.
Two new explorer’s charts are available for purchase, with the major difference being that they are not being sold at the stronghold, but the same artisan that sells the rest of the Masterwork books. With some masterwork materials will only be available when besting those Abyssal Hunts, there’s plenty of different sources to earn materials to create powerful Druegar Gear.
From new gear powers such as Raging Daily, a buff that greatly increases the damage dealt by 3 of your encounter powers after using a Daily power, to the specific stat combinations on insignia and enchantments, enjoy this preview and let us know what ya think!
Known Issues:
- New Weapons are missing their Damage Stat.
- Wild Card Enchantment is currently incorrectly displaying Living Hex powers instead of its actual powers.
- Explorer's Chart: Narbondellyn District currently has broken waypoints.
- We are aware that there are display and convert to appearance issues with the Vigilante Fashion Set with characters that are not Human.
- New Artifacts cannot be equipped alongside with each other nor the Eye of Odran.
- Some Masterwork Recipes are not available for crafting.
How You Can Help
We appreciate any thoughts (including detailed breakdowns) that you have on any piece of gear, gear power, enchantment stats, combat enchantment powers, overloads, insignias, or any other rewards that you might find while combatting the fiends that plague the Narbondellyn district!
Formatting Your Feedback and Bugs
For posting feedback and bugs, please follow the following format to ensure your feedback and bugs are seen clearly and processed promptly, thank you!
Type: Bug/
Feedback (Please only choose one)
If you are listing a bug, please have this text in
RED, if you are posting an opinion or feedback please use
CYAN. If you are replying to another user's post, or just engaging in general discussion, please do not color your posts, general discussion is welcome and we will read all of it, regardless of color! You can use BBCode to color your text:
This text will display in cyan. This text will display in red. Examples: Bug: Abyssal Might does not grant 10% Critical Severity for 6 seconds when it triggers! Feedback: Allow Masterwork Charts to be purchased with a different method.
Miku V.
Comments
I don't like that the masterwork armor pieces have ratings as a bonus instead of percentages. with +10k to a rating it will be likely to overcap the ratings.
The new advantageous action on the pants seems like a overall worse option for action point gain compared to critical charge on the dwarven pants from dragon hunts. Advantageous action needs combat advantage so you need the right positioning to activate it while the critical charge doesn't need it. Even under optimal testing conditions against a dummy with only using duellist's flurry the dwarven pants took 43 seconds to get from 0-100 AP while the new pants took 48 seconds which is a significant difference.
Some of the ring powers for dps are too situational to be useful. 8% more damage against shielded enemies is only useful against very few enemies. The 3% extra damage when striking 3 enemies is way to weak when the same set has options of 5% more damage for all encounter powers, 10% for at-will and daily powers. I don't play tank or heal but the rings for them seem pretty ok to me.
I would like if we could have the mythic Abyss Conquerer's Gear in the bazaar to actually test it.
There seems to be a bunch of issues with masterworking stuff. Therer are only recipes for gear and not for the materials needed to craft gear. The explorer's charts in the new area don't work. The bard masterwork weapon has +100 damage as a stat, no other weapon has that bonus.
The new wildcard enchantment has the tooltip of the living hex enchantment, at least when you hover over it in the store.
The vigilante's mask from the first campaign milestone is broken. When you use the preview function it shows up as if I was wearing no head piece and I can't convert it to an appearance library item and get the message that it already exists in my appearance library.
What Is Happening: Sniper's Perk is stacking twice.
Ring: Eilistraee's Elegance
How To Replicate: Remain Idle for 15+ minutes, and Sniper's Perk stacks twice.
Remains active as long as player is alive. Is removed when player dies.
Bardtholomew - Minstrel Bard
Mariah Carries - Devout Cleric
Darth Bane - Thaumaturge Wizard on Xbox
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BAENRE BROOCH
As we can see It actually give +3 CHA and INT and +6 WIS, and as bonus "when you still stand for 3 seconds your Damage and Ap gain are increased by 5%". Since WIS (Wisdom) is for healers and not for dps role, and since healers are not doing damage while the bonus of set is goin to boost damge, can you please change the Ability Score of this set? Like:
a) +3CHA +3 DEX +6 INT - since Marilith set have more IL compared to Baenre set
b)+3CHA +3INT +6 DEX so it would be more in line also with Marilith Set (+3CHA +3 STR +6 DEX)
and in this way it would be used by dps without losing any ability score.
Masterwork Weapons - could a plus x damage be added to the weapons to make up for no artifact modifier? Otherwise older MW versions may be preferable rather than IL.
Rings - these seem in a fairly good place although can't comment on usefulness of tank or healing ring.
Bonuses on armour / general point - could we have a % stat bonus rather than 10k stat, even if it is lower? Also be good to see % damage ranged, melee and encounter perks used on masterwork items.
MW materials - haven't done any hunts yet and not sure if there will be dungeon drops or not. Both seem good ways to engage players and allow players to sell materials. One thing to take on board was the extreme amount of displacer beast whiskers used in Sharandar that made making any MW items extremely expensive and dis-incentivised making them. Previous MW recipes had dungeon drops but the key difference was they were used in smaller amounts, with recipes mixed with chart materials. Please consider this in any new recipes! Dropping materials from hunts is a welcome addition.
Recipes for new materials missing? - some of the recipes for materials (similar to hardened lumber and hardened feywood from Sharandar MW) seem to be missing/not showing up yet? Thinking of laquered roth leather and hardened mushrooms (unless these again are hunt drops?)
New tools - there is no special skill on these (there are on previous Sharandar MW tools) - not sure if these new ones are meant to be similar to legendary tools? (orange) - could add a % chance to keep materials in case of failure bonus - to give incentive to craft these?
Thanks,
Efnis / Grey
If different, would someone mind posting the bind status of seal vendor equipment (head, chest, arms, feet and shirt/pants) in Mod 26 (whether it is BoP, BtA, etc.)?
“There are changes that can be made that don’t require coding...” - TriNitY
"No amount of coding will change human behavior" - TriNitY
Ongoing Issue: Legitmate Players Banned for Botting (Console) and the Future for "Dedicated" Players
Suggestions: (Implemented) \/\/ Rearrange Character on character Select Screen
The latest patch changed the Hunt Rewards (probably because most was placeholders so far, and some obviously dropped too many currency). However, now that you can only get 1 of X (mainly catch-up currency and MW resources, it would be super cool to get a choice pack instead.
It's already a chore to upgrade a guild on console preview w/o the SH vendor and can't spend hours doing hunts/charts on PC preview on top of that when zero of these transfers to live.
Some of the adjustments that we've made based on your feedback and bug reports that will be coming to a preview build near you soon are:
- Masterwork crafted Weapons now have weapon bonuses similar to other Legendary weapons.
- Masterwork crafted Tools now have their bonus.
- Recipes should no longer be missing, and there is also a new tab for Masterwork in the Preview store.
- Masterwork crafted belts stats have been adjusted to match other Legendary Waist equipment.
- Mystic Belt stats have been adjusted.
- Sniper's Perk & Swordsman's Perk should no longer incorrectly stack.
- Bonuses on gear powers have been adjusted since the initial feedback thread was started.
All you Masterwork crafters out there, try out the new Masterwork recipes, and let us know what ya think!-RUBY ABYSSAL LOOP - Your daily powers do 10% more damage
The majority of the dps classes won't use a ring which buff our daily powers since they are quite low portion of our damage. We like to have something much consistent; the daily in my cw is like 6-8% of my total damage in a master trial run and this ring will be a 0.6-0.8% actual dmg increase, minus diminishing returns. So doesn't feel super desired.
Here my feedback then: since in game we have rings which give damage against an enemy type (10% against Dragons, Constructs, Beholders, Beasts, Undeads and so on) what do you think to change the bonus of this ring in "Increase the damage against DEMONS by 10%"?
i just want to add a thought about purchasing the explorers Charts with campaign currency instead of guildmarks.
please think that one through thoroughly. it will lead to an even more diminished Population of active mastercrafters.
while in the long run it could lead to a little more populated instances (first farming campaign currency then running the explorers charts) , i fear it will make people less interested in the whole crafting System.
at least allow explorers guild (boonstructure) to sell it for guildmarks.
better yet: let chult and sharandar- explorers Charts be purchasable by their respective campaign-currency (AND guildmarks).
i could add a few ideas on how to make guilds more attractive , but i hope you are working on that already.
- have an additional income stream to help gear up (by selling materials to mastercrafters), or to
- subsidize any masterwork gear they commission, to reach an affordable price
Having the charts restricted to players with masterwork unlocked in M26 would:- cause extremely high prices on materials coming from those charts, since supply would be so low
- make masterwork gear unaffordable to all except the rich and the mastercrafters
- cause small groups of people to have excessive advantage and market control
- lead to feelings of unfairness among many players in the game
- be a HUGE missed opportunity to keep the zone and its quests and heroics alive for a long time
I happen to be a mastercrafter, but I can't pretend I want the charts to be restricted. There are just too many ways that that would hurt the people I game with and the player base as a whole. I personally would go as far as to say it would be better not to release MW at all, than release it in a way that makes only 2% of players able to afford the gear, sending all their AD savings to the 0.5% who are already very well off, and 97.5% without even a choice to participate.Why shouldn't it be the same for all the ingredients?
Also, do any of the recipes use ingredients from Sharandar or Chult? Or will this mastercrafting leave those ingredients redundant?
I can see that the supplements might be useful to start with... but that's not many items.
And while I'm here... if this masterwork leaves the others useless and the new charts are bought with campaign currency... where does that leave the usefulness of guild marks? Activating stronghold dragonflight I suppose...
I like a lot the idea of upgrade/exalt those items! GG!
But I would like to suggest some changes for some of this gear for wizard and warlock.
I can understand these should not be the best items in game, but should be a middle step before going to take better items from hardest contents, but in this way and especially for those two classes the bonus are not giving any good improve to our characters, just the increase in IL.
The conditions like "when u have a shield or a temp hp, your ranged powers are doing X more damage" (actually on the armor chest) or "When AP are less then 80%, you gain X stats" (actually in the boots) are super restricted. Playing with a pally healer not happening all the days, and making build based on this is just awful.
Since warlock and wizard are dps classes mostly, making a bonus restricted to our %s of AP is not good, since we are using daily only in artis call unless its an aoe content, and once again, people like having consistent bonus.
I would like to give two suggestions for these items:
Can you completely change the bonus of that armor and make a bonus similar to "Reckless Advantage"? Whenerver you deal damage to an enemy gain a stack of Reckless Advantage, increasing your combat advantage by 3% but decreasing yout critical avoidance by 1% for 5 seconds. (max 6 stacks).
Even with other stats like Accuracy/deflect sev - critical strike/deflection would be a nice item to use for both classes.
can maybe make some sort of CoK bonus for using many encounters? Use encounter - get a stack. 1 stack gives 1% crit sev. 7 stacks max. A stack lasts 10 seconds.
or 5 seconds, but new stacks refresh the old ones
Those arms will give u an exactly 0.2/03% damage in any content we tested, sothis item is absolutely ignored by most of the wizards and warlocks.
Can you change its bonus in something much useful like: Your powers do 5% more damage when u are 20' or further away from your target.
This ring is absolutely in a confused spot actually. It has 6750 ogh (healer stat) but its bonus give to your self two defensive stats which are the two defensive stats even the tanks arent focus in their build.
So I would try to suggest two way for this ring:
1-change the main stats in something for tank like (critical avoidance or also deflect)
2- change the last part of the bonus to buff our allies, like "When action points are full, you will give 10% AP (or Recharge speed or Movement bonus)over 5 (or 10) second to your allies (cooldown 30-45 seconds)."
"For every 5 seconds you are in combat, you gain 1% accuracym, to the max of 12%"
This kind of bonus is not so good as dps perspective for various reasons:
-to have the full bonus you need 1 minute and you have to not die after, or you have to restart casting the bonus and require another minute;
-with a bonus like this you will not have the maxed bonus at first artis call which means a lost in terms of damage
-the accuracy is not a super stat for dps (I mean there are wbetter) and not everyone is able to cap all the important stats to use an armor which gives you the lowest stat in terms of damage increase.
I would suggest to change the bonus in something more accessible for everyone like
a) "You gain 1.2% Combat advantage and accuracy (critical strike and Combat advantage) for each member of your party. Max 5 stacks. (6% CA and accuracy)"
b) make the bonus similar to the other armor chest (Abyssal Conquerer's Mauler Plate) but with different stats like
accuracy and deflect severity or combat advantage and deflect severity
- Marilith Mask
- Mystic Bolt
- Realm Engine Core
All of them require the reagents needed for the Eye of Odran, so the reagents we gather doing heroics encounters and lockdowns in Menzoberranzan, and in the next mod there will be also hunts helping on gather these resources.
BUT still here the point.
Is intended to have these reagents to upgrade the new artifacts?
I mean, for upgrading to a max level an artifact we will need:
475 Menzoberranzan Elite Sigils (Driders)
1250 Drow Glyph of Warding (Heroics encounters)
240 Menzoberranzan Mint (weekly quests in Menzo)
Which is a lot of farming to do. Also, if someone want upgrade all of them will need:
Menzoberranzan Elite Sigils (Driders) -> 475 x3= 1425
Drow Glyph of Warding (Heroics encounters) -> 1250 x3= 3750
Menzoberranzan Mint (weekly quests in Menzo) -> 240x3= 720
this is to much for everyone lol
The farm is really big for those artifacts and we have also to consider those maps one day will probably without the same ammount of players of nowadays.
If it's intended, can we ask for reducing the ammount of resources need to buy the reagents? or increased the resources gathered through heroics and lockdowns? This will help a lot the players in not making the farming something boring and way to long.
Thank you in advance!
Developer's mission is probably to ensure there will be players in the next 4 months after major patch. So a lot of farming is designed. Player's experience is that those farming experience is a headache.
Reduce number of resource required > People get what they wanted, less people log in tomorrow.
Increase number of resource required > Fatique and painful to play
[ideas]
Decrease resource, but also adding a Mob killing buff.
Buff : adds 1%-5% crit each time you kill a mob with a cooldown of 12 hours.
So each time players log in, to be at their best they can go kill the trash mob 1-5 times without the farming headache.
Chance of additional rewards drop.
After killing the mobs 5 times in a row, there will be a chance of a good drop, e.g. +20 sigils or +1 ward. Limited to once a day.
Trade-in other tokens to Sigils.
Instead of playing the same map over and over, players can do quest in other campaigns and there will be this special vendor who trade other coins to sigils. e.g. 1000 prince merchant stuff to 10 sigils.
Party up buff
If in a party, gain speed 10% and damage 5%. This will motivate people to recruit in town and doing it together with more fun.
All of them have the same bonus set which is: "When you use an encounter power, you gain a stack of speedy alacrity, granting 2.5% accuracy and 5% Recharge speed for 5 seconds. Stacks up to 3 times."
Also the Item Level of this sets is 1700 IL, while the new legendary set (Netherese and Baenre) have 2000 IL and Marilith 2050 IL.
Would be possible to increase the item level of MW set to 1850? sounds more in line with the other new ones.
SCINTILLANT SET
-Scintillant Sash (+3 INT +3 CHA)
-Scintillant Amulet (+6 INT)
SHROOMWOOD SET
-Shroomwood Sash (+3 STR +3 DEX)
-Shroomwood Amulet (+6 STR)
DARKLAKE SET
-Darklake Sash (+6 CON)
-Goristroskin Soulbead Amulet (+6 CON)
Since this set is TANK ORIENTED the bonus doesn't give "correctly" stats for them. Could be changed in something more valuable for the tanks? like 2.5% deflect and 5% stamina per stack? or 2.5% stamina regen and 5% deflect per stack?
SPIKED SET
-Spiked Sash (+3 WIS +3CHA)
-Spiked Amulet (+6 STR)
Since this set is HEALER ORIENTED:
The ability scores are wrong; would be better if Spiked Sash have +3 DEX and +3 CHA and the Spiked Amulet +6 WIS. So it will be in line with the other sets. also the bonus, like for tanks, is not giving anything usefull for healer classes. Could be changed in something like 2.5% Power or critical strike or critical severity or ogh and 5% Forte or AP?
With the Underdark Series of Modules (M24 Northdark Reaches - M25 Menzoberranzan - M26 Narbondellyn) we will have 4 new set of weapons.
1° - Stormforged Weapons (Northdark Reaches - from Campaign) IL 2000 x2
2° - The Weavers Weapons (Menzoberranzan - from Master Trial Gzemnid Reliquary) IL 2050 x2
3° - Duergar Mercenary Weapons (Narbondellyn - from Masterwork) IL 1900 x2
4° - Perfect Lolth Weapons (Narbondellyn - from Master Dungeon DemonWeb Pits) IL 2475 x2
Theres an absolutely HUGE INCREASE of item level on Perfect Lolth weapons which is not needed with the current IL items of the mod.
This weapons with so many Item Level can create problems also for the next incoming modules, since we are gettin now a 2475 IL weapons next mod we can expect something with 3000 IL?!
In my opinion this weapons should be nerfed in IL and be more in line with all the others, 2050 its fine.
Mythic Abyss Gear: https://youtu.be/ABk4cUQBURc
Mythic Bregan Gear: https://youtu.be/0OXc73ZnjD0
The 3 new artifact sets: https://youtu.be/L8bgYFtV7iw
keep in mind, the artifacts have been fixed to allow for slotting with one-another
Consider increasing range of legendary materials that drop from hunts - it would be good if some of the other materials also dropped from hunts, maybe as super rare drops?
Masterwork Recipes and Legendary Materials - from a quick scan of the recipes most look okay. The only recipe i can see a bottleneck developing over is for Soulbeads - these use 12 Fallen God's Ore. If these are using dungeon drops then you risk the same issue that happened with displacer beast's whiskers when too many are required, meaning MW items costs are way too high. If you compare this with Lolthbeads which require 12 legendary materials from hunts - then there is a mismatch. I would recommend making dungeon drops in the 1-3 range needed for recipes and increasing hunt or map materials instead on these recipes.
Respawn rate of hunts - i can see this being a real bottleneck to hunts - can they respawn quicker?
Thanks,
Efnis/Grey
The new hero reward system seem poorly thought out, to the point of buggy due order of operations and requirements levels vs. rewards
It's bad to the point it deserves
Bug: BUG: Hero system reward “Order of operations” are poorly designed, you really don’t need 11 enchantments and 5 mount collars at the “reach 20k mark”. You can reach 30k without them. Plus Mount collars barely drop in the game (and they’re white), and enchantments don’t drop at all.
Point by point:
Issues: Zone
• For the past 4 mods gear that costs astral diamonds, so a AD tax / sink not a reward
• For the past 3 mods boons that need you to doe trials. So extra grind, gear wall, time wall, and pure availability. Plus the trials being unrelated. Not a reward
• The lower level rewards for doing the content are once per account. Boo Hiss again.
• The battle passes did have some minimal drider / open mission options. So thanks for the break from endless skirmishes. One good point
Issues: Hero System
• Again it's per account, for minor rewards
• Zero level requires a trial AND advanced queue, and your reward is “skirmish” level tokens ??
• First level wants 5 collars, and 11 enchantments for a “20k” player ?? Totally unnecessary, you can reach 30k without this. Collars are rare drops (needing access to over 20k level content), and enchantments don’t drop at all.
• Over all the system’s really elitist and snobby and cash shop / astral diamond heavy
• The big reward: legendary mount account mount. Only after you have 100% bolsters and 90k gear score I’m not sure it’s a “reward” at that level
Over all the System benefits Cryptic more than the player, making it a failure.