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  • theycallmetomutheycallmetomu Member, NW M9 Playtest Posts: 1,861 Arc User
    kangkeok said:

    fisenfis said:

    No, I am comparing Neverwinter to the Neverwinter I played when I started the game. I started this game long before you did. When I started it, the cloak did not exist, the DC sigil did not exist, heck, artifacts did not even exist and the game was a lot more balanced (and it had a much larger playerbase).

    Furthermore, I literally just proposed they double the AP gain per second that you currently have, effectively netting you more AP then you currently get from the cloak, the point is, the cloak should not exist because there is no reason to ever unslot 1. Maybe you should actually read what I write instead of complaining.

    And with regards to that comment on 20 button games, when I started NW, CDs looked like this:
    https://youtu.be/Bd3VnfA6i_A
    Notice, he holds encounters, choosing not to use them, instead of spamming encounters, because timing was essential. If you think buff timing was hard, this was 10000x harder.

    Yeah, let me just go back to using the iPhone 5 from 6 years ago. Because I want products to be the way they were when I first started using them. Games evolve which a lot of people seem to not understand, it is not the same game we had at the launch. And so what if you have played longer than me and youre amazingly great at math? My opinion matters just as much as anyone else, you cant just throw my argument out the window just because I started at mod 5 and you at beta. I'm not sitting here complaining just because I'm salty that you do great math, I'm trying to bring forth my way of looking at the stale boring gameplay that we have before us which you completely disregard in your feedback. You want more strategic decisions in using our powers, whats strategic about it now? There is 0 rotations and variations on how to do things. You literally stand and wait for your powers to come back, thats it.
    Did you even watch the video? There is nothing strategic about now, just like there is nothing strategic about stacking buffs, but there is something strategic happening in that video and that is what you are missing. To get there, you first need to cut down on the relative strength of characters, a lot. People need to go from being gods to being mere mortals, where failing to position will instantly see you die.

    Did you also miss the point where I was actually proposing they buff AP gain overall, or is reading comprehension difficult?
    Frankly put, I never ran epic dungeons back when NW first launched, and only did one non-epic group dungeon (the Grey Wolf Den), and those things are related, because the Grey Wolf dungeon was just too difficult for the party we were in. While I'm sure there were plenty of elite players that loved the endgame content and the challenge that came with it, in my case, I stuck around because as much as the best stuff was in difficult group content, you could still get through the game and do all sorts of fun stuff on your own, without having to be that strategic about things.

    If I wanted to have to actually think about things, I'd play a turn based strategy game.

    Or a turn based CRPG. Except that SOMEONE decided to co-opt the Neverwinter IP for an MMO, instead of NWN3! well, NWN was never turn based (excluding the old SSI MMO ...) but I digress.
    Even if u want to play the game casually, strategic things like avoiding the red need to be respected. Its a basic function design by the developer to have u avoid it and not face tank it. Its just a mistake that the dev allow your power to enable u to face tank them and they are trying to fix it. That's what we are getting now in mod16.
    Well yeah, the "dodge the red via shift" thing is just fine. But I don't know how much we really need to ungodify PCs to make that relevant again.
  • minotaur2857minotaur2857 Member, NW M9 Playtest Posts: 1,141 Arc User

    fisenfis said:

    No, I am comparing Neverwinter to the Neverwinter I played when I started the game. I started this game long before you did. When I started it, the cloak did not exist, the DC sigil did not exist, heck, artifacts did not even exist and the game was a lot more balanced (and it had a much larger playerbase).

    Furthermore, I literally just proposed they double the AP gain per second that you currently have, effectively netting you more AP then you currently get from the cloak, the point is, the cloak should not exist because there is no reason to ever unslot 1. Maybe you should actually read what I write instead of complaining.

    And with regards to that comment on 20 button games, when I started NW, CDs looked like this:
    https://youtu.be/Bd3VnfA6i_A
    Notice, he holds encounters, choosing not to use them, instead of spamming encounters, because timing was essential. If you think buff timing was hard, this was 10000x harder.

    Yeah, let me just go back to using the iPhone 5 from 6 years ago. Because I want products to be the way they were when I first started using them. Games evolve which a lot of people seem to not understand, it is not the same game we had at the launch. And so what if you have played longer than me and youre amazingly great at math? My opinion matters just as much as anyone else, you cant just throw my argument out the window just because I started at mod 5 and you at beta. I'm not sitting here complaining just because I'm salty that you do great math, I'm trying to bring forth my way of looking at the stale boring gameplay that we have before us which you completely disregard in your feedback. You want more strategic decisions in using our powers, whats strategic about it now? There is 0 rotations and variations on how to do things. You literally stand and wait for your powers to come back, thats it.
    Did you even watch the video? There is nothing strategic about now, just like there is nothing strategic about stacking buffs, but there is something strategic happening in that video and that is what you are missing. If you watch closely, you will see they are explicitly not spamming encounters or using them the very moment they are off cooldown, they are waiting till the correct moment. To get there, you first need to cut down on the relative strength of characters, a lot. People need to go from being gods to being mere mortals, where failing to position will instantly see you die.

    Did you also miss the point where I was actually proposing they buff AP gain overall, or is reading comprehension difficult?
    You are putting your own reasons for playing up as the only reasons that are valid. No some of us DON'T want the content to be so difficult we can't do it. Not everybody has top flight reactions and a connection that allows us to use them. Strategy doesn't work if the red patches only arrive AFTER the damage has killed you, and this is all too common. Some of us just want a fun game to play not a military operation, we'd play a raiding game if we wanted that. The downpowering and more important slowing down of any decent attacks are a disaster for my fun.
  • edited March 2019
    This content has been removed.
  • isaacorion#1994 isaacorion Member Posts: 106 Arc User
    Bugs found in Barovia hunts on Preview M16 (yes, I'm one of the remaining few who run those):
    Lycosa
    1) When Lycosa flees, 2 spiderlings, 1 spitting spider, and 1 large spider spawn. The large spider looks like one of the Broodmothers from SH Marauders, and is just about as big as Lycosa, if not bigger. Which begs the question if we are hunting the correct eight-legged beasty from the poster.
    2) The 2 spiderlings that are summoned have a "prodigious leap" skill that launches players/comps in a pretty wide area. A skill seen in Broodmothers, The Mother of Spiders from River District, and Arachne hunt in Soshenstar. This is from a spiderling that is no bigger than my pact blade.
    2.b) The warning area for this leap also displays in a bright teal color, not the normal red area. It actually looks similar to seeing red areas with Soul Sight Crystal active.

    Gnarly Jak
    1)His forward root attack is firing before Gnarly Jak completes the animation. He'll hold his hand up to channel power, red cone on ground. But then the roots will fire before cone goes away and after this Gnarly will strike the ground with his hand.
    2) Gnarly can move some just before using his centered AoE. After channeling and the red aoe around him, right before he stomps he can move to you and then stomp to pound out the AoE.
    2.b) Old issue, but that centered AoE still seems to check for your hitbox long before he actually stomps and the thorns launch.
    Note: These bugs might also be applied to normal Twig Blights in Barovia and Undermountain. I did not test those enough to notice.

    Puppet
    Old issue, but: If you damage Puppet enough to flee as he starts his fireball throw animation, he will flee and the red area will disappear, but he will still cast the fireball without the warning indicator being present. (might also do this for killing him, I didn't notice)
    Warlock: Don't want to let you down but I am hell bound. - Imagine Dragons
    Cleric: You can be an angel of mercy or give in to hate. - Shinedown
    Wizard: The more the dark consumes me, I pretend I'm burning bright. - Shinedown
    Barbarian: Am I beautiful... as I tear you to pieces? - In This Moment
  • fisenfisfisenfis Member Posts: 133 Arc User

    Did you even watch the video? There is nothing strategic about now, just like there is nothing strategic about stacking buffs, but there is something strategic happening in that video and that is what you are missing. If you watch closely, you will see they are explicitly not spamming encounters or using them the very moment they are off cooldown, they are waiting till the correct moment. To get there, you first need to cut down on the relative strength of characters, a lot. People need to go from being gods to being mere mortals, where failing to position will instantly see you die.

    Did you also miss the point where I was actually proposing they buff AP gain overall, or is reading comprehension difficult?

    No I did not miss the point that you were trying to make, nor did I miss your condescending tone. We were gods, yes, but AGAIN I am not saying to go back to being gods. I just want things to have more fluidity, will your suggestion about a slight increase work while simultaniously nerf the neck pieces? I dont know, I dont know math but what I do know is how I have had fun playing this game non stop since mod 5. I never took long breaks and wandered off to other games, this is all I have and what I am passionate about.
  • rjc9000rjc9000 Member, NW M9 Playtest Posts: 2,405 Arc User
    edited March 2019



    Not everybody has top flight reactions and a connection that allows us to use them.

    I am quite sure that Sharp has that old man reaction time and his South African internet is only slightly better than his government's bureaucracy...



    Frankly put, I never ran epic dungeons back when NW first launched, and only did one non-epic group dungeon (the Grey Wolf Den), and those things are related, because the Grey Wolf dungeon was just too difficult for the party we were in. While I'm sure there were plenty of elite players that loved the endgame content and the challenge that came with it, in my case, I stuck around because as much as the best stuff was in difficult group content, you could still get through the game and do all sorts of fun stuff on your own, without having to be that strategic about things.

    If I wanted to have to actually think about things, I'd play a turn based strategy game.

    Or a turn based CRPG. Except that SOMEONE decided to co-opt the Neverwinter IP for an MMO, instead of NWN3! well, NWN was never turn based (excluding the old SSI MMO ...) but I digress.

    There are also some turn based strategy games that require not so much thinking...


    just like there is nothing strategic about stacking buffs,

    You're saying there's no strategy in managing 4 other meatbags?

    Because I'd love to have your psychic powers to make other people do stupid things on a whim...

  • theycallmetomutheycallmetomu Member, NW M9 Playtest Posts: 1,861 Arc User
    rjc9000 said:



    Not everybody has top flight reactions and a connection that allows us to use them.

    I am quite sure that Sharp has that old man reaction time and his South African internet is only slightly better than his government's bureaucracy...



    Frankly put, I never ran epic dungeons back when NW first launched, and only did one non-epic group dungeon (the Grey Wolf Den), and those things are related, because the Grey Wolf dungeon was just too difficult for the party we were in. While I'm sure there were plenty of elite players that loved the endgame content and the challenge that came with it, in my case, I stuck around because as much as the best stuff was in difficult group content, you could still get through the game and do all sorts of fun stuff on your own, without having to be that strategic about things.

    If I wanted to have to actually think about things, I'd play a turn based strategy game.

    Or a turn based CRPG. Except that SOMEONE decided to co-opt the Neverwinter IP for an MMO, instead of NWN3! well, NWN was never turn based (excluding the old SSI MMO ...) but I digress.

    There are also some turn based strategy games that require not so much thinking...


    just like there is nothing strategic about stacking buffs,

    You're saying there's no strategy in managing 4 other meatbags?

    Because I'd love to have your psychic powers to make other people do stupid things on a whim...
    The problem is all those turn based strategy games lack the D&D IP, which is a major component of what I'm here for.

    Well, that, and the ones that don't lack it are kind of awful or 20+ years old.
  • thefiresidecatthefiresidecat Member Posts: 4,486 Arc User

    kangkeok said:

    fisenfis said:

    No, I am comparing Neverwinter to the Neverwinter I played when I started the game. I started this game long before you did. When I started it, the cloak did not exist, the DC sigil did not exist, heck, artifacts did not even exist and the game was a lot more balanced (and it had a much larger playerbase).

    Furthermore, I literally just proposed they double the AP gain per second that you currently have, effectively netting you more AP then you currently get from the cloak, the point is, the cloak should not exist because there is no reason to ever unslot 1. Maybe you should actually read what I write instead of complaining.

    And with regards to that comment on 20 button games, when I started NW, CDs looked like this:
    https://youtu.be/Bd3VnfA6i_A
    Notice, he holds encounters, choosing not to use them, instead of spamming encounters, because timing was essential. If you think buff timing was hard, this was 10000x harder.

    Yeah, let me just go back to using the iPhone 5 from 6 years ago. Because I want products to be the way they were when I first started using them. Games evolve which a lot of people seem to not understand, it is not the same game we had at the launch. And so what if you have played longer than me and youre amazingly great at math? My opinion matters just as much as anyone else, you cant just throw my argument out the window just because I started at mod 5 and you at beta. I'm not sitting here complaining just because I'm salty that you do great math, I'm trying to bring forth my way of looking at the stale boring gameplay that we have before us which you completely disregard in your feedback. You want more strategic decisions in using our powers, whats strategic about it now? There is 0 rotations and variations on how to do things. You literally stand and wait for your powers to come back, thats it.
    Did you even watch the video? There is nothing strategic about now, just like there is nothing strategic about stacking buffs, but there is something strategic happening in that video and that is what you are missing. To get there, you first need to cut down on the relative strength of characters, a lot. People need to go from being gods to being mere mortals, where failing to position will instantly see you die.

    Did you also miss the point where I was actually proposing they buff AP gain overall, or is reading comprehension difficult?
    Frankly put, I never ran epic dungeons back when NW first launched, and only did one non-epic group dungeon (the Grey Wolf Den), and those things are related, because the Grey Wolf dungeon was just too difficult for the party we were in. While I'm sure there were plenty of elite players that loved the endgame content and the challenge that came with it, in my case, I stuck around because as much as the best stuff was in difficult group content, you could still get through the game and do all sorts of fun stuff on your own, without having to be that strategic about things.

    If I wanted to have to actually think about things, I'd play a turn based strategy game.

    Or a turn based CRPG. Except that SOMEONE decided to co-opt the Neverwinter IP for an MMO, instead of NWN3! well, NWN was never turn based (excluding the old SSI MMO ...) but I digress.
    Even if u want to play the game casually, strategic things like avoiding the red need to be respected. Its a basic function design by the developer to have u avoid it and not face tank it. Its just a mistake that the dev allow your power to enable u to face tank them and they are trying to fix it. That's what we are getting now in mod16.
    Well yeah, the "dodge the red via shift" thing is just fine. But I don't know how much we really need to ungodify PCs to make that relevant again.
    with the amount of lag in this game I don't think it should be a thing. in a perfect world yes.. but my god. you think you're out of the red but you're not. lol.
  • theycallmetomutheycallmetomu Member, NW M9 Playtest Posts: 1,861 Arc User

    kangkeok said:

    fisenfis said:

    No, I am comparing Neverwinter to the Neverwinter I played when I started the game. I started this game long before you did. When I started it, the cloak did not exist, the DC sigil did not exist, heck, artifacts did not even exist and the game was a lot more balanced (and it had a much larger playerbase).

    Furthermore, I literally just proposed they double the AP gain per second that you currently have, effectively netting you more AP then you currently get from the cloak, the point is, the cloak should not exist because there is no reason to ever unslot 1. Maybe you should actually read what I write instead of complaining.

    And with regards to that comment on 20 button games, when I started NW, CDs looked like this:
    https://youtu.be/Bd3VnfA6i_A
    Notice, he holds encounters, choosing not to use them, instead of spamming encounters, because timing was essential. If you think buff timing was hard, this was 10000x harder.

    Yeah, let me just go back to using the iPhone 5 from 6 years ago. Because I want products to be the way they were when I first started using them. Games evolve which a lot of people seem to not understand, it is not the same game we had at the launch. And so what if you have played longer than me and youre amazingly great at math? My opinion matters just as much as anyone else, you cant just throw my argument out the window just because I started at mod 5 and you at beta. I'm not sitting here complaining just because I'm salty that you do great math, I'm trying to bring forth my way of looking at the stale boring gameplay that we have before us which you completely disregard in your feedback. You want more strategic decisions in using our powers, whats strategic about it now? There is 0 rotations and variations on how to do things. You literally stand and wait for your powers to come back, thats it.
    Did you even watch the video? There is nothing strategic about now, just like there is nothing strategic about stacking buffs, but there is something strategic happening in that video and that is what you are missing. To get there, you first need to cut down on the relative strength of characters, a lot. People need to go from being gods to being mere mortals, where failing to position will instantly see you die.

    Did you also miss the point where I was actually proposing they buff AP gain overall, or is reading comprehension difficult?
    Frankly put, I never ran epic dungeons back when NW first launched, and only did one non-epic group dungeon (the Grey Wolf Den), and those things are related, because the Grey Wolf dungeon was just too difficult for the party we were in. While I'm sure there were plenty of elite players that loved the endgame content and the challenge that came with it, in my case, I stuck around because as much as the best stuff was in difficult group content, you could still get through the game and do all sorts of fun stuff on your own, without having to be that strategic about things.

    If I wanted to have to actually think about things, I'd play a turn based strategy game.

    Or a turn based CRPG. Except that SOMEONE decided to co-opt the Neverwinter IP for an MMO, instead of NWN3! well, NWN was never turn based (excluding the old SSI MMO ...) but I digress.
    Even if u want to play the game casually, strategic things like avoiding the red need to be respected. Its a basic function design by the developer to have u avoid it and not face tank it. Its just a mistake that the dev allow your power to enable u to face tank them and they are trying to fix it. That's what we are getting now in mod16.
    Well yeah, the "dodge the red via shift" thing is just fine. But I don't know how much we really need to ungodify PCs to make that relevant again.
    with the amount of lag in this game I don't think it should be a thing. in a perfect world yes.. but my god. you think you're out of the red but you're not. lol.
    I've never had that problem ,but then again, I don't ever do endgame dungeons so WTF do I know.
  • darkheart#6758 darkheart Member Posts: 274 Arc User
    Someone mentioned in this thread earlier that Scroll of Mass Life wil only work 5 times now? Is that true, and working as intended or a bug?

    Also, if WAI, is that 5 times in a dungeon, 5 times against a boss fight only? Can someone provide more info on this, thanks.
  • zimxero#8085 zimxero Member Posts: 876 Arc User
    edited March 2019

    Does that "Retrane All Boons" button is intended to be there when M16 goes live? I presume not as there also is "Retrain Boon page" button ( though it;s grayed out now). Anyway, presuming i would have to pay to redistribute boons some of them are just not worth of picking ( those aiming specific type of enemy, I wont even mention 5% that they give when maxed). Why enyone would want to limit himself to boon that gives "advantage" only towards one type of enemy.



    I'm maxed out on boons, in red i marked boons enemy type specific. As u see i havent pick any of it coz they're not universal enough to be useful. I'm almost sure large percent of players if not all of them skipp those boons all togethers.

    Solution for that adjust % of those boons or remake them and make boons free to redistribyte, i might pick dmg and rez against dinos when i'm doing thing on chult but i don't need them while on DR where there are no dinos.

    about feats, u could make bunch of them and allow player to pick limited number of them. You might say: "how is it diferent then now", well for once it wouldn't be divided by trees. One list like boons now and enlocking nest one would be limited by character level (every 10 levels would unlock new point to redistripute amongs them).
    Biggest challenge would be making all of them equally usable. Its just an idea though.



    I think it would not be hard for them to create a tool to count the number of active players using each boon, or using each skill. This gives an instant popularity pole. The least poplular boons and skills should be buffed or replaced between every Mod, until all are somewhat competitive. It is OK to have some underused skills or boons, as long as they are desired, and it is understood that they have a niche role.

    I agree with your red boon selection. The broken +10% & +15% Weapon enchants in the guild halls should be fixed. There is no need for these as boons. Not sure what to replace them with.

    Self-heal 1-5% of health on Daily use
    Experience gain +1-5%
    Companion gains +1 to 5% damage and damage reduction
    An encounter skill used to dismount has 2% to 10% reduced cooldown
    Regeneration increased by 2-10% while out of combat
    At-Will combo (using both At-Wills sequentially) boosts all stats by +100 to +500 for 3 seconds.

    * Separate the Heath + Power boons into Health boons and Power boons.

    Post edited by zimxero#8085 on
  • terrek41terrek41 Member Posts: 33 Arc User
    Couple things. First, the intro movie. Edwin has no voice during his speech in the movie. Everytime someone new starts talking, they start talking early so it overlaps a little onto the last person talking. Need to add a second and a half or so, between the voice and dialogue.

    The boons for the Recruit / Squire / Knight, and Captains, which add power and hp. The hp side is only adding 1152-1153 per rank, not 2000 per rank as it states.

    On jarlaxle's ship. He's got the yellow diamond above his head, but no ! or ? for quest progression in it. Every other npc you talk to on that intro island, is also missing said progression icon's when it comes to their quests. Namely.. Nash / Krahgk / Dolmah.

    More to come as i progress through the quest line.
  • lboogie#6098 lboogie Member Posts: 1 Arc User
    > @"noworries#8859" said:
    > There are plenty of smaller changes and bugs that don't fall into the specific category threads. Use this thread for any feedback that doesn't fit anywhere else.
    >
    >
    >
    > Unidentified Items and Identify Scrolls
    >
    > With Undermountain we changed it so that gear that drops is no longer unidentified. As such we also stopped dropping identify scrolls in loot as well. Overall unidentified items was not a feature we felt added to the game and that it was time to move away from that concept going forward.

    Im not sure if this is the proper thread for this comment/rant, if not I do apologize. Im still reading up and watching videos on mod 16 and all it brings to Neverwinter. So forgive me if I speak on something that is already out here as well.

    As I am one that always welcomes change I was excited to hear about all the changes coming with Mod 16. New powers, feats, daily's, and at-wills. This means different loadouts, rotations, and possibly better synergy. When I saw the new power/feat page, i literally Lol'd. The power choices, and feat options that define our character and how we play are elementary at best. We were promised more combat choices and variety in game play...and we received the opposite. I currently have a 18k HR who I actually love to play as an archer (even though they are not consistently end-game material). I like the fact that I can put an arrow into someone. A viable archer loadout is completely split between the two paragon paths. Why in gods name would you not just create 1 path with 2 roles (for support role'd characters) that would change the abilities based on the role they picked. This would mean a pure dps class would only need 1 path, 1 role, and have all choices viable to give more variety and game play option. But I don't want to make this class specific, I just play a HR. The point is that there is no more creativity, no more experimentation (with feat choices), no more multiple options. It's only, pick this...or pick this...done! I can not overstate how much this is a turn off to this game. This means that there will be even more cookie cutter loadout/rotations in mod 16 than there is now in live game. This gives smart veteran players no real incentive to play your game (and im saying that hoping that is not a goal of this mod). DCUO did this briefly when they introduced Advanced Mechanics. Everyone ran with the flavor of the month and it was completely cookie cutter...and a lot of people stopped spending money on the game. then they dropped AM and redid all powers to make more possible loadouts...smart move on them! Cryptic, you have taken away encounters, at-wills, feat options, and boon variety (boons are a complete joke now). My HR now has less options than before (when it wasn't that much to begin with).

    My 2nd issue with mod 16 is something that I hope Im wrong on. Companion enchants/gear/runestone changes. It has taken players months/years to come up with the best possible loadout, rotation, and stats. About every 2/3 months I might evaluate my current stats and see if I can move some stuff around or gain a few thousand power some where. And now, companions will no longer take enchants. To what in gods name does this do for the game? Seriously? Why take away our enchants, and make us use runestones? Now, I know there will be an exchange at mod 16 launch, but........if what i saw on a video on test server is true, I will never play this game again! Yes, you can take a rank 14 brutal and exchange for a double stat pack. And this is great! But, what i saw in a test server video was that these enchants would be "bound to character." Seriously!? We spent years grinding for refinement, grinding for AD, grinding at work to buy zen, grinding to get reagents...just for them to be bound to character? So I can never trade, sell, or put these enchants onto another character? All the time, effort, grind, and trading I did to obtain my unparalleled weapon and armor enchants goes down the toilet because they no longer have in game value.

    With the simplicity this game has coming, and the bound to character enchants (mod slots, weapon slots, and armor slots) I can honestly say that I will not be playing Neverwinter after mod 16s release. I will not have the 1000+ hours, the 1000 or 2 in actual money i put into the game for myself and my kid, all the grind and effort go to waste....and be okay with it. And I will not be doing it again. This mod spits in the faces of people who have a heavy investment (time, energy, and real currency) into this game. This mod is a "Veteran Killer." Bridging the gap between new players and vets is the opposite of what a games purpose is....which is progression. We have progressed over the years. Now you are nerfing us and dumbing down this game to where there is no skill required, meaning there is no skill gap. If i'm wrong, please inform me....if not, I would say it's been real...but nah!


    Console - PS4 - 18k HR - Archer/Combat....Out!
  • mordekai#1901 mordekai Member Posts: 1,598 Arc User
    edited March 2019
    I mentioned this on the fighter thread, but having given it a bit more thought I'm wondering...

    What do Wizards, Rogues and Rangers bring to a Dungeon Group, that Warlocks, Barbarians, Fighters and Clerics don't?

    Because I can tell you what those second 4 bring that the first 3 don't... the flexibility to change into a support role at any Camp Fire along the dungeon.

    Balance in role v role performance seems to be one of the main thrusts of the overhaul.
    What you might be forgetting is that (particularly end-game) dungeon groups look to extract every single perceived benefit they can when tackling the toughest content.

    I'm sitting here thinking, "If a Barbarian's DPS build is as DPS valid as a Rogue, why not take a Barbarian for the extra Tanking if we need it?"
    Same with say... Ranger vs Cleric, or Wizard vs Fighter...

    Why take something that has the same capacity in one role as its alternatives, but lacks the versatility of a second entire role within the party?

    (And a third load out answers the "Single Target vs AoE" argument.)

    Why would I not take...
    Paladin + 2 from Barbarian/Fighter + 2 from Cleric/Warlock (Or just one of each).
    That gives 3 Healers, 3 Tanks, 4 DPS that can be organised into any combination of 5 to suit the situation in a given dungeon?

    This isn't a moan, or a complaint, by the way.
    I'm genuinely interested in knowing how you've gone about making sure pure DPS classes will be just as eagerly required in end game content as DPS/Support hybrids.

    I hope you don't get stuck in the long grass of the statistical tweaks and bugs to not get the chance to keep ALL classes "in the loop" as it were as.
    For me, getting rid of the 2/2/1 "meta" group from end game was just as important as anything else in the overhaul.
  • mythrackamythracka Member, NW M9 Playtest Posts: 26 Arc User
    edited March 2019


    Why would I not take...
    Paladin + 2 from Barbarian/Fighter + 2 from Cleric/Warlock (Or just one of each).
    That gives 3 Healers, 3 Tanks, 4 DPS that can be organised into any combination of 5 to suit the situation in a given dungeon?

    Simple solution is no switching after entering an instance.
  • teamstephonteamstephon Member Posts: 166 Arc User
    if there going to give clerics and paladins a change than why cant GFs not get the same as well cause I have waited for so long for them to be put on the list so why cant they not just agree that knights valor is annoying and why they cant agree putting that one into party's only cause I don't see no reason why they cant give them a new power bet it would stop them from bothering either players that don't like knights valor
  • thevampinatorthevampinator Member Posts: 307 Arc User
    Please don't level lock Yawning Portal. Please make it a place like the Moonstone mask, and later add third level as Vip!
    It would be a perfert place to roleplay and I would like to be able to acess it with all my characters no matter the level. Even if you have to level lock undermountain you do not need to level lock the travel option to get to the Yawning Portal. Please consider changing this to allow any level to go there.
  • obsidiancran3obsidiancran3 Member Posts: 1,823 Arc User
    It’s not as simple as dps locked vs utility (2 roles) classes. The dps only classes also have utility that they individually provide (ignoring bugs).

    The thing is to make it so that if you play a utility class, you can get into group content playing your preferred role.

    As a player of both OP and SW on live I can always get into a dungeon with tank or heals, but getting into group content as dps in the SW outside of people that know me, forget it. That’s the thing that needs to be solved for utility classes, the 2dps classes just need both options to work equally.
    Obsidian Moonlight - Paladin
    Obsidian Oath - Warlock
    A whole lot of other Obsidian toons as well.
  • minotaur2857minotaur2857 Member, NW M9 Playtest Posts: 1,141 Arc User

    kangkeok said:

    fisenfis said:

    No, I am comparing Neverwinter to the Neverwinter I played when I started the game. I started this game long before you did. When I started it, the cloak did not exist, the DC sigil did not exist, heck, artifacts did not even exist and the game was a lot more balanced (and it had a much larger playerbase).

    Furthermore, I literally just proposed they double the AP gain per second that you currently have, effectively netting you more AP then you currently get from the cloak, the point is, the cloak should not exist because there is no reason to ever unslot 1. Maybe you should actually read what I write instead of complaining.

    And with regards to that comment on 20 button games, when I started NW, CDs looked like this:
    https://youtu.be/Bd3VnfA6i_A
    Notice, he holds encounters, choosing not to use them, instead of spamming encounters, because timing was essential. If you think buff timing was hard, this was 10000x harder.

    Yeah, let me just go back to using the iPhone 5 from 6 years ago. Because I want products to be the way they were when I first started using them. Games evolve which a lot of people seem to not understand, it is not the same game we had at the launch. And so what if you have played longer than me and youre amazingly great at math? My opinion matters just as much as anyone else, you cant just throw my argument out the window just because I started at mod 5 and you at beta. I'm not sitting here complaining just because I'm salty that you do great math, I'm trying to bring forth my way of looking at the stale boring gameplay that we have before us which you completely disregard in your feedback. You want more strategic decisions in using our powers, whats strategic about it now? There is 0 rotations and variations on how to do things. You literally stand and wait for your powers to come back, thats it.
    Did you even watch the video? There is nothing strategic about now, just like there is nothing strategic about stacking buffs, but there is something strategic happening in that video and that is what you are missing. To get there, you first need to cut down on the relative strength of characters, a lot. People need to go from being gods to being mere mortals, where failing to position will instantly see you die.

    Did you also miss the point where I was actually proposing they buff AP gain overall, or is reading comprehension difficult?
    Frankly put, I never ran epic dungeons back when NW first launched, and only did one non-epic group dungeon (the Grey Wolf Den), and those things are related, because the Grey Wolf dungeon was just too difficult for the party we were in. While I'm sure there were plenty of elite players that loved the endgame content and the challenge that came with it, in my case, I stuck around because as much as the best stuff was in difficult group content, you could still get through the game and do all sorts of fun stuff on your own, without having to be that strategic about things.

    If I wanted to have to actually think about things, I'd play a turn based strategy game.

    Or a turn based CRPG. Except that SOMEONE decided to co-opt the Neverwinter IP for an MMO, instead of NWN3! well, NWN was never turn based (excluding the old SSI MMO ...) but I digress.
    Even if u want to play the game casually, strategic things like avoiding the red need to be respected. Its a basic function design by the developer to have u avoid it and not face tank it. Its just a mistake that the dev allow your power to enable u to face tank them and they are trying to fix it. That's what we are getting now in mod16.
    Well yeah, the "dodge the red via shift" thing is just fine. But I don't know how much we really need to ungodify PCs to make that relevant again.
    with the amount of lag in this game I don't think it should be a thing. in a perfect world yes.. but my god. you think you're out of the red but you're not. lol.
    I've never had that problem ,but then again, I don't ever do endgame dungeons so WTF do I know.
    Don't need to be in an endgame dungeon, fight a giant in cold run.

    For me: He throws a rock at me, I move to a full radius outside the red area, I end up flat on my back having teleported back to where I was a while before. On screen I stand up, but the game still thinks I'm knocked down so nothing works. Same thing with the charge.

    This is merely annoying out in the zone, but fatal in FBI.
  • mordekai#1901 mordekai Member Posts: 1,598 Arc User
    mythracka said:


    Why would I not take...
    Paladin + 2 from Barbarian/Fighter + 2 from Cleric/Warlock (Or just one of each).
    That gives 3 Healers, 3 Tanks, 4 DPS that can be organised into any combination of 5 to suit the situation in a given dungeon?

    Simple solution is no switching after entering an instance.
    Entirely defeats the purpose of having "AoE" vs "Single Target" builds on load out hampering DPS who use those variants to switch between mob and boss encounters.
  • hustin1hustin1 Member, NW M9 Playtest Posts: 3,464 Arc User

    Please don't level lock Yawning Portal. Please make it a place like the Moonstone mask, and later add third level as Vip!
    It would be a perfert place to roleplay and I would like to be able to acess it with all my characters no matter the level. Even if you have to level lock undermountain you do not need to level lock the travel option to get to the Yawning Portal. Please consider changing this to allow any level to go there.

    So it can be a hub for yet more sexual flirting like MM? Please, no. Just. No.
    Harper Chronicles: Cap Snatchers (RELEASED) - NW-DPUTABC6X
    Blood Magic (RELEASED) - NW-DUU2P7HCO
    Children of the Fey (RELEASED) - NW-DKSSAPFPF
    Buried Under Blacklake (WIP) - NW-DEDV2PAEP
    The Redcap Rebels (WIP) - NW-DO23AFHFH
    My Foundry playthrough channel: https://www.youtube.com/user/Ruskaga/featured
  • asterdahlasterdahl Member, Cryptic Developer Posts: 1,258 Cryptic Developer
    fisenfis said:



    Attempted a heroic in the last new area, I know we are scaled down making the heroics harder to do but are we really supposed to be doing this little damage? The hardest hit I did with my daily (which usually hits for 300k+) hit for 3k damage. Even with a 10 man group these heroics seems next to impossible to complete.

    What level were you in this screenshot? I see that the other player is 73 and that the enemy is 79. Level difference has a huge non-linear effect on damage. If this was in a level 73 area, it seems like the issue is that the enemy is spawning at 79. Can you post this also in the unexpected difficulty thread, or the thread for the zone you were fighting in? That will ensure the proper developers see the bug quickly. Thank you!
  • asterdahlasterdahl Member, Cryptic Developer Posts: 1,258 Cryptic Developer
    daniloslv said:

    I have seem some youtube videos about the Lair of the Mad Mage dungeon and what I saw worries me about the future of mod 16.

    DPS was running ahead of tank with no care, and actual pulling of mobs and tanking wasn't necessary. And during boss fights groups just packing together and burning the boss in a couple minutes, standing in red. It seems that with enough power you can just ignore all of the changes introduced and continue playing like it is mod 15.

    And this is happening at the start of the mod. Give a couple more mods with new gear and boons and power creep will bring everyone back to mod 15 levels of strength.

    My point: players are still able to ignore mechanics, class roles, positioning etc. Groups can still be too powerful. And as time goes by, with new gear, new boons etc, this will only get worse.

    Thank you for taking the time to post your concerns!

    To be clear: the difficulty is not finalized at all. This is the very first time players have gotten their hands on the dungeon, and we are far from done tuning it. First of all, the enemy ratings have not been increased over the level 80 adventure zone. We're also looking at general increases to enemy difficulty in dungeon to make the fights more active and difficult for healers.

    One of the reasons the dungeon is so easy right now, is that we're tuning dials that affect player and enemy strength on the game as a whole. As we tune those larger dials, the smaller, more precise dials we have at the dungeon level, or the specific dungeon level, become more and more out of sorts. So as we finalize the larger dials, we'll be going down to finer and finer adjustments to difficulty.

    I promise that what you're seeing in the first week of preview will not be reflective of the final difficult. I hope you continue to keep an eye on the changes over the coming weeks as we ramp up the challenge.
  • asterdahlasterdahl Member, Cryptic Developer Posts: 1,258 Cryptic Developer
    bpstuart said:

    :Bug: :angry: ( i can't seem to get it to highlight so emoji it is ) my level 70 character has not received the mission "an important invitation" that will let me access the yawning portal and the content i am meant to be previewing. From my understanding all should level 70s automatically recieve this so it doubt it is working as intended.


    Hey Bpstuart, can you post your character's name so we can take a look?
  • asterdahlasterdahl Member, Cryptic Developer Posts: 1,258 Cryptic Developer

    fisenfis said:

    I have already posted this but I believe I posted it in the wrong thread so I'll post this here again -

    The Quick Action nerf was a mistake, and here's why (Legendary/Legacy Flail Snail):

    A purple Necklace gives 1%AP/sec. One of the cheapest, most easily obtained items in the game has a stat bonus on it comparable to a mount bonus players spent 10M+ AD on. This bonus was reduced from 2.5%AP/sec to 1%AP/sec after an adjustment to the game (Recovery removal) that reduced frequency of Daily use. Summary: We can now utilize this bonus less often, and its potency has been reduced as well. It took double nerf.

    And all this came during a time when Legendary mounts needed to get a BUFF not a NERF. Considering players now have about 3 to 4 times the stats that they used to, 4K of a stat makes almost no difference, and even some fairly common Epic companions provide as much.

    It took a double nerf during a game adjustment where the value of mount powers had already suffered a relative decrease. Please consider adjusting this before the game goes live.

    I would also ask you to consider the stats of legendary mounts overall. Now that most of our stats are almost trippled compared to what they were prior to mod 16; wouldnt it make more sense to raise the amount of stats that you get from Legendary mounts to make them valuable again? 4000 power etc doesn't seem like much in the new module, I would suggest to at least double it which in turn would make the owners of said mounts less unhappy going forward since they spent 10-20 milion astral diamonds to obtain them.

    @asterdahl

    my money is on mythic mounts in the new lockboxes once this goes live
    While I'm not going to say that it is impossible that we would introduce mythic mounts in the future, we currently have no plans to do so.
  • asterdahlasterdahl Member, Cryptic Developer Posts: 1,258 Cryptic Developer

    fisenfis said:

    I have already posted this but I believe I posted it in the wrong thread so I'll post this here again -

    The Quick Action nerf was a mistake, and here's why (Legendary/Legacy Flail Snail):

    A purple Necklace gives 1%AP/sec. One of the cheapest, most easily obtained items in the game has a stat bonus on it comparable to a mount bonus players spent 10M+ AD on. This bonus was reduced from 2.5%AP/sec to 1%AP/sec after an adjustment to the game (Recovery removal) that reduced frequency of Daily use. Summary: We can now utilize this bonus less often, and its potency has been reduced as well. It took double nerf.

    And all this came during a time when Legendary mounts needed to get a BUFF not a NERF. Considering players now have about 3 to 4 times the stats that they used to, 4K of a stat makes almost no difference, and even some fairly common Epic companions provide as much.

    It took a double nerf during a game adjustment where the value of mount powers had already suffered a relative decrease. Please consider adjusting this before the game goes live.

    I would also ask you to consider the stats of legendary mounts overall. Now that most of our stats are almost trippled compared to what they were prior to mod 16; wouldnt it make more sense to raise the amount of stats that you get from Legendary mounts to make them valuable again? 4000 power etc doesn't seem like much in the new module, I would suggest to at least double it which in turn would make the owners of said mounts less unhappy going forward since they spent 10-20 milion astral diamonds to obtain them.

    @asterdahl

    Disagree. The AP gain should be removed from the neck, as I pointed out in a previous post. Basically, the stat on the neck is a 16% dps increase and no individual item should give so much.
    I haven't checked the Sigil of Devoted, but could you do a similar one for it too? i kno' maybe removing it's function how it is, but can help to compare the DPS increase from it, with other artifacts :)
    The sigil has already been nerfed, it is fine, however the envenomed storyteller's journal needs the same treatment.
    Thank you for the reports. Obviously, there are a number of items that were missed in the initial cleanup of certain effect types, but we're working hard to catch those that were missed. We appreciate all the help.
  • asterdahlasterdahl Member, Cryptic Developer Posts: 1,258 Cryptic Developer
    bpstuart said:

    :Bug: :angry: ( i can't seem to get it to highlight so emoji it is ) my level 70 character has not received the mission "an important invitation" that will let me access the yawning portal and the content i am meant to be previewing. From my understanding all should level 70s automatically recieve this so it doubt it is working as intended.


    Hey Bpstuart, can you post your character's name so we can take a look?

    Bugs found in Barovia hunts on Preview M16 (yes, I'm one of the remaining few who run those):
    Lycosa
    1) When Lycosa flees, 2 spiderlings, 1 spitting spider, and 1 large spider spawn. The large spider looks like one of the Broodmothers from SH Marauders, and is just about as big as Lycosa, if not bigger. Which begs the question if we are hunting the correct eight-legged beasty from the poster.
    2) The 2 spiderlings that are summoned have a "prodigious leap" skill that launches players/comps in a pretty wide area. A skill seen in Broodmothers, The Mother of Spiders from River District, and Arachne hunt in Soshenstar. This is from a spiderling that is no bigger than my pact blade.
    2.b) The warning area for this leap also displays in a bright teal color, not the normal red area. It actually looks similar to seeing red areas with Soul Sight Crystal active.

    Gnarly Jak
    1)His forward root attack is firing before Gnarly Jak completes the animation. He'll hold his hand up to channel power, red cone on ground. But then the roots will fire before cone goes away and after this Gnarly will strike the ground with his hand.
    2) Gnarly can move some just before using his centered AoE. After channeling and the red aoe around him, right before he stomps he can move to you and then stomp to pound out the AoE.
    2.b) Old issue, but that centered AoE still seems to check for your hitbox long before he actually stomps and the thorns launch.
    Note: These bugs might also be applied to normal Twig Blights in Barovia and Undermountain. I did not test those enough to notice.

    Puppet
    Old issue, but: If you damage Puppet enough to flee as he starts his fireball throw animation, he will flee and the red area will disappear, but he will still cast the fireball without the warning indicator being present. (might also do this for killing him, I didn't notice)

    Thank you so much for taking the time to test the hunts on preview, we really appreciate it! All of these bugs have been noted, and we'll look into them.
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