As part of our extensive coverage of Neverwinter’s “Heart of Fire” update, we are looking into the changes to the AD economy today. Module 15 will (once more) drastically change the way Astral Diamonds are obtained, and how effective you can farm the currency. In this article we’re going through all the affected areas and also briefly discuss how RAD farming is going to look like.
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The aspect that is probably getting the most attention is the removal of Salvage from the game. You will no longer be able to turn endgame gear into RADs. The devs said it was necessary to detach the systems so that they are able to hand out gear without accounting for the impact it might have on the economy. And as I’ve lined out in my initial reaction to the announcement, there’s some truth to that. It’s however also a nerf and the devs bluntly stated that they don’t expect everyone to make the same amount of RADs in Module 15.
Hearing this it’s kinda obvious that you absolutely want to Salvage your surplus equipment before launch. Otherwise you won’t be able to, because gear will be changed globally. It’s not like you can still refine the stuff you have. The whole feature is getting removed from the game. All what has been a salvage vendor will turn into a seal one instead. This applies to Strongholds, and also VIP.
Talking about VIP: Related areas receive slight nerfs as well. The VIP RAD bonus now isn’t as useful as before and alternate characters can’t utilize their bonus from invoking any longer unless you run content with them. Right now sending over any Salvage that’s not bound to character obviously does the trick.
Dungeon Chest Changes
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The devs however also throw a little compensation at players that’s also a great QoL change for casual folks. Normal dungeon chests can now freely be opened and do no longer require a key. This is a huge plus for non-VIPs that now always get at least one chest at the end of every run. This also obviously no longer limits VIPs to three free chests (keys) per day, if you are running that much. On top of that, all chests will drop RADs directly, [sc name=”astralicon”]2,000 -[sc name=”astralicon”]6,000 for most content. This won’t likely cover what you currently make from Salvage, especially not in the endgame dungeons that usually drop 2-3 epic pieces worth 10,000 – 12,000, but it’s at least something.
The other major change connected to dungeon chests is the ability to re-roll their content. Dungeon Chest Keys are converted into tokens (Epic 1:1, Normal 2:1) that can be spend if you don’t like what you see within a chest. Any chest can be re-rolled four times (costs [sc name=”astralicon”]5,000 without a token). This might not be of much use in your Shores of Tuern farm runs, but definitely while gunning for Ultimate Enchanting Stones (or other coveted items) in endgame content. Especially early on it means players have a much higher chance of getting the chests they want on toons that have a plenty of leftover Dungeon Chest Keys from VIP. In earlier versions on preview the tokens were not bound by the way, meaning that alternate characters could have send over theirs to a main. But that unfortunately changed recently.
RAD From Campaigns and Seals
Another source of RADs are campaigns and seals. You can now exchange surplus currency for [sc name=”astralicon”]1,000. It’s a nice way to get rid of stuff you still have left, but most currencies are probably not worth farming to be honest. The only real niche I see are Heroic Encounters in Barovia. You get Barovian Coins and Seal of the Brave that you can turn into cash. Heroic Encounters themselves by the way are also supposed to drop RADs now, although I haven’t seen that on preview. Noworries additionally mentioned that they’ll be looking to add more RAD to Hunts.
Overall this clearly projects as a nerf, at least to top-end players, but it might not turn out to be as bad as some people make it. What you can criticize is that the devs solely try to balance the economy by reducing the amount of RADs players can farm (it’s the third or fourth major change in recent memory), but that’s probably a topic for another article. Overall I think we are going to see a revival of eSOT/eTOS farms because those are able to generate plenty of end chests in a very short amount of time. Also random queues will play an even bigger role in your daily RAD generation.
How much this change is going to affect you in the end depends on how you currently work towards your daily [sc name=”astralicon”]100,000 cap. If Salvage and running dungeons is your thing, then you will obviously make less on average. Especially endgame dungeons that drop multiple pieces of Salvage will be less profitable in terms of pure RAD. The direct drops from chests, Heroic Encounters and campaigns in my opinion are not entirely able to make up for the loss of Salvage. For casual players that have no VIP subscription, this however could indeed turn out to be a plus. They get a guaranteed chest at the end of each run, which isn’t currently the case.
Also don’t discount those re-rolls. It will be much easier to acquire wanted items from chests and hence the amount of necessary grind should decrease. It by the way also means that prices on chest items will most likely fall. So if you have Ultimate Enchanting Stones lying around that you don’t need, better get rid of those.
That’s our preview of the RAD economy changes in Module 15. What’s your take on the changes? Do you like them or are you concerned that you might make much less RAD on average? Share your thoughts and experience on our social channels, in the comments below, or visit our message board!
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