test content
What is the Arc Client?
Install Arc

Why Challenging endgame content is good for the game:

thefabricantthefabricant Member, NW M9 Playtest Posts: 5,248 Arc User
I often see the argument for or against challenging endgame content. Some people are for content aimed at the 3k+ ilvl player, other people are against it. I will try to summarize the bulk of the arguments here and then I will provide my own.

The first argument I often see is, "there aren't enough players with gear at that level to justify having endgame content." To which geared players respond, "if there isn't content requiring 3k ilvl+, then there is no reason to gear up and so you will never get a large number of players with that 3k ilvl+ because players have no incentive to gear that high."

The second argument often made is, "Content needs to be accessible to everyone, if you want a challenge, take off all your fancy gear and do dungeons without it, or run with specific classes, or run with fewer members." To which geared players respond, "We have done all of the above, however, it would be nice to have a place to put our toys to use instead of having acquired all this stuff and then leaving it alone. Players like having a sense of progression and taking off gear is not progression at all, the bigger the mallet gets, the bigger the rock needs to be that you are trying to smash." The response I often see to this argument is, "It was your choice to gear up, so don't complain that its too easy." My response to this argument would probably be along the lines of, "there is nothing else to do that gives you a sense of progression and keeps you playing, other than working towards improving your character. Once you stop working towards having a better character, you stop playing the game." I imagine the response to this would be along the lines of, "If you want challenging content, then go play PVP, PVE will never be challenging." To which I would reply, "Why shouldn't pve contain challenging content, it exists in other games like PoE and some of us have a low tolerance for the trash talking in pvp."

The third argument often made is, "If you want a challenge, just pug it" to which geared players respond, "why should we be forced to play with random players they do not know when they would rather play with friends. Why is there no challenging content aimed towards those groups, to encourage that kind of group play." Sometimes I see the argument made that content is actually difficult at the required item level and its only those of us with "fake item level" or "unrealistic circumstances" are able to beat it and honestly, all I can say to that argument is l2p.

So, what is my argument? My argument is this:
If there is no challenging content for players to work towards, then experienced, skilled players simply pick up and leave. Furthermore, people stop theorycrafting, simply because there is no need to. With a smaller group of players testing content and trying to optimize their gear, there is a decrease in the skill of the average player and content gets artificially harder for them. The skilled players are not effected, because they find the game easy and they still develop their own characters, but because they find the game so easy, they feel there is no point to explain how things work to new players. This leads to more complaints about difficulty from inexperienced players, saying it is too difficult because they live in a bubble of artificial difficulty and it leads to frustration in experienced players because they want challenging content. Just remember, if you design for the lowest common denominator, then eventually, only the lowest common denominator will stick around. The moment anyone starts to actually work on improving their character is the moment they will start heading towards another game. Challenging content creates incentive for experienced players to stick around and share their experience. This is something that is good for the game.
«13

Comments

  • edited March 2016
    This content has been removed.
  • thefabricantthefabricant Member, NW M9 Playtest Posts: 5,248 Arc User

    So far, Cryptic appears to disagree with you. The model clearly shows that PvE is being kept at 2.5K-ish IL to allow F2P players to experience the entire game. If you overgear, you do it for PvP. In itself, there's nothing wrong with that. It's not a choice I would have made as a designer, but that's how it is. We'll have to wait and see how the new R8s dropping from CN will affect the average IL in the future. But I don't think that's the real issue.

    The real problem I think isn't overgearing in the normal sense. It's allowing way too much power without increasing IL that ruins it. The difference between 2 2,5k IL people can easily be over 2k stat points. Even more now with the new mounts. All this makes gating content difficult. What's easy for my 2.5k character can be a royal pain in the rear for a 2.5k without an augment companion, bonding runestones or bonuses from mounts. And I'm not even talking about the difference in ability between players.

    With the gating system in such a state of disarray, how can you tell what content is "hard" for people? You yourself have shown that 2k IL people can complete things much more efficiently using the available mechanics than a "normal" 2.5k player would be able to, who do not always -usually not at all- have access to those mechanics. Even if they did make content for 3K IL people, it would take you and the people you run with in your videos a week to show it can be done with 2.5K if you have R10, 11 and 12 bonding runestones or are using a certain combination of skill/class synergies. Things are not as black and white as you'd like them to be. As long as the game keeps measuring "player performance" in such an inaccurate way, there's very little point in making harder content. There's simply no way to accurately measure the difficulty of the game's content. That has to be remedied first before a discussion on the game's difficulty makes any sense.

    I do agree, item level is a terrible measure and in my guide I do contain the alternative I personally prefer using for measuring your character's survivability, however, the reference to item level is simply to make it easier to read instead of typing "content aimed towards highly geared and well balanced characters" every time I want to refer to the above.
  • oldbaldyoneoldbaldyone Member Posts: 1,840 Arc User
    Face facts - we all got a first hand look at what their creativeness came up with in regards to challenging content. Mod6 - most dungeons removed, and 3 epic level dungeons put back in with MOB damage and hit points through the roof. Everything one shot you unless you completely changed your gear. The fights were no more challenging really (same mechanics), just a lot longer and a lot less room for error.

    I'm convinced that they don't know HOW to make challenging content. The only thing they know how to do is to turn up and down damage/hit point settings. EDemo was as creative as I've seen, and the biggest challenge there is still avoiding people who don't want you to win.

    Overall, the game provides more power than the content allows. However, they seem content on the premise that they want everyone to be able to access all content. This will never be the "Raiding/End Game 1%'er game" that some want it to be. At some point, you will likely outlevel the content and have to find other things to do. They styled the game around each activity being done in about 30 minutes and having overpowered classes does that just fine. They don't want you to focus on 1 toon, they want you to focus on 5, gearing them all equally.

    Again, I think if you want a game in which there is end game raiding, an "action MMORPG" probably isn't for you....at least not a F2P one. The only way they make money is by attracting players and you don't do that by cattering to those who are geared.
  • sockmunkeysockmunkey Member Posts: 4,622 Arc User
    Catering to the hardcore crowd hasnt done a lot of good for Wildstar.

    The problem with Neverwinter isnt the challenge. Its power creep. No content will ever be challenging if you can over gear it massively.

    The content is just fine if you go in at or about the recommend item level. And done so without broken sets, broken bonding stones, or legacy item sets.
  • silverkeltsilverkelt Member, NW M9 Playtest Posts: 4,235 Arc User
    I would say giving the 3k + crowd something to do.. has nothing to do with hardcore..

    I think thats truly a misnomer.

    anyone after 6 months or so can have 1 toon at 3k.. and most , if not all the boons done.








  • mamalion1234mamalion1234 Member, NW M9 Playtest Posts: 3,415 Arc User

    I would say giving the 3k + crowd something to do.. has nothing to do with hardcore..

    I think thats truly a misnomer.

    anyone after 6 months or so can have 1 toon at 3k.. and most , if not all the boons done.








    3k+? 2k do cn in 15 minutes if slot mount insignias active companions +stronghold boon. ITEM level-gear score meaning died since mod 6 .

  • flehstifferflehstiffer Member, NW M9 Playtest Posts: 167 Arc User
    ^item level/gear score has never meant very much.

    I'm rather torn on this issue. Having more challenging content would be fun, and would give me a reason to gear up my CW more (I did exactly what you said and stopped gearing after things became easy), but as someone who only has a few friends who play the game, I don't have the luxury of playing with a full group and as such, I usually end up pugging or tagging along on guild runs. This can end up good or bad, as I've had runs that rival your own speed runs, and I've had runs in elol with several team wipes because of new/inexperienced players. I would be fine with 3k+ dungeons if class mechanics were clearer and easier to learn.

    Which brings me to my next point. If there were 3k dungeons, (or, God forbid 3.5k) would you and your speed running group have trouble with them? I know the average group certainly would, but your group obviously knows how to utilize buffs to their maximum effectiveness, certainly better than the average player. For a group such as this, is it possible to create challenging content that is still do-able to the average group?

    tl;dr 3k dungeons are good, and I'd like harder dungeons, but it is also has its drawbacks.
  • This content has been removed.
  • flyingleonflyingleon Member Posts: 451 Arc User
    Do they have resources to do that? One CN in one year. Sure, they did a lot other stuff but ...

    Join the Greycloaks



    Ana-GWF SM Destroyer | Farseer-CW MoF Renegade | Leon-GF SM Tactician
    Adrik Battlefate-DC DO Virtuous | Cassi Woodsheart-HR PF Trapper
  • thefabricantthefabricant Member, NW M9 Playtest Posts: 5,248 Arc User

    Do they have resources to do that? One CN in one year. Sure, they did a lot other stuff but ...

    And 3 levelling dungeons....
  • torontodavetorontodave Member, NW M9 Playtest Posts: 992 Arc User
    edited March 2016

    Just remember, if you design for the lowest common denominator, then eventually, only the lowest common denominator will stick around.

    Bots. Leadership, Invoking, Skill Node Farming, Glory PVPing, Goldspamming bots..

    This game is designed for bots.

    If it wasn't, would any of those mechanics still exist?

    Leadership -> Make it a mini-game CAPCHA .. Nibbles(snake), or Cornhole, or Lockpicking, or Pipedream, or SOMETHING that requires active intelligence, and then gives an appropriate reward.
    Invoking -> Only count down the timer for a player who is logged in. Increase rewards accordingly.
    Skill nodes -> put them at the center of 2 enemy encounters. Not behind a post in the first hallway of the dungeon.
    Glory PVP -> Hrm. This one is tricky. It would require the 'exit point' of the respawn area to change locations after every death.
    Goldspamming -> Ban em. Ban em hard. Ban them so hard. You don't allow ipv6, how hard can it be?

    If they wanted a challenging endgame they would have a "Foundry Campaign" that only worked with 'featured' approved Cryptic/PWE quests.

    If they wanted a variety endgame they would have a Level 70 "Daily Lair" challenge that randomly picked one of the MANY MANY questing/levelling lairs we have from 0-60, and then rescaled enemies to 71-72-73 depending on the "challenge" level we pick, for appropriate rewards.

    If they wanted a competitive endgame they would have NCL and Balance and spectating, and new PVP maps and all the things an eSports game needs.

    I really have no idea what kind of endgame they want. I think they're going for 'stable' .. but unless they address the core fact the game is currently designed for bots, soon they will only have bots playing it. =X


    edit: as far as 'difficulty' is concerned. Foundry authors can create dynamic mob encounters, that are actually quite difficult. I have an encounter in 'To Infinity, and BEYOND!' that has 2 greenskin trappers (those nets) and some kind of storm mage (lots of lightning) .. Even with a fully geared character, you'll still get bounced around a little. It's very fun. ;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.
  • clericalistclericalist Member, NW M9 Playtest Posts: 595 Arc User
    One should first define exactly what challenging means. The game currently has a class that essentially has a god mode switch, which blows all concept of challenge out the water, this makes talk of item level pointless. The only possible challenge now is the "kill boss in x minutes challenge", which means the challenge is it spend lots of time or money on DPS stats. I am not saying that this challenge should not be there, but right now that is the only possible challenge with the current game design and it destroys the incentive you mentioned, there is zero incentive to gear up your class if your class is useless.

    Real hard challenges would be things like escort the weakling missions, paper rock scissors enemies, meaningful path decisions. Obviously this is far beyond the capabilities of Cryptic, so it is better to ask for content that does not cater exclusively to wallet warriors and to tone down on the DPS races. The pre mod 6 dungeons were much more fun, and some much more challenging, if you want challenge then you should ask for that.
  • warpetwarpet Member Posts: 1,969 Arc User
    Challenging endgame content was disaster for this game they done it with mod 6 and it killed playerbase only thing they can do now is bring old stats rates before power rework and removeing soft caps this is only solution left
  • lirithiellirithiel Member, NW M9 Playtest Posts: 2,482 Arc User
    warpet said:

    Challenging endgame content was disaster for this game they done it with mod 6 and it killed playerbase only thing they can do now is bring old stats rates before power rework and removeing soft caps this is only solution left

    That 'challenging end-game' you refer to was only because of a bug. They went about it all wrong when attempting a fix. They should have FIRST fixed the bug before addressing the damage and HP of mobs, but they did it backwards. Revert the mobs back to the way they were pre-nerf and the content should be more challenging at least. Expect a few deaths if you play like an idiot but there should be no one-shots from archers and the like.

    I personally would like to see more challenging content in a group. Orcus has already been soloed so CN is definitely not the challenge they had hoped to provide.
    Our pain is self chosen.

    The most important thing in life is to be yourself. Unless you can be Batman. Always be Batman.
  • duryntedurynte Member Posts: 132 Arc User
    edited March 2016

    [challenging endgame content]
    The first argument I often see is, "there aren't enough players with gear at that level to justify having endgame content." To which geared players respond, "if there isn't content requiring 3k ilvl+, then there is no reason to gear up and so you will never get a large number of players with that 3k ilvl+ because players have no incentive to gear that high."

    My premiere reason to enjoy NWO is adventuring, following some (strange) stories unfold. Before revisiting stories/map, I let some time pass, so I wouldn't remember the details, just that I enjoyed the journey. Technical character progression in stats to me is something that happens along the way. I accept I sometimes have to grind (or pay) for some stuff a bit. As for challenging endgame content: my personal forecast is, I am never going to see Tiamat, Demorgoron or Orkus. I joined eToS twice, 2 times k.o. fast on last bozz, so I won't revisit anytime soon (say half a year or more). Which leads to:

    The second argument often made is, "Content needs to be accessible to everyone, if you want a challenge, take off all your fancy gear and do dungeons without it, or run with specific classes, or run with fewer members." To which geared players respond, "We have done all of the above, however, it would be nice to have a place to put our toys to use [...] The response I often see to this argument is, "It was your choice to gear up, so don't complain that its too easy." My response to this argument would probably be along the lines of, "there is nothing else to do that gives you a sense of progression and keeps you playing,

    see above. I admit, progression seems to be the motivting element for a lot of customers, at least the more vocal ones. You could make a new thread on every single bit of progression element and it's akwardness every twenty seconds. Those less interested in progression elements just won't add to all the noise about it frequently. See i.e. the foundry contest, which is more about patience to have interested participants try it. I am personally looking forward to revisiting the foundries, meanwhile I do some dailies for progression and AD, and keep the foundry visit for some non noisy time so I can adventure delve.

    other than working towards improving your character. Once you stop working towards having a better character, you stop playing the game."

    My character stayed the same, statwise, for quite some time now, and it probably will stay there for a while.

    I imagine the response to this would be along the lines of, "If you want challenging content, then go play PVP, PVE will never be challenging." To which I would reply, "Why shouldn't pve contain challenging content, it exists in other games like PoE and some of us have a low tolerance for the trash talking in pvp."

    Because it takes expert worktime to design it, and there are only so much people working on it.

    The third argument often made is, "If you want a challenge, just pug it" to which geared players respond, "why should we be forced to play with random players they do not know when they would rather play with friends.

    I personally enjoy the challenge to not know what the other participants are going to do. And I'm happy to report, in all of the many quick PuG runs there has been but one occasion I was about to leave the party, because someone was playing it solo and made it difficult to the rest.

    Why is there no challenging content aimed towards those groups, to encourage that kind of group play." Sometimes I see the argument made that content is actually difficult at the required item level and its only those of us with "fake item level" or "unrealistic circumstances" are able to beat it and honestly, all I can say to that argument is l2p.

    I try, up to a level that I enjoy, which not necessarily is your level.

    So, what is my argument? My argument is this:
    If there is no challenging content for players to work towards, then experienced, skilled players simply pick up and leave. Furthermore, people stop theorycrafting, simply because there is no need to. With a smaller group of players testing content and trying to optimize their gear, there is a decrease in the skill of the average player and content gets artificially harder for them.

    This is not necessarily a bad thing to happen! I usually ignore all the "look, this is the easy way" signs, when it comes to entertainment, because it defeats the purpose (of being entertained and to some degree challenged).

    [...] Just remember, if you design for the lowest common denominator, then eventually, only the lowest common denominator will stick around. The moment anyone starts to actually work on improving their character is the moment they will start heading towards another game. Challenging content creates incentive for experienced players to stick around and share their experience. This is something that is good for the game.

    There are several customer segments with overlapping interests. If I had to guess, I'd say, the customers with most advanced characters are the least paying.

    I wanted to comment on your statements, cause I'm one of those usually less voicy forum participants, who wouldn't share their opinions, when interest is limited to character progession.

    edit: typo
  • phoenix1021phoenix1021 Member Posts: 532 Arc User
    This is silly, we are talking about content that only a fraction of the player base would be able to enjoy, but it would cost as much as any other content. How is that good for the game? I guess someone who is proud of never having to have payed anything for this game wouldn't care. Just get what you can and when the game dies go to the next.
    Before we need more difficult content we need to get rid of all the malfunctioning things in this game, like the "perma-bubble" and the lostmauth set. But even the devs are scared of that because exactly these "experienced, skilled players" would be the first to cry bloody murder all over the internet if that happened. The mere fact that people with 3k+ item level think of themselves as "skilled" just because of that fact is proof of how skewed their perspective really is.
    Yet it is those broken things in the game that stop all theorycrafting. Get a bubble on and a lostmauth set on all strikers and it doesn't matter how or what you play, you can't lose. No theory needed.
    If you are still looking for a challenge and a reason to gear, why not start a new character and gear them up? Or remove the broken stuff from your chars and play without it. If you make content for the broken stuff it will just get worse.
    Besides, if they would implement a "hard mode" or something for dungeons, then you would cry for bigger rewards. (cause you "deserve" it) and that would lead to an even larger gap and is basically the road that leads straight to power creep. And if there weren't any better rewards, nobody would play a hard mode, because it's really not about challenging content at all.
  • rayrdanrayrdan Member Posts: 5,410 Arc User
    edited March 2016

    This is silly, we are talking about content that only a fraction of the player base would be able to enjoy, but it would cost as much as any other content. How is that good for the game? I guess someone who is proud of never having to have payed anything for this game wouldn't care. Just get what you can and when the game dies go to the next.
    Before we need more difficult content we need to get rid of all the malfunctioning things in this game, like the "perma-bubble" and the lostmauth set. But even the devs are scared of that because exactly these "experienced, skilled players" would be the first to cry bloody murder all over the internet if that happened. The mere fact that people with 3k+ item level think of themselves as "skilled" just because of that fact is proof of how skewed their perspective really is.
    Yet it is those broken things in the game that stop all theorycrafting. Get a bubble on and a lostmauth set on all strikers and it doesn't matter how or what you play, you can't lose. No theory needed.
    If you are still looking for a challenge and a reason to gear, why not start a new character and gear them up? Or remove the broken stuff from your chars and play without it. If you make content for the broken stuff it will just get worse.
    Besides, if they would implement a "hard mode" or something for dungeons, then you would cry for bigger rewards. (cause you "deserve" it) and that would lead to an even larger gap and is basically the road that leads straight to power creep. And if there weren't any better rewards, nobody would play a hard mode, because it's really not about challenging content at all.

    you want to introduce power creep? alias mounts with stats, insignia bonuses and so on? you have to increase pve difficulty.
    there is no other way to keep people.
    build a nice set of low difficulty dungeons and then bring always something more challenging mod by mods.
    when you are ready you can try them all otherwise stick to the others...doesnt seem foolish to me.

    i can only agree on nerfing lostmauth and bubble... probably a rework of soulforged is something i would like to see too.
  • rayrdanrayrdan Member Posts: 5,410 Arc User
    warpet said:

    Challenging endgame content was disaster for this game they done it with mod 6 and it killed playerbase only thing they can do now is bring old stats rates before power rework and removeing soft caps this is only solution left

    @warpet please show me how... the curve is the curve, you cant have that curve without soft caps
    its math d/dx[f(x)] ---> 0 when x is high enough
  • ghoulz66ghoulz66 Member, NW M9 Playtest Posts: 3,748 Arc User
    It all went downhill with Mod 3 and onward with ever higher power creeps and bad class balancing.
  • hedgebethedgebet Member, NW M9 Playtest Posts: 447 Arc User
    ghoulz66 said:

    It all went downhill with Mod 3 and onward with ever higher power creeps and bad class balancing.

    That is pretty much my viewpoint too and I have given up any hope of them ever correcting their ever increasing mistakes.
  • grimahgrimah Member Posts: 1,658 Arc User
    it is clearly what people don't want. The majority didn't want to nerf overpowered items like lostmauth.

    There was another poll about re-introducing stat curves, large concensus was against it.

    The average player here wants to feel powerful and do things fast. Most of the PvE videos are about how "powerful" they are or how big their numbers can reach.

    Not many people want a challenge, most of the MMO gamers is not like regular gamers nor even play other regular games. And even then, games like Dark Souls are a niche. I bet 95%+ of the players on this game haven't and will never play a game like that.
    Creator of the featured survival horror foundry: "The Silence of Haydenwick" Video Review
    and also the featured satirical comedic adventure "A Call for Heroes".
  • ghoulz66ghoulz66 Member, NW M9 Playtest Posts: 3,748 Arc User
    edited March 2016
    hedgebet said:

    ghoulz66 said:

    It all went downhill with Mod 3 and onward with ever higher power creeps and bad class balancing.

    That is pretty much my viewpoint too and I have given up any hope of them ever correcting their ever increasing mistakes.
    They never done PVE adjustments to mobs and bosses in the game to cope with all these crazy new gear creeps and procs/bonuses/DPS.

    Just look how easy it is to ROFLstomp Valindra now. Back in mod 2 if her minions started getting out, you get swarmed and die one by one.

    There are almost no PVE enemies can just fling players around like ragdolls and kill them. They all can be round up for a slaughter with no contest.

    Ya know, it's pretty disappointing. They've been creating all these artifact powers and mount powers and new buffs, ect. They don't give PVE enemies new powers. Slap more CC powers, and debuffs on mobs. Let them give eachother crazy buffs.
  • phoenix1021phoenix1021 Member Posts: 532 Arc User
    rayrdan said:


    you want to introduce power creep? alias mounts with stats, insignia bonuses and so on? you have to increase pve difficulty.
    there is no other way to keep people.

    No, power creep is not just the mounts, it starts when you make the content harder. Then not everyone can play all the content and you have to increase player power again, etc.
    That's power creep, and a "hard mode" with even more powerful gear as reward would lead straight to it.
    The only way out is to make everyone weaker, which they tried with mod 6, but went way overboard back then. But again, if they would do some big things now like cap crit chance, reduce ls severity, introduce a dr on power or anything like that people would go berserk here. And so nothing ever happens...

  • santralafaxsantralafax Member, NW M9 Playtest Posts: 2,896 Arc User
    ghoulz66 said:


    They never done PVE adjustments to mobs and bosses in the game to cope with all these crazy new gear creeps and procs/bonuses/DPS.

    Nor should they. That was the primary evil in Mod 6--modifying the existing gameworld. They should add new content that is more difficult for those who have groped their way to higher stats and skill.

    That is what they did with IWD and later with WOD.

    You want Dread Ring to feel HARD again? Roll up a new character and take them through it.

    As for Stronghold boons and all the new mount stuff--I don't know what to tell you there.....
  • edited March 2016
    This content has been removed.
  • vinceent1vinceent1 Member, NW M9 Playtest Posts: 1,264 Arc User





    The problem with Neverwinter isnt the challenge. Its power creep. No content will ever be challenging if you can over gear it massively.



    THIS

    this game should have equalized pvp to allow player play pvp but not overgear for pve

    as for a challenge i really like the pug, the terriblier they are the more challenging exciting run (to a some degree) i have. of course it dont work for all. elol is full of newbies, i feel really good for helping them
  • blazious11blazious11 Member, NW M9 Playtest Posts: 331 Arc User

    This is silly, we are talking about content that only a fraction of the player base would be able to enjoy, but it would cost as much as any other content. How is that good for the game? I guess someone who is proud of never having to have payed anything for this game wouldn't care. Just get what you can and when the game dies go to the next.
    Before we need more difficult content we need to get rid of all the malfunctioning things in this game, like the "perma-bubble" and the lostmauth set. But even the devs are scared of that because exactly these "experienced, skilled players" would be the first to cry bloody murder all over the internet if that happened. The mere fact that people with 3k+ item level think of themselves as "skilled" just because of that fact is proof of how skewed their perspective really is.
    Yet it is those broken things in the game that stop all theorycrafting. Get a bubble on and a lostmauth set on all strikers and it doesn't matter how or what you play, you can't lose. No theory needed.
    If you are still looking for a challenge and a reason to gear, why not start a new character and gear them up? Or remove the broken stuff from your chars and play without it. If you make content for the broken stuff it will just get worse.
    Besides, if they would implement a "hard mode" or something for dungeons, then you would cry for bigger rewards. (cause you "deserve" it) and that would lead to an even larger gap and is basically the road that leads straight to power creep. And if there weren't any better rewards, nobody would play a hard mode, because it's really not about challenging content at all.

    Why create content that only a few can enjoy?
    In mod 2 there was a dungeon called CN. Also VT was quite challenging, so was Dwarf King.
    Yes, there were only a few players, who could do these.

    However, all of the other players were aiming to build a good character, so they could go to these dungeons. People were theorycrafting, even struggling sometimes to overcome these dungeons. If you could do CN, you could call yourself a good player. (or at least a good cw anyway). You could'nt carry bad players through CN.

    Yesterday we brought a 2k beginner TR to CN. We were with 2,4k not perma OP, without heal, I guess maybe 2 players who were even there before. Took 2 or 3 tries at boss, but went relatively smooth, minding the party composition. This is not a challenging dungeon, this is a joke.

    My story is truly a grand tale! Of course, any story about me is going to be grand simply by virtue of the main character.
  • sangrinesangrine Member, NW M9 Playtest Posts: 575 Arc User
    edited March 2016
    If I recall correctly, not long after module 6 launched, Cryptic/PWE fired some Neverwinter devs.
    My suspicion is that current devs are afraid to make major changes (especially in difficulty) because they are afraid to lose their jobs. I also read something, don't know if it's true, that mmo gamers are becoming more casual and less hardcore.

    Seems to me that it would be easy to make a super-elite version of every dungeon, double the HP and damage of monsters, and boost the reward by 1.5-2x. But it seems super casual gamers are the target market now. Hence, more leveling dungeons.

    In Star Trek online, over the past 1-2 years, missions have become much easier to win and there is little need for tanking and healing. just get as much dps as possible to finish as quickly as possible, then change to alt, and farm more. I still enjoy playing Neverwinter because this game still feels like a Sword Coast Adventure, but I can hardly force myself to log in to STO.
    Post edited by sangrine on
  • ironzerg79ironzerg79 Member, Neverwinter Moderator, NW M9 Playtest Posts: 4,942 Arc User
    Again, address the true power creep behind the scenes.

    1) Lostmauth's Set
    2) Bonding Runestones
    3) AP Gain

    All of these add SUBSTANTIAL power to the parties that have them, with little to no effect on the item level of the character. These are the most insidious parts of the "power creep".

    A party of DPS players all using Lostmauth's set and R12 Bonding runestones will likely double, if not more, the output of a party of the exact same iLevel that's not using these. Throw in ridiculous levels of AP Gain that allow OPs to basically make any damage output a monster can throw at you trivial, and you have easy content.

    It goes back to the "Oh, these dungeons are EASY at only a 2k iLevel, look at this!" Again, while using the Lostmauth set and R12 Bondings, plus all your AP gain gear? Of course it's easy.

    In my opinion, until those three topics are addressed, you'll never achieve any sense of balance because of what those three points do for the HAVES and how vastly they separate themselves from the HAVE NOTS.

    I'm sure it would ignite a firestorm among those "top geared" players (I guess I fall into that group, because I utilize all three to devastating effect as well), but long term it would be much better for the game.

    I would rather the players who can't be successful without the Lostmauth/R12/AP Gain crutches go elsewhere, and we can get balanced content that challenges reasonably geared people.
    "Meanwhile in the moderator's lounge..."
    i7TZDZK.gif?1
  • urabaskurabask Member Posts: 2,923 Arc User

    Again, address the true power creep behind the scenes.

    1) Lostmauth's Set
    2) Bonding Runestones
    3) AP Gain

    All of these add SUBSTANTIAL power to the parties that have them, with little to no effect on the item level of the character. These are the most insidious parts of the "power creep".

    A party of DPS players all using Lostmauth's set and R12 Bonding runestones will likely double, if not more, the output of a party of the exact same iLevel that's not using these. Throw in ridiculous levels of AP Gain that allow OPs to basically make any damage output a monster can throw at you trivial, and you have easy content.

    It goes back to the "Oh, these dungeons are EASY at only a 2k iLevel, look at this!" Again, while using the Lostmauth set and R12 Bondings, plus all your AP gain gear? Of course it's easy.

    In my opinion, until those three topics are addressed, you'll never achieve any sense of balance because of what those three points do for the HAVES and how vastly they separate themselves from the HAVE NOTS.

    I'm sure it would ignite a firestorm among those "top geared" players (I guess I fall into that group, because I utilize all three to devastating effect as well), but long term it would be much better for the game.

    I would rather the players who can't be successful without the Lostmauth/R12/AP Gain crutches go elsewhere, and we can get balanced content that challenges reasonably geared people.

    IMO the problem with this argument is that all these crutches don't make the game per se easier they just make it faster. If they're going to nerf them they'd have to increase dungeon rewards to make up for the extra time it'll take to run dungeons.
    And we all know that is never going to happen.

    This doesn't even get into the effect of party composition on dungeon runs. If you've got a well geared fury warlock+GF+DC you don't even really need to rely on the elol set or r12 bondings. So by nerfing things you're also running into the problem where you gimp specific classes instead of all classes.

    The game is also never going to be devoid of similarly imbalanced items. What you're essentially asking for is to get hit over the head with a nerf bat so that Cryptic can break everything and we have to wait six mods for them to try to fix it. And it'll just means switching to whatever OP HAMSTER they release while we wait for that.

    I actually think that the OP HAMSTER we have now is actually about as reasonable as we're likely to get. At the very least it's a an enchant and an artifact that aren't .01% drop rate items in a lockbox. Because that's what I'd be more worried about than the problems we currently have. It would suck to ask for these nerfs and then have them gate things behind a legendary drop in a lockbox.
    I8r4ux9.jpg
Sign In or Register to comment.