This is a feedback thread for anything that doesn't quite fit into the other main threads.
One main call out we'd like to make here is that the Demon Lord's artifact set bonus has been adjusted. It is now a maximum of 10% damage boost instead of 20%. We understand there will be players unhappy with this change, but it was necessary as this artifact set bonus was very much out of line with the rest of them and created a situation where a very old, lower item level artifact set was always the best choice no matter what else came along.
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Formatting Your Feedback and Bugs
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Bug: While attempting to complete the 'Burnin' Down the House' quest, the fire never starts and the quest is impossible to complete
Feedback: The heroic encounters should happen more often and drop better loot.
8
Comments
The difference between 2 artifact set boils down to the bonus it gives, which means that unless it's hard to calculate or specifically rely on your class mechanics (like, the HP you need) the tier of the set does not matter. New sets doesn't matter, new set bonuses do.
I think that giving power back to the artifact sets would be helpful to make new sets better chance to compete with the old ones, even if with 190k power, 2-4k difference is not that big of a jump.
Whats next ???
(Sighs 😞)
Rogue - Setsuna F Seiei (XB1)
Rogue - Serenity (PS4)
Pros: Only time will tell.. but i think the DPS paragons will be a lot closer to equal now.
Cons: The world map is colorless, lacks detail, and has no coordinated style.
Question: Does this campaign allow unlimited gain of Boons?
Apparently you don't know this bit, so Ill go ahead and say it even though it should be obvious. Players should never expect their equipment to be straight out nerfed. When equipment that was hard won and then refined is devalued like this it leads to player anger. You aren't just 'adjusting', you are retroactively devaluing your own product and making it less attractive to bother refining up the next set for anyone who doesn't consider that resource drain insignificant.
At least when the game progresses to a new mod with new equipment there is something new to look forward to. Theres a new and slightly exciting goal to attain, not just a loss of what you already had.
I have a guildie that just got one of these last week and was so proud and happy. Way to take that amount of fun and spit in the faces of people like that.
I hope that you can do more desirable sets now.
Caturday Survivor
Elemental Evil Survivor
Undermontain Survivor
Mod20 Combat rework Survivor
Mod22 Refinement rework Survivor
People won't use sets because they are newer but because they are better. Imagine if people at Coca-Cola, realizing the their customers didn't like cherry Coke that much decided to nerf Coke by taking all the sugar away. That's what you are doing, more or less. Congratulations.
Soon to be nerfed in next MOD, refine it up quickly
It's the best way to actually make people quit and you have Mod 16 as a great example.
ADVICE:
What you could have done was to buff a post mod 16 set bonus on par or a little better than orcus set. I guarantee you that had you done that, you wouldn't have seen this backlash.
Also, i've been playing the game for 5 months. I never asked for Wiz nerf ever, i always prioritized buff to non-meta classes. The only thing i said was that cryptic would prefer nerfing than buffing because if they buff classes to be on par with wizards, they would then need to adjust critter health. It is not my fault that they messed up your aoe, i always said that wizard needs a buff to AOE.
For everyone: It just doesn't make sense for that old set to continue ruining the relevance of new gear.
I'll wait to confirm, but your wizard changes seem extreme for the Arcanist, and underpowered for trying to make the Thaum relevant.
The across the board Arcanist nerf looks set to cripple both AOE and single target. We were underperforming in AOE, and it looks like we'll just underperform.
As I only ever play Wizard, I have a bad feeling I'll take a holiday from active play until you eventually sort fixing over-corrections (to be verified).
Maybe I'll find something in mastercrafting to do instead. I'm one of the very many who got into professions after master crafting made sense, when you did workshop upgrades. I spent the millions, with nothing worthwhile at the end, so it looks like the one thing in the changing game that could be interesting to me.
How/when do we see the master crafting changes?
[The Legendary Outlaws] (Guildhall 20)
How ya like how that works?
So, what will it be? Higher bondings or higher enchs to make it possible to wear orcus forever?
Hey, @thefabricant this BIS pressure, you know... you could just wear anything! Enjoy the life. (If you told other players that Orcus is trash, I'm pretty sure a lot would just believe it without even looking at it)
How can the Devs, in good conscience, continue to offer master crafting as it is?
- Millions of AD spent.
- Frustration in severely frequent and expensive failure rates where the underlying "RNG" is clearly programmed to be much worse than the advertised chance of failure for the first few attempts.
- The "+1" bug for required materials now fixed for reagents, but not for the most expensive of items - the final recipe items.
- Ridiculous amounts of time spent farming maps for necessary materials.
- All leading towards ability to craft stuff that is now irrelevant.
An ultimate slap in the face for new players that embark, trusting that the game offers a reward for such an expensive endeavour.
Yeah, I've gone gone really grumpy, but how long can this continue?
Ereshkigal - 12k Tiefling SW
Aurora Ravensong - 11.6k Drow CW