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bonding stone nerfs?

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  • muliermulier Member Posts: 19 Arc User
    same problem occurs in every big f2p game, thats been around for some years. the power creep gets out of hand (which is in the design of the game - ppl with alot of money NEED the ability to buy alot of good stuff --> thus the gap between normal ppl and so to say whales is always really really huge, after some years) ... that said engame ppl can oneshot their way through instances should not be that much of a surprise...


    but balancing the game around endgame characters can never and mostly never will be done in a f2p ...
    or in other words : the games that did exactly that,... aint around no mroe or lost close to all their players ( except the few uber whaels that jsut spent too mcuh to quit)


    just my 2 cents
  • yubit#2497 yubit Member Posts: 32 Arc User
    Yeah, why not? Nerfing is the solution, that's not completely wrong, but seriously you should fix the loot table FIRST!! It's not rocket science, ppl complain with good reason about the nerfs because the end game loot is garbage, we only run MSP and FBI for the mw stuff to sell, the new 500 IL is literally useless for HRs, idk if its good for other classes.

    Running an overall 30 min dungeon to get useless HAMSTER is way better than to run that same dungeon in an hour just to get the SAME useless HAMSTER, they should re-think the nerfing rn. And doesn't matter if they nerf bondings and SH boons for even 1%, the loot will still be unchanged so with good reason we will complain.
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  • arcanjo86arcanjo86 Member, NW M9 Playtest Posts: 1,093 Arc User
    how about ending the term "augment" and give them a "striker","leader" or "defender" term "accordingly" to their aspect, Cats can get the Striker they are so cute and fierce at same time, a rework on their active bonus.
  • mebengalsfan#9264 mebengalsfan Member Posts: 3,169 Arc User
    Like all changes made to a MMO game good players will adept to the change without much fuss.

    I like the fact the devs are looking into it.

    I mean how many of you do not realize how foolish it is that you get 200% increase in power from your companion who is dead on the ground. I mean that is just crazy and needs some tweaking to make it a bit more inline with other things in the game.

    Now if the devs simply made it so you lose the bonding when a companion goes down, many players, including myself would have to rethink our companions. I know I would review my companions a bit more and select ones that tend to stay up more than say a Con Artist.

    I'm a R12 bonding hold high spending grind out three characters player who has played all content and I'm sick of MMOs keep content in easy mode because players like being OP and one shotting things. Mechanics should matter and right now NW reminds me a lot of EASY MODE DCUO that I left. Pathetic really.

    Thank GOD DCUO woke up and fixed their EASY MODE issues. Hopefully NW does the same.
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  • nisckisnisckis Member, NW M9 Playtest Posts: 655 Arc User
    edited August 2017
    putzboy78 said:


    - Diminishing Returns - the concept exists for a reason. They narrow the gap between options and between low and high ilvls. The lack of diminishing returns is just lazy and makes the game that much more difficult for new players. Also while stats from SH boons are pretty potent, diminishing returns would reduce their influence. Diminishing Returns also results in more required creativity in builds. Why don't some classes stack recovery? Because there is no diminishing returns on crit or power. Those two stats will always outperform recovery for them. Add a diminishing return and you may see some more creative builds and further to that you may see people invest more in defense stats because survive-ability may outweigh the marginal gains from overstacked offensive stats.

    Personally I believe a lack of diminishing returns means the game is targeting investment from current players (being more existing player base friendly) where as an environment with diminishing returns is more friendly to new and transient players.

    Lol, we already had diminishing returns in the game and they had to remove it because at some point players didn't get anything from new equipment so players were not even upgrading their equiment, and if there is no further advancement then there is no target to set so nothing to do.
    This is the main reason level cap increases happen, because you need to be able to create new shinning stuff that people wants to obtain because it makes your character more powerful.

    This all was even explained by them on a live video when they explained the last level cap increase.
  • niadanniadan Member Posts: 1,635 Arc User
    Lets just take augments out of the game...there no more issue...lol
  • qexoticqexotic Member, NW M9 Playtest Posts: 841 Arc User
    niadan said:

    Lets just take augments out of the game...there no more issue...lol

    I second that proposal :)


  • rafaeldarafaelda Member, NW M9 Playtest Posts: 666 Arc User
    They could make only one bounding work in each companion, that will make the prices drop of course, but players that have them would be ablle to sell the extra R12 they have and recover a bit from the hit...

    Nerfing SH Boons is the worst idea i could think, it would bring a massive complain, and guild/game exodus...
    I understand that the power creep is really hight for some players atm, but this change would mean to trash a massive effort made for guild players and in special for guild leaders... i never liked the idea of a guild giving boons to stats, i still think that the guild should not give this kind of boons, but they are there, people farmed a lot to get that, i dont agree with a nerf there...
    (PS my guild is not maxed yet).
  • litaaerslitaaers Member, NW M9 Playtest Posts: 871 Arc User
    niadan said:

    Lets just take augments out of the game...there no more issue...lol

    I believe that Augment companions were meant to account for things like Ioun Stones and familiars from the PnP game.

    If they come up with some way to replace them without loss of utility, then have at it. Otherwise, you would be removing a portion of the game that many people find immersive. I am not willing to trade that option to just to further the min/max ideology.
    1) They are available to everyone,
    2) They are a choice... if you go augment, you cannot use bondings to any real effect. If you choose bondings, you risk a dead companion.
    3) Prices are not all that out of whack, given the greater availablity of product.
  • mebengalsfan#9264 mebengalsfan Member Posts: 3,169 Arc User
    edited August 2017
    For those of you complaining about possible lost of feeling strong let me tell you what happened to my long time favorite MMO...DCUO

    When I left over a year ago I could one shot almost all bosses from Tier 1 all the way up to Tier 5 content as I was in the beginning of T8.

    DCUO also has a way for me to monitor my DPS and when I left I was doing well over 150k DPS on sparring targets...

    Move forward to the 2017 revamp where all stats were adjusted downward and modified...

    I no longer can one shot bosses in any content. My 150K DPS on sparring targets is now at 8K DPS.

    DCUO did a full revamp and yes there are many issues the devs are still fixing but players now have to play to the game.

    NW when I started a bit over a year ago and started to learn the game felt good but the last few months I felt like the game was nothing more than a slightly modified 2016 DCUO in D&D clothing. Mechanics, who care, glitching do it, the community toxic to one another because of IL, etc...

    I'm sorry but for those who state you need BiS gear and echantments and Bonding to be top DPS...well not ture...what you need is to know how to play your character, know when to use what abilities...

    I mean if I use an AoE attack on a boss vs. a single target attack I will take a damage loss. I seen plenty of players state I cheated as a 13K IL vs. their 15-16k because I adjust my characters to the fights. Dying is another thing I see plenty of player doing because they think they are OP because they have BiS...yeah how much damage are you doing when you are dead ZERO....

    IMO, NW need more than just bonding or guild boons adjustment. Devs need to look at the whole game...class, abilities, stats, enchantments, all boons, etc...and re-balance the game so we have to play the game as intended. This includes fixing bugs and glitches.

    I mean I have seen a clean unbugged/glitched run of FBI in under 20 minutes. Sorry but that is too quick IMO...if that along with MSPC are top end game content for us, those should take roughly 30-45 minutes for a BiS group, forget the bare minimum group which should be in the content for no less than an hour...

    Those are my thoughts on content...but if the devs do a full revamp...up the treasure...give us R9 or R10 enchantments or runestones, etc...

    Every player who sits down to play an MMO has his or her own opinion on the game. This is mine opinion.



  • putzboy78putzboy78 Member, NW M9 Playtest Posts: 1,950 Arc User
    nisckis said:


    Lol, we already had diminishing returns in the game and they had to remove it because at some point players didn't get anything from new equipment so players were not even upgrading their equiment, and if there is no further advancement then there is no target to set so nothing to do.
    This is the main reason level cap increases happen, because you need to be able to create new shinning stuff that people wants to obtain because it makes your character more powerful.

    This all was even explained by them on a live video when they explained the last level cap increase.

    What they said and why they did it is to different things. It was easy to implement no diminishing returns (less effort for a rushed module). The people involved did not have the life of the game included in their decision process, they just crammed it in. Any good game developer will tell you that diminishing returns are essential to creating balance. Also power/hit points never had a diminishing return, it was just a lower return stat (aka garbage stat) that you built up once everything was full. That's why everyone had radiant enchantment in every slot at the end of module 5 and the market for radiant enchantments crashed in module 6 (only the smart ones that went on to preview to see the diminishing return removal before module 6 launch were able to sell in time to preserve their investment.
    litaaers said:


    I believe that Augment companions were meant to account for things like Ioun Stones and familiars from the PnP game.

    If they come up with some way to replace them without loss of utility, then have at it. Otherwise, you would be removing a portion of the game that many people find immersive. I am not willing to trade that option to just to further the min/max ideology.
    1) They are available to everyone,
    2) They are a choice... if you go augment, you cannot use bondings to any real effect. If you choose bondings, you risk a dead companion.
    3) Prices are not all that out of whack, given the greater availablity of product.

    Upping content difficulty can also impact the usefulness of bonding companions. Example Astral Shield only protects a maximum of 5 players (companions count as players) and bonding companions can steal your heals. This was one of the reasons that augments were so popular early in the game. If you put down an astral shield and there are 5 people and 5 companions in the circle, there is a risk your tank isn't going to get the shield and therefore he died.
  • nisckisnisckis Member, NW M9 Playtest Posts: 655 Arc User
    putzboy78 said:

    What they said and why they did it is to different things. It was easy to implement no diminishing returns (less effort for a rushed module). The people involved did not have the life of the game included in their decision process, they just crammed it in. Any good game developer will tell you that diminishing returns are essential to creating balance. Also power/hit points never had a diminishing return, it was just a lower return stat (aka garbage stat) that you built up once everything was full. That's why everyone had radiant enchantment in every slot at the end of module 5 and the market for radiant enchantments crashed in module 6 (only the smart ones that went on to preview to see the diminishing return removal before module 6 launch were able to sell in time to preserve their investment.

    Did you see the video? did you see what they developed?

    They developed exactly what they told us they were doing and for the reasons they told us the were doing it.

    All that process was public and lasted a couple months so whoever didn't know what changes were coming was due to their own poor interest on knowing it.

    Anyway stating that "Any good game developer will tell you that diminishing returns are essential to creating balance" it's just a big :D:D:D mainly because you are stating subtly that Neverwinter developers are not good because they removed diminishing returns, so once again let me laugh :D
  • putzboy78putzboy78 Member, NW M9 Playtest Posts: 1,950 Arc User
    nisckis said:

    putzboy78 said:

    What they said and why they did it is to different things. It was easy to implement no diminishing returns (less effort for a rushed module). The people involved did not have the life of the game included in their decision process, they just crammed it in. Any good game developer will tell you that diminishing returns are essential to creating balance. Also power/hit points never had a diminishing return, it was just a lower return stat (aka garbage stat) that you built up once everything was full. That's why everyone had radiant enchantment in every slot at the end of module 5 and the market for radiant enchantments crashed in module 6 (only the smart ones that went on to preview to see the diminishing return removal before module 6 launch were able to sell in time to preserve their investment.

    Did you see the video? did you see what they developed?

    They developed exactly what they told us they were doing and for the reasons they told us the were doing it.

    All that process was public and lasted a couple months so whoever didn't know what changes were coming was due to their own poor interest on knowing it.

    Anyway stating that "Any good game developer will tell you that diminishing returns are essential to creating balance" it's just a big :D:D:D mainly because you are stating subtly that Neverwinter developers are not good because they removed diminishing returns, so once again let me laugh :D
    Not trying to make a dig at all Neverwinter developers and I'd venture to guess the current developers if they talked openly about it would confirm that removing diminishing returns and creating flat % based improvements both lead to challenges in the long term. You can have the soft caps removed from crit chance for example without issue, but not having a diminishing return makes it easy to cap.

    And thanks to % increases like bonding stones a 1% stat increase from gear now becomes a 4% with bonding which creates more challenges for scaling and planning. Because it increases the gap between the have's and have not's severly and makes new content require high level bonding and forces augment users to not be able to participate in new content. You should be competitive with bonding, arcane, eldritch, profane, or empowered and while one will always be BIS, they content shouldn't have to be developed to a point where BIS is mandatory.

    Almost any serious discussions on diminishing returns will state the major issue with them is the programming and testing effort to implement. Simply put they are a giant PITA to implement; however, the positives cannot be disputed. The challenge is balancing your effort versus the gain (ROI). At the time of Module 6 the ROI on implementing diminishing returns didn't seem to be justified; however, given the challenges that have emerged in scaling (probably more evident in PVP than PVE) there is surely some who wish they had been implemented. I don't play STO, but I'm fairly certain the have diminishing returns implemented


  • micky1p00micky1p00 Member, NW M9 Playtest Posts: 3,594 Arc User
    edited August 2017
    nisckis said:

    putzboy78 said:


    - Diminishing Returns - the concept exists for a reason. They narrow the gap between options and between low and high ilvls. The lack of diminishing returns is just lazy and makes the game that much more difficult for new players. Also while stats from SH boons are pretty potent, diminishing returns would reduce their influence. Diminishing Returns also results in more required creativity in builds. Why don't some classes stack recovery? Because there is no diminishing returns on crit or power. Those two stats will always outperform recovery for them. Add a diminishing return and you may see some more creative builds and further to that you may see people invest more in defense stats because survive-ability may outweigh the marginal gains from overstacked offensive stats.

    Personally I believe a lack of diminishing returns means the game is targeting investment from current players (being more existing player base friendly) where as an environment with diminishing returns is more friendly to new and transient players.

    Lol, we already had diminishing returns in the game and they had to remove it because at some point players didn't get anything from new equipment so players were not even upgrading their equiment, and if there is no further advancement then there is no target to set so nothing to do.
    This is the main reason level cap increases happen, because you need to be able to create new shinning stuff that people wants to obtain because it makes your character more powerful.

    This all was even explained by them on a live video when they explained the last level cap increase.
    This is not correct. The issue was not that players didn't get anything, the issue was that power had no diminishing returns, so you practically capped all the rest of the stats vs power and needed to stack power.
    More or less like we are now, but different type of a cap.
    nisckis said:

    putzboy78 said:

    What they said and why they did it is to different things. It was easy to implement no diminishing returns (less effort for a rushed module). The people involved did not have the life of the game included in their decision process, they just crammed it in. Any good game developer will tell you that diminishing returns are essential to creating balance. Also power/hit points never had a diminishing return, it was just a lower return stat (aka garbage stat) that you built up once everything was full. That's why everyone had radiant enchantment in every slot at the end of module 5 and the market for radiant enchantments crashed in module 6 (only the smart ones that went on to preview to see the diminishing return removal before module 6 launch were able to sell in time to preserve their investment.

    Did you see the video? did you see what they developed?

    They developed exactly what they told us they were doing and for the reasons they told us the were doing it.

    All that process was public and lasted a couple months so whoever didn't know what changes were coming was due to their own poor interest on knowing it.

    Anyway stating that "Any good game developer will tell you that diminishing returns are essential to creating balance" it's just a big :D:D:D mainly because you are stating subtly that Neverwinter developers are not good because they removed diminishing returns, so once again let me laugh :D
    Where you around ? I watched those streams live.
    What lasted months ? We got a build on preview, as a given fact, gentelmencrush like always didn't give the stat function, +-2 people plotted those with what we had then. And the devs couldn't change at that point anything major.
    The only thing they did change, and at least thanks for that, was the ArP resistance in PvP, at first try it was subtracted from ArP. That was a very 'interesting' idea.... ArP resistance subtracted..

    Setting linear stats and stating that it will allow freedom for stats to grow is an oxymoron, because the whole point of diminishing returns is to allow stats to grow much further.
    And now look where we are, getting back diminishing returns on things that go out of hand, now for debuffs. Lets see on what next.
    Post edited by micky1p00 on
  • niadanniadan Member Posts: 1,635 Arc User
    @litaaers
    I was just being snarky. The idea that we need to make Augments more in line with non-augments is as silly as saying we need to make Black Ice armor in line with relic.
  • oria1oria1 Member, NW M9 Playtest Posts: 263 Arc User
    Yeap, you asked... cryptic delivered... Have fun.




  • qexoticqexotic Member, NW M9 Playtest Posts: 841 Arc User
    armadeonx said:

    *slow clap* for anyone who wanted a bonding nerf. Your new reality has been announced. Cryptic have delivered their typical 'genie's gift' and (as usual) have delivered more than you asked for - with 50% uptime as well as significantly reduced boost.

    This is your responsibility - this is on you, as will be the mass exodus.

    Where is the announcement ? I can't find anything in the Preview section. Has it just appeared in the latest preview patch or something ?

  • araneaxaraneax Member, NW M9 Playtest Posts: 639 Arc User

    For those of you complaining about possible lost of feeling strong let me tell you what happened to my long time favorite MMO...DCUO

    When I left over a year ago I could one shot almost all bosses from Tier 1 all the way up to Tier 5 content as I was in the beginning of T8.

    DCUO also has a way for me to monitor my DPS and when I left I was doing well over 150k DPS on sparring targets...

    Move forward to the 2017 revamp where all stats were adjusted downward and modified...

    I no longer can one shot bosses in any content. My 150K DPS on sparring targets is now at 8K DPS.

    DCUO did a full revamp and yes there are many issues the devs are still fixing but players now have to play to the game.

    NW when I started a bit over a year ago and started to learn the game felt good but the last few months I felt like the game was nothing more than a slightly modified 2016 DCUO in D&D clothing. Mechanics, who care, glitching do it, the community toxic to one another because of IL, etc...

    I'm sorry but for those who state you need BiS gear and echantments and Bonding to be top DPS...well not ture...what you need is to know how to play your character, know when to use what abilities...

    I mean if I use an AoE attack on a boss vs. a single target attack I will take a damage loss. I seen plenty of players state I cheated as a 13K IL vs. their 15-16k because I adjust my characters to the fights. Dying is another thing I see plenty of player doing because they think they are OP because they have BiS...yeah how much damage are you doing when you are dead ZERO....

    IMO, NW need more than just bonding or guild boons adjustment. Devs need to look at the whole game...class, abilities, stats, enchantments, all boons, etc...and re-balance the game so we have to play the game as intended. This includes fixing bugs and glitches.

    I mean I have seen a clean unbugged/glitched run of FBI in under 20 minutes. Sorry but that is too quick IMO...if that along with MSPC are top end game content for us, those should take roughly 30-45 minutes for a BiS group, forget the bare minimum group which should be in the content for no less than an hour...

    Those are my thoughts on content...but if the devs do a full revamp...up the treasure...give us R9 or R10 enchantments or runestones, etc...

    Every player who sits down to play an MMO has his or her own opinion on the game. This is mine opinion.



    Tell that to people who are here from beta.
    YEARS AND YEARS .. and HAMSTER years.
    From nerf to nerf... from old dungeons to new dungeons.
    From the moment when you could throw a Pirate King from the edge . ( Never did it )
    To old dungeons that are taboo now.

    So after so many years i have no right to go to a freaking FBI and do it under 20 minutes ?
    What do you think i was doing for all of this years ?

    Trading fashion items, making dyes and collecting mounts and other useless items ?!!!!
    ( well i did.. but that is beside the point... )

    The point is, after so much grind i grinded for my bondings, investing real dollars into the game, grinding dungeons and freaking events, for my legendary companion and for my mounts.
    I think i deserve a little leeway finally ... don't you ?

    That is also a personal opinion. Mine to be exact.

    lol
    d7d81448-df6b-48cf-94a0-cf1ba87d861a_zpsish6zr2v.jpg

  • qexoticqexotic Member, NW M9 Playtest Posts: 841 Arc User
    qexotic said:

    armadeonx said:

    *slow clap* for anyone who wanted a bonding nerf. Your new reality has been announced. Cryptic have delivered their typical 'genie's gift' and (as usual) have delivered more than you asked for - with 50% uptime as well as significantly reduced boost.

    This is your responsibility - this is on you, as will be the mass exodus.

    Where is the announcement ? I can't find anything in the Preview section. Has it just appeared in the latest preview patch or something ?

    OK, found it :(

    https://www.arcgames.com/en/forums/neverwinter#/discussion/1234037/official-feedback-thread-bonding-runestone-changes/p1

  • zebularzebular Member, Neverwinter Moderator, NW M9 Playtest Posts: 15,270 Community Moderator
    edited August 2017
    Closing this up to keep feedback consolidated and on topic of the actual changes. Please see the details on Bondings change here and then use this separate thread to discuss. Thanks!
This discussion has been closed.