Hello
Mostly I have been writing threads about end-game content (class balance, PvP or PvE on 70 lvl etc). But here I would like to pay some attention to low-lvl content (concretely to dungeons).
The problem
So, the problem is that if you have low-lvl character (if you desided to crete second character for example) or if you are beginner then in low-lvl dungeons you always see how experienced player who have 70 lvl rushes thru the dungeon and kills all monters in solo. It isn't that what you expect from dungeon and it isn't good for atmospfere of D&D.
Players who are affected by this problem
1) I think that every beginner who started playing Neverwinter Online right now is affected by this problem. And because of this he gain not so good first view on the game.
2) Players who decided to create new character to play this game from the beginning again are also affected by this problem. It makes story not so intresting.
Suggestions
1) Could you please rework system that changes character's stats depending on the location's lvl.
2) Another way that I see is to forbid for high-lvl characters to enter into low-lvl dungeons.
What it will give to the game?
I think these changes will help to improve atmosphere of D&D in Neverwinter Online. Thank to this all beginners will better enjoy the story and game process.
So, thank you for your attention and sorry for my english
I hope that this thread will help to the game
Comments
An alternate but similiar idea would be to bring back the old skull icon mobs that jad no fixed level but scaled to the player attacking them. This was the original way mixed level content was handled and far better. It did have an issue thay since player levels didn't change, great differences in level made healing either too strong or too weak. High level healer grants immortality to low level char. Low level healer does no healing to higher level.
As for removing high levels from the content, it would probably lead to longer Q times, although mostly for 2 dungeons. I suspect that having the high levels there is also a compensation for the lack of Leadership AD.
Fixing the scaling would be the best answer IMO. The AD would still be available for alts but it wouldn't just be a race. Even a good scaling system wouldn't make those dungeons hard because of grar disparities.
It would be nice to see some better tier levels created and while those with ensorcelled weapons scale to the level of the dungeon while still powerful their buffs and damage is reduced down to epic for the level they are fighting but artifact weapons do NOT do the same. They remain at their level 70 value and something needs to FIX this to correct the behavior to restore a little more balance to game play.
While I understand the reason for suggesting higher level players be excluded from the content... the problem there is many low level dungeons had been unavailable for more than a year or so while they were updated. So players who are still only returning after a break to the game should be given the opportunity to run them for completion.
It's the same reason why many have asked for more Call to Arms events for more lower level skirmishes because sometimes when your leveling your player you unable to get into a group for some of them despite waiting in queue for a long time. It would be nice to see a new CTA (Call to Arms) Events introduced to allow players to earn accolades they missed along with some possibly new rewards.
The problem is, if you actually run the content properly, characters level up too fast. I have never completed the last 3 - 4 leveling areas (whispering caverns, mt. hotenow, etc.) because I hit lvl 60 somewhere between pirates skyhold & rothe valley. That is a lot of content that players will never see if they only have access to "level appropriate" areas. I would be willing to accept this solution, however, if all content was available to any private groups. I still have one alt that somehow managed to miss the Blacklake skirmish. That chaps my HaMsTeR, every time I open my quest log.
First it is a 3 man dungeon where you could be paired with anything. New players are not learning anything from them as to how to do 5 man dungeons. 5 man dungeons, some what, require a healer and tank supported by 3 dps. 3 man dungeons could be 3 healers thrown together. The synergy of team play is completely different between the 2.
Second, and to me most important, 5 man dungeon PUGs tend to be quick charge to the end killing as you race. So, maybe they aren't so different and the new player IS learning the realities of PUG groups in Neverwinter.
its a really small issue in the game.. like one of the smallest.
Why is this continually bashed about all the time.
Consider this.. Remove all of those lovely lvl 70s you want to get rid of..
Queue.. never pops.
That will leave a great impression as well.. in fact I think a worse one.
+ when they get to lvl 70 for the first time, THOSE some players.. whome you think are just perplexed about this , will need that to progress.
The ideal is to move beyond these things quickly anyways, you are continually rehashing a problem, that is barely a problem, except in your own mind.
If you really want to help real new players.. fight for faster progression times.. most normal average players.. take a year to get enough assets to catch up.. sort of .