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Combat is way too slow now

quotablequotable Member Posts: 29 Arc User
I welcomed the module 6 changes of increased combat difficulty. It's actually possible to die without trying to, and other than by falling off a cliff.

But yesterday's changes aren't about difficulty. They're about tempo. Before, you get a few big attacks and a few dodges or whatever and then the battle is over. Yeah, mobs hit hard, but so what? So do you.

Or did, at least. Now, combat degenerates into you and mobs hacking away at each other for extended periods of time until the mobs finally die. The player skill part of combat is substantially diminished as the stuff that a skilled player could have done is all on cooldown long before the battle ends.

It used to be that I'd clear mobs fast enough that I'd have to run around looking for respawns. Just now, I tried to take out two groups of mobs to clear an area and the first group respawned before you can clear the second. That doesn't break things in itself. But it does mean that gameplay has slowed to a crawl.

Now, this isn't nearly as bad as the "you can leave the room during combat and it doesn't matter" approach of Runescape or Anarchy Online. But there are far too many games where you stand there hacking away waiting for mobs to eventually die without having anything interesting to do in the meantime, and we don't need one more.

Cryptic has, unlike a lot of MMORPG studios, taken the tack that if a game is going to be mostly about combat, they should try to make combat interesting in itself, rather than merely trying to bribe players to do it with "epic" loot that doesn't exist outside of a boring game. Yesterday's change didn't destroy that entirely. But it was a serious blunder.

Combat is boring now. Not too hard, not too easy. Just boring. And boring is lethal to interesting gameplay, especially when a game is mostly about combat.

Quaternion from the previous forum

Comments

  • edited June 2015
    This content has been removed.
  • regenerderegenerde Member Posts: 3,048 Arc User
    edited June 2015
    Perhaps i'm totally wrong here, but shouldn't daily quests and campaign areas be easy?
    Heroic encounters, and/or normal skirmishes and dungeons a little bit harder?
    And shouldn't the really tough stuff be behind epic skirmishes or epic dungeon doors?
    I do believe in killing the messenger...
    Want to know why?
    Because it sends a message!
  • drkbodhidrkbodhi Member, NW M9 Playtest Posts: 2,378 Arc User
    regenerde wrote: »
    Perhaps i'm totally wrong here, but shouldn't daily quests and campaign areas be easy?
    Heroic encounters, and/or normal skirmishes and dungeons a little bit harder?
    And shouldn't the really tough stuff be behind epic skirmishes or epic dungeon doors?

    That is the common perception of what an MMO dictates.
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  • eldartheldarth Member Posts: 4,494 Arc User
    edited June 2015
    regenerde wrote: »
    Perhaps i'm totally wrong here, but shouldn't daily quests and campaign areas be easy?
    Heroic encounters, and/or normal skirmishes and dungeons a little bit harder?
    And shouldn't the really tough stuff be behind epic skirmishes or epic dungeon doors?

    I don't think it's necessarily "hard" -- just tedious.
    They've successfully turned "the grind" into a slooooow motion grind.
    People have been saying leveling is "fast and easy."
    Careful what you wish for. :D
  • highlyunstablehighlyunstable Member, NW M9 Playtest Posts: 343 Arc User
    You add the 50% HP to even the lowest grade mobs, and introduce the amount of LAG that this is game is now based on, and you get one of the WORST effects I have ever experienced in ANY game. I have now parked my DC forever as doing a signle quest is now a day long journey, and am about to do the same with all the rest of my toons. TALK ABOUT BORING!!

    I argee, the low end mobs should NOT be equal to a mini boss, nor should it take 2 mins to kill 3 of them.
    Turn the clock back to Mod 4 or 5 PLEASE. Make the game fun and playable again for all. You can create a Dread ring for lower level players AND one for Epic players.... you already did this with Blackdagger/Drowned Shores. Same map, but a difference in difficultly.

    People play for the fun of the game, this game is getting more and more boring with every day that passes.
  • moradinallfathermoradinallfather Member, NW M9 Playtest Posts: 66 Arc User
    quotable wrote: »
    Cryptic has, unlike a lot of MMORPG studios, taken the tack that if a game is going to be mostly about combat, they should try to make combat interesting in itself, rather than merely trying to bribe players to do it with "epic" loot that doesn't exist outside of a boring game. Yesterday's change didn't destroy that entirely. But it was a serious blunder.

    Combat is boring now. Not too hard, not too easy. Just boring. And boring is lethal to interesting gameplay, especially when a game is mostly about combat.
    magenubbie wrote: »
    'Not just boring. Annoying. a CW with 10k power and 45%+ arp can't even kill 3 servitors with steal time unless storm spell happens to kick in hard. Or 3 zombies for that matter. So it's lethal in 2 ways..both in and outside of the game. These are critters. They shouldn't pose an issue. If you want to increase the difficulty, do so with the more dangerous mobs or give us more of those, do not use these low-lifes. It's disgraceful for a lvl70.

    Agreed...not just boring...VERY annoying.

    I just replaced my LVL 70 main's equipment for the SECOND time, due to it no longer functioning as I'd intended after "fixes" to the combat system, and yet another "fix" renders it less than optimal. I'd just got back to the point where I could solo Dread Ring once more, and along comes a full day outage and my gear is no longer enough to deal with the damage I need to absorb simply to survive a trio of servitors. Not because of the huge hits they are laying on, but because I'm simply not killing them fast enough for them to be the annoying minions they are supposed to be. And you'd think struggling to stay in a fight with three measly undead would be exciting, but you would be wrong. Instead, I'm rethinking my stance against botting. If it is going to come down to mindlessly hacking away for extended periods of time, why do I need to be present?

    Take note of the next statement PWE, it affects your bottom line
    The recent downward spiral of playablity of Neverwinter has absolutely convinced me to STOP SPENDING MONEY ON ANYTHING!!!

    Why in the world would I buy a package to gain one particular item that you might just turn around and sell as a separate item in a week or two? Why buy equipment or enhancements that will be worth less, if not worthless after the next updates to the game?

    I used to spend fairly freely, across several accounts. I WILL NO LONGER, as this seems to be a waste of my gaming dollar. At this point I'm ready to shift back to subscription games, pay monthly, rather than this broken pay to win system. More like pay to be frustrated and annoyed!!

    Get it together, or watch it fall to ashes.




  • regenerderegenerde Member Posts: 3,048 Arc User
    eldarth wrote: »
    regenerde wrote: »
    Perhaps i'm totally wrong here, but shouldn't daily quests and campaign areas be easy?
    Heroic encounters, and/or normal skirmishes and dungeons a little bit harder?
    And shouldn't the really tough stuff be behind epic skirmishes or epic dungeon doors?

    I don't think it's necessarily "hard" -- just tedious.
    They've successfully turned "the grind" into a slooooow motion grind.
    People have been saying leveling is "fast and easy."
    Careful what you wish for. :D

    Wishing for bug fixes since module 6 started... but not much to see in that department.
    I do believe in killing the messenger...
    Want to know why?
    Because it sends a message!
  • ogariousogarious Member, NW M9 Playtest Posts: 740 Arc User
    Not only that unless your one of the desirable classes with just the right set up stuff that was doable before is now next to impossible to do. Try being a 3k IS temptation SW and fighting Jawbone in the Dread Ring. Which is why I've pretty much written off Neverwinter as a MMO that I'm willing to invest time and money in.
  • burkaancburkaanc Member Posts: 2,186 Arc User
    i think Netflix and monitor vendors sponsored this change, since now you need a second monitor to watch some tv series on it so you dont fall asleep
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  • highlyunstablehighlyunstable Member, NW M9 Playtest Posts: 343 Arc User
    I spent $100's of USD spread over Mods 3, 4 and 5. How much will I spend in Mod 6, 7, 8 etc... ZERO. Not until they revert back to the older mod style, meaning, trash mobs are easier to kill (LESS HP) Larger mobs no longer hit you for 1/2 your HP, and Bosses can be killed with group of 5 instead of the current state which actually requires a group of 10 decent players to kill. I have only heard of a few players actually being able to kill a boss in any Epic Dungeon, which, in fact makes all epics useless to the majority of players. They need to look at the HP, Damage taken and done by mobs back in the eariler mods and revert back to that. THAT would keep this money train (ME) rolling into their station on a regular basis.


  • helpimblindinrlhelpimblindinrl Member Posts: 972 Arc User
    All the low geared people were moaning in guild about it taking too long to kill trash mobs when soloing today. I didn't notice until I did one of those wod HEs solo. It went on a bit long ya
  • skitzopyroskitzopyro Member Posts: 125 Arc User
    Players: "Dear cryptic the game is too hard please do something"
    Devs: "Guys the players said the game is too hard enemies have too much damage. Lets lower the damage and give them 50% more hp that will make it better"
    Players: "You just made it harder!"
    Devs: "$$$$$$"
  • moradinallfathermoradinallfather Member, NW M9 Playtest Posts: 66 Arc User
    Hmmm...Is there a Quality Assurance dept in DEV? Does anyone in DEVELOPMENT actually play test the changes before shoving them out the door to us? I'm thinking not. I'm a retired QA, and the last few release show all the signs of untested/improperly tested code being dropped into production.

    I would be glad to come out of retirement and actually test the code prior to it being release, including testing the pushes to production, which have not gone swimmingly. That is provided there is a production-like environment to test with...apparently the test server is either NOT catch release/patch issues, or the problems are being ignored when reported.

    Not much point to testing if the results are not examined.
  • helpimblindinrlhelpimblindinrl Member Posts: 972 Arc User
    Its dumber than that even. People mostly complained about spike damage in dungeons. A lot of the spikes that happened were probably unintended. So mobs that have combat advantage doing double damage, their base damage increasing by a multiple of 6 for no obvious reason and damage resistance bugging out as a buff for the enemy.

    None of this is fixed by reducing the damage. They need to figure where their math is going haywire to do away with lol what just happened moments. The damage balance that they had when it was working properly wasn't super because the mobs did high damage and the aim of the game was to dodge rather than mitigate for the non tank classes and server performance often made that less reliable than it should be but it was alright.

    This is how it always goes though. They large arbitrary changes and don't anticipate the consequences.
  • ggedamedggedamed Member, NW M9 Playtest Posts: 14 Arc User
    Looks like their code was lost/stolen before Mod 6 and they're trying to find it/recreate it ever since.


    ...What, no learn-to-play preacher?
  • ogariousogarious Member, NW M9 Playtest Posts: 740 Arc User
    Its dumber than that even. People mostly complained about spike damage in dungeons. A lot of the spikes that happened were probably unintended. So mobs that have combat advantage doing double damage, their base damage increasing by a multiple of 6 for no obvious reason and damage resistance bugging out as a buff for the enemy.

    None of this is fixed by reducing the damage. They need to figure where their math is going haywire to do away with lol what just happened moments. The damage balance that they had when it was working properly wasn't super because the mobs did high damage and the aim of the game was to dodge rather than mitigate for the non tank classes and server performance often made that less reliable than it should be but it was alright.

    This is how it always goes though. They large arbitrary changes and don't anticipate the consequences.

    But math iz hard ok?

  • regenerderegenerde Member Posts: 3,048 Arc User
    edited June 2015
    Well, they could cut down the damage from critters and bosses as a first step, but without increasing the hitpoints at the same time.
    Then start to look for the broken parts and really fix them.
    And then slowly increase the damage again, just this time, keeping the whole thing at normal levels...
    I do believe in killing the messenger...
    Want to know why?
    Because it sends a message!
  • skitzopyroskitzopyro Member Posts: 125 Arc User
    They develop the content based on what a fully geared player is capable of and that is where the problem lies.
  • ironzerg79ironzerg79 Member, Neverwinter Moderator, NW M9 Playtest Posts: 4,942 Arc User
    Agreed. It's a bit of a slog now just pounding away at giant bags of hit points. It doesn't actually make you think or make combat more involved. In fact, it does the exact opposite.
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  • quspivquspiv Member, NW M9 Playtest Posts: 1,087 Arc User
    Duration of CC effects in pve should also be increased by 50% then.
  • maegmaagmaegmaag Member Posts: 332 Arc User
    edited June 2015
    The whole issue is the lack of real differentiation of critter, normal, elite, solo and boss class (lair or local boss, not speaking about dungeon/epic bosses) mobs. Ignoring the fact that steal time should not kill anything at all (well unless it steals a week or more so its death from starvation/dehydratation), @magenubbie kind of nailed it when noting a real trash mob, critter, should not take more than "a couple" of at-wills per entity for above average equiped character.

    On the other hand, the very thing that dealing with any mob never possessed any threat and/or required the slightest effort before mod5(6) was, and sometimes still is, one of the two major holes in the whole game (zero real dungeons with real traps, puzzles and available decisions/options etc being the other one). And i for one would go even further, except that it is necessary to, again, differentiate Critter, Normal, Elite and Solo or Boss class MOB and their respective Brute subclass and the MOBs fkn damned at least slightest VI (AI).

    Currently some bosses (lair bosses) are even weaker than the sorrounding Normals (or Elites eventually). Elite (Brute Elite resp.) and Brute Solo classes should be even stronger than they r now, but its required to avoid the encounter stacks (almost every foundry player hates it, yet the official content is still full of it) - thats the place for critters, which, ofc as mentioned, cant be as resilient and powerful as they are now, especially when they possess such powers like full AP drain or healing.

    So overall i would go even further with some mob classes, but it needs per mob class approach. On top of it, some encounters at some maps look like they were placed by a foundry 10 y/o newbie author.

    ps: just came on mind with increased difficulty and time required, the rewards (end reward chest and drops from elites+) should be approprietaly adjusted, but thats for another thread;
    Post edited by maegmaag on
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  • regenerderegenerde Member Posts: 3,048 Arc User
    edited June 2015
    They should also cut down the health potions on the mobs... 60k is way over the top for that, when players can only use 10k health potions.
    And yes, i mean health potions, not those healer mobs...
    I do believe in killing the messenger...
    Want to know why?
    Because it sends a message!
  • fenrer1fenrer1 Member Posts: 8 Arc User
    skitzopyro wrote: »
    Players: "Dear cryptic the game is too hard please do something"
    Devs: "Guys the players said the game is too hard enemies have too much damage. Lets lower the damage and give them 50% more hp that will make it better"
    Players: "You just made it harder!"
    Devs: "$$$$$$"

    The Ugly Truth
  • agentorange9mmagentorange9mm Member Posts: 15 Arc User
    regenerde wrote: »
    They should also cut down the health potions on the mobs... 60k is way over the top for that, when players can only use 10k health potions.
    And yes, i mean health potions, not those healer mobs...

    Obviously the monsters spent real money for stones of health instead of potions.
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