Unbound Equipment Loot From Dungeons Not in Sight

In terms of PVE players basically have only two requests for future content. Dungeons should be challenging and equally rewarding. While Fangbreaker Island, the dungeon introduced in Storm Kings Thunder, seems to match the first request, Asterdahl lined out in a lengthy post on Tuesday why the general reward structure is not going to change short term.

[su_quote cite=”asterdahl” url=”http://forum.arcgames.com/neverwinter/discussion/comment/12862827/#Comment_12862827″]If it turns out completing Fangbreaker on average is about three times as long as Castle Never, we will be working to ensure the rewards match that relationship.[/su_quote]

Asterdahl started to address some concerns about the effort vs. reward relation being off, especially compared to Castle Never. People started to question whether Fangbreaker Island would be worth running over other content. But it seems the devs want to make sure this is the case. But reading between the lines it also could mean the new dungeon will not be more valuable to run, albeit a higher item level requirement. So for daily runs players might still be better off doing Castle Never or Temple of the Spider.

[su_quote cite=”asterdahl” url=”http://forum.arcgames.com/neverwinter/discussion/comment/12862827/#Comment_12862827″]when you receive an enchant, it’s primarily meant to serve as refinement for your current enchantments or at worst, an item to be sold to others[/su_quote]

The next section deals with the fact that players normally don’t receive enchantment that are an outright replacement to what they have slotted. It’s obvious Neverwinter’s refining doesn’t work that way. Every new Rank handed out to players always instantly crashes the market, so Enchantments earned will always primarily be refining points. Plus the hardcoded costs of Marks of Potency is one of their major slow-walls.

[su_quote cite=”asterdahl” url=”http://forum.arcgames.com/neverwinter/discussion/comment/12862827/#Comment_12862827″]Bind on equip armor dropping directly from dungeons has not been a part of Neverwinter since the level cap increase and we have no current plans to reintroduce it, I want to talk about why we made that decision.[/su_quote]

The most interesting part of the lengthy post however is the explanation why we won’t see unbound equipment from dungeons. The devs want to reserve that part of the itemization to other areas of the game, most namely Masterwork Professions, and make sure getting armor sets is a true achievement.

No matter whether you agree with it or not, it’s an interesting read from one of the more communicative devs ahead of Storm Kings Thunder.

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2 thoughts on “Unbound Equipment Loot From Dungeons Not in Sight

  • August 11, 2016 at 4:09 pm
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    So… FBI rewards continue to be… uninteresting huh?

  • August 11, 2016 at 8:50 pm
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    Be nice if they added Legendary profession tools too the drop table of the bosses

    Or “Legendary tool Shards”

    get 60 of them and you can make a random legendary tool.

    If they want Masterwork gear too be a Viable “AFFORDABLE” Alternative, they cant have the path too being able too make it so heavily gated by RNG / AD.

    “20%” chance for final task (and most of the others) with mythical tools.

    if you fail, you lose an item worth ~500-750k in most cases, and then you have too remake that part (another 20% chance)

    if full (4) legendary tools was actually more possible too get, that’d increase chance too 60%, but it’d still require a lot of grind too get those tools.

    There were so many good suggestions on the forum (140% mount movement token) , (companion tokens) but they gave the usual “taking your valuable feedback” spill, and then gave nothing back.

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