hopefully its only to mobs below lvl 70 and the content im doing is unaffected, so the dungeons should be the same, it i really feel sorry for anybody who will be trying to get a fresh DC/OP through spinward, watching paint dry could be more action packed experience
I believe what they are trying to do is eliminate so many "1-shot" hits while keeping the overall 'difficulty' the same. But the net-affect is as so many are saying: it will now take *longer* to kill anything. This may not be all that noticeable to DPS-based classes, but tanks especially will feel the pain.
As mentioned in another thread
+ 50% less damage and 25% more hp for level 60-73 mobs
would have been a much better change, and it would still be challenging for the majority of players.
I do believe in killing the messenger...
Want to know why?
Because it sends a message!
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grogthemagnifMember, NW M9 PlaytestPosts: 1,651Arc User
Give it a day or a week and then come back and comment. That's what i plan to do. It may take me a week as I only get to DR or Sharandar once a week for weeklies.
As mentioned in another thread
+ 50% less damage and 25% more hp for level 60-73 mobs
would have been a much better change, and it would still be challenging for the majority of players.
As mentioned in another thread
+ 50% less damage and 25% more hp for level 60-73 mobs
would have been a much better change, and it would still be challenging for the majority of players.
aaaaand then i could flush my paladin down the toilet since it would be useless as i could facetank all content on my dps gwf nice idea, 5 mods tanks were useless and u want to return to it
I only use Mathematics for a living so... judge this statement however you wish.
If they wanted to "balance" the "critters," (no more 1-shots) making combat last longer and forcing the use of strategy...
+50% HP and -50% Damage = "balance"
+50% HP and -25% Damage = Stronger critters
IMO, DPS class will take a little longer (TIME SINK)
non-DPS class will take a LOT longer (waste of time and yet another reason not to play healer/tank/utility classes)
This hurts the PVE community but possibly makes PW a few more dollars
THANK YOU DEVS FOR ANOTHER POOR DECISION!!!
decreasing one thing and increasing another by the same amount isnt necessarily balance. by that logic, increasing HP by 100% and putting their dmg to 0 is "balance".
They wanted overall difficulty to remain the same, and some stats affect difficulty harder than others.
As mentioned in another thread
+ 50% less damage and 25% more hp for level 60-73 mobs
would have been a much better change, and it would still be challenging for the majority of players.
aaaaand then i could flush my paladin down the toilet since it would be useless as i could facetank all content on my dps gwf nice idea, 5 mods tanks were useless and u want to return to it
Missed it here, but i wrote it in other threads... this change would be only for open areas/maps, and/or normal dungeons and skirmishes.
Epic dungeons and skirmishes would still be the same - and all bosses would also still be the same.
Its not even that big of deal, ive leveled a Warlock before and after the patch, ya its harder but MORE FUN. And no so much so that you even really notice that much.
Nope. The only assumption is that a mob does DPS until dead. It doesn't matter how much DPS. It will take 1.5 times as long to kill a mob and during that time the mob will be doing 0.75 tims as much DPS as before. So 1.5 x 0.75 = 112.5 which is 12.5% more damage per mob kill.
Yes but what it really means is that you now have a chance to heal wounds whereas for a new char with no access to heal or life steal (life steal being even more complicated for new chars/players) in the previous scenario would find it hard to keep it up.
Buffed up long term damage for a nerf in burst. Its fair enough imho.
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mamalion1234Member, NW M9 PlaytestPosts: 3,415Arc User
no is also for 70+ they changed the line to patch notes now says : 6-60+. I tried dread ring with gwf i have a weak one
as dps class didnt have any problem just took a little longer.
Yes but what it really means is that you now have a chance to heal wounds whereas for a new char with no access to heal or life steal (life steal being even more complicated for new chars/players) in the previous scenario would find it hard to keep it up.
Buffed up long term damage for a nerf in burst. Its fair enough imho.
Burst was not a problem outside of T2 dungeons, and this change is probably not enough to help with that anyway. The vast majority of the playerbase just got screwed over. Again.
And heal with what, exactly? Those frankly pathetic potions with a ludicrous CD? Terrible, terrible idea.
I'll say being a low gear score cleric is pretty darn terrible when grinding dailies as well. Sharanderp is easier just more boring smacking around giant punching bags of hit points, Dread ring is more difficult because it takes longer to kill servitors.
Seriosuly this balance adjustment is all kinds of terrible and seems to unecessarily punish non-Dps classes.
Not sure why the Devs couldn't start with something simple, like just a reduction in damage for 25%, and then gather data from regular geared players how the change is working out for them...
Or the Devs should take the time, to go into dungeons with regular geared characters on their own, and see what is going on in there...
And if they don't want to take time for that, then the least thing they could do is listen to the players feedback, and make changes based on that feedback!
Not sure why the Devs couldn't start with something simple, like just a reduction in damage for 25%, and then gather data from regular geared players how the change is working out for them...
Or the Devs should take the time, to go into dungeons with regular geared characters on their own, and see what is going on in there...
And if they don't want to take time for that, then the least thing they could do is listen to the players feedback, and make changes based on that feedback!
I can agree with this. However I want to add to this particular point that most players who do give feedback have at least functional understanding of how the game is, so they are less relevant statistically than the majority of the population. It's better to get the numbers rolling than hearing us, forum posters, if you have to be pragmatic about it.
Well, they could share the setup of characters they use for testing new or existing content.
Class, path, feat, boons, equipment, anything else and vs. what targets they tested it.
Comments
+ 50% less damage and 25% more hp for level 60-73 mobs
would have been a much better change, and it would still be challenging for the majority of players.
aaaaand then i could flush my paladin down the toilet since it would be useless as i could facetank all content on my dps gwf nice idea, 5 mods tanks were useless and u want to return to it
decreasing one thing and increasing another by the same amount isnt necessarily balance. by that logic, increasing HP by 100% and putting their dmg to 0 is "balance".
They wanted overall difficulty to remain the same, and some stats affect difficulty harder than others.
Epic dungeons and skirmishes would still be the same - and all bosses would also still be the same.
Yep - they just gave every mob in the range 60-70 a 12.5% damage BUFF.
Only in Neverwinter.
Aelar Hawkwind - Archer
Karrin Feywinter - Mistress of Flame
Errin Duskwalker - Executioner
Darquess - Soulbinder
Aelar Hawkwind - Archer
Karrin Feywinter - Mistress of Flame
Errin Duskwalker - Executioner
Darquess - Soulbinder
Buffed up long term damage for a nerf in burst. Its fair enough imho.
as dps class didnt have any problem just took a little longer.
There is only so much time in a day. Dopamine releases are now often slowed by 50%, as are dragon hoard gains, etc.
The ROI of Neverwinter is much declined in the last 24 hours.
And heal with what, exactly? Those frankly pathetic potions with a ludicrous CD? Terrible, terrible idea.
Aelar Hawkwind - Archer
Karrin Feywinter - Mistress of Flame
Errin Duskwalker - Executioner
Darquess - Soulbinder
Seriosuly this balance adjustment is all kinds of terrible and seems to unecessarily punish non-Dps classes.
Understatement.
Or the Devs should take the time, to go into dungeons with regular geared characters on their own, and see what is going on in there...
And if they don't want to take time for that, then the least thing they could do is listen to the players feedback, and make changes based on that feedback!
Class, path, feat, boons, equipment, anything else and vs. what targets they tested it.