Greetings Adventurers!
The upcoming module (M25) is now on the NeverwinterPreview shard! We will be creating specific feature feedback threads for players to discuss the different areas of the new module but you can leave your general thoughts on this thread.
Additional Information & Known Issues
- Players will notice updates to some companions on Preview - an in-depth Dev forum post covering these changes will be posted in the coming days.
- Mount updates covering new insignias will also be discussed in an upcoming Dev forum post.
- We are aware that Mirage weapons are doing significantly less damage than they should. This is being worked on.
Please note that everything on Preview is not necessarily final and is subject to change. We look forward to your feedback!
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 in a timely manner, 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:
<font color=cyan>This text will display in cyan.</font>
<font color=red>This text will display in red.</font>
Examples:*
Bug: Mimics breakdancing when the fight starts makes them get stuck in floor.Feedback: Mimics breakdancing is visually distracting from the other fight mechanics.*These examples are made up and not related to in-game content.
Comments
If you added gear loadouts where we could name a loadout and give it specific gear pieces, we could easily switch gear across all other main loadouts. This would be a massive quality of life and allow many of us the ability to enjoy the unique bonuses without having to switch out pieces manually. Please, consider what a few clicks over the course of a thousand could do for our fingies and mice.
Currently, the bard is the worst performing DPS, this class barely gets invited to content because of Mystifying Strikes, which is a luck dependent class feature. Making the powers do what they are supposed to do would help at least for a bit.
One of the first quests in The Braeryn District, "Compassion and Cause", requires you to "Save harassed commoners in the Braeryn District". (6 in total).
As this is one of the first in quests picked up, there is going to be a LOT of people running this quest when this drops to live.
And, this quest if someone else nearby, who is not in party, interacts with the commoner before you get the opportunity to, even if you are standing RIGHT NEXT TO THEM, you do not get credit for the quest. The commoner and the group harassing them take approximately 4 minutes to respawn.
This sort of thing happens with this sort of quest EVERY SINGLE MOD. And when you have classes who get stuck in combat for a few seconds, it means that they are likely to have other people swoop in for that interaction while they are unable to interact after clearing the group out.
Co-Guild Leader
Ghost Templars L20
Alliance: Tyrs Paladium
Main: Cleric (Heals|DPS)
Alt: Warlock
This new Combat Enchantment seems to be for healers but feels a bit odd to me, as it decreases thread generation which has no real impact on healers and its effect is limited to Single Target heals.
Therefore my suggestion:
Change Equip bonus to the same as other "healer" enchantments: "Increase damage reduction by x%"
Allow the Movement Speed and Damage Reduction to proc on any group member that receives a heal
Set damage reduction to 1.5% for each stack on Mythic (results in 4.5% with 3 stacks)
With the changes above Refulgent Fortification would be in the same line as enchantments like Flash Freeze. It would apply a ~5% Damage Reduction and the complete group would benefits from it, as the team does from Flash Freeze.
Without the changes I see no one using it because it really falls off. The current enchants provide more stats, are easier to proc and provide more for the group.
I can appreciate bringing in extra enchantments to help with balancing builds, but you're essentially creating a situation where the "BiS"ers will only look to the newer ones, making the old ones all but obsolete. While you might think that is a smart AD and resource sink, you're just adding to the already rampant IL creep. There shouldn't be an increase in IL, they already give slightly more ratings as-is. Enchantments should be chosen based on what works best for a player's build, not by what gives the most IL which is the general mentality.
Player and forumite formerly known as FEELTHETHUNDER
Expatriot Might Characters in EXILE
Suggestion: Make a guaranteed epic insignia drop after 2 re-rolls in dungeon/trial chests. Bottle-necked progress with keys AND dust gain by playing the game and not mindlessly farming whisker ingredients.
Not doing anything for years shows you want to keep insignias whale/market exclusive. In stream, you mentioned you are looking for ways to make it drop or lower requirement, but still we see nothing. You know it's a mess, because you have already discussed it.
1. The new enchants are fine. They did not make the old ones obsolete, like the last rework.
-If you die to have ALL your enchants new at mythic just to gain FROM ALL 900 more IL instantly upon module release, when you already have 85k IL - you are the problem!-
And you are one of the players that actively runs away hundreds of players from the game, players that want to grind an MMO, not show off in a MMO-
The new enchants give more building option, they give something to aim for in the new module, and make the old enchants cheaper for new players that need all the help they can get to catch up.
2. THANK YOU FOR THE BEHOLDER TRIAL!. I can not wait to see what incredible challenge you prepared for us.
3. Devs blogs that explain the new items and changes should have been posted before the patch on preview. I hope devs do not reverse the 100 IL at mythic, because there is no logical reason to do it.
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This new enchantment system will be my final straw, as well as many more people that I know. VoS was a fun dungeon to have to "learn" to get through. But after watching every video ever made, after trying 50-60 times, 2-4 hours each...we still cannot beat the first MToS boss, not even close. Who thinks this garbage is "fun"? And now we get another trial that I won't ever get to complete, just like CoK and MToS. What a shame to take a potentially fun game and ruin it for 99% of people.
> Woot? You think starting over from scratch is somehow fun? I guess some people get off getting slapped in the face, but most normal people do not.
Say what? Not sure what you mean from starting from scratch. But this is great. We've been sitting on the same enchants for a year now. It's overdue to let us have more. Not sure why anyone would need to start over if they don't want to. Nobody needs the 900 item level. It's a luxury for the super sweaty which is the vast minority in the game. Plus, if you want these, you can just sell the current ones you have to help fund the new ones. Not a big deal.
Co-Guild Leader
Ghost Templars L20
Alliance: Tyrs Paladium
Main: Cleric (Heals|DPS)
Alt: Warlock
"Decrease threat generated by -4%"
Decrease by negative value ( -4% ) if to interpret directly is the same as increasing by 4%. Which I'm sure it isn't what it does.
Removing the minus sign should make it less ambiguous.
The updates planned for Module 25 are nothing short of a major kick where it hurts for anyone who has invested time and money. The nerfing of all the top AOE companions, buffing companions that didn't need buffing (paranoid delusion) the increase in IL of all the new enchantments. The new content looks boring. Where are the interesting places to visit (dragonbone vale is an amazing map...we want more like this). Looks like the game will die even faster if this Mod releases in this state.
Your argument that dual-stat enchants are less appealing than single-stat ones is weak. We already have single-stat and double-stat companion gear in the game, both give us the same amount of stats and TIL. The choice depends on the player's build. Some are better with single-stat companion gear, and some are better with the double-stat one. The same should be for enchants. A player with, say, 2 single-stat combat advantage enchants and 2 single-stat crit strike enchants in their attack slots should get the same TIL and the same amount of stats as a player who has 4 double-stat enchants that grant combat advantage and critical strike.
If you leave it the way you suggest, then in the future no one will use single-stat enchants. It would make more sense for new players who haven't bought or upgraded any enchants to farm for the new ones, because new enchants grant more stats and more TIL when at maximum. Getting new enchants will be easy for all players, since in the first few weeks after release the campaign is not limited by the TIL and is available to everyone. Why bother buying and upgrading something for temporary use?
And for older players, minmaxers in particular, and especially those who have bound enchants to their accounts, it's a slap in the face. They've spent so many resources to maximize their enchants, and instead of providing a way for further upgrading what they already have, you suggest just stop using what they've been farming for so long and start from scratch.
The best option, as I see it, would be to add new enchants to the Sage's Shop, make them equal to the single-stat enchants in terms of TIL and the amount of stats they grant, as well as provide a way to upgrade all enchants (for instance, up to 1600 TIL and slightly increased amount of stats) for new campaign currency.
P.S. The post keeps getting deleted when I try to edit it for typos. Is this a bug?
They are saying a double negative here, and why it's so confusing. Technically when you use two negatives, each cancel the other out.
Decrease Threat by 4% is the correct way to state it, or Applies a Threat -4% bonus.
And keep new normal enchantment item levels same as existing ones. No need to create an imbalance, especially on a system you just reworked 1 mod ago.