But I do think an avg 13K group will have problems in ToNG. A 13K GF will likely fail without very good buffs and dps to burn the final boss down fast. An avg 13K DPS may be able to squeak by Orcus, but will probably have trouble with souls, if not withers.
Souls probably will be the main issue. But if you are too slow on Orcus you run out of buff to kill the green balls too, the hp pool in that buff is not infinite.
Withers is not so hard if you do the script rather than brute force burn. However, when I mention that to the standard RAQ group the response is that they have never heard of a 'script' way to do Withers
But I do think an avg 13K group will have problems in ToNG. A 13K GF will likely fail without very good buffs and dps to burn the final boss down fast. An avg 13K DPS may be able to squeak by Orcus, but will probably have trouble with souls, if not withers.
Souls probably will be the main issue. But if you are too slow on Orcus you run out of buff to kill the green balls too, the hp pool in that buff is not infinite.
Withers is not so hard if you do the script rather than brute force burn. However, when I mention that to the standard RAQ group the response is that they have never heard of a 'script' way to do Withers
Well, GFs struggle with tanking at nearly every item level. But that's a different issue. TONG is REQ, not RAQ. And I'm arguing that we need to raise the minimum item level for RAQ (or tool down the content to a more appropriate difficulty).
Unfortunately, item level doesnt always give a true indication of a players skill and WHERE that ilvl comes from.
The other day I did a 16min tong with a 13k GF as main dps! He'd just got to 70 and borrowes all his enchants from his 17k TR (mod 15 looms) to see how it would go!
Yes, ilvl is too easy to come by, but a lower ilvl doesn't mean someone is pants....just probably will be if they RAQing at 11k!
Unfortunately, item level doesnt always give a true indication of a players skill and WHERE that ilvl comes from.
The other day I did a 16min tong with a 13k GF as main dps! He'd just got to 70 and borrowes all his enchants from his 17k TR (mod 15 looms) to see how it would go!
Yes, ilvl is too easy to come by, but a lower ilvl doesn't mean someone is pants....just probably will be if they RAQing at 11k!
Yes, but even in this scenario, a 13k GF with borrowed enchants will function better than an 11k GF because the former has 2000 more ilvl worth of stats.
Of course skill matters. And of course there are exceptions to every case. For example, maybe the next 17k ilvl player is actually being played by someone's baby. Should we therefore ban all 17k ilvl characters because of the rare possibility of it being played by an unattended baby? Of course not.
Unfortunately, item level doesnt always give a true indication of a players skill and WHERE that ilvl comes from.
The other day I did a 16min tong with a 13k GF as main dps! He'd just got to 70 and borrowes all his enchants from his 17k TR (mod 15 looms) to see how it would go!
Yes, ilvl is too easy to come by, but a lower ilvl doesn't mean someone is pants....just probably will be if they RAQing at 11k!
Yes, but even in this scenario, a 13k GF with borrowed enchants will function better than an 11k GF because the former has 2000 more ilvl worth of stats.
Of course skill matters. And of course there are exceptions to every case. For example, maybe the next 17k ilvl player is actually being played by someone's baby. Should we therefore ban all 17k ilvl characters because of the rare possibility of it being played by an unattended baby? Of course not.
Remote hypothetical cases aren't at issue here...
Quoted for truth - a 15k iL toon should be better than a 13iL toon and even better than a 11kiL toon - ignoring player skill or ... tactics
The barovia catchup gear is the biggest problem. people level to 70 I a few days get the free barovia gear, then do hunts to get their item level up and don't even work on campaigns to get the boons, and and they are useless anytime they are in a group. There are level 60's+ that learn to play the character that out performs these useless leeches. Something really needs to be done about it.
The barovia catchup gear is the biggest problem. people level to 70 I a few days get the free barovia gear, then do hunts to get their item level up and don't even work on campaigns to get the boons, and and they are useless anytime they are in a group. There are level 60's+ that learn to play the character that out performs these useless leeches. Something really needs to be done about it.
I do think you're right because with guild boons from a lvl 20 guild, it's very easy for someone to make 11k item level with Barovia gear. This is especially true if that guild routinely runs Hunts for its new members. In truth, I run hunts for newer members all the time to help them gear up.
1 dc 1 op 1sw 2 dps deal end pug run raq . but to finish the dungeon because it is such an unbalanced tail, you'll find that the balance of the itemlevel synchronization did not sit more and hope that balance.
1 dc 1 op 1sw 2 dps deal end pug run raq . but to finish the dungeon because it is such an unbalanced tail, you'll find that the balance of the itemlevel synchronization did not sit more and hope that balance.
I'm sorry, but I don't know what you're trying to say here...
0
feanor70118Member, NW M9 PlaytestPosts: 1,170Arc User
Complete abandonment of RAQ is literally the ONLY way that they will fix RAQ.
Either that, or find some way to make running it profitable for regular players.
Not true. Gauntlgrym has been completely abandoned and they've done nothing. Siege pvp has been completely abandoned and they've done nothing. Ordinary pvp has been nearly dead for years and the efforts at class balancing have been a bad joke.
How do we motivate them to actually fix things? I have no idea. Going by the total imbecility of some of the class changes coming up in the next mod, they don't play the game, don't have a tiny clue how to play, and don't take any account of player input.
I have always been of the opinion that attempts at "class balancing" is a joke...
A mage or a cleric doing as much toe-to-toe damage as a great weapons fighter or a guardian fighter... a great weapons fighter doing as much healing as a cleric... a guardian fighter doing as much AOE damage as a mage, all absurd in my opinion.
Different classes of characters were never intended to be "balanced", each character class is supposed to have their own strengths and weaknesses based on the class they choose.
The "balance" comes in with selection of characters that make up a "well balanced party", different classes of players who have each other's back and can balance out the inherent strengths and more importantly weaknesses, of each character class.
Of course the traditional sense of "balance" is somewhat negated since much of the first part of Neverwinter is more or less intended for single player, "solo" adventuring but still, to me just the suggested concept of "class balancing" remains such an enigma I just can't wrap my head around it.
Initially and probably still to some extent, I thought the selection of the proper companion would help add some balance to character classes.
This is actually pretty much the case for beginning and low level players, clerics can obtain striker companions to draw agro and do melee damage while the clerics heal and buff the companion. Melee characters can have healer companions and or range capable companions to give their class balance but unfortunately with the limited purpose scope and abilities of many companions, this limited party "balance" pretty much disappears around level 30 for most players who can't obtain or afford a more powerful companion, runestones, gear and the accompanying gear enchantments.
A few failings of Neverwinter companions in my opinion are:
Players should be able to equip their companions with weapons, armor, and other items in the same way they can equip their characters with more powerful gear as they level up... This "one size fits all" companion gear is ill considered in my opinion.
This being said some weapons, armor and artifacts may be too powerful for some companions to use, so a player will either have to level up their companion so they can use more powerful gear, or obtain a new companion that is able to accept and use that more powerful gear.
Companions should ultimately be able to be leveled up to something near the player's character level (player level 60 - companion level 52) to afford a player a true sense of balance that continues to support the class attributes of a player's character, but companions should never equal or exceed the level of the player they accompany.
Anyway, just a couple of random thoughts on "balance" and "companions" from my sleep deprived mind...
Comments
Withers is not so hard if you do the script rather than brute force burn. However, when I mention that to the standard RAQ group the response is that they have never heard of a 'script' way to do Withers
The other day I did a 16min tong with a 13k GF as main dps! He'd just got to 70 and borrowes all his enchants from his 17k TR (mod 15 looms) to see how it would go!
Yes, ilvl is too easy to come by, but a lower ilvl doesn't mean someone is pants....just probably will be if they RAQing at 11k!
Of course skill matters. And of course there are exceptions to every case. For example, maybe the next 17k ilvl player is actually being played by someone's baby. Should we therefore ban all 17k ilvl characters because of the rare possibility of it being played by an unattended baby? Of course not.
Remote hypothetical cases aren't at issue here...
1 op
1sw
2 dps deal end pug run raq . but to finish the dungeon because it is such an unbalanced tail, you'll find that the balance of the itemlevel synchronization did not sit more and hope that balance.
How do we motivate them to actually fix things? I have no idea. Going by the total imbecility of some of the class changes coming up in the next mod, they don't play the game, don't have a tiny clue how to play, and don't take any account of player input.
A mage or a cleric doing as much toe-to-toe damage as a great weapons fighter or a guardian fighter... a great weapons fighter doing as much healing as a cleric... a guardian fighter doing as much AOE damage as a mage, all absurd in my opinion.
Different classes of characters were never intended to be "balanced", each character class is supposed to have their own strengths and weaknesses based on the class they choose.
The "balance" comes in with selection of characters that make up a "well balanced party", different classes of players who have each other's back and can balance out the inherent strengths and more importantly weaknesses, of each character class.
Of course the traditional sense of "balance" is somewhat negated since much of the first part of Neverwinter is more or less intended for single player, "solo" adventuring but still, to me just the suggested concept of "class balancing" remains such an enigma I just can't wrap my head around it.
Initially and probably still to some extent, I thought the selection of the proper companion would help add some balance to character classes.
This is actually pretty much the case for beginning and low level players, clerics can obtain striker companions to draw agro and do melee damage while the clerics heal and buff the companion. Melee characters can have healer companions and or range capable companions to give their class balance but unfortunately with the limited purpose scope and abilities of many companions, this limited party "balance" pretty much disappears around level 30 for most players who can't obtain or afford a more powerful companion, runestones, gear and the accompanying gear enchantments.
A few failings of Neverwinter companions in my opinion are:
- Players should be able to equip their companions with weapons, armor, and other items in the same way they can equip their characters with more powerful gear as they level up... This "one size fits all" companion gear is ill considered in my opinion.
- This being said some weapons, armor and artifacts may be too powerful for some companions to use, so a player will either have to level up their companion so they can use more powerful gear, or obtain a new companion that is able to accept and use that more powerful gear.
- Companions should ultimately be able to be leveled up to something near the player's character level (player level 60 - companion level 52) to afford a player a true sense of balance that continues to support the class attributes of a player's character, but companions should never equal or exceed the level of the player they accompany.
Anyway, just a couple of random thoughts on "balance" and "companions" from my sleep deprived mind...Good night.