Hi all,
After yesterday's patch, I am wondering where Cryptic is going to lead us. Let me explain...
They sent us a nice free item that gives us a big 30% everfrost resist. Allowing everybody to go FBI without buying potion or any kind of gear.
They nerfed Orcus to Oblivion, allowing the tank to do his job and to be able to keep chatting while doing it...
They pretty much give everybody a purple mount with the wanderer bonus.
What is happening here ?
I mean, Neverwinter never was a hard game and everything can pretty much be done by the vast majority of players.
I understand that guildless people or undergear newbies might have bad times sometimes, but well... get your toon in a guild and meet people. You are in an mmo, not in Skyrim
So, I was wondering... what do you guys think of all this ?
I am not really complaining, you see... just surprised.
Is that for some mod12 incoming ? Is that just because a lot of people whinned on forums ?
Comments
CN is an older instance, but besides brand new players it hasn't been difficult for awhile.
Where/what is this free purple mount you speak of? Free mounts are always good for the collection.
I can't remember all of the insignia bonuses but one of them is Wanderer's Fortune which is great for RP farming.
So to save face they quietly neutrilized it.
If they didn't, FBI and SVA would be adandoned completely as soon as the next gear set is released.
Nothing more sinister then that.
Don't agree with the Orcus change, but it is an old dungeon. If we actually had several newer dungeons to do no one would care.
Why blame new players and the unguided? Has nothing to do with them.
But that bad attitude is why NW has so FEW new players. Our community has a well earned reputation for toxic el33tism.
Games without new players die a slow death of attrition... and the stench of death is in the air already. Lighten up on the new people.
I am Took.
"Full plate and packing steel" in NW since 2013.
Lowering the top would lead to rage so instead they are bringing the bottom up - at least those who are there from lack of opportunity and not incompetence. The Griffon doesn't have a game breaking equip bonus and Wanderer's is most useful to those starting out. With 14 day's investment of a mere 2 HEs a day, an industrious but undergeared player can get a 110 speed mount, a defensive buff and a route to upgrading their refinable gear.
The recent IL changes resulted in a lot od people commenting that Orcus was too tough for what they had set it as, both the old and new IL. The dev's responded to this, just not in the way people expected. It seems their intention for the dungeon is different than that of the geared players. Instead of adjusting the IL to the content, they decided what difficulty they wanted it to be and adjusted the content.
Looking at the big picture, it makes sense to do it like this instead of nerfing everything. Hopefully they will reconsider the rewards for the dungeons that are actually supposed to be endgame (and the lag in MSP)
The Periapt and the Griffon are useful to those who need them without being overbalancing for those with gear. Orcus will be less a challenge for those of us who were farming CN but more doable for those who need to.
> Everfrost was a mistake. They know it but cannot admit it.
> So to save face they quietly neutrilized it.
> If they didn't, FBI and SVA would be adandoned completely as soon as the next gear set is released.
> Nothing more sinister then that.
>
> Don't agree with the Orcus change, but it is an old dungeon. If we actually had several newer dungeons to do no one would care.
>
> Why blame new players and the unguided? Has nothing to do with them.
> But that bad attitude is why NW has so FEW new players. Our community has a well earned reputation for toxic el33tism.
>
> Games without new players die a slow death of attrition... and the stench of death is in the air already. Lighten up on the new people.
I think you misunderstood me. I am not blaming the new players. But I still think guildless people are missing the point here.
But let's be honest, the vast majority of us are in a guild and we play with friends and all. And we are the people talking in channels, creating content when foundry was still there, talking in the forums, etc...
We are the community
And i don't think a lot.of.these people complained about Orcus for example.
I don't think I have a bad attitude, and again, I have nothing against casual players or players with no guild.
And i think that you are totally wrong about something : if NW has so few new players, it has nothing to do with the community. It is a problem of content, p2w reputation, cryptic communication plan, etc...
Don't blame the community.
I've been playing a lot of online games and mmos for years now, and our community is far to be the worst one.
Cheers !
Orcus either needed to hit a bit lighter to be in line with IL reqs, or the IL needed to be raised 1000-2000 points. Either would get the job done. It was a nice gear check for tanks, but tanks that met the IL reqs were hopelessly outmatched unless they had massive support. If they raised the IL reqs, it would make it all the harder for said tanks to gear up. Lowering it helps all lower geared characters gear up (who need it a lot more than we need +5 rings), which is probably the ideal, because:
A level cap increase is coming in the not-too-distant future. I don't *think* it'll be Mod 12, but I think it will definitely be by Mod 13. I've been smelling it in the air for a while. They are trying to get most characters caught up and at a decent power level just like they did in Mods 4 and 5. That's why they're trying to make SOMI easier to access, and are giving out purple mounts during the Siege and upcoming Summer Fest. That's also why they're trying (poorly) to help smaller guilds get bigger. Heck, that might even be why mSP drops are so insulting, to slow down top end progression.
In Mod 12, I suspect they'll make Relic-level gear easily obtainable just in time to be obsoleted, just like they did in Mod 5. Orange Sva marks will likely be easier to get, in-game trading for them or making them unbound most likely. There will be a cheap and easy way to get Relic-level armor. Giving away Wanderer's Fortune like they are now will also help. Basically, anyone who wants it will be able to get T3 gear in time for it to become the new T0 gear. I also figure they would like to wait until they get through all the class reworks before doing it too, which they should be able to easily get through by Mod 13.
It'll be rough (again), but if they give Lightning Bolt to SS CWs and Fireball to MoF CWs, I could live with it
Mentioning P2W in this game most definetly comes from lazy players who dont want to have alts to boost your progress in game, remenber that "More heads think better than one solo head".
This game suffers from what all long term games suffer from, content rot and end game gap. Once high end players get through older content, they need nothing there anymore, so they never go back. Why would they go grind old content...there is no reward or drops they need. But newer players still have to slog/grind through that HAMSTER for the boons etc. Top enders not needing it aren't around to group and help the newers out. Newers seeing just how mountainous the content wall is they need to grind through, and seeing what a ghost town it is un-install.
Games need new blood to survive (and new victims to fleece). To get players to stay they have to shorten the gap somehow, this looks like an attempt at a first in that, to lighten the pain a little for mid-content players so they will stick it out. While at the same time not having end content players (and their elitist attitudes) whine too much about nerfing difficulties.
Why is it that those in end content settings or huge guilds etc. whine about things being handouts rather than hand ups? They look down their noses at soloist and/or casual players? Enjoy your journey, I will mine, even more so if I can do it without snide remarks from others.
So I'll settle on it being an apology for the disaster that Storm Kings Thunder was/is.
"I think you misunderstood me. I am not blaming the new players. "
No misunderstanding friend.
Yes, you did blame guildless and new players. Don't backtrack. At least be wrong with conviction. Own it.
"I understand that guildless people or undergear newbies might have bad times sometimes, but well... get your toon in a guild and meet people... "
As @pterias said..
"That's an unnecessary and misdirected swipe at non-guilded players."
No one mentioned guilds/no guilds noobs/old so please do not flamebait.
The community is not just guilds. It is everyone. Cheers.
Back on the topic you proposed, in addition to all the good answers given by others, it could be a retention ploy. Whenever a new play mechanism is introduced it increases play time in players who are bored.
Many of my friends are dusting off unused toons to try FBI with the new EF Resist artifact.
I am Took.
"Full plate and packing steel" in NW since 2013.
Maybe it is because my english is not as good as I would like and I can't express things as I think them.
If I was offending people, I apologize. That was not the purpose.
Thanks all for the answers
☑️ Artifact Gear became super cheap and easy to obtain
☑️ RP and enchant leveling became super cheap
☑️ BIS and near BIS gear became cheap/super easy to maintain
☑️ Path to high levels became easier for lower gear scores in a hurry
☑️ All content became super trivial
I think the recipe is clear, either we are being prep'd for a lvl increase or we should be getting a lvl increase
100% chance to get that gear from completing the dungeon once.
Same with enchantments.
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>
> Agree with this, but what can be done about this, with each module this is going to get worse.
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It's the Catch 22 of a game with no end. To keep the players occupied, they make things grindy but to entice players into the grind, they wave more and more powerful items that trivialize the old content. So the next expansion does the same thing and so on and so on. Nothing really is going to change this, it is part of the game for good or bad. This is where level cap raises come in - but all that is required is some way of making people start over. In a non-persistent game, one not tied to a server and a cash shop, the studio would just stop doing expansions and release a sequel. But doing that in an MMO would deter people from investing in the cash shop for the most part.
So we get a level cap increase, people grind out new gear and fight mobs balanced for that new gear. Problem items get dumped, everything gets nerfed basically so the game itself gets refreshed.
But... we run into an issue with this game. Two of them, really. One is that the first time didn't go so well. I was on an extended break but by most accounts it was a fiasco and the playerbase shank greatly. This isn't good for profits.
The second issue is that it is clear the studio lacks the funds to do major project. In the past, we got mods with all sorts of things bundled in. Now we get small updates, less intensive rebalancing, minir fixes. A cap increase would be a huge undertaking and as stated above, a major risk.
It is possible that they will raise the cap again, but IMO it seems unlikely. A better bet is that they nurse this game along, as cheaply as they can until it becomes unprofitable to maintain whatever licencing agreement that they have.
Looks like they are indeed maintaining the game with as little resources as possible, till it sadly goes bust.
These are the people Cryptic has to keep happy for the game to function. This is a move in that direction, as were the mastercrafting changes, allowing them to essentially buy good gear with RM->ADs.
Sci-fi author: The Gods We Make, The Gods We Seek, and Ji-min
Loadouts now, so everyone can have a DPS option for dailies = faster to grind out boons
Rank 8's are now 30-40K 12 months ago they were 80K
Artifacts are way cheaper now, way cheaper - some are 25% of what they were 12 months ago.
RP is cheaper, except for R5 stacks but now artefact feeders are way cheaper, so that balances out.