What happened to simple jewelry
#1
Posted 21 October 2011 - 12:18 PM
The only thing in the patch telling us about drops is:
Drop Changes
All items that are sold by an NPC have been removed from the drop tables.
Have checked all the jewelry NPC's in Junon, but no one is selling them?
I have checked several mobs in eldeon in prison and ruins where they were dropping tehm before this patch.
Also checked orlo at a few mobs in ruins wasteland path, but same there.
Did they accidentally removed them, while they aren't for sell at the NPC's? Can we plz have them back quick, because i finally
want to craft my jewels and put my hard earned self crafted gems in them!
#2
Posted 21 October 2011 - 12:29 PM
#3
Posted 21 October 2011 - 12:31 PM
#4
Posted 21 October 2011 - 12:41 PM
#5
Posted 21 October 2011 - 06:27 PM
They will be put into the shops and possibly removed from the drop system all together.
The jewelry changes were delayed as I an Leonis the two working on them were out of the office this week, so it delayed some stuff.
I will work on getting some specifics out on timelines first part of the week.
Jewelry Design Basics
We wanted to create sets, one of the things that we think plays well with the set bonus system and also allows us to separate between NPC Sold and NPC Drop or Crafted Jewelry.
NPC's will sell jewelry for the early stages of play (through 100), everything past that will be monster Drop/Crafted/PvP Point based (Sorry I am a bit jet lagged, and can't remember Valour vs Honor).
There is a lot of "New" jewelry going in when we get it all done, most of it is filling out sets for NPC Sold items.
We are also filling out more of the PvP and Crafting Items (Adding set bonuses to them).
I will say that there is some rescaling of the stats on some of the items.
We tried to keep them or move them to the right level range so the bonuses are there.
And yes the jewelry will all have level requirements set for them, to prevent early level tweaking.
The biggest change that I noticed is the CRIT values being lowered, that is probably going to be the most shocking change, and I hope you understand that we are looking at balancing Jewelry for the long term, so there is other things that will help make sense of the changes in the coming months.
One of the issues the Senate has brought up and something that really stands out when we talk about Gem value is the base stats and how they add value (and some that just don't add much value CHARM).
This is something that we want to work on, but it will be after the Jewelry changes, which means current market value and player desire maybe a little different than the scales you will see.
Crafting and Union Jewelry will keep the same dynamic and flow to them, and we are planning to add more sets with future updates to help increase values for Crafting.
NPC Jewelry will not be sold past 75 basically the last set available.
Monster Dropped Jewelry is being designed for Boss and King or Raid rewards, and they will follow a state offering that is fitting for PvM but will not be the same options available in Crafting or Union Jewelry.
Union Jewelry will have the same basics that they do now just scaling changes and level requirements set to them.
Again if any of this is confusing, know that I am not 100% mentally here ^_^ and will provide more information once we set a date, at which point I will post the changes publicly so you can see what is new, what changed and tell us we are wonderful or otherwise!
#6
Posted 21 October 2011 - 06:32 PM
#7
Posted 21 October 2011 - 08:40 PM
#8
Posted 21 October 2011 - 10:49 PM
Have to say regarding crit, and lowering it: it was sad when you took dex away from attack clerics, and tank clerics. and again when you changed how crit worked so that it mainly blocked crit attacks instead of being able to use sen / crit to PVM. - sorry i dont pvp but mainly pvm, and i miss the crit / sen on battle clerics and borgs greatly. Seeing it further nerfed, well, guess if it has now become a useless stat, it doesnt matter too much.... guess i miss the former crit system.
Im totally looking forward to seeing how charm gets to be utilized in the future. (hords my 7xx bags of candy and grab bags)
#9
Posted 22 October 2011 - 01:33 AM
By adding bonusses on jewelry sets, changing the lvl requirements and change some stats on the jewels we got now?
#10
Posted 22 October 2011 - 03:17 AM
The change with the simple accessories is suppose to happen, but wasn't or shouldn't have been part of the last patch.
They will be put into the shops and possibly removed from the drop system all together.
The jewelry changes were delayed as I an Leonis the two working on them were out of the office this week, so it delayed some stuff.
I will work on getting some specifics out on timelines first part of the week.
Jewelry Design Basics
We wanted to create sets, one of the things that we think plays well with the set bonus system and also allows us to separate between NPC Sold and NPC Drop or Crafted Jewelry.
NPC's will sell jewelry for the early stages of play (through 100), everything past that will be monster Drop/Crafted/PvP Point based (Sorry I am a bit jet lagged, and can't remember Valour vs Honor).
There is a lot of "New" jewelry going in when we get it all done, most of it is filling out sets for NPC Sold items.
We are also filling out more of the PvP and Crafting Items (Adding set bonuses to them).
I will say that there is some rescaling of the stats on some of the items.
We tried to keep them or move them to the right level range so the bonuses are there.
And yes the jewelry will all have level requirements set for them, to prevent early level tweaking.
The biggest change that I noticed is the CRIT values being lowered, that is probably going to be the most shocking change, and I hope you understand that we are looking at balancing Jewelry for the long term, so there is other things that will help make sense of the changes in the coming months.
One of the issues the Senate has brought up and something that really stands out when we talk about Gem value is the base stats and how they add value (and some that just don't add much value CHARM).
This is something that we want to work on, but it will be after the Jewelry changes, which means current market value and player desire maybe a little different than the scales you will see.
Crafting and Union Jewelry will keep the same dynamic and flow to them, and we are planning to add more sets with future updates to help increase values for Crafting.
NPC Jewelry will not be sold past 75 basically the last set available.
Monster Dropped Jewelry is being designed for Boss and King or Raid rewards, and they will follow a state offering that is fitting for PvM but will not be the same options available in Crafting or Union Jewelry.
Union Jewelry will have the same basics that they do now just scaling changes and level requirements set to them.
Again if any of this is confusing, know that I am not 100% mentally here ^_^ and will provide more information once we set a date, at which point I will post the changes publicly so you can see what is new, what changed and tell us we are wonderful or otherwise!
#11
Posted 22 October 2011 - 11:22 AM
The level requirements might be an issue too (though i have only a char under 220) and i read (between the lines) that no more UW sets for chars lower than 75 at least. Could help balancing the game i admit but for artisans (for instance) it would have a double (bad) impact: slower leveling (soloing is bad enough for that class) and big loss of con for crafting.
Anyway i wont jump into conclusions without further details and give them the benefit of the doubt. As long as it's not another durability update fiasco, there's hope.
Edited by LordArthas, 22 October 2011 - 11:44 AM.
#12
Posted 22 October 2011 - 12:15 PM
What happened to the simple jewelry !? First they were dropping pretty much everywhere but since this patch i never saw one...
The only thing in the patch telling us about drops is:
Drop Changes
All items that are sold by an NPC have been removed from the drop tables.
Have checked all the jewelry NPC's in Junon, but no one is selling them?
I have checked several mobs in eldeon in prison and ruins where they were dropping tehm before this patch.
Also checked orlo at a few mobs in ruins wasteland path, but same there.
Did they accidentally removed them, while they aren't for sell at the NPC's? Can we plz have them back quick, because i finally
want to craft my jewels and put my hard earned self crafted gems in them!
yet another thing bad in the life of a ROSE artisan i guess
#13
Posted 22 October 2011 - 09:26 PM
@ Calanor, if I understand well, there will be no new jewelry, but they are going to be adjusted/balanced.
By adding bonusses on jewelry sets, changing the lvl requirements and change some stats on the jewels we got now?
You skimmed didn't you ;-)
I did say there would be new, but in the designs of filling out sets.
yet another thing bad in the life of a ROSE artisan i guess
You should read the post I made as it addresses this and is part of a plan.
#14
Posted 23 October 2011 - 12:31 AM
I am hoping that they are going to put in the Hiria's Tear peices, as full sets. in the compendium (http://rose.kuro-tej....php?m=30&i=172) they show int / con / dex, etc peices that are 30 / 35 / 40 stats for levels 210 / 215 / 220. and it would be terriffic if they completed those sets (shows necklaces existing in the database, only, so far). And i think if they released those peices as level 200 - 220 peices, it would be worth having a maxed 220 artisan, to use them!
Here's Hoping! those would definatly be worth some hard raid work to acheive! (double the stat of the uw jewelery, tho could do without the charm 60 2nd stat unless they make charm worthwhile! )
#15
Posted 23 October 2011 - 01:36 AM
#16
Posted 23 October 2011 - 02:09 AM
Not trying to be negative and all but i have a bad feeling about this. Having a couple lava sets (with junon ring) with D7, 2 UW sets and a dodge set i would be pissed to have to remake my entire jewelry sets if the changes in stats are drastic.
The level requirements might be an issue too (though i have only a char under 220) and i read (between the lines) that no more UW sets for chars lower than 75 at least. Could help balancing the game i admit but for artisans (for instance) it would have a double (bad) impact: slower leveling (soloing is bad enough for that class) and big loss of con for crafting.
Anyway i wont jump into conclusions without further details and give them the benefit of the doubt. As long as it's not another durability update fiasco, there's hope.
My perception of Calanor's post is that the more of a set you have,the more bonus stats that will come to that set. Kind of the way the items in the lucky spin work where the more items of a set you have, the more stats that are added each time you match an item to the set. For instance; Union set, you have just the ring [+2% Accuracy], then you get the necklace [+2% AP] then you get the earring [+3% movment speed] or something to that effect. Then the jewelry is also going to be tweaked so you can't use an AP 100 ring at level 1 but it will now be level 140, or whatever. Of course, this is complete speculation but that's kinda how I perceived it.
As far as under level 100 and an artisan and leveling, I feel Arti's are one of the most powerful, if not, the most powerful class getting to 100. Buff those summons and leveling is out of control fast. Low level crafters blow and I don't see anyone going to take a serious hit when they can't craft anything decent at level 80 or 100 as it is now. Let's face it, most of us who have an arti of high level did an offensive or defensive build until they got to the level they desired then just threw a skill reset on it to switch completely over to craft.
#17
Posted 23 October 2011 - 03:09 AM
They have a plan!!!You should read the post I made as it addresses this and is part of a plan.
#18
Posted 23 October 2011 - 06:56 AM
Not trying to be negative and all but i have a bad feeling about this. Having a couple lava sets (with junon ring) with D7, 2 UW sets and a dodge set i would be pissed to have to remake my entire jewelry sets if the changes in stats are drastic.
The level requirements might be an issue too (though i have only a char under 220) and i read (between the lines) that no more UW sets for chars lower than 75 at least. Could help balancing the game i admit but for artisans (for instance) it would have a double (bad) impact: slower leveling (soloing is bad enough for that class) and big loss of con for crafting.
Anyway i wont jump into conclusions without further details and give them the benefit of the doubt. As long as it's not another durability update fiasco, there's hope.
This was my concern too as I read Calanors post.
#19
Posted 23 October 2011 - 10:03 AM
The benefits of sets would be very nice indeed. As long as all sets get some - i will remember you that so far ingame armors are mostly excluded of it, only the UW sets add some stats - i am all for this idea. The scaling is one of my concerns not really as a player who needs to level (i "remade" my artisan just to fight boredom) since (almost) all my chars are max level. Of course without having a clear idea of the available options we can, like you stated, only speculate and it will lead us nowhere. I just wanted to point a few concerns i know i am not the only one to have.My perception of Calanor's post is that the more of a set you have,the more bonus stats that will come to that set. Kind of the way the items in the lucky spin work where the more items of a set you have, the more stats that are added each time you match an item to the set. For instance; Union set, you have just the ring [+2% Accuracy], then you get the necklace [+2% AP] then you get the earring [+3% movment speed] or something to that effect. Then the jewelry is also going to be tweaked so you can't use an AP 100 ring at level 1 but it will now be level 140, or whatever. Of course, this is complete speculation but that's kinda how I perceived it.
As far as under level 100 and an artisan and leveling, I feel Arti's are one of the most powerful, if not, the most powerful class getting to 100. Buff those summons and leveling is out of control fast. Low level crafters blow and I don't see anyone going to take a serious hit when they can't craft anything decent at level 80 or 100 as it is now. Let's face it, most of us who have an arti of high level did an offensive or defensive build until they got to the level they desired then just threw a skill reset on it to switch completely over to craft.
The latest tweaks in jewelry weren't exactly a sucess were they? The price of deathblows speaks for himself. Then again it could be a matter of what map/monster drops it, but one thing is certain we often see this pattern: a few months some drops are way too much, then they vanished. I could name jewelry, schematics and so many more as you know. On the paper this looks as a potential good idea. Let's see how it is implemented. Durability change must have looked great on the paper too
I agree with the second part of your statement. Artisans level to max, reset and eventually starts to craft. It is indeed easy enough below 100 (at least for those who can use the weapon i use. For a real new player i doubt it would be a walk in the park. But then, maybe artisans are meant to be your 2nd or 3rd character only - raise cash to fund one before making it seems to be the general procedure. Question is: shouldnt the game allow a player to start that class as a main character and actually make it possible to "survive" in the world of Rose? Answer is obvious, but i have doubts it works that way.
One fact is certain: the upcoming days should be interesting. Those Hiria's Tear pieces i read about in this thread looks appealing. I certainly wouldnt mind having those in game.
Last tought: i have a feeling jewelry will be sold in mall too. It's almost unavoidable isn't it?
Edited by LordArthas, 23 October 2011 - 10:06 AM.
#20
Posted 27 October 2011 - 06:16 PM
0 user(s) are reading this topic
0 members, 0 guests, 0 anonymous users