One big takeaway from the first Storm Kings thunder patch on preview are the changes to salvage values.
[su_quote cite=”Patch Notes” url=”http://forum.arcgames.com/neverwinter/discussion/1218289″]Salvage values for Neverwinter have not been very consistent. Now that we’re adding a new tier of gear, we really want to streamline what items gave. Going forward, all items of level 130+ that are salvageable will have their salvage value determined by rarity and size (Small/Medium/Large) only. (Small = Neck, Waist, Ring, Shirt, Pants; Medium = Arms, Feet, Head, Offhand; Large = Body, Mainhand) In practice, the biggest effect of these changes is that some rings have gone down in value and some Elemental/Protector seal gear has gone up.[/su_quote]
While the patch notes remain vague on the actual values, it’s easy to look up and players were quick to post the numbers.
[su_quote cite=”fdsakhfduewhfiuf” url=”http://forum.arcgames.com/neverwinter/discussion/comment/12848812/#Comment_12848812″]Small T1: down from 3000 to 2000
Medium T1: down from 4000 to 2500
Large T1: down from 5000 to 3000
Small T2: up from 3000 to 4000
Medium T2: up from 4000 to 5000
Large T2: up from 5000 to 6000
+1,+2 rings: down from 3000 to 2000
+3,+4 rings: down from 6000 to 4000
Guild armor stays at 1000 per piece.[/su_quote]
Salvage for most is probably the main source of rough Astral Diamonds. So the new values impact the daily grind by a lot. I agree it was sort of weird that T1 and T2 gave the same values. But instead of using some middle ground here, the devs are forcing players into T2 dungeons to maintain their income in Module 10.
It’s a nerf
As often the devs have snuck in a slight nerf. It is relatively easy to obtain campaign keys for Valindra’s Tower and Malabog’s Castle, netting players at least 6,000 AD in salvage value from runs. Now that’s the new maximum from T2s. Granted, the Protector Seals also gained value, but players will probably still see a slight decrease in Rough Astral Diamonds from salvage. The nerf to skirmishes is more apparent, your daily runs will simply net 33% less.
Campaign keys no longer viable
It’s a massive hit for those that can’t run tier 2 dungeons for whatever reason. They have to grind campaign keys to be anywhere near a T2 in salvage value. So those players either invest more time or lose a bunch of effectivity in their daily dungeons. A true no-win situation.
All others should stay away from the additional keys. It generally makes zero sense in Module 10 to farm campaigns only to buy them. In campaigns like Sharandar or Dread Ring, where keys can be a byproduct, T1s are still competitive in case you also own the corresponding Stronghold quest though.
Temple of the Spider all day?
The new meta will probably be Temple of the Spider all day with an occasional side trip to Valindra or Malabog every time you have a campaign key and the Stronghold daily. Of course that also depends on the rewards of Fangbreaker Island, the new dungeon that’s going to be introduced with the Storm Kings Thunder update. One not-so-funny result of the change is that even Castle Never now trails behind the conventional T2s. Since bosses have no guaranteed loot, you might walk away with one blue ring and 2,000 AD salvage value, half of what a T2 guarantees. That’s not acceptable.
It’s really a mixed bag here. I get why the devs wanted to correct salvage values, but it could lead to a noticeable decline in daily ADs for some players or characters.
What’s your take on the salvage value changes? Share it in the comments below or visit the corresponding thread on our message board.