BUG: Defense is bugged for level 70 toons. Possibly for all 61+ toons.
Example: on live my 60 CW has 32.x% DR. When I copy him to preview he also has 32% DR. I don't know exactly what happened but the level 70 version of him (copied a month ago and levelled up) only has 9.2% DR!!! He literally can't survive a fight with simple minions without having shield on tab, and even then he constantly dies from 1 hits.
This is obviously, game breaking.
0
dragonikingMember, Neverwinter Beta Users, Neverwinter Knight of the Feywild UsersPosts: 18
edited March 2015
1. Rescue mission in Underlift cant be ended if You use thievery kit before talking with prisoner.
2. Earth Elemental in lower helms hold has to high placed life bars
3. Recovery reconstruction in Scar alley has no highlighted are where to find stolen supplies and next where to use it to reconstruction.
4. All missions in Underlift must be ended by pressing F on gate but then appears: You have unfinished map progres... ofc You must press Cancel and then You can end Mission, and one more time press F to exit.
3300/400 is 8%~Dr + what you get from AC = 11%~ DR so its working as intended.
in mod 6 with new stats curves you get 1% DR per 400 points spend in defense stat.
Dying even faster is not working as intended.
0
dragonikingMember, Neverwinter Beta Users, Neverwinter Knight of the Feywild UsersPosts: 18
edited March 2015
Hi.
1. Quest Seaside Vigil get by O Paladin - wrong reward blue pants - Voice of the sea - are still for GF not for OP
2. Shirt for OP from other quest - same - for GF not OP
you have less defense at LV 60 but the stat curve at lv 60 is DIFFERENT then it is a lv 70.
at lv 60 the curve is something like 150 def=1% DR (not this but around there) at level 70 the stat curve is 400 points of defense = 1% DR.
they changed how the DR is calculated at 70 from how it is calculated at lv 60
This. ^^ .... Because you know.. progress is walking backwards... :P
Bedlam: Creating chaos as a MI Exec TR Avariel Merilwen: Burn baby, MoF/Rene Aejun The Silver: Devoted to Healing, DevOP/Justice Mina Rosepetal: Super Natural, Pathfinder/Melee Frost: Benchwarmer, Soulbinder/Fury
0
dragonikingMember, Neverwinter Beta Users, Neverwinter Knight of the Feywild UsersPosts: 18
edited March 2015
1. Timat bug. Paladin Prism during Tiamat always makes lag on start for a few seconds. (regardless of the graphics settings Hi or low)
0
mrvincent1959Member, NW M9 PlaytestPosts: 740Arc User
you have less defense at LV 60 but the stat curve at lv 60 is DIFFERENT then it is a lv 70.
at lv 60 the curve is something like 150 def=1% DR (not this but around there) at level 70 the stat curve is 400 points of defense = 1% DR.
they changed how the DR is calculated at 70 from how it is calculated at lv 60
I am having a serious problem with this. Doesn't this seem very wrong to anyone else? As we level, the enemies get harder and our effective stats are being reduced at the same time. Can someone clarify?
You guys ever wonder why each mod is only fixes for one tree?
All your HR fixes are for trapper because you killed the other two trees.
None are for GWF's because they are dead in PVP - 100% dead....
GF's are general because you have no idea what to do with the class
....... Do you see how this is going? Please fix the GWF so it is viable in pvp again. I would hate to see you ruin a class for an entire mod again because you are too caught up in an "off tank/healer" that is better than GF's and DC's at both.
Please figure it out
Signed, everyone
0
darkstarcrashMember, NW M9 PlaytestPosts: 1,382Arc User
I am having a serious problem with this. Doesn't this seem very wrong to anyone else? As we level, the enemies get harder and our effective stats are being reduced at the same time. Can someone clarify?
They changed the stat curves because they want to level the playing field. If the stat curves were the same, most veteran BiS players could get by until level 70 end-game in their old gear, while new players would be having to wear the green and blue drops/quest rewards they got along the way.
Now everyone will want to switch gear as they level: say goodbye to High Prophet, High Vizier, Avatar of War...
you can get by until 70 on your current gear (assuming it's decent) the stuff in the 3 leveling zones isn't that hard. it's once you get to IWD/WoD level 73 stuff will kick your <bleep>
0
mrvincent1959Member, NW M9 PlaytestPosts: 740Arc User
you can get by until 70 on your current gear (assuming it's decent) the stuff in the 3 leveling zones isn't that hard. it's once you get to IWD/WoD level 73 stuff will kick your <bleep>
I made sure to get what I needed already out of WOD. I have 40 Linus and plenty of coins. I hope I dont need to go back there for any reason. My real hope is that dungeons become relevant again.
They changed the stat curves because they want to level the playing field. If the stat curves were the same, most veteran BiS players could get by until level 70 end-game in their old gear, while new players would be having to wear the green and blue drops/quest rewards they got along the way.
Now everyone will want to switch gear as they level: say goodbye to High Prophet, High Vizier, Avatar of War...
Ive walked my SW HB Fury to just below 70 using same gear from live, every piece of sw gear I picked up along the way was not better than anything I already had.
Holy....! I'm not sure even the new standard healing potions (10k HPs iirc?) are going to cut it anymore.
Sounds more like they don't want players simply relying on healing potions to keep them alive no matter how they act when solo or in groups, especially the latter. It might help teach players to think more before they act and perhaps when in groups think again before deciding they don't need a healer class and/or tank class with them - or have to use some real skill to avoid many deaths ^^
The good thing is potions can be gobbled up with no delay after battle. It's just that you are going to have to be much more careful when you are in one.
check the math - in mod5 average player HP probably around 30k. then 8500 heal pot is about 28% health. BI heal pots are even better.
in mod6 average HP will probably be around 90k. 10,000 heal pot is only 11% health.
Comments
Example: on live my 60 CW has 32.x% DR. When I copy him to preview he also has 32% DR. I don't know exactly what happened but the level 70 version of him (copied a month ago and levelled up) only has 9.2% DR!!! He literally can't survive a fight with simple minions without having shield on tab, and even then he constantly dies from 1 hits.
This is obviously, game breaking.
2. Earth Elemental in lower helms hold has to high placed life bars
3. Recovery reconstruction in Scar alley has no highlighted are where to find stolen supplies and next where to use it to reconstruction.
4. All missions in Underlift must be ended by pressing F on gate but then appears: You have unfinished map progres... ofc You must press Cancel and then You can end Mission, and one more time press F to exit.
2200 Defense (0 Deflect, 17AC) = 32% DR
3300 Defense (same Defl/AC) = 11% DR
having LESS defense gives you MORE DR. obvious math error/bug.
at lv 60 the curve is something like 150 def=1% DR (not this but around there) at level 70 the stat curve is 400 points of defense = 1% DR.
they changed how the DR is calculated at 70 from how it is calculated at lv 60
We are searching for slave labor, will pay with food from our farm!
Dying even faster is not working as intended.
1. Quest Seaside Vigil get by O Paladin - wrong reward blue pants - Voice of the sea - are still for GF not for OP
2. Shirt for OP from other quest - same - for GF not OP
This. ^^ .... Because you know.. progress is walking backwards... :P
Avariel Merilwen: Burn baby, MoF/Rene
Aejun The Silver: Devoted to Healing, DevOP/Justice
Mina Rosepetal: Super Natural, Pathfinder/Melee
Frost: Benchwarmer, Soulbinder/Fury
I am having a serious problem with this. Doesn't this seem very wrong to anyone else? As we level, the enemies get harder and our effective stats are being reduced at the same time. Can someone clarify?
DR is the one that's going to matter to most people, going from 32% to 9% will be quite a shock.
All your HR fixes are for trapper because you killed the other two trees.
None are for GWF's because they are dead in PVP - 100% dead....
GF's are general because you have no idea what to do with the class
....... Do you see how this is going? Please fix the GWF so it is viable in pvp again. I would hate to see you ruin a class for an entire mod again because you are too caught up in an "off tank/healer" that is better than GF's and DC's at both.
Please figure it out
Signed, everyone
They changed the stat curves because they want to level the playing field. If the stat curves were the same, most veteran BiS players could get by until level 70 end-game in their old gear, while new players would be having to wear the green and blue drops/quest rewards they got along the way.
Now everyone will want to switch gear as they level: say goodbye to High Prophet, High Vizier, Avatar of War...
I made sure to get what I needed already out of WOD. I have 40 Linus and plenty of coins. I hope I dont need to go back there for any reason. My real hope is that dungeons become relevant again.
Ive walked my SW HB Fury to just below 70 using same gear from live, every piece of sw gear I picked up along the way was not better than anything I already had.
Sounds more like they don't want players simply relying on healing potions to keep them alive no matter how they act when solo or in groups, especially the latter. It might help teach players to think more before they act and perhaps when in groups think again before deciding they don't need a healer class and/or tank class with them - or have to use some real skill to avoid many deaths ^^
check the math - in mod5 average player HP probably around 30k. then 8500 heal pot is about 28% health. BI heal pots are even better.
in mod6 average HP will probably be around 90k. 10,000 heal pot is only 11% health.
heal pots won't cut it.