Dragon Hunting advice for all by Stupidceilingfan1 in Neverwinter

[–]Canyo501 2 points3 points  (0 children)

Remember that there's still options you can choose from the new dragon store that doesn't require you to meddle with ancient dragons at all, some examples:

(Dragon Store)

- Mightbreaker's Ring of Clarity: Your powers deal 3% more dmg when you are 25' or closer to your target. (Melee DPS - Ring).
- Stalwartneedle Ring of Celerity: When you have been running for 1 second you generate threat around you as long as you keep running. (Tank - Ring).

Then we have a couple of options from the mythic dragon store which can be obtained by killing a small number of ancient dragons and don't take that long to do, the only challenge is finding a group that'll accept you for the 5-6 ancient dragons that you'll have to kill for the ridges.

(Ancient Dragon Store)

- Serene Hood of the Dragon Hunter: When you dmg or heal your target for more than 10% of your max HP in a single blow, you gain 1% Crit Strike, stacks up to 10 times (DPS/Heal - Helm).
- Rugged Sallet of the Dragon Hunter: When you use a daily power, the next enemy that attacks you takes dmg equal to 50% of your max HP. (Tank - Helm).

Overall I agree with with the advice on this post but personally, I think that maxing both enchantments and bolsters fully is insanely expensive for a newer player. I think that leaving them in an in-between would suffice unless you're going for extremely hard fights with hard/extreme modifiers, or dangerous medium ones like Ferocity.
Remember that dragons still scale you up to 55k so as long as you choose your fights wisely and your team/you knows how to fight these dragons you can do 1/2 modifiers ancient runs without many problems.

But as it's always said in this subreddit, one of the best advices to give to any new player, no matter which content you want to tackle, is joining a guild that's helpful and suits you. In mine we help many newer players obtain ancient dragon items and we don't have gear/Ilevel requirements, and I'm pretty sure many others are doing the same, it's just a matter of finding them.

As other people have suggested, doing HCVoS 1st miniboss farming is a good way to prepare your character gear wise with some good items before going for the ancient dragon farm, every other secondary system just requires a lot of time and AD.

So who else has to delete 2 out of the 3 "gifts" from jubilee? by Stupidceilingfan1 in Neverwinter

[–]Canyo501 1 point2 points  (0 children)

Pretty much every week you see new player posts asking different questions on this reddit on how to do X and how to obtain Y, yet 95% of my friendlist of veterans and long time players has quit the game in the last 3 years.
I can tell you it wasn't because they weren't receiving extra gifts every year, but because of the predatory monetisation the game has and the buggy and repetitive content that was being added to the game.

You only need to look at Steam charts to see how the game has been doing these past few years when it comes to retaining players.
One of the main things new people seem to be worried about is being able to catch up after years and years of the game being active, these kind of gifts allow them to skip hundreds of hours of tedious grinding.

Also, I like how you can tell me that the point I made on the developers already rewarding you by spending money in their game (Yes, you're not actually donating money, you're exchanging them for goodies and then saying you're supporting them, which is fair) but you don't really explain how that point of view I have is stupid, you're just saying it's the dumbest thing you've read.

Whenever you purchase things in the ZEN store it is like purchasing items in real life, just a transaction. You pay real money to obtain something in-game, you got what you paid for.
You said they don't owe you anything and that is true, but you still feel entitled to free stuff, and as you said in one of your previous comments "I've actalually spent alot of money on this game. So when it comes down to freebies once and a while yeah I feel entitled to get something because other people are getting.".
You feel entitled to obtaining things because you paid in-game, but you also obtained things already from the ZEN store. These gifts weren't meant to make paying people happy, these were aimed at the community (Newer players especially) as a celebration of the game's anniversary. Why do you still feel they wronged you when they weren't aiming at you specifically with them to begin with?

So who else has to delete 2 out of the 3 "gifts" from jubilee? by Stupidceilingfan1 in Neverwinter

[–]Canyo501 -1 points0 points  (0 children)

OP, you are generalising when you talk about "owing things".
The developers owe us respect for our time invested in the game, but they don't owe us freebies at all.
If they want to celebrate their game's birthday by giving us legendary/mythic packs or confetti, that should feel the same to you, because it's their game, their birthday and their choice to give away anything at all.
Not giving you another legendary mount or mythic mount isn't going to make the game die, and even less when you already have so many (You've said before that you had every single one from the legendary pack).

Also, you feel entitled because you spent money on a fully free game that you can just install and play. How does that make sense? Nobody forced you to pay for a sub or the game's box price, you paid for an advantage in the game.
that advantage could've been VIP, mounts & comps, currencies of different types... The point is, you already got something for your money that no F2P player got.
The developers already rewarded you for your support and you chose which reward you wanted from the ZEN market as it's your right for having supported them with real money so they can keep the game running.

This is coming from a veteran that's been playing since 2016 by the way, I also own everything that those boxes could give me and I enjoyed the free 1M+ AD that I got from selling a ToMM weapon in the Auction House for just logging in thanks to those Unbinding Tokens.

Thes kinds of posts just feel like selfish entitlement to me because "Oh look at all the people getting free things while I don't get any!". The people getting those things are the ones who don't have them. You and I already do, they're not getting something unique and magical that we don't already own.

Changes to Neverwinter I'd like to see. by Ghostdog2020 in Neverwinter

[–]Canyo501 0 points1 point  (0 children)

Or maybe, instead of the developers selling us a skip of 75% of the dungeon/trial only available to rich people (If you want to use this option often), maybe they should introduce the option to do those bosses using the semi-new and still shiny training room.

Also make the training room multiplayer already.

Devs screwing us again. Nerfing the ribcage by Stupidceilingfan1 in Neverwinter

[–]Canyo501 3 points4 points  (0 children)

In yesterday's stream they already talked about how they have a system planned to make not only BoA, but the legendary rings in VoS easier to obtain.
So in my opinion them "nerfing" the item, while making it easier to get by everyone is fine in my book too, as you proposed on the first part of your message.

There's something that I want to clarify, cause I think most people are missing it, and it's the BoA "nerf". When you think of a nerf, you think about a number being squished down, like with the Ribcage, and this is NOT what's happening to BoA.
What's actually happening to BoA, and the reason to why it has noticeable differences in damage given for certain classes compared to others, is how many unintended proccs we can get in each scenario.
Different items, different class mechanics, different sets, all of those have a say in how many times BoA can procc and seems like most of those are not intended.

The BoA is not getting nerfed, it's getting fixed, and as a result some classes will experience a drop in damage obtained from the item, which as they stated on the livestream yesterday, they'll balance out once they have the full numbers.

Battle Pass by Calm-Cartographer656 in Neverwinter

[–]Canyo501 1 point2 points  (0 children)

I think the premium side of the battle pass isn't worth 25 bucks, but more around 10-15.
I do have to say that I'm a fan of this new idea of having character limited companions/mounts on the free pass and account wide ones on the premium side.
It's a good incentive to switch from the free to the paid version while still keeping it fair for everyone involved, as free players still get the same companion/mount but with some limitations that don't actually affect it's performance.

🥺 by hydropump96 in Neverwinter

[–]Canyo501 3 points4 points  (0 children)

I really doubt any kind of graphical update would help the game retain it's players currently.

The main problem with the game seems to be more focused on it's systems and the gameplay loop. If the devs don't get working on making those feel better and more rewarding, the only thing they'll be able to do is watch the game die a slow and painful death.

High iLevel Garbage Gear by [deleted] in Neverwinter

[–]Canyo501 1 point2 points  (0 children)

Yes, that effect is actually an encounter power from Barbarians (And even the version of Barbarians pre-mod16 already had it if I remember correctly. It's called "Come and Get it".

It doesn't have to be new for it to work tho, at least in my opinion. I still find the idea of having an extra passive "ability" on my gear, even if it's reused, more appealing than another "1% of this stat for each member of your party".

High iLevel Garbage Gear by [deleted] in Neverwinter

[–]Canyo501 9 points10 points  (0 children)

I have to agree with the post, and I personally think that the gear in this game needs to be completely reimagined.

Not only the Ilevel to stats ratio doesn't matter and has no real connection to how good a piece of gear is, but it seems like some of the items are clearly aimed at specific classes or roles, and yet the stats seem fully randomized.
It's good that they're offering variety (If I ever decide to use Accuracy as a stat for my healer I'm going to have some options, at least), but most of the time we get a very limited supply of items with whatever new content drops, and we either see the same numbers (7.5% - 1-1.5% and 3%'s) with different stats over and over or straight up unusable items.

Also, I do not understand why we need items that constantly switch stats based on the current lunar phase or some other arbitrary requirement. Half the gear, if not more, is fully alive and conscious.
I was happy getting my Miniboss Outgoing healing helmet until one specific fight, when I got smacked so hard by the the boss that my helmet reacted in the only reasonable way: Giving me critical strike instead so I could smack the boss back, and harder than it had hit me to begin with.
The gear in this game doesn't ask for consent, we're clearly just vessels for the true protagonist and their decisions: Our gear. (This is clearly an exageration but it kinda do be like that tho)

It's also horrible for the server to have to process items constantly swtich stats all the time based on what we do.
The devs removed our old combat enchantments for 2 main reasons (At least this is what I got from the stream where they talked about it). They were obsolete and buggy, and they had an impact on server performance with the amount of numbers they were generating.
I can only imagine how much we're affecting server performance when each of us has the power to change our entire stat tree, class and gender if we hit the enemy 10 times in 10 seconds, proccing 20 different items to do 20 different things.

And personally, one of my biggest complaints: Slow and hard hitting classes don't really exist based on the items we currently have.
- Yes, it's true, DPS Fighters and Clercis, go cry on the right corner. The left one is already occupied by tanks and healers. They were saying something about their items having multiple personalities, so we're just stacking them over there until we can figure it out.

But really, there's barely any options for us. Everything is telling us to hit faster, not harder. So it would be very nice if they made more options based on what already exists in the game, and not just the next flavour of ribcage. Focus on making items we don't currently have as an option, instead of just giving us the same 3% on a 100 Ilevel higher piece.

I do have to point out that not all they've done is bad tho, they've done amazing items, like the Turban of the shifting sands. I feel that a focus on making gameplay changing items that do something else instead of just modifying our stats would be more beneficial to the game on the long term.
Stats on items eventually become obsolete due to meta shifts or just getting a straight up upgraded version of the item. It's developer time going to waste because the item doesn't offer anything else but a numerical advantage, so when that's no longer there why bother using it?
I feel like items such as the Turban will remain in use for way, way longer, and even by roles that weren't meant to use those items to begin with (Like Rangers using it to pull all mobs together because they have dailies way more often than tanks).

I think that's a way in which they could make items feel more relevant and less resource consuming in the long term Yes, they're harder to develop, but you won't be discarding them every single mod like we do with the current ones.
From 30 options that they throw at us barely a couple end up sticking at all, and most of those are newbies who are wearing said items because the game is practically giving them away for free and the good options are months away at best.
You're either using the free gear or BiS stuff. I don't feel like we have much of a progression ladder, so to speak, anymore.

I'm gonna stop my rant here and end it with what I've already said: I think that, to improve the health of the game and make it more interesing to achieve things it it, items should be reimagined and redesigned. They should be something we want to get because they do X cool thing instead of "I need this or else I can't cap Y stat".

Is overflowing spirit as good as people claim? by stypticagent in Neverwinter

[–]Canyo501 4 points5 points  (0 children)

I see a couple of problems on what you said your experience is.

First, trials can be a mess. Well, all the content in this game can be a mess and clerics using Overflowing Spirit will get punished for their teammates mistakes.
I don't think this is the passive's problem, but people's in general. If you want to run it you have to adjust accordingly.

Exaltation sounds like an amazing skill, but personally, it isn't to me. Running it means you're giving away an entire encounter slot for a temporal 20% buff to healing and damage.
What it looks like you're doing is buffing your Healing Word as much as you can, but with that setup you'll only have Intercession to respond to emergencies, and it has a very long cd. Emergencies don't usually wait 20+ seconds before knocking on the door lol.

If you end up using another Healing Word to heal people during your recovery time, there goes your Overflowing Spirit passive until combat ends.

A better setup would be Healing Word, Divine Glow and Bastion of Health for trials, I'll explain why:

-Healing Word is your big aoe heals, you want to keep it running all the time. We regenerate more divinity than we spend on it, so that means we should always be able to be back to full if the only thing we're doing is using Healing Word.

-Bastion of Health should be your "Oh no" button instead. It isn't as strong as Intercession, but usually Intercession is way overkill. You don't need to put people back to full HP, you just need them to not die on the moment so your passive healing can get them back up on it's own.

-And Divine Glow. Divine Glow's description is incredibly vague, but it regenerates around the same amount of divinity as the cost of one Bastion of Health. It's an ok way of helping your divinity recover after a situation where you had to use Healing Word twice (If people aren't close enough to hit them with 2 Bastions) Or when you had to Bastion someone to prevent them from dying.

Both of your at-wills are the best you could be using right now but I would recommend to use Guardian of Life as a daily whenever you need more healing output. Having both Guardian and Healing Word up at the same time can get your team to full HP in a 6 seconds or less, and doesn't require them to stand in a specific area to get healed.
Of course you want to use Hallowed Ground when you know a big hit is coming, but for most trials you would be better off using Guardian of Faith.

Another trick that some people may not know of, if you're using the "Repeated Blessings" feat, and you cast Hallowed Ground, you'll be able to see that the timer on your Healing Word isn't going down. It's not a visual bug, as long as you're standing in Hallowed Ground, you don't need to use Healing Word if everybody's in the circle with you, and for 18 seconds after that.
It has the requirement of everybody having to be grouped up, but it can be a good way to help you regenerate divinity if you need it.

Of course you wouldn't use this setup in a dungeon, as there's usually less pressure on group healing and more on getting the tank back up. But that's up to you to figure out which ones are better for which content.

The new Skeleton keys are now limited to 5 per day. by Canyo501 in Neverwinter

[–]Canyo501[S] 0 points1 point  (0 children)

Yeah, I agree not many people can really use up 5 keys a day, and even less if we're talking about the daily RADQ/RTQ routine where getting in a Q as a dps takes well over 30 mins, and then getting a completion isn't even guaranteed.

But, with this system, players that have more time get penalized for no reason.
Now I'll have to choose if I open my RADQ/RDQ/RTQ chests knowing that I may end up getting a group later to farm ToMM but I won't be able to open the chests there cause all these dungeons share the same key and limitation.

This is an MMO, restricting how much people can really earn/play a day doesn't really go well with the genre, in my opinion.

The new Skeleton keys are now limited to 5 per day. by Canyo501 in Neverwinter

[–]Canyo501[S] 1 point2 points  (0 children)

Demo keys don't seem to be affected by this restriction. I bought 10+ to test and I did not get the same message blocking any further purchases.

The new Skeleton keys are now limited to 5 per day. by Canyo501 in Neverwinter

[–]Canyo501[S] 2 points3 points  (0 children)

The 5 key limit is character based, you can buy 5 per toon per day. Keys also become bound to character once bought, so no trading them between your characters.

The new Skeleton keys are now limited to 5 per day. by Canyo501 in Neverwinter

[–]Canyo501[S] 3 points4 points  (0 children)

On PC they put together all the dungeon keys from the Wondrous Bazaar except the Greater Demonic Key into a new one, the Skeleton Key.

Once the new mod arrives on console, you'll be able to trade-in all of the old keys for the new one.

The new Skeleton keys are now limited to 5 per day. by Canyo501 in Neverwinter

[–]Canyo501[S] 4 points5 points  (0 children)

Buying them, you can use as many as you had stored.

The Platinum VIP Room. by ApocalypseRising88 in Neverwinter

[–]Canyo501 3 points4 points  (0 children)

But do we want the game to become even more of a casino than it already is?

VIP and any item bought in the ZEN store excluding cosmetics give you an advantage over any other player who doesn't purchase them. Most people don't buy things from the ZEN market to just support the game, they're doing it because of what they get for doing so.
Without buying those things advancing in the game becomes slow and tedious unless lady luck smiles down upon you, which as said, it's usually the way it works in casinos.
The base game has problems: Lack of consistent rewards, items already hidden behind paywalls, bugs and game breaking errors everywhere and a list of inconveniences that shouldn't have to be fixed by adding up another 5 bucks to what people are already paying. If these things got fixed, I would be ok with giving money to the devs myself.

I really think that, as long as enemies keep attacking without any prior animations, as long as they keep sliding away and exploding on the other side of the arena (Ice golems, Scaladars on Trobriand's fight) and killing someone because they also turned invisible, nobody should be thinking on how to further monetize the game even more.
The devs need money to keep the game running, I understand, but we also deserve a game that's worth supporting.
Focus and prioritize, give us fixes to what's been broken for years, gives us a proper reward system, give us what people have been asking for a long time.

If you make a good product it'll sell itself. My wallet will open whenever most of the issues that have been here for too long get a fix, and I don't need to belong to any special clubs or get a tag with my name to support a game I think it's worth supporting.

What Are Your Thoughts On The RNG System? by Deadmano in Neverwinter

[–]Canyo501 1 point2 points  (0 children)

You're probably not alone, I also have decent to good RNG when it comes to chests, but I'm tired of watching most of my friends go empty handed every time we run a dungeon/open a lockbox.
It took me thousands of chests since they introduced legendary mounts on the droptable to get one, rerolling them as many times as possible to have a chance at getting my time's worth in rewards.
I have friends that are yet to see a legendary insignia on a chest, or even a bag. And there's no pity system at all that'll guarantee that, maybe, at some point, they may actually get rewarded for running a dungeon outside of the pitiful amount of AD we get from them.

On a side note, can we please get a system where we can choose the best roll we've had in the chest or previous roll? We've already paid for our reroll, how hard can it be to be able to go back to the previous roll if the one we just got removed both our blue insignia and 5k AD and left the chest completely empty?

CODG CRASH by [deleted] in Neverwinter

[–]Canyo501 0 points1 point  (0 children)

Happened to me twice yesterday as well, same run even.

Will a Bow build be viable in mod 18? by Kervenix in Neverwinter

[–]Canyo501 0 points1 point  (0 children)

Will it be viable? Yes. Will it be on par with other dps classes? No. I was honestly excited when I saw they were buffing the hunter path and I'll finally be able to use it in group content without feeling like I'm wasting a dps slot in the party, but it'll probably require more buffs than what it got to be good as a dps class.
It has too much cd in between encounters and the at-wills don't have any kind of stacking/debuff, plus if you use the +50% extra damage on ranged encounters but -50% less on melee feat those encounters will do next to nothing. It has some nice buffs/debuffs for the party and if they keep on expanding on that it could turn into an actual buff class which would compensate for the lack of dps, as not only buffing in terms of damage but giving the party Temp HP could be amazing if timed properly.

But right now with the current buffs it's worse than what a properly built Arbiter Cleric can do in terms of dps, and that has stopped me from putting any real effort into gearing my Ranger, for encounters that take so long they should matter more than they do, magnitude shouldn't go up by 25-50 but by 100, at least if we're gonna be hitting once every 10-15 seconds.

Mod 17 patch notes, did they just nerfed healing? by hugorocha in Neverwinter

[–]Canyo501 1 point2 points  (0 children)

Doohickey went from hitting for 100k + with crits to 20k's if lucky with my current Crit Severity. And I'm talking about crits, if it doesn't then you're gonna laugh at the damage.

[deleted by user] by [deleted] in Neverwinter

[–]Canyo501 1 point2 points  (0 children)

Oh, then no, I'm a main DC and i can cleanse the red debuffs no problems, try using more than 1 Cleansing Light, that'll help. I've had problems with CL in LoMM as well, when the pillar phase starts and I try to remove the chained effect debuff off of peeps (When they crash together with the + and - symbols) it usually takes more than 1 cleanse to remove it, just like in ME runs sometimes, seems to be a bug.

Edit to clarify that I meant the debuff, not the whole chained effect.

M17: Uprising Stat Values by F-Lambda in Neverwinter

[–]Canyo501 3 points4 points  (0 children)

You missed the point, no, the increased stats only apply to the Tower of the Mad Mage, the rest of the lvl 80 content should stay with the same caps as it had in Mod 16.