Showing posts with label enchantments. Show all posts
Showing posts with label enchantments. Show all posts

22/01/2022

Enchantment Changes Explained

I finally sat down to try and sort out my enchantments as per the last post and it was one horrifying realisation after another. Basically Cryptic massively raised the floor in terms of financial investment to even equip enchantments, and is low-key scamming more casual players in the conversion process.

The first point is evidenced by the fact that no enchantments lower than rank ten can even be converted. If you were wearing less than that, you can just grind the old stuff into a few refinement points - which are as good as worthless - and leave your new enchantment slots empty. I don't know how much power this actually causes you to lose, but even if it's not that much, it feels terrible. Imagine if they did this with gear - making you vendor your old kit and then forcing you to fight naked until you're willing to pay up.

The second point is rooted in the fact that the only hint the game gives you about how to get new enchantments is to see the antiquities scholar in Protector's Enclave to trade old for new. You trade in old enchantments for "medallions" and then can use this currency to buy new ones. The cheapest thing you can buy is a new rank one enchantment for 30 medallions. At one point after the trade-in I had 17 medallions left. There is also an option to buy one medallion for 40k astral diamonds. So I bought 13 of them for 13x40k = 520k AD, so I could buy one more rank one. Later I found out that I shouldn't have bothered with this trade-in at all, as Bradda the Sage just outright sells the new rank ones for 100k AD in her shop, but of course nothing in the game tells you that! I only found out through an off-hand comment in a forum post.

But even if I hadn't fallen for this nonsense, 100k AD as the bare minimum to fill even one of your enchantment slots is way too high, even if it's something that you can grind out in a day at max level. That's not to even mention the new astronomical costs of upgrading just to rank two (of five). After the conversion, my item level isn't even high enough to do the new module (according to the game's recommendation anyway). The message I'm getting here is to pay up or not play. Which is a shame because I've never minded giving Cryptic some money for things, but I've always refused to outright pay for power, and I won't do so now either.

16/01/2022

Dragonbone Vale & Enchantment Changes

You can probably tell from my lack of posting on here that I have once again entered a phase of not being all that interested in Neverwinter, to the point that I wouldn't even have noticed that they dropped a new module called "Dragonbone Vale" this week if a couple of guildies hadn't mentioned it and the character selection screen changed backgrounds. There wasn't even any kind of countdown or announcement on the launcher...

I haven't looked at it yet however, as another change introduced with this module is a complete revamp of the enchantment system that's been in the game since launch. Again, there is no real information about this in the game itself, and I'm once again finding myself frustrated with the amount of busywork Cryptic is throwing at players seemingly for the sake of it. At least in other MMOs I play, these kinds of conversions are mostly done automatically, but in Neverwinter I'm always supposed to manually sort through dozens of now outdated items or currencies and trade them in for their new equivalents at a vendor. I just don't have the will or energy to deal with this kind of nonsense at the moment.

10/06/2017

Too Much Info

One of the things I don't like about Neverwinter is that a character's power level is an extremely complex construct and made up of way too many different parts. My character sheet lists more than forty different stats, and even though not all of them can be found on gear, that is only the beginning.

There are also your basic D&D attributes (strength, wisdom etc.), paragon paths, feats (talents), powers, boons, on-use powers on artifacts, not to be confused with artifact powers on your main- and off-hand, enchantments, overload enchantments (totally different), armour kits, active and passive bonuses bestowed by certain companions, active and passive abilities granted by certain mounts, insignia bonuses from mounts (even though the stable system has been in game for over a year, I literally only learned how these work the other day), and I wouldn't be surprised if there was more that I'm forgetting right now.

I pretty much ignore half of this stuff to be honest and it hasn't really hindered my ability to complete basic quest content. But there is huge potential for min-maxing here, creating a wide gulf between those who can be bothered to figure it all out and those who don't. Plus every time Cryptic adds a new system to the mix, I can't help but suspect that it's mostly meant to give them yet another thing to sell in the store or to put into lockboxes. People are less likely to cry about pay-to-win if they can't even keep track of all the different ways in which you can increase your power.

18/07/2014

Enchantment!

(I always read that in the voice of that dwarf NPC from Dragon Age.)

Enchantments in Neverwinter are an interesting system with a considerable dose of pay-to-win.

Most gear has an enchantment slot to add extra stats, and enchantments come in ranks from one to ten. You can find the lower level ones out in the world, but to get anything higher than five you pretty much need to "refine".

Refining basically means destroying lots of low-level enchantments and/or expensive consumables to fill a refinement bar, and once it's full you can click a button to upgrade the enchantment if you have certain other consumables in your bag as well. The catch is that the upgrade isn't guaranteed and if it fails, what happens by default is that you lose all your consumables. At lower levels this doesn't seem too bad as the chances of success are still pretty reasonable, but soon the failure rate climbs up to literally 99% and the only way to circumvent that problem is to use an expensive cash shop consumable called a ward.

In short, there are three ways in which this system is somewhat pay-to-win.

1) You can buy "refinement fuel" in the cash shop that's literally a hundred times more powerful than what you commonly find out in the world. This doesn't feel too bad to me yet as you can still fill your bar purely by playing the game; it just takes very long.

2) The basic wards prevent you from losing your stuff if an upgrade fails. There is no way of achieving this without the cash shop, but I still find it tolerable because these basic wards are pretty cheap. They also don't feel mandatory quite yet.

3) The expensive wards guarantee that an upgrade will suceed even if it has a 99% failure rate. These I don't like, as nobody can realistically expect to upgrade their enchantments past a certain rank without using them. Considering that there are over a dozen item slots that can have enchantments, each of which would require several expensive wards to be upgraded to max, this just feels like an attempt to milk dedicated players for all they are worth, just because they want their characters to be as powerful as possible.