Some people with BIS characters complain that the game is not challenging enough. This would seem to be self-explanatory, but I decided I'd make a few points about it.
The first easy solution for people with BIS characters is to play their other characters who aren't BIS if they want the game to be challenging.
In tabletop D&D campaign, you have a dungeon master who can constantly make more challenging adventures and dungeons for your god-like characters. But this is an MMO. So, the designers could make dungeons that are specifically for BIS characters. However, what would be the point of playing those dungeons if their characters were not rewarded with better gear? After they got that better gear, the newest, hardest dungeons would become easier. And so, the developers would be required to make a new dungeon or increase the difficulty of the same dungeons with every new module.
As for myself, I have a 3k+ gf on another account. I want to finish refining his artifact gear to legendary just for the heck of it, but I have no desire to spend the money or time it would require to become 4k+ or have BIS gear. Why? Because I would simply be paying or grinding so that I can grind some more. There's no real reward or purpose in being the most powerful in the sort of game most mmorpgs have become post-Everquest/World of Warcraft. Maybe some questionable bragging rights or some sort of temporary personal satisfaction, but not in game terms. Players cannot change or own anything in the world. (Yes, there is the guild stronghold, but the changes made in those instances only effect the guild that builds it.) They cannot really lose anything either. There's nothing to protect. No community, city, or kingdom at risk. Even dying is just a minor inconvenience. In short, there's no real risk, no real danger. But I digress.
Anyway, the only real continual challenge any MMORPG can offer is that which can be generated by other players. But not with PVP as it stands in Neverwinter. The only way for PVP to be constantly challenging is for players to be forced to fight other players of the same comparable power level. The only way to accomplish that is to queue by approximate Item Level. Of course, it would be necessary for Boons to be incorporated into Item Level as they were in the former Gear Score. Augment Companions and Enchantments that improve a character's stats or abilities would also need to be incorporated. Furthermore, PVP would be much more interesting if the matches had scenarios which required PVP teams to accomplish particular goals beyond killing each other over and over for ten minutes. It would also greatly enhance PVP if there were an actual PVP campaign with a storyline and rewards that gave competing factions of players more compelling reasons to fight each other.
*There is another way for PVP to offer a challenge to all players in the fairest way possible. Introduce some sort of gladiatorial arena with a Maximum Item Level Requirement. All gladiators must wear gladiator gear which is the equivalent of uncommon (green) level 70 gear without enchantments and cannot use companions. Boons would also be disabled in the gladiatorial arena and any powers used raised or lowered to rank 3 during the match. There could be a progression system through the arena. The more matches a player or team wins, the higher in ranking they go. Thus they are matched with players or teams of the same ranking.
In online games, money comes from players who pvp. For pve, you usually play online game with friends, you have 2k item lvl and have fun with your friends, you are 4k and have the same fun, so why spend money?, pvp should have more attention, the game is dying because no new players are coming since they go to pvp and get one shotted, so leave the game and big pvp players (and the ones that make profit to cryptic) just don't like to fight the same people over and over and to worse it even more, bis players can't kill each other because defenses and healing.
In online games, money comes from players who pvp. For pve, you usually play online game with friends, you have 2k item lvl and have fun with your friends, you are 4k and have the same fun, so why spend money?, pvp should have more attention, the game is dying because no new players are coming since they go to pvp and get one shotted, so leave the game and big pvp players (and the ones that make profit to cryptic) just don't like to fight the same people over and over and to worse it even more, bis players can't kill each other because defenses and healing.
I don't know for certain if BIS characters can't kill each other, but, if true, that's why matches with scenarios and goals would be good. They wouldn't have to kill each other to win. A team accomplished their goal within a set time limit, they win. A team keeps their opponents from accomplishing their goal within a set time limit they win. Or in scenarios where both teams have opposing goals, whichever team accomplishes their goal first wins. Also, if there was a PVP Campaign which including queuing by Item Level, the characters in higher Item Level categories could possibly earn rewards and progress faster than ones in lower categories. That would give players another reason for wanting to upgrade their characters and fight in the higher Item Level categories.
As for not wanting to fight the same people over and over, aren't we always fighting the same mobs over and over in different quests, campaign zones, and dungeons? Aren't there enough people with BIS characters to provide more variety than what we have in PVE? Of course, more character classes would help with that.
In online games, money comes from players who pvp. For pve, you usually play online game with friends, you have 2k item lvl and have fun with your friends, you are 4k and have the same fun, so why spend money?, pvp should have more attention, the game is dying because no new players are coming since they go to pvp and get one shotted, so leave the game and big pvp players (and the ones that make profit to cryptic) just don't like to fight the same people over and over and to worse it even more, bis players can't kill each other because defenses and healing.
This isn't remotely true. The are more whales that don't (and don't want to) touch PvP with a ten foot pole in virtually every MMO.
In online games, money comes from players who pvp. For pve, you usually play online game with friends, you have 2k item lvl and have fun with your friends, you are 4k and have the same fun, so why spend money?, pvp should have more attention, the game is dying because no new players are coming since they go to pvp and get one shotted, so leave the game and big pvp players (and the ones that make profit to cryptic) just don't like to fight the same people over and over and to worse it even more, bis players can't kill each other because defenses and healing.
This isn't remotely true. The are more whales that don't (and don't want to) touch PvP with a ten foot pole in virtually every MMO.
You are probably right about that. Though it is apparent to most people that play this game that pvp is the most pay-to-win part of Neverwinter. Also, I believe the reason that a lot of people hate pvp is because no mmorpg that I can think of has ever implemented pvp in a way that's fair to all players. Of course, the attitude of some people that play pvp can be a problem as well. Fortuantely, we do have the ability to mute or ignore people that are particularly irksome. I personally don't have the desire to dominate other people. However, pvp matches that were fair and required skill to win as opposed to simply having played longer or spent more money would be preferable (and might actually be fun).
Some BiS, like myself and many others, who play to have fun (pvp/pve). Having a 4K Pally, 4K CW and 4K DC, i can join any party for almost anything and have fun doing it. I spend a reasonable amount of money into this game, like I would with any other hobby.
I don't care much about competition or have the must have or be on top of the charts. It often leads to frustration and dissatisfaction, definitely not for me.
Regarding harder contents for BiS, i think it would be nice. When we all have something to strive for, we work for it and feel accomplished when we get there.
@rowdydwarf, I like your pvp idea and similar have been suggested in pvp section.
I think that most people have all the armor, artifacts etc they need by the time they are 3k, after that it's just improving the gear via refining. I think higher level dungeons (3k+) should move more toward improved financial rewards and prestige items like rare transmutes and titles. Artifacts and refinement items should be in the lower tiered dungeons only.
I'd love to see a bare-knuckle gladiator arena where everyone goes in with just blue pvp gear - and where piercing damage is negated by tenacity... real pvp'ers want CHALLENGE, not mechanics that frustrate or bore players through 1 shots, total immunity or perma stealth.
Please Do Not Feed The Trolls
Xael De Armadeon: DC
Xane De Armadeon: CW
Zen De Armadeon: OP
Zohar De Armadeon: TR
Chrion De Armadeon: SW
Gosti Big Belly: GWF
Barney McRustbucket: GF
Lt. Thackeray: HR
Lucius De Armadeon: BD
I play my characters with low ilevel too and still fail to see where the challenge is in most of the content.
Also, you can't have good pvp when the company making the game relies on a pay for character power economic model. Not everyone has the common sense Valve, Blizzard or Riot games have.
power creep is something that doesnt help the community, the atmosphere, the fun still it is largely practiced fixation on paingiver is something that has nothing to do with effective and harmonical teamplay in dungeons still it is a dominating point of view
... talking against it is like fighting against the wind... these days... acting against it (for instance by keeping all chars on a moderate midlevel like i do) tends to get one left behind, a bit of an idiot
and ey, it's the same out there, in real life power creep, the senseless competition for being the richest/the best destroys our world... as simple as that indeed
--- pvp is a special case it's the only place where power creep seems rational
although even there, power creepers and even more so power creeping guild premades have been eroding their own environment: the player base is shrinking severely.
You guys are all barking under the wrong tree. Go ahead and check out other games by Cryptic. Then check Cryptic's history in regard to improving stuff based on feedback. This studio does not dabble in improvements. They make a game, they reap profit from the hype and then the game goes on autopilot. Content update wise I see Neverwinter in the same boat as Champions Online = dead in the water and living off the fat of the remaining whales. Make no mistake the whales are still here. I new guy joined our very small and almost dead guild and got from scratch to rank 12s and trans in time that only money can buy. Im watching him as Im curious how long it would take for him to realize he's throwing money in the toilet. Or maybe he gets bored instead.. Anyway the point is there is no stable player base and no stable income, Cryptic profits from random big spenders. Thats their chosen business model and so the production value of Neverwinter will neverrise.
Row, row, row your boat, Gently down the stream.
Merrily, merrily, merrily, merrily, Life is but a dream.
Some BiS, like myself and many others, who play to have fun (pvp/pve). Having a 4K Pally, 4K CW and 4K DC, i can join any party for almost anything and have fun doing it. I spend a reasonable amount of money into this game, like I would with any other hobby.
I don't care much about competition or have the must have or be on top of the charts. It often leads to frustration and dissatisfaction, definitely not for me.
Regarding harder contents for BiS, i think it would be nice. When we all have something to strive for, we work for it and feel accomplished when we get there.
@rowdydwarf, I like your pvp idea and similar have been suggested in pvp section.
Well, there are still missing standard and epic dungeons, and I don't think there would be anything wrong with making at least one epic dungeon, like maybe the Dread Vault, with 4k IL minimum requirement.
It might also be a good thing to have one or two beginner epic dungeons that rewarded rare (blue) gear (no IL req), and one or two less difficult dungeons that rewarded blue Alliance gear (IL 130) (IL req somewhere between 1200-1400). That along, with the creation of one or two Elemental Evil dungeons for levels 61-69, would remove the need to allow level 70s to run the standard dungeons. The old level maximums for standard dungeons that existed pre-mod 6 could be returned.
I think that most people have all the armor, artifacts etc they need by the time they are 3k, after that it's just improving the gear via refining. I think higher level dungeons (3k+) should move more toward improved financial rewards and prestige items like rare transmutes and titles. Artifacts and refinement items should be in the lower tiered dungeons only.
I'd love to see a bare-knuckle gladiator arena where everyone goes in with just blue pvp gear - and where piercing damage is negated by tenacity... real pvp'ers want CHALLENGE, not mechanics that frustrate or bore players through 1 shots, total immunity or perma stealth.
Other types of prestige items like rare mounts or companions are other sorts of things that people have suggested for the more difficult dungeons.
And, yes, PVP is not fun if the reason you win or lose most of the time depends on whether your gear is better or worse than the people you are fighting.
You guys are all barking under the wrong tree. Go ahead and check out other games by Cryptic. Then check Cryptic's history in regard to improving stuff based on feedback. This studio does not dabble in improvements. They make a game, they reap profit from the hype and then the game goes on autopilot. Content update wise I see Neverwinter in the same boat as Champions Online = dead in the water and living off the fat of the remaining whales. Make no mistake the whales are still here. I new guy joined our very small and almost dead guild and got from scratch to rank 12s and trans in time that only money can buy. Im watching him as Im curious how long it would take for him to realize he's throwing money in the toilet. Or maybe he gets bored instead.. Anyway the point is there is no stable player base and no stable income, Cryptic profits from random big spenders. Thats their chosen business model and so the production value of Neverwinter will neverrise.
I hope that is not the case. But, yes, it would seem to be common sense that the more fun your game is, the more people will play it, and thus the more money a company will make. Long-term grinding has not been (and will never be) fun. If the principal reason to play, and the only true goal, is to become more rich and powerful, the game becomes a job. There has to be a reason to become more powerful beyond just being able to run a more difficult dungeon and defeat more powerful mobs. But since Everquest and World of Warcraft, that is all that most MMORPGs seem to be about.
It's a pity too, because a Champions style game with Nevewinter's combat system might be really fun. But not if the endgame was the same as that we find in Neverwinter currently.
power creep is something that doesnt help the community, the atmosphere, the fun still it is largely practiced fixation on paingiver is something that has nothing to do with effective and harmonical teamplay in dungeons still it is a dominating point of view
... talking against it is like fighting against the wind... these days... acting against it (for instance by keeping all chars on a moderate midlevel like i do) tends to get one left behind, a bit of an idiot
and ey, it's the same out there, in real life power creep, the senseless competition for being the richest/the best destroys our world... as simple as that indeed
sorry for earnest! :-)
IMO, the biggest problem with most MMORPGs is that the main goal is to become more powerful by killing mobs, completing quests, and dungeon raiding, but the only thing we get to do with that power is kill more mobs, complete more quests, and raid more dungeons. We don't have an opportunity to become a meaningful part of the world as we would in a good tabletop D&D campaign. We can't become mayors, captains, generals, lords or attain any sort of position that has any real impact on the game world. Also, the bulk of our character's power comes from infinite levels of gear. There's no such thing as infinite amounts and infinite power levels of equipment in the real world or even fantasy worlds (as they exist in novels, movies, etc.). Power comes from the level of a character's skills, knowledge, experience, wealth, available resources, ability to influence people and events, and from their family, friends, community, companions, subordinates, servants, or subjects. A magic item or the assistance of a deity or other supernatural entity may help a character, but it might as easily curse or enslave them. Unfortunately, even though there are ways to do so without more advanced AI, there's not much effort to help us feel like we're part of a living, breathing fantasy world. We are just mercenaries who do what we're told.
The problem is, that even there is no valid reason to gear up after a certain IL, except for PvP players. I played another game. There you had to clear a dungeon to unlock T2 and get T2 gear, to try running T2 HM. They abandoned the system to get more casual and lost 60% of their players, go figure.
Here most players get some gear, hit a wall and stop playing or keep playing and get bored, when they hit BIS level.
Well, maybe we should just stop wasting our time on money on these ultimately meaningless, disappointing games and focus on more important things. Like making a difference in the real world. We only have one life here on this earth, and we have no idea how long it will last. Best to figure out what's really important to us and fight for it. No one else is going to do it for us. Life, the ultimate MMORPG
IMO, the biggest problem with most MMORPGs is that the main goal is to become more powerful by killing mobs, completing quests, and dungeon raiding, but the only thing we get to do with that power is kill more mobs, complete more quests, and raid more dungeons. We don't have an opportunity to become a meaningful part of the world as we would in a good tabletop D&D campaign. We can't become mayors, captains, generals, lords or attain any sort of position that has any real impact on the game world. Also, the bulk of our character's power comes from infinite levels of gear. There's no such thing as infinite amounts and infinite power levels of equipment in the real world or even fantasy worlds (as they exist in novels, movies, etc.). Power comes from the level of a character's skills, knowledge, experience, wealth, available resources, ability to influence people and events, and from their family, friends, community, companions, subordinates, servants, or subjects. A magic item or the assistance of a deity or other supernatural entity may help a character, but it might as easily curse or enslave them. Unfortunately, even though there are ways to do so without more advanced AI, there's not much effort to help us feel like we're part of a living, breathing fantasy world. We are just mercenaries who do what we're told.
yes, i agree... and precisely: we don't need to be mercenaries all the way. ^^ there's a side of wanting to be "outstanding" (power creep) and another side of wanting to be "part of it all" (immersion, jam session in dungeons). i speak for the immersion part and the social part of it... it's very interesting! a journey...
Well, maybe we should just stop wasting our time on money on these ultimately meaningless, disappointing games and focus on more important things. Like making a difference in the real world. We only have one life here on this earth, and we have no idea how long it will last. Best to figure out what's really important to us and fight for it. No one else is going to do it for us. Life, the ultimate MMORPG
oh, yes! very much that indeed!
this is like being in limbo... and i'm parked here partially because i'm not sure anymore how i would make that difference you mention... and find it best to hold still for now... it's a kind of running on empty...
and human contact + reflection/drifting is the most meaningful to me in it all... (for the moment :-)) )
Nice topic @rowdydwarf . I know nothing about PVP because I don't like PVP but, I see your idea. I'm a bit far from BIS regarding defensive and utility slots, 2 insignias and a legendary mount. But I already feel the game is not challenging at all. The only challenge I have at the moment is the challenge of my patience by having to do 22,387,732 Master SVA runs to get legendary marks to upgrade my new weapon set and the challenge of running FBI countless times until I get the gloves I miss. Then, the challenge is to run Master SVA or FBI another 10k times until I get a legendary ring of dod for my companion, and that's it. This is no challenge, it's patience and grinding related.
In my opinion, the dungeons are really easy even for a 3k party, and it's not hard to reach 3k gs. I believe there's a huge gap in requirements in this game. If you go to to CN with a 2k party, you gonna have a really hard time there, and 2k is the requirement for CN. But once you hit, let's say 3k, the dungeon is a joke.
In my opinion, they could launch more dungeons or even implement a new system based on difficult just like in other games. DDO has Casual, Normal, Hard and Elite difficult for quests and raids. They could do that. Let's say that CN now is the normal mode. Then they make a 2.8k CN for hard mode and 3.2k CN for elite mode. They could adjust mobs and bosses health and damage for each tier of difficult. I know that's not happening but it's just a suggestion.
The problem of challenging in this game in my opinion is not mobs damage and health. They can give a boss 25,000,000,000,000,000,000,000,000,000,000 hp and it will still be easy. The problem in challenging in this game in my opinion is the lack of hard mecanisms to avoid, team play tasks, right tanking. I know neverwinter is not ddo, is not wow. And I prefer neverwinter, its more fun in my opinion but...let's say in wow. IN a 10man boss fight. 3 dps should move into circles to avoid the boss to cast a spell that instantly kills the party while the healer needs to keep the tank with shield spells and at full health because the boss one shots him even though he's BIS, or while two tanks need to taunt the boss in the right time because after 10 or 15 seconds tanking, the boss leaves the tank with a stacking dot skill that if get to 10 stacks would kill him instantly. That's difficult and challenging. The boss fights and dungeons in this game are just facerolling, or tank and spank, you don't need to avoid many things, you don't have mecanisms. We have few exceptions like Drufi (I love that fight), but wait, AA now blocks call of winter so you don't need to save the ice to hide behind them -_-. Lostmauth fight is a hell of fun too but he has too low HP so it's easy with a high geared party.
Ly'saaera, Hellbringer Fury Scourge Warlock of Thieves World Hælja, Swordmaster Conqueror Guardian Fighter of Thieves World
Some people with BIS characters complain that the game is not challenging enough. This would seem to be self-explanatory, but I decided I'd make a few points about it.
The first easy solution for people with BIS characters is to play their other characters who aren't BIS if they want the game to be challenging.
In tabletop D&D campaign, you have a dungeon master who can constantly make more challenging adventures and dungeons for your god-like characters. But this is an MMO. So, the designers could make dungeons that are specifically for BIS characters. However, what would be the point of playing those dungeons if their characters were not rewarded with better gear? After they got that better gear, the newest, hardest dungeons would become easier. And so, the developers would be required to make a new dungeon or increase the difficulty of the same dungeons with every new module.
As for myself, I have a 3k+ gf on another account. I want to finish refining his artifact gear to legendary just for the heck of it, but I have no desire to spend the money or time it would require to become 4k+ or have BIS gear. Why? Because I would simply be paying or grinding so that I can grind some more. There's no real reward or purpose in being the most powerful in the sort of game most mmorpgs have become post-Everquest/World of Warcraft. Maybe some questionable bragging rights or some sort of temporary personal satisfaction, but not in game terms. Players cannot change or own anything in the world. (Yes, there is the guild stronghold, but the changes made in those instances only effect the guild that builds it.) They cannot really lose anything either. There's nothing to protect. No community, city, or kingdom at risk. Even dying is just a minor inconvenience. In short, there's no real risk, no real danger. But I digress.
Anyway, the only real continual challenge any MMORPG can offer is that which can be generated by other players. But not with PVP as it stands in Neverwinter. The only way for PVP to be constantly challenging is for players to be forced to fight other players of the same comparable power level. The only way to accomplish that is to queue by approximate Item Level. Of course, it would be necessary for Boons to be incorporated into Item Level as they were in the former Gear Score. Augment Companions and Enchantments that improve a character's stats or abilities would also need to be incorporated. Furthermore, PVP would be much more interesting if the matches had scenarios which required PVP teams to accomplish particular goals beyond killing each other over and over for ten minutes. It would also greatly enhance PVP if there were an actual PVP campaign with a storyline and rewards that gave competing factions of players more compelling reasons to fight each other.
*There is another way for PVP to offer a challenge to all players in the fairest way possible. Introduce some sort of gladiatorial arena with a Maximum Item Level Requirement. All gladiators must wear gladiator gear which is the equivalent of uncommon (green) level 70 gear without enchantments and cannot use companions. Boons would also be disabled in the gladiatorial arena and any powers used raised or lowered to rank 3 during the match. There could be a progression system through the arena. The more matches a player or team wins, the higher in ranking they go. Thus they are matched with players or teams of the same ranking.
On this same note make BIS gear fragile. oh you have died 200 times with r12 >now nothing> change your running r10s that great gear you spent farming and now hold in your hands...oh ya you can only die in it 2 times before it breaks and drops in IL/grade, an area where if you die you have to go back to where you lost your body to collect the stuff in your old backback because it drops to the ground when you die. This would make the PvE aspect of the game more....interesting for the 4.6k IL triple bonded pets. and speaking of pets...maybe make a unique set of pets that can only be resurrected one or two times before they are gone...along with everything (or just a random item) on them. talk about a let down if you had him equipped with r12 bondings and he was slaughtered
Some people with BIS characters complain that the game is not challenging enough. This would seem to be self-explanatory, but I decided I'd make a few points about it.
The first easy solution for people with BIS characters is to play their other characters who aren't BIS if they want the game to be challenging.
In tabletop D&D campaign, you have a dungeon master who can constantly make more challenging adventures and dungeons for your god-like characters. But this is an MMO. So, the designers could make dungeons that are specifically for BIS characters. However, what would be the point of playing those dungeons if their characters were not rewarded with better gear? After they got that better gear, the newest, hardest dungeons would become easier. And so, the developers would be required to make a new dungeon or increase the difficulty of the same dungeons with every new module.
As for myself, I have a 3k+ gf on another account. I want to finish refining his artifact gear to legendary just for the heck of it, but I have no desire to spend the money or time it would require to become 4k+ or have BIS gear. Why? Because I would simply be paying or grinding so that I can grind some more. There's no real reward or purpose in being the most powerful in the sort of game most mmorpgs have become post-Everquest/World of Warcraft. Maybe some questionable bragging rights or some sort of temporary personal satisfaction, but not in game terms. Players cannot change or own anything in the world. (Yes, there is the guild stronghold, but the changes made in those instances only effect the guild that builds it.) They cannot really lose anything either. There's nothing to protect. No community, city, or kingdom at risk. Even dying is just a minor inconvenience. In short, there's no real risk, no real danger. But I digress.
Anyway, the only real continual challenge any MMORPG can offer is that which can be generated by other players. But not with PVP as it stands in Neverwinter. The only way for PVP to be constantly challenging is for players to be forced to fight other players of the same comparable power level. The only way to accomplish that is to queue by approximate Item Level. Of course, it would be necessary for Boons to be incorporated into Item Level as they were in the former Gear Score. Augment Companions and Enchantments that improve a character's stats or abilities would also need to be incorporated. Furthermore, PVP would be much more interesting if the matches had scenarios which required PVP teams to accomplish particular goals beyond killing each other over and over for ten minutes. It would also greatly enhance PVP if there were an actual PVP campaign with a storyline and rewards that gave competing factions of players more compelling reasons to fight each other.
*There is another way for PVP to offer a challenge to all players in the fairest way possible. Introduce some sort of gladiatorial arena with a Maximum Item Level Requirement. All gladiators must wear gladiator gear which is the equivalent of uncommon (green) level 70 gear without enchantments and cannot use companions. Boons would also be disabled in the gladiatorial arena and any powers used raised or lowered to rank 3 during the match. There could be a progression system through the arena. The more matches a player or team wins, the higher in ranking they go. Thus they are matched with players or teams of the same ranking.
On this same note make BIS gear fragile. oh you have died 200 times with r12 >now nothing> change your running r10s that great gear you spent farming and now hold in your hands...oh ya you can only die in it 2 times before it breaks and drops in IL/grade, an area where if you die you have to go back to where you lost your body to collect the stuff in your old backback because it drops to the ground when you die. This would make the PvE aspect of the game more....interesting for the 4.6k IL triple bonded pets. and speaking of pets...maybe make a unique set of pets that can only be resurrected one or two times before they are gone...along with everything (or just a random item) on them. talk about a let down if you had him equipped with r12 bondings and he was slaughtered
Yes make sure, that BIS players, who spent years or money for their gear dont run with PuGs anymore, bc they have to fear losing millions of ADs, if the tank cant tank or the heal cant heal. The companion idea is even better. Failed AI makes the companion kill himself and wush 15kk AD gone. Cant decide, if this suggestion is a joke, a troll or just a bad idea.
I wonder how the game would change if Anointed Army was fixed. My suggestion to fix the game: DR(5xeffective in pve), Arpen(70% base pvp), Lifesteal severity:(-95% PVE,-80% PVP), healing effects/spells(1.5x PVP, 2x PVE). I mean come on as a GWF, i am able to do average 3-5 times my full hp in heals with every swipe yet mobs can kill me with 1-2 hits how is this balanced ?
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forumnamesuxsMember, NW M9 PlaytestPosts: 490Arc User
Anointed Army and Astral Shield both need a rework, that's for sure. However, I get most of my challenge from solo queueing tier 2 dungeons. If you hate slow runs, people who doesn't know exactly how to deal with everything the game throws at you, well, then it's not for you. However, if you don't mind all that, and queue up with a character that can't solo whichever dungeon you queue for, at least not easily, then there is some challenge to it, and sometimes even the satisfaction of helping out someone who would have failed if they got matched with someone less experienced.
Comments
As for not wanting to fight the same people over and over, aren't we always fighting the same mobs over and over in different quests, campaign zones, and dungeons? Aren't there enough people with BIS characters to provide more variety than what we have in PVE? Of course, more character classes would help with that.
I don't care much about competition or have the must have or be on top of the charts. It often leads to frustration and dissatisfaction, definitely not for me.
Regarding harder contents for BiS, i think it would be nice. When we all have something to strive for, we work for it and feel accomplished when we get there.
@rowdydwarf, I like your pvp idea and similar have been suggested in pvp section.
I'd love to see a bare-knuckle gladiator arena where everyone goes in with just blue pvp gear - and where piercing damage is negated by tenacity... real pvp'ers want CHALLENGE, not mechanics that frustrate or bore players through 1 shots, total immunity or perma stealth.
Xael De Armadeon: DC
Xane De Armadeon: CW
Zen De Armadeon: OP
Zohar De Armadeon: TR
Chrion De Armadeon: SW
Gosti Big Belly: GWF
Barney McRustbucket: GF
Lt. Thackeray: HR
Lucius De Armadeon: BD
Member of Casual Dailies - XBox
Also, you can't have good pvp when the company making the game relies on a pay for character power economic model. Not everyone has the common sense Valve, Blizzard or Riot games have.
still it is largely practiced
fixation on paingiver is something that has nothing to do with effective and harmonical teamplay in dungeons
still it is a dominating point of view
... talking against it is like fighting against the wind... these days...
acting against it (for instance by keeping all chars on a moderate midlevel like i do)
tends to get one left behind, a bit of an idiot
and ey, it's the same out there, in real life
power creep, the senseless competition for being the richest/the best
destroys our world... as simple as that indeed
sorry for earnest! :-)
it's the only place where power creep seems rational
although even there, power creepers and even more so power creeping guild premades
have been eroding their own environment: the player base is shrinking severely.
Merrily, merrily, merrily, merrily, Life is but a dream.
It might also be a good thing to have one or two beginner epic dungeons that rewarded rare (blue) gear (no IL req), and one or two less difficult dungeons that rewarded blue Alliance gear (IL 130) (IL req somewhere between 1200-1400). That along, with the creation of one or two Elemental Evil dungeons for levels 61-69, would remove the need to allow level 70s to run the standard dungeons. The old level maximums for standard dungeons that existed pre-mod 6 could be returned.
And, yes, PVP is not fun if the reason you win or lose most of the time depends on whether your gear is better or worse than the people you are fighting.
It's a pity too, because a Champions style game with Nevewinter's combat system might be really fun. But not if the endgame was the same as that we find in Neverwinter currently.
Here most players get some gear, hit a wall and stop playing or keep playing and get bored, when they hit BIS level.
this is like being in limbo... and i'm parked here partially because i'm not sure anymore how i would make that difference you mention... and find it best to hold still for now... it's a kind of running on empty...
and human contact + reflection/drifting is the most meaningful to me in it all... (for the moment :-)) )
I know nothing about PVP because I don't like PVP but, I see your idea. I'm a bit far from BIS regarding defensive and utility slots, 2 insignias and a legendary mount. But I already feel the game is not challenging at all. The only challenge I have at the moment is the challenge of my patience by having to do 22,387,732 Master SVA runs to get legendary marks to upgrade my new weapon set and the challenge of running FBI countless times until I get the gloves I miss. Then, the challenge is to run Master SVA or FBI another 10k times until I get a legendary ring of dod for my companion, and that's it.
This is no challenge, it's patience and grinding related.
In my opinion, the dungeons are really easy even for a 3k party, and it's not hard to reach 3k gs. I believe there's a huge gap in requirements in this game. If you go to to CN with a 2k party, you gonna have a really hard time there, and 2k is the requirement for CN. But once you hit, let's say 3k, the dungeon is a joke.
In my opinion, they could launch more dungeons or even implement a new system based on difficult just like in other games. DDO has Casual, Normal, Hard and Elite difficult for quests and raids. They could do that. Let's say that CN now is the normal mode. Then they make a 2.8k CN for hard mode and 3.2k CN for elite mode. They could adjust mobs and bosses health and damage for each tier of difficult. I know that's not happening but it's just a suggestion.
The problem of challenging in this game in my opinion is not mobs damage and health. They can give a boss 25,000,000,000,000,000,000,000,000,000,000 hp and it will still be easy. The problem in challenging in this game in my opinion is the lack of hard mecanisms to avoid, team play tasks, right tanking. I know neverwinter is not ddo, is not wow. And I prefer neverwinter, its more fun in my opinion but...let's say in wow. IN a 10man boss fight. 3 dps should move into circles to avoid the boss to cast a spell that instantly kills the party while the healer needs to keep the tank with shield spells and at full health because the boss one shots him even though he's BIS, or while two tanks need to taunt the boss in the right time because after 10 or 15 seconds tanking, the boss leaves the tank with a stacking dot skill that if get to 10 stacks would kill him instantly. That's difficult and challenging.
The boss fights and dungeons in this game are just facerolling, or tank and spank, you don't need to avoid many things, you don't have mecanisms. We have few exceptions like Drufi (I love that fight), but wait, AA now blocks call of winter so you don't need to save the ice to hide behind them -_-. Lostmauth fight is a hell of fun too but he has too low HP so it's easy with a high geared party.
Hælja, Swordmaster Conqueror Guardian Fighter of Thieves World
that great gear you spent farming and now hold in your hands...oh ya you can only die in it 2 times before it breaks and drops in IL/grade, an area where if you die you have to go back to where you lost your body to collect the stuff in your old backback because it drops to the ground when you die. This would make the PvE aspect of the game more....interesting for the 4.6k IL triple bonded pets. and speaking of pets...maybe make a unique set of pets that can only be resurrected one or two times before they are gone...along with everything (or just a random item) on them. talk about a let down if you had him equipped with r12 bondings and he was slaughtered
However, I get most of my challenge from solo queueing tier 2 dungeons. If you hate slow runs, people who doesn't know exactly how to deal with everything the game throws at you, well, then it's not for you. However, if you don't mind all that, and queue up with a character that can't solo whichever dungeon you queue for, at least not easily, then there is some challenge to it, and sometimes even the satisfaction of helping out someone who would have failed if they got matched with someone less experienced.