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how to improve neverwinter

scortylscortyl Member Posts: 28 Arc User
edited August 2015 in General Discussion (PC)
i want to throw my vision of what will improve neverwinter if they change something in future :

1 : renable old closed dungeons
2 : reevaluate some one shoting hits from monsters (i have an idea for that and i will tell about it later in thread)
3 : lower the price of greater mark of potency (for new players it prevent too much from upgrading artefacts fast)
4 : make a diminushing return (or a window when for 3 seconds if the same ability is used against the same player : reduce by 80 % the effectiveness of it )of abilities that are the same and stacks in pvp (exemple abilities from hunter ranger , this will allow diversity too in group/guild/team play )
5 : UNIFORMIZE kinds of players : the casual player , the 15 day per month player , and the "every time" here player (i will explain details later in thread)
6 : upgrade by 2,5 times the exp we get from quests and monsters after level 60 , i tell you , your base player will grow if you do that , because every one want to try new classes and not staying on a single class an entire month , it's boring to use always "the same skills" in the "same area" .
7 : revise the percent of chances of upgrading runes and enchants : depending of the power of the enchant or rune
for exemple make the 1 % on vorpals etc become at least 10 % , 1 % is nothing it's a chance on 100 , it's not enough .
the highest rank enchants should have at least 10 % of chance of getting upgraded .


details :

2 : make a low cost enchant that work like that : "if you take more that 75 % of your hp in one hit , reduce that hit to 75 % hp removed , work only every 15 seconds , so the player after procing that effect , will know that he need to stay safe of danger for these 15 seconds .(in utility slot)

5 : for casuals make dungeons 1600 less harder for the ones that are very difficult , casual gamers who try to reach these dungeons after level 70 are frustrated and a lot of them leave because they fail and are unable to progress and get items .and upgrade the number of seals you can get from these dungeons .

for the 15 days per month player : make artefacts more easily obtainable , the upgrade system : why to not make we can upgrade it with enchants too ? or at least reduce the points needed to upgrade artefacts after "epic" state. and the price of component needed to upgrade it (refinement and upgrade )


make 2000 dungeons less harder because even sometimes at 2000 gear score we get kicked out , again upgrade the number of seals we can get out from a dungeon .

the very time player , will benefit from all this , and can focus on what ? rerolling another class or continue his way on same class ,

by doing this the game will drop from "elitists " (dominating) players
to "thanks god less pain " for all players





Comments

  • edited August 2015
    This content has been removed.
  • scortylscortyl Member Posts: 28 Arc User
    ok i have copy pasted my text there , thank you
  • kvetkvet Member, NW M9 Playtest Posts: 2,700 Arc User
    edited August 2015
    1 : renable old closed dungeons

    They will be, but they're being tight lipped about when.


    2 : reevaluate some one shoting hits from monsters (i have an idea for that and i will tell about it later in thread)

    They are evaluating these things currently, again, though no word on when any updates will happen.



    3 : lower the price of greater mark of potency (for new players it prevent too much from upgrading artefacts fast)

    Rank 12 VIP == GMOPs cost 75K AD.


    4 : make a diminushing return (or a window when for 3 seconds if the same ability is used against the same player : reduce by 80 % the effectiveness of it )of abilities that are the same and stacks in pvp (exemple abilities from hunter ranger , this will allow diversity too in group/guild/team play )

    This is a pretty good idea - though in other cases they simply make it so more than one of the same power doesn't stack.


    5 : UNIFORMIZE kinds of players : the casual player , the 15 day per month player , and the "every time" here player (i will explain details later in thread)

    A lot easier said than done since it sets up different tiers of play. By playing less, is it really fair that you get more than someone who plays more? Even just more on the margin? It's an equal pay for equal effort issue...


    6 : upgrade by 2,5 times the exp we get from quests and monsters after level 60 , i tell you , your base player will grow if you do that , because every one want to try new classes and not staying on a single class an entire month , it's boring to use always "the same skills" in the "same area" .

    They've heard the XP complain a million times... probably won't be changing, but you never know!


    7 : revise the percent of chances of upgrading runes and enchants : depending of the power of the enchant or rune
    for exemple make the 1 % on vorpals etc become at least 10 % , 1 % is nothing it's a chance on 100 , it's not enough .
    the highest rank enchants should have at least 10 % of chance of getting upgraded .

    Probably won't happen - the marks are part of their Zen sink and also a big part of the AD economy.
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