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Neverwinter new pics - OH GAWD ITZ HEAVAN

Vaarna_Aarne

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MCA Project: Eternity Torment: Tides of Numenera Wasteland 2
I'm going to wager that the stronghold, if it does anything and has levels, needs potatoes, gold, and mystery marks. The first two shouldn't be a problem.
 

Norfleet

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It never really was. The mystery marks are going to be your sticking point, just like it was on STO.
 

bloodlover

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I'm very hyped for the paladin class and I'm expecting auras and some healing spells.

Maybe guild strongholds will be something similar to DDO, where you get some buffs, a guild stash etc. Maybe some scrolls to teleport directly there will be available.

Have they announced when this will come?
 

Vaarna_Aarne

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I'd throw my hat in mid-March, with February being public test server extravaganza.

Next class after summer.
 

Gerrard

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Notice that the strongholds are to be after mod 6.
It would be awesome if it included some sort of automated crafting thing, for alchemy in particular. Like, if I could jsut throw all this alchemy junk into a lab and have it work 24/7 making potions and shit.
 

Gerrard

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Except, you know, the actually useful ones which can only be made with alchemy.
 

Gerrard

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"HEY GUYS WE RELEASED SOME UPCOMING UPDATES ON PREVIEW GET HYPE"

"OH WHOOPS SOMETHING BLEW UP WE HAVE TO TAKE THE SERVER DOWN"

"So, uhhh... yeah, actually, you won"t be able to play on preview until next week."
 

Bliblablubb

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some fag on the preview shard said:
Rank 12 enchantments
Lvl 120 artifacts
Lvl 80 artifact gear
That's a joke right?
No, it probably isn't. Guess blood ruby turned out to be the top selling c-store item.
 

eklektyk

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oh boy ...will u be disapoint soon ...

so far it lovely watching as cryptic really hard works on burning all customers in nw and sto at the same time ...
it must be some genius plan coz othervise u cant do all wrong things all the time ...somebody sometime would stumble on good solution from time to time otherwise...

watching fires and eatin :popcorn: is nice

so what they plan to do ? here:

stat rebalance conected to uping lvl70 : they talk about "straightenin the curves" and giving u that feel ofgeting smth from stats and not pitifull scraps of diminishing returns ...so strike one

then we go to regeneration - this one is simply hilarious ...it was irelevant as is and i did not even bothered with it but gf build relied in it sometimes ...so what those geniuses want to do ? well it will work betah but out of combat only :) yup ...brilliant - and sheer brazenes of them saying they do it this way to buff gf ....simply unbelivable

next one is life steal ....this one is as precius as regeneration ... so craptic sees lifesteal as a problem and cw of getin too much benefit from lifesteal ...so solution ??
make it proc chance lower than 100
not bad so far right?
but it gets better - it means that single target dps gets fucked as they plan to implement it on some weird formula where more targets hit more chance to proc and not more dmg done ...so they nerf lifesteal coz of cw is too good and solution i cw is the only one that wont feel this change .... im spechless simply ...

to make thing funnier they plan revamp of dungeons .... not make them nice not make them playable or :gasp" add smth to make players play them [ i know shocking right?]
ultimate solution to dungeoning is make t1 dungs have lvl70 monsters and t2 so far they plan on seeding with lvl71
funny thing is they they lowering rape meter of monster lvl to player survival spread from 5 lvl to 2 ...so good luck

and cherry on top : gear score is dead long live item level .....:sigh:

i salute hardworking morons at cryptic busy working on burning all their games to ground ....they must have lined jobs a zenimax or somwhere with clause that first they must kill other mmos...

/rant mode off and look at that what a bautiful fire we got goin on here ...anybody got marshmellows?
 

Bliblablubb

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You seriously thought CW would ever get nerfed somehow? That's adorable :hug:
The Devs have far too much of a hardon for that class to make it less fun for them (and the other players)

Making regeneration more effective outside combat seems pretty pointless to me. Aside from the regen potions being plentyful and cheap, this is not a subscription based game, that needs to drag playtime by forcing you to regenerate between combat..

My thoughts about changing life steal are mixed: on the one hand it IS far to OP now, no class actually needs external healing right now (aside from some rare epic bossfights). But unless they revamp the Cleric/Paladerp's healing mechanic there is going to be a huge problem. Thinking of the buggy Astral Seal during Tiamat, Cleric's main healing cannot even be used right now. Cleric would at least need some healing battery, like STO's nanite health monitor, to automatically heal group members.

Gonna read the offical boards a little, then I will join your popcorn club. :salute:
 

Vaarna_Aarne

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Yea, and they did say back when Tiamat came out that they were unhappy with how Life Steal did render any sort of active healing irrelevant. This isn't even a CW thing, ALL classes can be set to deal enough burst to self-heal effectively at ~1k Life Steal. The change to combat function of Regeneration at least sound excellent tho, so it will finally have a chance to cease being a dump stat (assuming they get a good way to handle active and passive heals). Personally I think the solution is to add more dual function Cleric spells, including via toning down many of the nukes (heck, make Divine cast operate like a damage/heal version of Ranger stance switch with pips: Divine versions heal and buff, normals and Empowered deal damage and debuff).

As far as GS -> Item Level change goes, I don't even see what the hell the point in this is. They have a bored guy who only likes making new pointless arithmetic gauges?

When it comes to the new feats and class features, well, so far some of them are nice. For example the new Damnation feats make the Soul Puppet much more functional. Personally I think they should still add a fourth Encounter slot for everyone, that way Clerics would certainly end up with at least one dedicated heal spell.


The big stinker is the new stat curves and gear growth plans. Basically, at this point I'm fervently praying that they will add Guild Advancement in STO style because DELIVER US FROM RNG JESUS TOKEN SATAN. I dun wanna get new gear ad infinitum. These changes also highlight the Black Ice question mark, since in theory any Black Ice gear should have higher stats than any other gear because it needs fuel. The current trend seems to be heavily leaning towards rewarding wallet warriors shelling out on Blood Rubies, given how this will just end with nothing but artifact gear everywhere at this rate, and unless differences between gear tiers are greatly reined in the gear curve will look more like the one in Warframe.
 

Bliblablubb

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Okay, I read the boards about the life steal changes and that would really stink.
By making LS a proc with a x% chance to heal 100% of the damage dealt, classes reyling on many small dmg strikes are shafted. GWF and GF for example. My GWF usually deals some 1500 or so dmg hits, so I may as well make LS my dump stat and rely on Healing Strike alone.
HR on the other hand gets healed without even doing anything. Just dump the thorn field and a split sky and watch your HP regenerate like mad, while shifting around.

Is it actually possible for a Cleric to distribute his incoming heals from LS towards his group through feats or set boni (I admit I never read feat discriptions)? Because THAT would be great. Slap a few daunting lights on the enemy and fully heal your group with it. :obviously:

I stayed away from BI eqipment, because I knew it wouldn't last long compared to all the loops you had to jump through for it.
And unless they MASSIVELY change the speed of leveling artifacts, I will stay away from them as well, thank you very much. My unleveled main/off-hand are already enough of a problem for me.
 

Norfleet

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Okay, I read the boards about the life steal changes and that would really stink.
By making LS a proc with a x% chance to heal 100% of the damage dealt, classes reyling on many small dmg strikes are shafted. GWF and GF for example. My GWF usually deals some 1500 or so dmg hits, so I may as well make LS my dump stat and rely on Healing Strike alone.
I'm not sure why that would follow. 5% chance to heal 100% of damage done = 5% damage healed, vs. 100% chance to heal 5% damage dealt, which is still 5% heal. Classes that rely on many small damage strikes seem less shafted, in the sense that they will receive a more steady stream of healing, as opposed to guys who strike seldom and hard, where the reliability of getting anything at all is gonna be rather low.
 

Shannow

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A steady stream of small heals is predictable.
A high RNG, high amount heal on the other hand is unpredictable. It also brings the chance of over-healing when no healing is needed and of not-healing when you'd really need it.

EDIT: Just two examples:
1. If we go with the 5% on average every 20th hit procs. This can be at the beginning, middle or end of a fight. But you'll only need it in the middle and the end.
2. You're unlucky and LS rarely procs on a single target, high dmg encounter or daily.

All this stuff smooths over if you get 5% dmg return 100% of the time. /EDIT

I think it's ok to go with either system when you first design your game. But taking away the more controlled approach now is probably not the best idea.

As GWF, between my self-heal, indomitable and potions I haven't relied on LS. I had been planning on getting some more, though...

Regeneration was worthless and is now being made even more worthless... *shrug*

I've only been reading this thread, but nothing was mentioned that sounded like a "good" change.

Btw, where do I get artifacts ingame? Apart from buying them. The only source I saw, was in the dragon(?) campaign. Is it worth getting that? So far I've only got the beginner artifact. (I'm barely playing, atm. And I don't bother reading stuff ingame. So sorry, if the easy answer is "learn 2 read")
 
Last edited:

eklektyk

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well forgot one thing tho :

they plan to increase profesions from 20 to 25 lvl .... knowing cryptic and their ongoing crusade against potato it will mean that potato flow will get hit by like 6 months of heavy grind before returning to pre "buff" levels [i honestly cant see them ading better tasks than what we already have but smth needs to go at top lvl25 so knowing those morons there ... and with xp payout at max 240 per task considering xp curve it will mean ridonkulus amount of xp to get before we go to max again ....]

fun times ahead and marshmellows&popcorn needs to be restocked
 

Gerrard

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Nov 5, 2007
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They will probably add some tasks that give 2000 but require you first spend 2 days crafting/gathering materials for them or some shit.

Also, I wonder if this means we will get legendary assets as well, because fuck that.

Also note how "returning class roles" makes the Righteous path for the DC worthless, because now you're supposed to be the heal bitch
 

Bliblablubb

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Btw, where do I get artifacts ingame? Apart from buying them. The only source I saw, was in the dragon(?) campaign. Is it worth getting that? So far I've only got the beginner artifact. (I'm barely playing, atm. And I don't bother reading stuff ingame. So sorry, if the easy answer is "learn 2 read")
I assume your beginner artifact is the lantern from the ~lvl20 quest, right?
Aside from that you can get your class artifact from IWD, I think it only requires you to finish the introduction quest there to unlock the vault of the nine (and being allowed to enter IWD of course).
The Derp Ring dungeon chest can give an artifact with a maxed gauntlet, but it never gave me one (other than ekl's 20 farmbots). It's not worth the hassle imho.

Also the artifact from the dragon campaign is a main-hand weapon, the one you get after having linu spit polish your scale 15 times is the off-hand, not a slotable artifact for your belt.

Also note how "returning class roles" makes the Righteous path for the DC worthless, because now you're supposed to be the heal bitch

Pffff, I will be the last righteous Cleric running around in T1 then. :obviously:
 

Norfleet

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A steady stream of small heals is predictable.
A high RNG, high amount heal on the other hand is unpredictable. It also brings the chance of over-healing when no healing is needed and of not-healing when you'd really need it.
Yes, I get all this. But he says this change shafts classes relying on many small damage strikes. But if you perform many low-damage strikes, you fire the proc often and for low amounts, creating a smoother distribution than a guy who hits once and hard for the same damage, which means it works better for you. Wouldn't it be the opposite, that classes which rely on few but strong attacks are more screwed?
 

Vaarna_Aarne

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Depends on %chance I guess.

Anyway, LS change and profession change are small potato. The real shitclincher will be gear scaling, and only gear scaling.
 

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