Greetings, adventurers!
This thread is for giving feedback on the Dungeon Chest Rewards and Reroll Changes. Run some queues, open some chests, try some rerolls, and let us know how it feels in comparison to live. Please note that anything on Preview is subject to change!
Here's what's changed:
General Changes:
- Obsolete Rewards Removed (Old Campaign items, Enchantments, Etc.)
- Old non-viable equipment removed (Ex. Blackened Jaw gear)
- Seals of the Adventurer removed
- Greatly improved RP Gems awarded per content type
- Variable Drop Rates implemented/adjusted based on content length/difficulty for the following:
- Mount Collars
- Shards of Greater Empowerment
- Premium Loot
- Seals added to every queue:
- Skirmish - 15 Low Seals
- Dungeon - 40 Low Seals
- Trial - 25 High Seals
- Advanced Dungeon - 40 High Seals
Premium Loot:
- Base chance of Premium Loot raised to just below current Dungeon Delver's Rates on Live
- Chances of rolling higher tiers of Tangible Rewards increased
- AD awarded from Premium Loot doubled in value
- 36 Slot Bag changed to 42 Slot Bag
- 7 New Dyes added
- Mythic Insignias added to highest tier of Premium Loot
Queue Specific Chase Items
- Tradeable Chase Items (Companion, Artifact, Artifact Gear, Fashion, and Transmutes) added to each queue that didn't have one.
- Tradeable Turmian Weapon transmutes added to all Skirmishes
- New Turmian Lute and Rapier
- Tradeable Bluefire Weapon transmutes added to all Trials and Dungeons
- New Bluefire Lute and Rapier
- Tradeable Unique weapons transmutes previously available exclusively in Infernal Citadel added to all Advanced Dungeons and Master Trials.
- New Draconic Lute and Rapier
Reroll Changes
- Reduced the amount of Rerolls from 4 to 2
- Price or rerolling increased from 5,000 to 10,000 AD
- Significantly increased drop rates to offset reduced Rerolls, resulting in positive reward chance gain overall.
Comments
Something not directly mentioned here is the rings from chests in Vault of Stars. My main is a wizard, and in all the time of the dungeon being out and hundreds of completions I have never had the legendary +ranged damage ring drop.
[Suggestion] Please, add a vendor so we can trade in campaign currency and just buy the ring we want. Or maybe let us trade in 20 of those blue rings that we can't sell or turn into RP (a bug? that should be addressed). Or like ToMM where you get a scroll for every completion that you then can trade for weapons.
There's a lot of rings which I assume count as a premium reward. Even if you increase the drop rate of premium rewards it doesn't address the fact that getting the ring you want is all luck. I'm not exaggerating when I say I've completed it hundreds, perhaps even thousands of times. I've worked hard to try and get one ring, and after so long it's demoralizing and demotivating that is still hasn't dropped and I have no other option but to keep running it and hoping that maybe I'll get it by the time a new set of rings has come out.
The disappointment that comes with opening the end chests of the hardest dungeon and getting nothing of value time and time again is what leads me, and many others, to just say I don't want to play Neverwinter anymore. Removing blackened jaw gear is a good start, but there needs to be some sort of streak breaker or vendor so that busted wizards like myself aren't stuck using epic gear for two years because we just have bad luck.
https://www.arcgames.com/en/games/neverwinter/news/detail/11478743-dungeon-premium-drops
As part of the changes here the rings will be dropping more frequently in VoS, however the rest of your suggestions would unfortunately fall outside of the scope of this feature.
That being said, the hope is that the totality of changes here would result in group content feeling good for most players in general because there's a higher likelihood of getting something of value, even if it's not necessarily the thing you were specifically looking to acquire.
I have two questions.
1. Were rank 6 enchanting stones on the chopping block, as they are no longer usable in-game?
2. In the Driftwood Tavern stream before yours, lead product manager Misa Ganz mentioned the goal of the Draconic Battle pass in part being to address queue health. Regarding queue health and the reduction in available rerolls, was part of the thought process here to ultimately increase the number of times per day that players choose to queue for dungeons?
Thanks! -Buck
As part of the changes here the rings will be dropping more frequently in VoS, however the rest of your suggestions would unfortunately fall outside of the scope of this feature.
That being said, the hope is that the totality of changes here would result in group content feeling good for most players in general because there's a higher likelihood of getting something of value, even if it's not necessarily the thing you were specifically looking to acquire.
Are the regeants for Band of Air will also be affected on the rings dropping more frequently? Thanks
RIP Real Tiamat, RIP Real Demogorgon RIP real Temple of the spider. Why remove non bis content to give to bis players ????
FORCING the majority of your player base to play 4 mod old dungeons and trial will have a bad result on player base
Changes are getting so bad i would rather prefer no new changes (RIP ICE FISHING in winter fest)
In regards to the reroll changes, there's no direct intent to have players run the queues more times a day but it's great if they feel like that's a useful or fun thing to do. The main drivers for the reroll changes were to make it so each individual roll for items would be more likely to have something of value, improve the value of reroll tokens through VIP, and reduce the gap between base drop rates and those from fully rerolling a chest. No, those reagents are obtained from the minibosses so these chest changes will have no effect on those drops.
Awesome
/s