Why not to purchase astral diamonds neverwinter with up to 8% off to join changed system


Posted February 22, 2018 by runschoolme

Why not to purchase astral diamonds neverwinter with up to 8% off to join changed system

 
Yesterday two devs of the system designs team gathered on Reddit to answers questions of the community. As always we have read through the full session for you, summarized the most important topics and added some minor comments. Have fun with it!

Why not to purchase neverwinter astral diamonds with up to 8% off to join changed system.
What is a typical day at work like for a Systems Designer?
A typical day depends on the time frame of a schedule.

In the early phases of a module there are a lot of planning meetings and discussions about the features we want to consider for our next release, which ones take priority, and how we want to approach implementing them.

After we get through those meetings and have a plan, the weeks of implementation begins. Through out those weeks it is looking at spreadsheets, unglamorious tools windows, and a lot of iterative work/checks/adjustments and back to more work.

Nearer the end of a module, and at the end of a given feature, we go through reviews to see how the features we worked on feel, what we should adjust and of course bug fixing.

Throughout all of a module there are playtests where we play features in progress or pvp or run dungeons etc. for feedback/testing/and simply keeping up to date with the game changes.
Why can’t all of our powers have different effects in the PvP arena than in the PvE areas?
A large reason is that it can create confusion on what a power actually does. For an example, if Shadow Strike fills your stealth bar in PvE and you go into PvP most people would expect it to work the same. However, if Shadow Strike instead increases Stealth regen for 5 seconds, you’re going to have a moment of confusion as to why your stealth bar didn’t fill.

The main issue is that balancing two separate powersets requires a large amount of work, both to maintain and to set up. We would effectively have to create a new version of a power that was a PvP only power, or add PvP specific effects on normal powers that change the way they work. This also means that tooltips need to be updated, changes need to be made, and interactions between other powers need to be accounted for.

tl;dr: this doesn’t sound like the devs really want to split powers
Why was the +5 gear from Illusionist’s Gambit given one offense and one overload slot?
We are certainly in a situation where we have +4 companion gear that is more highly sought after over the +5 versions due to the overload slots. There have been a few conversations as to the best way to address that. I can’t guarantee what will happen with them, but I wouldn’t be surprised to see that overload slot switch to an offensive slot at some point in the future.
Does control no longer have a place in the game?
There are a couple of major pain points when it comes to allowing CC in dungeons and end-game content. One of the big ones in our game is that CC is almost always readily available for certain builds, Trapper HR and Oppressor CW to name a couple. This allows those builds to infinitely CC lock enemies because either their cooldowns are low enough, or their CC lasts long enough. While there can be some interesting gameplay in having a player dedicated to controlling enemies, in Neverwinter it currently just creates fights that are trivial and you generally don’t even need a build dedicated to controlling for enemies to be locked down.

This leads into another problem which is that control powers are too plentiful and aren’t tuned for control. There are a large amount of powers that are fairly competitive damage-wise (looking at you smoke bomb) that are ALSO incredible control powers. I don’t think we’ve balanced control against power well and that creates situations where you’re getting control “for free.” It also means that taking a control effect over something else, when it is a choice, generally feels like a loss rather than a gain.

The nerf is a late compensation to the fact that Storm Spell now critically strikes. Devs are aware that CWs still do less damage overall due to Weapon Enchantment changes, and plan to further adjust in the future.
Will the professions system in Neverwinter see a complete overhaul sometime this year?
We have had several discussions on the need to update professions. That said, I do not have any timeline or a plan to share at this time. It is on our radar.

Hard to read anything into the answer. Most of the times “on our radar” means nothing, but it definitely feels like they really want to tackle professions at some point. But they are not actively working on it.
Are there any plans to change the Bonus RP event?
To start with, Bonus RP is not meant to recreate what the 2x RP event was. Any event that requires playing during the event to gain rewards can not match the level of rewards from an event that allowed months of saving up to double up all bonuses. The changes to the refinement system as a whole were meant to compensate for 2x RP going away.

We have looked at the Bonus RP event and have some improvements we are working on for it, however those won’t go live until M14 due to where our schedules are at which is why we haven’t talked about them yet. In short the rewards will be higher, the rate will be faster, and players will be able to gain bonus RP from more activities. Stay tuned for more information in the future.
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Last Updated February 22, 2018