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Ahead of today’s expected preview release of Neverwinter’s Module 15, more and more information about the features and changes are slowly coming to surface. And this one probably won’t please you, because the wording of a preview thread opened yesterday suggests that the devs are severely nerfing rough AD income in the upcoming update. The thread “Salvage and Dungeon Chests” goes over all the changes, which will majorly affect they way players are able to earn RADs.
Let’s Be Clear Here: It’s a Nerf
[su_quote]We aren’t trying to say this will be a boost for all players and that RAD will be overly abundant from these changes. For some play styles and AD generation methods, the amount of RAD generated will decrease and some play styles will inevitably change.[/su_quote]
I guess that’s as close to saying “nerf” as possible using corporate language. Some folks in the preview thread seem to think the opposite and that this might be positive in the end. Long-term for the game? Sure, maybe, that’s at least debatable (which we’ll do at some point). But for now it’s safe to assume that the changes will decrease RAD income across all tiers of players. It’s kind of a new development since the devs with earlier
changes nerfs more targeted bots and/or the hardcore community. But this is very much going mainstream.
Let’s sort through the changes first:
- Salvage will be no longer
- Instead, dungeons and HEs are giving rough ADs directly on completion or in end chests
- More RP rewards from chests
- All other sources of RADs stay intact
- Normal and Epic Dungeon Keys are being removed and replaced with tokens to re-roll chest contents (also VIP keys)
- Normal chests are free to open, epic and campaign ones still need their corresponding keys
- All Salvage vendors will transform to Seal vendors, including VIP and Strongholds
- Separate Gear and RAD progression
- Tweak economy
- Daily Dungeon Key mechanic was frustrating
Here’s the Assumed Impact
Granted, we will have to wait and see how many rough ADs are actually dropping from chests and HEs in the new system. But it’s pretty save to assume that those won’t cover what you’ve made from Salvage so far. “Tweaking” the economy for sure doesn’t mean they want even more ADs in it. The other goals are nice and make sense (to a certain extent), but the overall intention is obviously to limit the income of players. Your daily dungeon runs, especially the ones that dropped a lot of Salvage (TONG, only to name one) will become much less lucrative.
[su_quote cite=”putzboy78″ url=”https://forum.arcgames.com/neverwinter/discussion/comment/13051135/#Comment_13051135″]Reroll tokens and RP (I have a balance of RP north of 7M) are worthless in this game. So your trading items of value to items of no value. This is a blatant nerf. This is a blatant nerf to VIP and another poke in the eye to loyal long term players to encourage more transient traffic to play the game. [/su_quote]
This is probably how many feel right now. It’s not only Salvage, but also VIP is going to take a hit. Depending on how much ADs dungeons hand out now, it might not even make sense to enter any content for RAD farming purposes after doing your daily Random Queues. The changes to an account AD cap already decreased dungeon activity, and this could further contribute to fewer players doing group content. This might be a bit of a hyperbole without additional infos, but it’s an alarming possibility.
There Are Positive Aspects
I don’t want to sweep the positive aspects under the rug by the way. Because there are definitely some. The ability to re-roll results in my opinion is a neat idea to counter some of the horrible chances to get specific items. It might not sound like much right now, but could come in handy in future content (UES might be worth re-rolls though). This kind of reminds me of farming the Eye of Lathander back in Module 2. The Star Metal Gauntlet allowed to open the end chest in Dread Ring lairs multiple times so you could use up all your gauntlets after a single run.
I do also agree that it’s generally a good idea to separate RAD and gear. It’s indeed a problem that, when thinking about progression, the devs might be hesitant to hand out gear because there’s additional value attached to it. Plus non-VIPs now at least get one end chest per run, which is an underrated great change. But overall players will rightfully make this about the RAD nerf and RAD nerf only. Now I sure hope that the preview indeed will be updated tonight so we can hop onto it and evaluate the changes first-hand.
Until then, Salvage and farm as much as you can. Because you won’t be able to for much longer…
Do you agree that this is going to be a nerf? Or do you think this will have a positive impact eventually? Share your thoughts on our social channels, in the comments below, or visit our message board!
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