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Things that you want to see in the next big patches before module 7

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  • thedemienthedemien Member Posts: 830 Arc User
    edited May 2015
    1. bug fixes for classes
    2. general mechanic bug fixes aka enchants etc
    3. bug fixes for classes interactions
    4. loot tables bug fixes for current Dungeons
    5. bug fixes again
  • santralafaxsantralafax Member, NW M9 Playtest Posts: 2,896 Arc User
    edited May 2015
    1. Lower the difficulty on all pre-M6 areas. Either nerf the excessive damage done by mobs or give us back either regeneration or lifesteal. Killing us faster both ways doesn't cut it.

    2. Give meaningful Health Potions, the current ones don't give nearly enough for characters with 80,000-100,000 hit points.

    3. Give us meaningful drops (blue or even purple gear.) At least as good as pre-M6. The difficulty rose and the rewards disappeared. Doesn't make any sense.
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  • mjytreszmjytresz Member Posts: 500 Arc User
    edited May 2015
    What I'd like to see:

    General
    • All Rank 4 Powers are now properly working
    • Dragon Hoard Enchantments have been rolled back to their previous state. RP gained from Dragon Hoard Enchants are no longer Bound to Account
    • Coalescent Wards are now rare drops from Tier 2 Dungeons only.
    • Enchanting Rank 7-10 Enchantments, as well as Lesser-Greater Weapon/Armor enchantments, no longer requires a same-tier enchantment. Enchantment values have been compensated to adjust for this change (Generally 50% more RP required).

    PvE
    • General
      • The Dungeon Delves event no longer requires a key to open the chest at the end of a dungeon.
      • Chests now always drop a Refinement Item of Uncommon or higher
      • Dungeons have been rolled back to their Mod 5 status. Mobs have been scaled up to 71
      • All previously available dungeons are now available once again. Leveling dungeons are also available
      • Improved Drop Rates for drop-only gear by approx 20%
      • Previously Bind On Pickup items are now tradeable.
    • Icewind Dale
      • Drop Rates on Black Ice Gloves increased by approx 50%
      • Black Ice Mainhand and Offhand items have been removed
      • Quest Rewards, Token Trades, and Drops have been scaled to Level 70
      • Difficulty of minor Heroic Encounters reduced by approx 10%
    • Sharandar & Dread Ring
      • Quest Rewards, Token Trades, and Drops have been scaled to Level 70
    • Valindra's Tower & Lair of Lostmauth
      • Fixed Memory Leak problem. Lag should not be a problem any longer
      • Fixed quest-tracking error in Lair of Lostmauth. You should not be teleported into the dungeon past the current quest objective

    PvP
    • Maps
      • Of the three current PvP maps, HP Potions have been removed. Additionally, the two Domination maps have been extended in size.
      • Environment clipping has also been improved (IE - No longer getting stuck on invisible terrain)
      • New PvP maps are now available for testing on the Preview Shard
    • Interactions
      • All Crowd Control Effects now have diminishing durations on subsequent use. The durations are now scaled on application instead of a player-by-player basis. (IE - TR A uses Dazing Strike. Daze lasts 5 seconds. TR B uses Dazing Strike within 10s. Daze lasts 2.5 seconds). This will continue until the target effectively resists the crowd control effect but still takes damage.
      • The reduction to Crowd Control effects is still affected by Tenacity and Control Resist.
      • Stealthed Units can no longer capture points but can still prevent a point from being captured. (This includes Trickster Rogue and Hunter Ranger)
    • Class Specifics
      • Fixed a problem where push-backs would scale you up the wall, resulting in longer duration of disables.
      • Fixed a problem where push-backs off a raised surface would result in extra fall damage
      • Fixed a problem where certain knock-down skills would result in longer-than-usual prone durations
      • Fixed a problem where standing up after being proned prevented from using shift abilities for longer than usual
      • Soulforged Enchantment: The cooldown of this Enchantment has been doubled for PvP only
      • Control Wizard
        • Storm Spell procs have had their damage reduced
        • Across the board damage reduced by approx 10% (This may change)
        • The push-back distance of Repel has been reduced only for PvP. It now scales on proximity to the caster.
      • Hunter Ranger
        • The Daze duration on Strong/Weak Roots has been reduced by approx 20% only for PvP
        • Across the board Damage has been increased by 15%
        • Distance covered during Shift maneuver has been increased by 20%. i-frames have not changed
        • Several dozen changes have been made to Archery and Combat to bring it up to par with Trapper. Stay tuned.
      • Trickster Rogue
        • At-Will attacks during stealth now briefly emit a smokey-shadow of the Rogue. This does not reveal the rogue, merely allowing the the attacker to spot the general position of the rogue. Subsequent attacks made in a short time extend the duration of the smoke emitted. Base Duration: 0.05 seconds.
        • Bait and Switch: This skill has been reworked to also encompass a toggle located in the Power window. The toggles include Defensive and Offensive bait. Depending on the toggle, the bait will either maintain distance from or approach and attack the target.
        • Bait and Switch: Offensive clone deals 0 damage. In addition, Bait and Switch does not active a backwards roll.
        • Bait and Switch: Fixed a bug where activating Bait and Switch at the end of stealth duration would also refill stealth.
        • Fixed a dozen bugs.
        • Executioner and Scoundrel have been tweaked to bring them back up to par without overpowering other paragon feat paths and also without overpowering other classes.
      • Oathbound Paladin
        • Temporary HP has been reduced across the board by 50% for PvP only
        • Certain passives no longer proc when receiving a healing effect at full health
        • Certain skills have had their damage increased
        • Divine Judgment has had its damage reduced by approx 15% for PvP only
        • Fixed an issue where toggles would turn off when the user was under control effects
      • Devoted Cleric
        • Potency of heals has been reduced by approx 35% across the board for PvP only
      • Scourge Warlock
        • Various tweaks have been made to the Fury, Damnation, and Temptation tree to bring them up to speed with other classes
        • Soulbinder: Soul Sparks now diminish similar to GWF's Determination.
        • Soulbinder: Essence Defiler and Soul Scorch have had their animation speeds increased by approx 20%
        • General: Several Warlock skills have also had their animation speeds increased, similar to the Control Wizard patch a while ago.
        • Curse Bite: Damage has been increased. Now also affects stealthed targets.
        • Dreadtheft: This skill can now be used regardless of target. If targeted, skill will pivot around the target as usual. If untargeted, target dies, or target becomes stealthed, Dreadtheft can now be freely aimed.
        • Hadar's Grasp: Duration has been increased
        • Infernal Spheres: Damage has been increased
        • Arms of Hadar: Damage has been increased
        • Harrowstorm: The DoT damage on this skill has been increased. Knockup damage of this skill has also been increased and scales with remaining time left on the DoT. (IE - Cursing a target immediately after using Harrowstorm produces comparable damage to allowing the DoT to tick, whereas waiting until the last second produces less damage)
        • All-Consuming Curse is now a class mechanic. Proccing this mechanic on certain abilities (such as Harrowstorm) will not trigger the secondary interaction.
        • Vampiric Embrace: Damage increased. Temporary HP increased. Cooldown slightly reduced
        • Warlock's Bargain: Currently, this skill is capable of killing the Warlock when the Warlock's current health is below the threshold. Now, if this skill is used when the caster is below the threshold, the user will be left with 1 HP instead of killing them.
        • Wraith's Shadow: Damage slightly increased.
      • Guardian Fighter
        • Knights Valor can no longer kill the user. When the user's life would be reduced to 0, the skill will toggle off.
      • Items
        • Devoted Cleric Sigil: The AP gained from this artifact has been reduced by 50% at all levels.
        • Lair of Lostmauth: The extra damage produced by the set effect has been drastically reduced to bring it inline with other artifact sets
        • Lathandar's Set: This set will no longer provide a potential 3rd chance in PvP. Soulforged procs will also proc the ICD of Lathandar
        • Wheel of Elements: The bonus damage provided by the Fire buff is now calculated after all mitigation.
        • Wheel of Elements: The HP Regeneration provided from the Water buff has been reduced at all levels.
      • General
        • The map will now display how many units are attempting to capture a point. The map will not display enemy targets who are not currently on enemy points. (IE - The map will display when 2 enemies are attempting to capture your point. The map will not display when 2 enemies are sitting on a point they've captured).
        • Added a "Surrender" option. All team members must accept this vote in order to surrender. Upon a Surrender, the enemy team will immediately have their points raised to the cap (1000 for Domination, 2000 for Gauntylgrym). Glory will be calculated off this value.

    Refinement System
    • Point Scaling
      • The total amount of refinement points required to upgrade an item has been cut by approx 10%.
      • For those of you who have max-level Artifacts, Artifact Equipment, or Enchantments (Offense, Defense, Utility, Weapon, and Armor), you will receive a token containing approx 10% of the maximum amount of RP invested into it. This token can be used to refine other items. This token is bound to your account and cannot be sold or discarded
    • Refinement Drops
      • In addition to the previously stated Refinement Point Drop changes, weekly campaign instances (Including Tyranny of Dragons, Dread Ring, Sharandar, and Icewind Dale) will also reward one Black Opal upon completion.

    Matchmaking
    • PvE
      • Matchmaking has been amended to require a proper party structure before popping. This includes:
      • Tank: Guardian Fighter or Oathbound Paladin*
      • Healer: Devoted Cleric or Oathbound Paladin*
      • DPS: Everything else
      • NOTE: Because Oathbound Paladins are capable of fulfilling either a Tank or Healer role, Matchmaking will only use the Paragon Path for Paladins and only Paladins.
      • NOTE: Depending on feedback and observations, it may be possible to allow Temptation Warlocks to queue for a healing role.
      • NOTE: In the future, it may be possible to queue without a tank for certain dungeons. However, a Healer role will always be necessary (This also promotes options for DPS spec'd Clerics)
    • PvP
      • Pre-70 Domination Matchmaking has not changed.
      • Domination Matchmaking at 70 has been changed as follows:
      • The requirement to queue for Domination is now 2000 iLvl.
      • Teams will be randomly generated (While allowing for a certain amount of fairness in team composition (IE - We will not place 3 DC on one team)) but will now be placed into iLvl brackets broken up into gaps of 200 iLvl. 2000-2200. 2201-2400. 2401-2600, etc.
      • We will continue to work on implementing a more balanced version of MMR/ELO
      • Parties queueing for Domination or Gauntylgym will now be placed into the "Premade" queue. Requirements are: Queueing in a party of 3 or more. Parties of 2 will still be placed into the solo queue, however, only 1 premade party is allowed per team.
      • NOTE: In the event that a party of 3/4 queues for Domination and are placed into the Premade queue, a player in the solo queue will be prompted with the option of joining a premade game if no other premade parties meet requirements or are available.
      • NOTE: We will continue to work on the Premade queue.
    • Gauntylgrym
      • GG Queues will be broken up into Solo and Premade queues, similar to Domination. Solo queue games will not have premade parties in it.


    Just saying, a patch like this with general balance, tweaks, actual expansions, and more availability of items would be a dream come true.
    Cryptic's current model of isolating all enabling items via the cash shop is failing, hard. They'd make more money and retain more players with a valid approach.
    Broken mechanics, broken class designs, lack of actual content, and over zealous, bronze-age moderation?

    Go Cryptic!
    PS - I quit.
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  • vinceent1vinceent1 Member, NW M9 Playtest Posts: 1,264 Arc User
    edited May 2015
    man can dream
  • louiestellarmanlouiestellarman Member Posts: 23 Arc User
    edited May 2015
    I'd really like to see a fifty-man raid, and in order to win, we all have to enter our credit card information at the right time and fire a solidified beam of zen at the enemy.
  • kemi1984kemi1984 Member Posts: 849 Arc User
    edited May 2015
    "mjytresz"

    Nice read man, I'm impressed with the amount of work you've put into it.
    Sadly...(I know you all expected that!) these changes will never happen, If THEY do actually want to implement even a part of these...It would take a ton of time, they would have to actually shut the game down for a few month even, so - nope.

    Let's hope your ideas will be partially implemented, even if it has to go down to future modules.

    Kudos to you kind Sir!
    Nancy - Dragonborn, SM Guardian Fighter
    A proud member of "mythical horde of DPS GFs"

    1). Is SW more dps or tank based?
    2). Yes. I am panzer!
    3). Get ACT if you want to celebrate your epeen.
    4). Horniness will not stand between me and what I believe - "MM"
  • mjytreszmjytresz Member Posts: 500 Arc User
    edited May 2015
    kemi1984 wrote: »
    "mjytresz"

    Nice read man, I'm impressed with the amount of work you've put into it.
    Sadly...(I know you all expected that!) these changes will never happen, If THEY do actually want to implement even a part of these...It would take a ton of time, they would have to actually shut the game down for a few month even, so - nope.

    Let's hope your ideas will be partially implemented, even if it has to go down to future modules.

    Kudos to you kind Sir!

    Yea...
    It probably won't happen. However, I play other games that are F2P or P2P and yet have a good economy or a good cash shop structure. For example...

    Tera
    The game is free to play. The Cash Shop only offers decoration items and a few luxury crafting/enchanting items but they're all available in game from mobs or stupidly cheap from the auction house. Tera also has decently balanced PvP classes and PvE is challenging, yet rewarding and playable.

    Eve
    The game is pay to play, yet you can maintain your subscription through in game items pretty easily if you get a good corporation. The devs and staff are very vocal on forums, on third party sites, and through the launcher about their observations and balance. They're still implementing tiercide changes. The economy is very alive and thriving and things are going pretty well (outside of nullsec space).


    Those two games alone demonstrate everything this game doesn't. Neverwinter was founded on a copy/paste cash shop model and the lack of administration is already resulting in the death of it.
    I'm one of the most outspoken ******** on the forums and I haven't logged into the game in weeks.
    Broken mechanics, broken class designs, lack of actual content, and over zealous, bronze-age moderation?

    Go Cryptic!
    PS - I quit.
  • regenerderegenerde Member Posts: 3,048 Arc User
    edited May 2015
    - a faster response time against bugs/exploits users
    - harsh consequences for those bugs/exploits users
    I do believe in killing the messenger...
    Want to know why?
    Because it sends a message!
  • kemi1984kemi1984 Member Posts: 849 Arc User
    edited May 2015
    mjytresz wrote: »
    Yea...
    It probably won't happen. However, I play other games that are F2P or P2P and yet have a good economy or a good cash shop structure. For example...

    Tera
    The game is free to play. The Cash Shop only offers decoration items and a few luxury crafting/enchanting items but they're all available in game from mobs or stupidly cheap from the auction house. Tera also has decently balanced PvP classes and PvE is challenging, yet rewarding and playable.

    Eve
    The game is pay to play, yet you can maintain your subscription through in game items pretty easily if you get a good corporation. The devs and staff are very vocal on forums, on third party sites, and through the launcher about their observations and balance. They're still implementing tiercide changes. The economy is very alive and thriving and things are going pretty well (outside of nullsec space).


    Those two games alone demonstrate everything this game doesn't. Neverwinter was founded on a copy/paste cash shop model and the lack of administration is already resulting in the death of it.
    I'm one of the most outspoken ******** on the forums and I haven't logged into the game in weeks.

    Of course you're right, and, I believe, all was said already about what can be done to make this game a heck lot better.
    As I'm not really into pvp (which is a really bad joke from what I read) I'm not looking fwd to the 7th module.
    Creating another addon to the utterly broken game is beyond me, I see no logic in this aside being desperate to engage more players.
    Which they will loose anyway when people learn in what bad state the game is now.
    Nancy - Dragonborn, SM Guardian Fighter
    A proud member of "mythical horde of DPS GFs"

    1). Is SW more dps or tank based?
    2). Yes. I am panzer!
    3). Get ACT if you want to celebrate your epeen.
    4). Horniness will not stand between me and what I believe - "MM"
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  • suicidalgodotsuicidalgodot Member Posts: 2,465 Arc User
    edited May 2015
    ...or an increase in communication, while we're at it.

    The only thing I expect is that about a third of the current bugs will be "fixed" - which might or might not actually have the intended effect.

    Or even more realistic, after observing the followup to the soothing noises coming from corp HQ for four or five weeks: I want to see that less stuff will be newly broken than actually fixed. I might even get disappointed...
  • valikor69valikor69 Member Posts: 20 Arc User
    edited May 2015
    mjytresz wrote: »
    Yea...
    It probably won't happen. However, I play other games that are F2P or P2P and yet have a good economy or a good cash shop structure. For example...

    Tera
    The game is free to play. The Cash Shop only offers decoration items and a few luxury crafting/enchanting items but they're all available in game from mobs or stupidly cheap from the auction house. Tera also has decently balanced PvP classes and PvE is challenging, yet rewarding and playable.

    Eve
    The game is pay to play, yet you can maintain your subscription through in game items pretty easily if you get a good corporation. The devs and staff are very vocal on forums, on third party sites, and through the launcher about their observations and balance. They're still implementing tiercide changes. The economy is very alive and thriving and things are going pretty well (outside of nullsec space).


    Those two games alone demonstrate everything this game doesn't. Neverwinter was founded on a copy/paste cash shop model and the lack of administration is already resulting in the death of it.
    I'm one of the most outspoken ******** on the forums and I haven't logged into the game in weeks.

    Thanks !

    I was thinking of quitting neverwinter, as a paying customer, i was severely dissatisfied after mod 6 ( severe rules reworks, incomplete explanations, severe and numerous bugs, stats get lower as the level gets higher was a pure non sense...).

    This is pure self sabotaging in action! something like that is not going to disappear but will probably augment, I was thinking it was time to find something else.

    if other games of cryptic manifest the same self sabotaging, it may be corporate wide and time to quit the company...
  • warlockvalwarlockval Member Posts: 3 Arc User
    edited May 2015
    hustin1 wrote: »
    I want the overall difficulty brought back down to reasonable levels.

    YES PLEASE!!!! I want to see a video of the devs running a T1 dungeon with blue gear, and an 1800 IL. I need epics to tun dungeons, but i need dungeons to get the epics. Fix the difficulty. Of course, i don;t think they will actually do it untill more people start leaving. I don't know why people still spend money on this game. i stopped with this new mod tbh... I only log in and invoke now, and sometimes i just don't care enough to do that anymore.
  • x3n0forumx3n0forum Member Posts: 44 Arc User
    edited May 2015
    It would be nice for dungeons to display two item levels:
    - minimum (aka the current system): you can enter, but you'll need powerful teammates to compensate
    - recommended: a balanced team with that ilvl is capable of beating the dungeon
  • skarlspeedskarlspeed Member, NW M9 Playtest Posts: 74 Arc User
    edited May 2015
    I would like for there to be a way to lock gear so you won't accidently refine it away or delete it or sell it. Some items are very pricey and I wish we could "lock them" down so to speak and then feel safe they won't go away.
  • vinceent1vinceent1 Member, NW M9 Playtest Posts: 1,264 Arc User
    edited May 2015
    kemi1984 wrote: »
    Of course you're right, and, I believe, all was said already about what can be done to make this game a heck lot better.
    As I'm not really into pvp (which is a really bad joke from what I read) I'm not looking fwd to the 7th module.
    Creating another addon to the utterly broken game is beyond me, I see no logic in this aside being desperate to engage more players.
    Which they will loose anyway when people learn in what bad state the game is now.

    too simplified. if you are weaker, you will be killed and dont notice a difference between enemy strong and bugsploiting. on the other hand, noone class is overpowered with damage and plagueed pvp so in this perspective pvp is in good state firstly after years. really think newbies can have a good times at gauntlgrym if they que solo
  • torontodavetorontodave Member, NW M9 Playtest Posts: 992 Arc User
    edited May 2015
    mjytresz wrote: »
    What I'd like to see:
      General
      PvE
      [*]Icewind Dale
      [*]Sharandar & Dread Ring
      [*]Valindra's Tower & Lair of Lostmauth
      [*]Maps
      [*]Interactions
      [*]Class Specifics
      [*]General
      [*]Refinement Drops
      [*]PvP

      Just saying, a patch like this with general balance, tweaks, actual expansions, and more availability of items would be a dream come true.
      Cryptic's current model of isolating all enabling items via the cash shop is failing, hard. They'd make more money and retain more players with a valid approach.

      I like your list. Get to work implementing it!

      Oh you don't work for Cryptic? =/ Hrmm... Maybe they should have some employees who play the game and are capable of making a list like this. =X ;D
      NW-DSQ39N5SJ - 'To Infinity, and BEYOND!' - Spelljammer Quest. Skyships, Indiana Jones moments
      NW-DC9R4J5EH - 'The Black Pearl' - Spelljammer! Phlo Riders and Space Orcs
      Thanks for all the fish.
    • santralafaxsantralafax Member, NW M9 Playtest Posts: 2,896 Arc User
      edited May 2015
      mjytresz wrote: »
      Yea...
      Neverwinter was founded on a copy/paste cash shop model and the lack of administration is already resulting in the death of it.
      I'm one of the most outspoken ******** on the forums and I haven't logged into the game in weeks.

      I'm very outspoken on the problems with M6 and would agree with you on the game from that point on. However, I think it has a good core, if the management can see some errors in their ways. I'd hate to see the game continue on this current course and wind up scrapheaped due to bad recent management.
    • thewolfisloosethewolfisloose Member Posts: 0 Arc User
      edited May 2015
      So I just tried to run Val's Tower and the lag was so severe we couldn't beat the last pull before Val's room. Damage floaters wouldn't show until around the 7th hit. Lots of players came and went - no luck. This isn't the first time. All that work for 20 seals, maybe a new gear piece for +15 ilvl. Not worth it. Not fun. Not profitable.

      Fix. Dat. Lag. Please.
    • discoricediscorice Member Posts: 371 Arc User
      edited May 2015
      We keep getting "reminded" that it's up to the devs at Neverwinter's sole discretion to decide what is and isn't a bug. While I agree with that, it is also almost never relevant to the discussion at hand. No one argues that it's at the devs discretion. We're all well aware. The ball is in your court, oh ye gamegods, so decide what the bugs are and respond somewhere conspicuous on the forum by telling us if an issue is "working as intended" or "is going to be addressed". Silence in these cases is essentially just giving the go ahead to people who are trying to gain rewards through dubious mechanics that rob other people of prizes they might have otherwise earned, and it's an invitation to others who might just start using those dubious mechanics out of frustration.
      Fear Of A Disco Planet
    • reposterzreposterz Member Posts: 293 Arc User
      edited May 2015
      Well at least they are patching, I was shocked that the last patch took longer than expected. I do not expect to see weekend patching, but the changes mentioned by the new lead dev has not reached a critical level yet as we can still see and say mod 6 is badly done. I am waiting along with my friends and family for all dungeons to come back, and ideally some old data for epics can be recovered.

      Giving new bank account space would be nice, serious suggestion to the devs (my friends and family sort of do not want to part with hard earned lvl 60 gear, only to have them salvaged totally for level 70 gear, some sort of nostalgia feeling.)
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