adinosiiMember, NW M9 PlaytestPosts: 4,294Arc User
edited March 2019
<blockquote class="Quote" rel="iamsmokingone#2455"> >went back after about 2 weeks away from preview to see if anything had changed. scaling is very messed up. at lvl 80 i have 246k max hp and 80k power. scaled to level 70 for castle never it put me at 148k max hp....80k less than i currently have on live at level 70 and 43k power...still getting 1 shotted by the 1st Glabrazu for an unblockable and non mitagatable 348000 dmg</blockquote>
Actually I think your scaling is working as intended (or close to it at least). The issue is with the mobs, which are too strong. I suggest posting a log in the thread about unexpected difficulty and deaths.
<blockquote class="Quote" rel="iamsmokingone#2455"> >did some testing with a friend who also plays cleric. my friend was lvl 70 and me lvl 80. we went to well of dragons and did a few Heroics. in a normal zone i have 80k power 24k arpen, 33k critical strike. but scaled to level 70 i had 43k power 17k apren and 22k critical strike. we tried the dungeon epic shores of tuern and it was even worse. my power went down to 37k, while my friend at level 70 with module 15 gear had much higher stats and did 2x my dps.... them at 15k IL me at 20.8k. is this really balance?</blockquote>
I think this is working as intended too. You see, at level 80 you have maybe average stats for a lvl 80, so you get scaled down to an "average" lvl 70 in WoD. Your friend at 15K IL is actually pretty high-geared for WoD, and as he is just level 70, he does not get scaled, he remains strong.
There are issues with the scaling, which is only partly proportional. Say you have two lvl 80 players, one IL 21K and the other IL 16K. There is probably a very significant difference in their performance. Once they get scaled down, their will be much closer to each other. This is partially because some things like enchants get scaled down to the same number - one may have a full set of R14 enchants and the other a full set of R10 enchants, but both sets basically get scaled down to exactly the same number....the enchants don't get scaled proportionally.
Anyhow...the real issue with scaling seems to be with the mobs, bit the player scaling, which (as I said), seems to be mostly WAI.
>went back after about 2 weeks away from preview to see if anything had changed. scaling is very messed up. at lvl 80 i have 246k max hp and 80k power. scaled to level 70 for castle never it put me at 148k max hp....80k less than i currently have on live at level 70 and 43k power...still getting 1 shotted by the 1st Glabrazu for an unblockable and non mitagatable 348000 dmg
Actually I think your scaling is working as intended (or close to it at least). The issue is with the mobs, which are too strong. I suggest posting a log in the thread about unexpected difficulty and deaths.
>did some testing with a friend who also plays cleric. my friend was lvl 70 and me lvl 80. we went to well of dragons and did a few Heroics. in a normal zone i have 80k power 24k arpen, 33k critical strike. but scaled to level 70 i had 43k power 17k apren and 22k critical strike. we tried the dungeon epic shores of tuern and it was even worse. my power went down to 37k, while my friend at level 70 with module 15 gear had much higher stats and did 2x my dps.... them at 15k IL me at 20.8k.
is this really balance?
I think this is working as intended too. You see, at level 80 you have maybe average stats for a lvl 80, so you get scaled down to an "average" lvl 70 in WoD. Your friend at 15K IL is actually pretty high-geared for WoD, and as he is just level 70, he does not get scaled, he remains strong.
There are issues with the scaling, which is only partly proportional. Say you have two lvl 80 players, one IL 21K and the other IL 16K. There is probably a very significant difference in their performance. Once they get scaled down, their will be much closer to each other. This is partially because some things like enchants get scaled down to the same number - one may have a full set of R14 enchants and the other a full set of R10 enchants, but both sets basically get scaled down to exactly the same number....the enchants don't get scaled proportionally.
Anyhow...the real issue with scaling seems to be with the mobs, bit the player scaling, which (as I said), seems to be mostly WAI.
What they need to be doing is scaling up the level 80 to at least be better than the level 70. That is bad scaling and will be even worse when you have a level 80 play the lower level content. Part of the game is getting better gear to perform better when you are doing older content. If you don't see improvement and getting better doesn't mean doing better and makes older content harder your going to see a lot more complaints than what we see of new players complaining about highly geared players. If I am a level 80 character and I have a new guild member who can't beat something solo in game and needs help. I now can't even help them since I will scale so poorly into that content that I will do worse then they will. That is a poorly conceived scaling for any system.
Guild Leader: Under the Influence Yule (Barb): 72k : Siren (TR): 78k : Torun (DC): 73k : Siren OP (OP): 76k : Siren SW (SW): 78k : Modern (F): 80k : Cherry1 (CW) : 68k Siren HR (HR): 78k
I think this is working as intended too. You see, at level 80 you have maybe average stats for a lvl 80, so you get scaled down to an "average" lvl 70 in WoD. Your friend at 15K IL is actually pretty high-geared for WoD...
This is my biggest concern with the scaling system. When Mod 16 hits, there won't be a hell of a lot of L80 content. So most people will find themselves still running quite a lot of L70 content, but until they hit a comparable, equivalent, state at L80 as they are now at L70, the L70 content will be harder than it was before they hit L80.
Which begs the question... "What's the point of having a level increase in the first place?"
I appreciate the desire to keep a firm grasp on power levels, but being weaker going back into lower level content because "well... balance" is not only counter intuitive to wanting to "get better", it's almost punitive in how it deals with advancing in levels.
Dropping back down into older content should be a sort of reprieve from the harder new content. Something where you can go kick the snot out of some lower level enemies after getting your butt kicked by new content. It shouldn't be harder at L80 than it was at L70.
It makes no sense.
I thought the intention was to scale players down to a specific "Target IL"? (since that's what they said) I assumed that would be a fairly high IL based on the standard of the content. It seems that the statement... "This does mean that players who are put in lower difficulty dungeons will find more challenge than in the past"... isn't comparing new scaling with old scaling (which is what i thought it meant... D'oh!) it's genuinely comparing L70 content run with a L80 vs L70 content run with a L70. Cos of course it would be harder for a L80 character in L70 content than for a L70 character... because... errr...?
Maybe the rationale is that when you get to L80, you become so complacent and lazy that when you go back down among the dregs of L70 you can't be bothered to try very hard, and that's why you are so much weaker? Or something...
But its all about numbers and balance rather than whether any of it actually makes any sense, after all....
The Assist Man is the best advice for feedback! Everything that's stated from The Assist Man is basically the feedback from the community as a whole.
ALL FROM YOUTUBE
The Things I Want To See Tweaked & Changed In Mod 16 Neverwinter So Far - My Opinions[-From The Assist Man]
And also please watch Neverwinter Mod 16 Has Me A Bit Worried - Is It Too Much Too Fast?[-From The Assist Man]
EDIT: RESPECTING THE FORUMS (OOPS) NOTICED SLIGHT PROFANITY/VULGAR in one of the videos, but still it's not derogatory towards the developers directly calling them by insult, just constructive criticism. It's like stating they need to do this and get rid of this ****. Sorry I'm trying to give the feedback, but seriously I can't remove PROFANITY/VULGAR from the videos. All I know these videos are the BEST FEEDBACK for all the developers to look at and understand the community as a whole.
Not to be a hamster, but how is one video by one person a good representation of "everyone"? You like and agree with what he says, that's cool, but it's better to say that instead of claiming to speak for everyone.
7
micky1p00Member, NW M9 PlaytestPosts: 3,594Arc User
The Assist Man is the best advice for feedback! Everything that's stated from The Assist Man is basically the feedback from the community as a whole.
ALL FROM YOUTUBE
The Things I Want To See Tweaked & Changed In Mod 16 Neverwinter So Far - My Opinions[-From The Assist Man]
And also please watch Neverwinter Mod 16 Has Me A Bit Worried - Is It Too Much Too Fast?[-From The Assist Man]
EDIT: RESPECTING THE FORUMS (OOPS) NOTICED SLIGHT PROFANITY/VULGAR in one of the videos, but still it's not derogatory towards the developers directly calling them by insult, just constructive criticism. It's like stating they need to do this and get rid of this ****. Sorry I'm trying to give the feedback, but seriously I can't remove PROFANITY/VULGAR from the videos. All I know these videos are the BEST FEEDBACK for all the developers to look at and understand the community as a whole.
Assman doesn't speak for me, nor anyone I personally know.
Not to be a hamster, but how is one video by one person a good representation of "everyone"? You like and agree with what he says, that's cool, but it's better to say that instead of claiming to speak for everyone.
Well, have you watched them? I mean I watched the videos and he bases it off the whole community by feedback, suggestions, and also his own opinions. Though a lot of the feedback is quite concurred with the community itself from his own opinions too.
Let me ask you, what don't you not like about Mod 16? I know there's progress, but it's still a mess by connections by how everything works for the classes. Personally I would like the play the same, but with slight improvement, which is the same thought as everyone else. Trying to get this in order is creating a mess for disaster! I'm reading the community else where and personally seeing the Like or views, this is the majority! 98+ comments on one video are basically disappointment and discussing that Mod 16 is a mess. I've been following his videos and also looking at other videos from other YouTube Streamers. I'm stating the community wants to play the same, but with improvements. 2K views, but if 98+ comments are disappointment stated how Mod 16 is right now, that's the community as a whole! Everywhere I look it's not pretty.
At least one of the gear pieces awarded from Icespire Peak quests is lower item level and stats than the gear awarded from the previous zone's quests. I think it was a pair of arms but I forget which quest. My tablet was dead last night when I was doing it; I apologise.
Well now that we have a release date of April 23rd i feel a little better knowing it has more time to bake. It being a little gooey in the middle upon release was a worry of mine because as much as i have complained recently, i didn't want this to be bad. I really want to stick with the game for a few more years.
Ego etiam cupo recrari et amari diu post mortem meam I too wish to be recreated, and to be loved long after my death.
Or is fun. If I wanted to get my HAMSTER kicked by yetis like a brand new 70, I'd strip naked and dance in snow. This new scaling is NOT fun.
I went to a few level 68-70 maps as a level 80 cleric and didn't see the difficulty that a I see a lot of people reporting. However, I do think that the scaling needs to be looked at for the sake of character progression. What is the point of leveling up enchants if they are only fully effective at level 80, which now makes up a minority of the content, and will make up a minority of content for quite some time?
I would argue that character progression makes up a significant part of an MMO. To scale progression in this manner rips away this feeling of accomplishment for a major portion of your loyal players.
IMO they should have stuck to what m6 did, all level 70 zones are redone as level 80. People who have them unlocked can go there and get scaled up. If it takes only a shirt questline to get to level 80, most people will get that long before completing the campaign. It won't be people 'going back' to the zones, it will be people working on completing them.
"We have always been at war with Dread Vault" ~ Little Brother
11
theycallmetomuMember, NW M9 PlaytestPosts: 1,861Arc User
There should be no scaling. Period. Level 80 in a level 70 zone? Murder *everything*
Rewards should be relatively finite then. Not much incentive to run around a level 70 zone once you've completed it.
The Assist Man is the best advice for feedback! Everything that's stated from The Assist Man is basically the feedback from the community as a whole.
ALL FROM YOUTUBE
The Things I Want To See Tweaked & Changed In Mod 16 Neverwinter So Far - My Opinions[-From The Assist Man]
And also please watch Neverwinter Mod 16 Has Me A Bit Worried - Is It Too Much Too Fast?[-From The Assist Man]
EDIT: RESPECTING THE FORUMS (OOPS) NOTICED SLIGHT PROFANITY/VULGAR in one of the videos, but still it's not derogatory towards the developers directly calling them by insult, just constructive criticism. It's like stating they need to do this and get rid of this ****. Sorry I'm trying to give the feedback, but seriously I can't remove PROFANITY/VULGAR from the videos. All I know these videos are the BEST FEEDBACK for all the developers to look at and understand the community as a whole.
It may be your feedback and from amore 269 people because atm it has 270likes, but i did see the the first but didnt tried the second one because the guy didnt even played on preview, he is talking from what other people say, most of he's statemants start with "i ear they are changing..." what can HE say about...
Theres a tread about mod 16 predicts and i remmeber i talked abou a level increase, and some people talked about a full class balance, i also remeber (cant say if was in the foruns on my alliance discord) that some people agreed (i was one of them) that was better to just release a new game with new classes because was just to hard to fix what we have on live, was just too much work...
When the first leaks hitted the youtube someone linked that to me and i didnt belived because i feared that they didnt had man power to do such a big change, and after the professions rework release i feared they would not be able to do it.
But i went to preview, played since day 1 from open preview server, i've seen how much has changed (looks at barbarian, and fighters for exemple) i see they working on the new mechanics and by doing that changed my opinion...
I do believe the changes will work, with a smaller and more controlable system the bugs will go down faster and we may in pne or 2 mods get a new class that we are waiting forever to get becuse the system is easyer to deal with...
This mod will not come bug free (no mod ever is) but i belive it will work on time.
Just wanted to state that i disagree with you, and with the video, and remmeber that the number of views dont mean the number of likes he has, plus people often share videos that express theyr opinion with others that agree with them, so is hard to take that as a measure...
Really hope the next weeks can make you agree with me and not the opposite.
(sorry for any mistake english not my native language, and is self-taught)
There are a lot of companion bonuses not present that were possible: +.5% to 2.5% APgain, recharge rate, and at-will damage boosts. I know control is wanted on these stats, but seriously, the most recharge rate a player could get would be like 30% with every single method maxed (at great sacrifice I might add). On top of that, 30% reduced recharge rate is only 23% actual reduction because of the way it is calculated: ( recharge reduction / recharge reduction +100 ) = Actual reduction. On top of that, recharge does not affect cast times. In my opinion, recharge is not the boogeyman. +1% recharge rate confers between .25% and .5% extra damage output.
1
theycallmetomuMember, NW M9 PlaytestPosts: 1,861Arc User
There are a lot of companion bonuses not present that were possible: +.5% to 2.5% APgain, recharge rate, and at-will damage boosts. I know control is wanted on these stats, but seriously, the most recharge rate a player could get would be like 30% with every single method maxed (at great sacrifice I might add). On top of that, 30% reduced recharge rate is only 23% actual reduction because of the way it is calculated: ( recharge reduction / recharge reduction +100 ) = Actual reduction. On top of that, recharge does not affect cast times. In my opinion, recharge is not the boogeyman. +1% recharge rate confers between .25% and .5% extra damage output.
Mod 15's recharge rates were a bit absurd, but I do fundamentally agree: recharge speed isn't the problem.
micky1p00Member, NW M9 PlaytestPosts: 3,594Arc User
edited March 2019
With all the slower combat, paragon changes, etc..
Please allow to swap loadouts everywhere outside of combat.
The limited campfires are just a hassle, and many times in dungeons a player need to go back before the boss room to swap after the boss is dead. Not to mention large maps for non-group /dailys stuff. This will also allow players to at least somewhere enjoy the newly made different paragons and the differences they offer, and not stuck with one.
With all the slower combat, paragon changes, etc..
Please allow to swap loadouts everywhere outside of combat.
The limited campfires are just a hassle, and many times in dungeons a player need to go back before the boss room to swap after the boss is dead. Not to mention large maps for non-group /dailys stuff. This will also allow players to at least somewhere enjoy the newly made different paragons and the differences they offer, and not stuck with one.
I would love to see this as: VIP can change loadouts anytime out of combat non-VIP can only change loadouts at campfires.
with one condition: Paragon-switching loadouts can only be performed from a Guild Hall, or major City.
4
micky1p00Member, NW M9 PlaytestPosts: 3,594Arc User
With all the slower combat, paragon changes, etc..
Please allow to swap loadouts everywhere outside of combat.
The limited campfires are just a hassle, and many times in dungeons a player need to go back before the boss room to swap after the boss is dead. Not to mention large maps for non-group /dailys stuff. This will also allow players to at least somewhere enjoy the newly made different paragons and the differences they offer, and not stuck with one.
I would love to see this as: VIP can change loadouts anytime out of combat non-VIP can only change loadouts at campfires.
with one condition: Paragon-switching loadouts can only be performed from a Guild Hall, or major City.
Why then I need paragons? Or more correctly what is the point of making all those paragons viable if I can't use them. Is this some roleplaying restriction or something?
With all the slower combat, paragon changes, etc..
Please allow to swap loadouts everywhere outside of combat.
The limited campfires are just a hassle, and many times in dungeons a player need to go back before the boss room to swap after the boss is dead. Not to mention large maps for non-group /dailys stuff. This will also allow players to at least somewhere enjoy the newly made different paragons and the differences they offer, and not stuck with one.
I would love to see this as: VIP can change loadouts anytime out of combat non-VIP can only change loadouts at campfires.
with one condition: Paragon-switching loadouts can only be performed from a Guild Hall, or major City.
Why then I need paragons? Or more correctly what is the point of making all those paragons viable if I can't use them. Is this some roleplaying restriction or something?
You would be able to switch Paragons in any of the mapped cities. The idea is to prevent players from switching between paragons between each combat. This might be fun.. but its very unrealistic. On the other hand, swithing between "same paragon" loadouts between combats adds a lot of diversity. You could make a loadout for a specific enemy group, or switch between AoE and Single Target build without having to run to a campfire or "hand-slide" 5 skills & items.
Tried the shard 3 times now 1 with a TR and twice with a Cleric both lv 70 with decent equipment. both are NOW in the shard SUPER SQUISHEY neither could stay alive long enough to have any fun at all. seems you need to spend massive amounts of gold on healing potions but they won't keep you alive long either as the cooldown will kill you unless you RUN RUN RUN away. I've been playing since 2015 and have achieved VIP 12+ (won't let it lapse) but just might quit altogether if the shard is any example of the expected nerf's Look at what they did to the professions (ruined as far as I'm concerned) cost 5million to get where I was before the changes and not to mention the High cost in gold for very little return) the equipment I can make isn't as good as what you can buy for seals of the brave. nice work PWI turning a decent game into TRASH
4
micky1p00Member, NW M9 PlaytestPosts: 3,594Arc User
With all the slower combat, paragon changes, etc..
Please allow to swap loadouts everywhere outside of combat.
The limited campfires are just a hassle, and many times in dungeons a player need to go back before the boss room to swap after the boss is dead. Not to mention large maps for non-group /dailys stuff. This will also allow players to at least somewhere enjoy the newly made different paragons and the differences they offer, and not stuck with one.
I would love to see this as: VIP can change loadouts anytime out of combat non-VIP can only change loadouts at campfires.
with one condition: Paragon-switching loadouts can only be performed from a Guild Hall, or major City.
Why then I need paragons? Or more correctly what is the point of making all those paragons viable if I can't use them. Is this some roleplaying restriction or something?
You would be able to switch Paragons in any of the mapped cities. The idea is to prevent players from switching between paragons between each combat. This might be fun.. but its very unrealistic. On the other hand, swithing between "same paragon" loadouts between combats adds a lot of diversity. You could make a loadout for a specific enemy group, or switch between AoE and Single Target build without having to run to a campfire or "hand-slide" 5 skills & items.
And what exactly is the problem swapping paragons between each combat? That is exactly the point of having viable paragons, so I can use them. What for I need a semi ranged paragon if I need to go to the city to use it. Changing paragons per circumstance, is not only realistic, it is the point of having them. This is a game, an action MMORPG not a walk to town snooze simulator.
6
theycallmetomuMember, NW M9 PlaytestPosts: 1,861Arc User
With all the slower combat, paragon changes, etc..
Please allow to swap loadouts everywhere outside of combat.
The limited campfires are just a hassle, and many times in dungeons a player need to go back before the boss room to swap after the boss is dead. Not to mention large maps for non-group /dailys stuff. This will also allow players to at least somewhere enjoy the newly made different paragons and the differences they offer, and not stuck with one.
I would love to see this as: VIP can change loadouts anytime out of combat non-VIP can only change loadouts at campfires.
with one condition: Paragon-switching loadouts can only be performed from a Guild Hall, or major City.
Why then I need paragons? Or more correctly what is the point of making all those paragons viable if I can't use them. Is this some roleplaying restriction or something?
You would be able to switch Paragons in any of the mapped cities. The idea is to prevent players from switching between paragons between each combat. This might be fun.. but its very unrealistic. On the other hand, swithing between "same paragon" loadouts between combats adds a lot of diversity. You could make a loadout for a specific enemy group, or switch between AoE and Single Target build without having to run to a campfire or "hand-slide" 5 skills & items.
And what exactly is the problem swapping paragons between each combat? That is exactly the point of having viable paragons, so I can use them. What for I need a semi ranged paragon if I need to go to the city to use it. Changing paragons per circumstance, is not only realistic, it is the point of having them. This is a game, an action MMORPG not a walk to town snooze simulator.
It would be nice to be able to switch from my AOE build to my single target build right before facing off against an adventure boss, after all.
lordaeolosMember, NW M9 PlaytestPosts: 167Arc User
@noworries#8859@asterdahl I have been one of the biggest optimists for this new mod up until this point (ask anyone in my alliance), but as of yesterday I'm having a very difficult time having any optimism.
between a release announcement date when there are still major issues that have not been fixed or preview tested for multiple classes, entire paragon paths for classes that are useless, and a change to the stat mechanics that looks to be a direct response to a very small handful of elite "end gamer's" ability to do content with less than full groups, I'm feeling a sense of impending dread. As a user and customer I just don't see how this can be ready for a April 23 launch.
Let's use the Ranger as exhibit A (could do several other classes too, but lets keep it simple)... The Ranger has had all of about 1 weeks worth of "fixes" and those have been minor, and actually broke even more. So lets pretend that all of the outstanding issues get fixed on preview this week, any new bugs or issues created need to be tested, recorded and addressed.. this is an iterative process that can take several cycles to complete, cycles we no longer have.
Point 2: The vast majority of people that play this game are not "professionals" like sharpedge, or youtube content contributors. I will freely admit I'm probably one of those "pro's" as I can and have soloed content all the way up to cradle of the death god in the current system with various classes... however the majority of the people in my alliance still struggle to complete content as "Easy" as FBI, and many have all but given up on k-team challenges Castle Never or greater... In the quest to make content more challenging for people like me, that older content will now go from challenging, to impossible for a huge swath of the player community.
Part of the problem is that serious players are typically the most likely to actually test builds, bugs and optimize before go live, we are more likely to release videos on youtube ranting about broken things, or showing off a 2 person FBI run, we are more likely to be part of the streaming community showing how "easy" the game can be... but we still represent a very small portion of the Live server player community. The majority of the active player base struggles in current end game content, plays maybe 1 -2 hours a day, and is nowhere close to having end game gear or enchantments.. These players will play maybe 1-3 dungeons are part of the daily fun routine, then go spend time with their families... they don't have the time nor the will to sink that same time into 1 dungeon that may or may not be a success. I have convinced several people that fit this group to come into the preview server, by in large they have found this new mod to be so difficult, that many of them are seriously considering leaving the game entirely...
Without some major communication improvements in the next few weeks, and a lot of outstanding bug fix work you are going to lose a lot of active players when mod 16 drops. Mod 16 has a lot of promise with many changes that will benefit the community, and many more changes that have been needed for a long time, it would be a real shame to alienate a large chunk of the player base because effort fizzled in the last mile of the marathon resulting in the release of a clearly unfinished product tainted by a small number of players.
"Don't ever become a pessimist... a pessimist is correct oftener than an optimist, but an optimist has more fun, and neither can stop the march of events."
Comments
Actually I think your scaling is working as intended (or close to it at least). The issue is with the mobs, which are too strong. I suggest posting a log in the thread about unexpected difficulty and deaths.
<blockquote class="Quote" rel="iamsmokingone#2455"> >did some testing with a friend who also plays cleric. my friend was lvl 70 and me lvl 80. we went to well of dragons and did a few Heroics. in a normal zone i have 80k power 24k arpen, 33k critical strike. but scaled to level 70 i had 43k power 17k apren and 22k critical strike. we tried the dungeon epic shores of tuern and it was even worse. my power went down to 37k, while my friend at level 70 with module 15 gear had much higher stats and did 2x my dps.... them at 15k IL me at 20.8k.
is this really balance?</blockquote>
I think this is working as intended too. You see, at level 80 you have maybe average stats for a lvl 80, so you get scaled down to an "average" lvl 70 in WoD. Your friend at 15K IL is actually pretty high-geared for WoD, and as he is just level 70, he does not get scaled, he remains strong.
There are issues with the scaling, which is only partly proportional. Say you have two lvl 80 players, one IL 21K and the other IL 16K. There is probably a very significant difference in their performance. Once they get scaled down, their will be much closer to each other. This is partially because some things like enchants get scaled down to the same number - one may have a full set of R14 enchants and the other a full set of R10 enchants, but both sets basically get scaled down to exactly the same number....the enchants don't get scaled proportionally.
Anyhow...the real issue with scaling seems to be with the mobs, bit the player scaling, which (as I said), seems to be mostly WAI.
Yule (Barb): 72k : Siren (TR): 78k : Torun (DC): 73k : Siren OP (OP): 76k : Siren SW (SW): 78k : Modern (F): 80k : Cherry1 (CW) : 68k Siren HR (HR): 78k
When Mod 16 hits, there won't be a hell of a lot of L80 content.
So most people will find themselves still running quite a lot of L70 content, but until they hit a comparable, equivalent, state at L80 as they are now at L70, the L70 content will be harder than it was before they hit L80.
Which begs the question... "What's the point of having a level increase in the first place?"
I appreciate the desire to keep a firm grasp on power levels, but being weaker going back into lower level content because "well... balance" is not only counter intuitive to wanting to "get better", it's almost punitive in how it deals with advancing in levels.
Dropping back down into older content should be a sort of reprieve from the harder new content. Something where you can go kick the snot out of some lower level enemies after getting your butt kicked by new content. It shouldn't be harder at L80 than it was at L70.
It makes no sense.
I thought the intention was to scale players down to a specific "Target IL"? (since that's what they said) I assumed that would be a fairly high IL based on the standard of the content.
It seems that the statement...
"This does mean that players who are put in lower difficulty dungeons will find more challenge than in the past"...
isn't comparing new scaling with old scaling (which is what i thought it meant... D'oh!) it's genuinely comparing L70 content run with a L80 vs L70 content run with a L70.
Cos of course it would be harder for a L80 character in L70 content than for a L70 character... because... errr...?
Maybe the rationale is that when you get to L80, you become so complacent and lazy that when you go back down among the dregs of L70 you can't be bothered to try very hard, and that's why you are so much weaker?
Or something...
But its all about numbers and balance rather than whether any of it actually makes any sense, after all....
ALL FROM YOUTUBE
The Things I Want To See Tweaked & Changed In Mod 16 Neverwinter So Far - My Opinions[-From The Assist Man]
And also please watch Neverwinter Mod 16 Has Me A Bit Worried - Is It Too Much Too Fast?[-From The Assist Man]
EDIT: RESPECTING THE FORUMS (OOPS) NOTICED SLIGHT PROFANITY/VULGAR in one of the videos, but still it's not derogatory towards the developers directly calling them by insult, just constructive criticism. It's like stating they need to do this and get rid of this ****. Sorry I'm trying to give the feedback, but seriously I can't remove PROFANITY/VULGAR from the videos. All I know these videos are the BEST FEEDBACK for all the developers to look at and understand the community as a whole.
Let me ask you, what don't you not like about Mod 16? I know there's progress, but it's still a mess by connections by how everything works for the classes. Personally I would like the play the same, but with slight improvement, which is the same thought as everyone else. Trying to get this in order is creating a mess for disaster! I'm reading the community else where and personally seeing the Like or views, this is the majority! 98+ comments on one video are basically disappointment and discussing that Mod 16 is a mess. I've been following his videos and also looking at other videos from other YouTube Streamers. I'm stating the community wants to play the same, but with improvements. 2K views, but if 98+ comments are disappointment stated how Mod 16 is right now, that's the community as a whole! Everywhere I look it's not pretty.
At least one of the gear pieces awarded from Icespire Peak quests is lower item level and stats than the gear awarded from the previous zone's quests. I think it was a pair of arms but I forget which quest. My tablet was dead last night when I was doing it; I apologise.
Well now that we have a release date of April 23rd i feel a little better knowing it has more time to bake. It being a little gooey in the middle upon release was a worry of mine because as much as i have complained recently, i didn't want this to be bad. I really want to stick with the game for a few more years.
I too wish to be recreated, and to be loved long after my death.
I would argue that character progression makes up a significant part of an MMO. To scale progression in this manner rips away this feeling of accomplishment for a major portion of your loyal players.
Rewards should be relatively finite then. Not much incentive to run around a level 70 zone once you've completed it.
I'd like to check out the updates to the interface - the overview video posted with devs today showed some changes.
It may be your feedback and from amore 269 people because atm it has 270likes, but i did see the the first but didnt tried the second one because the guy didnt even played on preview, he is talking from what other people say, most of he's statemants start with "i ear they are changing..." what can HE say about...
Theres a tread about mod 16 predicts and i remmeber i talked abou a level increase, and some people talked about a full class balance, i also remeber (cant say if was in the foruns on my alliance discord) that some people agreed (i was one of them) that was better to just release a new game with new classes because was just to hard to fix what we have on live, was just too much work...
When the first leaks hitted the youtube someone linked that to me and i didnt belived because i feared that they didnt had man power to do such a big change, and after the professions rework release i feared they would not be able to do it.
But i went to preview, played since day 1 from open preview server, i've seen how much has changed (looks at barbarian, and fighters for exemple) i see they working on the new mechanics and by doing that changed my opinion...
I do believe the changes will work, with a smaller and more controlable system the bugs will go down faster and we may in pne or 2 mods get a new class that we are waiting forever to get becuse the system is easyer to deal with...
This mod will not come bug free (no mod ever is) but i belive it will work on time.
Just wanted to state that i disagree with you, and with the video, and remmeber that the number of views dont mean the number of likes he has, plus people often share videos that express theyr opinion with others that agree with them, so is hard to take that as a measure...
Really hope the next weeks can make you agree with me and not the opposite.
(sorry for any mistake english not my native language, and is self-taught)
With all the slower combat, paragon changes, etc..
Please allow to swap loadouts everywhere outside of combat.
The limited campfires are just a hassle, and many times in dungeons a player need to go back before the boss room to swap after the boss is dead. Not to mention large maps for non-group /dailys stuff.
This will also allow players to at least somewhere enjoy the newly made different paragons and the differences they offer, and not stuck with one.
VIP can change loadouts anytime out of combat
non-VIP can only change loadouts at campfires.
with one condition: Paragon-switching loadouts can only be performed from a Guild Hall, or major City.
Is this some roleplaying restriction or something?
both are NOW in the shard SUPER SQUISHEY neither could stay alive long enough to have any fun at all.
seems you need to spend massive amounts of gold on healing potions but they won't keep you alive long either as the cooldown will kill you unless you RUN RUN RUN away. I've been playing since 2015 and have achieved VIP 12+ (won't let it lapse) but just might quit altogether if the shard is any example of the expected nerf's
Look at what they did to the professions (ruined as far as I'm concerned) cost 5million to get where I was before the changes and not to mention the High cost in gold for very little return) the equipment I can make isn't as good as what you can buy for seals of the brave. nice work PWI turning a decent game into TRASH
What for I need a semi ranged paragon if I need to go to the city to use it. Changing paragons per circumstance, is not only realistic, it is the point of having them.
This is a game, an action MMORPG not a walk to town snooze simulator.
between a release announcement date when there are still major issues that have not been fixed or preview tested for multiple classes, entire paragon paths for classes that are useless, and a change to the stat mechanics that looks to be a direct response to a very small handful of elite "end gamer's" ability to do content with less than full groups, I'm feeling a sense of impending dread. As a user and customer I just don't see how this can be ready for a April 23 launch.
Let's use the Ranger as exhibit A (could do several other classes too, but lets keep it simple)... The Ranger has had all of about 1 weeks worth of "fixes" and those have been minor, and actually broke even more. So lets pretend that all of the outstanding issues get fixed on preview this week, any new bugs or issues created need to be tested, recorded and addressed.. this is an iterative process that can take several cycles to complete, cycles we no longer have.
Point 2: The vast majority of people that play this game are not "professionals" like sharpedge, or youtube content contributors. I will freely admit I'm probably one of those "pro's" as I can and have soloed content all the way up to cradle of the death god in the current system with various classes... however the majority of the people in my alliance still struggle to complete content as "Easy" as FBI, and many have all but given up on k-team challenges Castle Never or greater... In the quest to make content more challenging for people like me, that older content will now go from challenging, to impossible for a huge swath of the player community.
Part of the problem is that serious players are typically the most likely to actually test builds, bugs and optimize before go live, we are more likely to release videos on youtube ranting about broken things, or showing off a 2 person FBI run, we are more likely to be part of the streaming community showing how "easy" the game can be... but we still represent a very small portion of the Live server player community. The majority of the active player base struggles in current end game content, plays maybe 1 -2 hours a day, and is nowhere close to having end game gear or enchantments.. These players will play maybe 1-3 dungeons are part of the daily fun routine, then go spend time with their families... they don't have the time nor the will to sink that same time into 1 dungeon that may or may not be a success. I have convinced several people that fit this group to come into the preview server, by in large they have found this new mod to be so difficult, that many of them are seriously considering leaving the game entirely...
Without some major communication improvements in the next few weeks, and a lot of outstanding bug fix work you are going to lose a lot of active players when mod 16 drops. Mod 16 has a lot of promise with many changes that will benefit the community, and many more changes that have been needed for a long time, it would be a real shame to alienate a large chunk of the player base because effort fizzled in the last mile of the marathon resulting in the release of a clearly unfinished product tainted by a small number of players.
Guild Leader: Mistaken Identity (formerly Midnight Express)
My Twitch Stream
See my Youtube Channel for guides and more
"Don't ever become a pessimist... a pessimist is correct oftener than an optimist, but an optimist has more fun, and neither can stop the march of events."