How the new Salvage Values Impact the Grind

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

Salvage Vendor in PE
Salvage Vendor

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.

j0Shi

j0Shi plays the Neverwinter MMORPG since the open BETA in 2013 and is a regular contributor to the blog and the whole UN:Project. Originally a Guardian Fighter, he has built up ALTs of all classes and plays on BIS/near-BIS level.

3 thoughts on “How the new Salvage Values Impact the Grind

  • July 25, 2016 at 9:29 am
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    Phew! So glad they streamlined T1 salvage values. This will really streamline my Neverwintering experience. The old system with uniform T1/T2 values was so confusing. Streamlining that will reduce my confusion and the number of times I throw my computer monitors out the window (out of confusion). Streamline.

    😀

  • July 25, 2016 at 9:56 am
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    CN has a issue anyways and Ive posted about it many times, your total PER min AD is really hard to pin down with CN.. as the loot tables are SO random.

    You can literally do 10 CNs in a row, with nothing netting better then 1 salvage blue piece.

    Then you can strike gold, get 4-5 purples and a r8 in one run.

    Frankly this shouldve been WAY more normalized to allow for easier farming. Orcus should always drop a purple salvage and the other two bosses RP always + chance at a purple. This wouldve normalized the runs and allowed for easier and more normalized farming.

    Overall, the only real reason to run CN is +5 rings and a chance at a shard. All of which are gated behind massive RNG. The r8s are “ok” but again gated behind RNG.. too many runestones vs enchants and for some reason Silvery enchant loves me.. stupid thing.

    Yes etos will be spanked alot early next mod, unless this super hard dungeon is worth the time investment, we will see. (maybe a few ewgd runs and ecc just for kicks)

    We could use some more t2s.. SP anyone? EDV? You know just for fun 1-2 times a month.

  • August 21, 2016 at 2:37 am
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    The change is nice. I make 16k more per day from my 5 alts due to this change and it also prevents people who aren’t even putting in work (like I am) from getting free AD by using an invoke bot.

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