When They Say Increase Dmg Per Boon By 5

Comments

  1. When They Say Increase Dmg Per Boon By 5 0
  2. When They Say Increase Dmg Per Boon By 5 Days
Days

Feb 21, 2020  The first thing that you'll see is a general increase in the casting time of control skills across the board. This new skill grants players a boon based upon their attunement when they disable a foe. Fire: Grants 5 stacks of might for 5 seconds. Air: Grants 5 seconds of fury. Reduced bonus boon and condition duration per boon from 2% to. I'm not 100% sure but I believe servo/faraday slug and fmj/hp. I understand it does what the attachment says it does, but does the increased. Sep 26, 2017  Old Midas Whisper is 15% per 2x refine, so you only need +8 for 60% overall CC DMG Increase, don't forget there's 4% Range AND ATK + 32 as well. Even before throwing the enchant you can already see that Old Midas is better in terms of dmg than a Cylinder Hairband. Feb 09, 2020  Since at least as early as 2012, Boon and his team at VIMS have been trying to convince the world that “sea level is accelerating!” They do it by bending the trend line.and then, like all good climate scientists, extending their trend line into the far future. New necro lifesteal build with high personal dps and good team support in form of healing and ress To be tagged!!!Lifesteal is big part of this build but this build is not all about lifesteal but it's versatile build with good survivability, dps and group support.

  • edited March 2019
    Tier 1/2/3/4/5
    Training Boon
    - Only 1,130 HP per rank
    Tier 3
    Simple Support Boon
    - Doesn't seem to do anything
    Tier 2/3/4
    Healing potion boon
    - R1 Doesn't increase healing of em.
    - HP granted to potions doesn’t seem correct either way.
    - Couldn’t get the bonus effect to trigger
    Tier 4
    Disenchanting Aura
    - Doesn’t effect characters Control resist Stat
    Tier 5
    Welcome Blessing
    -Doesn’t effect player stat sheet
    Tier 5
    Call of Power
    - Doesn’t effect player stat sheet
    Tier 5
    Quick Turnaround
    - Still states recovery speed
    - Doesn’t show on character sheet
    Tier 5
    Blessed Touch
    -There's only incoming healing being tracked on my character sheet, no outgoing.
    Haven't tested tier 6 feats nor the dmg/res vs certain enemy types.
  • You totally messed up the Master boons, RNG based ICD powers, are you serious, these should be the best static boons we get.
    But you made tier boons better than the master ones, great. Just need to pick a master boon that suits you, DPS,TANK,HEAL.
    All similar, no need to think what to pick, and they're near useless anyways.
  • <font color=cyan>It feels confining to me :/</font>
  • Member, NW M9 PlaytestPosts: 3,350Arc User
    I miss all.my passive fests that refill stealth when I roll and increase stealth duration.. I miss the combination of gloaming cut with shadow strike and one with the shadows.. I miss my mobility build.
    I hate paying taxes! Why must I pay thousands of dollars in taxes when everything I buy is taxed anyways!
  • edited March 2019
    Since this is your example, I'm guessing you already know about it. Just want to make sure. I selected only enough to use 10 of my 34 boon points on on tier 1. When I clicked the 'commit changes' button, it grayed out but did not use any of my points. Changing to another tab yields the message that I have unsaved changes that will be lost.
    Edit: commit button never worked for me which you already knew.
  • 0

  • Why have boons that only work against one type of enemy? A bonus against dinosaurs is only useful in Chult, so why would I take it? There are 8 of these enemy type specific boons if they are to stay, maybe combine them down to 4, having the defense and offense in the same boon. Then add boons that aren't enemy type specific.
    It would work better if you keep boon points, except give a choice of endcap boon upon completing each campaign that is specific to the campaign, it is good to feel rewarded for finishing the campaigns. (Current pre-update system works well unchanged, but there is some logic to the new boon point idea.)
    I don't like having to buy my way up a very boring boon list to get to the good ones.
    Many of the old boons seemed interesting, the new ones are boring. Read and compare the descriptions you'll see what I mean.
    It used to be easy to choose which boon to take now not so much.
    You still have to go to the campaign windows to do the campaigns (please leave that as is) so I don't see how moving the boons to one boring window is actually helping except to see which boons I already have more conveniently (a 'view boons' window would have been nice on its own).
  • Member, NW M9 PlaytestPosts: 3,945Arc User

    It used to be easy to choose which boon to take now not so much.

    You got that backwards. There used to be 'hard' choices, where you had to pick one of two 'good' boons. Now, you just pick something like this:
    The top 2 tiers depend on role/class, lower 4 tiers will be pretty much the same for everyone - no thinking required.
    5
  • My characters have completed all campaigns except m15. They have enough boons to take everything that is generally useful, the movement and gold gain and undead damage and all 3 ranks of the master boon. There is no reason for me to ever do another campaign for boons.
    'We have always been at war with Dread Vault' ~ Little Brother
  • >@pitshade said:
    >My characters have completed all campaigns except m15. They have enough boons to take everything that is generally useful, the movement and gold gain and undead damage and all 3 ranks of the master boon. There is no reason for me to ever do another campaign for boons.
    >
    I second this. As a cleric, I have the power boon in all tiers, the reduced incoming damage (and this boon is so narrowly useful that on live I only took it when I had no other choices) and then...?
    I can only assume that boons are meant to be very small increases in character strength. At this point, I see no need to complete any more campaigns for boon points, as I have all the ones in the lower tiers that interest me, and I am restricted from choosing more than 3 total in the higher tiers.
    Most of the campaigns are so time consuming that I can't see myself ever finding the motivation to grind for months for the boons I didn't pick initially because they weren't relevant to my build. Currently, new campaigns are exciting partially because we get to look at a whole new set of boons, particularly the last boon of the campaign. Now, if a new campaign is released, what is there to look forward to? I already know what boons there are, and I don't need any of them.
    This also seems a bit short sighted in the long run. Currently, once I hit 80 on preview, I have enough boon points to have 3/3 master boons. There's an expiration date on how many campaigns can be released before all lower tier boons are completely maxed. We already had an increase in max level, where we are allowed 1 master boon and 2 T4 boons. At some point, we will either need another level cap increase to get more master (or higher?) tier boons, or change how many we are allowed to have at level 80. Considering we just got level 80, it seems strange to me to implement a system like this, that you need to change the rules to accomodate growth. I thought that the entire point of rethinking boons, stats, powers, roles, and companions was to accomodate growth, but this system seems to have a defined upper limit. If we get 5 boons per campaign, we have 7 mods of underwhelming boons to look foward to. M17, I guess I'll get 10% increased healing from potions..
    On a related note, all the Master tier boons (excepting the 2 aimed towards healers) are a 'chance'. The % is not stated. I disagree with this. I will sincerely miss the unique boon choices from each campaign that enabled so much more variety in build. This increased potion strength could have been really interesting if I could still share healing from potions with my teammates. There is a synergy we had before that's completely absent in this module. Building high deflect? Well, everytime you deflect, you're rewarded, and your enemies punished. That's gone now too. Our choices in boons (and feats and gear for that matter) seem very constricted and bland.
    In all, I find the new boon system pretty underwhelming. Perhaps if I was a brand new player, I could accept that this is what a boon is supposed to be. As someone who has played this game for years, this new boon system does not seem rewarding for the amount of work expected. I would never, EVER want to grind ToD or- heaven forbid- SoMI to gain boons at the old rate for.. an extra 1% gold?
    I do think the rate of effort to boon points obtained in the newest campaign is appropriate, but absolutely not for the older campaigns. Another thing to note is that I will never feel a need to buy another campaign completion ever again. Boons used to be so interesting that spending 10k zen, per character, was a reasonable investment. Now, I only have to complete a new campaign on my main, unlock the content for my entire account, and live happily ever after, zen never needed. So in a way, this is great for anyone that wanted to save on making viable alts.
    I dont know if its fair of me to offer so much negative feedback without offering a viable solution. I dont know that with all the feedback concerning feats and gamebreaking damage that a system that I personally find seriously flawed but at least functional, will be a priority to look at. I doubt if I was in charge of budgeting time and resources I would dedicate anything to fixing what works simply because it doesn't seem viable in the long term. But I do know of the many changes I dislike about M16, this is one I can easily address.
  • I'll echo everyone else on here. The boons, compared to live, are boring and uninspired. There's no real choice between most of them. You just pick the straight stat point ones and go on your way. The % dmg and defense vs specific mob types doesn't make a ton of sense either.
    Additionally, the master boons are..not really useful.
    I've got all the boons unlocked on live, and found myself just spending boon points in useless categories because they were so unappealing past the initial stat point boons.
    If Master boons were made to be more unique, and interesting, that'd be worthwhile. It'd give us a reason to get more boon points so we could unlock the master boons. As it stands, for my alts, there's not much of an incentive, beyond increasing my IL.
  • gromovnipljesakMemberPosts: 966Arc User
    'Master' tier boons should be the best ones. Giving them an ICD automatically makes them the worst ones.
  • Master tier boon Enhanced Application seems bugged. I have yet to see any heals, heals over time nor seen any reductions of damage. How does the damage reduction work, with our defense or as a second layer of reduction?
  • Gonna add in my agreement to the above posters.
    The boons are boring, uninspired, and significantly worse in utility across the board compared to Live. The only ones that can be viewed as 'good' are the HP+power boons, and the run speed. Everything else has so little impact on the game as to be considered entirely optional.
    The top two tiers are flat out *bad*. Most classes will actually be BETTER OFF skipping them entirely and filling out the +dmg/-dmg boons for the specific mob types (which are also bad, just less so).
    Every spec of every class will pick exactly the same boons, and more than half the choices are 'dump' boons because there's nothing actually worth picking. At least with the old system there was SOME variance, some boons were better suited to tanks, or DPS, or healers. Not any more.
    The new boon system basically completely disincentivized finishing out older campaigns, I'm willing to bet most people will do the 'easy' ones like Underdark and Sharandar to get enough boon points to fill out the HP boons, then simply stop. What you get in the way of boons in no way, shape, or form justifies the painfulness of SKT or River District or ToD, the effort in vs the reward is TERRIBLE compared to other campaigns under the new system. Not saying it was great under the old system, but at least the capstone boons provided a unique and often fairly significant benefit to your character unlike the new system.
    Please completely revamp the new boon system, both for the players' sakes and for your own wallet's sakes as now there's not even any reason to buy campaign completion tokens.

  • Gonna echo that the new boon structure just leaves me cold.
    There's a definite and obvious non-choice on most rows, with one 'be better at being a Neverwinter character' boon, and others that are so ridiculously niche that they make no sense outside the context of their filler status in their original campaigns.
    Obviously, a lot of boons would need redesigned; lifesteal is gone, as is, by definition, lifestyle severity. Regeneration as a stat is gone (although the change to out-of-combat regen is one of the things that I am unreservedly in favor of), although +incoming Healing is still a useful stat and could, with some number tuning, probably replace it in most campaigns.
    Master boons definitely need clarification on whether the subsequent ranks replace the initial one, are rolled as separate chances, or all go off at once. Also, anything anywhere that says 'a chance' really needs some clarification; either an actual % chance or a procs-per-minute figure. This information exists under the hood; please don't make us guess at it.
  • I agree with what has been said here, there should be wider choice of boons. Now there is no reason to spend hours in campaigns like SKT or Cloaked Ascendancy because the reward isn't good enough. It is smarter to play campaigns which are easy to complete.
  • Instead of these totally useless + dmg vs dinozaur / undead / et cet. give us boons supporting classes such as control / control resistance, out/ingoing healing, increased threat / reduction of aggro.
    It would be definitely more useful and liked by players.
    Please forgive my English, it is not my native language
  • This text will display in red.
    Recruit thru Captain training are broken
    Rank:1 250 Power 2,300 Health
    Rank:2 250 Power 0 Health
    Rank:3 250 Power 0 Health
    Rank:4 250 Power 0 Health
    Rank:5 250 Power 0 Health
    to Tier 4
    Rank:1 250 Power 2,300 Health
    Rank:2 250 Power 0 Health
    Rank:3 250 Power 0 Health
    Rank:4 250 Power 0 Health
    Rank:5 250 Power 0 Health
  • admiralwarlordMemberPosts: 126Arc User

    Instead of these totally useless + dmg vs dinozaur / undead / et cet. give us boons supporting classes such as control / control resistance, out/ingoing healing, increased threat / reduction of aggro.
    It would be definitely more useful and liked by players.
    How to restore dmg file on windows.


    Although I have not yet given my feed back on any specific subject, I believe the additional damage
    and reduction of damage received vs. Undead and Cultists really have good choices. If you look closely at the content of the game, something around 50% of the enemies are Cultists or Undead. A suggestion for the benefit of the dinosaur should be added beasts and dragons to be more attractive.
  • It's nicely done. Unfortunately, it only has a PLACEBO effect - it's not motivational because it has almost zero value compared to ratings for a character. I bought an expedition pack because I wanted to boons fast .. I'm not gonna do it for those new ones. Moreover, I do not see room for further growth .. rather it comes to me as an effort to disbalance the ability to tune a character differently than the general idea of ​​the creator. The new player will be lost with such a small selection for character tuning and the advanced player will not have anything to find here. I wish a lot of success with the new MOD 16 .. I can handle the transition because I have a character and experience on the Xbox endgame. I have one character on the PC for testing.
  • I don't really like the master boons, they don't feel worth the trouble, some gimmick booms based on you class would be nice, like dps classes can chose one skill to increase its damage, or the longer you stay in combat the stronger you get (up to a limit of course)
    The ones for healers looks really nice and useful, while the dps ones doesn't, buffs when you kill mobs are not useful for bosses, at will boons doesn't make sense because even Barb doesn't really on at will dps anymore, the chance on encounter one decreases the targets power, which is not something DPS classes look for.
    Do you see the problem? I'm not having to choose the best one, I'm having to choose the less bad one.
    Also I don't see how this system is future proof, with the current booms amount, we can almost have all at max level, new campaigns boom points will be what skill points are on live now, we have everything on max and a bunch of points doing nothing.
  • edited March 2019
    The thing I don't understand is how does this system allow new campaigns to add things to the boon selections?
    This seems like a very rigid, 'done', system, where new campaigns just add points until we just have every boon until there is no need to do anything ever again because you have everything full.
    I'm also not a fan of the RNG in the Boons that require the most time and effort to obtain, ICD I'm a little more neutral on, but RNG just makes the Master Boons a joke to me.
    I have seen feedback in recent posts on the Paladin thread that the new Boon system is unclear on how they are obtained and applied.
    The 'monster type' Boons are trap boons of the type you say you want to eliminate from the game. Any new player putting points into the first one of these has been trapped into wasting a resource that is particularly valuable to them. They have no place in this new boon structure at all. And having reached them I only put points in them for completeness, there was certainly no urgency to add my new boon point.

    Obsidian Moonlight - Paladin
    Obsidian Oath - Warlock
    A whole lot of other Obsidian toons as well.
  • Instead of these totally useless + dmg vs dinozaur / undead / et cet. give us boons supporting classes such as control / control resistance, out/ingoing healing, increased threat / reduction of aggro.
    It would be definitely more useful and liked by players.


    Although I have not yet given my feed back on any specific subject, I believe the additional damage
    and reduction of damage received vs. Undead and Cultists really have good choices. If you look closely at the content of the game, something around 50% of the enemies are Cultists or Undead. A suggestion for the benefit of the dinosaur should be added beasts and dragons to be more attractive.
    Forgive me, but what you think is useful at best can be considered weak. Most players, however, consider them to be the usual garbage, which is not worth choosing .. With so many defensive statistics, which we get in mod 16, reducing the damage from several mobs is simply ridiculous.
    Please forgive my English, it is not my native language

  • Forgive me, but what you think is useful at best can be considered weak. Most players, however, consider them to be the usual garbage, which is not worth choosing .. With so many defensive statistics, which we get in mod 16, reducing the damage from several mobs is simply ridiculous.

    Especially when you consider that the only mobs you need to worry about are hitting for 30-50k+, an at most 5% DR from them is pretty piddly and ultimately has no real effect. Knocking 2500 damage off a 50,000 damage hit is not going to make or break anything.
  • Member, NW M9 PlaytestPosts: 1,861Arc User
    Really, the '+X vs Y' type boons will only be useful once there's so many boon points that people have nowhere else to put their points.
    Honestly, I just wish there were more +Move effects in the game. Why the heck did the dev team decide to reduce the ability to increase character speed?
  • This text will display in red.
    Training Boons still completely wrong
    Tier 1-3 same problem
    Tier 4 works but the Health values are wrong
    I know you are doing your best. but patching something and not testing it before you patch it is a waste of your time.
    <If you need a manager I am available
  • While there are many problems with the new boons system, I want to focus on the two biggest ones for me:
    1. Monster specific boons: These should not be part of the boon tree as others have pointed out. Instead these bonuses should be awarded passively for unlocking boon points in a specific campaign: e.g. Whenever you gain a Chult boon point you also gain 1% damage and dr against dinosaurs, each Ravenloft boon grants 1% damage and dr against undead. This would make unlocking boons points more worthwhile, since you also gain a slight boost that will make you stronger in that campaign. As a follow-up I'd allow players to spend more points on stat boons (such as critical strike) from 2 to 4.
    2. Tier 5 bonuses should also be higher: We already get next to no action point gain, the points you can spent in that category is limited on top of that so I don't see a reason to make the decision of boons in tier 5 more meaningful
  • Member, NW M9 PlaytestPosts: 1,861Arc User
    So here's my thought on boons:
    Each boon should give HP and Other stats. In addition, each character can 'equip' one special boon, that functions differently, kind of like the final tier boons now.
    Completing campaign tasks gives you boon points. You can select boons however you want. If you want to avoid players making bad decisions or whatever, cap each boon at X ranks, and slowly raise the max rank as new modules are released.
    Completing a CAMPAIGN grants you access to a new special boon. This is a horizontal upgrade not a vertical one, because it doesn't grant you more stuff at once.
    This way, boons can be easily measured in terms of their impact on the game: it's equivalent to +X item level per boon. Reduce the points given by the boons enough so old timers aren't x1000000000 the iLevel equivalence of newcomers, but aside from that, it's simple: boons increase stats.
    You don't need anything more complicated than that.

Comments

When They Say Increase Dmg Per Boon By 5 0

When They Say Increase Dmg Per Boon By 5 Days

  • edited March 2019
    Tier 1/2/3/4/5
    Training Boon
    - Only 1,130 HP per rank
    Tier 3
    Simple Support Boon
    - Doesn't seem to do anything
    Tier 2/3/4
    Healing potion boon
    - R1 Doesn't increase healing of em.
    - HP granted to potions doesn’t seem correct either way.
    - Couldn’t get the bonus effect to trigger
    Tier 4
    Disenchanting Aura
    - Doesn’t effect characters Control resist Stat
    Tier 5
    Welcome Blessing
    -Doesn’t effect player stat sheet
    Tier 5
    Call of Power
    - Doesn’t effect player stat sheet
    Tier 5
    Quick Turnaround
    - Still states recovery speed
    - Doesn’t show on character sheet
    Tier 5
    Blessed Touch
    -There's only incoming healing being tracked on my character sheet, no outgoing.
    Haven't tested tier 6 feats nor the dmg/res vs certain enemy types.
  • You totally messed up the Master boons, RNG based ICD powers, are you serious, these should be the best static boons we get.
    But you made tier boons better than the master ones, great. Just need to pick a master boon that suits you, DPS,TANK,HEAL.
    All similar, no need to think what to pick, and they're near useless anyways.
  • <font color=cyan>It feels confining to me :/</font>
  • Member, NW M9 PlaytestPosts: 3,350Arc User
    I miss all.my passive fests that refill stealth when I roll and increase stealth duration.. I miss the combination of gloaming cut with shadow strike and one with the shadows.. I miss my mobility build.
    I hate paying taxes! Why must I pay thousands of dollars in taxes when everything I buy is taxed anyways!
  • edited March 2019
    Since this is your example, I'm guessing you already know about it. Just want to make sure. I selected only enough to use 10 of my 34 boon points on on tier 1. When I clicked the 'commit changes' button, it grayed out but did not use any of my points. Changing to another tab yields the message that I have unsaved changes that will be lost.
    Edit: commit button never worked for me which you already knew.
  • 0

  • Why have boons that only work against one type of enemy? A bonus against dinosaurs is only useful in Chult, so why would I take it? There are 8 of these enemy type specific boons if they are to stay, maybe combine them down to 4, having the defense and offense in the same boon. Then add boons that aren't enemy type specific.
    It would work better if you keep boon points, except give a choice of endcap boon upon completing each campaign that is specific to the campaign, it is good to feel rewarded for finishing the campaigns. (Current pre-update system works well unchanged, but there is some logic to the new boon point idea.)
    I don't like having to buy my way up a very boring boon list to get to the good ones.
    Many of the old boons seemed interesting, the new ones are boring. Read and compare the descriptions you'll see what I mean.
    It used to be easy to choose which boon to take now not so much.
    You still have to go to the campaign windows to do the campaigns (please leave that as is) so I don't see how moving the boons to one boring window is actually helping except to see which boons I already have more conveniently (a 'view boons' window would have been nice on its own).
  • Member, NW M9 PlaytestPosts: 3,945Arc User

    It used to be easy to choose which boon to take now not so much.

    You got that backwards. There used to be 'hard' choices, where you had to pick one of two 'good' boons. Now, you just pick something like this:
    The top 2 tiers depend on role/class, lower 4 tiers will be pretty much the same for everyone - no thinking required.
    5
  • My characters have completed all campaigns except m15. They have enough boons to take everything that is generally useful, the movement and gold gain and undead damage and all 3 ranks of the master boon. There is no reason for me to ever do another campaign for boons.
    'We have always been at war with Dread Vault' ~ Little Brother
  • >@pitshade said:
    >My characters have completed all campaigns except m15. They have enough boons to take everything that is generally useful, the movement and gold gain and undead damage and all 3 ranks of the master boon. There is no reason for me to ever do another campaign for boons.
    >
    I second this. As a cleric, I have the power boon in all tiers, the reduced incoming damage (and this boon is so narrowly useful that on live I only took it when I had no other choices) and then...?
    I can only assume that boons are meant to be very small increases in character strength. At this point, I see no need to complete any more campaigns for boon points, as I have all the ones in the lower tiers that interest me, and I am restricted from choosing more than 3 total in the higher tiers.
    Most of the campaigns are so time consuming that I can't see myself ever finding the motivation to grind for months for the boons I didn't pick initially because they weren't relevant to my build. Currently, new campaigns are exciting partially because we get to look at a whole new set of boons, particularly the last boon of the campaign. Now, if a new campaign is released, what is there to look forward to? I already know what boons there are, and I don't need any of them.
    This also seems a bit short sighted in the long run. Currently, once I hit 80 on preview, I have enough boon points to have 3/3 master boons. There's an expiration date on how many campaigns can be released before all lower tier boons are completely maxed. We already had an increase in max level, where we are allowed 1 master boon and 2 T4 boons. At some point, we will either need another level cap increase to get more master (or higher?) tier boons, or change how many we are allowed to have at level 80. Considering we just got level 80, it seems strange to me to implement a system like this, that you need to change the rules to accomodate growth. I thought that the entire point of rethinking boons, stats, powers, roles, and companions was to accomodate growth, but this system seems to have a defined upper limit. If we get 5 boons per campaign, we have 7 mods of underwhelming boons to look foward to. M17, I guess I'll get 10% increased healing from potions..
    On a related note, all the Master tier boons (excepting the 2 aimed towards healers) are a 'chance'. The % is not stated. I disagree with this. I will sincerely miss the unique boon choices from each campaign that enabled so much more variety in build. This increased potion strength could have been really interesting if I could still share healing from potions with my teammates. There is a synergy we had before that's completely absent in this module. Building high deflect? Well, everytime you deflect, you're rewarded, and your enemies punished. That's gone now too. Our choices in boons (and feats and gear for that matter) seem very constricted and bland.
    In all, I find the new boon system pretty underwhelming. Perhaps if I was a brand new player, I could accept that this is what a boon is supposed to be. As someone who has played this game for years, this new boon system does not seem rewarding for the amount of work expected. I would never, EVER want to grind ToD or- heaven forbid- SoMI to gain boons at the old rate for.. an extra 1% gold?
    I do think the rate of effort to boon points obtained in the newest campaign is appropriate, but absolutely not for the older campaigns. Another thing to note is that I will never feel a need to buy another campaign completion ever again. Boons used to be so interesting that spending 10k zen, per character, was a reasonable investment. Now, I only have to complete a new campaign on my main, unlock the content for my entire account, and live happily ever after, zen never needed. So in a way, this is great for anyone that wanted to save on making viable alts.
    I dont know if its fair of me to offer so much negative feedback without offering a viable solution. I dont know that with all the feedback concerning feats and gamebreaking damage that a system that I personally find seriously flawed but at least functional, will be a priority to look at. I doubt if I was in charge of budgeting time and resources I would dedicate anything to fixing what works simply because it doesn't seem viable in the long term. But I do know of the many changes I dislike about M16, this is one I can easily address.
  • I'll echo everyone else on here. The boons, compared to live, are boring and uninspired. There's no real choice between most of them. You just pick the straight stat point ones and go on your way. The % dmg and defense vs specific mob types doesn't make a ton of sense either.
    Additionally, the master boons are..not really useful.
    I've got all the boons unlocked on live, and found myself just spending boon points in useless categories because they were so unappealing past the initial stat point boons.
    If Master boons were made to be more unique, and interesting, that'd be worthwhile. It'd give us a reason to get more boon points so we could unlock the master boons. As it stands, for my alts, there's not much of an incentive, beyond increasing my IL.
  • gromovnipljesakMemberPosts: 966Arc User
    'Master' tier boons should be the best ones. Giving them an ICD automatically makes them the worst ones.
  • Master tier boon Enhanced Application seems bugged. I have yet to see any heals, heals over time nor seen any reductions of damage. How does the damage reduction work, with our defense or as a second layer of reduction?
  • Gonna add in my agreement to the above posters.
    The boons are boring, uninspired, and significantly worse in utility across the board compared to Live. The only ones that can be viewed as 'good' are the HP+power boons, and the run speed. Everything else has so little impact on the game as to be considered entirely optional.
    The top two tiers are flat out *bad*. Most classes will actually be BETTER OFF skipping them entirely and filling out the +dmg/-dmg boons for the specific mob types (which are also bad, just less so).
    Every spec of every class will pick exactly the same boons, and more than half the choices are 'dump' boons because there's nothing actually worth picking. At least with the old system there was SOME variance, some boons were better suited to tanks, or DPS, or healers. Not any more.
    The new boon system basically completely disincentivized finishing out older campaigns, I'm willing to bet most people will do the 'easy' ones like Underdark and Sharandar to get enough boon points to fill out the HP boons, then simply stop. What you get in the way of boons in no way, shape, or form justifies the painfulness of SKT or River District or ToD, the effort in vs the reward is TERRIBLE compared to other campaigns under the new system. Not saying it was great under the old system, but at least the capstone boons provided a unique and often fairly significant benefit to your character unlike the new system.
    Please completely revamp the new boon system, both for the players' sakes and for your own wallet's sakes as now there's not even any reason to buy campaign completion tokens.

  • Gonna echo that the new boon structure just leaves me cold.
    There's a definite and obvious non-choice on most rows, with one 'be better at being a Neverwinter character' boon, and others that are so ridiculously niche that they make no sense outside the context of their filler status in their original campaigns.
    Obviously, a lot of boons would need redesigned; lifesteal is gone, as is, by definition, lifestyle severity. Regeneration as a stat is gone (although the change to out-of-combat regen is one of the things that I am unreservedly in favor of), although +incoming Healing is still a useful stat and could, with some number tuning, probably replace it in most campaigns.
    Master boons definitely need clarification on whether the subsequent ranks replace the initial one, are rolled as separate chances, or all go off at once. Also, anything anywhere that says 'a chance' really needs some clarification; either an actual % chance or a procs-per-minute figure. This information exists under the hood; please don't make us guess at it.
  • I agree with what has been said here, there should be wider choice of boons. Now there is no reason to spend hours in campaigns like SKT or Cloaked Ascendancy because the reward isn't good enough. It is smarter to play campaigns which are easy to complete.
  • Instead of these totally useless + dmg vs dinozaur / undead / et cet. give us boons supporting classes such as control / control resistance, out/ingoing healing, increased threat / reduction of aggro.
    It would be definitely more useful and liked by players.
    Please forgive my English, it is not my native language
  • This text will display in red.
    Recruit thru Captain training are broken
    Rank:1 250 Power 2,300 Health
    Rank:2 250 Power 0 Health
    Rank:3 250 Power 0 Health
    Rank:4 250 Power 0 Health
    Rank:5 250 Power 0 Health
    to Tier 4
    Rank:1 250 Power 2,300 Health
    Rank:2 250 Power 0 Health
    Rank:3 250 Power 0 Health
    Rank:4 250 Power 0 Health
    Rank:5 250 Power 0 Health
  • admiralwarlordMemberPosts: 126Arc User

    Instead of these totally useless + dmg vs dinozaur / undead / et cet. give us boons supporting classes such as control / control resistance, out/ingoing healing, increased threat / reduction of aggro.
    It would be definitely more useful and liked by players.


    Although I have not yet given my feed back on any specific subject, I believe the additional damage
    and reduction of damage received vs. Undead and Cultists really have good choices. If you look closely at the content of the game, something around 50% of the enemies are Cultists or Undead. A suggestion for the benefit of the dinosaur should be added beasts and dragons to be more attractive.
  • It's nicely done. Unfortunately, it only has a PLACEBO effect - it's not motivational because it has almost zero value compared to ratings for a character. I bought an expedition pack because I wanted to boons fast .. I'm not gonna do it for those new ones. Moreover, I do not see room for further growth .. rather it comes to me as an effort to disbalance the ability to tune a character differently than the general idea of ​​the creator. The new player will be lost with such a small selection for character tuning and the advanced player will not have anything to find here. I wish a lot of success with the new MOD 16 .. I can handle the transition because I have a character and experience on the Xbox endgame. I have one character on the PC for testing.
  • I don't really like the master boons, they don't feel worth the trouble, some gimmick booms based on you class would be nice, like dps classes can chose one skill to increase its damage, or the longer you stay in combat the stronger you get (up to a limit of course)
    The ones for healers looks really nice and useful, while the dps ones doesn't, buffs when you kill mobs are not useful for bosses, at will boons doesn't make sense because even Barb doesn't really on at will dps anymore, the chance on encounter one decreases the targets power, which is not something DPS classes look for.
    Do you see the problem? I'm not having to choose the best one, I'm having to choose the less bad one.
    Also I don't see how this system is future proof, with the current booms amount, we can almost have all at max level, new campaigns boom points will be what skill points are on live now, we have everything on max and a bunch of points doing nothing.
  • edited March 2019
    The thing I don't understand is how does this system allow new campaigns to add things to the boon selections?
    This seems like a very rigid, 'done', system, where new campaigns just add points until we just have every boon until there is no need to do anything ever again because you have everything full.
    I'm also not a fan of the RNG in the Boons that require the most time and effort to obtain, ICD I'm a little more neutral on, but RNG just makes the Master Boons a joke to me.
    I have seen feedback in recent posts on the Paladin thread that the new Boon system is unclear on how they are obtained and applied.
    The 'monster type' Boons are trap boons of the type you say you want to eliminate from the game. Any new player putting points into the first one of these has been trapped into wasting a resource that is particularly valuable to them. They have no place in this new boon structure at all. And having reached them I only put points in them for completeness, there was certainly no urgency to add my new boon point.

    Obsidian Moonlight - Paladin
    Obsidian Oath - Warlock
    A whole lot of other Obsidian toons as well.
  • Instead of these totally useless + dmg vs dinozaur / undead / et cet. give us boons supporting classes such as control / control resistance, out/ingoing healing, increased threat / reduction of aggro.
    It would be definitely more useful and liked by players.


    Although I have not yet given my feed back on any specific subject, I believe the additional damage
    and reduction of damage received vs. Undead and Cultists really have good choices. If you look closely at the content of the game, something around 50% of the enemies are Cultists or Undead. A suggestion for the benefit of the dinosaur should be added beasts and dragons to be more attractive.
    Forgive me, but what you think is useful at best can be considered weak. Most players, however, consider them to be the usual garbage, which is not worth choosing .. With so many defensive statistics, which we get in mod 16, reducing the damage from several mobs is simply ridiculous.
    Please forgive my English, it is not my native language

  • Forgive me, but what you think is useful at best can be considered weak. Most players, however, consider them to be the usual garbage, which is not worth choosing .. With so many defensive statistics, which we get in mod 16, reducing the damage from several mobs is simply ridiculous.
    Unable to create dmg resource busy free.

    Especially when you consider that the only mobs you need to worry about are hitting for 30-50k+, an at most 5% DR from them is pretty piddly and ultimately has no real effect. Knocking 2500 damage off a 50,000 damage hit is not going to make or break anything.
  • Member, NW M9 PlaytestPosts: 1,861Arc User
    Really, the '+X vs Y' type boons will only be useful once there's so many boon points that people have nowhere else to put their points.
    Honestly, I just wish there were more +Move effects in the game. Why the heck did the dev team decide to reduce the ability to increase character speed?
  • This text will display in red.
    Training Boons still completely wrong
    Tier 1-3 same problem
    Tier 4 works but the Health values are wrong
    I know you are doing your best. but patching something and not testing it before you patch it is a waste of your time.
    <If you need a manager I am available
  • While there are many problems with the new boons system, I want to focus on the two biggest ones for me:
    1. Monster specific boons: These should not be part of the boon tree as others have pointed out. Instead these bonuses should be awarded passively for unlocking boon points in a specific campaign: e.g. Whenever you gain a Chult boon point you also gain 1% damage and dr against dinosaurs, each Ravenloft boon grants 1% damage and dr against undead. This would make unlocking boons points more worthwhile, since you also gain a slight boost that will make you stronger in that campaign. As a follow-up I'd allow players to spend more points on stat boons (such as critical strike) from 2 to 4.
    2. Tier 5 bonuses should also be higher: We already get next to no action point gain, the points you can spent in that category is limited on top of that so I don't see a reason to make the decision of boons in tier 5 more meaningful
  • Member, NW M9 PlaytestPosts: 1,861Arc User
    So here's my thought on boons:
    Each boon should give HP and Other stats. In addition, each character can 'equip' one special boon, that functions differently, kind of like the final tier boons now.
    Completing campaign tasks gives you boon points. You can select boons however you want. If you want to avoid players making bad decisions or whatever, cap each boon at X ranks, and slowly raise the max rank as new modules are released.
    Completing a CAMPAIGN grants you access to a new special boon. This is a horizontal upgrade not a vertical one, because it doesn't grant you more stuff at once.
    This way, boons can be easily measured in terms of their impact on the game: it's equivalent to +X item level per boon. Reduce the points given by the boons enough so old timers aren't x1000000000 the iLevel equivalence of newcomers, but aside from that, it's simple: boons increase stats.
    You don't need anything more complicated than that.
Comments are closed.