Yeah and I bet you would still enjoy stomping them in pvp, while they have no acces to any kind of gear.
I am a special kind of player who is here for the combat system and the pvp, if there would be normal pvp balance I would enjoy it right now too.
Well, content should be gated behind whatever system is used to determine a characters progress through the game, usually levels, but in nwo it seems to be gs. PvP should be bracketed according to the same system. The game as it is simply broken with the sale of trinkets and refinement having a much higher priority than progress through the game, actual content, pve or pvp.
So many good posts and so much thought put into the game in this thread. I think those who craft this game are probably chomping at the bit to implement some of these ideas (and many of their own), but ultimately it is up to the ones who pay the game-crafters and sadly I do not imagine they care so much for how good the game is as they do about how well it can be monetized.
Level 10-59 pvp is so much better balanced that there are entire guilds devoted entirely to pre-60 pvp. Kind of tells you that part of the problem is the capstone feats but another part of the problem is gs. GS prior to 60 can be outta whack but not even nearly as badly as level 60.
Yes it is dosappointing when I make a level 10 char to do some pvp achivement to get a glory cache which is around 70k AD worth stuff.
And then there are ppl with over 6-7k gs at level 10, with 3 of those lockbox artefacts, level 10 enchs and perfect vorpal ofc.
Low level equipments should be limited too, like u would not be able to use level 10 enchants at that level.
It is debatable. The only reason 10-59 PVP is more balanced is because there aren't enough people who make premades pre-60 and so the matchmaking isn't able to make unwanted matches.
I still contend that enchantments should have level requirements (at least especially in PVP). Rank 5 requires level 40, Rank 6 requires level 50, Rank 7s and above require level 60.
Dunno about that- I play premades almost exclusively through to lvl 59, and after that it gets more difficult to form them because of the gs disparity and also because if you form a premade of all brand new 12-14k level 60 people that you played with up to that point, you will almost definitely run into a full on premade that has a much higher average gs.
I don't disagree that enchantments should have level requirements and instead a player should have something like an xp bank they can dissolve old characters into to make new characters without having to level them all the way up. But we are talking like this is a well managed game. It is not. It is a mess lol.
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ebonyshadowMember, Neverwinter Beta UsersPosts: 0Arc User
In my opinion, there can never be too much content. If there were to be a semblance of such, it wouldn't be because there's "too much content." This is a PvE focused game based on a massive, well-known, and very popular D&D Campaign Setting. In that respect, I look forward to traversing the rest of the Realms, in due time. Indeed.
Well said.
If you upgrade to older stuff then all you are doing is making it harder for new players... who could benefit from the extra boons etc whilst seeing the old content...... plus it was balanced well in most parts, change it and (Like with tiamat) in all liklyhood you'd mess it up.
I'd rather see NEW/MORE content designed and balanced from scratch to be challenging for individuals and guilds at current levels.
Remember guys (Yes I am speaking to you elitist lot!) whilst YOU might have a leadership army you farm from, but newer players don't and it takes time to build that up... all the rest that you are growling at newer players for not having takes a lot of AD.... and it isn't as if there is much in the way of profitable farming for you, let alone for the newer and less geared to benefit from!
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urlord283Member, NW M9 PlaytestPosts: 1,084Arc User
I strogly disagree.
What Neverwinter needs now is to make better what we already have.
Didn't you notice how the quests after lvl 20 gets boring and all similar? The real storyline develops untill Linkletter and then dies (they take the storyline back few times but that's it).
Do we still need to mention all the from drops problem? How about Dominy and dungeoun?
The game for the moment is pretty great but what it needs is to fix all the little yet important problems it has.
I agree with you I would like a story line...
The epic dungeons are still hard for people comming up...
But
There is no story line linking them up so they are just places to get stuff.
Getting stuff is a loop... and I know some folks play the game to get AD but that is not why I do
I like the Idea theat there are events we are trying to shape
It is debatable. The only reason 10-59 PVP is more balanced is because there aren't enough people who make premades pre-60 and so the matchmaking isn't able to make unwanted matches.
I still contend that enchantments should have level requirements (at least especially in PVP). Rank 5 requires level 40, Rank 6 requires level 50, Rank 7s and above require level 60.
Actually pvp at lvl 60 would be more balanced if the top players created premade vs premades so moot is your point. PVP is more balanced in the lower bracket only if people aren't wearing rank 10's and have perfect wep enchants. Most lowbie pvpers do not have those and in fact wear rank 5-7 with lesser weapon enchants. The ones who complain the loudest about the lowbie pvp bracket eventually roll alts with rank tens and perfect wep enchants.
I also mentioned in another thread level requirements for enchantments. I see you like my idea.
The dungeons ARE part of the storyline on each map. But yea, the idea of "epic" dungeons based on existing ones is pretty... well not DnD-like. It would have been nice if they were actually new like CN, MC and VT.
It is however standard practice in many if not all mmo's.
The dungeons ARE part of the storyline on each map. But yea, the idea of "epic" dungeons based on existing ones is pretty... well not DnD-like. It would have been nice if they were actually new like CN, MC and VT.
None the less "epic" dungeons, or "easy/hard/impossible" versions are in place in the 'official dnd mmo", dungeons and dragons online.
I think the content production is fine, its a bit annoying to have lots more fetch quests but these are really just par for the course. Neverwinter has the best levelling quests I have played in an MMO and I find it quite enjoyable to level a character. The problem I feel with the end game content is that its just too easy. There should be more range in difficulty with dungeons that are a lot harder to beat. Its all well and good requesting more and more content but when people can just blow through them straight away it gets boring, having more difficult , complex content with better loot as reward is going to people working harder not just to have the best gear score but to work at finding ways to beat the content.
Some of the most fun I have had is running a tough dungeon with my guild but when everyone is level capped with huge GS whats the point? We can just run through them quickly with the same tactics and with any other dungeon. I would much rather have more challenging end game content that takes time to master. This in turn will lead to end game content lasting longer and people continuing to play longer while new content is released.
Its all about quality not quantity.
On a side note I think tiamat is a prime example of this, it was sold to us as being a huge 5 headed dragon that was so tough it requires 25 players all working together. And apart from the (still unfixed) bug in tiamat, its ridiculously easy to beat in 20 mins or less. Once you have run it a couple of times it just becomes a grind to farm rewards.
Comments
Well, content should be gated behind whatever system is used to determine a characters progress through the game, usually levels, but in nwo it seems to be gs. PvP should be bracketed according to the same system. The game as it is simply broken with the sale of trinkets and refinement having a much higher priority than progress through the game, actual content, pve or pvp.
So many good posts and so much thought put into the game in this thread. I think those who craft this game are probably chomping at the bit to implement some of these ideas (and many of their own), but ultimately it is up to the ones who pay the game-crafters and sadly I do not imagine they care so much for how good the game is as they do about how well it can be monetized.
Yes it is dosappointing when I make a level 10 char to do some pvp achivement to get a glory cache which is around 70k AD worth stuff.
And then there are ppl with over 6-7k gs at level 10, with 3 of those lockbox artefacts, level 10 enchs and perfect vorpal ofc.
Low level equipments should be limited too, like u would not be able to use level 10 enchants at that level.
But actually yes, its less frustrating.
Dunno about that- I play premades almost exclusively through to lvl 59, and after that it gets more difficult to form them because of the gs disparity and also because if you form a premade of all brand new 12-14k level 60 people that you played with up to that point, you will almost definitely run into a full on premade that has a much higher average gs.
I don't disagree that enchantments should have level requirements and instead a player should have something like an xp bank they can dissolve old characters into to make new characters without having to level them all the way up. But we are talking like this is a well managed game. It is not. It is a mess lol.
Well said.
If you upgrade to older stuff then all you are doing is making it harder for new players... who could benefit from the extra boons etc whilst seeing the old content...... plus it was balanced well in most parts, change it and (Like with tiamat) in all liklyhood you'd mess it up.
I'd rather see NEW/MORE content designed and balanced from scratch to be challenging for individuals and guilds at current levels.
Remember guys (Yes I am speaking to you elitist lot!) whilst YOU might have a leadership army you farm from, but newer players don't and it takes time to build that up... all the rest that you are growling at newer players for not having takes a lot of AD.... and it isn't as if there is much in the way of profitable farming for you, let alone for the newer and less geared to benefit from!
I agree with you I would like a story line...
The epic dungeons are still hard for people comming up...
But
There is no story line linking them up so they are just places to get stuff.
Getting stuff is a loop... and I know some folks play the game to get AD but that is not why I do
I like the Idea theat there are events we are trying to shape
Urlord
Actually pvp at lvl 60 would be more balanced if the top players created premade vs premades so moot is your point. PVP is more balanced in the lower bracket only if people aren't wearing rank 10's and have perfect wep enchants. Most lowbie pvpers do not have those and in fact wear rank 5-7 with lesser weapon enchants. The ones who complain the loudest about the lowbie pvp bracket eventually roll alts with rank tens and perfect wep enchants.
I also mentioned in another thread level requirements for enchantments. I see you like my idea.
It is however standard practice in many if not all mmo's.
None the less "epic" dungeons, or "easy/hard/impossible" versions are in place in the 'official dnd mmo", dungeons and dragons online.
Some of the most fun I have had is running a tough dungeon with my guild but when everyone is level capped with huge GS whats the point? We can just run through them quickly with the same tactics and with any other dungeon. I would much rather have more challenging end game content that takes time to master. This in turn will lead to end game content lasting longer and people continuing to play longer while new content is released.
Its all about quality not quantity.
On a side note I think tiamat is a prime example of this, it was sold to us as being a huge 5 headed dragon that was so tough it requires 25 players all working together. And apart from the (still unfixed) bug in tiamat, its ridiculously easy to beat in 20 mins or less. Once you have run it a couple of times it just becomes a grind to farm rewards.